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1 #include "t_items.qh"
2
3 #include "items/_mod.qh"
4
5 #if defined(SVQC)
6
7     #include "../server/bot/api.qh"
8
9     #include <server/mutators/_mod.qh>
10
11     #include "../server/weapons/common.qh"
12     #include "../server/weapons/selection.qh"
13     #include "../server/weapons/weaponsystem.qh"
14
15     #include "constants.qh"
16     #include <common/deathtypes/all.qh>
17     #include <common/notifications/all.qh>
18         #include "triggers/subs.qh"
19     #include "util.qh"
20
21     #include <common/monsters/_mod.qh>
22
23     #include <common/weapons/_all.qh>
24
25     #include "../lib/warpzone/util_server.qh"
26 #elif defined(CSQC)
27         #include "physics/movetypes/movetypes.qh"
28         #include <common/weapons/_all.qh>
29         #include "../lib/csqcmodel/cl_model.qh"
30         #include "../lib/csqcmodel/common.qh"
31 #endif
32
33 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
34
35 #ifdef CSQC
36 bool autocvar_cl_ghost_items_vehicle = true;
37 .vector item_glowmod;
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 = '1 1 1';
46                 this.glowmod = this.item_glowmod;
47         }
48         else
49         {
50                 if (autocvar_cl_ghost_items_color)
51                 {
52                         this.alpha = autocvar_cl_ghost_items;
53                         this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
54                 }
55                 else
56                         this.alpha = -1;
57         }
58
59         if(!veh_hud)
60         if(this.ItemStatus & ITS_STAYWEP)
61         {
62                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
63                 this.alpha = autocvar_cl_weapon_stay_alpha;
64         }
65 }
66
67 void ItemDraw(entity this)
68 {
69     if(this.gravity)
70     {
71         Movetype_Physics_MatchServer(this, false);
72         if(IS_ONGROUND(this))
73         { // For some reason avelocity gets set to '0 0 0' here ...
74             this.oldorigin = this.origin;
75             this.gravity = 0;
76
77             if(autocvar_cl_animate_items)
78             { // ... so reset it if animations are requested.
79                 if(this.ItemStatus & ITS_ANIMATE1)
80                     this.avelocity = '0 180 0';
81
82                 if(this.ItemStatus & ITS_ANIMATE2)
83                     this.avelocity = '0 -90 0';
84             }
85         }
86     }
87     else if (autocvar_cl_animate_items)
88     {
89         if(this.ItemStatus & ITS_ANIMATE1)
90         {
91             this.angles += this.avelocity * frametime;
92             setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2));
93         }
94
95         if(this.ItemStatus & ITS_ANIMATE2)
96         {
97             this.angles += this.avelocity * frametime;
98             setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3));
99         }
100     }
101
102     Item_SetAlpha(this);
103 }
104
105 void ItemDrawSimple(entity this)
106 {
107     if(this.gravity)
108     {
109         Movetype_Physics_MatchServer(this, false);
110
111         if(IS_ONGROUND(this))
112             this.gravity = 0;
113     }
114
115     Item_SetAlpha(this);
116 }
117
118 void Item_PreDraw(entity this)
119 {
120         if(warpzone_warpzones_exist)
121         {
122                 // just incase warpzones were initialized last, reset these
123                 //this.alpha = 1; // alpha is already set by the draw function
124                 this.drawmask = MASK_NORMAL;
125                 return;
126         }
127         float alph;
128         vector org = getpropertyvec(VF_ORIGIN);
129         if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
130                 alph = 0;
131         else if(this.fade_start)
132                 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
133         else
134                 alph = 1;
135         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
136         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
137                 this.alpha = alph;
138         if(alph <= 0)
139                 this.drawmask = 0;
140         else
141                 this.drawmask = MASK_NORMAL;
142 }
143
144 void ItemRemove(entity this)
145 {
146         if(this.mdl)
147                 strunzone(this.mdl);
148 }
149
150 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
151 {
152     int sf = ReadByte();
153
154     if(sf & ISF_LOCATION)
155     {
156         this.origin_x = ReadCoord();
157         this.origin_y = ReadCoord();
158         this.origin_z = ReadCoord();
159         setorigin(this, this.origin);
160         this.oldorigin = this.origin;
161     }
162
163     if(sf & ISF_ANGLES)
164     {
165         this.angles_x = ReadAngle();
166         this.angles_y = ReadAngle();
167         this.angles_z = ReadAngle();
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                 set_movetype(this, MOVETYPE_TOSS);
199                 if (isnew) IL_PUSH(g_drawables, this);
200         this.draw       = ItemDraw;
201         this.solid = SOLID_TRIGGER;
202         //this.flags |= FL_ITEM;
203
204         bool use_bigsize = ReadByte();
205
206         this.fade_end = ReadShort();
207         this.fade_start = ReadShort();
208         if(this.fade_start && !autocvar_cl_items_nofade)
209                 setpredraw(this, Item_PreDraw);
210
211         if(this.mdl)
212             strunzone(this.mdl);
213
214         this.mdl = "";
215         string _fn = ReadString();
216
217         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
218         {
219             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
220             this.draw = ItemDrawSimple;
221
222             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
223                 this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
224             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
225                 this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
226             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
227                 this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
228             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
229                 this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
230             else
231             {
232                 this.draw = ItemDraw;
233                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
234             }
235         }
236
237         if(this.draw != ItemDrawSimple)
238             this.mdl = strzone(_fn);
239
240
241         if(this.mdl == "")
242             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
243
244         precache_model(this.mdl);
245         _setmodel(this, this.mdl);
246
247         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
248     }
249
250     if(sf & ISF_COLORMAP)
251     {
252         this.colormap = ReadShort();
253         this.item_glowmod_x = ReadByte() / 255.0;
254         this.item_glowmod_y = ReadByte() / 255.0;
255         this.item_glowmod_z = ReadByte() / 255.0;
256     }
257
258     if(sf & ISF_DROP)
259     {
260         this.gravity = 1;
261         this.pushable = true;
262         //this.angles = '0 0 0';
263         set_movetype(this, MOVETYPE_TOSS);
264         this.velocity_x = ReadCoord();
265         this.velocity_y = ReadCoord();
266         this.velocity_z = ReadCoord();
