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more self-resetting
[divverent/nexuiz.git] / data / qcsrc / server / t_items.qc
1 floatfield Item_CounterField(float it)
2 {
3         switch(it)
4         {
5                 case IT_SHELLS:      return ammo_shells;
6                 case IT_NAILS:       return ammo_nails;
7                 case IT_ROCKETS:     return ammo_rockets;
8                 case IT_CELLS:       return ammo_cells;
9                 case IT_5HP:         return health;
10                 case IT_25HP:        return health;
11                 case IT_HEALTH:      return health;
12                 case IT_ARMOR_SHARD: return armorvalue;
13                 case IT_ARMOR:       return armorvalue;
14                 // add more things here (health, armor)
15                 default:             error("requested item has no counter field");
16         }
17 }
18
19 string Item_CounterFieldName(float it)
20 {
21         switch(it)
22         {
23                 case IT_SHELLS:      return "shells";
24                 case IT_NAILS:       return "nails";
25                 case IT_ROCKETS:     return "rockets";
26                 case IT_CELLS:       return "cells";
27
28                 // add more things here (health, armor)
29                 default:             error("requested item has no counter field name");
30         }
31 }
32
33 .float max_armorvalue;
34
35 void Item_Respawn (void)
36 {
37         self.model = self.mdl;          // restore original model
38         self.solid = SOLID_TRIGGER;     // allow it to be touched again
39         sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
40         setorigin (self, self.origin);
41
42         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
43         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
44 }
45
46 float Item_GiveTo(entity item, entity player)
47 {
48         float _switchweapon;
49         float pickedup;
50         float it;
51         float i;
52         entity e;
53
54         // if nothing happens to player, just return without taking the item
55         pickedup = FALSE;
56         _switchweapon = FALSE;
57
58         if (g_minstagib)
59         {
60                 _switchweapon = TRUE;
61                 if (item.ammo_cells)
62                 {
63                         pickedup = TRUE;
64                         // play some cool sounds ;)
65                         centerprint(player, "\n");
66                         if(player.health <= 5)
67                                 announce(player, "announcer/robotic/lastsecond.wav");
68                         else if(player.health < 50)
69                                 announce(player, "announcer/robotic/narrowly.wav");
70                         // sound not available
71                         // else if(item.items == IT_CELLS)
72                         //      play2(player, "announce/robotic/ammo.wav");
73
74                         if (item.weapons & WEPBIT_MINSTANEX)
75                                 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
76                         if (item.ammo_cells)
77                                 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
78                         player.health = 100;
79                 }
80
81                 // extralife powerup
82                 if (item.max_health)
83                 {
84                         pickedup = TRUE;
85                         // sound not available
86                         // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
87                         player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
88                         sprint(player, "^3You picked up some extra lives\n");
89                 }
90
91                 // invis powerup
92                 if (item.strength_finished)
93                 {
94                         pickedup = TRUE;
95                         // sound not available
96                         // play2(player, "announce/robotic/invisible.wav");
97                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
98                 }
99
100                 // speed powerup
101                 if (item.invincible_finished)
102                 {
103                         pickedup = TRUE;
104                         // sound not available
105                         // play2(player, "announce/robotic/speed.wav");
106                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
107                 }
108         }
109         else
110         {
111                 if (g_weapon_stay == 1)
112                 if not(item.flags & FL_NO_WEAPON_STAY)
113                 if (item.flags & FL_WEAPON)
114                 {
115                         if(item.classname == "droppedweapon")
116                         {
117                                 if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons
118                                         goto skip;
119                         }
120                         else
121                         {
122                                 if (player.weapons & item.weapons)
123                                         goto skip;
124                         }
125                 }
126
127                 // in case the player has autoswitch enabled do the following:
128                 // if the player is using their best weapon before items are given, they
129                 // probably want to switch to an even better weapon after items are given
130                 if (player.autoswitch)
131                 if (player.switchweapon == w_getbestweapon(player))
132                         _switchweapon = TRUE;
133
134                 if not(player.weapons & W_WeaponBit(player.switchweapon))
135                         _switchweapon = TRUE;
136
137                 if (item.ammo_shells)
138                 if (player.ammo_shells < g_pickup_shells_max)
139                 {
140                         pickedup = TRUE;
141                         player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
142                 }
143                 if (item.ammo_nails)
144                 if (player.ammo_nails < g_pickup_nails_max)
145                 {
146                         pickedup = TRUE;
