]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/t_items.qc
64bdfa552559474ece73722e02f5ee60610ed1e9
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 #include "t_items.qh"
2
3 #include "../common/items/all.qc"
4
5 #if defined(SVQC)
6
7     #include "bot/bot.qh"
8     #include "bot/waypoints.qh"
9
10     #include "mutators/all.qh"
11
12     #include "weapons/common.qh"
13     #include "weapons/selection.qh"
14     #include "weapons/weaponsystem.qh"
15
16     #include "../common/constants.qh"
17     #include "../common/deathtypes/all.qh"
18     #include "../common/notifications.qh"
19         #include "../common/triggers/subs.qh"
20     #include "../common/util.qh"
21
22     #include "../common/monsters/all.qh"
23
24     #include "../common/weapons/all.qh"
25
26     #include "../lib/warpzone/util_server.qh"
27 #endif
28
29 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
30
31 #ifdef CSQC
32 void ItemDraw(entity self)
33 {
34     if(self.gravity)
35     {
36         Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
37         if(self.move_flags & FL_ONGROUND)
38         { // For some reason move_avelocity gets set to '0 0 0' here ...
39             self.oldorigin = self.origin;
40             self.gravity = 0;
41
42             if(autocvar_cl_animate_items)
43             { // ... so reset it if animations are requested.
44                 if(self.ItemStatus & ITS_ANIMATE1)
45                     self.move_avelocity = '0 180 0';
46
47                 if(self.ItemStatus & ITS_ANIMATE2)
48                     self.move_avelocity = '0 -90 0';
49             }
50         }
51     }
52     else if (autocvar_cl_animate_items)
53     {
54         if(self.ItemStatus & ITS_ANIMATE1)
55         {
56             self.angles += self.move_avelocity * frametime;
57             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
58         }
59
60         if(self.ItemStatus & ITS_ANIMATE2)
61         {
62             self.angles += self.move_avelocity * frametime;
63             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
64         }
65     }
66 }
67
68 void ItemDrawSimple(entity this)
69 {
70     if(self.gravity)
71     {
72         Movetype_Physics_MatchServer(self, autocvar_cl_projectiles_sloppy);
73
74         if(self.move_flags & FL_ONGROUND)
75             self.gravity = 0;
76     }
77 }
78
79 void Item_PreDraw()
80 {SELFPARAM();
81         vector org;
82         float alph;
83         org = getpropertyvec(VF_ORIGIN);
84         if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
85                 alph = 0;
86         else if(self.fade_start)
87                 alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
88         else
89                 alph = 1;
90         //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
91         if(self.ItemStatus & ITS_AVAILABLE)
92                 self.alpha = alph;
93         if(alph <= 0)
94                 self.drawmask = 0;
95         else
96                 self.drawmask = MASK_NORMAL;
97 }
98
99 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
100 {
101     int sf = ReadByte();
102
103     if(sf & ISF_LOCATION)
104     {
105         self.origin_x = ReadCoord();
106         self.origin_y = ReadCoord();
107         self.origin_z = ReadCoord();
108         setorigin(self, self.origin);
109         self.oldorigin = self.origin;
110     }
111
112     if(sf & ISF_ANGLES)
113     {
114         self.angles_x = ReadAngle();
115         self.angles_y = ReadAngle();
116         self.angles_z = ReadAngle();
117         self.move_angles = self.angles;
118     }
119
120     if(sf & ISF_SIZE)
121     {
122         float use_bigsize = ReadByte();
123         setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
124     }
125
126     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
127     {
128         self.ItemStatus = ReadByte();
129
130         if(self.ItemStatus & ITS_AVAILABLE)
131         {
132             self.alpha = 1;
133             self.colormod = self.glowmod = '1 1 1';
134         }
135         else
136         {
137             if (autocvar_cl_ghost_items_color)
138             {
139                 self.alpha = autocvar_cl_ghost_items;
140                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
141             }
142             else
143                 self.alpha = -1;
144         }
145
146         if(autocvar_cl_fullbright_items)
147             if(self.ItemStatus & ITS_ALLOWFB)
148                 self.effects |= EF_FULLBRIGHT;
149
150         if(self.ItemStatus & ITS_STAYWEP)
151         {
152             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
153             self.alpha = autocvar_cl_weapon_stay_alpha;
154
155         }
156
157         if(self.ItemStatus & ITS_POWERUP)
158         {
159             if(self.ItemStatus & ITS_AVAILABLE)
160                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
161             else
162                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
163         }
164     }
165
166     if(sf & ISF_MODEL)
167     {
168         self.drawmask  = MASK_NORMAL;
169                 self.move_movetype = self.movetype = MOVETYPE_TOSS;
170         self.draw       = ItemDraw;
171
172         self.fade_end = ReadShort();
173         self.fade_start = ReadShort();
174         if(self.fade_start && !autocvar_cl_items_nofade)
175                 self.predraw = Item_PreDraw;
176
177         if(self.mdl)
178             strunzone(self.mdl);
179
180         self.mdl = "";
181         string _fn = ReadString();
182
183         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
184         {
185             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
186             self.draw = ItemDrawSimple;
187
188             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
189                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
190             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
191                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
192             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
193                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
194             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
195                 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
196             else
197             {
198                 self.draw = ItemDraw;
199                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
200             }
201         }
202
203         if(self.draw != ItemDrawSimple)
204             self.mdl = strzone(_fn);
205
206
207         if(self.mdl == "")
208             LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
209
210         precache_model(self.mdl);
211         _setmodel(self, self.mdl);
212     }
213
214     if(sf & ISF_COLORMAP)
215         self.colormap = ReadShort();
216
217     if(sf & ISF_DROP)
218     {
219         self.gravity = 1;
220         //self.move_angles = '0 0 0';
221         self.move_movetype = MOVETYPE_TOSS;
222         self.move_velocity_x = ReadCoord();
223         self.move_velocity_y = ReadCoord();
