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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf2/tf_playerclass.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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+//========= 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 \ No newline at end of file