]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/t_items.qc
add a missing cvar
[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 float Item_Customize()
45 {
46         if(self.spawnshieldtime)
47                 return TRUE;
48         if(self.weapons != (self.weapons & other.weapons))
49         {
50                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
51                 return TRUE;
52         }
53         else
54         {
55                 if(g_ghost_items)
56                 {
57                         self.alpha = g_ghost_items;
58                         return TRUE;
59                 }
60                 else
61                         return FALSE;
62         }
63 }
64
65 void Item_Show (entity e, float mode)
66 {
67         e.effects &~= EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST;
68         if (mode > 0)
69         {
70                 // make the item look normal, and be touchable
71                 e.model = e.mdl;
72                 e.solid = SOLID_TRIGGER;
73                 //e.colormod = '0 0 0';
74                 e.alpha = 0;
75                 e.customizeentityforclient = func_null;
76
77                 e.spawnshieldtime = 1;
78         }
79         else if (mode < 0)
80         {
81                 // hide the item completely
82                 e.model = string_null;
83                 e.solid = SOLID_NOT;
84                 //e.colormod = '0 0 0';
85                 e.alpha = 0;
86                 e.customizeentityforclient = func_null;
87
88                 e.spawnshieldtime = 1;
89         }
90         else if((e.flags & FL_WEAPON) && (g_weapon_stay == 3))
91         {
92                 // make the item translucent green and not touchable
93                 e.model = e.mdl;
94                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
95                 e.effects |= EF_STARDUST;
96                 //e.colormod = '0.2 1 0.2';
97                 //e.alpha = 0.5; // will be overridden by CEFC though...
98                 e.customizeentityforclient = Item_Customize;
99
100                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
101         }
102         else if(g_ghost_items)
103         {
104                 // make the item translucent green and not touchable
105                 e.model = e.mdl;
106                 e.solid = SOLID_NOT;
107                 //e.colormod = '0.2 1 0.2';
108                 e.alpha = g_ghost_items;
109                 e.customizeentityforclient = func_null;
110
111                 e.spawnshieldtime = 1;
112         }
113         else
114         {
115                 // hide the item completely
116                 e.model = string_null;
117                 e.solid = SOLID_NOT;
118                 //e.colormod = '0 0 0';
119                 e.alpha = 0;
120                 e.customizeentityforclient = func_null;
121
122                 e.spawnshieldtime = 1;
123         }
124
125         if (e.strength_finished || e.invincible_finished)
126                 e.effects |= EF_ADDITIVE | EF_FULLBRIGHT;
127         if (cvar("g_nodepthtestitems"))
128                 e.effects |= EF_NODEPTHTEST;
129         if (cvar("g_fullbrightitems"))
130                 e.effects |= EF_FULLBRIGHT;
131
132         // relink entity (because solid may have changed)
133         setorigin(e, e.origin);
134 }
135
136 void Item_Respawn (void)
137 {
138         Item_Show(self, 1);
139         if(!g_minstagib && self.items == IT_STRENGTH)
140                 sound (self, CHAN_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTN_NORM);   // play respawn sound
141         else if(!g_minstagib && self.items == IT_INVINCIBLE)
142                 sound (self, CHAN_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTN_NORM);     // play respawn sound
143         else
144                 sound (self, CHAN_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTN_NORM);        // play respawn sound
145         setorigin (self, self.origin);
146
147         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
148         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
149 }
150
151 void Item_RespawnCountdown (void)
152 {
153         if(self.count >= ITEM_RESPAWN_TICKS)
154         {
155                 if(self.waypointsprite_attached)
156                         WaypointSprite_Kill(self.waypointsprite_attached);
157                 Item_Respawn();
158         }
159         else
160         {
161                 self.nextthink = time + 1;
162                 self.count += 1;
163                 if(self.count == 1)
164                 {
165                         string name;
166                         vector rgb;
167                         name = string_null;
168                         if(g_minstagib)
169                         {
170                                 switch(self.items)
171                                 {
172                                         case IT_STRENGTH:   name = "item-invis"; rgb = '0 0 1'; break;
173                                         case IT_NAILS:      name = "item-extralife"; rgb = '1 0 0'; break;
174                                         case IT_INVINCIBLE: name = "item-speed"; rgb = '1 0 1'; break;
175                                 }
176                         }
177                         else
178                         {
179                                 switch(self.items)
180                                 {
181                                         case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
182                                         case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
183                                 }
184                         }
185                         switch(self.items)
186                         {
187                                 case IT_FUEL_REGEN:     name = "item-fuelregen"; rgb = '1 0.5 0'; break;
188                                 case IT_JETPACK:        name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
189                         }
190                         if(name)
191                         {
192                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE);
193                                 if(self.waypointsprite_attached)
194                                 {
195                                         WaypointSprite_UpdateTeamRadar(self.waypointsprite_attached, RADARICON_POWERUP, rgb);
196                                         //WaypointSprite_UpdateMaxHealth(self.waypointsprite_attached, ITEM_RESPAWN_TICKS + 1);
197                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
198                                 }
199                         }
200                 }
201                 sound (self, CHAN_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTN_NORM);       // play respawn sound
202                 if(self.waypointsprite_attached)
203                 {
204                         WaypointSprite_Ping(self.waypointsprite_attached);
205                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
206                 }
207         }
208 }
209
210 void Item_ScheduleRespawnIn(entity e, float t)
211 {
212         if(e.flags & FL_POWERUP)
213         {
214                 e.think = Item_RespawnCountdown;
215                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
216                 e.count = 0;
217         }
218         else
219         {
220                 e.think = Item_Respawn;
221                 e.nextthink = time + t;
222         }
223 }
224
225 void Item_ScheduleRespawn(entity e)
226 {
227         Item_Show(e, 0);
228         Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
229 }
230
231 void Item_ScheduleInitialRespawn(entity e)
232 {
233         Item_Show(e, 0);
234         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
235 }
236
237 float Item_GiveTo(entity item, entity player)
238 {
239         float _switchweapon;
240         float pickedup;
241         float it;
242         float i;
243         entity e;
244
245         // if nothing happens to player, just return without taking the item
246         pickedup = FALSE;
247         _switchweapon = FALSE;
248
249         if (g_minstagib)
250         {
251                 if(item.spawnshieldtime)
252                 {
253                         if (item.ammo_fuel)
254                         if (player.ammo_fuel < g_pickup_fuel_max)
255                         {
256                                 pickedup = TRUE;
257                                 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
258                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
259                         }
260                         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
261                         {
262                                 pickedup = TRUE;
263                                 player.items |= it;
264                                 sprint (player, strcat("You got the ^2", item.netname, "\n"));
265                         }
266