267         setorigin(this, this.oldorigin);
268
269         if(!this.move_time)
270         {
271             this.move_time = time;
272             this.spawntime = time;
273         }
274         else
275             this.move_time = max(this.move_time, time);
276     }
277
278     if(autocvar_cl_animate_items)
279     {
280         if(this.ItemStatus & ITS_ANIMATE1)
281             this.avelocity = '0 180 0';
282
283         if(this.ItemStatus & ITS_ANIMATE2)
284             this.avelocity = '0 -90 0';
285     }
286
287     this.entremove = ItemRemove;
288
289     return true;
290 }
291
292 #endif
293
294 #ifdef SVQC
295 bool ItemSend(entity this, entity to, int sf)
296 {
297         if(this.gravity)
298                 sf |= ISF_DROP;
299         else
300                 sf &= ~ISF_DROP;
301
302         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
303         WriteByte(MSG_ENTITY, sf);
304
305         //WriteByte(MSG_ENTITY, this.cnt);
306         if(sf & ISF_LOCATION)
307         {
308                 WriteCoord(MSG_ENTITY, this.origin.x);
309                 WriteCoord(MSG_ENTITY, this.origin.y);
310                 WriteCoord(MSG_ENTITY, this.origin.z);
311         }
312
313         if(sf & ISF_ANGLES)
314         {
315                 WriteAngle(MSG_ENTITY, this.angles_x);
316                 WriteAngle(MSG_ENTITY, this.angles_y);
317                 WriteAngle(MSG_ENTITY, this.angles_z);
318         }
319
320         if(sf & ISF_SIZE)
321         {
322                 Pickup p = this.itemdef;
323                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
324         }
325
326         if(sf & ISF_STATUS)
327                 WriteByte(MSG_ENTITY, this.ItemStatus);
328
329         if(sf & ISF_MODEL)
330         {
331                 Pickup p = this.itemdef;
332                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
333                 WriteShort(MSG_ENTITY, this.fade_end);
334                 WriteShort(MSG_ENTITY, this.fade_start);
335
336                 if(this.mdl == "")
337                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
338
339                 WriteString(MSG_ENTITY, this.mdl);
340         }
341
342
343         if(sf & ISF_COLORMAP)
344         {
345                 WriteShort(MSG_ENTITY, this.colormap);
346                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
347         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
348         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
349         }
350
351         if(sf & ISF_DROP)
352         {
353                 WriteCoord(MSG_ENTITY, this.velocity.x);
354                 WriteCoord(MSG_ENTITY, this.velocity.y);
355                 WriteCoord(MSG_ENTITY, this.velocity.z);
356         }
357
358         return true;
359 }
360
361 void ItemUpdate(entity this)
362 {
363         this.oldorigin = this.origin;
364         this.SendFlags |= ISF_LOCATION;
365 }
366
367 void UpdateItemAfterTeleport(entity this)
368 {
369         if(getSendEntity(this) == ItemSend)
370                 ItemUpdate(this);
371 }
372
373 bool have_pickup_item(entity this)
374 {
375         if(this.itemdef.instanceOfPowerup)
376         {
377                 if(autocvar_g_powerups > 0)
378                         return true;
379                 if(autocvar_g_powerups == 0)
380                         return false;
381         }
382         else
383         {
384                 if(autocvar_g_pickup_items > 0)
385                         return true;
386                 if(autocvar_g_pickup_items == 0)
387                         return false;
388                 if(g_weaponarena)
389                         if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
390                                 return false;
391         }
392         return true;
393 }
394
395 /*
396 float Item_Customize()
397 {
398         if(this.spawnshieldtime)
399                 return true;
400         if(this.weapons & ~other.weapons)
401         {
402                 this.colormod = '0 0 0';
403                 this.glowmod = this.colormod;
404                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
405                 return true;
406         }
407         else
408         {
409                 if(g_ghost_items)
410                 {
411                         this.colormod = stov(autocvar_g_ghost_items_color);
412                         this.glowmod = this.colormod;
413                         this.alpha = g_ghost_items;
414                         return true;
415                 }
416                 else
417                         return false;
418         }
419 }
420 */
421
422 void Item_Show (entity e, float mode)
423 {
424         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
425         e.ItemStatus &= ~ITS_STAYWEP;
426         entity def = e.itemdef;
427         if (mode > 0)
428         {
429                 // make the item look normal, and be touchable
430                 e.model = e.mdl;
431                 e.solid = SOLID_TRIGGER;
432                 e.spawnshieldtime = 1;
433                 e.ItemStatus |= ITS_AVAILABLE;
434         }
435         else if (mode < 0)
436         {
437                 // hide the item completely
438                 e.model = string_null;
439                 e.solid = SOLID_NOT;
440                 e.spawnshieldtime = 1;
441                 e.ItemStatus &= ~ITS_AVAILABLE;
442         }
443         else {
444         bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
445                 || e.team // weapon stay isn't supported for teamed weapons
446                 ;
447         if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
448         {
449                 // make the item translucent and not touchable
450                 e.model = e.mdl;
451                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
452                 e.effects |= EF_STARDUST;
453                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
454                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
455         }
456         else
457         {
458                 //setmodel(e, "null");
459                 e.solid = SOLID_NOT;
460                 e.colormod = '0 0 0';
461                 //e.glowmod = e.colormod;
462                 e.spawnshieldtime = 1;
463                 e.ItemStatus &= ~ITS_AVAILABLE;
464         }}
465
466         if (def == ITEM_Strength || def == ITEM_Shield)
467                 e.ItemStatus |= ITS_POWERUP;
468
469         if (autocvar_g_nodepthtestitems)
470                 e.effects |= EF_NODEPTHTEST;
471
472
473         if (autocvar_g_fullbrightitems)
474                 e.ItemStatus |= ITS_ALLOWFB;
475
476         if (autocvar_sv_simple_items)
477                 e.ItemStatus |= ITS_ALLOWSI;
478
479         // relink entity (because solid may have changed)
480         setorigin(e, e.origin);
481         e.SendFlags |= ISF_STATUS;
482 }
483
484 void Item_Think(entity this)
485 {
486         this.nextthink = time;
487         if(this.origin != this.oldorigin)
488                 ItemUpdate(this);
489 }
490
491 bool Item_ItemsTime_SpectatorOnly(GameItem it);
492 bool Item_ItemsTime_Allow(GameItem it);
493 float Item_ItemsTime_UpdateTime(entity e, float t);
494 void Item_ItemsTime_SetTime(entity e, float t);
495 void Item_ItemsTime_SetTimesForAllPlayers();
496
497 void Item_Respawn (entity this)
498 {
499         Item_Show(this, 1);
500         // this is ugly...