224         self.move_velocity_z = ReadCoord();
225         self.velocity = self.move_velocity;
226         self.move_origin = self.oldorigin;
227
228         if(!self.move_time)
229         {
230             self.move_time = time;
231             self.spawntime = time;
232         }
233         else
234             self.move_time = max(self.move_time, time);
235     }
236
237     if(autocvar_cl_animate_items)
238     {
239         if(self.ItemStatus & ITS_ANIMATE1)
240             self.move_avelocity = '0 180 0';
241
242         if(self.ItemStatus & ITS_ANIMATE2)
243             self.move_avelocity = '0 -90 0';
244     }
245     return true;
246 }
247
248 #endif
249
250 #ifdef SVQC
251 bool ItemSend(entity this, entity to, int sf)
252 {
253         if(self.gravity)
254                 sf |= ISF_DROP;
255         else
256                 sf &= ~ISF_DROP;
257
258         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
259         WriteByte(MSG_ENTITY, sf);
260
261         //WriteByte(MSG_ENTITY, self.cnt);
262         if(sf & ISF_LOCATION)
263         {
264                 WriteCoord(MSG_ENTITY, self.origin.x);
265                 WriteCoord(MSG_ENTITY, self.origin.y);
266                 WriteCoord(MSG_ENTITY, self.origin.z);
267         }
268
269         if(sf & ISF_ANGLES)
270         {
271                 WriteAngle(MSG_ENTITY, self.angles_x);
272                 WriteAngle(MSG_ENTITY, self.angles_y);
273                 WriteAngle(MSG_ENTITY, self.angles_z);
274         }
275
276         if(sf & ISF_SIZE)
277         {
278                 Pickup p = this.itemdef;
279                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
280         }
281
282         if(sf & ISF_STATUS)
283                 WriteByte(MSG_ENTITY, self.ItemStatus);
284
285         if(sf & ISF_MODEL)
286         {
287                 WriteShort(MSG_ENTITY, self.fade_end);
288                 WriteShort(MSG_ENTITY, self.fade_start);
289
290                 if(self.mdl == "")
291                         LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
292
293                 WriteString(MSG_ENTITY, self.mdl);
294         }
295
296
297         if(sf & ISF_COLORMAP)
298                 WriteShort(MSG_ENTITY, self.colormap);
299
300         if(sf & ISF_DROP)
301         {
302                 WriteCoord(MSG_ENTITY, self.velocity.x);
303                 WriteCoord(MSG_ENTITY, self.velocity.y);
304                 WriteCoord(MSG_ENTITY, self.velocity.z);
305         }
306
307         return true;
308 }
309
310 void ItemUpdate(entity item)
311 {
312         item.SendFlags |= ISF_LOCATION;
313 }
314
315 bool have_pickup_item(entity this)
316 {
317         if(this.itemdef.instanceOfPowerup)
318         {
319                 if(autocvar_g_powerups > 0)
320                         return true;
321                 if(autocvar_g_powerups == 0)
322                         return false;
323         }
324         else
325         {
326                 if(autocvar_g_pickup_items > 0)
327                         return true;
328                 if(autocvar_g_pickup_items == 0)
329                         return false;
330                 if(g_weaponarena)
331                         if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
332                                 return false;
333         }
334         return true;
335 }
336
337 /*
338 float Item_Customize()
339 {
340         if(self.spawnshieldtime)
341                 return true;
342         if(self.weapons & ~other.weapons)
343         {
344                 self.colormod = '0 0 0';
345                 self.glowmod = self.colormod;
346                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
347                 return true;
348         }
349         else
350         {
351                 if(g_ghost_items)
352                 {
353                         self.colormod = stov(autocvar_g_ghost_items_color);
354                         self.glowmod = self.colormod;
355                         self.alpha = g_ghost_items;
356                         return true;
357                 }
358                 else
359                         return false;
360         }
361 }
362 */
363
364 void Item_Show (entity e, float mode)
365 {
366         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
367         e.ItemStatus &= ~ITS_STAYWEP;
368         if (mode > 0)
369         {
370                 // make the item look normal, and be touchable
371                 e.model = e.mdl;
372                 e.solid = SOLID_TRIGGER;
373                 e.spawnshieldtime = 1;
374                 e.ItemStatus |= ITS_AVAILABLE;
375         }
376         else if (mode < 0)
377         {
378                 // hide the item completely
379                 e.model = string_null;
380                 e.solid = SOLID_NOT;
381                 e.spawnshieldtime = 1;
382                 e.ItemStatus &= ~ITS_AVAILABLE;
383         }
384         else {
385         entity def = e.itemdef;
386         bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
387                 || e.team // weapon stay isn't supported for teamed weapons
388                 ;
389         if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
390         {
391                 // make the item translucent and not touchable
392                 e.model = e.mdl;
393                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
394                 e.effects |= EF_STARDUST;
395                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
396                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
397         }
398         else
399         {
400                 //setmodel(e, "null");
401                 e.solid = SOLID_NOT;
402                 e.colormod = '0 0 0';
403                 e.glowmod = e.colormod;
404                 e.spawnshieldtime = 1;
405                 e.ItemStatus &= ~ITS_AVAILABLE;
406         }}
407
408         if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
409                 e.ItemStatus |= ITS_POWERUP;
410
411         if (autocvar_g_nodepthtestitems)
412                 e.effects |= EF_NODEPTHTEST;
413
414
415         if (autocvar_g_fullbrightitems)
416                 e.ItemStatus |= ITS_ALLOWFB;
417
418         if (autocvar_sv_simple_items)
419                 e.ItemStatus |= ITS_ALLOWSI;
420
421         // relink entity (because solid may have changed)
422         setorigin(e, e.origin);
423         e.SendFlags |= ISF_STATUS;
424 }
425
426 void Item_Think()
427 {SELFPARAM();
428         self.nextthink = time;
429         if(self.origin != self.oldorigin)
430         {
431                 self.oldorigin = self.origin;
432                 ItemUpdate(self);
433         }
434 }
435
436 bool Item_ItemsTime_SpectatorOnly(GameItem it);
437 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
438 float Item_ItemsTime_UpdateTime(entity e, float t);
439 void Item_ItemsTime_SetTime(entity e, float t);
440 void Item_ItemsTime_SetTimesForAllPlayers();
441
442 void Item_Respawn ()
443 {SELFPARAM();
444         Item_Show(self, 1);
445         // this is ugly...
