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