/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2006 Tim Angus

This file is part of Tremulous.

Tremulous 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.

Tremulous 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 Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

#include "g_local.h"

// g_client.c -- client functions that don't happen every frame

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_alien_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_alien_intermission( gentity_t *ent )
{
}

/*QUAKED info_human_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_human_intermission( gentity_t *ent )
{
}

/*
===============
G_AddCreditToClient
===============
*/
void G_AddCreditToClient( gclient_t *client, short credit, qboolean cap )
{
  if( !client )
    return;

  //if we're already at the max and trying to add credit then stop
  if( cap )
  {
    if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
    {
      if( client->ps.persistant[ PERS_CREDIT ] >= ALIEN_MAX_KILLS &&
          credit > 0 )
        return;
    }
    else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
    {
      if( client->ps.persistant[ PERS_CREDIT ] >= HUMAN_MAX_CREDITS &&
          credit > 0 )
        return;
    }
  }

  client->ps.persistant[ PERS_CREDIT ] += credit;

  if( cap )
  {
    if( client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
    {
      if( client->ps.persistant[ PERS_CREDIT ] > ALIEN_MAX_KILLS )
        client->ps.persistant[ PERS_CREDIT ] = ALIEN_MAX_KILLS;
    }
    else if( client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
    {
      if( client->ps.persistant[ PERS_CREDIT ] > HUMAN_MAX_CREDITS )
        client->ps.persistant[ PERS_CREDIT ] = HUMAN_MAX_CREDITS;
    }
  }

  if( client->ps.persistant[ PERS_CREDIT ] < 0 )
    client->ps.persistant[ PERS_CREDIT ] = 0;
}


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

  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 ];
}


/*
================
SelectAlienSpawnPoint

go to a random point that doesn't telefrag
================
*/
gentity_t *SelectAlienSpawnPoint( vec3_t preference )
{
  gentity_t *spot;
  int       count;
  gentity_t *spots[ MAX_SPAWN_POINTS ];

  if( level.numAlienSpawns <= 0 )
    return NULL;

  count = 0;
  spot = NULL;

  while( ( spot = G_Find( spot, FOFS( classname ),
    BG_FindEntityNameForBuildable( BA_A_SPAWN ) ) ) != NULL )
  {
    if( !spot->spawned )
      continue;

    if( spot->health <= 0 )
      continue;

    if( !spot->s.groundEntityNum )
      continue;

    if( spot->clientSpawnTime > 0 )
      continue;

    if( G_CheckSpawnPoint( spot->s.number, spot->s.origin,
          spot->s.origin2, BA_A_SPAWN, NULL ) != NULL )
      continue;

    spots[ count ] = spot;
    count++;
  }

  if( !count )
    return NULL;

  return G_ClosestEnt( preference, spots, count );
}


/*
================
SelectHumanSpawnPoint

go to a random point that doesn't telefrag
================
*/
gentity_t *SelectHumanSpawnPoint( vec3_t preference )
{
  gentity_t *spot;
  int       count;
  gentity_t *spots[ MAX_SPAWN_POINTS ];

  if( level.numHumanSpawns <= 0 )
    return NULL;

  count = 0;
  spot = NULL;

  while( ( spot = G_Find( spot, FOFS( classname ),
    BG_FindEntityNameForBuildable( BA_H_SPAWN ) ) ) != NULL )
  {
    if( !spot->spawned )
      continue;

    if( spot->health <= 0 )
      continue;

    if( !spot->s.groundEntityNum )
      continue;

    if( spot->clientSpawnTime > 0 )
      continue;

    if( G_CheckSpawnPoint( spot->s.number, spot->s.origin,
          spot->s.origin2, BA_H_SPAWN, NULL ) != NULL )
      continue;

    spots[ count ] = spot;
    count++;
  }

  if( !count )
    return NULL;

  return G_ClosestEnt( preference, spots, count );
}


/*
===========
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 );
}


/*
===========
SelectTremulousSpawnPoint

Chooses a player start, deathmatch start, etc
============
*/
gentity_t *SelectTremulousSpawnPoint( pTeam_t team, vec3_t preference, vec3_t origin, vec3_t angles )
{
  gentity_t *spot = NULL;

  if( team == PTE_ALIENS )
    spot = SelectAlienSpawnPoint( preference );
  else if( team == PTE_HUMANS )
    spot = SelectHumanSpawnPoint( preference );

