]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/mapobjects/func/breakable.qc
Merge branch 'terencehill/texture_names_fix' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mapobjects / func / breakable.qc
1 #include "breakable.qh"
2 #ifdef SVQC
3
4 #include <server/g_damage.qh>
5 #include <server/bot/api.qh>
6 #include <common/csqcmodel_settings.qh>
7 #include <lib/csqcmodel/sv_model.qh>
8 #include <server/weapons/common.qh>
9
10 .entity sprite;
11
12 .float dmg;
13 .float dmg_edge;
14 .float dmg_radius;
15 .float dmg_force;
16 .float debrismovetype;
17 .float debrissolid;
18 .vector debrisvelocity;
19 .vector debrisvelocityjitter;
20 .vector debrisavelocityjitter;
21 .float debristime;
22 .float debristimejitter;
23 .float debrisfadetime;
24 .float debrisdamageforcescale;
25 .float debrisskin;
26
27 .string mdl_dead; // or "" to hide when broken
28 .string debris; // space separated list of debris models
29 // other fields:
30 //   mdl = particle effect name
31 //   count = particle effect multiplier
32 //   targetname = target to trigger to unbreak the model
33 //   target = targets to trigger when broken
34 //   health = amount of damage it can take
35 //   spawnflags:
36 //     START_DISABLED: needs to be triggered to activate
37 //     BREAKABLE_INDICATE_DAMAGE: indicate damage
38 //     BREAKABLE_NODAMAGE: don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
39 //     NOSPLASH: don't take splash damage
40 // notes:
41 //   for mdl_dead to work, origin must be set (using a common/origin brush).
42 //   Otherwise mdl_dead will be displayed at the map origin, and nobody would
43 //   want that!
44
45 void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
46
47 //
48 // func_breakable
49 // - basically func_assault_destructible for general gameplay use
50 //
51 void LaunchDebris (entity this, string debrisname, vector force)
52 {
53         entity dbr = spawn();
54         vector org = this.absmin
55                    + '1 0 0' * random() * (this.absmax.x - this.absmin.x)
56                    + '0 1 0' * random() * (this.absmax.y - this.absmin.y)
57                    + '0 0 1' * random() * (this.absmax.z - this.absmin.z);
58         setorigin(dbr, org);
59         _setmodel (dbr, debrisname );
60         dbr.skin = this.debrisskin;
61         dbr.colormap = this.colormap; // inherit team colors
62         dbr.owner = this; // do not be affected by our own explosion
63         set_movetype(dbr, this.debrismovetype);
64         dbr.solid = this.debrissolid;
65         if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
66                 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
67         dbr.velocity_x = this.debrisvelocity.x + this.debrisvelocityjitter.x * crandom();
68         dbr.velocity_y = this.debrisvelocity.y + this.debrisvelocityjitter.y * crandom();
69         dbr.velocity_z = this.debrisvelocity.z + this.debrisvelocityjitter.z * crandom();
70         dbr.velocity = dbr.velocity + force * this.debrisdamageforcescale;
71         dbr.angles = this.angles;
72         dbr.avelocity_x = random()*this.debrisavelocityjitter.x;
73         dbr.avelocity_y = random()*this.debrisavelocityjitter.y;
74         dbr.avelocity_z = random()*this.debrisavelocityjitter.z;
75         dbr.damageforcescale = this.debrisdamageforcescale;
76         if(dbr.damageforcescale)
77                 dbr.takedamage = DAMAGE_YES;
78         SUB_SetFade(dbr, time + this.debristime + crandom() * this.debristimejitter, this.debrisfadetime);
79 }
80
81 void func_breakable_colormod(entity this)
82 {
83         float h;
84         if (!(this.spawnflags & BREAKABLE_INDICATE_DAMAGE))
85                 return;
86         h = GetResource(this, RES_HEALTH) / this.max_health;
87         if(h < 0.25)
88                 this.colormod = '1 0 0';
89         else if(h <= 0.75)
90                 this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
91         else
92                 this.colormod = '1 1 1';
93 }
94
95 void func_breakable_look_destroyed(entity this)
96 {
97         float floorZ;
98
99         if(this.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
100                 this.dropped_origin = this.origin;
101
102         if(this.mdl_dead == "")
103                 this.effects |= EF_NODRAW;
104         else {
105                 if (this.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
106                         floorZ = this.absmin.z;
107                         setorigin(this, ((this.absmax + this.absmin) * 0.5));
108                         this.origin_z = floorZ;
109                 }
110                 _setmodel(this, this.mdl_dead);
111                 ApplyMinMaxScaleAngles(this);
112                 this.effects &= ~EF_NODRAW;
113         }
114
115         this.solid = SOLID_NOT;
116 }
117
118 void func_breakable_look_restore(entity this)
119 {
120         _setmodel(this, this.mdl);
121         ApplyMinMaxScaleAngles(this);
122         this.effects &= ~EF_NODRAW;
123
124         if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
125                 setorigin(this, this.dropped_origin);
126
127         this.solid = SOLID_BSP;
128 }
129
130 void func_breakable_behave_destroyed(entity this)
131 {
132         SetResourceExplicit(this, RES_HEALTH, this.max_health);
133         this.takedamage = DAMAGE_NO;
134         if(this.bot_attack)
135                 IL_REMOVE(g_bot_targets, this);
136         this.bot_attack = false;
137         this.event_damage = func_null;
138         this.state = STATE_BROKEN;
139         if(this.spawnflags & BREAKABLE_NODAMAGE)
140                 this.use = func_null;
141         func_breakable_colormod(this);
142         if (this.noise1)
