Cleanse the touch functions of the other evil
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
1 #include "t_items.qh"
2
3 #include "items/all.qc"
4
5 #if defined(SVQC)
6
7     #include "../server/bot/bot.qh"
8     #include "../server/bot/waypoints.qh"
9
10     #include <server/mutators/all.qh>
11
12     #include "../server/weapons/common.qh"
13     #include "../server/weapons/selection.qh"
14     #include "../server/weapons/weaponsystem.qh"
15
16     #include "constants.qh"
17     #include <common/deathtypes/all.qh>
18     #include <common/notifications/all.qh>
19         #include "triggers/subs.qh"
20     #include "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 #elif defined(CSQC)
28         #include "physics/movetypes/movetypes.qh"
29         #include <common/weapons/all.qh>
30         #include "../lib/csqcmodel/cl_model.qh"
31         #include "../lib/csqcmodel/common.qh"
32 #endif
33
34 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
35
36 #ifdef CSQC
37 bool autocvar_cl_ghost_items_vehicle = true;
38 void Item_SetAlpha(entity this)
39 {
40         bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
41
42         if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
43         {
44                 this.alpha = 1;
45                 this.colormod = this.glowmod = '1 1 1';
46         }
47         else
48         {
49                 if (autocvar_cl_ghost_items_color)
50                 {
51                         this.alpha = autocvar_cl_ghost_items;
52                         this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
53                 }
54                 else
55                         this.alpha = -1;
56         }
57
58         if(!veh_hud)
59         if(this.ItemStatus & ITS_STAYWEP)
60         {
61                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
62                 this.alpha = autocvar_cl_weapon_stay_alpha;
63         }
64 }
65
66 void ItemDraw(entity this)
67 {
68     if(this.gravity)
69     {
70         Movetype_Physics_MatchServer(this, false);
71         if(this.move_flags & FL_ONGROUND)
72         { // For some reason move_avelocity gets set to '0 0 0' here ...
73             this.oldorigin = this.origin;
74             this.gravity = 0;
75
76             if(autocvar_cl_animate_items)
77             { // ... so reset it if animations are requested.
78                 if(this.ItemStatus & ITS_ANIMATE1)
79                     this.move_avelocity = '0 180 0';
80
81                 if(this.ItemStatus & ITS_ANIMATE2)
82                     this.move_avelocity = '0 -90 0';
83             }
84         }
85     }
86     else if (autocvar_cl_animate_items)
87     {
88         if(this.ItemStatus & ITS_ANIMATE1)
89         {
90             this.angles += this.move_avelocity * frametime;
91             setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2));
92         }
93
94         if(this.ItemStatus & ITS_ANIMATE2)
95         {
96             this.angles += this.move_avelocity * frametime;
97             setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3));
98         }
99     }
100
101     Item_SetAlpha(this);
102 }
103
104 void ItemDrawSimple(entity this)
105 {
106     if(this.gravity)
107     {
108         Movetype_Physics_MatchServer(this, false);
109
110         if(this.move_flags & FL_ONGROUND)
111             this.gravity = 0;
112     }
113
114     Item_SetAlpha(this);
115 }
116
117 void Item_PreDraw(entity this)
118 {
119         if(warpzone_warpzones_exist)
120         {
121                 // just incase warpzones were initialized last, reset these
122                 //this.alpha = 1; // alpha is already set by the draw function
123                 this.drawmask = MASK_NORMAL;
124                 return;
125         }
126         float alph;
127         vector org = getpropertyvec(VF_ORIGIN);
128         if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
129                 alph = 0;
130         else if(this.fade_start)
131                 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
132         else
133                 alph = 1;
134         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
135         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
136                 this.alpha = alph;
137         if(alph <= 0)
138                 this.drawmask = 0;
139         else
140                 this.drawmask = MASK_NORMAL;
141 }
142
143 void ItemRemove(entity this)
144 {
145         if(this.mdl)
146                 strunzone(this.mdl);
147 }
148
149 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
150 {
151     int sf = ReadByte();
152
153     if(sf & ISF_LOCATION)
154     {
155         this.origin_x = ReadCoord();
156         this.origin_y = ReadCoord();
157         this.origin_z = ReadCoord();
158         setorigin(this, this.origin);
159         this.oldorigin = this.origin;
160     }
161
162     if(sf & ISF_ANGLES)
163     {
164         this.angles_x = ReadAngle();
165         this.angles_y = ReadAngle();
166         this.angles_z = ReadAngle();
167         this.move_angles = this.angles;
168     }
169
170     if(sf & ISF_SIZE)
171     {
172         float use_bigsize = ReadByte();
173         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
174     }
175
176     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
177     {
178         this.ItemStatus = ReadByte();
179
180         Item_SetAlpha(this);
181
182         if(autocvar_cl_fullbright_items)
183             if(this.ItemStatus & ITS_ALLOWFB)
184                 this.effects |= EF_FULLBRIGHT;
185
186         if(this.ItemStatus & ITS_POWERUP)
187         {
188             if(this.ItemStatus & ITS_AVAILABLE)
189                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
190             else
191                  this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
192         }
193     }
194
195     if(sf & ISF_MODEL)
196     {
197         this.drawmask  = MASK_NORMAL;
198                 this.move_movetype = MOVETYPE_TOSS;
199         this.draw       = ItemDraw;
200         this.solid = SOLID_TRIGGER;
201         //this.move_flags |= FL_ITEM;
202
203         bool use_bigsize = ReadByte();
204
205         this.fade_end = ReadShort();
206         this.fade_start = ReadShort();
207         if(this.fade_start && !autocvar_cl_items_nofade)
208                 setpredraw(this, Item_PreDraw);
209
210         if(this.mdl)
211             strunzone(this.mdl);
212
213         this.mdl = "";
214         string _fn = ReadString();
215
216         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
217         {
218             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
219             this.draw = ItemDrawSimple;
220
221             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
222                 this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
223             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
224                 this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
225             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
226                 this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
227             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
228                 this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
229             else
230             {
231                 this.draw = ItemDraw;
232                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
233             }
234         }
235
236         if(this.draw != ItemDrawSimple)
237             this.mdl = strzone(_fn);
238
239
240         if(this.mdl == "")
241             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!\n");
242
243         precache_model(this.mdl);
244         _setmodel(this, this.mdl);
245
