hl2_src-leak-2017/src/game/server/func_break.cpp

1318 lines
34 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements breakables and pushables. func_breakable is a bmodel
// that breaks into pieces after taking damage.
//
//=============================================================================//
#include "cbase.h"
#include "player.h"
#include "filters.h"
#include "func_break.h"
#include "decals.h"
#include "explode.h"
#include "in_buttons.h"
#include "physics.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "engine/IEngineSound.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "globals.h"
#include "util.h"
#include "physics_impact_damage.h"
#include "tier0/icommandline.h"
#ifdef PORTAL
#include "portal_shareddefs.h"
#include "portal_util_shared.h"
#include "prop_portal_shared.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
ConVar func_break_max_pieces( "func_break_max_pieces", "15", FCVAR_ARCHIVE | FCVAR_REPLICATED );
ConVar func_break_reduction_factor( "func_break_reduction_factor", ".5" );
#ifdef HL1_DLL
extern void PlayerPickupObject( CBasePlayer *pPlayer, CBaseEntity *pObject );
#endif
extern Vector g_vecAttackDir;
// 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
#ifndef HL1_DLL
const char *CBreakable::pSpawnObjects[] =
{
NULL, // 0
"item_battery", // 1
"item_healthkit", // 2
"item_ammo_pistol", // 3
"item_ammo_pistol_large", // 4
"item_ammo_smg1", // 5
"item_ammo_smg1_large", // 6
"item_ammo_ar2", // 7
"item_ammo_ar2_large", // 8
"item_box_buckshot", // 9
"item_flare_round", // 10
"item_box_flare_rounds", // 11
"item_rpg_round", // 12
"unused (item_smg1_grenade) 13",// 13
"item_box_sniper_rounds", // 14
"unused (???"") 15", // 15 - split into two strings to avoid trigraph warning
"weapon_stunstick", // 16
"unused (weapon_ar1) 17", // 17
"weapon_ar2", // 18
"unused (???"") 19", // 19 - split into two strings to avoid trigraph warning
"weapon_rpg", // 20
"weapon_smg1", // 21
"unused (weapon_smg2) 22", // 22
"unused (weapon_slam) 23", // 23
"weapon_shotgun", // 24
"unused (weapon_molotov) 25",// 25
"item_dynamic_resupply", // 26
};
#else
// Half-Life 1 spawn objects!
const char *CBreakable::pSpawnObjects[] =
{
NULL, // 0
"item_battery", // 1
"item_healthkit", // 2
"weapon_glock", // 3
"ammo_9mmclip", // 4
"weapon_mp5", // 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
};
#endif
const char *pFGDPropData[] =
{
NULL,
"Wooden.Tiny",
"Wooden.Small",
"Wooden.Medium",
"Wooden.Large",
"Wooden.Huge",
"Metal.Small",
"Metal.Medium",
"Metal.Large",
"Cardboard.Small",
"Cardboard.Medium",
"Cardboard.Large",
"Stone.Small",
"Stone.Medium",
"Stone.Large",
"Stone.Huge",
"Glass.Small",
"Plastic.Small",
"Plastic.Medium",
"Plastic.Large",
"Pottery.Small",
"Pottery.Medium",
"Pottery.Large",
"Pottery.Huge",
"Glass.Window",
};
LINK_ENTITY_TO_CLASS( func_breakable, CBreakable );
BEGIN_DATADESC( CBreakable )
DEFINE_FIELD( m_Material, FIELD_INTEGER ),
DEFINE_KEYFIELD( m_Explosion, FIELD_INTEGER, "explosion" ),
DEFINE_KEYFIELD( m_GibDir, FIELD_VECTOR, "gibdir" ),
DEFINE_FIELD( m_hBreaker, FIELD_EHANDLE ),
// Don't need to save/restore these because we precache after restore
//DEFINE_FIELD( m_idShard, FIELD_INTEGER ),
DEFINE_FIELD( m_angle, FIELD_FLOAT ),
DEFINE_FIELD( m_iszGibModel, FIELD_STRING ),
DEFINE_FIELD( m_iszSpawnObject, FIELD_STRING ),
DEFINE_KEYFIELD( m_ExplosionMagnitude, FIELD_INTEGER, "explodemagnitude" ),
DEFINE_KEYFIELD( m_flPressureDelay, FIELD_FLOAT, "PressureDelay" ),
DEFINE_KEYFIELD( m_iMinHealthDmg, FIELD_INTEGER, "minhealthdmg" ),
DEFINE_FIELD( m_bTookPhysicsDamage, FIELD_BOOLEAN ),
DEFINE_FIELD( m_iszPropData, FIELD_STRING ),
