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/weapons/_all.qh>
13 //***********************
14 //QUAKE 3 ENTITIES - So people can play quake3 maps with the xonotic weapons
15 //***********************
17 // NOTE: for best experience, you need to swap MGs with SGs in the map or it won't have a MG
20 SPAWNFUNC_ITEM(ammo_shells, ITEM_Shells)
23 SPAWNFUNC_ITEM(ammo_bullets, ITEM_Bullets)
26 SPAWNFUNC_ITEM(ammo_grenades, ITEM_Rockets)
29 SPAWNFUNC_WEAPON(weapon_prox_launcher, WEP_MINE_LAYER)
30 SPAWNFUNC_ITEM(ammo_mines, ITEM_Rockets)
33 SPAWNFUNC_WEAPON(weapon_lightning, WEP_ELECTRO)
34 SPAWNFUNC_ITEM(ammo_lightning, ITEM_Cells)
37 SPAWNFUNC_WEAPON(weapon_plasmagun, WEP_HAGAR)
38 SPAWNFUNC_ITEM(ammo_cells, ITEM_Rockets)
41 SPAWNFUNC_WEAPON(weapon_railgun, WEP_VORTEX)
42 SPAWNFUNC_ITEM(ammo_slugs, ITEM_Cells)
45 SPAWNFUNC_WEAPON(weapon_bfg, WEP_CRYLINK)
46 SPAWNFUNC_ITEM(ammo_bfg, ITEM_Cells)
48 // grappling hook -> hook
49 SPAWNFUNC_WEAPON(weapon_grapplinghook, WEP_HOOK)
52 SPAWNFUNC_ITEM(ammo_rockets, ITEM_Rockets)
55 SPAWNFUNC_ITEM(item_armor_body, ITEM_ArmorMega)
56 SPAWNFUNC_ITEM(item_armor_combat, ITEM_ArmorBig)
57 SPAWNFUNC_ITEM(item_armor_shard, ITEM_ArmorSmall)
58 SPAWNFUNC_ITEM(item_enviro, ITEM_Shield)
60 // medkit -> armor (we have no holdables)
61 SPAWNFUNC_ITEM(holdable_medkit, ITEM_ArmorMega)
63 // doubler -> strength
64 SPAWNFUNC_ITEM(item_doubler, ITEM_Strength)
69 // weapon remove ent from df
70 void target_init_verify(entity this)
73 for(trigger = NULL; (trigger = find(trigger, classname, "trigger_multiple")); )
74 for(targ = NULL; (targ = find(targ, targetname, trigger.target)); )
75 if (targ.classname == "target_init" || targ.classname == "target_give" || targ.classname == "target_items")
82 //setsize(targ, trigger.mins, trigger.maxs);
83 //setorigin(targ, trigger.origin);
88 void target_init_use(entity this, entity actor, entity trigger)
90 if (!(this.spawnflags & 1))
92 SetResource(actor, RES_ARMOR, start_armorvalue);
93 actor.pauserotarmor_finished = time + autocvar_g_balance_pause_armor_rot;
96 if (!(this.spawnflags & 2))
98 SetResource(actor, RES_HEALTH, start_health);
99 actor.pauserothealth_finished = time + autocvar_g_balance_pause_health_rot;
100 actor.pauseregen_finished = time + autocvar_g_balance_pause_health_regen;
103 if (!(this.spawnflags & 4))
105 SetResource(actor, RES_SHELLS, start_ammo_shells);
106 SetResource(actor, RES_BULLETS, start_ammo_nails);
107 SetResource(actor, RES_ROCKETS, start_ammo_rockets);
108 SetResource(actor, RES_CELLS, start_ammo_cells);
109 SetResource(actor, RES_PLASMA, start_ammo_plasma);
110 SetResource(actor, RES_FUEL, start_ammo_fuel);
112 STAT(WEAPONS, actor) = start_weapons;
113 if (this.spawnflags & 32)
119 if (!(this.spawnflags & 8))
121 actor.strength_finished = 0;
122 actor.invincible_finished = 0;
123 if(STAT(BUFFS, actor)) // TODO: make a dropbuffs function to handle this
125 int buffid = buff_FirstFromFlags(STAT(BUFFS, actor)).m_id;
126 Send_Notification(NOTIF_ONE, actor, MSG_MULTI, ITEM_BUFF_DROP, buffid);
127 sound(actor, CH_TRIGGER, SND_BUFF_LOST, VOL_BASE, ATTN_NORM);
128 if(!IS_INDEPENDENT_PLAYER(actor))
129 Send_Notification(NOTIF_ALL_EXCEPT, actor, MSG_INFO, INFO_ITEM_BUFF_LOST, actor.netname, buffid);
130 STAT(BUFFS, actor) = 0;
131 STAT(BUFF_TIME, actor) = 0;
135 if (!(this.spawnflags & 16))
137 // We don't have holdables.
