]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/server/t_items.qc
Merge branch 'TimePath/global_self' 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 {SELFPARAM();
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 {SELFPARAM();
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 Item_PreDraw()
79 {SELFPARAM();
80         vector org;
81         float alph;
82         org = getpropertyvec(VF_ORIGIN);
83         if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
84                 alph = 0;
85         else if(self.fade_start)
86                 alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
87         else
88                 alph = 1;
89         //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
90         if(self.ItemStatus & ITS_AVAILABLE)
91                 self.alpha = alph;
92         if(alph <= 0)
93                 self.drawmask = 0;
94         else
95                 self.drawmask = MASK_NORMAL;
96 }
97
98 void ItemRead(float _IsNew)
99 {SELFPARAM();
100     int sf = ReadByte();
101
102     if(sf & ISF_LOCATION)
103     {
104         self.origin_x = ReadCoord();
105         self.origin_y = ReadCoord();
106         self.origin_z = ReadCoord();
107         setorigin(self, self.origin);
108         self.oldorigin = self.origin;
109     }
110
111     if(sf & ISF_ANGLES)
112     {
113         self.angles_x = ReadAngle();
114         self.angles_y = ReadAngle();
115         self.angles_z = ReadAngle();
116         self.move_angles = self.angles;
117     }
118
119     if(sf & ISF_SIZE)
120     {
121         float use_bigsize = ReadByte();
122         setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
123     }
124
125     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
126     {
127         self.ItemStatus = ReadByte();
128
129         if(self.ItemStatus & ITS_AVAILABLE)
130         {
131             self.alpha = 1;
132             self.colormod = self.glowmod = '1 1 1';
133         }
134         else
135         {
136             if (autocvar_cl_ghost_items_color)
137             {
138                 self.alpha = autocvar_cl_ghost_items;
139                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
140             }
141             else
142                 self.alpha = -1;
143         }
144
145         if(autocvar_cl_fullbright_items)
146             if(self.ItemStatus & ITS_ALLOWFB)
147                 self.effects |= EF_FULLBRIGHT;
148
149         if(self.ItemStatus & ITS_STAYWEP)
150         {
151             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
152             self.alpha = autocvar_cl_weapon_stay_alpha;
153
154         }
155
156         if(self.ItemStatus & ITS_POWERUP)
157         {
158             if(self.ItemStatus & ITS_AVAILABLE)
159                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
160             else
161                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
162         }
163     }
164
165     if(sf & ISF_MODEL)
166     {
167         self.drawmask  = MASK_NORMAL;
168                 self.move_movetype = self.movetype = MOVETYPE_TOSS;
169         self.draw       = ItemDraw;
170
171         self.fade_end = ReadShort();
172         self.fade_start = ReadShort();
173         if(self.fade_start && !autocvar_cl_items_nofade)
174                 self.predraw = Item_PreDraw;
175
176         if(self.mdl)
177             strunzone(self.mdl);
178
179         self.mdl = "";
180         string _fn = ReadString();
181
182         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
183         {
184             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
185             self.draw = ItemDrawSimple;
186
187             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
188                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
189             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
190                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
191             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
192                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
193             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
194                 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
195             else
196             {
197                 self.draw = ItemDraw;
198                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
199             }
200         }
201
202         if(self.draw != ItemDrawSimple)
203             self.mdl = strzone(_fn);
204
205
206         if(self.mdl == "")
207             LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
208
209         precache_model(self.mdl);
210         setmodel(self, self.mdl);
211     }
212
213     if(sf & ISF_COLORMAP)
214         self.colormap = ReadShort();
215
216     if(sf & ISF_DROP)
217     {
218         self.gravity = 1;
219         //self.move_angles = '0 0 0';
220         self.move_movetype = MOVETYPE_TOSS;
221         self.move_velocity_x = ReadCoord();
222         self.move_velocity_y = ReadCoord();
223         self.move_velocity_z = ReadCoord();
224         self.velocity = self.move_velocity;
225         self.move_origin = self.oldorigin;
226
227         if(!self.move_time)
228         {
229             self.move_time = time;
230             self.spawntime = time;
231         }
232         else
233             self.move_time = max(self.move_time, time);
234     }
235
236     if(autocvar_cl_animate_items)
237     {
238         if(self.ItemStatus & ITS_ANIMATE1)
239             self.move_avelocity = '0 180 0';
240
241         if(self.ItemStatus & ITS_ANIMATE2)
242             self.move_avelocity = '0 -90 0';
243     }
244 }
245
246 #endif
247
248 #ifdef SVQC
249 bool ItemSend(entity to, int sf)
250 {SELFPARAM();
251         if(self.gravity)
252                 sf |= ISF_DROP;
253         else
254                 sf &= ~ISF_DROP;
255
256         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
257         WriteByte(MSG_ENTITY, sf);
258
259         //WriteByte(MSG_ENTITY, self.cnt);
260         if(sf & ISF_LOCATION)
261         {
262                 WriteCoord(MSG_ENTITY, self.origin.x);
263                 WriteCoord(MSG_ENTITY, self.origin.y);
264                 WriteCoord(MSG_ENTITY, self.origin.z);
265         }
266
267         if(sf & ISF_ANGLES)
268         {
269                 WriteAngle(MSG_ENTITY, self.angles_x);
270                 WriteAngle(MSG_ENTITY, self.angles_y);
271                 WriteAngle(MSG_ENTITY, self.angles_z);
272         }
273
274         if(sf & ISF_SIZE)
275         {
276                 WriteByte(MSG_ENTITY, ((self.flags & FL_POWERUP) || self.health || self.armorvalue));
277         }
278
279         if(sf & ISF_STATUS)
280                 WriteByte(MSG_ENTITY, self.ItemStatus);
281
282         if(sf & ISF_MODEL)
283         {
284                 WriteShort(MSG_ENTITY, self.fade_end);
285                 WriteShort(MSG_ENTITY, self.fade_start);
286
287                 if(self.mdl == "")
288                         LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
289
290                 WriteString(MSG_ENTITY, self.mdl);
291         }
292
293
294         if(sf & ISF_COLORMAP)
295                 WriteShort(MSG_ENTITY, self.colormap);
296
297         if(sf & ISF_DROP)
298         {
299                 WriteCoord(MSG_ENTITY, self.velocity.x);
300                 WriteCoord(MSG_ENTITY, self.velocity.y);
301                 WriteCoord(MSG_ENTITY, self.velocity.z);
302         }
303
304         return true;
305 }
306
307 void ItemUpdate(entity item)
308 {
309         item.SendFlags |= ISF_LOCATION;
310 }
311
312 float have_pickup_item(void)
313 {SELFPARAM();
314         if(self.flags & FL_POWERUP)
315         {
316                 if(autocvar_g_powerups > 0)
317                         return true;
318                 if(autocvar_g_powerups == 0)
319                         return false;
320         }
321         else
322         {
323                 if(autocvar_g_pickup_items > 0)
324                         return true;
325                 if(autocvar_g_pickup_items == 0)
326                         return false;
327                 if(g_weaponarena)
328                         if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
329                                 return false;
330         }
331         return true;
332 }
333
334 /*
335 float Item_Customize()
336 {
337         if(self.spawnshieldtime)
338                 return true;
339         if(self.weapons & ~other.weapons)
340         {
341                 self.colormod = '0 0 0';
342                 self.glowmod = self.colormod;
343                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
344                 return true;
345         }
346         else
347         {
348                 if(g_ghost_items)
349                 {
