/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2006 Pat Raynor <raynorpat@sbcglobal.net>

This file is part of the Fortress Evolution source code.

Fortress Evolution is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

The Fortress Evolution source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Fortress Evolution; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// g_client.c - client functions that don't happen every frame
#include "g_local.h"

static vec3_t   playerMins = { -15, -15, -24 };
static vec3_t   playerMaxs = { 15, 15, 32 };

/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) initial
potential spawning position for deathmatch games.
The first time a player enters the game, they will be at an 'initial' spot.
Targets will be fired when someone spawns in on them.
"nobots" will prevent bots from using this spot.
"nohumans" will prevent non-bots from using this spot.
*/
void SP_info_player_deathmatch(gentity_t * ent)
{
	int             i;

	G_SpawnInt("nobots", "0", &i);
	if(i)
	{
		ent->flags |= FL_NO_BOTS;
	}
	G_SpawnInt("nohumans", "0", &i);
	if(i)
	{
		ent->flags |= FL_NO_HUMANS;
	}
}

/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
equivelant to info_player_deathmatch
*/
void SP_info_player_start(gentity_t * ent)
{
	ent->classname = "info_player_deathmatch";
	SP_info_player_deathmatch(ent);
}

/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The intermission will be viewed from this point.  Target an info_notnull for the view direction.
*/
void SP_info_player_intermission(gentity_t * ent)
{

}

/*QUAKED info_player_teleport (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
Now that we don't have teleport destination pads, this is just
an info_notnull
*/
void SP_info_player_teleport(gentity_t * ent)
{
}



/*
=======================================================================

  SelectSpawnPoint

=======================================================================
*/

/*
================
SpotWouldTelefrag

================
*/
qboolean SpotWouldTelefrag(gentity_t * spot)
{
	int             i, num;
	int             touch[MAX_GENTITIES];
	gentity_t      *hit;
	vec3_t          mins, maxs;

	VectorAdd(spot->s.origin, playerMins, mins);
	VectorAdd(spot->s.origin, playerMaxs, maxs);
	num = trap_EntitiesInBox(mins, maxs, touch, MAX_GENTITIES);

	for(i = 0; i < num; i++)
	{
		hit = &g_entities[touch[i]];
		//if ( hit->client && hit->client->ps.stats[STAT_HEALTH] > 0 ) {
		if(hit->client)
		{
			return qtrue;
		}

	}

	return qfalse;
}

/*
================
SelectNearestDeathmatchSpawnPoint

Find the spot that we DON'T want to use
================
*/
#define	MAX_SPAWN_POINTS	128
gentity_t      *SelectNearestDeathmatchSpawnPoint(vec3_t from)
{
	gentity_t      *spot;
	vec3_t          delta;
	float           dist, nearestDist;
	gentity_t      *nearestSpot;

	nearestDist = 999999;
	nearestSpot = NULL;
	spot = NULL;

	while((spot = G_Find(spot, FOFS(classname), "info_player_deathmatch")) != NULL)
	{

		VectorSubtract(spot->s.origin, from, delta);
		dist = VectorLength(delta);
		if(dist < nearestDist)
		{
			nearestDist = dist;
			nearestSpot = spot;
		}
	}

	return nearestSpot;
}


/*
================
SelectRandomDeathmatchSpawnPoint

go to a random point that doesn't telefrag
================
*/
#define	MAX_SPAWN_POINTS	128
gentity_t      *SelectRandomDeathmatchSpawnPoint(void)
{
	gentity_t      *spot;
	int             count;
	int             selection;
	gentity_t      *spots[MAX_SPAWN_POINTS];

	count = 0;
	spot = NULL;

	while((spot = G_Find(spot, FOFS(classname), "info_player_deathmatch")) != NULL)
	{
		if(SpotWouldTelefrag(spot))
		{
			continue;
		}
		spots[count] = spot;
		count++;
	}

	if(!count)
	{							// no spots that won't telefrag
		return G_Find(NULL, FOFS(classname), "info_player_deathmatch");
	}

	selection = rand() % count;
	return spots[selection];
}

/*
===========
SelectRandomFurthestSpawnPoint

Chooses a player start, deathmatch start, etc
============
*/
gentity_t      *SelectRandomFurthestSpawnPoint(vec3_t avoidPoint, vec3_t origin, vec3_t angles)
{
	gentity_t      *spot;
	vec3_t          delta;
	float           dist;
	float           list_dist[64];
	gentity_t      *list_spot[64];
	int             numSpots, rnd, i, j;

	numSpots = 0;
	spot = NULL;

	while((spot = G_Find(spot, FOFS(classname), "info_player_deathmatch")) != NULL)
	{
		if(SpotWouldTelefrag(spot))
		{
			continue;
		}
		VectorSubtract(spot->s.origin, avoidPoint, delta);
		dist = VectorLength(delta);
		for(i = 0; i < numSpots; i++)
		{
			if(dist > list_dist[i])
			{
				if(numSpots >= 64)
					numSpots = 64 - 1;
				for(j = numSpots; j > i; j--)
				{
					list_dist[j] = list_dist[j - 1];
					list_spot[j] = list_spot[j - 1];
				}
				list_dist[i] = dist;
				list_spot[i] = spot;
				numSpots++;
				if(numSpots > 64)
					numSpots = 64;
				break;
			}
		}
		if(i >= numSpots && numSpots < 64)
		{
			list_dist[numSpots] = dist;
			list_spot[numSpots] = spot;
			numSpots++;
		}
	}
	if(!numSpots)
	{
		spot = G_Find(NULL, FOFS(classname), "info_player_deathmatch");
		if(!spot)
			G_Error("Couldn't find a spawn point");
		VectorCopy(spot->s.origin, origin);
		origin[2] += 9;
		VectorCopy(spot->s.angles, angles);
		return spot;
	}

