]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/triggers/func/breakable.qc
Merge branch 'master' into TimePath/spawnfunc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / breakable.qc
index c3890d142ed5fb75b76d941d654fb01d9f8021df..af9a6b4233124190ad4ab1a417d8f6562739190b 100644 (file)
@@ -1,4 +1,14 @@
 #ifdef SVQC
+
+#include "../../../server/_all.qh"
+
+#include "../../../server/g_subs.qh"
+#include "../../../server/g_damage.qh"
+#include "../../../server/bot/bot.qh"
+#include "../../../common/csqcmodel_settings.qh"
+#include "../../../csqcmodellib/sv_model.qh"
+#include "../../../server/weapons/common.qh"
+
 .entity sprite;
 
 .float dmg;
 //   spawnflags:
 //     1 = start disabled (needs to be triggered to activate)
 //     2 = indicate damage
+//     4 = don't take direct damage (needs to be triggered to 'explode', then triggered again to restore)
 // notes:
 //   for mdl_dead to work, origin must be set (using a common/origin brush).
 //   Otherwise mdl_dead will be displayed at the map origin, and nobody would
 //   want that!
 
-void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
+void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
 
 //
 // func_breakable
 // - basically func_assault_destructible for general gameplay use
 //
 void LaunchDebris (string debrisname, vector force)
-{
-       local   entity dbr;
-
-       dbr = spawn();
+{SELFPARAM();
+       entity dbr = spawn();
        setorigin(dbr, self.absmin
-                  + '1 0 0' * random() * (self.absmax_x - self.absmin_x)
-                  + '0 1 0' * random() * (self.absmax_y - self.absmin_y)
-                  + '0 0 1' * random() * (self.absmax_z - self.absmin_z));
-       setmodel (dbr, debrisname );
+                  + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
+                  + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
+                  + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
+       _setmodel (dbr, debrisname );
        dbr.skin = self.debrisskin;
        dbr.colormap = self.colormap; // inherit team colors
        dbr.owner = self; // do not be affected by our own explosion
@@ -55,13 +64,13 @@ void LaunchDebris (string debrisname, vector force)
        dbr.solid = self.debrissolid;
        if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
                setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
-       dbr.velocity_x = self.debrisvelocity_x + self.debrisvelocityjitter_x * crandom();
-       dbr.velocity_y = self.debrisvelocity_y + self.debrisvelocityjitter_y * crandom();
-       dbr.velocity_z = self.debrisvelocity_z + self.debrisvelocityjitter_z * crandom();
+       dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
+       dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
+       dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
        self.velocity = self.velocity + force * self.debrisdamageforcescale;
-       dbr.avelocity_x = random()*self.debrisavelocityjitter_x;
-       dbr.avelocity_y = random()*self.debrisavelocityjitter_y;
-       dbr.avelocity_z = random()*self.debrisavelocityjitter_z;
+       dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
+       dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
+       dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
        dbr.damageforcescale = self.debrisdamageforcescale;
        if(dbr.damageforcescale)
                dbr.takedamage = DAMAGE_YES;
@@ -69,7 +78,7 @@ void LaunchDebris (string debrisname, vector force)
 }
 
 void func_breakable_colormod()
-{
+{SELFPARAM();
        float h;
        if (!(self.spawnflags & 2))
                return;
@@ -80,83 +89,110 @@ void func_breakable_colormod()
                self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
        else
                self.colormod = '1 1 1';
-               
-       CSQCMODEL_AUTOUPDATE();
+
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 void func_breakable_look_destroyed()
-{
-       float floor_z;
+{SELFPARAM();
+       float floorZ;
 
        if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
                self.dropped_origin = self.origin;
 
        if(self.mdl_dead == "")
-               self.model = "";
+               self.effects |= EF_NODRAW;
        else {
                if (self.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
-                       floor_z = self.absmin_z;
+                       floorZ = self.absmin.z;
                        setorigin(self,((self.absmax+self.absmin)*.5));
-                       self.origin_z = floor_z;
+                       self.origin_z = floorZ;
                }
-               setmodel(self, self.mdl_dead);
+               _setmodel(self, self.mdl_dead);
+               self.effects &= ~EF_NODRAW;
        }
 
+       CSQCMODEL_AUTOUPDATE(self);
+
        self.solid = SOLID_NOT;
 }
 
 void func_breakable_look_restore()
-{
-       setmodel(self, self.mdl);
+{SELFPARAM();
+       _setmodel(self, self.mdl);
+       self.effects &= ~EF_NODRAW;
+
        if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
                setorigin(self, self.dropped_origin);
+
+       CSQCMODEL_AUTOUPDATE(self);
+
        self.solid = SOLID_BSP;
 }
 
 void func_breakable_behave_destroyed()
-{
+{SELFPARAM();
        self.health = self.max_health;
        self.takedamage = DAMAGE_NO;
-       self.bot_attack = FALSE;
+       self.bot_attack = false;
        self.event_damage = func_null;
        self.state = 1;
+       if(self.spawnflags & 4)
+               self.use = func_null;
        func_breakable_colormod();
+       if (self.noise1)
+               stopsound (self, CH_TRIGGER_SINGLE);
 }
 
