rpgxef/code/game/g_breakable.c
Harry Young 8e3023c613 more work on definitions
Added a few comments on the way.
remmoved files for func_forcefiled2 and func_roff_mover as they were absolutely never used and were not included in any makefile.
collapsed some functions that were redundant to each other

did some work on misc_portal_camers/surface (untested)
did some very needed updates to the descriptions
redesigned the spawning and initialising of the surface in that it now has a few more failsafes
Added the ability to pause autocycle

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2012-11-27 03:04:09 +01:00

823 lines
22 KiB
C

#include "g_local.h"
#include "g_breakable.h"
/**
* \brief A func_breakables health has sunk to or under zero
*
* Removes entity entirely blow chunks.
* If it is repairable it's not removed but made invisible.
*/
void breakable_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath )
{
vec3_t size, org, dir;
gentity_t *te = NULL;
entityState_t *eState = &self->s;
entityShared_t *eShared = &self->r;
//RPG-X | GSIO01 | 09/05/2009:
if(!(self->spawnflags & 256)) {
eState->frame = 0;
self->health = 0;
}
self->pain = 0;
self->die = 0;
self->use = 0;
self->takedamage = qfalse;
if( self->target )
{
G_UseTargets(self, attacker);
}
if ( !(self->spawnflags & 4) )
{//We don't want to stay solid
eState->solid = 0;
eShared->contents = 0;
self->clipmask = 0;
if(self->spawnflags & 256 && !strcmp(self->classname, "func_breakable")) {
eShared->svFlags |= SVF_NOCLIENT;
eState->eFlags |= EF_NODRAW;
}
trap_LinkEntity(self);
}
if ( eShared->bmodel )
{
VectorSubtract( eShared->absmax, eShared->absmin, size );
VectorMA( eShared->absmin, 0.5, size, org );
}
else
{
VectorSubtract( eShared->maxs, eShared->mins, size );
VectorCopy( eShared->currentOrigin, org );
}
// Create a chunk effect
te = G_TempEntity( org, EV_FX_CHUNKS );
VectorSet( te->s.angles2, 0, 0, 1 ); // FIXME: temp direction
te->s.time2 = VectorNormalize( size );
te->s.powerups = eState->powerups;
// Ok, we are allowed to explode, so do it now!
if ( self->splashDamage > 0 && self->splashRadius > 0 )
{
//fixme: what about chain reactions?
G_RadiusDamage( org, attacker, self->splashDamage, self->splashRadius, self, DAMAGE_RADIUS|DAMAGE_ALL_TEAMS, MOD_EXPLOSION );
//explosion effect
te = G_TempEntity( org, EV_MISSILE_MISS );
VectorSet( dir, 0, 0, 1 );
te->s.eventParm = DirToByte( dir );
te->s.weapon = WP_8;
}
if ( eShared->bmodel )
{
trap_AdjustAreaPortalState( self, qtrue );
}
else if ( eState->modelindex2 != -1 && !(self->spawnflags & 8) )
{
eState->modelindex = self->s.modelindex2;
return;
}
if(!(self->spawnflags & 256))
G_FreeEntity( self );
if(self->spawnflags & 256)
self->count = 0;
}
/**
* Called when a breakable takes damage
*/
void breakable_pain ( gentity_t *self, gentity_t *attacker, int damage )
{
if ( self->pain_debounce_time > level.time )
{
return;
}
if ( self->paintarget )
{
G_UseTargets2 ( self, self->activator, self->paintarget );
}
if(self->wait == -1)
{
self->pain = 0;
return;
}
self->pain_debounce_time = level.time + self->wait;
}
/**
* Called if a brealable has been used
*/
void breakable_use (gentity_t *self, gentity_t *other, gentity_t *activator)
{
breakable_die( self, other, activator, self->health, MOD_UNKNOWN );
}
/**
* Inits a breakable brush entity
*/
void InitBBrush ( gentity_t *ent )
{
float light;
vec3_t color;
qboolean lightSet, colorSet;
entityState_t *eState = &ent->s;
VectorCopy( eState->origin, ent->pos1 );
trap_SetBrushModel( ent, ent->model );
ent->die = breakable_die;
// if the "model2" key is set, use a seperate model
// for drawing, but clip against the brushes
if ( ent->model2 )
{
eState->modelindex2 = G_ModelIndex( ent->model2 );
}
// if the "color" or "light" keys are set, setup constantLight
lightSet = G_SpawnFloat( "light", "100", &light );
colorSet = G_SpawnVector( "color", "1 1 1", color );
if ( lightSet || colorSet )
{
int r, g, b, i;
r = color[0] * 255;
if ( r > 255 ) {
r = 255;
}
g = color[1] * 255;
if ( g > 255 ) {
g = 255;
}
b = color[2] * 255;
if ( b > 255 ) {
b = 255;
}
i = light / 4;
if ( i > 255 ) {
i = 255;
}
eState->constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
}
eState->eType = ET_MOVER;
trap_LinkEntity (ent);
eState->pos.trType = TR_STATIONARY;
}
//RPG-X | GSIO01 | 09/05/2009 SOE
/**
* Gets called if someone is inside a breakables trigger.
