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/stats.qh>
13 #include <common/weapons/_all.qh>
14 #include <common/weapons/_all.qh>
15 #include <server/client.qh>
16 #include <server/items/items.qh>
17 #include <server/items/spawning.qh>
18 #include <server/resources.qh>
19 #include <server/world.qh>
21 /***********************
22 * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
23 ***********************
25 * Map entities NOT handled in this file:
26 holdable_invulnerability Q3TA buffs mutator
27 holdable_kamikaze Q3TA buffs mutator
28 holdable_teleporter Q3A buffs mutator
29 item_ammoregen Q3TA buffs mutator
30 item_doubler Q3TA buffs mutator
31 item_guard Q3TA buffs mutator
32 item_scout Q3TA buffs mutator
33 item_armor_jacket CPMA quake2.qc
34 item_flight Q3A buffs mutator
35 item_haste Q3A buffs mutator
36 item_health Q3A quake.qc
37 item_health_large Q3A items.qc
38 item_health_small Q3A health.qh
39 item_health_mega Q3A health.qh
40 item_invis Q3A buffs mutator
41 item_quad Q3A items.qc
42 item_regen Q3A buffs mutator
43 weapon_machinegun Q3A machinegun.qh
44 weapon_grenadelauncher Q3A mortar.qh
45 weapon_rocketlauncher Q3A devastator.qh
46 CTF spawnfuncs handled in sv_ctf.qc
48 NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
52 SPAWNFUNC_Q3_COND(weapon_shotgun, ammo_shells, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
55 // Technically we should replace weapon_machinegun with WEP_SHOTGUN if Q3COMPAT_ARENA, but it almost never occurs on Q3 maps
56 SPAWNFUNC_Q3AMMO_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), WEP_SHOTGUN, WEP_MACHINEGUN)
59 SPAWNFUNC_Q3AMMO(ammo_grenades, WEP_MORTAR)
61 // Team Arena Proximity Launcher -> Mortar
62 // 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
63 SPAWNFUNC_Q3(weapon_prox_launcher, ammo_mines, WEP_MORTAR)
65 // Team Arena Chaingun -> HLAC
66 SPAWNFUNC_Q3(weapon_chaingun, ammo_belt, WEP_HLAC)
68 // Quake Live Heavy Machine Gun -> HLAC
69 SPAWNFUNC_Q3(weapon_hmg, ammo_hmg, WEP_HLAC)
71 // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
72 SPAWNFUNC_Q3_COND(weapon_nailgun, ammo_nails, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO)
75 SPAWNFUNC_Q3(weapon_lightning, ammo_lightning, WEP_ELECTRO)
78 SPAWNFUNC_Q3(weapon_plasmagun, ammo_cells, WEP_HAGAR)
81 SPAWNFUNC_Q3(weapon_railgun, ammo_slugs, WEP_VORTEX)
83 // BFG -> Crylink || Fireball
84 SPAWNFUNC_Q3_COND(weapon_bfg, ammo_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL)
85 // FIXME: WEP_FIREBALL has no ammo_type field so ammo_bfg is deleted by SPAWNFUNC_BODY
87 // grappling hook -> hook
88 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
91 SPAWNFUNC_Q3AMMO(ammo_rockets, WEP_DEVASTATOR)
94 SPAWNFUNC_ITEM(weapon_gauntlet, WEP_TUBA)
97 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
98 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
99 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
100 SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) // CCTF
103 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
105 // medkit -> armor (we have no holdables)
106 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
111 // weapon remove ent from df
112 void target_init_verify(entity this)
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")
124 //setsize(targ, trigger.mins, trigger.maxs);
125 //setorigin(targ, trigger.origin);
130 void target_init_use(entity this, entity actor, entity trigger)
132 if (!(this.spawnflags & 1))
134 SetResource(actor, RES_ARMOR, start_armorvalue);
135 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
138 if (!(this.spawnflags & 2))
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;
145 if (!(this.spawnflags & 4))
147 if(this.spawnflags & 32) // spawn with only melee
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);
156 STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
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);
167 STAT(WEAPONS, actor) = start_weapons;
171 if (!(this.spawnflags & 8))
173 FOREACH(StatusEffect, it.instanceOfPowerups,
175 it.m_remove(it, actor, STATUSEFFECT_REMOVE_NORMAL);
177 entity heldbuff = buff_FirstFromFlags(actor);
178 if(heldbuff) // TODO: make a dropbuffs function to handle this
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);
189 if (!(this.spawnflags & 16))
191 // We don't have holdables.
