diff options
Diffstat (limited to 'game/shared/gamerules_register.cpp')
| -rw-r--r-- | game/shared/gamerules_register.cpp | 134 |
1 files changed, 134 insertions, 0 deletions
diff --git a/game/shared/gamerules_register.cpp b/game/shared/gamerules_register.cpp new file mode 100644 index 0000000..8f83ec9 --- /dev/null +++ b/game/shared/gamerules_register.cpp @@ -0,0 +1,134 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "cbase.h" +#include "gamerules_register.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// ------------------------------------------------------------------------------------------ // +// CGameRulesRegister implementation. +// ------------------------------------------------------------------------------------------ // + +CGameRulesRegister* CGameRulesRegister::s_pHead = NULL; + + +CGameRulesRegister::CGameRulesRegister( const char *pClassName, CreateGameRulesFn fn ) +{ + m_pClassName = pClassName; + m_pFn = fn; + + m_pNext = s_pHead; // Add us to the global list. + s_pHead = this; +} + +void CGameRulesRegister::CreateGameRules() +{ + m_pFn(); +} + +CGameRulesRegister* CGameRulesRegister::FindByName( const char *pName ) +{ + for ( CGameRulesRegister *pCur=s_pHead; pCur; pCur=pCur->m_pNext ) + { + if ( Q_stricmp( pName, pCur->m_pClassName ) == 0 ) + return pCur; + } + return NULL; +} + + +// ------------------------------------------------------------------------------------------ // +// Functions to dispatch the messages to create the game rules object on the client. +// ------------------------------------------------------------------------------------------ // +#define GAMERULES_STRINGTABLE_NAME "GameRulesCreation" + +#ifdef CLIENT_DLL + #include "networkstringtable_clientdll.h" + + INetworkStringTable *g_StringTableGameRules = NULL; + + void OnGameRulesCreationStringChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData ) + { + // The server has created a new CGameRules object. + delete g_pGameRules; + g_pGameRules = NULL; + + const char *pClassName = (const char*)newData; + CGameRulesRegister *pReg = CGameRulesRegister::FindByName( pClassName ); + if ( !pReg ) + { + Error( "OnGameRulesCreationStringChanged: missing gamerules class '%s' on the client", pClassName ); + } + + // Create the new game rules object. + pReg->CreateGameRules(); + + if ( !g_pGameRules ) + { + Error( "OnGameRulesCreationStringChanged: game rules entity (%s) not created", pClassName ); + } + } + + // On the client, we respond to string table changes on the server. + void InstallStringTableCallback_GameRules() + { + if ( !g_StringTableGameRules ) + { + g_StringTableGameRules = networkstringtable->FindTable( GAMERULES_STRINGTABLE_NAME ); + if ( g_StringTableGameRules ) + { + g_StringTableGameRules->SetStringChangedCallback( NULL, OnGameRulesCreationStringChanged ); + } + } + } + +#else + #include "networkstringtable_gamedll.h" + + INetworkStringTable *g_StringTableGameRules = NULL; + + void CreateNetworkStringTables_GameRules() + { + // Create the string tables + g_StringTableGameRules = networkstringtable->CreateStringTable( GAMERULES_STRINGTABLE_NAME, 1 ); + +#ifdef CSTRIKE_DLL + void CreateBlackMarketString( void ); + CreateBlackMarketString(); +#endif + } + + void CreateGameRulesObject( const char *pClassName ) + { + // Delete the old game rules object. + delete g_pGameRules; + g_pGameRules = NULL; + + // Create a new game rules object. + CGameRulesRegister *pReg = CGameRulesRegister::FindByName( pClassName ); + if ( !pReg ) + Error( "InitGameRules: missing gamerules class '%s' on the server", pClassName ); + + pReg->CreateGameRules(); + if ( !g_pGameRules ) + { + Error( "InitGameRules: game rules entity (%s) not created", pClassName ); + } + + // Make sure the client gets notification to make a new game rules object. + Assert( g_StringTableGameRules ); + g_StringTableGameRules->AddString( true, "classname", strlen( pClassName ) + 1, pClassName ); + + if ( g_pGameRules ) + { + g_pGameRules->CreateCustomNetworkStringTables(); + } + } + +#endif + |