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Initial commit of Command & Conquer Renegade source code.
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Code/Commando/priority.h
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79
Code/Commando/priority.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Commando/priority.h $*
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* *
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* $Author:: Steve_t $*
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* *
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* $Modtime:: 2/23/02 12:34p $*
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* *
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* $Revision:: 10 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef __PRIORITY_H__
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#define __PRIORITY_H__
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#include "networkobject.h"
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class SoldierGameObj;
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//-----------------------------------------------------------------------------
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//
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// Server computation of object priority for a given client
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//
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class cPriority
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{
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public:
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static float Compute_Object_Priority(int client_id, const Vector3 & client_pos, NetworkObjectClass * p_netobject, bool do_it_anyway = false, SoldierGameObj *client_soldier = NULL);
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static float Get_Object_Distance(const Vector3 & client_pos, NetworkObjectClass * p_netobject);
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static float Compute_Object_Priority_2(int client_id, const Vector3 & client_pos, NetworkObjectClass * p_netobject, bool do_it_anyway = false, SoldierGameObj *client_soldier = NULL);
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static float Get_Object_Distance_2(const Vector3 & client_pos, NetworkObjectClass * p_netobject);
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private:
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static float Compute_Facing_Factor(int client_id, const Vector3 & client_pos, NetworkObjectClass * p_netobject, SoldierGameObj *client_soldier = NULL);
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static float Compute_Type_Factor(NetworkObjectClass * p_netobject);
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static float Compute_Relevance_Factor(int client_id, NetworkObjectClass * p_netobject, SoldierGameObj *client_soldier = NULL);
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static float Compute_Facing_Factor_2(int client_id, const Vector3 & client_pos, NetworkObjectClass * p_netobject, SoldierGameObj *client_soldier = NULL);
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static float Compute_Type_Factor_2(NetworkObjectClass * p_netobject, float distance);
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static float Compute_Relevance_Factor_2(int client_id, NetworkObjectClass * p_netobject, SoldierGameObj *client_soldier = NULL);
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static float MaxDistance;
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static const float MAX_FACING_PENALTY;
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static const float TURRET_FACTOR;
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static const float VEHICLE_FACTOR;
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static const float SOLDIER_FACTOR;
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static const float SOLDIER_IN_VEHICLE_FACTOR;
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static const float BUILDING_FACTOR;
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};
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//-----------------------------------------------------------------------------
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#endif // __PRIORITY_H__
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