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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/physobj.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/physobj.h')
| -rw-r--r-- | game/server/physobj.h | 237 |
1 files changed, 237 insertions, 0 deletions
diff --git a/game/server/physobj.h b/game/server/physobj.h new file mode 100644 index 0000000..a6e9e5a --- /dev/null +++ b/game/server/physobj.h @@ -0,0 +1,237 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef PHYSOBJ_H +#define PHYSOBJ_H +#ifdef _WIN32 +#pragma once +#endif + +#ifndef PHYSICS_H +#include "physics.h" +#endif + +#include "entityoutput.h" +#include "func_break.h" +#include "player_pickup.h" + +// --------------------------------------------------------------------- +// +// CPhysBox -- physically simulated brush rectangular solid +// +// --------------------------------------------------------------------- +// Physbox Spawnflags. Start at 0x01000 to avoid collision with CBreakable's +#define SF_PHYSBOX_ASLEEP 0x01000 +#define SF_PHYSBOX_IGNOREUSE 0x02000 +#define SF_PHYSBOX_DEBRIS 0x04000 +#define SF_PHYSBOX_MOTIONDISABLED 0x08000 +#define SF_PHYSBOX_USEPREFERRED 0x10000 +#define SF_PHYSBOX_ENABLE_ON_PHYSCANNON 0x20000 +#define SF_PHYSBOX_NO_ROTORWASH_PUSH 0x40000 // The rotorwash doesn't push these +#define SF_PHYSBOX_ENABLE_PICKUP_OUTPUT 0x80000 +#define SF_PHYSBOX_ALWAYS_PICK_UP 0x100000 // Physcannon can always pick this up, no matter what mass or constraints may apply. +#define SF_PHYSBOX_NEVER_PICK_UP 0x200000 // Physcannon will never be able to pick this up. +#define SF_PHYSBOX_NEVER_PUNT 0x400000 // Physcannon will never be able to punt this object. +#define SF_PHYSBOX_PREVENT_PLAYER_TOUCH_ENABLE 0x800000 // If set, the player will not cause the object to enable its motion when bumped into + +// UNDONE: Hook collisions into the physics system to generate touch functions and take damage on falls +// UNDONE: Base class PhysBrush +class CPhysBox : public CBreakable +{ +DECLARE_CLASS( CPhysBox, CBreakable ); + +public: + DECLARE_SERVERCLASS(); + + void Spawn ( void ); + bool CreateVPhysics(); + void Move( const Vector &force ); + virtual int ObjectCaps(); + virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + + virtual int DrawDebugTextOverlays(void); + + virtual void VPhysicsUpdate( IPhysicsObject *pPhysics ); + virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); + int OnTakeDamage( const CTakeDamageInfo &info ); + void EnableMotion( void ); + + bool CanBePickedUpByPhyscannon(); + + // IPlayerPickupVPhysics + virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ); + virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ); + + bool HasPreferredCarryAnglesForPlayer( CBasePlayer *pPlayer ); + virtual QAngle PreferredCarryAngles( void ) { return m_angPreferredCarryAngles; } + + // inputs + void InputWake( inputdata_t &inputdata ); + void InputSleep( inputdata_t &inputdata ); + void InputEnableMotion( inputdata_t &inputdata ); + void InputDisableMotion( inputdata_t &inputdata ); + void InputForceDrop( inputdata_t &inputdata ); + void InputDisableFloating( inputdata_t &inputdata ); + + DECLARE_DATADESC(); + +protected: + int m_damageType; + float m_massScale; + string_t m_iszOverrideScript; + int m_damageToEnableMotion; + float m_flForceToEnableMotion; + QAngle m_angPreferredCarryAngles; + bool m_bNotSolidToWorld; + + // Outputs + COutputEvent m_OnDamaged; + COutputEvent m_OnAwakened; + COutputEvent m_OnMotionEnabled; + COutputEvent m_OnPhysGunPickup; + COutputEvent