nuclide/src/shared/NSSurfacePropEntity.h

193 lines
6.0 KiB
C++

/*
* Copyright (c) 2016-2024 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.
*/
#ifdef CLIENT
noref .float health;
#endif
typedef enumflags
{
SRFENT_CHANGED_ORIGIN_X,
SRFENT_CHANGED_ORIGIN_Y,
SRFENT_CHANGED_ORIGIN_Z,
SRFENT_CHANGED_ANGLES_X,
SRFENT_CHANGED_ANGLES_Y,
SRFENT_CHANGED_ANGLES_Z,
SRFENT_CHANGED_MODELINDEX,
SRFENT_CHANGED_SIZE,
SRFENT_CHANGED_FLAGS,
SRFENT_CHANGED_SOLIDMOVETYPE,
SRFENT_CHANGED_FRAME,
SRFENT_CHANGED_SKIN,
SRFENT_CHANGED_EFFECTS,
SRFENT_CHANGED_BODY,
SRFENT_CHANGED_SCALE,
SRFENT_CHANGED_VELOCITY,
SRFENT_CHANGED_ANGULARVELOCITY,
SRFENT_CHANGED_RENDERCOLOR,
SRFENT_CHANGED_RENDERAMT,
SRFENT_CHANGED_RENDERMODE,
SRFENT_CHANGED_CONTROLLER
} nssurfacepropentity_changed_t;
/** This entity represents an NSRenderableEntity with interactive surface properties.
It can take damage and can handle variously different types of impact. */
class NSSurfacePropEntity:NSRenderableEntity
{
public:
void NSSurfacePropEntity(void);
/* overrides */
virtual void Spawned(void);
virtual void SetModel(string);
#ifdef SERVER
virtual void Save(float);
virtual void Restore(string,string);
virtual void Respawn(void);
virtual void Input(entity,string,string);
virtual void SpawnKey(string,string);
virtual void ParentUpdate(void);
virtual void EvaluateEntity(void);
virtual float SendEntity(entity,float);
#endif
#ifdef CLIENT
virtual float predraw(void);
virtual void ReceiveEntity(float,float);
#endif
/* new */
#ifdef SERVER
/** Sets the entity on fire. */
nonvirtual void Ignite(entity, float, int);
/** If the entity is on fire, it'll have it extinguished */
nonvirtual void Extinguish(void);
/** Returns whether or not this entity is on fire. */
nonvirtual bool IsOnFire(void);
/** Called whenever the entity receives damage. */
virtual void Pain(void);
/** Called when the health is equal or below 0 */
virtual void Death(void);
/** Returns whether or not the entity is alive. */
virtual bool IsAlive(void);
/** Sets whether the entity can bleed. */
nonvirtual void SetCanBleed(bool);
/** Returns whether the entity can bleed. */
nonvirtual bool CanBleed(void);
/* Generic Damage */
/** Sets whether the entity can take damage */
nonvirtual void SetTakedamage(float);
/** Sets the current health of the entity. */
nonvirtual void SetHealth(float);
/** Sets the maximum amount of health the entity can have */
nonvirtual void SetMaxHealth(float);
/** Returns the current health of the entity. */
nonvirtual float GetHealth(void);
/** Returns the maximum health the entity can have. */
nonvirtual float GetMaxHealth(void);
/** Sets the current armor of the entity. */
nonvirtual void SetArmor(float);
/** Returns the current armor of the entity. */
nonvirtual float GetArmor(void);
/** Returns the health the entity spawned with at map load */
nonvirtual float GetSpawnHealth(void);
/** Returns if the entity has prop data information set. */
nonvirtual bool HasPropData(void) ;
/** Returns a variable type of information about the entity's prop data */
nonvirtual __variant GetPropData(int);
/** Returns if the entity has surface data information set. */
nonvirtual bool HasSurfaceData(void);
/** Returns a variable type of information about the entity's surface data */
nonvirtual __variant GetSurfaceData(int);
/** Assigns the surface data of a given description onto this entity. */
nonvirtual void SetSurfaceData(string);
/** Assigns the prop data of a given description onto this entity. */
nonvirtual void SetPropData(string);
/** Returns how many seconds have passed since we died. Will return -1 if not applicable. */
nonvirtual float TimeSinceDeath(void);
/** Called when a different entity gets damaged by this entity. */
virtual void DamageFeedback(NSSurfacePropEntity, NSSurfacePropEntity, int);
/** Sets which function to call upon taking pain. */
nonvirtual void SetPainCallback(void(void));
/** Sets which function to call upon taking death. */
nonvirtual void SetDeathCallback(void(void));
/** Returns whether this entity reacts to damage being inflicted. */
nonvirtual bool CanBeDamaged(void);
/** Sets the colour of the blood of this entity. */
nonvirtual void SetBloodColor(vector);
/** Returns the blood color of this entity. */
nonvirtual vector GetBloodColor(void);
#endif
#ifdef CLIENT
/** Called every frame to render a fire effect, but will only do so if the entity is burning. */
virtual void RenderFire(void);
#endif
/* misc 'being' methods */
/** Returns the absolute world position of where the eyes are located. */
nonvirtual vector GetEyePos(void);
/** Sets the relative position of the eyes. */
nonvirtual void SetEyePos(vector);
/** Returns an euler angle of where the entity is 'looking' at. These are not necessarily eye values. */
nonvirtual vector GetViewAngle(void);
private:
float m_flBurnNext;
PREDICTED_FLOAT(armor)
PREDICTED_FLOAT_N(health)
#ifdef SERVER
/* fire/burning */
entity m_eBurner;
int m_iBurnWeapon;
float m_flBurnTime;
float m_flBurnDmgTime; /* for whenever they touch a hot flame */
/* I/O */
string m_strOnBreak;
/* life, death */
float m_oldHealth;
vector m_vecBloodColor;
/* Surface/PropKit */
int m_iMaterial;
string m_strSurfData;
int m_iPropData;
string m_strPropData;
float m_flDeathTime;
nonvirtual void _SurfaceDataFinish(void);
nonvirtual void _PropDataFinish(void);
#endif
};
#ifdef CLIENT
void NSSurfacePropEntity_ReadEntity(bool);
#endif