	// select a random spot from the spawn points furthest away
	rnd = random() * (numSpots / 2);

	VectorCopy(list_spot[rnd]->s.origin, origin);
	origin[2] += 9;
	VectorCopy(list_spot[rnd]->s.angles, angles);

	return list_spot[rnd];
}

/*
===========
SelectSpawnPoint

Chooses a player start, deathmatch start, etc
============
*/
gentity_t      *SelectSpawnPoint(vec3_t avoidPoint, vec3_t origin, vec3_t angles)
{
	return SelectRandomFurthestSpawnPoint(avoidPoint, origin, angles);

	/*
	   gentity_t    *spot;
	   gentity_t    *nearestSpot;

	   nearestSpot = SelectNearestDeathmatchSpawnPoint( avoidPoint );

	   spot = SelectRandomDeathmatchSpawnPoint ( );
	   if ( spot == nearestSpot ) {
	   // roll again if it would be real close to point of death
	   spot = SelectRandomDeathmatchSpawnPoint ( );
	   if ( spot == nearestSpot ) {
	   // last try
	   spot = SelectRandomDeathmatchSpawnPoint ( );
	   }        
	   }

	   // find a single player start spot
	   if (!spot) {
	   G_Error( "Couldn't find a spawn point" );
	   }

	   VectorCopy (spot->s.origin, origin);
	   origin[2] += 9;
	   VectorCopy (spot->s.angles, angles);

	   return spot;
	 */
}

/*
===========
SelectInitialSpawnPoint

Try to find a spawn point marked 'initial', otherwise
use normal spawn selection.
============
*/
gentity_t      *SelectInitialSpawnPoint(vec3_t origin, vec3_t angles)
{
	gentity_t      *spot;

	spot = NULL;
	while((spot = G_Find(spot, FOFS(classname), "info_player_deathmatch")) != NULL)
	{
		if(spot->spawnflags & 1)
		{
			break;
		}
	}

	if(!spot || SpotWouldTelefrag(spot))
	{
		return SelectSpawnPoint(vec3_origin, origin, angles);
	}

	VectorCopy(spot->s.origin, origin);
	origin[2] += 9;
	VectorCopy(spot->s.angles, angles);

	return spot;
}

/*
===========
SelectSpectatorSpawnPoint

============
*/
gentity_t      *SelectSpectatorSpawnPoint(vec3_t origin, vec3_t angles)
{
	FindIntermissionPoint();

	VectorCopy(level.intermission_origin, origin);
	VectorCopy(level.intermission_angle, angles);

	return NULL;
}

/*
=======================================================================

BODYQUE

=======================================================================
*/

/*
===============
InitBodyQue
===============
*/
void InitBodyQue(void)
{
	int             i;
	gentity_t      *ent;

	level.bodyQueIndex = 0;
	for(i = 0; i < BODY_QUEUE_SIZE; i++)
	{
		ent = G_Spawn();
		ent->classname = "bodyque";
		ent->neverFree = qtrue;
		level.bodyQue[i] = ent;
	}
}

/*
=============
BodySink

After sitting around for five seconds, fall into the ground and dissapear
=============
*/
void BodySink(gentity_t * ent)
{
	if(level.time - ent->timestamp > 6500)
	{
		// the body ques are never actually freed, they are just unlinked
		trap_UnlinkEntity(ent);
		ent->physicsObject = qfalse;
		return;
	}
	ent->nextthink = level.time + 100;
	ent->s.pos.trBase[2] -= 1;
}

/*
=============
CopyToBodyQue

A player is respawning, so make an entity that looks
just like the existing corpse to leave behind.
=============
*/
void CopyToBodyQue(gentity_t * ent)
{
#ifdef MISSIONPACK
	gentity_t      *e;
	int             i;
#endif
	gentity_t      *body;
	int             contents;

	trap_UnlinkEntity(ent);

	// if client is in a nodrop area, don't leave the body
	contents = trap_PointContents(ent->s.origin, -1);
	if(contents & CONTENTS_NODROP)
	{
		return;
	}

	// grab a body que and cycle to the next one
	body = level.bodyQue[level.bodyQueIndex];
	level.bodyQueIndex = (level.bodyQueIndex + 1) % BODY_QUEUE_SIZE;

	trap_UnlinkEntity(body);

	body->s = ent->s;
	body->s.eFlags = EF_DEAD;	// clear EF_TALK, etc
#ifdef MISSIONPACK
	if(ent->s.eFlags & EF_KAMIKAZE)
	{
		body->s.eFlags |= EF_KAMIKAZE;

