]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/t_items.qc
747075812b9a58933bfd0970328888b11bbd119b
[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     #include "_all.qh"
7
8     #include "waypointsprites.qh"
9
10     #include "bot/bot.qh"
11     #include "bot/waypoints.qh"
12
13     #include "mutators/mutators_include.qh"
14
15     #include "weapons/common.qh"
16     #include "weapons/selection.qh"
17     #include "weapons/weaponsystem.qh"
18
19     #include "../common/constants.qh"
20     #include "../common/deathtypes.qh"
21     #include "../common/notifications.qh"
22         #include "../common/triggers/subs.qh"
23     #include "../common/util.qh"
24
25     #include "../common/monsters/all.qh"
26
27     #include "../common/weapons/all.qh"
28
29     #include "../warpzonelib/util_server.qh"
30 #endif
31
32 #ifdef CSQC
33 void ItemDraw()
34 {
35     if(self.gravity)
36     {
37         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38         if(self.move_flags & FL_ONGROUND)
39         { // For some reason move_avelocity gets set to '0 0 0' here ...
40             self.oldorigin = self.origin;
41             self.gravity = 0;
42
43             if(autocvar_cl_animate_items)
44             { // ... so reset it if animations are requested.
45                 if(self.ItemStatus & ITS_ANIMATE1)
46                     self.move_avelocity = '0 180 0';
47
48                 if(self.ItemStatus & ITS_ANIMATE2)
49                     self.move_avelocity = '0 -90 0';
50             }
51         }
52     }
53     else if (autocvar_cl_animate_items)
54     {
55         if(self.ItemStatus & ITS_ANIMATE1)
56         {
57             self.angles += self.move_avelocity * frametime;
58             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
59         }
60
61         if(self.ItemStatus & ITS_ANIMATE2)
62         {
63             self.angles += self.move_avelocity * frametime;
64             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
65         }
66     }
67 }
68
69 void ItemDrawSimple()
70 {
71     if(self.gravity)
72     {
73         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
74
75         if(self.move_flags & FL_ONGROUND)
76             self.gravity = 0;
77     }
78 }
79
80 void ItemRead(float _IsNew)
81 {
82     int sf = ReadByte();
83
84     if(sf & ISF_LOCATION)
85     {
86         self.origin_x = ReadCoord();
87         self.origin_y = ReadCoord();
88         self.origin_z = ReadCoord();
89         setorigin(self, self.origin);
90         self.oldorigin = self.origin;
91     }
92
93     if(sf & ISF_ANGLES)
94     {
95         self.angles_x = ReadCoord();
96         self.angles_y = ReadCoord();
97         self.angles_z = ReadCoord();
98         self.move_angles = self.angles;
99     }
100
101     if(sf & ISF_SIZE)
102     {
103         self.mins_x = ReadCoord();
104         self.mins_y = ReadCoord();
105         self.mins_z = ReadCoord();
106         self.maxs_x = ReadCoord();
107         self.maxs_y = ReadCoord();
108         self.maxs_z = ReadCoord();
109         setsize(self, self.mins, self.maxs);
110     }
111
112     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
113     {
114         self.ItemStatus = ReadByte();
115
116         if(self.ItemStatus & ITS_AVAILABLE)
117         {
118             self.alpha = 1;
119             self.colormod = self.glowmod = '1 1 1';
120         }
121         else
122         {
123             if (autocvar_cl_ghost_items_color)
124             {
125                 self.alpha = autocvar_cl_ghost_items;
126                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
127             }
128             else
129                 self.alpha = -1;
130         }
131
132         if(autocvar_cl_fullbright_items)
133             if(self.ItemStatus & ITS_ALLOWFB)
134                 self.effects |= EF_FULLBRIGHT;
135
136         if(self.ItemStatus & ITS_STAYWEP)
137         {
138             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139             self.alpha = autocvar_cl_weapon_stay_alpha;
140
141         }
142
143         if(self.ItemStatus & ITS_POWERUP)
144         {
145             if(self.ItemStatus & ITS_AVAILABLE)
146                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
147             else
148                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
149         }
150     }
151
152     if(sf & ISF_MODEL)
153     {
154         self.drawmask  = MASK_NORMAL;
155         self.movetype  = MOVETYPE_TOSS;
156         self.draw       = ItemDraw;
157
158         if(self.mdl)
159             strunzone(self.mdl);
160
161         self.mdl = "";
162         string _fn = ReadString();
163
164         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
165         {
166             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167             self.draw = ItemDrawSimple;
168
169
170
171             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177             else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178                 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
179             else
180             {
181                 self.draw = ItemDraw;
182                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
183             }
184         }
185
186         if(self.draw != ItemDrawSimple)
187             self.mdl = strzone(_fn);
188
189
190         if(self.mdl == "")
191             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
192
193         precache_model(self.mdl);
194         setmodel(self, self.mdl);
195     }
196
197     if(sf & ISF_COLORMAP)
198         self.colormap = ReadShort();
199
200     if(sf & ISF_DROP)
201     {
202         self.gravity = 1;
203         //self.move_angles = '0 0 0';
204         self.move_movetype = MOVETYPE_TOSS;
205         self.move_velocity_x = ReadCoord();
206         self.move_velocity_y = ReadCoord();
207         self.move_velocity_z = ReadCoord();
208         self.velocity = self.move_velocity;
209         self.move_origin = self.oldorigin;
210
211         if(!self.move_time)
212         {
213             self.move_time = time;
214             self.spawntime = time;
