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1 float have_pickup_item(void)
2 {
3         // minstagib: only allow filtered items
4         if(g_minstagib)
5                 if(self.classname != "minstagib")
6                         return FALSE;
7
8         if(self.items == IT_STRENGTH || self.items == IT_INVINCIBLE)
9         {
10                 if(autocvar_g_powerups > 0)
11                         return TRUE;
12                 if(autocvar_g_powerups == 0)
13                         return FALSE;
14                 if(g_lms)
15                         return FALSE;
16                 if(g_ca)
17                         return FALSE;
18                 if(g_arena)
19                         return FALSE;
20         }
21         else
22         {
23                 if(autocvar_g_pickup_items > 0)
24                         return TRUE;
25                 if(autocvar_g_pickup_items == 0)
26                         return FALSE;
27                 if(g_lms)
28                         return FALSE;
29                 if(g_ca)
30                         return FALSE;
31                 if(g_weaponarena)
32                         if((self.weapons & WEPBIT_ALL) || (self.items & IT_AMMO))
33                                 return FALSE;
34         }
35         return TRUE;
36 }
37
38 #define ITEM_RESPAWN_TICKS 10
39
40 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
41         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
42 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
43         // range: 10 .. respawntime + respawntimejitter
44
45 floatfield Item_CounterField(float it)
46 {
47         switch(it)
48         {
49                 case IT_SHELLS:      return ammo_shells;
50                 case IT_NAILS:       return ammo_nails;
51                 case IT_ROCKETS:     return ammo_rockets;
52                 case IT_CELLS:       return ammo_cells;
53                 case IT_FUEL:        return ammo_fuel;
54                 case IT_5HP:         return health;
55                 case IT_25HP:        return health;
56                 case IT_HEALTH:      return health;
57                 case IT_ARMOR_SHARD: return armorvalue;
58                 case IT_ARMOR:       return armorvalue;
59                 // add more things here (health, armor)
60                 default:             error("requested item has no counter field");
61         }
62 }
63
64 string Item_CounterFieldName(float it)
65 {
66         switch(it)
67         {
68                 case IT_SHELLS:      return "shells";
69                 case IT_NAILS:       return "nails";
70                 case IT_ROCKETS:     return "rockets";
71                 case IT_CELLS:       return "cells";
72                 case IT_FUEL:        return "fuel";
73
74                 // add more things here (health, armor)
75                 default:             error("requested item has no counter field name");
76         }
77 }
78
79 .float max_armorvalue;
80 .float pickup_anyway;
81
82 float Item_Customize()
83 {
84         if(self.spawnshieldtime)
85                 return TRUE;
86         if(self.weapons != (self.weapons & other.weapons))
87         {
88                 self.colormod = '0 0 0';
89                 self.glowmod = self.colormod;
90                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
91                 return TRUE;
92         }
93         else
94         {
95                 if(g_ghost_items)
96                 {
97                         self.colormod = stov(autocvar_g_ghost_items_color);
98                         self.glowmod = self.colormod;
99                         self.alpha = g_ghost_items;
100                         return TRUE;
101                 }
102                 else
103                         return FALSE;
104         }
105 }
106
107 void Item_Show (entity e, float mode)
108 {
109         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
110         if (mode > 0)
111         {
112                 // make the item look normal, and be touchable
113                 e.model = e.mdl;
114                 e.solid = SOLID_TRIGGER;
115                 e.colormod = '0 0 0';
116                 self.glowmod = self.colormod;
117                 e.alpha = 0;
118                 e.customizeentityforclient = func_null;
119
120                 e.spawnshieldtime = 1;
121         }
122         else if (mode < 0)
123         {
124                 // hide the item completely
125                 e.model = string_null;
126                 e.solid = SOLID_NOT;
127                 e.colormod = '0 0 0';
128                 self.glowmod = self.colormod;
129                 e.alpha = 0;
130                 e.customizeentityforclient = func_null;
131
132                 e.spawnshieldtime = 1;
133         }
134         else if((e.flags & FL_WEAPON) && g_weapon_stay)
135         {
136                 // make the item translucent and not touchable
137                 e.model = e.mdl;
138                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
139                 e.colormod = '0 0 0';
140                 self.glowmod = self.colormod;
141                 e.effects |= EF_STARDUST;
142                 e.customizeentityforclient = Item_Customize;
143
144                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
145         }
146         else if(g_ghost_items)
147         {
148                 // make the item translucent and not touchable
149                 e.model = e.mdl;
150                 e.solid = SOLID_NOT;
151                 e.colormod = stov(autocvar_g_ghost_items_color);
152                 e.glowmod = e.colormod;
153                 e.alpha = g_ghost_items;
154                 e.customizeentityforclient = func_null;
155
156                 e.spawnshieldtime = 1;
157         }
158         else
159         {
160                 // hide the item completely
161                 e.model = string_null;
162                 e.solid = SOLID_NOT;
163                 e.colormod = '0 0 0';
164                 e.glowmod = e.colormod;
165                 e.alpha = 0;
166                 e.customizeentityforclient = func_null;
167
168                 e.spawnshieldtime = 1;
169         }
170
171         if (e.strength_finished || e.invincible_finished)
172                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
173         if (autocvar_g_nodepthtestitems)
174                 e.effects |= EF_NODEPTHTEST;
175         if (autocvar_g_fullbrightitems)
176                 e.effects |= EF_FULLBRIGHT;
177
178         // relink entity (because solid may have changed)
179         setorigin(e, e.origin);
180 }
181
182 void Item_Respawn (void)
183 {
184         Item_Show(self, 1);
185         if(!g_minstagib && self.items == IT_STRENGTH)
186                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
187         else if(!g_minstagib && self.items == IT_INVINCIBLE)
188                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
189         else
190                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);  // play respawn sound
191         setorigin (self, self.origin);
192
193         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
194         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
195 }
196
197 void Item_RespawnCountdown (void)
198 {
199         if(self.count >= ITEM_RESPAWN_TICKS)
200         {
201                 if(self.waypointsprite_attached)
202                         WaypointSprite_Kill(self.waypointsprite_attached);
203                 Item_Respawn();
204         }
205         else
206         {
207                 self.nextthink = time + 1;
208                 self.count += 1;
209                 if(self.count == 1)
210                 {
211                         string name;
212                         vector rgb;
213                         name = string_null;
214                         if(g_minstagib)
215                         {
216                                 switch(self.items)
217                                 {
218                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
219                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
220                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
221                                 }
222                         }
223                         else
224                         {
225                                 switch(self.items)
226                                 {
227                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
228                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
229                                 }
230                         }
231                         switch(self.items)
232                         {
233                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
