ef2gamesource/dlls/game/entity.h

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/entity.h $
// $Revision:: 124 $
// $Author:: Steven $
// $Date:: 10/13/03 9:43a $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Base class for all enities that are controlled by the game. If you have any
// object that should be called on a periodic basis and it is not an entity,
// then you have to have an dummy entity that calls it.
//
// An entity in the game is any object that is not part of the world. Any non-world
// object that is visible in the game is an entity, although it is not required that
// all entities be visible to the player. Some objects are basically just virtual
// constructs that act as an instigator of certain actions, for example, some
// triggers are invisible and cannot be touched, but when activated by other
// objects can cause things to happen.
//
// All entities are capable of receiving messages from Sin or from other entities.
// Messages received by an entity may be ignored, passed on to their superclass,
// or acted upon by the entity itself. The programmer must decide on the proper
// action for the entity to take to any message. There will be many messages
// that are completely irrelevant to an entity and should be ignored. Some messages
// may require certain states to exist and if they are received by an entity when
// it these states don't exist may indicate a logic error on the part of the
// programmer or map designer and should be reported as warnings (if the problem is
// not severe enough for the game to be halted) or as errors (if the problem should
// not be ignored at any cost).
//
class BindInfo;
class MorphInfo;
class Entity;
#ifndef __ENTITY_H__
#define __ENTITY_H__
#include "program.h"
#include "g_local.h"
#include "class.h"
#include "vector.h"
#include "script.h"
#include "listener.h"
#include "scriptvariable.h"
#include "DamageModification.hpp"
#include "UseData.h"
// modification flags
#define FLAG_IGNORE 0
#define FLAG_CLEAR 1
#define FLAG_ADD 2
typedef enum
{
DAMAGE_NO,
DAMAGE_YES, // will take damage if hit
DAMAGE_AIM // auto targeting recognizes this
} damage_t;
//deadflag
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3
// flags
#define FL_FLY (1<<0)
#define FL_SWIM (1<<1) // implied immunity to drowining
#define FL_INWATER (1<<2)
#define FL_GODMODE (1<<3)
#define FL_NOTARGET (1<<4)
#define FL_PARTIALGROUND (1<<5) // not all corners are valid
#define FL_TEAMSLAVE (1<<6) // not the first on the team
#define FL_NO_KNOCKBACK (1<<7)
#define FL_THINK (1<<8)
#define FL_BLOOD (1<<9) // when hit, it should bleed.
#define FL_DIE_GIBS (1<<10) // when it dies, it should gib
#define FL_DIE_EXPLODE (1<<11) // when it dies, it will explode
#define FL_ROTATEDBOUNDS (1<<12) // model uses rotated mins and maxs
#define FL_DONTSAVE (1<<13) // don't add to the savegame
#define FL_IMMOBILE (1<<14) // entity has been immobolized somehow
#define FL_PARTIAL_IMMOBILE (1<<15) // entity has been immobolized somehow
#define FL_STUNNED (1<<16)
#define FL_POSTTHINK (1<<17) // call a think function after the physics have been run
#define FL_TOUCH_TRIGGERS (1<<18) // should this entity touch triggers
#define FL_AUTOAIM (1<<19) // Autoaim on this entity
// Create falgs
#define ENTITY_CREATE_FLAG_ANIMATE (1<<0)
#define ENTITY_CREATE_FLAG_MOVER (1<<1)
// damage flags
#define DAMAGE_RADIUS 0x00000001 // damage was indirect
#define DAMAGE_NO_ARMOR 0x00000002 // armour does not protect from this damage
