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replaced weapons: use the respawntime of the "master"
[divverent/nexuiz.git] / data / qcsrc / server / t_items.qc
1 floatfield Item_CounterField(float it)
2 {
3         switch(it)
4         {
5                 case IT_SHELLS:      return ammo_shells;
6                 case IT_NAILS:       return ammo_nails;
7                 case IT_ROCKETS:     return ammo_rockets;
8                 case IT_CELLS:       return ammo_cells;
9                 case IT_5HP:         return health;
10                 case IT_25HP:        return health;
11                 case IT_HEALTH:      return health;
12                 case IT_ARMOR_SHARD: return armorvalue;
13                 case IT_ARMOR:       return armorvalue;
14                 // add more things here (health, armor)
15                 default:             error("requested item has no counter field");
16         }
17 }
18
19 string Item_CounterFieldName(float it)
20 {
21         switch(it)
22         {
23                 case IT_SHELLS:      return "shells";
24                 case IT_NAILS:       return "nails";
25                 case IT_ROCKETS:     return "rockets";
26                 case IT_CELLS:       return "cells";
27
28                 // add more things here (health, armor)
29                 default:             error("requested item has no counter field name");
30         }
31 }
32
33 .float max_armorvalue;
34
35 void Item_Respawn (void)
36 {
37         self.model = self.mdl;          // restore original model
38         self.solid = SOLID_TRIGGER;     // allow it to be touched again
39         sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
40         setorigin (self, self.origin);
41
42         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
43         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
44 }
45
46 float Item_GiveTo(entity item, entity player)
47 {
48         float _switchweapon;
49         float pickedup;
50         float it;
51         float i;
52         entity e;
53
54         // if nothing happens to player, just return without taking the item
55         pickedup = FALSE;
56         _switchweapon = FALSE;
57
58         if (g_minstagib)
59         {
60                 _switchweapon = TRUE;
61                 if (item.ammo_cells)
62                 {
63                         pickedup = TRUE;
64                         // play some cool sounds ;)
65                         centerprint(player, "\n");
66                         if(player.health <= 5)
67                                 announce(player, "announcer/robotic/lastsecond.ogg");
68                         else if(player.health < 50)
69                                 announce(player, "announcer/robotic/narrowly.ogg");
70                         // sound not available
71                         // else if(item.items == IT_CELLS)
72                         //      play2(player, "announce/robotic/ammo.ogg");
73
74                         if (item.weapons & WEPBIT_MINSTANEX)
75                                 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
76                         if (item.ammo_cells)
77                                 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
78                         player.health = 100;
79                 }
80
81                 // extralife powerup
82                 if (item.max_health)
83                 {
84                         pickedup = TRUE;
85                         // sound not available
86                         // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg");
87                         player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
88                         sprint(player, "^3You picked up some extra lives\n");
89                 }
90
91                 // invis powerup
92                 if (item.strength_finished)
93                 {
94                         pickedup = TRUE;
95                         // sound not available
96                         // play2(player, "announce/robotic/invisible.ogg");
97                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
98                 }
99
100                 // speed powerup
101                 if (item.invincible_finished)
102                 {
103                         pickedup = TRUE;
104                         // sound not available
105                         // play2(player, "announce/robotic/speed.ogg");
106                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
107                 }
108         }
109         else
110         {
111                 if (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
112                 {
113                         if (item.flags & FL_WEAPON && player.weapons & item.weapons && item.classname != "droppedweapon")
114                                 return 0;
115                         if (player.weapons & item.weapons && item.flags & FL_TOSSED)    // don't let players stack ammo by tossing weapons
116                                 return 0;
117                 }
118
119                 // in case the player has autoswitch enabled do the following:
120                 // if the player is using their best weapon before items are given, they
121                 // probably want to switch to an even better weapon after items are given
122                 if (player.autoswitch)
123                 if (player.switchweapon == w_getbestweapon(player))
124                         _switchweapon = TRUE;
125
126                 if not(player.weapons & W_WeaponBit(player.switchweapon))
127                         _switchweapon = TRUE;
128
129                 if (item.ammo_shells)
130                 if (player.ammo_shells < g_pickup_shells_max)
131                 {
132                         pickedup = TRUE;
133                         player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
134                 }
135                 if (item.ammo_nails)
