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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PREDICTABLE_ENTITY_H
#define PREDICTABLE_ENTITY_H
#ifdef _WIN32
#pragma once
#endif
// For introspection
#include "tier0/platform.h"
#include "predictioncopy.h"
#include "shared_classnames.h"
#ifndef NO_ENTITY_PREDICTION
#define UsePrediction() 1
#else
#define UsePrediction() 0
#endif
// CLIENT DLL includes
#if defined( CLIENT_DLL ) || defined( TOOL_DLL )
#include "iclassmap.h"
#include "recvproxy.h"
class SendTable;
// Game DLL includes
#else
#include "sendproxy.h"
#endif // !CLIENT_DLL
#if defined( CLIENT_DLL )
#define DECLARE_NETWORKCLASS() \
DECLARE_CLIENTCLASS()
#define DECLARE_NETWORKCLASS_NOBASE() \
DECLARE_CLIENTCLASS_NOBASE()
#else
#define DECLARE_NETWORKCLASS() \
DECLARE_SERVERCLASS()
#define DECLARE_NETWORKCLASS_NOBASE() \
DECLARE_SERVERCLASS_NOBASE()
#endif
#if defined( CLIENT_DLL )
#ifndef NO_ENTITY_PREDICTION
#define DECLARE_PREDICTABLE() \
public: \ static typedescription_t m_PredDesc[]; \ static datamap_t m_PredMap; \ virtual datamap_t *GetPredDescMap( void ); \ template <typename T> friend datamap_t *PredMapInit(T *) #else
#define DECLARE_PREDICTABLE() template <typename T> friend datamap_t *PredMapInit(T *)
#endif
#ifndef NO_ENTITY_PREDICTION
#define BEGIN_PREDICTION_DATA( className ) \
datamap_t className::m_PredMap = { 0, 0, #className, &BaseClass::m_PredMap }; \ datamap_t *className::GetPredDescMap( void ) { return &m_PredMap; } \ BEGIN_PREDICTION_DATA_GUTS( className )
#define BEGIN_PREDICTION_DATA_NO_BASE( className ) \
datamap_t className::m_PredMap = { 0, 0, #className, NULL }; \ datamap_t *className::GetPredDescMap( void ) { return &m_PredMap; } \ BEGIN_PREDICTION_DATA_GUTS( className )
#define BEGIN_PREDICTION_DATA_GUTS( className ) \
template <typename T> datamap_t *PredMapInit(T *); \ template <> datamap_t *PredMapInit<className>( className * ); \ namespace className##_PredDataDescInit \ { \ datamap_t *g_PredMapHolder = PredMapInit( (className *)NULL ); /* This can/will be used for some clean up duties later */ \ } \ \ template <> datamap_t *PredMapInit<className>( className * ) \ { \ typedef className classNameTypedef; \ static typedescription_t predDesc[] = \ { \ { FIELD_VOID,0,0,0,0,0,0,0,0}, /* so you can define "empty" tables */
#define END_PREDICTION_DATA() \
}; \ \ if ( sizeof( predDesc ) > sizeof( predDesc[0] ) ) \ { \ classNameTypedef::m_PredMap.dataNumFields = ARRAYSIZE( predDesc ) - 1; \ classNameTypedef::m_PredMap.dataDesc = &predDesc[1]; \ } \ else \ { \ classNameTypedef::m_PredMap.dataNumFields = 1; \ classNameTypedef::m_PredMap.dataDesc = predDesc; \ } \ return &classNameTypedef::m_PredMap; \ } #else
#define BEGIN_PREDICTION_DATA( className ) \
template <> inline datamap_t *PredMapInit<className>( className * ) \ { \ if ( 0 ) \ { \ typedef className classNameTypedef; \ typedescription_t predDesc[] = \ { \ { FIELD_VOID,0,0,0,0,0,0,0,0},
#define BEGIN_PREDICTION_DATA_NO_BASE( className ) BEGIN_PREDICTION_DATA( className )
#define END_PREDICTION_DATA() \
}; \ predDesc[0].flags = 0; /* avoid compiler warning of unused data */ \ } \ } #endif
#else
// nothing, only client has a prediction system
#define DECLARE_PREDICTABLE()
#define BEGIN_PREDICTION_DATA( className )
#define END_PREDICTION_DATA()
#endif
#if defined( CLIENT_DLL )
// On the client .dll this creates a mapping between a classname and
// a client side class. Probably could be templatized at some point.
