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allow throwing superweapons
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 float have_pickup_item(void)
2 {
3         // minstagib: only allow filtered items
4         if(g_minstagib)
5                 if(self.classname != "minstagib")
6                         return FALSE;
7
8         if(self.flags & FL_POWERUP)
9         {
10                 if(autocvar_g_powerups > 0)
11                         return TRUE;
12                 if(autocvar_g_powerups == 0)
13                         return FALSE;
14                 if(g_lms)
15                         return FALSE;
16                 if(g_ca)
17                         return FALSE;
18                 if(g_arena)
19                         return FALSE;
20         }
21         else
22         {
23                 if(autocvar_g_pickup_items > 0)
24                         return TRUE;
25                 if(autocvar_g_pickup_items == 0)
26                         return FALSE;
27                 if(g_lms)
28                         return FALSE;
29                 if(g_ca)
30                         return FALSE;
31                 if(g_weaponarena)
32                         if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
33                                 return FALSE;
34         }
35         return TRUE;
36 }
37
38 #define ITEM_RESPAWN_TICKS 10
39
40 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
41         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
42 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
43         // range: 10 .. respawntime + respawntimejitter
44
45 floatfield Item_CounterField(float it)
46 {
47         switch(it)
48         {
49                 case IT_SHELLS:      return ammo_shells;
50                 case IT_NAILS:       return ammo_nails;
51                 case IT_ROCKETS:     return ammo_rockets;
52                 case IT_CELLS:       return ammo_cells;
53                 case IT_FUEL:        return ammo_fuel;
54                 case IT_5HP:         return health;
55                 case IT_25HP:        return health;
56                 case IT_HEALTH:      return health;
57                 case IT_ARMOR_SHARD: return armorvalue;
58                 case IT_ARMOR:       return armorvalue;
59                 // add more things here (health, armor)
60                 default:             error("requested item has no counter field");
61         }
62 }
63
64 string Item_CounterFieldName(float it)
65 {
66         switch(it)
67         {
68                 case IT_SHELLS:      return "shells";
69                 case IT_NAILS:       return "nails";
70                 case IT_ROCKETS:     return "rockets";
71                 case IT_CELLS:       return "cells";
72                 case IT_FUEL:        return "fuel";
73
74                 // add more things here (health, armor)
75                 default:             error("requested item has no counter field name");
76         }
77 }
78
79 .float max_armorvalue;
80 .float pickup_anyway;
81
82 float Item_Customize()
83 {
84         if(self.spawnshieldtime)
85                 return TRUE;
86         if(self.weapons != (self.weapons & other.weapons))
87         {
88                 self.colormod = '0 0 0';
89                 self.glowmod = self.colormod;
90                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
91                 return TRUE;
92         }
93         else
94         {
95                 if(g_ghost_items)
96                 {
97                         self.colormod = stov(autocvar_g_ghost_items_color);
98                         self.glowmod = self.colormod;
99                         self.alpha = g_ghost_items;
100                         return TRUE;
101                 }
102                 else
103                         return FALSE;
104         }
105 }
106
107 void Item_Show (entity e, float mode)
108 {
109         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
110         if (mode > 0)
111         {
112                 // make the item look normal, and be touchable
113                 e.model = e.mdl;
114                 e.solid = SOLID_TRIGGER;
115                 e.colormod = '0 0 0';
116                 self.glowmod = self.colormod;
117                 e.alpha = 0;
118                 e.customizeentityforclient = func_null;
119
120                 e.spawnshieldtime = 1;
121         }
122         else if (mode < 0)
123         {
124                 // hide the item completely
125                 e.model = string_null;
126                 e.solid = SOLID_NOT;
127                 e.colormod = '0 0 0';
128                 self.glowmod = self.colormod;
129                 e.alpha = 0;
130                 e.customizeentityforclient = func_null;
131
132                 e.spawnshieldtime = 1;
133         }
134         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
135         {
136                 // make the item translucent and not touchable
137                 e.model = e.mdl;
138                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
139                 e.colormod = '0 0 0';
140                 self.glowmod = self.colormod;
141                 e.effects |= EF_STARDUST;
142                 e.customizeentityforclient = Item_Customize;
143
144                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
145         }
146         else if(g_ghost_items)
147         {
148                 // make the item translucent and not touchable
149                 e.model = e.mdl;
150                 e.solid = SOLID_NOT;
151                 e.colormod = stov(autocvar_g_ghost_items_color);
152                 e.glowmod = e.colormod;
153                 e.alpha = g_ghost_items;
154                 e.customizeentityforclient = func_null;
155
156                 e.spawnshieldtime = 1;
157         }
158         else
159         {
160                 // hide the item completely
161                 e.model = string_null;
162                 e.solid = SOLID_NOT;
163                 e.colormod = '0 0 0';
164                 e.glowmod = e.colormod;
165                 e.alpha = 0;
166                 e.customizeentityforclient = func_null;
167
168                 e.spawnshieldtime = 1;
169         }
170
171         if (e.items & (IT_STRENGTH | IT_INVINCIBLE))
172                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
173         if (autocvar_g_nodepthtestitems)
174                 e.effects |= EF_NODEPTHTEST;
175         if (autocvar_g_fullbrightitems)
176                 e.effects |= EF_FULLBRIGHT;
177
178         // relink entity (because solid may have changed)
179         setorigin(e, e.origin);
180 }
181
182 void Item_Respawn (void)
183 {
184         Item_Show(self, 1);
185         if(!g_minstagib && self.items == IT_STRENGTH)
186                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
187         else if(!g_minstagib && self.items == IT_INVINCIBLE)
188                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
189         else
190                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
191         setorigin (self, self.origin);
192
193         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
194         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
195 }
196
197 void Item_RespawnCountdown (void)
198 {
199         if(self.count >= ITEM_RESPAWN_TICKS)
200         {
201                 if(self.waypointsprite_attached)
202                         WaypointSprite_Kill(self.waypointsprite_attached);
203                 Item_Respawn();
204         }
205         else
206         {
207                 self.nextthink = time + 1;
208                 self.count += 1;
209                 if(self.count == 1)
210                 {
211                         string name;
212                         vector rgb;
213                         name = string_null;
214                         if(g_minstagib)
215                         {
216                                 switch(self.items)
217                                 {
218                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
219                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
220                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
221                                 }
222                         }
223                         else
224                         {
225                                 switch(self.items)
226                                 {
227                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
228                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
229                                 }
230                         }
231                         switch(self.items)
232                         {
233                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
234                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
235                         }