136                 if (player.ammo_nails < g_pickup_nails_max)
137                 {
138                         pickedup = TRUE;
139                         player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
140                 }
141                 if (item.ammo_rockets)
142                 if (player.ammo_rockets < g_pickup_rockets_max)
143                 {
144                         pickedup = TRUE;
145                         player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
146                 }
147                 if (item.ammo_cells)
148                 if (player.ammo_cells < g_pickup_cells_max)
149                 {
150                         pickedup = TRUE;
151                         player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
152                 }
153
154                 if (item.flags & FL_WEAPON)
155                 if ((it = item.weapons - (item.weapons & player.weapons)))
156                 {
157                         pickedup = TRUE;
158                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
159                         {
160                                 e = get_weaponinfo(i);
161                                 if(it & e.weapons)
162                                         W_GiveWeapon (player, e.weapon, item.netname);
163                         }
164                 }
165
166                 if (item.strength_finished)
167                 {
168                         pickedup = TRUE;
169                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
170                 }
171                 if (item.invincible_finished)
172                 {
173                         pickedup = TRUE;
174                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
175                 }
176                 //if (item.speed_finished)
177                 //{
178                 //      pickedup = TRUE;
179                 //      player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
180                 //}
181                 //if (item.slowmo_finished)
182                 //{
183                 //      pickedup = TRUE;
184                 //      player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
185                 //}
186
187                 if (item.health)
188                 if (player.health < item.max_health)
189                 {
190                         pickedup = TRUE;
191                         player.health = min(player.health + item.health, item.max_health);
192                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
193                 }
194                 if (item.armorvalue)
195                 if (player.armorvalue < item.max_armorvalue)
196                 {
197                         pickedup = TRUE;
198                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
199                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
200                 }
201         }
202
203         // always eat teamed entities
204         if(item.team)
205                 pickedup = TRUE;
206
207         if (!pickedup)
208                 return 0;
209
210         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
211         if (_switchweapon)
212                 W_SwitchWeapon_Force(player, w_getbestweapon(player));
213
214         return 1;
215 }
216
217 void Item_Touch (void)
218 {
219         entity e, head;
220
221         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
222         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
223         {
224                 remove(self);
225                 return;
226         }
227         if (other.classname != "player")
228                 return;
229         if (other.deadflag)
230                 return;
231         if (self.solid != SOLID_TRIGGER)
232                 return;
233         if (self.owner == other)
234                 return;
235
236         if(!Item_GiveTo(self, other))
237                 return;
238
239         if (self.classname == "droppedweapon")
240                 remove (self);
241         else if((self.flags & FL_WEAPON) && !self.team && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
242                 return;
243         else
244         {
245                 self.solid = SOLID_NOT;
246                 self.model = string_null;
247                 if(self.team)
248                 {
249                         RandomSelection_Init();
250                         for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
251                                 RandomSelection_Add(head, 0, 1, 0);
252                         e = RandomSelection_chosen_ent;
253                 }
254                 else
255                         e = self;
256                 e.nextthink = time + self.respawntime;
257                 e.think = Item_Respawn;
258         }
259 }
260
261 void Item_FindTeam()
262 {
263         entity head, e;
264
265         if(self.effects & EF_NODRAW)
266         {
267                 // marker for item team search
268                 dprint("Initializing item team ", ftos(self.team), "\n");
269                 RandomSelection_Init();
270                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
271                         RandomSelection_Add(head, 0, 1, 0);
272                 e = RandomSelection_chosen_ent;
273
274                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
275                 {
276                         if(head != e)
277                         {
278                                 // make it a non-spawned item
279                                 head.solid = SOLID_NOT;
280                                 head.model = string_null;
281                         }
282                         head.effects = head.effects - (head.effects & EF_NODRAW);
283                 }
284         }
285 }
286
287 // Savage: used for item garbage-collection
288 // TODO: perhaps nice special effect?