446         if(self.items == ITEM_Strength.m_itemid)
447                 sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
448         else if(self.items == ITEM_Shield.m_itemid)
449                 sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
450         else
451                 sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
452         setorigin (self, self.origin);
453
454     if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
455         {
456                 float t = Item_ItemsTime_UpdateTime(self, 0);
457                 Item_ItemsTime_SetTime(self, t);
458                 Item_ItemsTime_SetTimesForAllPlayers();
459         }
460
461         self.think = Item_Think;
462         self.nextthink = time;
463
464         //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
465         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
466 }
467
468 void Item_RespawnCountdown ()
469 {SELFPARAM();
470         if(self.count >= ITEM_RESPAWN_TICKS)
471         {
472                 if(self.waypointsprite_attached)
473                         WaypointSprite_Kill(self.waypointsprite_attached);
474                 Item_Respawn();
475         }
476         else
477         {
478                 self.nextthink = time + 1;
479                 self.count += 1;
480                 if(self.count == 1)
481                 {
482                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
483                         do {
484                                 {
485                                         entity wi = get_weaponinfo(self.weapon);
486                                         if (wi.m_id) {
487                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
488                                                 wp.wp_extra = wi.m_id;
489                                                 break;
490                                         }
491                                 }
492                                 {
493                                         entity ii = self.itemdef;
494                                         if (ii.m_id) {
495                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
496                                                 wp.wp_extra = ii.m_id;
497                                                 break;
498                                         }
499                                 }
500                         } while (0);
501             if(self.waypointsprite_attached)
502             {
503                 GameItem def = self.itemdef;
504                 if (Item_ItemsTime_SpectatorOnly(def))
505                     WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
506                 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
507             }
508                 }
509
510                 if(self.waypointsprite_attached)
511                 {
512                         setself(self.waypointsprite_attached);
513                         entity e;
514                         FOR_EACH_REALCLIENT(e)
515                                 if(self.waypointsprite_visible_for_player(e))
516                                 {
517                                         msg_entity = e;
518                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
519                                 }
520                         setself(this);
521
522                         WaypointSprite_Ping(self.waypointsprite_attached);
523                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
524                 }
525         }
526 }
527
528 void Item_RespawnThink()
529 {SELFPARAM();
530         self.nextthink = time;
531         if(self.origin != self.oldorigin)
532         {
533                 self.oldorigin = self.origin;
534                 ItemUpdate(self);
535         }
536
537         if(time >= self.wait)
538                 Item_Respawn();
539 }
540
541 void Item_ScheduleRespawnIn(entity e, float t)
542 {
543         if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
544         {
545                 e.think = Item_RespawnCountdown;
546                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
547                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
548                 e.count = 0;
549                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
550                 Item_ItemsTime_SetTime(e, t);
551                 Item_ItemsTime_SetTimesForAllPlayers();
552         }
553         else
554         {
555                 e.think = Item_RespawnThink;
556                 e.nextthink = time;
557                 e.scheduledrespawntime = time + t;
558                 e.wait = time + t;
559         }
560 }
561
562 void Item_ScheduleRespawn(entity e)
563 {
564         if(e.respawntime > 0)
565         {
566                 Item_Show(e, 0);
567                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
568         }
569         else // if respawntime is -1, this item does not respawn
570                 Item_Show(e, -1);
571 }
572
573 void Item_ScheduleInitialRespawn(entity e)
574 {
575         Item_Show(e, 0);
576         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
577 }
578
579 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
580 {
581         if (!item.(ammotype))
582                 return false;
583
584         if (item.spawnshieldtime)
585         {
586                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
587                 {
588                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
589                         goto YEAH;
590                 }
591         }
592         else if(g_weapon_stay == 2)
593         {
594                 float mi = min(item.(ammotype), ammomax);
595                 if (player.(ammotype) < mi)
596                 {
597                         player.(ammotype) = mi;
598                         goto YEAH;
599                 }
600         }
601
602         return false;
603
604 :YEAH
605         switch(mode)
606         {
607                 case ITEM_MODE_FUEL:
608                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
609                         break;
610                 case ITEM_MODE_HEALTH:
611                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
612                         break;
613                 case ITEM_MODE_ARMOR:
614                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
615                         break;
616                 default:
617                         break;
618         }
619         return true;
620 }
621
622 float Item_GiveTo(entity item, entity player)
623 {
624         float _switchweapon;
625         float pickedup;
626         float it;
627         float i;
628
629         // if nothing happens to player, just return without taking the item
630         pickedup = false;
631         _switchweapon = false;
632         // in case the player has autoswitch enabled do the following:
633         // if the player is using their best weapon before items are given, they
634         // probably want to switch to an even better weapon after items are given
635         if (player.autoswitch)
636         if (player.switchweapon == w_getbestweapon(player))
637                 _switchweapon = true;
638
639         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
640                 _switchweapon = true;
641
642         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
643         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
644         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
645         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
646         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
647         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
648         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
649         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
650
651         if (item.itemdef.instanceOfWeaponPickup)
652         {
653                 WepSet it;
654                 it = item.weapons;
655                 it &= ~player.weapons;
656
657                 if (it || (item.spawnshieldtime && item.pickup_anyway > 0))
658                 {
659                         pickedup = true;
660                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
661                         if(it & WepSet_FromWeapon(i))
662                         {
663                                 W_DropEvent(wr_pickup, player, i, item);
664                                 W_GiveWeapon(player, i);
665                         }
666                 }
667         }
668
669         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
670         {
671                 pickedup = true;
672                 player.items |= it;
673                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
674         }
675
676         if (item.strength_finished)
677         {
678                 pickedup = true;
679                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
680         }
681         if (item.invincible_finished)
682         {
683                 pickedup = true;
684                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
685         }
686         if (item.superweapons_finished)
687         {
688                 pickedup = true;
689                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
690         }
691
692 :skip
693
694         // always eat teamed entities
695         if(item.team)
696                 pickedup = true;
697
698         if (!pickedup)
699                 return 0;
700
701         // crude hack to enforce switching weapons
702         if(g_cts && item.itemdef.instanceOfWeaponPickup)
703         {
704                 W_SwitchWeapon_Force(player, item.weapon);
705                 return 1;
706         }
707
708         if (_switchweapon)
709                 if (player.switchweapon != w_getbestweapon(player))
710                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
711
712         return 1;
713 }
714
715 void Item_Touch()
716 {
717         SELFPARAM();
718
719         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
720         if (this.classname == "droppedweapon")
721         {
722                 if (ITEM_TOUCH_NEEDKILL())
723                 {
724                         remove(this);
725                         return;
726                 }
727         }
728
729         if(!(other.flags & FL_PICKUPITEMS)
730         || other.frozen
731         || other.deadflag
732         || (this.solid != SOLID_TRIGGER)
733         || (this.owner == other)
734         || (time < this.item_spawnshieldtime)
735         ) { return; }
736
737         switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
738         {
739                 case MUT_ITEMTOUCH_RETURN: { return; }
740                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
741         }
742