246         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
247     }
248
249     if(sf & ISF_COLORMAP)
250         this.colormap = ReadShort();
251
252     if(sf & ISF_DROP)
253     {
254         this.gravity = 1;
255         this.pushable = true;
256         //this.move_angles = '0 0 0';
257         this.move_movetype = MOVETYPE_TOSS;
258         this.move_velocity_x = ReadCoord();
259         this.move_velocity_y = ReadCoord();
260         this.move_velocity_z = ReadCoord();
261         this.velocity = this.move_velocity;
262         this.move_origin = this.oldorigin;
263
264         if(!this.move_time)
265         {
266             this.move_time = time;
267             this.spawntime = time;
268         }
269         else
270             this.move_time = max(this.move_time, time);
271     }
272
273     if(autocvar_cl_animate_items)
274     {
275         if(this.ItemStatus & ITS_ANIMATE1)
276             this.move_avelocity = '0 180 0';
277
278         if(this.ItemStatus & ITS_ANIMATE2)
279             this.move_avelocity = '0 -90 0';
280     }
281
282     this.entremove = ItemRemove;
283
284     return true;
285 }
286
287 #endif
288
289 #ifdef SVQC
290 bool ItemSend(entity this, entity to, int sf)
291 {
292         if(this.gravity)
293                 sf |= ISF_DROP;
294         else
295                 sf &= ~ISF_DROP;
296
297         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
298         WriteByte(MSG_ENTITY, sf);
299
300         //WriteByte(MSG_ENTITY, this.cnt);
301         if(sf & ISF_LOCATION)
302         {
303                 WriteCoord(MSG_ENTITY, this.origin.x);
304                 WriteCoord(MSG_ENTITY, this.origin.y);
305                 WriteCoord(MSG_ENTITY, this.origin.z);
306         }
307
308         if(sf & ISF_ANGLES)
309         {
310                 WriteAngle(MSG_ENTITY, this.angles_x);
311                 WriteAngle(MSG_ENTITY, this.angles_y);
312                 WriteAngle(MSG_ENTITY, this.angles_z);
313         }
314
315         if(sf & ISF_SIZE)
316         {
317                 Pickup p = this.itemdef;
318                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
319         }
320
321         if(sf & ISF_STATUS)
322                 WriteByte(MSG_ENTITY, this.ItemStatus);
323
324         if(sf & ISF_MODEL)
325         {
326                 Pickup p = this.itemdef;
327                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
328                 WriteShort(MSG_ENTITY, this.fade_end);
329                 WriteShort(MSG_ENTITY, this.fade_start);
330
331                 if(this.mdl == "")
332                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "exspect a crash just aboute now\n");
333
334                 WriteString(MSG_ENTITY, this.mdl);
335         }
336
337
338         if(sf & ISF_COLORMAP)
339                 WriteShort(MSG_ENTITY, this.colormap);
340
341         if(sf & ISF_DROP)
342         {
343                 WriteCoord(MSG_ENTITY, this.velocity.x);
344                 WriteCoord(MSG_ENTITY, this.velocity.y);
345                 WriteCoord(MSG_ENTITY, this.velocity.z);
346         }
347
348         return true;
349 }
350
351 void ItemUpdate(entity this)
352 {
353         this.oldorigin = this.origin;
354         this.SendFlags |= ISF_LOCATION;
355 }
356
357 void UpdateItemAfterTeleport(entity this)
358 {
359         if(getSendEntity(this) == ItemSend)
360                 ItemUpdate(this);
361 }
362
363 bool have_pickup_item(entity this)
364 {
365         if(this.itemdef.instanceOfPowerup)
366         {
367                 if(autocvar_g_powerups > 0)
368                         return true;
369                 if(autocvar_g_powerups == 0)
370                         return false;
371         }
372         else
373         {
374                 if(autocvar_g_pickup_items > 0)
375                         return true;
376                 if(autocvar_g_pickup_items == 0)
377                         return false;
378                 if(g_weaponarena)
379                         if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
380                                 return false;
381         }
382         return true;
383 }
384
385 /*
386 float Item_Customize()
387 {
388         if(this.spawnshieldtime)
389                 return true;
390         if(this.weapons & ~other.weapons)
391         {
392                 this.colormod = '0 0 0';
393                 this.glowmod = this.colormod;
394                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
395                 return true;
396         }
397         else
398         {
399                 if(g_ghost_items)
400                 {
401                         this.colormod = stov(autocvar_g_ghost_items_color);
402                         this.glowmod = this.colormod;
403                         this.alpha = g_ghost_items;
404                         return true;
405                 }
406                 else
407                         return false;
408         }
409 }
410 */
411
412 void Item_Show (entity e, float mode)
413 {
414         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
415         e.ItemStatus &= ~ITS_STAYWEP;
416         if (mode > 0)
417         {
418                 // make the item look normal, and be touchable
419                 e.model = e.mdl;
420                 e.solid = SOLID_TRIGGER;
421                 e.spawnshieldtime = 1;
422                 e.ItemStatus |= ITS_AVAILABLE;
423         }
424         else if (mode < 0)
425         {
426                 // hide the item completely
427                 e.model = string_null;
428                 e.solid = SOLID_NOT;
429                 e.spawnshieldtime = 1;
430                 e.ItemStatus &= ~ITS_AVAILABLE;
431         }
432         else {
433         entity def = e.itemdef;
434         bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
435                 || e.team // weapon stay isn't supported for teamed weapons
436                 ;
437         if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
438         {
439                 // make the item translucent and not touchable
440                 e.model = e.mdl;
441                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
442                 e.effects |= EF_STARDUST;
443                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
444                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
445         }
446         else
447         {
448                 //setmodel(e, "null");
449                 e.solid = SOLID_NOT;
450                 e.colormod = '0 0 0';
451                 e.glowmod = e.colormod;
452                 e.spawnshieldtime = 1;
453                 e.ItemStatus &= ~ITS_AVAILABLE;
454         }}
455
456         if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
457                 e.ItemStatus |= ITS_POWERUP;
458
459         if (autocvar_g_nodepthtestitems)
460                 e.effects |= EF_NODEPTHTEST;
461
462
463         if (autocvar_g_fullbrightitems)
464                 e.ItemStatus |= ITS_ALLOWFB;
465
466         if (autocvar_sv_simple_items)
467                 e.ItemStatus |= ITS_ALLOWSI;
468
469         // relink entity (because solid may have changed)
470         setorigin(e, e.origin);
471         e.SendFlags |= ISF_STATUS;
472 }
473
474 void Item_Think(entity this)
475 {
476         this.nextthink = time;
477         if(this.origin != this.oldorigin)
478                 ItemUpdate(this);
479 }
480
481 bool Item_ItemsTime_SpectatorOnly(GameItem it);
482 bool Item_ItemsTime_Allow(GameItem it);
483 float Item_ItemsTime_UpdateTime(entity e, float t);
484 void Item_ItemsTime_SetTime(entity e, float t);
485 void Item_ItemsTime_SetTimesForAllPlayers();
486
487 void Item_Respawn (entity this)
488 {
489         Item_Show(this, 1);
490         // this is ugly...
