Merge commit '7b4c329'
[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 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(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 = stov(autocvar_g_ghost_items_color);
127                 e.glowmod = e.colormod;
128                 e.alpha = 0;
129                 e.customizeentityforclient = func_null;
130
131                 e.spawnshieldtime = 1;
132         }
133
134         if (e.strength_finished || e.invincible_finished)
135                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
136         if (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                                 centerprint(player, "\n");
287                                 if (clienttype(player) == CLIENTTYPE_REAL)
288                                 {
289                                         if(player.health <= 5)
290                                                 AnnounceTo(player, "lastsecond");
291                                         else if(player.health < 50)
292                                                 AnnounceTo(player, "narrowly");
293                                 }
294                                 // sound not available
295                                 // else if(item.items == IT_CELLS)
296                                 //      AnnounceTo(player, "ammo");
297
298                                 if (item.weapons & WEPBIT_MINSTANEX)
299                                         W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
300                                 if (item.ammo_cells)
301                                         player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
302                                 player.health = 100;
303                         }
304
305                         // extralife powerup
306                         if (item.max_health)
307                         {
308                                 pickedup = TRUE;
309                                 // sound not available
310                                 // AnnounceTo(player, "_lives");
311                                 player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
312                                 sprint(player, "^3You picked up some extra lives\n");
313                         }
314
315                         // invis powerup
316                         if (item.strength_finished)
317                         {
318                                 pickedup = TRUE;
319                                 // sound not available
320                                 // AnnounceTo(player, "invisible");
321                                 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
322                         }
323
324                         // speed powerup
325                         if (item.invincible_finished)
326                         {
327                                 pickedup = TRUE;
328                                 // sound not available
329                                 // AnnounceTo(player, "speed");
330                                 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
331                         }
332                 }
333         }
334         else
335         {
336                 if (g_weapon_stay == 1)
337                 if not(item.flags & FL_NO_WEAPON_STAY)
338                 if (item.flags & FL_WEAPON)
339                 {
340                         if(item.classname == "droppedweapon")
341                         {
342                                 if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons
343                                         goto skip;
344                         }
345                         else
346                         {
347                                 if (player.weapons & item.weapons)
348                                         goto skip;
349                         }
350                 }
351
352                 // in case the player has autoswitch enabled do the following:
353                 // if the player is using their best weapon before items are given, they
354                 // probably want to switch to an even better weapon after items are given
355                 if (player.autoswitch)
356                 if (player.switchweapon == w_getbestweapon(player))
357                         _switchweapon = TRUE;
358
359                 if not(player.weapons & W_WeaponBit(player.switchweapon))
360                         _switchweapon = TRUE;
361
362                 if(item.spawnshieldtime)
363                 {
364                         if (item.ammo_shells)
365                         if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
366                         {
367                                 pickedup = TRUE;
368                                 player.ammo_shells = bound(player.ammo_shells, g_pickup_shells_max, player.ammo_shells + item.ammo_shells);
369                         }
370                         if (item.ammo_nails)
371                         if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
372                         {
373                                 pickedup = TRUE;
374                                 player.ammo_nails = bound(player.ammo_nails, g_pickup_nails_max, player.ammo_nails + item.ammo_nails);
375                         }
376                         if (item.ammo_rockets)
377                         if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
378                         {
379                                 pickedup = TRUE;
380                                 player.ammo_rockets = bound(player.ammo_rockets, g_pickup_rockets_max, player.ammo_rockets + item.ammo_rockets);
381                         }
382                         if (item.ammo_cells)
383                         if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
384                         {
385                                 pickedup = TRUE;
386                                 player.ammo_cells = bound(player.ammo_cells, g_pickup_cells_max, player.ammo_cells + item.ammo_cells);
387                         }
388                         if (item.ammo_fuel)
389                         if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
390                         {
391                                 pickedup = TRUE;
392                                 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
393                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
394                         }
395                 }
396
397                 if (item.flags & FL_WEAPON)
398                 if ((it = item.weapons - (item.weapons & player.weapons)) || g_pickup_weapons_anyway)
399                 {
400                         pickedup = TRUE;
401                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
402                         {
403                                 e = get_weaponinfo(i);
404                                 if(it & e.weapons)
405                                         W_GiveWeapon (player, e.weapon, item.netname);
406                         }
407                 }
408
409                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
410                 {
411                         pickedup = TRUE;
412                         player.items |= it;
413                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
414                 }
415
416                 if(item.spawnshieldtime)
417                 {
418                         if (item.strength_finished)
419                         {
420                                 pickedup = TRUE;
421                                 player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
422                         }
423                         if (item.invincible_finished)
424                         {
425                                 pickedup = TRUE;
426                                 player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
427                         }
428
429                         if (item.health)
430                         if ((player.health < item.max_health) || item.pickup_anyway)
431                         {
432                                 pickedup = TRUE;
433                                 player.health = bound(player.health, item.max_health, player.health + item.health);
434                                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
435                         }
436                         if (item.armorvalue)
437                         if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
438                         {
439                                 pickedup = TRUE;
440                                 player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
441                                 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
