]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/t_items.qc
fix bot AI item decisions
[divverent/nexuiz.git] / data / 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
44 void Item_Respawn (void)
45 {
46         self.model = self.mdl;          // restore original model
47         self.solid = SOLID_TRIGGER;     // allow it to be touched again
48         if(!g_minstagib && self.items == IT_STRENGTH)
49                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound
50         else if(!g_minstagib && self.items == IT_INVINCIBLE)
51                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
52         else
53                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
54         setorigin (self, self.origin);
55
56         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
57         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
58 }
59
60 void Item_RespawnCountdown (void)
61 {
62         if(self.count >= ITEM_RESPAWN_TICKS)
63         {
64                 if(self.waypointsprite_attached)
65                         WaypointSprite_Kill(self.waypointsprite_attached);
66                 Item_Respawn();
67         }
68         else
69         {
70                 self.nextthink = time + 1;
71                 self.count += 1;
72                 if(self.count == 1)
73                 {
74                         string name;
75                         vector rgb;
76                         name = string_null;
77                         if(g_minstagib)
78                         {
79                                 switch(self.items)
80                                 {
81                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
82                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
83                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
84                                 }
85                         }
86                         else
87                         {
88                                 switch(self.items)
89                                 {
90                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
91                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
92                                 }
93                         }
94                         switch(self.items)
95                         {
96                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
97                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
98                         }
99                         if(name)
100                         {
101                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, FALSE);
102                                 if(self.waypointsprite_attached)
103                                 {
104                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
105                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
106                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
107                                 }
108                         }
109                 }
110                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
111                 if(self.waypointsprite_attached)
112                 {
113                         WaypointSprite_Ping(self.waypointsprite_attached);
114                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
115                 }
116         }
117 }
118
119 void Item_ScheduleRespawnIn(entity e, float t)
120 {
121         if(e.flags & FL_POWERUP)
122         {
123                 e.think = Item_RespawnCountdown;
124                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
125                 e.count = 0;
126         }
127         else
128         {
129                 e.think = Item_Respawn;
130                 e.nextthink = time + t;
131         }
132 }
133
134 void Item_ScheduleRespawn(entity e)
135 {
136         Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
137 }
138
139 void Item_ScheduleInitialRespawn(entity e)
140 {
141         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
142 }
143
144 float Item_GiveTo(entity item, entity player)
145 {
146         float _switchweapon;
147         float pickedup;
148         float it;
149         float i;
150         entity e;
151
152         // if nothing happens to player, just return without taking the item
153         pickedup = FALSE;
154         _switchweapon = FALSE;
155
156         if (g_minstagib)
157         {
158                 if (item.ammo_fuel)
159                 if (player.ammo_fuel < g_pickup_fuel_max)
160                 {
161                         pickedup = TRUE;
162                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
163                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
164                 }
165                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
166                 {
167                         pickedup = TRUE;
168                         player.items |= it;
169                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
170                 }
171
172                 _switchweapon = TRUE;
173                 if (item.ammo_cells)
174                 {
175                         pickedup = TRUE;
176                         // play some cool sounds ;)
177                         centerprint(player, "\n");
178                         if(player.health <= 5)
179                                 announce(player, "announcer/robotic/lastsecond.wav");
180                         else if(player.health < 50)
181                                 announce(player, "announcer/robotic/narrowly.wav");
182                         // sound not available
183                         // else if(item.items == IT_CELLS)
184                         //      play2(player, "announce/robotic/ammo.wav");
185
186                         if (item.weapons & WEPBIT_MINSTANEX)
187                                 W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
188                         if (item.ammo_cells)
189                                 player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
190                         player.health = 100;
191                 }
192
193                 // extralife powerup
194                 if (item.max_health)
195                 {
196                         pickedup = TRUE;
197                         // sound not available
198                         // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
199                         player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
200                         sprint(player, "^3You picked up some extra lives\n");
201                 }
202
203                 // invis powerup
204                 if (item.strength_finished)
205                 {
206                         pickedup = TRUE;
207                         // sound not available
208                         // play2(player, "announce/robotic/invisible.wav");
209                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
210                 }
211
212                 // speed powerup
213                 if (item.invincible_finished)
214                 {
215                         pickedup = TRUE;
216                         // sound not available
217                         // play2(player, "announce/robotic/speed.wav");
218                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
219                 }
220
221                 if (item.ammo_fuel)
222                 if (player.ammo_fuel < g_pickup_fuel_max)
223                 {
224                         pickedup = TRUE;
225                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
226                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
227                 }
228
229         }
230         else
231         {
232                 if (g_weapon_stay == 1)
233                 if not(item.flags & FL_NO_WEAPON_STAY)
234                 if (item.flags & FL_WEAPON)
235                 {
236                         if(item.classname == "droppedweapon")
237                         {
238                                 if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons
239                                         goto skip;
240                         }
241                         else
242                         {
243                                 if (player.weapons & item.weapons)
244                                         goto skip;
245                         }
246                 }
247
248                 // in case the player has autoswitch enabled do the following:
249                 // if the player is using their best weapon before items are given, they
250                 // probably want to switch to an even better weapon after items are given
251                 if (player.autoswitch)
252                 if (player.switchweapon == w_getbestweapon(player))
253                         _switchweapon = TRUE;
254
255                 if not(player.weapons & W_WeaponBit(player.switchweapon))
256                         _switchweapon = TRUE;
257
258                 if (item.ammo_shells)
259                 if (player.ammo_shells < g_pickup_shells_max)
260                 {
261                         pickedup = TRUE;
262                         player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
263                 }
264                 if (item.ammo_nails)
265                 if (player.ammo_nails < g_pickup_nails_max)
266                 {
267                         pickedup = TRUE;
268                         player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
269                 }
270                 if (item.ammo_rockets)
271                 if (player.ammo_rockets < g_pickup_rockets_max)
272                 {
273                         pickedup = TRUE;
274                         player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
275                 }
276                 if (item.ammo_cells)
277                 if (player.ammo_cells < g_pickup_cells_max)
278                 {
279                         pickedup = TRUE;
280                         player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
281                 }
282                 if (item.ammo_fuel)
283                 if (player.ammo_fuel < g_pickup_fuel_max)
284                 {
285                         pickedup = TRUE;
286                         player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
287                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
288                 }
289
290                 if (item.flags & FL_WEAPON)
291                 if ((it = item.weapons - (item.weapons & player.weapons)))
292                 {
293                         pickedup = TRUE;
294                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
295                         {
296                                 e = get_weaponinfo(i);
297                                 if(it & e.weapons)
298                                         W_GiveWeapon (player, e.weapon, item.netname);
299                         }
300                 }
301
302                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
303                 {
304                         pickedup = TRUE;
305                         player.items |= it;
306                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
307                 }
308
309                 if (item.strength_finished)
310                 {
311                         pickedup = TRUE;
312                         player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
313                 }
314                 if (item.invincible_finished)
315                 {
316                         pickedup = TRUE;
317                         player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
318                 }
319                 //if (item.speed_finished)
320                 //{
321                 //      pickedup = TRUE;
322                 //      player.speed_finished = max(player.speed_finished, time) + cvar("g_balance_powerup_speed_time");
323                 //}
324                 //if (item.slowmo_finished)
325                 //{
326                 //      pickedup = TRUE;
327                 //      player.slowmo_finished = max(player.slowmo_finished, time) + (cvar("g_balance_powerup_slowmo_time") * cvar("g_balance_powerup_slowmo_speed"));
328                 //}
329
330                 if (item.health)
331                 if (player.health < item.max_health)
332                 {
333                         pickedup = TRUE;
334                         player.health = min(player.health + item.health, item.max_health);
335                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
336                 }
337                 if (item.armorvalue)
338                 if (player.armorvalue < item.max_armorvalue)
339                 {
340                         pickedup = TRUE;
341                         player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
342                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
343                 }
344         }
345
346 :skip
347         // always eat teamed entities
348         if(item.team)
349                 pickedup = TRUE;
350
351         if (!pickedup)
352                 return 0;
353
354         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
355         if (_switchweapon)
356                 if (player.switchweapon != w_getbestweapon(player))
357                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
358
359         return 1;
360 }
361
362 void Item_Touch (void)
363 {
364         entity e, head;
365
366         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
367         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
368         {
369                 remove(self);
370                 return;
371         }
372         if (other.classname != "player")
373                 return;
374         if (other.deadflag)
375                 return;
376         if (self.solid != SOLID_TRIGGER)
377                 return;
378         if (self.owner == other)
379                 return;
380
381         if(!Item_GiveTo(self, other))
382                 return;
383
384         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
385
386         if (self.classname == "droppedweapon")
387                 remove (self);
388         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
389                 return;
390         else
391         {
392                 self.solid = SOLID_NOT;
393                 self.model = string_null;
394                 if(self.team)
395                 {
396                         RandomSelection_Init();
397                         for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
398                                 RandomSelection_Add(head, 0, string_null, head.cnt, 0);
399                         e = RandomSelection_chosen_ent;
400                 }
401                 else
402                         e = self;
403                 Item_ScheduleRespawn(e);
404         }
405 }
406
407 void Item_FindTeam()
408 {
409         entity head, e;
410
411         if(self.effects & EF_NODRAW)
412         {
413                 // marker for item team search
414                 dprint("Initializing item team ", ftos(self.team), "\n");
415                 RandomSelection_Init();
416                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
417                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
418                 e = RandomSelection_chosen_ent;
419                 e.state = 0;
420
421                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
422                 {
423                         if(head != e)
424                         {
425                                 // make it a non-spawned item
426                                 head.solid = SOLID_NOT;
427                                 head.model = string_null;
428                                 head.state = 1; // state 1 = initially hidden item
429                         }
430                         head.effects &~= EF_NODRAW;
431                 }
432
433                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
434                 {
435                         e.solid = SOLID_NOT;
436                         e.model = string_null;
437                         Item_ScheduleInitialRespawn(e);
438                 }
439         }
440 }
441
442 void Item_Reset()
443 {
444         if(self.state == 1)
445         {
446                 self.model = string_null;
447                 self.solid = SOLID_NOT;
448         }
449         else
450         {
451                 self.model = self.mdl;
452                 self.solid = SOLID_TRIGGER;
453         }
454         setorigin (self, self.origin);
455         self.think = SUB_Null;
456         self.nextthink = 0;
457
458         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
459         {
460                 self.solid = SOLID_NOT;
461                 self.model = string_null;
462                 Item_ScheduleInitialRespawn(self);
463         }
464 }
465
466 // Savage: used for item garbage-collection
467 // TODO: perhaps nice special effect?
