]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/compat/quake3.qc
Spawn medium (25) armor where item_armor_green from Q3 CCTF occurs
[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.qh>
6 #include <server/resources.qh>
7 #include <common/t_items.qh>
8 #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
9 #include <common/mapobjects/triggers.qh>
10 #include <common/mapobjects/trigger/counter.qh>
11 #include <common/mutators/mutator/buffs/buffs.qh>
12 #include <common/notifications/all.qh>
13 #include <common/weapons/_all.qh>
14
15 /***********************
16  * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
17  ***********************
18
19  * Map entities NOT handled in this file:
20  holdable_invulnerability       Q3TA    currently unsupported
21  holdable_kamikaze              Q3TA    currently unsupported
22  item_ammoregen                 Q3TA    handled by buffs mutator
23  item_doubler                   Q3TA    handled by buffs mutator
24  item_guard                     Q3TA    handled by buffs mutator
25  item_scout                     Q3TA    handled by buffs mutator
26  item_armor_jacket              CPMA    handled in quake2.qc
27  item_flight                    Q3A     handled by buffs mutator
28  item_haste                     Q3A     handled by buffs mutator
29  item_health                    Q3A     handled in quake.qc
30  item_health_large              Q3A     handled in items.qc
31  item_health_small              Q3A     handled in health.qh
32  item_health_mega               Q3A     handled in health.qh
33  item_invis                     Q3A     handled by buffs mutator
34  item_quad                      Q3A     handled in items.qc
35  item_regen                     Q3A     handled by buffs mutator
36  CTF spawnfuncs handled in sv_ctf.qc
37
38  NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
39 */
40
41 // SG -> MG || SG
42 SPAWNFUNC_ITEM_COND(ammo_shells, (q3compat & BIT(0)), ITEM_Bullets, ITEM_Shells)
43 SPAWNFUNC_WEAPON_COND(weapon_shotgun, (q3compat & BIT(0)), WEP_MACHINEGUN, WEP_SHOTGUN)
44
45 // MG -> SG || MG
46 SPAWNFUNC_ITEM_COND(ammo_bullets, (q3compat & BIT(0)), ITEM_Shells, ITEM_Bullets)
47
48 // GL -> Mortar
49 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
50
51 // Team Arena Proximity Launcher -> Mine Layer
52 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
53 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
54
55 // Team Arena Chaingun -> HLAC
56 SPAWNFUNC_WEAPON(weapon_chaingun, WEP_HLAC)
57 SPAWNFUNC_ITEM(ammo_belt, ITEM_Cells)
58
59 // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
60 SPAWNFUNC_WEAPON_COND(weapon_nailgun, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO)
61 SPAWNFUNC_ITEM(ammo_nails, ITEM_Cells)
62
63 // LG -> Electro
64 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
65 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
66
67 // Plasma -> Hagar
68 SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
69 SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
70
71 // Rail -> Vortex
72 SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
73 SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
74
75 // BFG -> Crylink || Fireball
76 SPAWNFUNC_WEAPON_COND(weapon_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL)
77 SPAWNFUNC_ITEM_COND(ammo_bfg, cvar_string("g_mod_balance") == "XDF", ITEM_Cells, ITEM_Rockets)
78
79 // grappling hook -> hook
80 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
81
82 // RL -> RL
83 SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
84
85 // Armor
86 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
87 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
88 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
89 SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) // CCTF
90
91 // Battle Suit
92 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
93
94 // medkit -> armor (we have no holdables)
95 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
96
97 .float wait;
98 .float delay;
99
100 // weapon remove ent from df
101 void target_init_verify(entity this)
102 {
103         entity trigger, targ;
104         for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
105                 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
106                         if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
107                         {
108                                 trigger.wait = 0;
109                                 trigger.delay = 0;
110                                 targ.wait = 0;
111                                 targ.delay = 0;
112
113                                 //setsize(targ, trigger.mins, trigger.maxs);
114                                 //setorigin(targ, trigger.origin);
115                                 //remove(trigger);
116                         }
117 }
118
119 void target_init_use(entity this, entity actor, entity trigger)
120 {
121         if (!(this.spawnflags & 1))
122         {
123                 SetResource(actor, RES_ARMOR, start_armorvalue);
124                 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
125         }
126
127         if (!(this.spawnflags & 2))
128         {
129                 SetResource(actor, RES_HEALTH, start_health);
130                 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
131                 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
132         }
133
134         if (!(this.spawnflags & 4))
135         {
136                 if(this.spawnflags & 32) // spawn with only melee
137                 {
138                         SetResource(actor, RES_SHELLS, 0);
139                         SetResource(actor, RES_BULLETS, 0);
140                         SetResource(actor, RES_ROCKETS, 0);
141                         SetResource(actor, RES_CELLS, 0);
142                         SetResource(actor, RES_PLASMA, 0);
143                         SetResource(actor, RES_FUEL, 0);
144
145                         STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
146                 }
147                 else
148                 {
149                         SetResource(actor, RES_SHELLS, start_ammo_shells);
150                         SetResource(actor, RES_BULLETS, start_ammo_nails);
151                         SetResource(actor, RES_ROCKETS, start_ammo_rockets);
152                         SetResource(actor, RES_CELLS, start_ammo_cells);
153                         SetResource(actor, RES_PLASMA, start_ammo_plasma);
154                         SetResource(actor, RES_FUEL, start_ammo_fuel);
155
156                         STAT(WEAPONS, actor) = start_weapons;
157                 }
158         }
159
160         if (!(this.spawnflags & 8))
161         {
162                 STAT(STRENGTH_FINISHED, actor) = 0;
163                 STAT(INVINCIBLE_FINISHED, actor) = 0;
164                 if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
165                 {
166                         int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
167                         Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
168                         sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
169                         if(!IS_INDEPENDENT_PLAYER(actor))
170                                 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
171                         STAT(BUFFS, actor) = 0;
172                         STAT(BUFF_TIME, actor) = 0;
173                 }
174         }
175
176         if (!(this.spawnflags & 16))
177         {
178                 // We don't have holdables.
