#include "quake3.qh" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include /*********************** * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons *********************** * Map entities NOT handled in this file: holdable_invulnerability Q3TA buffs/all.inc holdable_kamikaze Q3TA buffs/all.inc holdable_teleporter Q3A buffs/all.inc item_ammoregen Q3TA buffs/all.inc item_doubler Q3TA buffs/all.inc item_guard Q3TA buffs/all.inc item_scout Q3TA buffs/all.inc item_armor_jacket CPMA quake2.qc item_flight Q3A buffs/all.inc item_health Q3A quake.qc item_health_large Q3A items/spawning.qc item_health_small Q3A health.qh item_health_mega Q3A health.qh item_regen Q3A buffs/all.inc item_key_gold QL keys.qc item_key_silver QL keys.qc item_key_master QL keys.qc weapon_machinegun Q3A machinegun.qh weapon_grenadelauncher Q3A mortar.qh weapon_rocketlauncher Q3A devastator.qh * CTF spawnfuncs in sv_ctf.qc NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG */ // SG -> MG || SG SPAWNFUNC_Q3_COND(weapon_shotgun, ammo_shells, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN) // MG -> SG || MG // Technically we should replace weapon_machinegun with WEP_SHOTGUN if Q3COMPAT_ARENA, but it almost never occurs on Q3 maps SPAWNFUNC_Q3AMMO_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), WEP_SHOTGUN, WEP_MACHINEGUN) // GL -> Mortar SPAWNFUNC_Q3AMMO(ammo_grenades, WEP_MORTAR) // Team Arena Proximity Launcher -> Mine Layer SPAWNFUNC_Q3(weapon_prox_launcher, ammo_mines, WEP_MINE_LAYER) // Team Arena Chaingun -> HLAC SPAWNFUNC_Q3(weapon_chaingun, ammo_belt, WEP_HLAC) // Quake Live Heavy Machine Gun -> HLAC SPAWNFUNC_Q3(weapon_hmg, ammo_hmg, WEP_HLAC) // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro SPAWNFUNC_Q3_COND(weapon_nailgun, ammo_nails, autocvar_sv_mapformat_is_quake3, WEP_CRYLINK, WEP_ELECTRO) // LG -> Electro SPAWNFUNC_Q3(weapon_lightning, ammo_lightning, WEP_ELECTRO) // Plasma -> Hagar SPAWNFUNC_Q3(weapon_plasmagun, ammo_cells, WEP_HAGAR) // Rail -> Vortex SPAWNFUNC_Q3(weapon_railgun, ammo_slugs, WEP_VORTEX) // BFG -> Crylink || Fireball SPAWNFUNC_Q3_COND(weapon_bfg, ammo_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL) // FIXME: WEP_FIREBALL has no ammo_type field so ammo_bfg is deleted by SPAWNFUNC_BODY // grappling hook -> hook SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK) // RL -> RL SPAWNFUNC_Q3AMMO(ammo_rockets, WEP_DEVASTATOR) // Gauntlet -> Tuba SPAWNFUNC_ITEM(weapon_gauntlet, WEP_TUBA) // Armor SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega) SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig) SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall) SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) // CCTF // Powerups SPAWNFUNC_ITEM(item_quad, ITEM_Strength) SPAWNFUNC_ITEM(item_enviro, ITEM_Shield) SPAWNFUNC_ITEM(item_haste, ITEM_Speed) SPAWNFUNC_ITEM(item_invis, ITEM_Invisibility) // medkit -> armor (we have no holdables) SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig) .float wait; .float delay; // weapon remove ent from df void target_init_verify(entity this) { entity trigger, targ; for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); ) for(targ = NULL; (targ = find(targ, targetname, trigger.target)); ) if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items") { trigger.wait = 0; trigger.delay = 0; targ.wait = 0; targ.delay = 0; //setsize(targ, trigger.mins, trigger.maxs); //setorigin(targ, trigger.origin); //remove(trigger); } } void target_init_use(entity this, entity actor, entity trigger) { if (!(this.spawnflags & 1)) { SetResource(actor, RES_ARMOR, start_armorvalue); actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot; } if (!(this.spawnflags & 2)) { SetResource(actor, RES_HEALTH, start_health); actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot; actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen; } if (!