1 #include "breakable.qh"
4 #include <server/damage.qh>
5 #include <server/bot/api.qh>
6 #include <common/csqcmodel_settings.qh>
7 #include <lib/csqcmodel/sv_model.qh>
8 #include <server/weapons/common.qh>
16 .float debrismovetype;
18 .vector debrisvelocity;
19 .vector debrisvelocityjitter;
20 .vector debrisavelocityjitter;
22 .float debristimejitter;
23 .float debrisfadetime;
24 .float debrisdamageforcescale;
27 .string mdl_dead; // or "" to hide when broken
28 .string debris; // space separated list of debris models
30 // mdl = particle effect name
31 // count = particle effect multiplier
32 // targetname = target to trigger to unbreak the model
33 // target = targets to trigger when broken
34 // health = amount of damage it can take
36 // START_DISABLED: needs to be triggered to activate
37 // BREAKABLE_INDICATE_DAMAGE: indicate damage
38 // BREAKABLE_NODAMAGE: don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
39 // NOSPLASH: don't take splash damage
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
45 void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force);
49 // - basically func_assault_destructible for general gameplay use
51 void LaunchDebris (entity this, string debrisname, vector force)
53 entity dbr = new(debris);
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);
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 dbr.velocity = dbr.velocity + force * this.debrisdamageforcescale;
71 dbr.angles = this.angles;
72 dbr.avelocity_x = random()*this.debrisavelocityjitter.x;
73 dbr.avelocity_y = random()*this.debrisavelocityjitter.y;
74 dbr.avelocity_z = random()*this.debrisavelocityjitter.z;
75 dbr.damageforcescale = this.debrisdamageforcescale;
76 if(dbr.damageforcescale)
77 dbr.takedamage = DAMAGE_YES;
78 SUB_SetFade(dbr, time + this.debristime + crandom() * this.debristimejitter, this.debrisfadetime);
81 void func_breakable_colormod(entity this)
84 if (!(this.spawnflags & BREAKABLE_INDICATE_DAMAGE))
86 h = GetResource(this, RES_HEALTH) / this.max_health;
88 this.colormod = '1 0 0';
90 this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
92 this.colormod = '1 1 1';
95 void func_breakable_look_destroyed(entity this)
99 if(this.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
100 this.dropped_origin = this.origin;
102 this.solid = SOLID_NOT; // before setorigin/_setmodel to prevent area grid linking
104 if(this.mdl_dead == "")
106 setorigin (this, this.origin); // unlink
107 this.effects |= EF_NODRAW;
110 if (this.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
111 floorZ = this.absmin.z;
112 setorigin(this, ((this.absmax + this.absmin) * 0.5));
113 this.origin_z = floorZ;
115 _setmodel(this, this.mdl_dead);
116 ApplyMinMaxScaleAngles(this);
117 this.effects &= ~EF_NODRAW;
121 void func_breakable_look_restore(entity this)
123 this.solid = SOLID_BSP; // before _setmodel/setorigin to ensure area grid linking
125 _setmodel(this, this.mdl);
126 ApplyMinMaxScaleAngles(this);
127 this.effects &= ~EF_NODRAW;
129 if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
130 setorigin(this, this.dropped_origin);
133 void func_breakable_behave_destroyed(entity this)
135 SetResourceExplicit(this, RES_HEALTH, this.max_health);
136 this.takedamage = DAMAGE_NO;
138 IL_REMOVE(g_bot_targets, this);
139 this.bot_attack = false;
140 this.event_damage = func_null;
141 this.state = STATE_BROKEN;
142 if(this.spawnflags & BREAKABLE_NODAMAGE)
143 this.use = func_null;
144 func_breakable_colormod(this);
146 stopsound (this, CH_TRIGGER_SINGLE);
148 IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this,
154 void func_breakable_think(entity this)
156 this.nextthink = time;
157 CSQCMODEL_AUTOUPDATE(this);
160 void func_breakable_destroy(entity this, entity actor, entity trigger);
161 void func_breakable_behave_restore(entity this)
163 SetResourceExplicit(this, RES_HEALTH, this.max_health);
166 WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health);
167 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
169 if(!(this.spawnflags & BREAKABLE_NODAMAGE))
171 this.takedamage = DAMAGE_AIM;
173 IL_PUSH(g_bot_targets, this);
174 this.bot_attack = true;
175 this.event_damage = func_breakable_damage;
177 if(this.spawnflags & BREAKABLE_NODAMAGE)
178 this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset
179 this.state = STATE_ALIVE;
180 //this.nextthink = 0; // cancel auto respawn
181 setthink(this, func_breakable_think);
182 this.nextthink = time + 0.1;
183 func_breakable_colormod(this);
185 _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM);
188 void func_breakable_init_for_player(entity this, entity player)
190 if (this.noise1 && this.state == STATE_ALIVE && IS_REAL_CLIENT(player))
193 soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM, 0);
197 void func_breakable_destroyed(entity this)
199 func_breakable_look_destroyed(this);
200 func_breakable_behave_destroyed(this);
203 void func_breakable_restore(entity this, entity actor, entity trigger)
205 func_breakable_look_restore(this);
206 func_breakable_behave_restore(this);
209 void func_breakable_restore_self(entity this)
211 // TODO: use a clipgroup for all func_breakables so they don't collide with eachother
212 float oldhit = this.dphitcontentsmask;
213 this.dphitcontentsmask = DPCONTENTS_BODY; // we really only care about when players are standing inside, obey the mapper in other cases!
