From: Mario Date: Fri, 30 Jan 2015 09:06:25 +0000 (+1100) Subject: Move swamps across (as with all physics related stuff, currently does not work) X-Git-Tag: xonotic-v0.8.1~38^2~39 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=a31aee64fd727b9e6f58dbf8084f837b40dd69a3;p=xonotic%2Fxonotic-data.pk3dir.git Move swamps across (as with all physics related stuff, currently does not work) --- diff --git a/qcsrc/client/Main.qc b/qcsrc/client/Main.qc index 10c7dd1d0..56c0eb8c9 100644 --- a/qcsrc/client/Main.qc +++ b/qcsrc/client/Main.qc @@ -835,6 +835,7 @@ void CSQC_Ent_Update(float bIsNewEntity) case ENT_CLIENT_DOOR_TRIGGER: ent_door_trigger(); break; case ENT_CLIENT_PLAT: ent_plat(); break; case ENT_CLIENT_PLAT_TRIGGER: ent_plat_trigger(); break; + case ENT_CLIENT_SWAMP: ent_swamp(); break; default: //error(strcat(_("unknown entity type in CSQC_Ent_Update: %d\n"), self.enttype)); diff --git a/qcsrc/common/constants.qh b/qcsrc/common/constants.qh index a3a8093a7..f296e81f4 100644 --- a/qcsrc/common/constants.qh +++ b/qcsrc/common/constants.qh @@ -108,6 +108,7 @@ const float ENT_CLIENT_DOOR = 65; const float ENT_CLIENT_DOOR_TRIGGER = 66; const float ENT_CLIENT_PLAT = 67; const float ENT_CLIENT_PLAT_TRIGGER = 68; +const float ENT_CLIENT_SWAMP = 69; const float ENT_CLIENT_HEALING_ORB = 80; diff --git a/qcsrc/common/physics.qc b/qcsrc/common/physics.qc index 5351570cc..26e14e4de 100644 --- a/qcsrc/common/physics.qc +++ b/qcsrc/common/physics.qc @@ -1839,11 +1839,8 @@ void PM_Main() maxspeed_mod = 1; -#ifdef SVQC - if (self.in_swamp) { + if (self.in_swamp) maxspeed_mod *= self.swamp_slowdown; //cvar("g_balance_swamp_moverate"); - } -#endif // conveyors: first fix velocity if (self.conveyor.state) diff --git a/qcsrc/common/triggers/trigger/include.qc b/qcsrc/common/triggers/trigger/include.qc index 36e1883e8..0de1d26d6 100644 --- a/qcsrc/common/triggers/trigger/include.qc +++ b/qcsrc/common/triggers/trigger/include.qc @@ -15,3 +15,4 @@ #include "relay.qc" #include "relay_activators.qc" #include "relay_teamcheck.qc" +#include "swamp.qc" diff --git a/qcsrc/common/triggers/trigger/include.qh b/qcsrc/common/triggers/trigger/include.qh index 46b50b4fb..dd841de14 100644 --- a/qcsrc/common/triggers/trigger/include.qh +++ b/qcsrc/common/triggers/trigger/include.qh @@ -1,2 +1,3 @@ #include "multi.qh" #include "jumppads.qh" +#include "swamp.qh" diff --git a/qcsrc/common/triggers/trigger/swamp.qc b/qcsrc/common/triggers/trigger/swamp.qc new file mode 100644 index 000000000..a13aa6742 --- /dev/null +++ b/qcsrc/common/triggers/trigger/swamp.qc @@ -0,0 +1,170 @@ +#ifdef SVQC +void spawnfunc_trigger_swamp(void); +#endif +void swamp_touch(void); +void swampslug_think(); + + +/* +* 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(void) +{ + //Slowly kill the slug + self.health = self.health - 1; + + //Slug dead? then remove curses. + if(self.health <= 0) + { + self.owner.in_swamp = 0; + remove(self); + //centerprint(self.owner,"Killing slug...\n"); + return; + } + + // 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 (self.owner, self, self, self.dmg, DEATH_SWAMP, other.origin, '0 0 0'); +#endif + + self.nextthink = time + self.swamp_interval; +} + +void swamp_touch(void) +{ + // If whatever thats touching the swamp is not a player + // or if its a dead player, just dont care abt it. + if(!IS_PLAYER(other) || PHYS_DEAD(other)) + return; + + EXACTTRIGGER_TOUCH; + + // Chech if player alredy got a swampslug. + if(other.in_swamp != 1) + { + // If not attach one. + //centerprint(other,"Entering swamp!