  //no available spots
  if( !spot )
    return NULL;

  if( team == PTE_ALIENS )
    G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_A_SPAWN, origin );
  else if( team == PTE_HUMANS )
    G_CheckSpawnPoint( spot->s.number, spot->s.origin, spot->s.origin2, BA_H_SPAWN, origin );

  VectorCopy( spot->s.angles, angles );
  angles[ ROLL ] = 0;

  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;
}


/*
===========
SelectAlienLockSpawnPoint

Try to find a spawn point for alien intermission otherwise
use normal intermission spawn.
============
*/
gentity_t *SelectAlienLockSpawnPoint( vec3_t origin, vec3_t angles )
{
  gentity_t *spot;

  spot = NULL;
  spot = G_Find( spot, FOFS( classname ), "info_alien_intermission" );

  if( !spot )
    return SelectSpectatorSpawnPoint( origin, angles );

  VectorCopy( spot->s.origin, origin );
  VectorCopy( spot->s.angles, angles );

  return spot;
}


/*
===========
SelectHumanLockSpawnPoint

Try to find a spawn point for human intermission otherwise
use normal intermission spawn.
============
*/
gentity_t *SelectHumanLockSpawnPoint( vec3_t origin, vec3_t angles )
{
  gentity_t *spot;

  spot = NULL;
  spot = G_Find( spot, FOFS( classname ), "info_human_intermission" );

  if( !spot )
    return SelectSpectatorSpawnPoint( origin, angles );

  VectorCopy( spot->s.origin, origin );
  VectorCopy( spot->s.angles, angles );

  return spot;
}


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

BODYQUE

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


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

After sitting around for five seconds, fall into the ground and dissapear
=============
*/
void BodySink( gentity_t *ent )
{
  //run on first BodySink call
  if( !ent->active )
  {
    ent->active = qtrue;

    //sinking bodies can't be infested
    ent->killedBy = ent->s.powerups = MAX_CLIENTS;
    ent->timestamp = level.time;
  }

  if( level.time - ent->timestamp > 6500 )
  {
    G_FreeEntity( ent );
    return;
  }

  ent->nextthink = level.time + 100;
  ent->s.pos.trBase[ 2 ] -= 1;
}


/*
=============
BodyFree

After sitting around for a while the body becomes a freebie
=============
*/
void BodyFree( gentity_t *ent )
{
  ent->killedBy = -1;

  //if not claimed in the next minute destroy
  ent->think = BodySink;
  ent->nextthink = level.time + 60000;
}


/*
=============
SpawnCorpse

A player is respawning, so make an entity that looks
just like the existing corpse to leave behind.
=============
*/
void SpawnCorpse( gentity_t *ent )
{
  gentity_t   *body;
  int         contents;
  vec3_t      origin, dest;
  trace_t     tr;
  float       vDiff;

  VectorCopy( ent->r.currentOrigin, origin );

  trap_UnlinkEntity( ent );

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

  body = G_Spawn( );

  VectorCopy( ent->s.apos.trBase, body->s.angles );
  body->s.eFlags = EF_DEAD;
  body->s.eType = ET_CORPSE;
  body->s.number = body - g_entities;
  body->timestamp = level.time;
  body->s.event = 0;
  body->r.contents = CONTENTS_CORPSE;
  body->s.clientNum = ent->client->ps.stats[ STAT_PCLASS ];
  body->nonSegModel = ent->client->ps.persistant[ PERS_STATE ] & PS_NONSEGMODEL;

  if( ent->client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
    body->classname = "humanCorpse";
  else
    body->classname = "alienCorpse";

  body->s.powerups = MAX_CLIENTS;

  body->think = BodySink;
  body->nextthink = level.time + 20000;

  body->s.legsAnim = ent->s.legsAnim;

