]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/t_items.qc
if we go this route, we need more alpha
[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_Show (entity e, float mode)
45 {
46         if (mode > 0)
47         {
48                 // make the item look normal, and be touchable
49                 e.model = e.mdl;
50                 e.solid = SOLID_TRIGGER;
51                 e.effects &~= EF_ADDITIVE;
52                 //e.colormod = '0 0 0';
53                 e.alpha = 0;
54
55                 // special cases
56                 if (e.strength_finished || e.invincible_finished)
57                         e.effects = e.effects | EF_ADDITIVE | EF_FULLBRIGHT;
58                 if (cvar("g_fullbrightitems"))
59                         e.effects = e.effects | EF_FULLBRIGHT;
60         }
61         else if (mode < 0)
62         {
63                 // hide the item completely
64                 e.model = string_null;
65                 e.solid = SOLID_NOT;
66                 e.effects &~= EF_ADDITIVE;
67                 //e.colormod = '0 0 0';
68                 e.alpha = 0;
69         }
70         else
71         {
72                 // make the item translucent green and not touchable
73                 e.model = e.mdl;
74                 e.solid = SOLID_NOT;
75                 // e.effects |= EF_ADDITIVE;
76                         // we need this to prevent weird display because of
77                         // missing depth sorting - or maybe not
78                 //e.colormod = '0.2 1 0.2';
79                 e.alpha = 0.2;
80
81                 // special cases
82                 if (e.strength_finished || e.invincible_finished)
83                         e.effects = e.effects | EF_ADDITIVE | EF_FULLBRIGHT;
84                 if (cvar("g_fullbrightitems"))
85                         e.effects = e.effects | EF_FULLBRIGHT;
86         }
87
88         // relink entity (because solid may have changed)
89         setorigin(e, e.origin);
90 }
91
92 void Item_Respawn (void)
93 {
94         Item_Show(self, 1);
95         if(!g_minstagib && self.items == IT_STRENGTH)
96                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound
97         else if(!g_minstagib && self.items == IT_INVINCIBLE)
98                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
99         else
100                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
101         setorigin (self, self.origin);
102
103         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
104         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
105 }
106
107 void Item_RespawnCountdown (void)
108 {
109         if(self.count >= ITEM_RESPAWN_TICKS)
110         {
111                 if(self.waypointsprite_attached)
112                         WaypointSprite_Kill(self.waypointsprite_attached);
113                 Item_Respawn();
114         }
115         else
116         {
117                 self.nextthink = time + 1;
118                 self.count += 1;
119                 if(self.count == 1)
120                 {
121                         string name;
122                         vector rgb;
123                         name = string_null;
124                         if(g_minstagib)
125                         {
126                                 switch(self.items)
127                                 {
128                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
129                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
130                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
131                                 }
132                         }
133                         else
134                         {
135                                 switch(self.items)
136                                 {
137                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
138                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
139                                 }
140                         }
141                         switch(self.items)
142                         {
143                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
144                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
145                         }
146                         if(name)
147                         {
148                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
149                                 if(self.waypointsprite_attached)
150                                 {
151                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
152                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
153                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
154                                 }
155                         }
156                 }
157                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
158                 if(self.waypointsprite_attached)
159                 {
160                         WaypointSprite_Ping(self.waypointsprite_attached);
161                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
162                 }
163         }
164 }
165
166 void Item_ScheduleRespawnIn(entity e, float t)
167 {
168         if(e.flags & FL_POWERUP)
169         {
170                 e.think = Item_RespawnCountdown;
171                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
172                 e.count = 0;
173         }
174         else
175         {
176                 e.think = Item_Respawn;
177                 e.nextthink = time + t;
178         }
179 }
180
181 void Item_ScheduleRespawn(entity e)
182 {
183         Item_Show(e, 0);
184         Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
185 }
186
187 void Item_ScheduleInitialRespawn(entity e)
188 {
189         Item_Show(e, 0);
190         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
191 }
192
193 float Item_GiveTo(entity item, entity player)
194 {
195         float _switchweapon;
196         float pickedup;
197         float it;
198         float i;
199         entity e;
200
201         // if nothing happens to player, just return without taking the item
202         pickedup = FALSE;
203         _switchweapon = FALSE;
204
205         if (g_minstagib)
206         {
207                 if (item.ammo_fuel)
208                 if (player.ammo_fuel < g_pickup_fuel_max)
209                 {
210                         pickedup = TRUE;
211                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
212                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
213                 }
214                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
215                 {
216                         pickedup = TRUE;
217                         player.items |= it;
218                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
219                 }
220
221                 _switchweapon = TRUE;
222                 if (item.ammo_cells)
223                 {
224                         pickedup = TRUE;
225                         // play some cool sounds ;)
226                         centerprint(player, "\n");
227                         if (clienttype(player) == CLIENTTYPE_REAL)
228                         {
229                                 if(player.health <= 5)
230                                         play2(player, "announcer/robotic/lastsecond.wav");
231                                 else if(player.health < 50)
232                                         play2(player, "announcer/robotic/narrowly.wav");
233                         }
234                         // sound not available
235                         // else if(item.items == IT_CELLS)
236                         //      play2(player, "announce/robotic/ammo.wav");
237
238                         if (item.weapons & WEPBIT_MINSTANEX)
239                                 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
240                         if (item.ammo_cells)
241                                 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
242                         player.health = 100;
243                 }
244
245                 // extralife powerup
246                 if (item.max_health)
247                 {
248                         pickedup = TRUE;
249                         // sound not available
250                         // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
251                         player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
252                         sprint(player, "^3You picked up some extra lives\n");
253                 }
254
255                 // invis powerup
256                 if (item.strength_finished)
257                 {
258                         pickedup = TRUE;
259                         // sound not available
260                         // play2(player, "announce/robotic/invisible.wav");
261                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
262                 }
263
264                 // speed powerup
265                 if (item.invincible_finished)
266                 {
267                         pickedup = TRUE;
268                         // sound not available
269                         // play2(player, "announce/robotic/speed.wav");
