Merge branch 'master' into samual/weapons
[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.model2;
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, health, item.max_health, ITEM_MODE_HEALTH);
577         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
578
579         if (item.flags & FL_WEAPON)
580         {
581                 WepSet it;
582                 it = item.weapons;
583                 it &= ~player.weapons;
584
585                 if (it || (item.spawnshieldtime && item.pickup_anyway))
586                 {
587                         pickedup = TRUE;
588                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
589                         if(it & WepSet_FromWeapon(i))
590                                 W_GiveWeapon(player, i);
591                 }
592         }
593
594         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
595         {
596                 pickedup = TRUE;
597                 player.items |= it;
598                 sprint (player, strcat("You got the ^2", item.netname, "\n"));
599         }
600
601         if (item.strength_finished)
602         {
603                 pickedup = TRUE;
604                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
605         }
606         if (item.invincible_finished)
607         {
608                 pickedup = TRUE;
609                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
610         }
611         if (item.superweapons_finished)
612         {
613                 pickedup = TRUE;
614                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
615         }
616
617 :skip
618
619         // always eat teamed entities
620         if(item.team)
621                 pickedup = TRUE;
622
623         if (!pickedup)
624                 return 0;
625
626         if (_switchweapon)
627                 if (player.switchweapon != w_getbestweapon(player))
628                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
629
630         return 1;
631 }
632
633 void Item_Touch (void)
634 {
635         entity e, head;
636
637         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
638         if(self.classname == "droppedweapon")
639         {
640                 if (ITEM_TOUCH_NEEDKILL())
641                 {
642                         remove(self);
643                         return;
644                 }
645         }
646
647         if (!IS_PLAYER(other))
648                 return;
649         if (other.deadflag)
650                 return;
651         if (self.solid != SOLID_TRIGGER)
652                 return;
653         if (self.owner == other)
654                 return;
655         if (time < self.item_spawnshieldtime)
656                 return;
657
658         switch(MUTATOR_CALLHOOK(ItemTouch))
659         {
660                 case MUT_ITEMTOUCH_RETURN: { return; }
661                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
662         }
663
664         if (self.classname == "droppedweapon")
665         {
666                 self.strength_finished = max(0, self.strength_finished - time);
667                 self.invincible_finished = max(0, self.invincible_finished - time);
668                 self.superweapons_finished = max(0, self.superweapons_finished - time);
669         }
670
671         if(!Item_GiveTo(self, other))
672         {
673                 if (self.classname == "droppedweapon")
674                 {
675                         // undo what we did above
676                         self.strength_finished += time;
677                         self.invincible_finished += time;
678                         self.superweapons_finished += time;
679                 }
680                 return;
681         }
682
683         :pickup
684
685         other.last_pickup = time;
686
687         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
688         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
689
690         if (self.classname == "droppedweapon")
691                 remove (self);
692         else if (!self.spawnshieldtime)
693                 return;
694         else
695         {
696                 if(self.team)
697                 {
698                         RandomSelection_Init();
699                         for(head = world; (head = findfloat(head, team, self.team)); )
700                         {
701                                 if(head.flags & FL_ITEM)
702                                 {
703                                         Item_Show(head, -1);
704                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
705                                 }
706                         }
707                         e = RandomSelection_chosen_ent;
708
709                 }
710                 else
711                         e = self;
712                 Item_ScheduleRespawn(e);
713         }
714 }
715
716 void Item_Reset()
717 {
718         Item_Show(self, !self.state);
719         setorigin (self, self.origin);
720
721         if(self.classname != "droppedweapon")
722         {
723                 self.think = Item_Think;
724                 self.nextthink = time;
725
726                 if(self.waypointsprite_attached)
727                         WaypointSprite_Kill(self.waypointsprite_attached);
728
729                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
730                         Item_ScheduleInitialRespawn(self);
731         }
732 }
733
734 void Item_FindTeam()
735 {
736         entity head, e;
737
738         if(self.effects & EF_NODRAW)
739         {
740                 // marker for item team search
741                 dprint("Initializing item team ", ftos(self.team), "\n");
742                 RandomSelection_Init();
743                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
744                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
745                 e = RandomSelection_chosen_ent;
746                 e.state = 0;
747                 Item_Show(e, 1);
748
749                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
750                 {
751                         if(head != e)
752                         {
753                                 // make it a non-spawned item
754                                 Item_Show(head, -1);
755                                 head.state = 1; // state 1 = initially hidden item
756                         }
757                         head.effects &= ~EF_NODRAW;
758                 }
759
760                 Item_Reset();
761         }
762 }
763
764 // Savage: used for item garbage-collection
765 // TODO: perhaps nice special effect?