215         }
216         else
217             self.move_time = max(self.move_time, time);
218     }
219
220     if(autocvar_cl_animate_items)
221     {
222         if(self.ItemStatus & ITS_ANIMATE1)
223             self.move_avelocity = '0 180 0';
224
225         if(self.ItemStatus & ITS_ANIMATE2)
226             self.move_avelocity = '0 -90 0';
227     }
228 }
229
230 #endif
231
232 #ifdef SVQC
233 bool ItemSend(entity to, int sf)
234 {
235     if(self.gravity)
236         sf |= ISF_DROP;
237     else
238         sf &= ~ISF_DROP;
239
240         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241         WriteByte(MSG_ENTITY, sf);
242
243         //WriteByte(MSG_ENTITY, self.cnt);
244     if(sf & ISF_LOCATION)
245     {
246         WriteCoord(MSG_ENTITY, self.origin.x);
247         WriteCoord(MSG_ENTITY, self.origin.y);
248         WriteCoord(MSG_ENTITY, self.origin.z);
249     }
250
251     if(sf & ISF_ANGLES)
252     {
253         WriteCoord(MSG_ENTITY, self.angles.x);
254         WriteCoord(MSG_ENTITY, self.angles.y);
255         WriteCoord(MSG_ENTITY, self.angles.z);
256     }
257
258     if(sf & ISF_SIZE)
259     {
260         WriteCoord(MSG_ENTITY, self.mins.x);
261         WriteCoord(MSG_ENTITY, self.mins.y);
262         WriteCoord(MSG_ENTITY, self.mins.z);
263         WriteCoord(MSG_ENTITY, self.maxs.x);
264         WriteCoord(MSG_ENTITY, self.maxs.y);
265         WriteCoord(MSG_ENTITY, self.maxs.z);
266     }
267
268     if(sf & ISF_STATUS)
269         WriteByte(MSG_ENTITY, self.ItemStatus);
270
271     if(sf & ISF_MODEL)
272     {
273
274         if(self.mdl == "")
275             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
276
277         WriteString(MSG_ENTITY, self.mdl);
278     }
279
280
281     if(sf & ISF_COLORMAP)
282         WriteShort(MSG_ENTITY, self.colormap);
283
284     if(sf & ISF_DROP)
285     {
286         WriteCoord(MSG_ENTITY, self.velocity.x);
287         WriteCoord(MSG_ENTITY, self.velocity.y);
288         WriteCoord(MSG_ENTITY, self.velocity.z);
289     }
290
291     return true;
292 }
293
294 void ItemUpdate(entity item)
295 {
296         item.SendFlags |= ISF_LOCATION;
297 }
298
299 float have_pickup_item(void)
300 {
301         if(self.flags & FL_POWERUP)
302         {
303                 if(autocvar_g_powerups > 0)
304                         return true;
305                 if(autocvar_g_powerups == 0)
306                         return false;
307         }
308         else
309         {
310                 if(autocvar_g_pickup_items > 0)
311                         return true;
312                 if(autocvar_g_pickup_items == 0)
313                         return false;
314                 if(g_weaponarena)
315                         if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
316                                 return false;
317         }
318         return true;
319 }
320
321 /*
322 float Item_Customize()
323 {
324         if(self.spawnshieldtime)
325                 return true;
326         if(self.weapons & ~other.weapons)
327         {
328                 self.colormod = '0 0 0';
329                 self.glowmod = self.colormod;
330                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
331                 return true;
332         }
333         else
334         {
335                 if(g_ghost_items)
336                 {
337                         self.colormod = stov(autocvar_g_ghost_items_color);
338                         self.glowmod = self.colormod;
339                         self.alpha = g_ghost_items;
340                         return true;
341                 }
342                 else
343                         return false;
344         }
345 }
346 */
347
348 void Item_Show (entity e, float mode)
349 {
350         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351         e.ItemStatus &= ~ITS_STAYWEP;
352         if (mode > 0)
353         {
354                 // make the item look normal, and be touchable
355                 e.model = e.mdl;
356                 e.solid = SOLID_TRIGGER;
357                 e.spawnshieldtime = 1;
358                 e.ItemStatus |= ITS_AVAILABLE;
359         }
360         else if (mode < 0)
361         {
362                 // hide the item completely
363                 e.model = string_null;
364                 e.solid = SOLID_NOT;
365                 e.spawnshieldtime = 1;
366                 e.ItemStatus &= ~ITS_AVAILABLE;
367         }
368         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
369         {
370                 // make the item translucent and not touchable
371                 e.model = e.mdl;
372                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373                 e.effects |= EF_STARDUST;
374                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
376         }
377         else
378         {
379                 //setmodel(e, "null");
380                 e.solid = SOLID_NOT;
381                 e.colormod = '0 0 0';
382                 e.glowmod = e.colormod;
383                 e.spawnshieldtime = 1;
384                 e.ItemStatus &= ~ITS_AVAILABLE;
385         }
386
387         if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
388             e.ItemStatus |= ITS_POWERUP;
389
390         if (autocvar_g_nodepthtestitems)
391                 e.effects |= EF_NODEPTHTEST;
392
393
394     if (autocvar_g_fullbrightitems)
395                 e.ItemStatus |= ITS_ALLOWFB;
396
397         if (autocvar_sv_simple_items)
398         e.ItemStatus |= ITS_ALLOWSI;
399
400         // relink entity (because solid may have changed)
401         setorigin(e, e.origin);
402     e.SendFlags |= ISF_STATUS;
403 }
404
405 void Item_Think()
406 {
407         self.nextthink = time;
408         if(self.origin != self.oldorigin)
409         {
410                 self.oldorigin = self.origin;
411                 ItemUpdate(self);
412         }
413 }
414
415 float Item_ItemsTime_UpdateTime(entity e, float t);
416 void Item_ItemsTime_SetTime(entity e, float t);
417 void Item_ItemsTime_SetTimesForAllPlayers();
418
419 void Item_Respawn (void)
420 {
421         Item_Show(self, 1);
422         // this is ugly...
