]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/compat/quake3.qc
Merge branch 'master' into Mario/stats_eloranking
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / compat / quake3.qc
index a85f4cca6429d8a84af6f287d50366009832aedc..8205b81284d2811d618b38e6c8675aca3942482b 100644 (file)
@@ -3,10 +3,14 @@
 #include <server/defs.qh>
 #include <server/miscfunctions.qh>
 #include <server/items.qh>
+#include <server/resources.qh>
+#include <common/t_items.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>
 
-spawnfunc(target_items);
-
 //***********************
 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
 //***********************
@@ -82,11 +86,64 @@ void target_init_verify(entity this)
                        }
 }
 
+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))
+       {
+               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 & 32)
+               {
+                       // TODO
+               }
+       }
+
+       if (!(this.spawnflags & 8))
+       {
+               actor.strength_finished = 0;
+               actor.invincible_finished = 0;
+               if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
+               {
+                       int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).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);
+                       STAT(BUFFS, actor) = 0;
+                       STAT(BUFF_TIME, actor) = 0;
+               }
+       }
+
+       if (!(this.spawnflags & 16))
+       {
+               // We don't have holdables.
+       }
+
+       SUB_UseTargets(this, actor, trigger);
+}
+
 spawnfunc(target_init)
 {
-       this.spawnflags = 0; // remove all weapons except the ones listed below
-       this.netname = "shotgun"; // keep these weapons through the remove trigger
-       spawnfunc_target_items(this);
+       this.use = target_init_use;
        InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
 }
 
@@ -95,34 +152,40 @@ void target_give_init(entity this)
 {
        IL_EACH(g_items, it.targetname == this.target,
        {
-               if (it.classname == "weapon_rocketlauncher" || it.classname == "weapon_devastator") {
-                       this.ammo_rockets += it.count * WEP_CVAR(devastator, ammo);
+               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_railgun") {
-                       this.ammo_cells += it.count * WEP_CVAR_PRI(vortex, ammo); // WEAPONTODO
+               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_lightning") {
-                       this.ammo_cells += it.count * WEP_CVAR_PRI(electro, ammo); // WEAPONTODO
+               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_plasmagun") {
-                       this.ammo_rockets += it.count * WEP_CVAR_PRI(hagar, ammo); // WEAPONTODO
+               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_bfg") {
-                       this.ammo_cells += it.count * WEP_CVAR_PRI(crylink, ammo);
+               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_grenadelauncher" || it.classname == "weapon_mortar") {
-                       this.ammo_rockets += it.count * WEP_CVAR_PRI(mortar, ammo); // WEAPONTODO
+               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 == "item_armor_body")
-                       this.armorvalue = 100;
+               else if (it.classname == "item_armor_mega")
+                       SetResourceExplicit(this, RES_ARMOR, 100);
                else if (it.classname == "item_health_mega")
-                       this.health = 200;
+                       SetResourceExplicit(this, RES_HEALTH, 200);
+               else 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;
+               }
+
                //remove(it); // removing ents in init functions causes havoc, workaround:
         setthink(it, SUB_Remove);
         it.nextthink = time;
@@ -138,6 +201,37 @@ 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;
+}
+
 //spawnfunc(item_flight)       /* handled by buffs mutator */
 //spawnfunc(item_haste)        /* handled by buffs mutator */
 //spawnfunc(item_health)       /* handled in t_quake.qc */
@@ -188,6 +282,8 @@ bool DoesQ3ARemoveThisEntity(entity this)
                        gametypename = "team";
                if(g_ctf)
                        gametypename = "ctf";
+               if(g_duel)
+                       gametypename = "tournament";
                if(maxclients == 1)
                        gametypename = "single";
                // we do not have the other types (oneflag, obelisk, harvester, teamtournament)