Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "attribute_manager.h"
#include "gamestringpool.h"
#include "saverestore.h"
#include "saverestore_utlvector.h"
#include "fmtstr.h"
#include "KeyValues.h"
#include "econ_item_system.h"
#if defined( TF_DLL ) || defined( TF_CLIENT_DLL )
#include "tf_gamerules.h" // attribute cache flushing; can be generalized if/when Dota needs similar functionality
#endif // defined( TF_DLL ) || defined( TF_CLIENT_DLL )
#define PROVIDER_PARITY_BITS 6
#define PROVIDER_PARITY_MASK ((1<<PROVIDER_PARITY_BITS)-1)
//==================================================================================================================
// ATTRIBUTE MANAGER SAVE/LOAD & NETWORKING
//===================================================================================================================
BEGIN_DATADESC_NO_BASE( CAttributeManager )
DEFINE_UTLVECTOR( m_Providers, FIELD_EHANDLE ),
DEFINE_UTLVECTOR( m_Receivers, FIELD_EHANDLE ),
DEFINE_FIELD( m_iReapplyProvisionParity, FIELD_INTEGER ),
DEFINE_FIELD( m_hOuter, FIELD_EHANDLE ),
// DEFINE_FIELD( m_bPreventLoopback, FIELD_BOOLEAN ), // Don't need to save
DEFINE_FIELD( m_ProviderType, FIELD_INTEGER ),
END_DATADESC()
BEGIN_DATADESC( CAttributeContainer )
DEFINE_EMBEDDED( m_Item ),
END_DATADESC()
#ifndef DOTA_DLL
BEGIN_DATADESC( CAttributeContainerPlayer )
END_DATADESC()
#endif
#ifndef CLIENT_DLL
EXTERN_SEND_TABLE( DT_ScriptCreatedItem );
#else
EXTERN_RECV_TABLE( DT_ScriptCreatedItem );
#endif
BEGIN_NETWORK_TABLE_NOBASE( CAttributeManager, DT_AttributeManager )
#ifndef CLIENT_DLL
SendPropEHandle( SENDINFO(m_hOuter) ),
SendPropInt( SENDINFO(m_ProviderType), 4, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_iReapplyProvisionParity), PROVIDER_PARITY_BITS, SPROP_UNSIGNED ),
#else
RecvPropEHandle( RECVINFO(m_hOuter) ),
RecvPropInt( RECVINFO(m_ProviderType) ),
RecvPropInt( RECVINFO(m_iReapplyProvisionParity) ),
#endif
END_NETWORK_TABLE()
BEGIN_NETWORK_TABLE_NOBASE( CAttributeContainer, DT_AttributeContainer )
#ifndef CLIENT_DLL
SendPropEHandle( SENDINFO(m_hOuter) ),
SendPropInt( SENDINFO(m_ProviderType), 4, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_iReapplyProvisionParity), PROVIDER_PARITY_BITS, SPROP_UNSIGNED ),
SendPropDataTable(SENDINFO_DT(m_Item), &REFERENCE_SEND_TABLE(DT_ScriptCreatedItem)),
#else
RecvPropEHandle( RECVINFO(m_hOuter) ),
RecvPropInt( RECVINFO(m_ProviderType) ),
RecvPropInt( RECVINFO(m_iReapplyProvisionParity) ),
RecvPropDataTable(RECVINFO_DT(m_Item), 0, &REFERENCE_RECV_TABLE(DT_ScriptCreatedItem)),
#endif
END_NETWORK_TABLE()
#ifndef DOTA_DLL
BEGIN_NETWORK_TABLE_NOBASE( CAttributeContainerPlayer, DT_AttributeContainerPlayer )
#ifndef CLIENT_DLL
SendPropEHandle( SENDINFO(m_hOuter) ),
SendPropInt( SENDINFO(m_ProviderType), 4, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_iReapplyProvisionParity), PROVIDER_PARITY_BITS, SPROP_UNSIGNED ),
SendPropEHandle( SENDINFO(m_hPlayer) ),
#else
RecvPropEHandle( RECVINFO(m_hOuter) ),
RecvPropInt( RECVINFO(m_ProviderType) ),
RecvPropInt( RECVINFO(m_iReapplyProvisionParity) ),
RecvPropEHandle( RECVINFO( m_hPlayer ) ),
#endif
END_NETWORK_TABLE()
#endif
template< class T > T AttributeConvertFromFloat( float flValue )
{
return static_cast<T>( flValue );
}
template<> float AttributeConvertFromFloat<float>( float flValue )
{
return flValue;
}
template<> int AttributeConvertFromFloat<int>( float flValue )
{
return RoundFloatToInt( flValue );
}
//-----------------------------------------------------------------------------
// All fields in the object are all initialized to 0.
