]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/t_items.qc
Fix the placeholders %y, %l, %d (used in chat to find the nearest weapons/powerups...
[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(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)
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                 self.glowmod = self.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                 self.glowmod = self.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         Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
238 }
239
240 void Item_ScheduleInitialRespawn(entity e)
241 {
242         Item_Show(e, 0);
243         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
244 }
245
246 float Item_GiveTo(entity item, entity player)
247 {
248         float _switchweapon;
249         float pickedup;
250         float it;
251         float i;
252         entity e;
253
254         // if nothing happens to player, just return without taking the item
255         pickedup = FALSE;
256         _switchweapon = FALSE;
257
258         if (g_minstagib)
259         {
260                 if(item.spawnshieldtime)
261                 {
262                         if (item.ammo_fuel)
263                         if (player.ammo_fuel < g_pickup_fuel_max)
264                         {
265                                 pickedup = TRUE;
266                                 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
267                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
268                         }
269                         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
270                         {
271                                 pickedup = TRUE;
272                                 player.items |= it;
273                                 sprint (player, strcat("You got the ^2", item.netname, "\n"));
274                         }
275
276                         _switchweapon = TRUE;
277                         if (item.ammo_cells)
278                         {
279                                 pickedup = TRUE;
280                                 // play some cool sounds ;)
281                                 centerprint(player, "\n");
282                                 if (clienttype(player) == CLIENTTYPE_REAL)
283                                 {
284                                         if(player.health <= 5)
285                                                 AnnounceTo(player, "lastsecond");
286                                         else if(player.health < 50)
287                                                 AnnounceTo(player, "narrowly");
288                                 }
289                                 // sound not available
290                                 // else if(item.items == IT_CELLS)
291                                 //      AnnounceTo(player, "ammo");
292
293                                 if (item.weapons & WEPBIT_MINSTANEX)
294                                         W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
295                                 if (item.ammo_cells)
296                                         player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
297                                 player.health = 100;
298                         }
299
300                         // extralife powerup
301                         if (item.max_health)
302                         {
303                                 pickedup = TRUE;
304                                 // sound not available
305                                 // AnnounceTo(player, "_lives");
306                                 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
307                                 sprint(player, "^3You picked up some extra lives\n");
308                         }
309
310                         // invis powerup
311                         if (item.strength_finished)
312                         {
313                                 pickedup = TRUE;
314                                 // sound not available
315                                 // AnnounceTo(player, "invisible");
316                                 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
317                         }
318
319                         // speed powerup
320                         if (item.invincible_finished)
321                         {
322                                 pickedup = TRUE;
323                                 // sound not available
324                                 // AnnounceTo(player, "speed");
325                                 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
326                         }
327
328                         if (item.ammo_fuel)
329                         if (player.ammo_fuel < g_pickup_fuel_max) 
330                         {
331                                 pickedup = TRUE;
332                                 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
333                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
334                         }
335                 }
336         }
337         else
338         {
339                 if (g_weapon_stay == 1)
340                 if not(item.flags & FL_NO_WEAPON_STAY)
341                 if (item.flags & FL_WEAPON)
342                 {
343                         if(item.classname == "droppedweapon")
344                         {
345                                 if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons
346                                         goto skip;
347                         }
348                         else
349                         {
350                                 if (player.weapons & item.weapons)
351                                         goto skip;
352                         }
353                 }
354
355                 // in case the player has autoswitch enabled do the following:
356                 // if the player is using their best weapon before items are given, they
357                 // probably want to switch to an even better weapon after items are given
358                 if (player.autoswitch)
359                 if (player.switchweapon == w_getbestweapon(player))
360                         _switchweapon = TRUE;
361
362                 if not(player.weapons & W_WeaponBit(player.switchweapon))
363                         _switchweapon = TRUE;
364
365                 if(item.spawnshieldtime)
366                 {
367                         if (item.ammo_shells)
368                         if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
369                         {
370                                 pickedup = TRUE;
371                                 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
372                         }
373                         if (item.ammo_nails)
374                         if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
375                         {
376                                 pickedup = TRUE;
377                                 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
378                         }
379                         if (item.ammo_rockets)
380                         if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
381                         {
382                                 pickedup = TRUE;
383                                 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
384                         }
385                         if (item.ammo_cells)
386                         if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
387                         {
388                                 pickedup = TRUE;
389                                 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
390                         }
391                         if (item.ammo_fuel)
392                         if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
393                         {
394                                 pickedup = TRUE;
395                                 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
396                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
397                         }
398                 }
399
400                 if (item.flags & FL_WEAPON)
401                 if ((it = item.weapons - (item.weapons & player.weapons)) || g_pickup_weapons_anyway)
402                 {
403                         pickedup = TRUE;
404                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
405                         {
406                                 e = get_weaponinfo(i);
407                                 if(it & e.weapons)
408                                         W_GiveWeapon (player, e.weapon, item.netname);
409                         }
410                 }
411
412                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
413                 {
