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Don't ghost non-respawning items
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 #define ITEM_RESPAWN_TICKS 10
2
3 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
4         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6         // range: 10 .. respawntime + respawntimejitter
7
8 floatfield Item_CounterField(float it)
9 {
10         switch(it)
11         {
12                 case IT_SHELLS:      return ammo_shells;
13                 case IT_NAILS:       return ammo_nails;
14                 case IT_ROCKETS:     return ammo_rockets;
15                 case IT_CELLS:       return ammo_cells;
16                 case IT_FUEL:        return ammo_fuel;
17                 case IT_5HP:         return health;
18                 case IT_25HP:        return health;
19                 case IT_HEALTH:      return health;
20                 case IT_ARMOR_SHARD: return armorvalue;
21                 case IT_ARMOR:       return armorvalue;
22                 // add more things here (health, armor)
23                 default:             error("requested item has no counter field");
24         }
25 }
26
27 string Item_CounterFieldName(float it)
28 {
29         switch(it)
30         {
31                 case IT_SHELLS:      return "shells";
32                 case IT_NAILS:       return "nails";
33                 case IT_ROCKETS:     return "rockets";
34                 case IT_CELLS:       return "cells";
35                 case IT_FUEL:        return "fuel";
36
37                 // add more things here (health, armor)
38                 default:             error("requested item has no counter field name");
39         }
40 }
41
42 .float max_armorvalue;
43 .float pickup_anyway;
44
45 float Item_Customize()
46 {
47         if(self.spawnshieldtime)
48                 return TRUE;
49         if(self.weapons != (self.weapons & other.weapons))
50         {
51                 self.colormod = '0 0 0';
52                 self.glowmod = self.colormod;
53                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
54                 return TRUE;
55         }
56         else
57         {
58                 if(g_ghost_items && self.respawntime > 0) // if respawntime is -1, this item does not respawn
59                 {
60                         self.colormod = stov(cvar_string("g_ghost_items_color"));
61                         self.glowmod = self.colormod;
62                         self.alpha = g_ghost_items;
63                         return TRUE;
64                 }
65                 else
66                         return FALSE;
67         }
68 }
69
70 void Item_Show (entity e, float mode)
71 {
72         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
73         if (mode > 0)
74         {
75                 // make the item look normal, and be touchable
76                 e.model = e.mdl;
77                 e.solid = SOLID_TRIGGER;
78                 e.colormod = '0 0 0';
79                 self.glowmod = self.colormod;
80                 e.alpha = 0;
81                 e.customizeentityforclient = func_null;
82
83                 e.spawnshieldtime = 1;
84         }
85         else if (mode < 0)
86         {
87                 // hide the item completely
88                 e.model = string_null;
89                 e.solid = SOLID_NOT;
90                 e.colormod = '0 0 0';
91                 self.glowmod = self.colormod;
92                 e.alpha = 0;
93                 e.customizeentityforclient = func_null;
94
95                 e.spawnshieldtime = 1;
96         }
97         else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
98         {
99                 // make the item translucent green and not touchable
100                 e.model = e.mdl;
101                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
102                 e.colormod = '0 0 0';
103                 self.glowmod = self.colormod;
104                 e.effects |= EF_STARDUST;
105                 e.customizeentityforclient = Item_Customize;
106
107                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
108         }
109         else if(g_ghost_items && self.respawntime > 0) // if respawntime is -1, this item does not respawn
110         {
111                 // make the item translucent green and not touchable
112                 e.model = e.mdl;
113                 e.solid = SOLID_NOT;
114                 e.colormod = stov(cvar_string("g_ghost_items_color"));
115                 e.glowmod = e.colormod;
116                 e.alpha = g_ghost_items;
117                 e.customizeentityforclient = func_null;
118
119                 e.spawnshieldtime = 1;
120         }
121         else
122         {
123                 // hide the item completely
124                 e.model = string_null;
125                 e.solid = SOLID_NOT;
126                 e.colormod = stov(cvar_string("g_ghost_items_color"));
127                 e.glowmod = e.colormod;
128                 e.alpha = 0;
129                 e.customizeentityforclient = func_null;
130
131                 e.spawnshieldtime = 1;
132         }
133
134         if (e.strength_finished || e.invincible_finished)
135                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
136         if (cvar("g_nodepthtestitems"))
137                 e.effects |= EF_NODEPTHTEST;
138         if (cvar("g_fullbrightitems"))
139                 e.effects |= EF_FULLBRIGHT;
140
141         // relink entity (because solid may have changed)
142         setorigin(e, e.origin);
143 }
144
145 void Item_Respawn (void)
146 {
147         Item_Show(self, 1);
148         if(!g_minstagib && self.items == IT_STRENGTH)
149                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound
150         else if(!g_minstagib && self.items == IT_INVINCIBLE)
151                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
152         else
153                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
154         setorigin (self, self.origin);
155
156         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
157         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
158 }
159
160 void Item_RespawnCountdown (void)
161 {
162         if(self.count >= ITEM_RESPAWN_TICKS)
163         {
164                 if(self.waypointsprite_attached)
165                         WaypointSprite_Kill(self.waypointsprite_attached);
166                 Item_Respawn();
167         }
168         else
169         {
170                 self.nextthink = time + 1;
171                 self.count += 1;
172                 if(self.count == 1)
173                 {
174                         string name;
175                         vector rgb;
176                         name = string_null;
177                         if(g_minstagib)
178                         {
179                                 switch(self.items)
180                                 {
181                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
182                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
183                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
184                                 }
185                         }
186                         else
187                         {
188                                 switch(self.items)
189                                 {
190                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
191                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
192                                 }
193                         }
194                         switch(self.items)
195                         {
196                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
197                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
198                         }
199                         if(name)
200                         {
201                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
202                                 if(self.waypointsprite_attached)
203                                 {
204                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
205                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
206                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
207                                 }
208                         }
209                 }
210                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
211                 if(self.waypointsprite_attached)
212                 {
213                         WaypointSprite_Ping(self.waypointsprite_attached);
214                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
215                 }
216         }
217 }
218
219 void Item_ScheduleRespawnIn(entity e, float t)
220 {
221         if(e.flags & FL_POWERUP)
222         {
223                 e.think = Item_RespawnCountdown;
224                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
225                 e.count = 0;
226         }
227         else
228         {
229                 e.think = Item_Respawn;
230                 e.nextthink = time + t;
231         }
232 }
233
234 void Item_ScheduleRespawn(entity e)
235 {
236         Item_Show(e, 0);
237         if(e.respawntime > 0) // if respawntime is -1, this item does not respawn
238                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
239 }
240