468 void RemoveItem(void)
469 {
470         remove(self);
471 }
472
473 // pickup evaluation functions
474 // these functions decide how desirable an item is to the bots
475
476 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
477
478 float weapon_pickupevalfunc(entity player, entity item)
479 {
480         float c, i, j, position;
481
482         // See if I have it already
483         if(player.weapons & item.weapons == item.weapons)
484         {
485                 // If I can pick it up
486                 if(g_weapon_stay == 1)
487                         c = 0;
488                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
489                 {
490                         // Skilled bots will grab more
491                         c = bound(0, skill / 10, 1) * 0.5;
492                 }
493                 else
494                         c = 0;
495         }
496         else
497                 c = 1;
498
499         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
500         if( bot_custom_weapon && c )
501         {
502                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
503                 {
504                         // Find weapon
505                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
506                                 continue;
507
508                         // Find the highest position on any range
509                         position = -1;
510                         for(j = 0; j < WEP_LAST ; ++j){
511                                 if(
512                                                 bot_weapons_far[j] == i ||
513                                                 bot_weapons_mid[j] == i ||
514                                                 bot_weapons_close[j] == i
515                                   )
516                                 {
517                                         position = j;
518                                         break;
519                                 }
520                         }
521
522                         // Rate it
523                         if (position >= 0 )
524                         {
525                                 position = WEP_LAST - position;
526                                 // item.bot_pickupbasevalue is overwritten here
527                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
528                                 break;
529                         }
530                 }
531         }
532
533         return item.bot_pickupbasevalue * c;
534 };
535
536 float commodity_pickupevalfunc(entity player, entity item)
537 {
538         float c, i, need_shells, need_nails, need_rockets, need_cells;
539         entity wi;
540         c = 0;
541
542         // Detect needed ammo
543         for(i = WEP_FIRST; i < WEP_LAST ; ++i)
544         {
545                 wi = get_weaponinfo(i);
546
547                 if not(wi.weapons & player.weapons)
548                         continue;
549
550                 if(wi.items & IT_SHELLS)
551                         need_shells = TRUE;
552                 else if(wi.items & IT_NAILS)
553                         need_nails = TRUE;
554                 else if(wi.items & IT_ROCKETS)
555                         need_rockets = TRUE;
556                 else if(wi.items & IT_CELLS)
557                         need_cells = TRUE;
558         }
559
560         // TODO: figure out if the player even has the weapon this ammo is for?
561         // may not affect strategy much though...
562         // find out how much more ammo/armor/health the player can hold
563         if (need_shells)
564         if (item.ammo_shells)
565         if (player.ammo_shells < g_pickup_shells_max)
566                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
567         if (need_nails)
568         if (item.ammo_nails)
569         if (player.ammo_nails < g_pickup_nails_max)
570                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
571         if (need_rockets)
572         if (item.ammo_rockets)
573         if (player.ammo_rockets < g_pickup_rockets_max)
574                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
575         if (need_cells)
576         if (item.ammo_cells)
577         if (player.ammo_cells < g_pickup_cells_max)
578                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
579         if (item.armorvalue)
580         if (player.armorvalue < item.max_armorvalue*0.5)
581                 c = c + max(0, 1 - player.armorvalue / (item.max_armorvalue*0.5));
582         if (item.health)
583         if (player.health < item.max_health*0.5)
584                 c = c + max(0, 1 - player.health / (item.max_health*0.5));
585
586         return item.bot_pickupbasevalue * c;
587 };
588
589
590 .float is_item;
591 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)
592 {
593         startitem_failed = FALSE;
594
595         // is it a dropped weapon?
