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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
7     #include "bot/bot.qh"
8     #include "bot/waypoints.qh"
9
10     #include "mutators/all.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 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
30
31 #ifdef CSQC
32 void ItemDraw(entity this)
33 {
34     if(this.gravity)
35     {
36         Movetype_Physics_MatchServer(this, false);
37         if(this.move_flags & FL_ONGROUND)
38         { // For some reason move_avelocity gets set to '0 0 0' here ...
39             this.oldorigin = this.origin;
40             this.gravity = 0;
41
42             if(autocvar_cl_animate_items)
43             { // ... so reset it if animations are requested.
44                 if(this.ItemStatus & ITS_ANIMATE1)
45                     this.move_avelocity = '0 180 0';
46
47                 if(this.ItemStatus & ITS_ANIMATE2)
48                     this.move_avelocity = '0 -90 0';
49             }
50         }
51     }
52     else if (autocvar_cl_animate_items)
53     {
54         if(this.ItemStatus & ITS_ANIMATE1)
55         {
56             this.angles += this.move_avelocity * frametime;
57             setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2));
58         }
59
60         if(this.ItemStatus & ITS_ANIMATE2)
61         {
62             this.angles += this.move_avelocity * frametime;
63             setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3));
64         }
65     }
66 }
67
68 void ItemDrawSimple(entity this)
69 {
70     if(this.gravity)
71     {
72         Movetype_Physics_MatchServer(this, false);
73
74         if(this.move_flags & FL_ONGROUND)
75             this.gravity = 0;
76     }
77 }
78
79 void Item_PreDraw()
80 {SELFPARAM();
81         vector org;
82         float alph;
83         org = getpropertyvec(VF_ORIGIN);
84         if(!checkpvs(org, self)) // this makes sense as long as we don't support recursive warpzones
85                 alph = 0;
86         else if(self.fade_start)
87                 alph = bound(0, (self.fade_end - vlen(org - self.origin - 0.5 * (self.mins + self.maxs))) / (self.fade_end - self.fade_start), 1);
88         else
89                 alph = 1;
90         //printf("%v <-> %v\n", view_origin, self.origin + 0.5 * (self.mins + self.maxs));
91         if(self.ItemStatus & ITS_AVAILABLE)
92                 self.alpha = alph;
93         if(alph <= 0)
94                 self.drawmask = 0;
95         else
96                 self.drawmask = MASK_NORMAL;
97 }
98
99 void ItemRemove()
100 {SELFPARAM();
101         if (self.mdl)
102                 strunzone(self.mdl);
103 }
104
105 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
106 {
107     int sf = ReadByte();
108
109     if(sf & ISF_LOCATION)
110     {
111         self.origin_x = ReadCoord();
112         self.origin_y = ReadCoord();
113         self.origin_z = ReadCoord();
114         setorigin(self, self.origin);
115         self.oldorigin = self.origin;
116     }
117
118     if(sf & ISF_ANGLES)
119     {
120         self.angles_x = ReadAngle();
121         self.angles_y = ReadAngle();
122         self.angles_z = ReadAngle();
123         self.move_angles = self.angles;
124     }
125
126     if(sf & ISF_SIZE)
127     {
128         float use_bigsize = ReadByte();
129         setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
130     }
131
132     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
133     {
134         self.ItemStatus = ReadByte();
135
136         if(self.ItemStatus & ITS_AVAILABLE)
137         {
138             self.alpha = 1;
139             self.colormod = self.glowmod = '1 1 1';
140         }
141         else
142         {
143             if (autocvar_cl_ghost_items_color)
144             {
145                 self.alpha = autocvar_cl_ghost_items;
146                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
147             }
148             else
149                 self.alpha = -1;
150         }
151
152         if(autocvar_cl_fullbright_items)
153             if(self.ItemStatus & ITS_ALLOWFB)
154                 self.effects |= EF_FULLBRIGHT;
155
156         if(self.ItemStatus & ITS_STAYWEP)
157         {
158             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
159             self.alpha = autocvar_cl_weapon_stay_alpha;
160
161         }
162
163         if(self.ItemStatus & ITS_POWERUP)
164         {
165             if(self.ItemStatus & ITS_AVAILABLE)
166                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
167             else
168                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
169         }
170     }
171
172     if(sf & ISF_MODEL)
173     {
174         self.drawmask  = MASK_NORMAL;
175                 self.move_movetype = MOVETYPE_TOSS;
176         self.draw       = ItemDraw;
177         self.solid = SOLID_TRIGGER;
178         //self.move_flags |= FL_ITEM;
179
180         bool use_bigsize = ReadByte();
181
182         self.fade_end = ReadShort();
183         self.fade_start = ReadShort();
184         if(self.fade_start && !autocvar_cl_items_nofade)
185                 self.predraw = Item_PreDraw;
186
187         if(self.mdl)
188             strunzone(self.mdl);
189
190         self.mdl = "";
191         string _fn = ReadString();
192
193         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
194         {
195             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
196             self.draw = ItemDrawSimple;
197
198             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
199                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
200             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
201                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
202             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
203                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
204             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
205                 self.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
206             else
207             {
208                 self.draw = ItemDraw;
209                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it\n");
210             }
211         }
212
213         if(self.draw != ItemDrawSimple)
214             self.mdl = strzone(_fn);
215
216
217         if(self.mdl == "")
218             LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, ", tell tZork about this!\n");
219
220         precache_model(self.mdl);
221         _setmodel(self, self.mdl);
222
223         setsize(self, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
224     }
225
226     if(sf & ISF_COLORMAP)
227         self.colormap = ReadShort();
228
229     if(sf & ISF_DROP)
230     {
231         self.gravity = 1;
232         self.pushable = true;
233         //self.move_angles = '0 0 0';
234         self.move_movetype = MOVETYPE_TOSS;
235         self.move_velocity_x = ReadCoord();
236         self.move_velocity_y = ReadCoord();
237         self.move_velocity_z = ReadCoord();
238         self.velocity = self.move_velocity;
239         self.move_origin = self.oldorigin;
240
241         if(!self.move_time)
