sqwarmed/sdk_src/game/shared/baseentity_shared.h

280 lines
7.2 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEENTITY_SHARED_H
#define BASEENTITY_SHARED_H
#ifdef _WIN32
#pragma once
#endif
extern ConVar hl2_episodic;
// Simple shared header file for common base entities
// entity capabilities
// These are caps bits to indicate what an object's capabilities (currently used for +USE, save/restore and level transitions)
// NOTE: (For portal 2 and paint) These +use related caps MUST be the first 6 bits!
#define FCAP_IMPULSE_USE 0x00000001 // can be used by the player
#define FCAP_CONTINUOUS_USE 0x00000002 // can be used by the player
#define FCAP_ONOFF_USE 0x00000004 // can be used by the player
#define FCAP_DIRECTIONAL_USE 0x00000008 // Player sends +/- 1 when using (currently only tracktrains)
// NOTE: Normally +USE only works in direct line of sight. Add these caps for additional searches
#define FCAP_USE_ONGROUND 0x00000010
#define FCAP_USE_IN_RADIUS 0x00000020
#define FCAP_MUST_SPAWN 0x00000040 // Spawn after restore
#define FCAP_ACROSS_TRANSITION 0x00000080 // should transfer between transitions
// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
#define FCAP_FORCE_TRANSITION 0x00000100 // ALWAYS goes across transitions
#define FCAP_NOTIFY_ON_TRANSITION 0x00000200 // Entity will receive Inside/Outside transition inputs when a transition occurs
#define FCAP_SAVE_NON_NETWORKABLE 0x00000400
#define FCAP_MASTER 0x10000000 // Can be used to "master" other entities (like multisource)
#define FCAP_WCEDIT_POSITION 0x40000000 // Can change position and update Hammer in edit mode
#define FCAP_DONT_SAVE 0x80000000 // Don't save this
// How many bits are used to transmit parent attachment indices?
#define NUM_PARENTATTACHMENT_BITS 6
// Maximum number of vphysics objects per entity
#define VPHYSICS_MAX_OBJECT_LIST_COUNT 1024
#if defined( CLIENT_DLL )
#include "c_baseentity.h"
#include "c_baseanimating.h"
#else
#include "baseentity.h"
#ifdef HL2_EPISODIC
#include "info_darknessmode_lightsource.h"
#endif // HL2_EPISODIC
#endif
#include "vscript/ivscript.h"
#include "vscript_shared.h"
#if !defined( NO_ENTITY_PREDICTION )
// CBaseEntity inlines
inline bool CBaseEntity::IsPlayerSimulated( void ) const
{
return m_bIsPlayerSimulated;
}
inline CBasePlayer *CBaseEntity::GetSimulatingPlayer( void )
{
return m_hPlayerSimulationOwner.Get();
}
#endif
inline MoveType_t CBaseEntity::GetMoveType() const
{
return (MoveType_t)(unsigned char)m_MoveType;
}
inline MoveCollide_t CBaseEntity::GetMoveCollide() const
{
return (MoveCollide_t)(unsigned char)m_MoveCollide;
}
//-----------------------------------------------------------------------------
// Collision group accessors
//-----------------------------------------------------------------------------
inline int CBaseEntity::GetCollisionGroup() const
{
return m_CollisionGroup;
}
inline int CBaseEntity::GetFlags( void ) const
{
return m_fFlags;
}
inline bool CBaseEntity::IsAlive( void )
{
return m_lifeState == LIFE_ALIVE;
}
inline CBaseEntity *CBaseEntity::GetOwnerEntity() const
{
return m_hOwnerEntity.Get();
}
inline CBaseEntity *CBaseEntity::GetEffectEntity() const
{
return m_hEffectEntity.Get();
}
inline int CBaseEntity::GetPredictionRandomSeed( void )
{
return m_nPredictionRandomSeed;
}
inline CBasePlayer *CBaseEntity::GetPredictionPlayer( void )
{
return m_pPredictionPlayer;