267                         _switchweapon = TRUE;
268                         if (item.ammo_cells)
269                         {
270                                 pickedup = TRUE;
271                                 // play some cool sounds ;)
272                                 centerprint(player, "\n");
273                                 if (clienttype(player) == CLIENTTYPE_REAL)
274                                 {
275                                         if(player.health <= 5)
276                                                 play2(player, "announcer/robotic/lastsecond.wav");
277                                         else if(player.health < 50)
278                                                 play2(player, "announcer/robotic/narrowly.wav");
279                                 }
280                                 // sound not available
281                                 // else if(item.items == IT_CELLS)
282                                 //      play2(player, "announce/robotic/ammo.wav");
283
284                                 if (item.weapons & WEPBIT_MINSTANEX)
285                                         W_GiveWeapon (player, WEP_MINSTANEX, "Nex");
286                                 if (item.ammo_cells)
287                                         player.ammo_cells = min (player.ammo_cells + cvar("g_minstagib_ammo_drop"), 999);
288                                 player.health = 100;
289                         }
290
291                         // extralife powerup
292                         if (item.max_health)
293                         {
294                                 pickedup = TRUE;
295                                 // sound not available
296                                 // play2(player, "announce/robotic/extra.ogg\nplay2 announce/robotic/_lives.wav");
297                                 player.armorvalue = player.armorvalue + cvar("g_minstagib_extralives");
298                                 sprint(player, "^3You picked up some extra lives\n");
299                         }
300
301                         // invis powerup
302                         if (item.strength_finished)
303                         {
304                                 pickedup = TRUE;
305                                 // sound not available
306                                 // play2(player, "announce/robotic/invisible.wav");
307                                 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
308                         }
309
310                         // speed powerup
311                         if (item.invincible_finished)
312                         {
313                                 pickedup = TRUE;
314                                 // sound not available
315                                 // play2(player, "announce/robotic/speed.wav");
316                                 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_strength_time");
317                         }
318
319                         if (item.ammo_fuel)
320                         if (player.ammo_fuel < g_pickup_fuel_max)
321                         {
322                                 pickedup = TRUE;
323                                 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
324                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
325                         }
326                 }
327         }
328         else
329         {
330                 if (g_weapon_stay == 1)
331                 if not(item.flags & FL_NO_WEAPON_STAY)
332                 if (item.flags & FL_WEAPON)
333                 {
334                         if(item.classname == "droppedweapon")
335                         {
336                                 if (player.weapons & item.weapons)      // don't let players stack ammo by tossing weapons
337                                         goto skip;
338                         }
339                         else
340                         {
341                                 if (player.weapons & item.weapons)
342                                         goto skip;
343                         }
344                 }
345
346                 // in case the player has autoswitch enabled do the following:
347                 // if the player is using their best weapon before items are given, they
348                 // probably want to switch to an even better weapon after items are given
349                 if (player.autoswitch)
350                 if (player.switchweapon == w_getbestweapon(player))
351                         _switchweapon = TRUE;
352
353                 if not(player.weapons & W_WeaponBit(player.switchweapon))
354                         _switchweapon = TRUE;
355
356                 if(item.spawnshieldtime)
357                 {
358                         if (item.ammo_shells)
359                         if (player.ammo_shells < g_pickup_shells_max)
360                         {
361                                 pickedup = TRUE;
362                                 player.ammo_shells = min (player.ammo_shells + item.ammo_shells, g_pickup_shells_max);
363                         }
364                         if (item.ammo_nails)
365                         if (player.ammo_nails < g_pickup_nails_max)
366                         {
367                                 pickedup = TRUE;
368                                 player.ammo_nails = min (player.ammo_nails + item.ammo_nails, g_pickup_nails_max);
369                         }
370                         if (item.ammo_rockets)
371                         if (player.ammo_rockets < g_pickup_rockets_max)
372                         {
373                                 pickedup = TRUE;
374                                 player.ammo_rockets = min (player.ammo_rockets + item.ammo_rockets, g_pickup_rockets_max);
375                         }
376                         if (item.ammo_cells)
377                         if (player.ammo_cells < g_pickup_cells_max)
378                         {
379                                 pickedup = TRUE;
380                                 player.ammo_cells = min (player.ammo_cells + item.ammo_cells, g_pickup_cells_max);
381                         }
382                         if (item.ammo_fuel)
383                         if (player.ammo_fuel < g_pickup_fuel_max)
384                         {
385                                 pickedup = TRUE;
386                                 player.ammo_fuel = min(player.ammo_fuel + item.ammo_fuel, g_pickup_fuel_max);
387                                 player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
388                         }
389                 }
390
391                 if (item.flags & FL_WEAPON)
392                 if ((it = item.weapons - (item.weapons & player.weapons)))
393                 {
394                         pickedup = TRUE;
395                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
396                         {
397                                 e = get_weaponinfo(i);
398                                 if(it & e.weapons)
399                                         W_GiveWeapon (player, e.weapon, item.netname);
400                         }
401                 }
402
403                 if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
404                 {
405                         pickedup = TRUE;
406                         player.items |= it;
407                         sprint (player, strcat("You got the ^2", item.netname, "\n"));
408                 }
409
410                 if(item.spawnshieldtime)
411                 {
412                         if (item.strength_finished)
413                         {
414                                 pickedup = TRUE;
415                                 player.strength_finished = max(player.strength_finished, time) + cvar("g_balance_powerup_strength_time");
416                         }
417                         if (item.invincible_finished)
418                         {
419                                 pickedup = TRUE;
420                                 player.invincible_finished = max(player.invincible_finished, time) + cvar("g_balance_powerup_invincible_time");
421                         }
422
423                         if (item.health)
424                         if (player.health < item.max_health)
425                         {
426                                 pickedup = TRUE;
427                                 player.health = min(player.health + item.health, item.max_health);
428                                 player.pauserothealth_finished = max(player.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
429                         }
430                         if (item.armorvalue)
431                         if (player.armorvalue < item.max_armorvalue)
432                         {
433                                 pickedup = TRUE;
434                                 player.armorvalue = min(player.armorvalue + item.armorvalue, item.max_armorvalue);
