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/mapobjects/triggers.qh>
9 #include <common/mapobjects/trigger/counter.qh>
10 #include <common/mutators/mutator/buffs/buffs.qh>
11 #include <common/notifications/all.qh>
12 #include <common/weapons/_all.qh>
14 //***********************
15 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
16 //***********************
18 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
19 bool q3compat_arena(string mapname)
21 if(fexists(strcat("scripts/", mapname, ".arena"))) return true;
27 SPAWNFUNC_ITEM_COND(ammo_shells, q3compat_arena(mapname), ITEM_Bullets, ITEM_Shells)
28 SPAWNFUNC_WEAPON_COND(weapon_shotgun, q3compat_arena(mapname), WEP_MACHINEGUN, WEP_SHOTGUN)
31 SPAWNFUNC_ITEM_COND(ammo_bullets, q3compat_arena(mapname), ITEM_Shells, ITEM_Bullets)
34 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
36 // Team Arena Proximity Launcher -> Mine Layer
37 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
38 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
40 // Team Arena Chaingun -> HLAC
41 SPAWNFUNC_WEAPON(weapon_chaingun, WEP_HLAC)
42 SPAWNFUNC_ITEM(ammo_belt, ITEM_Cells)
44 // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
45 SPAWNFUNC_WEAPON_COND(weapon_nailgun, q3compat_arena(mapname), WEP_CRYLINK, WEP_ELECTRO)
46 SPAWNFUNC_ITEM(ammo_nails, ITEM_Cells)
49 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
50 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
53 SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
54 SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
57 SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
58 SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
60 // BFG -> Crylink || Fireball
61 SPAWNFUNC_WEAPON_COND(weapon_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL)
62 SPAWNFUNC_ITEM_COND(ammo_bfg, cvar_string("g_mod_balance") == "XDF", ITEM_Cells, ITEM_Rockets)
64 // grappling hook -> hook
65 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
68 SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
71 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
72 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
73 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
74 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
76 // medkit -> armor (we have no holdables)
77 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
82 // weapon remove ent from df
83 void target_init_verify(entity this)
86 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
87 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
88 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
95 //setsize(targ, trigger.mins, trigger.maxs);
96 //setorigin(targ, trigger.origin);
101 void target_init_use(entity this, entity actor, entity trigger)
103 if (!(this.spawnflags & 1))
105 SetResource(actor, RES_ARMOR, start_armorvalue);
106 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
109 if (!(this.spawnflags & 2))
111 SetResource(actor, RES_HEALTH, start_health);
112 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
113 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
116 if (!(this.spawnflags & 4))
118 if(this.spawnflags & 32) // spawn with only melee
120 SetResource(actor, RES_SHELLS, 0);
121 SetResource(actor, RES_BULLETS, 0);
122 SetResource(actor, RES_ROCKETS, 0);
123 SetResource(actor, RES_CELLS, 0);
124 SetResource(actor, RES_PLASMA, 0);
125 SetResource(actor, RES_FUEL, 0);
127 STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
131 SetResource(actor, RES_SHELLS, start_ammo_shells);
132 SetResource(actor, RES_BULLETS, start_ammo_nails);
133 SetResource(actor, RES_ROCKETS, start_ammo_rockets);
134 SetResource(actor, RES_CELLS, start_ammo_cells);
135 SetResource(actor, RES_PLASMA, start_ammo_plasma);
136 SetResource(actor, RES_FUEL, start_ammo_fuel);
138 STAT(WEAPONS, actor) = start_weapons;
142 if (!(this.spawnflags & 8))
144 STAT(STRENGTH_FINISHED, actor) = 0;
145 STAT(INVINCIBLE_FINISHED, actor) = 0;
146 if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
148 int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
149 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
150 sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
151 if(!IS_INDEPENDENT_PLAYER(actor))
152 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
153 STAT(BUFFS, actor) = 0;
154 STAT(BUFF_TIME, actor) = 0;
158 if (!(this.spawnflags & 16))
160 // We don't have holdables.