234                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
235                         }
236                         if(name)
237                         {
238                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
239                                 if(self.waypointsprite_attached)
240                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
241                         }
242                 }
243                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM); // play respawn sound
244                 if(self.waypointsprite_attached)
245                 {
246                         WaypointSprite_Ping(self.waypointsprite_attached);
247                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
248                 }
249         }
250 }
251
252 void Item_ScheduleRespawnIn(entity e, float t)
253 {
254         if(e.flags & FL_POWERUP)
255         {
256                 e.think = Item_RespawnCountdown;
257                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
258                 e.count = 0;
259         }
260         else
261         {
262                 e.think = Item_Respawn;
263                 e.nextthink = time + t;
264         }
265 }
266
267 void Item_ScheduleRespawn(entity e)
268 {
269         if(e.respawntime > 0)
270         {
271                 Item_Show(e, 0);
272                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
273         }
274         else // if respawntime is -1, this item does not respawn
275                 Item_Show(e, -1);
276 }
277
278 void Item_ScheduleInitialRespawn(entity e)
279 {
280         Item_Show(e, 0);
281         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
282 }
283
284 float Item_GiveTo(entity item, entity player)
285 {
286         float _switchweapon;
287         float pickedup;
288         float it;
289         float i;
290         entity e;
291
292         // if nothing happens to player, just return without taking the item
293         pickedup = FALSE;
294         _switchweapon = FALSE;
295
296         if (g_minstagib)
297         {
298                 if(item.spawnshieldtime)
299                 {
300                         if (item.ammo_fuel)
301                         if (player.ammo_fuel < g_pickup_fuel_max)
302                         {
303                                 pickedup = TRUE;
304                                 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
305                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
306                         }
307
308                         _switchweapon = TRUE;
309                         if (item.ammo_cells)
310                         {
311                                 pickedup = TRUE;
312                                 // play some cool sounds ;)
313                                 if (clienttype(player) == CLIENTTYPE_REAL)
314                                 {
315                                         if(player.health <= 5)
316                                                 AnnounceTo(player, "lastsecond");
317                                         else if(player.health < 50)
318                                                 AnnounceTo(player, "narrowly");
319                                 }
320                                 // sound not available
321                                 // else if(item.items == IT_CELLS)
322                                 //      AnnounceTo(player, "ammo");
323
324                                 if (item.weapons & WEPBIT_MINSTANEX)
325                                         W_GiveWeapon (player, WEP_MINSTANEX, item.netname);
326                                 if (item.ammo_cells)
327                                         player.ammo_cells = bound(player.ammo_cells, 999, player.ammo_cells + autocvar_g_minstagib_ammo_drop);
328                                 player.health = 100;
329                         }
330                 }
331
332                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
333                 {
334                         pickedup = TRUE;
335                         player.items |= it;
336                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
337                 }
338
339                 // extralife powerup
340                 if (item.max_health)
341                 {
342                         pickedup = TRUE;
343                         // sound not available
344                         // AnnounceTo(player, "_lives");
345                         player.armorvalue = bound(player.armorvalue, 999, player.armorvalue + autocvar_g_minstagib_extralives);
346                         sprint(player, "^3You picked up some extra lives\n");
347                 }
348
349                 // invis powerup
350                 if (item.strength_finished)
351                 {
352                         pickedup = TRUE;
353                         // sound not available
354                         // AnnounceTo(player, "invisible");
355                         player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
356                 }
357
358                 // speed powerup
359                 if (item.invincible_finished)
360                 {
361                         pickedup = TRUE;
362                         // sound not available
363                         // AnnounceTo(player, "speed");
364                         player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_strength_time;
365                 }
366         }
367         else
368         {
369                 // in case the player has autoswitch enabled do the following:
370                 // if the player is using their best weapon before items are given, they
371                 // probably want to switch to an even better weapon after items are given
372                 if (player.autoswitch)
373                 if (player.switchweapon == w_getbestweapon(player))
374                         _switchweapon = TRUE;
375
376                 if not(player.weapons & W_WeaponBit(player.switchweapon))
377                         _switchweapon = TRUE;
378
379                 if(item.spawnshieldtime)
380                 {
381                         if (item.ammo_shells)
382                         if ((player.ammo_shells < g_pickup_shells_max) || item.pickup_anyway)
383                         {
384                                 pickedup = TRUE;
385                                 player.ammo_shells = bound(player.ammo_shells, g_pickup_shells_max, player.ammo_shells + item.ammo_shells);
386                         }
387                         if (item.ammo_nails)
388                         if ((player.ammo_nails < g_pickup_nails_max) || item.pickup_anyway)
389                         {
390                                 pickedup = TRUE;
391                                 player.ammo_nails = bound(player.ammo_nails, g_pickup_nails_max, player.ammo_nails + item.ammo_nails);
392                         }
393                         if (item.ammo_rockets)
394                         if ((player.ammo_rockets < g_pickup_rockets_max) || item.pickup_anyway)
395                         {
396                                 pickedup = TRUE;
397                                 player.ammo_rockets = bound(player.ammo_rockets, g_pickup_rockets_max, player.ammo_rockets + item.ammo_rockets);
398                         }
399                         if (item.ammo_cells)
400                         if ((player.ammo_cells < g_pickup_cells_max) || item.pickup_anyway)
401                         {
402                                 pickedup = TRUE;
403                                 player.ammo_cells = bound(player.ammo_cells, g_pickup_cells_max, player.ammo_cells + item.ammo_cells);
404                         }
405                         if (item.ammo_fuel)
406                         if ((player.ammo_fuel < g_pickup_fuel_max) || item.pickup_anyway)
407                         {
408                                 pickedup = TRUE;
409                                 player.ammo_fuel = bound(player.ammo_fuel, g_pickup_fuel_max, player.ammo_fuel + item.ammo_fuel);
410                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
411                         }
412                 }
413
414                 if (item.flags & FL_WEAPON)
415                 if ((it = item.weapons - (item.weapons & player.weapons)) || (g_pickup_weapons_anyway))
416                 {
417                         pickedup = TRUE;
418                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
419                         {
420                                 e = get_weaponinfo(i);
421                                 if(it & e.weapons)
422                                         W_GiveWeapon (player, e.weapon, item.netname);
423                         }
424                 }
425
