NS/main/source/dlls/func_break.cpp
Karl 8552ac617c Import from old repository
git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@1 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-03-09 01:31:56 +00:00

1054 lines
26 KiB
C++

/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
/*
===== bmodels.cpp ========================================================
spawn, think, and use functions for entities that use brush models
*/
#include <cmath>
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "saverestore.h"
#include "func_break.h"
#include "decals.h"
#include "explode.h"
#include "mod/AvHSpecials.h"
extern DLL_GLOBAL Vector g_vecAttackDir;
// =================== FUNC_Breakable ==============================================
// Just add more items to the bottom of this array and they will automagically be supported
// This is done instead of just a classname in the FGD so we can control which entities can
// be spawned, and still remain fairly flexible
const char *CBreakable::pSpawnObjects[] =
{
NULL, // 0
"item_battery", // 1
"item_healthkit", // 2
"weapon_9mmhandgun",// 3
"ammo_9mmclip", // 4
"weapon_9mmAR", // 5
"ammo_9mmAR", // 6
"ammo_ARgrenades", // 7
"weapon_shotgun", // 8
"ammo_buckshot", // 9
"weapon_crossbow", // 10
"ammo_crossbow", // 11
"weapon_357", // 12
"ammo_357", // 13
"weapon_rpg", // 14
"ammo_rpgclip", // 15
"ammo_gaussclip", // 16
"weapon_handgrenade",// 17
"weapon_tripmine", // 18
"weapon_satchel", // 19
"weapon_snark", // 20
"weapon_hornetgun", // 21
};
CBreakable::~CBreakable()
{
}
void CBreakable::KeyValue( KeyValueData* pkvd )
{
if (FStrEq(pkvd->szKeyName, "strength"))
{
}
else
// UNDONE_WC: explicitly ignoring these fields, but they shouldn't be in the map file!
if (FStrEq(pkvd->szKeyName, "explosion"))
{
if (!stricmp(pkvd->szValue, "directed"))
m_Explosion = expDirected;
else if (!stricmp(pkvd->szValue, "random"))
m_Explosion = expRandom;
else
m_Explosion = expRandom;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "material"))
{
int i = atoi( pkvd->szValue);
// 0:glass, 1:metal, 2:flesh, 3:wood
if ((i < 0) || (i >= matLastMaterial))
m_Material = matWood;
else
m_Material = (Materials)i;
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "deadmodel"))
{
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "shards"))
{
// m_iShards = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "gibmodel") )
{
m_iszGibModel = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "spawnobject") )
{
int object = atoi( pkvd->szValue );
if ( object > 0 && object < ARRAYSIZE(pSpawnObjects) )
m_iszSpawnObject = MAKE_STRING( pSpawnObjects[object] );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "explodemagnitude") )
{
ExplosionSetMagnitude( atoi( pkvd->szValue ) );
pkvd->fHandled = TRUE;
}
else if (FStrEq(pkvd->szKeyName, "lip") )
pkvd->fHandled = TRUE;
else
CBaseDelay::KeyValue( pkvd );
}
//
// func_breakable - bmodel that breaks into pieces after taking damage
//
LINK_ENTITY_TO_CLASS( func_breakable, CBreakable );
TYPEDESCRIPTION CBreakable::m_SaveData[] =
{
DEFINE_FIELD( CBreakable, m_Material, FIELD_INTEGER ),
DEFINE_FIELD( CBreakable, m_Explosion, FIELD_INTEGER ),
// Don't need to save/restore these because we precache after restore
// DEFINE_FIELD( CBreakable, m_idShard, FIELD_INTEGER ),
DEFINE_FIELD( CBreakable, m_angle, FIELD_FLOAT ),
DEFINE_FIELD( CBreakable, m_iszGibModel, FIELD_STRING ),
DEFINE_FIELD( CBreakable, m_iszSpawnObject, FIELD_STRING ),
// Explosion magnitude is stored in pev->impulse
};
IMPLEMENT_SAVERESTORE( CBreakable, CBaseEntity );
void CBreakable::SetMaterial(Materials inMaterial)
{
this->m_Material = inMaterial;
}
void CBreakable::Spawn( void )
{
Precache( );
if ( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) )
pev->takedamage = DAMAGE_NO;
else
pev->takedamage = DAMAGE_YES;
pev->solid = SOLID_BSP;
pev->movetype = MOVETYPE_PUSH;
m_angle = pev->angles.y;
pev->angles.y = 0;
// HACK: matGlass can receive decals, we need the client to know about this
// so use class to store the material flag
if ( m_Material == matGlass )
{
pev->playerclass = 1;
}
SET_MODEL(ENT(pev), STRING(pev->model) );//set size and link into world.