743         if (this.classname == "droppedweapon")
744         {
745                 this.strength_finished = max(0, this.strength_finished - time);
746                 this.invincible_finished = max(0, this.invincible_finished - time);
747                 this.superweapons_finished = max(0, this.superweapons_finished - time);
748         }
749         entity it = this.itemdef;
750         bool gave = ITEM_HANDLE(Pickup, it, this, other);
751         if (!gave)
752         {
753                 if (this.classname == "droppedweapon")
754                 {
755                         // undo what we did above
756                         this.strength_finished += time;
757                         this.invincible_finished += time;
758                         this.superweapons_finished += time;
759                 }
760                 return;
761         }
762
763         :pickup
764
765         other.last_pickup = time;
766
767         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
768         _sound (other, CH_TRIGGER, (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
769
770         if (this.classname == "droppedweapon")
771                 remove (this);
772         else if (this.spawnshieldtime)
773         {
774                 entity e;
775                 if(this.team)
776                 {
777                         RandomSelection_Init();
778                         for(entity head = world; (head = findfloat(head, team, this.team)); )
779                         {
780                                 if(head.flags & FL_ITEM)
781                                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
782                                 {
783                                         Item_Show(head, -1);
784                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
785                                 }
786                         }
787                         e = RandomSelection_chosen_ent;
788
789                 }
790                 else
791                         e = this;
792                 Item_ScheduleRespawn(e);
793         }
794 }
795
796 void Item_Reset(entity this)
797 {
798         Item_Show(this, !this.state);
799         setorigin(this, this.origin);
800
801         if (this.classname != "droppedweapon")
802         {
803                 this.think = Item_Think;
804                 this.nextthink = time;
805
806                 if (this.waypointsprite_attached)
807                         WaypointSprite_Kill(this.waypointsprite_attached);
808
809                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
810                         Item_ScheduleInitialRespawn(this);
811         }
812 }
813 void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
814
815 void Item_FindTeam()
816 {SELFPARAM();
817         entity head, e;
818
819         if(self.effects & EF_NODRAW)
820         {
821                 // marker for item team search
822                 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
823                 RandomSelection_Init();
824                 for(head = world; (head = findfloat(head, team, self.team)); )
825                 if(head.flags & FL_ITEM)
826                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
827                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
828                 e = RandomSelection_chosen_ent;
829                 e.state = 0;
830                 Item_Show(e, 1);
831
832                 for(head = world; (head = findfloat(head, team, self.team)); )
833                 if(head.flags & FL_ITEM)
834                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
835                 {
836                         if(head != e)
837                         {
838                                 // make it a non-spawned item
839                                 Item_Show(head, -1);
840                                 head.state = 1; // state 1 = initially hidden item
841                         }
842                         head.effects &= ~EF_NODRAW;
843                 }
844
845                 Item_Reset(self);
846         }
847 }
848
849 // Savage: used for item garbage-collection
850 // TODO: perhaps nice special effect?
851 void RemoveItem()
852 {SELFPARAM();
853         if(wasfreed(self) || !self) { return; }
854         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
855         remove(self);
856 }
857
858 // pickup evaluation functions
859 // these functions decide how desirable an item is to the bots
860
861 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
862
863 float weapon_pickupevalfunc(entity player, entity item)
864 {
865         float c;
866
867         // See if I have it already
868         if(item.weapons & ~player.weapons)
869         {
870                 // If I can pick it up
871                 if(!item.spawnshieldtime)
872                         c = 0;
873                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
874                 {
875                         // Skilled bots will grab more
876                         c = bound(0, skill / 10, 1) * 0.5;
877                 }
878                 else
879                         c = 0;
880         }
881         else
882                 c = 1;
883
884         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
885         if( bot_custom_weapon && c )
886         {
887                 // Find the highest position on any range
888                 int position = -1;
889                 for (int j = 0; j < WEP_LAST ; ++j){
890                         if(
891                                         bot_weapons_far[j] == item.weapon ||
892                                         bot_weapons_mid[j] == item.weapon ||
893                                         bot_weapons_close[j] == item.weapon
894                           )
895                         {
896                                 position = j;
897                                 break;
898                         }
899                 }
900
901                 // Rate it
902                 if (position >= 0 )
903                 {
904                         position = WEP_LAST - position;
905                         // item.bot_pickupbasevalue is overwritten here
906                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
907                 }
908         }
909
910         return item.bot_pickupbasevalue * c;
911 }
912
913 float commodity_pickupevalfunc(entity player, entity item)
914 {
915         float c, i;
916         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
917         entity wi;
918         c = 0;
919
920         // Detect needed ammo
921         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
922         {
923                 wi = get_weaponinfo(i);
924
925                 if (!(player.weapons & (wi.m_wepset)))
926                         continue;
927
928                 if(wi.items & ITEM_Shells.m_itemid)
929                         need_shells = true;
930                 else if(wi.items & ITEM_Bullets.m_itemid)
931                         need_nails = true;
932                 else if(wi.items & ITEM_Rockets.m_itemid)
933                         need_rockets = true;
934                 else if(wi.items & ITEM_Cells.m_itemid)
935                         need_cells = true;
936                 else if(wi.items & ITEM_Plasma.m_itemid)
937                         need_plasma = true;
938                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
939                         need_fuel = true;
940         }
941
942         // TODO: figure out if the player even has the weapon this ammo is for?
943         // may not affect strategy much though...
944         // find out how much more ammo/armor/health the player can hold
945         if (need_shells)
946         if (item.ammo_shells)
947         if (player.ammo_shells < g_pickup_shells_max)
948                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
949         if (need_nails)
950         if (item.ammo_nails)
951         if (player.ammo_nails < g_pickup_nails_max)
952                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
953         if (need_rockets)
954         if (item.ammo_rockets)
955         if (player.ammo_rockets < g_pickup_rockets_max)
956                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
957         if (need_cells)
958         if (item.ammo_cells)
959         if (player.ammo_cells < g_pickup_cells_max)
960                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
961         if (need_plasma)
962         if (item.ammo_plasma)
963         if (player.ammo_plasma < g_pickup_plasma_max)
964                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
965         if (need_fuel)
966         if (item.ammo_fuel)
967         if (player.ammo_fuel < g_pickup_fuel_max)
968                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
969         if (item.armorvalue)
970         if (player.armorvalue < item.max_armorvalue)
971                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
972         if (item.health)
973         if (player.health < item.max_health)
974                 c = c + max(0, 1 - player.health / item.max_health);
975
976         return item.bot_pickupbasevalue * c;
977 }
978
979 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
980 {
981         if(ITEM_DAMAGE_NEEDKILL(deathtype))
982                 RemoveItem();
983 }
984
985 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
986 {
987         string itemname = def.m_name;
988         Model itemmodel = def.m_model;
989     Sound pickupsound = def.m_sound;
990         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
991         float pickupbasevalue = def.m_botvalue;
992         int itemflags = def.m_itemflags;
993
994         startitem_failed = false;
995
996         this.item_model_ent = itemmodel;
997     this.item_pickupsound_ent = pickupsound;
998
999         if(!this.respawntime) // both need to be set
1000         {
1001                 this.respawntime = defaultrespawntime;
1002                 this.respawntimejitter = defaultrespawntimejitter;
1003         }
1004
1005         int itemid = def.m_itemid;
1006         this.items = itemid;
1007         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1008         this.weapon = weaponid;
1009
1010         if(!this.fade_end)
1011         {
1012                 this.fade_start = autocvar_g_items_mindist;
1013                 this.fade_end = autocvar_g_items_maxdist;
1014         }
1015
1016         if(weaponid)
1017                 this.weapons = WepSet_FromWeapon(weaponid);
1018
1019         this.flags = FL_ITEM | itemflags;
1020
1021         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1022         {
1023                 startitem_failed = true;
1024                 remove(this);
1025                 return;
1026         }
1027
1028         // is it a dropped weapon?