435                                 player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + cvar("g_balance_pause_armor_rot"));
436                         }
437                 }
438         }
439
440 :skip
441         // always eat teamed entities
442         if(item.team)
443                 pickedup = TRUE;
444
445         if (!pickedup)
446                 return 0;
447
448         sound (player, CHAN_AUTO, item.item_pickupsound, VOL_BASE, ATTN_NORM);
449         if (_switchweapon)
450                 if (player.switchweapon != w_getbestweapon(player))
451                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
452
453         return 1;
454 }
455
456 void Item_Touch (void)
457 {
458         entity e, head;
459
460         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
461         if (((trace_dpstartcontents | trace_dphitcontents) & DPCONTENTS_NODROP) || (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT))
462         {
463                 remove(self);
464                 return;
465         }
466         if (other.classname != "player")
467                 return;
468         if (other.deadflag)
469                 return;
470         if (self.solid != SOLID_TRIGGER)
471                 return;
472         if (self.owner == other)
473                 return;
474
475         if(!Item_GiveTo(self, other))
476                 return;
477
478         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
479
480         if (self.classname == "droppedweapon")
481                 remove (self);
482         else if not(self.spawnshieldtime)
483                 return;
484         else if((self.flags & FL_WEAPON) && !(self.flags & FL_NO_WEAPON_STAY) && (g_weapon_stay == 1 || g_weapon_stay == 2))
485                 return;
486         else
487         {
488                 if(self.team)
489                 {
490                         RandomSelection_Init();
491                         for(head = world; (head = findfloat(head, team, self.team)); )
492                         {
493                                 if(head.flags & FL_ITEM)
494                                 {
495                                         Item_Show(head, -1);
496                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
497                                 }
498                         }
499                         e = RandomSelection_chosen_ent;
500                 }
501                 else
502                         e = self;
503                 Item_ScheduleRespawn(e);
504         }
505 }
506
507 void Item_FindTeam()
508 {
509         entity head, e;
510
511         if(self.effects & EF_NODRAW)
512         {
513                 // marker for item team search
514                 dprint("Initializing item team ", ftos(self.team), "\n");
515                 RandomSelection_Init();
516                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
517                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
518                 e = RandomSelection_chosen_ent;
519                 e.state = 0;
520                 Item_Show(e, 1);
521
522                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
523                 {
524                         if(head != e)
525                         {
526                                 // make it a non-spawned item
527                                 Item_Show(head, -1);
528                                 head.state = 1; // state 1 = initially hidden item
529                         }
530                         head.effects &~= EF_NODRAW;
531                 }
532
533                 if(e.flags & FL_POWERUP) // do not spawn powerups initially!
534                         Item_ScheduleInitialRespawn(e);
535         }
536 }
537
538 void Item_Reset()
539 {
540         Item_Show(self, !self.state);
541         setorigin (self, self.origin);
542         self.think = SUB_Null;
543         self.nextthink = 0;
544
545         if(self.flags & FL_POWERUP) // do not spawn powerups initially!
546                 Item_ScheduleInitialRespawn(self);
547 }
548
549 // Savage: used for item garbage-collection
550 // TODO: perhaps nice special effect?
551 void RemoveItem(void)
552 {
553         remove(self);
554 }
555
556 // pickup evaluation functions
557 // these functions decide how desirable an item is to the bots
558
559 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;};
560
561 float weapon_pickupevalfunc(entity player, entity item)
562 {
563         float c, i, j, position;
564
565         // See if I have it already
566         if(player.weapons & item.weapons == item.weapons)
567         {
568                 // If I can pick it up
569                 if(g_weapon_stay == 1 || g_weapon_stay == 2 || !item.spawnshieldtime)
570                         c = 0;
571                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
572                 {
573                         // Skilled bots will grab more
574                         c = bound(0, skill / 10, 1) * 0.5;
575                 }
576                 else
577                         c = 0;
578         }
579         else
580                 c = 1;
581
582         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
583         if( bot_custom_weapon && c )
584         {
585                 for(i = WEP_FIRST; i < WEP_LAST ; ++i)
586                 {
587                         // Find weapon
588                         if( (get_weaponinfo(i)).weapons & item.weapons  != item.weapons )
589                                 continue;
590
591                         // Find the highest position on any range
592                         position = -1;
593                         for(j = 0; j < WEP_LAST ; ++j){
594                                 if(
595                                                 bot_weapons_far[j] == i ||
596                                                 bot_weapons_mid[j] == i ||
597                                                 bot_weapons_close[j] == i
598                                   )
599                                 {
600                                         position = j;
601                                         break;
602                                 }
603                         }
604
605                         // Rate it
606                         if (position >= 0 )
607                         {
608                                 position = WEP_LAST - position;
609                                 // item.bot_pickupbasevalue is overwritten here
610                                 return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
611                         }
612                 }
613         }
614
615         return item.bot_pickupbasevalue * c;
616 };
617
618 float commodity_pickupevalfunc(entity player, entity item)
619 {
620         float c, i, need_shells, need_nails, need_rockets, need_cells;
621         entity wi;
622         c = 0;
623
624         // Detect needed ammo
625         for(i = WEP_FIRST; i < WEP_LAST ; ++i)
626         {
627                 wi = get_weaponinfo(i);
628
629                 if not(wi.weapons & player.weapons)
630                         continue;
631
632                 if(wi.items & IT_SHELLS)
633                         need_shells = TRUE;
634                 else if(wi.items & IT_NAILS)
635                         need_nails = TRUE;
636                 else if(wi.items & IT_ROCKETS)
637                         need_rockets = TRUE;
638                 else if(wi.items & IT_CELLS)
639                         need_cells = TRUE;
640         }
641
642         // TODO: figure out if the player even has the weapon this ammo is for?
643         // may not affect strategy much though...
644         // find out how much more ammo/armor/health the player can hold
645         if (need_shells)
646         if (item.ammo_shells)
647         if (player.ammo_shells < g_pickup_shells_max)
648                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
649         if (need_nails)
650         if (item.ammo_nails)
651         if (player.ammo_nails < g_pickup_nails_max)
652                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
653         if (need_rockets)
654         if (item.ammo_rockets)
655         if (player.ammo_rockets < g_pickup_rockets_max)
656                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
657         if (need_cells)
658         if (item.ammo_cells)
659         if (player.ammo_cells < g_pickup_cells_max)
660                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
661         if (item.armorvalue)
662         if (player.armorvalue < item.max_armorvalue)
663                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
664         if (item.health)
665         if (player.health < item.max_health)
666                 c = c + max(0, 1 - player.health / item.max_health);
667
668         return item.bot_pickupbasevalue * c;
669 };
670
671
672 .float is_item;
673 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)
674 {
675         startitem_failed = FALSE;
676
677         // is it a dropped weapon?
