// Copyright (C) 1999-2000 Id Software, Inc.
//
#include "g_local.h"

/*

  Items are any object that a player can touch to gain some effect.

  Pickup will return the number of seconds until they should respawn.

  all items should pop when dropped in lava or slime

  Respawnable items don't actually go away when picked up, they are
  just made invisible and untouchable.  This allows them to ride
  movers and respawn apropriately.
*/


#define	RESPAWN_ARMOR		20
#define	RESPAWN_TEAM_WEAPON	30
#define	RESPAWN_HEALTH		30
#define	RESPAWN_AMMO		40
#define	RESPAWN_HOLDABLE	60
#define	RESPAWN_MEGAHEALTH	120
#define	RESPAWN_POWERUP		120

//Replacement for Max_Ammo table
vmCvar_t *Max_Weapons[WP_NUM_WEAPONS] = {
	0,
	0,
	&rpg_maxTricorders,
	&rpg_maxPADDs,
	&rpg_maxCups,
	&rpg_maxPhasers,
	&rpg_maxRifles,
	&rpg_maxTR116s,
	&rpg_maxAdminguns,
	&rpg_maxPhotonbursts,
	&rpg_maxDisruptors,
	&rpg_maxMedkits,
	&rpg_maxHyposprays,
	&rpg_maxRegenerators,
	&rpg_maxToolkits,
	&rpg_maxHyperSpanners
};

vmCvar_t *Min_Weapons[WP_NUM_WEAPONS] = {
	0,
	0,
	&rpg_minTricorders,
	&rpg_minPADDs,
	&rpg_minCups,
	&rpg_minPhasers,
	&rpg_minRifles,
	&rpg_minTR116s,
	&rpg_minAdminguns,
	&rpg_minPhotonbursts,
	&rpg_minDisruptors,
	&rpg_minMedkits,
	&rpg_minHyposprays,
	&rpg_minRegenerators,
	&rpg_minToolkits,
	&rpg_minHyperSpanners
};


// RPG-X: Marcin: Definitions of the PADD messaging system data structures - 06/12/2008
paddData_t	paddData[PADD_DATA_MAX];
int			paddDataNum = 0;
int			numTotalDropped = 0;

/*
===============
Max_Weapon
RPG-X | Marcin | 06/12/2008
===============
*/
/**
*	Get the maximum ammount of weapons the player can carry for this weapon.
*	\num weapn num (WP_..)
*	\author Ubergames - Marcin
*	\date 06/12/2008
*/
int Max_Weapon(int num)
{
	if ( Max_Weapons[num] == NULL ) {
		return 1;
	} else {
		return Max_Weapons[num]->integer;
	}
}

/*
===============
Min_Weapon
RPG-X | Marcin | 06/12/2008
===============
*/
/**
*	Get the minimum ammount of weapons a player can carry for a weapon.
*	\param num weapon number (WP_...)
*	\author Ubergames - Marcin
*	\date 06/12/2008
*/
int Min_Weapon(int num)
{
	if ( Min_Weapons[num] == NULL ) {
		return 1;
	} else {
		return Min_Weapons[num]->integer;
	}
}


/*
===============
Padd_Add
RPG-X | Marcin | 06/12/2008
===============
*/
void Padd_Add( gentity_t *key, gentity_t *who, char *txt )
{
    int i = 0;
    char *txtp;
    paddData_t *empty = 0;

    DPRINTF(( S_COLOR_YELLOW "in Padd_Add: txt = %s and last = %s\n", txt, who->client->lastPaddMsg ));

    while ( !empty ) {
        if ( i >= PADD_DATA_MAX ) {
            G_Printf( S_COLOR_RED "Padd_Add: Too much PADDs!\n" S_COLOR_WHITE );
            return;
        } else if ( paddData[i].key == 0 ) {
            empty = &paddData[i];
        }

        ++i;
    }

    DPRINTF(( S_COLOR_YELLOW "added: %i with %s on nr %i\n" S_COLOR_WHITE, key, txt, i - 1));

    empty->key = key;
    if ( txt && txt[0] ) {
        txtp = txt;
        Q_strncpyz( who->client->lastPaddMsg, txt, sizeof( who->client->lastPaddMsg ) );
    } else if ( who->client->lastPaddMsg && who->client->lastPaddMsg[0] ) {
        txtp = who->client->lastPaddMsg;
    } else {
        txtp = 0;
    }

    if (txtp) {
        Q_strncpyz( empty->value, txtp, sizeof( empty->value ) );
    }

    Q_strncpyz( empty->owner, who->client->pers.netname, sizeof( empty->owner ) );

    ++paddDataNum;

    
    //Inform admins
    //for ( i = 0; i < level.maxclients; ++i ) {
    //    gentity_t *player = &g_entities[i];
    //    if ( !player->client->noAdminChat && IsAdmin( player ) && player != who ) {
    //        trap_SendServerCommand( player-g_entities, va("print \"%s" S_COLOR_CYAN" (padd drop) " S_COLOR_WHITE "%s\n\"", who->client->pers.netname, txt ) );
    //    }
    //}
}

/*
===============
Padd_Get
RPG-X | Marcin | 06/12/2008
===============
*/
char *Padd_Get( gentity_t *key, gentity_t *who )
{
    int i, j;
    for ( i = 0; i < PADD_DATA_MAX; ++i ) {
        if ( paddData[i].key == key ) {
            DPRINTF(("^3got: %i with %s on nr %i\n", key, paddData[i].value, i));
            //Inform admins
            for ( j = 0; j < level.maxclients; ++j ) {
                gentity_t *player = &g_entities[j];
                if ( !player->client->noAdminChat && IsAdmin( player ) && rpg_respectPrivacy.integer == 0 && player != who && paddData[i].value && paddData[i].value[0] ) {
                    trap_SendServerCommand( player-g_entities, va("print \"%s" S_COLOR_CYAN" (picked up by %s" S_COLOR_CYAN ") " S_COLOR_WHITE "%s\n\"", paddData[i].owner, who->client->pers.netname, paddData[i].value ) );
                }
            }

            //Store string
            Q_strncpyz( who->client->lastPaddMsg, paddData[i].value, sizeof( who->client->lastPaddMsg ) );
            return paddData[i].value;
        }
    }

    G_Printf( S_COLOR_RED "Padd_Get: Unable to find the text for this PADD!\n" S_COLOR_WHITE );
    return 0;
}

/*
===============
Padd_Remove
RPG-X | Marcin | 06/12/2008
===============
*/
void Padd_Remove( gentity_t *key )
{
    int i = 0;

    while ( qtrue ) {
        if ( paddData[i].key == key ) {
            paddData[i].key = 0;
            paddData[i].value[0] = '\0';
            paddData[i].owner[0] = '\0';
            DPRINTF(( S_COLOR_YELLOW "deleting: %i on %i\n", key, i));
            --paddDataNum;
            return;
        } else if ( i >= PADD_DATA_MAX ) {
            G_Printf( S_COLOR_RED "Padd_Remove: Can not delete PADD!\n" S_COLOR_WHITE);
            return;
        }

        ++i;
    }
}


/*QUAKED item_botroam (.5 .3 .7) (-16 -16 -24) (16 16 0)
Bots in MP will go to these spots when there's nothing else to get- helps them patrol.
*/

// For more than four players, adjust the respawn times, up to 1/4.
int adjustRespawnTime(float respawnTime)
{
	if (!g_adaptRespawn.integer)
	{
		return((int)respawnTime);
	}

	if (level.numPlayingClients > 4)
	{	// Start scaling the respawn times.
		if (level.numPlayingClients > 32)
		{	// 1/4 time minimum.
			respawnTime *= 0.25;
		}
		else if (level.numPlayingClients > 12)
		{	// From 12-32, scale from 0.5 to 0.25;
			respawnTime *= 20.0 / (float)(level.numPlayingClients + 8);
		}
		else 
		{	// From 4-12, scale from 1.0 to 0.5;
			respawnTime *= 8.0 / (float)(level.numPlayingClients + 4);
		}
	}

	if (respawnTime < 1.0)
	{	// No matter what, don't go lower than 1 second, or the pickups become very noisy!
		respawnTime = 1.0;
	}

	return ((int)respawnTime);
}


//======================================================================

int Pickup_Powerup( gentity_t *ent, gentity_t *other ) {
	int			quantity;
	int			i;
	gclient_t	*client;
	playerState_t *ps = &other->client->ps;

	if ( !ps->powerups[ent->item->giTag] ) {
		// round timing to seconds to make multiple powerup timers
		// count in sync
		ps->powerups[ent->item->giTag] = 
			level.time - ( level.time % 1000 );

		// kef -- log the fact that we picked up this powerup
		G_LogWeaponPowerup(other->s.number, ent->item->giTag);
	}

	if ( ent->count ) {
		quantity = ent->count;
	} else {
		quantity = ent->item->quantity;
	}

	ps->powerups[ent->item->giTag] += quantity * 1000;

	// give any nearby players a "denied" anti-reward
	for ( i = 0 ; i < level.maxclients ; i++ ) {
		vec3_t		delta;
		float		len;
		vec3_t		forward;
		trace_t		tr;

		client = &level.clients[i];
		if ( client == other->client ) {
			continue;
		}
		if ( client->pers.connected == CON_DISCONNECTED ) {
			continue;
		}
		if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
			continue;
		}

    // if same team in team game, no sound
    // cannot use OnSameTeam as it expects to g_entities, not clients
  	if ( g_gametype.integer >= GT_TEAM && other->client->sess.sessionTeam == client->sess.sessionTeam  ) {
      continue;
    }

		// if too far away, no sound
		VectorSubtract( ent->s.pos.trBase, client->ps.origin, delta );
		len = VectorNormalize( delta );
		if ( len > 192 ) {
			continue;
		}

		// if not facing, no sound
		AngleVectors( client->ps.viewangles, forward, NULL, NULL );
		if ( DotProduct( delta, forward ) < 0.4 ) {
			continue;
		}

		// if not line of sight, no sound
		trap_Trace( &tr, client->ps.origin, NULL, NULL, ent->s.pos.trBase, ENTITYNUM_NONE, CONTENTS_SOLID );
		if ( tr.fraction != 1.0 ) {
			continue;
		}

		// anti-reward
		client->ps.persistant[PERS_REWARD_COUNT]++;
		client->ps.persistant[PERS_REWARD] = REWARD_DENIED;
	}

	return RESPAWN_POWERUP;
}

//======================================================================

int Pickup_Holdable( gentity_t *ent, gentity_t *other )
{
	int nItem = ent->item - bg_itemlist;

	other->client->ps.stats[STAT_HOLDABLE_ITEM] = nItem;

	// if we just picked up the detpack, indicate that it has not been placed yet
	if (HI_DETPACK == bg_itemlist[nItem].giTag)
	{
		other->client->ps.stats[STAT_USEABLE_PLACED] = 0;
	}
	// kef -- log the fact that we picked up this item
	G_LogWeaponItem(other->s.number, bg_itemlist[nItem].giTag);

	return adjustRespawnTime(RESPAWN_HOLDABLE);
}


//======================================================================

void Add_Ammo (gentity_t *ent, int weapon, int count)
{
	playerState_t *ps = &ent->client->ps;
	ps->ammo[weapon] += count;
	if ( ps->ammo[weapon] > Max_Weapon(weapon) ) {
		ps->ammo[weapon] = Max_Weapon(weapon);
	}
}

int Pickup_Ammo (gentity_t *ent, gentity_t *other)
{
	int		quantity;

	if ( ent->count ) {
		quantity = ent->count;
	} else {
		quantity = ent->item->quantity;
	}

	Add_Ammo (other, ent->item->giTag, quantity);

	return adjustRespawnTime(RESPAWN_AMMO);
}

//======================================================================


int Pickup_Weapon (gentity_t *ent, gentity_t *other) {
    char *msg;

    // Marcin - ammo is constant
/*
	if ( ent->count < 0 ) {
		quantity = 0; // None for you, sir!
	} else {
		if ( ent->count ) {
			quantity = ent->count;
		} else {
			quantity = ent->item->quantity;
		}

		// dropped items and teamplay weapons always have full ammo
		if ( ! (ent->flags & FL_DROPPED_ITEM) && g_gametype.integer != GT_TEAM ) {
			// respawning rules

			// New method:  If the player has less than half the minimum, give them the minimum, else add 1/2 the min.

			// drop the quantity if the already have over the minimum
			if ( other->client->ps.ammo[ ent->item->giTag ] < quantity*0.5 ) {
				quantity = quantity - other->client->ps.ammo[ ent->item->giTag ];
			} else {
				quantity = quantity*0.5;		// only add half the value.
			}

			// Old method:  If the player has less than the minimum, give them the minimum, else just add 1.
/\*
			// drop the quantity if the already have over the minimum
			if ( other->client->ps.ammo[ ent->item->giTag ] < quantity ) {
				quantity = quantity - other->client->ps.ammo[ ent->item->giTag ];
			} else {
				quantity = 1;		// only add a single shot
			}
			*\/
		}
	}
*/
	// add the weapon
	other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag );
	Add_Ammo( other, ent->item->giTag, 1 );



    // RPG-X: Marcin: print PADD message - 06/12/2008

    if ( ent->item->giTag == WP_PADD ) {
        msg = Padd_Get( ent, other );
        if (msg) {
            trap_SendServerCommand( other-g_entities, va("print \"" S_COLOR_CYAN "(padd)" S_COLOR_WHITE " %s\n\"", msg) );
        }
    }

	G_LogWeaponPickup(other->s.number, ent->item->giTag);
	
	// team deathmatch has slow weapon respawns
	if ( g_gametype.integer == GT_TEAM )
	{
		return adjustRespawnTime(RESPAWN_TEAM_WEAPON);
	}

	return adjustRespawnTime(g_weaponRespawn.integer);
}


//======================================================================

int Pickup_Health (gentity_t *ent, gentity_t *other) {
	int			max;
	int			quantity;
	playerState_t *ps = &other->client->ps;

	// small and mega healths will go over the max
	if ( ent->item->quantity != 5 && ent->item->quantity != 100  ) {
		max = ps->stats[STAT_MAX_HEALTH];
	} else {
		max = ps->stats[STAT_MAX_HEALTH] * 2;
	}

	if ( ent->count ) {
		quantity = ent->count;
	} else {
		quantity = ent->item->quantity;
	}

	other->health += quantity;

	if (other->health > max ) {
		other->health = max;
	}
	ps->stats[STAT_HEALTH] = other->health;

	if ( ent->item->giTag == 100 ) {		// mega health respawns slow
		return RESPAWN_MEGAHEALTH;			// It also does not adapt like other health pickups.
	}

	return adjustRespawnTime(RESPAWN_HEALTH);
}

//======================================================================

int Pickup_Armor( gentity_t *ent, gentity_t *other ) {
	playerState_t *ps = &other->client->ps;
	ps->stats[STAT_ARMOR] += ent->item->quantity;
	if ( ps->stats[STAT_ARMOR] > ps->stats[STAT_MAX_HEALTH] * 2 ) {
		ps->stats[STAT_ARMOR] = ps->stats[STAT_MAX_HEALTH] * 2;
	}

	return adjustRespawnTime(RESPAWN_ARMOR);
}

//======================================================================

/*
===============
RespawnItem
===============
*/
void RespawnItem( gentity_t *ent ) {
	if(!ent) return;

	// randomly select from teamed entities
	if (ent->team) {
		gentity_t	*master;
		int	count;
		int choice;

		if ( !ent->teammaster ) {
			G_Error( "RespawnItem: bad teammaster");
		}
		master = ent->teammaster;

		for (count = 0, ent = master; ent; ent = ent->teamchain, count++)
			;

		choice = rand() % count;

		for (count = 0, ent = master; count < choice && ent; ent = ent->teamchain, count++)
			;
	}

	if(!ent) return;

	ent->r.contents = CONTENTS_TRIGGER;
	ent->s.eFlags &= ~(EF_NODRAW | EF_ITEMPLACEHOLDER);
	ent->r.svFlags &= ~SVF_NOCLIENT;
	trap_LinkEntity (ent);

	if ( ent->item->giType == IT_POWERUP ) {
		// play powerup spawn sound to all clients
		gentity_t	*te;

		te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_SOUND );
		te->s.eventParm = G_SoundIndex( "sound/items/poweruprespawn.wav" );//cgs.media.poweruprespawn
		te->r.svFlags |= SVF_BROADCAST;
	}