SetTouch( &CBreakable::BreakTouch );
if ( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) ) // Only break on trigger
SetTouch( NULL );
// << cgc >> Save max_health so we can reset the entity
this->pev->max_health = this->pev->health;
// Flag unbreakable glass as "worldbrush" so it will block ALL tracelines
if ( !IsBreakable() && pev->rendermode != kRenderNormal )
pev->flags |= FL_WORLDBRUSH;
this->pev->iuser3 = AVH_USER3_BREAKABLE;
}
const char *CBreakable::pSoundsWood[] =
{
"debris/wood1.wav",
"debris/wood2.wav",
"debris/wood3.wav",
};
const char *CBreakable::pSoundsFlesh[] =
{
"debris/flesh1.wav",
"debris/flesh2.wav",
"debris/flesh3.wav",
"debris/flesh5.wav",
"debris/flesh6.wav",
"debris/flesh7.wav",
};
const char *CBreakable::pSoundsMetal[] =
{
"debris/metal1.wav",
"debris/metal2.wav",
"debris/metal3.wav",
};
const char *CBreakable::pSoundsConcrete[] =
{
"debris/concrete1.wav",
"debris/concrete2.wav",
"debris/concrete3.wav",
};
const char *CBreakable::pSoundsGlass[] =
{
"debris/glass1.wav",
"debris/glass2.wav",
"debris/glass3.wav",
};
const char **CBreakable::MaterialSoundList( Materials precacheMaterial, int &soundCount )
{
const char **pSoundList = NULL;
switch ( precacheMaterial )
{
case matWood:
pSoundList = pSoundsWood;
soundCount = ARRAYSIZE(pSoundsWood);
break;
case matFlesh:
pSoundList = pSoundsFlesh;
soundCount = ARRAYSIZE(pSoundsFlesh);
break;
case matComputer:
case matUnbreakableGlass:
case matGlass:
pSoundList = pSoundsGlass;
soundCount = ARRAYSIZE(pSoundsGlass);
break;
case matMetal:
pSoundList = pSoundsMetal;
soundCount = ARRAYSIZE(pSoundsMetal);
break;
case matCinderBlock:
case matRocks:
pSoundList = pSoundsConcrete;
soundCount = ARRAYSIZE(pSoundsConcrete);
break;
case matCeilingTile:
case matNone:
default:
soundCount = 0;
break;
}
return pSoundList;
}
void CBreakable::MaterialSoundPrecache( Materials precacheMaterial )
{
const char **pSoundList;
int i, soundCount = 0;
pSoundList = MaterialSoundList( precacheMaterial, soundCount );
for ( i = 0; i < soundCount; i++ )
{
PRECACHE_SOUND( (char *)pSoundList[i] );
}
}
void CBreakable::MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume )
{
const char **pSoundList;
int soundCount = 0;
pSoundList = MaterialSoundList( soundMaterial, soundCount );
if ( soundCount )
EMIT_SOUND( pEdict, CHAN_BODY, pSoundList[ RANDOM_LONG(0,soundCount-1) ], volume, 1.0 );
}
void CBreakable::Precache( void )
{
const char *pGibName;
switch (m_Material)
{
case matWood:
pGibName = "models/woodgibs.mdl";
PRECACHE_SOUND("debris/bustcrate1.wav");
PRECACHE_SOUND("debris/bustcrate2.wav");
break;
case matFlesh:
pGibName = "models/fleshgibs.mdl";
PRECACHE_SOUND("debris/bustflesh1.wav");
PRECACHE_SOUND("debris/bustflesh2.wav");
break;
case matComputer:
PRECACHE_SOUND("buttons/spark5.wav");
PRECACHE_SOUND("buttons/spark6.wav");
pGibName = "models/computergibs.mdl";
PRECACHE_SOUND("debris/bustmetal1.wav");
PRECACHE_SOUND("debris/bustmetal2.wav");
break;
case matUnbreakableGlass:
case matGlass:
pGibName = "models/glassgibs.mdl";
PRECACHE_SOUND("debris/bustglass1.wav");
