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440 lines
15 KiB
440 lines
15 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 PROPS_H |
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#define PROPS_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "props_shared.h" |
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#include "baseanimating.h" |
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#include "physics_bone_follower.h" |
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#include "player_pickup.h" |
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#include "positionwatcher.h" |
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//============================================================================================================= |
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// PROP TYPES |
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//============================================================================================================= |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CBaseProp : public CBaseAnimating |
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{ |
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DECLARE_CLASS( CBaseProp, CBaseAnimating ); |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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void Activate( void ); |
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bool KeyValue( const char *szKeyName, const char *szValue ); |
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void CalculateBlockLOS( void ); |
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int ParsePropData( void ); |
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void DrawDebugGeometryOverlays( void ); |
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// Don't treat as a live target |
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virtual bool IsAlive( void ) { return false; } |
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virtual bool OverridePropdata() { return true; } |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CBreakableProp : public CBaseProp, public IBreakableWithPropData, public CDefaultPlayerPickupVPhysics |
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{ |
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public: |
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CBreakableProp(); |
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DECLARE_CLASS( CBreakableProp, CBaseProp ); |
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DECLARE_SERVERCLASS(); |
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DECLARE_DATADESC(); |
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virtual void Spawn(); |
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virtual void Precache(); |
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virtual float GetAutoAimRadius() { return 24.0f; } |
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void BreakablePropTouch( CBaseEntity *pOther ); |
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virtual int OnTakeDamage( const CTakeDamageInfo &info ); |
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void Event_Killed( const CTakeDamageInfo &info ); |
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void Break( CBaseEntity *pBreaker, const CTakeDamageInfo &info ); |
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void BreakThink( void ); |
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void AnimateThink( void ); |
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virtual void PlayPuntSound(); |
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void InputBreak( inputdata_t &inputdata ); |
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void InputAddHealth( inputdata_t &inputdata ); |
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void InputRemoveHealth( inputdata_t &inputdata ); |
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void InputSetHealth( inputdata_t &inputdata ); |
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int GetNumBreakableChunks( void ) { return m_iNumBreakableChunks; } |
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virtual bool OverridePropdata() { return false; } |
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virtual IPhysicsObject *GetRootPhysicsObjectForBreak(); |
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bool PropDataOverrodeBlockLOS( void ) { return m_bBlockLOSSetByPropData; } |
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bool PropDataOverrodeAIWalkable( void ) { return m_bIsWalkableSetByPropData; } |
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virtual bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ) |
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{ |
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if ( HasInteraction( PROPINTER_PHYSGUN_LAUNCH_SPIN_Z ) ) |
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return true; |
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return false; |
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} |
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virtual QAngle PreferredCarryAngles( void ) { return m_preferredCarryAngles; } |
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virtual void Ignite( float flFlameLifetime, bool bNPCOnly, float flSize = 0.0f, bool bCalledByLevelDesigner = false ); |
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// Specific interactions |
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void HandleFirstCollisionInteractions( int index, gamevcollisionevent_t *pEvent ); |
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void HandleInteractionStick( int index, gamevcollisionevent_t *pEvent ); |
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void StickAtPosition( const Vector &stickPosition, const Vector &savePosition, const QAngle &saveAngles ); |
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// Disable auto fading under dx7 or when level fades are specified |
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void DisableAutoFade(); |
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public: |
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COutputEvent m_OnBreak; |
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COutputFloat m_OnHealthChanged; |
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COutputEvent m_OnTakeDamage; |
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float m_impactEnergyScale; |
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int m_iMinHealthDmg; |
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QAngle m_preferredCarryAngles; |
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public: |
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// IBreakableWithPropData |
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void SetDmgModBullet( float flDmgMod ) { m_flDmgModBullet = flDmgMod; } |
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void SetDmgModClub( float flDmgMod ) { m_flDmgModClub = flDmgMod; } |
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void SetDmgModExplosive( float flDmgMod ) { m_flDmgModExplosive = flDmgMod; } |
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float GetDmgModBullet( void ) { return m_flDmgModBullet; } |
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float GetDmgModClub( void ) { return m_flDmgModClub; } |
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float GetDmgModExplosive( void ) { return m_flDmgModExplosive; } |
