]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/breakable.qc
Rename triggers to mapobjects
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / breakable.qc
diff --git a/qcsrc/common/triggers/func/breakable.qc b/qcsrc/common/triggers/func/breakable.qc
deleted file mode 100644 (file)
index d09ccd5..0000000
+++ /dev/null
@@ -1,374 +0,0 @@
-#include "breakable.qh"
-#ifdef SVQC
-
-#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;
-
-.float dmg;
-.float dmg_edge;
-.float dmg_radius;
-.float dmg_force;
-.float debrismovetype;
-.float debrissolid;
-.vector debrisvelocity;
-.vector debrisvelocityjitter;
-.vector debrisavelocityjitter;
-.float debristime;
-.float debristimejitter;
-.float debrisfadetime;
-.float debrisdamageforcescale;
-.float debrisskin;
-
-.string mdl_dead; // or "" to hide when broken
-.string debris; // space separated list of debris models
-// other fields:
-//   mdl = particle effect name
-//   count = particle effect multiplier
-//   targetname = target to trigger to unbreak the model
-//   target = targets to trigger when broken
-//   health = amount of damage it can take
-//   spawnflags:
-//     START_DISABLED: needs to be triggered to activate
-//     BREAKABLE_INDICATE_DAMAGE: indicate damage
-//     BREAKABLE_NODAMAGE: don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
-//     NOSPLASH: don't take splash damage
-// notes:
-//   for mdl_dead to work, origin must be set (using a common/origin brush).
-//   Otherwise mdl_dead will be displayed at the map origin, and nobody would
-//   want that!
-
-void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
-
-//
-// func_breakable
-// - basically func_assault_destructible for general gameplay use
-//
-void LaunchDebris (entity this, string debrisname, vector force)
-{
-       entity dbr = spawn();
-       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 = 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 = 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();
-       dbr.velocity = dbr.velocity + force * this.debrisdamageforcescale;
-       dbr.angles = this.angles;
-       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 + this.debristime + crandom() * this.debristimejitter, this.debrisfadetime);
-}
-
-void func_breakable_colormod(entity this)
-{
-       float h;
-       if (!(this.spawnflags & BREAKABLE_INDICATE_DAMAGE))
-               return;
-       h = this.health / this.max_health;
-       if(h < 0.25)
-               this.colormod = '1 0 0';
-       else if(h <= 0.75)
-               this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
-       else
-               this.colormod = '1 1 1';
-}
-
-void func_breakable_look_destroyed(entity this)
-{
-       float floorZ;
-
-       if(this.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
-               this.dropped_origin = this.origin;
-
-       if(this.mdl_dead == "")
-               this.effects |= EF_NODRAW;
-       else {
-               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(this, this.mdl_dead);
-               ApplyMinMaxScaleAngles(this);
-               this.effects &= ~EF_NODRAW;
-       }
-
-       this.solid = SOLID_NOT;
-}
-
-void func_breakable_look_restore(entity this)
-{
-       _setmodel(this, this.mdl);
-       ApplyMinMaxScaleAngles(this);
-       this.effects &= ~EF_NODRAW;
-
-       if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
-               setorigin(this, this.dropped_origin);
-
-       this.solid = SOLID_BSP;
-}
-
-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 = STATE_BROKEN;
-       if(this.spawnflags & BREAKABLE_NODAMAGE)
-               this.use = func_null;
-       func_breakable_colormod(this);
-       if (this.noise1)
-               stopsound (this, CH_TRIGGER_SINGLE);
-}
-
-void func_breakable_think(entity this)
-{
-       this.nextthink = time;
-       CSQCMODEL_AUTOUPDATE(this);
-}
-
-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(this.sprite, this.max_health);
-               WaypointSprite_UpdateHealth(this.sprite, this.health);
-       }
-       if(!(this.spawnflags & BREAKABLE_NODAMAGE))
-       {
-               this.takedamage = DAMAGE_AIM;
-               if(!this.bot_attack)
-                       IL_PUSH(g_bot_targets, this);
-               this.bot_attack = true;
-               this.event_damage = func_breakable_damage;
-       }
-       if(this.spawnflags & BREAKABLE_NODAMAGE)
-               this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset
-       this.state = STATE_ALIVE;
-       //this.nextthink = 0; // cancel auto respawn
-       setthink(this, func_breakable_think);
-       this.nextthink = time + 0.1;
-       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 this, entity player)
-{
-       if (this.noise1 && this.state == STATE_ALIVE && IS_REAL_CLIENT(player))
-       {
-               msg_entity = player;
-               soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
-       }
-}
-
-void func_breakable_destroyed(entity this)
-{
-       func_breakable_look_destroyed(this);
-       func_breakable_behave_destroyed(this);
-}
-
-void func_breakable_restore(entity this, entity actor, entity trigger)
-{
-       func_breakable_look_restore(this);
