Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Shared stuff for the Tactical map
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
// Unfortunate hack.
// Needed to cycle through the player & radar scanner entities in both the client and game dlls
#ifdef CLIENT_DLL
// Client DLL functions
#include "c_team.h"
#include "c_tfteam.h"
#include "c_basetfplayer.h"
#include "C_BaseObject.h"
static inline bool IsPlayerCamoed( int iEntIndex )
{
C_BaseTFPlayer* pPlayer = (C_BaseTFPlayer*)ClientEntityList().GetClientEntity(iEntIndex);
if (!pPlayer)
return false;
return pPlayer->IsCamouflaged();
}
static inline bool IsPlayerVisible( int iEntIndex )
{
C_BaseTFPlayer* pPlayer = (C_BaseTFPlayer*)ClientEntityList().GetClientEntity(iEntIndex);
if (!pPlayer)
return false;
return pPlayer->GetClass() != TFCLASS_UNDECIDED;
}
static inline bool IsEntityAnObject( int iEntIndex )
{
IClientNetworkable *pEnt = ClientEntityList().GetClientEntity(iEntIndex);
return dynamic_cast<C_BaseObject*>(pEnt) != 0;
}
#else
// Game DLL functions
#include "team.h"
#include "tf_team.h"
#include "tf_player.h"
static inline bool IsPlayerCamoed( int iEntIndex )
{
CBaseTFPlayer* pPlayer = (CBaseTFPlayer *)CBaseEntity::Instance( engine->PEntityOfEntIndex( iEntIndex ) );
if (!pPlayer)
return false;
return pPlayer->IsCamouflaged();
}
static inline bool IsPlayerVisible( int iEntIndex )
{
CBaseTFPlayer* pPlayer = (CBaseTFPlayer *)CBaseEntity::Instance( engine->PEntityOfEntIndex( iEntIndex ) );
if (!pPlayer)
return false;
return pPlayer->PlayerClass() != TFCLASS_UNDECIDED;
}
static inline bool IsEntityAnObject( int iEntIndex )
{
CBaseEntity* pEnt = CBaseEntity::Instance( engine->PEntityOfEntIndex( iEntIndex ) );
CBaseObject *pObject = dynamic_cast<CBaseObject*>(pEnt);
if (!pObject)
return false;
// Don't bother with boring ones... they're boring!
return ((pObject->GetObjectFlags( ) & OF_SUPPRESS_VISIBLE_TO_TACTICAL) == 0);
}
#endif
// Visibility defines
#define PLAYER_VISIBILITY_DISTANCE 2000 // Distance around a player that's exposed on the tactical map
//-----------------------------------------------------------------------------
// Purpose: Return true if the entity is visible on this player's tactical map
//-----------------------------------------------------------------------------
bool IsEntityVisibleToTactical( int iLocalTeamNumber, int iLocalTeamPlayers,
int iLocalTeamObjects, int entIndex, const char *pEntName, int iEntTeamNumber, const Vector &entOrigin )
{
// Resource zones are always visible
if ( !strcmp( pEntName, "trigger_resourcezone") )
return true;
// Tunnels are always visible
if ( !strcmp( pEntName, "obj_tunnel") || !strcmp( pEntName, "obj_tunnel_prop") )
return true;
// Fixed shields are never visible
if ( !strcmp( pEntName, "shield") )
return false;
// NOTE: If you're looking for various object types, fix the ugly hack
// in mapdata.cpp!!
if ( iLocalTeamNumber == iEntTeamNumber )
{
// Objects are always visible to their team
if (IsEntityAnObject( entIndex ))
return true;
// Players are always visible to their team
if (!Q_strncmp( pEntName, "player", 7) )
return true;
// Resource collectors are always visible to their team
if ( !strcmp( pEntName, "npc_rescollector_aerial") )
return true;
}
return false;
}