236                         if(self.flags & FL_WEAPON)
237                         {
238                                 entity wi = get_weaponinfo(self.weapon);
239                                 if(wi)
240                                 {
241                                         name = wi.model2;
242                                         rgb = '1 0 0';
243                                 }
244                         }
245                         if(!name)
246                         {
247                                 print("Unknown powerup-marked item is wanting to respawn\n");
248                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
249                         }
250                         if(name)
251                         {
252                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
253                                 if(self.waypointsprite_attached)
254                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
255                         }
256                 }
257                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
258                 if(self.waypointsprite_attached)
259                 {
260                         WaypointSprite_Ping(self.waypointsprite_attached);
261                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
262                 }
263         }
264 }
265
266 void Item_ScheduleRespawnIn(entity e, float t)
267 {
268         if((e.flags & FL_POWERUP) || (e.weapons & WEPBIT_SUPERWEAPONS))
269         {
270                 e.think = Item_RespawnCountdown;
271                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
272                 e.count = 0;
273         }
274         else
275         {
276                 e.think = Item_Respawn;
277                 e.nextthink = time + t;
278         }
279 }
280
281 void Item_ScheduleRespawn(entity e)
282 {
283         if(e.respawntime > 0)
284         {
285                 Item_Show(e, 0);
286                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
287         }
288         else // if respawntime is -1, this item does not respawn
289                 Item_Show(e, -1);
290 }
291
292 void Item_ScheduleInitialRespawn(entity e)
293 {
294         Item_Show(e, 0);
295         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
296 }
297
298 float ITEM_MODE_NONE = 0;
299 float ITEM_MODE_HEALTH = 1;
300 float ITEM_MODE_ARMOR = 2;
301 float ITEM_MODE_FUEL = 3;
302 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
303 {
304         if (!item.ammofield)
305                 return FALSE;
306
307         if (item.spawnshieldtime)
308         {
309                 if ((player.ammofield < ammomax) || item.pickup_anyway)
310                 {
311                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
312                         goto YEAH;
313                 }
314         }
315         else if(g_weapon_stay == 2)
316         {
317                 float mi = min(item.ammofield, ammomax);
318                 if (player.ammofield < mi)
319                 {
320                         player.ammofield = mi;
321                         goto YEAH;
322                 }
323         }
324
325         return FALSE;
326
327 :YEAH
328         switch(mode)
329         {
330                 case ITEM_MODE_FUEL:
331                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
332                         break;
333                 case ITEM_MODE_HEALTH:
334                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
335                         break;
336                 case ITEM_MODE_ARMOR:
337                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
338                         break;
339                 default:
340                         break;
341         }
342         return TRUE;
343 }
344
345 float Item_GiveTo(entity item, entity player)
346 {
347         float _switchweapon;
348         float pickedup;
349         float it;
350         float i;
351         entity e;
352
353         // if nothing happens to player, just return without taking the item
354         pickedup = FALSE;
355         _switchweapon = FALSE;
356
357         if (g_minstagib)
358         {
359                 float prevcells = player.ammo_cells;
360
361                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
362                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, 999, ITEM_MODE_NONE);
363
364                 if(player.ammo_cells > prevcells)
365                 {
366                         _switchweapon = TRUE;
367
368                         // play some cool sounds ;)
369                         if (clienttype(player) == CLIENTTYPE_REAL)
370                         {
371                                 if(player.health <= 5)
372                                         AnnounceTo(player, "lastsecond");
373                                 else if(player.health < 50)
374                                         AnnounceTo(player, "narrowly");
375                         }
376                         // sound not available
377                         // else if(item.items == IT_CELLS)
378                         //      AnnounceTo(player, "ammo");
379
380                         if (item.weapons & WEPBIT_MINSTANEX)
381                                 W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
382                         if (item.ammo_cells)
383                                 player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
384                         player.health = 100;
385                 }
386
387                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
388                 {
389                         pickedup = TRUE;
390                         player.items |= it;
391                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
392                 }
393
394                 // extralife powerup
395                 if (item.max_health)
396                 {
397                         pickedup = TRUE;
398                         // sound not available
399                         // AnnounceTo(player, "_lives");
400                         player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
401                         sprint(player, "^3You picked up some extra lives\n");
402                 }
403
404                 // invis powerup
405                 if (item.strength_finished)
406                 {
407                         pickedup = TRUE;
408                         // sound not available
409                         // AnnounceTo(player, "invisible");
410                         player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
411                 }
412
413                 // speed powerup
414                 if (item.invincible_finished)
415                 {
416                         pickedup = TRUE;
417                         // sound not available
418                         // AnnounceTo(player, "speed");
419                         player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
420                 }
421         }
422         else
423         {
424                 // in case the player has autoswitch enabled do the following:
425                 // if the player is using their best weapon before items are given, they
426                 // probably want to switch to an even better weapon after items are given
427                 if (player.autoswitch)
428                 if (player.switchweapon == w_getbestweapon(player))
429                         _switchweapon = TRUE;
430
431                 if not(player.weapons & W_WeaponBit(player.switchweapon))
432                         _switchweapon = TRUE;
433
434                 pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
435                 pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
436                 pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
437                 pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
438                 pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
439                 pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
440                 pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
441
442                 if (item.flags & FL_WEAPON)
443                 if ((it = item.weapons - (item.weapons & player.weapons)) || (item.spawnshieldtime && g_pickup_weapons_anyway))
444                 {
445                         pickedup = TRUE;
446                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
447                         {
448                                 e = get_weaponinfo(i);
449                                 if(it & e.weapons)
450                                         W_GiveWeapon (player, e.weapon, item.netname);
451                         }
452                 }
453
454                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
455                 {
456                         pickedup = TRUE;
457                         player.items |= it;
458                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
459                 }
460
461                 if (item.strength_finished)
462                 {
463                         pickedup = TRUE;
464                         player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
465                 }
466                 if (item.invincible_finished)
467                 {
468                         pickedup = TRUE;
469                         player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
470                 }
471                 if (item.superweapons_finished)
472                 {
473                         pickedup = TRUE;
474                         player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
475                 }
476         }
477
478 :skip
479         // always eat teamed entities
480         if(item.team)
481                 pickedup = TRUE;
482
483         if (!pickedup)
484                 return 0;
485
486         sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
487         if (_switchweapon)
488                 if (player.switchweapon != w_getbestweapon(player))
489                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
490
491         return 1;
492 }
493
494 void Item_Touch (void)
495 {
496         entity e, head;
497
498         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
499         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
500         {
501                 remove(self);
502                 return;
503         }
504         if (other.classname != "player")
505                 return;
506         if (other.deadflag)
507                 return;
508         if (self.solid != SOLID_TRIGGER)
509                 return;
510         if (self.owner == other)
511                 return;
512
513         if (self.classname == "droppedweapon")
514         {
515                 self.strength_finished = max(0, self.strength_finished - time);
516                 self.invincible_finished = max(0, self.invincible_finished - time);
517                 self.superweapons_finished = max(0, self.superweapons_finished - time);
518         }
519
520         if(!Item_GiveTo(self, other))
521         {
522                 if (self.classname == "droppedweapon")
523                 {
524                         // undo what we did above
525                         self.strength_finished += time;
526                         self.invincible_finished += time;
527                         self.superweapons_finished += time;
528                         return;
529                 }
530         }
531
532         other.last_pickup = time;
533
534         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
535
536         if (self.classname == "droppedweapon")
537                 remove (self);
538         else if not(self.spawnshieldtime)
539                 return;
540         else
541         {
542                 if(self.team)
543                 {
544                         RandomSelection_Init();
545                         for(head = world; (head = findfloat(head, team, self.team)); )
546                         {
547                                 if(head.flags & FL_ITEM)
548                                 {
549                                         Item_Show(head, -1);
550                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
551                                 }
552                         }
553                         e = RandomSelection_chosen_ent;
554                 }
555                 else
556                         e = self;
557                 Item_ScheduleRespawn(e);
558         }
559 }
560
561 void Item_Reset()
562 {
563         Item_Show(self, !self.state);
564         setorigin (self, self.origin);
565
566         if(self.classname != "droppedweapon")
567         {
568                 self.think = SUB_Null;
569                 self.nextthink = 0;
570
571                 if((self.flags & FL_POWERUP) | (self.weapons & WEPBIT_SUPERWEAPONS)) // do not spawn powerups initially!
572                         Item_ScheduleInitialRespawn(self);
573         }
574 }
575
576 void Item_FindTeam()
577 {
578         entity head, e;
579
580         if(self.effects & EF_NODRAW)
581         {
582                 // marker for item team search
583                 dprint("Initializing item team ", ftos(self.team), "\n");
584                 RandomSelection_Init();
585                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
586                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
587                 e = RandomSelection_chosen_ent;
588                 e.state = 0;
589                 Item_Show(e, 1);
590
591                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
592                 {
593                         if(head != e)
594                         {
595                                 // make it a non-spawned item
596                                 Item_Show(head, -1);
597                                 head.state = 1; // state 1 = initially hidden item
598                         }
599                         head.effects &~= EF_NODRAW;
600                 }
601
602                 Item_Reset();
603         }
604 }
605
606 // Savage: used for item garbage-collection
607 // TODO: perhaps nice special effect?
608 void RemoveItem(void)
609 {
610         remove(self);
611 }
612
613 // pickup evaluation functions
614 // these functions decide how desirable an item is to the bots
615
616 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
617
618 float weapon_pickupevalfunc(entity player, entity item)
619 {
620         float c, i, j, position;
621
622         // See if I have it already
623         if(player.weapons & item.weapons == item.weapons)
624         {
625                 // If I can pick it up
626                 if(!item.spawnshieldtime)
627                         c = 0;
628                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
629                 {
630                         // Skilled bots will grab more
631                         c = bound(0, skill / 10, 1) * 0.5;
632                 }
633                 else
634                         c = 0;
635         }
636         else
637                 c = 1;
638
639         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
640         if( bot_custom_weapon && c )
641         {
642                 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
643                 {
644                         // Find weapon
645                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
646                                 continue;
647
648                         // Find the highest position on any range
649                         position = -1;
650                         for(j = 0; j < WEP_LAST ; ++j){
651                                 if(
652                                                 bot_weapons_far[j] == i ||
653                                                 bot_weapons_mid[j] == i ||
654                                                 bot_weapons_close[j] == i
655                                   )
656                                 {
657                                         position = j;
658                                         break;
659                                 }
660                         }
661
662                         // Rate it
663                         if (position >= 0 )
664                         {
665                                 position = WEP_LAST - position;
666                                 // item.bot_pickupbasevalue is overwritten here
667                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
668                         }
669                 }
670         }
671
672         return item.bot_pickupbasevalue * c;
673 }
674
675 float commodity_pickupevalfunc(entity player, entity item)
676 {
677         float c, i, need_shells, need_nails, need_rockets, need_cells, need_fuel;
678         entity wi;
679         c = 0;
680
681         // Detect needed ammo
682         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
683         {
684                 wi = get_weaponinfo(i);
685
686                 if not(wi.weapons & player.weapons)
687                         continue;
688
689                 if(wi.items & IT_SHELLS)
690                         need_shells = TRUE;
691                 else if(wi.items & IT_NAILS)
692                         need_nails = TRUE;
693                 else if(wi.items & IT_ROCKETS)
694                         need_rockets = TRUE;
695                 else if(wi.items & IT_CELLS)
696                         need_cells = TRUE;
697                 else if(wi.items & IT_FUEL)
698                         need_cells = TRUE;
699         }
700
701         // TODO: figure out if the player even has the weapon this ammo is for?
702         // may not affect strategy much though...
703         // find out how much more ammo/armor/health the player can hold
704         if (need_shells)
705         if (item.ammo_shells)
706         if (player.ammo_shells < g_pickup_shells_max)
707                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
708         if (need_nails)
709         if (item.ammo_nails)
710         if (player.ammo_nails < g_pickup_nails_max)
711                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
712         if (need_rockets)
713         if (item.ammo_rockets)
714         if (player.ammo_rockets < g_pickup_rockets_max)
715                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
716         if (need_cells)
717         if (item.ammo_cells)
718         if (player.ammo_cells < g_pickup_cells_max)
719                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
720         if (need_fuel)
721         if (item.ammo_fuel)
722         if (player.ammo_fuel < g_pickup_fuel_max)
723                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
724         if (item.armorvalue)
725         if (player.armorvalue < item.max_armorvalue)
726                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
727         if (item.health)
728         if (player.health < item.max_health)
729                 c = c + max(0, 1 - player.health / item.max_health);
730
731         return item.bot_pickupbasevalue * c;
732 }
733
734
735 .float is_item;
736 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
737 {
738         startitem_failed = FALSE;
739
740         self.items = itemid;
741         self.weapons = weaponid;
742         self.flags = FL_ITEM | itemflags;
743
744         // is it a dropped weapon?
745         if (self.classname == "droppedweapon")
746         {
747                 self.reset = SUB_Remove;
748                 // it's a dropped weapon
749                 self.movetype = MOVETYPE_TOSS;
750
751                 // Savage: remove thrown items after a certain period of time ("garbage collection")
752                 self.think = RemoveItem;
753                 self.nextthink = time + 60;
754
755                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
756                 /*
757                 if(self.items == 0)
758                 if(self.weapons == (self.weapons & WEPBIT_SUPERWEAPONS)) // only superweapons
759                 if(self.ammo_nails == 0)
760                 if(self.ammo_cells == 0)
761                 if(self.ammo_rockets == 0)
762                 if(self.ammo_shells == 0)
763                 if(self.ammo_fuel == 0)
764                 if(self.health == 0)
765                 if(self.armorvalue == 0)
766                 */
767                 {
768                         // if item is worthless after a timer, have it expire then
769                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
770                 }
771
772                 // don't drop if in a NODROP zone (such as lava)
773                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
774                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
775                 {
776                         startitem_failed = TRUE;
777                         remove(self);
778                         return;
779                 }
780         }
781         else
782         {
783                 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
784                 {
785                         startitem_failed = TRUE;
786                         remove(self);
787                         return;
788                 }
789
790                 if(!have_pickup_item())
791                 {
792                         startitem_failed = TRUE;
793                         remove (self);
794                         return;
795                 }
796
797                 if(self.model != "")
798                         itemmodel = self.model;
799                 if(self.item_pickupsound != "")
800                         pickupsound = self.item_pickupsound;
801
802                 self.reset = Item_Reset;
803                 // it's a level item
804                 if(self.spawnflags & 1)
805                         self.noalign = 1;
806                 if (self.noalign)
807                         self.movetype = MOVETYPE_NONE;
808                 else
809                         self.movetype = MOVETYPE_TOSS;
810                 // do item filtering according to game mode and other things
811                 if (!self.noalign)
812                 {
813                         // first nudge it off the floor a little bit to avoid math errors
814                         setorigin(self, self.origin + '0 0 1');
815                         // set item size before we spawn a spawnfunc_waypoint
816                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
817                                 setsize (self, '-16 -16 0', '16 16 48');
818                         else
819                                 setsize (self, '-16 -16 0', '16 16 32');
820                         // note droptofloor returns FALSE if stuck/or would fall too far
821                         droptofloor();
822                         waypoint_spawnforitem(self);
823                 }
824
825                 /*
826                  * can't do it that way, as it would break maps
827                  * TODO make a target_give like entity another way, that perhaps has
828                  * the weapon name in a key
829                 if(self.targetname)
830                 {
831                         // target_give not yet supported; maybe later
832                         print("removed targeted ", self.classname, "\n");
833                         startitem_failed = TRUE;
834                         remove (self);
835                         return;
836                 }
837                 */
838
839                 if(autocvar_spawn_debug >= 2)
840                 {
841                         entity otheritem;
842                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
843                         {
844                                 if(otheritem.is_item)
845                                 {
846                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
847                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
848                                         error("Mapper sucks.");
849                                 }
850                         }
851                         self.is_item = TRUE;
852                 }
853
854                 weaponsInMap |= weaponid;
855
856                 precache_model (itemmodel);
857                 precache_sound (pickupsound);
858
859                 precache_sound ("misc/itemrespawncountdown.wav");
860                 if(!g_minstagib && itemid == IT_STRENGTH)
861                         precache_sound ("misc/strength_respawn.wav");
862                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
863                         precache_sound ("misc/shield_respawn.wav");
864                 else
865                         precache_sound ("misc/itemrespawn.wav");
866
867                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
868                         self.target = "###item###"; // for finding the nearest item using find()
869         }
870
871         self.bot_pickup = TRUE;
872         self.bot_pickupevalfunc = pickupevalfunc;
873         self.bot_pickupbasevalue = pickupbasevalue;
874         self.mdl = itemmodel;
875         self.item_pickupsound = pickupsound;
876         if(self.weapons)
877                 self.weapon = WEP_FIRST + log2of(lowestbit(self.weapons));
878         else
879                 self.weapon = 0;
880         // let mappers override respawntime
881         if(!self.respawntime) // both set
882         {
883                 self.respawntime = defaultrespawntime;
884                 self.respawntimejitter = defaultrespawntimejitter;
885         }
886         self.netname = itemname;
887         self.touch = Item_Touch;
888         setmodel (self, self.mdl); // precision set below
889         self.effects |= EF_LOWPRECISION;
890         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
891                 setsize (self, '-16 -16 0', '16 16 48');
892         else
893                 setsize (self, '-16 -16 0', '16 16 32');
894         if(itemflags & FL_WEAPON)
895                 self.modelflags |= MF_ROTATE;
896
897         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
898         if (itemflags & FL_WEAPON)
899         {
900                 // neutral team color for pickup weapons
901                 self.colormap = 1024; // color shirt=0 pants=0 grey
902         }
903
904         self.state = 0;
905         if(self.team)
906         {
907                 if(!self.cnt)
908                         self.cnt = 1; // item probability weight
909                 self.effects = self.effects | EF_NODRAW; // marker for item team search
910                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
911         }
912         else
913                 Item_Reset();
914 }
915
916 /* replace items in minstagib
917  * IT_STRENGTH   = invisibility
918  * IT_NAILS      = extra lives
919  * IT_INVINCIBLE = speed
920  */
921 void minstagib_items (float itemid)
922 {
923         float rnd;
924         self.classname = "minstagib";
925
926         // replace rocket launchers and nex guns with ammo cells
927         if (itemid == IT_CELLS)
928         {
929                 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
930                 StartItem ("models/items/a_cells.md3",
931                         "misc/itempickup.wav", 45, 0,
932                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
933                 return;
934         }
935
936         // randomize
937         rnd = random() * 3;
938         if (rnd <= 1)
939                 itemid = IT_STRENGTH;
940         else if (rnd <= 2)
941                 itemid = IT_NAILS;
942         else
943                 itemid = IT_INVINCIBLE;
944
945         // replace with invis
946         if (itemid == IT_STRENGTH)
947         {
948                 if(!self.strength_finished)
949                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
950                 StartItem ("models/items/g_strength.md3",
951                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
952                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
953         }
954         // replace with extra lives
955         if (itemid == IT_NAILS)
956         {
957                 self.max_health = 1;
958                 StartItem ("models/items/g_h100.md3",
959                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
960                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
961         }
962         // replace with speed
963         if (itemid == IT_INVINCIBLE)
964         {
965                 if(!self.invincible_finished)
966                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
967                 StartItem ("models/items/g_invincible.md3",
968                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
969                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
970         }
971 }
972
973 float minst_no_auto_cells;
974 void minst_remove_item (void) {
975         if(minst_no_auto_cells)
976                 remove(self);
977 }
978
979 float weaponswapping;
980 float internalteam;
981
982 void weapon_defaultspawnfunc(float wpn)
983 {
984         entity e;
985         float t;
986         var .float ammofield;
987         string s;
988         entity oldself;
989         float i, j;
990
991         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
992         {
993                 e = get_weaponinfo(wpn);
994                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
995                 if(s == "0")
996                 {
997                         remove(self);
998                         startitem_failed = TRUE;
999                         return;
1000                 }
1001                 t = tokenize_console(s);
1002                 if(t >= 2)
1003                 {
1004                         self.team = --internalteam;
1005                         oldself = self;
1006                         for(i = 1; i < t; ++i)
1007                         {
1008                                 s = argv(i);
1009                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1010                                 {
1011                                         e = get_weaponinfo(j);
1012                                         if(e.netname == s)
1013                                         {
1014                                                 self = spawn();
1015                                                 copyentity(oldself, self);
1016                                                 self.classname = "replacedweapon";
1017                                                 weapon_defaultspawnfunc(j);
1018                                                 break;
1019                                         }
1020                                 }
1021                                 if(j > WEP_LAST)
1022                                 {
1023                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1024                                 }
1025                         }
1026                         self = oldself;
1027                 }
1028                 if(t >= 1)
1029                 {
1030                         s = argv(0);
1031                         wpn = 0;
1032                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1033                         {
1034                                 e = get_weaponinfo(j);
1035                                 if(e.netname == s)
1036                                 {
1037                                         wpn = j;
1038                                         break;
1039                                 }
1040                         }
1041                         if(j > WEP_LAST)
1042                         {
1043                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1044                         }
1045                 }
1046                 if(wpn == 0)
1047                 {
1048                         remove(self);
1049                         startitem_failed = TRUE;
1050                         return;
1051                 }
1052         }
1053
1054         e = get_weaponinfo(wpn);
1055
1056         if(!self.respawntime)
1057         {
1058                 if(e.weapons & WEPBIT_SUPERWEAPONS)
1059                 {
1060                         self.respawntime = g_pickup_respawntime_superweapon;
1061                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1062                 }
1063                 else
1064                 {
1065                         self.respawntime = g_pickup_respawntime_weapon;
1066                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1067                 }
1068         }
1069
1070         if(e.weapons & WEPBIT_SUPERWEAPONS)
1071                 if(!self.superweapons_finished)
1072                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1073
1074         if(e.items)
1075         {
1076                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1077                 {
1078                         if(e.items & j)
1079                         {
1080                                 ammofield = Item_CounterField(j);
1081                                 if(!self.ammofield)
1082                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1083                         }
1084                 }
1085         }
1086
1087         // no weapon-stay on superweapons
1088         if(self.weapons & WEPBIT_SUPERWEAPONS)
1089                 self.flags |= FL_NO_WEAPON_STAY;
1090
1091         // weapon stay isn't supported for teamed weapons
1092         if(self.team)
1093                 self.flags |= FL_NO_WEAPON_STAY;
1094
1095         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1096         if (self.modelindex) // don't precache if self was removed
1097                 weapon_action(e.weapon, WR_PRECACHE);
1098 }
1099
1100 void spawnfunc_weapon_shotgun (void);
1101 void spawnfunc_weapon_uzi (void) {
1102         if(autocvar_sv_q3acompat_machineshotgunswap)
1103         if(self.classname != "droppedweapon")
1104         {
1105                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1106                 return;
1107         }
1108         weapon_defaultspawnfunc(WEP_UZI);
1109 }
1110
1111 void spawnfunc_weapon_shotgun (void) {
1112         if(autocvar_sv_q3acompat_machineshotgunswap)
1113         if(self.classname != "droppedweapon")
1114         {
1115                 weapon_defaultspawnfunc(WEP_UZI);
1116                 return;
1117         }
1118         weapon_defaultspawnfunc(WEP_SHOTGUN);
1119 }
1120
1121 void spawnfunc_weapon_nex (void)
1122 {
1123         if (g_minstagib)
1124         {
1125                 minstagib_items(IT_CELLS);
1126                 self.think = minst_remove_item;
1127                 self.nextthink = time;
1128                 return;
1129         }
1130         weapon_defaultspawnfunc(WEP_NEX);
1131 }
1132
1133 void spawnfunc_weapon_minstanex (void)
1134 {
1135         if (g_minstagib)
1136         {
1137                 minstagib_items(IT_CELLS);
1138                 self.think = minst_remove_item;
1139                 self.nextthink = time;
1140                 return;
1141         }
1142         weapon_defaultspawnfunc(WEP_MINSTANEX);
1143 }
1144
1145 void spawnfunc_weapon_rocketlauncher (void)
1146 {
1147         if (g_minstagib)
1148         {
1149                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1150                 self.think = minst_remove_item;
1151                 self.nextthink = time;
1152                 return;
1153         }
1154         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1155 }
1156
1157 void spawnfunc_item_rockets (void) {
1158         if(!self.ammo_rockets)
1159                 self.ammo_rockets = g_pickup_rockets;
1160         if(!self.pickup_anyway)
1161                 self.pickup_anyway = g_pickup_ammo_anyway;
1162         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1163 }
1164
1165 void spawnfunc_item_shells (void);
1166 void spawnfunc_item_bullets (void) {
1167         if(!weaponswapping)
1168         if(autocvar_sv_q3acompat_machineshotgunswap)
1169         if(self.classname != "droppedweapon")
1170         {
1171                 weaponswapping = TRUE;
1172                 spawnfunc_item_shells();
1173                 weaponswapping = FALSE;
1174                 return;
1175         }
1176
1177         if(!self.ammo_nails)
1178                 self.ammo_nails = g_pickup_nails;
1179         if(!self.pickup_anyway)
1180                 self.pickup_anyway = g_pickup_ammo_anyway;
1181         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1182 }
1183
1184 void spawnfunc_item_cells (void) {
1185         if(!self.ammo_cells)
1186                 self.ammo_cells = g_pickup_cells;
1187         if(!self.pickup_anyway)
1188                 self.pickup_anyway = g_pickup_ammo_anyway;
1189         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1190 }
1191
1192 void spawnfunc_item_shells (void) {
1193         if(!weaponswapping)
1194         if(autocvar_sv_q3acompat_machineshotgunswap)
1195         if(self.classname != "droppedweapon")
1196         {
1197                 weaponswapping = TRUE;
1198                 spawnfunc_item_bullets();
1199                 weaponswapping = FALSE;
1200                 return;
1201         }
1202
1203         if(!self.ammo_shells)
1204                 self.ammo_shells = g_pickup_shells;
1205         if(!self.pickup_anyway)
1206                 self.pickup_anyway = g_pickup_ammo_anyway;
1207         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1208 }
1209
1210 void spawnfunc_item_armor_small (void) {
1211         if(!self.armorvalue)
1212                 self.armorvalue = g_pickup_armorsmall;
1213         if(!self.max_armorvalue)
1214                 self.max_armorvalue = g_pickup_armorsmall_max;
1215         if(!self.pickup_anyway)
1216                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1217         StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1218 }
1219
1220 void spawnfunc_item_armor_medium (void) {
1221         if(!self.armorvalue)
1222                 self.armorvalue = g_pickup_armormedium;
1223         if(!self.max_armorvalue)
1224                 self.max_armorvalue = g_pickup_armormedium_max;
1225         if(!self.pickup_anyway)
1226                 self.pickup_anyway = g_pickup_armormedium_anyway;
1227         StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1228 }
1229
1230 void spawnfunc_item_armor_big (void) {
1231         if(!self.armorvalue)
1232                 self.armorvalue = g_pickup_armorbig;
1233         if(!self.max_armorvalue)
1234                 self.max_armorvalue = g_pickup_armorbig_max;
1235         if(!self.pickup_anyway)
1236                 self.pickup_anyway = g_pickup_armorbig_anyway;
1237         StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1238 }
1239
1240 void spawnfunc_item_armor_large (void) {
1241         if(!self.armorvalue)
1242                 self.armorvalue = g_pickup_armorlarge;
1243         if(!self.max_armorvalue)
1244                 self.max_armorvalue = g_pickup_armorlarge_max;
1245         if(!self.pickup_anyway)
1246                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1247         StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1248 }
1249
1250 void spawnfunc_item_health_small (void) {
1251         if(!self.max_health)
1252                 self.max_health = g_pickup_healthsmall_max;
1253         if(!self.health)
1254                 self.health = g_pickup_healthsmall;
1255         if(!self.pickup_anyway)
1256                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1257         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1258 }
1259
1260 void spawnfunc_item_health_medium (void) {
1261         if(!self.max_health)
1262                 self.max_health = g_pickup_healthmedium_max;
1263         if(!self.health)
1264                 self.health = g_pickup_healthmedium;
1265         if(!self.pickup_anyway)
1266                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1267         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1268 }
1269
1270 void spawnfunc_item_health_large (void) {
1271         if(!self.max_health)
1272                 self.max_health = g_pickup_healthlarge_max;
1273         if(!self.health)
1274                 self.health = g_pickup_healthlarge;
1275         if(!self.pickup_anyway)
1276                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1277         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1278 }
1279
1280 void spawnfunc_item_health_mega (void) {
1281         if(g_minstagib) {
1282                 minstagib_items(IT_NAILS);
1283         } else {
1284                 if(!self.max_health)
1285                         self.max_health = g_pickup_healthmega_max;
1286                 if(!self.health)
1287                         self.health = g_pickup_healthmega;
1288                 if(!self.pickup_anyway)
1289                         self.pickup_anyway = g_pickup_healthmega_anyway;
1290                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1291         }
1292 }
1293
1294 // support old misnamed entities
1295 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1296 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1297 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1298 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1299 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1300
1301 void spawnfunc_item_strength (void) {
1302         if(g_minstagib) {
1303                 minstagib_items(IT_STRENGTH);
1304         } else {
1305                 precache_sound("weapons/strength_fire.wav");
1306                 if(!self.strength_finished)
1307                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1308                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1309         }
1310 }
1311
1312 void spawnfunc_item_invincible (void) {
1313         if(g_minstagib) {
1314                 minstagib_items(IT_INVINCIBLE);
1315         } else {
1316                 if(!self.invincible_finished)
1317                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1318                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1319         }
1320 }
1321
1322 void spawnfunc_item_minst_cells (void) {
1323         if (g_minstagib)
1324         {
1325                 minst_no_auto_cells = 1;
1326                 minstagib_items(IT_CELLS);
1327         }
1328         else
1329                 remove(self);
1330 }
1331
1332 // compatibility:
1333 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1334
1335 float GiveItems(entity e, float beginarg, float endarg);
1336 void target_items_use (void)
1337 {
1338         if(activator.classname == "droppedweapon")
1339         {
1340                 EXACTTRIGGER_TOUCH;
1341                 remove(activator);
1342                 return;
1343         }
1344
1345         if(activator.classname != "player")
1346                 return;
1347         if(activator.deadflag != DEAD_NO)
1348                 return;
1349         EXACTTRIGGER_TOUCH;
1350
1351         entity e;
1352         for(e = world; (e = find(e, classname, "droppedweapon")); )
1353                 if(e.enemy == activator)
1354                         remove(e);
1355
1356         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1357                 centerprint(activator, self.message);
1358 }
1359
1360 void spawnfunc_target_items (void)
1361 {
1362         float n, i, j;
1363         entity e;
1364
1365         self.use = target_items_use;
1366         if(!self.strength_finished)
1367                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1368         if(!self.invincible_finished)
1369                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1370         if(!self.superweapons_finished)
1371                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1372
1373         precache_sound("misc/itempickup.wav");
1374         precache_sound("misc/megahealth.wav");
1375         precache_sound("misc/armor25.wav");
1376         precache_sound("misc/powerup.wav");
1377         precache_sound("misc/poweroff.wav");
1378         precache_sound("weapons/weaponpickup.wav");
1379
1380         n = tokenize_console(self.netname);
1381         if(argv(0) == "give")
1382         {
1383                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1384         }
1385         else
1386         {
1387                 for(i = 0; i < n; ++i)
1388                 {