491         if(this.items == ITEM_Strength.m_itemid)
492                 sound (this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
493         else if(this.items == ITEM_Shield.m_itemid)
494                 sound (this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
495         else
496                 sound (this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
497         setorigin(this, this.origin);
498
499     if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
500         {
501                 float t = Item_ItemsTime_UpdateTime(this, 0);
502                 Item_ItemsTime_SetTime(this, t);
503                 Item_ItemsTime_SetTimesForAllPlayers();
504         }
505
506         setthink(this, Item_Think);
507         this.nextthink = time;
508
509         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
510         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
511 }
512
513 void Item_RespawnCountdown (entity this)
514 {
515         if(this.count >= ITEM_RESPAWN_TICKS)
516         {
517                 if(this.waypointsprite_attached)
518                         WaypointSprite_Kill(this.waypointsprite_attached);
519                 Item_Respawn(this);
520         }
521         else
522         {
523                 this.nextthink = time + 1;
524                 this.count += 1;
525                 if(this.count == 1)
526                 {
527                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
528                         do {
529                                 {
530                                         entity wi = Weapons_from(this.weapon);
531                                         if (wi != WEP_Null) {
532                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
533                                                 wp.wp_extra = wi.m_id;
534                                                 break;
535                                         }
536                                 }
537                                 {
538                                         entity ii = this.itemdef;
539                                         if (ii != NULL) {
540                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
541                                                 wp.wp_extra = ii.m_id;
542                                                 break;
543                                         }
544                                 }
545                         } while (0);
546             if(this.waypointsprite_attached)
547             {
548                 GameItem def = this.itemdef;
549                 if (Item_ItemsTime_SpectatorOnly(def))
550                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
551                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
552             }
553                 }
554
555                 if(this.waypointsprite_attached)
556                 {
557                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
558                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
559                                 {
560                                         msg_entity = it;
561                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
562                                 }
563                         });
564
565                         WaypointSprite_Ping(this.waypointsprite_attached);
566                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
567                 }
568         }
569 }
570
571 void Item_RespawnThink(entity this)
572 {
573         this.nextthink = time;
574         if(this.origin != this.oldorigin)
575                 ItemUpdate(this);
576
577         if(time >= this.wait)
578                 Item_Respawn(this);
579 }
580
581 void Item_ScheduleRespawnIn(entity e, float t)
582 {
583         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
584         if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
585         {
586                 setthink(e, Item_RespawnCountdown);
587                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
588                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
589                 e.count = 0;
590                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
591                 Item_ItemsTime_SetTime(e, t);
592                 Item_ItemsTime_SetTimesForAllPlayers();
593         }
594         else
595         {
596                 setthink(e, Item_RespawnThink);
597                 e.nextthink = time;
598                 e.scheduledrespawntime = time + t;
599                 e.wait = time + t;
600         }
601 }
602
603 void Item_ScheduleRespawn(entity e)
604 {
605         if(e.respawntime > 0)
606         {
607                 Item_Show(e, 0);
608                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
609         }
610         else // if respawntime is -1, this item does not respawn
611                 Item_Show(e, -1);
612 }
613
614 void Item_ScheduleInitialRespawn(entity e)
615 {
616         Item_Show(e, 0);
617         Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
618 }
619
620 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
621 {
622         if (!item.(ammotype))
623                 return false;
624
625         if (item.spawnshieldtime)
626         {
627                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
628                 {
629                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
630                         goto YEAH;
631                 }
632         }
633         else if(g_weapon_stay == 2)
634         {
635                 float mi = min(item.(ammotype), ammomax);
636                 if (player.(ammotype) < mi)
637                 {
638                         player.(ammotype) = mi;
639                         goto YEAH;
640                 }
641         }
642
643         return false;
644
645 LABEL(YEAH)
646         switch(mode)
647         {
648                 case ITEM_MODE_FUEL:
649                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
650                         break;
651                 case ITEM_MODE_HEALTH:
652                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
653                         break;
654                 case ITEM_MODE_ARMOR:
655                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
656                         break;
657                 default:
658                         break;
659         }
660         return true;
661 }
662
663 float Item_GiveTo(entity item, entity player)
664 {
665         float _switchweapon;
666         float pickedup;
667
668         // if nothing happens to player, just return without taking the item
669         pickedup = false;
670         _switchweapon = false;
671         // in case the player has autoswitch enabled do the following:
672         // if the player is using their best weapon before items are given, they
673         // probably want to switch to an even better weapon after items are given
674         if (player.autoswitch)
675         if (PS(player).m_switchweapon == w_getbestweapon(player))
676                 _switchweapon = true;
677
678         if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
679                 _switchweapon = true;
680
681         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
682         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
683         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
684         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
685         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
686         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
687         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
688         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
689
690         if (item.itemdef.instanceOfWeaponPickup)
691         {
692                 WepSet w;
693                 w = item.weapons;
694                 w &= ~player.weapons;
695
696                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
697                 {
698                         pickedup = true;
699                         FOREACH(Weapons, it != WEP_Null, {
700                                 if(w & (it.m_wepset))
701                                 {
702                                         W_DropEvent(wr_pickup, player, it.m_id, item);
703                                         W_GiveWeapon(player, it.m_id);
704                                 }
705                         });
706                 }
707         }
708
709         if (item.itemdef.instanceOfPowerup)
710         {
711                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
712                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
713                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
714                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
715         }
716
717         int its;
718         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
719         {
720                 pickedup = true;
721                 player.items |= its;
722                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
723         }
724
725         if (item.strength_finished)
726         {
727                 pickedup = true;
728                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
729         }
730         if (item.invincible_finished)
731         {
732                 pickedup = true;
