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372 lines
11 KiB
372 lines
11 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 TAKEDAMAGEINFO_H |
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#define TAKEDAMAGEINFO_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "networkvar.h" // todo: change this when DECLARE_CLASS is moved into a better location. |
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// Used to initialize m_flBaseDamage to something that we know pretty much for sure |
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// hasn't been modified by a user. |
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#define BASEDAMAGE_NOT_SPECIFIED FLT_MAX |
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class CBaseEntity; |
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class CTakeDamageInfo |
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{ |
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public: |
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DECLARE_CLASS_NOBASE( CTakeDamageInfo ); |
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CTakeDamageInfo(); |
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CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType, int iKillType = 0 ); |
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CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, float flDamage, int bitsDamageType, int iKillType = 0 ); |
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CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL ); |
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CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL ); |
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// Inflictor is the weapon or rocket (or player) that is dealing the damage. |
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CBaseEntity* GetInflictor() const; |
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void SetInflictor( CBaseEntity *pInflictor ); |
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// Weapon is the weapon that did the attack. |
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// For hitscan weapons, it'll be the same as the inflictor. For projectile weapons, the projectile |
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// is the inflictor, and this contains the weapon that created the projectile. |
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CBaseEntity* GetWeapon() const; |
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void SetWeapon( CBaseEntity *pWeapon ); |
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// Attacker is the character who originated the attack (like a player or an AI). |
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CBaseEntity* GetAttacker() const; |
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void SetAttacker( CBaseEntity *pAttacker ); |
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float GetDamage() const; |
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void SetDamage( float flDamage ); |
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float GetMaxDamage() const; |
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void SetMaxDamage( float flMaxDamage ); |
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void ScaleDamage( float flScaleAmount ); |
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void AddDamage( float flAddAmount ); |
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void SubtractDamage( float flSubtractAmount ); |
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float GetDamageBonus() const; |
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void SetDamageBonus( float flBonus ); |
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float GetBaseDamage() const; |
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bool BaseDamageIsValid() const; |
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Vector GetDamageForce() const; |
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void SetDamageForce( const Vector &damageForce ); |
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void ScaleDamageForce( float flScaleAmount ); |
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Vector GetDamagePosition() const; |
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void SetDamagePosition( const Vector &damagePosition ); |
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Vector GetReportedPosition() const; |
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void SetReportedPosition( const Vector &reportedPosition ); |
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int GetDamageType() const; |
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void SetDamageType( int bitsDamageType ); |
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void AddDamageType( int bitsDamageType ); |
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int GetDamageCustom( void ) const; |
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void SetDamageCustom( int iDamageCustom ); |
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int GetDamageStats( void ) const; |
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void SetDamageStats( int iDamageStats ); |
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void SetForceFriendlyFire( bool bValue ) { m_bForceFriendlyFire = bValue; } |
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bool IsForceFriendlyFire( void ) const { return m_bForceFriendlyFire; } |
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int GetAmmoType() const; |
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void SetAmmoType( int iAmmoType ); |
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const char * GetAmmoName() const; |
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int GetPlayerPenetrationCount() const { return m_iPlayerPenetrationCount; } |
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void SetPlayerPenetrationCount( int iPlayerPenetrationCount ) { m_iPlayerPenetrationCount = iPlayerPenetrationCount; } |
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int GetDamagedOtherPlayers() const { return m_iDamagedOtherPlayers; } |
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void SetDamagedOtherPlayers( int iVal ) { m_iDamagedOtherPlayers = iVal; } |
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType, int iKillType = 0 ); |
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, float flDamage, int bitsDamageType, int iKillType = 0 ); |
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL ); |
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL ); |
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void AdjustPlayerDamageInflictedForSkillLevel(); |
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void AdjustPlayerDamageTakenForSkillLevel(); |
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// Given a damage type (composed of the #defines above), fill out a string with the appropriate text. |
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// For designer debug output. |
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static void DebugGetDamageTypeString(unsigned int DamageType, char *outbuf, int outbuflength ); |
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//private: |
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void CopyDamageToBaseDamage(); |
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protected: |
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void Init( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, const Vector &reportedPosition, float flDamage, int bitsDamageType, int iKillType ); |
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Vector m_vecDamageForce; |
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Vector m_vecDamagePosition; |
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Vector m_vecReportedPosition; // Position players are told damage is coming from |
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EHANDLE m_hInflictor; |
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EHANDLE m_hAttacker; |
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EHANDLE m_hWeapon; |
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float m_flDamage; |
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float m_flMaxDamage; |
