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