]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/t_items.qc
Merge remote branch 'origin/morphed/hpitems'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 #define ITEM_RESPAWN_TICKS 10
2
3 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
4         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
5 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
6         // range: 10 .. respawntime + respawntimejitter
7
8 floatfield Item_CounterField(float it)
9 {
10         switch(it)
11         {
12                 case IT_SHELLS:      return ammo_shells;
13                 case IT_NAILS:       return ammo_nails;
14                 case IT_ROCKETS:     return ammo_rockets;
15                 case IT_CELLS:       return ammo_cells;
16                 case IT_FUEL:        return ammo_fuel;
17                 case IT_5HP:         return health;
18                 case IT_25HP:        return health;
19                 case IT_HEALTH:      return health;
20                 case IT_ARMOR_SHARD: return armorvalue;
21                 case IT_ARMOR:       return armorvalue;
22                 // add more things here (health, armor)
23                 default:             error("requested item has no counter field");
24         }
25 }
26
27 string Item_CounterFieldName(float it)
28 {
29         switch(it)
30         {
31                 case IT_SHELLS:      return "shells";
32                 case IT_NAILS:       return "nails";
33                 case IT_ROCKETS:     return "rockets";
34                 case IT_CELLS:       return "cells";
35                 case IT_FUEL:        return "fuel";
36
37                 // add more things here (health, armor)
38                 default:             error("requested item has no counter field name");
39         }
40 }
41
42 .float max_armorvalue;
43 .float pickup_anyway;
44
45 float Item_Customize()
46 {
47         if(self.spawnshieldtime)
48                 return TRUE;
49         if(self.weapons != (self.weapons & other.weapons))
50         {
51                 self.colormod = '0 0 0';
52                 self.glowmod = self.colormod;
53                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
54                 return TRUE;
55         }
56         else
57         {
58                 if(g_ghost_items)
59                 {
60                         self.colormod = stov(autocvar_g_ghost_items_color);
61                         self.glowmod = self.colormod;
62                         self.alpha = g_ghost_items;
63                         return TRUE;
64                 }
65                 else
66                         return FALSE;
67         }
68 }
69
70 void Item_Show (entity e, float mode)
71 {
72         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
73         if (mode > 0)
74         {
75                 // make the item look normal, and be touchable
76                 e.model = e.mdl;
77                 e.solid = SOLID_TRIGGER;
78                 e.colormod = '0 0 0';
79                 self.glowmod = self.colormod;
80                 e.alpha = 0;
81                 e.customizeentityforclient = func_null;
82
83                 e.spawnshieldtime = 1;
84         }
85         else if (mode < 0)
86         {
87                 // hide the item completely
88                 e.model = string_null;
89                 e.solid = SOLID_NOT;
90                 e.colormod = '0 0 0';
91                 self.glowmod = self.colormod;
92                 e.alpha = 0;
93                 e.customizeentityforclient = func_null;
94
95                 e.spawnshieldtime = 1;
96         }
97         else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
98         {
99                 // make the item translucent and not touchable
100                 e.model = e.mdl;
101                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
102                 e.colormod = '0 0 0';
103                 self.glowmod = self.colormod;
104                 e.effects |= EF_STARDUST;
105                 e.customizeentityforclient = Item_Customize;
106
107                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
108         }
109         else if(g_ghost_items)
110         {
111                 // make the item translucent and not touchable
112                 e.model = e.mdl;
113                 e.solid = SOLID_NOT;
114                 e.colormod = stov(autocvar_g_ghost_items_color);
115                 e.glowmod = e.colormod;
116                 e.alpha = g_ghost_items;
117                 e.customizeentityforclient = func_null;
118
119                 e.spawnshieldtime = 1;
120         }
121         else
122         {
123                 // hide the item completely
124                 e.model = string_null;
125                 e.solid = SOLID_NOT;
126                 e.colormod = '0 0 0';
127                 e.glowmod = e.colormod;
128                 e.alpha = 0;
129                 e.customizeentityforclient = func_null;
130
131                 e.spawnshieldtime = 1;
132         }
133
134         if (e.strength_finished || e.invincible_finished)
135                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
136         if (autocvar_g_nodepthtestitems)
137                 e.effects |= EF_NODEPTHTEST;
138         if (autocvar_g_fullbrightitems)
139                 e.effects |= EF_FULLBRIGHT;
140
141         // relink entity (because solid may have changed)
142         setorigin(e, e.origin);
143 }
144
145 void Item_Respawn (void)
146 {
147         Item_Show(self, 1);
148         if(!g_minstagib && self.items == IT_STRENGTH)
149                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound
150         else if(!g_minstagib && self.items == IT_INVINCIBLE)
151                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
152         else
153                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
154         setorigin (self, self.origin);
155
156         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
157         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
158 }
159
160 void Item_RespawnCountdown (void)
161 {
162         if(self.count >= ITEM_RESPAWN_TICKS)
163         {
164                 if(self.waypointsprite_attached)
165                         WaypointSprite_Kill(self.waypointsprite_attached);
166                 Item_Respawn();
167         }
168         else
169         {
170                 self.nextthink = time + 1;
171                 self.count += 1;
