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[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 #include "t_items.qh"
2
3 #include "../common/items/all.qc"
4
5 #if defined(SVQC)
6
7     #include "bot/bot.qh"
8     #include "bot/waypoints.qh"
9
10     #include "mutators/all.qh"
11
12     #include "weapons/common.qh"
13     #include "weapons/selection.qh"
14     #include "weapons/weaponsystem.qh"
15
16     #include "../common/constants.qh"
17     #include "../common/deathtypes/all.qh"
18     #include "../common/notifications.qh"
19         #include "../common/triggers/subs.qh"
20     #include "../common/util.qh"
21
22     #include "../common/monsters/all.qh"
23
24     #include "../common/weapons/all.qh"
25
26     #include "../lib/warpzone/util_server.qh"
27 #endif
28
29 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
30
31 #ifdef CSQC
32 void ItemDraw(entity self)
33 {
34     if(self.gravity)
35     {
36         Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
37         if(self.move_flags & FL_ONGROUND)
38         { // For some reason move_avelocity gets set to '0 0 0' here ...
39             self.oldorigin = self.origin;
40             self.gravity = 0;
41
42             if(autocvar_cl_animate_items)
43             { // ... so reset it if animations are requested.
44                 if(self.ItemStatus & ITS_ANIMATE1)
45                     self.move_avelocity = '0 180 0';
46
47                 if(self.ItemStatus & ITS_ANIMATE2)
48                     self.move_avelocity = '0 -90 0';
49             }
50         }
51     }
52     else if (autocvar_cl_animate_items)
53     {
54         if(self.ItemStatus & ITS_ANIMATE1)
55         {
56             self.angles += self.move_avelocity * frametime;
57             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
58         }
59
60         if(self.ItemStatus & ITS_ANIMATE2)
61         {
62             self.angles += self.move_avelocity * frametime;
63             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
64         }
65     }
66 }
67
68 void ItemDrawSimple(entity this)
69 {
70     if(self.gravity)
71     {
72         Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
73
74         if(self.move_flags & FL_ONGROUND)
75             self.gravity = 0;
76     }
77 }
78
79 void Item_PreDraw()
80 {SELFPARAM();
81         vector org;
82         float alph;
83         org = getpropertyvec(VF_ORIGIN);
84         if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
85                 alph = 0;
86         else if(self.fade_start)
87                 alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
88         else
89                 alph = 1;
90         //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
91         if(self.ItemStatus & ITS_AVAILABLE)
92                 self.alpha = alph;
93         if(alph <= 0)
94                 self.drawmask = 0;
95         else
96                 self.drawmask = MASK_NORMAL;
97 }
98
99 void ItemRemove()
100 {SELFPARAM();
101         if (self.mdl)
102                 strunzone(self.mdl);
103 }
104
105 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
106 {
107     int sf = ReadByte();
108
109     if(sf & ISF_LOCATION)
110     {
111         self.origin_x = ReadCoord();
112         self.origin_y = ReadCoord();
113         self.origin_z = ReadCoord();
114         setorigin(self, self.origin);
115         self.oldorigin = self.origin;
116     }
117
118     if(sf & ISF_ANGLES)
119     {
120         self.angles_x = ReadAngle();
121         self.angles_y = ReadAngle();
122         self.angles_z = ReadAngle();
123         self.move_angles = self.angles;
124     }
125
126     if(sf & ISF_SIZE)
127     {
128         float use_bigsize = ReadByte();
129         setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
130     }
131
132     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
133     {
134         self.ItemStatus = ReadByte();
135
136         if(self.ItemStatus & ITS_AVAILABLE)
137         {
138             self.alpha = 1;
139             self.colormod = self.glowmod = '1 1 1';
140         }
141         else
142         {
143             if (autocvar_cl_ghost_items_color)
144             {
145                 self.alpha = autocvar_cl_ghost_items;
146                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
147             }
148             else
149                 self.alpha = -1;
150         }
151
152         if(autocvar_cl_fullbright_items)
153             if(self.ItemStatus & ITS_ALLOWFB)
154                 self.effects |= EF_FULLBRIGHT;
155
156         if(self.ItemStatus & ITS_STAYWEP)
157         {
158             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
159             self.alpha = autocvar_cl_weapon_stay_alpha;
160
161         }
162
163         if(self.ItemStatus & ITS_POWERUP)
164         {
165             if(self.ItemStatus & ITS_AVAILABLE)
166                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
167             else
168                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
169         }
170     }
171
172     if(sf & ISF_MODEL)
173     {
174         self.drawmask  = MASK_NORMAL;
175                 self.move_movetype = self.movetype = MOVETYPE_TOSS;
176         self.draw       = ItemDraw;
177         //self.move_flags |= FL_ITEM;
178
179         bool use_bigsize = ReadByte();
180
181         self.fade_end = ReadShort();
182         self.fade_start = ReadShort();
183         if(self.fade_start && !autocvar_cl_items_nofade)
184                 self.predraw = Item_PreDraw;
185
186         if(self.mdl)
187             strunzone(self.mdl);
188
189         self.mdl = "";
190         string _fn = ReadString();
191
192         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
193         {
194             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
195             self.draw = ItemDrawSimple;
196
197             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
198                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
199             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
200                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
201             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
202                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
203             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
204                 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
205             else
206             {
207                 self.draw = ItemDraw;
208                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
209             }
210         }
211
212         if(self.draw != ItemDrawSimple)
213             self.mdl = strzone(_fn);
214
215
216         if(self.mdl == "")
217             LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
218
219         precache_model(self.mdl);
220         _setmodel(self, self.mdl);
221
222         setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
223     }
224
225     if(sf & ISF_COLORMAP)
226         self.colormap = ReadShort();
227
228     if(sf & ISF_DROP)
229     {
230         self.gravity = 1;
231         //self.move_angles = '0 0 0';
232         self.move_movetype = MOVETYPE_TOSS;
233         self.move_velocity_x = ReadCoord();
234         self.move_velocity_y = ReadCoord();