DEFINE_INPUT( m_impactEnergyScale, FIELD_FLOAT, "physdamagescale" ),
DEFINE_KEYFIELD( m_PerformanceMode, FIELD_INTEGER, "PerformanceMode" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Break", InputBreak ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetHealth", InputSetHealth ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "AddHealth", InputAddHealth ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "RemoveHealth", InputRemoveHealth ),
DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMass", InputSetMass ),
// Function Pointers
DEFINE_ENTITYFUNC( BreakTouch ),
DEFINE_THINKFUNC( Die ),
// Outputs
DEFINE_OUTPUT(m_OnBreak, "OnBreak"),
DEFINE_OUTPUT(m_OnHealthChanged, "OnHealthChanged"),
DEFINE_FIELD( m_flDmgModBullet, FIELD_FLOAT ),
DEFINE_FIELD( m_flDmgModClub, FIELD_FLOAT ),
DEFINE_FIELD( m_flDmgModExplosive, FIELD_FLOAT ),
DEFINE_FIELD( m_iszPhysicsDamageTableName, FIELD_STRING ),
DEFINE_FIELD( m_iszBreakableModel, FIELD_STRING ),
DEFINE_FIELD( m_iBreakableSkin, FIELD_INTEGER ),
DEFINE_FIELD( m_iBreakableCount, FIELD_INTEGER ),
DEFINE_FIELD( m_iMaxBreakableSize, FIELD_INTEGER ),
DEFINE_FIELD( m_iszBasePropData, FIELD_STRING ),
DEFINE_FIELD( m_iInteractions, FIELD_INTEGER ),
DEFINE_FIELD( m_explodeRadius, FIELD_FLOAT ),
DEFINE_FIELD( m_iszModelName, FIELD_STRING ),
// Physics Influence
DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ),
DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBreakable::KeyValue( const char *szKeyName, const char *szValue )
{
// UNDONE_WC: explicitly ignoring these fields, but they shouldn't be in the map file!
if (FStrEq(szKeyName, "material"))
{
int i = atoi( szValue);
// 0:glass, 1:metal, 2:flesh, 3:wood
if ((i < 0) || (i >= matLastMaterial))
m_Material = matWood;
else
m_Material = (Materials)i;
}
else if (FStrEq(szKeyName, "deadmodel"))
{
}
else if (FStrEq(szKeyName, "shards"))
{
// m_iShards = atof(szValue);
}
else if (FStrEq(szKeyName, "gibmodel") )
{
m_iszGibModel = AllocPooledString(szValue);
}
else if (FStrEq(szKeyName, "spawnobject") )
{
int object = atoi( szValue );
if ( object > 0 && object < ARRAYSIZE(pSpawnObjects) )
m_iszSpawnObject = MAKE_STRING( pSpawnObjects[object] );
}
else if (FStrEq(szKeyName, "propdata") )
{
int pdata = atoi( szValue );
if ( pdata > 0 && pdata < ARRAYSIZE(pFGDPropData) )
{
m_iszPropData = MAKE_STRING( pFGDPropData[pdata] );
}
else if ( pdata )
{
// If you've hit this warning, it's probably because someone's added a new
// propdata field to func_breakables in the .fgd, and not added it to the
// pFGDPropData list.
Warning("func_breakable with invalid propdata %d.\n", pdata );
}
}
else if (FStrEq(szKeyName, "lip") )
{
}
else
return BaseClass::KeyValue( szKeyName, szValue );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBreakable::Spawn( void )
{
// Initialize damage modifiers. Must be done before baseclass spawn.
m_flDmgModBullet = func_breakdmg_bullet.GetFloat();
m_flDmgModClub = func_breakdmg_club.GetFloat();
m_flDmgModExplosive = func_breakdmg_explosive.GetFloat();
ParsePropData();
Precache( );
if ( !m_iHealth || FBitSet( m_spawnflags, SF_BREAK_TRIGGER_ONLY ) )
{
// This allows people to shoot at the glass (since it's penetrable)
if ( m_Material == matGlass )
{
m_iHealth = 1;
}
m_takedamage = DAMAGE_NO;
}
else
{
m_takedamage = DAMAGE_YES;
}
m_iMaxHealth = ( m_iHealth > 0 ) ? m_iHealth : 1;
SetSolid( SOLID_BSP );
SetMoveType( MOVETYPE_PUSH );
// this is a hack to shoot the gibs in a specific yaw/direction
m_angle = GetLocalAngles().y;
SetLocalAngles( vec3_angle );
SetModel( STRING( GetModelName() ) );//set size and link into world.