426                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
427                 {
428                         pickedup = TRUE;
429                         player.items |= it;
430                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
431                 }
432
433                         if (item.strength_finished)
434                 {
435                         pickedup = TRUE;
436                         player.strength_finished = max(player.strength_finished, time) + autocvar_g_balance_powerup_strength_time;
437                 }
438                 if (item.invincible_finished)
439                 {
440                         pickedup = TRUE;
441                         player.invincible_finished = max(player.invincible_finished, time) + autocvar_g_balance_powerup_invincible_time;
442                 }
443
444                 if (item.health)
445                 if ((player.health < item.max_health) || item.pickup_anyway)
446                 {
447                         pickedup = TRUE;
448                         player.health = bound(player.health, item.max_health, player.health + item.health);
449                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
450                 }
451                 if (item.armorvalue)
452                 if ((player.armorvalue < item.max_armorvalue) || item.pickup_anyway)
453                 {
454                         pickedup = TRUE;
455                         player.armorvalue = bound(player.armorvalue, item.max_armorvalue, player.armorvalue + item.armorvalue);
456                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
457                 }
458         }
459
460 :skip
461         // always eat teamed entities
462         if(item.team)
463                 pickedup = TRUE;
464
465         if (!pickedup)
466                 return 0;
467
468         sound (player, CH_TRIGGER, item.item_pickupsound, VOL_BASE, ATTN_NORM);
469         if (_switchweapon)
470                 if (player.switchweapon != w_getbestweapon(player))
471                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
472
473         return 1;
474 }
475
476 void Item_Touch (void)
477 {
478         entity e, head;
479
480         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
481         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
482         {
483                 remove(self);
484                 return;
485         }
486         if (other.classname != "player")
487                 return;
488         if (other.deadflag)
489                 return;
490         if (self.solid != SOLID_TRIGGER)
491                 return;
492         if (self.owner == other)
493                 return;
494
495         if(!Item_GiveTo(self, other))
496                 return;
497
498         other.last_pickup = time;
499
500         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
501
502         if (self.classname == "droppedweapon")
503                 remove (self);
504         else if not(self.spawnshieldtime)
505                 return;
506         else
507         {
508                 if(self.team)
509                 {
510                         RandomSelection_Init();
511                         for(head = world; (head = findfloat(head, team, self.team)); )
512                         {
513                                 if(head.flags & FL_ITEM)
514                                 {
515                                         Item_Show(head, -1);
516                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
517                                 }
518                         }
519                         e = RandomSelection_chosen_ent;
520                 }
521                 else
522                         e = self;
523                 Item_ScheduleRespawn(e);
524         }
525 }
526
527 void Item_FindTeam()
528 {
529         entity head, e;
530
531         if(self.effects & EF_NODRAW)
532         {
533                 // marker for item team search
534                 dprint("Initializing item team ", ftos(self.team), "\n");
535                 RandomSelection_Init();
536                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
537                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
538                 e = RandomSelection_chosen_ent;
539                 e.state = 0;
540                 Item_Show(e, 1);
541
542                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
543                 {
544                         if(head != e)
545                         {
546                                 // make it a non-spawned item
547                                 Item_Show(head, -1);
548                                 head.state = 1; // state 1 = initially hidden item
549                         }
550                         head.effects &~= EF_NODRAW;
551                 }
552
553                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
554                         Item_ScheduleInitialRespawn(e);
555         }
556 }
557
558 void Item_Reset()
559 {
560         Item_Show(self, !self.state);
561         setorigin (self, self.origin);
562         self.think = SUB_Null;
563         self.nextthink = 0;
564
565         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
566                 Item_ScheduleInitialRespawn(self);
567 }
568
569 // Savage: used for item garbage-collection
570 // TODO: perhaps nice special effect?
571 void RemoveItem(void)
572 {
573         remove(self);
574 }
575
576 // pickup evaluation functions
577 // these functions decide how desirable an item is to the bots
578
579 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
580
581 float weapon_pickupevalfunc(entity player, entity item)
582 {
583         float c, i, j, position;
584
585         // See if I have it already
586         if(player.weapons & item.weapons == item.weapons)
587         {
588                 // If I can pick it up
589                 if(!item.spawnshieldtime)
590                         c = 0;
591                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
592                 {
593                         // Skilled bots will grab more
594                         c = bound(0, skill / 10, 1) * 0.5;
595                 }
596                 else
597                         c = 0;
598         }
599         else
600                 c = 1;
601
602         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
603         if( bot_custom_weapon && c )
604         {
605                 for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
606                 {
607                         // Find weapon
608                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
609                                 continue;
610
611                         // Find the highest position on any range
612                         position = -1;
613                         for(j = 0; j < WEP_LAST ; ++j){
614                                 if(
615                                                 bot_weapons_far[j] == i ||
616                                                 bot_weapons_mid[j] == i ||
617                                                 bot_weapons_close[j] == i
618                                   )
619                                 {
620                                         position = j;
621                                         break;
622                                 }
623                         }
624
625                         // Rate it
626                         if (position >= 0 )
627                         {
628                                 position = WEP_LAST - position;
629                                 // item.bot_pickupbasevalue is overwritten here
630                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
631                         }
632                 }
633         }
634
635         return item.bot_pickupbasevalue * c;
636 }
637
638 float commodity_pickupevalfunc(entity player, entity item)
639 {
640         float c, i, need_shells, need_nails, need_rockets, need_cells;
641         entity wi;
642         c = 0;
643
644         // Detect needed ammo
645         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
646         {
647                 wi = get_weaponinfo(i);
648
649                 if not(wi.weapons & player.weapons)
650                         continue;
651
652                 if(wi.items & IT_SHELLS)
653                         need_shells = TRUE;
654                 else if(wi.items & IT_NAILS)
655                         need_nails = TRUE;
656                 else if(wi.items & IT_ROCKETS)
657                         need_rockets = TRUE;
658                 else if(wi.items & IT_CELLS)
659                         need_cells = TRUE;
660         }
661
662         // TODO: figure out if the player even has the weapon this ammo is for?
