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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /sp/src/game/shared/takedamageinfo.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/shared/takedamageinfo.h')
-rw-r--r--sp/src/game/shared/takedamageinfo.h369
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diff --git a/sp/src/game/shared/takedamageinfo.h b/sp/src/game/shared/takedamageinfo.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef TAKEDAMAGEINFO_H
+#define TAKEDAMAGEINFO_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "networkvar.h" // todo: change this when DECLARE_CLASS is moved into a better location.
+
+// Used to initialize m_flBaseDamage to something that we know pretty much for sure
+// hasn't been modified by a user.
+#define BASEDAMAGE_NOT_SPECIFIED FLT_MAX
+
+class CBaseEntity;
+
+
+class CTakeDamageInfo
+{
+public:
+ DECLARE_CLASS_NOBASE( CTakeDamageInfo );
+
+ CTakeDamageInfo();
+ CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType, int iKillType = 0 );
+ CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, float flDamage, int bitsDamageType, int iKillType = 0 );
+ CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL );
+ CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL );
+
+
+ // Inflictor is the weapon or rocket (or player) that is dealing the damage.
+ CBaseEntity* GetInflictor() const;
+ void SetInflictor( CBaseEntity *pInflictor );
+
+ // Weapon is the weapon that did the attack.
+ // For hitscan weapons, it'll be the same as the inflictor. For projectile weapons, the projectile
+ // is the inflictor, and this contains the weapon that created the projectile.
+ CBaseEntity* GetWeapon() const;
+ void SetWeapon( CBaseEntity *pWeapon );
+
+ // Attacker is the character who originated the attack (like a player or an AI).
+ CBaseEntity* GetAttacker() const;
+ void SetAttacker( CBaseEntity *pAttacker );
+
+ float GetDamage() const;
+ void SetDamage( float flDamage );
+ float GetMaxDamage() const;
+ void SetMaxDamage( float flMaxDamage );
+ void ScaleDamage( float flScaleAmount );
+ void AddDamage( float flAddAmount );
+ void SubtractDamage( float flSubtractAmount );
+ float GetDamageBonus() const;
+ void SetDamageBonus( float flBonus );
+
+ float GetBaseDamage() const;
+ bool BaseDamageIsValid() const;
+
+ Vector GetDamageForce() const;
+ void SetDamageForce( const Vector &damageForce );
+ void ScaleDamageForce( float flScaleAmount );
+
+ Vector GetDamagePosition() const;
+ void SetDamagePosition( const Vector &damagePosition );
+
+ Vector GetReportedPosition() const;
+ void SetReportedPosition( const Vector &reportedPosition );
+
+ int GetDamageType() const;
+ void SetDamageType( int bitsDamageType );
+ void AddDamageType( int bitsDamageType );
+ int GetDamageCustom( void ) const;
+ void SetDamageCustom( int iDamageCustom );
+ int GetDamageStats( void ) const;
+ void SetDamageStats( int iDamageStats );
+
+ int GetAmmoType() const;
+ void SetAmmoType( int iAmmoType );
+ const char * GetAmmoName() const;
+
+ int GetPlayerPenetrationCount() const { return m_iPlayerPenetrationCount; }
+ void SetPlayerPenetrationCount( int iPlayerPenetrationCount ) { m_iPlayerPenetrationCount = iPlayerPenetrationCount; }
+
+ int GetDamagedOtherPlayers() const { return m_iDamagedOtherPlayers; }
+ void SetDamagedOtherPlayers( int iVal ) { m_iDamagedOtherPlayers = iVal; }
+
+ void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType, int iKillType = 0 );
+ void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, float flDamage, int bitsDamageType, int iKillType = 0 );
+ void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL );
+ void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL );
+
+ void AdjustPlayerDamageInflictedForSkillLevel();
+ void AdjustPlayerDamageTakenForSkillLevel();
+
+ // Given a damage type (composed of the #defines above), fill out a string with the appropriate text.
+ // For designer debug output.
