Team Fortress 2 Source Code as on 22/4/2020
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.
 
 
 
 
 
 

301 lines
12 KiB

//========= Copyright Valve Corporation, 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"
#include "tf_gcmessages.h"
// Provider types
enum attributeprovidertypes_t
{
PROVIDER_GENERIC,
PROVIDER_WEAPON,
};
float CollateAttributeValues( const CEconItemAttributeDefinition *pAttrDef1, const float flAttribValue1, const CEconItemAttributeDefinition *pAttrDef2, const float flAttribValue2 );
// Retrieve the IHasAttributes pointer from a Base Entity. This function checks for NULL entities
// and asserts the return value is == to dynamic_cast< IHasAttributes * >( pEntity ).
inline IHasAttributes *GetAttribInterface( CBaseEntity *pEntity )
{
IHasAttributes *pAttribInterface = pEntity ? pEntity->GetHasAttributesInterfacePtr() : NULL;
// If this assert hits it most likely means that m_pAttribInterface has not been set
// in the leaf class constructor for this object. See CTFPlayer::CTFPlayer() for an
// example.
Assert( pAttribInterface == dynamic_cast< IHasAttributes *>( pEntity ) );
return pAttribInterface;
}
//-----------------------------------------------------------------------------
// 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_STRING( retval, hookName ) CALL_ATTRIB_HOOK( CAttribute_String, 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_STRING_ON_OTHER( other, retval, hookName ) CALL_ATTRIB_HOOK( CAttribute_String, retval, hookName, other, NULL )
#define CALL_ATTRIB_HOOK_INT_ON_OTHER_WITH_ITEMS( other, retval, items_array, hookName ) CALL_ATTRIB_HOOK( int, retval, hookName, other, items_array )
#define CALL_ATTRIB_HOOK_FLOAT_ON_OTHER_WITH_ITEMS( other, retval, items_array, hookName ) CALL_ATTRIB_HOOK( float, retval, hookName, other, items_array )
#define CALL_ATTRIB_HOOK_STRING_ON_OTHER_WITH_ITEMS( other, retval, items_array, hookName ) CALL_ATTRIB_HOOK( CAttribute_String, retval, hookName, other, items_array )
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();
CAttributeManager();
virtual ~CAttributeManager() {}
// Call this inside your entity's Spawn()
virtual void InitializeAttributes( CBaseEntity *pEntity );
CBaseEntity *GetOuter( void ) const { 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:
// Return true if this entity is providing attributes to the specified entity
bool IsProvidingTo( CBaseEntity *pEntity ) const;
// Return true if this entity is being provided attributes by the specified entity
bool IsBeingProvidedToBy( CBaseEntity *pEntity ) const;
// Provider types are used to prevent specified providers supplying to certain initiators
void SetProviderType( attributeprovidertypes_t tType ) { m_ProviderType = tType; }
attributeprovidertypes_t GetProviderType( void ) const { 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 )
{
VPROF_BUDGET( "CAttributeManager::AttribHookValue", VPROF_BUDGETGROUP_ATTRIBUTES );
// 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 = GetAttribInterface( (CBaseEntity*) pEntity );
AssertMsg( 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 == NULL )
return TValue;
// Hook base attribute.
T Scratch;
AttribHookValueInternal( Scratch, TValue, pszAttribHook, pEntity, pAttribInterface, pItemList, bIsGlobalConstString );
return Scratch;
}
private:
template <class T> static void TypedAttribHookValueInternal( T& out, T TValue, string_t iszAttribHook, const CBaseEntity *pEntity, IHasAttributes *pAttribInterface, CUtlVector<CBaseEntity*> *pItemList )
{
float flValue = pAttribInterface->GetAttributeManager()->ApplyAttributeFloatWrapper( static_cast<float>( TValue ), const_cast<CBaseEntity *>( pEntity ), iszAttribHook, pItemList );
out = AttributeConvertFromFloat<T>( flValue );
}
static void TypedAttribHookValueInternal( CAttribute_String& out, const CAttribute_String& TValue, string_t iszAttribHook, const CBaseEntity *pEntity, IHasAttributes *pAttribInterface, CUtlVector<CBaseEntity*> *pItemList )
{
string_t iszIn = AllocPooledString( TValue.value().c_str() );
