3 #include <common/gamemodes/_mod.qh>
4 #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
5 #include <common/mapobjects/trigger/counter.qh>
6 #include <common/mapobjects/triggers.qh>
7 #include <common/mutators/mutator/buffs/buffs.qh>
8 #include <common/mutators/mutator/buffs/sv_buffs.qh>
9 #include <common/mutators/mutator/powerups/_mod.qh>
10 #include <common/mutators/mutator/status_effects/_mod.qh>
11 #include <common/notifications/all.qh>
12 #include <common/resources/sv_resources.qh>
13 #include <common/stats.qh>
14 #include <common/weapons/_all.qh>
15 #include <common/weapons/_all.qh>
16 #include <server/client.qh>
17 #include <server/items/items.qh>
18 #include <server/items/spawning.qh>
19 #include <server/world.qh>
21 /***********************
22 * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
23 ***********************
25 * Map entities NOT handled in this file:
26 holdable_invulnerability Q3TA buffs/all.inc
27 holdable_kamikaze Q3TA buffs/all.inc
28 holdable_teleporter Q3A buffs/all.inc
29 item_ammoregen Q3TA buffs/all.inc
30 item_doubler Q3TA buffs/all.inc
31 item_guard Q3TA buffs/all.inc
32 item_scout Q3TA buffs/all.inc
33 item_armor_jacket CPMA quake2.qc
34 item_flight Q3A buffs/all.inc
35 item_health Q3A quake.qc
36 item_health_large Q3A items/spawning.qc
37 item_health_small Q3A health.qh
38 item_health_mega Q3A health.qh
39 item_regen Q3A buffs/all.inc
40 item_key_gold QL keys.qc
41 item_key_silver QL keys.qc
42 item_key_master QL keys.qc
43 weapon_machinegun Q3A machinegun.qh
44 weapon_grenadelauncher Q3A mortar.qh
45 weapon_rocketlauncher Q3A devastator.qh
46 * CTF spawnfuncs in sv_ctf.qc
48 NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
52 SPAWNFUNC_Q3_COND(weapon_shotgun, ammo_shells, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
55 // Technically we should replace weapon_machinegun with WEP_SHOTGUN if Q3COMPAT_ARENA, but it almost never occurs on Q3 maps
56 SPAWNFUNC_Q3AMMO_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), WEP_SHOTGUN, WEP_MACHINEGUN)
59 SPAWNFUNC_Q3AMMO(ammo_grenades, WEP_MORTAR)
61 // Team Arena Proximity Launcher -> Mine Layer
62 SPAWNFUNC_Q3(weapon_prox_launcher, ammo_mines, WEP_MINE_LAYER)
64 // Team Arena Chaingun -> HLAC
65 SPAWNFUNC_Q3(weapon_chaingun, ammo_belt, WEP_HLAC)
67 // Quake Live Heavy Machine Gun -> HLAC
68 SPAWNFUNC_Q3(weapon_hmg, ammo_hmg, WEP_HLAC)
70 // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
71 SPAWNFUNC_Q3_COND(weapon_nailgun, ammo_nails, autocvar_sv_mapformat_is_quake3, WEP_CRYLINK, WEP_ELECTRO)
74 SPAWNFUNC_Q3(weapon_lightning, ammo_lightning, WEP_ELECTRO)
77 SPAWNFUNC_Q3(weapon_plasmagun, ammo_cells, WEP_HAGAR)
80 SPAWNFUNC_Q3(weapon_railgun, ammo_slugs, WEP_VORTEX)
82 // BFG -> Crylink || Fireball
83 SPAWNFUNC_Q3_COND(weapon_bfg, ammo_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL)
84 // FIXME: WEP_FIREBALL has no ammo_type field so ammo_bfg is deleted by SPAWNFUNC_BODY
86 // grappling hook -> hook
87 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
90 SPAWNFUNC_Q3AMMO(ammo_rockets, WEP_DEVASTATOR)
93 SPAWNFUNC_ITEM(weapon_gauntlet, WEP_TUBA)
96 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
97 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
98 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
99 SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) // CCTF
102 SPAWNFUNC_ITEM(item_quad, ITEM_Strength)
103 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
104 SPAWNFUNC_ITEM(item_haste, ITEM_Speed)
105 SPAWNFUNC_ITEM(item_invis, ITEM_Invisibility)
107 // medkit -> armor (we have no holdables)
108 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
113 // weapon remove ent from df
114 void target_init_verify(entity this)
116 entity trigger, targ;
117 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
118 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
119 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
126 //setsize(targ, trigger.mins, trigger.maxs);
127 //setorigin(targ, trigger.origin);
132 void target_init_use(entity this, entity actor, entity trigger)
134 if (!(this.spawnflags & 1))
136 SetResource(actor, RES_ARMOR, start_armorvalue);
137 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
140 if (!(this.spawnflags & 2))
142 SetResource(actor, RES_HEALTH, start_health);
143 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
