Emergency 20 Dokumentation  4.2.0
WeatherData.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 qsf
22 {
23  class Entity;
24  namespace game
25  {
26  class BitStream;
27  class WeatherComponent;
28  }
29 }
30 
31 
32 //[-------------------------------------------------------]
33 //[ Namespace ]
34 //[-------------------------------------------------------]
35 namespace em5
36 {
37  namespace multiplayer
38  {
39 
40 
41  //[-------------------------------------------------------]
42  //[ Classes ]
43  //[-------------------------------------------------------]
48  class WeatherData: public DataCacheBase
49  {
50 
51 
52  //[-------------------------------------------------------]
53  //[ Public methods ]
54  //[-------------------------------------------------------]
55  public:
56  WeatherData(const qsf::Entity& targetEntity);
57  virtual ~WeatherData();
58 
59 
60  //[-------------------------------------------------------]
61  //[ Public virtual em5::multiplayer::DataCacheBase methods ]
62  //[-------------------------------------------------------]
63  public:
64  virtual bool prepareForUpdate(const qsf::Entity& targetEntity, const qsf::Clock& clock) override;
65  virtual void updateData(qsf::game::BitStream& bitStream, bool force) override;
66  virtual void setData(const qsf::game::BitStream& bitStream, const int32 receivedHostTickCount) override;
67  virtual void interpolate(qsf::Entity& targetEntity, const qsf::Clock& clock, const int32 receivedHostTickCount) override;
68 
69 
70  //[-------------------------------------------------------]
71  //[ Private data ]
72  //[-------------------------------------------------------]
73  private:
75  uint32 mCurrentWeatherId;
76  bool mWeatherChanged;
77 
78  // For client side only
79  struct HistoryEntry
80  {
81  int32 tickCount;
82  uint32 mCurrentWeatherId;
83  };
84 
85  std::vector<HistoryEntry> mHistoryList;
86 
87 
88  };
89 
90 
91 //[-------------------------------------------------------]
92 //[ Namespace ]
93 //[-------------------------------------------------------]
94  } // multiplayer
95 } // em5
Definition: ActionPriority.h:13
EMERGENCY 5 multiplayer data cache base class.
Definition: DataCacheBase.h:48
Entity class.
Definition: Entity.h:46
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.
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
Clock class.
Definition: Clock.h:33
WeatherData(const qsf::Entity &targetEntity)
Lightweight weak pointer implementation.
Definition: WeakPtr.h:133
Game bit stream class (just a wrapper for linnet bit stream)
Definition: BitStream.h:40
Definition: PickupPersonByParamedicAction.h:21
virtual void setData(const qsf::game::BitStream &bitStream, const int32 receivedHostTickCount) override
Reads the data from the bit stream.
signed int int32
Definition: PlatformTypes.h:180
EMERGENCY 5 entity with a weather component data cache for a single entity for multiplayer.
Definition: WeatherData.h:48
virtual bool prepareForUpdate(const qsf::Entity &targetEntity, const qsf::Clock &clock) override
Prepares for an update.