-       func_breakable_behave_restore(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(entity this, entity actor, entity trigger)
-{
-       float n, i;
-       string oldmsg;
-
-       entity act = this.owner;
-       this.owner = NULL; // set by W_PrepareExplosionByDamage
-
-       // now throw around the debris
-       n = tokenize_console(this.debris);
-       for(i = 0; i < n; ++i)
-               LaunchDebris(this, argv(i), debrisforce);
-
-       func_breakable_destroyed(this);
-
-       if(this.noise)
-               _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
-
-       if(this.dmg)
-               RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, NULL);
-
-       if(this.cnt) // TODO
-               __pointparticles(this.cnt, this.absmin * 0.5 + this.absmax * 0.5, '0 0 0', this.count);
-
-       if(this.respawntime)
-       {
-               CSQCMODEL_AUTOUPDATE(this);
-               setthink(this, func_breakable_restore_self);
-               this.nextthink = time + this.respawntime + crandom() * this.respawntimejitter;
-       }
-
-       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 this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
-{
-       if(this.state == STATE_BROKEN)
-               return;
-       if(this.spawnflags & NOSPLASH)
-               if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
-                       return;
-       if(this.team)
-               if(attacker.team == this.team)
-                       return;
-       this.pain_finished = time;
-       this.health = this.health - damage;
-       if(this.sprite)
-       {
-               WaypointSprite_Ping(this.sprite);
-               WaypointSprite_UpdateHealth(this.sprite, this.health);
-       }
-       func_breakable_colormod(this);
-
-       if(this.health <= 0)
-       {
-               debrisforce = force;
-
-               this.takedamage = DAMAGE_NO;
-               this.event_damage = func_null;
-
-               if(IS_CLIENT(attacker)) //&& this.classname == "func_assault_destructible")
-               {
-                       this.owner = attacker;
-                       this.realowner = attacker;
-               }
-
-               // do not explode NOW but in the NEXT FRAME!
-               // because recursive calls to RadiusDamage are not allowed
-               this.nextthink = time;
-               CSQCMODEL_AUTOUPDATE(this);
-               setthink(this, func_breakable_destroy_self);
-       }
-}
-
-void func_breakable_reset(entity this)
-{
-       this.team = this.team_saved;
-       func_breakable_look_restore(this);
-       if(this.spawnflags & START_DISABLED)
-               func_breakable_behave_destroyed(this);
-       else
-               func_breakable_behave_restore(this);
-}
-
-// destructible walls that can be used to trigger target_objective_decrease
-spawnfunc(func_breakable)
-{
-       float n, i;
-       if(!this.health)
-               this.health = 100;
-       this.max_health = this.health;
-
-       // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
-       if(!this.debrismovetype) this.debrismovetype = MOVETYPE_BOUNCE;
-       if(!this.debrissolid) this.debrissolid = SOLID_NOT;
-       if(this.debrisvelocity == '0 0 0') this.debrisvelocity = '0 0 140';
-       if(this.debrisvelocityjitter == '0 0 0') this.debrisvelocityjitter = '70 70 70';
-       if(this.debrisavelocityjitter == '0 0 0') this.debrisavelocityjitter = '600 600 600';
-       if(!this.debristime) this.debristime = 3.5;
-       if(!this.debristimejitter) this.debristime = 2.5;
-
-       if(this.mdl != "")
-               this.cnt = _particleeffectnum(this.mdl);
-       if(this.count == 0)
-               this.count = 1;
-
-       if(this.message == "")
-               this.message = "got too close to an explosion";
-       if(this.message2 == "")
-               this.message2 = "was pushed into an explosion by";
-       if(!this.dmg_radius)
-               this.dmg_radius = 150;
-       if(!this.dmg_force)
-               this.dmg_force = 200;
-
-       this.mdl = this.model;
-       SetBrushEntityModel(this);
-
-       if(this.spawnflags & BREAKABLE_NODAMAGE)
-               this.use = func_breakable_destroy;
-       else
-               this.use = func_breakable_restore;
-
-       if(this.spawnflags & BREAKABLE_NODAMAGE)
-       {
-               this.takedamage = DAMAGE_NO;
-               this.event_damage = func_null;
-               this.bot_attack = false;
-       }
-
-       // precache all the models
-       if (this.mdl_dead)
-               precache_model(this.mdl_dead);
-       n = tokenize_console(this.debris);
-       for(i = 0; i < n; ++i)
-               precache_model(argv(i));
-       if(this.noise)
-               precache_sound(this.noise);
-       if(this.noise1)
-               precache_sound(this.noise1);
-
-       this.team_saved = this.team;
-       IL_PUSH(g_saved_team, this);
-       this.dropped_origin = this.origin;
-
-       this.reset = func_breakable_reset;
-       this.reset(this);
-
-       IL_PUSH(g_initforplayer, this);
-       this.init_for_player = func_breakable_init_for_player;
-
-       CSQCMODEL_AUTOINIT(this);
-}
-
-// for use in maps with a "model" key set
-spawnfunc(misc_breakablemodel) {
-       spawnfunc_func_breakable(this);
-}
-#endif