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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / func_breakable.qc
1 #if defined(CSQC)
2 #elif defined(MENUQC)
3 #elif defined(SVQC)
4         #include "../dpdefs/progsdefs.qc"
5     #include "../dpdefs/dpextensions.qc"
6     #include "../common/constants.qh"
7     #include "../common/util.qh"
8     #include "../common/monsters/monsters.qh"
9     #include "../common/weapons/weapons.qh"
10     #include "constants.qh"
11     #include "defs.qh"
12     #include "../common/deathtypes.qh"
13     #include "mutators/mutators_include.qh"
14     #include "../csqcmodellib/sv_model.qh"
15 #endif
16
17 .entity sprite;
18
19 .float dmg;
20 .float dmg_edge;
21 .float dmg_radius;
22 .float dmg_force;
23 .float debrismovetype;
24 .float debrissolid;
25 .vector debrisvelocity;
26 .vector debrisvelocityjitter;
27 .vector debrisavelocityjitter;
28 .float debristime;
29 .float debristimejitter;
30 .float debrisfadetime;
31 .float debrisdamageforcescale;
32 .float debrisskin;
33
34 .string mdl_dead; // or "" to hide when broken
35 .string debris; // space separated list of debris models
36 // other fields:
37 //   mdl = particle effect name
38 //   count = particle effect multiplier
39 //   targetname = target to trigger to unbreak the model
40 //   target = targets to trigger when broken
41 //   health = amount of damage it can take
42 //   spawnflags:
43 //     1 = start disabled (needs to be triggered to activate)
44 //     2 = indicate damage
45 // notes:
46 //   for mdl_dead to work, origin must be set (using a common/origin brush).
47 //   Otherwise mdl_dead will be displayed at the map origin, and nobody would
48 //   want that!
49
50 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
51
52 //
53 // func_breakable
54 // - basically func_assault_destructible for general gameplay use
55 //
56 void LaunchDebris (string debrisname, vector force)
57 {
58         entity dbr = spawn();
59         setorigin(dbr, self.absmin
60                    + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
61                    + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
62                    + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
63         setmodel (dbr, debrisname );
64         dbr.skin = self.debrisskin;
65         dbr.colormap = self.colormap; // inherit team colors
66         dbr.owner = self; // do not be affected by our own explosion
67         dbr.movetype = self.debrismovetype;
68         dbr.solid = self.debrissolid;
69         if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
70                 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
71         dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
72         dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
73         dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
74         self.velocity = self.velocity + force * self.debrisdamageforcescale;
75         dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
76         dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
77         dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
78         dbr.damageforcescale = self.debrisdamageforcescale;
79         if(dbr.damageforcescale)
80                 dbr.takedamage = DAMAGE_YES;
81         SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
82 }
83
84 void func_breakable_colormod()
85 {
86         float h;
87         if (!(self.spawnflags & 2))
88                 return;
89         h = self.health / self.max_health;
90         if(h < 0.25)
91                 self.colormod = '1 0 0';
92         else if(h <= 0.75)
93                 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
94         else
95                 self.colormod = '1 1 1';
96                 
97         CSQCMODEL_AUTOUPDATE();
98 }
99
100 void func_breakable_look_destroyed()
101 {
102         float floorZ;
103
104         if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
105                 self.dropped_origin = self.origin;
106
107         if(self.mdl_dead == "")
108                 self.model = "";
109         else {
110                 if (self.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
111                         floorZ = self.absmin.z;
112                         setorigin(self,((self.absmax+self.absmin)*.5));
113                         self.origin_z = floorZ;
114                 }
115                 setmodel(self, self.mdl_dead);
116         }
117
118         self.solid = SOLID_NOT;
119 }
120
121 void func_breakable_look_restore()
122 {
123         setmodel(self, self.mdl);
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         self.solid = SOLID_BSP;
127 }
128
129 void func_breakable_behave_destroyed()
130 {
131         self.health = self.max_health;
132         self.takedamage = DAMAGE_NO;
133         self.bot_attack = false;
134         self.event_damage = func_null;
135         self.state = 1;
136         func_breakable_colormod();
137 }
138
139 void func_breakable_behave_restore()
140 {
141         self.health = self.max_health;
142         if(self.sprite)
143         {
144                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
