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/status_effects/_mod.qh>
10 #include <common/notifications/all.qh>
11 #include <common/stats.qh>
12 #include <common/weapons/_all.qh>
13 #include <common/weapons/_all.qh>
14 #include <server/client.qh>
15 #include <server/items/items.qh>
16 #include <server/items/spawning.qh>
17 #include <server/resources.qh>
18 #include <server/world.qh>
20 /***********************
21 * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
22 ***********************
24 * Map entities NOT handled in this file:
25 holdable_invulnerability Q3TA buffs mutator
26 holdable_kamikaze Q3TA buffs mutator
27 holdable_teleporter Q3A buffs mutator
28 item_ammoregen Q3TA buffs mutator
29 item_doubler Q3TA buffs mutator
30 item_guard Q3TA buffs mutator
31 item_scout Q3TA buffs mutator
32 item_armor_jacket CPMA quake2.qc
33 item_flight Q3A buffs mutator
34 item_haste Q3A buffs mutator
35 item_health Q3A quake.qc
36 item_health_large Q3A items.qc
37 item_health_small Q3A health.qh
38 item_health_mega Q3A health.qh
39 item_invis Q3A buffs mutator
40 item_quad Q3A items.qc
41 item_regen Q3A buffs mutator
42 weapon_machinegun Q3A machinegun.qh
43 weapon_grenadelauncher Q3A mortar.qh
44 weapon_rocketlauncher Q3A devastator.qh
45 CTF spawnfuncs handled in sv_ctf.qc
47 NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
51 SPAWNFUNC_Q3_COND(weapon_shotgun, ammo_shells, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
54 // Technically we should replace weapon_machinegun with WEP_SHOTGUN if Q3COMPAT_ARENA, but it almost never occurs on Q3 maps
55 SPAWNFUNC_Q3AMMO_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), WEP_SHOTGUN, WEP_MACHINEGUN)
58 SPAWNFUNC_Q3AMMO(ammo_grenades, WEP_MORTAR)
60 // Team Arena Proximity Launcher -> Mortar
61 // It's more accurate to spawn Mine Layer but players prefer Mortar, and weapon_grenadelauncher is usually disabled by "notta" and weapon_prox_launcher placed at the same origin
62 SPAWNFUNC_Q3(weapon_prox_launcher, ammo_mines, WEP_MORTAR)
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, cvar("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_enviro, ITEM_Shield)
104 // medkit -> armor (we have no holdables)
105 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
110 // weapon remove ent from df
111 void target_init_verify(entity this)
113 entity trigger, targ;
114 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
115 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
116 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
123 //setsize(targ, trigger.mins, trigger.maxs);
124 //setorigin(targ, trigger.origin);
129 void target_init_use(entity this, entity actor, entity trigger)
131 if (!(this.spawnflags & 1))
133 SetResource(actor, RES_ARMOR, start_armorvalue);
134 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
137 if (!(this.spawnflags & 2))
139 SetResource(actor, RES_HEALTH, start_health);
140 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
141 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
144 if (!(this.spawnflags & 4))
146 if(this.spawnflags & 32) // spawn with only melee
148 SetResource(actor, RES_SHELLS, 0);
149 SetResource(actor, RES_BULLETS, 0);
150 SetResource(actor, RES_ROCKETS, 0);
151 SetResource(actor, RES_CELLS, 0);
152 SetResource(actor, RES_PLASMA, 0);
153 SetResource(actor, RES_FUEL, 0);
155 STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
159 SetResource(actor, RES_SHELLS, start_ammo_shells);
160 SetResource(actor, RES_BULLETS, start_ammo_nails);
161 SetResource(actor, RES_ROCKETS, start_ammo_rockets);
162 SetResource(actor, RES_CELLS, start_ammo_cells);
163 SetResource(actor, RES_PLASMA, start_ammo_plasma);
164 SetResource(actor, RES_FUEL, start_ammo_fuel);
166 STAT(WEAPONS, actor) = start_weapons;
170 if (!(this.spawnflags & 8))
172 StatusEffects_remove(STATUSEFFECT_Strength, actor, STATUSEFFECT_REMOVE_NORMAL);
173 StatusEffects_remove(STATUSEFFECT_Shield, actor, STATUSEFFECT_REMOVE_NORMAL);
174 entity heldbuff = buff_FirstFromFlags(actor);
175 if(heldbuff) // TODO: make a dropbuffs function to handle this
177 int buffid = heldbuff.m_id;
178 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
179 sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
180 if(!IS_INDEPENDENT_PLAYER(actor))
181 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
182 buff_RemoveAll(actor, STATUSEFFECT_REMOVE_NORMAL);
186 if (!(this.spawnflags & 16))
188 // We don't have holdables.
