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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.strength_finished || e.invincible_finished)
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 = '0 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(!Item_GiveTo(self, other))
514                 return;
515
516         other.last_pickup = time;
517
518         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
519
520         if (self.classname == "droppedweapon")
521                 remove (self);
522         else if not(self.spawnshieldtime)
523                 return;
524         else
525         {
526                 if(self.team)
527                 {
528                         RandomSelection_Init();
529                         for(head = world; (head = findfloat(head, team, self.team)); )
530                         {
531                                 if(head.flags & FL_ITEM)
532                                 {
533                                         Item_Show(head, -1);
534                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
535                                 }
536                         }
537                         e = RandomSelection_chosen_ent;
538                 }
539                 else
540                         e = self;
541                 Item_ScheduleRespawn(e);
542         }
543 }
544
545 void Item_FindTeam()
546 {
547         entity head, e;
548
549         if(self.effects & EF_NODRAW)
550         {
551                 // marker for item team search
552                 dprint("Initializing item team ", ftos(self.team), "\n");
553                 RandomSelection_Init();
554                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
555                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
556                 e = RandomSelection_chosen_ent;
557                 e.state = 0;
558                 Item_Show(e, 1);
559
560                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
561                 {
562                         if(head != e)
563                         {
564                                 // make it a non-spawned item
565                                 Item_Show(head, -1);
566                                 head.state = 1; // state 1 = initially hidden item
567                         }
568                         head.effects &~= EF_NODRAW;
569                 }
570
571                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
572                         Item_ScheduleInitialRespawn(e);
573         }
574 }
575
576 void Item_Reset()
577 {
578         Item_Show(self, !self.state);
579         setorigin (self, self.origin);
580         self.think = SUB_Null;
581         self.nextthink = 0;
582
583         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
584                 Item_ScheduleInitialRespawn(self);
585 }
586
587 // Savage: used for item garbage-collection
588 // TODO: perhaps nice special effect?
589 void RemoveItem(void)
590 {
591         remove(self);
592 }
593
594 // pickup evaluation functions
595 // these functions decide how desirable an item is to the bots
596
597 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
598
599 float weapon_pickupevalfunc(entity player, entity item)
600 {
601         float c, i, j, position;
602
603         // See if I have it already
604         if(player.weapons & item.weapons == item.weapons)
605         {
606                 // If I can pick it up
607                 if(!item.spawnshieldtime)
608                         c = 0;
609                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
610                 {
611                         // Skilled bots will grab more
612                         c = bound(0, skill / 10, 1) * 0.5;
613                 }
614                 else
615                         c = 0;
616         }
617         else
618                 c = 1;
619
620         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
621         if( bot_custom_weapon && c )
622         {
623                 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
624                 {
625                         // Find weapon
626                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
627                                 continue;
628
629                         // Find the highest position on any range
630                         position = -1;
631                         for(j = 0; j < WEP_LAST ; ++j){
632                                 if(
633                                                 bot_weapons_far[j] == i ||
634                                                 bot_weapons_mid[j] == i ||
635                                                 bot_weapons_close[j] == i
636                                   )
637                                 {
638                                         position = j;
639                                         break;
640                                 }
641                         }
642
643                         // Rate it
644                         if (position >= 0 )
645                         {
646                                 position = WEP_LAST - position;
647                                 // item.bot_pickupbasevalue is overwritten here
648                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
649                         }
650                 }
651         }
652
653         return item.bot_pickupbasevalue * c;
654 }
655
656 float commodity_pickupevalfunc(entity player, entity item)
657 {
658         float c, i, need_shells, need_nails, need_rockets, need_cells;
659         entity wi;
660         c = 0;
661
662         // Detect needed ammo
663         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
664         {
665                 wi = get_weaponinfo(i);
666
667                 if not(wi.weapons & player.weapons)
668                         continue;
669
670                 if(wi.items & IT_SHELLS)
671                         need_shells = TRUE;
672                 else if(wi.items & IT_NAILS)
673                         need_nails = TRUE;
674                 else if(wi.items & IT_ROCKETS)
675                         need_rockets = TRUE;
676                 else if(wi.items & IT_CELLS)
677                         need_cells = TRUE;
678         }
679
680         // TODO: figure out if the player even has the weapon this ammo is for?
681         // may not affect strategy much though...