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void SetExplosiveRadius( float flRadius ) { m_explodeRadius = flRadius; } |
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void SetExplosiveDamage( float flDamage ) { m_explodeDamage = flDamage; } |
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float GetExplosiveRadius( void ) { return m_explodeRadius; } |
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float GetExplosiveDamage( void ) { return m_explodeDamage; } |
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void SetPhysicsDamageTable( string_t iszTableName ) { m_iszPhysicsDamageTableName = iszTableName; } |
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string_t GetPhysicsDamageTable( void ) { return m_iszPhysicsDamageTableName; } |
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void SetBreakableModel( string_t iszModel ) { m_iszBreakableModel = iszModel; } |
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string_t GetBreakableModel( void ) { return m_iszBreakableModel; } |
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void SetBreakableSkin( int iSkin ) { m_iBreakableSkin = iSkin; } |
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int GetBreakableSkin( void ) { return m_iBreakableSkin; } |
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void SetBreakableCount( int iCount ) { m_iBreakableCount = iCount; } |
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int GetBreakableCount( void ) { return m_iBreakableCount; } |
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void SetMaxBreakableSize( int iSize ) { m_iMaxBreakableSize = iSize; } |
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int GetMaxBreakableSize( void ) { return m_iMaxBreakableSize; } |
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void SetPropDataBlocksLOS( bool bBlocksLOS ) { m_bBlockLOSSetByPropData = true; SetBlocksLOS( bBlocksLOS ); } |
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void SetPropDataIsAIWalkable( bool b ) { m_bIsWalkableSetByPropData = true; SetAIWalkable( b ); } |
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void SetBasePropData( string_t iszBase ) { m_iszBasePropData = iszBase; } |
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string_t GetBasePropData( void ) { return m_iszBasePropData; } |
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void SetInteraction( propdata_interactions_t Interaction ) { m_iInteractions |= (1 << Interaction); } |
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void RemoveInteraction( propdata_interactions_t Interaction ) { m_iInteractions &= ~(1 << Interaction); } |
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bool HasInteraction( propdata_interactions_t Interaction ) { return ( m_iInteractions & (1 << Interaction) ) != 0; } |
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void SetMultiplayerBreakMode( mp_break_t mode ) { m_mpBreakMode = mode; } |
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mp_break_t GetMultiplayerBreakMode( void ) const { return m_mpBreakMode; } |
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// derived by multiplayer phys props: |
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virtual void SetPhysicsMode(int iMode) {} |
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virtual int GetPhysicsMode() { return PHYSICS_MULTIPLAYER_SOLID; } |
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// Copy fade from another breakable prop |
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void CopyFadeFrom( CBreakableProp *pSource ); |
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protected: |
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bool UpdateHealth( int iNewHealth, CBaseEntity *pActivator ); |
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virtual void OnBreak( const Vector &vecVelocity, const AngularImpulse &angVel, CBaseEntity *pBreaker ) {} |
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protected: |
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unsigned int m_createTick; |
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float m_flPressureDelay; |
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EHANDLE m_hBreaker; |
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PerformanceMode_t m_PerformanceMode; |
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// Prop data storage |
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float m_flDmgModBullet; |
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float m_flDmgModClub; |
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float m_flDmgModExplosive; |
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string_t m_iszPhysicsDamageTableName; |
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string_t m_iszBreakableModel; |
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int m_iBreakableSkin; |
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int m_iBreakableCount; |
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int m_iMaxBreakableSize; |
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string_t m_iszBasePropData; |
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int m_iInteractions; |
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float m_explodeDamage; |
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float m_explodeRadius; |
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string_t m_iszBreakModelMessage; |
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// Count of how many pieces we'll break into, custom or generic |
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int m_iNumBreakableChunks; |
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void SetEnableMotionPosition( const Vector &position, const QAngle &angles ); |
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bool GetEnableMotionPosition( Vector *pPosition, QAngle *pAngles ); |
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void ClearEnableMotionPosition(); |
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private: |
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CBaseEntity *FindEnableMotionFixup(); |
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public: |
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virtual bool OnAttemptPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ); |
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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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virtual AngularImpulse PhysGunLaunchAngularImpulse(); |
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virtual CBasePlayer *HasPhysicsAttacker( float dt ); |
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#ifdef HL2_EPISODIC |
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void CreateFlare( float flLifetime ); |
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#endif //HL2_EPISODIC |
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protected: |
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void SetPhysicsAttacker( CBasePlayer *pEntity, float flTime ); |
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void CheckRemoveRagdolls(); |
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private: |
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void InputEnablePhyscannonPickup( inputdata_t &inputdata ); |
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void InputDisablePhyscannonPickup( inputdata_t &inputdata ); |
