Rename ITEM_HealthLarge to ITEM_HealthBig
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
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         if (mode > 0)
427         {
428                 // make the item look normal, and be touchable
429                 e.model = e.mdl;
430                 e.solid = SOLID_TRIGGER;
431                 e.spawnshieldtime = 1;
432                 e.ItemStatus |= ITS_AVAILABLE;
433         }
434         else if (mode < 0)
435         {
436                 // hide the item completely
437                 e.model = string_null;
438                 e.solid = SOLID_NOT;
439                 e.spawnshieldtime = 1;
440                 e.ItemStatus &= ~ITS_AVAILABLE;
441         }
442         else {
443         entity def = e.itemdef;
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 (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
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         if(this.items == ITEM_Strength.m_itemid)
502                 sound (this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
503         else if(this.items == ITEM_Shield.m_itemid)
504                 sound (this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
505         else
506                 sound (this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
507         setorigin(this, this.origin);
508
509     if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
510         {
511                 float t = Item_ItemsTime_UpdateTime(this, 0);
512                 Item_ItemsTime_SetTime(this, t);
513                 Item_ItemsTime_SetTimesForAllPlayers();
514         }
515
516         setthink(this, Item_Think);
517         this.nextthink = time;
518
519         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
520         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
521 }
522
523 void Item_RespawnCountdown (entity this)
524 {
525         if(this.count >= ITEM_RESPAWN_TICKS)
526         {
527                 if(this.waypointsprite_attached)
528                         WaypointSprite_Kill(this.waypointsprite_attached);
529                 Item_Respawn(this);
530         }
531         else
532         {
533                 this.nextthink = time + 1;
534                 this.count += 1;
535                 if(this.count == 1)
536                 {
537                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
538                         do {
539                                 {
540                                         entity wi = Weapons_from(this.weapon);
541                                         if (wi != WEP_Null) {
542                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
543                                                 wp.wp_extra = wi.m_id;
544                                                 break;
545                                         }
546                                 }
547                                 {
548                                         entity ii = this.itemdef;
549                                         if (ii != NULL) {
550                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
551                                                 wp.wp_extra = ii.m_id;
552                                                 break;
553                                         }
554                                 }
555                         } while (0);
556             if(this.waypointsprite_attached)
557             {
558                 GameItem def = this.itemdef;
559                 if (Item_ItemsTime_SpectatorOnly(def))
560                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
561                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
562             }
563                 }
564
565                 if(this.waypointsprite_attached)
566                 {
567                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
568                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
569                                 {
570                                         msg_entity = it;
571                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
572                                 }
573                         });
574
575                         WaypointSprite_Ping(this.waypointsprite_attached);
576                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
577                 }
578         }
579 }
580
581 void Item_RespawnThink(entity this)
582 {
583         this.nextthink = time;
584         if(this.origin != this.oldorigin)
585                 ItemUpdate(this);
586
587         if(time >= this.wait)
588                 Item_Respawn(this);
589 }
590
591 void Item_ScheduleRespawnIn(entity e, float t)
592 {
593         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
594         if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
595         {
596                 setthink(e, Item_RespawnCountdown);
597                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
598                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
599                 e.count = 0;
600                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
601                 Item_ItemsTime_SetTime(e, t);
602                 Item_ItemsTime_SetTimesForAllPlayers();
603         }
604         else
605         {
606                 setthink(e, Item_RespawnThink);
607                 e.nextthink = time;
608                 e.scheduledrespawntime = time + t;
609                 e.wait = time + t;
610         }
611 }
612
613 void Item_ScheduleRespawn(entity e)
614 {
615         if(e.respawntime > 0)
616         {
617                 Item_Show(e, 0);
618                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
619         }
620         else // if respawntime is -1, this item does not respawn
621                 Item_Show(e, -1);
622 }
623
624 void Item_ScheduleInitialRespawn(entity e)
625 {
626         Item_Show(e, 0);
627         Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
628 }
629
630 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
631 {
632         if (!item.(ammotype))
633                 return false;
634
635         if (item.spawnshieldtime)
636         {
637                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
638                 {
639                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
640                         goto YEAH;
641                 }
642         }
643         else if(g_weapon_stay == 2)
644         {
645                 float mi = min(item.(ammotype), ammomax);
646                 if (player.(ammotype) < mi)
647                 {
648                         player.(ammotype) = mi;
649                         goto YEAH;
650                 }
651         }
652
653         return false;
654
655 LABEL(YEAH)
656         switch(mode)
657         {
658                 case ITEM_MODE_FUEL:
659                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
660                         break;
661                 case ITEM_MODE_HEALTH:
662                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
663                         break;
664                 case ITEM_MODE_ARMOR:
665                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
666                         break;
667                 default:
668                         break;
669         }
670         return true;
671 }
672
673 float Item_GiveTo(entity item, entity player)
674 {
675         float _switchweapon;
676         float pickedup;
677
678         // if nothing happens to player, just return without taking the item
679         pickedup = false;