682         // find out how much more ammo/armor/health the player can hold
683         if (need_shells)
684         if (item.ammo_shells)
685         if (player.ammo_shells < g_pickup_shells_max)
686                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
687         if (need_nails)
688         if (item.ammo_nails)
689         if (player.ammo_nails < g_pickup_nails_max)
690                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
691         if (need_rockets)
692         if (item.ammo_rockets)
693         if (player.ammo_rockets < g_pickup_rockets_max)
694                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
695         if (need_cells)
696         if (item.ammo_cells)
697         if (player.ammo_cells < g_pickup_cells_max)
698                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
699         if (item.armorvalue)
700         if (player.armorvalue < item.max_armorvalue)
701                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
702         if (item.health)
703         if (player.health < item.max_health)
704                 c = c + max(0, 1 - player.health / item.max_health);
705
706         return item.bot_pickupbasevalue * c;
707 }
708
709
710 .float is_item;
711 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)
712 {
713         startitem_failed = FALSE;
714
715         self.items = itemid;
716         self.weapons = weaponid;
717         self.flags = FL_ITEM | itemflags;
718
719         // is it a dropped weapon?
720         if (self.classname == "droppedweapon")
721         {
722                 self.reset = SUB_Remove;
723                 // it's a dropped weapon
724                 self.movetype = MOVETYPE_TOSS;
725                 // Savage: remove thrown items after a certain period of time ("garbage collection")
726                 self.think = RemoveItem;
727                 self.nextthink = time + 60;
728                 // don't drop if in a NODROP zone (such as lava)
729                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
730                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
731                 {
732                         startitem_failed = TRUE;
733                         remove(self);
734                         return;
735                 }
736         }
737         else
738         {
739                 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
740                 {
741                         startitem_failed = TRUE;
742                         remove(self);
743                         return;
744                 }
745
746                 if(!have_pickup_item())
747                 {
748                         startitem_failed = TRUE;
749                         remove (self);
750                         return;
751                 }
752
753                 if(self.model != "")
754                         itemmodel = self.model;
755                 if(self.item_pickupsound != "")
756                         pickupsound = self.item_pickupsound;
757
758                 self.reset = Item_Reset;
759                 // it's a level item
760                 if(self.spawnflags & 1)
761                         self.noalign = 1;
762                 if (self.noalign)
763                         self.movetype = MOVETYPE_NONE;
764                 else
765                         self.movetype = MOVETYPE_TOSS;
766                 // do item filtering according to game mode and other things
767                 if (!self.noalign)
768                 {
769                         // first nudge it off the floor a little bit to avoid math errors
770                         setorigin(self, self.origin + '0 0 1');
771                         // set item size before we spawn a spawnfunc_waypoint
772                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
773                                 setsize (self, '-16 -16 0', '16 16 48');
774                         else
775                                 setsize (self, '-16 -16 0', '16 16 32');
776                         // note droptofloor returns FALSE if stuck/or would fall too far
777                         droptofloor();
778                         waypoint_spawnforitem(self);
779                 }
780
781                 /*
782                  * can't do it that way, as it would break maps
783                  * TODO make a target_give like entity another way, that perhaps has
784                  * the weapon name in a key
785                 if(self.targetname)
786                 {
787                         // target_give not yet supported; maybe later
788                         print("removed targeted ", self.classname, "\n");
789                         startitem_failed = TRUE;
790                         remove (self);
791                         return;
792                 }
793                 */
794
795                 if(autocvar_spawn_debug >= 2)
796                 {
797                         entity otheritem;
798                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
799                         {
800                                 if(otheritem.is_item)
801                                 {
802                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
803                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
804                                         error("Mapper sucks.");
805                                 }
806                         }
807                         self.is_item = TRUE;
808                 }
809
810                 weaponsInMap |= weaponid;
811
812                 precache_model (itemmodel);
813                 precache_sound (pickupsound);
814
815                 precache_sound ("misc/itemrespawncountdown.wav");
816                 if(!g_minstagib && itemid == IT_STRENGTH)
817                         precache_sound ("misc/strength_respawn.wav");
818                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
819                         precache_sound ("misc/shield_respawn.wav");
820                 else
821                         precache_sound ("misc/itemrespawn.wav");
822
823                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
824                         self.target = "###item###"; // for finding the nearest item using find()
