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Item Pickup panel
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / items / items.qc
1 #include "items.qh"
2
3 #include <common/constants.qh>
4 #include <common/deathtypes/all.qh>
5 #include <common/gamemodes/gamemode/cts/cts.qh>
6 #include <common/items/_mod.qh>
7 #include <common/mapobjects/subs.qh>
8 #include <common/mapobjects/triggers.qh>
9 #include <common/monsters/_mod.qh>
10 #include <common/mutators/mutator/buffs/buffs.qh>
11 #include <common/mutators/mutator/buffs/sv_buffs.qh>
12 #include <common/mutators/mutator/powerups/_mod.qh>
13 #include <common/mutators/mutator/status_effects/_mod.qh>
14 #include <common/net_linked.qh>
15 #include <common/notifications/all.qh>
16 #include <common/resources/resources.qh>
17 #include <common/util.qh>
18 #include <common/weapons/_all.qh>
19 #include <common/wepent.qh>
20 #include <lib/warpzone/common.qh>
21 #include <lib/warpzone/util_server.qh>
22 #include <server/bot/api.qh>
23 #include <server/command/vote.qh>
24 #include <server/damage.qh>
25 #include <server/mutators/_mod.qh>
26 #include <server/teamplay.qh>
27 #include <server/weapons/common.qh>
28 #include <server/weapons/selection.qh>
29 #include <server/weapons/weaponsystem.qh>
30 #include <server/world.qh>
31
32 bool ItemSend(entity this, entity to, int sf)
33 {
34         if(this.gravity)
35                 sf |= ISF_DROP;
36         else
37                 sf &= ~ISF_DROP;
38
39         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
40         WriteByte(MSG_ENTITY, sf);
41
42         //WriteByte(MSG_ENTITY, this.cnt);
43         if(sf & ISF_LOCATION)
44         {
45                 WriteVector(MSG_ENTITY, this.origin);
46         }
47
48         if(sf & ISF_ANGLES)
49         {
50                 WriteAngleVector(MSG_ENTITY, this.angles);
51         }
52
53         // sets size on the client, unused on server
54         //if(sf & ISF_SIZE)
55
56         if(sf & ISF_STATUS)
57                 WriteByte(MSG_ENTITY, this.ItemStatus);
58
59         if(sf & ISF_MODEL)
60         {
61                 WriteShort(MSG_ENTITY, bound(0, this.fade_end, 32767));
62                 WriteShort(MSG_ENTITY, bound(0, this.fade_start, 32767));
63
64                 if(this.mdl == "")
65                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
66
67                 WriteString(MSG_ENTITY, this.mdl);
68                 WriteByte(MSG_ENTITY, bound(0, this.skin, 255));
69         }
70
71         if(sf & ISF_COLORMAP)
72         {
73                 WriteShort(MSG_ENTITY, this.colormap);
74                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
75                 WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
76                 WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
77         }
78
79         if(sf & ISF_DROP)
80         {
81                 WriteVector(MSG_ENTITY, this.velocity);
82         }
83
84         return true;
85 }
86
87 void ItemUpdate(entity this)
88 {
89         this.oldorigin = this.origin;
90         this.SendFlags |= ISF_LOCATION;
91 }
92
93 void UpdateItemAfterTeleport(entity this)
94 {
95         if(getSendEntity(this) == ItemSend)
96                 ItemUpdate(this);
97 }
98
99 bool have_pickup_item(entity this)
100 {
101         if(this.itemdef.instanceOfPowerup)
102         {
103                 if(autocvar_g_powerups > 0)
104                         return true;
105                 if(autocvar_g_powerups == 0)
106                         return false;
107         }
108         else
109         {
110                 if(autocvar_g_pickup_items > 0)
111                         return true;
112                 if(autocvar_g_pickup_items == 0)
113                         return false;
114                 if(g_weaponarena)
115                         if(STAT(WEAPONS, this) || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
116                                 return false;
117         }
118         return true;
119 }
120
121 void Item_Show(entity e, int mode)
122 {
123         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
124         e.ItemStatus &= ~ITS_STAYWEP;
125         entity def = e.itemdef;
126         if (mode > 0)
127         {
128                 // make the item look normal, and be touchable
129                 e.model = e.mdl;
130                 e.solid = SOLID_TRIGGER;
131                 e.spawnshieldtime = 1;
132                 e.ItemStatus |= ITS_AVAILABLE;
133         }
134         else if (mode < 0)
135         {
136                 // hide the item completely
137                 e.model = string_null;
138                 e.solid = SOLID_NOT;
139                 e.spawnshieldtime = 1;
140                 e.ItemStatus &= ~ITS_AVAILABLE;
141         }
142         else
143         {
144                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.m_wepset & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
145                         || e.team // weapon stay isn't supported for teamed weapons
146                         ;
147                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
148                 {
149                         // make the item translucent and not touchable
150                         e.model = e.mdl;
151                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
152                         e.effects |= EF_STARDUST;
153                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
154                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
155                 }
156                 else
157                 {
158                         //setmodel(e, "null");
159                         e.solid = SOLID_NOT;
160                         e.colormod = '0 0 0';
161                         //e.glowmod = e.colormod;
162                         e.spawnshieldtime = 1;
163                         e.ItemStatus &= ~ITS_AVAILABLE;
164                 }
165         }
166
167         if (def.m_glow)
168                 e.ItemStatus |= ITS_GLOW;
169
170         if (autocvar_g_nodepthtestitems)
171                 e.effects |= EF_NODEPTHTEST;
172
173         if (autocvar_g_fullbrightitems)
174                 e.ItemStatus |= ITS_ALLOWFB;
175         else
176                 e.ItemStatus &= ~ITS_ALLOWFB;
177
178         if (autocvar_sv_simple_items)
179                 e.ItemStatus |= ITS_ALLOWSI;
180
181         // relink entity (because solid may have changed)
182         setorigin(e, e.origin);
183         e.SendFlags |= ISF_STATUS;
184 }
185
186 void Item_Think(entity this)
187 {
188         this.nextthink = time;
189         if(this.origin != this.oldorigin)
190                 ItemUpdate(this);
191 }
192
193 bool Item_ItemsTime_SpectatorOnly(GameItem it);
194 bool Item_ItemsTime_Allow(GameItem it);
195 float Item_ItemsTime_UpdateTime(entity e, float t);
196 void Item_ItemsTime_SetTime(entity e, float t);
197 void Item_ItemsTime_SetTimesForAllPlayers();
198
199 void Item_Respawn(entity this)
200 {
201         Item_Show(this, 1);
202         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
203
204         if (Item_ItemsTime_Allow(this.itemdef) || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS))
205         {
206                 float t = Item_ItemsTime_UpdateTime(this, 0);
207                 Item_ItemsTime_SetTime(this, t);
208                 Item_ItemsTime_SetTimesForAllPlayers();
209         }
210
211         setthink(this, Item_Think);
212         this.nextthink = time;
213
214         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
215         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
216 }
217
218 void Item_RespawnCountdown(entity this)
219 {
220         if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
221         {
222                 if(this.waypointsprite_attached)
223                         WaypointSprite_Kill(this.waypointsprite_attached);
224                 Item_Respawn(this);
225         }
226         else
227         {
228                 this.nextthink = time + 1;
229                 this.item_respawncounter += 1;
230                 if(this.item_respawncounter == 1)
231                 {
232                         do {