680         _switchweapon = false;
681         // in case the player has autoswitch enabled do the following:
682         // if the player is using their best weapon before items are given, they
683         // probably want to switch to an even better weapon after items are given
684         if (player.autoswitch)
685         if (PS(player).m_switchweapon == w_getbestweapon(player))
686                 _switchweapon = true;
687
688         if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
689                 _switchweapon = true;
690
691         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
692         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
693         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
694         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
695         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
696         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
697         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
698         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
699
700         if (item.itemdef.instanceOfWeaponPickup)
701         {
702                 WepSet w;
703                 w = item.weapons;
704                 w &= ~player.weapons;
705
706                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
707                 {
708                         pickedup = true;
709                         FOREACH(Weapons, it != WEP_Null, {
710                                 if(w & (it.m_wepset))
711                                 {
712                                         W_DropEvent(wr_pickup, player, it.m_id, item);
713                                         W_GiveWeapon(player, it.m_id);
714                                 }
715                         });
716                 }
717         }
718
719         if (item.itemdef.instanceOfPowerup)
720         {
721                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
722                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
723                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
724                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
725         }
726
727         int its;
728         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
729         {
730                 pickedup = true;
731                 player.items |= its;
732                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
733         }
734
735         if (item.strength_finished)
736         {
737                 pickedup = true;
738                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
739         }
740         if (item.invincible_finished)
741         {
742                 pickedup = true;
743                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
744         }
745         if (item.superweapons_finished)
746         {
747                 pickedup = true;
748                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
749         }
750
751 LABEL(skip)
752
753         // always eat teamed entities
754         if(item.team)
755                 pickedup = true;
756
757         if (!pickedup)
758                 return 0;
759
760         // crude hack to enforce switching weapons
761         if(g_cts && item.itemdef.instanceOfWeaponPickup)
762         {
763                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
764                 return 1;
765         }
766
767         if (_switchweapon)
768                 if (PS(player).m_switchweapon != w_getbestweapon(player))
769                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
770
771         return 1;
772 }
773
774 void Item_Touch(entity this, entity toucher)
775 {
776
777         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
778         if (this.classname == "droppedweapon")
779         {
780                 if (ITEM_TOUCH_NEEDKILL())
781                 {
782                         delete(this);
783                         return;
784                 }
785         }
786
787         if(!(toucher.flags & FL_PICKUPITEMS)
788         || STAT(FROZEN, toucher)
789         || IS_DEAD(toucher)
790         || (this.solid != SOLID_TRIGGER)
791         || (this.owner == toucher)
792         || (time < this.item_spawnshieldtime)
793         ) { return; }
794
795         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
796         {
797                 case MUT_ITEMTOUCH_RETURN: { return; }
798                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
799         }
800
801         toucher = M_ARGV(1, entity);
802
803         if (this.classname == "droppedweapon")
804         {
805                 this.strength_finished = max(0, this.strength_finished - time);
806                 this.invincible_finished = max(0, this.invincible_finished - time);
807                 this.superweapons_finished = max(0, this.superweapons_finished - time);
808         }
809         entity it = this.itemdef;
810         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
811         if (!gave)
812         {
813                 if (this.classname == "droppedweapon")
814                 {
815                         // undo what we did above
816                         this.strength_finished += time;
817                         this.invincible_finished += time;
818                         this.superweapons_finished += time;
819                 }
820                 return;
821         }
822
823 LABEL(pickup)
824
825         toucher.last_pickup = time;
826
827         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
828         _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);
829
830         if (this.classname == "droppedweapon")
831                 delete (this);
832         else if (this.spawnshieldtime)
833         {
834                 entity e;
835                 if(this.team)
836                 {
837                         RandomSelection_Init();
838                         IL_EACH(g_items, it.team == this.team,
839                         {
840                                 if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
841                                 {
842                                         Item_Show(it, -1);
843                                         RandomSelection_AddEnt(it, it.cnt, 0);
844                                 }
845                         });
846                         e = RandomSelection_chosen_ent;
847
848                 }
849                 else
850                         e = this;
851                 Item_ScheduleRespawn(e);
852         }
853 }
854
855 void Item_Reset(entity this)
856 {
857         Item_Show(this, !this.state);
858         setorigin(this, this.origin);
859
860         if (this.classname != "droppedweapon")
861         {
862                 setthink(this, Item_Think);
863                 this.nextthink = time;
864
865                 if (this.waypointsprite_attached)
866                         WaypointSprite_Kill(this.waypointsprite_attached);
867
868                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
869                         Item_ScheduleInitialRespawn(this);
870         }
871 }
872
873 void Item_FindTeam(entity this)
874 {
875         entity e;
876
877         if(this.effects & EF_NODRAW)
878         {
879                 // marker for item team search
880                 LOG_TRACE("Initializing item team ", ftos(this.team));
881                 RandomSelection_Init();
882                 IL_EACH(g_items, it.team == this.team,
883                 {
884                         if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
885                                 RandomSelection_AddEnt(it, it.cnt, 0);
