]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/breakable.qc
Merge branch 'martin-t/damagetext' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / breakable.qc
index 7f17de515e59b733379973348af49f48bad141f2..b6dcd01f8843cc5f9310db9b93d213c4848e80ed 100644 (file)
@@ -1,11 +1,12 @@
+#include "breakable.qh"
 #ifdef SVQC
 
-#include "../../../server/g_subs.qh"
-#include "../../../server/g_damage.qh"
-#include "../../../server/bot/bot.qh"
-#include "../../../common/csqcmodel_settings.qh"
-#include "../../../lib/csqcmodel/sv_model.qh"
-#include "../../../server/weapons/common.qh"
+#include <server/g_subs.qh>
+#include <server/g_damage.qh>
+#include <server/bot/api.qh>
+#include <common/csqcmodel_settings.qh>
+#include <lib/csqcmodel/sv_model.qh>
+#include <server/weapons/common.qh>
 
 .entity sprite;
 
 //   Otherwise mdl_dead will be displayed at the map origin, and nobody would
 //   want that!
 
-void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
+void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
 
 //
 // func_breakable
 // - basically func_assault_destructible for general gameplay use
 //
-void LaunchDebris (string debrisname, vector force)
-{SELFPARAM();
+void LaunchDebris (entity this, string debrisname, vector force)
+{
        entity dbr = spawn();
-       vector org = self.absmin
-                  + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
-                  + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
-                  + '0 0 1' * random() * (self.absmax.z - self.absmin.z);
+       vector org = this.absmin
+                  + '1 0 0' * random() * (this.absmax.x - this.absmin.x)
+                  + '0 1 0' * random() * (this.absmax.y - this.absmin.y)
+                  + '0 0 1' * random() * (this.absmax.z - this.absmin.z);
        setorigin(dbr, org);
        _setmodel (dbr, debrisname );
-       dbr.skin = self.debrisskin;
-       dbr.colormap = self.colormap; // inherit team colors
-       dbr.owner = self; // do not be affected by our own explosion
-       dbr.movetype = self.debrismovetype;
-       dbr.solid = self.debrissolid;
+       dbr.skin = this.debrisskin;
+       dbr.colormap = this.colormap; // inherit team colors
+       dbr.owner = this; // do not be affected by our own explosion
+       set_movetype(dbr, this.debrismovetype);
+       dbr.solid = this.debrissolid;
        if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
                setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
-       dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
-       dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
-       dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
-       self.velocity = self.velocity + force * self.debrisdamageforcescale;
-       dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
-       dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
-       dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
-       dbr.damageforcescale = self.debrisdamageforcescale;
+       dbr.velocity_x = this.debrisvelocity.x + this.debrisvelocityjitter.x * crandom();
+       dbr.velocity_y = this.debrisvelocity.y + this.debrisvelocityjitter.y * crandom();
+       dbr.velocity_z = this.debrisvelocity.z + this.debrisvelocityjitter.z * crandom();
+       this.velocity = this.velocity + force * this.debrisdamageforcescale;
+       dbr.avelocity_x = random()*this.debrisavelocityjitter.x;
+       dbr.avelocity_y = random()*this.debrisavelocityjitter.y;
+       dbr.avelocity_z = random()*this.debrisavelocityjitter.z;
+       dbr.damageforcescale = this.debrisdamageforcescale;
        if(dbr.damageforcescale)
                dbr.takedamage = DAMAGE_YES;
-       SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
+       SUB_SetFade(dbr, time + this.debristime + crandom() * this.debristimejitter, this.debrisfadetime);
 }
 
-void func_breakable_colormod()
-{SELFPARAM();
+void func_breakable_colormod(entity this)
+{
        float h;
-       if (!(self.spawnflags & 2))
+       if (!(this.spawnflags & 2))
                return;
-       h = self.health / self.max_health;
+       h = this.health / this.max_health;
        if(h < 0.25)
-               self.colormod = '1 0 0';
+               this.colormod = '1 0 0';
        else if(h <= 0.75)
-               self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
+               this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
        else
-               self.colormod = '1 1 1';
+               this.colormod = '1 1 1';
 
-       CSQCMODEL_AUTOUPDATE(self);
+       CSQCMODEL_AUTOUPDATE(this);
 }
 
-void func_breakable_look_destroyed()
-{SELFPARAM();
+void func_breakable_look_destroyed(entity this)
+{
        float floorZ;
 
-       if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
-               self.dropped_origin = self.origin;
+       if(this.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
+               this.dropped_origin = this.origin;
 
