]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/func_breakable.qc
Merge remote branch 'refs/remotes/origin/mrbougo/breakable_fix'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / func_breakable.qc
1 .entity sprite;
2
3 .float dmg;
4 .float dmg_edge;
5 .float dmg_radius;
6 .float dmg_force;
7 .float debrismovetype;
8 .float debrissolid;
9 .vector debrisvelocity;
10 .vector debrisvelocityjitter;
11 .vector debrisavelocityjitter;
12 .float debristime;
13 .float debristimejitter;
14 .float debrisfadetime;
15 .float debrisdamageforcescale;
16 .float debrisskin;
17
18 .string mdl_dead; // or "" to hide when broken
19 .string debris; // space separated list of debris models
20 // other fields:
21 //   mdl = particle effect name
22 //   count = particle effect multiplier
23 //   targetname = target to trigger to unbreak the model
24 //   target = targets to trigger when broken
25 //   health = amount of damage it can take
26 //   spawnflags:
27 //     1 = start disabled (needs to be triggered to activate)
28 //     2 = indicate damage
29 // notes:
30 //   for mdl_dead to work, origin must be set (using a common/origin brush).
31 //   Otherwise mdl_dead will be displayed at the map origin, and nobody would
32 //   want that!
33
34 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
35
36 //
37 // func_breakable
38 // - basically func_assault_destructible for general gameplay use
39 //
40 void LaunchDebris (string debrisname, vector force) =
41 {
42         local   entity dbr;
43
44         dbr = spawn();
45         setorigin(dbr, self.absmin
46                    + '1 0 0' * random() * (self.absmax_x - self.absmin_x)
47                    + '0 1 0' * random() * (self.absmax_y - self.absmin_y)
48                    + '0 0 1' * random() * (self.absmax_z - self.absmin_z));
49         setmodel (dbr, debrisname );
50         dbr.skin = self.debrisskin;
51         dbr.colormap = self.colormap; // inherit team colors
52         dbr.owner = self; // do not be affected by our own explosion
53         dbr.movetype = self.debrismovetype;
54         dbr.solid = self.debrissolid;
55         if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
56                 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
57         dbr.velocity_x = self.debrisvelocity_x + self.debrisvelocityjitter_x * crandom();
58         dbr.velocity_y = self.debrisvelocity_y + self.debrisvelocityjitter_y * crandom();
59         dbr.velocity_z = self.debrisvelocity_z + self.debrisvelocityjitter_z * crandom();
60         self.velocity = self.velocity + force * self.debrisdamageforcescale;
61         dbr.avelocity_x = random()*self.debrisavelocityjitter_x;
62         dbr.avelocity_y = random()*self.debrisavelocityjitter_y;
63         dbr.avelocity_z = random()*self.debrisavelocityjitter_z;
64         dbr.damageforcescale = self.debrisdamageforcescale;
65         if(dbr.damageforcescale)
66                 dbr.takedamage = DAMAGE_YES;
67         SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
68 };
69
70 void func_breakable_colormod()
71 {
72         float h;
73         if not(self.spawnflags & 2)
74                 return;
75         h = self.health / self.max_health;
76         if(h < 0.25)
77                 self.colormod = '1 0 0';
78         else if(h <= 0.75)
79                 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
80         else
81                 self.colormod = '1 1 1';
82 }
83
84 void func_breakable_look_destroyed()
85 {
86         local float floor_z;
87
88         if(self.mdl_dead == "")
89                 self.model = "";
90         else {
91                 if (self.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
92                         floor_z = self.absmin_z;
93                         setorigin(self,((self.absmax+self.absmin)*.5));
94                         self.origin_z = floor_z;
95                 }
96                 setmodel(self, self.mdl_dead);
97         }
98
99         self.solid = SOLID_NOT;
100 }
101
102 void func_breakable_look_restore()
103 {
104         setmodel(self, self.mdl);
105         self.solid = SOLID_BSP;
106 }
107
108 void func_breakable_behave_destroyed()
109 {
110         self.health = self.max_health;
111         self.takedamage = DAMAGE_NO;
112         self.event_damage = SUB_Null;
113         self.state = 1;
114         func_breakable_colormod();
115 }
116
117 void func_breakable_behave_restore()
118 {
119         self.health = self.max_health;
120         self.takedamage = DAMAGE_AIM;
121         self.event_damage = func_breakable_damage;
122         self.state = 0;
123         func_breakable_colormod();
124 }
125
126 void func_breakable_destroyed()
127 {
128         func_breakable_look_destroyed();
129         func_breakable_behave_destroyed();
130 }
131
132 void func_breakable_restore()
133 {
134         func_breakable_look_restore();
135         func_breakable_behave_restore();
136 }
137
138 vector debrisforce; // global, set before calling this
139 void func_breakable_destroy() {
140         float n, i;
141         string oldmsg;
142
143         activator = self.owner;
144
145         // now throw around the debris
146         n = tokenize_console(self.debris);
147         for(i = 0; i < n; ++i)
148                 LaunchDebris(argv(i), debrisforce);
149
150         func_breakable_destroyed();
151
152         if(self.noise)
153                 sound (self, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
154
155         if(self.dmg)
156                 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, self.dmg_force, DEATH_HURTTRIGGER, world);
157
158         if(self.cnt)
159                 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
160
161         oldmsg = self.message;
162         self.message = "";
163         SUB_UseTargets();
164         self.message = oldmsg;
165 }
166
167 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
168 {
169         if(self.state == 1)
170                 return;
171         if(self.spawnflags & DOOR_NOSPLASH)
172                 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
173                         return;
174         if(self.team)
175                 if(attacker.team == self.team)
176                         return;
177         if(self.sprite)
178                 WaypointSprite_Ping(self.sprite);
179         self.health = self.health - damage;
180         func_breakable_colormod();
181
182         if(self.health <= 0)
183         {
184                 debrisforce = force;
185                 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
186         }
187 }
188
189 void func_breakable_reset()
190 {
191         self.team = self.team_saved;
192         func_breakable_look_restore();
193         if(self.spawnflags & 1)
194                 func_breakable_behave_destroyed();
195         else
196                 func_breakable_behave_restore();
197 }
198
199 // destructible walls that can be used to trigger target_objective_decrease
200 void spawnfunc_func_breakable() {
201         float n, i;
202         if(!self.health)
203                 self.health = 100;
204         self.max_health = self.health;
205
206         // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
207         if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
208         if(!self.debrissolid) self.debrissolid = SOLID_NOT;
209         if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
210         if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
211         if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
212         if(!self.debristime) self.debristime = 3.5;
213         if(!self.debristimejitter) self.debristime = 2.5;
214
215         if(self.mdl != "")
216                 self.cnt = particleeffectnum(self.mdl);
217         if(self.count == 0)
218                 self.count = 1;
219
220         if(!self.message)
221                 self.message = "got too close to an explosion";
222         if(!self.message2)
223                 self.message2 = "was pushed into an explosion by";
224         if(!self.dmg_radius)
225                 self.dmg_radius = 150;
226         if(!self.dmg_force)
227                 self.dmg_force = 200;
228
229         self.mdl = self.model;
230         SetBrushEntityModel();
231
232         self.use = func_breakable_restore;
233
234         // precache all the models
235         if (self.mdl_dead)
236                 precache_model(self.mdl_dead);
237         n = tokenize_console(self.debris);
238         for(i = 0; i < n; ++i)
239                 precache_model(argv(i));
240         if(self.noise)
241                 precache_sound(self.noise);
242
243         self.team_saved = self.team;
244
245         self.reset = func_breakable_reset;
246         func_breakable_reset();
247 }