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
21 SPAWNFUNC_ITEM(ammo_shells, ITEM_Shells)
24 SPAWNFUNC_ITEM(ammo_bullets, ITEM_Bullets)
27 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
30 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
31 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
34 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
35 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
38 SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
39 SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
42 SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
43 SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
46 SPAWNFUNC_WEAPON(weapon_bfg, WEP_CRYLINK)
47 SPAWNFUNC_ITEM(ammo_bfg, ITEM_Cells)
49 // grappling hook -> hook
50 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
53 SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
56 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
57 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
58 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
59 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
61 // medkit -> armor (we have no holdables)
62 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
67 // weapon remove ent from df
68 void target_init_verify(entity this)
71 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
72 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
73 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
80 //setsize(targ, trigger.mins, trigger.maxs);
81 //setorigin(targ, trigger.origin);
86 void target_init_use(entity this, entity actor, entity trigger)
88 if (!(this.spawnflags & 1))
90 SetResource(actor, RES_ARMOR, start_armorvalue);
91 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
94 if (!(this.spawnflags & 2))
96 SetResource(actor, RES_HEALTH, start_health);
97 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
98 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
101 if (!(this.spawnflags & 4))
103 SetResource(actor, RES_SHELLS, start_ammo_shells);
104 SetResource(actor, RES_BULLETS, start_ammo_nails);
105 SetResource(actor, RES_ROCKETS, start_ammo_rockets);
106 SetResource(actor, RES_CELLS, start_ammo_cells);
107 SetResource(actor, RES_PLASMA, start_ammo_plasma);
108 SetResource(actor, RES_FUEL, start_ammo_fuel);
110 STAT(WEAPONS, actor) = start_weapons;
111 if (this.spawnflags & 32)
117 if (!(this.spawnflags & 8))
119 STAT(STRENGTH_FINISHED, actor) = 0;
120 STAT(INVINCIBLE_FINISHED, actor) = 0;
121 if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
123 int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
124 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
125 sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
126 if(!IS_INDEPENDENT_PLAYER(actor))
127 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
128 STAT(BUFFS, actor) = 0;
129 STAT(BUFF_TIME, actor) = 0;
133 if (!(this.spawnflags & 16))
135 // We don't have holdables.
138 SUB_UseTargets(this, actor, trigger);
141 spawnfunc(target_init)
143 this.use = target_init_use;
144 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
147 // weapon give ent from defrag
148 void target_give_init(entity this)
150 IL_EACH(g_items, it.targetname == this.target,
152 if (it.classname == "weapon_devastator") {
153 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
154 this.netname = cons(this.netname, "devastator");
156 else if (it.classname == "weapon_vortex") {
157 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
158 this.netname = cons(this.netname, "vortex");
160 else if (it.classname == "weapon_electro") {
161 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
162 this.netname = cons(this.netname, "electro");
164 else if (it.classname == "weapon_hagar") {
165 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
166 this.netname = cons(this.netname, "hagar");
168 else if (it.classname == "weapon_crylink") {
169 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
170 this.netname = cons(this.netname, "crylink");
172 else if (it.classname == "weapon_mortar") {
173 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
174 this.netname = cons(this.netname, "mortar");
176 else if (it.classname == "item_armor_mega")
177 SetResourceExplicit(this, RES_ARMOR, 100);
178 else if (it.classname == "item_health_mega")
179 SetResourceExplicit(this, RES_HEALTH, 200);
180 else if (it.classname == "item_buff") {
181 entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
182 this.netname = cons(this.netname, buff.netname);
183 STAT(BUFF_TIME, this) = it.count;
186 //remove(it); // removing ents in init functions causes havoc, workaround:
187 setthink(it, SUB_Remove);
191 this.spawnfunc_checked = true;
192 spawnfunc_target_items(this);
193 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
196 spawnfunc(target_give)
198 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
201 void score_use(entity this, entity actor, entity trigger)
203 if(!IS_PLAYER(actor))
205 actor.fragsfilter_cnt += this.count;
207 spawnfunc(target_score)
209 if(!g_cts) { delete(this); return; }
213 this.use = score_use;
216 void fragsfilter_use(entity this, entity actor, entity trigger)
218 if(!IS_PLAYER(actor))
220 if(actor.fragsfilter_cnt >= this.frags)
221 SUB_UseTargets(this, actor, trigger);
223 spawnfunc(target_fragsFilter)
225 if(!g_cts) { delete(this); return; }
229 this.use = fragsfilter_use;
232 //spawnfunc(item_flight) /* handled by buffs mutator */
233 //spawnfunc(item_doubler) /* handled by buffs mutator */
234 //spawnfunc(item_haste) /* handled by buffs mutator */
235 //spawnfunc(item_health) /* handled in t_quake.qc */
236 //spawnfunc(item_health_large) /* handled in t_items.qc */
237 //spawnfunc(item_health_small) /* handled in t_items.qc */
238 //spawnfunc(item_health_mega) /* handled in t_items.qc */
239 //spawnfunc(item_invis) /* handled by buffs mutator */
240 //spawnfunc(item_regen) /* handled by buffs mutator */
242 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
250 bool DoesQ3ARemoveThisEntity(entity this)
252 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
255 if(!teamplay || g_tdm || g_ctf)
259 if (!(!teamplay || g_tdm || g_ctf))
277 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
278 gametypename = "ffa";
280 gametypename = "team";
282 gametypename = "ctf";
284 gametypename = "tournament";
286 gametypename = "single";
287 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
288 if(strstrofs(this.gametype, gametypename, 0) < 0)