+ static void DebugGetDamageTypeString(unsigned int DamageType, char *outbuf, int outbuflength );
+
+
+//private:
+ void CopyDamageToBaseDamage();
+
+protected:
+ void Init( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, const Vector &reportedPosition, float flDamage, int bitsDamageType, int iKillType );
+
+ Vector m_vecDamageForce;
+ Vector m_vecDamagePosition;
+ Vector m_vecReportedPosition; // Position players are told damage is coming from
+ EHANDLE m_hInflictor;
+ EHANDLE m_hAttacker;
+ EHANDLE m_hWeapon;
+ float m_flDamage;
+ float m_flMaxDamage;
+ float m_flBaseDamage; // The damage amount before skill leve adjustments are made. Used to get uniform damage forces.
+ int m_bitsDamageType;
+ int m_iDamageCustom;
+ int m_iDamageStats;
+ int m_iAmmoType; // AmmoType of the weapon used to cause this damage, if any
+ int m_iDamagedOtherPlayers;
+ int m_iPlayerPenetrationCount;
+ float m_flDamageBonus; // Anything that increases damage (crit) - store the delta
+
+ DECLARE_SIMPLE_DATADESC();
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Multi damage. Used to collect multiple damages in the same frame (i.e. shotgun pellets)
+//-----------------------------------------------------------------------------
+class CMultiDamage : public CTakeDamageInfo
+{
+ DECLARE_CLASS( CMultiDamage, CTakeDamageInfo );
+public:
+ CMultiDamage();
+
+ bool IsClear( void ) { return (m_hTarget == NULL); }
+ CBaseEntity *GetTarget() const;
+ void SetTarget( CBaseEntity *pTarget );
+
+ void Init( CBaseEntity *pTarget, CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, const Vector &reportedPosition, float flDamage, int bitsDamageType, int iKillType );
+
+protected:
+ EHANDLE m_hTarget;
+
+ DECLARE_SIMPLE_DATADESC();
+};
+
+extern CMultiDamage g_MultiDamage;
+
+// Multidamage accessors
+void ClearMultiDamage( void );
+void ApplyMultiDamage( void );
+void AddMultiDamage( const CTakeDamageInfo &info, CBaseEntity *pEntity );
+
+//-----------------------------------------------------------------------------
+// Purpose: Utility functions for physics damage force calculation
+//-----------------------------------------------------------------------------
+float ImpulseScale( float flTargetMass, float flDesiredSpeed );
+void CalculateExplosiveDamageForce( CTakeDamageInfo *info, const Vector &vecDir, const Vector &vecForceOrigin, float flScale = 1.0 );
+void CalculateBulletDamageForce( CTakeDamageInfo *info, int iBulletType, const Vector &vecBulletDir, const Vector &vecForceOrigin, float flScale = 1.0 );
+void CalculateMeleeDamageForce( CTakeDamageInfo *info, const Vector &vecMeleeDir, const Vector &vecForceOrigin, float flScale = 1.0 );
+void GuessDamageForce( CTakeDamageInfo *info, const Vector &vecForceDir, const Vector &vecForceOrigin, float flScale = 1.0 );
+
+
+// -------------------------------------------------------------------------------------------------- //
+// Inlines.
+// -------------------------------------------------------------------------------------------------- //
+
+inline CBaseEntity* CTakeDamageInfo::GetInflictor() const
+{
+ return m_hInflictor;
+}
+
+
+inline void CTakeDamageInfo::SetInflictor( CBaseEntity *pInflictor )
+{
+ m_hInflictor = pInflictor;
+}
+
+
+inline CBaseEntity* CTakeDamageInfo::GetAttacker() const
+{
+ return m_hAttacker;
+}
+
+
+inline void CTakeDamageInfo::SetAttacker( CBaseEntity *pAttacker )
+{
+ m_hAttacker = pAttacker;
+}
+
+inline CBaseEntity* CTakeDamageInfo::GetWeapon() const
+{
+ return m_hWeapon;
+}
+
+
+inline void CTakeDamageInfo::SetWeapon( CBaseEntity *pWeapon )
+{
+ m_hWeapon = pWeapon;
+}
+
+
+inline float CTakeDamageInfo::GetDamage() const
+{
+ return m_flDamage;
+}
+
+inline void CTakeDamageInfo::SetDamage( float flDamage )
+{
+ m_flDamage = flDamage;
+}
+
+inline float CTakeDamageInfo::GetMaxDamage() const
+{
+ return m_flMaxDamage;
+}
+
+inline void CTakeDamageInfo::SetMaxDamage( float flMaxDamage )
+{
+ m_flMaxDamage = flMaxDamage;
+}
+
+inline void CTakeDamageInfo::ScaleDamage( float flScaleAmount )
+{
+ m_flDamage *= flScaleAmount;
+}
+
+inline void CTakeDamageInfo::AddDamage( float flAddAmount )
+{
+ m_flDamage += flAddAmount;
+}
+
+inline void CTakeDamageInfo::SubtractDamage( float flSubtractAmount )
+{
+ m_flDamage -= flSubtractAmount;
+}
+
+inline float CTakeDamageInfo::GetDamageBonus() const
+{
+ return m_flDamageBonus;
+}
+
+inline void CTakeDamageInfo::SetDamageBonus( float flBonus )
+{
+ m_flDamageBonus = flBonus;
+}
+
+inline float CTakeDamageInfo::GetBaseDamage() const
+{
+ if( BaseDamageIsValid() )
+ return m_flBaseDamage;
+
+ // No one ever specified a base damage, so just return damage.
