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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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//=============================================================================//
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#ifndef PROPS_SHARED_H
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#define PROPS_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "igamesystem.h"
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#include <KeyValues.h>
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// Phys prop spawnflags
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#define SF_PHYSPROP_START_ASLEEP 0x000001
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#define SF_PHYSPROP_DONT_TAKE_PHYSICS_DAMAGE 0x000002 // this prop can't be damaged by physics collisions
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#define SF_PHYSPROP_DEBRIS 0x000004
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#define SF_PHYSPROP_MOTIONDISABLED 0x000008 // motion disabled at startup (flag only valid in spawn - motion can be enabled via input)
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#define SF_PHYSPROP_TOUCH 0x000010 // can be 'crashed through' by running player (plate glass)
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#define SF_PHYSPROP_PRESSURE 0x000020 // can be broken by a player standing on it
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#define SF_PHYSPROP_ENABLE_ON_PHYSCANNON 0x000040 // enable motion only if the player grabs it with the physcannon
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#define SF_PHYSPROP_NO_ROTORWASH_PUSH 0x000080 // The rotorwash doesn't push these
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#define SF_PHYSPROP_ENABLE_PICKUP_OUTPUT 0x000100 // If set, allow the player to +USE this for the purposes of generating an output
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#define SF_PHYSPROP_PREVENT_PICKUP 0x000200 // If set, prevent +USE/Physcannon pickup of this prop
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#define SF_PHYSPROP_PREVENT_PLAYER_TOUCH_ENABLE 0x000400 // If set, the player will not cause the object to enable its motion when bumped into
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#define SF_PHYSPROP_HAS_ATTACHED_RAGDOLLS 0x000800 // Need to remove attached ragdolls on enable motion/etc
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#define SF_PHYSPROP_FORCE_TOUCH_TRIGGERS 0x001000 // Override normal debris behavior and respond to triggers anyway
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#define SF_PHYSPROP_FORCE_SERVER_SIDE 0x002000 // Force multiplayer physics object to be serverside
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#define SF_PHYSPROP_RADIUS_PICKUP 0x004000 // For Xbox, makes small objects easier to pick up by allowing them to be found
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#define SF_PHYSPROP_ALWAYS_PICK_UP 0x100000 // Physcannon can always pick this up, no matter what mass or constraints may apply.
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#define SF_PHYSPROP_NO_COLLISIONS 0x200000 // Don't enable collisions on spawn
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#define SF_PHYSPROP_IS_GIB 0x400000 // Limit # of active gibs
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// Any barrel farther away than this is ignited rather than exploded.
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#define PROP_EXPLOSION_IGNITE_RADIUS 32.0f
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// ParsePropData returns
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enum
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{
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PARSE_SUCCEEDED, // Parsed propdata. Prop must be a prop_physics.
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PARSE_SUCCEEDED_ALLOWED_STATIC, // Parsed propdata. Prop allowed to be prop_physics or prop_dynamic/prop_static.
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PARSE_FAILED_NO_DATA, // Parse failed, no propdata in model. Prop must be prop_dynamic/prop_static.
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PARSE_FAILED_BAD_DATA, // Parse failed, found propdata but it had bad data.