289 void RemoveItem(void) /*FIXDECL*/
290 {
291         remove(self);
292 }
293
294 // pickup evaluation functions
295 // these functions decide how desirable an item is to the bots
296
297 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
298
299 float weapon_pickupevalfunc(entity player, entity item)
300 {
301         // if we already have the weapon, rate it 1/5th normal value
302         if ((player.weapons & item.weapons) == item.weapons)
303                 return item.bot_pickupbasevalue * 0.2;
304         return item.bot_pickupbasevalue;
305 };
306
307 float commodity_pickupevalfunc(entity player, entity item)
308 {
309         float c;
310         c = 0;
311         // TODO: figure out if the player even has the weapon this ammo is for?
312         // may not affect strategy much though...
313         // find out how much more ammo/armor/health the player can hold
314         if (item.ammo_shells)
315         if (player.ammo_shells < g_pickup_shells_max)
316                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
317         if (item.ammo_nails)
318         if (player.ammo_nails < g_pickup_nails_max)
319                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
320         if (item.ammo_rockets)
321         if (player.ammo_rockets < g_pickup_rockets_max)
322                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
323         if (item.ammo_cells)
324         if (player.ammo_cells < g_pickup_cells_max)
325                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
326         if (item.armorvalue)
327         if (player.armorvalue < item.max_armorvalue)
328                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
329         if (item.health)
330         if (player.health < item.max_health)
331                 c = c + max(0, 1 - player.health / item.max_health);
332
333         return item.bot_pickupbasevalue * c;
334 };
335
336
337 .float is_item;
338 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
339 {
340         startitem_failed = FALSE;
341
342         // is it a dropped weapon?
343         if (self.classname == "droppedweapon")
344         {
345                 // it's a dropped weapon
346                 self.movetype = MOVETYPE_TOSS;
347                 self.solid = SOLID_TRIGGER;
348                 // Savage: remove thrown items after a certain period of time ("garbage collection")
349                 self.think = RemoveItem;
350                 self.nextthink = time + 60;
351                 // don't drop if in a NODROP zone (such as lava)
352                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
353                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
354                 {
355                         startitem_failed = TRUE;
356                         remove(self);
357                         return;
358                 }
359         }
360         else
361         {
362                 // it's a level item
363                 if(self.spawnflags & 1)
364                         self.noalign = 1;
365                 if (self.noalign)
366                         self.movetype = MOVETYPE_NONE;
367                 else
368                         self.movetype = MOVETYPE_TOSS;
369                 self.solid = SOLID_TRIGGER;
370                 // do item filtering according to game mode and other things
371                 if (!self.noalign)
372                 {
373                         // first nudge it off the floor a little bit to avoid math errors
374                         setorigin(self, self.origin + '0 0 1');
375                         // set item size before we spawn a spawnfunc_waypoint
376                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
377                                 setsize (self, '-16 -16 0', '16 16 48');
378                         else
379                                 setsize (self, '-16 -16 0', '16 16 32');
380                         // note droptofloor returns FALSE if stuck/or would fall too far
381                         droptofloor();
382                         waypoint_spawnforitem(self);
383                 }
384
385                 if(teams_matter)
386                 {
387                         if(self.notteam)
388                         {
389                                 print("removed non-teamplay ", self.classname, "\n");
390                                 startitem_failed = TRUE;
391                                 remove (self);
392                                 return;
393                         }
394                 }
395                 else
396                 {
397                         if(self.notfree)
398                         {
399                                 print("removed non-FFA ", self.classname, "\n");
