3 #include <server/defs.qh>
4 #include <server/miscfunctions.qh>
5 #include <server/items.qh>
6 #include <server/resources.qh>
7 #include <common/t_items.qh>
8 #include <common/mapobjects/triggers.qh>
9 #include <common/mapobjects/trigger/counter.qh>
10 #include <common/mutators/mutator/buffs/buffs.qh>
11 #include <common/notifications/all.qh>
12 #include <common/weapons/_all.qh>
14 //***********************
15 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
16 //***********************
18 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
21 SPAWNFUNC_ITEM(ammo_shells, ITEM_Shells)
24 SPAWNFUNC_ITEM(ammo_bullets, ITEM_Bullets)
27 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
30 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
31 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
34 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
35 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
38 SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
39 SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
42 SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
43 SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
46 SPAWNFUNC_WEAPON(weapon_bfg, WEP_CRYLINK)
47 SPAWNFUNC_ITEM(ammo_bfg, ITEM_Cells)
49 // grappling hook -> hook
50 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
53 SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
56 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
57 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
58 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
59 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
61 // medkit -> armor (we have no holdables)
62 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorMega)
64 // doubler -> strength
65 SPAWNFUNC_ITEM(item_doubler, ITEM_Strength)
70 // weapon remove ent from df
71 void target_init_verify(entity this)
74 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
75 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
76 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
83 //setsize(targ, trigger.mins, trigger.maxs);
84 //setorigin(targ, trigger.origin);
89 void target_init_use(entity this, entity actor, entity trigger)
91 if (!(this.spawnflags & 1))
93 SetResource(actor, RES_ARMOR, start_armorvalue);
94 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
97 if (!(this.spawnflags & 2))
99 SetResource(actor, RES_HEALTH, start_health);
100 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
101 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
104 if (!(this.spawnflags & 4))
106 SetResource(actor, RES_SHELLS, start_ammo_shells);
107 SetResource(actor, RES_BULLETS, start_ammo_nails);
108 SetResource(actor, RES_ROCKETS, start_ammo_rockets);
109 SetResource(actor, RES_CELLS, start_ammo_cells);
110 SetResource(actor, RES_PLASMA, start_ammo_plasma);
111 SetResource(actor, RES_FUEL, start_ammo_fuel);
113 STAT(WEAPONS, actor) = start_weapons;
114 if (this.spawnflags & 32)
120 if (!(this.spawnflags & 8))
122 actor.strength_finished = 0;
123 actor.invincible_finished = 0;
124 if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
126 int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
127 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
128 sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
129 if(!IS_INDEPENDENT_PLAYER(actor))
130 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
131 STAT(BUFFS, actor) = 0;
132 STAT(BUFF_TIME, actor) = 0;
136 if (!(this.spawnflags & 16))
138 // We don't have holdables.
141 SUB_UseTargets(this, actor, trigger);
144 spawnfunc(target_init)
146 this.use = target_init_use;
147 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
150 // weapon give ent from defrag
151 void target_give_init(entity this)
153 IL_EACH(g_items, it.targetname == this.target,
155 if (it.classname == "weapon_devastator") {
156 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
157 this.netname = cons(this.netname, "devastator");
159 else if (it.classname == "weapon_vortex") {
160 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
161 this.netname = cons(this.netname, "vortex");
163 else if (it.classname == "weapon_electro") {
164 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
165 this.netname = cons(this.netname, "electro");
167 else if (it.classname == "weapon_hagar") {
168 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
169 this.netname = cons(this.netname, "hagar");
171 else if (it.classname == "weapon_crylink") {
172 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
173 this.netname = cons(this.netname, "crylink");
175 else if (it.classname == "weapon_mortar") {
176 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
177 this.netname = cons(this.netname, "mortar");
179 else if (it.classname == "item_armor_mega")
180 SetResourceExplicit(this, RES_ARMOR, 100);
181 else if (it.classname == "item_health_mega")
182 SetResourceExplicit(this, RES_HEALTH, 200);
183 else if (it.classname == "item_buff") {
184 entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
185 this.netname = cons(this.netname, buff.netname);
186 STAT(BUFF_TIME, this) = it.count;
189 //remove(it); // removing ents in init functions causes havoc, workaround:
190 setthink(it, SUB_Remove);
194 this.spawnfunc_checked = true;
195 spawnfunc_target_items(this);
196 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
199 spawnfunc(target_give)
201 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
204 void score_use(entity this, entity actor, entity trigger)
206 if(!IS_PLAYER(actor))
208 actor.fragsfilter_cnt += this.count;
210 spawnfunc(target_score)
212 if(!g_cts) { delete(this); return; }
216 this.use = score_use;
219 void fragsfilter_use(entity this, entity actor, entity trigger)
221 if(!IS_PLAYER(actor))
223 if(actor.fragsfilter_cnt >= this.frags)
224 SUB_UseTargets(this, actor, trigger);
226 spawnfunc(target_fragsFilter)
228 if(!g_cts) { delete(this); return; }
232 this.use = fragsfilter_use;
235 //spawnfunc(item_flight) /* handled by buffs mutator */
236 //spawnfunc(item_haste) /* handled by buffs mutator */
237 //spawnfunc(item_health) /* handled in t_quake.qc */
238 //spawnfunc(item_health_large) /* handled in t_items.qc */
239 //spawnfunc(item_health_small) /* handled in t_items.qc */
240 //spawnfunc(item_health_mega) /* handled in t_items.qc */
241 //spawnfunc(item_invis) /* handled by buffs mutator */
242 //spawnfunc(item_regen) /* handled by buffs mutator */
244 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
252 bool DoesQ3ARemoveThisEntity(entity this)
254 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
257 if(!teamplay || g_tdm || g_ctf)
261 if (!(!teamplay || g_tdm || g_ctf))
279 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
280 gametypename = "ffa";
282 gametypename = "team";
284 gametypename = "ctf";
286 gametypename = "tournament";
288 gametypename = "single";
289 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
290 if(strstrofs(this.gametype, gametypename, 0) < 0)