147                         player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
148                 }
149                 if (item.ammo_rockets)
150                 if (player.ammo_rockets < g_pickup_rockets_max)
151                 {
152                         pickedup = TRUE;
153                         player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
154                 }
155                 if (item.ammo_cells)
156                 if (player.ammo_cells < g_pickup_cells_max)
157                 {
158                         pickedup = TRUE;
159                         player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
160                 }
161
162                 if (item.flags & FL_WEAPON)
163                 if ((it = item.weapons - (item.weapons & player.weapons)))
164                 {
165                         pickedup = TRUE;
166                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
167                         {
168                                 e = get_weaponinfo(i);
169                                 if(it & e.weapons)
170                                         W_GiveWeapon (player, e.weapon, item.netname);
171                         }
172                 }
173
174                 if (item.strength_finished)
175                 {
176                         pickedup = TRUE;
177                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
178                 }
179                 if (item.invincible_finished)
180                 {
181                         pickedup = TRUE;
182                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
183                 }
184                 //if (item.speed_finished)
185                 //{
186                 //      pickedup = TRUE;
187                 //      player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
188                 //}
189                 //if (item.slowmo_finished)
190                 //{
191                 //      pickedup = TRUE;
192                 //      player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
193                 //}
194
195                 if (item.health)
196                 if (player.health < item.max_health)
197                 {
198                         pickedup = TRUE;
199                         player.health = min(player.health + item.health, item.max_health);
200                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
201                 }
202                 if (item.armorvalue)
203                 if (player.armorvalue < item.max_armorvalue)
204                 {
205                         pickedup = TRUE;
206                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
207                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
208                 }
209         }
210
211 :skip
212         // always eat teamed entities
213         if(item.team)
214                 pickedup = TRUE;
215
216         if (!pickedup)
217                 return 0;
218
219         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
220         if (_switchweapon)
221                 W_SwitchWeapon_Force(player, w_getbestweapon(player));
222
223         return 1;
224 }
225
226 void Item_Touch (void)
227 {
228         entity e, head;
229
230         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
231         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
232         {
233                 remove(self);
234                 return;
235         }
236         if (other.classname != "player")
237                 return;
238         if (other.deadflag)
239                 return;
240         if (self.solid != SOLID_TRIGGER)
241                 return;
242         if (self.owner == other)
243                 return;
244
245         if(!Item_GiveTo(self, other))
246                 return;
247
248         if (self.classname == "droppedweapon")
249                 remove (self);
250         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
251                 return;
252         else
253         {
254                 self.solid = SOLID_NOT;
255                 self.model = string_null;
256                 if(self.team)
257                 {
258                         RandomSelection_Init();
259                         for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
260                                 RandomSelection_Add(head, 0, head.cnt, 0);
261                         e = RandomSelection_chosen_ent;
262                 }
263                 else
264                         e = self;
265                 e.nextthink = time + self.respawntime;
266                 e.think = Item_Respawn;
267         }
268 }
269
270 void Item_FindTeam()
271 {
272         entity head, e;
273
274         if(self.effects & EF_NODRAW)
275         {
276                 // marker for item team search
277                 dprint("Initializing item team ", ftos(self.team), "\n");
278                 RandomSelection_Init();
279                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
280                         RandomSelection_Add(head, 0, head.cnt, 0);
281                 e = RandomSelection_chosen_ent;
282                 e.state = 0;
283
284                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
285                 {
286                         if(head != e)
287                         {
288                                 // make it a non-spawned item
289                                 head.solid = SOLID_NOT;
290                                 head.model = string_null;
291                                 head.state = 1; // state 1 = initially hidden item
292                         }
293                         head.effects = head.effects - (head.effects & EF_NODRAW);
294                 }
295         }
296 }
297
298 void Item_Reset()
299 {
300         if(self.state == 1)
301         {
302                 self.model = string_null;
303                 self.solid = SOLID_NOT;
304         }
305         else
306         {
307                 self.model = self.mdl;
308                 self.solid = SOLID_TRIGGER;
309         }
310         setorigin (self, self.origin);
311         self.think = SUB_Null;
312         self.nextthink = 0;
313 }
314
315 // Savage: used for item garbage-collection
316 // TODO: perhaps nice special effect?
