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Merge branch 'master' into bones_was_here/q3compat
[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/items.qh>
6 #include <server/items/spawning.qh>
7 #include <server/resources.qh>
8 #include <common/gamemodes/_mod.qh>
9 #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
10 #include <common/mapobjects/triggers.qh>
11 #include <common/mapobjects/trigger/counter.qh>
12 #include <common/mutators/mutator/buffs/buffs.qh>
13 #include <common/notifications/all.qh>
14 #include <common/weapons/_all.qh>
15
16 /***********************
17  * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
18  ***********************
19
20  * Map entities NOT handled in this file:
21  holdable_invulnerability       Q3TA    currently unsupported
22  holdable_kamikaze              Q3TA    currently unsupported
23  item_ammoregen                 Q3TA    handled by buffs mutator
24  item_doubler                   Q3TA    handled by buffs mutator
25  item_guard                     Q3TA    handled by buffs mutator
26  item_scout                     Q3TA    handled by buffs mutator
27  item_armor_jacket              CPMA    handled in quake2.qc
28  item_flight                    Q3A     handled by buffs mutator
29  item_haste                     Q3A     handled by buffs mutator
30  item_health                    Q3A     handled in quake.qc
31  item_health_large              Q3A     handled in items.qc
32  item_health_small              Q3A     handled in health.qh
33  item_health_mega               Q3A     handled in health.qh
34  item_invis                     Q3A     handled by buffs mutator
35  item_quad                      Q3A     handled in items.qc
36  item_regen                     Q3A     handled by buffs mutator
37  CTF spawnfuncs handled in sv_ctf.qc
38
39  NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
40 */
41
42 // SG -> MG || SG
43 SPAWNFUNC_ITEM_COND(ammo_shells, (q3compat & BIT(0)), ITEM_Bullets, ITEM_Shells)
44 SPAWNFUNC_WEAPON_COND(weapon_shotgun, (q3compat & BIT(0)), WEP_MACHINEGUN, WEP_SHOTGUN)
45
46 // MG -> SG || MG
47 SPAWNFUNC_ITEM_COND(ammo_bullets, (q3compat & BIT(0)), ITEM_Shells, ITEM_Bullets)
48
49 // GL -> Mortar
50 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
51
52 // Team Arena Proximity Launcher -> Mine Layer
53 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
54 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
55
56 // Team Arena Chaingun -> HLAC
57 SPAWNFUNC_WEAPON(weapon_chaingun, WEP_HLAC)
58 SPAWNFUNC_ITEM(ammo_belt, ITEM_Cells)
59
60 // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
61 SPAWNFUNC_WEAPON_COND(weapon_nailgun, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO)
62 SPAWNFUNC_ITEM(ammo_nails, ITEM_Cells)
63
64 // LG -> Electro
65 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
66 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
67
68 // Plasma -> Hagar
69 SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
70 SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
71
72 // Rail -> Vortex
73 SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
74 SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
75
76 // BFG -> Crylink || Fireball
77 SPAWNFUNC_WEAPON_COND(weapon_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL)
78 SPAWNFUNC_ITEM_COND(ammo_bfg, cvar_string("g_mod_balance") == "XDF", ITEM_Cells, ITEM_Rockets)
79
80 // grappling hook -> hook
81 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
82
83 // RL -> RL
84 SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
85
86 // Armor
87 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
88 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
89 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
90 SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) // CCTF
91
92 // Battle Suit
93 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
94
95 // medkit -> armor (we have no holdables)
96 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
97
98 .float wait;
99 .float delay;
100
101 // weapon remove ent from df
102 void target_init_verify(entity this)
103 {
104         entity trigger, targ;
105         for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
106                 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
107                         if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
108                         {
109                                 trigger.wait = 0;
110                                 trigger.delay = 0;
111                                 targ.wait = 0;
112                                 targ.delay = 0;
113
114                                 //setsize(targ, trigger.mins, trigger.maxs);
115                                 //setorigin(targ, trigger.origin);
116                                 //remove(trigger);
117                         }
118 }
119
120 void target_init_use(entity this, entity actor, entity trigger)
121 {
122         if (!(this.spawnflags & 1))
123         {
124                 SetResource(actor, RES_ARMOR, start_armorvalue);
125                 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
126         }
127
128         if (!(this.spawnflags & 2))
129         {
130                 SetResource(actor, RES_HEALTH, start_health);
131                 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
132                 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
133         }
134
135         if (!(this.spawnflags & 4))
136         {
137                 if(this.spawnflags & 32) // spawn with only melee
138                 {
139                         SetResource(actor, RES_SHELLS, 0);
140                         SetResource(actor, RES_BULLETS, 0);
141                         SetResource(actor, RES_ROCKETS, 0);
142                         SetResource(actor, RES_CELLS, 0);
143                         SetResource(actor, RES_PLASMA, 0);
144                         SetResource(actor, RES_FUEL, 0);
145
146                         STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
147                 }
148                 else
149                 {
150                         SetResource(actor, RES_SHELLS, start_ammo_shells);
151                         SetResource(actor, RES_BULLETS, start_ammo_nails);
152                         SetResource(actor, RES_ROCKETS, start_ammo_rockets);
153                         SetResource(actor, RES_CELLS, start_ammo_cells);
154                         SetResource(actor, RES_PLASMA, start_ammo_plasma);
155                         SetResource(actor, RES_FUEL, start_ammo_fuel);
156
157                         STAT(WEAPONS, actor) = start_weapons;
158                 }
159         }
160
161         if (!(this.spawnflags & 8))
162         {
163                 STAT(STRENGTH_FINISHED, actor) = 0;
164                 STAT(INVINCIBLE_FINISHED, actor) = 0;
165                 if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
166                 {
167                         int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
168                         Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
169                         sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
170                         if(!IS_INDEPENDENT_PLAYER(actor))
171                                 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
172                         STAT(BUFFS, actor) = 0;
173                         STAT(BUFF_TIME, actor) = 0;
174                 }
175         }
176
177         if (!(this.spawnflags & 16))
178         {
179                 // We don't have holdables.
