Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef ITOOLENTITY_H
#define ITOOLENTITY_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/interface.h"
#include "tier1/utlvector.h"
#include "Color.h"
#include "basehandle.h"
#include "iclientrenderable.h"
#include "engine/ishadowmgr.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IServerEntity;
class IClientEntity;
class IToolSystem;
class IClientRenderable;
class Vector;
class QAngle;
class CBaseEntity;
class CBaseAnimating;
class CTakeDamageInfo;
class ITempEntsSystem;
class IEntityFactoryDictionary;
class CBaseTempEntity;
class CGlobalEntityList;
class IEntityFindFilter;
//-----------------------------------------------------------------------------
// Safe accessor to an entity
//-----------------------------------------------------------------------------
typedef unsigned int HTOOLHANDLE;
enum
{
HTOOLHANDLE_INVALID = 0
};
//-----------------------------------------------------------------------------
// If you change this, change the flags in IClientShadowMgr.h also
//-----------------------------------------------------------------------------
enum ClientShadowFlags_t
{
SHADOW_FLAGS_USE_RENDER_TO_TEXTURE = (SHADOW_FLAGS_LAST_FLAG<<1),
SHADOW_FLAGS_ANIMATING_SOURCE = (SHADOW_FLAGS_LAST_FLAG<<2),
SHADOW_FLAGS_USE_DEPTH_TEXTURE = (SHADOW_FLAGS_LAST_FLAG<<3),
// Update this if you add flags
CLIENT_SHADOW_FLAGS_LAST_FLAG = SHADOW_FLAGS_USE_DEPTH_TEXTURE
};
//-----------------------------------------------------------------------------
// Opaque pointer returned from Find* methods, don't store this, you need to
// Attach it to a tool entity or discard after searching
//-----------------------------------------------------------------------------
typedef void *EntitySearchResult;
//-----------------------------------------------------------------------------
// Purpose: Client side tool interace (right now just handles IClientRenderables).
// In theory could support hooking into client side entities directly
//-----------------------------------------------------------------------------
class IClientTools : public IBaseInterface
{
public:
// Allocates or returns the handle to an entity previously found using the Find* APIs below
virtual HTOOLHANDLE AttachToEntity( EntitySearchResult entityToAttach ) = 0;
virtual void DetachFromEntity( EntitySearchResult entityToDetach ) = 0;
// Checks whether a handle is still valid.
virtual bool IsValidHandle( HTOOLHANDLE handle ) = 0;
// Iterates the list of entities which have been associated with tools
virtual int GetNumRecordables() = 0;
virtual HTOOLHANDLE GetRecordable( int index ) = 0;
// Iterates through ALL entities (separate list for client vs. server)
virtual EntitySearchResult NextEntity( EntitySearchResult currentEnt ) = 0;
EntitySearchResult FirstEntity() { return NextEntity( NULL ); }
// Use this to turn on/off the presence of an underlying game entity
virtual void SetEnabled( HTOOLHANDLE handle, bool enabled ) = 0;
// Use this to tell an entity to post "state" to all listening tools
virtual void SetRecording( HTOOLHANDLE handle, bool recording ) = 0;
// Some entities are marked with ShouldRecordInTools false, such as ui entities, etc.
virtual bool ShouldRecord( HTOOLHANDLE handle ) = 0;
virtual HTOOLHANDLE GetToolHandleForEntityByIndex( int entindex ) = 0;
virtual int GetModelIndex( HTOOLHANDLE handle ) = 0;
virtual const char* GetModelName ( HTOOLHANDLE handle ) = 0;
virtual const char* GetClassname ( HTOOLHANDLE handle ) = 0;
virtual void AddClientRenderable( IClientRenderable *pRenderable, int renderGroup ) = 0;
virtual void RemoveClientRenderable( IClientRenderable *pRenderable ) = 0;
virtual void SetRenderGroup( IClientRenderable *pRenderable, int renderGroup ) = 0;
virtual void MarkClientRenderableDirty( IClientRenderable *pRenderable ) = 0;
virtual void UpdateProjectedTexture( ClientShadowHandle_t h, bool bForce ) = 0;
virtual bool DrawSprite( IClientRenderable *pRenderable, float scale, float frame, int rendermode, int renderfx, const Color &color, float flProxyRadius, int *pVisHandle ) = 0;
