From: Mario Date: Mon, 11 Jun 2018 07:42:14 +0000 (+1000) Subject: Merge branch 'master' into Mario/monsters X-Git-Tag: xonotic-v0.8.5~7^2~1^2~49 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=5c4e0198b632b298df925652359182f52f3a253f;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into Mario/monsters --- 5c4e0198b632b298df925652359182f52f3a253f diff --cc qcsrc/common/mapobjects/func/breakable.qc index 0000000000,d8f6cb1384..568cb2645b mode 000000,100644..100644 --- a/qcsrc/common/mapobjects/func/breakable.qc +++ b/qcsrc/common/mapobjects/func/breakable.qc @@@ -1,0 -1,373 +1,377 @@@ + #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 = spawn(); + 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 = this.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; + + if(this.mdl_dead == "") + 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; + } + + this.solid = SOLID_NOT; + } + + void func_breakable_look_restore(entity this) + { + _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); + + this.solid = SOLID_BSP; + } + + void func_breakable_behave_destroyed(entity this) + { + this.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); + } + + 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) + { + this.health = this.max_health; + if(this.sprite) + { + WaypointSprite_UpdateMaxHealth(this.sprite, this.max_health); + WaypointSprite_UpdateHealth(this.sprite, this.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); + } + } + + 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) + { + 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; + this.health = this.health - damage; + if(this.sprite) + { + WaypointSprite_Ping(this.sprite); + WaypointSprite_UpdateHealth(this.sprite, this.health); + } + func_breakable_colormod(this); + + if(this.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); + } + + // destructible walls that can be used to trigger target_objective_decrease + spawnfunc(func_breakable) + { + float n, i; + if(!this.health) + this.health = 100; + this.max_health = this.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); + + 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) { + spawnfunc_func_breakable(this); + } + #endif