237 lines
10 KiB
C
237 lines
10 KiB
C
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//====== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef ITOOLENTITY_H
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#define ITOOLENTITY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/interface.h"
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#include "tier1/utlvector.h"
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#include "Color.h"
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#include "basehandle.h"
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#include "iclientrenderable.h"
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#include "engine/ishadowmgr.h"
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#include "engine/ivmodelinfo.h"
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#include "engine/IClientLeafSystem.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IServerEntity;
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class IClientEntity;
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class IToolSystem;
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class IClientRenderable;
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class Vector;
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class QAngle;
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//-----------------------------------------------------------------------------
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// Safe accessor to an entity
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//-----------------------------------------------------------------------------
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typedef unsigned int HTOOLHANDLE;
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enum
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{
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HTOOLHANDLE_INVALID = 0
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};
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//-----------------------------------------------------------------------------
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// If you change this, change the flags in IClientShadowMgr.h also
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//-----------------------------------------------------------------------------
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enum ClientShadowFlags_t
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{
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SHADOW_FLAGS_USE_RENDER_TO_TEXTURE = (SHADOW_FLAGS_LAST_FLAG<<1),
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SHADOW_FLAGS_ANIMATING_SOURCE = (SHADOW_FLAGS_LAST_FLAG<<2),
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SHADOW_FLAGS_USE_DEPTH_TEXTURE = (SHADOW_FLAGS_LAST_FLAG<<3),
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SHADOW_FLAGS_CUSTOM_DRAW = (SHADOW_FLAGS_LAST_FLAG<<4),
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// Update this if you add flags
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CLIENT_SHADOW_FLAGS_LAST_FLAG = SHADOW_FLAGS_CUSTOM_DRAW
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};
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//-----------------------------------------------------------------------------
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// Opaque pointer returned from Find* methods, don't store this, you need to
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// Attach it to a tool entity or discard after searching
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//-----------------------------------------------------------------------------
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typedef void *EntitySearchResult;
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typedef void *ParticleSystemSearchResult;
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//-----------------------------------------------------------------------------
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// Purpose: Client side tool interace (right now just handles IClientRenderables).
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// In theory could support hooking into client side entities directly
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//-----------------------------------------------------------------------------
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class IClientTools : public IBaseInterface
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{
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public:
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// Allocates or returns the handle to an entity previously found using the Find* APIs below
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virtual HTOOLHANDLE AttachToEntity( EntitySearchResult entityToAttach ) = 0;
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virtual void DetachFromEntity( EntitySearchResult entityToDetach ) = 0;
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virtual EntitySearchResult GetEntity( HTOOLHANDLE handle ) = 0;
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// Checks whether a handle is still valid.
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virtual bool IsValidHandle( HTOOLHANDLE handle ) = 0;
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// Iterates the list of entities which have been associated with tools
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virtual int GetNumRecordables() = 0;
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virtual HTOOLHANDLE GetRecordable( int index ) = 0;
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// Iterates through ALL entities (separate list for client vs. server)
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virtual EntitySearchResult NextEntity( EntitySearchResult currentEnt ) = 0;
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EntitySearchResult FirstEntity() { return NextEntity( NULL ); }
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// Use this to turn on/off the presence of an underlying game entity
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virtual void SetEnabled( HTOOLHANDLE handle, bool enabled ) = 0;
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// Use this to tell an entity to post "state" to all listening tools
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virtual void SetRecording( HTOOLHANDLE handle, bool recording ) = 0;
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// Some entities are marked with ShouldRecordInTools false, such as ui entities, etc.
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virtual bool ShouldRecord( HTOOLHANDLE handle ) = 0;
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virtual HTOOLHANDLE GetToolHandleForEntityByIndex( int entindex ) = 0;
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virtual int GetModelIndex( HTOOLHANDLE handle ) = 0;
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virtual const char* GetModelName ( HTOOLHANDLE handle ) = 0;
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virtual const char* GetClassname ( HTOOLHANDLE handle ) = 0;
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virtual void AddClientRenderable( IClientRenderable *pRenderable, bool bDrawWithViewModels, RenderableTranslucencyType_t nType, RenderableModelType_t nModelType = RENDERABLE_MODEL_UNKNOWN_TYPE ) = 0;
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virtual void RemoveClientRenderable( IClientRenderable *pRenderable ) = 0;
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virtual void SetTranslucencyType( IClientRenderable *pRenderable, RenderableTranslucencyType_t nType ) = 0;
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virtual void MarkClientRenderableDirty( IClientRenderable *pRenderable ) = 0;
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virtual void UpdateProjectedTexture( ClientShadowHandle_t h, bool bForce ) = 0;
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virtual bool DrawSprite( IClientRenderable *pRenderable, float scale, float frame, int rendermode, int renderfx, const Color &color, float flProxyRadius, int *pVisHandle ) = 0;
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virtual void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color ) = 0;
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virtual EntitySearchResult GetLocalPlayer() = 0;
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virtual bool GetLocalPlayerEyePosition( Vector& org, QAngle& ang, float &fov ) = 0;
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// See ClientShadowFlags_t above
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virtual ClientShadowHandle_t CreateShadow( CBaseHandle handle, int nFlags ) = 0;
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virtual void DestroyShadow( ClientShadowHandle_t h ) = 0;
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virtual ClientShadowHandle_t CreateFlashlight( const FlashlightState_t &lightState ) = 0;
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virtual void DestroyFlashlight( ClientShadowHandle_t h ) = 0;
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virtual void UpdateFlashlightState( ClientShadowHandle_t h, const FlashlightState_t &lightState ) = 0;
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virtual void AddToDirtyShadowList( ClientShadowHandle_t h, bool force = false ) = 0;
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virtual void MarkRenderToTextureShadowDirty( ClientShadowHandle_t h ) = 0;
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// Global toggle for recording
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virtual void EnableRecordingMode( bool bEnable ) = 0;
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virtual bool IsInRecordingMode() const = 0;
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// Trigger a temp entity
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virtual void TriggerTempEntity( KeyValues *pKeyValues ) = 0;
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// get owning weapon (for viewmodels)
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virtual int GetOwningWeaponEntIndex( int entindex ) = 0;
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virtual int GetEntIndex( EntitySearchResult entityToAttach ) = 0;
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virtual int FindGlobalFlexcontroller( char const *name ) = 0;
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virtual char const *GetGlobalFlexControllerName( int idx ) = 0;
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// helper for traversing ownership hierarchy
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virtual EntitySearchResult GetOwnerEntity( EntitySearchResult currentEnt ) = 0;
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// common and useful types to query for hierarchically
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virtual bool IsPlayer ( EntitySearchResult currentEnt ) = 0;
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virtual bool IsCombatCharacter ( EntitySearchResult currentEnt ) = 0;
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virtual bool IsNPC ( EntitySearchResult currentEnt ) = 0;
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virtual bool IsRagdoll ( EntitySearchResult currentEnt ) = 0;
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virtual bool IsViewModel ( EntitySearchResult currentEnt ) = 0;
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virtual bool IsViewModelOrAttachment( EntitySearchResult currentEnt ) = 0;
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virtual bool IsWeapon ( EntitySearchResult currentEnt ) = 0;
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virtual bool IsSprite ( EntitySearchResult currentEnt ) = 0;
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virtual bool IsProp ( EntitySearchResult currentEnt ) = 0;
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virtual bool IsBrush ( EntitySearchResult currentEnt ) = 0;
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virtual Vector GetAbsOrigin( HTOOLHANDLE handle ) = 0;
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virtual QAngle GetAbsAngles( HTOOLHANDLE handle ) = 0;
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// This reloads a portion or all of a particle definition file.
