Merge branch 'master' into terencehill/music_player
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 #ifdef CSQC
2 void ItemDraw()
3 {
4     if(self.gravity)
5     {
6         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
7         if(self.move_flags & FL_ONGROUND)
8         { // For some reason move_avelocity gets set to '0 0 0' here ...
9             self.oldorigin = self.origin;
10             self.gravity = 0;
11
12             if(autocvar_cl_animate_items)
13             { // ... so reset it if animations are requested.
14                 if(self.ItemStatus & ITS_ANIMATE1)
15                     self.move_avelocity = '0 180 0';
16
17                 if(self.ItemStatus & ITS_ANIMATE2)
18                     self.move_avelocity = '0 -90 0';
19             }
20         }
21     }
22     else if (autocvar_cl_animate_items)
23     {
24         if(self.ItemStatus & ITS_ANIMATE1)
25         {
26             self.angles += self.move_avelocity * frametime;
27             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
28         }
29
30         if(self.ItemStatus & ITS_ANIMATE2)
31         {
32             self.angles += self.move_avelocity * frametime;
33             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
34         }
35     }
36 }
37
38 void ItemDrawSimple()
39 {
40     if(self.gravity)
41     {
42         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
43
44         if(self.move_flags & FL_ONGROUND)
45             self.gravity = 0;
46     }
47 }
48
49 void ItemRead(float _IsNew)
50 {
51     float sf = ReadByte();
52
53     if(sf & ISF_LOCATION)
54     {
55         self.origin_x = ReadCoord();
56         self.origin_y = ReadCoord();
57         self.origin_z = ReadCoord();
58         setorigin(self, self.origin);
59         self.oldorigin = self.origin;
60     }
61
62     if(sf & ISF_ANGLES)
63     {
64         self.angles_x = ReadCoord();
65         self.angles_y = ReadCoord();
66         self.angles_z = ReadCoord();
67         self.move_angles = self.angles;
68     }
69
70     if(sf & ISF_SIZE)
71     {
72         self.mins_x = ReadCoord();
73         self.mins_y = ReadCoord();
74         self.mins_z = ReadCoord();
75         self.maxs_x = ReadCoord();
76         self.maxs_y = ReadCoord();
77         self.maxs_z = ReadCoord();
78         setsize(self, self.mins, self.maxs);
79     }
80
81     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
82     {
83         self.ItemStatus = ReadByte();
84
85         if(self.ItemStatus & ITS_AVAILABLE)
86         {
87             self.alpha = 1;
88             self.colormod = self.glowmod = '1 1 1';
89         }
90         else
91         {
92             if (autocvar_cl_ghost_items_color)
93             {
94                 self.alpha = autocvar_cl_ghost_items;
95                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
96             }
97             else
98                 self.alpha = -1;
99         }
100
101         if(autocvar_cl_fullbright_items)
102             if(self.ItemStatus & ITS_ALLOWFB)
103                 self.effects |= EF_FULLBRIGHT;
104
105         if(self.ItemStatus & ITS_STAYWEP)
106         {
107             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
108             self.alpha = autocvar_cl_weapon_stay_alpha;
109
110         }
111
112         if(self.ItemStatus & ITS_POWERUP)
113         {
114             if(self.ItemStatus & ITS_AVAILABLE)
115                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
116             else
117                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
118         }
119     }
120
121     if(sf & ISF_MODEL)
122     {
123         self.drawmask  = MASK_NORMAL;
124         self.movetype  = MOVETYPE_TOSS;
125         self.draw       = ItemDraw;
126
127         if(self.mdl)
128             strunzone(self.mdl);
129
130         self.mdl = "";
131         string _fn = ReadString();
132
133         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
134         {
135             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
136             self.draw = ItemDrawSimple;
137
138
139
140             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
141                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
142             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
143                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
144             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
145                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
146             else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
147                 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
148             else
149             {
150                 self.draw = ItemDraw;
151                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
152             }
153         }
154
155         if(self.draw != ItemDrawSimple)
156             self.mdl = strzone(_fn);
157
158
159         if(self.mdl == "")
160             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
161
162         precache_model(self.mdl);
163         setmodel(self, self.mdl);
164     }
165
166     if(sf & ISF_COLORMAP)
167         self.colormap = ReadShort();
168
169     if(sf & ISF_DROP)
170     {
171         self.gravity = 1;
172         //self.move_angles = '0 0 0';
173         self.move_movetype = MOVETYPE_TOSS;
174         self.move_velocity_x = ReadCoord();
175         self.move_velocity_y = ReadCoord();
176         self.move_velocity_z = ReadCoord();
177         self.velocity = self.move_velocity;
178         self.move_origin = self.oldorigin;
179
180         if(!self.move_time)
181         {
182             self.move_time = time;
183             self.spawntime = time;
184         }
185         else
186             self.move_time = max(self.move_time, time);
187     }
188
189     if(autocvar_cl_animate_items)
190     {