442                         }
443                 }
444         }
445
446 :skip
447         // always eat teamed entities
448         if(item.team)
449                 pickedup = TRUE;
450
451         if (!pickedup)
452                 return 0;
453
454         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
455         if (_switchweapon)
456                 if (player.switchweapon != w_getbestweapon(player))
457                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
458
459         return 1;
460 }
461
462 void Item_Touch (void)
463 {
464         entity e, head;
465
466         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
467         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
468         {
469                 remove(self);
470                 return;
471         }
472         if (other.classname != "player")
473                 return;
474         if (other.deadflag)
475                 return;
476         if (self.solid != SOLID_TRIGGER)
477                 return;
478         if (self.owner == other)
479                 return;
480
481         if(!Item_GiveTo(self, other))
482                 return;
483
484         other.last_pickup = time;
485
486         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
487
488         if (self.classname == "droppedweapon")
489                 remove (self);
490         else if not(self.spawnshieldtime)
491                 return;
492         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
493                 return;
494         else
495         {
496                 if(self.team)
497                 {
498                         RandomSelection_Init();
499                         for(head = world; (head = findfloat(head, team, self.team)); )
500                         {
501                                 if(head.flags & FL_ITEM)
502                                 {
503                                         Item_Show(head, -1);
504                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
505                                 }
506                         }
507                         e = RandomSelection_chosen_ent;
508                 }
509                 else
510                         e = self;
511                 Item_ScheduleRespawn(e);
512         }
513 }
514
515 void Item_FindTeam()
516 {
517         entity head, e;
518
519         if(self.effects & EF_NODRAW)
520         {
521                 // marker for item team search
522                 dprint("Initializing item team ", ftos(self.team), "\n");
523                 RandomSelection_Init();
524                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
525                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
526                 e = RandomSelection_chosen_ent;
527                 e.state = 0;
528                 Item_Show(e, 1);
529
530                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
531                 {
532                         if(head != e)
533                         {
534                                 // make it a non-spawned item
535                                 Item_Show(head, -1);
536                                 head.state = 1; // state 1 = initially hidden item
537                         }
538                         head.effects &~= EF_NODRAW;
539                 }
540
541                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
542                         Item_ScheduleInitialRespawn(e);
543         }
544 }
545
546 void Item_Reset()
547 {
548         Item_Show(self, !self.state);
549         setorigin (self, self.origin);
550         self.think = SUB_Null;
551         self.nextthink = 0;
552
553         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
554                 Item_ScheduleInitialRespawn(self);
555 }
556
557 // Savage: used for item garbage-collection
558 // TODO: perhaps nice special effect?
559 void RemoveItem(void)
560 {
561         remove(self);
562 }
563
564 // pickup evaluation functions
565 // these functions decide how desirable an item is to the bots
566
567 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
568
569 float weapon_pickupevalfunc(entity player, entity item)
570 {
571         float c, i, j, position;
572
573         // See if I have it already
574         if(player.weapons & item.weapons == item.weapons)
575         {
576                 // If I can pick it up
577                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
578                         c = 0;
579                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
580                 {
581                         // Skilled bots will grab more
582                         c = bound(0, skill / 10, 1) * 0.5;
583                 }
584                 else
585                         c = 0;
586         }
587         else
588                 c = 1;
589
590         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
591         if( bot_custom_weapon && c )
592         {
593                 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
594                 {
595                         // Find weapon
596                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
597                                 continue;
598
599                         // Find the highest position on any range
600                         position = -1;
601                         for(j = 0; j < WEP_LAST ; ++j){
602                                 if(
603                                                 bot_weapons_far[j] == i ||
604                                                 bot_weapons_mid[j] == i ||
605                                                 bot_weapons_close[j] == i
606                                   )
607                                 {
608                                         position = j;
609                                         break;
610                                 }
611                         }
612
613                         // Rate it
614                         if (position >= 0 )
615                         {
616                                 position = WEP_LAST - position;
617                                 // item.bot_pickupbasevalue is overwritten here
618                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
619                         }
620                 }
621         }
622
623         return item.bot_pickupbasevalue * c;
624 };
625
626 float commodity_pickupevalfunc(entity player, entity item)
627 {
628         float c, i, need_shells, need_nails, need_rockets, need_cells;
629         entity wi;
630         c = 0;
631
632         // Detect needed ammo
633         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
634         {
635                 wi = get_weaponinfo(i);
636
637                 if not(wi.weapons & player.weapons)
638                         continue;
639
640                 if(wi.items & IT_SHELLS)
641                         need_shells = TRUE;
642                 else if(wi.items & IT_NAILS)
643                         need_nails = TRUE;
644                 else if(wi.items & IT_ROCKETS)
645                         need_rockets = TRUE;
646                 else if(wi.items & IT_CELLS)
647                         need_cells = TRUE;
648         }
649
650         // TODO: figure out if the player even has the weapon this ammo is for?
651         // may not affect strategy much though...
652         // find out how much more ammo/armor/health the player can hold
653         if (need_shells)
654         if (item.ammo_shells)
655         if (player.ammo_shells < g_pickup_shells_max)
656                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
657         if (need_nails)
658         if (item.ammo_nails)
659         if (player.ammo_nails < g_pickup_nails_max)
660                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
661         if (need_rockets)
662         if (item.ammo_rockets)
663         if (player.ammo_rockets < g_pickup_rockets_max)
664                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
665         if (need_cells)
666         if (item.ammo_cells)
667         if (player.ammo_cells < g_pickup_cells_max)
668                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
669         if (item.armorvalue)
670         if (player.armorvalue < item.max_armorvalue)
671                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
672         if (item.health)
673         if (player.health < item.max_health)
674                 c = c + max(0, 1 - player.health / item.max_health);
675
676         return item.bot_pickupbasevalue * c;
677 };
678
679
680 .float is_item;
681 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)
682 {
683         startitem_failed = FALSE;
684
685         self.items = itemid;
686         self.weapons = weaponid;
687
688         // is it a dropped weapon?