270                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
271                 }
272
273                 if (item.ammo_fuel)
274                 if (player.ammo_fuel < g_pickup_fuel_max)
275                 {
276                         pickedup = TRUE;
277                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
278                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
279                 }
280
281         }
282         else
283         {
284                 if (g_weapon_stay == 1)
285                 if not(item.flags & FL_NO_WEAPON_STAY)
286                 if (item.flags & FL_WEAPON)
287                 {
288                         if(item.classname == "droppedweapon")
289                         {
290                                 if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons
291                                         goto skip;
292                         }
293                         else
294                         {
295                                 if (player.weapons & item.weapons)
296                                         goto skip;
297                         }
298                 }
299
300                 // in case the player has autoswitch enabled do the following:
301                 // if the player is using their best weapon before items are given, they
302                 // probably want to switch to an even better weapon after items are given
303                 if (player.autoswitch)
304                 if (player.switchweapon == w_getbestweapon(player))
305                         _switchweapon = TRUE;
306
307                 if not(player.weapons & W_WeaponBit(player.switchweapon))
308                         _switchweapon = TRUE;
309
310                 if (item.ammo_shells)
311                 if (player.ammo_shells < g_pickup_shells_max)
312                 {
313                         pickedup = TRUE;
314                         player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
315                 }
316                 if (item.ammo_nails)
317                 if (player.ammo_nails < g_pickup_nails_max)
318                 {
319                         pickedup = TRUE;
320                         player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
321                 }
322                 if (item.ammo_rockets)
323                 if (player.ammo_rockets < g_pickup_rockets_max)
324                 {
325                         pickedup = TRUE;
326                         player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
327                 }
328                 if (item.ammo_cells)
329                 if (player.ammo_cells < g_pickup_cells_max)
330                 {
331                         pickedup = TRUE;
332                         player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
333                 }
334                 if (item.ammo_fuel)
335                 if (player.ammo_fuel < g_pickup_fuel_max)
336                 {
337                         pickedup = TRUE;
338                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
339                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
340                 }
341
342                 if (item.flags & FL_WEAPON)
343                 if ((it = item.weapons - (item.weapons & player.weapons)))
344                 {
345                         pickedup = TRUE;
346                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
347                         {
348                                 e = get_weaponinfo(i);
349                                 if(it & e.weapons)
350                                         W_GiveWeapon (player, e.weapon, item.netname);
351                         }
352                 }
353
354                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
355                 {
356                         pickedup = TRUE;
357                         player.items |= it;
358                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
359                 }
360
361                 if (item.strength_finished)
362                 {
363                         pickedup = TRUE;
364                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
365                 }
366                 if (item.invincible_finished)
367                 {
368                         pickedup = TRUE;
369                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
370                 }
371                 //if (item.speed_finished)
372                 //{
373                 //      pickedup = TRUE;
374                 //      player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
375                 //}
376                 //if (item.slowmo_finished)
377                 //{
378                 //      pickedup = TRUE;
379                 //      player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
380                 //}
381
382                 if (item.health)
383                 if (player.health < item.max_health)
384                 {
385                         pickedup = TRUE;
386                         player.health = min(player.health + item.health, item.max_health);
387                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
388                 }
389                 if (item.armorvalue)
390                 if (player.armorvalue < item.max_armorvalue)
391                 {
392                         pickedup = TRUE;
393                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
394                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
395                 }
396         }
397
398 :skip
399         // always eat teamed entities
400         if(item.team)
401                 pickedup = TRUE;
402
403         if (!pickedup)
404                 return 0;
405
406         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
407         if (_switchweapon)
408                 if (player.switchweapon != w_getbestweapon(player))
409                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
410
411         return 1;
412 }
413
414 void Item_Touch (void)
415 {
416         entity e, head;
417
418         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
419         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
420         {
421                 remove(self);
422                 return;
423         }
424         if (other.classname != "player")
425                 return;
426         if (other.deadflag)
427                 return;
428         if (self.solid != SOLID_TRIGGER)
429                 return;
430         if (self.owner == other)
431                 return;
432
433         if(!Item_GiveTo(self, other))
434                 return;
435
436         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
437
438         if (self.classname == "droppedweapon")
439                 remove (self);
440         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
441                 return;
442         else
443         {
444                 if(self.team)
445                 {
446                         RandomSelection_Init();
447                         for(head = world; (head = findfloat(head, team, self.team)); )
448                         {
449                                 if(head.flags & FL_ITEM)
450                                 {
451                                         Item_Show(head, -1);
452                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
453                                 }
454                         }
455                         e = RandomSelection_chosen_ent;
456                 }
457                 else
458                         e = self;
459                 Item_ScheduleRespawn(e);
460         }
461 }
462
463 void Item_FindTeam()
464 {
465         entity head, e;
466
467         if(self.effects & EF_NODRAW)
468         {
469                 // marker for item team search
470                 dprint("Initializing item team ", ftos(self.team), "\n");
471                 RandomSelection_Init();
472                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
473                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
474                 e = RandomSelection_chosen_ent;
475                 e.state = 0;
476                 Item_Show(e, 1);
477
478                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
479                 {
480                         if(head != e)
481                         {
482                                 // make it a non-spawned item
483                                 Item_Show(head, -1);
484                                 head.state = 1; // state 1 = initially hidden item
485                         }
486                         head.effects &~= EF_NODRAW;
487                 }
488
489                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
490                         Item_ScheduleInitialRespawn(e);
491         }
492 }
493
494 void Item_Reset()
495 {
496         Item_Show(self, !self.state);
497         setorigin (self, self.origin);
498         self.think = SUB_Null;
499         self.nextthink = 0;
500
501         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
502                 Item_ScheduleInitialRespawn(self);
503 }
504
505 // Savage: used for item garbage-collection
506 // TODO: perhaps nice special effect?