		// check if there is a kamikaze timer around for this owner
		for(i = 0; i < MAX_GENTITIES; i++)
		{
			e = &g_entities[i];
			if(!e->inuse)
				continue;
			if(e->activator != ent)
				continue;
			if(strcmp(e->classname, "kamikaze timer"))
				continue;
			e->activator = body;
			break;
		}
	}
#endif
	body->s.powerups = 0;		// clear powerups
	body->s.loopSound = 0;		// clear lava burning
	body->s.number = body - g_entities;
	body->timestamp = level.time;
	body->physicsObject = qtrue;
	body->physicsBounce = 0;	// don't bounce
	if(body->s.groundEntityNum == ENTITYNUM_NONE)
	{
		body->s.pos.trType = TR_GRAVITY;
		body->s.pos.trTime = level.time;
		VectorCopy(ent->client->ps.velocity, body->s.pos.trDelta);
	}
	else
	{
		body->s.pos.trType = TR_STATIONARY;
	}
	body->s.event = 0;

	// change the animation to the last-frame only, so the sequence
	// doesn't repeat anew for the body
	switch (body->s.legsAnim & ~ANIM_TOGGLEBIT)
	{
		case BOTH_DEATH1:
		case BOTH_DEAD1:
			body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD1;
			break;
		case BOTH_DEATH2:
		case BOTH_DEAD2:
			body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD2;
			break;
		case BOTH_DEATH3:
		case BOTH_DEAD3:
		default:
			body->s.torsoAnim = body->s.legsAnim = BOTH_DEAD3;
			break;
	}

	body->r.svFlags = ent->r.svFlags;
	VectorCopy(ent->r.mins, body->r.mins);
	VectorCopy(ent->r.maxs, body->r.maxs);
	VectorCopy(ent->r.absmin, body->r.absmin);
	VectorCopy(ent->r.absmax, body->r.absmax);

	body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
	body->r.contents = CONTENTS_CORPSE;
	body->r.ownerNum = ent->s.number;

	body->nextthink = level.time + 5000;
	body->think = BodySink;

	body->die = body_die;

	// don't take more damage if already gibbed
	if(ent->health <= GIB_HEALTH)
	{
		body->takedamage = qfalse;
	}
	else
	{
		body->takedamage = qtrue;
	}


	VectorCopy(body->s.pos.trBase, body->r.currentOrigin);
	trap_LinkEntity(body);
}

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


/*
==================
SetClientViewAngle

==================
*/
void SetClientViewAngle(gentity_t * ent, vec3_t angle)
{
	int             i;

	// set the delta angle
	for(i = 0; i < 3; i++)
	{
		int             cmdAngle;

		cmdAngle = ANGLE2SHORT(angle[i]);
		ent->client->ps.delta_angles[i] = cmdAngle - ent->client->pers.cmd.angles[i];
	}
	VectorCopy(angle, ent->s.angles);
	VectorCopy(ent->s.angles, ent->client->ps.viewangles);
}

/*
================
respawn
================
*/
void respawn(gentity_t * ent)
{
	gentity_t      *tent;

	CopyToBodyQue(ent);
	ClientSpawn(ent);

	// add a teleportation effect
	tent = G_TempEntity(ent->client->ps.origin, EV_PLAYER_TELEPORT_IN);
	tent->s.clientNum = ent->s.clientNum;
}

/*
================
TeamCount

Returns number of players on a team
================
*/
team_t TeamCount(int ignoreClientNum, int team)
{
	int             i;
	int             count = 0;

	for(i = 0; i < level.maxclients; i++)
	{
		if(i == ignoreClientNum)
		{
			continue;
		}
		if(level.clients[i].pers.connected == CON_DISCONNECTED)
		{
			continue;
		}
		if(level.clients[i].sess.sessionTeam == team)
		{
			count++;
		}
	}

	return count;
}

/*
================
TeamLeader

Returns the client number of the team leader
================
*/
int TeamLeader(int team)
{
	int             i;

	for(i = 0; i < level.maxclients; i++)
	{
		if(level.clients[i].pers.connected == CON_DISCONNECTED)
		{
			continue;
		}
		if(level.clients[i].sess.sessionTeam == team)
		{
			if(level.clients[i].sess.teamLeader)
				return i;
		}
	}

	return -1;
}


/*
================
PickTeam

================
*/
team_t PickTeam(int ignoreClientNum)
{
	int counts[TEAM_NUM_TEAMS];

	counts[TEAM_BLUE] = TeamCount(ignoreClientNum, TEAM_BLUE);
	counts[TEAM_RED] = TeamCount(ignoreClientNum, TEAM_RED);

	// choose team with fewest players
	if(counts[TEAM_BLUE] > counts[TEAM_RED])
		return TEAM_RED;
	if(counts[TEAM_RED] > counts[TEAM_BLUE])
		return TEAM_BLUE;

	// equal team count, so join the team with the lowest score
	if(level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED])
		return TEAM_RED;
	if(level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE])
		return TEAM_BLUE;

	return (rand() / (float)RAND_MAX) < 0.5f ? TEAM_RED : TEAM_BLUE;
}

/*
===========
ForceClientSkin

Forces a client's skin (for teamplay)
===========
*/
/*
static void ForceClientSkin( gclient_t *client, char *model, const char *skin ) {
	char *p;

	if ((p = Q_strrchr(model, '/')) != 0) {
		*p = 0;
	}

	Q_strcat(model, MAX_QPATH, "/");
	Q_strcat(model, MAX_QPATH, skin);
}
*/

/*
===========
ClientCheckName
============
*/
static void ClientCleanName(const char *in, char *out, int outSize)
{
	int             len, colorlessLen;
	char            ch;
	char           *p;
	int             spaces;