242         {
243             self.move_time = time;
244             self.spawntime = time;
245         }
246         else
247             self.move_time = max(self.move_time, time);
248     }
249
250     if(autocvar_cl_animate_items)
251     {
252         if(self.ItemStatus & ITS_ANIMATE1)
253             self.move_avelocity = '0 180 0';
254
255         if(self.ItemStatus & ITS_ANIMATE2)
256             self.move_avelocity = '0 -90 0';
257     }
258
259     self.entremove = ItemRemove;
260
261     return true;
262 }
263
264 #endif
265
266 #ifdef SVQC
267 bool ItemSend(entity this, entity to, int sf)
268 {
269         if(self.gravity)
270                 sf |= ISF_DROP;
271         else
272                 sf &= ~ISF_DROP;
273
274         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
275         WriteByte(MSG_ENTITY, sf);
276
277         //WriteByte(MSG_ENTITY, self.cnt);
278         if(sf & ISF_LOCATION)
279         {
280                 WriteCoord(MSG_ENTITY, self.origin.x);
281                 WriteCoord(MSG_ENTITY, self.origin.y);
282                 WriteCoord(MSG_ENTITY, self.origin.z);
283         }
284
285         if(sf & ISF_ANGLES)
286         {
287                 WriteAngle(MSG_ENTITY, self.angles_x);
288                 WriteAngle(MSG_ENTITY, self.angles_y);
289                 WriteAngle(MSG_ENTITY, self.angles_z);
290         }
291
292         if(sf & ISF_SIZE)
293         {
294                 Pickup p = this.itemdef;
295                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
296         }
297
298         if(sf & ISF_STATUS)
299                 WriteByte(MSG_ENTITY, self.ItemStatus);
300
301         if(sf & ISF_MODEL)
302         {
303                 Pickup p = this.itemdef;
304                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
305                 WriteShort(MSG_ENTITY, self.fade_end);
306                 WriteShort(MSG_ENTITY, self.fade_start);
307
308                 if(self.mdl == "")
309                         LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
310
311                 WriteString(MSG_ENTITY, self.mdl);
312         }
313
314
315         if(sf & ISF_COLORMAP)
316                 WriteShort(MSG_ENTITY, self.colormap);
317
318         if(sf & ISF_DROP)
319         {
320                 WriteCoord(MSG_ENTITY, self.velocity.x);
321                 WriteCoord(MSG_ENTITY, self.velocity.y);
322                 WriteCoord(MSG_ENTITY, self.velocity.z);
323         }
324
325         return true;
326 }
327
328 void ItemUpdate(entity this)
329 {
330         this.oldorigin = this.origin;
331         this.SendFlags |= ISF_LOCATION;
332 }
333
334 void UpdateItemAfterTeleport(entity this)
335 {
336         if(this.SendEntity3 == ItemSend)
337                 ItemUpdate(this);
338 }
339
340 bool have_pickup_item(entity this)
341 {
342         if(this.itemdef.instanceOfPowerup)
343         {
344                 if(autocvar_g_powerups > 0)
345                         return true;
346                 if(autocvar_g_powerups == 0)
347                         return false;
348         }
349         else
350         {
351                 if(autocvar_g_pickup_items > 0)
352                         return true;
353                 if(autocvar_g_pickup_items == 0)
354                         return false;
355                 if(g_weaponarena)
356                         if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
357                                 return false;
358         }
359         return true;
360 }
361
362 /*
363 float Item_Customize()
364 {
365         if(self.spawnshieldtime)
366                 return true;
367         if(self.weapons & ~other.weapons)
368         {
369                 self.colormod = '0 0 0';
370                 self.glowmod = self.colormod;
371                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
372                 return true;
373         }
374         else
375         {
376                 if(g_ghost_items)
377                 {
378                         self.colormod = stov(autocvar_g_ghost_items_color);
379                         self.glowmod = self.colormod;
380                         self.alpha = g_ghost_items;
381                         return true;
382                 }
383                 else
384                         return false;
385         }
386 }
387 */
388
389 void Item_Show (entity e, float mode)
390 {
391         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
392         e.ItemStatus &= ~ITS_STAYWEP;
393         if (mode > 0)
394         {
395                 // make the item look normal, and be touchable
396                 e.model = e.mdl;
397                 e.solid = SOLID_TRIGGER;
398                 e.spawnshieldtime = 1;
399                 e.ItemStatus |= ITS_AVAILABLE;
400         }
401         else if (mode < 0)
402         {
403                 // hide the item completely
404                 e.model = string_null;
405                 e.solid = SOLID_NOT;
406                 e.spawnshieldtime = 1;
407                 e.ItemStatus &= ~ITS_AVAILABLE;
408         }
409         else {
410         entity def = e.itemdef;
411         bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
412                 || e.team // weapon stay isn't supported for teamed weapons
413                 ;
414         if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
415         {
416                 // make the item translucent and not touchable
417                 e.model = e.mdl;
418                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
419                 e.effects |= EF_STARDUST;
420                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
421                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
422         }
423         else
424         {
425                 //setmodel(e, "null");
426                 e.solid = SOLID_NOT;
427                 e.colormod = '0 0 0';
428                 e.glowmod = e.colormod;
429                 e.spawnshieldtime = 1;
430                 e.ItemStatus &= ~ITS_AVAILABLE;
431         }}
432
433         if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
434                 e.ItemStatus |= ITS_POWERUP;
435
436         if (autocvar_g_nodepthtestitems)
437                 e.effects |= EF_NODEPTHTEST;
438
439
440         if (autocvar_g_fullbrightitems)
441                 e.ItemStatus |= ITS_ALLOWFB;
442
443         if (autocvar_sv_simple_items)
444                 e.ItemStatus |= ITS_ALLOWSI;
445
446         // relink entity (because solid may have changed)
447         setorigin(e, e.origin);
448         e.SendFlags |= ISF_STATUS;
449 }
450
451 void Item_Think()
452 {SELFPARAM();
453         self.nextthink = time;
454         if(self.origin != self.oldorigin)
455                 ItemUpdate(self);
456 }
457
458 bool Item_ItemsTime_SpectatorOnly(GameItem it);
459 bool Item_ItemsTime_Allow(GameItem it, WepSet _weapons);
460 float Item_ItemsTime_UpdateTime(entity e, float t);
461 void Item_ItemsTime_SetTime(entity e, float t);
462 void Item_ItemsTime_SetTimesForAllPlayers();
463
464 void Item_Respawn ()
465 {SELFPARAM();
466         Item_Show(self, 1);
467         // this is ugly...