194 SUB_UseTargets(this, actor, trigger);
197 spawnfunc(target_init)
199 this.use = target_init_use;
200 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
203 // weapon give ent from Q3
204 void target_give_init(entity this)
206 IL_EACH(g_items, it.targetname == this.target,
208 if (it.classname == "item_buff")
210 entity buff = it.buffdef;
211 this.netname = cons(this.netname, buff.netname);
212 this.buffs_finished += it.count;
217 this.ammo_rockets += it.ammo_rockets;
218 else if (it.ammo_cells)
219 this.ammo_cells += it.ammo_cells;
220 else if (it.ammo_shells)
221 this.ammo_shells += it.ammo_shells;
222 else if (it.ammo_nails)
223 this.ammo_nails += it.ammo_nails;
224 else if (it.invincible_finished)
225 this.invincible_finished += it.invincible_finished;
226 else if (it.strength_finished)
227 this.strength_finished += it.strength_finished;
229 this.health += it.health;
230 else if (it.armorvalue)
231 this.armorvalue += it.armorvalue;
233 this.netname = cons(this.netname, (it.itemdef.m_weapon) ? it.itemdef.m_weapon.netname : it.itemdef.netname);
236 //remove(it); // removing ents in init functions causes havoc, workaround:
237 setthink(it, SUB_Remove);
241 this.spawnfunc_checked = true;
242 spawnfunc_target_items(this);
243 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
246 spawnfunc(target_give)
248 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
251 void score_use(entity this, entity actor, entity trigger)
253 if(!IS_PLAYER(actor))
255 actor.fragsfilter_cnt += this.count;
257 spawnfunc(target_score)
259 if(!g_cts) { delete(this); return; }
263 this.use = score_use;
266 void fragsfilter_use(entity this, entity actor, entity trigger)
268 if(!IS_PLAYER(actor))
270 if(actor.fragsfilter_cnt >= this.frags)
271 SUB_UseTargets(this, actor, trigger);
273 spawnfunc(target_fragsFilter)
275 if(!g_cts) { delete(this); return; }
279 this.use = fragsfilter_use;
289 bool DoesQ3ARemoveThisEntity(entity this)
291 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
293 // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics
294 // Xonotic is usually played with a CPM-based physics so we default to CPM mode
295 if(cvar_string("g_mod_physics") == "Q3")
303 // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
304 // Xonotic has ~equivalent features to Team Arena
308 // FIXME: singleplayer does not use maxclients 1 as that would prevent bots
324 // From ioq3 g_spawn.c: static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester"};
325 gametypename = "ffa";
327 gametypename = "team";
329 gametypename = "ctf";
330 if(g_ctf && ctf_oneflag)
331 gametypename = "oneflag";
333 gametypename = "tournament";
335 gametypename = "single";
336 // we do not have the other types (obelisk, harvester)
337 if(strstrofs(this.gametype, gametypename, 0) < 0)
344 int GetAmmoConsumptionQ3(string netname)
345 // Returns ammo consumed per shot by the primary/default fire mode
346 // Returns 0 if the netname has no ammo cvar
350 case "arc": return autocvar_g_balance_arc_beam_ammo;
351 case "devastator": return autocvar_g_balance_devastator_ammo;
352 case "machinegun": return autocvar_g_balance_machinegun_sustained_ammo;
353 case "minelayer": return autocvar_g_balance_minelayer_ammo;
354 case "seeker": return autocvar_g_balance_seeker_tag_ammo;
355 default: return cvar(strcat("g_balance_", netname, "_primary_ammo"));