144 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
147 if (!(this.spawnflags & 4))
149 if(this.spawnflags & 32) // spawn with only melee
151 SetResource(actor, RES_SHELLS, 0);
152 SetResource(actor, RES_BULLETS, 0);
153 SetResource(actor, RES_ROCKETS, 0);
154 SetResource(actor, RES_CELLS, 0);
155 SetResource(actor, RES_PLASMA, 0);
156 SetResource(actor, RES_FUEL, 0);
158 STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
162 SetResource(actor, RES_SHELLS, start_ammo_shells);
163 SetResource(actor, RES_BULLETS, start_ammo_nails);
164 SetResource(actor, RES_ROCKETS, start_ammo_rockets);
165 SetResource(actor, RES_CELLS, start_ammo_cells);
166 SetResource(actor, RES_PLASMA, start_ammo_plasma);
167 SetResource(actor, RES_FUEL, start_ammo_fuel);
169 STAT(WEAPONS, actor) = start_weapons;
173 if (!(this.spawnflags & 8))
175 FOREACH(StatusEffect, it.instanceOfPowerups,
177 it.m_remove(it, actor, STATUSEFFECT_REMOVE_NORMAL);
179 entity heldbuff = buff_FirstFromFlags(actor);
180 if(heldbuff) // TODO: make a dropbuffs function to handle this
182 int buffid = heldbuff.m_id;
183 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
184 sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
185 if(!IS_INDEPENDENT_PLAYER(actor))
186 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
187 buff_RemoveAll(actor, STATUSEFFECT_REMOVE_NORMAL);
191 if (!(this.spawnflags & 16))
193 // We don't have holdables.
196 SUB_UseTargets(this, actor, trigger);
199 spawnfunc(target_init)
201 this.use = target_init_use;
202 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
205 // weapon give ent from Q3
206 void target_give_init(entity this)
208 IL_EACH(g_items, it.targetname == this.target,
210 if (it.classname == "item_buff")
212 this.netname = cons(this.netname, it.buffdef.netname);
213 this.buffs_finished += it.buffs_finished;
217 this.ammo_rockets += it.ammo_rockets;
218 this.ammo_cells += it.ammo_cells;
219 this.ammo_shells += it.ammo_shells;
220 this.ammo_nails += it.ammo_nails;
221 this.invincible_finished += it.invincible_finished;
222 this.strength_finished += it.strength_finished;
223 this.speed_finished += it.speed_finished;
224 this.invisibility_finished += it.invisibility_finished;
225 this.health += it.health;
226 this.armorvalue += it.armorvalue;
228 this.netname = cons(this.netname, (it.itemdef.m_weapon) ? it.itemdef.m_weapon.netname : it.itemdef.netname);
231 //remove(it); // removing ents in init functions causes havoc, workaround:
232 setthink(it, SUB_Remove);
236 this.spawnfunc_checked = true;
237 spawnfunc_target_items(this);
238 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
241 spawnfunc(target_give)
243 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
246 void score_use(entity this, entity actor, entity trigger)
248 if(!IS_PLAYER(actor))
250 actor.fragsfilter_cnt += this.count;
252 spawnfunc(target_score)
254 if(!g_cts) { delete(this); return; }
258 this.use = score_use;
261 void fragsfilter_use(entity this, entity actor, entity trigger)
263 if(!IS_PLAYER(actor))
265 if(actor.fragsfilter_cnt >= this.frags)
266 SUB_UseTargets(this, actor, trigger);
268 spawnfunc(target_fragsFilter)
270 if(!g_cts) { delete(this); return; }
274 this.use = fragsfilter_use;
277 #define PRINT_REDTEAM BIT(0) // Q3 only, not used in Q3DF
278 #define PRINT_BLUETEAM BIT(1) // Q3 only, not used in Q3DF
279 #define PRINT_PRIVATE BIT(2) // Q3 only, not used in Q3DF
280 #define PRINT_BROADCAST BIT(3) // Q3DF only, default behavior in Q3
282 void target_print_message(entity this, entity actor)
284 centerprint(actor, this.message);
285 play2(actor, SND(TALK));
288 void target_print_use(entity this, entity actor, entity trigger)
290 if(!IS_PLAYER(actor))
293 if(this.message == "")
296 bool priv, red, blue;
297 if(!(q3compat & Q3COMPAT_DEFI)) // Q3 spawnflags
299 priv = boolean(this.spawnflags & PRINT_PRIVATE);
300 red = boolean(this.spawnflags & PRINT_REDTEAM);
301 blue = boolean(this.spawnflags & PRINT_BLUETEAM);
303 else // Q3DF spawnflags
305 priv = !boolean(this.spawnflags & PRINT_BROADCAST);
311 target_print_message(this, actor);
315 FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && ((!red && !blue) || (red && it.team == NUM_TEAM_1) || (blue && it.team == NUM_TEAM_2)), target_print_message(this, it));
322 * message: text string to print on screen.
