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