]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/t_items.qc
Merge branch 'TimePath/waypointsprites' into 'master'
[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 "bot/bot.qh"
9     #include "bot/waypoints.qh"
10
11     #include "mutators/mutators_include.qh"
12
13     #include "weapons/common.qh"
14     #include "weapons/selection.qh"
15     #include "weapons/weaponsystem.qh"
16
17     #include "../common/constants.qh"
18     #include "../common/deathtypes.qh"
19     #include "../common/notifications.qh"
20         #include "../common/triggers/subs.qh"
21     #include "../common/util.qh"
22
23     #include "../common/monsters/all.qh"
24
25     #include "../common/weapons/all.qh"
26
27     #include "../warpzonelib/util_server.qh"
28 #endif
29
30 #ifdef CSQC
31 void ItemDraw()
32 {
33     if(self.gravity)
34     {
35         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
36         if(self.move_flags & FL_ONGROUND)
37         { // For some reason move_avelocity gets set to '0 0 0' here ...
38             self.oldorigin = self.origin;
39             self.gravity = 0;
40
41             if(autocvar_cl_animate_items)
42             { // ... so reset it if animations are requested.
43                 if(self.ItemStatus & ITS_ANIMATE1)
44                     self.move_avelocity = '0 180 0';
45
46                 if(self.ItemStatus & ITS_ANIMATE2)
47                     self.move_avelocity = '0 -90 0';
48             }
49         }
50     }
51     else if (autocvar_cl_animate_items)
52     {
53         if(self.ItemStatus & ITS_ANIMATE1)
54         {
55             self.angles += self.move_avelocity * frametime;
56             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
57         }
58
59         if(self.ItemStatus & ITS_ANIMATE2)
60         {
61             self.angles += self.move_avelocity * frametime;
62             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
63         }
64     }
65 }
66
67 void ItemDrawSimple()
68 {
69     if(self.gravity)
70     {
71         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
72
73         if(self.move_flags & FL_ONGROUND)
74             self.gravity = 0;
75     }
76 }
77
78 void ItemRead(float _IsNew)
79 {
80     int sf = ReadByte();
81
82     if(sf & ISF_LOCATION)
83     {
84         self.origin_x = ReadCoord();
85         self.origin_y = ReadCoord();
86         self.origin_z = ReadCoord();
87         setorigin(self, self.origin);
88         self.oldorigin = self.origin;
89     }
90
91     if(sf & ISF_ANGLES)
92     {
93         self.angles_x = ReadCoord();
94         self.angles_y = ReadCoord();
95         self.angles_z = ReadCoord();
96         self.move_angles = self.angles;
97     }
98
99     if(sf & ISF_SIZE)
100     {
101         self.mins_x = ReadCoord();
102         self.mins_y = ReadCoord();
103         self.mins_z = ReadCoord();
104         self.maxs_x = ReadCoord();
105         self.maxs_y = ReadCoord();
106         self.maxs_z = ReadCoord();
107         setsize(self, self.mins, self.maxs);
108     }
109
110     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
111     {
112         self.ItemStatus = ReadByte();
113
114         if(self.ItemStatus & ITS_AVAILABLE)
115         {
116             self.alpha = 1;
117             self.colormod = self.glowmod = '1 1 1';
118         }
119         else
120         {
121             if (autocvar_cl_ghost_items_color)
122             {
123                 self.alpha = autocvar_cl_ghost_items;
124                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
125             }
126             else
127                 self.alpha = -1;
128         }
129
130         if(autocvar_cl_fullbright_items)
131             if(self.ItemStatus & ITS_ALLOWFB)
132                 self.effects |= EF_FULLBRIGHT;
133
134         if(self.ItemStatus & ITS_STAYWEP)
135         {
136             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
137             self.alpha = autocvar_cl_weapon_stay_alpha;
138
139         }
140
141         if(self.ItemStatus & ITS_POWERUP)
142         {
143             if(self.ItemStatus & ITS_AVAILABLE)
144                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
145             else
146                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
147         }
148     }
149
150     if(sf & ISF_MODEL)
151     {
152         self.drawmask  = MASK_NORMAL;
153         self.movetype  = MOVETYPE_TOSS;
154         self.draw       = ItemDraw;
155
156         if(self.mdl)
157             strunzone(self.mdl);
158
159         self.mdl = "";
160         string _fn = ReadString();
161
162         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
163         {
164             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
165             self.draw = ItemDrawSimple;
166
167
168
169             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
170                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
171             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
172                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
173             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
174                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
175             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
176                 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
177             else
178             {
179                 self.draw = ItemDraw;
180                 dprint("Simple item requested for ", _fn, " but no model exists for it\n");
181             }
182         }
183
184         if(self.draw != ItemDrawSimple)
185             self.mdl = strzone(_fn);
186
187
188         if(self.mdl == "")
189             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
190
191         precache_model(self.mdl);
192         setmodel(self, self.mdl);
193     }
194
195     if(sf & ISF_COLORMAP)
196         self.colormap = ReadShort();
197
198     if(sf & ISF_DROP)
199     {
200         self.gravity = 1;
201         //self.move_angles = '0 0 0';
202         self.move_movetype = MOVETYPE_TOSS;
203         self.move_velocity_x = ReadCoord();
204         self.move_velocity_y = ReadCoord();
205         self.move_velocity_z = ReadCoord();
206         self.velocity = self.move_velocity;
207         self.move_origin = self.oldorigin;
208
209         if(!self.move_time)
210         {
211             self.move_time = time;
212             self.spawntime = time;
213         }
214         else
215             self.move_time = max(self.move_time, time);
216     }
217
218     if(autocvar_cl_animate_items)
219     {
220         if(self.ItemStatus & ITS_ANIMATE1)
221             self.move_avelocity = '0 180 0';
222
223         if(self.ItemStatus & ITS_ANIMATE2)
224             self.move_avelocity = '0 -90 0';
225     }
226 }
227
228 #endif
229
230 #ifdef SVQC
231 bool ItemSend(entity to, int sf)
232 {
233     if(self.gravity)
234         sf |= ISF_DROP;
235     else
236         sf &= ~ISF_DROP;
237
238         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
239         WriteByte(MSG_ENTITY, sf);
240
241         //WriteByte(MSG_ENTITY, self.cnt);
242     if(sf & ISF_LOCATION)
243     {
244         WriteCoord(MSG_ENTITY, self.origin.x);
245         WriteCoord(MSG_ENTITY, self.origin.y);
246         WriteCoord(MSG_ENTITY, self.origin.z);
247     }
248
249     if(sf & ISF_ANGLES)
250     {
251         WriteCoord(MSG_ENTITY, self.angles.x);
252         WriteCoord(MSG_ENTITY, self.angles.y);
253         WriteCoord(MSG_ENTITY, self.angles.z);
254     }
255
256     if(sf & ISF_SIZE)
257     {
258         WriteCoord(MSG_ENTITY, self.mins.x);
259         WriteCoord(MSG_ENTITY, self.mins.y);
260         WriteCoord(MSG_ENTITY, self.mins.z);
261         WriteCoord(MSG_ENTITY, self.maxs.x);
262         WriteCoord(MSG_ENTITY, self.maxs.y);
263         WriteCoord(MSG_ENTITY, self.maxs.z);
264     }
265
266     if(sf & ISF_STATUS)
267         WriteByte(MSG_ENTITY, self.ItemStatus);
268
269     if(sf & ISF_MODEL)
270     {
271
272         if(self.mdl == "")
273             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
274
275         WriteString(MSG_ENTITY, self.mdl);
276     }
277
278
279     if(sf & ISF_COLORMAP)
280         WriteShort(MSG_ENTITY, self.colormap);
281
282     if(sf & ISF_DROP)
283     {
284         WriteCoord(MSG_ENTITY, self.velocity.x);
285         WriteCoord(MSG_ENTITY, self.velocity.y);
286         WriteCoord(MSG_ENTITY, self.velocity.z);
287     }
288
289     return true;
290 }
291
292 void ItemUpdate(entity item)
293 {
294         item.SendFlags |= ISF_LOCATION;
295 }
296
297 float have_pickup_item(void)
298 {
299         if(self.flags & FL_POWERUP)
300         {
301                 if(autocvar_g_powerups > 0)
302                         return true;
303                 if(autocvar_g_powerups == 0)
304                         return false;
305         }
306         else
307         {
308                 if(autocvar_g_pickup_items > 0)
309                         return true;
310                 if(autocvar_g_pickup_items == 0)
311                         return false;
312                 if(g_weaponarena)
313                         if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
314                                 return false;
315         }
316         return true;
317 }
318
319 /*
320 float Item_Customize()
321 {
322         if(self.spawnshieldtime)
323                 return true;
324         if(self.weapons & ~other.weapons)
325         {
326                 self.colormod = '0 0 0';
327                 self.glowmod = self.colormod;
328                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
329                 return true;
330         }
331         else
332         {
333                 if(g_ghost_items)
334                 {
335                         self.colormod = stov(autocvar_g_ghost_items_color);
336                         self.glowmod = self.colormod;
337                         self.alpha = g_ghost_items;
338                         return true;
339                 }
340                 else
341                         return false;
342         }
343 }
344 */
345
346 void Item_Show (entity e, float mode)
347 {
348         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
349         e.ItemStatus &= ~ITS_STAYWEP;
350         if (mode > 0)
351         {
352                 // make the item look normal, and be touchable
353                 e.model = e.mdl;
354                 e.solid = SOLID_TRIGGER;
355                 e.spawnshieldtime = 1;
356                 e.ItemStatus |= ITS_AVAILABLE;
357         }
358         else if (mode < 0)
359         {
360                 // hide the item completely
361                 e.model = string_null;
362                 e.solid = SOLID_NOT;
363                 e.spawnshieldtime = 1;
364                 e.ItemStatus &= ~ITS_AVAILABLE;
365         }
366         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
367         {
368                 // make the item translucent and not touchable
369                 e.model = e.mdl;
370                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
371                 e.effects |= EF_STARDUST;
372                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
373                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
374         }
375         else
376         {
377                 //setmodel(e, "null");
378                 e.solid = SOLID_NOT;
379                 e.colormod = '0 0 0';
380                 e.glowmod = e.colormod;
381                 e.spawnshieldtime = 1;
382                 e.ItemStatus &= ~ITS_AVAILABLE;
383         }
384
385         if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
386             e.ItemStatus |= ITS_POWERUP;
387
388         if (autocvar_g_nodepthtestitems)
389                 e.effects |= EF_NODEPTHTEST;
390
391
392     if (autocvar_g_fullbrightitems)
393                 e.ItemStatus |= ITS_ALLOWFB;
394
395         if (autocvar_sv_simple_items)
396         e.ItemStatus |= ITS_ALLOWSI;
397
398         // relink entity (because solid may have changed)
399         setorigin(e, e.origin);
400     e.SendFlags |= ISF_STATUS;
401 }
402
403 void Item_Think()
404 {
405         self.nextthink = time;
406         if(self.origin != self.oldorigin)
407         {
408                 self.oldorigin = self.origin;
409                 ItemUpdate(self);
410         }
411 }
412
413 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
414 float Item_ItemsTime_UpdateTime(entity e, float t);
415 void Item_ItemsTime_SetTime(entity e, float t);
416 void Item_ItemsTime_SetTimesForAllPlayers();
417
418 void Item_Respawn (void)
419 {
420         Item_Show(self, 1);
421         // this is ugly...
422         if(self.items == ITEM_Strength.m_itemid)
423                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM);    // play respawn sound
424         else if(self.items == ITEM_Shield.m_itemid)
425                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
426         else
427                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
428         setorigin (self, self.origin);
429
430     if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
431         {
432                 float t = Item_ItemsTime_UpdateTime(self, 0);
433                 Item_ItemsTime_SetTime(self, t);
434                 Item_ItemsTime_SetTimesForAllPlayers();
435         }
436
437         self.think = Item_Think;
438         self.nextthink = time;
439
440         //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
441         Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
442 }
443
444 void Item_RespawnCountdown (void)
445 {
446         if(self.count >= ITEM_RESPAWN_TICKS)
447         {
448                 if(self.waypointsprite_attached)
449                         WaypointSprite_Kill(self.waypointsprite_attached);
450                 Item_Respawn();
451         }
452         else
453         {
454                 self.nextthink = time + 1;
455                 self.count += 1;
456                 if(self.count == 1)
457                 {
458                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
459                         int wpextra = 0;
460             entity e = self.itemdef;
461             if (e) wpextra = e.m_id;
462                         if (self.flags & FL_WEAPON) {
463                                 entity wi = get_weaponinfo(self.weapon);
464                                 if (wi) wpextra = wi.m_id;
465                         }
466             entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP);
467             wp.wp_extra = wpextra;
468             if(self.waypointsprite_attached)
469             {
470                 if (self.items == IT_HEALTH || self.items == IT_ARMOR)
471                     WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
472                 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
473             }
474                 }
475
476                 if(self.waypointsprite_attached)
477                 {
478                         entity e;
479                         entity it = self;
480                         self = self.waypointsprite_attached;
481                         FOR_EACH_REALCLIENT(e)
482                                 if(self.waypointsprite_visible_for_player(e))
483                                 {
484                                         msg_entity = e;
485                                         soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
486                                 }
487                         self = it;
488
489                         WaypointSprite_Ping(self.waypointsprite_attached);
490                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
491                 }
492                 else
493                         sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
494         }
495 }
496
497 void Item_RespawnThink()
498 {
499         self.nextthink = time;
500         if(self.origin != self.oldorigin)
501         {
502                 self.oldorigin = self.origin;
503                 ItemUpdate(self);
504         }
505
506         if(time >= self.wait)
507                 Item_Respawn();
508 }
509
510 void Item_ScheduleRespawnIn(entity e, float t)
511 {
512         if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
513         {
514                 e.think = Item_RespawnCountdown;
515                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
516                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
517                 e.count = 0;
518                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
519                 Item_ItemsTime_SetTime(e, t);
520                 Item_ItemsTime_SetTimesForAllPlayers();
521         }
522         else
523         {
524                 e.think = Item_RespawnThink;
525                 e.nextthink = time;
526                 e.scheduledrespawntime = time + t;
527                 e.wait = time + t;
528         }
529 }
530
531 void Item_ScheduleRespawn(entity e)
532 {
533         if(e.respawntime > 0)
534         {
535                 Item_Show(e, 0);
536                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
537         }
538         else // if respawntime is -1, this item does not respawn
539                 Item_Show(e, -1);
540 }
541
542 void Item_ScheduleInitialRespawn(entity e)
543 {
544         Item_Show(e, 0);
545         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
546 }
547
548 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
549 {
550         if (!item.(ammotype))
551                 return false;
552
553         if (item.spawnshieldtime)
554         {
555                 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
556                 {
557                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
558                         goto YEAH;
559                 }
560         }
561         else if(g_weapon_stay == 2)
562         {
563                 float mi = min(item.(ammotype), ammomax);
564                 if (player.(ammotype) < mi)
565                 {
566                         player.(ammotype) = mi;
567                         goto YEAH;
568                 }
569         }
570
571         return false;
572
573 :YEAH
574         switch(mode)
575         {
576                 case ITEM_MODE_FUEL:
577                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
578                         break;
579                 case ITEM_MODE_HEALTH:
580                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
581                         break;
582                 case ITEM_MODE_ARMOR:
583                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
584                         break;
585                 default:
586                         break;
587         }
588         return true;
589 }
590
591 float Item_GiveTo(entity item, entity player)
592 {
593         float _switchweapon;
594         float pickedup;
595         float it;
596         float i;
597
598         // if nothing happens to player, just return without taking the item
599         pickedup = false;
600         _switchweapon = false;
601         // in case the player has autoswitch enabled do the following:
602         // if the player is using their best weapon before items are given, they
603         // probably want to switch to an even better weapon after items are given
604         if (player.autoswitch)
605         if (player.switchweapon == w_getbestweapon(player))
606                 _switchweapon = true;
607
608         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
609                 _switchweapon = true;
610
611         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
612         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
613         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
614         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
615         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
616         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
617         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
618         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
619
620         if (item.flags & FL_WEAPON)
621         {
622                 WepSet it;
623                 it = item.weapons;
624                 it &= ~player.weapons;
625
626                 if (it || (item.spawnshieldtime && item.pickup_anyway))
627                 {
628                         pickedup = true;
629                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
630                         if(it & WepSet_FromWeapon(i))
631                         {
632                                 W_DropEvent(WR_PICKUP, player, i, item);
633                                 W_GiveWeapon(player, i);
634                         }
635                 }
636         }
637
638         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
639         {
640                 pickedup = true;
641                 player.items |= it;
642                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
643         }
644
645         if (item.strength_finished)
646         {
647                 pickedup = true;
648                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
649         }
650         if (item.invincible_finished)
651         {
652                 pickedup = true;
653                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
654         }
655         if (item.superweapons_finished)
656         {
657                 pickedup = true;
658                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
659         }
660
661 :skip
662
663         // always eat teamed entities
664         if(item.team)
665                 pickedup = true;
666
667         if (!pickedup)
668                 return 0;
669
670         if (_switchweapon)
671                 if (player.switchweapon != w_getbestweapon(player))
672                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
673
674         return 1;
675 }
676
677 void Item_Touch (void)
678 {
679         entity e, head;
680
681         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
682         if(self.classname == "droppedweapon")
683         {
684                 if (ITEM_TOUCH_NEEDKILL())
685                 {
686                         remove(self);
687                         return;
688                 }
689         }
690
691         if (!IS_PLAYER(other))
692                 return;
693         if (other.frozen)
694                 return;
695         if (other.deadflag)
696                 return;
697         if (self.solid != SOLID_TRIGGER)
698                 return;
699         if (self.owner == other)
700                 return;
701         if (time < self.item_spawnshieldtime)
702                 return;
703
704         switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
705         {
706                 case MUT_ITEMTOUCH_RETURN: { return; }
707                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
708         }
709
710         if (self.classname == "droppedweapon")
711         {
712                 self.strength_finished = max(0, self.strength_finished - time);
713                 self.invincible_finished = max(0, self.invincible_finished - time);
714                 self.superweapons_finished = max(0, self.superweapons_finished - time);
715         }
716         entity it = self.itemdef;
717         bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
718         if (!gave)
719         {
720                 if (self.classname == "droppedweapon")
721                 {
722                         // undo what we did above
723                         self.strength_finished += time;
724                         self.invincible_finished += time;
725                         self.superweapons_finished += time;
726                 }
727                 return;
728         }
729
730         :pickup
731
732         other.last_pickup = time;
733
734         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
735         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
736
737         if (self.classname == "droppedweapon")
738                 remove (self);
739         else if (self.spawnshieldtime)
740         {
741                 if(self.team)
742                 {
743                         RandomSelection_Init();
744                         for(head = world; (head = findfloat(head, team, self.team)); )
745                         {
746                                 if(head.flags & FL_ITEM)
747                                 {
748                                         Item_Show(head, -1);
749                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
750                                 }
751                         }
752                         e = RandomSelection_chosen_ent;
753
754                 }
755                 else
756                         e = self;
757                 Item_ScheduleRespawn(e);
758         }
759 }
760
761 void Item_Reset()
762 {
763         Item_Show(self, !self.state);
764         setorigin (self, self.origin);
765
766         if(self.classname != "droppedweapon")
767         {
768                 self.think = Item_Think;
769                 self.nextthink = time;
770
771                 if(self.waypointsprite_attached)
772                         WaypointSprite_Kill(self.waypointsprite_attached);
773
774                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
775                         Item_ScheduleInitialRespawn(self);
776         }
777 }
778
779 void Item_FindTeam()
780 {
781         entity head, e;
782
783         if(self.effects & EF_NODRAW)
784         {
785                 // marker for item team search
786                 dprint("Initializing item team ", ftos(self.team), "\n");
787                 RandomSelection_Init();
788                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
789                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
790                 e = RandomSelection_chosen_ent;
791                 e.state = 0;
792                 Item_Show(e, 1);
793
794                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
795                 {
796                         if(head != e)
797                         {
798                                 // make it a non-spawned item
799                                 Item_Show(head, -1);
800                                 head.state = 1; // state 1 = initially hidden item
801                         }
802                         head.effects &= ~EF_NODRAW;
803                 }
804
805                 Item_Reset();
806         }
807 }
808
809 // Savage: used for item garbage-collection
810 // TODO: perhaps nice special effect?
811 void RemoveItem(void)
812 {
813         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
814         remove(self);
815 }
816
817 // pickup evaluation functions
818 // these functions decide how desirable an item is to the bots
819
820 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
821
822 float weapon_pickupevalfunc(entity player, entity item)
823 {
824         float c;
825
826         // See if I have it already
827         if(item.weapons & ~player.weapons)
828         {
829                 // If I can pick it up
830                 if(!item.spawnshieldtime)
831                         c = 0;
832                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
833                 {
834                         // Skilled bots will grab more
835                         c = bound(0, skill / 10, 1) * 0.5;
836                 }
837                 else
838                         c = 0;
839         }
840         else
841                 c = 1;
842
843         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
844         if( bot_custom_weapon && c )
845         {
846                 // Find the highest position on any range
847                 int position = -1;
848                 for (int j = 0; j < WEP_LAST ; ++j){
849                         if(
850                                         bot_weapons_far[j] == item.weapon ||
851                                         bot_weapons_mid[j] == item.weapon ||
852                                         bot_weapons_close[j] == item.weapon
853                           )
854                         {
855                                 position = j;
856                                 break;
857                         }
858                 }
859
860                 // Rate it
861                 if (position >= 0 )
862                 {
863                         position = WEP_LAST - position;
864                         // item.bot_pickupbasevalue is overwritten here
865                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
866                 }
867         }
868
869         return item.bot_pickupbasevalue * c;
870 }
871
872 float commodity_pickupevalfunc(entity player, entity item)
873 {
874         float c, i;
875         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
876         entity wi;
877         c = 0;
878
879         // Detect needed ammo
880         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
881         {
882                 wi = get_weaponinfo(i);
883
884                 if (!(player.weapons & WepSet_FromWeapon(i)))
885                         continue;
886
887                 if(wi.items & ITEM_Shells.m_itemid)
888                         need_shells = true;
889                 else if(wi.items & ITEM_Bullets.m_itemid)
890                         need_nails = true;
891                 else if(wi.items & ITEM_Rockets.m_itemid)
892                         need_rockets = true;
893                 else if(wi.items & ITEM_Cells.m_itemid)
894                         need_cells = true;
895                 else if(wi.items & ITEM_Plasma.m_itemid)
896                         need_plasma = true;
897                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
898                         need_fuel = true;
899         }
900
901         // TODO: figure out if the player even has the weapon this ammo is for?
902         // may not affect strategy much though...
903         // find out how much more ammo/armor/health the player can hold
904         if (need_shells)
905         if (item.ammo_shells)
906         if (player.ammo_shells < g_pickup_shells_max)
907                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
908         if (need_nails)
909         if (item.ammo_nails)
910         if (player.ammo_nails < g_pickup_nails_max)
911                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
912         if (need_rockets)
913         if (item.ammo_rockets)
914         if (player.ammo_rockets < g_pickup_rockets_max)
915                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
916         if (need_cells)
917         if (item.ammo_cells)
918         if (player.ammo_cells < g_pickup_cells_max)
919                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
920         if (need_plasma)
921         if (item.ammo_plasma)
922         if (player.ammo_plasma < g_pickup_plasma_max)
923                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
924         if (need_fuel)
925         if (item.ammo_fuel)
926         if (player.ammo_fuel < g_pickup_fuel_max)
927                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
928         if (item.armorvalue)
929         if (player.armorvalue < item.max_armorvalue)
930                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
931         if (item.health)
932         if (player.health < item.max_health)
933                 c = c + max(0, 1 - player.health / item.max_health);
934
935         return item.bot_pickupbasevalue * c;
936 }
937
938 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
939 {
940         if(ITEM_DAMAGE_NEEDKILL(deathtype))
941                 RemoveItem();
942 }
943
944 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)
945 {
946         startitem_failed = false;
947
948         if(self.model == "")
949                 self.model = itemmodel;
950
951         if(self.model == "")
952     {
953         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
954         return;
955     }
956
957         if(self.item_pickupsound == "")
958                 self.item_pickupsound = pickupsound;
959
960         if(!self.respawntime) // both need to be set
961         {
962                 self.respawntime = defaultrespawntime;
963                 self.respawntimejitter = defaultrespawntimejitter;
964         }
965
966         self.items = itemid;
967         self.weapon = weaponid;
968
969         if(weaponid)
970                 self.weapons = WepSet_FromWeapon(weaponid);
971
972         self.flags = FL_ITEM | itemflags;
973
974         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
975         {
976                 startitem_failed = true;
977                 remove(self);
978                 return;
979         }
980
981         // is it a dropped weapon?
982         if (self.classname == "droppedweapon")
983         {
984                 self.reset = SUB_Remove;
985                 // it's a dropped weapon
986                 self.movetype = MOVETYPE_TOSS;
987
988                 // Savage: remove thrown items after a certain period of time ("garbage collection")
989                 self.think = RemoveItem;
990                 self.nextthink = time + 20;
991
992                 self.takedamage = DAMAGE_YES;
993                 self.event_damage = Item_Damage;
994
995                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
996                 /*
997                 if(self.items == 0)
998                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
999                 if(self.ammo_nails == 0)
1000                 if(self.ammo_cells == 0)
1001                 if(self.ammo_rockets == 0)
1002                 if(self.ammo_shells == 0)
1003                 if(self.ammo_fuel == 0)
1004                 if(self.health == 0)
1005                 if(self.armorvalue == 0)
1006                 */
1007                 {
1008                         // if item is worthless after a timer, have it expire then
1009                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1010                 }
1011
1012                 // don't drop if in a NODROP zone (such as lava)
1013                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1014                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1015                 {
1016                         startitem_failed = true;
1017                         remove(self);
1018                         return;
1019                 }
1020         }
1021         else
1022         {
1023                 if(!have_pickup_item())
1024                 {
1025                         startitem_failed = true;
1026                         remove (self);
1027                         return;
1028                 }
1029
1030                 self.reset = Item_Reset;
1031                 // it's a level item
1032                 if(self.spawnflags & 1)
1033                         self.noalign = 1;
1034                 if (self.noalign)
1035                         self.movetype = MOVETYPE_NONE;
1036                 else
1037                         self.movetype = MOVETYPE_TOSS;
1038                 // do item filtering according to game mode and other things
1039                 if (!self.noalign)
1040                 {
1041                         // first nudge it off the floor a little bit to avoid math errors
1042                         setorigin(self, self.origin + '0 0 1');
1043                         // set item size before we spawn a spawnfunc_waypoint
1044                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1045                                 setsize (self, '-16 -16 0', '16 16 48');
1046                         else
1047                                 setsize (self, '-16 -16 0', '16 16 32');
1048
1049                         // note droptofloor returns false if stuck/or would fall too far
1050                         droptofloor();
1051                         waypoint_spawnforitem(self);
1052                 }
1053
1054                 /*
1055                  * can't do it that way, as it would break maps
1056                  * TODO make a target_give like entity another way, that perhaps has
1057                  * the weapon name in a key
1058                 if(self.targetname)
1059                 {
1060                         // target_give not yet supported; maybe later
1061                         print("removed targeted ", self.classname, "\n");
1062                         startitem_failed = true;
1063                         remove (self);
1064                         return;
1065                 }
1066                 */
1067
1068                 if(autocvar_spawn_debug >= 2)
1069                 {
1070                         entity otheritem;
1071                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1072                         {
1073                             // why not flags & fl_item?
1074                                 if(otheritem.is_item)
1075                                 {
1076                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1077                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1078                                         error("Mapper sucks.");
1079                                 }
1080                         }
1081                         self.is_item = true;
1082                 }
1083
1084                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1085
1086                 precache_model (self.model);
1087                 precache_sound (self.item_pickupsound);
1088
1089                 precache_sound ("misc/itemrespawncountdown.wav");
1090                 if(itemid == ITEM_Strength.m_itemid)
1091                         precache_sound ("misc/strength_respawn.wav");
1092                 else if(itemid == ITEM_Shield.m_itemid)
1093                         precache_sound ("misc/shield_respawn.wav");
1094                 else
1095                         precache_sound ("misc/itemrespawn.wav");
1096
1097                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1098                         self.target = "###item###"; // for finding the nearest item using find()
1099
1100                 Item_ItemsTime_SetTime(self, 0);
1101         }
1102
1103         self.bot_pickup = true;
1104         self.bot_pickupevalfunc = pickupevalfunc;
1105         self.bot_pickupbasevalue = pickupbasevalue;
1106         self.mdl = self.model;
1107         self.netname = itemname;
1108         self.touch = Item_Touch;
1109         setmodel(self, "null"); // precision set below
1110         //self.effects |= EF_LOWPRECISION;
1111
1112         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1113     {
1114         self.pos1 = '-16 -16 0';
1115         self.pos2 = '16 16 48';
1116     }
1117         else
1118     {
1119         self.pos1 = '-16 -16 0';
1120         self.pos2 = '16 16 32';
1121     }
1122     setsize (self, self.pos1, self.pos2);
1123
1124     if(itemflags & FL_POWERUP)
1125         self.ItemStatus |= ITS_ANIMATE1;
1126
1127         if(self.armorvalue || self.health)
1128         self.ItemStatus |= ITS_ANIMATE2;
1129
1130         if(itemflags & FL_WEAPON)
1131         {
1132                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1133             self.colormap = 1024; // color shirt=0 pants=0 grey
1134         else
1135             self.gravity = 1;
1136
1137                 self.ItemStatus |= ITS_ANIMATE1;
1138                 self.ItemStatus |= ISF_COLORMAP;
1139         }
1140
1141         self.state = 0;
1142         if(self.team) // broken, no idea why.
1143         {
1144                 if(!self.cnt)
1145                         self.cnt = 1; // item probability weight
1146
1147                 self.effects |= EF_NODRAW; // marker for item team search
1148                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1149         }
1150         else
1151                 Item_Reset();
1152
1153     Net_LinkEntity(self, false, 0, ItemSend);
1154
1155         self.SendFlags |= ISF_SIZE;
1156         if(self.angles)
1157                 self.SendFlags |= ISF_ANGLES;
1158
1159         // call this hook after everything else has been done
1160         if(MUTATOR_CALLHOOK(Item_Spawn, self))
1161         {
1162                 startitem_failed = true;
1163                 remove(self);
1164                 return;
1165         }
1166 }
1167
1168 string Item_Model(string item_mdl)
1169 {
1170         string output = strcat("models/items/", item_mdl);
1171         MUTATOR_CALLHOOK(ItemModel, item_mdl, output);
1172         return strzone(item_model_output);
1173 }
1174
1175 void StartItemA (entity a)
1176 {
1177     self.itemdef = a;
1178     StartItem(Item_Model(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);
1179 }
1180
1181 void spawnfunc_item_rockets (void) {
1182         if(!self.ammo_rockets)
1183                 self.ammo_rockets = g_pickup_rockets;
1184         if(!self.pickup_anyway)
1185                 self.pickup_anyway = g_pickup_ammo_anyway;
1186     StartItemA (ITEM_Rockets);
1187 }
1188
1189 void spawnfunc_item_bullets (void) {
1190         if(!weaponswapping)
1191         if(autocvar_sv_q3acompat_machineshotgunswap)
1192         if(self.classname != "droppedweapon")
1193         {
1194                 weaponswapping = true;
1195                 spawnfunc_item_shells();
1196                 weaponswapping = false;
1197                 return;
1198         }
1199
1200         if(!self.ammo_nails)
1201                 self.ammo_nails = g_pickup_nails;
1202         if(!self.pickup_anyway)
1203                 self.pickup_anyway = g_pickup_ammo_anyway;
1204     StartItemA (ITEM_Bullets);
1205 }
1206
1207 void spawnfunc_item_cells (void) {
1208         if(!self.ammo_cells)
1209                 self.ammo_cells = g_pickup_cells;
1210         if(!self.pickup_anyway)
1211                 self.pickup_anyway = g_pickup_ammo_anyway;
1212         StartItemA (ITEM_Cells);
1213 }
1214
1215 void spawnfunc_item_plasma()
1216 {
1217         if(!self.ammo_plasma)
1218                 self.ammo_plasma = g_pickup_plasma;
1219         if(!self.pickup_anyway)
1220                 self.pickup_anyway = g_pickup_ammo_anyway;
1221         StartItemA (ITEM_Plasma);
1222 }
1223
1224 void spawnfunc_item_shells (void) {
1225         if(!weaponswapping)
1226         if(autocvar_sv_q3acompat_machineshotgunswap)
1227         if(self.classname != "droppedweapon")
1228         {
1229                 weaponswapping = true;
1230                 spawnfunc_item_bullets();
1231                 weaponswapping = false;
1232                 return;
1233         }
1234
1235         if(!self.ammo_shells)
1236                 self.ammo_shells = g_pickup_shells;
1237         if(!self.pickup_anyway)
1238                 self.pickup_anyway = g_pickup_ammo_anyway;
1239         StartItemA (ITEM_Shells);
1240 }
1241
1242 void spawnfunc_item_armor_small (void) {
1243         if(!self.armorvalue)
1244                 self.armorvalue = g_pickup_armorsmall;
1245         if(!self.max_armorvalue)
1246                 self.max_armorvalue = g_pickup_armorsmall_max;
1247         if(!self.pickup_anyway)
1248                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1249         StartItemA (ITEM_ArmorSmall);
1250 }
1251
1252 void spawnfunc_item_armor_medium (void) {
1253         if(!self.armorvalue)
1254                 self.armorvalue = g_pickup_armormedium;
1255         if(!self.max_armorvalue)
1256                 self.max_armorvalue = g_pickup_armormedium_max;
1257         if(!self.pickup_anyway)
1258                 self.pickup_anyway = g_pickup_armormedium_anyway;
1259         StartItemA (ITEM_ArmorMedium);
1260 }
1261
1262 void spawnfunc_item_armor_big (void) {
1263         if(!self.armorvalue)
1264                 self.armorvalue = g_pickup_armorbig;
1265         if(!self.max_armorvalue)
1266                 self.max_armorvalue = g_pickup_armorbig_max;
1267         if(!self.pickup_anyway)
1268                 self.pickup_anyway = g_pickup_armorbig_anyway;
1269         StartItemA (ITEM_ArmorLarge);
1270 }
1271
1272 void spawnfunc_item_armor_large (void) {
1273         if(!self.armorvalue)
1274                 self.armorvalue = g_pickup_armorlarge;
1275         if(!self.max_armorvalue)
1276                 self.max_armorvalue = g_pickup_armorlarge_max;
1277         if(!self.pickup_anyway)
1278                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1279         StartItemA (ITEM_ArmorMega);
1280 }
1281
1282 void spawnfunc_item_health_small (void) {
1283         if(!self.max_health)
1284                 self.max_health = g_pickup_healthsmall_max;
1285         if(!self.health)
1286                 self.health = g_pickup_healthsmall;
1287         if(!self.pickup_anyway)
1288                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1289         StartItemA (ITEM_HealthSmall);
1290 }
1291
1292 void spawnfunc_item_health_medium (void) {
1293         if(!self.max_health)
1294                 self.max_health = g_pickup_healthmedium_max;
1295         if(!self.health)
1296                 self.health = g_pickup_healthmedium;
1297         if(!self.pickup_anyway)
1298                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1299     StartItemA (ITEM_HealthMedium);
1300 }
1301
1302 void spawnfunc_item_health_large (void) {
1303         if(!self.max_health)
1304                 self.max_health = g_pickup_healthlarge_max;
1305         if(!self.health)
1306                 self.health = g_pickup_healthlarge;
1307         if(!self.pickup_anyway)
1308                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1309         StartItemA (ITEM_HealthLarge);
1310 }
1311
1312 void spawnfunc_item_health_mega (void) {
1313     if(!self.max_health)
1314         self.max_health = g_pickup_healthmega_max;
1315     if(!self.health)
1316         self.health = g_pickup_healthmega;
1317     if(!self.pickup_anyway)
1318         self.pickup_anyway = g_pickup_healthmega_anyway;
1319     StartItemA (ITEM_HealthMega);
1320 }
1321
1322 // support old misnamed entities
1323 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1324 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1325 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1326 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1327 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1328
1329 void spawnfunc_item_strength (void) {
1330                 precache_sound("weapons/strength_fire.wav");
1331                 if(!self.strength_finished)
1332                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1333                 StartItemA (ITEM_Strength);
1334 }
1335
1336 void spawnfunc_item_invincible (void) {
1337                 if(!self.invincible_finished)
1338                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1339                 StartItemA (ITEM_Shield);
1340 }
1341
1342 // compatibility:
1343 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1344
1345 void target_items_use (void)
1346 {
1347         if(activator.classname == "droppedweapon")
1348         {
1349                 EXACTTRIGGER_TOUCH;
1350                 remove(activator);
1351                 return;
1352         }
1353
1354         if (!IS_PLAYER(activator))
1355                 return;
1356         if(activator.deadflag != DEAD_NO)
1357                 return;
1358         EXACTTRIGGER_TOUCH;
1359
1360         entity e;
1361         for(e = world; (e = find(e, classname, "droppedweapon")); )
1362                 if(e.enemy == activator)
1363                         remove(e);
1364
1365         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1366                 centerprint(activator, self.message);
1367 }
1368
1369 void spawnfunc_target_items (void)
1370 {
1371         float n, i, j;
1372         entity e;
1373         string s;
1374
1375         self.use = target_items_use;
1376         if(!self.strength_finished)
1377                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1378         if(!self.invincible_finished)
1379                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1380         if(!self.superweapons_finished)
1381                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1382
1383         precache_sound("misc/itempickup.wav");
1384         precache_sound("misc/megahealth.wav");
1385         precache_sound("misc/armor25.wav");
1386         precache_sound("misc/powerup.wav");
1387         precache_sound("misc/poweroff.wav");
1388         precache_sound(W_Sound("weaponpickup"));
1389
1390         n = tokenize_console(self.netname);
1391         if(argv(0) == "give")
1392         {
1393                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1394         }
1395         else
1396         {
1397                 for(i = 0; i < n; ++i)
1398                 {
1399                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1400                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1401                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1402                         else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
1403                         else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
1404                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1405                         else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
1406                         else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
1407                         else
1408                         {
1409                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1410                                 {
1411                                         e = get_weaponinfo(j);
1412                                         s = W_UndeprecateName(argv(i));
1413                                         if(s == e.netname)
1414                                         {
1415                                                 self.weapons |= WepSet_FromWeapon(j);
1416                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1417                                                         WEP_ACTION(e.weapon, WR_INIT);
1418                                                 break;
1419                                         }
1420                                 }
1421                                 if(j > WEP_LAST)
1422                                         print("target_items: invalid item ", argv(i), "\n");
1423                         }
1424                 }
1425
1426                 string itemprefix, valueprefix;
1427                 if(self.spawnflags == 0)
1428                 {
1429                         itemprefix = "";
1430                         valueprefix = "";
1431                 }
1432                 else if(self.spawnflags == 1)
1433                 {
1434                         itemprefix = "max ";
1435                         valueprefix = "max ";
1436                 }
1437                 else if(self.spawnflags == 2)
1438                 {
1439                         itemprefix = "min ";
1440                         valueprefix = "min ";
1441                 }
1442                 else if(self.spawnflags == 4)
1443                 {
1444                         itemprefix = "minus ";
1445                         valueprefix = "max ";
1446                 }
1447                 else
1448                 {
1449                         error("invalid spawnflags");
1450                         itemprefix = valueprefix = string_null;
1451                 }
1452
1453                 self.netname = "";
1454                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1455                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1456                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1457                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1458                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1459                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1460                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1461                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1462                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1463                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1464                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1465                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1466                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1467                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1468                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1469                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1470                 {
1471                         e = get_weaponinfo(j);
1472                         if(e.weapon)
1473                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1474                 }
1475         }
1476         self.netname = strzone(self.netname);
1477         //print(self.netname, "\n");
1478
1479         n = tokenize_console(self.netname);
1480         for(i = 0; i < n; ++i)
1481         {
1482                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1483                 {
1484                         e = get_weaponinfo(j);
1485                         if(argv(i) == e.netname)
1486                         {
1487                                 WEP_ACTION(e.weapon, WR_INIT);
1488                                 break;
1489                         }
1490                 }
1491         }
1492 }
1493
1494 void spawnfunc_item_fuel(void)
1495 {
1496         if(!self.ammo_fuel)
1497                 self.ammo_fuel = g_pickup_fuel;
1498         if(!self.pickup_anyway)
1499                 self.pickup_anyway = g_pickup_ammo_anyway;
1500         StartItemA (ITEM_JetpackFuel);
1501 }
1502
1503 void spawnfunc_item_fuel_regen(void)
1504 {
1505         if(start_items & ITEM_JetpackRegen.m_itemid)
1506         {
1507                 spawnfunc_item_fuel();
1508                 return;
1509         }
1510         StartItemA (ITEM_JetpackRegen);
1511 }
1512
1513 void spawnfunc_item_jetpack(void)
1514 {
1515         if(!self.ammo_fuel)
1516                 self.ammo_fuel = g_pickup_fuel_jetpack;
1517         if(start_items & ITEM_Jetpack.m_itemid)
1518         {
1519                 spawnfunc_item_fuel();
1520                 return;
1521         }
1522         StartItemA (ITEM_Jetpack);
1523 }
1524
1525 float GiveWeapon(entity e, float wpn, float op, float val)
1526 {
1527         WepSet v0, v1;
1528         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1529         switch(op)
1530         {
1531                 case OP_SET:
1532                         if(val > 0)
1533                                 e.weapons |= WepSet_FromWeapon(wpn);
1534                         else
1535                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1536                         break;
1537                 case OP_MIN:
1538                 case OP_PLUS:
1539                         if(val > 0)
1540                                 e.weapons |= WepSet_FromWeapon(wpn);
1541                         break;
1542                 case OP_MAX:
1543                         if(val <= 0)
1544                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1545                         break;
1546                 case OP_MINUS:
1547                         if(val > 0)
1548                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1549                         break;
1550         }
1551         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1552         return (v0 != v1);
1553 }
1554
1555 float GiveBit(entity e, .float fld, float bit, float op, float val)
1556 {
1557         float v0, v1;
1558         v0 = (e.(fld) & bit);
1559         switch(op)
1560         {
1561                 case OP_SET:
1562                         if(val > 0)
1563                                 e.(fld) |= bit;
1564                         else
1565                                 e.(fld) &= ~bit;
1566                         break;
1567                 case OP_MIN:
1568                 case OP_PLUS:
1569                         if(val > 0)
1570                                 e.(fld) |= bit;
1571                         break;
1572                 case OP_MAX:
1573                         if(val <= 0)
1574                                 e.(fld) &= ~bit;
1575                         break;
1576                 case OP_MINUS:
1577                         if(val > 0)
1578                                 e.(fld) &= ~bit;
1579                         break;
1580         }
1581         v1 = (e.(fld) & bit);
1582         return (v0 != v1);
1583 }
1584
1585 float GiveValue(entity e, .float fld, float op, float val)
1586 {
1587         float v0, v1;
1588         v0 = e.(fld);
1589         switch(op)
1590         {
1591                 case OP_SET:
1592                         e.(fld) = val;
1593                         break;
1594                 case OP_MIN:
1595                         e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1596                         break;
1597                 case OP_MAX:
1598                         e.(fld) = min(e.(fld), val);
1599                         break;
1600                 case OP_PLUS:
1601                         e.(fld) += val;
1602                         break;
1603                 case OP_MINUS:
1604                         e.(fld) -= val;
1605                         break;
1606         }
1607         v1 = e.(fld);
1608         return (v0 != v1);
1609 }
1610
1611 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1612 {
1613         if(v1 == v0)
1614                 return;
1615         if(v1 <= v0 - t)
1616         {
1617                 if(snd_decr != "")
1618                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1619         }
1620         else if(v0 >= v0 + t)
1621         {
1622                 if(snd_incr != "")
1623                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1624         }
1625 }
1626
1627 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1628 {
1629         if(v0 < v1)
1630                 e.(rotfield) = max(e.(rotfield), time + rottime);
1631         else if(v0 > v1)
1632                 e.(regenfield) = max(e.(regenfield), time + regentime);
1633 }
1634 float GiveItems(entity e, float beginarg, float endarg)
1635 {
1636         float got, i, j, val, op;
1637         float _switchweapon;
1638         entity wi;
1639         string cmd;
1640
1641         val = 999;
1642         op = OP_SET;
1643
1644         got = 0;
1645
1646         _switchweapon = false;
1647         if (e.autoswitch)
1648                 if (e.switchweapon == w_getbestweapon(e))
1649                         _switchweapon = true;
1650
1651         e.strength_finished = max(0, e.strength_finished - time);
1652         e.invincible_finished = max(0, e.invincible_finished - time);
1653         e.superweapons_finished = max(0, e.superweapons_finished - time);
1654
1655         PREGIVE(e, items);
1656         PREGIVE_WEAPONS(e);
1657         PREGIVE(e, strength_finished);
1658         PREGIVE(e, invincible_finished);
1659         PREGIVE(e, superweapons_finished);
1660         PREGIVE(e, ammo_nails);
1661         PREGIVE(e, ammo_cells);
1662         PREGIVE(e, ammo_plasma);
1663         PREGIVE(e, ammo_shells);
1664         PREGIVE(e, ammo_rockets);
1665         PREGIVE(e, ammo_fuel);
1666         PREGIVE(e, armorvalue);
1667         PREGIVE(e, health);
1668
1669         for(i = beginarg; i < endarg; ++i)
1670         {
1671                 cmd = argv(i);
1672
1673                 if(cmd == "0" || stof(cmd))
1674                 {
1675                         val = stof(cmd);
1676                         continue;
1677                 }
1678                 switch(cmd)
1679                 {
1680                         case "no":
1681                                 op = OP_MAX;
1682                                 val = 0;
1683                                 continue;
1684                         case "max":
1685                                 op = OP_MAX;
1686                                 continue;
1687                         case "min":
1688                                 op = OP_MIN;
1689                                 continue;
1690                         case "plus":
1691                                 op = OP_PLUS;
1692                                 continue;
1693                         case "minus":
1694                                 op = OP_MINUS;
1695                                 continue;
1696                         case "ALL":
1697                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1698                                 got += GiveValue(e, strength_finished, op, val);
1699                                 got += GiveValue(e, invincible_finished, op, val);
1700                                 got += GiveValue(e, superweapons_finished, op, val);
1701                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1702                         case "all":
1703                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1704                                 got += GiveValue(e, health, op, val);
1705                                 got += GiveValue(e, armorvalue, op, val);
1706                         case "allweapons":
1707                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1708                                 {
1709                                         wi = get_weaponinfo(j);
1710                                         if(wi.weapon)
1711                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1712                                                         got += GiveWeapon(e, j, op, val);
1713                                 }
1714                         case "allammo":
1715                                 got += GiveValue(e, ammo_cells, op, val);
1716                                 got += GiveValue(e, ammo_plasma, op, val);
1717                                 got += GiveValue(e, ammo_shells, op, val);
1718                                 got += GiveValue(e, ammo_nails, op, val);
1719                                 got += GiveValue(e, ammo_rockets, op, val);
1720                                 got += GiveValue(e, ammo_fuel, op, val);
1721                                 break;
1722                         case "unlimited_ammo":
1723                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1724                                 break;
1725                         case "unlimited_weapon_ammo":
1726                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1727                                 break;
1728                         case "unlimited_superweapons":
1729                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1730                                 break;
1731                         case "jetpack":
1732                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1733                                 break;
1734                         case "fuel_regen":
1735                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1736                                 break;
1737                         case "strength":
1738                                 got += GiveValue(e, strength_finished, op, val);
1739                                 break;
1740                         case "invincible":
1741                                 got += GiveValue(e, invincible_finished, op, val);
1742                                 break;
1743                         case "superweapons":
1744                                 got += GiveValue(e, superweapons_finished, op, val);
1745                                 break;
1746                         case "cells":
1747                                 got += GiveValue(e, ammo_cells, op, val);
1748                                 break;
1749                         case "plasma":
1750                                 got += GiveValue(e, ammo_plasma, op, val);
1751                                 break;
1752                         case "shells":
1753                                 got += GiveValue(e, ammo_shells, op, val);
1754                                 break;
1755                         case "nails":
1756                         case "bullets":
1757                                 got += GiveValue(e, ammo_nails, op, val);
1758                                 break;
1759                         case "rockets":
1760                                 got += GiveValue(e, ammo_rockets, op, val);
1761                                 break;
1762                         case "health":
1763                                 got += GiveValue(e, health, op, val);
1764                                 break;
1765                         case "armor":
1766                                 got += GiveValue(e, armorvalue, op, val);
1767                                 break;
1768                         case "fuel":
1769                                 got += GiveValue(e, ammo_fuel, op, val);
1770                                 break;
1771                         default:
1772                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1773                                 {
1774                                         wi = get_weaponinfo(j);
1775                                         if(cmd == wi.netname)
1776                                         {
1777                                                 got += GiveWeapon(e, j, op, val);
1778                                                 break;
1779                                         }
1780                                 }
1781                                 if(j > WEP_LAST)
1782                                         print("give: invalid item ", cmd, "\n");
1783                                 break;
1784                 }
1785                 val = 999;
1786                 op = OP_SET;
1787         }
1788
1789         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1790         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1791         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1792         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1793         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1794         {
1795                 wi = get_weaponinfo(j);
1796                 if(wi.weapon)
1797                 {
1798                         POSTGIVE_WEAPON(e, j, W_Sound("weaponpickup"), string_null);
1799                         if (!(save_weapons & WepSet_FromWeapon(j)))
1800                                 if(e.weapons & WepSet_FromWeapon(j))
1801                                         WEP_ACTION(wi.weapon, WR_INIT);
1802                 }
1803         }
1804         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1805         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1806         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1807         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1808         POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1809         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1810         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1811         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);
1812         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);
1813         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);
1814
1815         if(e.superweapons_finished <= 0)
1816                 if(self.weapons & WEPSET_SUPERWEAPONS)
1817                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1818
1819         if(e.strength_finished <= 0)
1820                 e.strength_finished = 0;
1821         else
1822                 e.strength_finished += time;
1823         if(e.invincible_finished <= 0)
1824                 e.invincible_finished = 0;
1825         else
1826                 e.invincible_finished += time;
1827         if(e.superweapons_finished <= 0)
1828                 e.superweapons_finished = 0;
1829         else
1830                 e.superweapons_finished += time;
1831
1832         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1833                 _switchweapon = true;
1834         if(_switchweapon)
1835                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1836
1837         return got;
1838 }
1839 #endif