233                                 {
234                                         entity wi = REGISTRY_GET(Weapons, this.weapon);
235                                         if (wi != WEP_Null) {
236                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
237                                                 wp.wp_extra = wi.m_id;
238                                                 break;
239                                         }
240                                 }
241                                 {
242                                         entity ii = this.itemdef;
243                                         if (ii != NULL) {
244                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
245                                                 wp.wp_extra = ii.m_id;
246                                                 break;
247                                         }
248                                 }
249                         } while (0);
250                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
251                         if(this.waypointsprite_attached)
252                         {
253                                 GameItem def = this.itemdef;
254                                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
255                                         WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
256                                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
257                         }
258                 }
259
260                 if(this.waypointsprite_attached)
261                 {
262                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
263                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
264                                 {
265                                         msg_entity = it;
266                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM, 0); // play respawn sound
267                                 }
268                         });
269
270                         WaypointSprite_Ping(this.waypointsprite_attached);
271                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
272                 }
273         }
274 }
275
276 void Item_RespawnThink(entity this)
277 {
278         this.nextthink = time;
279         if(this.origin != this.oldorigin)
280                 ItemUpdate(this);
281
282         if(time >= this.wait)
283                 Item_Respawn(this);
284 }
285
286 void Item_ScheduleRespawnIn(entity e, float t)
287 {
288         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
289         if ((Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
290         {
291                 setthink(e, Item_RespawnCountdown);
292                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
293                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
294                 e.item_respawncounter = 0;
295                 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
296                 {
297                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
298                         Item_ItemsTime_SetTime(e, t);
299                         Item_ItemsTime_SetTimesForAllPlayers();
300                 }
301         }
302         else
303         {
304                 setthink(e, Item_RespawnThink);
305                 e.nextthink = time;
306                 e.scheduledrespawntime = time + t;
307                 e.wait = time + t;
308
309                 if(Item_ItemsTime_Allow(e.itemdef) || (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
310                 {
311                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
312                         Item_ItemsTime_SetTime(e, t);
313                         Item_ItemsTime_SetTimesForAllPlayers();
314                 }
315         }
316 }
317
318 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
319 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
320 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
321
322 /// Adjust respawn time according to the number of players.
323 float adjust_respawntime(float normal_respawntime) {
324         float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
325         float o = autocvar_g_pickup_respawntime_scaling_offset;
326         float l = autocvar_g_pickup_respawntime_scaling_linear;
327
328         if (r == 0 && l == 1) {
329                 return normal_respawntime;
330         }
331
332         entity balance = TeamBalance_CheckAllowedTeams(NULL);
333         TeamBalance_GetTeamCounts(balance, NULL);
334         int players = 0;
335         for (int i = 1; i <= NUM_TEAMS; ++i)
336         {
337                 if (TeamBalance_IsTeamAllowed(balance, i))
338                 {
339                         players += TeamBalance_GetNumberOfPlayers(balance, i);
340                 }
341         }
342         TeamBalance_Destroy(balance);
343
344         if (players >= 2) {
345                 return normal_respawntime * (r / (players + o) + l);
346         } else {
347                 return normal_respawntime;
348         }
349 }
350
351 void Item_ScheduleRespawn(entity e)
352 {
353         if(e.respawntime > 0)
354         {
355                 Item_Show(e, 0);
356
357                 float adjusted_respawntime = adjust_respawntime(e.respawntime);
358                 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
359
360                 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
361                 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
362                 Item_ScheduleRespawnIn(e, respawn_in);
363         }
364         else // if respawntime is -1, this item does not respawn
365                 Item_Show(e, -1);
366 }
367
368 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
369         "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
370
371 void Item_ScheduleInitialRespawn(entity e)
372 {
373         Item_Show(e, 0);
374
375         float spawn_in;
376         if (autocvar_g_pickup_respawntime_initial_random == 0)
377         {
378                 // range: respawntime .. respawntime + respawntimejitter
379                 spawn_in = e.respawntime + random() * e.respawntimejitter;
380         }
381         else
382         {
383                 float rnd;
384                 if (autocvar_g_pickup_respawntime_initial_random == 1)
385                 {
386                         static float shared_random = 0;
387                         // NOTE this code works only if items are scheduled at the same time (normal case)
388                         // NOTE2 random() can't return exactly 1 so this check always work as intended
389                         if (!shared_random || floor(time) > shared_random)
390                                 shared_random = floor(time) + random();
391                         rnd = shared_random - floor(time);
392                 }
393                 else
394                         rnd = random();
395
396                 // range:
397                 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
398                 // else: 0 .. ITEM_RESPAWN_TICKS
399                 // this is to prevent powerups spawning unexpectedly without waypoints
400                 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
401         }
402
403         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
404 }
405
406 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
407         entity ammo_entity)
408 {
409         if (num_weapons == 0)
410         {
411                 return;
412         }
413         int num_potential_weapons = tokenize_console(weapon_names);
414         for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
415         {
416                 RandomSelection_Init();
417                 for (int weapon_index = 0; weapon_index < num_potential_weapons;
418                         ++weapon_index)
419                 {
420                         string weapon = argv(weapon_index);
421                         FOREACH(Weapons, it != WEP_Null,
422                         {
423                                 // Finding a weapon which player doesn't have.
