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Merge branch 'master' into TimePath/deathtypes
[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
7     #include "bot/bot.qh"
8     #include "bot/waypoints.qh"
9
10     #include "mutators/mutators_include.qh"
11
12     #include "weapons/common.qh"
13     #include "weapons/selection.qh"
14     #include "weapons/weaponsystem.qh"
15
16     #include "../common/constants.qh"
17     #include "../common/deathtypes/all.qh"
18     #include "../common/notifications.qh"
19         #include "../common/triggers/subs.qh"
20     #include "../common/util.qh"
21
22     #include "../common/monsters/all.qh"
23
24     #include "../common/weapons/all.qh"
25
26     #include "../lib/warpzone/util_server.qh"
27 #endif
28
29 #ifdef CSQC
30 void ItemDraw(entity self)
31 {
32     if(self.gravity)
33     {
34         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35         if(self.move_flags & FL_ONGROUND)
36         { // For some reason move_avelocity gets set to '0 0 0' here ...
37             self.oldorigin = self.origin;
38             self.gravity = 0;
39
40             if(autocvar_cl_animate_items)
41             { // ... so reset it if animations are requested.
42                 if(self.ItemStatus & ITS_ANIMATE1)
43                     self.move_avelocity = '0 180 0';
44
45                 if(self.ItemStatus & ITS_ANIMATE2)
46                     self.move_avelocity = '0 -90 0';
47             }
48         }
49     }
50     else if (autocvar_cl_animate_items)
51     {
52         if(self.ItemStatus & ITS_ANIMATE1)
53         {
54             self.angles += self.move_avelocity * frametime;
55             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
56         }
57
58         if(self.ItemStatus & ITS_ANIMATE2)
59         {
60             self.angles += self.move_avelocity * frametime;
61             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
62         }
63     }
64 }
65
66 void ItemDrawSimple(entity this)
67 {
68     if(self.gravity)
69     {
70         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
71
72         if(self.move_flags & FL_ONGROUND)
73             self.gravity = 0;
74     }
75 }
76
77 void Item_PreDraw()
78 {SELFPARAM();
79         vector org;
80         float alph;
81         org = getpropertyvec(VF_ORIGIN);
82         if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
83                 alph = 0;
84         else if(self.fade_start)
85                 alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
86         else
87                 alph = 1;
88         //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
89         if(self.ItemStatus & ITS_AVAILABLE)
90                 self.alpha = alph;
91         if(alph <= 0)
92                 self.drawmask = 0;
93         else
94                 self.drawmask = MASK_NORMAL;
95 }
96
97 void ItemRead(float _IsNew)
98 {SELFPARAM();
99     int sf = ReadByte();
100
101     if(sf & ISF_LOCATION)
102     {
103         self.origin_x = ReadCoord();
104         self.origin_y = ReadCoord();
105         self.origin_z = ReadCoord();
106         setorigin(self, self.origin);
107         self.oldorigin = self.origin;
108     }
109
110     if(sf & ISF_ANGLES)
111     {
112         self.angles_x = ReadAngle();
113         self.angles_y = ReadAngle();
114         self.angles_z = ReadAngle();
115         self.move_angles = self.angles;
116     }
117
118     if(sf & ISF_SIZE)
119     {
120         float use_bigsize = ReadByte();
121         setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
122     }
123
124     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
125     {
126         self.ItemStatus = ReadByte();
127
128         if(self.ItemStatus & ITS_AVAILABLE)
129         {
130             self.alpha = 1;
131             self.colormod = self.glowmod = '1 1 1';
132         }
133         else
134         {
135             if (autocvar_cl_ghost_items_color)
136             {
137                 self.alpha = autocvar_cl_ghost_items;
138                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
139             }
140             else
141                 self.alpha = -1;
142         }
143
144         if(autocvar_cl_fullbright_items)
145             if(self.ItemStatus & ITS_ALLOWFB)
146                 self.effects |= EF_FULLBRIGHT;
147
148         if(self.ItemStatus & ITS_STAYWEP)
149         {
150             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
151             self.alpha = autocvar_cl_weapon_stay_alpha;
152
153         }
154
155         if(self.ItemStatus & ITS_POWERUP)
156         {
157             if(self.ItemStatus & ITS_AVAILABLE)
158                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
159             else
160                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
161         }
162     }
163
164     if(sf & ISF_MODEL)
165     {
166         self.drawmask  = MASK_NORMAL;
167                 self.move_movetype = self.movetype = MOVETYPE_TOSS;
168         self.draw       = ItemDraw;
169
170         self.fade_end = ReadShort();
171         self.fade_start = ReadShort();
172         if(self.fade_start && !autocvar_cl_items_nofade)
173                 self.predraw = Item_PreDraw;
174
175         if(self.mdl)
176             strunzone(self.mdl);
177
178         self.mdl = "";
179         string _fn = ReadString();
180
181         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
182         {
183             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
184             self.draw = ItemDrawSimple;
185
186             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
187                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
188             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
189                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
190             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
191                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
192             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
193                 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
194             else
195             {
196                 self.draw = ItemDraw;
197                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
198             }
199         }
200
201         if(self.draw != ItemDrawSimple)
202             self.mdl = strzone(_fn);
203
204
205         if(self.mdl == "")
206             LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
207
208         precache_model(self.mdl);
209         _setmodel(self, self.mdl);
210     }
211
212     if(sf & ISF_COLORMAP)
213         self.colormap = ReadShort();
214
215     if(sf & ISF_DROP)
216     {
217         self.gravity = 1;
218         //self.move_angles = '0 0 0';
219         self.move_movetype = MOVETYPE_TOSS;
220         self.move_velocity_x = ReadCoord();
221         self.move_velocity_y = ReadCoord();
222         self.move_velocity_z = ReadCoord();
223         self.velocity = self.move_velocity;
224         self.move_origin = self.oldorigin;
225
226         if(!self.move_time)
227         {
228             self.move_time = time;
229             self.spawntime = time;
230         }
231         else
232             self.move_time = max(self.move_time, time);
233     }
234
235     if(autocvar_cl_animate_items)
236     {
237         if(self.ItemStatus & ITS_ANIMATE1)
238             self.move_avelocity = '0 180 0';
239
240         if(self.ItemStatus & ITS_ANIMATE2)
241             self.move_avelocity = '0 -90 0';
242     }
243 }
244
245 #endif
246
247 #ifdef SVQC
248 bool ItemSend(entity this, entity to, int sf)
249 {
250         if(self.gravity)
251                 sf |= ISF_DROP;
252         else
253                 sf &= ~ISF_DROP;
254
255         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
256         WriteByte(MSG_ENTITY, sf);
257
258         //WriteByte(MSG_ENTITY, self.cnt);
259         if(sf & ISF_LOCATION)
260         {
261                 WriteCoord(MSG_ENTITY, self.origin.x);
262                 WriteCoord(MSG_ENTITY, self.origin.y);
263                 WriteCoord(MSG_ENTITY, self.origin.z);
264         }
265
266         if(sf & ISF_ANGLES)
267         {
268                 WriteAngle(MSG_ENTITY, self.angles_x);
269                 WriteAngle(MSG_ENTITY, self.angles_y);
270                 WriteAngle(MSG_ENTITY, self.angles_z);
271         }
272
273         if(sf & ISF_SIZE)
274         {
275                 WriteByte(MSG_ENTITY, ((self.flags & FL_POWERUP) || self.health || self.armorvalue));
276         }
277
278         if(sf & ISF_STATUS)
279                 WriteByte(MSG_ENTITY, self.ItemStatus);
280
281         if(sf & ISF_MODEL)
282         {
283                 WriteShort(MSG_ENTITY, self.fade_end);
284                 WriteShort(MSG_ENTITY, self.fade_start);
285
286                 if(self.mdl == "")
287                         LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
288
289                 WriteString(MSG_ENTITY, self.mdl);
290         }
291
292
293         if(sf & ISF_COLORMAP)
294                 WriteShort(MSG_ENTITY, self.colormap);
295
296         if(sf & ISF_DROP)
297         {
298                 WriteCoord(MSG_ENTITY, self.velocity.x);
299                 WriteCoord(MSG_ENTITY, self.velocity.y);
300                 WriteCoord(MSG_ENTITY, self.velocity.z);
301         }
302
303         return true;
304 }
305
306 void ItemUpdate(entity item)
307 {
308         item.SendFlags |= ISF_LOCATION;
309 }
310
311 float have_pickup_item(void)
312 {SELFPARAM();
313         if(self.flags & FL_POWERUP)
314         {
315                 if(autocvar_g_powerups > 0)
316                         return true;
317                 if(autocvar_g_powerups == 0)
318                         return false;
319         }
320         else
321         {
322                 if(autocvar_g_pickup_items > 0)
323                         return true;
324                 if(autocvar_g_pickup_items == 0)
325                         return false;
326                 if(g_weaponarena)
327                         if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
328                                 return false;
329         }
330         return true;
331 }
332
333 /*
334 float Item_Customize()
335 {
336         if(self.spawnshieldtime)
337                 return true;
338         if(self.weapons & ~other.weapons)
339         {
340                 self.colormod = '0 0 0';
341                 self.glowmod = self.colormod;
342                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
343                 return true;
344         }
345         else
346         {
347                 if(g_ghost_items)
348                 {
349                         self.colormod = stov(autocvar_g_ghost_items_color);
350                         self.glowmod = self.colormod;
351                         self.alpha = g_ghost_items;
352                         return true;
353                 }
354                 else
355                         return false;
356         }
357 }
358 */
359
360 void Item_Show (entity e, float mode)
361 {
362         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
363         e.ItemStatus &= ~ITS_STAYWEP;
364         if (mode > 0)
365         {
366                 // make the item look normal, and be touchable
367                 e.model = e.mdl;
368                 e.solid = SOLID_TRIGGER;
369                 e.spawnshieldtime = 1;
370                 e.ItemStatus |= ITS_AVAILABLE;
371         }
372         else if (mode < 0)
373         {
374                 // hide the item completely
375                 e.model = string_null;
376                 e.solid = SOLID_NOT;
377                 e.spawnshieldtime = 1;
378                 e.ItemStatus &= ~ITS_AVAILABLE;
379         }
380         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
381         {
382                 // make the item translucent and not touchable
383                 e.model = e.mdl;
384                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
385                 e.effects |= EF_STARDUST;
386                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
387                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
388         }
389         else
390         {
391                 //setmodel(e, "null");
392                 e.solid = SOLID_NOT;
393                 e.colormod = '0 0 0';
394                 e.glowmod = e.colormod;
395                 e.spawnshieldtime = 1;
396                 e.ItemStatus &= ~ITS_AVAILABLE;
397         }
398
399         if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
400                 e.ItemStatus |= ITS_POWERUP;
401
402         if (autocvar_g_nodepthtestitems)
403                 e.effects |= EF_NODEPTHTEST;
404
405
406         if (autocvar_g_fullbrightitems)
407                 e.ItemStatus |= ITS_ALLOWFB;
408
409         if (autocvar_sv_simple_items)
410                 e.ItemStatus |= ITS_ALLOWSI;
411
412         // relink entity (because solid may have changed)
413         setorigin(e, e.origin);
414         e.SendFlags |= ISF_STATUS;
415 }
416
417 void Item_Think()
418 {SELFPARAM();
419         self.nextthink = time;
420         if(self.origin != self.oldorigin)
421         {
422                 self.oldorigin = self.origin;
423                 ItemUpdate(self);
424         }
425 }
426
427 bool Item_ItemsTime_SpectatorOnly(GameItem it);
428 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
429 float Item_ItemsTime_UpdateTime(entity e, float t);
430 void Item_ItemsTime_SetTime(entity e, float t);
431 void Item_ItemsTime_SetTimesForAllPlayers();
432
433 void Item_Respawn (void)
434 {SELFPARAM();
435         Item_Show(self, 1);
436         // this is ugly...
