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