507 void RemoveItem(void)
508 {
509         remove(self);
510 }
511
512 // pickup evaluation functions
513 // these functions decide how desirable an item is to the bots
514
515 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
516
517 float weapon_pickupevalfunc(entity player, entity item)
518 {
519         float c, i, j, position;
520
521         // See if I have it already
522         if(player.weapons & item.weapons == item.weapons)
523         {
524                 // If I can pick it up
525                 if(g_weapon_stay)
526                         c = 0;
527                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
528                 {
529                         // Skilled bots will grab more
530                         c = bound(0, skill / 10, 1) * 0.5;
531                 }
532                 else
533                         c = 0;
534         }
535         else
536                 c = 1;
537
538         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
539         if( bot_custom_weapon && c )
540         {
541                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
542                 {
543                         // Find weapon
544                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
545                                 continue;
546
547                         // Find the highest position on any range
548                         position = -1;
549                         for(j = 0; j < WEP_LAST ; ++j){
550                                 if(
551                                                 bot_weapons_far[j] == i ||
552                                                 bot_weapons_mid[j] == i ||
553                                                 bot_weapons_close[j] == i
554                                   )
555                                 {
556                                         position = j;
557                                         break;
558                                 }
559                         }
560
561                         // Rate it
562                         if (position >= 0 )
563                         {
564                                 position = WEP_LAST - position;
565                                 // item.bot_pickupbasevalue is overwritten here
566                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
567                         }
568                 }
569         }
570
571         return item.bot_pickupbasevalue * c;
572 };
573
574 float commodity_pickupevalfunc(entity player, entity item)
575 {
576         float c, i, need_shells, need_nails, need_rockets, need_cells;
577         entity wi;
578         c = 0;
579
580         // Detect needed ammo
581         for(i = WEP_FIRST; i < WEP_LAST ; ++i)
582         {
583                 wi = get_weaponinfo(i);
584
585                 if not(wi.weapons & player.weapons)
586                         continue;
587
588                 if(wi.items & IT_SHELLS)
589                         need_shells = TRUE;
590                 else if(wi.items & IT_NAILS)
591                         need_nails = TRUE;
592                 else if(wi.items & IT_ROCKETS)
593                         need_rockets = TRUE;
594                 else if(wi.items & IT_CELLS)
595                         need_cells = TRUE;
596         }
597
598         // TODO: figure out if the player even has the weapon this ammo is for?
599         // may not affect strategy much though...
600         // find out how much more ammo/armor/health the player can hold
601         if (need_shells)
602         if (item.ammo_shells)
603         if (player.ammo_shells < g_pickup_shells_max)
604                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
605         if (need_nails)
606         if (item.ammo_nails)
607         if (player.ammo_nails < g_pickup_nails_max)
608                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
609         if (need_rockets)
610         if (item.ammo_rockets)
611         if (player.ammo_rockets < g_pickup_rockets_max)
612                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
613         if (need_cells)
614         if (item.ammo_cells)
615         if (player.ammo_cells < g_pickup_cells_max)
616                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
617         if (item.armorvalue)
618         if (player.armorvalue < item.max_armorvalue*0.5)
619                 c = c + max(0, 1 - player.armorvalue / (item.max_armorvalue*0.5));
620         if (item.health)
621         if (player.health < item.max_health*0.5)
622                 c = c + max(0, 1 - player.health / (item.max_health*0.5));
623
624         return item.bot_pickupbasevalue * c;
625 };
626
627
628 .float is_item;
629 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)
630 {
631         startitem_failed = FALSE;
632
633         // is it a dropped weapon?