PRECACHE_SOUND("debris/bustglass2.wav");
break;
case matMetal:
pGibName = "models/metalplategibs.mdl";
PRECACHE_SOUND("debris/bustmetal1.wav");
PRECACHE_SOUND("debris/bustmetal2.wav");
break;
case matCinderBlock:
pGibName = "models/cindergibs.mdl";
PRECACHE_SOUND("debris/bustconcrete1.wav");
PRECACHE_SOUND("debris/bustconcrete2.wav");
break;
case matRocks:
pGibName = "models/rockgibs.mdl";
PRECACHE_SOUND("debris/bustconcrete1.wav");
PRECACHE_SOUND("debris/bustconcrete2.wav");
break;
case matCeilingTile:
pGibName = "models/ceilinggibs.mdl";
PRECACHE_SOUND ("debris/bustceiling.wav");
break;
}
MaterialSoundPrecache( m_Material );
if ( m_iszGibModel )
pGibName = STRING(m_iszGibModel);
m_idShard = PRECACHE_MODEL( (char *)pGibName );
// Precache the spawn item's data
if ( m_iszSpawnObject )
UTIL_PrecacheOther( (char *)STRING( m_iszSpawnObject ) );
}
// play shard sound when func_breakable takes damage.
// the more damage, the louder the shard sound.
void CBreakable::DamageSound( void )
{
int pitch;
float fvol;
char *rgpsz[6];
int i;
int material = m_Material;
// if (RANDOM_LONG(0,1))
// return;
if (RANDOM_LONG(0,2))
pitch = PITCH_NORM;
else
pitch = 95 + RANDOM_LONG(0,34);
fvol = RANDOM_FLOAT(0.75, 1.0);
if (material == matComputer && RANDOM_LONG(0,1))
material = matMetal;
switch (material)
{
case matComputer:
case matGlass:
case matUnbreakableGlass:
rgpsz[0] = "debris/glass1.wav";
rgpsz[1] = "debris/glass2.wav";
rgpsz[2] = "debris/glass3.wav";
i = 3;
break;
case matWood:
rgpsz[0] = "debris/wood1.wav";
rgpsz[1] = "debris/wood2.wav";
rgpsz[2] = "debris/wood3.wav";
i = 3;
break;
case matMetal:
rgpsz[0] = "debris/metal1.wav";
rgpsz[1] = "debris/metal3.wav";
rgpsz[2] = "debris/metal2.wav";
i = 2;
break;
case matFlesh:
rgpsz[0] = "debris/flesh1.wav";
rgpsz[1] = "debris/flesh2.wav";
rgpsz[2] = "debris/flesh3.wav";
rgpsz[3] = "debris/flesh5.wav";
rgpsz[4] = "debris/flesh6.wav";
rgpsz[5] = "debris/flesh7.wav";
i = 6;
break;
case matRocks:
case matCinderBlock:
rgpsz[0] = "debris/concrete1.wav";
rgpsz[1] = "debris/concrete2.wav";
rgpsz[2] = "debris/concrete3.wav";
i = 3;
break;
case matCeilingTile:
// UNDONE: no ceiling tile shard sound yet
i = 0;
break;
}
if (i)
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, rgpsz[RANDOM_LONG(0,i-1)], fvol, ATTN_NORM, 0, pitch);
}
void CBreakable::BreakTouch( CBaseEntity *pOther )
{
float flDamage;
entvars_t* pevToucher = pOther->pev;
// only players can break these right now
if ( !pOther->IsPlayer() || !IsBreakable() )
{
return;
}
if ( FBitSet ( pev->spawnflags, SF_BREAK_TOUCH ) )
{// can be broken when run into
flDamage = pevToucher->velocity.Length() * 0.01;
if (flDamage >= pev->health)
{
SetTouch( NULL );
TakeDamage(pevToucher, pevToucher, flDamage, DMG_CRUSH);
// do a little damage to player if we broke glass or computer
pOther->TakeDamage( pev, pev, flDamage/4, DMG_SLASH );
}
}
if ( FBitSet ( pev->spawnflags, SF_BREAK_PRESSURE ) && pevToucher->absmin.z >= pev->maxs.z - 2 )
{// can be broken when stood upon
// play creaking sound here.
