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Show 50 armor and health in itemstime. Fixes #1521
[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.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178                 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
179             else
180             {
181                 self.draw = ItemDraw;
182                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
183             }
184         }
185
186         if(self.draw != ItemDrawSimple)
187             self.mdl = strzone(_fn);
188
189
190         if(self.mdl == "")
191             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
192
193         precache_model(self.mdl);
194         setmodel(self, self.mdl);
195     }
196
197     if(sf & ISF_COLORMAP)
198         self.colormap = ReadShort();
199
200     if(sf & ISF_DROP)
201     {
202         self.gravity = 1;
203         //self.move_angles = '0 0 0';
204         self.move_movetype = MOVETYPE_TOSS;
205         self.move_velocity_x = ReadCoord();
206         self.move_velocity_y = ReadCoord();
207         self.move_velocity_z = ReadCoord();
208         self.velocity = self.move_velocity;
209         self.move_origin = self.oldorigin;
210
211         if(!self.move_time)
212         {
213             self.move_time = time;
214             self.spawntime = time;
215         }
216         else
217             self.move_time = max(self.move_time, time);
218     }
219
220     if(autocvar_cl_animate_items)
221     {
222         if(self.ItemStatus & ITS_ANIMATE1)
223             self.move_avelocity = '0 180 0';
224
225         if(self.ItemStatus & ITS_ANIMATE2)
226             self.move_avelocity = '0 -90 0';
227     }
228 }
229
230 #endif
231
232 #ifdef SVQC
233 bool ItemSend(entity to, int sf)
234 {
235     if(self.gravity)
236         sf |= ISF_DROP;
237     else
238         sf &= ~ISF_DROP;
239
240         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241         WriteByte(MSG_ENTITY, sf);
242
243         //WriteByte(MSG_ENTITY, self.cnt);
244     if(sf & ISF_LOCATION)
245     {
246         WriteCoord(MSG_ENTITY, self.origin.x);
247         WriteCoord(MSG_ENTITY, self.origin.y);
248         WriteCoord(MSG_ENTITY, self.origin.z);
249     }
250
251     if(sf & ISF_ANGLES)
252     {
253         WriteCoord(MSG_ENTITY, self.angles.x);
254         WriteCoord(MSG_ENTITY, self.angles.y);
255         WriteCoord(MSG_ENTITY, self.angles.z);
256     }
257
258     if(sf & ISF_SIZE)
259     {
260         WriteCoord(MSG_ENTITY, self.mins.x);
261         WriteCoord(MSG_ENTITY, self.mins.y);
262         WriteCoord(MSG_ENTITY, self.mins.z);
263         WriteCoord(MSG_ENTITY, self.maxs.x);
264         WriteCoord(MSG_ENTITY, self.maxs.y);
265         WriteCoord(MSG_ENTITY, self.maxs.z);
266     }
267
268     if(sf & ISF_STATUS)
269         WriteByte(MSG_ENTITY, self.ItemStatus);
270
271     if(sf & ISF_MODEL)
272     {
273
274         if(self.mdl == "")
275             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
276
277         WriteString(MSG_ENTITY, self.mdl);
278     }
279
280
281     if(sf & ISF_COLORMAP)
282         WriteShort(MSG_ENTITY, self.colormap);
283
284     if(sf & ISF_DROP)
285     {
286         WriteCoord(MSG_ENTITY, self.velocity.x);
287         WriteCoord(MSG_ENTITY, self.velocity.y);
288         WriteCoord(MSG_ENTITY, self.velocity.z);
289     }
290
291     return true;
292 }
293
294 void ItemUpdate(entity item)
295 {
296         item.SendFlags |= ISF_LOCATION;
297 }
298
299 float have_pickup_item(void)
300 {
301         if(self.flags & FL_POWERUP)
302         {
303                 if(autocvar_g_powerups > 0)
304                         return true;
305                 if(autocvar_g_powerups == 0)
306                         return false;
307         }
308         else
309         {
310                 if(autocvar_g_pickup_items > 0)
311                         return true;
312                 if(autocvar_g_pickup_items == 0)
313                         return false;
314                 if(g_weaponarena)
315                         if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
316                                 return false;
317         }
318         return true;
319 }
320
321 /*
322 float Item_Customize()
323 {
324         if(self.spawnshieldtime)
325                 return true;
326         if(self.weapons & ~other.weapons)
327         {
328                 self.colormod = '0 0 0';
329                 self.glowmod = self.colormod;
330                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
331                 return true;
332         }
333         else
334         {
335                 if(g_ghost_items)
336                 {
337                         self.colormod = stov(autocvar_g_ghost_items_color);
338                         self.glowmod = self.colormod;
339                         self.alpha = g_ghost_items;
340                         return true;
341                 }
342                 else
343                         return false;
344         }
345 }
346 */
347
348 void Item_Show (entity e, float mode)
349 {
350         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351         e.ItemStatus &= ~ITS_STAYWEP;
352         if (mode > 0)
353         {
354                 // make the item look normal, and be touchable
355                 e.model = e.mdl;
356                 e.solid = SOLID_TRIGGER;
357                 e.spawnshieldtime = 1;
358                 e.ItemStatus |= ITS_AVAILABLE;
359         }
360         else if (mode < 0)
361         {
362                 // hide the item completely
363                 e.model = string_null;
364                 e.solid = SOLID_NOT;
365                 e.spawnshieldtime = 1;
366                 e.ItemStatus &= ~ITS_AVAILABLE;
367         }
368         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
369         {
370                 // make the item translucent and not touchable
371                 e.model = e.mdl;
372                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373                 e.effects |= EF_STARDUST;
374                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
376         }
377         else
378         {
379                 //setmodel(e, "null");
380                 e.solid = SOLID_NOT;
381                 e.colormod = '0 0 0';
382                 e.glowmod = e.colormod;
383                 e.spawnshieldtime = 1;
384                 e.ItemStatus &= ~ITS_AVAILABLE;
385         }
386
387         if (e.items & 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;
461                         vector rgb = '1 0 1';
462                         name = string_null;
463                         switch (self.items)
464                         {
465                                 case ITEM_JetpackRegen.m_itemid: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
466                                 case ITEM_Jetpack.m_itemid:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
467                                 case ITEM_Strength.m_itemid:   name = "item-strength"; rgb = '0 0 1'; break;
468                                 case ITEM_Shield.m_itemid: name = "item-shield"; rgb = '1 0 1'; break;
469                                 case ITEM_HealthMega.m_itemid:
470                                         //if (self.classname == "item_health_mega")
471                                                 {name = "item_health_mega"; rgb = '1 0 0';}
472                                         break;
473                                 case ITEM_ArmorMega.m_itemid:
474                                         if (self.itemdef == ITEM_ArmorMega)
475                                                 {name = "item_armor_large"; rgb = '0 1 0';}
476                                         break;
477                         }
478                         MUTATOR_CALLHOOK(Item_RespawnCountdown, name, rgb);
479                         name = item_name;
480                         rgb = item_color;
481                         if(self.flags & FL_WEAPON)
482                         {
483                                 entity wi = get_weaponinfo(self.weapon);