424                                 if (!(STAT(WEAPONS, receiver) & it.m_wepset) && (it.netname == weapon))
425                                 {
426                                         RandomSelection_AddEnt(it, 1, 1);
427                                         break;
428                                 }
429                         });
430                 }
431                 if (RandomSelection_chosen_ent == NULL)
432                 {
433                         return;
434                 }
435                 STAT(WEAPONS, receiver) |= RandomSelection_chosen_ent.m_wepset;
436                 if (RandomSelection_chosen_ent.ammo_type == RES_NONE)
437                 {
438                         continue;
439                 }
440                 if (GetResource(receiver,
441                         RandomSelection_chosen_ent.ammo_type) != 0)
442                 {
443                         continue;
444                 }
445                 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
446                         GetResource(ammo_entity,
447                         RandomSelection_chosen_ent.ammo_type));
448         }
449 }
450
451 bool Item_GiveAmmoTo(entity item, entity player, Resource res_type, float ammomax)
452 {
453         float amount = GetResource(item, res_type);
454         if (amount == 0)
455         {
456                 return false;
457         }
458         float player_amount = GetResource(player, res_type);
459         if (item.spawnshieldtime)
460         {
461                 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
462                         return false;
463         }
464         else if (g_weapon_stay == 2)
465         {
466                 ammomax = min(amount, ammomax);
467                 if(player_amount >= ammomax)
468                         return false;
469         }
470         else
471                 return false;
472         if (amount < 0)
473                 TakeResourceWithLimit(player, res_type, -amount, ammomax);
474         else
475                 GiveResourceWithLimit(player, res_type, amount, ammomax);
476         return true;
477 }
478
479 void Item_NotifyWeapon(entity player, int wep)
480 {
481         FOREACH_CLIENT(IS_REAL_CLIENT(it) && (it == player || (IS_SPEC(it) && it.enemy == player)), {
482                 msg_entity = it;
483                 WriteHeader(MSG_ONE, TE_CSQC_WEAPONPICKUP);
484                 WriteByte(MSG_ONE, wep);
485         });
486 }
487
488 bool Item_GiveTo(entity item, entity player)
489 {
490         // if nothing happens to player, just return without taking the item
491         int _switchweapon = 0;
492         // in case the player has autoswitch enabled do the following:
493         // if the player is using their best weapon before items are given, they
494         // probably want to switch to an even better weapon after items are given
495
496         if(CS_CVAR(player).cvar_cl_autoswitch)
497         {
498                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
499                 {
500                         .entity weaponentity = weaponentities[slot];
501                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
502                         {
503                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
504                                         _switchweapon |= BIT(slot);
505
506                                 if(!(STAT(WEAPONS, player) & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
507                                         _switchweapon |= BIT(slot);
508                         }
509                 }
510         }
511         bool pickedup = false;
512         pickedup |= Item_GiveAmmoTo(item, player, RES_HEALTH, item.max_health);
513         pickedup |= Item_GiveAmmoTo(item, player, RES_ARMOR, item.max_armorvalue);
514         pickedup |= Item_GiveAmmoTo(item, player, RES_SHELLS, g_pickup_shells_max);
515         pickedup |= Item_GiveAmmoTo(item, player, RES_BULLETS, g_pickup_nails_max);
516         pickedup |= Item_GiveAmmoTo(item, player, RES_ROCKETS, g_pickup_rockets_max);
517         pickedup |= Item_GiveAmmoTo(item, player, RES_CELLS, g_pickup_cells_max);
518         pickedup |= Item_GiveAmmoTo(item, player, RES_PLASMA, g_pickup_plasma_max);
519         pickedup |= Item_GiveAmmoTo(item, player, RES_FUEL, g_pickup_fuel_max);
520         if (item.itemdef.instanceOfWeaponPickup)
521         {
522                 WepSet w, wp;
523                 w = STAT(WEAPONS, item);
524                 wp = w & ~STAT(WEAPONS, player);
525
526                 if (wp || (item.spawnshieldtime && item.pickup_anyway > 0))
527                 {
528                         pickedup = true;
529                         FOREACH(Weapons, it != WEP_Null, {
530                                 if(w & (it.m_wepset))
531                                         Item_NotifyWeapon(player, it.m_id);
532
533                                 if(wp & (it.m_wepset))
534                                 {
535                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
536                                         {
537                                                 .entity weaponentity = weaponentities[slot];
538                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
539                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
540                                         }
541                                         W_GiveWeapon(player, it.m_id);
542                                 }
543                         });
544                 }
545         }
546
547         if (item.itemdef.instanceOfPowerup)
548         {
549                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
550                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
551                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
552                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
553         }
554
555         int its;
556         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
557         {
558                 pickedup = true;
559                 player.items |= its;
560                 // TODO: we probably want to show a message in the console, but not this one!
561                 //Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
562         }
563
564         if (item.strength_finished)
565         {
566                 pickedup = true;
567                 float t = max(StatusEffects_gettime(STATUSEFFECT_Strength, player), time);
568                 if (autocvar_g_powerups_stack)
569                         t += item.strength_finished;
570                 else
571                         t = max(t, time + item.strength_finished);
572                 StatusEffects_apply(STATUSEFFECT_Strength, player, t, 0);
573         }
574         if (item.invincible_finished)
575         {
576                 pickedup = true;
577                 float t = max(StatusEffects_gettime(STATUSEFFECT_Shield, player), time);
578                 if (autocvar_g_powerups_stack)
579                         t += item.invincible_finished;
580                 else
581                         t = max(t, time + item.invincible_finished);
582                 StatusEffects_apply(STATUSEFFECT_Shield, player, t, 0);
583         }
584         if (item.speed_finished)
585         {
586                 pickedup = true;
587                 float t = max(StatusEffects_gettime(STATUSEFFECT_Speed, player), time);
588                 if (autocvar_g_powerups_stack)
589                         t += item.speed_finished;
590                 else
591                         t = max(t, time + item.speed_finished);
592                 StatusEffects_apply(STATUSEFFECT_Speed, player, t, 0);
593         }
594         if (item.invisibility_finished)
595         {
596                 pickedup = true;
597                 float t = max(StatusEffects_gettime(STATUSEFFECT_Invisibility, player), time);
598                 if (autocvar_g_powerups_stack)
599                         t += item.invisibility_finished;
600                 else
601                         t = max(t, time + item.invisibility_finished);
602                 StatusEffects_apply(STATUSEFFECT_Invisibility, player, t, 0);
603         }
604         if (item.superweapons_finished)
605         {
606                 pickedup = true;
607                 StatusEffects_apply(STATUSEFFECT_Superweapons, player, max(StatusEffects_gettime(STATUSEFFECT_Superweapons, player), time) + item.superweapons_finished, 0);
608         }
609
610         // always eat teamed entities
611         if(item.team)
612                 pickedup = true;
613
614         if (!pickedup)
615                 return false;
616
617         // crude hack to enforce switching weapons
618         if(g_cts && item.itemdef.instanceOfWeaponPickup && !CS_CVAR(player).cvar_cl_cts_noautoswitch)
619         {
620                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
621                 {
622                         .entity weaponentity = weaponentities[slot];
623                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
624                                 W_SwitchWeapon_Force(player, REGISTRY_GET(Weapons, item.weapon), weaponentity);
625                 }
626                 return true;
627         }
628
629         if(_switchweapon)
630         {
631                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
632                 {
633                         .entity weaponentity = weaponentities[slot];
634                         if(_switchweapon & BIT(slot))
635                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
636                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
637                 }
638         }
639
640         return true;
641 }
642
643 void Item_Touch(entity this, entity toucher)
644 {
645         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
646         if (Item_IsLoot(this))
647         {
648                 if (ITEM_TOUCH_NEEDKILL())
649                 {
650                         RemoveItem(this);
651                         return;
652                 }
653         }
654
655         if(!(toucher.flags & FL_PICKUPITEMS)
656         || STAT(FROZEN, toucher)
657         || IS_DEAD(toucher)
658         || (this.solid != SOLID_TRIGGER)
659         || (this.owner == toucher)
660         || (time < this.item_spawnshieldtime)
661         ) { return; }
662
663         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
