363 lines
11 KiB
C++
363 lines
11 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TAKEDAMAGEINFO_H
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#define TAKEDAMAGEINFO_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "networkvar.h" // todo: change this when DECLARE_CLASS is moved into a better location.
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// Used to initialize m_flBaseDamage to something that we know pretty much for sure
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// hasn't been modified by a user.
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#define BASEDAMAGE_NOT_SPECIFIED FLT_MAX
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class CBaseEntity;
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class CTakeDamageInfo
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{
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public:
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DECLARE_CLASS_NOBASE( CTakeDamageInfo );
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CTakeDamageInfo();
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CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType, int iKillType = 0 );
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CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, float flDamage, int bitsDamageType, int iKillType = 0 );
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CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL );
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CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL );
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// Inflictor is the weapon or rocket (or player) that is dealing the damage.
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CBaseEntity* GetInflictor() const;
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void SetInflictor( CBaseEntity *pInflictor );
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// Weapon is the weapon that did the attack.
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// For hitscan weapons, it'll be the same as the inflictor. For projectile weapons, the projectile
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// is the inflictor, and this contains the weapon that created the projectile.
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CBaseEntity* GetWeapon() const;
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void SetWeapon( CBaseEntity *pWeapon );
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// Attacker is the character who originated the attack (like a player or an AI).
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CBaseEntity* GetAttacker() const;
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void SetAttacker( CBaseEntity *pAttacker );
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float GetDamage() const;
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void SetDamage( float flDamage );
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float GetMaxDamage() const;
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void SetMaxDamage( float flMaxDamage );
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void ScaleDamage( float flScaleAmount );
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void AddDamage( float flAddAmount );
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void SubtractDamage( float flSubtractAmount );
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float GetBaseDamage() const;
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bool BaseDamageIsValid() const;
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Vector GetDamageForce() const;
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void SetDamageForce( const Vector &damageForce );
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void ScaleDamageForce( float flScaleAmount );
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Vector GetDamagePosition() const;
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void SetDamagePosition( const Vector &damagePosition );
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Vector GetReportedPosition() const;
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void SetReportedPosition( const Vector &reportedPosition );
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int GetDamageType() const;
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void SetDamageType( int bitsDamageType );
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void AddDamageType( int bitsDamageType );
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int GetDamageCustom( void ) const;
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void SetDamageCustom( int iDamageCustom );
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int GetDamageStats( void ) const;
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void SetDamageStats( int iDamageStats );
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int GetAmmoType() const;
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void SetAmmoType( int iAmmoType );
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const char * GetAmmoName() const;
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float GetRadius() const;
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void SetRadius( float fRadius );
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType, int iKillType = 0 );
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, float flDamage, int bitsDamageType, int iKillType = 0 );
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL );
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void Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType = 0, Vector *reportedPosition = NULL );
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void AdjustPlayerDamageInflictedForSkillLevel();
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void AdjustPlayerDamageTakenForSkillLevel();
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// Given a damage type (composed of the #defines above), fill out a string with the appropriate text.
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// For designer debug output.
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static void DebugGetDamageTypeString(unsigned int DamageType, char *outbuf, int outbuflength );
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//private:
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void CopyDamageToBaseDamage();
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protected:
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void Init( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, const Vector &reportedPosition, float flDamage, int bitsDamageType, int iKillType );
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Vector m_vecDamageForce;
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Vector m_vecDamagePosition;
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Vector m_vecReportedPosition; // Position players are told damage is coming from
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EHANDLE m_hInflictor;
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EHANDLE m_hAttacker;
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EHANDLE m_hWeapon;
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float m_flDamage;
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float m_flMaxDamage;
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float m_flBaseDamage; // The damage amount before skill leve adjustments are made. Used to get uniform damage forces.
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int m_bitsDamageType;
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int m_iDamageCustom;
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int m_iDamageStats;
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int m_iAmmoType; // AmmoType of the weapon used to cause this damage, if any
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float m_flRadius;
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DECLARE_SIMPLE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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// Purpose: Multi damage. Used to collect multiple damages in the same frame (i.e. shotgun pellets)
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//-----------------------------------------------------------------------------
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class CMultiDamage : public CTakeDamageInfo
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{
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DECLARE_CLASS( CMultiDamage, CTakeDamageInfo );
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public:
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CMultiDamage();
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bool IsClear( void ) { return (m_hTarget == NULL); }
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CBaseEntity *GetTarget() const;
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void SetTarget( CBaseEntity *pTarget );
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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 );
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protected:
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EHANDLE m_hTarget;
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DECLARE_SIMPLE_DATADESC();
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};
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extern CMultiDamage g_MultiDamage;
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// Multidamage accessors
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void ClearMultiDamage( void );
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void ApplyMultiDamage( void );
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void AddMultiDamage( const CTakeDamageInfo &info, CBaseEntity *pEntity );
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//-----------------------------------------------------------------------------
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// Purpose: Utility functions for physics damage force calculation
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//-----------------------------------------------------------------------------
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float ImpulseScale( float flTargetMass, float flDesiredSpeed );
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void CalculateExplosiveDamageForce( CTakeDamageInfo *info, const Vector &vecDir, const Vector &vecForceOrigin, float flScale = 1.0 );
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void CalculateBulletDamageForce( CTakeDamageInfo *info, int iBulletType, const Vector &vecBulletDir, const Vector &vecForceOrigin, float flScale = 1.0 );
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void CalculateMeleeDamageForce( CTakeDamageInfo *info, const Vector &vecMeleeDir, const Vector &vecForceOrigin, float flScale = 1.0 );
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void GuessDamageForce( CTakeDamageInfo *info, const Vector &vecForceDir, const Vector &vecForceOrigin, float flScale = 1.0 );
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// -------------------------------------------------------------------------------------------------- //
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// Inlines.