484                                 if(wi)
485                                 {
486                                         name = wi.wpmodel;
487                                         rgb = '1 0 0';
488                                 }
489                         }
490                         if(name)
491                         {
492                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
493                                 if(self.waypointsprite_attached)
494                                 {
495                                         if (self.items == IT_HEALTH || self.items == IT_ARMOR)
496                                                 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
497                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
498                                 }
499                         }
500                         else
501                         {
502                                 print("Unknown powerup-marked item is wanting to respawn\n");
503                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
504                         }
505                 }
506
507                 if(self.waypointsprite_attached)
508                 {
509                         entity e;
510                         entity it = self;
511                         self = self.waypointsprite_attached;
512                         FOR_EACH_REALCLIENT(e)
513                                 if(self.waypointsprite_visible_for_player(e))
514                                 {
515                                         msg_entity = e;
516                                         soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
517                                 }
518                         self = it;
519
520                         WaypointSprite_Ping(self.waypointsprite_attached);
521                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
522                 }
523                 else
524                         sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
525         }
526 }
527
528 void Item_RespawnThink()
529 {
530         self.nextthink = time;
531         if(self.origin != self.oldorigin)
532         {
533                 self.oldorigin = self.origin;
534                 ItemUpdate(self);
535         }
536
537         if(time >= self.wait)
538                 Item_Respawn();
539 }
540
541 void Item_ScheduleRespawnIn(entity e, float t)
542 {
543         if (Item_ItemsTime_Allow(e))
544         {
545                 e.think = Item_RespawnCountdown;
546                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
547                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
548                 e.count = 0;
549                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
550                 Item_ItemsTime_SetTime(e, t);
551                 Item_ItemsTime_SetTimesForAllPlayers();
552         }
553         else
554         {
555                 e.think = Item_RespawnThink;
556                 e.nextthink = time;
557                 e.scheduledrespawntime = time + t;
558                 e.wait = time + t;
559         }
560 }
561
562 void Item_ScheduleRespawn(entity e)
563 {
564         if(e.respawntime > 0)
565         {
566                 Item_Show(e, 0);
567                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
568         }
569         else // if respawntime is -1, this item does not respawn
570                 Item_Show(e, -1);
571 }
572
573 void Item_ScheduleInitialRespawn(entity e)
574 {
575         Item_Show(e, 0);
576         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
577 }
578
579 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
580 {
581         if (!item.(ammotype))
582                 return false;
583
584         if (item.spawnshieldtime)
585         {
586                 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
587                 {
588                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
589                         goto YEAH;
590                 }
591         }
592         else if(g_weapon_stay == 2)
593         {
594                 float mi = min(item.(ammotype), ammomax);
595                 if (player.(ammotype) < mi)
596                 {
597                         player.(ammotype) = mi;
598                         goto YEAH;
599                 }
600         }
601
602         return false;
603
604 :YEAH
605         switch(mode)
606         {
607                 case ITEM_MODE_FUEL:
608                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
609                         break;
610                 case ITEM_MODE_HEALTH:
611                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
612                         break;
613                 case ITEM_MODE_ARMOR:
614                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
615                         break;
616                 default:
617                         break;
618         }
619         return true;
620 }
621
622 float Item_GiveTo(entity item, entity player)
623 {
624         float _switchweapon;
625         float pickedup;
626         float it;
627         float i;
628
629         // if nothing happens to player, just return without taking the item
630         pickedup = false;
631         _switchweapon = false;
632         // in case the player has autoswitch enabled do the following:
633         // if the player is using their best weapon before items are given, they
634         // probably want to switch to an even better weapon after items are given
635         if (player.autoswitch)
636         if (player.switchweapon == w_getbestweapon(player))
637                 _switchweapon = true;
638
639         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
640                 _switchweapon = true;
641
642         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
643         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
644         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
645         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
646         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
647         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
648         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
649         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
650
651         if (item.flags & FL_WEAPON)
652         {
653                 WepSet it;
654                 it = item.weapons;
655                 it &= ~player.weapons;
656
657                 if (it || (item.spawnshieldtime && item.pickup_anyway))
658                 {
659                         pickedup = true;
660                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
661                         if(it & WepSet_FromWeapon(i))
662                         {
663                                 W_DropEvent(WR_PICKUP, player, i, item);
664                                 W_GiveWeapon(player, i);
665                         }
666                 }
667         }
668
669         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
670         {
671                 pickedup = true;
672                 player.items |= it;
673                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
674         }
675
676         if (item.strength_finished)
677         {
678                 pickedup = true;
679                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
680         }
681         if (item.invincible_finished)
682         {
683                 pickedup = true;
684                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
685         }
686         if (item.superweapons_finished)
687         {
688                 pickedup = true;
689                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
690         }
691
692 :skip
693
694         // always eat teamed entities
695         if(item.team)
696                 pickedup = true;
697
698         if (!pickedup)
699                 return 0;
700
701         if (_switchweapon)
702                 if (player.switchweapon != w_getbestweapon(player))