virtual EntitySearchResult GetLocalPlayer() = 0;
virtual bool GetLocalPlayerEyePosition( Vector& org, QAngle& ang, float &fov ) = 0;
// See ClientShadowFlags_t above
virtual ClientShadowHandle_t CreateShadow( CBaseHandle handle, int nFlags ) = 0;
virtual void DestroyShadow( ClientShadowHandle_t h ) = 0;
virtual ClientShadowHandle_t CreateFlashlight( const FlashlightState_t &lightState ) = 0;
virtual void DestroyFlashlight( ClientShadowHandle_t h ) = 0;
virtual void UpdateFlashlightState( ClientShadowHandle_t h, const FlashlightState_t &lightState ) = 0;
virtual void AddToDirtyShadowList( ClientShadowHandle_t h, bool force = false ) = 0;
virtual void MarkRenderToTextureShadowDirty( ClientShadowHandle_t h ) = 0;
// Global toggle for recording
virtual void EnableRecordingMode( bool bEnable ) = 0;
virtual bool IsInRecordingMode() const = 0;
// Trigger a temp entity
virtual void TriggerTempEntity( KeyValues *pKeyValues ) = 0;
// get owning weapon (for viewmodels)
virtual int GetOwningWeaponEntIndex( int entindex ) = 0;
virtual int GetEntIndex( EntitySearchResult entityToAttach ) = 0;
virtual int FindGlobalFlexcontroller( char const *name ) = 0;
virtual char const *GetGlobalFlexControllerName( int idx ) = 0;
// helper for traversing ownership hierarchy
virtual EntitySearchResult GetOwnerEntity( EntitySearchResult currentEnt ) = 0;
// common and useful types to query for hierarchically
virtual bool IsPlayer ( EntitySearchResult currentEnt ) = 0;
virtual bool IsBaseCombatCharacter( EntitySearchResult currentEnt ) = 0;
virtual bool IsNPC ( EntitySearchResult currentEnt ) = 0;
virtual Vector GetAbsOrigin( HTOOLHANDLE handle ) = 0;
virtual QAngle GetAbsAngles( HTOOLHANDLE handle ) = 0;
// This reloads a portion or all of a particle definition file.
// It's up to the client to decide if it cares about this file
// Use a UtlBuffer to crack the data
virtual void ReloadParticleDefintions( const char *pFileName, const void *pBufData, int nLen ) = 0;
// Sends a mesage from the tool to the client
virtual void PostToolMessage( KeyValues *pKeyValues ) = 0;
// Indicates whether the client should render particle systems
virtual void EnableParticleSystems( bool bEnable ) = 0;
// Is the game rendering in 3rd person mode?
virtual bool IsRenderingThirdPerson() const = 0;
};
#define VCLIENTTOOLS_INTERFACE_VERSION "VCLIENTTOOLS001"
//-----------------------------------------------------------------------------
// Purpose: Interface from engine to tools for manipulating entities
//-----------------------------------------------------------------------------
class IServerTools : public IBaseInterface
{
public:
virtual IServerEntity *GetIServerEntity( IClientEntity *pClientEntity ) = 0;
virtual bool SnapPlayerToPosition( const Vector &org, const QAngle &ang, IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool GetPlayerPosition( Vector &org, QAngle &ang, IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool SetPlayerFOV( int fov, IClientEntity *pClientPlayer = NULL ) = 0;
virtual int GetPlayerFOV( IClientEntity *pClientPlayer = NULL ) = 0;
virtual bool IsInNoClipMode( IClientEntity *pClientPlayer = NULL ) = 0;
// entity searching
virtual CBaseEntity *FirstEntity( void ) = 0;
virtual CBaseEntity *NextEntity( CBaseEntity *pEntity ) = 0;
virtual CBaseEntity *FindEntityByHammerID( int iHammerID ) = 0;
// entity query
virtual bool GetKeyValue( CBaseEntity *pEntity, const char *szField, char *szValue, int iMaxLen ) = 0;
virtual bool SetKeyValue( CBaseEntity *pEntity, const char *szField, const char *szValue ) = 0;
virtual bool SetKeyValue( CBaseEntity *pEntity, const char *szField, float flValue ) = 0;
virtual bool SetKeyValue( CBaseEntity *pEntity, const char *szField, const Vector &vecValue ) = 0;
// entity spawning
virtual CBaseEntity *CreateEntityByName( const char *szClassName ) = 0;
virtual void DispatchSpawn( CBaseEntity *pEntity ) = 0;
// This reloads a portion or all of a particle definition file.
