]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/tturrets/system/system_damage.qc
renamed src files. to much turrets/turret_something/tturret... ;)
[divverent/nexuiz.git] / data / qcsrc / server / tturrets / system / system_damage.qc
1 /*\r
2 * Trow a turret gib\r
3 */\r
4 void turret_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)\r
5 {\r
6     self.velocity += vforce;\r
7 }\r
8 \r
9 void turret_trowgib(\r
10     vector v_from, vector v_to, vector v_colormod,\r
11     string smodel,\r
12     float f_lifetime, float f_fadetime, float b_burn)\r
13 {\r
14     local entity gib;\r
15     local entity burn;\r
16 \r
17     gib = spawn();\r
18 \r
19     gib.classname = "turret_gib";\r
20     setmodel(gib,smodel);\r
21     setorigin(gib,v_from);\r
22     SUB_SetFade(gib,time + f_lifetime,2);\r
23 \r
24     gib.solid              = SOLID_BBOX;\r
25 \r
26     gib.movetype           = MOVETYPE_BOUNCE;\r
27     gib.takedamage         = DAMAGE_YES;\r
28     gib.event_damage       = turret_gib_damage;\r
29     gib.health             = -1;\r
30     gib.effects            = EF_LOWPRECISION;\r
31     gib.flags              = FL_NOTARGET;\r
32     gib.colormod           = v_colormod;\r
33     gib.velocity           = v_to;\r
34 \r
35     if (b_burn)\r
36     {\r
37         burn = spawn();\r
38         burn.effects        = EF_LOWPRECISION|EF_FLAME;\r
39         setattachment(burn,gib,"");\r
40         setorigin(burn,(gib.mins + gib.maxs) * 0.5);\r
41         SUB_SetFade(burn,time + (f_lifetime * 0.5) ,2);\r
42     }\r
43 }\r
44 \r
45 void turret_gib_boom()\r
46 {\r
47     entity gib;\r
48     float i;\r
49     string s;\r
50 \r
51     for (i = 1; i < 5; i = i +1)\r
52     {\r
53         gib = spawn();\r
54         gib.classname = "turret_gib";\r
55 \r
56         s = strcat("models/turrets/head-gib",ftos(i));\r
57         s = strcat(s,".md3");\r
58         // bprint("s:",s,"\n");\r
59         setmodel(gib,s);\r
60 \r
61         setorigin(gib,self.origin);\r
62 \r
63         SUB_SetFade(gib,time + 5,2);\r
64 \r
65         gib.solid              = SOLID_BBOX;\r
66 \r
67         gib.movetype           = MOVETYPE_BOUNCE;\r
68         gib.gravity            = 0.5;\r
69         gib.damageforcescale   = 2;\r
70         gib.takedamage         = DAMAGE_YES;\r
71         gib.event_damage       = turret_gib_damage;\r
72         gib.health             = -1;\r
73         gib.effects            = EF_LOWPRECISION;\r
74         gib.flags              = FL_NOTARGET;\r
75         gib.velocity           = self.velocity + (randomvec() * 700);\r
76         gib.avelocity          = randomvec() * 64;\r
77     }\r
78 \r
79     WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);\r
80     WriteByte (MSG_BROADCAST, 78);\r
81     WriteCoord (MSG_BROADCAST, self.origin_x);\r
82     WriteCoord (MSG_BROADCAST, self.origin_y);\r
83     WriteCoord (MSG_BROADCAST, self.origin_z);\r
84 \r
85     remove(self);\r
86 }\r
87 \r
88 void turret_trowgib2(\r
89     vector v_from, vector v_to, vector v_colormod,\r
90     entity e_mimic, float boomtime)\r
91 {\r
92     entity gib;\r
93 \r
94     gib = spawn();\r
95 \r
96     gib.classname = "turret_gib";\r
97     setmodel(gib,e_mimic.model);\r
98     setorigin(gib,v_from);\r
99 \r
100     gib.solid              = SOLID_BBOX;\r
101 \r
102     gib.movetype           = MOVETYPE_BOUNCE;\r
103     gib.gravity            = 0.75;\r
104     gib.damageforcescale   = 2;\r
105     gib.takedamage         = DAMAGE_YES;\r
106     gib.event_damage       = turret_gib_damage;\r
