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