733                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
734         }
735         if (item.superweapons_finished)
736         {
737                 pickedup = true;
738                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
739         }
740
741 LABEL(skip)
742
743         // always eat teamed entities
744         if(item.team)
745                 pickedup = true;
746
747         if (!pickedup)
748                 return 0;
749
750         // crude hack to enforce switching weapons
751         if(g_cts && item.itemdef.instanceOfWeaponPickup)
752         {
753                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
754                 return 1;
755         }
756
757         if (_switchweapon)
758                 if (PS(player).m_switchweapon != w_getbestweapon(player))
759                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
760
761         return 1;
762 }
763
764 void Item_Touch(entity this, entity toucher)
765 {
766
767         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
768         if (this.classname == "droppedweapon")
769         {
770                 if (ITEM_TOUCH_NEEDKILL())
771                 {
772                         remove(this);
773                         return;
774                 }
775         }
776
777         if(!(toucher.flags & FL_PICKUPITEMS)
778         || STAT(FROZEN, toucher)
779         || IS_DEAD(toucher)
780         || (this.solid != SOLID_TRIGGER)
781         || (this.owner == toucher)
782         || (time < this.item_spawnshieldtime)
783         ) { return; }
784
785         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
786         {
787                 case MUT_ITEMTOUCH_RETURN: { return; }
788                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
789         }
790
791         toucher = M_ARGV(1, entity);
792
793         if (this.classname == "droppedweapon")
794         {
795                 this.strength_finished = max(0, this.strength_finished - time);
796                 this.invincible_finished = max(0, this.invincible_finished - time);
797                 this.superweapons_finished = max(0, this.superweapons_finished - time);
798         }
799         entity it = this.itemdef;
800         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
801         if (!gave)
802         {
803                 if (this.classname == "droppedweapon")
804                 {
805                         // undo what we did above
806                         this.strength_finished += time;
807                         this.invincible_finished += time;
808                         this.superweapons_finished += time;
809                 }
810                 return;
811         }
812
813 LABEL(pickup)
814
815         toucher.last_pickup = time;
816
817         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
818         _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
819
820         if (this.classname == "droppedweapon")
821                 remove (this);
822         else if (this.spawnshieldtime)
823         {
824                 entity e;
825                 if(this.team)
826                 {
827                         RandomSelection_Init();
828                         FOREACH_ENTITY_FLAGS(flags, FL_ITEM,
829                         {
830                                 if(it.team == this.team)
831                                 if(it.classname != "item_flag_team" && it.classname != "item_key_team")
832                                 {
833                                         Item_Show(it, -1);
834                                         RandomSelection_Add(it, 0, string_null, it.cnt, 0);
835                                 }
836                         });
837                         e = RandomSelection_chosen_ent;
838
839                 }
840                 else
841                         e = this;
842                 Item_ScheduleRespawn(e);
843         }
844 }
845
846 void Item_Reset(entity this)
847 {
848         Item_Show(this, !this.state);
849         setorigin(this, this.origin);
850
851         if (this.classname != "droppedweapon")
852         {
853                 setthink(this, Item_Think);
854                 this.nextthink = time;
855
856                 if (this.waypointsprite_attached)
857                         WaypointSprite_Kill(this.waypointsprite_attached);
858
859                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
860                         Item_ScheduleInitialRespawn(this);
861         }
862 }
863
864 void Item_FindTeam(entity this)
865 {
866         entity e;
867
868         if(this.effects & EF_NODRAW)
869         {
870                 // marker for item team search
871                 LOG_TRACE("Initializing item team ", ftos(this.team), "\n");
872                 RandomSelection_Init();
873                 FOREACH_ENTITY_FLOAT(team, this.team,
874                 {
875                         if(it.flags & FL_ITEM)
876                         if(it.classname != "item_flag_team" && it.classname != "item_key_team")
877                                 RandomSelection_Add(it, 0, string_null, it.cnt, 0);
878                 });
879
880                 e = RandomSelection_chosen_ent;
881                 e.state = 0;
882                 Item_Show(e, 1);
883
884                 FOREACH_ENTITY_FLOAT(team, this.team,
885                 {
886                         if(it.flags & FL_ITEM)
887                         if(it.classname != "item_flag_team" && it.classname != "item_key_team")
888                         {
889                                 if(it != e)
890                                 {
891                                         // make it non-spawned
892                                         Item_Show(it, -1);
893                                         it.state = 1; // state 1 = initially hidden item, apparently
894                                 }
895                                 it.effects &= ~EF_NODRAW;
896                         }
897                 });
898
899                 Item_Reset(this);
900         }
901 }
902
903 // Savage: used for item garbage-collection
904 void RemoveItem(entity this)
905 {
906         if(wasfreed(this) || !this) { return; }
907         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
908         remove(this);
909 }
910
911 // pickup evaluation functions
912 // these functions decide how desirable an item is to the bots
913
914 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
915
916 float weapon_pickupevalfunc(entity player, entity item)
917 {
918         float c;
919
920         // See if I have it already
921         if(item.weapons & ~player.weapons)
922         {
923                 // If I can pick it up
924                 if(!item.spawnshieldtime)
925                         c = 0;
926                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
927                 {
928                         // Skilled bots will grab more
929                         c = bound(0, skill / 10, 1) * 0.5;
930                 }
931                 else
932                         c = 0;
933         }
934         else
935                 c = 1;
936
937         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
938         if( bot_custom_weapon && c )
939         {
940                 // Find the highest position on any range
941                 int position = -1;
942                 for (int j = 0; j < WEP_LAST ; ++j){
943                         if(
944                                         bot_weapons_far[j] == item.weapon ||
945                                         bot_weapons_mid[j] == item.weapon ||
946                                         bot_weapons_close[j] == item.weapon
947                           )
948                         {
949                                 position = j;
950                                 break;
951                         }
952                 }
953
954                 // Rate it
955                 if (position >= 0 )
956                 {
957                         position = WEP_LAST - position;
958                         // item.bot_pickupbasevalue is overwritten here
959                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
960                 }
961         }
962
963         return item.bot_pickupbasevalue * c;
964 }
965
966 float commodity_pickupevalfunc(entity player, entity item)
967 {
968         float c;
969         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
970         c = 0;
971
972         // Detect needed ammo
973         FOREACH(Weapons, it != WEP_Null, {
974                 if(!(player.weapons & (it.m_wepset)))
975                         continue;
976
977                 if(it.items & ITEM_Shells.m_itemid)
978                         need_shells = true;
979                 else if(it.items & ITEM_Bullets.m_itemid)
980                         need_nails = true;
981                 else if(it.items & ITEM_Rockets.m_itemid)
982                         need_rockets = true;
983                 else if(it.items & ITEM_Cells.m_itemid)
984                         need_cells = true;
985                 else if(it.items & ITEM_Plasma.m_itemid)
986                         need_plasma = true;
987                 else if(it.items & ITEM_JetpackFuel.m_itemid)
988                         need_fuel = true;
989         });
990
991         // TODO: figure out if the player even has the weapon this ammo is for?
