]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/mapobjects/trigger/swamp.qc
Merge branch 'master' into Lyberta/WaypointIcons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mapobjects / trigger / swamp.qc
index 8e3fd739de5694b34dd563a999707de4544fc45f..3aa6134a9a3cef9cd8cf6cd57a0932c262e2729e 100644 (file)
 #elif defined(SVQC)
     #include <lib/warpzone/util_server.qh>
     #include <common/weapons/_all.qh>
-    #include <server/defs.qh>
+    #include <common/weapons/_all.qh>
+    #include <common/stats.qh>
     #include <common/deathtypes/all.qh>
 #endif
 
 /*
 *              t_swamp.c
-*              Adds spawnfunc_trigger_swamp and suppoart routines for xonotic 1.2.1+
+*              Adds spawnfunc_trigger_swamp and support routines for nexuiz 1.2.1+ and xonotic
 *              Author tZork (Jakob MG)
 *              jakob@games43.se
 *              2005 11 29
 */
 
-.float swamp_interval; //Hurt players in swamp with this interval
-.float swamp_slowdown; //Players in swamp get slowd down by this mutch 0-1 is slowdown 1-~ is speedup (!?)
-.float swamp_lifetime;  // holds the points remaining until slug dies (not quite health!) 
-.entity swampslug;
-
 #ifdef SVQC
-spawnfunc(trigger_swamp);
-#endif
-void swamp_touch(entity this, entity toucher);
-void swampslug_think(entity this);
-
-
-/*
-* Uses a entity calld swampslug to handle players in the swamp
-* It works like this: When the plyer enters teh swamp the spawnfunc_trigger_swamp
-* attaches a new "swampslug" to the player. As long as the plyer is inside
-* the swamp the swamp gives the slug new health. But the slug slowly kills itself
-* so when the player goes outside the swamp, it dies and releases the player from the
-* swamps curses (dmg/slowdown)
-*
-* I do it this way becuz there is no "untouch" event.
-*/
-void swampslug_think(entity this)
+void swamp_think(entity this)
 {
-       //Slowly kill the slug
-       this.swamp_lifetime -= 1;
-
-       //Slug dead? then remove curses.
-       if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+       // set myself as current swampslug where possible
+       IL_EACH(g_swamped, it.swampslug == this,
        {
-               this.owner.in_swamp = 0;
-               delete(this);
-               //centerprint(this.owner,"Killing slug...\n");
-               return;
-       }
+               it.swampslug = NULL;
+               IL_REMOVE(g_swamped, it);
+       });
 
-       // Slug still alive, so we are still in the swamp
-       // Or we have exited it very recently.
-       // Do the damage and renew the timer.
-#ifdef SVQC
-       Damage (this.owner, this, this, this.dmg, DEATH_SWAMP.m_id, DMG_NOWEP, this.owner.origin, '0 0 0');
-#endif
-
-       this.nextthink = time + this.swamp_interval;
-}
-
-void swamp_touch(entity this, entity toucher)
-{
-       // If whatever thats touching the swamp is not a player
-       // or if its a dead player, just dont care abt it.
-       if(!IS_PLAYER(toucher) || IS_DEAD(toucher))
-               return;
-
-       EXACTTRIGGER_TOUCH(this, toucher);
-
-       // Chech if player alredy got a swampslug.
-       if(toucher.in_swamp != 1)
+       if(this.active == ACTIVE_ACTIVE)
        {
-               // If not attach one.
-               //centerprint(toucher,"Entering swamp!\n");
-               toucher.swampslug = spawn();
-               toucher.swampslug.swamp_lifetime = 2;
-               setthink(toucher.swampslug, swampslug_think);
-               toucher.swampslug.nextthink = time;
-               toucher.swampslug.owner = toucher;
-               toucher.swampslug.dmg = this.dmg;
-               toucher.swampslug.swamp_interval = this.swamp_interval;
-               toucher.swamp_slowdown = this.swamp_slowdown;
-               toucher.in_swamp = 1;
-               return;
+               FOREACH_ENTITY_RADIUS((this.absmin + this.absmax) * 0.5, vlen(this.absmax - this.absmin) * 0.5 + 1, it.swampslug.active == ACTIVE_NOT && IS_PLAYER(it) && !IS_DEAD(it),
+               {
+                       vector emin = it.absmin;
+                       vector emax = it.absmax;
+                       if(this.solid == SOLID_BSP)
+                       {
+                               emin -= '1 1 1';
+                               emax += '1 1 1';
+                       }
+                       if(boxesoverlap(emin, emax, this.absmin, this.absmax)) // quick
+                               if(WarpZoneLib_BoxTouchesBrush(emin, emax, this, it)) // accurate
+                               {
+                                       if(!it.swampslug)
+                                               IL_PUSH(g_swamped, it);
+                                       it.swampslug = this;
+                               }
+               });
+
+               IL_EACH(g_swamped, it.swampslug == this,
+               {
+                       if(time > it.swamp_interval)
+                       {
+                               Damage (it, this, this, this.dmg, DEATH_SWAMP.m_id, DMG_NOWEP, it.origin, '0 0 0');
+                               it.swamp_interval = time + this.swamp_interval;
+                       }
+               });
        }
 
-       //toucher.in_swamp = 1;
-
-       //Revitalize players swampslug
-       toucher.swampslug.swamp_lifetime = 2;
-}
-
-REGISTER_NET_LINKED(ENT_CLIENT_SWAMP)
-
-#ifdef SVQC
-float swamp_send(entity this, entity to, float sf)
-{
-       WriteHeader(MSG_ENTITY, ENT_CLIENT_SWAMP);
-
-       WriteByte(MSG_ENTITY, this.dmg); // can probably get away with using a single byte here
-       WriteByte(MSG_ENTITY, this.swamp_slowdown);
-       WriteByte(MSG_ENTITY, this.swamp_interval);
-
-       trigger_common_write(this, false);
-
-       return true;
-}
-
-void swamp_link(entity this)
-{
-       trigger_link(this, swamp_send);
+       this.nextthink = time;
 }
 
 /*QUAKED spawnfunc_trigger_swamp (.5 .5 .5) ?
-Players gettin into the swamp will
-get slowd down and damaged
+Players in the swamp will be
+slowed down and damaged over time
 */
 spawnfunc(trigger_swamp)
 {
        // Init stuff
-       trigger_init(this);
-       settouch(this, swamp_touch);
+       EXACTTRIGGER_INIT;
+       this.active = ACTIVE_ACTIVE;
+       //trigger_init(this);
+       setthink(this, swamp_think);
+       this.nextthink = time;
 
        // Setup default keys, if missing
-       if(this.dmg <= 0)
+       if(!this.dmg)
                this.dmg = 5;
-       if(this.swamp_interval <= 0)
+       if(!this.swamp_interval)
                this.swamp_interval = 1;
-       if(this.swamp_slowdown <= 0)
+       if(!this.swamp_slowdown)
                this.swamp_slowdown = 0.5;
-
-       swamp_link(this);
-}
-
-#elif defined(CSQC)
-
-NET_HANDLE(ENT_CLIENT_SWAMP, bool isnew)
-{
-       this.dmg = ReadByte();
-       this.swamp_slowdown = ReadByte();
-       this.swamp_interval = ReadByte();
-
-       trigger_common_read(this, false);
-
-       return = true;
-
-       this.classname = "trigger_swamp";
-       this.solid = SOLID_TRIGGER;
-       settouch(this, swamp_touch);
-       this.drawmask = MASK_NORMAL;
-       this.move_time = time;
-       this.entremove = trigger_remove_generic;
 }
 #endif