(this.spawnflags & 4)) { if(this.spawnflags & 32) // spawn with only melee { SetResource(actor, RES_SHELLS, 0); SetResource(actor, RES_BULLETS, 0); SetResource(actor, RES_ROCKETS, 0); SetResource(actor, RES_CELLS, 0); SetResource(actor, RES_PLASMA, 0); SetResource(actor, RES_FUEL, 0); STAT(WEAPONS, actor) = WEPSET(SHOTGUN); } else { SetResource(actor, RES_SHELLS, start_ammo_shells); SetResource(actor, RES_BULLETS, start_ammo_nails); SetResource(actor, RES_ROCKETS, start_ammo_rockets); SetResource(actor, RES_CELLS, start_ammo_cells); SetResource(actor, RES_PLASMA, start_ammo_plasma); SetResource(actor, RES_FUEL, start_ammo_fuel); STAT(WEAPONS, actor) = start_weapons; } } if (!(this.spawnflags & 8)) { FOREACH(StatusEffect, it.instanceOfPowerups, { it.m_remove(it, actor, STATUSEFFECT_REMOVE_NORMAL); }); entity heldbuff = buff_FirstFromFlags(actor); if(heldbuff) // TODO: make a dropbuffs function to handle this { int buffid = heldbuff.m_id; Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid); sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM); if(!IS_INDEPENDENT_PLAYER(actor)) Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid); buff_RemoveAll(actor, STATUSEFFECT_REMOVE_NORMAL); } } if (!(this.spawnflags & 16)) { // We don't have holdables. } SUB_UseTargets(this, actor, trigger); } spawnfunc(target_init) { this.use = target_init_use; InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET); } // weapon give ent from Q3 void target_give_init(entity this) { IL_EACH(g_items, it.targetname == this.target, { if (it.classname == "item_buff") { this.netname = cons(this.netname, it.buffdef.netname); this.buffs_finished += it.buffs_finished; } else { this.ammo_rockets += it.ammo_rockets; this.ammo_cells += it.ammo_cells; this.ammo_shells += it.ammo_shells; this.ammo_nails += it.ammo_nails; this.invincible_finished += it.invincible_finished; this.strength_finished += it.strength_finished; this.speed_finished += it.speed_finished; this.invisibility_finished += it.invisibility_finished; this.health += it.health; this.armorvalue += it.armorvalue; this.netname = cons(this.netname, (it.itemdef.m_weapon) ? it.itemdef.m_weapon.netname : it.itemdef.netname); } //remove(it); // removing ents in init functions causes havoc, workaround: setthink(it, SUB_Remove); it.nextthink = time; }); this.spawnflags = 2; this.spawnfunc_checked = true; spawnfunc_target_items(this); InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET); } spawnfunc(target_give) { InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET); } void score_use(entity this, entity actor, entity trigger) { if(!IS_PLAYER(actor)) return; actor.fragsfilter_cnt += this.count; } spawnfunc(target_score) { if(!g_cts) { delete(this); return; } if(!this.count) this.count = 1; this.use = score_use; } void fragsfilter_use(entity this, entity actor, entity trigger) { if(!IS_PLAYER(actor)) return; if(actor.fragsfilter_cnt >= this.frags) SUB_UseTargets(this, actor, trigger); } spawnfunc(target_fragsFilter) { if(!g_cts) { delete(this); return; } if(!this.frags) this.frags = 1; this.use = fragsfilter_use; } #define PRINT_REDTEAM BIT(0) // Q3 only, not used in Q3DF #define PRINT_BLUETEAM BIT(1) // Q3 only, not used in Q3DF #define PRINT_PRIVATE BIT(2) // Q3 only, not used in Q3DF #define PRINT_BROADCAST BIT(3) // Q3DF only, default behavior in Q3 void target_print_message(entity this, entity actor) { centerprint(actor, this.message); play2(actor, SND(TALK)); } void target_print_use(entity this, entity actor, entity trigger) { if(!IS_PLAYER(actor)) return; if(this.message == "") return; bool priv, red, blue; if(!