-       if(self.mdl_dead == "")
-               self.effects |= EF_NODRAW;
+       if(this.mdl_dead == "")
+               this.effects |= EF_NODRAW;
        else {
-               if (self.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
-                       floorZ = self.absmin.z;
-                       setorigin(self,((self.absmax+self.absmin)*.5));
-                       self.origin_z = floorZ;
+               if (this.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
+                       floorZ = this.absmin.z;
+                       setorigin(this, ((this.absmax + this.absmin) * 0.5));
+                       this.origin_z = floorZ;
                }
-               _setmodel(self, self.mdl_dead);
-               self.effects &= ~EF_NODRAW;
+               _setmodel(this, this.mdl_dead);
+               ApplyMinMaxScaleAngles(this);
+               this.effects &= ~EF_NODRAW;
        }
 
-       CSQCMODEL_AUTOUPDATE(self);
+       CSQCMODEL_AUTOUPDATE(this);
 
-       self.solid = SOLID_NOT;
+       this.solid = SOLID_NOT;
 }
 
-void func_breakable_look_restore()
-{SELFPARAM();
-       _setmodel(self, self.mdl);
-       self.effects &= ~EF_NODRAW;
+void func_breakable_look_restore(entity this)
+{
+       _setmodel(this, this.mdl);
+       ApplyMinMaxScaleAngles(this);
+       this.effects &= ~EF_NODRAW;
 
-       if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
-               setorigin(self, self.dropped_origin);
+       if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
+               setorigin(this, this.dropped_origin);
 
-       CSQCMODEL_AUTOUPDATE(self);
+       CSQCMODEL_AUTOUPDATE(this);
 
-       self.solid = SOLID_BSP;
+       this.solid = SOLID_BSP;
 }
 
-void func_breakable_behave_destroyed()
-{SELFPARAM();
-       self.health = self.max_health;
-       self.takedamage = DAMAGE_NO;
-       self.bot_attack = false;
-       self.event_damage = func_null;
-       self.state = 1;
-       if(self.spawnflags & 4)
-               self.use = func_null;
-       func_breakable_colormod();
-       if (self.noise1)
-               stopsound (self, CH_TRIGGER_SINGLE);
+void func_breakable_behave_destroyed(entity this)
+{
+       this.health = this.max_health;
+       this.takedamage = DAMAGE_NO;
+       if(this.bot_attack)
+               IL_REMOVE(g_bot_targets, this);
+       this.bot_attack = false;
+       this.event_damage = func_null;
+       this.state = 1;
+       if(this.spawnflags & 4)
+               this.use = func_null;
+       func_breakable_colormod(this);
+       if (this.noise1)
+               stopsound (this, CH_TRIGGER_SINGLE);
 }
 
-void func_breakable_behave_restore()
-{SELFPARAM();
-       self.health = self.max_health;
-       if(self.sprite)
+void func_breakable_destroy(entity this, entity actor, entity trigger);
+void func_breakable_behave_restore(entity this)
+{
+       this.health = this.max_health;
+       if(this.sprite)
        {
-               WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
-               WaypointSprite_UpdateHealth(self.sprite, self.health);
+               WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
+               WaypointSprite_UpdateHealth(this.sprite, this.health);
        }
-       if(!(self.spawnflags & 4))
+       if(!(this.spawnflags & 4))
        {
-               self.takedamage = DAMAGE_AIM;
-               self.bot_attack = true;
-               self.event_damage = func_breakable_damage;
+               this.takedamage = DAMAGE_AIM;
+               if(!this.bot_attack)
+                       IL_PUSH(g_bot_targets, this);
+               this.bot_attack = true;
+               this.event_damage = func_breakable_damage;
        }
-       self.state = 0;
-       self.nextthink = 0; // cancel auto respawn
-       func_breakable_colormod();
-       if (self.noise1)
-               _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+       if(this.spawnflags & 4)
+               this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset
+       this.state = 0;
+       this.nextthink = 0; // cancel auto respawn
+       func_breakable_colormod(this);
+       if (this.noise1)
+               _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
 }
 
-void func_breakable_init_for_player(entity player)
-{SELFPARAM();
-       if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
+void func_breakable_init_for_player(entity this, entity player)
+{
+       if (this.noise1 && this.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
        {
                msg_entity = player;
-               soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+               soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
        }
 }
 
-void func_breakable_destroyed()
-{SELFPARAM();
-       func_breakable_look_destroyed();
-       func_breakable_behave_destroyed();
+void func_breakable_destroyed(entity this)
+{
+       func_breakable_look_destroyed(this);
+       func_breakable_behave_destroyed(this);
 
-       CSQCMODEL_AUTOUPDATE(self);
+       CSQCMODEL_AUTOUPDATE(this);
 }
 
-void func_breakable_restore()
-{SELFPARAM();
-       func_breakable_look_restore();
-       func_breakable_behave_restore();
+void func_breakable_restore(entity this, entity actor, entity trigger)
+{
+       func_breakable_look_restore(this);
+       func_breakable_behave_restore(this);
 
