3 #include <server/client.qh>
4 #include <common/weapons/_all.qh>
5 #include <common/stats.qh>
6 #include <server/miscfunctions.qh>
7 #include <server/items/items.qh>
8 #include <server/items/spawning.qh>
9 #include <server/resources.qh>
10 #include <server/world.qh>
11 #include <common/gamemodes/_mod.qh>
12 #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
13 #include <common/mapobjects/triggers.qh>
14 #include <common/mapobjects/trigger/counter.qh>
15 #include <common/mutators/mutator/buffs/buffs.qh>
16 #include <common/notifications/all.qh>
18 /***********************
19 * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
20 ***********************
22 * Map entities NOT handled in this file:
23 holdable_invulnerability Q3TA buffs mutator
24 holdable_kamikaze Q3TA buffs mutator
25 holdable_teleporter Q3A buffs mutator
26 item_ammoregen Q3TA buffs mutator
27 item_doubler Q3TA buffs mutator
28 item_guard Q3TA buffs mutator
29 item_scout Q3TA buffs mutator
30 item_armor_jacket CPMA quake2.qc
31 item_flight Q3A buffs mutator
32 item_haste Q3A buffs mutator
33 item_health Q3A quake.qc
34 item_health_large Q3A items.qc
35 item_health_small Q3A health.qh
36 item_health_mega Q3A health.qh
37 item_invis Q3A buffs mutator
38 item_quad Q3A items.qc
39 item_regen Q3A buffs mutator
40 weapon_machinegun Q3A machinegun.qh
41 weapon_grenadelauncher Q3A mortar.qh
42 weapon_rocketlauncher Q3A devastator.qh
43 CTF spawnfuncs handled in sv_ctf.qc
45 NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
49 SPAWNFUNC_Q3_COND(weapon_shotgun, ammo_shells, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
52 // Technically we should replace weapon_machinegun with WEP_SHOTGUN if Q3COMPAT_ARENA, but it almost never occurs on Q3 maps
53 SPAWNFUNC_Q3AMMO_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), WEP_SHOTGUN, WEP_MACHINEGUN)
56 SPAWNFUNC_Q3AMMO(ammo_grenades, WEP_MORTAR)
58 // Team Arena Proximity Launcher -> Mortar
59 // 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
60 SPAWNFUNC_Q3(weapon_prox_launcher, ammo_mines, WEP_MORTAR)
62 // Team Arena Chaingun -> HLAC
63 SPAWNFUNC_Q3(weapon_chaingun, ammo_belt, WEP_HLAC)
65 // Quake Live Heavy Machine Gun -> HLAC
66 SPAWNFUNC_Q3(weapon_hmg, ammo_hmg, WEP_HLAC)
68 // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
69 SPAWNFUNC_Q3_COND(weapon_nailgun, ammo_nails, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO)
72 SPAWNFUNC_Q3(weapon_lightning, ammo_lightning, WEP_ELECTRO)
75 SPAWNFUNC_Q3(weapon_plasmagun, ammo_cells, WEP_HAGAR)
78 SPAWNFUNC_Q3(weapon_railgun, ammo_slugs, WEP_VORTEX)
80 // BFG -> Crylink || Fireball
81 SPAWNFUNC_Q3_COND(weapon_bfg, ammo_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL)
82 // FIXME: WEP_FIREBALL has no ammo_type field so ammo_bfg is deleted by spawnfunc_body
84 // grappling hook -> hook
85 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
88 SPAWNFUNC_Q3AMMO(ammo_rockets, WEP_DEVASTATOR)
91 SPAWNFUNC_ITEM(weapon_gauntlet, WEP_TUBA)
94 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
95 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
96 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
97 SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) // CCTF
100 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
102 // medkit -> armor (we have no holdables)
103 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
108 // weapon remove ent from df
109 void target_init_verify(entity this)
111 entity trigger, targ;
112 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
113 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
114 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
121 //setsize(targ, trigger.mins, trigger.maxs);
122 //setorigin(targ, trigger.origin);
127 void target_init_use(entity this, entity actor, entity trigger)
129 if (!(this.spawnflags & 1))
131 SetResource(actor, RES_ARMOR, start_armorvalue);
132 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
135 if (!(this.spawnflags & 2))
137 SetResource(actor, RES_HEALTH, start_health);
138 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
