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metamod-r/metamod/include/dlls/cbase.h
s1lentq eaf6f1ae41 Added gradle
Refactoring
2016-07-26 07:22:47 +07:00

376 lines
12 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
#include "util.h"
#include "monsterevent.h"
class CSave;
class CRestore;
class CBasePlayer;
class CBaseEntity;
class CBaseMonster;
class CBasePlayerItem;
class CSquadMonster;
class CCSEntity;
class CBaseEntity {
public:
// Constructor. Set engine to use C/C++ callback functions
// pointers to engine data
entvars_t *pev; // Don't need to save/restore this pointer, the engine resets it
// path corners
CBaseEntity *m_pGoalEnt; // path corner we are heading towards
CBaseEntity *m_pLink; // used for temporary link-list operations.
// initialization functions
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Activate() = 0;
// Setup the object->object collision box (pev->mins / pev->maxs is the object->world collision box)
virtual void SetObjectCollisionBox() = 0;
// Classify - returns the type of group (i.e, "houndeye", or "human military" so that monsters with different classnames
// still realize that they are teammates. (overridden for monsters that form groups)
virtual int Classify() = 0;
virtual void DeathNotice(entvars_t *pevChild) = 0;
virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual BOOL TakeHealth(float flHealth, int bitsDamageType) = 0;
virtual void Killed(entvars_t *pevAttacker, int iGib) = 0;
virtual int BloodColor() = 0;
virtual void TraceBleed(float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) = 0;
virtual BOOL IsTriggered(CBaseEntity *pActivator) = 0;
virtual CBaseMonster *MyMonsterPointer() = 0;
virtual CSquadMonster *MySquadMonsterPointer() = 0;
virtual int GetToggleState() = 0;
virtual void AddPoints(int score, BOOL bAllowNegativeScore) = 0;
virtual void AddPointsToTeam(int score, BOOL bAllowNegativeScore) = 0;
virtual BOOL AddPlayerItem(CBasePlayerItem *pItem) = 0;
virtual BOOL RemovePlayerItem(CBasePlayerItem *pItem) = 0;
virtual int GiveAmmo(int iAmount, char *szName, int iMax) = 0;
virtual float GetDelay() = 0;
virtual int IsMoving() = 0;
virtual void OverrideReset() = 0;
virtual int DamageDecal(int bitsDamageType) = 0;
// This is ONLY used by the node graph to test movement through a door
virtual void SetToggleState(int state) = 0;
virtual void StartSneaking() = 0;
virtual void StopSneaking() = 0;
virtual BOOL OnControls(entvars_t *onpev) = 0;
virtual BOOL IsSneaking() = 0;
virtual BOOL IsAlive() = 0;
virtual BOOL IsBSPModel() = 0;
virtual BOOL ReflectGauss() = 0;
virtual BOOL HasTarget(string_t targetname) = 0;
virtual BOOL IsInWorld() = 0;
virtual BOOL IsPlayer() = 0;
virtual BOOL IsNetClient() = 0;
virtual const char *TeamID() = 0;
virtual CBaseEntity *GetNextTarget() = 0;
// fundamental callbacks
void (CBaseEntity::*m_pfnThink)();
void (CBaseEntity::*m_pfnTouch)(CBaseEntity *pOther);
void (CBaseEntity::*m_pfnUse)(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void (CBaseEntity::*m_pfnBlocked)(CBaseEntity *pOther);
virtual void Think() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType = USE_OFF, float value = 0.0f) = 0;
virtual void Blocked(CBaseEntity *pOther) = 0;
virtual CBaseEntity *Respawn() = 0;
virtual void UpdateOwner() = 0;
virtual BOOL FBecomeProne() = 0;
virtual Vector Center() = 0; // center point of entity
virtual Vector EyePosition() = 0; // position of eyes
virtual Vector EarPosition() = 0; // position of ears
virtual Vector BodyTarget(const Vector &posSrc) = 0; // position to shoot at
virtual int Illumination() = 0;
virtual BOOL FVisible(CBaseEntity *pEntity) = 0;
virtual BOOL FVisible(const Vector &vecOrigin) = 0;
public:
static CBaseEntity *Instance(edict_t *pent) { return (CBaseEntity *)GET_PRIVATE(pent ? pent : ENT(0)); }
static CBaseEntity *Instance(entvars_t *pev) { return Instance(ENT(pev)); }
static CBaseEntity *Instance(int offset) { return Instance(ENT(offset)); }
edict_t *edict() { return ENT(pev); }
EOFFSET eoffset() { return OFFSET(pev); }
int entindex() { return ENTINDEX(edict()); }
public:
CCSEntity *m_pEntity; // NOTE: it was replaced on member "int *current_ammo" because it is useless.
