diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/func_breakablesurf.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/func_breakablesurf.cpp')
| -rw-r--r-- | mp/src/game/server/func_breakablesurf.cpp | 2594 |
1 files changed, 1297 insertions, 1297 deletions
diff --git a/mp/src/game/server/func_breakablesurf.cpp b/mp/src/game/server/func_breakablesurf.cpp index 990e73c9..4b8e0ba5 100644 --- a/mp/src/game/server/func_breakablesurf.cpp +++ b/mp/src/game/server/func_breakablesurf.cpp @@ -1,1297 +1,1297 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: A planar textured surface that breaks into increasingly smaller fragments
-// as it takes damage. Undamaged pieces remain attached to the world
-// until they are damaged. Used for window panes.
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "ndebugoverlay.h"
-#include "filters.h"
-#include "player.h"
-#include "func_breakablesurf.h"
-#include "shattersurfacetypes.h"
-#include "materialsystem/imaterialsystem.h"
-#include "materialsystem/imaterial.h"
-#include "materialsystem/imaterialvar.h"
-#include "globals.h"
-#include "physics_impact_damage.h"
-#include "te_effect_dispatch.h"
-
-//=============================================================================
-// HPE_BEGIN
-// [dwenger] Necessary for stats tracking
-//=============================================================================
-#include "gamestats.h"
-//=============================================================================
-// HPE_END
-//=============================================================================
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-// Spawn flags
-#define SF_BREAKABLESURF_CRACK_DECALS 0x00000001
-#define SF_BREAKABLESURF_DAMAGE_FROM_HELD_OBJECTS 0x00000002
-
-//#############################################################################
-// > CWindowPane
-//#############################################################################
-#define WINDOW_PANEL_SIZE 12
-#define WINDOW_SMALL_SHARD_SIZE 4
-#define WINDOW_LARGE_SHARD_SIZE 7
-#define WINDOW_MAX_SUPPORT 6.75
-#define WINDOW_BREAK_SUPPORT 0.20
-
-#define WINDOW_PANE_BROKEN -1
-#define WINDOW_PANE_HEALTHY 1
-
-// Also defined in WC
-#define QUAD_ERR_NONE 0
-#define QUAD_ERR_MULT_FACES 1
-#define QUAD_ERR_NOT_QUAD 2
-
-//
-// func_breakable - bmodel that breaks into pieces after taking damage
-//
-LINK_ENTITY_TO_CLASS( window_pane, CWindowPane );
-BEGIN_DATADESC( CWindowPane )
-
- // Function Pointers
- DEFINE_FUNCTION( Die ),
- DEFINE_FUNCTION( PaneTouch ),
-
-END_DATADESC()
-
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CWindowPane::Spawn( void )
-{
- Precache( );
-
- SetSolid( SOLID_BBOX );
- SetMoveType( MOVETYPE_FLYGRAVITY );
- m_takedamage = DAMAGE_YES;
-
- SetCollisionGroup( COLLISION_GROUP_BREAKABLE_GLASS );
-
- SetModel( "models/brokenglass_piece.mdl" );//set size and link into world.
-}
-
-void CWindowPane::Precache( void )
-{
- PrecacheModel( "models/brokenglass_piece.mdl" );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : pOther -
-//-----------------------------------------------------------------------------
-void CWindowPane::PaneTouch( CBaseEntity *pOther )
-{
- if (pOther &&
- pOther->GetCollisionGroup() != COLLISION_GROUP_BREAKABLE_GLASS)
- {
- Die();
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CWindowPane::Die( void )
-{
- Vector flForce = -1 * GetAbsVelocity();
-
- CPASFilter filter( GetAbsOrigin() );
- te->ShatterSurface( filter, 0.0,
- &GetAbsOrigin(), &GetAbsAngles(),
- &GetAbsVelocity(), &GetAbsOrigin(),
- WINDOW_PANEL_SIZE, WINDOW_PANEL_SIZE,WINDOW_SMALL_SHARD_SIZE,SHATTERSURFACE_GLASS,
- 255,255,255,255,255,255);
-
- UTIL_Remove(this);
-}
-
-///------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-CWindowPane* CWindowPane::CreateWindowPane( const Vector &vecOrigin, const QAngle &vecAngles )
-{
- CWindowPane *pGlass = (CWindowPane*)CreateEntityByName( "window_pane" );
- if ( !pGlass )
- {
- Msg( "NULL Ent in CreateWindowPane!\n" );
- return NULL;
- }
-
- if ( pGlass->edict() )
- {
- pGlass->SetLocalOrigin( vecOrigin );
- pGlass->SetLocalAngles( vecAngles );
- pGlass->Spawn();
- pGlass->SetTouch(&CWindowPane::PaneTouch);
- pGlass->SetLocalAngularVelocity( RandomAngle(-50,50) );
- pGlass->m_nBody = random->RandomInt(0,2);
- }
- return pGlass;
-}
-
-
-//####################################################################################
-// > CBreakableSurface
-//####################################################################################
-LINK_ENTITY_TO_CLASS( func_breakable_surf, CBreakableSurface );
-
-BEGIN_DATADESC( CBreakableSurface )
-
- DEFINE_KEYFIELD( m_nSurfaceType, FIELD_INTEGER, "surfacetype"),
- DEFINE_KEYFIELD( m_nFragility, FIELD_INTEGER, "fragility"),
- DEFINE_KEYFIELD( m_vLLVertex, FIELD_VECTOR, "lowerleft" ),
- DEFINE_KEYFIELD( m_vULVertex, FIELD_VECTOR, "upperleft" ),
- DEFINE_KEYFIELD( m_vLRVertex, FIELD_VECTOR, "lowerright" ),
- DEFINE_KEYFIELD( m_vURVertex, FIELD_VECTOR, "upperright" ),
- DEFINE_KEYFIELD( m_nQuadError, FIELD_INTEGER, "error" ),
-
- DEFINE_FIELD( m_nNumWide, FIELD_INTEGER),
- DEFINE_FIELD( m_nNumHigh, FIELD_INTEGER),
- DEFINE_FIELD( m_flPanelWidth, FIELD_FLOAT),
- DEFINE_FIELD( m_flPanelHeight, FIELD_FLOAT),
- DEFINE_FIELD( m_vNormal, FIELD_VECTOR),
- DEFINE_FIELD( m_vCorner, FIELD_POSITION_VECTOR),
- DEFINE_FIELD( m_bIsBroken, FIELD_BOOLEAN),
- DEFINE_FIELD( m_nNumBrokenPanes, FIELD_INTEGER),
-
- // UNDONE: How to load save this? Need a way to update
- // the client about the state of the window upon load...
- // We should use client-side save/load to fix this problem.
- DEFINE_AUTO_ARRAY2D( m_flSupport, FIELD_FLOAT),
- DEFINE_ARRAY( m_RawPanelBitVec, FIELD_BOOLEAN, MAX_NUM_PANELS*MAX_NUM_PANELS ),
-
- // Function Pointers
- DEFINE_THINKFUNC( BreakThink ),
- DEFINE_ENTITYFUNC( SurfaceTouch ),
-
- DEFINE_INPUTFUNC( FIELD_VECTOR, "Shatter", InputShatter ),
-
- // DEFINE_FIELD( m_ForceUpdateClientData, CBitVec < MAX_PLAYERS > ), // No need to save/restore this, it's just a temporary flag field
-END_DATADESC()
-
-
-IMPLEMENT_SERVERCLASS_ST(CBreakableSurface, DT_BreakableSurface)
- SendPropInt(SENDINFO(m_nNumWide), 8, SPROP_UNSIGNED),
- SendPropInt(SENDINFO(m_nNumHigh), 8, SPROP_UNSIGNED),
- SendPropFloat(SENDINFO(m_flPanelWidth), 0, SPROP_NOSCALE),
- SendPropFloat(SENDINFO(m_flPanelHeight), 0, SPROP_NOSCALE),
- SendPropVector(SENDINFO(m_vNormal), -1, SPROP_COORD),
- SendPropVector(SENDINFO(m_vCorner), -1, SPROP_COORD),
- SendPropInt(SENDINFO(m_bIsBroken), 1, SPROP_UNSIGNED),
- SendPropInt(SENDINFO(m_nSurfaceType), 2, SPROP_UNSIGNED),
- SendPropArray3(SENDINFO_ARRAY3(m_RawPanelBitVec), SendPropInt( SENDINFO_ARRAY( m_RawPanelBitVec ), 1, SPROP_UNSIGNED ) ),
-END_SEND_TABLE()
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void CBreakableSurface::Precache(void)
-{
- UTIL_PrecacheOther( "window_pane" );
-
- // Load the edge types and styles for the specific surface type
- if (m_nSurfaceType == SHATTERSURFACE_TILE)
- {
- PrecacheMaterial( "models/brokentile/tilebroken_03a" );
- PrecacheMaterial( "models/brokentile/tilebroken_03b" );
- PrecacheMaterial( "models/brokentile/tilebroken_03c" );
- PrecacheMaterial( "models/brokentile/tilebroken_03d" );
-
- PrecacheMaterial( "models/brokentile/tilebroken_02a" );
- PrecacheMaterial( "models/brokentile/tilebroken_02b" );
- PrecacheMaterial( "models/brokentile/tilebroken_02c" );
- PrecacheMaterial( "models/brokentile/tilebroken_02d" );
-
- PrecacheMaterial( "models/brokentile/tilebroken_01a" );
- PrecacheMaterial( "models/brokentile/tilebroken_01b" );
- PrecacheMaterial( "models/brokentile/tilebroken_01c" );
- PrecacheMaterial( "models/brokentile/tilebroken_01d" );
- }
- else
- {
- PrecacheMaterial( "models/brokenglass/glassbroken_solid" );
- PrecacheMaterial( "models/brokenglass/glassbroken_01a" );
- PrecacheMaterial( "models/brokenglass/glassbroken_01b" );
- PrecacheMaterial( "models/brokenglass/glassbroken_01c" );
- PrecacheMaterial( "models/brokenglass/glassbroken_01d" );
- PrecacheMaterial( "models/brokenglass/glassbroken_02a" );
- PrecacheMaterial( "models/brokenglass/glassbroken_02b" );
- PrecacheMaterial( "models/brokenglass/glassbroken_02c" );
- PrecacheMaterial( "models/brokenglass/glassbroken_02d" );
- PrecacheMaterial( "models/brokenglass/glassbroken_03a" );
