mirror of
https://github.com/alliedmodders/hl2sdk.git
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254 lines
6.1 KiB
C++
254 lines
6.1 KiB
C++
//========= Copyright © 1996-2005, 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 "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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// 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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};
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inline CGlobalVars::CGlobalVars( bool bIsClient ) :
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CGlobalVarsBase( bIsClient )
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{
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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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#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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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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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 ClearTransmitState();
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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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int m_fStateFlags;
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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; // Game DLL sets this when it gets a serial number for its EHANDLE.
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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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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;
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}
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inline void CBaseEdict::StateChanged()
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{
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m_fStateFlags |= FL_EDICT_CHANGED;
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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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//-----------------------------------------------------------------------------
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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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