#define DAMAGE_ENERGY 0x00000004 // damage is from an energy based weapon
#define DAMAGE_NO_KNOCKBACK 0x00000008 // do not affect velocity, just view angles
#define DAMAGE_BULLET 0x00000010 // damage is from a bullet (used for ricochets)
#define DAMAGE_NO_PROTECTION 0x00000020 // armor, shields, invulnerability, and godmode have no effect
#define DAMAGE_NO_SKILL 0x00000040 // damage is not affected by skill level
extern Event EV_ClientMove;
extern Event EV_ClientEndFrame;
// Generic entity events
extern Event EV_Classname;
extern Event EV_Activate;
extern Event EV_Use;
extern Event EV_FadeNoRemove;
extern Event EV_FadeOut;
extern Event EV_FadeIn;
extern Event EV_Fade;
extern Event EV_Killed;
extern Event EV_GotKill;
extern Event EV_Pain;
extern Event EV_Damage;
extern Event EV_Stun;
extern Event EV_Gib;
extern Event EV_Kill;
extern Event EV_DeathSinkStart;
extern Event EV_TouchTriggers;
extern Event EV_DoRadiusDamage;
// Physics events
extern Event EV_MoveDone;
extern Event EV_Touch;
extern Event EV_Contact;
extern Event EV_LostContact;
extern Event EV_Blocked;
extern Event EV_Attach;
extern Event EV_AttachModel;
extern Event EV_RemoveAttachedModel;
extern Event EV_RemoveAttachedModelByTargetname;
extern Event EV_Detach;
extern Event EV_UseBoundingBox;
// Animation events
extern Event EV_NewAnim;
extern Event EV_LastFrame;
extern Event EV_TakeDamage;
extern Event EV_NoDamage;
extern Event EV_SetCinematicAnim ;
// script stuff
extern Event EV_Model;
extern Event EV_Hide;
extern Event EV_Show;
extern Event EV_BecomeSolid;
extern Event EV_BecomeNonSolid;
extern Event EV_Sound;
extern Event EV_StopSound;
extern Event EV_Bind;
extern Event EV_Unbind;
extern Event EV_JoinTeam;
extern Event EV_QuitTeam;
extern Event EV_SetHealth;
extern Event EV_SetMaxHealth;
extern Event EV_SetSize;
extern Event EV_SetAlpha;
extern Event EV_SetOrigin;
extern Event EV_Warp;
extern Event EV_SetTargetName;
extern Event EV_SetTarget;
extern Event EV_SetKillTarget;
extern Event EV_SetAngles;
extern Event EV_SetAngle;
extern Event EV_RegisterAlias;
extern Event EV_Anim;
extern Event EV_StartAnimating;
extern Event EV_SurfaceModelEvent;
extern Event EV_ProcessInitCommands;
extern Event EV_Stop;
extern Event EV_StopLoopSound;
extern Event EV_SetControllerAngles;
extern Event EV_DisplayEffect;
extern Event EV_ForceAlpha;
extern Event EV_SetFloatVar;
extern Event EV_SetVectorVar;
extern Event EV_SetStringVar;
extern Event EV_GetFloatVar;
extern Event EV_GetVectorVar;
extern Event EV_GetStringVar;
extern Event EV_RemoveVariable;
extern Event EV_DoesVarExist;
extern Event EV_UseDataAnim;
extern Event EV_UseDataType;
extern Event EV_UseDataThread;
extern Event EV_UseDataMaxDist;
extern Event EV_UseData;
extern Event EV_CreateEarthquake;
extern Event EV_SpawnEffect;
// Morph stuff
extern Event EV_Morph;
extern Event EV_Unmorph;
// dir is 1
// power is 2
// minsize is 3
// maxsize is 4
// percentage is 5
// thickness 6
// entity is 7
// origin 8
// AI sound events
extern Event EV_BroadcastSound;
extern Event EV_HeardSound;
extern Event EV_Hurt;
extern Event EV_IfSkill;
extern Event EV_SetArchetype;
extern Event EV_SetGameplayHealth;
extern Event EV_SetGameplayDamage;
extern Event EV_ProcessGameplayData;
extern Event EV_StopStasis;
extern Event EV_AddHealthOverTime;
extern Event EV_SimplePlayDialog;
// Define ScriptMaster
class ScriptMaster;
//
// Spawn args
//
// "spawnflags"
// "alpha" default 1.0
// "model"
// "origin"
// "targetname"
// "target"
//
#define MAX_MODEL_CHILDREN 8
