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[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.wav");
68                         else if(player.health < 50)
69                                 announce(player, "announcer/robotic/narrowly.wav");
70                         // sound not available
71                         // else if(item.items == IT_CELLS)
72                         //      play2(player, "announce/robotic/ammo.wav");
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.wav");
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.wav");
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.wav");
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, head.cnt, 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, head.cnt, 0);
272                 e = RandomSelection_chosen_ent;
273                 e.state = 0;
274
275                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
276                 {
277                         if(head != e)
278                         {
279                                 // make it a non-spawned item
280                                 head.solid = SOLID_NOT;
281                                 head.model = string_null;
282                                 head.state = 1; // state 1 = initially hidden item
283                         }
284                         head.effects = head.effects - (head.effects & EF_NODRAW);
285                 }
286         }
287 }
288
289 // Savage: used for item garbage-collection
290 // TODO: perhaps nice special effect?
291 void RemoveItem(void)
292 {
293         remove(self);
294 }
295
296 // pickup evaluation functions
297 // these functions decide how desirable an item is to the bots
298
299 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
300
301 float weapon_pickupevalfunc(entity player, entity item)
302 {
303         // if we already have the weapon, rate it 1/5th normal value
304         if ((player.weapons & item.weapons) == item.weapons)
305                 return item.bot_pickupbasevalue * 0.2;
306         return item.bot_pickupbasevalue;
307 };
308
309 float commodity_pickupevalfunc(entity player, entity item)
310 {
311         float c;
312         c = 0;
313         // TODO: figure out if the player even has the weapon this ammo is for?
314         // may not affect strategy much though...
315         // find out how much more ammo/armor/health the player can hold
316         if (item.ammo_shells)
317         if (player.ammo_shells < g_pickup_shells_max)
318                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
319         if (item.ammo_nails)
320         if (player.ammo_nails < g_pickup_nails_max)
321                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
322         if (item.ammo_rockets)
323         if (player.ammo_rockets < g_pickup_rockets_max)
324                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
325         if (item.ammo_cells)
326         if (player.ammo_cells < g_pickup_cells_max)
327                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
328         if (item.armorvalue)
329         if (player.armorvalue < item.max_armorvalue)
330                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
331         if (item.health)
332         if (player.health < item.max_health)
333                 c = c + max(0, 1 - player.health / item.max_health);
334
335         return item.bot_pickupbasevalue * c;
336 };
337
338
339 .float is_item;
340 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
341 {
342         startitem_failed = FALSE;
343
344         // is it a dropped weapon?
345         if (self.classname == "droppedweapon")
346         {
347                 // it's a dropped weapon
348                 self.movetype = MOVETYPE_TOSS;
349                 self.solid = SOLID_TRIGGER;
350                 // Savage: remove thrown items after a certain period of time ("garbage collection")
351                 self.think = RemoveItem;
352                 self.nextthink = time + 60;
353                 // don't drop if in a NODROP zone (such as lava)
354                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
355                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
356                 {
357                         startitem_failed = TRUE;
358                         remove(self);
359                         return;
360                 }
361         }
362         else
363         {
364                 // it's a level item
365                 if(self.spawnflags & 1)
366                         self.noalign = 1;
367                 if (self.noalign)
368                         self.movetype = MOVETYPE_NONE;
369                 else
370                         self.movetype = MOVETYPE_TOSS;
371                 self.solid = SOLID_TRIGGER;
372                 // do item filtering according to game mode and other things
373                 if (!self.noalign)
374                 {
375                         // first nudge it off the floor a little bit to avoid math errors
376                         setorigin(self, self.origin + '0 0 1');
377                         // set item size before we spawn a spawnfunc_waypoint
378                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
379                                 setsize (self, '-16 -16 0', '16 16 48');
380                         else
381                                 setsize (self, '-16 -16 0', '16 16 32');
382                         // note droptofloor returns FALSE if stuck/or would fall too far
383                         droptofloor();
384                         waypoint_spawnforitem(self);
385                 }
386
387                 if(teams_matter)
388                 {
389                         if(self.notteam)
390                         {