DamageSound();
SetThink ( &CBreakable::Die );
SetTouch( NULL );
if ( m_flDelay == 0 )
{// !!!BUGBUG - why doesn't zero delay work?
m_flDelay = 0.1;
}
pev->nextthink = pev->ltime + m_flDelay;
}
}
//
// Smash the our breakable object
//
// Break when triggered
void CBreakable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( IsBreakable() )
{
pev->angles.y = m_angle;
UTIL_MakeVectors(pev->angles);
g_vecAttackDir = gpGlobals->v_forward;
Die();
}
}
void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
{
// random spark if this is a 'computer' object
if (RANDOM_LONG(0,1) )
{
switch( m_Material )
{
case matComputer:
{
UTIL_Sparks( ptr->vecEndPos );
float flVolume = RANDOM_FLOAT ( 0.7 , 1.0 );//random volume range
switch ( RANDOM_LONG(0,1) )
{
case 0: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark5.wav", flVolume, ATTN_NORM); break;
case 1: EMIT_SOUND(ENT(pev), CHAN_VOICE, "buttons/spark6.wav", flVolume, ATTN_NORM); break;
}
}
break;
case matUnbreakableGlass:
UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT(0.5,1.5) );
break;
}
}
CBaseDelay::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
}
//=========================================================
// Special takedamage for func_breakable. Allows us to make
// exceptions that are breakable-specific
// bitsDamageType indicates the type of damage sustained ie: DMG_CRUSH
//=========================================================
int CBreakable :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
Vector vecTemp;
// if Attacker == Inflictor, the attack was a melee or other instant-hit attack.
// (that is, no actual entity projectile was involved in the attack so use the shooter's origin).
if ( pevAttacker == pevInflictor )
{
vecTemp = pevInflictor->origin - ( pev->absmin + ( pev->size * 0.5 ) );
// if a client hit the breakable with a crowbar, and breakable is crowbar-sensitive, break it now.
if ( FBitSet ( pevAttacker->flags, FL_CLIENT ) &&
FBitSet ( pev->spawnflags, SF_BREAK_CROWBAR ) && (bitsDamageType & DMG_CLUB))
flDamage = pev->health;
}
else
// an actual missile was involved.
{
vecTemp = pevInflictor->origin - ( pev->absmin + ( pev->size * 0.5 ) );
}
if (!IsBreakable())
return 0;
// Breakables take double damage from the crowbar
if ( bitsDamageType & DMG_CLUB )
flDamage *= 2;
// Boxes / glass / etc. don't take much poison damage, just the impact of the dart - consider that 10%
if ( bitsDamageType & DMG_POISON )
flDamage *= 0.1;
// this global is still used for glass and other non-monster killables, along with decals.
g_vecAttackDir = vecTemp.Normalize();
// do the damage
pev->health -= flDamage;
if (pev->health <= 0)
{
//Killed( pevAttacker, GIB_NORMAL );
pev->takedamage = DAMAGE_NO;
pev->deadflag = DEAD_DEAD;
pev->effects = EF_NODRAW;
Die();
return 0;
}
// Make a shard noise each time func breakable is hit.
// Don't play shard noise if cbreakable actually died.