\n"); + other.swampslug = spawn(); + other.swampslug.health = 2; + other.swampslug.think = swampslug_think; + other.swampslug.nextthink = time; + other.swampslug.owner = other; + other.swampslug.dmg = self.dmg; + other.swampslug.swamp_interval = self.swamp_interval; + other.swamp_slowdown = self.swamp_slowdown; + other.in_swamp = 1; + return; + } + + //other.in_swamp = 1; + + //Revitalize players swampslug + other.swampslug.health = 2; +} + +#ifdef SVQC +float swamp_send(entity to, float sf) +{ + WriteByte(MSG_ENTITY, ENT_CLIENT_LADDER); + + WriteByte(MSG_ENTITY, self.warpzone_isboxy); + WriteByte(MSG_ENTITY, self.scale); + WriteByte(MSG_ENTITY, self.dmg); // can probably get away with using a single byte here + WriteByte(MSG_ENTITY, self.swamp_slowdown); + WriteByte(MSG_ENTITY, self.swamp_interval); + WriteCoord(MSG_ENTITY, self.origin_x); + WriteCoord(MSG_ENTITY, self.origin_y); + WriteCoord(MSG_ENTITY, self.origin_z); + + WriteCoord(MSG_ENTITY, self.mins_x); + WriteCoord(MSG_ENTITY, self.mins_y); + WriteCoord(MSG_ENTITY, self.mins_z); + WriteCoord(MSG_ENTITY, self.maxs_x); + WriteCoord(MSG_ENTITY, self.maxs_y); + WriteCoord(MSG_ENTITY, self.maxs_z); + + WriteCoord(MSG_ENTITY, self.movedir_x); + WriteCoord(MSG_ENTITY, self.movedir_y); + WriteCoord(MSG_ENTITY, self.movedir_z); + + WriteAngle(MSG_ENTITY, self.angles_x); + WriteAngle(MSG_ENTITY, self.angles_y); + WriteAngle(MSG_ENTITY, self.angles_z); + + return TRUE; +} + +void swamp_link() +{ + Net_LinkEntity(self, FALSE, 0, func_ladder_send); +} + +/*QUAKED spawnfunc_trigger_swamp (.5 .5 .5) ? +Players gettin into the swamp will +get slowd down and damaged +*/ +void spawnfunc_trigger_swamp(void) +{ + // Init stuff + EXACTTRIGGER_INIT; + self.touch = swamp_touch; + + // Setup default keys, if missing + if(self.dmg <= 0) + self.dmg = 5; + if(self.swamp_interval <= 0) + self.swamp_interval = 1; + if(self.swamp_slowdown <= 0) + self.swamp_slowdown = 0.5; + + swamp_link(); +} + +#elif defined(CSQC) + +void ent_swamp() +{ + self.warpzone_isboxy = ReadByte(); + self.scale = ReadByte(); + self.dmg = ReadByte(); + self.swamp_slowdown = ReadByte(); + self.swamp_interval = ReadByte(); + + self.origin_x = ReadCoord(); + self.origin_y = ReadCoord(); + self.origin_z = ReadCoord(); + setorigin(self, self.origin); + + self.mins_x = ReadCoord(); + self.mins_y = ReadCoord(); + self.mins_z = ReadCoord(); + self.maxs_x = ReadCoord(); + self.maxs_y = ReadCoord(); + self.maxs_z = ReadCoord(); + setsize(self, self.mins, self.maxs); + + self.movedir_x = ReadCoord(); + self.movedir_y = ReadCoord(); + self.movedir_z = ReadCoord(); + + self.angles_x = ReadAngle(); + self.angles_y = ReadAngle(); + self.angles_z = ReadAngle(); + + self.classname = "trigger_swamp"; + self.solid = SOLID_TRIGGER; + self.draw = trigger_draw_generic; + self.trigger_touch = swamp_touch; + self.drawmask = MASK_NORMAL; + self.move_time = time; +} +#endif diff --git a/qcsrc/common/triggers/trigger/swamp.qh b/qcsrc/common/triggers/trigger/swamp.qh new file mode 100644 index 000000000..c58ac5f62 --- /dev/null +++ b/qcsrc/common/triggers/trigger/swamp.qh @@ -0,0 +1,10 @@ +.