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void InputEnablePuntSound( inputdata_t &inputdata ) { m_bUsePuntSound = true; } |
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void InputDisablePuntSound( inputdata_t &inputdata ) { m_bUsePuntSound = false; } |
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// Prevents fade scale from happening |
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void ForceFadeScaleToAlwaysVisible(); |
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void RampToDefaultFadeScale(); |
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private: |
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enum PhysgunState_t |
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{ |
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PHYSGUN_MUST_BE_DETACHED = 0, |
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PHYSGUN_IS_DETACHING, |
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PHYSGUN_CAN_BE_GRABBED, |
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PHYSGUN_ANIMATE_ON_PULL, |
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PHYSGUN_ANIMATE_IS_ANIMATING, |
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PHYSGUN_ANIMATE_FINISHED, |
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PHYSGUN_ANIMATE_IS_PRE_ANIMATING, |
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PHYSGUN_ANIMATE_IS_POST_ANIMATING, |
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}; |
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CHandle<CBasePlayer> m_hPhysicsAttacker; |
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float m_flLastPhysicsInfluenceTime; |
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bool m_bBlockLOSSetByPropData; |
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bool m_bIsWalkableSetByPropData; |
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bool m_bOriginalBlockLOS; // BlockLOS state before physgun pickup |
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char m_nPhysgunState; // Ripped-off state |
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COutputEvent m_OnPhysCannonDetach; // We've ripped it off! |
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COutputEvent m_OnPhysCannonAnimatePreStarted; // Started playing the pre-pull animation |
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COutputEvent m_OnPhysCannonAnimatePullStarted; // Player started the pull anim |
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COutputEvent m_OnPhysCannonAnimatePostStarted; // Started playing the post-pull animation |
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COutputEvent m_OnPhysCannonPullAnimFinished; // We've had our pull anim finished, or the post-pull has finished if there is one |
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float m_flDefaultFadeScale; // Things may temporarily change the fade scale, but this is its steady-state condition |
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mp_break_t m_mpBreakMode; |
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EHANDLE m_hLastAttacker; // Last attacker that harmed me. |
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EHANDLE m_hFlareEnt; |
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string_t m_iszPuntSound; |
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bool m_bUsePuntSound; |
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}; |
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// Spawnflags |
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#define SF_DYNAMICPROP_USEHITBOX_FOR_RENDERBOX 64 |
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#define SF_DYNAMICPROP_NO_VPHYSICS 128 |
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#define SF_DYNAMICPROP_DISABLE_COLLISION 256 |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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class CDynamicProp : public CBreakableProp, public IPositionWatcher |
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{ |
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DECLARE_CLASS( CDynamicProp, CBreakableProp ); |
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public: |
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DECLARE_SERVERCLASS(); |
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DECLARE_DATADESC(); |
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CDynamicProp(); |
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void Spawn( void ); |
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bool CreateVPhysics( void ); |
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void CreateBoneFollowers(); |
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void UpdateOnRemove( void ); |
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void AnimThink( void ); |
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void PropSetSequence( int nSequence ); |
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void OnRestore( void ); |
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bool OverridePropdata( void ); |
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void HandleAnimEvent( animevent_t *pEvent ); |
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// baseentity - watch dynamic hierarchy updates |
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virtual void SetParent( CBaseEntity* pNewParent, int iAttachment = -1 ); |
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bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace ); |
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// breakable prop |
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virtual IPhysicsObject *GetRootPhysicsObjectForBreak(); |
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// IPositionWatcher |
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virtual void NotifyPositionChanged( CBaseEntity *pEntity ); |
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// Input handlers |
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void InputSetAnimation( inputdata_t &inputdata ); |
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void InputSetDefaultAnimation( 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 InputDisableCollision( inputdata_t &inputdata ); |
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void InputEnableCollision( inputdata_t &inputdata ); |
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void InputSetPlaybackRate( inputdata_t &inputdata ); |
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COutputEvent m_pOutputAnimBegun; |
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COutputEvent m_pOutputAnimOver; |
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string_t m_iszDefaultAnim; |
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int m_iGoalSequence; |
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int m_iTransitionDirection; |
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// Random animations |
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bool m_bRandomAnimator; |
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float m_flNextRandAnim; |
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float m_flMinRandAnimTime; |
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float m_flMaxRandAnimTime; |
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short m_nPendingSequence; |
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bool m_bStartDisabled; |
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bool m_bDisableBoneFollowers; |
