Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "takedamageinfo.h"
#include "ammodef.h"
#ifdef GAME_DLL
#include "cs_player.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar phys_pushscale( "phys_pushscale", "1", FCVAR_REPLICATED );
BEGIN_SIMPLE_DATADESC( CTakeDamageInfo )
DEFINE_FIELD( m_vecDamageForce, FIELD_VECTOR ),
DEFINE_FIELD( m_vecDamagePosition, FIELD_POSITION_VECTOR),
DEFINE_FIELD( m_vecReportedPosition, FIELD_POSITION_VECTOR),
DEFINE_FIELD( m_hInflictor, FIELD_EHANDLE),
DEFINE_FIELD( m_hAttacker, FIELD_EHANDLE),
DEFINE_FIELD( m_hWeapon, FIELD_EHANDLE),
DEFINE_FIELD( m_flDamage, FIELD_FLOAT),
DEFINE_FIELD( m_flMaxDamage, FIELD_FLOAT),
DEFINE_FIELD( m_flBaseDamage, FIELD_FLOAT ),
DEFINE_FIELD( m_bitsDamageType, FIELD_INTEGER),
DEFINE_FIELD( m_iDamageCustom, FIELD_INTEGER),
DEFINE_FIELD( m_iDamageStats, FIELD_INTEGER),
DEFINE_FIELD( m_iAmmoType, FIELD_INTEGER),
DEFINE_FIELD( m_flRadius, FIELD_FLOAT),
DEFINE_FIELD( m_iDamagedOtherPlayers, FIELD_INTEGER),
END_DATADESC()
void CTakeDamageInfo::Init( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, const Vector &reportedPosition, float flDamage, int bitsDamageType, int iCustomDamage, int iObjectsPenetrated )
{
m_hInflictor = pInflictor;
if ( pAttacker )
{
m_hAttacker = pAttacker;
}
else
{
m_hAttacker = pInflictor;
}
m_hWeapon = pWeapon;
m_flDamage = flDamage;
m_flBaseDamage = BASEDAMAGE_NOT_SPECIFIED;
m_bitsDamageType = bitsDamageType;
m_iDamageCustom = iCustomDamage;
m_flMaxDamage = flDamage;
m_vecDamageForce = damageForce;
m_vecDamagePosition = damagePosition;
m_vecReportedPosition = reportedPosition;
m_iAmmoType = -1;
m_flRadius = 0.0f;
m_iDamagedOtherPlayers = 0;
m_iObjectsPenetrated = iObjectsPenetrated;
#ifdef GAME_DLL
m_uiBulletID = CCSPlayer::GetBulletGroup();
#else
m_uiBulletID = 0;
#endif
}
CTakeDamageInfo::CTakeDamageInfo()
{
Init( NULL, NULL, NULL, vec3_origin, vec3_origin, vec3_origin, 0, 0, 0, 0 );
}
CTakeDamageInfo::CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType, int iKillType, int iObjectsPenetrated )
{
Set( pInflictor, pAttacker, flDamage, bitsDamageType, iKillType, iObjectsPenetrated );
}
CTakeDamageInfo::CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, float flDamage, int bitsDamageType, int iKillType, int iObjectsPenetrated )
{
Set( pInflictor, pAttacker, pWeapon, flDamage, bitsDamageType, iKillType, iObjectsPenetrated );
}
CTakeDamageInfo::CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType, Vector *reportedPosition, int iObjectsPenetrated )
{
Set( pInflictor, pAttacker, damageForce, damagePosition, flDamage, bitsDamageType, iKillType, reportedPosition, iObjectsPenetrated );
}
CTakeDamageInfo::CTakeDamageInfo( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType, Vector *reportedPosition, int iObjectsPenetrated )
{
Set( pInflictor, pAttacker, pWeapon, damageForce, damagePosition, flDamage, bitsDamageType, iKillType, reportedPosition, iObjectsPenetrated );
}
void CTakeDamageInfo::Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType, int iKillType, int iObjectsPenetrated )
{
Init( pInflictor, pAttacker, NULL, vec3_origin, vec3_origin, vec3_origin, flDamage, bitsDamageType, iKillType, iObjectsPenetrated );
}
void CTakeDamageInfo::Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, float flDamage, int bitsDamageType, int iKillType, int iObjectsPenetrated )
{
Init( pInflictor, pAttacker, pWeapon, vec3_origin, vec3_origin, vec3_origin, flDamage, bitsDamageType, iKillType, iObjectsPenetrated );
}