825         }
826
827         self.bot_pickup = TRUE;
828         self.bot_pickupevalfunc = pickupevalfunc;
829         self.bot_pickupbasevalue = pickupbasevalue;
830         self.mdl = itemmodel;
831         self.item_pickupsound = pickupsound;
832         // let mappers override respawntime
833         if(!self.respawntime) // both set
834         {
835                 self.respawntime = defaultrespawntime;
836                 self.respawntimejitter = defaultrespawntimejitter;
837         }
838         self.netname = itemname;
839         self.touch = Item_Touch;
840         setmodel (self, self.mdl); // precision set below
841         self.effects |= EF_LOWPRECISION;
842         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
843                 setsize (self, '-16 -16 0', '16 16 48');
844         else
845                 setsize (self, '-16 -16 0', '16 16 32');
846         if(itemflags & FL_WEAPON)
847                 self.modelflags |= MF_ROTATE;
848
849         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
850         if (itemflags & FL_WEAPON)
851         {
852                 // neutral team color for pickup weapons
853                 self.colormap = 1024; // color shirt=0 pants=0 grey
854         }
855
856         Item_Show(self, 1);
857         self.state = 0;
858         if(self.team)
859         {
860                 if(!self.cnt)
861                         self.cnt = 1; // item probability weight
862                 self.effects = self.effects | EF_NODRAW; // marker for item team search
863                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
864         }
865         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
866                 Item_ScheduleInitialRespawn(self);
867 }
868
869 /* replace items in minstagib
870  * IT_STRENGTH   = invisibility
871  * IT_NAILS      = extra lives
872  * IT_INVINCIBLE = speed
873  */
874 void minstagib_items (float itemid)
875 {
876         float rnd;
877         self.classname = "minstagib";
878
879         // replace rocket launchers and nex guns with ammo cells
880         if (itemid == IT_CELLS)
881         {
882                 self.ammo_cells = autocvar_g_minstagib_ammo_drop;
883                 StartItem ("models/items/a_cells.md3",
884                         "misc/itempickup.wav", 45, 0,
885                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
886                 return;
887         }
888
889         // randomize
890         rnd = random() * 3;
891         if (rnd <= 1)
892                 itemid = IT_STRENGTH;
893         else if (rnd <= 2)
894                 itemid = IT_NAILS;
895         else
896                 itemid = IT_INVINCIBLE;
897
898         // replace with invis
899         if (itemid == IT_STRENGTH)
900         {
901                 if(!self.strength_finished)
902                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
903                 StartItem ("models/items/g_strength.md3",
904                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
905                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
906         }
907         // replace with extra lives
908         if (itemid == IT_NAILS)
909         {
910                 self.max_health = 1;
911                 StartItem ("models/items/g_h100.md3",
912                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
913                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
914         }
915         // replace with speed
916         if (itemid == IT_INVINCIBLE)
917         {
918                 if(!self.invincible_finished)
919                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
920                 StartItem ("models/items/g_invincible.md3",
921                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
922                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
923         }
924 }
925
926 float minst_no_auto_cells;
927 void minst_remove_item (void) {
928         if(minst_no_auto_cells)
929                 remove(self);
930 }
931
932 float weaponswapping;
933 float internalteam;
934
935 void weapon_defaultspawnfunc(float wpn)
936 {
937         entity e;
938         float t;
939         var .float ammofield;
940         string s;
941         entity oldself;
942         float i, j;
943
944         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
945         {
946                 e = get_weaponinfo(wpn);
947                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
948                 if(s == "0")
949                 {
950                         remove(self);
951                         startitem_failed = TRUE;
952                         return;
953                 }
954                 t = tokenize_console(s);
955                 if(t >= 2)
956                 {
957                         self.team = --internalteam;
958                         oldself = self;
959                         for(i = 1; i < t; ++i)
960                         {
961                                 s = argv(i);
962                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
963                                 {
964                                         e = get_weaponinfo(j);
965                                         if(e.netname == s)
966                                         {
967                                                 self = spawn();
968                                                 copyentity(oldself, self);
969                                                 self.classname = "replacedweapon";
970                                                 weapon_defaultspawnfunc(j);
971                                                 break;
972                                         }
973                                 }
974                                 if(j > WEP_LAST)
975                                 {
976                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
977                                 }
978                         }
979                         self = oldself;
980                 }
981                 if(t >= 1)
982                 {
983                         s = argv(0);
984                         wpn = 0;
985                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
