nuclide/src/gs-entbase/server/func_breakable.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED func_breakable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
Brush volume that can break into lots of little pieces.
-------- KEYS --------
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"health" : Health of the entity.
"material" : Material it's made of (See material-list below).
"delay" : Delay in seconds of when it breaks under pressure.
"explodemagnitude" : Strength of the explosion.
-------- SPAWNFLAGS --------
SF_TRIGGER : Breakable is invincible and has to be triggered in order to break.
SF_TOUCH : Break when an entity collides into it at high speed (damage is speed in units * 0.01).
SF_PRESSURE : Initiate break once someone is standing on top of it.
-------- NOTES --------
The strength of the explosion decides the radius (magnitude * 2.5) and the
maximum damage the explosion will do in the center. It has a linear fall-off.
Material-list:
0 : Glass
1 : Wood
2 : Metal
3 : Flesh
4 : Cinder
5 : Tile
6 ; Computer
7 : Glass (Unbreakable)
8 : Rock
9 : None
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/
enumflags
{
SF_TRIGGER,
SF_TOUCH,
SF_PRESSURE
};
enum
{
BREAKMT_GLASS,
BREAKMT_WOOD,
BREAKMT_METAL,
BREAKMT_FLESH,
BREAKMT_CINDER,
BREAKMT_TILE,
BREAKMT_COMPUTER,
BREAKMT_GLASS_UNBREAKABLE,
BREAKMT_ROCK,
BREAKMT_NONE
};
#ifdef VALVE
const string funcbreakable_objtable[22] = {
"",
"spawnfunc_item_battery",
"spawnfunc_item_healthkit",
"weapon_9mmhandgun",
"weapon_9mmclip",
"weapon_9mmAR",
"spawnfunc_ammo_9mmAR",
"spawnfunc_ammo_ARgrenades",
"weapon_shotgun",
"spawnfunc_ammo_buckshot",
"weapon_crossbow",
"spawnfunc_ammo_crossbow",
"weapon_357",
"spawnfunc_ammo_357",
"weapon_rpg",
"spawnfunc_ammo_rpgclip",
"spawnfunc_ammo_gaussclip",
"weapon_hegrenade",
"weapon_tripmine",
"weapon_satchel",
"weapon_snark",
"weapon_hornetgun"
};
#else
const string funcbreakable_objtable[] = {
""
};
#endif
class func_breakable:CBaseTrigger
{
float m_flDelay;
float m_flExplodeMag;
float m_flExplodeRad;
string m_strBreakSpawn;
/*entity m_pressAttacker;
int m_pressType;
int m_pressDamage;*/
void(void) func_breakable;
virtual void(void) Respawn;
virtual void(void) Explode;
virtual void(entity, int) Trigger;
virtual void(void) PlayerTouch;
/*virtual void(void) PressureDeath;*/
virtual void(void) Pain;
virtual void(void) Death;
virtual void(string, string) SpawnKey;
};
void
func_breakable::Pain(void)
{
if (spawnflags & SF_TRIGGER) {
return;
}
if (serverkeyfloat("*bspversion") != BSPVER_HL) {
return;
}
switch (m_iMaterial) {
case BREAKMT_GLASS:
Sound_Play(this, CHAN_VOICE, "func_breakable.impact_glass");
break;
case BREAKMT_COMPUTER:
Sound_Play(this, CHAN_VOICE, "func_breakable.impact_computer");
break;
case BREAKMT_GLASS_UNBREAKABLE:
Sound_Play(this, CHAN_VOICE, "func_breakable.impact_glassunbreakable");
break;
case BREAKMT_WOOD:
Sound_Play(this, CHAN_VOICE, "func_breakable.impact_wood");
break;
case BREAKMT_METAL:
Sound_Play(this, CHAN_VOICE, "func_breakable.impact_metal");
break;
case BREAKMT_FLESH:
Sound_Play(this, CHAN_VOICE, "func_breakable.impact_flesh");
break;
case BREAKMT_CINDER:
Sound_Play(this, CHAN_VOICE, "func_breakable.impact_cinder");
break;
case BREAKMT_ROCK:
Sound_Play(this, CHAN_VOICE, "func_breakable.impact_rock");
break;
}
}
void
func_breakable::Explode(void)
{
vector rp = absmin + (0.5 * (absmax - absmin));
FX_BreakModel(vlen(size) / 10, absmin, absmax, [0,0,0], m_iMaterial);
FX_Explosion(rp);
Damage_Radius(rp, this, m_flExplodeMag, m_flExplodeRad, TRUE, 0);
UseTargets(this, TRIG_TOGGLE, 0.0f); /* delay... ignored. */
Hide();
}
void
func_breakable::Death(void)
{
static void break_spawnobject(void) {
/* these might get overwritten by the entity spawnfunction */
vector neworg = self.origin;
/* become the classname assigned */
CBaseEntity t = (CBaseEntity)self;
callfunction(self.classname);
/* apply the saved values back */
t.origin = t.GetSpawnOrigin() = neworg;
/* spawn anew */
if (t.Respawn)
t.Respawn();
}
if (m_iMaterial == BREAKMT_GLASS_UNBREAKABLE) {
return;
}
health = 0;
eActivator = g_dmg_eAttacker;
if (m_strBreakSpawn != "" && isfunction(m_strBreakSpawn)) {
entity unit = spawn();
unit.classname = m_strBreakSpawn;
unit.think = break_spawnobject;
unit.nextthink = time;
unit.real_owner = this;
setorigin(unit, absmin + (0.5 * (absmax - absmin)));
}
/* This may seem totally absurd. That's because it is. It's very
* unreliable but exploding breakables in close proximity it WILL cause
* an OVERFLOW because we'll be busy running through thousands
* of entities in total when one breakable damages another in a frame.