423         if(self.items == ITEM_Strength.m_itemid)
424                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM);    // play respawn sound
425         else if(self.items == ITEM_Shield.m_itemid)
426                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
427         else
428                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
429         setorigin (self, self.origin);
430
431         if(self.flags & FL_POWERUP || self.itemdef == ITEM_ArmorMega || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
432         {
433                 float t = Item_ItemsTime_UpdateTime(self, 0);
434                 Item_ItemsTime_SetTime(self, t);
435                 Item_ItemsTime_SetTimesForAllPlayers();
436         }
437
438         self.think = Item_Think;
439         self.nextthink = time;
440
441         //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
442         Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
443 }
444
445 void Item_RespawnCountdown (void)
446 {
447         if(self.count >= ITEM_RESPAWN_TICKS)
448         {
449                 if(self.waypointsprite_attached)
450                         WaypointSprite_Kill(self.waypointsprite_attached);
451                 Item_Respawn();
452         }
453         else
454         {
455                 self.nextthink = time + 1;
456                 self.count += 1;
457                 if(self.count == 1)
458                 {
459                         string name;
460                         vector rgb = '1 0 1';
461                         name = string_null;
462                         switch (self.items)
463                         {
464                                 case ITEM_JetpackRegen.m_itemid: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
465                                 case ITEM_Jetpack.m_itemid:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
466                                 case ITEM_Strength.m_itemid:   name = "item-strength"; rgb = '0 0 1'; break;
467                                 case ITEM_Shield.m_itemid: name = "item-shield"; rgb = '1 0 1'; break;
468                                 case ITEM_HealthMega.m_itemid:
469                                         //if (self.classname == "item_health_mega")
470                                                 {name = "item_health_mega"; rgb = '1 0 0';}
471                                         break;
472                                 case ITEM_ArmorMega.m_itemid:
473                                         if (self.itemdef == ITEM_ArmorMega)
474                                                 {name = "item_armor_large"; rgb = '0 1 0';}
475                                         break;
476                         }
477                         MUTATOR_CALLHOOK(Item_RespawnCountdown, name, rgb);
478                         name = item_name;
479                         rgb = item_color;
480                         if(self.flags & FL_WEAPON)
481                         {
482                                 entity wi = get_weaponinfo(self.weapon);
483                                 if(wi)
484                                 {
485                                         name = wi.wpmodel;
486                                         rgb = '1 0 0';
487                                 }
488                         }
489                         if(name)
490                         {
491                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
492                                 if(self.waypointsprite_attached)
493                                 {
494                                         if (self.items == IT_HEALTH || self.items == IT_ARMOR)
495                                                 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
496                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
497                                 }
498                         }
499                         else
500                         {
501                                 print("Unknown powerup-marked item is wanting to respawn\n");
502                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
503                         }
504                 }
505
506                 if(self.waypointsprite_attached)
507                 {
508                         entity e;
509                         entity it = self;
510                         self = self.waypointsprite_attached;
511                         FOR_EACH_REALCLIENT(e)
512                                 if(self.waypointsprite_visible_for_player(e))
513                                 {
514                                         msg_entity = e;
515                                         soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
516                                 }
517                         self = it;
518
519                         WaypointSprite_Ping(self.waypointsprite_attached);
520                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
521                 }
522                 else
523                         sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
524         }
525 }
526
527 void Item_RespawnThink()
528 {
529         self.nextthink = time;
530         if(self.origin != self.oldorigin)
531         {
532                 self.oldorigin = self.origin;
533                 ItemUpdate(self);
534         }
535
536         if(time >= self.wait)
537                 Item_Respawn();
538 }
539
540 void Item_ScheduleRespawnIn(entity e, float t)
541 {
542         if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.itemdef == ITEM_ArmorMega || e.items == IT_HEALTH)
543         {
544                 e.think = Item_RespawnCountdown;
545                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
546                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
547                 e.count = 0;
548                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
549                 Item_ItemsTime_SetTime(e, t);
550                 Item_ItemsTime_SetTimesForAllPlayers();
551         }
552         else
553         {
554                 e.think = Item_RespawnThink;
555                 e.nextthink = time;
556                 e.scheduledrespawntime = time + t;
557                 e.wait = time + t;
558         }
559 }
560
561 void Item_ScheduleRespawn(entity e)
562 {
563         if(e.respawntime > 0)
564         {
565                 Item_Show(e, 0);
566                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
567         }
568         else // if respawntime is -1, this item does not respawn
569                 Item_Show(e, -1);
570 }
571
572 void Item_ScheduleInitialRespawn(entity e)
573 {
574         Item_Show(e, 0);
575         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
576 }
577
578 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
579 {
580         if (!item.(ammotype))
581                 return false;
582
583         if (item.spawnshieldtime)
584         {
585                 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
586                 {
587                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
588                         goto YEAH;
589                 }
590         }
591         else if(g_weapon_stay == 2)
592         {
593                 float mi = min(item.(ammotype), ammomax);
594                 if (player.(ammotype) < mi)
595                 {
596                         player.(ammotype) = mi;
597                         goto YEAH;
598                 }
599         }
600
601         return false;
602
603 :YEAH
604         switch(mode)
605         {
606                 case ITEM_MODE_FUEL:
607                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
608                         break;
609                 case ITEM_MODE_HEALTH:
610                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
611                         break;
612                 case ITEM_MODE_ARMOR:
613                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
614                         break;
615                 default:
616                         break;
617         }
618         return true;
619 }
620
621 float Item_GiveTo(entity item, entity player)
622 {
623         float _switchweapon;
624         float pickedup;
625         float it;
626         float i;
627
628         // if nothing happens to player, just return without taking the item
629         pickedup = false;
630         _switchweapon = false;
631         // in case the player has autoswitch enabled do the following:
632         // if the player is using their best weapon before items are given, they
633         // probably want to switch to an even better weapon after items are given
634         if (player.autoswitch)
635         if (player.switchweapon == w_getbestweapon(player))
636                 _switchweapon = true;
637
638         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
639                 _switchweapon = true;
640
641         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
642         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
643         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
644         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
645         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
646         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
647         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
648         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
649
650         if (item.flags & FL_WEAPON)
651         {
652                 WepSet it;
653                 it = item.weapons;
654                 it &= ~player.weapons;
655
656                 if (it || (item.spawnshieldtime && item.pickup_anyway))
657                 {
658                         pickedup = true;
659                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
660                         if(it & WepSet_FromWeapon(i))
661                         {
662                                 W_DropEvent(WR_PICKUP, player, i, item);
663                                 W_GiveWeapon(player, i);
664                         }
665                 }
666         }
667
668         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
669         {
670                 pickedup = true;
671                 player.items |= it;
672                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
673         }
674
675         if (item.strength_finished)
676         {
677                 pickedup = true;
678                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
679         }
680         if (item.invincible_finished)
681         {
682                 pickedup = true;
683                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
684         }
685         if (item.superweapons_finished)
686         {
687                 pickedup = true;
688                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
689         }
690
691 :skip
692
693         // always eat teamed entities
694         if(item.team)
695                 pickedup = true;
696
697         if (!pickedup)
698                 return 0;
699
700         if (_switchweapon)