400                                 startitem_failed = TRUE;
401                                 remove (self);
402                                 return;
403                         }
404                 }
405
406                 if(self.notq3a)
407                 {
408                         // We aren't TA or something like that, so we keep the Q3A entities
409                         print("removed non-Q3A ", self.classname, "\n");
410                         startitem_failed = TRUE;
411                         remove (self);
412                         return;
413                 }
414
415                 /*
416                  * can't do it that way, as it would break maps
417                  * TODO make a target_give like entity another way, that perhaps has
418                  * the weapon name in a key
419                 if(self.targetname)
420                 {
421                         // target_give not yet supported; maybe later
422                         print("removed targeted ", self.classname, "\n");
423                         startitem_failed = TRUE;
424                         remove (self);
425                         return;
426                 }
427                 */
428
429                 if(cvar("spawn_debug") >= 2)
430                 {
431                         entity otheritem;
432                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
433                         {
434                                 if(otheritem.is_item)
435                                 {
436                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
437                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
438                                         error("Mapper sucks.");
439                                 }
440                         }
441                         self.is_item = TRUE;
442                 }
443
444                 weaponsInMap |= weaponid;
445
446                 if(g_lms || g_rocketarena)
447                 {
448                         startitem_failed = TRUE;
449                         remove(self);
450                         return;
451                 }
452                 else if (g_minstagib)
453                 {
454                         // don't remove dropped items and powerups
455                         if (self.classname != "minstagib")
456                         {
457                                 startitem_failed = TRUE;
458                                 remove (self);
459                                 return;
460                         }
461                 }
462                 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
463                 {
464                         startitem_failed = TRUE;
465                         remove (self);
466                         return;
467                 }
468
469                 precache_model (itemmodel);
470                 precache_sound (pickupsound);
471                 precache_sound ("misc/itemrespawn.wav");
472
473                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
474                         self.target = "###item###"; // for finding the nearest item using find()
475         }
476
477         self.bot_pickup = TRUE;
478         self.bot_pickupevalfunc = pickupevalfunc;
479         self.bot_pickupbasevalue = pickupbasevalue;
480         self.mdl = itemmodel;
481         self.item_pickupsound = pickupsound;
482         // let mappers override respawntime
483         if (!self.respawntime)
484                 self.respawntime = defaultrespawntime;
485         self.netname = itemname;
486         self.items = itemid;
487         self.weapons = weaponid;
488         self.flags = FL_ITEM | itemflags;
489         self.touch = Item_Touch;
490         setmodel (self, self.mdl); // precision set below
491         self.effects |= EF_LOWPRECISION;
492         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
493                 setsize (self, '-16 -16 0', '16 16 48');
494         else
495                 setsize (self, '-16 -16 0', '16 16 32');
496         if (itemflags & FL_WEAPON)
497         {
498                 // neutral team color for pickup weapons
499                 self.colormap = 160 * 1024 + 160;
500         }
501
502         if (cvar("g_fullbrightitems"))
503                 self.effects = self.effects | EF_FULLBRIGHT;
504         
505         if(self.team)
506         {
507                 self.effects = self.effects | EF_NODRAW; // marker for item team search
508                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
509         }
510 }
511
512 /* replace items in minstagib
513  * IT_STRENGTH   = invisibility
514  * IT_NAILS      = extra lives
515  * IT_INVINCIBLE = speed
516  */
517 void minstagib_items (float itemid)
518 {
519         // we don't want to replace dropped weapons ;)