//-----------------------------------------------------------------------------
void *CAttributeManager::operator new( size_t stAllocateBlock )
{
// call into engine to get memory
Assert( stAllocateBlock != 0 );
void *pMem = malloc( stAllocateBlock );
memset( pMem, 0, stAllocateBlock );
return pMem;
};
void *CAttributeManager::operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine )
{
// call into engine to get memory
Assert( stAllocateBlock != 0 );
void *pMem = malloc( stAllocateBlock );
memset( pMem, 0, stAllocateBlock );
return pMem;
}
CAttributeManager::CAttributeManager()
{
m_nCalls = 0;
m_nCurrentTick = 0;
}
#ifdef CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAttributeManager::OnPreDataChanged( DataUpdateType_t updateType )
{
m_iOldReapplyProvisionParity = m_iReapplyProvisionParity;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAttributeManager::OnDataChanged( DataUpdateType_t updateType )
{
if ( m_iReapplyProvisionParity != m_iOldReapplyProvisionParity )
{
// We've changed who we're providing to in some way. Reapply it.
IHasAttributes *pAttribInterface = GetAttribInterface( GetOuter() );
if ( pAttribInterface )
{
pAttribInterface->ReapplyProvision();
}
ClearCache();
m_iOldReapplyProvisionParity = m_iReapplyProvisionParity.Get();
}
}
#endif // CLIENT_DLL
//-----------------------------------------------------------------------------
// Purpose: Call this inside your entity's Spawn()
//-----------------------------------------------------------------------------
void CAttributeManager::InitializeAttributes( CBaseEntity *pEntity )
{
Assert( GetAttribInterface( pEntity ) );
m_hOuter = pEntity;
m_bPreventLoopback = false;
}
//=====================================================================================================
// ATTRIBUTE PROVIDERS
//=====================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAttributeManager::ProvideTo( CBaseEntity *pProvider )
{
IHasAttributes *pOwnerAttribInterface = GetAttribInterface( pProvider );
if ( pOwnerAttribInterface )
{
pOwnerAttribInterface->GetAttributeManager()->AddProvider( m_hOuter.Get() );
#ifndef CLIENT_DLL
m_iReapplyProvisionParity = (m_iReapplyProvisionParity + 1) & PROVIDER_PARITY_MASK;
NetworkStateChanged();
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAttributeManager::StopProvidingTo( CBaseEntity *pProvider )
{
IHasAttributes *pOwnerAttribInterface = GetAttribInterface( pProvider );
if ( pOwnerAttribInterface )
{
pOwnerAttribInterface->GetAttributeManager()->RemoveProvider( m_hOuter.Get() );
#ifndef CLIENT_DLL
m_iReapplyProvisionParity = (m_iReapplyProvisionParity + 1) & PROVIDER_PARITY_MASK;
NetworkStateChanged();
#endif
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAttributeManager::AddProvider( CBaseEntity *pProvider )
{
// Make sure he's not already in our list, and prevent circular provision
Assert( !IsBeingProvidedToBy(pProvider) );
Assert( !IsProvidingTo(pProvider) );
// Ensure he's allowed to provide
IHasAttributes *pProviderAttrInterface = GetAttribInterface( pProvider );
Assert( pProviderAttrInterface );
m_Providers.AddToTail( pProvider );
pProviderAttrInterface->GetAttributeManager()->m_Receivers.AddToTail( GetOuter() );
ClearCache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAttributeManager::RemoveProvider( CBaseEntity *pProvider )
{
Assert( pProvider );
IHasAttributes *pProviderAttrInterface = GetAttribInterface( pProvider );
Assert( pProviderAttrInterface );