350                         self.colormod = stov(autocvar_g_ghost_items_color);
351                         self.glowmod = self.colormod;
352                         self.alpha = g_ghost_items;
353                         return true;
354                 }
355                 else
356                         return false;
357         }
358 }
359 */
360
361 void Item_Show (entity e, float mode)
362 {
363         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
364         e.ItemStatus &= ~ITS_STAYWEP;
365         if (mode > 0)
366         {
367                 // make the item look normal, and be touchable
368                 e.model = e.mdl;
369                 e.solid = SOLID_TRIGGER;
370                 e.spawnshieldtime = 1;
371                 e.ItemStatus |= ITS_AVAILABLE;
372         }
373         else if (mode < 0)
374         {
375                 // hide the item completely
376                 e.model = string_null;
377                 e.solid = SOLID_NOT;
378                 e.spawnshieldtime = 1;
379                 e.ItemStatus &= ~ITS_AVAILABLE;
380         }
381         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
382         {
383                 // make the item translucent and not touchable
384                 e.model = e.mdl;
385                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
386                 e.effects |= EF_STARDUST;
387                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
388                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
389         }
390         else
391         {
392                 //setmodel(e, "null");
393                 e.solid = SOLID_NOT;
394                 e.colormod = '0 0 0';
395                 e.glowmod = e.colormod;
396                 e.spawnshieldtime = 1;
397                 e.ItemStatus &= ~ITS_AVAILABLE;
398         }
399
400         if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
401                 e.ItemStatus |= ITS_POWERUP;
402
403         if (autocvar_g_nodepthtestitems)
404                 e.effects |= EF_NODEPTHTEST;
405
406
407         if (autocvar_g_fullbrightitems)
408                 e.ItemStatus |= ITS_ALLOWFB;
409
410         if (autocvar_sv_simple_items)
411                 e.ItemStatus |= ITS_ALLOWSI;
412
413         // relink entity (because solid may have changed)
414         setorigin(e, e.origin);
415         e.SendFlags |= ISF_STATUS;
416 }
417
418 void Item_Think()
419 {SELFPARAM();
420         self.nextthink = time;
421         if(self.origin != self.oldorigin)
422         {
423                 self.oldorigin = self.origin;
424                 ItemUpdate(self);
425         }
426 }
427
428 bool Item_ItemsTime_SpectatorOnly(GameItem it);
429 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
430 float Item_ItemsTime_UpdateTime(entity e, float t);
431 void Item_ItemsTime_SetTime(entity e, float t);
432 void Item_ItemsTime_SetTimesForAllPlayers();
433
434 void Item_Respawn (void)
435 {SELFPARAM();
436         Item_Show(self, 1);
437         // this is ugly...
438         if(self.items == ITEM_Strength.m_itemid)
439                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM);    // play respawn sound
440         else if(self.items == ITEM_Shield.m_itemid)
441                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
442         else
443                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
444         setorigin (self, self.origin);
445
446     if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
447         {
448                 float t = Item_ItemsTime_UpdateTime(self, 0);
449                 Item_ItemsTime_SetTime(self, t);
450                 Item_ItemsTime_SetTimesForAllPlayers();
451         }
452
453         self.think = Item_Think;
454         self.nextthink = time;
455
456         //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
457         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
458 }
459
460 void Item_RespawnCountdown (void)
461 {SELFPARAM();
462         if(self.count >= ITEM_RESPAWN_TICKS)
463         {
464                 if(self.waypointsprite_attached)
465                         WaypointSprite_Kill(self.waypointsprite_attached);
466                 Item_Respawn();
467         }
468         else
469         {
470                 self.nextthink = time + 1;
471                 self.count += 1;
472                 if(self.count == 1)
473                 {
474                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
475                         int wpextra = 0;
476             entity e = self.itemdef;
477             if (e) wpextra = e.m_id;
478                         if (self.flags & FL_WEAPON) {
479                                 entity wi = get_weaponinfo(self.weapon);
480                                 if (wi) wpextra = wi.m_id;
481                         }
482             entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP);
483             wp.wp_extra = wpextra;
484             if(self.waypointsprite_attached)
485             {
486                 GameItem def = self.itemdef;
487                 if (Item_ItemsTime_SpectatorOnly(def))
488                     WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
489                 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
490             }
491                 }
492
493                 if(self.waypointsprite_attached)
494                 {
495                         setself(self.waypointsprite_attached);
496                         entity e;
497                         FOR_EACH_REALCLIENT(e)
498                                 if(self.waypointsprite_visible_for_player(e))
499                                 {
500                                         msg_entity = e;
501                                         soundto(MSG_ONE, this, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
502                                 }
503                         setself(this);
504
505                         WaypointSprite_Ping(self.waypointsprite_attached);
506                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
507                 }
508                 else
509                         sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
510         }
511 }
512
513 void Item_RespawnThink()
514 {SELFPARAM();
515         self.nextthink = time;
516         if(self.origin != self.oldorigin)
517         {
518                 self.oldorigin = self.origin;
519                 ItemUpdate(self);
520         }
521
522         if(time >= self.wait)
523                 Item_Respawn();
524 }
525
526 void Item_ScheduleRespawnIn(entity e, float t)
527 {
528         if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
529         {
530                 e.think = Item_RespawnCountdown;
531                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
532                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
533                 e.count = 0;
534                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
535                 Item_ItemsTime_SetTime(e, t);
536                 Item_ItemsTime_SetTimesForAllPlayers();
537         }
538         else
539         {
540                 e.think = Item_RespawnThink;
541                 e.nextthink = time;
542                 e.scheduledrespawntime = time + t;
543                 e.wait = time + t;
544         }
545 }
546
547 void Item_ScheduleRespawn(entity e)
548 {
549         if(e.respawntime > 0)
550         {
551                 Item_Show(e, 0);
552                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
553         }
554         else // if respawntime is -1, this item does not respawn
555                 Item_Show(e, -1);
556 }
557
558 void Item_ScheduleInitialRespawn(entity e)
559 {
560         Item_Show(e, 0);
561         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
562 }
563
564 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
565 {
566         if (!item.(ammotype))
567                 return false;
568
569         if (item.spawnshieldtime)
570         {
571                 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
572                 {
573                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
574                         goto YEAH;
575                 }
576         }
577         else if(g_weapon_stay == 2)
578         {
579                 float mi = min(item.(ammotype), ammomax);
580                 if (player.(ammotype) < mi)
581                 {
582                         player.(ammotype) = mi;
583                         goto YEAH;
584                 }
585         }
586
587         return false;
588
589 :YEAH
590         switch(mode)
591         {
592                 case ITEM_MODE_FUEL:
593                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