703                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
704
705         return 1;
706 }
707
708 void Item_Touch (void)
709 {
710         entity e, head;
711
712         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
713         if(self.classname == "droppedweapon")
714         {
715                 if (ITEM_TOUCH_NEEDKILL())
716                 {
717                         remove(self);
718                         return;
719                 }
720         }
721
722         if (!IS_PLAYER(other))
723                 return;
724         if (other.frozen)
725                 return;
726         if (other.deadflag)
727                 return;
728         if (self.solid != SOLID_TRIGGER)
729                 return;
730         if (self.owner == other)
731                 return;
732         if (time < self.item_spawnshieldtime)
733                 return;
734
735         switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
736         {
737                 case MUT_ITEMTOUCH_RETURN: { return; }
738                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
739         }
740
741         if (self.classname == "droppedweapon")
742         {
743                 self.strength_finished = max(0, self.strength_finished - time);
744                 self.invincible_finished = max(0, self.invincible_finished - time);
745                 self.superweapons_finished = max(0, self.superweapons_finished - time);
746         }
747         entity it = self.itemdef;
748         bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
749         if (!gave)
750         {
751                 if (self.classname == "droppedweapon")
752                 {
753                         // undo what we did above
754                         self.strength_finished += time;
755                         self.invincible_finished += time;
756                         self.superweapons_finished += time;
757                 }
758                 return;
759         }
760
761         :pickup
762
763         other.last_pickup = time;
764
765         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
766         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
767
768         if (self.classname == "droppedweapon")
769                 remove (self);
770         else if (self.spawnshieldtime)
771         {
772                 if(self.team)
773                 {
774                         RandomSelection_Init();
775                         for(head = world; (head = findfloat(head, team, self.team)); )
776                         {
777                                 if(head.flags & FL_ITEM)
778                                 {
779                                         Item_Show(head, -1);
780                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
781                                 }
782                         }
783                         e = RandomSelection_chosen_ent;
784
785                 }
786                 else
787                         e = self;
788                 Item_ScheduleRespawn(e);
789         }
790 }
791
792 void Item_Reset()
793 {
794         Item_Show(self, !self.state);
795         setorigin (self, self.origin);
796
797         if(self.classname != "droppedweapon")
798         {
799                 self.think = Item_Think;
800                 self.nextthink = time;
801
802                 if(self.waypointsprite_attached)
803                         WaypointSprite_Kill(self.waypointsprite_attached);
804
805                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
806                         Item_ScheduleInitialRespawn(self);
807         }
808 }
809
810 void Item_FindTeam()
811 {
812         entity head, e;
813
814         if(self.effects & EF_NODRAW)
815         {
816                 // marker for item team search
817                 dprint("Initializing item team ", ftos(self.team), "\n");
818                 RandomSelection_Init();
819                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
820                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
821                 e = RandomSelection_chosen_ent;
822                 e.state = 0;
823                 Item_Show(e, 1);
824
825                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
826                 {
827                         if(head != e)
828                         {
829                                 // make it a non-spawned item
830                                 Item_Show(head, -1);
831                                 head.state = 1; // state 1 = initially hidden item
832                         }
833                         head.effects &= ~EF_NODRAW;
834                 }
835
836                 Item_Reset();
837         }
838 }
839
840 // Savage: used for item garbage-collection
841 // TODO: perhaps nice special effect?
842 void RemoveItem(void)
843 {
844         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
845         remove(self);
846 }
847
848 // pickup evaluation functions
849 // these functions decide how desirable an item is to the bots
850
851 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
852
853 float weapon_pickupevalfunc(entity player, entity item)
854 {
855         float c;
856
857         // See if I have it already
858         if(item.weapons & ~player.weapons)
859         {
860                 // If I can pick it up
861                 if(!item.spawnshieldtime)
862                         c = 0;
863                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
864                 {
865                         // Skilled bots will grab more
866                         c = bound(0, skill / 10, 1) * 0.5;
867                 }
868                 else
869                         c = 0;
870         }
871         else
872                 c = 1;
873
874         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
875         if( bot_custom_weapon && c )
876         {
877                 // Find the highest position on any range
878                 int position = -1;
879                 for (int j = 0; j < WEP_LAST ; ++j){
880                         if(
881                                         bot_weapons_far[j] == item.weapon ||
882                                         bot_weapons_mid[j] == item.weapon ||
883                                         bot_weapons_close[j] == item.weapon
884                           )
885                         {
886                                 position = j;
887                                 break;
888                         }
889                 }
890
891                 // Rate it
892                 if (position >= 0 )
893                 {
894                         position = WEP_LAST - position;
895                         // item.bot_pickupbasevalue is overwritten here
896                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
897                 }
898         }
899
900         return item.bot_pickupbasevalue * c;
901 }
902
903 float commodity_pickupevalfunc(entity player, entity item)
904 {
905         float c, i;
906         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
907         entity wi;
908         c = 0;
909
910         // Detect needed ammo
911         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
912         {
913                 wi = get_weaponinfo(i);
914
915                 if (!(player.weapons & WepSet_FromWeapon(i)))
916                         continue;
917
918                 if(wi.items & ITEM_Shells.m_itemid)
919                         need_shells = true;
920                 else if(wi.items & ITEM_Bullets.m_itemid)
921                         need_nails = true;
922                 else if(wi.items & ITEM_Rockets.m_itemid)
923                         need_rockets = true;
924                 else if(wi.items & ITEM_Cells.m_itemid)
925                         need_cells = true;
926                 else if(wi.items & ITEM_Plasma.m_itemid)
927                         need_plasma = true;
928                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
929                         need_fuel = true;
930         }
931
932         // TODO: figure out if the player even has the weapon this ammo is for?