191         if(self.ItemStatus & ITS_ANIMATE1)
192             self.move_avelocity = '0 180 0';
193
194         if(self.ItemStatus & ITS_ANIMATE2)
195             self.move_avelocity = '0 -90 0';
196     }
197 }
198
199 #endif
200
201 #ifdef SVQC
202 float ItemSend(entity to, float sf)
203 {
204     if(self.gravity)
205         sf |= ISF_DROP;
206     else
207         sf &= ~ISF_DROP;
208
209         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
210         WriteByte(MSG_ENTITY, sf);
211
212         //WriteByte(MSG_ENTITY, self.cnt);
213     if(sf & ISF_LOCATION)
214     {
215         WriteCoord(MSG_ENTITY, self.origin_x);
216         WriteCoord(MSG_ENTITY, self.origin_y);
217         WriteCoord(MSG_ENTITY, self.origin_z);
218     }
219
220     if(sf & ISF_ANGLES)
221     {
222         WriteCoord(MSG_ENTITY, self.angles_x);
223         WriteCoord(MSG_ENTITY, self.angles_y);
224         WriteCoord(MSG_ENTITY, self.angles_z);
225     }
226
227     if(sf & ISF_SIZE)
228     {
229         WriteCoord(MSG_ENTITY, self.mins_x);
230         WriteCoord(MSG_ENTITY, self.mins_y);
231         WriteCoord(MSG_ENTITY, self.mins_z);
232         WriteCoord(MSG_ENTITY, self.maxs_x);
233         WriteCoord(MSG_ENTITY, self.maxs_y);
234         WriteCoord(MSG_ENTITY, self.maxs_z);
235     }
236
237     if(sf & ISF_STATUS)
238         WriteByte(MSG_ENTITY, self.ItemStatus);
239
240     if(sf & ISF_MODEL)
241     {
242
243         if(self.mdl == "")
244             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
245
246         WriteString(MSG_ENTITY, self.mdl);
247     }
248
249
250     if(sf & ISF_COLORMAP)
251         WriteShort(MSG_ENTITY, self.colormap);
252
253     if(sf & ISF_DROP)
254     {
255         WriteCoord(MSG_ENTITY, self.velocity_x);
256         WriteCoord(MSG_ENTITY, self.velocity_y);
257         WriteCoord(MSG_ENTITY, self.velocity_z);
258     }
259
260     return TRUE;
261 }
262
263 void ItemUpdate(entity item)
264 {
265         item.SendFlags |= ISF_LOCATION;
266 }
267
268 float have_pickup_item(void)
269 {
270         if(self.flags & FL_POWERUP)
271         {
272                 if(autocvar_g_powerups > 0)
273                         return TRUE;
274                 if(autocvar_g_powerups == 0)
275                         return FALSE;
276         }
277         else
278         {
279                 if(autocvar_g_pickup_items > 0)
280                         return TRUE;
281                 if(autocvar_g_pickup_items == 0)
282                         return FALSE;
283                 if(g_weaponarena)
284                         if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
285                                 return FALSE;
286         }
287         return TRUE;
288 }
289
290 /*
291 float Item_Customize()
292 {
293         if(self.spawnshieldtime)
294                 return TRUE;
295         if(self.weapons & ~other.weapons)
296         {
297                 self.colormod = '0 0 0';
298                 self.glowmod = self.colormod;
299                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
300                 return TRUE;
301         }
302         else
303         {
304                 if(g_ghost_items)
305                 {
306                         self.colormod = stov(autocvar_g_ghost_items_color);
307                         self.glowmod = self.colormod;
308                         self.alpha = g_ghost_items;
309                         return TRUE;
310                 }
311                 else
312                         return FALSE;
313         }
314 }
315 */
316
317 void Item_Show (entity e, float mode)
318 {
319         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
320         e.ItemStatus &= ~ITS_STAYWEP;
321         if (mode > 0)
322         {
323                 // make the item look normal, and be touchable
324                 e.model = e.mdl;
325                 e.solid = SOLID_TRIGGER;
326                 e.spawnshieldtime = 1;
327                 e.ItemStatus |= ITS_AVAILABLE;
328         }
329         else if (mode < 0)
330         {
331                 // hide the item completely
332                 e.model = string_null;
333                 e.solid = SOLID_NOT;
334                 e.spawnshieldtime = 1;
335                 e.ItemStatus &= ~ITS_AVAILABLE;
336         }
337         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
338         {
339                 // make the item translucent and not touchable
340                 e.model = e.mdl;
341                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
342                 e.effects |= EF_STARDUST;
343                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
344                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
345         }
346         else
347         {
348                 //setmodel(e, "null");
349                 e.solid = SOLID_NOT;
350                 e.colormod = '0 0 0';
351                 e.glowmod = e.colormod;
352                 e.spawnshieldtime = 1;
353                 e.ItemStatus &= ~ITS_AVAILABLE;
354         }
355
356         if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
357             e.ItemStatus |= ITS_POWERUP;
358
359         if (autocvar_g_nodepthtestitems)
360                 e.effects |= EF_NODEPTHTEST;
361
362
363     if (autocvar_g_fullbrightitems)
364                 e.ItemStatus |= ITS_ALLOWFB;
365
366         if (autocvar_sv_simple_items)
367         e.ItemStatus |= ITS_ALLOWSI;
368
369         // relink entity (because solid may have changed)
370         setorigin(e, e.origin);
371     e.SendFlags |= ISF_STATUS;
372 }
373
374 void Item_Think()
375 {
376         self.nextthink = time;
377         if(self.origin != self.oldorigin)
378         {
379                 self.oldorigin = self.origin;
380                 ItemUpdate(self);
381         }
382 }
383
384 void Item_Respawn (void)
385 {
386         Item_Show(self, 1);
387         // this is ugly...
