//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef EDICT_H #define EDICT_H #ifdef _WIN32 #pragma once #endif #include "mathlib/vector.h" #include "cmodel.h" #include "const.h" #include "iserverentity.h" #include "globalvars_base.h" #include "engine/ICollideable.h" #include "iservernetworkable.h" #include "bitvec.h" #include "tier1/convar.h" struct edict_t; //----------------------------------------------------------------------------- // Purpose: Defines the ways that a map can be loaded. //----------------------------------------------------------------------------- enum MapLoadType_t { MapLoad_NewGame = 0, MapLoad_LoadGame, MapLoad_Transition, MapLoad_Background, }; //----------------------------------------------------------------------------- // Purpose: Global variables shared between the engine and the game .dll //----------------------------------------------------------------------------- class CGlobalVars : public CGlobalVarsBase { public: CGlobalVars( bool bIsClient ); public: // Current map string_t mapname; string_t mapGroupName; int mapversion; string_t startspot; MapLoadType_t eLoadType; // How the current map was loaded bool bMapLoadFailed; // Map has failed to load, we need to kick back to the main menu // game specific flags bool deathmatch; bool coop; bool teamplay; // current maxentities int maxEntities; int serverCount; edict_t *pEdicts; }; inline CGlobalVars::CGlobalVars( bool bIsClient ) : CGlobalVarsBase( bIsClient ) { serverCount = 0; } class CPlayerState; class IServerNetworkable; class IServerEntity; #define FL_EDICT_CHANGED (1<<0) // Game DLL sets this when the entity state changes // Mutually exclusive with FL_EDICT_PARTIAL_CHANGE. #define FL_EDICT_FREE (1<<1) // this edict if free for reuse #define FL_EDICT_FULL (1<<2) // this is a full server entity #define FL_EDICT_FULLCHECK (0<<0) // call ShouldTransmit() each time, this is a fake flag #define FL_EDICT_ALWAYS (1<<3) // always transmit this entity #define FL_EDICT_DONTSEND (1<<4) // don't transmit this entity #define FL_EDICT_PVSCHECK (1<<5) // always transmit entity, but cull against PVS // Used by local network backdoor. #define FL_EDICT_PENDING_DORMANT_CHECK (1<<6) // This is always set at the same time EFL_DIRTY_PVS_INFORMATION is set, but it // gets cleared in a different place. #define FL_EDICT_DIRTY_PVS_INFORMATION (1<<7) // This is used internally to edict_t to remember that it's carrying a // "full change list" - all its properties might have changed their value. #define FL_FULL_EDICT_CHANGED (1<<8) // Max # of variable changes we'll track in an entity before we treat it // like they all changed. #define MAX_CHANGE_OFFSETS 19 #define MAX_EDICT_CHANGE_INFOS 100 class CEdictChangeInfo { public: // Edicts remember the offsets of properties that change unsigned short m_ChangeOffsets[MAX_CHANGE_OFFSETS]; unsigned short m_nChangeOffsets; }; // Shared between engine and game DLL. class CSharedEdictChangeInfo { public: CSharedEdictChangeInfo() { m_iSerialNumber = 1; } // Matched against edict_t::m_iChangeInfoSerialNumber to determine if its // change info is valid. unsigned short m_iSerialNumber; CEdictChangeInfo m_ChangeInfos[MAX_EDICT_CHANGE_INFOS]; unsigned short m_nChangeInfos; // How many are in use this frame. }; extern CSharedEdictChangeInfo *g_pSharedChangeInfo; class IChangeInfoAccessor { public: inline void SetChangeInfo( unsigned short info ) { m_iChangeInfo = info; } inline void SetChangeInfoSerialNumber( unsigned short sn ) { m_iChangeInfoSerialNumber = sn; } inline unsigned short GetChangeInfo() const { return m_iChangeInfo; } inline unsigned short