mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
214 lines
6.5 KiB
C++
214 lines
6.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
#ifndef TF_PLAYERCLASS_H
|
|
#define TF_PLAYERCLASS_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
|
|
#include "tier0/fasttimer.h"
|
|
#include <crtdbg.h>
|
|
|
|
class CPlayerClassData;
|
|
class CPlayerClass;
|
|
class CBaseTFPlayer;
|
|
class COrder;
|
|
class CBaseObject;
|
|
class CBaseTechnology;
|
|
class CWeaponCombatShield;
|
|
|
|
|
|
enum ResupplyReason_t
|
|
{
|
|
RESUPPLY_RESPAWN = 0,
|
|
RESUPPLY_ALL_FROM_STATION,
|
|
RESUPPLY_AMMO_FROM_STATION,
|
|
RESUPPLY_GRENADES_FROM_STATION,
|
|
};
|
|
|
|
|
|
//==============================================================================
|
|
// PLAYER CLASSES
|
|
//==============================================================================
|
|
|
|
class CBaseTFPlayer;
|
|
class CTFTeam;
|
|
|
|
// Base PlayerClass
|
|
// The PlayerClass classes handle all class specific weaponry / abilities / etc
|
|
class CPlayerClass
|
|
{
|
|
public:
|
|
DECLARE_CLASS_NOBASE( CPlayerClass );
|
|
CPlayerClass( CBaseTFPlayer *pPlayer, TFClass iClass );
|
|
virtual ~CPlayerClass();
|
|
|
|
// Any objects created/owned by class should be allocated and destroyed here
|
|
virtual void ClassActivate( void );
|
|
virtual void ClassDeactivate( void );
|
|
|
|
// Class initialization
|
|
virtual void CreateClass( void ); // Create the class upon initial spawn
|
|
virtual void RespawnClass( void ); // Called upon all respawns
|
|
virtual bool ResupplyAmmo( float flPercentage, ResupplyReason_t reason ); // Reset the ammo counts
|
|
virtual bool ResupplyAmmoType( float flAmount, const char *pAmmoType ); // Purpose: Supply the player with Ammo. Return true if some ammo was given.
|
|
|
|
virtual void SetMaxHealth( float flMaxHealth ); // Set the player's max health
|
|
int GetMaxHealthCVarValue(); // Return the player class's max health cvar
|
|
|
|
virtual float GetMaxSpeed( void ); // Calculate and return the player's max speed
|
|
virtual float GetMaxWalkSpeed( void ); // Calculate and return the player's max walking speed
|
|
virtual void SetMaxSpeed( float flMaxSpeed ); // Set the player's max speed
|
|
|
|
virtual string_t GetClassModel( int nTeam ); // Return a string containing this class's model
|
|
virtual const char* GetClassModelString( int nTeam );
|
|
|
|
virtual void SetupMoveData( void ); // Setup the default player movement data.
|
|
virtual void SetupSizeData( void );
|
|
|
|
virtual bool CanSeePlayerOnRadar( CBaseTFPlayer *pl );
|
|
virtual void ItemPostFrame( void );
|
|
virtual bool ClientCommand( const CCommand &args );
|
|
|
|
// Class abilities
|
|
virtual void ClassThink( void );
|
|
virtual void GainedNewTechnology( CBaseTechnology *pTechnology ); // New technology has been gained
|
|
|
|
// Deployment
|
|
virtual float GetDeployTime( void ) { return 0.0; };
|
|
|
|
// Resources
|
|
virtual int ClassCostAdjustment( ResupplyBuyType_t nType ) { return 0; }
|
|
|
|
// Objects
|
|
int GetNumObjects( int iObjectType );
|
|
virtual int CanBuild( int iObjectType );
|
|
virtual int StartedBuildingObject( int iObjectType );
|
|
virtual void StoppedBuilding( int iObjectType );
|
|
virtual void FinishedObject( CBaseObject *pObject );
|
|
virtual void PickupObject( CBaseObject *pObject );
|
|
virtual void OwnedObjectDestroyed( CBaseObject *pObject );
|
|
virtual void OwnedObjectChangeToTeam( CBaseObject *pObject, CBaseTFPlayer *pNewOwner );
|
|