886                 });
887
888                 e = RandomSelection_chosen_ent;
889                 e.state = 0;
890                 Item_Show(e, 1);
891
892                 IL_EACH(g_items, it.team == this.team,
893                 {
894                         if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
895                         {
896                                 if(it != e)
897                                 {
898                                         // make it non-spawned
899                                         Item_Show(it, -1);
900                                         it.state = 1; // state 1 = initially hidden item, apparently
901                                 }
902                                 it.effects &= ~EF_NODRAW;
903                         }
904                 });
905
906                 Item_Reset(this);
907         }
908 }
909
910 // Savage: used for item garbage-collection
911 void RemoveItem(entity this)
912 {
913         if(wasfreed(this) || !this) { return; }
914         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
915         delete(this);
916 }
917
918 // pickup evaluation functions
919 // these functions decide how desirable an item is to the bots
920
921 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
922
923 float weapon_pickupevalfunc(entity player, entity item)
924 {
925         float c;
926
927         // See if I have it already
928         if(item.weapons & ~player.weapons)
929         {
930                 // If I can pick it up
931                 if(!item.spawnshieldtime)
932                         c = 0;
933                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
934                 {
935                         // Skilled bots will grab more
936                         c = bound(0, skill / 10, 1) * 0.5;
937                 }
938                 else
939                         c = 0;
940         }
941         else
942                 c = 1;
943
944         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
945         if( bot_custom_weapon && c )
946         {
947                 // Find the highest position on any range
948                 int position = -1;
949                 for (int j = 0; j < WEP_LAST ; ++j){
950                         if(
951                                         bot_weapons_far[j] == item.weapon ||
952                                         bot_weapons_mid[j] == item.weapon ||
953                                         bot_weapons_close[j] == item.weapon
954                           )
955                         {
956                                 position = j;
957                                 break;
958                         }
959                 }
960
961                 // Rate it
962                 if (position >= 0 )
963                 {
964                         position = WEP_LAST - position;
965                         // item.bot_pickupbasevalue is overwritten here
966                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
967                 }
968         }
969
970         return item.bot_pickupbasevalue * c;
971 }
972
973 float commodity_pickupevalfunc(entity player, entity item)
974 {
975         float c;
976         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
977         c = 0;
978
979         // Detect needed ammo
980         FOREACH(Weapons, it != WEP_Null, {
981                 if(!(player.weapons & (it.m_wepset)))
982                         continue;
983
984                 if(it.items & ITEM_Shells.m_itemid)
985                         need_shells = true;
986                 else if(it.items & ITEM_Bullets.m_itemid)
987                         need_nails = true;
988                 else if(it.items & ITEM_Rockets.m_itemid)
989                         need_rockets = true;
990                 else if(it.items & ITEM_Cells.m_itemid)
991                         need_cells = true;
992                 else if(it.items & ITEM_Plasma.m_itemid)
993                         need_plasma = true;
994                 else if(it.items & ITEM_JetpackFuel.m_itemid)
995                         need_fuel = true;
996         });
997
998         // TODO: figure out if the player even has the weapon this ammo is for?
999         // may not affect strategy much though...
1000         // find out how much more ammo/armor/health the player can hold
1001         if (need_shells)
1002         if (item.ammo_shells)
1003         if (player.ammo_shells < g_pickup_shells_max)
1004                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1005         if (need_nails)
1006         if (item.ammo_nails)
1007         if (player.ammo_nails < g_pickup_nails_max)
1008                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1009         if (need_rockets)
1010         if (item.ammo_rockets)
1011         if (player.ammo_rockets < g_pickup_rockets_max)
1012                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1013         if (need_cells)
1014         if (item.ammo_cells)
1015         if (player.ammo_cells < g_pickup_cells_max)
1016                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1017         if (need_plasma)
1018         if (item.ammo_plasma)
1019         if (player.ammo_plasma < g_pickup_plasma_max)
1020                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1021         if (need_fuel)
1022         if (item.ammo_fuel)
1023         if (player.ammo_fuel < g_pickup_fuel_max)
1024                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1025         if (item.armorvalue)
1026         if (player.armorvalue < item.max_armorvalue)
1027                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1028         if (item.health)
1029         if (player.health < item.max_health)
1030                 c = c + max(0, 1 - player.health / item.max_health);
1031
1032         return item.bot_pickupbasevalue * c;
1033 }
1034
1035 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1036 {
1037         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1038                 RemoveItem(this);
1039 }
1040
1041 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1042 {
1043         string itemname = def.m_name;
1044         Model itemmodel = def.m_model;
1045     Sound pickupsound = def.m_sound;
1046         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1047         float pickupbasevalue = def.m_botvalue;
1048         int itemflags = def.m_itemflags;
1049
1050         startitem_failed = false;
1051
1052         this.item_model_ent = itemmodel;
1053     this.item_pickupsound_ent = pickupsound;
1054
1055         if(!this.respawntime) // both need to be set
1056         {
1057                 this.respawntime = defaultrespawntime;
1058                 this.respawntimejitter = defaultrespawntimejitter;
1059         }
1060
1061         int itemid = def.m_itemid;
1062         this.items = itemid;
1063         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1064         this.weapon = weaponid;
1065
1066         if(!this.fade_end)
1067         {
1068                 this.fade_start = autocvar_g_items_mindist;
1069                 this.fade_end = autocvar_g_items_maxdist;
1070         }
1071
1072         if(weaponid)
1073                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1074
1075         this.flags = FL_ITEM | itemflags;
1076         IL_PUSH(g_items, this);
1077
1078         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1079         {
1080                 startitem_failed = true;
1081                 delete(this);
1082                 return;
1083         }
1084
1085         // is it a dropped weapon?