* Breables only have trigges if they are repairable
* This function sets the touched gentity_t pointer to the tirgger
* so it is possible to check if the player is inside the trigger
* and there fore can repair the breakable.
*
* \author Ubergames - GSIO01
* \date 09/05/2009
*/
void Touch_breakable_trigger(gentity_t *ent, gentity_t *other, trace_t *trace) {
other->touched = ent;
}
/**
* Spawns a trigger for a breakable.
* Only gets called if the breakable is repairable.
*/
void breakable_spawn_trigger(gentity_t *ent) {
vec3_t maxs, mins;
gentity_t *other;
int best, i;
entityShared_t *eShared;
VectorCopy(ent->r.absmin, mins);
VectorCopy(ent->r.absmax, maxs);
for(other = ent->teamchain; other; other=other->teamchain) {
eShared = &other->r;
AddPointToBounds(eShared->absmin, mins, maxs);
AddPointToBounds(eShared->absmax, mins, maxs);
}
best = 0;
for(i = 1; i < 3; i++) {
if(maxs[i] - mins[i] < maxs[best] - mins[best])
best = i;
}
maxs[best] += 48;
mins[best] -= 48;
other = G_Spawn();
if(!other) {
DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] Unable to spawn trigger for func_breakable at %s!\n", vtos(ent->s.origin)););
G_FreeEntity(ent);
return;
}
eShared = &other->r;
VectorCopy(maxs, eShared->maxs);
VectorCopy(mins, eShared->mins);
eShared->contents = CONTENTS_TRIGGER;
other->touch = Touch_breakable_trigger;
other->count = best;
other->touched = ent;
other->target = ent->target;
ent->touched = other;
trap_LinkEntity(other);
}
//RPG-X | GSIO01 | 09/05/2009 EOE
/*QUAKED func_breakable (0 .8 .5) ? x x x x INVINCIBLE x x x REPAIRABLE NOORIGIN
-----DESCRIPTION-----
When destroyed, fires it's trigger and explodes
When repaired just fires it's targets so things like forcefields get turned back on
-----SPAWNFLAGS-----
1: DO NOT USE! This may come in conflict with shared functions from misc_model_breakable.
2: DO NOT USE! This may come in conflict with shared functions from misc_model_breakable.
4: DO NOT USE! This may come in conflict with shared functions from misc_model_breakable.
8: DO NOT USE! This may come in conflict with shared functions from misc_model_breakable.
16: INVINCIBLE - can only be broken by being used
32: DO NOT USE! This may come in conflict with shared functions from misc_model_breakable.
64: DO NOT USE! This may come in conflict with shared functions from misc_model_breakable.
128: DO NOT USE! This may come in conflict with shared functions from misc_model_breakable.