DamageSound();
return 1;
}
void CBreakable::Die( void )
{
Vector vecSpot;// shard origin
Vector vecVelocity;// shard velocity
CBaseEntity *pEntity = NULL;
char cFlag = 0;
int pitch;
float fvol;
pitch = 95 + RANDOM_LONG(0,29);
if (pitch > 97 && pitch < 103)
pitch = 100;
// The more negative pev->health, the louder
// the sound should be.
fvol = RANDOM_FLOAT(0.85, 1.0) + (abs(pev->health) / 100.0);
if (fvol > 1.0)
fvol = 1.0;
switch (m_Material)
{
case matGlass:
switch ( RANDOM_LONG(0,1) )
{
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch);
break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch);
break;
}
cFlag = BREAK_GLASS;
break;
case matWood:
switch ( RANDOM_LONG(0,1) )
{
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate1.wav", fvol, ATTN_NORM, 0, pitch);
break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustcrate2.wav", fvol, ATTN_NORM, 0, pitch);
break;
}
cFlag = BREAK_WOOD;
break;
case matComputer:
case matMetal:
switch ( RANDOM_LONG(0,1) )
{
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal1.wav", fvol, ATTN_NORM, 0, pitch);
break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustmetal2.wav", fvol, ATTN_NORM, 0, pitch);
break;
}
cFlag = BREAK_METAL;
break;
case matFlesh:
switch ( RANDOM_LONG(0,1) )
{
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh1.wav", fvol, ATTN_NORM, 0, pitch);
break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustflesh2.wav", fvol, ATTN_NORM, 0, pitch);
break;
}
cFlag = BREAK_FLESH;
break;
case matRocks:
case matCinderBlock:
switch ( RANDOM_LONG(0,1) )
{
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete1.wav", fvol, ATTN_NORM, 0, pitch);
break;
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustconcrete2.wav", fvol, ATTN_NORM, 0, pitch);
break;
}
cFlag = BREAK_CONCRETE;
break;
case matCeilingTile:
EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustceiling.wav", fvol, ATTN_NORM, 0, pitch);
break;
}
if (m_Explosion == expDirected)
vecVelocity = g_vecAttackDir * 200;
else
{
vecVelocity.x = 0;
vecVelocity.y = 0;
vecVelocity.z = 0;
}
vecSpot = pev->origin + (pev->mins + pev->maxs) * 0.5;
MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpot );
WRITE_BYTE( TE_BREAKMODEL);
// position
WRITE_COORD( vecSpot.x );
WRITE_COORD( vecSpot.y );
WRITE_COORD( vecSpot.z );
// size
WRITE_COORD( pev->size.x);
WRITE_COORD( pev->size.y);
WRITE_COORD( pev->size.z);
// velocity
WRITE_COORD( vecVelocity.x );
WRITE_COORD( vecVelocity.y );
WRITE_COORD( vecVelocity.z );
// randomization
WRITE_BYTE( 10 );
// Model
WRITE_SHORT( m_idShard ); //model id#
// # of shards
WRITE_BYTE( 0 ); // let client decide
// duration
WRITE_BYTE( 25 );// 2.5 seconds
// flags
WRITE_BYTE( cFlag );
MESSAGE_END();
float size = pev->size.x;
if ( size < pev->size.y )
size = pev->size.y;
if ( size < pev->size.z )
size = pev->size.z;
// !!! HACK This should work!
// Build a box above the entity that looks like an 8 pixel high sheet
Vector mins = pev->absmin;
Vector maxs = pev->absmax;
mins.z = pev->absmax.z;
maxs.z += 8;
// BUGBUG -- can only find 256 entities on a breakable -- should be enough
CBaseEntity *pList[256];
int count = UTIL_EntitiesInBox( pList, 256, mins, maxs, FL_ONGROUND );
if ( count )
{
for ( int i = 0; i < count; i++ )
{
ClearBits( pList[i]->pev->flags, FL_ONGROUND );
pList[i]->pev->groundentity = NULL;
}
}
// Don't fire something that could fire myself
pev->targetname = 0;
