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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/mutators_include.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.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 #ifdef CSQC
30 void ItemDraw(entity self)
31 {
32     if(self.gravity)
33     {
34         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35         if(self.move_flags & FL_ONGROUND)
36         { // For some reason move_avelocity gets set to '0 0 0' here ...
37             self.oldorigin = self.origin;
38             self.gravity = 0;
39
40             if(autocvar_cl_animate_items)
41             { // ... so reset it if animations are requested.
42                 if(self.ItemStatus & ITS_ANIMATE1)
43                     self.move_avelocity = '0 180 0';
44
45                 if(self.ItemStatus & ITS_ANIMATE2)
46                     self.move_avelocity = '0 -90 0';
47             }
48         }
49     }
50     else if (autocvar_cl_animate_items)
51     {
52         if(self.ItemStatus & ITS_ANIMATE1)
53         {
54             self.angles += self.move_avelocity * frametime;
55             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
56         }
57
58         if(self.ItemStatus & ITS_ANIMATE2)
59         {
60             self.angles += self.move_avelocity * frametime;
61             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
62         }
63     }
64 }
65
66 void ItemDrawSimple(entity this)
67 {
68     if(self.gravity)
69     {
70         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
71
72         if(self.move_flags & FL_ONGROUND)
73             self.gravity = 0;
74     }
75 }
76
77 void Item_PreDraw()
78 {SELFPARAM();
79         vector org;
80         float alph;
81         org = getpropertyvec(VF_ORIGIN);
82         if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
83                 alph = 0;
84         else if(self.fade_start)
85                 alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
86         else
87                 alph = 1;
88         //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
89         if(self.ItemStatus & ITS_AVAILABLE)
90                 self.alpha = alph;
91         if(alph <= 0)
92                 self.drawmask = 0;
93         else
94                 self.drawmask = MASK_NORMAL;
95 }
96
97 void ItemRead(float _IsNew)
98 {SELFPARAM();
99     int sf = ReadByte();
100
101     if(sf & ISF_LOCATION)
102     {
103         self.origin_x = ReadCoord();
104         self.origin_y = ReadCoord();
105         self.origin_z = ReadCoord();
106         setorigin(self, self.origin);
107         self.oldorigin = self.origin;
108     }
109
110     if(sf & ISF_ANGLES)
111     {
112         self.angles_x = ReadAngle();
113         self.angles_y = ReadAngle();
114         self.angles_z = ReadAngle();
115         self.move_angles = self.angles;
116     }
117
118     if(sf & ISF_SIZE)
119     {
120         float use_bigsize = ReadByte();
121         setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
122     }
123
124     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
125     {
126         self.ItemStatus = ReadByte();
127
128         if(self.ItemStatus & ITS_AVAILABLE)
129         {
130             self.alpha = 1;
131             self.colormod = self.glowmod = '1 1 1';
132         }
133         else
134         {
135             if (autocvar_cl_ghost_items_color)
136             {
137                 self.alpha = autocvar_cl_ghost_items;
138                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
139             }
140             else
141                 self.alpha = -1;
142         }
143
144         if(autocvar_cl_fullbright_items)
145             if(self.ItemStatus & ITS_ALLOWFB)
146                 self.effects |= EF_FULLBRIGHT;
147
148         if(self.ItemStatus & ITS_STAYWEP)
149         {
150             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
151             self.alpha = autocvar_cl_weapon_stay_alpha;
152
153         }
154
155         if(self.ItemStatus & ITS_POWERUP)
156         {
157             if(self.ItemStatus & ITS_AVAILABLE)
158                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
159             else
160                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
161         }
162     }
163
164     if(sf & ISF_MODEL)
165     {
166         self.drawmask  = MASK_NORMAL;
167                 self.move_movetype = self.movetype = MOVETYPE_TOSS;
168         self.draw       = ItemDraw;
169
170         self.fade_end = ReadShort();
171         self.fade_start = ReadShort();
172         if(self.fade_start && !autocvar_cl_items_nofade)
173                 self.predraw = Item_PreDraw;
174
175         if(self.mdl)
176             strunzone(self.mdl);
177
178         self.mdl = "";
179         string _fn = ReadString();
180
181         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
182         {
183             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
184             self.draw = ItemDrawSimple;
185
186             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
187                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
188             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
189                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
190             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
191                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
192             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
193                 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
194             else
195             {
196                 self.draw = ItemDraw;
197                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
198             }
199         }
200
201         if(self.draw != ItemDrawSimple)
202             self.mdl = strzone(_fn);
203
204
205         if(self.mdl == "")
206             LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
207
208         precache_model(self.mdl);
209         _setmodel(self, self.mdl);
210     }
211
212     if(sf & ISF_COLORMAP)
213         self.colormap = ReadShort();
214
215     if(sf & ISF_DROP)
216     {
217         self.gravity = 1;
218         //self.move_angles = '0 0 0';
219         self.move_movetype = MOVETYPE_TOSS;
220         self.move_velocity_x = ReadCoord();
221         self.move_velocity_y = ReadCoord();
222         self.move_velocity_z = ReadCoord();
223         self.velocity = self.move_velocity;
224         self.move_origin = self.oldorigin;
225
226         if(!self.move_time)
227         {
228             self.move_time = time;