* The only way around this is to set a hard-coded limit of loops per
* frame and that would break functionality. */
if (m_flExplodeMag) {
think = Explode;
nextthink = time + random(0.0,0.5);
} else {
FX_BreakModel(vlen(size) / 10, absmin, absmax, [0,0,0], m_iMaterial);
/* TODO: ability to have whoever destroyed the crate be the activator */
UseTargets(this, TRIG_TOGGLE, 0.0f);
Hide();
}
}
void
func_breakable::Trigger(entity act, int state)
{
if (health > 0)
func_breakable::Death();
}
void
func_breakable::PlayerTouch(void)
{
static void TriggerWrap(void) {
/* TODO: 'this' should be the person who touched the ent instead */
Trigger(this, TRIG_TOGGLE);
}
if (other.classname == classname) {
return;
}
if (other.solid == SOLID_CORPSE) {
if (vlen(other.velocity) > 100) {
Trigger(this, TRIG_ON);
}
}
if (spawnflags & SF_TOUCH) {
int fDamage = (float)(vlen(other.velocity) * 0.01f);
if (fDamage >= health) {
touch = __NULL__;
Damage_Apply(this, other, fDamage, 0, DMG_CRUSH);
if ((m_iMaterial == BREAKMT_GLASS) || (m_iMaterial == BREAKMT_COMPUTER)) {
Damage_Apply(other, this, fDamage / 4, 0, DMG_CRUSH);
}
}
}
if ((spawnflags & SF_PRESSURE) && (other.absmin[2] >= maxs[2] - 2)) {
touch = __NULL__;
think = TriggerWrap;
if (m_flDelay == 0) {
m_flDelay = 0.1f;
}
nextthink = time + m_flDelay;
}
}
void
func_breakable::Respawn(void)
{
SetMovetype(MOVETYPE_NONE);
SetSolid(SOLID_BSP);
SetModel(GetSpawnModel());
SetOrigin(GetSpawnOrigin());
touch = PlayerTouch;
think = __NULL__;
if (spawnflags & SF_TRIGGER) {
takedamage = DAMAGE_NO;
} else {
takedamage = DAMAGE_YES;
}
health = GetSpawnHealth();
if (!health) {
health = 15;
}
if (HasPropData()) {
health = GetPropData(PROPINFO_HEALTH);
m_flExplodeMag = GetPropData(PROPINFO_EXPLOSIVE_DMG);
m_flExplodeRad = GetPropData(PROPINFO_EXPLOSIVE_RADIUS);
}
}
void
func_breakable::SpawnKey(string strKey, string strValue)
{
switch (strKey) {
case "material":
m_iMaterial = stoi(strValue);
break;
case "explodemagnitude":
m_flExplodeMag = stof(strValue);
m_flExplodeRad = m_flExplodeMag * 2.5f;
break;
case "spawnobject":
int oid = stoi(strValue);
if (oid >= funcbreakable_objtable.length) {
m_strBreakSpawn = "";
print(sprintf("^1func_breakable^7:" \
"spawnobject %i out of bounds! fix your mod!\n", oid));
} else {
m_strBreakSpawn = funcbreakable_objtable[oid];
}
break;
case "spawnonbreak":
m_strBreakSpawn = strValue;
break;
default:
CBaseTrigger::SpawnKey(strKey, strValue);
break;
}
}
void
func_breakable::func_breakable(void)
{
CBaseTrigger::CBaseTrigger();
/* contrary to what some map designers think, angles are not supported */
GetSpawnAngles() = angles = [0,0,0];
switch (m_iMaterial) {
case BREAKMT_GLASS:
Sound_Precache("func_breakable.impact_glass");
break;
case BREAKMT_COMPUTER:
Sound_Precache("func_breakable.impact_computer");
break;
case BREAKMT_GLASS_UNBREAKABLE:
Sound_Precache("func_breakable.impact_glassunbreakable");
break;
case BREAKMT_WOOD:
Sound_Precache("func_breakable.impact_wood");
break;
case BREAKMT_METAL:
Sound_Precache("func_breakable.impact_metal");
break;
case BREAKMT_FLESH:
Sound_Precache("func_breakable.impact_flesh");
break;
case BREAKMT_CINDER:
Sound_Precache("func_breakable.impact_cinder");
break;
case BREAKMT_ROCK:
Sound_Precache("func_breakable.impact_rock");
break;
}
}