933         // may not affect strategy much though...
934         // find out how much more ammo/armor/health the player can hold
935         if (need_shells)
936         if (item.ammo_shells)
937         if (player.ammo_shells < g_pickup_shells_max)
938                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
939         if (need_nails)
940         if (item.ammo_nails)
941         if (player.ammo_nails < g_pickup_nails_max)
942                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
943         if (need_rockets)
944         if (item.ammo_rockets)
945         if (player.ammo_rockets < g_pickup_rockets_max)
946                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
947         if (need_cells)
948         if (item.ammo_cells)
949         if (player.ammo_cells < g_pickup_cells_max)
950                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
951         if (need_plasma)
952         if (item.ammo_plasma)
953         if (player.ammo_plasma < g_pickup_plasma_max)
954                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
955         if (need_fuel)
956         if (item.ammo_fuel)
957         if (player.ammo_fuel < g_pickup_fuel_max)
958                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
959         if (item.armorvalue)
960         if (player.armorvalue < item.max_armorvalue)
961                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
962         if (item.health)
963         if (player.health < item.max_health)
964                 c = c + max(0, 1 - player.health / item.max_health);
965
966         return item.bot_pickupbasevalue * c;
967 }
968
969 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
970 {
971         if(ITEM_DAMAGE_NEEDKILL(deathtype))
972                 RemoveItem();
973 }
974
975 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)
976 {
977         startitem_failed = false;
978
979         if(self.model == "")
980                 self.model = itemmodel;
981
982         if(self.model == "")
983     {
984         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
985         return;
986     }
987
988         if(self.item_pickupsound == "")
989                 self.item_pickupsound = pickupsound;
990
991         if(!self.respawntime) // both need to be set
992         {
993                 self.respawntime = defaultrespawntime;
994                 self.respawntimejitter = defaultrespawntimejitter;
995         }
996
997         self.items = itemid;
998         self.weapon = weaponid;
999
1000         if(weaponid)
1001                 self.weapons = WepSet_FromWeapon(weaponid);
1002
1003         self.flags = FL_ITEM | itemflags;
1004
1005         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1006         {
1007                 startitem_failed = true;
1008                 remove(self);
1009                 return;
1010         }
1011
1012         // is it a dropped weapon?
1013         if (self.classname == "droppedweapon")
1014         {
1015                 self.reset = SUB_Remove;
1016                 // it's a dropped weapon
1017                 self.movetype = MOVETYPE_TOSS;
1018
1019                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1020                 self.think = RemoveItem;
1021                 self.nextthink = time + 20;
1022
1023                 self.takedamage = DAMAGE_YES;
1024                 self.event_damage = Item_Damage;
1025
1026                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1027                 /*
1028                 if(self.items == 0)
1029                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1030                 if(self.ammo_nails == 0)
1031                 if(self.ammo_cells == 0)
1032                 if(self.ammo_rockets == 0)
1033                 if(self.ammo_shells == 0)
1034                 if(self.ammo_fuel == 0)
1035                 if(self.health == 0)
1036                 if(self.armorvalue == 0)
1037                 */
1038                 {
1039                         // if item is worthless after a timer, have it expire then
1040                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1041                 }
1042
1043                 // don't drop if in a NODROP zone (such as lava)
1044                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1045                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1046                 {
1047                         startitem_failed = true;
1048                         remove(self);
1049                         return;
1050                 }
1051         }
1052         else
1053         {
1054                 if(!have_pickup_item())
1055                 {
1056                         startitem_failed = true;
1057                         remove (self);
1058                         return;
1059                 }
1060
1061                 self.reset = Item_Reset;
1062                 // it's a level item
1063                 if(self.spawnflags & 1)
1064                         self.noalign = 1;
1065                 if (self.noalign)
1066                         self.movetype = MOVETYPE_NONE;
1067                 else
1068                         self.movetype = MOVETYPE_TOSS;
1069                 // do item filtering according to game mode and other things
1070                 if (!self.noalign)
1071                 {
1072                         // first nudge it off the floor a little bit to avoid math errors
1073                         setorigin(self, self.origin + '0 0 1');
1074                         // set item size before we spawn a spawnfunc_waypoint
1075                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1076                                 setsize (self, '-16 -16 0', '16 16 48');
1077                         else
1078                                 setsize (self, '-16 -16 0', '16 16 32');
1079
1080                         // note droptofloor returns false if stuck/or would fall too far
1081                         droptofloor();
1082                         waypoint_spawnforitem(self);
1083                 }
1084
1085                 /*
1086                  * can't do it that way, as it would break maps
1087                  * TODO make a target_give like entity another way, that perhaps has
1088                  * the weapon name in a key
1089                 if(self.targetname)
1090                 {
1091                         // target_give not yet supported; maybe later
1092                         print("removed targeted ", self.classname, "\n");
1093                         startitem_failed = true;
1094                         remove (self);
1095                         return;
1096                 }
1097                 */
1098
1099                 if(autocvar_spawn_debug >= 2)
1100                 {
1101                         entity otheritem;
1102                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1103                         {
1104                             // why not flags & fl_item?
1105                                 if(otheritem.is_item)
1106                                 {
1107                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1108                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1109                                         error("Mapper sucks.");
1110                                 }
1111                         }
1112                         self.is_item = true;
1113                 }
1114
1115                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1116
1117                 precache_model (self.model);
1118                 precache_sound (self.item_pickupsound);
1119
1120                 precache_sound ("misc/itemrespawncountdown.wav");
1121                 if(itemid == ITEM_Strength.m_itemid)
1122                         precache_sound ("misc/strength_respawn.wav");
1123                 else if(itemid == ITEM_Shield.m_itemid)
1124                         precache_sound ("misc/shield_respawn.wav");
1125                 else
1126                         precache_sound ("misc/itemrespawn.wav");
1127
1128                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1129                         self.target = "###item###"; // for finding the nearest item using find()
1130
1131                 Item_ItemsTime_SetTime(self, 0);
1132         }
1133
1134         self.bot_pickup = true;
1135         self.bot_pickupevalfunc = pickupevalfunc;
1136         self.bot_pickupbasevalue = pickupbasevalue;
1137         self.mdl = self.model;
1138         self.netname = itemname;
1139         self.touch = Item_Touch;
1140         setmodel(self, "null"); // precision set below
1141         //self.effects |= EF_LOWPRECISION;
1142
1143         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1144     {
1145         self.pos1 = '-16 -16 0';
1146         self.pos2 = '16 16 48';
1147     }
1148         else
1149     {
1150         self.pos1 = '-16 -16 0';
1151         self.pos2 = '16 16 32';
1152     }
1153     setsize (self, self.pos1, self.pos2);
1154
1155     if(itemflags & FL_POWERUP)
1156         self.ItemStatus |= ITS_ANIMATE1;
1157
1158         if(self.armorvalue || self.health)
1159         self.ItemStatus |= ITS_ANIMATE2;
1160
1161         if(itemflags & FL_WEAPON)
1162         {
1163                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1164             self.colormap = 1024; // color shirt=0 pants=0 grey
1165         else
1166             self.gravity = 1;
1167
1168                 self.ItemStatus |= ITS_ANIMATE1;
1169                 self.ItemStatus |= ISF_COLORMAP;
1170         }
1171
1172         self.state = 0;
1173         if(self.team) // broken, no idea why.
1174         {
1175                 if(!self.cnt)
1176                         self.cnt = 1; // item probability weight
1177
1178                 self.effects |= EF_NODRAW; // marker for item team search
1179                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1180         }
1181         else
1182                 Item_Reset();
1183
1184     Net_LinkEntity(self, false, 0, ItemSend);
1185
1186         self.SendFlags |= ISF_SIZE;
1187         if(self.angles)
1188                 self.SendFlags |= ISF_ANGLES;
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 void StartItemA (entity a)
1200 {
1201     self.itemdef = a;
1202     StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1203 }
1204
1205 void spawnfunc_item_rockets (void) {
1206         if(!self.ammo_rockets)
1207                 self.ammo_rockets = g_pickup_rockets;
1208         if(!self.pickup_anyway)
1209                 self.pickup_anyway = g_pickup_ammo_anyway;
1210     StartItemA (ITEM_Rockets);
1211 }
1212
1213 void spawnfunc_item_bullets (void) {
1214         if(!weaponswapping)
1215         if(autocvar_sv_q3acompat_machineshotgunswap)
1216         if(self.classname != "droppedweapon")
1217         {
1218                 weaponswapping = true;
1219                 spawnfunc_item_shells();
1220                 weaponswapping = false;
1221                 return;
1222         }
1223
1224         if(!self.ammo_nails)
1225                 self.ammo_nails = g_pickup_nails;
1226         if(!self.pickup_anyway)
1227                 self.pickup_anyway = g_pickup_ammo_anyway;
1228     StartItemA (ITEM_Bullets);
1229 }
1230
1231 void spawnfunc_item_cells (void) {
1232         if(!self.ammo_cells)
1233                 self.ammo_cells = g_pickup_cells;
1234         if(!self.pickup_anyway)
1235                 self.pickup_anyway = g_pickup_ammo_anyway;
1236         StartItemA (ITEM_Cells);
1237 }
1238
1239 void spawnfunc_item_plasma()
1240 {
1241         if(!self.ammo_plasma)
1242                 self.ammo_plasma = g_pickup_plasma;
1243         if(!self.pickup_anyway)
1244                 self.pickup_anyway = g_pickup_ammo_anyway;
1245         StartItemA (ITEM_Plasma);
1246 }
1247
1248 void spawnfunc_item_shells (void) {
1249         if(!weaponswapping)
1250         if(autocvar_sv_q3acompat_machineshotgunswap)
1251         if(self.classname != "droppedweapon")
1252         {
1253                 weaponswapping = true;
1254                 spawnfunc_item_bullets();
1255                 weaponswapping = false;
1256                 return;
1257         }
1258
1259         if(!self.ammo_shells)
1260                 self.ammo_shells = g_pickup_shells;
1261         if(!self.pickup_anyway)
1262                 self.pickup_anyway = g_pickup_ammo_anyway;
1263         StartItemA (ITEM_Shells);
1264 }
1265
1266 void spawnfunc_item_armor_small (void) {
1267         if(!self.armorvalue)
1268                 self.armorvalue = g_pickup_armorsmall;
1269         if(!self.max_armorvalue)
1270                 self.max_armorvalue = g_pickup_armorsmall_max;
1271         if(!self.pickup_anyway)
1272                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1273         StartItemA (ITEM_ArmorSmall);
1274 }
1275
1276 void spawnfunc_item_armor_medium (void) {
1277         if(!self.armorvalue)
1278                 self.armorvalue = g_pickup_armormedium;
1279         if(!self.max_armorvalue)
1280                 self.max_armorvalue = g_pickup_armormedium_max;
1281         if(!self.pickup_anyway)
1282                 self.pickup_anyway = g_pickup_armormedium_anyway;
1283         StartItemA (ITEM_ArmorMedium);
1284 }
1285
1286 void spawnfunc_item_armor_big (void) {
1287         if(!self.armorvalue)
1288                 self.armorvalue = g_pickup_armorbig;
1289         if(!self.max_armorvalue)
1290                 self.max_armorvalue = g_pickup_armorbig_max;
1291         if(!self.pickup_anyway)
1292                 self.pickup_anyway = g_pickup_armorbig_anyway;
1293         StartItemA (ITEM_ArmorLarge);
1294 }
1295
1296 void spawnfunc_item_armor_large (void) {
1297         if(!self.armorvalue)
1298                 self.armorvalue = g_pickup_armorlarge;
1299         if(!self.max_armorvalue)
1300                 self.max_armorvalue = g_pickup_armorlarge_max;
1301         if(!self.pickup_anyway)
1302                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1303         StartItemA (ITEM_ArmorMega);
1304 }
1305
1306 void spawnfunc_item_health_small (void) {
1307         if(!self.max_health)
1308                 self.max_health = g_pickup_healthsmall_max;
1309         if(!self.health)
1310                 self.health = g_pickup_healthsmall;
1311         if(!self.pickup_anyway)
1312                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1313         StartItemA (ITEM_HealthSmall);
1314 }
1315
1316 void spawnfunc_item_health_medium (void) {
1317         if(!self.max_health)
1318                 self.max_health = g_pickup_healthmedium_max;
1319         if(!self.health)
1320                 self.health = g_pickup_healthmedium;
