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237 lines
6.6 KiB
237 lines
6.6 KiB
//========= 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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#ifndef PHYSOBJ_H |
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#define PHYSOBJ_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#ifndef PHYSICS_H |
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#include "physics.h" |
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#endif |
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#include "entityoutput.h" |
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#include "func_break.h" |
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#include "player_pickup.h" |
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// --------------------------------------------------------------------- |
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// |
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// CPhysBox -- physically simulated brush rectangular solid |
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// |
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// --------------------------------------------------------------------- |
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// Physbox Spawnflags. Start at 0x01000 to avoid collision with CBreakable's |
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#define SF_PHYSBOX_ASLEEP 0x01000 |
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#define SF_PHYSBOX_IGNOREUSE 0x02000 |
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#define SF_PHYSBOX_DEBRIS 0x04000 |
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#define SF_PHYSBOX_MOTIONDISABLED 0x08000 |
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#define SF_PHYSBOX_USEPREFERRED 0x10000 |
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#define SF_PHYSBOX_ENABLE_ON_PHYSCANNON 0x20000 |
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#define SF_PHYSBOX_NO_ROTORWASH_PUSH 0x40000 // The rotorwash doesn't push these |
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#define SF_PHYSBOX_ENABLE_PICKUP_OUTPUT 0x80000 |
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#define SF_PHYSBOX_ALWAYS_PICK_UP 0x100000 // Physcannon can always pick this up, no matter what mass or constraints may apply. |
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#define SF_PHYSBOX_NEVER_PICK_UP 0x200000 // Physcannon will never be able to pick this up. |
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#define SF_PHYSBOX_NEVER_PUNT 0x400000 // Physcannon will never be able to punt this object. |
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#define SF_PHYSBOX_PREVENT_PLAYER_TOUCH_ENABLE 0x800000 // If set, the player will not cause the object to enable its motion when bumped into |
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// UNDONE: Hook collisions into the physics system to generate touch functions and take damage on falls |
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// UNDONE: Base class PhysBrush |
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class CPhysBox : public CBreakable |
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{ |
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DECLARE_CLASS( CPhysBox, CBreakable ); |
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public: |
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DECLARE_SERVERCLASS(); |
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void Spawn ( void ); |
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bool CreateVPhysics(); |
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void Move( const Vector &force ); |
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virtual int ObjectCaps(); |
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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virtual int DrawDebugTextOverlays(void); |
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virtual void VPhysicsUpdate( IPhysicsObject *pPhysics ); |
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); |
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int OnTakeDamage( const CTakeDamageInfo &info ); |
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void EnableMotion( void ); |
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bool CanBePickedUpByPhyscannon(); |
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// IPlayerPickupVPhysics |
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ); |
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virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ); |
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bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ); |
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virtual QAngle PreferredCarryAngles( void ) { return m_angPreferredCarryAngles; } |
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// inputs |
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void InputWake( inputdata_t &inputdata ); |
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void InputSleep( inputdata_t &inputdata ); |
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void InputEnableMotion( inputdata_t &inputdata ); |
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void InputDisableMotion( inputdata_t &inputdata ); |
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void InputForceDrop( inputdata_t &inputdata ); |
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void InputDisableFloating( inputdata_t &inputdata ); |
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DECLARE_DATADESC(); |
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protected: |
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int m_damageType; |
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float m_massScale; |
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string_t m_iszOverrideScript; |
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int m_damageToEnableMotion; |
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float m_flForceToEnableMotion; |
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QAngle m_angPreferredCarryAngles; |
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bool m_bNotSolidToWorld; |
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// Outputs |
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COutputEvent m_OnDamaged; |
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COutputEvent m_OnAwakened; |
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COutputEvent m_OnMotionEnabled; |
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COutputEvent m_OnPhysGunPickup; |
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COutputEvent m_OnPhysGunPunt; |
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COutputEvent m_OnPhysGunOnlyPickup; |
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COutputEvent m_OnPhysGunDrop; |
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COutputEvent m_OnPlayerUse; |
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CHandle<CBasePlayer> m_hCarryingPlayer; // Player who's carrying us |
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}; |
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// --------------------------------------------------------------------- |
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// |
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// CPhysExplosion -- physically simulated explosion |
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// |
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// --------------------------------------------------------------------- |
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class CPhysExplosion : public CPointEntity |
