ns/dev/3.2-movements/source/mod/AvHEntityHierarchy.cpp

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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.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 "mod/AvHEntityHierarchy.h"
#include "mod/AvHNetworkMessages.h"
#ifdef AVH_SERVER
#include "dlls/extdll.h"
#include "dlls/util.h"
#include "mod/AvHPlayer.h"
#include "mod/AvHTeam.h"
#include "mod/AvHServerUtil.h"
#include "mod/AvHGamerules.h"
#include "mod/AvHMarineEquipment.h"
#include "mod/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()
{
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;
}
////////////////
// 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();
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 theEntityIsBlinking = (theBaseEntity->pev->iuser3 == AVH_USER3_ALIEN_PLAYER4) && (theBaseEntity->pev->iuser4 & MASK_ALIEN_MOVEMENT);
// 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);
// 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;
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 && !theEntityIsBlinking)
{
AvHPlayer* thePlayer = dynamic_cast<AvHPlayer*>(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;
}
}
}
}
// Returns true when something was sent
bool AvHEntityHierarchy::SendToNetworkStream(AvHEntityHierarchy& inClientHierarchy, entvars_t* inPlayer)
{
// Get iterators for both hierarchies
MapEntityMap::const_iterator clientIter = inClientHierarchy.mEntityList.begin();
MapEntityMap::const_iterator clientEnd = inClientHierarchy.mEntityList.end();
MapEntityMap::const_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>
while (clientIter != clientEnd && serverIter != serverEnd)
{
if (serverIter->first < clientIter->first)
{
NewItems.insert( *serverIter );
++serverIter;
continue;
}
if (serverIter->first > clientIter->first)
{
OldItems.push_back( clientIter->first );
++clientIter;
continue;
}
if (clientIter->second != serverIter->second)
{
NewItems.insert( *serverIter );
}
++serverIter;
++clientIter;
}
while(serverIter != serverEnd)
{
NewItems.insert( *serverIter );
++serverIter;
}
while(clientIter != clientEnd)
{
OldItems.push_back( clientIter->first );
++clientIter;
}
NetMsg_UpdateEntityHierarchy( inPlayer, NewItems, OldItems );
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;
}