void CTakeDamageInfo::Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType, Vector *reportedPosition, int iObjectsPenetrated )
{
Set( pInflictor, pAttacker, NULL, damageForce, damagePosition, flDamage, bitsDamageType, iKillType, reportedPosition, iObjectsPenetrated );
}
void CTakeDamageInfo::Set( CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, float flDamage, int bitsDamageType, int iKillType, Vector *reportedPosition, int iObjectsPenetrated )
{
Vector vecReported = vec3_origin;
if ( reportedPosition )
{
vecReported = *reportedPosition;
}
Init( pInflictor, pAttacker, pWeapon, damageForce, damagePosition, vecReported, flDamage, bitsDamageType, iKillType, iObjectsPenetrated );
}
//-----------------------------------------------------------------------------
// Squirrel the damage value away as BaseDamage, which will later be used to
// calculate damage force.
//-----------------------------------------------------------------------------
void CTakeDamageInfo::AdjustPlayerDamageInflictedForSkillLevel()
{
#ifndef CLIENT_DLL
CopyDamageToBaseDamage();
SetDamage( g_pGameRules->AdjustPlayerDamageInflicted(GetDamage()) );
#endif
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CTakeDamageInfo::AdjustPlayerDamageTakenForSkillLevel()
{
#ifndef CLIENT_DLL
CopyDamageToBaseDamage();
g_pGameRules->AdjustPlayerDamageTaken(this);
#endif
}
//-----------------------------------------------------------------------------
// Purpose: get the name of the ammo that caused damage
// Note: returns the ammo name, or the classname of the object, or the model name in the case of physgun ammo.
//-----------------------------------------------------------------------------
const char *CTakeDamageInfo::GetAmmoName() const
{
const char *pszAmmoType;
if ( m_iAmmoType >= 0 )
{
pszAmmoType = GetAmmoDef()->GetAmmoOfIndex( m_iAmmoType )->pName;
}
// no ammoType, so get the ammo name from the inflictor
else if ( m_hInflictor != NULL )
{
pszAmmoType = m_hInflictor->GetClassname();
// check for physgun ammo. unfortunate that this is in game_shared.
if ( Q_strcmp( pszAmmoType, "prop_physics" ) == 0 )
{
pszAmmoType = STRING( m_hInflictor->GetModelName() );
}
}
else
{
pszAmmoType = "Unknown";
}
return pszAmmoType;
}
// -------------------------------------------------------------------------------------------------- //
// MultiDamage
// Collects multiple small damages into a single damage
// -------------------------------------------------------------------------------------------------- //
BEGIN_SIMPLE_DATADESC_( CMultiDamage, CTakeDamageInfo )
DEFINE_FIELD( m_hTarget, FIELD_EHANDLE),
END_DATADESC()
CMultiDamage g_MultiDamage;
CMultiDamage::CMultiDamage()
{
m_hTarget = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMultiDamage::Init( CBaseEntity *pTarget, CBaseEntity *pInflictor, CBaseEntity *pAttacker, CBaseEntity *pWeapon, const Vector &damageForce, const Vector &damagePosition, const Vector &reportedPosition, float flDamage, int bitsDamageType, int iKillType, int iObjectsPenetrated )
{
m_hTarget = pTarget;
BaseClass::Init( pInflictor, pAttacker, pWeapon, damageForce, damagePosition, reportedPosition, flDamage, bitsDamageType, iKillType, iObjectsPenetrated );
}
//-----------------------------------------------------------------------------
// Purpose: Resets the global multi damage accumulator
//-----------------------------------------------------------------------------
void ClearMultiDamage( void )
{
g_MultiDamage.Init( NULL, NULL, NULL, NULL, vec3_origin, vec3_origin, vec3_origin, 0, 0, 0, 0 );
}
//-----------------------------------------------------------------------------