- PrecacheMaterial( "models/brokenglass/glassbroken_03b" );
- PrecacheMaterial( "models/brokenglass/glassbroken_03c" );
- PrecacheMaterial( "models/brokenglass/glassbroken_03d" );
- }
-
- BaseClass::Precache();
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose : Window has been touched. Break out pieces based on touching
-// entity's bounding box
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CBreakableSurface::SurfaceTouch( CBaseEntity *pOther )
-{
- // If tile only break if object is moving fast
- if (m_nSurfaceType == SHATTERSURFACE_TILE)
- {
- Vector vVel;
- pOther->GetVelocity( &vVel, NULL );
- if (vVel.Length() < 500)
- {
- return;
- }
- }
-
- // Find nearest point on plane for max
- Vector vecAbsMins, vecAbsMaxs;
- pOther->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs );
- Vector vToPlane = (vecAbsMaxs - m_vCorner);
- float vDistToPlane = DotProduct(m_vNormal,vToPlane);
- Vector vTouchPos = vecAbsMaxs + vDistToPlane*m_vNormal;
-
- float flMinsWidth,flMinsHeight;
- PanePos(vTouchPos, &flMinsWidth, &flMinsHeight);
-
- // Find nearest point on plane for mins
- vToPlane = (vecAbsMins - m_vCorner);
- vDistToPlane = DotProduct(m_vNormal,vToPlane);
- vTouchPos = vecAbsMins + vDistToPlane*m_vNormal;
-
- float flMaxsWidth,flMaxsHeight;
- PanePos(vTouchPos, &flMaxsWidth, &flMaxsHeight);
-
- int nMinWidth = Floor2Int(MAX(0, MIN(flMinsWidth,flMaxsWidth)));
- int nMaxWidth = Ceil2Int(MIN(m_nNumWide,MAX(flMinsWidth,flMaxsWidth)));
-
- int nMinHeight = Floor2Int(MAX(0, MIN(flMinsHeight,flMaxsHeight)));
- int nMaxHeight = Ceil2Int(MIN(m_nNumHigh,MAX(flMinsHeight,flMaxsHeight)));
-
- Vector vHitVel;
- pOther->GetVelocity( &vHitVel, NULL );
-
- // Move faster then penetrating object so can see shards
- vHitVel *= 5;
-
- // If I'm not broken yet, break me
- if ( !m_bIsBroken )
- {
- Die( pOther, vHitVel );
- }
-
- for (int height=nMinHeight;height<nMaxHeight;height++)
- {
- // Randomly break the one before so it doesn't look square
- if (random->RandomInt(0,1))
- {
- ShatterPane(nMinWidth-1, height,vHitVel,pOther->GetLocalOrigin());
- }
- for (int width=nMinWidth;width<nMaxWidth;width++)
- {
- ShatterPane(width, height,vHitVel,pOther->GetLocalOrigin());
- }
- // Randomly break the one after so it doesn't look square
- if (random->RandomInt(0,1))
- {
- ShatterPane(nMaxWidth+1, height,vHitVel,pOther->GetLocalOrigin());
- }
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Only take damage in trace attack
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-int CBreakableSurface::OnTakeDamage( const CTakeDamageInfo &info )
-{
- if ( !m_bIsBroken && info.GetDamageType() == DMG_CRUSH )
- {
- // physics will kill me now
- Die( info.GetAttacker(), info.GetDamageForce() );
- return 0;
- }
-
- if ( m_nSurfaceType == SHATTERSURFACE_GLASS && info.GetDamageType() & DMG_BLAST )
- {
- Vector vecDir = info.GetInflictor()->GetAbsOrigin() - WorldSpaceCenter();
- VectorNormalize( vecDir );
- Die( info.GetAttacker(), vecDir );
- return 0;
- }
-
- // Accept slash damage, too. Manhacks and such.
- if ( m_nSurfaceType == SHATTERSURFACE_GLASS && (info.GetDamageType() & DMG_SLASH) )
- {
- Die( info.GetAttacker(), info.GetDamageForce() );
- return 0;
- }
-
-
- return 0;
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose: Accepts damage and breaks if health drops below zero.
-//------------------------------------------------------------------------------
-void CBreakableSurface::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
-{
- //=============================================================================
- // HPE_BEGIN:
- // [dwenger] Window break stat tracking
- //=============================================================================
-
- // Make sure this pane has not already been shattered
- bool bWasBroken = m_bIsBroken;
-
- //=============================================================================
- // HPE_END
- //=============================================================================
-
- // Decrease health
- m_iHealth -= info.GetDamage();
- m_OnHealthChanged.Set( m_iHealth, info.GetAttacker(), this );
-
- // If I'm not broken yet, break me
- if (!m_bIsBroken )
- {
- Vector vSurfDir = ptr->endpos - ptr->startpos;
- Die( info.GetAttacker(), vSurfDir );
- }
-
- if (info.GetDamageType() & (DMG_BULLET | DMG_CLUB))
- {
- // Figure out which panel has taken the damage and break it
- float flWidth,flHeight;
- PanePos(ptr->endpos,&flWidth,&flHeight);
- int nWidth = flWidth;
- int nHeight = flHeight;
-
- if ( ShatterPane(nWidth, nHeight,vecDir*500,ptr->endpos) )
- {
- //=============================================================================
- // HPE_BEGIN:
- // [dwenger] Window break stat tracking
- //=============================================================================
-
- CBasePlayer* pAttacker = ToBasePlayer(info.GetAttacker());
- if ( ( pAttacker ) && ( !bWasBroken ) )
- {
- gamestats->Event_WindowShattered( pAttacker );
- }
-
- //=============================================================================
- // HPE_END
- //=============================================================================
-
- // Do an impact hit
- CEffectData data;
-
- data.m_vNormal = ptr->plane.normal;
- data.m_vOrigin = ptr->endpos;
-
- CPASFilter filter( data.m_vOrigin );
-
- // client cannot trace against triggers
- filter.SetIgnorePredictionCull( true );
-
- te->DispatchEffect( filter, 0.0, data.m_vOrigin, "GlassImpact", data );
- }
-
- if (m_nSurfaceType == SHATTERSURFACE_GLASS)
- {
- // Break nearby panes if damages was near pane edge
- float flWRem = flWidth - nWidth;
- float flHRem = flHeight - nHeight;
-
- if (flWRem > 0.8 && nWidth != m_nNumWide-1)
- {
- ShatterPane(nWidth+1, nHeight,vecDir*500,ptr->endpos);
- }
- else if (flWRem < 0.2 && nWidth != 0)
- {
- ShatterPane(nWidth-1, nHeight,vecDir*500,ptr->endpos);
- }
- if (flHRem > 0.8 && nHeight != m_nNumHigh-1)
- {
- ShatterPane(nWidth, nHeight+1,vecDir*500,ptr->endpos);
- }
- else if (flHRem < 0.2 && nHeight != 0)
- {
- ShatterPane(nWidth, nHeight-1,vecDir*500,ptr->endpos);
- }
-
- // Occasionally break the pane above me
- if (random->RandomInt(0,1)==0)
- {
- ShatterPane(nWidth, nHeight+1,vecDir*1000,ptr->endpos);
- // Occasionally break the pane above that
- if (random->RandomInt(0,1)==0)
- {
- ShatterPane(nWidth, nHeight+2,vecDir*1000,ptr->endpos);
- }
- }
- }
- }
- else if (info.GetDamageType() & (DMG_SONIC | DMG_BLAST))
- {
- // ----------------------------------------
- // If it's tile blow out nearby tiles
- // ----------------------------------------
- if (m_nSurfaceType == SHATTERSURFACE_TILE)
- {
- // Figure out which panel has taken the damage and break it
- float flWidth,flHeight;
- if (info.GetAttacker())
- {
- PanePos(info.GetAttacker()->GetAbsOrigin(),&flWidth,&flHeight);
- }
- else
- {
- PanePos(ptr->endpos,&flWidth,&flHeight);
- }
- int nWidth = flWidth;
- int nHeight = flHeight;
-
- // Blow out a roughly circular patch of tile with some randomness
- for (int width =nWidth-4;width<nWidth+4;width++)
- {
- for (int height =nHeight-4;height<nHeight+4;height++)
- {
- if ((abs(nWidth-width)+abs(nHeight-height))<random->RandomInt(2,5))
- {
- ShatterPane(width, height,vecDir*500,ptr->endpos);
- }
- }
- }
- }
- // ----------------------------------------
- // If it's glass blow out the whole window
- // ----------------------------------------
- else
- {
- //=============================================================================
- // HPE_BEGIN:
- // [pfreese] Window break stat tracking
- //=============================================================================
-
- CBasePlayer* pAttacker = ToBasePlayer(info.GetAttacker());
- if ( ( pAttacker ) && ( !bWasBroken ) )
- {
- gamestats->Event_WindowShattered( pAttacker );
- }
-
- //=============================================================================
- // HPE_END
- //=============================================================================
-
- float flDot = DotProduct(m_vNormal,vecDir);
-
-#ifdef CSTRIKE_DLL
- float damageMultiplier = info.GetDamage();
-#else
- float damageMultiplier = 1.0f;
-#endif
-
- Vector vBlastDir;
- if (flDot > 0)
- {
- vBlastDir = damageMultiplier * 3000 * m_vNormal;
- }
- else
- {
- vBlastDir = damageMultiplier * -3000 * m_vNormal;
- }
-
- // Has the window already been destroyed?