664         {
665                 case MUT_ITEMTOUCH_RETURN: { return; }
666                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
667         }
668
669         toucher = M_ARGV(1, entity);
670
671         if (Item_IsExpiring(this))
672         {
673                 this.strength_finished = max(0, this.strength_finished - time);
674                 this.invincible_finished = max(0, this.invincible_finished - time);
675                 this.speed_finished = max(0, this.speed_finished - time);
676                 this.invisibility_finished = max(0, this.invisibility_finished - time);
677                 this.superweapons_finished = max(0, this.superweapons_finished - time);
678         }
679         bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
680         if (!gave)
681         {
682                 if (Item_IsExpiring(this))
683                 {
684                         // undo what we did above
685                         this.strength_finished += time;
686                         this.invincible_finished += time;
687                         this.speed_finished += time;
688                         this.invisibility_finished += time;
689                         this.superweapons_finished += time;
690                 }
691                 return;
692         }
693
694 LABEL(pickup)
695
696         if(this.target && this.target != "" && this.target != "###item###") // defrag support
697                 SUB_UseTargets(this, toucher, NULL);
698
699         STAT(LAST_PICKUP, toucher) = time;
700
701         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
702         _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
703
704         MUTATOR_CALLHOOK(ItemTouched, this, toucher);
705         if (wasfreed(this))
706         {
707                 return;
708         }
709
710         if (Item_IsLoot(this))
711         {
712                 delete(this);
713                 return;
714         }
715         if (!this.spawnshieldtime)
716         {
717                 return;
718         }
719         entity e;
720         if (this.team)
721         {
722                 RandomSelection_Init();
723                 IL_EACH(g_items, it.team == this.team,
724                 {
725                         if (it.itemdef) // is a registered item
726                         {
727                                 Item_Show(it, -1);
728                                 it.scheduledrespawntime = 0;
729                                 RandomSelection_AddEnt(it, it.cnt, 0);
730                         }
731                 });
732                 e = RandomSelection_chosen_ent;
733                 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
734         }
735         else
736                 e = this;
737         Item_ScheduleRespawn(e);
738 }
739
740 void Item_Reset(entity this)
741 {
742         Item_Show(this, !this.state);
743
744         if (Item_IsLoot(this))
745         {
746                 return;
747         }
748         setthink(this, Item_Think);
749         this.nextthink = time;
750         if (this.waypointsprite_attached)
751         {
752                 WaypointSprite_Kill(this.waypointsprite_attached);
753         }
754         if (this.itemdef.instanceOfPowerup || (STAT(WEAPONS, this) & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
755         {
756                 Item_ScheduleInitialRespawn(this);
757         }
758 }
759
760 void Item_FindTeam(entity this)
761 {
762         if(!(this.effects & EF_NOGUNBOB)) // marker for item team search
763                 return;
764
765         LOG_TRACE("Initializing item team ", ftos(this.team));
766         RandomSelection_Init();
767         IL_EACH(g_items, it.team == this.team,
768         {
769                 if(it.itemdef) // is a registered item
770                         RandomSelection_AddEnt(it, it.cnt, 0);
771         });
772
773         entity e = RandomSelection_chosen_ent;
774         if (!e)
775                 return;
776
777         IL_EACH(g_items, it.team == this.team,
778         {
779                 if(it.itemdef) // is a registered item
780                 {
781                         if(it != e)
782                         {
783                                 Item_Show(it, -1); // make it non-spawned
784                                 if (it.waypointsprite_attached)
785                                         WaypointSprite_Kill(it.waypointsprite_attached);
786                                 it.nextthink = 0; // disable any scheduled powerup spawn
787                         }
788                         else
789                                 Item_Reset(it);
790
791                         // leave 'this' marked so Item_FindTeam() works when called again via this.reset
792                         if(it != this)
793                                 it.effects &= ~EF_NOGUNBOB;
794                 }
795         });
796 }
797
798 // Savage: used for item garbage-collection
799 void RemoveItem(entity this)
800 {
801         if(wasfreed(this) || !this) { return; }
802         if(this.waypointsprite_attached)
803                 WaypointSprite_Kill(this.waypointsprite_attached);
804         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
805         delete(this);
806 }
807
808 // pickup evaluation functions
809 // these functions decide how desirable an item is to the bots
810
811 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
812
813 float weapon_pickupevalfunc(entity player, entity item)
814 {
815         // See if I have it already
816         if(STAT(WEAPONS, player) & STAT(WEAPONS, item))
817         {
818                 // If I can pick it up
819                 if(!item.spawnshieldtime)
820                         return 0;
821                 return ammo_pickupevalfunc(player, item);
822         }
823
824         // reduce weapon value if bot already got a good arsenal
825         float c = 1;
826         int weapons_value = 0;
827         FOREACH(Weapons, it != WEP_Null && (STAT(WEAPONS, player) & it.m_wepset), {
828                 weapons_value += it.bot_pickupbasevalue;
829         });
830         c -= bound(0, weapons_value / 20000, 1) * 0.5;
831
832         return item.bot_pickupbasevalue * c;
833 }
834
835 float ammo_pickupevalfunc(entity player, entity item)
836 {
837         entity item_resource = NULL; // pointer to the resource that may be associated with the given item
838         entity wpn = NULL;
839         float c = 0;
840         float rating = 0;
841
842         // detect needed ammo
843         if(item.itemdef.instanceOfWeaponPickup)
844         {
845                 entity res = item.itemdef.m_weapon.ammo_type;
846                 entity ammo = (res != RES_NONE) ? GetAmmoItem(res) : NULL;
847                 if(!ammo)
848                         return 0;
849                 if(res != RES_NONE && GetResource(item, res))
850                         item_resource = res;
851
852                 wpn = item;
853                 rating = ammo.m_botvalue;
854         }
855         else
856         {
857                 FOREACH(Weapons, it != WEP_Null, {
858                         if(!(STAT(WEAPONS, player) & (it.m_wepset)))
859                                 continue;
860                         if(it.ammo_type == RES_NONE)
861                                 continue;
862
863                         if(GetResource(item, it.ammo_type))
864                         {
865                                 item_resource = it.ammo_type;
866                                 break;
867                         }
868                 });
869                 rating = item.bot_pickupbasevalue;
870         }
871
872         float noammorating = 0.5;
873
874         if(item_resource && (GetResource(player, item_resource) < GetResourceLimit(player, item_resource)))
875                 c = GetResource(item, item_resource) / max(noammorating, GetResource(player, item_resource));
876
877         rating *= min(c, 2);
878         if(wpn)
879                 rating += wpn.bot_pickupbasevalue * 0.1;
880         return rating;
881 }
882
883 float healtharmor_pickupevalfunc(entity player, entity item)
884 {
885         float c = 0;
886         float rating = item.bot_pickupbasevalue;
887
888         float itemarmor = GetResource(item, RES_ARMOR);
889         float itemhealth = GetResource(item, RES_HEALTH);
890
891         if(item.item_group)
892         {
893                 itemarmor *= min(4, item.item_group_count);
894                 itemhealth *= min(4, item.item_group_count);
895         }
896
897         if (itemarmor && (GetResource(player, RES_ARMOR) < item.max_armorvalue))
898                 c = itemarmor / max(1, GetResource(player, RES_ARMOR) * 2/3 + GetResource(player, RES_HEALTH) * 1/3);
899
900         if (itemhealth && (GetResource(player, RES_HEALTH) < item.max_health))
901                 c = itemhealth / max(1, GetResource(player, RES_HEALTH));
902
903         rating *= min(2, c);
904         return rating;
905 }
906
907 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
908 {
909         if(ITEM_DAMAGE_NEEDKILL(deathtype))
910                 RemoveItem(this);
911 }
912
913 void item_use(entity this, entity actor, entity trigger)
914 {
915         // use the touch function to handle collection
916         gettouch(this)(this, actor);
917 }
918
919 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
920 {
921         string itemname = def.m_name;
922         Model itemmodel = def.m_model;
923         Sound pickupsound = def.m_sound;
924         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
925         float pickupbasevalue = def.m_botvalue;
926         int itemflags = def.m_itemflags;
927
928         startitem_failed = false;
929
930         this.item_model_ent = itemmodel;
931         this.item_pickupsound_ent = pickupsound;
932
933         if(def.m_iteminit)
934                 def.m_iteminit(def, this);
935
936         if(!this.respawntime) // both need to be set
937         {
938                 this.respawntime = defaultrespawntime;
939                 this.respawntimejitter = defaultrespawntimejitter;
940         }
941
942         if(!this.pickup_anyway && def.m_pickupanyway)
943                 this.pickup_anyway = def.m_pickupanyway();
944
945         int itemid = def.m_itemid;
946         this.items = itemid;
947         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
948         this.weapon = weaponid;
949
950         if(!this.fade_end)
951         {