// Purpose: inflicts contents of global multi damage register on gMultiDamage.pEntity
//-----------------------------------------------------------------------------
void ApplyMultiDamage( void )
{
Vector vecSpot1;//where blood comes from
Vector vecDir;//direction blood should go
trace_t tr;
if ( !g_MultiDamage.GetTarget() )
return;
#ifdef GAME_DLL
const CBaseEntity *host = te->GetSuppressHost();
te->SetSuppressHost( NULL );
#endif
g_MultiDamage.GetTarget()->TakeDamage( g_MultiDamage );
#ifdef GAME_DLL
te->SetSuppressHost( (CBaseEntity*)host );
#endif
// Damage is done, clear it out
ClearMultiDamage();
}
//-----------------------------------------------------------------------------
// Purpose: Add damage to the existing multidamage, and apply if it won't fit
//-----------------------------------------------------------------------------
void AddMultiDamage( const CTakeDamageInfo &info, CBaseEntity *pEntity )
{
if ( !pEntity )
return;
if ( pEntity != g_MultiDamage.GetTarget() )
{
ApplyMultiDamage();
g_MultiDamage.Init( pEntity, info.GetInflictor(), info.GetAttacker(), info.GetWeapon(), vec3_origin, vec3_origin, vec3_origin, 0.0, info.GetDamageType(), info.GetDamageCustom(), info.GetObjectsPenetrated() );
g_MultiDamage.SetDamagedOtherPlayers( info.GetDamagedOtherPlayers() );
}
g_MultiDamage.AddDamageType( info.GetDamageType() );
g_MultiDamage.SetDamage( g_MultiDamage.GetDamage() + info.GetDamage() );
g_MultiDamage.SetDamageForce( g_MultiDamage.GetDamageForce() + info.GetDamageForce() );
g_MultiDamage.SetDamagePosition( info.GetDamagePosition() );
g_MultiDamage.SetReportedPosition( info.GetReportedPosition() );
g_MultiDamage.SetMaxDamage( MAX( g_MultiDamage.GetMaxDamage(), info.GetMaxDamage() ) );
g_MultiDamage.SetAmmoType( info.GetAmmoType() );
g_MultiDamage.SetBulletID( info.GetBulletID(), info.GetRecoilIndex() );
bool bHasPhysicsForceDamage = !g_pGameRules->Damage_NoPhysicsForce( info.GetDamageType() );
if ( bHasPhysicsForceDamage && g_MultiDamage.GetDamageType() != DMG_GENERIC )
{
// If you hit this assert, you've called TakeDamage with a damage type that requires a physics damage
// force & position without specifying one or both of them. Decide whether your damage that's causing
// this is something you believe should impart physics force on the receiver. If it is, you need to
// setup the damage force & position inside the CTakeDamageInfo (Utility functions for this are in
// takedamageinfo.cpp. If you think the damage shouldn't cause force (unlikely!) then you can set the
// damage type to DMG_GENERIC, or | DMG_CRUSH if you need to preserve the damage type for purposes of HUD display.
if ( g_MultiDamage.GetDamageForce() == vec3_origin || g_MultiDamage.GetDamagePosition() == vec3_origin )
{
static int warningCount = 0;
if ( ++warningCount < 10 )
{
if ( g_MultiDamage.GetDamageForce() == vec3_origin )
{
Warning( "AddMultiDamage: g_MultiDamage.GetDamageForce() == vec3_origin\n" );
}
if ( g_MultiDamage.GetDamagePosition() == vec3_origin)
{
Warning( "AddMultiDamage: g_MultiDamage.GetDamagePosition() == vec3_origin\n" );
}
}
}
}
}
//============================================================================================================
// Utility functions for physics damage force calculation
//============================================================================================================
//-----------------------------------------------------------------------------
// Purpose: Returns an impulse scale required to push an object.