594                         break;
595                 case ITEM_MODE_HEALTH:
596                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
597                         break;
598                 case ITEM_MODE_ARMOR:
599                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
600                         break;
601                 default:
602                         break;
603         }
604         return true;
605 }
606
607 float Item_GiveTo(entity item, entity player)
608 {
609         float _switchweapon;
610         float pickedup;
611         float it;
612         float i;
613
614         // if nothing happens to player, just return without taking the item
615         pickedup = false;
616         _switchweapon = false;
617         // in case the player has autoswitch enabled do the following:
618         // if the player is using their best weapon before items are given, they
619         // probably want to switch to an even better weapon after items are given
620         if (player.autoswitch)
621         if (player.switchweapon == w_getbestweapon(player))
622                 _switchweapon = true;
623
624         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
625                 _switchweapon = true;
626
627         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
628         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
629         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
630         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
631         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
632         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
633         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
634         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
635
636         if (item.flags & FL_WEAPON)
637         {
638                 WepSet it;
639                 it = item.weapons;
640                 it &= ~player.weapons;
641
642                 if (it || (item.spawnshieldtime && item.pickup_anyway))
643                 {
644                         pickedup = true;
645                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
646                         if(it & WepSet_FromWeapon(i))
647                         {
648                                 W_DropEvent(WR_PICKUP, player, i, item);
649                                 W_GiveWeapon(player, i);
650                         }
651                 }
652         }
653
654         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
655         {
656                 pickedup = true;
657                 player.items |= it;
658                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
659         }
660
661         if (item.strength_finished)
662         {
663                 pickedup = true;
664                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
665         }
666         if (item.invincible_finished)
667         {
668                 pickedup = true;
669                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
670         }
671         if (item.superweapons_finished)
672         {
673                 pickedup = true;
674                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
675         }
676
677 :skip
678
679         // always eat teamed entities
680         if(item.team)
681                 pickedup = true;
682
683         if (!pickedup)
684                 return 0;
685
686         // crude hack to enforce switching weapons
687         if(g_cts && (item.flags & FL_WEAPON))
688         {
689                 W_SwitchWeapon_Force(player, item.weapon);
690                 return 1;
691         }
692
693         if (_switchweapon)
694                 if (player.switchweapon != w_getbestweapon(player))
695                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
696
697         return 1;
698 }
699
700 void Item_Touch (void)
701 {SELFPARAM();
702         entity e, head;
703
704         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
705         if(self.classname == "droppedweapon")
706         {
707                 if (ITEM_TOUCH_NEEDKILL())
708                 {
709                         remove(self);
710                         return;
711                 }
712         }
713
714         if(!(other.flags & FL_PICKUPITEMS)
715         || other.frozen
716         || other.deadflag
717         || (self.solid != SOLID_TRIGGER)
718         || (self.owner == other)
719         || (time < self.item_spawnshieldtime)
720         ) { return;}
721
722         switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
723         {
724                 case MUT_ITEMTOUCH_RETURN: { return; }
725                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
726         }
727
728         if (self.classname == "droppedweapon")
729         {
730                 self.strength_finished = max(0, self.strength_finished - time);
731                 self.invincible_finished = max(0, self.invincible_finished - time);
732                 self.superweapons_finished = max(0, self.superweapons_finished - time);
733         }
734         entity it = self.itemdef;
735         bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
736         if (!gave)
737         {
738                 if (self.classname == "droppedweapon")
739                 {
740                         // undo what we did above
741                         self.strength_finished += time;
742                         self.invincible_finished += time;
743                         self.superweapons_finished += time;
744                 }
745                 return;
746         }
747
748         :pickup
749
750         other.last_pickup = time;
751
752         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
753         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
754
755         if (self.classname == "droppedweapon")
756                 remove (self);
757         else if (self.spawnshieldtime)
758         {
759                 if(self.team)
760                 {
761                         RandomSelection_Init();
762                         for(head = world; (head = findfloat(head, team, self.team)); )
763                         {
764                                 if(head.flags & FL_ITEM)
765                                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
766                                 {
767                                         Item_Show(head, -1);
768                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
769                                 }
770                         }
771                         e = RandomSelection_chosen_ent;
772
773                 }
774                 else
775                         e = self;
776                 Item_ScheduleRespawn(e);
777         }
778 }
779
780 void Item_Reset()
781 {SELFPARAM();
782         Item_Show(self, !self.state);
783         setorigin (self, self.origin);
784
785         if(self.classname != "droppedweapon")
786         {
787                 self.think = Item_Think;
788                 self.nextthink = time;
789
790                 if(self.waypointsprite_attached)
791                         WaypointSprite_Kill(self.waypointsprite_attached);
792
793                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
794                         Item_ScheduleInitialRespawn(self);
795         }
796 }
797
798 void Item_FindTeam()
799 {SELFPARAM();
800         entity head, e;
801
802         if(self.effects & EF_NODRAW)
803         {
804                 // marker for item team search
805                 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
806                 RandomSelection_Init();
807                 for(head = world; (head = findfloat(head, team, self.team)); )
808                 if(head.flags & FL_ITEM)
809                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
810                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
811                 e = RandomSelection_chosen_ent;
812                 e.state = 0;
813                 Item_Show(e, 1);
814
815                 for(head = world; (head = findfloat(head, team, self.team)); )
816                 if(head.flags & FL_ITEM)
817                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
818                 {
819                         if(head != e)
820                         {
821                                 // make it a non-spawned item
822                                 Item_Show(head, -1);
823                                 head.state = 1; // state 1 = initially hidden item
824                         }
825                         head.effects &= ~EF_NODRAW;
826                 }
827
828                 Item_Reset();
829         }
830 }
831
832 // Savage: used for item garbage-collection
833 // TODO: perhaps nice special effect?