520         if (self.classname == "droppedweapon")
521         {
522                 self.ammo_cells = 25;
523                 StartItem ("models/weapons/g_nex.md3",
524                         "weapons/weaponpickup.wav", 15,
525                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
526                 return;
527         }
528
529         local float rnd;
530         self.classname = "minstagib";
531
532         // replace rocket launchers and nex guns with ammo cells
533         if (itemid == IT_CELLS)
534         {
535                 self.ammo_cells = 1;
536                 StartItem ("models/items/a_cells.md3",
537                         "misc/itempickup.wav", 45,
538                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
539                 return;
540         }
541
542         // randomize
543         rnd = random() * 3;
544         if (rnd <= 1)
545                 itemid = IT_STRENGTH;
546         else if (rnd <= 2)
547                 itemid = IT_NAILS;
548         else
549                 itemid = IT_INVINCIBLE;
550
551         // replace with invis
552         if (itemid == IT_STRENGTH)
553         {
554                 self.effects = EF_ADDITIVE;
555                 self.strength_finished = 30;
556                 StartItem ("models/items/g_strength.md3",
557                         "misc/powerup.wav", g_pickup_respawntime_powerup,
558                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
559         }
560         // replace with extra lives
561         if (itemid == IT_NAILS)
562         {
563                 self.max_health = 1;
564                 StartItem ("models/items/g_h100.md3",
565                         "misc/megahealth.wav", g_pickup_respawntime_powerup,
566                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
567
568         }
569         // replace with speed
570         if (itemid == IT_INVINCIBLE)
571         {
572                 self.effects = EF_ADDITIVE;
573                 self.invincible_finished = 30;
574                 StartItem ("models/items/g_invincible.md3",
575                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup,
576                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
577         }
578
579 }
580
581 float minst_no_auto_cells;
582 void minst_remove_item (void) {
583         if(minst_no_auto_cells)
584                 remove(self);
585 }
586
587 float weaponswapping;
588 float internalteam;
589
590 void weapon_defaultspawnfunc(float wpn)
591 {
592         entity e;
593         float t;
594         var .float ammofield;
595         string s;
596         entity oldself;
597         float i;
598
599         // set the respawntime in advance (so replaced weapons can copy it)
600         if(!self.respawntime)
601         {
602                 e = get_weaponinfo(wpn);
603                 if(e.items == IT_SUPERWEAPON)
604                         self.respawntime = g_pickup_respawntime_powerup;
605                 else
606                         self.respawntime = g_pickup_respawntime_short;
607         }
608
609         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
610         {
611                 s = cvar_string(strcat("g_weaponreplace_", ftos(wpn)));
612                 t = tokenize(s);
613                 if(t >= 2)
614                 {
615                         self.team = --internalteam;
616                         for(i = 1; i < t; ++i)
617                         {
618                                 oldself = self;
619                                 self = spawn();
620                                 copyentity(oldself, self);
621                                 self.classname = "replacedweapon";
622                                 weapon_defaultspawnfunc(stof(argv(i)));
623                                 self = oldself;
624                         }
625                 }
626                 if(t >= 1)
627                         wpn = stof(argv(0));
628         }
629
630         e = get_weaponinfo(wpn);
631
632         if(e.items && e.items != IT_SUPERWEAPON)
633         {
634                 ammofield = Item_CounterField(e.items);
635                 if(!self.ammofield)
636                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(e.items)));
637         }
638
639         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
640         if (self.modelindex) // don't precache if self was removed
641                 weapon_action(e.weapon, WR_PRECACHE);
642 }
643
644 void spawnfunc_weapon_shotgun (void);
645 void spawnfunc_weapon_uzi (void) {
646         if(q3acompat_machineshotgunswap)
647         if(self.classname != "droppedweapon")
648         {
649                 weapon_defaultspawnfunc(WEP_SHOTGUN);
650                 return;
651         }