256: REPAIRABLE - can be repaired with hyperspanner, requires an origin brush
512: NOORIGIN - used for retrofitting repairability on func_breakables with no origin brush, do not use for new maps
-----KEYS-----
"targetname" - entities with matching target will fire it
"paintarget" - target to fire when hit (but not destroyed)
"wait" - how long minimum to wait between firing paintarget each time hit
"model2" - .md3 model to also draw
"target" - all entities with a matching targetname will be used when this is destoryed
"health" - default is 10
"luaDie" - Lua-Hook for when the breakable dies
"team" - This cannot take damage from members of this team (2 = blue, 1 = red) 2 will exclude players/clients in RPG-X
Damage: default is none
"splashDamage" - damage to do (will make it explode on death
"splashRadius" - radius for above damage
"material" - sets the chunk type:
0 - none (default)
1 - metal
2 - glass
3 - glass and metal
4 - wood
5 - stone
Don't know if these work:
"color" - constantLight color
"light" - constantLight radius
q3map2:
"_clone" _clonename of entity to clone brushes from. Note: this entity still needs at least one brush which gets replaced.
"_clonename" see _clone
"_castShadows" OR "_cs" sets whether the entity casts shadows
"_receiveShadows" OR "_rs" sets whether the entity receives shadows
-----LUA-----
Retrofitting repairability using lua:
Retrofitting repairability is possible, however it is not easy as we likely have to come by the fact taht we do not have an origin brush.
To start here is the code with no origin brush present:
ent = entity.FindBModel(bmodel);
ent:SetSpawnflags(ent:GetSpawnflags() + 768);
--Do not use entity.CallSpawn(ent); after this point for this entity!
mover.SetAngles2(ent, posX, posY, posZ);
ent:SetN00bCount(radius);
The bmodel-number can be retrieved ingame as an admin/developer by pointing at the entity and using the /getentinfo command
posX, Y andf Z are the origin (usually the center of brush) of the entity and need too be retrieved manually from within the radiant
radius is a spherical distance around origin/angles2 that the hyperspanner will respond to. It should barely cover the entire facing side of the entity.
In the unlikely event that we do have an origin brush this is the code:
ent = entity.FindBModel(bmodel);
ent:SetSpawnflags(ent:GetSpawnflags() + 256);
*/
/**
* Spawnfunction for func_breakable entity.
*/
void SP_func_breakable( gentity_t *self )
{
if(!(self->spawnflags & 1))
{
if(!self->health)
{
self->health = 10;
}
}
if (self->health)
{
self->takedamage = qtrue; //RPG-X - TiM: qtrue
}
//RPG-X | GSIO01 | 09/05/2009: store max health for repairing
self->damage = self->health;
G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");//precaching
self->use = breakable_use;
self->count = 1; // GSIO01
if ( self->paintarget )
{
self->pain = breakable_pain;
}
if (!self->model) {
G_Error("func_breakable with NULL model\n");
}
VectorCopy(self->s.origin, self->pos1);
trap_LinkEntity(self);
InitBBrush( self );
level.numBrushEnts++;
}
/*QUAKED misc_model_breakable (1 0 0) (-16 -16 -16) (16 16 16) SOLID AUTOANIMATE DEADSOLID NO_DMODEL INVINCIBLE X X X REPAIRABLE X
-----DESCRIPTION-----
Destroyable *.md3-model. If it dies it will display it's damge model if one exists and fire it's targets.
If repaired by either target_repair (not yet implemented) or hyperspanner (not yet fully implemented) it will fire it's targets
-----SPAWNFLAGS-----
1: SOLID - Movement is blocked by it, if not set, can still be broken by explosions and shots if it has health
2: AUTOANIMATE - Will cycle it's anim
4: DEADSOLID - Stay solid even when destroyed (in case damage model is rather large).
8: NO_DMODEL - Makes it NOT display a damage model when destroyed, even if one exists. Needs to be set if none exist.
16: INVINCIBLE - Can only be broken by being used
32: X - DO NOT USE! This may come in conflict with shared functions from func_breakable.
64: X - DO NOT USE! This may come in conflict with shared functions from func_breakable.
128: X - DO NOT USE! This may come in conflict with shared functions from func_breakable.
256: REPAIRABLE - can be repaired with hyperspanner
512: X - DO NOT USE! This may come in conflict with shared functions from func_breakable.