992         // may not affect strategy much though...
993         // find out how much more ammo/armor/health the player can hold
994         if (need_shells)
995         if (item.ammo_shells)
996         if (player.ammo_shells < g_pickup_shells_max)
997                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
998         if (need_nails)
999         if (item.ammo_nails)
1000         if (player.ammo_nails < g_pickup_nails_max)
1001                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1002         if (need_rockets)
1003         if (item.ammo_rockets)
1004         if (player.ammo_rockets < g_pickup_rockets_max)
1005                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1006         if (need_cells)
1007         if (item.ammo_cells)
1008         if (player.ammo_cells < g_pickup_cells_max)
1009                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1010         if (need_plasma)
1011         if (item.ammo_plasma)
1012         if (player.ammo_plasma < g_pickup_plasma_max)
1013                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1014         if (need_fuel)
1015         if (item.ammo_fuel)
1016         if (player.ammo_fuel < g_pickup_fuel_max)
1017                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1018         if (item.armorvalue)
1019         if (player.armorvalue < item.max_armorvalue)
1020                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1021         if (item.health)
1022         if (player.health < item.max_health)
1023                 c = c + max(0, 1 - player.health / item.max_health);
1024
1025         return item.bot_pickupbasevalue * c;
1026 }
1027
1028 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1029 {
1030         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1031                 RemoveItem(this);
1032 }
1033
1034 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1035 {
1036         string itemname = def.m_name;
1037         Model itemmodel = def.m_model;
1038     Sound pickupsound = def.m_sound;
1039         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1040         float pickupbasevalue = def.m_botvalue;
1041         int itemflags = def.m_itemflags;
1042
1043         startitem_failed = false;
1044
1045         this.item_model_ent = itemmodel;
1046     this.item_pickupsound_ent = pickupsound;
1047
1048         if(!this.respawntime) // both need to be set
1049         {
1050                 this.respawntime = defaultrespawntime;
1051                 this.respawntimejitter = defaultrespawntimejitter;
1052         }
1053
1054         int itemid = def.m_itemid;
1055         this.items = itemid;
1056         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1057         this.weapon = weaponid;
1058
1059         if(!this.fade_end)
1060         {
1061                 this.fade_start = autocvar_g_items_mindist;
1062                 this.fade_end = autocvar_g_items_maxdist;
1063         }
1064
1065         if(weaponid)
1066                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1067
1068         this.flags = FL_ITEM | itemflags;
1069
1070         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1071         {
1072                 startitem_failed = true;
1073                 remove(this);
1074                 return;
1075         }
1076
1077         // is it a dropped weapon?
1078         if (this.classname == "droppedweapon")
1079         {
1080                 this.reset = SUB_Remove;
1081                 // it's a dropped weapon
1082                 this.movetype = MOVETYPE_TOSS;
1083
1084                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1085                 setthink(this, RemoveItem);
1086                 this.nextthink = time + 20;
1087
1088                 this.takedamage = DAMAGE_YES;
1089                 this.event_damage = Item_Damage;
1090
1091                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1092                 {
1093                         // if item is worthless after a timer, have it expire then
1094                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1095                 }
1096
1097                 // don't drop if in a NODROP zone (such as lava)
1098                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1099                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1100                 {
1101                         startitem_failed = true;
1102                         remove(this);
1103                         return;
1104                 }
1105         }
1106         else
1107         {
1108                 if(!have_pickup_item(this))
1109                 {
1110                         startitem_failed = true;
1111                         remove (this);
1112                         return;
1113                 }
1114
1115                 if(this.angles != '0 0 0')
1116                         this.SendFlags |= ISF_ANGLES;
1117
1118                 this.reset = Item_Reset;
1119                 // it's a level item
1120                 if(this.spawnflags & 1)
1121                         this.noalign = 1;
1122                 if (this.noalign > 0)
1123                         this.movetype = MOVETYPE_NONE;
1124                 else
1125                         this.movetype = MOVETYPE_TOSS;
1126                 // do item filtering according to game mode and other things
1127                 if (this.noalign <= 0)
1128                 {
1129                         // first nudge it off the floor a little bit to avoid math errors
1130                         setorigin(this, this.origin + '0 0 1');
1131                         // set item size before we spawn a spawnfunc_waypoint
1132                         setsize(this, def.m_mins, def.m_maxs);
1133                         this.SendFlags |= ISF_SIZE;
1134                         // note droptofloor returns false if stuck/or would fall too far
1135                         if (!this.noalign)
1136                                 droptofloor(this);
1137                         waypoint_spawnforitem(this);
1138                 }
1139
1140                 /*
1141                  * can't do it that way, as it would break maps
1142                  * TODO make a target_give like entity another way, that perhaps has
1143                  * the weapon name in a key
1144                 if(this.targetname)
1145                 {
1146                         // target_give not yet supported; maybe later
1147                         print("removed targeted ", this.classname, "\n");
1148                         startitem_failed = true;
1149                         remove (this);
1150                         return;
1151                 }
1152                 */
1153
1154                 if(autocvar_spawn_debug >= 2)
1155                 {
1156             // why not flags & fl_item?
1157                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1158                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1159                 LOG_TRACE(" vs ", it.netname, vtos(it.origin), "\n");
1160                 error("Mapper sucks.");
1161             });
1162                         this.is_item = true;
1163                 }
1164
1165                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1166
1167                 precache_model(this.model);
1168                 precache_sound(this.item_pickupsound);
1169
1170                 if (   def.instanceOfPowerup
1171                         || def.instanceOfWeaponPickup
1172                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1173                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1174                         || (itemid & (IT_KEY1 | IT_KEY2))
1175                 ) this.target = "###item###"; // for finding the nearest item using find()
1176
1177                 Item_ItemsTime_SetTime(this, 0);
1178         }
1179
1180         this.bot_pickup = true;
1181         this.bot_pickupevalfunc = pickupevalfunc;
1182         this.bot_pickupbasevalue = pickupbasevalue;
1183         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1184         this.netname = itemname;
1185         settouch(this, Item_Touch);
1186         setmodel(this, MDL_Null); // precision set below
1187         //this.effects |= EF_LOWPRECISION;
1188
1189         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1190
1191         this.SendFlags |= ISF_SIZE;
1192
1193         if (!(this.spawnflags & 1024)) {
1194                 if(def.instanceOfPowerup)
1195                         this.ItemStatus |= ITS_ANIMATE1;
1196
1197                 if(this.armorvalue || this.health)
1198                         this.ItemStatus |= ITS_ANIMATE2;
1199         }
1200
1201         if(def.instanceOfWeaponPickup)
1202         {
1203                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1204                         this.colormap = 1024; // color shirt=0 pants=0 grey
1205                 else
1206                         this.gravity = 1;
1207                 if (!(this.spawnflags & 1024))
1208                         this.ItemStatus |= ITS_ANIMATE1;
1209                 this.ItemStatus |= ISF_COLORMAP;
1210         }
1211
1212         this.state = 0;
1213         if(this.team) // broken, no idea why.