678         if (self.classname == "droppedweapon")
679         {
680                 self.reset = SUB_Remove;
681                 // it's a dropped weapon
682                 self.movetype = MOVETYPE_TOSS;
683                 // Savage: remove thrown items after a certain period of time ("garbage collection")
684                 self.think = RemoveItem;
685                 self.nextthink = time + 60;
686                 // don't drop if in a NODROP zone (such as lava)
687                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
688                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
689                 {
690                         startitem_failed = TRUE;
691                         remove(self);
692                         return;
693                 }
694         }
695         else
696         {
697                 self.reset = Item_Reset;
698                 // it's a level item
699                 if(self.spawnflags & 1)
700                         self.noalign = 1;
701                 if (self.noalign)
702                         self.movetype = MOVETYPE_NONE;
703                 else
704                         self.movetype = MOVETYPE_TOSS;
705                 // do item filtering according to game mode and other things
706                 if (!self.noalign)
707                 {
708                         // first nudge it off the floor a little bit to avoid math errors
709                         setorigin(self, self.origin + '0 0 1');
710                         // set item size before we spawn a spawnfunc_waypoint
711                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
712                                 setsize (self, '-16 -16 0', '16 16 48');
713                         else
714                                 setsize (self, '-16 -16 0', '16 16 32');
715                         // note droptofloor returns FALSE if stuck/or would fall too far
716                         droptofloor();
717                         waypoint_spawnforitem(self);
718                 }
719
720                 if(teams_matter)
721                 {
722                         if(self.notteam)
723                         {
724                                 print("removed non-teamplay ", self.classname, "\n");
725                                 startitem_failed = TRUE;
726                                 remove (self);
727                                 return;
728                         }
729                 }
730                 else
731                 {
732                         if(self.notfree)
733                         {
734                                 print("removed non-FFA ", self.classname, "\n");
735                                 startitem_failed = TRUE;
736                                 remove (self);
737                                 return;
738                         }
739                 }
740
741                 if(self.notq3a)
742                 {
743                         // We aren't TA or something like that, so we keep the Q3A entities
744                         print("removed non-Q3A ", self.classname, "\n");
745                         startitem_failed = TRUE;
746                         remove (self);
747                         return;
748                 }
749
750                 /*
751                  * can't do it that way, as it would break maps
752                  * TODO make a target_give like entity another way, that perhaps has
753                  * the weapon name in a key
754                 if(self.targetname)
755                 {
756                         // target_give not yet supported; maybe later
757                         print("removed targeted ", self.classname, "\n");
758                         startitem_failed = TRUE;
759                         remove (self);
760                         return;
761                 }
762                 */
763
764                 if(cvar("spawn_debug") >= 2)
765                 {
766                         entity otheritem;
767                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
768                         {
769                                 if(otheritem.is_item)
770                                 {
771                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
772                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
773                                         error("Mapper sucks.");
774                                 }
775                         }
776                         self.is_item = TRUE;
777                 }
778
779                 weaponsInMap |= weaponid;
780
781                 if(g_lms || g_ca)
782                 {
783                         startitem_failed = TRUE;
784                         remove(self);
785                         return;
786                 }
787                 else if (g_weaponarena && ((weaponid & WEPBIT_ALL) || (itemid & IT_AMMO)))
788                 {
789                         startitem_failed = TRUE;
790                         remove(self);
791                         return;
792                 }
793                 else if (g_minstagib)
794                 {
795                         // don't remove dropped items and powerups
796                         if (self.classname != "minstagib")
797                         {
798                                 startitem_failed = TRUE;
799                                 remove (self);
800                                 return;
801                         }
802                 }
803                 else if (g_nixnex)
804                 {
805                         local float rm;
806
807                         rm = 1;
808                         switch (itemid)
809                         {
810                                 case IT_HEALTH:
811                                 case IT_5HP:
812                                 case IT_25HP:
813                                 case IT_ARMOR:
814                                 case IT_ARMOR_SHARD:
815                                         if (cvar("g_nixnex_with_healtharmor"))
816                                                 rm = 0;
817                                         break;
818                                 case IT_STRENGTH:
819                                 case IT_INVINCIBLE:
820                                         if (cvar("g_nixnex_with_powerups"))
821                                                 rm = 0;
822                                         break;
823                         }
824
825                         if(rm)
826                         {
827                                 startitem_failed = TRUE;
828                                 remove (self);
829                                 return;
830                         }
831                 }
832                 else if (!cvar("g_pickup_items") && itemid != IT_STRENGTH && itemid != IT_INVINCIBLE && itemid != IT_HEALTH)
833                 {
834                         startitem_failed = TRUE;
835                         remove (self);
836                         return;
837                 }
838
839                 precache_model (itemmodel);
840                 precache_sound (pickupsound);
841                 precache_sound ("misc/itemrespawn.wav");
842                 precache_sound ("misc/itemrespawncountdown.wav");
843
844                 if(itemid == IT_STRENGTH)
845                         precache_sound ("misc/strength_respawn.wav");
846                 if(itemid == IT_INVINCIBLE)
847                         precache_sound ("misc/shield_respawn.wav");
848
849                 if((itemid & (IT_STRENGTH | IT_INVINCIBLE | IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)) || (weaponid & WEPBIT_ALL))
850                         self.target = "###item###"; // for finding the nearest item using find()
851         }
852
853         self.bot_pickup = TRUE;
854         self.bot_pickupevalfunc = pickupevalfunc;
855         self.bot_pickupbasevalue = pickupbasevalue;
856         self.mdl = itemmodel;
857         self.item_pickupsound = pickupsound;
858         // let mappers override respawntime
859         if(!self.respawntime) // both set
860         {
861                 self.respawntime = defaultrespawntime;
862                 self.respawntimejitter = defaultrespawntimejitter;
863         }
864         self.netname = itemname;
865         self.items = itemid;
866         self.weapons = weaponid;
867         self.flags = FL_ITEM | itemflags;
868         self.touch = Item_Touch;
869         setmodel (self, self.mdl); // precision set below
870         self.effects |= EF_LOWPRECISION;
871         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
872                 setsize (self, '-16 -16 0', '16 16 48');
873         else
874                 setsize (self, '-16 -16 0', '16 16 32');
875         if(itemflags & FL_WEAPON)
876                 self.modelflags |= MF_ROTATE;
877
878         if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
879         if (itemflags & FL_WEAPON)
880         {
881                 // neutral team color for pickup weapons
882                 self.colormap = 1024; // color shirt=0 pants=0 grey
883         }
884
885         Item_Show(self, 1);
886         self.state = 0;
887         if(self.team)
888         {
889                 if(!self.cnt)
890                         self.cnt = 1; // item probability weight
891                 self.effects = self.effects | EF_NODRAW; // marker for item team search
892                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
893         }
894         else if(self.flags & FL_POWERUP) // do not spawn powerups initially!