SetTouch( &CBreakable::BreakTouch );
if ( FBitSet( m_spawnflags, SF_BREAK_TRIGGER_ONLY ) ) // Only break on trigger
{
SetTouch( NULL );
}
// Flag unbreakable glass as "worldbrush" so it will block ALL tracelines
if ( !IsBreakable() && m_nRenderMode != kRenderNormal )
AddFlag( FL_WORLDBRUSH );
if ( m_impactEnergyScale == 0 )
{
m_impactEnergyScale = 1.0;
}
CreateVPhysics();
}
//-----------------------------------------------------------------------------
// Purpose: Parse this prop's data, if it has a keyvalues section.
// Returns true only if this prop is using a model that has a prop_data section that's invalid.
//-----------------------------------------------------------------------------
void CBreakable::ParsePropData( void )
{
if ( m_iszPropData == NULL_STRING )
return;
if ( !Q_strncmp( STRING(m_iszPropData), "None", 4 ) )
return;
g_PropDataSystem.ParsePropFromBase( this, STRING(m_iszPropData) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBreakable::CreateVPhysics( void )
{
VPhysicsInitStatic();
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CBreakable::MaterialSound( Materials precacheMaterial )
{
switch ( precacheMaterial )
{
case matWood:
return "Breakable.MatWood";
case matFlesh:
case matWeb:
return "Breakable.MatFlesh";
case matComputer:
return "Breakable.Computer";
case matUnbreakableGlass:
case matGlass:
return "Breakable.MatGlass";
case matMetal:
return "Breakable.MatMetal";
case matCinderBlock:
case matRocks:
return "Breakable.MatConcrete";
case matCeilingTile:
case matNone:
default:
break;
}
return NULL;
}
void CBreakable::MaterialSoundRandom( int entindex, Materials soundMaterial, float volume )
{
const char *soundname;
soundname = MaterialSound( soundMaterial );
if ( !soundname )
return;
CSoundParameters params;
if ( !GetParametersForSound( soundname, params, NULL ) )
return;
CPASAttenuationFilter filter( CBaseEntity::Instance( entindex ), params.soundlevel );
EmitSound_t ep;
ep.m_nChannel = params.channel;
ep.m_pSoundName = params.soundname;
ep.m_flVolume = volume;
ep.m_SoundLevel = params.soundlevel;
EmitSound( filter, entindex, ep );
}
void CBreakable::Precache( void )
{
const char *pGibName = "WoodChunks";
switch (m_Material)
{
case matWood:
pGibName = "WoodChunks";
break;
case matUnbreakableGlass:
case matGlass:
pGibName = "GlassChunks";
break;
case matMetal:
pGibName = "MetalChunks";
break;
case matRocks:
pGibName = "ConcreteChunks";
break;
#ifdef HL1_DLL
case matComputer:
pGibName = "ComputerGibs";
break;
case matCeilingTile:
pGibName = "CeilingTile";
break;
case matFlesh:
pGibName = "FleshGibs";
break;
case matCinderBlock:
pGibName = "CinderBlocks";
break;
case matWeb:
pGibName = "WebGibs";
break;
#else
case matCinderBlock:
pGibName = "ConcreteChunks";
break;
#endif
#if HL2_EPISODIC
case matNone:
pGibName = "";
break;
#endif
default:
Warning("%s (%s) at (%.3f %.3f %.3f) using obsolete or unknown material type.\n", GetClassname(), GetDebugName(), GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
pGibName = "WoodChunks";
break;
}
if ( m_iszGibModel != NULL_STRING )
{
pGibName = STRING(m_iszGibModel);
#ifdef HL1_DLL
PrecacheModel( pGibName );
#endif
}
m_iszModelName = MAKE_STRING( pGibName );
// Precache the spawn item's data
if ( !CommandLine()->CheckParm("-makereslists"))
{
if ( m_iszSpawnObject != NULL_STRING )
{
UTIL_PrecacheOther( STRING( m_iszSpawnObject ) );
}
}
else
{
// Actually, precache all possible objects...