241 void Item_ScheduleInitialRespawn(entity e)
242 {
243         Item_Show(e, 0);
244         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
245 }
246
247 float Item_GiveTo(entity item, entity player)
248 {
249         float _switchweapon;
250         float pickedup;
251         float it;
252         float i;
253         entity e;
254
255         // if nothing happens to player, just return without taking the item
256         pickedup = FALSE;
257         _switchweapon = FALSE;
258
259         if (g_minstagib)
260         {
261                 if(item.spawnshieldtime)
262                 {
263                         if (item.ammo_fuel)
264                         if (player.ammo_fuel < g_pickup_fuel_max)
265                         {
266                                 pickedup = TRUE;
267                                 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
268                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
269                         }
270                         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
271                         {
272                                 pickedup = TRUE;
273                                 player.items |= it;
274                                 sprint (player, strcat("You got the ^2", item.netname, "\n"));
275                         }
276
277                         _switchweapon = TRUE;
278                         if (item.ammo_cells)
279                         {
280                                 pickedup = TRUE;
281                                 // play some cool sounds ;)
282                                 centerprint(player, "\n");
283                                 if (clienttype(player) == CLIENTTYPE_REAL)
284                                 {
285                                         if(player.health <= 5)
286                                                 AnnounceTo(player, "lastsecond");
287                                         else if(player.health < 50)
288                                                 AnnounceTo(player, "narrowly");
289                                 }
290                                 // sound not available
291                                 // else if(item.items == IT_CELLS)
292                                 //      AnnounceTo(player, "ammo");
293
294                                 if (item.weapons & WEPBIT_MINSTANEX)
295                                         W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
296                                 if (item.ammo_cells)
297                                         player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
298                                 player.health = 100;
299                         }
300
301                         // extralife powerup
302                         if (item.max_health)
303                         {
304                                 pickedup = TRUE;
305                                 // sound not available
306                                 // AnnounceTo(player, "_lives");
307                                 player.armorvalue = min(player.armorvalue + cvar("g_minstagib_extralives"), 999);
308                                 sprint(player, "^3You picked up some extra lives\n");
309                         }
310
311                         // invis powerup
312                         if (item.strength_finished)
313                         {
314                                 pickedup = TRUE;
315                                 // sound not available
316                                 // AnnounceTo(player, "invisible");
317                                 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
318                         }
319
320                         // speed powerup
321                         if (item.invincible_finished)
322                         {
323                                 pickedup = TRUE;
324                                 // sound not available
325                                 // AnnounceTo(player, "speed");
326                                 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
327                         }
328
329                         if (item.ammo_fuel)
330                         if (player.ammo_fuel < g_pickup_fuel_max) 
331                         {
332                                 pickedup = TRUE;
333                                 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
334                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
335                         }
336                 }
337         }
338         else
339         {
340                 if (g_weapon_stay == 1)
341                 if not(item.flags & FL_NO_WEAPON_STAY)
342                 if (item.flags & FL_WEAPON)
343                 {
344                         if(item.classname == "droppedweapon")
345                         {
346                                 if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons
347                                         goto skip;
348                         }
349                         else
350                         {
351                                 if (player.weapons & item.weapons)
352                                         goto skip;
353                         }
354                 }
355
356                 // in case the player has autoswitch enabled do the following:
357                 // if the player is using their best weapon before items are given, they
358                 // probably want to switch to an even better weapon after items are given
359                 if (player.autoswitch)
360                 if (player.switchweapon == w_getbestweapon(player))
361                         _switchweapon = TRUE;
362
363                 if not(player.weapons & W_WeaponBit(player.switchweapon))
364                         _switchweapon = TRUE;
365
366                 if(item.spawnshieldtime)
367                 {
368                         if (item.ammo_shells)
369                         if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
370                         {
371                                 pickedup = TRUE;
372                                 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
373                         }
374                         if (item.ammo_nails)
375                         if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
376                         {
377                                 pickedup = TRUE;
378                                 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
379                         }
380                         if (item.ammo_rockets)
381                         if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
382                         {
383                                 pickedup = TRUE;
384                                 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
385                         }
386                         if (item.ammo_cells)
387                         if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
388                         {
389                                 pickedup = TRUE;
390                                 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
391                         }
392                         if (item.ammo_fuel)
393                         if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
394                         {
395                                 pickedup = TRUE;
396                                 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
397                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
398                         }
399                 }
400
401                 if (item.flags & FL_WEAPON)
402                 if ((it = item.weapons - (item.weapons & player.weapons)) || g_pickup_weapons_anyway)
403                 {
404                         pickedup = TRUE;
405                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
406                         {
407                                 e = get_weaponinfo(i);
408                                 if(it & e.weapons)
409                                         W_GiveWeapon (player, e.weapon, item.netname);
410                         }
411                 }
412
413                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
414                 {
415                         pickedup = TRUE;
416                         player.items |= it;
417                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
418                 }
419
420                 if(item.spawnshieldtime)
421                 {
422                         if (item.strength_finished)
423                         {
424                                 pickedup = TRUE;
425                                 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
426                         }
427                         if (item.invincible_finished)
428                         {
429                                 pickedup = TRUE;
430                                 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
431                         }
432
433                         if (item.health)
434                         if ((player.health < item.max_health) || item.pickup_anyway)
435                         {
436                                 pickedup = TRUE;