388         if(self.items == IT_STRENGTH)
389                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM);    // play respawn sound
390         else if(self.items == IT_INVINCIBLE)
391                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
392         else
393                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
394         setorigin (self, self.origin);
395
396         self.think = Item_Think;
397         self.nextthink = time;
398         
399         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
400         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
401 }
402
403 void Item_RespawnCountdown (void)
404 {
405         if(self.count >= ITEM_RESPAWN_TICKS)
406         {
407                 if(self.waypointsprite_attached)
408                         WaypointSprite_Kill(self.waypointsprite_attached);
409                 Item_Respawn();
410         }
411         else
412         {
413                 self.nextthink = time + 1;
414                 self.count += 1;
415                 if(self.count == 1)
416                 {
417                         string name;
418                         vector rgb = '1 0 1';
419                         name = string_null;
420                         switch(self.items)
421                         {
422                                 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
423                                 case IT_JETPACK:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
424                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
425                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
426                         }
427                         item_name = name;
428                         item_color = rgb;
429                         MUTATOR_CALLHOOK(Item_RespawnCountdown);
430                         name = item_name;
431                         rgb = item_color;
432                         if(self.flags & FL_WEAPON)
433                         {
434                                 entity wi = get_weaponinfo(self.weapon);
435                                 if(wi)
436                                 {
437                                         name = wi.wpmodel;
438                                         rgb = '1 0 0';
439                                 }
440                         }
441                         if(name)
442                         {
443                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
444                                 if(self.waypointsprite_attached)
445                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
446                         }
447                         else
448                         {
449                                 print("Unknown powerup-marked item is wanting to respawn\n");
450                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
451                         }
452                 }
453                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
454                 if(self.waypointsprite_attached)
455                 {
456                         WaypointSprite_Ping(self.waypointsprite_attached);
457                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
458                 }
459         }
460 }
461
462 void Item_RespawnThink()
463 {
464         self.nextthink = time;
465         if(self.origin != self.oldorigin)
466         {
467                 self.oldorigin = self.origin;
468                 ItemUpdate(self);
469         }
470
471         if(time >= self.wait)
472                 Item_Respawn();
473 }
474
475 void Item_ScheduleRespawnIn(entity e, float t)
476 {
477         if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
478         {
479                 e.think = Item_RespawnCountdown;
480                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
481                 e.count = 0;
482         }
483         else
484         {
485                 e.think = Item_RespawnThink;
486                 e.nextthink = time;
487                 e.wait = time + t;
488         }
489 }
490
491 void Item_ScheduleRespawn(entity e)
492 {
493         if(e.respawntime > 0)
494         {
495                 Item_Show(e, 0);
496                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
497         }
498         else // if respawntime is -1, this item does not respawn
499                 Item_Show(e, -1);
500 }
501
502 void Item_ScheduleInitialRespawn(entity e)
503 {
504         Item_Show(e, 0);
505         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
506 }
507
508 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
509 {
510         if (!item.ammotype)
511                 return FALSE;
512
513         if (item.spawnshieldtime)
514         {
515                 if ((player.ammotype < ammomax) || item.pickup_anyway)
516                 {
517                         player.ammotype = bound(player.ammotype, ammomax, player.ammotype + item.ammotype);
518                         goto YEAH;
519                 }
520         }
521         else if(g_weapon_stay == 2)
522         {
523                 float mi = min(item.ammotype, ammomax);
524                 if (player.ammotype < mi)
525                 {
526                         player.ammotype = mi;
527                         goto YEAH;
528                 }
529         }
530
531         return FALSE;
532
533 :YEAH
534         switch(mode)
535         {
536                 case ITEM_MODE_FUEL:
537                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
538                         break;
539                 case ITEM_MODE_HEALTH:
540                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
541                         break;
542                 case ITEM_MODE_ARMOR:
543                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
544                         break;
545                 default:
546                         break;
547         }
548         return TRUE;
549 }
550
551 float Item_GiveTo(entity item, entity player)
552 {
553         float _switchweapon;
554         float pickedup;
555         float it;
556         float i;
557
558         // if nothing happens to player, just return without taking the item
559         pickedup = FALSE;
560         _switchweapon = FALSE;
561         // in case the player has autoswitch enabled do the following:
562         // if the player is using their best weapon before items are given, they
563         // probably want to switch to an even better weapon after items are given
564         if (player.autoswitch)
565         if (player.switchweapon == w_getbestweapon(player))
566                 _switchweapon = TRUE;
567
568         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
569                 _switchweapon = TRUE;
570
571         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
572         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
573         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
574         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
575         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
576         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
577         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
578         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
579
580         if (item.flags & FL_WEAPON)
581         {
582                 WepSet it;
583                 it = item.weapons;
584                 it &= ~player.weapons;
585
586                 if (it || (item.spawnshieldtime && item.pickup_anyway))
587                 {
588                         pickedup = TRUE;
589                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
590                         if(it & WepSet_FromWeapon(i))
591                         {
592                                 W_DropEvent(WR_PICKUP, player, i, item);
593                                 W_GiveWeapon(player, i);
594                         }
595                 }
596         }
597
598         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
599         {
600                 pickedup = TRUE;
601                 player.items |= it;
602                 sprint (player, strcat("You got the ^2", item.netname, "\n"));
603         }
604
605         if (item.strength_finished)
606         {
607                 pickedup = TRUE;
608                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
609         }
610         if (item.invincible_finished)
611         {
612                 pickedup = TRUE;
613                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
614         }
615         if (item.superweapons_finished)
616         {
617                 pickedup = TRUE;
618                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
619         }
620
621 :skip
622
623         // always eat teamed entities
624         if(item.team)
625                 pickedup = TRUE;
626
627         if (!pickedup)
628                 return 0;
629
630         if (_switchweapon)
631                 if (player.switchweapon != w_getbestweapon(player))
632                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
633
634         return 1;
635 }
636
637 void Item_Touch (void)
638 {
639         entity e, head;
640
641         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
642         if(self.classname == "droppedweapon")
643         {
644                 if (ITEM_TOUCH_NEEDKILL())
645                 {
646                         remove(self);
647                         return;
648                 }
649         }
650
651         if (!IS_PLAYER(other))
652                 return;
653         if (other.frozen)
654                 return;
655         if (other.deadflag)
656                 return;
657         if (self.solid != SOLID_TRIGGER)
658                 return;
659         if (self.owner == other)
660                 return;
661         if (time < self.item_spawnshieldtime)
662                 return;
663
664         switch(MUTATOR_CALLHOOK(ItemTouch))
665         {
666                 case MUT_ITEMTOUCH_RETURN: { return; }
667                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
668         }
669
670         if (self.classname == "droppedweapon")
671         {
672                 self.strength_finished = max(0, self.strength_finished - time);
673                 self.invincible_finished = max(0, self.invincible_finished - time);
674                 self.superweapons_finished = max(0, self.superweapons_finished - time);
675         }
676
677         if(!Item_GiveTo(self, other))
678         {
679                 if (self.classname == "droppedweapon")
680                 {
681                         // undo what we did above
682                         self.strength_finished += time;
683                         self.invincible_finished += time;
684                         self.superweapons_finished += time;
685                 }
686                 return;
687         }
688
689         :pickup
690
691         other.last_pickup = time;
692
693         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
694         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
695
696         if (self.classname == "droppedweapon")
697                 remove (self);
698         else if (!self.spawnshieldtime)
699                 return;
700         else
701         {
702                 if(self.team)
703                 {
704                         RandomSelection_Init();
705                         for(head = world; (head = findfloat(head, team, self.team)); )
706                         {
707                                 if(head.flags & FL_ITEM)
708                                 {
709                                         Item_Show(head, -1);
710                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
711                                 }
712                         }
713                         e = RandomSelection_chosen_ent;
714
715                 }
716                 else
717                         e = self;
718                 Item_ScheduleRespawn(e);
719         }
720 }
721
722 void Item_Reset()
723 {
724         Item_Show(self, !self.state);
725         setorigin (self, self.origin);
726
727         if(self.classname != "droppedweapon")
728         {
729                 self.think = Item_Think;
730                 self.nextthink = time;
731
732                 if(self.waypointsprite_attached)
733                         WaypointSprite_Kill(self.waypointsprite_attached);
734
735                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
736                         Item_ScheduleInitialRespawn(self);
737         }
738 }
739
740 void Item_FindTeam()
741 {
742         entity head, e;
743
744         if(self.effects & EF_NODRAW)
745         {
746                 // marker for item team search
747                 dprint("Initializing item team ", ftos(self.team), "\n");
748                 RandomSelection_Init();
749                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
750                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
751                 e = RandomSelection_chosen_ent;
752                 e.state = 0;
753                 Item_Show(e, 1);
754
755                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
756                 {
757                         if(head != e)
758                         {
759                                 // make it a non-spawned item
760                                 Item_Show(head, -1);
761                                 head.state = 1; // state 1 = initially hidden item
762                         }
763                         head.effects &= ~EF_NODRAW;
764                 }
765
766                 Item_Reset();
767         }
768 }
769
770 // Savage: used for item garbage-collection
771 // TODO: perhaps nice special effect?