766 void RemoveItem(void)
767 {
768         remove(self);
769 }
770
771 // pickup evaluation functions
772 // these functions decide how desirable an item is to the bots
773
774 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
775
776 float weapon_pickupevalfunc(entity player, entity item)
777 {
778         float c, j, position;
779
780         // See if I have it already
781         if(item.weapons & ~player.weapons)
782         {
783                 // If I can pick it up
784                 if(!item.spawnshieldtime)
785                         c = 0;
786                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
787                 {
788                         // Skilled bots will grab more
789                         c = bound(0, skill / 10, 1) * 0.5;
790                 }
791                 else
792                         c = 0;
793         }
794         else
795                 c = 1;
796
797         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
798         if( bot_custom_weapon && c )
799         {
800                 // Find the highest position on any range
801                 position = -1;
802                 for(j = 0; j < WEP_LAST ; ++j){
803                         if(
804                                         bot_weapons_far[j] == item.weapon ||
805                                         bot_weapons_mid[j] == item.weapon ||
806                                         bot_weapons_close[j] == item.weapon
807                           )
808                         {
809                                 position = j;
810                                 break;
811                         }
812                 }
813
814                 // Rate it
815                 if (position >= 0 )
816                 {
817                         position = WEP_LAST - position;
818                         // item.bot_pickupbasevalue is overwritten here
819                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
820                 }
821         }
822
823         return item.bot_pickupbasevalue * c;
824 }
825
826 float commodity_pickupevalfunc(entity player, entity item)
827 {
828         float c, i;
829         float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
830         entity wi;
831         c = 0;
832
833         // Detect needed ammo
834         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
835         {
836                 wi = get_weaponinfo(i);
837
838                 if (!(player.weapons & WepSet_FromWeapon(i)))
839                         continue;
840
841                 if(wi.items & IT_SHELLS)
842                         need_shells = TRUE;
843                 else if(wi.items & IT_NAILS)
844                         need_nails = TRUE;
845                 else if(wi.items & IT_ROCKETS)
846                         need_rockets = TRUE;
847                 else if(wi.items & IT_CELLS)
848                         need_cells = TRUE;
849                 else if(wi.items & IT_FUEL)
850                         need_cells = TRUE;
851         }
852
853         // TODO: figure out if the player even has the weapon this ammo is for?
854         // may not affect strategy much though...
855         // find out how much more ammo/armor/health the player can hold
856         if (need_shells)
857         if (item.ammo_shells)
858         if (player.ammo_shells < g_pickup_shells_max)
859                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
860         if (need_nails)
861         if (item.ammo_nails)
862         if (player.ammo_nails < g_pickup_nails_max)
863                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
864         if (need_rockets)
865         if (item.ammo_rockets)
866         if (player.ammo_rockets < g_pickup_rockets_max)
867                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
868         if (need_cells)
869         if (item.ammo_cells)
870         if (player.ammo_cells < g_pickup_cells_max)
871                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
872         if (need_fuel)
873         if (item.ammo_fuel)
874         if (player.ammo_fuel < g_pickup_fuel_max)
875                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
876         if (item.armorvalue)
877         if (player.armorvalue < item.max_armorvalue)
878                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
879         if (item.health)
880         if (player.health < item.max_health)
881                 c = c + max(0, 1 - player.health / item.max_health);
882
883         return item.bot_pickupbasevalue * c;
884 }
885
886 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
887 {
888         if(ITEM_DAMAGE_NEEDKILL(deathtype))
889                 RemoveItem();
890 }
891
892 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)
893 {
894         startitem_failed = FALSE;
895
896         if(self.model == "")
897                 self.model = itemmodel;
898
899         if(self.model == "")
900     {
901         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
902         return;
903     }
904
905         if(self.item_pickupsound == "")
906                 self.item_pickupsound = pickupsound;
907
908         if(!self.respawntime) // both need to be set
909         {
910                 self.respawntime = defaultrespawntime;
911                 self.respawntimejitter = defaultrespawntimejitter;
912         }
913
914         self.items = itemid;
915         self.weapon = weaponid;
916
917         if(weaponid)
918                 self.weapons = WepSet_FromWeapon(weaponid);
919
920         self.flags = FL_ITEM | itemflags;
921
922         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
923         {
924                 startitem_failed = TRUE;
925                 remove(self);
926                 return;
927         }
928
929         // is it a dropped weapon?