140 SUB_UseTargets(this, actor, trigger);
143 spawnfunc(target_init)
145 this.use = target_init_use;
146 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
149 // weapon give ent from defrag
150 void target_give_init(entity this)
152 IL_EACH(g_items, it.targetname == this.target,
154 if (it.classname == "weapon_devastator") {
155 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(devastator, ammo)); // WEAPONTODO
156 this.netname = cons(this.netname, "devastator");
158 else if (it.classname == "weapon_vortex") {
159 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(vortex, ammo)); // WEAPONTODO
160 this.netname = cons(this.netname, "vortex");
162 else if (it.classname == "weapon_electro") {
163 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(electro, ammo)); // WEAPONTODO
164 this.netname = cons(this.netname, "electro");
166 else if (it.classname == "weapon_hagar") {
167 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(hagar, ammo)); // WEAPONTODO
168 this.netname = cons(this.netname, "hagar");
170 else if (it.classname == "weapon_crylink") {
171 SetResourceExplicit(this, RES_CELLS, GetResource(this, RES_CELLS) + it.count * WEP_CVAR_PRI(crylink, ammo)); // WEAPONTODO
172 this.netname = cons(this.netname, "crylink");
174 else if (it.classname == "weapon_mortar") {
175 SetResourceExplicit(this, RES_ROCKETS, GetResource(this, RES_ROCKETS) + it.count * WEP_CVAR_PRI(mortar, ammo)); // WEAPONTODO
176 this.netname = cons(this.netname, "mortar");
178 else if (it.classname == "item_armor_mega")
179 SetResourceExplicit(this, RES_ARMOR, 100);
180 else if (it.classname == "item_health_mega")
181 SetResourceExplicit(this, RES_HEALTH, 200);
182 else if (it.classname == "item_buff") {
183 entity buff = buff_FirstFromFlags(STAT(BUFFS, it));
184 this.netname = cons(this.netname, buff.netname);
185 STAT(BUFF_TIME, this) = it.count;
188 //remove(it); // removing ents in init functions causes havoc, workaround:
189 setthink(it, SUB_Remove);
193 this.spawnfunc_checked = true;
194 spawnfunc_target_items(this);
195 InitializeEntity(this, target_init_verify, INITPRIO_FINDTARGET);
198 spawnfunc(target_give)
200 InitializeEntity(this, target_give_init, INITPRIO_FINDTARGET);
203 void score_use(entity this, entity actor, entity trigger)
205 if(!IS_PLAYER(actor))
207 actor.fragsfilter_cnt += this.count;
209 spawnfunc(target_score)
211 if(!g_cts) { delete(this); return; }
215 this.use = score_use;
218 void fragsfilter_use(entity this, entity actor, entity trigger)
220 if(!IS_PLAYER(actor))
222 if(actor.fragsfilter_cnt >= this.frags)
223 SUB_UseTargets(this, actor, trigger);
225 spawnfunc(target_fragsFilter)
227 if(!g_cts) { delete(this); return; }
231 this.use = fragsfilter_use;
234 //spawnfunc(item_flight) /* handled by buffs mutator */
235 //spawnfunc(item_haste) /* handled by buffs mutator */
236 //spawnfunc(item_health) /* handled in t_quake.qc */
237 //spawnfunc(item_health_large) /* handled in t_items.qc */
238 //spawnfunc(item_health_small) /* handled in t_items.qc */
239 //spawnfunc(item_health_mega) /* handled in t_items.qc */
240 //spawnfunc(item_invis) /* handled by buffs mutator */
241 //spawnfunc(item_regen) /* handled by buffs mutator */
243 // CTF spawnfuncs handled in mutators/gamemode_ctf.qc now
251 bool DoesQ3ARemoveThisEntity(entity this)
253 // Q3 style filters (DO NOT USE, THIS IS COMPAT ONLY)
256 if(!teamplay || g_tdm || g_ctf)
260 if (!(!teamplay || g_tdm || g_ctf))
278 // static char *gametypeNames[] = {"ffa", "tournament", "single", "team", "ctf", "oneflag", "obelisk", "harvester", "teamtournament"}
279 gametypename = "ffa";
281 gametypename = "team";
283 gametypename = "ctf";
285 gametypename = "tournament";
287 gametypename = "single";
288 // we do not have the other types (oneflag, obelisk, harvester, teamtournament)
289 if(strstrofs(this.gametype, gametypename, 0) < 0)