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Merge branch 'sev/menu_icons_mipmap' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / breakable.qc
1 #ifdef SVQC
2
3 #include "../../../server/_all.qh"
4
5 #include "../../../server/g_subs.qh"
6 #include "../../../server/waypointsprites.qh"
7 #include "../../../server/g_damage.qh"
8 #include "../../../server/bot/bot.qh"
9 #include "../../common/csqcmodel_settings.qh"
10 #include "../../../csqcmodellib/sv_model.qh"
11 #include "../../../server/weapons/common.qh"
12
13 .entity sprite;
14
15 .float dmg;
16 .float dmg_edge;
17 .float dmg_radius;
18 .float dmg_force;
19 .float debrismovetype;
20 .float debrissolid;
21 .vector debrisvelocity;
22 .vector debrisvelocityjitter;
23 .vector debrisavelocityjitter;
24 .float debristime;
25 .float debristimejitter;
26 .float debrisfadetime;
27 .float debrisdamageforcescale;
28 .float debrisskin;
29
30 .string mdl_dead; // or "" to hide when broken
31 .string debris; // space separated list of debris models
32 // other fields:
33 //   mdl = particle effect name
34 //   count = particle effect multiplier
35 //   targetname = target to trigger to unbreak the model
36 //   target = targets to trigger when broken
37 //   health = amount of damage it can take
38 //   spawnflags:
39 //     1 = start disabled (needs to be triggered to activate)
40 //     2 = indicate damage
41 // notes:
42 //   for mdl_dead to work, origin must be set (using a common/origin brush).
43 //   Otherwise mdl_dead will be displayed at the map origin, and nobody would
44 //   want that!
45
46 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
47
48 //
49 // func_breakable
50 // - basically func_assault_destructible for general gameplay use
51 //
52 void LaunchDebris (string debrisname, vector force)
53 {
54         entity dbr = spawn();
55         setorigin(dbr, self.absmin
56                    + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
57                    + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
58                    + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
59         setmodel (dbr, debrisname );
60         dbr.skin = self.debrisskin;
61         dbr.colormap = self.colormap; // inherit team colors
62         dbr.owner = self; // do not be affected by our own explosion
63         dbr.movetype = self.debrismovetype;
64         dbr.solid = self.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 = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
68         dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
69         dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
70         self.velocity = self.velocity + force * self.debrisdamageforcescale;
71         dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
72         dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
73         dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
74         dbr.damageforcescale = self.debrisdamageforcescale;
75         if(dbr.damageforcescale)
76                 dbr.takedamage = DAMAGE_YES;
77         SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
78 }
79
80 void func_breakable_colormod()
81 {
82         float h;
83         if (!(self.spawnflags & 2))
84                 return;
85         h = self.health / self.max_health;
86         if(h < 0.25)
87                 self.colormod = '1 0 0';
88         else if(h <= 0.75)
89                 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
90         else
91                 self.colormod = '1 1 1';
92
93         CSQCMODEL_AUTOUPDATE();
94 }
95
96 void func_breakable_look_destroyed()
97 {
98         float floorZ;
99
100         if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
101                 self.dropped_origin = self.origin;
102
103         if(self.mdl_dead == "")
104                 self.effects |= EF_NODRAW;
105         else {
106                 if (self.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
107                         floorZ = self.absmin.z;
108                         setorigin(self,((self.absmax+self.absmin)*.5));
109                         self.origin_z = floorZ;
110                 }
111                 setmodel(self, self.mdl_dead);
112                 self.effects &= ~EF_NODRAW;
113         }
114
115         CSQCMODEL_AUTOUPDATE();
116
117         self.solid = SOLID_NOT;
118 }
119
120 void func_breakable_look_restore()
121 {
122         setmodel(self, self.mdl);
123         self.effects &= ~EF_NODRAW;
124
125         if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
126                 setorigin(self, self.dropped_origin);
127
128         CSQCMODEL_AUTOUPDATE();
129
130         self.solid = SOLID_BSP;
131 }
132
133 void func_breakable_behave_destroyed()
134 {
135         self.health = self.max_health;
136         self.takedamage = DAMAGE_NO;
137         self.bot_attack = false;
138         self.event_damage = func_null;
139         self.state = 1;
140         func_breakable_colormod();
141         if (self.noise1)
142                 stopsound (self, CH_TRIGGER_SINGLE);
143 }
144
145 void func_breakable_behave_restore()
146 {
147         self.health = self.max_health;
148         if(self.sprite)
149         {
150                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
151                 WaypointSprite_UpdateHealth(self.sprite, self.health);
152         }
153         self.takedamage = DAMAGE_AIM;
154         self.bot_attack = true;
155         self.event_damage = func_breakable_damage;