501         switch(this.itemdef)
502         {
503                 case ITEM_Strength:
504                         sound(this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);    // play respawn sound
505                         break;
506                 case ITEM_Shield:
507                         sound(this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);      // play respawn sound
508                         break;
509                 default:
510                         sound(this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
511         }
512         setorigin(this, this.origin);
513
514     if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
515         {
516                 float t = Item_ItemsTime_UpdateTime(this, 0);
517                 Item_ItemsTime_SetTime(this, t);
518                 Item_ItemsTime_SetTimesForAllPlayers();
519         }
520
521         setthink(this, Item_Think);
522         this.nextthink = time;
523
524         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
525         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
526 }
527
528 void Item_RespawnCountdown (entity this)
529 {
530         if(this.count >= ITEM_RESPAWN_TICKS)
531         {
532                 if(this.waypointsprite_attached)
533                         WaypointSprite_Kill(this.waypointsprite_attached);
534                 Item_Respawn(this);
535         }
536         else
537         {
538                 this.nextthink = time + 1;
539                 this.count += 1;
540                 if(this.count == 1)
541                 {
542                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
543                         do {
544                                 {
545                                         entity wi = Weapons_from(this.weapon);
546                                         if (wi != WEP_Null) {
547                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
548                                                 wp.wp_extra = wi.m_id;
549                                                 break;
550                                         }
551                                 }
552                                 {
553                                         entity ii = this.itemdef;
554                                         if (ii != NULL) {
555                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
556                                                 wp.wp_extra = ii.m_id;
557                                                 break;
558                                         }
559                                 }
560                         } while (0);
561             if(this.waypointsprite_attached)
562             {
563                 GameItem def = this.itemdef;
564                 if (Item_ItemsTime_SpectatorOnly(def))
565                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
566                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
567             }
568                 }
569
570                 if(this.waypointsprite_attached)
571                 {
572                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
573                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
574                                 {
575                                         msg_entity = it;
576                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
577                                 }
578                         });
579
580                         WaypointSprite_Ping(this.waypointsprite_attached);
581                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
582                 }
583         }
584 }
585
586 void Item_RespawnThink(entity this)
587 {
588         this.nextthink = time;
589         if(this.origin != this.oldorigin)
590                 ItemUpdate(this);
591
592         if(time >= this.wait)
593                 Item_Respawn(this);
594 }
595
596 void Item_ScheduleRespawnIn(entity e, float t)
597 {
598         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
599         if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
600         {
601                 setthink(e, Item_RespawnCountdown);
602                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
603                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
604                 e.count = 0;
605                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
606                 Item_ItemsTime_SetTime(e, t);
607                 Item_ItemsTime_SetTimesForAllPlayers();
608         }
609         else
610         {
611                 setthink(e, Item_RespawnThink);
612                 e.nextthink = time;
613                 e.scheduledrespawntime = time + t;
614                 e.wait = time + t;
615         }
616 }
617
618 void Item_ScheduleRespawn(entity e)
619 {
620         if(e.respawntime > 0)
621         {
622                 Item_Show(e, 0);
623                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
624         }
625         else // if respawntime is -1, this item does not respawn
626                 Item_Show(e, -1);
627 }
628
629 void Item_ScheduleInitialRespawn(entity e)
630 {
631         Item_Show(e, 0);
632         Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
633 }
634
635 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
636 {
637         if (!item.(ammotype))
638                 return false;
639
640         if (item.spawnshieldtime)
641         {
642                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
643                 {
644                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
645                         goto YEAH;
646                 }
647         }
648         else if(g_weapon_stay == 2)
649         {
650                 float mi = min(item.(ammotype), ammomax);
651                 if (player.(ammotype) < mi)
652                 {
653                         player.(ammotype) = mi;
654                         goto YEAH;
655                 }
656         }
657
658         return false;
659
660 LABEL(YEAH)
661         switch(mode)
662         {
663                 case ITEM_MODE_FUEL:
664                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
665                         break;
666                 case ITEM_MODE_HEALTH:
667                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
668                         break;
669                 case ITEM_MODE_ARMOR:
670                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
671                         break;
672                 default:
673                         break;
674         }
675         return true;
676 }
677
678 float Item_GiveTo(entity item, entity player)
679 {
680         float _switchweapon;
681         float pickedup;
682
683         // if nothing happens to player, just return without taking the item
684         pickedup = false;
685         _switchweapon = false;
686         // in case the player has autoswitch enabled do the following:
687         // if the player is using their best weapon before items are given, they
688         // probably want to switch to an even better weapon after items are given
689         if (player.autoswitch)
690         if (PS(player).m_switchweapon == w_getbestweapon(player))
691                 _switchweapon = true;
692
693         if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
694                 _switchweapon = true;
695
696         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
697         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
698         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
699         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
700         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
701         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
702         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
703         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
704
705         if (item.itemdef.instanceOfWeaponPickup)
706         {
707                 WepSet w;
708                 w = item.weapons;
709                 w &= ~player.weapons;
710
711                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
712                 {
713                         pickedup = true;
714                         FOREACH(Weapons, it != WEP_Null, {
715                                 if(w & (it.m_wepset))
716                                 {
717                                         W_DropEvent(wr_pickup, player, it.m_id, item);
718                                         W_GiveWeapon(player, it.m_id);
719                                 }
720                         });
721                 }
722         }
723
724         if (item.itemdef.instanceOfPowerup)
725         {
726                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
727                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
728                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
729                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
730         }
731
732         int its;
733         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
734         {
735                 pickedup = true;
736                 player.items |= its;
737                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
738         }
739
740         if (item.strength_finished)
741         {
742                 pickedup = true;