for ( int i = 0; i < ARRAYSIZE(pSpawnObjects) ; ++i )
{
if ( !pSpawnObjects[ i ] )
continue;
if ( !Q_strnicmp( pSpawnObjects[ i ], "unused", Q_strlen( "unused" ) ) )
continue;
UTIL_PrecacheOther( pSpawnObjects[ i ] );
}
}
PrecacheScriptSound( "Breakable.MatGlass" );
PrecacheScriptSound( "Breakable.MatWood" );
PrecacheScriptSound( "Breakable.MatMetal" );
PrecacheScriptSound( "Breakable.MatFlesh" );
PrecacheScriptSound( "Breakable.MatConcrete" );
PrecacheScriptSound( "Breakable.Computer" );
PrecacheScriptSound( "Breakable.Crate" );
PrecacheScriptSound( "Breakable.Glass" );
PrecacheScriptSound( "Breakable.Metal" );
PrecacheScriptSound( "Breakable.Flesh" );
PrecacheScriptSound( "Breakable.Concrete" );
PrecacheScriptSound( "Breakable.Ceiling" );
}
// play shard sound when func_breakable takes damage.
// the more damage, the louder the shard sound.
void CBreakable::DamageSound( void )
{
int pitch;
float fvol;
const char *soundname = NULL;
int material = m_Material;
if (random->RandomInt(0,2))
{
pitch = PITCH_NORM;
}
else
{
pitch = 95 + random->RandomInt(0,34);
}
fvol = random->RandomFloat(0.75, 1.0);
if (material == matComputer && random->RandomInt(0,1))
{
material = matMetal;
}
switch (material)
{
case matGlass:
case matUnbreakableGlass:
soundname = "Breakable.MatGlass";
break;
case matWood:
soundname = "Breakable.MatWood";
break;
case matMetal:
soundname = "Breakable.MatMetal";
break;
case matRocks:
case matCinderBlock:
soundname = "Breakable.MatConcrete";
break;
case matComputer:
soundname = "Breakable.Computer";
break;
default:
break;
}
if ( soundname )
{
CSoundParameters params;
if ( GetParametersForSound( soundname, params, NULL ) )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = params.channel;
ep.m_pSoundName = params.soundname;
ep.m_flVolume = fvol;
ep.m_SoundLevel = params.soundlevel;
ep.m_nPitch = pitch;
EmitSound( filter, entindex(), ep );
}
}
}
void CBreakable::BreakTouch( CBaseEntity *pOther )
{
float flDamage;
// only players can break these right now
if ( !pOther->IsPlayer() || !IsBreakable() )
{
return;
}
// can I be broken when run into?
if ( HasSpawnFlags( SF_BREAK_TOUCH ) )
{
flDamage = pOther->GetSmoothedVelocity().Length() * 0.01;
if (flDamage >= m_iHealth)
{
m_takedamage = DAMAGE_YES;
SetTouch( NULL );
OnTakeDamage( CTakeDamageInfo( pOther, pOther, flDamage, DMG_CRUSH ) );
// do a little damage to player if we broke glass or computer
CTakeDamageInfo info( pOther, pOther, flDamage/4, DMG_SLASH );
CalculateMeleeDamageForce( &info, (pOther->GetAbsOrigin() - GetAbsOrigin()), GetAbsOrigin() );
pOther->TakeDamage( info );
}
}
// can I be broken when stood upon?
if ( HasSpawnFlags( SF_BREAK_PRESSURE ) && pOther->GetGroundEntity() == this )
{
// play creaking sound here.
DamageSound();
m_hBreaker = pOther;
SetThink ( &CBreakable::Die );
SetTouch( NULL );
// Add optional delay
SetNextThink( gpGlobals->curtime + m_flPressureDelay );
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for adding to the breakable's health.
// Input : Integer health points to add.
//-----------------------------------------------------------------------------
void CBreakable::InputAddHealth( inputdata_t &inputdata )
{
UpdateHealth( m_iHealth + inputdata.value.Int(), inputdata.pActivator );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for breaking the breakable immediately.
//-----------------------------------------------------------------------------
void CBreakable::InputBreak( inputdata_t &inputdata )
{
Break( inputdata.pActivator );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for removing health from the breakable.
// Input : Integer health points to remove.
//-----------------------------------------------------------------------------
void CBreakable::InputRemoveHealth( inputdata_t &inputdata )
{
UpdateHealth( m_iHealth - inputdata.value.Int(), inputdata.pActivator );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting the breakable's health.
