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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / compat / quake3.qc
index ea951ddceb3e573b9b0137b4f9bc1fb45b8a1435..911ab0f815534dfcebd5e10c35ab7ed658be0d72 100644 (file)
 #include <common/mapobjects/trigger/counter.qh>
 #include <common/mapobjects/triggers.qh>
 #include <common/mutators/mutator/buffs/buffs.qh>
+#include <common/mutators/mutator/buffs/sv_buffs.qh>
+#include <common/mutators/mutator/powerups/_mod.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
 #include <common/notifications/all.qh>
+#include <common/resources/sv_resources.qh>
 #include <common/stats.qh>
 #include <common/weapons/_all.qh>
 #include <common/weapons/_all.qh>
 #include <server/client.qh>
 #include <server/items/items.qh>
 #include <server/items/spawning.qh>
-#include <server/resources.qh>
 #include <server/world.qh>
 
-//***********************
-//QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
-//***********************
+/***********************
+ * QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
+ ***********************
+
+ * Map entities NOT handled in this file:
+ holdable_invulnerability    Q3TA   buffs/all.inc
+ holdable_kamikaze           Q3TA   buffs/all.inc
+ holdable_teleporter         Q3A    buffs/all.inc
+ item_ammoregen              Q3TA   buffs/all.inc
+ item_doubler                Q3TA   buffs/all.inc
+ item_guard                  Q3TA   buffs/all.inc
+ item_scout                  Q3TA   buffs/all.inc
+ item_armor_jacket           CPMA   quake2.qc
+ item_flight                 Q3A    buffs/all.inc
+ item_health                 Q3A    quake.qc
+ item_health_large           Q3A    items/spawning.qc
+ item_health_small           Q3A    health.qh
+ item_health_mega            Q3A    health.qh
+ item_regen                  Q3A    buffs/all.inc
+ weapon_machinegun           Q3A    machinegun.qh
+ weapon_grenadelauncher      Q3A    mortar.qh
+ weapon_rocketlauncher       Q3A    devastator.qh
+ * CTF spawnfuncs in sv_ctf.qc
+
+ NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
+*/
+
+// SG -> MG || SG
+SPAWNFUNC_Q3_COND(weapon_shotgun, ammo_shells, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
+
+// MG -> SG || MG
+// Technically we should replace weapon_machinegun with WEP_SHOTGUN if Q3COMPAT_ARENA, but it almost never occurs on Q3 maps
+SPAWNFUNC_Q3AMMO_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), WEP_SHOTGUN, WEP_MACHINEGUN)
 
-// NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
+// GL -> Mortar
+SPAWNFUNC_Q3AMMO(ammo_grenades, WEP_MORTAR)
 
-// SG -> SG
-SPAWNFUNC_ITEM(ammo_shells, ITEM_Shells)
+// Team Arena Proximity Launcher -> Mortar
+// 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
+SPAWNFUNC_Q3(weapon_prox_launcher, ammo_mines, WEP_MORTAR)
 
-// MG -> MG
-SPAWNFUNC_ITEM(ammo_bullets, ITEM_Bullets)
+// Team Arena Chaingun -> HLAC
+SPAWNFUNC_Q3(weapon_chaingun, ammo_belt, WEP_HLAC)
 
-// GL -> Mortar
-SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
+// Quake Live Heavy Machine Gun -> HLAC
+SPAWNFUNC_Q3(weapon_hmg, ammo_hmg, WEP_HLAC)
 
-// Mines -> Rockets
-SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
-SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
+// Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
+SPAWNFUNC_Q3_COND(weapon_nailgun, ammo_nails, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO)
 
-// LG -> Lightning
-SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
-SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
+// LG -> Electro
+SPAWNFUNC_Q3(weapon_lightning, ammo_lightning, WEP_ELECTRO)
 
 // Plasma -> Hagar
-SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
-SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
+SPAWNFUNC_Q3(weapon_plasmagun, ammo_cells, WEP_HAGAR)
 
 // Rail -> Vortex
-SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
-SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
+SPAWNFUNC_Q3(weapon_railgun, ammo_slugs, WEP_VORTEX)
 
