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1 #include "quake3.qh"
2
3 #include <common/gamemodes/_mod.qh>
4 #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
5 #include <common/mapobjects/trigger/counter.qh>
6 #include <common/mapobjects/triggers.qh>
7 #include <common/mutators/mutator/buffs/buffs.qh>
8 #include <common/mutators/mutator/buffs/sv_buffs.qh>
9 #include <common/mutators/mutator/powerups/_mod.qh>
10 #include <common/mutators/mutator/status_effects/_mod.qh>
11 #include <common/notifications/all.qh>
12 #include <common/resources/sv_resources.qh>
13 #include <common/stats.qh>
14 #include <common/weapons/_all.qh>
15 #include <common/weapons/_all.qh>
16 #include <server/client.qh>
17 #include <server/items/items.qh>
18 #include <server/items/spawning.qh>
19 #include <server/world.qh>
20
21 /***********************
22  * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
23  ***********************
24
25  * Map entities NOT handled in this file:
26  holdable_invulnerability    Q3TA   buffs/all.inc
27  holdable_kamikaze           Q3TA   buffs/all.inc
28  holdable_teleporter         Q3A    buffs/all.inc
29  item_ammoregen              Q3TA   buffs/all.inc
30  item_doubler                Q3TA   buffs/all.inc
31  item_guard                  Q3TA   buffs/all.inc
32  item_scout                  Q3TA   buffs/all.inc
33  item_armor_jacket           CPMA   quake2.qc
34  item_flight                 Q3A    buffs/all.inc
35  item_health                 Q3A    quake.qc
36  item_health_large           Q3A    items/spawning.qc
37  item_health_small           Q3A    health.qh
38  item_health_mega            Q3A    health.qh
39  item_regen                  Q3A    buffs/all.inc
40  weapon_machinegun           Q3A    machinegun.qh
41  weapon_grenadelauncher      Q3A    mortar.qh
42  weapon_rocketlauncher       Q3A    devastator.qh
43  * CTF spawnfuncs in sv_ctf.qc
44
45  NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
46 */
47
48 // SG -> MG || SG
49 SPAWNFUNC_Q3_COND(weapon_shotgun, ammo_shells, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
50
51 // MG -> SG || MG
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)
54
55 // GL -> Mortar
56 SPAWNFUNC_Q3AMMO(ammo_grenades, WEP_MORTAR)
57
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)
61
62 // Team Arena Chaingun -> HLAC
63 SPAWNFUNC_Q3(weapon_chaingun, ammo_belt, WEP_HLAC)
64
65 // Quake Live Heavy Machine Gun -> HLAC
66 SPAWNFUNC_Q3(weapon_hmg, ammo_hmg, WEP_HLAC)
67
68 // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
69 SPAWNFUNC_Q3_COND(weapon_nailgun, ammo_nails, autocvar_sv_mapformat_is_quake3, WEP_CRYLINK, WEP_ELECTRO)
70
71 // LG -> Electro
72 SPAWNFUNC_Q3(weapon_lightning, ammo_lightning, WEP_ELECTRO)
73
74 // Plasma -> Hagar
75 SPAWNFUNC_Q3(weapon_plasmagun, ammo_cells, WEP_HAGAR)
76
77 // Rail -> Vortex
78 SPAWNFUNC_Q3(weapon_railgun, ammo_slugs, WEP_VORTEX)
79
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
83
84 // grappling hook -> hook
85 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
86
87 // RL -> RL
88 SPAWNFUNC_Q3AMMO(ammo_rockets, WEP_DEVASTATOR)
89
90 // Gauntlet -> Tuba
91 SPAWNFUNC_ITEM(weapon_gauntlet, WEP_TUBA)
92
93 // Armor
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
98
99 // Powerups
100 SPAWNFUNC_ITEM(item_quad, ITEM_Strength)
101 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
102 SPAWNFUNC_ITEM(item_haste, ITEM_Speed)
103 SPAWNFUNC_ITEM(item_invis, ITEM_Invisibility)
104
105 // medkit -> armor (we have no holdables)
106 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
107
108 .float wait;
109 .float delay;
110
111 // weapon remove ent from df
112 void target_init_verify(entity this)
113 {
114         entity trigger, targ;
115         for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
116                 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
117                         if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
118                         {
119                                 trigger.wait = 0;
120                                 trigger.delay = 0;
121                                 targ.wait = 0;
122                                 targ.delay = 0;
123
124                                 //setsize(targ, trigger.mins, trigger.maxs);
125                                 //setorigin(targ, trigger.origin);
126                                 //remove(trigger);
127                         }
128 }
129
130 void target_init_use(entity this, entity actor, entity trigger)
131 {
132         if (!(this.spawnflags & 1))
133         {
134                 SetResource(actor, RES_ARMOR, start_armorvalue);
135                 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
136         }
137
138         if (!(this.spawnflags & 2))
139         {
140                 SetResource(actor, RES_HEALTH, start_health);
141                 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