437         if(self.items == ITEM_Strength.m_itemid)
438                 sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
439         else if(self.items == ITEM_Shield.m_itemid)
440                 sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
441         else
442                 sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
443         setorigin (self, self.origin);
444
445     if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
446         {
447                 float t = Item_ItemsTime_UpdateTime(self, 0);
448                 Item_ItemsTime_SetTime(self, t);
449                 Item_ItemsTime_SetTimesForAllPlayers();
450         }
451
452         self.think = Item_Think;
453         self.nextthink = time;
454
455         //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
456         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
457 }
458
459 void Item_RespawnCountdown (void)
460 {SELFPARAM();
461         if(self.count >= ITEM_RESPAWN_TICKS)
462         {
463                 if(self.waypointsprite_attached)
464                         WaypointSprite_Kill(self.waypointsprite_attached);
465                 Item_Respawn();
466         }
467         else
468         {
469                 self.nextthink = time + 1;
470                 self.count += 1;
471                 if(self.count == 1)
472                 {
473                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
474                         do {
475                                 {
476                                         entity wi = get_weaponinfo(self.weapon);
477                                         if (wi.m_id) {
478                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
479                                                 wp.wp_extra = wi.m_id;
480                                                 break;
481                                         }
482                                 }
483                                 {
484                                         entity ii = self.itemdef;
485                                         if (ii.m_id) {
486                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
487                                                 wp.wp_extra = ii.m_id;
488                                                 break;
489                                         }
490                                 }
491                         } while (0);
492             if(self.waypointsprite_attached)
493             {
494                 GameItem def = self.itemdef;
495                 if (Item_ItemsTime_SpectatorOnly(def))
496                     WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
497                 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
498             }
499                 }
500
501                 if(self.waypointsprite_attached)
502                 {
503                         setself(self.waypointsprite_attached);
504                         entity e;
505                         FOR_EACH_REALCLIENT(e)
506                                 if(self.waypointsprite_visible_for_player(e))
507                                 {
508                                         msg_entity = e;
509                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
510                                 }
511                         setself(this);
512
513                         WaypointSprite_Ping(self.waypointsprite_attached);
514                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
515                 }
516                 else
517                         sound(self, CH_TRIGGER, SND_ITEMRESPAWNCOUNTDOWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
518         }
519 }
520
521 void Item_RespawnThink()
522 {SELFPARAM();
523         self.nextthink = time;
524         if(self.origin != self.oldorigin)
525         {
526                 self.oldorigin = self.origin;
527                 ItemUpdate(self);
528         }
529
530         if(time >= self.wait)
531                 Item_Respawn();
532 }
533
534 void Item_ScheduleRespawnIn(entity e, float t)
535 {
536         if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
537         {
538                 e.think = Item_RespawnCountdown;
539                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
540                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
541                 e.count = 0;
542                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
543                 Item_ItemsTime_SetTime(e, t);
544                 Item_ItemsTime_SetTimesForAllPlayers();
545         }
546         else
547         {
548                 e.think = Item_RespawnThink;
549                 e.nextthink = time;
550                 e.scheduledrespawntime = time + t;
551                 e.wait = time + t;
552         }
553 }
554
555 void Item_ScheduleRespawn(entity e)
556 {
557         if(e.respawntime > 0)
558         {
559                 Item_Show(e, 0);
560                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
561         }
562         else // if respawntime is -1, this item does not respawn
563                 Item_Show(e, -1);
564 }
565
566 void Item_ScheduleInitialRespawn(entity e)
567 {
568         Item_Show(e, 0);
569         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
570 }
571
572 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
573 {
574         if (!item.(ammotype))
575                 return false;
576
577         if (item.spawnshieldtime)
578         {
579                 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
580                 {
581                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
582                         goto YEAH;
583                 }
584         }
585         else if(g_weapon_stay == 2)
586         {
587                 float mi = min(item.(ammotype), ammomax);
588                 if (player.(ammotype) < mi)
589                 {
590                         player.(ammotype) = mi;
591                         goto YEAH;
592                 }
593         }
594
595         return false;
596
597 :YEAH
598         switch(mode)
599         {
600                 case ITEM_MODE_FUEL:
601                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
602                         break;
603                 case ITEM_MODE_HEALTH:
604                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
605                         break;
606                 case ITEM_MODE_ARMOR:
607                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
608                         break;
609                 default:
610                         break;
611         }
612         return true;
613 }
614
615 float Item_GiveTo(entity item, entity player)
616 {
617         float _switchweapon;
618         float pickedup;
619         float it;
620         float i;
621
622         // if nothing happens to player, just return without taking the item
623         pickedup = false;
624         _switchweapon = false;
625         // in case the player has autoswitch enabled do the following:
626         // if the player is using their best weapon before items are given, they
627         // probably want to switch to an even better weapon after items are given
628         if (player.autoswitch)
629         if (player.switchweapon == w_getbestweapon(player))
630                 _switchweapon = true;
631
632         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
633                 _switchweapon = true;
634
635         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
636         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
637         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
638         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
639         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
640         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
641         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
642         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
643
644         if (item.flags & FL_WEAPON)
645         {
646                 WepSet it;
647                 it = item.weapons;
648                 it &= ~player.weapons;
649
650                 if (it || (item.spawnshieldtime && item.pickup_anyway))
651                 {
652                         pickedup = true;
653                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
654                         if(it & WepSet_FromWeapon(i))
655                         {
656                                 W_DropEvent(wr_pickup, player, i, item);
657                                 W_GiveWeapon(player, i);
658                         }
659                 }
660         }
661
662         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
663         {
664                 pickedup = true;
665                 player.items |= it;
666                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
667         }
668
669         if (item.strength_finished)
670         {
671                 pickedup = true;
672                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
673         }
674         if (item.invincible_finished)
675         {
676                 pickedup = true;
677                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
678         }
679         if (item.superweapons_finished)
680         {
681                 pickedup = true;
682                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
683         }
684
685 :skip
686
687         // always eat teamed entities
688         if(item.team)
689                 pickedup = true;
690
691         if (!pickedup)
692                 return 0;
693
694         // crude hack to enforce switching weapons
695         if(g_cts && (item.flags & FL_WEAPON))
696         {
697                 W_SwitchWeapon_Force(player, item.weapon);
698                 return 1;
699         }
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 {SELFPARAM();
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(!(other.flags & FL_PICKUPITEMS)
723         || other.frozen
724         || other.deadflag
725         || (self.solid != SOLID_TRIGGER)
726         || (self.owner == other)
727         || (time < self.item_spawnshieldtime)
728         ) { return;}
729
730         switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
