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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / triggers / func / breakable.qc
1 #ifdef SVQC
2 #include "../../../server/weapons/common.qh"
3 #include "../../../server/_all.qh"
4
5 .entity sprite;
6
7 .float dmg;
8 .float dmg_edge;
9 .float dmg_radius;
10 .float dmg_force;
11 .float debrismovetype;
12 .float debrissolid;
13 .vector debrisvelocity;
14 .vector debrisvelocityjitter;
15 .vector debrisavelocityjitter;
16 .float debristime;
17 .float debristimejitter;
18 .float debrisfadetime;
19 .float debrisdamageforcescale;
20 .float debrisskin;
21
22 .string mdl_dead; // or "" to hide when broken
23 .string debris; // space separated list of debris models
24 // other fields:
25 //   mdl = particle effect name
26 //   count = particle effect multiplier
27 //   targetname = target to trigger to unbreak the model
28 //   target = targets to trigger when broken
29 //   health = amount of damage it can take
30 //   spawnflags:
31 //     1 = start disabled (needs to be triggered to activate)
32 //     2 = indicate damage
33 // notes:
34 //   for mdl_dead to work, origin must be set (using a common/origin brush).
35 //   Otherwise mdl_dead will be displayed at the map origin, and nobody would
36 //   want that!
37
38 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
39
40 //
41 // func_breakable
42 // - basically func_assault_destructible for general gameplay use
43 //
44 void LaunchDebris (string debrisname, vector force)
45 {
46         entity dbr = spawn();
47         setorigin(dbr, self.absmin
48                    + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
49                    + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
50                    + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
51         setmodel (dbr, debrisname );
52         dbr.skin = self.debrisskin;
53         dbr.colormap = self.colormap; // inherit team colors
54         dbr.owner = self; // do not be affected by our own explosion
55         dbr.movetype = self.debrismovetype;
56         dbr.solid = self.debrissolid;
57         if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
58                 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
59         dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
60         dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
61         dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
62         self.velocity = self.velocity + force * self.debrisdamageforcescale;
63         dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
64         dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
65         dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
66         dbr.damageforcescale = self.debrisdamageforcescale;
67         if(dbr.damageforcescale)
68                 dbr.takedamage = DAMAGE_YES;
69         SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
70 }
71
72 void func_breakable_colormod()
73 {
74         float h;
75         if (!(self.spawnflags & 2))
76                 return;
77         h = self.health / self.max_health;
78         if(h < 0.25)
79                 self.colormod = '1 0 0';
80         else if(h <= 0.75)
81                 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
82         else
83                 self.colormod = '1 1 1';
84
85         CSQCMODEL_AUTOUPDATE();
86 }
87
88 void func_breakable_look_destroyed()
89 {
90         float floorZ;
91
92         if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
93                 self.dropped_origin = self.origin;
94
95         if(self.mdl_dead == "")
96                 self.effects |= EF_NODRAW;
97         else {
98                 if (self.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
99                         floorZ = self.absmin.z;
100                         setorigin(self,((self.absmax+self.absmin)*.5));
101                         self.origin_z = floorZ;
102                 }
103                 setmodel(self, self.mdl_dead);
104                 self.effects &= ~EF_NODRAW;
105         }
106
107         CSQCMODEL_AUTOUPDATE();
108
109         self.solid = SOLID_NOT;
110 }
111
112 void func_breakable_look_restore()
113 {
114         setmodel(self, self.mdl);
115         self.effects &= ~EF_NODRAW;
116
117         if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
118                 setorigin(self, self.dropped_origin);
119
120         CSQCMODEL_AUTOUPDATE();
121
122         self.solid = SOLID_BSP;
123 }
124
125 void func_breakable_behave_destroyed()
126 {
127         self.health = self.max_health;
128         self.takedamage = DAMAGE_NO;
129         self.bot_attack = false;
130         self.event_damage = func_null;
131         self.state = 1;
132         func_breakable_colormod();
133         if (self.noise1)
134                 stopsound (self, CH_TRIGGER_SINGLE);
135 }
136
137 void func_breakable_behave_restore()
138 {
139         self.health = self.max_health;
140         if(self.sprite)
141         {
142                 WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
143                 WaypointSprite_UpdateHealth(self.sprite, self.health);
144         }
145         self.takedamage = DAMAGE_AIM;
146         self.bot_attack = true;
147         self.event_damage = func_breakable_damage;
148         self.state = 0;
149         self.nextthink = 0; // cancel auto respawn
150         func_breakable_colormod();
