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func_static, misc_gamemodel (better radiant support by splitting misc_models up)
[divverent/nexuiz.git] / data / qcsrc / server / t_items.qc
1 floatfield Item_CounterField(float it)
2 {
3         switch(it)
4         {
5                 case IT_SHELLS:      return ammo_shells;
6                 case IT_NAILS:       return ammo_nails;
7                 case IT_ROCKETS:     return ammo_rockets;
8                 case IT_CELLS:       return ammo_cells;
9                 case IT_5HP:         return health;
10                 case IT_25HP:        return health;
11                 case IT_HEALTH:      return health;
12                 case IT_ARMOR_SHARD: return armorvalue;
13                 case IT_ARMOR:       return armorvalue;
14                 // add more things here (health, armor)
15                 default:             error("requested item has no counter field");
16         }
17 }
18
19 string Item_CounterFieldName(float it)
20 {
21         switch(it)
22         {
23                 case IT_SHELLS:      return "shells";
24                 case IT_NAILS:       return "nails";
25                 case IT_ROCKETS:     return "rockets";
26                 case IT_CELLS:       return "cells";
27
28                 // add more things here (health, armor)
29                 default:             error("requested item has no counter field name");
30         }
31 }
32
33 .float max_armorvalue;
34
35 void Item_Respawn (void)
36 {
37         self.model = self.mdl;          // restore original model
38         self.solid = SOLID_TRIGGER;     // allow it to be touched again
39         sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
40         setorigin (self, self.origin);
41
42         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
43         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
44 }
45
46 float Item_GiveTo(entity item, entity player)
47 {
48         float _switchweapon;
49         float pickedup;
50         float it;
51         float i;
52         entity e;
53
54         // if nothing happens to player, just return without taking the item
55         pickedup = FALSE;
56         _switchweapon = FALSE;
57
58         if (g_minstagib)
59         {
60                 _switchweapon = TRUE;
61                 if (item.ammo_cells)
62                 {
63                         pickedup = TRUE;
64                         // play some cool sounds ;)
65                         centerprint(player, "\n");
66                         if(player.health <= 5)
67                                 announce(player, "announcer/robotic/lastsecond.ogg");
68                         else if(player.health < 50)
69                                 announce(player, "announcer/robotic/narrowly.ogg");
70                         // sound not available
71                         // else if(item.items == IT_CELLS)
72                         //      play2(player, "announce/robotic/ammo.ogg");
73
74                         if (item.weapons & WEPBIT_MINSTANEX)
75                                 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
76                         if (item.ammo_cells)
77                                 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
78                         player.health = 100;
79                 }
80
81                 // extralife powerup
82                 if (item.max_health)
83                 {
84                         pickedup = TRUE;
85                         // sound not available
86                         // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.ogg");
87                         player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
88                         sprint(player, "^3You picked up some extra lives\n");
89                 }
90
91                 // invis powerup
92                 if (item.strength_finished)
93                 {
94                         pickedup = TRUE;
95                         // sound not available
96                         // play2(player, "announce/robotic/invisible.ogg");
97                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
98                 }
99
100                 // speed powerup
101                 if (item.invincible_finished)
102                 {
103                         pickedup = TRUE;
104                         // sound not available
105                         // play2(player, "announce/robotic/speed.ogg");
106                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
107                 }
108         }
109         else
110         {
111                 if (cvar("deathmatch") == 2 || cvar("g_weapon_stay"))
112                 {
113                         if (item.flags & FL_WEAPON && player.weapons & item.weapons && item.classname != "droppedweapon")
114                                 return 0;
115                         if (player.weapons & item.weapons && item.flags & FL_TOSSED)    // don't let players stack ammo by tossing weapons
116                                 return 0;
117                 }
118
119                 // in case the player has autoswitch enabled do the following:
120                 // if the player is using their best weapon before items are given, they
121                 // probably want to switch to an even better weapon after items are given
122                 if (player.autoswitch)
123                 if (player.switchweapon == w_getbestweapon(player))
124                         _switchweapon = TRUE;
125
126                 if not(player.weapons & W_WeaponBit(player.switchweapon))
127                         _switchweapon = TRUE;
128
129                 if (item.ammo_shells)
130                 if (player.ammo_shells < g_pickup_shells_max)
131                 {
132                         pickedup = TRUE;
133                         player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
134                 }
135                 if (item.ammo_nails)
136                 if (player.ammo_nails < g_pickup_nails_max)