if ( !IsBeingProvidedToBy( pProvider ) )
return;
Assert( pProviderAttrInterface->GetAttributeManager()->IsProvidingTo( GetOuter() ) );
Assert( pProviderAttrInterface->GetAttributeManager()->m_Receivers.Find( GetOuter() ) != pProviderAttrInterface->GetAttributeManager()->m_Receivers.InvalidIndex() );
m_Providers.FindAndFastRemove( pProvider );
pProviderAttrInterface->GetAttributeManager()->m_Receivers.FindAndFastRemove( GetOuter() );
ClearCache();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CAttributeManager::ClearCache( void )
{
if ( m_bPreventLoopback )
return;
m_CachedResults.Purge();
m_bPreventLoopback = true;
// Tell all providers relying on me that they need to wipe their cache too
FOR_EACH_VEC( m_Receivers, i )
{
IHasAttributes *pAttribInterface = GetAttribInterface( m_Receivers[i].Get() );
if ( pAttribInterface )
{
pAttribInterface->GetAttributeManager()->ClearCache();
}
}
// Tell our owner that he needs to clear his too, in case he has attributes affecting him
IHasAttributes *pMyAttribInterface = GetAttribInterface( m_hOuter.Get().Get() );
if ( pMyAttribInterface )
{
pMyAttribInterface->GetAttributeManager()->ClearCache();
}
m_bPreventLoopback = false;
#ifndef CLIENT_DLL
// Force out client to clear their cache as well
m_iReapplyProvisionParity = (m_iReapplyProvisionParity + 1) & PROVIDER_PARITY_MASK;
NetworkStateChanged();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CAttributeManager::GetGlobalCacheVersion() const
{
#if defined( TF_DLL ) || defined( TF_CLIENT_DLL )
return TFGameRules() ? TFGameRules()->GetGlobalAttributeCacheVersion() : 0;
#else
return 0;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this entity is providing attributes to the specified entity
//-----------------------------------------------------------------------------
bool CAttributeManager::IsProvidingTo( CBaseEntity *pEntity ) const
{
IHasAttributes *pAttribInterface = GetAttribInterface( pEntity );
if ( pAttribInterface )
{
if ( pAttribInterface->GetAttributeManager()->IsBeingProvidedToBy( GetOuter() ) )
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Return true if this entity is being provided attributes by the specified entity
//-----------------------------------------------------------------------------
bool CAttributeManager::IsBeingProvidedToBy( CBaseEntity *pEntity ) const
{
return ( m_Providers.Find( pEntity ) != m_Providers.InvalidIndex() );
}
//=====================================================================================================
// ATTRIBUTE HOOKS
//=====================================================================================================
//-----------------------------------------------------------------------------
// Purpose: Wrapper that checks to see if we've already got the result in our cache
//-----------------------------------------------------------------------------
float CAttributeManager::ApplyAttributeFloatWrapper( float flValue, CBaseEntity *pInitiator, string_t iszAttribHook, CUtlVector<CBaseEntity*> *pItemList )
{
VPROF_BUDGET( "CAttributeManager::ApplyAttributeFloatWrapper", VPROF_BUDGETGROUP_ATTRIBUTES );
#ifdef DEBUG
AssertMsg1( m_nCalls != 5000, "%d calls for attributes in a single tick. This is slow and bad.", m_nCalls );
if( m_nCurrentTick != gpGlobals->tickcount )
{
m_nCalls = 0;
m_nCurrentTick = gpGlobals->tickcount;
}
++m_nCalls;
#endif
// Have we requested a global attribute cache flush?
