/* * Copyright (c) 2016-2022 Vera Visions LLC. * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /* ============ NSEntity::NSEntity client doesn't have to do a whole lot here ============ */ void NSEntity::NSEntity(void) { blocked = BlockedHandler; touch = TouchHandler; #ifdef SERVER identity = 1; #endif } void NSEntity::Spawned(void) { super::Spawned(); m_oldAngle = angles; m_oldOrigin = origin; m_oldModel = Util_FixModel(model); m_oldSolid = solid; #ifdef SERVER m_oldstrTarget = target; if (m_oldModel) { precache_model(GetSpawnModel()); } if (m_strOnTrigger) m_strOnTrigger = CreateOutput(m_strOnTrigger); #endif } float NSEntity::EntIndex(void) { return num_for_edict(this); } void droptofloorwrapper(entity foo) { entity old_self = self; self = foo; droptofloor(); self = old_self; } void NSEntity::DropToFloor(void) { droptofloorwrapper(this); } vector NSEntity::GetForward(void) { makevectors(angles); return v_forward; } vector NSEntity::GetRight(void) { makevectors(angles); return v_right; } vector NSEntity::GetUp(void) { makevectors(angles); return v_up; } /* ============ NSEntity::WorldSpaceCenter Returns the center of an entity's bounding boxes. Useful on brush entities that have no real 'origin' defined. ============ */ vector NSEntity::WorldSpaceCenter(void) { return absmin + (0.5 * (absmax - absmin)); } /* ============ NSEntity::VisibleVec Returns whether or not the entity is able to see a given position ============ */ float NSEntity::WaterLevel(void) { return waterlevel; } /* ============ NSEntity::VisibleVec Returns whether or not the entity is able to see a given position ============ */ bool NSEntity::VisibleVec(vector org) { vector flDelta; float flFoV; makevectors(angles); flDelta = normalize (org - origin); flFoV = flDelta * v_forward; if (flFoV > 0.3f) { traceline(origin, org, TRUE, this); if (trace_fraction == 1.0f) { return (TRUE); } } return (FALSE); } /* ============ NSEntity::Visible Returns whether or not the entity is able to see a given entity ============ */ bool NSEntity::Visible(entity ent) { vector flDelta; float flFoV; makevectors(angles); flDelta = normalize(ent.origin - origin); flFoV = flDelta * v_forward; /* is it in our field of view? */ if (flFoV > 0.3f) { traceline(origin, ent.origin, MOVE_NORMAL, this); if (trace_fraction == 1.0f || trace_ent == ent) { print(sprintf("%s can see %s\n", classname, ent.classname)); return (true); } } print(sprintf("%s can not see %s\n", classname, ent.classname)); return (false); } bool NSEntity::HasSpawnFlags(float sf) { return (spawnflags & sf) ? true : false; } bool NSEntity::IsOnGround(void) { return (flags & FL_ONGROUND) ? true : false; } bool NSEntity::IsSolid(void) { return (solid != SOLID_NOT) ? true : false; } entity NSEntity::GetGroundEntity(void) { return groundentity; } bool NSEntity::CreatedByMap(void) { return _mapspawned; } void NSEntity::Blocked(entity eBlocker) { /* To be handled by sub-classes */ } void NSEntity::BlockedHandler(void) { Blocked(other); } void NSEntity::Touch(entity eToucher) { /* To be handled by sub-classes */ } void NSEntity::StartTouch(entity eToucher) { /* To be handled by sub-classes */ } void NSEntity::EndTouch(entity eToucher) { /* To be handled by sub-classes */ } void NSEntity::TouchHandler(void) { #ifdef SERVER if (g_grMode.IsTeamplay()) if (m_iTeam > 0i) if (m_iTeam != other.team) { return; } #endif /* start touch in case we haven't */ if (m_beingTouched != true) StartTouch(other); Touch(other); m_flTouchTime = time; m_beingTouched = true; m_eTouchLast = other; } #ifdef CLIENT /* ============ NSEntity::RendererRestarted make sure any child-classes precache their assets in here for vid_reload calls or other sudden deaths (driver restarts) ============ */ void NSEntity::RendererRestarted(void) { } /* ============ NSEntity::ReceiveEntity ============ */ void NSEntity::ReceiveEntity(float flNew, float flChanged) { READENTITY_COORD(origin[0], BASEFL_CHANGED_ORIGIN_X) READENTITY_COORD(origin[1], BASEFL_CHANGED_ORIGIN_Y) READENTITY_COORD(origin[2], BASEFL_CHANGED_ORIGIN_Z) READENTITY_ANGLE(angles[0], BASEFL_CHANGED_ANGLES_X) READENTITY_ANGLE(angles[1], BASEFL_CHANGED_ANGLES_Y) READENTITY_ANGLE(angles[2], BASEFL_CHANGED_ANGLES_Z) READENTITY_SHORT(modelindex, BASEFL_CHANGED_MODELINDEX) READENTITY_BYTE(solid, BASEFL_CHANGED_SOLID) READENTITY_BYTE(movetype, BASEFL_CHANGED_FLAGS) READENTITY_INT(flags, BASEFL_CHANGED_FLAGS) READENTITY_COORD(mins[0], BASEFL_CHANGED_SIZE) READENTITY_COORD(mins[1], BASEFL_CHANGED_SIZE) READENTITY_COORD(mins[2], BASEFL_CHANGED_SIZE) READENTITY_COORD(maxs[0], BASEFL_CHANGED_SIZE) READENTITY_COORD(maxs[1], BASEFL_CHANGED_SIZE) READENTITY_COORD(maxs[2], BASEFL_CHANGED_SIZE) READENTITY_BYTE(frame, BASEFL_CHANGED_FRAME) READENTITY_FLOAT(skin, BASEFL_CHANGED_SKIN) READENTITY_FLOAT(effects, BASEFL_CHANGED_EFFECTS) READENTITY_FLOAT(scale, BASEFL_CHANGED_SCALE) READENTITY_COORD(velocity[0], BASEFL_CHANGED_VELOCITY_X) READENTITY_COORD(velocity[1], BASEFL_CHANGED_VELOCITY_Y) READENTITY_COORD(velocity[2], BASEFL_CHANGED_VELOCITY_Z) if (modelindex) { drawmask = MASK_ENGINE; } else { drawmask = 0; } if (scale == 0.0f) scale = 1.0f; if (flChanged & BASEFL_CHANGED_SIZE) setsize(this, mins, maxs); setorigin(this, origin); } /* ============ NSEntity::postdraw ============ */ void NSEntity::postdraw(void) { } #else void NSEntity::Show(void) { alpha = 1.0f; } void NSEntity::Hide(void) { alpha = 0.0f; } /* Make sure StartFrame calls this */ float NSEntity::SendEntity(entity ePEnt, float flChanged) { if (!modelindex) return (0); if (clienttype(ePEnt) != CLIENTTYPE_REAL) return (0); if (alpha == 0.0f) return (0); WriteByte(MSG_ENTITY, ENT_ENTITY); /* broadcast how much data is expected to be read */ WriteFloat(MSG_ENTITY, flChanged); SENDENTITY_COORD(origin[0], BASEFL_CHANGED_ORIGIN_X) SENDENTITY_COORD(origin[1], BASEFL_CHANGED_ORIGIN_Y) SENDENTITY_COORD(origin[2], BASEFL_CHANGED_ORIGIN_Z) SENDENTITY_ANGLE(angles[0], BASEFL_CHANGED_ANGLES_X) SENDENTITY_ANGLE(angles[1], BASEFL_CHANGED_ANGLES_Y) SENDENTITY_ANGLE(angles[2], BASEFL_CHANGED_ANGLES_Z) SENDENTITY_SHORT(modelindex, BASEFL_CHANGED_MODELINDEX) SENDENTITY_BYTE(solid, BASEFL_CHANGED_SOLID) SENDENTITY_BYTE(movetype, BASEFL_CHANGED_FLAGS) SENDENTITY_INT(flags, BASEFL_CHANGED_FLAGS) SENDENTITY_COORD(mins[0], BASEFL_CHANGED_SIZE) SENDENTITY_COORD(mins[1], BASEFL_CHANGED_SIZE) SENDENTITY_COORD(mins[2], BASEFL_CHANGED_SIZE) SENDENTITY_COORD(maxs[0], BASEFL_CHANGED_SIZE) SENDENTITY_COORD(maxs[1], BASEFL_CHANGED_SIZE) SENDENTITY_COORD(maxs[2], BASEFL_CHANGED_SIZE) SENDENTITY_BYTE(frame, BASEFL_CHANGED_FRAME) SENDENTITY_FLOAT(skin, BASEFL_CHANGED_SKIN) SENDENTITY_FLOAT(effects, BASEFL_CHANGED_EFFECTS) SENDENTITY_FLOAT(scale, BASEFL_CHANGED_SCALE) SENDENTITY_COORD(velocity[0], BASEFL_CHANGED_VELOCITY_X) SENDENTITY_COORD(velocity[1], BASEFL_CHANGED_VELOCITY_Y) SENDENTITY_COORD(velocity[2], BASEFL_CHANGED_VELOCITY_Z) return (1); } void NSEntity::EvaluateEntity(void) { EVALUATE_VECTOR(origin, 0, BASEFL_CHANGED_ORIGIN_X) EVALUATE_VECTOR(origin, 1, BASEFL_CHANGED_ORIGIN_Y) EVALUATE_VECTOR(origin, 2, BASEFL_CHANGED_ORIGIN_Z) EVALUATE_VECTOR(angles, 0, BASEFL_CHANGED_ANGLES_X) EVALUATE_VECTOR(angles, 1, BASEFL_CHANGED_ANGLES_Y) EVALUATE_VECTOR(angles, 2, BASEFL_CHANGED_ANGLES_Z) EVALUATE_FIELD(modelindex, BASEFL_CHANGED_MODELINDEX) EVALUATE_FIELD(solid, BASEFL_CHANGED_SOLID) EVALUATE_FIELD(movetype, BASEFL_CHANGED_FLAGS) EVALUATE_FIELD(flags, BASEFL_CHANGED_FLAGS) EVALUATE_VECTOR(mins, 0, BASEFL_CHANGED_SIZE) EVALUATE_VECTOR(mins, 1, BASEFL_CHANGED_SIZE) EVALUATE_VECTOR(mins, 2, BASEFL_CHANGED_SIZE) EVALUATE_VECTOR(maxs, 0, BASEFL_CHANGED_SIZE) EVALUATE_VECTOR(maxs, 1, BASEFL_CHANGED_SIZE) EVALUATE_VECTOR(maxs, 2, BASEFL_CHANGED_SIZE) EVALUATE_FIELD(frame, BASEFL_CHANGED_FRAME) EVALUATE_FIELD(skin, BASEFL_CHANGED_SKIN) EVALUATE_FIELD(effects, BASEFL_CHANGED_EFFECTS) EVALUATE_FIELD(scale, BASEFL_CHANGED_SCALE) EVALUATE_VECTOR(velocity, 0, BASEFL_CHANGED_VELOCITY_X) EVALUATE_VECTOR(velocity, 1, BASEFL_CHANGED_VELOCITY_Y) EVALUATE_VECTOR(velocity, 2, BASEFL_CHANGED_VELOCITY_Z) } /* Make sure StartFrame calls this */ void NSEntity::ParentUpdate(void) { EvaluateEntity(); frame1time += frametime; if (m_parent) { NSEntity parent; entity p = find(world, ::targetname, m_parent); if (p) { if (!m_parent_attachment) { parent = (NSEntity)p; vector ofs = parent.origin - parent.GetSpawnOrigin(); SetOrigin(GetSpawnOrigin() + ofs); } else if (m_parent_attachment == "origin") { SetOrigin(p.origin); } } } /* handle end-touch */ if (m_beingTouched == true) if (m_flTouchTime < time) { EndTouch(m_eTouchLast); m_beingTouched = false; m_eTouchLast = __NULL__; } } entity NSEntity::GetParent(void) { return find(world, ::targetname, m_parent); } void NSEntity::SetParent(string name) { m_parent = name; } void NSEntity::SetParentAttachment(string name) { m_parent_attachment = name; } void NSEntity::ClearParent(void) { m_parent = __NULL__; m_parent_attachment = __NULL__; } void NSEntity::RestoreAngles(void) { angles = GetSpawnAngles(); } void NSEntity::ClearAngles(void) { angles = [0,0,0]; } #endif void NSEntity::SetOwner(entity newOwner) { owner = newOwner; } void NSEntity::SetVelocity(vector vecNew) { velocity = vecNew; } void NSEntity::SetTouch(void() newTouch) { touch = newTouch; } /* we want to really use those set functions because they'll notify of any * networking related changes. otherwise we'll have to keep track of copies * that get updated every frame */ void NSEntity::SetSendFlags(float flSendFlags) { #ifdef SERVER SendFlags |= flSendFlags; #endif } void NSEntity::SetMovetype(float newMovetype) { movetype = newMovetype; } void NSEntity::SetGravity(float newGrav) { gravity = newGrav; } void NSEntity::SetSolid(float newSolid) { solid = newSolid; } void NSEntity::SetScale(float newScale) { scale = newScale; } void NSEntity::UpdateBounds(void) { vector newMins, newMaxs; float flScale = 1.0f; newMins = m_vecMins; newMaxs = m_vecMaxs; /* avoid useless computation */ if (angles != [0,0,0]) { /* adjust bbox according to rotation */ vector vecCorner[8]; newMins = newMaxs = [0,0,0]; for (int i = 0; i < 8; i++) { vecCorner[i][0] = (i & 1) ? m_vecMins[0] : m_vecMaxs[0]; vecCorner[i][1] = (i & 2) ? m_vecMins[1] : m_vecMaxs[1]; vecCorner[i][2] = (i & 4) ? m_vecMins[2] : m_vecMaxs[2]; vecCorner[i] += origin; vecCorner[i] = Math_RotateAroundPivot(vecCorner[i], origin, angles[1]); vecCorner[i] -= origin; if (!