mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 17:13:03 +00:00
255 lines
10 KiB
C++
255 lines
10 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef PROPS_SHARED_H
|
|
#define PROPS_SHARED_H
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#include "igamesystem.h"
|
|
#include <KeyValues.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;
|
|
};
|
|
|
|
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 BreakModelList( CUtlVector<breakmodel_t> &list, int modelindex, float defBurstScale, int defCollisionGroup );
|
|
void PropBreakableCreateAll( int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, 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 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 ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLImit, bool defaultLocation = true, CUtlVector<EHANDLE> *pGibList = NULL, bool bBurning = false );
|
|
|
|
#endif // PROPS_SHARED_H
|