const int iGlobalCacheVersion = GetGlobalCacheVersion();
if ( m_iCacheVersion != iGlobalCacheVersion )
{
ClearCache();
m_iCacheVersion = iGlobalCacheVersion;
}
// We can't cache off item references so if we asked for them we need to execute the whole slow path.
if ( !pItemList )
{
int iCount = m_CachedResults.Count();
for ( int i = iCount-1; i >= 0; i-- )
{
if ( m_CachedResults[i].iAttribHook == iszAttribHook )
{
if ( m_CachedResults[i].in.fl == flValue )
return m_CachedResults[i].out.fl;
// We've got a cached result for a different flIn value. Remove the cached result to
// prevent stacking up entries for different requests (i.e. crit chance)
m_CachedResults.Remove(i);
break;
}
}
}
// Wasn't in cache, or we need item references. Do the work.
float flResult = ApplyAttributeFloat( flValue, pInitiator, iszAttribHook, pItemList );
// Add it to our cache if we didn't ask for item references. We could add the result value here
// even if we did but we'd need to walk the cache to search for an old entry to overwrite first.
if ( !pItemList )
{
int iIndex = m_CachedResults.AddToTail();
m_CachedResults[iIndex].in.fl = flValue;
m_CachedResults[iIndex].out.fl = flResult;
m_CachedResults[iIndex].iAttribHook = iszAttribHook;
}
return flResult;
}
//-----------------------------------------------------------------------------
// Purpose: Wrapper that checks to see if we've already got the result in our cache
//-----------------------------------------------------------------------------
string_t CAttributeManager::ApplyAttributeStringWrapper( string_t iszValue, CBaseEntity *pInitiator, string_t iszAttribHook, CUtlVector<CBaseEntity*> *pItemList /*= NULL*/ )
{
// Have we requested a global attribute cache flush?
const int iGlobalCacheVersion = GetGlobalCacheVersion();
if ( m_iCacheVersion != iGlobalCacheVersion )
{
ClearCache();
m_iCacheVersion = iGlobalCacheVersion;
}
// We can't cache off item references so if we asked for them we need to execute the whole slow path.
if ( !pItemList )
{
int iCount = m_CachedResults.Count();
for ( int i = iCount-1; i >= 0; i-- )
{
if ( m_CachedResults[i].iAttribHook == iszAttribHook )
{
if ( m_CachedResults[i].in.isz == iszValue )
{
return m_CachedResults[i].out.isz;
}
// We've got a cached result for a different flIn value. Remove the cached result to
// prevent stacking up entries for different requests (i.e. crit chance)
m_CachedResults.Remove(i);
break;
}
}
}
// Wasn't in cache, or we need item references. Do the work.
string_t iszOut = ApplyAttributeString( iszValue, pInitiator, iszAttribHook, pItemList );
// Add it to our cache if we didn't ask for item references. We could add the result value here
// even if we did but we'd need to walk the cache to search for an old entry to overwrite first.
if ( !pItemList )
{
int iIndex = m_CachedResults.AddToTail();
m_CachedResults[iIndex].in.isz = iszValue;
m_CachedResults[iIndex].out.isz = iszOut;
m_CachedResults[iIndex].iAttribHook = iszAttribHook;
}
return iszOut;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CAttributeManager::ApplyAttributeFloat( float flValue, CBaseEntity *pInitiator, string_t iszAttribHook, CUtlVector<CBaseEntity*> *pItemList )
{
VPROF_BUDGET( "CAttributeManager::ApplyAttributeFloat", VPROF_BUDGETGROUP_ATTRIBUTES );
if ( m_bPreventLoopback || !GetOuter() )
return flValue;
// We need to prevent loopback between two items both providing to the same entity.
m_bPreventLoopback = true;
IHasAttributes *pInitiatorAttribInterface = GetAttribInterface( pInitiator );
// See if we have any providers. If we do, tell them to apply.