1029         if (this.classname == "droppedweapon")
1030         {
1031                 this.reset = SUB_Remove;
1032                 // it's a dropped weapon
1033                 this.movetype = MOVETYPE_TOSS;
1034
1035                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1036                 this.think = RemoveItem;
1037                 this.nextthink = time + 20;
1038
1039                 this.takedamage = DAMAGE_YES;
1040                 this.event_damage = Item_Damage;
1041
1042                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1043                 {
1044                         // if item is worthless after a timer, have it expire then
1045                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1046                 }
1047
1048                 // don't drop if in a NODROP zone (such as lava)
1049                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1050                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1051                 {
1052                         startitem_failed = true;
1053                         remove(this);
1054                         return;
1055                 }
1056         }
1057         else
1058         {
1059                 if(!have_pickup_item(this))
1060                 {
1061                         startitem_failed = true;
1062                         remove (this);
1063                         return;
1064                 }
1065
1066                 if(this.angles != '0 0 0')
1067                         this.SendFlags |= ISF_ANGLES;
1068
1069                 this.reset = Item_Reset;
1070                 // it's a level item
1071                 if(this.spawnflags & 1)
1072                         this.noalign = 1;
1073                 if (this.noalign > 0)
1074                         this.movetype = MOVETYPE_NONE;
1075                 else
1076                         this.movetype = MOVETYPE_TOSS;
1077                 // do item filtering according to game mode and other things
1078                 if (this.noalign <= 0)
1079                 {
1080                         // first nudge it off the floor a little bit to avoid math errors
1081                         setorigin(this, this.origin + '0 0 1');
1082                         // set item size before we spawn a spawnfunc_waypoint
1083                         setsize(this, def.m_mins, def.m_maxs);
1084                         this.SendFlags |= ISF_SIZE;
1085                         // note droptofloor returns false if stuck/or would fall too far
1086                         if (!this.noalign)
1087                                 WITH(entity, self, this, droptofloor());
1088                         waypoint_spawnforitem(this);
1089                 }
1090
1091                 /*
1092                  * can't do it that way, as it would break maps
1093                  * TODO make a target_give like entity another way, that perhaps has
1094                  * the weapon name in a key
1095                 if(this.targetname)
1096                 {
1097                         // target_give not yet supported; maybe later
1098                         print("removed targeted ", this.classname, "\n");
1099                         startitem_failed = true;
1100                         remove (this);
1101                         return;
1102                 }
1103                 */
1104
1105                 if(autocvar_spawn_debug >= 2)
1106                 {
1107                         for(entity otheritem = findradius(this.origin, 3); otheritem; otheritem = otheritem.chain)
1108                         {
1109                             // why not flags & fl_item?
1110                                 if(otheritem.is_item)
1111                                 {
1112                                         LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1113                                         LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1114                                         error("Mapper sucks.");
1115                                 }
1116                         }
1117                         this.is_item = true;
1118                 }
1119
1120                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1121
1122                 precache_model(this.model);
1123                 precache_sound(this.item_pickupsound);
1124
1125                 if (   def.instanceOfPowerup
1126                         || def.instanceOfWeaponPickup
1127                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1128                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1129                         || (itemid & (IT_KEY1 | IT_KEY2))
1130                 ) this.target = "###item###"; // for finding the nearest item using find()
1131
1132                 Item_ItemsTime_SetTime(this, 0);
1133         }
1134
1135         this.bot_pickup = true;
1136         this.bot_pickupevalfunc = pickupevalfunc;
1137         this.bot_pickupbasevalue = pickupbasevalue;
1138         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1139         this.netname = itemname;
1140         this.touch = Item_Touch;
1141         setmodel(this, MDL_Null); // precision set below
1142         //this.effects |= EF_LOWPRECISION;
1143
1144         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1145
1146         this.SendFlags |= ISF_SIZE;
1147
1148         if (!(this.spawnflags & 1024)) {
1149                 if(def.instanceOfPowerup)
1150                         this.ItemStatus |= ITS_ANIMATE1;
1151         
1152                 if(this.armorvalue || this.health)
1153                         this.ItemStatus |= ITS_ANIMATE2;
1154         }
1155
1156         if(def.instanceOfWeaponPickup)
1157         {
1158                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1159                         this.colormap = 1024; // color shirt=0 pants=0 grey
1160                 else
1161                         this.gravity = 1;
1162                 if (!(this.spawnflags & 1024))
1163                         this.ItemStatus |= ITS_ANIMATE1;
1164                 this.ItemStatus |= ISF_COLORMAP;
1165         }
1166
1167         this.state = 0;
1168         if(this.team) // broken, no idea why.
