]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/t_items.qc
Minstanex fixes by terencehil (#484)
[divverent/nexuiz.git] / data / qcsrc / server / t_items.qc
1 #define ITEM_RESPAWN_TICKS 10
2
3 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
4         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6         // range: 10 .. respawntime + respawntimejitter
7
8 floatfield Item_CounterField(float it)
9 {
10         switch(it)
11         {
12                 case IT_SHELLS:      return ammo_shells;
13                 case IT_NAILS:       return ammo_nails;
14                 case IT_ROCKETS:     return ammo_rockets;
15                 case IT_CELLS:       return ammo_cells;
16                 case IT_FUEL:        return ammo_fuel;
17                 case IT_5HP:         return health;
18                 case IT_25HP:        return health;
19                 case IT_HEALTH:      return health;
20                 case IT_ARMOR_SHARD: return armorvalue;
21                 case IT_ARMOR:       return armorvalue;
22                 // add more things here (health, armor)
23                 default:             error("requested item has no counter field");
24         }
25 }
26
27 string Item_CounterFieldName(float it)
28 {
29         switch(it)
30         {
31                 case IT_SHELLS:      return "shells";
32                 case IT_NAILS:       return "nails";
33                 case IT_ROCKETS:     return "rockets";
34                 case IT_CELLS:       return "cells";
35                 case IT_FUEL:        return "fuel";
36
37                 // add more things here (health, armor)
38                 default:             error("requested item has no counter field name");
39         }
40 }
41
42 .float max_armorvalue;
43
44 void Item_Respawn (void)
45 {
46         self.model = self.mdl;          // restore original model
47         self.solid = SOLID_TRIGGER;     // allow it to be touched again
48         if(!g_minstagib && self.items == IT_STRENGTH)
49                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound
50         else if(!g_minstagib && self.items == IT_INVINCIBLE)
51                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
52         else
53                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
54         setorigin (self, self.origin);
55
56         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
57         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
58 }
59
60 void Item_RespawnCountdown (void)
61 {
62         if(self.count >= ITEM_RESPAWN_TICKS)
63         {
64                 if(self.waypointsprite_attached)
65                         WaypointSprite_Kill(self.waypointsprite_attached);
66                 Item_Respawn();
67         }
68         else
69         {
70                 self.nextthink = time + 1;
71                 self.count += 1;
72                 if(self.count == 1)
73                 {
74                         string name;
75                         vector rgb;
76                         name = string_null;
77                         if(g_minstagib)
78                         {
79                                 switch(self.items)
80                                 {
81                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
82                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
83                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
84                                 }
85                         }
86                         else
87                         {
88                                 switch(self.items)
89                                 {
90                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
91                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
92                                 }
93                         }
94                         switch(self.items)
95                         {
96                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
97                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
98                         }
99                         if(name)
100                         {
101                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
102                                 if(self.waypointsprite_attached)
103                                 {
104                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
105                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
106                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
107                                 }
108                         }
109                 }
110                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
111                 if(self.waypointsprite_attached)
112                 {
113                         WaypointSprite_Ping(self.waypointsprite_attached);
114                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
115                 }
116         }
117 }
118
119 void Item_ScheduleRespawnIn(entity e, float t)
120 {
121         if(e.flags & FL_POWERUP)
122         {
123                 e.think = Item_RespawnCountdown;
124                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
125                 e.count = 0;
126         }
127         else
128         {
129                 e.think = Item_Respawn;
130                 e.nextthink = time + t;
131         }
132 }
133
134 void Item_ScheduleRespawn(entity e)
135 {
136         Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
137 }
138
139 void Item_ScheduleInitialRespawn(entity e)
140 {
141         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
142 }
143
144 float Item_GiveTo(entity item, entity player)
145 {
146         float _switchweapon;
147         float pickedup;
148         float it;
149         float i;
150         entity e;
151
152         // if nothing happens to player, just return without taking the item
153         pickedup = FALSE;
154         _switchweapon = FALSE;
155
156         if (g_minstagib)
157         {
158                 if (item.ammo_fuel)
159                 if (player.ammo_fuel < g_pickup_fuel_max)
160                 {
161                         pickedup = TRUE;
162                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
163                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
164                 }
165                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
166                 {
167                         pickedup = TRUE;
168                         player.items |= it;
169                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
170                 }
171
172                 _switchweapon = TRUE;
173                 if (item.ammo_cells)
174                 {
175                         pickedup = TRUE;
176                         // play some cool sounds ;)
177                         centerprint(player, "\n");
178                         if (clienttype(player) == CLIENTTYPE_REAL)
179                         {
180                                 if(player.health <= 5)
181                                         play2(player, "announcer/robotic/lastsecond.wav");
182                                 else if(player.health < 50)
183                                         play2(player, "announcer/robotic/narrowly.wav");
184                         }
185                         // sound not available
186                         // else if(item.items == IT_CELLS)
187                         //      play2(player, "announce/robotic/ammo.wav");
188
189                         if (item.weapons & WEPBIT_MINSTANEX)
190                                 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
191                         if (item.ammo_cells)
192                                 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
193                         player.health = 100;
194                 }
195
196                 // extralife powerup
197                 if (item.max_health)
198                 {
199                         pickedup = TRUE;
200                         // sound not available
201                         // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
202                         player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
203                         sprint(player, "^3You picked up some extra lives\n");
204                 }
205
206                 // invis powerup
207                 if (item.strength_finished)
208                 {
209                         pickedup = TRUE;
210                         // sound not available
211                         // play2(player, "announce/robotic/invisible.wav");
212                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
213                 }
214
215                 // speed powerup
216                 if (item.invincible_finished)
217                 {
218                         pickedup = TRUE;
219                         // sound not available
220                         // play2(player, "announce/robotic/speed.wav");
221                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
222                 }
223
224                 if (item.ammo_fuel)
225                 if (player.ammo_fuel < g_pickup_fuel_max)
226                 {
227                         pickedup = TRUE;
228                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