229             self.spawntime = time;
230         }
231         else
232             self.move_time = max(self.move_time, time);
233     }
234
235     if(autocvar_cl_animate_items)
236     {
237         if(self.ItemStatus & ITS_ANIMATE1)
238             self.move_avelocity = '0 180 0';
239
240         if(self.ItemStatus & ITS_ANIMATE2)
241             self.move_avelocity = '0 -90 0';
242     }
243 }
244
245 #endif
246
247 #ifdef SVQC
248 bool ItemSend(entity this, entity to, int sf)
249 {
250         if(self.gravity)
251                 sf |= ISF_DROP;
252         else
253                 sf &= ~ISF_DROP;
254
255         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
256         WriteByte(MSG_ENTITY, sf);
257
258         //WriteByte(MSG_ENTITY, self.cnt);
259         if(sf & ISF_LOCATION)
260         {
261                 WriteCoord(MSG_ENTITY, self.origin.x);
262                 WriteCoord(MSG_ENTITY, self.origin.y);
263                 WriteCoord(MSG_ENTITY, self.origin.z);
264         }
265
266         if(sf & ISF_ANGLES)
267         {
268                 WriteAngle(MSG_ENTITY, self.angles_x);
269                 WriteAngle(MSG_ENTITY, self.angles_y);
270                 WriteAngle(MSG_ENTITY, self.angles_z);
271         }
272
273         if(sf & ISF_SIZE)
274         {
275                 WriteByte(MSG_ENTITY, ((self.flags & FL_POWERUP) || self.health || self.armorvalue));
276         }
277
278         if(sf & ISF_STATUS)
279                 WriteByte(MSG_ENTITY, self.ItemStatus);
280
281         if(sf & ISF_MODEL)
282         {
283                 WriteShort(MSG_ENTITY, self.fade_end);
284                 WriteShort(MSG_ENTITY, self.fade_start);
285
286                 if(self.mdl == "")
287                         LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
288
289                 WriteString(MSG_ENTITY, self.mdl);
290         }
291
292
293         if(sf & ISF_COLORMAP)
294                 WriteShort(MSG_ENTITY, self.colormap);
295
296         if(sf & ISF_DROP)
297         {
298                 WriteCoord(MSG_ENTITY, self.velocity.x);
299                 WriteCoord(MSG_ENTITY, self.velocity.y);
300                 WriteCoord(MSG_ENTITY, self.velocity.z);
301         }
302
303         return true;
304 }
305
306 void ItemUpdate(entity item)
307 {
308         item.SendFlags |= ISF_LOCATION;
309 }
310
311 float have_pickup_item(void)
312 {SELFPARAM();
313         if(self.flags & FL_POWERUP)
314         {
315                 if(autocvar_g_powerups > 0)
316                         return true;
317                 if(autocvar_g_powerups == 0)
318                         return false;
319         }
320         else
321         {
322                 if(autocvar_g_pickup_items > 0)
323                         return true;
324                 if(autocvar_g_pickup_items == 0)
325                         return false;
326                 if(g_weaponarena)
327                         if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
328                                 return false;
329         }
330         return true;
331 }
332
333 /*
334 float Item_Customize()
335 {
336         if(self.spawnshieldtime)
337                 return true;
338         if(self.weapons & ~other.weapons)
339         {
340                 self.colormod = '0 0 0';
341                 self.glowmod = self.colormod;
342                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
343                 return true;
344         }
345         else
346         {
347                 if(g_ghost_items)
348                 {
349                         self.colormod = stov(autocvar_g_ghost_items_color);
350                         self.glowmod = self.colormod;
351                         self.alpha = g_ghost_items;
352                         return true;
353                 }
354                 else
355                         return false;
356         }
357 }
358 */
359
360 void Item_Show (entity e, float mode)
361 {
362         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
363         e.ItemStatus &= ~ITS_STAYWEP;
364         if (mode > 0)
365         {
366                 // make the item look normal, and be touchable
367                 e.model = e.mdl;
368                 e.solid = SOLID_TRIGGER;
369                 e.spawnshieldtime = 1;
370                 e.ItemStatus |= ITS_AVAILABLE;
371         }
372         else if (mode < 0)
373         {
374                 // hide the item completely
375                 e.model = string_null;
376                 e.solid = SOLID_NOT;
377                 e.spawnshieldtime = 1;
378                 e.ItemStatus &= ~ITS_AVAILABLE;
379         }
380         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
381         {
382                 // make the item translucent and not touchable
383                 e.model = e.mdl;
384                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
385                 e.effects |= EF_STARDUST;
386                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
387                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
388         }
389         else
390         {
391                 //setmodel(e, "null");
392                 e.solid = SOLID_NOT;
393                 e.colormod = '0 0 0';
394                 e.glowmod = e.colormod;
395                 e.spawnshieldtime = 1;
396                 e.ItemStatus &= ~ITS_AVAILABLE;
397         }
398
399         if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
400                 e.ItemStatus |= ITS_POWERUP;
401
402         if (autocvar_g_nodepthtestitems)
403                 e.effects |= EF_NODEPTHTEST;
404
405
406         if (autocvar_g_fullbrightitems)
407                 e.ItemStatus |= ITS_ALLOWFB;
408
409         if (autocvar_sv_simple_items)
410                 e.ItemStatus |= ITS_ALLOWSI;
411
412         // relink entity (because solid may have changed)
413         setorigin(e, e.origin);
414         e.SendFlags |= ISF_STATUS;
415 }
416
417 void Item_Think()
418 {SELFPARAM();
419         self.nextthink = time;
420         if(self.origin != self.oldorigin)
421         {
422                 self.oldorigin = self.origin;
423                 ItemUpdate(self);
424         }
425 }
426
427 bool Item_ItemsTime_SpectatorOnly(GameItem it);
428 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
429 float Item_ItemsTime_UpdateTime(entity e, float t);
430 void Item_ItemsTime_SetTime(entity e, float t);
431 void Item_ItemsTime_SetTimesForAllPlayers();
432
433 void Item_Respawn (void)
434 {SELFPARAM();
435         Item_Show(self, 1);
436         // this is ugly...
