mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
447 lines
12 KiB
C++
447 lines
12 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef EDICT_H
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#define EDICT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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#include "cmodel.h"
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#include "const.h"
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#include "iserverentity.h"
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#include "globalvars_base.h"
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#include "engine/ICollideable.h"
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#include "iservernetworkable.h"
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#include "bitvec.h"
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struct edict_t;
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//-----------------------------------------------------------------------------
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// Purpose: Defines the ways that a map can be loaded.
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//-----------------------------------------------------------------------------
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enum MapLoadType_t
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{
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MapLoad_NewGame = 0,
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MapLoad_LoadGame,
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MapLoad_Transition,
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MapLoad_Background,
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};
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//-----------------------------------------------------------------------------
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// Purpose: Global variables shared between the engine and the game .dll
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//-----------------------------------------------------------------------------
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class CGlobalVars : public CGlobalVarsBase
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{
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public:
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CGlobalVars( bool bIsClient );
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public:
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// Current map
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string_t mapname;
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int mapversion;
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string_t startspot;
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MapLoadType_t eLoadType; // How the current map was loaded
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bool bMapLoadFailed; // Map has failed to load, we need to kick back to the main menu
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// game specific flags
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bool deathmatch;
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bool coop;
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bool teamplay;
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// current maxentities
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int maxEntities;
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int serverCount;
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};
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inline CGlobalVars::CGlobalVars( bool bIsClient ) :
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CGlobalVarsBase( bIsClient )
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{
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serverCount = 0;
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}
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class CPlayerState;
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class IServerNetworkable;
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class IServerEntity;
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#define FL_EDICT_CHANGED (1<<0) // Game DLL sets this when the entity state changes
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// Mutually exclusive with FL_EDICT_PARTIAL_CHANGE.
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#define FL_EDICT_FREE (1<<1) // this edict if free for reuse
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#define FL_EDICT_FULL (1<<2) // this is a full server entity
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#define FL_EDICT_FULLCHECK (0<<0) // call ShouldTransmit() each time, this is a fake flag
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#define FL_EDICT_ALWAYS (1<<3) // always transmit this entity
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#define FL_EDICT_DONTSEND (1<<4) // don't transmit this entity
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#define FL_EDICT_PVSCHECK (1<<5) // always transmit entity, but cull against PVS
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// Used by local network backdoor.
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#define FL_EDICT_PENDING_DORMANT_CHECK (1<<6)
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// This is always set at the same time EFL_DIRTY_PVS_INFORMATION is set, but it
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// gets cleared in a different place.
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#define FL_EDICT_DIRTY_PVS_INFORMATION (1<<7)
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// This is used internally to edict_t to remember that it's carrying a
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// "full change list" - all its properties might have changed their value.
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#define FL_FULL_EDICT_CHANGED (1<<8)
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// Max # of variable changes we'll track in an entity before we treat it
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// like they all changed.
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#define MAX_CHANGE_OFFSETS 19
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#define MAX_EDICT_CHANGE_INFOS 100
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class CEdictChangeInfo
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{
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public:
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// Edicts remember the offsets of properties that change
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unsigned short m_ChangeOffsets[MAX_CHANGE_OFFSETS];
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unsigned short m_nChangeOffsets;
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};
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// Shared between engine and game DLL.
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class CSharedEdictChangeInfo
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{
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public:
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CSharedEdictChangeInfo()
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{
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m_iSerialNumber = 1;
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}
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// Matched against edict_t::m_iChangeInfoSerialNumber to determine if its
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// change info is valid.
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unsigned short m_iSerialNumber;
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CEdictChangeInfo m_ChangeInfos[MAX_EDICT_CHANGE_INFOS];
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unsigned short m_nChangeInfos; // How many are in use this frame.
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};
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extern CSharedEdictChangeInfo *g_pSharedChangeInfo;
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class IChangeInfoAccessor
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{
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public:
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inline void SetChangeInfo( unsigned short info )
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{
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m_iChangeInfo = info;
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}
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inline void SetChangeInfoSerialNumber( unsigned short sn )
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{
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m_iChangeInfoSerialNumber = sn;
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}
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inline unsigned short GetChangeInfo() const
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{
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return m_iChangeInfo;
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}
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inline unsigned short GetChangeInfoSerialNumber() const
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{
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return m_iChangeInfoSerialNumber;
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}
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private:
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unsigned short m_iChangeInfo;
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unsigned short m_iChangeInfoSerialNumber;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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// NOTE: YOU CAN'T CHANGE THE LAYOUT OR SIZE OF CBASEEDICT AND REMAIN COMPATIBLE WITH HL2_VC6!!!!!