652         weapon_defaultspawnfunc(WEP_UZI);
653 }
654
655 void spawnfunc_weapon_shotgun (void) {
656         if(q3acompat_machineshotgunswap)
657         if(self.classname != "droppedweapon")
658         {
659                 weapon_defaultspawnfunc(WEP_UZI);
660                 return;
661         }
662         weapon_defaultspawnfunc(WEP_SHOTGUN);
663 }
664
665 void spawnfunc_weapon_nex (void)
666 {
667         if (g_minstagib)
668         {
669                 minstagib_items(IT_CELLS);
670                 self.think = minst_remove_item;
671                 self.nextthink = time + cvar("sys_ticrate");
672                 return;
673         }
674         weapon_defaultspawnfunc(WEP_NEX);
675 }
676
677 void spawnfunc_weapon_minstanex (void)
678 {
679         if (g_minstagib)
680         {
681                 minstagib_items(IT_CELLS);
682                 self.think = minst_remove_item;
683                 self.nextthink = time + cvar("sys_ticrate");
684                 return;
685         }
686         weapon_defaultspawnfunc(WEP_MINSTANEX);
687 }
688
689 void spawnfunc_weapon_rocketlauncher (void)
690 {
691         if (g_minstagib)
692         {
693                 minstagib_items(IT_CELLS);
694                 self.think = minst_remove_item;
695                 self.nextthink = time + cvar("sys_ticrate");
696                 return;
697         }
698         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
699 }
700
701 void spawnfunc_item_rockets (void) {
702         if(!self.ammo_rockets)
703                 self.ammo_rockets = g_pickup_rockets;
704         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
705 }
706
707 void spawnfunc_item_shells (void);
708 void spawnfunc_item_bullets (void) {
709         if(!weaponswapping)
710         if(q3acompat_machineshotgunswap)
711         if(self.classname != "droppedweapon")
712         {
713                 weaponswapping = TRUE;
714                 spawnfunc_item_shells();
715                 weaponswapping = FALSE;
716                 return;
717         }
718
719         if(!self.ammo_nails)
720                 self.ammo_nails = g_pickup_nails;
721         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_short, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
722 }
723
724 void spawnfunc_item_cells (void) {
725         if(!self.ammo_cells)
726                 self.ammo_cells = g_pickup_cells;
727         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
728 }
729
730 void spawnfunc_item_shells (void) {
731         if(!weaponswapping)
732         if(q3acompat_machineshotgunswap)
733         if(self.classname != "droppedweapon")
734         {
735                 weaponswapping = TRUE;
736                 spawnfunc_item_bullets();
737                 weaponswapping = FALSE;
738                 return;
739         }
740
741         if(!self.ammo_shells)
742                 self.ammo_shells = g_pickup_shells;
743         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
744 }
745
746 void spawnfunc_item_armor_small (void) {
747         if(!self.armorvalue)
748                 self.armorvalue = g_pickup_armorsmall;
749         if(!self.max_armorvalue)
750                 self.max_armorvalue = g_pickup_armorsmall_max;
751         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, 1000);
752 }
753
754 void spawnfunc_item_armor_medium (void) {
755         if(!self.armorvalue)
756                 self.armorvalue = g_pickup_armormedium;
757         if(!self.max_armorvalue)
758                 self.max_armorvalue = g_pickup_armormedium_max;
759         StartItem ("models/items/g_armormedium.md3", "misc/armor1.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
760 }
761
762 void spawnfunc_item_armor_large (void) {
763         if(!self.armorvalue)
764                 self.armorvalue = g_pickup_armorlarge;
765         if(!self.max_armorvalue)
766                 self.max_armorvalue = g_pickup_armorlarge_max;
767         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
768 }
769
770 void spawnfunc_item_health_small (void) {
771         if(!self.max_health)
772                 self.max_health = g_pickup_healthsmall_max;
773         if(!self.health)
774                 self.health = g_pickup_healthsmall;
775         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, 20000);
776 }
777
778 void spawnfunc_item_health_medium (void) {
779         if(!self.max_health)
780                 self.max_health = g_pickup_healthmedium_max;
781         if(!self.health)
782                 self.health = g_pickup_healthmedium;
783         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
784 }
785
786 void spawnfunc_item_health_large (void) {
787         if(!self.max_health)
788                 self.max_health = g_pickup_healthlarge_max;
789         if(!self.health)