731         {
732                 case MUT_ITEMTOUCH_RETURN: { return; }
733                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
734         }
735
736         if (self.classname == "droppedweapon")
737         {
738                 self.strength_finished = max(0, self.strength_finished - time);
739                 self.invincible_finished = max(0, self.invincible_finished - time);
740                 self.superweapons_finished = max(0, self.superweapons_finished - time);
741         }
742         entity it = self.itemdef;
743         bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
744         if (!gave)
745         {
746                 if (self.classname == "droppedweapon")
747                 {
748                         // undo what we did above
749                         self.strength_finished += time;
750                         self.invincible_finished += time;
751                         self.superweapons_finished += time;
752                 }
753                 return;
754         }
755
756         :pickup
757
758         other.last_pickup = time;
759
760         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
761         _sound (other, CH_TRIGGER, (self.item_pickupsound ? self.item_pickupsound : self.item_pickupsound_ent.sound_str()), VOL_BASE, ATTEN_NORM);
762
763         if (self.classname == "droppedweapon")
764                 remove (self);
765         else if (self.spawnshieldtime)
766         {
767                 if(self.team)
768                 {
769                         RandomSelection_Init();
770                         for(head = world; (head = findfloat(head, team, self.team)); )
771                         {
772                                 if(head.flags & FL_ITEM)
773                                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
774                                 {
775                                         Item_Show(head, -1);
776                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
777                                 }
778                         }
779                         e = RandomSelection_chosen_ent;
780
781                 }
782                 else
783                         e = self;
784                 Item_ScheduleRespawn(e);
785         }
786 }
787
788 void Item_Reset()
789 {SELFPARAM();
790         Item_Show(self, !self.state);
791         setorigin (self, self.origin);
792
793         if(self.classname != "droppedweapon")
794         {
795                 self.think = Item_Think;
796                 self.nextthink = time;
797
798                 if(self.waypointsprite_attached)
799                         WaypointSprite_Kill(self.waypointsprite_attached);
800
801                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
802                         Item_ScheduleInitialRespawn(self);
803         }
804 }
805
806 void Item_FindTeam()
807 {SELFPARAM();
808         entity head, e;
809
810         if(self.effects & EF_NODRAW)
811         {
812                 // marker for item team search
813                 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
814                 RandomSelection_Init();
815                 for(head = world; (head = findfloat(head, team, self.team)); )
816                 if(head.flags & FL_ITEM)
817                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
818                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
819                 e = RandomSelection_chosen_ent;
820                 e.state = 0;
821                 Item_Show(e, 1);
822
823                 for(head = world; (head = findfloat(head, team, self.team)); )
824                 if(head.flags & FL_ITEM)
825                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
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 {SELFPARAM();
844         if(wasfreed(self) || !self) { return; }
845         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
846         remove(self);
847 }
848
849 // pickup evaluation functions
850 // these functions decide how desirable an item is to the bots
851
852 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
853
854 float weapon_pickupevalfunc(entity player, entity item)
855 {
856         float c;
857
858         // See if I have it already
859         if(item.weapons & ~player.weapons)
860         {
861                 // If I can pick it up
862                 if(!item.spawnshieldtime)
863                         c = 0;
864                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
865                 {
866                         // Skilled bots will grab more
867                         c = bound(0, skill / 10, 1) * 0.5;
868                 }
869                 else
870                         c = 0;
871         }
872         else
873                 c = 1;
874
875         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
876         if( bot_custom_weapon && c )
877         {
878                 // Find the highest position on any range
879                 int position = -1;
880                 for (int j = 0; j < WEP_LAST ; ++j){
881                         if(
882                                         bot_weapons_far[j] == item.weapon ||
883                                         bot_weapons_mid[j] == item.weapon ||
884                                         bot_weapons_close[j] == item.weapon
885                           )
886                         {
887                                 position = j;
888                                 break;
889                         }
890                 }
891
892                 // Rate it
893                 if (position >= 0 )
894                 {
895                         position = WEP_LAST - position;
896                         // item.bot_pickupbasevalue is overwritten here
897                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
898                 }
899         }
900
901         return item.bot_pickupbasevalue * c;
902 }
903
904 float commodity_pickupevalfunc(entity player, entity item)
905 {
906         float c, i;
907         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
908         entity wi;
909         c = 0;
910
911         // Detect needed ammo
912         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
913         {
914                 wi = get_weaponinfo(i);
915
916                 if (!(player.weapons & WepSet_FromWeapon(i)))
917                         continue;
918
919                 if(wi.items & ITEM_Shells.m_itemid)
920                         need_shells = true;
921                 else if(wi.items & ITEM_Bullets.m_itemid)
922                         need_nails = true;
923                 else if(wi.items & ITEM_Rockets.m_itemid)
924                         need_rockets = true;
925                 else if(wi.items & ITEM_Cells.m_itemid)
926                         need_cells = true;
927                 else if(wi.items & ITEM_Plasma.m_itemid)
928                         need_plasma = true;
929                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
930                         need_fuel = true;
931         }
932
933         // TODO: figure out if the player even has the weapon this ammo is for?
934         // may not affect strategy much though...
935         // find out how much more ammo/armor/health the player can hold
936         if (need_shells)
937         if (item.ammo_shells)
938         if (player.ammo_shells < g_pickup_shells_max)
939                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
940         if (need_nails)
941         if (item.ammo_nails)
942         if (player.ammo_nails < g_pickup_nails_max)
943                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
944         if (need_rockets)
945         if (item.ammo_rockets)
946         if (player.ammo_rockets < g_pickup_rockets_max)
947                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
948         if (need_cells)
949         if (item.ammo_cells)
950         if (player.ammo_cells < g_pickup_cells_max)
951                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
952         if (need_plasma)
953         if (item.ammo_plasma)
954         if (player.ammo_plasma < g_pickup_plasma_max)
955                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
956         if (need_fuel)
957         if (item.ammo_fuel)
958         if (player.ammo_fuel < g_pickup_fuel_max)
959                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
960         if (item.armorvalue)
961         if (player.armorvalue < item.max_armorvalue)
962                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
963         if (item.health)
964         if (player.health < item.max_health)
965                 c = c + max(0, 1 - player.health / item.max_health);
966
967         return item.bot_pickupbasevalue * c;
968 }
969
970 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
971 {
972         if(ITEM_DAMAGE_NEEDKILL(deathtype))
973                 RemoveItem();
974 }
975
976 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)
977 {SELFPARAM();
978         startitem_failed = false;
979
980         if(self.model == "")
981                 self.model = itemmodel;
982
983         if(self.model == "")
984     {
985         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
986         return;
987     }
988
989         if(self.item_pickupsound == "")
990                 self.item_pickupsound = pickupsound;
991
992         if(!self.respawntime) // both need to be set
993         {
994                 self.respawntime = defaultrespawntime;
995                 self.respawntimejitter = defaultrespawntimejitter;
996         }
997
998         self.items = itemid;
999         self.weapon = weaponid;
1000
1001         if(!self.fade_end)
1002         {
1003                 self.fade_start = autocvar_g_items_mindist;
1004                 self.fade_end = autocvar_g_items_maxdist;
1005         }
1006
1007         if(weaponid)
1008                 self.weapons = WepSet_FromWeapon(weaponid);
1009
1010         self.flags = FL_ITEM | itemflags;
1011
1012         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1013         {
1014                 startitem_failed = true;
1015                 remove(self);
1016                 return;
1017         }
1018
1019         // is it a dropped weapon?