- if (m_nNumBrokenPanes >= m_nNumWide*m_nNumHigh)
- {
- return;
- }
- // ---------------------------------------------------------------
- // If less than 10% of my panels have been broken, blow me
- // up in one large glass shatter
- // ---------------------------------------------------------------
- else if ( m_nNumBrokenPanes < 0.1*(m_nNumWide*m_nNumHigh))
- {
- QAngle vAngles;
- VectorAngles(-1*m_vNormal,vAngles);
-
- CreateShards(m_vCorner, vAngles,vBlastDir, ptr->endpos,
- m_nNumWide*m_flPanelWidth, m_nNumHigh*m_flPanelHeight, WINDOW_LARGE_SHARD_SIZE);
- }
- // ---------------------------------------------------------------
- // Otherwise break in the longest vertical strips possible
- // (to cut down on the network bandwidth)
- // ---------------------------------------------------------------
- else
- {
- QAngle vAngles;
- VectorAngles(-1*m_vNormal,vAngles);
- Vector vWidthDir,vHeightDir;
- AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir);
-
- for (int width=0;width<m_nNumWide;width++)
- {
- int height;
- int nHCount = 0;
- for ( height=0;height<m_nNumHigh;height++)
- {
- // Keep count of how many panes
- if (!IsBroken(width,height))
- {
- nHCount++;
- }
- // Shatter the strip and start counting again
- else if (nHCount > 0)
- {
- Vector vBreakPos = m_vCorner +
- (width*vWidthDir*m_flPanelWidth) +
- ((height-nHCount)*vHeightDir*m_flPanelHeight);
-
- CreateShards(vBreakPos, vAngles,
- vBlastDir, ptr->endpos,
- m_flPanelWidth, nHCount*m_flPanelHeight,
- WINDOW_LARGE_SHARD_SIZE);
-
- nHCount = 0;
- }
- }
- if (nHCount)
- {
- Vector vBreakPos = m_vCorner +
- (width*vWidthDir*m_flPanelWidth) +
- ((height-nHCount)*vHeightDir*m_flPanelHeight);
-
- CreateShards(vBreakPos, vAngles,
- vBlastDir, ptr->endpos,
- m_flPanelWidth,nHCount*m_flPanelHeight,
- WINDOW_LARGE_SHARD_SIZE);
- }
- }
- }
-
- BreakAllPanes();
- }
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose: Break into panels
-// Input : pBreaker -
-// vDir -
-//-----------------------------------------------------------------------------
-void CBreakableSurface::Die( CBaseEntity *pBreaker, const Vector &vAttackDir )
-{
- if ( m_bIsBroken )
- return;
-
- // Play a break sound
- PhysBreakSound( this, VPhysicsGetObject(), GetAbsOrigin() );
-
- m_bIsBroken = true;
- m_iHealth = 0.0f;
-
- if (pBreaker)
- {
- m_OnBreak.FireOutput( pBreaker, this );
- }
- else
- {
- m_OnBreak.FireOutput( this, this );
- }
-
- float flDir = -1;
-
- if ( vAttackDir.LengthSqr() > 0.001 )
- {
- float flDot = DotProduct( m_vNormal, vAttackDir );
- if (flDot < 0)
- {
- m_vLLVertex += m_vNormal;
- m_vLRVertex += m_vNormal;
- m_vULVertex += m_vNormal;
- m_vURVertex += m_vNormal;
- m_vNormal *= -1;
- flDir = 1;
- }
- }
-
- // -------------------------------------------------------
- // The surface has two sides, when we are killed pick
- // the side that the damage came from
- // -------------------------------------------------------
- Vector vWidth = m_vLLVertex - m_vLRVertex;
- Vector vHeight = m_vLLVertex - m_vULVertex;
- CrossProduct( vWidth, vHeight, m_vNormal.GetForModify() );
- VectorNormalize(m_vNormal.GetForModify());
-
- // ---------------------------------------------------
- // Make sure width and height are oriented correctly
- // ---------------------------------------------------
- QAngle vAngles;
- VectorAngles(-1*m_vNormal,vAngles);
- Vector vWidthDir,vHeightDir;
- AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir);
-
- float flWDist = DotProduct(vWidthDir,vWidth);
- if (fabs(flWDist)<0.5)
- {
- Vector vSaveHeight = vHeight;
- vHeight = vWidth * flDir;
- vWidth = vSaveHeight * flDir;
- }
-
- // -------------------------------------------------
- // Find which corner to use
- // -------------------------------------------------
- bool bLeft = (DotProduct(vWidthDir,vWidth) < 0);
- bool bLower = (DotProduct(vHeightDir,vHeight) < 0);
- if (bLeft)
- {
- m_vCorner = bLower ? m_vLLVertex : m_vULVertex;
- }
- else
- {
- m_vCorner = bLower ? m_vLRVertex : m_vURVertex;
- }
-
- // -------------------------------------------------
- // Calculate the number of panels
- // -------------------------------------------------
- float flWidth = vWidth.Length();
- float flHeight = vHeight.Length();
- m_nNumWide = flWidth / WINDOW_PANEL_SIZE;
- m_nNumHigh = flHeight / WINDOW_PANEL_SIZE;
-
- // If to many panels make panel size bigger
- if (m_nNumWide > MAX_NUM_PANELS) m_nNumWide = MAX_NUM_PANELS;
- if (m_nNumHigh > MAX_NUM_PANELS) m_nNumHigh = MAX_NUM_PANELS;
-
- m_flPanelWidth = flWidth / m_nNumWide;
- m_flPanelHeight = flHeight / m_nNumHigh;
-
- // Initialize panels
- for (int w=0;w<MAX_NUM_PANELS;w++)
- {
- for (int h=0;h<MAX_NUM_PANELS;h++)
- {
- SetSupport( w, h, WINDOW_PANE_HEALTHY );
- }
- }
-
- // Reset onground flags for any entity that may
- // have been standing on me
- ResetOnGroundFlags();
-
- VPhysicsDestroyObject();
- AddSolidFlags( FSOLID_TRIGGER );
- AddSolidFlags( FSOLID_NOT_SOLID );
- SetTouch(&CBreakableSurface::SurfaceTouch);
-}
-
-//------------------------------------------------------------------------------
-// Purpose: Set an instaneous force on the rope.
-// Input : Force vector.
-//------------------------------------------------------------------------------
-void CBreakableSurface::InputShatter( inputdata_t &inputdata )
-{
- Vector vecShatterInfo;
- inputdata.value.Vector3D(vecShatterInfo);
-
- if (!m_bIsBroken)
- {
- Die( NULL, vec3_origin );
- }
-
- // Figure out which panel has taken the damage and break it
- float flCenterX = vecShatterInfo.x * m_nNumWide;
- float flCenterY = vecShatterInfo.y * m_nNumHigh;
-
- // Bah: m_flPanelWidth is the width of a single panel
- int nMinX = (int)(flCenterX - vecShatterInfo.z / m_flPanelWidth);
- int nMaxX = (int)(flCenterX + vecShatterInfo.z / m_flPanelWidth) + 1;
- if (nMinX < 0)
- nMinX = 0;
- if (nMaxX > m_nNumWide)
- nMaxX = m_nNumWide;
-
- int nMinY = (int)(flCenterY - vecShatterInfo.z / m_flPanelHeight);
- int nMaxY = (int)(flCenterY + vecShatterInfo.z / m_flPanelHeight) + 1;
-
- if (nMinY < 0)
- nMinY = 0;
- if (nMaxY > m_nNumHigh)
- nMaxY = m_nNumHigh;
-
- QAngle vAngles;
- VectorAngles(-1*m_vNormal,vAngles);
- Vector vWidthDir,vHeightDir;
- AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir);
-
- // Blow out a roughly circular of tile with some randomness
- Vector2D vecActualCenter( flCenterX * m_flPanelWidth, flCenterY * m_flPanelHeight );
- for (int width = nMinX; width < nMaxX; width++)
- {
- for (int height = nMinY; height < nMaxY; height++)
- {
- Vector2D pt( (width + 0.5f) * m_flPanelWidth, (height + 0.5f) * m_flPanelWidth );
- if ( pt.DistToSqr(vecActualCenter) <= vecShatterInfo.z * vecShatterInfo.z )
- {
- Vector vBreakPos = m_vCorner +
- (width*vWidthDir*m_flPanelWidth) +
- (height*vHeightDir*m_flPanelHeight);
-
- ShatterPane( width, height, m_vNormal * 500, vBreakPos );
- }
- }
- }
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CBreakableSurface::Event_Killed( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType )
-{
- return;
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-bool CBreakableSurface::IsBroken(int nWidth, int nHeight)
-{
- if (nWidth < 0 || nWidth >= m_nNumWide) return true;
- if (nHeight < 0 || nHeight >= m_nNumHigh) return true;
-
- return (m_flSupport[nWidth][nHeight]==WINDOW_PANE_BROKEN);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : w -
-// h -
-// support -
-//-----------------------------------------------------------------------------
-void CBreakableSurface::SetSupport( int w, int h, float support )
-{
- m_flSupport[ w ][ h ] = support;
-
- int offset = w + h * m_nNumWide;
-
- bool prevval = m_RawPanelBitVec.Get( offset );
- bool curval = prevval;
-
- if ( support < 0.0f )
- {
- curval = false;
- }
- else
- {
- curval = true;
- }
- if ( curval != prevval )
- {
- m_RawPanelBitVec.Set( offset, curval );
- m_RawPanelBitVec.GetForModify( offset );
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-float CBreakableSurface::GetSupport(int nWidth, int nHeight)
-{
- return MAX(0,m_flSupport[nWidth][nHeight]);
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Return the structural support for this pane. Assumes window
-// is upright. Still works for windows parallel to the ground
-// but simulation isn't quite as good
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-float CBreakableSurface::RecalcSupport(int nWidth, int nHeight)
-{
- // Always has some support. Zero signifies that it has been broken
- float flSupport = 0.01;
-
- // ------------
- // Top support