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// It's up to the client to decide if it cares about this file
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// Use a UtlBuffer to crack the data
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virtual void ReloadParticleDefintions( const char *pFileName, const void *pBufData, int nLen ) = 0;
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// ParticleSystem iteration, query, modification
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virtual ParticleSystemSearchResult FirstParticleSystem() { return NextParticleSystem( NULL ); }
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virtual ParticleSystemSearchResult NextParticleSystem( ParticleSystemSearchResult sr ) = 0;
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virtual void SetRecording( ParticleSystemSearchResult sr, bool bRecord ) = 0;
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// Sends a mesage from the tool to the client
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virtual void PostToolMessage( KeyValues *pKeyValues ) = 0;
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// Indicates whether the client should render particle systems
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virtual void EnableParticleSystems( bool bEnable ) = 0;
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// Is the game rendering in 3rd person mode?
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virtual bool IsRenderingThirdPerson() const = 0;
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};
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#define VCLIENTTOOLS_INTERFACE_VERSION "VCLIENTTOOLS001"
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class CEntityRespawnInfo
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{
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public:
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int m_nHammerID;
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const char *m_pEntText;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Interface from engine to tools for manipulating entities
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//-----------------------------------------------------------------------------
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class IServerTools : public IBaseInterface
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{
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public:
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virtual IServerEntity *GetIServerEntity( IClientEntity *pClientEntity ) = 0;
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virtual bool SnapPlayerToPosition( const Vector &org, const QAngle &ang, IClientEntity *pClientPlayer = NULL ) = 0;
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virtual bool GetPlayerPosition( Vector &org, QAngle &ang, IClientEntity *pClientPlayer = NULL ) = 0;
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virtual bool SetPlayerFOV( int fov, IClientEntity *pClientPlayer = NULL ) = 0;
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virtual int GetPlayerFOV( IClientEntity *pClientPlayer = NULL ) = 0;
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virtual bool IsInNoClipMode( IClientEntity *pClientPlayer = NULL ) = 0;
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// entity searching
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virtual void *FirstEntity( void ) = 0;
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virtual void *NextEntity( void *pEntity ) = 0;
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virtual void *FindEntityByHammerID( int iHammerID ) = 0;
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// entity query
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virtual bool GetKeyValue( void *pEntity, const char *szField, char *szValue, int iMaxLen ) = 0;
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virtual bool SetKeyValue( void *pEntity, const char *szField, const char *szValue ) = 0;
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virtual bool SetKeyValue( void *pEntity, const char *szField, float flValue ) = 0;
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virtual bool SetKeyValue( void *pEntity, const char *szField, const Vector &vecValue ) = 0;
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// entity spawning
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virtual void *CreateEntityByName( const char *szClassName ) = 0;
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virtual void DispatchSpawn( void *pEntity ) = 0;
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virtual bool DestroyEntityByHammerId( int iHammerID ) = 0;
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// This function respawns the entity into the same entindex slot AND tricks the EHANDLE system into thinking it's the same
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// entity version so anyone holding an EHANDLE to the entity points at the newly-respawned entity.
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virtual bool RespawnEntitiesWithEdits( CEntityRespawnInfo *pInfos, int nInfos ) = 0;
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// This reloads a portion or all of a particle definition file.
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// It's up to the server to decide if it cares about this file
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// Use a UtlBuffer to crack the data
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virtual void ReloadParticleDefintions( const char *pFileName, const void *pBufData, int nLen ) = 0;
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virtual void AddOriginToPVS( const Vector &org ) = 0;
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virtual void MoveEngineViewTo( const Vector &vPos, const QAngle &vAngles ) = 0;
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// Call UTIL_Remove on the entity.
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virtual void RemoveEntity( int nHammerID ) = 0;
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};
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#define VSERVERTOOLS_INTERFACE_VERSION "VSERVERTOOLS001"
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#endif // ITOOLENTITY_H
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