437         if(self.items == ITEM_Strength.m_itemid)
438                 sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
439         else if(self.items == ITEM_Shield.m_itemid)
440                 sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
441         else
442                 sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
443         setorigin (self, self.origin);
444
445     if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
446         {
447                 float t = Item_ItemsTime_UpdateTime(self, 0);
448                 Item_ItemsTime_SetTime(self, t);
449                 Item_ItemsTime_SetTimesForAllPlayers();
450         }
451
452         self.think = Item_Think;
453         self.nextthink = time;
454
455         //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
456         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
457 }
458
459 void Item_RespawnCountdown (void)
460 {SELFPARAM();
461         if(self.count >= ITEM_RESPAWN_TICKS)
462         {
463                 if(self.waypointsprite_attached)
464                         WaypointSprite_Kill(self.waypointsprite_attached);
465                 Item_Respawn();
466         }
467         else
468         {
469                 self.nextthink = time + 1;
470                 self.count += 1;
471                 if(self.count == 1)
472                 {
473                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
474                         do {
475                                 {
476                                         entity wi = get_weaponinfo(self.weapon);
477                                         if (wi.m_id) {
478                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
479                                                 wp.wp_extra = wi.m_id;
480                                                 break;
481                                         }
482                                 }
483                                 {
484                                         entity ii = self.itemdef;
485                                         if (ii.m_id) {
486                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
487                                                 wp.wp_extra = ii.m_id;
488                                                 break;
489                                         }
490                                 }
491                         } while (0);
492             if(self.waypointsprite_attached)
493             {
494                 GameItem def = self.itemdef;
495                 if (Item_ItemsTime_SpectatorOnly(def))
496                     WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
497                 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
498             }
499                 }
500
501                 if(self.waypointsprite_attached)
502                 {
503                         setself(self.waypointsprite_attached);
504                         entity e;
505                         FOR_EACH_REALCLIENT(e)
506                                 if(self.waypointsprite_visible_for_player(e))
507                                 {
508                                         msg_entity = e;
509                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
510                                 }
511                         setself(this);
512
513                         WaypointSprite_Ping(self.waypointsprite_attached);
514                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
515                 }
516                 else
517                         sound(self, CH_TRIGGER, SND_ITEMRESPAWNCOUNTDOWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
518         }
519 }
520
521 void Item_RespawnThink()
522 {SELFPARAM();
523         self.nextthink = time;
524         if(self.origin != self.oldorigin)
525         {
526                 self.oldorigin = self.origin;
527                 ItemUpdate(self);
528         }
529
530         if(time >= self.wait)
531                 Item_Respawn();
532 }
533
534 void Item_ScheduleRespawnIn(entity e, float t)
535 {
536         if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
537         {
538                 e.think = Item_RespawnCountdown;
539                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
540                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
541                 e.count = 0;
542                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
543                 Item_ItemsTime_SetTime(e, t);
544                 Item_ItemsTime_SetTimesForAllPlayers();
545         }
546         else
547         {
548                 e.think = Item_RespawnThink;
549                 e.nextthink = time;
550                 e.scheduledrespawntime = time + t;
551                 e.wait = time + t;
552         }
553 }
554
555 void Item_ScheduleRespawn(entity e)
556 {
557         if(e.respawntime > 0)
558         {
559                 Item_Show(e, 0);
560                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
561         }
562         else // if respawntime is -1, this item does not respawn
563                 Item_Show(e, -1);
564 }
565
566 void Item_ScheduleInitialRespawn(entity e)
567 {
568         Item_Show(e, 0);
569         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
570 }
571
572 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
573 {
574         if (!item.(ammotype))
575                 return false;
576
577         if (item.spawnshieldtime)
578         {
579                 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
580                 {
581                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
582                         goto YEAH;
583                 }
584         }
585         else if(g_weapon_stay == 2)
586         {
587                 float mi = min(item.(ammotype), ammomax);
588                 if (player.(ammotype) < mi)
589                 {
590                         player.(ammotype) = mi;
591                         goto YEAH;
592                 }
593         }
594
595         return false;
596
597 :YEAH
598         switch(mode)
599         {
600                 case ITEM_MODE_FUEL:
601                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
602                         break;
603                 case ITEM_MODE_HEALTH:
604                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
605                         break;
606                 case ITEM_MODE_ARMOR:
607                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
608                         break;
609                 default:
610                         break;
611         }
612         return true;
613 }
614
615 float Item_GiveTo(entity item, entity player)
616 {
617         float _switchweapon;
618         float pickedup;
619         float it;
620         float i;
621
622         // if nothing happens to player, just return without taking the item
623         pickedup = false;
624         _switchweapon = false;
625         // in case the player has autoswitch enabled do the following:
626         // if the player is using their best weapon before items are given, they
627         // probably want to switch to an even better weapon after items are given
628         if (player.autoswitch)
629         if (player.switchweapon == w_getbestweapon(player))
630                 _switchweapon = true;
631
632         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
633                 _switchweapon = true;
634
635         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
636         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
637         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
638         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
639         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
640         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
641         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
642         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
643
644         if (item.flags & FL_WEAPON)
645         {
646                 WepSet it;
647                 it = item.weapons;
648                 it &= ~player.weapons;
649
650                 if (it || (item.spawnshieldtime && item.pickup_anyway))
651                 {
652                         pickedup = true;
653                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
654                         if(it & WepSet_FromWeapon(i))
655                         {
656                                 W_DropEvent(wr_pickup, player, i, item);
657                                 W_GiveWeapon(player, i);
658                         }
659                 }
660         }
661
662         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
663         {
664                 pickedup = true;
665                 player.items |= it;
666                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
667         }
668
669         if (item.strength_finished)
670         {
671                 pickedup = true;
672                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
673         }
674         if (item.invincible_finished)
675         {
676                 pickedup = true;
677                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
678         }
679         if (item.superweapons_finished)
680         {
681                 pickedup = true;
682                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
683         }
684
685 :skip
686
687         // always eat teamed entities
688         if(item.team)
689                 pickedup = true;
690
691         if (!pickedup)
692                 return 0;
693
694         // crude hack to enforce switching weapons
695         if(g_cts && (item.flags & FL_WEAPON))
696         {
697                 W_SwitchWeapon_Force(player, item.weapon);
698                 return 1;
699         }
700
701         if (_switchweapon)
702                 if (player.switchweapon != w_getbestweapon(player))
703                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
704
705         return 1;
706 }
707
708 void Item_Touch (void)
709 {SELFPARAM();
710         entity e, head;
711
712         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
713         if(self.classname == "droppedweapon")
714         {
715                 if (ITEM_TOUCH_NEEDKILL())
716                 {
717                         remove(self);
718                         return;
719                 }
720         }
721
722         if(!(other.flags & FL_PICKUPITEMS)
723         || other.frozen
724         || other.deadflag
725         || (self.solid != SOLID_TRIGGER)
726         || (self.owner == other)
727         || (time < self.item_spawnshieldtime)
728         ) { return;}
729