701                 if (player.switchweapon != w_getbestweapon(player))
702                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
703
704         return 1;
705 }
706
707 void Item_Touch (void)
708 {
709         entity e, head;
710
711         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
712         if(self.classname == "droppedweapon")
713         {
714                 if (ITEM_TOUCH_NEEDKILL())
715                 {
716                         remove(self);
717                         return;
718                 }
719         }
720
721         if (!IS_PLAYER(other))
722                 return;
723         if (other.frozen)
724                 return;
725         if (other.deadflag)
726                 return;
727         if (self.solid != SOLID_TRIGGER)
728                 return;
729         if (self.owner == other)
730                 return;
731         if (time < self.item_spawnshieldtime)
732                 return;
733
734         switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
735         {
736                 case MUT_ITEMTOUCH_RETURN: { return; }
737                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
738         }
739
740         if (self.classname == "droppedweapon")
741         {
742                 self.strength_finished = max(0, self.strength_finished - time);
743                 self.invincible_finished = max(0, self.invincible_finished - time);
744                 self.superweapons_finished = max(0, self.superweapons_finished - time);
745         }
746         entity it = self.itemdef;
747         bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
748         if (!gave)
749         {
750                 if (self.classname == "droppedweapon")
751                 {
752                         // undo what we did above
753                         self.strength_finished += time;
754                         self.invincible_finished += time;
755                         self.superweapons_finished += time;
756                 }
757                 return;
758         }
759
760         :pickup
761
762         other.last_pickup = time;
763
764         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
765         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
766
767         if (self.classname == "droppedweapon")
768                 remove (self);
769         else if (self.spawnshieldtime)
770         {
771                 if(self.team)
772                 {
773                         RandomSelection_Init();
774                         for(head = world; (head = findfloat(head, team, self.team)); )
775                         {
776                                 if(head.flags & FL_ITEM)
777                                 {
778                                         Item_Show(head, -1);
779                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
780                                 }
781                         }
782                         e = RandomSelection_chosen_ent;
783
784                 }
785                 else
786                         e = self;
787                 Item_ScheduleRespawn(e);
788         }
789 }
790
791 void Item_Reset()
792 {
793         Item_Show(self, !self.state);
794         setorigin (self, self.origin);
795
796         if(self.classname != "droppedweapon")
797         {
798                 self.think = Item_Think;
799                 self.nextthink = time;
800
801                 if(self.waypointsprite_attached)
802                         WaypointSprite_Kill(self.waypointsprite_attached);
803
804                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
805                         Item_ScheduleInitialRespawn(self);
806         }
807 }
808
809 void Item_FindTeam()
810 {
811         entity head, e;
812
813         if(self.effects & EF_NODRAW)
814         {
815                 // marker for item team search
816                 dprint("Initializing item team ", ftos(self.team), "\n");
817                 RandomSelection_Init();
818                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
819                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
820                 e = RandomSelection_chosen_ent;
821                 e.state = 0;
822                 Item_Show(e, 1);
823
824                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
825                 {
826                         if(head != e)
827                         {
828                                 // make it a non-spawned item
829                                 Item_Show(head, -1);
830                                 head.state = 1; // state 1 = initially hidden item
831                         }
832                         head.effects &= ~EF_NODRAW;
833                 }
834
835                 Item_Reset();
836         }
837 }
838
839 // Savage: used for item garbage-collection
840 // TODO: perhaps nice special effect?
841 void RemoveItem(void)
842 {
843         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
844         remove(self);
845 }
846
847 // pickup evaluation functions
848 // these functions decide how desirable an item is to the bots
849
850 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
851
852 float weapon_pickupevalfunc(entity player, entity item)
853 {
854         float c;
855
856         // See if I have it already
857         if(item.weapons & ~player.weapons)
858         {
859                 // If I can pick it up
860                 if(!item.spawnshieldtime)
861                         c = 0;
862                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
863                 {
864                         // Skilled bots will grab more
865                         c = bound(0, skill / 10, 1) * 0.5;
866                 }
867                 else
868                         c = 0;
869         }
870         else
871                 c = 1;
872
873         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
874         if( bot_custom_weapon && c )
875         {
876                 // Find the highest position on any range
877                 int position = -1;
878                 for (int j = 0; j < WEP_LAST ; ++j){
879                         if(
880                                         bot_weapons_far[j] == item.weapon ||
881                                         bot_weapons_mid[j] == item.weapon ||
882                                         bot_weapons_close[j] == item.weapon
883                           )
884                         {
885                                 position = j;
886                                 break;
887                         }
888                 }
889
890                 // Rate it
891                 if (position >= 0 )
892                 {
893                         position = WEP_LAST - position;
894                         // item.bot_pickupbasevalue is overwritten here
895                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
896                 }
897         }
898
899         return item.bot_pickupbasevalue * c;
900 }
901
902 float commodity_pickupevalfunc(entity player, entity item)
903 {
904         float c, i;
905         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
906         entity wi;
907         c = 0;
908
909         // Detect needed ammo
910         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
911         {
912                 wi = get_weaponinfo(i);
913
914                 if (!(player.weapons & WepSet_FromWeapon(i)))
915                         continue;
916
917                 if(wi.items & ITEM_Shells.m_itemid)
918                         need_shells = true;
919                 else if(wi.items & ITEM_Bullets.m_itemid)
920                         need_nails = true;
921                 else if(wi.items & ITEM_Rockets.m_itemid)
922                         need_rockets = true;
923                 else if(wi.items & ITEM_Cells.m_itemid)
924                         need_cells = true;
925                 else if(wi.items & ITEM_Plasma.m_itemid)
926                         need_plasma = true;
927                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
928                         need_fuel = true;
929         }
930
931         // TODO: figure out if the player even has the weapon this ammo is for?
932         // may not affect strategy much though...
933         // find out how much more ammo/armor/health the player can hold
934         if (need_shells)
935         if (item.ammo_shells)
936         if (player.ammo_shells < g_pickup_shells_max)
937                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
938         if (need_nails)
939         if (item.ammo_nails)
940         if (player.ammo_nails < g_pickup_nails_max)
941                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
942         if (need_rockets)
943         if (item.ammo_rockets)
944         if (player.ammo_rockets < g_pickup_rockets_max)
945                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
946         if (need_cells)
947         if (item.ammo_cells)
948         if (player.ammo_cells < g_pickup_cells_max)
949                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
950         if (need_plasma)
951         if (item.ammo_plasma)
952         if (player.ammo_plasma < g_pickup_plasma_max)
953                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
954         if (need_fuel)
955         if (item.ammo_fuel)
956         if (player.ammo_fuel < g_pickup_fuel_max)
957                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
958         if (item.armorvalue)
959         if (player.armorvalue < item.max_armorvalue)
960                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
961         if (item.health)
962         if (player.health < item.max_health)
963                 c = c + max(0, 1 - player.health / item.max_health);
964
965         return item.bot_pickupbasevalue * c;
966 }
967
968 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
969 {
970         if(ITEM_DAMAGE_NEEDKILL(deathtype))
971                 RemoveItem();
972 }
973
974 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)
975 {
976         startitem_failed = false;
977
978         if(self.model == "")
979                 self.model = itemmodel;
980
981         if(self.model == "")
982     {
983         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
984         return;
985     }
986
987         if(self.item_pickupsound == "")
988                 self.item_pickupsound = pickupsound;
989
990         if(!self.respawntime) // both need to be set
991         {
992                 self.respawntime = defaultrespawntime;
993                 self.respawntimejitter = defaultrespawntimejitter;
994         }
995
996         self.items = itemid;
997         self.weapon = weaponid;
998
999         if(weaponid)
1000                 self.weapons = WepSet_FromWeapon(weaponid);
1001
1002         self.flags = FL_ITEM | itemflags;
1003
1004         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1005         {
1006                 startitem_failed = true;
1007                 remove(self);
1008                 return;
1009         }
1010
1011         // is it a dropped weapon?