986                         {
987                                 e = get_weaponinfo(j);
988                                 if(e.netname == s)
989                                 {
990                                         wpn = j;
991                                         break;
992                                 }
993                         }
994                         if(j > WEP_LAST)
995                         {
996                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
997                         }
998                 }
999                 if(wpn == 0)
1000                 {
1001                         remove(self);
1002                         startitem_failed = TRUE;
1003                         return;
1004                 }
1005         }
1006
1007         e = get_weaponinfo(wpn);
1008
1009         if(!self.respawntime)
1010         {
1011                 if(self.weapons & WEPBIT_SUPERWEAPONS)
1012                 {
1013                         self.respawntime = g_pickup_respawntime_superweapon;
1014                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1015                 }
1016                 else
1017                 {
1018                         self.respawntime = g_pickup_respawntime_weapon;
1019                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1020                 }
1021         }
1022
1023         if(self.weapons & WEPBIT_SUPERWEAPONS)
1024                 if(!self.superweapons_finished)
1025                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1026
1027         if(e.items)
1028         {
1029                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1030                 {
1031                         if(e.items & j)
1032                         {
1033                                 ammofield = Item_CounterField(j);
1034                                 if(!self.ammofield)
1035                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1036                         }
1037                 }
1038         }
1039
1040         // no weapon-stay on superweapons
1041         if(self.weapons & WEPBIT_SUPERWEAPONS)
1042                 self.flags |= FL_NO_WEAPON_STAY;
1043
1044         // weapon stay isn't supported for teamed weapons
1045         if(self.team)
1046                 self.flags |= FL_NO_WEAPON_STAY;
1047
1048         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1049         if (self.modelindex) // don't precache if self was removed
1050                 weapon_action(e.weapon, WR_PRECACHE);
1051 }
1052
1053 void spawnfunc_weapon_shotgun (void);
1054 void spawnfunc_weapon_uzi (void) {
1055         if(autocvar_sv_q3acompat_machineshotgunswap)
1056         if(self.classname != "droppedweapon")
1057         {
1058                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1059                 return;
1060         }
1061         weapon_defaultspawnfunc(WEP_UZI);
1062 }
1063
1064 void spawnfunc_weapon_shotgun (void) {
1065         if(autocvar_sv_q3acompat_machineshotgunswap)
1066         if(self.classname != "droppedweapon")
1067         {
1068                 weapon_defaultspawnfunc(WEP_UZI);
1069                 return;
1070         }
1071         weapon_defaultspawnfunc(WEP_SHOTGUN);
1072 }
1073
1074 void spawnfunc_weapon_nex (void)
1075 {
1076         if (g_minstagib)
1077         {
1078                 minstagib_items(IT_CELLS);
1079                 self.think = minst_remove_item;
1080                 self.nextthink = time;
1081                 return;
1082         }
1083         weapon_defaultspawnfunc(WEP_NEX);
1084 }
1085
1086 void spawnfunc_weapon_minstanex (void)
1087 {
1088         if (g_minstagib)
1089         {
1090                 minstagib_items(IT_CELLS);
1091                 self.think = minst_remove_item;
1092                 self.nextthink = time;
1093                 return;
1094         }
1095         weapon_defaultspawnfunc(WEP_MINSTANEX);
1096 }
1097
1098 void spawnfunc_weapon_rocketlauncher (void)
1099 {
1100         if (g_minstagib)
1101         {
1102                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1103                 self.think = minst_remove_item;
1104                 self.nextthink = time;
1105                 return;
1106         }
1107         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1108 }
1109
1110 void spawnfunc_item_rockets (void) {
1111         if(!self.ammo_rockets)
1112                 self.ammo_rockets = g_pickup_rockets;
1113         if(!self.pickup_anyway)
1114                 self.pickup_anyway = g_pickup_ammo_anyway;
1115         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);
1116 }
1117
1118 void spawnfunc_item_shells (void);
1119 void spawnfunc_item_bullets (void) {
1120         if(!weaponswapping)
1121         if(autocvar_sv_q3acompat_machineshotgunswap)
1122         if(self.classname != "droppedweapon")
1123         {
1124                 weaponswapping = TRUE;
1125                 spawnfunc_item_shells();
1126                 weaponswapping = FALSE;
1127                 return;
1128         }
1129
1130         if(!self.ammo_nails)
1131                 self.ammo_nails = g_pickup_nails;
1132         if(!self.pickup_anyway)
1133                 self.pickup_anyway = g_pickup_ammo_anyway;
1134         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);
1135 }
1136
1137 void spawnfunc_item_cells (void) {
1138         if(!self.ammo_cells)
1139                 self.ammo_cells = g_pickup_cells;
1140         if(!self.pickup_anyway)
1141                 self.pickup_anyway = g_pickup_ammo_anyway;
1142         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);
1143 }
1144
1145 void spawnfunc_item_shells (void) {
1146         if(!weaponswapping)
1147         if(autocvar_sv_q3acompat_machineshotgunswap)
1148         if(self.classname != "droppedweapon")
1149         {
1150                 weaponswapping = TRUE;
1151                 spawnfunc_item_bullets();
1152                 weaponswapping = FALSE;
1153                 return;
1154         }
1155
1156         if(!self.ammo_shells)
1157                 self.ammo_shells = g_pickup_shells;
1158         if(!self.pickup_anyway)
1159                 self.pickup_anyway = g_pickup_ammo_anyway;