414                         pickedup = TRUE;
415                         player.items |= it;
416                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
417                 }
418
419                 if(item.spawnshieldtime)
420                 {
421                         if (item.strength_finished)
422                         {
423                                 pickedup = TRUE;
424                                 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
425                         }
426                         if (item.invincible_finished)
427                         {
428                                 pickedup = TRUE;
429                                 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
430                         }
431
432                         if (item.health)
433                         if ((player.health < item.max_health) || item.pickup_anyway)
434                         {
435                                 pickedup = TRUE;
436                                 player.health = min(player.health + item.health, item.max_health);
437                                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
438                         }
439                         if (item.armorvalue)
440                         if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
441                         {
442                                 pickedup = TRUE;
443                                 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
444                                 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
445                         }
446                 }
447         }
448
449 :skip
450         // always eat teamed entities
451         if(item.team)
452                 pickedup = TRUE;
453
454         if (!pickedup)
455                 return 0;
456
457         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
458         if (_switchweapon)
459                 if (player.switchweapon != w_getbestweapon(player))
460                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
461
462         return 1;
463 }
464
465 void Item_Touch (void)
466 {
467         entity e, head;
468
469         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
470         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
471         {
472                 remove(self);
473                 return;
474         }
475         if (other.classname != "player")
476                 return;
477         if (other.deadflag)
478                 return;
479         if (self.solid != SOLID_TRIGGER)
480                 return;
481         if (self.owner == other)
482                 return;
483
484         if(!Item_GiveTo(self, other))
485                 return;
486
487         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
488
489         if (self.classname == "droppedweapon")
490                 remove (self);
491         else if not(self.spawnshieldtime)
492                 return;
493         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
494                 return;
495         else
496         {
497                 if(self.team)
498                 {
499                         RandomSelection_Init();
500                         for(head = world; (head = findfloat(head, team, self.team)); )
501                         {
502                                 if(head.flags & FL_ITEM)
503                                 {
504                                         Item_Show(head, -1);
505                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
506                                 }
507                         }
508                         e = RandomSelection_chosen_ent;
509                 }
510                 else
511                         e = self;
512                 Item_ScheduleRespawn(e);
513         }
514 }
515
516 void Item_FindTeam()
517 {
518         entity head, e;
519
520         if(self.effects & EF_NODRAW)
521         {
522                 // marker for item team search
523                 dprint("Initializing item team ", ftos(self.team), "\n");
524                 RandomSelection_Init();
525                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
526                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
527                 e = RandomSelection_chosen_ent;
528                 e.state = 0;
529                 Item_Show(e, 1);
530
531                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
532                 {
533                         if(head != e)
534                         {
535                                 // make it a non-spawned item
536                                 Item_Show(head, -1);
537                                 head.state = 1; // state 1 = initially hidden item
538                         }
539                         head.effects &~= EF_NODRAW;
540                 }
541
542                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
543                         Item_ScheduleInitialRespawn(e);
544         }
545 }
546
547 void Item_Reset()
548 {
549         Item_Show(self, !self.state);
550         setorigin (self, self.origin);
551         self.think = SUB_Null;
552         self.nextthink = 0;
553
554         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
555                 Item_ScheduleInitialRespawn(self);
556 }
557
558 // Savage: used for item garbage-collection
559 // TODO: perhaps nice special effect?
560 void RemoveItem(void)
561 {
562         remove(self);
563 }
564
565 // pickup evaluation functions
566 // these functions decide how desirable an item is to the bots
567
568 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
569
570 float weapon_pickupevalfunc(entity player, entity item)
571 {
572         float c, i, j, position;
573
574         // See if I have it already
575         if(player.weapons & item.weapons == item.weapons)
576         {
577                 // If I can pick it up
578                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
579                         c = 0;
580                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
581                 {
582                         // Skilled bots will grab more
583                         c = bound(0, skill / 10, 1) * 0.5;
584                 }
585                 else
586                         c = 0;
587         }
588         else
589                 c = 1;
590
591         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
592         if( bot_custom_weapon && c )
593         {
594                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
595                 {
596                         // Find weapon
597                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
598                                 continue;
599
600                         // Find the highest position on any range
601                         position = -1;
602                         for(j = 0; j < WEP_LAST ; ++j){
603                                 if(
604                                                 bot_weapons_far[j] == i ||
605                                                 bot_weapons_mid[j] == i ||
606                                                 bot_weapons_close[j] == i
607                                   )
608                                 {
609                                         position = j;
610                                         break;
611                                 }
612                         }
613
614                         // Rate it
615                         if (position >= 0 )
616                         {
617                                 position = WEP_LAST - position;
618                                 // item.bot_pickupbasevalue is overwritten here
619                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
620                         }
621                 }
622         }
623
624         return item.bot_pickupbasevalue * c;
625 };
626
627 float commodity_pickupevalfunc(entity player, entity item)
628 {
629         float c, i, need_shells, need_nails, need_rockets, need_cells;
630         entity wi;
631         c = 0;
632
633         // Detect needed ammo
634         for(i = WEP_FIRST; i < WEP_LAST ; ++i)
635         {
636                 wi = get_weaponinfo(i);
637
638                 if not(wi.weapons & player.weapons)
639                         continue;
640
641                 if(wi.items & IT_SHELLS)
642                         need_shells = TRUE;
643                 else if(wi.items & IT_NAILS)
644                         need_nails = TRUE;
645                 else if(wi.items & IT_ROCKETS)
646                         need_rockets = TRUE;
647                 else if(wi.items & IT_CELLS)
648                         need_cells = TRUE;
649         }
650
651         // TODO: figure out if the player even has the weapon this ammo is for?
652         // may not affect strategy much though...
653         // find out how much more ammo/armor/health the player can hold
654         if (need_shells)
655         if (item.ammo_shells)
656         if (player.ammo_shells < g_pickup_shells_max)
657                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
658         if (need_nails)
659         if (item.ammo_nails)
660         if (player.ammo_nails < g_pickup_nails_max)
661                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
662         if (need_rockets)
663         if (item.ammo_rockets)
664         if (player.ammo_rockets < g_pickup_rockets_max)
665                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
666         if (need_cells)
667         if (item.ammo_cells)
668         if (player.ammo_cells < g_pickup_cells_max)
669                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
670         if (item.armorvalue)
671         if (player.armorvalue < item.max_armorvalue)
672                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
673         if (item.health)
674         if (player.health < item.max_health)
675                 c = c + max(0, 1 - player.health / item.max_health);
676
677         return item.bot_pickupbasevalue * c;
678 };
679
680
681 .float is_item;
682 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)
683 {
684         startitem_failed = FALSE;
685
686         self.items = itemid;
687         self.weapons = weaponid;
688
689         // is it a dropped weapon?
690         if (self.classname == "droppedweapon")
691         {
692                 self.reset = SUB_Remove;
693                 // it's a dropped weapon
694                 self.movetype = MOVETYPE_TOSS;
695                 // Savage: remove thrown items after a certain period of time ("garbage collection")
696                 self.think = RemoveItem;
697                 self.nextthink = time + 60;
698                 // don't drop if in a NODROP zone (such as lava)
699                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
700                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
701                 {
702                         startitem_failed = TRUE;
703                         remove(self);
704                         return;
705                 }
706         }
707         else
708         {
709                 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
710                 {
711                         startitem_failed = TRUE;
712                         remove(self);
713                         return;
714                 }
715
716                 self.reset = Item_Reset;
717                 // it's a level item
718                 if(self.spawnflags & 1)
719                         self.noalign = 1;
720                 if (self.noalign)
721                         self.movetype = MOVETYPE_NONE;
722                 else
723                         self.movetype = MOVETYPE_TOSS;
724                 // do item filtering according to game mode and other things
725                 if (!self.noalign)
726                 {
727                         // first nudge it off the floor a little bit to avoid math errors
728                         setorigin(self, self.origin + '0 0 1');
729                         // set item size before we spawn a spawnfunc_waypoint
730                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
731                                 setsize (self, '-16 -16 0', '16 16 48');
732                         else
733                                 setsize (self, '-16 -16 0', '16 16 32');
734                         // note droptofloor returns FALSE if stuck/or would fall too far
735                         droptofloor();
736                         waypoint_spawnforitem(self);
737                 }
738
739                 if(teams_matter)
740                 {
741                         if(self.notteam)
742                         {
743                                 print("removed non-teamplay ", self.classname, "\n");
744                                 startitem_failed = TRUE;
745                                 remove (self);
746                                 return;
747                         }
748                 }
749                 else
750                 {
751                         if(self.notfree)
752                         {
753                                 print("removed non-FFA ", self.classname, "\n");
754                                 startitem_failed = TRUE;
755                                 remove (self);
756                                 return;
757                         }
758                 }
759
760                 if(self.notq3a)
761                 {
762                         // We aren't TA or something like that, so we keep the Q3A entities
763                         print("removed non-Q3A ", self.classname, "\n");
764                         startitem_failed = TRUE;
765                         remove (self);
766                         return;
767                 }
768
769                 /*
770                  * can't do it that way, as it would break maps
771                  * TODO make a target_give like entity another way, that perhaps has
772                  * the weapon name in a key
773                 if(self.targetname)
774                 {
775                         // target_give not yet supported; maybe later
776                         print("removed targeted ", self.classname, "\n");
777                         startitem_failed = TRUE;
778                         remove (self);
779                         return;
780                 }
781                 */
782
783                 if(cvar("spawn_debug") >= 2)
784                 {
785                         entity otheritem;
786                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
787                         {
788                                 if(otheritem.is_item)
789                                 {
790                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
791                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
792                                         error("Mapper sucks.");
793                                 }
794                         }
795                         self.is_item = TRUE;
796                 }
797
798                 if(g_lms || g_ca)
799                 {
800                         startitem_failed = TRUE;
801                         remove(self);
802                         return;
803                 }
804                 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
805                 {
806                         startitem_failed = TRUE;
807                         remove(self);
808                         return;
809                 }
810                 else if (g_minstagib)
811                 {
812                         // don't remove dropped items and powerups
813                         if (self.classname != "minstagib")
814                         {
815                                 startitem_failed = TRUE;
816                                 remove (self);
817                                 return;
818                         }
819                 }
820                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
821                 {
822                         startitem_failed = TRUE;
823                         remove (self);
824                         return;
825                 }
826
827                 weaponsInMap |= weaponid;
828
829                 precache_model (itemmodel);
830                 precache_sound (pickupsound);
831