-       CSQCMODEL_AUTOUPDATE(self);
+       CSQCMODEL_AUTOUPDATE(this);
+}
+
+void func_breakable_restore_self(entity this)
+{
+       func_breakable_restore(this, NULL, NULL);
 }
 
 vector debrisforce; // global, set before calling this
-void func_breakable_destroy()
-{SELFPARAM();
+void func_breakable_destroy(entity this, entity actor, entity trigger)
+{
        float n, i;
        string oldmsg;
 
-       activator = self.owner;
-       self.owner = world; // set by W_PrepareExplosionByDamage
+       entity act = this.owner;
+       this.owner = NULL; // set by W_PrepareExplosionByDamage
 
        // now throw around the debris
-       n = tokenize_console(self.debris);
+       n = tokenize_console(this.debris);
        for(i = 0; i < n; ++i)
-               LaunchDebris(argv(i), debrisforce);
+               LaunchDebris(this, argv(i), debrisforce);
 
-       func_breakable_destroyed();
+       func_breakable_destroyed(this);
 
-       if(self.noise)
-               _sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+       if(this.noise)
+               _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
 
-       if(self.dmg)
-               RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER.m_id, world);
+       if(this.dmg)
+               RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, NULL);
 
-       if(self.cnt) // TODO
-               __pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
+       if(this.cnt) // TODO
+               __pointparticles(this.cnt, this.absmin * 0.5 + this.absmax * 0.5, '0 0 0', this.count);
 
-       if(self.respawntime)
+       if(this.respawntime)
        {
-               self.think = func_breakable_restore;
-               self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
+               setthink(this, func_breakable_restore_self);
+               this.nextthink = time + this.respawntime + crandom() * this.respawntimejitter;
        }
 
-       oldmsg = self.message;
-       self.message = "";
-       SUB_UseTargets();
-       self.message = oldmsg;
+       oldmsg = this.message;
+       this.message = "";
+       SUB_UseTargets(this, act, trigger);
+       this.message = oldmsg;
+}
+
+void func_breakable_destroy_self(entity this)
+{
+       func_breakable_destroy(this, NULL, NULL);
 }
 
-void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{SELFPARAM();
-       if(self.state == 1)
+void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+       if(this.state == 1)
                return;
-       if(self.spawnflags & DOOR_NOSPLASH)
+       if(this.spawnflags & DOOR_NOSPLASH)
                if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
                        return;
-       if(self.team)
-               if(attacker.team == self.team)
+       if(this.team)
+               if(attacker.team == this.team)
                        return;
-       self.pain_finished = time;
-       self.health = self.health - damage;
-       if(self.sprite)
+       this.pain_finished = time;
+       this.health = this.health - damage;
+       if(this.sprite)
        {
-               WaypointSprite_Ping(self.sprite);
-               WaypointSprite_UpdateHealth(self.sprite, self.health);
+               WaypointSprite_Ping(this.sprite);
+               WaypointSprite_UpdateHealth(this.sprite, this.health);
        }
-       func_breakable_colormod();
+       func_breakable_colormod(this);
 
-       if(self.health <= 0)
+       if(this.health <= 0)
        {
                debrisforce = force;
 
-               self.takedamage = DAMAGE_NO;
-               self.event_damage = func_null;
+               this.takedamage = DAMAGE_NO;
+               this.event_damage = func_null;
 
-               if(IS_CLIENT(attacker) && self.classname == "func_assault_destructible")
+               if(IS_CLIENT(attacker) && this.classname == "func_assault_destructible")
                {
-                       self.owner = attacker;
-                       self.realowner = attacker;
+                       this.owner = attacker;
+                       this.realowner = attacker;
                }
 
                // do not explode NOW but in the NEXT FRAME!
                // because recursive calls to RadiusDamage are not allowed
-               self.nextthink = time;
-               self.think = func_breakable_destroy;
+               this.nextthink = time;
+               setthink(this, func_breakable_destroy_self);
        }
 }
 
 void func_breakable_reset(entity this)
 {
        this.team = this.team_saved;
-       func_breakable_look_restore();
+       func_breakable_look_restore(this);
        if(this.spawnflags & 1)
-               func_breakable_behave_destroyed();
+               func_breakable_behave_destroyed(this);
        else
-               func_breakable_behave_restore();
+               func_breakable_behave_restore(this);
 
        CSQCMODEL_AUTOUPDATE(this);
 }
@@ -309,7 +329,7 @@ spawnfunc(func_breakable)
                this.dmg_force = 200;
 
        this.mdl = this.model;
-       SetBrushEntityModel();
+       SetBrushEntityModel(this);
 
        if(this.spawnflags & 4)
                this.use = func_breakable_destroy;
@@ -340,7 +360,7 @@ spawnfunc(func_breakable)
        this.reset = func_breakable_reset;
        this.reset(this);
 
-       this.init_for_player_needed = 1;
+       IL_PUSH(g_initforplayer, this);
        this.init_for_player = func_breakable_init_for_player;
 
        CSQCMODEL_AUTOINIT(this);