634         if (self.classname == "droppedweapon")
635         {
636                 self.reset = SUB_Remove;
637                 // it's a dropped weapon
638                 self.movetype = MOVETYPE_TOSS;
639                 // Savage: remove thrown items after a certain period of time ("garbage collection")
640                 self.think = RemoveItem;
641                 self.nextthink = time + 60;
642                 // don't drop if in a NODROP zone (such as lava)
643                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
644                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
645                 {
646                         startitem_failed = TRUE;
647                         remove(self);
648                         return;
649                 }
650         }
651         else
652         {
653                 self.reset = Item_Reset;
654                 // it's a level item
655                 if(self.spawnflags & 1)
656                         self.noalign = 1;
657                 if (self.noalign)
658                         self.movetype = MOVETYPE_NONE;
659                 else
660                         self.movetype = MOVETYPE_TOSS;
661                 // do item filtering according to game mode and other things
662                 if (!self.noalign)
663                 {
664                         // first nudge it off the floor a little bit to avoid math errors
665                         setorigin(self, self.origin + '0 0 1');
666                         // set item size before we spawn a spawnfunc_waypoint
667                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
668                                 setsize (self, '-16 -16 0', '16 16 48');
669                         else
670                                 setsize (self, '-16 -16 0', '16 16 32');
671                         // note droptofloor returns FALSE if stuck/or would fall too far
672                         droptofloor();
673                         waypoint_spawnforitem(self);
674                 }
675
676                 if(teams_matter)
677                 {
678                         if(self.notteam)
679                         {
680                                 print("removed non-teamplay ", self.classname, "\n");
681                                 startitem_failed = TRUE;
682                                 remove (self);
683                                 return;
684                         }
685                 }
686                 else
687                 {
688                         if(self.notfree)
689                         {
690                                 print("removed non-FFA ", self.classname, "\n");
691                                 startitem_failed = TRUE;
692                                 remove (self);
693                                 return;
694                         }
695                 }
696
697                 if(self.notq3a)
698                 {
699                         // We aren't TA or something like that, so we keep the Q3A entities
700                         print("removed non-Q3A ", self.classname, "\n");
701                         startitem_failed = TRUE;
702                         remove (self);
703                         return;
704                 }
705
706                 /*
707                  * can't do it that way, as it would break maps
708                  * TODO make a target_give like entity another way, that perhaps has
709                  * the weapon name in a key
710                 if(self.targetname)
711                 {
712                         // target_give not yet supported; maybe later
713                         print("removed targeted ", self.classname, "\n");
714                         startitem_failed = TRUE;
715                         remove (self);
716                         return;
717                 }
718                 */
719
720                 if(cvar("spawn_debug") >= 2)
721                 {
722                         entity otheritem;
723                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
724                         {
725                                 if(otheritem.is_item)
726                                 {
727                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
728                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
729                                         error("Mapper sucks.");
730                                 }
731                         }
732                         self.is_item = TRUE;
733                 }
734
735                 weaponsInMap |= weaponid;
736
737                 if(g_lms)
738                 {
739                         startitem_failed = TRUE;
740                         remove(self);
741                         return;
742                 }
743                 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
744                 {
745                         startitem_failed = TRUE;
746                         remove(self);
747                         return;
748                 }
749                 else if (g_minstagib)
750                 {
751                         // don't remove dropped items and powerups
752                         if (self.classname != "minstagib")
753                         {
754                                 startitem_failed = TRUE;
755                                 remove (self);
756                                 return;
757                         }
758                 }
759                 else if (g_nixnex)
760                 {
761                         local float rm;
762
763                         rm = 1;
764                         switch (itemid)
765                         {
766                                 case IT_HEALTH:
767                                 case IT_5HP:
768                                 case IT_25HP:
769                                 case IT_ARMOR:
770                                 case IT_ARMOR_SHARD:
771                                         if (cvar("g_nixnex_with_healtharmor"))
772                                                 rm = 0;
773                                         break;
774                                 case IT_STRENGTH:
775                                 case IT_INVINCIBLE:
776                                         if (cvar("g_nixnex_with_powerups"))
777                                                 rm = 0;
778                                         break;
779                         }
780
781                         if(rm)
782                         {
783                                 startitem_failed = TRUE;
784                                 remove (self);
785                                 return;
786                         }
787                 }
788                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
789                 {
790                         startitem_failed = TRUE;
791                         remove (self);
792                         return;
793                 }
794
795                 precache_model (itemmodel);
796                 precache_sound (pickupsound);
797                 precache_sound ("misc/itemrespawn.wav");
798                 precache_sound ("misc/itemrespawncountdown.wav");
799
800                 if(itemid == IT_STRENGTH)
801                         precache_sound ("misc/strength_respawn.wav");
802                 if(itemid == IT_INVINCIBLE)
803                         precache_sound ("misc/shield_respawn.wav");
804
805                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
806                         self.target = "###item###"; // for finding the nearest item using find()
807         }
808
809         self.bot_pickup = TRUE;
810         self.bot_pickupevalfunc = pickupevalfunc;
811         self.bot_pickupbasevalue = pickupbasevalue;
812         self.mdl = itemmodel;
813         self.item_pickupsound = pickupsound;
814         // let mappers override respawntime
815         if(!self.respawntime) // both set
816         {
817                 self.respawntime = defaultrespawntime;
818                 self.respawntimejitter = defaultrespawntimejitter;
819         }
820         self.netname = itemname;
821         self.items = itemid;
822         self.weapons = weaponid;
823         self.flags = FL_ITEM | itemflags;
824         self.touch = Item_Touch;
825         setmodel (self, self.mdl); // precision set below
826         self.effects |= EF_LOWPRECISION;
827         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
828                 setsize (self, '-16 -16 0', '16 16 48');
829         else
830                 setsize (self, '-16 -16 0', '16 16 32');
831         if(itemflags & FL_WEAPON)
832                 self.modelflags |= MF_ROTATE;
833
834         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
835         if (itemflags & FL_WEAPON)
836         {
837                 // neutral team color for pickup weapons
838                 self.colormap = 1024; // color shirt=0 pants=0 grey
839         }
840
841         Item_Show(self, 1);
842         self.state = 0;
843         if(self.team)
844         {
845                 if(!self.cnt)
846                         self.cnt = 1; // item probability weight
847                 self.effects = self.effects | EF_NODRAW; // marker for item team search
848                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
849         }
850         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
851                 Item_ScheduleInitialRespawn(self);
852 }
853
854 /* replace items in minstagib
855  * IT_STRENGTH   = invisibility
856  * IT_NAILS      = extra lives
857  * IT_INVINCIBLE = speed
858  */
859 void minstagib_items (float itemid)
860 {
861         // we don't want to replace dropped weapons ;)
862         if (self.classname == "droppedweapon")
863         {
864                 self.ammo_cells = 25;
865                 StartItem ("models/weapons/g_nex.md3",
866                         "weapons/weaponpickup.wav", 15, 0,
867                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
868                 return;
869         }
870
871         local float rnd;
872         self.classname = "minstagib";
873
874         // replace rocket launchers and nex guns with ammo cells
875         if (itemid == IT_CELLS)
876         {
877                 self.ammo_cells = 1;
878                 StartItem ("models/items/a_cells.md3",
879                         "misc/itempickup.wav", 45, 0,
880                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
881                 return;
882         }
883
884         // randomize
885         rnd = random() * 3;
886         if (rnd <= 1)
887                 itemid = IT_STRENGTH;
888         else if (rnd <= 2)
889                 itemid = IT_NAILS;
890         else
891                 itemid = IT_INVINCIBLE;
892
893         // replace with invis
894         if (itemid == IT_STRENGTH)
895         {
896                 self.strength_finished = 30;
897                 StartItem ("models/items/g_strength.md3",
898                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
899                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
900         }
901         // replace with extra lives
902         if (itemid == IT_NAILS)
903         {
904                 self.max_health = 1;
905                 StartItem ("models/items/g_h100.md3",
906                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
907                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
908
909         }
910         // replace with speed
911         if (itemid == IT_INVINCIBLE)
912         {
913                 self.invincible_finished = 30;
914                 StartItem ("models/items/g_invincible.md3",
915                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
916                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
917         }
918
919 }
920
921 float minst_no_auto_cells;
922 void minst_remove_item (void) {
923         if(minst_no_auto_cells)
924                 remove(self);
925 }
926
927 float weaponswapping;
928 float internalteam;
929
930 void weapon_defaultspawnfunc(float wpn)
931 {
932         entity e;
933         float t;
934         var .float ammofield;
935         string s;
936         entity oldself;
937         float i, j;
938
939         // set the respawntime in advance (so replaced weapons can copy it)
940
941         if(!self.respawntime)
942         {
943                 e = get_weaponinfo(wpn);
944                 if(e.items == IT_SUPERWEAPON)
945                 {
946                         self.respawntime = g_pickup_respawntime_powerup;
947                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
948                 }
949                 else
950                 {
951                         self.respawntime = g_pickup_respawntime_weapon;
952                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
953                 }
954         }
955
956         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
957         {
958                 e = get_weaponinfo(wpn);
959                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
960                 if(s == "0")
961                 {
962                         remove(self);
963                         startitem_failed = TRUE;