1389                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1390                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1391                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1392                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1393                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1394                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1395                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1396                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1397                         else
1398                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1399                         {
1400                                 e = get_weaponinfo(j);
1401                                 if(argv(i) == e.netname)
1402                                 {
1403                                         self.weapons |= e.weapons;
1404                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1405                                                 weapon_action(e.weapon, WR_PRECACHE);
1406                                         break;
1407                                 }
1408                         }
1409                         if(j > WEP_LAST)
1410                                 print("target_items: invalid item ", argv(i), "\n");
1411                 }
1412
1413                 string itemprefix, valueprefix;
1414                 if(self.spawnflags == 0)
1415                 {
1416                         itemprefix = "";
1417                         valueprefix = "";
1418                 }
1419                 else if(self.spawnflags == 1)
1420                 {
1421                         itemprefix = "max ";
1422                         valueprefix = "max ";
1423                 }
1424                 else if(self.spawnflags == 2)
1425                 {
1426                         itemprefix = "min ";
1427                         valueprefix = "min ";
1428                 }
1429                 else if(self.spawnflags == 4)
1430                 {
1431                         itemprefix = "minus ";
1432                         valueprefix = "max ";
1433                 }
1434                 else
1435                         error("invalid spawnflags");
1436
1437                 self.netname = "";
1438                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1439                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1440                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1441                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1442                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1443                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1444                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1445                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1446                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1447                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1448                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1449                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1450                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1451                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1452                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1453                 {
1454                         e = get_weaponinfo(j);
1455                         if(e.weapons)
1456                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1457                 }
1458         }
1459         self.netname = strzone(self.netname);
1460         //print(self.netname, "\n");
1461
1462         n = tokenize_console(self.netname);
1463         for(i = 0; i < n; ++i)
1464         {
1465                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1466                 {
1467                         e = get_weaponinfo(j);
1468                         if(argv(i) == e.netname)
1469                         {
1470                                 weapon_action(e.weapon, WR_PRECACHE);
1471                                 break;
1472                         }
1473                 }
1474         }
1475 }
1476
1477 void spawnfunc_item_fuel(void)
1478 {
1479         if(!self.ammo_fuel)
1480                 self.ammo_fuel = g_pickup_fuel;
1481         if(!self.pickup_anyway)
1482                 self.pickup_anyway = g_pickup_ammo_anyway;
1483         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1484 }
1485
1486 void spawnfunc_item_fuel_regen(void)
1487 {
1488         if(start_items & IT_FUEL_REGEN)
1489         {
1490                 spawnfunc_item_fuel();
1491                 return;
1492         }
1493         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1494 }
1495
1496 void spawnfunc_item_jetpack(void)
1497 {
1498         if(g_grappling_hook)
1499                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1500         if(!self.ammo_fuel)
1501                 self.ammo_fuel = g_pickup_fuel_jetpack;
1502         if(start_items & IT_JETPACK)
1503         {
1504                 spawnfunc_item_fuel();
1505                 return;
1506         }
1507         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1508 }
1509
1510
1511 #define OP_SET 0
1512 #define OP_MIN 1
1513 #define OP_MAX 2
1514 #define OP_PLUS 3
1515 #define OP_MINUS 4
1516
1517 float GiveBit(entity e, .float fld, float bit, float op, float val)
1518 {
1519         float v0, v1;
1520         v0 = (e.fld & bit);
1521         switch(op)
1522         {
1523                 case OP_SET:
1524                         if(val > 0)
1525                                 e.fld |= bit;
1526                         else
1527                                 e.fld &~= bit;
1528                         break;
1529                 case OP_MIN:
1530                 case OP_PLUS:
1531                         if(val > 0)
1532                                 e.fld |= bit;
1533                         break;
1534                 case OP_MAX:
1535                         if(val <= 0)
1536                                 e.fld &~= bit;
1537                         break;
1538                 case OP_MINUS:
1539                         if(val > 0)
1540                                 e.fld &~= bit;
1541                         break;
1542         }
1543         v1 = (e.fld & bit);
1544         return (v0 != v1);
1545 }
1546
1547 float GiveValue(entity e, .float fld, float op, float val)
1548 {
1549         float v0, v1;
1550         v0 = e.fld;
1551         switch(op)
1552         {
1553                 case OP_SET:
1554                         e.fld = val;
1555                         break;
1556                 case OP_MIN:
1557                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1558                         break;
1559                 case OP_MAX:
1560                         e.fld = min(e.fld, val);
1561                         break;
1562                 case OP_PLUS:
1563                         e.fld += val;
1564                         break;
1565                 case OP_MINUS:
1566                         e.fld -= val;
1567                         break;
1568         }
1569         v1 = e.fld;
1570         return (v0 != v1);
1571 }
1572
1573 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1574 {
1575         if(v1 == v0)
1576                 return;
1577         if(v1 <= v0 - t)
1578         {
1579                 if(snd_decr != "")
1580                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1581         }
1582         else if(v0 >= v0 + t)
1583         {
1584                 if(snd_incr != "")
1585                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1586         }
1587 }
1588
1589 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1590 {
1591         if(v0 < v1)
1592                 e.rotfield = max(e.rotfield, time + rottime);
1593         else if(v0 > v1)
1594                 e.regenfield = max(e.regenfield, time + regentime);
1595 }
1596
1597 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1598 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1599 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1600 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1601
1602 float GiveItems(entity e, float beginarg, float endarg)
1603 {
1604         float got, i, j, val, op;
1605         float _switchweapon;
1606         entity wi;
1607         string cmd;
1608
1609         val = 999;
1610         op = OP_SET;
1611
1612         got = 0;
1613
1614         _switchweapon = FALSE;
1615         if (e.autoswitch)
1616                 if (e.switchweapon == w_getbestweapon(e))
1617                         _switchweapon = TRUE;
1618
1619         e.strength_finished = max(0, e.strength_finished - time);
1620         e.invincible_finished = max(0, e.invincible_finished - time);
1621         e.superweapons_finished = max(0, e.superweapons_finished - time);
1622         
1623         PREGIVE(e, items);
