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CnC_Renegade/Code/Commando/priority.h

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/*
** 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__