235         self.move_velocity_z = ReadCoord();
236         self.velocity = self.move_velocity;
237         self.move_origin = self.oldorigin;
238
239         if(!self.move_time)
240         {
241             self.move_time = time;
242             self.spawntime = time;
243         }
244         else
245             self.move_time = max(self.move_time, time);
246     }
247
248     if(autocvar_cl_animate_items)
249     {
250         if(self.ItemStatus & ITS_ANIMATE1)
251             self.move_avelocity = '0 180 0';
252
253         if(self.ItemStatus & ITS_ANIMATE2)
254             self.move_avelocity = '0 -90 0';
255     }
256
257     self.entremove = ItemRemove;
258
259     return true;
260 }
261
262 #endif
263
264 #ifdef SVQC
265 bool ItemSend(entity this, entity to, int sf)
266 {
267         if(self.gravity)
268                 sf |= ISF_DROP;
269         else
270                 sf &= ~ISF_DROP;
271
272         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
273         WriteByte(MSG_ENTITY, sf);
274
275         //WriteByte(MSG_ENTITY, self.cnt);
276         if(sf & ISF_LOCATION)
277         {
278                 WriteCoord(MSG_ENTITY, self.origin.x);
279                 WriteCoord(MSG_ENTITY, self.origin.y);
280                 WriteCoord(MSG_ENTITY, self.origin.z);
281         }
282
283         if(sf & ISF_ANGLES)
284         {
285                 WriteAngle(MSG_ENTITY, self.angles_x);
286                 WriteAngle(MSG_ENTITY, self.angles_y);
287                 WriteAngle(MSG_ENTITY, self.angles_z);
288         }
289
290         if(sf & ISF_SIZE)
291         {
292                 Pickup p = this.itemdef;
293                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
294         }
295
296         if(sf & ISF_STATUS)
297                 WriteByte(MSG_ENTITY, self.ItemStatus);
298
299         if(sf & ISF_MODEL)
300         {
301                 Pickup p = this.itemdef;
302                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
303                 WriteShort(MSG_ENTITY, self.fade_end);
304                 WriteShort(MSG_ENTITY, self.fade_start);
305
306                 if(self.mdl == "")
307                         LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
308
309                 WriteString(MSG_ENTITY, self.mdl);
310         }
311
312
313         if(sf & ISF_COLORMAP)
314                 WriteShort(MSG_ENTITY, self.colormap);
315
316         if(sf & ISF_DROP)
317         {
318                 WriteCoord(MSG_ENTITY, self.velocity.x);
319                 WriteCoord(MSG_ENTITY, self.velocity.y);
320                 WriteCoord(MSG_ENTITY, self.velocity.z);
321         }
322
323         return true;
324 }
325
326 void ItemUpdate(entity this)
327 {
328         this.oldorigin = this.origin;
329         this.SendFlags |= ISF_LOCATION;
330 }
331
332 void UpdateItemAfterTeleport(entity this)
333 {
334         if(this.SendEntity3 == ItemSend)
335                 ItemUpdate(this);
336 }
337
338 bool have_pickup_item(entity this)
339 {
340         if(this.itemdef.instanceOfPowerup)
341         {
342                 if(autocvar_g_powerups > 0)
343                         return true;
344                 if(autocvar_g_powerups == 0)
345                         return false;
346         }
347         else
348         {
349                 if(autocvar_g_pickup_items > 0)
350                         return true;
351                 if(autocvar_g_pickup_items == 0)
352                         return false;
353                 if(g_weaponarena)
354                         if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
355                                 return false;
356         }
357         return true;
358 }
359
360 /*
361 float Item_Customize()
362 {
363         if(self.spawnshieldtime)
364                 return true;
365         if(self.weapons & ~other.weapons)
366         {
367                 self.colormod = '0 0 0';
368                 self.glowmod = self.colormod;
369                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
370                 return true;
371         }
372         else
373         {
374                 if(g_ghost_items)
375                 {
376                         self.colormod = stov(autocvar_g_ghost_items_color);
377                         self.glowmod = self.colormod;
378                         self.alpha = g_ghost_items;
379                         return true;
380                 }
381                 else
382                         return false;
383         }
384 }
385 */
386
387 void Item_Show (entity e, float mode)
388 {
389         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
390         e.ItemStatus &= ~ITS_STAYWEP;
391         if (mode > 0)
392         {
393                 // make the item look normal, and be touchable
394                 e.model = e.mdl;
395                 e.solid = SOLID_TRIGGER;
396                 e.spawnshieldtime = 1;
397                 e.ItemStatus |= ITS_AVAILABLE;
398         }
399         else if (mode < 0)
400         {
401                 // hide the item completely
402                 e.model = string_null;
403                 e.solid = SOLID_NOT;
404                 e.spawnshieldtime = 1;
405                 e.ItemStatus &= ~ITS_AVAILABLE;
406         }
407         else {
408         entity def = e.itemdef;
409         bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
410                 || e.team // weapon stay isn't supported for teamed weapons
411                 ;
412         if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
413         {
414                 // make the item translucent and not touchable
415                 e.model = e.mdl;
416                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
417                 e.effects |= EF_STARDUST;
418                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
419                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
420         }
421         else
422         {
423                 //setmodel(e, "null");
424                 e.solid = SOLID_NOT;
425                 e.colormod = '0 0 0';
426                 e.glowmod = e.colormod;
427                 e.spawnshieldtime = 1;
428                 e.ItemStatus &= ~ITS_AVAILABLE;
429         }}
430
431         if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
432                 e.ItemStatus |= ITS_POWERUP;
433
434         if (autocvar_g_nodepthtestitems)
435                 e.effects |= EF_NODEPTHTEST;
436
437
438         if (autocvar_g_fullbrightitems)
439                 e.ItemStatus |= ITS_ALLOWFB;
440
441         if (autocvar_sv_simple_items)
442                 e.ItemStatus |= ITS_ALLOWSI;
443
444         // relink entity (because solid may have changed)
445         setorigin(e, e.origin);
446         e.SendFlags |= ISF_STATUS;
447 }
448
449 void Item_Think()
450 {SELFPARAM();
451         self.nextthink = time;
452         if(self.origin != self.oldorigin)
453                 ItemUpdate(self);
454 }
455
456 bool Item_ItemsTime_SpectatorOnly(GameItem it);
457 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
458 float Item_ItemsTime_UpdateTime(entity e, float t);
459 void Item_ItemsTime_SetTime(entity e, float t);
460 void Item_ItemsTime_SetTimesForAllPlayers();
461
462 void Item_Respawn ()
463 {SELFPARAM();
464         Item_Show(self, 1);
465         // this is ugly...