1086         if (this.classname == "droppedweapon")
1087         {
1088                 this.reset = SUB_Remove;
1089                 // it's a dropped weapon
1090                 set_movetype(this, MOVETYPE_TOSS);
1091
1092                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1093                 setthink(this, RemoveItem);
1094                 this.nextthink = time + 20;
1095
1096                 this.takedamage = DAMAGE_YES;
1097                 this.event_damage = Item_Damage;
1098
1099                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1100                 {
1101                         // if item is worthless after a timer, have it expire then
1102                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1103                 }
1104
1105                 // don't drop if in a NODROP zone (such as lava)
1106                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1107                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1108                 {
1109                         startitem_failed = true;
1110                         delete(this);
1111                         return;
1112                 }
1113         }
1114         else
1115         {
1116                 if(!have_pickup_item(this))
1117                 {
1118                         startitem_failed = true;
1119                         delete (this);
1120                         return;
1121                 }
1122
1123                 if(this.angles != '0 0 0')
1124                         this.SendFlags |= ISF_ANGLES;
1125
1126                 this.reset = Item_Reset;
1127                 // it's a level item
1128                 if(this.spawnflags & 1)
1129                         this.noalign = 1;
1130                 if (this.noalign > 0)
1131                         set_movetype(this, MOVETYPE_NONE);
1132                 else
1133                         set_movetype(this, MOVETYPE_TOSS);
1134                 // do item filtering according to game mode and other things
1135                 if (this.noalign <= 0)
1136                 {
1137                         // first nudge it off the floor a little bit to avoid math errors
1138                         setorigin(this, this.origin + '0 0 1');
1139                         // set item size before we spawn a spawnfunc_waypoint
1140                         setsize(this, def.m_mins, def.m_maxs);
1141                         this.SendFlags |= ISF_SIZE;
1142                         // note droptofloor returns false if stuck/or would fall too far
1143                         if (!this.noalign)
1144                                 droptofloor(this);
1145                         waypoint_spawnforitem(this);
1146                 }
1147
1148                 /*
1149                  * can't do it that way, as it would break maps
1150                  * TODO make a target_give like entity another way, that perhaps has
1151                  * the weapon name in a key
1152                 if(this.targetname)
1153                 {
1154                         // target_give not yet supported; maybe later
1155                         print("removed targeted ", this.classname, "\n");
1156                         startitem_failed = true;
1157                         remove (this);
1158                         return;
1159                 }
1160                 */
1161
1162                 if(autocvar_spawn_debug >= 2)
1163                 {
1164             // why not flags & fl_item?
1165                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1166                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1167                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1168                 error("Mapper sucks.");
1169             });
1170                         this.is_item = true;
1171                 }
1172
1173                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1174
1175                 precache_model(this.model);
1176                 precache_sound(this.item_pickupsound);
1177
1178                 if (   def.instanceOfPowerup
1179                         || def.instanceOfWeaponPickup
1180                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1181                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1182                         || (itemid & (IT_KEY1 | IT_KEY2))
1183                 ) this.target = "###item###"; // for finding the nearest item using find()
1184
1185                 Item_ItemsTime_SetTime(this, 0);
1186         }
1187
1188         this.bot_pickup = true;
1189         this.bot_pickupevalfunc = pickupevalfunc;
1190         this.bot_pickupbasevalue = pickupbasevalue;
1191         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1192         this.netname = itemname;
1193         settouch(this, Item_Touch);
1194         setmodel(this, MDL_Null); // precision set below
1195         //this.effects |= EF_LOWPRECISION;
1196
1197         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1198
1199         this.SendFlags |= ISF_SIZE;
1200
1201         if (!(this.spawnflags & 1024)) {
1202                 if(def.instanceOfPowerup)
1203                         this.ItemStatus |= ITS_ANIMATE1;
1204
1205                 if(this.armorvalue || this.health)
1206                         this.ItemStatus |= ITS_ANIMATE2;
1207         }
1208
1209         if(def.instanceOfWeaponPickup)
1210         {
1211                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1212                         this.colormap = 1024; // color shirt=0 pants=0 grey
1213                 else
1214                         this.gravity = 1;
1215                 if (!(this.spawnflags & 1024))
1216                         this.ItemStatus |= ITS_ANIMATE1;
1217                 this.SendFlags |= ISF_COLORMAP;
1218         }
1219
1220         this.state = 0;
1221         if(this.team) // broken, no idea why.