	//save room for trailing null byte
	outSize--;

	len = 0;
	colorlessLen = 0;
	p = out;
	*p = 0;
	spaces = 0;

	while(1)
	{
		ch = *in++;
		if(!ch)
		{
			break;
		}

		// don't allow leading spaces
		if(!*p && ch == ' ')
		{
			continue;
		}

		// check colors
		if(ch == Q_COLOR_ESCAPE)
		{
			// solo trailing carat is not a color prefix
			if(!*in)
			{
				break;
			}

			// don't allow black in a name, period
			if(ColorIndex(*in) == 0)
			{
				in++;
				continue;
			}

			// make sure room in dest for both chars
			if(len > outSize - 2)
			{
				break;
			}

			*out++ = ch;
			*out++ = *in++;
			len += 2;
			continue;
		}

		// don't allow too many consecutive spaces
		if(ch == ' ')
		{
			spaces++;
			if(spaces > 3)
			{
				continue;
			}
		}
		else
		{
			spaces = 0;
		}

		if(len > outSize - 1)
		{
			break;
		}

		*out++ = ch;
		colorlessLen++;
		len++;
	}
	*out = 0;

	// don't allow empty names
	if(*p == 0 || colorlessLen == 0)
	{
		Q_strncpyz(p, "UnnamedPlayer", outSize);
	}
}


/*
===========
ClientUserInfoChanged

Called from ClientConnect when the player first connects and
directly by the server system when the player updates a userinfo variable.

The game can override any of the settings and call trap_SetUserinfo
if desired.
============
*/
void ClientUserinfoChanged(int clientNum)
{
	gentity_t      *ent;
	int             teamLeader, team, health;
	char           *s;
	char            model[MAX_QPATH];
	char            oldname[MAX_STRING_CHARS];
	gclient_t      *client;
	char            c1[MAX_INFO_STRING];
	char            c2[MAX_INFO_STRING];
	char            userinfo[MAX_INFO_STRING];

	ent = g_entities + clientNum;
	client = ent->client;

	trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo));

	// check for malformed or illegal info strings
	if(!Info_Validate(userinfo))
	{
		strcpy(userinfo, "\\name\\badinfo");
	}

	// check for local client
	s = Info_ValueForKey(userinfo, "ip");
	if(!strcmp(s, "localhost"))
	{
		client->pers.localClient = qtrue;
	}

	// check the item prediction
	s = Info_ValueForKey(userinfo, "cg_predictItems");
	if(!atoi(s))
	{
		client->pers.predictItemPickup = qfalse;
	}
	else
	{
		client->pers.predictItemPickup = qtrue;
	}

	// set name
	Q_strncpyz(oldname, client->pers.netname, sizeof(oldname));
	s = Info_ValueForKey(userinfo, "name");
	ClientCleanName(s, client->pers.netname, sizeof(client->pers.netname));

	if(client->sess.sessionTeam == TEAM_SPECTATOR)
	{
		if(client->sess.spectatorState == SPECTATOR_SCOREBOARD)
		{
			Q_strncpyz(client->pers.netname, "scoreboard", sizeof(client->pers.netname));
		}
	}

	if(client->pers.connected == CON_CONNECTED)
	{
		if(strcmp(oldname, client->pers.netname))
		{
			trap_SendServerCommand(-1, va("print \"%s" S_COLOR_WHITE " renamed to %s\n\"", oldname, client->pers.netname));
		}
	}

	// set max health
	health = atoi(Info_ValueForKey(userinfo, "handicap"));
	client->pers.maxHealth = health;
	if(client->pers.maxHealth < 1 || client->pers.maxHealth > 100)
	{
		client->pers.maxHealth = 100;
	}

	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;

	// set model
	Q_strncpyz(model, Info_ValueForKey(userinfo, "model"), sizeof(model));

	// raynorpat: set player class
	if (!Q_stricmp(model, "marine/red"))
	{
		client->pers.newplayerclass = PCLASS_MARINE;
	}
	else if (!Q_stricmp(model, "marine/blue"))
	{
		client->pers.newplayerclass = PCLASS_MARINE;
	}
	else if (!Q_stricmp(model, "recon/red"))
	{
		client->pers.newplayerclass = PCLASS_RECON;
	}
	else if (!Q_stricmp(model, "recon/blue"))
	{
		client->pers.newplayerclass = PCLASS_RECON;
	}
	else if (!Q_stricmp(model, "hwexpert/red"))
	{
		client->pers.newplayerclass = PCLASS_HW_EXPERT;
	}
	else if (!Q_stricmp(model, "hwexpert/blue"))
	{
		client->pers.newplayerclass = PCLASS_HW_EXPERT;
	}
	else if (!Q_stricmp(model, "engineer/red"))
	{
		client->pers.newplayerclass = PCLASS_ENGINEER;
	}
	else if (!Q_stricmp(model, "engineer/blue"))
	{
		client->pers.newplayerclass = PCLASS_ENGINEER;
	}
	else if (!Q_stricmp(model, "specops/red"))
	{
		client->pers.newplayerclass = PCLASS_SPEC_OPS;
	}
	else if (!Q_stricmp(model, "specops/blue"))
	{
		client->pers.newplayerclass = PCLASS_SPEC_OPS;
	}
	else if (!Q_stricmp(model, "medic/red"))
	{
		client->pers.newplayerclass = PCLASS_MEDIC;
	}
	else if (!Q_stricmp(model, "medic/blue"))
	{
		client->pers.newplayerclass = PCLASS_MEDIC;
	}
	else
	{
		// default to marine
		client->pers.newplayerclass = PCLASS_MARINE;
	}

	client->pers.playerclass = client->pers.newplayerclass;