  if( !body->nonSegModel )
  {
    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;
    }
  }
  else
  {
    switch( body->s.legsAnim & ~ANIM_TOGGLEBIT )
    {
      case NSPA_DEATH1:
      case NSPA_DEAD1:
        body->s.legsAnim = NSPA_DEAD1;
        break;
      case NSPA_DEATH2:
      case NSPA_DEAD2:
        body->s.legsAnim = NSPA_DEAD2;
        break;
      case NSPA_DEATH3:
      case NSPA_DEAD3:
      default:
        body->s.legsAnim = NSPA_DEAD3;
        break;
    }
  }

  body->takedamage = qfalse;

  body->health = ent->health = ent->client->ps.stats[ STAT_HEALTH ];
  ent->health = 0;

  //change body dimensions
  BG_FindBBoxForClass( ent->client->ps.stats[ STAT_PCLASS ], NULL, NULL, NULL, body->r.mins, body->r.maxs );
  vDiff = body->r.mins[ 2 ] - ent->r.mins[ 2 ];

  //drop down to match the *model* origins of ent and body
  VectorSet( dest, origin[ 0 ], origin[ 1 ], origin[ 2 ] - vDiff );
  trap_Trace( &tr, origin, body->r.mins, body->r.maxs, dest, body->s.number, body->clipmask );
  VectorCopy( tr.endpos, origin );

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

  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 )
{
  SpawnCorpse( ent );

  //TA: Clients can't respawn - they must go thru the class cmd
  ent->client->pers.classSelection = PCL_NONE;
  ClientSpawn( ent, NULL, NULL, NULL );
}

/*
================
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;
}


/*
===========
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 );
}


/*
======================
G_NonSegModel

Reads an animation.cfg to check for nonsegmentation
======================
*/
static qboolean G_NonSegModel( const char *filename )
{
  char          *text_p;
  int           len;
  char          *token;
  char          text[ 20000 ];
  fileHandle_t  f;

  // load the file
  len = trap_FS_FOpenFile( filename, &f, FS_READ );
  if( !f )
  {
    G_Printf( "File not found: %s\n", filename );
    return qfalse;
  }

  if( len <= 0 )
    return qfalse;

  if( len >= sizeof( text ) - 1 )
  {
    G_Printf( "File %s too long\n", filename );
    return qfalse;
  }

  trap_FS_Read( text, len, f );
  text[ len ] = 0;
  trap_FS_FCloseFile( f );

  // parse the text
  text_p = text;

  // read optional parameters
  while( 1 )
  {
    token = COM_Parse( &text_p );

    //EOF
    if( !token[ 0 ] )
      break;

    if( !Q_stricmp( token, "nonsegmented" ) )
      return qtrue;
  }

  return qfalse;
}

/*
===========
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       teamTask, teamLeader, health;
  char      *s;
  char      model[ MAX_QPATH ];
  char      buffer[ MAX_QPATH ];
  char      filename[ MAX_QPATH ];
  char      oldname[ MAX_NAME_LENGTH ];
  char      newname[ MAX_NAME_LENGTH ];
  char      err[ MAX_STRING_CHARS ];
  qboolean  revertName = qfalse;
  gclient_t *client;
  char      c1[ MAX_INFO_STRING ];
  char      c2[ MAX_INFO_STRING ];
  char      userinfo[ MAX_INFO_STRING ];
  team_t    team;

  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, newname, sizeof( newname ) );

  if( strcmp( oldname, newname ) )
  {
    // in case we need to revert and there's no oldname
    if( client->pers.connected != CON_CONNECTED )
        Q_strncpyz( oldname, "UnnamedPlayer", sizeof( oldname ) );