832                 precache_sound ("misc/itemrespawncountdown.wav");
833                 if(!g_minstagib && itemid == IT_STRENGTH)
834                         precache_sound ("misc/strength_respawn.wav");
835                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
836                         precache_sound ("misc/shield_respawn.wav");
837                 else
838                         precache_sound ("misc/itemrespawn.wav");
839
840                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
841                         self.target = "###item###"; // for finding the nearest item using find()
842         }
843
844         self.bot_pickup = TRUE;
845         self.bot_pickupevalfunc = pickupevalfunc;
846         self.bot_pickupbasevalue = pickupbasevalue;
847         self.mdl = itemmodel;
848         self.item_pickupsound = pickupsound;
849         // let mappers override respawntime
850         if(!self.respawntime) // both set
851         {
852                 self.respawntime = defaultrespawntime;
853                 self.respawntimejitter = defaultrespawntimejitter;
854         }
855         self.netname = itemname;
856         self.flags = FL_ITEM | itemflags;
857         self.touch = Item_Touch;
858         setmodel (self, self.mdl); // precision set below
859         self.effects |= EF_LOWPRECISION;
860         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
861                 setsize (self, '-16 -16 0', '16 16 48');
862         else
863                 setsize (self, '-16 -16 0', '16 16 32');
864         if(itemflags & FL_WEAPON)
865                 self.modelflags |= MF_ROTATE;
866
867         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
868         if (itemflags & FL_WEAPON)
869         {
870                 // neutral team color for pickup weapons
871                 self.colormap = 1024; // color shirt=0 pants=0 grey
872         }
873
874         Item_Show(self, 1);
875         self.state = 0;
876         if(self.team)
877         {
878                 if(!self.cnt)
879                         self.cnt = 1; // item probability weight
880                 self.effects = self.effects | EF_NODRAW; // marker for item team search
881                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
882         }
883         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
884                 Item_ScheduleInitialRespawn(self);
885 }
886
887 /* replace items in minstagib
888  * IT_STRENGTH   = invisibility
889  * IT_NAILS      = extra lives
890  * IT_INVINCIBLE = speed
891  */
892 void minstagib_items (float itemid)
893 {
894         // we don't want to replace dropped weapons ;)
895         if (self.classname == "droppedweapon")
896         {
897                 self.ammo_cells = 25;
898                 StartItem ("models/weapons/g_nex.md3",
899                         "weapons/weaponpickup.wav", 15, 0,
900                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
901                 return;
902         }
903
904         local float rnd;
905         self.classname = "minstagib";
906
907         // replace rocket launchers and nex guns with ammo cells
908         if (itemid == IT_CELLS)
909         {
910                 self.ammo_cells = 1;
911                 StartItem ("models/items/a_cells.md3",
912                         "misc/itempickup.wav", 45, 0,
913                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
914                 return;
915         }
916
917         // randomize
918         rnd = random() * 3;
919         if (rnd <= 1)
920                 itemid = IT_STRENGTH;
921         else if (rnd <= 2)
922                 itemid = IT_NAILS;
923         else
924                 itemid = IT_INVINCIBLE;
925
926         // replace with invis
927         if (itemid == IT_STRENGTH)
928         {
929                 self.strength_finished = 30;
930                 StartItem ("models/items/g_strength.md3",
931                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
932                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
933         }
934         // replace with extra lives
935         if (itemid == IT_NAILS)
936         {
937                 self.max_health = 1;
938                 StartItem ("models/items/g_h100.md3",
939                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
940                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
941         }
942         // replace with speed
943         if (itemid == IT_INVINCIBLE)
944         {
945                 self.invincible_finished = 30;
946                 StartItem ("models/items/g_invincible.md3",
947                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
948                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
949         }
950 }
951
952 float minst_no_auto_cells;
953 void minst_remove_item (void) {
954         if(minst_no_auto_cells)
955                 remove(self);
956 }
957
958 float weaponswapping;
959 float internalteam;
960
961 void weapon_defaultspawnfunc(float wpn)
962 {
963         entity e;
964         float t;
965         var .float ammofield;
966         string s;
967         entity oldself;
968         float i, j;
969
970         // set the respawntime in advance (so replaced weapons can copy it)
971
972         if(!self.respawntime)
973         {
974                 e = get_weaponinfo(wpn);
975                 if(e.items == IT_SUPERWEAPON)
976                 {
977                         self.respawntime = g_pickup_respawntime_powerup;
978                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
979                 }
980                 else
981                 {
982                         self.respawntime = g_pickup_respawntime_weapon;
983                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
984                 }
985         }
986
987         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
988         {
989                 e = get_weaponinfo(wpn);
990                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
991                 if(s == "0")
992                 {
993                         remove(self);
994                         startitem_failed = TRUE;
995                         return;
996                 }
997                 t = tokenize_console(s);
998                 if(t >= 2)
999                 {
1000                         self.team = --internalteam;
1001                         oldself = self;
1002                         for(i = 1; i < t; ++i)
1003                         {
1004                                 s = argv(i);
1005                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1006                                 {
1007                                         e = get_weaponinfo(j);
1008                                         if(e.netname == s)
1009                                         {
1010                                                 self = spawn();
1011                                                 copyentity(oldself, self);
1012                                                 self.classname = "replacedweapon";
1013                                                 weapon_defaultspawnfunc(j);
1014                                                 break;
1015                                         }
1016                                 }
1017                                 if(j > WEP_LAST)
1018                                 {
1019                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1020                                 }
1021                         }
1022                         self = oldself;