//-----------------------------------------------------------------------------
void CBreakable::InputSetHealth( inputdata_t &inputdata )
{
UpdateHealth( inputdata.value.Int(), inputdata.pActivator );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for setting the breakable's mass.
//-----------------------------------------------------------------------------
void CBreakable::InputSetMass( inputdata_t &inputdata )
{
IPhysicsObject * vPhys = VPhysicsGetObject();
if ( vPhys )
{
float toMass = inputdata.value.Float();
Assert(toMass > 0);
vPhys->SetMass( toMass );
}
else
{
Warning( "Tried to call SetMass() on %s but it has no physics.\n", GetEntityName().ToCStr() );
}
}
//-----------------------------------------------------------------------------
// Purpose: Choke point for changes to breakable health. Ensures outputs are fired.
// Input : iNewHealth -
// pActivator -
// Output : Returns true if the breakable survived, false if it died (broke).
//-----------------------------------------------------------------------------
bool CBreakable::UpdateHealth( int iNewHealth, CBaseEntity *pActivator )
{
if ( iNewHealth != m_iHealth )
{
m_iHealth = iNewHealth;
if ( m_iMaxHealth == 0 )
{
Assert( false );
m_iMaxHealth = 1;
}
// Output the new health as a percentage of max health [0..1]
float flRatio = clamp( (float)m_iHealth / (float)m_iMaxHealth, 0.f, 1.f );
m_OnHealthChanged.Set( flRatio, pActivator, this );
if ( m_iHealth <= 0 )
{
Break( pActivator );
return false;
}
else
{
if ( FBitSet( m_spawnflags, SF_BREAK_TRIGGER_ONLY ) )
{
m_takedamage = DAMAGE_NO;
}
else
{
m_takedamage = DAMAGE_YES;
}
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Breaks the breakable if it can be broken.
// Input : pBreaker - The entity that caused us to break, either via an input,
// by shooting us, or by touching us.
//-----------------------------------------------------------------------------
void CBreakable::Break( CBaseEntity *pBreaker )
{
if ( IsBreakable() )
{
QAngle angles = GetLocalAngles();
angles.y = m_angle;
SetLocalAngles( angles );
m_hBreaker = pBreaker;
Die();
}
}
void CBreakable::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
{
// random spark if this is a 'computer' object
if (random->RandomInt(0,1) )
{
switch( m_Material )
{
case matComputer:
{
g_pEffects->Sparks( ptr->endpos );
EmitSound( "Breakable.Computer" );
}
break;
case matUnbreakableGlass:
g_pEffects->Ricochet( ptr->endpos, (vecDir*-1.0f) );
break;
}
}
BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
}
//-----------------------------------------------------------------------------
// Purpose: Allows us to take damage from physics objects
//-----------------------------------------------------------------------------
void CBreakable::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
BaseClass::VPhysicsCollision( index, pEvent );
Vector damagePos;
pEvent->pInternalData->GetContactPoint( damagePos );
Vector damageForce = pEvent->postVelocity[index] * pEvent->pObjects[index]->GetMass();
if ( damageForce == vec3_origin )
{
// This can happen if this entity is a func_breakable, and can't move.
// Use the velocity of the entity that hit us instead.
damageForce = pEvent->postVelocity[!index] * pEvent->pObjects[!index]->GetMass();
}
// If we're supposed to explode on collision, do so
if ( HasSpawnFlags( SF_BREAK_PHYSICS_BREAK_IMMEDIATELY ) )
{
// We're toast
m_bTookPhysicsDamage = true;
CBaseEntity *pHitEntity = pEvent->pEntities[!index];
// HACKHACK: Reset mass to get correct collision response for the object breaking this glass
if ( m_Material == matGlass )
{
pEvent->pObjects[index]->SetMass( 2.0f );
}
CTakeDamageInfo dmgInfo( pHitEntity, pHitEntity, damageForce, damagePos, (m_iHealth + 1), DMG_CRUSH );
PhysCallbackDamage( this, dmgInfo, *pEvent, index );
}
else if ( !HasSpawnFlags( SF_BREAK_DONT_TAKE_PHYSICS_DAMAGE ) )
{
int otherIndex = !index;
CBaseEntity *pOther = pEvent->pEntities[otherIndex];
// We're to take normal damage from this
int damageType;
IBreakableWithPropData *pBreakableInterface = assert_cast<IBreakableWithPropData*>(this);
float damage = CalculateDefaultPhysicsDamage( index, pEvent, m_impactEnergyScale, true, damageType, pBreakableInterface->GetPhysicsDamageTable() );
if ( damage > 0 )
{
// HACKHACK: Reset mass to get correct collision response for the object breaking this glass
if ( m_Material == matGlass )
{
pEvent->pObjects[index]->SetMass( 2.0f );
}
CTakeDamageInfo dmgInfo( pOther, pOther, damageForce, damagePos, damage, damageType );
PhysCallbackDamage( this, dmgInfo, *pEvent, index );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Allows us to make damage exceptions that are breakable-specific.