663         // may not affect strategy much though...
664         // find out how much more ammo/armor/health the player can hold
665         if (need_shells)
666         if (item.ammo_shells)
667         if (player.ammo_shells < g_pickup_shells_max)
668                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
669         if (need_nails)
670         if (item.ammo_nails)
671         if (player.ammo_nails < g_pickup_nails_max)
672                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
673         if (need_rockets)
674         if (item.ammo_rockets)
675         if (player.ammo_rockets < g_pickup_rockets_max)
676                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
677         if (need_cells)
678         if (item.ammo_cells)
679         if (player.ammo_cells < g_pickup_cells_max)
680                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
681         if (item.armorvalue)
682         if (player.armorvalue < item.max_armorvalue)
683                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
684         if (item.health)
685         if (player.health < item.max_health)
686                 c = c + max(0, 1 - player.health / item.max_health);
687
688         return item.bot_pickupbasevalue * c;
689 }
690
691
692 .float is_item;
693 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)
694 {
695         startitem_failed = FALSE;
696
697         self.items = itemid;
698         self.weapons = weaponid;
699
700         // is it a dropped weapon?
701         if (self.classname == "droppedweapon")
702         {
703                 self.reset = SUB_Remove;
704                 // it's a dropped weapon
705                 self.movetype = MOVETYPE_TOSS;
706                 // Savage: remove thrown items after a certain period of time ("garbage collection")
707                 self.think = RemoveItem;
708                 self.nextthink = time + 60;
709                 // don't drop if in a NODROP zone (such as lava)
710                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
711                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
712                 {
713                         startitem_failed = TRUE;
714                         remove(self);
715                         return;
716                 }
717         }
718         else
719         {
720                 if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
721                 {
722                         startitem_failed = TRUE;
723                         remove(self);
724                         return;
725                 }
726
727                 if(!have_pickup_item())
728                 {
729                         startitem_failed = TRUE;
730                         remove (self);
731                         return;
732                 }
733
734                 self.reset = Item_Reset;
735                 // it's a level item
736                 if(self.spawnflags & 1)
737                         self.noalign = 1;
738                 if (self.noalign)
739                         self.movetype = MOVETYPE_NONE;
740                 else
741                         self.movetype = MOVETYPE_TOSS;
742                 // do item filtering according to game mode and other things
743                 if (!self.noalign)
744                 {
745                         // first nudge it off the floor a little bit to avoid math errors
746                         setorigin(self, self.origin + '0 0 1');
747                         // set item size before we spawn a spawnfunc_waypoint
748                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
749                                 setsize (self, '-16 -16 0', '16 16 48');
750                         else
751                                 setsize (self, '-16 -16 0', '16 16 32');
752                         // note droptofloor returns FALSE if stuck/or would fall too far
753                         droptofloor();
754                         waypoint_spawnforitem(self);
755                 }
756
757                 /*
758                  * can't do it that way, as it would break maps
759                  * TODO make a target_give like entity another way, that perhaps has
760                  * the weapon name in a key
761                 if(self.targetname)
762                 {
763                         // target_give not yet supported; maybe later
764                         print("removed targeted ", self.classname, "\n");
765                         startitem_failed = TRUE;
766                         remove (self);
767                         return;
768                 }
769                 */
770
771                 if(autocvar_spawn_debug >= 2)
772                 {
773                         entity otheritem;
774                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
775                         {
776                                 if(otheritem.is_item)
777                                 {
778                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
779                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
780                                         error("Mapper sucks.");
781                                 }
782                         }
783                         self.is_item = TRUE;
784                 }
785
786                 weaponsInMap |= weaponid;
787
788                 precache_model (itemmodel);
789                 precache_sound (pickupsound);
790
791                 precache_sound ("misc/itemrespawncountdown.wav");
792                 if(!g_minstagib && itemid == IT_STRENGTH)
793                         precache_sound ("misc/strength_respawn.wav");
794                 else if(!g_minstagib && itemid == IT_INVINCIBLE)
795                         precache_sound ("misc/shield_respawn.wav");
796                 else
797                         precache_sound ("misc/itemrespawn.wav");
798
799                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
800                         self.target = "###item###"; // for finding the nearest item using find()
801         }
802
803         self.bot_pickup = TRUE;
804         self.bot_pickupevalfunc = pickupevalfunc;
805         self.bot_pickupbasevalue = pickupbasevalue;
806         self.mdl = itemmodel;
807         self.item_pickupsound = pickupsound;
808         // let mappers override respawntime
809         if(!self.respawntime) // both set
810         {
811                 self.respawntime = defaultrespawntime;
812                 self.respawntimejitter = defaultrespawntimejitter;
813         }
814         self.netname = itemname;
815         self.flags = FL_ITEM | itemflags;
816         self.touch = Item_Touch;
817         setmodel (self, self.mdl); // precision set below
818         self.effects |= EF_LOWPRECISION;
819         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
820                 setsize (self, '-16 -16 0', '16 16 48');
821         else
822                 setsize (self, '-16 -16 0', '16 16 32');
823         if(itemflags & FL_WEAPON)
824                 self.modelflags |= MF_ROTATE;
825
826         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
827         if (itemflags & FL_WEAPON)
828         {
829                 // neutral team color for pickup weapons
830                 self.colormap = 1024; // color shirt=0 pants=0 grey
831         }
832
833         Item_Show(self, 1);
834         self.state = 0;
835         if(self.team)
836         {
837                 if(!self.cnt)
838                         self.cnt = 1; // item probability weight
839                 self.effects = self.effects | EF_NODRAW; // marker for item team search
840                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
841         }
842         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
843                 Item_ScheduleInitialRespawn(self);
844 }
845
846 /* replace items in minstagib
847  * IT_STRENGTH   = invisibility
848  * IT_NAILS      = extra lives
849  * IT_INVINCIBLE = speed
850  */
851 void minstagib_items (float itemid)
852 {
853         float rnd;
854         self.classname = "minstagib";
855
856         // replace rocket launchers and nex guns with ammo cells
857         if (itemid == IT_CELLS)
858         {
859                 self.ammo_cells = 1;
860                 StartItem ("models/items/a_cells.md3",
861                         "misc/itempickup.wav", 45, 0,
862                         "MinstaNex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
