Files
funnygame/public/baseentity.h

101 lines
2.6 KiB
C++

#ifndef ENTITY_H
#define ENTITY_H
#include "engine.h"
#include "tier1/utlvector.h"
#include "math3d.h"
class CBaseEntity;
class C_BaseEntity;
//-----------------------------------------------------------------------------
// Base server entity class.
// It is updated every 1/tickrate (64) of a second. Does not require special
// classes to exist.
//-----------------------------------------------------------------------------
class CBaseEntity
{
public:
CBaseEntity();
virtual void Precache() = 0;
virtual void Spawn( void ) = 0;
virtual void Destroy( void ) = 0;
virtual void ReadParameter( const char *szName, const char *szValue );
virtual void Think( float fDelta ) = 0;
void SetPosition( vec3 position );
void SetRotationEuler( vec3 euler );
void SetRotationQuat( vec4 quaternion );
void SetRotationMatrix( mat3 matrix );
void SetScale( vec3 scale );
C_BaseEntity *pClientEntity = NULL;
mat3 m_matrix;
vec3 m_position;
vec3 m_scale;
};
typedef CBaseEntity*(*EntityRegistryFn)( void );
typedef C_BaseEntity*(*ClientEntityRegistryFn)( void );
interface CEntityRegistry
{
public:
CEntityRegistry( const char *szName, const char *szClass, EntityRegistryFn pfn );
const char *m_szName;
const char *m_szClass;
EntityRegistryFn m_pfn;
ClientEntityRegistryFn m_pClientfn;
};
#define DECLARE_ENTITY(name, class) \
CBaseEntity *__entity_alloc_##name() \
{ \
return new class; \
}; \
GLOBAL_USED CEntityRegistry __entity_##name##_registry(#name, #class, __entity_alloc_##name); \
//-----------------------------------------------------------------------------
// Base client entity class.
// It uses server data directly.
//-----------------------------------------------------------------------------
class C_BaseEntity
{
public:
CBaseEntity *pEntity;
virtual void Precache() = 0;
virtual void Spawn( void ) = 0;
virtual void Destroy( void ) = 0;
virtual void Think( float fDelta ) = 0;
private:
};
interface C_EntityRegistry
{
public:
C_EntityRegistry( const char *pName, ClientEntityRegistryFn pfn );
};
//-----------------------------------------------------------------------------
// Server-Client sync for entities. When new server entity is created, client
// entity gets created as well.
//-----------------------------------------------------------------------------
#define LINK_CLIENT_ENTITY(client, server) \
C_BaseEntity *__c_entity_alloc_##server() \
{ \
return new client; \
}; \
C_EntityRegistry __c_entity_##server##_registry(#server, __c_entity_alloc_##server); \
extern CUtlSelfReferencingVector<CBaseEntity*> g_entities;
extern CUtlVector<CEntityRegistry*> g_RegisteredEntities;
#endif