596         if (self.classname == "droppedweapon")
597         {
598                 self.reset = SUB_Remove;
599                 // it's a dropped weapon
600                 self.movetype = MOVETYPE_TOSS;
601                 self.solid = SOLID_TRIGGER;
602                 // Savage: remove thrown items after a certain period of time ("garbage collection")
603                 self.think = RemoveItem;
604                 self.nextthink = time + 60;
605                 // don't drop if in a NODROP zone (such as lava)
606                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
607                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
608                 {
609                         startitem_failed = TRUE;
610                         remove(self);
611                         return;
612                 }
613         }
614         else
615         {
616                 self.reset = Item_Reset;
617                 // it's a level item
618                 if(self.spawnflags & 1)
619                         self.noalign = 1;
620                 if (self.noalign)
621                         self.movetype = MOVETYPE_NONE;
622                 else
623                         self.movetype = MOVETYPE_TOSS;
624                 self.solid = SOLID_TRIGGER;
625                 // do item filtering according to game mode and other things
626                 if (!self.noalign)
627                 {
628                         // first nudge it off the floor a little bit to avoid math errors
629                         setorigin(self, self.origin + '0 0 1');
630                         // set item size before we spawn a spawnfunc_waypoint
631                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
632                                 setsize (self, '-16 -16 0', '16 16 48');
633                         else
634                                 setsize (self, '-16 -16 0', '16 16 32');
635                         // note droptofloor returns FALSE if stuck/or would fall too far
636                         droptofloor();
637                         waypoint_spawnforitem(self);
638                 }
639
640                 if(teams_matter)
641                 {
642                         if(self.notteam)
643                         {
644                                 print("removed non-teamplay ", self.classname, "\n");
645                                 startitem_failed = TRUE;
646                                 remove (self);
647                                 return;
648                         }
649                 }
650                 else
651                 {
652                         if(self.notfree)
653                         {
654                                 print("removed non-FFA ", self.classname, "\n");
655                                 startitem_failed = TRUE;
656                                 remove (self);
657                                 return;
658                         }
659                 }
660
661                 if(self.notq3a)
662                 {
663                         // We aren't TA or something like that, so we keep the Q3A entities
664                         print("removed non-Q3A ", self.classname, "\n");
665                         startitem_failed = TRUE;
666                         remove (self);
667                         return;
668                 }
669
670                 /*
671                  * can't do it that way, as it would break maps
672                  * TODO make a target_give like entity another way, that perhaps has
673                  * the weapon name in a key
674                 if(self.targetname)
675                 {
676                         // target_give not yet supported; maybe later
677                         print("removed targeted ", self.classname, "\n");
678                         startitem_failed = TRUE;
679                         remove (self);
680                         return;
681                 }
682                 */
683
684                 if(cvar("spawn_debug") >= 2)
685                 {
686                         entity otheritem;
687                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
688                         {
689                                 if(otheritem.is_item)
690                                 {
691                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
692                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
693                                         error("Mapper sucks.");
694                                 }
695                         }
696                         self.is_item = TRUE;
697                 }
698
699                 weaponsInMap |= weaponid;
700
701                 if(g_lms)
702                 {
703                         startitem_failed = TRUE;
704                         remove(self);
705                         return;
706                 }
707                 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
708                 {
709                         startitem_failed = TRUE;
710                         remove(self);
711                         return;
712                 }
713                 else if (g_minstagib)
714                 {
715                         // don't remove dropped items and powerups
716                         if (self.classname != "minstagib")
717                         {
718                                 startitem_failed = TRUE;
719                                 remove (self);
720                                 return;
721                         }
722                 }
723                 else if (g_nixnex)
724                 {
725                         local float rm;
726
727                         rm = 1;
728                         switch (itemid)
729                         {
730                                 case IT_HEALTH:
731                                 case IT_5HP:
732                                 case IT_25HP:
733                                 case IT_ARMOR:
734                                 case IT_ARMOR_SHARD:
735                                         if (cvar("g_nixnex_with_healtharmor"))
736                                                 rm = 0;
737                                         break;
738                                 case IT_STRENGTH:
739                                 case IT_INVINCIBLE:
740                                         if (cvar("g_nixnex_with_powerups"))
741                                                 rm = 0;
742                                         break;
743                         }
744
745                         if(rm)
746                         {