863                 return;
864         }
865
866         // randomize
867         rnd = random() * 3;
868         if (rnd <= 1)
869                 itemid = IT_STRENGTH;
870         else if (rnd <= 2)
871                 itemid = IT_NAILS;
872         else
873                 itemid = IT_INVINCIBLE;
874
875         // replace with invis
876         if (itemid == IT_STRENGTH)
877         {
878                 self.strength_finished = 30;
879                 StartItem ("models/items/g_strength.md3",
880                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
881                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
882         }
883         // replace with extra lives
884         if (itemid == IT_NAILS)
885         {
886                 self.max_health = 1;
887                 StartItem ("models/items/g_h100.md3",
888                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
889                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
890         }
891         // replace with speed
892         if (itemid == IT_INVINCIBLE)
893         {
894                 self.invincible_finished = 30;
895                 StartItem ("models/items/g_invincible.md3",
896                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
897                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
898         }
899 }
900
901 float minst_no_auto_cells;
902 void minst_remove_item (void) {
903         if(minst_no_auto_cells)
904                 remove(self);
905 }
906
907 float weaponswapping;
908 float internalteam;
909
910 void weapon_defaultspawnfunc(float wpn)
911 {
912         entity e;
913         float t;
914         var .float ammofield;
915         string s;
916         entity oldself;
917         float i, j;
918
919         // set the respawntime in advance (so replaced weapons can copy it)
920
921         if(!self.respawntime)
922         {
923                 e = get_weaponinfo(wpn);
924                 if(e.items == IT_SUPERWEAPON)
925                 {
926                         self.respawntime = g_pickup_respawntime_powerup;
927                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
928                 }
929                 else
930                 {
931                         self.respawntime = g_pickup_respawntime_weapon;
932                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
933                 }
934         }
935
936         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
937         {
938                 e = get_weaponinfo(wpn);
939                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
940                 if(s == "0")
941                 {
942                         remove(self);
943                         startitem_failed = TRUE;
944                         return;
945                 }
946                 t = tokenize_console(s);
947                 if(t >= 2)
948                 {
949                         self.team = --internalteam;
950                         oldself = self;
951                         for(i = 1; i < t; ++i)
952                         {
953                                 s = argv(i);
954                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
955                                 {
956                                         e = get_weaponinfo(j);
957                                         if(e.netname == s)
958                                         {
959                                                 self = spawn();
960                                                 copyentity(oldself, self);
961                                                 self.classname = "replacedweapon";
962                                                 weapon_defaultspawnfunc(j);
963                                                 break;
964                                         }
965                                 }
966                                 if(j > WEP_LAST)
967                                 {
968                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
969                                 }
970                         }
971                         self = oldself;
972                 }
973                 if(t >= 1)
974                 {
975                         s = argv(0);
976                         wpn = 0;
977                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
978                         {
979                                 e = get_weaponinfo(j);
980                                 if(e.netname == s)
981                                 {
982                                         wpn = j;
983                                         break;
984                                 }
985                         }
986                         if(j > WEP_LAST)
987                         {
988                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
989                         }
990                 }
991                 if(wpn == 0)
992                 {
993                         remove(self);
994                         startitem_failed = TRUE;
995                         return;
996                 }
997         }
998
999         e = get_weaponinfo(wpn);
1000
1001         if(e.items && e.items != IT_SUPERWEAPON)
1002         {
1003                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1004                 {
1005                         if(e.items & j)
1006                         {
1007                                 ammofield = Item_CounterField(j);
1008                                 if(!self.ammofield)
1009                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1010                         }
1011                 }
1012         }
1013         else
1014         {
1015                 self.flags |= FL_NO_WEAPON_STAY;
1016         }
1017
1018         // weapon stay isn't supported for teamed weapons
1019         if(self.team)
1020                 self.flags |= FL_NO_WEAPON_STAY;
1021
1022         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1023         if (self.modelindex) // don't precache if self was removed
1024                 weapon_action(e.weapon, WR_PRECACHE);
1025 }
1026
1027 void spawnfunc_weapon_shotgun (void);
1028 void spawnfunc_weapon_uzi (void) {
1029         if(autocvar_sv_q3acompat_machineshotgunswap)
1030         if(self.classname != "droppedweapon")
1031         {
1032                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1033                 return;
1034         }
1035         weapon_defaultspawnfunc(WEP_UZI);
1036 }
1037
1038 void spawnfunc_weapon_shotgun (void) {
1039         if(autocvar_sv_q3acompat_machineshotgunswap)
1040         if(self.classname != "droppedweapon")
1041         {
1042                 weapon_defaultspawnfunc(WEP_UZI);
1043                 return;
1044         }
1045         weapon_defaultspawnfunc(WEP_SHOTGUN);
1046 }
1047
1048 void spawnfunc_weapon_nex (void)
1049 {
1050         if (g_minstagib)
1051         {
1052                 minstagib_items(IT_CELLS);
1053                 self.think = minst_remove_item;
1054                 self.nextthink = time;
1055                 return;
1056         }
1057         weapon_defaultspawnfunc(WEP_NEX);
1058 }
1059
1060 void spawnfunc_weapon_minstanex (void)
1061 {
1062         if (g_minstagib)
1063         {
1064                 minstagib_items(IT_CELLS);
1065                 self.think = minst_remove_item;
1066                 self.nextthink = time;
1067                 return;
1068         }
1069         weapon_defaultspawnfunc(WEP_MINSTANEX);
1070 }
1071
1072 void spawnfunc_weapon_rocketlauncher (void)
1073 {
1074         if (g_minstagib)
1075         {
1076                 minstagib_items(IT_CELLS); // replace rocketlauncher with cells
1077                 self.think = minst_remove_item;
1078                 self.nextthink = time;
1079                 return;
1080         }
1081         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1082 }
1083
1084 void spawnfunc_item_rockets (void) {
1085         if(!self.ammo_rockets)
1086                 self.ammo_rockets = g_pickup_rockets;
1087         if(!self.pickup_anyway)
1088                 self.pickup_anyway = g_pickup_ammo_anyway;
1089         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);
1090 }
1091
1092 void spawnfunc_item_shells (void);
1093 void spawnfunc_item_bullets (void) {
1094         if(!weaponswapping)
1095         if(autocvar_sv_q3acompat_machineshotgunswap)