172                 if(self.count == 1)
173                 {
174                         string name;
175                         vector rgb;
176                         name = string_null;
177                         if(g_minstagib)
178                         {
179                                 switch(self.items)
180                                 {
181                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
182                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
183                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
184                                 }
185                         }
186                         else
187                         {
188                                 switch(self.items)
189                                 {
190                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
191                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
192                                 }
193                         }
194                         switch(self.items)
195                         {
196                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
197                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
198                         }
199                         if(name)
200                         {
201                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
202                                 if(self.waypointsprite_attached)
203                                 {
204                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
205                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
206                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
207                                 }
208                         }
209                 }
210                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
211                 if(self.waypointsprite_attached)
212                 {
213                         WaypointSprite_Ping(self.waypointsprite_attached);
214                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
215                 }
216         }
217 }
218
219 void Item_ScheduleRespawnIn(entity e, float t)
220 {
221         if(e.flags & FL_POWERUP)
222         {
223                 e.think = Item_RespawnCountdown;
224                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
225                 e.count = 0;
226         }
227         else
228         {
229                 e.think = Item_Respawn;
230                 e.nextthink = time + t;
231         }
232 }
233
234 void Item_ScheduleRespawn(entity e)
235 {
236         if(e.respawntime > 0)
237         {
238                 Item_Show(e, 0);
239                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
240         }
241         else // if respawntime is -1, this item does not respawn
242                 Item_Show(e, -1);
243 }
244
245 void Item_ScheduleInitialRespawn(entity e)
246 {
247         Item_Show(e, 0);
248         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
249 }
250
251 float Item_GiveTo(entity item, entity player)
252 {
253         float _switchweapon;
254         float pickedup;
255         float it;
256         float i;
257         entity e;
258
259         // if nothing happens to player, just return without taking the item
260         pickedup = FALSE;
261         _switchweapon = FALSE;
262
263         if (g_minstagib)
264         {
265                 if(item.spawnshieldtime)
266                 {
267                         if (item.ammo_fuel)
268                         if (player.ammo_fuel < g_pickup_fuel_max)
269                         {
270                                 pickedup = TRUE;
271                                 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
272                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
273                         }
274                         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
275                         {
276                                 pickedup = TRUE;
277                                 player.items |= it;
278                                 sprint (player, strcat("You got the ^2", item.netname, "\n"));
279                         }
280
281                         _switchweapon = TRUE;
282                         if (item.ammo_cells)
283                         {
284                                 pickedup = TRUE;
285                                 // play some cool sounds ;)
286                                 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 && !(g_weapon_stay == 3 && !e.spawnshieldtime)))
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                 /*
739                  * can't do it that way, as it would break maps
740                  * TODO make a target_give like entity another way, that perhaps has
741                  * the weapon name in a key
742                 if(self.targetname)
743                 {
744                         // target_give not yet supported; maybe later
745                         print("removed targeted ", self.classname, "\n");
746                         startitem_failed = TRUE;
747                         remove (self);
748                         return;
749                 }
750                 */
751
752                 if(autocvar_spawn_debug >= 2)
753                 {
754                         entity otheritem;
755                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
756                         {
757                                 if(otheritem.is_item)
758                                 {
759                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
760                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
761                                         error("Mapper sucks.");
762                                 }
763                         }
764                         self.is_item = TRUE;
765                 }
766
767                 if(g_lms || g_ca)
768                 {
769                         startitem_failed = TRUE;
770                         remove(self);
771                         return;
772                 }
773                 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
774                 {
775                         startitem_failed = TRUE;
776                         remove(self);
777                         return;
778                 }