834 void RemoveItem(void)
835 {SELFPARAM();
836         if(wasfreed(self) || !self) { return; }
837         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
838         remove(self);
839 }
840
841 // pickup evaluation functions
842 // these functions decide how desirable an item is to the bots
843
844 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
845
846 float weapon_pickupevalfunc(entity player, entity item)
847 {
848         float c;
849
850         // See if I have it already
851         if(item.weapons & ~player.weapons)
852         {
853                 // If I can pick it up
854                 if(!item.spawnshieldtime)
855                         c = 0;
856                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
857                 {
858                         // Skilled bots will grab more
859                         c = bound(0, skill / 10, 1) * 0.5;
860                 }
861                 else
862                         c = 0;
863         }
864         else
865                 c = 1;
866
867         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
868         if( bot_custom_weapon && c )
869         {
870                 // Find the highest position on any range
871                 int position = -1;
872                 for (int j = 0; j < WEP_LAST ; ++j){
873                         if(
874                                         bot_weapons_far[j] == item.weapon ||
875                                         bot_weapons_mid[j] == item.weapon ||
876                                         bot_weapons_close[j] == item.weapon
877                           )
878                         {
879                                 position = j;
880                                 break;
881                         }
882                 }
883
884                 // Rate it
885                 if (position >= 0 )
886                 {
887                         position = WEP_LAST - position;
888                         // item.bot_pickupbasevalue is overwritten here
889                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
890                 }
891         }
892
893         return item.bot_pickupbasevalue * c;
894 }
895
896 float commodity_pickupevalfunc(entity player, entity item)
897 {
898         float c, i;
899         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
900         entity wi;
901         c = 0;
902
903         // Detect needed ammo
904         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
905         {
906                 wi = get_weaponinfo(i);
907
908                 if (!(player.weapons & WepSet_FromWeapon(i)))
909                         continue;
910
911                 if(wi.items & ITEM_Shells.m_itemid)
912                         need_shells = true;
913                 else if(wi.items & ITEM_Bullets.m_itemid)
914                         need_nails = true;
915                 else if(wi.items & ITEM_Rockets.m_itemid)
916                         need_rockets = true;
917                 else if(wi.items & ITEM_Cells.m_itemid)
918                         need_cells = true;
919                 else if(wi.items & ITEM_Plasma.m_itemid)
920                         need_plasma = true;
921                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
922                         need_fuel = true;
923         }
924
925         // TODO: figure out if the player even has the weapon this ammo is for?
926         // may not affect strategy much though...
927         // find out how much more ammo/armor/health the player can hold
928         if (need_shells)
929         if (item.ammo_shells)
930         if (player.ammo_shells < g_pickup_shells_max)
931                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
932         if (need_nails)
933         if (item.ammo_nails)
934         if (player.ammo_nails < g_pickup_nails_max)
935                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
936         if (need_rockets)
937         if (item.ammo_rockets)
938         if (player.ammo_rockets < g_pickup_rockets_max)
939                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
940         if (need_cells)
941         if (item.ammo_cells)
942         if (player.ammo_cells < g_pickup_cells_max)
943                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
944         if (need_plasma)
945         if (item.ammo_plasma)
946         if (player.ammo_plasma < g_pickup_plasma_max)
947                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
948         if (need_fuel)
949         if (item.ammo_fuel)
950         if (player.ammo_fuel < g_pickup_fuel_max)
951                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
952         if (item.armorvalue)
953         if (player.armorvalue < item.max_armorvalue)
954                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
955         if (item.health)
956         if (player.health < item.max_health)
957                 c = c + max(0, 1 - player.health / item.max_health);
958
959         return item.bot_pickupbasevalue * c;
960 }
961
962 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
963 {
964         if(ITEM_DAMAGE_NEEDKILL(deathtype))
965                 RemoveItem();
966 }
967
968 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)
969 {SELFPARAM();
970         startitem_failed = false;
971
972         if(self.model == "")
973                 self.model = itemmodel;
974
975         if(self.model == "")
976     {
977         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
978         return;
979     }
980
981         if(self.item_pickupsound == "")
982                 self.item_pickupsound = pickupsound;
983
984         if(!self.respawntime) // both need to be set
985         {
986                 self.respawntime = defaultrespawntime;
987                 self.respawntimejitter = defaultrespawntimejitter;
988         }
989
990         self.items = itemid;
991         self.weapon = weaponid;
992
993         if(!self.fade_end)
994         {
995                 self.fade_start = autocvar_g_items_mindist;
996                 self.fade_end = autocvar_g_items_maxdist;
997         }
998
999         if(weaponid)
1000                 self.weapons = WepSet_FromWeapon(weaponid);
1001
1002         self.flags = FL_ITEM | itemflags;
1003
1004         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1005         {
1006                 startitem_failed = true;
1007                 remove(self);
1008                 return;
1009         }
1010
1011         // is it a dropped weapon?