468         if(self.items == ITEM_Strength.m_itemid)
469                 sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM);   // play respawn sound
470         else if(self.items == ITEM_Shield.m_itemid)
471                 sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM);     // play respawn sound
472         else
473                 sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM);        // play respawn sound
474         setorigin (self, self.origin);
475
476     if (Item_ItemsTime_Allow(self.itemdef, self.weapons))
477         {
478                 float t = Item_ItemsTime_UpdateTime(self, 0);
479                 Item_ItemsTime_SetTime(self, t);
480                 Item_ItemsTime_SetTimesForAllPlayers();
481         }
482
483         self.think = Item_Think;
484         self.nextthink = time;
485
486         //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
487         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
488 }
489
490 void Item_RespawnCountdown ()
491 {SELFPARAM();
492         if(self.count >= ITEM_RESPAWN_TICKS)
493         {
494                 if(self.waypointsprite_attached)
495                         WaypointSprite_Kill(self.waypointsprite_attached);
496                 Item_Respawn();
497         }
498         else
499         {
500                 self.nextthink = time + 1;
501                 self.count += 1;
502                 if(self.count == 1)
503                 {
504                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
505                         do {
506                                 {
507                                         entity wi = Weapons_from(self.weapon);
508                                         if (wi != WEP_Null) {
509                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
510                                                 wp.wp_extra = wi.m_id;
511                                                 break;
512                                         }
513                                 }
514                                 {
515                                         entity ii = self.itemdef;
516                                         if (ii != NULL) {
517                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
518                                                 wp.wp_extra = ii.m_id;
519                                                 break;
520                                         }
521                                 }
522                         } while (0);
523             if(self.waypointsprite_attached)
524             {
525                 GameItem def = self.itemdef;
526                 if (Item_ItemsTime_SpectatorOnly(def))
527                     WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
528                 WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
529             }
530                 }
531
532                 if(self.waypointsprite_attached)
533                 {
534                         setself(self.waypointsprite_attached);
535                         entity e;
536                         FOR_EACH_REALCLIENT(e)
537                                 if(self.waypointsprite_visible_for_player(e))
538                                 {
539                                         msg_entity = e;
540                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
541                                 }
542                         setself(this);
543
544                         WaypointSprite_Ping(self.waypointsprite_attached);
545                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
546                 }
547         }
548 }
549
550 void Item_RespawnThink()
551 {SELFPARAM();
552         self.nextthink = time;
553         if(self.origin != self.oldorigin)
554                 ItemUpdate(self);
555
556         if(time >= self.wait)
557                 Item_Respawn();
558 }
559
560 void Item_ScheduleRespawnIn(entity e, float t)
561 {
562         if (Item_ItemsTime_Allow(e.itemdef, e.weapons))
563         {
564                 e.think = Item_RespawnCountdown;
565                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
566                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
567                 e.count = 0;
568                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
569                 Item_ItemsTime_SetTime(e, t);
570                 Item_ItemsTime_SetTimesForAllPlayers();
571         }
572         else
573         {
574                 e.think = Item_RespawnThink;
575                 e.nextthink = time;
576                 e.scheduledrespawntime = time + t;
577                 e.wait = time + t;
578         }
579 }
580
581 void Item_ScheduleRespawn(entity e)
582 {
583         if(e.respawntime > 0)
584         {
585                 Item_Show(e, 0);
586                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
587         }
588         else // if respawntime is -1, this item does not respawn
589                 Item_Show(e, -1);
590 }
591
592 void Item_ScheduleInitialRespawn(entity e)
593 {
594         Item_Show(e, 0);
595         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
596 }
597
598 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
599 {
600         if (!item.(ammotype))
601                 return false;
602
603         if (item.spawnshieldtime)
604         {
605                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
606                 {
607                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
608                         goto YEAH;
609                 }
610         }
611         else if(g_weapon_stay == 2)
612         {
613                 float mi = min(item.(ammotype), ammomax);
614                 if (player.(ammotype) < mi)
615                 {
616                         player.(ammotype) = mi;
617                         goto YEAH;
618                 }
619         }
620
621         return false;
622
623 :YEAH
624         switch(mode)
625         {
626                 case ITEM_MODE_FUEL:
627                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
628                         break;
629                 case ITEM_MODE_HEALTH:
630                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
631                         break;
632                 case ITEM_MODE_ARMOR:
633                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
634                         break;
635                 default:
636                         break;
637         }
638         return true;
639 }
640
641 float Item_GiveTo(entity item, entity player)
642 {
643         float _switchweapon;
644         float pickedup;
645         float it;
646         float i;
647
648         // if nothing happens to player, just return without taking the item
649         pickedup = false;
650         _switchweapon = false;
651         // in case the player has autoswitch enabled do the following:
652         // if the player is using their best weapon before items are given, they
653         // probably want to switch to an even better weapon after items are given
654         if (player.autoswitch)
655         if (PS(player).m_switchweapon == w_getbestweapon(player))
656                 _switchweapon = true;
657
658         if (!(player.weapons & WepSet_FromWeapon(PS(player).m_switchweapon)))
659                 _switchweapon = true;
660
661         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
662         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
663         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
664         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
665         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
666         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
667         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
668         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
669
670         if (item.itemdef.instanceOfWeaponPickup)
671         {
672                 WepSet it;
673                 it = item.weapons;
674                 it &= ~player.weapons;
675
676                 if (it || (item.spawnshieldtime && item.pickup_anyway > 0))
677                 {
678                         pickedup = true;
679                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
680                         if(it & WepSet_FromWeapon(Weapons_from(i)))
681                         {
682                                 W_DropEvent(wr_pickup, player, i, item);
683                                 W_GiveWeapon(player, i);
684                         }
685                 }
686         }
687
688         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
689         {
690                 pickedup = true;
691                 player.items |= it;
692                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
693         }
694
695         if (item.strength_finished)
696         {
697                 pickedup = true;
698                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
699         }
700         if (item.invincible_finished)
701         {
702                 pickedup = true;
703                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
704         }
705         if (item.superweapons_finished)
706         {
707                 pickedup = true;
708                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
709         }
710
711 :skip
712
713         // always eat teamed entities
714         if(item.team)
715                 pickedup = true;
716
717         if (!pickedup)
718                 return 0;
719
720         // crude hack to enforce switching weapons
721         if(g_cts && item.itemdef.instanceOfWeaponPickup)
722         {
723                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon));
724                 return 1;
725         }
726
727         if (_switchweapon)
728                 if (PS(player).m_switchweapon != w_getbestweapon(player))
729                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
730
731         return 1;
732 }
733
734 void Item_Touch()
735 {
736         SELFPARAM();
737
738         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
739         if (this.classname == "droppedweapon")
740         {
741                 if (ITEM_TOUCH_NEEDKILL())
742                 {
743                         remove(this);
744                         return;
745                 }
746         }
747
748         if(!(other.flags & FL_PICKUPITEMS)
749         || other.frozen
750         || other.deadflag
751         || (this.solid != SOLID_TRIGGER)
752         || (this.owner == other)
753         || (time < this.item_spawnshieldtime)
754         ) { return; }
755
756         switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
757         {
758                 case MUT_ITEMTOUCH_RETURN: { return; }
759                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
760         }
761