747                                 startitem_failed = TRUE;
748                                 remove (self);
749                                 return;
750                         }
751                 }
752                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
753                 {
754                         startitem_failed = TRUE;
755                         remove (self);
756                         return;
757                 }
758
759                 precache_model (itemmodel);
760                 precache_sound (pickupsound);
761                 precache_sound ("misc/itemrespawn.wav");
762                 precache_sound ("misc/itemrespawncountdown.wav");
763
764                 if(itemid == IT_STRENGTH)
765                         precache_sound ("misc/strength_respawn.wav");
766                 if(itemid == IT_INVINCIBLE)
767                         precache_sound ("misc/shield_respawn.wav");
768
769                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
770                         self.target = "###item###"; // for finding the nearest item using find()
771         }
772
773         self.bot_pickup = TRUE;
774         self.bot_pickupevalfunc = pickupevalfunc;
775         self.bot_pickupbasevalue = pickupbasevalue;
776         self.mdl = itemmodel;
777         self.item_pickupsound = pickupsound;
778         // let mappers override respawntime
779         if(!self.respawntime) // both set
780         {
781                 self.respawntime = defaultrespawntime;
782                 self.respawntimejitter = defaultrespawntimejitter;
783         }
784         self.netname = itemname;
785         self.items = itemid;
786         self.weapons = weaponid;
787         self.flags = FL_ITEM | itemflags;
788         self.touch = Item_Touch;
789         setmodel (self, self.mdl); // precision set below
790         self.effects |= EF_LOWPRECISION;
791         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
792                 setsize (self, '-16 -16 0', '16 16 48');
793         else
794                 setsize (self, '-16 -16 0', '16 16 32');
795         if(itemflags & FL_WEAPON)
796                 self.modelflags |= MF_ROTATE;
797
798         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
799         if (itemflags & FL_WEAPON)
800         {
801                 // neutral team color for pickup weapons
802                 self.colormap = 1024; // color shirt=0 pants=0 grey
803         }
804
805         if (cvar("g_fullbrightitems"))
806                 self.effects = self.effects | EF_FULLBRIGHT;
807
808         self.state = 0;
809         if(self.team)
810         {
811                 if(!self.cnt)
812                         self.cnt = 1; // item probability weight
813                 self.effects = self.effects | EF_NODRAW; // marker for item team search
814                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
815         }
816         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
817         {
818                 self.solid = SOLID_NOT;
819                 self.model = string_null;
820                 Item_ScheduleInitialRespawn(self);
821         }
822 }
823
824 /* replace items in minstagib
825  * IT_STRENGTH   = invisibility
826  * IT_NAILS      = extra lives
827  * IT_INVINCIBLE = speed
828  */
829 void minstagib_items (float itemid)
830 {
831         // we don't want to replace dropped weapons ;)
832         if (self.classname == "droppedweapon")
833         {
834                 self.ammo_cells = 25;
835                 StartItem ("models/weapons/g_nex.md3",
836                         "weapons/weaponpickup.wav", 15, 0,
837                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
838                 return;
839         }
840
841         local float rnd;
842         self.classname = "minstagib";
843
844         // replace rocket launchers and nex guns with ammo cells
845         if (itemid == IT_CELLS)
846         {
847                 self.ammo_cells = 1;
848                 StartItem ("models/items/a_cells.md3",
849                         "misc/itempickup.wav", 45, 0,
850                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
851                 return;
852         }
853
854         // randomize
855         rnd = random() * 3;
856         if (rnd <= 1)
857                 itemid = IT_STRENGTH;
858         else if (rnd <= 2)
859                 itemid = IT_NAILS;
860         else
861                 itemid = IT_INVINCIBLE;
862
863         // replace with invis
864         if (itemid == IT_STRENGTH)
865         {
866                 self.effects = EF_ADDITIVE;
867                 self.strength_finished = 30;
868                 StartItem ("models/items/g_strength.md3",
869                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
870                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
871         }
872         // replace with extra lives
873         if (itemid == IT_NAILS)
874         {
875                 self.max_health = 1;
876                 StartItem ("models/items/g_h100.md3",
877                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
878                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
879
880         }
881         // replace with speed
882         if (itemid == IT_INVINCIBLE)
883         {
884                 self.effects = EF_ADDITIVE;
885                 self.invincible_finished = 30;
886                 StartItem ("models/items/g_invincible.md3",
887                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
888                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
889         }
890
891 }
892
893 float minst_no_auto_cells;
894 void minst_remove_item (void) {
895         if(minst_no_auto_cells)
896                 remove(self);
897 }
898
899 float weaponswapping;
900 float internalteam;
901
902 void weapon_defaultspawnfunc(float wpn)
903 {
904         entity e;
905         float t;
906         var .float ammofield;
907         string s;
908         entity oldself;
909         float i, j;
910
911         // set the respawntime in advance (so replaced weapons can copy it)
912
913         if(!self.respawntime)
914         {
915                 e = get_weaponinfo(wpn);
916                 if(e.items == IT_SUPERWEAPON)
917                 {
918                         self.respawntime = g_pickup_respawntime_powerup;
919                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
920                 }
921                 else
922                 {
923                         self.respawntime = g_pickup_respawntime_weapon;
924                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
925                 }
926         }
927