391                                 print("removed non-teamplay ", self.classname, "\n");
392                                 startitem_failed = TRUE;
393                                 remove (self);
394                                 return;
395                         }
396                 }
397                 else
398                 {
399                         if(self.notfree)
400                         {
401                                 print("removed non-FFA ", self.classname, "\n");
402                                 startitem_failed = TRUE;
403                                 remove (self);
404                                 return;
405                         }
406                 }
407
408                 if(self.notq3a)
409                 {
410                         // We aren't TA or something like that, so we keep the Q3A entities
411                         print("removed non-Q3A ", self.classname, "\n");
412                         startitem_failed = TRUE;
413                         remove (self);
414                         return;
415                 }
416
417                 /*
418                  * can't do it that way, as it would break maps
419                  * TODO make a target_give like entity another way, that perhaps has
420                  * the weapon name in a key
421                 if(self.targetname)
422                 {
423                         // target_give not yet supported; maybe later
424                         print("removed targeted ", self.classname, "\n");
425                         startitem_failed = TRUE;
426                         remove (self);
427                         return;
428                 }
429                 */
430
431                 if(cvar("spawn_debug") >= 2)
432                 {
433                         entity otheritem;
434                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
435                         {
436                                 if(otheritem.is_item)
437                                 {
438                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
439                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
440                                         error("Mapper sucks.");
441                                 }
442                         }
443                         self.is_item = TRUE;
444                 }
445
446                 weaponsInMap |= weaponid;
447
448                 if(g_lms || g_weaponarena)
449                 {
450                         startitem_failed = TRUE;
451                         remove(self);
452                         return;
453                 }
454                 else if (g_minstagib)
455                 {
456                         // don't remove dropped items and powerups
457                         if (self.classname != "minstagib")
458                         {
459                                 startitem_failed = TRUE;
460                                 remove (self);
461                                 return;
462                         }
463                 }
464                 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
465                 {
466                         startitem_failed = TRUE;
467                         remove (self);
468                         return;
469                 }
470
471                 precache_model (itemmodel);
472                 precache_sound (pickupsound);
473                 precache_sound ("misc/itemrespawn.wav");
474
475                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
476                         self.target = "###item###"; // for finding the nearest item using find()
477         }
478
479         self.bot_pickup = TRUE;
480         self.bot_pickupevalfunc = pickupevalfunc;
481         self.bot_pickupbasevalue = pickupbasevalue;
482         self.mdl = itemmodel;
483         self.item_pickupsound = pickupsound;
484         // let mappers override respawntime
485         if (!self.respawntime)
486                 self.respawntime = defaultrespawntime;
487         self.netname = itemname;
488         self.items = itemid;
489         self.weapons = weaponid;
490         self.flags = FL_ITEM | itemflags;
491         self.touch = Item_Touch;
492         setmodel (self, self.mdl); // precision set below
493         self.effects |= EF_LOWPRECISION;
494         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
495                 setsize (self, '-16 -16 0', '16 16 48');
496         else
497                 setsize (self, '-16 -16 0', '16 16 32');
498         if(itemflags & FL_WEAPON)
499                 self.modelflags |= MF_ROTATE;
500
501         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
502         if (itemflags & FL_WEAPON)
503         {
504                 // neutral team color for pickup weapons
505                 self.colormap = 1024; // color shirt=0 pants=0 grey
506         }
507
508         if (cvar("g_fullbrightitems"))
509                 self.effects = self.effects | EF_FULLBRIGHT;
510
511         self.state = 0;
512         if(self.team)
513         {
514                 if(!self.cnt)
515                         self.cnt = 1; // item probability weight
516                 self.effects = self.effects | EF_NODRAW; // marker for item team search
517                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
518         }
519 }
520
521 /* replace items in minstagib
522  * IT_STRENGTH   = invisibility
523  * IT_NAILS      = extra lives
524  * IT_INVINCIBLE = speed
525  */
526 void minstagib_items (float itemid)
527 {
528         // we don't want to replace dropped weapons ;)
529         if (self.classname == "droppedweapon")
530         {
531                 self.ammo_cells = 25;
532                 StartItem ("models/weapons/g_nex.md3",