GetChangeInfoSerialNumber() const { return m_iChangeInfoSerialNumber; } private: unsigned short m_iChangeInfo; unsigned short m_iChangeInfoSerialNumber; }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- // NOTE: YOU CAN'T CHANGE THE LAYOUT OR SIZE OF CBASEEDICT AND REMAIN COMPATIBLE WITH HL2_VC6!!!!! class CBaseEdict { public: // Returns an IServerEntity if FL_FULLEDICT is set or NULL if this // is a lightweight networking entity. IServerEntity* GetIServerEntity(); const IServerEntity* GetIServerEntity() const; IServerNetworkable* GetNetworkable(); IServerUnknown* GetUnknown(); // Set when initting an entity. If it's only a networkable, this is false. void SetEdict( IServerUnknown *pUnk, bool bFullEdict ); int AreaNum() const; const char * GetClassName() const; bool IsFree() const; void SetFree(); void ClearFree(); bool HasStateChanged() const; void ClearStateChanged(); void StateChanged(); void StateChanged( unsigned short offset ); void ClearTransmitState(); private: void SetChangeInfo( unsigned short info ); void SetChangeInfoSerialNumber( unsigned short sn ); public: unsigned short GetChangeInfo() const; unsigned short GetChangeInfoSerialNumber() const; public: // NOTE: this is in the edict instead of being accessed by a virtual because the engine needs fast access to it. // NOTE: YOU CAN'T CHANGE THE LAYOUT OR SIZE OF CBASEEDICT AND REMAIN COMPATIBLE WITH HL2_VC6!!!!! int m_fStateFlags; // NOTE: this is in the edict instead of being accessed by a virtual because the engine needs fast access to it. int m_NetworkSerialNumber; // Game DLL sets this when it gets a serial number for its EHANDLE. // NOTE: this is in the edict instead of being accessed by a virtual because the engine needs fast access to it. IServerNetworkable *m_pNetworkable; protected: IServerUnknown *m_pUnk; public: IChangeInfoAccessor *GetChangeAccessor(); // The engine implements this and the game .dll implements as const IChangeInfoAccessor *GetChangeAccessor() const; // The engine implements this and the game .dll implements as // as callback through to the engine!!! // NOTE: YOU CAN'T CHANGE THE LAYOUT OR SIZE OF CBASEEDICT AND REMAIN COMPATIBLE WITH HL2_VC6!!!!! // This breaks HL2_VC6!!!!! // References a CEdictChangeInfo with a list of modified network props. //unsigned short m_iChangeInfo; //unsigned short m_iChangeInfoSerialNumber; friend void InitializeEntityDLLFields( edict_t *pEdict ); }; //----------------------------------------------------------------------------- // CBaseEdict inlines. //----------------------------------------------------------------------------- inline IServerEntity* CBaseEdict::GetIServerEntity() { if ( m_fStateFlags & FL_EDICT_FULL ) return (IServerEntity*)m_pUnk; else return 0; } inline bool CBaseEdict::IsFree() const { return (m_fStateFlags & FL_EDICT_FREE) != 0; } inline bool CBaseEdict::HasStateChanged() const { return (m_fStateFlags & ( FL_EDICT_CHANGED | FL_FULL_EDICT_CHANGED ) ) != 0; } inline void CBaseEdict::ClearStateChanged() { m_fStateFlags &= ~(FL_EDICT_CHANGED | FL_FULL_EDICT_CHANGED); SetChangeInfoSerialNumber( 0 ); } inline void CBaseEdict::StateChanged() { // Note: this should only happen for properties in data tables that used some kind of pointer // dereference. If the data is directly offsetable, then changes will automatically be detected m_fStateFlags |= (FL_EDICT_CHANGED | FL_FULL_EDICT_CHANGED); SetChangeInfoSerialNumber( 0 ); } inline void CBaseEdict::StateChanged( unsigned short offset ) { if ( m_fStateFlags & FL_FULL_EDICT_CHANGED ) return; m_fStateFlags |= FL_EDICT_CHANGED; IChangeInfoAccessor *accessor = GetChangeAccessor(); int nCurrSerialNumber = accessor->GetChangeInfoSerialNumber(); if ( nCurrSerialNumber == g_pSharedChangeInfo->m_iSerialNumber ) { // Ok, I still own this one. CEdictChangeInfo *p = &g_pSharedChangeInfo->m_ChangeInfos[accessor->GetChangeInfo()]; // Now add this offset to our list of changed variables. for ( unsigned short i=0; i < p->m_nChangeOffsets; i++ ) if ( p->m_ChangeOffsets[i] == offset ) return; if ( p->m_nChangeOffsets == MAX_CHANGE_OFFSETS ) { // Invalidate our change info. accessor->SetChangeInfoSerialNumber( 0 ); m_fStateFlags |= FL_FULL_EDICT_CHANGED; // So we don't get in here again. } else { p->m_ChangeOffsets[p->m_nChangeOffsets++] = offset; } } else { if ( g_pSharedChangeInfo->m_nChangeInfos == MAX_EDICT_CHANGE_INFOS ) { // Shucks.. have to mark the edict as fully changed because we don't have room to remember this change. accessor->SetChangeInfoSerialNumber( 0 ); m_fStateFlags |= FL_FULL_EDICT_CHANGED; } else { //see if we previously had a change info allocated, but with a bad serial number. If so, we don't know which properties //we had changed (we lost them, so be all dirty) if( nCurrSerialNumber != 0 ) { accessor->SetChangeInfoSerialNumber( 0 ); m_fStateFlags |= FL_FULL_EDICT_CHANGED; } else { // Get a new CEdictChangeInfo and fill it out. accessor->SetChangeInfo( g_pSharedChangeInfo->m_nChangeInfos ); g_pSharedChangeInfo->m_nChangeInfos++; accessor->SetChangeInfoSerialNumber( g_pSharedChangeInfo->m_iSerialNumber ); CEdictChangeInfo *p = &g_pSharedChangeInfo->m_ChangeInfos[accessor->GetChangeInfo()]; p->m_ChangeOffsets[0] = offset; p->m_nChangeOffsets = 1; } } } } inline void CBaseEdict::SetFree() { m_fStateFlags |= FL_EDICT_FREE; } inline void CBaseEdict::ClearFree() { m_fStateFlags &= ~FL_EDICT_FREE; } inline void CBaseEdict::ClearTransmitState() { m_fStateFlags &= ~(FL_EDICT_ALWAYS|FL_EDICT_PVSCHECK|FL_EDICT_DONTSEND); } inline const IServerEntity* CBaseEdict::GetIServerEntity() const { if ( m_fStateFlags & FL_EDICT_FULL ) return (IServerEntity*)m_pUnk; else return 0; } inline IServerUnknown* CBaseEdict::GetUnknown() { return m_pUnk; } inline IServerNetworkable* CBaseEdict::GetNetworkable() { return m_pNetworkable; } inline void CBaseEdict::SetEdict( IServerUnknown *pUnk, bool bFullEdict ) { m_pUnk = pUnk; if ( (pUnk != NULL) && bFullEdict ) { m_fStateFlags = FL_EDICT_FULL; } else { m_fStateFlags = 0; } } inline int CBaseEdict::AreaNum() const { if ( !m_pUnk ) return 0; return m_pNetworkable->AreaNum(); } inline const char * CBaseEdict::GetClassName() const { if ( !m_pUnk ) return ""; return m_pNetworkable->GetClassName(); } inline void CBaseEdict::SetChangeInfo( unsigned short info ) { GetChangeAccessor()->SetChangeInfo( info ); } inline void CBaseEdict::SetChangeInfoSerialNumber( unsigned short sn ) { GetChangeAccessor()->SetChangeInfoSerialNumber( sn ); } inline unsigned short CBaseEdict::GetChangeInfo() const { return GetChangeAccessor()->GetChangeInfo(); } inline unsigned short CBaseEdict::GetChangeInfoSerialNumber() const { return GetChangeAccessor()->GetChangeInfoSerialNumber(); } //----------------------------------------------------------------------------- // Purpose: The engine's internal representation of an entity, including some // basic collision and position info and a pointer to the class wrapped on top // of the structure //----------------------------------------------------------------------------- struct edict_t : public CBaseEdict { public: ICollideable *GetCollideable(); }; inline ICollideable *edict_t::GetCollideable() { IServerEntity *pEnt = GetIServerEntity(); if ( pEnt ) return pEnt->GetCollideable(); else return NULL; } #endif // EDICT_H