pev->solid = SOLID_NOT;
// Fire targets on break
SUB_UseTargets( NULL, USE_TOGGLE, 0 );
// << cgc >> Don't remove entity on death, we need to be able to reset it
//SetThink( SUB_Remove );
//pev->nextthink = pev->ltime + 0.1;
this->pev->effects = EF_NODRAW;
if ( m_iszSpawnObject )
CBaseEntity::Create( (char *)STRING(m_iszSpawnObject), VecBModelOrigin(pev), pev->angles, edict() );
if ( Explodable() )
{
ExplosionCreate( Center(), pev->angles, edict(), ExplosionMagnitude(), TRUE );
}
}
void CBreakable::ResetEntity()
{
this->mHasBeenBroken = false;
this->pev->effects &= ~EF_NODRAW;
this->pev->solid = SOLID_BSP;
this->pev->movetype = MOVETYPE_PUSH;
this->pev->takedamage = DAMAGE_YES;
// Set health again
this->pev->health = this->pev->max_health;
}
BOOL CBreakable::IsBreakable( void )
{
return (m_Material != matUnbreakableGlass) && (!this->mHasBeenBroken);
}
int CBreakable :: DamageDecal( int bitsDamageType )
{
if ( m_Material == matGlass )
return DECAL_GLASSBREAK1 + RANDOM_LONG(0,2);
if ( m_Material == matUnbreakableGlass )
return DECAL_BPROOF1;
return CBaseEntity::DamageDecal( bitsDamageType );
}
void CBreakable::PrecacheAll()
{
PRECACHE_SOUND("debris/bustcrate1.wav");
PRECACHE_SOUND("debris/bustcrate2.wav");
PRECACHE_MODEL("models/fleshgibs.mdl");
PRECACHE_SOUND("debris/bustflesh1.wav");
PRECACHE_SOUND("debris/bustflesh2.wav");
PRECACHE_SOUND("buttons/spark5.wav");
PRECACHE_SOUND("buttons/spark6.wav");
PRECACHE_MODEL("models/computergibs.mdl");
PRECACHE_SOUND("debris/bustmetal1.wav");
PRECACHE_SOUND("debris/bustmetal2.wav");
PRECACHE_MODEL("models/glassgibs.mdl");
PRECACHE_SOUND("debris/bustglass1.wav");
PRECACHE_SOUND("debris/bustglass2.wav");
PRECACHE_MODEL("models/metalplategibs.mdl");
PRECACHE_SOUND("debris/bustmetal1.wav");
PRECACHE_SOUND("debris/bustmetal2.wav");
PRECACHE_MODEL("models/cindergibs.mdl");
PRECACHE_SOUND("debris/bustconcrete1.wav");
PRECACHE_SOUND("debris/bustconcrete2.wav");
PRECACHE_MODEL("models/rockgibs.mdl");
PRECACHE_SOUND("debris/bustconcrete1.wav");
PRECACHE_SOUND("debris/bustconcrete2.wav");
PRECACHE_MODEL("models/ceilinggibs.mdl");
PRECACHE_SOUND("debris/bustceiling.wav");
PRECACHE_SOUND("debris/wood1.wav");
PRECACHE_SOUND("debris/wood2.wav");
PRECACHE_SOUND("debris/wood3.wav");
PRECACHE_MODEL("models/woodgibs.mdl");
for(int i = matGlass; i < matNone; i++)
{
Materials theMaterial = (Materials)(i);
MaterialSoundPrecache(theMaterial);
}
}
#include "dlls/cpushable.h"
TYPEDESCRIPTION CPushable::m_SaveData[] =
{
DEFINE_FIELD( CPushable, m_maxSpeed, FIELD_FLOAT ),
DEFINE_FIELD( CPushable, m_soundTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CPushable, CBreakable );
LINK_ENTITY_TO_CLASS( func_pushable, CPushable );
char *CPushable :: m_soundNames[3] = { "debris/pushbox1.wav", "debris/pushbox2.wav", "debris/pushbox3.wav" };
void CPushable :: Spawn( void )
{
if ( pev->spawnflags & SF_PUSH_BREAKABLE )
CBreakable::Spawn();
else
Precache( );
pev->movetype = MOVETYPE_PUSHSTEP;
pev->solid = SOLID_BBOX;
SET_MODEL( ENT(pev), STRING(pev->model) );
if ( pev->friction > 399 )
pev->friction = 399;
m_maxSpeed = 400 - pev->friction;
SetBits( pev->flags, FL_FLOAT );
pev->friction = 0;
pev->origin.z += 1; // Pick up off of the floor
UTIL_SetOrigin( pev, pev->origin );
// Multiply by area of the box's cross-section (assume 1000 units^3 standard volume)
pev->skin = ( pev->skin * (pev->maxs.x - pev->mins.x) * (pev->maxs.y - pev->mins.y) ) * 0.0005;