    if( client->pers.nameChangeTime &&
      ( level.time - client->pers.nameChangeTime )
      <= ( g_minNameChangePeriod.value * 1000 ) )
    {
      trap_SendServerCommand( ent - g_entities, va(
        "print \"Name change spam protection (g_minNameChangePeriod = %d)\n\"",
         g_minNameChangePeriod.integer ) );
      revertName = qtrue;
    }
    else if( g_maxNameChanges.integer > 0
      && client->pers.nameChanges >= g_maxNameChanges.integer  )
    {
      trap_SendServerCommand( ent - g_entities, va(
        "print \"Maximum name changes reached (g_maxNameChanges = %d)\n\"",
         g_maxNameChanges.integer ) );
      revertName = qtrue;
    }
    else if( !G_admin_name_check( ent, newname, err, sizeof( err ) ) )
    {
      trap_SendServerCommand( ent - g_entities, va( "print \"%s\n\"", err ) );
      revertName = qtrue;
    }

    if( revertName )
    {
      Q_strncpyz( client->pers.netname, oldname,
        sizeof( client->pers.netname ) );
      Info_SetValueForKey( userinfo, "name", oldname );
      trap_SetUserinfo( clientNum, userinfo );
    }
    else
    {
      Q_strncpyz( client->pers.netname, newname,
        sizeof( client->pers.netname ) );
      if( client->pers.connected == CON_CONNECTED )
      {
        client->pers.nameChangeTime = level.time;
        client->pers.nameChanges++;
      }
    }
  }

  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 ) );
      G_LogPrintf( "ClientRename: %i [%s] (%s) \"%s\" -> \"%s\"\n", clientNum,
         client->pers.ip, client->pers.guid, oldname, client->pers.netname );
      G_admin_namelog_update( client, qfalse );
    }
  }

  // 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;

  //hack to force a client update if the config string does not change between spawning
  if( client->pers.classSelection == PCL_NONE )
    client->pers.maxHealth = 0;

  // set model
  if( client->ps.stats[ STAT_PCLASS ] == PCL_HUMAN_BSUIT )
  {
    Com_sprintf( buffer, MAX_QPATH, "%s/%s",  BG_FindModelNameForClass( PCL_HUMAN_BSUIT ),
                                              BG_FindSkinNameForClass( PCL_HUMAN_BSUIT ) );
  }
  else if( client->pers.classSelection == PCL_NONE )
  {
    //This looks hacky and frankly it is. The clientInfo string needs to hold different
    //model details to that of the spawning class or the info change will not be
    //registered and an axis appears instead of the player model. There is zero chance
    //the player can spawn with the battlesuit, hence this choice.
    Com_sprintf( buffer, MAX_QPATH, "%s/%s",  BG_FindModelNameForClass( PCL_HUMAN_BSUIT ),
                                              BG_FindSkinNameForClass( PCL_HUMAN_BSUIT ) );
  }
  else
  {
    Com_sprintf( buffer, MAX_QPATH, "%s/%s",  BG_FindModelNameForClass( client->pers.classSelection ),
                                              BG_FindSkinNameForClass( client->pers.classSelection ) );
  }
  Q_strncpyz( model, buffer, sizeof( model ) );

  //don't bother setting model type if spectating
  if( client->pers.classSelection != PCL_NONE )
  {
    //model segmentation
    Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg",
                 BG_FindModelNameForClass( client->pers.classSelection ) );

    if( G_NonSegModel( filename ) )
      client->ps.persistant[ PERS_STATE ] |= PS_NONSEGMODEL;
    else
      client->ps.persistant[ PERS_STATE ] &= ~PS_NONSEGMODEL;
  }

  // wallwalk follow
  s = Info_ValueForKey( userinfo, "cg_wwFollow" );

  if( atoi( s ) )
    client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGFOLLOW;
  else
    client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGFOLLOW;

  // wallwalk toggle
  s = Info_ValueForKey( userinfo, "cg_wwToggle" );

  if( atoi( s ) )
    client->ps.persistant[ PERS_STATE ] |= PS_WALLCLIMBINGTOGGLE;
  else
    client->ps.persistant[ PERS_STATE ] &= ~PS_WALLCLIMBINGTOGGLE;

  // teamInfo
  s = Info_ValueForKey( userinfo, "teamoverlay" );

  if( ! *s || atoi( s ) != 0 )
    client->pers.teamInfo = qtrue;
  else
    client->pers.teamInfo = qfalse;