964                         return;
965                 }
966                 t = tokenize_console(s);
967                 if(t >= 2)
968                 {
969                         self.team = --internalteam;
970                         oldself = self;
971                         for(i = 1; i < t; ++i)
972                         {
973                                 s = argv(i);
974                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
975                                 {
976                                         e = get_weaponinfo(j);
977                                         if(e.netname == s)
978                                         {
979                                                 self = spawn();
980                                                 copyentity(oldself, self);
981                                                 self.classname = "replacedweapon";
982                                                 weapon_defaultspawnfunc(j);
983                                                 break;
984                                         }
985                                 }
986                                 if(j > WEP_LAST)
987                                 {
988                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
989                                 }
990                         }
991                         self = oldself;
992                 }
993                 if(t >= 1)
994                 {
995                         s = argv(0);
996                         wpn = 0;
997                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
998                         {
999                                 e = get_weaponinfo(j);
1000                                 if(e.netname == s)
1001                                 {
1002                                         wpn = j;
1003                                         break;
1004                                 }
1005                         }
1006                         if(j > WEP_LAST)
1007                         {
1008                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1009                         }
1010                 }
1011                 if(wpn == 0)
1012                 {
1013                         remove(self);
1014                         startitem_failed = TRUE;
1015                         return;
1016                 }
1017         }
1018
1019         e = get_weaponinfo(wpn);
1020
1021         if(e.items && e.items != IT_SUPERWEAPON)
1022         {
1023                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1024                 {
1025                         if(e.items & j)
1026                         {
1027                                 ammofield = Item_CounterField(j);
1028                                 if(!self.ammofield)
1029                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1030                         }
1031                 }
1032         }
1033         else
1034         {
1035                 self.flags |= FL_NO_WEAPON_STAY;
1036         }
1037
1038         // weapon stay isn't supported for teamed weapons
1039         if(self.team)
1040                 self.flags |= FL_NO_WEAPON_STAY;
1041
1042         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1043         {
1044                 self.ammo_shells = 0;
1045                 self.ammo_nails = 0;
1046                 self.ammo_cells = 0;
1047                 self.ammo_rockets = 0;
1048                 // weapon stay 2: don't use ammo on weapon pickups; instead
1049                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1050         }
1051
1052         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1053         if (self.modelindex) // don't precache if self was removed
1054                 weapon_action(e.weapon, WR_PRECACHE);
1055 }
1056
1057 void spawnfunc_weapon_shotgun (void);
1058 void spawnfunc_weapon_uzi (void) {
1059         if(q3acompat_machineshotgunswap)
1060         if(self.classname != "droppedweapon")
1061         {
1062                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1063                 return;
1064         }
1065         weapon_defaultspawnfunc(WEP_UZI);
1066 }
1067
1068 void spawnfunc_weapon_shotgun (void) {
1069         if(q3acompat_machineshotgunswap)
1070         if(self.classname != "droppedweapon")
1071         {
1072                 weapon_defaultspawnfunc(WEP_UZI);
1073                 return;
1074         }
1075         weapon_defaultspawnfunc(WEP_SHOTGUN);
1076 }
1077
1078 void spawnfunc_weapon_nex (void)
1079 {
1080         if (g_minstagib)
1081         {
1082                 minstagib_items(IT_CELLS);
1083                 self.think = minst_remove_item;
1084                 self.nextthink = time;
1085                 return;
1086         }
1087         weapon_defaultspawnfunc(WEP_NEX);
1088 }
1089
1090 void spawnfunc_weapon_minstanex (void)
1091 {
1092         if (g_minstagib)
1093         {
1094                 minstagib_items(IT_CELLS);
1095                 self.think = minst_remove_item;
1096                 self.nextthink = time;
1097                 return;
1098         }
1099         weapon_defaultspawnfunc(WEP_MINSTANEX);
1100 }
1101
1102 void spawnfunc_weapon_rocketlauncher (void)
1103 {
1104         if (g_minstagib)
1105         {
1106                 minstagib_items(IT_CELLS);
1107                 self.think = minst_remove_item;
1108                 self.nextthink = time;
1109                 return;
1110         }
1111         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1112 }
1113
1114 void spawnfunc_item_rockets (void) {
1115         if(!self.ammo_rockets)
1116                 self.ammo_rockets = g_pickup_rockets;
1117         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);
1118 }
1119
1120 void spawnfunc_item_shells (void);
1121 void spawnfunc_item_bullets (void) {
1122         if(!weaponswapping)
1123         if(q3acompat_machineshotgunswap)
1124         if(self.classname != "droppedweapon")
1125         {
1126                 weaponswapping = TRUE;
1127                 spawnfunc_item_shells();
1128                 weaponswapping = FALSE;
1129                 return;
1130         }
1131
1132         if(!self.ammo_nails)
1133                 self.ammo_nails = g_pickup_nails;
1134         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);
1135 }
1136
1137 void spawnfunc_item_cells (void) {
1138         if(!self.ammo_cells)
1139                 self.ammo_cells = g_pickup_cells;
1140         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);
1141 }
1142
1143 void spawnfunc_item_shells (void) {
1144         if(!weaponswapping)