- // ------------
- if (nHeight == m_nNumHigh-1)
- {
- flSupport += 1.0;
- }
- else
- {
- flSupport += GetSupport(nWidth,nHeight+1);
- }
-
- // ------------
- // Bottom Support
- // ------------
- if (nHeight == 0)
- {
- flSupport += 1.25;
- }
- else
- {
- flSupport += 1.25 * GetSupport(nWidth,nHeight-1);
- }
-
- // ------------
- // Left Support
- // ------------
- if (nWidth == 0)
- {
- flSupport += 1.0;
- }
- else
- {
- flSupport += GetSupport(nWidth-1,nHeight);
- }
-
- // --------------
- // Right Support
- // --------------
- if (nWidth == m_nNumWide-1)
- {
- flSupport += 1.0;
- }
- else
- {
- flSupport += GetSupport(nWidth+1,nHeight);
- }
-
- // --------------------
- // Bottom Left Support
- // --------------------
- if (nHeight == 0 || nWidth == 0)
- {
- flSupport += 1.0;
- }
- else
- {
- flSupport += GetSupport(nWidth-1,nHeight-1);
- }
-
- // ---------------------
- // Bottom Right Support
- // ---------------------
- if (nHeight == 0 || nWidth == m_nNumWide-1)
- {
- flSupport += 1.0;
- }
- else
- {
- flSupport += GetSupport(nWidth+1,nHeight-1);
- }
-
- // -----------------
- // Top Right Support
- // -----------------
- if (nHeight == m_nNumHigh-1 || nWidth == m_nNumWide-1)
- {
- flSupport += 0.25;
- }
- else
- {
- flSupport += 0.25 * GetSupport(nWidth+1,nHeight+1);
- }
-
- // -----------------
- // Top Left Support
- // -----------------
- if (nHeight == m_nNumHigh-1 || nWidth == 0)
- {
- flSupport += 0.25;
- }
- else
- {
- flSupport += 0.25 * GetSupport(nWidth-1,nHeight+1);
- }
-
- return flSupport;
-}
-
-
-//------------------------------------------------------------------------------
-// Purpose : Itterate through the panels and make sure none have become
-// unstable
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CBreakableSurface::BreakThink(void)
-{
- // Don't calculate support if I'm tile
- if (m_nSurfaceType == SHATTERSURFACE_TILE)
- {
- return;
- }
-
- // -----------------------
- // Recalculate all support
- // -----------------------
- int w;
- float flSupport[MAX_NUM_PANELS][MAX_NUM_PANELS];
- for (w=0;w<m_nNumWide;w++)
- {
- for (int h=0;h<m_nNumHigh;h++)
- {
- if (!IsBroken(w,h))
- {
- flSupport[w][h] = RecalcSupport(w,h);
- }
- }
- }
-
- // ----------------------------------------------------
- // Set support and break inadequately supported panes
- // ----------------------------------------------------
- float flBreakValue = WINDOW_BREAK_SUPPORT*(m_nFragility/100.0);
- for (w=0;w<m_nNumWide;w++)
- {
- for (int h=0;h<m_nNumHigh;h++)
- {
- if (!IsBroken(w,h))
- {
- SetSupport( w, h, flSupport[w][h]/WINDOW_MAX_SUPPORT );
- if (m_flSupport[w][h] < flBreakValue)
- {
- // Occasionaly drop a pane
- if (random->RandomInt(0,1))
- {
- DropPane(w,h);
- }
- // Otherwise just shatter the glass
- else
- {
- ShatterPane(w,h,vec3_origin,vec3_origin);
- }
- SetNextThink( gpGlobals->curtime );
- }
- }
- }
- }
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Given a 3D position on the window in space return the height and
-// width of the position from the window's corner
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CBreakableSurface::PanePos(const Vector &vPos, float *flWidth, float *flHeight)
-{
- Vector vAttackVec = vPos - m_vCorner;
- QAngle vAngles;
- VectorAngles(-1*m_vNormal,vAngles);
- Vector vWidthDir,vHeightDir;
- AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir);
- float flWDist = DotProduct(vWidthDir,vAttackVec);
- float flHDist = DotProduct(vHeightDir,vAttackVec);
-
- // Figure out which quadrent I'm in
- *flWidth = flWDist/m_flPanelWidth;
- *flHeight = flHDist/m_flPanelHeight;
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CBreakableSurface::BreakAllPanes(void)
-{
- // Now tell the client all the panes have been broken
- for (int width=0;width<m_nNumWide;width++)
- {
- for (int height=0;height<m_nNumHigh;height++)
- {
- //SetSupport( width, height, WINDOW_PANE_BROKEN );
-
- BreakPane(width,height);
- }
- }
-
- m_nNumBrokenPanes = m_nNumWide*m_nNumHigh;
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Drop a window pane entity
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CBreakableSurface::BreakPane(int nWidth, int nHeight)
-{
- // Check parameter range
- if (nWidth < 0 || nWidth >= m_nNumWide) return;
- if (nHeight < 0 || nHeight >= m_nNumHigh) return;
-
- // Count how many panes have been broken or dropped
- m_nNumBrokenPanes++;
- SetSupport( nWidth, nHeight, WINDOW_PANE_BROKEN );
-
- SetThink(&CBreakableSurface::BreakThink);
- SetNextThink( gpGlobals->curtime );
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Drop a window pane entity
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CBreakableSurface::DropPane(int nWidth, int nHeight)
-{
- // Check parameter range
- if (nWidth < 0 || nWidth >= m_nNumWide) return;
- if (nHeight < 0 || nHeight >= m_nNumHigh) return;
-
- if (!IsBroken(nWidth,nHeight))
- {
- BreakPane(nWidth,nHeight);
-
- QAngle vAngles;
- VectorAngles(-1*m_vNormal,vAngles);
-
- Vector vWidthDir,vHeightDir;
- AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir);
- Vector vBreakPos = m_vCorner +
- (nWidth*vWidthDir*m_flPanelWidth) +
- (nHeight*vHeightDir*m_flPanelHeight);
-
- CreateShards(vBreakPos, vAngles, vec3_origin, vec3_origin,
- WINDOW_PANEL_SIZE, WINDOW_PANEL_SIZE,
- WINDOW_SMALL_SHARD_SIZE);
-
- DamageSound();
-
- CWindowPane *pPane = CWindowPane::CreateWindowPane(vBreakPos, vAngles);
- if (pPane)
- {
- pPane->SetLocalAngularVelocity( RandomAngle(-120,120) );
- }
- }
-}
-
-void CBreakableSurface::CreateShards(const Vector &vBreakPos, const QAngle &vAngles,
- const Vector &vForce, const Vector &vForcePos,
- float flWidth, float flHeight,
- int nShardSize)
-{
- Vector vAdjustedBreakPos = vBreakPos;
- Vector vAdjustedForce = vForce;
- int front_r,front_g,front_b;
- int back_r,back_g,back_b;
-
-
- // UNDONE: For now hardcode these colors. Later when used by more textures
- // we'll automate this process or expose the colors in WC
- if (m_nSurfaceType == SHATTERSURFACE_TILE)
- {
- // If tile shoot shards back from the shattered surface and offset slightly
- // from the surface.
- vAdjustedBreakPos -= 8*m_vNormal;
- vAdjustedForce = -0.75*vForce;
- front_r = 89;
- front_g = 120;
- front_b = 83;
- back_r = 99;
- back_g = 76;
- back_b = 21;
- }
- else
- {
- front_r = 255;
- front_g = 255;
- front_b = 255;
- back_r = 255;
- back_g = 255;
- back_b = 255;
- }
-
- CPASFilter filter( vAdjustedBreakPos );
- te->ShatterSurface(filter, 0.0,
- &vAdjustedBreakPos, &vAngles,
- &vAdjustedForce, &vForcePos,
- flWidth, flHeight,WINDOW_SMALL_SHARD_SIZE,m_nSurfaceType,
- front_r,front_g,front_b,back_r,back_g,back_b);//4);
-}
-
-//------------------------------------------------------------------------------
-// Purpose : Break a panel
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-bool CBreakableSurface::ShatterPane(int nWidth, int nHeight, const Vector &vForce, const Vector &vForcePos)
-{
- // Check parameter range
- if (nWidth < 0 || nWidth >= m_nNumWide) return false;
- if (nHeight < 0 || nHeight >= m_nNumHigh) return false;
-
- if ( IsBroken(nWidth,nHeight) )
- return false;
-
- BreakPane(nWidth,nHeight);
-
- QAngle vAngles;
- VectorAngles(-1*m_vNormal,vAngles);
- Vector vWidthDir,vHeightDir;
- AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir);
- Vector vBreakPos = m_vCorner +
- (nWidth*vWidthDir*m_flPanelWidth) +
- (nHeight*vHeightDir*m_flPanelHeight);
-
- CreateShards(vBreakPos, vAngles,vForce, vForcePos, m_flPanelWidth, m_flPanelHeight, WINDOW_SMALL_SHARD_SIZE);
-
- DamageSound();
- return true;
-}
-
-//------------------------------------------------------------------------------
-// Purpose :
-// Input :
-// Output :
-//------------------------------------------------------------------------------
-void CBreakableSurface::Spawn(void)
-{
- BaseClass::Spawn();
- SetCollisionGroup( COLLISION_GROUP_BREAKABLE_GLASS );
- m_bIsBroken = false;
-
- if (m_nQuadError == QUAD_ERR_MULT_FACES)
- {
- Warning("Rejecting func_breakablesurf. Has multiple faces that aren't NODRAW.\n");
- UTIL_Remove(this);
- }
- else if (m_nQuadError == QUAD_ERR_NOT_QUAD)
- {
- Warning("Rejecting func_breakablesurf. Drawn face isn't a quad.\n");
- UTIL_Remove(this);
- }
-
- int materialCount = modelinfo->GetModelMaterialCount( const_cast<model_t*>(GetModel()) );
- if( materialCount != 1 )
- {
- Warning( "Encountered func_breakablesurf that has a material applied to more than one surface!\n" );
- UTIL_Remove(this);
- }
-
- // Get at the first material; even if there are more than one.