437                                 player.health = min(player.health + item.health, item.max_health);
438                                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
439                         }
440                         if (item.armorvalue)
441                         if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
442                         {
443                                 pickedup = TRUE;
444                                 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
445                                 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
446                         }
447                 }
448         }
449
450 :skip
451         // always eat teamed entities
452         if(item.team)
453                 pickedup = TRUE;
454
455         if (!pickedup)
456                 return 0;
457
458         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
459         if (_switchweapon)
460                 if (player.switchweapon != w_getbestweapon(player))
461                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
462
463         return 1;
464 }
465
466 void Item_Touch (void)
467 {
468         entity e, head;
469
470         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
471         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
472         {
473                 remove(self);
474                 return;
475         }
476         if (other.classname != "player")
477                 return;
478         if (other.deadflag)
479                 return;
480         if (self.solid != SOLID_TRIGGER)
481                 return;
482         if (self.owner == other)
483                 return;
484
485         if(!Item_GiveTo(self, other))
486                 return;
487
488         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
489
490         if (self.classname == "droppedweapon")
491                 remove (self);
492         else if not(self.spawnshieldtime)
493                 return;
494         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
495                 return;
496         else
497         {
498                 if(self.team)
499                 {
500                         RandomSelection_Init();
501                         for(head = world; (head = findfloat(head, team, self.team)); )
502                         {
503                                 if(head.flags & FL_ITEM)
504                                 {
505                                         Item_Show(head, -1);
506                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
507                                 }
508                         }
509                         e = RandomSelection_chosen_ent;
510                 }
511                 else
512                         e = self;
513                 Item_ScheduleRespawn(e);
514         }
515 }
516
517 void Item_FindTeam()
518 {
519         entity head, e;
520
521         if(self.effects & EF_NODRAW)
522         {
523                 // marker for item team search
524                 dprint("Initializing item team ", ftos(self.team), "\n");
525                 RandomSelection_Init();
526                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
527                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
528                 e = RandomSelection_chosen_ent;
529                 e.state = 0;
530                 Item_Show(e, 1);
531
532                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
533                 {
534                         if(head != e)
535                         {
536                                 // make it a non-spawned item
537                                 Item_Show(head, -1);
538                                 head.state = 1; // state 1 = initially hidden item
539                         }
540                         head.effects &~= EF_NODRAW;
541                 }
542
543                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
544                         Item_ScheduleInitialRespawn(e);
545         }
546 }
547
548 void Item_Reset()
549 {
550         Item_Show(self, !self.state);
551         setorigin (self, self.origin);
552         self.think = SUB_Null;
553         self.nextthink = 0;
554
555         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
556                 Item_ScheduleInitialRespawn(self);
557 }
558
559 // Savage: used for item garbage-collection
560 // TODO: perhaps nice special effect?
561 void RemoveItem(void)
562 {
563         remove(self);
564 }
565
566 // pickup evaluation functions
567 // these functions decide how desirable an item is to the bots
568
569 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
570
571 float weapon_pickupevalfunc(entity player, entity item)
572 {
573         float c, i, j, position;
574
575         // See if I have it already
576         if(player.weapons & item.weapons == item.weapons)
577         {
578                 // If I can pick it up
579                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
580                         c = 0;
581                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
582                 {
583                         // Skilled bots will grab more
584                         c = bound(0, skill / 10, 1) * 0.5;
585                 }
586                 else
587                         c = 0;
588         }
589         else
590                 c = 1;
591
592         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
593         if( bot_custom_weapon && c )
594         {
595                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
596                 {
597                         // Find weapon
598                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
599                                 continue;
600
601                         // Find the highest position on any range
602                         position = -1;
603                         for(j = 0; j < WEP_LAST ; ++j){
604                                 if(
605                                                 bot_weapons_far[j] == i ||
606                                                 bot_weapons_mid[j] == i ||
607                                                 bot_weapons_close[j] == i
608                                   )
609                                 {
610                                         position = j;
611                                         break;
612                                 }
613                         }
614
615                         // Rate it
616                         if (position >= 0 )
617                         {
618                                 position = WEP_LAST - position;
619                                 // item.bot_pickupbasevalue is overwritten here
620                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
621                         }
622                 }
623         }
624
625         return item.bot_pickupbasevalue * c;
626 };
627
628 float commodity_pickupevalfunc(entity player, entity item)
629 {
630         float c, i, need_shells, need_nails, need_rockets, need_cells;
631         entity wi;
632         c = 0;
633
634         // Detect needed ammo
635         for(i = WEP_FIRST; i < WEP_LAST ; ++i)
636         {
637                 wi = get_weaponinfo(i);
638
639                 if not(wi.weapons & player.weapons)
640                         continue;
641
642                 if(wi.items & IT_SHELLS)
643                         need_shells = TRUE;
644                 else if(wi.items & IT_NAILS)
645                         need_nails = TRUE;
646                 else if(wi.items & IT_ROCKETS)
647                         need_rockets = TRUE;
648                 else if(wi.items & IT_CELLS)
649                         need_cells = TRUE;
650         }
651
652         // TODO: figure out if the player even has the weapon this ammo is for?
653         // may not affect strategy much though...
654         // find out how much more ammo/armor/health the player can hold
655         if (need_shells)
656         if (item.ammo_shells)
657         if (player.ammo_shells < g_pickup_shells_max)
658                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
659         if (need_nails)
660         if (item.ammo_nails)
661         if (player.ammo_nails < g_pickup_nails_max)
662                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
663         if (need_rockets)
664         if (item.ammo_rockets)
665         if (player.ammo_rockets < g_pickup_rockets_max)
666                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
667         if (need_cells)
668         if (item.ammo_cells)
669         if (player.ammo_cells < g_pickup_cells_max)
670                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
671         if (item.armorvalue)
672         if (player.armorvalue < item.max_armorvalue)
673                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
674         if (item.health)
675         if (player.health < item.max_health)
676                 c = c + max(0, 1 - player.health / item.max_health);
677
678         return item.bot_pickupbasevalue * c;
679 };
680
681
682 .float is_item;
683 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)
684 {
685         startitem_failed = FALSE;
686
687         self.items = itemid;
688         self.weapons = weaponid;
689
690         // is it a dropped weapon?
