f817957c8213d62df0ea1dd856bb446760708728
[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     #include "_all.qh"
7
8     #include "g_subs.qh"
9     #include "waypointsprites.qh"
10
11     #include "bot/bot.qh"
12     #include "bot/waypoints.qh"
13
14     #include "mutators/mutators_include.qh"
15
16     #include "weapons/common.qh"
17     #include "weapons/selection.qh"
18     #include "weapons/weaponsystem.qh"
19
20     #include "../common/constants.qh"
21     #include "../common/deathtypes.qh"
22     #include "../common/notifications.qh"
23     #include "../common/util.qh"
24
25     #include "../common/monsters/all.qh"
26
27     #include "../common/weapons/all.qh"
28
29     #include "../warpzonelib/util_server.qh"
30 #endif
31
32 #ifdef CSQC
33 void ItemDraw()
34 {
35     if(self.gravity)
36     {
37         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38         if(self.move_flags & FL_ONGROUND)
39         { // For some reason move_avelocity gets set to '0 0 0' here ...
40             self.oldorigin = self.origin;
41             self.gravity = 0;
42
43             if(autocvar_cl_animate_items)
44             { // ... so reset it if animations are requested.
45                 if(self.ItemStatus & ITS_ANIMATE1)
46                     self.move_avelocity = '0 180 0';
47
48                 if(self.ItemStatus & ITS_ANIMATE2)
49                     self.move_avelocity = '0 -90 0';
50             }
51         }
52     }
53     else if (autocvar_cl_animate_items)
54     {
55         if(self.ItemStatus & ITS_ANIMATE1)
56         {
57             self.angles += self.move_avelocity * frametime;
58             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
59         }
60
61         if(self.ItemStatus & ITS_ANIMATE2)
62         {
63             self.angles += self.move_avelocity * frametime;
64             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
65         }
66     }
67 }
68
69 void ItemDrawSimple()
70 {
71     if(self.gravity)
72     {
73         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
74
75         if(self.move_flags & FL_ONGROUND)
76             self.gravity = 0;
77     }
78 }
79
80 void ItemRead(float _IsNew)
81 {
82     int sf = ReadByte();
83
84     if(sf & ISF_LOCATION)
85     {
86         self.origin_x = ReadCoord();
87         self.origin_y = ReadCoord();
88         self.origin_z = ReadCoord();
89         setorigin(self, self.origin);
90         self.oldorigin = self.origin;
91     }
92
93     if(sf & ISF_ANGLES)
94     {
95         self.angles_x = ReadCoord();
96         self.angles_y = ReadCoord();
97         self.angles_z = ReadCoord();
98         self.move_angles = self.angles;
99     }
100
101     if(sf & ISF_SIZE)
102     {
103         self.mins_x = ReadCoord();
104         self.mins_y = ReadCoord();
105         self.mins_z = ReadCoord();
106         self.maxs_x = ReadCoord();
107         self.maxs_y = ReadCoord();
108         self.maxs_z = ReadCoord();
109         setsize(self, self.mins, self.maxs);
110     }
111
112     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
113     {
114         self.ItemStatus = ReadByte();
115
116         if(self.ItemStatus & ITS_AVAILABLE)
117         {
118             self.alpha = 1;
119             self.colormod = self.glowmod = '1 1 1';
120         }
121         else
122         {
123             if (autocvar_cl_ghost_items_color)
124             {
125                 self.alpha = autocvar_cl_ghost_items;
126                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
127             }
128             else
129                 self.alpha = -1;
130         }
131
132         if(autocvar_cl_fullbright_items)
133             if(self.ItemStatus & ITS_ALLOWFB)
134                 self.effects |= EF_FULLBRIGHT;
135
136         if(self.ItemStatus & ITS_STAYWEP)
137         {
138             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139             self.alpha = autocvar_cl_weapon_stay_alpha;
140
141         }
142
143         if(self.ItemStatus & ITS_POWERUP)
144         {
145             if(self.ItemStatus & ITS_AVAILABLE)
146                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
147             else
148                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
149         }
150     }
151
152     if(sf & ISF_MODEL)
153     {
154         self.drawmask  = MASK_NORMAL;
155         self.movetype  = MOVETYPE_TOSS;
156         self.draw       = ItemDraw;
157
158         if(self.mdl)
159             strunzone(self.mdl);
160
161         self.mdl = "";
162         string _fn = ReadString();
163
164         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
165         {
166             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167             self.draw = ItemDrawSimple;
168
169
170
171             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177             else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178                 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
179             else
180             {
181                 self.draw = ItemDraw;
182                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
183             }
184         }
185
186         if(self.draw != ItemDrawSimple)
187             self.mdl = strzone(_fn);
188
189
190         if(self.mdl == "")
191             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
192
193         precache_model(self.mdl);
194         setmodel(self, self.mdl);
195     }
196
197     if(sf & ISF_COLORMAP)
198         self.colormap = ReadShort();
199
200     if(sf & ISF_DROP)
201     {
202         self.gravity = 1;
203         //self.move_angles = '0 0 0';
204         self.move_movetype = MOVETYPE_TOSS;
205         self.move_velocity_x = ReadCoord();
206         self.move_velocity_y = ReadCoord();
207         self.move_velocity_z = ReadCoord();
208         self.velocity = self.move_velocity;
209         self.move_origin = self.oldorigin;
210
211         if(!self.move_time)
212         {
213             self.move_time = time;