229                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
230                 }
231
232         }
233         else
234         {
235                 if (g_weapon_stay == 1)
236                 if not(item.flags & FL_NO_WEAPON_STAY)
237                 if (item.flags & FL_WEAPON)
238                 {
239                         if(item.classname == "droppedweapon")
240                         {
241                                 if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons
242                                         goto skip;
243                         }
244                         else
245                         {
246                                 if (player.weapons & item.weapons)
247                                         goto skip;
248                         }
249                 }
250
251                 // in case the player has autoswitch enabled do the following:
252                 // if the player is using their best weapon before items are given, they
253                 // probably want to switch to an even better weapon after items are given
254                 if (player.autoswitch)
255                 if (player.switchweapon == w_getbestweapon(player))
256                         _switchweapon = TRUE;
257
258                 if not(player.weapons & W_WeaponBit(player.switchweapon))
259                         _switchweapon = TRUE;
260
261                 if (item.ammo_shells)
262                 if (player.ammo_shells < g_pickup_shells_max)
263                 {
264                         pickedup = TRUE;
265                         player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
266                 }
267                 if (item.ammo_nails)
268                 if (player.ammo_nails < g_pickup_nails_max)
269                 {
270                         pickedup = TRUE;
271                         player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
272                 }
273                 if (item.ammo_rockets)
274                 if (player.ammo_rockets < g_pickup_rockets_max)
275                 {
276                         pickedup = TRUE;
277                         player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
278                 }
279                 if (item.ammo_cells)
280                 if (player.ammo_cells < g_pickup_cells_max)
281                 {
282                         pickedup = TRUE;
283                         player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
284                 }
285                 if (item.ammo_fuel)
286                 if (player.ammo_fuel < g_pickup_fuel_max)
287                 {
288                         pickedup = TRUE;
289                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
290                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
291                 }
292
293                 if (item.flags & FL_WEAPON)
294                 if ((it = item.weapons - (item.weapons & player.weapons)))
295                 {
296                         pickedup = TRUE;
297                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
298                         {
299                                 e = get_weaponinfo(i);
300                                 if(it & e.weapons)
301                                         W_GiveWeapon (player, e.weapon, item.netname);
302                         }
303                 }
304
305                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
306                 {
307                         pickedup = TRUE;
308                         player.items |= it;
309                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
310                 }
311
312                 if (item.strength_finished)
313                 {
314                         pickedup = TRUE;
315                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
316                 }
317                 if (item.invincible_finished)
318                 {
319                         pickedup = TRUE;
320                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
321                 }
322                 //if (item.speed_finished)
323                 //{
324                 //      pickedup = TRUE;
325                 //      player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
326                 //}
327                 //if (item.slowmo_finished)
328                 //{
329                 //      pickedup = TRUE;
330                 //      player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
331                 //}
332
333                 if (item.health)
334                 if (player.health < item.max_health)
335                 {
336                         pickedup = TRUE;
337                         player.health = min(player.health + item.health, item.max_health);
338                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
339                 }
340                 if (item.armorvalue)
341                 if (player.armorvalue < item.max_armorvalue)
342                 {
343                         pickedup = TRUE;
344                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
345                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
346                 }
347         }
348
349 :skip
350         // always eat teamed entities
351         if(item.team)
352                 pickedup = TRUE;
353
354         if (!pickedup)
355                 return 0;
356
357         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
358         if (_switchweapon)
359                 if (player.switchweapon != w_getbestweapon(player))
360                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
361
362         return 1;
363 }
364
365 void Item_Touch (void)
366 {
367         entity e, head;
368
369         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
370         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
371         {
372                 remove(self);
373                 return;
374         }
375         if (other.classname != "player")
376                 return;
377         if (other.deadflag)
378                 return;
379         if (self.solid != SOLID_TRIGGER)
380                 return;
381         if (self.owner == other)
382                 return;
383
384         if(!Item_GiveTo(self, other))
385                 return;
386
387         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
388
389         if (self.classname == "droppedweapon")
390                 remove (self);
391         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
392                 return;
393         else
394         {
395                 self.solid = SOLID_NOT;
396                 self.model = string_null;
397                 if(self.team)
398                 {
399                         RandomSelection_Init();
400                         for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
401                                 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
402                         e = RandomSelection_chosen_ent;
403                 }
404                 else
405                         e = self;
406                 Item_ScheduleRespawn(e);
407         }
408 }
409
410 void Item_FindTeam()
411 {
412         entity head, e;
413
414         if(self.effects & EF_NODRAW)
415         {
416                 // marker for item team search
417                 dprint("Initializing item team ", ftos(self.team), "\n");
418                 RandomSelection_Init();
419                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
420                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
421                 e = RandomSelection_chosen_ent;
422                 e.state = 0;
423
424                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
425                 {
426                         if(head != e)
427                         {
428                                 // make it a non-spawned item
429                                 head.solid = SOLID_NOT;
430                                 head.model = string_null;
431                                 head.state = 1; // state 1 = initially hidden item
432                         }
433                         head.effects &~= EF_NODRAW;
434                 }
435
436                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
437                 {
438                         e.solid = SOLID_NOT;
439                         e.model = string_null;
440                         Item_ScheduleInitialRespawn(e);
441                 }
442         }
443 }
444
445 void Item_Reset()
446 {
447         if(self.state == 1)
448         {
449                 self.model = string_null;
450                 self.solid = SOLID_NOT;
451         }
452         else
453         {
454                 self.model = self.mdl;
455                 self.solid = SOLID_TRIGGER;
456         }
457         setorigin (self, self.origin);
458         self.think = SUB_Null;
459         self.nextthink = 0;
460
461         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
462         {
463                 self.solid = SOLID_NOT;
464                 self.model = string_null;
465                 Item_ScheduleInitialRespawn(self);
466         }
467 }
468
469 // Savage: used for item garbage-collection
470 // TODO: perhaps nice special effect?
