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