(vecCorner[i][0] <= newMaxs[0])) newMaxs[0] = vecCorner[i][0]; if (!(vecCorner[i][1] <= newMaxs[1])) newMaxs[1] = vecCorner[i][1]; if (!(vecCorner[i][2] <= newMaxs[2])) newMaxs[2] = vecCorner[i][2]; if (!(vecCorner[i][0] >= newMins[0])) newMins[0] = vecCorner[i][0]; if (!(vecCorner[i][1] >= newMins[1])) newMins[1] = vecCorner[i][1]; if (!(vecCorner[i][2] >= newMins[2])) newMins[2] = vecCorner[i][2]; } } /* 0.0 is never valid, if you want it to disappear do something else */ if (scale != 0.0) flScale = scale; setsize(this, newMins * flScale, newMaxs * flScale); } void NSEntity::SetAngles(vector newAngles) { angles = newAngles; } void NSEntity::SetAngularVelocity(vector newAvel) { avelocity = newAvel; } void NSEntity::SetSize(vector newMins, vector newMaxs) { float flScale = 1.0f; m_vecMins = newMins; m_vecMaxs = newMaxs; /* 0.0 is never valid, if you want it to disappear do something else */ if (scale != 0.0f) flScale = scale; setsize(this, newMins * flScale, newMaxs * flScale); } void NSEntity::SetOrigin(vector newOrigin) { setorigin(this, newOrigin); } void NSEntity::SetModel(string newModel) { model = newModel; setmodel(this, newModel); /* mins/maxs have been updated by setmodel */ SetSize(mins, maxs); } void NSEntity::SetModelindex(float newModelIndex) { if (newModelIndex == modelindex) return; modelindex = newModelIndex; SetSize(mins, maxs); } void NSEntity::AddFlags(float fl) { flags |= fl; } void NSEntity::RemoveFlags(float fl) { flags &= ~fl; } float NSEntity::GetScale(void) { return scale; } entity NSEntity::GetOwner(void) { return owner; } vector NSEntity::GetVelocity(void) { return velocity; } float NSEntity::GetSolid(void) { return solid; } string NSEntity::GetModel(void) { return model; } float NSEntity::GetModelindex(void) { return modelindex; } float NSEntity::GetMovetype(void) { return movetype; } float NSEntity::GetGravity(void) { return gravity; } vector NSEntity::GetAngles(void) { return angles; } vector NSEntity::GetAngularVelocity(void) { return avelocity; } vector NSEntity::GetOrigin(void) { return origin; } vector NSEntity::GetMins(void) { return mins; } vector NSEntity::GetMaxs(void) { return maxs; } vector NSEntity::GetRealMins(void) { return m_vecMins; } vector NSEntity::GetRealMaxs(void) { return m_vecMaxs; } vector NSEntity::GetAbsoluteMins(void) { return absmin; } vector NSEntity::GetAbsoluteMaxs(void) { return absmax; } float NSEntity::GetFlags(void) { return flags; } vector NSEntity::GetSpawnOrigin(void) { return m_oldOrigin; } vector NSEntity::GetSpawnAngles(void) { return m_oldAngle; } string NSEntity::GetSpawnModel(void) { return m_oldModel; } #ifdef SERVER void NSEntity::Respawn(void) { NSTrigger::Respawn(); SetSolid(m_oldSolid); SetAngles(GetSpawnAngles()); SetOrigin(GetSpawnOrigin()); SetModel(GetSpawnModel()); target = m_oldstrTarget; /* FIXME: Move into NSTrigger::Respawn */ } void NSEntity::Save(float handle) { super::Save(handle); SaveFloat(handle, "pvsflags", pvsflags); SaveFloat(handle, "_mapspawned", _mapspawned); SaveFloat(handle, "scale", scale); SaveVector(handle, "m_vecMins", m_vecMins); SaveVector(handle, "m_vecMaxs", m_vecMaxs); SaveVector(handle, "m_oldOrigin", m_oldOrigin); SaveVector(handle, "m_oldAngle", m_oldAngle); SaveString(handle, "m_oldModel", m_oldModel); SaveFloat(handle, "m_oldSolid", m_oldSolid); SaveFloat(handle, "m_flTouchTime", m_flTouchTime); SaveBool(handle, "m_beingTouched", m_beingTouched); SaveEntity(handle, "m_eTouchLast", m_eTouchLast); SaveString(handle, "m_parent", m_parent); SaveString(handle, "m_parent_attachment", m_parent_attachment); } void