FOR_EACH_VEC( m_Providers, iHook )
{
CBaseEntity *pProvider = m_Providers[iHook].Get();
if ( !pProvider )
continue;
if ( pProvider == pInitiator )
continue;
IHasAttributes *pAttribInterface = GetAttribInterface( pProvider );
Assert( pAttribInterface );
// Don't allow weapons to provide to other weapons being carried by the same person
if ( pInitiatorAttribInterface &&
pAttribInterface->GetAttributeManager()->GetProviderType() == PROVIDER_WEAPON &&
pInitiatorAttribInterface->GetAttributeManager()->GetProviderType() == PROVIDER_WEAPON )
{
continue;
}
flValue = pAttribInterface->GetAttributeManager()->ApplyAttributeFloat( flValue, pInitiator, iszAttribHook, pItemList );
}
// Then see if our owner has any attributes he wants to apply as well.
// i.e. An aura is providing attributes to this weapon's carrier.
IHasAttributes *pMyAttribInterface = GetAttribInterface( m_hOuter.Get().Get() );
Assert( pMyAttribInterface );
if ( pMyAttribInterface && pMyAttribInterface->GetAttributeOwner() )
{
IHasAttributes *pOwnerAttribInterface = GetAttribInterface( pMyAttribInterface->GetAttributeOwner() );
if ( pOwnerAttribInterface )
{
flValue = pOwnerAttribInterface->GetAttributeManager()->ApplyAttributeFloat( flValue, pInitiator, iszAttribHook, pItemList );
}
}
m_bPreventLoopback = false;
return flValue;
}
string_t CAttributeManager::ApplyAttributeString( string_t iszValue, CBaseEntity *pInitiator, string_t iszAttribHook /*= NULL_STRING*/, CUtlVector<CBaseEntity*> *pItemList /*= NULL*/ )
{
VPROF_BUDGET( "CAttributeManager::ApplyAttributeString", VPROF_BUDGETGROUP_ATTRIBUTES );
if ( m_bPreventLoopback || !GetOuter() )
return iszValue;
// We need to prevent loopback between two items both providing to the same entity.
m_bPreventLoopback = true;
IHasAttributes *pInitiatorAttribInterface = GetAttribInterface( pInitiator );
// See if we have any providers. If we do, tell them to apply.
FOR_EACH_VEC( m_Providers, iHook )
{
CBaseEntity *pProvider = m_Providers[iHook].Get();
if ( !pProvider )
continue;
if ( pProvider == pInitiator )
continue;
IHasAttributes *pAttribInterface = GetAttribInterface( pProvider );
Assert( pAttribInterface );
// Don't allow weapons to provide to other weapons being carried by the same person
if ( pInitiatorAttribInterface &&
pAttribInterface->GetAttributeManager()->GetProviderType() == PROVIDER_WEAPON &&
pInitiatorAttribInterface->GetAttributeManager()->GetProviderType() == PROVIDER_WEAPON )
{
continue;
}
iszValue = pAttribInterface->GetAttributeManager()->ApplyAttributeString( iszValue, pInitiator, iszAttribHook, pItemList );
}
// Then see if our owner has any attributes he wants to apply as well.
// i.e. An aura is providing attributes to this weapon's carrier.