137                 {
138                         pickedup = TRUE;
139                         player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
140                 }
141                 if (item.ammo_rockets)
142                 if (player.ammo_rockets < g_pickup_rockets_max)
143                 {
144                         pickedup = TRUE;
145                         player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
146                 }
147                 if (item.ammo_cells)
148                 if (player.ammo_cells < g_pickup_cells_max)
149                 {
150                         pickedup = TRUE;
151                         player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
152                 }
153
154                 if (item.flags & FL_WEAPON)
155                 if ((it = item.weapons - (item.weapons & player.weapons)))
156                 {
157                         pickedup = TRUE;
158                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
159                         {
160                                 e = get_weaponinfo(i);
161                                 if(it & e.weapons)
162                                         W_GiveWeapon (player, e.weapon, item.netname);
163                         }
164                 }
165
166                 if (item.strength_finished)
167                 {
168                         pickedup = TRUE;
169                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
170                 }
171                 if (item.invincible_finished)
172                 {
173                         pickedup = TRUE;
174                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
175                 }
176                 //if (item.speed_finished)
177                 //{
178                 //      pickedup = TRUE;
179                 //      player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
180                 //}
181                 //if (item.slowmo_finished)
182                 //{
183                 //      pickedup = TRUE;
184                 //      player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
185                 //}
186
187                 if (item.health)
188                 if (player.health < item.max_health)
189                 {
190                         pickedup = TRUE;
191                         player.health = min(player.health + item.health, item.max_health);
192                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
193                 }
194                 if (item.armorvalue)
195                 if (player.armorvalue < item.max_armorvalue)
196                 {
197                         pickedup = TRUE;
198                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
199                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
200                 }
201         }
202
203         // always eat teamed entities
204         if(item.team)
205                 pickedup = TRUE;
206
207         if (!pickedup)
208                 return 0;
209
210         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
211         if (_switchweapon)
212                 W_SwitchWeapon_Force(player, w_getbestweapon(player));
213
214         return 1;
215 }
216
217 void Item_Touch (void)
218 {
219         entity e, head;
220
221         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
222         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
223         {
224                 remove(self);
225                 return;
226         }
227         if (other.classname != "player")
228                 return;
229         if (other.deadflag)
230                 return;
231         if (self.solid != SOLID_TRIGGER)
232                 return;
233         if (self.owner == other)
234                 return;
235
236         if(!Item_GiveTo(self, other))
237                 return;
238
239         if (self.classname == "droppedweapon")
240                 remove (self);
241         else if((self.flags & FL_WEAPON) && !self.team && (cvar("deathmatch") == 2 || cvar("g_weapon_stay")))
242                 return;
243         else
244         {
245                 self.solid = SOLID_NOT;
246                 self.model = string_null;
247                 if(self.team)
248                 {
249                         RandomSelection_Init();
250                         for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
251                                 RandomSelection_Add(head, 0, 1, 0);
252                         e = RandomSelection_chosen_ent;
253                 }
254                 else
255                         e = self;
256                 e.nextthink = time + self.respawntime;
257                 e.think = Item_Respawn;
258         }
259 }
260
261 void Item_FindTeam()
262 {
263         entity head, e;
264
265         if(self.effects & EF_NODRAW)
266         {
267                 // marker for item team search
268                 dprint("Initializing item team ", ftos(self.team), "\n");
269                 RandomSelection_Init();
270                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
271                         RandomSelection_Add(head, 0, 1, 0);
272                 e = RandomSelection_chosen_ent;
273                 e.cnt = 0;
274
275                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
276                 {
277                         if(head != e)
278                         {
279                                 // make it a non-spawned item
280                                 head.solid = SOLID_NOT;
281                                 head.model = string_null;
282                                 head.cnt = 1; // cnt 1 = initially hidden item
283                         }
284                         head.effects = head.effects - (head.effects & EF_NODRAW);
285                 }
286         }
287 }
288
289 // Savage: used for item garbage-collection
290 // TODO: perhaps nice special effect?