-// BFG -> Crylink
-SPAWNFUNC_WEAPON(weapon_bfg, WEP_CRYLINK)
-SPAWNFUNC_ITEM(ammo_bfg, ITEM_Cells)
+// BFG -> Crylink || Fireball
+SPAWNFUNC_Q3_COND(weapon_bfg, ammo_bfg, cvar_string("g_mod_balance") == "XDF", WEP_CRYLINK, WEP_FIREBALL)
+       // FIXME: WEP_FIREBALL has no ammo_type field so ammo_bfg is deleted by SPAWNFUNC_BODY
 
 // grappling hook -> hook
 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
 
 // RL -> RL
-SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
+SPAWNFUNC_Q3AMMO(ammo_rockets, WEP_DEVASTATOR)
+
+// Gauntlet -> Tuba
+SPAWNFUNC_ITEM(weapon_gauntlet, WEP_TUBA)
 
 // Armor
 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
+SPAWNFUNC_ITEM(item_armor_green, ITEM_ArmorMedium) // CCTF
+
+// Powerups
+SPAWNFUNC_ITEM(item_quad, ITEM_Strength)
 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
+SPAWNFUNC_ITEM(item_haste, ITEM_Speed)
+SPAWNFUNC_ITEM(item_invis, ITEM_Invisibility)
 
 // medkit -> armor (we have no holdables)
 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorBig)
@@ -130,17 +170,19 @@ void target_init_use(entity this, entity actor, entity trigger)
 
        if (!(this.spawnflags & 8))
        {
-               STAT(STRENGTH_FINISHED, actor) = 0;
-               STAT(INVINCIBLE_FINISHED, actor) = 0;
-               if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
+               FOREACH(StatusEffect, it.instanceOfPowerups,
+               {
+                       it.m_remove(it, actor, STATUSEFFECT_REMOVE_NORMAL);
+               });
+               entity heldbuff = buff_FirstFromFlags(actor);
+               if(heldbuff) // TODO: make a dropbuffs function to handle this
                {
-                       int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
+                       int buffid = heldbuff.m_id;
                        Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
                        sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
                        if(!IS_INDEPENDENT_PLAYER(actor))
                                Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
-                       STAT(BUFFS, actor) = 0;
-                       STAT(BUFF_TIME, actor) = 0;
+                       buff_RemoveAll(actor, STATUSEFFECT_REMOVE_NORMAL);
                }
        }
 
@@ -158,52 +200,35 @@ spawnfunc(target_init)
        InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
 }
 
-// weapon give ent from defrag
+// weapon give ent from Q3
 void target_give_init(entity this)
 {
        IL_EACH(g_items, it.targetname == this.target,
        {
-               if (it.classname == "weapon_devastator") {
-                       SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "devastator");
-               }
-               else if (it.classname == "weapon_vortex") {
-                       SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "vortex");
-               }
-               else if (it.classname == "weapon_electro") {
-                       SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "electro");
-               }
-               else if (it.classname == "weapon_hagar") {
-                       SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "hagar");
-               }
-               else if (it.classname == "weapon_crylink") {
-                       SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "crylink");
-               }
-               else if (it.classname == "weapon_mortar") {
-                       SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "mortar");
-               }
-               else if (it.classname == "weapon_shotgun") {
-                       SetResourceExplicit(this, RES_SHELLS, GetResource(this, RES_SHELLS) + it.count * WEP_CVAR_PRI(shotgun, ammo)); // WEAPONTODO
-                       this.netname = cons(this.netname, "shotgun");
+               if (it.classname == "item_buff")
+               {
+                       this.netname = cons(this.netname, it.buffdef.netname);
+                       this.buffs_finished += it.buffs_finished;
                }
-               else if (it.classname == "item_armor_mega")
-                       SetResourceExplicit(this, RES_ARMOR, 100);
-               else if (it.classname == "item_health_mega")
-                       SetResourceExplicit(this, RES_HEALTH, 200);
-               else if (it.classname == "item_buff") {
-                       entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
-                       this.netname = cons(this.netname, buff.netname);
-                       STAT(BUFF_TIME, this) = it.count;
+               else
+               {
+                       this.ammo_rockets          += it.ammo_rockets;
+                       this.ammo_cells            += it.ammo_cells;
+                       this.ammo_shells           += it.ammo_shells;
+                       this.ammo_nails            += it.ammo_nails;
+                       this.invincible_finished   += it.invincible_finished;
+                       this.strength_finished     += it.strength_finished;
+                       this.speed_finished        += it.speed_finished;
+                       this.invisibility_finished += it.invisibility_finished;
+                       this.health                += it.health;
+                       this.armorvalue            += it.armorvalue;
+
+                       this.netname = cons(this.netname, (it.itemdef.m_weapon) ? it.itemdef.m_weapon.netname : it.itemdef.netname);
                }
 