214             self.spawntime = time;
215         }
216         else
217             self.move_time = max(self.move_time, time);
218     }
219
220     if(autocvar_cl_animate_items)
221     {
222         if(self.ItemStatus & ITS_ANIMATE1)
223             self.move_avelocity = '0 180 0';
224
225         if(self.ItemStatus & ITS_ANIMATE2)
226             self.move_avelocity = '0 -90 0';
227     }
228 }
229
230 #endif
231
232 #ifdef SVQC
233 bool ItemSend(entity to, int sf)
234 {
235     if(self.gravity)
236         sf |= ISF_DROP;
237     else
238         sf &= ~ISF_DROP;
239
240         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241         WriteByte(MSG_ENTITY, sf);
242
243         //WriteByte(MSG_ENTITY, self.cnt);
244     if(sf & ISF_LOCATION)
245     {
246         WriteCoord(MSG_ENTITY, self.origin.x);
247         WriteCoord(MSG_ENTITY, self.origin.y);
248         WriteCoord(MSG_ENTITY, self.origin.z);
249     }
250
251     if(sf & ISF_ANGLES)
252     {
253         WriteCoord(MSG_ENTITY, self.angles.x);
254         WriteCoord(MSG_ENTITY, self.angles.y);
255         WriteCoord(MSG_ENTITY, self.angles.z);
256     }
257
258     if(sf & ISF_SIZE)
259     {
260         WriteCoord(MSG_ENTITY, self.mins.x);
261         WriteCoord(MSG_ENTITY, self.mins.y);
262         WriteCoord(MSG_ENTITY, self.mins.z);
263         WriteCoord(MSG_ENTITY, self.maxs.x);
264         WriteCoord(MSG_ENTITY, self.maxs.y);
265         WriteCoord(MSG_ENTITY, self.maxs.z);
266     }
267
268     if(sf & ISF_STATUS)
269         WriteByte(MSG_ENTITY, self.ItemStatus);
270
271     if(sf & ISF_MODEL)
272     {
273
274         if(self.mdl == "")
275             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
276
277         WriteString(MSG_ENTITY, self.mdl);
278     }
279
280
281     if(sf & ISF_COLORMAP)
282         WriteShort(MSG_ENTITY, self.colormap);
283
284     if(sf & ISF_DROP)
285     {
286         WriteCoord(MSG_ENTITY, self.velocity.x);
287         WriteCoord(MSG_ENTITY, self.velocity.y);
288         WriteCoord(MSG_ENTITY, self.velocity.z);
289     }
290
291     return true;
292 }
293
294 void ItemUpdate(entity item)
295 {
296         item.SendFlags |= ISF_LOCATION;
297 }
298
299 float have_pickup_item(void)
300 {
301         if(self.flags & FL_POWERUP)
302         {
303                 if(autocvar_g_powerups > 0)
304                         return true;
305                 if(autocvar_g_powerups == 0)
306                         return false;
307         }
308         else
309         {
310                 if(autocvar_g_pickup_items > 0)
311                         return true;
312                 if(autocvar_g_pickup_items == 0)
313                         return false;
314                 if(g_weaponarena)
315                         if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
316                                 return false;
317         }
318         return true;
319 }
320
321 /*
322 float Item_Customize()
323 {
324         if(self.spawnshieldtime)
325                 return true;
326         if(self.weapons & ~other.weapons)
327         {
328                 self.colormod = '0 0 0';
329                 self.glowmod = self.colormod;
330                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
331                 return true;
332         }
333         else
334         {
335                 if(g_ghost_items)
336                 {
337                         self.colormod = stov(autocvar_g_ghost_items_color);
338                         self.glowmod = self.colormod;
339                         self.alpha = g_ghost_items;
340                         return true;
341                 }
342                 else
343                         return false;
344         }
345 }
346 */
347
348 void Item_Show (entity e, float mode)
349 {
350         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351         e.ItemStatus &= ~ITS_STAYWEP;
352         if (mode > 0)
353         {
354                 // make the item look normal, and be touchable
355                 e.model = e.mdl;
356                 e.solid = SOLID_TRIGGER;
357                 e.spawnshieldtime = 1;
358                 e.ItemStatus |= ITS_AVAILABLE;
359         }
360         else if (mode < 0)
361         {
362                 // hide the item completely
363                 e.model = string_null;
364                 e.solid = SOLID_NOT;
365                 e.spawnshieldtime = 1;
366                 e.ItemStatus &= ~ITS_AVAILABLE;
367         }
368         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
369         {
370                 // make the item translucent and not touchable
371                 e.model = e.mdl;
372                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373                 e.effects |= EF_STARDUST;
374                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
376         }
377         else
378         {
379                 //setmodel(e, "null");
380                 e.solid = SOLID_NOT;
381                 e.colormod = '0 0 0';
382                 e.glowmod = e.colormod;
383                 e.spawnshieldtime = 1;
384                 e.ItemStatus &= ~ITS_AVAILABLE;
385         }
386
387         if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
388             e.ItemStatus |= ITS_POWERUP;
389
390         if (autocvar_g_nodepthtestitems)
391                 e.effects |= EF_NODEPTHTEST;
392
393
394     if (autocvar_g_fullbrightitems)
395                 e.ItemStatus |= ITS_ALLOWFB;
396
397         if (autocvar_sv_simple_items)
398         e.ItemStatus |= ITS_ALLOWSI;
399
400         // relink entity (because solid may have changed)
401         setorigin(e, e.origin);
402     e.SendFlags |= ISF_STATUS;
403 }
404
405 void Item_Think()
406 {
407         self.nextthink = time;
408         if(self.origin != self.oldorigin)
409         {
410                 self.oldorigin = self.origin;
411                 ItemUpdate(self);
412         }
413 }
414
415 void Item_Respawn (void)
416 {
417         Item_Show(self, 1);
418         // this is ugly...