class Entity;
class Animate;
class Mover;
class BindInfo
{
public:
// Model Binding variables
int numchildren;
int children[MAX_MODEL_CHILDREN];
// Team variables
str moveteam;
Entity *teamchain;
Entity *teammaster;
// Binding variables
Entity *bindmaster;
qboolean bind_use_my_angles;
//Vector localorigin;
//Vector localangles;
qboolean detach_at_death;
BindInfo();
void Archive( Archiver &arc );
};
inline BindInfo::BindInfo()
{
int i;
// model binding variables
numchildren = 0;
for( i = 0 ; i < MAX_MODEL_CHILDREN ; i++ )
children[i] = ENTITYNUM_NONE;
detach_at_death = true;
// team variables
teamchain = NULL;
teammaster = NULL;
// bind variables
bindmaster = NULL;
bind_use_my_angles = false;
}
inline void BindInfo::Archive(Archiver &arc)
{
arc.ArchiveInteger( &numchildren );
arc.ArchiveRaw( children, sizeof( children ) );
arc.ArchiveString( &moveteam );
arc.ArchiveObjectPointer( ( Class ** )&teamchain );
arc.ArchiveObjectPointer( ( Class ** )&teammaster );
arc.ArchiveObjectPointer( ( Class ** )&bindmaster );
arc.ArchiveBoolean( &bind_use_my_angles );
arc.ArchiveBoolean( &detach_at_death );
}
BindInfo *CreateBindInfo( void );
typedef struct
{
int index;
float current_percent;
float speed;
float final_percent;
qboolean return_to_zero;
int channel;
} morph_t;
class MorphInfo
{
public:
MorphInfo();
morph_t controllers[ NUM_MORPH_CONTROLLERS ];
qboolean controller_on;
void Archive( Archiver &arc );
};
inline MorphInfo::MorphInfo()
{
int i;
for( i = 0 ; i < NUM_MORPH_CONTROLLERS ; i++ )
{
controllers[ i ].index = -1;
controllers[ i ].current_percent = 0.0;
}
controller_on = false;
}
inline void MorphInfo::Archive(Archiver &arc)
{
int i;
for( i = 0 ; i < NUM_MORPH_CONTROLLERS ; i++ )
{
arc.ArchiveInteger( &controllers[ i ].index );
arc.ArchiveFloat( &controllers[ i ].current_percent );
arc.ArchiveFloat( &controllers[ i ].speed );
arc.ArchiveFloat( &controllers[ i ].final_percent );
arc.ArchiveBoolean( &controllers[ i ].return_to_zero );
arc.ArchiveInteger( &controllers[ i ].channel );
}
arc.ArchiveBoolean( &controller_on );
}
MorphInfo *CreateMorphInfo( void );
typedef SafePtr<Entity> EntityPtr;
class Program;
class Entity : public Listener
{
private:
Vector _localOrigin;
Container<EntityPtr> _lastTouchedList ;
bool _fulltrace ;
int _groupID;
str _archetype;
bool _missionObjective;
str _targetPos;
bool _networkDetail;
protected:
void buildUseData();
public:
CLASS_PROTOTYPE( Entity );
// Construction / destruction
Entity();
Entity( int create_flag );
virtual ~Entity();
// Spawning variables
int entnum;
gentity_t *edict;
gclient_t *client;
int spawnflags;
// Standard variables
str model;
// Physics variables
Vector total_delta; // total unprocessed movement
Vector mins;
Vector maxs;
Vector absmin;
Vector absmax;
Vector centroid;
Vector velocity;
Vector avelocity;
Vector origin;
Vector angles;
Vector size;
int movetype;
int mass;
float gravity; // per entity gravity multiplier (1.0 is normal)
float orientation[3][3];
Vector localangles;
// Ground variables
gentity_t *groundentity;
cplane_t groundplane;
int groundcontents;
// Surface variables
int numsurfaces;
// Light variables
float lightRadius;
// Targeting variables
str target;
str targetname;
str killtarget;
// Character state
float health;
float max_health;
int deadflag;
int flags;
// underwater variables
int watertype;
int waterlevel;
// Pain and damage variables
damage_t takedamage;
int damage_type;
qboolean look_at_me;
bool projectilesCanStickToMe;
str explosionModel;
ScriptVariableList entityVars;