533                         "weapons/weaponpickup.wav", 15,
534                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
535                 return;
536         }
537
538         local float rnd;
539         self.classname = "minstagib";
540
541         // replace rocket launchers and nex guns with ammo cells
542         if (itemid == IT_CELLS)
543         {
544                 self.ammo_cells = 1;
545                 StartItem ("models/items/a_cells.md3",
546                         "misc/itempickup.wav", 45,
547                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
548                 return;
549         }
550
551         // randomize
552         rnd = random() * 3;
553         if (rnd <= 1)
554                 itemid = IT_STRENGTH;
555         else if (rnd <= 2)
556                 itemid = IT_NAILS;
557         else
558                 itemid = IT_INVINCIBLE;
559
560         // replace with invis
561         if (itemid == IT_STRENGTH)
562         {
563                 self.effects = EF_ADDITIVE;
564                 self.strength_finished = 30;
565                 StartItem ("models/items/g_strength.md3",
566                         "misc/powerup.wav", g_pickup_respawntime_powerup,
567                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
568         }
569         // replace with extra lives
570         if (itemid == IT_NAILS)
571         {
572                 self.max_health = 1;
573                 StartItem ("models/items/g_h100.md3",
574                         "misc/megahealth.wav", g_pickup_respawntime_powerup,
575                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
576
577         }
578         // replace with speed
579         if (itemid == IT_INVINCIBLE)
580         {
581                 self.effects = EF_ADDITIVE;
582                 self.invincible_finished = 30;
583                 StartItem ("models/items/g_invincible.md3",
584                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup,
585                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
586         }
587
588 }
589
590 float minst_no_auto_cells;
591 void minst_remove_item (void) {
592         if(minst_no_auto_cells)
593                 remove(self);
594 }
595
596 float weaponswapping;
597 float internalteam;
598
599 void weapon_defaultspawnfunc(float wpn)
600 {
601         entity e;
602         float t;
603         var .float ammofield;
604         string s;
605         entity oldself;
606         float i, j;
607
608         // set the respawntime in advance (so replaced weapons can copy it)
609         if(!self.respawntime)
610         {
611                 e = get_weaponinfo(wpn);
612                 if(e.items == IT_SUPERWEAPON)
613                         self.respawntime = g_pickup_respawntime_powerup;
614                 else
615                         self.respawntime = g_pickup_respawntime_weapon;
616         }
617
618         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
619         {
620                 e = get_weaponinfo(wpn);
621                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
622                 if(s == "0")
623                 {
624                         remove(self);
625                         startitem_failed = TRUE;
626                         return;
627                 }
628                 t = tokenize_sane(s);
629                 if(t >= 2)
630                 {
631                         self.team = --internalteam;
632                         oldself = self;
633                         for(i = 1; i < t; ++i)
634                         {
635                                 s = argv(i);
636                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
637                                 {
638                                         e = get_weaponinfo(j);
639                                         if(e.netname == s)
640                                         {
641                                                 self = spawn();
642                                                 copyentity(oldself, self);
643                                                 self.classname = "replacedweapon";
644                                                 weapon_defaultspawnfunc(j);
645                                                 break;
646                                         }
647                                 }
648                                 if(j > WEP_LAST)
649                                 {
650                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
651                                 }
652                         }
653                         self = oldself;
654                 }
655                 if(t >= 1)
656                 {
657                         s = argv(0);
658                         wpn = 0;
659                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
660                         {
661                                 e = get_weaponinfo(j);
662                                 if(e.netname == s)
663                                 {
664                                         wpn = j;
665                                         break;
666                                 }
667                         }
668                         if(j > WEP_LAST)
669                         {
670                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
671                         }
672                 }
673                 if(wpn == 0)
674                 {
675                         remove(self);
676                         startitem_failed = TRUE;
677                         return;
678                 }
679         }
680
681         e = get_weaponinfo(wpn);
682
683         if(e.items && e.items != IT_SUPERWEAPON)
684         {