691         if (self.classname == "droppedweapon")
692         {
693                 self.reset = SUB_Remove;
694                 // it's a dropped weapon
695                 self.movetype = MOVETYPE_TOSS;
696                 // Savage: remove thrown items after a certain period of time ("garbage collection")
697                 self.think = RemoveItem;
698                 self.nextthink = time + 60;
699                 // don't drop if in a NODROP zone (such as lava)
700                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
701                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
702                 {
703                         startitem_failed = TRUE;
704                         remove(self);
705                         return;
706                 }
707         }
708         else
709         {
710                 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
711                 {
712                         startitem_failed = TRUE;
713                         remove(self);
714                         return;
715                 }
716
717                 self.reset = Item_Reset;
718                 // it's a level item
719                 if(self.spawnflags & 1)
720                         self.noalign = 1;
721                 if (self.noalign)
722                         self.movetype = MOVETYPE_NONE;
723                 else
724                         self.movetype = MOVETYPE_TOSS;
725                 // do item filtering according to game mode and other things
726                 if (!self.noalign)
727                 {
728                         // first nudge it off the floor a little bit to avoid math errors
729                         setorigin(self, self.origin + '0 0 1');
730                         // set item size before we spawn a spawnfunc_waypoint
731                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
732                                 setsize (self, '-16 -16 0', '16 16 48');
733                         else
734                                 setsize (self, '-16 -16 0', '16 16 32');
735                         // note droptofloor returns FALSE if stuck/or would fall too far
736                         droptofloor();
737                         waypoint_spawnforitem(self);
738                 }
739
740                 if(teams_matter)
741                 {
742                         if(self.notteam)
743                         {
744                                 print("removed non-teamplay ", self.classname, "\n");
745                                 startitem_failed = TRUE;
746                                 remove (self);
747                                 return;
748                         }
749                 }
750                 else
751                 {
752                         if(self.notfree)
753                         {
754                                 print("removed non-FFA ", self.classname, "\n");
755                                 startitem_failed = TRUE;
756                                 remove (self);
757                                 return;
758                         }
759                 }
760
761                 if(self.notq3a)
762                 {
763                         // We aren't TA or something like that, so we keep the Q3A entities
764                         print("removed non-Q3A ", self.classname, "\n");
765                         startitem_failed = TRUE;
766                         remove (self);
767                         return;
768                 }
769
770                 /*
771                  * can't do it that way, as it would break maps
772                  * TODO make a target_give like entity another way, that perhaps has
773                  * the weapon name in a key
774                 if(self.targetname)
775                 {
776                         // target_give not yet supported; maybe later
777                         print("removed targeted ", self.classname, "\n");
778                         startitem_failed = TRUE;
779                         remove (self);
780                         return;
781                 }
782                 */
783
784                 if(cvar("spawn_debug") >= 2)
785                 {
786                         entity otheritem;
787                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
788                         {
789                                 if(otheritem.is_item)
790                                 {
791                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
792                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
793                                         error("Mapper sucks.");
794                                 }
795                         }
796                         self.is_item = TRUE;
797                 }
798
799                 if(g_lms || g_ca)
800                 {
801                         startitem_failed = TRUE;
802                         remove(self);
803                         return;
804                 }
805                 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
806                 {
807                         startitem_failed = TRUE;
808                         remove(self);
809                         return;
810                 }
811                 else if (g_minstagib)
812                 {
813                         // don't remove dropped items and powerups
814                         if (self.classname != "minstagib")
815                         {
816                                 startitem_failed = TRUE;
817                                 remove (self);
818                                 return;
819                         }
820                 }
821                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
822                 {
823                         startitem_failed = TRUE;
824                         remove (self);
825                         return;
826                 }
827
828                 weaponsInMap |= weaponid;
829
830                 precache_model (itemmodel);
831                 precache_sound (pickupsound);
832
833                 precache_sound ("misc/itemrespawncountdown.wav");
834                 if(!g_minstagib && itemid == IT_STRENGTH)
835                         precache_sound ("misc/strength_respawn.wav");
836                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
837                         precache_sound ("misc/shield_respawn.wav");
838                 else
839                         precache_sound ("misc/itemrespawn.wav");
840
841                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
842                         self.target = "###item###"; // for finding the nearest item using find()
843         }
844
845         self.bot_pickup = TRUE;
846         self.bot_pickupevalfunc = pickupevalfunc;
847         self.bot_pickupbasevalue = pickupbasevalue;
848         self.mdl = itemmodel;
849         self.item_pickupsound = pickupsound;
850         // let mappers override respawntime
851         if(!self.respawntime) // both set
852         {
853                 self.respawntime = defaultrespawntime;
854                 self.respawntimejitter = defaultrespawntimejitter;
855         }
856         self.netname = itemname;
857         self.flags = FL_ITEM | itemflags;
858         self.touch = Item_Touch;
859         setmodel (self, self.mdl); // precision set below
860         self.effects |= EF_LOWPRECISION;
861         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
862                 setsize (self, '-16 -16 0', '16 16 48');
863         else
864                 setsize (self, '-16 -16 0', '16 16 32');
865         if(itemflags & FL_WEAPON)
866                 self.modelflags |= MF_ROTATE;
867
868         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
869         if (itemflags & FL_WEAPON)
870         {
871                 // neutral team color for pickup weapons
872                 self.colormap = 1024; // color shirt=0 pants=0 grey
873         }
874
875         Item_Show(self, 1);
876         self.state = 0;
877         if(self.team)
878         {
879                 if(!self.cnt)
880                         self.cnt = 1; // item probability weight
881                 self.effects = self.effects | EF_NODRAW; // marker for item team search
882                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
883         }
884         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
885                 Item_ScheduleInitialRespawn(self);
886 }
887
888 /* replace items in minstagib
889  * IT_STRENGTH   = invisibility
890  * IT_NAILS      = extra lives
891  * IT_INVINCIBLE = speed
892  */
893 void minstagib_items (float itemid)
894 {
895         local float rnd;
896         self.classname = "minstagib";
897
898         // replace rocket launchers and nex guns with ammo cells