	// play the normal respawn sound only to nearby clients
	G_AddEvent( ent, EV_ITEM_RESPAWN, 0 );

	ent->nextthink = 0;
}


/*
===============
Touch_Item
===============
*/
void Touch_Item (gentity_t *ent, gentity_t *other, trace_t *trace) {
	int			respawn;

	if (!other->client)
		return;
	if (other->health < 1)
		return;		// dead people can't pickup

    // RPG-X: Marcin: Press USE to pick up items. - 03/12/2008
    if ( !(other->client->pers.cmd.buttons & BUTTON_USE) || other->client->pressedUse == qtrue) {
        return;
	} else {
		other->client->pressedUse = qtrue;
	}

	// If ghosted, then end the ghost-ness in favor of the pickup.
	//RPG-X: RedTechie - Keep ghost all the time
	/*if (other->client->ps.powerups[PW_GHOST] >= level.time)
	{
		other->client->ps.powerups[PW_GHOST] = 0;	// Unghost the player.  This
	}*/

	// the same pickup rules are used for client side and server side
	if ( !BG_CanItemBeGrabbed( &ent->s, &other->client->ps, Max_Weapon(other->client->ps.weapon) )
		&& IsAdmin( other ) == qfalse )
	{
		return;
	}

	numTotalDropped--;

	G_LogPrintf( "Item: %i %s\n", other->s.number, ent->item->classname );

	// call the item-specific pickup function

	switch( ent->item->giType )
	{
	case IT_WEAPON:
		respawn = Pickup_Weapon(ent, other);
		break;
	case IT_AMMO:
		respawn = Pickup_Ammo(ent, other);
		break;
	case IT_ARMOR:
		respawn = Pickup_Armor(ent, other);
		break;
	case IT_HEALTH:
		respawn = Pickup_Health(ent, other);
		break;
	case IT_POWERUP:
		respawn = Pickup_Powerup(ent, other);
		break;
	case IT_TEAM:
		respawn = Pickup_Team(ent, other);
		break;
	case IT_HOLDABLE:
		respawn = Pickup_Holdable(ent, other);
		break;
	default:
		return;
	}

	if ( !respawn) {
		return;
	}

	// play the normal pickup sound
	if ( other->client->pers.predictItemPickup ) {
		G_AddPredictableEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
	} else {
		G_AddEvent( other, EV_ITEM_PICKUP, ent->s.modelindex );
	}

	// powerup pickups are global broadcasts
	if ( ent->item->giType == IT_POWERUP || ent->item->giType == IT_TEAM) {
		gentity_t	*te;

		te = G_TempEntity( ent->s.pos.trBase, EV_GLOBAL_ITEM_PICKUP );
		te->s.eventParm = ent->s.modelindex;
		// tell us which client fired off this global sound
		te->s.otherEntityNum = other->s.number;
		te->r.svFlags |= SVF_BROADCAST;
	}

	// fire item targets
	G_UseTargets (ent, other);

    if ( rpg_weaponsStay.integer == 1 && IsAdmin( ent->parent ) == qtrue && IsAdmin( other ) == qfalse ) {
        return;
    }

    if ( ent->item->giTag == WP_PADD ) {
        Padd_Remove( ent );
    }
    
    // wait of -1 will not respawn
	if ( ent->wait == -1 ) {
		ent->r.svFlags |= SVF_NOCLIENT;
		ent->s.eFlags |= EF_NODRAW;
		ent->r.contents = 0;
		ent->unlinkAfterEvent = qtrue;
		return;
	}

	// non zero wait overrides respawn time
	if ( ent->wait ) {
		respawn = ent->wait;
	}

	// random can be used to vary the respawn time
	if ( ent->random ) {
		respawn += crandom() * ent->random;
		if ( respawn < 1 ) {
			respawn = 1;
		}
	}

	// dropped items will not respawn
	if ( ent->flags & FL_DROPPED_ITEM ) {
		ent->freeAfterEvent = qtrue;
	}

	// picked up items still stay around, they just don't
	// draw anything.  This allows respawnable items
	// to be placed on movers.

	if (ent->item->giType==IT_WEAPON || ent->item->giType==IT_POWERUP)
	{
		ent->s.eFlags |= EF_ITEMPLACEHOLDER;
	}
	else
	{
//	this line used to prevent items that were picked up from being drawn, but we now want to draw the techy grid thing instead
		ent->s.eFlags |= EF_NODRAW;
		ent->r.svFlags |= SVF_NOCLIENT;
	}

	ent->r.contents = 0;

// ***************
	// ZOID
	// A negative respawn times means to never respawn this item (but don't 
	// delete it).  This is used by items that are respawned by third party 
	// events such as ctf flags
	if ( respawn <= 0 ) {
		ent->nextthink = 0;
		ent->think = 0;
	} else {
        ent->nextthink = level.time + respawn * 1000;
		ent->think = RespawnItem;
	}
	trap_LinkEntity( ent );
}