466         if(self.items == ITEM_Strength.m_itemid)
467                 sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
468         else if(self.items == ITEM_Shield.m_itemid)
469                 sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
470         else
471                 sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
472         setorigin (self, self.origin);
473
474     if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
475         {
476                 float t = Item_ItemsTime_UpdateTime(self, 0);
477                 Item_ItemsTime_SetTime(self, t);
478                 Item_ItemsTime_SetTimesForAllPlayers();
479         }
480
481         self.think = Item_Think;
482         self.nextthink = time;
483
484         //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
485         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
486 }
487
488 void Item_RespawnCountdown ()
489 {SELFPARAM();
490         if(self.count >= ITEM_RESPAWN_TICKS)
491         {
492                 if(self.waypointsprite_attached)
493                         WaypointSprite_Kill(self.waypointsprite_attached);
494                 Item_Respawn();
495         }
496         else
497         {
498                 self.nextthink = time + 1;
499                 self.count += 1;
500                 if(self.count == 1)
501                 {
502                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
503                         do {
504                                 {
505                                         entity wi = Weapons_from(self.weapon);
506                                         if (wi != WEP_Null) {
507                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
508                                                 wp.wp_extra = wi.m_id;
509                                                 break;
510                                         }
511                                 }
512                                 {
513                                         entity ii = self.itemdef;
514                                         if (ii != NULL) {
515                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
516                                                 wp.wp_extra = ii.m_id;
517                                                 break;
518                                         }
519                                 }
520                         } while (0);
521             if(self.waypointsprite_attached)
522             {
523                 GameItem def = self.itemdef;
524                 if (Item_ItemsTime_SpectatorOnly(def))
525                     WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
526                 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
527             }
528                 }
529
530                 if(self.waypointsprite_attached)
531                 {
532                         setself(self.waypointsprite_attached);
533                         entity e;
534                         FOR_EACH_REALCLIENT(e)
535                                 if(self.waypointsprite_visible_for_player(e))
536                                 {
537                                         msg_entity = e;
538                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
539                                 }
540                         setself(this);
541
542                         WaypointSprite_Ping(self.waypointsprite_attached);
543                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
544                 }
545         }
546 }
547
548 void Item_RespawnThink()
549 {SELFPARAM();
550         self.nextthink = time;
551         if(self.origin != self.oldorigin)
552                 ItemUpdate(self);
553
554         if(time >= self.wait)
555                 Item_Respawn();
556 }
557
558 void Item_ScheduleRespawnIn(entity e, float t)
559 {
560         if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
561         {
562                 e.think = Item_RespawnCountdown;
563                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
564                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
565                 e.count = 0;
566                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
567                 Item_ItemsTime_SetTime(e, t);
568                 Item_ItemsTime_SetTimesForAllPlayers();
569         }
570         else
571         {
572                 e.think = Item_RespawnThink;
573                 e.nextthink = time;
574                 e.scheduledrespawntime = time + t;
575                 e.wait = time + t;
576         }
577 }
578
579 void Item_ScheduleRespawn(entity e)
580 {
581         if(e.respawntime > 0)
582         {
583                 Item_Show(e, 0);
584                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
585         }
586         else // if respawntime is -1, this item does not respawn
587                 Item_Show(e, -1);
588 }
589
590 void Item_ScheduleInitialRespawn(entity e)
591 {
592         Item_Show(e, 0);
593         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
594 }
595
596 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
597 {
598         if (!item.(ammotype))
599                 return false;
600
601         if (item.spawnshieldtime)
602         {
603                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
604                 {
605                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
606                         goto YEAH;
607                 }
608         }
609         else if(g_weapon_stay == 2)
610         {
611                 float mi = min(item.(ammotype), ammomax);
612                 if (player.(ammotype) < mi)
613                 {
614                         player.(ammotype) = mi;
615                         goto YEAH;
616                 }
617         }
618
619         return false;
620
621 :YEAH
622         switch(mode)
623         {
624                 case ITEM_MODE_FUEL:
625                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
626                         break;
627                 case ITEM_MODE_HEALTH:
628                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
629                         break;
630                 case ITEM_MODE_ARMOR:
631                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
632                         break;
633                 default:
634                         break;
635         }
636         return true;
637 }
638
639 float Item_GiveTo(entity item, entity player)
640 {
641         float _switchweapon;
642         float pickedup;
643         float it;
644         float i;
645
646         // if nothing happens to player, just return without taking the item
647         pickedup = false;
648         _switchweapon = false;
649         // in case the player has autoswitch enabled do the following:
650         // if the player is using their best weapon before items are given, they
651         // probably want to switch to an even better weapon after items are given
652         if (player.autoswitch)
653         if (PS(player).m_switchweapon == w_getbestweapon(player))
654                 _switchweapon = true;
655
656         if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
657                 _switchweapon = true;
658
659         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
660         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
661         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
662         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
663         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
664         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
665         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
666         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
667
668         if (item.itemdef.instanceOfWeaponPickup)
669         {
670                 WepSet it;
671                 it = item.weapons;
672                 it &= ~player.weapons;
673
674                 if (it || (item.spawnshieldtime && item.pickup_anyway > 0))
675                 {
676                         pickedup = true;
677                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
678                         if(it & WepSet_FromWeapon(Weapons_from(i)))
679                         {
680                                 W_DropEvent(wr_pickup, player, i, item);
681                                 W_GiveWeapon(player, i);
682                         }
683                 }
684         }
685
686         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
687         {
688                 pickedup = true;
689                 player.items |= it;
690                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
691         }
692
693         if (item.strength_finished)
694         {
695                 pickedup = true;
696                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
697         }
698         if (item.invincible_finished)
699         {
700                 pickedup = true;
701                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
702         }
703         if (item.superweapons_finished)
704         {
705                 pickedup = true;
