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