419         if(self.items == IT_STRENGTH)
420                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM);    // play respawn sound
421         else if(self.items == IT_INVINCIBLE)
422                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
423         else
424                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
425         setorigin (self, self.origin);
426
427         self.think = Item_Think;
428         self.nextthink = time;
429
430         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
431         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
432 }
433
434 void Item_RespawnCountdown (void)
435 {
436         if(self.count >= ITEM_RESPAWN_TICKS)
437         {
438                 if(self.waypointsprite_attached)
439                         WaypointSprite_Kill(self.waypointsprite_attached);
440                 Item_Respawn();
441         }
442         else
443         {
444                 self.nextthink = time + 1;
445                 self.count += 1;
446                 if(self.count == 1)
447                 {
448                         string name;
449                         vector rgb = '1 0 1';
450                         name = string_null;
451                         switch(self.items)
452                         {
453                                 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
454                                 case IT_JETPACK:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
455                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
456                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
457                         }
458                         item_name = name;
459                         item_color = rgb;
460                         MUTATOR_CALLHOOK(Item_RespawnCountdown);
461                         name = item_name;
462                         rgb = item_color;
463                         if(self.flags & FL_WEAPON)
464                         {
465                                 entity wi = get_weaponinfo(self.weapon);
466                                 if(wi)
467                                 {
468                                         name = wi.wpmodel;
469                                         rgb = '1 0 0';
470                                 }
471                         }
472                         if(name)
473                         {
474                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
475                                 if(self.waypointsprite_attached)
476                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
477                         }
478                         else
479                         {
480                                 print("Unknown powerup-marked item is wanting to respawn\n");
481                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
482                         }
483                 }
484                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
485                 if(self.waypointsprite_attached)
486                 {
487                         WaypointSprite_Ping(self.waypointsprite_attached);
488                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
489                 }
490         }
491 }
492
493 void Item_RespawnThink()
494 {
495         self.nextthink = time;
496         if(self.origin != self.oldorigin)
497         {
498                 self.oldorigin = self.origin;
499                 ItemUpdate(self);
500         }
501
502         if(time >= self.wait)
503                 Item_Respawn();
504 }
505
506 void Item_ScheduleRespawnIn(entity e, float t)
507 {
508         if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
509         {
510                 e.think = Item_RespawnCountdown;
511                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
512                 e.count = 0;
513         }
514         else
515         {
516                 e.think = Item_RespawnThink;
517                 e.nextthink = time;
518                 e.wait = time + t;
519         }
520 }
521
522 void Item_ScheduleRespawn(entity e)
523 {
524         if(e.respawntime > 0)
525         {
526                 Item_Show(e, 0);
527                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
528         }
529         else // if respawntime is -1, this item does not respawn
530                 Item_Show(e, -1);
531 }
532
533 void Item_ScheduleInitialRespawn(entity e)
534 {
535         Item_Show(e, 0);
536         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
537 }
538
539 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
540 {
541         if (!item.(ammotype))
542                 return false;
543
544         if (item.spawnshieldtime)
545         {
546                 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
547                 {
548                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
549                         goto YEAH;
550                 }
551         }
552         else if(g_weapon_stay == 2)
553         {
554                 float mi = min(item.(ammotype), ammomax);
555                 if (player.(ammotype) < mi)
556                 {
557                         player.(ammotype) = mi;
558                         goto YEAH;
559                 }
560         }
561
562         return false;
563
564 :YEAH
565         switch(mode)
566         {
567                 case ITEM_MODE_FUEL:
568                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
569                         break;
570                 case ITEM_MODE_HEALTH:
571                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
572                         break;
573                 case ITEM_MODE_ARMOR:
574                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
575                         break;
576                 default:
577                         break;
578         }
579         return true;
580 }
581
582 float Item_GiveTo(entity item, entity player)
583 {
584         float _switchweapon;
585         float pickedup;
586         float it;
587         float i;
588
589         // if nothing happens to player, just return without taking the item
590         pickedup = false;
591         _switchweapon = false;
592         // in case the player has autoswitch enabled do the following:
593         // if the player is using their best weapon before items are given, they
594         // probably want to switch to an even better weapon after items are given
595         if (player.autoswitch)
596         if (player.switchweapon == w_getbestweapon(player))
597                 _switchweapon = true;
598
599         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
600                 _switchweapon = true;
601
602         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
603         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
604         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
605         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
606         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
607         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
608         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
609         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
610
611         if (item.flags & FL_WEAPON)
612         {
613                 WepSet it;
614                 it = item.weapons;
615                 it &= ~player.weapons;
616
617                 if (it || (item.spawnshieldtime && item.pickup_anyway))
618                 {
619                         pickedup = true;
620                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
621                         if(it & WepSet_FromWeapon(i))
622                         {
623                                 W_DropEvent(WR_PICKUP, player, i, item);
624                                 W_GiveWeapon(player, i);
625                         }
626                 }
627         }
628
629         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
630         {
631                 pickedup = true;
632                 player.items |= it;
633                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
634         }
635
636         if (item.strength_finished)
637         {
638                 pickedup = true;
639                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
640         }
641         if (item.invincible_finished)
642         {
643                 pickedup = true;
644                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
645         }
646         if (item.superweapons_finished)
647         {
648                 pickedup = true;
649                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
650         }
651
652 :skip
653
654         // always eat teamed entities
655         if(item.team)
656                 pickedup = true;
657
658         if (!pickedup)
659                 return 0;
660
661         if (_switchweapon)
662                 if (player.switchweapon != w_getbestweapon(player))
663                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
664
665         return 1;
666 }
667
668 .entity itemdef;
669
670 void Item_Touch (void)
671 {
672         entity e, head;
673
674         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
675         if(self.classname == "droppedweapon")
676         {
677                 if (ITEM_TOUCH_NEEDKILL())
678                 {
679                         remove(self);
680                         return;
681                 }
682         }
683
684         if (!IS_PLAYER(other))
685                 return;
686         if (other.frozen)
687                 return;
688         if (other.deadflag)
689                 return;
690         if (self.solid != SOLID_TRIGGER)
691                 return;
692         if (self.owner == other)
693                 return;
694         if (time < self.item_spawnshieldtime)
695                 return;
696
697         switch(MUTATOR_CALLHOOK(ItemTouch))
698         {
699                 case MUT_ITEMTOUCH_RETURN: { return; }
700                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
701         }
702
703         if (self.classname == "droppedweapon")
704         {
705                 self.strength_finished = max(0, self.strength_finished - time);
706                 self.invincible_finished = max(0, self.invincible_finished - time);
707                 self.superweapons_finished = max(0, self.superweapons_finished - time);
708         }
709         entity it = self.itemdef;
710         bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
711         if (!gave)
712         {
713                 if (self.classname == "droppedweapon")
714                 {
715                         // undo what we did above
716                         self.strength_finished += time;
717                         self.invincible_finished += time;
718                         self.superweapons_finished += time;
719                 }
720                 return;
721         }
722
723         :pickup
724
725         other.last_pickup = time;
726
727         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
728         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
729
730         if (self.classname == "droppedweapon")
731                 remove (self);
732         else if (self.spawnshieldtime)
733         {
734                 if(self.team)
735                 {
736                         RandomSelection_Init();
737                         for(head = world; (head = findfloat(head, team, self.team)); )
738                         {
739                                 if(head.flags & FL_ITEM)
740                                 {
741                                         Item_Show(head, -1);
742                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
743                                 }
744                         }
745                         e = RandomSelection_chosen_ent;
746
747                 }
748                 else
749                         e = self;
750                 Item_ScheduleRespawn(e);
751         }
752 }
753
754 void Item_Reset()
755 {
756         Item_Show(self, !self.state);
757         setorigin (self, self.origin);
758
759         if(self.classname != "droppedweapon")
760         {
761                 self.think = Item_Think;
762                 self.nextthink = time;
763
764                 if(self.waypointsprite_attached)
765                         WaypointSprite_Kill(self.waypointsprite_attached);
766
767                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
768                         Item_ScheduleInitialRespawn(self);
769         }
770 }
771
772 void Item_FindTeam()
773 {
774         entity head, e;
775
776         if(self.effects & EF_NODRAW)
777         {
778                 // marker for item team search
779                 dprint("Initializing item team ", ftos(self.team), "\n");
780                 RandomSelection_Init();
781                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
782                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
783                 e = RandomSelection_chosen_ent;
784                 e.state = 0;
785                 Item_Show(e, 1);
786
787                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
788                 {
789                         if(head != e)
790                         {
791                                 // make it a non-spawned item
792                                 Item_Show(head, -1);
793                                 head.state = 1; // state 1 = initially hidden item
794                         }
795                         head.effects &= ~EF_NODRAW;
796                 }
797
798                 Item_Reset();
799         }
800 }
801
802 // Savage: used for item garbage-collection
803 // TODO: perhaps nice special effect?