743                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
744         }
745         if (item.invincible_finished)
746         {
747                 pickedup = true;
748                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
749         }
750         if (item.superweapons_finished)
751         {
752                 pickedup = true;
753                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
754         }
755
756 LABEL(skip)
757
758         // always eat teamed entities
759         if(item.team)
760                 pickedup = true;
761
762         if (!pickedup)
763                 return 0;
764
765         // crude hack to enforce switching weapons
766         if(g_cts && item.itemdef.instanceOfWeaponPickup)
767         {
768                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
769                 return 1;
770         }
771
772         if (_switchweapon)
773                 if (PS(player).m_switchweapon != w_getbestweapon(player))
774                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
775
776         return 1;
777 }
778
779 void Item_Touch(entity this, entity toucher)
780 {
781
782         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
783         if (this.classname == "droppedweapon")
784         {
785                 if (ITEM_TOUCH_NEEDKILL())
786                 {
787                         delete(this);
788                         return;
789                 }
790         }
791
792         if(!(toucher.flags & FL_PICKUPITEMS)
793         || STAT(FROZEN, toucher)
794         || IS_DEAD(toucher)
795         || (this.solid != SOLID_TRIGGER)
796         || (this.owner == toucher)
797         || (time < this.item_spawnshieldtime)
798         ) { return; }
799
800         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
801         {
802                 case MUT_ITEMTOUCH_RETURN: { return; }
803                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
804         }
805
806         toucher = M_ARGV(1, entity);
807
808         if (this.classname == "droppedweapon")
809         {
810                 this.strength_finished = max(0, this.strength_finished - time);
811                 this.invincible_finished = max(0, this.invincible_finished - time);
812                 this.superweapons_finished = max(0, this.superweapons_finished - time);
813         }
814         entity it = this.itemdef;
815         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
816         if (!gave)
817         {
818                 if (this.classname == "droppedweapon")
819                 {
820                         // undo what we did above
821                         this.strength_finished += time;
822                         this.invincible_finished += time;
823                         this.superweapons_finished += time;
824                 }
825                 return;
826         }
827
828 LABEL(pickup)
829
830         toucher.last_pickup = time;
831
832         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
833         _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);
834
835         if (this.classname == "droppedweapon")
836                 delete (this);
837         else if (this.spawnshieldtime)
838         {
839                 entity e;
840                 if(this.team)
841                 {
842                         RandomSelection_Init();
843                         IL_EACH(g_items, it.team == this.team,
844                         {
845                                 if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
846                                 {
847                                         Item_Show(it, -1);
848                                         RandomSelection_AddEnt(it, it.cnt, 0);
849                                 }
850                         });
851                         e = RandomSelection_chosen_ent;
852
853                 }
854                 else
855                         e = this;
856                 Item_ScheduleRespawn(e);
857         }
858 }
859
860 void Item_Reset(entity this)
861 {
862         Item_Show(this, !this.state);
863         setorigin(this, this.origin);
864
865         if (this.classname != "droppedweapon")
866         {
867                 setthink(this, Item_Think);
868                 this.nextthink = time;
869
870                 if (this.waypointsprite_attached)
871                         WaypointSprite_Kill(this.waypointsprite_attached);
872
873                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
874                         Item_ScheduleInitialRespawn(this);
875         }
876 }
877
878 void Item_FindTeam(entity this)
879 {
880         entity e;
881
882         if(this.effects & EF_NODRAW)
883         {
884                 // marker for item team search
885                 LOG_TRACE("Initializing item team ", ftos(this.team));
886                 RandomSelection_Init();
887                 IL_EACH(g_items, it.team == this.team,
888                 {
889                         if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
890                                 RandomSelection_AddEnt(it, it.cnt, 0);
891                 });
892
893                 e = RandomSelection_chosen_ent;
894                 e.state = 0;
895                 Item_Show(e, 1);
896
897                 IL_EACH(g_items, it.team == this.team,
898                 {
899                         if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
900                         {
901                                 if(it != e)
902                                 {
903                                         // make it non-spawned
904                                         Item_Show(it, -1);
905                                         it.state = 1; // state 1 = initially hidden item, apparently
906                                 }
907                                 it.effects &= ~EF_NODRAW;
908                         }
909                 });
910
911                 Item_Reset(this);
912         }
913 }
914
915 // Savage: used for item garbage-collection
916 void RemoveItem(entity this)
917 {
918         if(wasfreed(this) || !this) { return; }
919         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
920         delete(this);
921 }
922
923 // pickup evaluation functions
924 // these functions decide how desirable an item is to the bots
925
926 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
927
928 float weapon_pickupevalfunc(entity player, entity item)
929 {
930         float c;
931
932         // See if I have it already
933         if(item.weapons & ~player.weapons)
934         {
935                 // If I can pick it up
936                 if(!item.spawnshieldtime)
937                         c = 0;
938                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
939                 {
940                         // Skilled bots will grab more
941                         c = bound(0, skill / 10, 1) * 0.5;
942                 }
943                 else
944                         c = 0;
945         }
946         else
947                 c = 1;
948
949         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
950         if( bot_custom_weapon && c )
951         {
952                 // Find the highest position on any range
953                 int position = -1;
954                 for (int j = 0; j < WEP_LAST ; ++j){
955                         if(
956                                         bot_weapons_far[j] == item.weapon ||
957                                         bot_weapons_mid[j] == item.weapon ||
958                                         bot_weapons_close[j] == item.weapon
959                           )
960                         {
961                                 position = j;
962                                 break;
963                         }
964                 }
965
966                 // Rate it
967                 if (position >= 0 )
968                 {
969                         position = WEP_LAST - position;
970                         // item.bot_pickupbasevalue is overwritten here
971                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
972                 }
973         }
974
975         return item.bot_pickupbasevalue * c;
976 }
977
978 float commodity_pickupevalfunc(entity player, entity item)
979 {
980         float c;
981         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
982         c = 0;
983
984         // Detect needed ammo
985         FOREACH(Weapons, it != WEP_Null, {
986                 if(!(player.weapons & (it.m_wepset)))
987                         continue;
988
989                 if(it.items & ITEM_Shells.m_itemid)
990                         need_shells = true;
991                 else if(it.items & ITEM_Bullets.m_itemid)
992                         need_nails = true;
993                 else if(it.items & ITEM_Rockets.m_itemid)
994                         need_rockets = true;
995                 else if(it.items & ITEM_Cells.m_itemid)
996                         need_cells = true;
997                 else if(it.items & ITEM_Plasma.m_itemid)
998                         need_plasma = true;
999                 else if(it.items & ITEM_JetpackFuel.m_itemid)
1000                         need_fuel = true;
1001         });
1002
1003         // TODO: figure out if the player even has the weapon this ammo is for?
1004         // may not affect strategy much though...