//-----------------------------------------------------------------------------
int CBreakable::OnTakeDamage( const CTakeDamageInfo &info )
{
CTakeDamageInfo subInfo = info;
// If attacker can't do at least the min required damage to us, don't take any damage from them
if ( m_takedamage == DAMAGE_NO || info.GetDamage() < m_iMinHealthDmg )
return 0;
// Check our damage filter
if ( !PassesDamageFilter(subInfo) )
{
m_bTookPhysicsDamage = false;
return 1;
}
if (!IsBreakable())
return 0;
float flPropDamage = GetBreakableDamage( subInfo, assert_cast<IBreakableWithPropData*>(this) );
subInfo.SetDamage( flPropDamage );
int iPrevHealth = m_iHealth;
BaseClass::OnTakeDamage( subInfo );
// HACK: slam health back to what it was so UpdateHealth can do its thing
int iNewHealth = m_iHealth;
m_iHealth = iPrevHealth;
if ( !UpdateHealth( iNewHealth, info.GetAttacker() ) )
return 1;
// Make a shard noise each time func breakable is hit, if it's capable of taking damage
if ( m_takedamage == DAMAGE_YES )
{
// Don't play shard noise if being burned.
// Don't play shard noise if cbreakable actually died.
if ( ( subInfo.GetDamageType() & DMG_BURN ) == false )
{
DamageSound();
}
}
return 1;
}
//------------------------------------------------------------------------------
// Purpose : Reset the OnGround flags for any entities that may have been
// resting on me
// Input :
// Output :
//------------------------------------------------------------------------------
void CBreakable::ResetOnGroundFlags(void)
{
// !!! HACK This should work!
// Build a box above the entity that looks like an 9 inch high sheet
Vector mins, maxs;
CollisionProp()->WorldSpaceAABB( &mins, &maxs );
mins.z -= 1;
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++ )
{
pList[i]->SetGroundEntity( (CBaseEntity *)NULL );
}
}
#ifdef PORTAL
// !!! HACK This should work!
// Tell touching portals to fizzle
int iPortalCount = CProp_Portal_Shared::AllPortals.Count();
if( iPortalCount != 0 )
{
Vector vMin, vMax;
CollisionProp()->WorldSpaceAABB( &vMin, &vMax );
Vector vBoxCenter = ( vMin + vMax ) * 0.5f;
Vector vBoxExtents = ( vMax - vMin ) * 0.5f;
CProp_Portal **pPortals = CProp_Portal_Shared::AllPortals.Base();
for( int i = 0; i != iPortalCount; ++i )
{
CProp_Portal *pTempPortal = pPortals[i];
if( UTIL_IsBoxIntersectingPortal( vBoxCenter, vBoxExtents, pTempPortal ) )
{
pTempPortal->DoFizzleEffect( PORTAL_FIZZLE_KILLED, false );
pTempPortal->Fizzle();
}
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Breaks the breakable. m_hBreaker is the entity that caused us to break.
//-----------------------------------------------------------------------------
void CBreakable::Die( void )
{
Vector vecVelocity;// shard velocity
char cFlag = 0;
int pitch;
float fvol;
pitch = 95 + random->RandomInt(0,29);
if (pitch > 97 && pitch < 103)
{
pitch = 100;
}
// The more negative m_iHealth, the louder
// the sound should be.