1020         if (self.classname == "droppedweapon")
1021         {
1022                 self.reset = SUB_Remove;
1023                 // it's a dropped weapon
1024                 self.movetype = MOVETYPE_TOSS;
1025
1026                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1027                 self.think = RemoveItem;
1028                 self.nextthink = time + 20;
1029
1030                 self.takedamage = DAMAGE_YES;
1031                 self.event_damage = Item_Damage;
1032
1033                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1034                 /*
1035                 if(self.items == 0)
1036                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1037                 if(self.ammo_nails == 0)
1038                 if(self.ammo_cells == 0)
1039                 if(self.ammo_rockets == 0)
1040                 if(self.ammo_shells == 0)
1041                 if(self.ammo_fuel == 0)
1042                 if(self.health == 0)
1043                 if(self.armorvalue == 0)
1044                 */
1045                 {
1046                         // if item is worthless after a timer, have it expire then
1047                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1048                 }
1049
1050                 // don't drop if in a NODROP zone (such as lava)
1051                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1052                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1053                 {
1054                         startitem_failed = true;
1055                         remove(self);
1056                         return;
1057                 }
1058         }
1059         else
1060         {
1061                 if(!have_pickup_item())
1062                 {
1063                         startitem_failed = true;
1064                         remove (self);
1065                         return;
1066                 }
1067
1068                 if(self.angles != '0 0 0')
1069                         self.SendFlags |= ISF_ANGLES;
1070
1071                 self.reset = Item_Reset;
1072                 // it's a level item
1073                 if(self.spawnflags & 1)
1074                         self.noalign = 1;
1075                 if (self.noalign)
1076                         self.movetype = MOVETYPE_NONE;
1077                 else
1078                         self.movetype = MOVETYPE_TOSS;
1079                 // do item filtering according to game mode and other things
1080                 if (!self.noalign)
1081                 {
1082                         // first nudge it off the floor a little bit to avoid math errors
1083                         setorigin(self, self.origin + '0 0 1');
1084                         // set item size before we spawn a spawnfunc_waypoint
1085                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1086                                 setsize (self, '-16 -16 0', '16 16 48');
1087                         else
1088                                 setsize (self, '-16 -16 0', '16 16 32');
1089                         self.SendFlags |= ISF_SIZE;
1090                         // note droptofloor returns false if stuck/or would fall too far
1091                         droptofloor();
1092                         waypoint_spawnforitem(self);
1093                 }
1094
1095                 /*
1096                  * can't do it that way, as it would break maps
1097                  * TODO make a target_give like entity another way, that perhaps has
1098                  * the weapon name in a key
1099                 if(self.targetname)
1100                 {
1101                         // target_give not yet supported; maybe later
1102                         print("removed targeted ", self.classname, "\n");
1103                         startitem_failed = true;
1104                         remove (self);
1105                         return;
1106                 }
1107                 */
1108
1109                 if(autocvar_spawn_debug >= 2)
1110                 {
1111                         entity otheritem;
1112                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1113                         {
1114                             // why not flags & fl_item?
1115                                 if(otheritem.is_item)
1116                                 {
1117                                         LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(self.origin));
1118                                         LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1119                                         error("Mapper sucks.");
1120                                 }
1121                         }
1122                         self.is_item = true;
1123                 }
1124
1125                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1126
1127                 precache_model (self.model);
1128                 precache_sound (self.item_pickupsound);
1129
1130                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1131                         self.target = "###item###"; // for finding the nearest item using find()
1132
1133                 Item_ItemsTime_SetTime(self, 0);
1134         }
1135
1136         self.bot_pickup = true;
1137         self.bot_pickupevalfunc = pickupevalfunc;
1138         self.bot_pickupbasevalue = pickupbasevalue;
1139         self.mdl = self.model;
1140         self.netname = itemname;
1141         self.touch = Item_Touch;
1142         setmodel(self, MDL_Null); // precision set below
1143         //self.effects |= EF_LOWPRECISION;
1144
1145         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1146         {
1147                 self.pos1 = '-16 -16 0';
1148                 self.pos2 = '16 16 48';
1149         }
1150         else
1151         {
1152                 self.pos1 = '-16 -16 0';
1153                 self.pos2 = '16 16 32';
1154         }
1155         setsize (self, self.pos1, self.pos2);
1156
1157         self.SendFlags |= ISF_SIZE;
1158
1159         if(itemflags & FL_POWERUP)
1160                 self.ItemStatus |= ITS_ANIMATE1;
1161
1162         if(self.armorvalue || self.health)
1163                 self.ItemStatus |= ITS_ANIMATE2;
1164
1165         if(itemflags & FL_WEAPON)
1166         {
1167                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1168                         self.colormap = 1024; // color shirt=0 pants=0 grey
1169                 else
1170                         self.gravity = 1;
1171
1172                 self.ItemStatus |= ITS_ANIMATE1;
1173                 self.ItemStatus |= ISF_COLORMAP;
1174         }
1175
1176         self.state = 0;
1177         if(self.team) // broken, no idea why.