952                 this.fade_start = autocvar_g_items_mindist;
953                 this.fade_end = autocvar_g_items_maxdist;
954         }
955
956         if(weaponid)
957                 STAT(WEAPONS, this) = WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
958
959         this.flags = FL_ITEM | itemflags;
960         IL_PUSH(g_items, this);
961
962         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
963         {
964                 startitem_failed = true;
965                 delete(this);
966                 return;
967         }
968
969         precache_model(this.model);
970         precache_sound(this.item_pickupsound);
971
972         if(q3compat && !this.team)
973         {
974                 string t = GetField_fullspawndata(this, "team", false);
975                 // bones_was_here: this hack is cheaper than changing to a .string strcmp()
976                 if(t) this.team = crc16(false, t);
977         }
978
979         if (Item_IsLoot(this))
980         {
981                 this.reset = RemoveItem;
982                 set_movetype(this, MOVETYPE_TOSS);
983
984                 // Savage: remove thrown items after a certain period of time ("garbage collection")
985                 setthink(this, RemoveItem);
986                 this.nextthink = time + autocvar_g_items_dropped_lifetime;
987
988                 this.takedamage = DAMAGE_YES;
989                 this.event_damage = Item_Damage;
990                 // enable this to have thrown items burn in lava
991                 //this.damagedbycontents = true;
992                 //IL_PUSH(g_damagedbycontents, this);
993
994                 if (Item_IsExpiring(this))
995                 {
996                         // if item is worthless after a timer, have it expire then
997                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
998                 }
999
1000                 // don't drop if in a NODROP zone (such as lava)
1001                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1002                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1003                 {
1004                         startitem_failed = true;
1005                         delete(this);
1006                         return;
1007                 }
1008         }
1009         else
1010         {
1011                 if(!have_pickup_item(this))
1012                 {
1013                         startitem_failed = true;
1014                         delete(this);
1015                         return;
1016                 }
1017
1018                 if(this.angles != '0 0 0')
1019                         this.SendFlags |= ISF_ANGLES;
1020
1021                 this.reset = this.team ? Item_FindTeam : Item_Reset;
1022                 // it's a level item
1023                 if(this.spawnflags & 1)
1024                         this.noalign = 1;
1025                 if (this.noalign > 0)
1026                         set_movetype(this, MOVETYPE_NONE);
1027                 else
1028                         set_movetype(this, MOVETYPE_TOSS);
1029                 // do item filtering according to game mode and other things
1030                 if (this.noalign <= 0)
1031                 {
1032                         // first nudge it off the floor a little bit to avoid math errors
1033                         setorigin(this, this.origin + '0 0 1');
1034                         // set item size before we spawn a spawnfunc_waypoint
1035                         setsize(this, def.m_mins, def.m_maxs);
1036                         this.SendFlags |= ISF_SIZE;
1037                         // note droptofloor returns false if stuck/or would fall too far
1038                         if (!this.noalign)
1039                                 droptofloor(this);
1040                         waypoint_spawnforitem(this);
1041                 }
1042
1043                 /*
1044                  * can't do it that way, as it would break maps
1045                  * TODO make a target_give like entity another way, that perhaps has
1046                  * the weapon name in a key
1047                 if(this.targetname)
1048                 {
1049                         // target_give not yet supported; maybe later
1050                         print("removed targeted ", this.classname, "\n");
1051                         startitem_failed = true;
1052                         delete(this);
1053                         return;
1054                 }
1055                 */
1056
1057                 if(this.targetname != "" && (this.spawnflags & 16))
1058                         this.use = item_use;
1059
1060                 if(autocvar_spawn_debug >= 2)
1061                 {
1062                         // why not flags & fl_item?
1063                         FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1064                                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1065                                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1066                                 error("Mapper sucks.");
1067                         });
1068                         this.is_item = true;
1069                 }
1070
1071                 weaponsInMap |= WepSet_FromWeapon(REGISTRY_GET(Weapons, weaponid));
1072
1073                 if (        def.instanceOfPowerup
1074                         ||  def.instanceOfWeaponPickup
1075                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1076                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1077                         || (itemid & (IT_KEY1 | IT_KEY2))
1078                 )
1079                 {
1080                         if(!this.target || this.target == "")
1081                                 this.target = "###item###"; // for finding the nearest item using findnearest
1082                 }
1083
1084                 Item_ItemsTime_SetTime(this, 0);
1085         }
1086
1087         this.bot_pickup = true;
1088         this.bot_pickupevalfunc = pickupevalfunc;
1089         this.bot_pickupbasevalue = pickupbasevalue;
1090         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1091         this.netname = itemname;
1092         settouch(this, Item_Touch);
1093         setmodel(this, MDL_Null); // precision set below
1094         //this.effects |= EF_LOWPRECISION;
1095
1096         // support skinned models for powerups
1097         if(!this.skin)
1098                 this.skin = def.m_skin;
1099
1100         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1101
1102         this.SendFlags |= ISF_SIZE;
1103
1104         if (!(this.spawnflags & 1024)) {
1105                 if(def.instanceOfPowerup)
1106                         this.ItemStatus |= ITS_ANIMATE1;
1107
1108                 if(GetResource(this, RES_ARMOR) || GetResource(this, RES_HEALTH))
1109                         this.ItemStatus |= ITS_ANIMATE2;
1110         }
1111
1112         if(Item_IsLoot(this))
1113                 this.gravity = 1;
1114         else
1115                 this.glowmod = def.m_color;
1116
1117         if(def.instanceOfWeaponPickup)
1118         {
1119                 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1120                         this.colormap = 1024; // color shirt=0 pants=0 grey
1121                 if (!(this.spawnflags & 1024))
1122                         this.ItemStatus |= ITS_ANIMATE1;
1123                 this.SendFlags |= ISF_COLORMAP;
1124         }
1125
1126         this.state = 0;
1127         if(this.team)
1128         {
1129                 if(!this.cnt)
1130                         this.cnt = 1; // item probability weight
1131
1132                 this.effects |= EF_NOGUNBOB; // marker for item team search
1133                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1134         }
1135         else
1136                 Item_Reset(this);
1137
1138         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1139
1140         // call this hook after everything else has been done
1141         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1142         {
1143                 startitem_failed = true;
1144                 delete(this);
1145                 return;
1146         }
1147
1148         setItemGroup(this);
1149 }
1150
1151 void StartItem(entity this, GameItem def)
1152 {
1153         def = def.m_spawnfunc_hookreplace(def, this);
1154
1155         if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1156         {
1157                 delete(this);
1158                 return; // TODO does not set startitem_failed
1159         }
1160
1161         this.classname = def.m_canonical_spawnfunc;
1162
1163         _StartItem(
1164                 this,
1165                 this.itemdef = def,
1166                 def.m_respawntime(), // defaultrespawntime
1167                 def.m_respawntimejitter() // defaultrespawntimejitter
1168         );
1169 }
1170
1171 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1172 int group_count = 1;
1173
1174 void setItemGroup(entity this)
1175 {
1176         if(!IS_SMALL(this.itemdef) || Item_IsLoot(this))
1177                 return;
1178
1179         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1180         {
1181                 if(!this.item_group)
1182                 {
1183                         if(!it.item_group)
1184                         {
1185                                 it.item_group = group_count;
1186                                 group_count++;
1187                         }
1188                         this.item_group = it.item_group;
1189                 }
1190                 else // spawning item is already part of a item_group X
1191                 {
1192                         if(!it.item_group)
1193                                 it.item_group = this.item_group;
1194                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1195                         {
1196                                 int grY = it.item_group;
1197                                 // move all items of item_group Y to item_group X
1198                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1199                                 {
1200                                         if(it.item_group == grY)
1201                                                 it.item_group = this.item_group;
1202                                 });
1203                         }
1204                 }
1205         });
1206 }
1207
1208 void setItemGroupCount()
1209 {