//======================================================================

/*
================
LaunchItem

Spawns an item and tosses it forward
================
*/
gentity_t *LaunchItem( gitem_t *item, gentity_t *who, vec3_t origin, vec3_t velocity, int flags, char *txt) // RPG-X: Marcin: for ThrowWeapon 03/12/2008
{                                                                                                           // and for PADD stuff too         06/12/2008, 08/12/2008
	gentity_t	*dropped;

	dropped = G_Spawn();

	dropped->s.eType = ET_ITEM;
	dropped->s.modelindex = item - bg_itemlist;	// store item number in modelindex
	dropped->s.modelindex2 = 1; // This is non-zero is it's a dropped item

	dropped->classname = item->classname;
	dropped->item = item;
	VectorSet (dropped->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS);
	VectorSet (dropped->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS);
	dropped->r.contents = CONTENTS_TRIGGER;

	dropped->touch = Touch_Item;

	G_SetOrigin( dropped, origin );
	dropped->s.pos.trType = TR_GRAVITY;
	dropped->s.pos.trTime = level.time;
	VectorCopy( velocity, dropped->s.pos.trDelta );

	dropped->s.eFlags |= EF_BOUNCE_HALF;
	dropped->s.eFlags |= EF_DEAD;	// Yes, this is totally lame, but we use it bg_misc to check
									// if the item has been droped, and if so, make it pick-up-able
									// cdr

    if ( item->giTag == WP_PADD ) {
        //Q_strncpyz(item->paddMsg, txt, sizeof(item->paddMsg));
        Padd_Add(dropped, who, txt);
    }

	if (item->giType == IT_TEAM) { // Special case for CTF flags
		gentity_t	*te;

		VectorSet (dropped->r.mins, -23, -23, -15);
		VectorSet (dropped->r.maxs, 23, 23, 31);
		dropped->think = Team_DroppedFlagThink;
		dropped->nextthink = level.time + 30000;
		Team_CheckDroppedItem( dropped );

		// make the sound call for a dropped flag
		te = G_TempEntity( dropped->s.pos.trBase, EV_TEAM_SOUND );
		te->s.eventParm = DROPPED_FLAG_SOUND;
		/*if (dropped->item->giTag == PW_REDFLAG)
		{
			te->s.otherEntityNum = TEAM_RED;
		}
		else
		{
			te->s.otherEntityNum = TEAM_BLUE;
		}*/

		te->r.svFlags |= SVF_BROADCAST;

	} else { // auto-remove after 30 seconds
		dropped->think = G_FreeEntity;
		dropped->nextthink = level.time + 6000000; //30000; // RPG-X: Marcin: increased - 03/12/2008
	}

	dropped->flags = flags; // FL_DROPPED_ITEM; // RPG-X: Marcin: for ThrowWeapon - 03/12/2008

    if( flags & FL_THROWN_ITEM) {
        dropped->clipmask = MASK_SHOT;
        dropped->s.pos.trTime = level.time - 50;
        VectorScale( velocity, 300, dropped->s.pos.trDelta );
        SnapVector( dropped->s.pos.trDelta );
        dropped->physicsBounce = 0.2;
    }


	trap_LinkEntity (dropped);

	return dropped;
}

/*
================
DropWeapon
RPG-X
Marcin 03/12/2008
================
*/
gentity_t *DropWeapon( gentity_t *ent, gitem_t *item, float angle, int flags, char *txt ) {
	vec3_t	velocity;
	vec3_t	origin;

	VectorCopy( ent->s.pos.trBase, origin );

	// set aiming directions
	AngleVectors (ent->client->ps.viewangles, velocity, NULL, NULL);

	origin[2] += ent->client->ps.viewheight + 10;
	VectorMA( origin, 14, velocity, origin );
	// snap to integer coordinates for more efficient network bandwidth usage
	SnapVector( origin );

	// extra vertical velocity
	velocity[2] += 0.2;
	VectorNormalize( velocity );
	return LaunchItem( item, ent, origin, velocity, flags, txt );
}


/*
================
Drop_Item

Spawns an item and tosses it forward
================
*/
gentity_t *Drop_Item( gentity_t *ent, gitem_t *item, float angle ) {
	vec3_t	velocity;
	vec3_t	angles;

	VectorCopy( ent->s.apos.trBase, angles );
	angles[YAW] += angle;
	angles[PITCH] = 0;	// always forward

	AngleVectors( angles, velocity, NULL, NULL );
	VectorScale( velocity, 300, velocity );
	velocity[2] += 75 + crandom() * 50;

	return LaunchItem( item, ent, ent->s.pos.trBase, velocity, FL_DROPPED_ITEM, 0 ); // RPG-X: Marcin: for ThrowWeapon - 03/12/2008
}


/*
================
Use_Item

Respawn the item
================
*/
void Use_Item( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
	RespawnItem( ent );
}

//======================================================================

/*
================
FinishSpawningItem

Traces down to find where an item should rest, instead of letting them
free fall from their spawn points
================
*/
void FinishSpawningItem( gentity_t *ent ) {
	trace_t		tr;
	vec3_t		dest;

	if ( !ent )
	{
		Com_Printf("print \"Ent Missing\"");
		return;
	}

	if ( !ent->item )
	{
		Com_Printf("print \"Ent->item Missing\"");
		return;
	}

	VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS );
	VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );

	ent->s.eType = ET_ITEM;
	ent->s.modelindex = ent->item - bg_itemlist;		// store item number in modelindex
	ent->s.modelindex2 = 0; // zero indicates this isn't a dropped item

	ent->r.contents = CONTENTS_TRIGGER;
	ent->touch = Touch_Item;
	// useing an item causes it to respawn
	ent->use = Use_Item;

