]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/t_items.qc
properly reset teamed items
[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         }
631
632         e = get_weaponinfo(wpn);
633
634         if(e.items && e.items != IT_SUPERWEAPON)
635         {
636                 ammofield = Item_CounterField(e.items);
637                 if(!self.ammofield)
638                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(e.items)));
639         }
640
641         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
642         if (self.modelindex) // don't precache if self was removed
643                 weapon_action(e.weapon, WR_PRECACHE);
644 }
645
646 void spawnfunc_weapon_shotgun (void);
647 void spawnfunc_weapon_uzi (void) {
648         if(q3acompat_machineshotgunswap)
649         if(self.classname != "droppedweapon")
650         {
651                 weapon_defaultspawnfunc(WEP_SHOTGUN);
652                 return;
653         }
654         weapon_defaultspawnfunc(WEP_UZI);
655 }
656
657 void spawnfunc_weapon_shotgun (void) {
658         if(q3acompat_machineshotgunswap)
659         if(self.classname != "droppedweapon")
660         {
661                 weapon_defaultspawnfunc(WEP_UZI);
662                 return;
663         }
664         weapon_defaultspawnfunc(WEP_SHOTGUN);
665 }
666
667 void spawnfunc_weapon_nex (void)
668 {
669         if (g_minstagib)
670         {
671                 minstagib_items(IT_CELLS);
672                 self.think = minst_remove_item;
673                 self.nextthink = time + cvar("sys_ticrate");
674                 return;
675         }
676         weapon_defaultspawnfunc(WEP_NEX);
677 }
678
679 void spawnfunc_weapon_minstanex (void)
680 {
681         if (g_minstagib)
682         {
683                 minstagib_items(IT_CELLS);
684                 self.think = minst_remove_item;
685                 self.nextthink = time + cvar("sys_ticrate");
686                 return;
687         }
688         weapon_defaultspawnfunc(WEP_MINSTANEX);
689 }
690
691 void spawnfunc_weapon_rocketlauncher (void)
692 {
693         if (g_minstagib)
694         {
695                 minstagib_items(IT_CELLS);
696                 self.think = minst_remove_item;
697                 self.nextthink = time + cvar("sys_ticrate");
698                 return;
699         }
700         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
701 }
702
703 void spawnfunc_item_rockets (void) {
704         if(!self.ammo_rockets)
705                 self.ammo_rockets = g_pickup_rockets;
706         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
707 }
708
709 void spawnfunc_item_shells (void);
710 void spawnfunc_item_bullets (void) {
711         if(!weaponswapping)
712         if(q3acompat_machineshotgunswap)
713         if(self.classname != "droppedweapon")
714         {
715                 weaponswapping = TRUE;
716                 spawnfunc_item_shells();
717                 weaponswapping = FALSE;
718                 return;
719         }
720
721         if(!self.ammo_nails)
722                 self.ammo_nails = g_pickup_nails;
723         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_short, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
724 }
725
726 void spawnfunc_item_cells (void) {
727         if(!self.ammo_cells)
728                 self.ammo_cells = g_pickup_cells;
729         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
730 }
731
732 void spawnfunc_item_shells (void) {
733         if(!weaponswapping)
734         if(q3acompat_machineshotgunswap)
735         if(self.classname != "droppedweapon")
736         {
737                 weaponswapping = TRUE;
738                 spawnfunc_item_bullets();
739                 weaponswapping = FALSE;
740                 return;
741         }
742
743         if(!self.ammo_shells)
744                 self.ammo_shells = g_pickup_shells;
745         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_short, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
746 }
747
748 void spawnfunc_item_armor_small (void) {
749         if(!self.armorvalue)
750                 self.armorvalue = g_pickup_armorsmall;
751         if(!self.max_armorvalue)
752                 self.max_armorvalue = g_pickup_armorsmall_max;
753         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, 1000);
754 }
755
756 void spawnfunc_item_armor_medium (void) {
757         if(!self.armorvalue)
758                 self.armorvalue = g_pickup_armormedium;
759         if(!self.max_armorvalue)
760                 self.max_armorvalue = g_pickup_armormedium_max;
761         StartItem ("models/items/g_armormedium.md3", "misc/armor1.wav", g_pickup_respawntime_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
762 }
763
764 void spawnfunc_item_armor_large (void) {
765         if(!self.armorvalue)
766                 self.armorvalue = g_pickup_armorlarge;
767         if(!self.max_armorvalue)
768                 self.max_armorvalue = g_pickup_armorlarge_max;
769         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
770 }
771
772 void spawnfunc_item_health_small (void) {
773         if(!self.max_health)
774                 self.max_health = g_pickup_healthsmall_max;
775         if(!self.health)
776                 self.health = g_pickup_healthsmall;
777         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, 20000);
778 }
779
780 void spawnfunc_item_health_medium (void) {
781         if(!self.max_health)
782                 self.max_health = g_pickup_healthmedium_max;
783         if(!self.health)
784                 self.health = g_pickup_healthmedium;
785         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
786 }
787
788 void spawnfunc_item_health_large (void) {
789         if(!self.max_health)
790                 self.max_health = g_pickup_healthlarge_max;
791         if(!self.health)
792                 self.health = g_pickup_healthlarge;
793         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, 20000);
794 }
795
796 void spawnfunc_item_health_mega (void) {
797         if(!cvar("g_powerup_superhealth"))
798                 return;
799
800         if(g_arena && !cvar("g_arena_powerups"))
801                 return;
802
803         if(g_minstagib) {
804                 minstagib_items(IT_NAILS);
805         } else {
806                 if(!self.max_health)
807                         self.max_health = g_pickup_healthmega_max;
808                 if(!self.health)
809                         self.health = g_pickup_healthmega;
810                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, 20000);
811         }
812 }
813
814 // support old misnamed entities
815 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
816 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
817 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
818 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
819 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
820
821 void spawnfunc_item_strength (void) {
822         if(!cvar("g_powerup_strength"))
823                 return;
824
825         if(g_arena && !cvar("g_arena_powerups"))
826                 return;
827
828         if(g_minstagib) {
829                 minstagib_items(IT_STRENGTH);
830         } else {
831                 precache_sound("weapons/strength_fire.wav");
832                 self.strength_finished = 30;
833                 self.effects = EF_ADDITIVE;
834                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
835         }
836 }
837
838 void spawnfunc_item_invincible (void) {
839         if(!cvar("g_powerup_shield"))
840                 return;
841
842         if(g_arena && !cvar("g_arena_powerups"))
843                 return;
844
845         if(g_minstagib) {
846                 minstagib_items(IT_INVINCIBLE);
847         } else {
848                 self.invincible_finished = 30;
849                 self.effects = EF_ADDITIVE;
850                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, "Invulnerability", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
851         }
852 }
853
854 void spawnfunc_item_minst_cells (void) {
855         if (g_minstagib)
856         {
857                 minst_no_auto_cells = 1;
858                 minstagib_items(IT_CELLS);
859         }
860         else
861                 remove(self);
862 }
863
864 // compatibility:
865 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
866
867 void spawnfunc_misc_models (void)
868 {
869         SetBrushEntityModel();
870 }
871
872 void func_wall_use (void)
873 {
874         if(teams_matter)
875         {
876                 if(activator.team)
877                         self.colormap = (activator.team - 1) * 0x11;
878                 else
879                         self.colormap = 0x00;
880         }
881         else
882                 self.colormap = ceil(random() * 256) - 1;
883         self.colormap |= 1024; // RENDER_COLORMAPPED
884 }
885
886 void spawnfunc_func_wall (void)
887 {
888         SetBrushEntityModel();
889         self.solid = SOLID_BSP;
890         self.use = func_wall_use;
891 }
892
893 float target_item_func_set(float a, float b)
894 {
895         if(b == 0)
896                 return a;
897         else if(b < 0)
898                 return 0;
899         else
900                 return b;
901 }
902
903 float target_item_func_min(float a, float b)
904 {
905         if(b == 0)
906                 return a;
907         else if(b < 0)
908                 return 0;
909         else
910                 return min(a, b);
911 }
912
913 float target_item_func_max(float a, float b)
914 {
915         return max(a, b);
916 }
917
918 float target_item_func_bitset(float a, float b)
919 {
920         return b;
921 }
922
923 float target_item_func_and(float a, float b)
924 {
925         return a & b;
926 }
927
928 float target_item_func_itembitset(float a, float b)
929 {
930         return (a - (a & (IT_UNLIMITED_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | b;
931 }
932
933 float target_item_func_itemand(float a, float b)
934 {
935         return (a - (a & (IT_UNLIMITED_AMMO | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
936 }
937
938 float target_item_func_or(float a, float b)
939 {
940         return a | b;
941 }
942
943 float target_item_func_andnot(float a, float b)
944 {
945         return a - (a & b);
946 }
947
948 float target_item_changed;
949 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
950 {
951         float n, d;
952         n = func(activator.field, self.field);
953
954         if(binary)
955         {
956                 d = n & activator.field;
957                 if(d != n) // bits added?
958                         d = +1;
959                 else if(d != activator.field) // bits removed?
960                         d = -1;
961                 else
962                         d = 0;
963         }
964         else
965                 d = n - activator.field;
966
967         if(d < 0)
968         {
969                 if(sound_decrease != "")
970                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
971                 target_item_changed = 1;
972         }
973         else if(d > 0)
974         {
975                 if(sound_increase != "")
976                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
977                 target_item_changed = 1;
978         }
979         activator.field = n;
980 }
981
982 void target_items_use (void)
983 {
984         float h0, a0;
985         if(activator.classname != "player")
986                 return;
987         if(activator.deadflag != DEAD_NO)
988                 return;
989         EXACTTRIGGER_TOUCH;
990
991         entity e;
992         for(e = world; (e = find(e, classname, "droppedweapon")); )
993                 if(e.enemy == activator)
994                         remove(e);
995
996         float _switchweapon;
997         _switchweapon = FALSE;
998         if (activator.autoswitch)
999                 if (activator.switchweapon == w_getbestweapon(activator))
1000                         _switchweapon = TRUE;
1001
1002         a0 = activator.armorvalue;
1003         h0 = activator.health;
1004         target_item_changed = 0;
1005
1006         if(self.spawnflags == 0) // SET
1007         {
1008                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1009                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1010                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1011                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1012                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1013                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1014                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "");
1015                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1016
1017                 if((self.items & activator.items) & IT_STRENGTH)
1018                         activator.strength_finished = time + self.strength_finished;
1019                 if((self.items & activator.items) & IT_INVINCIBLE)
1020                         activator.invincible_finished = time + self.invincible_finished;
1021         }
1022         else if(self.spawnflags == 1) // AND/MIN
1023         {
1024                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1025                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1026                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1027                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1028                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1029                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1030                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "");
1031                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1032
1033                 if((self.items & activator.items) & IT_STRENGTH)
1034                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1035                 if((self.items & activator.items) & IT_INVINCIBLE)
1036                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1037         }
1038         else if(self.spawnflags == 2) // OR/MAX
1039         {
1040                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1041                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1042                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1043                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1044                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1045                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1046                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "");
1047                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1048
1049                 if((self.items & activator.items) & IT_STRENGTH)
1050                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1051                 if((self.items & activator.items) & IT_INVINCIBLE)
1052                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1053         }
1054         else if(self.spawnflags == 4) // ANDNOT/MIN
1055         {
1056                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1057                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1058                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1059                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1060                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1061                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1062                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "");
1063                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1064
1065                 if((self.items & activator.items) & IT_STRENGTH)
1066                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1067                 if((self.items & activator.items) & IT_INVINCIBLE)
1068                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1069         }
1070
1071         if not(activator.items & IT_STRENGTH)
1072                 activator.strength_finished = 0;
1073         if not(activator.items & IT_INVINCIBLE)
1074                 activator.invincible_finished = 0;
1075         
1076         if(activator.health > h0)
1077                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1078         else if(activator.health < h0)
1079                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1080
1081         if(activator.armorvalue > a0)
1082                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1083
1084         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1085                 _switchweapon = TRUE;
1086         if(_switchweapon)
1087                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1088
1089         if(target_item_changed)
1090                 centerprint(activator, self.message);
1091 }
1092
1093 void spawnfunc_target_items (void)
1094 {
1095         float n, i, j;
1096         entity e;
1097         self.use = target_items_use;
1098         if(!self.strength_finished)
1099                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1100         if(!self.invincible_finished)
1101                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1102         
1103         precache_sound("misc/itempickup.wav");
1104         precache_sound("misc/itempickup.wav");
1105         precache_sound("misc/itempickup.wav");
1106         precache_sound("misc/itempickup.wav");
1107         precache_sound("misc/megahealth.wav");
1108         precache_sound("misc/armor25.wav");
1109         precache_sound("misc/powerup.wav");
1110         precache_sound("weapons/weaponpickup.wav");
1111
1112         n = tokenize(self.netname);
1113         for(i = 0; i < n; ++i)
1114         {
1115                 if(argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
1116                 if(argv(i) == "strength")       self.items |= IT_STRENGTH;
1117                 if(argv(i) == "invincible")     self.items |= IT_INVINCIBLE;
1118                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1119                 {
1120                         e = get_weaponinfo(j);
1121                         if(argv(i) == e.netname)
1122                         {
1123                                 self.weapons |= e.weapons;
1124                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1125                                         weapon_action(e.weapon, WR_PRECACHE);
1126                         }
1127                 }
1128         }
1129 }