899         if (itemid == IT_CELLS)
900         {
901                 self.ammo_cells = 1;
902                 StartItem ("models/items/a_cells.md3",
903                         "misc/itempickup.wav", 45, 0,
904                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
905                 return;
906         }
907
908         // randomize
909         rnd = random() * 3;
910         if (rnd <= 1)
911                 itemid = IT_STRENGTH;
912         else if (rnd <= 2)
913                 itemid = IT_NAILS;
914         else
915                 itemid = IT_INVINCIBLE;
916
917         // replace with invis
918         if (itemid == IT_STRENGTH)
919         {
920                 self.strength_finished = 30;
921                 StartItem ("models/items/g_strength.md3",
922                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
923                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
924         }
925         // replace with extra lives
926         if (itemid == IT_NAILS)
927         {
928                 self.max_health = 1;
929                 StartItem ("models/items/g_h100.md3",
930                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
931                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
932         }
933         // replace with speed
934         if (itemid == IT_INVINCIBLE)
935         {
936                 self.invincible_finished = 30;
937                 StartItem ("models/items/g_invincible.md3",
938                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
939                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
940         }
941 }
942
943 float minst_no_auto_cells;
944 void minst_remove_item (void) {
945         if(minst_no_auto_cells)
946                 remove(self);
947 }
948
949 float weaponswapping;
950 float internalteam;
951
952 void weapon_defaultspawnfunc(float wpn)
953 {
954         entity e;
955         float t;
956         var .float ammofield;
957         string s;
958         entity oldself;
959         float i, j;
960
961         // set the respawntime in advance (so replaced weapons can copy it)
962
963         if(!self.respawntime)
964         {
965                 e = get_weaponinfo(wpn);
966                 if(e.items == IT_SUPERWEAPON)
967                 {
968                         self.respawntime = g_pickup_respawntime_powerup;
969                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
970                 }
971                 else
972                 {
973                         self.respawntime = g_pickup_respawntime_weapon;
974                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
975                 }
976         }
977
978         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
979         {
980                 e = get_weaponinfo(wpn);
981                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
982                 if(s == "0")
983                 {
984                         remove(self);
985                         startitem_failed = TRUE;
986                         return;
987                 }
988                 t = tokenize_console(s);
989                 if(t >= 2)
990                 {
991                         self.team = --internalteam;
992                         oldself = self;
993                         for(i = 1; i < t; ++i)
994                         {
995                                 s = argv(i);
996                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
997                                 {
998                                         e = get_weaponinfo(j);
999                                         if(e.netname == s)
1000                                         {
1001                                                 self = spawn();
1002                                                 copyentity(oldself, self);
1003                                                 self.classname = "replacedweapon";
1004                                                 weapon_defaultspawnfunc(j);
1005                                                 break;
1006                                         }
1007                                 }
1008                                 if(j > WEP_LAST)
1009                                 {
1010                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1011                                 }
1012                         }
1013                         self = oldself;
1014                 }
1015                 if(t >= 1)
1016                 {
1017                         s = argv(0);
1018                         wpn = 0;
1019                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1020                         {
1021                                 e = get_weaponinfo(j);
1022                                 if(e.netname == s)
1023                                 {
1024                                         wpn = j;
1025                                         break;
1026                                 }
1027                         }
1028                         if(j > WEP_LAST)
1029                         {
1030                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1031                         }
1032                 }
1033                 if(wpn == 0)
1034                 {
1035                         remove(self);
1036                         startitem_failed = TRUE;
1037                         return;
1038                 }
1039         }
1040
1041         e = get_weaponinfo(wpn);
1042
1043         if(e.items && e.items != IT_SUPERWEAPON)
1044         {
1045                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1046                 {
1047                         if(e.items & j)
1048                         {
1049                                 ammofield = Item_CounterField(j);
1050                                 if(!self.ammofield)
1051                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1052                         }
1053                 }
1054         }
1055         else
1056         {
1057                 self.flags |= FL_NO_WEAPON_STAY;
1058         }
1059
1060         // weapon stay isn't supported for teamed weapons
1061         if(self.team)
1062                 self.flags |= FL_NO_WEAPON_STAY;
1063
1064         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1065         {
1066                 self.ammo_shells = 0;
1067                 self.ammo_nails = 0;
1068                 self.ammo_cells = 0;
1069                 self.ammo_rockets = 0;
1070                 // weapon stay 2: don't use ammo on weapon pickups; instead
1071                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1072         }
1073
1074         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1075         if (self.modelindex) // don't precache if self was removed
1076                 weapon_action(e.weapon, WR_PRECACHE);
1077 }
1078
1079 void spawnfunc_weapon_shotgun (void);
1080 void spawnfunc_weapon_uzi (void) {
1081         if(q3acompat_machineshotgunswap)
1082         if(self.classname != "droppedweapon")
1083         {
1084                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1085                 return;
1086         }
1087         weapon_defaultspawnfunc(WEP_UZI);
1088 }
1089
1090 void spawnfunc_weapon_shotgun (void) {
1091         if(q3acompat_machineshotgunswap)
1092         if(self.classname != "droppedweapon")
1093         {
1094                 weapon_defaultspawnfunc(WEP_UZI);
1095                 return;
1096         }
1097         weapon_defaultspawnfunc(WEP_SHOTGUN);
1098 }
1099
1100 void spawnfunc_weapon_nex (void)
1101 {
1102         if (g_minstagib)
1103         {
1104                 minstagib_items(IT_CELLS);
1105                 self.think = minst_remove_item;
1106                 self.nextthink = time;
1107                 return;
1108         }
1109         weapon_defaultspawnfunc(WEP_NEX);
1110 }
1111
1112 void spawnfunc_weapon_minstanex (void)
1113 {
1114         if (g_minstagib)
1115         {
1116                 minstagib_items(IT_CELLS);
1117                 self.think = minst_remove_item;
1118                 self.nextthink = time;
1119                 return;
1120         }
1121         weapon_defaultspawnfunc(WEP_MINSTANEX);
1122 }
1123
1124 void spawnfunc_weapon_rocketlauncher (void)
1125 {
1126         if (g_minstagib)
1127         {
1128                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1129                 self.think = minst_remove_item;
1130                 self.nextthink = time;
1131                 return;
1132         }
1133         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1134 }
1135
1136 void spawnfunc_item_rockets (void) {
1137         if(!self.ammo_rockets)
1138                 self.ammo_rockets = g_pickup_rockets;
1139         if(!self.pickup_anyway)
