Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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 )
{
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 );
}