772 void RemoveItem(void)
773 {
774         remove(self);
775 }
776
777 // pickup evaluation functions
778 // these functions decide how desirable an item is to the bots
779
780 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
781
782 float weapon_pickupevalfunc(entity player, entity item)
783 {
784         float c, j, position;
785
786         // See if I have it already
787         if(item.weapons & ~player.weapons)
788         {
789                 // If I can pick it up
790                 if(!item.spawnshieldtime)
791                         c = 0;
792                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
793                 {
794                         // Skilled bots will grab more
795                         c = bound(0, skill / 10, 1) * 0.5;
796                 }
797                 else
798                         c = 0;
799         }
800         else
801                 c = 1;
802
803         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
804         if( bot_custom_weapon && c )
805         {
806                 // Find the highest position on any range
807                 position = -1;
808                 for(j = 0; j < WEP_LAST ; ++j){
809                         if(
810                                         bot_weapons_far[j] == item.weapon ||
811                                         bot_weapons_mid[j] == item.weapon ||
812                                         bot_weapons_close[j] == item.weapon
813                           )
814                         {
815                                 position = j;
816                                 break;
817                         }
818                 }
819
820                 // Rate it
821                 if (position >= 0 )
822                 {
823                         position = WEP_LAST - position;
824                         // item.bot_pickupbasevalue is overwritten here
825                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
826                 }
827         }
828
829         return item.bot_pickupbasevalue * c;
830 }
831
832 float commodity_pickupevalfunc(entity player, entity item)
833 {
834         float c, i;
835         float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_plasma = FALSE, need_fuel = FALSE;
836         entity wi;
837         c = 0;
838
839         // Detect needed ammo
840         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
841         {
842                 wi = get_weaponinfo(i);
843
844                 if (!(player.weapons & WepSet_FromWeapon(i)))
845                         continue;
846
847                 if(wi.items & IT_SHELLS)
848                         need_shells = TRUE;
849                 else if(wi.items & IT_NAILS)
850                         need_nails = TRUE;
851                 else if(wi.items & IT_ROCKETS)
852                         need_rockets = TRUE;
853                 else if(wi.items & IT_CELLS)
854                         need_cells = TRUE;
855                 else if(wi.items & IT_PLASMA)
856                         need_plasma = TRUE;
857                 else if(wi.items & IT_FUEL)
858                         need_fuel = TRUE;
859         }
860
861         // TODO: figure out if the player even has the weapon this ammo is for?
862         // may not affect strategy much though...
863         // find out how much more ammo/armor/health the player can hold
864         if (need_shells)
865         if (item.ammo_shells)
866         if (player.ammo_shells < g_pickup_shells_max)
867                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
868         if (need_nails)
869         if (item.ammo_nails)
870         if (player.ammo_nails < g_pickup_nails_max)
871                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
872         if (need_rockets)
873         if (item.ammo_rockets)
874         if (player.ammo_rockets < g_pickup_rockets_max)
875                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
876         if (need_cells)
877         if (item.ammo_cells)
878         if (player.ammo_cells < g_pickup_cells_max)
879                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
880         if (need_plasma)
881         if (item.ammo_plasma)
882         if (player.ammo_plasma < g_pickup_plasma_max)
883                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
884         if (need_fuel)
885         if (item.ammo_fuel)
886         if (player.ammo_fuel < g_pickup_fuel_max)
887                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
888         if (item.armorvalue)
889         if (player.armorvalue < item.max_armorvalue)
890                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
891         if (item.health)
892         if (player.health < item.max_health)
893                 c = c + max(0, 1 - player.health / item.max_health);
894
895         return item.bot_pickupbasevalue * c;
896 }
897
898 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
899 {
900         if(ITEM_DAMAGE_NEEDKILL(deathtype))
901                 RemoveItem();
902 }
903
904 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
905 {
906         startitem_failed = FALSE;
907
908         if(self.model == "")
909                 self.model = itemmodel;
910
911         if(self.model == "")
912     {
913         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
914         return;
915     }
916
917         if(self.item_pickupsound == "")
918                 self.item_pickupsound = pickupsound;
919
920         if(!self.respawntime) // both need to be set
921         {
922                 self.respawntime = defaultrespawntime;
923                 self.respawntimejitter = defaultrespawntimejitter;
924         }
925
926         self.items = itemid;
927         self.weapon = weaponid;
928
929         if(weaponid)
930                 self.weapons = WepSet_FromWeapon(weaponid);
931
932         self.flags = FL_ITEM | itemflags;
933
934         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
935         {
936                 startitem_failed = TRUE;
937                 remove(self);
938                 return;
939         }
940
941         // is it a dropped weapon?
