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Some cleanup of the buff code revolving around timers (and supporting them on legacy...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / compat / quake3.qc
1 #include "quake3.qh"
2
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/weapons/_all.qh>
11
12 //***********************
13 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
14 //***********************
15
16 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
17
18 // SG -> SG
19 SPAWNFUNC_ITEM(ammo_shells, ITEM_Shells)
20
21 // MG -> MG
22 SPAWNFUNC_ITEM(ammo_bullets, ITEM_Bullets)
23
24 // GL -> Mortar
25 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
26
27 // Mines -> Rockets
28 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
29 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
30
31 // LG -> Lightning
32 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
33 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
34
35 // Plasma -> Hagar
36 SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
37 SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
38
39 // Rail -> Vortex
40 SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
41 SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
42
43 // BFG -> Crylink
44 SPAWNFUNC_WEAPON(weapon_bfg, WEP_CRYLINK)
45 SPAWNFUNC_ITEM(ammo_bfg, ITEM_Cells)
46
47 // grappling hook -> hook
48 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
49
50 // RL -> RL
51 SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
52
53 // Armor
54 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
55 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
56 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
57 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
58
59 // medkit -> armor (we have no holdables)
60 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorMega)
61
62 // doubler -> strength
63 SPAWNFUNC_ITEM(item_doubler, ITEM_Strength)
64
65 .float wait;
66 .float delay;
67
68 // weapon remove ent from df
69 void target_init_verify(entity this)
70 {
71         entity trigger, targ;
72         for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
73                 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
74                         if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
75                         {
76                                 trigger.wait = 0;
77                                 trigger.delay = 0;
78                                 targ.wait = 0;
79                                 targ.delay = 0;
80
81                                 //setsize(targ, trigger.mins, trigger.maxs);
82                                 //setorigin(targ, trigger.origin);
83                                 //remove(trigger);
84                         }
85 }
86
87 void target_init_use(entity this, entity actor, entity trigger)
88 {
89         if (!(this.spawnflags & 1))
90         {
91                 SetResource(actor, RES_ARMOR, start_armorvalue);
92                 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
93         }
94
95         if (!(this.spawnflags & 2))
96         {
97                 SetResource(actor, RES_HEALTH, start_health);
98                 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
99                 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
100         }
101
102         if (!(this.spawnflags & 4))
103         {
104                 SetResource(actor, RES_SHELLS, start_ammo_shells);
105                 SetResource(actor, RES_BULLETS, start_ammo_nails);
106                 SetResource(actor, RES_ROCKETS, start_ammo_rockets);
107                 SetResource(actor, RES_CELLS, start_ammo_cells);
108                 SetResource(actor, RES_PLASMA, start_ammo_plasma);
109                 SetResource(actor, RES_FUEL, start_ammo_fuel);
110
111                 STAT(WEAPONS, actor) = start_weapons;
112                 if (this.spawnflags & 32)
113                 {
114                         // TODO
115                 }
116         }
117
118         if (!(this.spawnflags & 8))
119         {
120                 actor.strength_finished = 0;
121                 actor.invincible_finished = 0;
122                 if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
123                 {
124                         int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
125                         Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
126                         sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
127                         if(!IS_INDEPENDENT_PLAYER(actor))
128                                 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
129                         STAT(BUFFS, actor) = 0;
130                         STAT(BUFF_TIME, actor) = 0;
131                 }
132         }
133
134         if (!(this.spawnflags & 16))
135         {
136                 // We don't have holdables.
