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C++

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