689         if (self.classname == "droppedweapon")
690         {
691                 self.reset = SUB_Remove;
692                 // it's a dropped weapon
693                 self.movetype = MOVETYPE_TOSS;
694                 // Savage: remove thrown items after a certain period of time ("garbage collection")
695                 self.think = RemoveItem;
696                 self.nextthink = time + 60;
697                 // don't drop if in a NODROP zone (such as lava)
698                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
699                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
700                 {
701                         startitem_failed = TRUE;
702                         remove(self);
703                         return;
704                 }
705         }
706         else
707         {
708                 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
709                 {
710                         startitem_failed = TRUE;
711                         remove(self);
712                         return;
713                 }
714
715                 self.reset = Item_Reset;
716                 // it's a level item
717                 if(self.spawnflags & 1)
718                         self.noalign = 1;
719                 if (self.noalign)
720                         self.movetype = MOVETYPE_NONE;
721                 else
722                         self.movetype = MOVETYPE_TOSS;
723                 // do item filtering according to game mode and other things
724                 if (!self.noalign)
725                 {
726                         // first nudge it off the floor a little bit to avoid math errors
727                         setorigin(self, self.origin + '0 0 1');
728                         // set item size before we spawn a spawnfunc_waypoint
729                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
730                                 setsize (self, '-16 -16 0', '16 16 48');
731                         else
732                                 setsize (self, '-16 -16 0', '16 16 32');
733                         // note droptofloor returns FALSE if stuck/or would fall too far
734                         droptofloor();
735                         waypoint_spawnforitem(self);
736                 }
737
738                 if(teams_matter)
739                 {
740                         if(self.notteam)
741                         {
742                                 print("removed non-teamplay ", self.classname, "\n");
743                                 startitem_failed = TRUE;
744                                 remove (self);
745                                 return;
746                         }
747                 }
748                 else
749                 {
750                         if(self.notfree)
751                         {
752                                 print("removed non-FFA ", self.classname, "\n");
753                                 startitem_failed = TRUE;
754                                 remove (self);
755                                 return;
756                         }
757                 }
758
759                 if(self.notq3a)
760                 {
761                         // We aren't TA or something like that, so we keep the Q3A entities
762                         print("removed non-Q3A ", self.classname, "\n");
763                         startitem_failed = TRUE;
764                         remove (self);
765                         return;
766                 }
767
768                 /*
769                  * can't do it that way, as it would break maps
770                  * TODO make a target_give like entity another way, that perhaps has
771                  * the weapon name in a key
772                 if(self.targetname)
773                 {
774                         // target_give not yet supported; maybe later
775                         print("removed targeted ", self.classname, "\n");
776                         startitem_failed = TRUE;
777                         remove (self);
778                         return;
779                 }
780                 */
781
782                 if(autocvar_spawn_debug >= 2)
783                 {
784                         entity otheritem;
785                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
786                         {
787                                 if(otheritem.is_item)
788                                 {
789                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
790                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
791                                         error("Mapper sucks.");
792                                 }
793                         }
794                         self.is_item = TRUE;
795                 }
796
797                 if(g_lms || g_ca)
798                 {
799                         startitem_failed = TRUE;
800                         remove(self);
801                         return;
802                 }
803                 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
804                 {
805                         startitem_failed = TRUE;
806                         remove(self);
807                         return;
808                 }
809                 else if (g_minstagib)
810                 {
811                         // don't remove dropped items and powerups
812                         if (self.classname != "minstagib")
813                         {
814                                 startitem_failed = TRUE;
815                                 remove (self);
816                                 return;
817                         }
818                 }
819                 else if (!autocvar_g_pickup_items && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
820                 {
821                         startitem_failed = TRUE;
822                         remove (self);
823                         return;
824                 }
825
826                 weaponsInMap |= weaponid;
827
828                 precache_model (itemmodel);
829                 precache_sound (pickupsound);
830
831                 precache_sound ("misc/itemrespawncountdown.wav");
832                 if(!g_minstagib && itemid == IT_STRENGTH)
833                         precache_sound ("misc/strength_respawn.wav");
834                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
835                         precache_sound ("misc/shield_respawn.wav");
836                 else
837                         precache_sound ("misc/itemrespawn.wav");
838
839                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
840                         self.target = "###item###"; // for finding the nearest item using find()
841         }
842
843         self.bot_pickup = TRUE;
844         self.bot_pickupevalfunc = pickupevalfunc;
845         self.bot_pickupbasevalue = pickupbasevalue;
846         self.mdl = itemmodel;
847         self.item_pickupsound = pickupsound;
848         // let mappers override respawntime
849         if(!self.respawntime) // both set
850         {
851                 self.respawntime = defaultrespawntime;
852                 self.respawntimejitter = defaultrespawntimejitter;
853         }
854         self.netname = itemname;
855         self.flags = FL_ITEM | itemflags;