180         }
181
182         SUB_UseTargets(this, actor, trigger);
183 }
184
185 spawnfunc(target_init)
186 {
187         this.use = target_init_use;
188         InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
189 }
190
191 // weapon give ent from defrag
192 void target_give_init(entity this)
193 {
194         IL_EACH(g_items, it.targetname == this.target,
195         {
196                 if (it.classname == "weapon_devastator") {
197                         SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
198                         this.netname = cons(this.netname, "devastator");
199                 }
200                 else if (it.classname == "weapon_vortex") {
201                         SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
202                         this.netname = cons(this.netname, "vortex");
203                 }
204                 else if (it.classname == "weapon_electro") {
205                         SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
206                         this.netname = cons(this.netname, "electro");
207                 }
208                 else if (it.classname == "weapon_hagar") {
209                         SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
210                         this.netname = cons(this.netname, "hagar");
211                 }
212                 else if (it.classname == "weapon_crylink") {
213                         SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
214                         this.netname = cons(this.netname, "crylink");
215                 }
216                 else if (it.classname == "weapon_mortar") {
217                         SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
218                         this.netname = cons(this.netname, "mortar");
219                 }
220                 else if (it.classname == "weapon_shotgun") {
221                         SetResourceExplicit(this, RES_SHELLS, GetResource(this, RES_SHELLS) + it.count * WEP_CVAR_PRI(shotgun, ammo)); // WEAPONTODO
222                         this.netname = cons(this.netname, "shotgun");
223                 }
224                 else if (it.classname == "item_armor_mega")
225                         SetResourceExplicit(this, RES_ARMOR, 100);
226                 else if (it.classname == "item_health_mega")
227                         SetResourceExplicit(this, RES_HEALTH, 200);
228                 else if (it.classname == "item_buff") {
229                         entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
230                         this.netname = cons(this.netname, buff.netname);
231                         STAT(BUFF_TIME, this) = it.count;
232                 }
233
234                 //remove(it); // removing ents in init functions causes havoc, workaround:
235         setthink(it, SUB_Remove);
236         it.nextthink = time;
237         });
238         this.spawnflags = 2;
239         this.spawnfunc_checked = true;
240         spawnfunc_target_items(this);
241         InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
242 }
243
244 spawnfunc(target_give)
245 {
246         InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
247 }
248
249 void score_use(entity this, entity actor, entity trigger)
250 {
251         if(!IS_PLAYER(actor))
252                 return;
253         actor.fragsfilter_cnt += this.count;
254 }
255 spawnfunc(target_score)
256 {
257         if(!g_cts) { delete(this); return; }
258
259         if(!this.count)
260                 this.count = 1;
261         this.use = score_use;
262 }
263
264 void fragsfilter_use(entity this, entity actor, entity trigger)
265 {
266         if(!IS_PLAYER(actor))
267                 return;
268         if(actor.fragsfilter_cnt >= this.frags)
269                 SUB_UseTargets(this, actor, trigger);
270 }
271 spawnfunc(target_fragsFilter)
272 {
273         if(!g_cts) { delete(this); return; }
274
275         if(!this.frags)
276                 this.frags = 1;
277         this.use = fragsfilter_use;
278 }
279
280 .bool notteam;
281 .bool notsingle;
282 .bool notfree;
283 .bool notta;
284 .bool notvq3;
285 .bool notcpm;
286 .string gametype;
287 bool DoesQ3ARemoveThisEntity(entity this)
288 {
289         // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
290
291         // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics
292         // Xonotic is usually played with a CPM-based physics so we default to CPM mode
293         if(cvar_string("g_mod_physics") == "Q3")
294         {
295                 if(this.notvq3)
296                         return true;
297         }
298         else if(this.notcpm)
299                 return true;
300
301         // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
302         // Xonotic has ~equivalent features to Team Arena
303         if(this.notta)
304                 return true;
305
306         if(this.notsingle)
307                 if(maxclients == 1)
308                         return true;
309
310         if(this.notteam)
311                 if(teamplay)
312                         return true;
313
314         if(this.notfree)
315                 if(!teamplay)
316                         return true;
317
318         if(this.gametype)
319         {
320                 string gametypename;
321                 // From ioq3 g_spawn.c: static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester"};
322                 gametypename = "ffa";
323                 if(teamplay)
324                         gametypename = "team";
325                 if(g_ctf)
326                         gametypename = "ctf";
327                 if(g_ctf && ctf_oneflag)
328                         gametypename = "oneflag";
329                 if(g_duel)
330                         gametypename = "tournament";
331                 if(maxclients == 1)
332                         gametypename = "single";
333                 // we do not have the other types (obelisk, harvester)
334                 if(strstrofs(this.gametype, gametypename, 0) < 0)
335                         return true;
336         }
337
338         return false;
339 }