930         if (self.classname == "droppedweapon")
931         {
932                 self.reset = SUB_Remove;
933                 // it's a dropped weapon
934                 self.movetype = MOVETYPE_TOSS;
935
936                 // Savage: remove thrown items after a certain period of time ("garbage collection")
937                 self.think = RemoveItem;
938                 self.nextthink = time + 20;
939
940                 self.takedamage = DAMAGE_YES;
941                 self.event_damage = Item_Damage;
942
943                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
944                 /*
945                 if(self.items == 0)
946                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
947                 if(self.ammo_nails == 0)
948                 if(self.ammo_cells == 0)
949                 if(self.ammo_rockets == 0)
950                 if(self.ammo_shells == 0)
951                 if(self.ammo_fuel == 0)
952                 if(self.health == 0)
953                 if(self.armorvalue == 0)
954                 */
955                 {
956                         // if item is worthless after a timer, have it expire then
957                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
958                 }
959
960                 // don't drop if in a NODROP zone (such as lava)
961                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
962                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
963                 {
964                         startitem_failed = TRUE;
965                         remove(self);
966                         return;
967                 }
968         }
969         else
970         {
971                 if(!have_pickup_item())
972                 {
973                         startitem_failed = TRUE;
974                         remove (self);
975                         return;
976                 }
977
978                 self.reset = Item_Reset;
979                 // it's a level item
980                 if(self.spawnflags & 1)
981                         self.noalign = 1;
982                 if (self.noalign)
983                         self.movetype = MOVETYPE_NONE;
984                 else
985                         self.movetype = MOVETYPE_TOSS;
986                 // do item filtering according to game mode and other things
987                 if (!self.noalign)
988                 {
989                         // first nudge it off the floor a little bit to avoid math errors
990                         setorigin(self, self.origin + '0 0 1');
991                         // set item size before we spawn a spawnfunc_waypoint
992                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
993                                 setsize (self, '-16 -16 0', '16 16 48');
994                         else
995                                 setsize (self, '-16 -16 0', '16 16 32');
996
997                         // note droptofloor returns FALSE if stuck/or would fall too far
998                         droptofloor();
999                         waypoint_spawnforitem(self);
1000                 }
1001
1002                 /*
1003                  * can't do it that way, as it would break maps
1004                  * TODO make a target_give like entity another way, that perhaps has
1005                  * the weapon name in a key
1006                 if(self.targetname)
1007                 {
1008                         // target_give not yet supported; maybe later
1009                         print("removed targeted ", self.classname, "\n");
1010                         startitem_failed = TRUE;
1011                         remove (self);
1012                         return;
1013                 }
1014                 */
1015
1016                 if(autocvar_spawn_debug >= 2)
1017                 {
1018                         entity otheritem;
1019                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1020                         {
1021                             // why not flags & fl_item?