// Input : flTargetMass - Mass of the target object, in kg
// flDesiredSpeed - Desired speed of the target, in inches/sec.
//-----------------------------------------------------------------------------
float ImpulseScale( float flTargetMass, float flDesiredSpeed )
{
return (flTargetMass * flDesiredSpeed);
}
//-----------------------------------------------------------------------------
// Purpose: Fill out a takedamageinfo with a damage force for an explosive
//-----------------------------------------------------------------------------
void CalculateExplosiveDamageForce( CTakeDamageInfo *info, const Vector &vecDir, const Vector &vecForceOrigin, float flScale )
{
info->SetDamagePosition( vecForceOrigin );
float flClampForce = ImpulseScale( 75, 400 );
// Calculate an impulse large enough to push a 75kg man 4 in/sec per point of damage
float flForceScale = info->GetBaseDamage() * ImpulseScale( 75, 4 );
if( flForceScale > flClampForce )
flForceScale = flClampForce;
// Fudge blast forces a little bit, so that each
// victim gets a slightly different trajectory.
// This simulates features that usually vary from
// person-to-person variables such as bodyweight,
// which are all indentical for characters using the same model.
flForceScale *= random->RandomFloat( 0.85, 1.15 );
// Calculate the vector and stuff it into the takedamageinfo
Vector vecForce = vecDir;
VectorNormalize( vecForce );
vecForce *= flForceScale;
vecForce *= phys_pushscale.GetFloat();
vecForce *= flScale;
info->SetDamageForce( vecForce );
}
//-----------------------------------------------------------------------------
// Purpose: Fill out a takedamageinfo with a damage force for a bullet impact
//-----------------------------------------------------------------------------
void CalculateBulletDamageForce( CTakeDamageInfo *info, int iBulletType, const Vector &vecBulletDir, const Vector &vecForceOrigin, float flScale )
{
info->SetDamagePosition( vecForceOrigin );
Vector vecForce = vecBulletDir;
VectorNormalize( vecForce );
vecForce *= GetAmmoDef()->DamageForce( iBulletType );
vecForce *= phys_pushscale.GetFloat();
vecForce *= flScale;
info->SetDamageForce( vecForce );
Assert(vecForce!=vec3_origin);
}
//-----------------------------------------------------------------------------
// Purpose: Fill out a takedamageinfo with a damage force for a melee impact
//-----------------------------------------------------------------------------
void CalculateMeleeDamageForce( CTakeDamageInfo *info, const Vector &vecMeleeDir, const Vector &vecForceOrigin, float flScale )
{
info->SetDamagePosition( vecForceOrigin );
// Calculate an impulse large enough to push a 75kg man 4 in/sec per point of damage
float flForceScale = info->GetBaseDamage() * ImpulseScale( 75, 4 );
Vector vecForce = vecMeleeDir;
VectorNormalize( vecForce );
vecForce *= flForceScale;
vecForce *= phys_pushscale.GetFloat();
vecForce *= flScale;
info->SetDamageForce( vecForce );
}
//-----------------------------------------------------------------------------
// Purpose: Try and guess the physics force to use.
// This shouldn't be used for any damage where the damage force is unknown.
// i.e. only use it for mapmaker specified damages.
