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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/recvproxy.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/recvproxy.cpp')
-rw-r--r--mp/src/game/client/recvproxy.cpp215
1 files changed, 215 insertions, 0 deletions
diff --git a/mp/src/game/client/recvproxy.cpp b/mp/src/game/client/recvproxy.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: implements various common send proxies
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "recvproxy.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+#include "cdll_client_int.h"
+#include "proto_version.h"
+
+void RecvProxy_IntToColor32( const CRecvProxyData *pData, void *pStruct, void *pOut )
+{
+ color32 *pOutColor = (color32*)pOut;
+ unsigned int inColor = *((unsigned int*)&pData->m_Value.m_Int);
+
+ pOutColor->r = (unsigned char)(inColor >> 24);
+ pOutColor->g = (unsigned char)((inColor >> 16) & 0xFF);
+ pOutColor->b = (unsigned char)((inColor >> 8) & 0xFF);
+ pOutColor->a = (unsigned char)(inColor & 0xFF);
+}
+
+void RecvProxy_IntSubOne( const CRecvProxyData *pData, void *pStruct, void *pOut )
+{
+ int *pInt = (int *)pOut;
+
+ *pInt = pData->m_Value.m_Int - 1;
+}
+
+void RecvProxy_ShortSubOne( const CRecvProxyData *pData, void *pStruct, void *pOut )
+{
+ short *pInt = (short *)pOut;
+
+ *pInt = pData->m_Value.m_Int - 1;
+}
+
+RecvProp RecvPropIntWithMinusOneFlag( const char *pVarName, int offset, int sizeofVar, RecvVarProxyFn proxyFn )
+{
+ return RecvPropInt( pVarName, offset, sizeofVar, 0, proxyFn );
+}
+
+void RecvProxy_IntToModelIndex16_BackCompatible( const CRecvProxyData *pData, void *pStruct, void *pOut )
+{
+ int modelIndex = pData->m_Value.m_Int;
+ if ( modelIndex < -1 && engine->GetProtocolVersion() <= PROTOCOL_VERSION_20 )
+ {
+ Assert( modelIndex > -20000 );
+ modelIndex = -2 - ( ( -2 - modelIndex ) << 1 );
+ }
+ *(int16*)pOut = modelIndex;
+}
+
+void RecvProxy_IntToModelIndex32_BackCompatible( const CRecvProxyData *pData, void *pStruct, void *pOut )
+{
+ int modelIndex = pData->m_Value.m_Int;
+ if ( modelIndex < -1 && engine->GetProtocolVersion() <= PROTOCOL_VERSION_20 )
+ {
+ Assert( modelIndex > -20000 );
+ modelIndex = -2 - ( ( -2 - modelIndex ) << 1 );
+ }
+ *(int32*)pOut = modelIndex;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Okay, so we have to queue up the actual ehandle to entity lookup for the following reason:
+// If a player has an EHandle/CHandle to an object such as a weapon, since the player is in slot 1-31, then
+// if the weapon is created and given to the player in the same frame, then the weapon won't have been
+// created at the time we parse this EHandle index, since the player is ahead of every other entity in the
+// packet (except for the world).
+// So instead, we remember which ehandles need to be set and we set them after all network data has
+// been received. Sigh.