1023                 }
1024                 if(t >= 1)
1025                 {
1026                         s = argv(0);
1027                         wpn = 0;
1028                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1029                         {
1030                                 e = get_weaponinfo(j);
1031                                 if(e.netname == s)
1032                                 {
1033                                         wpn = j;
1034                                         break;
1035                                 }
1036                         }
1037                         if(j > WEP_LAST)
1038                         {
1039                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1040                         }
1041                 }
1042                 if(wpn == 0)
1043                 {
1044                         remove(self);
1045                         startitem_failed = TRUE;
1046                         return;
1047                 }
1048         }
1049
1050         e = get_weaponinfo(wpn);
1051
1052         if(e.items && e.items != IT_SUPERWEAPON)
1053         {
1054                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1055                 {
1056                         if(e.items & j)
1057                         {
1058                                 ammofield = Item_CounterField(j);
1059                                 if(!self.ammofield)
1060                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1061                         }
1062                 }
1063         }
1064         else
1065         {
1066                 self.flags |= FL_NO_WEAPON_STAY;
1067         }
1068
1069         // weapon stay isn't supported for teamed weapons
1070         if(self.team)
1071                 self.flags |= FL_NO_WEAPON_STAY;
1072
1073         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1074         {
1075                 self.ammo_shells = 0;
1076                 self.ammo_nails = 0;
1077                 self.ammo_cells = 0;
1078                 self.ammo_rockets = 0;
1079                 // weapon stay 2: don't use ammo on weapon pickups; instead
1080                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1081         }
1082
1083         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1084         if (self.modelindex) // don't precache if self was removed
1085                 weapon_action(e.weapon, WR_PRECACHE);
1086 }
1087
1088 void spawnfunc_weapon_shotgun (void);
1089 void spawnfunc_weapon_uzi (void) {
1090         if(q3acompat_machineshotgunswap)
1091         if(self.classname != "droppedweapon")
1092         {
1093                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1094                 return;
1095         }
1096         weapon_defaultspawnfunc(WEP_UZI);
1097 }
1098
1099 void spawnfunc_weapon_shotgun (void) {
1100         if(q3acompat_machineshotgunswap)
1101         if(self.classname != "droppedweapon")
1102         {
1103                 weapon_defaultspawnfunc(WEP_UZI);
1104                 return;
1105         }
1106         weapon_defaultspawnfunc(WEP_SHOTGUN);
1107 }
1108
1109 void spawnfunc_weapon_nex (void)
1110 {
1111         if (g_minstagib)
1112         {
1113                 minstagib_items(IT_CELLS);
1114                 self.think = minst_remove_item;
1115                 self.nextthink = time;
1116                 return;
1117         }
1118         weapon_defaultspawnfunc(WEP_NEX);
1119 }
1120
1121 void spawnfunc_weapon_minstanex (void)
1122 {
1123         if (g_minstagib)
1124         {
1125                 minstagib_items(IT_CELLS);
1126                 self.think = minst_remove_item;
1127                 self.nextthink = time;
1128                 return;
1129         }
1130         weapon_defaultspawnfunc(WEP_MINSTANEX);
1131 }
1132
1133 void spawnfunc_weapon_rocketlauncher (void)
1134 {
1135         if (g_minstagib)
1136         {
1137                 minstagib_items(IT_CELLS);
1138                 self.think = minst_remove_item;
1139                 self.nextthink = time;
1140                 return;
1141         }
1142         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1143 }
1144
1145 void spawnfunc_item_rockets (void) {
1146         if(!self.ammo_rockets)
1147                 self.ammo_rockets = g_pickup_rockets;
1148         if(!self.pickup_anyway)
1149                 self.pickup_anyway = g_pickup_ammo_anyway;
1150         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);
1151 }
1152
1153 void spawnfunc_item_shells (void);
1154 void spawnfunc_item_bullets (void) {
1155         if(!weaponswapping)
1156         if(q3acompat_machineshotgunswap)
1157         if(self.classname != "droppedweapon")
1158         {
1159                 weaponswapping = TRUE;
1160                 spawnfunc_item_shells();
1161                 weaponswapping = FALSE;
1162                 return;
1163         }
1164
1165         if(!self.ammo_nails)
1166                 self.ammo_nails = g_pickup_nails;
1167         if(!self.pickup_anyway)
1168                 self.pickup_anyway = g_pickup_ammo_anyway;
1169         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);
1170 }
1171
1172 void spawnfunc_item_cells (void) {
1173         if(!self.ammo_cells)
1174                 self.ammo_cells = g_pickup_cells;
1175         if(!self.pickup_anyway)
1176                 self.pickup_anyway = g_pickup_ammo_anyway;
1177         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);
1178 }
1179
1180 void spawnfunc_item_shells (void) {
1181         if(!weaponswapping)
1182         if(q3acompat_machineshotgunswap)
1183         if(self.classname != "droppedweapon")
1184         {
1185                 weaponswapping = TRUE;
1186                 spawnfunc_item_bullets();
1187                 weaponswapping = FALSE;
1188                 return;
1189         }
1190
1191         if(!self.ammo_shells)
1192                 self.ammo_shells = g_pickup_shells;
1193         if(!self.pickup_anyway)
1194                 self.pickup_anyway = g_pickup_ammo_anyway;
1195         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);
1196 }
1197
1198 void spawnfunc_item_armor_small (void) {
1199         if(!self.armorvalue)
1200                 self.armorvalue = g_pickup_armorsmall;
1201         if(!self.max_armorvalue)
1202                 self.max_armorvalue = g_pickup_armorsmall_max;
1203         if(!self.pickup_anyway)
1204                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1205         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);
1206 }
1207
1208 void spawnfunc_item_armor_medium (void) {
1209         if(!self.armorvalue)
1210                 self.armorvalue = g_pickup_armormedium;
1211         if(!self.max_armorvalue)
1212                 self.max_armorvalue = g_pickup_armormedium_max;
1213         if(!self.pickup_anyway)
1214                 self.pickup_anyway = g_pickup_armormedium_anyway;
1215         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);
1216 }
1217
1218 void spawnfunc_item_armor_big (void) {
1219         if(!self.armorvalue)
1220                 self.armorvalue = g_pickup_armorbig;
1221         if(!self.max_armorvalue)
1222                 self.max_armorvalue = g_pickup_armorbig_max;
1223         if(!self.pickup_anyway)
1224                 self.pickup_anyway = g_pickup_armorbig_anyway;
1225         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);
1226 }
1227
1228 void spawnfunc_item_armor_large (void) {
1229         if(!self.armorvalue)
1230                 self.armorvalue = g_pickup_armorlarge;
1231         if(!self.max_armorvalue)
