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4f13237895
Change CRLF to LF in repo.
128 lines
No EOL
3.8 KiB
C++
128 lines
No EOL
3.8 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHEntityHierarchy.h $
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// $Date: 2002/06/25 17:55:49 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHEntityHierarchy.h,v $
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// Revision 1.3 2002/06/25 17:55:49 Flayra
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// - Quick fix during playtesting...why is this happening?
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//
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//===============================================================================
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#ifndef AVH_ENTITYHIERARCHY_H
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#define AVH_ENTITYHIERARCHY_H
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#include "../types.h"
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#include "AvHConstants.h"
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#include "AvHSpecials.h"
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#ifdef AVH_SERVER
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#include "../util/nowarnings.h"
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#include "../dlls/extdll.h"
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#include "../dlls/util.h"
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#include "../dlls/cbase.h"
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#include "AvHTeam.h"
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#endif
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// Assume flags will fire once, then die out after half a second or a second.
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// Only need to send them if they weren't on last update and they are now
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// Note that kFriendlyStatus needs to be greater then zero, so an EntityInfo of 0 can be used to send a "delete" message
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const int kFriendlyStatus = 1;
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const int kFriendlyPlayerStatus = 2;
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const int kEnemyStatus = 3;
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const int kEnemyPlayerStatus = 4;
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const int kFriendlyFiringStatus = 5;
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const int kFriendlyEnemySightedStatus = 6;
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const int kFriendlyOverwatchStatus = 7;
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const int kFriendlyRequestPendingStatus = 8;
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const int kFriendlyTakingDamageStatus = 9;
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const int kFriendlyDeadStatus = 10;
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const int kWeldableStatus = 11;
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const int kResourceNodeStatus = 12;
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const int kFriendlyBase = 13;
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const int kUnseenEnemyBase = 14;
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const int kVisibleEnemyBase = 15;
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const int kNumStatusTypes = 15;
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class MapEntity
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{
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public:
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MapEntity(void) : mUser3(AVH_USER3_NONE), mTeam(TEAM_IND), mX(0.0f), mY(0.0f), mAngle(0.0f), mSquadNumber(0), mUnderAttack(0) {}
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AvHUser3 mUser3;
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AvHTeamNumber mTeam;
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float mX;
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float mY;
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float mAngle;
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int mSquadNumber;
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int mUnderAttack;
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bool operator==(const MapEntity& e) const
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{
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return mUser3 == e.mUser3 &&
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mTeam == e.mTeam &&
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mX == e.mX &&
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mY == e.mY &&
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mAngle == e.mAngle &&
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mUnderAttack == e.mUnderAttack &&
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mSquadNumber == e.mSquadNumber;
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}
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bool operator!=(const MapEntity& e) const
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{
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return !(*this == e);
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}
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};
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typedef map<int, MapEntity> MapEntityMap;
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// EntityInfo
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// 18-bits position, 2 bits unused, 6 bits entity index, 6 bits flags
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class AvHEntityHierarchy
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{
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public:
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AvHEntityHierarchy();
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void Clear();
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#ifdef AVH_SERVER
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bool SendToNetworkStream(AvHEntityHierarchy& inClientHierarchy, entvars_t* inPlayer, bool spectating);
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void BuildFromTeam(const AvHTeam* inTeam, BaseEntityListType& inBaseEntityList);
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void BuildForSpec(BaseEntityListType& inBaseEntityList);
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#endif
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bool GetHasBaseLineBeenSent() const;
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void SetBaseLineSent();
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bool InsertEntity( const int inIndex, const MapEntity& inEntity );
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bool DeleteEntity( const int inIndex );
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void GetEntityInfoList(MapEntityMap& outList) const;
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bool operator!=(const AvHEntityHierarchy& inHierarchy) const;
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bool operator==(const AvHEntityHierarchy& inHierarchy) const;
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int GetNumSensory() const;
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int GetNumDefense() const;
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int GetNumMovement() const;
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private:
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// The encoded entity info that has been sent to clients
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MapEntityMap mEntityList;
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int mNumMovement;
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int mNumSensory;
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int mNumDefence;
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};
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#endif |