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// -------------------------------------------------------------------------------------------------- //
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inline CBaseEntity* CTakeDamageInfo::GetInflictor() const
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{
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return m_hInflictor;
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}
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inline void CTakeDamageInfo::SetInflictor( CBaseEntity *pInflictor )
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{
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m_hInflictor = pInflictor;
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}
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inline CBaseEntity* CTakeDamageInfo::GetAttacker() const
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{
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return m_hAttacker;
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}
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inline void CTakeDamageInfo::SetAttacker( CBaseEntity *pAttacker )
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{
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m_hAttacker = pAttacker;
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}
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inline CBaseEntity* CTakeDamageInfo::GetWeapon() const
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{
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return m_hWeapon;
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}
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inline void CTakeDamageInfo::SetWeapon( CBaseEntity *pWeapon )
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{
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m_hWeapon = pWeapon;
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}
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inline float CTakeDamageInfo::GetDamage() const
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{
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return m_flDamage;
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}
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inline void CTakeDamageInfo::SetDamage( float flDamage )
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{
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m_flDamage = flDamage;
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}
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inline float CTakeDamageInfo::GetMaxDamage() const
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{
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return m_flMaxDamage;
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}
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inline void CTakeDamageInfo::SetMaxDamage( float flMaxDamage )
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{
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m_flMaxDamage = flMaxDamage;
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}
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inline void CTakeDamageInfo::ScaleDamage( float flScaleAmount )
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{
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m_flDamage *= flScaleAmount;
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}
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inline void CTakeDamageInfo::AddDamage( float flAddAmount )
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{
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m_flDamage += flAddAmount;
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}
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inline void CTakeDamageInfo::SubtractDamage( float flSubtractAmount )
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{
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m_flDamage -= flSubtractAmount;
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}
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inline float CTakeDamageInfo::GetBaseDamage() const
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{
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if( BaseDamageIsValid() )
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return m_flBaseDamage;
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// No one ever specified a base damage, so just return damage.
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return m_flDamage;
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}
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inline bool CTakeDamageInfo::BaseDamageIsValid() const
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{
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return (m_flBaseDamage != BASEDAMAGE_NOT_SPECIFIED);
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}
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inline Vector CTakeDamageInfo::GetDamageForce() const
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{
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return m_vecDamageForce;
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}
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inline void CTakeDamageInfo::SetDamageForce( const Vector &damageForce )
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{
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m_vecDamageForce = damageForce;
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}
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inline void CTakeDamageInfo::ScaleDamageForce( float flScaleAmount )
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{
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m_vecDamageForce *= flScaleAmount;
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}
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inline Vector CTakeDamageInfo::GetDamagePosition() const
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{
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return m_vecDamagePosition;
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}
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inline void CTakeDamageInfo::SetDamagePosition( const Vector &damagePosition )
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{
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m_vecDamagePosition = damagePosition;
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}
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inline Vector CTakeDamageInfo::GetReportedPosition() const
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{
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return m_vecReportedPosition;
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}
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inline void CTakeDamageInfo::SetReportedPosition( const Vector &reportedPosition )
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{
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m_vecReportedPosition = reportedPosition;
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}
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inline int CTakeDamageInfo::GetDamageType() const
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{
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return m_bitsDamageType;
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}
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inline void CTakeDamageInfo::SetDamageType( int bitsDamageType )
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{
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m_bitsDamageType = bitsDamageType;
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}
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inline void CTakeDamageInfo::AddDamageType( int bitsDamageType )
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{
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m_bitsDamageType |= bitsDamageType;
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}
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inline int CTakeDamageInfo::GetDamageCustom() const
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{
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return m_iDamageCustom;
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}
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inline void CTakeDamageInfo::SetDamageCustom( int iDamageCustom )
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{
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m_iDamageCustom = iDamageCustom;
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}
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inline int CTakeDamageInfo::GetDamageStats() const
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{
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return m_iDamageCustom;
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}
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inline void CTakeDamageInfo::SetDamageStats( int iDamageCustom )
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{
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m_iDamageCustom = iDamageCustom;
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}
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inline int CTakeDamageInfo::GetAmmoType() const
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{
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return m_iAmmoType;
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}
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inline void CTakeDamageInfo::SetAmmoType( int iAmmoType )
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{
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m_iAmmoType = iAmmoType;
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}
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inline void CTakeDamageInfo::CopyDamageToBaseDamage()
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{
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m_flBaseDamage = m_flDamage;
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}
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inline float CTakeDamageInfo::GetRadius() const
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{
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return m_flRadius;
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}
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inline void CTakeDamageInfo::SetRadius( float flRadius )
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{
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m_flRadius = flRadius;
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}
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// -------------------------------------------------------------------------------------------------- //
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// Inlines.
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// -------------------------------------------------------------------------------------------------- //
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inline CBaseEntity *CMultiDamage::GetTarget() const
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{
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return m_hTarget;
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}
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inline void CMultiDamage::SetTarget( CBaseEntity *pTarget )
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{
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m_hTarget = pTarget;
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}
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#endif // TAKEDAMAGEINFO_H
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