856         self.touch = Item_Touch;
857         setmodel (self, self.mdl); // precision set below
858         self.effects |= EF_LOWPRECISION;
859         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
860                 setsize (self, '-16 -16 0', '16 16 48');
861         else
862                 setsize (self, '-16 -16 0', '16 16 32');
863         if(itemflags & FL_WEAPON)
864                 self.modelflags |= MF_ROTATE;
865
866         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
867         if (itemflags & FL_WEAPON)
868         {
869                 // neutral team color for pickup weapons
870                 self.colormap = 1024; // color shirt=0 pants=0 grey
871         }
872
873         Item_Show(self, 1);
874         self.state = 0;
875         if(self.team)
876         {
877                 if(!self.cnt)
878                         self.cnt = 1; // item probability weight
879                 self.effects = self.effects | EF_NODRAW; // marker for item team search
880                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
881         }
882         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
883                 Item_ScheduleInitialRespawn(self);
884 }
885
886 /* replace items in minstagib
887  * IT_STRENGTH   = invisibility
888  * IT_NAILS      = extra lives
889  * IT_INVINCIBLE = speed
890  */
891 void minstagib_items (float itemid)
892 {
893         local float rnd;
894         self.classname = "minstagib";
895
896         // replace rocket launchers and nex guns with ammo cells
897         if (itemid == IT_CELLS)
898         {
899                 self.ammo_cells = 1;
900                 StartItem ("models/items/a_cells.md3",
901                         "misc/itempickup.wav", 45, 0,
902                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
903                 return;
904         }
905
906         // randomize
907         rnd = random() * 3;
908         if (rnd <= 1)
909                 itemid = IT_STRENGTH;
910         else if (rnd <= 2)
911                 itemid = IT_NAILS;
912         else
913                 itemid = IT_INVINCIBLE;
914
915         // replace with invis
916         if (itemid == IT_STRENGTH)
917         {
918                 self.strength_finished = 30;
919                 StartItem ("models/items/g_strength.md3",
920                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
921                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
922         }
923         // replace with extra lives
924         if (itemid == IT_NAILS)
925         {
926                 self.max_health = 1;
927                 StartItem ("models/items/g_h100.md3",
928                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
929                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
930         }
931         // replace with speed
932         if (itemid == IT_INVINCIBLE)
933         {
934                 self.invincible_finished = 30;
935                 StartItem ("models/items/g_invincible.md3",
936                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
937                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
938         }
939 }
940
941 float minst_no_auto_cells;
942 void minst_remove_item (void) {
943         if(minst_no_auto_cells)
944                 remove(self);
945 }
946
947 float weaponswapping;
948 float internalteam;
949
950 void weapon_defaultspawnfunc(float wpn)
951 {
952         entity e;
953         float t;
954         var .float ammofield;
955         string s;
956         entity oldself;
957         float i, j;
958
959         // set the respawntime in advance (so replaced weapons can copy it)
960
961         if(!self.respawntime)
962         {
963                 e = get_weaponinfo(wpn);
964                 if(e.items == IT_SUPERWEAPON)
965                 {
966                         self.respawntime = g_pickup_respawntime_powerup;
967                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
968                 }
969                 else
970                 {
971                         self.respawntime = g_pickup_respawntime_weapon;
972                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
973                 }
974         }
975
976         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
977         {
978                 e = get_weaponinfo(wpn);
979                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
980                 if(s == "0")
981                 {
982                         remove(self);
983                         startitem_failed = TRUE;
984                         return;
985                 }
986                 t = tokenize_console(s);
987                 if(t >= 2)
988                 {
989                         self.team = --internalteam;
990                         oldself = self;
991                         for(i = 1; i < t; ++i)
992                         {
993                                 s = argv(i);
994                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
995                                 {
996                                         e = get_weaponinfo(j);
997                                         if(e.netname == s)
998                                         {
999                                                 self = spawn();
1000                                                 copyentity(oldself, self);
1001                                                 self.classname = "replacedweapon";
1002                                                 weapon_defaultspawnfunc(j);
1003                                                 break;
1004                                         }
1005                                 }
1006                                 if(j > WEP_LAST)
1007                                 {
1008                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1009                                 }
1010                         }
1011                         self = oldself;
1012                 }
1013                 if(t >= 1)
1014                 {
1015                         s = argv(0);
1016                         wpn = 0;
1017                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1018                         {
1019                                 e = get_weaponinfo(j);
1020                                 if(e.netname == s)
1021                                 {
1022                                         wpn = j;
1023                                         break;
1024                                 }
1025                         }
1026                         if(j > WEP_LAST)
1027                         {
1028                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1029                         }
1030                 }
1031                 if(wpn == 0)
1032                 {
1033                         remove(self);
1034                         startitem_failed = TRUE;
1035                         return;
1036                 }
1037         }
1038
1039         e = get_weaponinfo(wpn);
1040
1041         if(e.items && e.items != IT_SUPERWEAPON)
1042         {
1043                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1044                 {
1045                         if(e.items & j)
1046                         {