685                 ammofield = Item_CounterField(e.items);
686                 if(!self.ammofield)
687                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(e.items)));
688         }
689
690         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
691         if (self.modelindex) // don't precache if self was removed
692                 weapon_action(e.weapon, WR_PRECACHE);
693 }
694
695 void spawnfunc_weapon_shotgun (void);
696 void spawnfunc_weapon_uzi (void) {
697         if(q3acompat_machineshotgunswap)
698         if(self.classname != "droppedweapon")
699         {
700                 weapon_defaultspawnfunc(WEP_SHOTGUN);
701                 return;
702         }
703         weapon_defaultspawnfunc(WEP_UZI);
704 }
705
706 void spawnfunc_weapon_shotgun (void) {
707         if(q3acompat_machineshotgunswap)
708         if(self.classname != "droppedweapon")
709         {
710                 weapon_defaultspawnfunc(WEP_UZI);
711                 return;
712         }
713         weapon_defaultspawnfunc(WEP_SHOTGUN);
714 }
715
716 void spawnfunc_weapon_nex (void)
717 {
718         if (g_minstagib)
719         {
720                 minstagib_items(IT_CELLS);
721                 self.think = minst_remove_item;
722                 self.nextthink = time + cvar("sys_ticrate");
723                 return;
724         }
725         weapon_defaultspawnfunc(WEP_NEX);
726 }
727
728 void spawnfunc_weapon_minstanex (void)
729 {
730         if (g_minstagib)
731         {
732                 minstagib_items(IT_CELLS);
733                 self.think = minst_remove_item;
734                 self.nextthink = time + cvar("sys_ticrate");
735                 return;
736         }
737         weapon_defaultspawnfunc(WEP_MINSTANEX);
738 }
739
740 void spawnfunc_weapon_rocketlauncher (void)
741 {
742         if (g_minstagib)
743         {
744                 minstagib_items(IT_CELLS);
745                 self.think = minst_remove_item;
746                 self.nextthink = time + cvar("sys_ticrate");
747                 return;
748         }
749         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
750 }
751
752 void spawnfunc_item_rockets (void) {
753         if(!self.ammo_rockets)
754                 self.ammo_rockets = g_pickup_rockets;
755         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
756 }
757
758 void spawnfunc_item_shells (void);
759 void spawnfunc_item_bullets (void) {
760         if(!weaponswapping)
761         if(q3acompat_machineshotgunswap)
762         if(self.classname != "droppedweapon")
763         {
764                 weaponswapping = TRUE;
765                 spawnfunc_item_shells();
766                 weaponswapping = FALSE;
767                 return;
768         }
769
770         if(!self.ammo_nails)
771                 self.ammo_nails = g_pickup_nails;
772         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
773 }
774
775 void spawnfunc_item_cells (void) {
776         if(!self.ammo_cells)
777                 self.ammo_cells = g_pickup_cells;
778         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
779 }
780
781 void spawnfunc_item_shells (void) {
782         if(!weaponswapping)
783         if(q3acompat_machineshotgunswap)
784         if(self.classname != "droppedweapon")
785         {
786                 weaponswapping = TRUE;
787                 spawnfunc_item_bullets();
788                 weaponswapping = FALSE;
789                 return;
790         }
791
792         if(!self.ammo_shells)
793                 self.ammo_shells = g_pickup_shells;
794         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
795 }
796
797 void spawnfunc_item_armor_small (void) {
798         if(!self.armorvalue)
799                 self.armorvalue = g_pickup_armorsmall;
800         if(!self.max_armorvalue)
801                 self.max_armorvalue = g_pickup_armorsmall_max;
802         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, 1000);
803 }
804
805 void spawnfunc_item_armor_medium (void) {
806         if(!self.armorvalue)
807                 self.armorvalue = g_pickup_armormedium;
808         if(!self.max_armorvalue)
809                 self.max_armorvalue = g_pickup_armormedium_max;
810         StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
811 }
812
813 void spawnfunc_item_armor_large (void) {
814         if(!self.armorvalue)
815                 self.armorvalue = g_pickup_armorlarge;
816         if(!self.max_armorvalue)
817                 self.max_armorvalue = g_pickup_armorlarge_max;
818         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
819 }
820
821 void spawnfunc_item_health_small (void) {
822         if(!self.max_health)
823                 self.max_health = g_pickup_healthsmall_max;
824         if(!self.health)
825                 self.health = g_pickup_healthsmall;
826         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, 20000);
827 }
828
829 void spawnfunc_item_health_medium (void) {
830         if(!self.max_health)
831                 self.max_health = g_pickup_healthmedium_max;
832         if(!self.health)
833                 self.health = g_pickup_healthmedium;
834         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
835 }
836
837 void spawnfunc_item_health_large (void) {
838         if(!self.max_health)
839                 self.max_health = g_pickup_healthlarge_max;
840         if(!self.health)
841                 self.health = g_pickup_healthlarge;
842         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
843 }
844
845 void spawnfunc_item_health_mega (void) {
846         if(!cvar("g_powerup_superhealth"))
847                 return;
848
849         if(g_arena && !cvar("g_arena_powerups"))
850                 return;
851
852         if(g_minstagib) {
853                 minstagib_items(IT_NAILS);
854         } else {