471 void RemoveItem(void)
472 {
473         remove(self);
474 }
475
476 // pickup evaluation functions
477 // these functions decide how desirable an item is to the bots
478
479 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
480
481 float weapon_pickupevalfunc(entity player, entity item)
482 {
483         float c, i, j, position;
484
485         // See if I have it already
486         if(player.weapons & item.weapons == item.weapons)
487         {
488                 // If I can pick it up
489                 if(g_weapon_stay)
490                         c = 0;
491                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
492                 {
493                         // Skilled bots will grab more
494                         c = bound(0, skill / 10, 1) * 0.5;
495                 }
496                 else
497                         c = 0;
498         }
499         else
500                 c = 1;
501
502         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
503         if( bot_custom_weapon && c )
504         {
505                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
506                 {
507                         // Find weapon
508                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
509                                 continue;
510
511                         // Find the highest position on any range
512                         position = -1;
513                         for(j = 0; j < WEP_LAST ; ++j){
514                                 if(
515                                                 bot_weapons_far[j] == i ||
516                                                 bot_weapons_mid[j] == i ||
517                                                 bot_weapons_close[j] == i
518                                   )
519                                 {
520                                         position = j;
521                                         break;
522                                 }
523                         }
524
525                         // Rate it
526                         if (position >= 0 )
527                         {
528                                 position = WEP_LAST - position;
529                                 // item.bot_pickupbasevalue is overwritten here
530                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
531                         }
532                 }
533         }
534
535         return item.bot_pickupbasevalue * c;
536 };
537
538 float commodity_pickupevalfunc(entity player, entity item)
539 {
540         float c, i, need_shells, need_nails, need_rockets, need_cells;
541         entity wi;
542         c = 0;
543
544         // Detect needed ammo
545         for(i = WEP_FIRST; i < WEP_LAST ; ++i)
546         {
547                 wi = get_weaponinfo(i);
548
549                 if not(wi.weapons & player.weapons)
550                         continue;
551
552                 if(wi.items & IT_SHELLS)
553                         need_shells = TRUE;
554                 else if(wi.items & IT_NAILS)
555                         need_nails = TRUE;
556                 else if(wi.items & IT_ROCKETS)
557                         need_rockets = TRUE;
558                 else if(wi.items & IT_CELLS)
559                         need_cells = TRUE;
560         }
561
562         // TODO: figure out if the player even has the weapon this ammo is for?
563         // may not affect strategy much though...
564         // find out how much more ammo/armor/health the player can hold
565         if (need_shells)
566         if (item.ammo_shells)
567         if (player.ammo_shells < g_pickup_shells_max)
568                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
569         if (need_nails)
570         if (item.ammo_nails)
571         if (player.ammo_nails < g_pickup_nails_max)
572                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
573         if (need_rockets)
574         if (item.ammo_rockets)
575         if (player.ammo_rockets < g_pickup_rockets_max)
576                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
577         if (need_cells)
578         if (item.ammo_cells)
579         if (player.ammo_cells < g_pickup_cells_max)
580                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
581         if (item.armorvalue)
582         if (player.armorvalue < item.max_armorvalue*0.5)
583                 c = c + max(0, 1 - player.armorvalue / (item.max_armorvalue*0.5));
584         if (item.health)
585         if (player.health < item.max_health*0.5)
586                 c = c + max(0, 1 - player.health / (item.max_health*0.5));
587
588         return item.bot_pickupbasevalue * c;
589 };
590
591
592 .float is_item;
593 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
594 {
595         startitem_failed = FALSE;
596
597         // is it a dropped weapon?
