//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #if !defined( CLIENT_CLASS_H ) #define CLIENT_CLASS_H #ifdef _WIN32 #pragma once #endif #include "interface.h" #include "dt_recv.h" //----------------------------------------------------------------------------- // forward declarations //----------------------------------------------------------------------------- class Vector; class CMouthInfo; //----------------------------------------------------------------------------- // represents a handle used only by the client DLL //----------------------------------------------------------------------------- #include "iclientrenderable.h" #include "iclientnetworkable.h" class ClientClass; // Linked list of all known client classes extern ClientClass *g_pClientClassHead; // The serial number that gets passed in is used for ehandles. typedef IClientNetworkable* (*CreateClientClassFn)( int entnum, int serialNum ); typedef IClientNetworkable* (*CreateEventFn)(); //----------------------------------------------------------------------------- // Purpose: Client side class definition //----------------------------------------------------------------------------- class ClientClass { public: ClientClass( char *pNetworkName, CreateClientClassFn createFn, CreateEventFn createEventFn, RecvTable *pRecvTable ) { m_pNetworkName = pNetworkName; m_pCreateFn = createFn; m_pCreateEventFn= createEventFn; m_pRecvTable = pRecvTable; m_pMapClassname = NULL; // Link it in m_pNext = g_pClientClassHead; g_pClientClassHead = this; } const char* GetName() { return m_pNetworkName; } public: CreateClientClassFn m_pCreateFn; CreateEventFn m_pCreateEventFn; // Only called for event objects. char *m_pNetworkName; RecvTable *m_pRecvTable; ClientClass *m_pNext; int m_ClassID; // Managed by the engine. const char *m_pMapClassname; }; #define DECLARE_CLIENTCLASS() \ virtual int YouForgotToImplementOrDeclareClientClass();\ virtual ClientClass* GetClientClass();\ static RecvTable *m_pClassRecvTable; \ DECLARE_CLIENTCLASS_NOBASE() // This can be used to give all datatables access to protected and private members of the class. #define ALLOW_DATATABLES_PRIVATE_ACCESS() \ template friend int ClientClassInit(T *); #define DECLARE_CLIENTCLASS_NOBASE ALLOW_DATATABLES_PRIVATE_ACCESS // This macro adds a ClientClass to the linked list in g_pClientClassHead (so // the list can be given to the engine). // Use this macro to expose your client class to the engine. // networkName must match the network name of a class registered on the server. #define IMPLEMENT_CLIENTCLASS(clientClassName, dataTable, serverClassName) \ INTERNAL_IMPLEMENT_CLIENTCLASS_PROLOGUE(clientClassName, dataTable, serverClassName) \ static IClientNetworkable* _##clientClassName##_CreateObject( int entnum, int serialNum ) \ { \ clientClassName *pRet = new clientClassName; \ if ( !pRet ) \ return 0; \ pRet->Init( entnum, serialNum ); \ return pRet; \ } \ ClientClass __g_##clientClassName##ClientClass(#serverClassName, \ _##clientClassName##_CreateObject, \ NULL,\ &dataTable::g_RecvTable); // Implement a client class and provide a factory so you can allocate and delete it yourself // (or make it a singleton). #define IMPLEMENT_CLIENTCLASS_FACTORY(clientClassName, dataTable, serverClassName, factory) \ INTERNAL_IMPLEMENT_CLIENTCLASS_PROLOGUE(clientClassName, dataTable, serverClassName) \ ClientClass __g_##clientClassName##ClientClass(#serverClassName, \ factory, \ NULL,\ &dataTable::g_RecvTable); // The IMPLEMENT_CLIENTCLASS_DT macros do IMPLEMENT_CLIENT_CLASS and also do BEGIN_RECV_TABLE. #define IMPLEMENT_CLIENTCLASS_DT(clientClassName, dataTable, serverClassName)\ IMPLEMENT_CLIENTCLASS(clientClassName, dataTable, serverClassName)\ BEGIN_RECV_TABLE(clientClassName, dataTable) #define IMPLEMENT_CLIENTCLASS_DT_NOBASE(clientClassName, dataTable, serverClassName)\ IMPLEMENT_CLIENTCLASS(clientClassName, dataTable, serverClassName)\ BEGIN_RECV_TABLE_NOBASE(clientClassName, dataTable) // Using IMPLEMENT_CLIENTCLASS_EVENT means the engine thinks the entity is an event so the entity // is responsible for freeing itself. #define IMPLEMENT_CLIENTCLASS_EVENT(clientClassName, dataTable, serverClassName)\ INTERNAL_IMPLEMENT_CLIENTCLASS_PROLOGUE(clientClassName, dataTable, serverClassName)\ static clientClassName __g_##clientClassName; \ static IClientNetworkable* _##clientClassName##_CreateObject() {return &__g_##clientClassName;}\ ClientClass __g_##clientClassName##ClientClass(#serverClassName, \ NULL,\ _##clientClassName##_CreateObject, \ &dataTable::g_RecvTable); #define IMPLEMENT_CLIENTCLASS_EVENT_DT(clientClassName, dataTable, serverClassName)\ namespace dataTable {extern RecvTable g_RecvTable;}\ IMPLEMENT_CLIENTCLASS_EVENT(clientClassName, dataTable, serverClassName)\ BEGIN_RECV_TABLE(clientClassName, dataTable) // Register a client event singleton but specify a pointer to give to the engine rather than // have a global instance. This is useful if you're using Initializers and your object's constructor // uses some other global object (so you must use Initializers so you're constructed afterwards). #define IMPLEMENT_CLIENTCLASS_EVENT_POINTER(clientClassName, dataTable, serverClassName, ptr)\ INTERNAL_IMPLEMENT_CLIENTCLASS_PROLOGUE(clientClassName, dataTable, serverClassName)\ static IClientNetworkable* _##clientClassName##_CreateObject() {return ptr;}\ ClientClass __g_##clientClassName##ClientClass(#serverClassName, \ NULL,\ _##clientClassName##_CreateObject, \ &dataTable::g_RecvTable); #define IMPLEMENT_CLIENTCLASS_EVENT_NONSINGLETON(clientClassName, dataTable, serverClassName)\ static IClientNetworkable* _##clientClassName##_CreateObject() \ { \ clientClassName *p = new clientClassName; \ if ( p ) \ p->Init( -1, 0 ); \ return p; \ } \ ClientClass __g_##clientClassName##ClientClass(#serverClassName, \ NULL,\ _##clientClassName##_CreateObject, \ &dataTable::g_RecvTable); // Used internally.. #define INTERNAL_IMPLEMENT_CLIENTCLASS_PROLOGUE(clientClassName, dataTable, serverClassName) \ namespace dataTable {extern RecvTable g_RecvTable;}\ extern ClientClass __g_##clientClassName##ClientClass;\ RecvTable* clientClassName::m_pClassRecvTable = &dataTable::g_RecvTable;\ int clientClassName::YouForgotToImplementOrDeclareClientClass() {return 0;}\ ClientClass* clientClassName::GetClientClass() {return &__g_##clientClassName##ClientClass;} #endif // CLIENT_CLASS_H