1022                                 if(otheritem.is_item)
1023                                 {
1024                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1025                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1026                                         error("Mapper sucks.");
1027                                 }
1028                         }
1029                         self.is_item = TRUE;
1030                 }
1031
1032                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1033
1034                 precache_model (self.model);
1035                 precache_sound (self.item_pickupsound);
1036
1037                 precache_sound ("misc/itemrespawncountdown.wav");
1038                 if(itemid == IT_STRENGTH)
1039                         precache_sound ("misc/strength_respawn.wav");
1040                 else if(itemid == IT_INVINCIBLE)
1041                         precache_sound ("misc/shield_respawn.wav");
1042                 else
1043                         precache_sound ("misc/itemrespawn.wav");
1044
1045                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1046                         self.target = "###item###"; // for finding the nearest item using find()
1047         }
1048
1049         self.bot_pickup = TRUE;
1050         self.bot_pickupevalfunc = pickupevalfunc;
1051         self.bot_pickupbasevalue = pickupbasevalue;
1052         self.mdl = self.model;
1053         self.netname = itemname;
1054         self.touch = Item_Touch;
1055         setmodel(self, "null"); // precision set below
1056         //self.effects |= EF_LOWPRECISION;
1057
1058         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1059     {
1060         self.pos1 = '-16 -16 0';
1061         self.pos2 = '16 16 48';
1062     }
1063         else
1064     {
1065         self.pos1 = '-16 -16 0';
1066         self.pos2 = '16 16 32';
1067     }
1068     setsize (self, self.pos1, self.pos2);
1069
1070     if(itemflags & FL_POWERUP)
1071         self.ItemStatus |= ITS_ANIMATE1;
1072
1073         if(self.armorvalue || self.health)
1074         self.ItemStatus |= ITS_ANIMATE2;
1075
1076         if(itemflags & FL_WEAPON)
1077         {
1078                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1079             self.colormap = 1024; // color shirt=0 pants=0 grey
1080         else
1081             self.gravity = 1;
1082
1083                 self.ItemStatus |= ITS_ANIMATE1;
1084                 self.ItemStatus |= ISF_COLORMAP;
1085         }
1086
1087         self.state = 0;
1088         if(self.team) // broken, no idea why.
1089         {
1090                 if(!self.cnt)
1091                         self.cnt = 1; // item probability weight
1092
1093                 self.effects |= EF_NODRAW; // marker for item team search
1094                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1095         }
1096         else
1097                 Item_Reset();
1098
1099     Net_LinkEntity(self, FALSE, 0, ItemSend);
1100         
1101         self.SendFlags |= ISF_SIZE;
1102         if(self.angles)
1103                 self.SendFlags |= ISF_ANGLES;
1104
1105         // call this hook after everything else has been done
1106         if(MUTATOR_CALLHOOK(Item_Spawn))
1107         {
1108                 startitem_failed = TRUE;
1109                 remove(self);
1110                 return;
1111         }
1112 }
1113 void spawnfunc_item_rockets (void) {
1114         if(!self.ammo_rockets)
1115                 self.ammo_rockets = g_pickup_rockets;
1116         if(!self.pickup_anyway)
1117                 self.pickup_anyway = g_pickup_ammo_anyway;
1118         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);
1119 }
1120
1121 void spawnfunc_item_shells (void);
1122 void spawnfunc_item_bullets (void) {
1123         if(!weaponswapping)
1124         if(autocvar_sv_q3acompat_machineshotgunswap)
1125         if(self.classname != "droppedweapon")
1126         {
1127                 weaponswapping = TRUE;
1128                 spawnfunc_item_shells();
1129                 weaponswapping = FALSE;
1130                 return;
1131         }
1132
1133         if(!self.ammo_nails)
1134                 self.ammo_nails = g_pickup_nails;
1135         if(!self.pickup_anyway)
1136                 self.pickup_anyway = g_pickup_ammo_anyway;
1137         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);
1138 }
1139
1140 void spawnfunc_item_cells (void) {
1141         if(!self.ammo_cells)
1142                 self.ammo_cells = g_pickup_cells;
1143         if(!self.pickup_anyway)
1144                 self.pickup_anyway = g_pickup_ammo_anyway;
1145         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);
1146 }
1147
1148 void spawnfunc_item_shells (void) {
1149         if(!weaponswapping)
1150         if(autocvar_sv_q3acompat_machineshotgunswap)
1151         if(self.classname != "droppedweapon")
1152         {
1153                 weaponswapping = TRUE;
1154                 spawnfunc_item_bullets();
1155                 weaponswapping = FALSE;
1156                 return;
1157         }
1158
1159         if(!self.ammo_shells)
1160                 self.ammo_shells = g_pickup_shells;
1161         if(!self.pickup_anyway)
1162                 self.pickup_anyway = g_pickup_ammo_anyway;
1163         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);
1164 }
1165
1166 void spawnfunc_item_armor_small (void) {
1167         if(!self.armorvalue)
1168                 self.armorvalue = g_pickup_armorsmall;
1169         if(!self.max_armorvalue)
1170                 self.max_armorvalue = g_pickup_armorsmall_max;
1171         if(!self.pickup_anyway)
1172                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1173         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);
1174 }
1175
1176 void spawnfunc_item_armor_medium (void) {
1177         if(!self.armorvalue)
1178                 self.armorvalue = g_pickup_armormedium;
1179         if(!self.max_armorvalue)
1180                 self.max_armorvalue = g_pickup_armormedium_max;
1181         if(!self.pickup_anyway)
1182                 self.pickup_anyway = g_pickup_armormedium_anyway;