                //remove(it); // removing ents in init functions causes havoc, workaround:
-        setthink(it, SUB_Remove);
-        it.nextthink = time;
+               setthink(it, SUB_Remove);
+               it.nextthink = time;
        });
        this.spawnflags = 2;
        this.spawnfunc_checked = true;
@@ -247,36 +272,33 @@ spawnfunc(target_fragsFilter)
        this.use = fragsfilter_use;
 }
 
-//spawnfunc(item_flight)       /* handled by buffs mutator */
-//spawnfunc(item_doubler)        /* handled by buffs mutator */
-//spawnfunc(item_haste)        /* handled by buffs mutator */
-//spawnfunc(item_health)       /* handled in t_quake.qc */
-//spawnfunc(item_health_large) /* handled in items.qc */
-//spawnfunc(item_health_small) /* handled in items.qc */
-//spawnfunc(item_health_mega)  /* handled in items.qc */
-//spawnfunc(item_invis)        /* handled by buffs mutator */
-//spawnfunc(item_regen)        /* handled by buffs mutator */
-
-// CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
-
-.float notteam;
-.float notsingle;
-.float notfree;
-.float notq3a;
-.float notta;
+.bool notteam;
+.bool notsingle;
+.bool notfree;
+.bool notta;
+.bool notvq3;
+.bool notcpm;
 .string gametype;
 bool DoesQ3ARemoveThisEntity(entity this)
 {
        // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
 
-       if(this.notq3a)
-               if(!teamplay || g_tdm || g_ctf)
+       // DeFRaG mappers use "notcpm" or "notvq3" to disable an entity in CPM or VQ3 physics
+       // Xonotic is usually played with a CPM-based physics so we default to CPM mode
+       if(cvar_string("g_mod_physics") == "Q3")
+       {
+               if(this.notvq3)
                        return true;
+       }
+       else if(this.notcpm)
+               return true;
 
+       // Q3 mappers use "notq3a" or "notta" to disable an entity in Q3A or Q3TA
+       // Xonotic has ~equivalent features to Team Arena
        if(this.notta)
-               if (!(!teamplay || g_tdm || g_ctf))
-                       return true;
+               return true;
 
+       // FIXME: singleplayer does not use maxclients 1 as that would prevent bots
        if(this.notsingle)
                if(maxclients == 1)
                        return true;
@@ -292,7 +314,7 @@ bool DoesQ3ARemoveThisEntity(entity this)
        if(this.gametype)
        {
                string gametypename;
-               // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
+               // From ioq3 g_spawn.c: static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester"};
                gametypename = "ffa";
                if(teamplay)
                        gametypename = "team";
@@ -304,10 +326,26 @@ bool DoesQ3ARemoveThisEntity(entity this)
                        gametypename = "tournament";
                if(maxclients == 1)
                        gametypename = "single";
-               // we do not have the other types (obelisk, harvester, teamtournament)
+               // we do not have the other types (obelisk, harvester)
                if(strstrofs(this.gametype, gametypename, 0) < 0)
                        return true;
        }
 
        return false;
 }
+
+int GetAmmoConsumptionQ3(string netname)
+// Returns ammo consumed per shot by the primary/default fire mode
+// Returns 0 if the netname has no ammo cvar
+{
+       switch (netname)
+       {
+               case "arc":        return autocvar_g_balance_arc_beam_ammo;
+               case "devastator": return autocvar_g_balance_devastator_ammo;
+               case "machinegun": return autocvar_g_balance_machinegun_sustained_ammo;
+               case "minelayer":  return autocvar_g_balance_minelayer_ammo;
+               case "seeker":     return autocvar_g_balance_seeker_tag_ammo;
+               default:           return cvar(strcat("g_balance_", netname, "_primary_ammo"));
+       }
+}
+