928         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
929         {
930                 e = get_weaponinfo(wpn);
931                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
932                 if(s == "0")
933                 {
934                         remove(self);
935                         startitem_failed = TRUE;
936                         return;
937                 }
938                 t = tokenize_console(s);
939                 if(t >= 2)
940                 {
941                         self.team = --internalteam;
942                         oldself = self;
943                         for(i = 1; i < t; ++i)
944                         {
945                                 s = argv(i);
946                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
947                                 {
948                                         e = get_weaponinfo(j);
949                                         if(e.netname == s)
950                                         {
951                                                 self = spawn();
952                                                 copyentity(oldself, self);
953                                                 self.classname = "replacedweapon";
954                                                 weapon_defaultspawnfunc(j);
955                                                 break;
956                                         }
957                                 }
958                                 if(j > WEP_LAST)
959                                 {
960                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
961                                 }
962                         }
963                         self = oldself;
964                 }
965                 if(t >= 1)
966                 {
967                         s = argv(0);
968                         wpn = 0;
969                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
970                         {
971                                 e = get_weaponinfo(j);
972                                 if(e.netname == s)
973                                 {
974                                         wpn = j;
975                                         break;
976                                 }
977                         }
978                         if(j > WEP_LAST)
979                         {
980                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
981                         }
982                 }
983                 if(wpn == 0)
984                 {
985                         remove(self);
986                         startitem_failed = TRUE;
987                         return;
988                 }
989         }
990
991         e = get_weaponinfo(wpn);
992
993         if(e.items && e.items != IT_SUPERWEAPON)
994         {
995                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
996                 {
997                         if(e.items & j)
998                         {
999                                 ammofield = Item_CounterField(j);
1000                                 if(!self.ammofield)
1001                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1002                         }
1003                 }
1004         }
1005         else
1006         {
1007                 self.flags |= FL_NO_WEAPON_STAY;
1008         }
1009
1010         // weapon stay isn't supported for teamed weapons
1011         if(self.team)
1012                 self.flags |= FL_NO_WEAPON_STAY;
1013
1014         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1015         {
1016                 self.ammo_shells = 0;
1017                 self.ammo_nails = 0;
1018                 self.ammo_cells = 0;
1019                 self.ammo_rockets = 0;
1020                 // weapon stay 2: don't use ammo on weapon pickups; instead
1021                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1022         }
1023
1024         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1025         if (self.modelindex) // don't precache if self was removed
1026                 weapon_action(e.weapon, WR_PRECACHE);
1027 }
1028
1029 void spawnfunc_weapon_shotgun (void);
1030 void spawnfunc_weapon_uzi (void) {
1031         if(q3acompat_machineshotgunswap)
1032         if(self.classname != "droppedweapon")
1033         {
1034                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1035                 return;
1036         }
1037         weapon_defaultspawnfunc(WEP_UZI);
1038 }
1039
1040 void spawnfunc_weapon_shotgun (void) {
1041         if(q3acompat_machineshotgunswap)
1042         if(self.classname != "droppedweapon")
1043         {
1044                 weapon_defaultspawnfunc(WEP_UZI);
1045                 return;
1046         }
1047         weapon_defaultspawnfunc(WEP_SHOTGUN);
1048 }
1049
1050 void spawnfunc_weapon_nex (void)
1051 {
1052         if (g_minstagib)
1053         {
1054                 minstagib_items(IT_CELLS);
1055                 self.think = minst_remove_item;
1056                 self.nextthink = time;
1057                 return;
1058         }
1059         weapon_defaultspawnfunc(WEP_NEX);
1060 }
1061
1062 void spawnfunc_weapon_minstanex (void)
1063 {
1064         if (g_minstagib)
1065         {
1066                 minstagib_items(IT_CELLS);
1067                 self.think = minst_remove_item;
1068                 self.nextthink = time;
1069                 return;
1070         }
1071         weapon_defaultspawnfunc(WEP_MINSTANEX);
1072 }
1073
1074 void spawnfunc_weapon_rocketlauncher (void)
1075 {
1076         if (g_minstagib)
1077         {
1078                 minstagib_items(IT_CELLS);
1079                 self.think = minst_remove_item;
1080                 self.nextthink = time;
1081                 return;
1082         }
1083         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1084 }
1085
1086 void spawnfunc_item_rockets (void) {
1087         if(!self.ammo_rockets)
1088                 self.ammo_rockets = g_pickup_rockets;
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(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         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);
1107 }
1108
1109 void spawnfunc_item_cells (void) {
1110         if(!self.ammo_cells)
1111                 self.ammo_cells = g_pickup_cells;
1112         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);
1113 }
1114
1115 void spawnfunc_item_shells (void) {
1116         if(!weaponswapping)
1117         if(q3acompat_machineshotgunswap)
1118         if(self.classname != "droppedweapon")
1119         {
1120                 weaponswapping = TRUE;
1121                 spawnfunc_item_bullets();