291 void RemoveItem(void) /*FIXDECL*/
292 {
293         remove(self);
294 }
295
296 // pickup evaluation functions
297 // these functions decide how desirable an item is to the bots
298
299 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
300
301 float weapon_pickupevalfunc(entity player, entity item)
302 {
303         // if we already have the weapon, rate it 1/5th normal value
304         if ((player.weapons & item.weapons) == item.weapons)
305                 return item.bot_pickupbasevalue * 0.2;
306         return item.bot_pickupbasevalue;
307 };
308
309 float commodity_pickupevalfunc(entity player, entity item)
310 {
311         float c;
312         c = 0;
313         // TODO: figure out if the player even has the weapon this ammo is for?
314         // may not affect strategy much though...
315         // find out how much more ammo/armor/health the player can hold
316         if (item.ammo_shells)
317         if (player.ammo_shells < g_pickup_shells_max)
318                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
319         if (item.ammo_nails)
320         if (player.ammo_nails < g_pickup_nails_max)
321                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
322         if (item.ammo_rockets)
323         if (player.ammo_rockets < g_pickup_rockets_max)
324                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
325         if (item.ammo_cells)
326         if (player.ammo_cells < g_pickup_cells_max)
327                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
328         if (item.armorvalue)
329         if (player.armorvalue < item.max_armorvalue)
330                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
331         if (item.health)
332         if (player.health < item.max_health)
333                 c = c + max(0, 1 - player.health / item.max_health);
334
335         return item.bot_pickupbasevalue * c;
336 };
337
338
339 .float is_item;
340 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
341 {
342         startitem_failed = FALSE;
343
344         // is it a dropped weapon?
345         if (self.classname == "droppedweapon")
346         {
347                 // it's a dropped weapon
348                 self.movetype = MOVETYPE_TOSS;
349                 self.solid = SOLID_TRIGGER;
350                 // Savage: remove thrown items after a certain period of time ("garbage collection")
351                 self.think = RemoveItem;
352                 self.nextthink = time + 60;
353                 // don't drop if in a NODROP zone (such as lava)
354                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
355                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
356                 {
357                         startitem_failed = TRUE;
358                         remove(self);
359                         return;
360                 }
361         }
362         else
363         {
364                 // it's a level item
365                 if(self.spawnflags & 1)
366                         self.noalign = 1;
367                 if (self.noalign)
368                         self.movetype = MOVETYPE_NONE;
369                 else
370                         self.movetype = MOVETYPE_TOSS;
371                 self.solid = SOLID_TRIGGER;
372                 // do item filtering according to game mode and other things
373                 if (!self.noalign)
374                 {
375                         // first nudge it off the floor a little bit to avoid math errors
376                         setorigin(self, self.origin + '0 0 1');
377                         // set item size before we spawn a spawnfunc_waypoint
378                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
379                                 setsize (self, '-16 -16 0', '16 16 48');
380                         else
381                                 setsize (self, '-16 -16 0', '16 16 32');
382                         // note droptofloor returns FALSE if stuck/or would fall too far
383                         droptofloor();
384                         waypoint_spawnforitem(self);
385                 }
386
387                 if(teams_matter)
388                 {
389                         if(self.notteam)
390                         {
391                                 print("removed non-teamplay ", self.classname, "\n");
392                                 startitem_failed = TRUE;
393                                 remove (self);
394                                 return;
395                         }
396                 }
397                 else
398                 {
399                         if(self.notfree)
400                         {
401                                 print("removed non-FFA ", self.classname, "\n");
402                                 startitem_failed = TRUE;
403                                 remove (self);