1012         if (self.classname == "droppedweapon")
1013         {
1014                 self.reset = SUB_Remove;
1015                 // it's a dropped weapon
1016                 self.movetype = MOVETYPE_TOSS;
1017
1018                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1019                 self.think = RemoveItem;
1020                 self.nextthink = time + 20;
1021
1022                 self.takedamage = DAMAGE_YES;
1023                 self.event_damage = Item_Damage;
1024
1025                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1026                 /*
1027                 if(self.items == 0)
1028                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1029                 if(self.ammo_nails == 0)
1030                 if(self.ammo_cells == 0)
1031                 if(self.ammo_rockets == 0)
1032                 if(self.ammo_shells == 0)
1033                 if(self.ammo_fuel == 0)
1034                 if(self.health == 0)
1035                 if(self.armorvalue == 0)
1036                 */
1037                 {
1038                         // if item is worthless after a timer, have it expire then
1039                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1040                 }
1041
1042                 // don't drop if in a NODROP zone (such as lava)
1043                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1044                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1045                 {
1046                         startitem_failed = true;
1047                         remove(self);
1048                         return;
1049                 }
1050         }
1051         else
1052         {
1053                 if(!have_pickup_item())
1054                 {
1055                         startitem_failed = true;
1056                         remove (self);
1057                         return;
1058                 }
1059
1060                 if(self.angles != '0 0 0')
1061                         self.SendFlags |= ISF_ANGLES;
1062
1063                 self.reset = Item_Reset;
1064                 // it's a level item
1065                 if(self.spawnflags & 1)
1066                         self.noalign = 1;
1067                 if (self.noalign)
1068                         self.movetype = MOVETYPE_NONE;
1069                 else
1070                         self.movetype = MOVETYPE_TOSS;
1071                 // do item filtering according to game mode and other things
1072                 if (!self.noalign)
1073                 {
1074                         // first nudge it off the floor a little bit to avoid math errors
1075                         setorigin(self, self.origin + '0 0 1');
1076                         // set item size before we spawn a spawnfunc_waypoint
1077                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1078                                 setsize (self, '-16 -16 0', '16 16 48');
1079                         else
1080                                 setsize (self, '-16 -16 0', '16 16 32');
1081                         self.SendFlags |= ISF_SIZE;
1082                         // note droptofloor returns false if stuck/or would fall too far
1083                         droptofloor();
1084                         waypoint_spawnforitem(self);
1085                 }
1086
1087                 /*
1088                  * can't do it that way, as it would break maps
1089                  * TODO make a target_give like entity another way, that perhaps has
1090                  * the weapon name in a key
1091                 if(self.targetname)
1092                 {
1093                         // target_give not yet supported; maybe later
1094                         print("removed targeted ", self.classname, "\n");
1095                         startitem_failed = true;
1096                         remove (self);
1097                         return;
1098                 }
1099                 */
1100
1101                 if(autocvar_spawn_debug >= 2)
1102                 {
1103                         entity otheritem;
1104                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1105                         {
1106                             // why not flags & fl_item?
1107                                 if(otheritem.is_item)
1108                                 {
1109                                         LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(self.origin));
1110                                         LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1111                                         error("Mapper sucks.");
1112                                 }
1113                         }
1114                         self.is_item = true;
1115                 }
1116
1117                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1118
1119                 precache_model (self.model);
1120                 precache_sound (self.item_pickupsound);
1121
1122                 precache_sound ("misc/itemrespawncountdown.wav");
1123                 if(itemid == ITEM_Strength.m_itemid)
1124                         precache_sound ("misc/strength_respawn.wav");
1125                 else if(itemid == ITEM_Shield.m_itemid)
1126                         precache_sound ("misc/shield_respawn.wav");
1127                 else
1128                         precache_sound ("misc/itemrespawn.wav");
1129
1130                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1131                         self.target = "###item###"; // for finding the nearest item using find()
1132
1133                 Item_ItemsTime_SetTime(self, 0);
1134         }
1135
1136         self.bot_pickup = true;
1137         self.bot_pickupevalfunc = pickupevalfunc;
1138         self.bot_pickupbasevalue = pickupbasevalue;
1139         self.mdl = self.model;
1140         self.netname = itemname;
1141         self.touch = Item_Touch;
1142         setmodel(self, "null"); // precision set below
1143         //self.effects |= EF_LOWPRECISION;
1144
1145         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1146         {
1147                 self.pos1 = '-16 -16 0';
1148                 self.pos2 = '16 16 48';
1149         }
1150         else
1151         {
1152                 self.pos1 = '-16 -16 0';
1153                 self.pos2 = '16 16 32';
1154         }
1155         setsize (self, self.pos1, self.pos2);
1156
1157         self.SendFlags |= ISF_SIZE;
1158
1159         if(itemflags & FL_POWERUP)
1160                 self.ItemStatus |= ITS_ANIMATE1;
1161
1162         if(self.armorvalue || self.health)
1163                 self.ItemStatus |= ITS_ANIMATE2;
1164
1165         if(itemflags & FL_WEAPON)
1166         {
1167                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1168                         self.colormap = 1024; // color shirt=0 pants=0 grey
1169                 else
1170                         self.gravity = 1;
1171
1172                 self.ItemStatus |= ITS_ANIMATE1;
1173                 self.ItemStatus |= ISF_COLORMAP;
1174         }
1175
1176         self.state = 0;
1177         if(self.team) // broken, no idea why.
1178         {
1179                 if(!self.cnt)
1180                         self.cnt = 1; // item probability weight
1181
1182                 self.effects |= EF_NODRAW; // marker for item team search
1183                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1184         }
1185         else
1186                 Item_Reset();
1187
1188         Net_LinkEntity(self, !((itemflags & FL_POWERUP) || self.health || self.armorvalue), 0, ItemSend);
1189
1190         // call this hook after everything else has been done
1191         if(MUTATOR_CALLHOOK(Item_Spawn, self))
1192         {
1193                 startitem_failed = true;
1194                 remove(self);
1195                 return;
1196         }
1197 }
1198
1199 string Item_Model(string item_mdl)
1200 {
1201         string output = strcat("models/items/", item_mdl);
1202         MUTATOR_CALLHOOK(ItemModel, item_mdl, output);
1203         return strzone(item_model_output);
1204 }
1205
1206 void StartItemA (entity a)
1207 {SELFPARAM();
1208     self.itemdef = a;
1209     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);
1210 }
1211
1212 void spawnfunc_item_rockets()
1213 {SELFPARAM();
1214         if(!self.ammo_rockets)
1215                 self.ammo_rockets = g_pickup_rockets;
1216         if(!self.pickup_anyway)
1217                 self.pickup_anyway = g_pickup_ammo_anyway;
1218     StartItemA (ITEM_Rockets);
1219 }
1220
1221 void spawnfunc_item_bullets()
1222 {SELFPARAM();
1223         if(!weaponswapping)
1224         if(autocvar_sv_q3acompat_machineshotgunswap)
1225         if(self.classname != "droppedweapon")
1226         {
1227                 weaponswapping = true;
1228                 spawnfunc_item_shells();
1229                 weaponswapping = false;
1230                 return;
1231         }
1232
1233         if(!self.ammo_nails)
1234                 self.ammo_nails = g_pickup_nails;