179         }
180
181         SUB_UseTargets(this, actor, trigger);
182 }
183
184 spawnfunc(target_init)
185 {
186         this.use = target_init_use;
187         InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
188 }
189
190 // weapon give ent from defrag
191 void target_give_init(entity this)
192 {
193         IL_EACH(g_items, it.targetname == this.target,
194         {
195                 if (it.classname == "weapon_devastator") {
196                         SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
197                         this.netname = cons(this.netname, "devastator");
198                 }
199                 else if (it.classname == "weapon_vortex") {
200                         SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
201                         this.netname = cons(this.netname, "vortex");
202                 }
203                 else if (it.classname == "weapon_electro") {
204                         SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
205                         this.netname = cons(this.netname, "electro");
206                 }
207                 else if (it.classname == "weapon_hagar") {
208                         SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
209                         this.netname = cons(this.netname, "hagar");
210                 }
211                 else if (it.classname == "weapon_crylink") {
212                         SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
213                         this.netname = cons(this.netname, "crylink");
214                 }
215                 else if (it.classname == "weapon_mortar") {
216                         SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
217                         this.netname = cons(this.netname, "mortar");
218                 }
219                 else if (it.classname == "weapon_shotgun") {
220                         SetResourceExplicit(this, RES_SHELLS, GetResource(this, RES_SHELLS) + it.count * WEP_CVAR_PRI(shotgun, ammo)); // WEAPONTODO
221                         this.netname = cons(this.netname, "shotgun");
222                 }
223                 else if (it.classname == "item_armor_mega")
224                         SetResourceExplicit(this, RES_ARMOR, 100);
225                 else if (it.classname == "item_health_mega")
226                         SetResourceExplicit(this, RES_HEALTH, 200);
227                 else if (it.classname == "item_buff") {
228                         entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
229                         this.netname = cons(this.netname, buff.netname);
230                         STAT(BUFF_TIME, this) = it.count;
231                 }
232
233                 //remove(it); // removing ents in init functions causes havoc, workaround:
234         setthink(it, SUB_Remove);
235         it.nextthink = time;
236         });
237         this.spawnflags = 2;
238         this.spawnfunc_checked = true;
239         spawnfunc_target_items(this);
240         InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
241 }
242
243 spawnfunc(target_give)
244 {
245         InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
246 }
247
248 void score_use(entity this, entity actor, entity trigger)
249 {
250         if(!IS_PLAYER(actor))
251                 return;
252         actor.fragsfilter_cnt += this.count;
253 }
254 spawnfunc(target_score)
255 {
256         if(!g_cts) { delete(this); return; }
257
258         if(!this.count)
259                 this.count = 1;
260         this.use = score_use;
261 }
262
263 void fragsfilter_use(entity this, entity actor, entity trigger)
264 {
265         if(!IS_PLAYER(actor))
266                 return;
267         if(actor.fragsfilter_cnt >= this.frags)
268                 SUB_UseTargets(this, actor, trigger);
269 }
270 spawnfunc(target_fragsFilter)
271 {
272         if(!g_cts) { delete(this); return; }
273
274         if(!this.frags)
275                 this.frags = 1;
276         this.use = fragsfilter_use;
277 }
278
279 .bool notteam;
280 .bool notsingle;
281 .bool notfree;
282 .bool notta;
283 .bool notvq3;
284 .bool notcpm;
285 .string gametype;
286 bool DoesQ3ARemoveThisEntity(entity this)
287 {
288         // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
289
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")
293         {
294                 if(this.notvq3)
295                         return true;
296         }
297         else if(this.notcpm)
298                 return true;
299
300         // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
301         // Xonotic has ~equivalent features to Team Arena
302         if(this.notta)
303                 return true;
304
305         if(this.notsingle)
306                 if(maxclients == 1)
307                         return true;
308
309         if(this.notteam)
310                 if(teamplay)
311                         return true;
312
313         if(this.notfree)
314                 if(!teamplay)
315                         return true;
316
317         if(this.gametype)
318         {
319                 string gametypename;
320                 // From ioq3 g_spawn.c: static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester"};
321                 gametypename = "ffa";
322                 if(teamplay)
323                         gametypename = "team";
324                 if(g_ctf)
325                         gametypename = "ctf";
326                 if(g_ctf && ctf_oneflag)
327                         gametypename = "oneflag";
328                 if(g_duel)
329                         gametypename = "tournament";
330                 if(maxclients == 1)
331                         gametypename = "single";
332                 // we do not have the other types (obelisk, harvester)
333                 if(strstrofs(this.gametype, gametypename, 0) < 0)
334                         return true;
335         }
336
337         return false;
338 }