1012         if (self.classname == "droppedweapon")
1013         {
1014                 self.reset = SUB_Remove;
1015                 // it's a dropped weapon
1016                 self.movetype = MOVETYPE_TOSS;
1017
1018                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1019                 self.think = RemoveItem;
1020                 self.nextthink = time + 20;
1021
1022                 self.takedamage = DAMAGE_YES;
1023                 self.event_damage = Item_Damage;
1024
1025                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1026                 /*
1027                 if(self.items == 0)
1028                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1029                 if(self.ammo_nails == 0)
1030                 if(self.ammo_cells == 0)
1031                 if(self.ammo_rockets == 0)
1032                 if(self.ammo_shells == 0)
1033                 if(self.ammo_fuel == 0)
1034                 if(self.health == 0)
1035                 if(self.armorvalue == 0)
1036                 */
1037                 {
1038                         // if item is worthless after a timer, have it expire then
1039                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1040                 }
1041
1042                 // don't drop if in a NODROP zone (such as lava)
1043                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1044                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1045                 {
1046                         startitem_failed = true;
1047                         remove(self);
1048                         return;
1049                 }
1050         }
1051         else
1052         {
1053                 if(!have_pickup_item())
1054                 {
1055                         startitem_failed = true;
1056                         remove (self);
1057                         return;
1058                 }
1059
1060                 self.reset = Item_Reset;
1061                 // it's a level item
1062                 if(self.spawnflags & 1)
1063                         self.noalign = 1;
1064                 if (self.noalign)
1065                         self.movetype = MOVETYPE_NONE;
1066                 else
1067                         self.movetype = MOVETYPE_TOSS;
1068                 // do item filtering according to game mode and other things
1069                 if (!self.noalign)
1070                 {
1071                         // first nudge it off the floor a little bit to avoid math errors
1072                         setorigin(self, self.origin + '0 0 1');
1073                         // set item size before we spawn a spawnfunc_waypoint
1074                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1075                                 setsize (self, '-16 -16 0', '16 16 48');
1076                         else
1077                                 setsize (self, '-16 -16 0', '16 16 32');
1078
1079                         // note droptofloor returns false if stuck/or would fall too far
1080                         droptofloor();
1081                         waypoint_spawnforitem(self);
1082                 }
1083
1084                 /*
1085                  * can't do it that way, as it would break maps
1086                  * TODO make a target_give like entity another way, that perhaps has
1087                  * the weapon name in a key
1088                 if(self.targetname)
1089                 {
1090                         // target_give not yet supported; maybe later
1091                         print("removed targeted ", self.classname, "\n");
1092                         startitem_failed = true;
1093                         remove (self);
1094                         return;
1095                 }
1096                 */
1097
1098                 if(autocvar_spawn_debug >= 2)
1099                 {
1100                         entity otheritem;
1101                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1102                         {
1103                             // why not flags & fl_item?
1104                                 if(otheritem.is_item)
1105                                 {
1106                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1107                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1108                                         error("Mapper sucks.");
1109                                 }
1110                         }
1111                         self.is_item = true;
1112                 }
1113
1114                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1115
1116                 precache_model (self.model);
1117                 precache_sound (self.item_pickupsound);
1118
1119                 precache_sound ("misc/itemrespawncountdown.wav");
1120                 if(itemid == ITEM_Strength.m_itemid)
1121                         precache_sound ("misc/strength_respawn.wav");
1122                 else if(itemid == ITEM_Shield.m_itemid)
1123                         precache_sound ("misc/shield_respawn.wav");
1124                 else
1125                         precache_sound ("misc/itemrespawn.wav");
1126
1127                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1128                         self.target = "###item###"; // for finding the nearest item using find()
1129
1130                 Item_ItemsTime_SetTime(self, 0);
1131         }
1132
1133         self.bot_pickup = true;
1134         self.bot_pickupevalfunc = pickupevalfunc;
1135         self.bot_pickupbasevalue = pickupbasevalue;
1136         self.mdl = self.model;
1137         self.netname = itemname;
1138         self.touch = Item_Touch;
1139         setmodel(self, "null"); // precision set below
1140         //self.effects |= EF_LOWPRECISION;
1141
1142         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1143     {
1144         self.pos1 = '-16 -16 0';
1145         self.pos2 = '16 16 48';
1146     }
1147         else
1148     {
1149         self.pos1 = '-16 -16 0';
1150         self.pos2 = '16 16 32';
1151     }
1152     setsize (self, self.pos1, self.pos2);
1153
1154     if(itemflags & FL_POWERUP)
1155         self.ItemStatus |= ITS_ANIMATE1;
1156
1157         if(self.armorvalue || self.health)
1158         self.ItemStatus |= ITS_ANIMATE2;
1159
1160         if(itemflags & FL_WEAPON)
1161         {
1162                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1163             self.colormap = 1024; // color shirt=0 pants=0 grey
1164         else
1165             self.gravity = 1;
1166
1167                 self.ItemStatus |= ITS_ANIMATE1;
1168                 self.ItemStatus |= ISF_COLORMAP;
1169         }
1170
1171         self.state = 0;
1172         if(self.team) // broken, no idea why.