- IMaterial* pMaterial;
- modelinfo->GetModelMaterials( const_cast<model_t*>(GetModel()), 1, &pMaterial );
-
- // The material should point to a cracked version of itself
- bool foundVar;
- IMaterialVar* pCrackName = pMaterial->FindVar( "$crackmaterial", &foundVar, false );
- if (foundVar)
- {
- PrecacheMaterial( pCrackName->GetStringValue() );
- }
-
- // Init the Panel bit vector to all true. ( no panes are broken )
- int bitVecLength = MAX_NUM_PANELS * MAX_NUM_PANELS;
-
- for( int i=0;i<bitVecLength;i++ )
- {
- m_RawPanelBitVec.Set( i, true );
- }
-}
-
-void CBreakableSurface::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
-{
- if ( !m_bIsBroken )
- {
- int damageType = 0;
- string_t iszDamageTable = ( ( m_nSurfaceType == SHATTERSURFACE_GLASS ) ? ( "glass" ) : ( NULL_STRING ) );
- bool bDamageFromHeldObjects = ( ( m_spawnflags & SF_BREAKABLESURF_DAMAGE_FROM_HELD_OBJECTS ) != 0 );
- float damage = CalculateDefaultPhysicsDamage( index, pEvent, 1.0, false, damageType, iszDamageTable, bDamageFromHeldObjects );
-
- if ( damage > 10 )
- {
- // HACKHACK: Reset mass to get correct collision response for the object breaking this
- pEvent->pObjects[index]->SetMass( 2.0f );
-
- Vector normal, damagePos;
- pEvent->pInternalData->GetSurfaceNormal( normal );
- if ( index == 0 )
- {
- normal *= -1.0f;
- }
- pEvent->pInternalData->GetContactPoint( damagePos );
- int otherIndex = !index;
- CBaseEntity *pInflictor = pEvent->pEntities[otherIndex];
- CTakeDamageInfo info( pInflictor, pInflictor, normal, damagePos, damage, damageType );
- PhysCallbackDamage( this, info, *pEvent, index );
- }
- else if ( damage > 0 )
- {
- if ( m_spawnflags & SF_BREAKABLESURF_CRACK_DECALS )
- {
-
- Vector normal, damagePos;
- pEvent->pInternalData->GetSurfaceNormal( normal );
- if ( index == 0 )
- {
- normal *= -1.0f;
- }
- pEvent->pInternalData->GetContactPoint( damagePos );
-
- trace_t tr;
- UTIL_TraceLine ( damagePos - normal, damagePos + normal, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
-
- // Only place decals and draw effects if we hit something valid
- if ( tr.m_pEnt && tr.m_pEnt == this )
- {
- // Build the impact data
- CEffectData data;
- data.m_vOrigin = tr.endpos;
- data.m_vStart = tr.startpos;
- data.m_nSurfaceProp = tr.surface.surfaceProps;
- data.m_nDamageType = DMG_CLUB;
- data.m_nHitBox = tr.hitbox;
- data.m_nEntIndex = entindex();
-
- // Send it on its way
- DispatchEffect( "Impact", data );
- }
- }
- }
- }
- BaseClass::VPhysicsCollision( index, pEvent );
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: A planar textured surface that breaks into increasingly smaller fragments +// as it takes damage. Undamaged pieces remain attached to the world +// until they are damaged. Used for window panes. +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "ndebugoverlay.h" +#include "filters.h" +#include "player.h" +#include "func_breakablesurf.h" +#include "shattersurfacetypes.h" +#include "materialsystem/imaterialsystem.h" +#include "materialsystem/imaterial.h" +#include "materialsystem/imaterialvar.h" +#include "globals.h" +#include "physics_impact_damage.h" +#include "te_effect_dispatch.h" + +//============================================================================= +// HPE_BEGIN +// [dwenger] Necessary for stats tracking +//============================================================================= +#include "gamestats.h" +//============================================================================= +// HPE_END +//============================================================================= + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// Spawn flags +#define SF_BREAKABLESURF_CRACK_DECALS 0x00000001 +#define SF_BREAKABLESURF_DAMAGE_FROM_HELD_OBJECTS 0x00000002 + +//############################################################################# +// > CWindowPane +//############################################################################# +#define WINDOW_PANEL_SIZE 12 +#define WINDOW_SMALL_SHARD_SIZE 4 +#define WINDOW_LARGE_SHARD_SIZE 7 +#define WINDOW_MAX_SUPPORT 6.75 +#define WINDOW_BREAK_SUPPORT 0.20 + +#define WINDOW_PANE_BROKEN -1 +#define WINDOW_PANE_HEALTHY 1 + +// Also defined in WC +#define QUAD_ERR_NONE 0 +#define QUAD_ERR_MULT_FACES 1 +#define QUAD_ERR_NOT_QUAD 2 + +// +// func_breakable - bmodel that breaks into pieces after taking damage +// +LINK_ENTITY_TO_CLASS( window_pane, CWindowPane ); +BEGIN_DATADESC( CWindowPane ) + + // Function Pointers + DEFINE_FUNCTION( Die ), + DEFINE_FUNCTION( PaneTouch ), + +END_DATADESC() + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CWindowPane::Spawn( void ) +{ + Precache( ); + + SetSolid( SOLID_BBOX ); + SetMoveType( MOVETYPE_FLYGRAVITY ); + m_takedamage = DAMAGE_YES; + + SetCollisionGroup( COLLISION_GROUP_BREAKABLE_GLASS ); + + SetModel( "models/brokenglass_piece.mdl" );//set size and link into world. +} + +void CWindowPane::Precache( void ) +{ + PrecacheModel( "models/brokenglass_piece.mdl" ); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : pOther - +//----------------------------------------------------------------------------- +void CWindowPane::PaneTouch( CBaseEntity *pOther ) +{ + if (pOther && + pOther->GetCollisionGroup() != COLLISION_GROUP_BREAKABLE_GLASS) + { + Die(); + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CWindowPane::Die( void ) +{ + Vector flForce = -1 * GetAbsVelocity(); + + CPASFilter filter( GetAbsOrigin() ); + te->ShatterSurface( filter, 0.0, + &GetAbsOrigin(), &GetAbsAngles(), + &GetAbsVelocity(), &GetAbsOrigin(), + WINDOW_PANEL_SIZE, WINDOW_PANEL_SIZE,WINDOW_SMALL_SHARD_SIZE,SHATTERSURFACE_GLASS, + 255,255,255,255,255,255); + + UTIL_Remove(this); +} + +///------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +CWindowPane* CWindowPane::CreateWindowPane( const Vector &vecOrigin, const QAngle &vecAngles ) +{ + CWindowPane *pGlass = (CWindowPane*)CreateEntityByName( "window_pane" ); + if ( !pGlass ) + { + Msg( "NULL Ent in CreateWindowPane!\n" ); + return NULL; + } + + if ( pGlass->edict() ) + { + pGlass->SetLocalOrigin( vecOrigin ); + pGlass->SetLocalAngles( vecAngles ); + pGlass->Spawn(); + pGlass->SetTouch(&CWindowPane::PaneTouch); + pGlass->SetLocalAngularVelocity( RandomAngle(-50,50) ); + pGlass->m_nBody = random->RandomInt(0,2); + } + return pGlass; +} + + +//#################################################################################### +// > CBreakableSurface +//#################################################################################### +LINK_ENTITY_TO_CLASS( func_breakable_surf, CBreakableSurface ); + +BEGIN_DATADESC( CBreakableSurface ) + + DEFINE_KEYFIELD( m_nSurfaceType, FIELD_INTEGER, "surfacetype"), + DEFINE_KEYFIELD( m_nFragility, FIELD_INTEGER, "fragility"), + DEFINE_KEYFIELD( m_vLLVertex, FIELD_VECTOR, "lowerleft" ), + DEFINE_KEYFIELD( m_vULVertex, FIELD_VECTOR, "upperleft" ), + DEFINE_KEYFIELD( m_vLRVertex, FIELD_VECTOR, "lowerright" ), + DEFINE_KEYFIELD( m_vURVertex, FIELD_VECTOR, "upperright" ), + DEFINE_KEYFIELD( m_nQuadError, FIELD_INTEGER, "error" ), + + DEFINE_FIELD( m_nNumWide, FIELD_INTEGER), + DEFINE_FIELD( m_nNumHigh, FIELD_INTEGER), + DEFINE_FIELD( m_flPanelWidth, FIELD_FLOAT), + DEFINE_FIELD( m_flPanelHeight, FIELD_FLOAT), + DEFINE_FIELD( m_vNormal, FIELD_VECTOR), + DEFINE_FIELD( m_vCorner, FIELD_POSITION_VECTOR), + DEFINE_FIELD( m_bIsBroken, FIELD_BOOLEAN), + DEFINE_FIELD( m_nNumBrokenPanes, FIELD_INTEGER), + + // UNDONE: How to load save this? Need a way to update + // the client about the state of the window upon load... + // We should use client-side save/load to fix this problem. + DEFINE_AUTO_ARRAY2D( m_flSupport, FIELD_FLOAT), + DEFINE_ARRAY( m_RawPanelBitVec, FIELD_BOOLEAN, MAX_NUM_PANELS*MAX_NUM_PANELS ), + + // Function Pointers + DEFINE_THINKFUNC( BreakThink ), + DEFINE_ENTITYFUNC( SurfaceTouch ), + + DEFINE_INPUTFUNC( FIELD_VECTOR, "Shatter", InputShatter ), + + // DEFINE_FIELD( m_ForceUpdateClientData, CBitVec < MAX_PLAYERS > ), // No need to save/restore this, it's just a temporary flag field +END_DATADESC() + + +IMPLEMENT_SERVERCLASS_ST(CBreakableSurface, DT_BreakableSurface) + SendPropInt(SENDINFO(m_nNumWide), 8, SPROP_UNSIGNED), + SendPropInt(SENDINFO(m_nNumHigh), 8, SPROP_UNSIGNED), + SendPropFloat(SENDINFO(m_flPanelWidth), 0, SPROP_NOSCALE), + SendPropFloat(SENDINFO(m_flPanelHeight), 0, SPROP_NOSCALE), + SendPropVector(SENDINFO(m_vNormal), -1, SPROP_COORD), + SendPropVector(SENDINFO(m_vCorner), -1, SPROP_COORD), + SendPropInt(SENDINFO(m_bIsBroken), 1, SPROP_UNSIGNED), + SendPropInt(SENDINFO(m_nSurfaceType), 2, SPROP_UNSIGNED), + SendPropArray3(SENDINFO_ARRAY3(m_RawPanelBitVec), SendPropInt( SENDINFO_ARRAY( m_RawPanelBitVec ), 1, SPROP_UNSIGNED ) ), +END_SEND_TABLE() + + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CBreakableSurface::Precache(void) +{ + UTIL_PrecacheOther( "window_pane" ); + + // Load the edge types and styles for the specific surface type + if (m_nSurfaceType == SHATTERSURFACE_TILE) + { + PrecacheMaterial( "models/brokentile/tilebroken_03a" ); + PrecacheMaterial( "models/brokentile/tilebroken_03b" ); + PrecacheMaterial( "models/brokentile/tilebroken_03c" ); + PrecacheMaterial( "models/brokentile/tilebroken_03d" ); + + PrecacheMaterial( "models/brokentile/tilebroken_02a" ); + PrecacheMaterial( "models/brokentile/tilebroken_02b" ); + PrecacheMaterial( "models/brokentile/tilebroken_02c" ); + PrecacheMaterial( "models/brokentile/tilebroken_02d" ); + + PrecacheMaterial( "models/brokentile/tilebroken_01a" ); + PrecacheMaterial( "models/brokentile/tilebroken_01b" ); + PrecacheMaterial( "models/brokentile/tilebroken_01c" ); + PrecacheMaterial( "models/brokentile/tilebroken_01d" ); + } + else + { + PrecacheMaterial( "models/brokenglass/glassbroken_solid" ); + PrecacheMaterial( "models/brokenglass/glassbroken_01a" ); + PrecacheMaterial( "models/brokenglass/glassbroken_01b" ); + PrecacheMaterial( "models/brokenglass/glassbroken_01c" ); + PrecacheMaterial( "models/brokenglass/glassbroken_01d" ); + PrecacheMaterial( "models/brokenglass/glassbroken_02a" ); + PrecacheMaterial( "models/brokenglass/glassbroken_02b" ); + PrecacheMaterial( "models/brokenglass/glassbroken_02c" ); + PrecacheMaterial( "models/brokenglass/glassbroken_02d" ); + PrecacheMaterial( "models/brokenglass/glassbroken_03a" ); + PrecacheMaterial( "models/brokenglass/glassbroken_03b" ); + PrecacheMaterial( "models/brokenglass/glassbroken_03c" ); + PrecacheMaterial( "models/brokenglass/glassbroken_03d" ); + } + + BaseClass::Precache(); +} + + +//------------------------------------------------------------------------------ +// Purpose : Window has been touched. Break out pieces based on touching +// entity's bounding box +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBreakableSurface::SurfaceTouch( CBaseEntity *pOther ) +{ + // If tile only break if object is moving fast + if (m_nSurfaceType == SHATTERSURFACE_TILE) + { + Vector vVel; + pOther->GetVelocity( &vVel, NULL ); + if (vVel.Length() < 500) + { + return; + } + } + + // Find nearest point on plane for max + Vector vecAbsMins, vecAbsMaxs; + pOther->CollisionProp()->WorldSpaceAABB( &vecAbsMins, &vecAbsMaxs ); + Vector vToPlane = (vecAbsMaxs - m_vCorner); + float vDistToPlane = DotProduct(m_vNormal,vToPlane); + Vector vTouchPos = vecAbsMaxs + vDistToPlane*m_vNormal; + + float flMinsWidth,flMinsHeight; + PanePos(vTouchPos, &flMinsWidth, &flMinsHeight); + + // Find nearest point on plane for mins + vToPlane = (vecAbsMins - m_vCorner); + vDistToPlane = DotProduct(m_vNormal,vToPlane); + vTouchPos = vecAbsMins + vDistToPlane*m_vNormal; + + float flMaxsWidth,flMaxsHeight; + PanePos(vTouchPos, &flMaxsWidth, &flMaxsHeight); + + int nMinWidth = Floor2Int(MAX(0, MIN(flMinsWidth,flMaxsWidth))); + int nMaxWidth = Ceil2Int(MIN(m_nNumWide,MAX(flMinsWidth,flMaxsWidth))); + + int nMinHeight = Floor2Int(MAX(0, MIN(flMinsHeight,flMaxsHeight))); + int nMaxHeight = Ceil2Int(MIN(m_nNumHigh,MAX(flMinsHeight,flMaxsHeight))); + + Vector vHitVel; + pOther->GetVelocity( &vHitVel, NULL ); + + // Move faster then penetrating object so can see shards + vHitVel *= 5; + + // If I'm not broken yet, break me + if ( !m_bIsBroken ) + { + Die( pOther, vHitVel ); + } + + for (int height=nMinHeight;height<nMaxHeight;height++) + { + // Randomly break the one before so it doesn't look square + if (random->RandomInt(0,1)) + { + ShatterPane(nMinWidth-1, height,vHitVel,pOther->GetLocalOrigin()); + } + for (int width=nMinWidth;width<nMaxWidth;width++) + { + ShatterPane(width, height,vHitVel,pOther->GetLocalOrigin()); + } + // Randomly break the one after so it doesn't look square + if (random->RandomInt(0,1)) + { + ShatterPane(nMaxWidth+1, height,vHitVel,pOther->GetLocalOrigin()); + } + } +} + +//------------------------------------------------------------------------------ +// Purpose : Only take damage in trace attack +// Input : +// Output : +//------------------------------------------------------------------------------ +int CBreakableSurface::OnTakeDamage( const CTakeDamageInfo &info ) +{ + if ( !m_bIsBroken && info.GetDamageType() == DMG_CRUSH ) + { + // physics will kill me now + Die( info.GetAttacker(), info.GetDamageForce() ); + return 0; + } + + if ( m_nSurfaceType == SHATTERSURFACE_GLASS && info.GetDamageType() & DMG_BLAST ) + { + Vector vecDir = info.GetInflictor()->GetAbsOrigin() - WorldSpaceCenter(); + VectorNormalize( vecDir ); + Die( info.GetAttacker(), vecDir ); + return 0; + } + + // Accept slash damage, too. Manhacks and such. + if ( m_nSurfaceType == SHATTERSURFACE_GLASS && (info.GetDamageType() & DMG_SLASH) ) + { + Die( info.GetAttacker(), info.GetDamageForce() ); + return 0; + } + + + return 0; +} + + +//------------------------------------------------------------------------------ +// Purpose: Accepts damage and breaks if health drops below zero. +//------------------------------------------------------------------------------ +void CBreakableSurface::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ) +{ + //============================================================================= + // HPE_BEGIN: + // [dwenger] Window break stat tracking + //============================================================================= + + // Make sure this pane has not already been shattered + bool bWasBroken = m_bIsBroken; + + //============================================================================= + // HPE_END + //============================================================================= + + // Decrease health + m_iHealth -= info.GetDamage(); + m_OnHealthChanged.Set( m_iHealth, info.GetAttacker(), this ); + + // If I'm not broken yet, break me + if (!m_bIsBroken ) + { + Vector vSurfDir = ptr->endpos - ptr->startpos; + Die( info.GetAttacker(), vSurfDir ); + } + + if (info.GetDamageType() & (DMG_BULLET | DMG_CLUB)) + { + // Figure out which panel has taken the damage and break it + float flWidth,flHeight; + PanePos(ptr->endpos,&flWidth,&flHeight); + int nWidth = flWidth; + int nHeight = flHeight; + + if ( ShatterPane(nWidth, nHeight,vecDir*500,ptr->endpos) ) + { + //============================================================================= + // HPE_BEGIN: + // [dwenger] Window break stat tracking + //============================================================================= + + CBasePlayer* pAttacker = ToBasePlayer(info.GetAttacker()); + if ( ( pAttacker ) && ( !bWasBroken ) ) + { + gamestats->Event_WindowShattered( pAttacker ); + } + + //============================================================================= + // HPE_END + //============================================================================= + + // Do an impact hit + CEffectData data; + + data.m_vNormal = ptr->plane.normal; + data.m_vOrigin = ptr->endpos; + + CPASFilter filter( data.m_vOrigin ); + + // client cannot trace against triggers + filter.SetIgnorePredictionCull( true ); + + te->DispatchEffect( filter, 0.0, data.m_vOrigin, "GlassImpact", data ); + } + + if (m_nSurfaceType == SHATTERSURFACE_GLASS) + { + // Break nearby panes if damages was near pane edge + float flWRem = flWidth - nWidth; + float flHRem = flHeight - nHeight; + + if (flWRem > 0.8 && nWidth != m_nNumWide-1) + { + ShatterPane(nWidth+1, nHeight,vecDir*500,ptr->endpos); + } + else if (flWRem < 0.2 && nWidth != 0) + { + ShatterPane(nWidth-1, nHeight,vecDir*500,ptr->endpos); + } + if (flHRem > 0.8 && nHeight != m_nNumHigh-1) + { + ShatterPane(nWidth, nHeight+1,vecDir*500,ptr->endpos); + } + else if (flHRem < 0.2 && nHeight != 0) + { + ShatterPane(nWidth, nHeight-1,vecDir*500,ptr->endpos); + } + + // Occasionally break the pane above me + if (random->RandomInt(0,1)==0) + { + ShatterPane(nWidth, nHeight+1,vecDir*1000,ptr->endpos); + // Occasionally break the pane above that + if (random->RandomInt(0,1)==0) + { + ShatterPane(nWidth, nHeight+2,vecDir*1000,ptr->endpos); + } + } + } + } + else if (info.GetDamageType() & (DMG_SONIC | DMG_BLAST)) + { + // ---------------------------------------- + // If it's tile blow out nearby tiles + // ---------------------------------------- + if (m_nSurfaceType == SHATTERSURFACE_TILE) + { + // Figure out which panel has taken the damage and break it + float flWidth,flHeight; + if (info.GetAttacker()) + { + PanePos(info.GetAttacker()->GetAbsOrigin(),&flWidth,&flHeight); + } + else + { + PanePos(ptr->endpos,&flWidth,&flHeight); + } + int nWidth = flWidth; + int nHeight = flHeight; + + // Blow out a roughly circular patch of tile with some randomness + for (int width =nWidth-4;width<nWidth+4;width++) + { + for (int height =nHeight-4;height<nHeight+4;height++) + { + if ((abs(nWidth-width)+abs(nHeight-height))<random->RandomInt(2,5)) + { + ShatterPane(width, height,vecDir*500,ptr->endpos); + } + } + } + } + // ---------------------------------------- + // If it's glass blow out the whole window + // ---------------------------------------- + else + { + //============================================================================= + // HPE_BEGIN: + // [pfreese] Window break stat tracking + //============================================================================= + + CBasePlayer* pAttacker = ToBasePlayer(info.GetAttacker()); + if ( ( pAttacker ) && ( !bWasBroken ) ) + { + gamestats->Event_WindowShattered( pAttacker ); + } + + //============================================================================= + // HPE_END + //============================================================================= + + float flDot = DotProduct(m_vNormal,vecDir); + +#ifdef CSTRIKE_DLL + float damageMultiplier = info.GetDamage(); +#else + float damageMultiplier = 1.0f; +#endif + + Vector vBlastDir; + if (flDot > 0) + { + vBlastDir = damageMultiplier * 3000 * m_vNormal; + } + else + { + vBlastDir = damageMultiplier * -3000 * m_vNormal; + } + + // Has the window already been destroyed? + if (m_nNumBrokenPanes >= m_nNumWide*m_nNumHigh) + { + return; + } + // --------------------------------------------------------------- + // If less than 10% of my panels have been broken, blow me + // up in one large glass shatter + // --------------------------------------------------------------- + else if ( m_nNumBrokenPanes < 0.1*(m_nNumWide*m_nNumHigh)) + { + QAngle vAngles; + VectorAngles(-1*m_vNormal,vAngles); + + CreateShards(m_vCorner, vAngles,vBlastDir, ptr->endpos, + m_nNumWide*m_flPanelWidth, m_nNumHigh*m_flPanelHeight, WINDOW_LARGE_SHARD_SIZE); + } + // --------------------------------------------------------------- + // Otherwise