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