855                 if(!self.max_health)
856                         self.max_health = g_pickup_healthmega_max;
857                 if(!self.health)
858                         self.health = g_pickup_healthmega;
859                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, 20000);
860         }
861 }
862
863 // support old misnamed entities
864 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
865 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
866 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
867 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
868 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
869
870 void spawnfunc_item_strength (void) {
871         if(!cvar("g_powerup_strength"))
872                 return;
873
874         if(g_arena && !cvar("g_arena_powerups"))
875                 return;
876
877         if(g_minstagib) {
878                 minstagib_items(IT_STRENGTH);
879         } else {
880                 precache_sound("weapons/strength_fire.wav");
881                 self.strength_finished = 30;
882                 self.effects = EF_ADDITIVE;
883                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
884         }
885 }
886
887 void spawnfunc_item_invincible (void) {
888         if(!cvar("g_powerup_shield"))
889                 return;
890
891         if(g_arena && !cvar("g_arena_powerups"))
892                 return;
893
894         if(g_minstagib) {
895                 minstagib_items(IT_INVINCIBLE);
896         } else {
897                 self.invincible_finished = 30;
898                 self.effects = EF_ADDITIVE;
899                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
900         }
901 }
902
903 void spawnfunc_item_minst_cells (void) {
904         if (g_minstagib)
905         {
906                 minst_no_auto_cells = 1;
907                 minstagib_items(IT_CELLS);
908         }
909         else
910                 remove(self);
911 }
912
913 // compatibility:
914 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
915
916 void spawnfunc_misc_models (void)
917 {
918         // exists as alias name for 2.4.2 compat
919         SetBrushEntityModel();
920 }
921
922 void spawnfunc_func_static (void)
923 {
924         // exists as alias name for having it with brushes
925         SetBrushEntityModel();
926 }
927
928 void func_wall_use (void)
929 {
930         if(teams_matter)
931         {
932                 if(activator.team)
933                         self.colormap = (activator.team - 1) * 0x11;
934                 else
935                         self.colormap = 0x00;
936         }
937         else
938                 self.colormap = floor(random() * 256);
939         self.colormap |= 1024; // RENDER_COLORMAPPED
940 }
941
942 void spawnfunc_func_wall (void)
943 {
944         SetBrushEntityModel();
945         if(!self.solid)
946                 self.solid = SOLID_BSP;
947         self.use = func_wall_use;
948 }
949
950 void spawnfunc_func_illusionary (void)
951 {
952         SetBrushEntityModel();
953         self.use = func_wall_use;
954 }
955
956 void gamemodel_drop()
957 {
958         if(self.spawnflags & 3 == 1) // ALIGN_ORIGIN
959         {
960                 traceline(self.origin, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
961                 setorigin(self, trace_endpos);
962         }
963         else if(self.spawnflags & 3 == 2) // ALIGN_BOTTOM
964         {
965                 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
966                 setorigin(self, trace_endpos);
967         }
968         else if(self.spawnflags & 3 == 3) // ALIGN_ORIGIN | ALIGN_BOTTOM
969         {
970                 traceline(self.origin, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
971                 setorigin(self, trace_endpos - '0 0 1' * self.mins_z);
972         }
973 }
974
975 .float modelscale;
976 void spawnfunc_misc_gamemodel (void)
977 {
978         if(!self.scale)
979                 self.scale = self.modelscale;
980         SetBrushEntityModel();
981         self.use = func_wall_use;
982
983         InitializeEntity(self, gamemodel_drop, INITPRIO_DROPTOFLOOR);
984 }
985
986 float target_item_func_set(float a, float b)
987 {
988         if(b == 0)
989                 return a;
990         else if(b < 0)
991                 return 0;
992         else
993                 return b;
994 }
995
996 float target_item_func_min(float a, float b)
997 {
998         if(b == 0)
999                 return a;
1000         else if(b < 0)
1001                 return 0;
1002         else
1003                 return min(a, b);
1004 }
1005
1006 float target_item_func_max(float a, float b)
1007 {
1008         return max(a, b);
1009 }
1010
1011 float target_item_func_bitset(float a, float b)
1012 {
1013         return b;
1014 }
1015
1016 float target_item_func_and(float a, float b)
1017 {
1018         return a & b;
1019 }
1020
1021 float target_item_func_itembitset(float a, float b)
1022 {
1023         return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | b;
1024 }
1025
1026 float target_item_func_itemand(float a, float b)
1027 {
1028         return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1029 }
1030
1031 float target_item_func_or(float a, float b)
1032 {
1033         return a | b;
1034 }
1035
1036 float target_item_func_andnot(float a, float b)
1037 {
1038         return a - (a & b);
1039 }
1040
1041 float target_item_changed;
1042 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1043 {
1044         float n, d;
1045         n = func(activator.field, self.field);
1046
1047         if(binary)
1048         {
1049                 d = n & activator.field;
1050                 if(d != n) // bits added?
1051                         d = +1;
1052                 else if(d != activator.field) // bits removed?