1005         // find out how much more ammo/armor/health the player can hold
1006         if (need_shells)
1007         if (item.ammo_shells)
1008         if (player.ammo_shells < g_pickup_shells_max)
1009                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1010         if (need_nails)
1011         if (item.ammo_nails)
1012         if (player.ammo_nails < g_pickup_nails_max)
1013                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1014         if (need_rockets)
1015         if (item.ammo_rockets)
1016         if (player.ammo_rockets < g_pickup_rockets_max)
1017                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1018         if (need_cells)
1019         if (item.ammo_cells)
1020         if (player.ammo_cells < g_pickup_cells_max)
1021                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1022         if (need_plasma)
1023         if (item.ammo_plasma)
1024         if (player.ammo_plasma < g_pickup_plasma_max)
1025                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1026         if (need_fuel)
1027         if (item.ammo_fuel)
1028         if (player.ammo_fuel < g_pickup_fuel_max)
1029                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1030         if (item.armorvalue)
1031         if (player.armorvalue < item.max_armorvalue)
1032                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1033         if (item.health)
1034         if (player.health < item.max_health)
1035                 c = c + max(0, 1 - player.health / item.max_health);
1036
1037         return item.bot_pickupbasevalue * c;
1038 }
1039
1040 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1041 {
1042         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1043                 RemoveItem(this);
1044 }
1045
1046 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1047 {
1048         string itemname = def.m_name;
1049         Model itemmodel = def.m_model;
1050     Sound pickupsound = def.m_sound;
1051         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1052         float pickupbasevalue = def.m_botvalue;
1053         int itemflags = def.m_itemflags;
1054
1055         startitem_failed = false;
1056
1057         this.item_model_ent = itemmodel;
1058     this.item_pickupsound_ent = pickupsound;
1059
1060         if(!this.respawntime) // both need to be set
1061         {
1062                 this.respawntime = defaultrespawntime;
1063                 this.respawntimejitter = defaultrespawntimejitter;
1064         }
1065
1066         int itemid = def.m_itemid;
1067         this.items = itemid;
1068         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1069         this.weapon = weaponid;
1070
1071         if(!this.fade_end)
1072         {
1073                 this.fade_start = autocvar_g_items_mindist;
1074                 this.fade_end = autocvar_g_items_maxdist;
1075         }
1076
1077         if(weaponid)
1078                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1079
1080         this.flags = FL_ITEM | itemflags;
1081         IL_PUSH(g_items, this);
1082
1083         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1084         {
1085                 startitem_failed = true;
1086                 delete(this);
1087                 return;
1088         }
1089
1090         // is it a dropped weapon?
1091         if (this.classname == "droppedweapon")
1092         {
1093                 this.reset = SUB_Remove;
1094                 // it's a dropped weapon
1095                 set_movetype(this, MOVETYPE_TOSS);
1096
1097                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1098                 setthink(this, RemoveItem);
1099                 this.nextthink = time + 20;
1100
1101                 this.takedamage = DAMAGE_YES;
1102                 this.event_damage = Item_Damage;
1103
1104                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1105                 {
1106                         // if item is worthless after a timer, have it expire then
1107                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1108                 }
1109
1110                 // don't drop if in a NODROP zone (such as lava)
1111                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1112                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1113                 {
1114                         startitem_failed = true;
1115                         delete(this);
1116                         return;
1117                 }
1118         }
1119         else
1120         {
1121                 if(!have_pickup_item(this))
1122                 {
1123                         startitem_failed = true;
1124                         delete (this);
1125                         return;
1126                 }
1127
1128                 if(this.angles != '0 0 0')
1129                         this.SendFlags |= ISF_ANGLES;
1130
1131                 this.reset = Item_Reset;
1132                 // it's a level item
1133                 if(this.spawnflags & 1)
1134                         this.noalign = 1;
1135                 if (this.noalign > 0)
1136                         set_movetype(this, MOVETYPE_NONE);
1137                 else
1138                         set_movetype(this, MOVETYPE_TOSS);
1139                 // do item filtering according to game mode and other things
1140                 if (this.noalign <= 0)
1141                 {
1142                         // first nudge it off the floor a little bit to avoid math errors
1143                         setorigin(this, this.origin + '0 0 1');
1144                         // set item size before we spawn a spawnfunc_waypoint
1145                         setsize(this, def.m_mins, def.m_maxs);
1146                         this.SendFlags |= ISF_SIZE;
1147                         // note droptofloor returns false if stuck/or would fall too far
1148                         if (!this.noalign)
1149                                 droptofloor(this);
1150                         waypoint_spawnforitem(this);
1151                 }
1152
1153                 /*
1154                  * can't do it that way, as it would break maps
1155                  * TODO make a target_give like entity another way, that perhaps has
1156                  * the weapon name in a key
1157                 if(this.targetname)
1158                 {
1159                         // target_give not yet supported; maybe later
1160                         print("removed targeted ", this.classname, "\n");
1161                         startitem_failed = true;
1162                         remove (this);
1163                         return;
1164                 }
1165                 */
1166
1167                 if(autocvar_spawn_debug >= 2)
1168                 {
1169             // why not flags & fl_item?
1170                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1171                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1172                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1173                 error("Mapper sucks.");
1174             });
1175                         this.is_item = true;
1176                 }
1177
1178                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1179
1180                 precache_model(this.model);
1181                 precache_sound(this.item_pickupsound);
1182
1183                 if (   def.instanceOfPowerup
1184                         || def.instanceOfWeaponPickup
1185                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1186                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1187                         || (itemid & (IT_KEY1 | IT_KEY2))
1188                 ) this.target = "###item###"; // for finding the nearest item using find()
1189
1190                 Item_ItemsTime_SetTime(this, 0);
1191         }
1192
1193         this.bot_pickup = true;
1194         this.bot_pickupevalfunc = pickupevalfunc;
1195         this.bot_pickupbasevalue = pickupbasevalue;
1196         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1197         this.netname = itemname;
1198         settouch(this, Item_Touch);
1199         setmodel(this, MDL_Null); // precision set below
1200         //this.effects |= EF_LOWPRECISION;
1201
1202         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1203
1204         this.SendFlags |= ISF_SIZE;
1205
1206         if (!(this.spawnflags & 1024)) {
1207                 if(def.instanceOfPowerup)
1208                         this.ItemStatus |= ITS_ANIMATE1;
1209
1210                 if(this.armorvalue || this.health)
1211                         this.ItemStatus |= ITS_ANIMATE2;
1212         }
1213
1214         if(def.instanceOfWeaponPickup)
1215         {
1216                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1217                         this.colormap = 1024; // color shirt=0 pants=0 grey
1218                 else
1219                         this.gravity = 1;
1220                 if (!(this.spawnflags & 1024))
1221                         this.ItemStatus |= ITS_ANIMATE1;
1222                 this.SendFlags |= ISF_COLORMAP;
1223         }
1224
1225         this.state = 0;
1226         if(this.team) // broken, no idea why.