323 * targetname: the activating trigger points to this.
325 spawnfunc(target_print)
327 this.use = target_print_use;
330 // target_smallprint, Q3DF only
331 spawnfunc(target_smallprint)
333 spawnfunc_target_print(this);
337 .string not_gametype;
338 bool DoesQ3ARemoveThisEntity(entity this)
340 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
345 // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics
346 // Xonotic is usually played with a CPM-based physics so we default to CPM mode
347 if(cvar_string("g_mod_physics") == "Q3")
349 if(stof(GetField_fullspawndata(this, "notvq3")))
352 else if(stof(GetField_fullspawndata(this, "notcpm")))
355 // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
356 // Xonotic has ~equivalent features to Team Arena
357 if(stof(GetField_fullspawndata(this, "notta")))
360 // FIXME: singleplayer does not use maxclients 1 as that would prevent bots,
361 // this is the case in Q3 also, it uses another method to block clients.
362 // Only accessible in VQ3, via the `spmap` command.
363 if(stof(GetField_fullspawndata(this, "notsingle")))
364 if(maxclients == 1 && IS_GAMETYPE(DEATHMATCH))
367 if(stof(GetField_fullspawndata(this, "notteam")))
371 if(stof(GetField_fullspawndata(this, "notfree")))
375 if(this.gametype || this.not_gametype)
377 // Q3 checks these with strstr(): case-sensitive, no gametype can be a substring of another,
378 // any separator is allowed (conventions are: spaces, commas, or commas with spaces).
379 // QL's entities.def says they're space delineated.
381 // Q3 gametype entity fields: ffa tournament single team ctf oneflag obelisk harvester (game/g_spawn.c)
382 // Q3 arena file 'type' key: ffa tourney ctf oneflag overload harvester (ui/ui_gameinfo.c)
384 // QL gametype entity fields: ffa duel tdm ca ft rr ctf ad dom har 1f race ob
385 // QL arena file 'type' key: ffa duel tdm ca ft rr ctf ad dom har oneflag race
387 string gametypename_q3, gametypename_ql;
389 // One of these will apply if our gametype has no Q3/QL equivalent
392 gametypename_q3 = "team";
393 gametypename_ql = "tdm";
396 gametypename_q3 = gametypename_ql = "ffa";
402 gametypename_q3 = "oneflag";
403 gametypename_ql = "1f";
406 gametypename_q3 = gametypename_ql = "ctf";
410 gametypename_q3 = "tournament";
411 gametypename_ql = "duel";
413 else if(IS_GAMETYPE(DEATHMATCH) && maxclients == 1)
414 gametypename_q3 = "single";
416 gametypename_ql = "ql";
417 else if(IS_GAMETYPE(FREEZETAG))
418 gametypename_ql = "ft";
419 else if(IS_GAMETYPE(DOMINATION))
420 gametypename_ql = "dom";
421 else if(g_race || g_cts)
422 gametypename_ql = "race";
425 if(strstrofs(this.gametype, gametypename_q3, 0) < 0
426 && strstrofs(this.gametype, gametypename_ql, 0) < 0)
429 // Only supported by QL
430 if(strstrofs(this.not_gametype, gametypename_ql, 0) >= 0)
437 int GetAmmoConsumptionQ3(string netname)
438 // Returns ammo consumed per shot by the primary/default fire mode
439 // Returns 0 if the netname has no ammo cvar
443 case "arc": return autocvar_g_balance_arc_beam_ammo;
444 case "devastator": return autocvar_g_balance_devastator_ammo;
445 case "machinegun": return autocvar_g_balance_machinegun_sustained_ammo;
446 case "minelayer": return autocvar_g_balance_minelayer_ammo;
447 case "seeker": return autocvar_g_balance_seeker_tag_ammo;
448 default: return cvar(strcat("g_balance_", netname, "_primary_ammo"));