unsigned int _affectingViewModes;
Vector watch_offset;
// Pluggable modules
Animate *animate;
Mover *mover;
BindInfo *bind_info;
MorphInfo *morph_info;
Program *ObjectProgram;
DamageModificationSystem *damageModSystem;
UseData *useData;
void Setup();
static Entity* FindEntityByName( const str &entityName );
void SetEntNum( int num );
void ClassnameEvent( Event *ev );
void SpawnFlagsEvent( Event *ev );
const Vector InterceptTarget( const Vector &targetPosition, const Vector &targetVelocity, const float maxSpeed) const;
const Vector InterceptTargetXY( const Vector &targetPosition, const Vector &targetVelocity, const float maxSpeed) const;
float DistanceTo( const Vector &pos );
float DistanceTo( const Entity *ent );
qboolean WithinDistance( const Vector &pos, float dist );
qboolean WithinDistance( const Entity *ent, float dist );
bool WithinDistanceXY( const Vector &pos , float dist );
bool WithinDistanceXY( const Entity *ent , float dist );
const char *Target( void );
void SetTarget( const char *target );
qboolean Targeted( void );
const char *TargetName( void );
void SetTargetName( const char *target );
void SetKillTarget( const char *killtarget );
const char *KillTarget( void );
const Vector & GetLocalOrigin( void ) const { return _localOrigin; }
void SetLocalOrigin( const Vector &localOrigin ) { _localOrigin = localOrigin; }
virtual void setModel( const char *model );
void setModel( const str &mdl );
virtual void setViewModel( const char *model );
void setViewModel( const str &mdl );
void SetModelEvent( Event *ev );
void SetTeamEvent( Event *ev );
virtual void TriggerEvent( Event *ev );
void hideModel( void );
void EventHideModel( Event *ev );
virtual void showModel( void );
void EventShowModel( Event *ev );
qboolean hidden( void );
void ProcessInitCommandsEvent( Event *ev );
void ProcessInitCommands( int index, qboolean cache = false );
void setAlpha( float alpha );
float alpha( void );
void setMoveType( int type );
void setMoveType( Event *ev );
int getMoveType( void );
void setSolidType( solid_t type );
int getSolidType( void );
virtual Vector getParentVector( const Vector &vec );
Vector getLocalVector( const Vector &vec );
virtual void setSize( Vector min, Vector max );
virtual void setOrigin( const Vector &org );
virtual void setOrigin( void );
virtual void addOrigin( const Vector &org );
virtual void setOriginEveryFrame( Event *ev );
void GetRawTag( int tagnum, orientation_t * orient, bodypart_t part = legs );
qboolean GetRawTag( const char * tagname, orientation_t * orient, bodypart_t part = legs );
void GetTag( int tagnum, orientation_t * orient );
qboolean GetTag( const char *name, orientation_t * orient );
void GetTag( int tagnum, Vector *pos, Vector *forward = NULL, Vector *left = NULL, Vector *up = NULL );
qboolean GetTag( const char *name, Vector *pos, Vector *forward = NULL, Vector *left = NULL, Vector *up = NULL );
virtual int CurrentFrame( bodypart_t part = legs );
virtual int CurrentAnim( bodypart_t part = legs );
virtual void setAngles( const Vector &ang );
virtual void setAngles( void );
virtual void SetOrigin( Event *ev );
void GetOrigin( Event *ev );
Vector GetControllerAngles( int num );
void SetControllerAngles( int num, vec3_t angles );
void SetControllerAngles( Event *ev );
void SetControllerTag( int num, int tag_num );
void link( void );
void unlink( void );
void setContents( int type );
int getContents( void );
void setScale( float scale );
qboolean droptofloor( float maxfall );
