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//========= 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, bool bUseSlowHighAccuracyContacts ); 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
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