1210         for (int k = 1; k <= group_count; k++)
1211         {
1212                 int count = 0;
1213                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1214                 if (count)
1215                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1216         }
1217 }
1218
1219 void target_items_use(entity this, entity actor, entity trigger)
1220 {
1221         if(Item_IsLoot(actor))
1222         {
1223                 EXACTTRIGGER_TOUCH(this, trigger);
1224                 delete(actor);
1225                 return;
1226         }
1227
1228         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1229                 return;
1230
1231         if(trigger.solid == SOLID_TRIGGER)
1232         {
1233                 EXACTTRIGGER_TOUCH(this, trigger);
1234         }
1235
1236         IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1237         {
1238                 delete(it);
1239         });
1240
1241         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1242                 centerprint(actor, this.message);
1243 }
1244
1245 spawnfunc(target_items)
1246 {
1247         this.use = target_items_use;
1248         if(!this.strength_finished)
1249                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1250         if(!this.invincible_finished)
1251                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1252         if(!this.speed_finished)
1253                 this.speed_finished = autocvar_g_balance_powerup_speed_time;
1254         if(!this.invisibility_finished)
1255                 this.invisibility_finished = autocvar_g_balance_powerup_invisibility_time;
1256         if(!this.superweapons_finished)
1257                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1258
1259         string str;
1260         int n = tokenize_console(this.netname);
1261         if(argv(0) == "give")
1262         {
1263                 str = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1264         }
1265         else
1266         {
1267                 for(int j = 0; j < n; ++j)
1268                 {
1269                         // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1270                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS;
1271                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_AMMO;
1272                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1273                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1274                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1275                         else if(argv(j) == "speed")                  this.items |= ITEM_Speed.m_itemid;
1276                         else if(argv(j) == "invisibility")           this.items |= ITEM_Invisibility.m_itemid;
1277                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1278                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1279                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1280                         else
1281                         {
1282                                 FOREACH(StatusEffect, it.instanceOfBuff,
1283                                 {
1284                                         string s = Buff_CompatName(argv(j));
1285                                         if(s == it.netname)
1286                                         {
1287                                                 this.buffdef = it;
1288                                                 if(!this.buffs_finished)
1289                                                         this.buffs_finished = it.m_time(it);
1290                                                 break;
1291                                         }
1292                                 });
1293                                 FOREACH(Weapons, it != WEP_Null, {
1294                                         string s = argv(j);
1295                                         if(s == it.netname || s == it.m_deprecated_netname)
1296                                         {
1297                                                 STAT(WEAPONS, this) |= (it.m_wepset);
1298                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1299                                                         it.wr_init(it);
1300                                                 break;
1301                                         }
1302                                 });
1303                         }
1304                 }
1305
1306                 string itemprefix, valueprefix;
1307                 if(this.spawnflags == 0)
1308                 {
1309                         itemprefix = "";
1310                         valueprefix = "";
1311                 }
1312                 else if(this.spawnflags == 1)
1313                 {
1314                         itemprefix = "max ";
1315                         valueprefix = "max ";
1316                 }
1317                 else if(this.spawnflags == 2)
1318                 {
1319                         itemprefix = "min ";
1320                         valueprefix = "min ";
1321                 }
1322                 else if(this.spawnflags == 4)
1323                 {
1324                         itemprefix = "minus ";
1325                         valueprefix = "max ";
1326                 }
1327                 else
1328                 {
1329                         error("invalid spawnflags");
1330                         itemprefix = valueprefix = string_null;
1331                 }
1332
1333                 str = "";
1334                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_AMMO), "unlimited_weapon_ammo");
1335                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1336                 str = sprintf("%s %s%d %s", str, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1337                 str = sprintf("%s %s%d %s", str, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1338                 str = sprintf("%s %s%d %s", str, valueprefix, this.invisibility_finished * boolean(this.items & ITEM_Invisibility.m_itemid), "invisibility");
1339                 str = sprintf("%s %s%d %s", str, valueprefix, this.speed_finished * boolean(this.items & ITEM_Speed.m_itemid), "speed");
1340                 str = sprintf("%s %s%d %s", str, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1341                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1342                 str = sprintf("%s %s%d %s", str, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1343                 float res;
1344                 res = GetResource(this, RES_SHELLS);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "shells");
1345                 res = GetResource(this, RES_BULLETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "nails");
1346                 res = GetResource(this, RES_ROCKETS); if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "rockets");
1347                 res = GetResource(this, RES_CELLS);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "cells");
1348                 res = GetResource(this, RES_PLASMA);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "plasma");
1349                 res = GetResource(this, RES_FUEL);    if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "fuel");
1350                 res = GetResource(this, RES_HEALTH);  if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "health");
1351                 res = GetResource(this, RES_ARMOR);   if(res != 0) str = sprintf("%s %s%d %s", str, valueprefix, max(0, res), "armor");
1352                 FOREACH(StatusEffect, it.instanceOfBuff, str = sprintf("%s %s%d %s", str, valueprefix, this.buffs_finished * boolean(this.buffdef == it), it.netname));
1353                 FOREACH(Weapons, it != WEP_Null, str = sprintf("%s %s%d %s", str, itemprefix, !!(STAT(WEAPONS, this) & (it.m_wepset)), it.netname));
1354         }
1355         this.netname = strzone(str);
1356
1357         n = tokenize_console(this.netname);
1358         for(int j = 0; j < n; ++j)
1359         {
1360                 string cmd = argv(j);
1361                 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1362                         it.wr_init(it);
1363                         break;
1364                 });
1365         }
1366 }
1367
1368 float GiveWeapon(entity e, float wpn, float op, float val)
1369 {
1370         WepSet v0, v1;
1371         WepSet s = WepSet_FromWeapon(REGISTRY_GET(Weapons, wpn));
1372         v0 = (STAT(WEAPONS, e) & s);
1373         switch(op)
1374         {
1375                 case OP_SET:
1376                         if(val > 0)
1377                                 STAT(WEAPONS, e) |= s;
1378                         else
1379                                 STAT(WEAPONS, e) &= ~s;
1380                         break;
1381                 case OP_MIN:
1382                 case OP_PLUS:
1383                         if(val > 0)
1384                                 STAT(WEAPONS, e) |= s;
1385                         break;
1386                 case OP_MAX:
1387                         if(val <= 0)
1388                                 STAT(WEAPONS, e) &= ~s;
1389                         break;
1390                 case OP_MINUS:
1391                         if(val > 0)
1392                                 STAT(WEAPONS, e) &= ~s;
1393                         break;
1394         }
1395         v1 = (STAT(WEAPONS, e) & s);
1396         return (v0 != v1);
1397 }
1398
1399 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1400 {
1401         bool had_buff = StatusEffects_active(thebuff, e);
1402         float new_buff_time = ((had_buff) ? StatusEffects_gettime(thebuff, e) : 0);
1403         switch (op)
1404         {
1405                 case OP_SET:
1406                         new_buff_time = val;
1407                         break;
1408                 case OP_MIN:
1409                         new_buff_time = max(new_buff_time, val);
1410                         break;
1411                 case OP_MAX:
1412                         new_buff_time = min(new_buff_time, val);
1413                         break;
1414                 case OP_PLUS:
1415                         new_buff_time += val;
1416                         break;
1417                 case OP_MINUS:
1418                         new_buff_time -= val;
1419                         break;
1420         }
1421         if(new_buff_time <= 0)
1422         {
1423                 if(had_buff) // only trigger removal mechanics if there is an effect to remove!