1096         if(self.classname != "droppedweapon")
1097         {
1098                 weaponswapping = TRUE;
1099                 spawnfunc_item_shells();
1100                 weaponswapping = FALSE;
1101                 return;
1102         }
1103
1104         if(!self.ammo_nails)
1105                 self.ammo_nails = g_pickup_nails;
1106         if(!self.pickup_anyway)
1107                 self.pickup_anyway = g_pickup_ammo_anyway;
1108         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);
1109 }
1110
1111 void spawnfunc_item_cells (void) {
1112         if(!self.ammo_cells)
1113                 self.ammo_cells = g_pickup_cells;
1114         if(!self.pickup_anyway)
1115                 self.pickup_anyway = g_pickup_ammo_anyway;
1116         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);
1117 }
1118
1119 void spawnfunc_item_shells (void) {
1120         if(!weaponswapping)
1121         if(autocvar_sv_q3acompat_machineshotgunswap)
1122         if(self.classname != "droppedweapon")
1123         {
1124                 weaponswapping = TRUE;
1125                 spawnfunc_item_bullets();
1126                 weaponswapping = FALSE;
1127                 return;
1128         }
1129
1130         if(!self.ammo_shells)
1131                 self.ammo_shells = g_pickup_shells;
1132         if(!self.pickup_anyway)
1133                 self.pickup_anyway = g_pickup_ammo_anyway;
1134         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);
1135 }
1136
1137 void spawnfunc_item_armor_small (void) {
1138         if(!self.armorvalue)
1139                 self.armorvalue = g_pickup_armorsmall;
1140         if(!self.max_armorvalue)
1141                 self.max_armorvalue = g_pickup_armorsmall_max;
1142         if(!self.pickup_anyway)
1143                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1144         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);
1145 }
1146
1147 void spawnfunc_item_armor_medium (void) {
1148         if(!self.armorvalue)
1149                 self.armorvalue = g_pickup_armormedium;
1150         if(!self.max_armorvalue)
1151                 self.max_armorvalue = g_pickup_armormedium_max;
1152         if(!self.pickup_anyway)
1153                 self.pickup_anyway = g_pickup_armormedium_anyway;
1154         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);
1155 }
1156
1157 void spawnfunc_item_armor_big (void) {
1158         if(!self.armorvalue)
1159                 self.armorvalue = g_pickup_armorbig;
1160         if(!self.max_armorvalue)
1161                 self.max_armorvalue = g_pickup_armorbig_max;
1162         if(!self.pickup_anyway)
1163                 self.pickup_anyway = g_pickup_armorbig_anyway;
1164         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);
1165 }
1166
1167 void spawnfunc_item_armor_large (void) {
1168         if(!self.armorvalue)
1169                 self.armorvalue = g_pickup_armorlarge;
1170         if(!self.max_armorvalue)
1171                 self.max_armorvalue = g_pickup_armorlarge_max;
1172         if(!self.pickup_anyway)
1173                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1174         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);
1175 }
1176
1177 void spawnfunc_item_health_small (void) {
1178         if(!self.max_health)
1179                 self.max_health = g_pickup_healthsmall_max;
1180         if(!self.health)
1181                 self.health = g_pickup_healthsmall;
1182         if(!self.pickup_anyway)
1183                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1184         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);
1185 }
1186
1187 void spawnfunc_item_health_medium (void) {
1188         if(!self.max_health)
1189                 self.max_health = g_pickup_healthmedium_max;
1190         if(!self.health)
1191                 self.health = g_pickup_healthmedium;
1192         if(!self.pickup_anyway)
1193                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1194         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);
1195 }
1196
1197 void spawnfunc_item_health_large (void) {
1198         if(!self.max_health)
1199                 self.max_health = g_pickup_healthlarge_max;
1200         if(!self.health)
1201                 self.health = g_pickup_healthlarge;
1202         if(!self.pickup_anyway)
1203                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1204         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);
1205 }
1206
1207 void spawnfunc_item_health_mega (void) {
1208         if(g_minstagib) {
1209                 minstagib_items(IT_NAILS);
1210         } else {
1211                 if(!self.max_health)
1212                         self.max_health = g_pickup_healthmega_max;
1213                 if(!self.health)
1214                         self.health = g_pickup_healthmega;
1215                 if(!self.pickup_anyway)
1216                         self.pickup_anyway = g_pickup_healthmega_anyway;
1217                 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);
1218         }
1219 }
1220
1221 // support old misnamed entities
1222 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1223 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1224 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1225 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1226 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1227
1228 void spawnfunc_item_strength (void) {
1229         if(g_minstagib) {
1230                 minstagib_items(IT_STRENGTH);
1231         } else {
1232                 precache_sound("weapons/strength_fire.wav");
1233                 self.strength_finished = 30;
1234                 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);
1235         }
1236 }
1237
1238 void spawnfunc_item_invincible (void) {
1239         if(g_minstagib) {
1240                 minstagib_items(IT_INVINCIBLE);
1241         } else {
1242                 self.invincible_finished = 30;
1243                 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);
1244         }
1245 }
1246
1247 void spawnfunc_item_minst_cells (void) {
1248         if (g_minstagib)
1249         {
1250                 minst_no_auto_cells = 1;
1251                 minstagib_items(IT_CELLS);
1252         }
1253         else
1254                 remove(self);
1255 }
1256
1257 // compatibility:
1258 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1259
1260 float GiveItems(entity e, float beginarg, float endarg);
1261 void target_items_use (void)
1262 {
1263         if(activator.classname == "droppedweapon")
1264         {
1265                 EXACTTRIGGER_TOUCH;
1266                 remove(activator);
1267                 return;
1268         }
1269
1270         if(activator.classname != "player")
1271                 return;
1272         if(activator.deadflag != DEAD_NO)
1273                 return;
1274         EXACTTRIGGER_TOUCH;
1275
1276         entity e;
1277         for(e = world; (e = find(e, classname, "droppedweapon")); )
1278                 if(e.enemy == activator)
1279                         remove(e);
1280
1281         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1282                 centerprint(activator, self.message);
1283 }
1284
1285 void spawnfunc_target_items (void)
1286 {
1287         float n, i, j;
1288         entity e;
1289
1290         self.use = target_items_use;
1291         if(!self.strength_finished)
1292                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1293         if(!self.invincible_finished)
1294                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1295
1296         precache_sound("misc/itempickup.wav");
1297         precache_sound("misc/megahealth.wav");
1298         precache_sound("misc/armor25.wav");
1299         precache_sound("misc/powerup.wav");
1300         precache_sound("misc/poweroff.wav");
1301         precache_sound("weapons/weaponpickup.wav");
1302
1303         n = tokenize_console(self.netname);
1304         if(argv(0) == "give")
1305         {
1306                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1307         }
1308         else
1309         {
1310                 for(i = 0; i < n; ++i)
1311                 {
1312                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1313                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1314                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1315                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1316                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1317                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1318                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1319                         else
