Counter Strike : Global Offensive Source Code
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//========= 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