191 SUB_UseTargets(this, actor, trigger);
194 spawnfunc(target_init)
196 this.use = target_init_use;
197 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
200 // weapon give ent from Q3
201 void target_give_init(entity this)
203 IL_EACH(g_items, it.targetname == this.target,
205 if (it.classname == "item_buff")
207 entity buff = it.buffdef;
208 this.netname = cons(this.netname, buff.netname);
209 this.buffs_finished += it.count;
214 this.ammo_rockets += it.ammo_rockets;
215 else if (it.ammo_cells)
216 this.ammo_cells += it.ammo_cells;
217 else if (it.ammo_shells)
218 this.ammo_shells += it.ammo_shells;
219 else if (it.ammo_nails)
220 this.ammo_nails += it.ammo_nails;
221 else if (it.invincible_finished)
222 this.invincible_finished += it.invincible_finished;
223 else if (it.strength_finished)
224 this.strength_finished += it.strength_finished;
226 this.health += it.health;
227 else if (it.armorvalue)
228 this.armorvalue += it.armorvalue;
230 this.netname = cons(this.netname, it.netname);
233 //remove(it); // removing ents in init functions causes havoc, workaround:
234 setthink(it, SUB_Remove);
238 this.spawnfunc_checked = true;
239 spawnfunc_target_items(this);
240 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
243 spawnfunc(target_give)
245 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
248 void score_use(entity this, entity actor, entity trigger)
250 if(!IS_PLAYER(actor))
252 actor.fragsfilter_cnt += this.count;
254 spawnfunc(target_score)
256 if(!g_cts) { delete(this); return; }
260 this.use = score_use;
263 void fragsfilter_use(entity this, entity actor, entity trigger)
265 if(!IS_PLAYER(actor))
267 if(actor.fragsfilter_cnt >= this.frags)
268 SUB_UseTargets(this, actor, trigger);
270 spawnfunc(target_fragsFilter)
272 if(!g_cts) { delete(this); return; }
276 this.use = fragsfilter_use;
286 bool DoesQ3ARemoveThisEntity(entity this)
288 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
290 // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics
291 // Xonotic is usually played with a CPM-based physics so we default to CPM mode
292 if(cvar_string("g_mod_physics") == "Q3")
300 // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
301 // Xonotic has ~equivalent features to Team Arena
320 // From ioq3 g_spawn.c: static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester"};
321 gametypename = "ffa";
323 gametypename = "team";
325 gametypename = "ctf";
326 if(g_ctf && ctf_oneflag)
327 gametypename = "oneflag";
329 gametypename = "tournament";
331 gametypename = "single";
332 // we do not have the other types (obelisk, harvester)
333 if(strstrofs(this.gametype, gametypename, 0) < 0)
340 int GetAmmoConsumptionQ3(string netname)
341 // Returns ammo consumed per shot by the primary/default fire mode
342 // Returns 0 if the netname has no ammo cvar
346 case "arc": return autocvar_g_balance_arc_beam_ammo;
347 case "devastator": return autocvar_g_balance_devastator_ammo;
348 case "machinegun": return autocvar_g_balance_machinegun_sustained_ammo;
349 case "minelayer": return autocvar_g_balance_minelayer_ammo;
350 case "seeker": return autocvar_g_balance_seeker_tag_ammo;
351 default: return cvar(strcat("g_balance_", netname, "_primary_ammo"));