143                 stopsound (this, CH_TRIGGER_SINGLE);
144
145         IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
146         {
147                 RemoveHook(it);
148         });
149 }
150
151 void func_breakable_think(entity this)
152 {
153         this.nextthink = time;
154         CSQCMODEL_AUTOUPDATE(this);
155 }
156
157 void func_breakable_destroy(entity this, entity actor, entity trigger);
158 void func_breakable_behave_restore(entity this)
159 {
160         SetResourceExplicit(this, RES_HEALTH, this.max_health);
161         if(this.sprite)
162         {
163                 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
164                 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
165         }
166         if(!(this.spawnflags & BREAKABLE_NODAMAGE))
167         {
168                 this.takedamage = DAMAGE_AIM;
169                 if(!this.bot_attack)
170                         IL_PUSH(g_bot_targets, this);
171                 this.bot_attack = true;
172                 this.event_damage = func_breakable_damage;
173         }
174         if(this.spawnflags & BREAKABLE_NODAMAGE)
175                 this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset
176         this.state = STATE_ALIVE;
177         //this.nextthink = 0; // cancel auto respawn
178         setthink(this, func_breakable_think);
179         this.nextthink = time + 0.1;
180         func_breakable_colormod(this);
181         if (this.noise1)
182                 _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
183 }
184
185 void func_breakable_init_for_player(entity this, entity player)
186 {
187         if (this.noise1 && this.state == STATE_ALIVE && IS_REAL_CLIENT(player))
188         {
189                 msg_entity = player;
190                 soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
191         }
192 }
193
194 void func_breakable_destroyed(entity this)
195 {
196         func_breakable_look_destroyed(this);
197         func_breakable_behave_destroyed(this);
198 }
199
200 void func_breakable_restore(entity this, entity actor, entity trigger)
201 {
202         func_breakable_look_restore(this);
203         func_breakable_behave_restore(this);
204 }
205
206 void func_breakable_restore_self(entity this)
207 {
208         // TODO: use a clipgroup for all func_breakables so they don't collide with eachother
209         float oldhit = this.dphitcontentsmask;
210         this.dphitcontentsmask = DPCONTENTS_BODY; // we really only care about when players are standing inside, obey the mapper in other cases!
211         tracebox(this.origin, this.mins, this.maxs, this.origin, MOVE_NORMAL, this);
212         this.dphitcontentsmask = oldhit;
213         if(trace_startsolid || trace_fraction < 1)
214         {
215                 this.nextthink = time + 5; // retry every 5 seconds until the area becomes clear
216                 return;
217         }
218         func_breakable_restore(this, NULL, NULL);
219 }
220
221 vector debrisforce; // global, set before calling this
222 void func_breakable_destroy(entity this, entity actor, entity trigger)
223 {
224         float n, i;
225         string oldmsg;
226
227         entity act = this.owner;
228         this.owner = NULL; // set by W_PrepareExplosionByDamage
229
230         // now throw around the debris
231         n = tokenize_console(this.debris);
232         for(i = 0; i < n; ++i)
233                 LaunchDebris(this, argv(i), debrisforce);
234
235         func_breakable_destroyed(this);
236
237         if(this.noise)
238                 _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
239
240         if(this.dmg)
241                 RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, NULL);
242
243         if(this.cnt) // TODO
244                 __pointparticles(this.cnt, this.absmin * 0.5 + this.absmax * 0.5, '0 0 0', this.count);
245
246         if(this.respawntime)
247         {
248                 CSQCMODEL_AUTOUPDATE(this);
249                 setthink(this, func_breakable_restore_self);
250                 this.nextthink = time + this.respawntime + crandom() * this.respawntimejitter;
251         }
252
253         oldmsg = this.message;
254         this.message = "";
255         SUB_UseTargets(this, act, trigger);
256         this.message = oldmsg;
257 }
258
259 void func_breakable_destroy_self(entity this)
260 {
261         func_breakable_destroy(this, NULL, NULL);
262 }
263
264 void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
265 {
266         if(this.state == STATE_BROKEN)
267                 return;
268         if(this.spawnflags & NOSPLASH)
269                 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
270                         return;
271         if(this.team)
272                 if(attacker.team == this.team)
273                         return;
274         this.pain_finished = time;
275         TakeResource(this, RES_HEALTH, damage);
276         if(this.sprite)
277         {
278                 WaypointSprite_Ping(this.sprite);
279                 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
280         }
281         func_breakable_colormod(this);
282
283         if(GetResource(this, RES_HEALTH) <= 0)
284         {
285                 debrisforce = force;
286
287                 this.takedamage = DAMAGE_NO;
288                 this.event_damage = func_null;
289
290                 if(IS_CLIENT(attacker)) //&& this.classname == "func_assault_destructible")
291                 {
292                         this.owner = attacker;
293                         this.realowner = attacker;
294                 }
295
296                 // do not explode NOW but in the NEXT FRAME!
