2020-04-22 16:56:21 +00:00
//========= 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 )
{
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Vector vecTemp ;
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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 ;
}
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vecTemp = subInfo . GetInflictor ( ) - > GetAbsOrigin ( ) - WorldSpaceCenter ( ) ;
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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 ) ;
}