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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / breakable.qc
1 #include "breakable.qh"
2 #ifdef SVQC
3
4 #include <server/g_subs.qh>
5 #include <server/g_damage.qh>
6 #include <server/bot/api.qh>
7 #include <common/csqcmodel_settings.qh>
8 #include <lib/csqcmodel/sv_model.qh>
9 #include <server/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 //     4 = don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
40 // notes:
41 //   for mdl_dead to work, origin must be set (using a common/origin brush).
42 //   Otherwise mdl_dead will be displayed at the map origin, and nobody would
43 //   want that!
44
45 void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
46
47 //
48 // func_breakable
49 // - basically func_assault_destructible for general gameplay use
50 //
51 void LaunchDebris (entity this, string debrisname, vector force)
52 {
53         entity dbr = spawn();
54         vector org = this.absmin
55                    + '1 0 0' * random() * (this.absmax.x - this.absmin.x)
56                    + '0 1 0' * random() * (this.absmax.y - this.absmin.y)
57                    + '0 0 1' * random() * (this.absmax.z - this.absmin.z);
58         setorigin(dbr, org);
59         _setmodel (dbr, debrisname );
60         dbr.skin = this.debrisskin;
61         dbr.colormap = this.colormap; // inherit team colors
62         dbr.owner = this; // do not be affected by our own explosion
63         set_movetype(dbr, this.debrismovetype);
64         dbr.solid = this.debrissolid;
65         if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
66                 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
67         dbr.velocity_x = this.debrisvelocity.x + this.debrisvelocityjitter.x * crandom();
68         dbr.velocity_y = this.debrisvelocity.y + this.debrisvelocityjitter.y * crandom();
69         dbr.velocity_z = this.debrisvelocity.z + this.debrisvelocityjitter.z * crandom();
70         this.velocity = this.velocity + force * this.debrisdamageforcescale;
71         dbr.avelocity_x = random()*this.debrisavelocityjitter.x;
72         dbr.avelocity_y = random()*this.debrisavelocityjitter.y;
73         dbr.avelocity_z = random()*this.debrisavelocityjitter.z;
74         dbr.damageforcescale = this.debrisdamageforcescale;
75         if(dbr.damageforcescale)
76                 dbr.takedamage = DAMAGE_YES;
77         SUB_SetFade(dbr, time + this.debristime + crandom() * this.debristimejitter, this.debrisfadetime);
78 }
79
80 void func_breakable_colormod(entity this)
81 {
82         float h;
83         if (!(this.spawnflags & 2))
84                 return;
85         h = this.health / this.max_health;
86         if(h < 0.25)
87                 this.colormod = '1 0 0';
88         else if(h <= 0.75)
89                 this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
90         else
91                 this.colormod = '1 1 1';
92
93         CSQCMODEL_AUTOUPDATE(this);
94 }
95
96 void func_breakable_look_destroyed(entity this)
97 {
98         float floorZ;
99
100         if(this.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
101                 this.dropped_origin = this.origin;
102
103         if(this.mdl_dead == "")
104                 this.effects |= EF_NODRAW;
105         else {
106                 if (this.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
107                         floorZ = this.absmin.z;
108                         setorigin(this, ((this.absmax + this.absmin) * 0.5));
109                         this.origin_z = floorZ;
110                 }
111                 _setmodel(this, this.mdl_dead);
112                 this.effects &= ~EF_NODRAW;
113         }
114
115         CSQCMODEL_AUTOUPDATE(this);
116
117         this.solid = SOLID_NOT;
118 }
119
120 void func_breakable_look_restore(entity this)
121 {
122         _setmodel(this, this.mdl);
123         this.effects &= ~EF_NODRAW;
124
125         if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
126                 setorigin(this, this.dropped_origin);
127
128         CSQCMODEL_AUTOUPDATE(this);
129
130         this.solid = SOLID_BSP;
131 }
132
133 void func_breakable_behave_destroyed(entity this)
134 {
135         this.health = this.max_health;
136         this.takedamage = DAMAGE_NO;
137         this.bot_attack = false;
138         this.event_damage = func_null;
139         this.state = 1;
140         if(this.spawnflags & 4)
141                 this.use = func_null;
142         func_breakable_colormod(this);
143         if (this.noise1)
144                 stopsound (this, CH_TRIGGER_SINGLE);
145 }
146
147 void func_breakable_behave_restore(entity this)
148 {
149         this.health = this.max_health;
150         if(this.sprite)
151         {
152                 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
153                 WaypointSprite_UpdateHealth(this.sprite, this.health);
154         }
155         if(!(this.spawnflags & 4))
156         {
157                 this.takedamage = DAMAGE_AIM;
158                 this.bot_attack = true;
159                 this.event_damage = func_breakable_damage;
160         }
161         this.state = 0;
162         this.nextthink = 0; // cancel auto respawn
163         func_breakable_colormod(this);
164         if (this.noise1)
165                 _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
166 }
167
168 void func_breakable_init_for_player(entity this, entity player)
169 {
170         if (this.noise1 && this.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
171         {
172                 msg_entity = player;
173                 soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
174         }
175 }
176
177 void func_breakable_destroyed(entity this)
178 {
179         func_breakable_look_destroyed(this);
180         func_breakable_behave_destroyed(this);
181
182         CSQCMODEL_AUTOUPDATE(this);
183 }
184
185 void func_breakable_restore(entity this, entity actor, entity trigger)
186 {
187         func_breakable_look_restore(this);
188         func_breakable_behave_restore(this);