942         if (self.classname == "droppedweapon")
943         {
944                 self.reset = SUB_Remove;
945                 // it's a dropped weapon
946                 self.movetype = MOVETYPE_TOSS;
947
948                 // Savage: remove thrown items after a certain period of time ("garbage collection")
949                 self.think = RemoveItem;
950                 self.nextthink = time + 20;
951
952                 self.takedamage = DAMAGE_YES;
953                 self.event_damage = Item_Damage;
954
955                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
956                 /*
957                 if(self.items == 0)
958                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
959                 if(self.ammo_nails == 0)
960                 if(self.ammo_cells == 0)
961                 if(self.ammo_rockets == 0)
962                 if(self.ammo_shells == 0)
963                 if(self.ammo_fuel == 0)
964                 if(self.health == 0)
965                 if(self.armorvalue == 0)
966                 */
967                 {
968                         // if item is worthless after a timer, have it expire then
969                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
970                 }
971
972                 // don't drop if in a NODROP zone (such as lava)
973                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
974                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
975                 {
976                         startitem_failed = TRUE;
977                         remove(self);
978                         return;
979                 }
980         }
981         else
982         {
983                 if(!have_pickup_item())
984                 {
985                         startitem_failed = TRUE;
986                         remove (self);
987                         return;
988                 }
989
990                 self.reset = Item_Reset;
991                 // it's a level item
992                 if(self.spawnflags & 1)
993                         self.noalign = 1;
994                 if (self.noalign)
995                         self.movetype = MOVETYPE_NONE;
996                 else
997                         self.movetype = MOVETYPE_TOSS;
998                 // do item filtering according to game mode and other things
999                 if (!self.noalign)
1000                 {
1001                         // first nudge it off the floor a little bit to avoid math errors
1002                         setorigin(self, self.origin + '0 0 1');
1003                         // set item size before we spawn a spawnfunc_waypoint
1004                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1005                                 setsize (self, '-16 -16 0', '16 16 48');
1006                         else
1007                                 setsize (self, '-16 -16 0', '16 16 32');
1008
1009                         // note droptofloor returns FALSE if stuck/or would fall too far
1010                         droptofloor();
1011                         waypoint_spawnforitem(self);
1012                 }
1013
1014                 /*
1015                  * can't do it that way, as it would break maps
1016                  * TODO make a target_give like entity another way, that perhaps has
1017                  * the weapon name in a key
1018                 if(self.targetname)
1019                 {
1020                         // target_give not yet supported; maybe later
1021                         print("removed targeted ", self.classname, "\n");
1022                         startitem_failed = TRUE;
1023                         remove (self);
1024                         return;
1025                 }
1026                 */
1027
1028                 if(autocvar_spawn_debug >= 2)
1029                 {
1030                         entity otheritem;
1031                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1032                         {
1033                             // why not flags & fl_item?
1034                                 if(otheritem.is_item)
1035                                 {
1036                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1037                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1038                                         error("Mapper sucks.");
1039                                 }
1040                         }
1041                         self.is_item = TRUE;
1042                 }
1043
1044                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1045
1046                 precache_model (self.model);
1047                 precache_sound (self.item_pickupsound);
1048
1049                 precache_sound ("misc/itemrespawncountdown.wav");
1050                 if(itemid == IT_STRENGTH)
1051                         precache_sound ("misc/strength_respawn.wav");
1052                 else if(itemid == IT_INVINCIBLE)
1053                         precache_sound ("misc/shield_respawn.wav");
1054                 else
1055                         precache_sound ("misc/itemrespawn.wav");
1056
1057                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1058                         self.target = "###item###"; // for finding the nearest item using find()
1059         }
1060
1061         self.bot_pickup = TRUE;
1062         self.bot_pickupevalfunc = pickupevalfunc;
1063         self.bot_pickupbasevalue = pickupbasevalue;
1064         self.mdl = self.model;
1065         self.netname = itemname;
1066         self.touch = Item_Touch;
1067         setmodel(self, "null"); // precision set below
1068         //self.effects |= EF_LOWPRECISION;
1069
1070         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1071     {
1072         self.pos1 = '-16 -16 0';
1073         self.pos2 = '16 16 48';
1074     }
1075         else
1076     {
1077         self.pos1 = '-16 -16 0';
1078         self.pos2 = '16 16 32';
1079     }
1080     setsize (self, self.pos1, self.pos2);
1081
1082     if(itemflags & FL_POWERUP)
1083         self.ItemStatus |= ITS_ANIMATE1;
1084
1085         if(self.armorvalue || self.health)
1086         self.ItemStatus |= ITS_ANIMATE2;
1087
1088         if(itemflags & FL_WEAPON)
1089         {
1090                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1091             self.colormap = 1024; // color shirt=0 pants=0 grey
1092         else
1093             self.gravity = 1;
1094
1095                 self.ItemStatus |= ITS_ANIMATE1;
1096                 self.ItemStatus |= ISF_COLORMAP;
1097         }
1098
1099         self.state = 0;
1100         if(self.team) // broken, no idea why.
