/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #pragma once enum Explosions { expRandom = 0, expDirected, }; enum Materials { matGlass = 0, matWood, matMetal, matFlesh, matCinderBlock, matCeilingTile, matComputer, matUnbreakableGlass, matRocks, matNone, matLastMaterial, }; // this many shards spawned when breakable objects break #define NUM_SHARDS 6 // this many shards spawned when breakable objects break // func breakable #define SF_BREAK_TRIGGER_ONLY BIT(0) // may only be broken by trigger #define SF_BREAK_TOUCH BIT(1) // can be 'crashed through' by running player (plate glass) #define SF_BREAK_PRESSURE BIT(2) // can be broken by a player standing on it #define SF_BREAK_CROWBAR BIT(8) // instant break if hit with crowbar class CBreakable: public CBaseDelay { public: // basic functions virtual void Spawn(); virtual void Precache(); virtual void Restart(); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } // To spark when hit virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); // breakables use an overridden takedamage virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); virtual int DamageDecal(int bitsDamageType); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); public: void EXPORT BreakTouch(CBaseEntity *pOther); void DamageSound(); BOOL IsBreakable(); BOOL SparkWhenHit(); void EXPORT Die(); BOOL Explodable() const { return ExplosionMagnitude() > 0; } int ExplosionMagnitude() const { return pev->impulse; } void ExplosionSetMagnitude(int magnitude) { pev->impulse = magnitude; } static void MaterialSoundPrecache(Materials precacheMaterial); static void MaterialSoundRandom(edict_t *pEdict, Materials soundMaterial, float volume); static const char **MaterialSoundList(Materials precacheMaterial, int &soundCount); static const char *m_pszSpawnObjects[32]; static const char *m_pszSoundsWood[3]; static const char *m_pszSoundsFlesh[6]; static const char *m_pszSoundsMetal[3]; static const char *m_pszSoundsConcrete[3]; static const char *m_pszSoundsGlass[3]; static TYPEDESCRIPTION m_SaveData[]; public: Materials m_Material; Explosions m_Explosion; int m_idShard; float m_angle; int m_iszGibModel; int m_iszSpawnObject; float m_flHealth; }; #define SF_PUSH_BREAKABLE BIT(7) // func_pushable (it's also func_breakable, so don't collide with those flags) class CPushable: public CBreakable { public: virtual void Spawn(); virtual void Precache(); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_CONTINUOUS_USE | FCAP_MUST_RESET; } virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); virtual void Touch(CBaseEntity *pOther); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #ifdef REGAMEDLL_FIXES virtual void Restart(); #endif public: void Move(CBaseEntity *pMover, int push); void EXPORT StopSound() { #if 0 Vector dist = pev->oldorigin - pev->origin; if (dist.Length() <= 0) { STOP_SOUND(ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound]); } #endif } float MaxSpeed() const { return m_maxSpeed; } public: static TYPEDESCRIPTION m_SaveData[]; static const char *m_soundNames[]; int m_lastSound; float m_maxSpeed; float m_soundTime; };