IHasAttributes *pMyAttribInterface = GetAttribInterface( m_hOuter.Get().Get() );
Assert( pMyAttribInterface );
if ( pMyAttribInterface->GetAttributeOwner() )
{
IHasAttributes *pOwnerAttribInterface = GetAttribInterface( pMyAttribInterface->GetAttributeOwner() );
if ( pOwnerAttribInterface )
{
iszValue = pOwnerAttribInterface->GetAttributeManager()->ApplyAttributeString( iszValue, pInitiator, iszAttribHook, pItemList );
}
}
m_bPreventLoopback = false;
return iszValue;
}
//=====================================================================================================
// ATTRIBUTE CONTAINER
//=====================================================================================================
//-----------------------------------------------------------------------------
// Purpose: Call this inside your entity's Spawn()
//-----------------------------------------------------------------------------
void CAttributeContainer::InitializeAttributes( CBaseEntity *pEntity )
{
BaseClass::InitializeAttributes( pEntity );
#ifndef CLIENT_DLL
/*
if ( !m_Item.IsValid() )
{
Warning("Item '%s' not setup correctly. Attempting to create attributes on an unitialized item.\n", m_hOuter.Get()->GetDebugName() );
}
*/
#endif
m_Item.GetAttributeList()->SetManager( this );
OnAttributeValuesChanged();
}
static void ApplyAttribute( const CEconItemAttributeDefinition *pAttributeDef, float& flValue, const float flValueModifier )
{
Assert( pAttributeDef );
Assert( pAttributeDef->GetAttributeType() );
AssertMsg1( pAttributeDef->GetAttributeType()->BSupportsGameplayModificationAndNetworking(), "Attempt to hook the value of attribute '%s' which doesn't support hooking! Pull the value of the attribute directly using FindAttribute()!", pAttributeDef->GetDefinitionName() );
const int iAttrDescFormat = pAttributeDef->GetDescriptionFormat();
switch ( iAttrDescFormat )
{
case ATTDESCFORM_VALUE_IS_PERCENTAGE:
case ATTDESCFORM_VALUE_IS_INVERTED_PERCENTAGE:
{
flValue *= flValueModifier;
}
break;
case ATTDESCFORM_VALUE_IS_ADDITIVE:
case ATTDESCFORM_VALUE_IS_ADDITIVE_PERCENTAGE:
case ATTDESCFORM_VALUE_IS_PARTICLE_INDEX:
{
flValue += flValueModifier;
}
break;
case ATTDESCFORM_VALUE_IS_KILLSTREAK_IDLEEFFECT_INDEX:
case ATTDESCFORM_VALUE_IS_KILLSTREAKEFFECT_INDEX:
case ATTDESCFORM_VALUE_IS_FROM_LOOKUP_TABLE:
{
flValue = flValueModifier;
}
break;
case ATTDESCFORM_VALUE_IS_OR:
{
int iTmp = flValue;
iTmp |= (int)flValueModifier;
flValue = iTmp;
}
break;
case ATTDESCFORM_VALUE_IS_DATE:
Assert( !"Attempt to apply date attribute in ApplyAttribute()." ); // No-one should be hooking date descriptions
break;
default:
// Unknown value format.
AssertMsg1( false, "Unknown attribute value type %i in ApplyAttribute().", iAttrDescFormat );
break;
}
}
//-----------------------------------------------------------------------------
// Purpose: Given two attributes, return a collated value.