1320                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1321                         {
1322                                 e = get_weaponinfo(j);
1323                                 if(argv(i) == e.netname)
1324                                 {
1325                                         self.weapons |= e.weapons;
1326                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1327                                                 weapon_action(e.weapon, WR_PRECACHE);
1328                                         break;
1329                                 }
1330                         }
1331                         if(j > WEP_LAST)
1332                                 print("target_items: invalid item ", argv(i), "\n");
1333                 }
1334
1335                 string itemprefix, valueprefix;
1336                 if(self.spawnflags == 0)
1337                 {
1338                         itemprefix = "";
1339                         valueprefix = "";
1340                 }
1341                 else if(self.spawnflags == 1)
1342                 {
1343                         itemprefix = "max ";
1344                         valueprefix = "max ";
1345                 }
1346                 else if(self.spawnflags == 2)
1347                 {
1348                         itemprefix = "min ";
1349                         valueprefix = "min ";
1350                 }
1351                 else if(self.spawnflags == 4)
1352                 {
1353                         itemprefix = "minus ";
1354                         valueprefix = "max ";
1355                 }
1356                 else
1357                         error("invalid spawnflags");
1358
1359                 self.netname = "";
1360                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1361                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1362                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1363                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1364                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1365                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1366                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1367                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1368                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1369                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1370                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1371                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1372                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1373                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1374                 {
1375                         e = get_weaponinfo(j);
1376                         if(e.weapons)
1377                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & e.weapons), e.netname);
1378                 }
1379         }
1380         self.netname = strzone(self.netname);
1381         //print(self.netname, "\n");
1382
1383         n = tokenize_console(self.netname);
1384         for(i = 0; i < n; ++i)
1385         {
1386                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1387                 {
1388                         e = get_weaponinfo(j);
1389                         if(argv(i) == e.netname)
1390                         {
1391                                 weapon_action(e.weapon, WR_PRECACHE);
1392                                 break;
1393                         }
1394                 }
1395         }
1396 }
1397
1398 void spawnfunc_item_fuel(void)
1399 {
1400         if(!self.ammo_fuel)
1401                 self.ammo_fuel = g_pickup_fuel;
1402         if(!self.pickup_anyway)
1403                 self.pickup_anyway = g_pickup_ammo_anyway;
1404         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);
1405 }
1406
1407 void spawnfunc_item_fuel_regen(void)
1408 {
1409         if(start_items & IT_FUEL_REGEN)
1410         {
1411                 spawnfunc_item_fuel();
1412                 return;
1413         }
1414         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);
1415 }
1416
1417 void spawnfunc_item_jetpack(void)
1418 {
1419         if(g_grappling_hook)
1420                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1421         if(!self.ammo_fuel)
1422                 self.ammo_fuel = g_pickup_fuel_jetpack;
1423         if(start_items & IT_JETPACK)
1424         {
1425                 spawnfunc_item_fuel();
1426                 return;
1427         }
1428         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);
1429 }
1430
1431
1432 #define OP_SET 0
1433 #define OP_MIN 1
1434 #define OP_MAX 2
1435 #define OP_PLUS 3
1436 #define OP_MINUS 4
1437
1438 float GiveBit(entity e, .float fld, float bit, float op, float val)
1439 {
1440         float v0, v1;
1441         v0 = (e.fld & bit);
1442         switch(op)
1443         {
1444                 case OP_SET:
1445                         if(val > 0)
1446                                 e.fld |= bit;
1447                         else
1448                                 e.fld &~= bit;
1449                         break;
1450                 case OP_MIN:
1451                 case OP_PLUS:
1452                         if(val > 0)
1453                                 e.fld |= bit;
1454                         break;
1455                 case OP_MAX:
1456                         if(val <= 0)
1457                                 e.fld &~= bit;
1458                         break;
1459                 case OP_MINUS:
1460                         if(val > 0)
1461                                 e.fld &~= bit;
1462                         break;
1463         }
1464         v1 = (e.fld & bit);
1465         return (v0 != v1);
1466 }
1467
1468 float GiveValue(entity e, .float fld, float op, float val)
1469 {
1470         float v0, v1;
1471         v0 = e.fld;
1472         switch(op)
1473         {
1474                 case OP_SET:
1475                         e.fld = val;
1476                         break;
1477                 case OP_MIN:
1478                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1479                         break;
1480                 case OP_MAX:
1481                         e.fld = min(e.fld, val);
1482                         break;
1483                 case OP_PLUS:
1484                         e.fld += val;
1485                         break;
1486                 case OP_MINUS:
1487                         e.fld -= val;
1488                         break;
1489         }
1490         v1 = e.fld;
1491         return (v0 != v1);
1492 }
1493
1494 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1495 {
1496         if(v1 == v0)
1497                 return;
1498         if(v1 <= v0 - t)
1499         {
1500                 if(snd_decr != "")
1501                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTN_NORM);
1502         }
1503         else if(v0 >= v0 + t)
1504         {
1505                 if(snd_incr != "")
1506                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTN_NORM);
1507         }
1508 }
1509
1510 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1511 {
1512         if(v0 < v1)
1513                 e.rotfield = max(e.rotfield, time + rottime);
1514         else if(v0 > v1)
1515                 e.regenfield = max(e.regenfield, time + regentime);
1516 }
1517
1518 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1519 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1520 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1521 #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)
1522
1523 float GiveItems(entity e, float beginarg, float endarg)
1524 {
1525         float got, i, j, val, op;
1526         float _switchweapon;
1527         entity wi;
1528         string cmd;
1529
1530         val = 999;
1531         op = OP_SET;
1532
1533         got = 0;
1534
1535         _switchweapon = FALSE;
1536         if (e.autoswitch)
1537                 if (e.switchweapon == w_getbestweapon(e))
1538                         _switchweapon = TRUE;
1539
1540         e.strength_finished = max(0, e.strength_finished - time);