qboolean isClient( void );
virtual void SetDeltaAngles( void );
virtual void DamageEvent( Event *event );
void Damage( Entity *inflictor,
Entity *attacker,
float damage,
const Vector &position,
const Vector &direction,
const Vector &normal,
int knockback,
int flags,
int meansofdeath,
int surface_number = -1,
int bone_number = -1,
Entity *weapon = 0);
void Stun( float time );
void DamageType( Event *ev );
virtual qboolean CanDamage( const Entity *target, const Entity *skip_ent = NULL );
qboolean IsTouching( const Entity *e1 );
void FadeNoRemove( Event *ev );
void FadeOut( Event *ev );
void FadeIn( Event *ev );
void Fade( Event *ev );
virtual void CheckGround( void );
virtual qboolean HitSky( const trace_t *trace );
virtual qboolean HitSky( void );
void BecomeSolid( Event *ev );
void BecomeNonSolid( Event *ev );
void SetHealth( Event *ev );
void GetHealth( Event *ev );
void SetMaxHealth( Event *ev );
void SetSize( Event *ev );
void SetMins( Event *ev );
void SetMaxs( Event *ev );
void GetMins( Event* ev );
void GetMaxs( Event* ev );
void SetScale( Event *ev );
void setRandomScale( Event *ev );
void SetAlpha( Event *ev );
void SetTargetName( Event *ev );
void GetTargetName( Event *ev );
void GetRawTargetName( Event *ev );
void SetTarget( Event *ev );
void getTarget( Event *ev );
void GetTargetEntity( Event *ev );
void SetKillTarget( Event *ev );
void GetModelName(Event* ev);
void SetAngles( Event *ev );
void GetAngles(Event* ev);
void SetAngleEvent( Event *ev );
void TouchTriggersEvent( Event *ev );
void IncreaseShotCount( Event *ev );
void GetVelocity( Event *ev );
void SetVelocity( Event *ev );
// Support for checking/setting fulltrace flag
void SetFullTraceEvent( Event *ev );
void setFullTrace( bool fulltrace ) { _fulltrace = fulltrace; }
bool usesFullTrace() { return _fulltrace ; }
Vector GetClosestCorner( const Vector &position );
str GetRandomAlias( const str &name );
void SetWaterType( void );
// model binding functions
qboolean attach( int parent_entity_num, int tag_num, qboolean use_angles = true, Vector attach_offset = Vector(0, 0, 0), Vector attach_angles_offset = Vector(0, 0, 0) );
void detach( void );
void RegisterAlias( Event *ev );
void RegisterAliasAndCache( Event *ev );
void Cache( Event *ev );
qboolean GlobalAliasExists( const char *name );
qboolean AliasExists( const char *name );
// Sound Stuff
void Sound( Event *ev );
virtual void Sound( const str &sound_name, int channel = CHAN_BODY, float volume = -1.0f, float min_dist = -1.0f, Vector *origin = NULL, float pitch_modifier = 1.0f, qboolean onlySendToThisEntity = false );
void StopSound( int channel );
void StopSound( Event *ev );
void LoopSound( Event *ev );
void LoopSound( const str &sound_name, float volume = -1.0f, float min_dist = -1.0f );
void StopLoopSound( Event *ev );
void StopLoopSound( void );
// Light Stuff
void SetLight(Event *ev);
void LightOn(Event *ev);
void LightOff(Event *ev);
void LightRed(Event *ev);
void LightGreen(Event *ev);
void LightBlue(Event *ev);
void LightRadius(Event *ev);
void LightStyle(Event *ev);
void Flags( Event *ev );
void Effects( Event *ev );
void RenderEffects( Event *ev );
void SVFlags( Event *ev );
void BroadcastSound( float pos = SOUND_RADIUS, int soundType = SOUNDTYPE_GENERAL );
void BroadcastSound( Event *ev );
float ModifyFootstepSoundRadius( float radius , int soundTypeIdx );
void Kill( Event *ev );
void SurfaceModelEvent( Event *ev );
void SurfaceCommand( const char * surf_name, const char * token );
virtual void Postthink( void );