1183         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);
1184 }
1185
1186 void spawnfunc_item_armor_big (void) {
1187         if(!self.armorvalue)
1188                 self.armorvalue = g_pickup_armorbig;
1189         if(!self.max_armorvalue)
1190                 self.max_armorvalue = g_pickup_armorbig_max;
1191         if(!self.pickup_anyway)
1192                 self.pickup_anyway = g_pickup_armorbig_anyway;
1193         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);
1194 }
1195
1196 void spawnfunc_item_armor_large (void) {
1197         if(!self.armorvalue)
1198                 self.armorvalue = g_pickup_armorlarge;
1199         if(!self.max_armorvalue)
1200                 self.max_armorvalue = g_pickup_armorlarge_max;
1201         if(!self.pickup_anyway)
1202                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1203         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);
1204 }
1205
1206 void spawnfunc_item_health_small (void) {
1207         if(!self.max_health)
1208                 self.max_health = g_pickup_healthsmall_max;
1209         if(!self.health)
1210                 self.health = g_pickup_healthsmall;
1211         if(!self.pickup_anyway)
1212                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1213         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);
1214 }
1215
1216 void spawnfunc_item_health_medium (void) {
1217         if(!self.max_health)
1218                 self.max_health = g_pickup_healthmedium_max;
1219         if(!self.health)
1220                 self.health = g_pickup_healthmedium;
1221         if(!self.pickup_anyway)
1222                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1223         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);
1224 }
1225
1226 void spawnfunc_item_health_large (void) {
1227         if(!self.max_health)
1228                 self.max_health = g_pickup_healthlarge_max;
1229         if(!self.health)
1230                 self.health = g_pickup_healthlarge;
1231         if(!self.pickup_anyway)
1232                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1233         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);
1234 }
1235
1236 void spawnfunc_item_health_mega (void) {
1237                 if(!self.max_health)
1238                         self.max_health = g_pickup_healthmega_max;
1239                 if(!self.health)
1240                         self.health = g_pickup_healthmega;
1241                 if(!self.pickup_anyway)
1242                         self.pickup_anyway = g_pickup_healthmega_anyway;
1243                 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);
1244 }
1245
1246 // support old misnamed entities
1247 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1248 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1249 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1250 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1251 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1252
1253 void spawnfunc_item_strength (void) {
1254                 precache_sound("weapons/strength_fire.wav");
1255                 if(!self.strength_finished)
1256                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1257                 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);
1258 }
1259
1260 void spawnfunc_item_invincible (void) {
1261                 if(!self.invincible_finished)
1262                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1263                 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);
1264 }
1265
1266 // compatibility:
1267 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1268
1269 void target_items_use (void)
1270 {
1271         if(activator.classname == "droppedweapon")
1272         {
1273                 EXACTTRIGGER_TOUCH;
1274                 remove(activator);
1275                 return;
1276         }
1277
1278         if (!IS_PLAYER(activator))
1279                 return;
1280         if(activator.deadflag != DEAD_NO)
1281                 return;
1282         EXACTTRIGGER_TOUCH;
1283
1284         entity e;
1285         for(e = world; (e = find(e, classname, "droppedweapon")); )
1286                 if(e.enemy == activator)
1287                         remove(e);
1288
1289         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1290                 centerprint(activator, self.message);
1291 }
1292
1293 void spawnfunc_target_items (void)
1294 {
1295         float n, i, j;
1296         entity e;
1297
1298         self.use = target_items_use;
1299         if(!self.strength_finished)
1300                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1301         if(!self.invincible_finished)
1302                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1303         if(!self.superweapons_finished)
1304                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1305
1306         precache_sound("misc/itempickup.wav");
1307         precache_sound("misc/megahealth.wav");
1308         precache_sound("misc/armor25.wav");
1309         precache_sound("misc/powerup.wav");
1310         precache_sound("misc/poweroff.wav");
1311         precache_sound("weapons/weaponpickup.wav");
1312
1313         n = tokenize_console(self.netname);
1314         if(argv(0) == "give")
1315         {
1316                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1317         }
1318         else
1319         {
1320                 for(i = 0; i < n; ++i)
1321                 {
1322                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1323                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1324                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1325                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1326                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1327                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1328                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1329                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1330                         else
1331                         {
1332                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1333                                 {
1334                                         e = get_weaponinfo(j);
1335                                         if(argv(i) == e.netname)
1336                                         {
1337                                                 self.weapons |= WepSet_FromWeapon(j);
1338                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1339                                                         WEP_ACTION(e.weapon, WR_INIT);
1340                                                 break;
1341                                         }
1342                                 }
1343                                 if(j > WEP_LAST)
1344                                         print("target_items: invalid item ", argv(i), "\n");
1345                         }
1346                 }
1347
1348                 string itemprefix, valueprefix;
1349                 if(self.spawnflags == 0)
1350                 {
1351                         itemprefix = "";
1352                         valueprefix = "";
1353                 }
1354                 else if(self.spawnflags == 1)
1355                 {
1356                         itemprefix = "max ";
1357                         valueprefix = "max ";
1358                 }
1359                 else if(self.spawnflags == 2)
1360                 {
1361                         itemprefix = "min ";
1362                         valueprefix = "min ";
1363                 }
1364                 else if(self.spawnflags == 4)
1365                 {
1366                         itemprefix = "minus ";
1367                         valueprefix = "max ";
1368                 }
1369                 else
1370                 {
1371                         error("invalid spawnflags");
1372 #ifdef GMQCC
1373                         itemprefix = string_null;
1374                         valueprefix = string_null;
1375 #endif
1376                 }
1377
1378                 self.netname = "";
1379                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1380                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1381                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1382                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1383                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1384                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1385                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1386                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1387                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1388                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1389                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1390                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1391                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1392                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1393                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1394                 {
1395                         e = get_weaponinfo(j);
1396                         if(e.weapon)
1397                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1398                 }
1399         }
1400         self.netname = strzone(self.netname);
1401         //print(self.netname, "\n");
1402
1403         n = tokenize_console(self.netname);
1404         for(i = 0; i < n; ++i)
1405         {
1406                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1407                 {
1408                         e = get_weaponinfo(j);
1409                         if(argv(i) == e.netname)
1410                         {
1411                                 WEP_ACTION(e.weapon, WR_INIT);
1412                                 break;
1413                         }
1414                 }
1415         }
1416 }
1417
1418 void spawnfunc_item_fuel(void)
1419 {
1420         if(!self.ammo_fuel)
1421                 self.ammo_fuel = g_pickup_fuel;
1422         if(!self.pickup_anyway)
1423                 self.pickup_anyway = g_pickup_ammo_anyway;
1424         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);
1425 }
1426
1427 void spawnfunc_item_fuel_regen(void)
1428 {
1429         if(start_items & IT_FUEL_REGEN)
1430         {
1431                 spawnfunc_item_fuel();
1432                 return;
1433         }
1434         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);
1435 }
1436
1437 void spawnfunc_item_jetpack(void)
1438 {
1439         if(g_grappling_hook)
1440                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1441         if(!self.ammo_fuel)
1442                 self.ammo_fuel = g_pickup_fuel_jetpack;
1443         if(start_items & IT_JETPACK)
1444         {
1445                 spawnfunc_item_fuel();
1446                 return;
1447         }
1448         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);
1449 }
1450
1451 float GiveWeapon(entity e, float wpn, float op, float val)
1452 {
1453         WepSet v0, v1;
1454         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1455         switch(op)
1456         {
1457                 case OP_SET:
1458                         if(val > 0)
1459                                 e.weapons |= WepSet_FromWeapon(wpn);
1460                         else
1461                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1462                         break;
1463                 case OP_MIN:
1464                 case OP_PLUS:
1465                         if(val > 0)
1466                                 e.weapons |= WepSet_FromWeapon(wpn);
1467                         break;
1468                 case OP_MAX:
1469                         if(val <= 0)
1470                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1471                         break;
1472                 case OP_MINUS:
1473                         if(val > 0)
1474                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1475                         break;
1476         }
1477         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1478         return (v0 != v1);