	// bots set their team a few frames later
	if(g_gametype.integer >= GT_TEAM && g_entities[clientNum].r.svFlags & SVF_BOT)
	{
		s = Info_ValueForKey(userinfo, "team");
		if(!Q_stricmp(s, "red") || !Q_stricmp(s, "r"))
		{
			team = TEAM_RED;
		}
		else if(!Q_stricmp(s, "blue") || !Q_stricmp(s, "b"))
		{
			team = TEAM_BLUE;
		}
		else
		{
			// pick the team with the least number of players
			team = PickTeam(clientNum);
		}
	}
	else
	{
		team = client->sess.sessionTeam;
	}

	// teamInfo
	s = Info_ValueForKey(userinfo, "teamoverlay");
	if(!*s || atoi(s) != 0)
	{
		client->pers.teamInfo = qtrue;
	}
	else
	{
		client->pers.teamInfo = qfalse;
	}

	// team Leader (1 = leader, 0 is normal player)
	teamLeader = client->sess.teamLeader;

	// colors
	strcpy(c1, Info_ValueForKey(userinfo, "color1"));
	strcpy(c2, Info_ValueForKey(userinfo, "color2"));

	// send over a subset of the userinfo keys so other clients can
	// print scoreboards, display models, and play custom sounds
	if(ent->r.svFlags & SVF_BOT)
	{
		s = va("n\\%s\\t\\%i\\model\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\skill\\%s\\tl\\%d",
			   client->pers.netname, team, model, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses,
			   Info_ValueForKey(userinfo, "skill"), teamLeader);
	}
	else
	{
		s = va
			("n\\%s\\t\\%i\\model\\%s\\c1\\%s\\c2\\%s\\hc\\%i\\w\\%i\\l\\%i\\tl\\%d",
			 client->pers.netname, client->sess.sessionTeam, model, c1, c2, client->pers.maxHealth, client->sess.wins, client->sess.losses, teamLeader);
	}

	trap_SetConfigstring(CS_PLAYERS + clientNum, s);

	// this is not the userinfo, more like the configstring actually
	G_LogPrintf("ClientUserinfoChanged: %i %s\n", clientNum, s);
}


/*
===========
ClientConnect

Called when a player begins connecting to the server.
Called again for every map change or tournement restart.

The session information will be valid after exit.

Return NULL if the client should be allowed, otherwise return
a string with the reason for denial.

Otherwise, the client will be sent the current gamestate
and will eventually get to ClientBegin.

firstTime will be qtrue the very first time a client connects
to the server machine, but qfalse on map changes and tournement
restarts.
============
*/
char           *ClientConnect(int clientNum, qboolean firstTime, qboolean isBot)
{
	char           *value;

//  char        *areabits;
	gclient_t      *client;
	char            userinfo[MAX_INFO_STRING];
	gentity_t      *ent;

	ent = &g_entities[clientNum];

	trap_GetUserinfo(clientNum, userinfo, sizeof(userinfo));

	// IP filtering
	// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500
	// recommanding PB based IP / GUID banning, the builtin system is pretty limited
	// check to see if they are on the banned IP list
	value = Info_ValueForKey(userinfo, "ip");
	if(G_FilterPacket(value))
	{
		return "You are banned from this server.";
	}

	// we don't check password for bots and local client
	// NOTE: local client <-> "ip" "localhost"
	//   this means this client is not running in our current process
	if(!isBot && (strcmp(value, "localhost") != 0))
	{
		// check for a password
		value = Info_ValueForKey(userinfo, "password");
		if(g_password.string[0] && Q_stricmp(g_password.string, "none") && strcmp(g_password.string, value) != 0)
		{
			return "Invalid password";
		}
	}

	// they can connect
	ent->client = level.clients + clientNum;
	client = ent->client;

//  areabits = client->areabits;

	memset(client, 0, sizeof(*client));

	client->pers.connected = CON_CONNECTING;

	// read or initialize the session data
	if(firstTime || level.newSession)
	{
		G_InitSessionData(client, userinfo);
	}
	G_ReadSessionData(client);

	if(isBot)
	{
		ent->r.svFlags |= SVF_BOT;
		ent->inuse = qtrue;
		if(!G_BotConnect(clientNum, !firstTime))
		{
			return "BotConnectfailed";
		}
	}

	// get and distribute relevent paramters
	G_LogPrintf("ClientConnect: %i\n", clientNum);
	ClientUserinfoChanged(clientNum);

	// don't do the "xxx connected" messages if they were caried over from previous level
	if(firstTime)
	{
		trap_SendServerCommand(-1, va("print \"%s" S_COLOR_WHITE " connected\n\"", client->pers.netname));
	}

	if(g_gametype.integer >= GT_TEAM && client->sess.sessionTeam != TEAM_SPECTATOR)
	{
		BroadcastTeamChange(client, -1);
	}