break in the longest vertical strips possible + // (to cut down on the network bandwidth) + // --------------------------------------------------------------- + else + { + QAngle vAngles; + VectorAngles(-1*m_vNormal,vAngles); + Vector vWidthDir,vHeightDir; + AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir); + + for (int width=0;width<m_nNumWide;width++) + { + int height; + int nHCount = 0; + for ( height=0;height<m_nNumHigh;height++) + { + // Keep count of how many panes + if (!IsBroken(width,height)) + { + nHCount++; + } + // Shatter the strip and start counting again + else if (nHCount > 0) + { + Vector vBreakPos = m_vCorner + + (width*vWidthDir*m_flPanelWidth) + + ((height-nHCount)*vHeightDir*m_flPanelHeight); + + CreateShards(vBreakPos, vAngles, + vBlastDir, ptr->endpos, + m_flPanelWidth, nHCount*m_flPanelHeight, + WINDOW_LARGE_SHARD_SIZE); + + nHCount = 0; + } + } + if (nHCount) + { + Vector vBreakPos = m_vCorner + + (width*vWidthDir*m_flPanelWidth) + + ((height-nHCount)*vHeightDir*m_flPanelHeight); + + CreateShards(vBreakPos, vAngles, + vBlastDir, ptr->endpos, + m_flPanelWidth,nHCount*m_flPanelHeight, + WINDOW_LARGE_SHARD_SIZE); + } + } + } + + BreakAllPanes(); + } + } +} + +//------------------------------------------------------------------------------ +// Purpose: Break into panels +// Input : pBreaker - +// vDir - +//----------------------------------------------------------------------------- +void CBreakableSurface::Die( CBaseEntity *pBreaker, const Vector &vAttackDir ) +{ + if ( m_bIsBroken ) + return; + + // Play a break sound + PhysBreakSound( this, VPhysicsGetObject(), GetAbsOrigin() ); + + m_bIsBroken = true; + m_iHealth = 0.0f; + + if (pBreaker) + { + m_OnBreak.FireOutput( pBreaker, this ); + } + else + { + m_OnBreak.FireOutput( this, this ); + } + + float flDir = -1; + + if ( vAttackDir.LengthSqr() > 0.001 ) + { + float flDot = DotProduct( m_vNormal, vAttackDir ); + if (flDot < 0) + { + m_vLLVertex += m_vNormal; + m_vLRVertex += m_vNormal; + m_vULVertex += m_vNormal; + m_vURVertex += m_vNormal; + m_vNormal *= -1; + flDir = 1; + } + } + + // ------------------------------------------------------- + // The surface has two sides, when we are killed pick + // the side that the damage came from + // ------------------------------------------------------- + Vector vWidth = m_vLLVertex - m_vLRVertex; + Vector vHeight = m_vLLVertex - m_vULVertex; + CrossProduct( vWidth, vHeight, m_vNormal.GetForModify() ); + VectorNormalize(m_vNormal.GetForModify()); + + // --------------------------------------------------- + // Make sure width and height are oriented correctly + // --------------------------------------------------- + QAngle vAngles; + VectorAngles(-1*m_vNormal,vAngles); + Vector vWidthDir,vHeightDir; + AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir); + + float flWDist = DotProduct(vWidthDir,vWidth); + if (fabs(flWDist)<0.5) + { + Vector vSaveHeight = vHeight; + vHeight = vWidth * flDir; + vWidth = vSaveHeight * flDir; + } + + // ------------------------------------------------- + // Find which corner to use + // ------------------------------------------------- + bool bLeft = (DotProduct(vWidthDir,vWidth) < 0); + bool bLower = (DotProduct(vHeightDir,vHeight) < 0); + if (bLeft) + { + m_vCorner = bLower ? m_vLLVertex : m_vULVertex; + } + else + { + m_vCorner = bLower ? m_vLRVertex : m_vURVertex; + } + + // ------------------------------------------------- + // Calculate the number of panels + // ------------------------------------------------- + float flWidth = vWidth.Length(); + float flHeight = vHeight.Length(); + m_nNumWide = flWidth / WINDOW_PANEL_SIZE; + m_nNumHigh = flHeight / WINDOW_PANEL_SIZE; + + // If to many panels make panel size bigger + if (m_nNumWide > MAX_NUM_PANELS) m_nNumWide = MAX_NUM_PANELS; + if (m_nNumHigh > MAX_NUM_PANELS) m_nNumHigh = MAX_NUM_PANELS; + + m_flPanelWidth = flWidth / m_nNumWide; + m_flPanelHeight = flHeight / m_nNumHigh; + + // Initialize panels + for (int w=0;w<MAX_NUM_PANELS;w++) + { + for (int h=0;h<MAX_NUM_PANELS;h++) + { + SetSupport( w, h, WINDOW_PANE_HEALTHY ); + } + } + + // Reset onground flags for any entity that may + // have been standing on me + ResetOnGroundFlags(); + + VPhysicsDestroyObject(); + AddSolidFlags( FSOLID_TRIGGER ); + AddSolidFlags( FSOLID_NOT_SOLID ); + SetTouch(&CBreakableSurface::SurfaceTouch); +} + +//------------------------------------------------------------------------------ +// Purpose: Set an instaneous force on the rope. +// Input : Force vector. +//------------------------------------------------------------------------------ +void CBreakableSurface::InputShatter( inputdata_t &inputdata ) +{ + Vector vecShatterInfo; + inputdata.value.Vector3D(vecShatterInfo); + + if (!m_bIsBroken) + { + Die( NULL, vec3_origin ); + } + + // Figure out which panel has taken the damage and break it + float flCenterX = vecShatterInfo.x * m_nNumWide; + float flCenterY = vecShatterInfo.y * m_nNumHigh; + + // Bah: m_flPanelWidth is the width of a single panel + int nMinX = (int)(flCenterX - vecShatterInfo.z / m_flPanelWidth); + int nMaxX = (int)(flCenterX + vecShatterInfo.z / m_flPanelWidth) + 1; + if (nMinX < 0) + nMinX = 0; + if (nMaxX > m_nNumWide) + nMaxX = m_nNumWide; + + int nMinY = (int)(flCenterY - vecShatterInfo.z / m_flPanelHeight); + int nMaxY = (int)(flCenterY + vecShatterInfo.z / m_flPanelHeight) + 1; + + if (nMinY < 0) + nMinY = 0; + if (nMaxY > m_nNumHigh) + nMaxY = m_nNumHigh; + + QAngle vAngles; + VectorAngles(-1*m_vNormal,vAngles); + Vector vWidthDir,vHeightDir; + AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir); + + // Blow out a roughly circular of tile with some randomness + Vector2D vecActualCenter( flCenterX * m_flPanelWidth, flCenterY * m_flPanelHeight ); + for (int width = nMinX; width < nMaxX; width++) + { + for (int height = nMinY; height < nMaxY; height++) + { + Vector2D pt( (width + 0.5f) * m_flPanelWidth, (height + 0.5f) * m_flPanelWidth ); + if ( pt.DistToSqr(vecActualCenter) <= vecShatterInfo.z * vecShatterInfo.z ) + { + Vector vBreakPos = m_vCorner + + (width*vWidthDir*m_flPanelWidth) + + (height*vHeightDir*m_flPanelHeight); + + ShatterPane( width, height, m_vNormal * 500, vBreakPos ); + } + } + } +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBreakableSurface::Event_Killed( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, int bitsDamageType ) +{ + return; +} + + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +bool CBreakableSurface::IsBroken(int nWidth, int nHeight) +{ + if (nWidth < 0 || nWidth >= m_nNumWide) return true; + if (nHeight < 0 || nHeight >= m_nNumHigh) return true; + + return (m_flSupport[nWidth][nHeight]==WINDOW_PANE_BROKEN); +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : w - +// h - +// support - +//----------------------------------------------------------------------------- +void CBreakableSurface::SetSupport( int w, int h, float support ) +{ + m_flSupport[ w ][ h ] = support; + + int offset = w + h * m_nNumWide; + + bool prevval = m_RawPanelBitVec.Get( offset ); + bool curval = prevval; + + if ( support < 0.0f ) + { + curval = false; + } + else + { + curval = true; + } + if ( curval != prevval ) + { + m_RawPanelBitVec.Set( offset, curval ); + m_RawPanelBitVec.GetForModify( offset ); + } +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +float CBreakableSurface::GetSupport(int nWidth, int nHeight) +{ + return MAX(0,m_flSupport[nWidth][nHeight]); +} + +//------------------------------------------------------------------------------ +// Purpose : Return the structural support for this pane. Assumes window +// is upright. Still works for windows parallel to the ground +// but simulation isn't quite as good +// Input : +// Output : +//------------------------------------------------------------------------------ +float CBreakableSurface::RecalcSupport(int nWidth, int nHeight) +{ + // Always has some support. Zero signifies that it has been broken + float flSupport = 0.01; + + // ------------ + // Top support + // ------------ + if (nHeight == m_nNumHigh-1) + { + flSupport += 1.0; + } + else + { + flSupport += GetSupport(nWidth,nHeight+1); + } + + // ------------ + // Bottom Support + // ------------ + if (nHeight == 0) + { + flSupport += 1.25; + } + else + { + flSupport += 1.25 * GetSupport(nWidth,nHeight-1); + } + + // ------------ + // Left Support + // ------------ + if (nWidth == 0) + { + flSupport += 1.0; + } + else + { + flSupport += GetSupport(nWidth-1,nHeight); + } + + // -------------- + // Right Support + // -------------- + if (nWidth == m_nNumWide-1) + { + flSupport += 1.0; + } + else + { + flSupport += GetSupport(nWidth+1,nHeight); + } + + // -------------------- + // Bottom Left Support + // -------------------- + if (nHeight == 0 || nWidth == 0) + { + flSupport += 1.0; + } + else + { + flSupport += GetSupport(nWidth-1,nHeight-1); + } + + // --------------------- + // Bottom Right Support + // --------------------- + if (nHeight == 0 || nWidth == m_nNumWide-1) + { + flSupport += 1.0; + } + else + { + flSupport += GetSupport(nWidth+1,nHeight-1); + } + + // ----------------- + // Top Right Support + // ----------------- + if (nHeight == m_nNumHigh-1 || nWidth == m_nNumWide-1) + { + flSupport += 0.25; + } + else + { + flSupport += 0.25 * GetSupport(nWidth+1,nHeight+1); + } + + // ----------------- + // Top Left Support + // ----------------- + if (nHeight == m_nNumHigh-1 || nWidth == 0) + { + flSupport += 0.25; + } + else + { + flSupport += 0.25 * GetSupport(nWidth-1,nHeight+1); + } + + return