//-----------------------------------------------------------------------------
float CollateAttributeValues( const CEconItemAttributeDefinition *pAttrDef1, const float flAttribValue1, const CEconItemAttributeDefinition *pAttrDef2, const float flAttribValue2 )
{
Assert( pAttrDef1 );
Assert( pAttrDef2 );
AssertMsg2( !Q_stricmp( pAttrDef1->GetAttributeClass(), pAttrDef2->GetAttributeClass() ), "We can only collate attributes of matching definitions: mismatch between '%s' / '%s'!", pAttrDef1->GetAttributeClass(), pAttrDef2->GetAttributeClass() );
AssertMsg2( pAttrDef1->GetDescriptionFormat() == pAttrDef2->GetDescriptionFormat(), "We can only collate attributes of matching description format: mismatch between '%u' / '%u'!", pAttrDef1->GetDescriptionFormat(), pAttrDef2->GetDescriptionFormat() );
const int iAttrDescFormat = pAttrDef1->GetDescriptionFormat();
float flValue = 0;
switch ( iAttrDescFormat )
{
case ATTDESCFORM_VALUE_IS_PERCENTAGE:
case ATTDESCFORM_VALUE_IS_INVERTED_PERCENTAGE:
{
flValue = 1.0;
}
break;
case ATTDESCFORM_VALUE_IS_ADDITIVE:
case ATTDESCFORM_VALUE_IS_ADDITIVE_PERCENTAGE:
case ATTDESCFORM_VALUE_IS_FROM_LOOKUP_TABLE:
case ATTDESCFORM_VALUE_IS_OR:
{
flValue = 0;
}
break;
case ATTDESCFORM_VALUE_IS_DATE:
Assert( !"Attempt to apply date attribute in CollateAttributeValues()." ); // No-one should be hooking date descriptions
break;
default:
// Unknown value format.
AssertMsg1( false, "Unknown attribute value type %i in ApplyAttribute().", iAttrDescFormat );
break;
}
ApplyAttribute( pAttrDef1, flValue, flAttribValue1 );
ApplyAttribute( pAttrDef2, flValue, flAttribValue2 );
return flValue;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEconItemAttributeIterator_ApplyAttributeFloat : public CEconItemSpecificAttributeIterator
{
public:
CEconItemAttributeIterator_ApplyAttributeFloat( CBaseEntity *pOuter, float flInitialValue, string_t iszAttribHook, CUtlVector<CBaseEntity *> *pItemList )
: m_pOuter( pOuter )
, m_flValue( flInitialValue )
, m_iszAttribHook( iszAttribHook )
, m_pItemList( pItemList )
{
Assert( pOuter );
}
virtual bool OnIterateAttributeValue( const CEconItemAttributeDefinition *pAttrDef, attrib_value_t value )
{
COMPILE_TIME_ASSERT( sizeof( value ) == sizeof( float ) );
Assert( pAttrDef );
if ( pAttrDef->GetCachedClass() != m_iszAttribHook )
return true;
if ( m_pItemList && !m_pItemList->HasElement( m_pOuter ) )
{
m_pItemList->AddToTail( m_pOuter );
}
ApplyAttribute( pAttrDef, m_flValue, *reinterpret_cast<float *>( &value ) );
// We assume that each attribute can only be in the attribute list for a single item once, but we're
// iterating over attribute *classes* here, not unique attribute types, so we carry on looking.
return true;
}
float GetResultValue() const
{
return m_flValue;
}
private:
CBaseEntity *m_pOuter;
float m_flValue;
string_t m_iszAttribHook;
CUtlVector<CBaseEntity *> *m_pItemList;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CAttributeContainer::ApplyAttributeFloat( float flValue, CBaseEntity *pInitiator, string_t iszAttribHook, CUtlVector<CBaseEntity*> *pItemList )
{
if ( m_bPreventLoopback || !GetOuter() )
return flValue;
// We need to prevent loopback between two items both providing to the same entity.
m_bPreventLoopback = true;
// ...