1232                 self.max_armorvalue = g_pickup_armorlarge_max;
1233         if(!self.pickup_anyway)
1234                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1235         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);
1236 }
1237
1238 void spawnfunc_item_health_small (void) {
1239         if(!self.max_health)
1240                 self.max_health = g_pickup_healthsmall_max;
1241         if(!self.health)
1242                 self.health = g_pickup_healthsmall;
1243         if(!self.pickup_anyway)
1244                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1245         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);
1246 }
1247
1248 void spawnfunc_item_health_medium (void) {
1249         if(!self.max_health)
1250                 self.max_health = g_pickup_healthmedium_max;
1251         if(!self.health)
1252                 self.health = g_pickup_healthmedium;
1253         if(!self.pickup_anyway)
1254                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1255         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);
1256 }
1257
1258 void spawnfunc_item_health_large (void) {
1259         if(!self.max_health)
1260                 self.max_health = g_pickup_healthlarge_max;
1261         if(!self.health)
1262                 self.health = g_pickup_healthlarge;
1263         if(!self.pickup_anyway)
1264                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1265         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);
1266 }
1267
1268 void spawnfunc_item_health_mega (void) {
1269         if(!cvar("g_powerup_superhealth"))
1270                 return;
1271
1272         if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1273                 return;
1274
1275         if(g_minstagib) {
1276                 minstagib_items(IT_NAILS);
1277         } else {
1278                 if(!self.max_health)
1279                         self.max_health = g_pickup_healthmega_max;
1280                 if(!self.health)
1281                         self.health = g_pickup_healthmega;
1282                 if(!self.pickup_anyway)
1283                         self.pickup_anyway = g_pickup_healthmega_anyway;
1284                 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);
1285         }
1286 }
1287
1288 // support old misnamed entities
1289 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1290 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1291 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1292 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1293 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1294
1295 void spawnfunc_item_strength (void) {
1296         if(!cvar("g_powerup_strength"))
1297                 return;
1298
1299         if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1300                 return;
1301
1302         if(g_minstagib) {
1303                 minstagib_items(IT_STRENGTH);
1304         } else {
1305                 precache_sound("weapons/strength_fire.wav");
1306                 self.strength_finished = 30;
1307                 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);
1308         }
1309 }
1310
1311 void spawnfunc_item_invincible (void) {
1312         if(!cvar("g_powerup_shield"))
1313                 return;
1314
1315         if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1316                 return;
1317
1318         if(g_minstagib) {
1319                 minstagib_items(IT_INVINCIBLE);
1320         } else {
1321                 self.invincible_finished = 30;
1322                 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);
1323         }
1324 }
1325
1326 void spawnfunc_item_minst_cells (void) {
1327         if (g_minstagib)
1328         {
1329                 minst_no_auto_cells = 1;
1330                 minstagib_items(IT_CELLS);
1331         }
1332         else
1333                 remove(self);
1334 }
1335
1336 // compatibility:
1337 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1338
1339 float GiveItems(entity e, float beginarg, float endarg);
1340 void target_items_use (void)
1341 {
1342         if(activator.classname == "droppedweapon")
1343         {
1344                 EXACTTRIGGER_TOUCH;
1345                 remove(activator);
1346                 return;
1347         }
1348
1349         if(activator.classname != "player")
1350                 return;
1351         if(activator.deadflag != DEAD_NO)
1352                 return;
1353         EXACTTRIGGER_TOUCH;
1354
1355         entity e;
1356         for(e = world; (e = find(e, classname, "droppedweapon")); )
1357                 if(e.enemy == activator)
1358                         remove(e);
1359
1360         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1361                 centerprint(activator, self.message);
1362 }
1363
1364 void spawnfunc_target_items (void)
1365 {
1366         float n, i, j;
1367         entity e;
1368
1369         self.use = target_items_use;
1370         if(!self.strength_finished)
1371                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1372         if(!self.invincible_finished)
1373                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1374
1375         precache_sound("misc/itempickup.wav");
1376         precache_sound("misc/megahealth.wav");
1377         precache_sound("misc/armor25.wav");
1378         precache_sound("misc/powerup.wav");
1379         precache_sound("misc/poweroff.wav");
1380         precache_sound("weapons/weaponpickup.wav");
1381
1382         n = tokenize_console(self.netname);
1383         if(argv(0) == "give")
1384         {
1385                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1386         }
1387         else
1388         {
1389                 for(i = 0; i < n; ++i)
1390                 {
1391                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1392                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1393                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1394                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1395                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1396                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1397                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1398                         else
1399                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1400                         {
1401                                 e = get_weaponinfo(j);
1402                                 if(argv(i) == e.netname)
1403                                 {
1404                                         self.weapons |= e.weapons;
1405                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1406                                                 weapon_action(e.weapon, WR_PRECACHE);
1407                                         break;
1408                                 }
1409                         }
1410                         if(j > WEP_LAST)
1411                                 print("target_items: invalid item ", argv(i), "\n");
1412                 }
1413
1414                 string itemprefix, valueprefix;
1415                 if(self.spawnflags == 0)
1416                 {
1417                         itemprefix = "";
1418                         valueprefix = "";
1419                 }
1420                 else if(self.spawnflags == 1)
1421                 {
1422                         itemprefix = "max ";
1423                         valueprefix = "max ";
1424                 }
1425                 else if(self.spawnflags == 2)