1235         if(!self.pickup_anyway)
1236                 self.pickup_anyway = g_pickup_ammo_anyway;
1237     StartItemA (ITEM_Bullets);
1238 }
1239
1240 void spawnfunc_item_cells()
1241 {SELFPARAM();
1242         if(!self.ammo_cells)
1243                 self.ammo_cells = g_pickup_cells;
1244         if(!self.pickup_anyway)
1245                 self.pickup_anyway = g_pickup_ammo_anyway;
1246         StartItemA (ITEM_Cells);
1247 }
1248
1249 void spawnfunc_item_plasma()
1250 {SELFPARAM();
1251         if(!self.ammo_plasma)
1252                 self.ammo_plasma = g_pickup_plasma;
1253         if(!self.pickup_anyway)
1254                 self.pickup_anyway = g_pickup_ammo_anyway;
1255         StartItemA (ITEM_Plasma);
1256 }
1257
1258 void spawnfunc_item_shells()
1259 {SELFPARAM();
1260         if(!weaponswapping)
1261         if(autocvar_sv_q3acompat_machineshotgunswap)
1262         if(self.classname != "droppedweapon")
1263         {
1264                 weaponswapping = true;
1265                 spawnfunc_item_bullets();
1266                 weaponswapping = false;
1267                 return;
1268         }
1269
1270         if(!self.ammo_shells)
1271                 self.ammo_shells = g_pickup_shells;
1272         if(!self.pickup_anyway)
1273                 self.pickup_anyway = g_pickup_ammo_anyway;
1274         StartItemA (ITEM_Shells);
1275 }
1276
1277 void spawnfunc_item_armor_small()
1278 {SELFPARAM();
1279         if(!self.armorvalue)
1280                 self.armorvalue = g_pickup_armorsmall;
1281         if(!self.max_armorvalue)
1282                 self.max_armorvalue = g_pickup_armorsmall_max;
1283         if(!self.pickup_anyway)
1284                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1285         StartItemA (ITEM_ArmorSmall);
1286 }
1287
1288 void spawnfunc_item_armor_medium()
1289 {SELFPARAM();
1290         if(!self.armorvalue)
1291                 self.armorvalue = g_pickup_armormedium;
1292         if(!self.max_armorvalue)
1293                 self.max_armorvalue = g_pickup_armormedium_max;
1294         if(!self.pickup_anyway)
1295                 self.pickup_anyway = g_pickup_armormedium_anyway;
1296         StartItemA (ITEM_ArmorMedium);
1297 }
1298
1299 void spawnfunc_item_armor_big()
1300 {SELFPARAM();
1301         if(!self.armorvalue)
1302                 self.armorvalue = g_pickup_armorbig;
1303         if(!self.max_armorvalue)
1304                 self.max_armorvalue = g_pickup_armorbig_max;
1305         if(!self.pickup_anyway)
1306                 self.pickup_anyway = g_pickup_armorbig_anyway;
1307         StartItemA (ITEM_ArmorLarge);
1308 }
1309
1310 void spawnfunc_item_armor_large()
1311 {SELFPARAM();
1312         if(!self.armorvalue)
1313                 self.armorvalue = g_pickup_armorlarge;
1314         if(!self.max_armorvalue)
1315                 self.max_armorvalue = g_pickup_armorlarge_max;
1316         if(!self.pickup_anyway)
1317                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1318         StartItemA (ITEM_ArmorMega);
1319 }
1320
1321 void spawnfunc_item_health_small()
1322 {SELFPARAM();
1323         if(!self.max_health)
1324                 self.max_health = g_pickup_healthsmall_max;
1325         if(!self.health)
1326                 self.health = g_pickup_healthsmall;
1327         if(!self.pickup_anyway)
1328                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1329         StartItemA (ITEM_HealthSmall);
1330 }
1331
1332 void spawnfunc_item_health_medium()
1333 {SELFPARAM();
1334         if(!self.max_health)
1335                 self.max_health = g_pickup_healthmedium_max;
1336         if(!self.health)
1337                 self.health = g_pickup_healthmedium;
1338         if(!self.pickup_anyway)
1339                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1340     StartItemA (ITEM_HealthMedium);
1341 }
1342
1343 void spawnfunc_item_health_large()
1344 {SELFPARAM();
1345         if(!self.max_health)
1346                 self.max_health = g_pickup_healthlarge_max;
1347         if(!self.health)
1348                 self.health = g_pickup_healthlarge;
1349         if(!self.pickup_anyway)
1350                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1351         StartItemA (ITEM_HealthLarge);
1352 }
1353
1354 void spawnfunc_item_health_mega()
1355 {SELFPARAM();
1356     if(!self.max_health)
1357         self.max_health = g_pickup_healthmega_max;
1358     if(!self.health)
1359         self.health = g_pickup_healthmega;
1360     if(!self.pickup_anyway)
1361         self.pickup_anyway = g_pickup_healthmega_anyway;
1362     StartItemA (ITEM_HealthMega);
1363 }
1364
1365 // support old misnamed entities
1366 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1367 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1368 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1369 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1370 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1371
1372 void spawnfunc_item_strength()
1373 {SELFPARAM();
1374                 precache_sound("weapons/strength_fire.wav");
1375                 if(!self.strength_finished)
1376                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1377                 StartItemA (ITEM_Strength);
1378 }
1379
1380 void spawnfunc_item_invincible()
1381 {SELFPARAM();
1382                 if(!self.invincible_finished)
1383                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1384                 StartItemA (ITEM_Shield);
1385 }
1386
1387 // compatibility:
1388 void spawnfunc_item_quad() {SELFPARAM(); self.classname = "item_strength";spawnfunc_item_strength();}
1389
1390 void target_items_use()
1391 {SELFPARAM();
1392         if(activator.classname == "droppedweapon")
1393         {
1394                 EXACTTRIGGER_TOUCH;
1395                 remove(activator);
1396                 return;
1397         }
1398
1399         if (!IS_PLAYER(activator))
1400                 return;
1401         if(activator.deadflag != DEAD_NO)
1402                 return;
1403         EXACTTRIGGER_TOUCH;
1404
1405         entity e;
1406         for(e = world; (e = find(e, classname, "droppedweapon")); )
1407                 if(e.enemy == activator)
1408                         remove(e);
1409
1410         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1411                 centerprint(activator, self.message);
1412 }
1413
1414 void spawnfunc_target_items (void)
1415 {SELFPARAM();
1416         float n, i, j;
1417         entity e;
1418         string s;
1419
1420         self.use = target_items_use;
1421         if(!self.strength_finished)
1422                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1423         if(!self.invincible_finished)
1424                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1425         if(!self.superweapons_finished)
1426                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1427
1428         precache_sound("misc/itempickup.wav");
1429         precache_sound("misc/megahealth.wav");
1430         precache_sound("misc/armor25.wav");
1431         precache_sound("misc/powerup.wav");
1432         precache_sound("misc/poweroff.wav");
1433         precache_sound(W_Sound("weaponpickup"));
1434
1435         n = tokenize_console(self.netname);
1436         if(argv(0) == "give")
1437         {
1438                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1439         }
1440         else
1441         {
1442                 for(i = 0; i < n; ++i)
1443                 {
1444                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1445                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1446                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1447                         else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
1448                         else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
1449                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1450                         else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
1451                         else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
1452                         else
1453                         {
1454                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1455                                 {
1456                                         e = get_weaponinfo(j);
1457                                         s = W_UndeprecateName(argv(i));
1458                                         if(s == e.netname)
1459                                         {
1460                                                 self.weapons |= WepSet_FromWeapon(j);
1461                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1462                                                         WEP_ACTION(e.weapon, WR_INIT);
1463                                                 break;
1464                                         }
1465                                 }
1466                                 if(j > WEP_LAST)