virtual void OwnedObjectChangeFromTeam( CBaseObject *pObject, CBaseTFPlayer *pOldOwner );
|
|
virtual void CheckDeterioratingObjects( void );
|
|
|
|
// Hooks
|
|
virtual float OnTakeDamage( const CTakeDamageInfo &info );
|
|
virtual bool ShouldApplyDamageForce( const CTakeDamageInfo &info );
|
|
|
|
// Vehicles
|
|
virtual void OnVehicleStart() {}
|
|
virtual void OnVehicleEnd() {}
|
|
virtual bool CanGetInVehicle( void ) { return true; }
|
|
|
|
virtual void PlayerDied( CBaseEntity *pAttacker );
|
|
virtual void PlayerKilledPlayer( CBaseTFPlayer *pVictim );
|
|
|
|
virtual void SetPlayerHull( void );
|
|
virtual void GetPlayerHull( bool bDucking, Vector &vecMin, Vector &vecMax );
|
|
|
|
// Player Physics Shadow
|
|
virtual void InitVCollision( void );
|
|
|
|
// Powerups
|
|
virtual void PowerupStart( int iPowerup, float flAmount, CBaseEntity *pAttacker, CDamageModifier *pDamageModifier );
|
|
virtual void PowerupEnd( int iPowerup );
|
|
|
|
// Camo
|
|
virtual void ClearCamouflage( void ) { return; };
|
|
|
|
// Disguise
|
|
virtual void FinishedDisguising( void ) { return; };
|
|
virtual void StopDisguising( void ) { return; };
|
|
|
|
// Orders
|
|
virtual void CreatePersonalOrder( void );
|
|
|
|
// Create a high-priority order. This should be called by all player classes before
|
|
// they try to create class-specific orders. This function returns true if an order is
|
|
// created.
|
|
bool CreateInitialOrder();
|
|
|
|
bool AnyResourceZoneOrders();
|
|
bool AnyNonResourceZoneOrders(); // Returns true if there are any non-resource-zone orders.
|
|
// If there are, then no class should make any overriding orders.
|
|
|
|
// Respawn ( allow classes to override spawn points )
|
|
virtual CBaseEntity *SelectSpawnPoint( void );
|
|
|
|
void *operator new( size_t stAllocateBlock )
|
|
{
|
|
Assert( stAllocateBlock != 0 );
|
|
void *pMem = malloc( stAllocateBlock );
|
|
memset( pMem, 0, stAllocateBlock );
|
|
return pMem;
|
|
}
|
|
|
|
void* operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine )
|
|
{
|
|
Assert( stAllocateBlock != 0 );
|
|
void *pMem = _malloc_dbg( stAllocateBlock, nBlockUse, pFileName, nLine );
|
|
memset( pMem, 0, stAllocateBlock );
|
|
return pMem;
|
|
}
|
|
|
|
void operator delete( void *pMem )
|
|
{
|
|
free( pMem );
|
|
}
|
|
|
|
void SetClassModel( string_t sModelName, int nTeam ) { m_sClassModel[nTeam] = sModelName; }
|
|
|
|
// Weapon & Tech Associations
|
|
void AddWeaponTechAssoc( char *pWeaponTech );
|
|
|
|
|
|
// Accessors.
|
|
inline CBaseTFPlayer* GetPlayer() { return m_pPlayer; }
|
|
CTFTeam* GetTeam();
|
|
|
|
virtual void ResetViewOffset( void );
|
|
|
|
virtual TFClass GetTFClass( void );
|
|
|
|
void AddWeaponTechAssociations( void );
|
|
|
|
// For CNetworkVar support. Chain to the player entity.
|
|
void NetworkStateChanged();
|
|
|
|
TFClass m_TFClass;
|
|
|
|
protected:
|
|
double m_flNormalizedEngagementNextTime;
|
|
|
|
CBaseTFPlayer *m_pPlayer; // Reference to the player
|
|
|
|
float m_flMaxWalkingSpeed;
|
|
|
|
string_t m_sClassModel[ MAX_TF_TEAMS + 1 ];
|
|
|
|
// Weapon & Tech associations
|
|
// Used to give out all weapons the player currently has the technologies for.
|
|
struct WeaponTechAssociation_t
|
|
{
|
|
char *pWeaponTech;
|
|
};
|
|
WeaponTechAssociation_t m_WeaponTechAssociations[ MAX_WEAPONS ];
|
|
int m_iNumWeaponTechAssociations;
|
|
|
|
CHandle<CWeaponCombatShield> m_hWpnShield;
|
|
private:
|
|
void ClearAllWeaponTechAssoc( void );
|
|
|
|
private:
|
|
bool m_bTechAssociationsSet;
|
|
};
|
|
|
|
#endif // TF_PLAYERCLASS_H
|