762         if (this.classname == "droppedweapon")
763         {
764                 this.strength_finished = max(0, this.strength_finished - time);
765                 this.invincible_finished = max(0, this.invincible_finished - time);
766                 this.superweapons_finished = max(0, this.superweapons_finished - time);
767         }
768         entity it = this.itemdef;
769         bool gave = ITEM_HANDLE(Pickup, it, this, other);
770         if (!gave)
771         {
772                 if (this.classname == "droppedweapon")
773                 {
774                         // undo what we did above
775                         this.strength_finished += time;
776                         this.invincible_finished += time;
777                         this.superweapons_finished += time;
778                 }
779                 return;
780         }
781
782         :pickup
783
784         other.last_pickup = time;
785
786         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
787         _sound (other, CH_TRIGGER, (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
788
789         if (this.classname == "droppedweapon")
790                 remove (this);
791         else if (this.spawnshieldtime)
792         {
793                 entity e;
794                 if(this.team)
795                 {
796                         RandomSelection_Init();
797                         for(entity head = world; (head = findfloat(head, team, this.team)); )
798                         {
799                                 if(head.flags & FL_ITEM)
800                                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
801                                 {
802                                         Item_Show(head, -1);
803                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
804                                 }
805                         }
806                         e = RandomSelection_chosen_ent;
807
808                 }
809                 else
810                         e = this;
811                 Item_ScheduleRespawn(e);
812         }
813 }
814
815 void Item_Reset(entity this)
816 {
817         Item_Show(this, !this.state);
818         setorigin(this, this.origin);
819
820         if (this.classname != "droppedweapon")
821         {
822                 this.think = Item_Think;
823                 this.nextthink = time;
824
825                 if (this.waypointsprite_attached)
826                         WaypointSprite_Kill(this.waypointsprite_attached);
827
828                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
829                         Item_ScheduleInitialRespawn(this);
830         }
831 }
832 void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
833
834 void Item_FindTeam()
835 {SELFPARAM();
836         entity head, e;
837
838         if(self.effects & EF_NODRAW)
839         {
840                 // marker for item team search
841                 LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
842                 RandomSelection_Init();
843                 for(head = world; (head = findfloat(head, team, self.team)); )
844                 if(head.flags & FL_ITEM)
845                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
846                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
847                 e = RandomSelection_chosen_ent;
848                 e.state = 0;
849                 Item_Show(e, 1);
850
851                 for(head = world; (head = findfloat(head, team, self.team)); )
852                 if(head.flags & FL_ITEM)
853                 if(head.classname != "item_flag_team" && head.classname != "item_key_team")
854                 {
855                         if(head != e)
856                         {
857                                 // make it a non-spawned item
858                                 Item_Show(head, -1);
859                                 head.state = 1; // state 1 = initially hidden item
860                         }
861                         head.effects &= ~EF_NODRAW;
862                 }
863
864                 Item_Reset(self);
865         }
866 }
867
868 // Savage: used for item garbage-collection
869 // TODO: perhaps nice special effect?
870 void RemoveItem()
871 {SELFPARAM();
872         if(wasfreed(self) || !self) { return; }
873         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
874         remove(self);
875 }
876
877 // pickup evaluation functions
878 // these functions decide how desirable an item is to the bots
879
880 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
881
882 float weapon_pickupevalfunc(entity player, entity item)
883 {
884         float c;
885
886         // See if I have it already
887         if(item.weapons & ~player.weapons)
888         {
889                 // If I can pick it up
890                 if(!item.spawnshieldtime)
891                         c = 0;
892                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
893                 {
894                         // Skilled bots will grab more
895                         c = bound(0, skill / 10, 1) * 0.5;
896                 }
897                 else
898                         c = 0;
899         }
900         else
901                 c = 1;
902
903         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
904         if( bot_custom_weapon && c )
905         {
906                 // Find the highest position on any range
907                 int position = -1;
908                 for (int j = 0; j < WEP_LAST ; ++j){
909                         if(
910                                         bot_weapons_far[j] == item.weapon ||
911                                         bot_weapons_mid[j] == item.weapon ||
912                                         bot_weapons_close[j] == item.weapon
913                           )
914                         {
915                                 position = j;
916                                 break;
917                         }
918                 }
919
920                 // Rate it
921                 if (position >= 0 )
922                 {
923                         position = WEP_LAST - position;
924                         // item.bot_pickupbasevalue is overwritten here
925                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
926                 }
927         }
928
929         return item.bot_pickupbasevalue * c;
930 }
931
932 float commodity_pickupevalfunc(entity player, entity item)
933 {
934         float c, i;
935         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
936         entity wi;
937         c = 0;
938
939         // Detect needed ammo
940         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
941         {
942                 wi = Weapons_from(i);
943
944                 if (!(player.weapons & (wi.m_wepset)))
945                         continue;
946
947                 if(wi.items & ITEM_Shells.m_itemid)
948                         need_shells = true;
949                 else if(wi.items & ITEM_Bullets.m_itemid)
950                         need_nails = true;
951                 else if(wi.items & ITEM_Rockets.m_itemid)
952                         need_rockets = true;
953                 else if(wi.items & ITEM_Cells.m_itemid)
954                         need_cells = true;
955                 else if(wi.items & ITEM_Plasma.m_itemid)
956                         need_plasma = true;
957                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
958                         need_fuel = true;
959         }
960
961         // TODO: figure out if the player even has the weapon this ammo is for?
962         // may not affect strategy much though...
963         // find out how much more ammo/armor/health the player can hold
964         if (need_shells)
965         if (item.ammo_shells)
966         if (player.ammo_shells < g_pickup_shells_max)
967                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
968         if (need_nails)
969         if (item.ammo_nails)
970         if (player.ammo_nails < g_pickup_nails_max)
971                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
972         if (need_rockets)
973         if (item.ammo_rockets)
974         if (player.ammo_rockets < g_pickup_rockets_max)
975                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
976         if (need_cells)
977         if (item.ammo_cells)
978         if (player.ammo_cells < g_pickup_cells_max)
979                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
980         if (need_plasma)
981         if (item.ammo_plasma)
982         if (player.ammo_plasma < g_pickup_plasma_max)
983                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
984         if (need_fuel)
985         if (item.ammo_fuel)
986         if (player.ammo_fuel < g_pickup_fuel_max)
987                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
988         if (item.armorvalue)
989         if (player.armorvalue < item.max_armorvalue)
990                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
991         if (item.health)
992         if (player.health < item.max_health)
993                 c = c + max(0, 1 - player.health / item.max_health);
994
995         return item.bot_pickupbasevalue * c;
996 }
997
998 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
999 {
1000         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1001                 RemoveItem();
1002 }
1003
1004 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1005 {
1006         string itemname = def.m_name;
1007         Model itemmodel = def.m_model;
1008     Sound pickupsound = def.m_sound;
1009         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1010         float pickupbasevalue = def.m_botvalue;
1011         int itemflags = def.m_itemflags;
1012
1013         startitem_failed = false;
1014
1015         this.item_model_ent = itemmodel;
1016     this.item_pickupsound_ent = pickupsound;
1017
1018         if(!this.respawntime) // both need to be set
1019         {
1020                 this.respawntime = defaultrespawntime;
1021                 this.respawntimejitter = defaultrespawntimejitter;
1022         }
1023
1024         int itemid = def.m_itemid;
1025         this.items = itemid;
1026         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1027         this.weapon = weaponid;
1028
1029         if(!this.fade_end)
1030         {
1031                 this.fade_start = autocvar_g_items_mindist;
1032                 this.fade_end = autocvar_g_items_maxdist;
1033         }
1034
1035         if(weaponid)
1036                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1037
1038         this.flags = FL_ITEM | itemflags;
1039
1040         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1041         {
1042                 startitem_failed = true;
1043                 remove(this);
1044                 return;
1045         }
1046
1047         // is it a dropped weapon?