1426                 {
1427                         itemprefix = "min ";
1428                         valueprefix = "min ";
1429                 }
1430                 else if(self.spawnflags == 4)
1431                 {
1432                         itemprefix = "minus ";
1433                         valueprefix = "max ";
1434                 }
1435                 else
1436                         error("invalid spawnflags");
1437
1438                 self.netname = "";
1439                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1440                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1441                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1442                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1443                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1444                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1445                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1446                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1447                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1448                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1449                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1450                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1451                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1452                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1453                 {
1454                         e = get_weaponinfo(j);
1455                         if(e.weapons)
1456                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1457                 }
1458         }
1459         self.netname = strzone(self.netname);
1460         //print(self.netname, "\n");
1461
1462         n = tokenize_console(self.netname);
1463         for(i = 0; i < n; ++i)
1464         {
1465                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1466                 {
1467                         e = get_weaponinfo(j);
1468                         if(argv(i) == e.netname)
1469                         {
1470                                 weapon_action(e.weapon, WR_PRECACHE);
1471                                 break;
1472                         }
1473                 }
1474         }
1475 }
1476
1477 void spawnfunc_item_fuel(void)
1478 {
1479         if(!self.ammo_fuel)
1480                 self.ammo_fuel = g_pickup_fuel;
1481         if(!self.pickup_anyway)
1482                 self.pickup_anyway = g_pickup_ammo_anyway;
1483         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);
1484 }
1485
1486 void spawnfunc_item_fuel_regen(void)
1487 {
1488         if(start_items & IT_FUEL_REGEN)
1489         {
1490                 spawnfunc_item_fuel();
1491                 return;
1492         }
1493         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);
1494 }
1495
1496 void spawnfunc_item_jetpack(void)
1497 {
1498         if(g_grappling_hook)
1499                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1500         if(!self.ammo_fuel)
1501                 self.ammo_fuel = g_pickup_fuel_jetpack;
1502         if(start_items & IT_JETPACK)
1503         {
1504                 spawnfunc_item_fuel();
1505                 return;
1506         }
1507         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);
1508 }
1509
1510
1511 #define OP_SET 0
1512 #define OP_MIN 1
1513 #define OP_MAX 2
1514 #define OP_PLUS 3
1515 #define OP_MINUS 4
1516
1517 float GiveBit(entity e, .float fld, float bit, float op, float val)
1518 {
1519         float v0, v1;
1520         v0 = (e.fld & bit);
1521         switch(op)
1522         {
1523                 case OP_SET:
1524                         if(val > 0)
1525                                 e.fld |= bit;
1526                         else
1527                                 e.fld &~= bit;
1528                         break;
1529                 case OP_MIN:
1530                 case OP_PLUS:
1531                         if(val > 0)
1532                                 e.fld |= bit;
1533                         break;
1534                 case OP_MAX:
1535                         if(val <= 0)
1536                                 e.fld &~= bit;
1537                         break;
1538                 case OP_MINUS:
1539                         if(val > 0)
1540                                 e.fld &~= bit;
1541                         break;
1542         }
1543         v1 = (e.fld & bit);
1544         return (v0 != v1);
1545 }
1546
1547 float GiveValue(entity e, .float fld, float op, float val)
1548 {
1549         float v0, v1;
1550         v0 = e.fld;
1551         switch(op)
1552         {
1553                 case OP_SET:
1554                         e.fld = val;
1555                         break;
1556                 case OP_MIN:
1557                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1558                         break;
1559                 case OP_MAX:
1560                         e.fld = min(e.fld, val);
1561                         break;
1562                 case OP_PLUS:
1563                         e.fld += val;
1564                         break;
1565                 case OP_MINUS:
1566                         e.fld -= val;
1567                         break;
1568         }
1569         v1 = e.fld;
1570         return (v0 != v1);
1571 }
1572
1573 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1574 {
1575         if(v1 == v0)
1576                 return;
1577         if(v1 <= v0 - t)
1578         {
1579                 if(snd_decr != "")
1580                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1581         }
1582         else if(v0 >= v0 + t)
1583         {
1584                 if(snd_incr != "")
1585                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1586         }
1587 }
1588
1589 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1590 {
1591         if(v0 < v1)
1592                 e.rotfield = max(e.rotfield, time + rottime);
1593         else if(v0 > v1)
1594                 e.regenfield = max(e.regenfield, time + regentime);
1595 }
1596
1597 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1598 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1599 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1600 #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)
1601
1602 float GiveItems(entity e, float beginarg, float endarg)
1603 {
1604         float got, i, j, val, op;
1605         float _switchweapon;
1606         entity wi;
1607         string cmd;
1608
1609         val = 999;
1610         op = OP_SET;
1611
1612         got = 0;
1613
1614         _switchweapon = FALSE;
1615         if (e.autoswitch)
1616                 if (e.switchweapon == w_getbestweapon(e))
1617                         _switchweapon = TRUE;
1618
1619         e.strength_finished = max(0, e.strength_finished - time);
1620         e.invincible_finished = max(0, e.invincible_finished - time);
1621         
1622         PREGIVE(e, items);
1623         PREGIVE(e, weapons);
1624         PREGIVE(e, strength_finished);
1625         PREGIVE(e, invincible_finished);
1626         PREGIVE(e, ammo_nails);
1627         PREGIVE(e, ammo_cells);
1628         PREGIVE(e, ammo_shells);
1629         PREGIVE(e, ammo_rockets);
1630         PREGIVE(e, ammo_fuel);
1631         PREGIVE(e, armorvalue);
1632         PREGIVE(e, health);
1633
1634         for(i = beginarg; i < endarg; ++i)
1635         {
1636                 cmd = argv(i);
1637
1638                 if(cmd == "0" || stof(cmd))
