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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef ENTITYLIST_H
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#define ENTITYLIST_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseentity.h"
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class IEntityListener;
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abstract_class CBaseEntityClassList
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{
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public:
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CBaseEntityClassList();
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~CBaseEntityClassList();
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virtual void LevelShutdownPostEntity() = 0;
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CBaseEntityClassList *m_pNextClassList;
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};
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template< class T >
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class CEntityClassList : public CBaseEntityClassList
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{
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public:
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virtual void LevelShutdownPostEntity() { m_pClassList = NULL; }
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void Insert( T *pEntity )
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{
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pEntity->m_pNext = m_pClassList;
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m_pClassList = pEntity;
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}
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void Remove( T *pEntity )
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{
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T **pPrev = &m_pClassList;
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T *pCur = *pPrev;
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while ( pCur )
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{
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if ( pCur == pEntity )
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{
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*pPrev = pCur->m_pNext;
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return;
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}
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pPrev = &pCur->m_pNext;
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pCur = *pPrev;
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}
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}
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static T *m_pClassList;
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};
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// Derive a class from this if you want to filter entity list searches
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abstract_class IEntityFindFilter
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{
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public:
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virtual bool ShouldFindEntity( CBaseEntity *pEntity ) = 0;
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virtual CBaseEntity *GetFilterResult( void ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: a global list of all the entities in the game. All iteration through
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// entities is done through this object.
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//-----------------------------------------------------------------------------
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class CGlobalEntityList : public CBaseEntityList
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{
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public:
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private:
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int m_iHighestEnt; // the topmost used array index
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int m_iNumEnts;
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int m_iNumEdicts;
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bool m_bClearingEntities;
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CUtlVector<IEntityListener *> m_entityListeners;
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public:
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IServerNetworkable* GetServerNetworkable( CBaseHandle hEnt ) const;
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CBaseNetworkable* GetBaseNetworkable( CBaseHandle hEnt ) const;
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CBaseEntity* GetBaseEntity( CBaseHandle hEnt ) const;
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edict_t* GetEdict( CBaseHandle hEnt ) const;
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int NumberOfEntities( void );
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int NumberOfEdicts( void );
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// mark an entity as deleted
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void AddToDeleteList( IServerNetworkable *ent );
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// call this before and after each frame to delete all of the marked entities.
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void CleanupDeleteList( void );
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int ResetDeleteList( void );
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// frees all entities in the game
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void Clear( void );
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// Returns true while in the Clear() call.
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bool IsClearingEntities() {return m_bClearingEntities;}
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// add a class that gets notified of entity events
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void AddListenerEntity( IEntityListener *pListener );
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void RemoveListenerEntity( IEntityListener *pListener );
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void ReportEntityFlagsChanged( CBaseEntity *pEntity, unsigned int flagsOld, unsigned int flagsNow );
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// entity is about to be removed, notify the listeners
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void NotifyCreateEntity( CBaseEntity *pEnt );
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void NotifySpawn( CBaseEntity *pEnt );
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void NotifyRemoveEntity( CBaseHandle hEnt );
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// iteration functions
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// returns the next entity after pCurrentEnt; if pCurrentEnt is NULL, return the first entity
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CBaseEntity *NextEnt( CBaseEntity *pCurrentEnt );
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CBaseEntity *FirstEnt() { return NextEnt(NULL); }
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// returns the next entity of the specified class, using RTTI
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template< class T >
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T *NextEntByClass( T *start )
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{
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for ( CBaseEntity *x = NextEnt( start ); x; x = NextEnt( x ) )
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{
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start = dynamic_cast<T*>( x );
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if ( start )
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return start;
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}
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return NULL;
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}
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// search functions
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bool IsEntityPtr( void *pTest );
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CBaseEntity *FindEntityByClassname( CBaseEntity *pStartEntity, const char *szName );