	// count current clients and rank for scoreboard
	CalculateRanks();

	// for statistics
//  client->areabits = areabits;
//  if ( !client->areabits )
//      client->areabits = G_Alloc( (trap_AAS_PointReachabilityAreaIndex( NULL ) + 7) / 8 );

	return NULL;
}

/*
===========
ClientBegin

called when a client has finished connecting, and is ready
to be placed into the level.  This will happen every level load,
and on transition between teams, but doesn't happen on respawns
============
*/
void ClientBegin(int clientNum)
{
	gentity_t      *ent;
	gclient_t      *client;
	gentity_t      *tent;
	int             flags;

	ent = g_entities + clientNum;

	client = level.clients + clientNum;

	if(ent->r.linked)
	{
		trap_UnlinkEntity(ent);
	}
	G_InitGentity(ent);
	ent->touch = 0;
	ent->pain = 0;
	ent->client = client;

	client->pers.connected = CON_CONNECTED;
	client->pers.enterTime = level.time;
	client->pers.teamState.state = TEAM_BEGIN;

	// save eflags around this, because changing teams will
	// cause this to happen with a valid entity, and we
	// want to make sure the teleport bit is set right
	// so the viewpoint doesn't interpolate through the
	// world to the new position
	flags = client->ps.eFlags;
	memset(&client->ps, 0, sizeof(client->ps));
	client->ps.eFlags = flags;

	// locate ent at a spawn point
	ClientSpawn(ent);

	if(client->sess.sessionTeam != TEAM_SPECTATOR)
	{
		// send event
		tent = G_TempEntity(ent->client->ps.origin, EV_PLAYER_TELEPORT_IN);
		tent->s.clientNum = ent->s.clientNum;

		if(g_gametype.integer != GT_TOURNAMENT)
		{
			trap_SendServerCommand(-1, va("print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname));
		}
	}
	G_LogPrintf("ClientBegin: %i\n", clientNum);

	// count current clients and rank for scoreboard
	CalculateRanks();
}

/*
===========
ClientSpawn

Called every time a client is placed fresh in the world:
after the first ClientBegin, and after each respawn
Initializes all non-persistant parts of playerState
============
*/
void ClientSpawn(gentity_t * ent)
{
	int             index;
	vec3_t          spawn_origin, spawn_angles;
	gclient_t      *client;
	int             i;
	clientPersistant_t saved;
	clientSession_t savedSess;
	int             persistant[MAX_PERSISTANT];
	gentity_t      *spawnPoint;
	int             flags;
	int             savedPing;
//  char		   *savedAreaBits;
	int             accuracy_hits, accuracy_shots;
	int             eventSequence;
	char            userinfo[MAX_INFO_STRING];

	index = ent - g_entities;
	client = ent->client;

	// find a spawn point
	// do it before setting health back up, so farthest
	// ranging doesn't count this client
	if(client->sess.sessionTeam == TEAM_SPECTATOR)
	{
		spawnPoint = SelectSpectatorSpawnPoint(spawn_origin, spawn_angles);
	}
	else if(g_gametype.integer >= GT_CTF)
	{
		// all base oriented team games use the CTF spawn points
		spawnPoint = SelectCTFSpawnPoint(client->sess.sessionTeam, client->pers.teamState.state, spawn_origin, spawn_angles);
	}
	else
	{
		do
		{
			// the first spawn should be at a good looking spot
			if(!client->pers.initialSpawn && client->pers.localClient)
			{
				client->pers.initialSpawn = qtrue;
				spawnPoint = SelectInitialSpawnPoint(spawn_origin, spawn_angles);
			}
			else
			{
				// don't spawn near existing origin if possible
				spawnPoint = SelectSpawnPoint(client->ps.origin, spawn_origin, spawn_angles);
			}

			// Tim needs to prevent bots from spawning at the initial point on q3dm0...
			if((spawnPoint->flags & FL_NO_BOTS) && (ent->r.svFlags & SVF_BOT))
				continue;		// try again

			// just to be symetric, we have a nohumans option...
			if((spawnPoint->flags & FL_NO_HUMANS) && !(ent->r.svFlags & SVF_BOT))
				continue;		// try again

			break;

		} while(1);
	}
	client->pers.teamState.state = TEAM_ACTIVE;

	// always clear the kamikaze flag
	ent->s.eFlags &= ~EF_KAMIKAZE;

	// toggle the teleport bit so the client knows to not lerp
	// and never clear the voted flag
	flags = ent->client->ps.eFlags & (EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED);
	flags ^= EF_TELEPORT_BIT;

	// clear everything but the persistant data
	saved = client->pers;
	savedSess = client->sess;
	savedPing = client->ps.ping;
//  savedAreaBits = client->areabits;
	accuracy_hits = client->accuracy_hits;
	accuracy_shots = client->accuracy_shots;

	for(i = 0; i < MAX_PERSISTANT; i++)
		persistant[i] = client->ps.persistant[i];

	eventSequence = client->ps.eventSequence;