804 void RemoveItem(void)
805 {
806         remove(self);
807 }
808
809 // pickup evaluation functions
810 // these functions decide how desirable an item is to the bots
811
812 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
813
814 float weapon_pickupevalfunc(entity player, entity item)
815 {
816         float c;
817
818         // See if I have it already
819         if(item.weapons & ~player.weapons)
820         {
821                 // If I can pick it up
822                 if(!item.spawnshieldtime)
823                         c = 0;
824                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
825                 {
826                         // Skilled bots will grab more
827                         c = bound(0, skill / 10, 1) * 0.5;
828                 }
829                 else
830                         c = 0;
831         }
832         else
833                 c = 1;
834
835         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
836         if( bot_custom_weapon && c )
837         {
838                 // Find the highest position on any range
839                 int position = -1;
840                 for (int j = 0; j < WEP_LAST ; ++j){
841                         if(
842                                         bot_weapons_far[j] == item.weapon ||
843                                         bot_weapons_mid[j] == item.weapon ||
844                                         bot_weapons_close[j] == item.weapon
845                           )
846                         {
847                                 position = j;
848                                 break;
849                         }
850                 }
851
852                 // Rate it
853                 if (position >= 0 )
854                 {
855                         position = WEP_LAST - position;
856                         // item.bot_pickupbasevalue is overwritten here
857                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
858                 }
859         }
860
861         return item.bot_pickupbasevalue * c;
862 }
863
864 float commodity_pickupevalfunc(entity player, entity item)
865 {
866         float c, i;
867         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
868         entity wi;
869         c = 0;
870
871         // Detect needed ammo
872         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
873         {
874                 wi = get_weaponinfo(i);
875
876                 if (!(player.weapons & WepSet_FromWeapon(i)))
877                         continue;
878
879                 if(wi.items & IT_SHELLS)
880                         need_shells = true;
881                 else if(wi.items & IT_NAILS)
882                         need_nails = true;
883                 else if(wi.items & IT_ROCKETS)
884                         need_rockets = true;
885                 else if(wi.items & IT_CELLS)
886                         need_cells = true;
887                 else if(wi.items & IT_PLASMA)
888                         need_plasma = true;
889                 else if(wi.items & IT_FUEL)
890                         need_fuel = true;
891         }
892
893         // TODO: figure out if the player even has the weapon this ammo is for?
894         // may not affect strategy much though...
895         // find out how much more ammo/armor/health the player can hold
896         if (need_shells)
897         if (item.ammo_shells)
898         if (player.ammo_shells < g_pickup_shells_max)
899                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
900         if (need_nails)
901         if (item.ammo_nails)
902         if (player.ammo_nails < g_pickup_nails_max)
903                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
904         if (need_rockets)
905         if (item.ammo_rockets)
906         if (player.ammo_rockets < g_pickup_rockets_max)
907                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
908         if (need_cells)
909         if (item.ammo_cells)
910         if (player.ammo_cells < g_pickup_cells_max)
911                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
912         if (need_plasma)
913         if (item.ammo_plasma)
914         if (player.ammo_plasma < g_pickup_plasma_max)
915                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
916         if (need_fuel)
917         if (item.ammo_fuel)
918         if (player.ammo_fuel < g_pickup_fuel_max)
919                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
920         if (item.armorvalue)
921         if (player.armorvalue < item.max_armorvalue)
922                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
923         if (item.health)
924         if (player.health < item.max_health)
925                 c = c + max(0, 1 - player.health / item.max_health);
926
927         return item.bot_pickupbasevalue * c;
928 }
929
930 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
931 {
932         if(ITEM_DAMAGE_NEEDKILL(deathtype))
933                 RemoveItem();
934 }
935
936 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)
937 {
938         startitem_failed = false;
939
940         if(self.model == "")
941                 self.model = itemmodel;
942
943         if(self.model == "")
944     {
945         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
946         return;
947     }
948
949         if(self.item_pickupsound == "")
950                 self.item_pickupsound = pickupsound;
951
952         if(!self.respawntime) // both need to be set
953         {
954                 self.respawntime = defaultrespawntime;
955                 self.respawntimejitter = defaultrespawntimejitter;
956         }
957
958         self.items = itemid;
959         self.weapon = weaponid;
960
961         if(weaponid)
962                 self.weapons = WepSet_FromWeapon(weaponid);
963
964         self.flags = FL_ITEM | itemflags;
965
966         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
967         {
968                 startitem_failed = true;
969                 remove(self);
970                 return;
971         }
972
973         // is it a dropped weapon?