// It's up to the server to decide if it cares about this file
// Use a UtlBuffer to crack the data
virtual void ReloadParticleDefintions( const char *pFileName, const void *pBufData, int nLen ) = 0;
virtual void AddOriginToPVS( const Vector &org ) = 0;
virtual void MoveEngineViewTo( const Vector &vPos, const QAngle &vAngles ) = 0;
virtual bool DestroyEntityByHammerId( int iHammerID ) = 0;
virtual CBaseEntity *GetBaseEntityByEntIndex( int iEntIndex ) = 0;
virtual void RemoveEntity( CBaseEntity *pEntity ) = 0;
virtual void RemoveEntityImmediate( CBaseEntity *pEntity ) = 0;
virtual IEntityFactoryDictionary *GetEntityFactoryDictionary( void ) = 0;
virtual void SetMoveType( CBaseEntity *pEntity, int val ) = 0;
virtual void SetMoveType( CBaseEntity *pEntity, int val, int moveCollide ) = 0;
virtual void ResetSequence( CBaseAnimating *pEntity, int nSequence ) = 0;
virtual void ResetSequenceInfo( CBaseAnimating *pEntity ) = 0;
virtual void ClearMultiDamage( void ) = 0;
virtual void ApplyMultiDamage( void ) = 0;
virtual void AddMultiDamage( const CTakeDamageInfo &pTakeDamageInfo, CBaseEntity *pEntity ) = 0;
virtual void RadiusDamage( const CTakeDamageInfo &info, const Vector &vecSrc, float flRadius, int iClassIgnore, CBaseEntity *pEntityIgnore ) = 0;
virtual ITempEntsSystem *GetTempEntsSystem( void ) = 0;
virtual CBaseTempEntity *GetTempEntList( void ) = 0;
virtual CGlobalEntityList *GetEntityList( void ) = 0;
virtual bool IsEntityPtr( void *pTest ) = 0;
virtual CBaseEntity *FindEntityByClassname( CBaseEntity *pStartEntity, const char *szName ) = 0;
virtual CBaseEntity *FindEntityByName( CBaseEntity *pStartEntity, const char *szName, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL, IEntityFindFilter *pFilter = NULL ) = 0;
virtual CBaseEntity *FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius ) = 0;
virtual CBaseEntity *FindEntityByTarget( CBaseEntity *pStartEntity, const char *szName ) = 0;
virtual CBaseEntity *FindEntityByModel( CBaseEntity *pStartEntity, const char *szModelName ) = 0;
virtual CBaseEntity *FindEntityByNameNearest( const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ) = 0;
virtual CBaseEntity *FindEntityByNameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ) = 0;
virtual CBaseEntity *FindEntityByClassnameNearest( const char *szName, const Vector &vecSrc, float flRadius ) = 0;
virtual CBaseEntity *FindEntityByClassnameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius ) = 0;
virtual CBaseEntity *FindEntityByClassnameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecMins, const Vector &vecMaxs ) = 0;
virtual CBaseEntity *FindEntityGeneric( CBaseEntity *pStartEntity, const char *szName, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ) = 0;
virtual CBaseEntity *FindEntityGenericWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ) = 0;
virtual CBaseEntity *FindEntityGenericNearest( const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ) = 0;
virtual CBaseEntity *FindEntityNearestFacing( const Vector &origin, const Vector &facing, float threshold ) = 0;
virtual CBaseEntity *FindEntityClassNearestFacing( const Vector &origin, const Vector &facing, float threshold, char *classname ) = 0;
virtual CBaseEntity *FindEntityProcedural( const char *szName, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL ) = 0;
};
typedef IServerTools IServerTools001;
typedef IServerTools IServerTools002;
#define VSERVERTOOLS_INTERFACE_VERSION_1 "VSERVERTOOLS001"
#define VSERVERTOOLS_INTERFACE_VERSION_2 "VSERVERTOOLS002"
#define VSERVERTOOLS_INTERFACE_VERSION "VSERVERTOOLS003"
#define VSERVERTOOLS_INTERFACE_VERSION_INT 3
//-----------------------------------------------------------------------------
// Purpose: Client side tool interace (right now just handles IClientRenderables).
// In theory could support hooking into client side entities directly
//-----------------------------------------------------------------------------
class IServerChoreoTools : public IBaseInterface
{
public:
// Iterates through ALL entities (separate list for client vs. server)
virtual EntitySearchResult NextChoreoEntity( EntitySearchResult currentEnt ) = 0;
EntitySearchResult FirstChoreoEntity() { return NextChoreoEntity( NULL ); }
virtual const char *GetSceneFile( EntitySearchResult sr ) = 0;
// For interactive editing
virtual int GetEntIndex( EntitySearchResult sr ) = 0;
virtual void ReloadSceneFromDisk( int entindex ) = 0;
};
#define VSERVERCHOREOTOOLS_INTERFACE_VERSION "VSERVERCHOREOTOOLS001"
#endif // ITOOLENTITY_H