1424                         StatusEffects_remove(thebuff, e, STATUSEFFECT_REMOVE_NORMAL);
1425         }
1426         else
1427         {
1428                 buff_RemoveAll(e, STATUSEFFECT_REMOVE_CLEAR); // clear old buffs on the player first!
1429                 StatusEffects_apply(thebuff, e, new_buff_time, 0);
1430         }
1431         bool have_buff = StatusEffects_active(thebuff, e);
1432         return (had_buff != have_buff);
1433 }
1434
1435 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1436 {
1437         if(v1 == v0)
1438                 return;
1439         if(v1 <= v0 - t)
1440         {
1441                 if(snd_decr != NULL)
1442                         sound(e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1443         }
1444         else if(v0 >= v0 + t)
1445         {
1446                 if(snd_incr != NULL)
1447                         sound(e, ((snd_incr == SND_POWERUP) ? CH_TRIGGER_SINGLE : CH_TRIGGER), snd_incr, VOL_BASE, ATTEN_NORM);
1448         }
1449 }
1450
1451 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1452 {
1453         if(v0 < v1)
1454                 e.(rotfield) = max(e.(rotfield), time + rottime);
1455         else if(v0 > v1)
1456                 e.(regenfield) = max(e.(regenfield), time + regentime);
1457 }
1458 bool GiveResourceValue(entity e, Resource res_type, int op, int val)
1459 {
1460         int v0 = GetResource(e, res_type);
1461         float new_val = 0;
1462         switch (op)
1463         {
1464                 // min 100 cells = at least 100 cells
1465                 case OP_SET: new_val = val; break;
1466                 case OP_MIN: new_val = max(v0, val); break;
1467                 case OP_MAX: new_val = min(v0, val); break;
1468                 case OP_PLUS: new_val = v0 + val; break;
1469                 case OP_MINUS: new_val = v0 - val; break;
1470                 default: return false;
1471         }
1472
1473         return SetResourceExplicit(e, res_type, new_val);
1474 }
1475 bool GiveStatusEffect(entity e, StatusEffects this, int op, float val)
1476 {
1477         bool had_eff = StatusEffects_active(this, e);
1478         float new_eff_time = ((had_eff) ? StatusEffects_gettime(this, e) : 0);
1479         switch (op)
1480         {
1481                 case OP_SET:
1482                         new_eff_time = val;
1483                         break;
1484                 case OP_MIN:
1485                         new_eff_time = max(new_eff_time, val);
1486                         break;
1487                 case OP_MAX:
1488                         new_eff_time = min(new_eff_time, val);
1489                         break;
1490                 case OP_PLUS:
1491                         new_eff_time += val;
1492                         break;
1493                 case OP_MINUS:
1494                         new_eff_time -= val;
1495                         break;
1496         }
1497         if(new_eff_time <= 0)
1498         {
1499                 if(had_eff) // only trigger removal mechanics if there is an effect to remove!
1500                         StatusEffects_remove(this, e, STATUSEFFECT_REMOVE_NORMAL);
1501         }
1502         else
1503                 StatusEffects_apply(this, e, new_eff_time, 0);
1504         bool have_eff = StatusEffects_active(this, e);
1505         return (had_eff != have_eff);
1506 }
1507
1508 float GiveItems(entity e, float beginarg, float endarg)
1509 {
1510         float got, i, val, op;
1511         string cmd;
1512
1513         val = 999;
1514         op = OP_SET;
1515
1516         got = 0;
1517
1518         int _switchweapon = 0;
1519
1520         if(CS_CVAR(e).cvar_cl_autoswitch)
1521         {
1522                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1523                 {
1524                         .entity weaponentity = weaponentities[slot];
1525                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1526                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1527                                 _switchweapon |= BIT(slot);
1528                 }
1529         }
1530
1531         if(e.statuseffects)
1532         {
1533                 FOREACH(StatusEffect, true,
1534                 {
1535                         e.statuseffects.statuseffect_time[it.m_id] = max(0, e.statuseffects.statuseffect_time[it.m_id] - time);
1536                 });
1537         }
1538
1539         PREGIVE(e, items);
1540         PREGIVE_WEAPONS(e);
1541         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength);
1542         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield);
1543         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed);
1544         PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility);
1545         //PREGIVE_STATUSEFFECT(e, STATUSEFFECT_Superweapons);
1546         PREGIVE_RESOURCE(e, RES_BULLETS);
1547         PREGIVE_RESOURCE(e, RES_CELLS);
1548         PREGIVE_RESOURCE(e, RES_PLASMA);
1549         PREGIVE_RESOURCE(e, RES_SHELLS);
1550         PREGIVE_RESOURCE(e, RES_ROCKETS);
1551         PREGIVE_RESOURCE(e, RES_FUEL);
1552         PREGIVE_RESOURCE(e, RES_ARMOR);
1553         PREGIVE_RESOURCE(e, RES_HEALTH);
1554
1555         for(i = beginarg; i < endarg; ++i)
1556         {
1557                 cmd = argv(i);
1558
1559                 if(cmd == "0" || stof(cmd))
1560                 {
1561                         val = stof(cmd);
1562                         continue;
1563                 }
1564                 switch(cmd)
1565                 {
1566                         case "no":
1567                                 op = OP_MAX;
1568                                 val = 0;
1569                                 continue;
1570                         case "max":
1571                                 op = OP_MAX;
1572                                 continue;
1573                         case "min":
1574                                 op = OP_MIN;
1575                                 continue;
1576                         case "plus":
1577                                 op = OP_PLUS;
1578                                 continue;
1579                         case "minus":
1580                                 op = OP_MINUS;
1581                                 continue;
1582                         case "ALL":
1583                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1584                                 FOREACH(StatusEffect, it.instanceOfPowerups, got += GiveStatusEffect(e, it, op, val));
1585                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1586                         case "all":
1587                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1588                                 got += GiveResourceValue(e, RES_HEALTH, op, val);
1589                                 got += GiveResourceValue(e, RES_ARMOR, op, val);
1590                         case "allweapons":
1591                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & (WEP_FLAG_MUTATORBLOCKED | WEP_FLAG_SPECIALATTACK)), got += GiveWeapon(e, it.m_id, op, val));
1592                         //case "allbuffs": // all buffs makes a player god, do not want!