137         }
138
139         SUB_UseTargets(this, actor, trigger);
140 }
141
142 spawnfunc(target_init)
143 {
144         this.use = target_init_use;
145         InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
146 }
147
148 // weapon give ent from defrag
149 void target_give_init(entity this)
150 {
151         IL_EACH(g_items, it.targetname == this.target,
152         {
153                 if (it.classname == "weapon_devastator") {
154                         SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
155                         this.netname = cons(this.netname, "devastator");
156                 }
157                 else if (it.classname == "weapon_vortex") {
158                         SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
159                         this.netname = cons(this.netname, "vortex");
160                 }
161                 else if (it.classname == "weapon_electro") {
162                         SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
163                         this.netname = cons(this.netname, "electro");
164                 }
165                 else if (it.classname == "weapon_hagar") {
166                         SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
167                         this.netname = cons(this.netname, "hagar");
168                 }
169                 else if (it.classname == "weapon_crylink") {
170                         SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
171                         this.netname = cons(this.netname, "crylink");
172                 }
173                 else if (it.classname == "weapon_mortar") {
174                         SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
175                         this.netname = cons(this.netname, "mortar");
176                 }
177                 else if (it.classname == "item_armor_mega")
178                         SetResourceExplicit(this, RES_ARMOR, 100);
179                 else if (it.classname == "item_health_mega")
180                         SetResourceExplicit(this, RES_HEALTH, 200);
181                 else if (it.classname == "item_buff") {
182                         entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
183                         this.netname = cons(this.netname, buff.netname);
184                         STAT(BUFF_TIME, this) = it.count;
185                 }
186
187                 //remove(it); // removing ents in init functions causes havoc, workaround:
188         setthink(it, SUB_Remove);
189         it.nextthink = time;
190         });
191         this.spawnflags = 2;
192         this.spawnfunc_checked = true;
193         spawnfunc_target_items(this);
194         InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
195 }
196
197 spawnfunc(target_give)
198 {
199         InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
200 }
201
202 void score_use(entity this, entity actor, entity trigger)
203 {
204         if(!IS_PLAYER(actor))
205                 return;
206         actor.fragsfilter_cnt += this.count;
207 }
208 spawnfunc(target_score)
209 {
210         if(!g_cts) { delete(this); return; }
211
212         if(!this.count)
213                 this.count = 1;
214         this.use = score_use;
215 }
216
217 void fragsfilter_use(entity this, entity actor, entity trigger)
218 {
219         if(!IS_PLAYER(actor))
220                 return;
221         if(actor.fragsfilter_cnt >= this.frags)
222                 SUB_UseTargets(this, actor, trigger);
223 }
224 spawnfunc(target_fragsFilter)
225 {
226         if(!g_cts) { delete(this); return; }
227
228         if(!this.frags)
229                 this.frags = 1;
230         this.use = fragsfilter_use;
231 }
232
233 //spawnfunc(item_flight)       /* handled by buffs mutator */
234 //spawnfunc(item_haste)        /* handled by buffs mutator */
235 //spawnfunc(item_health)       /* handled in t_quake.qc */
236 //spawnfunc(item_health_large) /* handled in t_items.qc */
237 //spawnfunc(item_health_small) /* handled in t_items.qc */
238 //spawnfunc(item_health_mega)  /* handled in t_items.qc */
239 //spawnfunc(item_invis)        /* handled by buffs mutator */
240 //spawnfunc(item_regen)        /* handled by buffs mutator */
241
242 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
243
244 .float notteam;
245 .float notsingle;
246 .float notfree;
247 .float notq3a;
248 .float notta;
249 .string gametype;
250 bool DoesQ3ARemoveThisEntity(entity this)
251 {
252         // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
253
254         if(this.notq3a)
255                 if(!teamplay || g_tdm || g_ctf)
256                         return true;
257
258         if(this.notta)
259                 if (!(!teamplay || g_tdm || g_ctf))
260                         return true;
261
262         if(this.notsingle)
263                 if(maxclients == 1)
264                         return true;
265
266         if(this.notteam)
267                 if(teamplay)
268                         return true;
269
270         if(this.notfree)
271                 if(!teamplay)
272                         return true;
273
274         if(this.gametype)
275         {
276                 string gametypename;
277                 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
278                 gametypename = "ffa";
279                 if(teamplay)
280                         gametypename = "team";
281                 if(g_ctf)
282                         gametypename = "ctf";
283                 if(g_duel)
284                         gametypename = "tournament";
285                 if(maxclients == 1)
286                         gametypename = "single";
287                 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
288                 if(strstrofs(this.gametype, gametypename, 0) < 0)
289                         return true;
290         }
291
292         return false;
293 }