]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/triggers/func/breakable.qc
Merge branch 'TimePath/experiments/csqc_prediction' into Mario/qc_physics
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / breakable.qc
1 #ifdef SVQC
2 #include "../../../server/weapons/common.qh"
3
4 .entity sprite;
5
6 .float dmg;
7 .float dmg_edge;
8 .float dmg_radius;
9 .float dmg_force;
10 .float debrismovetype;
11 .float debrissolid;
12 .vector debrisvelocity;
13 .vector debrisvelocityjitter;
14 .vector debrisavelocityjitter;
15 .float debristime;
16 .float debristimejitter;
17 .float debrisfadetime;
18 .float debrisdamageforcescale;
19 .float debrisskin;
20
21 .string mdl_dead; // or "" to hide when broken
22 .string debris; // space separated list of debris models
23 // other fields:
24 //   mdl = particle effect name
25 //   count = particle effect multiplier
26 //   targetname = target to trigger to unbreak the model
27 //   target = targets to trigger when broken
28 //   health = amount of damage it can take
29 //   spawnflags:
30 //     1 = start disabled (needs to be triggered to activate)
31 //     2 = indicate damage
32 // notes:
33 //   for mdl_dead to work, origin must be set (using a common/origin brush).
34 //   Otherwise mdl_dead will be displayed at the map origin, and nobody would
35 //   want that!
36
37 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
38
39 //
40 // func_breakable
41 // - basically func_assault_destructible for general gameplay use
42 //
43 void LaunchDebris (string debrisname, vector force)
44 {
45         entity dbr = spawn();
46         setorigin(dbr, self.absmin
47                    + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
48                    + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
49                    + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
50         setmodel (dbr, debrisname );
51         dbr.skin = self.debrisskin;
52         dbr.colormap = self.colormap; // inherit team colors
53         dbr.owner = self; // do not be affected by our own explosion
54         dbr.movetype = self.debrismovetype;
55         dbr.solid = self.debrissolid;
56         if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
57                 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
58         dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
59         dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
60         dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
61         self.velocity = self.velocity + force * self.debrisdamageforcescale;
62         dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
63         dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
64         dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
65         dbr.damageforcescale = self.debrisdamageforcescale;
66         if(dbr.damageforcescale)
67                 dbr.takedamage = DAMAGE_YES;
68         SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
69 }
70
71 void func_breakable_colormod()
72 {
73         float h;
74         if (!(self.spawnflags & 2))
75                 return;
76         h = self.health / self.max_health;
77         if(h < 0.25)
78                 self.colormod = '1 0 0';
79         else if(h <= 0.75)
80                 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
81         else
82                 self.colormod = '1 1 1';
83
84         CSQCMODEL_AUTOUPDATE();
85 }
86
87 void func_breakable_look_destroyed()
88 {
89         float floorZ;
90
91         if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
92                 self.dropped_origin = self.origin;
93
94         if(self.mdl_dead == "")
95                 self.model = "";
96         else {
97                 if (self.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
98                         floorZ = self.absmin.z;
99                         setorigin(self,((self.absmax+self.absmin)*.5));
100                         self.origin_z = floorZ;
101                 }
102                 setmodel(self, self.mdl_dead);
103         }
104
105         self.solid = SOLID_NOT;
106 }
107
108 void func_breakable_look_restore()
109 {
110         setmodel(self, self.mdl);
111         if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
112                 setorigin(self, self.dropped_origin);
113         self.solid = SOLID_BSP;
114 }
115
116 void func_breakable_behave_destroyed()
117 {
118         self.health = self.max_health;
119         self.takedamage = DAMAGE_NO;
120         self.bot_attack = false;
121         self.event_damage = func_null;
122         self.state = 1;
123         func_breakable_colormod();
124 }
125
126 void func_breakable_behave_restore()
127 {
128         self.health = self.max_health;
129         if(self.sprite)
130         {
131                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
132                 WaypointSprite_UpdateHealth(self.sprite, self.health);
133         }
134         self.takedamage = DAMAGE_AIM;