string_t iszOut = pAttribInterface->GetAttributeManager()->ApplyAttributeStringWrapper( iszIn, const_cast<CBaseEntity *>( pEntity ), iszAttribHook, pItemList );
const char* pszOut = STRING( iszOut );
// STRING() returns different value for server and client
// server will return "" for NULL_STRING
// client will return NULL for NULL_STRING
if ( pszOut )
{
out.set_value( pszOut );
}
else
{
out.set_value( "" );
}
}
template <class T> static void AttribHookValueInternal( T& out, T TValue, const char *pszAttribHook, const CBaseEntity *pEntity, IHasAttributes *pAttribInterface, CUtlVector<CBaseEntity*> *pItemList, bool bIsGlobalConstString )
{
Assert( pszAttribHook );
Assert( pszAttribHook[0] );
Assert( pEntity );
Assert( pAttribInterface );
Assert( GetAttribInterface( (CBaseEntity*) pEntity ) == pAttribInterface );
Assert( pAttribInterface->GetAttributeManager() );
string_t iszAttribHook = bIsGlobalConstString ? AllocPooledString_StaticConstantStringPointer( pszAttribHook ) : AllocPooledString( pszAttribHook );
return TypedAttribHookValueInternal( out, TValue, iszAttribHook, pEntity, pAttribInterface, pItemList );
}
int m_nCurrentTick;
int m_nCalls;
public:
virtual float ApplyAttributeFloat( float flValue, CBaseEntity *pInitiator, string_t iszAttribHook = NULL_STRING, CUtlVector<CBaseEntity*> *pItemList = NULL );
virtual string_t ApplyAttributeString( string_t iszValue, 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; // entities that we receive attribute data *from*
CUtlVector<EHANDLE> m_Receivers; // entities that we provide attribute data *to*
CNetworkVarForDerived( int, m_iReapplyProvisionParity );
CNetworkVarForDerived( EHANDLE, m_hOuter );
bool m_bPreventLoopback;
CNetworkVarForDerived( attributeprovidertypes_t, m_ProviderType );
int m_iCacheVersion; // maps to gamerules counter for global cache flushing
public:
virtual void OnAttributeValuesChanged()
{
ClearCache();
}
private:
void ClearCache();
int GetGlobalCacheVersion() const;
virtual float ApplyAttributeFloatWrapper( float flValue, CBaseEntity *pInitiator, string_t iszAttribHook, CUtlVector<CBaseEntity*> *pItemList = NULL );
virtual string_t ApplyAttributeStringWrapper( string_t iszValue, CBaseEntity *pInitiator, string_t iszAttribHook, CUtlVector<CBaseEntity*> *pItemList = NULL );
// Cached attribute results
// We cache off requests for data, and wipe the cache whenever our providers change.
union cached_attribute_types
{
float fl;
string_t isz;
};
struct cached_attribute_t
{
string_t iAttribHook;
cached_attribute_types in;
cached_attribute_types out;
};
CUtlVector<cached_attribute_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;
virtual string_t ApplyAttributeString( string_t iszValue, CBaseEntity *pInitiator, string_t iszAttribHook = NULL_STRING, CUtlVector<CBaseEntity*> *pItemList = NULL ) OVERRIDE;
CEconItemView *GetItem( void ) { return &m_Item; }
const CEconItemView *GetItem( void ) const { return &m_Item; }
void SetItem( const CEconItemView *pItem ) { m_Item.CopyFrom( *pItem ); }
virtual void OnAttributeValuesChanged()
{
BaseClass::OnAttributeValuesChanged();
m_Item.OnAttributeValuesChanged();
}
private:
CNetworkVarEmbedded( CEconItemView, m_Item );
};
//-----------------------------------------------------------------------------
// Purpose: An attribute manager that uses a player's shared attributes.
//-----------------------------------------------------------------------------
#ifndef DOTA_DLL
class CAttributeContainerPlayer : public CAttributeManager
{
public:
DECLARE_DATADESC();
DECLARE_CLASS( CAttributeContainerPlayer, CAttributeManager );
DECLARE_EMBEDDED_NETWORKVAR();
virtual float ApplyAttributeFloat( float flValue, CBaseEntity *pInitiator, string_t iszAttribHook = NULL_STRING, CUtlVector<CBaseEntity*> *pItemList = NULL ) OVERRIDE;
virtual string_t ApplyAttributeString( string_t iszValue, 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; }
virtual void OnAttributeValuesChanged()
{
BaseClass::OnAttributeValuesChanged();
m_hPlayer->NetworkStateChanged();
}
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