(q3compat & Q3COMPAT_DEFI)) // Q3 spawnflags { priv = boolean(this.spawnflags & PRINT_PRIVATE); red = boolean(this.spawnflags & PRINT_REDTEAM); blue = boolean(this.spawnflags & PRINT_BLUETEAM); } else // Q3DF spawnflags { priv = !boolean(this.spawnflags & PRINT_BROADCAST); red = blue = false; } if(priv) { target_print_message(this, actor); } else { FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && ((!red && !blue) || (red && it.team == NUM_TEAM_1) || (blue && it.team == NUM_TEAM_2)), target_print_message(this, it)); } } /* * ENTITY PARAMETERS: * * message: text string to print on screen. * targetname: the activating trigger points to this. */ spawnfunc(target_print) { this.use = target_print_use; } // target_smallprint, Q3DF only spawnfunc(target_smallprint) { spawnfunc_target_print(this); } .string gametype; .string not_gametype; bool DoesQ3ARemoveThisEntity(entity this) { // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY) if (!this.classname) return true; // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics // Xonotic is usually played with a CPM-based physics so we default to CPM mode if(cvar_string("g_mod_physics") == "Q3") { if(stof(GetField_fullspawndata(this, "notvq3"))) return true; } else if(stof(GetField_fullspawndata(this, "notcpm"))) return true; // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA // Xonotic has ~equivalent features to Team Arena if(stof(GetField_fullspawndata(this, "notta"))) return true; // FIXME: singleplayer does not use maxclients 1 as that would prevent bots, // this is the case in Q3 also, it uses another method to block clients. // Only accessible in VQ3, via the `spmap` command. if(stof(GetField_fullspawndata(this, "notsingle"))) if(maxclients == 1 && IS_GAMETYPE(DEATHMATCH)) return true; if(stof(GetField_fullspawndata(this, "notteam"))) if(teamplay) return true; if(stof(GetField_fullspawndata(this, "notfree"))) if(!teamplay) return true; if(this.gametype || this.not_gametype) { // Q3 checks these with strstr(): case-sensitive, no gametype can be a substring of another, // any separator is allowed (conventions are: spaces, commas, or commas with spaces). // QL's entities.def says they're space delineated. // Q3 gametype entity fields: ffa tournament single team ctf oneflag obelisk harvester (game/g_spawn.c) // Q3 arena file 'type' key: ffa tourney ctf oneflag overload harvester (ui/ui_gameinfo.c) // QL gametype entity fields: ffa duel tdm ca ft rr ctf ad dom har 1f race ob // QL arena file 'type' key: ffa duel tdm ca ft rr ctf ad dom har oneflag race string gametypename_q3, gametypename_ql; // One of these will apply if our gametype has no Q3/QL equivalent if(teamplay) { gametypename_q3 = "team"; gametypename_ql = "tdm"; } else gametypename_q3 = gametypename_ql = "ffa"; if(g_ctf) { if (ctf_oneflag) { gametypename_q3 = "oneflag"; gametypename_ql = "1f"; } else gametypename_q3 = gametypename_ql = "ctf"; } else if(g_duel) { gametypename_q3 = "tournament"; gametypename_ql = "duel"; } else if(IS_GAMETYPE(DEATHMATCH) && maxclients == 1) gametypename_q3 = "single"; else if(g_ca) gametypename_ql = "ql"; else if(IS_GAMETYPE(FREEZETAG)) gametypename_ql = "ft"; else if(IS_GAMETYPE(DOMINATION)) gametypename_ql = "dom"; else if(g_race || g_cts) gametypename_ql = "race"; if(this.gametype) if(strstrofs(this.gametype, gametypename_q3, 0) < 0 && strstrofs(this.gametype, gametypename_ql, 0) < 0) return true; // Only supported by QL if(strstrofs(this.not_gametype, gametypename_ql, 0) >= 0) return true; } return false; } int GetAmmoConsumptionQ3(string netname) // Returns ammo consumed per shot by the primary/default fire mode // Returns 0 if the netname has no ammo cvar { switch (netname) { case "arc": return autocvar_g_balance_arc_beam_ammo; case "devastator": return autocvar_g_balance_devastator_ammo; case "machinegun": return autocvar_g_balance_machinegun_sustained_ammo; case "minelayer": return autocvar_g_balance_minelayer_ammo; case "seeker": return autocvar_g_balance_seeker_tag_ammo; default: return cvar(strcat("g_balance_", netname, "_primary_ammo")); } }