#include "breakable.qh" #ifdef SVQC #include #include #include #include #include .entity sprite; .float dmg; .float dmg_edge; .float dmg_radius; .float dmg_force; .float debrismovetype; .float debrissolid; .vector debrisvelocity; .vector debrisvelocityjitter; .vector debrisavelocityjitter; .float debristime; .float debristimejitter; .float debrisfadetime; .float debrisdamageforcescale; .float debrisskin; .string mdl_dead; // or "" to hide when broken .string debris; // space separated list of debris models // other fields: // mdl = particle effect name // count = particle effect multiplier // targetname = target to trigger to unbreak the model // target = targets to trigger when broken // health = amount of damage it can take // spawnflags: // START_DISABLED: needs to be triggered to activate // BREAKABLE_INDICATE_DAMAGE: indicate damage // BREAKABLE_NODAMAGE: don't take direct damage (needs to be triggered to 'explode', then triggered again to restore) // NOSPLASH: don't take splash damage // 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 this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force); // // func_breakable // - basically func_assault_destructible for general gameplay use // void LaunchDebris (entity this, string debrisname, vector force) { entity dbr = new(debris); vector org = this.absmin + '1 0 0' * random() * (this.absmax.x - this.absmin.x) + '0 1 0' * random() * (this.absmax.y - this.absmin.y) + '0 0 1' * random() * (this.absmax.z - this.absmin.z); setorigin(dbr, org); _setmodel (dbr, debrisname ); dbr.skin = this.debrisskin; dbr.colormap = this.colormap; // inherit team colors dbr.owner = this; // do not be affected by our own explosion set_movetype(dbr, this.debrismovetype); dbr.solid = this.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 = this.debrisvelocity.x + this.debrisvelocityjitter.x * crandom(); dbr.velocity_y = this.debrisvelocity.y + this.debrisvelocityjitter.y * crandom(); dbr.velocity_z = this.debrisvelocity.z + this.debrisvelocityjitter.z * crandom(); dbr.velocity = dbr.velocity + force * this.debrisdamageforcescale; dbr.angles = this.angles; dbr.avelocity_x = random()*this.debrisavelocityjitter.x; dbr.avelocity_y = random()*this.debrisavelocityjitter.y; dbr.avelocity_z = random()*this.debrisavelocityjitter.z; dbr.damageforcescale = this.debrisdamageforcescale; if(dbr.damageforcescale) dbr.takedamage = DAMAGE_YES; SUB_SetFade(dbr, time + this.debristime + crandom() * this.debristimejitter, this.debrisfadetime); } void func_breakable_colormod(entity this) { float h; if (!(this.spawnflags & BREAKABLE_INDICATE_DAMAGE)) return; h = GetResource(this, RES_HEALTH) / this.max_health; if(h < 0.25) this.colormod = '1 0 0'; else if(h <= 0.75) this.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5); else this.colormod = '1 1 1'; } void func_breakable_look_destroyed(entity this) { float floorZ; if(this.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first this.dropped_origin = this.origin; this.solid = SOLID_NOT; // before setorigin/_setmodel to prevent area grid linking if(this.mdl_dead == "") { setorigin (this, this.origin); // unlink this.effects |= EF_NODRAW; } else { if (this.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map.. floorZ = this.absmin.z; setorigin(this, ((this.absmax + this.absmin) * 0.5)); this.origin_z = floorZ; } _setmodel(this, this.mdl_dead); ApplyMinMaxScaleAngles(this); this.effects &= ~EF_NODRAW; } } void func_breakable_look_restore(entity this) { this.solid = SOLID_BSP; // before _setmodel/setorigin to ensure area grid linking _setmodel(this, this.mdl); ApplyMinMaxScaleAngles(this); this.effects &= ~EF_NODRAW; if(this.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow setorigin(this, this.dropped_origin); } void func_breakable_behave_destroyed(entity this) { SetResourceExplicit(this, RES_HEALTH, this.max_health); this.takedamage = DAMAGE_NO; if(this.bot_attack) IL_REMOVE(g_bot_targets, this); this.bot_attack = false; this.event_damage = func_null; this.state = STATE_BROKEN; if(this.spawnflags & BREAKABLE_NODAMAGE) this.use = func_null; func_breakable_colormod(this); if (this.noise1) stopsound (this, CH_TRIGGER_SINGLE); IL_EACH(g_projectiles, it.classname == "grapplinghook" && it.aiment == this, { RemoveHook(it); }); } void func_breakable_think(entity this) { this.nextthink = time; CSQCMODEL_AUTOUPDATE(this); } void func_breakable_destroy(entity this, entity actor, entity trigger); void func_breakable_behave_restore(entity this) { SetResourceExplicit(this, RES_HEALTH, this.max_health); if(this.sprite) { WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health); WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH)); } if(!