//======== (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.cpp $ // $Date: 2002/10/16 00:53:31 $ // //------------------------------------------------------------------------------- // $Log: AvHEntityHierarchy.cpp,v $ // Revision 1.10 2002/10/16 00:53:31 Flayra // - Updated with new infinite loop data // // Revision 1.9 2002/07/25 16:57:59 flayra // - Linux changes // // Revision 1.8 2002/07/24 21:16:36 Flayra // - Linux issues // // Revision 1.7 2002/07/24 20:05:22 Flayra // - Linux issues // // Revision 1.6 2002/07/24 19:44:05 Flayra // - Linux issues // // Revision 1.5 2002/07/24 18:55:52 Flayra // - Linux case sensitivity stuff // // Revision 1.4 2002/07/08 16:56:12 Flayra // - Workaround to infinite loop encountered during playtest: look into this more // // Revision 1.3 2002/06/25 17:55:49 Flayra // - Quick fix during playtesting...why is this happening? // //=============================================================================== #include "../util/nowarnings.h" #include "AvHEntityHierarchy.h" #include "AvHNetworkMessages.h" #ifdef AVH_SERVER #include "../dlls/extdll.h" #include "../dlls/util.h" #include "AvHPlayer.h" #include "AvHTeam.h" #include "AvHServerUtil.h" #include "AvHGamerules.h" #include "AvHMarineEquipment.h" #include "AvHSharedUtil.h" #include "../util/MathUtil.h" #endif #ifdef AVH_CLIENT #include "cl_dll/chud.h" #include "cl_dll/cl_util.h" #endif //////////// // Shared // //////////// AvHEntityHierarchy::AvHEntityHierarchy() { this->Clear(); } void AvHEntityHierarchy::Clear() { mNumMovement=0; mNumSensory=0; mNumDefence=0; this->mEntityList.clear(); } bool AvHEntityHierarchy::operator!=(const AvHEntityHierarchy& inHierarchy) const { return !this->operator==(inHierarchy); } bool AvHEntityHierarchy::operator==(const AvHEntityHierarchy& inHierarchy) const { bool theAreEqual = false; // NOTE: This could cause problems if entity hierarchy is stored in a hash or something if(this->mEntityList == inHierarchy.mEntityList) { theAreEqual = true; } return theAreEqual; } // Gets a list of all entity infos, with each one being a muxed entity index and flags void AvHEntityHierarchy::GetEntityInfoList(MapEntityMap& outList) const { outList = mEntityList; } int AvHEntityHierarchy::GetNumSensory() const { return this->mNumSensory; } int AvHEntityHierarchy::GetNumMovement() const { return this->mNumMovement; } int AvHEntityHierarchy::GetNumDefense() const { return this->mNumDefence; } //////////////// // end shared // //////////////// //////////// // Server // //////////// #ifdef AVH_SERVER int GetHotkeyGroupContainingPlayer(AvHPlayer* player) { AvHTeam* theTeam = player->GetTeamPointer(); if(theTeam) { for (int i = 0; i < kNumHotkeyGroups; ++i) { EntityListType theGroup = theTeam->GetGroup(i); for (int j = 0; j < (signed)theGroup.size(); ++j) { if (theGroup[j] == player->entindex()) { return i; } } } } return -1; } void AvHEntityHierarchy::BuildFromTeam(const AvHTeam* inTeam, BaseEntityListType& inBaseEntityList) { this->Clear(); int mc=0, sc=0, dc=0; if (inTeam->GetTeamType() == AVH_CLASS_TYPE_MARINE || inTeam->GetTeamType() == AVH_CLASS_TYPE_ALIEN) { // Loop through all entities in the world for(BaseEntityListType::iterator theIter = inBaseEntityList.begin(); theIter != inBaseEntityList.end(); theIter++) { CBaseEntity* theBaseEntity = *theIter; int theEntityIndex = theBaseEntity->entindex(); bool theEntityIsVisible = (theBaseEntity->pev->team == (int)(inTeam->GetTeamNumber())) || GetHasUpgrade(theBaseEntity->pev->iuser4, MASK_VIS_SIGHTED); bool theEntityIsDetected = GetHasUpgrade(theBaseEntity->pev->iuser4, MASK_VIS_DETECTED); bool theEntityIsUnderAttack = GetGameRules()->GetIsEntityUnderAttack(theEntityIndex); if ( theEntityIsUnderAttack ) { int a=0; } // Don't send ammo, health, weapons, or scans bool theIsTransient = ((AvHUser3)(theBaseEntity->pev->iuser3) == AVH_USER3_MARINEITEM) || (theBaseEntity->pev->classname == MAKE_STRING(kwsScan)); if ( inTeam->GetTeamType() == AVH_CLASS_TYPE_ALIEN && theBaseEntity->pev->team == (int)(inTeam->GetTeamNumber()) ) { AvHBuildable *theBuildable=dynamic_cast(theBaseEntity); if ( theBuildable && theBuildable->GetHasBeenBuilt() ) { if ( theBaseEntity->pev->iuser3 == AVH_USER3_MOVEMENT_CHAMBER ) { mc++; } if ( theBaseEntity->pev->iuser3 == AVH_USER3_SENSORY_CHAMBER ) { sc++; } if ( theBaseEntity->pev->iuser3 == AVH_USER3_DEFENSE_CHAMBER ) { dc++; } } } MapEntity mapEntity; mapEntity.mX = theBaseEntity->pev->origin.x; mapEntity.mY = theBaseEntity->pev->origin.y; mapEntity.mUser3 = (AvHUser3)(theBaseEntity->pev->iuser3); // Don't draw detected blips as their real selves if(!theEntityIsVisible && theEntityIsDetected) mapEntity.mUser3 = AVH_USER3_UNKNOWN; mapEntity.mAngle = theBaseEntity->pev->angles[1]; mapEntity.mTeam = (AvHTeamNumber)(theBaseEntity->pev->team); mapEntity.mSquadNumber = 0; mapEntity.mUnderAttack = theEntityIsUnderAttack ? 1 : 0; bool sendEntity = false; if (mapEntity.mUser3 == AVH_USER3_HIVE) { if (!theEntityIsVisible) { mapEntity.mTeam = TEAM_IND; } sendEntity = true; } else if (mapEntity.mUser3 == AVH_USER3_WELD) { vec3_t theEntityOrigin = AvHSHUGetRealLocation(theBaseEntity->pev->origin, theBaseEntity->pev->mins, theBaseEntity->pev->maxs); mapEntity.mX = theEntityOrigin.x; mapEntity.mY = theEntityOrigin.y; sendEntity = true; } else if (mapEntity.mUser3 == AVH_USER3_FUNC_RESOURCE) { sendEntity = true; } else if ((theEntityIsVisible || theEntityIsDetected) && !(theBaseEntity->pev->effects & EF_NODRAW) && !theIsTransient) { AvHPlayer* thePlayer = dynamic_cast(theBaseEntity); if (thePlayer) { ASSERT(theEntityIndex > 0); ASSERT(theEntityIndex <= 32); mapEntity.mSquadNumber = GetHotkeyGroupContainingPlayer(thePlayer) + 1; if ((thePlayer->GetPlayMode() == PLAYMODE_PLAYING) && !thePlayer->GetIsSpectator()) { sendEntity = true; // If the player has the heavy armor upgrade switch the // user3 to something that will let us reconstruct that later. if (thePlayer->pev->iuser3 == AVH_USER3_MARINE_PLAYER && GetHasUpgrade(thePlayer->pev->iuser4, MASK_UPGRADE_13)) { mapEntity.mUser3 = AVH_USER3_HEAVY; } } } else { if (mapEntity.mUser3 != AVH_USER3_HEAVY) { sendEntity = true; } } } if (sendEntity) { const AvHMapExtents& theMapExtents = GetGameRules()->GetMapExtents(); // commented this out here, commented out corresponding shift in AvHOverviewMap::Draw at line 771 // float theMinMapX = theMapExtents.GetMinMapX(); // float theMinMapY = theMapExtents.GetMinMapY(); // mapEntity.mX -= theMinMapX; // mapEntity.mY -= theMinMapY; mEntityList[theEntityIndex] = mapEntity; } } if ( inTeam->GetTeamType() == AVH_CLASS_TYPE_ALIEN ) { sc=min(3, sc); dc=min(3,dc); mc=min(3,mc); if ( this->mNumSensory != sc || this->mNumDefence != dc || this->mNumMovement != mc ) { this->mNumSensory=sc; this->mNumDefence=dc; this->mNumMovement=mc; } } } } void AvHEntityHierarchy::BuildForSpec(BaseEntityListType& inBaseEntityList) { this->Clear(); // Loop through all entities in the world for(BaseEntityListType::iterator theIter = inBaseEntityList.begin(); theIter != inBaseEntityList.end(); theIter++) { CBaseEntity* theBaseEntity = *theIter; int theEntityIndex = theBaseEntity->entindex(); bool theEntityIsVisible = false; if ( theBaseEntity->pev->team == TEAM_ONE || theBaseEntity->pev->team == TEAM_TWO || theBaseEntity->pev->team == TEAM_THREE || theBaseEntity->pev->team == TEAM_FOUR ) theEntityIsVisible=true; bool theEntityIsUnderAttack = GetGameRules()->GetIsEntityUnderAttack(theEntityIndex); // Don't send ammo, health, weapons, or scans bool theIsTransient = ((AvHUser3)(theBaseEntity->pev->iuser3) == AVH_USER3_MARINEITEM) || (theBaseEntity->pev->classname == MAKE_STRING(kwsScan)); MapEntity mapEntity; mapEntity.mX = theBaseEntity->pev->origin.x; mapEntity.mY = theBaseEntity->pev->origin.y; mapEntity.mUser3 = (AvHUser3)(theBaseEntity->pev->iuser3); mapEntity.mAngle = theBaseEntity->pev->angles[1]; mapEntity.mTeam = (AvHTeamNumber)(theBaseEntity->pev->team); mapEntity.mSquadNumber = 0; mapEntity.mUnderAttack = theEntityIsUnderAttack ? 