// We use this variables to store each ammo count.
float currentammo;
int maxammo_buckshot;
int ammo_buckshot;
int maxammo_9mm;
int ammo_9mm;
int maxammo_556nato;
int ammo_556nato;
int maxammo_556natobox;
int ammo_556natobox;
int maxammo_762nato;
int ammo_762nato;
int maxammo_45acp;
int ammo_45acp;
int maxammo_50ae;
int ammo_50ae;
int maxammo_338mag;
int ammo_338mag;
int maxammo_57mm;
int ammo_57mm;
int maxammo_357sig;
int ammo_357sig;
// Special stuff for grenades and knife.
float m_flStartThrow;
float m_flReleaseThrow;
int m_iSwing;
// client has left the game
bool has_disconnected;
};
class CPointEntity: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual int ObjectCaps() = 0;
};
// generic Delay entity
class CBaseDelay: public CBaseEntity {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
public:
float m_flDelay;
int m_iszKillTarget;
};
class CBaseAnimating: public CBaseDelay {
public:
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void HandleAnimEvent(MonsterEvent_t *pEvent) = 0;
public:
// animation needs
float m_flFrameRate; // computed FPS for current sequence
float m_flGroundSpeed; // computed linear movement rate for current sequence
float m_flLastEventCheck; // last time the event list was checked
BOOL m_fSequenceFinished; // flag set when StudioAdvanceFrame moves across a frame boundry
BOOL m_fSequenceLoops; // true if the sequence loops
};
// EHANDLE. Safe way to point to CBaseEntities who may die between frames
class EHANDLE {
public:
edict_t *Get();
edict_t *Set(edict_t *pent);
operator int();
operator CBaseEntity*();
operator CBasePlayer*();
CBaseEntity *operator=(CBaseEntity *pEntity);
CBaseEntity *operator->();
private:
edict_t *m_pent;
int m_serialnumber;
};
// generic Toggle entity.
class CBaseToggle: public CBaseAnimating {
public:
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int GetToggleState() = 0;
virtual float GetDelay() = 0;
public:
TOGGLE_STATE m_toggle_state;
float m_flActivateFinished; // like attack_finished, but for doors
float m_flMoveDistance; // how far a door should slide or rotate
float m_flWait;
float m_flLip;
float m_flTWidth; // for plats
float m_flTLength; // for plats
Vector m_vecPosition1;
Vector m_vecPosition2;
Vector m_vecAngle1;
Vector m_vecAngle2;
int m_cTriggersLeft; // trigger_counter only, # of activations remaining
float m_flHeight;
EHANDLE m_hActivator;
void (CBaseToggle::*m_pfnCallWhenMoveDone)();
Vector m_vecFinalDest;
Vector m_vecFinalAngle;
int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
string_t m_sMaster; // If this button has a master switch, this is the targetname.
// A master switch must be of the multisource type. If all
// of the switches in the multisource have been triggered, then
// the button will be allowed to operate. Otherwise, it will be
// deactivated.
};
#include "basemonster.h"
#include "weapons.h"
#include "player.h"
// Generic Button
class CBaseButton: public CBaseToggle {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0; // Buttons that don't take damage can be IMPULSE used
public:
BOOL m_fStayPushed; // button stays pushed in until touched again?
BOOL m_fRotating; // a rotating button? default is a sliding button.
string_t m_strChangeTarget; // if this field is not null, this is an index into the engine string array.
// when this button is touched, it's target entity's TARGET field will be set
// to the button's ChangeTarget. This allows you to make a func_train switch paths, etc.
locksound_t m_ls; // door lock sounds
byte m_bLockedSound; // ordinals from entity selection
byte m_bLockedSentence;
byte m_bUnlockedSound;
byte m_bUnlockedSentence;
int m_sounds;
};
// MultiSouce
#define MAX_MULTI_TARGETS 16 // maximum number of targets a single multi_manager entity may be assigned.
#define MS_MAX_TARGETS 32
class CMultiSource: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual BOOL IsTriggered(CBaseEntity *pActivator) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
EHANDLE m_rgEntities[MS_MAX_TARGETS];
int m_rgTriggered[MS_MAX_TARGETS];
int m_iTotal;
string_t m_globalstate;
};
// This spawns first when each level begins.
class CWorld: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
};
// Inlines
inline edict_t *EHANDLE::Get()
{
if (!m_pent || m_pent->serialnumber != m_serialnumber)
return NULL;
return m_pent;
}
inline edict_t *EHANDLE::Set(edict_t *pent)
{
m_pent = pent;
if (pent)
m_serialnumber = pent->serialnumber;
return pent;
}
inline EHANDLE::operator int()
{
return Get() != NULL;
}
inline EHANDLE::operator CBaseEntity *()
{
return (CBaseEntity *)GET_PRIVATE(Get());
}
inline EHANDLE::operator CBasePlayer *()
{
return static_cast<CBasePlayer *>(GET_PRIVATE(Get()));
}
inline CBaseEntity *EHANDLE::operator=(CBaseEntity *pEntity)
{
if (pEntity != NULL)
{
m_pent = ENT(pEntity->pev);
if (m_pent)
m_serialnumber = m_pent->serialnumber;
}
else
{
m_pent = NULL;
m_serialnumber = 0;
}
return pEntity;
}
inline CBaseEntity *EHANDLE::operator->()
{
return (CBaseEntity *)GET_PRIVATE(Get());
}