192 lines
5.0 KiB
C++
192 lines
5.0 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef BASEHANDLE_H
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#define BASEHANDLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "const.h"
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#include "tier0/dbg.h"
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class IHandleEntity;
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// -------------------------------------------------------------------------------------------------- //
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// CBaseHandle.
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// -------------------------------------------------------------------------------------------------- //
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class CBaseHandle
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{
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friend class CBaseEntityList;
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public:
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CBaseHandle();
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CBaseHandle( const CBaseHandle &other );
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CBaseHandle( unsigned long value );
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CBaseHandle( int iEntry, int iSerialNumber );
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void Init( int iEntry, int iSerialNumber );
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void Term();
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// Even if this returns true, Get() still can return return a non-null value.
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// This just tells if the handle has been initted with any values.
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bool IsValid() const;
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int GetEntryIndex() const;
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int GetSerialNumber() const;
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int ToInt() const;
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bool operator !=( const CBaseHandle &other ) const;
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bool operator ==( const CBaseHandle &other ) const;
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bool operator ==( const IHandleEntity* pEnt ) const;
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bool operator !=( const IHandleEntity* pEnt ) const;
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bool operator <( const CBaseHandle &other ) const;
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bool operator <( const IHandleEntity* pEnt ) const;
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// Assign a value to the handle.
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const CBaseHandle& operator=( const IHandleEntity *pEntity );
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const CBaseHandle& Set( const IHandleEntity *pEntity );
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// Use this to dereference the handle.
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// Note: this is implemented in game code (ehandle.h)
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IHandleEntity* Get() const;
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protected:
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// The low NUM_SERIAL_BITS hold the index. If this value is less than MAX_EDICTS, then the entity is networkable.
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// The high NUM_SERIAL_NUM_BITS bits are the serial number.
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unsigned long m_Index;
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};
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#include "ihandleentity.h"
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inline CBaseHandle::CBaseHandle()
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{
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m_Index = INVALID_EHANDLE_INDEX;
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}
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inline CBaseHandle::CBaseHandle( const CBaseHandle &other )
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{
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m_Index = other.m_Index;
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}
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inline CBaseHandle::CBaseHandle( unsigned long value )
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{
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m_Index = value;
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}
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inline CBaseHandle::CBaseHandle( int iEntry, int iSerialNumber )
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{
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Init( iEntry, iSerialNumber );
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}
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inline void CBaseHandle::Init( int iEntry, int iSerialNumber )
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{
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Assert( iEntry >= 0 && (iEntry & ENT_ENTRY_MASK) == iEntry);
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Assert( iSerialNumber >= 0 && iSerialNumber < (1 << NUM_SERIAL_NUM_BITS) );
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m_Index = iEntry | (iSerialNumber << NUM_SERIAL_NUM_SHIFT_BITS);
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}
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inline void CBaseHandle::Term()
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{
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m_Index = INVALID_EHANDLE_INDEX;
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}
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inline bool CBaseHandle::IsValid() const
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{
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return m_Index != INVALID_EHANDLE_INDEX;
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}
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inline int CBaseHandle::GetEntryIndex() const
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{
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// There is a hack here: due to a bug in the original implementation of the
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// entity handle system, an attempt to look up an invalid entity index in
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// certain cirumstances might fall through to the the mask operation below.
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// This would mask an invalid index to be in fact a lookup of entity number
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// NUM_ENT_ENTRIES, so invalid ent indexes end up actually looking up the
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// last slot in the entities array. Since this slot is always empty, the
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// lookup returns NULL and the expected behavior occurs through this unexpected
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// route.
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// A lot of code actually depends on this behavior, and the bug was only exposed
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// after a change to NUM_SERIAL_NUM_BITS increased the number of allowable
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// static props in the world. So the if-stanza below detects this case and
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// retains the prior (bug-submarining) behavior.
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if ( !IsValid() )
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return NUM_ENT_ENTRIES-1;
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return m_Index & ENT_ENTRY_MASK;
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}
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inline int CBaseHandle::GetSerialNumber() const
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{
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return m_Index >> NUM_SERIAL_NUM_SHIFT_BITS;
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}
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inline int CBaseHandle::ToInt() const
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{
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return (int)m_Index;
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}
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inline bool CBaseHandle::operator !=( const CBaseHandle &other ) const
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{
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return m_Index != other.m_Index;
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}
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inline bool CBaseHandle::operator ==( const CBaseHandle &other ) const
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{
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return m_Index == other.m_Index;
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}
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inline bool CBaseHandle::operator ==( const IHandleEntity* pEnt ) const
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{
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return Get() == pEnt;
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}
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inline bool CBaseHandle::operator !=( const IHandleEntity* pEnt ) const
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{
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return Get() != pEnt;
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}
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inline bool CBaseHandle::operator <( const CBaseHandle &other ) const
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{
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return m_Index < other.m_Index;
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}
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inline bool CBaseHandle::operator <( const IHandleEntity *pEntity ) const
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{
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unsigned long otherIndex = (pEntity) ? pEntity->GetRefEHandle().m_Index : INVALID_EHANDLE_INDEX;
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return m_Index < otherIndex;
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}
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inline const CBaseHandle& CBaseHandle::operator=( const IHandleEntity *pEntity )
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{
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return Set( pEntity );
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}
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inline const CBaseHandle& CBaseHandle::Set( const IHandleEntity *pEntity )
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{
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if ( pEntity )
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{
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*this = pEntity->GetRefEHandle();
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}
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else
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{
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m_Index = INVALID_EHANDLE_INDEX;
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}
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return *this;
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}
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#endif // BASEHANDLE_H
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