1214         {
1215                 if(!this.cnt)
1216                         this.cnt = 1; // item probability weight
1217
1218                 this.effects |= EF_NODRAW; // marker for item team search
1219                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1220         }
1221         else
1222                 Item_Reset(this);
1223
1224         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1225
1226         // call this hook after everything else has been done
1227         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1228         {
1229                 startitem_failed = true;
1230                 remove(this);
1231                 return;
1232         }
1233 }
1234
1235 void StartItem(entity this, GameItem def)
1236 {
1237     _StartItem(
1238         this,
1239         this.itemdef = def,
1240         def.m_respawntime(), // defaultrespawntime
1241         def.m_respawntimejitter() // defaultrespawntimejitter
1242         );
1243 }
1244
1245 spawnfunc(item_rockets)
1246 {
1247         if(!this.ammo_rockets)
1248                 this.ammo_rockets = g_pickup_rockets;
1249         if(!this.pickup_anyway)
1250                 this.pickup_anyway = g_pickup_ammo_anyway;
1251     StartItem(this, ITEM_Rockets);
1252 }
1253
1254 spawnfunc(item_bullets)
1255 {
1256         if(!weaponswapping)
1257         if(autocvar_sv_q3acompat_machineshotgunswap)
1258         if(this.classname != "droppedweapon")
1259         {
1260                 weaponswapping = true;
1261                 spawnfunc_item_shells(this);
1262                 weaponswapping = false;
1263                 return;
1264         }
1265
1266         if(!this.ammo_nails)
1267                 this.ammo_nails = g_pickup_nails;
1268         if(!this.pickup_anyway)
1269                 this.pickup_anyway = g_pickup_ammo_anyway;
1270     StartItem(this, ITEM_Bullets);
1271 }
1272
1273 spawnfunc(item_cells)
1274 {
1275         if(!this.ammo_cells)
1276                 this.ammo_cells = g_pickup_cells;
1277         if(!this.pickup_anyway)
1278                 this.pickup_anyway = g_pickup_ammo_anyway;
1279         StartItem(this, ITEM_Cells);
1280 }
1281
1282 spawnfunc(item_plasma)
1283 {
1284         if(!this.ammo_plasma)
1285                 this.ammo_plasma = g_pickup_plasma;
1286         if(!this.pickup_anyway)
1287                 this.pickup_anyway = g_pickup_ammo_anyway;
1288         StartItem(this, ITEM_Plasma);
1289 }
1290
1291 spawnfunc(item_shells)
1292 {
1293         if(!weaponswapping)
1294         if(autocvar_sv_q3acompat_machineshotgunswap)
1295         if(this.classname != "droppedweapon")
1296         {
1297                 weaponswapping = true;
1298                 spawnfunc_item_bullets(this);
1299                 weaponswapping = false;
1300                 return;
1301         }
1302
1303         if(!this.ammo_shells)
1304                 this.ammo_shells = g_pickup_shells;
1305         if(!this.pickup_anyway)
1306                 this.pickup_anyway = g_pickup_ammo_anyway;
1307         StartItem(this, ITEM_Shells);
1308 }
1309
1310 spawnfunc(item_armor_small)
1311 {
1312         if(!this.armorvalue)
1313                 this.armorvalue = g_pickup_armorsmall;
1314         if(!this.max_armorvalue)
1315                 this.max_armorvalue = g_pickup_armorsmall_max;
1316         if(!this.pickup_anyway)
1317                 this.pickup_anyway = g_pickup_armorsmall_anyway;
1318         StartItem(this, ITEM_ArmorSmall);
1319 }
1320
1321 spawnfunc(item_armor_medium)
1322 {
1323         if(!this.armorvalue)
1324                 this.armorvalue = g_pickup_armormedium;
1325         if(!this.max_armorvalue)
1326                 this.max_armorvalue = g_pickup_armormedium_max;
1327         if(!this.pickup_anyway)
1328                 this.pickup_anyway = g_pickup_armormedium_anyway;
1329         StartItem(this, ITEM_ArmorMedium);
1330 }
1331
1332 spawnfunc(item_armor_big)
1333 {
1334         if(!this.armorvalue)
1335                 this.armorvalue = g_pickup_armorbig;
1336         if(!this.max_armorvalue)
1337                 this.max_armorvalue = g_pickup_armorbig_max;
1338         if(!this.pickup_anyway)
1339                 this.pickup_anyway = g_pickup_armorbig_anyway;
1340         StartItem(this, ITEM_ArmorLarge);
1341 }
1342
1343 spawnfunc(item_armor_large)
1344 {
1345         if(!this.armorvalue)
1346                 this.armorvalue = g_pickup_armorlarge;
1347         if(!this.max_armorvalue)
1348                 this.max_armorvalue = g_pickup_armorlarge_max;
1349         if(!this.pickup_anyway)
1350                 this.pickup_anyway = g_pickup_armorlarge_anyway;
1351         StartItem(this, ITEM_ArmorMega);
1352 }
1353
1354 spawnfunc(item_health_small)
1355 {
1356         if(!this.max_health)
1357                 this.max_health = g_pickup_healthsmall_max;
1358         if(!this.health)
1359                 this.health = g_pickup_healthsmall;
1360         if(!this.pickup_anyway)
1361                 this.pickup_anyway = g_pickup_healthsmall_anyway;
1362         StartItem(this, ITEM_HealthSmall);
1363 }
1364
1365 spawnfunc(item_health_medium)
1366 {
1367         if(!this.max_health)
1368                 this.max_health = g_pickup_healthmedium_max;
1369         if(!this.health)
1370                 this.health = g_pickup_healthmedium;
1371         if(!this.pickup_anyway)
1372                 this.pickup_anyway = g_pickup_healthmedium_anyway;
1373     StartItem(this, ITEM_HealthMedium);
1374 }
1375
1376 spawnfunc(item_health_large)
1377 {
1378         if(!this.max_health)
1379                 this.max_health = g_pickup_healthlarge_max;
1380         if(!this.health)
1381                 this.health = g_pickup_healthlarge;
1382         if(!this.pickup_anyway)
1383                 this.pickup_anyway = g_pickup_healthlarge_anyway;
1384         StartItem(this, ITEM_HealthLarge);
1385 }
1386
1387 spawnfunc(item_health_mega)
1388 {
1389     if(!this.max_health)
1390         this.max_health = g_pickup_healthmega_max;
1391     if(!this.health)
1392         this.health = g_pickup_healthmega;
1393     if(!this.pickup_anyway)
1394         this.pickup_anyway = g_pickup_healthmega_anyway;
1395     StartItem(this, ITEM_HealthMega);
1396 }
1397
1398 // support old misnamed entities
1399 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1400 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1401 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1402 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1403 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1404
1405 spawnfunc(item_strength)
1406 {
1407                 if(!this.strength_finished)
1408                         this.strength_finished = autocvar_g_balance_powerup_strength_time;
1409                 StartItem(this, ITEM_Strength);
1410 }
1411
1412 spawnfunc(item_invincible)
1413 {
1414                 if(!this.invincible_finished)
1415                         this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1416                 StartItem(this, ITEM_Shield);
1417 }
1418
1419 // compatibility:
1420 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1421
1422 void target_items_use(entity this, entity actor, entity trigger)
1423 {
1424         if(actor.classname == "droppedweapon")
1425         {
1426                 EXACTTRIGGER_TOUCH(this, trigger);
1427                 remove(actor);
1428                 return;
1429         }
1430
1431         if (!IS_PLAYER(actor))
1432                 return;
1433         if(IS_DEAD(actor))
1434                 return;
1435         if(trigger.solid == SOLID_TRIGGER)
1436         {
1437                 EXACTTRIGGER_TOUCH(this, trigger);
1438         }
1439
1440         FOREACH_ENTITY_ENT(enemy, actor,
1441         {
1442                 if(it.classname == "droppedweapon")
1443                         remove(it);
1444         });
1445
1446         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1447                 centerprint(actor, this.message);
1448 }
1449
1450 spawnfunc(target_items)
1451 {
1452         float n, i;
1453         string s;
1454
1455         this.use = target_items_use;