214 tracebox(this.origin, this.mins, this.maxs, this.origin, MOVE_NORMAL, this);
215 this.dphitcontentsmask = oldhit;
216 if(trace_startsolid || trace_fraction < 1)
218 this.nextthink = time + 5; // retry every 5 seconds until the area becomes clear
221 func_breakable_restore(this, NULL, NULL);
224 vector debrisforce; // global, set before calling this
225 void func_breakable_destroy(entity this, entity actor, entity trigger)
230 entity act = this.owner;
231 this.owner = NULL; // set by W_PrepareExplosionByDamage
233 // now throw around the debris
234 n = tokenize_console(this.debris);
235 for(i = 0; i < n; ++i)
236 LaunchDebris(this, argv(i), debrisforce);
238 func_breakable_destroyed(this);
241 _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
244 RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, NULL);
247 __pointparticles(this.cnt, this.absmin * 0.5 + this.absmax * 0.5, '0 0 0', this.count);
251 CSQCMODEL_AUTOUPDATE(this);
252 setthink(this, func_breakable_restore_self);
253 this.nextthink = time + this.respawntime + crandom() * this.respawntimejitter;
256 oldmsg = this.message;
258 SUB_UseTargets(this, act, trigger);
259 this.message = oldmsg;
262 void func_breakable_destroy_self(entity this)
264 func_breakable_destroy(this, NULL, NULL);
267 void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
269 if(this.state == STATE_BROKEN)
271 if(this.spawnflags & NOSPLASH)
272 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
275 if(attacker.team == this.team)
277 this.pain_finished = time;
278 TakeResource(this, RES_HEALTH, damage);
281 WaypointSprite_Ping(this.sprite);
282 WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH));
284 func_breakable_colormod(this);
286 if(GetResource(this, RES_HEALTH) <= 0)
290 this.takedamage = DAMAGE_NO;
291 this.event_damage = func_null;
293 if(IS_CLIENT(attacker)) //&& this.classname == "func_assault_destructible")
295 this.owner = attacker;
296 this.realowner = attacker;
299 // do not explode NOW but in the NEXT FRAME!
300 // because recursive calls to RadiusDamage are not allowed
301 this.nextthink = time;
302 CSQCMODEL_AUTOUPDATE(this);
303 setthink(this, func_breakable_destroy_self);
307 void func_breakable_reset(entity this)
309 this.team = this.team_saved;
310 func_breakable_look_restore(this);
311 if(this.spawnflags & START_DISABLED)
312 func_breakable_behave_destroyed(this);
314 func_breakable_behave_restore(this);
317 void func_breakable_setup(entity this)
320 if(!GetResource(this, RES_HEALTH))
321 SetResourceExplicit(this, RES_HEALTH, 100);
322 this.max_health = GetResource(this, RES_HEALTH);
324 // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
325 if(!this.debrismovetype) this.debrismovetype = MOVETYPE_BOUNCE;
326 if(!this.debrissolid) this.debrissolid = SOLID_NOT;
327 if(this.debrisvelocity == '0 0 0') this.debrisvelocity = '0 0 140';
328 if(this.debrisvelocityjitter == '0 0 0') this.debrisvelocityjitter = '70 70 70';
329 if(this.debrisavelocityjitter == '0 0 0') this.debrisavelocityjitter = '600 600 600';
330 if(!this.debristime) this.debristime = 3.5;
331 if(!this.debristimejitter) this.debristime = 2.5;
334 this.cnt = _particleeffectnum(this.mdl);
338 if(this.message == "")
339 this.message = "got too close to an explosion";
340 if(this.message2 == "")
341 this.message2 = "was pushed into an explosion by";
343 this.dmg_radius = 150;
345 this.dmg_force = 200;
347 this.mdl = this.model;
348 SetBrushEntityModel(this, true);
350 if(this.spawnflags & BREAKABLE_NODAMAGE)
351 this.use = func_breakable_destroy;
353 this.use = func_breakable_restore;
355 if(this.spawnflags & BREAKABLE_NODAMAGE)
357 this.takedamage = DAMAGE_NO;
358 this.event_damage = func_null;
359 this.bot_attack = false;
360 this.monster_attack = false;
363 // precache all the models
365 precache_model(this.mdl_dead);
366 n = tokenize_console(this.debris);
367 for(i = 0; i < n; ++i)
368 precache_model(argv(i));
370 precache_sound(this.noise);
372 precache_sound(this.noise1);
374 this.team_saved = this.team;
375 IL_PUSH(g_saved_team, this);
376 this.dropped_origin = this.origin;
378 this.reset = func_breakable_reset;
381 if(this.monster_attack)
382 IL_PUSH(g_monster_targets, this);
384 IL_PUSH(g_initforplayer, this);
385 this.init_for_player = func_breakable_init_for_player;
387 CSQCMODEL_AUTOINIT(this);
390 // for use in maps with a "model" key set
391 spawnfunc(misc_breakablemodel) { func_breakable_setup(this); }
393 // destructible walls that can be used to trigger target_objective_decrease
394 spawnfunc(func_breakable) { func_breakable_setup(this); }