1140                 self.pickup_anyway = g_pickup_ammo_anyway;
1141         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);
1142 }
1143
1144 void spawnfunc_item_shells (void);
1145 void spawnfunc_item_bullets (void) {
1146         if(!weaponswapping)
1147         if(q3acompat_machineshotgunswap)
1148         if(self.classname != "droppedweapon")
1149         {
1150                 weaponswapping = TRUE;
1151                 spawnfunc_item_shells();
1152                 weaponswapping = FALSE;
1153                 return;
1154         }
1155
1156         if(!self.ammo_nails)
1157                 self.ammo_nails = g_pickup_nails;
1158         if(!self.pickup_anyway)
1159                 self.pickup_anyway = g_pickup_ammo_anyway;
1160         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);
1161 }
1162
1163 void spawnfunc_item_cells (void) {
1164         if(!self.ammo_cells)
1165                 self.ammo_cells = g_pickup_cells;
1166         if(!self.pickup_anyway)
1167                 self.pickup_anyway = g_pickup_ammo_anyway;
1168         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);
1169 }
1170
1171 void spawnfunc_item_shells (void) {
1172         if(!weaponswapping)
1173         if(q3acompat_machineshotgunswap)
1174         if(self.classname != "droppedweapon")
1175         {
1176                 weaponswapping = TRUE;
1177                 spawnfunc_item_bullets();
1178                 weaponswapping = FALSE;
1179                 return;
1180         }
1181
1182         if(!self.ammo_shells)
1183                 self.ammo_shells = g_pickup_shells;
1184         if(!self.pickup_anyway)
1185                 self.pickup_anyway = g_pickup_ammo_anyway;
1186         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);
1187 }
1188
1189 void spawnfunc_item_armor_small (void) {
1190         if(!self.armorvalue)
1191                 self.armorvalue = g_pickup_armorsmall;
1192         if(!self.max_armorvalue)
1193                 self.max_armorvalue = g_pickup_armorsmall_max;
1194         if(!self.pickup_anyway)
1195                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1196         StartItem ("models/items/g_a1.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);
1197 }
1198
1199 void spawnfunc_item_armor_medium (void) {
1200         if(!self.armorvalue)
1201                 self.armorvalue = g_pickup_armormedium;
1202         if(!self.max_armorvalue)
1203                 self.max_armorvalue = g_pickup_armormedium_max;
1204         if(!self.pickup_anyway)
1205                 self.pickup_anyway = g_pickup_armormedium_anyway;
1206         StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1207 }
1208
1209 void spawnfunc_item_armor_big (void) {
1210         if(!self.armorvalue)
1211                 self.armorvalue = g_pickup_armorbig;
1212         if(!self.max_armorvalue)
1213                 self.max_armorvalue = g_pickup_armorbig_max;
1214         if(!self.pickup_anyway)
1215                 self.pickup_anyway = g_pickup_armorbig_anyway;
1216         StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1217 }
1218
1219 void spawnfunc_item_armor_large (void) {
1220         if(!self.armorvalue)
1221                 self.armorvalue = g_pickup_armorlarge;
1222         if(!self.max_armorvalue)
1223                 self.max_armorvalue = g_pickup_armorlarge_max;
1224         if(!self.pickup_anyway)
1225                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1226         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1227 }
1228
1229 void spawnfunc_item_health_small (void) {
1230         if(!self.max_health)
1231                 self.max_health = g_pickup_healthsmall_max;
1232         if(!self.health)
1233                 self.health = g_pickup_healthsmall;
1234         if(!self.pickup_anyway)
1235                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1236         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);
1237 }
1238
1239 void spawnfunc_item_health_medium (void) {
1240         if(!self.max_health)
1241                 self.max_health = g_pickup_healthmedium_max;
1242         if(!self.health)
1243                 self.health = g_pickup_healthmedium;
1244         if(!self.pickup_anyway)
1245                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1246         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);
1247 }
1248
1249 void spawnfunc_item_health_large (void) {
1250         if(!self.max_health)
1251                 self.max_health = g_pickup_healthlarge_max;
1252         if(!self.health)
1253                 self.health = g_pickup_healthlarge;
1254         if(!self.pickup_anyway)
1255                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1256         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);
1257 }
1258
1259 void spawnfunc_item_health_mega (void) {
1260         if(!cvar("g_powerup_superhealth"))
1261                 return;
1262
1263         if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1264                 return;
1265
1266         if(g_minstagib) {
1267                 minstagib_items(IT_NAILS);
1268         } else {
1269                 if(!self.max_health)
1270                         self.max_health = g_pickup_healthmega_max;
1271                 if(!self.health)
1272                         self.health = g_pickup_healthmega;
1273                 if(!self.pickup_anyway)
1274                         self.pickup_anyway = g_pickup_healthmega_anyway;
1275                 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);
1276         }
1277 }
1278
1279 // support old misnamed entities
1280 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1281 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1282 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1283 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1284 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1285
1286 void spawnfunc_item_strength (void) {
1287         if(!cvar("g_powerup_strength"))
1288                 return;
1289
1290         if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1291                 return;
1292
1293         if(g_minstagib) {
1294                 minstagib_items(IT_STRENGTH);
1295         } else {
1296                 precache_sound("weapons/strength_fire.wav");
1297                 self.strength_finished = 30;
1298                 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);
1299         }
1300 }
1301
1302 void spawnfunc_item_invincible (void) {
1303         if(!cvar("g_powerup_shield"))
1304                 return;
1305
1306         if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1307                 return;
1308
1309         if(g_minstagib) {
1310                 minstagib_items(IT_INVINCIBLE);
1311         } else {
1312                 self.invincible_finished = 30;
1313                 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);
1314         }
1315 }
1316
1317 void spawnfunc_item_minst_cells (void) {
1318         if (g_minstagib)
1319         {
1320                 minst_no_auto_cells = 1;
1321                 minstagib_items(IT_CELLS);
1322         }
1323         else
1324                 remove(self);
1325 }
1326
1327 // compatibility:
1328 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1329
1330 float GiveItems(entity e, float beginarg, float endarg);
1331 void target_items_use (void)
1332 {
1333         if(activator.classname == "droppedweapon")
1334         {
1335                 EXACTTRIGGER_TOUCH;
1336                 remove(activator);
1337                 return;
1338         }
1339
1340         if(activator.classname != "player")
1341                 return;
1342         if(activator.deadflag != DEAD_NO)
1343                 return;
1344         EXACTTRIGGER_TOUCH;
1345
1346         entity e;
1347         for(e = world; (e = find(e, classname, "droppedweapon")); )
1348                 if(e.enemy == activator)
1349                         remove(e);
1350
1351         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1352                 centerprint(activator, self.message);
1353 }
1354
1355 void spawnfunc_target_items (void)
1356 {
1357         float n, i, j;
1358         entity e;
1359
1360         self.use = target_items_use;
1361         if(!self.strength_finished)
1362                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1363         if(!self.invincible_finished)
1364                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1365
1366         precache_sound("misc/itempickup.wav");
1367         precache_sound("misc/megahealth.wav");
1368         precache_sound("misc/armor25.wav");
1369         precache_sound("misc/powerup.wav");
1370         precache_sound("misc/poweroff.wav");
1371         precache_sound("weapons/weaponpickup.wav");
1372
1373         n = tokenize_console(self.netname);
1374         if(argv(0) == "give")
1375         {