730         switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
731         {
732                 case MUT_ITEMTOUCH_RETURN: { return; }
733                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
734         }
735
736         if (self.classname == "droppedweapon")
737         {
738                 self.strength_finished = max(0, self.strength_finished - time);
739                 self.invincible_finished = max(0, self.invincible_finished - time);
740                 self.superweapons_finished = max(0, self.superweapons_finished - time);
741         }
742         entity it = self.itemdef;
743         bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
744         if (!gave)
745         {
746                 if (self.classname == "droppedweapon")
747                 {
748                         // undo what we did above
749                         self.strength_finished += time;
750                         self.invincible_finished += time;
751                         self.superweapons_finished += time;
752                 }
753                 return;
754         }
755
756         :pickup
757
758         other.last_pickup = time;
759
760         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
761         _sound (other, CH_TRIGGER, (self.item_pickupsound ? self.item_pickupsound : self.item_pickupsound_ent.sound_str()), VOL_BASE, ATTEN_NORM);
762
763         if (self.classname == "droppedweapon")
764                 remove (self);
765         else if (self.spawnshieldtime)
766         {
767                 if(self.team)
768                 {
769                         RandomSelection_Init();
770                         for(head = world; (head = findfloat(head, team, self.team)); )
771                         {
772                                 if(head.flags & FL_ITEM)
773                                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
774                                 {
775                                         Item_Show(head, -1);
776                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
777                                 }
778                         }
779                         e = RandomSelection_chosen_ent;
780
781                 }
782                 else
783                         e = self;
784                 Item_ScheduleRespawn(e);
785         }
786 }
787
788 void Item_Reset(entity this)
789 {
790         Item_Show(this, !this.state);
791         setorigin(this, this.origin);
792
793         if (this.classname != "droppedweapon")
794         {
795                 this.think = Item_Think;
796                 this.nextthink = time;
797
798                 if (this.waypointsprite_attached)
799                         WaypointSprite_Kill(this.waypointsprite_attached);
800
801                 if ((this.flags & FL_POWERUP) || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
802                         Item_ScheduleInitialRespawn(this);
803         }
804 }
805 void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
806
807 void Item_FindTeam()
808 {SELFPARAM();
809         entity head, e;
810
811         if(self.effects & EF_NODRAW)
812         {
813                 // marker for item team search
814                 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
815                 RandomSelection_Init();
816                 for(head = world; (head = findfloat(head, team, self.team)); )
817                 if(head.flags & FL_ITEM)
818                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
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)); )
825                 if(head.flags & FL_ITEM)
826                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
827                 {
828                         if(head != e)
829                         {
830                                 // make it a non-spawned item
831                                 Item_Show(head, -1);
832                                 head.state = 1; // state 1 = initially hidden item
833                         }
834                         head.effects &= ~EF_NODRAW;
835                 }
836
837                 Item_Reset(self);
838         }
839 }
840
841 // Savage: used for item garbage-collection
842 // TODO: perhaps nice special effect?
843 void RemoveItem(void)
844 {SELFPARAM();
845         if(wasfreed(self) || !self) { return; }
846         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
847         remove(self);
848 }
849
850 // pickup evaluation functions
851 // these functions decide how desirable an item is to the bots
852
853 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
854
855 float weapon_pickupevalfunc(entity player, entity item)
856 {
857         float c;
858
859         // See if I have it already
860         if(item.weapons & ~player.weapons)
861         {
862                 // If I can pick it up
863                 if(!item.spawnshieldtime)
864                         c = 0;
865                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
866                 {
867                         // Skilled bots will grab more
868                         c = bound(0, skill / 10, 1) * 0.5;
869                 }
870                 else
871                         c = 0;
872         }
873         else
874                 c = 1;
875
876         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
877         if( bot_custom_weapon && c )
878         {
879                 // Find the highest position on any range
880                 int position = -1;
881                 for (int j = 0; j < WEP_LAST ; ++j){
882                         if(
883                                         bot_weapons_far[j] == item.weapon ||
884                                         bot_weapons_mid[j] == item.weapon ||
885                                         bot_weapons_close[j] == item.weapon
886                           )
887                         {
888                                 position = j;
889                                 break;
890                         }
891                 }
892
893                 // Rate it
894                 if (position >= 0 )
895                 {
896                         position = WEP_LAST - position;
897                         // item.bot_pickupbasevalue is overwritten here
898                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
899                 }
900         }
901
902         return item.bot_pickupbasevalue * c;
903 }
904
905 float commodity_pickupevalfunc(entity player, entity item)
906 {
907         float c, i;
908         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
909         entity wi;
910         c = 0;
911
912         // Detect needed ammo
913         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
914         {
915                 wi = get_weaponinfo(i);
916
917                 if (!(player.weapons & WepSet_FromWeapon(i)))
918                         continue;
919
920                 if(wi.items & ITEM_Shells.m_itemid)
921                         need_shells = true;
922                 else if(wi.items & ITEM_Bullets.m_itemid)
923                         need_nails = true;
924                 else if(wi.items & ITEM_Rockets.m_itemid)
925                         need_rockets = true;
926                 else if(wi.items & ITEM_Cells.m_itemid)
927                         need_cells = true;
928                 else if(wi.items & ITEM_Plasma.m_itemid)
929                         need_plasma = true;
930                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
931                         need_fuel = true;
932         }
933
934         // TODO: figure out if the player even has the weapon this ammo is for?
935         // may not affect strategy much though...
936         // find out how much more ammo/armor/health the player can hold
937         if (need_shells)
938         if (item.ammo_shells)
939         if (player.ammo_shells < g_pickup_shells_max)
940                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
941         if (need_nails)
942         if (item.ammo_nails)
943         if (player.ammo_nails < g_pickup_nails_max)
944                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
945         if (need_rockets)
946         if (item.ammo_rockets)
947         if (player.ammo_rockets < g_pickup_rockets_max)
948                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
949         if (need_cells)
950         if (item.ammo_cells)
951         if (player.ammo_cells < g_pickup_cells_max)
952                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
953         if (need_plasma)
954         if (item.ammo_plasma)
955         if (player.ammo_plasma < g_pickup_plasma_max)
956                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
957         if (need_fuel)
958         if (item.ammo_fuel)
959         if (player.ammo_fuel < g_pickup_fuel_max)
960                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
961         if (item.armorvalue)
962         if (player.armorvalue < item.max_armorvalue)
963                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
964         if (item.health)
965         if (player.health < item.max_health)
966                 c = c + max(0, 1 - player.health / item.max_health);
967
968         return item.bot_pickupbasevalue * c;
969 }
970
971 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
972 {
973         if(ITEM_DAMAGE_NEEDKILL(deathtype))
974                 RemoveItem();
975 }
976
977 void _StartItem(entity this, string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
978 {
979         startitem_failed = false;
980
981         if(this.model == "")
982                 this.model = itemmodel;
983
984         if(this.model == "")
985     {
986         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
987         return;
988     }
989
990         if(this.item_pickupsound == "")
991                 this.item_pickupsound = pickupsound;
992
993         if(!this.respawntime) // both need to be set
994         {
995                 this.respawntime = defaultrespawntime;
996                 this.respawntimejitter = defaultrespawntimejitter;
997         }
998
999         this.items = itemid;
1000         this.weapon = weaponid;
1001
1002         if(!this.fade_end)
1003         {
1004                 this.fade_start = autocvar_g_items_mindist;
1005                 this.fade_end = autocvar_g_items_maxdist;
1006         }
1007
1008         if(weaponid)
1009                 this.weapons = WepSet_FromWeapon(weaponid);
1010
1011         this.flags = FL_ITEM | itemflags;
1012
1013         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1014         {
1015                 startitem_failed = true;
1016                 remove(this);
1017                 return;
1018         }
1019
1020         // is it a dropped weapon?