1047                                 ammofield = Item_CounterField(j);
1048                                 if(!self.ammofield)
1049                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1050                         }
1051                 }
1052         }
1053         else
1054         {
1055                 self.flags |= FL_NO_WEAPON_STAY;
1056         }
1057
1058         // weapon stay isn't supported for teamed weapons
1059         if(self.team)
1060                 self.flags |= FL_NO_WEAPON_STAY;
1061
1062         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1063         {
1064                 self.ammo_shells = 0;
1065                 self.ammo_nails = 0;
1066                 self.ammo_cells = 0;
1067                 self.ammo_rockets = 0;
1068                 // weapon stay 2: don't use ammo on weapon pickups; instead
1069                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1070         }
1071
1072         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1073         if (self.modelindex) // don't precache if self was removed
1074                 weapon_action(e.weapon, WR_PRECACHE);
1075 }
1076
1077 void spawnfunc_weapon_shotgun (void);
1078 void spawnfunc_weapon_uzi (void) {
1079         if(q3acompat_machineshotgunswap)
1080         if(self.classname != "droppedweapon")
1081         {
1082                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1083                 return;
1084         }
1085         weapon_defaultspawnfunc(WEP_UZI);
1086 }
1087
1088 void spawnfunc_weapon_shotgun (void) {
1089         if(q3acompat_machineshotgunswap)
1090         if(self.classname != "droppedweapon")
1091         {
1092                 weapon_defaultspawnfunc(WEP_UZI);
1093                 return;
1094         }
1095         weapon_defaultspawnfunc(WEP_SHOTGUN);
1096 }
1097
1098 void spawnfunc_weapon_nex (void)
1099 {
1100         if (g_minstagib)
1101         {
1102                 minstagib_items(IT_CELLS);
1103                 self.think = minst_remove_item;
1104                 self.nextthink = time;
1105                 return;
1106         }
1107         weapon_defaultspawnfunc(WEP_NEX);
1108 }
1109
1110 void spawnfunc_weapon_minstanex (void)
1111 {
1112         if (g_minstagib)
1113         {
1114                 minstagib_items(IT_CELLS);
1115                 self.think = minst_remove_item;
1116                 self.nextthink = time;
1117                 return;
1118         }
1119         weapon_defaultspawnfunc(WEP_MINSTANEX);
1120 }
1121
1122 void spawnfunc_weapon_rocketlauncher (void)
1123 {
1124         if (g_minstagib)
1125         {
1126                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1127                 self.think = minst_remove_item;
1128                 self.nextthink = time;
1129                 return;
1130         }
1131         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1132 }
1133
1134 void spawnfunc_item_rockets (void) {
1135         if(!self.ammo_rockets)
1136                 self.ammo_rockets = g_pickup_rockets;
1137         if(!self.pickup_anyway)
1138                 self.pickup_anyway = g_pickup_ammo_anyway;
1139         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);
1140 }
1141
1142 void spawnfunc_item_shells (void);
1143 void spawnfunc_item_bullets (void) {
1144         if(!weaponswapping)
1145         if(q3acompat_machineshotgunswap)
1146         if(self.classname != "droppedweapon")
1147         {
1148                 weaponswapping = TRUE;
1149                 spawnfunc_item_shells();
1150                 weaponswapping = FALSE;
1151                 return;
1152         }
1153
1154         if(!self.ammo_nails)
1155                 self.ammo_nails = g_pickup_nails;
1156         if(!self.pickup_anyway)
1157                 self.pickup_anyway = g_pickup_ammo_anyway;
1158         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);
1159 }
1160
1161 void spawnfunc_item_cells (void) {
1162         if(!self.ammo_cells)
1163                 self.ammo_cells = g_pickup_cells;
1164         if(!self.pickup_anyway)
1165                 self.pickup_anyway = g_pickup_ammo_anyway;
1166         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);
1167 }
1168
1169 void spawnfunc_item_shells (void) {
1170         if(!weaponswapping)
1171         if(q3acompat_machineshotgunswap)
1172         if(self.classname != "droppedweapon")
1173         {
1174                 weaponswapping = TRUE;
1175                 spawnfunc_item_bullets();
1176                 weaponswapping = FALSE;
1177                 return;
1178         }
1179
1180         if(!self.ammo_shells)
1181                 self.ammo_shells = g_pickup_shells;
1182         if(!self.pickup_anyway)
1183                 self.pickup_anyway = g_pickup_ammo_anyway;
1184         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);
1185 }
1186
1187 void spawnfunc_item_armor_small (void) {
1188         if(!self.armorvalue)
1189                 self.armorvalue = g_pickup_armorsmall;
1190         if(!self.max_armorvalue)
1191                 self.max_armorvalue = g_pickup_armorsmall_max;
1192         if(!self.pickup_anyway)
1193                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1194         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);
1195 }
1196
1197 void spawnfunc_item_armor_medium (void) {
1198         if(!self.armorvalue)
1199                 self.armorvalue = g_pickup_armormedium;
1200         if(!self.max_armorvalue)
1201                 self.max_armorvalue = g_pickup_armormedium_max;
1202         if(!self.pickup_anyway)
1203                 self.pickup_anyway = g_pickup_armormedium_anyway;
1204         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);
1205 }
1206
1207 void spawnfunc_item_armor_big (void) {
1208         if(!self.armorvalue)
1209                 self.armorvalue = g_pickup_armorbig;
1210         if(!self.max_armorvalue)
1211                 self.max_armorvalue = g_pickup_armorbig_max;
1212         if(!self.pickup_anyway)
1213                 self.pickup_anyway = g_pickup_armorbig_anyway;
1214         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);
1215 }
1216
1217 void spawnfunc_item_armor_large (void) {
1218         if(!self.armorvalue)
1219                 self.armorvalue = g_pickup_armorlarge;
1220         if(!self.max_armorvalue)
1221                 self.max_armorvalue = g_pickup_armorlarge_max;
1222         if(!self.pickup_anyway)
1223                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1224         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);
1225 }
1226
1227 void spawnfunc_item_health_small (void) {
1228         if(!self.max_health)
1229                 self.max_health = g_pickup_healthsmall_max;
1230         if(!self.health)
1231                 self.health = g_pickup_healthsmall;
1232         if(!self.pickup_anyway)
1233                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1234         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);
1235 }
1236
1237 void spawnfunc_item_health_medium (void) {
1238         if(!self.max_health)
1239                 self.max_health = g_pickup_healthmedium_max;
1240         if(!self.health)
1241                 self.health = g_pickup_healthmedium;
1242         if(!self.pickup_anyway)