NSEntity::Restore(string strKey, string strValue) { switch (strKey) { case "pvsflags": pvsflags = stof(strValue); break; case "_mapspawned": _mapspawned = stof(strValue); break; case "scale": scale = ReadFloat(strValue); break; case "m_vecMins": m_vecMins = ReadVector(strValue); break; case "m_vecMaxs": m_vecMaxs = ReadVector(strValue); break; case "m_oldOrigin": m_oldOrigin = ReadVector(strValue); break; case "m_oldAngle": m_oldAngle = ReadVector(strValue); break; case "m_oldModel": m_oldModel = ReadString(strValue); break; case "m_oldSolid": m_oldSolid = ReadFloat(strValue); break; case "m_flTouchTime": m_flTouchTime = ReadFloat(strValue); break; case "m_beingTouched": m_beingTouched = ReadBool(strValue); break; case "m_eTouchLast": m_eTouchLast = ReadEntity(strValue); break; case "m_parent": m_parent = ReadString(strValue); break; case "m_parent_attachment": m_parent_attachment = ReadString(strValue); break; default: super::Restore(strKey, strValue); break; } } void NSEntity::RestoreComplete(void) { /* this is where we can handle anything post-loading */ } void NSEntity::Input(entity eAct, string strInput, string strData) { switch (strInput) { case "Kill": think = Util_Destroy; nextthink = time; break; case "KillHierarchy": /* this works because ents are basically just entnums */ for (entity e = world; (e=findfloat(e, ::owner, this));) { e.think = Util_Destroy; e.nextthink = time; } think = Util_Destroy; nextthink = time; break; case "SetParent": SetParent(strData); break; case "SetParentAttachment": SetParentAttachment(strData); break; case "ClearParent": ClearParent(); break; case "Use": eActivator = eAct; if (PlayerUse) PlayerUse(); break; default: NSTrigger::Input(eAct, strInput, strData); } } #endif /* ============ NSEntity::SpawnKey note that the engine still likes to try and map key/value pairs on its own, but we can at least undo some of that in here if needed ============ */ void NSEntity::SpawnKey(string strKey, string strValue) { /* we do re-read a lot of the builtin fields in case we want to set defaults. just in case anybody is wondering. */ switch (strKey) { case "spawnflags": spawnflags = stof(strValue); break; case "origin": origin = stov(strValue); break; case "model": model = strValue; break; case "angles": angles = stov(strValue); break; case "angle": angles[1] = stof(strValue); break; case "solid": solid = stof(strValue); break; #ifdef SERVER case "health": health = stof(strValue); break; case "parentname": SetParent(strValue); break; case "ignorepvs": pvsflags = PVSF_IGNOREPVS; break; #endif default: NSTrigger::SpawnKey(strKey, strValue); break; } } /* ============ OnRemoveEntity Empty method, meant for sub-classes to clean up their contents ============ */ void NSEntity::OnRemoveEntity(void) { } /* ============ NSEntity::Destroy Call if the entity is to be removed the next possible frame. If you want an entity to be purged immediately, you'll have to jump through your own hoops. This however will be sufficient 99,99% of the time. ============ */ void NSEntity::Destroy(void) { OnRemoveEntity(); think = Util_Destroy; if (!time) nextthink = time + 0.01; else nextthink = time; }