fvol = random->RandomFloat(0.85, 1.0) + (abs(m_iHealth) / 100.0);
if (fvol > 1.0)
{
fvol = 1.0;
}
const char *soundname = NULL;
switch (m_Material)
{
default:
break;
case matGlass:
soundname = "Breakable.Glass";
cFlag = BREAK_GLASS;
break;
case matWood:
soundname = "Breakable.Crate";
cFlag = BREAK_WOOD;
break;
case matComputer:
soundname = "Breakable.Computer";
cFlag = BREAK_METAL;
break;
case matMetal:
soundname = "Breakable.Metal";
cFlag = BREAK_METAL;
break;
case matFlesh:
case matWeb:
soundname = "Breakable.Flesh";
cFlag = BREAK_FLESH;
break;
case matRocks:
case matCinderBlock:
soundname = "Breakable.Concrete";
cFlag = BREAK_CONCRETE;
break;
case matCeilingTile:
soundname = "Breakable.Ceiling";
break;
}
if ( soundname )
{
if ( m_hBreaker && m_hBreaker->IsPlayer() )
{
IGameEvent * event = gameeventmanager->CreateEvent( "break_breakable" );
if ( event )
{
event->SetInt( "userid", ToBasePlayer( m_hBreaker )->GetUserID() );
event->SetInt( "entindex", entindex() );
event->SetInt( "material", cFlag );
gameeventmanager->FireEvent( event );
}
}
CSoundParameters params;
if ( GetParametersForSound( soundname, params, NULL ) )
{
CPASAttenuationFilter filter( this );
EmitSound_t ep;
ep.m_nChannel = params.channel;
ep.m_pSoundName = params.soundname;
ep.m_flVolume = fvol;
ep.m_SoundLevel = params.soundlevel;
ep.m_nPitch = pitch;
EmitSound( filter, entindex(), ep );
}
}
switch( m_Explosion )
{
case expDirected:
vecVelocity = g_vecAttackDir * -200;
break;
case expUsePrecise:
{
AngleVectors( m_GibDir, &vecVelocity, NULL, NULL );
vecVelocity *= 200;
}
break;
case expRandom:
vecVelocity.x = 0;
vecVelocity.y = 0;
vecVelocity.z = 0;
break;
default:
DevMsg("**ERROR - Unspecified gib dir method in func_breakable!\n");
break;
}
Vector vecSpot = WorldSpaceCenter();
CPVSFilter filter2( vecSpot );
int iModelIndex = 0;
CCollisionProperty *pCollisionProp = CollisionProp();
Vector vSize = pCollisionProp->OBBSize();
int iCount = ( vSize[0] * vSize[1] + vSize[1] * vSize[2] + vSize[2] * vSize[0] ) / ( 3 * 12 * 12 );
if ( iCount > func_break_max_pieces.GetInt() )
{
iCount = func_break_max_pieces.GetInt();
}
ConVarRef breakable_disable_gib_limit( "breakable_disable_gib_limit" );
if ( !breakable_disable_gib_limit.GetBool() && iCount )
{
if ( m_PerformanceMode == PM_NO_GIBS )
{
iCount = 0;
}
else if ( m_PerformanceMode == PM_REDUCED_GIBS )
{
int iNewCount = iCount * func_break_reduction_factor.GetFloat();
iCount = MAX( iNewCount, 1 );
}
}
if ( m_iszModelName != NULL_STRING )
{
for ( int i = 0; i < iCount; i++ )
{
#ifdef HL1_DLL
// Use the passed model instead of the propdata type
const char *modelName = STRING( m_iszModelName );
// if the map specifies a model by name
if( strstr( modelName, ".mdl" ) != NULL )
{
iModelIndex = modelinfo->GetModelIndex( modelName );
}
else // do the hl2 / normal way
#endif
iModelIndex = modelinfo->GetModelIndex( g_PropDataSystem.GetRandomChunkModel( STRING( m_iszModelName ) ) );
// All objects except the first one in this run are marked as slaves...
int slaveFlag = 0;
if ( i != 0 )
{
slaveFlag = BREAK_SLAVE;
}
te->BreakModel( filter2, 0.0,
vecSpot, pCollisionProp->GetCollisionAngles(), vSize,
vecVelocity, iModelIndex, 100, 1, 2.5, cFlag | slaveFlag );
}
}
ResetOnGroundFlags();
// Don't fire something that could fire myself
SetName( NULL_STRING );
AddSolidFlags( FSOLID_NOT_SOLID );
// Fire targets on break
m_OnBreak.FireOutput( m_hBreaker, this );
VPhysicsDestroyObject();
SetThink( &CBreakable::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
if ( m_iszSpawnObject != NULL_STRING )
{
CBaseEntity::Create( STRING(m_iszSpawnObject), vecSpot, pCollisionProp->GetCollisionAngles(), this );
}
if ( Explodable() )
{
ExplosionCreate( vecSpot, pCollisionProp->GetCollisionAngles(), this, GetExplosiveDamage(), GetExplosiveRadius(), true );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns whether this object can be broken.
