79 lines
No EOL
4.2 KiB
C++
79 lines
No EOL
4.2 KiB
C++
/*
|
|
** Command & Conquer Renegade(tm)
|
|
** Copyright 2025 Electronic Arts Inc.
|
|
**
|
|
** This program is free software: you can redistribute it and/or modify
|
|
** it under the terms of the GNU General Public License as published by
|
|
** the Free Software Foundation, either version 3 of the License, or
|
|
** (at your option) any later version.
|
|
**
|
|
** This program is distributed in the hope that it will be useful,
|
|
** but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
** GNU General Public License for more details.
|
|
**
|
|
** You should have received a copy of the GNU General Public License
|
|
** along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
/***********************************************************************************************
|
|
*** Confidential - Westwood Studios ***
|
|
***********************************************************************************************
|
|
* *
|
|
* Project Name : Commando *
|
|
* *
|
|
* $Archive:: /Commando/Code/Commando/priority.h $*
|
|
* *
|
|
* $Author:: Steve_t $*
|
|
* *
|
|
* $Modtime:: 2/23/02 12:34p $*
|
|
* *
|
|
* $Revision:: 10 $*
|
|
* *
|
|
*---------------------------------------------------------------------------------------------*
|
|
* Functions: *
|
|
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
|
|
|
|
#ifndef __PRIORITY_H__
|
|
#define __PRIORITY_H__
|
|
|
|
#include "networkobject.h"
|
|
|
|
class SoldierGameObj;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Server computation of object priority for a given client
|
|
//
|
|
class cPriority
|
|
{
|
|
public:
|
|
static float Compute_Object_Priority(int client_id, const Vector3 & client_pos, NetworkObjectClass * p_netobject, bool do_it_anyway = false, SoldierGameObj *client_soldier = NULL);
|
|
static float Get_Object_Distance(const Vector3 & client_pos, NetworkObjectClass * p_netobject);
|
|
|
|
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);
|
|
static float Get_Object_Distance_2(const Vector3 & client_pos, NetworkObjectClass * p_netobject);
|
|
|
|
private:
|
|
static float Compute_Facing_Factor(int client_id, const Vector3 & client_pos, NetworkObjectClass * p_netobject, SoldierGameObj *client_soldier = NULL);
|
|
static float Compute_Type_Factor(NetworkObjectClass * p_netobject);
|
|
static float Compute_Relevance_Factor(int client_id, NetworkObjectClass * p_netobject, SoldierGameObj *client_soldier = NULL);
|
|
|
|
static float Compute_Facing_Factor_2(int client_id, const Vector3 & client_pos, NetworkObjectClass * p_netobject, SoldierGameObj *client_soldier = NULL);
|
|
static float Compute_Type_Factor_2(NetworkObjectClass * p_netobject, float distance);
|
|
static float Compute_Relevance_Factor_2(int client_id, NetworkObjectClass * p_netobject, SoldierGameObj *client_soldier = NULL);
|
|
|
|
|
|
static float MaxDistance;
|
|
static const float MAX_FACING_PENALTY;
|
|
static const float TURRET_FACTOR;
|
|
static const float VEHICLE_FACTOR;
|
|
static const float SOLDIER_FACTOR;
|
|
static const float SOLDIER_IN_VEHICLE_FACTOR;
|
|
static const float BUILDING_FACTOR;
|
|
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#endif // __PRIORITY_H__
|