706                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
707         }
708
709 :skip
710
711         // always eat teamed entities
712         if(item.team)
713                 pickedup = true;
714
715         if (!pickedup)
716                 return 0;
717
718         // crude hack to enforce switching weapons
719         if(g_cts && item.itemdef.instanceOfWeaponPickup)
720         {
721                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
722                 return 1;
723         }
724
725         if (_switchweapon)
726                 if (PS(player).m_switchweapon != w_getbestweapon(player))
727                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
728
729         return 1;
730 }
731
732 void Item_Touch()
733 {
734         SELFPARAM();
735
736         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
737         if (this.classname == "droppedweapon")
738         {
739                 if (ITEM_TOUCH_NEEDKILL())
740                 {
741                         remove(this);
742                         return;
743                 }
744         }
745
746         if(!(other.flags & FL_PICKUPITEMS)
747         || other.frozen
748         || other.deadflag
749         || (this.solid != SOLID_TRIGGER)
750         || (this.owner == other)
751         || (time < this.item_spawnshieldtime)
752         ) { return; }
753
754         switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
755         {
756                 case MUT_ITEMTOUCH_RETURN: { return; }
757                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
758         }
759
760         if (this.classname == "droppedweapon")
761         {
762                 this.strength_finished = max(0, this.strength_finished - time);
763                 this.invincible_finished = max(0, this.invincible_finished - time);
764                 this.superweapons_finished = max(0, this.superweapons_finished - time);
765         }
766         entity it = this.itemdef;
767         bool gave = ITEM_HANDLE(Pickup, it, this, other);
768         if (!gave)
769         {
770                 if (this.classname == "droppedweapon")
771                 {
772                         // undo what we did above
773                         this.strength_finished += time;
774                         this.invincible_finished += time;
775                         this.superweapons_finished += time;
776                 }
777                 return;
778         }
779
780         :pickup
781
782         other.last_pickup = time;
783
784         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
785         _sound (other, CH_TRIGGER, (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
786
787         if (this.classname == "droppedweapon")
788                 remove (this);
789         else if (this.spawnshieldtime)
790         {
791                 entity e;
792                 if(this.team)
793                 {
794                         RandomSelection_Init();
795                         for(entity head = world; (head = findfloat(head, team, this.team)); )
796                         {
797                                 if(head.flags & FL_ITEM)
798                                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
799                                 {
800                                         Item_Show(head, -1);
801                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
802                                 }
803                         }
804                         e = RandomSelection_chosen_ent;
805
806                 }
807                 else
808                         e = this;
809                 Item_ScheduleRespawn(e);
810         }
811 }
812
813 void Item_Reset(entity this)
814 {
815         Item_Show(this, !this.state);
816         setorigin(this, this.origin);
817
818         if (this.classname != "droppedweapon")
819         {
820                 this.think = Item_Think;
821                 this.nextthink = time;
822
823                 if (this.waypointsprite_attached)
824                         WaypointSprite_Kill(this.waypointsprite_attached);
825
826                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
827                         Item_ScheduleInitialRespawn(this);
828         }
829 }
830 void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
831
832 void Item_FindTeam()
833 {SELFPARAM();
834         entity head, e;
835
836         if(self.effects & EF_NODRAW)
837         {
838                 // marker for item team search
839                 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
840                 RandomSelection_Init();
841                 for(head = world; (head = findfloat(head, team, self.team)); )
842                 if(head.flags & FL_ITEM)
843                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
844                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
845                 e = RandomSelection_chosen_ent;
846                 e.state = 0;
847                 Item_Show(e, 1);
848
849                 for(head = world; (head = findfloat(head, team, self.team)); )
850                 if(head.flags & FL_ITEM)
851                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
852                 {
853                         if(head != e)
854                         {
855                                 // make it a non-spawned item
856                                 Item_Show(head, -1);
857                                 head.state = 1; // state 1 = initially hidden item
858                         }
859                         head.effects &= ~EF_NODRAW;
860                 }
861
862                 Item_Reset(self);
863         }
864 }
865
866 // Savage: used for item garbage-collection
867 // TODO: perhaps nice special effect?
868 void RemoveItem()
869 {SELFPARAM();
870         if(wasfreed(self) || !self) { return; }
871         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
872         remove(self);
873 }
874
875 // pickup evaluation functions
876 // these functions decide how desirable an item is to the bots
877
878 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
879
880 float weapon_pickupevalfunc(entity player, entity item)
881 {
882         float c;
883
884         // See if I have it already
885         if(item.weapons & ~player.weapons)
886         {
887                 // If I can pick it up
888                 if(!item.spawnshieldtime)
889                         c = 0;
890                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
891                 {
892                         // Skilled bots will grab more
893                         c = bound(0, skill / 10, 1) * 0.5;
894                 }
895                 else
896                         c = 0;
897         }
898         else
899                 c = 1;
900
901         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
902         if( bot_custom_weapon && c )
903         {
904                 // Find the highest position on any range
905                 int position = -1;
906                 for (int j = 0; j < WEP_LAST ; ++j){
907                         if(
908                                         bot_weapons_far[j] == item.weapon ||
909                                         bot_weapons_mid[j] == item.weapon ||
910                                         bot_weapons_close[j] == item.weapon
911                           )
912                         {
913                                 position = j;
914                                 break;
915                         }
916                 }
917
918                 // Rate it
919                 if (position >= 0 )
920                 {
921                         position = WEP_LAST - position;
922                         // item.bot_pickupbasevalue is overwritten here
923                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
924                 }
925         }
926
927         return item.bot_pickupbasevalue * c;
928 }
929
930 float commodity_pickupevalfunc(entity player, entity item)
931 {
932         float c, i;
933         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
934         entity wi;
935         c = 0;
936
937         // Detect needed ammo
938         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
939         {
940                 wi = Weapons_from(i);
941
942                 if (!(player.weapons & (wi.m_wepset)))
943                         continue;
944
945                 if(wi.items & ITEM_Shells.m_itemid)
946                         need_shells = true;
947                 else if(wi.items & ITEM_Bullets.m_itemid)
948                         need_nails = true;
949                 else if(wi.items & ITEM_Rockets.m_itemid)
950                         need_rockets = true;
951                 else if(wi.items & ITEM_Cells.m_itemid)
952                         need_cells = true;
953                 else if(wi.items & ITEM_Plasma.m_itemid)
954                         need_plasma = true;
955                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
956                         need_fuel = true;
957         }
958
959         // TODO: figure out if the player even has the weapon this ammo is for?
960         // may not affect strategy much though...