598         if (self.classname == "droppedweapon")
599         {
600                 self.reset = SUB_Remove;
601                 // it's a dropped weapon
602                 self.movetype = MOVETYPE_TOSS;
603                 self.solid = SOLID_TRIGGER;
604                 // Savage: remove thrown items after a certain period of time ("garbage collection")
605                 self.think = RemoveItem;
606                 self.nextthink = time + 60;
607                 // don't drop if in a NODROP zone (such as lava)
608                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
609                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
610                 {
611                         startitem_failed = TRUE;
612                         remove(self);
613                         return;
614                 }
615         }
616         else
617         {
618                 self.reset = Item_Reset;
619                 // it's a level item
620                 if(self.spawnflags & 1)
621                         self.noalign = 1;
622                 if (self.noalign)
623                         self.movetype = MOVETYPE_NONE;
624                 else
625                         self.movetype = MOVETYPE_TOSS;
626                 self.solid = SOLID_TRIGGER;
627                 // do item filtering according to game mode and other things
628                 if (!self.noalign)
629                 {
630                         // first nudge it off the floor a little bit to avoid math errors
631                         setorigin(self, self.origin + '0 0 1');
632                         // set item size before we spawn a spawnfunc_waypoint
633                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
634                                 setsize (self, '-16 -16 0', '16 16 48');
635                         else
636                                 setsize (self, '-16 -16 0', '16 16 32');
637                         // note droptofloor returns FALSE if stuck/or would fall too far
638                         droptofloor();
639                         waypoint_spawnforitem(self);
640                 }
641
642                 if(teams_matter)
643                 {
644                         if(self.notteam)
645                         {
646                                 print("removed non-teamplay ", self.classname, "\n");
647                                 startitem_failed = TRUE;
648                                 remove (self);
649                                 return;
650                         }
651                 }
652                 else
653                 {
654                         if(self.notfree)
655                         {
656                                 print("removed non-FFA ", self.classname, "\n");
657                                 startitem_failed = TRUE;
658                                 remove (self);
659                                 return;
660                         }
661                 }
662
663                 if(self.notq3a)
664                 {
665                         // We aren't TA or something like that, so we keep the Q3A entities
666                         print("removed non-Q3A ", self.classname, "\n");
667                         startitem_failed = TRUE;
668                         remove (self);
669                         return;
670                 }
671
672                 /*
673                  * can't do it that way, as it would break maps
674                  * TODO make a target_give like entity another way, that perhaps has
675                  * the weapon name in a key
676                 if(self.targetname)
677                 {
678                         // target_give not yet supported; maybe later
679                         print("removed targeted ", self.classname, "\n");
680                         startitem_failed = TRUE;
681                         remove (self);
682                         return;
683                 }
684                 */
685
686                 if(cvar("spawn_debug") >= 2)
687                 {
688                         entity otheritem;
689                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
690                         {
691                                 if(otheritem.is_item)
692                                 {
693                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
694                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
695                                         error("Mapper sucks.");
696                                 }
697                         }
698                         self.is_item = TRUE;
699                 }
700
701                 weaponsInMap |= weaponid;
702
703                 if(g_lms)
704                 {
705                         startitem_failed = TRUE;
706                         remove(self);
707                         return;
708                 }
709                 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
710                 {
711                         startitem_failed = TRUE;
712                         remove(self);
713                         return;
714                 }
715                 else if (g_minstagib)
716                 {
717                         // don't remove dropped items and powerups
718                         if (self.classname != "minstagib")
719                         {
720                                 startitem_failed = TRUE;
721                                 remove (self);
722                                 return;
723                         }
724                 }
725                 else if (g_nixnex)
726                 {
727                         local float rm;
728
729                         rm = 1;
730                         switch (itemid)
731                         {
732                                 case IT_HEALTH:
733                                 case IT_5HP:
734                                 case IT_25HP:
735                                 case IT_ARMOR:
736                                 case IT_ARMOR_SHARD:
737                                         if (cvar("g_nixnex_with_healtharmor"))
738                                                 rm = 0;
739                                         break;
740                                 case IT_STRENGTH:
741                                 case IT_INVINCIBLE:
742                                         if (cvar("g_nixnex_with_powerups"))
743                                                 rm = 0;
744                                         break;
745                         }
746
747                         if(rm)
748                         {
749                                 startitem_failed = TRUE;
750                                 remove (self);
