Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

220 lines
8.4 KiB

//========= Copyright © 1996-2003, Valve LLC, All rights reserved. ============
//
// Purpose: Attributable entities contain one of these, which handles game specific handling:
// - Save / Restore
// - Networking
// - Attribute providers
// - Application of attribute effects
//
//=============================================================================
#ifndef ATTRIBUTE_MANAGER_H
#define ATTRIBUTE_MANAGER_H
#ifdef _WIN32
#pragma once
#endif
#include "econ_item_view.h"
#include "ihasattributes.h"
// Provider types
enum attributeprovidertypes_t
{
PROVIDER_GENERIC,
PROVIDER_WEAPON,
};
float CollateAttributeValues( const CEconItemAttribute *pAttrib1, const CEconItemAttribute *pAttrib2 );
//-----------------------------------------------------------------------------
// Macros for hooking the application of attributes
#define CALL_ATTRIB_HOOK( vartype, retval, hookName, who, itemlist ) \
retval = CAttributeManager::AttribHookValue<vartype>( retval, #hookName, static_cast<const CBaseEntity*>( who ), itemlist, true );
#define CALL_ATTRIB_HOOK_INT( retval, hookName ) CALL_ATTRIB_HOOK( int, retval, hookName, this, NULL )
#define CALL_ATTRIB_HOOK_FLOAT( retval, hookName ) CALL_ATTRIB_HOOK( float, retval, hookName, this, NULL )
#define CALL_ATTRIB_HOOK_INT_ON_OTHER( other, retval, hookName ) CALL_ATTRIB_HOOK( int, retval, hookName, other, NULL )
#define CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( other, retval, hookName ) CALL_ATTRIB_HOOK( float, retval, hookName, other, NULL )
#define CALL_ATTRIB_HOOK_BOOL( hookName ) ( 0 != CAttributeManager::AttribHookValue<int>( 0, #hookName, static_cast<const CBaseEntity*>( this ), NULL, true ) )
#define CALL_ATTRIB_HOOK_BOOL_ON_OTHER( other, hookName ) ( 0 != CAttributeManager::AttribHookValue<int>( 0, #hookName, static_cast<const CBaseEntity*>( other ), NULL, true ) )
template< class T > T AttributeConvertFromFloat( float flValue );
template<> float AttributeConvertFromFloat<float>( float flValue );
template<> int AttributeConvertFromFloat<int>( float flValue );
//-----------------------------------------------------------------------------
// Purpose: Base Attribute manager.
// This class knows how to apply attribute effects that have been
// provided to its owner by other entities, but doesn't contain attributes itself.
//-----------------------------------------------------------------------------
class CAttributeManager
{
DECLARE_CLASS_NOBASE( CAttributeManager );
public:
DECLARE_DATADESC();
DECLARE_EMBEDDED_NETWORKVAR();
virtual ~CAttributeManager() {}
// Call this inside your entity's Spawn()
virtual void InitializeAttributes( CBaseEntity *pEntity );
CBaseEntity *GetOuter( void ) { return m_hOuter.Get(); }
//--------------------------------------------------------
// Attribute providers.
// Other entities that are providing attributes to this entity (i.e. weapons being carried by a player)
void ProvideTo( CBaseEntity *pProvider );
void StopProvidingTo( CBaseEntity *pProvider );
protected:
// Not to be called directly. Use ProvideTo() or StopProvidingTo() above.
void AddProvider( CBaseEntity *pProvider );
void RemoveProvider( CBaseEntity *pProvider );
public:
int GetNumProviders( void ) { return m_Providers.Count(); }
CBaseEntity *GetProvider( int iIndex );
// Return true if this entity is providing attributes to the specified entity
bool IsProvidingTo( CBaseEntity *pEntity );
// Return true if this entity is being provided attributes by the specified entity
bool IsBeingProvidedToBy( CBaseEntity *pEntity );
// Provider types are used to prevent specified providers supplying to certain initiators
void SetProviderType( attributeprovidertypes_t tType ) { m_ProviderType = tType; }
attributeprovidertypes_t GetProviderType( void ) { return m_ProviderType; }
//--------------------------------------------------------
// Attribute hook. Use the CALL_ATTRIB_HOOK macros above.
template <class T> static T AttribHookValue( T TValue, const char *pszAttribHook, const CBaseEntity *pEntity, CUtlVector<CBaseEntity*> *pItemList = NULL, bool bIsGlobalConstString = false )
{
// Do we have a hook?