404                                 return;
405                         }
406                 }
407
408                 if(self.notq3a)
409                 {
410                         // We aren't TA or something like that, so we keep the Q3A entities
411                         print("removed non-Q3A ", self.classname, "\n");
412                         startitem_failed = TRUE;
413                         remove (self);
414                         return;
415                 }
416
417                 /*
418                  * can't do it that way, as it would break maps
419                  * TODO make a target_give like entity another way, that perhaps has
420                  * the weapon name in a key
421                 if(self.targetname)
422                 {
423                         // target_give not yet supported; maybe later
424                         print("removed targeted ", self.classname, "\n");
425                         startitem_failed = TRUE;
426                         remove (self);
427                         return;
428                 }
429                 */
430
431                 if(cvar("spawn_debug") >= 2)
432                 {
433                         entity otheritem;
434                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
435                         {
436                                 if(otheritem.is_item)
437                                 {
438                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
439                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
440                                         error("Mapper sucks.");
441                                 }
442                         }
443                         self.is_item = TRUE;
444                 }
445
446                 weaponsInMap |= weaponid;
447
448                 if(g_lms || g_rocketarena)
449                 {
450                         startitem_failed = TRUE;
451                         remove(self);
452                         return;
453                 }
454                 else if (g_minstagib)
455                 {
456                         // don't remove dropped items and powerups
457                         if (self.classname != "minstagib")
458                         {
459                                 startitem_failed = TRUE;
460                                 remove (self);
461                                 return;
462                         }
463                 }
464                 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
465                 {
466                         startitem_failed = TRUE;
467                         remove (self);
468                         return;
469                 }
470
471                 precache_model (itemmodel);
472                 precache_sound (pickupsound);
473                 precache_sound ("misc/itemrespawn.wav");
474
475                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
476                         self.target = "###item###"; // for finding the nearest item using find()
477         }
478
479         self.bot_pickup = TRUE;
480         self.bot_pickupevalfunc = pickupevalfunc;
481         self.bot_pickupbasevalue = pickupbasevalue;
482         self.mdl = itemmodel;
483         self.item_pickupsound = pickupsound;
484         // let mappers override respawntime
485         if (!self.respawntime)
486                 self.respawntime = defaultrespawntime;
487         self.netname = itemname;
488         self.items = itemid;
489         self.weapons = weaponid;
490         self.flags = FL_ITEM | itemflags;
491         self.touch = Item_Touch;
492         setmodel (self, self.mdl); // precision set below
493         self.effects |= EF_LOWPRECISION;
494         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
495                 setsize (self, '-16 -16 0', '16 16 48');
496         else
497                 setsize (self, '-16 -16 0', '16 16 32');
498         if (itemflags & FL_WEAPON)
499         {
500                 // neutral team color for pickup weapons
501                 self.colormap = 160 * 1024 + 160;
502         }
503
504         if (cvar("g_fullbrightitems"))
505                 self.effects = self.effects | EF_FULLBRIGHT;
506         
507         if(self.team)
508         {
509                 self.effects = self.effects | EF_NODRAW; // marker for item team search
510                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
511         }
512 }
513
514 /* replace items in minstagib
515  * IT_STRENGTH   = invisibility
516  * IT_NAILS      = extra lives
517  * IT_INVINCIBLE = speed
518  */
519 void minstagib_items (float itemid)
520 {
521         // we don't want to replace dropped weapons ;)
522         if (self.classname == "droppedweapon")
523         {
524                 self.ammo_cells = 25;
525                 StartItem ("models/weapons/g_nex.md3",
