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