151         if (self.noise1)
152                 sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
153 }
154
155 void func_breakable_init_for_player(entity player)
156 {
157         if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
158         {
159                 msg_entity = player;
160                 soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
161         }
162 }
163
164 void func_breakable_destroyed()
165 {
166         func_breakable_look_destroyed();
167         func_breakable_behave_destroyed();
168
169         CSQCMODEL_AUTOUPDATE();
170 }
171
172 void func_breakable_restore()
173 {
174         func_breakable_look_restore();
175         func_breakable_behave_restore();
176
177         CSQCMODEL_AUTOUPDATE();
178 }
179
180 vector debrisforce; // global, set before calling this
181 void func_breakable_destroy() {
182         float n, i;
183         string oldmsg;
184
185         activator = self.owner;
186         self.owner = world; // set by W_PrepareExplosionByDamage
187
188         // now throw around the debris
189         n = tokenize_console(self.debris);
190         for(i = 0; i < n; ++i)
191                 LaunchDebris(argv(i), debrisforce);
192
193         func_breakable_destroyed();
194
195         if(self.noise)
196                 sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
197
198         if(self.dmg)
199                 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
200
201         if(self.cnt)
202                 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
203
204         if(self.respawntime)
205         {
206                 self.think = func_breakable_restore;
207                 self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
208         }
209
210         oldmsg = self.message;
211         self.message = "";
212         SUB_UseTargets();
213         self.message = oldmsg;
214 }
215
216 void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
217 {
218         if(self.state == 1)
219                 return;
220         if(self.spawnflags & DOOR_NOSPLASH)
221                 if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
222                         return;
223         if(self.team)
224                 if(attacker.team == self.team)
225                         return;
226         self.health = self.health - damage;
227         if(self.sprite)
228         {
229                 WaypointSprite_Ping(self.sprite);
230                 WaypointSprite_UpdateHealth(self.sprite, self.health);
231         }
232         func_breakable_colormod();
233
234         if(self.health <= 0)
235         {
236                 debrisforce = force;
237                 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
238         }
239 }
240
241 void func_breakable_reset()
242 {
243         self.team = self.team_saved;
244         func_breakable_look_restore();
245         if(self.spawnflags & 1)
246                 func_breakable_behave_destroyed();
247         else
248                 func_breakable_behave_restore();
249
250         CSQCMODEL_AUTOUPDATE();
251 }
252
253 // destructible walls that can be used to trigger target_objective_decrease
254 void spawnfunc_func_breakable()
255 {
256         float n, i;
257         if(!self.health)
258                 self.health = 100;
259         self.max_health = self.health;
260
261         // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
262         if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
263         if(!self.debrissolid) self.debrissolid = SOLID_NOT;
264         if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
265         if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
266         if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
267         if(!self.debristime) self.debristime = 3.5;
268         if(!self.debristimejitter) self.debristime = 2.5;
269
270         if(self.mdl != "")
271                 self.cnt = particleeffectnum(self.mdl);
272         if(self.count == 0)
273                 self.count = 1;
274
275         if(self.message == "")
276                 self.message = "got too close to an explosion";
277         if(self.message2 == "")
278                 self.message2 = "was pushed into an explosion by";
279         if(!self.dmg_radius)
280                 self.dmg_radius = 150;
281         if(!self.dmg_force)
282                 self.dmg_force = 200;
283
284         self.mdl = self.model;
285         SetBrushEntityModel();
286
287         self.use = func_breakable_restore;
288
289         // precache all the models
290         if (self.mdl_dead)
291                 precache_model(self.mdl_dead);
292         n = tokenize_console(self.debris);
293         for(i = 0; i < n; ++i)
294                 precache_model(argv(i));
295         if(self.noise)
296                 precache_sound(self.noise);
297         if(self.noise1)
298                 precache_sound(self.noise1);
299
300         self.team_saved = self.team;
301         self.dropped_origin = self.origin;
302
303         self.reset = func_breakable_reset;
304         func_breakable_reset();
305
306         self.init_for_player_needed = 1;
307         self.init_for_player = func_breakable_init_for_player;
308
309         CSQCMODEL_AUTOINIT();
310 }
311
312 // for use in maps with a "model" key set
313 void spawnfunc_misc_breakablemodel() {
314         spawnfunc_func_breakable();
315 }
316 #endif