  // team task (0 = none, 1 = offence, 2 = defence)
  teamTask = atoi( Info_ValueForKey( userinfo, "teamtask" ) );
  // 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" ) );

  if( client->ps.pm_flags & PMF_FOLLOW )
    team = PTE_NONE;
  else
    team = client->ps.stats[ STAT_PTEAM ];

  // send over a subset of the userinfo keys so other clients can
  // print scoreboards, display models, and play custom sounds

  Com_sprintf( userinfo, sizeof( userinfo ),
    "n\\%s\\t\\%i\\model\\%s\\hmodel\\%s\\c1\\%s\\c2\\%s\\"
    "hc\\%i\\w\\%i\\l\\%i\\tt\\%d\\"
    "tl\\%d\\ig\\%16s",
    client->pers.netname, team, model, model, c1, c2,
    client->pers.maxHealth, client->sess.wins, client->sess.losses, teamTask,
    teamLeader, BG_ClientListString( &client->sess.ignoreList ) );

  trap_SetConfigstring( CS_PLAYERS + clientNum, userinfo );

  /*G_LogPrintf( "ClientUserinfoChanged: %i %s\n", clientNum, userinfo );*/
}


/*
===========
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 )
{
  char      *value;
  gclient_t *client;
  char      userinfo[ MAX_INFO_STRING ];
  gentity_t *ent;
  char      guid[ 33 ];
  char      ip[ 16 ] = {""};
  char      reason[ MAX_STRING_CHARS ] = {""};
  int       i;

  ent = &g_entities[ clientNum ];

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

  value = Info_ValueForKey( userinfo, "cl_guid" );
  Q_strncpyz( guid, value, sizeof( guid ) );

  // check for admin ban
  if( G_admin_ban_check( userinfo, reason, sizeof( reason ) ) )
  {
    return va( "%s", reason );
  }


  // 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" );
  i = 0;
  while( *value && i < sizeof( ip ) - 2 )
  {
    if( *value != '.' && ( *value < '0' || *value > '9' ) )
      break;
    ip[ i++ ] = *value;
    value++;
  }
  ip[ i ] = '\0';
  if( G_FilterPacket( value ) )
    return "You are banned from this server.";

  // 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;

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

  // add guid to session so we don't have to keep parsing userinfo everywhere
  if( !guid[0] )
  {
    Q_strncpyz( client->pers.guid, "XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX",
      sizeof( client->pers.guid ) );
  }
  else
  {
    Q_strncpyz( client->pers.guid, guid, sizeof( client->pers.guid ) );
  }
  Q_strncpyz( client->pers.ip, ip, sizeof( client->pers.ip ) );
  client->pers.adminLevel = G_admin_level( ent );

  client->pers.connected = CON_CONNECTING;

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

  G_ReadSessionData( client );

  // get and distribute relevent paramters
  ClientUserinfoChanged( clientNum );
  G_LogPrintf( "ClientConnect: %i [%s] (%s) \"%s\"\n", clientNum,
   client->pers.ip, client->pers.guid, client->pers.netname );

  // 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 ) );

  // count current clients and rank for scoreboard
  CalculateRanks( );
  G_admin_namelog_update( client, qfalse );
  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;
  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 ) );
  memset( &client->pmext, 0, sizeof( client->pmext ) );
  client->ps.eFlags = flags;

  // locate ent at a spawn point

  ClientSpawn( ent, NULL, NULL, NULL );

  trap_SendServerCommand( -1, va( "print \"%s" S_COLOR_WHITE " entered the game\n\"", client->pers.netname ) );

  // name can change between ClientConnect() and ClientBegin()
  G_admin_namelog_update( client, qfalse );

  // request the clients PTR code
  trap_SendServerCommand( ent - g_entities, "ptrcrequest" );

  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, gentity_t *spawn, vec3_t origin, vec3_t angles )
{
  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 = NULL;
  int                 flags;
  int                 savedPing;
  int                 teamLocal;
  int                 eventSequence;
  char                userinfo[ MAX_INFO_STRING ];
  vec3_t              up = { 0.0f, 0.0f, 1.0f };
  int                 maxAmmo, maxClips;
  weapon_t            weapon;


