//======== (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 "AvHConstants.h" #include "AvHSpecials.h" #ifdef AVH_SERVER #include "../util/nowarnings.h" #include "../dlls/extdll.h" #include "../dlls/util.h" #include "../dlls/cbase.h" #include "AvHTeam.h" #endif // 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; class MapEntity { public: MapEntity(void) : mUser3(AVH_USER3_NONE), mTeam(TEAM_IND), mX(0.0f), mY(0.0f), mAngle(0.0f), mSquadNumber(0), mUnderAttack(0) {} AvHUser3 mUser3; AvHTeamNumber mTeam; float mX; float mY; float mAngle; int mSquadNumber; int mUnderAttack; bool operator==(const MapEntity& e) const { return mUser3 == e.mUser3 && mTeam == e.mTeam && mX == e.mX && mY == e.mY && mAngle == e.mAngle && mUnderAttack == e.mUnderAttack && mSquadNumber == e.mSquadNumber; } bool operator!=(const MapEntity& e) const { return !(*this == e); } }; typedef map MapEntityMap; // EntityInfo // 18-bits position, 2 bits unused, 6 bits entity index, 6 bits flags class AvHEntityHierarchy { public: AvHEntityHierarchy(); void Clear(); #ifdef AVH_SERVER bool SendToNetworkStream(AvHEntityHierarchy& inClientHierarchy, entvars_t* inPlayer, bool spectating); void BuildFromTeam(const AvHTeam* inTeam, BaseEntityListType& inBaseEntityList); void BuildForSpec(BaseEntityListType& inBaseEntityList); #endif bool GetHasBaseLineBeenSent() const; void SetBaseLineSent(); bool InsertEntity( const int inIndex, const MapEntity& inEntity ); bool DeleteEntity( const int inIndex ); void GetEntityInfoList(MapEntityMap& outList) const; bool operator!=(const AvHEntityHierarchy& inHierarchy) const; bool operator==(const AvHEntityHierarchy& inHierarchy) const; int GetNumSensory() const; int GetNumDefense() const; int GetNumMovement() const; private: // The encoded entity info that has been sent to clients MapEntityMap mEntityList; int mNumMovement; int mNumSensory; int mNumDefence; }; #endif