961         // find out how much more ammo/armor/health the player can hold
962         if (need_shells)
963         if (item.ammo_shells)
964         if (player.ammo_shells < g_pickup_shells_max)
965                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
966         if (need_nails)
967         if (item.ammo_nails)
968         if (player.ammo_nails < g_pickup_nails_max)
969                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
970         if (need_rockets)
971         if (item.ammo_rockets)
972         if (player.ammo_rockets < g_pickup_rockets_max)
973                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
974         if (need_cells)
975         if (item.ammo_cells)
976         if (player.ammo_cells < g_pickup_cells_max)
977                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
978         if (need_plasma)
979         if (item.ammo_plasma)
980         if (player.ammo_plasma < g_pickup_plasma_max)
981                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
982         if (need_fuel)
983         if (item.ammo_fuel)
984         if (player.ammo_fuel < g_pickup_fuel_max)
985                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
986         if (item.armorvalue)
987         if (player.armorvalue < item.max_armorvalue)
988                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
989         if (item.health)
990         if (player.health < item.max_health)
991                 c = c + max(0, 1 - player.health / item.max_health);
992
993         return item.bot_pickupbasevalue * c;
994 }
995
996 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
997 {
998         if(ITEM_DAMAGE_NEEDKILL(deathtype))
999                 RemoveItem();
1000 }
1001
1002 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1003 {
1004         string itemname = def.m_name;
1005         Model itemmodel = def.m_model;
1006     Sound pickupsound = def.m_sound;
1007         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1008         float pickupbasevalue = def.m_botvalue;
1009         int itemflags = def.m_itemflags;
1010
1011         startitem_failed = false;
1012
1013         this.item_model_ent = itemmodel;
1014     this.item_pickupsound_ent = pickupsound;
1015
1016         if(!this.respawntime) // both need to be set
1017         {
1018                 this.respawntime = defaultrespawntime;
1019                 this.respawntimejitter = defaultrespawntimejitter;
1020         }
1021
1022         int itemid = def.m_itemid;
1023         this.items = itemid;
1024         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1025         this.weapon = weaponid;
1026
1027         if(!this.fade_end)
1028         {
1029                 this.fade_start = autocvar_g_items_mindist;
1030                 this.fade_end = autocvar_g_items_maxdist;
1031         }
1032
1033         if(weaponid)
1034                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1035
1036         this.flags = FL_ITEM | itemflags;
1037
1038         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1039         {
1040                 startitem_failed = true;
1041                 remove(this);
1042                 return;
1043         }
1044
1045         // is it a dropped weapon?
1046         if (this.classname == "droppedweapon")
1047         {
1048                 this.reset = SUB_Remove;
1049                 // it's a dropped weapon
1050                 this.movetype = MOVETYPE_TOSS;
1051
1052                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1053                 this.think = RemoveItem;
1054                 this.nextthink = time + 20;
1055
1056                 this.takedamage = DAMAGE_YES;
1057                 this.event_damage = Item_Damage;
1058
1059                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1060                 {
1061                         // if item is worthless after a timer, have it expire then
1062                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1063                 }
1064
1065                 // don't drop if in a NODROP zone (such as lava)
1066                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1067                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1068                 {
1069                         startitem_failed = true;
1070                         remove(this);
1071                         return;
1072                 }
1073         }
1074         else
1075         {
1076                 if(!have_pickup_item(this))
1077                 {
1078                         startitem_failed = true;
1079                         remove (this);
1080                         return;
1081                 }
1082
1083                 if(this.angles != '0 0 0')
1084                         this.SendFlags |= ISF_ANGLES;
1085
1086                 this.reset = Item_Reset;
1087                 // it's a level item
1088                 if(this.spawnflags & 1)
1089                         this.noalign = 1;
1090                 if (this.noalign > 0)
1091                         this.movetype = MOVETYPE_NONE;
1092                 else
1093                         this.movetype = MOVETYPE_TOSS;
1094                 // do item filtering according to game mode and other things
1095                 if (this.noalign <= 0)
1096                 {
1097                         // first nudge it off the floor a little bit to avoid math errors
1098                         setorigin(this, this.origin + '0 0 1');
1099                         // set item size before we spawn a spawnfunc_waypoint
1100                         setsize(this, def.m_mins, def.m_maxs);
1101                         this.SendFlags |= ISF_SIZE;
1102                         // note droptofloor returns false if stuck/or would fall too far
1103                         if (!this.noalign)
1104                                 WITH(entity, self, this, droptofloor());
1105                         waypoint_spawnforitem(this);
1106                 }
1107
1108                 /*
1109                  * can't do it that way, as it would break maps
1110                  * TODO make a target_give like entity another way, that perhaps has
1111                  * the weapon name in a key
1112                 if(this.targetname)
1113                 {
1114                         // target_give not yet supported; maybe later
1115                         print("removed targeted ", this.classname, "\n");
1116                         startitem_failed = true;
1117                         remove (this);
1118                         return;
1119                 }
1120                 */
1121
1122                 if(autocvar_spawn_debug >= 2)
1123                 {
1124                         for(entity otheritem = findradius(this.origin, 3); otheritem; otheritem = otheritem.chain)
1125                         {
1126                             // why not flags & fl_item?
1127                                 if(otheritem.is_item)
1128                                 {
1129                                         LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1130                                         LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1131                                         error("Mapper sucks.");
1132                                 }
1133                         }
1134                         this.is_item = true;
1135                 }
1136
1137                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1138
1139                 precache_model(this.model);
1140                 precache_sound(this.item_pickupsound);
1141
1142                 if (   def.instanceOfPowerup
1143                         || def.instanceOfWeaponPickup
1144                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1145                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1146                         || (itemid & (IT_KEY1 | IT_KEY2))
1147                 ) this.target = "###item###"; // for finding the nearest item using find()
1148
1149                 Item_ItemsTime_SetTime(this, 0);
1150         }
1151
1152         this.bot_pickup = true;
1153         this.bot_pickupevalfunc = pickupevalfunc;
1154         this.bot_pickupbasevalue = pickupbasevalue;
1155         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1156         this.netname = itemname;
1157         this.touch = Item_Touch;
1158         setmodel(this, MDL_Null); // precision set below
1159         //this.effects |= EF_LOWPRECISION;
1160
1161         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1162
1163         this.SendFlags |= ISF_SIZE;
1164
1165         if (!(this.spawnflags & 1024)) {
1166                 if(def.instanceOfPowerup)
1167                         this.ItemStatus |= ITS_ANIMATE1;
1168         
1169                 if(this.armorvalue || this.health)
1170                         this.ItemStatus |= ITS_ANIMATE2;
1171         }
1172
1173         if(def.instanceOfWeaponPickup)
1174         {
1175                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1176                         this.colormap = 1024; // color shirt=0 pants=0 grey
1177                 else
1178                         this.gravity = 1;
1179                 if (!(this.spawnflags & 1024))
1180                         this.ItemStatus |= ITS_ANIMATE1;
1181                 this.ItemStatus |= ISF_COLORMAP;
1182         }
1183
1184         this.state = 0;
1185         if(this.team) // broken, no idea why.