751                                 return;
752                         }
753                 }
754                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
755                 {
756                         startitem_failed = TRUE;
757                         remove (self);
758                         return;
759                 }
760
761                 precache_model (itemmodel);
762                 precache_sound (pickupsound);
763                 precache_sound ("misc/itemrespawn.wav");
764                 precache_sound ("misc/itemrespawncountdown.wav");
765
766                 if(itemid == IT_STRENGTH)
767                         precache_sound ("misc/strength_respawn.wav");
768                 if(itemid == IT_INVINCIBLE)
769                         precache_sound ("misc/shield_respawn.wav");
770
771                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
772                         self.target = "###item###"; // for finding the nearest item using find()
773         }
774
775         self.bot_pickup = TRUE;
776         self.bot_pickupevalfunc = pickupevalfunc;
777         self.bot_pickupbasevalue = pickupbasevalue;
778         self.mdl = itemmodel;
779         self.item_pickupsound = pickupsound;
780         // let mappers override respawntime
781         if(!self.respawntime) // both set
782         {
783                 self.respawntime = defaultrespawntime;
784                 self.respawntimejitter = defaultrespawntimejitter;
785         }
786         self.netname = itemname;
787         self.items = itemid;
788         self.weapons = weaponid;
789         self.flags = FL_ITEM | itemflags;
790         self.touch = Item_Touch;
791         setmodel (self, self.mdl); // precision set below
792         self.effects |= EF_LOWPRECISION;
793         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
794                 setsize (self, '-16 -16 0', '16 16 48');
795         else
796                 setsize (self, '-16 -16 0', '16 16 32');
797         if(itemflags & FL_WEAPON)
798                 self.modelflags |= MF_ROTATE;
799
800         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
801         if (itemflags & FL_WEAPON)
802         {
803                 // neutral team color for pickup weapons
804                 self.colormap = 1024; // color shirt=0 pants=0 grey
805         }
806
807         if (cvar("g_fullbrightitems"))
808                 self.effects = self.effects | EF_FULLBRIGHT;
809
810         self.state = 0;
811         if(self.team)
812         {
813                 if(!self.cnt)
814                         self.cnt = 1; // item probability weight
815                 self.effects = self.effects | EF_NODRAW; // marker for item team search
816                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
817         }
818         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
819         {
820                 self.solid = SOLID_NOT;
821                 self.model = string_null;
822                 Item_ScheduleInitialRespawn(self);
823         }
824 }
825
826 /* replace items in minstagib
827  * IT_STRENGTH   = invisibility
828  * IT_NAILS      = extra lives
829  * IT_INVINCIBLE = speed
830  */
831 void minstagib_items (float itemid)
832 {
833         // we don't want to replace dropped weapons ;)
834         if (self.classname == "droppedweapon")
835         {
836                 self.ammo_cells = 25;
837                 StartItem ("models/weapons/g_nex.md3",
838                         "weapons/weaponpickup.wav", 15, 0,
839                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
840                 return;
841         }
842
843         local float rnd;
844         self.classname = "minstagib";
845
846         // replace rocket launchers and nex guns with ammo cells
847         if (itemid == IT_CELLS)
848         {
849                 self.ammo_cells = 1;
850                 StartItem ("models/items/a_cells.md3",
851                         "misc/itempickup.wav", 45, 0,
852                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
853                 return;
854         }
855
856         // randomize
857         rnd = random() * 3;
858         if (rnd <= 1)
859                 itemid = IT_STRENGTH;
860         else if (rnd <= 2)
861                 itemid = IT_NAILS;
862         else
863                 itemid = IT_INVINCIBLE;
864
865         // replace with invis
866         if (itemid == IT_STRENGTH)
867         {
868                 self.effects = EF_ADDITIVE;
869                 self.strength_finished = 30;
870                 StartItem ("models/items/g_strength.md3",
871                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
872                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
873         }
874         // replace with extra lives
875         if (itemid == IT_NAILS)
876         {
877                 self.max_health = 1;
878                 StartItem ("models/items/g_h100.md3",
879                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
880                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
881
882         }
883         // replace with speed
884         if (itemid == IT_INVINCIBLE)
885         {
886                 self.effects = EF_ADDITIVE;
887                 self.invincible_finished = 30;
888                 StartItem ("models/items/g_invincible.md3",
889                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
890                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
891         }
892
893 }
894
895 float minst_no_auto_cells;
896 void minst_remove_item (void) {
897         if(minst_no_auto_cells)
898                 remove(self);
899 }
900
901 float weaponswapping;
902 float internalteam;
903
904 void weapon_defaultspawnfunc(float wpn)
905 {
906         entity e;
907         float t;
908         var .float ammofield;
909         string s;
910         entity oldself;
911         float i, j;
912
913         // set the respawntime in advance (so replaced weapons can copy it)
914
915         if(!self.respawntime)
916         {
917                 e = get_weaponinfo(wpn);
918                 if(e.items == IT_SUPERWEAPON)
919                 {
920                         self.respawntime = g_pickup_respawntime_powerup;
921                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
922                 }
923                 else
924                 {
925                         self.respawntime = g_pickup_respawntime_weapon;
926                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
927                 }
928         }
929
930         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
931         {
932                 e = get_weaponinfo(wpn);
933                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
