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