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new toys for func_breakable (lots new options about debris)
[divverent/nexuiz.git] / data / qcsrc / server / func_breakable.qc
1 .entity sprite;
2
3 .float dmg;
4 .float dmg_edge;
5 .float dmg_radius;
6 .float dmg_force;
7 .float debrismovetype;
8 .float debrissolid;
9 .vector debrisvelocity;
10 .vector debrisvelocityjitter;
11 .vector debrisavelocityjitter;
12 .float debristime;
13 .float debristimejitter;
14 .float debrisfadetime;
15 .float debrisdamageforcescale;
16
17 .string mdl_dead; // or "" to hide when broken
18 .string debris; // space separated list of debris models
19 // other fields:
20 //   mdl = particle effect name
21 //   count = particle effect multiplier
22 //   targetname = target to trigger to unbreak the model
23 //   target = targets to trigger when broken
24 //   health = amount of damage it can take
25 //   spawnflags:
26 //     1 = start disabled (needs to be triggered to activate)
27 //     2 = indicate damage
28 // notes:
29 //   for mdl_dead to work, origin must be set (using a common/origin brush).
30 //   Otherwise mdl_dead will be displayed at the map origin, and nobody would
31 //   want that!
32
33 .vector mins_save, maxs_save;
34
35 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force);
36
37 //
38 // func_breakable
39 // - basically func_assault_destructible for general gameplay use
40 //
41 void LaunchDebris (string debrisname, vector force) =
42 {
43         local   entity dbr;
44
45         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.owner = self; // do not be affected by our own explosion
52         dbr.movetype = self.debrismovetype;
53         dbr.solid = self.debrissolid;
54         if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
55                 setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
56         dbr.velocity_x = self.debrisvelocity_x + self.debrisvelocityjitter_x * crandom();
57         dbr.velocity_y = self.debrisvelocity_y + self.debrisvelocityjitter_y * crandom();
58         dbr.velocity_z = self.debrisvelocity_z + self.debrisvelocityjitter_z * crandom();
59         self.velocity = self.velocity + force * self.debrisdamageforcescale;
60         dbr.avelocity_x = random()*self.debrisavelocityjitter_x;
61         dbr.avelocity_y = random()*self.debrisavelocityjitter_y;
62         dbr.avelocity_z = random()*self.debrisavelocityjitter_z;
63         dbr.damageforcescale = self.debrisdamageforcescale;
64         if(dbr.damageforcescale)
65                 dbr.takedamage = DAMAGE_YES;
66         SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
67 };
68
69 void func_breakable_colormod()
70 {
71         float h;
72         if not(self.spawnflags & 2)
73                 return;
74         h = self.health / self.max_health;
75         if(h < 0.25)
76                 self.colormod = '1 0 0';
77         else if(h <= 0.75)
78                 self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
79         else
80                 self.colormod = '1 1 1';
81 }
82
83 void func_breakable_look_destroyed()
84 {
85         local float floor_z;
86         
87         if(self.mdl_dead == "")
88                 self.model = "";
89         else {
90                 setmodel(self, self.mdl_dead);
91                 if (self.origin == '0 0 0')     {       // probably no origin brush, so don't spawn in the middle of the map..
92                         floor_z = self.absmin_z;
93                         self.origin = ((self.absmax+self.absmin)*.5);
94                         self.origin_z = floor_z;
95                 }
96         }
97                 
98         self.solid = SOLID_NOT;
99 }
100
101 void func_breakable_look_restore()
102 {
103         setmodel(self, self.mdl);
104         self.solid = SOLID_BSP;
105 }
106
107 void func_breakable_behave_destroyed()
108 {
109         self.health = self.max_health;
110         self.takedamage = DAMAGE_NO;
111         self.event_damage = SUB_Null;
112         self.state = 1;
113         setsize(self, '0 0 0', '0 0 0');
114         func_breakable_colormod();
115 }
116
117 void func_breakable_behave_restore()
118 {
119         self.health = self.max_health;
120         self.takedamage = DAMAGE_AIM;
121         self.event_damage = func_breakable_damage;
122         self.state = 0;
123         setsize(self, self.mins_save, self.maxs_save);
124         func_breakable_colormod();
125 }
126
127 void func_breakable_destroyed()
128 {
129         func_breakable_look_destroyed();
130         func_breakable_behave_destroyed();
131 }
132
133 void func_breakable_restore()
134 {
135         func_breakable_look_restore();
136         func_breakable_behave_restore();
137 }
138
139 vector debrisforce; // global, set before calling this
140 void func_breakable_destroy() {
141         float n, i;
142         string oldmsg;
143
144         activator = self.owner;
145
146         // now throw around the debris
147         n = tokenize_console(self.debris);
148         for(i = 0; i < n; ++i)
149                 LaunchDebris(argv(i), debrisforce);
150
151         func_breakable_destroyed();
152
153         if(self.noise)
154                 sound (self, CHAN_AUTO, self.noise, VOL_BASE, ATTN_NORM);
155
156         if(self.dmg)
157                 RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, self.dmg_force, DEATH_HURTTRIGGER, world);
158
159         if(self.cnt)
160                 pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
161
162         oldmsg = self.message;
163         self.message = "";
164         SUB_UseTargets();
165         self.message = oldmsg;
166 }
167
168 void func_breakable_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
169 {
170         if(self.state == 1)
171                 return;
172         if(self.team)
173                 if(attacker.team == self.team)
174                         return;
175         if(self.sprite)
176                 WaypointSprite_Ping(self.sprite);
177         self.health = self.health - damage;
178         func_breakable_colormod();
179
180         if(self.health <= 0)
181         {
182                 debrisforce = force;
183                 W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
184         }
185 }
186
187 void func_breakable_reset()
188 {
189         self.team = self.team_saved;
190         func_breakable_look_restore();
191         if(self.spawnflags & 1)
192                 func_breakable_behave_destroyed();
193         else
194                 func_breakable_behave_restore();
195 }
196
197 // destructible walls that can be used to trigger target_objective_decrease
198 void spawnfunc_func_breakable() {
199         float n, i;
200         if(!self.health)
201                 self.health = 100;
202         self.max_health = self.health;
203
204         // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
205         if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
206         if(!self.debrissolid) self.debrissolid = SOLID_NOT;
207         if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
208         if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
209         if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
210         if(!self.debristime) self.debristime = 3.5;
211         if(!self.debristimejitter) self.debristime = 2.5;
212
213         if(self.mdl != "")
214                 self.cnt = particleeffectnum(self.mdl);
215         if(self.count == 0)
216                 self.count = 1;
217
218         if(!self.message)
219                 self.message = "got too close to an explosion";
220         if(!self.message2)
221                 self.message2 = "was pushed into an explosion by";
222         if(!self.dmg_radius)
223                 self.dmg_radius = 150;
224         if(!self.dmg_force)
225                 self.dmg_force = 200;
226
227         self.mdl = self.model;
228         SetBrushEntityModel();
229         self.mins_save = self.mins;
230         self.maxs_save = self.maxs;
231
232         self.use = func_breakable_restore;
233
234         // precache all the models
235         if (self.mdl_dead)
236                 precache_model(self.mdl_dead);
237         n = tokenize_console(self.debris);
238         for(i = 0; i < n; ++i)
239                 precache_model(argv(i));
240         if(self.noise)
241                 precache_sound(self.noise);
242
243         self.team_saved = self.team;
244
245         self.reset = func_breakable_reset;
246         func_breakable_reset();
247 }