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};
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// Propdata defined interactions
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enum propdata_interactions_t
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{
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PROPINTER_PHYSGUN_WORLD_STICK, // "onworldimpact" "stick"
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PROPINTER_PHYSGUN_FIRST_BREAK, // "onfirstimpact" "break"
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PROPINTER_PHYSGUN_FIRST_PAINT, // "onfirstimpact" "paintsplat"
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PROPINTER_PHYSGUN_FIRST_IMPALE, // "onfirstimpact" "impale"
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PROPINTER_PHYSGUN_LAUNCH_SPIN_NONE, // "onlaunch" "spin_none"
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PROPINTER_PHYSGUN_LAUNCH_SPIN_Z, // "onlaunch" "spin_zaxis"
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PROPINTER_PHYSGUN_BREAK_EXPLODE, // "onbreak" "explode_fire"
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PROPINTER_PHYSGUN_DAMAGE_NONE, // "damage" "none"
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PROPINTER_FIRE_FLAMMABLE, // "flammable" "yes"
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PROPINTER_FIRE_EXPLOSIVE_RESIST, // "explosive_resist" "yes"
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PROPINTER_FIRE_IGNITE_HALFHEALTH, // "ignite" "halfhealth"
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PROPINTER_PHYSGUN_CREATE_FLARE, // "onpickup" "create_flare"
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PROPINTER_PHYSGUN_ALLOW_OVERHEAD, // "allow_overhead" "yes"
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PROPINTER_WORLD_BLOODSPLAT, // "onworldimpact", "bloodsplat"
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PROPINTER_PHYSGUN_NOTIFY_CHILDREN, // "onfirstimpact" cause attached flechettes to explode
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// If we get more than 32 of these, we'll need a different system
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PROPINTER_NUM_INTERACTIONS,
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};
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// Entities using COLLISION_GROUP_SPECIAL_PHYSICS should support this interface.
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abstract_class IMultiplayerPhysics
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{
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public:
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virtual int GetMultiplayerPhysicsMode() = 0;
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virtual float GetMass() = 0;
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virtual bool IsAsleep() = 0;
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};
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#define PHYSICS_MULTIPLAYER_AUTODETECT 0 // use multiplayer physics mode as defined in model prop data
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#define PHYSICS_MULTIPLAYER_SOLID 1 // soild, pushes player away
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#define PHYSICS_MULTIPLAYER_NON_SOLID 2 // nonsolid, but pushed by player
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#define PHYSICS_MULTIPLAYER_CLIENTSIDE 3 // Clientside only, nonsolid
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enum mp_break_t
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{
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MULTIPLAYER_BREAK_DEFAULT,
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MULTIPLAYER_BREAK_SERVERSIDE,
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MULTIPLAYER_BREAK_CLIENTSIDE,
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MULTIPLAYER_BREAK_BOTH
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};
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enum PerformanceMode_t
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{
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PM_NORMAL,
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PM_NO_GIBS,
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PM_FULL_GIBS,
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PM_REDUCED_GIBS,
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};
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//=============================================================================================================
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// PROP DATA
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//=============================================================================================================
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//-----------------------------------------------------------------------------
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// Purpose: Derive your entity from this if you want your entity to parse propdata
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//-----------------------------------------------------------------------------
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abstract_class IBreakableWithPropData
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{
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public:
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// Damage modifiers
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virtual void SetDmgModBullet( float flDmgMod ) = 0;
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virtual void SetDmgModClub( float flDmgMod ) = 0;
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virtual void SetDmgModExplosive( float flDmgMod ) = 0;
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virtual float GetDmgModBullet( void ) = 0;
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virtual float GetDmgModClub( void ) = 0;
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virtual float GetDmgModExplosive( void ) = 0;
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// Explosive
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virtual void SetExplosiveRadius( float flRadius ) = 0;
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virtual void SetExplosiveDamage( float flDamage ) = 0;
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virtual float GetExplosiveRadius( void ) = 0;
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virtual float GetExplosiveDamage( void ) = 0;
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// Physics damage tables
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virtual void SetPhysicsDamageTable( string_t iszTableName ) = 0;
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virtual string_t GetPhysicsDamageTable( void ) = 0;
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// Breakable chunks
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virtual void SetBreakableModel( string_t iszModel ) = 0;
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virtual string_t GetBreakableModel( void ) = 0;
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virtual void SetBreakableSkin( int iSkin ) = 0;
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virtual int GetBreakableSkin( void ) = 0;
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virtual void SetBreakableCount( int iCount ) = 0;
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virtual int GetBreakableCount( void ) = 0;
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virtual void SetMaxBreakableSize( int iSize ) = 0;
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virtual int GetMaxBreakableSize( void ) = 0;
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// LOS blocking
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virtual void SetPropDataBlocksLOS( bool bBlocksLOS ) = 0;
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virtual void SetPropDataIsAIWalkable( bool bBlocksLOS ) = 0;
