
#include "g_local.h"

game_locals_t	game;
level_locals_t	level;
game_import_t	gi;
game_export_t	globals;
spawn_temp_t	st;

int	sm_meat_index;
int	snd_fry;
int meansOfDeath;

edict_t		*g_edicts;

cvar_t	*deathmatch;
cvar_t	*coop;
cvar_t	*dmflags;
cvar_t	*skill;
cvar_t	*fraglimit;
cvar_t	*timelimit;
cvar_t	*password;
cvar_t	*maxclients;
cvar_t	*maxentities;
cvar_t	*g_select_empty;
cvar_t	*dedicated;

cvar_t	*filterban;	// Expert - IP banning code from id sources

cvar_t	*sv_maxvelocity;
cvar_t	*sv_gravity;

cvar_t	*sv_rollspeed;
cvar_t	*sv_rollangle;
cvar_t	*gun_x;
cvar_t	*gun_y;
cvar_t	*gun_z;

cvar_t	*run_pitch;
cvar_t	*run_roll;
cvar_t	*bob_up;
cvar_t	*bob_pitch;
cvar_t	*bob_roll;

cvar_t	*sv_cheats;

void SpawnEntities (char *mapname, char *entities, char *spawnpoint);
void ClientThink (edict_t *ent, usercmd_t *cmd);
qboolean ClientConnect (edict_t *ent, char *userinfo);
void ClientUserinfoChanged (edict_t *ent, char *userinfo);
void ClientDisconnect (edict_t *ent);
void ClientBegin (edict_t *ent);
void ClientCommand (edict_t *ent);
void RunEntity (edict_t *ent);
void WriteGame (char *filename, qboolean autosave);
void ReadGame (char *filename);
void WriteLevel (char *filename);
void ReadLevel (char *filename);
void InitGame (void);
void G_RunFrame (void);


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

// this is to get an lcc compiled version to work under nt
// see planetquake/qdevels, the lcc compiling tutorial -- Joe
int _stdcall DLLMain(void *hinstDLL, unsigned long dwReason, void *reserved)
{ 
    return(1);
}


void ShutdownGame (void)
{
	gi.dprintf ("==== ShutdownGame ====\n");

	// Expert: stop gibstats logging
	if ( (int)sv_utilflags->value & EXPERT_ENABLE_GIBSTAT_LOGGING)
		gsStopLogging();

	// Expert: Deallocate the teamplay stuff
	if (expflags & EXPERT_ENFORCED_TEAMS)
		shutdownTeamplay();

	gi.FreeTags (TAG_LEVEL);
	gi.FreeTags (TAG_GAME);
}


/*
=================
GetGameAPI

Returns a pointer to the structure with all entry points
and global variables
=================
*/
game_export_t *GetGameAPI (game_import_t *import)
{
	gi = *import;

	globals.apiversion = GAME_API_VERSION;
	globals.Init = InitGame;
	globals.Shutdown = ShutdownGame;
	globals.SpawnEntities = SpawnEntities;

	globals.WriteGame = WriteGame;
	globals.ReadGame = ReadGame;
	globals.WriteLevel = WriteLevel;
	globals.ReadLevel = ReadLevel;

	globals.ClientThink = ClientThink;
	globals.ClientConnect = ClientConnect;
	globals.ClientUserinfoChanged = ClientUserinfoChanged;
	globals.ClientDisconnect = ClientDisconnect;
	globals.ClientBegin = ClientBegin;
	globals.ClientCommand = ClientCommand;

	globals.RunFrame = G_RunFrame;

	globals.ServerCommand = ServerCommand;

	globals.edict_size = sizeof(edict_t);

	return &globals;
}

#ifndef GAME_HARD_LINKED
// this is only here so the functions in q_shared.c and q_shwin.c can link
void Sys_Error (char *error, ...)
{
	va_list		argptr;
	char		text[1024];

	va_start (argptr, error);
	vsprintf (text, error, argptr);
	va_end (argptr);

	gi.error (ERR_FATAL, "%s", text);
}

void Com_Printf (char *msg, ...)
{
	va_list		argptr;
	char		text[1024];

	va_start (argptr, msg);
	vsprintf (text, msg, argptr);
	va_end (argptr);

	gi.dprintf ("%s", text);
}

#endif

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


/*
=================
ClientEndServerFrames
=================
*/
void ClientEndServerFrames (void)
{
	int		i;
	edict_t	*ent;

	// calc the player views now that all pushing
	// and damage has been added
	for (i=0 ; i<maxclients->value ; i++)
	{
		ent = g_edicts + 1 + i;
		if (!ent->inuse || !ent->client)
			continue;
		ClientEndServerFrame (ent);
	}

}

/*
=================
EndDMLevel

The timelimit or fraglimit has been exceeded
=================
*/
void EndDMLevel (void)
{
	edict_t		*ent;

