Buffs: rename registry globals
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_quake3.qc
1 #include "_all.qh"
2
3 #include "../common/weapons/all.qh"
4 #include "../common/buffs/all.qh"
5
6 spawnfunc(weapon_crylink);
7 spawnfunc(weapon_electro);
8 spawnfunc(weapon_hagar);
9 spawnfunc(weapon_machinegun);
10 spawnfunc(weapon_vortex);
11
12 spawnfunc(target_items);
13
14 spawnfunc(item_bullets);
15 spawnfunc(item_cells);
16 spawnfunc(item_rockets);
17 spawnfunc(item_shells);
18
19 spawnfunc(item_jetpack);
20
21 spawnfunc(item_armor_big);
22 spawnfunc(item_armor_large);
23 spawnfunc(item_armor_small);
24
25 spawnfunc(item_health_medium);
26 spawnfunc(item_health_mega);
27
28 //***********************
29 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
30 //***********************
31
32 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
33
34 // SG -> SG
35 spawnfunc(ammo_shells)         { spawnfunc_item_shells(this);         }
36
37 // MG -> MG
38 spawnfunc(ammo_bullets)        { spawnfunc_item_bullets(this);        }
39
40 // GL -> Mortar
41 spawnfunc(ammo_grenades)       { spawnfunc_item_rockets(this);        }
42
43 // LG -> Lightning
44 spawnfunc(weapon_lightning)    { spawnfunc_weapon_electro(this);      }
45 spawnfunc(ammo_lightning)      { spawnfunc_item_cells(this);          }
46
47 // Plasma -> Hagar
48 spawnfunc(weapon_plasmagun)    { spawnfunc_weapon_hagar(this);        }
49 spawnfunc(ammo_cells)          { spawnfunc_item_rockets(this);        }
50
51 // Rail -> Vortex
52 spawnfunc(weapon_railgun)      { spawnfunc_weapon_vortex(this);          }
53 spawnfunc(ammo_slugs)          { spawnfunc_item_cells(this);          }
54
55 // BFG -> Crylink
56 spawnfunc(weapon_bfg)          { spawnfunc_weapon_crylink(this);      }
57 spawnfunc(ammo_bfg)            { spawnfunc_item_cells(this);          }
58
59 // RL -> RL
60 spawnfunc(ammo_rockets)        { spawnfunc_item_rockets(this);        }
61
62 // Armor
63 spawnfunc(item_armor_body)     { spawnfunc_item_armor_large(this);    }
64 spawnfunc(item_armor_combat)   { spawnfunc_item_armor_big(this);      }
65 spawnfunc(item_armor_shard)    { spawnfunc_item_armor_small(this);    }
66 spawnfunc(item_enviro)         { spawnfunc_item_invincible(this);     }
67
68 // weapon remove ent from df
69 void target_init_verify()
70 {
71         entity trigger, targ;
72         for(trigger = world; (trigger = find(trigger, classname, "trigger_multiple")); )
73                 for(targ = world; (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 spawnfunc(target_init)
88 {
89         self.spawnflags = 0; // remove all weapons except the ones listed below
90         self.netname = "shotgun"; // keep these weapons through the remove trigger
91         spawnfunc_target_items(this);
92         InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
93 }
94
95 // weapon give ent from defrag
96 void target_give_init()
97 {SELFPARAM();
98         entity targ;
99         for (targ = world; (targ = find(targ, targetname, self.target)); ) {
100                 if (targ.classname == "weapon_rocketlauncher" || targ.classname == "weapon_devastator") {
101                         self.ammo_rockets += targ.count * WEP_CVAR(devastator, ammo);
102                         self.netname = "devastator";
103                 }
104                 else if (targ.classname == "weapon_plasmagun") {
105                         self.ammo_rockets += targ.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
106                         if(self.netname == "")
107                                 self.netname = "hagar";
108                         else
109                                 self.netname = strcat(self.netname, " hagar");
110                 }
111                 else if (targ.classname == "weapon_bfg") {
112                         self.ammo_cells += targ.count * WEP_CVAR_PRI(crylink, ammo);
113                         if(self.netname == "")
114                                 self.netname = "crylink";
115                         else
116                                 self.netname = strcat(self.netname, " crylink");
117                 }
118                 else if (targ.classname == "weapon_grenadelauncher" || targ.classname == "weapon_mortar") {
119                         self.ammo_rockets += targ.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
120                         if(self.netname == "")
121                                 self.netname = "mortar";
122                         else
123                                 self.netname = strcat(self.netname, " mortar");
124                 }
125                 else if (targ.classname == "item_armor_body")
126                         self.armorvalue = 100;
127                 else if (targ.classname == "item_health_mega")
128                         self.health = 200;
129                 //remove(targ); // removing ents in init functions causes havoc, workaround:
130         targ.think = SUB_Remove;
131         targ.nextthink = time;
132         }
133         self.spawnflags = 2;
134         spawnfunc_target_items(this);
135         InitializeEntity(self, target_init_verify, INITPRIO_FINDTARGET);
136 }
137
138 spawnfunc(target_give)
139 {
140         InitializeEntity(self, target_give_init, INITPRIO_FINDTARGET);
141 }
142
143 //spawnfunc(item_flight)       /* handled by buffs mutator or jetpack */
144 //spawnfunc(item_haste)        /* handled by buffs mutator */
145 //spawnfunc(item_health)       /* handled in t_quake.qc */
146 //spawnfunc(item_health_large) /* handled in t_items.qc */
147 //spawnfunc(item_health_small) /* handled in t_items.qc */
148 //spawnfunc(item_health_mega)  /* handled in t_items.qc */
149 //spawnfunc(item_invis)        /* handled by buffs mutator */
150 //spawnfunc(item_regen)        /* handled by buffs mutator */
151
152 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
153
154 spawnfunc(item_flight)
155 {
156         if(!cvar("g_buffs") || !cvar("g_buffs_flight"))
157                 spawnfunc_item_jetpack(this);
158         else
159                 buff_Init_Compat(self, BUFF_FLIGHT);
160 }
161
162 .float notteam;
163 .float notsingle;
164 .float notfree;
165 .float notq3a;
166 .float notta;
167 .string gametype;
168 float DoesQ3ARemoveThisEntity()
169 {SELFPARAM();
170         // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
171
172         if(self.notq3a)
173                 if(!teamplay || g_tdm || g_ctf)
174                         return 1;
175
176         if(self.notta)
177                 if (!(!teamplay || g_tdm || g_ctf))
178                         return 1;
179
180         if(self.notsingle)
181                 if(maxclients == 1)
182                         return 1;
183
184         if(self.notteam)
185                 if(teamplay)
186                         return 1;
187
188         if(self.notfree)
189                 if(!teamplay)
190                         return 1;
191
192         if(self.gametype)
193         {
194                 string gametypename;
195                 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
196                 gametypename = "ffa";
197                 if(teamplay)
198                         gametypename = "team";
199                 if(g_ctf)
200                         gametypename = "ctf";
201                 if(maxclients == 1)
202                         gametypename = "single";
203                 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
204                 if(strstrofs(self.gametype, gametypename, 0) < 0)
205                         return 1;
206         }
207
208         return 0;
209 }