virtual void Think( void );
void DamageSkin( trace_t * trace, float damage );
void AttachEvent( Event *ev );
void AttachModelEvent( Event *ev );
void RemoveAttachedModelEvent( Event *ev );
void removeAttachedModelByTargetname( Event *ev );
void removeAttachedModelByTargetname( const str &targetNameToRemove );
void DetachEvent( Event *ev );
void TakeDamageEvent( Event *ev );
void NoDamageEvent( Event *ev );
void Gravity( Event *ev );
//void GiveOxygen( float time );
void UseBoundingBoxEvent( Event *ev );
void HurtEvent( Event *ev );
void IfSkillEvent( Event *ev );
void SetMassEvent( Event *ev );
void Censor( Event *ev );
void Ghost( Event *ev );
void StationaryEvent( Event *ev );
void Explosion( Event *ev );
void SelfDetonate( Event *ev );
void DoRadiusDamage( Event *ev );
void Shader( Event *ev );
void KillAttach( Event *ev );
//void SetBloodModel( Event *ev );
void DropToFloorEvent( Event *ev );
void SetAnimOnAttachedModel( Event *ev );
void SetAnimOnAttachedModel( const str &AnimName, const str &TagName );
void SetEntityExplosionModel( Event *ev );
virtual void SetCinematicAnim( const str &AnimName);
virtual void SetCinematicAnim( Event *ev );
virtual void CinematicAnimDone( void );
virtual void CinematicAnimDone( Event *ev );
// Binding methods
void joinTeam( Entity *teammember );
void quitTeam( void );
qboolean isBoundTo( const Entity *master );
virtual void bind( Entity *master, qboolean use_my_angles=false );
virtual void unbind( void );
void JoinTeam( Event *ev );
void EventQuitTeam( Event *ev );
void BindEvent( Event *ev );
void EventUnbind( Event *ev );
void AddToSoundManager( Event *ev );
void NoLerpThisFrame( void );
virtual void addAngles( const Vector &add );
void DeathSinkStart( Event *ev );
void DeathSink( Event *ev );
void LookAtMe( Event *ev );
void ProjectilesCanStickToMe( Event *ev );
void DetachAllChildren( Event *ev );
void MorphEvent( Event *ev );
void UnmorphEvent( Event *ev );
void MorphControl( Event *ev );
int GetMorphChannel( const char *morph_name );
void StartMorphController( void );
qboolean MorphChannelMatches( int morph_channel1, int morph_channel2 );
void ProjectileAtk( Event *ev );
void ProjectileAttackPoint( Event *ev );
void ProjectileAttackEntity( Event *ev );
void ProjectileAttackFromTag( Event *ev );
void ProjectileAttackFromPoint( Event *ev );
void TraceAtk( Event *ev );
virtual void VelocityModified( void );
virtual void Archive( Archiver &arc );
virtual void PassToAnimate( Event *ev );
void SetObjectProgram( Event *ev );
void SetWatchOffset( Event *ev );
void ExecuteProgram( Event *ev );
void Contents(Event* ev);
void setMask(Event* ev);
void hideFeaturesForFade( void );
void showFeaturesForFade( void );
void DisplayEffect( Event *ev );
void clearDisplayEffects( void );
void getCustomShaderInfo( const str &customShader, str &shaderName, str &soundName );
void setCustomShader( const char *customShader );
void setCustomShader( Event *ev );
void clearCustomShader( const char *customShader = NULL );
void clearCustomShader( Event *ev );
bool hasCustomShader( const char *customShader = NULL );
void setCustomEmitter( const char *customEmitter );
void setCustomEmitter( Event *ev );
void clearCustomEmitter( const char *customEmitter = NULL );
void clearCustomEmitter( Event *ev );
Entity *SpawnEffect( const str &name, const Vector &origin, const Vector &angles, float removeTime );
Entity *SpawnSound( const str &sound, const Vector &pos, float volume , float removeTime );
void SpawnEffect( Event *ev );
