DIFF

DisplayStatus.c

enum DSLevels
{
	NORMAL = 0,//no bit, default
	WARNING = 1,//first bit
	CRITICAL = 2,//second bit
	BLINKING = 3,//first + second bit
	EXTRA = 4,//third bit
}

enum DSLevelsTemp
{
	NORMAL = 0,//no bit, default
	WARNING_MINUS = 1,//
	CRITICAL_MINUS = 2,//
	BLINKING_MINUS = 3,//
	WARNING_PLUS = 4,//
	CRITICAL_PLUS = 5,//
	BLINKING_PLUS = 6,//
}

class VirtualHud
{
	const int NUMBER_OF_MASKS = 2;//how many INT numbers we need to accommodate all elements
	ref array<int> m_LastSentArray;
	//ref map<int, ref DisplayElement> m_Elements;
	const int NUMBER_OF_ELEMENTS = eDisplayElements.COUNT;
	ref DisplayElementBase m_Elements[NUMBER_OF_ELEMENTS];
	Mission mission;
	Hud m_Hud;
	int m_LastTick;
	PlayerBase m_Player;
	string m_System 		= "VirtualHud";
	
	ref array<ref Param> rpcParams;
	
	void VirtualHud(PlayerBase player)
	{
		m_Player 		= player;
		m_LastTick		= 0;

		RegisterElement(new BadgeStuffed(m_Player));
		RegisterElement(new BadgeWet(m_Player));
		RegisterElement(new BadgeSick(m_Player));
		RegisterElement(new BadgePills(m_Player));
		RegisterElement(new BadgePoisoned(m_Player));
		RegisterElement(new BadgeFracture(m_Player));
		RegisterElement(new TendencyHealth(m_Player));
		RegisterElement(new TendencyBlood(m_Player));
		RegisterElement(new TendencyTemperature(m_Player));

		RegisterElement(new TendencyHunger(m_Player));
		RegisterElement(new TendencyThirst(m_Player));
		RegisterElement(new TendencyBacteria(m_Player));
		RegisterElement(new BadgeHeartbeat(m_Player));
		RegisterElement(new BadgeLegs(m_Player));


		RegisterElement(new ElementStance(m_Player));// client only
		RegisterElement(new BadgeBleeding(m_Player));// client only
		

		mission = g_Game.GetMission();
		if ( mission )
		{
			m_Hud = mission.GetHud();
		}
		//UpdateStatus();
	}
	
	
	void OnScheduledTick()
	{
		if ( g_Game.IsServer() )
		{
			int currentTime = g_Game.GetTime();
			if (currentTime > (m_LastTick + VIRTUAL_HUD_UPDATE_INTERVAL))
			{
				SendRPC();
				m_LastTick = currentTime;
			}
		}
		if ( !g_Game.IsDedicatedServer() )
		{
			ImmediateUpdate();
			//DisplayPresence();
		}
	}

	void RegisterElement(DisplayElementBase element)
	{
		int id = element.GetType();
		m_Elements[id] = element;
		//Log("adding element:"+id.ToString());
	}
	
	DisplayElementBase GetElement(eDisplayElements element_id)
	{
		if ( element_id < 0 || element_id >= NUMBER_OF_ELEMENTS )
		{
			return null;
		}
		return m_Elements[element_id];
	}

	//this will serialize all elements and 'compresses' them into integer(s) through bit shifting, these integers are placed into an array
	void SerializeElements(array<int> mask_array)
	{
		int offset = 0;
		int mask = 0;
		
		for (int i = 0; i < NUMBER_OF_ELEMENTS; ++i)
		{
			DisplayElementBase element = GetElement(i);
			
			if (element && !element.IsClientOnly() )
			{
				if ((element.GetNumberOfBits() + offset) > BIT_INT_SIZE)
				{
					mask_array.Insert(mask);
					offset = 0;
					mask = 0;
				}
				mask = mask | (element.GetValue() << offset);
				offset = offset + element.GetNumberOfBits();
			}
		}
		mask_array.Insert(mask);
	}

	void DeserializeElements(array<int> mask_array)//extracts elements from mask
	{
		int maskArrayIndex = 0;
		int offset = 0;
		int mask = 0;
		
		for (int i = 0; i < NUMBER_OF_ELEMENTS;i++)
		{
			DisplayElementBase element = GetElement(i);
			
			if (element && !element.IsClientOnly())
			{
				//Log("entity> " + ToString(GetElement(i)) );
				if (offset + element.GetNumberOfBits() > BIT_INT_SIZE)
				{
					maskArrayIndex++;
					offset = 0;
				}
				mask = mask_array.Get(maskArrayIndex);
				int value = BitToDec( mask, offset, element.GetCompareMask() );
				offset = offset + element.GetNumberOfBits();
				element.SetValue(value);
			}
		}
	}

	int BitToDec(int mask, int index, int compareMask)
	{
		int value = mask & (compareMask << index);
		value = value >> index;
		return value;
	}

	void PrintElements()
	{
		for (int i = 0; i < NUMBER_OF_ELEMENTS; i++)
		{
			PrintString(i.ToString() +": "+ GetElement(i).m_Value.ToString() );
		}
	}

	void SendRPC()
	{
		PlayerIdentity identity = m_Player.GetIdentity();
		//! ignored for single player (and clients)
		if (g_Game.IsMultiplayer())
		{
			if (!identity)
				return;
		}
		
		array<int> maskArray = new array<int>();
		SerializeElements(maskArray);
		if (!m_LastSentArray || !AreArraysSame(m_LastSentArray, maskArray))
		{
			ScriptRPC rpc = new ScriptRPC();
			rpc.Write(maskArray);
			rpc.Send(m_Player, ERPCs.RPC_SYNC_DISPLAY_STATUS, false, identity);
			m_LastSentArray = maskArray;
		}
	}

	bool AreArraysSame( notnull array<int> array_a, notnull array<int> array_b )
	{
		if ( array_a.Count() != array_b.Count() ) return false;
		for (int i = 0; i  <array_a.Count(); i++)
		{
			if ( array_a.Get(i) != array_b.Get(i) )
			{
				return false;
			}
		}
		return true;
	}

	void ImmediateUpdate()
	{
		for (int i = 0; i < NUMBER_OF_ELEMENTS;i++)
		{
			DisplayElementBase element = GetElement(i);
			if (element && element.IsClientOnly() && element.IsValueChanged())
				element.UpdateHUD();
		}
	}
	
	void UpdateStatus()
	{
		//Log("UpdateStatus called for entity: "+ToString(m_Player));
		for (int i = 0; i < NUMBER_OF_ELEMENTS; ++i)
		{
			DisplayElementBase element = GetElement(i);
			if (element && !element.IsClientOnly() && element.IsValueChanged()) 
			{
				element.UpdateHUD();
			}
		}
	}

	void OnRPC(ParamsReadContext ctx)//on Client
	{
		//Log("OnRPC called");
		array<int> mask_array = new array<int>;
		ctx.Read(mask_array); 
		DeserializeElements(mask_array);
		UpdateStatus();
	}

	void Debug()
	{
		Log("debug");
		PluginPlayerStatus 	m_ModulePlayerStatus = PluginPlayerStatus.Cast(GetPlugin(PluginPlayerStatus));
		m_ModulePlayerStatus.DisplayTendency(NTFKEY_HUNGRY, 2);
	}
}