1222         {
1223                 if(!this.cnt)
1224                         this.cnt = 1; // item probability weight
1225
1226                 this.effects |= EF_NODRAW; // marker for item team search
1227                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1228         }
1229         else
1230                 Item_Reset(this);
1231
1232         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1233
1234         // call this hook after everything else has been done
1235         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1236         {
1237                 startitem_failed = true;
1238                 delete(this);
1239                 return;
1240         }
1241 }
1242
1243 void StartItem(entity this, GameItem def)
1244 {
1245     _StartItem(
1246         this,
1247         this.itemdef = def,
1248         def.m_respawntime(), // defaultrespawntime
1249         def.m_respawntimejitter() // defaultrespawntimejitter
1250         );
1251 }
1252
1253 spawnfunc(item_rockets)
1254 {
1255         if(!this.ammo_rockets)
1256                 this.ammo_rockets = g_pickup_rockets;
1257         if(!this.pickup_anyway)
1258                 this.pickup_anyway = g_pickup_ammo_anyway;
1259     StartItem(this, ITEM_Rockets);
1260 }
1261
1262 spawnfunc(item_bullets)
1263 {
1264         if(!weaponswapping)
1265         if(autocvar_sv_q3acompat_machineshotgunswap)
1266         if(this.classname != "droppedweapon")
1267         {
1268                 weaponswapping = true;
1269                 spawnfunc_item_shells(this);
1270                 weaponswapping = false;
1271                 return;
1272         }
1273
1274         if(!this.ammo_nails)
1275                 this.ammo_nails = g_pickup_nails;
1276         if(!this.pickup_anyway)
1277                 this.pickup_anyway = g_pickup_ammo_anyway;
1278     StartItem(this, ITEM_Bullets);
1279 }
1280
1281 spawnfunc(item_cells)
1282 {
1283         if(!this.ammo_cells)
1284                 this.ammo_cells = g_pickup_cells;
1285         if(!this.pickup_anyway)
1286                 this.pickup_anyway = g_pickup_ammo_anyway;
1287         StartItem(this, ITEM_Cells);
1288 }
1289
1290 spawnfunc(item_plasma)
1291 {
1292         if(!this.ammo_plasma)
1293                 this.ammo_plasma = g_pickup_plasma;
1294         if(!this.pickup_anyway)
1295                 this.pickup_anyway = g_pickup_ammo_anyway;
1296         StartItem(this, ITEM_Plasma);
1297 }
1298
1299 spawnfunc(item_shells)
1300 {
1301         if(!weaponswapping)
1302         if(autocvar_sv_q3acompat_machineshotgunswap)
1303         if(this.classname != "droppedweapon")
1304         {
1305                 weaponswapping = true;
1306                 spawnfunc_item_bullets(this);
1307                 weaponswapping = false;
1308                 return;
1309         }
1310
1311         if(!this.ammo_shells)
1312                 this.ammo_shells = g_pickup_shells;
1313         if(!this.pickup_anyway)
1314                 this.pickup_anyway = g_pickup_ammo_anyway;
1315         StartItem(this, ITEM_Shells);
1316 }
1317
1318 spawnfunc(item_armor_small)
1319 {
1320         if(!this.armorvalue)
1321                 this.armorvalue = g_pickup_armorsmall;
1322         if(!this.max_armorvalue)
1323                 this.max_armorvalue = g_pickup_armorsmall_max;
1324         if(!this.pickup_anyway)
1325                 this.pickup_anyway = g_pickup_armorsmall_anyway;
1326         StartItem(this, ITEM_ArmorSmall);
1327 }
1328
1329 spawnfunc(item_armor_medium)
1330 {
1331         if(!this.armorvalue)
1332                 this.armorvalue = g_pickup_armormedium;
1333         if(!this.max_armorvalue)
1334                 this.max_armorvalue = g_pickup_armormedium_max;
1335         if(!this.pickup_anyway)
1336                 this.pickup_anyway = g_pickup_armormedium_anyway;
1337         StartItem(this, ITEM_ArmorMedium);
1338 }
1339
1340 spawnfunc(item_armor_big)
1341 {
1342         if(!this.armorvalue)
1343                 this.armorvalue = g_pickup_armorbig;
1344         if(!this.max_armorvalue)
1345                 this.max_armorvalue = g_pickup_armorbig_max;
1346         if(!this.pickup_anyway)
1347                 this.pickup_anyway = g_pickup_armorbig_anyway;
1348         StartItem(this, ITEM_ArmorBig);
1349 }
1350
1351 spawnfunc(item_armor_mega)
1352 {
1353         if(!this.armorvalue)
1354                 this.armorvalue = g_pickup_armormega;
1355         if(!this.max_armorvalue)
1356                 this.max_armorvalue = g_pickup_armormega_max;
1357         if(!this.pickup_anyway)
1358                 this.pickup_anyway = g_pickup_armormega_anyway;
1359         StartItem(this, ITEM_ArmorMega);
1360 }
1361
1362 spawnfunc(item_health_small)
1363 {
1364         if(!this.max_health)
1365                 this.max_health = g_pickup_healthsmall_max;
1366         if(!this.health)
1367                 this.health = g_pickup_healthsmall;
1368         if(!this.pickup_anyway)
1369                 this.pickup_anyway = g_pickup_healthsmall_anyway;
1370         StartItem(this, ITEM_HealthSmall);
1371 }
1372
1373 spawnfunc(item_health_medium)
1374 {
1375         if(!this.max_health)
1376                 this.max_health = g_pickup_healthmedium_max;
1377         if(!this.health)
1378                 this.health = g_pickup_healthmedium;
1379         if(!this.pickup_anyway)
1380                 this.pickup_anyway = g_pickup_healthmedium_anyway;
1381     StartItem(this, ITEM_HealthMedium);
1382 }
1383
1384 spawnfunc(item_health_big)
1385 {
1386         if(!this.max_health)
1387                 this.max_health = g_pickup_healthbig_max;
1388         if(!this.health)
1389                 this.health = g_pickup_healthbig;
1390         if(!this.pickup_anyway)
1391                 this.pickup_anyway = g_pickup_healthbig_anyway;
1392         StartItem(this, ITEM_HealthBig);
1393 }
1394
1395 spawnfunc(item_health_mega)
1396 {
1397     if(!this.max_health)
1398         this.max_health = g_pickup_healthmega_max;
1399     if(!this.health)
1400         this.health = g_pickup_healthmega;
1401     if(!this.pickup_anyway)
1402         this.pickup_anyway = g_pickup_healthmega_anyway;
