hl2_src-leak-2017/src/game/server/recipientfilter.h

242 lines
7.5 KiB
C++

//========= Copyright 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( const CBasePlayer *player );
void RemoveAllRecipients( void );
void RemoveRecipient( CBasePlayer *player );
void RemoveRecipientByPlayerIndex( int playerindex );
void AddRecipientsByTeam( CTeam *team );
void RemoveRecipientsByTeam( CTeam *team );
void RemoveRecipientsNotOnTeam( 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( const 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: Simple class to create a filter for all players except for one ( unreliable )
//-----------------------------------------------------------------------------
class CBroadcastNonOwnerRecipientFilter : public CRecipientFilter
{
public:
CBroadcastNonOwnerRecipientFilter( CBasePlayer *player )
{
AddAllPlayers();
RemoveRecipient( player );
}
};
//-----------------------------------------------------------------------------
// 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