1624         PREGIVE(e, weapons);
1625         PREGIVE(e, strength_finished);
1626         PREGIVE(e, invincible_finished);
1627         PREGIVE(e, superweapons_finished);
1628         PREGIVE(e, ammo_nails);
1629         PREGIVE(e, ammo_cells);
1630         PREGIVE(e, ammo_shells);
1631         PREGIVE(e, ammo_rockets);
1632         PREGIVE(e, ammo_fuel);
1633         PREGIVE(e, armorvalue);
1634         PREGIVE(e, health);
1635
1636         for(i = beginarg; i < endarg; ++i)
1637         {
1638                 cmd = argv(i);
1639
1640                 if(cmd == "0" || stof(cmd))
1641                 {
1642                         val = stof(cmd);
1643                         continue;
1644                 }
1645                 switch(cmd)
1646                 {
1647                         case "no":
1648                                 op = OP_MAX;
1649                                 val = 0;
1650                                 continue;
1651                         case "max":
1652                                 op = OP_MAX;
1653                                 continue;
1654                         case "min":
1655                                 op = OP_MIN;
1656                                 continue;
1657                         case "plus":
1658                                 op = OP_PLUS;
1659                                 continue;
1660                         case "minus":
1661                                 op = OP_MINUS;
1662                                 continue;
1663                         case "ALL":
1664                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1665                                 got += GiveValue(e, strength_finished, op, val);
1666                                 got += GiveValue(e, invincible_finished, op, val);
1667                                 got += GiveValue(e, superweapons_finished, op, val);
1668                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1669                         case "all":
1670                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1671                                 got += GiveValue(e, health, op, val);
1672                                 got += GiveValue(e, armorvalue, op, val);
1673                         case "allweapons":
1674                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1675                                 {
1676                                         wi = get_weaponinfo(j);
1677                                         if(wi.weapons)
1678                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1679                                 }
1680                         case "allammo":
1681                                 got += GiveValue(e, ammo_cells, op, val);
1682                                 got += GiveValue(e, ammo_shells, op, val);
1683                                 got += GiveValue(e, ammo_nails, op, val);
1684                                 got += GiveValue(e, ammo_rockets, op, val);
1685                                 got += GiveValue(e, ammo_fuel, op, val);
1686                                 break;
1687                         case "unlimited_ammo":
1688                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1689                                 break;
1690                         case "unlimited_weapon_ammo":
1691                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1692                                 break;
1693                         case "unlimited_superweapons":
1694                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1695                                 break;
1696                         case "jetpack":
1697                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1698                                 break;
1699                         case "fuel_regen":
1700                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1701                                 break;
1702                         case "strength":
1703                                 got += GiveValue(e, strength_finished, op, val);
1704                                 break;
1705                         case "invincible":
1706                                 got += GiveValue(e, invincible_finished, op, val);
1707                                 break;
1708                         case "superweapons":
1709                                 got += GiveValue(e, superweapons_finished, op, val);
1710                                 break;
1711                         case "cells":
1712                                 got += GiveValue(e, ammo_cells, op, val);
1713                                 break;
1714                         case "shells":
1715                                 got += GiveValue(e, ammo_shells, op, val);
1716                                 break;
1717                         case "nails":
1718                         case "bullets":
1719                                 got += GiveValue(e, ammo_nails, op, val);
1720                                 break;
1721                         case "rockets":
1722                                 got += GiveValue(e, ammo_rockets, op, val);
1723                                 break;
1724                         case "health":
1725                                 got += GiveValue(e, health, op, val);
1726                                 break;
1727                         case "armor":
1728                                 got += GiveValue(e, armorvalue, op, val);
1729                                 break;
1730                         case "fuel":
1731                                 got += GiveValue(e, ammo_fuel, op, val);
1732                                 break;
1733                         default:
1734                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1735                                 {
1736                                         wi = get_weaponinfo(j);
1737                                         if(cmd == wi.netname)
1738                                         {
1739                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1740                                                 break;
1741                                         }
1742                                 }
1743                                 if(j > WEP_LAST)
1744                                         print("give: invalid item ", cmd, "\n");
1745                                 break;
1746                 }
1747                 val = 999;
1748                 op = OP_SET;
1749         }
1750
1751         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1752         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1753         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1754         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1755         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1756         {
1757                 wi = get_weaponinfo(j);
1758                 if(wi.weapons)
1759                 {
1760                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1761                         if not(save_weapons & wi.weapons)
1762                                 if(e.weapons & wi.weapons)
1763                                         weapon_action(wi.weapon, WR_PRECACHE);
1764                 }
1765         }
1766         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1767         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1768         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1769         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1770         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1771         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1772         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
1773         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
1774         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
1775
1776         if(e.superweapons_finished <= 0)
1777                 if(self.weapons & WEPBIT_SUPERWEAPONS)
1778                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1779
1780         if (g_minstagib)
1781         {
1782                 e.health = bound(0, e.health, 100);
1783                 e.armorvalue = bound(0, e.armorvalue, 999);
1784         }
1785
1786         if(e.strength_finished <= 0)
1787                 e.strength_finished = 0;
1788         else
1789                 e.strength_finished += time;
1790         if(e.invincible_finished <= 0)
1791                 e.invincible_finished = 0;
1792         else
1793                 e.invincible_finished += time;
1794         if(e.superweapons_finished <= 0)
1795                 e.superweapons_finished = 0;
1796         else
1797                 e.superweapons_finished += time;
1798
1799         if not(e.weapons & W_WeaponBit(e.switchweapon))
1800                 _switchweapon = TRUE;
1801         if(_switchweapon)
1802                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1803
1804         return got;
1805 }