297                 // because recursive calls to RadiusDamage are not allowed
298                 this.nextthink = time;
299                 CSQCMODEL_AUTOUPDATE(this);
300                 setthink(this, func_breakable_destroy_self);
301         }
302 }
303
304 void func_breakable_reset(entity this)
305 {
306         this.team = this.team_saved;
307         func_breakable_look_restore(this);
308         if(this.spawnflags & START_DISABLED)
309                 func_breakable_behave_destroyed(this);
310         else
311                 func_breakable_behave_restore(this);
312 }
313
314 // destructible walls that can be used to trigger target_objective_decrease
315 spawnfunc(func_breakable)
316 {
317         float n, i;
318         if(!GetResource(this, RES_HEALTH))
319                 SetResourceExplicit(this, RES_HEALTH, 100);
320         this.max_health = GetResource(this, RES_HEALTH);
321
322         // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
323         if(!this.debrismovetype) this.debrismovetype = MOVETYPE_BOUNCE;
324         if(!this.debrissolid) this.debrissolid = SOLID_NOT;
325         if(this.debrisvelocity == '0 0 0') this.debrisvelocity = '0 0 140';
326         if(this.debrisvelocityjitter == '0 0 0') this.debrisvelocityjitter = '70 70 70';
327         if(this.debrisavelocityjitter == '0 0 0') this.debrisavelocityjitter = '600 600 600';
328         if(!this.debristime) this.debristime = 3.5;
329         if(!this.debristimejitter) this.debristime = 2.5;
330
331         if(this.mdl != "")
332                 this.cnt = _particleeffectnum(this.mdl);
333         if(this.count == 0)
334                 this.count = 1;
335
336         if(this.message == "")
337                 this.message = "got too close to an explosion";
338         if(this.message2 == "")
339                 this.message2 = "was pushed into an explosion by";
340         if(!this.dmg_radius)
341                 this.dmg_radius = 150;
342         if(!this.dmg_force)
343                 this.dmg_force = 200;
344
345         this.mdl = this.model;
346         SetBrushEntityModel(this, true);
347
348         if(this.spawnflags & BREAKABLE_NODAMAGE)
349                 this.use = func_breakable_destroy;
350         else
351                 this.use = func_breakable_restore;
352
353         if(this.spawnflags & BREAKABLE_NODAMAGE)
354         {
355                 this.takedamage = DAMAGE_NO;
356                 this.event_damage = func_null;
357                 this.bot_attack = false;
358         }
359
360         // precache all the models
361         if (this.mdl_dead)
362                 precache_model(this.mdl_dead);
363         n = tokenize_console(this.debris);
364         for(i = 0; i < n; ++i)
365                 precache_model(argv(i));
366         if(this.noise)
367                 precache_sound(this.noise);
368         if(this.noise1)
369                 precache_sound(this.noise1);
370
371         this.team_saved = this.team;
372         IL_PUSH(g_saved_team, this);
373         this.dropped_origin = this.origin;
374
375         this.reset = func_breakable_reset;
376         this.reset(this);
377
378         IL_PUSH(g_initforplayer, this);
379         this.init_for_player = func_breakable_init_for_player;
380
381         CSQCMODEL_AUTOINIT(this);
382 }
383
384 // for use in maps with a "model" key set
385 spawnfunc(misc_breakablemodel) {
386         spawnfunc_func_breakable(this);
387 }
388 #endif