1178         {
1179                 if(!self.cnt)
1180                         self.cnt = 1; // item probability weight
1181
1182                 self.effects |= EF_NODRAW; // marker for item team search
1183                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1184         }
1185         else
1186                 Item_Reset();
1187
1188         Net_LinkEntity(self, !((itemflags & FL_POWERUP) || self.health || self.armorvalue), 0, ItemSend);
1189
1190         // call this hook after everything else has been done
1191         if(MUTATOR_CALLHOOK(Item_Spawn, self))
1192         {
1193                 startitem_failed = true;
1194                 remove(self);
1195                 return;
1196         }
1197 }
1198
1199 void StartItemA (entity a)
1200 {SELFPARAM();
1201     self.itemdef = a;
1202     StartItem(strzone(a.m_model.model_str()), 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 spawnfunc(item_rockets)
1206 {
1207         if(!self.ammo_rockets)
1208                 self.ammo_rockets = g_pickup_rockets;
1209         if(!self.pickup_anyway)
1210                 self.pickup_anyway = g_pickup_ammo_anyway;
1211     StartItemA (ITEM_Rockets);
1212 }
1213
1214 spawnfunc(item_bullets)
1215 {
1216         if(!weaponswapping)
1217         if(autocvar_sv_q3acompat_machineshotgunswap)
1218         if(self.classname != "droppedweapon")
1219         {
1220                 weaponswapping = true;
1221                 spawnfunc_item_shells(this);
1222                 weaponswapping = false;
1223                 return;
1224         }
1225
1226         if(!self.ammo_nails)
1227                 self.ammo_nails = g_pickup_nails;
1228         if(!self.pickup_anyway)
1229                 self.pickup_anyway = g_pickup_ammo_anyway;
1230     StartItemA (ITEM_Bullets);
1231 }
1232
1233 spawnfunc(item_cells)
1234 {
1235         if(!self.ammo_cells)
1236                 self.ammo_cells = g_pickup_cells;
1237         if(!self.pickup_anyway)
1238                 self.pickup_anyway = g_pickup_ammo_anyway;
1239         StartItemA (ITEM_Cells);
1240 }
1241
1242 spawnfunc(item_plasma)
1243 {
1244         if(!self.ammo_plasma)
1245                 self.ammo_plasma = g_pickup_plasma;
1246         if(!self.pickup_anyway)
1247                 self.pickup_anyway = g_pickup_ammo_anyway;
1248         StartItemA (ITEM_Plasma);
1249 }
1250
1251 spawnfunc(item_shells)
1252 {
1253         if(!weaponswapping)
1254         if(autocvar_sv_q3acompat_machineshotgunswap)
1255         if(self.classname != "droppedweapon")
1256         {
1257                 weaponswapping = true;
1258                 spawnfunc_item_bullets(this);
1259                 weaponswapping = false;
1260                 return;
1261         }
1262
1263         if(!self.ammo_shells)
1264                 self.ammo_shells = g_pickup_shells;
1265         if(!self.pickup_anyway)
1266                 self.pickup_anyway = g_pickup_ammo_anyway;
1267         StartItemA (ITEM_Shells);
1268 }
1269
1270 spawnfunc(item_armor_small)
1271 {
1272         if(!self.armorvalue)
1273                 self.armorvalue = g_pickup_armorsmall;
1274         if(!self.max_armorvalue)
1275                 self.max_armorvalue = g_pickup_armorsmall_max;
1276         if(!self.pickup_anyway)
1277                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1278         StartItemA (ITEM_ArmorSmall);
1279 }
1280
1281 spawnfunc(item_armor_medium)
1282 {
1283         if(!self.armorvalue)
1284                 self.armorvalue = g_pickup_armormedium;
1285         if(!self.max_armorvalue)
1286                 self.max_armorvalue = g_pickup_armormedium_max;
1287         if(!self.pickup_anyway)
1288                 self.pickup_anyway = g_pickup_armormedium_anyway;
1289         StartItemA (ITEM_ArmorMedium);
1290 }
1291
1292 spawnfunc(item_armor_big)
1293 {
1294         if(!self.armorvalue)
1295                 self.armorvalue = g_pickup_armorbig;
1296         if(!self.max_armorvalue)
1297                 self.max_armorvalue = g_pickup_armorbig_max;
1298         if(!self.pickup_anyway)
1299                 self.pickup_anyway = g_pickup_armorbig_anyway;
1300         StartItemA (ITEM_ArmorLarge);
1301 }
1302
1303 spawnfunc(item_armor_large)
1304 {
1305         if(!self.armorvalue)
1306                 self.armorvalue = g_pickup_armorlarge;
1307         if(!self.max_armorvalue)
1308                 self.max_armorvalue = g_pickup_armorlarge_max;
1309         if(!self.pickup_anyway)
1310                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1311         StartItemA (ITEM_ArmorMega);
1312 }
1313
1314 spawnfunc(item_health_small)
1315 {
1316         if(!self.max_health)
1317                 self.max_health = g_pickup_healthsmall_max;
1318         if(!self.health)
1319                 self.health = g_pickup_healthsmall;
1320         if(!self.pickup_anyway)
1321                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1322         StartItemA (ITEM_HealthSmall);
1323 }
1324
1325 spawnfunc(item_health_medium)
1326 {
1327         if(!self.max_health)
1328                 self.max_health = g_pickup_healthmedium_max;
1329         if(!self.health)
1330                 self.health = g_pickup_healthmedium;
1331         if(!self.pickup_anyway)
1332                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1333     StartItemA (ITEM_HealthMedium);
1334 }
1335
1336 spawnfunc(item_health_large)
1337 {
1338         if(!self.max_health)
1339                 self.max_health = g_pickup_healthlarge_max;
1340         if(!self.health)
1341                 self.health = g_pickup_healthlarge;
1342         if(!self.pickup_anyway)
1343                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1344         StartItemA (ITEM_HealthLarge);
1345 }
1346
1347 spawnfunc(item_health_mega)
1348 {
1349     if(!self.max_health)
1350         self.max_health = g_pickup_healthmega_max;
1351     if(!self.health)
1352         self.health = g_pickup_healthmega;
1353     if(!self.pickup_anyway)
1354         self.pickup_anyway = g_pickup_healthmega_anyway;
1355     StartItemA (ITEM_HealthMega);
1356 }
1357
1358 // support old misnamed entities
1359 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1360 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1361 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1362 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1363 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1364
1365 spawnfunc(item_strength)
1366 {
1367                 if(!self.strength_finished)
1368                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1369                 StartItemA (ITEM_Strength);
1370 }
1371
1372 spawnfunc(item_invincible)
1373 {
1374                 if(!self.invincible_finished)
1375                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1376                 StartItemA (ITEM_Shield);
1377 }
1378
1379 // compatibility:
1380 spawnfunc(item_quad) { self.classname = "item_strength";spawnfunc_item_strength(this);}
1381
1382 void target_items_use()
1383 {SELFPARAM();
1384         if(activator.classname == "droppedweapon")
1385         {
1386                 EXACTTRIGGER_TOUCH;
1387                 remove(activator);
1388                 return;
1389         }
1390
1391         if (!IS_PLAYER(activator))
1392                 return;
1393         if(activator.deadflag != DEAD_NO)
1394                 return;
1395         EXACTTRIGGER_TOUCH;
1396
1397         entity e;
1398         for(e = world; (e = find(e, classname, "droppedweapon")); )
1399                 if(e.enemy == activator)
1400                         remove(e);
1401
1402         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1403                 centerprint(activator, self.message);
1404 }
1405
1406 spawnfunc(target_items)
1407 {
1408         float n, i, j;
1409         entity e;
1410         string s;
1411
1412         self.use = target_items_use;
1413         if(!self.strength_finished)
1414                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1415         if(!self.invincible_finished)
1416                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1417         if(!self.superweapons_finished)
1418                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1419
1420         n = tokenize_console(self.netname);
1421         if(argv(0) == "give")
1422         {
1423                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1424         }
1425         else
1426         {
1427                 for(i = 0; i < n; ++i)
1428                 {
1429                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1430                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1431                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1432                         else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
1433                         else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
1434                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1435                         else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
1436                         else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
1437                         else
1438                         {
1439                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1440                                 {
1441                                         e = get_weaponinfo(j);
1442                                         s = W_UndeprecateName(argv(i));