526                         "weapons/weaponpickup.wav", 15,
527                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
528                 return;
529         }
530
531         local float rnd;
532         self.classname = "minstagib";
533
534         // replace rocket launchers and nex guns with ammo cells
535         if (itemid == IT_CELLS)
536         {
537                 self.ammo_cells = 1;
538                 StartItem ("models/items/a_cells.md3",
539                         "misc/itempickup.wav", 45,
540                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
541                 return;
542         }
543
544         // randomize
545         rnd = random() * 3;
546         if (rnd <= 1)
547                 itemid = IT_STRENGTH;
548         else if (rnd <= 2)
549                 itemid = IT_NAILS;
550         else
551                 itemid = IT_INVINCIBLE;
552
553         // replace with invis
554         if (itemid == IT_STRENGTH)
555         {
556                 self.effects = EF_ADDITIVE;
557                 self.strength_finished = 30;
558                 StartItem ("models/items/g_strength.md3",
559                         "misc/powerup.wav", g_pickup_respawntime_powerup,
560                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
561         }
562         // replace with extra lives
563         if (itemid == IT_NAILS)
564         {
565                 self.max_health = 1;
566                 StartItem ("models/items/g_h100.md3",
567                         "misc/megahealth.wav", g_pickup_respawntime_powerup,
568                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
569
570         }
571         // replace with speed
572         if (itemid == IT_INVINCIBLE)
573         {
574                 self.effects = EF_ADDITIVE;
575                 self.invincible_finished = 30;
576                 StartItem ("models/items/g_invincible.md3",
577                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup,
578                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
579         }
580
581 }
582
583 float minst_no_auto_cells;
584 void minst_remove_item (void) {
585         if(minst_no_auto_cells)
586                 remove(self);
587 }
588
589 float weaponswapping;
590 float internalteam;
591
592 void weapon_defaultspawnfunc(float wpn)
593 {
594         entity e;
595         float t;
596         var .float ammofield;
597         string s;
598         entity oldself;
599         float i;
600
601         // set the respawntime in advance (so replaced weapons can copy it)
602         if(!self.respawntime)
603         {
604                 e = get_weaponinfo(wpn);
605                 if(e.items == IT_SUPERWEAPON)
606                         self.respawntime = g_pickup_respawntime_powerup;
607                 else
608                         self.respawntime = g_pickup_respawntime_short;
609         }
610
611         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
612         {
613                 s = cvar_string(strcat("g_weaponreplace_", ftos(wpn)));
614                 t = tokenize(s);
615                 if(t >= 2)
616                 {
617                         self.team = --internalteam;
618                         for(i = 1; i < t; ++i)
619                         {
620                                 oldself = self;
621                                 self = spawn();
622                                 copyentity(oldself, self);
623                                 self.classname = "replacedweapon";
624                                 weapon_defaultspawnfunc(stof(argv(i)));
625                                 self = oldself;
626                         }
627                 }
628                 if(t >= 1)
629                         wpn = stof(argv(0));
630                 if(wpn == 0)
631                 {
632                         remove(self);
633                         return;
634                 }
635         }
636
637         e = get_weaponinfo(wpn);
638
639         if(e.items && e.items != IT_SUPERWEAPON)
640         {
641                 ammofield = Item_CounterField(e.items);
642                 if(!self.ammofield)
643                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(e.items)));
644         }
645
646         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
647         if (self.modelindex) // don't precache if self was removed
648                 weapon_action(e.weapon, WR_PRECACHE);
649 }
650
651 void spawnfunc_weapon_shotgun (void);
652 void spawnfunc_weapon_uzi (void) {
653         if(q3acompat_machineshotgunswap)
654         if(self.classname != "droppedweapon")
655         {
656                 weapon_defaultspawnfunc(WEP_SHOTGUN);
657                 return;
658         }
659         weapon_defaultspawnfunc(WEP_UZI);
660 }
661
662 void spawnfunc_weapon_shotgun (void) {