+// Input : *pData -
+// *pStruct -
+// *pOut -
+//-----------------------------------------------------------------------------
+
+void RecvProxy_IntToEHandle( const CRecvProxyData *pData, void *pStruct, void *pOut )
+{
+ CBaseHandle *pEHandle = (CBaseHandle*)pOut;
+
+ if ( pData->m_Value.m_Int == INVALID_NETWORKED_EHANDLE_VALUE )
+ {
+ *pEHandle = INVALID_EHANDLE_INDEX;
+ }
+ else
+ {
+ int iEntity = pData->m_Value.m_Int & ((1 << MAX_EDICT_BITS) - 1);
+ int iSerialNum = pData->m_Value.m_Int >> MAX_EDICT_BITS;
+
+ pEHandle->Init( iEntity, iSerialNum );
+ }
+}
+
+RecvProp RecvPropEHandle(
+ const char *pVarName,
+ int offset,
+ int sizeofVar,
+ RecvVarProxyFn proxyFn )
+{
+ return RecvPropInt( pVarName, offset, sizeofVar, 0, proxyFn );
+}
+
+
+RecvProp RecvPropBool(
+ const char *pVarName,
+ int offset,
+ int sizeofVar )
+{
+ Assert( sizeofVar == sizeof( bool ) );
+ return RecvPropInt( pVarName, offset, sizeofVar );
+}
+
+
+//-----------------------------------------------------------------------------
+// Moveparent receive proxies
+//-----------------------------------------------------------------------------
+void RecvProxy_IntToMoveParent( const CRecvProxyData *pData, void *pStruct, void *pOut )
+{
+ CHandle<C_BaseEntity> *pHandle = (CHandle<C_BaseEntity>*)pOut;
+ RecvProxy_IntToEHandle( pData, pStruct, (CBaseHandle*)pHandle );
+}
+
+
+void RecvProxy_InterpolationAmountChanged( const CRecvProxyData *pData, void *pStruct, void *pOut )
+{
+ // m_bSimulatedEveryTick & m_bAnimatedEveryTick are boolean
+ if ( *((bool*)pOut) != (pData->m_Value.m_Int != 0) )
+ {
+ // Have the regular proxy store the data.
+ RecvProxy_Int32ToInt8( pData, pStruct, pOut );
+
+ C_BaseEntity *pEntity = (C_BaseEntity *) pStruct;
+ pEntity->Interp_UpdateInterpolationAmounts( pEntity->GetVarMapping() );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Decodes a time value
+// Input : *pStruct - ( C_BaseEntity * ) used to flag animtime is changine
+// *pVarData -
+// *pIn -
+// objectID -
+//-----------------------------------------------------------------------------
+static void RecvProxy_Time( const CRecvProxyData *pData, void *pStruct, void *pOut )
+{
+ float t;
+ float clock_base;
+ float offset;
+
+ // Get msec offset
+ offset = ( float )pData->m_Value.m_Int / 1000.0f;
+
+ // Get base
+ clock_base = floor( engine->GetLastTimeStamp() );
+
+ // Add together and clamp to msec precision
+ t = ClampToMsec( clock_base + offset );
+
+ // Store decoded value
+ *( float * )pOut = t;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pVarName -
+// sizeofVar -
+// Output : RecvProp
+//-----------------------------------------------------------------------------
+RecvProp RecvPropTime(
+ const char *pVarName,
+ int offset,
+ int sizeofVar/*=SIZEOF_IGNORE*/ )
+{
+// return RecvPropInt( pVarName, offset, sizeofVar, 0, RecvProxy_Time );
+ return RecvPropFloat( pVarName, offset, sizeofVar );
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Okay, so we have to queue up the actual ehandle to entity lookup for the following reason:
+// If a player has an EHandle/CHandle to an object such as a weapon, since the player is in slot 1-31, then
+// if the weapon is created and given to the player in the same frame, then the weapon won't have been
+// created at the time we parse this EHandle index, since the player is ahead of every other entity in the
+// packet (except for the world).
+// So instead, we remember which ehandles need to be set and we set them after all network data has
+// been received. Sigh.
+// Input : *pData -
+// *pStruct -
+// *pOut -
+//-----------------------------------------------------------------------------
+#if !defined( NO_ENTITY_PREDICTION )
+static void RecvProxy_IntToPredictableId( const CRecvProxyData *pData, void *pStruct, void *pOut )
+{
+ CPredictableId *pId = (CPredictableId*)pOut;
+ Assert( pId );
+ pId->SetRaw( pData->m_Value.m_Int );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pVarName -
+// sizeofVar -
+// Output : RecvProp
+//-----------------------------------------------------------------------------
+RecvProp RecvPropPredictableId(
+ const char *pVarName,
+ int offset,
+ int sizeofVar/*=SIZEOF_IGNORE*/ )
+{
+ return RecvPropInt( pVarName, offset, sizeofVar, 0, RecvProxy_IntToPredictableId );
+}
+#endif