Emergency 20 Dokumentation  4.2.0
HealthData.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 HealthComponent;
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 HealthData: public DataCacheBase
52  {
53 
54 
55  //[-------------------------------------------------------]
56  //[ Public methods ]
57  //[-------------------------------------------------------]
58  public:
59  HealthData(const qsf::Entity& targetEntity);
60  virtual ~HealthData();
61 
62 
63  //[-------------------------------------------------------]
64  //[ Public virtual em5::multiplayer::DataCacheBase methods ]
65  //[-------------------------------------------------------]
66  public:
67  virtual bool prepareForUpdate(const qsf::Entity& targetEntity, const qsf::Clock& clock) override;
68  virtual void updateData(qsf::game::BitStream& bitStream, bool force) override;
69  virtual void setData(const qsf::game::BitStream& bitStream, const int32 receivedHostTickCount) override;
70  virtual void interpolate(qsf::Entity& targetEntity, const qsf::Clock& clock, const int32 receivedHostTickCount) override;
71 
72 
73  //[-------------------------------------------------------]
74  //[ Private data ]
75  //[-------------------------------------------------------]
76  private:
78  bool mInjuryIdChanged;
79  uint32 mInjuryId;
80  bool mHealthChanged;
81  float mHealthEnergy;
82  bool mLifeChanged;
83  float mLifeEnergy;
84  bool mDeathChanged;
85  float mDeathEnergy;
86  bool mStateChanged;
87  uint8 mState;
88  bool mIsContaminated;
89 
90  bool mTreatmentActiveChanged;
91  bool mIsTreatmentActive;
92  bool mDiagnosisActiveChanged;
93  bool mIsDiagnosisActive;
94  bool mDiagnosisCompleteChanged;
95  bool mIsDiagnosisComplete;
96 
97  // For client side only
98  struct HistoryEntry
99  {
100  int32 tickCount;
101  bool mInjuryIdChanged;
102  uint32 mInjuryId;
103  bool mHealthChanged;
104  float mHealthEnergy;
105  bool mLifeChanged;
106  float mLifeEnergy;
107  bool mDeathChanged;
108  float mDeathEnergy;
109  bool mStateChanged;
110  uint8 mState;
111  bool mIsContaminated;
112 
113  bool mTreatmentActiveChanged;
114  bool mIsTreatmentActive;
115  bool mDiagnosisActiveChanged;
116  bool mIsDiagnosisActive;
117  bool mDiagnosisCompleteChanged;
118  bool mIsDiagnosisComplete;
119  };
120 
121  std::vector<HistoryEntry> mHistoryList;
122 
123  };
124 
125 
126 //[-------------------------------------------------------]
127 //[ Namespace ]
128 //[-------------------------------------------------------]
129  } // multiplayer
130 } // em5
virtual void setData(const qsf::game::BitStream &bitStream, const int32 receivedHostTickCount) override
Reads the data from the bit stream.
Definition: ActionPriority.h:13
EMERGENCY 5 multiplayer data cache base class.
Definition: DataCacheBase.h:48
Entity class.
Definition: Entity.h:46
virtual bool prepareForUpdate(const qsf::Entity &targetEntity, const qsf::Clock &clock) override
Prepares for an update.
virtual void updateData(qsf::game::BitStream &bitStream, bool force) override
Updates the cache and writes any changed data to the given bit stream.
unsigned int uint32
Definition: PlatformTypes.h:181
EMERGENCY 5 entity with a health component data cache for a single entity for multiplayer.
Definition: HealthData.h:51
Clock class.
Definition: Clock.h:33
Lightweight weak pointer implementation.
Definition: WeakPtr.h:133
HealthData(const qsf::Entity &targetEntity)
Game bit stream class (just a wrapper for linnet bit stream)
Definition: BitStream.h:40
Definition: PickupPersonByParamedicAction.h:21
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
unsigned char uint8
Definition: PlatformTypes.h:175