CEconItemAttributeIterator_ApplyAttributeFloat it( GetOuter(), flValue, iszAttribHook, pItemList );
m_Item.IterateAttributes( &it );
m_bPreventLoopback = false;
return BaseClass::ApplyAttributeFloat( it.GetResultValue(), pInitiator, iszAttribHook, pItemList );
}
#ifndef DOTA_DLL
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CAttributeContainerPlayer::ApplyAttributeFloat( float flValue, CBaseEntity *pInitiator, string_t iszAttribHook, CUtlVector<CBaseEntity*> *pItemList )
{
if ( m_bPreventLoopback || !GetOuter() )
return flValue;
m_bPreventLoopback = true;
CEconItemAttributeIterator_ApplyAttributeFloat it( GetOuter(), flValue, iszAttribHook, pItemList );
CBasePlayer *pPlayer = GetPlayer();
if ( pPlayer )
{
pPlayer->m_AttributeList.IterateAttributes( &it );
}
m_bPreventLoopback = false;
return BaseClass::ApplyAttributeFloat( it.GetResultValue(), pInitiator, iszAttribHook, pItemList );
}
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CEconItemAttributeIterator_ApplyAttributeString : public CEconItemSpecificAttributeIterator
{
public:
CEconItemAttributeIterator_ApplyAttributeString( CBaseEntity *pOuter, string_t iszInitialValue, string_t iszAttribHook, CUtlVector<CBaseEntity *> *pItemList )
: m_pOuter( pOuter )
, m_iszValue( iszInitialValue )
, m_iszAttribHook( iszAttribHook )
, m_pItemList( pItemList )
, m_bFoundString( false )
{
Assert( pOuter );
}
virtual bool OnIterateAttributeValue( const CEconItemAttributeDefinition *pAttrDef, attrib_value_t value )
{
COMPILE_TIME_ASSERT( sizeof( value ) == sizeof( float ) );
// Do we want to process attribute of this type?
Assert( pAttrDef );
Assert( pAttrDef->GetCachedClass() != m_iszAttribHook );
//AssertMsg( 0, "OnIterateAttributeValue of type CAttribute_String, we shouldn't get here." );
return true;
}
virtual bool OnIterateAttributeValue( const CEconItemAttributeDefinition *pAttrDef, const CAttribute_String& value )
{
Assert( pAttrDef );
if ( pAttrDef->GetCachedClass() != m_iszAttribHook )
return true;
if ( FoundString() )
return true;
m_iszValue = AllocPooledString( value.value().c_str() );
m_bFoundString = true;
return true;
}
string_t GetResultValue()
{
return m_iszValue;
}
private:
bool FoundString()
{
// Implement something for the case where there's more than one of the same attribute
AssertMsg( !m_bFoundString, "Already found a string attribute with %s class, return the first attribute found.", STRING( m_iszAttribHook ) );
return m_bFoundString;
}
CBaseEntity *m_pOuter;
string_t m_iszValue;
string_t m_iszAttribHook;
CUtlVector<CBaseEntity *> *m_pItemList;
bool m_bFoundString;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
string_t CAttributeContainer::ApplyAttributeString( string_t iszValue, CBaseEntity *pInitiator, string_t iszAttribHook /*= NULL_STRING*/, CUtlVector<CBaseEntity*> *pItemList /*= NULL*/ )
{
if ( m_bPreventLoopback || !GetOuter() )
return iszValue;
// We need to prevent loopback between two items both providing to the same entity.
m_bPreventLoopback = true;
// ...
CEconItemAttributeIterator_ApplyAttributeString it( GetOuter(), iszValue, iszAttribHook, pItemList );
m_Item.IterateAttributes( &it );
m_bPreventLoopback = false;
return BaseClass::ApplyAttributeString( it.GetResultValue(), pInitiator, iszAttribHook, pItemList );
}
string_t CAttributeContainerPlayer::ApplyAttributeString( string_t iszValue, CBaseEntity *pInitiator, string_t iszAttribHook /*= NULL_STRING*/, CUtlVector<CBaseEntity*> *pItemList /*= NULL*/ )
{
if ( m_bPreventLoopback || !GetOuter() )
return iszValue;
m_bPreventLoopback = true;
CEconItemAttributeIterator_ApplyAttributeString it( GetOuter(), iszValue, iszAttribHook, pItemList );
CBasePlayer *pPlayer = GetPlayer();
if ( pPlayer )
{
pPlayer->m_AttributeList.IterateAttributes( &it );
}
m_bPreventLoopback = false;
return BaseClass::ApplyAttributeString( it.GetResultValue(), pInitiator, iszAttribHook, pItemList );
}