void attachEffect( const str &modelName, const str &tagName, float removeTime );
void attachEffect( Event *ev );
void ForceAlpha( Event *ev );
void CreateEarthquake( Event *ev );
void SetFloatVar( Event *ev );
void SetVectorVar( Event *ev );
void SetStringVar( Event *ev );
void GetFloatVar( Event *ev );
void doesVarExist( Event *ev );
void RemoveVariable( Event* ev );
void GetVectorVar( Event *ev );
void GetStringVar( Event *ev );
void SetUserVar1( Event *ev );
void SetUserVar2( Event *ev );
void SetUserVar3( Event *ev );
void SetUserVar4( Event *ev );
void isWithinDistanceOf( Event *ev );
void affectingViewMode( Event *ev );
void addAffectingViewModes( unsigned int mask );
void removeAffectingViewModes( unsigned int mask );
void TikiNote( Event *ev );
void TikiTodo( Event *ev );
void AddDamageModifier( Event *ev );
void ResolveDamage( ::Damage &damage );
// Health interface
float getHealth( void ) { return health; };
float getMaxHealth( void ) { return max_health; };
void setHealth( float newHealth ) { health = newHealth; };
void setMaxHealth( float newMaxHealth ) { max_health = newMaxHealth; };
void addHealth( float healthToAdd, float maxHealth = 0.0f );
void addHealthOverTime( Event *ev );
// Group Number Interface
void SetGroupID(Event *ev);
void AddToGroup( int ID );
void SetGroupID(int ID) { _groupID = ID; }
int GetGroupID() { return _groupID; };
void MultiplayerEvent( Event *ev );
Container<EntityPtr>& GetLastTouchedList() { return _lastTouchedList ; }
// Archetype name
virtual void setArchetype( Event *ev );
const str getArchetype() const;
virtual const str getName() const { return ""; }
void setMissionObjective(Event* ev);
// Usable Entity functions
void useDataAnim( Event *ev );
void useDataType( Event *ev );
void useDataThread( Event *ev );
void useDataMaxDist( Event *ev );
void useDataCount( Event *ev );
void useDataEvent( Event *ev );
bool hasUseData();
// GameplayManager interfaces to health and damage
void setGameplayHealth( Event *ev );
void setGameplayDamage( Event *ev );
virtual void processGameplayData( Event* ) {}
2012-12-30 16:37:54 +00:00
// Think interface
void turnThinkOn( void ) { flags |= FL_THINK; }
void turnThinkOff( void ) { flags &= ~FL_THINK; }
bool isThinkOn( void ) { return (flags & FL_THINK) ? true : false; }
void startStasis( void );
void stopStasis( void );
void startStasis( Event *ev );
void stopStasis( Event *ev );
void setTargetPos( Event *ev );
void setTargetPos( const str &targetPos );
str getTargetPos();
void simplePlayDialog( Event *ev );
void warp( Event *ev );
void traceHitsEntity( Event *ev );
void setNetworkDetail( Event *ev );
bool isNetworkDetail( void );
};
inline bool Entity::hasUseData()
{
if ( useData )
return true;
return false;
}
inline int Entity::getSolidType()
{
return edict->solid;
}
inline const Vector Entity::InterceptTarget( const Vector &targetPosition, const Vector &targetVelocity, const float maxSpeed) const
{
Vector myPosition (origin);
Vector predictedPosition = targetPosition + targetVelocity * ( Vector::Distance(targetPosition, myPosition) / maxSpeed );
Vector desiredDirection = predictedPosition - myPosition;
return desiredDirection.toAngles();
}
inline const Vector Entity::InterceptTargetXY( const Vector &targetPosition, const Vector &targetVelocity, const float maxSpeed) const
{
Vector myPosition (origin);
float distanceToTargetPosition = Vector::Distance(targetPosition, myPosition);
if ( !fSmallEnough( distanceToTargetPosition, 0.1f ) )
{