if ( pszAttribHook == NULL || pszAttribHook[0] == '\0' )
return TValue;
// Verify that we have an entity, at least as "this"
if ( pEntity == NULL )
return TValue;
IHasAttributes *pAttribInterface = dynamic_cast<IHasAttributes*>( (CBaseEntity*) pEntity );
Assert(pAttribInterface); // If you hit this, you've probably got a hook incorrectly setup, because the entity it's hooking on doesn't know about attributes.
if ( pAttribInterface && pAttribInterface->GetAttributeManager() )
{
string_t iszAttribHook = bIsGlobalConstString ? AllocPooledStringConstant(pszAttribHook) : AllocPooledString(pszAttribHook);
float flValue = pAttribInterface->GetAttributeManager()->ApplyAttributeFloatWrapper( static_cast<float>( TValue ), (CBaseEntity*) pEntity, iszAttribHook, pItemList );
TValue = AttributeConvertFromFloat<T>( flValue );
}
return TValue;
}
virtual float ApplyAttributeFloat( float flValue, CBaseEntity *pInitiator, string_t iszAttribHook = NULL_STRING, CUtlVector<CBaseEntity*> *pItemList = NULL );
//--------------------------------------------------------
// Networking
#ifdef CLIENT_DLL
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
#endif
//--------------------------------------------------------
// memory handling
void *operator new( size_t stAllocateBlock );
void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine );
protected:
CUtlVector<EHANDLE> m_Providers;
CNetworkVarForDerived( int, m_iReapplyProvisionParity );
CNetworkVarForDerived( EHANDLE, m_hOuter );
bool m_bPreventLoopback;
CNetworkVarForDerived( attributeprovidertypes_t, m_ProviderType );
public:
void ClearCache( void );
private:
virtual float ApplyAttributeFloatWrapper( float flValue, CBaseEntity *pInitiator, string_t pszAttribHook, CUtlVector<CBaseEntity*> *pItemList = NULL );
private:
// Cached attribute results
// We cache off requests for data, and wipe the cache whenever our providers change.
struct cached_attribute_float_t
{
float flIn;
string_t iAttribHook;
float flOut;
};
CUtlVector<cached_attribute_float_t> m_CachedResults;
#ifdef CLIENT_DLL
public:
// Data received from the server
int m_iOldReapplyProvisionParity;
#endif
};
//-----------------------------------------------------------------------------
// Purpose: This is an attribute manager that also knows how to contain attributes.
//-----------------------------------------------------------------------------
class CAttributeContainer : public CAttributeManager
{
public:
DECLARE_DATADESC();
DECLARE_CLASS( CAttributeContainer, CAttributeManager );
DECLARE_EMBEDDED_NETWORKVAR();
virtual void InitializeAttributes( CBaseEntity *pEntity );
//--------------------------------------------------------
// Attribute hook. Use the CALL_ATTRIB_HOOK macros above.
virtual float ApplyAttributeFloat( float flValue, CBaseEntity *pInitiator, string_t iszAttribHook = NULL_STRING, CUtlVector<CBaseEntity*> *pItemList = NULL ) OVERRIDE;
CEconItemView *GetItem( void ) { return m_Item.Get(); }
const CEconItemView *GetItem( void ) const { return m_Item.Get(); }
void SetItem( CEconItemView *pItem )
{
m_Item.CopyFrom( *pItem );
}
private:
CNetworkVarEmbedded( CEconItemView, m_Item );
};
//-----------------------------------------------------------------------------
// Purpose: An attribute manager that uses a player's shared attributes.
//-----------------------------------------------------------------------------
#if defined( TF_DLL ) || defined( CSTRIKE_DLL )
class CAttributeContainerPlayer : public CAttributeManager
{
public:
DECLARE_DATADESC();
DECLARE_CLASS( CAttributeContainerPlayer, CAttributeManager );
DECLARE_EMBEDDED_NETWORKVAR();
virtual void InitializeAttributes( CBaseEntity *pEntity );
virtual float ApplyAttributeFloat( float flValue, CBaseEntity *pInitiator, string_t iszAttribHook = NULL_STRING, CUtlVector<CBaseEntity*> *pItemList = NULL ) OVERRIDE;
CBasePlayer* GetPlayer( void ) { return m_hPlayer; }
void SetPlayer( CBasePlayer *pPlayer ) { m_hPlayer = pPlayer; }
private:
CNetworkHandle( CBasePlayer, m_hPlayer );
};
#endif
#ifdef CLIENT_DLL
EXTERN_RECV_TABLE( DT_AttributeManager );
EXTERN_RECV_TABLE( DT_AttributeContainer );
#else
EXTERN_SEND_TABLE( DT_AttributeManager );
EXTERN_SEND_TABLE( DT_AttributeContainer );
#endif
#endif // ATTRIBUTE_MANAGER_H