56 lines
1.8 KiB
C++
56 lines
1.8 KiB
C++
/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/* NSIO class is responsible for handling entity spawns, respawns,
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save/load as well as key/value pair loading, as well as inputs/outputs
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which is our basic entity model.
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This is a very low-level class. You're never meant to use this.
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Use NSEntity as a basis for your classes
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*/
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class NSIO
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{
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void(void) NSIO;
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virtual void(void) Init;
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virtual void(void) Initialized;
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/* Handle entity key/value pairs on init */
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virtual void(string, string) SpawnKey;
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#ifdef SERVER
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/* Input/Output System */
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string m_strOnTrigger;
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string m_strOnUser1;
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string m_strOnUser2;
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string m_strOnUser3;
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string m_strOnUser4;
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/* helper functions to allocate outputs */
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nonvirtual void(entity, string) UseOutput;
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nonvirtual string(string) CreateOutput;
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/* whenever gamerules want entities to respawn */
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virtual void(void) Respawn;
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virtual void(float) Save;
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virtual void(float) Restore;
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/* Handle incoming entities input messaging */
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virtual void(entity, string, string) Input;
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#endif
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}; |