//-----------------------------------------------------------------------------
bool CBreakable::IsBreakable( void )
{
return m_Material != matUnbreakableGlass;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
char const *CBreakable::DamageDecal( int bitsDamageType, int gameMaterial )
{
if ( m_Material == matGlass )
return "GlassBreak";
if ( m_Material == matUnbreakableGlass )
return "BulletProof";
return BaseClass::DamageDecal( bitsDamageType, gameMaterial );
}
//-----------------------------------------------------------------------------
// Purpose: Draw any debug text overlays
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CBreakable::DrawDebugTextOverlays(void)
{
int text_offset = BaseClass::DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
if ( GetMaxHealth() )
{
char tempstr[512];
Q_snprintf(tempstr,sizeof(tempstr),"Health: %i",GetHealth());
EntityText(text_offset,tempstr,0);
text_offset++;
}
if ( m_iszBasePropData != NULL_STRING )
{
char tempstr[512];
Q_snprintf(tempstr, sizeof(tempstr),"Base PropData: %s", STRING(m_iszBasePropData) );
EntityText( text_offset, tempstr, 0);
text_offset++;
}
}
return text_offset;
}
//-----------------------------------------------------------------------------
// Purpose: Keep track of physgun influence
//-----------------------------------------------------------------------------
void CBreakable::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason )
{
m_hPhysicsAttacker = pPhysGunUser;
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
}
void CBreakable::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason )
{
m_hPhysicsAttacker = pPhysGunUser;
m_flLastPhysicsInfluenceTime = gpGlobals->curtime;
}
CBasePlayer *CBreakable::HasPhysicsAttacker( float dt )
{
if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime)
{
return m_hPhysicsAttacker;
}
return NULL;
}
//=============================================================================================================================
// PUSHABLE
//=============================================================================================================================
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPushable : public CBreakable
{
public:
DECLARE_CLASS( CPushable, CBreakable );
void Spawn ( void );
bool CreateVPhysics( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_ONOFF_USE; }
// breakables use an overridden takedamage
virtual int OnTakeDamage( const CTakeDamageInfo &info );
virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
unsigned int PhysicsSolidMaskForEntity( void ) const { return MASK_PLAYERSOLID; }
};
LINK_ENTITY_TO_CLASS( func_pushable, CPushable );
void CPushable::Spawn( void )
{
if ( HasSpawnFlags( SF_PUSH_BREAKABLE ) )
{
BaseClass::Spawn();
}
else
{
Precache();
SetSolid( SOLID_VPHYSICS );
SetMoveType( MOVETYPE_PUSH );
SetModel( STRING( GetModelName() ) );
CreateVPhysics();
}
#ifdef HL1_DLL
// Force HL1 Pushables to stay axially aligned.
VPhysicsGetObject()->SetInertia( Vector( 1e30, 1e30, 1e30 ) );
#endif//HL1_DLL
}
bool CPushable::CreateVPhysics( void )
{
VPhysicsInitNormal( SOLID_VPHYSICS, 0, false );
IPhysicsObject *pPhysObj = VPhysicsGetObject();
if ( pPhysObj )
{
pPhysObj->SetMass( 30 );
// Vector vecInertia = Vector(800, 800, 800);
// pPhysObj->SetInertia( vecInertia );
}
return true;
}
// Pull the func_pushable
void CPushable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
#ifdef HL1_DLL
if( m_spawnflags & SF_PUSH_NO_USE )
return;
// Allow pushables to be dragged by player
CBasePlayer *pPlayer = ToBasePlayer( pActivator );
if ( pPlayer )
{
if ( useType == USE_ON )
{
PlayerPickupObject( pPlayer, this );
}
}
#else
BaseClass::Use( pActivator, pCaller, useType, value );
#endif
}
int CPushable::OnTakeDamage( const CTakeDamageInfo &info )
{
if ( m_spawnflags & SF_PUSH_BREAKABLE )
return BaseClass::OnTakeDamage( info );
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Allows us to take damage from physics objects
//-----------------------------------------------------------------------------
void CPushable::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
int otherIndex = !index;
CBaseEntity *pOther = pEvent->pEntities[otherIndex];
if ( pOther->IsPlayer() )
{
// Pushables don't take damage from impacts with the player
// We call all the way back to the baseclass to get the physics effects.
CBaseEntity::VPhysicsCollision( index, pEvent );
return;
}
BaseClass::VPhysicsCollision( index, pEvent );
}