1639                 {
1640                         val = stof(cmd);
1641                         continue;
1642                 }
1643                 switch(cmd)
1644                 {
1645                         case "no":
1646                                 op = OP_MAX;
1647                                 val = 0;
1648                                 continue;
1649                         case "max":
1650                                 op = OP_MAX;
1651                                 continue;
1652                         case "min":
1653                                 op = OP_MIN;
1654                                 continue;
1655                         case "plus":
1656                                 op = OP_PLUS;
1657                                 continue;
1658                         case "minus":
1659                                 op = OP_MINUS;
1660                                 continue;
1661                         case "ALL":
1662                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1663                                 got += GiveValue(e, strength_finished, op, time);
1664                                 got += GiveValue(e, invincible_finished, op, time);
1665                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1666                         case "all":
1667                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1668                                 got += GiveValue(e, health, op, val);
1669                                 got += GiveValue(e, armorvalue, op, val);
1670                         case "allweapons":
1671                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1672                                 {
1673                                         wi = get_weaponinfo(j);
1674                                         if(wi.weapons)
1675                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1676                                 }
1677                         case "allammo":
1678                                 got += GiveValue(e, ammo_cells, op, val);
1679                                 got += GiveValue(e, ammo_shells, op, val);
1680                                 got += GiveValue(e, ammo_nails, op, val);
1681                                 got += GiveValue(e, ammo_rockets, op, val);
1682                                 got += GiveValue(e, ammo_fuel, op, val);
1683                                 break;
1684                         case "unlimited_ammo":
1685                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1686                                 break;
1687                         case "unlimited_weapon_ammo":
1688                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1689                                 break;
1690                         case "unlimited_superweapons":
1691                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1692                                 break;
1693                         case "jetpack":
1694                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1695                                 break;
1696                         case "fuel_regen":
1697                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1698                                 break;
1699                         case "strength":
1700                                 got += GiveValue(e, strength_finished, op, val);
1701                                 break;
1702                         case "invincible":
1703                                 got += GiveValue(e, invincible_finished, op, val);
1704                                 break;
1705                         case "cells":
1706                                 got += GiveValue(e, ammo_cells, op, val);
1707                                 break;
1708                         case "shells":
1709                                 got += GiveValue(e, ammo_shells, op, val);
1710                                 break;
1711                         case "nails":
1712                         case "bullets":
1713                                 got += GiveValue(e, ammo_nails, op, val);
1714                                 break;
1715                         case "rockets":
1716                                 got += GiveValue(e, ammo_rockets, op, val);
1717                                 break;
1718                         case "health":
1719                                 got += GiveValue(e, health, op, val);
1720                                 break;
1721                         case "armor":
1722                                 got += GiveValue(e, armorvalue, op, val);
1723                                 break;
1724                         case "fuel":
1725                                 got += GiveValue(e, ammo_fuel, op, val);
1726                                 break;
1727                         default:
1728                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1729                                 {
1730                                         wi = get_weaponinfo(j);
1731                                         if(cmd == wi.netname)
1732                                         {
1733                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1734                                                 break;
1735                                         }
1736                                 }
1737                                 if(j > WEP_LAST)
1738                                         print("give: invalid item ", cmd, "\n");
1739                                 break;
1740                 }
1741                 val = 999;
1742                 op = OP_SET;
1743         }
1744
1745         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1746         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1747         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1748         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1749         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1750         {
1751                 wi = get_weaponinfo(j);
1752                 if(wi.weapons)
1753                 {
1754                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1755                         if not(save_weapons & wi.weapons)
1756                                 if(e.weapons & wi.weapons)
1757                                         weapon_action(wi.weapon, WR_PRECACHE);
1758                 }
1759         }
1760         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1761         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1762         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1763         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1764         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1765         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1766         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);
1767         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);
1768         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);
1769
1770         if(e.strength_finished <= 0)
1771                 e.strength_finished = 0;
1772         else
1773                 e.strength_finished += time;
1774         if(e.invincible_finished <= 0)
1775                 e.invincible_finished = 0;
1776         else
1777                 e.invincible_finished += time;
1778
1779         if not(e.weapons & W_WeaponBit(e.switchweapon))
1780                 _switchweapon = TRUE;
1781         if(_switchweapon)
1782                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1783
1784         return got;
1785 }