}
inline void CBaseEntity::SetPredictionPlayer( CBasePlayer *player )
{
m_pPredictionPlayer = player;
}
inline bool CBaseEntity::IsSimulatedEveryTick() const
{
return m_bSimulatedEveryTick;
}
inline bool CBaseEntity::IsAnimatedEveryTick() const
{
return m_bAnimatedEveryTick;
}
inline void CBaseEntity::SetSimulatedEveryTick( bool sim )
{
if ( m_bSimulatedEveryTick != sim )
{
m_bSimulatedEveryTick = sim;
#ifdef CLIENT_DLL
Interp_UpdateInterpolationAmounts( GetVarMapping() );
#endif
}
}
inline void CBaseEntity::SetAnimatedEveryTick( bool anim )
{
if ( m_bAnimatedEveryTick != anim )
{
m_bAnimatedEveryTick = anim;
#ifdef CLIENT_DLL
Interp_UpdateInterpolationAmounts( GetVarMapping() );
#endif
}
}
inline float CBaseEntity::GetAnimTime() const
{
return m_flAnimTime;
}
inline float CBaseEntity::GetSimulationTime() const
{
return m_flSimulationTime;
}
inline void CBaseEntity::SetAnimTime( float at )
{
m_flAnimTime = at;
}
inline void CBaseEntity::SetSimulationTime( float st )
{
m_flSimulationTime = st;
}
inline int CBaseEntity::GetEffects( void ) const
{
return m_fEffects;
}
inline void CBaseEntity::RemoveEffects( int nEffects )
{
#if !defined( CLIENT_DLL )
#ifdef HL2_EPISODIC
if ( nEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT) )
{
// Hack for now, to avoid player emitting radius with his flashlight
if ( !IsPlayer() )
{
RemoveEntityFromDarknessCheck( this );
}
}
#endif // HL2_EPISODIC
#endif // !CLIENT_DLL
m_fEffects &= ~nEffects;
if ( nEffects & EF_NODRAW )
{
#ifndef CLIENT_DLL
NetworkProp()->MarkPVSInformationDirty();
DispatchUpdateTransmitState();
#else
UpdateVisibility();
#endif
}
}
inline void CBaseEntity::ClearEffects( void )
{
#if !defined( CLIENT_DLL )
#ifdef HL2_EPISODIC
if ( m_fEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT) )
{
// Hack for now, to avoid player emitting radius with his flashlight
if ( !IsPlayer() )
{
RemoveEntityFromDarknessCheck( this );
}
}
#endif // HL2_EPISODIC
#endif // !CLIENT_DLL
m_fEffects = 0;
#ifndef CLIENT_DLL
DispatchUpdateTransmitState();
#else
UpdateVisibility();
#endif
}
inline bool CBaseEntity::IsEffectActive( int nEffects ) const
{
return (m_fEffects & nEffects) != 0;
}
inline HSCRIPT ToHScript( CBaseEntity *pEnt )
{
return ( pEnt ) ? pEnt->GetScriptInstance() : NULL;
}
template <> ScriptClassDesc_t *GetScriptDesc<CBaseEntity>( CBaseEntity * );
inline CBaseEntity *ToEnt( HSCRIPT hScript )
{
return ( hScript ) ? (CBaseEntity *)g_pScriptVM->GetInstanceValue( hScript, GetScriptDescForClass(CBaseEntity) ) : NULL;
}
// convenience functions for fishing out the vectors of this object
// equivalent to GetVectors(), but doesn't need an intermediate stack
// variable (which might cause an LHS anyway)
inline Vector CBaseEntity::Forward() const RESTRICT ///< get my forward (+x) vector
{
const matrix3x4_t &mat = EntityToWorldTransform();
return Vector( mat[0][0], mat[1][0], mat[2][0] );
}
inline Vector CBaseEntity::Left() const RESTRICT ///< get my left (+y) vector
{
const matrix3x4_t &mat = EntityToWorldTransform();
return Vector( mat[0][1], mat[1][1], mat[2][1] );
}
inline Vector CBaseEntity::Up() const RESTRICT ///< get my up (+z) vector
{
const matrix3x4_t &mat = EntityToWorldTransform();
return Vector( mat[0][2], mat[1][2], mat[2][2] );
}
// Shared EntityMessage between game and client .dlls
#define BASEENTITY_MSG_REMOVE_DECALS 1
#endif // BASEENTITY_SHARED_H