139 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
142 if (!(this.spawnflags & 4))
144 if(this.spawnflags & 32) // spawn with only melee
146 SetResource(actor, RES_SHELLS, 0);
147 SetResource(actor, RES_BULLETS, 0);
148 SetResource(actor, RES_ROCKETS, 0);
149 SetResource(actor, RES_CELLS, 0);
150 SetResource(actor, RES_PLASMA, 0);
151 SetResource(actor, RES_FUEL, 0);
153 STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
157 SetResource(actor, RES_SHELLS, start_ammo_shells);
158 SetResource(actor, RES_BULLETS, start_ammo_nails);
159 SetResource(actor, RES_ROCKETS, start_ammo_rockets);
160 SetResource(actor, RES_CELLS, start_ammo_cells);
161 SetResource(actor, RES_PLASMA, start_ammo_plasma);
162 SetResource(actor, RES_FUEL, start_ammo_fuel);
164 STAT(WEAPONS, actor) = start_weapons;
168 if (!(this.spawnflags & 8))
170 STAT(STRENGTH_FINISHED, actor) = 0;
171 STAT(INVINCIBLE_FINISHED, actor) = 0;
172 if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
174 int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
175 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
176 sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
177 if(!IS_INDEPENDENT_PLAYER(actor))
178 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
179 STAT(BUFFS, actor) = 0;
180 STAT(BUFF_TIME, actor) = 0;
184 if (!(this.spawnflags & 16))
186 // We don't have holdables.
189 SUB_UseTargets(this, actor, trigger);
192 spawnfunc(target_init)
194 this.use = target_init_use;
195 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
198 // weapon give ent from Q3
199 void target_give_init(entity this)
201 IL_EACH(g_items, it.targetname == this.target,
203 if (it.classname == "item_buff")
205 entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
206 this.netname = cons(this.netname, buff.netname);
207 STAT(BUFF_TIME, this) += it.count;
212 this.ammo_rockets += it.ammo_rockets;
213 else if (it.ammo_cells)
214 this.ammo_cells += it.ammo_cells;
215 else if (it.ammo_shells)
216 this.ammo_shells += it.ammo_shells;
217 else if (it.ammo_nails)
218 this.ammo_nails += it.ammo_nails;
219 else if (it.invincible_finished)
220 this.invincible_finished += it.invincible_finished;
221 else if (it.strength_finished)
222 this.strength_finished += it.strength_finished;
224 this.health += it.health;
225 else if (it.armorvalue)
226 this.armorvalue += it.armorvalue;
228 this.netname = cons(this.netname, it.netname);
231 //remove(it); // removing ents in init functions causes havoc, workaround:
232 setthink(it, SUB_Remove);
236 this.spawnfunc_checked = true;
237 spawnfunc_target_items(this);
238 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
241 spawnfunc(target_give)
243 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
246 void score_use(entity this, entity actor, entity trigger)
248 if(!IS_PLAYER(actor))
250 actor.fragsfilter_cnt += this.count;
252 spawnfunc(target_score)
254 if(!g_cts) { delete(this); return; }
258 this.use = score_use;
261 void fragsfilter_use(entity this, entity actor, entity trigger)
263 if(!IS_PLAYER(actor))
265 if(actor.fragsfilter_cnt >= this.frags)
266 SUB_UseTargets(this, actor, trigger);
268 spawnfunc(target_fragsFilter)
270 if(!g_cts) { delete(this); return; }
274 this.use = fragsfilter_use;
284 bool DoesQ3ARemoveThisEntity(entity this)
286 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
288 // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics
289 // Xonotic is usually played with a CPM-based physics so we default to CPM mode
290 if(cvar_string("g_mod_physics") == "Q3")
298 // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
299 // Xonotic has ~equivalent features to Team Arena
318 // From ioq3 g_spawn.c: static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester"};
319 gametypename = "ffa";
321 gametypename = "team";
323 gametypename = "ctf";
324 if(g_ctf && ctf_oneflag)
325 gametypename = "oneflag";
327 gametypename = "tournament";
329 gametypename = "single";
330 // we do not have the other types (obelisk, harvester)
331 if(strstrofs(this.gametype, gametypename, 0) < 0)