1173         {
1174                 if(!self.cnt)
1175                         self.cnt = 1; // item probability weight
1176
1177                 self.effects |= EF_NODRAW; // marker for item team search
1178                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1179         }
1180         else
1181                 Item_Reset();
1182
1183     Net_LinkEntity(self, false, 0, ItemSend);
1184
1185         self.SendFlags |= ISF_SIZE;
1186         if(self.angles)
1187                 self.SendFlags |= ISF_ANGLES;
1188
1189         // call this hook after everything else has been done
1190         if(MUTATOR_CALLHOOK(Item_Spawn, self))
1191         {
1192                 startitem_failed = true;
1193                 remove(self);
1194                 return;
1195         }
1196 }
1197
1198 void StartItemA (entity a)
1199 {
1200     self.itemdef = a;
1201     StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1202 }
1203
1204 void spawnfunc_item_rockets (void) {
1205         if(!self.ammo_rockets)
1206                 self.ammo_rockets = g_pickup_rockets;
1207         if(!self.pickup_anyway)
1208                 self.pickup_anyway = g_pickup_ammo_anyway;
1209     StartItemA (ITEM_Rockets);
1210 }
1211
1212 void spawnfunc_item_bullets (void) {
1213         if(!weaponswapping)
1214         if(autocvar_sv_q3acompat_machineshotgunswap)
1215         if(self.classname != "droppedweapon")
1216         {
1217                 weaponswapping = true;
1218                 spawnfunc_item_shells();
1219                 weaponswapping = false;
1220                 return;
1221         }
1222
1223         if(!self.ammo_nails)
1224                 self.ammo_nails = g_pickup_nails;
1225         if(!self.pickup_anyway)
1226                 self.pickup_anyway = g_pickup_ammo_anyway;
1227     StartItemA (ITEM_Bullets);
1228 }
1229
1230 void spawnfunc_item_cells (void) {
1231         if(!self.ammo_cells)
1232                 self.ammo_cells = g_pickup_cells;
1233         if(!self.pickup_anyway)
1234                 self.pickup_anyway = g_pickup_ammo_anyway;
1235         StartItemA (ITEM_Cells);
1236 }
1237
1238 void spawnfunc_item_plasma()
1239 {
1240         if(!self.ammo_plasma)
1241                 self.ammo_plasma = g_pickup_plasma;
1242         if(!self.pickup_anyway)
1243                 self.pickup_anyway = g_pickup_ammo_anyway;
1244         StartItemA (ITEM_Plasma);
1245 }
1246
1247 void spawnfunc_item_shells (void) {
1248         if(!weaponswapping)
1249         if(autocvar_sv_q3acompat_machineshotgunswap)
1250         if(self.classname != "droppedweapon")
1251         {
1252                 weaponswapping = true;
1253                 spawnfunc_item_bullets();
1254                 weaponswapping = false;
1255                 return;
1256         }
1257
1258         if(!self.ammo_shells)
1259                 self.ammo_shells = g_pickup_shells;
1260         if(!self.pickup_anyway)
1261                 self.pickup_anyway = g_pickup_ammo_anyway;
1262         StartItemA (ITEM_Shells);
1263 }
1264
1265 void spawnfunc_item_armor_small (void) {
1266         if(!self.armorvalue)
1267                 self.armorvalue = g_pickup_armorsmall;
1268         if(!self.max_armorvalue)
1269                 self.max_armorvalue = g_pickup_armorsmall_max;
1270         if(!self.pickup_anyway)
1271                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1272         StartItemA (ITEM_ArmorSmall);
1273 }
1274
1275 void spawnfunc_item_armor_medium (void) {
1276         if(!self.armorvalue)
1277                 self.armorvalue = g_pickup_armormedium;
1278         if(!self.max_armorvalue)
1279                 self.max_armorvalue = g_pickup_armormedium_max;
1280         if(!self.pickup_anyway)
1281                 self.pickup_anyway = g_pickup_armormedium_anyway;
1282         StartItemA (ITEM_ArmorMedium);
1283 }
1284
1285 void spawnfunc_item_armor_big (void) {
1286         if(!self.armorvalue)
1287                 self.armorvalue = g_pickup_armorbig;
1288         if(!self.max_armorvalue)
1289                 self.max_armorvalue = g_pickup_armorbig_max;
1290         if(!self.pickup_anyway)
1291                 self.pickup_anyway = g_pickup_armorbig_anyway;
1292         StartItemA (ITEM_ArmorLarge);
1293 }
1294
1295 void spawnfunc_item_armor_large (void) {
1296         if(!self.armorvalue)
1297                 self.armorvalue = g_pickup_armorlarge;
1298         if(!self.max_armorvalue)
1299                 self.max_armorvalue = g_pickup_armorlarge_max;
1300         if(!self.pickup_anyway)
1301                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1302         StartItemA (ITEM_ArmorMega);
1303 }
1304
1305 void spawnfunc_item_health_small (void) {
1306         if(!self.max_health)
1307                 self.max_health = g_pickup_healthsmall_max;
1308         if(!self.health)
1309                 self.health = g_pickup_healthsmall;
1310         if(!self.pickup_anyway)
1311                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1312         StartItemA (ITEM_HealthSmall);
1313 }
1314
1315 void spawnfunc_item_health_medium (void) {
1316         if(!self.max_health)
1317                 self.max_health = g_pickup_healthmedium_max;
1318         if(!self.health)
1319                 self.health = g_pickup_healthmedium;
1320         if(!self.pickup_anyway)
1321                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1322     StartItemA (ITEM_HealthMedium);
1323 }
1324
1325 void spawnfunc_item_health_large (void) {
1326         if(!self.max_health)
1327                 self.max_health = g_pickup_healthlarge_max;
1328         if(!self.health)
1329                 self.health = g_pickup_healthlarge;
1330         if(!self.pickup_anyway)
1331                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1332         StartItemA (ITEM_HealthLarge);
1333 }
1334
1335 void spawnfunc_item_health_mega (void) {
1336     if(!self.max_health)
1337         self.max_health = g_pickup_healthmega_max;
1338     if(!self.health)
1339         self.health = g_pickup_healthmega;
1340     if(!self.pickup_anyway)
1341         self.pickup_anyway = g_pickup_healthmega_anyway;
1342     StartItemA (ITEM_HealthMega);
1343 }
1344
1345 // support old misnamed entities
1346 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1347 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1348 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1349 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1350 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1351
1352 void spawnfunc_item_strength (void) {
1353                 precache_sound("weapons/strength_fire.wav");
1354                 if(!self.strength_finished)
1355                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1356                 StartItemA (ITEM_Strength);
1357 }
1358
1359 void spawnfunc_item_invincible (void) {
1360                 if(!self.invincible_finished)
1361                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1362                 StartItemA (ITEM_Shield);
1363 }
1364
1365 // compatibility:
1366 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1367
1368 void target_items_use (void)
1369 {
1370         if(activator.classname == "droppedweapon")
1371         {
1372                 EXACTTRIGGER_TOUCH;
1373                 remove(activator);
1374                 return;
1375         }
1376
1377         if (!IS_PLAYER(activator))
1378                 return;
1379         if(activator.deadflag != DEAD_NO)
1380                 return;
1381         EXACTTRIGGER_TOUCH;
1382
1383         entity e;
1384         for(e = world; (e = find(e, classname, "droppedweapon")); )
1385                 if(e.enemy == activator)
1386                         remove(e);
1387
1388         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1389                 centerprint(activator, self.message);
1390 }
1391
1392 void spawnfunc_target_items (void)
1393 {
1394         float n, i, j;
1395         entity e;
1396         string s;
1397
1398         self.use = target_items_use;
1399         if(!self.strength_finished)
1400                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1401         if(!self.invincible_finished)
1402                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1403         if(!self.superweapons_finished)
1404                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1405
1406         precache_sound("misc/itempickup.wav");
1407         precache_sound("misc/megahealth.wav");
1408         precache_sound("misc/armor25.wav");
1409         precache_sound("misc/powerup.wav");
1410         precache_sound("misc/poweroff.wav");
1411         precache_sound("weapons/weaponpickup.wav");
1412
1413         n = tokenize_console(self.netname);
1414         if(argv(0) == "give")
1415         {
1416                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1417         }
1418         else
1419         {
1420                 for(i = 0; i < n; ++i)
1421                 {
1422                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1423                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1424                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1425                         else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
1426                         else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
1427                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1428                         else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
