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