895                 Item_ScheduleInitialRespawn(self);
896 }
897
898 /* replace items in minstagib
899  * IT_STRENGTH   = invisibility
900  * IT_NAILS      = extra lives
901  * IT_INVINCIBLE = speed
902  */
903 void minstagib_items (float itemid)
904 {
905         // we don't want to replace dropped weapons ;)
906         if (self.classname == "droppedweapon")
907         {
908                 self.ammo_cells = 25;
909                 StartItem ("models/weapons/g_nex.md3",
910                         "weapons/weaponpickup.wav", 15, 0,
911                         "MinstaNex", 0, WEPBIT_MINSTANEX, FL_WEAPON, generic_pickupevalfunc, 1000);
912                 return;
913         }
914
915         local float rnd;
916         self.classname = "minstagib";
917
918         // replace rocket launchers and nex guns with ammo cells
919         if (itemid == IT_CELLS)
920         {
921                 self.ammo_cells = 1;
922                 StartItem ("models/items/a_cells.md3",
923                         "misc/itempickup.wav", 45, 0,
924                         "Nex Ammo", IT_CELLS, 0, 0, generic_pickupevalfunc, 100);
925                 return;
926         }
927
928         // randomize
929         rnd = random() * 3;
930         if (rnd <= 1)
931                 itemid = IT_STRENGTH;
932         else if (rnd <= 2)
933                 itemid = IT_NAILS;
934         else
935                 itemid = IT_INVINCIBLE;
936
937         // replace with invis
938         if (itemid == IT_STRENGTH)
939         {
940                 self.strength_finished = 30;
941                 StartItem ("models/items/g_strength.md3",
942                         "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
943                         "Invisibility", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
944         }
945         // replace with extra lives
946         if (itemid == IT_NAILS)
947         {
948                 self.max_health = 1;
949                 StartItem ("models/items/g_h100.md3",
950                         "misc/megahealth.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
951                         "Extralife", IT_NAILS, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
952
953         }
954         // replace with speed
955         if (itemid == IT_INVINCIBLE)
956         {
957                 self.invincible_finished = 30;
958                 StartItem ("models/items/g_invincible.md3",
959                         "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup,
960                         "Speed", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, BOT_PICKUP_RATING_MID);
961         }
962
963 }
964
965 float minst_no_auto_cells;
966 void minst_remove_item (void) {
967         if(minst_no_auto_cells)
968                 remove(self);
969 }
970
971 float weaponswapping;
972 float internalteam;
973
974 void weapon_defaultspawnfunc(float wpn)
975 {
976         entity e;
977         float t;
978         var .float ammofield;
979         string s;
980         entity oldself;
981         float i, j;
982
983         // set the respawntime in advance (so replaced weapons can copy it)
984
985         if(!self.respawntime)
986         {
987                 e = get_weaponinfo(wpn);
988                 if(e.items == IT_SUPERWEAPON)
989                 {
990                         self.respawntime = g_pickup_respawntime_powerup;
991                         self.respawntimejitter = g_pickup_respawntimejitter_powerup;
992                 }
993                 else
994                 {
995                         self.respawntime = g_pickup_respawntime_weapon;
996                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
997                 }
998         }
999
1000         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1001         {
1002                 e = get_weaponinfo(wpn);
1003                 s = cvar_string(strcat("g_weaponreplace_", e.netname));
1004                 if(s == "0")
1005                 {
1006                         remove(self);
1007                         startitem_failed = TRUE;
1008                         return;
1009                 }
1010                 t = tokenize_console(s);
1011                 if(t >= 2)
1012                 {
1013                         self.team = --internalteam;
1014                         oldself = self;
1015                         for(i = 1; i < t; ++i)
1016                         {
1017                                 s = argv(i);
1018                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1019                                 {
1020                                         e = get_weaponinfo(j);
1021                                         if(e.netname == s)
1022                                         {
1023                                                 self = spawn();
1024                                                 copyentity(oldself, self);
1025                                                 self.classname = "replacedweapon";
1026                                                 weapon_defaultspawnfunc(j);
1027                                                 break;
1028                                         }
1029                                 }
1030                                 if(j > WEP_LAST)
1031                                 {
1032                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1033                                 }
1034                         }
1035                         self = oldself;
1036                 }
1037                 if(t >= 1)
1038                 {
1039                         s = argv(0);
1040                         wpn = 0;
1041                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1042                         {
1043                                 e = get_weaponinfo(j);
1044                                 if(e.netname == s)
1045                                 {
1046                                         wpn = j;
1047                                         break;
1048                                 }
1049                         }
1050                         if(j > WEP_LAST)
1051                         {
1052                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1053                         }
1054                 }
1055                 if(wpn == 0)
1056                 {
1057                         remove(self);
1058                         startitem_failed = TRUE;
1059                         return;
1060                 }
1061         }
1062
1063         e = get_weaponinfo(wpn);
1064
1065         if(e.items && e.items != IT_SUPERWEAPON)
1066         {
1067                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1068                 {
1069                         if(e.items & j)
1070                         {
1071                                 ammofield = Item_CounterField(j);
1072                                 if(!self.ammofield)
1073                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j)));
1074                         }
1075                 }
1076         }
1077         else
1078         {
1079                 self.flags |= FL_NO_WEAPON_STAY;
1080         }
1081
1082         // weapon stay isn't supported for teamed weapons
1083         if(self.team)
1084                 self.flags |= FL_NO_WEAPON_STAY;
1085
1086         if(g_weapon_stay == 2 && self.classname != "droppedweapon")
1087         {
1088                 self.ammo_shells = 0;