1227         {
1228                 if(!this.cnt)
1229                         this.cnt = 1; // item probability weight
1230
1231                 this.effects |= EF_NODRAW; // marker for item team search
1232                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1233         }
1234         else
1235                 Item_Reset(this);
1236
1237         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1238
1239         // call this hook after everything else has been done
1240         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1241         {
1242                 startitem_failed = true;
1243                 delete(this);
1244                 return;
1245         }
1246 }
1247
1248 void StartItem(entity this, GameItem def)
1249 {
1250     _StartItem(
1251         this,
1252         this.itemdef = def,
1253         def.m_respawntime(), // defaultrespawntime
1254         def.m_respawntimejitter() // defaultrespawntimejitter
1255         );
1256 }
1257
1258 spawnfunc(item_rockets)
1259 {
1260         if(!this.ammo_rockets)
1261                 this.ammo_rockets = g_pickup_rockets;
1262         if(!this.pickup_anyway)
1263                 this.pickup_anyway = g_pickup_ammo_anyway;
1264     StartItem(this, ITEM_Rockets);
1265 }
1266
1267 spawnfunc(item_bullets)
1268 {
1269         if(!weaponswapping)
1270         if(autocvar_sv_q3acompat_machineshotgunswap)
1271         if(this.classname != "droppedweapon")
1272         {
1273                 weaponswapping = true;
1274                 spawnfunc_item_shells(this);
1275                 weaponswapping = false;
1276                 return;
1277         }
1278
1279         if(!this.ammo_nails)
1280                 this.ammo_nails = g_pickup_nails;
1281         if(!this.pickup_anyway)
1282                 this.pickup_anyway = g_pickup_ammo_anyway;
1283     StartItem(this, ITEM_Bullets);
1284 }
1285
1286 spawnfunc(item_cells)
1287 {
1288         if(!this.ammo_cells)
1289                 this.ammo_cells = g_pickup_cells;
1290         if(!this.pickup_anyway)
1291                 this.pickup_anyway = g_pickup_ammo_anyway;
1292         StartItem(this, ITEM_Cells);
1293 }
1294
1295 spawnfunc(item_plasma)
1296 {
1297         if(!this.ammo_plasma)
1298                 this.ammo_plasma = g_pickup_plasma;
1299         if(!this.pickup_anyway)
1300                 this.pickup_anyway = g_pickup_ammo_anyway;
1301         StartItem(this, ITEM_Plasma);
1302 }
1303
1304 spawnfunc(item_shells)
1305 {
1306         if(!weaponswapping)
1307         if(autocvar_sv_q3acompat_machineshotgunswap)
1308         if(this.classname != "droppedweapon")
1309         {
1310                 weaponswapping = true;
1311                 spawnfunc_item_bullets(this);
1312                 weaponswapping = false;
1313                 return;
1314         }
1315
1316         if(!this.ammo_shells)
1317                 this.ammo_shells = g_pickup_shells;
1318         if(!this.pickup_anyway)
1319                 this.pickup_anyway = g_pickup_ammo_anyway;
1320         StartItem(this, ITEM_Shells);
1321 }
1322
1323 spawnfunc(item_armor_small)
1324 {
1325         if(!this.armorvalue)
1326                 this.armorvalue = g_pickup_armorsmall;
1327         if(!this.max_armorvalue)
1328                 this.max_armorvalue = g_pickup_armorsmall_max;
1329         if(!this.pickup_anyway)
1330                 this.pickup_anyway = g_pickup_armorsmall_anyway;
1331         StartItem(this, ITEM_ArmorSmall);
1332 }
1333
1334 spawnfunc(item_armor_medium)
1335 {
1336         if(!this.armorvalue)
1337                 this.armorvalue = g_pickup_armormedium;
1338         if(!this.max_armorvalue)
1339                 this.max_armorvalue = g_pickup_armormedium_max;
1340         if(!this.pickup_anyway)
1341                 this.pickup_anyway = g_pickup_armormedium_anyway;
1342         StartItem(this, ITEM_ArmorMedium);
1343 }
1344
1345 spawnfunc(item_armor_big)
1346 {
1347         if(!this.armorvalue)
1348                 this.armorvalue = g_pickup_armorbig;
1349         if(!this.max_armorvalue)
1350                 this.max_armorvalue = g_pickup_armorbig_max;
1351         if(!this.pickup_anyway)
1352                 this.pickup_anyway = g_pickup_armorbig_anyway;
1353         StartItem(this, ITEM_ArmorLarge);
1354 }
1355
1356 spawnfunc(item_armor_large)
1357 {
1358         if(!this.armorvalue)
1359                 this.armorvalue = g_pickup_armorlarge;
1360         if(!this.max_armorvalue)
1361                 this.max_armorvalue = g_pickup_armorlarge_max;
1362         if(!this.pickup_anyway)
1363                 this.pickup_anyway = g_pickup_armorlarge_anyway;
1364         StartItem(this, ITEM_ArmorMega);
1365 }
1366
1367 spawnfunc(item_health_small)
1368 {
1369         if(!this.max_health)
1370                 this.max_health = g_pickup_healthsmall_max;
1371         if(!this.health)
1372                 this.health = g_pickup_healthsmall;
1373         if(!this.pickup_anyway)
1374                 this.pickup_anyway = g_pickup_healthsmall_anyway;
1375         StartItem(this, ITEM_HealthSmall);
1376 }
1377
1378 spawnfunc(item_health_medium)
1379 {
1380         if(!this.max_health)
1381                 this.max_health = g_pickup_healthmedium_max;
1382         if(!this.health)
1383                 this.health = g_pickup_healthmedium;
1384         if(!this.pickup_anyway)
1385                 this.pickup_anyway = g_pickup_healthmedium_anyway;
1386     StartItem(this, ITEM_HealthMedium);
1387 }
1388
1389 spawnfunc(item_health_large)
1390 {
1391         if(!this.max_health)
1392                 this.max_health = g_pickup_healthlarge_max;
1393         if(!this.health)
1394                 this.health = g_pickup_healthlarge;
1395         if(!this.pickup_anyway)
1396                 this.pickup_anyway = g_pickup_healthlarge_anyway;
1397         StartItem(this, ITEM_HealthLarge);
1398 }
1399
1400 spawnfunc(item_health_mega)
1401 {
1402     if(!this.max_health)
1403         this.max_health = g_pickup_healthmega_max;
1404     if(!this.health)
1405         this.health = g_pickup_healthmega;
1406     if(!this.pickup_anyway)
1407         this.pickup_anyway = g_pickup_healthmega_anyway;
1408     StartItem(this, ITEM_HealthMega);
1409 }
1410
1411 // support old misnamed entities
1412 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1413 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1414 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1415 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1416 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1417
1418 spawnfunc(item_strength)
1419 {
1420                 if(!this.strength_finished)
1421                         this.strength_finished = autocvar_g_balance_powerup_strength_time;
1422                 StartItem(this, ITEM_Strength);
1423 }
1424
1425 spawnfunc(item_invincible)
1426 {
1427                 if(!this.invincible_finished)
1428                         this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1429                 StartItem(this, ITEM_Shield);
1430 }
1431
1432 // compatibility:
1433 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1434
1435 void target_items_use(entity this, entity actor, entity trigger)
1436 {
1437         if(actor.classname == "droppedweapon")
1438         {
1439                 EXACTTRIGGER_TOUCH(this, trigger);
1440                 delete(actor);
1441                 return;
1442         }
1443
1444         if (!IS_PLAYER(actor))
1445                 return;
1446         if(IS_DEAD(actor))
1447                 return;
1448         if(trigger.solid == SOLID_TRIGGER)
1449         {
1450                 EXACTTRIGGER_TOUCH(this, trigger);
1451         }
1452
1453         IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1454         {
1455                 delete(it);
1456         });
1457
1458         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1459                 centerprint(actor, this.message);
1460 }
1461
1462 spawnfunc(target_items)
1463 {
1464         int n, j;
1465         string s;
1466
1467         this.use = target_items_use;
1468         if(!this.strength_finished)