1122                 weaponswapping = FALSE;
1123                 return;
1124         }
1125
1126         if(!self.ammo_shells)
1127                 self.ammo_shells = g_pickup_shells;
1128         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);
1129 }
1130
1131 void spawnfunc_item_armor_small (void) {
1132         if(!self.armorvalue)
1133                 self.armorvalue = g_pickup_armorsmall;
1134         if(!self.max_armorvalue)
1135                 self.max_armorvalue = g_pickup_armorsmall_max;
1136         StartItem ("models/items/g_a1.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1137 }
1138
1139 void spawnfunc_item_armor_medium (void) {
1140         if(!self.armorvalue)
1141                 self.armorvalue = g_pickup_armormedium;
1142         if(!self.max_armorvalue)
1143                 self.max_armorvalue = g_pickup_armormedium_max;
1144         StartItem ("models/items/g_armormedium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1145 }
1146
1147 void spawnfunc_item_armor_big (void) {
1148         if(!self.armorvalue)
1149                 self.armorvalue = g_pickup_armorbig;
1150         if(!self.max_armorvalue)
1151                 self.max_armorvalue = g_pickup_armorbig_max;
1152         StartItem ("models/items/g_a50.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1153 }
1154
1155 void spawnfunc_item_armor_large (void) {
1156         if(!self.armorvalue)
1157                 self.armorvalue = g_pickup_armorlarge;
1158         if(!self.max_armorvalue)
1159                 self.max_armorvalue = g_pickup_armorlarge_max;
1160         StartItem ("models/items/g_a25.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1161 }
1162
1163 void spawnfunc_item_health_small (void) {
1164         if(!self.max_health)
1165                 self.max_health = g_pickup_healthsmall_max;
1166         if(!self.health)
1167                 self.health = g_pickup_healthsmall;
1168         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);
1169 }
1170
1171 void spawnfunc_item_health_medium (void) {
1172         if(!self.max_health)
1173                 self.max_health = g_pickup_healthmedium_max;
1174         if(!self.health)
1175                 self.health = g_pickup_healthmedium;
1176         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);
1177 }
1178
1179 void spawnfunc_item_health_large (void) {
1180         if(!self.max_health)
1181                 self.max_health = g_pickup_healthlarge_max;
1182         if(!self.health)
1183                 self.health = g_pickup_healthlarge;
1184         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);
1185 }
1186
1187 void spawnfunc_item_health_mega (void) {
1188         if(!cvar("g_powerup_superhealth"))
1189                 return;
1190
1191         if(g_arena && !cvar("g_arena_powerups"))
1192                 return;
1193
1194         if(g_minstagib) {
1195                 minstagib_items(IT_NAILS);
1196         } else {
1197                 if(!self.max_health)
1198                         self.max_health = g_pickup_healthmega_max;
1199                 if(!self.health)
1200                         self.health = g_pickup_healthmega;
1201                 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);
1202         }
1203 }
1204
1205 // support old misnamed entities
1206 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1207 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1208 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1209 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1210 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1211
1212 void spawnfunc_item_strength (void) {
1213         if(!cvar("g_powerup_strength"))
1214                 return;
1215
1216         if(g_arena && !cvar("g_arena_powerups"))
1217                 return;
1218
1219         if(g_minstagib) {
1220                 minstagib_items(IT_STRENGTH);
1221         } else {
1222                 precache_sound("weapons/strength_fire.wav");
1223                 self.strength_finished = 30;
1224                 self.effects = EF_ADDITIVE;
1225                 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);
1226         }
1227 }
1228
1229 void spawnfunc_item_invincible (void) {
1230         if(!cvar("g_powerup_shield"))
1231                 return;
1232
1233         if(g_arena && !cvar("g_arena_powerups"))
1234                 return;
1235
1236         if(g_minstagib) {
1237                 minstagib_items(IT_INVINCIBLE);
1238         } else {
1239                 self.invincible_finished = 30;
1240                 self.effects = EF_ADDITIVE;
1241                 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);
1242         }
1243 }
1244
1245 void spawnfunc_item_minst_cells (void) {
1246         if (g_minstagib)
1247         {
1248                 minst_no_auto_cells = 1;
1249                 minstagib_items(IT_CELLS);
1250         }
1251         else
1252                 remove(self);
1253 }
1254
1255 // compatibility:
1256 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1257
1258 float target_item_func_set(float a, float b)
1259 {
1260         if(b == 0)
1261                 return a;
1262         else if(b < 0)
1263                 return 0;
1264         else
1265                 return b;
1266 }
1267
1268 float target_item_func_min(float a, float b)
1269 {
1270         if(b == 0)
1271                 return a;
1272         else if(b < 0)
1273                 return 0;
1274         else
1275                 return min(a, b);
1276 }
1277
1278 float target_item_func_max(float a, float b)
1279 {
1280         return max(a, b);
1281 }
1282
1283 float target_item_func_bitset(float a, float b)
1284 {
1285         return b;
1286 }
1287
1288 float target_item_func_and(float a, float b)
1289 {
1290         return a & b;
1291 }
1292
1293 float target_item_func_itembitset(float a, float b)
1294 {
1295         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1296 }
1297
1298 float target_item_func_itemand(float a, float b)
1299 {
1300         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1301 }
1302
1303 float target_item_func_or(float a, float b)
1304 {
1305         return a | b;
1306 }
1307
1308 float target_item_func_andnot(float a, float b)
1309 {
1310         return a - (a & b);
1311 }
1312
1313 float target_item_changed;
1314 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1315 {
1316         float n, d;
1317         n = func(activator.field, self.field);
1318
1319         if(binary)
1320         {
1321                 d = n & activator.field;
1322                 if(d != n) // bits added?
1323                         d = +1;
1324                 else if(d != activator.field) // bits removed?
