Clear out .health and .armorvalue from the client side
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / mapobjects / trigger / swamp.qc
1 #include "swamp.qh"
2 #if defined(CSQC)
3 #elif defined(MENUQC)
4 #elif defined(SVQC)
5     #include <lib/warpzone/util_server.qh>
6     #include <common/weapons/_all.qh>
7     #include <server/defs.qh>
8     #include <common/deathtypes/all.qh>
9 #endif
10
11 /*
12 *               t_swamp.c
13 *               Adds spawnfunc_trigger_swamp and suppoart routines for xonotic 1.2.1+
14 *               Author tZork (Jakob MG)
15 *               jakob@games43.se
16 *               2005 11 29
17 */
18
19 .float swamp_interval;  //Hurt players in swamp with this interval
20 .float swamp_slowdown;  //Players in swamp get slowd down by this mutch 0-1 is slowdown 1-~ is speedup (!?)
21 .entity swampslug;
22
23 #ifdef SVQC
24 spawnfunc(trigger_swamp);
25 #endif
26 void swamp_touch(entity this, entity toucher);
27 void swampslug_think(entity this);
28
29
30 /*
31 * Uses a entity calld swampslug to handle players in the swamp
32 * It works like this: When the plyer enters teh swamp the spawnfunc_trigger_swamp
33 * attaches a new "swampslug" to the player. As long as the plyer is inside
34 * the swamp the swamp gives the slug new health. But the slug slowly kills itself
35 * so when the player goes outside the swamp, it dies and releases the player from the
36 * swamps curses (dmg/slowdown)
37 *
38 * I do it this way becuz there is no "untouch" event.
39 */
40 void swampslug_think(entity this)
41 {
42         //Slowly kill the slug
43         SetResourceAmountExplicit(this, RESOURCE_HEALTH, GetResourceAmount(this, RESOURCE_HEALTH) - 1);
44
45         //Slug dead? then remove curses.
46         if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
47         {
48                 this.owner.in_swamp = 0;
49                 delete(this);
50                 //centerprint(this.owner,"Killing slug...\n");
51                 return;
52         }
53
54         // Slug still alive, so we are still in the swamp
55         // Or we have exited it very recently.
56         // Do the damage and renew the timer.
57 #ifdef SVQC
58         Damage (this.owner, this, this, this.dmg, DEATH_SWAMP.m_id, DMG_NOWEP, this.owner.origin, '0 0 0');
59 #endif
60
61         this.nextthink = time + this.swamp_interval;
62 }
63
64 void swamp_touch(entity this, entity toucher)
65 {
66         // If whatever thats touching the swamp is not a player
67         // or if its a dead player, just dont care abt it.
68         if(!IS_PLAYER(toucher) || IS_DEAD(toucher))
69                 return;
70
71         EXACTTRIGGER_TOUCH(this, toucher);
72
73         // Chech if player alredy got a swampslug.
74         if(toucher.in_swamp != 1)
75         {
76                 // If not attach one.
77                 //centerprint(toucher,"Entering swamp!\n");
78                 toucher.swampslug = spawn();
79                 SetResourceAmountExplicit(toucher.swampslug, RESOURCE_HEALTH, 2);
80                 setthink(toucher.swampslug, swampslug_think);
81                 toucher.swampslug.nextthink = time;
82                 toucher.swampslug.owner = toucher;
83                 toucher.swampslug.dmg = this.dmg;
84                 toucher.swampslug.swamp_interval = this.swamp_interval;
85                 toucher.swamp_slowdown = this.swamp_slowdown;
86                 toucher.in_swamp = 1;
87                 return;
88         }
89
90         //toucher.in_swamp = 1;
91
92         //Revitalize players swampslug
93         SetResourceAmountExplicit(toucher.swampslug, RESOURCE_HEALTH, 2);
94 }
95
96 REGISTER_NET_LINKED(ENT_CLIENT_SWAMP)
97
98 #ifdef SVQC
99 float swamp_send(entity this, entity to, float sf)
100 {
101         WriteHeader(MSG_ENTITY, ENT_CLIENT_SWAMP);
102
103         WriteByte(MSG_ENTITY, this.dmg); // can probably get away with using a single byte here
104         WriteByte(MSG_ENTITY, this.swamp_slowdown);
105         WriteByte(MSG_ENTITY, this.swamp_interval);
106
107         trigger_common_write(this, false);
108
109         return true;
110 }
111
112 void swamp_link(entity this)
113 {
114         trigger_link(this, swamp_send);
115 }
116
117 /*QUAKED spawnfunc_trigger_swamp (.5 .5 .5) ?
118 Players gettin into the swamp will
119 get slowd down and damaged
120 */
121 spawnfunc(trigger_swamp)
122 {
123         // Init stuff
124         trigger_init(this);
125         settouch(this, swamp_touch);
126
127         // Setup default keys, if missing
128         if(this.dmg <= 0)
129                 this.dmg = 5;
130         if(this.swamp_interval <= 0)
131                 this.swamp_interval = 1;
132         if(this.swamp_slowdown <= 0)
133                 this.swamp_slowdown = 0.5;
134
135         swamp_link(this);
136 }
137
138 #elif defined(CSQC)
139
140 NET_HANDLE(ENT_CLIENT_SWAMP, bool isnew)
141 {
142         this.dmg = ReadByte();
143         this.swamp_slowdown = ReadByte();
144         this.swamp_interval = ReadByte();
145
146         trigger_common_read(this, false);
147
148         return = true;
149
150         this.classname = "trigger_swamp";
151         this.solid = SOLID_TRIGGER;
152         settouch(this, swamp_touch);
153         this.drawmask = MASK_NORMAL;
154         this.move_time = time;
155         this.entremove = trigger_remove_generic;
156 }
157 #endif