974         if (self.classname == "droppedweapon")
975         {
976                 self.reset = SUB_Remove;
977                 // it's a dropped weapon
978                 self.movetype = MOVETYPE_TOSS;
979
980                 // Savage: remove thrown items after a certain period of time ("garbage collection")
981                 self.think = RemoveItem;
982                 self.nextthink = time + 20;
983
984                 self.takedamage = DAMAGE_YES;
985                 self.event_damage = Item_Damage;
986
987                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
988                 /*
989                 if(self.items == 0)
990                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
991                 if(self.ammo_nails == 0)
992                 if(self.ammo_cells == 0)
993                 if(self.ammo_rockets == 0)
994                 if(self.ammo_shells == 0)
995                 if(self.ammo_fuel == 0)
996                 if(self.health == 0)
997                 if(self.armorvalue == 0)
998                 */
999                 {
1000                         // if item is worthless after a timer, have it expire then
1001                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1002                 }
1003
1004                 // don't drop if in a NODROP zone (such as lava)
1005                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1006                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1007                 {
1008                         startitem_failed = true;
1009                         remove(self);
1010                         return;
1011                 }
1012         }
1013         else
1014         {
1015                 if(!have_pickup_item())
1016                 {
1017                         startitem_failed = true;
1018                         remove (self);
1019                         return;
1020                 }
1021
1022                 self.reset = Item_Reset;
1023                 // it's a level item
1024                 if(self.spawnflags & 1)
1025                         self.noalign = 1;
1026                 if (self.noalign)
1027                         self.movetype = MOVETYPE_NONE;
1028                 else
1029                         self.movetype = MOVETYPE_TOSS;
1030                 // do item filtering according to game mode and other things
1031                 if (!self.noalign)
1032                 {
1033                         // first nudge it off the floor a little bit to avoid math errors
1034                         setorigin(self, self.origin + '0 0 1');
1035                         // set item size before we spawn a spawnfunc_waypoint
1036                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1037                                 setsize (self, '-16 -16 0', '16 16 48');
1038                         else
1039                                 setsize (self, '-16 -16 0', '16 16 32');
1040
1041                         // note droptofloor returns false if stuck/or would fall too far
1042                         droptofloor();
1043                         waypoint_spawnforitem(self);
1044                 }
1045
1046                 /*
1047                  * can't do it that way, as it would break maps
1048                  * TODO make a target_give like entity another way, that perhaps has
1049                  * the weapon name in a key
1050                 if(self.targetname)
1051                 {
1052                         // target_give not yet supported; maybe later
1053                         print("removed targeted ", self.classname, "\n");
1054                         startitem_failed = true;
1055                         remove (self);
1056                         return;
1057                 }
1058                 */
1059
1060                 if(autocvar_spawn_debug >= 2)
1061                 {
1062                         entity otheritem;
1063                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1064                         {
1065                             // why not flags & fl_item?
1066                                 if(otheritem.is_item)
1067                                 {
1068                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1069                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1070                                         error("Mapper sucks.");
1071                                 }
1072                         }
1073                         self.is_item = true;
1074                 }
1075
1076                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1077
1078                 precache_model (self.model);
1079                 precache_sound (self.item_pickupsound);
1080
1081                 precache_sound ("misc/itemrespawncountdown.wav");
1082                 if(itemid == IT_STRENGTH)
1083                         precache_sound ("misc/strength_respawn.wav");
1084                 else if(itemid == IT_INVINCIBLE)
1085                         precache_sound ("misc/shield_respawn.wav");
1086                 else
1087                         precache_sound ("misc/itemrespawn.wav");
1088
1089                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1090                         self.target = "###item###"; // for finding the nearest item using find()
1091         }
1092
1093         self.bot_pickup = true;
1094         self.bot_pickupevalfunc = pickupevalfunc;
1095         self.bot_pickupbasevalue = pickupbasevalue;
1096         self.mdl = self.model;
1097         self.netname = itemname;
1098         self.touch = Item_Touch;
1099         setmodel(self, "null"); // precision set below
1100         //self.effects |= EF_LOWPRECISION;
1101
1102         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1103     {
1104         self.pos1 = '-16 -16 0';
1105         self.pos2 = '16 16 48';
1106     }
1107         else
1108     {
1109         self.pos1 = '-16 -16 0';
1110         self.pos2 = '16 16 32';
1111     }
1112     setsize (self, self.pos1, self.pos2);
1113
1114     if(itemflags & FL_POWERUP)
1115         self.ItemStatus |= ITS_ANIMATE1;
1116
1117         if(self.armorvalue || self.health)
1118         self.ItemStatus |= ITS_ANIMATE2;
1119
1120         if(itemflags & FL_WEAPON)
1121         {
1122                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1123             self.colormap = 1024; // color shirt=0 pants=0 grey
1124         else
1125             self.gravity = 1;
1126
1127                 self.ItemStatus |= ITS_ANIMATE1;
1128                 self.ItemStatus |= ISF_COLORMAP;
1129         }
1130
1131         self.state = 0;
1132         if(self.team) // broken, no idea why.
1133         {
1134                 if(!self.cnt)
1135                         self.cnt = 1; // item probability weight
1136
1137                 self.effects |= EF_NODRAW; // marker for item team search
1138                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1139         }
1140         else
1141                 Item_Reset();
1142
1143     Net_LinkEntity(self, false, 0, ItemSend);
1144
1145         self.SendFlags |= ISF_SIZE;
1146         if(self.angles)
1147                 self.SendFlags |= ISF_ANGLES;
1148
1149         // call this hook after everything else has been done
1150         if(MUTATOR_CALLHOOK(Item_Spawn))
1151         {
1152                 startitem_failed = true;
1153                 remove(self);
1154                 return;
1155         }
1156 }
1157
1158 void StartItemA (entity a)
1159 {
1160     self.itemdef = a;
1161     StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1162 }
1163
1164 void spawnfunc_item_rockets (void) {
1165         if(!self.ammo_rockets)
1166                 self.ammo_rockets = g_pickup_rockets;
1167         if(!self.pickup_anyway)
1168                 self.pickup_anyway = g_pickup_ammo_anyway;
1169     StartItemA (ITEM_Rockets);
1170 }
1171
1172 void spawnfunc_item_bullets (void) {
1173         if(!weaponswapping)
1174         if(autocvar_sv_q3acompat_machineshotgunswap)
1175         if(self.classname != "droppedweapon")
1176         {
1177                 weaponswapping = true;
1178                 spawnfunc_item_shells();
1179                 weaponswapping = false;
1180                 return;
1181         }
1182
1183         if(!self.ammo_nails)
1184                 self.ammo_nails = g_pickup_nails;
1185         if(!self.pickup_anyway)
1186                 self.pickup_anyway = g_pickup_ammo_anyway;
1187     StartItemA (ITEM_Bullets);
1188 }
1189
1190 void spawnfunc_item_cells (void) {
1191         if(!self.ammo_cells)
1192                 self.ammo_cells = g_pickup_cells;
1193         if(!self.pickup_anyway)
1194                 self.pickup_anyway = g_pickup_ammo_anyway;
1195         StartItemA (ITEM_Cells);