1469                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1470         if(!this.invincible_finished)
1471                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1472         if(!this.superweapons_finished)
1473                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1474
1475         n = tokenize_console(this.netname);
1476         if(argv(0) == "give")
1477         {
1478                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1479         }
1480         else
1481         {
1482                 for(j = 0; j < n; ++j)
1483                 {
1484                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1485                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1486                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1487                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1488                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1489                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1490                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1491                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1492                         else
1493                         {
1494                                 FOREACH(Weapons, it != WEP_Null, {
1495                                         s = W_UndeprecateName(argv(j));
1496                                         if(s == it.netname)
1497                                         {
1498                                                 this.weapons |= (it.m_wepset);
1499                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1500                                                         it.wr_init(it);
1501                                                 break;
1502                                         }
1503                                 });
1504                         }
1505                 }
1506
1507                 string itemprefix, valueprefix;
1508                 if(this.spawnflags == 0)
1509                 {
1510                         itemprefix = "";
1511                         valueprefix = "";
1512                 }
1513                 else if(this.spawnflags == 1)
1514                 {
1515                         itemprefix = "max ";
1516                         valueprefix = "max ";
1517                 }
1518                 else if(this.spawnflags == 2)
1519                 {
1520                         itemprefix = "min ";
1521                         valueprefix = "min ";
1522                 }
1523                 else if(this.spawnflags == 4)
1524                 {
1525                         itemprefix = "minus ";
1526                         valueprefix = "max ";
1527                 }
1528                 else
1529                 {
1530                         error("invalid spawnflags");
1531                         itemprefix = valueprefix = string_null;
1532                 }
1533
1534                 this.netname = "";
1535                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1536                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1537                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1538                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1539                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1540                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1541                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1542                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1543                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1544                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1545                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1546                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1547                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1548                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1549                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1550                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1551         }
1552         this.netname = strzone(this.netname);
1553         //print(this.netname, "\n");
1554
1555         n = tokenize_console(this.netname);
1556         for(j = 0; j < n; ++j)
1557         {
1558                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1559             it.wr_init(it);
1560             break;
1561                 });
1562         }
1563 }
1564
1565 spawnfunc(item_fuel)
1566 {
1567         if(!this.ammo_fuel)
1568                 this.ammo_fuel = g_pickup_fuel;
1569         if(!this.pickup_anyway)
1570                 this.pickup_anyway = g_pickup_ammo_anyway;
1571         StartItem(this, ITEM_JetpackFuel);
1572 }
1573
1574 spawnfunc(item_fuel_regen)
1575 {
1576         if(start_items & ITEM_JetpackRegen.m_itemid)
1577         {
1578                 spawnfunc_item_fuel(this);
1579                 return;
1580         }
1581         StartItem(this, ITEM_JetpackRegen);
1582 }
1583
1584 spawnfunc(item_jetpack)
1585 {
1586         if(!this.ammo_fuel)
1587                 this.ammo_fuel = g_pickup_fuel_jetpack;
1588         if(start_items & ITEM_Jetpack.m_itemid)
1589         {
1590                 spawnfunc_item_fuel(this);
1591                 return;
1592         }
1593         StartItem(this, ITEM_Jetpack);
1594 }
1595
1596 float GiveWeapon(entity e, float wpn, float op, float val)
1597 {
1598         WepSet v0, v1;
1599         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1600         v0 = (e.weapons & s);
1601         switch(op)
1602         {
1603                 case OP_SET:
1604                         if(val > 0)
1605                                 e.weapons |= s;
1606                         else
1607                                 e.weapons &= ~s;
1608                         break;
1609                 case OP_MIN:
1610                 case OP_PLUS:
1611                         if(val > 0)
1612                                 e.weapons |= s;
1613                         break;
1614                 case OP_MAX:
1615                         if(val <= 0)
1616                                 e.weapons &= ~s;
1617                         break;
1618                 case OP_MINUS:
1619                         if(val > 0)
1620                                 e.weapons &= ~s;
1621                         break;
1622         }
1623         v1 = (e.weapons & s);
1624         return (v0 != v1);
1625 }
1626
1627 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1628 {
1629         if(v1 == v0)
1630                 return;
1631         if(v1 <= v0 - t)
1632         {
1633                 if(snd_decr != NULL)
1634                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1635         }
1636         else if(v0 >= v0 + t)
1637         {
1638                 if(snd_incr != NULL)
1639                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1640         }
1641 }
1642
1643 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1644 {
1645         if(v0 < v1)
1646                 e.(rotfield) = max(e.(rotfield), time + rottime);
1647         else if(v0 > v1)
1648                 e.(regenfield) = max(e.(regenfield), time + regentime);
1649 }
1650 float GiveItems(entity e, float beginarg, float endarg)
1651 {
1652         float got, i, val, op;
1653         float _switchweapon;
1654         string cmd;
1655
1656         val = 999;
1657         op = OP_SET;
1658
1659         got = 0;
1660
1661         _switchweapon = false;
1662         if (e.autoswitch)
1663                 if (PS(e).m_switchweapon == w_getbestweapon(e))
1664                         _switchweapon = true;
1665
1666         e.strength_finished = max(0, e.strength_finished - time);
1667         e.invincible_finished = max(0, e.invincible_finished - time);
1668         e.superweapons_finished = max(0, e.superweapons_finished - time);
1669
1670         PREGIVE(e, items);
1671         PREGIVE_WEAPONS(e);
1672         PREGIVE(e, strength_finished);
1673         PREGIVE(e, invincible_finished);