1 : 0; bool sendEntity = false; if (mapEntity.mUser3 == AVH_USER3_HIVE) { if (!theEntityIsVisible) { mapEntity.mTeam = TEAM_IND; } sendEntity = true; } else if (mapEntity.mUser3 == AVH_USER3_WELD) { vec3_t theEntityOrigin = AvHSHUGetRealLocation(theBaseEntity->pev->origin, theBaseEntity->pev->mins, theBaseEntity->pev->maxs); mapEntity.mX = theEntityOrigin.x; mapEntity.mY = theEntityOrigin.y; sendEntity = true; } else if (mapEntity.mUser3 == AVH_USER3_FUNC_RESOURCE) { sendEntity = true; } else if (theEntityIsVisible && !(theBaseEntity->pev->effects & EF_NODRAW) && !theIsTransient) { AvHPlayer* thePlayer = dynamic_cast(theBaseEntity); if (thePlayer) { ASSERT(theEntityIndex > 0); ASSERT(theEntityIndex <= 32); mapEntity.mSquadNumber = GetHotkeyGroupContainingPlayer(thePlayer) + 1; if ((thePlayer->GetPlayMode() == PLAYMODE_PLAYING) && !thePlayer->GetIsSpectator()) { sendEntity = true; // If the player has the heavy armor upgrade switch the // user3 to something that will let us reconstruct that later. if (thePlayer->pev->iuser3 == AVH_USER3_MARINE_PLAYER && GetHasUpgrade(thePlayer->pev->iuser4, MASK_UPGRADE_13)) { mapEntity.mUser3 = AVH_USER3_HEAVY; } } } else { if (mapEntity.mUser3 != AVH_USER3_HEAVY) { sendEntity = true; } } } if (sendEntity) { //const AvHMapExtents& theMapExtents = GetGameRules()->GetMapExtents(); // commented this out here, commented out corresponding shift in AvHOverviewMap::Draw at line 771 // float theMinMapX = theMapExtents.GetMinMapX(); // float theMinMapY = theMapExtents.GetMinMapY(); // mapEntity.mX -= theMinMapX; // mapEntity.mY -= theMinMapY; mEntityList[theEntityIndex] = mapEntity; // debug the entity hierarchy message size // if ( mapEntity.mUser3 == AVH_USER3_COMMANDER_STATION ) { // for (int i=0; i<200; i++ ) { // mEntityList[100+i] = mapEntity; // } // } } } } // Returns true when something was sent bool AvHEntityHierarchy::SendToNetworkStream(AvHEntityHierarchy& inClientHierarchy, entvars_t* inPlayer, bool spectating) { // Get iterators for both hierarchies MapEntityMap::const_iterator clientIter = inClientHierarchy.mEntityList.begin(); MapEntityMap::const_iterator clientEnd = inClientHierarchy.mEntityList.end(); MapEntityMap::iterator serverIter = mEntityList.begin(); MapEntityMap::const_iterator serverEnd = mEntityList.end(); // Create maps for changes MapEntityMap NewItems; //to be added or changed EntityListType OldItems; //to be deleted //TODO : replace OldItems with vector int entityCount=0; // HACK // If we update more than kMaxSpecEntity then we need to clean out the remaining ones so they get sent next time. const int kMaxSpecEntity=100; while (clientIter != clientEnd && serverIter != serverEnd) { if ( entityCount < kMaxSpecEntity ) { if (serverIter->first < clientIter->first) { NewItems.insert( *serverIter ); entityCount++; ++serverIter; continue; } if (serverIter->first > clientIter->first) { OldItems.push_back( clientIter->first ); entityCount++; ++clientIter; continue; } if (clientIter->second != serverIter->second ) { entityCount++; NewItems.insert( *serverIter ); } ++serverIter; ++clientIter; } else { mEntityList.erase(serverIter++); } } while(serverIter != serverEnd) { if ( entityCount < kMaxSpecEntity ) { entityCount++; NewItems.insert( *serverIter ); ++serverIter; } else { mEntityList.erase(serverIter++); } } while(clientIter != clientEnd) { if ( entityCount < kMaxSpecEntity ) { entityCount++; OldItems.push_back( clientIter->first ); } ++clientIter; } ASSERT(entityCount < kMaxSpecEntity +1); NetMsg_UpdateEntityHierarchy( inPlayer, NewItems, OldItems, spectating ); return (!NewItems.empty() || !OldItems.empty()); } #endif //////////////// // end server // //////////////// bool AvHEntityHierarchy::InsertEntity( const int inIndex, const MapEntity &inEntity ) { this->mEntityList[inIndex] = inEntity; return true; } bool AvHEntityHierarchy::DeleteEntity( const int inIndex ) { MapEntityMap::iterator loc = this->mEntityList.find(inIndex); if( loc == this->mEntityList.end() ) { return false; } this->mEntityList.erase(loc); return true; }