	
	Com_Printf(va("print \"giType %i!\n\"", ent->item->giType));
	//Commeted out because if statement causes sharing vialation
	/*if ( ent->item->giType == IT_TEAM )
	{
		VectorSet( ent->r.mins, -23, -23, 0 );
		VectorSet( ent->r.maxs, 23, 23, 47 );
	}*/

	if ( ent->spawnflags & 1 ) {
		// suspended
		G_SetOrigin( ent, ent->s.origin );
	} else {
		// drop to floor
		VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
		trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
		if ( tr.startsolid ) {
			G_Printf ("FinishSpawningItem: removing %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
#ifndef FINAL_BUILD
			G_Error("FinishSpawningItem: removing %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));
#endif
			G_Printf ("FinishSpawningItem: %s startsolid at %s\n", ent->classname, vtos(ent->s.origin));

			G_FreeEntity( ent );
			return;
		}

		// allow to ride movers
		ent->s.groundEntityNum = tr.entityNum;

		G_SetOrigin( ent, tr.endpos );
	}

	// team slaves and targeted items aren't present at start
	if ( ( ent->flags & FL_TEAMSLAVE ) || ent->targetname ) {
		ent->s.eFlags |= EF_NODRAW;
		ent->r.contents = 0;
		return;
	}

	// powerups don't spawn in for a while

	//Commeted out because if statement causes sharing vialation
	/*	if ( ent->item->giType == IT_POWERUP ) {
		float	respawn;

#ifdef _DEBUG
		respawn = 1;		// This makes powerups spawn immediately in debug.
#else // _DEBUG
		respawn = 45 + crandom() * 15;
#endif // _DEBUG

		ent->s.eFlags |= EF_NODRAW;
		ent->r.contents = 0;
		ent->nextthink = level.time + respawn * 1000;
		ent->think = RespawnItem;
		return;
	}*/


	trap_LinkEntity (ent);
}


/*
================
FinishSpawningDetpack

Traces down to find where an item should rest, instead of letting them
free fall from their spawn points
================
*/
extern void detpack_shot( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );

qboolean FinishSpawningDetpack( gentity_t *ent, int itemIndex )
{
	trace_t		tr;
	vec3_t		dest;

	VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, 0 );
	VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );

	ent->s.eType = ET_USEABLE;
	ent->s.modelindex = bg_itemlist[itemIndex].giTag;	// this'll be used in CG_Useable()
	ent->s.modelindex2 = itemIndex;	// store item number in modelindex

	ent->classname = bg_itemlist[itemIndex].classname;
	ent->r.contents = CONTENTS_CORPSE;//CONTENTS_TRIGGER;
	ent->takedamage = 1;
	ent->health = 5;
	ent->touch = 0;
	ent->die = detpack_shot;

	// useing an item causes it to respawn
	ent->use = Use_Item;

	// drop to floor
	VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 4096 );
	trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );
	if ( tr.startsolid )
	{
		G_FreeEntity( ent );
		return qfalse;
	}

	// allow to ride movers
	ent->physicsObject = qtrue;
	ent->s.groundEntityNum = tr.entityNum;

	G_SetOrigin( ent, tr.endpos );

	ent->s.eFlags &= ~EF_NODRAW;
	ent->r.svFlags &= ~SVF_NOCLIENT;

	trap_LinkEntity (ent);
	
	ent->noise_index = G_SoundIndex("sound/weapons/detpacklatch.wav");
	G_AddEvent( ent, EV_GENERAL_SOUND, ent->noise_index );
	return qtrue;
}


/*
================
FinishSpawningDecoy

Traces down to find where an item should rest, instead of letting them
free fall from their spawn points
================
*/
qboolean FinishSpawningDecoy( gentity_t *ent, int itemIndex )
{
	trace_t		tr;
	vec3_t		dest;

	// OLD RADIUS SETTINGS
//	VectorSet( ent->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS );
//	VectorSet( ent->r.maxs, ITEM_RADIUS, ITEM_RADIUS, ITEM_RADIUS );
//	ent->s.eType = ET_USEABLE;
//	ent->s.modelindex = bg_itemlist[itemIndex].giTag;	// this'll be used in CG_Useable()

	ent->classname = bg_itemlist[itemIndex].classname;
//	ent->r.contents = CONTENTS_CORPSE;
	ent->touch = 0;				// null touch function pointer
	// useing an item causes it to respawn
	ent->use = Use_Item;

	// drop to floor
	VectorSet( dest, ent->s.origin[0], ent->s.origin[1], ent->s.origin[2] - 1 ); //4096
	trap_Trace( &tr, ent->s.origin, ent->r.mins, ent->r.maxs, dest, ent->s.number, MASK_SOLID );

	if ( tr.startsolid )
	{	// If stuck in a solid, give up and go home
		G_FreeEntity( ent );
		return qfalse;
	}

	G_SetOrigin( ent, tr.endpos );

	// allow to ride movers
	if ( tr.contents & CONTENTS_SOLID ) { //TiM - only if u spawn them ON the elevator.  Otherwise, leave them in the air
		ent->physicsObject = qtrue;
		ent->s.pos.trType = TR_GRAVITY;//have to do this because it thinks it's an ET_PLAYER
		ent->s.groundEntityNum = tr.entityNum;
	}