1243                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1244         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);
1245 }
1246
1247 void spawnfunc_item_health_large (void) {
1248         if(!self.max_health)
1249                 self.max_health = g_pickup_healthlarge_max;
1250         if(!self.health)
1251                 self.health = g_pickup_healthlarge;
1252         if(!self.pickup_anyway)
1253                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1254         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);
1255 }
1256
1257 void spawnfunc_item_health_mega (void) {
1258         if(!autocvar_g_powerup_superhealth)
1259                 return;
1260
1261         if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1262                 return;
1263
1264         if(g_minstagib) {
1265                 minstagib_items(IT_NAILS);
1266         } else {
1267                 if(!self.max_health)
1268                         self.max_health = g_pickup_healthmega_max;
1269                 if(!self.health)
1270                         self.health = g_pickup_healthmega;
1271                 if(!self.pickup_anyway)
1272                         self.pickup_anyway = g_pickup_healthmega_anyway;
1273                 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);
1274         }
1275 }
1276
1277 // support old misnamed entities
1278 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1279 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1280 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1281 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1282 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1283
1284 void spawnfunc_item_strength (void) {
1285         if(!autocvar_g_powerup_strength)
1286                 return;
1287
1288         if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1289                 return;
1290
1291         if(g_minstagib) {
1292                 minstagib_items(IT_STRENGTH);
1293         } else {
1294                 precache_sound("weapons/strength_fire.wav");
1295                 self.strength_finished = 30;
1296                 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);
1297         }
1298 }
1299
1300 void spawnfunc_item_invincible (void) {
1301         if(!autocvar_g_powerup_shield)
1302                 return;
1303
1304         if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1305                 return;
1306
1307         if(g_minstagib) {
1308                 minstagib_items(IT_INVINCIBLE);
1309         } else {
1310                 self.invincible_finished = 30;
1311                 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);
1312         }
1313 }
1314
1315 void spawnfunc_item_minst_cells (void) {
1316         if (g_minstagib)
1317         {
1318                 minst_no_auto_cells = 1;
1319                 minstagib_items(IT_CELLS);
1320         }
1321         else
1322                 remove(self);
1323 }
1324
1325 // compatibility:
1326 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1327
1328 float GiveItems(entity e, float beginarg, float endarg);
1329 void target_items_use (void)
1330 {
1331         if(activator.classname == "droppedweapon")
1332         {
1333                 EXACTTRIGGER_TOUCH;
1334                 remove(activator);
1335                 return;
1336         }
1337
1338         if(activator.classname != "player")
1339                 return;
1340         if(activator.deadflag != DEAD_NO)
1341                 return;
1342         EXACTTRIGGER_TOUCH;
1343
1344         entity e;
1345         for(e = world; (e = find(e, classname, "droppedweapon")); )
1346                 if(e.enemy == activator)
1347                         remove(e);
1348
1349         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1350                 centerprint(activator, self.message);
1351 }
1352
1353 void spawnfunc_target_items (void)
1354 {
1355         float n, i, j;
1356         entity e;
1357
1358         self.use = target_items_use;
1359         if(!self.strength_finished)
1360                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1361         if(!self.invincible_finished)
1362                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1363
1364         precache_sound("misc/itempickup.wav");
1365         precache_sound("misc/megahealth.wav");
1366         precache_sound("misc/armor25.wav");
1367         precache_sound("misc/powerup.wav");
1368         precache_sound("misc/poweroff.wav");
1369         precache_sound("weapons/weaponpickup.wav");
1370
1371         n = tokenize_console(self.netname);
1372         if(argv(0) == "give")
1373         {
1374                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1375         }
1376         else
1377         {
1378                 for(i = 0; i < n; ++i)
1379                 {
1380                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1381                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1382                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1383                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1384                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1385                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1386                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1387                         else
1388                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1389                         {
1390                                 e = get_weaponinfo(j);
1391                                 if(argv(i) == e.netname)
1392                                 {
1393                                         self.weapons |= e.weapons;
1394                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1395                                                 weapon_action(e.weapon, WR_PRECACHE);
1396                                         break;
1397                                 }
1398                         }
1399                         if(j > WEP_LAST)
1400                                 print("target_items: invalid item ", argv(i), "\n");
1401                 }
1402
1403                 string itemprefix, valueprefix;
1404                 if(self.spawnflags == 0)
1405                 {
1406                         itemprefix = "";
1407                         valueprefix = "";
1408                 }
1409                 else if(self.spawnflags == 1)
1410                 {
1411                         itemprefix = "max ";
1412                         valueprefix = "max ";
1413                 }
1414                 else if(self.spawnflags == 2)
1415                 {
1416                         itemprefix = "min ";
1417                         valueprefix = "min ";
1418                 }
1419                 else if(self.spawnflags == 4)
1420                 {
1421                         itemprefix = "minus ";
1422                         valueprefix = "max ";
1423                 }
1424                 else
1425                         error("invalid spawnflags");
1426
1427                 self.netname = "";