790                 self.health = g_pickup_healthlarge;
791         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
792 }
793
794 void spawnfunc_item_health_mega (void) {
795         if(!cvar("g_powerup_superhealth"))
796                 return;
797
798         if(g_arena && !cvar("g_arena_powerups"))
799                 return;
800
801         if(g_minstagib) {
802                 minstagib_items(IT_NAILS);
803         } else {
804                 if(!self.max_health)
805                         self.max_health = g_pickup_healthmega_max;
806                 if(!self.health)
807                         self.health = g_pickup_healthmega;
808                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, 20000);
809         }
810 }
811
812 // support old misnamed entities
813 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
814 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
815 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
816 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
817 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
818
819 void spawnfunc_item_strength (void) {
820         if(!cvar("g_powerup_strength"))
821                 return;
822
823         if(g_arena && !cvar("g_arena_powerups"))
824                 return;
825
826         if(g_minstagib) {
827                 minstagib_items(IT_STRENGTH);
828         } else {
829                 precache_sound("weapons/strength_fire.wav");
830                 self.strength_finished = 30;
831                 self.effects = EF_ADDITIVE;
832                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
833         }
834 }
835
836 void spawnfunc_item_invincible (void) {
837         if(!cvar("g_powerup_shield"))
838                 return;
839
840         if(g_arena && !cvar("g_arena_powerups"))
841                 return;
842
843         if(g_minstagib) {
844                 minstagib_items(IT_INVINCIBLE);
845         } else {
846                 self.invincible_finished = 30;
847                 self.effects = EF_ADDITIVE;
848                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
849         }
850 }
851
852 void spawnfunc_item_minst_cells (void) {
853         if (g_minstagib)
854         {
855                 minst_no_auto_cells = 1;
856                 minstagib_items(IT_CELLS);
857         }
858         else
859                 remove(self);
860 }
861
862 // compatibility:
863 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
864
865 void spawnfunc_misc_models (void)
866 {
867         SetBrushEntityModel();
868 }
869
870 void func_wall_use (void)
871 {
872         if(teams_matter)
873         {
874                 if(activator.team)
875                         self.colormap = (activator.team - 1) * 0x11;
876                 else
877                         self.colormap = 0x00;
878         }
879         else
880                 self.colormap = ceil(random() * 256) - 1;
881         self.colormap |= 1024; // RENDER_COLORMAPPED
882 }
883
884 void spawnfunc_func_wall (void)
885 {
886         SetBrushEntityModel();
887         self.solid = SOLID_BSP;
888         self.use = func_wall_use;
889 }
890
891 float target_item_func_set(float a, float b)
892 {
893         if(b == 0)
894                 return a;
895         else if(b < 0)
896                 return 0;
897         else
898                 return b;
899 }
900
901 float target_item_func_min(float a, float b)
902 {
903         if(b == 0)
904                 return a;
905         else if(b < 0)
906                 return 0;
907         else
908                 return min(a, b);
909 }
910
911 float target_item_func_max(float a, float b)
912 {
913         return max(a, b);
914 }
915
916 float target_item_func_bitset(float a, float b)
917 {
918         return b;
919 }
920
921 float target_item_func_and(float a, float b)
922 {
923         return a & b;
924 }
925
926 float target_item_func_itembitset(float a, float b)
927 {
928         return (a - (a & (IT_UNLIMITED_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | b;
929 }
930
931 float target_item_func_itemand(float a, float b)
932 {
933         return (a - (a & (IT_UNLIMITED_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
934 }
935
936 float target_item_func_or(float a, float b)
937 {
938         return a | b;
939 }
940
941 float target_item_func_andnot(float a, float b)
942 {
943         return a - (a & b);
944 }
945
946 float target_item_changed;
947 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
948 {
949         float n, d;
950         n = func(activator.field, self.field);
951
952         if(binary)
953         {
954                 d = n & activator.field;
955                 if(d != n) // bits added?
956                         d = +1;
957                 else if(d != activator.field) // bits removed?
