Emergency 20 Dokumentation  4.2.0
FireData.h
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1 // Copyright (C) 2012-2018 Promotion Software GmbH
2 
3 
4 //[-------------------------------------------------------]
5 //[ Header guard ]
6 //[-------------------------------------------------------]
7 #pragma once
8 
9 
10 //[-------------------------------------------------------]
11 //[ Includes ]
12 //[-------------------------------------------------------]
14 
15 #include <qsf/base/WeakPtr.h>
16 
17 
18 //[-------------------------------------------------------]
19 //[ Forward declarations ]
20 //[-------------------------------------------------------]
21 namespace em5
22 {
23  class FireComponent;
24 }
25 namespace qsf
26 {
27  class Entity;
28  namespace game
29  {
30  class BitStream;
31  }
32 }
33 
34 
35 //[-------------------------------------------------------]
36 //[ Namespace ]
37 //[-------------------------------------------------------]
38 namespace em5
39 {
40  namespace multiplayer
41  {
42 
43 
44  //[-------------------------------------------------------]
45  //[ Classes ]
46  //[-------------------------------------------------------]
51  class FireData: public DataCacheBase
52  {
53 
54 
55  //[-------------------------------------------------------]
56  //[ Public methods ]
57  //[-------------------------------------------------------]
58  public:
59  FireData(const qsf::Entity& targetEntity);
60  virtual ~FireData();
61 
62 
63  //[-------------------------------------------------------]
64  //[ Public virtual em5::multiplayer::DataCacheBase methods ]
65  //[-------------------------------------------------------]
66  public:
67  virtual bool includeForPrepare(const int32 currentTickCount, bool entityIsVisible) override;
68  virtual bool prepareForUpdate(const qsf::Entity& targetEntity, const qsf::Clock& clock) override;
69  virtual void updateData(qsf::game::BitStream& bitStream, bool force) override;
70  virtual void setData(const qsf::game::BitStream& bitStream, const int32 receivedHostTickCount) override;
71  virtual void interpolate(qsf::Entity& targetEntity, const qsf::Clock& clock, const int32 receivedHostTickCount) override;
72 
73 
74  //[-------------------------------------------------------]
75  //[ Private data ]
76  //[-------------------------------------------------------]
77  private:
78  qsf::WeakPtr<FireComponent> mComponent;
79  bool mActive;
80  uint8 mFireState;
81  bool mFireStateChanged;
82  float mFireEnergy;
83  bool mFireEnergyChanged;
84 
85  // For client side only
86  struct HistoryEntry
87  {
88  int32 tickCount;
89  bool mActive;
90  uint8 mFireState;
91  bool mFireStateChanged;
92  float mFireEnergy;
93  bool mFireEnergyChanged;
94  };
95 
96  std::vector<HistoryEntry> mHistoryList;
97 
98  };
99 
100 
101 //[-------------------------------------------------------]
102 //[ Namespace ]
103 //[-------------------------------------------------------]
104  } // multiplayer
105 } // em5
Definition: ActionPriority.h:13
EMERGENCY 5 multiplayer data cache base class.
Definition: DataCacheBase.h:48
Entity class.
Definition: Entity.h:46
virtual bool includeForPrepare(const int32 currentTickCount, bool entityIsVisible) override
Returns if the data cache item should be generally included into the current update cycle...
Clock class.
Definition: Clock.h:33
virtual bool prepareForUpdate(const qsf::Entity &targetEntity, const qsf::Clock &clock) override
Prepares for an update.
Lightweight weak pointer implementation.
Definition: WeakPtr.h:133
FireData(const qsf::Entity &targetEntity)
Game bit stream class (just a wrapper for linnet bit stream)
Definition: BitStream.h:40
Definition: PickupPersonByParamedicAction.h:21
EMERGENCY 5 entity with a fire component data cache for a single entity for multiplayer.
Definition: FireData.h:51
virtual void setData(const qsf::game::BitStream &bitStream, const int32 receivedHostTickCount) override
Reads the data from the bit stream.
virtual void interpolate(qsf::Entity &targetEntity, const qsf::Clock &clock, const int32 receivedHostTickCount) override
Does any interpolation steps needed to apply the cached data to the entity.
signed int int32
Definition: PlatformTypes.h:180
virtual void updateData(qsf::game::BitStream &bitStream, bool force) override
Updates the cache and writes any changed data to the given bit stream.
unsigned char uint8
Definition: PlatformTypes.h:175