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175 lines
6.9 KiB
C
175 lines
6.9 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines a class for objects that break after taking a certain amount
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// of damage.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef FUNC_BREAK_H
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#define FUNC_BREAK_H
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#pragma once
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#include "entityoutput.h"
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#include "props.h"
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typedef enum { expRandom = 0, expDirected, expUsePrecise} Explosions;
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typedef enum { matGlass = 0, matWood, matMetal, matFlesh, matCinderBlock, matCeilingTile, matComputer, matUnbreakableGlass, matRocks, matWeb, matNone, matLastMaterial } Materials;
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#define NUM_SHARDS 6 // this many shards spawned when breakable objects break;
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// Spawnflags for func breakable
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#define SF_BREAK_TRIGGER_ONLY 0x0001 // may only be broken by trigger
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#define SF_BREAK_TOUCH 0x0002 // can be 'crashed through' by running player (plate glass)
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#define SF_BREAK_PRESSURE 0x0004 // can be broken by a player standing on it
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#define SF_BREAK_PHYSICS_BREAK_IMMEDIATELY 0x0200 // the first physics collision this breakable has will immediately break it
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#define SF_BREAK_DONT_TAKE_PHYSICS_DAMAGE 0x0400 // this breakable doesn't take damage from physics collisions
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#define SF_BREAK_NO_BULLET_PENETRATION 0x0800 // don't allow bullets to penetrate
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// Spawnflags for func_pushable (it's also func_breakable, so don't collide with those flags)
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#define SF_PUSH_BREAKABLE 0x0080
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#define SF_PUSH_NO_USE 0x0100 // player cannot +use pickup this ent
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CBreakable : public CBaseEntity, public IBreakableWithPropData, public CDefaultPlayerPickupVPhysics
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{
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public:
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DECLARE_CLASS( CBreakable, CBaseEntity );
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// basic functions
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virtual void Spawn( void );
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void ParsePropData( void );
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bool CreateVPhysics( void );
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virtual void Precache( void );
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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void BreakTouch( CBaseEntity *pOther );
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void DamageSound( void );
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void Break( CBaseEntity *pBreaker );
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// Input handlers
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void InputAddHealth( inputdata_t &inputdata );
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void InputBreak( 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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void InputSetMass( inputdata_t &inputdata );
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// breakables use an overridden takedamage
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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// To spark when hit
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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bool IsBreakable( void );
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bool SparkWhenHit( void );
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char const *DamageDecal( int bitsDamageType, int gameMaterial );
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virtual void Die( void );
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void ResetOnGroundFlags(void);
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inline bool Explodable( void ) { return GetExplosiveRadius() > 0; }
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Materials GetMaterialType( void ) { return m_Material; }
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static void MaterialSoundRandom( int entindex, Materials soundMaterial, float volume );
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static const char *MaterialSound( Materials precacheMaterial );
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static const char *pSpawnObjects[];
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int DrawDebugTextOverlays(void);
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DECLARE_DATADESC();
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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_ExplosionMagnitude = flDamage; }
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float GetExplosiveRadius( void ) { return m_explodeRadius; }
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float GetExplosiveDamage( void ) { return m_ExplosionMagnitude; }
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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 ) { SetBlocksLOS( bBlocksLOS ); }
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void SetPropDataIsAIWalkable( bool bBlocksLOS ) { SetAIWalkable( bBlocksLOS ); }
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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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bool HasInteraction( propdata_interactions_t Interaction ) { return ( m_iInteractions & (1 << Interaction) ) != 0; }
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void SetPhysicsMode(int iMode){}
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int GetPhysicsMode() { return PHYSICS_MULTIPLAYER_SOLID; }
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void SetMultiplayerBreakMode( mp_break_t mode ) {}
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mp_break_t GetMultiplayerBreakMode( void ) const { return MULTIPLAYER_BREAK_DEFAULT; }
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protected:
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float m_angle;
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Materials m_Material;
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EHANDLE m_hBreaker; // The entity that broke us. Held as a data member because sometimes breaking is delayed.
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private:
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Explosions m_Explosion;
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QAngle m_GibDir;
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string_t m_iszGibModel;
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string_t m_iszSpawnObject;
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int m_ExplosionMagnitude;
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float m_flPressureDelay; // Delay before breaking when destoyed by pressure
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int m_iMinHealthDmg; // minimum damage attacker must have to cause damage
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bool m_bTookPhysicsDamage;
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string_t m_iszPropData;
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string_t m_iszModelName;
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protected:
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bool UpdateHealth( int iNewHealth, CBaseEntity *pActivator );
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float m_impactEnergyScale;
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COutputEvent m_OnBreak;
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COutputFloat m_OnHealthChanged;
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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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PerformanceMode_t m_PerformanceMode;
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float m_explodeRadius;
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public:
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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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virtual CBasePlayer *HasPhysicsAttacker( float dt );
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private:
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CHandle<CBasePlayer> m_hPhysicsAttacker;
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float m_flLastPhysicsInfluenceTime;
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};
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#endif // FUNC_BREAK_H
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