663         if(q3acompat_machineshotgunswap)
664         if(self.classname != "droppedweapon")
665         {
666                 weapon_defaultspawnfunc(WEP_UZI);
667                 return;
668         }
669         weapon_defaultspawnfunc(WEP_SHOTGUN);
670 }
671
672 void spawnfunc_weapon_nex (void)
673 {
674         if (g_minstagib)
675         {
676                 minstagib_items(IT_CELLS);
677                 self.think = minst_remove_item;
678                 self.nextthink = time + cvar("sys_ticrate");
679                 return;
680         }
681         weapon_defaultspawnfunc(WEP_NEX);
682 }
683
684 void spawnfunc_weapon_minstanex (void)
685 {
686         if (g_minstagib)
687         {
688                 minstagib_items(IT_CELLS);
689                 self.think = minst_remove_item;
690                 self.nextthink = time + cvar("sys_ticrate");
691                 return;
692         }
693         weapon_defaultspawnfunc(WEP_MINSTANEX);
694 }
695
696 void spawnfunc_weapon_rocketlauncher (void)
697 {
698         if (g_minstagib)
699         {
700                 minstagib_items(IT_CELLS);
701                 self.think = minst_remove_item;
702                 self.nextthink = time + cvar("sys_ticrate");
703                 return;
704         }
705         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
706 }
707
708 void spawnfunc_item_rockets (void) {
709         if(!self.ammo_rockets)
710                 self.ammo_rockets = g_pickup_rockets;
711         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
712 }
713
714 void spawnfunc_item_shells (void);
715 void spawnfunc_item_bullets (void) {
716         if(!weaponswapping)
717         if(q3acompat_machineshotgunswap)
718         if(self.classname != "droppedweapon")
719         {
720                 weaponswapping = TRUE;
721                 spawnfunc_item_shells();
722                 weaponswapping = FALSE;
723                 return;
724         }
725
726         if(!self.ammo_nails)
727                 self.ammo_nails = g_pickup_nails;
728         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_short, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
729 }
730
731 void spawnfunc_item_cells (void) {
732         if(!self.ammo_cells)
733                 self.ammo_cells = g_pickup_cells;
734         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
735 }
736
737 void spawnfunc_item_shells (void) {
738         if(!weaponswapping)
739         if(q3acompat_machineshotgunswap)
740         if(self.classname != "droppedweapon")
741         {
742                 weaponswapping = TRUE;
743                 spawnfunc_item_bullets();
744                 weaponswapping = FALSE;
745                 return;
746         }
747
748         if(!self.ammo_shells)
749                 self.ammo_shells = g_pickup_shells;
750         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
751 }
752
753 void spawnfunc_item_armor_small (void) {
754         if(!self.armorvalue)
755                 self.armorvalue = g_pickup_armorsmall;
756         if(!self.max_armorvalue)
757                 self.max_armorvalue = g_pickup_armorsmall_max;
758         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, 1000);
759 }
760
761 void spawnfunc_item_armor_medium (void) {
762         if(!self.armorvalue)
763                 self.armorvalue = g_pickup_armormedium;
764         if(!self.max_armorvalue)
765                 self.max_armorvalue = g_pickup_armormedium_max;
766         StartItem ("models/items/g_armormedium.md3", "misc/armor1.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
767 }
768
769 void spawnfunc_item_armor_large (void) {
770         if(!self.armorvalue)
771                 self.armorvalue = g_pickup_armorlarge;
772         if(!self.max_armorvalue)
773                 self.max_armorvalue = g_pickup_armorlarge_max;
774         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
775 }
776
777 void spawnfunc_item_health_small (void) {
778         if(!self.max_health)
779                 self.max_health = g_pickup_healthsmall_max;
780         if(!self.health)
781                 self.health = g_pickup_healthsmall;
782         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, 20000);
783 }
784
785 void spawnfunc_item_health_medium (void) {
786         if(!self.max_health)
787                 self.max_health = g_pickup_healthmedium_max;
788         if(!self.health)
789                 self.health = g_pickup_healthmedium;
790         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
791 }
792
793 void spawnfunc_item_health_large (void) {
794         if(!self.max_health)
795                 self.max_health = g_pickup_healthlarge_max;
796         if(!self.health)
797                 self.health = g_pickup_healthlarge;
798         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
799 }
800
801 void spawnfunc_item_health_mega (void) {
802         if(!cvar("g_powerup_superhealth"))