+ return m_flDamage;
+}
+
+inline bool CTakeDamageInfo::BaseDamageIsValid() const
+{
+ return (m_flBaseDamage != BASEDAMAGE_NOT_SPECIFIED);
+}
+
+inline Vector CTakeDamageInfo::GetDamageForce() const
+{
+ return m_vecDamageForce;
+}
+
+inline void CTakeDamageInfo::SetDamageForce( const Vector &damageForce )
+{
+ m_vecDamageForce = damageForce;
+}
+
+inline void CTakeDamageInfo::ScaleDamageForce( float flScaleAmount )
+{
+ m_vecDamageForce *= flScaleAmount;
+}
+
+inline Vector CTakeDamageInfo::GetDamagePosition() const
+{
+ return m_vecDamagePosition;
+}
+
+
+inline void CTakeDamageInfo::SetDamagePosition( const Vector &damagePosition )
+{
+ m_vecDamagePosition = damagePosition;
+}
+
+inline Vector CTakeDamageInfo::GetReportedPosition() const
+{
+ return m_vecReportedPosition;
+}
+
+
+inline void CTakeDamageInfo::SetReportedPosition( const Vector &reportedPosition )
+{
+ m_vecReportedPosition = reportedPosition;
+}
+
+
+inline void CTakeDamageInfo::SetDamageType( int bitsDamageType )
+{
+ m_bitsDamageType = bitsDamageType;
+}
+
+inline int CTakeDamageInfo::GetDamageType() const
+{
+ return m_bitsDamageType;
+}
+
+inline void CTakeDamageInfo::AddDamageType( int bitsDamageType )
+{
+ m_bitsDamageType |= bitsDamageType;
+}
+
+inline int CTakeDamageInfo::GetDamageCustom() const
+{
+ return m_iDamageCustom;
+}
+
+inline void CTakeDamageInfo::SetDamageCustom( int iDamageCustom )
+{
+ m_iDamageCustom = iDamageCustom;
+}
+
+inline int CTakeDamageInfo::GetDamageStats() const
+{
+ return m_iDamageCustom;
+}
+
+inline void CTakeDamageInfo::SetDamageStats( int iDamageCustom )
+{
+ m_iDamageCustom = iDamageCustom;
+}
+
+inline int CTakeDamageInfo::GetAmmoType() const
+{
+ return m_iAmmoType;
+}
+
+inline void CTakeDamageInfo::SetAmmoType( int iAmmoType )
+{
+ m_iAmmoType = iAmmoType;
+}
+
+inline void CTakeDamageInfo::CopyDamageToBaseDamage()
+{
+ m_flBaseDamage = m_flDamage;
+}
+
+
+// -------------------------------------------------------------------------------------------------- //
+// Inlines.
+// -------------------------------------------------------------------------------------------------- //
+inline CBaseEntity *CMultiDamage::GetTarget() const
+{
+ return m_hTarget;
+}
+
+inline void CMultiDamage::SetTarget( CBaseEntity *pTarget )
+{
+ m_hTarget = pTarget;
+}
+
+
+#endif // TAKEDAMAGEINFO_H