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class CBaseEdict
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{
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public:
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// Returns an IServerEntity if FL_FULLEDICT is set or NULL if this
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// is a lightweight networking entity.
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IServerEntity* GetIServerEntity();
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const IServerEntity* GetIServerEntity() const;
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IServerNetworkable* GetNetworkable();
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IServerUnknown* GetUnknown();
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// Set when initting an entity. If it's only a networkable, this is false.
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void SetEdict( IServerUnknown *pUnk, bool bFullEdict );
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int AreaNum() const;
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const char * GetClassName() const;
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bool IsFree() const;
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void SetFree();
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void ClearFree();
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bool HasStateChanged() const;
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void ClearStateChanged();
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void StateChanged();
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void StateChanged( unsigned short offset );
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void ClearTransmitState();
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void SetChangeInfo( unsigned short info );
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void SetChangeInfoSerialNumber( unsigned short sn );
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unsigned short GetChangeInfo() const;
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unsigned short GetChangeInfoSerialNumber() const;
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public:
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// NOTE: this is in the edict instead of being accessed by a virtual because the engine needs fast access to it.
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// NOTE: YOU CAN'T CHANGE THE LAYOUT OR SIZE OF CBASEEDICT AND REMAIN COMPATIBLE WITH HL2_VC6!!!!!
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#ifdef _XBOX
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unsigned short m_fStateFlags;
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#else
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int m_fStateFlags;
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#endif
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// NOTE: this is in the edict instead of being accessed by a virtual because the engine needs fast access to it.
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// int m_NetworkSerialNumber;
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// NOTE: m_EdictIndex is an optimization since computing the edict index
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// from a CBaseEdict* pointer otherwise requires divide-by-20. values for
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// m_NetworkSerialNumber all fit within a 16-bit integer range, so we're
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// repurposing the other 16 bits to cache off the index without changing
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// the overall layout or size of this struct. existing mods compiled with
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// a full 32-bit serial number field should still work. henryg 8/17/2011
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#if VALVE_LITTLE_ENDIAN
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short m_NetworkSerialNumber;
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short m_EdictIndex;
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#else
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short m_EdictIndex;
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short m_NetworkSerialNumber;
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#endif
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// NOTE: this is in the edict instead of being accessed by a virtual because the engine needs fast access to it.
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IServerNetworkable *m_pNetworkable;
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protected:
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IServerUnknown *m_pUnk;
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public:
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IChangeInfoAccessor *GetChangeAccessor(); // The engine implements this and the game .dll implements as
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const IChangeInfoAccessor *GetChangeAccessor() const; // The engine implements this and the game .dll implements as
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// as callback through to the engine!!!
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// NOTE: YOU CAN'T CHANGE THE LAYOUT OR SIZE OF CBASEEDICT AND REMAIN COMPATIBLE WITH HL2_VC6!!!!!
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// This breaks HL2_VC6!!!!!
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// References a CEdictChangeInfo with a list of modified network props.
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//unsigned short m_iChangeInfo;
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//unsigned short m_iChangeInfoSerialNumber;
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friend void InitializeEntityDLLFields( edict_t *pEdict );
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};
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//-----------------------------------------------------------------------------
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// CBaseEdict inlines.
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//-----------------------------------------------------------------------------
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inline IServerEntity* CBaseEdict::GetIServerEntity()
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{
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if ( m_fStateFlags & FL_EDICT_FULL )
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return (IServerEntity*)m_pUnk;
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else
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return 0;
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}
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inline bool CBaseEdict::IsFree() const
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{
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return (m_fStateFlags & FL_EDICT_FREE) != 0;
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}
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inline bool CBaseEdict::HasStateChanged() const
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{
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return (m_fStateFlags & FL_EDICT_CHANGED) != 0;
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}
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inline void CBaseEdict::ClearStateChanged()
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{
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m_fStateFlags &= ~(FL_EDICT_CHANGED | FL_FULL_EDICT_CHANGED);
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SetChangeInfoSerialNumber( 0 );
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}
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inline void CBaseEdict::StateChanged()
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{
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// Note: this should only happen for properties in data tables that used some
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// kind of pointer dereference. If the data is directly offsetable
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m_fStateFlags |= (FL_EDICT_CHANGED | FL_FULL_EDICT_CHANGED);
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SetChangeInfoSerialNumber( 0 );
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}
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inline void CBaseEdict::StateChanged( unsigned short offset )
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{
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if ( m_fStateFlags & FL_FULL_EDICT_CHANGED )
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return;
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m_fStateFlags |= FL_EDICT_CHANGED;
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IChangeInfoAccessor *accessor = GetChangeAccessor();
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if ( accessor->GetChangeInfoSerialNumber() == g_pSharedChangeInfo->m_iSerialNumber )
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{
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// Ok, I still own this one.