1321         if(!self.pickup_anyway)
1322                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1323     StartItemA (ITEM_HealthMedium);
1324 }
1325
1326 void spawnfunc_item_health_large (void) {
1327         if(!self.max_health)
1328                 self.max_health = g_pickup_healthlarge_max;
1329         if(!self.health)
1330                 self.health = g_pickup_healthlarge;
1331         if(!self.pickup_anyway)
1332                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1333         StartItemA (ITEM_HealthLarge);
1334 }
1335
1336 void spawnfunc_item_health_mega (void) {
1337     if(!self.max_health)
1338         self.max_health = g_pickup_healthmega_max;
1339     if(!self.health)
1340         self.health = g_pickup_healthmega;
1341     if(!self.pickup_anyway)
1342         self.pickup_anyway = g_pickup_healthmega_anyway;
1343     StartItemA (ITEM_HealthMega);
1344 }
1345
1346 // support old misnamed entities
1347 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1348 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1349 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1350 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1351 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1352
1353 void spawnfunc_item_strength (void) {
1354                 precache_sound("weapons/strength_fire.wav");
1355                 if(!self.strength_finished)
1356                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1357                 StartItemA (ITEM_Strength);
1358 }
1359
1360 void spawnfunc_item_invincible (void) {
1361                 if(!self.invincible_finished)
1362                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1363                 StartItemA (ITEM_Shield);
1364 }
1365
1366 // compatibility:
1367 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1368
1369 void target_items_use (void)
1370 {
1371         if(activator.classname == "droppedweapon")
1372         {
1373                 EXACTTRIGGER_TOUCH;
1374                 remove(activator);
1375                 return;
1376         }
1377
1378         if (!IS_PLAYER(activator))
1379                 return;
1380         if(activator.deadflag != DEAD_NO)
1381                 return;
1382         EXACTTRIGGER_TOUCH;
1383
1384         entity e;
1385         for(e = world; (e = find(e, classname, "droppedweapon")); )
1386                 if(e.enemy == activator)
1387                         remove(e);
1388
1389         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1390                 centerprint(activator, self.message);
1391 }
1392
1393 void spawnfunc_target_items (void)
1394 {
1395         float n, i, j;
1396         entity e;
1397         string s;
1398
1399         self.use = target_items_use;
1400         if(!self.strength_finished)
1401                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1402         if(!self.invincible_finished)
1403                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1404         if(!self.superweapons_finished)
1405                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1406
1407         precache_sound("misc/itempickup.wav");
1408         precache_sound("misc/megahealth.wav");
1409         precache_sound("misc/armor25.wav");
1410         precache_sound("misc/powerup.wav");
1411         precache_sound("misc/poweroff.wav");
1412         precache_sound("weapons/weaponpickup.wav");
1413
1414         n = tokenize_console(self.netname);
1415         if(argv(0) == "give")
1416         {
1417                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1418         }
1419         else
1420         {
1421                 for(i = 0; i < n; ++i)
1422                 {
1423                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1424                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1425                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1426                         else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
1427                         else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
1428                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1429                         else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
1430                         else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
1431                         else
1432                         {
1433                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1434                                 {
1435                                         e = get_weaponinfo(j);
1436                                         s = W_UndeprecateName(argv(i));
1437                                         if(s == e.netname)
1438                                         {
1439                                                 self.weapons |= WepSet_FromWeapon(j);
1440                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1441                                                         WEP_ACTION(e.weapon, WR_INIT);
1442                                                 break;
1443                                         }
1444                                 }
1445                                 if(j > WEP_LAST)
1446                                         print("target_items: invalid item ", argv(i), "\n");
1447                         }
1448                 }
1449
1450                 string itemprefix, valueprefix;
1451                 if(self.spawnflags == 0)
1452                 {
1453                         itemprefix = "";
1454                         valueprefix = "";
1455                 }
1456                 else if(self.spawnflags == 1)
1457                 {
1458                         itemprefix = "max ";
1459                         valueprefix = "max ";
1460                 }
1461                 else if(self.spawnflags == 2)
1462                 {
1463                         itemprefix = "min ";
1464                         valueprefix = "min ";
1465                 }
1466                 else if(self.spawnflags == 4)
1467                 {
1468                         itemprefix = "minus ";
1469                         valueprefix = "max ";
1470                 }
1471                 else
1472                 {
1473                         error("invalid spawnflags");
1474                         itemprefix = valueprefix = string_null;
1475                 }
1476
1477                 self.netname = "";
1478                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1479                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1480                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1481                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1482                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1483                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1484                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1485                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1486                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1487                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1488                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1489                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1490                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1491                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1492                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1493                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1494                 {
1495                         e = get_weaponinfo(j);
1496                         if(e.weapon)