317 void RemoveItem(void)
318 {
319         remove(self);
320 }
321
322 // pickup evaluation functions
323 // these functions decide how desirable an item is to the bots
324
325 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
326
327 float weapon_pickupevalfunc(entity player, entity item)
328 {
329         // if we already have the weapon, rate it 1/5th normal value
330         if ((player.weapons & item.weapons) == item.weapons)
331                 return item.bot_pickupbasevalue * 0.2;
332         return item.bot_pickupbasevalue;
333 };
334
335 float commodity_pickupevalfunc(entity player, entity item)
336 {
337         float c;
338         c = 0;
339         // TODO: figure out if the player even has the weapon this ammo is for?
340         // may not affect strategy much though...
341         // find out how much more ammo/armor/health the player can hold
342         if (item.ammo_shells)
343         if (player.ammo_shells < g_pickup_shells_max)
344                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
345         if (item.ammo_nails)
346         if (player.ammo_nails < g_pickup_nails_max)
347                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
348         if (item.ammo_rockets)
349         if (player.ammo_rockets < g_pickup_rockets_max)
350                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
351         if (item.ammo_cells)
352         if (player.ammo_cells < g_pickup_cells_max)
353                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
354         if (item.armorvalue)
355         if (player.armorvalue < item.max_armorvalue)
356                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
357         if (item.health)
358         if (player.health < item.max_health)
359                 c = c + max(0, 1 - player.health / item.max_health);
360
361         return item.bot_pickupbasevalue * c;
362 };
363
364
365 .float is_item;
366 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
367 {
368         startitem_failed = FALSE;
369
370         // is it a dropped weapon?
371         if (self.classname == "droppedweapon")
372         {
373                 self.reset = SUB_Remove;
374                 // it's a dropped weapon
375                 self.movetype = MOVETYPE_TOSS;
376                 self.solid = SOLID_TRIGGER;
377                 // Savage: remove thrown items after a certain period of time ("garbage collection")
378                 self.think = RemoveItem;
379                 self.nextthink = time + 60;
380                 // don't drop if in a NODROP zone (such as lava)
381                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
382                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
383                 {
384                         startitem_failed = TRUE;
385                         remove(self);
386                         return;
387                 }
388         }
389         else
390         {
391                 self.reset = Item_Reset;
392                 // it's a level item
393                 if(self.spawnflags & 1)
394                         self.noalign = 1;
395                 if (self.noalign)
396                         self.movetype = MOVETYPE_NONE;
397                 else
398                         self.movetype = MOVETYPE_TOSS;
399                 self.solid = SOLID_TRIGGER;
400                 // do item filtering according to game mode and other things
401                 if (!self.noalign)
402                 {
403                         // first nudge it off the floor a little bit to avoid math errors
404                         setorigin(self, self.origin + '0 0 1');
405                         // set item size before we spawn a spawnfunc_waypoint
406                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
407                                 setsize (self, '-16 -16 0', '16 16 48');
408                         else
409                                 setsize (self, '-16 -16 0', '16 16 32');
410                         // note droptofloor returns FALSE if stuck/or would fall too far
411                         droptofloor();
412                         waypoint_spawnforitem(self);
413                 }
414
415                 if(teams_matter)
416                 {
417                         if(self.notteam)
418                         {
419                                 print("removed non-teamplay ", self.classname, "\n");
420                                 startitem_failed = TRUE;
421                                 remove (self);
422                                 return;
423                         }
424                 }
425                 else
426                 {
427                         if(self.notfree)
428                         {
429                                 print("removed non-FFA ", self.classname, "\n");
430                                 startitem_failed = TRUE;
431                                 remove (self);
432                                 return;
433                         }
434                 }
435
436                 if(self.notq3a)
437                 {
438                         // We aren't TA or something like that, so we keep the Q3A entities
439                         print("removed non-Q3A ", self.classname, "\n");
440                         startitem_failed = TRUE;
441                         remove (self);
442                         return;
443                 }
444
445                 /*
446                  * can't do it that way, as it would break maps
447                  * TODO make a target_give like entity another way, that perhaps has
