Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef BASEHANDLE_H
#define BASEHANDLE_H
#ifdef _WIN32
#pragma once
#endif
#include "const.h"
#include "tier0/dbg.h"
class IHandleEntity;
// -------------------------------------------------------------------------------------------------- //
// CBaseHandle.
// -------------------------------------------------------------------------------------------------- //
class CBaseHandle
{
friend class CBaseEntityList;
public:
CBaseHandle();
CBaseHandle( const CBaseHandle &other );
CBaseHandle( unsigned long value );
CBaseHandle( int iEntry, int iSerialNumber );
void Init( int iEntry, int iSerialNumber );
void Term();
// Even if this returns true, Get() still can return return a non-null value.
// This just tells if the handle has been initted with any values.
bool IsValid() const;
int GetEntryIndex() const;
int GetSerialNumber() const;
int ToInt() const;
bool operator !=( const CBaseHandle &other ) const;
bool operator ==( const CBaseHandle &other ) const;
bool operator ==( const IHandleEntity* pEnt ) const;
bool operator !=( const IHandleEntity* pEnt ) const;
bool operator <( const CBaseHandle &other ) const;
bool operator <( const IHandleEntity* pEnt ) const;
// Assign a value to the handle.
const CBaseHandle& operator=( const IHandleEntity *pEntity );
const CBaseHandle& Set( const IHandleEntity *pEntity );
// Use this to dereference the handle.
// Note: this is implemented in game code (ehandle.h)
IHandleEntity* Get() const;
protected:
// The low NUM_SERIAL_BITS hold the index. If this value is less than MAX_EDICTS, then the entity is networkable.
// The high NUM_SERIAL_NUM_BITS bits are the serial number.
unsigned long m_Index;
};
#include "ihandleentity.h"
inline CBaseHandle::CBaseHandle()
{
m_Index = INVALID_EHANDLE_INDEX;
}
inline CBaseHandle::CBaseHandle( const CBaseHandle &other )
{
m_Index = other.m_Index;
}
inline CBaseHandle::CBaseHandle( unsigned long value )
{
m_Index = value;
}
inline CBaseHandle::CBaseHandle( int iEntry, int iSerialNumber )
{
Init( iEntry, iSerialNumber );
}
inline void CBaseHandle::Init( int iEntry, int iSerialNumber )
{
Assert( iEntry >= 0 && iEntry < NUM_ENT_ENTRIES );
Assert( iSerialNumber >= 0 && iSerialNumber < (1 << NUM_SERIAL_NUM_BITS) );
m_Index = iEntry | (iSerialNumber << NUM_ENT_ENTRY_BITS);
}
inline void CBaseHandle::Term()
{
m_Index = INVALID_EHANDLE_INDEX;
}
inline bool CBaseHandle::IsValid() const
{
return m_Index != INVALID_EHANDLE_INDEX;
}
inline int CBaseHandle::GetEntryIndex() const
{
return m_Index & ENT_ENTRY_MASK;
}
inline int CBaseHandle::GetSerialNumber() const
{
return m_Index >> NUM_ENT_ENTRY_BITS;
}
inline int CBaseHandle::ToInt() const
{
return (int)m_Index;
}
inline bool CBaseHandle::operator !=( const CBaseHandle &other ) const
{
return m_Index != other.m_Index;
}
inline bool CBaseHandle::operator ==( const CBaseHandle &other ) const
{
return m_Index == other.m_Index;
}
inline bool CBaseHandle::operator ==( const IHandleEntity* pEnt ) const
{
return Get() == pEnt;
}
inline bool CBaseHandle::operator !=( const IHandleEntity* pEnt ) const
{
return Get() != pEnt;
}
inline bool CBaseHandle::operator <( const CBaseHandle &other ) const
{
return m_Index < other.m_Index;
}
inline bool CBaseHandle::operator <( const IHandleEntity *pEntity ) const
{
unsigned long otherIndex = (pEntity) ? pEntity->GetRefEHandle().m_Index : INVALID_EHANDLE_INDEX;
return m_Index < otherIndex;
}
inline const CBaseHandle& CBaseHandle::operator=( const IHandleEntity *pEntity )
{
return Set( pEntity );
}
inline const CBaseHandle& CBaseHandle::Set( const IHandleEntity *pEntity )
{
if ( pEntity )
{
*this = pEntity->GetRefEHandle();
}
else
{
m_Index = INVALID_EHANDLE_INDEX;
}
return *this;
}
#endif // BASEHANDLE_H