//-----------------------------------------------------------------------------
void GuessDamageForce( CTakeDamageInfo *info, const Vector &vecForceDir, const Vector &vecForceOrigin, float flScale )
{
if ( info->GetDamageType() & DMG_BULLET )
{
CalculateBulletDamageForce( info, GetAmmoDef()->Index("SMG1"), vecForceDir, vecForceOrigin, flScale );
}
else if ( info->GetDamageType() & DMG_BLAST )
{
CalculateExplosiveDamageForce( info, vecForceDir, vecForceOrigin, flScale );
}
else
{
CalculateMeleeDamageForce( info, vecForceDir, vecForceOrigin, flScale );
}
}
// Debug functions for printing out damage types
// This table maps the DMG_* defines to their strings such that
// for DMG_XXX = i << x then table[i] = string for DMG_XXX
static const char * const s_DamageTypeToStrTable[] =
{
"GENERIC",
"CRUSH",
"BULLET",
"SLASH",
"BURN",
"VEHICLE",
"FALL",
"BLAST",
"CLUB",
"SHOCK",
"SONIC",
"ENERGYBEAM",
"PREVENT_PHYSICS_FORCE",
"NEVERGIB",
"ALWAYSGIB",
"DROWN",
"PARALYZE",
"NERVEGAS",
"POISON",
"RADIATION",
"DROWNRECOVER",
"ACID",
"SLOWBURN",
"REMOVENORAGDOLL",
"PHYSGUN",
"PLASMA",
"AIRBOAT",
"DISSOLVE",
"BLAST_SURFACE",
"DIRECT",
"BUCKSHOT"
};
#define DAMAGE_TYPE_STR_TABLE_ENTRIES 31 // number of entries in table above
void CTakeDamageInfo::DebugGetDamageTypeString(unsigned int damageType, char *outbuf, int outbuflength )
{
Assert(outbuflength > 0);
// we need to use snprintf to actually copy out the strings here because that's the only function that returns
// how much text was output
if ( damageType == 0 )
{
int charsWrit = Q_snprintf(outbuf, outbuflength, "%s", s_DamageTypeToStrTable[0]);
outbuflength -= charsWrit;
outbuf += charsWrit; // advance the output pointer (now it sits on the null terminator)
}
// loop through the other entries in the table
for (int i = 0;
outbuflength > 0 && i < (DAMAGE_TYPE_STR_TABLE_ENTRIES - 1);
++i )
{
if ( damageType & (1 << i) )
{
// this bit was set. Print the corresponding entry from the table
// (the index is +1 because entry 1 in the table corresponds to 1 << 0)
int charsWrit = Q_snprintf(outbuf, outbuflength, "%s ", s_DamageTypeToStrTable[i + 1]);
outbuflength -= charsWrit; // reduce the chars left
outbuf += charsWrit; // advance the output pointer (now it sits on the null terminator)
}
}
}
/*
// instant damage
#define DMG_GENERIC 0 // generic damage was done
#define DMG_CRUSH (1 << 0) // crushed by falling or moving object.
// NOTE: It's assumed crush damage is occurring as a result of physics collision, so no extra physics force is generated by crush damage.
// DON'T use DMG_CRUSH when damaging entities unless it's the result of a physics collision. You probably want DMG_CLUB instead.
#define DMG_BULLET (1 << 1) // shot
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
#define DMG_BURN (1 << 3) // heat burned
#define DMG_VEHICLE (1 << 4) // hit by a vehicle
#define DMG_FALL (1 << 5) // fell too far
#define DMG_BLAST (1 << 6) // explosive blast damage
#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
#define DMG_SHOCK (1 << 8) // electric shock
#define DMG_SONIC (1 << 9) // sound pulse shockwave
#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
#define DMG_PREVENT_PHYSICS_FORCE (1 << 11) // Prevent a physics force
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
#define DMG_DROWN (1 << 14) // Drowning
#define DMG_PARALYZE (1 << 15) // slows affected creature down
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
#define DMG_POISON (1 << 17) // blood poisoning - heals over time like drowning damage
#define DMG_RADIATION (1 << 18) // radiation exposure
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
#define DMG_SLOWBURN (1 << 21) // in an oven
#define DMG_REMOVENORAGDOLL (1<<22) // with this bit OR'd in, no ragdoll will be created, and the target will be quietly removed.
// use this to kill an entity that you've already got a server-side ragdoll for
#define DMG_PHYSGUN (1<<23) // Hit by manipulator. Usually doesn't do any damage.
#define DMG_PLASMA (1<<24) // Shot by Cremator
#define DMG_AIRBOAT (1<<25) // Hit by the airboat's gun
#define DMG_DISSOLVE (1<<26) // Dissolving!
#define DMG_BLAST_SURFACE (1<<27) // A blast on the surface of water that cannot harm things underwater
#define DMG_DIRECT (1<<28)
#define DMG_BUCKSHOT (1<<29) // not quite a bullet. Little, rounder, different.
*/