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