1021         if (this.classname == "droppedweapon")
1022         {
1023                 this.reset = SUB_Remove;
1024                 // it's a dropped weapon
1025                 this.movetype = MOVETYPE_TOSS;
1026
1027                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1028                 this.think = RemoveItem;
1029                 this.nextthink = time + 20;
1030
1031                 this.takedamage = DAMAGE_YES;
1032                 this.event_damage = Item_Damage;
1033
1034                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1035                 /*
1036                 if(this.items == 0)
1037                 if(!(this.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1038                 if(this.ammo_nails == 0)
1039                 if(this.ammo_cells == 0)
1040                 if(this.ammo_rockets == 0)
1041                 if(this.ammo_shells == 0)
1042                 if(this.ammo_fuel == 0)
1043                 if(this.health == 0)
1044                 if(this.armorvalue == 0)
1045                 */
1046                 {
1047                         // if item is worthless after a timer, have it expire then
1048                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1049                 }
1050
1051                 // don't drop if in a NODROP zone (such as lava)
1052                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1053                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1054                 {
1055                         startitem_failed = true;
1056                         remove(this);
1057                         return;
1058                 }
1059         }
1060         else
1061         {
1062                 if(!have_pickup_item())
1063                 {
1064                         startitem_failed = true;
1065                         remove (this);
1066                         return;
1067                 }
1068
1069                 if(this.angles != '0 0 0')
1070                         this.SendFlags |= ISF_ANGLES;
1071
1072                 this.reset = Item_Reset_self;
1073                 // it's a level item
1074                 if(this.spawnflags & 1)
1075                         this.noalign = 1;
1076                 if (this.noalign)
1077                         this.movetype = MOVETYPE_NONE;
1078                 else
1079                         this.movetype = MOVETYPE_TOSS;
1080                 // do item filtering according to game mode and other things
1081                 if (!this.noalign)
1082                 {
1083                         // first nudge it off the floor a little bit to avoid math errors
1084                         setorigin(this, this.origin + '0 0 1');
1085                         // set item size before we spawn a spawnfunc_waypoint
1086                         if((itemflags & FL_POWERUP) || this.health || this.armorvalue)
1087                                 setsize (this, '-16 -16 0', '16 16 48');
1088                         else
1089                                 setsize (this, '-16 -16 0', '16 16 32');
1090                         this.SendFlags |= ISF_SIZE;
1091                         // note droptofloor returns false if stuck/or would fall too far
1092                         WITH(entity, self, this, droptofloor());
1093                         waypoint_spawnforitem(this);
1094                 }
1095
1096                 /*
1097                  * can't do it that way, as it would break maps
1098                  * TODO make a target_give like entity another way, that perhaps has
1099                  * the weapon name in a key
1100                 if(this.targetname)
1101                 {
1102                         // target_give not yet supported; maybe later
1103                         print("removed targeted ", this.classname, "\n");
1104                         startitem_failed = true;
1105                         remove (this);
1106                         return;
1107                 }
1108                 */
1109
1110                 if(autocvar_spawn_debug >= 2)
1111                 {
1112                         for(entity otheritem = findradius(this.origin, 3); otheritem; otheritem = otheritem.chain)
1113                         {
1114                             // why not flags & fl_item?
1115                                 if(otheritem.is_item)
1116                                 {
1117                                         LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1118                                         LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1119                                         error("Mapper sucks.");
1120                                 }
1121                         }
1122                         this.is_item = true;
1123                 }
1124
1125                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1126
1127                 precache_model(this.model);
1128                 precache_sound(this.item_pickupsound);
1129
1130                 if ((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1131                         this.target = "###item###"; // for finding the nearest item using find()
1132
1133                 Item_ItemsTime_SetTime(this, 0);
1134         }
1135
1136         this.bot_pickup = true;
1137         this.bot_pickupevalfunc = pickupevalfunc;
1138         this.bot_pickupbasevalue = pickupbasevalue;
1139         this.mdl = this.model;
1140         this.netname = itemname;
1141         this.touch = Item_Touch;
1142         setmodel(this, MDL_Null); // precision set below
1143         //this.effects |= EF_LOWPRECISION;
1144
1145         if((itemflags & FL_POWERUP) || this.health || this.armorvalue)
1146         {
1147                 this.pos1 = '-16 -16 0';
1148                 this.pos2 = '16 16 48';
1149         }
1150         else
1151         {
1152                 this.pos1 = '-16 -16 0';
1153                 this.pos2 = '16 16 32';
1154         }
1155         setsize (this, this.pos1, this.pos2);
1156
1157         this.SendFlags |= ISF_SIZE;
1158
1159         if(itemflags & FL_POWERUP)
1160                 this.ItemStatus |= ITS_ANIMATE1;
1161
1162         if(this.armorvalue || this.health)
1163                 this.ItemStatus |= ITS_ANIMATE2;
1164
1165         if(itemflags & FL_WEAPON)
1166         {
1167                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1168                         this.colormap = 1024; // color shirt=0 pants=0 grey
1169                 else
1170                         this.gravity = 1;
1171
1172                 this.ItemStatus |= ITS_ANIMATE1;
1173                 this.ItemStatus |= ISF_COLORMAP;
1174         }
1175
1176         this.state = 0;
1177         if(this.team) // broken, no idea why.