189
190         CSQCMODEL_AUTOUPDATE(this);
191 }
192
193 void func_breakable_restore_self(entity this)
194 {
195         func_breakable_restore(this, NULL, NULL);
196 }
197
198 vector debrisforce; // global, set before calling this
199 void func_breakable_destroy(entity this, entity actor, entity trigger)
200 {
201         float n, i;
202         string oldmsg;
203
204         entity act = this.owner;
205         this.owner = NULL; // set by W_PrepareExplosionByDamage
206
207         // now throw around the debris
208         n = tokenize_console(this.debris);
209         for(i = 0; i < n; ++i)
210                 LaunchDebris(this, argv(i), debrisforce);
211
212         func_breakable_destroyed(this);
213
214         if(this.noise)
215                 _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
216
217         if(this.dmg)
218                 RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, NULL);
219
220         if(this.cnt) // TODO
221                 __pointparticles(this.cnt, this.absmin * 0.5 + this.absmax * 0.5, '0 0 0', this.count);
222
223         if(this.respawntime)
224         {
225                 setthink(this, func_breakable_restore_self);
226                 this.nextthink = time + this.respawntime + crandom() * this.respawntimejitter;
227         }
228
229         oldmsg = this.message;
230         this.message = "";
231         SUB_UseTargets(this, act, trigger);
232         this.message = oldmsg;
233 }
234
235 void func_breakable_destroy_self(entity this)
236 {
237         func_breakable_destroy(this, NULL, NULL);
238 }
239
240 void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
241 {
242         if(this.state == 1)
243                 return;
244         if(this.spawnflags & DOOR_NOSPLASH)
245                 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
246                         return;
247         if(this.team)
248                 if(attacker.team == this.team)
249                         return;
250         this.pain_finished = time;
251         this.health = this.health - damage;
252         if(this.sprite)
253         {
254                 WaypointSprite_Ping(this.sprite);
255                 WaypointSprite_UpdateHealth(this.sprite, this.health);
256         }
257         func_breakable_colormod(this);
258
259         if(this.health <= 0)
260         {
261                 debrisforce = force;
262
263                 this.takedamage = DAMAGE_NO;
264                 this.event_damage = func_null;
265
266                 if(IS_CLIENT(attacker) && this.classname == "func_assault_destructible")
267                 {
268                         this.owner = attacker;
269                         this.realowner = attacker;
270                 }
271
272                 // do not explode NOW but in the NEXT FRAME!
273                 // because recursive calls to RadiusDamage are not allowed
274                 this.nextthink = time;
275                 setthink(this, func_breakable_destroy_self);
276         }
277 }
278
279 void func_breakable_reset(entity this)
280 {
281         this.team = this.team_saved;
282         func_breakable_look_restore(this);
283         if(this.spawnflags & 1)
284                 func_breakable_behave_destroyed(this);
285         else
286                 func_breakable_behave_restore(this);
287
288         CSQCMODEL_AUTOUPDATE(this);
289 }
290
291 // destructible walls that can be used to trigger target_objective_decrease
292 spawnfunc(func_breakable)
293 {
294         float n, i;
295         if(!this.health)
296                 this.health = 100;
297         this.max_health = this.health;
298
299         // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
300         if(!this.debrismovetype) this.debrismovetype = MOVETYPE_BOUNCE;
301         if(!this.debrissolid) this.debrissolid = SOLID_NOT;
302         if(this.debrisvelocity == '0 0 0') this.debrisvelocity = '0 0 140';
303         if(this.debrisvelocityjitter == '0 0 0') this.debrisvelocityjitter = '70 70 70';
304         if(this.debrisavelocityjitter == '0 0 0') this.debrisavelocityjitter = '600 600 600';
305         if(!this.debristime) this.debristime = 3.5;
306         if(!this.debristimejitter) this.debristime = 2.5;
307
308         if(this.mdl != "")
309                 this.cnt = _particleeffectnum(this.mdl);
310         if(this.count == 0)
311                 this.count = 1;
312
313         if(this.message == "")
314                 this.message = "got too close to an explosion";
315         if(this.message2 == "")
316                 this.message2 = "was pushed into an explosion by";
317         if(!this.dmg_radius)
318                 this.dmg_radius = 150;
319         if(!this.dmg_force)
320                 this.dmg_force = 200;
321
322         this.mdl = this.model;
323         SetBrushEntityModel(this);
324
325         if(this.spawnflags & 4)
326                 this.use = func_breakable_destroy;
327         else
328                 this.use = func_breakable_restore;
329
330         if(this.spawnflags & 4)
331         {
332                 this.takedamage = DAMAGE_NO;
333                 this.event_damage = func_null;
334                 this.bot_attack = false;
335         }
336
337         // precache all the models
338         if (this.mdl_dead)
339                 precache_model(this.mdl_dead);
340         n = tokenize_console(this.debris);
341         for(i = 0; i < n; ++i)
342                 precache_model(argv(i));
343         if(this.noise)
344                 precache_sound(this.noise);
345         if(this.noise1)
346                 precache_sound(this.noise1);
347
348         this.team_saved = this.team;
349         this.dropped_origin = this.origin;
350
351         this.reset = func_breakable_reset;
352         this.reset(this);
353
354         this.init_for_player_needed = 1;
355         this.init_for_player = func_breakable_init_for_player;
356
357         CSQCMODEL_AUTOINIT(this);
358 }
359
360 // for use in maps with a "model" key set
361 spawnfunc(misc_breakablemodel) {
362         spawnfunc_func_breakable(this);
363 }
364 #endif