1376                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1377         }
1378         else
1379         {
1380                 for(i = 0; i < n; ++i)
1381                 {
1382                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1383                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1384                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1385                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1386                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1387                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1388                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1389                         else
1390                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1391                         {
1392                                 e = get_weaponinfo(j);
1393                                 if(argv(i) == e.netname)
1394                                 {
1395                                         self.weapons |= e.weapons;
1396                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1397                                                 weapon_action(e.weapon, WR_PRECACHE);
1398                                         break;
1399                                 }
1400                         }
1401                         if(j > WEP_LAST)
1402                                 print("target_items: invalid item ", argv(i), "\n");
1403                 }
1404
1405                 string itemprefix, valueprefix;
1406                 if(self.spawnflags == 0)
1407                 {
1408                         itemprefix = "";
1409                         valueprefix = "";
1410                 }
1411                 else if(self.spawnflags == 1)
1412                 {
1413                         itemprefix = "max ";
1414                         valueprefix = "max ";
1415                 }
1416                 else if(self.spawnflags == 2)
1417                 {
1418                         itemprefix = "min ";
1419                         valueprefix = "min ";
1420                 }
1421                 else if(self.spawnflags == 4)
1422                 {
1423                         itemprefix = "minus ";
1424                         valueprefix = "max ";
1425                 }
1426                 else
1427                         error("invalid spawnflags");
1428
1429                 self.netname = "";
1430                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1431                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1432                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1433                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1434                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1435                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1436                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1437                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1438                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1439                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1440                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1441                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1442                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1443                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1444                 {
1445                         e = get_weaponinfo(j);
1446                         if(e.weapons)
1447                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1448                 }
1449         }
1450         self.netname = strzone(self.netname);
1451         //print(self.netname, "\n");
1452
1453         n = tokenize_console(self.netname);
1454         for(i = 0; i < n; ++i)
1455         {
1456                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1457                 {
1458                         e = get_weaponinfo(j);
1459                         if(argv(i) == e.netname)
1460                         {
1461                                 weapon_action(e.weapon, WR_PRECACHE);
1462                                 break;
1463                         }
1464                 }
1465         }
1466 }
1467
1468 void spawnfunc_item_fuel(void)
1469 {
1470         if(!self.ammo_fuel)
1471                 self.ammo_fuel = g_pickup_fuel;
1472         if(!self.pickup_anyway)
1473                 self.pickup_anyway = g_pickup_ammo_anyway;
1474         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);
1475 }
1476
1477 void spawnfunc_item_fuel_regen(void)
1478 {
1479         if(start_items & IT_FUEL_REGEN)
1480         {
1481                 spawnfunc_item_fuel();
1482                 return;
1483         }
1484         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);
1485 }
1486
1487 void spawnfunc_item_jetpack(void)
1488 {
1489         if(g_grappling_hook)
1490                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1491         if(!self.ammo_fuel)
1492                 self.ammo_fuel = g_pickup_fuel_jetpack;
1493         if(start_items & IT_JETPACK)
1494         {
1495                 spawnfunc_item_fuel();
1496                 return;
1497         }
1498         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);
1499 }
1500
1501
1502 #define OP_SET 0
1503 #define OP_MIN 1
1504 #define OP_MAX 2
1505 #define OP_PLUS 3
1506 #define OP_MINUS 4
1507
1508 float GiveBit(entity e, .float fld, float bit, float op, float val)
1509 {
1510         float v0, v1;
1511         v0 = (e.fld & bit);
1512         switch(op)
1513         {
1514                 case OP_SET:
1515                         if(val > 0)
1516                                 e.fld |= bit;
1517                         else
1518                                 e.fld &~= bit;
1519                         break;
1520                 case OP_MIN:
1521                 case OP_PLUS:
1522                         if(val > 0)
1523                                 e.fld |= bit;
1524                         break;
1525                 case OP_MAX:
1526                         if(val <= 0)
1527                                 e.fld &~= bit;
1528                         break;
1529                 case OP_MINUS:
1530                         if(val > 0)
1531                                 e.fld &~= bit;
1532                         break;
1533         }
1534         v1 = (e.fld & bit);
1535         return (v0 != v1);
1536 }
1537
1538 float GiveValue(entity e, .float fld, float op, float val)
1539 {
1540         float v0, v1;
1541         v0 = e.fld;
1542         switch(op)
1543         {
1544                 case OP_SET:
1545                         e.fld = val;
1546                         break;
1547                 case OP_MIN:
1548                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1549                         break;
1550                 case OP_MAX:
1551                         e.fld = min(e.fld, val);
1552                         break;
1553                 case OP_PLUS:
1554                         e.fld += val;
1555                         break;
1556                 case OP_MINUS:
1557                         e.fld -= val;
1558                         break;
1559         }
1560         v1 = e.fld;
1561         return (v0 != v1);
1562 }
1563
1564 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1565 {
1566         if(v1 == v0)
1567                 return;
1568         if(v1 <= v0 - t)
1569         {
1570                 if(snd_decr != "")
1571                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1572         }
1573         else if(v0 >= v0 + t)
1574         {
1575                 if(snd_incr != "")
1576                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1577         }
1578 }
1579
1580 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1581 {
1582         if(v0 < v1)
1583                 e.rotfield = max(e.rotfield, time + rottime);
1584         else if(v0 > v1)
1585                 e.regenfield = max(e.regenfield, time + regentime);
1586 }
1587
1588 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1589 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1590 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1591 #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)
1592
1593 float GiveItems(entity e, float beginarg, float endarg)
1594 {
1595         float got, i, j, val, op;
1596         float _switchweapon;
1597         entity wi;
1598         string cmd;
1599
1600         val = 999;
1601         op = OP_SET;
1602
1603         got = 0;
1604
1605         _switchweapon = FALSE;
1606         if (e.autoswitch)
1607                 if (e.switchweapon == w_getbestweapon(e))
1608                         _switchweapon = TRUE;
1609