779                 else if (g_minstagib)
780                 {
781                         // don't remove dropped items and powerups
782                         if (self.classname != "minstagib")
783                         {
784                                 startitem_failed = TRUE;
785                                 remove (self);
786                                 return;
787                         }
788                 }
789                 else if (!autocvar_g_pickup_items && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
790                 {
791                         startitem_failed = TRUE;
792                         remove (self);
793                         return;
794                 }
795
796                 weaponsInMap |= weaponid;
797
798                 precache_model (itemmodel);
799                 precache_sound (pickupsound);
800
801                 precache_sound ("misc/itemrespawncountdown.wav");
802                 if(!g_minstagib && itemid == IT_STRENGTH)
803                         precache_sound ("misc/strength_respawn.wav");
804                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
805                         precache_sound ("misc/shield_respawn.wav");
806                 else
807                         precache_sound ("misc/itemrespawn.wav");
808
809                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
810                         self.target = "###item###"; // for finding the nearest item using find()
811         }
812
813         self.bot_pickup = TRUE;
814         self.bot_pickupevalfunc = pickupevalfunc;
815         self.bot_pickupbasevalue = pickupbasevalue;
816         self.mdl = itemmodel;
817         self.item_pickupsound = pickupsound;
818         // let mappers override respawntime
819         if(!self.respawntime) // both set
820         {
821                 self.respawntime = defaultrespawntime;
822                 self.respawntimejitter = defaultrespawntimejitter;
823         }
824         self.netname = itemname;
825         self.flags = FL_ITEM | itemflags;
826         self.touch = Item_Touch;
827         setmodel (self, self.mdl); // precision set below
828         self.effects |= EF_LOWPRECISION;
829         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
830                 setsize (self, '-16 -16 0', '16 16 48');
831         else
832                 setsize (self, '-16 -16 0', '16 16 32');
833         if(itemflags & FL_WEAPON)
834                 self.modelflags |= MF_ROTATE;
835
836         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
837         if (itemflags & FL_WEAPON)
838         {
839                 // neutral team color for pickup weapons
840                 self.colormap = 1024; // color shirt=0 pants=0 grey
841         }
842
843         Item_Show(self, 1);
844         self.state = 0;
845         if(self.team)
846         {
847                 if(!self.cnt)
848                         self.cnt = 1; // item probability weight
849                 self.effects = self.effects | EF_NODRAW; // marker for item team search
850                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
851         }
852         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
853                 Item_ScheduleInitialRespawn(self);
854 }
855
856 /* replace items in minstagib
857  * IT_STRENGTH   = invisibility
858  * IT_NAILS      = extra lives
859  * IT_INVINCIBLE = speed
860  */
861 void minstagib_items (float itemid)
862 {
863         local float rnd;
864         self.classname = "minstagib";
865
866         // replace rocket launchers and nex guns with ammo cells
867         if (itemid == IT_CELLS)
868         {
869                 self.ammo_cells = 1;
870                 StartItem ("models/items/a_cells.md3",
871                         "misc/itempickup.wav", 45, 0,
872                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
873                 return;
874         }
875
876         // randomize
877         rnd = random() * 3;
878         if (rnd <= 1)
879                 itemid = IT_STRENGTH;
880         else if (rnd <= 2)
881                 itemid = IT_NAILS;
882         else
883                 itemid = IT_INVINCIBLE;
884
885         // replace with invis
886         if (itemid == IT_STRENGTH)
887         {
888                 self.strength_finished = 30;
889                 StartItem ("models/items/g_strength.md3",
890                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
891                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
892         }
893         // replace with extra lives
894         if (itemid == IT_NAILS)
895         {
896                 self.max_health = 1;
897                 StartItem ("models/items/g_h100.md3",
898                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
899                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
900         }
901         // replace with speed
902         if (itemid == IT_INVINCIBLE)
903         {
904                 self.invincible_finished = 30;
905                 StartItem ("models/items/g_invincible.md3",
906                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
907                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
908         }
909 }
910
911 float minst_no_auto_cells;
912 void minst_remove_item (void) {
913         if(minst_no_auto_cells)
914                 remove(self);
915 }
916
917 float weaponswapping;
918 float internalteam;
919
920 void weapon_defaultspawnfunc(float wpn)
921 {
922         entity e;
923         float t;
924         var .float ammofield;
925         string s;
926         entity oldself;
927         float i, j;
928
929         // set the respawntime in advance (so replaced weapons can copy it)
930
931         if(!self.respawntime)
932         {
933                 e = get_weaponinfo(wpn);
934                 if(e.items == IT_SUPERWEAPON)
935                 {
936                         self.respawntime = g_pickup_respawntime_powerup;
937                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
938                 }
939                 else
940                 {
941                         self.respawntime = g_pickup_respawntime_weapon;
942                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
943                 }
944         }
945
946         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
947         {
948                 e = get_weaponinfo(wpn);