1593                                 //FOREACH(StatusEffect, it.instanceOfBuff, got += GiveBuff(e, it, op, val));
1594                         case "allammo":
1595                                 got += GiveResourceValue(e, RES_CELLS, op, val);
1596                                 got += GiveResourceValue(e, RES_PLASMA, op, val);
1597                                 got += GiveResourceValue(e, RES_SHELLS, op, val);
1598                                 got += GiveResourceValue(e, RES_BULLETS, op, val);
1599                                 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1600                                 got += GiveResourceValue(e, RES_FUEL, op, val);
1601                                 break;
1602                         case "unlimited_ammo":
1603                                 // this is from a time when unlimited superweapons were handled together with ammo in some parts of the code
1604                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO | IT_UNLIMITED_SUPERWEAPONS, op, val);
1605                                 break;
1606                         case "unlimited_weapon_ammo":
1607                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1608                                 break;
1609                         case "unlimited_superweapons":
1610                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1611                                 break;
1612                         case "jetpack":
1613                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1614                                 break;
1615                         case "fuel_regen":
1616                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1617                                 break;
1618                         case "strength":
1619                                 got += GiveStatusEffect(e, STATUSEFFECT_Strength, op, val);
1620                                 break;
1621                         case "invincible":
1622                         case "shield":
1623                                 got += GiveStatusEffect(e, STATUSEFFECT_Shield, op, val);
1624                                 break;
1625                         case "speed":
1626                                 got += GiveStatusEffect(e, STATUSEFFECT_Speed, op, val);
1627                                 break;
1628                         case "invisibility":
1629                                 got += GiveStatusEffect(e, STATUSEFFECT_Invisibility, op, val);
1630                                 break;
1631                         case "superweapons":
1632                                 got += GiveStatusEffect(e, STATUSEFFECT_Superweapons, op, val);
1633                                 break;
1634                         case "cells":
1635                                 got += GiveResourceValue(e, RES_CELLS, op, val);
1636                                 break;
1637                         case "plasma":
1638                                 got += GiveResourceValue(e, RES_PLASMA, op, val);
1639                                 break;
1640                         case "shells":
1641                                 got += GiveResourceValue(e, RES_SHELLS, op, val);
1642                                 break;
1643                         case "nails":
1644                         case "bullets":
1645                                 got += GiveResourceValue(e, RES_BULLETS, op, val);
1646                                 break;
1647                         case "rockets":
1648                                 got += GiveResourceValue(e, RES_ROCKETS, op, val);
1649                                 break;
1650                         case "health":
1651                                 got += GiveResourceValue(e, RES_HEALTH, op, val);
1652                                 break;
1653                         case "armor":
1654                                 got += GiveResourceValue(e, RES_ARMOR, op, val);
1655                                 break;
1656                         case "fuel":
1657                                 got += GiveResourceValue(e, RES_FUEL, op, val);
1658                                 break;
1659                         default:
1660                                 FOREACH(StatusEffect, it.instanceOfBuff && buff_Available(it) && Buff_CompatName(cmd) == it.netname,
1661                                 {
1662                                         got += GiveBuff(e, it, op, val);
1663                                         break;
1664                                 });
1665                                 FOREACH(Weapons, it != WEP_Null && (cmd == it.netname || cmd == it.m_deprecated_netname), {
1666                     got += GiveWeapon(e, it.m_id, op, val);
1667                     break;
1668                                 });
1669                                 break;
1670                 }
1671                 val = 999;
1672                 op = OP_SET;
1673         }
1674
1675         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1676         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1677         POSTGIVE_BIT(e, items, IT_UNLIMITED_AMMO, SND_POWERUP, SND_POWEROFF);
1678         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1679         FOREACH(Weapons, it != WEP_Null, {
1680                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1681                 if(!(save_weapons & (it.m_wepset)))
1682                         if(STAT(WEAPONS, e) & (it.m_wepset))
1683                                 it.wr_init(it);
1684         });
1685         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Strength, SND_POWERUP, SND_POWEROFF);
1686         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Shield, SND_POWERUP, SND_POWEROFF);
1687         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Speed, SND_POWERUP, SND_POWEROFF);
1688         POSTGIVE_STATUSEFFECT(e, STATUSEFFECT_Invisibility, SND_POWERUP, SND_POWEROFF);
1689         POSTGIVE_RESOURCE(e, RES_BULLETS, 0, SND_ITEMPICKUP, SND_Null);
1690         POSTGIVE_RESOURCE(e, RES_CELLS, 0, SND_ITEMPICKUP, SND_Null);
1691         POSTGIVE_RESOURCE(e, RES_PLASMA, 0, SND_ITEMPICKUP, SND_Null);
1692         POSTGIVE_RESOURCE(e, RES_SHELLS, 0, SND_ITEMPICKUP, SND_Null);
1693         POSTGIVE_RESOURCE(e, RES_ROCKETS, 0, SND_ITEMPICKUP, SND_Null);
1694         POSTGIVE_RES_ROT(e, RES_FUEL, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1695         POSTGIVE_RES_ROT(e, RES_ARMOR, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1696         POSTGIVE_RES_ROT(e, RES_HEALTH, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1697
1698         if(!StatusEffects_active(STATUSEFFECT_Superweapons, e))
1699         {
1700                 if(!g_weaponarena && (STAT(WEAPONS, e) & WEPSET_SUPERWEAPONS))
1701                         StatusEffects_apply(STATUSEFFECT_Superweapons, e, autocvar_g_balance_superweapons_time, 0);
1702         }
1703
1704         if(e.statuseffects)
1705         {
1706                 FOREACH(StatusEffect, true,
1707                 {
1708                         if(e.statuseffects.statuseffect_time[it.m_id] <= 0)
1709                                 e.statuseffects.statuseffect_time[it.m_id] = 0;
1710                         else
1711                                 e.statuseffects.statuseffect_time[it.m_id] += time;
1712                 });
1713                         
1714                 StatusEffects_update(e);
1715         }
1716
1717         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1718         {
1719                 .entity weaponentity = weaponentities[slot];
1720                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1721                 if(!(STAT(WEAPONS, e) & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1722                         _switchweapon |= BIT(slot);
1723         }
1724
1725         if(_switchweapon)
1726         {
1727                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1728                 {
1729                         .entity weaponentity = weaponentities[slot];
1730                         if(_switchweapon & BIT(slot))
1731                         {
1732                                 Weapon wep = w_getbestweapon(e, weaponentity);
1733                                 if(wep != e.(weaponentity).m_switchweapon)
1734                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1735                         }
1736                 }
1737         }
1738
1739         return got;
1740 }