448                  * the weapon name in a key
449                 if(self.targetname)
450                 {
451                         // target_give not yet supported; maybe later
452                         print("removed targeted ", self.classname, "\n");
453                         startitem_failed = TRUE;
454                         remove (self);
455                         return;
456                 }
457                 */
458
459                 if(cvar("spawn_debug") >= 2)
460                 {
461                         entity otheritem;
462                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
463                         {
464                                 if(otheritem.is_item)
465                                 {
466                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
467                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
468                                         error("Mapper sucks.");
469                                 }
470                         }
471                         self.is_item = TRUE;
472                 }
473
474                 weaponsInMap |= weaponid;
475
476                 if(g_lms || g_weaponarena)
477                 {
478                         startitem_failed = TRUE;
479                         remove(self);
480                         return;
481                 }
482                 else if (g_minstagib)
483                 {
484                         // don't remove dropped items and powerups
485                         if (self.classname != "minstagib")
486                         {
487                                 startitem_failed = TRUE;
488                                 remove (self);
489                                 return;
490                         }
491                 }
492                 else if ((!cvar("g_pickup_items") || g_nixnex) && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
493                 {
494                         startitem_failed = TRUE;
495                         remove (self);
496                         return;
497                 }
498
499                 precache_model (itemmodel);
500                 precache_sound (pickupsound);
501                 precache_sound ("misc/itemrespawn.wav");
502
503                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
504                         self.target = "###item###"; // for finding the nearest item using find()
505         }
506
507         self.bot_pickup = TRUE;
508         self.bot_pickupevalfunc = pickupevalfunc;
509         self.bot_pickupbasevalue = pickupbasevalue;
510         self.mdl = itemmodel;
511         self.item_pickupsound = pickupsound;
512         // let mappers override respawntime
513         if (!self.respawntime)
514                 self.respawntime = defaultrespawntime;
515         self.netname = itemname;
516         self.items = itemid;
517         self.weapons = weaponid;
518         self.flags = FL_ITEM | itemflags;
519         self.touch = Item_Touch;
520         setmodel (self, self.mdl); // precision set below
521         self.effects |= EF_LOWPRECISION;
522         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
523                 setsize (self, '-16 -16 0', '16 16 48');
524         else
525                 setsize (self, '-16 -16 0', '16 16 32');
526         if(itemflags & FL_WEAPON)
527                 self.modelflags |= MF_ROTATE;
528
529         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
530         if (itemflags & FL_WEAPON)
531         {
532                 // neutral team color for pickup weapons
533                 self.colormap = 1024; // color shirt=0 pants=0 grey
534         }
535
536         if (cvar("g_fullbrightitems"))
537                 self.effects = self.effects | EF_FULLBRIGHT;
538
539         self.state = 0;
540         if(self.team)
541         {
542                 if(!self.cnt)
543                         self.cnt = 1; // item probability weight
544                 self.effects = self.effects | EF_NODRAW; // marker for item team search
545                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
546         }
547 }
548
549 /* replace items in minstagib
550  * IT_STRENGTH   = invisibility
551  * IT_NAILS      = extra lives
552  * IT_INVINCIBLE = speed
553  */
554 void minstagib_items (float itemid)
555 {
556         // we don't want to replace dropped weapons ;)
557         if (self.classname == "droppedweapon")
558         {
559                 self.ammo_cells = 25;
560                 StartItem ("models/weapons/g_nex.md3",
561                         "weapons/weaponpickup.wav", 15,
562                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
563                 return;
564         }
565
566         local float rnd;
567         self.classname = "minstagib";
568
569         // replace rocket launchers and nex guns with ammo cells
570         if (itemid == IT_CELLS)
571         {
572                 self.ammo_cells = 1;
573                 StartItem ("models/items/a_cells.md3",
574                         "misc/itempickup.wav", 45,
575                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
576                 return;
577         }
578
579         // randomize
580         rnd = random() * 3;
581         if (rnd <= 1)
582                 itemid = IT_STRENGTH;
583         else if (rnd <= 2)
584                 itemid = IT_NAILS;
585         else
586                 itemid = IT_INVINCIBLE;
587
588         // replace with invis
589         if (itemid == IT_STRENGTH)
590         {
591                 self.effects = EF_ADDITIVE;
592                 self.strength_finished = 30;
593                 StartItem ("models/items/g_strength.md3",
594                         "misc/powerup.wav", g_pickup_respawntime_powerup,
595                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
596         }
597         // replace with extra lives
598         if (itemid == IT_NAILS)
599         {
600                 self.max_health = 1;
601                 StartItem ("models/items/g_h100.md3",
602                         "misc/megahealth.wav", g_pickup_respawntime_powerup,
603                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
604
605         }
606         // replace with speed
607         if (itemid == IT_INVINCIBLE)
608         {
609                 self.effects = EF_ADDITIVE;
610                 self.invincible_finished = 30;
611                 StartItem ("models/items/g_invincible.md3",
612                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup,
613                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 1000);
614         }
615
616 }
617
618 float minst_no_auto_cells;
619 void minst_remove_item (void) {
620         if(minst_no_auto_cells)
621                 remove(self);
622 }
623
624 float weaponswapping;
625 float internalteam;
626
627 void weapon_defaultspawnfunc(float wpn)
628 {
629         entity e;
630         float t;
631         var .float ammofield;
632         string s;
633         entity oldself;
634         float i, j;
635
636         // set the respawntime in advance (so replaced weapons can copy it)
637         if(!self.respawntime)
638         {
639                 e = get_weaponinfo(wpn);
640                 if(e.items == IT_SUPERWEAPON)
641                         self.respawntime = g_pickup_respawntime_powerup;
642                 else
643                         self.respawntime = g_pickup_respawntime_weapon;
644         }
645
646         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
647         {
648                 e = get_weaponinfo(wpn);
649                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
650                 if(s == "0")
651                 {
652                         remove(self);
653                         startitem_failed = TRUE;
654                         return;
655                 }
656                 t = tokenize_sane(s);
657                 if(t >= 2)
658                 {
659                         self.team = --internalteam;
660                         oldself = self;
661                         for(i = 1; i < t; ++i)
662                         {
663                                 s = argv(i);
664                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
665                                 {
666                                         e = get_weaponinfo(j);
667                                         if(e.netname == s)
668                                         {
669                                                 self = spawn();
670                                                 copyentity(oldself, self);
671                                                 self.classname = "replacedweapon";
672                                                 weapon_defaultspawnfunc(j);
673                                                 break;
674                                         }
675                                 }
676                                 if(j > WEP_LAST)
677                                 {
678                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
679                                 }
680                         }
681                         self = oldself;
682                 }
683                 if(t >= 1)
684                 {
685                         s = argv(0);
686                         wpn = 0;
687                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
688                         {
689                                 e = get_weaponinfo(j);
690                                 if(e.netname == s)
691                                 {
692                                         wpn = j;
693                                         break;
694                                 }
695                         }
696                         if(j > WEP_LAST)
697                         {
698                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
699                         }
700                 }
701                 if(wpn == 0)
702                 {
703                         remove(self);
704                         startitem_failed = TRUE;
705                         return;
706                 }
707         }
708
709         e = get_weaponinfo(wpn);
710
711         if(e.items && e.items != IT_SUPERWEAPON)
712         {
713                 ammofield = Item_CounterField(e.items);
714                 if(!self.ammofield)
715                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(e.items)));
716         }
717         else
718         {
719                 self.flags |= FL_NO_WEAPON_STAY;
720         }
721
722         // weapon stay isn't supported for teamed weapons
723         if(self.team)
724                 self.flags |= FL_NO_WEAPON_STAY;
725
726         if(g_weapon_stay == 2)
727         {
728                 self.ammo_shells = 0;
729                 self.ammo_nails = 0;
730                 self.ammo_cells = 0;
731                 self.ammo_rockets = 0;
732                 // weapon stay 2: don't use ammo on weapon pickups; instead
733                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
734         }
735
736         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
737         if (self.modelindex) // don't precache if self was removed
738                 weapon_action(e.weapon, WR_PRECACHE);
739 }
740
741 void spawnfunc_weapon_shotgun (void);
742 void spawnfunc_weapon_uzi (void) {
743         if(q3acompat_machineshotgunswap)
744         if(self.classname != "droppedweapon")
745         {
746                 weapon_defaultspawnfunc(WEP_SHOTGUN);
747                 return;
748         }
749         weapon_defaultspawnfunc(WEP_UZI);
750 }
751
752 void spawnfunc_weapon_shotgun (void) {
753         if(q3acompat_machineshotgunswap)
754         if(self.classname != "droppedweapon")
755         {
756                 weapon_defaultspawnfunc(WEP_UZI);
757                 return;
758         }
759         weapon_defaultspawnfunc(WEP_SHOTGUN);
760 }
761
762 void spawnfunc_weapon_nex (void)
763 {
764         if (g_minstagib)
765         {
766                 minstagib_items(IT_CELLS);
767                 self.think = minst_remove_item;
768                 self.nextthink = time;
769                 return;
770         }
771         weapon_defaultspawnfunc(WEP_NEX);
772 }
773
774 void spawnfunc_weapon_minstanex (void)
775 {
776         if (g_minstagib)
777         {
778                 minstagib_items(IT_CELLS);
779                 self.think = minst_remove_item;
780                 self.nextthink = time;
781                 return;
782         }
783         weapon_defaultspawnfunc(WEP_MINSTANEX);
784 }
785
786 void spawnfunc_weapon_rocketlauncher (void)
787 {
788         if (g_minstagib)
789         {
790                 minstagib_items(IT_CELLS);
791                 self.think = minst_remove_item;
792                 self.nextthink = time;
793                 return;
794         }
795         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
796 }
797
798 void spawnfunc_item_rockets (void) {
799         if(!self.ammo_rockets)
800                 self.ammo_rockets = g_pickup_rockets;
801         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
802 }
803
804 void spawnfunc_item_shells (void);
805 void spawnfunc_item_bullets (void) {
806         if(!weaponswapping)
807         if(q3acompat_machineshotgunswap)
808         if(self.classname != "droppedweapon")
809         {
810                 weaponswapping = TRUE;
811                 spawnfunc_item_shells();
812                 weaponswapping = FALSE;
813                 return;
814         }
815
816         if(!self.ammo_nails)
817                 self.ammo_nails = g_pickup_nails;
818         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
819 }
820
821 void spawnfunc_item_cells (void) {
822         if(!self.ammo_cells)
823                 self.ammo_cells = g_pickup_cells;
824         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
825 }
826
827 void spawnfunc_item_shells (void) {
828         if(!weaponswapping)
829         if(q3acompat_machineshotgunswap)
830         if(self.classname != "droppedweapon")
831         {
832                 weaponswapping = TRUE;
833                 spawnfunc_item_bullets();
834                 weaponswapping = FALSE;
835                 return;
836         }
837
838         if(!self.ammo_shells)
839                 self.ammo_shells = g_pickup_shells;
840         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
841 }
842
843 void spawnfunc_item_armor_small (void) {
844         if(!self.armorvalue)
845                 self.armorvalue = g_pickup_armorsmall;
846         if(!self.max_armorvalue)
847                 self.max_armorvalue = g_pickup_armorsmall_max;
848         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, 1000);
849 }
850
851 void spawnfunc_item_armor_medium (void) {
852         if(!self.armorvalue)
853                 self.armorvalue = g_pickup_armormedium;
854         if(!self.max_armorvalue)
855                 self.max_armorvalue = g_pickup_armormedium_max;
856         StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
857 }
858
859 void spawnfunc_item_armor_large (void) {
860         if(!self.armorvalue)
861                 self.armorvalue = g_pickup_armorlarge;
862         if(!self.max_armorvalue)
863                 self.max_armorvalue = g_pickup_armorlarge_max;
864         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
865 }
866
867 void spawnfunc_item_health_small (void) {
868         if(!self.max_health)
869                 self.max_health = g_pickup_healthsmall_max;
870         if(!self.health)
871                 self.health = g_pickup_healthsmall;
872         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, 20000);
873 }
874
875 void spawnfunc_item_health_medium (void) {
876         if(!self.max_health)
877                 self.max_health = g_pickup_healthmedium_max;
878         if(!self.health)
879                 self.health = g_pickup_healthmedium;
880         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
881 }
882
883 void spawnfunc_item_health_large (void) {
884         if(!self.max_health)
885                 self.max_health = g_pickup_healthlarge_max;
886         if(!self.health)
887                 self.health = g_pickup_healthlarge;
888         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
889 }
890
891 void spawnfunc_item_health_mega (void) {
892         if(!cvar("g_powerup_superhealth"))
893                 return;
894
895         if(g_arena && !cvar("g_arena_powerups"))
896                 return;
897
898         if(g_minstagib) {
899                 minstagib_items(IT_NAILS);
900         } else {
901                 if(!self.max_health)
902                         self.max_health = g_pickup_healthmega_max;
903                 if(!self.health)
904                         self.health = g_pickup_healthmega;
905                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, 20000);
906         }
907 }
908
909 // support old misnamed entities
910 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
911 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
912 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
913 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
914 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
915
916 void spawnfunc_item_strength (void) {
917         if(!cvar("g_powerup_strength"))
918                 return;
919
920         if(g_arena && !cvar("g_arena_powerups"))
921                 return;
922
923         if(g_minstagib) {
924                 minstagib_items(IT_STRENGTH);
925         } else {
926                 precache_sound("weapons/strength_fire.wav");
927                 self.strength_finished = 30;
928                 self.effects = EF_ADDITIVE;
929                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
930         }
931 }
932
933 void spawnfunc_item_invincible (void) {
934         if(!cvar("g_powerup_shield"))
935                 return;
936
937         if(g_arena && !cvar("g_arena_powerups"))
938                 return;
939
940         if(g_minstagib) {
941                 minstagib_items(IT_INVINCIBLE);
942         } else {
943                 self.invincible_finished = 30;
944                 self.effects = EF_ADDITIVE;
945                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
946         }
947 }
948
949 void spawnfunc_item_minst_cells (void) {
950         if (g_minstagib)
951         {
952                 minst_no_auto_cells = 1;
953                 minstagib_items(IT_CELLS);
954         }
955         else
956                 remove(self);
957 }
958
959 // compatibility:
960 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
961
962 void spawnfunc_misc_models (void)
963 {
964         // exists as alias name for 2.4.2 compat
965         SetBrushEntityModel();
966 }
967
968 void spawnfunc_func_static (void)
969 {
970         // exists as alias name for having it with brushes
971         SetBrushEntityModel();
972 }
973
974 void func_wall_use (void)
975 {
976         if(teams_matter)
977         {
978                 if(activator.team)
979                         self.colormap = (activator.team - 1) * 0x11;
980                 else
981                         self.colormap = 0x00;
982         }
983         else
984                 self.colormap = floor(random() * 256);
985         self.colormap |= 1024; // RENDER_COLORMAPPED
986 }
987
988 void spawnfunc_func_wall (void)
989 {
990         SetBrushEntityModel();
991         if(!self.solid)
992                 self.solid = SOLID_BSP;
993         self.use = func_wall_use;
994 }
995
996 void spawnfunc_func_illusionary (void)
997 {
998         SetBrushEntityModel();
999         self.use = func_wall_use;
1000 }
1001
1002 void gamemodel_drop()
1003 {
1004         if(self.spawnflags & 3 == 1) // ALIGN_ORIGIN
1005         {
1006                 traceline(self.origin, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
1007                 setorigin(self, trace_endpos);
1008         }
1009         else if(self.spawnflags & 3 == 2) // ALIGN_BOTTOM
1010         {
1011                 tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
1012                 setorigin(self, trace_endpos);
1013         }
1014         else if(self.spawnflags & 3 == 3) // ALIGN_ORIGIN | ALIGN_BOTTOM
1015         {
1016                 traceline(self.origin, self.origin - '0 0 4096', MOVE_NOMONSTERS, self);
1017                 setorigin(self, trace_endpos - '0 0 1' * self.mins_z);
1018         }
1019 }
1020
1021 .float modelscale;
1022 void spawnfunc_misc_gamemodel (void)
1023 {
1024         if(!self.scale)
1025                 self.scale = self.modelscale;
1026         SetBrushEntityModel();
1027         self.use = func_wall_use;
1028
1029         InitializeEntity(self, gamemodel_drop, INITPRIO_DROPTOFLOOR);
1030 }
1031
1032 float target_item_func_set(float a, float b)
1033 {
1034         if(b == 0)
1035                 return a;
1036         else if(b < 0)
1037                 return 0;
1038         else
1039                 return b;
1040 }
1041
1042 float target_item_func_min(float a, float b)
1043 {
1044         if(b == 0)
1045                 return a;
1046         else if(b < 0)
1047                 return 0;
1048         else
1049                 return min(a, b);
1050 }
1051
1052 float target_item_func_max(float a, float b)
1053 {
1054         return max(a, b);
1055 }
1056
1057 float target_item_func_bitset(float a, float b)
1058 {
1059         return b;
1060 }
1061
1062 float target_item_func_and(float a, float b)
1063 {
1064         return a & b;
1065 }
1066
1067 float target_item_func_itembitset(float a, float b)
1068 {
1069         return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | b;
1070 }
1071
1072 float target_item_func_itemand(float a, float b)
1073 {
1074         return (a - (a & (IT_UNLIMITED_WEAPON_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1075 }
1076
1077 float target_item_func_or(float a, float b)
1078 {
1079         return a | b;
1080 }
1081
1082 float target_item_func_andnot(float a, float b)
1083 {
1084         return a - (a & b);
1085 }
1086
1087 float target_item_changed;
1088 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1089 {
1090         float n, d;
1091         n = func(activator.field, self.field);
1092
1093         if(binary)
1094         {
1095                 d = n & activator.field;
1096                 if(d != n) // bits added?
1097                         d = +1;
1098                 else if(d != activator.field) // bits removed?