1101         {
1102                 if(!self.cnt)
1103                         self.cnt = 1; // item probability weight
1104
1105                 self.effects |= EF_NODRAW; // marker for item team search
1106                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1107         }
1108         else
1109                 Item_Reset();
1110
1111     Net_LinkEntity(self, FALSE, 0, ItemSend);
1112         
1113         self.SendFlags |= ISF_SIZE;
1114         if(self.angles)
1115                 self.SendFlags |= ISF_ANGLES;
1116
1117         // call this hook after everything else has been done
1118         if(MUTATOR_CALLHOOK(Item_Spawn))
1119         {
1120                 startitem_failed = TRUE;
1121                 remove(self);
1122                 return;
1123         }
1124 }
1125 void spawnfunc_item_rockets (void) {
1126         if(!self.ammo_rockets)
1127                 self.ammo_rockets = g_pickup_rockets;
1128         if(!self.pickup_anyway)
1129                 self.pickup_anyway = g_pickup_ammo_anyway;
1130         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1131 }
1132
1133 void spawnfunc_item_shells (void);
1134 void spawnfunc_item_bullets (void) {
1135         if(!weaponswapping)
1136         if(autocvar_sv_q3acompat_machineshotgunswap)
1137         if(self.classname != "droppedweapon")
1138         {
1139                 weaponswapping = TRUE;
1140                 spawnfunc_item_shells();
1141                 weaponswapping = FALSE;
1142                 return;
1143         }
1144
1145         if(!self.ammo_nails)
1146                 self.ammo_nails = g_pickup_nails;
1147         if(!self.pickup_anyway)
1148                 self.pickup_anyway = g_pickup_ammo_anyway;
1149         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1150 }
1151
1152 void spawnfunc_item_cells (void) {
1153         if(!self.ammo_cells)
1154                 self.ammo_cells = g_pickup_cells;
1155         if(!self.pickup_anyway)
1156                 self.pickup_anyway = g_pickup_ammo_anyway;
1157         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1158 }
1159
1160 void spawnfunc_item_plasma()
1161 {
1162         if(!self.ammo_plasma)
1163                 self.ammo_plasma = g_pickup_plasma;
1164         if(!self.pickup_anyway)
1165                 self.pickup_anyway = g_pickup_ammo_anyway;
1166         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "plasma", IT_PLASMA, 0, 0, commodity_pickupevalfunc, 2000);
1167 }
1168
1169 void spawnfunc_item_shells (void) {
1170         if(!weaponswapping)
1171         if(autocvar_sv_q3acompat_machineshotgunswap)
1172         if(self.classname != "droppedweapon")
1173         {
1174                 weaponswapping = TRUE;
1175                 spawnfunc_item_bullets();
1176                 weaponswapping = FALSE;
1177                 return;
1178         }
1179
1180         if(!self.ammo_shells)
1181                 self.ammo_shells = g_pickup_shells;
1182         if(!self.pickup_anyway)
1183                 self.pickup_anyway = g_pickup_ammo_anyway;
1184         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1185 }
1186
1187 void spawnfunc_item_armor_small (void) {
1188         if(!self.armorvalue)
1189                 self.armorvalue = g_pickup_armorsmall;
1190         if(!self.max_armorvalue)
1191                 self.max_armorvalue = g_pickup_armorsmall_max;
1192         if(!self.pickup_anyway)
1193                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1194         StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1195 }
1196
1197 void spawnfunc_item_armor_medium (void) {
1198         if(!self.armorvalue)
1199                 self.armorvalue = g_pickup_armormedium;
1200         if(!self.max_armorvalue)
1201                 self.max_armorvalue = g_pickup_armormedium_max;
1202         if(!self.pickup_anyway)
1203                 self.pickup_anyway = g_pickup_armormedium_anyway;
1204         StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1205 }
1206
1207 void spawnfunc_item_armor_big (void) {
1208         if(!self.armorvalue)
1209                 self.armorvalue = g_pickup_armorbig;
1210         if(!self.max_armorvalue)
1211                 self.max_armorvalue = g_pickup_armorbig_max;
1212         if(!self.pickup_anyway)
1213                 self.pickup_anyway = g_pickup_armorbig_anyway;
1214         StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1215 }
1216
1217 void spawnfunc_item_armor_large (void) {
1218         if(!self.armorvalue)
1219                 self.armorvalue = g_pickup_armorlarge;
1220         if(!self.max_armorvalue)
1221                 self.max_armorvalue = g_pickup_armorlarge_max;
1222         if(!self.pickup_anyway)
1223                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1224         StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1225 }
1226
1227 void spawnfunc_item_health_small (void) {
1228         if(!self.max_health)
1229                 self.max_health = g_pickup_healthsmall_max;
1230         if(!self.health)
1231                 self.health = g_pickup_healthsmall;
1232         if(!self.pickup_anyway)
1233                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1234         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1235 }
1236
1237 void spawnfunc_item_health_medium (void) {
1238         if(!self.max_health)
1239                 self.max_health = g_pickup_healthmedium_max;
1240         if(!self.health)
1241                 self.health = g_pickup_healthmedium;
1242         if(!self.pickup_anyway)
1243                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1244         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1245 }
1246
1247 void spawnfunc_item_health_large (void) {
1248         if(!self.max_health)
1249                 self.max_health = g_pickup_healthlarge_max;
1250         if(!self.health)
1251                 self.health = g_pickup_healthlarge;
1252         if(!self.pickup_anyway)
1253                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1254         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1255 }
1256
1257 void spawnfunc_item_health_mega (void) {
1258                 if(!self.max_health)
1259                         self.max_health = g_pickup_healthmega_max;
1260                 if(!self.health)
1261                         self.health = g_pickup_healthmega;
1262                 if(!self.pickup_anyway)
1263                         self.pickup_anyway = g_pickup_healthmega_anyway;
1264                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1265 }
1266
1267 // support old misnamed entities
1268 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1269 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1270 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1271 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1272 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1273
1274 void spawnfunc_item_strength (void) {
1275                 precache_sound("weapons/strength_fire.wav");
1276                 if(!self.strength_finished)
1277                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1278                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1279 }
1280
1281 void spawnfunc_item_invincible (void) {
1282                 if(!self.invincible_finished)
1283                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1284                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1285 }
1286
1287 // compatibility:
1288 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1289
1290 void target_items_use (void)
1291 {
1292         if(activator.classname == "droppedweapon")
1293         {
1294                 EXACTTRIGGER_TOUCH;
1295                 remove(activator);
1296                 return;
1297         }
1298
1299         if (!IS_PLAYER(activator))
1300                 return;
1301         if(activator.deadflag != DEAD_NO)
1302                 return;
1303         EXACTTRIGGER_TOUCH;
1304
1305         entity e;
1306         for(e = world; (e = find(e, classname, "droppedweapon")); )
1307                 if(e.enemy == activator)
1308                         remove(e);
1309
1310         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1311                 centerprint(activator, self.message);
1312 }
1313
1314 void spawnfunc_target_items (void)
1315 {
1316         float n, i, j;
1317         entity e;
1318
1319         self.use = target_items_use;
1320         if(!self.strength_finished)
1321                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1322         if(!self.invincible_finished)
1323                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1324         if(!self.superweapons_finished)
1325                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1326
1327         precache_sound("misc/itempickup.wav");
1328         precache_sound("misc/megahealth.wav");
1329         precache_sound("misc/armor25.wav");
1330         precache_sound("misc/powerup.wav");
1331         precache_sound("misc/poweroff.wav");
1332         precache_sound("weapons/weaponpickup.wav");
1333
1334         n = tokenize_console(self.netname);
1335         if(argv(0) == "give")
1336         {
1337                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1338         }
1339         else
1340         {
1341                 for(i = 0; i < n; ++i)
1342                 {