934                 if(s == "0")
935                 {
936                         remove(self);
937                         startitem_failed = TRUE;
938                         return;
939                 }
940                 t = tokenize_console(s);
941                 if(t >= 2)
942                 {
943                         self.team = --internalteam;
944                         oldself = self;
945                         for(i = 1; i < t; ++i)
946                         {
947                                 s = argv(i);
948                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
949                                 {
950                                         e = get_weaponinfo(j);
951                                         if(e.netname == s)
952                                         {
953                                                 self = spawn();
954                                                 copyentity(oldself, self);
955                                                 self.classname = "replacedweapon";
956                                                 weapon_defaultspawnfunc(j);
957                                                 break;
958                                         }
959                                 }
960                                 if(j > WEP_LAST)
961                                 {
962                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
963                                 }
964                         }
965                         self = oldself;
966                 }
967                 if(t >= 1)
968                 {
969                         s = argv(0);
970                         wpn = 0;
971                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
972                         {
973                                 e = get_weaponinfo(j);
974                                 if(e.netname == s)
975                                 {
976                                         wpn = j;
977                                         break;
978                                 }
979                         }
980                         if(j > WEP_LAST)
981                         {
982                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
983                         }
984                 }
985                 if(wpn == 0)
986                 {
987                         remove(self);
988                         startitem_failed = TRUE;
989                         return;
990                 }
991         }
992
993         e = get_weaponinfo(wpn);
994
995         if(e.items && e.items != IT_SUPERWEAPON)
996         {
997                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
998                 {
999                         if(e.items & j)
1000                         {
1001                                 ammofield = Item_CounterField(j);
1002                                 if(!self.ammofield)
1003                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1004                         }
1005                 }
1006         }
1007         else
1008         {
1009                 self.flags |= FL_NO_WEAPON_STAY;
1010         }
1011
1012         // weapon stay isn't supported for teamed weapons
1013         if(self.team)
1014                 self.flags |= FL_NO_WEAPON_STAY;
1015
1016         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1017         {
1018                 self.ammo_shells = 0;
1019                 self.ammo_nails = 0;
1020                 self.ammo_cells = 0;
1021                 self.ammo_rockets = 0;
1022                 // weapon stay 2: don't use ammo on weapon pickups; instead
1023                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1024         }
1025
1026         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1027         if (self.modelindex) // don't precache if self was removed
1028                 weapon_action(e.weapon, WR_PRECACHE);
1029 }
1030
1031 void spawnfunc_weapon_shotgun (void);
1032 void spawnfunc_weapon_uzi (void) {
1033         if(q3acompat_machineshotgunswap)
1034         if(self.classname != "droppedweapon")
1035         {
1036                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1037                 return;
1038         }
1039         weapon_defaultspawnfunc(WEP_UZI);
1040 }
1041
1042 void spawnfunc_weapon_shotgun (void) {
1043         if(q3acompat_machineshotgunswap)
1044         if(self.classname != "droppedweapon")
1045         {
1046                 weapon_defaultspawnfunc(WEP_UZI);
1047                 return;
1048         }
1049         weapon_defaultspawnfunc(WEP_SHOTGUN);
1050 }
1051
1052 void spawnfunc_weapon_nex (void)
1053 {
1054         if (g_minstagib)
1055         {
1056                 minstagib_items(IT_CELLS);
1057                 self.think = minst_remove_item;
1058                 self.nextthink = time;
1059                 return;
1060         }
1061         weapon_defaultspawnfunc(WEP_NEX);
1062 }
1063
1064 void spawnfunc_weapon_minstanex (void)
1065 {
1066         if (g_minstagib)
1067         {
1068                 minstagib_items(IT_CELLS);
1069                 self.think = minst_remove_item;
1070                 self.nextthink = time;
1071                 return;
1072         }
1073         weapon_defaultspawnfunc(WEP_MINSTANEX);
1074 }
1075
1076 void spawnfunc_weapon_rocketlauncher (void)
1077 {
1078         if (g_minstagib)
1079         {
1080                 minstagib_items(IT_CELLS);
1081                 self.think = minst_remove_item;
1082                 self.nextthink = time;
1083                 return;
1084         }
1085         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1086 }
1087
1088 void spawnfunc_item_rockets (void) {
1089         if(!self.ammo_rockets)
1090                 self.ammo_rockets = g_pickup_rockets;
1091         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1092 }
1093
1094 void spawnfunc_item_shells (void);
1095 void spawnfunc_item_bullets (void) {
1096         if(!weaponswapping)
1097         if(q3acompat_machineshotgunswap)
1098         if(self.classname != "droppedweapon")
1099         {
1100                 weaponswapping = TRUE;
1101                 spawnfunc_item_shells();
1102                 weaponswapping = FALSE;
1103                 return;
1104         }
1105
1106         if(!self.ammo_nails)
1107                 self.ammo_nails = g_pickup_nails;
1108         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1109 }
1110
1111 void spawnfunc_item_cells (void) {
1112         if(!self.ammo_cells)
1113                 self.ammo_cells = g_pickup_cells;
1114         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1115 }
1116
1117 void spawnfunc_item_shells (void) {