1169         {
1170                 if(!this.cnt)
1171                         this.cnt = 1; // item probability weight
1172
1173                 this.effects |= EF_NODRAW; // marker for item team search
1174                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1175         }
1176         else
1177                 Item_Reset(this);
1178
1179         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1180
1181         // call this hook after everything else has been done
1182         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1183         {
1184                 startitem_failed = true;
1185                 remove(this);
1186                 return;
1187         }
1188 }
1189
1190 void StartItem(entity this, GameItem def)
1191 {
1192     _StartItem(
1193         this,
1194         this.itemdef = def,
1195         def.m_respawntime(), // defaultrespawntime
1196         def.m_respawntimejitter() // defaultrespawntimejitter
1197         );
1198 }
1199
1200 spawnfunc(item_rockets)
1201 {
1202         if(!self.ammo_rockets)
1203                 self.ammo_rockets = g_pickup_rockets;
1204         if(!self.pickup_anyway)
1205                 self.pickup_anyway = g_pickup_ammo_anyway;
1206     StartItem(this, ITEM_Rockets);
1207 }
1208
1209 spawnfunc(item_bullets)
1210 {
1211         if(!weaponswapping)
1212         if(autocvar_sv_q3acompat_machineshotgunswap)
1213         if(self.classname != "droppedweapon")
1214         {
1215                 weaponswapping = true;
1216                 spawnfunc_item_shells(this);
1217                 weaponswapping = false;
1218                 return;
1219         }
1220
1221         if(!self.ammo_nails)
1222                 self.ammo_nails = g_pickup_nails;
1223         if(!self.pickup_anyway)
1224                 self.pickup_anyway = g_pickup_ammo_anyway;
1225     StartItem(this, ITEM_Bullets);
1226 }
1227
1228 spawnfunc(item_cells)
1229 {
1230         if(!self.ammo_cells)
1231                 self.ammo_cells = g_pickup_cells;
1232         if(!self.pickup_anyway)
1233                 self.pickup_anyway = g_pickup_ammo_anyway;
1234         StartItem(this, ITEM_Cells);
1235 }
1236
1237 spawnfunc(item_plasma)
1238 {
1239         if(!self.ammo_plasma)
1240                 self.ammo_plasma = g_pickup_plasma;
1241         if(!self.pickup_anyway)
1242                 self.pickup_anyway = g_pickup_ammo_anyway;
1243         StartItem(this, ITEM_Plasma);
1244 }
1245
1246 spawnfunc(item_shells)
1247 {
1248         if(!weaponswapping)
1249         if(autocvar_sv_q3acompat_machineshotgunswap)
1250         if(self.classname != "droppedweapon")
1251         {
1252                 weaponswapping = true;
1253                 spawnfunc_item_bullets(this);
1254                 weaponswapping = false;
1255                 return;
1256         }
1257
1258         if(!self.ammo_shells)
1259                 self.ammo_shells = g_pickup_shells;
1260         if(!self.pickup_anyway)
1261                 self.pickup_anyway = g_pickup_ammo_anyway;
1262         StartItem(this, ITEM_Shells);
1263 }
1264
1265 spawnfunc(item_armor_small)
1266 {
1267         if(!self.armorvalue)
1268                 self.armorvalue = g_pickup_armorsmall;
1269         if(!self.max_armorvalue)
1270                 self.max_armorvalue = g_pickup_armorsmall_max;
1271         if(!self.pickup_anyway)
1272                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1273         StartItem(this, ITEM_ArmorSmall);
1274 }
1275
1276 spawnfunc(item_armor_medium)
1277 {
1278         if(!self.armorvalue)
1279                 self.armorvalue = g_pickup_armormedium;
1280         if(!self.max_armorvalue)
1281                 self.max_armorvalue = g_pickup_armormedium_max;
1282         if(!self.pickup_anyway)
1283                 self.pickup_anyway = g_pickup_armormedium_anyway;
1284         StartItem(this, ITEM_ArmorMedium);
1285 }
1286
1287 spawnfunc(item_armor_big)
1288 {
1289         if(!self.armorvalue)
1290                 self.armorvalue = g_pickup_armorbig;
1291         if(!self.max_armorvalue)
1292                 self.max_armorvalue = g_pickup_armorbig_max;
1293         if(!self.pickup_anyway)
1294                 self.pickup_anyway = g_pickup_armorbig_anyway;
1295         StartItem(this, ITEM_ArmorLarge);
1296 }
1297
1298 spawnfunc(item_armor_large)
1299 {
1300         if(!self.armorvalue)
1301                 self.armorvalue = g_pickup_armorlarge;
1302         if(!self.max_armorvalue)
1303                 self.max_armorvalue = g_pickup_armorlarge_max;
1304         if(!self.pickup_anyway)
1305                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1306         StartItem(this, ITEM_ArmorMega);
1307 }
1308
1309 spawnfunc(item_health_small)
1310 {
1311         if(!self.max_health)
1312                 self.max_health = g_pickup_healthsmall_max;
1313         if(!self.health)
1314                 self.health = g_pickup_healthsmall;
1315         if(!self.pickup_anyway)
1316                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1317         StartItem(this, ITEM_HealthSmall);
1318 }
1319
1320 spawnfunc(item_health_medium)
1321 {
1322         if(!self.max_health)
1323                 self.max_health = g_pickup_healthmedium_max;
1324         if(!self.health)
1325                 self.health = g_pickup_healthmedium;
1326         if(!self.pickup_anyway)
1327                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1328     StartItem(this, ITEM_HealthMedium);
1329 }
1330
1331 spawnfunc(item_health_large)
1332 {
1333         if(!self.max_health)
1334                 self.max_health = g_pickup_healthlarge_max;
1335         if(!self.health)
1336                 self.health = g_pickup_healthlarge;
1337         if(!self.pickup_anyway)
1338                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1339         StartItem(this, ITEM_HealthLarge);
1340 }
1341
1342 spawnfunc(item_health_mega)
1343 {
1344     if(!self.max_health)
1345         self.max_health = g_pickup_healthmega_max;
1346     if(!self.health)
1347         self.health = g_pickup_healthmega;
1348     if(!self.pickup_anyway)
1349         self.pickup_anyway = g_pickup_healthmega_anyway;
1350     StartItem(this, ITEM_HealthMega);
1351 }
1352
1353 // support old misnamed entities
1354 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1355 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1356 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1357 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1358 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1359
1360 spawnfunc(item_strength)
1361 {
1362                 if(!self.strength_finished)
1363                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1364                 StartItem(this, ITEM_Strength);
1365 }
1366
1367 spawnfunc(item_invincible)
1368 {
1369                 if(!self.invincible_finished)
1370                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1371                 StartItem(this, ITEM_Shield);
1372 }
1373
1374 // compatibility:
1375 spawnfunc(item_quad) { self.classname = "item_strength";spawnfunc_item_strength(this);}
1376
1377 void target_items_use()
1378 {SELFPARAM();
1379         if(activator.classname == "droppedweapon")
1380         {
1381                 EXACTTRIGGER_TOUCH;
1382                 remove(activator);
1383                 return;
1384         }
1385
1386         if (!IS_PLAYER(activator))
1387                 return;
1388         if(activator.deadflag != DEAD_NO)
1389                 return;
1390         EXACTTRIGGER_TOUCH;
1391
1392         entity e;
1393         for(e = world; (e = find(e, classname, "droppedweapon")); )
1394                 if(e.enemy == activator)
1395                         remove(e);
1396
1397         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1398                 centerprint(activator, self.message);
1399 }
1400
1401 spawnfunc(target_items)
1402 {
1403         float n, i, j;
1404         entity e;
1405         string s;
1406
1407         self.use = target_items_use;
1408         if(!self.strength_finished)
1409                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1410         if(!self.invincible_finished)
1411                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1412         if(!self.superweapons_finished)
1413                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1414
1415         n = tokenize_console(self.netname);
1416         if(argv(0) == "give")
1417         {
1418                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1419         }
1420         else
1421         {
1422                 for(i = 0; i < n; ++i)
1423                 {
1424                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1425                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1426                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1427                         else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
