3 #include <server/client.qh>
4 #include <common/weapons/_all.qh>
5 #include <common/stats.qh>
6 #include <server/items/items.qh>
7 #include <server/items/spawning.qh>
8 #include <server/resources.qh>
9 #include <server/world.qh>
10 #include <common/gamemodes/_mod.qh>
11 #include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
12 #include <common/mapobjects/triggers.qh>
13 #include <common/mapobjects/trigger/counter.qh>
14 #include <common/mutators/mutator/buffs/buffs.qh>
15 #include <common/notifications/all.qh>
17 /***********************
18 * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
19 ***********************
21 * Map entities NOT handled in this file:
22 holdable_invulnerability Q3TA buffs mutator
23 holdable_kamikaze Q3TA buffs mutator
24 holdable_teleporter Q3A buffs mutator
25 item_ammoregen Q3TA buffs mutator
26 item_doubler Q3TA buffs mutator
27 item_guard Q3TA buffs mutator
28 item_scout Q3TA buffs mutator
29 item_armor_jacket CPMA quake2.qc
30 item_flight Q3A buffs mutator
31 item_haste Q3A buffs mutator
32 item_health Q3A quake.qc
33 item_health_large Q3A items.qc
34 item_health_small Q3A health.qh
35 item_health_mega Q3A health.qh
36 item_invis Q3A buffs mutator
37 item_quad Q3A items.qc
38 item_regen Q3A buffs mutator
39 weapon_machinegun Q3A machinegun.qh
40 weapon_grenadelauncher Q3A mortar.qh
41 weapon_rocketlauncher Q3A devastator.qh
42 CTF spawnfuncs handled in sv_ctf.qc
44 NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
48 SPAWNFUNC_Q3_COND(weapon_shotgun, ammo_shells, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
51 // Technically we should replace weapon_machinegun with WEP_SHOTGUN if Q3COMPAT_ARENA, but it almost never occurs on Q3 maps
52 SPAWNFUNC_Q3AMMO_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), WEP_SHOTGUN, WEP_MACHINEGUN)
55 SPAWNFUNC_Q3AMMO(ammo_grenades, WEP_MORTAR)
57 // Team Arena Proximity Launcher -> Mortar
58 // 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
59 SPAWNFUNC_Q3(weapon_prox_launcher, ammo_mines, WEP_MORTAR)
61 // Team Arena Chaingun -> HLAC
62 SPAWNFUNC_Q3(weapon_chaingun, ammo_belt, WEP_HLAC)
64 // Quake Live Heavy Machine Gun -> HLAC
65 SPAWNFUNC_Q3(weapon_hmg, ammo_hmg, WEP_HLAC)
67 // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
68 SPAWNFUNC_Q3_COND(weapon_nailgun, ammo_nails, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO)
71 SPAWNFUNC_Q3(weapon_lightning, ammo_lightning, WEP_ELECTRO)
74 SPAWNFUNC_Q3(weapon_plasmagun, ammo_cells, WEP_HAGAR)
77 SPAWNFUNC_Q3(weapon_railgun, ammo_slugs, WEP_VORTEX)
79 // BFG -> Crylink || Fireball
80 SPAWNFUNC_Q3_COND(weapon_bfg, ammo_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL)
81 // FIXME: WEP_FIREBALL has no ammo_type field so ammo_bfg is deleted by SPAWNFUNC_BODY
83 // grappling hook -> hook
84 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
87 SPAWNFUNC_Q3AMMO(ammo_rockets, WEP_DEVASTATOR)
90 SPAWNFUNC_ITEM(weapon_gauntlet, WEP_TUBA)
93 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
94 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
95 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
96 SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) // CCTF
99 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
101 // medkit -> armor (we have no holdables)
102 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
107 // weapon remove ent from df
108 void target_init_verify(entity this)
110 entity trigger, targ;
111 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
112 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
113 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
120 //setsize(targ, trigger.mins, trigger.maxs);
121 //setorigin(targ, trigger.origin);
126 void target_init_use(entity this, entity actor, entity trigger)
128 if (!(this.spawnflags & 1))
130 SetResource(actor, RES_ARMOR, start_armorvalue);
131 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
134 if (!(this.spawnflags & 2))
136 SetResource(actor, RES_HEALTH, start_health);
137 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