1674         PREGIVE(e, superweapons_finished);
1675         PREGIVE(e, ammo_nails);
1676         PREGIVE(e, ammo_cells);
1677         PREGIVE(e, ammo_plasma);
1678         PREGIVE(e, ammo_shells);
1679         PREGIVE(e, ammo_rockets);
1680         PREGIVE(e, ammo_fuel);
1681         PREGIVE(e, armorvalue);
1682         PREGIVE(e, health);
1683
1684         for(i = beginarg; i < endarg; ++i)
1685         {
1686                 cmd = argv(i);
1687
1688                 if(cmd == "0" || stof(cmd))
1689                 {
1690                         val = stof(cmd);
1691                         continue;
1692                 }
1693                 switch(cmd)
1694                 {
1695                         case "no":
1696                                 op = OP_MAX;
1697                                 val = 0;
1698                                 continue;
1699                         case "max":
1700                                 op = OP_MAX;
1701                                 continue;
1702                         case "min":
1703                                 op = OP_MIN;
1704                                 continue;
1705                         case "plus":
1706                                 op = OP_PLUS;
1707                                 continue;
1708                         case "minus":
1709                                 op = OP_MINUS;
1710                                 continue;
1711                         case "ALL":
1712                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1713                                 got += GiveValue(e, strength_finished, op, val);
1714                                 got += GiveValue(e, invincible_finished, op, val);
1715                                 got += GiveValue(e, superweapons_finished, op, val);
1716                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1717                         case "all":
1718                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1719                                 got += GiveValue(e, health, op, val);
1720                                 got += GiveValue(e, armorvalue, op, val);
1721                         case "allweapons":
1722                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1723                         case "allammo":
1724                                 got += GiveValue(e, ammo_cells, op, val);
1725                                 got += GiveValue(e, ammo_plasma, op, val);
1726                                 got += GiveValue(e, ammo_shells, op, val);
1727                                 got += GiveValue(e, ammo_nails, op, val);
1728                                 got += GiveValue(e, ammo_rockets, op, val);
1729                                 got += GiveValue(e, ammo_fuel, op, val);
1730                                 break;
1731                         case "unlimited_ammo":
1732                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1733                                 break;
1734                         case "unlimited_weapon_ammo":
1735                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1736                                 break;
1737                         case "unlimited_superweapons":
1738                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1739                                 break;
1740                         case "jetpack":
1741                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1742                                 break;
1743                         case "fuel_regen":
1744                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1745                                 break;
1746                         case "strength":
1747                                 got += GiveValue(e, strength_finished, op, val);
1748                                 break;
1749                         case "invincible":
1750                                 got += GiveValue(e, invincible_finished, op, val);
1751                                 break;
1752                         case "superweapons":
1753                                 got += GiveValue(e, superweapons_finished, op, val);
1754                                 break;
1755                         case "cells":
1756                                 got += GiveValue(e, ammo_cells, op, val);
1757                                 break;
1758                         case "plasma":
1759                                 got += GiveValue(e, ammo_plasma, op, val);
1760                                 break;
1761                         case "shells":
1762                                 got += GiveValue(e, ammo_shells, op, val);
1763                                 break;
1764                         case "nails":
1765                         case "bullets":
1766                                 got += GiveValue(e, ammo_nails, op, val);
1767                                 break;
1768                         case "rockets":
1769                                 got += GiveValue(e, ammo_rockets, op, val);
1770                                 break;
1771                         case "health":
1772                                 got += GiveValue(e, health, op, val);
1773                                 break;
1774                         case "armor":
1775                                 got += GiveValue(e, armorvalue, op, val);
1776                                 break;
1777                         case "fuel":
1778                                 got += GiveValue(e, ammo_fuel, op, val);
1779                                 break;
1780                         default:
1781                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1782                     got += GiveWeapon(e, it.m_id, op, val);
1783                     break;
1784                                 });
1785                                 break;
1786                 }
1787                 val = 999;
1788                 op = OP_SET;
1789         }
1790
1791         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1792         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1793         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1794         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1795         FOREACH(Weapons, it != WEP_Null, {
1796                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1797                 if(!(save_weapons & (it.m_wepset)))
1798                         if(e.weapons & (it.m_wepset))
1799                                 it.wr_init(it);
1800         });
1801         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1802         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1803         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1804         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1805         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1806         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1807         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1808         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);
1809         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);
1810         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);
1811
1812         if(e.superweapons_finished <= 0)
1813                 if(e.weapons & WEPSET_SUPERWEAPONS)
1814                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1815
1816         if(e.strength_finished <= 0)
1817                 e.strength_finished = 0;
1818         else
1819                 e.strength_finished += time;
1820         if(e.invincible_finished <= 0)
1821                 e.invincible_finished = 0;
1822         else
1823                 e.invincible_finished += time;
1824         if(e.superweapons_finished <= 0)
1825                 e.superweapons_finished = 0;
1826         else
1827                 e.superweapons_finished += time;
1828
1829         if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
1830                 _switchweapon = true;
1831         if(_switchweapon)
1832                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1833
1834         return got;
1835 }
1836 #endif