1160         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);
1161 }
1162
1163 void spawnfunc_item_armor_small (void) {
1164         if(!self.armorvalue)
1165                 self.armorvalue = g_pickup_armorsmall;
1166         if(!self.max_armorvalue)
1167                 self.max_armorvalue = g_pickup_armorsmall_max;
1168         if(!self.pickup_anyway)
1169                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1170         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);
1171 }
1172
1173 void spawnfunc_item_armor_medium (void) {
1174         if(!self.armorvalue)
1175                 self.armorvalue = g_pickup_armormedium;
1176         if(!self.max_armorvalue)
1177                 self.max_armorvalue = g_pickup_armormedium_max;
1178         if(!self.pickup_anyway)
1179                 self.pickup_anyway = g_pickup_armormedium_anyway;
1180         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);
1181 }
1182
1183 void spawnfunc_item_armor_big (void) {
1184         if(!self.armorvalue)
1185                 self.armorvalue = g_pickup_armorbig;
1186         if(!self.max_armorvalue)
1187                 self.max_armorvalue = g_pickup_armorbig_max;
1188         if(!self.pickup_anyway)
1189                 self.pickup_anyway = g_pickup_armorbig_anyway;
1190         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);
1191 }
1192
1193 void spawnfunc_item_armor_large (void) {
1194         if(!self.armorvalue)
1195                 self.armorvalue = g_pickup_armorlarge;
1196         if(!self.max_armorvalue)
1197                 self.max_armorvalue = g_pickup_armorlarge_max;
1198         if(!self.pickup_anyway)
1199                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1200         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);
1201 }
1202
1203 void spawnfunc_item_health_small (void) {
1204         if(!self.max_health)
1205                 self.max_health = g_pickup_healthsmall_max;
1206         if(!self.health)
1207                 self.health = g_pickup_healthsmall;
1208         if(!self.pickup_anyway)
1209                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1210         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);
1211 }
1212
1213 void spawnfunc_item_health_medium (void) {
1214         if(!self.max_health)
1215                 self.max_health = g_pickup_healthmedium_max;
1216         if(!self.health)
1217                 self.health = g_pickup_healthmedium;
1218         if(!self.pickup_anyway)
1219                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1220         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);
1221 }
1222
1223 void spawnfunc_item_health_large (void) {
1224         if(!self.max_health)
1225                 self.max_health = g_pickup_healthlarge_max;
1226         if(!self.health)
1227                 self.health = g_pickup_healthlarge;
1228         if(!self.pickup_anyway)
1229                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1230         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);
1231 }
1232
1233 void spawnfunc_item_health_mega (void) {
1234         if(g_minstagib) {
1235                 minstagib_items(IT_NAILS);
1236         } else {
1237                 if(!self.max_health)
1238                         self.max_health = g_pickup_healthmega_max;
1239                 if(!self.health)
1240                         self.health = g_pickup_healthmega;
1241                 if(!self.pickup_anyway)
1242                         self.pickup_anyway = g_pickup_healthmega_anyway;
1243                 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);
1244         }
1245 }
1246
1247 // support old misnamed entities
1248 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1249 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1250 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1251 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1252 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1253
1254 void spawnfunc_item_strength (void) {
1255         if(g_minstagib) {
1256                 minstagib_items(IT_STRENGTH);
1257         } else {
1258                 precache_sound("weapons/strength_fire.wav");
1259                 if(!self.strength_finished)
1260                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1261                 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);
1262         }
1263 }
1264
1265 void spawnfunc_item_invincible (void) {
1266         if(g_minstagib) {
1267                 minstagib_items(IT_INVINCIBLE);
1268         } else {
1269                 if(!self.invincible_finished)
1270                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1271                 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);
1272         }
1273 }
1274
1275 void spawnfunc_item_minst_cells (void) {
1276         if (g_minstagib)
1277         {
1278                 minst_no_auto_cells = 1;
1279                 minstagib_items(IT_CELLS);
1280         }
1281         else
1282                 remove(self);
1283 }
1284
1285 // compatibility:
1286 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1287
1288 float GiveItems(entity e, float beginarg, float endarg);
1289 void target_items_use (void)
1290 {
1291         if(activator.classname == "droppedweapon")
1292         {
1293                 EXACTTRIGGER_TOUCH;
1294                 remove(activator);
1295                 return;
1296         }
1297
1298         if(activator.classname != "player")
1299                 return;
1300         if(activator.deadflag != DEAD_NO)
1301                 return;
1302         EXACTTRIGGER_TOUCH;
1303
1304         entity e;
1305         for(e = world; (e = find(e, classname, "droppedweapon")); )
1306                 if(e.enemy == activator)
1307                         remove(e);
1308
1309         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1310                 centerprint(activator, self.message);
1311 }
1312
1313 void spawnfunc_target_items (void)
1314 {
1315         float n, i, j;
1316         entity e;
1317
1318         self.use = target_items_use;
1319         if(!self.strength_finished)
1320                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1321         if(!self.invincible_finished)