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float m_flBaseDamage; // The damage amount before skill leve adjustments are made. Used to get uniform damage forces. |
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int m_bitsDamageType; |
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int m_iDamageCustom; |
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int m_iDamageStats; |
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int m_iAmmoType; // AmmoType of the weapon used to cause this damage, if any |
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int m_iDamagedOtherPlayers; |
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int m_iPlayerPenetrationCount; |
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float m_flDamageBonus; // Anything that increases damage (crit) - store the delta |
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bool m_bForceFriendlyFire; // Ideally this would be a dmg type, but we can't add more |
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DECLARE_SIMPLE_DATADESC(); |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: Multi damage. Used to collect multiple damages in the same frame (i.e. shotgun pellets) |
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//----------------------------------------------------------------------------- |
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class CMultiDamage : public CTakeDamageInfo |
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{ |
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DECLARE_CLASS( CMultiDamage, CTakeDamageInfo ); |
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public: |
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CMultiDamage(); |
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bool IsClear( void ) { return (m_hTarget == NULL); } |
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CBaseEntity *GetTarget() const; |
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void SetTarget( CBaseEntity *pTarget ); |
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void Init( CBaseEntity *pTarget, CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, const Vector &reportedPosition, float flDamage, int bitsDamageType, int iKillType ); |
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protected: |
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EHANDLE m_hTarget; |
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DECLARE_SIMPLE_DATADESC(); |
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}; |
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extern CMultiDamage g_MultiDamage; |
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// Multidamage accessors |
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void ClearMultiDamage( void ); |
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void ApplyMultiDamage( void ); |
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void AddMultiDamage( const CTakeDamageInfo &info, CBaseEntity *pEntity ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Utility functions for physics damage force calculation |
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//----------------------------------------------------------------------------- |
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float ImpulseScale( float flTargetMass, float flDesiredSpeed ); |
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void CalculateExplosiveDamageForce( CTakeDamageInfo *info, const Vector &vecDir, const Vector &vecForceOrigin, float flScale = 1.0 ); |
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void CalculateBulletDamageForce( CTakeDamageInfo *info, int iBulletType, const Vector &vecBulletDir, const Vector &vecForceOrigin, float flScale = 1.0 ); |
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void CalculateMeleeDamageForce( CTakeDamageInfo *info, const Vector &vecMeleeDir, const Vector &vecForceOrigin, float flScale = 1.0 ); |
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void GuessDamageForce( CTakeDamageInfo *info, const Vector &vecForceDir, const Vector &vecForceOrigin, float flScale = 1.0 ); |
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// -------------------------------------------------------------------------------------------------- // |
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// Inlines. |
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// -------------------------------------------------------------------------------------------------- // |
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inline CBaseEntity* CTakeDamageInfo::GetInflictor() const |
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{ |
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return m_hInflictor; |
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} |
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inline void CTakeDamageInfo::SetInflictor( CBaseEntity *pInflictor ) |
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{ |
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m_hInflictor = pInflictor; |
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} |
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inline CBaseEntity* CTakeDamageInfo::GetAttacker() const |
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{ |
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return m_hAttacker; |
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} |
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inline void CTakeDamageInfo::SetAttacker( CBaseEntity *pAttacker ) |
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{ |
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m_hAttacker = pAttacker; |
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} |
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inline CBaseEntity* CTakeDamageInfo::GetWeapon() const |
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{ |
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return m_hWeapon; |
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} |
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inline void CTakeDamageInfo::SetWeapon( CBaseEntity *pWeapon ) |
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{ |
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m_hWeapon = pWeapon; |
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} |
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inline float CTakeDamageInfo::GetDamage() const |
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{ |
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return m_flDamage; |
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} |
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inline void CTakeDamageInfo::SetDamage( float flDamage ) |
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{ |
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m_flDamage = flDamage; |
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} |
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inline float CTakeDamageInfo::GetMaxDamage() const |
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{ |
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return m_flMaxDamage; |
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} |
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inline void CTakeDamageInfo::SetMaxDamage( float flMaxDamage ) |
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{ |
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m_flMaxDamage = flMaxDamage; |
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} |
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inline void CTakeDamageInfo::ScaleDamage( float flScaleAmount ) |
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{ |
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m_flDamage *= flScaleAmount; |
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} |
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inline void CTakeDamageInfo::AddDamage( float flAddAmount ) |
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{ |
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m_flDamage += flAddAmount; |
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} |