1196 }
1197
1198 void spawnfunc_item_plasma()
1199 {
1200         if(!self.ammo_plasma)
1201                 self.ammo_plasma = g_pickup_plasma;
1202         if(!self.pickup_anyway)
1203                 self.pickup_anyway = g_pickup_ammo_anyway;
1204         StartItemA (ITEM_Plasma);
1205 }
1206
1207 void spawnfunc_item_shells (void) {
1208         if(!weaponswapping)
1209         if(autocvar_sv_q3acompat_machineshotgunswap)
1210         if(self.classname != "droppedweapon")
1211         {
1212                 weaponswapping = true;
1213                 spawnfunc_item_bullets();
1214                 weaponswapping = false;
1215                 return;
1216         }
1217
1218         if(!self.ammo_shells)
1219                 self.ammo_shells = g_pickup_shells;
1220         if(!self.pickup_anyway)
1221                 self.pickup_anyway = g_pickup_ammo_anyway;
1222         StartItemA (ITEM_Shells);
1223 }
1224
1225 void spawnfunc_item_armor_small (void) {
1226         if(!self.armorvalue)
1227                 self.armorvalue = g_pickup_armorsmall;
1228         if(!self.max_armorvalue)
1229                 self.max_armorvalue = g_pickup_armorsmall_max;
1230         if(!self.pickup_anyway)
1231                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1232         StartItemA (ITEM_ArmorSmall);
1233 }
1234
1235 void spawnfunc_item_armor_medium (void) {
1236         if(!self.armorvalue)
1237                 self.armorvalue = g_pickup_armormedium;
1238         if(!self.max_armorvalue)
1239                 self.max_armorvalue = g_pickup_armormedium_max;
1240         if(!self.pickup_anyway)
1241                 self.pickup_anyway = g_pickup_armormedium_anyway;
1242         StartItemA (ITEM_ArmorMedium);
1243 }
1244
1245 void spawnfunc_item_armor_big (void) {
1246         if(!self.armorvalue)
1247                 self.armorvalue = g_pickup_armorbig;
1248         if(!self.max_armorvalue)
1249                 self.max_armorvalue = g_pickup_armorbig_max;
1250         if(!self.pickup_anyway)
1251                 self.pickup_anyway = g_pickup_armorbig_anyway;
1252         StartItemA (ITEM_ArmorBig);
1253 }
1254
1255 void spawnfunc_item_armor_large (void) {
1256         if(!self.armorvalue)
1257                 self.armorvalue = g_pickup_armorlarge;
1258         if(!self.max_armorvalue)
1259                 self.max_armorvalue = g_pickup_armorlarge_max;
1260         if(!self.pickup_anyway)
1261                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1262         StartItemA (ITEM_ArmorLarge);
1263 }
1264
1265 void spawnfunc_item_health_small (void) {
1266         if(!self.max_health)
1267                 self.max_health = g_pickup_healthsmall_max;
1268         if(!self.health)
1269                 self.health = g_pickup_healthsmall;
1270         if(!self.pickup_anyway)
1271                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1272         StartItemA (ITEM_HealthSmall);
1273 }
1274
1275 void spawnfunc_item_health_medium (void) {
1276         if(!self.max_health)
1277                 self.max_health = g_pickup_healthmedium_max;
1278         if(!self.health)
1279                 self.health = g_pickup_healthmedium;
1280         if(!self.pickup_anyway)
1281                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1282     StartItemA (ITEM_HealthMedium);
1283 }
1284
1285 void spawnfunc_item_health_large (void) {
1286         if(!self.max_health)
1287                 self.max_health = g_pickup_healthlarge_max;
1288         if(!self.health)
1289                 self.health = g_pickup_healthlarge;
1290         if(!self.pickup_anyway)
1291                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1292         StartItemA (ITEM_HealthLarge);
1293 }
1294
1295 void spawnfunc_item_health_mega (void) {
1296     if(!self.max_health)
1297         self.max_health = g_pickup_healthmega_max;
1298     if(!self.health)
1299         self.health = g_pickup_healthmega;
1300     if(!self.pickup_anyway)
1301         self.pickup_anyway = g_pickup_healthmega_anyway;
1302     StartItemA (ITEM_HealthMega);
1303 }
1304
1305 // support old misnamed entities
1306 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1307 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1308 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1309 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1310 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1311
1312 void spawnfunc_item_strength (void) {
1313                 precache_sound("weapons/strength_fire.wav");
1314                 if(!self.strength_finished)
1315                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1316                 StartItemA (ITEM_Strength);
1317 }
1318
1319 void spawnfunc_item_invincible (void) {
1320                 if(!self.invincible_finished)
1321                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1322                 StartItemA (ITEM_Shield);
1323 }
1324
1325 // compatibility:
1326 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1327
1328 void target_items_use (void)
1329 {
1330         if(activator.classname == "droppedweapon")
1331         {
1332                 EXACTTRIGGER_TOUCH;
1333                 remove(activator);
1334                 return;
1335         }
1336
1337         if (!IS_PLAYER(activator))
1338                 return;
1339         if(activator.deadflag != DEAD_NO)
1340                 return;
1341         EXACTTRIGGER_TOUCH;
1342
1343         entity e;
1344         for(e = world; (e = find(e, classname, "droppedweapon")); )
1345                 if(e.enemy == activator)
1346                         remove(e);
1347
1348         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1349                 centerprint(activator, self.message);
1350 }
1351
1352 void spawnfunc_target_items (void)
1353 {
1354         float n, i, j;
1355         entity e;
1356         string s;
1357
1358         self.use = target_items_use;
1359         if(!self.strength_finished)
1360                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1361         if(!self.invincible_finished)
1362                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1363         if(!self.superweapons_finished)
1364                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1365
1366         precache_sound("misc/itempickup.wav");
1367         precache_sound("misc/megahealth.wav");
1368         precache_sound("misc/armor25.wav");
1369         precache_sound("misc/powerup.wav");
1370         precache_sound("misc/poweroff.wav");
1371         precache_sound("weapons/weaponpickup.wav");
1372
1373         n = tokenize_console(self.netname);
1374         if(argv(0) == "give")
1375         {
1376                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1377         }
1378         else
1379         {
1380                 for(i = 0; i < n; ++i)
1381                 {
1382                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1383                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1384                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1385                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1386                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1387                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1388                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1389                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1390                         else
1391                         {
1392                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1393                                 {
1394                                         e = get_weaponinfo(j);
1395                                         s = W_UndeprecateName(argv(i));
1396                                         if(s == e.netname)
1397                                         {
1398                                                 self.weapons |= WepSet_FromWeapon(j);
1399                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1400                                                         WEP_ACTION(e.weapon, WR_INIT);
1401                                                 break;
1402                                         }
1403                                 }
1404                                 if(j > WEP_LAST)
1405                                         print("target_items: invalid item ", argv(i), "\n");
1406                         }
1407                 }
1408
1409                 string itemprefix, valueprefix;
1410                 if(self.spawnflags == 0)
1411                 {
1412                         itemprefix = "";
1413                         valueprefix = "";
1414                 }
1415                 else if(self.spawnflags == 1)
1416                 {
1417                         itemprefix = "max ";
1418                         valueprefix = "max ";
1419                 }
1420                 else if(self.spawnflags == 2)
1421                 {
1422                         itemprefix = "min ";
1423                         valueprefix = "min ";
1424                 }
1425                 else if(self.spawnflags == 4)
1426                 {
1427                         itemprefix = "minus ";
1428                         valueprefix = "max ";
1429                 }
1430                 else
1431                 {
1432                         error("invalid spawnflags");
1433                         itemprefix = valueprefix = string_null;
1434                 }
1435
1436                 self.netname = "";
1437                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1438                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1439                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1440                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1441                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1442                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1443                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1444                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1445                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1446                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1447                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1448                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1449                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1450                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1451                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1452                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1453                 {
1454                         e = get_weaponinfo(j);
1455                         if(e.weapon)
1456                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1457                 }
1458         }
1459         self.netname = strzone(self.netname);
1460         //print(self.netname, "\n");
1461
1462         n = tokenize_console(self.netname);
1463         for(i = 0; i < n; ++i)
1464         {
1465                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1466                 {
1467                         e = get_weaponinfo(j);
1468                         if(argv(i) == e.netname)
1469                         {
1470                                 WEP_ACTION(e.weapon, WR_INIT);
1471                                 break;
1472                         }
1473                 }
1474         }
1475 }
1476
1477 void spawnfunc_item_fuel(void)
1478 {
1479         if(!self.ammo_fuel)
1480                 self.ammo_fuel = g_pickup_fuel;
1481         if(!self.pickup_anyway)
1482                 self.pickup_anyway = g_pickup_ammo_anyway;
1483         StartItemA (ITEM_JetpackFuel);
1484 }
1485
1486 void spawnfunc_item_fuel_regen(void)
1487 {
1488         if(start_items & IT_FUEL_REGEN)
1489         {
1490                 spawnfunc_item_fuel();
1491                 return;
1492         }
1493         StartItemA (ITEM_JetpackRegen);
1494 }
1495
1496 void spawnfunc_item_jetpack(void)
1497 {
1498         if(!self.ammo_fuel)
1499                 self.ammo_fuel = g_pickup_fuel_jetpack;
1500         if(start_items & IT_JETPACK)
1501         {
1502                 spawnfunc_item_fuel();
1503                 return;
1504         }
1505         StartItemA (ITEM_Jetpack);
1506 }
1507
1508 float GiveWeapon(entity e, float wpn, float op, float val)
1509 {
1510         WepSet v0, v1;
1511         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1512         switch(op)
1513         {
1514                 case OP_SET:
1515                         if(val > 0)
1516                                 e.weapons |= WepSet_FromWeapon(wpn);
1517                         else
1518                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1519                         break;
1520                 case OP_MIN:
1521                 case OP_PLUS:
1522                         if(val > 0)
1523                                 e.weapons |= WepSet_FromWeapon(wpn);
1524                         break;
1525                 case OP_MAX:
1526                         if(val <= 0)
1527                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1528                         break;
1529                 case OP_MINUS:
1530                         if(val > 0)
1531                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1532                         break;
1533         }
1534         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1535         return (v0 != v1);
1536 }
1537
1538 float GiveBit(entity e, .float fld, float bit, float op, float val)
1539 {
1540         float v0, v1;
1541         v0 = (e.(fld) & bit);
1542         switch(op)
1543         {
1544                 case OP_SET:
1545                         if(val > 0)
1546                                 e.(fld) |= bit;
1547                         else
1548                                 e.(fld) &= ~bit;
1549                         break;
1550                 case OP_MIN:
1551                 case OP_PLUS:
1552                         if(val > 0)
1553                                 e.(fld) |= bit;
1554                         break;
1555                 case OP_MAX:
1556                         if(val <= 0)
1557                                 e.(fld) &= ~bit;
1558                         break;
1559                 case OP_MINUS:
1560                         if(val > 0)
1561                                 e.(fld) &= ~bit;
1562                         break;
1563         }
1564         v1 = (e.(fld) & bit);
1565         return (v0 != v1);
1566 }
1567
1568 float GiveValue(entity e, .float fld, float op, float val)
1569 {
1570         float v0, v1;
1571         v0 = e.(fld);
1572         switch(op)
1573         {
1574                 case OP_SET:
1575                         e.(fld) = val;
1576                         break;
1577                 case OP_MIN:
1578                         e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1579                         break;
1580                 case OP_MAX:
1581                         e.(fld) = min(e.(fld), val);
1582                         break;
1583                 case OP_PLUS:
1584                         e.(fld) += val;
1585                         break;
1586                 case OP_MINUS:
1587                         e.(fld) -= val;
1588                         break;
1589         }
1590         v1 = e.(fld);
1591         return (v0 != v1);
1592 }
1593
1594 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1595 {
1596         if(v1 == v0)
1597                 return;
1598         if(v1 <= v0 - t)
1599         {
1600                 if(snd_decr != "")
1601                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1602         }
1603         else if(v0 >= v0 + t)
1604         {
1605                 if(snd_incr != "")
1606                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1607         }
1608 }
1609
1610 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1611 {
1612         if(v0 < v1)
1613                 e.(rotfield) = max(e.(rotfield), time + rottime);
1614         else if(v0 > v1)
1615                 e.(regenfield) = max(e.(regenfield), time + regentime);
1616 }
1617 float GiveItems(entity e, float beginarg, float endarg)
1618 {
1619         float got, i, j, val, op;
1620         float _switchweapon;
1621         entity wi;
1622         string cmd;
1623
1624         val = 999;
1625         op = OP_SET;
1626
1627         got = 0;
1628
1629         _switchweapon = false;
1630         if (e.autoswitch)
1631                 if (e.switchweapon == w_getbestweapon(e))
1632                         _switchweapon = true;
1633
1634         e.strength_finished = max(0, e.strength_finished - time);
1635         e.invincible_finished = max(0, e.invincible_finished - time);
1636         e.superweapons_finished = max(0, e.superweapons_finished - time);
1637
1638         PREGIVE(e, items);
1639         PREGIVE_WEAPONS(e);
1640         PREGIVE(e, strength_finished);
1641         PREGIVE(e, invincible_finished);
1642         PREGIVE(e, superweapons_finished);
1643         PREGIVE(e, ammo_nails);
1644         PREGIVE(e, ammo_cells);
1645         PREGIVE(e, ammo_plasma);
1646         PREGIVE(e, ammo_shells);
1647         PREGIVE(e, ammo_rockets);
1648         PREGIVE(e, ammo_fuel);
1649         PREGIVE(e, armorvalue);
1650         PREGIVE(e, health);
1651
1652         for(i = beginarg; i < endarg; ++i)
1653         {
1654                 cmd = argv(i);
1655
1656                 if(cmd == "0" || stof(cmd))
1657                 {
1658                         val = stof(cmd);
1659                         continue;
1660                 }
1661                 switch(cmd)
1662                 {
1663                         case "no":
1664                                 op = OP_MAX;
1665                                 val = 0;
1666                                 continue;
1667                         case "max":
1668                                 op = OP_MAX;
1669                                 continue;
1670                         case "min":
1671                                 op = OP_MIN;
1672                                 continue;
1673                         case "plus":
1674                                 op = OP_PLUS;
1675                                 continue;
1676                         case "minus":
1677                                 op = OP_MINUS;
1678                                 continue;
1679                         case "ALL":
1680                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1681                                 got += GiveValue(e, strength_finished, op, val);
1682                                 got += GiveValue(e, invincible_finished, op, val);
1683                                 got += GiveValue(e, superweapons_finished, op, val);
1684                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1685                         case "all":
1686                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1687                                 got += GiveValue(e, health, op, val);
1688                                 got += GiveValue(e, armorvalue, op, val);
1689                         case "allweapons":
1690                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1691                                 {
1692                                         wi = get_weaponinfo(j);
1693                                         if(wi.weapon)
1694                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1695                                                         got += GiveWeapon(e, j, op, val);
1696                                 }
1697                         case "allammo":
1698                                 got += GiveValue(e, ammo_cells, op, val);
1699                                 got += GiveValue(e, ammo_plasma, op, val);
1700                                 got += GiveValue(e, ammo_shells, op, val);
1701                                 got += GiveValue(e, ammo_nails, op, val);
1702                                 got += GiveValue(e, ammo_rockets, op, val);
1703                                 got += GiveValue(e, ammo_fuel, op, val);
1704                                 break;
1705                         case "unlimited_ammo":
1706                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1707                                 break;
1708                         case "unlimited_weapon_ammo":
1709                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1710                                 break;
1711                         case "unlimited_superweapons":
1712                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1713                                 break;
1714                         case "jetpack":
1715                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1716                                 break;
1717                         case "fuel_regen":
1718                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1719                                 break;
1720                         case "strength":
1721                                 got += GiveValue(e, strength_finished, op, val);
1722                                 break;
1723                         case "invincible":
1724                                 got += GiveValue(e, invincible_finished, op, val);
1725                                 break;
1726                         case "superweapons":
1727                                 got += GiveValue(e, superweapons_finished, op, val);
1728                                 break;
1729                         case "cells":
1730                                 got += GiveValue(e, ammo_cells, op, val);
1731                                 break;
1732                         case "plasma":
1733                                 got += GiveValue(e, ammo_plasma, op, val);
1734                                 break;
1735                         case "shells":
1736                                 got += GiveValue(e, ammo_shells, op, val);
1737                                 break;
1738                         case "nails":
1739                         case "bullets":
1740                                 got += GiveValue(e, ammo_nails, op, val);
1741                                 break;
1742                         case "rockets":
1743                                 got += GiveValue(e, ammo_rockets, op, val);
1744                                 break;
1745                         case "health":
1746                                 got += GiveValue(e, health, op, val);
1747                                 break;
1748                         case "armor":
1749                                 got += GiveValue(e, armorvalue, op, val);
1750                                 break;
1751                         case "fuel":
1752                                 got += GiveValue(e, ammo_fuel, op, val);
1753                                 break;
1754                         default:
1755                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1756                                 {
1757                                         wi = get_weaponinfo(j);
1758                                         if(cmd == wi.netname)
1759                                         {
1760                                                 got += GiveWeapon(e, j, op, val);
1761                                                 break;
1762                                         }
1763                                 }
1764                                 if(j > WEP_LAST)
1765                                         print("give: invalid item ", cmd, "\n");
1766                                 break;
1767                 }
1768                 val = 999;
1769                 op = OP_SET;
1770         }
1771
1772         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1773         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1774         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1775         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1776         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1777         {
1778                 wi = get_weaponinfo(j);
1779                 if(wi.weapon)
1780                 {
1781                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1782                         if (!(save_weapons & WepSet_FromWeapon(j)))
1783                                 if(e.weapons & WepSet_FromWeapon(j))
1784                                         WEP_ACTION(wi.weapon, WR_INIT);
1785                 }
1786         }
1787         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1788         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1789         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1790         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1791         POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1792         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1793         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1794         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);
1795         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);
1796         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);
1797
1798         if(e.superweapons_finished <= 0)
1799                 if(self.weapons & WEPSET_SUPERWEAPONS)
1800                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1801
1802         if(e.strength_finished <= 0)
1803                 e.strength_finished = 0;
1804         else
1805                 e.strength_finished += time;
1806         if(e.invincible_finished <= 0)
1807                 e.invincible_finished = 0;
1808         else
1809                 e.invincible_finished += time;
1810         if(e.superweapons_finished <= 0)
1811                 e.superweapons_finished = 0;
1812         else
1813                 e.superweapons_finished += time;
1814
1815         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1816                 _switchweapon = true;
1817         if(_switchweapon)
1818                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1819
1820         return got;
1821 }
1822 #endif