1456         if(!this.strength_finished)
1457                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1458         if(!this.invincible_finished)
1459                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1460         if(!this.superweapons_finished)
1461                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1462
1463         n = tokenize_console(this.netname);
1464         if(argv(0) == "give")
1465         {
1466                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1467         }
1468         else
1469         {
1470                 for(i = 0; i < n; ++i)
1471                 {
1472                         if     (argv(i) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1473                         else if(argv(i) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1474                         else if(argv(i) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1475                         else if(argv(i) == "strength")               this.items |= ITEM_Strength.m_itemid;
1476                         else if(argv(i) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1477                         else if(argv(i) == "superweapons")           this.items |= IT_SUPERWEAPON;
1478                         else if(argv(i) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1479                         else if(argv(i) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1480                         else
1481                         {
1482                                 FOREACH(Weapons, it != WEP_Null, {
1483                                         s = W_UndeprecateName(argv(i));
1484                                         if(s == it.netname)
1485                                         {
1486                                                 this.weapons |= (it.m_wepset);
1487                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1488                                                         it.wr_init(it);
1489                                                 break;
1490                                         }
1491                                 });
1492                         }
1493                 }
1494
1495                 string itemprefix, valueprefix;
1496                 if(this.spawnflags == 0)
1497                 {
1498                         itemprefix = "";
1499                         valueprefix = "";
1500                 }
1501                 else if(this.spawnflags == 1)
1502                 {
1503                         itemprefix = "max ";
1504                         valueprefix = "max ";
1505                 }
1506                 else if(this.spawnflags == 2)
1507                 {
1508                         itemprefix = "min ";
1509                         valueprefix = "min ";
1510                 }
1511                 else if(this.spawnflags == 4)
1512                 {
1513                         itemprefix = "minus ";
1514                         valueprefix = "max ";
1515                 }
1516                 else
1517                 {
1518                         error("invalid spawnflags");
1519                         itemprefix = valueprefix = string_null;
1520                 }
1521
1522                 this.netname = "";
1523                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1524                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1525                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1526                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1527                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1528                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1529                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1530                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1531                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1532                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1533                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1534                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1535                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1536                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1537                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1538                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1539         }
1540         this.netname = strzone(this.netname);
1541         //print(this.netname, "\n");
1542
1543         n = tokenize_console(this.netname);
1544         for(i = 0; i < n; ++i)
1545         {
1546                 FOREACH(Weapons, it != WEP_Null && argv(i) == it.netname, {
1547             it.wr_init(it);
1548             break;
1549                 });
1550         }
1551 }
1552
1553 spawnfunc(item_fuel)
1554 {
1555         if(!this.ammo_fuel)
1556                 this.ammo_fuel = g_pickup_fuel;
1557         if(!this.pickup_anyway)
1558                 this.pickup_anyway = g_pickup_ammo_anyway;
1559         StartItem(this, ITEM_JetpackFuel);
1560 }
1561
1562 spawnfunc(item_fuel_regen)
1563 {
1564         if(start_items & ITEM_JetpackRegen.m_itemid)
1565         {
1566                 spawnfunc_item_fuel(this);
1567                 return;
1568         }
1569         StartItem(this, ITEM_JetpackRegen);
1570 }
1571
1572 spawnfunc(item_jetpack)
1573 {
1574         if(!this.ammo_fuel)
1575                 this.ammo_fuel = g_pickup_fuel_jetpack;
1576         if(start_items & ITEM_Jetpack.m_itemid)
1577         {
1578                 spawnfunc_item_fuel(this);
1579                 return;
1580         }
1581         StartItem(this, ITEM_Jetpack);
1582 }
1583
1584 float GiveWeapon(entity e, float wpn, float op, float val)
1585 {
1586         WepSet v0, v1;
1587         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1588         v0 = (e.weapons & s);
1589         switch(op)
1590         {
1591                 case OP_SET:
1592                         if(val > 0)
1593                                 e.weapons |= s;
1594                         else
1595                                 e.weapons &= ~s;
1596                         break;
1597                 case OP_MIN:
1598                 case OP_PLUS:
1599                         if(val > 0)
1600                                 e.weapons |= s;
1601                         break;
1602                 case OP_MAX:
1603                         if(val <= 0)
1604                                 e.weapons &= ~s;
1605                         break;
1606                 case OP_MINUS:
1607                         if(val > 0)
1608                                 e.weapons &= ~s;
1609                         break;
1610         }
1611         v1 = (e.weapons & s);
1612         return (v0 != v1);
1613 }
1614
1615 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1616 {
1617         if(v1 == v0)
1618                 return;
1619         if(v1 <= v0 - t)
1620         {
1621                 if(snd_decr != NULL)
1622                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1623         }
1624         else if(v0 >= v0 + t)
1625         {
1626                 if(snd_incr != NULL)
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, val, op;
1641         float _switchweapon;
1642         string cmd;
1643
1644         val = 999;
1645         op = OP_SET;
1646
1647         got = 0;
1648
1649         _switchweapon = false;
1650         if (e.autoswitch)
1651                 if (PS(e).m_switchweapon == w_getbestweapon(e))
1652                         _switchweapon = true;
1653
1654         e.strength_finished = max(0, e.strength_finished - time);
1655         e.invincible_finished = max(0, e.invincible_finished - time);
1656         e.superweapons_finished = max(0, e.superweapons_finished - time);
1657
1658         PREGIVE(e, items);
1659         PREGIVE_WEAPONS(e);
1660         PREGIVE(e, strength_finished);
1661         PREGIVE(e, invincible_finished);
1662         PREGIVE(e, superweapons_finished);
1663         PREGIVE(e, ammo_nails);
