sqwarmed/sdk_src/game/server/physics_prop_ragdoll.h

164 lines
6.1 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef PHYSICS_PROP_RAGDOLL_H
#define PHYSICS_PROP_RAGDOLL_H
#ifdef _WIN32
#pragma once
#endif
#include "ragdoll_shared.h"
#include "player_pickup.h"
namespace ResponseRules { class IResponseSystem; };
//-----------------------------------------------------------------------------
// Purpose: entity class for simple ragdoll physics
//-----------------------------------------------------------------------------
// UNDONE: Move this to a private header
class CRagdollProp : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
{
DECLARE_CLASS( CRagdollProp, CBaseAnimating );
public:
CRagdollProp( void );
~CRagdollProp( void );
virtual void UpdateOnRemove( void );
void DrawDebugGeometryOverlays();
void Spawn( void );
void Precache( void );
// Disable auto fading under dx7 or when level fades are specified
void DisableAutoFade();
int ObjectCaps();
DECLARE_SERVERCLASS();
// Don't treat as a live target
virtual bool IsAlive( void ) { return false; }
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &dir, trace_t *ptr );
virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
virtual void SetupBones( matrix3x4a_t *pBoneToWorld, int boneMask );
virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
virtual int DrawDebugTextOverlays(void);
// Response system stuff
virtual ResponseRules::IResponseSystem *GetResponseSystem();
virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
void SetSourceClassName( const char *pClassname );
// Physics attacker
virtual CBasePlayer *HasPhysicsAttacker( float dt );
// locals
void InitRagdollAnimation( void );
void InitRagdoll( const Vector &forceVector, int forceBone, const Vector &forcePos, matrix3x4_t *pPrevBones, matrix3x4_t *pBoneToWorld, float dt, int collisionGroup, bool activateRagdoll, bool bWakeRagdoll = true );
void RecheckCollisionFilter( void );
void SetDebrisThink();
void ClearFlagsThink( void );
inline ragdoll_t *GetRagdoll( void ) { return &m_ragdoll; }
virtual bool IsRagdoll() { return true; }
// Damage passing
virtual void SetDamageEntity( CBaseEntity *pEntity );
virtual int OnTakeDamage( const CTakeDamageInfo &info );
virtual void OnSave( IEntitySaveUtils *pUtils );
virtual void OnRestore();
// Purpose: CDefaultPlayerPickupVPhysics
virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
virtual AngularImpulse PhysGunLaunchAngularImpulse();
bool HasPhysgunInteraction( const char *pszKeyName, const char *pszValue );
void HandleFirstCollisionInteractions( int index, gamevcollisionevent_t *pEvent );
void SetUnragdoll( CBaseAnimating *pOther );
void SetBlendWeight( float weight ) { m_flBlendWeight = weight; }
void SetOverlaySequence( Activity activity );
void FadeOut( float flDelay = 0, float fadeTime = -1 );
bool IsFading();
CBaseEntity* GetKiller() { return m_hKiller; }
void SetKiller( CBaseEntity *pKiller ) { m_hKiller = pKiller; }
void GetAngleOverrideFromCurrentState( char *pOut, int size );
void DisableMotion( void );
// Input/Output
void InputStartRadgollBoogie( inputdata_t &inputdata );
void InputEnableMotion( inputdata_t &inputdata );
void InputDisableMotion( inputdata_t &inputdata );
void InputTurnOn( inputdata_t &inputdata );
void InputTurnOff( inputdata_t &inputdata );
void InputFadeAndRemove( inputdata_t &inputdata );
DECLARE_DATADESC();
protected:
void CalcRagdollSize( void );
ragdoll_t m_ragdoll;
private:
void UpdateNetworkDataFromVPhysics( IPhysicsObject *pPhysics, int index );
void FadeOutThink();
bool m_bStartDisabled;
CNetworkArray( Vector, m_ragPos, RAGDOLL_MAX_ELEMENTS );
CNetworkArray( QAngle, m_ragAngles, RAGDOLL_MAX_ELEMENTS );
string_t m_anglesOverrideString;
typedef CHandle<CBaseAnimating> CBaseAnimatingHandle;
CNetworkVar( CBaseAnimatingHandle, m_hUnragdoll );
unsigned int m_lastUpdateTickCount;
bool m_allAsleep;
bool m_bFirstCollisionAfterLaunch;
EHANDLE m_hDamageEntity;
EHANDLE m_hKiller; // Who killed me?
CHandle<CBasePlayer> m_hPhysicsAttacker;
float m_flLastPhysicsInfluenceTime;
float m_flFadeOutStartTime;
float m_flFadeTime;
string_t m_strSourceClassName;
bool m_bHasBeenPhysgunned;
// If not 1, then allow underlying sequence to blend in with simulated bone positions
CNetworkVar( float, m_flBlendWeight );
CNetworkVar( int, m_nOverlaySequence );
float m_flDefaultFadeScale;
Vector m_ragdollMins[RAGDOLL_MAX_ELEMENTS];
Vector m_ragdollMaxs[RAGDOLL_MAX_ELEMENTS];
};
CBaseEntity *CreateServerRagdoll( CBaseAnimating *pAnimating, int forceBone, const CTakeDamageInfo &info, int collisionGroup, bool bUseLRURetirement = false );
CRagdollProp *CreateServerRagdollAttached( CBaseAnimating *pAnimating, const Vector &vecForce, int forceBone, int collisionGroup, IPhysicsObject *pAttached, CBaseAnimating *pParentEntity, int boneAttach, const Vector &originAttached, int parentBoneAttach, const Vector &boneOrigin );
void DetachAttachedRagdoll( CBaseEntity *pRagdollIn );
void DetachAttachedRagdollsForEntity( CBaseEntity *pRagdollParent );
CBaseAnimating *CreateServerRagdollSubmodel( CBaseAnimating *pOwner, const char *pModelName, const Vector &position, const QAngle &angles, int collisionGroup );
bool Ragdoll_IsPropRagdoll( CBaseEntity *pEntity );
void Ragdoll_GetAngleOverrideString( char *pOut, int size, CBaseEntity *pEntity );
ragdoll_t *Ragdoll_GetRagdoll( CBaseEntity *pEntity );
#endif // PHYSICS_PROP_RAGDOLL_H