163 SUB_UseTargets(this, actor, trigger);
166 spawnfunc(target_init)
168 this.use = target_init_use;
169 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
172 // weapon give ent from defrag
173 void target_give_init(entity this)
175 IL_EACH(g_items, it.targetname == this.target,
177 if (it.classname == "weapon_devastator") {
178 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
179 this.netname = cons(this.netname, "devastator");
181 else if (it.classname == "weapon_vortex") {
182 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
183 this.netname = cons(this.netname, "vortex");
185 else if (it.classname == "weapon_electro") {
186 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
187 this.netname = cons(this.netname, "electro");
189 else if (it.classname == "weapon_hagar") {
190 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
191 this.netname = cons(this.netname, "hagar");
193 else if (it.classname == "weapon_crylink") {
194 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
195 this.netname = cons(this.netname, "crylink");
197 else if (it.classname == "weapon_mortar") {
198 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
199 this.netname = cons(this.netname, "mortar");
201 else if (it.classname == "weapon_shotgun") {
202 SetResourceExplicit(this, RES_SHELLS, GetResource(this, RES_SHELLS) + it.count * WEP_CVAR_PRI(shotgun, ammo)); // WEAPONTODO
203 this.netname = cons(this.netname, "shotgun");
205 else if (it.classname == "item_armor_mega")
206 SetResourceExplicit(this, RES_ARMOR, 100);
207 else if (it.classname == "item_health_mega")
208 SetResourceExplicit(this, RES_HEALTH, 200);
209 else if (it.classname == "item_buff") {
210 entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
211 this.netname = cons(this.netname, buff.netname);
212 STAT(BUFF_TIME, this) = it.count;
215 //remove(it); // removing ents in init functions causes havoc, workaround:
216 setthink(it, SUB_Remove);
220 this.spawnfunc_checked = true;
221 spawnfunc_target_items(this);
222 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
225 spawnfunc(target_give)
227 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
230 void score_use(entity this, entity actor, entity trigger)
232 if(!IS_PLAYER(actor))
234 actor.fragsfilter_cnt += this.count;
236 spawnfunc(target_score)
238 if(!g_cts) { delete(this); return; }
242 this.use = score_use;
245 void fragsfilter_use(entity this, entity actor, entity trigger)
247 if(!IS_PLAYER(actor))
249 if(actor.fragsfilter_cnt >= this.frags)
250 SUB_UseTargets(this, actor, trigger);
252 spawnfunc(target_fragsFilter)
254 if(!g_cts) { delete(this); return; }
258 this.use = fragsfilter_use;
261 //spawnfunc(item_flight) /* handled by buffs mutator */
262 //spawnfunc(item_doubler) /* handled by buffs mutator */
263 //spawnfunc(item_haste) /* handled by buffs mutator */
264 //spawnfunc(item_health) /* handled in t_quake.qc */
265 //spawnfunc(item_health_large) /* handled in t_items.qc */
266 //spawnfunc(item_health_small) /* handled in t_items.qc */
267 //spawnfunc(item_health_mega) /* handled in t_items.qc */
268 //spawnfunc(item_invis) /* handled by buffs mutator */
269 //spawnfunc(item_regen) /* handled by buffs mutator */
271 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
280 bool DoesQ3ARemoveThisEntity(entity this)
282 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
284 // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics
285 // Xonotic is usually played with a CPM-based physics so we default to CPM mode
286 if(cvar_string("g_mod_physics") == "Q3")
288 if(this.notvq3) return true;
290 else if(this.notcpm) return true;
292 // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
293 // Xonotic has ~equivalent features to Team Arena
312 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
313 gametypename = "ffa";
315 gametypename = "team";
317 gametypename = "ctf";
319 gametypename = "tournament";
321 gametypename = "single";
322 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
323 if(strstrofs(this.gametype, gametypename, 0) < 0)