142                 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
143         }
144
145         if (!(this.spawnflags & 4))
146         {
147                 if(this.spawnflags & 32) // spawn with only melee
148                 {
149                         SetResource(actor, RES_SHELLS, 0);
150                         SetResource(actor, RES_BULLETS, 0);
151                         SetResource(actor, RES_ROCKETS, 0);
152                         SetResource(actor, RES_CELLS, 0);
153                         SetResource(actor, RES_PLASMA, 0);
154                         SetResource(actor, RES_FUEL, 0);
155
156                         STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
157                 }
158                 else
159                 {
160                         SetResource(actor, RES_SHELLS, start_ammo_shells);
161                         SetResource(actor, RES_BULLETS, start_ammo_nails);
162                         SetResource(actor, RES_ROCKETS, start_ammo_rockets);
163                         SetResource(actor, RES_CELLS, start_ammo_cells);
164                         SetResource(actor, RES_PLASMA, start_ammo_plasma);
165                         SetResource(actor, RES_FUEL, start_ammo_fuel);
166
167                         STAT(WEAPONS, actor) = start_weapons;
168                 }
169         }
170
171         if (!(this.spawnflags & 8))
172         {
173                 FOREACH(StatusEffect, it.instanceOfPowerups,
174                 {
175                         it.m_remove(it, actor, STATUSEFFECT_REMOVE_NORMAL);
176                 });
177                 entity heldbuff = buff_FirstFromFlags(actor);
178                 if(heldbuff) // TODO: make a dropbuffs function to handle this
179                 {
180                         int buffid = heldbuff.m_id;
181                         Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
182                         sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
183                         if(!IS_INDEPENDENT_PLAYER(actor))
184                                 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
185                         buff_RemoveAll(actor, STATUSEFFECT_REMOVE_NORMAL);
186                 }
187         }
188
189         if (!(this.spawnflags & 16))
190         {
191                 // We don't have holdables.
192         }
193
194         SUB_UseTargets(this, actor, trigger);
195 }
196
197 spawnfunc(target_init)
198 {
199         this.use = target_init_use;
200         InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
201 }
202
203 // weapon give ent from Q3
204 void target_give_init(entity this)
205 {
206         IL_EACH(g_items, it.targetname == this.target,
207         {
208                 if (it.classname == "item_buff")
209                 {
210                         this.netname = cons(this.netname, it.buffdef.netname);
211                         this.buffs_finished += it.buffs_finished;
212                 }
213                 else
214                 {
215                         this.ammo_rockets          += it.ammo_rockets;
216                         this.ammo_cells            += it.ammo_cells;
217                         this.ammo_shells           += it.ammo_shells;
218                         this.ammo_nails            += it.ammo_nails;
219                         this.invincible_finished   += it.invincible_finished;
220                         this.strength_finished     += it.strength_finished;
221                         this.speed_finished        += it.speed_finished;
222                         this.invisibility_finished += it.invisibility_finished;
223                         this.health                += it.health;
224                         this.armorvalue            += it.armorvalue;
225
226                         this.netname = cons(this.netname, (it.itemdef.m_weapon) ? it.itemdef.m_weapon.netname : it.itemdef.netname);
227                 }
228
229                 //remove(it); // removing ents in init functions causes havoc, workaround:
230                 setthink(it, SUB_Remove);
231                 it.nextthink = time;
232         });
233         this.spawnflags = 2;
234         this.spawnfunc_checked = true;
235         spawnfunc_target_items(this);
236         InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
237 }
238
239 spawnfunc(target_give)
240 {
241         InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
242 }
243
244 void score_use(entity this, entity actor, entity trigger)
245 {
246         if(!IS_PLAYER(actor))
247                 return;
248         actor.fragsfilter_cnt += this.count;
249 }
250 spawnfunc(target_score)
251 {
252         if(!g_cts) { delete(this); return; }
253
254         if(!this.count)
255                 this.count = 1;
256         this.use = score_use;
257 }
258
259 void fragsfilter_use(entity this, entity actor, entity trigger)
260 {
261         if(!IS_PLAYER(actor))
262                 return;
263         if(actor.fragsfilter_cnt >= this.frags)