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

  teamLocal = client->pers.teamSelection;

  //TA: only start client if chosen a class and joined a team
  if( client->pers.classSelection == PCL_NONE && teamLocal == PTE_NONE )
  {
    client->sess.sessionTeam = TEAM_SPECTATOR;
    client->sess.spectatorState = SPECTATOR_FREE;
  }
  else if( client->pers.classSelection == PCL_NONE )
  {
    client->sess.sessionTeam = TEAM_SPECTATOR;
    client->sess.spectatorState = SPECTATOR_LOCKED;
  }

  if( origin != NULL )
    VectorCopy( origin, spawn_origin );

  if( angles != NULL )
    VectorCopy( angles, spawn_angles );

  // 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 )
  {
    if( teamLocal == PTE_NONE )
      spawnPoint = SelectSpectatorSpawnPoint( spawn_origin, spawn_angles );
    else if( teamLocal == PTE_ALIENS )
      spawnPoint = SelectAlienLockSpawnPoint( spawn_origin, spawn_angles );
    else if( teamLocal == PTE_HUMANS )
      spawnPoint = SelectHumanLockSpawnPoint( spawn_origin, spawn_angles );
  }
  else
  {
    if( spawn == NULL )
    {
      G_Error( "ClientSpawn: spawn is NULL\n" );
      return;
    }

    spawnPoint = spawn;

    if( ent != spawn )
    {
      //start spawn animation on spawnPoint
      G_SetBuildableAnim( spawnPoint, BANIM_SPAWN1, qtrue );

      if( spawnPoint->biteam == PTE_ALIENS )
        spawnPoint->clientSpawnTime = ALIEN_SPAWN_REPEAT_TIME;
      else if( spawnPoint->biteam == PTE_HUMANS )
        spawnPoint->clientSpawnTime = HUMAN_SPAWN_REPEAT_TIME;
    }
  }
  client->pers.teamState.state = TEAM_ACTIVE;

  // toggle the teleport bit so the client knows to not lerp
  flags = ent->client->ps.eFlags & ( EF_TELEPORT_BIT | EF_VOTED | EF_TEAMVOTED );
  flags ^= EF_TELEPORT_BIT;
  G_UnlaggedClear( ent );

  // clear everything but the persistant data

  saved = client->pers;
  savedSess = client->sess;
  savedPing = client->ps.ping;

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

  eventSequence = client->ps.eventSequence;
  memset( client, 0, sizeof( *client ) );

  client->pers = saved;
  client->sess = savedSess;
  client->ps.ping = savedPing;
  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 ) );
  client->ps.eFlags = flags;

  //Com_Printf( "ent->client->pers->pclass = %i\n", ent->client->pers.classSelection );

  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;

  //TA: calculate each client's acceleration
  ent->evaluateAcceleration = qtrue;

  client->ps.stats[ STAT_WEAPONS ] = 0;
  client->ps.stats[ STAT_WEAPONS2 ] = 0;
  client->ps.stats[ STAT_SLOTS ] = 0;

  client->ps.eFlags = flags;
  client->ps.clientNum = index;

  BG_FindBBoxForClass( ent->client->pers.classSelection, ent->r.mins, ent->r.maxs, NULL, NULL, NULL );

  if( client->sess.sessionTeam != TEAM_SPECTATOR )
    client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] =
      BG_FindHealthForClass( ent->client->pers.classSelection );
  else
    client->pers.maxHealth = client->ps.stats[ STAT_MAX_HEALTH ] = 100;

  // clear entity values
  if( ent->client->pers.classSelection == PCL_HUMAN )
  {
    BG_AddWeaponToInventory( WP_BLASTER, client->ps.stats );
    BG_AddUpgradeToInventory( UP_MEDKIT, client->ps.stats );
    weapon = client->pers.humanItemSelection;
  }
  else if( client->sess.sessionTeam != TEAM_SPECTATOR )
    weapon = BG_FindStartWeaponForClass( ent->client->pers.classSelection );
  else
    weapon = WP_NONE;

