7 #ifndef CAFU_CACLIENTWORLD_HPP_INCLUDED
8 #define CAFU_CACLIENTWORLD_HPP_INCLUDED
10 #include "../Ca3DEWorld.hpp"
11 #include "GameSys/CompTransform.hpp"
13 #if defined(_WIN32) && _MSC_VER<1600
44 unsigned long GetOurEntityID()
const {
return OurEntityID; }
48 bool ReadEntityBaseLineMessage(
NetDataT& InData);
50 unsigned long ReadServerFrameMessage(
NetDataT& InData);
52 void OurEntity_Predict(
const PlayerCommandT& PlayerCommand,
unsigned int PlayerCommandNr);
62 void Draw(
float FrameTime)
const;
72 bool ParseServerDeltaUpdateMessage(
unsigned long EntityID,
unsigned long DeltaFrameNr,
unsigned long ServerFrameNr,
76 bool GetLightSourceInfo(
unsigned long EntityID,
unsigned long& DiffuseColor,
unsigned long& SpecularColor,
VectorT& Position,
float& Radius,
bool& CastsShadows)
const;
84 void DrawEntities(
unsigned long OurEntityID,
bool SkipOurEntity,
const VectorT& ViewerPos,
const ArrayT<unsigned long>& EntityIDs)
const;
94 const unsigned long OurEntityID;
97 unsigned long m_ServerFrameNr;
100 unsigned int m_PlayerCommandNr;
104 unsigned long BFS_EndLeafNr;
unsigned long ServerFrameNr
The number of the server frame that this info is about.
Definition: ClientWorld.hpp:32
This class implements smart (reference-counted) pointers.
Definition: Pointer.hpp:43
Definition: Ca3DEWorld.hpp:22
This struct represents per-frame player inputs for controlling human player entities.
Definition: PlayerCommand.hpp:32
This class reflects which entities are relevant for this client at the given server frame...
Definition: ClientWorld.hpp:25
Definition: ClientWorld.hpp:37
Class that allows easy and portable handling, sending and receiving of data over a network...
Definition: Network.hpp:181
ArrayT< unsigned long > EntityIDsInPVS
The IDs of the entities that are relevant for this client at the given server frame.
Definition: ClientWorld.hpp:33
This class is used for managing model instances.
Definition: ModelManager.hpp:31
bool IsValid
Is this a properly received and thus usable frame info at all?
Definition: ClientWorld.hpp:31
IntrusivePtrT< const cf::GameSys::ComponentTransformT > OurEntity_GetCamera() const
Returns the camera details of "our" entity that the client should use to render the world...
Definition: ClientWorld.cpp:330
This class manages and provides resources (fonts and models) for GuiImplT instances.
Definition: GuiResources.hpp:26