1467                                         LOG_INFO("target_items: invalid item ", argv(i), "\n");
1468                         }
1469                 }
1470
1471                 string itemprefix, valueprefix;
1472                 if(self.spawnflags == 0)
1473                 {
1474                         itemprefix = "";
1475                         valueprefix = "";
1476                 }
1477                 else if(self.spawnflags == 1)
1478                 {
1479                         itemprefix = "max ";
1480                         valueprefix = "max ";
1481                 }
1482                 else if(self.spawnflags == 2)
1483                 {
1484                         itemprefix = "min ";
1485                         valueprefix = "min ";
1486                 }
1487                 else if(self.spawnflags == 4)
1488                 {
1489                         itemprefix = "minus ";
1490                         valueprefix = "max ";
1491                 }
1492                 else
1493                 {
1494                         error("invalid spawnflags");
1495                         itemprefix = valueprefix = string_null;
1496                 }
1497
1498                 self.netname = "";
1499                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1500                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1501                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1502                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1503                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1504                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1505                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1506                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1507                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1508                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1509                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1510                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1511                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1512                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1513                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1514                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1515                 {
1516                         e = get_weaponinfo(j);
1517                         if(e.weapon)
1518                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1519                 }
1520         }
1521         self.netname = strzone(self.netname);
1522         //print(self.netname, "\n");
1523
1524         n = tokenize_console(self.netname);
1525         for(i = 0; i < n; ++i)
1526         {
1527                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1528                 {
1529                         e = get_weaponinfo(j);
1530                         if(argv(i) == e.netname)
1531                         {
1532                                 WEP_ACTION(e.weapon, WR_INIT);
1533                                 break;
1534                         }
1535                 }
1536         }
1537 }
1538
1539 void spawnfunc_item_fuel(void)
1540 {SELFPARAM();
1541         if(!self.ammo_fuel)
1542                 self.ammo_fuel = g_pickup_fuel;
1543         if(!self.pickup_anyway)
1544                 self.pickup_anyway = g_pickup_ammo_anyway;
1545         StartItemA (ITEM_JetpackFuel);
1546 }
1547
1548 void spawnfunc_item_fuel_regen(void)
1549 {
1550         if(start_items & ITEM_JetpackRegen.m_itemid)
1551         {
1552                 spawnfunc_item_fuel();
1553                 return;
1554         }
1555         StartItemA (ITEM_JetpackRegen);
1556 }
1557
1558 void spawnfunc_item_jetpack(void)
1559 {SELFPARAM();
1560         if(!self.ammo_fuel)
1561                 self.ammo_fuel = g_pickup_fuel_jetpack;
1562         if(start_items & ITEM_Jetpack.m_itemid)
1563         {
1564                 spawnfunc_item_fuel();
1565                 return;
1566         }
1567         StartItemA (ITEM_Jetpack);
1568 }
1569
1570 float GiveWeapon(entity e, float wpn, float op, float val)
1571 {
1572         WepSet v0, v1;
1573         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1574         switch(op)
1575         {
1576                 case OP_SET:
1577                         if(val > 0)
1578                                 e.weapons |= WepSet_FromWeapon(wpn);
1579                         else
1580                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1581                         break;
1582                 case OP_MIN:
1583                 case OP_PLUS:
1584                         if(val > 0)
1585                                 e.weapons |= WepSet_FromWeapon(wpn);
1586                         break;
1587                 case OP_MAX:
1588                         if(val <= 0)
1589                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1590                         break;
1591                 case OP_MINUS:
1592                         if(val > 0)
1593                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1594                         break;
1595         }
1596         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1597         return (v0 != v1);
1598 }
1599
1600 float GiveBit(entity e, .float fld, float bit, float op, float val)
1601 {
1602         float v0, v1;
1603         v0 = (e.(fld) & bit);
1604         switch(op)
1605         {
1606                 case OP_SET:
1607                         if(val > 0)
1608                                 e.(fld) |= bit;
1609                         else
1610                                 e.(fld) &= ~bit;
1611                         break;
1612                 case OP_MIN:
1613                 case OP_PLUS:
1614                         if(val > 0)
1615                                 e.(fld) |= bit;
1616                         break;
1617                 case OP_MAX:
1618                         if(val <= 0)
1619                                 e.(fld) &= ~bit;
1620                         break;
1621                 case OP_MINUS:
1622                         if(val > 0)
1623                                 e.(fld) &= ~bit;
1624                         break;
1625         }
1626         v1 = (e.(fld) & bit);
1627         return (v0 != v1);
1628 }
1629
1630 float GiveValue(entity e, .float fld, float op, float val)
1631 {
1632         float v0, v1;
1633         v0 = e.(fld);
1634         switch(op)
1635         {
1636                 case OP_SET:
1637                         e.(fld) = val;
1638                         break;
1639                 case OP_MIN:
1640                         e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1641                         break;
1642                 case OP_MAX:
1643                         e.(fld) = min(e.(fld), val);
1644                         break;
1645                 case OP_PLUS:
1646                         e.(fld) += val;
1647                         break;
1648                 case OP_MINUS:
1649                         e.(fld) -= val;
1650                         break;
1651         }
1652         v1 = e.(fld);
1653         return (v0 != v1);
1654 }
1655
1656 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1657 {
1658         if(v1 == v0)
1659                 return;
1660         if(v1 <= v0 - t)
1661         {
1662                 if(snd_decr != "")
1663                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1664         }
1665         else if(v0 >= v0 + t)
1666         {
1667                 if(snd_incr != "")
1668                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1669         }
1670 }
1671
1672 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1673 {
1674         if(v0 < v1)
1675                 e.(rotfield) = max(e.(rotfield), time + rottime);
1676         else if(v0 > v1)
1677                 e.(regenfield) = max(e.(regenfield), time + regentime);
1678 }
1679 float GiveItems(entity e, float beginarg, float endarg)
1680 {SELFPARAM();
1681         float got, i, j, val, op;
1682         float _switchweapon;
1683         entity wi;
1684         string cmd;
1685
1686         val = 999;
1687         op = OP_SET;
1688
1689         got = 0;
1690
1691         _switchweapon = false;
1692         if (e.autoswitch)
1693                 if (e.switchweapon == w_getbestweapon(e))
1694                         _switchweapon = true;
1695
1696         e.strength_finished = max(0, e.strength_finished - time);
1697         e.invincible_finished = max(0, e.invincible_finished - time);
1698         e.superweapons_finished = max(0, e.superweapons_finished - time);
1699
1700         PREGIVE(e, items);
1701         PREGIVE_WEAPONS(e);
1702         PREGIVE(e, strength_finished);
1703         PREGIVE(e, invincible_finished);
1704         PREGIVE(e, superweapons_finished);
1705         PREGIVE(e, ammo_nails);
1706         PREGIVE(e, ammo_cells);
1707         PREGIVE(e, ammo_plasma);