1541         e.invincible_finished = max(0, e.invincible_finished - time);
1542         
1543         PREGIVE(e, items);
1544         PREGIVE(e, weapons);
1545         PREGIVE(e, strength_finished);
1546         PREGIVE(e, invincible_finished);
1547         PREGIVE(e, ammo_nails);
1548         PREGIVE(e, ammo_cells);
1549         PREGIVE(e, ammo_shells);
1550         PREGIVE(e, ammo_rockets);
1551         PREGIVE(e, ammo_fuel);
1552         PREGIVE(e, armorvalue);
1553         PREGIVE(e, health);
1554
1555         for(i = beginarg; i < endarg; ++i)
1556         {
1557                 cmd = argv(i);
1558
1559                 if(cmd == "0" || stof(cmd))
1560                 {
1561                         val = stof(cmd);
1562                         continue;
1563                 }
1564                 switch(cmd)
1565                 {
1566                         case "no":
1567                                 op = OP_MAX;
1568                                 val = 0;
1569                                 continue;
1570                         case "max":
1571                                 op = OP_MAX;
1572                                 continue;
1573                         case "min":
1574                                 op = OP_MIN;
1575                                 continue;
1576                         case "plus":
1577                                 op = OP_PLUS;
1578                                 continue;
1579                         case "minus":
1580                                 op = OP_MINUS;
1581                                 continue;
1582                         case "ALL":
1583                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1584                                 got += GiveValue(e, strength_finished, op, time);
1585                                 got += GiveValue(e, invincible_finished, op, time);
1586                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1587                         case "all":
1588                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1589                                 got += GiveValue(e, health, op, val);
1590                                 got += GiveValue(e, armorvalue, op, val);
1591                         case "allweapons":
1592                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1593                                 {
1594                                         wi = get_weaponinfo(j);
1595                                         if(wi.weapons)
1596                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1597                                 }
1598                         case "allammo":
1599                                 got += GiveValue(e, ammo_cells, op, val);
1600                                 got += GiveValue(e, ammo_shells, op, val);
1601                                 got += GiveValue(e, ammo_nails, op, val);
1602                                 got += GiveValue(e, ammo_rockets, op, val);
1603                                 got += GiveValue(e, ammo_fuel, op, val);
1604                                 break;
1605                         case "unlimited_ammo":
1606                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1607                                 break;
1608                         case "unlimited_weapon_ammo":
1609                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1610                                 break;
1611                         case "unlimited_superweapons":
1612                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1613                                 break;
1614                         case "jetpack":
1615                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1616                                 break;
1617                         case "fuel_regen":
1618                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1619                                 break;
1620                         case "strength":
1621                                 got += GiveValue(e, strength_finished, op, val);
1622                                 break;
1623                         case "invincible":
1624                                 got += GiveValue(e, invincible_finished, op, val);
1625                                 break;
1626                         case "cells":
1627                                 got += GiveValue(e, ammo_cells, op, val);
1628                                 break;
1629                         case "shells":
1630                                 got += GiveValue(e, ammo_shells, op, val);
1631                                 break;
1632                         case "nails":
1633                         case "bullets":
1634                                 got += GiveValue(e, ammo_nails, op, val);
1635                                 break;
1636                         case "rockets":
1637                                 got += GiveValue(e, ammo_rockets, op, val);
1638                                 break;
1639                         case "health":
1640                                 got += GiveValue(e, health, op, val);
1641                                 break;
1642                         case "armor":
1643                                 got += GiveValue(e, armorvalue, op, val);
1644                                 break;
1645                         case "fuel":
1646                                 got += GiveValue(e, ammo_fuel, op, val);
1647                                 break;
1648                         default:
1649                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1650                                 {
1651                                         wi = get_weaponinfo(j);
1652                                         if(cmd == wi.netname)
1653                                         {
1654                                                 got += GiveBit(e, weapons, wi.weapons, op, val);
1655                                                 break;
1656                                         }
1657                                 }
1658                                 if(j > WEP_LAST)
1659                                         print("give: invalid item ", cmd, "\n");
1660                                 break;
1661                 }
1662                 val = 999;
1663                 op = OP_SET;
1664         }
1665
1666         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1667         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1668         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1669         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1670         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1671         {
1672                 wi = get_weaponinfo(j);
1673                 if(wi.weapons)
1674                 {
1675                         POSTGIVE_BIT(e, weapons, wi.weapons, "weapons/weaponpickup.wav", string_null);
1676                         if not(save_weapons & wi.weapons)
1677                                 if(e.weapons & wi.weapons)
1678                                         weapon_action(wi.weapon, WR_PRECACHE);
1679                 }
1680         }
1681         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1682         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1683         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1684         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1685         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1686         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1687         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);
1688         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);
1689         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);
1690
1691         if (g_minstagib)
1692         {
1693                 e.health = bound(0, e.health, 100);
1694                 e.armorvalue = bound(0, e.armorvalue, 999);
1695         }
1696
1697         if(e.strength_finished <= 0)
1698                 e.strength_finished = 0;
1699         else
1700                 e.strength_finished += time;
1701         if(e.invincible_finished <= 0)
1702                 e.invincible_finished = 0;
1703         else
1704                 e.invincible_finished += time;
1705
1706         if not(e.weapons & W_WeaponBit(e.switchweapon))
1707                 _switchweapon = TRUE;
1708         if(_switchweapon)
1709                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1710
1711         return got;
1712 }