	// stay on same level flag
	if ((int)dmflags->value & DF_SAME_LEVEL)
	{
		ent = G_Spawn ();
		ent->classname = "target_changelevel";
		ent->map = level.mapname;
	}
	else if (level.nextmap[0])
	{	// go to a specific map
		ent = G_Spawn ();
		ent->classname = "target_changelevel";
		ent->map = level.nextmap;
	}
	else
	{	// search for a changeleve
		ent = G_Find (NULL, FOFS(classname), "target_changelevel");
		if (!ent)
		{	// the map designer didn't include a changelevel,
			// so create a fake ent that goes back to the same level
			ent = G_Spawn ();
			ent->classname = "target_changelevel";
			ent->map = level.mapname;
		}
	}

	BeginIntermission (ent);
}

/*
=================
CheckDMRules
=================
*/
void CheckDMRules (void)
{
	int			i;
	gclient_t	*cl;

	if (level.intermissiontime)
		return;

	if (!deathmatch->value)
		return;

	if (timelimit->value)
	{
		if (level.time >= timelimit->value*60)
		{
			gi.bprintf (PRINT_HIGH, "Timelimit hit.\n");
			EndDMLevel ();
			return;
		}
	}

	// Expert CTF
	// Level ends according to number of captures
	if (ctf->value) {
		if (CTFCheckRules()) {
			EndDMLevel ();
		}
	}

	if (fraglimit->value)
	{
		for (i=0 ; i<maxclients->value ; i++)
		{
			cl = game.clients + i;
			if (!g_edicts[i+1].inuse)
				continue;

			if (cl->resp.score >= fraglimit->value)
			{
				gi.bprintf (PRINT_HIGH, "Fraglimit hit.\n");
				EndDMLevel ();
				return;
			}
		}
	}
}


/*
=============
ExitLevel
=============
*/
void ExitLevel (void)
{
	int		i;
	edict_t	*ent;
	char	command [256], *nextLevel;

	// Expert : level cycles.  If a property is defined that matches 
	// the current level's name, go to that level.
	// FIXME : fileExists() sanity check?
	if (gProperties) {
		nextLevel = getProp(gProperties, level.mapname);
		if (nextLevel) {
			gi.dprintf("Level cycling: current level %s\n"
			           "Found property with value %s\n"
		   	           "Going to level %s\n", level.mapname, nextLevel, nextLevel);
			level.changemap = nextLevel;
		}
	}

	// Expert Level Scripting
	ExpertLevelScripting(level.changemap);

	Com_sprintf (command, sizeof(command), "gamemap \"%s\"\n", level.changemap);
	gi.AddCommandString (command);
	level.changemap = NULL;
	level.exitintermission = 0;
	level.intermissiontime = 0;
	ClientEndServerFrames ();

	// clear some things before going to next level
	for (i=0 ; i<maxclients->value ; i++)
	{
		ent = g_edicts + 1 + i;
		if (!ent->inuse)
			continue;
		if (ent->health > ent->client->pers.max_health)
			ent->health = ent->client->pers.max_health;
	}

}

/*
================
G_RunFrame

Advances the world by 0.1 seconds
================
*/
void G_RunFrame (void)
{
	int		i;
	edict_t	*ent;

	// begin warp
	extern qboolean electionInProgress;
	// end warp

	level.framenum++;
	level.time = level.framenum*FRAMETIME;

	// choose a client for monsters to target this frame
	AI_SetSightClient ();

	// exit intermissions

	if (level.exitintermission)
	{
		ExitLevel ();
		return;
	}

	// Expert Arena 
	if ((int)sv_arenaflags->value & EXPERT_ENABLE_ARENA) {
		arenaCountdown();
	}

	// begin warp
	if (electionInProgress)
	    checkElectionTime();
	// end warp

	//
	// treat each object in turn
	// even the world gets a chance to think
	//
	ent = &g_edicts[0];
	for (i=0 ; i<globals.num_edicts ; i++, ent++)
	{
		if (!ent->inuse)
			continue;

		level.current_entity = ent;

		VectorCopy (ent->s.origin, ent->s.old_origin);

		// if the ground entity moved, make sure we are still on it
		if ((ent->groundentity) && (ent->groundentity->linkcount != ent->groundentity_linkcount))
		{
			ent->groundentity = NULL;
			if ( !(ent->flags & (FL_SWIM|FL_FLY)) && (ent->svflags & SVF_MONSTER) )
			{
				M_CheckGround (ent);
			}
		}


		
		if (i > 0 && i <= maxclients->value)
		// arena keeps crashing
//		if (i >= 0 && i <= maxclients->value)
		{
			ClientBeginServerFrame (ent);
			continue;
		}

		// client gets into here
		G_RunEntity (ent);
	}

	// see if it is time to end a deathmatch
	CheckDMRules ();

	// build the playerstate_t structures for all players
	ClientEndServerFrames ();
}