1443                                         if(s == e.netname)
1444                                         {
1445                                                 self.weapons |= WepSet_FromWeapon(j);
1446                                                 if(self.spawnflags == 0 || self.spawnflags == 2) {
1447                                                         Weapon w = get_weaponinfo(e.weapon);
1448                                                         w.wr_init(w);
1449                                                 }
1450                                                 break;
1451                                         }
1452                                 }
1453                                 if(j > WEP_LAST)
1454                                         LOG_INFO("target_items: invalid item ", argv(i), "\n");
1455                         }
1456                 }
1457
1458                 string itemprefix, valueprefix;
1459                 if(self.spawnflags == 0)
1460                 {
1461                         itemprefix = "";
1462                         valueprefix = "";
1463                 }
1464                 else if(self.spawnflags == 1)
1465                 {
1466                         itemprefix = "max ";
1467                         valueprefix = "max ";
1468                 }
1469                 else if(self.spawnflags == 2)
1470                 {
1471                         itemprefix = "min ";
1472                         valueprefix = "min ";
1473                 }
1474                 else if(self.spawnflags == 4)
1475                 {
1476                         itemprefix = "minus ";
1477                         valueprefix = "max ";
1478                 }
1479                 else
1480                 {
1481                         error("invalid spawnflags");
1482                         itemprefix = valueprefix = string_null;
1483                 }
1484
1485                 self.netname = "";
1486                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1487                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1488                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1489                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1490                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1491                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1492                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1493                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1494                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1495                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1496                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1497                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1498                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1499                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1500                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1501                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1502                 {
1503                         e = get_weaponinfo(j);
1504                         if(e.weapon)
1505                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1506                 }
1507         }
1508         self.netname = strzone(self.netname);
1509         //print(self.netname, "\n");
1510
1511         n = tokenize_console(self.netname);
1512         for(i = 0; i < n; ++i)
1513         {
1514                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1515                 {
1516                         e = get_weaponinfo(j);
1517                         if(argv(i) == e.netname)
1518                         {
1519                                 Weapon w = get_weaponinfo(e.weapon);
1520                                 w.wr_init(w);
1521                                 break;
1522                         }
1523                 }
1524         }
1525 }
1526
1527 spawnfunc(item_fuel)
1528 {
1529         if(!self.ammo_fuel)
1530                 self.ammo_fuel = g_pickup_fuel;
1531         if(!self.pickup_anyway)
1532                 self.pickup_anyway = g_pickup_ammo_anyway;
1533         StartItemA (ITEM_JetpackFuel);
1534 }
1535
1536 spawnfunc(item_fuel_regen)
1537 {
1538         if(start_items & ITEM_JetpackRegen.m_itemid)
1539         {
1540                 spawnfunc_item_fuel(this);
1541                 return;
1542         }
1543         StartItemA (ITEM_JetpackRegen);
1544 }
1545
1546 spawnfunc(item_jetpack)
1547 {
1548         if(!self.ammo_fuel)
1549                 self.ammo_fuel = g_pickup_fuel_jetpack;
1550         if(start_items & ITEM_Jetpack.m_itemid)
1551         {
1552                 spawnfunc_item_fuel(this);
1553                 return;
1554         }
1555         StartItemA (ITEM_Jetpack);
1556 }
1557
1558 float GiveWeapon(entity e, float wpn, float op, float val)
1559 {
1560         WepSet v0, v1;
1561         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1562         switch(op)
1563         {
1564                 case OP_SET:
1565                         if(val > 0)
1566                                 e.weapons |= WepSet_FromWeapon(wpn);
1567                         else
1568                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1569                         break;
1570                 case OP_MIN:
1571                 case OP_PLUS:
1572                         if(val > 0)
1573                                 e.weapons |= WepSet_FromWeapon(wpn);
1574                         break;
1575                 case OP_MAX:
1576                         if(val <= 0)
1577                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1578                         break;
1579                 case OP_MINUS:
1580                         if(val > 0)
1581                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1582                         break;
1583         }
1584         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1585         return (v0 != v1);
1586 }
1587
1588 float GiveBit(entity e, .float fld, float bit, float op, float val)
1589 {
1590         float v0, v1;
1591         v0 = (e.(fld) & bit);
1592         switch(op)
1593         {
1594                 case OP_SET:
1595                         if(val > 0)
1596                                 e.(fld) |= bit;
1597                         else
1598                                 e.(fld) &= ~bit;
1599                         break;
1600                 case OP_MIN:
1601                 case OP_PLUS:
1602                         if(val > 0)
1603                                 e.(fld) |= bit;
1604                         break;
1605                 case OP_MAX:
1606                         if(val <= 0)
1607                                 e.(fld) &= ~bit;
1608                         break;
1609                 case OP_MINUS:
1610                         if(val > 0)
1611                                 e.(fld) &= ~bit;
1612                         break;
1613         }
1614         v1 = (e.(fld) & bit);
1615         return (v0 != v1);
1616 }
1617
1618 float GiveValue(entity e, .float fld, float op, float val)
1619 {
1620         float v0, v1;
1621         v0 = e.(fld);
1622         switch(op)
1623         {
1624                 case OP_SET:
1625                         e.(fld) = val;
1626                         break;
1627                 case OP_MIN:
1628                         e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1629                         break;
1630                 case OP_MAX:
1631                         e.(fld) = min(e.(fld), val);
1632                         break;
1633                 case OP_PLUS:
1634                         e.(fld) += val;
1635                         break;
1636                 case OP_MINUS:
1637                         e.(fld) -= val;
1638                         break;
1639         }
1640         v1 = e.(fld);
1641         return (v0 != v1);
1642 }
1643
1644 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1645 {
1646         if(v1 == v0)
1647                 return;
1648         if(v1 <= v0 - t)
1649         {
1650                 if(snd_decr != "")
1651                         _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1652         }
1653         else if(v0 >= v0 + t)
1654         {
1655                 if(snd_incr != "")
1656                         _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1657         }
1658 }
1659
1660 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1661 {
1662         if(v0 < v1)
1663                 e.(rotfield) = max(e.(rotfield), time + rottime);
1664         else if(v0 > v1)
1665                 e.(regenfield) = max(e.(regenfield), time + regentime);
1666 }
1667 float GiveItems(entity e, float beginarg, float endarg)
1668 {SELFPARAM();
1669         float got, i, j, val, op;
1670         float _switchweapon;
1671         entity wi;
1672         string cmd;
1673
1674         val = 999;
1675         op = OP_SET;
1676
1677         got = 0;
1678
1679         _switchweapon = false;
1680         if (e.autoswitch)
1681                 if (e.switchweapon == w_getbestweapon(e))
1682                         _switchweapon = true;
1683
1684         e.strength_finished = max(0, e.strength_finished - time);
1685         e.invincible_finished = max(0, e.invincible_finished - time);
1686         e.superweapons_finished = max(0, e.superweapons_finished - time);
1687
1688         PREGIVE(e, items);