135         self.bot_attack = true;
136         self.event_damage = func_breakable_damage;
137         self.state = 0;
138         self.nextthink = 0; // cancel auto respawn
139         func_breakable_colormod();
140 }
141
142 void func_breakable_destroyed()
143 {
144         func_breakable_look_destroyed();
145         func_breakable_behave_destroyed();
146
147         CSQCMODEL_AUTOUPDATE();
148 }
149
150 void func_breakable_restore()
151 {
152         func_breakable_look_restore();
153         func_breakable_behave_restore();
154
155         CSQCMODEL_AUTOUPDATE();
156 }
157
158 vector debrisforce; // global, set before calling this
159 void func_breakable_destroy() {
160         float n, i;
161         string oldmsg;
162
163         activator = self.owner;
164         self.owner = world; // set by W_PrepareExplosionByDamage
165
166         // now throw around the debris
167         n = tokenize_console(self.debris);
168         for(i = 0; i < n; ++i)
169                 LaunchDebris(argv(i), debrisforce);
170
171         func_breakable_destroyed();
172
173         if(self.noise)
174                 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
175
176         if(self.dmg)
177                 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
178
179         if(self.cnt)
180                 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
181
182         if(self.respawntime)
183         {
184                 self.think = func_breakable_restore;
185                 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
186         }
187
188         oldmsg = self.message;
189         self.message = "";
190         SUB_UseTargets();
191         self.message = oldmsg;
192 }
193
194 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
195 {
196         if(self.state == 1)
197                 return;
198         if(self.spawnflags & DOOR_NOSPLASH)
199                 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
200                         return;
201         if(self.team)
202                 if(attacker.team == self.team)
203                         return;
204         self.health = self.health - damage;
205         if(self.sprite)
206         {
207                 WaypointSprite_Ping(self.sprite);
208                 WaypointSprite_UpdateHealth(self.sprite, self.health);
209         }
210         func_breakable_colormod();
211
212         if(self.health <= 0)
213         {
214                 debrisforce = force;
215                 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
216         }
217 }
218
219 void func_breakable_reset()
220 {
221         self.team = self.team_saved;
222         func_breakable_look_restore();
223         if(self.spawnflags & 1)
224                 func_breakable_behave_destroyed();
225         else
226                 func_breakable_behave_restore();
227
228         CSQCMODEL_AUTOUPDATE();
229 }
230
231 // destructible walls that can be used to trigger target_objective_decrease
232 void spawnfunc_func_breakable() {
233         float n, i;
234         if(!self.health)
235                 self.health = 100;
236         self.max_health = self.health;
237
238         // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
239         if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
240         if(!self.debrissolid) self.debrissolid = SOLID_NOT;
241         if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
242         if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
243         if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
244         if(!self.debristime) self.debristime = 3.5;
245         if(!self.debristimejitter) self.debristime = 2.5;
246
247         if(self.mdl != "")
248                 self.cnt = particleeffectnum(self.mdl);
249         if(self.count == 0)
250                 self.count = 1;
251
252         if(self.message == "")
253                 self.message = "got too close to an explosion";
254         if(self.message2 == "")
255                 self.message2 = "was pushed into an explosion by";
256         if(!self.dmg_radius)
257                 self.dmg_radius = 150;
258         if(!self.dmg_force)
259                 self.dmg_force = 200;
260
261         self.mdl = self.model;
262         SetBrushEntityModel();
263
264         self.use = func_breakable_restore;
265
266         // precache all the models
267         if (self.mdl_dead)
268                 precache_model(self.mdl_dead);
269         n = tokenize_console(self.debris);
270         for(i = 0; i < n; ++i)
271                 precache_model(argv(i));
272         if(self.noise)
273                 precache_sound(self.noise);
274
275         self.team_saved = self.team;
276         self.dropped_origin = self.origin;
277
278         self.reset = func_breakable_reset;
279         func_breakable_reset();
280
281         CSQCMODEL_AUTOINIT();
282 }
283
284 // for use in maps with a "model" key set
285 void spawnfunc_misc_breakablemodel() {
286         spawnfunc_func_breakable();
287 }
288 #endif