1178         {
1179                 if(!this.cnt)
1180                         this.cnt = 1; // item probability weight
1181
1182                 this.effects |= EF_NODRAW; // marker for item team search
1183                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1184         }
1185         else
1186                 Item_Reset(this);
1187
1188         Net_LinkEntity(this, !((itemflags & FL_POWERUP) || this.health || this.armorvalue), 0, ItemSend);
1189
1190         // call this hook after everything else has been done
1191         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1192         {
1193                 startitem_failed = true;
1194                 remove(this);
1195                 return;
1196         }
1197 }
1198
1199 void StartItem(entity this, entity a)
1200 {
1201     this.itemdef = a;
1202     _StartItem(
1203         this,
1204         strzone(a.m_model.model_str()), // itemmodel
1205         a.m_sound, // pickupsound
1206         a.m_respawntime(), // defaultrespawntime
1207         a.m_respawntimejitter(), // defaultrespawntimejitter
1208         a.m_name, // itemname
1209         a.m_itemid, // itemid
1210         0, // weaponid
1211         a.m_itemflags, // itemflags
1212         a.m_pickupevalfunc, // pickupevalfunc
1213         a.m_botvalue // pickupbasevalue
1214         );
1215 }
1216
1217 spawnfunc(item_rockets)
1218 {
1219         if(!self.ammo_rockets)
1220                 self.ammo_rockets = g_pickup_rockets;
1221         if(!self.pickup_anyway)
1222                 self.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(self.classname != "droppedweapon")
1231         {
1232                 weaponswapping = true;
1233                 spawnfunc_item_shells(this);
1234                 weaponswapping = false;
1235                 return;
1236         }
1237
1238         if(!self.ammo_nails)
1239                 self.ammo_nails = g_pickup_nails;
1240         if(!self.pickup_anyway)
1241                 self.pickup_anyway = g_pickup_ammo_anyway;
1242     StartItem(this, ITEM_Bullets);
1243 }
1244
1245 spawnfunc(item_cells)
1246 {
1247         if(!self.ammo_cells)
1248                 self.ammo_cells = g_pickup_cells;
1249         if(!self.pickup_anyway)
1250                 self.pickup_anyway = g_pickup_ammo_anyway;
1251         StartItem(this, ITEM_Cells);
1252 }
1253
1254 spawnfunc(item_plasma)
1255 {
1256         if(!self.ammo_plasma)
1257                 self.ammo_plasma = g_pickup_plasma;
1258         if(!self.pickup_anyway)
1259                 self.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(self.classname != "droppedweapon")
1268         {
1269                 weaponswapping = true;
1270                 spawnfunc_item_bullets(this);
1271                 weaponswapping = false;
1272                 return;
1273         }
1274
1275         if(!self.ammo_shells)
1276                 self.ammo_shells = g_pickup_shells;
1277         if(!self.pickup_anyway)
1278                 self.pickup_anyway = g_pickup_ammo_anyway;
1279         StartItem(this, ITEM_Shells);
1280 }
1281
1282 spawnfunc(item_armor_small)
1283 {
1284         if(!self.armorvalue)
1285                 self.armorvalue = g_pickup_armorsmall;
1286         if(!self.max_armorvalue)
1287                 self.max_armorvalue = g_pickup_armorsmall_max;
1288         if(!self.pickup_anyway)
1289                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1290         StartItem(this, ITEM_ArmorSmall);
1291 }
1292
1293 spawnfunc(item_armor_medium)
1294 {
1295         if(!self.armorvalue)
1296                 self.armorvalue = g_pickup_armormedium;
1297         if(!self.max_armorvalue)
1298                 self.max_armorvalue = g_pickup_armormedium_max;
1299         if(!self.pickup_anyway)
1300                 self.pickup_anyway = g_pickup_armormedium_anyway;
1301         StartItem(this, ITEM_ArmorMedium);
1302 }
1303
1304 spawnfunc(item_armor_big)
1305 {
1306         if(!self.armorvalue)
1307                 self.armorvalue = g_pickup_armorbig;
1308         if(!self.max_armorvalue)
1309                 self.max_armorvalue = g_pickup_armorbig_max;
1310         if(!self.pickup_anyway)
1311                 self.pickup_anyway = g_pickup_armorbig_anyway;
1312         StartItem(this, ITEM_ArmorLarge);
1313 }
1314
1315 spawnfunc(item_armor_large)
1316 {
1317         if(!self.armorvalue)
1318                 self.armorvalue = g_pickup_armorlarge;
1319         if(!self.max_armorvalue)
1320                 self.max_armorvalue = g_pickup_armorlarge_max;
1321         if(!self.pickup_anyway)
1322                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1323         StartItem(this, ITEM_ArmorMega);
1324 }
1325
1326 spawnfunc(item_health_small)
1327 {
1328         if(!self.max_health)
1329                 self.max_health = g_pickup_healthsmall_max;
1330         if(!self.health)
1331                 self.health = g_pickup_healthsmall;
1332         if(!self.pickup_anyway)
1333                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1334         StartItem(this, ITEM_HealthSmall);
1335 }
1336
1337 spawnfunc(item_health_medium)
1338 {
1339         if(!self.max_health)
1340                 self.max_health = g_pickup_healthmedium_max;
1341         if(!self.health)
1342                 self.health = g_pickup_healthmedium;
1343         if(!self.pickup_anyway)
1344                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1345     StartItem(this, ITEM_HealthMedium);
1346 }
1347
1348 spawnfunc(item_health_large)
1349 {
1350         if(!self.max_health)
1351                 self.max_health = g_pickup_healthlarge_max;
1352         if(!self.health)
1353                 self.health = g_pickup_healthlarge;
1354         if(!self.pickup_anyway)
1355                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1356         StartItem(this, ITEM_HealthLarge);
1357 }
1358
1359 spawnfunc(item_health_mega)
1360 {
1361     if(!self.max_health)
1362         self.max_health = g_pickup_healthmega_max;
1363     if(!self.health)
1364         self.health = g_pickup_healthmega;
1365     if(!self.pickup_anyway)
1366         self.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(!self.strength_finished)
1380                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1381                 StartItem(this, ITEM_Strength);
1382 }
1383
1384 spawnfunc(item_invincible)
1385 {
1386                 if(!self.invincible_finished)
1387                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1388                 StartItem(this, ITEM_Shield);
1389 }
1390
1391 // compatibility:
1392 spawnfunc(item_quad) { self.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 = get_weaponinfo(j);
1454                                         s = W_UndeprecateName(argv(i));
1455                                         if(s == e.netname)
1456                                         {
1457                                                 self.weapons |= WepSet_FromWeapon(j);
1458                                                 if(self.spawnflags == 0 || self.spawnflags == 2) {
1459                                                         Weapon w = get_weaponinfo(e.weapon);
1460                                                         w.wr_init(w);
1461                                                 }
1462                                                 break;
1463                                         }
1464                                 }
1465                                 if(j > WEP_LAST)
1466                                         LOG_INFO("target_items: invalid item ", argv(i), "\n");
1467                         }
1468                 }
1469
1470                 string itemprefix, valueprefix;
1471                 if(self.spawnflags == 0)
1472                 {
1473                         itemprefix = "";
1474                         valueprefix = "";
1475                 }
1476                 else if(self.spawnflags == 1)
1477                 {
1478                         itemprefix = "max ";
1479                         valueprefix = "max ";
1480                 }
1481                 else if(self.spawnflags == 2)
1482                 {
1483                         itemprefix = "min ";
1484                         valueprefix = "min ";
1485                 }
1486                 else if(self.spawnflags == 4)
1487                 {
1488                         itemprefix = "minus ";
1489                         valueprefix = "max ";
1490                 }
1491                 else
1492                 {
1493                         error("invalid spawnflags");