1343                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1344                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1345                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1346                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1347                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1348                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1349                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1350                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1351                         else
1352                         {
1353                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1354                                 {
1355                                         e = get_weaponinfo(j);
1356                                         if(argv(i) == e.netname)
1357                                         {
1358                                                 self.weapons |= WepSet_FromWeapon(j);
1359                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1360                                                         WEP_ACTION(e.weapon, WR_INIT);
1361                                                 break;
1362                                         }
1363                                 }
1364                                 if(j > WEP_LAST)
1365                                         print("target_items: invalid item ", argv(i), "\n");
1366                         }
1367                 }
1368
1369                 string itemprefix, valueprefix;
1370                 if(self.spawnflags == 0)
1371                 {
1372                         itemprefix = "";
1373                         valueprefix = "";
1374                 }
1375                 else if(self.spawnflags == 1)
1376                 {
1377                         itemprefix = "max ";
1378                         valueprefix = "max ";
1379                 }
1380                 else if(self.spawnflags == 2)
1381                 {
1382                         itemprefix = "min ";
1383                         valueprefix = "min ";
1384                 }
1385                 else if(self.spawnflags == 4)
1386                 {
1387                         itemprefix = "minus ";
1388                         valueprefix = "max ";
1389                 }
1390                 else
1391                 {
1392                         error("invalid spawnflags");
1393 #ifdef GMQCC
1394                         itemprefix = string_null;
1395                         valueprefix = string_null;
1396 #endif
1397                 }
1398
1399                 self.netname = "";
1400                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1401                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1402                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1403                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1404                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1405                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1406                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1407                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1408                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1409                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1410                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1411                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1412                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1413                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1414                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1415                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1416                 {
1417                         e = get_weaponinfo(j);
1418                         if(e.weapon)
1419                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1420                 }
1421         }
1422         self.netname = strzone(self.netname);
1423         //print(self.netname, "\n");
1424
1425         n = tokenize_console(self.netname);
1426         for(i = 0; i < n; ++i)
1427         {
1428                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1429                 {
1430                         e = get_weaponinfo(j);
1431                         if(argv(i) == e.netname)
1432                         {
1433                                 WEP_ACTION(e.weapon, WR_INIT);
1434                                 break;
1435                         }
1436                 }
1437         }
1438 }
1439
1440 void spawnfunc_item_fuel(void)
1441 {
1442         if(!self.ammo_fuel)
1443                 self.ammo_fuel = g_pickup_fuel;
1444         if(!self.pickup_anyway)
1445                 self.pickup_anyway = g_pickup_ammo_anyway;
1446         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1447 }
1448
1449 void spawnfunc_item_fuel_regen(void)
1450 {
1451         if(start_items & IT_FUEL_REGEN)
1452         {
1453                 spawnfunc_item_fuel();
1454                 return;
1455         }
1456         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1457 }
1458
1459 void spawnfunc_item_jetpack(void)
1460 {
1461         if(g_grappling_hook)
1462                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1463         if(!self.ammo_fuel)
1464                 self.ammo_fuel = g_pickup_fuel_jetpack;
1465         if(start_items & IT_JETPACK)
1466         {
1467                 spawnfunc_item_fuel();
1468                 return;
1469         }
1470         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1471 }
1472
1473 float GiveWeapon(entity e, float wpn, float op, float val)
1474 {
1475         WepSet v0, v1;
1476         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1477         switch(op)
1478         {
1479                 case OP_SET:
1480                         if(val > 0)
1481                                 e.weapons |= WepSet_FromWeapon(wpn);
1482                         else
1483                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1484                         break;
1485                 case OP_MIN:
1486                 case OP_PLUS:
1487                         if(val > 0)
1488                                 e.weapons |= WepSet_FromWeapon(wpn);
1489                         break;
1490                 case OP_MAX:
1491                         if(val <= 0)
1492                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1493                         break;
1494                 case OP_MINUS:
1495                         if(val > 0)
1496                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1497                         break;
1498         }
1499         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1500         return (v0 != v1);
1501 }
1502
1503 float GiveBit(entity e, .float fld, float bit, float op, float val)
1504 {
1505         float v0, v1;
1506         v0 = (e.fld & bit);
1507         switch(op)
1508         {
1509                 case OP_SET:
1510                         if(val > 0)
1511                                 e.fld |= bit;
1512                         else
1513                                 e.fld &= ~bit;
1514                         break;
1515                 case OP_MIN:
1516                 case OP_PLUS:
1517                         if(val > 0)
1518                                 e.fld |= bit;
1519                         break;
1520                 case OP_MAX:
1521                         if(val <= 0)
1522                                 e.fld &= ~bit;
1523                         break;
1524                 case OP_MINUS:
1525                         if(val > 0)
1526                                 e.fld &= ~bit;
1527                         break;
1528         }
1529         v1 = (e.fld & bit);
1530         return (v0 != v1);
1531 }
1532
1533 float GiveValue(entity e, .float fld, float op, float val)
1534 {
1535         float v0, v1;
1536         v0 = e.fld;
1537         switch(op)
1538         {
1539                 case OP_SET:
1540                         e.fld = val;
1541                         break;
1542                 case OP_MIN:
1543                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1544                         break;
1545                 case OP_MAX:
1546                         e.fld = min(e.fld, val);
1547                         break;
1548                 case OP_PLUS:
1549                         e.fld += val;
1550                         break;
1551                 case OP_MINUS:
1552                         e.fld -= val;
1553                         break;
1554         }
1555         v1 = e.fld;
1556         return (v0 != v1);
1557 }
1558
1559 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1560 {
1561         if(v1 == v0)
1562                 return;
1563         if(v1 <= v0 - t)
1564         {
1565                 if(snd_decr != "")
1566                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1567         }
1568         else if(v0 >= v0 + t)
1569         {
1570                 if(snd_incr != "")
1571                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1572         }
1573 }
1574
1575 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1576 {
1577         if(v0 < v1)
1578                 e.rotfield = max(e.rotfield, time + rottime);
1579         else if(v0 > v1)
1580                 e.regenfield = max(e.regenfield, time + regentime);
1581 }
1582 float GiveItems(entity e, float beginarg, float endarg)
1583 {
1584         float got, i, j, val, op;
1585         float _switchweapon;
1586         entity wi;
1587         string cmd;
1588
1589         val = 999;
1590         op = OP_SET;
1591
1592         got = 0;
1593
1594         _switchweapon = FALSE;
1595         if (e.autoswitch)