1325                         d = -1;
1326                 else
1327                         d = 0;
1328         }
1329         else
1330                 d = n - activator.field;
1331
1332         if(d < 0)
1333         {
1334                 if(sound_decrease != "")
1335                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1336                 target_item_changed = 1;
1337         }
1338         else if(d > 0)
1339         {
1340                 if(sound_increase != "")
1341                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1342                 target_item_changed = 1;
1343         }
1344         activator.field = n;
1345 }
1346
1347 void target_items_use (void)
1348 {
1349         float h0, a0, f0;
1350
1351         if(activator.classname == "droppedweapon")
1352         {
1353                 EXACTTRIGGER_TOUCH;
1354                 remove(activator);
1355                 return;
1356         }
1357
1358         if(activator.classname != "player")
1359                 return;
1360         if(activator.deadflag != DEAD_NO)
1361                 return;
1362         EXACTTRIGGER_TOUCH;
1363
1364         entity e;
1365         for(e = world; (e = find(e, classname, "droppedweapon")); )
1366                 if(e.enemy == activator)
1367                         remove(e);
1368
1369         float _switchweapon;
1370         _switchweapon = FALSE;
1371         if (activator.autoswitch)
1372                 if (activator.switchweapon == w_getbestweapon(activator))
1373                         _switchweapon = TRUE;
1374
1375         a0 = activator.armorvalue;
1376         h0 = activator.health;
1377         f0 = activator.ammo_fuel;
1378         target_item_changed = 0;
1379
1380         if(self.spawnflags == 0) // SET
1381         {
1382                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1383                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1384                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1385                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1386                 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1387                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1388                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1389                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1390                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1391
1392                 if((self.items & activator.items) & IT_STRENGTH)
1393                         activator.strength_finished = time + self.strength_finished;
1394                 if((self.items & activator.items) & IT_INVINCIBLE)
1395                         activator.invincible_finished = time + self.invincible_finished;
1396         }
1397         else if(self.spawnflags == 1) // AND/MIN
1398         {
1399                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1400                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1401                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1402                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1403                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1404                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1405                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1406                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1407                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1408
1409                 if((self.items & activator.items) & IT_STRENGTH)
1410                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1411                 if((self.items & activator.items) & IT_INVINCIBLE)
1412                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1413         }
1414         else if(self.spawnflags == 2) // OR/MAX
1415         {
1416                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1417                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1418                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1419                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1420                 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1421                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1422                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1423                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1424                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1425
1426                 if((self.items & activator.items) & IT_STRENGTH)
1427                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1428                 if((self.items & activator.items) & IT_INVINCIBLE)
1429                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1430         }
1431         else if(self.spawnflags == 4) // ANDNOT/MIN
1432         {
1433                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1434                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1435                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1436                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1437                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1438                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1439                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1440                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1441                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1442
1443                 if((self.items & activator.items) & IT_STRENGTH)
1444                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1445                 if((self.items & activator.items) & IT_INVINCIBLE)
1446                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1447         }
1448
1449         if not(activator.items & IT_STRENGTH)
1450                 activator.strength_finished = 0;
1451         if not(activator.items & IT_INVINCIBLE)
1452                 activator.invincible_finished = 0;
1453
1454         if(activator.health > h0)
1455                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1456         else if(activator.health < h0)
1457                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1458
1459         if(activator.ammo_fuel > f0)
1460                 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1461         else if(activator.ammo_fuel < f0)
1462                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1463
1464         if(activator.armorvalue > a0)
1465                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1466
1467         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1468                 _switchweapon = TRUE;
1469         if(_switchweapon)
1470                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1471
1472         if(target_item_changed)
1473                 centerprint(activator, self.message);
1474 }
1475
1476 void spawnfunc_target_items (void)
1477 {
1478         float n, i, j;
1479         entity e;
1480         self.use = target_items_use;
1481         if(!self.strength_finished)
1482                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1483         if(!self.invincible_finished)
1484                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1485
1486         precache_sound("misc/itempickup.wav");
1487         precache_sound("misc/itempickup.wav");
1488         precache_sound("misc/itempickup.wav");
1489         precache_sound("misc/itempickup.wav");
1490         precache_sound("misc/megahealth.wav");
1491         precache_sound("misc/armor25.wav");
1492         precache_sound("misc/powerup.wav");
1493         precache_sound("misc/poweroff.wav");
1494         precache_sound("weapons/weaponpickup.wav");
1495
1496         n = tokenize_console(self.netname);
1497         for(i = 0; i < n; ++i)
1498         {
1499                 if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1500                 else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1501                 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1502                 else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1503                 else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1504                 else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1505                 else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1506                 else
1507                 {
1508                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1509                         {
1510                                 e = get_weaponinfo(j);
1511                                 if(argv(i) == e.netname)
1512                                 {
1513                                         self.weapons |= e.weapons;
1514                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1515                                                 weapon_action(e.weapon, WR_PRECACHE);
1516                                         break;
1517                                 }
1518                         }
1519                         if(j > WEP_LAST)
1520                                 print("target_items: invalid item ", argv(i), "\n");
1521                 }
1522         }
1523 }
1524
1525 void spawnfunc_item_fuel(void)
1526 {
1527         if(!self.ammo_fuel)
1528                 self.ammo_fuel = g_pickup_fuel;
1529         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);
1530 }
1531
1532 void spawnfunc_item_fuel_regen(void)
1533 {
1534         if(start_items & IT_FUEL_REGEN)
1535         {
1536                 spawnfunc_item_fuel();
1537                 return;
1538         }
1539         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);
1540 }
1541
1542 void spawnfunc_item_jetpack(void)
1543 {
1544         if(g_grappling_hook)
1545                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1546         if(!self.ammo_fuel)
1547                 self.ammo_fuel = g_pickup_fuel_jetpack;
1548         if(start_items & IT_JETPACK)
1549         {
1550                 spawnfunc_item_fuel();
1551                 return;
1552         }
1553         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);
1554 }