958                         d = -1;
959                 else
960                         d = 0;
961         }
962         else
963                 d = n - activator.field;
964
965         if(d < 0)
966         {
967                 if(sound_decrease != "")
968                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
969                 target_item_changed = 1;
970         }
971         else if(d > 0)
972         {
973                 if(sound_increase != "")
974                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
975                 target_item_changed = 1;
976         }
977         activator.field = n;
978 }
979
980 void target_items_use (void)
981 {
982         float h0, a0;
983         if(activator.classname != "player")
984                 return;
985         if(activator.deadflag != DEAD_NO)
986                 return;
987         EXACTTRIGGER_TOUCH;
988
989         entity e;
990         for(e = world; (e = find(e, classname, "droppedweapon")); )
991                 if(e.enemy == activator)
992                         remove(e);
993
994         float _switchweapon;
995         _switchweapon = FALSE;
996         if (activator.autoswitch)
997                 if (activator.switchweapon == w_getbestweapon(activator))
998                         _switchweapon = TRUE;
999
1000         a0 = activator.armorvalue;
1001         h0 = activator.health;
1002         target_item_changed = 0;
1003
1004         if(self.spawnflags == 0) // SET
1005         {
1006                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1007                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1008                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1009                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1010                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1011                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1012                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "");
1013                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1014
1015                 if((self.items & activator.items) & IT_STRENGTH)
1016                         activator.strength_finished = time + self.strength_finished;
1017                 if((self.items & activator.items) & IT_INVINCIBLE)
1018                         activator.invincible_finished = time + self.invincible_finished;
1019         }
1020         else if(self.spawnflags == 1) // AND/MIN
1021         {
1022                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1023                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1024                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1025                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1026                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1027                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1028                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "");
1029                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1030
1031                 if((self.items & activator.items) & IT_STRENGTH)
1032                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1033                 if((self.items & activator.items) & IT_INVINCIBLE)
1034                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1035         }
1036         else if(self.spawnflags == 2) // OR/MAX
1037         {
1038                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1039                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1040                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1041                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1042                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1043                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1044                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "");
1045                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1046
1047                 if((self.items & activator.items) & IT_STRENGTH)
1048                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1049                 if((self.items & activator.items) & IT_INVINCIBLE)
1050                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1051         }
1052         else if(self.spawnflags == 4) // ANDNOT/MIN
1053         {
1054                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1055                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1056                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1057                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1058                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1059                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1060                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "");
1061                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1062
1063                 if((self.items & activator.items) & IT_STRENGTH)
1064                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1065                 if((self.items & activator.items) & IT_INVINCIBLE)
1066                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1067         }
1068
1069         if not(activator.items & IT_STRENGTH)
1070                 activator.strength_finished = 0;
1071         if not(activator.items & IT_INVINCIBLE)
1072                 activator.invincible_finished = 0;
1073         
1074         if(activator.health > h0)
1075                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1076         else if(activator.health < h0)
1077                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1078
1079         if(activator.armorvalue > a0)
1080                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1081
1082         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1083                 _switchweapon = TRUE;
1084         if(_switchweapon)
1085                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1086
1087         if(target_item_changed)
1088                 centerprint(activator, self.message);
1089 }
1090
1091 void spawnfunc_target_items (void)
1092 {
1093         float n, i, j;
1094         entity e;
1095         self.use = target_items_use;
1096         if(!self.strength_finished)
1097                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1098         if(!self.invincible_finished)
1099                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1100         
1101         precache_sound("misc/itempickup.wav");
1102         precache_sound("misc/itempickup.wav");
1103         precache_sound("misc/itempickup.wav");
1104         precache_sound("misc/itempickup.wav");
1105         precache_sound("misc/megahealth.wav");
1106         precache_sound("misc/armor25.wav");
1107         precache_sound("misc/powerup.wav");
1108         precache_sound("weapons/weaponpickup.wav");
1109
1110         n = tokenize(self.netname);
1111         for(i = 0; i < n; ++i)
1112         {
1113                 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1114                 if(argv(i) == "strength")       self.items |= IT_STRENGTH;
1115                 if(argv(i) == "invincible")     self.items |= IT_INVINCIBLE;
1116                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1117                 {
1118                         e = get_weaponinfo(j);
1119                         if(argv(i) == e.netname)
1120                         {
1121                                 self.weapons |= e.weapons;
1122                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1123                                         weapon_action(e.weapon, WR_PRECACHE);
1124                         }
1125                 }
1126         }
1127 }