138 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
141 if (!(this.spawnflags & 4))
143 if(this.spawnflags & 32) // spawn with only melee
145 SetResource(actor, RES_SHELLS, 0);
146 SetResource(actor, RES_BULLETS, 0);
147 SetResource(actor, RES_ROCKETS, 0);
148 SetResource(actor, RES_CELLS, 0);
149 SetResource(actor, RES_PLASMA, 0);
150 SetResource(actor, RES_FUEL, 0);
152 STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
156 SetResource(actor, RES_SHELLS, start_ammo_shells);
157 SetResource(actor, RES_BULLETS, start_ammo_nails);
158 SetResource(actor, RES_ROCKETS, start_ammo_rockets);
159 SetResource(actor, RES_CELLS, start_ammo_cells);
160 SetResource(actor, RES_PLASMA, start_ammo_plasma);
161 SetResource(actor, RES_FUEL, start_ammo_fuel);
163 STAT(WEAPONS, actor) = start_weapons;
167 if (!(this.spawnflags & 8))
169 STAT(STRENGTH_FINISHED, actor) = 0;
170 STAT(INVINCIBLE_FINISHED, actor) = 0;
171 if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
173 int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
174 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
175 sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
176 if(!IS_INDEPENDENT_PLAYER(actor))
177 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
178 STAT(BUFFS, actor) = 0;
179 STAT(BUFF_TIME, actor) = 0;
183 if (!(this.spawnflags & 16))
185 // We don't have holdables.
188 SUB_UseTargets(this, actor, trigger);
191 spawnfunc(target_init)
193 this.use = target_init_use;
194 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
197 // weapon give ent from Q3
198 void target_give_init(entity this)
200 IL_EACH(g_items, it.targetname == this.target,
202 if (it.classname == "item_buff")
204 entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
205 this.netname = cons(this.netname, buff.netname);
206 STAT(BUFF_TIME, this) += it.count;
211 this.ammo_rockets += it.ammo_rockets;
212 else if (it.ammo_cells)
213 this.ammo_cells += it.ammo_cells;
214 else if (it.ammo_shells)
215 this.ammo_shells += it.ammo_shells;
216 else if (it.ammo_nails)
217 this.ammo_nails += it.ammo_nails;
218 else if (it.invincible_finished)
219 this.invincible_finished += it.invincible_finished;
220 else if (it.strength_finished)
221 this.strength_finished += it.strength_finished;
223 this.health += it.health;
224 else if (it.armorvalue)
225 this.armorvalue += it.armorvalue;
227 this.netname = cons(this.netname, it.netname);
230 //remove(it); // removing ents in init functions causes havoc, workaround:
231 setthink(it, SUB_Remove);
235 this.spawnfunc_checked = true;
236 spawnfunc_target_items(this);
237 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
240 spawnfunc(target_give)
242 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
245 void score_use(entity this, entity actor, entity trigger)
247 if(!IS_PLAYER(actor))
249 actor.fragsfilter_cnt += this.count;
251 spawnfunc(target_score)
253 if(!g_cts) { delete(this); return; }
257 this.use = score_use;
260 void fragsfilter_use(entity this, entity actor, entity trigger)
262 if(!IS_PLAYER(actor))
264 if(actor.fragsfilter_cnt >= this.frags)
265 SUB_UseTargets(this, actor, trigger);
267 spawnfunc(target_fragsFilter)
269 if(!g_cts) { delete(this); return; }
273 this.use = fragsfilter_use;
283 bool DoesQ3ARemoveThisEntity(entity this)
285 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
287 // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics
288 // Xonotic is usually played with a CPM-based physics so we default to CPM mode
289 if(cvar_string("g_mod_physics") == "Q3")
297 // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
298 // Xonotic has ~equivalent features to Team Arena
317 // From ioq3 g_spawn.c: static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester"};
318 gametypename = "ffa";
320 gametypename = "team";
322 gametypename = "ctf";
323 if(g_ctf && ctf_oneflag)
324 gametypename = "oneflag";
326 gametypename = "tournament";
328 gametypename = "single";
329 // we do not have the other types (obelisk, harvester)
330 if(strstrofs(this.gametype, gametypename, 0) < 0)