107     gib.health             = -1;\r
108     gib.effects            = EF_LOWPRECISION;\r
109     gib.flags              = FL_NOTARGET;\r
110     gib.colormod           = v_colormod;\r
111     gib.velocity           = v_to;\r
112     gib.avelocity          = randomvec() * 32;\r
113     gib.think              = turret_gib_boom;\r
114     gib.nextthink          = boomtime;\r
115     gib.effects            = EF_FLAME;\r
116 \r
117 \r
118 }\r
119 /*\r
120 * Spawn a boom, trow fake bits arround\r
121 * and hide the real ones.\r
122 */\r
123 void turret_stdproc_die()\r
124 {\r
125     vector org2;\r
126     vector t_dir;\r
127 \r
128     // self.tur_active = 0;\r
129 \r
130     self.deadflag = DEAD_DEAD;\r
131     self.tur_head.deadflag = self.deadflag;\r
132 \r
133     sound (self, CHAN_PLAYER, "weapons/rocket_impact.wav", 1, ATTN_NORM);\r
134     org2 = self.origin + '0 0 40';\r
135 \r
136 // Explotion grafix\r
137     WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);\r
138     WriteByte (MSG_BROADCAST, 78);\r
139     WriteCoord (MSG_BROADCAST, org2_x);\r
140     WriteCoord (MSG_BROADCAST, org2_y);\r
141     WriteCoord (MSG_BROADCAST, org2_z);\r
142 \r
143 // Unsolidify and hide real parts\r
144     self.solid = SOLID_NOT;\r
145     self.tur_head.solid   = self.solid;\r
146 \r
147     self.alpha = -1;\r
148     self.tur_head.alpha = -1;\r
149 \r
150     self.takedamage = DAMAGE_NO;\r
151     self.tur_head.takedamage    = self.takedamage;\r
152 \r
153     self.effects = 0;\r
154     self.tur_head.effects   = self.effects;\r
155 \r
156     self.health             = 0;\r
157 \r
158 \r
159 // Trow fake parts arround\r
160 \r
161     // base\r
162     makevectors(self.angles);\r
163     if (random() > 0.5)\r
164     {\r
165         turret_trowgib(self.origin, '0 0 0','1 1 1',"models/turrets/base-gib2.md3",min(self.respawntime,20),1,1);\r
166         t_dir = (v_up * 700) + (randomvec() * 300);\r
167         turret_trowgib(self.origin, t_dir,'1 1 1',"models/turrets/base-gib3.md3",min(self.respawntime,10),1,1);\r
168         t_dir = (v_up * 700) + (randomvec() * 300);\r
169         turret_trowgib(self.origin, t_dir,'1 1 1',"models/turrets/base-gib4.md3",min(self.respawntime,10),1,1);\r
170     }\r
171     else\r
172     {\r
173         turret_trowgib(self.origin, '0 0 0','1 1 1',"models/turrets/base-gib1.md3",min(self.respawntime,20),1,1);\r
174     }\r
175 \r
176     // Blow the top part up into the air\r
177     turret_trowgib2( self.origin + (v_up * 50),\r
178                      v_up * 150 + randomvec() * 50,\r
179                      '0.2 0.2 0.2',\r
180                      self.tur_head,time + 0.5 + (random() * 0.5));\r
181 \r
182 \r
183 // Go boom\r
184     RadiusDamage (self,self, min(self.ammo,50),min(self.ammo,50) * 0.25,250,world,min(self.ammo,50)*5,0,world);\r
185 \r
186     if(self.damage_flags & TFL_DMG_DEATH_NORESPAWN)\r
187     {\r
188         if (self.turret_diehook)\r
189             self.turret_diehook();\r
190 \r
191         remove(self.tur_head);\r
192         remove(self);\r
193     }\r
194     else\r
195     {\r
196     // Setup respawn\r
197         self.nextthink      = time + self.respawntime;\r
198         //self.think          = self.turret_spawnfunc;\r
199         self.think          = turret_stdproc_respawn;\r
200         if (self.turret_diehook)\r
201             self.turret_diehook();\r
202     }\r
203 \r
204 }\r
205 \r
206 void turret_stdproc_respawn()\r
207 {\r
208     // self.tur_active = 1;\r
209 \r
210     // Make sure all parts belong to the same team since\r