  BG_FindAmmoForWeapon( weapon, &maxAmmo, &maxClips );
  BG_AddWeaponToInventory( weapon, client->ps.stats );
  BG_PackAmmoArray( weapon, client->ps.ammo, client->ps.powerups, maxAmmo, maxClips );

  ent->client->ps.stats[ STAT_PCLASS ] = ent->client->pers.classSelection;
  ent->client->ps.stats[ STAT_PTEAM ] = ent->client->pers.teamSelection;

  ent->client->ps.stats[ STAT_BUILDABLE ] = BA_NONE;
  ent->client->ps.stats[ STAT_STATE ] = 0;
  VectorSet( ent->client->ps.grapplePoint, 0.0f, 0.0f, 1.0f );

  // health will count down towards max_health
  ent->health = client->ps.stats[ STAT_HEALTH ] = client->ps.stats[ STAT_MAX_HEALTH ]; //* 1.25;

  //if evolving scale health
  if( ent == spawn )
  {
    ent->health *= ent->client->pers.evolveHealthFraction;
    client->ps.stats[ STAT_HEALTH ] *= ent->client->pers.evolveHealthFraction;
  }

  //clear the credits array
  for( i = 0; i < MAX_CLIENTS; i++ )
    ent->credits[ i ] = 0;

  client->ps.stats[ STAT_STAMINA ] = MAX_STAMINA;

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

#define UP_VEL  150.0f
#define F_VEL   50.0f

  //give aliens some spawn velocity
  if( client->sess.sessionTeam != TEAM_SPECTATOR &&
      client->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
  {
    if( ent == spawn )
    {
      //evolution particle system
      G_AddPredictableEvent( ent, EV_ALIEN_EVOLVE, DirToByte( up ) );
    }
    else
    {
      spawn_angles[ YAW ] += 180.0f;
      AngleNormalize360( spawn_angles[ YAW ] );

      if( spawnPoint->s.origin2[ 2 ] > 0.0f )
      {
        vec3_t  forward, dir;

        AngleVectors( spawn_angles, forward, NULL, NULL );
        VectorScale( forward, F_VEL, forward );
        VectorAdd( spawnPoint->s.origin2, forward, dir );
        VectorNormalize( dir );

        VectorScale( dir, UP_VEL, client->ps.velocity );
      }

      G_AddPredictableEvent( ent, EV_PLAYER_RESPAWN, 0 );
    }
  }
  else if( client->sess.sessionTeam != TEAM_SPECTATOR &&
           client->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
  {
    spawn_angles[ YAW ] += 180.0f;
    AngleNormalize360( spawn_angles[ YAW ] );
  }

  // 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( !( client->sess.sessionTeam == TEAM_SPECTATOR ) )
  {
    /*G_KillBox( ent );*/ //blame this if a newly spawned client gets stuck in another
    trap_LinkEntity( ent );

    // force the base weapon up
    client->ps.weapon = WP_NONE;
    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->lastKillTime = 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
    if( !spawn )
      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( BG_InventoryContainsWeapon( i, client->ps.stats ) )
      {
        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( client->sess.sessionTeam != TEAM_SPECTATOR )
  {
    BG_PlayerStateToEntityState( &client->ps, &ent->s, qtrue );
    VectorCopy( ent->client->ps.origin, ent->r.currentOrigin );
    trap_LinkEntity( ent );
  }

  //TA: must do this here so the number of active clients is calculated
  CalculateRanks( );

  // 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;

  ent = g_entities + clientNum;

  if( !ent->client )
    return;

  G_admin_namelog_update( ent->client, qtrue );
  G_LeaveTeam( ent );

  // stop any following clients
  for( i = 0; i < level.maxclients; i++ )
  {
    // remove any /ignore settings for this clientNum
    BG_ClientListRemove( &level.clients[ i ].sess.ignoreList, clientNum );
  }

  // 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;
  }

  G_LogPrintf( "ClientDisconnect: %i [%s] (%s) \"%s\"\n", clientNum,
   ent->client->pers.ip, ent->client->pers.guid, ent->client->pers.netname );

  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( );
}