1118         if(!weaponswapping)
1119         if(q3acompat_machineshotgunswap)
1120         if(self.classname != "droppedweapon")
1121         {
1122                 weaponswapping = TRUE;
1123                 spawnfunc_item_bullets();
1124                 weaponswapping = FALSE;
1125                 return;
1126         }
1127
1128         if(!self.ammo_shells)
1129                 self.ammo_shells = g_pickup_shells;
1130         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1131 }
1132
1133 void spawnfunc_item_armor_small (void) {
1134         if(!self.armorvalue)
1135                 self.armorvalue = g_pickup_armorsmall;
1136         if(!self.max_armorvalue)
1137                 self.max_armorvalue = g_pickup_armorsmall_max;
1138         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1139 }
1140
1141 void spawnfunc_item_armor_medium (void) {
1142         if(!self.armorvalue)
1143                 self.armorvalue = g_pickup_armormedium;
1144         if(!self.max_armorvalue)
1145                 self.max_armorvalue = g_pickup_armormedium_max;
1146         StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1147 }
1148
1149 void spawnfunc_item_armor_big (void) {
1150         if(!self.armorvalue)
1151                 self.armorvalue = g_pickup_armorbig;
1152         if(!self.max_armorvalue)
1153                 self.max_armorvalue = g_pickup_armorbig_max;
1154         StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1155 }
1156
1157 void spawnfunc_item_armor_large (void) {
1158         if(!self.armorvalue)
1159                 self.armorvalue = g_pickup_armorlarge;
1160         if(!self.max_armorvalue)
1161                 self.max_armorvalue = g_pickup_armorlarge_max;
1162         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1163 }
1164
1165 void spawnfunc_item_health_small (void) {
1166         if(!self.max_health)
1167                 self.max_health = g_pickup_healthsmall_max;
1168         if(!self.health)
1169                 self.health = g_pickup_healthsmall;
1170         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1171 }
1172
1173 void spawnfunc_item_health_medium (void) {
1174         if(!self.max_health)
1175                 self.max_health = g_pickup_healthmedium_max;
1176         if(!self.health)
1177                 self.health = g_pickup_healthmedium;
1178         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1179 }
1180
1181 void spawnfunc_item_health_large (void) {
1182         if(!self.max_health)
1183                 self.max_health = g_pickup_healthlarge_max;
1184         if(!self.health)
1185                 self.health = g_pickup_healthlarge;
1186         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1187 }
1188
1189 void spawnfunc_item_health_mega (void) {
1190         if(!cvar("g_powerup_superhealth"))
1191                 return;
1192
1193         if(g_arena && !cvar("g_arena_powerups"))
1194                 return;
1195
1196         if(g_minstagib) {
1197                 minstagib_items(IT_NAILS);
1198         } else {
1199                 if(!self.max_health)
1200                         self.max_health = g_pickup_healthmega_max;
1201                 if(!self.health)
1202                         self.health = g_pickup_healthmega;
1203                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1204         }
1205 }
1206
1207 // support old misnamed entities
1208 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1209 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1210 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1211 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1212 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1213
1214 void spawnfunc_item_strength (void) {
1215         if(!cvar("g_powerup_strength"))
1216                 return;
1217
1218         if(g_arena && !cvar("g_arena_powerups"))
1219                 return;
1220
1221         if(g_minstagib) {
1222                 minstagib_items(IT_STRENGTH);
1223         } else {
1224                 precache_sound("weapons/strength_fire.wav");
1225                 self.strength_finished = 30;
1226                 self.effects = EF_ADDITIVE;
1227                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1228         }
1229 }
1230
1231 void spawnfunc_item_invincible (void) {
1232         if(!cvar("g_powerup_shield"))
1233                 return;
1234
1235         if(g_arena && !cvar("g_arena_powerups"))
1236                 return;
1237
1238         if(g_minstagib) {
1239                 minstagib_items(IT_INVINCIBLE);
1240         } else {
1241                 self.invincible_finished = 30;
1242                 self.effects = EF_ADDITIVE;
1243                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1244         }
1245 }
1246
1247 void spawnfunc_item_minst_cells (void) {
1248         if (g_minstagib)
1249         {
1250                 minst_no_auto_cells = 1;
1251                 minstagib_items(IT_CELLS);
1252         }
1253         else
1254                 remove(self);
1255 }
1256
1257 // compatibility:
1258 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1259
1260 float target_item_func_set(float a, float b)
1261 {
1262         if(b == 0)
1263                 return a;
1264         else if(b < 0)
1265                 return 0;
1266         else
1267                 return b;
1268 }
1269
1270 float target_item_func_min(float a, float b)
1271 {
1272         if(b == 0)
1273                 return a;
1274         else if(b < 0)
1275                 return 0;
1276         else
1277                 return min(a, b);
1278 }
1279
1280 float target_item_func_max(float a, float b)
1281 {
1282         return max(a, b);
1283 }
1284
1285 float target_item_func_bitset(float a, float b)
1286 {
1287         return b;
1288 }
1289
1290 float target_item_func_and(float a, float b)
1291 {
1292         return a & b;
1293 }
1294
1295 float target_item_func_itembitset(float a, float b)
1296 {
1297         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1298 }
1299
1300 float target_item_func_itemand(float a, float b)
1301 {
1302         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1303 }
1304
1305 float target_item_func_or(float a, float b)
1306 {
1307         return a | b;
1308 }
1309
1310 float target_item_func_andnot(float a, float b)
1311 {
1312         return a - (a & b);
1313 }
1314
1315 float target_item_changed;
1316 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1317 {
1318         float n, d;
1319         n = func(activator.field, self.field);
1320
1321         if(binary)
1322         {
1323                 d = n & activator.field;
1324                 if(d != n) // bits added?
1325                         d = +1;
1326                 else if(d != activator.field) // bits removed?