1089                 self.ammo_nails = 0;
1090                 self.ammo_cells = 0;
1091                 self.ammo_rockets = 0;
1092                 // weapon stay 2: don't use ammo on weapon pickups; instead
1093                 // initialize all ammo types to the pickup ammo unless set by g_start_ammo_*
1094         }
1095
1096         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapons, FL_WEAPON, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1097         if (self.modelindex) // don't precache if self was removed
1098                 weapon_action(e.weapon, WR_PRECACHE);
1099 }
1100
1101 void spawnfunc_weapon_shotgun (void);
1102 void spawnfunc_weapon_uzi (void) {
1103         if(q3acompat_machineshotgunswap)
1104         if(self.classname != "droppedweapon")
1105         {
1106                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1107                 return;
1108         }
1109         weapon_defaultspawnfunc(WEP_UZI);
1110 }
1111
1112 void spawnfunc_weapon_shotgun (void) {
1113         if(q3acompat_machineshotgunswap)
1114         if(self.classname != "droppedweapon")
1115         {
1116                 weapon_defaultspawnfunc(WEP_UZI);
1117                 return;
1118         }
1119         weapon_defaultspawnfunc(WEP_SHOTGUN);
1120 }
1121
1122 void spawnfunc_weapon_nex (void)
1123 {
1124         if (g_minstagib)
1125         {
1126                 minstagib_items(IT_CELLS);
1127                 self.think = minst_remove_item;
1128                 self.nextthink = time;
1129                 return;
1130         }
1131         weapon_defaultspawnfunc(WEP_NEX);
1132 }
1133
1134 void spawnfunc_weapon_minstanex (void)
1135 {
1136         if (g_minstagib)
1137         {
1138                 minstagib_items(IT_CELLS);
1139                 self.think = minst_remove_item;
1140                 self.nextthink = time;
1141                 return;
1142         }
1143         weapon_defaultspawnfunc(WEP_MINSTANEX);
1144 }
1145
1146 void spawnfunc_weapon_rocketlauncher (void)
1147 {
1148         if (g_minstagib)
1149         {
1150                 minstagib_items(IT_CELLS);
1151                 self.think = minst_remove_item;
1152                 self.nextthink = time;
1153                 return;
1154         }
1155         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1156 }
1157
1158 void spawnfunc_item_rockets (void) {
1159         if(!self.ammo_rockets)
1160                 self.ammo_rockets = g_pickup_rockets;
1161         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);
1162 }
1163
1164 void spawnfunc_item_shells (void);
1165 void spawnfunc_item_bullets (void) {
1166         if(!weaponswapping)
1167         if(q3acompat_machineshotgunswap)
1168         if(self.classname != "droppedweapon")
1169         {
1170                 weaponswapping = TRUE;
1171                 spawnfunc_item_shells();
1172                 weaponswapping = FALSE;
1173                 return;
1174         }
1175
1176         if(!self.ammo_nails)
1177                 self.ammo_nails = g_pickup_nails;
1178         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);
1179 }
1180
1181 void spawnfunc_item_cells (void) {
1182         if(!self.ammo_cells)
1183                 self.ammo_cells = g_pickup_cells;
1184         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);
1185 }
1186
1187 void spawnfunc_item_shells (void) {
1188         if(!weaponswapping)
1189         if(q3acompat_machineshotgunswap)
1190         if(self.classname != "droppedweapon")
1191         {
1192                 weaponswapping = TRUE;
1193                 spawnfunc_item_bullets();
1194                 weaponswapping = FALSE;
1195                 return;
1196         }
1197
1198         if(!self.ammo_shells)
1199                 self.ammo_shells = g_pickup_shells;
1200         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);
1201 }
1202
1203 void spawnfunc_item_armor_small (void) {
1204         if(!self.armorvalue)
1205                 self.armorvalue = g_pickup_armorsmall;
1206         if(!self.max_armorvalue)
1207                 self.max_armorvalue = g_pickup_armorsmall_max;
1208         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);
1209 }
1210
1211 void spawnfunc_item_armor_medium (void) {
1212         if(!self.armorvalue)
1213                 self.armorvalue = g_pickup_armormedium;
1214         if(!self.max_armorvalue)
1215                 self.max_armorvalue = g_pickup_armormedium_max;
1216         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);
1217 }
1218
1219 void spawnfunc_item_armor_big (void) {
1220         if(!self.armorvalue)
1221                 self.armorvalue = g_pickup_armorbig;
1222         if(!self.max_armorvalue)
1223                 self.max_armorvalue = g_pickup_armorbig_max;
1224         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);
1225 }
1226
1227 void spawnfunc_item_armor_large (void) {
1228         if(!self.armorvalue)
1229                 self.armorvalue = g_pickup_armorlarge;
1230         if(!self.max_armorvalue)
1231                 self.max_armorvalue = g_pickup_armorlarge_max;
1232         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);
1233 }
1234
1235 void spawnfunc_item_health_small (void) {
1236         if(!self.max_health)
1237                 self.max_health = g_pickup_healthsmall_max;
1238         if(!self.health)
1239                 self.health = g_pickup_healthsmall;
1240         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);
1241 }
1242
1243 void spawnfunc_item_health_medium (void) {
1244         if(!self.max_health)
1245                 self.max_health = g_pickup_healthmedium_max;
1246         if(!self.health)
1247                 self.health = g_pickup_healthmedium;
1248         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);
1249 }
1250
1251 void spawnfunc_item_health_large (void) {
1252         if(!self.max_health)
1253                 self.max_health = g_pickup_healthlarge_max;
1254         if(!self.health)
1255                 self.health = g_pickup_healthlarge;
1256         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);
1257 }
1258
1259 void spawnfunc_item_health_mega (void) {
1260         if(!cvar("g_powerup_superhealth"))
1261                 return;
1262
1263         if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1264                 return;
1265
1266         if(g_minstagib) {
1267                 minstagib_items(IT_NAILS);
1268         } else {
1269                 if(!self.max_health)
1270                         self.max_health = g_pickup_healthmega_max;
1271                 if(!self.health)
1272                         self.health = g_pickup_healthmega;
1273                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1274         }
1275 }
1276
1277 // support old misnamed entities
1278 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Nexuiz maps it is an armor shard
1279 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1280 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1281 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1282 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1283
1284 void spawnfunc_item_strength (void) {
1285         if(!cvar("g_powerup_strength"))
1286                 return;
1287
1288         if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1289                 return;
1290
1291         if(g_minstagib) {
1292                 minstagib_items(IT_STRENGTH);
1293         } else {