m_soundTime = 0;
}
void CPushable :: Precache( void )
{
for ( int i = 0; i < 3; i++ )
PRECACHE_SOUND( m_soundNames[i] );
if ( pev->spawnflags & SF_PUSH_BREAKABLE )
CBreakable::Precache( );
}
void CPushable :: KeyValue( KeyValueData *pkvd )
{
if ( FStrEq(pkvd->szKeyName, "size") )
{
int bbox = atoi(pkvd->szValue);
pkvd->fHandled = TRUE;
switch( bbox )
{
case 0: // Point
UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8));
break;
case 2: // Big Hull!?!? !!!BUGBUG Figure out what this hull really is
UTIL_SetSize(pev, VEC_DUCK_HULL_MIN*2, VEC_DUCK_HULL_MAX*2);
break;
case 3: // Player duck
UTIL_SetSize(pev, VEC_DUCK_HULL_MIN, VEC_DUCK_HULL_MAX);
break;
default:
case 1: // Player
UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
break;
}
}
else if ( FStrEq(pkvd->szKeyName, "buoyancy") )
{
pev->skin = atof(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBreakable::KeyValue( pkvd );
}
// Pull the func_pushable
void CPushable :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( !pActivator || !pActivator->IsPlayer() )
{
if ( pev->spawnflags & SF_PUSH_BREAKABLE )
this->CBreakable::Use( pActivator, pCaller, useType, value );
return;
}
if ( pActivator->pev->velocity != g_vecZero )
Move( pActivator, 0 );
}
void CPushable :: Touch( CBaseEntity *pOther )
{
if ( FClassnameIs( pOther->pev, "worldspawn" ) )
return;
Move( pOther, 1 );
}
void CPushable :: Move( CBaseEntity *pOther, int push )
{
entvars_t* pevToucher = pOther->pev;
int playerTouch = 0;
// Is entity standing on this pushable ?
if ( FBitSet(pevToucher->flags,FL_ONGROUND) && pevToucher->groundentity && VARS(pevToucher->groundentity) == pev )
{
// Only push if floating
if ( pev->waterlevel > 0 )
pev->velocity.z += pevToucher->velocity.z * 0.1;
return;
}
if ( pOther->IsPlayer() )
{
if ( push && !(pevToucher->button & (IN_FORWARD|IN_USE)) ) // Don't push unless the player is pushing forward and NOT use (pull)
return;
playerTouch = 1;
}
float factor;
if ( playerTouch )
{
if ( !(pevToucher->flags & FL_ONGROUND) ) // Don't push away from jumping/falling players unless in water
{
if ( pev->waterlevel < 1 )
return;
else
factor = 0.1;
}
else
factor = 1;
}
else
factor = 0.25;
pev->velocity.x += pevToucher->velocity.x * factor;
pev->velocity.y += pevToucher->velocity.y * factor;
float length = sqrt( pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y );
if ( push && (length > MaxSpeed()) )
{
pev->velocity.x = (pev->velocity.x * MaxSpeed() / length );
pev->velocity.y = (pev->velocity.y * MaxSpeed() / length );
}
if ( playerTouch )
{
pevToucher->velocity.x = pev->velocity.x;
pevToucher->velocity.y = pev->velocity.y;
if ( (gpGlobals->time - m_soundTime) > 0.7 )
{
m_soundTime = gpGlobals->time;
if ( length > 0 && FBitSet(pev->flags,FL_ONGROUND) )
{
m_lastSound = RANDOM_LONG(0,2);
EMIT_SOUND(ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound], 0.5, ATTN_NORM);
// SetThink( StopSound );
// pev->nextthink = pev->ltime + 0.1;
}
else
STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] );
}
}
}
#if 0
void CPushable::StopSound( void )
{
Vector dist = pev->oldorigin - pev->origin;
if ( dist.Length() <= 0 )
STOP_SOUND( ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound] );
}
#endif
int CPushable::TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
{
if ( pev->spawnflags & SF_PUSH_BREAKABLE )
return CBreakable::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
return 1;
}