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