1053                         d = -1;
1054                 else
1055                         d = 0;
1056         }
1057         else
1058                 d = n - activator.field;
1059
1060         if(d < 0)
1061         {
1062                 if(sound_decrease != "")
1063                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1064                 target_item_changed = 1;
1065         }
1066         else if(d > 0)
1067         {
1068                 if(sound_increase != "")
1069                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1070                 target_item_changed = 1;
1071         }
1072         activator.field = n;
1073 }
1074
1075 void target_items_use (void)
1076 {
1077         float h0, a0;
1078         if(activator.classname != "player")
1079                 return;
1080         if(activator.deadflag != DEAD_NO)
1081                 return;
1082         EXACTTRIGGER_TOUCH;
1083
1084         entity e;
1085         for(e = world; (e = find(e, classname, "droppedweapon")); )
1086                 if(e.enemy == activator)
1087                         remove(e);
1088
1089         float _switchweapon;
1090         _switchweapon = FALSE;
1091         if (activator.autoswitch)
1092                 if (activator.switchweapon == w_getbestweapon(activator))
1093                         _switchweapon = TRUE;
1094
1095         a0 = activator.armorvalue;
1096         h0 = activator.health;
1097         target_item_changed = 0;
1098
1099         if(self.spawnflags == 0) // SET
1100         {
1101                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1102                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1103                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1104                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1105                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1106                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1107                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "");
1108                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1109
1110                 if((self.items & activator.items) & IT_STRENGTH)
1111                         activator.strength_finished = time + self.strength_finished;
1112                 if((self.items & activator.items) & IT_INVINCIBLE)
1113                         activator.invincible_finished = time + self.invincible_finished;
1114         }
1115         else if(self.spawnflags == 1) // AND/MIN
1116         {
1117                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1118                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1119                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1120                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1121                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1122                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1123                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "");
1124                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1125
1126                 if((self.items & activator.items) & IT_STRENGTH)
1127                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1128                 if((self.items & activator.items) & IT_INVINCIBLE)
1129                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1130         }
1131         else if(self.spawnflags == 2) // OR/MAX
1132         {
1133                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1134                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1135                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1136                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1137                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1138                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1139                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "");
1140                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1141
1142                 if((self.items & activator.items) & IT_STRENGTH)
1143                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1144                 if((self.items & activator.items) & IT_INVINCIBLE)
1145                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1146         }
1147         else if(self.spawnflags == 4) // ANDNOT/MIN
1148         {
1149                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1150                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1151                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1152                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1153                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1154                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1155                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "");
1156                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1157
1158                 if((self.items & activator.items) & IT_STRENGTH)
1159                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1160                 if((self.items & activator.items) & IT_INVINCIBLE)
1161                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1162         }
1163
1164         if not(activator.items & IT_STRENGTH)
1165                 activator.strength_finished = 0;
1166         if not(activator.items & IT_INVINCIBLE)
1167                 activator.invincible_finished = 0;
1168
1169         if(activator.health > h0)
1170                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1171         else if(activator.health < h0)
1172                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1173
1174         if(activator.armorvalue > a0)
1175                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1176
1177         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1178                 _switchweapon = TRUE;
1179         if(_switchweapon)
1180                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1181
1182         if(target_item_changed)
1183                 centerprint(activator, self.message);
1184 }
1185
1186 void spawnfunc_target_items (void)
1187 {
1188         float n, i, j;
1189         entity e;
1190         self.use = target_items_use;
1191         if(!self.strength_finished)
1192                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1193         if(!self.invincible_finished)
1194                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1195
1196         precache_sound("misc/itempickup.wav");
1197         precache_sound("misc/itempickup.wav");
1198         precache_sound("misc/itempickup.wav");
1199         precache_sound("misc/itempickup.wav");
1200         precache_sound("misc/megahealth.wav");
1201         precache_sound("misc/armor25.wav");
1202         precache_sound("misc/powerup.wav");
1203         precache_sound("weapons/weaponpickup.wav");
1204
1205         n = tokenize_sane(self.netname);
1206         for(i = 0; i < n; ++i)
1207         {
1208                 if(argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1209                 if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1210                 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1211                 if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1212                 if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1213                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1214                 {
1215                         e = get_weaponinfo(j);
1216                         if(argv(i) == e.netname)
1217                         {
1218                                 self.weapons |= e.weapons;
1219                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1220                                         weapon_action(e.weapon, WR_PRECACHE);
1221                         }
1222                 }
1223         }
1224 }