NS/releases/valve/source/mod/AvHEntityHierarchy.h

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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHEntityHierarchy.h $
// $Date: 2002/06/25 17:55:49 $
//
//-------------------------------------------------------------------------------
// $Log: AvHEntityHierarchy.h,v $
// Revision 1.3 2002/06/25 17:55:49 Flayra
// - Quick fix during playtesting...why is this happening?
//
//===============================================================================
#ifndef AVH_ENTITYHIERARCHY_H
#define AVH_ENTITYHIERARCHY_H
#include "types.h"
#include "mod/AvHConstants.h"
#include "mod/AvHSpecials.h"
#ifdef AVH_SERVER
#include "util/nowarnings.h"
#include "extdll.h"
#include "dlls/util.h"
#include "cbase.h"
#include "mod/AvHTeam.h"
#endif
// Store flags in lower flag bits, big enough for 16 blip states (used for deciding color or sprite)
const int kNumStatusBits = 6;
const int kStatusMask = 0x3F;
const int kNumTeamBits = 2;
const int kTeamMask = 0x03;
// Assume flags will fire once, then die out after half a second or a second.
// Only need to send them if they weren't on last update and they are now
// Note that kFriendlyStatus needs to be greater then zero, so an EntityInfo of 0 can be used to send a "delete" message
const int kFriendlyStatus = 1;
const int kFriendlyPlayerStatus = 2;
const int kEnemyStatus = 3;
const int kEnemyPlayerStatus = 4;
const int kFriendlyFiringStatus = 5;
const int kFriendlyEnemySightedStatus = 6;
const int kFriendlyOverwatchStatus = 7;
const int kFriendlyRequestPendingStatus = 8;
const int kFriendlyTakingDamageStatus = 9;
const int kFriendlyDeadStatus = 10;
const int kWeldableStatus = 11;
const int kResourceNodeStatus = 12;
const int kFriendlyBase = 13;
const int kUnseenEnemyBase = 14;
const int kVisibleEnemyBase = 15;
const int kNumStatusTypes = 15;
// Entity is 9 bits, big enough for 512 entities (this probably doesn't need to be sent, remove?)
//const int kNumEntityBits = 9;
//const int kEntityMask = 0x3FE0;
// Position bits
// Need 512x512 resolution, so at least 9 bits for x, 9 bits for y, but the more the better (use top 18 bits)
// Position is encoded between min and max map extents
const int kNumPositionCoordinateBits = 12;
const int kNumPositionBits = kNumPositionCoordinateBits*2;
const int kPositionCoordinateMask = 0xFFF;
const int kPositionNetworkConstant = 25;
struct MapEntity
{
AvHUser3 mUser3;
AvHTeamNumber mTeam;
float mX;
float mY;
float mAngle;
int mSquadNumber;
bool operator==(const MapEntity& e) const
{
return mUser3 == e.mUser3 &&
mTeam == e.mTeam &&
mX == e.mX &&
mY == e.mY &&
mAngle == e.mAngle &&
mSquadNumber == e.mSquadNumber;
}
bool operator!=(const MapEntity& e) const
{
return !(*this == e);
}
};
typedef map<int, MapEntity> MapEntityMap;
// EntityInfo
// 18-bits position, 2 bits unused, 6 bits entity index, 6 bits flags
class AvHEntityHierarchy
{
public:
AvHEntityHierarchy();
void Clear();
#ifdef AVH_SERVER
void BuildFromTeam(const AvHTeam* inTeam, BaseEntityListType& inBaseEntityList);
bool SendToNetworkStream(AvHEntityHierarchy& inClientHierarchy, entvars_t* inPlayer);
void WriteEntity(int theEntityIndex, const MapEntity& theEntityInfo, bool deleteFlag);
#endif
#ifdef AVH_CLIENT
int ReceiveFromNetworkStream(int iSize, void *pbuf);
void ReadEntity(int& outEntityIndex, MapEntity& outEntity, bool& outDeleteFlag);
#endif
bool GetHasBaseLineBeenSent() const;
void SetBaseLineSent();
void GetEntityInfoList(MapEntityMap& outList) const;
bool operator!=(const AvHEntityHierarchy& inHierarchy) const;
bool operator==(const AvHEntityHierarchy& inHierarchy) const;
private:
// The encoded entity info that has been sent to clients
MapEntityMap mEntityList;
};
#endif