]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/triggers/func/breakable.qc
Merge branch 'master' into Mario/monsters_broken
[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/g_damage.qh"
7 #include "../../../server/bot/bot.qh"
8 #include "../../common/csqcmodel_settings.qh"
9 #include "../../../csqcmodellib/sv_model.qh"
10 #include "../../../server/weapons/common.qh"
11
12 .entity sprite;
13
14 .float dmg;
15 .float dmg_edge;
16 .float dmg_radius;
17 .float dmg_force;
18 .float debrismovetype;
19 .float debrissolid;
20 .vector debrisvelocity;
21 .vector debrisvelocityjitter;
22 .vector debrisavelocityjitter;
23 .float debristime;
24 .float debristimejitter;
25 .float debrisfadetime;
26 .float debrisdamageforcescale;
27 .float debrisskin;
28
29 .string mdl_dead; // or "" to hide when broken
30 .string debris; // space separated list of debris models
31 // other fields:
32 //   mdl = particle effect name
33 //   count = particle effect multiplier
34 //   targetname = target to trigger to unbreak the model
35 //   target = targets to trigger when broken
36 //   health = amount of damage it can take
37 //   spawnflags:
38 //     1 = start disabled (needs to be triggered to activate)
39 //     2 = indicate damage
40 //     4 = don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
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         if(self.spawnflags & 4)
141                 self.use = func_null;
142         func_breakable_colormod();
143         if (self.noise1)
144                 stopsound (self, CH_TRIGGER_SINGLE);
145 }
146
147 void func_breakable_behave_restore()
148 {
149         self.health = self.max_health;
150         if(self.sprite)
151         {
152                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
153                 WaypointSprite_UpdateHealth(self.sprite, self.health);
154         }
155         if(!(self.spawnflags & 4))
156         {
157                 self.takedamage = DAMAGE_AIM;
158                 self.bot_attack = true;
159                 self.event_damage = func_breakable_damage;
160         }
161         self.state = 0;
162         self.nextthink = 0; // cancel auto respawn
163         func_breakable_colormod();
164         if (self.noise1)
165                 sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
166 }
167
168 void func_breakable_init_for_player(entity player)
169 {
170         if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
171         {
172                 msg_entity = player;
173                 soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
174         }
175 }
176
177 void func_breakable_destroyed()
178 {
179         func_breakable_look_destroyed();
180         func_breakable_behave_destroyed();
181
182         CSQCMODEL_AUTOUPDATE();
183 }
184
185 void func_breakable_restore()
186 {
187         func_breakable_look_restore();
188         func_breakable_behave_restore();
189
190         CSQCMODEL_AUTOUPDATE();
191 }
192
193 vector debrisforce; // global, set before calling this
194 void func_breakable_destroy() {
195         float n, i;
196         string oldmsg;
197
198         activator = self.owner;
199         self.owner = world; // set by W_PrepareExplosionByDamage
200
201         // now throw around the debris
202         n = tokenize_console(self.debris);
203         for(i = 0; i < n; ++i)
204                 LaunchDebris(argv(i), debrisforce);
205
206         func_breakable_destroyed();
207
208         if(self.noise)
209                 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
210
211         if(self.dmg)
212                 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
213
214         if(self.cnt) // TODO
215                 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
216
217         if(self.respawntime)
218         {
219                 self.think = func_breakable_restore;
220                 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
221         }
222
223         oldmsg = self.message;
224         self.message = "";
225         SUB_UseTargets();
226         self.message = oldmsg;
227 }
228
229 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
230 {
231         if(self.state == 1)
232                 return;
233         if(self.spawnflags & DOOR_NOSPLASH)
234                 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
235                         return;
236         if(self.team)
237                 if(attacker.team == self.team)
238                         return;
239         self.pain_finished = time;
240         self.health = self.health - damage;
241         if(self.sprite)
242         {
243                 WaypointSprite_Ping(self.sprite);
244                 WaypointSprite_UpdateHealth(self.sprite, self.health);
245         }
246         func_breakable_colormod();
247
248         if(self.health <= 0)
249         {
250                 debrisforce = force;
251                 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
252         }
253 }
254
255 void func_breakable_reset()
256 {
257         self.team = self.team_saved;
258         func_breakable_look_restore();
259         if(self.spawnflags & 1)
260                 func_breakable_behave_destroyed();
261         else
262                 func_breakable_behave_restore();
263
264         CSQCMODEL_AUTOUPDATE();
265 }
266
267 // destructible walls that can be used to trigger target_objective_decrease
268 void spawnfunc_func_breakable()
269 {
270         float n, i;
271         if(!self.health)
272                 self.health = 100;
273         self.max_health = self.health;
274
275         // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
276         if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
277         if(!self.debrissolid) self.debrissolid = SOLID_NOT;
278         if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
279         if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
280         if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
281         if(!self.debristime) self.debristime = 3.5;
282         if(!self.debristimejitter) self.debristime = 2.5;
283
284         if(self.mdl != "")
285                 self.cnt = particleeffectnum(self.mdl);
286         if(self.count == 0)
287                 self.count = 1;
288
289         if(self.message == "")
290                 self.message = "got too close to an explosion";
291         if(self.message2 == "")
292                 self.message2 = "was pushed into an explosion by";
293         if(!self.dmg_radius)
294                 self.dmg_radius = 150;
295         if(!self.dmg_force)
296                 self.dmg_force = 200;
297
298         self.mdl = self.model;
299         SetBrushEntityModel();
300
301         if(self.spawnflags & 4)
302                 self.use = func_breakable_destroy;
303         else
304                 self.use = func_breakable_restore;
305
306         if(self.spawnflags & 4)
307         {
308                 self.takedamage = DAMAGE_NO;
309                 self.event_damage = func_null;
310                 self.bot_attack = false;
311         }
312
313         // precache all the models
314         if (self.mdl_dead)
315                 precache_model(self.mdl_dead);
316         n = tokenize_console(self.debris);
317         for(i = 0; i < n; ++i)
318                 precache_model(argv(i));
319         if(self.noise)
320                 precache_sound(self.noise);
321         if(self.noise1)
322                 precache_sound(self.noise1);
323
324         self.team_saved = self.team;
325         self.dropped_origin = self.origin;
326
327         self.reset = func_breakable_reset;
328         func_breakable_reset();
329
330         self.init_for_player_needed = 1;
331         self.init_for_player = func_breakable_init_for_player;
332
333         CSQCMODEL_AUTOINIT();
334 }
335
336 // for use in maps with a "model" key set
337 void spawnfunc_misc_breakablemodel() {
338         spawnfunc_func_breakable();
339 }
340 #endif