1322                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1323         if(!self.superweapons_finished)
1324                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1325
1326         precache_sound("misc/itempickup.wav");
1327         precache_sound("misc/megahealth.wav");
1328         precache_sound("misc/armor25.wav");
1329         precache_sound("misc/powerup.wav");
1330         precache_sound("misc/poweroff.wav");
1331         precache_sound("weapons/weaponpickup.wav");
1332
1333         n = tokenize_console(self.netname);
1334         if(argv(0) == "give")
1335         {
1336                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1337         }
1338         else
1339         {
1340                 for(i = 0; i < n; ++i)
1341                 {
1342                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1343                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1344                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1345                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1346                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1347                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1348                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1349                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1350                         else
1351                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1352                         {
1353                                 e = get_weaponinfo(j);
1354                                 if(argv(i) == e.netname)
1355                                 {
1356                                         self.weapons |= e.weapons;
1357                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1358                                                 weapon_action(e.weapon, WR_PRECACHE);
1359                                         break;
1360                                 }
1361                         }
1362                         if(j > WEP_LAST)
1363                                 print("target_items: invalid item ", argv(i), "\n");
1364                 }
1365
1366                 string itemprefix, valueprefix;
1367                 if(self.spawnflags == 0)
1368                 {
1369                         itemprefix = "";
1370                         valueprefix = "";
1371                 }
1372                 else if(self.spawnflags == 1)
1373                 {
1374                         itemprefix = "max ";
1375                         valueprefix = "max ";
1376                 }
1377                 else if(self.spawnflags == 2)
1378                 {
1379                         itemprefix = "min ";
1380                         valueprefix = "min ";
1381                 }
1382                 else if(self.spawnflags == 4)
1383                 {
1384                         itemprefix = "minus ";
1385                         valueprefix = "max ";
1386                 }
1387                 else
1388                         error("invalid spawnflags");
1389
1390                 self.netname = "";
1391                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1392                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1393                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1394                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1395                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1396                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1397                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1398                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1399                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1400                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1401                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1402                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1403                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1404                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1405                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1406                 {
1407                         e = get_weaponinfo(j);
1408                         if(e.weapons)
1409                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1410                 }
1411         }
1412         self.netname = strzone(self.netname);
1413         //print(self.netname, "\n");
1414
1415         n = tokenize_console(self.netname);
1416         for(i = 0; i < n; ++i)
1417         {
1418                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1419                 {
1420                         e = get_weaponinfo(j);
1421                         if(argv(i) == e.netname)
1422                         {
1423                                 weapon_action(e.weapon, WR_PRECACHE);
1424                                 break;
1425                         }
1426                 }
1427         }
1428 }
1429
1430 void spawnfunc_item_fuel(void)
1431 {
1432         if(!self.ammo_fuel)
1433                 self.ammo_fuel = g_pickup_fuel;
1434         if(!self.pickup_anyway)
1435                 self.pickup_anyway = g_pickup_ammo_anyway;
1436         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);
1437 }
1438
1439 void spawnfunc_item_fuel_regen(void)
1440 {
1441         if(start_items & IT_FUEL_REGEN)
1442         {
1443                 spawnfunc_item_fuel();
1444                 return;
1445         }
1446         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);
1447 }
1448
1449 void spawnfunc_item_jetpack(void)
1450 {
1451         if(g_grappling_hook)
1452                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1453         if(!self.ammo_fuel)
1454                 self.ammo_fuel = g_pickup_fuel_jetpack;
1455         if(start_items & IT_JETPACK)
1456         {
1457                 spawnfunc_item_fuel();
1458                 return;
1459         }
1460         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);
1461 }
1462
1463
1464 #define OP_SET 0
1465 #define OP_MIN 1
1466 #define OP_MAX 2
1467 #define OP_PLUS 3
1468 #define OP_MINUS 4
1469
1470 float GiveBit(entity e, .float fld, float bit, float op, float val)