156         self.state = 0;
157         self.nextthink = 0; // cancel auto respawn
158         func_breakable_colormod();
159         if (self.noise1)
160                 sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
161 }
162
163 void func_breakable_init_for_player(entity player)
164 {
165         if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
166         {
167                 msg_entity = player;
168                 soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
169         }
170 }
171
172 void func_breakable_destroyed()
173 {
174         func_breakable_look_destroyed();
175         func_breakable_behave_destroyed();
176
177         CSQCMODEL_AUTOUPDATE();
178 }
179
180 void func_breakable_restore()
181 {
182         func_breakable_look_restore();
183         func_breakable_behave_restore();
184
185         CSQCMODEL_AUTOUPDATE();
186 }
187
188 vector debrisforce; // global, set before calling this
189 void func_breakable_destroy() {
190         float n, i;
191         string oldmsg;
192
193         activator = self.owner;
194         self.owner = world; // set by W_PrepareExplosionByDamage
195
196         // now throw around the debris
197         n = tokenize_console(self.debris);
198         for(i = 0; i < n; ++i)
199                 LaunchDebris(argv(i), debrisforce);
200
201         func_breakable_destroyed();
202
203         if(self.noise)
204                 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
205
206         if(self.dmg)
207                 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
208
209         if(self.cnt)
210                 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
211
212         if(self.respawntime)
213         {
214                 self.think = func_breakable_restore;
215                 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
216         }
217
218         oldmsg = self.message;
219         self.message = "";
220         SUB_UseTargets();
221         self.message = oldmsg;
222 }
223
224 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
225 {
226         if(self.state == 1)
227                 return;
228         if(self.spawnflags & DOOR_NOSPLASH)
229                 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
230                         return;
231         if(self.team)
232                 if(attacker.team == self.team)
233                         return;
234         self.health = self.health - damage;
235         if(self.sprite)
236         {
237                 WaypointSprite_Ping(self.sprite);
238                 WaypointSprite_UpdateHealth(self.sprite, self.health);
239         }
240         func_breakable_colormod();
241
242         if(self.health <= 0)
243         {
244                 debrisforce = force;
245                 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
246         }
247 }
248
249 void func_breakable_reset()
250 {
251         self.team = self.team_saved;
252         func_breakable_look_restore();
253         if(self.spawnflags & 1)
254                 func_breakable_behave_destroyed();
255         else
256                 func_breakable_behave_restore();
257
258         CSQCMODEL_AUTOUPDATE();
259 }
260
261 // destructible walls that can be used to trigger target_objective_decrease
262 void spawnfunc_func_breakable()
263 {
264         float n, i;
265         if(!self.health)
266                 self.health = 100;
267         self.max_health = self.health;
268
269         // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
270         if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
271         if(!self.debrissolid) self.debrissolid = SOLID_NOT;
272         if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
273         if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
274         if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
275         if(!self.debristime) self.debristime = 3.5;
276         if(!self.debristimejitter) self.debristime = 2.5;
277
278         if(self.mdl != "")
279                 self.cnt = particleeffectnum(self.mdl);
280         if(self.count == 0)
281                 self.count = 1;
282
283         if(self.message == "")
284                 self.message = "got too close to an explosion";
285         if(self.message2 == "")
286                 self.message2 = "was pushed into an explosion by";
287         if(!self.dmg_radius)
288                 self.dmg_radius = 150;
289         if(!self.dmg_force)
290                 self.dmg_force = 200;
291
292         self.mdl = self.model;
293         SetBrushEntityModel();
294
295         self.use = func_breakable_restore;
296
297         // precache all the models
298         if (self.mdl_dead)
299                 precache_model(self.mdl_dead);
300         n = tokenize_console(self.debris);
301         for(i = 0; i < n; ++i)
302                 precache_model(argv(i));
303         if(self.noise)
304                 precache_sound(self.noise);
305         if(self.noise1)
306                 precache_sound(self.noise1);
307
308         self.team_saved = self.team;
309         self.dropped_origin = self.origin;
310
311         self.reset = func_breakable_reset;
312         func_breakable_reset();
313
314         self.init_for_player_needed = 1;
315         self.init_for_player = func_breakable_init_for_player;
316
317         CSQCMODEL_AUTOINIT();
318 }
319
320 // for use in maps with a "model" key set
321 void spawnfunc_misc_breakablemodel() {
322         spawnfunc_func_breakable();
323 }
324 #endif