1186         {
1187                 if(!this.cnt)
1188                         this.cnt = 1; // item probability weight
1189
1190                 this.effects |= EF_NODRAW; // marker for item team search
1191                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1192         }
1193         else
1194                 Item_Reset(this);
1195
1196         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1197
1198         // call this hook after everything else has been done
1199         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1200         {
1201                 startitem_failed = true;
1202                 remove(this);
1203                 return;
1204         }
1205 }
1206
1207 void StartItem(entity this, GameItem def)
1208 {
1209     _StartItem(
1210         this,
1211         this.itemdef = def,
1212         def.m_respawntime(), // defaultrespawntime
1213         def.m_respawntimejitter() // defaultrespawntimejitter
1214         );
1215 }
1216
1217 spawnfunc(item_rockets)
1218 {
1219         if(!this.ammo_rockets)
1220                 this.ammo_rockets = g_pickup_rockets;
1221         if(!this.pickup_anyway)
1222                 this.pickup_anyway = g_pickup_ammo_anyway;
1223     StartItem(this, ITEM_Rockets);
1224 }
1225
1226 spawnfunc(item_bullets)
1227 {
1228         if(!weaponswapping)
1229         if(autocvar_sv_q3acompat_machineshotgunswap)
1230         if(this.classname != "droppedweapon")
1231         {
1232                 weaponswapping = true;
1233                 spawnfunc_item_shells(this);
1234                 weaponswapping = false;
1235                 return;
1236         }
1237
1238         if(!this.ammo_nails)
1239                 this.ammo_nails = g_pickup_nails;
1240         if(!this.pickup_anyway)
1241                 this.pickup_anyway = g_pickup_ammo_anyway;
1242     StartItem(this, ITEM_Bullets);
1243 }
1244
1245 spawnfunc(item_cells)
1246 {
1247         if(!this.ammo_cells)
1248                 this.ammo_cells = g_pickup_cells;
1249         if(!this.pickup_anyway)
1250                 this.pickup_anyway = g_pickup_ammo_anyway;
1251         StartItem(this, ITEM_Cells);
1252 }
1253
1254 spawnfunc(item_plasma)
1255 {
1256         if(!this.ammo_plasma)
1257                 this.ammo_plasma = g_pickup_plasma;
1258         if(!this.pickup_anyway)
1259                 this.pickup_anyway = g_pickup_ammo_anyway;
1260         StartItem(this, ITEM_Plasma);
1261 }
1262
1263 spawnfunc(item_shells)
1264 {
1265         if(!weaponswapping)
1266         if(autocvar_sv_q3acompat_machineshotgunswap)
1267         if(this.classname != "droppedweapon")
1268         {
1269                 weaponswapping = true;
1270                 spawnfunc_item_bullets(this);
1271                 weaponswapping = false;
1272                 return;
1273         }
1274
1275         if(!this.ammo_shells)
1276                 this.ammo_shells = g_pickup_shells;
1277         if(!this.pickup_anyway)
1278                 this.pickup_anyway = g_pickup_ammo_anyway;
1279         StartItem(this, ITEM_Shells);
1280 }
1281
1282 spawnfunc(item_armor_small)
1283 {
1284         if(!this.armorvalue)
1285                 this.armorvalue = g_pickup_armorsmall;
1286         if(!this.max_armorvalue)
1287                 this.max_armorvalue = g_pickup_armorsmall_max;
1288         if(!this.pickup_anyway)
1289                 this.pickup_anyway = g_pickup_armorsmall_anyway;
1290         StartItem(this, ITEM_ArmorSmall);
1291 }
1292
1293 spawnfunc(item_armor_medium)
1294 {
1295         if(!this.armorvalue)
1296                 this.armorvalue = g_pickup_armormedium;
1297         if(!this.max_armorvalue)
1298                 this.max_armorvalue = g_pickup_armormedium_max;
1299         if(!this.pickup_anyway)
1300                 this.pickup_anyway = g_pickup_armormedium_anyway;
1301         StartItem(this, ITEM_ArmorMedium);
1302 }
1303
1304 spawnfunc(item_armor_big)
1305 {
1306         if(!this.armorvalue)
1307                 this.armorvalue = g_pickup_armorbig;
1308         if(!this.max_armorvalue)
1309                 this.max_armorvalue = g_pickup_armorbig_max;
1310         if(!this.pickup_anyway)
1311                 this.pickup_anyway = g_pickup_armorbig_anyway;
1312         StartItem(this, ITEM_ArmorLarge);
1313 }
1314
1315 spawnfunc(item_armor_large)
1316 {
1317         if(!this.armorvalue)
1318                 this.armorvalue = g_pickup_armorlarge;
1319         if(!this.max_armorvalue)
1320                 this.max_armorvalue = g_pickup_armorlarge_max;
1321         if(!this.pickup_anyway)
1322                 this.pickup_anyway = g_pickup_armorlarge_anyway;
1323         StartItem(this, ITEM_ArmorMega);
1324 }
1325
1326 spawnfunc(item_health_small)
1327 {
1328         if(!this.max_health)
1329                 this.max_health = g_pickup_healthsmall_max;
1330         if(!this.health)
1331                 this.health = g_pickup_healthsmall;
1332         if(!this.pickup_anyway)
1333                 this.pickup_anyway = g_pickup_healthsmall_anyway;
1334         StartItem(this, ITEM_HealthSmall);
1335 }
1336
1337 spawnfunc(item_health_medium)
1338 {
1339         if(!this.max_health)
1340                 this.max_health = g_pickup_healthmedium_max;
1341         if(!this.health)
1342                 this.health = g_pickup_healthmedium;
1343         if(!this.pickup_anyway)
1344                 this.pickup_anyway = g_pickup_healthmedium_anyway;
1345     StartItem(this, ITEM_HealthMedium);
1346 }
1347
1348 spawnfunc(item_health_large)
1349 {
1350         if(!this.max_health)
1351                 this.max_health = g_pickup_healthlarge_max;
1352         if(!this.health)
1353                 this.health = g_pickup_healthlarge;
1354         if(!this.pickup_anyway)
1355                 this.pickup_anyway = g_pickup_healthlarge_anyway;
1356         StartItem(this, ITEM_HealthLarge);
1357 }
1358
1359 spawnfunc(item_health_mega)
1360 {
1361     if(!this.max_health)
1362         this.max_health = g_pickup_healthmega_max;
1363     if(!this.health)
1364         this.health = g_pickup_healthmega;
1365     if(!this.pickup_anyway)
1366         this.pickup_anyway = g_pickup_healthmega_anyway;
1367     StartItem(this, ITEM_HealthMega);
1368 }
1369
1370 // support old misnamed entities
1371 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1372 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1373 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1374 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1375 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1376
1377 spawnfunc(item_strength)
1378 {
1379                 if(!this.strength_finished)
1380                         this.strength_finished = autocvar_g_balance_powerup_strength_time;
1381                 StartItem(this, ITEM_Strength);
1382 }
1383
1384 spawnfunc(item_invincible)
1385 {
1386                 if(!this.invincible_finished)
1387                         this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1388                 StartItem(this, ITEM_Shield);
1389 }
1390
1391 // compatibility:
1392 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1393
1394 void target_items_use()
1395 {SELFPARAM();
1396         if(activator.classname == "droppedweapon")
1397         {
1398                 EXACTTRIGGER_TOUCH;
1399                 remove(activator);
1400                 return;
1401         }
1402
1403         if (!IS_PLAYER(activator))
1404                 return;
1405         if(activator.deadflag != DEAD_NO)
1406                 return;
1407         EXACTTRIGGER_TOUCH;
1408
1409         entity e;
1410         for(e = world; (e = find(e, classname, "droppedweapon")); )
1411                 if(e.enemy == activator)
1412                         remove(e);
1413
1414         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1415                 centerprint(activator, self.message);
1416 }
1417
1418 spawnfunc(target_items)
1419 {
1420         float n, i, j;
1421         entity e;
1422         string s;
1423
1424         self.use = target_items_use;
1425         if(!self.strength_finished)
1426                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1427         if(!self.invincible_finished)
1428                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1429         if(!self.superweapons_finished)
1430                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1431
1432         n = tokenize_console(self.netname);
1433         if(argv(0) == "give")
1434         {
1435                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1436         }
1437         else
1438         {
1439                 for(i = 0; i < n; ++i)
1440                 {
1441                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1442                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1443                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1444                         else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