1294                 precache_sound("weapons/strength_fire.wav");
1295                 self.strength_finished = 30;
1296                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1297         }
1298 }
1299
1300 void spawnfunc_item_invincible (void) {
1301         if(!cvar("g_powerup_shield"))
1302                 return;
1303
1304         if((g_arena || g_ca) && !cvar("g_arena_powerups"))
1305                 return;
1306
1307         if(g_minstagib) {
1308                 minstagib_items(IT_INVINCIBLE);
1309         } else {
1310                 self.invincible_finished = 30;
1311                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1312         }
1313 }
1314
1315 void spawnfunc_item_minst_cells (void) {
1316         if (g_minstagib)
1317         {
1318                 minst_no_auto_cells = 1;
1319                 minstagib_items(IT_CELLS);
1320         }
1321         else
1322                 remove(self);
1323 }
1324
1325 // compatibility:
1326 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1327
1328 float target_item_func_set(float a, float b)
1329 {
1330         if(b == 0)
1331                 return a;
1332         else if(b < 0)
1333                 return 0;
1334         else
1335                 return b;
1336 }
1337
1338 float target_item_func_min(float a, float b)
1339 {
1340         if(b == 0)
1341                 return a;
1342         else if(b < 0)
1343                 return 0;
1344         else
1345                 return min(a, b);
1346 }
1347
1348 float target_item_func_max(float a, float b)
1349 {
1350         return max(a, b);
1351 }
1352
1353 float target_item_func_bitset(float a, float b)
1354 {
1355         return b;
1356 }
1357
1358 float target_item_func_and(float a, float b)
1359 {
1360         return a & b;
1361 }
1362
1363 float target_item_func_itembitset(float a, float b)
1364 {
1365         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | b;
1366 }
1367
1368 float target_item_func_itemand(float a, float b)
1369 {
1370         return (a - (a & (IT_PICKUPMASK | IT_STRENGTH | IT_INVINCIBLE))) | (a & b);
1371 }
1372
1373 float target_item_func_or(float a, float b)
1374 {
1375         return a | b;
1376 }
1377
1378 float target_item_func_andnot(float a, float b)
1379 {
1380         return a - (a & b);
1381 }
1382
1383 float target_item_changed;
1384 void target_item_change(float binary, .float field, float(float a, float b) func, string sound_increase, string sound_decrease)
1385 {
1386         float n, d;
1387         n = func(activator.field, self.field);
1388
1389         if(binary)
1390         {
1391                 d = n & activator.field;
1392                 if(d != n) // bits added?
1393                         d = +1;
1394                 else if(d != activator.field) // bits removed?
1395                         d = -1;
1396                 else
1397                         d = 0;
1398         }
1399         else
1400                 d = n - activator.field;
1401
1402         if(d < 0)
1403         {
1404                 if(sound_decrease != "")
1405                         sound (activator, CHAN_AUTO, sound_decrease, VOL_BASE, ATTN_NORM);
1406                 target_item_changed = 1;
1407         }
1408         else if(d > 0)
1409         {
1410                 if(sound_increase != "")
1411                         sound (activator, CHAN_AUTO, sound_increase, VOL_BASE, ATTN_NORM);
1412                 target_item_changed = 1;
1413         }
1414         activator.field = n;
1415 }
1416
1417 void target_items_use (void)
1418 {
1419         float h0, a0, f0;
1420
1421         if(activator.classname == "droppedweapon")
1422         {
1423                 EXACTTRIGGER_TOUCH;
1424                 remove(activator);
1425                 return;
1426         }
1427
1428         if(activator.classname != "player")
1429                 return;
1430         if(activator.deadflag != DEAD_NO)
1431                 return;
1432         EXACTTRIGGER_TOUCH;
1433
1434         entity e;
1435         for(e = world; (e = find(e, classname, "droppedweapon")); )
1436                 if(e.enemy == activator)
1437                         remove(e);
1438
1439         float _switchweapon;
1440         _switchweapon = FALSE;
1441         if (activator.autoswitch)
1442                 if (activator.switchweapon == w_getbestweapon(activator))
1443                         _switchweapon = TRUE;
1444
1445         a0 = activator.armorvalue;
1446         h0 = activator.health;
1447         f0 = activator.ammo_fuel;
1448         target_item_changed = 0;
1449
1450         if(self.spawnflags == 0) // SET
1451         {
1452                 target_item_change(0, ammo_shells, target_item_func_set, "misc/itempickup.wav", "");
1453                 target_item_change(0, ammo_nails, target_item_func_set, "misc/itempickup.wav", "");
1454                 target_item_change(0, ammo_rockets, target_item_func_set, "misc/itempickup.wav", "");
1455                 target_item_change(0, ammo_cells, target_item_func_set, "misc/itempickup.wav", "");
1456                 target_item_change(0, ammo_fuel, target_item_func_set, "misc/itempickup.wav", "");
1457                 target_item_change(0, health, target_item_func_set, "misc/megahealth.wav", "");
1458                 target_item_change(0, armorvalue, target_item_func_set, "misc/armor25.wav", "");
1459                 target_item_change(1, items, target_item_func_itembitset, "misc/powerup.wav", "misc/poweroff.wav");
1460                 target_item_change(1, weapons, target_item_func_bitset, "weapons/weaponpickup.wav", "");
1461
1462                 if((self.items & activator.items) & IT_STRENGTH)
1463                         activator.strength_finished = time + self.strength_finished;
1464                 if((self.items & activator.items) & IT_INVINCIBLE)
1465                         activator.invincible_finished = time + self.invincible_finished;
1466         }
1467         else if(self.spawnflags == 1) // AND/MIN
1468         {
1469                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1470                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1471                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1472                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1473                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1474                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1475                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1476                 target_item_change(1, items, target_item_func_itemand, "misc/powerup.wav", "misc/poweroff.wav");
1477                 target_item_change(1, weapons, target_item_func_and, "weapons/weaponpickup.wav", "");
1478
1479                 if((self.items & activator.items) & IT_STRENGTH)
1480                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1481                 if((self.items & activator.items) & IT_INVINCIBLE)
1482                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1483         }
1484         else if(self.spawnflags == 2) // OR/MAX
1485         {
1486                 target_item_change(0, ammo_shells, target_item_func_max, "misc/itempickup.wav", "");
1487                 target_item_change(0, ammo_nails, target_item_func_max, "misc/itempickup.wav", "");
1488                 target_item_change(0, ammo_rockets, target_item_func_max, "misc/itempickup.wav", "");
1489                 target_item_change(0, ammo_cells, target_item_func_max, "misc/itempickup.wav", "");