1428                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1429                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1430                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1431                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1432                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1433                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1434                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1435                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1436                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1437                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1438                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1439                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1440                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1441                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1442                 {
1443                         e = get_weaponinfo(j);
1444                         if(e.weapons)
1445                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1446                 }
1447         }
1448         self.netname = strzone(self.netname);
1449         //print(self.netname, "\n");
1450
1451         n = tokenize_console(self.netname);
1452         for(i = 0; i < n; ++i)
1453         {
1454                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1455                 {
1456                         e = get_weaponinfo(j);
1457                         if(argv(i) == e.netname)
1458                         {
1459                                 weapon_action(e.weapon, WR_PRECACHE);
1460                                 break;
1461                         }
1462                 }
1463         }
1464 }
1465
1466 void spawnfunc_item_fuel(void)
1467 {
1468         if(!self.ammo_fuel)
1469                 self.ammo_fuel = g_pickup_fuel;
1470         if(!self.pickup_anyway)
1471                 self.pickup_anyway = g_pickup_ammo_anyway;
1472         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);
1473 }
1474
1475 void spawnfunc_item_fuel_regen(void)
1476 {
1477         if(start_items & IT_FUEL_REGEN)
1478         {
1479                 spawnfunc_item_fuel();
1480                 return;
1481         }
1482         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);
1483 }
1484
1485 void spawnfunc_item_jetpack(void)
1486 {
1487         if(g_grappling_hook)
1488                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1489         if(!self.ammo_fuel)
1490                 self.ammo_fuel = g_pickup_fuel_jetpack;
1491         if(start_items & IT_JETPACK)
1492         {
1493                 spawnfunc_item_fuel();
1494                 return;
1495         }
1496         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);
1497 }
1498
1499
1500 #define OP_SET 0
1501 #define OP_MIN 1
1502 #define OP_MAX 2
1503 #define OP_PLUS 3
1504 #define OP_MINUS 4
1505
1506 float GiveBit(entity e, .float fld, float bit, float op, float val)
1507 {
1508         float v0, v1;
1509         v0 = (e.fld & bit);
1510         switch(op)
1511         {
1512                 case OP_SET:
1513                         if(val > 0)
1514                                 e.fld |= bit;
1515                         else
1516                                 e.fld &~= bit;
1517                         break;
1518                 case OP_MIN:
1519                 case OP_PLUS:
1520                         if(val > 0)
1521                                 e.fld |= bit;
1522                         break;
1523                 case OP_MAX:
1524                         if(val <= 0)
1525                                 e.fld &~= bit;
1526                         break;
1527                 case OP_MINUS:
1528                         if(val > 0)
1529                                 e.fld &~= bit;
1530                         break;
1531         }
1532         v1 = (e.fld & bit);
1533         return (v0 != v1);
1534 }
1535
1536 float GiveValue(entity e, .float fld, float op, float val)
1537 {
1538         float v0, v1;
1539         v0 = e.fld;
1540         switch(op)
1541         {
1542                 case OP_SET:
1543                         e.fld = val;
1544                         break;
1545                 case OP_MIN:
1546                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1547                         break;
1548                 case OP_MAX:
1549                         e.fld = min(e.fld, val);
1550                         break;
1551                 case OP_PLUS:
1552                         e.fld += val;
1553                         break;
1554                 case OP_MINUS:
1555                         e.fld -= val;
1556                         break;
1557         }
1558         v1 = e.fld;
1559         return (v0 != v1);
1560 }
1561
1562 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1563 {
1564         if(v1 == v0)
1565                 return;
1566         if(v1 <= v0 - t)
1567         {
1568                 if(snd_decr != "")
1569                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1570         }
1571         else if(v0 >= v0 + t)
1572         {
1573                 if(snd_incr != "")
1574                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1575         }
1576 }
1577
1578 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1579 {
1580         if(v0 < v1)
1581                 e.rotfield = max(e.rotfield, time + rottime);
1582         else if(v0 > v1)
1583                 e.regenfield = max(e.regenfield, time + regentime);
1584 }
1585
1586 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1587 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1588 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1589 #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)
1590
1591 float GiveItems(entity e, float beginarg, float endarg)
1592 {
1593         float got, i, j, val, op;
1594         float _switchweapon;
1595         entity wi;
1596         string cmd;
1597
1598         val = 999;
1599         op = OP_SET;
1600
1601         got = 0;
1602
1603         _switchweapon = FALSE;
1604         if (e.autoswitch)
1605                 if (e.switchweapon == w_getbestweapon(e))
1606                         _switchweapon = TRUE;
1607
1608         e.strength_finished = max(0, e.strength_finished - time);
1609         e.invincible_finished = max(0, e.invincible_finished - time);
1610         
1611         PREGIVE(e, items);
1612         PREGIVE(e, weapons);
1613         PREGIVE(e, strength_finished);
1614         PREGIVE(e, invincible_finished);
1615         PREGIVE(e, ammo_nails);
1616         PREGIVE(e, ammo_cells);
1617         PREGIVE(e, ammo_shells);
1618         PREGIVE(e, ammo_rockets);
1619         PREGIVE(e, ammo_fuel);
1620         PREGIVE(e, armorvalue);
1621         PREGIVE(e, health);
1622
1623         for(i = beginarg; i < endarg; ++i)
1624         {
1625                 cmd = argv(i);
1626
1627                 if(cmd == "0" || stof(cmd))
1628                 {
1629                         val = stof(cmd);
1630                         continue;
1631                 }
1632                 switch(cmd)
1633                 {
1634                         case "no":
1635                                 op = OP_MAX;
1636                                 val = 0;
1637                                 continue;
1638                         case "max":
1639                                 op = OP_MAX;