1471 {
1472         float v0, v1;
1473         v0 = (e.fld & bit);
1474         switch(op)
1475         {
1476                 case OP_SET:
1477                         if(val > 0)
1478                                 e.fld |= bit;
1479                         else
1480                                 e.fld &~= bit;
1481                         break;
1482                 case OP_MIN:
1483                 case OP_PLUS:
1484                         if(val > 0)
1485                                 e.fld |= bit;
1486                         break;
1487                 case OP_MAX:
1488                         if(val <= 0)
1489                                 e.fld &~= bit;
1490                         break;
1491                 case OP_MINUS:
1492                         if(val > 0)
1493                                 e.fld &~= bit;
1494                         break;
1495         }
1496         v1 = (e.fld & bit);
1497         return (v0 != v1);
1498 }
1499
1500 float GiveValue(entity e, .float fld, float op, float val)
1501 {
1502         float v0, v1;
1503         v0 = e.fld;
1504         switch(op)
1505         {
1506                 case OP_SET:
1507                         e.fld = val;
1508                         break;
1509                 case OP_MIN:
1510                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1511                         break;
1512                 case OP_MAX:
1513                         e.fld = min(e.fld, val);
1514                         break;
1515                 case OP_PLUS:
1516                         e.fld += val;
1517                         break;
1518                 case OP_MINUS:
1519                         e.fld -= val;
1520                         break;
1521         }
1522         v1 = e.fld;
1523         return (v0 != v1);
1524 }
1525
1526 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1527 {
1528         if(v1 == v0)
1529                 return;
1530         if(v1 <= v0 - t)
1531         {
1532                 if(snd_decr != "")
1533                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1534         }
1535         else if(v0 >= v0 + t)
1536         {
1537                 if(snd_incr != "")
1538                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1539         }
1540 }
1541
1542 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1543 {
1544         if(v0 < v1)
1545                 e.rotfield = max(e.rotfield, time + rottime);
1546         else if(v0 > v1)
1547                 e.regenfield = max(e.regenfield, time + regentime);
1548 }
1549
1550 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1551 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1552 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1553 #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)
1554
1555 float GiveItems(entity e, float beginarg, float endarg)
1556 {
1557         float got, i, j, val, op;
1558         float _switchweapon;
1559         entity wi;
1560         string cmd;
1561
1562         val = 999;
1563         op = OP_SET;
1564
1565         got = 0;
1566
1567         _switchweapon = FALSE;
1568         if (e.autoswitch)
1569                 if (e.switchweapon == w_getbestweapon(e))
1570                         _switchweapon = TRUE;
1571
1572         e.strength_finished = max(0, e.strength_finished - time);
1573         e.invincible_finished = max(0, e.invincible_finished - time);
1574         e.superweapons_finished = max(0, e.superweapons_finished - time);
1575         
1576         PREGIVE(e, items);
1577         PREGIVE(e, weapons);
1578         PREGIVE(e, strength_finished);
1579         PREGIVE(e, invincible_finished);
1580         PREGIVE(e, superweapons_finished);
1581         PREGIVE(e, ammo_nails);
1582         PREGIVE(e, ammo_cells);
1583         PREGIVE(e, ammo_shells);
1584         PREGIVE(e, ammo_rockets);
1585         PREGIVE(e, ammo_fuel);
1586         PREGIVE(e, armorvalue);
1587         PREGIVE(e, health);
1588
1589         for(i = beginarg; i < endarg; ++i)
1590         {
1591                 cmd = argv(i);
1592
1593                 if(cmd == "0" || stof(cmd))
1594                 {
1595                         val = stof(cmd);
1596                         continue;
1597                 }
1598                 switch(cmd)
1599                 {
1600                         case "no":
1601                                 op = OP_MAX;
1602                                 val = 0;
1603                                 continue;
1604                         case "max":
1605                                 op = OP_MAX;
1606                                 continue;
1607                         case "min":
1608                                 op = OP_MIN;
1609                                 continue;
1610                         case "plus":
1611                                 op = OP_PLUS;
1612                                 continue;
1613                         case "minus":
1614                                 op = OP_MINUS;
1615                                 continue;
1616                         case "ALL":
1617                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1618                                 got += GiveValue(e, strength_finished, op, val);
1619                                 got += GiveValue(e, invincible_finished, op, val);
1620                                 got += GiveValue(e, superweapons_finished, op, val);
1621                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1622                         case "all":
1623                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1624                                 got += GiveValue(e, health, op, val);
1625                                 got += GiveValue(e, armorvalue, op, val);
1626                         case "allweapons":
1627                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1628                                 {
1629                                         wi = get_weaponinfo(j);
1630                                         if(wi.weapons)
1631                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1632                                 }
1633                         case "allammo":
1634                                 got += GiveValue(e, ammo_cells, op, val);