Vector predictedPosition = targetPosition + targetVelocity * ( distanceToTargetPosition / maxSpeed );
Vector desiredDirection = predictedPosition - myPosition;
desiredDirection.z = 0.0f;
return desiredDirection.toAngles();
}
return angles;
}
inline float Entity::DistanceTo(const Vector &pos)
{
Vector delta;
delta = origin - pos;
return delta.length();
}
inline float Entity::DistanceTo(const Entity *ent)
{
Vector delta;
assert( ent );
if ( !ent )
return 999999.0f; // "Infinite" distance
delta = origin - ent->origin;
return delta.length();
}
inline qboolean Entity::WithinDistance(const Vector &pos, float dist)
{
Vector delta;
delta = origin - pos;
// check squared distance
return ( ( delta * delta ) < ( dist * dist ) );
}
inline qboolean Entity::WithinDistance(const Entity *ent, float dist)
{
Vector delta;
//assert( ent );
if ( !ent )
return false;
delta = origin - ent->origin;
// check squared distance
return ( ( delta * delta ) < ( dist * dist ) );
}
inline bool Entity::WithinDistanceXY( const Vector &pos, float dist )
{
float distance = Vector::DistanceXY( origin , pos );
return distance <= dist;
}
inline bool Entity::WithinDistanceXY( const Entity *ent , float dist )
{
if ( !ent )
return false;
float distance = Vector::DistanceXY( origin , ent->origin );
return distance <= dist;
}
inline const char *Entity::Target()
{
return target.c_str();
}
inline qboolean Entity::Targeted()
{
if ( !targetname.length() )
return false;
return true;
}
inline const char *Entity::TargetName()
{
return targetname.c_str();
}
inline const char * Entity::KillTarget()
{
return killtarget.c_str();
}
inline qboolean Entity::hidden()
{
if ( edict->s.renderfx & RF_DONTDRAW )
return true;
return false;
}
inline void Entity::setModel(const str &mdl)
{
setModel( mdl.c_str() );
}
inline void Entity::setViewModel(const str &mdl)
{
setViewModel( mdl.c_str() );
}
inline void Entity::SetModelEvent(Event *ev)
{
char modelname[256] ;
strcpy(modelname, ev->GetString( 1 ) );
char *tmpPtr = strstr(modelname, "*");
if (tmpPtr)
{
ev->SetString( 1, tmpPtr);
}
setModel( ev->GetString( 1 ) );
}
inline void Entity::hideModel()
{
edict->s.renderfx |= RF_DONTDRAW;
if ( getSolidType() <= SOLID_TRIGGER )
edict->svflags |= SVF_NOCLIENT;
}
inline void Entity::showModel()
{
edict->s.renderfx &= ~RF_DONTDRAW;
edict->svflags &= ~SVF_NOCLIENT;
}
inline float Entity::alpha()
{
return edict->s.alpha;
}
inline void Entity::setMoveType(int type)
{
movetype = type;
}
inline int Entity::getMoveType()
{
return movetype;
}
inline void Entity::unlink()
{
gi.unlinkentity( edict );
}
inline void Entity::setContents(int type)
{
edict->contents = type;
}
inline int Entity::getContents()
{
return edict->contents;
}
inline qboolean Entity::isClient()
{
if ( client )
return true;
return false;
}
inline void Entity::SetDeltaAngles()
{
int i;
if ( !client )
return;
for( i = 0; i < 3; i++ )
client->ps.delta_angles[ i ] = ANGLE2SHORT( client->ps.viewangles[ i ] );
}
inline qboolean Entity::GlobalAliasExists(const char *name)
{
assert( name );
return ( gi.GlobalAlias_FindRandom( name ) != NULL );
}
inline qboolean Entity::AliasExists(const char *name)
{
assert( name );
return ( gi.Alias_FindRandom( edict->s.modelindex, name ) != NULL );
}
inline str Entity::GetRandomAlias(const str &name)
{
str realname;
const char *s;
s = gi.Alias_FindRandom( edict->s.modelindex, name.c_str() );
if ( s )
realname = s;
else
{
s = gi.GlobalAlias_FindRandom( name.c_str() );
if ( s )
realname = s;
}
return realname;
}
#include "worldspawn.h"
#endif