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// Interactions
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virtual void SetInteraction( propdata_interactions_t Interaction ) = 0;
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virtual bool HasInteraction( propdata_interactions_t Interaction ) = 0;
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// Multiplayer physics mode
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virtual void SetPhysicsMode(int iMode) = 0;
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virtual int GetPhysicsMode() = 0;
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// Multiplayer breakable spawn behavior
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virtual void SetMultiplayerBreakMode( mp_break_t mode ) = 0;
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virtual mp_break_t GetMultiplayerBreakMode( void ) const = 0;
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// Used for debugging
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virtual void SetBasePropData( string_t iszBase ) = 0;
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virtual string_t GetBasePropData( void ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Gamesystem that parses the prop data file
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//-----------------------------------------------------------------------------
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class CPropData : public CAutoGameSystem
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{
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public:
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CPropData( void );
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// Inherited from IAutoServerSystem
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virtual void LevelInitPreEntity( void );
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virtual void LevelShutdownPostEntity( void );
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// Read in the data from the prop data file
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void ParsePropDataFile( void );
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// Parse a keyvalues section into the prop
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int ParsePropFromKV( CBaseEntity *pProp, KeyValues *pSection, KeyValues *pInteractionSection );
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// Fill out a prop's with base data parsed from the propdata file
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int ParsePropFromBase( CBaseEntity *pProp, const char *pszPropData );
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// Get a random chunk in the specified breakable section
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const char *GetRandomChunkModel( const char *pszBreakableSection, int iMaxSize = -1 );
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protected:
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KeyValues *m_pKVPropData;
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bool m_bPropDataLoaded;
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struct propdata_breakablechunk_t
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{
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string_t iszChunkType;
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CUtlVector<string_t> iszChunkModels;
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};
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CUtlVector<propdata_breakablechunk_t> m_BreakableChunks;
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};
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extern CPropData g_PropDataSystem;
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struct breakmodel_t
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{
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Vector offset;
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char modelName[512];
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char placementName[512];
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float fadeTime;
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float fadeMinDist;
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float fadeMaxDist;
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float health;
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float burstScale;
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int collisionGroup;
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bool isRagdoll;
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bool placementIsBone;
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bool isMotionDisabled;
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mp_break_t mpBreakMode;
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};
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struct breakablepropparams_t
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{
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breakablepropparams_t( const Vector _origin, const QAngle _angles, const Vector _velocity, const AngularImpulse _angularVelocity )
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: origin(_origin), angles(_angles), velocity(_velocity), angularVelocity(_angularVelocity)
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{
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impactEnergyScale = 0;
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defBurstScale = 0;
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defCollisionGroup = COLLISION_GROUP_NONE;
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nDefaultSkin = 0;
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}
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const Vector origin;
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const QAngle angles;
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const Vector velocity;
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const AngularImpulse angularVelocity;
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float impactEnergyScale;
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float defBurstScale;
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int defCollisionGroup;
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int nDefaultSkin;
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};
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const char *GetMassEquivalent(float flMass);
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int GetAutoMultiplayerPhysicsMode( Vector size, float mass );
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void BreakModelList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup );
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void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLImit, bool defaultLocation = true );
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void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const Vector &origin, const QAngle &angles, const Vector &velocity, const AngularImpulse &angularVelocity, float impactEnergyScale, float burstScale, int collisionGroup, CBaseEntity *pEntity = NULL, bool defaultLocation = true );
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// Player gibs.
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void PrecacheGibsForModel( int iModel );
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void BuildGibList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup );
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CBaseEntity *CreateGibsFromList( CUtlVector<breakmodel_t> &list, int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLImit, bool defaultLocation = true, CUtlVector<EHANDLE> *pGibList = NULL, bool bBurning = false );
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#endif // PROPS_SHARED_H
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