(this.spawnflags & BREAKABLE_NODAMAGE)) { this.takedamage = DAMAGE_AIM; if(!this.bot_attack) IL_PUSH(g_bot_targets, this); this.bot_attack = true; this.event_damage = func_breakable_damage; } if(this.spawnflags & BREAKABLE_NODAMAGE) this.use = func_breakable_destroy; // don't need to set it usually, as .use isn't reset this.state = STATE_ALIVE; //this.nextthink = 0; // cancel auto respawn setthink(this, func_breakable_think); this.nextthink = time + 0.1; func_breakable_colormod(this); if (this.noise1) _sound (this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM); } void func_breakable_init_for_player(entity this, entity player) { if (this.noise1 && this.state == STATE_ALIVE && IS_REAL_CLIENT(player)) { msg_entity = player; soundto (MSG_ONE, this, CH_TRIGGER_SINGLE, this.noise1, VOL_BASE, ATTEN_NORM, 0); } } void func_breakable_destroyed(entity this) { func_breakable_look_destroyed(this); func_breakable_behave_destroyed(this); } void func_breakable_restore(entity this, entity actor, entity trigger) { func_breakable_look_restore(this); func_breakable_behave_restore(this); } void func_breakable_restore_self(entity this) { // TODO: use a clipgroup for all func_breakables so they don't collide with eachother float oldhit = this.dphitcontentsmask; this.dphitcontentsmask = DPCONTENTS_BODY; // we really only care about when players are standing inside, obey the mapper in other cases! tracebox(this.origin, this.mins, this.maxs, this.origin, MOVE_NORMAL, this); this.dphitcontentsmask = oldhit; if(trace_startsolid || trace_fraction < 1) { this.nextthink = time + 5; // retry every 5 seconds until the area becomes clear return; } func_breakable_restore(this, NULL, NULL); } vector debrisforce; // global, set before calling this void func_breakable_destroy(entity this, entity actor, entity trigger) { float n, i; string oldmsg; entity act = this.owner; this.owner = NULL; // set by W_PrepareExplosionByDamage // now throw around the debris n = tokenize_console(this.debris); for(i = 0; i < n; ++i) LaunchDebris(this, argv(i), debrisforce); func_breakable_destroyed(this); if(this.noise) _sound (this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM); if(this.dmg) RadiusDamage(this, act, this.dmg, this.dmg_edge, this.dmg_radius, this, NULL, this.dmg_force, DEATH_HURTTRIGGER.m_id, DMG_NOWEP, NULL); if(this.cnt) // TODO __pointparticles(this.cnt, this.absmin * 0.5 + this.absmax * 0.5, '0 0 0', this.count); if(this.respawntime) { CSQCMODEL_AUTOUPDATE(this); setthink(this, func_breakable_restore_self); this.nextthink = time + this.respawntime + crandom() * this.respawntimejitter; } oldmsg = this.message; this.message = ""; SUB_UseTargets(this, act, trigger); this.message = oldmsg; } void func_breakable_destroy_self(entity this) { func_breakable_destroy(this, NULL, NULL); } void func_breakable_damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { if(this.state == STATE_BROKEN) return; if(this.spawnflags & NOSPLASH) if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH)) return; if(this.team) if(attacker.team == this.team) return; this.pain_finished = time; TakeResource(this, RES_HEALTH, damage); if(this.sprite) { WaypointSprite_Ping(this.sprite); WaypointSprite_UpdateHealth(this.sprite, GetResource(this, RES_HEALTH)); } func_breakable_colormod(this); if(GetResource(this, RES_HEALTH) <= 0) { debrisforce = force; this.takedamage = DAMAGE_NO; this.event_damage = func_null; if(IS_CLIENT(attacker)) //&& this.classname == "func_assault_destructible") { this.owner = attacker; this.realowner = attacker; } // do not explode NOW but in the NEXT FRAME! // because recursive calls to RadiusDamage are not allowed this.nextthink = time; CSQCMODEL_AUTOUPDATE(this); setthink(this, func_breakable_destroy_self); } } void func_breakable_reset(entity this) { this.team = this.team_saved; func_breakable_look_restore(this); if(this.spawnflags & START_DISABLED) func_breakable_behave_destroyed(this); else func_breakable_behave_restore(this); } void func_breakable_setup(entity this) { float n, i; if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(this, RES_HEALTH, 100); this.max_health = GetResource(this, RES_HEALTH); // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway if(!this.debrismovetype) this.debrismovetype = MOVETYPE_BOUNCE; if(!this.debrissolid) this.debrissolid = SOLID_NOT; if(this.debrisvelocity == '0 0 0') this.debrisvelocity = '0 0 140'; if(this.debrisvelocityjitter == '0 0 0') this.debrisvelocityjitter = '70 70 70'; if(this.debrisavelocityjitter == '0 0 0') this.debrisavelocityjitter = '600 600 600'; if(!this.debristime) this.debristime = 3.5; if(!this.debristimejitter) this.debristime = 2.5; if(this.mdl != "") this.cnt = _particleeffectnum(this.mdl); if(this.count == 0) this.count = 1; if(this.message == "") this.message = "got too close to an explosion"; if(this.message2 == "") this.message2 = "was pushed into an explosion by"; if(!this.dmg_radius) this.dmg_radius = 150; if(!this.dmg_force) this.dmg_force = 200; this.mdl = this.model; SetBrushEntityModel(this, true); if(this.spawnflags & BREAKABLE_NODAMAGE) this.use = func_breakable_destroy; else this.use = func_breakable_restore; if(this.spawnflags & BREAKABLE_NODAMAGE) { this.takedamage = DAMAGE_NO; this.event_damage = func_null; this.bot_attack = false; this.monster_attack = false; } // precache all the models if (this.mdl_dead) precache_model(this.mdl_dead); n = tokenize_console(this.debris); for(i = 0; i < n; ++i) precache_model(argv(i)); if(this.noise) precache_sound(this.noise); if(this.noise1) precache_sound(this.noise1); this.team_saved = this.team; IL_PUSH(g_saved_team, this); this.dropped_origin = this.origin; this.reset = func_breakable_reset; this.reset(this); if(this.monster_attack) IL_PUSH(g_monster_targets, this); IL_PUSH(g_initforplayer, this); this.init_for_player = func_breakable_init_for_player; CSQCMODEL_AUTOINIT(this); } // for use in maps with a "model" key set spawnfunc(misc_breakablemodel) { func_breakable_setup(this); } // destructible walls that can be used to trigger target_objective_decrease spawnfunc(func_breakable) { func_breakable_setup(this); } #endif