1145         if(q3acompat_machineshotgunswap)
1146         if(self.classname != "droppedweapon")
1147         {
1148                 weaponswapping = TRUE;
1149                 spawnfunc_item_bullets();
1150                 weaponswapping = FALSE;
1151                 return;
1152         }
1153
1154         if(!self.ammo_shells)
1155                 self.ammo_shells = g_pickup_shells;
1156         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);
1157 }
1158
1159 void spawnfunc_item_armor_small (void) {
1160         if(!self.armorvalue)
1161                 self.armorvalue = g_pickup_armorsmall;
1162         if(!self.max_armorvalue)
1163                 self.max_armorvalue = g_pickup_armorsmall_max;
1164         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);
1165 }
1166
1167 void spawnfunc_item_armor_medium (void) {
1168         if(!self.armorvalue)
1169                 self.armorvalue = g_pickup_armormedium;
1170         if(!self.max_armorvalue)
1171                 self.max_armorvalue = g_pickup_armormedium_max;
1172         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);
1173 }
1174
1175 void spawnfunc_item_armor_big (void) {
1176         if(!self.armorvalue)
1177                 self.armorvalue = g_pickup_armorbig;
1178         if(!self.max_armorvalue)
1179                 self.max_armorvalue = g_pickup_armorbig_max;
1180         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);
1181 }
1182
1183 void spawnfunc_item_armor_large (void) {
1184         if(!self.armorvalue)
1185                 self.armorvalue = g_pickup_armorlarge;
1186         if(!self.max_armorvalue)
1187                 self.max_armorvalue = g_pickup_armorlarge_max;
1188         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);
1189 }
1190
1191 void spawnfunc_item_health_small (void) {
1192         if(!self.max_health)
1193                 self.max_health = g_pickup_healthsmall_max;
1194         if(!self.health)
1195                 self.health = g_pickup_healthsmall;
1196         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);
1197 }
1198
1199 void spawnfunc_item_health_medium (void) {
1200         if(!self.max_health)
1201                 self.max_health = g_pickup_healthmedium_max;
1202         if(!self.health)
1203                 self.health = g_pickup_healthmedium;
1204         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);
1205 }
1206
1207 void spawnfunc_item_health_large (void) {
1208         if(!self.max_health)
1209                 self.max_health = g_pickup_healthlarge_max;
1210         if(!self.health)
1211                 self.health = g_pickup_healthlarge;
1212         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);
1213 }
1214
1215 void spawnfunc_item_health_mega (void) {
1216         if(!cvar("g_powerup_superhealth"))
1217                 return;
1218
1219         if(g_arena && !cvar("g_arena_powerups"))
1220                 return;
1221
1222         if(g_minstagib) {
1223                 minstagib_items(IT_NAILS);
1224         } else {
1225                 if(!self.max_health)
1226                         self.max_health = g_pickup_healthmega_max;
1227                 if(!self.health)
1228                         self.health = g_pickup_healthmega;
1229                 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);
1230         }
1231 }
1232
1233 // support old misnamed entities
1234 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1235 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1236 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1237 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1238 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1239
1240 void spawnfunc_item_strength (void) {
1241         if(!cvar("g_powerup_strength"))
1242                 return;
1243
1244         if(g_arena && !cvar("g_arena_powerups"))
1245                 return;
1246
1247         if(g_minstagib) {
1248                 minstagib_items(IT_STRENGTH);
1249         } else {
1250                 precache_sound("weapons/strength_fire.wav");
1251                 self.strength_finished = 30;
1252                 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);
1253         }
1254 }
1255
1256 void spawnfunc_item_invincible (void) {
1257         if(!cvar("g_powerup_shield"))
1258                 return;
1259
1260         if(g_arena && !cvar("g_arena_powerups"))
1261                 return;
1262
1263         if(g_minstagib) {
1264                 minstagib_items(IT_INVINCIBLE);
1265         } else {
1266                 self.invincible_finished = 30;
1267                 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);
1268         }
1269 }
1270
1271 void spawnfunc_item_minst_cells (void) {
1272         if (g_minstagib)
1273         {
1274                 minst_no_auto_cells = 1;
1275                 minstagib_items(IT_CELLS);
1276         }
1277         else
1278                 remove(self);
1279 }
1280
1281 // compatibility:
1282 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1283
1284 float target_item_func_set(float a, float b)
1285 {
1286         if(b == 0)
1287                 return a;
1288         else if(b < 0)
1289                 return 0;
1290         else
1291                 return b;
1292 }
1293
1294 float target_item_func_min(float a, float b)
1295 {
1296         if(b == 0)
1297                 return a;
1298         else if(b < 0)
1299                 return 0;
1300         else
1301                 return min(a, b);
1302 }
1303
1304 float target_item_func_max(float a, float b)
1305 {
1306         return max(a, b);
1307 }
1308
1309 float target_item_func_bitset(float a, float b)
1310 {
1311         return b;
1312 }
1313
1314 float target_item_func_and(float a, float b)
1315 {
1316         return a & b;
1317 }
1318
1319 float target_item_func_itembitset(float a, float b)
1320 {
1321         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1322 }
1323
1324 float target_item_func_itemand(float a, float b)
1325 {
1326         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1327 }
1328
1329 float target_item_func_or(float a, float b)
1330 {
1331         return a | b;
1332 }
1333
1334 float target_item_func_andnot(float a, float b)
1335 {
1336         return a - (a & b);
1337 }
1338
1339 float target_item_changed;
1340 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1341 {
1342         float n, d;
1343         n = func(activator.field, self.field);
1344
1345         if(binary)
1346         {
1347                 d = n & activator.field;
1348                 if(d != n) // bits added?
1349                         d = +1;
1350                 else if(d != activator.field) // bits removed?