1429                         else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
1430                         else
1431                         {
1432                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1433                                 {
1434                                         e = get_weaponinfo(j);
1435                                         s = W_UndeprecateName(argv(i));
1436                                         if(s == e.netname)
1437                                         {
1438                                                 self.weapons |= WepSet_FromWeapon(j);
1439                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1440                                                         WEP_ACTION(e.weapon, WR_INIT);
1441                                                 break;
1442                                         }
1443                                 }
1444                                 if(j > WEP_LAST)
1445                                         print("target_items: invalid item ", argv(i), "\n");
1446                         }
1447                 }
1448
1449                 string itemprefix, valueprefix;
1450                 if(self.spawnflags == 0)
1451                 {
1452                         itemprefix = "";
1453                         valueprefix = "";
1454                 }
1455                 else if(self.spawnflags == 1)
1456                 {
1457                         itemprefix = "max ";
1458                         valueprefix = "max ";
1459                 }
1460                 else if(self.spawnflags == 2)
1461                 {
1462                         itemprefix = "min ";
1463                         valueprefix = "min ";
1464                 }
1465                 else if(self.spawnflags == 4)
1466                 {
1467                         itemprefix = "minus ";
1468                         valueprefix = "max ";
1469                 }
1470                 else
1471                 {
1472                         error("invalid spawnflags");
1473                         itemprefix = valueprefix = string_null;
1474                 }
1475
1476                 self.netname = "";
1477                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1478                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1479                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1480                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1481                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1482                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1483                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1484                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1485                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1486                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1487                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1488                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1489                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1490                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1491                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1492                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1493                 {
1494                         e = get_weaponinfo(j);
1495                         if(e.weapon)
1496                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1497                 }
1498         }
1499         self.netname = strzone(self.netname);
1500         //print(self.netname, "\n");
1501
1502         n = tokenize_console(self.netname);
1503         for(i = 0; i < n; ++i)
1504         {
1505                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1506                 {
1507                         e = get_weaponinfo(j);
1508                         if(argv(i) == e.netname)
1509                         {
1510                                 WEP_ACTION(e.weapon, WR_INIT);
1511                                 break;
1512                         }
1513                 }
1514         }
1515 }
1516
1517 void spawnfunc_item_fuel(void)
1518 {
1519         if(!self.ammo_fuel)
1520                 self.ammo_fuel = g_pickup_fuel;
1521         if(!self.pickup_anyway)
1522                 self.pickup_anyway = g_pickup_ammo_anyway;
1523         StartItemA (ITEM_JetpackFuel);
1524 }
1525
1526 void spawnfunc_item_fuel_regen(void)
1527 {
1528         if(start_items & ITEM_JetpackRegen.m_itemid)
1529         {
1530                 spawnfunc_item_fuel();
1531                 return;
1532         }
1533         StartItemA (ITEM_JetpackRegen);
1534 }
1535
1536 void spawnfunc_item_jetpack(void)
1537 {
1538         if(!self.ammo_fuel)
1539                 self.ammo_fuel = g_pickup_fuel_jetpack;
1540         if(start_items & ITEM_Jetpack.m_itemid)
1541         {
1542                 spawnfunc_item_fuel();
1543                 return;
1544         }
1545         StartItemA (ITEM_Jetpack);
1546 }
1547
1548 float GiveWeapon(entity e, float wpn, float op, float val)
1549 {
1550         WepSet v0, v1;
1551         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1552         switch(op)
1553         {
1554                 case OP_SET:
1555                         if(val > 0)
1556                                 e.weapons |= WepSet_FromWeapon(wpn);
1557                         else
1558                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1559                         break;
1560                 case OP_MIN:
1561                 case OP_PLUS:
1562                         if(val > 0)
1563                                 e.weapons |= WepSet_FromWeapon(wpn);
1564                         break;
1565                 case OP_MAX:
1566                         if(val <= 0)
1567                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1568                         break;
1569                 case OP_MINUS:
1570                         if(val > 0)
1571                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1572                         break;
1573         }
1574         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1575         return (v0 != v1);
1576 }
1577
1578 float GiveBit(entity e, .float fld, float bit, float op, float val)
1579 {
1580         float v0, v1;
1581         v0 = (e.(fld) & bit);
1582         switch(op)
1583         {
1584                 case OP_SET:
1585                         if(val > 0)
1586                                 e.(fld) |= bit;
1587                         else
1588                                 e.(fld) &= ~bit;
1589                         break;
1590                 case OP_MIN:
1591                 case OP_PLUS:
1592                         if(val > 0)
1593                                 e.(fld) |= bit;
1594                         break;
1595                 case OP_MAX:
1596                         if(val <= 0)
1597                                 e.(fld) &= ~bit;
1598                         break;
1599                 case OP_MINUS:
1600                         if(val > 0)
1601                                 e.(fld) &= ~bit;
1602                         break;
1603         }
1604         v1 = (e.(fld) & bit);
1605         return (v0 != v1);
1606 }
1607
1608 float GiveValue(entity e, .float fld, float op, float val)
1609 {
1610         float v0, v1;
1611         v0 = e.(fld);
1612         switch(op)
1613         {
1614                 case OP_SET:
1615                         e.(fld) = val;
1616                         break;
1617                 case OP_MIN:
1618                         e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1619                         break;
1620                 case OP_MAX:
1621                         e.(fld) = min(e.(fld), val);
1622                         break;
1623                 case OP_PLUS:
1624                         e.(fld) += val;
1625                         break;
1626                 case OP_MINUS:
1627                         e.(fld) -= val;
1628                         break;
1629         }
1630         v1 = e.(fld);
1631         return (v0 != v1);
1632 }
1633
1634 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1635 {
1636         if(v1 == v0)
1637                 return;
1638         if(v1 <= v0 - t)
1639         {
1640                 if(snd_decr != "")
1641                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1642         }
1643         else if(v0 >= v0 + t)
1644         {
1645                 if(snd_incr != "")
1646                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1647         }
1648 }
1649
1650 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1651 {
1652         if(v0 < v1)
1653                 e.(rotfield) = max(e.(rotfield), time + rottime);
1654         else if(v0 > v1)
1655                 e.(regenfield) = max(e.(regenfield), time + regentime);
1656 }
1657 float GiveItems(entity e, float beginarg, float endarg)
1658 {
1659         float got, i, j, val, op;
1660         float _switchweapon;
1661         entity wi;
1662         string cmd;
1663
1664         val = 999;
1665         op = OP_SET;
1666
1667         got = 0;
1668
1669         _switchweapon = false;
1670         if (e.autoswitch)
1671                 if (e.switchweapon == w_getbestweapon(e))
1672                         _switchweapon = true;
1673
1674         e.strength_finished = max(0, e.strength_finished - time);