	Com_Memset(client, 0, sizeof(*client));

	client->pers = saved;
	client->sess = savedSess;
	client->ps.ping = savedPing;
//  client->areabits = savedAreaBits;
	client->accuracy_hits = accuracy_hits;
	client->accuracy_shots = accuracy_shots;
	client->lastkilled_client = -1;

	for(i = 0; i < MAX_PERSISTANT; i++)
	{
		client->ps.persistant[i] = persistant[i];
	}
	client->ps.eventSequence = eventSequence;

	// increment the spawncount so the client will detect the respawn
	client->ps.persistant[PERS_SPAWN_COUNT]++;
	client->ps.persistant[PERS_TEAM] = client->sess.sessionTeam;

	client->airOutTime = level.time + 12000;

	trap_GetUserinfo(index, userinfo, sizeof(userinfo));

	// set max health
	client->pers.maxHealth = atoi(Info_ValueForKey(userinfo, "handicap"));
	if(client->pers.maxHealth < 1 || client->pers.maxHealth > 100)
		client->pers.maxHealth = 100;

	// clear entity values
	client->ps.stats[STAT_MAX_HEALTH] = client->pers.maxHealth;
	client->ps.eFlags = flags;

	ent->s.groundEntityNum = ENTITYNUM_NONE;
	ent->client = &level.clients[index];
	ent->takedamage = qtrue;
	ent->inuse = qtrue;
	ent->classname = "player";
	ent->r.contents = CONTENTS_BODY;
	ent->clipmask = MASK_PLAYERSOLID;
	ent->die = player_die;
	ent->waterlevel = 0;
	ent->watertype = 0;
	ent->flags = 0;

	// raynorpat: spawn as previous class
	client->pers.playerclass = client->pers.newplayerclass;

	VectorCopy(playerMins, ent->r.mins);
	VectorCopy(playerMaxs, ent->r.maxs);

	client->ps.clientNum = index;

	// spawn with default weapon
	//client->ps.stats[STAT_WEAPONS] = (1 << WP_MACHINEGUN);
	//client->ps.ammo[WP_MACHINEGUN] = 100;
	//client->ps.stats[STAT_WEAPONS] |= (1 << WP_GAUNTLET);
	//client->ps.ammo[WP_GAUNTLET] = -1; // raynorpat: infinite ammo :)

	// raynorpat: assign class-based weapons according to class
	switch(client->pers.playerclass)
	{
		case PCLASS_MARINE:
			// raynorpat: marine has shotgun and a rocket launcher
			client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_SHOTGUN );
			client->ps.ammo[WP_SHOTGUN] = 10;
			client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_ROCKET_LAUNCHER );
			client->ps.ammo[WP_ROCKET_LAUNCHER] = 5;
			break;

		case PCLASS_RECON:
			// raynorpat: recon has machinegun and gauntlet
			client->ps.stats[STAT_WEAPONS] = (1 << WP_MACHINEGUN);
			client->ps.ammo[WP_MACHINEGUN] = 100;
			client->ps.stats[STAT_WEAPONS] |= (1 << WP_GAUNTLET);
			client->ps.ammo[WP_GAUNTLET] = -1; // raynorpat: infinite ammo :)
			break;

		case PCLASS_HW_EXPERT:
			// raynorpat: hw expert has chaingun and grenade launcher
			client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_CHAINGUN );
			client->ps.ammo[WP_CHAINGUN] = 125;
			client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_GRENADE_LAUNCHER );
			client->ps.ammo[WP_GRENADE_LAUNCHER] = 10;
			break;

		case PCLASS_ENGINEER:
			// raynorpat: engineer has lightning gun
			client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_LIGHTNING );
			client->ps.ammo[WP_LIGHTNING] = 55;
			break;

		case PCLASS_SPEC_OPS:
			// raynorpat: spec ops has railgun
			client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_RAILGUN );
			client->ps.ammo[WP_RAILGUN] = 10;
			break;

		case PCLASS_MEDIC:
			// raynorpat: medic has nailgun
			client->ps.stats[STAT_WEAPONS] |= ( 1 << WP_NAILGUN );
			client->ps.ammo[WP_NAILGUN] = 100;
			break;

		default:
			client->ps.stats[STAT_WEAPONS] = (1 << WP_MACHINEGUN);
			client->ps.ammo[WP_MACHINEGUN] = 100;
			client->ps.stats[STAT_WEAPONS] |= (1 << WP_GAUNTLET);
			client->ps.ammo[WP_GAUNTLET] = -1; // raynorpat: infinite ammo :)
			break;
	}
	
	// health will count down towards max_health
	ent->health = client->ps.stats[STAT_HEALTH] = client->ps.stats[STAT_MAX_HEALTH] + 25;

	G_SetOrigin(ent, spawn_origin);
	VectorCopy(spawn_origin, client->ps.origin);

	// the respawned flag will be cleared after the attack and jump keys come up
	client->ps.pm_flags |= PMF_RESPAWNED;

	trap_GetUsercmd(client - level.clients, &ent->client->pers.cmd);
	SetClientViewAngle(ent, spawn_angles);

	if(ent->client->sess.sessionTeam == TEAM_SPECTATOR)
	{

	}
	else
	{
		G_KillBox(ent);
		trap_LinkEntity(ent);