1428                         else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
1429                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1430                         else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
1431                         else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
1432                         else
1433                         {
1434                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1435                                 {
1436                                         e = get_weaponinfo(j);
1437                                         s = W_UndeprecateName(argv(i));
1438                                         if(s == e.netname)
1439                                         {
1440                                                 self.weapons |= (e.m_wepset);
1441                                                 if(self.spawnflags == 0 || self.spawnflags == 2) {
1442                                                         Weapon w = get_weaponinfo(e.weapon);
1443                                                         w.wr_init(w);
1444                                                 }
1445                                                 break;
1446                                         }
1447                                 }
1448                                 if(j > WEP_LAST)
1449                                         LOG_INFO("target_items: invalid item ", argv(i), "\n");
1450                         }
1451                 }
1452
1453                 string itemprefix, valueprefix;
1454                 if(self.spawnflags == 0)
1455                 {
1456                         itemprefix = "";
1457                         valueprefix = "";
1458                 }
1459                 else if(self.spawnflags == 1)
1460                 {
1461                         itemprefix = "max ";
1462                         valueprefix = "max ";
1463                 }
1464                 else if(self.spawnflags == 2)
1465                 {
1466                         itemprefix = "min ";
1467                         valueprefix = "min ";
1468                 }
1469                 else if(self.spawnflags == 4)
1470                 {
1471                         itemprefix = "minus ";
1472                         valueprefix = "max ";
1473                 }
1474                 else
1475                 {
1476                         error("invalid spawnflags");
1477                         itemprefix = valueprefix = string_null;
1478                 }
1479
1480                 self.netname = "";
1481                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1482                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1483                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * boolean(self.items & ITEM_Strength.m_itemid), "strength");
1484                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * boolean(self.items & ITEM_Shield.m_itemid), "invincible");
1485                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * boolean(self.items & IT_SUPERWEAPON), "superweapons");
1486                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1487                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1488                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1489                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1490                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1491                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1492                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1493                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1494                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1495                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1496                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1497                 {
1498                         e = get_weaponinfo(j);
1499                         if(e.weapon)
1500                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (e.m_wepset)), e.netname);
1501                 }
1502         }
1503         self.netname = strzone(self.netname);
1504         //print(self.netname, "\n");
1505
1506         n = tokenize_console(self.netname);
1507         for(i = 0; i < n; ++i)
1508         {
1509                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1510                 {
1511                         e = get_weaponinfo(j);
1512                         if(argv(i) == e.netname)
1513                         {
1514                                 Weapon w = get_weaponinfo(e.weapon);
1515                                 w.wr_init(w);
1516                                 break;
1517                         }
1518                 }
1519         }
1520 }
1521
1522 spawnfunc(item_fuel)
1523 {
1524         if(!self.ammo_fuel)
1525                 self.ammo_fuel = g_pickup_fuel;
1526         if(!self.pickup_anyway)
1527                 self.pickup_anyway = g_pickup_ammo_anyway;
1528         StartItem(this, ITEM_JetpackFuel);
1529 }
1530
1531 spawnfunc(item_fuel_regen)
1532 {
1533         if(start_items & ITEM_JetpackRegen.m_itemid)
1534         {
1535                 spawnfunc_item_fuel(this);
1536                 return;
1537         }
1538         StartItem(this, ITEM_JetpackRegen);
1539 }
1540
1541 spawnfunc(item_jetpack)
1542 {
1543         if(!self.ammo_fuel)
1544                 self.ammo_fuel = g_pickup_fuel_jetpack;
1545         if(start_items & ITEM_Jetpack.m_itemid)
1546         {
1547                 spawnfunc_item_fuel(this);
1548                 return;
1549         }
1550         StartItem(this, ITEM_Jetpack);
1551 }
1552
1553 float GiveWeapon(entity e, float wpn, float op, float val)
1554 {
1555         WepSet v0, v1;
1556         WepSet s = WepSet_FromWeapon(wpn);
1557         v0 = (e.weapons & s);
1558         switch(op)
1559         {
1560                 case OP_SET:
1561                         if(val > 0)
1562                                 e.weapons |= s;
1563                         else
1564                                 e.weapons &= ~s;
1565                         break;
1566                 case OP_MIN:
1567                 case OP_PLUS:
1568                         if(val > 0)
1569                                 e.weapons |= s;
1570                         break;
1571                 case OP_MAX:
1572                         if(val <= 0)
1573                                 e.weapons &= ~s;
1574                         break;
1575                 case OP_MINUS:
1576                         if(val > 0)
1577                                 e.weapons &= ~s;
1578                         break;
1579         }
1580         v1 = (e.weapons & s);
1581         return (v0 != v1);
1582 }
1583
1584 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1585 {
1586         if(v1 == v0)
1587                 return;
1588         if(v1 <= v0 - t)
1589         {
1590                 if(snd_decr != "")
1591                         _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1592         }
1593         else if(v0 >= v0 + t)
1594         {
1595                 if(snd_incr != "")
1596                         _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1597         }
1598 }
1599
1600 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1601 {
1602         if(v0 < v1)
1603                 e.(rotfield) = max(e.(rotfield), time + rottime);
1604         else if(v0 > v1)
1605                 e.(regenfield) = max(e.(regenfield), time + regentime);
1606 }
1607 float GiveItems(entity e, float beginarg, float endarg)
1608 {SELFPARAM();
1609         float got, i, j, val, op;
1610         float _switchweapon;
1611         entity wi;
1612         string cmd;
1613
1614         val = 999;
1615         op = OP_SET;
1616
1617         got = 0;
1618
1619         _switchweapon = false;
1620         if (e.autoswitch)
1621                 if (e.switchweapon == w_getbestweapon(e))
1622                         _switchweapon = true;
1623
1624         e.strength_finished = max(0, e.strength_finished - time);
1625         e.invincible_finished = max(0, e.invincible_finished - time);
1626         e.superweapons_finished = max(0, e.superweapons_finished - time);
1627
1628         PREGIVE(e, items);
1629         PREGIVE_WEAPONS(e);
1630         PREGIVE(e, strength_finished);
1631         PREGIVE(e, invincible_finished);
1632         PREGIVE(e, superweapons_finished);
1633         PREGIVE(e, ammo_nails);
1634         PREGIVE(e, ammo_cells);
1635         PREGIVE(e, ammo_plasma);
1636         PREGIVE(e, ammo_shells);
1637         PREGIVE(e, ammo_rockets);
1638         PREGIVE(e, ammo_fuel);
1639         PREGIVE(e, armorvalue);
1640         PREGIVE(e, health);
1641
1642         for(i = beginarg; i < endarg; ++i)
1643         {
1644                 cmd = argv(i);