1403     StartItem(this, ITEM_HealthMega);
1404 }
1405
1406 // support old misnamed entities
1407 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1408 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1409 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1410 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1411 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1412 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1413 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1414
1415 spawnfunc(item_strength)
1416 {
1417                 if(!this.strength_finished)
1418                         this.strength_finished = autocvar_g_balance_powerup_strength_time;
1419                 StartItem(this, ITEM_Strength);
1420 }
1421
1422 spawnfunc(item_invincible)
1423 {
1424                 if(!this.invincible_finished)
1425                         this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1426                 StartItem(this, ITEM_Shield);
1427 }
1428
1429 // compatibility:
1430 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1431
1432 void target_items_use(entity this, entity actor, entity trigger)
1433 {
1434         if(actor.classname == "droppedweapon")
1435         {
1436                 EXACTTRIGGER_TOUCH(this, trigger);
1437                 delete(actor);
1438                 return;
1439         }
1440
1441         if (!IS_PLAYER(actor))
1442                 return;
1443         if(IS_DEAD(actor))
1444                 return;
1445         if(trigger.solid == SOLID_TRIGGER)
1446         {
1447                 EXACTTRIGGER_TOUCH(this, trigger);
1448         }
1449
1450         IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1451         {
1452                 delete(it);
1453         });
1454
1455         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1456                 centerprint(actor, this.message);
1457 }
1458
1459 spawnfunc(target_items)
1460 {
1461         int n, j;
1462         string s;
1463
1464         this.use = target_items_use;
1465         if(!this.strength_finished)
1466                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1467         if(!this.invincible_finished)
1468                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1469         if(!this.superweapons_finished)
1470                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1471
1472         n = tokenize_console(this.netname);
1473         if(argv(0) == "give")
1474         {
1475                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1476         }
1477         else
1478         {
1479                 for(j = 0; j < n; ++j)
1480                 {
1481                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1482                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1483                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1484                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1485                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1486                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1487                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1488                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1489                         else
1490                         {
1491                                 FOREACH(Weapons, it != WEP_Null, {
1492                                         s = W_UndeprecateName(argv(j));
1493                                         if(s == it.netname)
1494                                         {
1495                                                 this.weapons |= (it.m_wepset);
1496                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1497                                                         it.wr_init(it);
1498                                                 break;
1499                                         }
1500                                 });
1501                         }
1502                 }
1503
1504                 string itemprefix, valueprefix;
1505                 if(this.spawnflags == 0)
1506                 {
1507                         itemprefix = "";
1508                         valueprefix = "";
1509                 }
1510                 else if(this.spawnflags == 1)
1511                 {
1512                         itemprefix = "max ";
1513                         valueprefix = "max ";
1514                 }
1515                 else if(this.spawnflags == 2)
1516                 {
1517                         itemprefix = "min ";
1518                         valueprefix = "min ";
1519                 }
1520                 else if(this.spawnflags == 4)
1521                 {
1522                         itemprefix = "minus ";
1523                         valueprefix = "max ";
1524                 }
1525                 else
1526                 {
1527                         error("invalid spawnflags");
1528                         itemprefix = valueprefix = string_null;
1529                 }
1530
1531                 this.netname = "";
1532                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1533                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1534                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1535                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1536                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1537                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1538                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1539                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1540                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1541                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1542                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1543                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1544                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1545                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1546                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1547                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1548         }
