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