1645
1646                 if(cmd == "0" || stof(cmd))
1647                 {
1648                         val = stof(cmd);
1649                         continue;
1650                 }
1651                 switch(cmd)
1652                 {
1653                         case "no":
1654                                 op = OP_MAX;
1655                                 val = 0;
1656                                 continue;
1657                         case "max":
1658                                 op = OP_MAX;
1659                                 continue;
1660                         case "min":
1661                                 op = OP_MIN;
1662                                 continue;
1663                         case "plus":
1664                                 op = OP_PLUS;
1665                                 continue;
1666                         case "minus":
1667                                 op = OP_MINUS;
1668                                 continue;
1669                         case "ALL":
1670                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1671                                 got += GiveValue(e, strength_finished, op, val);
1672                                 got += GiveValue(e, invincible_finished, op, val);
1673                                 got += GiveValue(e, superweapons_finished, op, val);
1674                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1675                         case "all":
1676                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1677                                 got += GiveValue(e, health, op, val);
1678                                 got += GiveValue(e, armorvalue, op, val);
1679                         case "allweapons":
1680                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1681                                 {
1682                                         wi = get_weaponinfo(j);
1683                                         if(wi.weapon)
1684                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1685                                                         got += GiveWeapon(e, j, op, val);
1686                                 }
1687                         case "allammo":
1688                                 got += GiveValue(e, ammo_cells, op, val);
1689                                 got += GiveValue(e, ammo_plasma, op, val);
1690                                 got += GiveValue(e, ammo_shells, op, val);
1691                                 got += GiveValue(e, ammo_nails, op, val);
1692                                 got += GiveValue(e, ammo_rockets, op, val);
1693                                 got += GiveValue(e, ammo_fuel, op, val);
1694                                 break;
1695                         case "unlimited_ammo":
1696                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1697                                 break;
1698                         case "unlimited_weapon_ammo":
1699                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1700                                 break;
1701                         case "unlimited_superweapons":
1702                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1703                                 break;
1704                         case "jetpack":
1705                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1706                                 break;
1707                         case "fuel_regen":
1708                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1709                                 break;
1710                         case "strength":
1711                                 got += GiveValue(e, strength_finished, op, val);
1712                                 break;
1713                         case "invincible":
1714                                 got += GiveValue(e, invincible_finished, op, val);
1715                                 break;
1716                         case "superweapons":
1717                                 got += GiveValue(e, superweapons_finished, op, val);
1718                                 break;
1719                         case "cells":
1720                                 got += GiveValue(e, ammo_cells, op, val);
1721                                 break;
1722                         case "plasma":
1723                                 got += GiveValue(e, ammo_plasma, op, val);
1724                                 break;
1725                         case "shells":
1726                                 got += GiveValue(e, ammo_shells, op, val);
1727                                 break;
1728                         case "nails":
1729                         case "bullets":
1730                                 got += GiveValue(e, ammo_nails, op, val);
1731                                 break;
1732                         case "rockets":
1733                                 got += GiveValue(e, ammo_rockets, op, val);
1734                                 break;
1735                         case "health":
1736                                 got += GiveValue(e, health, op, val);
1737                                 break;
1738                         case "armor":
1739                                 got += GiveValue(e, armorvalue, op, val);
1740                                 break;
1741                         case "fuel":
1742                                 got += GiveValue(e, ammo_fuel, op, val);
1743                                 break;
1744                         default:
1745                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1746                                 {
1747                                         wi = get_weaponinfo(j);
1748                                         if(cmd == wi.netname)
1749                                         {
1750                                                 got += GiveWeapon(e, j, op, val);
1751                                                 break;
1752                                         }
1753                                 }
1754                                 if(j > WEP_LAST)
1755                                         LOG_INFO("give: invalid item ", cmd, "\n");
1756                                 break;
1757                 }
1758                 val = 999;
1759                 op = OP_SET;
1760         }
1761
1762         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
1763         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
1764         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
1765         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
1766         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1767         {
1768                 wi = get_weaponinfo(j);
1769                 if(wi.weapon)
1770                 {
1771                         POSTGIVE_WEAPON(e, j, SND(WEAPONPICKUP), string_null);
1772                         if (!(save_weapons & (wi.m_wepset)))
1773                                 if(e.weapons & (wi.m_wepset)) {
1774                                         Weapon w = get_weaponinfo(wi.weapon);
1775                                         w.wr_init(w);
1776                                 }
1777                 }
1778         }
1779         POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
1780         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
1781         POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
1782         POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
1783         POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
1784         POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
1785         POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
1786         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND(ITEMPICKUP), string_null);
1787         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(ARMOR25), string_null);
1788         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(MEGAHEALTH), string_null);
1789
1790         if(e.superweapons_finished <= 0)
1791                 if(self.weapons & WEPSET_SUPERWEAPONS)
1792                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1793
1794         if(e.strength_finished <= 0)
1795                 e.strength_finished = 0;
1796         else
1797                 e.strength_finished += time;
1798         if(e.invincible_finished <= 0)
1799                 e.invincible_finished = 0;
1800         else
1801                 e.invincible_finished += time;
1802         if(e.superweapons_finished <= 0)
1803                 e.superweapons_finished = 0;
1804         else
1805                 e.superweapons_finished += time;
1806
1807         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1808                 _switchweapon = true;
1809         if(_switchweapon)
1810                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1811
1812         return got;
1813 }
1814 #endif