sqwarmed/sdk_src/game/shared/entitylist_base.cpp

274 lines
6.6 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "entitylist_base.h"
#include "ihandleentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
enum
{
SERIAL_MASK = 0x7fff // the max value of a serial number, rolls back to 0 when it hits this limit
};
void CEntInfo::ClearLinks()
{
m_pPrev = m_pNext = this;
}
CBaseEntityList::CEntInfoList::CEntInfoList()
{
m_pHead = NULL;
m_pTail = NULL;
}
// NOTE: Cut from UtlFixedLinkedList<>, UNDONE: Find a way to share this code
void CBaseEntityList::CEntInfoList::LinkBefore( CEntInfo *pBefore, CEntInfo *pElement )
{
Assert( pElement );
// Unlink it if it's in the list at the moment
Unlink(pElement);
// The element *after* our newly linked one is the one we linked before.
pElement->m_pNext = pBefore;
if (pBefore == NULL)
{
// In this case, we're linking to the end of the list, so reset the tail
pElement->m_pPrev = m_pTail;
m_pTail = pElement;
}
else
{
// Here, we're not linking to the end. Set the prev pointer to point to
// the element we're linking.
Assert( IsInList(pBefore) );
pElement->m_pPrev = pBefore->m_pPrev;
pBefore->m_pPrev = pElement;
}
// Reset the head if we linked to the head of the list
if (pElement->m_pPrev == NULL)
{
m_pHead = pElement;
}
else
{
pElement->m_pPrev->m_pNext = pElement;
}
}
void CBaseEntityList::CEntInfoList::LinkAfter( CEntInfo *pAfter, CEntInfo *pElement )
{
Assert( pElement );
// Unlink it if it's in the list at the moment
if ( IsInList(pElement) )
Unlink(pElement);
// The element *before* our newly linked one is the one we linked after
pElement->m_pPrev = pAfter;
if (pAfter == NULL)
{
// In this case, we're linking to the head of the list, reset the head
pElement->m_pNext = m_pHead;
m_pHead = pElement;
}
else
{
// Here, we're not linking to the end. Set the next pointer to point to
// the element we're linking.
Assert( IsInList(pAfter) );
pElement->m_pNext = pAfter->m_pNext;
pAfter->m_pNext = pElement;
}
// Reset the tail if we linked to the tail of the list
if (pElement->m_pNext == NULL )
{
m_pTail = pElement;
}
else
{
pElement->m_pNext->m_pPrev = pElement;
}
}
void CBaseEntityList::CEntInfoList::Unlink( CEntInfo *pElement )
{
if (IsInList(pElement))
{
// If we're the first guy, reset the head
// otherwise, make our previous node's next pointer = our next
if ( pElement->m_pPrev )
{
pElement->m_pPrev->m_pNext = pElement->m_pNext;
}
else
{
m_pHead = pElement->m_pNext;
}
// If we're the last guy, reset the tail
// otherwise, make our next node's prev pointer = our prev
if ( pElement->m_pNext )
{
pElement->m_pNext->m_pPrev = pElement->m_pPrev;
}
else
{
m_pTail = pElement->m_pPrev;
}
// This marks this node as not in the list,
// but not in the free list either
pElement->ClearLinks();
}
}
bool CBaseEntityList::CEntInfoList::IsInList( CEntInfo *pElement )
{
return pElement->m_pPrev != pElement;
}
CBaseEntityList::CBaseEntityList()
{
// These are not in any list (yet)
int i;
for ( i = 0; i < NUM_ENT_ENTRIES; i++ )
{
m_EntPtrArray[i].ClearLinks();
m_EntPtrArray[i].m_SerialNumber = (rand()& SERIAL_MASK); // generate random starting serial number
m_EntPtrArray[i].m_pEntity = NULL;
}
// make a free list of the non-networkable entities
// Initially, all the slots are free.
for ( i=MAX_EDICTS+1; i < NUM_ENT_ENTRIES; i++ )
{
CEntInfo *pList = &m_EntPtrArray[i];
m_freeNonNetworkableList.AddToTail( pList );
}
}
CBaseEntityList::~CBaseEntityList()
{
CEntInfo *pList = m_activeList.Head();
while ( pList )
{
CEntInfo *pNext = pList->m_pNext;
RemoveEntityAtSlot( GetEntInfoIndex( pList ) );
pList = pNext;
}
}
CBaseHandle CBaseEntityList::AddNetworkableEntity( IHandleEntity *pEnt, int index, int iForcedSerialNum )
{
Assert( index >= 0 && index < MAX_EDICTS );
return AddEntityAtSlot( pEnt, index, iForcedSerialNum );
}
CBaseHandle CBaseEntityList::AddNonNetworkableEntity( IHandleEntity *pEnt )
{
// Find a slot for it.
CEntInfo *pSlot = m_freeNonNetworkableList.Head();
if ( !pSlot )
{
Warning( "CBaseEntityList::AddNonNetworkableEntity: no free slots!\n" );
AssertMsg( 0, ( "CBaseEntityList::AddNonNetworkableEntity: no free slots!\n" ) );
return CBaseHandle();
}
// Move from the free list into the allocated list.
m_freeNonNetworkableList.Unlink( pSlot );
int iSlot = GetEntInfoIndex( pSlot );
return AddEntityAtSlot( pEnt, iSlot, -1 );
}
void CBaseEntityList::RemoveEntity( CBaseHandle handle )
{
RemoveEntityAtSlot( handle.GetEntryIndex() );
}
CBaseHandle CBaseEntityList::AddEntityAtSlot( IHandleEntity *pEnt, int iSlot, int iForcedSerialNum )
{
// Init the CSerialEntity.
CEntInfo *pSlot = &m_EntPtrArray[iSlot];
Assert( pSlot->m_pEntity == NULL );
pSlot->m_pEntity = pEnt;
// Force the serial number (client-only)?
if ( iForcedSerialNum != -1 )
{
pSlot->m_SerialNumber = iForcedSerialNum;
#if !defined( CLIENT_DLL )
// Only the client should force the serial numbers.
Assert( false );
#endif
}
// Update our list of active entities.
m_activeList.AddToTail( pSlot );
CBaseHandle retVal( iSlot, pSlot->m_SerialNumber );
// Tell the entity to store its handle.
pEnt->SetRefEHandle( retVal );
// Notify any derived class.
OnAddEntity( pEnt, retVal );
return retVal;
}
void CBaseEntityList::RemoveEntityAtSlot( int iSlot )
{
Assert( iSlot >= 0 && iSlot < NUM_ENT_ENTRIES );
CEntInfo *pInfo = &m_EntPtrArray[iSlot];
if ( pInfo->m_pEntity )
{
pInfo->m_pEntity->SetRefEHandle( INVALID_EHANDLE_INDEX );
// Notify the derived class that we're about to remove this entity.
OnRemoveEntity( pInfo->m_pEntity, CBaseHandle( iSlot, pInfo->m_SerialNumber ) );
// Increment the serial # so ehandles go invalid.
pInfo->m_pEntity = NULL;
pInfo->m_SerialNumber = ( pInfo->m_SerialNumber+1)& SERIAL_MASK;
m_activeList.Unlink( pInfo );
// Add the slot back to the free list if it's a non-networkable entity.
if ( iSlot >= MAX_EDICTS )
{
m_freeNonNetworkableList.AddToTail( pInfo );
}
}
}
void CBaseEntityList::OnAddEntity( IHandleEntity *pEnt, CBaseHandle handle )
{
}
void CBaseEntityList::OnRemoveEntity( IHandleEntity *pEnt, CBaseHandle handle )
{
}