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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Condition Objects
//
//=============================================================================
#include "cbase.h"
#include "tf_condition.h"
#ifdef GAME_DLL
#include "tf_player.h"
#else
#include "c_tf_player.h"
#include "achievementmgr.h"
#include "baseachievement.h"
#include "achievements_tf.h"
#endif
#ifdef CLIENT_DLL
BEGIN_PREDICTION_DATA_NO_BASE( CTFConditionList ) DEFINE_PRED_FIELD( _condition_bits, FIELD_INTEGER, FTYPEDESC_INSENDTABLE ), END_PREDICTION_DATA()
BEGIN_RECV_TABLE_NOBASE( CTFConditionList, DT_TFPlayerConditionListExclusive ) RecvPropInt( RECVINFO( _condition_bits ) ), END_RECV_TABLE()
#else
BEGIN_SEND_TABLE_NOBASE( CTFConditionList, DT_TFPlayerConditionListExclusive ) SendPropInt( SENDINFO( _condition_bits ), MIN( TF_COND_LAST, 32 ), SPROP_UNSIGNED ), END_SEND_TABLE()
#endif
//-----------------------------------------------------------------------------
// Ctor
//-----------------------------------------------------------------------------
CTFConditionList::CTFConditionList() { _condition_bits = _old_condition_bits = 0; }
//-----------------------------------------------------------------------------
// Condition factory.
//-----------------------------------------------------------------------------
bool CTFConditionList::Add( ETFCond type, float duration, CTFPlayer* outer, CBaseEntity* provider /*= NULL*/ ) { #ifdef GAME_DLL
return _Add( type, duration, outer, provider ); #else
return type == TF_COND_CRITBOOSTED; #endif
}
bool CTFConditionList::_Add( ETFCond type, float duration, CTFPlayer* outer, CBaseEntity* provider /*= NULL*/ ) { // If we already have a condition of this type, ask it to handle the addition of another.
for ( int i = 0; i < _conditions.Count(); ++i ) { if ( _conditions[i]->GetType() == type ) { _conditions[i]->Add( duration ); _conditions[i]->SetProvider( provider ); return true; } }
// Add a new condition.
CTFCondition* newCond = NULL; switch ( type ) { // TODO: Register new conditions anonymously instead of switching.
case TF_COND_CRITBOOSTED: newCond = new CTFCondition_CritBoost( type, duration, outer, provider ); break; }
if ( newCond ) { _condition_bits |= (1<<type); _old_condition_bits |= (1<<type);
_conditions.AddToTail( newCond ); newCond->OnAdded(); newCond->SetProvider( provider );
return true; }
return false; }
//-----------------------------------------------------------------------------
// Remove a condition from the player.
//-----------------------------------------------------------------------------
bool CTFConditionList::Remove( ETFCond type, bool ignore_duration ) { #ifdef GAME_DLL
bool bConditionListHandledRemoval = _Remove( type, ignore_duration );
// The condition list only handles one type of condition. Written slightly weird
// to avoid unused variable warnings with asserts disabled.
if ( bConditionListHandledRemoval ) { Assert( type == TF_COND_CRITBOOSTED ); } #endif
return type == TF_COND_CRITBOOSTED; }
bool CTFConditionList::_Remove( ETFCond type, bool ignore_duration ) { for ( int i=_conditions.Count()-1; i>=0; --i ) { CTFCondition* cond = _conditions[i]; if ( !cond || cond->GetType() != type ) continue;
if ( cond->UsesMinDuration() && !ignore_duration && cond->GetMinDuration() > 0 ) { cond->SetMaxDuration( cond->GetMinDuration() ); continue; // Can't remove conditions that haven't expired.
}
_conditions.Remove( i );
_condition_bits &= ~(1<<type); _old_condition_bits &= ~(1<<type);
cond->OnRemoved(); delete cond;
return true; }
return false; }
//-----------------------------------------------------------------------------
// Clear all conditions from the player.
//-----------------------------------------------------------------------------
void CTFConditionList::RemoveAll() { _condition_bits = 0; _old_condition_bits = 0;
for ( int i=0; i<_conditions.Count(); ++i ) { _conditions[i]->OnRemoved(); } _conditions.PurgeAndDeleteElements(); }
//-----------------------------------------------------------------------------
// Checks if we have at least one of a given condition applied.
//-----------------------------------------------------------------------------
bool CTFConditionList::InCond( ETFCond type ) const { return ( ( _condition_bits & (1<<type) ) != 0 ); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
CBaseEntity *CTFConditionList::GetProvider( ETFCond type ) const { CBaseEntity *pProvider = NULL; for ( int i = 0; i < _conditions.Count(); ++i ) { if ( _conditions[i]->GetType() == type ) { pProvider = _conditions[i]->GetProvider(); break; } }
return pProvider; }
//-----------------------------------------------------------------------------
// Client/Server periodic condition think.
//-----------------------------------------------------------------------------
void CTFConditionList::Think() { for ( int i=0; i<_conditions.Count(); ++i ) { _conditions[i]->OnThink(); } }
//-----------------------------------------------------------------------------
// Server only per-frame think.