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{ |
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public: |
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DECLARE_CLASS( CPhysExplosion, CPointEntity ); |
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void Spawn ( void ); |
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void Explode( CBaseEntity *pActivator, CBaseEntity *pCaller ); |
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CBaseEntity *FindEntity( CBaseEntity *pEntity, CBaseEntity *pActivator, CBaseEntity *pCaller ); |
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int DrawDebugTextOverlays(void); |
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// Input handlers |
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void InputExplode( inputdata_t &inputdata ); |
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DECLARE_DATADESC(); |
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private: |
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float GetRadius( void ); |
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float m_damage; |
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float m_radius; |
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string_t m_targetEntityName; |
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float m_flInnerRadius; |
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COutputEvent m_OnPushedPlayer; |
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}; |
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//================================================== |
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// CPhysImpact |
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//================================================== |
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class CPhysImpact : public CPointEntity |
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{ |
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public: |
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DECLARE_CLASS( CPhysImpact, CPointEntity ); |
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void Spawn( void ); |
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//void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void Activate( void ); |
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void InputImpact( inputdata_t &inputdata ); |
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DECLARE_DATADESC(); |
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private: |
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void PointAtEntity( void ); |
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float m_damage; |
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float m_distance; |
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string_t m_directionEntityName; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: A magnet that creates constraints between itself and anything it touches |
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//----------------------------------------------------------------------------- |
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struct magnetted_objects_t |
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{ |
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IPhysicsConstraint *pConstraint; |
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EHANDLE hEntity; |
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DECLARE_SIMPLE_DATADESC(); |
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}; |
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class CPhysMagnet : public CBaseAnimating, public IPhysicsConstraintEvent |
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{ |
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DECLARE_CLASS( CPhysMagnet, CBaseAnimating ); |
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public: |
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DECLARE_DATADESC(); |
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DECLARE_SERVERCLASS(); |
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CPhysMagnet(); |
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~CPhysMagnet(); |
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void Spawn( void ); |
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void Precache( void ); |
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void Touch( CBaseEntity *pOther ); |
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void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); |
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void DoMagnetSuck( CBaseEntity *pOther ); |
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void SetConstraintGroup( IPhysicsConstraintGroup *pGroup ); |
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bool IsOn( void ) { return m_bActive; } |
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int GetNumAttachedObjects( void ); |
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float GetTotalMassAttachedObjects( void ); |
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CBaseEntity *GetAttachedObject( int iIndex ); |
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// Checking for hitting something |
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void ResetHasHitSomething( void ) { m_bHasHitSomething = false; } |
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bool HasHitSomething( void ) { return m_bHasHitSomething; } |
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// Inputs |
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void InputToggle( inputdata_t &inputdata ); |
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void InputTurnOn( inputdata_t &inputdata ); |
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void InputTurnOff( inputdata_t &inputdata ); |
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void InputConstraintBroken( inputdata_t &inputdata ); |
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void DetachAll( void ); |
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// IPhysicsConstraintEvent |
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public: |
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void ConstraintBroken( IPhysicsConstraint *pConstraint ); |
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protected: |
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// Outputs |
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COutputEvent m_OnMagnetAttach; |
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COutputEvent m_OnMagnetDetach; |
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// Keys |
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float m_massScale; |
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string_t m_iszOverrideScript; |
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float m_forceLimit; |
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float m_torqueLimit; |
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CUtlVector< magnetted_objects_t > m_MagnettedEntities; |
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IPhysicsConstraintGroup *m_pConstraintGroup; |
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bool m_bActive; |
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bool m_bHasHitSomething; |
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float m_flTotalMass; |
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float m_flRadius; |
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float m_flNextSuckTime; |
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int m_iMaxObjectsAttached; |
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}; |
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#endif // PHYSOBJ_H
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