//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef PROPS_SHARED_H #define PROPS_SHARED_H #ifdef _WIN32 #pragma once #endif #include "igamesystem.h" #include // 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 iszChunkModels; }; CUtlVector 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 &list, int modelindex, float defBurstScale, int defCollisionGroup ); void BreakModelList( CUtlVector &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 PrecachePropsForModel( int iModel, const char *pszBlockName ); void PrecacheGibsForModel( int iModel ); void BuildGibList( CUtlVector &list, int modelindex, float defBurstScale, int defCollisionGroup ); CBaseEntity *CreateGibsFromList( CUtlVector &list, int modelindex, IPhysicsObject *pPhysics, const breakablepropparams_t ¶ms, CBaseEntity *pEntity, int iPrecomputedBreakableCount, bool bIgnoreGibLImit, bool defaultLocation = true, CUtlVector *pGibList = NULL, bool bBurning = false ); #endif // PROPS_SHARED_H