949                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
950                 if(s == "0")
951                 {
952                         remove(self);
953                         startitem_failed = TRUE;
954                         return;
955                 }
956                 t = tokenize_console(s);
957                 if(t >= 2)
958                 {
959                         self.team = --internalteam;
960                         oldself = self;
961                         for(i = 1; i < t; ++i)
962                         {
963                                 s = argv(i);
964                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
965                                 {
966                                         e = get_weaponinfo(j);
967                                         if(e.netname == s)
968                                         {
969                                                 self = spawn();
970                                                 copyentity(oldself, self);
971                                                 self.classname = "replacedweapon";
972                                                 weapon_defaultspawnfunc(j);
973                                                 break;
974                                         }
975                                 }
976                                 if(j > WEP_LAST)
977                                 {
978                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
979                                 }
980                         }
981                         self = oldself;
982                 }
983                 if(t >= 1)
984                 {
985                         s = argv(0);
986                         wpn = 0;
987                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
988                         {
989                                 e = get_weaponinfo(j);
990                                 if(e.netname == s)
991                                 {
992                                         wpn = j;
993                                         break;
994                                 }
995                         }
996                         if(j > WEP_LAST)
997                         {
998                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
999                         }
1000                 }
1001                 if(wpn == 0)
1002                 {
1003                         remove(self);
1004                         startitem_failed = TRUE;
1005                         return;
1006                 }
1007         }
1008
1009         e = get_weaponinfo(wpn);
1010
1011         if(e.items && e.items != IT_SUPERWEAPON)
1012         {
1013                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1014                 {
1015                         if(e.items & j)
1016                         {
1017                                 ammofield = Item_CounterField(j);
1018                                 if(!self.ammofield)
1019                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1020                         }
1021                 }
1022         }
1023         else
1024         {
1025                 self.flags |= FL_NO_WEAPON_STAY;
1026         }
1027
1028         // weapon stay isn't supported for teamed weapons
1029         if(self.team)
1030                 self.flags |= FL_NO_WEAPON_STAY;
1031
1032         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1033         {
1034                 self.ammo_shells = 0;
1035                 self.ammo_nails = 0;
1036                 self.ammo_cells = 0;
1037                 self.ammo_rockets = 0;
1038                 // weapon stay 2: don't use ammo on weapon pickups; instead
1039                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1040         }
1041
1042         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1043         if (self.modelindex) // don't precache if self was removed
1044                 weapon_action(e.weapon, WR_PRECACHE);
1045 }
1046
1047 void spawnfunc_weapon_shotgun (void);
1048 void spawnfunc_weapon_uzi (void) {
1049         if(q3acompat_machineshotgunswap)
1050         if(self.classname != "droppedweapon")
1051         {
1052                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1053                 return;
1054         }
1055         weapon_defaultspawnfunc(WEP_UZI);
1056 }
1057
1058 void spawnfunc_weapon_shotgun (void) {
1059         if(q3acompat_machineshotgunswap)
1060         if(self.classname != "droppedweapon")
1061         {
1062                 weapon_defaultspawnfunc(WEP_UZI);
1063                 return;
1064         }
1065         weapon_defaultspawnfunc(WEP_SHOTGUN);
1066 }
1067
1068 void spawnfunc_weapon_nex (void)
1069 {
1070         if (g_minstagib)
1071         {
1072                 minstagib_items(IT_CELLS);
1073                 self.think = minst_remove_item;
1074                 self.nextthink = time;
1075                 return;
1076         }
1077         weapon_defaultspawnfunc(WEP_NEX);
1078 }
1079
1080 void spawnfunc_weapon_minstanex (void)
1081 {
1082         if (g_minstagib)
1083         {
1084                 minstagib_items(IT_CELLS);
1085                 self.think = minst_remove_item;
1086                 self.nextthink = time;
1087                 return;
1088         }
1089         weapon_defaultspawnfunc(WEP_MINSTANEX);
1090 }
1091
1092 void spawnfunc_weapon_rocketlauncher (void)
1093 {
1094         if (g_minstagib)
1095         {
1096                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1097                 self.think = minst_remove_item;
1098                 self.nextthink = time;
1099                 return;
1100         }
1101         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1102 }
1103
1104 void spawnfunc_item_rockets (void) {
1105         if(!self.ammo_rockets)
1106                 self.ammo_rockets = g_pickup_rockets;
1107         if(!self.pickup_anyway)
1108                 self.pickup_anyway = g_pickup_ammo_anyway;
1109         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);
1110 }
1111
1112 void spawnfunc_item_shells (void);
1113 void spawnfunc_item_bullets (void) {
1114         if(!weaponswapping)
1115         if(q3acompat_machineshotgunswap)
1116         if(self.classname != "droppedweapon")
1117         {
1118                 weaponswapping = TRUE;
1119                 spawnfunc_item_shells();