flSupport; +} + + +//------------------------------------------------------------------------------ +// Purpose : Itterate through the panels and make sure none have become +// unstable +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBreakableSurface::BreakThink(void) +{ + // Don't calculate support if I'm tile + if (m_nSurfaceType == SHATTERSURFACE_TILE) + { + return; + } + + // ----------------------- + // Recalculate all support + // ----------------------- + int w; + float flSupport[MAX_NUM_PANELS][MAX_NUM_PANELS]; + for (w=0;w<m_nNumWide;w++) + { + for (int h=0;h<m_nNumHigh;h++) + { + if (!IsBroken(w,h)) + { + flSupport[w][h] = RecalcSupport(w,h); + } + } + } + + // ---------------------------------------------------- + // Set support and break inadequately supported panes + // ---------------------------------------------------- + float flBreakValue = WINDOW_BREAK_SUPPORT*(m_nFragility/100.0); + for (w=0;w<m_nNumWide;w++) + { + for (int h=0;h<m_nNumHigh;h++) + { + if (!IsBroken(w,h)) + { + SetSupport( w, h, flSupport[w][h]/WINDOW_MAX_SUPPORT ); + if (m_flSupport[w][h] < flBreakValue) + { + // Occasionaly drop a pane + if (random->RandomInt(0,1)) + { + DropPane(w,h); + } + // Otherwise just shatter the glass + else + { + ShatterPane(w,h,vec3_origin,vec3_origin); + } + SetNextThink( gpGlobals->curtime ); + } + } + } + } +} + +//------------------------------------------------------------------------------ +// Purpose : Given a 3D position on the window in space return the height and +// width of the position from the window's corner +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBreakableSurface::PanePos(const Vector &vPos, float *flWidth, float *flHeight) +{ + Vector vAttackVec = vPos - m_vCorner; + QAngle vAngles; + VectorAngles(-1*m_vNormal,vAngles); + Vector vWidthDir,vHeightDir; + AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir); + float flWDist = DotProduct(vWidthDir,vAttackVec); + float flHDist = DotProduct(vHeightDir,vAttackVec); + + // Figure out which quadrent I'm in + *flWidth = flWDist/m_flPanelWidth; + *flHeight = flHDist/m_flPanelHeight; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBreakableSurface::BreakAllPanes(void) +{ + // Now tell the client all the panes have been broken + for (int width=0;width<m_nNumWide;width++) + { + for (int height=0;height<m_nNumHigh;height++) + { + //SetSupport( width, height, WINDOW_PANE_BROKEN ); + + BreakPane(width,height); + } + } + + m_nNumBrokenPanes = m_nNumWide*m_nNumHigh; +} + +//------------------------------------------------------------------------------ +// Purpose : Drop a window pane entity +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBreakableSurface::BreakPane(int nWidth, int nHeight) +{ + // Check parameter range + if (nWidth < 0 || nWidth >= m_nNumWide) return; + if (nHeight < 0 || nHeight >= m_nNumHigh) return; + + // Count how many panes have been broken or dropped + m_nNumBrokenPanes++; + SetSupport( nWidth, nHeight, WINDOW_PANE_BROKEN ); + + SetThink(&CBreakableSurface::BreakThink); + SetNextThink( gpGlobals->curtime ); +} + +//------------------------------------------------------------------------------ +// Purpose : Drop a window pane entity +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBreakableSurface::DropPane(int nWidth, int nHeight) +{ + // Check parameter range + if (nWidth < 0 || nWidth >= m_nNumWide) return; + if (nHeight < 0 || nHeight >= m_nNumHigh) return; + + if (!IsBroken(nWidth,nHeight)) + { + BreakPane(nWidth,nHeight); + + QAngle vAngles; + VectorAngles(-1*m_vNormal,vAngles); + + Vector vWidthDir,vHeightDir; + AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir); + Vector vBreakPos = m_vCorner + + (nWidth*vWidthDir*m_flPanelWidth) + + (nHeight*vHeightDir*m_flPanelHeight); + + CreateShards(vBreakPos, vAngles, vec3_origin, vec3_origin, + WINDOW_PANEL_SIZE, WINDOW_PANEL_SIZE, + WINDOW_SMALL_SHARD_SIZE); + + DamageSound(); + + CWindowPane *pPane = CWindowPane::CreateWindowPane(vBreakPos, vAngles); + if (pPane) + { + pPane->SetLocalAngularVelocity( RandomAngle(-120,120) ); + } + } +} + +void CBreakableSurface::CreateShards(const Vector &vBreakPos, const QAngle &vAngles, + const Vector &vForce, const Vector &vForcePos, + float flWidth, float flHeight, + int nShardSize) +{ + Vector vAdjustedBreakPos = vBreakPos; + Vector vAdjustedForce = vForce; + int front_r,front_g,front_b; + int back_r,back_g,back_b; + + + // UNDONE: For now hardcode these colors. Later when used by more textures + // we'll automate this process or expose the colors in WC + if (m_nSurfaceType == SHATTERSURFACE_TILE) + { + // If tile shoot shards back from the shattered surface and offset slightly + // from the surface. + vAdjustedBreakPos -= 8*m_vNormal; + vAdjustedForce = -0.75*vForce; + front_r = 89; + front_g = 120; + front_b = 83; + back_r = 99; + back_g = 76; + back_b = 21; + } + else + { + front_r = 255; + front_g = 255; + front_b = 255; + back_r = 255; + back_g = 255; + back_b = 255; + } + + CPASFilter filter( vAdjustedBreakPos ); + te->ShatterSurface(filter, 0.0, + &vAdjustedBreakPos, &vAngles, + &vAdjustedForce, &vForcePos, + flWidth, flHeight,WINDOW_SMALL_SHARD_SIZE,m_nSurfaceType, + front_r,front_g,front_b,back_r,back_g,back_b);//4); +} + +//------------------------------------------------------------------------------ +// Purpose : Break a panel +// Input : +// Output : +//------------------------------------------------------------------------------ +bool CBreakableSurface::ShatterPane(int nWidth, int nHeight, const Vector &vForce, const Vector &vForcePos) +{ + // Check parameter range + if (nWidth < 0 || nWidth >= m_nNumWide) return false; + if (nHeight < 0 || nHeight >= m_nNumHigh) return false; + + if ( IsBroken(nWidth,nHeight) ) + return false; + + BreakPane(nWidth,nHeight); + + QAngle vAngles; + VectorAngles(-1*m_vNormal,vAngles); + Vector vWidthDir,vHeightDir; + AngleVectors(vAngles,NULL,&vWidthDir,&vHeightDir); + Vector vBreakPos = m_vCorner + + (nWidth*vWidthDir*m_flPanelWidth) + + (nHeight*vHeightDir*m_flPanelHeight); + + CreateShards(vBreakPos, vAngles,vForce, vForcePos, m_flPanelWidth, m_flPanelHeight, WINDOW_SMALL_SHARD_SIZE); + + DamageSound(); + return true; +} + +//------------------------------------------------------------------------------ +// Purpose : +// Input : +// Output : +//------------------------------------------------------------------------------ +void CBreakableSurface::Spawn(void) +{ + BaseClass::Spawn(); + SetCollisionGroup( COLLISION_GROUP_BREAKABLE_GLASS ); + m_bIsBroken = false; + + if (m_nQuadError == QUAD_ERR_MULT_FACES) + { + Warning("Rejecting func_breakablesurf. Has multiple faces that aren't NODRAW.\n"); + UTIL_Remove(this); + } + else if (m_nQuadError == QUAD_ERR_NOT_QUAD) + { + Warning("Rejecting func_breakablesurf. Drawn face isn't a quad.\n"); + UTIL_Remove(this); + } + + int materialCount = modelinfo->GetModelMaterialCount( const_cast<model_t*>(GetModel()) ); + if( materialCount != 1 ) + { + Warning( "Encountered func_breakablesurf that has a material applied to more than one surface!\n" ); + UTIL_Remove(this); + } + + // Get at the first material; even if there are more than one. + IMaterial* pMaterial; + modelinfo->GetModelMaterials( const_cast<model_t*>(GetModel()), 1, &pMaterial ); + + // The material should point to a cracked version of itself + bool foundVar; + IMaterialVar* pCrackName = pMaterial->FindVar( "$crackmaterial", &foundVar, false ); + if (foundVar) + { + PrecacheMaterial( pCrackName->GetStringValue() ); + } + + // Init the Panel bit vector to all true. ( no panes are broken ) + int bitVecLength = MAX_NUM_PANELS * MAX_NUM_PANELS; + + for( int i=0;i<bitVecLength;i++ ) + { + m_RawPanelBitVec.Set( i, true ); + } +} + +void CBreakableSurface::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ) +{ + if ( !m_bIsBroken ) + { + int damageType = 0; + string_t iszDamageTable = ( ( m_nSurfaceType == SHATTERSURFACE_GLASS ) ? ( "glass" ) : ( NULL_STRING ) ); + bool bDamageFromHeldObjects = ( ( m_spawnflags & SF_BREAKABLESURF_DAMAGE_FROM_HELD_OBJECTS ) != 0 ); + float damage = CalculateDefaultPhysicsDamage( index, pEvent, 1.0, false, damageType, iszDamageTable, bDamageFromHeldObjects ); + + if ( damage > 10 ) + { + // HACKHACK: Reset mass to get correct collision response for the object breaking this + pEvent->pObjects[index]->SetMass( 2.0f ); + + Vector normal, damagePos; + pEvent->pInternalData->GetSurfaceNormal( normal ); + if ( index == 0 ) + { + normal *= -1.0f; + } + pEvent->pInternalData->GetContactPoint( damagePos ); + int otherIndex = !index; + CBaseEntity *pInflictor = pEvent->pEntities[otherIndex]; + CTakeDamageInfo info( pInflictor, pInflictor, normal, damagePos, damage, damageType ); + PhysCallbackDamage( this, info, *pEvent, index ); + } + else if ( damage > 0 ) + { + if ( m_spawnflags & SF_BREAKABLESURF_CRACK_DECALS ) + { + + Vector normal, damagePos; + pEvent->pInternalData->GetSurfaceNormal( normal ); + if ( index == 0 ) + { + normal *= -1.0f; + } + pEvent->pInternalData->GetContactPoint( damagePos ); + + trace_t tr; + UTIL_TraceLine ( damagePos - normal, damagePos + normal, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr ); + + // Only place decals and draw effects if we hit something valid + if ( tr.m_pEnt && tr.m_pEnt == this ) + { + // Build the impact data + CEffectData data; + data.m_vOrigin = tr.endpos; + data.m_vStart = tr.startpos; + data.m_nSurfaceProp = tr.surface.surfaceProps; + data.m_nDamageType = DMG_CLUB; + data.m_nHitBox = tr.hitbox; + data.m_nEntIndex = entindex(); + + // Send it on its way + DispatchEffect( "Impact", data ); + } + } + } + } + BaseClass::VPhysicsCollision( index, pEvent ); +} + |