803                 return;
804
805         if(g_arena && !cvar("g_arena_powerups"))
806                 return;
807
808         if(g_minstagib) {
809                 minstagib_items(IT_NAILS);
810         } else {
811                 if(!self.max_health)
812                         self.max_health = g_pickup_healthmega_max;
813                 if(!self.health)
814                         self.health = g_pickup_healthmega;
815                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, 20000);
816         }
817 }
818
819 // support old misnamed entities
820 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
821 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
822 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
823 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
824 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
825
826 void spawnfunc_item_strength (void) {
827         if(!cvar("g_powerup_strength"))
828                 return;
829
830         if(g_arena && !cvar("g_arena_powerups"))
831                 return;
832
833         if(g_minstagib) {
834                 minstagib_items(IT_STRENGTH);
835         } else {
836                 precache_sound("weapons/strength_fire.wav");
837                 self.strength_finished = 30;
838                 self.effects = EF_ADDITIVE;
839                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
840         }
841 }
842
843 void spawnfunc_item_invincible (void) {
844         if(!cvar("g_powerup_shield"))
845                 return;
846
847         if(g_arena && !cvar("g_arena_powerups"))
848                 return;
849
850         if(g_minstagib) {
851                 minstagib_items(IT_INVINCIBLE);
852         } else {
853                 self.invincible_finished = 30;
854                 self.effects = EF_ADDITIVE;
855                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
856         }
857 }
858
859 void spawnfunc_item_minst_cells (void) {
860         if (g_minstagib)
861         {
862                 minst_no_auto_cells = 1;
863                 minstagib_items(IT_CELLS);
864         }
865         else
866                 remove(self);
867 }
868
869 // compatibility:
870 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
871
872 void spawnfunc_misc_gamemodel (void)
873 {
874         SetBrushEntityModel();
875 }
876
877 void spawnfunc_misc_models (void)
878 {
879         // exists as alias name for 2.4.2 compat
880         SetBrushEntityModel();
881 }
882
883 void spawnfunc_func_static (void)
884 {
885         // exists as alias name for having it with brushes
886         SetBrushEntityModel();
887 }
888
889 void func_wall_use (void)
890 {
891         if(teams_matter)
892         {
893                 if(activator.team)
894                         self.colormap = (activator.team - 1) * 0x11;
895                 else
896                         self.colormap = 0x00;
897         }
898         else
899                 self.colormap = ceil(random() * 256) - 1;
900         self.colormap |= 1024; // RENDER_COLORMAPPED
901 }
902
903 void spawnfunc_func_wall (void)
904 {
905         SetBrushEntityModel();
906         self.solid = SOLID_BSP;
907         self.use = func_wall_use;
908 }
909
910 float target_item_func_set(float a, float b)
911 {
912         if(b == 0)
913                 return a;
914         else if(b < 0)
915                 return 0;
916         else
917                 return b;
918 }
919
920 float target_item_func_min(float a, float b)
921 {
922         if(b == 0)
923                 return a;
924         else if(b < 0)
925                 return 0;
926         else
927                 return min(a, b);
928 }
929
930 float target_item_func_max(float a, float b)
931 {
932         return max(a, b);
933 }
934
935 float target_item_func_bitset(float a, float b)
936 {
937         return b;
938 }
939
940 float target_item_func_and(float a, float b)
941 {
942         return a & b;
943 }
944
945 float target_item_func_itembitset(float a, float b)
946 {
947         return (a - (a & (IT_UNLIMITED_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | b;
948 }
949
950 float target_item_func_itemand(float a, float b)
951 {
952         return (a - (a & (IT_UNLIMITED_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
953 }
954
955 float target_item_func_or(float a, float b)
956 {
957         return a | b;
958 }
959
960 float target_item_func_andnot(float a, float b)
961 {
962         return a - (a & b);
963 }
964
965 float target_item_changed;
966 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
967 {
968         float n, d;
969         n = func(activator.field, self.field);
970
971         if(binary)
972         {
973                 d = n & activator.field;
974                 if(d != n) // bits added?
975                         d = +1;
976                 else if(d != activator.field) // bits removed?