1640                                 continue;
1641                         case "min":
1642                                 op = OP_MIN;
1643                                 continue;
1644                         case "plus":
1645                                 op = OP_PLUS;
1646                                 continue;
1647                         case "minus":
1648                                 op = OP_MINUS;
1649                                 continue;
1650                         case "ALL":
1651                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1652                                 got += GiveValue(e, strength_finished, op, time);
1653                                 got += GiveValue(e, invincible_finished, op, time);
1654                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1655                         case "all":
1656                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1657                                 got += GiveValue(e, health, op, val);
1658                                 got += GiveValue(e, armorvalue, op, val);
1659                         case "allweapons":
1660                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1661                                 {
1662                                         wi = get_weaponinfo(j);
1663                                         if(wi.weapons)
1664                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1665                                 }
1666                         case "allammo":
1667                                 got += GiveValue(e, ammo_cells, op, val);
1668                                 got += GiveValue(e, ammo_shells, op, val);
1669                                 got += GiveValue(e, ammo_nails, op, val);
1670                                 got += GiveValue(e, ammo_rockets, op, val);
1671                                 got += GiveValue(e, ammo_fuel, op, val);
1672                                 break;
1673                         case "unlimited_ammo":
1674                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1675                                 break;
1676                         case "unlimited_weapon_ammo":
1677                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1678                                 break;
1679                         case "unlimited_superweapons":
1680                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1681                                 break;
1682                         case "jetpack":
1683                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1684                                 break;
1685                         case "fuel_regen":
1686                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1687                                 break;
1688                         case "strength":
1689                                 got += GiveValue(e, strength_finished, op, val);
1690                                 break;
1691                         case "invincible":
1692                                 got += GiveValue(e, invincible_finished, op, val);
1693                                 break;
1694                         case "cells":
1695                                 got += GiveValue(e, ammo_cells, op, val);
1696                                 break;
1697                         case "shells":
1698                                 got += GiveValue(e, ammo_shells, op, val);
1699                                 break;
1700                         case "nails":
1701                         case "bullets":
1702                                 got += GiveValue(e, ammo_nails, op, val);
1703                                 break;
1704                         case "rockets":
1705                                 got += GiveValue(e, ammo_rockets, op, val);
1706                                 break;
1707                         case "health":
1708                                 got += GiveValue(e, health, op, val);
1709                                 break;
1710                         case "armor":
1711                                 got += GiveValue(e, armorvalue, op, val);
1712                                 break;
1713                         case "fuel":
1714                                 got += GiveValue(e, ammo_fuel, op, val);
1715                                 break;
1716                         default:
1717                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1718                                 {
1719                                         wi = get_weaponinfo(j);
1720                                         if(cmd == wi.netname)
1721                                         {
1722                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1723                                                 break;
1724                                         }
1725                                 }
1726                                 if(j > WEP_LAST)
1727                                         print("give: invalid item ", cmd, "\n");
1728                                 break;
1729                 }
1730                 val = 999;
1731                 op = OP_SET;
1732         }
1733
1734         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1735         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1736         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1737         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1738         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1739         {
1740                 wi = get_weaponinfo(j);
1741                 if(wi.weapons)
1742                 {
1743                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1744                         if not(save_weapons & wi.weapons)
1745                                 if(e.weapons & wi.weapons)
1746                                         weapon_action(wi.weapon, WR_PRECACHE);
1747                 }
1748         }
1749         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1750         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1751         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1752         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1753         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1754         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1755         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);
1756         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);
1757         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);
1758
1759         if (g_minstagib)
1760         {
1761                 e.health = bound(0, e.health, 100);
1762                 e.armorvalue = bound(0, e.armorvalue, 999);
1763         }
1764
1765         if(e.strength_finished <= 0)
1766                 e.strength_finished = 0;
1767         else
1768                 e.strength_finished += time;
1769         if(e.invincible_finished <= 0)
1770                 e.invincible_finished = 0;
1771         else
1772                 e.invincible_finished += time;
1773
1774         if not(e.weapons & W_WeaponBit(e.switchweapon))
1775                 _switchweapon = TRUE;
1776         if(_switchweapon)
1777                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1778
1779         return got;
1780 }