211     // this function doubles as "teamchange" function.\r
212     self.tur_head.team = self.team;\r
213         if (self.team == COLOR_TEAM1)\r
214                 self.colormod = '1.4 0.8 0.8';\r
215         else if (self.team == COLOR_TEAM2)\r
216                 self.colormod = '0.8 0.8 1.4';\r
217         else\r
218                 self.colormod = '0 0 0'; // reset\r
219 \r
220     self.deadflag = DEAD_NO;\r
221     self.tur_head.deadflag = self.deadflag;\r
222     self.effects = self.tur_head.effects = 0;\r
223 \r
224     self.solid = SOLID_BBOX;\r
225     self.tur_head.solid   = self.solid;\r
226 \r
227     self.alpha = 1;\r
228     self.tur_head.alpha     = self.alpha;\r
229 \r
230     self.takedamage = DAMAGE_YES;\r
231     self.tur_head.takedamage    = self.takedamage;\r
232 \r
233     self.avelocity = '0 0 0';\r
234     self.tur_head.avelocity    = self.avelocity;\r
235     self.tur_head.angles = self.idle_aim;\r
236 \r
237     self.health             = self.tur_health;\r
238 \r
239     self.enemy          = world;\r
240     self.volly_counter  = self.shot_volly;\r
241     self.ammo           = self.ammo_max;\r
242 \r
243     self.nextthink  = time + self.ticrate;\r
244     self.think      = turret_think;\r
245 \r
246     if (self.turret_respawnhook)\r
247         self.turret_respawnhook();\r
248 \r
249 }\r
250 \r
251 /*\r
252 * Standard damage proc.\r
253 */\r
254 void turret_stdproc_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)\r
255 {\r
256     entity baseent,oldself;\r
257     // entity player;\r
258 \r
259     if (self.health <= 0) return;\r
260 \r
261     // Damage func is shared on all parts as standard, we need to know what the master entity of this turret is.\r
262     // if ((self.classname == "turret_head")||(self.classname == "turret_gun")||(self.classname == "turret_badge"))\r
263     if (self.owner)\r
264         baseent = self.owner;\r
265     else\r
266         baseent = self;\r
267 \r
268     if (teamplay != 0)\r
269     {\r
270         if (self.team == attacker.team)\r
271         {\r
272             sprint(attacker, "\{1}Turret tells you: I'm on your team!\n");\r
273             return;\r
274         }\r
275         else\r
276         {\r
277             /*\r
278             // This will get enoying fast...\r
279             FOR_EACH_PLAYER(player)\r
280                 if(player.team == self.team)\r
281                         sprint(player, "The enemy is attacking your base!");\r
282 \r
283             */\r
284         }\r
285 \r
286     }\r
287 \r
288     baseent.health = baseent.health - damage;\r
289 \r
290     // thorw head slightly off aim when hit?\r
291     if ((self.classname == "turret_head") || (self.classname == "turret_gun"))\r
292         if (self.damage_flags & TFL_DMG_HEADSHAKE)\r
293         {\r
294             // makevectors(baseent.tur_head.v_angle);\r
295             baseent.tur_head.angles = baseent.tur_head.angles + randomvec() * damage;\r
296         }\r
297 \r
298     if (self.turrcaps_flags & TFL_TURRCAPS_MOVE)\r
299     {\r
300         self.velocity = self.velocity + vforce;\r
301     }\r
302 \r
303 \r
304     // Start burning when we have 10% or less health left\r
305     if (self.health < (self.tur_health * 0.1))\r
306         self.effects = EF_FLAME;\r
307 \r
308     if (self.health <= 0)\r
309     {\r
310         oldself = self;\r
311         self = baseent;\r
312         turret_stdproc_die();\r
313         self = oldself;\r
314 \r
315         //baseent.turret_diefunc();\r
316     }\r
317 }\r
318 \r
319 \r