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Diffstat (limited to 'game/server/variant_t.h')
| -rw-r--r-- | game/server/variant_t.h | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/game/server/variant_t.h b/game/server/variant_t.h new file mode 100644 index 0000000..d5e93ea --- /dev/null +++ b/game/server/variant_t.h @@ -0,0 +1,122 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef VARIANT_T_H +#define VARIANT_T_H +#ifdef _WIN32 +#pragma once +#endif + + +#include "ehandle.h" +#include "mathlib/vmatrix.h" + +class CBaseEntity; + + +// +// A variant class for passing data in entity input/output connections. +// +class variant_t +{ + union + { + bool bVal; + string_t iszVal; + int iVal; + float flVal; + float vecVal[3]; + color32 rgbaVal; + }; + CHandle<CBaseEntity> eVal; // this can't be in the union because it has a constructor. + + fieldtype_t fieldType; + +public: + + // constructor + variant_t() : fieldType(FIELD_VOID), iVal(0) {} + + inline bool Bool( void ) const { return( fieldType == FIELD_BOOLEAN ) ? bVal : false; } + inline const char *String( void ) const { return( fieldType == FIELD_STRING ) ? STRING(iszVal) : ToString(); } + inline string_t StringID( void ) const { return( fieldType == FIELD_STRING ) ? iszVal : NULL_STRING; } + inline int Int( void ) const { return( fieldType == FIELD_INTEGER ) ? iVal : 0; } + inline float Float( void ) const { return( fieldType == FIELD_FLOAT ) ? flVal : 0; } + inline const CHandle<CBaseEntity> &Entity(void) const; + inline color32 Color32(void) const { return rgbaVal; } + inline void Vector3D(Vector &vec) const; + + fieldtype_t FieldType( void ) { return fieldType; } + + void SetBool( bool b ) { bVal = b; fieldType = FIELD_BOOLEAN; } + void SetString( string_t str ) { iszVal = str, fieldType = FIELD_STRING; } + void SetInt( int val ) { iVal = val, fieldType = FIELD_INTEGER; } + void SetFloat( float val ) { flVal = val, fieldType = FIELD_FLOAT; } + void SetEntity( CBaseEntity *val ); + void SetVector3D( const Vector &val ) { vecVal[0] = val[0]; vecVal[1] = val[1]; vecVal[2] = val[2]; fieldType = FIELD_VECTOR; } + void SetPositionVector3D( const Vector &val ) { vecVal[0] = val[0]; vecVal[1] = val[1]; vecVal[2] = val[2]; fieldType = FIELD_POSITION_VECTOR; } + void SetColor32( color32 val ) { rgbaVal = val; fieldType = FIELD_COLOR32; } + void SetColor32( int r, int g, int b, int a ) { rgbaVal.r = r; rgbaVal.g = g; rgbaVal.b = b; rgbaVal.a = a; fieldType = FIELD_COLOR32; } + void Set( fieldtype_t ftype, void *data ); + void SetOther( void *data ); + bool Convert( fieldtype_t newType ); + + static typedescription_t m_SaveBool[]; + static typedescription_t m_SaveInt[]; + static typedescription_t m_SaveFloat[]; + static typedescription_t m_SaveEHandle[]; + static typedescription_t m_SaveString[]; + static typedescription_t m_SaveColor[]; + static typedescription_t m_SaveVector[]; + static typedescription_t m_SavePositionVector[]; + static typedescription_t m_SaveVMatrix[]; + static typedescription_t m_SaveVMatrixWorldspace[]; + static typedescription_t m_SaveMatrix3x4Worldspace[]; + +protected: + + // + // Returns a string representation of the value without modifying the variant. + // + const char *ToString( void ) const; + + friend class CVariantSaveDataOps; +}; + + +//----------------------------------------------------------------------------- +// Purpose: Returns this variant as a vector. +//----------------------------------------------------------------------------- +inline void variant_t::Vector3D(Vector &vec) const +{ + if (( fieldType == FIELD_VECTOR ) || ( fieldType == FIELD_POSITION_VECTOR )) + { + vec[0] = vecVal[0]; + vec[1] = vecVal[1]; + vec[2] = vecVal[2]; + } + else + { + vec = vec3_origin; + } +} + +//----------------------------------------------------------------------------- +// Purpose: Returns this variant as an EHANDLE. +//----------------------------------------------------------------------------- +inline const CHandle<CBaseEntity> &variant_t::Entity(void) const +{ + if ( fieldType == FIELD_EHANDLE ) + return eVal; + + static CHandle<CBaseEntity> hNull; + hNull.Set(NULL); + return(hNull); +} + + +#endif // VARIANT_T_H |