1048         if (this.classname == "droppedweapon")
1049         {
1050                 this.reset = SUB_Remove;
1051                 // it's a dropped weapon
1052                 this.movetype = MOVETYPE_TOSS;
1053
1054                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1055                 this.think = RemoveItem;
1056                 this.nextthink = time + 20;
1057
1058                 this.takedamage = DAMAGE_YES;
1059                 this.event_damage = Item_Damage;
1060
1061                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1062                 {
1063                         // if item is worthless after a timer, have it expire then
1064                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1065                 }
1066
1067                 // don't drop if in a NODROP zone (such as lava)
1068                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1069                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1070                 {
1071                         startitem_failed = true;
1072                         remove(this);
1073                         return;
1074                 }
1075         }
1076         else
1077         {
1078                 if(!have_pickup_item(this))
1079                 {
1080                         startitem_failed = true;
1081                         remove (this);
1082                         return;
1083                 }
1084
1085                 if(this.angles != '0 0 0')
1086                         this.SendFlags |= ISF_ANGLES;
1087
1088                 this.reset = Item_Reset;
1089                 // it's a level item
1090                 if(this.spawnflags & 1)
1091                         this.noalign = 1;
1092                 if (this.noalign > 0)
1093                         this.movetype = MOVETYPE_NONE;
1094                 else
1095                         this.movetype = MOVETYPE_TOSS;
1096                 // do item filtering according to game mode and other things
1097                 if (this.noalign <= 0)
1098                 {
1099                         // first nudge it off the floor a little bit to avoid math errors
1100                         setorigin(this, this.origin + '0 0 1');
1101                         // set item size before we spawn a spawnfunc_waypoint
1102                         setsize(this, def.m_mins, def.m_maxs);
1103                         this.SendFlags |= ISF_SIZE;
1104                         // note droptofloor returns false if stuck/or would fall too far
1105                         if (!this.noalign)
1106                                 WITH(entity, self, this, droptofloor());
1107                         waypoint_spawnforitem(this);
1108                 }
1109
1110                 /*
1111                  * can't do it that way, as it would break maps
1112                  * TODO make a target_give like entity another way, that perhaps has
1113                  * the weapon name in a key
1114                 if(this.targetname)
1115                 {
1116                         // target_give not yet supported; maybe later
1117                         print("removed targeted ", this.classname, "\n");
1118                         startitem_failed = true;
1119                         remove (this);
1120                         return;
1121                 }
1122                 */
1123
1124                 if(autocvar_spawn_debug >= 2)
1125                 {
1126                         for(entity otheritem = findradius(this.origin, 3); otheritem; otheritem = otheritem.chain)
1127                         {
1128                             // why not flags & fl_item?
1129                                 if(otheritem.is_item)
1130                                 {
1131                                         LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1132                                         LOG_TRACE(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1133                                         error("Mapper sucks.");
1134                                 }
1135                         }
1136                         this.is_item = true;
1137                 }
1138
1139                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1140
1141                 precache_model(this.model);
1142                 precache_sound(this.item_pickupsound);
1143
1144                 if (   def.instanceOfPowerup
1145                         || def.instanceOfWeaponPickup
1146                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1147                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1148                         || (itemid & (IT_KEY1 | IT_KEY2))
1149                 ) this.target = "###item###"; // for finding the nearest item using find()
1150
1151                 Item_ItemsTime_SetTime(this, 0);
1152         }
1153
1154         this.bot_pickup = true;
1155         this.bot_pickupevalfunc = pickupevalfunc;
1156         this.bot_pickupbasevalue = pickupbasevalue;
1157         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1158         this.netname = itemname;
1159         this.touch = Item_Touch;
1160         setmodel(this, MDL_Null); // precision set below
1161         //this.effects |= EF_LOWPRECISION;
1162
1163         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1164
1165         this.SendFlags |= ISF_SIZE;
1166
1167         if (!(this.spawnflags & 1024)) {
1168                 if(def.instanceOfPowerup)
1169                         this.ItemStatus |= ITS_ANIMATE1;
1170         
1171                 if(this.armorvalue || this.health)
1172                         this.ItemStatus |= ITS_ANIMATE2;
1173         }
1174
1175         if(def.instanceOfWeaponPickup)
1176         {
1177                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1178                         this.colormap = 1024; // color shirt=0 pants=0 grey
1179                 else
1180                         this.gravity = 1;
1181                 if (!(this.spawnflags & 1024))
1182                         this.ItemStatus |= ITS_ANIMATE1;
1183                 this.ItemStatus |= ISF_COLORMAP;
1184         }
1185
1186         this.state = 0;
1187         if(this.team) // broken, no idea why.
