//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef RECIPIENTFILTER_H #define RECIPIENTFILTER_H #ifdef _WIN32 #pragma once #endif #include "irecipientfilter.h" #include "const.h" #include "player.h" #include "bitvec.h" //----------------------------------------------------------------------------- // Purpose: A generic filter for determining whom to send message/sounds etc. to and // providing a bit of additional state information //----------------------------------------------------------------------------- class CRecipientFilter : public IRecipientFilter { public: CRecipientFilter(); virtual ~CRecipientFilter(); virtual bool IsReliable( void ) const; virtual bool IsInitMessage( void ) const; virtual int GetRecipientCount( void ) const; virtual int GetRecipientIndex( int slot ) const; public: void CopyFrom( const CRecipientFilter& src ); void Reset( void ); void MakeInitMessage( void ); void MakeReliable( void ); void AddAllPlayers( void ); void AddRecipientsByPVS( const Vector& origin ); void RemoveRecipientsByPVS( const Vector& origin ); void AddRecipientsByPAS( const Vector& origin ); void AddRecipient( CBasePlayer *player ); void RemoveAllRecipients( void ); void RemoveRecipient( CBasePlayer *player ); void AddRecipientsByTeam( CTeam *team ); void RemoveRecipientsByTeam( CTeam *team ); void UsePredictionRules( void ); bool IsUsingPredictionRules( void ) const; bool IgnorePredictionCull( void ) const; void SetIgnorePredictionCull( bool ignore ); void AddPlayersFromBitMask( CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits ); void RemovePlayersFromBitMask( CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits ); private: bool m_bReliable; bool m_bInitMessage; CUtlVector< int > m_Recipients; // If using prediction rules, the filter itself suppresses local player bool m_bUsingPredictionRules; // If ignoring prediction cull, then external systems can determine // whether this is a special case where culling should not occur bool m_bIgnorePredictionCull; }; //----------------------------------------------------------------------------- // Purpose: Simple class to create a filter for a single player ( unreliable ) //----------------------------------------------------------------------------- class CSingleUserRecipientFilter : public CRecipientFilter { public: CSingleUserRecipientFilter( CBasePlayer *player ) { AddRecipient( player ); } }; //----------------------------------------------------------------------------- // Purpose: Simple class to create a filter for all players on a given team //----------------------------------------------------------------------------- class CTeamRecipientFilter : public CRecipientFilter { public: CTeamRecipientFilter( int team, bool isReliable = false ); }; //----------------------------------------------------------------------------- // Purpose: Simple class to create a filter for all players ( unreliable ) //----------------------------------------------------------------------------- class CBroadcastRecipientFilter : public CRecipientFilter { public: CBroadcastRecipientFilter( void ) { AddAllPlayers(); } }; //----------------------------------------------------------------------------- // Purpose: Simple class to create a filter for all players ( reliable ) //----------------------------------------------------------------------------- class CReliableBroadcastRecipientFilter : public CBroadcastRecipientFilter { public: CReliableBroadcastRecipientFilter( void ) { MakeReliable(); } }; //----------------------------------------------------------------------------- // Purpose: Add players in PAS to recipient list (unreliable) //----------------------------------------------------------------------------- class CPASFilter : public CRecipientFilter { public: CPASFilter( void ) { } CPASFilter( const Vector& origin ) { AddRecipientsByPAS( origin ); } }; //----------------------------------------------------------------------------- // Purpose: Add players in PAS to list and if not in single player, use attenuation // to remove those that are too far away from source origin // Source origin can be stated as an entity or just a passed in origin // (unreliable) //----------------------------------------------------------------------------- class CPASAttenuationFilter : public CPASFilter { public: CPASAttenuationFilter( void ) { } CPASAttenuationFilter( CBaseEntity *entity, soundlevel_t soundlevel ) : CPASFilter( static_cast<const Vector&>(entity->GetSoundEmissionOrigin()) ) { Filter( entity->GetSoundEmissionOrigin(), SNDLVL_TO_ATTN( soundlevel ) ); } CPASAttenuationFilter( CBaseEntity *entity, float attenuation = ATTN_NORM ) : CPASFilter( static_cast<const Vector&>(entity->GetSoundEmissionOrigin()) ) { Filter( entity->GetSoundEmissionOrigin(), attenuation ); } CPASAttenuationFilter( const Vector& origin, soundlevel_t soundlevel ) : CPASFilter( origin ) { Filter( origin, SNDLVL_TO_ATTN( soundlevel ) ); } CPASAttenuationFilter( const Vector& origin, float attenuation = ATTN_NORM ) : CPASFilter( origin ) { Filter( origin, attenuation ); } CPASAttenuationFilter( CBaseEntity *entity, const char *lookupSound ) : CPASFilter( static_cast<const Vector&>(entity->GetSoundEmissionOrigin()) ) { soundlevel_t level = CBaseEntity::LookupSoundLevel( lookupSound ); float attenuation = SNDLVL_TO_ATTN( level ); Filter( entity->GetSoundEmissionOrigin(), attenuation ); } CPASAttenuationFilter( const Vector& origin, const char *lookupSound ) : CPASFilter( origin ) { soundlevel_t level = CBaseEntity::LookupSoundLevel( lookupSound ); float attenuation = SNDLVL_TO_ATTN( level ); Filter( origin, attenuation ); } CPASAttenuationFilter( CBaseEntity *entity, const char *lookupSound, HSOUNDSCRIPTHANDLE& handle ) : CPASFilter( static_cast<const Vector&>(entity->GetSoundEmissionOrigin()) ) { soundlevel_t level = CBaseEntity::LookupSoundLevel( lookupSound, handle ); float attenuation = SNDLVL_TO_ATTN( level ); Filter( entity->GetSoundEmissionOrigin(), attenuation ); } CPASAttenuationFilter( const Vector& origin, const char *lookupSound, HSOUNDSCRIPTHANDLE& handle ) : CPASFilter( origin ) { soundlevel_t level = CBaseEntity::LookupSoundLevel( lookupSound, handle ); float attenuation = SNDLVL_TO_ATTN( level ); Filter( origin, attenuation ); } public: void Filter( const Vector& origin, float attenuation = ATTN_NORM ); }; //----------------------------------------------------------------------------- // Purpose: Simple PVS based filter ( unreliable ) //----------------------------------------------------------------------------- class CPVSFilter : public CRecipientFilter { public: CPVSFilter( const Vector& origin ) { AddRecipientsByPVS( origin ); } }; #endif // RECIPIENTFILTER_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |