]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/t_items.qc
Merge branch 'terencehill/itemstime_readyrestart_fix' 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 "waypointsprites.qh"
9
10     #include "bot/bot.qh"
11     #include "bot/waypoints.qh"
12
13     #include "mutators/mutators_include.qh"
14
15     #include "weapons/common.qh"
16     #include "weapons/selection.qh"
17     #include "weapons/weaponsystem.qh"
18
19     #include "../common/constants.qh"
20     #include "../common/deathtypes.qh"
21     #include "../common/notifications.qh"
22         #include "../common/triggers/subs.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.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
178                 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
179             else
180             {
181                 self.draw = ItemDraw;
182                 dprint("Simple item requested for ", _fn, " but no model exists 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 & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
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 bool Item_ItemsTime_Allow(entity e);
416 float Item_ItemsTime_UpdateTime(entity e, float t);
417 void Item_ItemsTime_SetTime(entity e, float t);
418 void Item_ItemsTime_SetTimesForAllPlayers();
419
420 void Item_Respawn (void)
421 {
422         Item_Show(self, 1);
423         // this is ugly...
424         if(self.items == ITEM_Strength.m_itemid)
425                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM);    // play respawn sound
426         else if(self.items == ITEM_Shield.m_itemid)
427                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
428         else
429                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
430         setorigin (self, self.origin);
431
432     if (Item_ItemsTime_Allow(self))
433         {
434                 float t = Item_ItemsTime_UpdateTime(self, 0);
435                 Item_ItemsTime_SetTime(self, t);
436                 Item_ItemsTime_SetTimesForAllPlayers();
437         }
438
439         self.think = Item_Think;
440         self.nextthink = time;
441
442         //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
443         Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
444 }
445
446 void Item_RespawnCountdown (void)
447 {
448         if(self.count >= ITEM_RESPAWN_TICKS)
449         {
450                 if(self.waypointsprite_attached)
451                         WaypointSprite_Kill(self.waypointsprite_attached);
452                 Item_Respawn();
453         }
454         else
455         {
456                 self.nextthink = time + 1;
457                 self.count += 1;
458                 if(self.count == 1)
459                 {
460                         string name = string_null;
461                         vector rgb = '1 0 1';
462             entity e = self.itemdef;
463             if (e) {
464                 name = e.m_waypoint;
465                 rgb = e.m_color;
466             }
467                         MUTATOR_CALLHOOK(Item_RespawnCountdown, name, rgb);
468                         name = item_name;
469                         rgb = item_color;
470                         if(self.flags & FL_WEAPON)
471                         {
472                                 entity wi = get_weaponinfo(self.weapon);
473                                 if(wi)
474                                 {
475                                         name = wi.wpmodel;
476                                         rgb = '1 0 0';
477                                 }
478                         }
479                         if(name)
480                         {
481                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
482                                 if(self.waypointsprite_attached)
483                                 {
484                                         if (self.items == IT_HEALTH || self.items == IT_ARMOR)
485                                                 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
486                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
487                                 }
488                         }
489                         else
490                         {
491                                 print("Unknown powerup-marked item is wanting to respawn\n");
492                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
493                         }
494                 }
495
496                 if(self.waypointsprite_attached)
497                 {
498                         entity e;
499                         entity it = self;
500                         self = self.waypointsprite_attached;
501                         FOR_EACH_REALCLIENT(e)
502                                 if(self.waypointsprite_visible_for_player(e))
503                                 {
504                                         msg_entity = e;
505                                         soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
506                                 }
507                         self = it;
508
509                         WaypointSprite_Ping(self.waypointsprite_attached);
510                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
511                 }
512                 else
513                         sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
514         }
515 }
516
517 void Item_RespawnThink()
518 {
519         self.nextthink = time;
520         if(self.origin != self.oldorigin)
521         {
522                 self.oldorigin = self.origin;
523                 ItemUpdate(self);
524         }
525
526         if(time >= self.wait)
527                 Item_Respawn();
528 }
529
530 void Item_ScheduleRespawnIn(entity e, float t)
531 {
532         if (Item_ItemsTime_Allow(e))
533         {
534                 e.think = Item_RespawnCountdown;
535                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
536                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
537                 e.count = 0;
538                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
539                 Item_ItemsTime_SetTime(e, t);
540                 Item_ItemsTime_SetTimesForAllPlayers();
541         }
542         else
543         {
544                 e.think = Item_RespawnThink;
545                 e.nextthink = time;
546                 e.scheduledrespawntime = time + t;
547                 e.wait = time + t;
548         }
549 }
550
551 void Item_ScheduleRespawn(entity e)
552 {
553         if(e.respawntime > 0)
554         {
555                 Item_Show(e, 0);
556                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
557         }
558         else // if respawntime is -1, this item does not respawn
559                 Item_Show(e, -1);
560 }
561
562 void Item_ScheduleInitialRespawn(entity e)
563 {
564         Item_Show(e, 0);
565         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
566 }
567
568 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
569 {
570         if (!item.(ammotype))
571                 return false;
572
573         if (item.spawnshieldtime)
574         {
575                 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
576                 {
577                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
578                         goto YEAH;
579                 }
580         }
581         else if(g_weapon_stay == 2)
582         {
583                 float mi = min(item.(ammotype), ammomax);
584                 if (player.(ammotype) < mi)
585                 {
586                         player.(ammotype) = mi;
587                         goto YEAH;
588                 }
589         }
590
591         return false;
592
593 :YEAH
594         switch(mode)
595         {
596                 case ITEM_MODE_FUEL:
597                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
598                         break;
599                 case ITEM_MODE_HEALTH:
600                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
601                         break;
602                 case ITEM_MODE_ARMOR:
603                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
604                         break;
605                 default:
606                         break;
607         }
608         return true;
609 }
610
611 float Item_GiveTo(entity item, entity player)
612 {
613         float _switchweapon;
614         float pickedup;
615         float it;
616         float i;
617
618         // if nothing happens to player, just return without taking the item
619         pickedup = false;
620         _switchweapon = false;
621         // in case the player has autoswitch enabled do the following:
622         // if the player is using their best weapon before items are given, they
623         // probably want to switch to an even better weapon after items are given
624         if (player.autoswitch)
625         if (player.switchweapon == w_getbestweapon(player))
626                 _switchweapon = true;
627
628         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
629                 _switchweapon = true;
630
631         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
632         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
633         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
634         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
635         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
636         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
637         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
638         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
639
640         if (item.flags & FL_WEAPON)
641         {
642                 WepSet it;
643                 it = item.weapons;
644                 it &= ~player.weapons;
645
646                 if (it || (item.spawnshieldtime && item.pickup_anyway))
647                 {
648                         pickedup = true;
649                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
650                         if(it & WepSet_FromWeapon(i))
651                         {
652                                 W_DropEvent(WR_PICKUP, player, i, item);
653                                 W_GiveWeapon(player, i);
654                         }
655                 }
656         }
657
658         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
659         {
660                 pickedup = true;
661                 player.items |= it;
662                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
663         }
664
665         if (item.strength_finished)
666         {
667                 pickedup = true;
668                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
669         }
670         if (item.invincible_finished)
671         {
672                 pickedup = true;
673                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
674         }
675         if (item.superweapons_finished)
676         {
677                 pickedup = true;
678                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
679         }
680
681 :skip
682
683         // always eat teamed entities
684         if(item.team)
685                 pickedup = true;
686
687         if (!pickedup)
688                 return 0;
689
690         if (_switchweapon)
691                 if (player.switchweapon != w_getbestweapon(player))
692                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
693
694         return 1;
695 }
696
697 void Item_Touch (void)
698 {
699         entity e, head;
700
701         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
702         if(self.classname == "droppedweapon")
703         {
704                 if (ITEM_TOUCH_NEEDKILL())
705                 {
706                         remove(self);
707                         return;
708                 }
709         }
710
711         if (!IS_PLAYER(other))
712                 return;
713         if (other.frozen)
714                 return;
715         if (other.deadflag)
716                 return;
717         if (self.solid != SOLID_TRIGGER)
718                 return;
719         if (self.owner == other)
720                 return;
721         if (time < self.item_spawnshieldtime)
722                 return;
723
724         switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
725         {
726                 case MUT_ITEMTOUCH_RETURN: { return; }
727                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
728         }
729
730         if (self.classname == "droppedweapon")
731         {
732                 self.strength_finished = max(0, self.strength_finished - time);
733                 self.invincible_finished = max(0, self.invincible_finished - time);
734                 self.superweapons_finished = max(0, self.superweapons_finished - time);
735         }
736         entity it = self.itemdef;
737         bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
738         if (!gave)
739         {
740                 if (self.classname == "droppedweapon")
741                 {
742                         // undo what we did above
743                         self.strength_finished += time;
744                         self.invincible_finished += time;
745                         self.superweapons_finished += time;
746                 }
747                 return;
748         }
749
750         :pickup
751
752         other.last_pickup = time;
753
754         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
755         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
756
757         if (self.classname == "droppedweapon")
758                 remove (self);
759         else if (self.spawnshieldtime)
760         {
761                 if(self.team)
762                 {
763                         RandomSelection_Init();
764                         for(head = world; (head = findfloat(head, team, self.team)); )
765                         {
766                                 if(head.flags & FL_ITEM)
767                                 {
768                                         Item_Show(head, -1);
769                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
770                                 }
771                         }
772                         e = RandomSelection_chosen_ent;
773
774                 }
775                 else
776                         e = self;
777                 Item_ScheduleRespawn(e);
778         }
779 }
780
781 void Item_Reset()
782 {
783         Item_Show(self, !self.state);
784         setorigin (self, self.origin);
785
786         if(self.classname != "droppedweapon")
787         {
788                 self.think = Item_Think;
789                 self.nextthink = time;
790
791                 if(self.waypointsprite_attached)
792                         WaypointSprite_Kill(self.waypointsprite_attached);
793
794                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
795                         Item_ScheduleInitialRespawn(self);
796         }
797 }
798
799 void Item_FindTeam()
800 {
801         entity head, e;
802
803         if(self.effects & EF_NODRAW)
804         {
805                 // marker for item team search
806                 dprint("Initializing item team ", ftos(self.team), "\n");
807                 RandomSelection_Init();
808                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
809                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
810                 e = RandomSelection_chosen_ent;
811                 e.state = 0;
812                 Item_Show(e, 1);
813
814                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
815                 {
816                         if(head != e)
817                         {
818                                 // make it a non-spawned item
819                                 Item_Show(head, -1);
820                                 head.state = 1; // state 1 = initially hidden item
821                         }
822                         head.effects &= ~EF_NODRAW;
823                 }
824
825                 Item_Reset();
826         }
827 }
828
829 // Savage: used for item garbage-collection
830 // TODO: perhaps nice special effect?
831 void RemoveItem(void)
832 {
833         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
834         remove(self);
835 }
836
837 // pickup evaluation functions
838 // these functions decide how desirable an item is to the bots
839
840 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
841
842 float weapon_pickupevalfunc(entity player, entity item)
843 {
844         float c;
845
846         // See if I have it already
847         if(item.weapons & ~player.weapons)
848         {
849                 // If I can pick it up
850                 if(!item.spawnshieldtime)
851                         c = 0;
852                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
853                 {
854                         // Skilled bots will grab more
855                         c = bound(0, skill / 10, 1) * 0.5;
856                 }
857                 else
858                         c = 0;
859         }
860         else
861                 c = 1;
862
863         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
864         if( bot_custom_weapon && c )
865         {
866                 // Find the highest position on any range
867                 int position = -1;
868                 for (int j = 0; j < WEP_LAST ; ++j){
869                         if(
870                                         bot_weapons_far[j] == item.weapon ||
871                                         bot_weapons_mid[j] == item.weapon ||
872                                         bot_weapons_close[j] == item.weapon
873                           )
874                         {
875                                 position = j;
876                                 break;
877                         }
878                 }
879
880                 // Rate it
881                 if (position >= 0 )
882                 {
883                         position = WEP_LAST - position;
884                         // item.bot_pickupbasevalue is overwritten here
885                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
886                 }
887         }
888
889         return item.bot_pickupbasevalue * c;
890 }
891
892 float commodity_pickupevalfunc(entity player, entity item)
893 {
894         float c, i;
895         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
896         entity wi;
897         c = 0;
898
899         // Detect needed ammo
900         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
901         {
902                 wi = get_weaponinfo(i);
903
904                 if (!(player.weapons & WepSet_FromWeapon(i)))
905                         continue;
906
907                 if(wi.items & ITEM_Shells.m_itemid)
908                         need_shells = true;
909                 else if(wi.items & ITEM_Bullets.m_itemid)
910                         need_nails = true;
911                 else if(wi.items & ITEM_Rockets.m_itemid)
912                         need_rockets = true;
913                 else if(wi.items & ITEM_Cells.m_itemid)
914                         need_cells = true;
915                 else if(wi.items & ITEM_Plasma.m_itemid)
916                         need_plasma = true;
917                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
918                         need_fuel = true;
919         }
920
921         // TODO: figure out if the player even has the weapon this ammo is for?
922         // may not affect strategy much though...
923         // find out how much more ammo/armor/health the player can hold
924         if (need_shells)
925         if (item.ammo_shells)
926         if (player.ammo_shells < g_pickup_shells_max)
927                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
928         if (need_nails)
929         if (item.ammo_nails)
930         if (player.ammo_nails < g_pickup_nails_max)
931                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
932         if (need_rockets)
933         if (item.ammo_rockets)
934         if (player.ammo_rockets < g_pickup_rockets_max)
935                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
936         if (need_cells)
937         if (item.ammo_cells)
938         if (player.ammo_cells < g_pickup_cells_max)
939                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
940         if (need_plasma)
941         if (item.ammo_plasma)
942         if (player.ammo_plasma < g_pickup_plasma_max)
943                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
944         if (need_fuel)
945         if (item.ammo_fuel)
946         if (player.ammo_fuel < g_pickup_fuel_max)
947                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
948         if (item.armorvalue)
949         if (player.armorvalue < item.max_armorvalue)
950                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
951         if (item.health)
952         if (player.health < item.max_health)
953                 c = c + max(0, 1 - player.health / item.max_health);
954
955         return item.bot_pickupbasevalue * c;
956 }
957
958 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
959 {
960         if(ITEM_DAMAGE_NEEDKILL(deathtype))
961                 RemoveItem();
962 }
963
964 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)
965 {
966         startitem_failed = false;
967
968         if(self.model == "")
969                 self.model = itemmodel;
970
971         if(self.model == "")
972     {
973         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
974         return;
975     }
976
977         if(self.item_pickupsound == "")
978                 self.item_pickupsound = pickupsound;
979
980         if(!self.respawntime) // both need to be set
981         {
982                 self.respawntime = defaultrespawntime;
983                 self.respawntimejitter = defaultrespawntimejitter;
984         }
985
986         self.items = itemid;
987         self.weapon = weaponid;
988
989         if(weaponid)
990                 self.weapons = WepSet_FromWeapon(weaponid);
991
992         self.flags = FL_ITEM | itemflags;
993
994         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
995         {
996                 startitem_failed = true;
997                 remove(self);
998                 return;
999         }
1000
1001         // is it a dropped weapon?
1002         if (self.classname == "droppedweapon")
1003         {
1004                 self.reset = SUB_Remove;
1005                 // it's a dropped weapon
1006                 self.movetype = MOVETYPE_TOSS;
1007
1008                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1009                 self.think = RemoveItem;
1010                 self.nextthink = time + 20;
1011
1012                 self.takedamage = DAMAGE_YES;
1013                 self.event_damage = Item_Damage;
1014
1015                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1016                 /*
1017                 if(self.items == 0)
1018                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1019                 if(self.ammo_nails == 0)
1020                 if(self.ammo_cells == 0)
1021                 if(self.ammo_rockets == 0)
1022                 if(self.ammo_shells == 0)
1023                 if(self.ammo_fuel == 0)
1024                 if(self.health == 0)
1025                 if(self.armorvalue == 0)
1026                 */
1027                 {
1028                         // if item is worthless after a timer, have it expire then
1029                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1030                 }
1031
1032                 // don't drop if in a NODROP zone (such as lava)
1033                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1034                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1035                 {
1036                         startitem_failed = true;
1037                         remove(self);
1038                         return;
1039                 }
1040         }
1041         else
1042         {
1043                 if(!have_pickup_item())
1044                 {
1045                         startitem_failed = true;
1046                         remove (self);
1047                         return;
1048                 }
1049
1050                 self.reset = Item_Reset;
1051                 // it's a level item
1052                 if(self.spawnflags & 1)
1053                         self.noalign = 1;
1054                 if (self.noalign)
1055                         self.movetype = MOVETYPE_NONE;
1056                 else
1057                         self.movetype = MOVETYPE_TOSS;
1058                 // do item filtering according to game mode and other things
1059                 if (!self.noalign)
1060                 {
1061                         // first nudge it off the floor a little bit to avoid math errors
1062                         setorigin(self, self.origin + '0 0 1');
1063                         // set item size before we spawn a spawnfunc_waypoint
1064                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1065                                 setsize (self, '-16 -16 0', '16 16 48');
1066                         else
1067                                 setsize (self, '-16 -16 0', '16 16 32');
1068
1069                         // note droptofloor returns false if stuck/or would fall too far
1070                         droptofloor();
1071                         waypoint_spawnforitem(self);
1072                 }
1073
1074                 /*
1075                  * can't do it that way, as it would break maps
1076                  * TODO make a target_give like entity another way, that perhaps has
1077                  * the weapon name in a key
1078                 if(self.targetname)
1079                 {
1080                         // target_give not yet supported; maybe later
1081                         print("removed targeted ", self.classname, "\n");
1082                         startitem_failed = true;
1083                         remove (self);
1084                         return;
1085                 }
1086                 */
1087
1088                 if(autocvar_spawn_debug >= 2)
1089                 {
1090                         entity otheritem;
1091                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1092                         {
1093                             // why not flags & fl_item?
1094                                 if(otheritem.is_item)
1095                                 {
1096                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1097                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1098                                         error("Mapper sucks.");
1099                                 }
1100                         }
1101                         self.is_item = true;
1102                 }
1103
1104                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1105
1106                 precache_model (self.model);
1107                 precache_sound (self.item_pickupsound);
1108
1109                 precache_sound ("misc/itemrespawncountdown.wav");
1110                 if(itemid == ITEM_Strength.m_itemid)
1111                         precache_sound ("misc/strength_respawn.wav");
1112                 else if(itemid == ITEM_Shield.m_itemid)
1113                         precache_sound ("misc/shield_respawn.wav");
1114                 else
1115                         precache_sound ("misc/itemrespawn.wav");
1116
1117                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1118                         self.target = "###item###"; // for finding the nearest item using find()
1119
1120                 Item_ItemsTime_SetTime(self, 0);
1121         }
1122
1123         self.bot_pickup = true;
1124         self.bot_pickupevalfunc = pickupevalfunc;
1125         self.bot_pickupbasevalue = pickupbasevalue;
1126         self.mdl = self.model;
1127         self.netname = itemname;
1128         self.touch = Item_Touch;
1129         setmodel(self, "null"); // precision set below
1130         //self.effects |= EF_LOWPRECISION;
1131
1132         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1133     {
1134         self.pos1 = '-16 -16 0';
1135         self.pos2 = '16 16 48';
1136     }
1137         else
1138     {
1139         self.pos1 = '-16 -16 0';
1140         self.pos2 = '16 16 32';
1141     }
1142     setsize (self, self.pos1, self.pos2);
1143
1144     if(itemflags & FL_POWERUP)
1145         self.ItemStatus |= ITS_ANIMATE1;
1146
1147         if(self.armorvalue || self.health)
1148         self.ItemStatus |= ITS_ANIMATE2;
1149
1150         if(itemflags & FL_WEAPON)
1151         {
1152                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1153             self.colormap = 1024; // color shirt=0 pants=0 grey
1154         else
1155             self.gravity = 1;
1156
1157                 self.ItemStatus |= ITS_ANIMATE1;
1158                 self.ItemStatus |= ISF_COLORMAP;
1159         }
1160
1161         self.state = 0;
1162         if(self.team) // broken, no idea why.
1163         {
1164                 if(!self.cnt)
1165                         self.cnt = 1; // item probability weight
1166
1167                 self.effects |= EF_NODRAW; // marker for item team search
1168                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1169         }
1170         else
1171                 Item_Reset();
1172
1173     Net_LinkEntity(self, false, 0, ItemSend);
1174
1175         self.SendFlags |= ISF_SIZE;
1176         if(self.angles)
1177                 self.SendFlags |= ISF_ANGLES;
1178
1179         // call this hook after everything else has been done
1180         if(MUTATOR_CALLHOOK(Item_Spawn, self))
1181         {
1182                 startitem_failed = true;
1183                 remove(self);
1184                 return;
1185         }
1186 }
1187
1188 string Item_Model(string item_mdl)
1189 {
1190         string output = strcat("models/items/", item_mdl);
1191         MUTATOR_CALLHOOK(ItemModel, item_mdl, output);
1192         return strzone(item_model_output);
1193 }
1194
1195 void StartItemA (entity a)
1196 {
1197     self.itemdef = a;
1198     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);
1199 }
1200
1201 void spawnfunc_item_rockets (void) {
1202         if(!self.ammo_rockets)
1203                 self.ammo_rockets = g_pickup_rockets;
1204         if(!self.pickup_anyway)
1205                 self.pickup_anyway = g_pickup_ammo_anyway;
1206     StartItemA (ITEM_Rockets);
1207 }
1208
1209 void spawnfunc_item_bullets (void) {
1210         if(!weaponswapping)
1211         if(autocvar_sv_q3acompat_machineshotgunswap)
1212         if(self.classname != "droppedweapon")
1213         {
1214                 weaponswapping = true;
1215                 spawnfunc_item_shells();
1216                 weaponswapping = false;
1217                 return;
1218         }
1219
1220         if(!self.ammo_nails)
1221                 self.ammo_nails = g_pickup_nails;
1222         if(!self.pickup_anyway)
1223                 self.pickup_anyway = g_pickup_ammo_anyway;
1224     StartItemA (ITEM_Bullets);
1225 }
1226
1227 void spawnfunc_item_cells (void) {
1228         if(!self.ammo_cells)
1229                 self.ammo_cells = g_pickup_cells;
1230         if(!self.pickup_anyway)
1231                 self.pickup_anyway = g_pickup_ammo_anyway;
1232         StartItemA (ITEM_Cells);
1233 }
1234
1235 void spawnfunc_item_plasma()
1236 {
1237         if(!self.ammo_plasma)
1238                 self.ammo_plasma = g_pickup_plasma;
1239         if(!self.pickup_anyway)
1240                 self.pickup_anyway = g_pickup_ammo_anyway;
1241         StartItemA (ITEM_Plasma);
1242 }
1243
1244 void spawnfunc_item_shells (void) {
1245         if(!weaponswapping)
1246         if(autocvar_sv_q3acompat_machineshotgunswap)
1247         if(self.classname != "droppedweapon")
1248         {
1249                 weaponswapping = true;
1250                 spawnfunc_item_bullets();
1251                 weaponswapping = false;
1252                 return;
1253         }
1254
1255         if(!self.ammo_shells)
1256                 self.ammo_shells = g_pickup_shells;
1257         if(!self.pickup_anyway)
1258                 self.pickup_anyway = g_pickup_ammo_anyway;
1259         StartItemA (ITEM_Shells);
1260 }
1261
1262 void spawnfunc_item_armor_small (void) {
1263         if(!self.armorvalue)
1264                 self.armorvalue = g_pickup_armorsmall;
1265         if(!self.max_armorvalue)
1266                 self.max_armorvalue = g_pickup_armorsmall_max;
1267         if(!self.pickup_anyway)
1268                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1269         StartItemA (ITEM_ArmorSmall);
1270 }
1271
1272 void spawnfunc_item_armor_medium (void) {
1273         if(!self.armorvalue)
1274                 self.armorvalue = g_pickup_armormedium;
1275         if(!self.max_armorvalue)
1276                 self.max_armorvalue = g_pickup_armormedium_max;
1277         if(!self.pickup_anyway)
1278                 self.pickup_anyway = g_pickup_armormedium_anyway;
1279         StartItemA (ITEM_ArmorMedium);
1280 }
1281
1282 void spawnfunc_item_armor_big (void) {
1283         if(!self.armorvalue)
1284                 self.armorvalue = g_pickup_armorbig;
1285         if(!self.max_armorvalue)
1286                 self.max_armorvalue = g_pickup_armorbig_max;
1287         if(!self.pickup_anyway)
1288                 self.pickup_anyway = g_pickup_armorbig_anyway;
1289         StartItemA (ITEM_ArmorLarge);
1290 }
1291
1292 void spawnfunc_item_armor_large (void) {
1293         if(!self.armorvalue)
1294                 self.armorvalue = g_pickup_armorlarge;
1295         if(!self.max_armorvalue)
1296                 self.max_armorvalue = g_pickup_armorlarge_max;
1297         if(!self.pickup_anyway)
1298                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1299         StartItemA (ITEM_ArmorMega);
1300 }
1301
1302 void spawnfunc_item_health_small (void) {
1303         if(!self.max_health)
1304                 self.max_health = g_pickup_healthsmall_max;
1305         if(!self.health)
1306                 self.health = g_pickup_healthsmall;
1307         if(!self.pickup_anyway)
1308                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1309         StartItemA (ITEM_HealthSmall);
1310 }
1311
1312 void spawnfunc_item_health_medium (void) {
1313         if(!self.max_health)
1314                 self.max_health = g_pickup_healthmedium_max;
1315         if(!self.health)
1316                 self.health = g_pickup_healthmedium;
1317         if(!self.pickup_anyway)
1318                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1319     StartItemA (ITEM_HealthMedium);
1320 }
1321
1322 void spawnfunc_item_health_large (void) {
1323         if(!self.max_health)
1324                 self.max_health = g_pickup_healthlarge_max;
1325         if(!self.health)
1326                 self.health = g_pickup_healthlarge;
1327         if(!self.pickup_anyway)
1328                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1329         StartItemA (ITEM_HealthLarge);
1330 }
1331
1332 void spawnfunc_item_health_mega (void) {
1333     if(!self.max_health)
1334         self.max_health = g_pickup_healthmega_max;
1335     if(!self.health)
1336         self.health = g_pickup_healthmega;
1337     if(!self.pickup_anyway)
1338         self.pickup_anyway = g_pickup_healthmega_anyway;
1339     StartItemA (ITEM_HealthMega);
1340 }
1341
1342 // support old misnamed entities
1343 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1344 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1345 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1346 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1347 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1348
1349 void spawnfunc_item_strength (void) {
1350                 precache_sound("weapons/strength_fire.wav");
1351                 if(!self.strength_finished)
1352                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1353                 StartItemA (ITEM_Strength);
1354 }
1355
1356 void spawnfunc_item_invincible (void) {
1357                 if(!self.invincible_finished)
1358                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1359                 StartItemA (ITEM_Shield);
1360 }
1361
1362 // compatibility:
1363 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1364
1365 void target_items_use (void)
1366 {
1367         if(activator.classname == "droppedweapon")
1368         {
1369                 EXACTTRIGGER_TOUCH;
1370                 remove(activator);
1371                 return;
1372         }
1373
1374         if (!IS_PLAYER(activator))
1375                 return;
1376         if(activator.deadflag != DEAD_NO)
1377                 return;
1378         EXACTTRIGGER_TOUCH;
1379
1380         entity e;
1381         for(e = world; (e = find(e, classname, "droppedweapon")); )
1382                 if(e.enemy == activator)
1383                         remove(e);
1384
1385         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1386                 centerprint(activator, self.message);
1387 }
1388
1389 void spawnfunc_target_items (void)
1390 {
1391         float n, i, j;
1392         entity e;
1393         string s;
1394
1395         self.use = target_items_use;
1396         if(!self.strength_finished)
1397                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1398         if(!self.invincible_finished)
1399                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1400         if(!self.superweapons_finished)
1401                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1402
1403         precache_sound("misc/itempickup.wav");
1404         precache_sound("misc/megahealth.wav");
1405         precache_sound("misc/armor25.wav");
1406         precache_sound("misc/powerup.wav");
1407         precache_sound("misc/poweroff.wav");
1408         precache_sound(W_Sound("weaponpickup"));
1409
1410         n = tokenize_console(self.netname);
1411         if(argv(0) == "give")
1412         {
1413                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1414         }
1415         else
1416         {
1417                 for(i = 0; i < n; ++i)
1418                 {
1419                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1420                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1421                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1422                         else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
1423                         else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
1424                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1425                         else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
1426                         else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
1427                         else
1428                         {
1429                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1430                                 {
1431                                         e = get_weaponinfo(j);
1432                                         s = W_UndeprecateName(argv(i));
1433                                         if(s == e.netname)
1434                                         {
1435                                                 self.weapons |= WepSet_FromWeapon(j);
1436                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1437                                                         WEP_ACTION(e.weapon, WR_INIT);
1438                                                 break;
1439                                         }
1440                                 }
1441                                 if(j > WEP_LAST)
1442                                         print("target_items: invalid item ", argv(i), "\n");
1443                         }
1444                 }
1445
1446                 string itemprefix, valueprefix;
1447                 if(self.spawnflags == 0)
1448                 {
1449                         itemprefix = "";
1450                         valueprefix = "";
1451                 }
1452                 else if(self.spawnflags == 1)
1453                 {
1454                         itemprefix = "max ";
1455                         valueprefix = "max ";
1456                 }
1457                 else if(self.spawnflags == 2)
1458                 {
1459                         itemprefix = "min ";
1460                         valueprefix = "min ";
1461                 }
1462                 else if(self.spawnflags == 4)
1463                 {
1464                         itemprefix = "minus ";
1465                         valueprefix = "max ";
1466                 }
1467                 else
1468                 {
1469                         error("invalid spawnflags");
1470                         itemprefix = valueprefix = string_null;
1471                 }
1472
1473                 self.netname = "";
1474                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1475                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1476                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1477                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1478                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1479                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1480                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1481                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1482                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1483                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1484                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1485                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1486                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1487                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1488                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1489                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1490                 {
1491                         e = get_weaponinfo(j);
1492                         if(e.weapon)
1493                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1494                 }
1495         }
1496         self.netname = strzone(self.netname);
1497         //print(self.netname, "\n");
1498
1499         n = tokenize_console(self.netname);
1500         for(i = 0; i < n; ++i)
1501         {
1502                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1503                 {
1504                         e = get_weaponinfo(j);
1505                         if(argv(i) == e.netname)
1506                         {
1507                                 WEP_ACTION(e.weapon, WR_INIT);
1508                                 break;
1509                         }
1510                 }
1511         }
1512 }
1513
1514 void spawnfunc_item_fuel(void)
1515 {
1516         if(!self.ammo_fuel)
1517                 self.ammo_fuel = g_pickup_fuel;
1518         if(!self.pickup_anyway)
1519                 self.pickup_anyway = g_pickup_ammo_anyway;
1520         StartItemA (ITEM_JetpackFuel);
1521 }
1522
1523 void spawnfunc_item_fuel_regen(void)
1524 {
1525         if(start_items & ITEM_JetpackRegen.m_itemid)
1526         {
1527                 spawnfunc_item_fuel();
1528                 return;
1529         }
1530         StartItemA (ITEM_JetpackRegen);
1531 }
1532
1533 void spawnfunc_item_jetpack(void)
1534 {
1535         if(!self.ammo_fuel)
1536                 self.ammo_fuel = g_pickup_fuel_jetpack;
1537         if(start_items & ITEM_Jetpack.m_itemid)
1538         {
1539                 spawnfunc_item_fuel();
1540                 return;
1541         }
1542         StartItemA (ITEM_Jetpack);
1543 }
1544
1545 float GiveWeapon(entity e, float wpn, float op, float val)
1546 {
1547         WepSet v0, v1;
1548         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1549         switch(op)
1550         {
1551                 case OP_SET:
1552                         if(val > 0)
1553                                 e.weapons |= WepSet_FromWeapon(wpn);
1554                         else
1555                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1556                         break;
1557                 case OP_MIN:
1558                 case OP_PLUS:
1559                         if(val > 0)
1560                                 e.weapons |= WepSet_FromWeapon(wpn);
1561                         break;
1562                 case OP_MAX:
1563                         if(val <= 0)
1564                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1565                         break;
1566                 case OP_MINUS:
1567                         if(val > 0)
1568                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1569                         break;
1570         }
1571         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1572         return (v0 != v1);
1573 }
1574
1575 float GiveBit(entity e, .float fld, float bit, float op, float val)
1576 {
1577         float v0, v1;
1578         v0 = (e.(fld) & bit);
1579         switch(op)
1580         {
1581                 case OP_SET:
1582                         if(val > 0)
1583                                 e.(fld) |= bit;
1584                         else
1585                                 e.(fld) &= ~bit;
1586                         break;
1587                 case OP_MIN:
1588                 case OP_PLUS:
1589                         if(val > 0)
1590                                 e.(fld) |= bit;
1591                         break;
1592                 case OP_MAX:
1593                         if(val <= 0)
1594                                 e.(fld) &= ~bit;
1595                         break;
1596                 case OP_MINUS:
1597                         if(val > 0)
1598                                 e.(fld) &= ~bit;
1599                         break;
1600         }
1601         v1 = (e.(fld) & bit);
1602         return (v0 != v1);
1603 }
1604
1605 float GiveValue(entity e, .float fld, float op, float val)
1606 {
1607         float v0, v1;
1608         v0 = e.(fld);
1609         switch(op)
1610         {
1611                 case OP_SET:
1612                         e.(fld) = val;
1613                         break;
1614                 case OP_MIN:
1615                         e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1616                         break;
1617                 case OP_MAX:
1618                         e.(fld) = min(e.(fld), val);
1619                         break;
1620                 case OP_PLUS:
1621                         e.(fld) += val;
1622                         break;
1623                 case OP_MINUS:
1624                         e.(fld) -= val;
1625                         break;
1626         }
1627         v1 = e.(fld);
1628         return (v0 != v1);
1629 }
1630
1631 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1632 {
1633         if(v1 == v0)
1634                 return;
1635         if(v1 <= v0 - t)
1636         {
1637                 if(snd_decr != "")
1638                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1639         }
1640         else if(v0 >= v0 + t)
1641         {
1642                 if(snd_incr != "")
1643                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1644         }
1645 }
1646
1647 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1648 {
1649         if(v0 < v1)
1650                 e.(rotfield) = max(e.(rotfield), time + rottime);
1651         else if(v0 > v1)
1652                 e.(regenfield) = max(e.(regenfield), time + regentime);
1653 }
1654 float GiveItems(entity e, float beginarg, float endarg)
1655 {
1656         float got, i, j, val, op;
1657         float _switchweapon;
1658         entity wi;
1659         string cmd;
1660
1661         val = 999;
1662         op = OP_SET;
1663
1664         got = 0;
1665
1666         _switchweapon = false;
1667         if (e.autoswitch)
1668                 if (e.switchweapon == w_getbestweapon(e))
1669                         _switchweapon = true;
1670
1671         e.strength_finished = max(0, e.strength_finished - time);
1672         e.invincible_finished = max(0, e.invincible_finished - time);
1673         e.superweapons_finished = max(0, e.superweapons_finished - time);
1674
1675         PREGIVE(e, items);
1676         PREGIVE_WEAPONS(e);
1677         PREGIVE(e, strength_finished);
1678         PREGIVE(e, invincible_finished);
1679         PREGIVE(e, superweapons_finished);
1680         PREGIVE(e, ammo_nails);
1681         PREGIVE(e, ammo_cells);
1682         PREGIVE(e, ammo_plasma);
1683         PREGIVE(e, ammo_shells);
1684         PREGIVE(e, ammo_rockets);
1685         PREGIVE(e, ammo_fuel);
1686         PREGIVE(e, armorvalue);
1687         PREGIVE(e, health);
1688
1689         for(i = beginarg; i < endarg; ++i)
1690         {
1691                 cmd = argv(i);
1692
1693                 if(cmd == "0" || stof(cmd))
1694                 {
1695                         val = stof(cmd);
1696                         continue;
1697                 }
1698                 switch(cmd)
1699                 {
1700                         case "no":
1701                                 op = OP_MAX;
1702                                 val = 0;
1703                                 continue;
1704                         case "max":
1705                                 op = OP_MAX;
1706                                 continue;
1707                         case "min":
1708                                 op = OP_MIN;
1709                                 continue;
1710                         case "plus":
1711                                 op = OP_PLUS;
1712                                 continue;
1713                         case "minus":
1714                                 op = OP_MINUS;
1715                                 continue;
1716                         case "ALL":
1717                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1718                                 got += GiveValue(e, strength_finished, op, val);
1719                                 got += GiveValue(e, invincible_finished, op, val);
1720                                 got += GiveValue(e, superweapons_finished, op, val);
1721                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1722                         case "all":
1723                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1724                                 got += GiveValue(e, health, op, val);
1725                                 got += GiveValue(e, armorvalue, op, val);
1726                         case "allweapons":
1727                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1728                                 {
1729                                         wi = get_weaponinfo(j);
1730                                         if(wi.weapon)
1731                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1732                                                         got += GiveWeapon(e, j, op, val);
1733                                 }
1734                         case "allammo":
1735                                 got += GiveValue(e, ammo_cells, op, val);
1736                                 got += GiveValue(e, ammo_plasma, op, val);
1737                                 got += GiveValue(e, ammo_shells, op, val);
1738                                 got += GiveValue(e, ammo_nails, op, val);
1739                                 got += GiveValue(e, ammo_rockets, op, val);
1740                                 got += GiveValue(e, ammo_fuel, op, val);
1741                                 break;
1742                         case "unlimited_ammo":
1743                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1744                                 break;
1745                         case "unlimited_weapon_ammo":
1746                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1747                                 break;
1748                         case "unlimited_superweapons":
1749                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1750                                 break;
1751                         case "jetpack":
1752                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1753                                 break;
1754                         case "fuel_regen":
1755                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1756                                 break;
1757                         case "strength":
1758                                 got += GiveValue(e, strength_finished, op, val);
1759                                 break;
1760                         case "invincible":
1761                                 got += GiveValue(e, invincible_finished, op, val);
1762                                 break;
1763                         case "superweapons":
1764                                 got += GiveValue(e, superweapons_finished, op, val);
1765                                 break;
1766                         case "cells":
1767                                 got += GiveValue(e, ammo_cells, op, val);
1768                                 break;
1769                         case "plasma":
1770                                 got += GiveValue(e, ammo_plasma, op, val);
1771                                 break;
1772                         case "shells":
1773                                 got += GiveValue(e, ammo_shells, op, val);
1774                                 break;
1775                         case "nails":
1776                         case "bullets":
1777                                 got += GiveValue(e, ammo_nails, op, val);
1778                                 break;
1779                         case "rockets":
1780                                 got += GiveValue(e, ammo_rockets, op, val);
1781                                 break;
1782                         case "health":
1783                                 got += GiveValue(e, health, op, val);
1784                                 break;
1785                         case "armor":
1786                                 got += GiveValue(e, armorvalue, op, val);
1787                                 break;
1788                         case "fuel":
1789                                 got += GiveValue(e, ammo_fuel, op, val);
1790                                 break;
1791                         default:
1792                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1793                                 {
1794                                         wi = get_weaponinfo(j);
1795                                         if(cmd == wi.netname)
1796                                         {
1797                                                 got += GiveWeapon(e, j, op, val);
1798                                                 break;
1799                                         }
1800                                 }
1801                                 if(j > WEP_LAST)
1802                                         print("give: invalid item ", cmd, "\n");
1803                                 break;
1804                 }
1805                 val = 999;
1806                 op = OP_SET;
1807         }
1808
1809         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1810         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1811         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1812         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1813         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1814         {
1815                 wi = get_weaponinfo(j);
1816                 if(wi.weapon)
1817                 {
1818                         POSTGIVE_WEAPON(e, j, W_Sound("weaponpickup"), string_null);
1819                         if (!(save_weapons & WepSet_FromWeapon(j)))
1820                                 if(e.weapons & WepSet_FromWeapon(j))
1821                                         WEP_ACTION(wi.weapon, WR_INIT);
1822                 }
1823         }
1824         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1825         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1826         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1827         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1828         POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1829         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1830         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1831         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);
1832         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);
1833         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);
1834
1835         if(e.superweapons_finished <= 0)
1836                 if(self.weapons & WEPSET_SUPERWEAPONS)
1837                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1838
1839         if(e.strength_finished <= 0)
1840                 e.strength_finished = 0;
1841         else
1842                 e.strength_finished += time;
1843         if(e.invincible_finished <= 0)
1844                 e.invincible_finished = 0;
1845         else
1846                 e.invincible_finished += time;
1847         if(e.superweapons_finished <= 0)
1848                 e.superweapons_finished = 0;
1849         else
1850                 e.superweapons_finished += time;
1851
1852         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1853                 _switchweapon = true;
1854         if(_switchweapon)
1855                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1856
1857         return got;
1858 }
1859 #endif