1445                         else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
1446                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1447                         else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
1448                         else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
1449                         else
1450                         {
1451                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1452                                 {
1453                                         e = Weapons_from(j);
1454                                         s = W_UndeprecateName(argv(i));
1455                                         if(s == e.netname)
1456                                         {
1457                                                 self.weapons |= (e.m_wepset);
1458                                                 if(self.spawnflags == 0 || self.spawnflags == 2) {
1459                                                         e.wr_init(e);
1460                                                 }
1461                                                 break;
1462                                         }
1463                                 }
1464                                 if(j > WEP_LAST)
1465                                         LOG_INFO("target_items: invalid item ", argv(i), "\n");
1466                         }
1467                 }
1468
1469                 string itemprefix, valueprefix;
1470                 if(self.spawnflags == 0)
1471                 {
1472                         itemprefix = "";
1473                         valueprefix = "";
1474                 }
1475                 else if(self.spawnflags == 1)
1476                 {
1477                         itemprefix = "max ";
1478                         valueprefix = "max ";
1479                 }
1480                 else if(self.spawnflags == 2)
1481                 {
1482                         itemprefix = "min ";
1483                         valueprefix = "min ";
1484                 }
1485                 else if(self.spawnflags == 4)
1486                 {
1487                         itemprefix = "minus ";
1488                         valueprefix = "max ";
1489                 }
1490                 else
1491                 {
1492                         error("invalid spawnflags");
1493                         itemprefix = valueprefix = string_null;
1494                 }
1495
1496                 self.netname = "";
1497                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1498                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1499                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * boolean(self.items & ITEM_Strength.m_itemid), "strength");
1500                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * boolean(self.items & ITEM_Shield.m_itemid), "invincible");
1501                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * boolean(self.items & IT_SUPERWEAPON), "superweapons");
1502                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1503                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1504                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1505                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1506                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1507                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1508                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1509                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1510                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1511                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1512                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1513                 {
1514                         e = Weapons_from(j);
1515                         if(e == WEP_Null) continue;
1516                         self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (e.m_wepset)), e.netname);
1517                 }
1518         }
1519         self.netname = strzone(self.netname);
1520         //print(self.netname, "\n");
1521
1522         n = tokenize_console(self.netname);
1523         for(i = 0; i < n; ++i)
1524         {
1525                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1526                 {
1527                         e = Weapons_from(j);
1528                         if(argv(i) == e.netname)
1529                         {
1530                                 e.wr_init(e);
1531                                 break;
1532                         }
1533                 }
1534         }
1535 }
1536
1537 spawnfunc(item_fuel)
1538 {
1539         if(!this.ammo_fuel)
1540                 this.ammo_fuel = g_pickup_fuel;
1541         if(!this.pickup_anyway)
1542                 this.pickup_anyway = g_pickup_ammo_anyway;
1543         StartItem(this, ITEM_JetpackFuel);
1544 }
1545
1546 spawnfunc(item_fuel_regen)
1547 {
1548         if(start_items & ITEM_JetpackRegen.m_itemid)
1549         {
1550                 spawnfunc_item_fuel(this);
1551                 return;
1552         }
1553         StartItem(this, ITEM_JetpackRegen);
1554 }
1555
1556 spawnfunc(item_jetpack)
1557 {
1558         if(!this.ammo_fuel)
1559                 this.ammo_fuel = g_pickup_fuel_jetpack;
1560         if(start_items & ITEM_Jetpack.m_itemid)
1561         {
1562                 spawnfunc_item_fuel(this);
1563                 return;
1564         }
1565         StartItem(this, ITEM_Jetpack);
1566 }
1567
1568 float GiveWeapon(entity e, float wpn, float op, float val)
1569 {
1570         WepSet v0, v1;
1571         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1572         v0 = (e.weapons & s);
1573         switch(op)
1574         {
1575                 case OP_SET:
1576                         if(val > 0)
1577                                 e.weapons |= s;
1578                         else
1579                                 e.weapons &= ~s;
1580                         break;
1581                 case OP_MIN:
1582                 case OP_PLUS:
1583                         if(val > 0)
1584                                 e.weapons |= s;
1585                         break;
1586                 case OP_MAX:
1587                         if(val <= 0)
1588                                 e.weapons &= ~s;
1589                         break;
1590                 case OP_MINUS:
1591                         if(val > 0)
1592                                 e.weapons &= ~s;
1593                         break;
1594         }
1595         v1 = (e.weapons & s);
1596         return (v0 != v1);
1597 }
1598
1599 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1600 {
1601         if(v1 == v0)
1602                 return;
1603         if(v1 <= v0 - t)
1604         {
1605                 if(snd_decr != "")
1606                         _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1607         }
1608         else if(v0 >= v0 + t)
1609         {
1610                 if(snd_incr != "")
1611                         _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1612         }
1613 }
1614
1615 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1616 {
1617         if(v0 < v1)
1618                 e.(rotfield) = max(e.(rotfield), time + rottime);
1619         else if(v0 > v1)
1620                 e.(regenfield) = max(e.(regenfield), time + regentime);
1621 }
1622 float GiveItems(entity e, float beginarg, float endarg)
1623 {SELFPARAM();
1624         float got, i, j, val, op;
1625         float _switchweapon;
1626         entity wi;
1627         string cmd;
1628
1629         val = 999;
1630         op = OP_SET;
1631
1632         got = 0;
1633
1634         _switchweapon = false;
1635         if (e.autoswitch)
1636                 if (PS(e).m_switchweapon == w_getbestweapon(e))
1637                         _switchweapon = true;
1638
1639         e.strength_finished = max(0, e.strength_finished - time);
1640         e.invincible_finished = max(0, e.invincible_finished - time);
1641         e.superweapons_finished = max(0, e.superweapons_finished - time);
1642
1643         PREGIVE(e, items);
1644         PREGIVE_WEAPONS(e);
1645         PREGIVE(e, strength_finished);
1646         PREGIVE(e, invincible_finished);
1647         PREGIVE(e, superweapons_finished);
1648         PREGIVE(e, ammo_nails);
1649         PREGIVE(e, ammo_cells);
1650         PREGIVE(e, ammo_plasma);
1651         PREGIVE(e, ammo_shells);
1652         PREGIVE(e, ammo_rockets);
1653         PREGIVE(e, ammo_fuel);
1654         PREGIVE(e, armorvalue);
1655         PREGIVE(e, health);
1656
1657         for(i = beginarg; i < endarg; ++i)
1658         {