1099                         d = -1;
1100                 else
1101                         d = 0;
1102         }
1103         else
1104                 d = n - activator.field;
1105
1106         if(d < 0)
1107         {
1108                 if(sound_decrease != "")
1109                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1110                 target_item_changed = 1;
1111         }
1112         else if(d > 0)
1113         {
1114                 if(sound_increase != "")
1115                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1116                 target_item_changed = 1;
1117         }
1118         activator.field = n;
1119 }
1120
1121 void target_items_use (void)
1122 {
1123         float h0, a0;
1124         if(activator.classname != "player")
1125                 return;
1126         if(activator.deadflag != DEAD_NO)
1127                 return;
1128         EXACTTRIGGER_TOUCH;
1129
1130         entity e;
1131         for(e = world; (e = find(e, classname, "droppedweapon")); )
1132                 if(e.enemy == activator)
1133                         remove(e);
1134
1135         float _switchweapon;
1136         _switchweapon = FALSE;
1137         if (activator.autoswitch)
1138                 if (activator.switchweapon == w_getbestweapon(activator))
1139                         _switchweapon = TRUE;
1140
1141         a0 = activator.armorvalue;
1142         h0 = activator.health;
1143         target_item_changed = 0;
1144
1145         if(self.spawnflags == 0) // SET
1146         {
1147                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1148                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1149                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1150                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1151                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1152                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1153                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "");
1154                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1155
1156                 if((self.items & activator.items) & IT_STRENGTH)
1157                         activator.strength_finished = time + self.strength_finished;
1158                 if((self.items & activator.items) & IT_INVINCIBLE)
1159                         activator.invincible_finished = time + self.invincible_finished;
1160         }
1161         else if(self.spawnflags == 1) // AND/MIN
1162         {
1163                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1164                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1165                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1166                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1167                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1168                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1169                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "");
1170                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1171
1172                 if((self.items & activator.items) & IT_STRENGTH)
1173                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1174                 if((self.items & activator.items) & IT_INVINCIBLE)
1175                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1176         }
1177         else if(self.spawnflags == 2) // OR/MAX
1178         {
1179                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1180                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1181                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1182                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1183                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1184                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1185                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "");
1186                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1187
1188                 if((self.items & activator.items) & IT_STRENGTH)
1189                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1190                 if((self.items & activator.items) & IT_INVINCIBLE)
1191                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1192         }
1193         else if(self.spawnflags == 4) // ANDNOT/MIN
1194         {
1195                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1196                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1197                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1198                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1199                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1200                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1201                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "");
1202                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1203
1204                 if((self.items & activator.items) & IT_STRENGTH)
1205                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1206                 if((self.items & activator.items) & IT_INVINCIBLE)
1207                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1208         }
1209
1210         if not(activator.items & IT_STRENGTH)
1211                 activator.strength_finished = 0;
1212         if not(activator.items & IT_INVINCIBLE)
1213                 activator.invincible_finished = 0;
1214
1215         if(activator.health > h0)
1216                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1217         else if(activator.health < h0)
1218                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1219
1220         if(activator.armorvalue > a0)
1221                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1222
1223         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1224                 _switchweapon = TRUE;
1225         if(_switchweapon)
1226                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1227
1228         if(target_item_changed)
1229                 centerprint(activator, self.message);
1230 }
1231
1232 void spawnfunc_target_items (void)
1233 {
1234         float n, i, j;
1235         entity e;
1236         self.use = target_items_use;
1237         if(!self.strength_finished)
1238                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1239         if(!self.invincible_finished)
1240                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1241
1242         precache_sound("misc/itempickup.wav");
1243         precache_sound("misc/itempickup.wav");
1244         precache_sound("misc/itempickup.wav");
1245         precache_sound("misc/itempickup.wav");
1246         precache_sound("misc/megahealth.wav");
1247         precache_sound("misc/armor25.wav");
1248         precache_sound("misc/powerup.wav");
1249         precache_sound("weapons/weaponpickup.wav");
1250
1251         n = tokenize_sane(self.netname);
1252         for(i = 0; i < n; ++i)
1253         {
1254                 if(argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1255                 if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1256                 if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1257                 if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1258                 if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1259                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1260                 {
1261                         e = get_weaponinfo(j);
1262                         if(argv(i) == e.netname)
1263                         {
1264                                 self.weapons |= e.weapons;
1265                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1266                                         weapon_action(e.weapon, WR_PRECACHE);
1267                         }
1268                 }
1269         }
1270 }