1490                 target_item_change(0, ammo_fuel, target_item_func_max, "misc/itempickup.wav", "");
1491                 target_item_change(0, health, target_item_func_max, "misc/megahealth.wav", "");
1492                 target_item_change(0, armorvalue, target_item_func_max, "misc/armor25.wav", "");
1493                 target_item_change(1, items, target_item_func_or, "misc/powerup.wav", "misc/poweroff.wav");
1494                 target_item_change(1, weapons, target_item_func_or, "weapons/weaponpickup.wav", "");
1495
1496                 if((self.items & activator.items) & IT_STRENGTH)
1497                         activator.strength_finished = max(activator.strength_finished, time + self.strength_finished);
1498                 if((self.items & activator.items) & IT_INVINCIBLE)
1499                         activator.invincible_finished = max(activator.invincible_finished, time + self.invincible_finished);
1500         }
1501         else if(self.spawnflags == 4) // ANDNOT/MIN
1502         {
1503                 target_item_change(0, ammo_shells, target_item_func_min, "misc/itempickup.wav", "");
1504                 target_item_change(0, ammo_nails, target_item_func_min, "misc/itempickup.wav", "");
1505                 target_item_change(0, ammo_rockets, target_item_func_min, "misc/itempickup.wav", "");
1506                 target_item_change(0, ammo_cells, target_item_func_min, "misc/itempickup.wav", "");
1507                 target_item_change(0, ammo_fuel, target_item_func_min, "misc/itempickup.wav", "");
1508                 target_item_change(0, health, target_item_func_min, "misc/megahealth.wav", "");
1509                 target_item_change(0, armorvalue, target_item_func_min, "misc/armor25.wav", "");
1510                 target_item_change(1, items, target_item_func_andnot, "misc/powerup.wav", "misc/poweroff.wav");
1511                 target_item_change(1, weapons, target_item_func_andnot, "weapons/weaponpickup.wav", "");
1512
1513                 if((self.items & activator.items) & IT_STRENGTH)
1514                         activator.strength_finished = min(activator.strength_finished, time + self.strength_finished);
1515                 if((self.items & activator.items) & IT_INVINCIBLE)
1516                         activator.invincible_finished = min(activator.invincible_finished, time + self.invincible_finished);
1517         }
1518
1519         if not(activator.items & IT_STRENGTH)
1520                 activator.strength_finished = 0;
1521         if not(activator.items & IT_INVINCIBLE)
1522                 activator.invincible_finished = 0;
1523
1524         if(activator.health > h0)
1525                 activator.pauserothealth_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1526         else if(activator.health < h0)
1527                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
1528
1529         if(activator.ammo_fuel > f0)
1530                 activator.pauserotfuel_finished = max(activator.pauserotfuel_finished, time + cvar("g_balance_pause_fuel_rot"));
1531         else if(activator.ammo_fuel < f0)
1532                 activator.pauseregen_finished = max(activator.pauseregen_finished, time + cvar("g_balance_pause_fuel_regen"));
1533
1534         if(activator.armorvalue > a0)
1535                 activator.pauserotarmor_finished = max(activator.pauserothealth_finished, time + cvar("g_balance_pause_health_rot"));
1536
1537         if not(activator.weapons & W_WeaponBit(activator.switchweapon))
1538                 _switchweapon = TRUE;
1539         if(_switchweapon)
1540                 W_SwitchWeapon_Force(activator, w_getbestweapon(activator));
1541
1542         if(target_item_changed)
1543                 centerprint(activator, self.message);
1544 }
1545
1546 void spawnfunc_target_items (void)
1547 {
1548         float n, i, j;
1549         entity e;
1550
1551         if(g_nixnex)
1552         {
1553                 // items triggers cannot work in nixnex (as they change weapons/ammo)
1554                 remove(self);
1555                 return;
1556         }
1557
1558         self.use = target_items_use;
1559         if(!self.strength_finished)
1560                 self.strength_finished = cvar("g_balance_powerup_strength_time");
1561         if(!self.invincible_finished)
1562                 self.invincible_finished = cvar("g_balance_powerup_invincible_time");
1563
1564         precache_sound("misc/itempickup.wav");
1565         precache_sound("misc/itempickup.wav");
1566         precache_sound("misc/itempickup.wav");
1567         precache_sound("misc/itempickup.wav");
1568         precache_sound("misc/megahealth.wav");
1569         precache_sound("misc/armor25.wav");
1570         precache_sound("misc/powerup.wav");
1571         precache_sound("misc/poweroff.wav");
1572         precache_sound("weapons/weaponpickup.wav");
1573
1574         n = tokenize_console(self.netname);
1575         for(i = 0; i < n; ++i)
1576         {
1577                 if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1578                 else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1579                 else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1580                 else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1581                 else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1582                 else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1583                 else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1584                 else
1585                 {
1586                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1587                         {
1588                                 e = get_weaponinfo(j);
1589                                 if(argv(i) == e.netname)
1590                                 {
1591                                         self.weapons |= e.weapons;
1592                                         if(self.spawnflags == 0 || self.spawnflags == 2)
1593                                                 weapon_action(e.weapon, WR_PRECACHE);
1594                                         break;
1595                                 }
1596                         }
1597                         if(j > WEP_LAST)
1598                                 print("target_items: invalid item ", argv(i), "\n");
1599                 }
1600         }
1601 }
1602
1603 void spawnfunc_item_fuel(void)
1604 {
1605         if(!self.ammo_fuel)
1606                 self.ammo_fuel = g_pickup_fuel;
1607         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);
1608 }
1609
1610 void spawnfunc_item_fuel_regen(void)
1611 {
1612         if(start_items & IT_FUEL_REGEN)
1613         {
1614                 spawnfunc_item_fuel();
1615                 return;
1616         }
1617         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);
1618 }
1619
1620 void spawnfunc_item_jetpack(void)
1621 {
1622         if(g_grappling_hook)
1623                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1624         if(!self.ammo_fuel)
1625                 self.ammo_fuel = g_pickup_fuel_jetpack;
1626         if(start_items & IT_JETPACK)
1627         {
1628                 spawnfunc_item_fuel();
1629                 return;
1630         }
1631         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);
1632 }
1633
1634 // we no longer have the seeker
1635 void spawnfunc_weapon_seeker()
1636 {
1637         spawnfunc_weapon_fireball();
1638 }