1494                         itemprefix = valueprefix = string_null;
1495                 }
1496
1497                 self.netname = "";
1498                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1499                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1500                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1501                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1502                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1503                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1504                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1505                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1506                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1507                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1508                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1509                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1510                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1511                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1512                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1513                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1514                 {
1515                         e = get_weaponinfo(j);
1516                         if(e.weapon)
1517                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1518                 }
1519         }
1520         self.netname = strzone(self.netname);
1521         //print(self.netname, "\n");
1522
1523         n = tokenize_console(self.netname);
1524         for(i = 0; i < n; ++i)
1525         {
1526                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1527                 {
1528                         e = get_weaponinfo(j);
1529                         if(argv(i) == e.netname)
1530                         {
1531                                 Weapon w = get_weaponinfo(e.weapon);
1532                                 w.wr_init(w);
1533                                 break;
1534                         }
1535                 }
1536         }
1537 }
1538
1539 spawnfunc(item_fuel)
1540 {
1541         if(!self.ammo_fuel)
1542                 self.ammo_fuel = g_pickup_fuel;
1543         if(!self.pickup_anyway)
1544                 self.pickup_anyway = g_pickup_ammo_anyway;
1545         StartItem(this, ITEM_JetpackFuel);
1546 }
1547
1548 spawnfunc(item_fuel_regen)
1549 {
1550         if(start_items & ITEM_JetpackRegen.m_itemid)
1551         {
1552                 spawnfunc_item_fuel(this);
1553                 return;
1554         }
1555         StartItem(this, ITEM_JetpackRegen);
1556 }
1557
1558 spawnfunc(item_jetpack)
1559 {
1560         if(!self.ammo_fuel)
1561                 self.ammo_fuel = g_pickup_fuel_jetpack;
1562         if(start_items & ITEM_Jetpack.m_itemid)
1563         {
1564                 spawnfunc_item_fuel(this);
1565                 return;
1566         }
1567         StartItem(this, ITEM_Jetpack);
1568 }
1569
1570 float GiveWeapon(entity e, float wpn, float op, float val)
1571 {
1572         WepSet v0, v1;
1573         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1574         switch(op)
1575         {
1576                 case OP_SET:
1577                         if(val > 0)
1578                                 e.weapons |= WepSet_FromWeapon(wpn);
1579                         else
1580                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1581                         break;
1582                 case OP_MIN:
1583                 case OP_PLUS:
1584                         if(val > 0)
1585                                 e.weapons |= WepSet_FromWeapon(wpn);
1586                         break;
1587                 case OP_MAX:
1588                         if(val <= 0)
1589                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1590                         break;
1591                 case OP_MINUS:
1592                         if(val > 0)
1593                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1594                         break;
1595         }
1596         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1597         return (v0 != v1);
1598 }
1599
1600 float GiveBit(entity e, .float fld, float bit, float op, float val)
1601 {
1602         float v0, v1;
1603         v0 = (e.(fld) & bit);
1604         switch(op)
1605         {
1606                 case OP_SET:
1607                         if(val > 0)
1608                                 e.(fld) |= bit;
1609                         else
1610                                 e.(fld) &= ~bit;
1611                         break;
1612                 case OP_MIN:
1613                 case OP_PLUS:
1614                         if(val > 0)
1615                                 e.(fld) |= bit;
1616                         break;
1617                 case OP_MAX:
1618                         if(val <= 0)
1619                                 e.(fld) &= ~bit;
1620                         break;
1621                 case OP_MINUS:
1622                         if(val > 0)
1623                                 e.(fld) &= ~bit;
1624                         break;
1625         }
1626         v1 = (e.(fld) & bit);
1627         return (v0 != v1);
1628 }
1629
1630 float GiveValue(entity e, .float fld, float op, float val)
1631 {
1632         float v0, v1;
1633         v0 = e.(fld);
1634         switch(op)
1635         {
1636                 case OP_SET:
1637                         e.(fld) = val;
1638                         break;
1639                 case OP_MIN:
1640                         e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1641                         break;
1642                 case OP_MAX:
1643                         e.(fld) = min(e.(fld), val);
1644                         break;
1645                 case OP_PLUS:
1646                         e.(fld) += val;
1647                         break;
1648                 case OP_MINUS:
1649                         e.(fld) -= val;
1650                         break;
1651         }
1652         v1 = e.(fld);
1653         return (v0 != v1);
1654 }
1655
1656 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1657 {
1658         if(v1 == v0)
1659                 return;
1660         if(v1 <= v0 - t)
1661         {
1662                 if(snd_decr != "")
1663                         _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1664         }
1665         else if(v0 >= v0 + t)
1666         {
1667                 if(snd_incr != "")
1668                         _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1669         }
1670 }
1671
1672 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1673 {
1674         if(v0 < v1)
1675                 e.(rotfield) = max(e.(rotfield), time + rottime);
1676         else if(v0 > v1)
1677                 e.(regenfield) = max(e.(regenfield), time + regentime);
1678 }
1679 float GiveItems(entity e, float beginarg, float endarg)
1680 {SELFPARAM();
1681         float got, i, j, val, op;
1682         float _switchweapon;
1683         entity wi;
1684         string cmd;
1685
1686         val = 999;
1687         op = OP_SET;
1688
1689         got = 0;
1690
1691         _switchweapon = false;
1692         if (e.autoswitch)
1693                 if (e.switchweapon == w_getbestweapon(e))
1694                         _switchweapon = true;
1695
1696         e.strength_finished = max(0, e.strength_finished - time);
1697         e.invincible_finished = max(0, e.invincible_finished - time);
1698         e.superweapons_finished = max(0, e.superweapons_finished - time);
1699
1700         PREGIVE(e, items);
1701         PREGIVE_WEAPONS(e);
1702         PREGIVE(e, strength_finished);
1703         PREGIVE(e, invincible_finished);
1704         PREGIVE(e, superweapons_finished);
1705         PREGIVE(e, ammo_nails);
1706         PREGIVE(e, ammo_cells);
1707         PREGIVE(e, ammo_plasma);
1708         PREGIVE(e, ammo_shells);
1709         PREGIVE(e, ammo_rockets);
1710         PREGIVE(e, ammo_fuel);
1711         PREGIVE(e, armorvalue);
1712         PREGIVE(e, health);
1713
1714         for(i = beginarg; i < endarg; ++i)
1715         {
1716                 cmd = argv(i);
1717
1718                 if(cmd == "0" || stof(cmd))
1719                 {
1720                         val = stof(cmd);
1721                         continue;
1722                 }
1723                 switch(cmd)
1724                 {
1725                         case "no":
