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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/shared/predictable_entity.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef PREDICTABLE_ENTITY_H
+#define PREDICTABLE_ENTITY_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+// For introspection
+#include "tier0/platform.h"
+#include "predictioncopy.h"
+#include "shared_classnames.h"
+
+#ifndef NO_ENTITY_PREDICTION
+#define UsePrediction() 1
+#else
+#define UsePrediction() 0
+#endif
+
+// CLIENT DLL includes
+#if defined( CLIENT_DLL )
+
+#include "iclassmap.h"
+#include "recvproxy.h"
+
+class SendTable;
+
+// Game DLL includes
+#else
+
+#include "sendproxy.h"
+
+#endif // !CLIENT_DLL
+
+#if defined( CLIENT_DLL )
+
+#define DECLARE_NETWORKCLASS() \
+ DECLARE_CLIENTCLASS()
+
+#define DECLARE_NETWORKCLASS_NOBASE() \
+ DECLARE_CLIENTCLASS_NOBASE()
+
+#else
+
+#define DECLARE_NETWORKCLASS() \
+ DECLARE_SERVERCLASS()
+
+#define DECLARE_NETWORKCLASS_NOBASE() \
+ DECLARE_SERVERCLASS_NOBASE()
+
+#endif
+
+#if defined( CLIENT_DLL )
+
+#ifndef NO_ENTITY_PREDICTION
+#define DECLARE_PREDICTABLE() \
+ public: \
+ static typedescription_t m_PredDesc[]; \
+ static datamap_t m_PredMap; \
+ virtual datamap_t *GetPredDescMap( void ); \
+ template <typename T> friend datamap_t *PredMapInit(T *)
+#else
+#define DECLARE_PREDICTABLE() template <typename T> friend datamap_t *PredMapInit(T *)
+#endif
+
+#ifndef NO_ENTITY_PREDICTION
+#define BEGIN_PREDICTION_DATA( className ) \
+ datamap_t className::m_PredMap = { 0, 0, #className, &BaseClass::m_PredMap }; \
+ datamap_t *className::GetPredDescMap( void ) { return &m_PredMap; } \
+ BEGIN_PREDICTION_DATA_GUTS( className )
+
+#define BEGIN_PREDICTION_DATA_NO_BASE( className ) \
+ datamap_t className::m_PredMap = { 0, 0, #className, NULL }; \
+ datamap_t *className::GetPredDescMap( void ) { return &m_PredMap; } \
+ BEGIN_PREDICTION_DATA_GUTS( className )
+
+#define BEGIN_PREDICTION_DATA_GUTS( className ) \
+ template <typename T> datamap_t *PredMapInit(T *); \
+ template <> datamap_t *PredMapInit<className>( className * ); \
+ namespace className##_PredDataDescInit \
+ { \
+ datamap_t *g_PredMapHolder = PredMapInit( (className *)NULL ); /* This can/will be used for some clean up duties later */ \
+ } \
+ \
+ template <> datamap_t *PredMapInit<className>( className * ) \
+ { \
+ typedef className classNameTypedef; \
+ static typedescription_t predDesc[] = \
+ { \
+ { FIELD_VOID,0, {0,0},0,0,0,0,0,0}, /* so you can define "empty" tables */
+
+#define END_PREDICTION_DATA() \
+ }; \
+ \
+ if ( sizeof( predDesc ) > sizeof( predDesc[0] ) ) \
+ { \
+ classNameTypedef::m_PredMap.dataNumFields = ARRAYSIZE( predDesc ) - 1; \
+ classNameTypedef::m_PredMap.dataDesc = &predDesc[1]; \
+ } \
+ else \
+ { \
+ classNameTypedef::m_PredMap.dataNumFields = 1; \
+ classNameTypedef::m_PredMap.dataDesc = predDesc; \
+ } \
+ return &classNameTypedef::m_PredMap; \
+ }
+#else
+#define BEGIN_PREDICTION_DATA( className ) \
+ template <> inline datamap_t *PredMapInit<className>( className * ) \
+ { \
+ if ( 0 ) \
+ { \
+ typedef className classNameTypedef; \
+ typedescription_t predDesc[] = \
+ { \
+ { FIELD_VOID,0, {0,0},0,0,0,0,0,0},
+
+#define BEGIN_PREDICTION_DATA_NO_BASE( className ) BEGIN_PREDICTION_DATA( className )
+
+#define END_PREDICTION_DATA() \
+ }; \
+ predDesc[0].flags = 0; /* avoid compiler warning of unused data */ \
+ } \
+ }
+#endif
+
+#else
+
+ // nothing, only client has a prediction system
+ #define DECLARE_PREDICTABLE()
+ #define BEGIN_PREDICTION_DATA( className )
+ #define END_PREDICTION_DATA()
+
+#endif
+
+#if defined( CLIENT_DLL )
+
+// On the client .dll this creates a mapping between a classname and
+// a client side class. Probably could be templatized at some point.
+
+#define LINK_ENTITY_TO_CLASS( localName, className ) \
+ static C_BaseEntity *C##className##Factory( void ) \
+ { \
+ return static_cast< C_BaseEntity * >( new className ); \
+ }; \
+ class C##localName##Foo \
+ { \
+ public: \
+ C##localName##Foo( void ) \
+ { \
+ GetClassMap().Add( #localName, #className, sizeof( className ), \
+ &C##className##Factory ); \
+ } \
+ }; \
+ static C##localName##Foo g_C##localName##Foo;
+
+#define BEGIN_NETWORK_TABLE( className, tableName ) BEGIN_RECV_TABLE( className, tableName )
+#define BEGIN_NETWORK_TABLE_NOBASE( className, tableName ) BEGIN_RECV_TABLE_NOBASE( className, tableName )
+
+#define END_NETWORK_TABLE END_RECV_TABLE
+
+#define IMPLEMENT_NETWORKCLASS_ALIASED(className, dataTable) \
+ IMPLEMENT_CLIENTCLASS( C_##className, dataTable, C##className )
+#define IMPLEMENT_NETWORKCLASS(className, dataTable) \
+ IMPLEMENT_CLIENTCLASS(className, dataTable, className)
+#define IMPLEMENT_NETWORKCLASS_DT(className, dataTable) \
+ IMPLEMENT_CLIENTCLASS_DT(className, dataTable, className)
+
+#else
+
+#define BEGIN_NETWORK_TABLE( className, tableName ) BEGIN_SEND_TABLE( className, tableName )
+#define BEGIN_NETWORK_TABLE_NOBASE( className, tableName ) BEGIN_SEND_TABLE_NOBASE( className, tableName )
+
+#define END_NETWORK_TABLE END_SEND_TABLE
+
+#define IMPLEMENT_NETWORKCLASS_ALIASED(className, dataTable) \
+ IMPLEMENT_SERVERCLASS( C##className, dataTable )
+#define IMPLEMENT_NETWORKCLASS(className, dataTable) \
+ IMPLEMENT_SERVERCLASS(className, dataTable)
+#define IMPLEMENT_NETWORKCLASS_DT(className, dataTable) \
+ IMPLEMENT_SERVERCLASS_ST(className, dataTable)
+
+#endif
+
+// Interface used by client and server to track predictable entities
+abstract_class IPredictableList
+{
+public:
+ // Get predictables by index
+ virtual CBaseEntity *GetPredictable( int slot ) = 0;
+ // Get count of predictables
+ virtual int GetPredictableCount( void ) = 0;
+};
+
+// Expose interface to rest of .dll
+extern IPredictableList *predictables;
+
+#endif // PREDICTABLE_ENTITY_H