This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
2020-08-04 13:13:01 -04:00

474 lines
16 KiB
C++

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