1188         {
1189                 if(!this.cnt)
1190                         this.cnt = 1; // item probability weight
1191
1192                 this.effects |= EF_NODRAW; // marker for item team search
1193                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1194         }
1195         else
1196                 Item_Reset(this);
1197
1198         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1199
1200         // call this hook after everything else has been done
1201         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1202         {
1203                 startitem_failed = true;
1204                 remove(this);
1205                 return;
1206         }
1207 }
1208
1209 void StartItem(entity this, GameItem def)
1210 {
1211     _StartItem(
1212         this,
1213         this.itemdef = def,
1214         def.m_respawntime(), // defaultrespawntime
1215         def.m_respawntimejitter() // defaultrespawntimejitter
1216         );
1217 }
1218
1219 spawnfunc(item_rockets)
1220 {
1221         if(!this.ammo_rockets)
1222                 this.ammo_rockets = g_pickup_rockets;
1223         if(!this.pickup_anyway)
1224                 this.pickup_anyway = g_pickup_ammo_anyway;
1225     StartItem(this, ITEM_Rockets);
1226 }
1227
1228 spawnfunc(item_bullets)
1229 {
1230         if(!weaponswapping)
1231         if(autocvar_sv_q3acompat_machineshotgunswap)
1232         if(this.classname != "droppedweapon")
1233         {
1234                 weaponswapping = true;
1235                 spawnfunc_item_shells(this);
1236                 weaponswapping = false;
1237                 return;
1238         }
1239
1240         if(!this.ammo_nails)
1241                 this.ammo_nails = g_pickup_nails;
1242         if(!this.pickup_anyway)
1243                 this.pickup_anyway = g_pickup_ammo_anyway;
1244     StartItem(this, ITEM_Bullets);
1245 }
1246
1247 spawnfunc(item_cells)
1248 {
1249         if(!this.ammo_cells)
1250                 this.ammo_cells = g_pickup_cells;
1251         if(!this.pickup_anyway)
1252                 this.pickup_anyway = g_pickup_ammo_anyway;
1253         StartItem(this, ITEM_Cells);
1254 }
1255
1256 spawnfunc(item_plasma)
1257 {
1258         if(!this.ammo_plasma)
1259                 this.ammo_plasma = g_pickup_plasma;
1260         if(!this.pickup_anyway)
1261                 this.pickup_anyway = g_pickup_ammo_anyway;
1262         StartItem(this, ITEM_Plasma);
1263 }
1264
1265 spawnfunc(item_shells)
1266 {
1267         if(!weaponswapping)
1268         if(autocvar_sv_q3acompat_machineshotgunswap)
1269         if(this.classname != "droppedweapon")
1270         {
1271                 weaponswapping = true;
1272                 spawnfunc_item_bullets(this);
1273                 weaponswapping = false;
1274                 return;
1275         }
1276
1277         if(!this.ammo_shells)
1278                 this.ammo_shells = g_pickup_shells;
1279         if(!this.pickup_anyway)
1280                 this.pickup_anyway = g_pickup_ammo_anyway;
1281         StartItem(this, ITEM_Shells);
1282 }
1283
1284 spawnfunc(item_armor_small)
1285 {
1286         if(!this.armorvalue)
1287                 this.armorvalue = g_pickup_armorsmall;
1288         if(!this.max_armorvalue)
1289                 this.max_armorvalue = g_pickup_armorsmall_max;
1290         if(!this.pickup_anyway)
1291                 this.pickup_anyway = g_pickup_armorsmall_anyway;
1292         StartItem(this, ITEM_ArmorSmall);
1293 }
1294
1295 spawnfunc(item_armor_medium)
1296 {
1297         if(!this.armorvalue)
1298                 this.armorvalue = g_pickup_armormedium;
1299         if(!this.max_armorvalue)
1300                 this.max_armorvalue = g_pickup_armormedium_max;
1301         if(!this.pickup_anyway)
1302                 this.pickup_anyway = g_pickup_armormedium_anyway;
1303         StartItem(this, ITEM_ArmorMedium);
1304 }
1305
1306 spawnfunc(item_armor_big)
1307 {
1308         if(!this.armorvalue)
1309                 this.armorvalue = g_pickup_armorbig;
1310         if(!this.max_armorvalue)
1311                 this.max_armorvalue = g_pickup_armorbig_max;
1312         if(!this.pickup_anyway)
1313                 this.pickup_anyway = g_pickup_armorbig_anyway;
1314         StartItem(this, ITEM_ArmorLarge);
1315 }
1316
1317 spawnfunc(item_armor_large)
1318 {
1319         if(!this.armorvalue)
1320                 this.armorvalue = g_pickup_armorlarge;
1321         if(!this.max_armorvalue)
1322                 this.max_armorvalue = g_pickup_armorlarge_max;
1323         if(!this.pickup_anyway)
1324                 this.pickup_anyway = g_pickup_armorlarge_anyway;
1325         StartItem(this, ITEM_ArmorMega);
1326 }
1327
1328 spawnfunc(item_health_small)
1329 {
1330         if(!this.max_health)
1331                 this.max_health = g_pickup_healthsmall_max;
1332         if(!this.health)
1333                 this.health = g_pickup_healthsmall;
1334         if(!this.pickup_anyway)
1335                 this.pickup_anyway = g_pickup_healthsmall_anyway;
1336         StartItem(this, ITEM_HealthSmall);
1337 }
1338
1339 spawnfunc(item_health_medium)
1340 {
1341         if(!this.max_health)
1342                 this.max_health = g_pickup_healthmedium_max;
1343         if(!this.health)
1344                 this.health = g_pickup_healthmedium;
1345         if(!this.pickup_anyway)
1346                 this.pickup_anyway = g_pickup_healthmedium_anyway;
1347     StartItem(this, ITEM_HealthMedium);
1348 }
1349
1350 spawnfunc(item_health_large)
1351 {
1352         if(!this.max_health)
1353                 this.max_health = g_pickup_healthlarge_max;
1354         if(!this.health)
1355                 this.health = g_pickup_healthlarge;
1356         if(!this.pickup_anyway)
1357                 this.pickup_anyway = g_pickup_healthlarge_anyway;
1358         StartItem(this, ITEM_HealthLarge);
1359 }
1360
1361 spawnfunc(item_health_mega)
1362 {
1363     if(!this.max_health)
1364         this.max_health = g_pickup_healthmega_max;
1365     if(!this.health)
1366         this.health = g_pickup_healthmega;
1367     if(!this.pickup_anyway)
1368         this.pickup_anyway = g_pickup_healthmega_anyway;
1369     StartItem(this, ITEM_HealthMega);
1370 }
1371
1372 // support old misnamed entities
1373 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1374 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1375 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1376 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1377 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1378
1379 spawnfunc(item_strength)
1380 {
1381                 if(!this.strength_finished)
1382                         this.strength_finished = autocvar_g_balance_powerup_strength_time;
1383                 StartItem(this, ITEM_Strength);
1384 }
1385
1386 spawnfunc(item_invincible)
1387 {
1388                 if(!this.invincible_finished)
1389                         this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1390                 StartItem(this, ITEM_Shield);
1391 }
1392
1393 // compatibility:
1394 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1395
1396 void target_items_use()
1397 {SELFPARAM();
1398         if(activator.classname == "droppedweapon")
1399         {
1400                 EXACTTRIGGER_TOUCH;
1401                 remove(activator);
1402                 return;
1403         }
1404
1405         if (!IS_PLAYER(activator))
1406                 return;
1407         if(activator.deadflag != DEAD_NO)
1408                 return;
1409         EXACTTRIGGER_TOUCH;
1410
1411         entity e;
1412         for(e = world; (e = find(e, classname, "droppedweapon")); )
1413                 if(e.enemy == activator)
1414                         remove(e);
1415
1416         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1417                 centerprint(activator, self.message);
1418 }
1419
1420 spawnfunc(target_items)
1421 {
1422         float n, i, j;
1423         entity e;
1424         string s;
1425
1426         self.use = target_items_use;
1427         if(!self.strength_finished)
1428                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1429         if(!self.invincible_finished)
1430                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1431         if(!self.superweapons_finished)
1432                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1433
1434         n = tokenize_console(self.netname);
1435         if(argv(0) == "give")
1436         {
1437                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1438         }
1439         else
1440         {
1441                 for(i = 0; i < n; ++i)
1442                 {
1443                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1444                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1445                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1446                         else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