1726                                 op = OP_MAX;
1727                                 val = 0;
1728                                 continue;
1729                         case "max":
1730                                 op = OP_MAX;
1731                                 continue;
1732                         case "min":
1733                                 op = OP_MIN;
1734                                 continue;
1735                         case "plus":
1736                                 op = OP_PLUS;
1737                                 continue;
1738                         case "minus":
1739                                 op = OP_MINUS;
1740                                 continue;
1741                         case "ALL":
1742                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1743                                 got += GiveValue(e, strength_finished, op, val);
1744                                 got += GiveValue(e, invincible_finished, op, val);
1745                                 got += GiveValue(e, superweapons_finished, op, val);
1746                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1747                         case "all":
1748                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1749                                 got += GiveValue(e, health, op, val);
1750                                 got += GiveValue(e, armorvalue, op, val);
1751                         case "allweapons":
1752                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1753                                 {
1754                                         wi = get_weaponinfo(j);
1755                                         if(wi.weapon)
1756                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1757                                                         got += GiveWeapon(e, j, op, val);
1758                                 }
1759                         case "allammo":
1760                                 got += GiveValue(e, ammo_cells, op, val);
1761                                 got += GiveValue(e, ammo_plasma, op, val);
1762                                 got += GiveValue(e, ammo_shells, op, val);
1763                                 got += GiveValue(e, ammo_nails, op, val);
1764                                 got += GiveValue(e, ammo_rockets, op, val);
1765                                 got += GiveValue(e, ammo_fuel, op, val);
1766                                 break;
1767                         case "unlimited_ammo":
1768                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1769                                 break;
1770                         case "unlimited_weapon_ammo":
1771                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1772                                 break;
1773                         case "unlimited_superweapons":
1774                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1775                                 break;
1776                         case "jetpack":
1777                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1778                                 break;
1779                         case "fuel_regen":
1780                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1781                                 break;
1782                         case "strength":
1783                                 got += GiveValue(e, strength_finished, op, val);
1784                                 break;
1785                         case "invincible":
1786                                 got += GiveValue(e, invincible_finished, op, val);
1787                                 break;
1788                         case "superweapons":
1789                                 got += GiveValue(e, superweapons_finished, op, val);
1790                                 break;
1791                         case "cells":
1792                                 got += GiveValue(e, ammo_cells, op, val);
1793                                 break;
1794                         case "plasma":
1795                                 got += GiveValue(e, ammo_plasma, op, val);
1796                                 break;
1797                         case "shells":
1798                                 got += GiveValue(e, ammo_shells, op, val);
1799                                 break;
1800                         case "nails":
1801                         case "bullets":
1802                                 got += GiveValue(e, ammo_nails, op, val);
1803                                 break;
1804                         case "rockets":
1805                                 got += GiveValue(e, ammo_rockets, op, val);
1806                                 break;
1807                         case "health":
1808                                 got += GiveValue(e, health, op, val);
1809                                 break;
1810                         case "armor":
1811                                 got += GiveValue(e, armorvalue, op, val);
1812                                 break;
1813                         case "fuel":
1814                                 got += GiveValue(e, ammo_fuel, op, val);
1815                                 break;
1816                         default:
1817                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1818                                 {
1819                                         wi = get_weaponinfo(j);
1820                                         if(cmd == wi.netname)
1821                                         {
1822                                                 got += GiveWeapon(e, j, op, val);
1823                                                 break;
1824                                         }
1825                                 }
1826                                 if(j > WEP_LAST)
1827                                         LOG_INFO("give: invalid item ", cmd, "\n");
1828                                 break;
1829                 }
1830                 val = 999;
1831                 op = OP_SET;
1832         }
1833
1834         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
1835         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
1836         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
1837         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
1838         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1839         {
1840                 wi = get_weaponinfo(j);
1841                 if(wi.weapon)
1842                 {
1843                         POSTGIVE_WEAPON(e, j, SND(WEAPONPICKUP), string_null);
1844                         if (!(save_weapons & WepSet_FromWeapon(j)))
1845                                 if(e.weapons & WepSet_FromWeapon(j)) {
1846                                         Weapon w = get_weaponinfo(wi.weapon);
1847                                         w.wr_init(w);
1848                                 }
1849                 }
1850         }
1851         POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
1852         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
1853         POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
1854         POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
1855         POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
1856         POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
1857         POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
1858         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);
1859         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);
1860         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);
1861
1862         if(e.superweapons_finished <= 0)
1863                 if(self.weapons & WEPSET_SUPERWEAPONS)
1864                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1865
1866         if(e.strength_finished <= 0)
1867                 e.strength_finished = 0;
1868         else
1869                 e.strength_finished += time;
1870         if(e.invincible_finished <= 0)
1871                 e.invincible_finished = 0;
1872         else
1873                 e.invincible_finished += time;
1874         if(e.superweapons_finished <= 0)
1875                 e.superweapons_finished = 0;
1876         else
1877                 e.superweapons_finished += time;
1878
1879         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1880                 _switchweapon = true;
1881         if(_switchweapon)
1882                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1883
1884         return got;
1885 }
1886 #endif