Team Fortress 2 Source Code as on 22/4/2020
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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()
{
}