#define LINK_ENTITY_TO_CLASS( localName, className ) \
static C_BaseEntity *C##className##Factory( void ) \ { \ return static_cast< C_BaseEntity * >( new className ); \ }; \ class C##localName##Foo \ { \ public: \ C##localName##Foo( void ) \ { \ GetClassMap().Add( #localName, #className, sizeof( className ), \ &C##className##Factory ); \ __g_##className##ClientClass.m_pMapClassname = #localName; \ } \ }; \ static C##localName##Foo g_C##localName##Foo;
#define LINK_ENTITY_TO_CLASS_CLIENTONLY( localName, className ) \
static C_BaseEntity *C##className##Factory( void ) \ { \ return static_cast< C_BaseEntity * >( new className ); \ }; \ class C##localName##Foo \ { \ public: \ C##localName##Foo( void ) \ { \ GetClassMap().Add( #localName, #className, sizeof( className ), \ &C##className##Factory ); \ } \ }; \ static C##localName##Foo g_C##localName##Foo;
#define BEGIN_NETWORK_TABLE( className, tableName ) BEGIN_RECV_TABLE( className, tableName )
#define BEGIN_NETWORK_TABLE_NOBASE( className, tableName ) BEGIN_RECV_TABLE_NOBASE( className, tableName )
#define END_NETWORK_TABLE END_RECV_TABLE
#define LINK_ENTITY_TO_CLASS_ALIASED( localName, className ) LINK_ENTITY_TO_CLASS(localName, C_##className )
#define IMPLEMENT_NETWORKCLASS_ALIASED(className, dataTable) \
IMPLEMENT_CLIENTCLASS( C_##className, dataTable, C##className ) #define IMPLEMENT_NETWORKCLASS(className, dataTable) \
IMPLEMENT_CLIENTCLASS(className, dataTable, className) #define IMPLEMENT_NETWORKCLASS_DT(className, dataTable) \
IMPLEMENT_CLIENTCLASS_DT(className, dataTable, className)
#define LINK_ENTITY_TO_CLASS_SIMPLE_DERIVED( classNameDerived, classNameBase, dataTableName, entity_name ) \
class C_##classNameDerived : public C_##classNameBase \ { \ public: \ DECLARE_CLASS( C_##classNameDerived, C_##classNameBase ); \ DECLARE_NETWORKCLASS(); \ }; \ IMPLEMENT_NETWORKCLASS_ALIASED( classNameDerived, dataTableName ) \ BEGIN_NETWORK_TABLE( C_##classNameDerived, dataTableName ) \ END_NETWORK_TABLE() \ LINK_ENTITY_TO_CLASS_ALIASED( entity_name, classNameDerived )
#else
#define BEGIN_NETWORK_TABLE( className, tableName ) BEGIN_SEND_TABLE( className, tableName )
#define BEGIN_NETWORK_TABLE_NOBASE( className, tableName ) BEGIN_SEND_TABLE_NOBASE( className, tableName )
#define END_NETWORK_TABLE END_SEND_TABLE
#define LINK_ENTITY_TO_CLASS_ALIASED( localName, className ) LINK_ENTITY_TO_CLASS(localName, C##className )
#define IMPLEMENT_NETWORKCLASS_ALIASED(className, dataTable) \
IMPLEMENT_SERVERCLASS( C##className, dataTable ) #define IMPLEMENT_NETWORKCLASS(className, dataTable) \
IMPLEMENT_SERVERCLASS(className, dataTable) #define IMPLEMENT_NETWORKCLASS_DT(className, dataTable) \
IMPLEMENT_SERVERCLASS_ST(className, dataTable)
#define LINK_ENTITY_TO_CLASS_SIMPLE_DERIVED( classNameDerived, classNameBase, dataTableName, entity_name ) \
class C##classNameDerived : public C##classNameBase \ { \ public: \ DECLARE_CLASS( C##classNameDerived, C##classNameBase ); \ DECLARE_NETWORKCLASS(); \ }; \ IMPLEMENT_NETWORKCLASS_ALIASED( classNameDerived, dataTableName ) \ BEGIN_NETWORK_TABLE( C##classNameDerived, dataTableName ) \ END_NETWORK_TABLE() \ LINK_ENTITY_TO_CLASS_ALIASED( entity_name, classNameDerived )
#endif
#endif // PREDICTABLE_ENTITY_H
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