1120                 weaponswapping = FALSE;
1121                 return;
1122         }
1123
1124         if(!self.ammo_nails)
1125                 self.ammo_nails = g_pickup_nails;
1126         if(!self.pickup_anyway)
1127                 self.pickup_anyway = g_pickup_ammo_anyway;
1128         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);
1129 }
1130
1131 void spawnfunc_item_cells (void) {
1132         if(!self.ammo_cells)
1133                 self.ammo_cells = g_pickup_cells;
1134         if(!self.pickup_anyway)
1135                 self.pickup_anyway = g_pickup_ammo_anyway;
1136         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);
1137 }
1138
1139 void spawnfunc_item_shells (void) {
1140         if(!weaponswapping)
1141         if(q3acompat_machineshotgunswap)
1142         if(self.classname != "droppedweapon")
1143         {
1144                 weaponswapping = TRUE;
1145                 spawnfunc_item_bullets();
1146                 weaponswapping = FALSE;
1147                 return;
1148         }
1149
1150         if(!self.ammo_shells)
1151                 self.ammo_shells = g_pickup_shells;
1152         if(!self.pickup_anyway)
1153                 self.pickup_anyway = g_pickup_ammo_anyway;
1154         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);
1155 }
1156
1157 void spawnfunc_item_armor_small (void) {
1158         if(!self.armorvalue)
1159                 self.armorvalue = g_pickup_armorsmall;
1160         if(!self.max_armorvalue)
1161                 self.max_armorvalue = g_pickup_armorsmall_max;
1162         if(!self.pickup_anyway)
1163                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1164         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);
1165 }
1166
1167 void spawnfunc_item_armor_medium (void) {
1168         if(!self.armorvalue)
1169                 self.armorvalue = g_pickup_armormedium;
1170         if(!self.max_armorvalue)
1171                 self.max_armorvalue = g_pickup_armormedium_max;
1172         if(!self.pickup_anyway)
1173                 self.pickup_anyway = g_pickup_armormedium_anyway;
1174         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);
1175 }
1176
1177 void spawnfunc_item_armor_big (void) {
1178         if(!self.armorvalue)
1179                 self.armorvalue = g_pickup_armorbig;
1180         if(!self.max_armorvalue)
1181                 self.max_armorvalue = g_pickup_armorbig_max;
1182         if(!self.pickup_anyway)
1183                 self.pickup_anyway = g_pickup_armorbig_anyway;
1184         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);
1185 }
1186
1187 void spawnfunc_item_armor_large (void) {
1188         if(!self.armorvalue)
1189                 self.armorvalue = g_pickup_armorlarge;
1190         if(!self.max_armorvalue)
1191                 self.max_armorvalue = g_pickup_armorlarge_max;
1192         if(!self.pickup_anyway)
1193                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1194         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);
1195 }
1196
1197 void spawnfunc_item_health_small (void) {
1198         if(!self.max_health)
1199                 self.max_health = g_pickup_healthsmall_max;
1200         if(!self.health)
1201                 self.health = g_pickup_healthsmall;
1202         if(!self.pickup_anyway)
1203                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1204         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);
1205 }
1206
1207 void spawnfunc_item_health_medium (void) {
1208         if(!self.max_health)
1209                 self.max_health = g_pickup_healthmedium_max;
1210         if(!self.health)
1211                 self.health = g_pickup_healthmedium;
1212         if(!self.pickup_anyway)
1213                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1214         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);
1215 }
1216
1217 void spawnfunc_item_health_large (void) {
1218         if(!self.max_health)
1219                 self.max_health = g_pickup_healthlarge_max;
1220         if(!self.health)
1221                 self.health = g_pickup_healthlarge;
1222         if(!self.pickup_anyway)
1223                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1224         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);
1225 }
1226
1227 void spawnfunc_item_health_mega (void) {
1228         if(!autocvar_g_powerup_superhealth)
1229                 return;
1230
1231         if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1232                 return;
1233
1234         if(g_minstagib) {
1235                 minstagib_items(IT_NAILS);
1236         } else {
1237                 if(!self.max_health)
1238                         self.max_health = g_pickup_healthmega_max;
1239                 if(!self.health)
1240                         self.health = g_pickup_healthmega;
1241                 if(!self.pickup_anyway)
1242                         self.pickup_anyway = g_pickup_healthmega_anyway;
1243                 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);
1244         }
1245 }
1246
1247 // support old misnamed entities
1248 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1249 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1250 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1251 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1252 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1253
1254 void spawnfunc_item_strength (void) {
1255         if(!autocvar_g_powerup_strength)
1256                 return;
1257
1258         if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1259                 return;
1260
1261         if(g_minstagib) {
1262                 minstagib_items(IT_STRENGTH);
1263         } else {
1264                 precache_sound("weapons/strength_fire.wav");
1265                 self.strength_finished = 30;
1266                 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);
1267         }
1268 }
1269
1270 void spawnfunc_item_invincible (void) {
1271         if(!autocvar_g_powerup_shield)
1272                 return;
1273
1274         if((g_arena || g_ca) && !autocvar_g_arena_powerups)
1275                 return;
1276
1277         if(g_minstagib) {
1278                 minstagib_items(IT_INVINCIBLE);
1279         } else {
1280                 self.invincible_finished = 30;
1281                 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);
1282         }
1283 }
1284