//-----------------------------------------------------------------------------
void CTFConditionList::ServerThink() { #ifdef GAME_DLL
for ( int i=0; i<_conditions.Count(); ++i ) { CTFCondition* cond = _conditions[i]; if ( cond->GetMaxDuration() > PERMANENT_CONDITION || cond->GetMinDuration() > PERMANENT_CONDITION ) { // Reduce the duration over time.
float reduction = gpGlobals->frametime;
// Healable conditions expire faster when we have healers.
int numHealers = cond->GetOuter()->m_Shared.GetNumHealers(); if ( cond->IsHealable() && numHealers > 0 ) { reduction += numHealers * reduction * 4; }
// Decrement min duration.
if ( cond->GetMinDuration() > PERMANENT_CONDITION ) { cond->SetMinDuration( MAX( cond->GetMinDuration() - reduction, 0 ) ); }
// Decrement max duration.
if ( cond->GetMaxDuration() > PERMANENT_CONDITION ) { cond->SetMaxDuration( MAX( cond->GetMaxDuration() - reduction, 0 ) );
if ( cond->GetMaxDuration() < cond->GetMinDuration() ) { cond->SetMaxDuration( cond->GetMinDuration() ); } }
if ( cond->GetMaxDuration() == 0 ) { Remove( cond->GetType() ); continue; } }
_conditions[i]->OnServerThink(); } #endif
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CTFConditionList::OnPreDataChanged( void ) { // _old_condition_bits = _condition_bits;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CTFConditionList::OnDataChanged( CTFPlayer* outer ) { // Is there a way to improve this by hooking directly into network state changed?
if ( _old_condition_bits != _condition_bits ) { UpdateClientConditions( outer );
_old_condition_bits = _condition_bits; } }
//-----------------------------------------------------------------------------
// Creates or destroys conditions to make sure our state matches the server.
//-----------------------------------------------------------------------------
void CTFConditionList::UpdateClientConditions( CTFPlayer* outer ) { int nCondChanged = _condition_bits ^ _old_condition_bits; int nCondAdded = nCondChanged & _condition_bits; int nCondRemoved = nCondChanged & _old_condition_bits;
int i; for ( i=0;i<TF_COND_LAST;i++ ) { if ( nCondAdded & (1<<i) ) { _Add( (ETFCond)i, PERMANENT_CONDITION, outer ); } else if ( nCondRemoved & (1<<i) ) { _Remove( (ETFCond)i ); } } }
#endif
//-----------------------------------------------------------------------------
// Ctor
//-----------------------------------------------------------------------------
CTFCondition::CTFCondition( ETFCond type, float duration, CTFPlayer* outer, CBaseEntity* provider /*= NULL*/ ) : _type( type ), _min_duration( 0 ), _max_duration( duration ), _outer( outer ), _provider( provider ) { }
//-----------------------------------------------------------------------------
// Dtor
//-----------------------------------------------------------------------------
CTFCondition::~CTFCondition() { }
//-----------------------------------------------------------------------------
// Called if we try to add another condition of a type we already have.
//-----------------------------------------------------------------------------
void CTFCondition::Add( float duration ) { if ( duration != PERMANENT_CONDITION ) { // If our new duration is not permanent, is shorter than
// our current duration, and is longer than our min duration
// make it our new min duration.
if ( GetMaxDuration() == PERMANENT_CONDITION || duration < GetMaxDuration() ) { if ( duration > GetMinDuration() ) SetMinDuration( duration );
return; } } else if ( GetMaxDuration() != PERMANENT_CONDITION ) { // If our current duration is not permanent and we are adding a
// permanent duration, make our old finite duration the new min duration.
// This ensures we last at least that long.
SetMinDuration( GetMaxDuration() ); }
SetMaxDuration( duration ); }
//=============================================================================
// Crit Boost
//=============================================================================
CTFCondition_CritBoost::CTFCondition_CritBoost( ETFCond type, float duration, CTFPlayer* outer, CBaseEntity* provider /*= NULL*/ ) : CTFCondition( type, duration, outer, provider ) { Assert( type == TF_COND_CRITBOOSTED ); }
void CTFCondition_CritBoost::OnAdded() { #ifdef CLIENT_DLL
GetOuter()->m_Shared.UpdateCritBoostEffect();
if ( GetOuter()->IsLocalPlayer() && GetOuter()->IsPlayerClass( TF_CLASS_HEAVYWEAPONS ) ) { g_AchievementMgrTF.OnAchievementEvent( ACHIEVEMENT_TF_HEAVY_RECEIVE_UBER_GRIND ); } #endif
}
void CTFCondition_CritBoost::OnRemoved() { #ifdef CLIENT_DLL
GetOuter()->m_Shared.UpdateCritBoostEffect(); #endif
}
void CTFCondition_CritBoost::OnThink() { #ifdef CLIENT_DLL
if ( GetOuter()->m_pCritBoostEffect ) { CBaseEntity *pWeapon = NULL; // Use GetRenderedWeaponModel() instead?
if ( GetOuter()->IsLocalPlayer() ) { pWeapon = GetOuter()->GetViewModel(0); } else { pWeapon = GetOuter()->GetActiveWeapon(); }
// Transfer the crit boosted effect if we've switched weapons
if ( GetOuter()->m_pCritBoostEffect->GetOwner() != pWeapon ) { GetOuter()->m_Shared.UpdateCritBoostEffect(); } } #endif
}
void CTFCondition_CritBoost::OnServerThink() { }
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