1447                         else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
1448                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1449                         else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
1450                         else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
1451                         else
1452                         {
1453                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1454                                 {
1455                                         e = Weapons_from(j);
1456                                         s = W_UndeprecateName(argv(i));
1457                                         if(s == e.netname)
1458                                         {
1459                                                 self.weapons |= (e.m_wepset);
1460                                                 if(self.spawnflags == 0 || self.spawnflags == 2) {
1461                                                         e.wr_init(e);
1462                                                 }
1463                                                 break;
1464                                         }
1465                                 }
1466                                 if(j > WEP_LAST)
1467                                         LOG_INFO("target_items: invalid item ", argv(i), "\n");
1468                         }
1469                 }
1470
1471                 string itemprefix, valueprefix;
1472                 if(self.spawnflags == 0)
1473                 {
1474                         itemprefix = "";
1475                         valueprefix = "";
1476                 }
1477                 else if(self.spawnflags == 1)
1478                 {
1479                         itemprefix = "max ";
1480                         valueprefix = "max ";
1481                 }
1482                 else if(self.spawnflags == 2)
1483                 {
1484                         itemprefix = "min ";
1485                         valueprefix = "min ";
1486                 }
1487                 else if(self.spawnflags == 4)
1488                 {
1489                         itemprefix = "minus ";
1490                         valueprefix = "max ";
1491                 }
1492                 else
1493                 {
1494                         error("invalid spawnflags");
1495                         itemprefix = valueprefix = string_null;
1496                 }
1497
1498                 self.netname = "";
1499                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1500                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1501                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * boolean(self.items & ITEM_Strength.m_itemid), "strength");
1502                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * boolean(self.items & ITEM_Shield.m_itemid), "invincible");
1503                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * boolean(self.items & IT_SUPERWEAPON), "superweapons");
1504                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1505                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1506                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1507                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1508                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1509                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1510                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1511                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1512                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1513                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1514                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1515                 {
1516                         e = Weapons_from(j);
1517                         if(e == WEP_Null) continue;
1518                         self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (e.m_wepset)), e.netname);
1519                 }
1520         }
1521         self.netname = strzone(self.netname);
1522         //print(self.netname, "\n");
1523
1524         n = tokenize_console(self.netname);
1525         for(i = 0; i < n; ++i)
1526         {
1527                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1528                 {
1529                         e = Weapons_from(j);
1530                         if(argv(i) == e.netname)
1531                         {
1532                                 e.wr_init(e);
1533                                 break;
1534                         }
1535                 }
1536         }
1537 }
1538
1539 spawnfunc(item_fuel)
1540 {
1541         if(!this.ammo_fuel)
1542                 this.ammo_fuel = g_pickup_fuel;
1543         if(!this.pickup_anyway)
1544                 this.pickup_anyway = g_pickup_ammo_anyway;
1545         StartItem(this, ITEM_JetpackFuel);
1546 }
1547
1548 spawnfunc(item_fuel_regen)
1549 {
1550         if(start_items & ITEM_JetpackRegen.m_itemid)
1551         {
1552                 spawnfunc_item_fuel(this);
1553                 return;
1554         }
1555         StartItem(this, ITEM_JetpackRegen);
1556 }
1557
1558 spawnfunc(item_jetpack)
1559 {
1560         if(!this.ammo_fuel)
1561                 this.ammo_fuel = g_pickup_fuel_jetpack;
1562         if(start_items & ITEM_Jetpack.m_itemid)
1563         {
1564                 spawnfunc_item_fuel(this);
1565                 return;
1566         }
1567         StartItem(this, ITEM_Jetpack);
1568 }
1569
1570 float GiveWeapon(entity e, float wpn, float op, float val)
1571 {
1572         WepSet v0, v1;
1573         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1574         v0 = (e.weapons & s);
1575         switch(op)
1576         {
1577                 case OP_SET:
1578                         if(val > 0)
1579                                 e.weapons |= s;
1580                         else
1581                                 e.weapons &= ~s;
1582                         break;
1583                 case OP_MIN:
1584                 case OP_PLUS:
1585                         if(val > 0)
1586                                 e.weapons |= s;
1587                         break;
1588                 case OP_MAX:
1589                         if(val <= 0)
1590                                 e.weapons &= ~s;
1591                         break;
1592                 case OP_MINUS:
1593                         if(val > 0)
1594                                 e.weapons &= ~s;
1595                         break;
1596         }
1597         v1 = (e.weapons & s);
1598         return (v0 != v1);
1599 }
1600
1601 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1602 {
1603         if(v1 == v0)
1604                 return;
1605         if(v1 <= v0 - t)
1606         {
1607                 if(snd_decr != "")
1608                         _sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1609         }
1610         else if(v0 >= v0 + t)
1611         {
1612                 if(snd_incr != "")
1613                         _sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1614         }
1615 }
1616
1617 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1618 {
1619         if(v0 < v1)
1620                 e.(rotfield) = max(e.(rotfield), time + rottime);
1621         else if(v0 > v1)
1622                 e.(regenfield) = max(e.(regenfield), time + regentime);
1623 }
1624 float GiveItems(entity e, float beginarg, float endarg)
1625 {SELFPARAM();
1626         float got, i, j, val, op;
1627         float _switchweapon;
1628         entity wi;
1629         string cmd;
1630
1631         val = 999;
1632         op = OP_SET;
1633
1634         got = 0;
1635
1636         _switchweapon = false;
1637         if (e.autoswitch)
1638                 if (PS(e).m_switchweapon == w_getbestweapon(e))
1639                         _switchweapon = true;
1640
1641         e.strength_finished = max(0, e.strength_finished - time);
1642         e.invincible_finished = max(0, e.invincible_finished - time);
1643         e.superweapons_finished = max(0, e.superweapons_finished - time);
1644
1645         PREGIVE(e, items);
1646         PREGIVE_WEAPONS(e);
1647         PREGIVE(e, strength_finished);
1648         PREGIVE(e, invincible_finished);
1649         PREGIVE(e, superweapons_finished);
1650         PREGIVE(e, ammo_nails);
1651         PREGIVE(e, ammo_cells);
1652         PREGIVE(e, ammo_plasma);
1653         PREGIVE(e, ammo_shells);
1654         PREGIVE(e, ammo_rockets);
1655         PREGIVE(e, ammo_fuel);
1656         PREGIVE(e, armorvalue);
1657         PREGIVE(e, health);
1658
1659         for(i = beginarg; i < endarg; ++i)
1660         {
1661                 cmd = argv(i);
1662
1663                 if(cmd == "0" || stof(cmd))