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CBaseEntity *FindEntityByName( CBaseEntity *pStartEntity, const char *szName, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL, IEntityFindFilter *pFilter = NULL );
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CBaseEntity *FindEntityByName( CBaseEntity *pStartEntity, string_t iszName, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL, IEntityFindFilter *pFilter = NULL )
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{
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return FindEntityByName( pStartEntity, STRING(iszName), pSearchingEntity, pActivator, pCaller, pFilter );
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}
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CBaseEntity *FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius );
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CBaseEntity *FindEntityByTarget( CBaseEntity *pStartEntity, const char *szName );
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CBaseEntity *FindEntityByModel( CBaseEntity *pStartEntity, const char *szModelName );
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CBaseEntity *FindEntityByNameNearest( const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
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CBaseEntity *FindEntityByNameWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
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CBaseEntity *FindEntityByClassnameNearest( const char *szName, const Vector &vecSrc, float flRadius );
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CBaseEntity *FindEntityByClassnameWithin( CBaseEntity *pStartEntity , const char *szName, const Vector &vecSrc, float flRadius );
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CBaseEntity *FindEntityByClassnameWithin( CBaseEntity *pStartEntity , const char *szName, const Vector &vecMins, const Vector &vecMaxs );
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CBaseEntity *FindEntityGeneric( CBaseEntity *pStartEntity, const char *szName, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
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CBaseEntity *FindEntityGenericWithin( CBaseEntity *pStartEntity, const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
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CBaseEntity *FindEntityGenericNearest( const char *szName, const Vector &vecSrc, float flRadius, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
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CBaseEntity *FindEntityNearestFacing( const Vector &origin, const Vector &facing, float threshold);
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CBaseEntity *FindEntityClassNearestFacing( const Vector &origin, const Vector &facing, float threshold, char *classname);
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CBaseEntity *FindEntityByNetname( CBaseEntity *pStartEntity, const char *szModelName );
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CBaseEntity *FindEntityProcedural( const char *szName, CBaseEntity *pSearchingEntity = NULL, CBaseEntity *pActivator = NULL, CBaseEntity *pCaller = NULL );
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CGlobalEntityList();
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// CBaseEntityList overrides.
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protected:
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virtual void OnAddEntity( IHandleEntity *pEnt, CBaseHandle handle );
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virtual void OnRemoveEntity( IHandleEntity *pEnt, CBaseHandle handle );
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};
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extern CGlobalEntityList gEntList;
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//-----------------------------------------------------------------------------
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// Inlines.
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//-----------------------------------------------------------------------------
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inline edict_t* CGlobalEntityList::GetEdict( CBaseHandle hEnt ) const
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{
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IServerUnknown *pUnk = static_cast<IServerUnknown*>(LookupEntity( hEnt ));
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if ( pUnk )
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return pUnk->GetNetworkable()->GetEdict();
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else
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return NULL;
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}
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inline CBaseNetworkable* CGlobalEntityList::GetBaseNetworkable( CBaseHandle hEnt ) const
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{
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IServerUnknown *pUnk = static_cast<IServerUnknown*>(LookupEntity( hEnt ));
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if ( pUnk )
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return pUnk->GetNetworkable()->GetBaseNetworkable();
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else
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return NULL;
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}
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inline IServerNetworkable* CGlobalEntityList::GetServerNetworkable( CBaseHandle hEnt ) const
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{
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IServerUnknown *pUnk = static_cast<IServerUnknown*>(LookupEntity( hEnt ));
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if ( pUnk )
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return pUnk->GetNetworkable();
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else
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return NULL;
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}
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inline CBaseEntity* CGlobalEntityList::GetBaseEntity( CBaseHandle hEnt ) const
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{
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IServerUnknown *pUnk = static_cast<IServerUnknown*>(LookupEntity( hEnt ));
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if ( pUnk )
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return pUnk->GetBaseEntity();
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else
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Common finds
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#if 0
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template <class ENT_TYPE>
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inline bool FindEntityByName( const char *pszName, ENT_TYPE **ppResult)
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{
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CBaseEntity *pBaseEntity = gEntList.FindEntityByName( NULL, pszName );
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if ( pBaseEntity )
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*ppResult = dynamic_cast<ENT_TYPE *>( pBaseEntity );
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else
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*ppResult = NULL;
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return ( *ppResult != NULL );
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}
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template <>
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inline bool FindEntityByName<CBaseEntity>( const char *pszName, CBaseEntity **ppResult)
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{
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*ppResult = gEntList.FindEntityByName( NULL, pszName );
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return ( *ppResult != NULL );
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}
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template <>
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inline bool FindEntityByName<CAI_BaseNPC>( const char *pszName, CAI_BaseNPC **ppResult)
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{
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CBaseEntity *pBaseEntity = gEntList.FindEntityByName( NULL, pszName );
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if ( pBaseEntity )