1351                         d = -1;
1352                 else
1353                         d = 0;
1354         }
1355         else
1356                 d = n - activator.field;
1357
1358         if(d < 0)
1359         {
1360                 if(sound_decrease != "")
1361                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1362                 target_item_changed = 1;
1363         }
1364         else if(d > 0)
1365         {
1366                 if(sound_increase != "")
1367                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1368                 target_item_changed = 1;
1369         }
1370         activator.field = n;
1371 }
1372
1373 void target_items_use (void)
1374 {
1375         float h0, a0, f0;
1376
1377         if(activator.classname == "droppedweapon")
1378         {
1379                 EXACTTRIGGER_TOUCH;
1380                 remove(activator);
1381                 return;
1382         }
1383
1384         if(activator.classname != "player")
1385                 return;
1386         if(activator.deadflag != DEAD_NO)
1387                 return;
1388         EXACTTRIGGER_TOUCH;
1389
1390         entity e;
1391         for(e = world; (e = find(e, classname, "droppedweapon")); )
1392                 if(e.enemy == activator)
1393                         remove(e);
1394
1395         float _switchweapon;
1396         _switchweapon = FALSE;
1397         if (activator.autoswitch)
1398                 if (activator.switchweapon == w_getbestweapon(activator))
1399                         _switchweapon = TRUE;
1400
1401         a0 = activator.armorvalue;
1402         h0 = activator.health;
1403         f0 = activator.ammo_fuel;
1404         target_item_changed = 0;
1405
1406         if(self.spawnflags == 0) // SET
1407         {
1408                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1409                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1410                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1411                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1412                 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1413                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1414                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1415                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1416                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1417
1418                 if((self.items & activator.items) & IT_STRENGTH)
1419                         activator.strength_finished = time + self.strength_finished;
1420                 if((self.items & activator.items) & IT_INVINCIBLE)
1421                         activator.invincible_finished = time + self.invincible_finished;
1422         }
1423         else if(self.spawnflags == 1) // AND/MIN
1424         {
1425                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1426                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1427                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1428                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1429                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1430                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1431                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1432                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1433                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1434
1435                 if((self.items & activator.items) & IT_STRENGTH)
1436                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1437                 if((self.items & activator.items) & IT_INVINCIBLE)
1438                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1439         }
1440         else if(self.spawnflags == 2) // OR/MAX
1441         {
1442                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1443                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1444                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1445                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1446                 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1447                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1448                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1449                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1450                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1451
1452                 if((self.items & activator.items) & IT_STRENGTH)
1453                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1454                 if((self.items & activator.items) & IT_INVINCIBLE)
1455                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1456         }
1457         else if(self.spawnflags == 4) // ANDNOT/MIN
1458         {
1459                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1460                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1461                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1462                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1463                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1464                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1465                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1466                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1467                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1468
1469                 if((self.items & activator.items) & IT_STRENGTH)
1470                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1471                 if((self.items & activator.items) & IT_INVINCIBLE)
1472                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1473         }
1474
1475         if not(activator.items & IT_STRENGTH)
1476                 activator.strength_finished = 0;
1477         if not(activator.items & IT_INVINCIBLE)
1478                 activator.invincible_finished = 0;
1479
1480         if(activator.health > h0)
1481                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1482         else if(activator.health < h0)
1483                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1484
1485         if(activator.ammo_fuel > f0)
1486                 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1487         else if(activator.ammo_fuel < f0)
1488                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1489
1490         if(activator.armorvalue > a0)
1491                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1492
1493         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1494                 _switchweapon = TRUE;
1495         if(_switchweapon)
1496                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1497
1498         if(target_item_changed)
1499                 centerprint(activator, self.message);
1500 }
1501
1502 void spawnfunc_target_items (void)
1503 {
1504         float n, i, j;
1505         entity e;
1506
1507         if(g_nixnex)
1508         {
1509                 // items triggers cannot work in nixnex (as they change weapons/ammo)
1510                 remove(self);
1511                 return;
1512         }
1513
1514         self.use = target_items_use;
1515         if(!self.strength_finished)
1516                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1517         if(!self.invincible_finished)
1518                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1519
1520         precache_sound("misc/itempickup.wav");
1521         precache_sound("misc/itempickup.wav");
1522         precache_sound("misc/itempickup.wav");
1523         precache_sound("misc/itempickup.wav");
1524         precache_sound("misc/megahealth.wav");
1525         precache_sound("misc/armor25.wav");
1526         precache_sound("misc/powerup.wav");
1527         precache_sound("misc/poweroff.wav");
1528         precache_sound("weapons/weaponpickup.wav");
1529
1530         n = tokenize_console(self.netname);
1531         for(i = 0; i < n; ++i)
1532         {
1533                 if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1534                 else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1535                 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1536                 else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1537                 else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1538                 else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1539                 else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1540                 else
1541                 {
1542                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1543                         {
1544                                 e = get_weaponinfo(j);
1545                                 if(argv(i) == e.netname)
1546                                 {
1547                                         self.weapons |= e.weapons;
1548                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1549                                                 weapon_action(e.weapon, WR_PRECACHE);
1550                                         break;
1551                                 }
1552                         }
1553                         if(j > WEP_LAST)
1554                                 print("target_items: invalid item ", argv(i), "\n");
1555                 }
1556         }
1557 }
1558
1559 void spawnfunc_item_fuel(void)
1560 {
1561         if(!self.ammo_fuel)
1562                 self.ammo_fuel = g_pickup_fuel;
1563         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);
1564 }
1565
1566 void spawnfunc_item_fuel_regen(void)
1567 {
1568         if(start_items & IT_FUEL_REGEN)
1569         {
1570                 spawnfunc_item_fuel();
1571                 return;
1572         }
1573         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);
1574 }
1575
1576 void spawnfunc_item_jetpack(void)
1577 {
1578         if(g_grappling_hook)
1579                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1580         if(!self.ammo_fuel)
1581                 self.ammo_fuel = g_pickup_fuel_jetpack;
1582         if(start_items & IT_JETPACK)
1583         {
1584                 spawnfunc_item_fuel();
1585                 return;
1586         }
1587         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);
1588 }
1589
1590 // we no longer have the seeker
1591 void spawnfunc_weapon_seeker()
1592 {
1593         spawnfunc_weapon_fireball();
1594 }