1664         PREGIVE(e, ammo_cells);
1665         PREGIVE(e, ammo_plasma);
1666         PREGIVE(e, ammo_shells);
1667         PREGIVE(e, ammo_rockets);
1668         PREGIVE(e, ammo_fuel);
1669         PREGIVE(e, armorvalue);
1670         PREGIVE(e, health);
1671
1672         for(i = beginarg; i < endarg; ++i)
1673         {
1674                 cmd = argv(i);
1675
1676                 if(cmd == "0" || stof(cmd))
1677                 {
1678                         val = stof(cmd);
1679                         continue;
1680                 }
1681                 switch(cmd)
1682                 {
1683                         case "no":
1684                                 op = OP_MAX;
1685                                 val = 0;
1686                                 continue;
1687                         case "max":
1688                                 op = OP_MAX;
1689                                 continue;
1690                         case "min":
1691                                 op = OP_MIN;
1692                                 continue;
1693                         case "plus":
1694                                 op = OP_PLUS;
1695                                 continue;
1696                         case "minus":
1697                                 op = OP_MINUS;
1698                                 continue;
1699                         case "ALL":
1700                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1701                                 got += GiveValue(e, strength_finished, op, val);
1702                                 got += GiveValue(e, invincible_finished, op, val);
1703                                 got += GiveValue(e, superweapons_finished, op, val);
1704                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1705                         case "all":
1706                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1707                                 got += GiveValue(e, health, op, val);
1708                                 got += GiveValue(e, armorvalue, op, val);
1709                         case "allweapons":
1710                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1711                         case "allammo":
1712                                 got += GiveValue(e, ammo_cells, op, val);
1713                                 got += GiveValue(e, ammo_plasma, op, val);
1714                                 got += GiveValue(e, ammo_shells, op, val);
1715                                 got += GiveValue(e, ammo_nails, op, val);
1716                                 got += GiveValue(e, ammo_rockets, op, val);
1717                                 got += GiveValue(e, ammo_fuel, op, val);
1718                                 break;
1719                         case "unlimited_ammo":
1720                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1721                                 break;
1722                         case "unlimited_weapon_ammo":
1723                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1724                                 break;
1725                         case "unlimited_superweapons":
1726                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1727                                 break;
1728                         case "jetpack":
1729                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1730                                 break;
1731                         case "fuel_regen":
1732                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1733                                 break;
1734                         case "strength":
1735                                 got += GiveValue(e, strength_finished, op, val);
1736                                 break;
1737                         case "invincible":
1738                                 got += GiveValue(e, invincible_finished, op, val);
1739                                 break;
1740                         case "superweapons":
1741                                 got += GiveValue(e, superweapons_finished, op, val);
1742                                 break;
1743                         case "cells":
1744                                 got += GiveValue(e, ammo_cells, op, val);
1745                                 break;
1746                         case "plasma":
1747                                 got += GiveValue(e, ammo_plasma, op, val);
1748                                 break;
1749                         case "shells":
1750                                 got += GiveValue(e, ammo_shells, op, val);
1751                                 break;
1752                         case "nails":
1753                         case "bullets":
1754                                 got += GiveValue(e, ammo_nails, op, val);
1755                                 break;
1756                         case "rockets":
1757                                 got += GiveValue(e, ammo_rockets, op, val);
1758                                 break;
1759                         case "health":
1760                                 got += GiveValue(e, health, op, val);
1761                                 break;
1762                         case "armor":
1763                                 got += GiveValue(e, armorvalue, op, val);
1764                                 break;
1765                         case "fuel":
1766                                 got += GiveValue(e, ammo_fuel, op, val);
1767                                 break;
1768                         default:
1769                                 FOREACH(Weapons, it != WEP_Null && cmd == it.netname, {
1770                     got += GiveWeapon(e, it.m_id, op, val);
1771                     break;
1772                                 });
1773                                 break;
1774                 }
1775                 val = 999;
1776                 op = OP_SET;
1777         }
1778
1779         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1780         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1781         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1782         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1783         FOREACH(Weapons, it != WEP_Null, {
1784                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1785                 if(!(save_weapons & (it.m_wepset)))
1786                         if(e.weapons & (it.m_wepset))
1787                                 it.wr_init(it);
1788         });
1789         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1790         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1791         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1792         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1793         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1794         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1795         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1796         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, SND_Null);
1797         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1798         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1799
1800         if(e.superweapons_finished <= 0)
1801                 if(e.weapons & WEPSET_SUPERWEAPONS)
1802                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1803
1804         if(e.strength_finished <= 0)
1805                 e.strength_finished = 0;
1806         else
1807                 e.strength_finished += time;
1808         if(e.invincible_finished <= 0)
1809                 e.invincible_finished = 0;
1810         else
1811                 e.invincible_finished += time;
1812         if(e.superweapons_finished <= 0)
1813                 e.superweapons_finished = 0;
1814         else
1815                 e.superweapons_finished += time;
1816
1817         if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
1818                 _switchweapon = true;
1819         if(_switchweapon)
1820                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1821
1822         return got;
1823 }
1824 #endif