1549         this.netname = strzone(this.netname);
1550         //print(this.netname, "\n");
1551
1552         n = tokenize_console(this.netname);
1553         for(j = 0; j < n; ++j)
1554         {
1555                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1556             it.wr_init(it);
1557             break;
1558                 });
1559         }
1560 }
1561
1562 spawnfunc(item_fuel)
1563 {
1564         if(!this.ammo_fuel)
1565                 this.ammo_fuel = g_pickup_fuel;
1566         if(!this.pickup_anyway)
1567                 this.pickup_anyway = g_pickup_ammo_anyway;
1568         StartItem(this, ITEM_JetpackFuel);
1569 }
1570
1571 spawnfunc(item_fuel_regen)
1572 {
1573         if(start_items & ITEM_JetpackRegen.m_itemid)
1574         {
1575                 spawnfunc_item_fuel(this);
1576                 return;
1577         }
1578         StartItem(this, ITEM_JetpackRegen);
1579 }
1580
1581 spawnfunc(item_jetpack)
1582 {
1583         if(!this.ammo_fuel)
1584                 this.ammo_fuel = g_pickup_fuel_jetpack;
1585         if(start_items & ITEM_Jetpack.m_itemid)
1586         {
1587                 spawnfunc_item_fuel(this);
1588                 return;
1589         }
1590         StartItem(this, ITEM_Jetpack);
1591 }
1592
1593 float GiveWeapon(entity e, float wpn, float op, float val)
1594 {
1595         WepSet v0, v1;
1596         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1597         v0 = (e.weapons & s);
1598         switch(op)
1599         {
1600                 case OP_SET:
1601                         if(val > 0)
1602                                 e.weapons |= s;
1603                         else
1604                                 e.weapons &= ~s;
1605                         break;
1606                 case OP_MIN:
1607                 case OP_PLUS:
1608                         if(val > 0)
1609                                 e.weapons |= s;
1610                         break;
1611                 case OP_MAX:
1612                         if(val <= 0)
1613                                 e.weapons &= ~s;
1614                         break;
1615                 case OP_MINUS:
1616                         if(val > 0)
1617                                 e.weapons &= ~s;
1618                         break;
1619         }
1620         v1 = (e.weapons & s);
1621         return (v0 != v1);
1622 }
1623
1624 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1625 {
1626         if(v1 == v0)
1627                 return;
1628         if(v1 <= v0 - t)
1629         {
1630                 if(snd_decr != NULL)
1631                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1632         }
1633         else if(v0 >= v0 + t)
1634         {
1635                 if(snd_incr != NULL)
1636                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1637         }
1638 }
1639
1640 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1641 {
1642         if(v0 < v1)
1643                 e.(rotfield) = max(e.(rotfield), time + rottime);
1644         else if(v0 > v1)
1645                 e.(regenfield) = max(e.(regenfield), time + regentime);
1646 }
1647 float GiveItems(entity e, float beginarg, float endarg)
1648 {
1649         float got, i, val, op;
1650         float _switchweapon;
1651         string cmd;
1652
1653         val = 999;
1654         op = OP_SET;
1655
1656         got = 0;
1657
1658         _switchweapon = false;
1659         if (e.autoswitch)
1660                 if (PS(e).m_switchweapon == w_getbestweapon(e))
1661                         _switchweapon = true;
1662
1663         e.strength_finished = max(0, e.strength_finished - time);
1664         e.invincible_finished = max(0, e.invincible_finished - time);
1665         e.superweapons_finished = max(0, e.superweapons_finished - time);
1666
1667         PREGIVE(e, items);
1668         PREGIVE_WEAPONS(e);
1669         PREGIVE(e, strength_finished);
1670         PREGIVE(e, invincible_finished);
1671         PREGIVE(e, superweapons_finished);
1672         PREGIVE(e, ammo_nails);
1673         PREGIVE(e, ammo_cells);
1674         PREGIVE(e, ammo_plasma);
1675         PREGIVE(e, ammo_shells);
1676         PREGIVE(e, ammo_rockets);
1677         PREGIVE(e, ammo_fuel);
1678         PREGIVE(e, armorvalue);
1679         PREGIVE(e, health);
1680
1681         for(i = beginarg; i < endarg; ++i)
1682         {
1683                 cmd = argv(i);
1684
1685                 if(cmd == "0" || stof(cmd))
1686                 {
1687                         val = stof(cmd);
1688                         continue;
1689                 }
1690                 switch(cmd)
1691                 {
1692                         case "no":
1693                                 op = OP_MAX;
1694                                 val = 0;
1695                                 continue;
1696                         case "max":
1697                                 op = OP_MAX;
1698                                 continue;
1699                         case "min":
1700                                 op = OP_MIN;
1701                                 continue;
1702                         case "plus":
1703                                 op = OP_PLUS;
1704                                 continue;
1705                         case "minus":
1706                                 op = OP_MINUS;
1707                                 continue;
1708                         case "ALL":
1709                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1710                                 got += GiveValue(e, strength_finished, op, val);
1711                                 got += GiveValue(e, invincible_finished, op, val);
1712                                 got += GiveValue(e, superweapons_finished, op, val);
1713                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1714                         case "all":
1715                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1716                                 got += GiveValue(e, health, op, val);