1285 void spawnfunc_item_minst_cells (void) {
1286         if (g_minstagib)
1287         {
1288                 minst_no_auto_cells = 1;
1289                 minstagib_items(IT_CELLS);
1290         }
1291         else
1292                 remove(self);
1293 }
1294
1295 // compatibility:
1296 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1297
1298 float GiveItems(entity e, float beginarg, float endarg);
1299 void target_items_use (void)
1300 {
1301         if(activator.classname == "droppedweapon")
1302         {
1303                 EXACTTRIGGER_TOUCH;
1304                 remove(activator);
1305                 return;
1306         }
1307
1308         if(activator.classname != "player")
1309                 return;
1310         if(activator.deadflag != DEAD_NO)
1311                 return;
1312         EXACTTRIGGER_TOUCH;
1313
1314         entity e;
1315         for(e = world; (e = find(e, classname, "droppedweapon")); )
1316                 if(e.enemy == activator)
1317                         remove(e);
1318
1319         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1320                 centerprint(activator, self.message);
1321 }
1322
1323 void spawnfunc_target_items (void)
1324 {
1325         float n, i, j;
1326         entity e;
1327
1328         self.use = target_items_use;
1329         if(!self.strength_finished)
1330                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1331         if(!self.invincible_finished)
1332                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1333
1334         precache_sound("misc/itempickup.wav");
1335         precache_sound("misc/megahealth.wav");
1336         precache_sound("misc/armor25.wav");
1337         precache_sound("misc/powerup.wav");
1338         precache_sound("misc/poweroff.wav");
1339         precache_sound("weapons/weaponpickup.wav");
1340
1341         n = tokenize_console(self.netname);
1342         if(argv(0) == "give")
1343         {
1344                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1345         }
1346         else
1347         {
1348                 for(i = 0; i < n; ++i)
1349                 {
1350                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1351                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1352                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1353                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1354                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1355                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1356                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1357                         else
1358                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1359                         {
1360                                 e = get_weaponinfo(j);
1361                                 if(argv(i) == e.netname)
1362                                 {
1363                                         self.weapons |= e.weapons;
1364                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1365                                                 weapon_action(e.weapon, WR_PRECACHE);
1366                                         break;
1367                                 }
1368                         }
1369                         if(j > WEP_LAST)
1370                                 print("target_items: invalid item ", argv(i), "\n");
1371                 }
1372
1373                 string itemprefix, valueprefix;
1374                 if(self.spawnflags == 0)
1375                 {
1376                         itemprefix = "";
1377                         valueprefix = "";
1378                 }
1379                 else if(self.spawnflags == 1)
1380                 {
1381                         itemprefix = "max ";
1382                         valueprefix = "max ";
1383                 }
1384                 else if(self.spawnflags == 2)
1385                 {
1386                         itemprefix = "min ";
1387                         valueprefix = "min ";
1388                 }
1389                 else if(self.spawnflags == 4)
1390                 {
1391                         itemprefix = "minus ";
1392                         valueprefix = "max ";
1393                 }
1394                 else
1395                         error("invalid spawnflags");
1396
1397                 self.netname = "";
1398                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1399                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1400                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1401                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1402                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1403                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1404                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1405                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1406                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1407                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1408                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1409                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1410                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1411                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1412                 {
1413                         e = get_weaponinfo(j);
1414                         if(e.weapons)
1415                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1416                 }
1417         }
1418         self.netname = strzone(self.netname);
1419         //print(self.netname, "\n");
1420
1421         n = tokenize_console(self.netname);
1422         for(i = 0; i < n; ++i)
1423         {
1424                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1425                 {
1426                         e = get_weaponinfo(j);
1427                         if(argv(i) == e.netname)
1428                         {
1429                                 weapon_action(e.weapon, WR_PRECACHE);
1430                                 break;
1431                         }
1432                 }
1433         }
1434 }
1435
1436 void spawnfunc_item_fuel(void)
1437 {
1438         if(!self.ammo_fuel)
1439                 self.ammo_fuel = g_pickup_fuel;
1440         if(!self.pickup_anyway)
