128 lines
4.9 KiB
C++
128 lines
4.9 KiB
C++
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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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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/** This class is responsible for handling core entity functionality.
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It handles 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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private:
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void NSIO(void);
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virtual void Init(void);
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#ifdef SERVER
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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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#endif
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public:
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/** Called when the entity is fulled initialized.
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Any spawn key/value info pairs have already been
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dealt with. So now we can make full decisions on the entity.
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Always make sure to call `super::Spawned();` inside your method when overriding. */
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virtual void Spawned(void);
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/** Server: Called when the entity first spawns or when game-logic requests the entity to
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return to its original spawn state. */
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virtual void Respawn(void);
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/** This method handles entity key/value pairs on map load.
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You can easily convert the `strValue` parameter using the ReadFloat etc. methods
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that are part of NSIO. */
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virtual void SpawnKey(string,string);
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#ifdef SERVER
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/** Handles saving a copy of this entity to a given filehandle.
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Within you want to use the ::SaveFloat() etc. methods to write
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the internal member attributes to the specified file handle. */
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virtual void Save(float);
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/** Similar to `::SpawnKey` but for save-game fields.
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Whatever you write into file handles within your `::Save()` method
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needs to be read back in here. */
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virtual void Restore(string,string);
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/** Called when we are being prompted by another object/function with an input message. */
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virtual void Input(entity,string,string);
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/* helper functions to allocate outputs */
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/** Triggers an output field that has been created beforehand */
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nonvirtual void UseOutput(entity,string);
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/** Prepares an output field.
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Commonly used within ::SpawnKey() to prepare output fields.
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For example: m_someOutput = PrepareOutput(m_someOutput, strValue);`
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This will ensure that when an entity wants to trigger multiple outputs
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that those can be called with a single `UseOutput` call. */
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nonvirtual string PrepareOutput(string,string);
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/** Called at the end of setting up an entity's output field.
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The input is a 5 parameter, commar separated string.
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The return value is the targetname of a minion object that'll handle
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the triggering (and counting down of uses) as defined in the Source Engine's
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Input/Output specification. */
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nonvirtual string CreateOutput(string);
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/* save game related methods */
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/** Saves a floating point key/value pair to a filehandle. */
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nonvirtual void SaveFloat(float,string,float);
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/** Saves a integer key/value pair to a filehandle. */
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nonvirtual void SaveInt(float,string,int);
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/** Saves a string key/value pair to a filehandle. */
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nonvirtual void SaveString(float,string,string);
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/** Saves a vector key/value pair to a filehandle. */
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nonvirtual void SaveVector(float,string,vector);
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/** Saves a boolean key/value pair to a filehandle. */
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nonvirtual void SaveBool(float,string,bool);
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/** Saves an entity id key/value pair to a filehandle. */
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nonvirtual void SaveEntity(float,string,entity);
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/* load game/spawn helper functions */
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/** reads a floating point value from a string */
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nonvirtual float ReadFloat(string);
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/** reads an integer value from a string */
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nonvirtual int ReadInt(string);
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/** reads a string value from a string (with error checking) */
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nonvirtual string ReadString(string);
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/** reads a vector from a string */
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nonvirtual vector ReadVector(string);
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/** reads a boolean value from a string */
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nonvirtual bool ReadBool(string);
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/** read an entity id, converted to entity, from a string */
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nonvirtual entity ReadEntity(string);
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#endif
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/** Get the level time the entity finds itself in.
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Always use this instead of the `time` global. The `time` global may not
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be valid on every type of entity. Specifically, MOVETYPE_PUSH entities only
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update upon movement (so that any think timers the entity may have are not triggered
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when it is at rest. */
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nonvirtual float GetTime(void);
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};
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.bool _mapspawned;
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