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CNetworkVar( bool, m_bUseHitboxesForRenderBox ); |
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protected: |
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void FinishSetSequence( int nSequence ); |
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void PropSetAnim( const char *szAnim ); |
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void BoneFollowerHierarchyChanged(); |
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// Contained Bone Follower manager |
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CBoneFollowerManager m_BoneFollowerManager; |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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DECLARE_AUTO_LIST( IPhysicsPropAutoList ); |
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class CPhysicsProp : public CBreakableProp, public IPhysicsPropAutoList |
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{ |
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DECLARE_CLASS( CPhysicsProp, CBreakableProp ); |
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DECLARE_SERVERCLASS(); |
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public: |
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~CPhysicsProp(); |
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CPhysicsProp( void ) |
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{ |
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} |
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void Spawn( void ); |
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void Precache(); |
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bool CreateVPhysics( void ); |
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bool OverridePropdata( 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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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 InputDisableFloating( inputdata_t &inputdata ); |
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void EnableMotion( void ); |
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bool CanBePickedUpByPhyscannon( void ); |
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void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ); |
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void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason ); |
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bool GetPropDataAngles( const char *pKeyName, QAngle &vecAngles ); |
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float GetCarryDistanceOffset( void ); |
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int ObjectCaps(); |
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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void GetMassCenter( Vector *pMassCenter ); |
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float GetMass() const; |
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void ClearFlagsThink( void ); |
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virtual int OnTakeDamage( const CTakeDamageInfo &info ); |
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int DrawDebugTextOverlays(void); |
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bool IsGib(); |
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DECLARE_DATADESC(); |
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// Specific interactions |
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void HandleAnyCollisionInteractions( int index, gamevcollisionevent_t *pEvent ); |
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string_t GetPhysOverrideScript( void ) { return m_iszOverrideScript; } |
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float GetMassScale( void ) { return m_massScale; } |
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private: |
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// Compute impulse to apply to the enabled entity. |
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void ComputeEnablingImpulse( int index, gamevcollisionevent_t *pEvent ); |
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COutputEvent m_MotionEnabled; |
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COutputEvent m_OnAwakened; |
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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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COutputEvent m_OnPlayerPickup; |
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COutputEvent m_OnOutOfWorld; |
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float m_massScale; |
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float m_inertiaScale; |
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int m_damageType; |
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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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bool m_bThrownByPlayer; |
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bool m_bFirstCollisionAfterLaunch; |
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protected: |
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CNetworkVar( bool, m_bAwake ); |
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}; |
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// An interface so that objects parented to props can receive collision interaction events. |
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enum parentCollisionInteraction_t |
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{ |
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COLLISIONINTER_PARENT_FIRST_IMPACT = 1, |
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}; |
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abstract_class IParentPropInteraction |
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{ |
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public: |
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virtual void OnParentCollisionInteraction( parentCollisionInteraction_t eType, int index, gamevcollisionevent_t *pEvent ) = 0; |
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virtual void OnParentPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) = 0; |
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}; |
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// Used by prop_physics_create and the server benchmark. |
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// pModelName should not include the "models/" prefix. |
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CPhysicsProp* CreatePhysicsProp( const char *pModelName, const Vector &vTraceStart, const Vector &vTraceEnd, const IHandleEntity *pTraceIgnore, bool bRequireVCollide, const char *pClassName="physics_prop" ); |
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bool UTIL_CreateScaledPhysObject( CBaseAnimating *pInstance, float flScale ); |
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float GetBreakableDamage( const CTakeDamageInfo &inputInfo, IBreakableWithPropData *pProp = NULL ); |
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int PropBreakablePrecacheAll( string_t modelName ); |
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extern ConVar func_breakdmg_bullet; |
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extern ConVar func_breakdmg_club; |
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extern ConVar func_breakdmg_explosive; |
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#endif // PROPS_H
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