source-engine-2018-hl2_src/game/shared/takedamageinfo.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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C++

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