]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/compat/quake3.qc
Merge branch 'master' into bones_was_here/q3compat
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / compat / quake3.qc
index a68cc8a339c987a3822617b78b5458e900164531..264daeca1a9306277cd2b6f333be4039fd12c55a 100644 (file)
@@ -7,88 +7,88 @@
 #include <server/items/items.qh>
 #include <server/items/spawning.qh>
 #include <server/resources.qh>
+#include <server/world.qh>
 #include <common/gamemodes/_mod.qh>
 #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
 #include <common/mapobjects/triggers.qh>
 #include <common/mapobjects/trigger/counter.qh>
 #include <common/mutators/mutator/buffs/buffs.qh>
 #include <common/notifications/all.qh>
-#include <common/weapons/_all.qh>
 
 /***********************
  * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
  ***********************
 
  * Map entities NOT handled in this file:
- holdable_invulnerability      Q3TA    currently unsupported
- holdable_kamikaze             Q3TA    currently unsupported
- item_ammoregen                        Q3TA    handled by buffs mutator
- item_doubler                  Q3TA    handled by buffs mutator
- item_guard                    Q3TA    handled by buffs mutator
- item_scout                    Q3TA    handled by buffs mutator
- item_armor_jacket             CPMA    handled in quake2.qc
- item_flight                   Q3A     handled by buffs mutator
- item_haste                    Q3A     handled by buffs mutator
- item_health                   Q3A     handled in quake.qc
- item_health_large             Q3A     handled in items.qc
- item_health_small             Q3A     handled in health.qh
- item_health_mega              Q3A     handled in health.qh
- item_invis                    Q3A     handled by buffs mutator
- item_quad                     Q3A     handled in items.qc
- item_regen                    Q3A     handled by buffs mutator
+ holdable_invulnerability      Q3TA    buffs mutator
+ holdable_kamikaze             Q3TA    buffs mutator
+ holdable_teleporter           Q3A     buffs mutator
+ item_ammoregen                        Q3TA    buffs mutator
+ item_doubler                  Q3TA    buffs mutator
+ item_guard                    Q3TA    buffs mutator
+ item_scout                    Q3TA    buffs mutator
+ item_armor_jacket             CPMA    quake2.qc
+ item_flight                   Q3A     buffs mutator
+ item_haste                    Q3A     buffs mutator
+ item_health                   Q3A     quake.qc
+ item_health_large             Q3A     items.qc
+ item_health_small             Q3A     health.qh
+ item_health_mega              Q3A     health.qh
+ item_invis                    Q3A     buffs mutator
+ item_quad                     Q3A     items.qc
+ item_regen                    Q3A     buffs mutator
+ weapon_machinegun             Q3A     machinegun.qh
+ weapon_grenadelauncher                Q3A     mortar.qh
+ weapon_rocketlauncher         Q3A     devastator.qh
  CTF spawnfuncs handled 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_ITEM_COND(ammo_shells, (q3compat & Q3COMPAT_ARENA), ITEM_Bullets, ITEM_Shells)
-SPAWNFUNC_WEAPON_COND(weapon_shotgun, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
+SPAWNFUNC_Q3_COND(weapon_shotgun, ammo_shells, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
 
 // MG -> SG || MG
-SPAWNFUNC_ITEM_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), ITEM_Shells, ITEM_Bullets)
+// 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_ITEM(ammo_grenades, ITEM_Rockets)
+SPAWNFUNC_Q3AMMO(ammo_grenades, WEP_MORTAR)
 
 // Team Arena Proximity Launcher -> Mortar
 // It's more accurate to spawn Mine Layer but players prefer Mortar, and weapon_grenadelauncher is usually disabled by "notta" and weapon_prox_launcher placed at the same origin
-SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MORTAR)
-SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
+SPAWNFUNC_Q3(weapon_prox_launcher, ammo_mines, WEP_MORTAR)
 
 // Team Arena Chaingun -> HLAC
-SPAWNFUNC_WEAPON(weapon_chaingun, WEP_HLAC)
-SPAWNFUNC_ITEM(ammo_belt, ITEM_Cells)
+SPAWNFUNC_Q3(weapon_chaingun, ammo_belt, WEP_HLAC)
 
 // Quake Live Heavy Machine Gun -> HLAC
-SPAWNFUNC_WEAPON(weapon_hmg, WEP_HLAC)
-SPAWNFUNC_ITEM(ammo_hmg, ITEM_Cells)
+SPAWNFUNC_Q3(weapon_hmg, ammo_hmg, WEP_HLAC)
 
 // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
-SPAWNFUNC_WEAPON_COND(weapon_nailgun, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO)
-SPAWNFUNC_ITEM(ammo_nails, ITEM_Cells)
+SPAWNFUNC_Q3_COND(weapon_nailgun, ammo_nails, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO)
 
 // LG -> Electro
-SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
-SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
+SPAWNFUNC_Q3(weapon_lightning, ammo_lightning, WEP_ELECTRO)
 
 // Plasma -> Hagar
-SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
-SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
+SPAWNFUNC_Q3(weapon_plasmagun, ammo_cells, WEP_HAGAR)
 
 // Rail -> Vortex
-SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
-SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
+SPAWNFUNC_Q3(weapon_railgun, ammo_slugs, WEP_VORTEX)
 
 // BFG -> Crylink || Fireball
-SPAWNFUNC_WEAPON_COND(weapon_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL)
-SPAWNFUNC_ITEM_COND(ammo_bfg, cvar_string("g_mod_balance") == "XDF", ITEM_Cells, ITEM_Rockets)
+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_ITEM(ammo_rockets, ITEM_Rockets)
+SPAWNFUNC_Q3AMMO(ammo_rockets, WEP_DEVASTATOR)
+
+// Gauntlet -> Tuba
+SPAWNFUNC_ITEM(weapon_gauntlet, WEP_TUBA)
 
 // Armor
 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
@@ -200,54 +200,32 @@ void target_give_init(entity this)
 {
        IL_EACH(g_items, it.targetname == this.target,
        {
-               if (it.classname == "weapon_devastator") {
-                       SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "devastator");
-               }
-               else if (it.classname == "weapon_vortex") {
-                       SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "vortex");
-               }
-               else if (it.classname == "weapon_electro") {
-                       SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "electro");
-               }
-               else if (it.classname == "weapon_hagar") {
-                       SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "hagar");
-               }
-               else if (it.classname == "weapon_crylink") {
-                       SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "crylink");
-               }
-               else if (it.classname == "weapon_mortar") {
-                       SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "mortar");
-               }
-               else if (it.classname == "weapon_shotgun") {
-                       SetResourceExplicit(this, RES_SHELLS, GetResource(this, RES_SHELLS) + it.count * WEP_CVAR_PRI(shotgun, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "shotgun");
-               }
-               else if (it.classname == "weapon_machinegun") {
-                       SetResourceExplicit(this, RES_BULLETS, GetResource(this, RES_BULLETS) + it.count * WEP_CVAR(machinegun, burst_ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "machinegun");
-               }
-               else if (it.classname == "item_armor_mega")
-                       SetResourceExplicit(this, RES_ARMOR, 100);
-               else if (it.classname == "item_health_mega")
-                       SetResourceExplicit(this, RES_HEALTH, 200);
-               else if (it.classname == "item_buff") {
+               if (it.classname == "item_buff")
+               {
                        entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
                        this.netname = cons(this.netname, buff.netname);
-                       STAT(BUFF_TIME, this) = it.count;
+                       STAT(BUFF_TIME, this) += it.count;
                }
-               else if (it.classname == "item_shield") {
-                       this.invincible_finished = it.count;
-                       this.netname = cons(this.netname, "invincible");
-               }
-               else if (it.classname == "item_strength") {
-                       this.strength_finished = it.count;
-                       this.netname = cons(this.netname, "strength");
+               else
+               {
+                       if (it.ammo_rockets)
+                               this.ammo_rockets += it.ammo_rockets;
+                       else if (it.ammo_cells)
+                               this.ammo_cells += it.ammo_cells;
+                       else if (it.ammo_shells)
+                               this.ammo_shells += it.ammo_shells;
+                       else if (it.ammo_nails)
+                               this.ammo_nails += it.ammo_nails;
+                       else if (it.invincible_finished)
+                               this.invincible_finished += it.invincible_finished;
+                       else if (it.strength_finished)
+                               this.strength_finished += it.strength_finished;
+                       else if (it.health)
+                               this.health += it.health;
+                       else if (it.armorvalue)
+                               this.armorvalue += it.armorvalue;
+
+                       this.netname = cons(this.netname, it.netname);
                }
 
                //remove(it); // removing ents in init functions causes havoc, workaround: