3 #include <server/client.qh>
4 #include <common/weapons/_all.qh>
5 #include <common/stats.qh>
6 #include <server/miscfunctions.qh>
7 #include <server/items/items.qh>
8 #include <server/items/spawning.qh>
9 #include <server/resources.qh>
10 #include <common/gamemodes/_mod.qh>
11 #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
12 #include <common/mapobjects/triggers.qh>
13 #include <common/mapobjects/trigger/counter.qh>
14 #include <common/mutators/mutator/buffs/buffs.qh>
15 #include <common/notifications/all.qh>
16 #include <common/weapons/_all.qh>
18 /***********************
19 * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
20 ***********************
22 * Map entities NOT handled in this file:
23 holdable_invulnerability Q3TA currently unsupported
24 holdable_kamikaze Q3TA currently unsupported
25 item_ammoregen Q3TA handled by buffs mutator
26 item_doubler Q3TA handled by buffs mutator
27 item_guard Q3TA handled by buffs mutator
28 item_scout Q3TA handled by buffs mutator
29 item_armor_jacket CPMA handled in quake2.qc
30 item_flight Q3A handled by buffs mutator
31 item_haste Q3A handled by buffs mutator
32 item_health Q3A handled in quake.qc
33 item_health_large Q3A handled in items.qc
34 item_health_small Q3A handled in health.qh
35 item_health_mega Q3A handled in health.qh
36 item_invis Q3A handled by buffs mutator
37 item_quad Q3A handled in items.qc
38 item_regen Q3A handled by buffs mutator
39 CTF spawnfuncs handled in sv_ctf.qc
41 NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
45 SPAWNFUNC_ITEM_COND(ammo_shells, (q3compat & Q3COMPAT_ARENA), ITEM_Bullets, ITEM_Shells)
46 SPAWNFUNC_WEAPON_COND(weapon_shotgun, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
49 SPAWNFUNC_ITEM_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), ITEM_Shells, ITEM_Bullets)
52 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
54 // Team Arena Proximity Launcher -> Mine Layer
55 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
56 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
58 // Team Arena Chaingun -> HLAC
59 SPAWNFUNC_WEAPON(weapon_chaingun, WEP_HLAC)
60 SPAWNFUNC_ITEM(ammo_belt, ITEM_Cells)
62 // Quake Live Heavy Machine Gun -> HLAC
63 SPAWNFUNC_WEAPON(weapon_hmg, WEP_HLAC)
64 SPAWNFUNC_ITEM(ammo_hmg, ITEM_Cells)
66 // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
67 SPAWNFUNC_WEAPON_COND(weapon_nailgun, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO)
68 SPAWNFUNC_ITEM(ammo_nails, ITEM_Cells)
71 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
72 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
75 SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
76 SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
79 SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
80 SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
82 // BFG -> Crylink || Fireball
83 SPAWNFUNC_WEAPON_COND(weapon_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL)
84 SPAWNFUNC_ITEM_COND(ammo_bfg, cvar_string("g_mod_balance") == "XDF", ITEM_Cells, ITEM_Rockets)
86 // grappling hook -> hook
87 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
90 SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
93 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
94 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
95 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
96 SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) // CCTF
99 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
101 // medkit -> armor (we have no holdables)
102 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
107 // weapon remove ent from df
108 void target_init_verify(entity this)
110 entity trigger, targ;
111 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
112 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
113 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
120 //setsize(targ, trigger.mins, trigger.maxs);
121 //setorigin(targ, trigger.origin);
126 void target_init_use(entity this, entity actor, entity trigger)
128 if (!(this.spawnflags & 1))
130 SetResource(actor, RES_ARMOR, start_armorvalue);
131 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
134 if (!(this.spawnflags & 2))
136 SetResource(actor, RES_HEALTH, start_health);
137 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
138 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
141 if (!(this.spawnflags & 4))
143 if(this.spawnflags & 32) // spawn with only melee
145 SetResource(actor, RES_SHELLS, 0);
146 SetResource(actor, RES_BULLETS, 0);
147 SetResource(actor, RES_ROCKETS, 0);
148 SetResource(actor, RES_CELLS, 0);
149 SetResource(actor, RES_PLASMA, 0);
150 SetResource(actor, RES_FUEL, 0);
152 STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
156 SetResource(actor, RES_SHELLS, start_ammo_shells);
157 SetResource(actor, RES_BULLETS, start_ammo_nails);
158 SetResource(actor, RES_ROCKETS, start_ammo_rockets);
159 SetResource(actor, RES_CELLS, start_ammo_cells);
160 SetResource(actor, RES_PLASMA, start_ammo_plasma);
161 SetResource(actor, RES_FUEL, start_ammo_fuel);
163 STAT(WEAPONS, actor) = start_weapons;
167 if (!(this.spawnflags & 8))
169 STAT(STRENGTH_FINISHED, actor) = 0;
170 STAT(INVINCIBLE_FINISHED, actor) = 0;
171 if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
173 int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
174 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
175 sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
176 if(!IS_INDEPENDENT_PLAYER(actor))
177 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
178 STAT(BUFFS, actor) = 0;
179 STAT(BUFF_TIME, actor) = 0;
183 if (!(this.spawnflags & 16))
185 // We don't have holdables.