145                 WaypointSprite_UpdateHealth(self.sprite, self.health);
146         }
147         self.takedamage = DAMAGE_AIM;
148         self.bot_attack = true;
149         self.event_damage = func_breakable_damage;
150         self.state = 0;
151         self.nextthink = 0; // cancel auto respawn
152         func_breakable_colormod();
153 }
154
155 void func_breakable_destroyed()
156 {
157         func_breakable_look_destroyed();
158         func_breakable_behave_destroyed();
159         
160         CSQCMODEL_AUTOUPDATE();
161 }
162
163 void func_breakable_restore()
164 {
165         func_breakable_look_restore();
166         func_breakable_behave_restore();
167         
168         CSQCMODEL_AUTOUPDATE();
169 }
170
171 vector debrisforce; // global, set before calling this
172 void func_breakable_destroy() {
173         float n, i;
174         string oldmsg;
175
176         activator = self.owner;
177         self.owner = world; // set by W_PrepareExplosionByDamage
178
179         // now throw around the debris
180         n = tokenize_console(self.debris);
181         for(i = 0; i < n; ++i)
182                 LaunchDebris(argv(i), debrisforce);
183
184         func_breakable_destroyed();
185
186         if(self.noise)
187                 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
188
189         if(self.dmg)
190                 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
191
192         if(self.cnt)
193                 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
194
195         if(self.respawntime)
196         {
197                 self.think = func_breakable_restore;
198                 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
199         }
200
201         oldmsg = self.message;
202         self.message = "";
203         SUB_UseTargets();
204         self.message = oldmsg;
205 }
206
207 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
208 {
209         if(self.state == 1)
210                 return;
211         if(self.spawnflags & DOOR_NOSPLASH)
212                 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
213                         return;
214         if(self.team)
215                 if(attacker.team == self.team)
216                         return;
217         self.health = self.health - damage;
218         if(self.sprite)
219         {
220                 WaypointSprite_Ping(self.sprite);
221                 WaypointSprite_UpdateHealth(self.sprite, self.health);
222         }
223         func_breakable_colormod();
224
225         if(self.health <= 0)
226         {
227                 debrisforce = force;
228                 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
229         }
230 }
231
232 void func_breakable_reset()
233 {
234         self.team = self.team_saved;
235         func_breakable_look_restore();
236         if(self.spawnflags & 1)
237                 func_breakable_behave_destroyed();
238         else
239                 func_breakable_behave_restore();
240                 
241         CSQCMODEL_AUTOUPDATE();
242 }
243
244 // destructible walls that can be used to trigger target_objective_decrease
245 void spawnfunc_func_breakable() {
246         float n, i;
247         if(!self.health)
248                 self.health = 100;
249         self.max_health = self.health;
250
251         // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
252         if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
253         if(!self.debrissolid) self.debrissolid = SOLID_NOT;
254         if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
255         if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
256         if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
257         if(!self.debristime) self.debristime = 3.5;
258         if(!self.debristimejitter) self.debristime = 2.5;
259
260         if(self.mdl != "")
261                 self.cnt = particleeffectnum(self.mdl);
262         if(self.count == 0)
263                 self.count = 1;
264
265         if(self.message == "")
266                 self.message = "got too close to an explosion";
267         if(self.message2 == "")
268                 self.message2 = "was pushed into an explosion by";
269         if(!self.dmg_radius)
270                 self.dmg_radius = 150;
271         if(!self.dmg_force)
272                 self.dmg_force = 200;
273
274         self.mdl = self.model;
275         SetBrushEntityModel();
276
277         self.use = func_breakable_restore;
278
279         // precache all the models
280         if (self.mdl_dead)
281                 precache_model(self.mdl_dead);
282         n = tokenize_console(self.debris);
283         for(i = 0; i < n; ++i)
284                 precache_model(argv(i));
285         if(self.noise)
286                 precache_sound(self.noise);
287
288         self.team_saved = self.team;
289         self.dropped_origin = self.origin;
290
291         self.reset = func_breakable_reset;
292         func_breakable_reset();
293         
294         CSQCMODEL_AUTOINIT();
295 }
296
297 // for use in maps with a "model" key set
298 void spawnfunc_misc_breakablemodel() {
299         spawnfunc_func_breakable();
300 }