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CEdictChangeInfo *p = &g_pSharedChangeInfo->m_ChangeInfos[accessor->GetChangeInfo()];
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// Now add this offset to our list of changed variables.
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for ( unsigned short i=0; i < p->m_nChangeOffsets; i++ )
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if ( p->m_ChangeOffsets[i] == offset )
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return;
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if ( p->m_nChangeOffsets == MAX_CHANGE_OFFSETS )
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{
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// Invalidate our change info.
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accessor->SetChangeInfoSerialNumber( 0 );
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m_fStateFlags |= FL_FULL_EDICT_CHANGED; // So we don't get in here again.
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}
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else
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{
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p->m_ChangeOffsets[p->m_nChangeOffsets++] = offset;
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}
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}
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else
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{
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if ( g_pSharedChangeInfo->m_nChangeInfos == MAX_EDICT_CHANGE_INFOS )
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{
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// Shucks.. have to mark the edict as fully changed because we don't have room to remember this change.
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accessor->SetChangeInfoSerialNumber( 0 );
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m_fStateFlags |= FL_FULL_EDICT_CHANGED;
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}
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else
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{
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// Get a new CEdictChangeInfo and fill it out.
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accessor->SetChangeInfo( g_pSharedChangeInfo->m_nChangeInfos );
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g_pSharedChangeInfo->m_nChangeInfos++;
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accessor->SetChangeInfoSerialNumber( g_pSharedChangeInfo->m_iSerialNumber );
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CEdictChangeInfo *p = &g_pSharedChangeInfo->m_ChangeInfos[accessor->GetChangeInfo()];
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p->m_ChangeOffsets[0] = offset;
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p->m_nChangeOffsets = 1;
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}
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}
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}
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inline void CBaseEdict::SetFree()
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{
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m_fStateFlags |= FL_EDICT_FREE;
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}
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inline void CBaseEdict::ClearFree()
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{
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m_fStateFlags &= ~FL_EDICT_FREE;
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}
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inline void CBaseEdict::ClearTransmitState()
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{
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m_fStateFlags &= ~(FL_EDICT_ALWAYS|FL_EDICT_PVSCHECK|FL_EDICT_DONTSEND);
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}
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inline const IServerEntity* CBaseEdict::GetIServerEntity() const
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{
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if ( m_fStateFlags & FL_EDICT_FULL )
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return (IServerEntity*)m_pUnk;
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else
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return 0;
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}
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inline IServerUnknown* CBaseEdict::GetUnknown()
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{
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return m_pUnk;
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}
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inline IServerNetworkable* CBaseEdict::GetNetworkable()
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{
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return m_pNetworkable;
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}
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inline void CBaseEdict::SetEdict( IServerUnknown *pUnk, bool bFullEdict )
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{
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m_pUnk = pUnk;
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if ( (pUnk != NULL) && bFullEdict )
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{
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m_fStateFlags = FL_EDICT_FULL;
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}
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else
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{
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m_fStateFlags = 0;
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}
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}
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inline int CBaseEdict::AreaNum() const
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{
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if ( !m_pUnk )
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return 0;
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return m_pNetworkable->AreaNum();
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}
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inline const char * CBaseEdict::GetClassName() const
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{
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if ( !m_pUnk )
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return "";
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return m_pNetworkable->GetClassName();
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}
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inline void CBaseEdict::SetChangeInfo( unsigned short info )
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{
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GetChangeAccessor()->SetChangeInfo( info );
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}
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inline void CBaseEdict::SetChangeInfoSerialNumber( unsigned short sn )
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{
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GetChangeAccessor()->SetChangeInfoSerialNumber( sn );
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}
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inline unsigned short CBaseEdict::GetChangeInfo() const
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{
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return GetChangeAccessor()->GetChangeInfo();
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}
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inline unsigned short CBaseEdict::GetChangeInfoSerialNumber() const
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{
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return GetChangeAccessor()->GetChangeInfoSerialNumber();
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}
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//-----------------------------------------------------------------------------
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// Purpose: The engine's internal representation of an entity, including some
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// basic collision and position info and a pointer to the class wrapped on top
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// of the structure
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//-----------------------------------------------------------------------------
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struct edict_t : public CBaseEdict
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{
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public:
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ICollideable *GetCollideable();
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// The server timestampe at which the edict was freed (so we can try to use other edicts before reallocating this one)
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float freetime;
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};
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inline ICollideable *edict_t::GetCollideable()
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{
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IServerEntity *pEnt = GetIServerEntity();
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if ( pEnt )
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return pEnt->GetCollideable();
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else
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return NULL;
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}
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#endif // EDICT_H
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