-----KEYS-----
"model" - path to the arbitrary .md3 file to display
"health" - how much health to have - default is zero (not breakable) If you don't set the SOLID flag, but give it health, it can be shot but will not block NPCs or players from moving
"targetname" - when used, dies and displays damagemodel, if any (if not, removes itself)
"target" - What to use when it dies
"paintarget" - target to fire when hit (but not destroyed)
"wait" - how long minimum to wait between firing paintarget each time hit
"luaDie" - Lua-Hook for when the breakable dies
Damage: default is none
"splashDamage" - damage to do (will make it explode on death)
"splashRadius" - radius for above damage
"team" - This cannot take damage from members of this team (2 = blue, 1 = red) 2 will exclude players/clients in RPG-X
"material" - sets the chunk type:
0 - none (default)
1 - metal
2 - glass
3 - glass and metal
4 - wood
5 - stone
-----LUA-----
Finding an MMB for post-spawn manipulation:
For this purpose we have created a function that will return the first of these that has a matching s.origin.
You can get the s.origin ingame as an admin/developer by pointing at the MMB ingame and using the /getorigin-command.
This is how it should look:
vec = vector.Construct(s.origin[X], s.origin[Y], s.origin[Z]);
ent = entity.FindMMB(vec);
Refitting repairablility using lua:
This is a fairly simple addition, here's the code:
vec = vector.Construct(s.origin[X], s.origin[Y], s.origin[Z]);
MMB = entity.FindMMB(vec);
MMB:SetSpawnflags(MMB:
GetSpawnflags() + 256);
if MMB:GetHealth() == 0 then --we do require health to be present for repairability
MMB:SetHealth (1);
entity.CallSpawn(MMB);
end
*/
/*
FIXME/TODO on misc_model_breakable:
set size better?
multiple damage models?
don't throw chunks on pain, or throw level 1 chunks only on pains?
custom explosion effect/sound?
custom dmodel using model2?
*/
/**
* Spawnfunction for misc_model_breakable entity.
*/
void SP_misc_model_breakable( gentity_t *ent )
{
char damageModel[MAX_QPATH];
int len;
entityShared_t *eShared = &ent->r;
entityState_t *eState = &ent->s;
//Main model
eState->modelindex = ent->sound2to1 = G_ModelIndex( ent->model );
if ( ent->spawnflags & 1 )
{//Blocks movement
eShared->contents = CONTENTS_BODY; //Was CONTENTS_SOLID, but only architecture should be this
}
else if ( ent->health )
{//Can only be shot
eShared->contents = CONTENTS_SHOTCLIP;
}
ent->damage = ent->health;
ent->use = breakable_use;
if ( ent->health )
{
G_SoundIndex("sound/weapons/explosions/cargoexplode.wav");
ent->takedamage = qtrue;
ent->pain = breakable_pain;
ent->die = breakable_die;
}
len = strlen( ent->model ) - 4;
strncpy( damageModel, ent->model, len );
damageModel[len] = 0; //chop extension
if (ent->takedamage) {
//Dead/damaged model
if( !(ent->spawnflags & 8) ) { //no dmodel
strcat( damageModel, "_d1.md3" );
eState->modelindex2 = G_ModelIndex( damageModel );
}
}
if ( !eShared->mins[0] && !eShared->mins[1] && !eShared->mins[2] )
{
VectorSet (eShared->mins, -16, -16, -16);
}
if ( !eShared->maxs[0] && !eShared->maxs[1] && !eShared->maxs[2] )
{
VectorSet (eShared->maxs, 16, 16, 16);
}
if ( ent->spawnflags & 2 )
{
eState->eFlags |= EF_ANIM_ALLFAST;
}
G_SetOrigin( ent, eState->origin );
VectorCopy( eState->angles, eState->apos.trBase );
trap_LinkEntity (ent);
}
//-------------------------------------------------------------------------------
// --------------------------------------------------------------------
//
// AMMO plugin functions
//
// Remove this? No purpose in RPG-X other than displaying something fixed...