1675         e.invincible_finished = max(0, e.invincible_finished - time);
1676         e.superweapons_finished = max(0, e.superweapons_finished - time);
1677
1678         PREGIVE(e, items);
1679         PREGIVE_WEAPONS(e);
1680         PREGIVE(e, strength_finished);
1681         PREGIVE(e, invincible_finished);
1682         PREGIVE(e, superweapons_finished);
1683         PREGIVE(e, ammo_nails);
1684         PREGIVE(e, ammo_cells);
1685         PREGIVE(e, ammo_plasma);
1686         PREGIVE(e, ammo_shells);
1687         PREGIVE(e, ammo_rockets);
1688         PREGIVE(e, ammo_fuel);
1689         PREGIVE(e, armorvalue);
1690         PREGIVE(e, health);
1691
1692         for(i = beginarg; i < endarg; ++i)
1693         {
1694                 cmd = argv(i);
1695
1696                 if(cmd == "0" || stof(cmd))
1697                 {
1698                         val = stof(cmd);
1699                         continue;
1700                 }
1701                 switch(cmd)
1702                 {
1703                         case "no":
1704                                 op = OP_MAX;
1705                                 val = 0;
1706                                 continue;
1707                         case "max":
1708                                 op = OP_MAX;
1709                                 continue;
1710                         case "min":
1711                                 op = OP_MIN;
1712                                 continue;
1713                         case "plus":
1714                                 op = OP_PLUS;
1715                                 continue;
1716                         case "minus":
1717                                 op = OP_MINUS;
1718                                 continue;
1719                         case "ALL":
1720                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1721                                 got += GiveValue(e, strength_finished, op, val);
1722                                 got += GiveValue(e, invincible_finished, op, val);
1723                                 got += GiveValue(e, superweapons_finished, op, val);
1724                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1725                         case "all":
1726                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1727                                 got += GiveValue(e, health, op, val);
1728                                 got += GiveValue(e, armorvalue, op, val);
1729                         case "allweapons":
1730                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1731                                 {
1732                                         wi = get_weaponinfo(j);
1733                                         if(wi.weapon)
1734                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1735                                                         got += GiveWeapon(e, j, op, val);
1736                                 }
1737                         case "allammo":
1738                                 got += GiveValue(e, ammo_cells, op, val);
1739                                 got += GiveValue(e, ammo_plasma, op, val);
1740                                 got += GiveValue(e, ammo_shells, op, val);
1741                                 got += GiveValue(e, ammo_nails, op, val);
1742                                 got += GiveValue(e, ammo_rockets, op, val);
1743                                 got += GiveValue(e, ammo_fuel, op, val);
1744                                 break;
1745                         case "unlimited_ammo":
1746                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1747                                 break;
1748                         case "unlimited_weapon_ammo":
1749                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1750                                 break;
1751                         case "unlimited_superweapons":
1752                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1753                                 break;
1754                         case "jetpack":
1755                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1756                                 break;
1757                         case "fuel_regen":
1758                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1759                                 break;
1760                         case "strength":
1761                                 got += GiveValue(e, strength_finished, op, val);
1762                                 break;
1763                         case "invincible":
1764                                 got += GiveValue(e, invincible_finished, op, val);
1765                                 break;
1766                         case "superweapons":
1767                                 got += GiveValue(e, superweapons_finished, op, val);
1768                                 break;
1769                         case "cells":
1770                                 got += GiveValue(e, ammo_cells, op, val);
1771                                 break;
1772                         case "plasma":
1773                                 got += GiveValue(e, ammo_plasma, op, val);
1774                                 break;
1775                         case "shells":
1776                                 got += GiveValue(e, ammo_shells, op, val);
1777                                 break;
1778                         case "nails":
1779                         case "bullets":
1780                                 got += GiveValue(e, ammo_nails, op, val);
1781                                 break;
1782                         case "rockets":
1783                                 got += GiveValue(e, ammo_rockets, op, val);
1784                                 break;
1785                         case "health":
1786                                 got += GiveValue(e, health, op, val);
1787                                 break;
1788                         case "armor":
1789                                 got += GiveValue(e, armorvalue, op, val);
1790                                 break;
1791                         case "fuel":
1792                                 got += GiveValue(e, ammo_fuel, op, val);
1793                                 break;
1794                         default:
1795                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1796                                 {
1797                                         wi = get_weaponinfo(j);
1798                                         if(cmd == wi.netname)
1799                                         {
1800                                                 got += GiveWeapon(e, j, op, val);
1801                                                 break;
1802                                         }
1803                                 }
1804                                 if(j > WEP_LAST)
1805                                         print("give: invalid item ", cmd, "\n");
1806                                 break;
1807                 }
1808                 val = 999;
1809                 op = OP_SET;
1810         }
1811
1812         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1813         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1814         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1815         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1816         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1817         {
1818                 wi = get_weaponinfo(j);
1819                 if(wi.weapon)
1820                 {
1821                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1822                         if (!(save_weapons & WepSet_FromWeapon(j)))
1823                                 if(e.weapons & WepSet_FromWeapon(j))
1824                                         WEP_ACTION(wi.weapon, WR_INIT);
1825                 }
1826         }
1827         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1828         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1829         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1830         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1831         POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1832         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1833         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1834         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
1835         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
1836         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
1837
1838         if(e.superweapons_finished <= 0)
1839                 if(self.weapons & WEPSET_SUPERWEAPONS)
1840                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1841
1842         if(e.strength_finished <= 0)
1843                 e.strength_finished = 0;
1844         else
1845                 e.strength_finished += time;
1846         if(e.invincible_finished <= 0)
1847                 e.invincible_finished = 0;
1848         else
1849                 e.invincible_finished += time;
1850         if(e.superweapons_finished <= 0)
1851                 e.superweapons_finished = 0;
1852         else
1853                 e.superweapons_finished += time;
1854
1855         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1856                 _switchweapon = true;
1857         if(_switchweapon)
1858                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1859
1860         return got;
1861 }
1862 #endif