	// Turn off the NODRAW and NOCLIENT flags
	ent->s.eFlags &= ~EF_NODRAW;
	ent->r.svFlags &= ~SVF_NOCLIENT;

	trap_LinkEntity (ent);
	return qtrue;
}




qboolean	itemRegistered[MAX_ITEMS];

/*
==================
G_CheckTeamItems
==================
*/
void G_CheckTeamItems( void ) {

	// Set up team stuff
	Team_InitGame();

	if ( g_gametype.integer == GT_CTF ) {
		gitem_t	*item;

		// make sure we actually have two flags...
		item = BG_FindItem( "team_CTF_redflag" );
		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
			G_Printf( "^1WARNING: No team_CTF_redflag in map" );
		}
		item = BG_FindItem( "team_CTF_blueflag" );
		if ( !item || !itemRegistered[ item - bg_itemlist ] ) {
			G_Printf( "^1WARNING: No team_CTF_blueflag in map" );
		}
	}
}

/*
==============
ClearRegisteredItems
==============
*/
void ClearRegisteredItems( void ) {
	memset( itemRegistered, 0, sizeof( itemRegistered ) );
	// players always start with the base weapon
	RegisterItem( BG_FindItemForWeapon( WP_PHASER ) );
	RegisterItem( BG_FindItemForWeapon( WP_COMPRESSION_RIFLE ) );	//this is for the podium at the end, make sure we have the model

	RegisterItem( BG_FindItemForWeapon( WP_NULL_HAND ) );
//	RegisterItem( BG_FindItemForWeapon( WP_COFFEE ) );
	RegisterItem( BG_FindItemForWeapon( WP_DISRUPTOR ) );
//	RegisterItem( BG_FindItemForWeapon( WP_GRENADE_LAUNCHER ) );
//	RegisterItem( BG_FindItemForWeapon( WP_TR116 ) );
//	RegisterItem( BG_FindItemForWeapon( WP_QUANTUM_BURST ) );
	RegisterItem( BG_FindItemForWeapon( WP_DERMAL_REGEN ) );
	RegisterItem( BG_FindItemForWeapon( WP_VOYAGER_HYPO ) );
	RegisterItem( BG_FindItemForWeapon( WP_TOOLKIT ) );
	RegisterItem( BG_FindItemForWeapon( WP_MEDKIT ) );
	RegisterItem( BG_FindItemForWeapon( WP_TRICORDER ) );

	RegisterItem( BG_FindItemForWeapon( WP_PADD ) );
	RegisterItem( BG_FindItemForWeapon( WP_HYPERSPANNER ) );
	RegisterItem( BG_FindItemForWeapon( WP_TR116 ) );

	// okay!  Now, based on what game mods we have one, we need to register even more stuff by default:
	if ( g_pModSpecialties.integer )
	{
		G_ModelIndex( "models/mapobjects/dn/powercell.md3" );
		G_ModelIndex( "models/mapobjects/dn/powercell2.md3" );
		G_SoundIndex( "sound/player/suitenergy.wav" );
		G_SoundIndex( "sound/weapons/noammo.wav" );
		G_SoundIndex( "sound/weapons/explosions/cargoexplode.wav" );
		G_SoundIndex( "sound/items/respawn1.wav" );
	}

}

/*
===============
RegisterItem

The item will be added to the precache list
===============
*/
void RegisterItem( gitem_t *item  ) {
	if ( !item ) {
		G_Error( "RegisterItem: NULL" );
		//RPG-X
		Com_Printf( "Missing Item In RegisterItem\n" );
	}
	itemRegistered[ item - bg_itemlist ] = qtrue;
}


/*
===============
SaveRegisteredItems

Write the needed items to a config string
so the client will know which ones to precache
===============
*/
void SaveRegisteredItems( void ) {
	char	string[MAX_ITEMS+1];
	int		i;
	int		count;

	count = 0;
	for ( i = 0 ; i < bg_numItems ; i++ ) {
		if ( itemRegistered[i] ) {
			count++;
			string[i] = '1';
		} else {
			string[i] = '0';
		}
	}
	string[ bg_numItems ] = 0;

	G_Printf( "%i items registered\n", count );
	trap_SetConfigstring(CS_ITEMS, string);
}


qboolean G_ItemSuppressed( int itemType, int itemTag )
{
	if ( g_pModDisintegration.integer != 0 )
	{//FIXME: instagib
		switch( itemType )
		{
		case IT_ARMOR://useless
		case IT_WEAPON://only compression rifle
		case IT_HEALTH://useless
		case IT_AMMO://only compression rifle ammo
			return qtrue;
			break;
		case IT_HOLDABLE:
			switch ( itemTag )
			{
			case HI_MEDKIT:
			case HI_DETPACK:
				return qtrue;
				break;
			}
			break;
		case IT_POWERUP:
			switch ( itemTag )
			{
			case PW_BOLTON: //BATTLESUIT
			case PW_QUAD:
			case PW_LASER:
			//case PW_FLASHLIGHT:
				return qtrue;
				break;
			}
			break;
		}
	}
	else if ( g_pModSpecialties.integer != 0 )
	{
		switch( itemType )
		{
		case IT_ARMOR://given to classes
		case IT_WEAPON://spread out among classes
		case IT_HOLDABLE://spread out among classes
		case IT_HEALTH://given by medics
		case IT_AMMO://given by technician
		case IT_POWERUP:
			return qtrue;
			break;
		}
	}
	else if ( rpg_rpg.integer != 0 )
	{
		switch( itemType )
		{
		case IT_HEALTH:
		case IT_ARMOR:
		case IT_HOLDABLE:
		case IT_POWERUP:
		case IT_AMMO:
		case IT_WEAPON:
			return qtrue;
			break;
		}
	}
	return qfalse;
}