1479 }
1480
1481 float GiveBit(entity e, .float fld, float bit, float op, float val)
1482 {
1483         float v0, v1;
1484         v0 = (e.fld & bit);
1485         switch(op)
1486         {
1487                 case OP_SET:
1488                         if(val > 0)
1489                                 e.fld |= bit;
1490                         else
1491                                 e.fld &= ~bit;
1492                         break;
1493                 case OP_MIN:
1494                 case OP_PLUS:
1495                         if(val > 0)
1496                                 e.fld |= bit;
1497                         break;
1498                 case OP_MAX:
1499                         if(val <= 0)
1500                                 e.fld &= ~bit;
1501                         break;
1502                 case OP_MINUS:
1503                         if(val > 0)
1504                                 e.fld &= ~bit;
1505                         break;
1506         }
1507         v1 = (e.fld & bit);
1508         return (v0 != v1);
1509 }
1510
1511 float GiveValue(entity e, .float fld, float op, float val)
1512 {
1513         float v0, v1;
1514         v0 = e.fld;
1515         switch(op)
1516         {
1517                 case OP_SET:
1518                         e.fld = val;
1519                         break;
1520                 case OP_MIN:
1521                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1522                         break;
1523                 case OP_MAX:
1524                         e.fld = min(e.fld, val);
1525                         break;
1526                 case OP_PLUS:
1527                         e.fld += val;
1528                         break;
1529                 case OP_MINUS:
1530                         e.fld -= val;
1531                         break;
1532         }
1533         v1 = e.fld;
1534         return (v0 != v1);
1535 }
1536
1537 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1538 {
1539         if(v1 == v0)
1540                 return;
1541         if(v1 <= v0 - t)
1542         {
1543                 if(snd_decr != "")
1544                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1545         }
1546         else if(v0 >= v0 + t)
1547         {
1548                 if(snd_incr != "")
1549                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1550         }
1551 }
1552
1553 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1554 {
1555         if(v0 < v1)
1556                 e.rotfield = max(e.rotfield, time + rottime);
1557         else if(v0 > v1)
1558                 e.regenfield = max(e.regenfield, time + regentime);
1559 }
1560 float GiveItems(entity e, float beginarg, float endarg)
1561 {
1562         float got, i, j, val, op;
1563         float _switchweapon;
1564         entity wi;
1565         string cmd;
1566
1567         val = 999;
1568         op = OP_SET;
1569
1570         got = 0;
1571
1572         _switchweapon = FALSE;
1573         if (e.autoswitch)
1574                 if (e.switchweapon == w_getbestweapon(e))
1575                         _switchweapon = TRUE;
1576
1577         e.strength_finished = max(0, e.strength_finished - time);
1578         e.invincible_finished = max(0, e.invincible_finished - time);
1579         e.superweapons_finished = max(0, e.superweapons_finished - time);
1580
1581         PREGIVE(e, items);
1582         PREGIVE_WEAPONS(e);
1583         PREGIVE(e, strength_finished);
1584         PREGIVE(e, invincible_finished);
1585         PREGIVE(e, superweapons_finished);
1586         PREGIVE(e, ammo_nails);
1587         PREGIVE(e, ammo_cells);
1588         PREGIVE(e, ammo_shells);
1589         PREGIVE(e, ammo_rockets);
1590         PREGIVE(e, ammo_fuel);
1591         PREGIVE(e, armorvalue);
1592         PREGIVE(e, health);
1593
1594         for(i = beginarg; i < endarg; ++i)
1595         {
1596                 cmd = argv(i);
1597
1598                 if(cmd == "0" || stof(cmd))
1599                 {
1600                         val = stof(cmd);
1601                         continue;
1602                 }
1603                 switch(cmd)
1604                 {
1605                         case "no":
1606                                 op = OP_MAX;
1607                                 val = 0;
1608                                 continue;
1609                         case "max":
1610                                 op = OP_MAX;
1611                                 continue;
1612                         case "min":
1613                                 op = OP_MIN;
1614                                 continue;
1615                         case "plus":
1616                                 op = OP_PLUS;
1617                                 continue;
1618                         case "minus":
1619                                 op = OP_MINUS;
1620                                 continue;
1621                         case "ALL":
1622                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1623                                 got += GiveValue(e, strength_finished, op, val);
1624                                 got += GiveValue(e, invincible_finished, op, val);
1625                                 got += GiveValue(e, superweapons_finished, op, val);
1626                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1627                         case "all":
1628                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1629                                 got += GiveValue(e, health, op, val);
1630                                 got += GiveValue(e, armorvalue, op, val);
1631                         case "allweapons":
1632                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1633                                 {
1634                                         wi = get_weaponinfo(j);
1635                                         if(wi.weapon)
1636                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1637                                                         got += GiveWeapon(e, j, op, val);
1638                                 }
1639                         case "allammo":
