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