		// raynorpat: force the base weapon up, based on player-class
		switch(client->pers.playerclass)
		{
			case PCLASS_MARINE:
				// raynorpat: marine has shotgun and a rocket launcher
				client->ps.weapon = WP_SHOTGUN;
				break;

			case PCLASS_RECON:
				client->ps.weapon = WP_MACHINEGUN;
				break;

			case PCLASS_HW_EXPERT:
				client->ps.weapon = WP_CHAINGUN;
				break;

			case PCLASS_ENGINEER:
				client->ps.weapon = WP_LIGHTNING;
				break;

			case PCLASS_SPEC_OPS:
				client->ps.weapon = WP_RAILGUN;
				break;

			case PCLASS_MEDIC:
				client->ps.weapon = WP_NAILGUN;
				break;

			default:
				client->ps.weapon = WP_MACHINEGUN;
				break;
		}

		client->ps.weaponstate = WEAPON_READY;
	}

	// don't allow full run speed for a bit
	client->ps.pm_flags |= PMF_TIME_KNOCKBACK;
	client->ps.pm_time = 100;

	client->respawnTime = level.time;
	client->inactivityTime = level.time + g_inactivity.integer * 1000;
	client->latched_buttons = 0;

	// set default animations
	client->ps.torsoAnim = TORSO_STAND;
	client->ps.legsAnim = LEGS_IDLE;

	if(level.intermissiontime)
	{
		MoveClientToIntermission(ent);
	}
	else
	{
		// fire the targets of the spawn point
		G_UseTargets(spawnPoint, ent);

		// select the highest weapon number available, after any
		// spawn given items have fired
		client->ps.weapon = 1;
		for(i = WP_NUM_WEAPONS - 1; i > 0; i--)
		{
			if(client->ps.stats[STAT_WEAPONS] & (1 << i))
			{
				client->ps.weapon = i;
				break;
			}
		}
	}

	// run a client frame to drop exactly to the floor,
	// initialize animations and other things
	client->ps.commandTime = level.time - 100;
	ent->client->pers.cmd.serverTime = level.time;
	ClientThink(ent - g_entities);

	// positively link the client, even if the command times are weird
	if(ent->client->sess.sessionTeam != TEAM_SPECTATOR)
	{
		BG_PlayerStateToEntityState(&client->ps, &ent->s, qtrue);
		VectorCopy(ent->client->ps.origin, ent->r.currentOrigin);
		trap_LinkEntity(ent);
	}

	// run the presend to set anything else
	ClientEndFrame(ent);

	// clear entity state values
	BG_PlayerStateToEntityState(&client->ps, &ent->s, qtrue);
}

/*
===========
ClientDisconnect

Called when a player drops from the server.
Will not be called between levels.

This should NOT be called directly by any game logic,
call trap_DropClient(), which will call this and do
server system housekeeping.
============
*/
void ClientDisconnect(int clientNum)
{
	gentity_t      *ent;
	gentity_t      *tent;
	int             i;

	// cleanup if we are kicking a bot that
	// hasn't spawned yet
	G_RemoveQueuedBotBegin(clientNum);

	ent = g_entities + clientNum;
	if(!ent->client)
	{
		return;
	}

	// stop any following clients
	for(i = 0; i < level.maxclients; i++)
	{
		if(level.clients[i].sess.sessionTeam == TEAM_SPECTATOR
		   && level.clients[i].sess.spectatorState == SPECTATOR_FOLLOW && level.clients[i].sess.spectatorClient == clientNum)
		{
			StopFollowing(&g_entities[i]);
		}
	}

	// send effect if they were completely connected
	if(ent->client->pers.connected == CON_CONNECTED && ent->client->sess.sessionTeam != TEAM_SPECTATOR)
	{
		tent = G_TempEntity(ent->client->ps.origin, EV_PLAYER_TELEPORT_OUT);
		tent->s.clientNum = ent->s.clientNum;

		// They don't get to take powerups with them!
		// Especially important for stuff like CTF flags
		TossClientItems(ent);
#ifdef MISSIONPACK
		TossClientPersistantPowerups(ent);
		if(g_gametype.integer == GT_HARVESTER)
		{
			TossClientCubes(ent);
		}
#endif

	}

	G_LogPrintf("ClientDisconnect: %i\n", clientNum);

	// if we are playing in tourney mode and losing, give a win to the other player
	if((g_gametype.integer == GT_TOURNAMENT)
	   && !level.intermissiontime && !level.warmupTime && level.sortedClients[1] == clientNum)
	{
		level.clients[level.sortedClients[0]].sess.wins++;
		ClientUserinfoChanged(level.sortedClients[0]);
	}

	if( g_gametype.integer == GT_TOURNAMENT && ent->client->sess.sessionTeam == TEAM_FREE && level.intermissiontime )
	{
		trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
		level.restarted = qtrue;
		level.changemap = NULL;
		level.intermissiontime = 0;
	}

	trap_UnlinkEntity(ent);
	ent->s.modelindex = 0;
	ent->inuse = qfalse;
	ent->classname = "disconnected";
	ent->client->pers.connected = CON_DISCONNECTED;
	ent->client->ps.persistant[PERS_TEAM] = TEAM_FREE;
	ent->client->sess.sessionTeam = TEAM_FREE;

	trap_SetConfigstring(CS_PLAYERS + clientNum, "");

	CalculateRanks();

	if(ent->r.svFlags & SVF_BOT)
	{
		BotAIShutdownClient(clientNum, qfalse);
	}
}
