]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/compat/quake3.qc
target_give: support shield and strength powerups
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / compat / quake3.qc
index f7b77d83d1c0a839a13a9b4ead1fe061eb7abaf8..a68cc8a339c987a3822617b78b5458e900164531 100644 (file)
@@ -1,10 +1,14 @@
 #include "quake3.qh"
 
-#include <server/defs.qh>
+#include <server/client.qh>
+#include <common/weapons/_all.qh>
+#include <common/stats.qh>
 #include <server/miscfunctions.qh>
-#include <server/items.qh>
+#include <server/items/items.qh>
+#include <server/items/spawning.qh>
 #include <server/resources.qh>
-#include <common/t_items.qh>
+#include <common/gamemodes/_mod.qh>
+#include <common/gamemodes/gamemode/ctf/sv_ctf.qh>
 #include <common/mapobjects/triggers.qh>
 #include <common/mapobjects/trigger/counter.qh>
 #include <common/mutators/mutator/buffs/buffs.qh>
  NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
 */
 
-bool q3compat_arena(string mapname)
-{
-       if(fexists(strcat("scripts/", mapname, ".arena"))) return true;
-
-       return false;
-}
-
 // SG -> MG || SG
-SPAWNFUNC_ITEM_COND(ammo_shells, q3compat_arena(mapname), ITEM_Bullets, ITEM_Shells)
-SPAWNFUNC_WEAPON_COND(weapon_shotgun, q3compat_arena(mapname), WEP_MACHINEGUN, WEP_SHOTGUN)
+SPAWNFUNC_ITEM_COND(ammo_shells, (q3compat & Q3COMPAT_ARENA), ITEM_Bullets, ITEM_Shells)
+SPAWNFUNC_WEAPON_COND(weapon_shotgun, (q3compat & Q3COMPAT_ARENA), WEP_MACHINEGUN, WEP_SHOTGUN)
 
 // MG -> SG || MG
-SPAWNFUNC_ITEM_COND(ammo_bullets, q3compat_arena(mapname), ITEM_Shells, ITEM_Bullets)
+SPAWNFUNC_ITEM_COND(ammo_bullets, (q3compat & Q3COMPAT_ARENA), ITEM_Shells, ITEM_Bullets)
 
 // GL -> Mortar
 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
 
-// Team Arena Proximity Launcher -> Mine Layer
-SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
+// 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_WEAPON(weapon_prox_launcher, WEP_MORTAR)
 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
 
 // Team Arena Chaingun -> HLAC
 SPAWNFUNC_WEAPON(weapon_chaingun, WEP_HLAC)
 SPAWNFUNC_ITEM(ammo_belt, ITEM_Cells)
 
+// Quake Live Heavy Machine Gun -> HLAC
+SPAWNFUNC_WEAPON(weapon_hmg, WEP_HLAC)
+SPAWNFUNC_ITEM(ammo_hmg, ITEM_Cells)
+
 // Team Arena Nailgun -> Crylink || Quake Nailgun -> Electro
-SPAWNFUNC_WEAPON_COND(weapon_nailgun, q3compat_arena(mapname), WEP_CRYLINK, WEP_ELECTRO)
+SPAWNFUNC_WEAPON_COND(weapon_nailgun, cvar("sv_mapformat_is_quake3"), WEP_CRYLINK, WEP_ELECTRO)
 SPAWNFUNC_ITEM(ammo_nails, ITEM_Cells)
 
 // LG -> Electro
@@ -92,6 +94,9 @@ SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
 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
+
+// Battle Suit
 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
 
 // medkit -> armor (we have no holdables)
@@ -190,7 +195,7 @@ 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,
@@ -223,6 +228,10 @@ void target_give_init(entity this)
                        SetResourceExplicit(this, RES_SHELLS, GetResource(this, RES_SHELLS) + it.count * WEP_CVAR_PRI(shotgun, ammo)); // WEAPONTODO
                        this.netname = cons(this.netname, "shotgun");
                }
+               else if (it.classname == "weapon_machinegun") {
+                       SetResourceExplicit(this, RES_BULLETS, GetResource(this, RES_BULLETS) + it.count * WEP_CVAR(machinegun, burst_ammo)); // WEAPONTODO
+                       this.netname = cons(this.netname, "machinegun");
+               }
                else if (it.classname == "item_armor_mega")
                        SetResourceExplicit(this, RES_ARMOR, 100);
                else if (it.classname == "item_health_mega")
@@ -232,10 +241,18 @@ void target_give_init(entity this)
                        this.netname = cons(this.netname, buff.netname);
                        STAT(BUFF_TIME, this) = it.count;
                }
+               else if (it.classname == "item_shield") {
+                       this.invincible_finished = it.count;
+                       this.netname = cons(this.netname, "invincible");
+               }
+               else if (it.classname == "item_strength") {
+                       this.strength_finished = it.count;
+                       this.netname = cons(this.netname, "strength");
+               }
 
                //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;
@@ -294,9 +311,11 @@ bool DoesQ3ARemoveThisEntity(entity this)
        // 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;
+               if(this.notvq3)
+                       return true;
        }
-       else if(this.notcpm) 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
@@ -318,17 +337,19 @@ 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";
                if(g_ctf)
                        gametypename = "ctf";
+               if(g_ctf && ctf_oneflag)
+                       gametypename = "oneflag";
                if(g_duel)
                        gametypename = "tournament";
                if(maxclients == 1)
                        gametypename = "single";
-               // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
+               // we do not have the other types (obelisk, harvester)
                if(strstrofs(this.gametype, gametypename, 0) < 0)
                        return true;
        }