264                 SUB_UseTargets(this, actor, trigger);
265 }
266 spawnfunc(target_fragsFilter)
267 {
268         if(!g_cts) { delete(this); return; }
269
270         if(!this.frags)
271                 this.frags = 1;
272         this.use = fragsfilter_use;
273 }
274
275 #define PRINT_REDTEAM BIT(0) // Q3 only, not used in Q3DF
276 #define PRINT_BLUETEAM BIT(1) // Q3 only, not used in Q3DF
277 #define PRINT_PRIVATE BIT(2) // Q3 only, not used in Q3DF
278 #define PRINT_BROADCAST BIT(3) // Q3DF only, default behavior in Q3
279
280 void target_print_message(entity this, entity actor)
281 {
282         centerprint(actor, this.message);
283         play2(actor, SND(TALK));
284 }
285
286 void target_print_use(entity this, entity actor, entity trigger)
287 {
288         if(!IS_PLAYER(actor))
289                 return;
290
291         if(this.message == "")
292                 return;
293
294         bool priv, red, blue;
295         if(!(q3compat & Q3COMPAT_DEFI)) // Q3 spawnflags
296         {
297                 priv = boolean(this.spawnflags & PRINT_PRIVATE);
298                 red = boolean(this.spawnflags & PRINT_REDTEAM);
299                 blue = boolean(this.spawnflags & PRINT_BLUETEAM);
300         }
301         else // Q3DF spawnflags
302         {
303                 priv = !boolean(this.spawnflags & PRINT_BROADCAST);
304                 red = blue = false;
305         }
306
307         if(priv)
308         {
309                 target_print_message(this, actor);
310         }
311         else
312         {
313                 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));
314         }
315 }
316
317 /*
318  * ENTITY PARAMETERS:
319  *
320  *   message: text string to print on screen.
321  *   targetname: the activating trigger points to this.
322  */
323 spawnfunc(target_print)
324 {
325         this.use = target_print_use;
326 }
327
328 // target_smallprint, Q3DF only
329 spawnfunc(target_smallprint)
330 {
331         spawnfunc_target_print(this);
332 }
333
334 .bool notteam;
335 .bool notsingle;
336 .bool notfree;
337 .bool notta;
338 .bool notvq3;
339 .bool notcpm;
340 .string gametype;
341 bool DoesQ3ARemoveThisEntity(entity this)
342 {
343         // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
344
345         // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics
346         // Xonotic is usually played with a CPM-based physics so we default to CPM mode
347         if(cvar_string("g_mod_physics") == "Q3")
348         {
349                 if(this.notvq3)
350                         return true;
351         }
352         else if(this.notcpm)
353                 return true;
354
355         // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
356         // Xonotic has ~equivalent features to Team Arena
357         if(this.notta)
358                 return true;
359
360         // FIXME: singleplayer does not use maxclients 1 as that would prevent bots
361         if(this.notsingle)
362                 if(maxclients == 1)
363                         return true;
364
365         if(this.notteam)
366                 if(teamplay)
367                         return true;
368
369         if(this.notfree)
370                 if(!teamplay)
371                         return true;
372
373         if(this.gametype)
374         {
375                 string gametypename;
376                 // From ioq3 g_spawn.c: static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester"};
377                 gametypename = "ffa";
378                 if(teamplay)
379                         gametypename = "team";
380                 if(g_ctf)
381                         gametypename = "ctf";
382                 if(g_ctf && ctf_oneflag)
383                         gametypename = "oneflag";
384                 if(g_duel)
385                         gametypename = "tournament";
386                 if(maxclients == 1)
387                         gametypename = "single";
388                 // we do not have the other types (obelisk, harvester)
389                 if(strstrofs(this.gametype, gametypename, 0) < 0)
390                         return true;
391         }
392
393         return false;
394 }
395
396 int GetAmmoConsumptionQ3(string netname)
397 // Returns ammo consumed per shot by the primary/default fire mode
398 // Returns 0 if the netname has no ammo cvar
399 {
400         switch (netname)
401         {
402                 case "arc":        return autocvar_g_balance_arc_beam_ammo;
403                 case "devastator": return autocvar_g_balance_devastator_ammo;
404                 case "machinegun": return autocvar_g_balance_machinegun_sustained_ammo;
405                 case "minelayer":  return autocvar_g_balance_minelayer_ammo;
406                 case "seeker":     return autocvar_g_balance_seeker_tag_ammo;
407                 default:           return cvar(strcat("g_balance_", netname, "_primary_ammo"));
408         }
409 }
410