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inline void CTakeDamageInfo::SubtractDamage( float flSubtractAmount ) |
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{ |
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m_flDamage -= flSubtractAmount; |
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} |
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inline float CTakeDamageInfo::GetDamageBonus() const |
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{ |
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return m_flDamageBonus; |
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} |
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inline void CTakeDamageInfo::SetDamageBonus( float flBonus ) |
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{ |
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m_flDamageBonus = flBonus; |
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} |
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inline float CTakeDamageInfo::GetBaseDamage() const |
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{ |
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if( BaseDamageIsValid() ) |
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return m_flBaseDamage; |
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// No one ever specified a base damage, so just return damage. |
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return m_flDamage; |
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} |
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inline bool CTakeDamageInfo::BaseDamageIsValid() const |
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{ |
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return (m_flBaseDamage != BASEDAMAGE_NOT_SPECIFIED); |
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} |
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inline Vector CTakeDamageInfo::GetDamageForce() const |
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{ |
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return m_vecDamageForce; |
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} |
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inline void CTakeDamageInfo::SetDamageForce( const Vector &damageForce ) |
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{ |
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m_vecDamageForce = damageForce; |
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} |
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inline void CTakeDamageInfo::ScaleDamageForce( float flScaleAmount ) |
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{ |
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m_vecDamageForce *= flScaleAmount; |
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} |
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inline Vector CTakeDamageInfo::GetDamagePosition() const |
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{ |
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return m_vecDamagePosition; |
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} |
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inline void CTakeDamageInfo::SetDamagePosition( const Vector &damagePosition ) |
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{ |
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m_vecDamagePosition = damagePosition; |
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} |
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inline Vector CTakeDamageInfo::GetReportedPosition() const |
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{ |
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return m_vecReportedPosition; |
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} |
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inline void CTakeDamageInfo::SetReportedPosition( const Vector &reportedPosition ) |
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{ |
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m_vecReportedPosition = reportedPosition; |
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} |
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inline void CTakeDamageInfo::SetDamageType( int bitsDamageType ) |
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{ |
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m_bitsDamageType = bitsDamageType; |
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} |
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inline int CTakeDamageInfo::GetDamageType() const |
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{ |
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return m_bitsDamageType; |
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} |
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inline void CTakeDamageInfo::AddDamageType( int bitsDamageType ) |
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{ |
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m_bitsDamageType |= bitsDamageType; |
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} |
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inline int CTakeDamageInfo::GetDamageCustom() const |
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{ |
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return m_iDamageCustom; |
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} |
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inline void CTakeDamageInfo::SetDamageCustom( int iDamageCustom ) |
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{ |
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m_iDamageCustom = iDamageCustom; |
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} |
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inline int CTakeDamageInfo::GetDamageStats() const |
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{ |
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return m_iDamageCustom; |
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} |
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inline void CTakeDamageInfo::SetDamageStats( int iDamageCustom ) |
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{ |
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m_iDamageCustom = iDamageCustom; |
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} |
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inline int CTakeDamageInfo::GetAmmoType() const |
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{ |
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return m_iAmmoType; |
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} |
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inline void CTakeDamageInfo::SetAmmoType( int iAmmoType ) |
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{ |
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m_iAmmoType = iAmmoType; |
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} |
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inline void CTakeDamageInfo::CopyDamageToBaseDamage() |
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{ |
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m_flBaseDamage = m_flDamage; |
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} |
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// -------------------------------------------------------------------------------------------------- // |
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// Inlines. |
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// -------------------------------------------------------------------------------------------------- // |
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inline CBaseEntity *CMultiDamage::GetTarget() const |
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{ |
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return m_hTarget; |
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} |
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inline void CMultiDamage::SetTarget( CBaseEntity *pTarget ) |
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{ |
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m_hTarget = pTarget; |
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} |
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#endif // TAKEDAMAGEINFO_H
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