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 if(this.spawnflags & 32) // spawn with only melee
105 SetResource(actor, RES_SHELLS, 0);
106 SetResource(actor, RES_BULLETS, 0);
107 SetResource(actor, RES_ROCKETS, 0);
108 SetResource(actor, RES_CELLS, 0);
109 SetResource(actor, RES_PLASMA, 0);
110 SetResource(actor, RES_FUEL, 0);
112 STAT(WEAPONS, actor) = WEPSET(SHOTGUN);
116 SetResource(actor, RES_SHELLS, start_ammo_shells);
117 SetResource(actor, RES_BULLETS, start_ammo_nails);
118 SetResource(actor, RES_ROCKETS, start_ammo_rockets);
119 SetResource(actor, RES_CELLS, start_ammo_cells);
120 SetResource(actor, RES_PLASMA, start_ammo_plasma);
121 SetResource(actor, RES_FUEL, start_ammo_fuel);
123 STAT(WEAPONS, actor) = start_weapons;
127 if (!(this.spawnflags & 8))
129 STAT(STRENGTH_FINISHED, actor) = 0;
130 STAT(INVINCIBLE_FINISHED, actor) = 0;
131 if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
133 int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
134 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
135 sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
136 if(!IS_INDEPENDENT_PLAYER(actor))
137 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
138 STAT(BUFFS, actor) = 0;
139 STAT(BUFF_TIME, actor) = 0;
143 if (!(this.spawnflags & 16))
145 // We don't have holdables.
148 SUB_UseTargets(this, actor, trigger);
151 spawnfunc(target_init)
153 this.use = target_init_use;
154 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
157 // weapon give ent from defrag
158 void target_give_init(entity this)
160 IL_EACH(g_items, it.targetname == this.target,
162 if (it.classname == "weapon_devastator") {
163 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
164 this.netname = cons(this.netname, "devastator");
166 else if (it.classname == "weapon_vortex") {
167 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
168 this.netname = cons(this.netname, "vortex");
170 else if (it.classname == "weapon_electro") {
171 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
172 this.netname = cons(this.netname, "electro");
174 else if (it.classname == "weapon_hagar") {
175 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
176 this.netname = cons(this.netname, "hagar");
178 else if (it.classname == "weapon_crylink") {
179 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
180 this.netname = cons(this.netname, "crylink");
182 else if (it.classname == "weapon_mortar") {
183 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
184 this.netname = cons(this.netname, "mortar");
186 else if (it.classname == "weapon_shotgun") {
187 SetResourceExplicit(this, RES_SHELLS, GetResource(this, RES_SHELLS) + it.count * WEP_CVAR_PRI(shotgun, ammo)); // WEAPONTODO
188 this.netname = cons(this.netname, "shotgun");
190 else if (it.classname == "item_armor_mega")
191 SetResourceExplicit(this, RES_ARMOR, 100);
192 else if (it.classname == "item_health_mega")
193 SetResourceExplicit(this, RES_HEALTH, 200);
194 else if (it.classname == "item_buff") {
195 entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
196 this.netname = cons(this.netname, buff.netname);
197 STAT(BUFF_TIME, this) = it.count;
200 //remove(it); // removing ents in init functions causes havoc, workaround:
201 setthink(it, SUB_Remove);
205 this.spawnfunc_checked = true;
206 spawnfunc_target_items(this);
207 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
210 spawnfunc(target_give)
212 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
215 void score_use(entity this, entity actor, entity trigger)
217 if(!IS_PLAYER(actor))
219 actor.fragsfilter_cnt += this.count;
221 spawnfunc(target_score)
223 if(!g_cts) { delete(this); return; }
227 this.use = score_use;
230 void fragsfilter_use(entity this, entity actor, entity trigger)
232 if(!IS_PLAYER(actor))
234 if(actor.fragsfilter_cnt >= this.frags)
235 SUB_UseTargets(this, actor, trigger);
237 spawnfunc(target_fragsFilter)
239 if(!g_cts) { delete(this); return; }
243 this.use = fragsfilter_use;
246 //spawnfunc(item_flight) /* handled by buffs mutator */
247 //spawnfunc(item_doubler) /* handled by buffs mutator */
248 //spawnfunc(item_haste) /* handled by buffs mutator */
249 //spawnfunc(item_health) /* handled in t_quake.qc */
250 //spawnfunc(item_health_large) /* handled in t_items.qc */
251 //spawnfunc(item_health_small) /* handled in t_items.qc */
252 //spawnfunc(item_health_mega) /* handled in t_items.qc */
253 //spawnfunc(item_invis) /* handled by buffs mutator */
254 //spawnfunc(item_regen) /* handled by buffs mutator */
256 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
263 bool DoesQ3ARemoveThisEntity(entity this)
265 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
267 // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
268 // Xonotic has ~equivalent features to Team Arena
287 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
288 gametypename = "ffa";
290 gametypename = "team";
292 gametypename = "ctf";
294 gametypename = "tournament";
296 gametypename = "single";
297 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
298 if(strstrofs(this.gametype, gametypename, 0) < 0)