1659                 cmd = argv(i);
1660
1661                 if(cmd == "0" || stof(cmd))
1662                 {
1663                         val = stof(cmd);
1664                         continue;
1665                 }
1666                 switch(cmd)
1667                 {
1668                         case "no":
1669                                 op = OP_MAX;
1670                                 val = 0;
1671                                 continue;
1672                         case "max":
1673                                 op = OP_MAX;
1674                                 continue;
1675                         case "min":
1676                                 op = OP_MIN;
1677                                 continue;
1678                         case "plus":
1679                                 op = OP_PLUS;
1680                                 continue;
1681                         case "minus":
1682                                 op = OP_MINUS;
1683                                 continue;
1684                         case "ALL":
1685                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1686                                 got += GiveValue(e, strength_finished, op, val);
1687                                 got += GiveValue(e, invincible_finished, op, val);
1688                                 got += GiveValue(e, superweapons_finished, op, val);
1689                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1690                         case "all":
1691                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1692                                 got += GiveValue(e, health, op, val);
1693                                 got += GiveValue(e, armorvalue, op, val);
1694                         case "allweapons":
1695                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1696                                 {
1697                                         wi = Weapons_from(j);
1698                                         if(wi == WEP_Null) continue;
1699                                         if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1700                                                 got += GiveWeapon(e, j, op, val);
1701                                 }
1702                         case "allammo":
1703                                 got += GiveValue(e, ammo_cells, op, val);
1704                                 got += GiveValue(e, ammo_plasma, op, val);
1705                                 got += GiveValue(e, ammo_shells, op, val);
1706                                 got += GiveValue(e, ammo_nails, op, val);
1707                                 got += GiveValue(e, ammo_rockets, op, val);
1708                                 got += GiveValue(e, ammo_fuel, op, val);
1709                                 break;
1710                         case "unlimited_ammo":
1711                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1712                                 break;
1713                         case "unlimited_weapon_ammo":
1714                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1715                                 break;
1716                         case "unlimited_superweapons":
1717                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1718                                 break;
1719                         case "jetpack":
1720                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1721                                 break;
1722                         case "fuel_regen":
1723                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1724                                 break;
1725                         case "strength":
1726                                 got += GiveValue(e, strength_finished, op, val);
1727                                 break;
1728                         case "invincible":
1729                                 got += GiveValue(e, invincible_finished, op, val);
1730                                 break;
1731                         case "superweapons":
1732                                 got += GiveValue(e, superweapons_finished, op, val);
1733                                 break;
1734                         case "cells":
1735                                 got += GiveValue(e, ammo_cells, op, val);
1736                                 break;
1737                         case "plasma":
1738                                 got += GiveValue(e, ammo_plasma, op, val);
1739                                 break;
1740                         case "shells":
1741                                 got += GiveValue(e, ammo_shells, op, val);
1742                                 break;
1743                         case "nails":
1744                         case "bullets":
1745                                 got += GiveValue(e, ammo_nails, op, val);
1746                                 break;
1747                         case "rockets":
1748                                 got += GiveValue(e, ammo_rockets, op, val);
1749                                 break;
1750                         case "health":
1751                                 got += GiveValue(e, health, op, val);
1752                                 break;
1753                         case "armor":
1754                                 got += GiveValue(e, armorvalue, op, val);
1755                                 break;
1756                         case "fuel":
1757                                 got += GiveValue(e, ammo_fuel, op, val);
1758                                 break;
1759                         default:
1760                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1761                                 {
1762                                         wi = Weapons_from(j);
1763                                         if(cmd == wi.netname)
1764                                         {
1765                                                 got += GiveWeapon(e, j, op, val);
1766                                                 break;
1767                                         }
1768                                 }
1769                                 if(j > WEP_LAST)
1770                                         LOG_INFO("give: invalid item ", cmd, "\n");
1771                                 break;
1772                 }
1773                 val = 999;
1774                 op = OP_SET;
1775         }
1776
1777         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
1778         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
1779         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
1780         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
1781         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1782         {
1783                 wi = Weapons_from(j);
1784                 if (wi == WEP_Null) continue;
1785                 POSTGIVE_WEAPON(e, Weapons_from(j), SND(WEAPONPICKUP), string_null);
1786                 if (!(save_weapons & (wi.m_wepset)))
1787                         if(e.weapons & (wi.m_wepset)) {
1788                                 wi.wr_init(wi);
1789                         }
1790         }
1791         POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
1792         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
1793         POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
1794         POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
1795         POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
1796         POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
1797         POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
1798         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND(ITEMPICKUP), string_null);
1799         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(ARMOR25), string_null);
1800         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(MEGAHEALTH), string_null);
1801
1802         if(e.superweapons_finished <= 0)
1803                 if(self.weapons & WEPSET_SUPERWEAPONS)
1804                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1805
1806         if(e.strength_finished <= 0)
1807                 e.strength_finished = 0;
1808         else
1809                 e.strength_finished += time;
1810         if(e.invincible_finished <= 0)
1811                 e.invincible_finished = 0;
1812         else
1813                 e.invincible_finished += time;
1814         if(e.superweapons_finished <= 0)
1815                 e.superweapons_finished = 0;
1816         else
1817                 e.superweapons_finished += time;
1818
1819         if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
1820                 _switchweapon = true;
1821         if(_switchweapon)
1822                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1823
1824         return got;
1825 }
1826 #endif