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 (!?) +.entity swampslug; + +.float in_swamp; // bool +.entity swampslug; // Uses this to release from swamp ("untouch" fix) + +#ifdef CSQC +void ent_swamp(); +#endif diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 752bc99cd..c4b5574d3 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -179,10 +179,6 @@ float alreadychangedlevel; .float version; -//swamp -.float in_swamp; // bool -.entity swampslug; // Uses this to release from swamp ("untouch" fix) - // footstep interval .float nextstep; diff --git a/qcsrc/server/progs.src b/qcsrc/server/progs.src index 0750ad3e6..5aa07a33d 100644 --- a/qcsrc/server/progs.src +++ b/qcsrc/server/progs.src @@ -180,8 +180,6 @@ antilag.qc //nexball.qc g_hook.qc -t_swamp.qc - campaign.qc ../common/campaign_file.qc ../common/campaign_setup.qc diff --git a/qcsrc/server/t_swamp.qc b/qcsrc/server/t_swamp.qc deleted file mode 100644 index e481dc634..000000000 --- a/qcsrc/server/t_swamp.qc +++ /dev/null @@ -1,101 +0,0 @@ -/* -* t_swamp.c -* Adds spawnfunc_trigger_swamp and suppoart routines for xonotic 1.2.1+ -* 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 (!?) -.entity swampslug; - -void spawnfunc_trigger_swamp(void); -void swamp_touch(void); -void swampslug_think(); - - -/* -* 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. -* -* --NOTE-- -* THE ACCTUAL slowdown is done in cl_physics.c on line 57-60 -* --NOTE-- -*/ -void swampslug_think(void) -{ - //Slowly kill the slug - self.health = self.health - 1; - - //Slug dead? then remove curses. - if(self.health <= 0) { - self.owner.in_swamp = 0; - remove(self); - //centerprint(self.owner,"Killing slug...\n"); - return; - } - - // Slug still alive, so we are still in the swamp - // Or we have exited it very recently. - // Do the damage and renew the timer. - Damage (self.owner, self, self, self.dmg, DEATH_SWAMP, other.origin, '0 0 0'); - - self.nextthink = time + self.swamp_interval; -} - -void swamp_touch(void) -{ - // If whatever thats touching the swamp is not a player - // or if its a dead player, just dont care abt it. - if(!IS_PLAYER(other) || other.deadflag != DEAD_NO) - return; - - EXACTTRIGGER_TOUCH; - - // Chech if player alredy got a swampslug. - if(other.in_swamp != 1) { - // If not attach one. - //centerprint(other,"Entering swamp!\n"); - other.swampslug = spawn(); - other.swampslug.health = 2; - other.swampslug.think = swampslug_think; - other.swampslug.nextthink = time; - other.swampslug.owner = other; - other.swampslug.dmg = self.dmg; - other.swampslug.swamp_interval = self.swamp_interval; - other.swamp_slowdown = self.swamp_slowdown; - other.in_swamp = 1; - return; - } - - //other.in_swamp = 1; - - //Revitalize players swampslug - other.swampslug.health = 2; -} - -/*QUAKED spawnfunc_trigger_swamp (.5 .5 .5) ? -Players gettin into the swamp will -get slowd down and damaged -*/ -void spawnfunc_trigger_swamp(void) -{ - // Init stuff - EXACTTRIGGER_INIT; - self.touch = swamp_touch; - - // Setup default keys, if missing - if(self.dmg <= 0) - self.dmg = 5; - if(self.swamp_interval <= 0) - self.swamp_interval = 1; - if(self.swamp_slowdown <= 0) - self.swamp_slowdown = 0.5; -}