1441                 self.pickup_anyway = g_pickup_ammo_anyway;
1442         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);
1443 }
1444
1445 void spawnfunc_item_fuel_regen(void)
1446 {
1447         if(start_items & IT_FUEL_REGEN)
1448         {
1449                 spawnfunc_item_fuel();
1450                 return;
1451         }
1452         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);
1453 }
1454
1455 void spawnfunc_item_jetpack(void)
1456 {
1457         if(g_grappling_hook)
1458                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1459         if(!self.ammo_fuel)
1460                 self.ammo_fuel = g_pickup_fuel_jetpack;
1461         if(start_items & IT_JETPACK)
1462         {
1463                 spawnfunc_item_fuel();
1464                 return;
1465         }
1466         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);
1467 }
1468
1469
1470 #define OP_SET 0
1471 #define OP_MIN 1
1472 #define OP_MAX 2
1473 #define OP_PLUS 3
1474 #define OP_MINUS 4
1475
1476 float GiveBit(entity e, .float fld, float bit, float op, float val)
1477 {
1478         float v0, v1;
1479         v0 = (e.fld & bit);
1480         switch(op)
1481         {
1482                 case OP_SET:
1483                         if(val > 0)
1484                                 e.fld |= bit;
1485                         else
1486                                 e.fld &~= bit;
1487                         break;
1488                 case OP_MIN:
1489                 case OP_PLUS:
1490                         if(val > 0)
1491                                 e.fld |= bit;
1492                         break;
1493                 case OP_MAX:
1494                         if(val <= 0)
1495                                 e.fld &~= bit;
1496                         break;
1497                 case OP_MINUS:
1498                         if(val > 0)
1499                                 e.fld &~= bit;
1500                         break;
1501         }
1502         v1 = (e.fld & bit);
1503         return (v0 != v1);
1504 }
1505
1506 float GiveValue(entity e, .float fld, float op, float val)
1507 {
1508         float v0, v1;
1509         v0 = e.fld;
1510         switch(op)
1511         {
1512                 case OP_SET:
1513                         e.fld = val;
1514                         break;
1515                 case OP_MIN:
1516                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1517                         break;
1518                 case OP_MAX:
1519                         e.fld = min(e.fld, val);
1520                         break;
1521                 case OP_PLUS:
1522                         e.fld += val;
1523                         break;
1524                 case OP_MINUS:
1525                         e.fld -= val;
1526                         break;
1527         }
1528         v1 = e.fld;
1529         return (v0 != v1);
1530 }
1531
1532 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1533 {
1534         if(v1 == v0)
1535                 return;
1536         if(v1 <= v0 - t)
1537         {
1538                 if(snd_decr != "")
1539                         sound (e, CHAN_AUTO, snd_decr, VOL_BASE, ATTN_NORM);
1540         }
1541         else if(v0 >= v0 + t)
1542         {
1543                 if(snd_incr != "")
1544                         sound (e, CHAN_AUTO, snd_incr, VOL_BASE, ATTN_NORM);
1545         }
1546 }
1547
1548 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1549 {
1550         if(v0 < v1)
1551                 e.rotfield = max(e.rotfield, time + rottime);
1552         else if(v0 > v1)
1553                 e.regenfield = max(e.regenfield, time + regentime);
1554 }
1555
1556 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1557 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1558 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1559 #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)
1560
1561 float GiveItems(entity e, float beginarg, float endarg)
1562 {
1563         float got, i, j, val, op;
1564         float _switchweapon;
1565         entity wi;
1566         string cmd;
1567
1568         val = 999;
1569         op = OP_SET;
1570
1571         got = 0;
1572
1573         _switchweapon = FALSE;
1574         if (e.autoswitch)
1575                 if (e.switchweapon == w_getbestweapon(e))
1576                         _switchweapon = TRUE;
1577
1578         e.strength_finished = max(0, e.strength_finished - time);
1579         e.invincible_finished = max(0, e.invincible_finished - time);
1580         
1581         PREGIVE(e, items);
1582         PREGIVE(e, weapons);
1583         PREGIVE(e, strength_finished);
1584         PREGIVE(e, invincible_finished);
1585         PREGIVE(e, ammo_nails);
1586         PREGIVE(e, ammo_cells);
1587         PREGIVE(e, ammo_shells);
1588         PREGIVE(e, ammo_rockets);
1589         PREGIVE(e, ammo_fuel);
1590         PREGIVE(e, armorvalue);
1591         PREGIVE(e, health);
1592
1593         for(i = beginarg; i < endarg; ++i)
1594         {
1595                 cmd = argv(i);
1596
1597                 if(cmd == "0" || stof(cmd))
1598                 {
1599                         val = stof(cmd);
1600                         continue;
1601                 }
1602                 switch(cmd)
1603                 {
1604                         case "no":
1605                                 op = OP_MAX;
1606                                 val = 0;
1607                                 continue;
1608                         case "max":
1609                                 op = OP_MAX;
1610                                 continue;
1611                         case "min":
1612                                 op = OP_MIN;
1613                                 continue;
1614                         case "plus":
1615                                 op = OP_PLUS;
1616                                 continue;
1617                         case "minus":
1618                                 op = OP_MINUS;
1619                                 continue;
1620                         case "ALL":
1621                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1622                                 got += GiveValue(e, strength_finished, op, time);
1623                                 got += GiveValue(e, invincible_finished, op, time);
1624                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1625                         case "all":