1596                 if (e.switchweapon == w_getbestweapon(e))
1597                         _switchweapon = TRUE;
1598
1599         e.strength_finished = max(0, e.strength_finished - time);
1600         e.invincible_finished = max(0, e.invincible_finished - time);
1601         e.superweapons_finished = max(0, e.superweapons_finished - time);
1602
1603         PREGIVE(e, items);
1604         PREGIVE_WEAPONS(e);
1605         PREGIVE(e, strength_finished);
1606         PREGIVE(e, invincible_finished);
1607         PREGIVE(e, superweapons_finished);
1608         PREGIVE(e, ammo_nails);
1609         PREGIVE(e, ammo_cells);
1610         PREGIVE(e, ammo_plasma);
1611         PREGIVE(e, ammo_shells);
1612         PREGIVE(e, ammo_rockets);
1613         PREGIVE(e, ammo_fuel);
1614         PREGIVE(e, armorvalue);
1615         PREGIVE(e, health);
1616
1617         for(i = beginarg; i < endarg; ++i)
1618         {
1619                 cmd = argv(i);
1620
1621                 if(cmd == "0" || stof(cmd))
1622                 {
1623                         val = stof(cmd);
1624                         continue;
1625                 }
1626                 switch(cmd)
1627                 {
1628                         case "no":
1629                                 op = OP_MAX;
1630                                 val = 0;
1631                                 continue;
1632                         case "max":
1633                                 op = OP_MAX;
1634                                 continue;
1635                         case "min":
1636                                 op = OP_MIN;
1637                                 continue;
1638                         case "plus":
1639                                 op = OP_PLUS;
1640                                 continue;
1641                         case "minus":
1642                                 op = OP_MINUS;
1643                                 continue;
1644                         case "ALL":
1645                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1646                                 got += GiveValue(e, strength_finished, op, val);
1647                                 got += GiveValue(e, invincible_finished, op, val);
1648                                 got += GiveValue(e, superweapons_finished, op, val);
1649                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1650                         case "all":
1651                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1652                                 got += GiveValue(e, health, op, val);
1653                                 got += GiveValue(e, armorvalue, op, val);
1654                         case "allweapons":
1655                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1656                                 {
1657                                         wi = get_weaponinfo(j);
1658                                         if(wi.weapon)
1659                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1660                                                         got += GiveWeapon(e, j, op, val);
1661                                 }
1662                         case "allammo":
1663                                 got += GiveValue(e, ammo_cells, op, val);
1664                                 got += GiveValue(e, ammo_plasma, op, val);
1665                                 got += GiveValue(e, ammo_shells, op, val);
1666                                 got += GiveValue(e, ammo_nails, op, val);
1667                                 got += GiveValue(e, ammo_rockets, op, val);
1668                                 got += GiveValue(e, ammo_fuel, op, val);
1669                                 break;
1670                         case "unlimited_ammo":
1671                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1672                                 break;
1673                         case "unlimited_weapon_ammo":
1674                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1675                                 break;
1676                         case "unlimited_superweapons":
1677                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1678                                 break;
1679                         case "jetpack":
1680                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1681                                 break;
1682                         case "fuel_regen":
1683                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1684                                 break;
1685                         case "strength":
1686                                 got += GiveValue(e, strength_finished, op, val);
1687                                 break;
1688                         case "invincible":
1689                                 got += GiveValue(e, invincible_finished, op, val);
1690                                 break;
1691                         case "superweapons":
1692                                 got += GiveValue(e, superweapons_finished, op, val);
1693                                 break;
1694                         case "cells":
1695                                 got += GiveValue(e, ammo_cells, op, val);
1696                                 break;
1697                         case "plasma":
1698                                 got += GiveValue(e, ammo_plasma, op, val);
1699                                 break;
1700                         case "shells":
1701                                 got += GiveValue(e, ammo_shells, op, val);
1702                                 break;
1703                         case "nails":
1704                         case "bullets":
1705                                 got += GiveValue(e, ammo_nails, op, val);
1706                                 break;
1707                         case "rockets":
1708                                 got += GiveValue(e, ammo_rockets, op, val);
1709                                 break;
1710                         case "health":
1711                                 got += GiveValue(e, health, op, val);
1712                                 break;
1713                         case "armor":
1714                                 got += GiveValue(e, armorvalue, op, val);
1715                                 break;
1716                         case "fuel":
1717                                 got += GiveValue(e, ammo_fuel, op, val);
1718                                 break;
1719                         default:
1720                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1721                                 {
1722                                         wi = get_weaponinfo(j);
1723                                         if(cmd == wi.netname)
1724                                         {
1725                                                 got += GiveWeapon(e, j, op, val);
1726                                                 break;
1727                                         }
1728                                 }
1729                                 if(j > WEP_LAST)
1730                                         print("give: invalid item ", cmd, "\n");
1731                                 break;
1732                 }
1733                 val = 999;
1734                 op = OP_SET;
1735         }
1736
1737         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1738         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1739         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1740         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1741         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1742         {
1743                 wi = get_weaponinfo(j);
1744                 if(wi.weapon)
1745                 {
1746                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1747                         if (!(save_weapons & WepSet_FromWeapon(j)))
1748                                 if(e.weapons & WepSet_FromWeapon(j))
1749                                         WEP_ACTION(wi.weapon, WR_INIT);
1750                 }
1751         }
1752         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1753         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1754         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1755         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1756         POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1757         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1758         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1759         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
1760         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
1761         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
1762
1763         if(e.superweapons_finished <= 0)
1764                 if(self.weapons & WEPSET_SUPERWEAPONS)
1765                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1766
1767         if(e.strength_finished <= 0)
1768                 e.strength_finished = 0;
1769         else
1770                 e.strength_finished += time;
1771         if(e.invincible_finished <= 0)
1772                 e.invincible_finished = 0;
1773         else
1774                 e.invincible_finished += time;
1775         if(e.superweapons_finished <= 0)
1776                 e.superweapons_finished = 0;
1777         else
1778                 e.superweapons_finished += time;
1779
1780         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1781                 _switchweapon = TRUE;
1782         if(_switchweapon)
1783                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1784
1785         return got;
1786 }
1787 #endif