1497                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1498                 }
1499         }
1500         self.netname = strzone(self.netname);
1501         //print(self.netname, "\n");
1502
1503         n = tokenize_console(self.netname);
1504         for(i = 0; i < n; ++i)
1505         {
1506                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1507                 {
1508                         e = get_weaponinfo(j);
1509                         if(argv(i) == e.netname)
1510                         {
1511                                 WEP_ACTION(e.weapon, WR_INIT);
1512                                 break;
1513                         }
1514                 }
1515         }
1516 }
1517
1518 void spawnfunc_item_fuel(void)
1519 {
1520         if(!self.ammo_fuel)
1521                 self.ammo_fuel = g_pickup_fuel;
1522         if(!self.pickup_anyway)
1523                 self.pickup_anyway = g_pickup_ammo_anyway;
1524         StartItemA (ITEM_JetpackFuel);
1525 }
1526
1527 void spawnfunc_item_fuel_regen(void)
1528 {
1529         if(start_items & ITEM_JetpackRegen.m_itemid)
1530         {
1531                 spawnfunc_item_fuel();
1532                 return;
1533         }
1534         StartItemA (ITEM_JetpackRegen);
1535 }
1536
1537 void spawnfunc_item_jetpack(void)
1538 {
1539         if(!self.ammo_fuel)
1540                 self.ammo_fuel = g_pickup_fuel_jetpack;
1541         if(start_items & ITEM_Jetpack.m_itemid)
1542         {
1543                 spawnfunc_item_fuel();
1544                 return;
1545         }
1546         StartItemA (ITEM_Jetpack);
1547 }
1548
1549 float GiveWeapon(entity e, float wpn, float op, float val)
1550 {
1551         WepSet v0, v1;
1552         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1553         switch(op)
1554         {
1555                 case OP_SET:
1556                         if(val > 0)
1557                                 e.weapons |= WepSet_FromWeapon(wpn);
1558                         else
1559                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1560                         break;
1561                 case OP_MIN:
1562                 case OP_PLUS:
1563                         if(val > 0)
1564                                 e.weapons |= WepSet_FromWeapon(wpn);
1565                         break;
1566                 case OP_MAX:
1567                         if(val <= 0)
1568                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1569                         break;
1570                 case OP_MINUS:
1571                         if(val > 0)
1572                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1573                         break;
1574         }
1575         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1576         return (v0 != v1);
1577 }
1578
1579 float GiveBit(entity e, .float fld, float bit, float op, float val)
1580 {
1581         float v0, v1;
1582         v0 = (e.(fld) & bit);
1583         switch(op)
1584         {
1585                 case OP_SET:
1586                         if(val > 0)
1587                                 e.(fld) |= bit;
1588                         else
1589                                 e.(fld) &= ~bit;
1590                         break;
1591                 case OP_MIN:
1592                 case OP_PLUS:
1593                         if(val > 0)
1594                                 e.(fld) |= bit;
1595                         break;
1596                 case OP_MAX:
1597                         if(val <= 0)
1598                                 e.(fld) &= ~bit;
1599                         break;
1600                 case OP_MINUS:
1601                         if(val > 0)
1602                                 e.(fld) &= ~bit;
1603                         break;
1604         }
1605         v1 = (e.(fld) & bit);
1606         return (v0 != v1);
1607 }
1608
1609 float GiveValue(entity e, .float fld, float op, float val)
1610 {
1611         float v0, v1;
1612         v0 = e.(fld);
1613         switch(op)
1614         {
1615                 case OP_SET:
1616                         e.(fld) = val;
1617                         break;
1618                 case OP_MIN:
1619                         e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1620                         break;
1621                 case OP_MAX:
1622                         e.(fld) = min(e.(fld), val);
1623                         break;
1624                 case OP_PLUS:
1625                         e.(fld) += val;
1626                         break;
1627                 case OP_MINUS:
1628                         e.(fld) -= val;
1629                         break;
1630         }
1631         v1 = e.(fld);
1632         return (v0 != v1);
1633 }
1634
1635 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1636 {
1637         if(v1 == v0)
1638                 return;
1639         if(v1 <= v0 - t)
1640         {
1641                 if(snd_decr != "")
1642                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1643         }
1644         else if(v0 >= v0 + t)
1645         {
1646                 if(snd_incr != "")
1647                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1648         }
1649 }
1650
1651 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1652 {
1653         if(v0 < v1)
1654                 e.(rotfield) = max(e.(rotfield), time + rottime);
1655         else if(v0 > v1)
1656                 e.(regenfield) = max(e.(regenfield), time + regentime);
1657 }
1658 float GiveItems(entity e, float beginarg, float endarg)
1659 {
1660         float got, i, j, val, op;
1661         float _switchweapon;
1662         entity wi;
1663         string cmd;
1664
1665         val = 999;
1666         op = OP_SET;
1667
1668         got = 0;
1669
1670         _switchweapon = false;
1671         if (e.autoswitch)
1672                 if (e.switchweapon == w_getbestweapon(e))
1673                         _switchweapon = true;
1674
1675         e.strength_finished = max(0, e.strength_finished - time);
1676         e.invincible_finished = max(0, e.invincible_finished - time);
1677         e.superweapons_finished = max(0, e.superweapons_finished - time);
1678
1679         PREGIVE(e, items);
1680         PREGIVE_WEAPONS(e);
1681         PREGIVE(e, strength_finished);
1682         PREGIVE(e, invincible_finished);
1683         PREGIVE(e, superweapons_finished);
1684         PREGIVE(e, ammo_nails);
1685         PREGIVE(e, ammo_cells);
1686         PREGIVE(e, ammo_plasma);
1687         PREGIVE(e, ammo_shells);
1688         PREGIVE(e, ammo_rockets);
1689         PREGIVE(e, ammo_fuel);
1690         PREGIVE(e, armorvalue);
1691         PREGIVE(e, health);
1692
1693         for(i = beginarg; i < endarg; ++i)
1694         {
1695                 cmd = argv(i);
1696
1697                 if(cmd == "0" || stof(cmd))
1698                 {
1699                         val = stof(cmd);
1700                         continue;
1701                 }
1702                 switch(cmd)
1703                 {
1704                         case "no":
1705                                 op = OP_MAX;
1706                                 val = 0;
1707                                 continue;
1708                         case "max":
1709                                 op = OP_MAX;
1710                                 continue;
1711                         case "min":
1712                                 op = OP_MIN;
1713                                 continue;
1714                         case "plus":
1715                                 op = OP_PLUS;
1716                                 continue;
1717                         case "minus":
1718                                 op = OP_MINUS;
1719                                 continue;