977                         d = -1;
978                 else
979                         d = 0;
980         }
981         else
982                 d = n - activator.field;
983
984         if(d < 0)
985         {
986                 if(sound_decrease != "")
987                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
988                 target_item_changed = 1;
989         }
990         else if(d > 0)
991         {
992                 if(sound_increase != "")
993                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
994                 target_item_changed = 1;
995         }
996         activator.field = n;
997 }
998
999 void target_items_use (void)
1000 {
1001         float h0, a0;
1002         if(activator.classname != "player")
1003                 return;
1004         if(activator.deadflag != DEAD_NO)
1005                 return;
1006         EXACTTRIGGER_TOUCH;
1007
1008         entity e;
1009         for(e = world; (e = find(e, classname, "droppedweapon")); )
1010                 if(e.enemy == activator)
1011                         remove(e);
1012
1013         float _switchweapon;
1014         _switchweapon = FALSE;
1015         if (activator.autoswitch)
1016                 if (activator.switchweapon == w_getbestweapon(activator))
1017                         _switchweapon = TRUE;
1018
1019         a0 = activator.armorvalue;
1020         h0 = activator.health;
1021         target_item_changed = 0;
1022
1023         if(self.spawnflags == 0) // SET
1024         {
1025                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1026                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1027                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1028                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1029                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1030                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1031                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "");
1032                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1033
1034                 if((self.items & activator.items) & IT_STRENGTH)
1035                         activator.strength_finished = time + self.strength_finished;
1036                 if((self.items & activator.items) & IT_INVINCIBLE)
1037                         activator.invincible_finished = time + self.invincible_finished;
1038         }
1039         else if(self.spawnflags == 1) // AND/MIN
1040         {
1041                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1042                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1043                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1044                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1045                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1046                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1047                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "");
1048                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1049
1050                 if((self.items & activator.items) & IT_STRENGTH)
1051                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1052                 if((self.items & activator.items) & IT_INVINCIBLE)
1053                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1054         }
1055         else if(self.spawnflags == 2) // OR/MAX
1056         {
1057                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1058                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1059                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1060                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1061                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1062                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1063                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "");
1064                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1065
1066                 if((self.items & activator.items) & IT_STRENGTH)
1067                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1068                 if((self.items & activator.items) & IT_INVINCIBLE)
1069                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1070         }
1071         else if(self.spawnflags == 4) // ANDNOT/MIN
1072         {
1073                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1074                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1075                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1076                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1077                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1078                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1079                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "");
1080                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1081
1082                 if((self.items & activator.items) & IT_STRENGTH)
1083                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1084                 if((self.items & activator.items) & IT_INVINCIBLE)
1085                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1086         }
1087
1088         if not(activator.items & IT_STRENGTH)
1089                 activator.strength_finished = 0;
1090         if not(activator.items & IT_INVINCIBLE)
1091                 activator.invincible_finished = 0;
1092         
1093         if(activator.health > h0)
1094                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1095         else if(activator.health < h0)
1096                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1097
1098         if(activator.armorvalue > a0)
1099                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1100
1101         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1102                 _switchweapon = TRUE;
1103         if(_switchweapon)
1104                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1105
1106         if(target_item_changed)
1107                 centerprint(activator, self.message);
1108 }
1109
1110 void spawnfunc_target_items (void)
1111 {
1112         float n, i, j;
1113         entity e;
1114         self.use = target_items_use;
1115         if(!self.strength_finished)
1116                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1117         if(!self.invincible_finished)
1118                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1119         
1120         precache_sound("misc/itempickup.wav");
1121         precache_sound("misc/itempickup.wav");
1122         precache_sound("misc/itempickup.wav");
1123         precache_sound("misc/itempickup.wav");
1124         precache_sound("misc/megahealth.wav");
1125         precache_sound("misc/armor25.wav");
1126         precache_sound("misc/powerup.wav");
1127         precache_sound("weapons/weaponpickup.wav");
1128
1129         n = tokenize(self.netname);
1130         for(i = 0; i < n; ++i)
1131         {
1132                 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1133                 if(argv(i) == "strength")       self.items |= IT_STRENGTH;
1134                 if(argv(i) == "invincible")     self.items |= IT_INVINCIBLE;
1135                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1136                 {
1137                         e = get_weaponinfo(j);
1138                         if(argv(i) == e.netname)
1139                         {
1140                                 self.weapons |= e.weapons;
1141                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1142                                         weapon_action(e.weapon, WR_PRECACHE);
1143                         }
1144                 }
1145         }
1146 }