1626                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1627                                 got += GiveValue(e, health, op, val);
1628                                 got += GiveValue(e, armorvalue, op, val);
1629                         case "allweapons":
1630                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1631                                 {
1632                                         wi = get_weaponinfo(j);
1633                                         if(wi.weapons)
1634                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1635                                 }
1636                         case "allammo":
1637                                 got += GiveValue(e, ammo_cells, op, val);
1638                                 got += GiveValue(e, ammo_shells, op, val);
1639                                 got += GiveValue(e, ammo_nails, op, val);
1640                                 got += GiveValue(e, ammo_rockets, op, val);
1641                                 got += GiveValue(e, ammo_fuel, op, val);
1642                                 break;
1643                         case "unlimited_ammo":
1644                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1645                                 break;
1646                         case "unlimited_weapon_ammo":
1647                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1648                                 break;
1649                         case "unlimited_superweapons":
1650                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1651                                 break;
1652                         case "jetpack":
1653                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1654                                 break;
1655                         case "fuel_regen":
1656                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1657                                 break;
1658                         case "strength":
1659                                 got += GiveValue(e, strength_finished, op, val);
1660                                 break;
1661                         case "invincible":
1662                                 got += GiveValue(e, invincible_finished, op, val);
1663                                 break;
1664                         case "cells":
1665                                 got += GiveValue(e, ammo_cells, op, val);
1666                                 break;
1667                         case "shells":
1668                                 got += GiveValue(e, ammo_shells, op, val);
1669                                 break;
1670                         case "nails":
1671                         case "bullets":
1672                                 got += GiveValue(e, ammo_nails, op, val);
1673                                 break;
1674                         case "rockets":
1675                                 got += GiveValue(e, ammo_rockets, op, val);
1676                                 break;
1677                         case "health":
1678                                 got += GiveValue(e, health, op, val);
1679                                 break;
1680                         case "armor":
1681                                 got += GiveValue(e, armorvalue, op, val);
1682                                 break;
1683                         case "fuel":
1684                                 got += GiveValue(e, ammo_fuel, op, val);
1685                                 break;
1686                         default:
1687                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1688                                 {
1689                                         wi = get_weaponinfo(j);
1690                                         if(cmd == wi.netname)
1691                                         {
1692                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1693                                                 break;
1694                                         }
1695                                 }
1696                                 if(j > WEP_LAST)
1697                                         print("give: invalid item ", cmd, "\n");
1698                                 break;
1699                 }
1700                 val = 999;
1701                 op = OP_SET;
1702         }
1703
1704         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1705         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1706         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1707         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1708         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1709         {
1710                 wi = get_weaponinfo(j);
1711                 if(wi.weapons)
1712                 {
1713                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1714                         if not(save_weapons & wi.weapons)
1715                                 if(e.weapons & wi.weapons)
1716                                         weapon_action(wi.weapon, WR_PRECACHE);
1717                 }
1718         }
1719         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1720         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1721         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1722         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1723         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1724         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1725         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);
1726         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);
1727         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);
1728
1729         if (g_minstagib)
1730         {
1731                 e.health = bound(0, e.health, 100);
1732                 e.armorvalue = bound(0, e.armorvalue, 999);
1733         }
1734
1735         if(e.strength_finished <= 0)
1736                 e.strength_finished = 0;
1737         else
1738                 e.strength_finished += time;
1739         if(e.invincible_finished <= 0)
1740                 e.invincible_finished = 0;
1741         else
1742                 e.invincible_finished += time;
1743
1744         if not(e.weapons & W_WeaponBit(e.switchweapon))
1745                 _switchweapon = TRUE;
1746         if(_switchweapon)
1747                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1748
1749         return got;
1750 }