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*ppResult = pBaseEntity->MyNPCPointer();
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else
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*ppResult = NULL;
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return ( *ppResult != NULL );
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}
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Simple object for storing a list of objects
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//-----------------------------------------------------------------------------
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struct entitem_t
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{
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EHANDLE hEnt;
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struct entitem_t *pNext;
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// uses pool memory
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static void* operator new( size_t stAllocateBlock );
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static void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine );
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static void operator delete( void *pMem );
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static void operator delete( void *pMem, int nBlockUse, const char *pFileName, int nLine ) { operator delete( pMem ); }
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};
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class CEntityList
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{
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public:
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CEntityList();
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~CEntityList();
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int m_iNumItems;
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entitem_t *m_pItemList; // null terminated singly-linked list
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void AddEntity( CBaseEntity * );
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void DeleteEntity( CBaseEntity * );
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};
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enum notify_system_event_t
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{
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NOTIFY_EVENT_TELEPORT = 0,
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NOTIFY_EVENT_DESTROY,
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};
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struct notify_teleport_params_t
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{
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Vector prevOrigin;
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QAngle prevAngles;
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bool physicsRotate;
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};
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struct notify_destroy_params_t
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{
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};
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struct notify_system_event_params_t
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{
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union
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{
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const notify_teleport_params_t *pTeleport;
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const notify_destroy_params_t *pDestroy;
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};
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notify_system_event_params_t( const notify_teleport_params_t *pInTeleport ) { pTeleport = pInTeleport; }
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notify_system_event_params_t( const notify_destroy_params_t *pInDestroy ) { pDestroy = pInDestroy; }
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};
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abstract_class INotify
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{
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public:
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// Add notification for an entity
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virtual void AddEntity( CBaseEntity *pNotify, CBaseEntity *pWatched ) = 0;
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// Remove notification for an entity
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virtual void RemoveEntity( CBaseEntity *pNotify, CBaseEntity *pWatched ) = 0;
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// Call the named input in each entity who is watching pEvent's status
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virtual void ReportNamedEvent( CBaseEntity *pEntity, const char *pEventName ) = 0;
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// System events don't make sense as inputs, so are handled through a generic notify function
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virtual void ReportSystemEvent( CBaseEntity *pEntity, notify_system_event_t eventType, const notify_system_event_params_t ¶ms ) = 0;
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inline void ReportDestroyEvent( CBaseEntity *pEntity )
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{
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notify_destroy_params_t destroy;
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ReportSystemEvent( pEntity, NOTIFY_EVENT_DESTROY, notify_system_event_params_t(&destroy) );
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}
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inline void ReportTeleportEvent( CBaseEntity *pEntity, const Vector &prevOrigin, const QAngle &prevAngles, bool physicsRotate )
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{
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notify_teleport_params_t teleport;
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teleport.prevOrigin = prevOrigin;
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teleport.prevAngles = prevAngles;
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teleport.physicsRotate = physicsRotate;
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ReportSystemEvent( pEntity, NOTIFY_EVENT_TELEPORT, notify_system_event_params_t(&teleport) );
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}
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// Remove this entity from the notify list
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virtual void ClearEntity( CBaseEntity *pNotify ) = 0;
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};
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// Implement this class and register with gEntList to receive entity create/delete notification
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class IEntityListener
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{
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public:
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virtual void OnEntityCreated( CBaseEntity *pEntity ) {};
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virtual void OnEntitySpawned( CBaseEntity *pEntity ) {};
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virtual void OnEntityDeleted( CBaseEntity *pEntity ) {};
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};
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// singleton
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extern INotify *g_pNotify;
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void EntityTouch_Add( CBaseEntity *pEntity );
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int AimTarget_ListCount();
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int AimTarget_ListCopy( CBaseEntity *pList[], int listMax );
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void AimTarget_ForceRepopulateList();
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void SimThink_EntityChanged( CBaseEntity *pEntity );
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int SimThink_ListCount();
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int SimThink_ListCopy( CBaseEntity *pList[], int listMax );
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#endif // ENTITYLIST_H
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