qboolean G_ItemClassnameSuppressed( char *itemname )
{
	gitem_t *item = NULL;
	int		itemType = 0;
	int		itemTag = 0;

	item = BG_FindItemWithClassname( itemname );

	if ( !item )
	{
		return qfalse;
	}
	itemType = item->giType;
	itemTag = item->giTag;

	return G_ItemSuppressed( itemType, itemTag );
}

gitem_t *G_CheckReplaceItem( gentity_t *ent, gitem_t *item )
{
	gitem_t *newitem = item;
	if ( g_pModAssimilation.integer != 0 )
	{//replace tetryon and scav rifles with I-Mods 
		switch ( item->giTag )
		{
		case WP_COFFEE:
		case WP_TR116:
			switch( item->giType )
			{
			case IT_WEAPON:
				newitem = BG_FindItemForWeapon( WP_NULL_HAND );
				ent->classname = "weapon_imod";
				break;
			case IT_AMMO:
				newitem = BG_FindItemForAmmo( WP_NULL_HAND );
				ent->classname = "ammo_imod";
				break;
			default:
				break;
			}
			break;
		default:
			break;
		}
	}

	return newitem;
}
/*
============
G_SpawnItem

Sets the clipping size and plants the object on the floor.

Items can't be immediately dropped to floor, because they might
be on an entity that hasn't spawned yet.
============
*/
void G_SpawnItem (gentity_t *ent, gitem_t *item) {
	if ( G_ItemSuppressed( item->giType, item->giTag ) )
	{
		return;
	}
	item = G_CheckReplaceItem( ent, item );

	G_SpawnFloat( "random", "0", &ent->random );
	G_SpawnFloat( "wait", "0", &ent->wait );

	RegisterItem( item );
	ent->item = item;
	// some movers spawn on the second frame, so delay item
	// spawns until the third frame so they can ride trains
	ent->nextthink = level.time + FRAMETIME * 2;
	ent->think = FinishSpawningItem;

	ent->physicsBounce = 0.50;		// items are bouncy

	if ( item->giType == IT_POWERUP ) {
		G_SoundIndex( "sound/items/poweruprespawn.wav" );//cgs.media.poweruprespawn
	}
}


/*
================
G_BounceItem

================
*/
void G_BounceItem( gentity_t *ent, trace_t *trace ) {
	vec3_t	velocity;
	float	dot;
	int		hitTime;

	// reflect the velocity on the trace plane
	hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
	BG_EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
	dot = DotProduct( velocity, trace->plane.normal );
	VectorMA( velocity, -2*dot, trace->plane.normal, ent->s.pos.trDelta );

	// cut the velocity to keep from bouncing forever
	VectorScale( ent->s.pos.trDelta, ent->physicsBounce, ent->s.pos.trDelta );

	// check for stop
	if ( trace->plane.normal[2] > 0 && ent->s.pos.trDelta[2] < 40 ) {
		trace->endpos[2] += 1.0;	// make sure it is off ground
		SnapVector( trace->endpos );
		G_SetOrigin( ent, trace->endpos );
		ent->s.groundEntityNum = trace->entityNum;
		return;
	}

	VectorAdd( ent->r.currentOrigin, trace->plane.normal, ent->r.currentOrigin);
	VectorCopy( ent->r.currentOrigin, ent->s.pos.trBase );
	ent->s.pos.trTime = level.time;
}


/*
================
G_RunItem

================
*/
void G_RunItem( gentity_t *ent ) {
	vec3_t		origin;
	trace_t		tr;
	int			contents;
	int			mask;

	// if groundentity has been set to -1, it may have been pushed off an edge
	if ( ent->s.groundEntityNum == -1 ) {
		if ( ent->s.pos.trType != TR_GRAVITY ) {
			ent->s.pos.trType = TR_GRAVITY;
			ent->s.pos.trTime = level.time;
		}
	}

	if ( ent->s.pos.trType == TR_STATIONARY ) {
		// check think function
		G_RunThink( ent );
		return;
	}

	// get current position
	BG_EvaluateTrajectory( &ent->s.pos, level.time, origin );

	// trace a line from the previous position to the current position
	if ( ent->clipmask ) {
		mask = ent->clipmask;
	} else {
		mask = MASK_PLAYERSOLID & ~CONTENTS_BODY;//MASK_SOLID;
	}
	trap_Trace( &tr, ent->r.currentOrigin, ent->r.mins, ent->r.maxs, origin, 
		ent->r.ownerNum, mask );

	VectorCopy( tr.endpos, ent->r.currentOrigin );

	if ( tr.startsolid ) {
		tr.fraction = 0;
	}

	trap_LinkEntity( ent );	// FIXME: avoid this for stationary?

	// check think function
	G_RunThink( ent );

	if ( tr.fraction == 1 ) {
		return;
	}

	// if it is in a nodrop volume, remove it
	contents = trap_PointContents( ent->r.currentOrigin, -1 );
	if ( contents & CONTENTS_NODROP ) {
		if (ent->item && ent->item->giType == IT_TEAM) {
			Team_FreeEntity(ent);
		} else {
			G_FreeEntity( ent );
		}
		return;
	}

	G_BounceItem( ent, &tr );
}