1610         e.strength_finished = max(0, e.strength_finished - time);
1611         e.invincible_finished = max(0, e.invincible_finished - time);
1612         
1613         PREGIVE(e, items);
1614         PREGIVE(e, weapons);
1615         PREGIVE(e, strength_finished);
1616         PREGIVE(e, invincible_finished);
1617         PREGIVE(e, ammo_nails);
1618         PREGIVE(e, ammo_cells);
1619         PREGIVE(e, ammo_shells);
1620         PREGIVE(e, ammo_rockets);
1621         PREGIVE(e, ammo_fuel);
1622         PREGIVE(e, armorvalue);
1623         PREGIVE(e, health);
1624
1625         for(i = beginarg; i < endarg; ++i)
1626         {
1627                 cmd = argv(i);
1628
1629                 if(cmd == "0" || stof(cmd))
1630                 {
1631                         val = stof(cmd);
1632                         continue;
1633                 }
1634                 switch(cmd)
1635                 {
1636                         case "no":
1637                                 op = OP_MAX;
1638                                 val = 0;
1639                                 continue;
1640                         case "max":
1641                                 op = OP_MAX;
1642                                 continue;
1643                         case "min":
1644                                 op = OP_MIN;
1645                                 continue;
1646                         case "plus":
1647                                 op = OP_PLUS;
1648                                 continue;
1649                         case "minus":
1650                                 op = OP_MINUS;
1651                                 continue;
1652                         case "ALL":
1653                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1654                                 got += GiveValue(e, strength_finished, op, time);
1655                                 got += GiveValue(e, invincible_finished, op, time);
1656                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1657                         case "all":
1658                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1659                                 got += GiveValue(e, health, op, val);
1660                                 got += GiveValue(e, armorvalue, op, val);
1661                         case "allweapons":
1662                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1663                                 {
1664                                         wi = get_weaponinfo(j);
1665                                         if(wi.weapons)
1666                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1667                                 }
1668                         case "allammo":
1669                                 got += GiveValue(e, ammo_cells, op, val);
1670                                 got += GiveValue(e, ammo_shells, op, val);
1671                                 got += GiveValue(e, ammo_nails, op, val);
1672                                 got += GiveValue(e, ammo_rockets, op, val);
1673                                 got += GiveValue(e, ammo_fuel, op, val);
1674                                 break;
1675                         case "unlimited_ammo":
1676                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1677                                 break;
1678                         case "unlimited_weapon_ammo":
1679                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1680                                 break;
1681                         case "unlimited_superweapons":
1682                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1683                                 break;
1684                         case "jetpack":
1685                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1686                                 break;
1687                         case "fuel_regen":
1688                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1689                                 break;
1690                         case "strength":
1691                                 got += GiveValue(e, strength_finished, op, val);
1692                                 break;
1693                         case "invincible":
1694                                 got += GiveValue(e, invincible_finished, op, val);
1695                                 break;
1696                         case "cells":
1697                                 got += GiveValue(e, ammo_cells, op, val);
1698                                 break;
1699                         case "shells":
1700                                 got += GiveValue(e, ammo_shells, op, val);
1701                                 break;
1702                         case "nails":
1703                         case "bullets":
1704                                 got += GiveValue(e, ammo_nails, op, val);
1705                                 break;
1706                         case "rockets":
1707                                 got += GiveValue(e, ammo_rockets, op, val);
1708                                 break;
1709                         case "health":
1710                                 got += GiveValue(e, health, op, val);
1711                                 break;
1712                         case "armor":
1713                                 got += GiveValue(e, armorvalue, op, val);
1714                                 break;
1715                         case "fuel":
1716                                 got += GiveValue(e, ammo_fuel, op, val);
1717                                 break;
1718                         default:
1719                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1720                                 {
1721                                         wi = get_weaponinfo(j);
1722                                         if(cmd == wi.netname)
1723                                         {
1724                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1725                                                 break;
1726                                         }
1727                                 }
1728                                 if(j > WEP_LAST)
1729                                         print("give: invalid item ", cmd, "\n");
1730                                 break;
1731                 }
1732                 val = 999;
1733                 op = OP_SET;
1734         }
1735
1736         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1737         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1738         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1739         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1740         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1741         {
1742                 wi = get_weaponinfo(j);
1743                 if(wi.weapons)
1744                 {
1745                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1746                         if not(save_weapons & wi.weapons)
1747                                 if(e.weapons & wi.weapons)
1748                                         weapon_action(wi.weapon, WR_PRECACHE);
1749                 }
1750         }
1751         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1752         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1753         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1754         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1755         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1756         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1757         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, cvar("g_balance_pause_fuel_rot"), pauseregen_finished, cvar("g_balance_pause_fuel_regen"), "misc/itempickup.wav", string_null);
1758         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, cvar("g_balance_pause_armor_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/armor25.wav", string_null);
1759         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, cvar("g_balance_pause_health_rot"), pauseregen_finished, cvar("g_balance_pause_health_regen"), "misc/megahealth.wav", string_null);
1760
1761         if (g_minstagib)
1762         {
1763                 e.health = bound(0, e.health, 100);
1764                 e.armorvalue = bound(0, e.armorvalue, 999);
1765         }
1766
1767         if(e.strength_finished <= 0)
1768                 e.strength_finished = 0;
1769         else
1770                 e.strength_finished += time;
1771         if(e.invincible_finished <= 0)
1772                 e.invincible_finished = 0;
1773         else
1774                 e.invincible_finished += time;
1775
1776         if not(e.weapons & W_WeaponBit(e.switchweapon))
1777                 _switchweapon = TRUE;
1778         if(_switchweapon)
1779                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1780
1781         return got;
1782 }