1717                                 got += GiveValue(e, armorvalue, op, val);
1718                         case "allweapons":
1719                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1720                         case "allammo":
1721                                 got += GiveValue(e, ammo_cells, op, val);
1722                                 got += GiveValue(e, ammo_plasma, op, val);
1723                                 got += GiveValue(e, ammo_shells, op, val);
1724                                 got += GiveValue(e, ammo_nails, op, val);
1725                                 got += GiveValue(e, ammo_rockets, op, val);
1726                                 got += GiveValue(e, ammo_fuel, op, val);
1727                                 break;
1728                         case "unlimited_ammo":
1729                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1730                                 break;
1731                         case "unlimited_weapon_ammo":
1732                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1733                                 break;
1734                         case "unlimited_superweapons":
1735                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1736                                 break;
1737                         case "jetpack":
1738                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1739                                 break;
1740                         case "fuel_regen":
1741                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1742                                 break;
1743                         case "strength":
1744                                 got += GiveValue(e, strength_finished, op, val);
1745                                 break;
1746                         case "invincible":
1747                                 got += GiveValue(e, invincible_finished, op, val);
1748                                 break;
1749                         case "superweapons":
1750                                 got += GiveValue(e, superweapons_finished, op, val);
1751                                 break;
1752                         case "cells":
1753                                 got += GiveValue(e, ammo_cells, op, val);
1754                                 break;
1755                         case "plasma":
1756                                 got += GiveValue(e, ammo_plasma, op, val);
1757                                 break;
1758                         case "shells":
1759                                 got += GiveValue(e, ammo_shells, op, val);
1760                                 break;
1761                         case "nails":
1762                         case "bullets":
1763                                 got += GiveValue(e, ammo_nails, op, val);
1764                                 break;
1765                         case "rockets":
1766                                 got += GiveValue(e, ammo_rockets, op, val);
1767                                 break;
1768                         case "health":
1769                                 got += GiveValue(e, health, op, val);
1770                                 break;
1771                         case "armor":
1772                                 got += GiveValue(e, armorvalue, op, val);
1773                                 break;
1774                         case "fuel":
1775                                 got += GiveValue(e, ammo_fuel, op, val);
1776                                 break;
1777                         default:
1778                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1779                     got += GiveWeapon(e, it.m_id, op, val);
1780                     break;
1781                                 });
1782                                 break;
1783                 }
1784                 val = 999;
1785                 op = OP_SET;
1786         }
1787
1788         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1789         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1790         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1791         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1792         FOREACH(Weapons, it != WEP_Null, {
1793                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1794                 if(!(save_weapons & (it.m_wepset)))
1795                         if(e.weapons & (it.m_wepset))
1796                                 it.wr_init(it);
1797         });
1798         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1799         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1800         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1801         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1802         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1803         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1804         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1805         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);
1806         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);
1807         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);
1808
1809         if(e.superweapons_finished <= 0)
1810                 if(e.weapons & WEPSET_SUPERWEAPONS)
1811                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1812
1813         if(e.strength_finished <= 0)
1814                 e.strength_finished = 0;
1815         else
1816                 e.strength_finished += time;
1817         if(e.invincible_finished <= 0)
1818                 e.invincible_finished = 0;
1819         else
1820                 e.invincible_finished += time;
1821         if(e.superweapons_finished <= 0)
1822                 e.superweapons_finished = 0;
1823         else
1824                 e.superweapons_finished += time;
1825
1826         if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
1827                 _switchweapon = true;
1828         if(_switchweapon)
1829                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1830
1831         return got;
1832 }
1833 #endif