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