1635                                 got += GiveValue(e, ammo_shells, op, val);
1636                                 got += GiveValue(e, ammo_nails, op, val);
1637                                 got += GiveValue(e, ammo_rockets, op, val);
1638                                 got += GiveValue(e, ammo_fuel, op, val);
1639                                 break;
1640                         case "unlimited_ammo":
1641                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1642                                 break;
1643                         case "unlimited_weapon_ammo":
1644                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1645                                 break;
1646                         case "unlimited_superweapons":
1647                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1648                                 break;
1649                         case "jetpack":
1650                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1651                                 break;
1652                         case "fuel_regen":
1653                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1654                                 break;
1655                         case "strength":
1656                                 got += GiveValue(e, strength_finished, op, val);
1657                                 break;
1658                         case "invincible":
1659                                 got += GiveValue(e, invincible_finished, op, val);
1660                                 break;
1661                         case "superweapons":
1662                                 got += GiveValue(e, superweapons_finished, op, val);
1663                                 break;
1664                         case "cells":
1665                                 got += GiveValue(e, ammo_cells, op, val);
1666                                 break;
1667                         case "shells":
1668                                 got += GiveValue(e, ammo_shells, op, val);
1669                                 break;
1670                         case "nails":
1671                         case "bullets":
1672                                 got += GiveValue(e, ammo_nails, op, val);
1673                                 break;
1674                         case "rockets":
1675                                 got += GiveValue(e, ammo_rockets, op, val);
1676                                 break;
1677                         case "health":
1678                                 got += GiveValue(e, health, op, val);
1679                                 break;
1680                         case "armor":
1681                                 got += GiveValue(e, armorvalue, op, val);
1682                                 break;
1683                         case "fuel":
1684                                 got += GiveValue(e, ammo_fuel, op, val);
1685                                 break;
1686                         default:
1687                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1688                                 {
1689                                         wi = get_weaponinfo(j);
1690                                         if(cmd == wi.netname)
1691                                         {
1692                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1693                                                 break;
1694                                         }
1695                                 }
1696                                 if(j > WEP_LAST)
1697                                         print("give: invalid item ", cmd, "\n");
1698                                 break;
1699                 }
1700                 val = 999;
1701                 op = OP_SET;
1702         }
1703
1704         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1705         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1706         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1707         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1708         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1709         {
1710                 wi = get_weaponinfo(j);
1711                 if(wi.weapons)
1712                 {
1713                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1714                         if not(save_weapons & wi.weapons)
1715                                 if(e.weapons & wi.weapons)
1716                                         weapon_action(wi.weapon, WR_PRECACHE);
1717                 }
1718         }
1719         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1720         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1721         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1722         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1723         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1724         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1725         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);
1726         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);
1727         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);
1728
1729         if(e.superweapons_finished <= 0)
1730                 if(self.weapons & WEPBIT_SUPERWEAPONS)
1731                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1732
1733         if (g_minstagib)
1734         {
1735                 e.health = bound(0, e.health, 100);
1736                 e.armorvalue = bound(0, e.armorvalue, 999);
1737         }
1738
1739         if(e.strength_finished <= 0)
1740                 e.strength_finished = 0;
1741         else
1742                 e.strength_finished += time;
1743         if(e.invincible_finished <= 0)
1744                 e.invincible_finished = 0;
1745         else
1746                 e.invincible_finished += time;
1747         if(e.superweapons_finished <= 0)
1748                 e.superweapons_finished = 0;
1749         else
1750                 e.superweapons_finished += time;
1751
1752         if not(e.weapons & W_WeaponBit(e.switchweapon))
1753                 _switchweapon = TRUE;
1754         if(_switchweapon)
1755                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1756
1757         return got;
1758 }