188 SUB_UseTargets(this, actor, trigger);
191 spawnfunc(target_init)
193 this.use = target_init_use;
194 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
197 // weapon give ent from Q3
198 void target_give_init(entity this)
200 IL_EACH(g_items, it.targetname == this.target,
202 if (it.classname == "weapon_devastator") {
203 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
204 this.netname = cons(this.netname, "devastator");
206 else if (it.classname == "weapon_vortex") {
207 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
208 this.netname = cons(this.netname, "vortex");
210 else if (it.classname == "weapon_electro") {
211 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
212 this.netname = cons(this.netname, "electro");
214 else if (it.classname == "weapon_hagar") {
215 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
216 this.netname = cons(this.netname, "hagar");
218 else if (it.classname == "weapon_crylink") {
219 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
220 this.netname = cons(this.netname, "crylink");
222 else if (it.classname == "weapon_mortar") {
223 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
224 this.netname = cons(this.netname, "mortar");
226 else if (it.classname == "weapon_shotgun") {
227 SetResourceExplicit(this, RES_SHELLS, GetResource(this, RES_SHELLS) + it.count * WEP_CVAR_PRI(shotgun, ammo)); // WEAPONTODO
228 this.netname = cons(this.netname, "shotgun");
230 else if (it.classname == "weapon_machinegun") {
231 SetResourceExplicit(this, RES_BULLETS, GetResource(this, RES_BULLETS) + it.count * WEP_CVAR(machinegun, burst_ammo)); // WEAPONTODO
232 this.netname = cons(this.netname, "machinegun");
234 else if (it.classname == "item_armor_mega")
235 SetResourceExplicit(this, RES_ARMOR, 100);
236 else if (it.classname == "item_health_mega")
237 SetResourceExplicit(this, RES_HEALTH, 200);
238 else if (it.classname == "item_buff") {
239 entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
240 this.netname = cons(this.netname, buff.netname);
241 STAT(BUFF_TIME, this) = it.count;
244 //remove(it); // removing ents in init functions causes havoc, workaround:
245 setthink(it, SUB_Remove);
249 this.spawnfunc_checked = true;
250 spawnfunc_target_items(this);
251 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
254 spawnfunc(target_give)
256 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
259 void score_use(entity this, entity actor, entity trigger)
261 if(!IS_PLAYER(actor))
263 actor.fragsfilter_cnt += this.count;
265 spawnfunc(target_score)
267 if(!g_cts) { delete(this); return; }
271 this.use = score_use;
274 void fragsfilter_use(entity this, entity actor, entity trigger)
276 if(!IS_PLAYER(actor))
278 if(actor.fragsfilter_cnt >= this.frags)
279 SUB_UseTargets(this, actor, trigger);
281 spawnfunc(target_fragsFilter)
283 if(!g_cts) { delete(this); return; }
287 this.use = fragsfilter_use;
297 bool DoesQ3ARemoveThisEntity(entity this)
299 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
301 // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics
302 // Xonotic is usually played with a CPM-based physics so we default to CPM mode
303 if(cvar_string("g_mod_physics") == "Q3")
311 // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
312 // Xonotic has ~equivalent features to Team Arena
331 // From ioq3 g_spawn.c: static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester"};
332 gametypename = "ffa";
334 gametypename = "team";
336 gametypename = "ctf";
337 if(g_ctf && ctf_oneflag)
338 gametypename = "oneflag";
340 gametypename = "tournament";
342 gametypename = "single";
343 // we do not have the other types (obelisk, harvester)
344 if(strstrofs(this.gametype, gametypename, 0) < 0)