//
// --------------------------------------------------------------------
void ammo_use( gentity_t *self, gentity_t *other, gentity_t *activator);
//!give a player ammo for a weapon
static int Add_Ammo2 (gentity_t *ent, int weapon, int count)
{
playerState_t *ps = &ent->client->ps;
ps->ammo[weapon] += count;
if ( ps->ammo[weapon] > Max_Weapon(weapon) )
{
ps->ammo[weapon] = Max_Weapon(weapon);
return qfalse;
}
return qtrue;
}
//!Shuts down a ammo station
void ammo_shutdown( gentity_t *self )
{
if (!(self->s.eFlags & EF_ANIM_ONCE))
{
self->s.eFlags &= ~ EF_ANIM_ALLFAST;
self->s.eFlags |= EF_ANIM_ONCE;
trap_LinkEntity (self);
}
}
//!Fades out a ammo station
void ammo_fade_out( gentity_t *ent )
{
G_Sound( ent, G_SoundIndex( "sound/items/respawn1.wav" ) );
ent->s.eFlags |= EF_ITEMPLACEHOLDER;
ent->s.eventParm = -1;
ent->think = G_FreeEntity;
ent->nextthink = level.time + 1000;
}
//! Think function for the ammo station
void ammo_think( gentity_t *ent )
{
int dif = 0;
int i;
// Still has ammo to give
if ( ent->enemy && ent->enemy->client )
{
//assume that we'll finish here, if we don't, it will be overridden
ent->use = ammo_use;
ent->think = 0;//qvm complains about using NULL
ent->nextthink = -1;
for ( i = 0; i < WP_NUM_WEAPONS && ent->count > 0; i++ )
{//go through all weapons
if ( (ent->enemy->client->ps.stats[STAT_WEAPONS]&( 1 << i )) )
{//has this weapon
dif = Max_Weapon(i) - ent->enemy->client->ps.ammo[i];//needs ammo?
if (dif > 2 )
{
dif= 2;
}
else if (dif < 0)
{
dif= 0;
}
if (ent->count < dif) // Can't give more than count
{
dif = ent->count;
}
// Give player ammo
if (Add_Ammo2(ent->enemy,i,dif) && (dif!=0))
{
ent->count-=dif;
if ( ent->splashDamage )
{
ent->splashDamage = floor((float)ent->count/10);
}
ent->use = 0; /*NULL*/
ent->think = ammo_think;
ent->nextthink = level.time + 10;
}
else // User has taken all ammo he can hold
{
}
}
}
}
if (ent->count < 1)
{
ammo_shutdown(ent);
ent->think = ammo_fade_out;
ent->nextthink = level.time + 3000;
}
}
//------------------------------------------------------------
//! use function for a ammo station
void ammo_use( gentity_t *self, gentity_t *other, gentity_t *activator)
{
int dif = 0;
int i;
if (self->think != NULL)
{
if (self->use != NULL)
{
self->think = 0; /*NULL*/
self->nextthink = -1;
}
}
else
{
if ( other && other->client )
{
for ( i = 0; i < WP_NUM_WEAPONS && dif == 0; i++ )
{//go through all weapons
if ( (other->client->ps.stats[STAT_WEAPONS]&( 1 << i )) )
{//has this weapon
dif = Max_Weapon(i) - other->client->ps.ammo[i];//needs ammo?
}
}
}
else
{ // Being triggered to be used up
dif = 1;
self->count = 0;
}
// Does player already have full ammo?
if ( dif > 0 )
{
G_Sound(self, G_SoundIndex("sound/player/suitenergy.wav") );
if ((dif >= self->count) || (self->count<1)) // use it all up?
{
ammo_shutdown(self);
}
}
else
{
G_Sound(self, G_SoundIndex("sound/weapons/noammo.wav") );
}
// Use target when used
if (self->spawnflags & 8)
{
G_UseTargets( self, activator );
}
self->use = 0; /*NULL*/
self->enemy = other;
self->think = ammo_think;
self->nextthink = level.time + 50;
}
}
/**
* Finishs off the spawning of an ammo station.
*/
void ammo_station_finish_spawning ( gentity_t *self )
{
self->s.eFlags &= ~EF_ITEMPLACEHOLDER;
self->think = 0; /*NULL*/
self->nextthink = -1;
self->use = ammo_use;
}
//------------------------------------------------------------
/*QUAKED misc_ammo_station (1 0 0) (-16 -16 -16) (16 16 16)
-----DESCRIPTION-----
Grants ammo to client until depleted.