1720                         case "ALL":
1721                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1722                                 got += GiveValue(e, strength_finished, op, val);
1723                                 got += GiveValue(e, invincible_finished, op, val);
1724                                 got += GiveValue(e, superweapons_finished, op, val);
1725                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1726                         case "all":
1727                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1728                                 got += GiveValue(e, health, op, val);
1729                                 got += GiveValue(e, armorvalue, op, val);
1730                         case "allweapons":
1731                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1732                                 {
1733                                         wi = get_weaponinfo(j);
1734                                         if(wi.weapon)
1735                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1736                                                         got += GiveWeapon(e, j, op, val);
1737                                 }
1738                         case "allammo":
1739                                 got += GiveValue(e, ammo_cells, op, val);
1740                                 got += GiveValue(e, ammo_plasma, op, val);
1741                                 got += GiveValue(e, ammo_shells, op, val);
1742                                 got += GiveValue(e, ammo_nails, op, val);
1743                                 got += GiveValue(e, ammo_rockets, op, val);
1744                                 got += GiveValue(e, ammo_fuel, op, val);
1745                                 break;
1746                         case "unlimited_ammo":
1747                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1748                                 break;
1749                         case "unlimited_weapon_ammo":
1750                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1751                                 break;
1752                         case "unlimited_superweapons":
1753                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1754                                 break;
1755                         case "jetpack":
1756                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1757                                 break;
1758                         case "fuel_regen":
1759                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1760                                 break;
1761                         case "strength":
1762                                 got += GiveValue(e, strength_finished, op, val);
1763                                 break;
1764                         case "invincible":
1765                                 got += GiveValue(e, invincible_finished, op, val);
1766                                 break;
1767                         case "superweapons":
1768                                 got += GiveValue(e, superweapons_finished, op, val);
1769                                 break;
1770                         case "cells":
1771                                 got += GiveValue(e, ammo_cells, op, val);
1772                                 break;
1773                         case "plasma":
1774                                 got += GiveValue(e, ammo_plasma, op, val);
1775                                 break;
1776                         case "shells":
1777                                 got += GiveValue(e, ammo_shells, op, val);
1778                                 break;
1779                         case "nails":
1780                         case "bullets":
1781                                 got += GiveValue(e, ammo_nails, op, val);
1782                                 break;
1783                         case "rockets":
1784                                 got += GiveValue(e, ammo_rockets, op, val);
1785                                 break;
1786                         case "health":
1787                                 got += GiveValue(e, health, op, val);
1788                                 break;
1789                         case "armor":
1790                                 got += GiveValue(e, armorvalue, op, val);
1791                                 break;
1792                         case "fuel":
1793                                 got += GiveValue(e, ammo_fuel, op, val);
1794                                 break;
1795                         default:
1796                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1797                                 {
1798                                         wi = get_weaponinfo(j);
1799                                         if(cmd == wi.netname)
1800                                         {
1801                                                 got += GiveWeapon(e, j, op, val);
1802                                                 break;
1803                                         }
1804                                 }
1805                                 if(j > WEP_LAST)
1806                                         print("give: invalid item ", cmd, "\n");
1807                                 break;
1808                 }
1809                 val = 999;
1810                 op = OP_SET;
1811         }
1812
1813         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1814         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1815         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1816         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
1817         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1818         {
1819                 wi = get_weaponinfo(j);
1820                 if(wi.weapon)
1821                 {
1822                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1823                         if (!(save_weapons & WepSet_FromWeapon(j)))
1824                                 if(e.weapons & WepSet_FromWeapon(j))
1825                                         WEP_ACTION(wi.weapon, WR_INIT);
1826                 }
1827         }
1828         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1829         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1830         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1831         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1832         POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
1833         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1834         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1835         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);
1836         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);
1837         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);
1838
1839         if(e.superweapons_finished <= 0)
1840                 if(self.weapons & WEPSET_SUPERWEAPONS)
1841                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1842
1843         if(e.strength_finished <= 0)
1844                 e.strength_finished = 0;
1845         else
1846                 e.strength_finished += time;
1847         if(e.invincible_finished <= 0)
1848                 e.invincible_finished = 0;
1849         else
1850                 e.invincible_finished += time;
1851         if(e.superweapons_finished <= 0)
1852                 e.superweapons_finished = 0;
1853         else
1854                 e.superweapons_finished += time;
1855
1856         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1857                 _switchweapon = true;
1858         if(_switchweapon)
1859                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1860
1861         return got;
1862 }
1863 #endif