1708         PREGIVE(e, ammo_shells);
1709         PREGIVE(e, ammo_rockets);
1710         PREGIVE(e, ammo_fuel);
1711         PREGIVE(e, armorvalue);
1712         PREGIVE(e, health);
1713
1714         for(i = beginarg; i < endarg; ++i)
1715         {
1716                 cmd = argv(i);
1717
1718                 if(cmd == "0" || stof(cmd))
1719                 {
1720                         val = stof(cmd);
1721                         continue;
1722                 }
1723                 switch(cmd)
1724                 {
1725                         case "no":
1726                                 op = OP_MAX;
1727                                 val = 0;
1728                                 continue;
1729                         case "max":
1730                                 op = OP_MAX;
1731                                 continue;
1732                         case "min":
1733                                 op = OP_MIN;
1734                                 continue;
1735                         case "plus":
1736                                 op = OP_PLUS;
1737                                 continue;
1738                         case "minus":
1739                                 op = OP_MINUS;
1740                                 continue;
1741                         case "ALL":
1742                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1743                                 got += GiveValue(e, strength_finished, op, val);
1744                                 got += GiveValue(e, invincible_finished, op, val);
1745                                 got += GiveValue(e, superweapons_finished, op, val);
1746                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1747                         case "all":
1748                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1749                                 got += GiveValue(e, health, op, val);
1750                                 got += GiveValue(e, armorvalue, op, val);
1751                         case "allweapons":
1752                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1753                                 {
1754                                         wi = get_weaponinfo(j);
1755                                         if(wi.weapon)
1756                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1757                                                         got += GiveWeapon(e, j, op, val);
1758                                 }
1759                         case "allammo":
1760                                 got += GiveValue(e, ammo_cells, op, val);
1761                                 got += GiveValue(e, ammo_plasma, op, val);
1762                                 got += GiveValue(e, ammo_shells, op, val);
1763                                 got += GiveValue(e, ammo_nails, op, val);
1764                                 got += GiveValue(e, ammo_rockets, op, val);
1765                                 got += GiveValue(e, ammo_fuel, op, val);
1766                                 break;
1767                         case "unlimited_ammo":
1768                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1769                                 break;
1770                         case "unlimited_weapon_ammo":
1771                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1772                                 break;
1773                         case "unlimited_superweapons":
1774                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1775                                 break;
1776                         case "jetpack":
1777                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1778                                 break;
1779                         case "fuel_regen":
1780                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1781                                 break;
1782                         case "strength":
1783                                 got += GiveValue(e, strength_finished, op, val);
1784                                 break;
1785                         case "invincible":
1786                                 got += GiveValue(e, invincible_finished, op, val);
1787                                 break;
1788                         case "superweapons":
1789                                 got += GiveValue(e, superweapons_finished, op, val);
1790                                 break;
1791                         case "cells":
1792                                 got += GiveValue(e, ammo_cells, op, val);
1793                                 break;
1794                         case "plasma":
1795                                 got += GiveValue(e, ammo_plasma, op, val);
1796                                 break;
1797                         case "shells":
1798                                 got += GiveValue(e, ammo_shells, op, val);
1799                                 break;
1800                         case "nails":
1801                         case "bullets":
1802                                 got += GiveValue(e, ammo_nails, op, val);
1803                                 break;
1804                         case "rockets":
1805                                 got += GiveValue(e, ammo_rockets, op, val);
1806                                 break;
1807                         case "health":
1808                                 got += GiveValue(e, health, op, val);
1809                                 break;
1810                         case "armor":
1811                                 got += GiveValue(e, armorvalue, op, val);
1812                                 break;
1813                         case "fuel":
1814                                 got += GiveValue(e, ammo_fuel, op, val);
1815                                 break;
1816                         default:
1817                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1818                                 {
1819                                         wi = get_weaponinfo(j);
1820                                         if(cmd == wi.netname)
1821                                         {
1822                                                 got += GiveWeapon(e, j, op, val);
1823                                                 break;
1824                                         }
1825                                 }
1826                                 if(j > WEP_LAST)
1827                                         LOG_INFO("give: invalid item ", cmd, "\n");
1828                                 break;
1829                 }
1830                 val = 999;
1831                 op = OP_SET;
1832         }
1833
1834         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1835         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1836         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1837         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1838         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1839         {
1840                 wi = get_weaponinfo(j);
1841                 if(wi.weapon)
1842                 {
1843                         POSTGIVE_WEAPON(e, j, W_Sound("weaponpickup"), string_null);
1844                         if (!(save_weapons & WepSet_FromWeapon(j)))
1845                                 if(e.weapons & WepSet_FromWeapon(j))
1846                                         WEP_ACTION(wi.weapon, WR_INIT);
1847                 }
1848         }
1849         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1850         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1851         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1852         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1853         POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1854         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1855         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1856         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);
1857         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);
1858         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);
1859
1860         if(e.superweapons_finished <= 0)
1861                 if(self.weapons & WEPSET_SUPERWEAPONS)
1862                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1863
1864         if(e.strength_finished <= 0)
1865                 e.strength_finished = 0;
1866         else
1867                 e.strength_finished += time;
1868         if(e.invincible_finished <= 0)
1869                 e.invincible_finished = 0;
1870         else
1871                 e.invincible_finished += time;
1872         if(e.superweapons_finished <= 0)
1873                 e.superweapons_finished = 0;
1874         else
1875                 e.superweapons_finished += time;
1876
1877         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1878                 _switchweapon = true;
1879         if(_switchweapon)
1880                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1881
1882         return got;
1883 }
1884 #endif