m_OnPhysGunPunt; + COutputEvent m_OnPhysGunOnlyPickup; + COutputEvent m_OnPhysGunDrop; + COutputEvent m_OnPlayerUse; + + CHandle<CBasePlayer> m_hCarryingPlayer; // Player who's carrying us +}; + +// --------------------------------------------------------------------- +// +// CPhysExplosion -- physically simulated explosion +// +// --------------------------------------------------------------------- +class CPhysExplosion : public CPointEntity +{ +public: + DECLARE_CLASS( CPhysExplosion, CPointEntity ); + + void Spawn ( void ); + void Explode( CBaseEntity *pActivator, CBaseEntity *pCaller ); + + CBaseEntity *FindEntity( CBaseEntity *pEntity, CBaseEntity *pActivator, CBaseEntity *pCaller ); + + int DrawDebugTextOverlays(void); + + // Input handlers + void InputExplode( inputdata_t &inputdata ); + + DECLARE_DATADESC(); +private: + + float GetRadius( void ); + + float m_damage; + float m_radius; + string_t m_targetEntityName; + float m_flInnerRadius; + + COutputEvent m_OnPushedPlayer; +}; + + +//================================================== +// CPhysImpact +//================================================== + +class CPhysImpact : public CPointEntity +{ +public: + DECLARE_CLASS( CPhysImpact, CPointEntity ); + + void Spawn( void ); + //void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); + void Activate( void ); + + void InputImpact( inputdata_t &inputdata ); + + DECLARE_DATADESC(); + +private: + + void PointAtEntity( void ); + + float m_damage; + float m_distance; + string_t m_directionEntityName; +}; + +//----------------------------------------------------------------------------- +// Purpose: A magnet that creates constraints between itself and anything it touches +//----------------------------------------------------------------------------- + +struct magnetted_objects_t +{ + IPhysicsConstraint *pConstraint; + EHANDLE hEntity; + + DECLARE_SIMPLE_DATADESC(); +}; + +class CPhysMagnet : public CBaseAnimating, public IPhysicsConstraintEvent +{ + DECLARE_CLASS( CPhysMagnet, CBaseAnimating ); +public: + DECLARE_DATADESC(); + DECLARE_SERVERCLASS(); + + CPhysMagnet(); + ~CPhysMagnet(); + + void Spawn( void ); + void Precache( void ); + void Touch( CBaseEntity *pOther ); + void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ); + void DoMagnetSuck( CBaseEntity *pOther ); + void SetConstraintGroup( IPhysicsConstraintGroup *pGroup ); + + bool IsOn( void ) { return m_bActive; } + int GetNumAttachedObjects( void ); + float GetTotalMassAttachedObjects( void ); + CBaseEntity *GetAttachedObject( int iIndex ); + + // Checking for hitting something + void ResetHasHitSomething( void ) { m_bHasHitSomething = false; } + bool HasHitSomething( void ) { return m_bHasHitSomething; } + + // Inputs + void InputToggle( inputdata_t &inputdata ); + void InputTurnOn( inputdata_t &inputdata ); + void InputTurnOff( inputdata_t &inputdata ); + + void InputConstraintBroken( inputdata_t &inputdata ); + + void DetachAll( void ); + +// IPhysicsConstraintEvent +public: + void ConstraintBroken( IPhysicsConstraint *pConstraint ); + +protected: + // Outputs + COutputEvent m_OnMagnetAttach; + COutputEvent m_OnMagnetDetach; + + // Keys + float m_massScale; + string_t m_iszOverrideScript; + float m_forceLimit; + float m_torqueLimit; + + CUtlVector< magnetted_objects_t > m_MagnettedEntities; + IPhysicsConstraintGroup *m_pConstraintGroup; + + bool m_bActive; + bool m_bHasHitSomething; + float m_flTotalMass; + float m_flRadius; + float m_flNextSuckTime; + int m_iMaxObjectsAttached; +}; + +#endif // PHYSOBJ_H |