 void func_breakable_behave_restore()
-{
+{SELFPARAM();
        self.health = self.max_health;
        if(self.sprite)
        {
                WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
                WaypointSprite_UpdateHealth(self.sprite, self.health);
        }
-       self.takedamage = DAMAGE_AIM;
-       self.bot_attack = TRUE;
-       self.event_damage = func_breakable_damage;
+       if(!(self.spawnflags & 4))
+       {
+               self.takedamage = DAMAGE_AIM;
+               self.bot_attack = true;
+               self.event_damage = func_breakable_damage;
+       }
        self.state = 0;
        self.nextthink = 0; // cancel auto respawn
        func_breakable_colormod();
+       if (self.noise1)
+               _sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+}
+
+void func_breakable_init_for_player(entity player)
+{SELFPARAM();
+       if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
+       {
+               msg_entity = player;
+               soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
+       }
 }
 
 void func_breakable_destroyed()
-{
+{SELFPARAM();
        func_breakable_look_destroyed();
        func_breakable_behave_destroyed();
-       
-       CSQCMODEL_AUTOUPDATE();
+
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 void func_breakable_restore()
-{
+{SELFPARAM();
        func_breakable_look_restore();
        func_breakable_behave_restore();
-       
-       CSQCMODEL_AUTOUPDATE();
+
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 vector debrisforce; // global, set before calling this
-void func_breakable_destroy() {
+void func_breakable_destroy()
+{SELFPARAM();
        float n, i;
        string oldmsg;
 
@@ -171,12 +207,12 @@ void func_breakable_destroy() {
        func_breakable_destroyed();
 
        if(self.noise)
-               sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+               _sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
 
        if(self.dmg)
                RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
 
-       if(self.cnt)
+       if(self.cnt) // TODO
                pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
 
        if(self.respawntime)
@@ -191,8 +227,8 @@ void func_breakable_destroy() {
        self.message = oldmsg;
 }
 
-void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
-{
+void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{SELFPARAM();
        if(self.state == 1)
                return;
        if(self.spawnflags & DOOR_NOSPLASH)
@@ -201,6 +237,7 @@ void func_breakable_damage(entity inflictor, entity attacker, float damage, floa
        if(self.team)
                if(attacker.team == self.team)
                        return;
+       self.pain_finished = time;
        self.health = self.health - damage;
        if(self.sprite)
        {
@@ -217,19 +254,20 @@ void func_breakable_damage(entity inflictor, entity attacker, float damage, floa
 }
 
 void func_breakable_reset()
-{
+{SELFPARAM();
        self.team = self.team_saved;
        func_breakable_look_restore();
        if(self.spawnflags & 1)
                func_breakable_behave_destroyed();
        else
                func_breakable_behave_restore();
-               
-       CSQCMODEL_AUTOUPDATE();
+
+       CSQCMODEL_AUTOUPDATE(self);
 }
 
 // destructible walls that can be used to trigger target_objective_decrease
-void spawnfunc_func_breakable() {
+spawnfunc(func_breakable)
+{
        float n, i;
        if(!self.health)
                self.health = 100;
@@ -245,7 +283,7 @@ void spawnfunc_func_breakable() {
        if(!self.debristimejitter) self.debristime = 2.5;
 
        if(self.mdl != "")
-               self.cnt = particleeffectnum(self.mdl);
+               self.cnt = _particleeffectnum(self.mdl);
        if(self.count == 0)
                self.count = 1;
 
@@ -261,7 +299,17 @@ void spawnfunc_func_breakable() {
        self.mdl = self.model;
        SetBrushEntityModel();
 
-       self.use = func_breakable_restore;
+       if(self.spawnflags & 4)
+               self.use = func_breakable_destroy;
+       else
+               self.use = func_breakable_restore;
+
+       if(self.spawnflags & 4)
+       {
+               self.takedamage = DAMAGE_NO;
+               self.event_damage = func_null;
+               self.bot_attack = false;
+       }
 
        // precache all the models
        if (self.mdl_dead)
@@ -271,18 +319,23 @@ void spawnfunc_func_breakable() {
                precache_model(argv(i));
        if(self.noise)
                precache_sound(self.noise);
+       if(self.noise1)
+               precache_sound(self.noise1);
 
        self.team_saved = self.team;
        self.dropped_origin = self.origin;
 
        self.reset = func_breakable_reset;
        func_breakable_reset();
-       
-       CSQCMODEL_AUTOINIT();
+
+       self.init_for_player_needed = 1;
+       self.init_for_player = func_breakable_init_for_player;
+
+       CSQCMODEL_AUTOINIT(self);
 }
 
 // for use in maps with a "model" key set
-void spawnfunc_misc_breakablemodel() {
-       spawnfunc_func_breakable();
+spawnfunc(misc_breakablemodel) {
+       spawnfunc_func_breakable(this);
 }
 #endif