This useless in RPG-X unless you'd like to spawn a DN-ammo-console.
-----Spawnflags-----
none
-----KEYS-----
"health" - how much health the model has - default 60 (zero makes non-breakable)
"target" - what to use when it dies
"paintarget" - target to fire when hit (but not destroyed)
"count" - the amount of health given when used (default 1000)
"team" - This cannot take damage from members of this team and only members of this team can use it (2 = blue, 1 = red) 2 will exclude players/clients in RPG-X
*/
//------------------------------------------------------------
/**
* Spawnfunction for misc_ammo_station entity
*/
void SP_misc_ammo_station( gentity_t *ent )
{
if (!ent->health)
{
ent->health = 60;
}
if ( !ent->count )
{
ent->count = 1000;
}
ent->s.powerups = 3;//material
if ( ent->team && atoi(ent->team) == 1 )
{
ent->s.modelindex = G_ModelIndex( "models/mapobjects/dn/powercell2.md3" );
}
else
{
ent->s.modelindex = G_ModelIndex( "models/mapobjects/dn/powercell.md3" );
}
ent->r.contents = CONTENTS_CORPSE;
// Set a generic use function
ent->use = ammo_use;
G_SoundIndex( "sound/player/suitenergy.wav" );
if ( ent->health )
{
ent->takedamage = qtrue;
ent->pain = breakable_pain;
ent->die = breakable_die;
}
//FIXME: if set at an angle (say, on a floor), BBOX will be wrong
VectorSet( ent->r.mins, -16, -16, -16 );
VectorSet( ent->r.maxs, 16, 16, 16 );
G_SetOrigin( ent, ent->s.origin );
VectorCopy( ent->s.angles, ent->s.apos.trBase );
trap_LinkEntity (ent);
}
//RPG-X | GSIO01 | 09/05/2009 SOE
/*QUAKED target_repair (1 0 0) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
Repairs a func_breakable..
-----SPAWNFLAGS-----
none
-----KEYS-----
"target" breakable to repair (targetname or targetname2)
*/
//We need to think about how to implement MMB's into this. Also maybe write a target_repair_multiple that skims both classes via while-loop --Harry
/**
* Use function of target_repair entity.
* Repairs it's target entity (stored in ent->lastEnemy)
* if it is damaged.
*/
void target_repair_use(gentity_t *ent, gentity_t *other, gentity_t *activator) {
gentity_t *target;
target = ent->lastEnemy;
if(!(target->spawnflags & 256)) {
return;
}
target->r.contents = CONTENTS_BODY;
trap_SetBrushModel(target, target->model);
target->r.svFlags &= ~SVF_NOCLIENT;
target->s.eFlags &= ~EF_NODRAW;
InitBBrush(target);
target->health = target->damage;
target->takedamage = qtrue;
target->use = breakable_use;
if(target->paintarget)
target->pain = breakable_pain;
target->clipmask = 0;
target->count = 1;
}
/**
* Link function finishes off spawning of the entity.
*/
void target_repair_link(gentity_t *ent) {
gentity_t *target;
ent->nextthink = -1;
target = G_Find(NULL, FOFS(targetname), ent->target);
if(!target) {
target = G_Find(NULL, FOFS(targetname2), ent->target);
if(!target) {
DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] target_repair at %s with an unfound target: %s\n", vtos(ent->s.origin), ent->target););
return;
}
}
ent->lastEnemy = target;
if(Q_stricmp(target->classname, "func_breakable")) {
DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] target_repair at %s with an invalid target entity %s\n", vtos(ent->s.origin), target->classname););
return;
}
ent->use = target_repair_use;
}
/**
* Spawn function of target_repair entity
*/
void SP_target_repair(gentity_t *ent) {
if(!ent->target) {
DEVELOPER(G_Printf(S_COLOR_YELLOW "[Entity-Error] target_repair without target at %s\n", vtos(ent->s.origin)););
return;
}
ent->think = target_repair_link;
ent->nextthink = level.time + 1000; // give the breakables some time so init
}
//RPG-X | GSIO01 | 09/05/2009 EOE