1327                         d = -1;
1328                 else
1329                         d = 0;
1330         }
1331         else
1332                 d = n - activator.field;
1333
1334         if(d < 0)
1335         {
1336                 if(sound_decrease != "")
1337                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1338                 target_item_changed = 1;
1339         }
1340         else if(d > 0)
1341         {
1342                 if(sound_increase != "")
1343                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1344                 target_item_changed = 1;
1345         }
1346         activator.field = n;
1347 }
1348
1349 void target_items_use (void)
1350 {
1351         float h0, a0, f0;
1352
1353         if(activator.classname == "droppedweapon")
1354         {
1355                 EXACTTRIGGER_TOUCH;
1356                 remove(activator);
1357                 return;
1358         }
1359
1360         if(activator.classname != "player")
1361                 return;
1362         if(activator.deadflag != DEAD_NO)
1363                 return;
1364         EXACTTRIGGER_TOUCH;
1365
1366         entity e;
1367         for(e = world; (e = find(e, classname, "droppedweapon")); )
1368                 if(e.enemy == activator)
1369                         remove(e);
1370
1371         float _switchweapon;
1372         _switchweapon = FALSE;
1373         if (activator.autoswitch)
1374                 if (activator.switchweapon == w_getbestweapon(activator))
1375                         _switchweapon = TRUE;
1376
1377         a0 = activator.armorvalue;
1378         h0 = activator.health;
1379         f0 = activator.ammo_fuel;
1380         target_item_changed = 0;
1381
1382         if(self.spawnflags == 0) // SET
1383         {
1384                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1385                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1386                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1387                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1388                 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1389                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1390                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1391                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1392                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1393
1394                 if((self.items & activator.items) & IT_STRENGTH)
1395                         activator.strength_finished = time + self.strength_finished;
1396                 if((self.items & activator.items) & IT_INVINCIBLE)
1397                         activator.invincible_finished = time + self.invincible_finished;
1398         }
1399         else if(self.spawnflags == 1) // AND/MIN
1400         {
1401                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1402                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1403                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1404                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1405                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1406                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1407                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1408                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1409                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1410
1411                 if((self.items & activator.items) & IT_STRENGTH)
1412                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1413                 if((self.items & activator.items) & IT_INVINCIBLE)
1414                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1415         }
1416         else if(self.spawnflags == 2) // OR/MAX
1417         {
1418                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1419                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1420                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1421                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1422                 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1423                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1424                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1425                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1426                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1427
1428                 if((self.items & activator.items) & IT_STRENGTH)
1429                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1430                 if((self.items & activator.items) & IT_INVINCIBLE)
1431                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1432         }
1433         else if(self.spawnflags == 4) // ANDNOT/MIN
1434         {
1435                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1436                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1437                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1438                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1439                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1440                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1441                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1442                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1443                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1444
1445                 if((self.items & activator.items) & IT_STRENGTH)
1446                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1447                 if((self.items & activator.items) & IT_INVINCIBLE)
1448                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1449         }
1450
1451         if not(activator.items & IT_STRENGTH)
1452                 activator.strength_finished = 0;
1453         if not(activator.items & IT_INVINCIBLE)
1454                 activator.invincible_finished = 0;
1455
1456         if(activator.health > h0)
1457                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1458         else if(activator.health < h0)
1459                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1460
1461         if(activator.ammo_fuel > f0)
1462                 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1463         else if(activator.ammo_fuel < f0)
1464                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1465
1466         if(activator.armorvalue > a0)
1467                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1468
1469         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1470                 _switchweapon = TRUE;
1471         if(_switchweapon)
1472                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1473
1474         if(target_item_changed)
1475                 centerprint(activator, self.message);
1476 }
1477
1478 void spawnfunc_target_items (void)
1479 {
1480         float n, i, j;
1481         entity e;
1482
1483         if(g_nixnex)
1484         {
1485                 // items triggers cannot work in nixnex (as they change weapons/ammo)
1486                 remove(self);
1487                 return;
1488         }
1489
1490         self.use = target_items_use;
1491         if(!self.strength_finished)
1492                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1493         if(!self.invincible_finished)
1494                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1495
1496         precache_sound("misc/itempickup.wav");
1497         precache_sound("misc/itempickup.wav");
1498         precache_sound("misc/itempickup.wav");
1499         precache_sound("misc/itempickup.wav");
1500         precache_sound("misc/megahealth.wav");
1501         precache_sound("misc/armor25.wav");
1502         precache_sound("misc/powerup.wav");
1503         precache_sound("misc/poweroff.wav");
1504         precache_sound("weapons/weaponpickup.wav");
1505
1506         n = tokenize_console(self.netname);
1507         for(i = 0; i < n; ++i)
1508         {
1509                 if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1510                 else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1511                 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1512                 else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1513                 else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1514                 else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1515                 else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1516                 else
1517                 {
1518                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1519                         {
1520                                 e = get_weaponinfo(j);
1521                                 if(argv(i) == e.netname)
1522                                 {
1523                                         self.weapons |= e.weapons;
1524                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1525                                                 weapon_action(e.weapon, WR_PRECACHE);
1526                                         break;
1527                                 }
1528                         }
1529                         if(j > WEP_LAST)
1530                                 print("target_items: invalid item ", argv(i), "\n");
1531                 }
1532         }
1533 }
1534
1535 void spawnfunc_item_fuel(void)
1536 {
1537         if(!self.ammo_fuel)
1538                 self.ammo_fuel = g_pickup_fuel;
1539         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1540 }
1541
1542 void spawnfunc_item_fuel_regen(void)
1543 {
1544         if(start_items & IT_FUEL_REGEN)
1545         {
1546                 spawnfunc_item_fuel();
1547                 return;
1548         }
1549         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1550 }
1551
1552 void spawnfunc_item_jetpack(void)
1553 {
1554         if(g_grappling_hook)
1555                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1556         if(!self.ammo_fuel)
1557                 self.ammo_fuel = g_pickup_fuel_jetpack;
1558         if(start_items & IT_JETPACK)
1559         {
1560                 spawnfunc_item_fuel();
1561                 return;
1562         }
1563         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1564 }
1565
1566 // we no longer have the seeker
1567 void spawnfunc_weapon_seeker()
1568 {
1569         spawnfunc_weapon_rocketlauncher();
1570 }