1640                                 got += GiveValue(e, ammo_cells, op, val);
1641                                 got += GiveValue(e, ammo_shells, op, val);
1642                                 got += GiveValue(e, ammo_nails, op, val);
1643                                 got += GiveValue(e, ammo_rockets, op, val);
1644                                 got += GiveValue(e, ammo_fuel, op, val);
1645                                 break;
1646                         case "unlimited_ammo":
1647                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1648                                 break;
1649                         case "unlimited_weapon_ammo":
1650                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1651                                 break;
1652                         case "unlimited_superweapons":
1653                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1654                                 break;
1655                         case "jetpack":
1656                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1657                                 break;
1658                         case "fuel_regen":
1659                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1660                                 break;
1661                         case "strength":
1662                                 got += GiveValue(e, strength_finished, op, val);
1663                                 break;
1664                         case "invincible":
1665                                 got += GiveValue(e, invincible_finished, op, val);
1666                                 break;
1667                         case "superweapons":
1668                                 got += GiveValue(e, superweapons_finished, op, val);
1669                                 break;
1670                         case "cells":
1671                                 got += GiveValue(e, ammo_cells, op, val);
1672                                 break;
1673                         case "shells":
1674                                 got += GiveValue(e, ammo_shells, op, val);
1675                                 break;
1676                         case "nails":
1677                         case "bullets":
1678                                 got += GiveValue(e, ammo_nails, op, val);
1679                                 break;
1680                         case "rockets":
1681                                 got += GiveValue(e, ammo_rockets, op, val);
1682                                 break;
1683                         case "health":
1684                                 got += GiveValue(e, health, op, val);
1685                                 break;
1686                         case "armor":
1687                                 got += GiveValue(e, armorvalue, op, val);
1688                                 break;
1689                         case "fuel":
1690                                 got += GiveValue(e, ammo_fuel, op, val);
1691                                 break;
1692                         default:
1693                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1694                                 {
1695                                         wi = get_weaponinfo(j);
1696                                         if(cmd == wi.netname)
1697                                         {
1698                                                 got += GiveWeapon(e, j, op, val);
1699                                                 break;
1700                                         }
1701                                 }
1702                                 if(j > WEP_LAST)
1703                                         print("give: invalid item ", cmd, "\n");
1704                                 break;
1705                 }
1706                 val = 999;
1707                 op = OP_SET;
1708         }
1709
1710         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1711         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1712         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1713         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1714         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1715         {
1716                 wi = get_weaponinfo(j);
1717                 if(wi.weapon)
1718                 {
1719                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1720                         if (!(save_weapons & WepSet_FromWeapon(j)))
1721                                 if(e.weapons & WepSet_FromWeapon(j))
1722                                         WEP_ACTION(wi.weapon, WR_INIT);
1723                 }
1724         }
1725         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1726         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1727         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1728         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1729         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1730         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1731         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);
1732         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);
1733         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);
1734
1735         if(e.superweapons_finished <= 0)
1736                 if(self.weapons & WEPSET_SUPERWEAPONS)
1737                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1738
1739         if(e.strength_finished <= 0)
1740                 e.strength_finished = 0;
1741         else
1742                 e.strength_finished += time;
1743         if(e.invincible_finished <= 0)
1744                 e.invincible_finished = 0;
1745         else
1746                 e.invincible_finished += time;
1747         if(e.superweapons_finished <= 0)
1748                 e.superweapons_finished = 0;
1749         else
1750                 e.superweapons_finished += time;
1751
1752         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1753                 _switchweapon = TRUE;
1754         if(_switchweapon)
1755                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1756
1757         return got;
1758 }
1759 #endif