//========= 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