1664                 {
1665                         val = stof(cmd);
1666                         continue;
1667                 }
1668                 switch(cmd)
1669                 {
1670                         case "no":
1671                                 op = OP_MAX;
1672                                 val = 0;
1673                                 continue;
1674                         case "max":
1675                                 op = OP_MAX;
1676                                 continue;
1677                         case "min":
1678                                 op = OP_MIN;
1679                                 continue;
1680                         case "plus":
1681                                 op = OP_PLUS;
1682                                 continue;
1683                         case "minus":
1684                                 op = OP_MINUS;
1685                                 continue;
1686                         case "ALL":
1687                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1688                                 got += GiveValue(e, strength_finished, op, val);
1689                                 got += GiveValue(e, invincible_finished, op, val);
1690                                 got += GiveValue(e, superweapons_finished, op, val);
1691                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1692                         case "all":
1693                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1694                                 got += GiveValue(e, health, op, val);
1695                                 got += GiveValue(e, armorvalue, op, val);
1696                         case "allweapons":
1697                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1698                                 {
1699                                         wi = Weapons_from(j);
1700                                         if(wi == WEP_Null) continue;
1701                                         if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1702                                                 got += GiveWeapon(e, j, op, val);
1703                                 }
1704                         case "allammo":
1705                                 got += GiveValue(e, ammo_cells, op, val);
1706                                 got += GiveValue(e, ammo_plasma, op, val);
1707                                 got += GiveValue(e, ammo_shells, op, val);
1708                                 got += GiveValue(e, ammo_nails, op, val);
1709                                 got += GiveValue(e, ammo_rockets, op, val);
1710                                 got += GiveValue(e, ammo_fuel, op, val);
1711                                 break;
1712                         case "unlimited_ammo":
1713                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1714                                 break;
1715                         case "unlimited_weapon_ammo":
1716                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1717                                 break;
1718                         case "unlimited_superweapons":
1719                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1720                                 break;
1721                         case "jetpack":
1722                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1723                                 break;
1724                         case "fuel_regen":
1725                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1726                                 break;
1727                         case "strength":
1728                                 got += GiveValue(e, strength_finished, op, val);
1729                                 break;
1730                         case "invincible":
1731                                 got += GiveValue(e, invincible_finished, op, val);
1732                                 break;
1733                         case "superweapons":
1734                                 got += GiveValue(e, superweapons_finished, op, val);
1735                                 break;
1736                         case "cells":
1737                                 got += GiveValue(e, ammo_cells, op, val);
1738                                 break;
1739                         case "plasma":
1740                                 got += GiveValue(e, ammo_plasma, op, val);
1741                                 break;
1742                         case "shells":
1743                                 got += GiveValue(e, ammo_shells, op, val);
1744                                 break;
1745                         case "nails":
1746                         case "bullets":
1747                                 got += GiveValue(e, ammo_nails, op, val);
1748                                 break;
1749                         case "rockets":
1750                                 got += GiveValue(e, ammo_rockets, op, val);
1751                                 break;
1752                         case "health":
1753                                 got += GiveValue(e, health, op, val);
1754                                 break;
1755                         case "armor":
1756                                 got += GiveValue(e, armorvalue, op, val);
1757                                 break;
1758                         case "fuel":
1759                                 got += GiveValue(e, ammo_fuel, op, val);
1760                                 break;
1761                         default:
1762                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1763                                 {
1764                                         wi = Weapons_from(j);
1765                                         if(cmd == wi.netname)
1766                                         {
1767                                                 got += GiveWeapon(e, j, op, val);
1768                                                 break;
1769                                         }
1770                                 }
1771                                 if(j > WEP_LAST)
1772                                         LOG_INFO("give: invalid item ", cmd, "\n");
1773                                 break;
1774                 }
1775                 val = 999;
1776                 op = OP_SET;
1777         }
1778
1779         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND(ITEMPICKUP), string_null);
1780         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND(POWERUP), SND(POWEROFF));
1781         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND(POWERUP), SND(POWEROFF));
1782         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND(ITEMPICKUP), string_null);
1783         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1784         {
1785                 wi = Weapons_from(j);
1786                 if (wi == WEP_Null) continue;
1787                 POSTGIVE_WEAPON(e, Weapons_from(j), SND(WEAPONPICKUP), string_null);
1788                 if (!(save_weapons & (wi.m_wepset)))
1789                         if(e.weapons & (wi.m_wepset)) {
1790                                 wi.wr_init(wi);
1791                         }
1792         }
1793         POSTGIVE_VALUE(e, strength_finished, 1, SND(POWERUP), SND(POWEROFF));
1794         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", SND(POWEROFF));
1795         POSTGIVE_VALUE(e, ammo_nails, 0, SND(ITEMPICKUP), string_null);
1796         POSTGIVE_VALUE(e, ammo_cells, 0, SND(ITEMPICKUP), string_null);
1797         POSTGIVE_VALUE(e, ammo_plasma, 0, SND(ITEMPICKUP), string_null);
1798         POSTGIVE_VALUE(e, ammo_shells, 0, SND(ITEMPICKUP), string_null);
1799         POSTGIVE_VALUE(e, ammo_rockets, 0, SND(ITEMPICKUP), string_null);
1800         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);
1801         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);
1802         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);
1803
1804         if(e.superweapons_finished <= 0)
1805                 if(self.weapons & WEPSET_SUPERWEAPONS)
1806                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1807
1808         if(e.strength_finished <= 0)
1809                 e.strength_finished = 0;
1810         else
1811                 e.strength_finished += time;
1812         if(e.invincible_finished <= 0)
1813                 e.invincible_finished = 0;
1814         else
1815                 e.invincible_finished += time;
1816         if(e.superweapons_finished <= 0)
1817                 e.superweapons_finished = 0;
1818         else
1819                 e.superweapons_finished += time;
1820
1821         if (!(e.weapons & WepSet_FromWeapon(PS(e).m_switchweapon)))
1822                 _switchweapon = true;
1823         if(_switchweapon)
1824                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1825
1826         return got;
1827 }
1828 #endif