1689         PREGIVE_WEAPONS(e);
1690         PREGIVE(e, strength_finished);
1691         PREGIVE(e, invincible_finished);
1692         PREGIVE(e, superweapons_finished);
1693         PREGIVE(e, ammo_nails);
1694         PREGIVE(e, ammo_cells);
1695         PREGIVE(e, ammo_plasma);
1696         PREGIVE(e, ammo_shells);
1697         PREGIVE(e, ammo_rockets);
1698         PREGIVE(e, ammo_fuel);
1699         PREGIVE(e, armorvalue);
1700         PREGIVE(e, health);
1701
1702         for(i = beginarg; i < endarg; ++i)
1703         {
1704                 cmd = argv(i);
1705
1706                 if(cmd == "0" || stof(cmd))
1707                 {
1708                         val = stof(cmd);
1709                         continue;
1710                 }
1711                 switch(cmd)
1712                 {
1713                         case "no":
1714                                 op = OP_MAX;
1715                                 val = 0;
1716                                 continue;
1717                         case "max":
1718                                 op = OP_MAX;
1719                                 continue;
1720                         case "min":
1721                                 op = OP_MIN;
1722                                 continue;
1723                         case "plus":
1724                                 op = OP_PLUS;
1725                                 continue;
1726                         case "minus":
1727                                 op = OP_MINUS;
1728                                 continue;
1729                         case "ALL":
1730                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1731                                 got += GiveValue(e, strength_finished, op, val);
1732                                 got += GiveValue(e, invincible_finished, op, val);
1733                                 got += GiveValue(e, superweapons_finished, op, val);
1734                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1735                         case "all":
1736                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1737                                 got += GiveValue(e, health, op, val);
1738                                 got += GiveValue(e, armorvalue, op, val);
1739                         case "allweapons":
1740                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1741                                 {
1742                                         wi = get_weaponinfo(j);
1743                                         if(wi.weapon)
1744                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1745                                                         got += GiveWeapon(e, j, op, val);
1746                                 }
1747                         case "allammo":
1748                                 got += GiveValue(e, ammo_cells, op, val);
1749                                 got += GiveValue(e, ammo_plasma, op, val);
1750                                 got += GiveValue(e, ammo_shells, op, val);
1751                                 got += GiveValue(e, ammo_nails, op, val);
1752                                 got += GiveValue(e, ammo_rockets, op, val);
1753                                 got += GiveValue(e, ammo_fuel, op, val);
1754                                 break;
1755                         case "unlimited_ammo":
1756                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1757                                 break;
1758                         case "unlimited_weapon_ammo":
1759                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1760                                 break;
1761                         case "unlimited_superweapons":
1762                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1763                                 break;
1764                         case "jetpack":
1765                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1766                                 break;
1767                         case "fuel_regen":
1768                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1769                                 break;
1770                         case "strength":
1771                                 got += GiveValue(e, strength_finished, op, val);
1772                                 break;
1773                         case "invincible":
1774                                 got += GiveValue(e, invincible_finished, op, val);
1775                                 break;
1776                         case "superweapons":
1777                                 got += GiveValue(e, superweapons_finished, op, val);
1778                                 break;
1779                         case "cells":
1780                                 got += GiveValue(e, ammo_cells, op, val);
1781                                 break;
1782                         case "plasma":
1783                                 got += GiveValue(e, ammo_plasma, op, val);
1784                                 break;
1785                         case "shells":
1786                                 got += GiveValue(e, ammo_shells, op, val);
1787                                 break;
1788                         case "nails":
1789                         case "bullets":
1790                                 got += GiveValue(e, ammo_nails, op, val);
1791                                 break;
1792                         case "rockets":
1793                                 got += GiveValue(e, ammo_rockets, op, val);
1794                                 break;
1795                         case "health":
1796                                 got += GiveValue(e, health, op, val);
1797                                 break;
1798                         case "armor":
1799                                 got += GiveValue(e, armorvalue, op, val);
1800                                 break;
1801                         case "fuel":
1802                                 got += GiveValue(e, ammo_fuel, op, val);
1803                                 break;
1804                         default:
1805                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1806                                 {
1807                                         wi = get_weaponinfo(j);
1808                                         if(cmd == wi.netname)
1809                                         {
1810                                                 got += GiveWeapon(e, j, op, val);
1811                                                 break;
1812                                         }
1813                                 }
1814                                 if(j > WEP_LAST)
1815                                         LOG_INFO("give: invalid item ", cmd, "\n");
1816                                 break;
1817                 }
1818                 val = 999;
1819                 op = OP_SET;
1820         }
1821
1822         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
1823         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
1824         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
1825         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
1826         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1827         {
1828                 wi = get_weaponinfo(j);
1829                 if(wi.weapon)
1830                 {
1831                         POSTGIVE_WEAPON(e, j, SND(WEAPONPICKUP), string_null);
1832                         if (!(save_weapons & WepSet_FromWeapon(j)))
1833                                 if(e.weapons & WepSet_FromWeapon(j)) {
1834                                         Weapon w = get_weaponinfo(wi.weapon);
1835                                         w.wr_init(w);
1836                                 }
1837                 }
1838         }
1839         POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
1840         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
1841         POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
1842         POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
1843         POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
1844         POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
1845         POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
1846         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND(ITEMPICKUP), string_null);
1847         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(ARMOR25), string_null);
1848         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND(MEGAHEALTH), string_null);
1849
1850         if(e.superweapons_finished <= 0)
1851                 if(self.weapons & WEPSET_SUPERWEAPONS)
1852                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1853
1854         if(e.strength_finished <= 0)
1855                 e.strength_finished = 0;
1856         else
1857                 e.strength_finished += time;
1858         if(e.invincible_finished <= 0)
1859                 e.invincible_finished = 0;
1860         else
1861                 e.invincible_finished += time;
1862         if(e.superweapons_finished <= 0)
1863                 e.superweapons_finished = 0;
1864         else
1865                 e.superweapons_finished += time;
1866
1867         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1868                 _switchweapon = true;
1869         if(_switchweapon)
1870                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1871
1872         return got;
1873 }
1874 #endif