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// clientgame.cpp: core game related stuff

#include "cube.h"

#import "DynamicEntity.h"

int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);

void
mode(int n)
{
	addmsg(1, 2, SV_GAMEMODE, nextmode = n);
}
COMMAND(mode, ARG_1INT)

bool intermission = false;

DynamicEntity *player1;  // our client
OFMutableArray *players; // other clients

void
initPlayers()
{
dynent *player1 = newdynent(); // our client
dvector players;               // other clients
	player1 = newdynent();
	players = [[OFMutableArray alloc] init];
}

VARP(sensitivity, 0, 10, 10000);
VARP(sensitivityscale, 1, 1, 10000);
VARP(invmouse, 0, 0, 1);

int lastmillis = 0;
int curtime = 10;
OFString *clientmap;

OFString *
getclientmap()
{
	return clientmap;
}

void
resetmovement(dynent *d)
resetmovement(DynamicEntity *d)
{
	d->k_left = false;
	d->k_right = false;
	d->k_up = false;
	d->k_down = false;
	d->jumpnext = false;
	d->strafe = 0;
	d->move = 0;
	d.k_left = false;
	d.k_right = false;
	d.k_up = false;
	d.k_down = false;
	d.jumpnext = false;
	d.strafe = 0;
	d.move = 0;
}

// reset player state not persistent accross spawns
void
spawnstate(dynent *d) // reset player state not persistent accross spawns
spawnstate(DynamicEntity *d)
{
	resetmovement(d);
	d->vel.x = d->vel.y = d->vel.z = 0;
	d->onfloor = false;
	d->timeinair = 0;
	d->health = 100;
	d->armour = 50;
	d->armourtype = A_BLUE;
	d->quadmillis = 0;
	d->lastattackgun = d->gunselect = GUN_SG;
	d->gunwait = 0;
	d->attacking = false;
	d->lastaction = 0;
	loopi(NUMGUNS) d->ammo[i] = 0;
	d->ammo[GUN_FIST] = 1;
	d.vel = OFMakeVector3D(0, 0, 0);
	d.onfloor = false;
	d.timeinair = 0;
	d.health = 100;
	d.armour = 50;
	d.armourtype = A_BLUE;
	d.quadmillis = 0;
	d.lastattackgun = d.gunselect = GUN_SG;
	d.gunwait = 0;
	d.attacking = false;
	d.lastaction = 0;
	loopi(NUMGUNS) d.ammo[i] = 0;
	d.ammo[GUN_FIST] = 1;
	if (m_noitems) {
		d->gunselect = GUN_RIFLE;
		d->armour = 0;
		d.gunselect = GUN_RIFLE;
		d.armour = 0;
		if (m_noitemsrail) {
			d->health = 1;
			d->ammo[GUN_RIFLE] = 100;
			d.health = 1;
			d.ammo[GUN_RIFLE] = 100;
		} else {
			if (gamemode == 12) {
				// eihrul's secret "instafist" mode
				d->gunselect = GUN_FIST;
				d.gunselect = GUN_FIST;
				return;
			} // eihrul's secret "instafist" mode
			d->health = 256;
			}
			d.health = 256;
			if (m_tarena) {
				int gun1 = rnd(4) + 1;
				baseammo(d->gunselect = gun1);
				baseammo(d.gunselect = gun1);
				for (;;) {
					int gun2 = rnd(4) + 1;
					if (gun1 != gun2) {
						baseammo(gun2);
						break;
					}
				}
			} else if (m_arena) // insta arena
			} else if (m_arena) {
			{
				d->ammo[GUN_RIFLE] = 100;
			} else // efficiency
				// insta arena
				d.ammo[GUN_RIFLE] = 100;
			} else {
				// efficiency
			{
				loopi(4) baseammo(i + 1);
				d->gunselect = GUN_CG;
				d.gunselect = GUN_CG;
			}
			d->ammo[GUN_CG] /= 2;
			d.ammo[GUN_CG] /= 2;
		}
	} else {
		d->ammo[GUN_SG] = 5;
	}
}

	} else
		d.ammo[GUN_SG] = 5;
}

DynamicEntity *
dynent *
newdynent() // create a new blank player or monster
{
	dynent *d = (dynent *)OFAllocMemory(1, sizeof(dynent));
	d->o.x = 0;
	DynamicEntity *d = [[DynamicEntity alloc] init];
	d.o = OFMakeVector3D(0, 0, 0);
	d->o.y = 0;
	d->o.z = 0;
	d->yaw = 270;
	d->pitch = 0;
	d->roll = 0;
	d->maxspeed = 22;
	d->outsidemap = false;
	d->inwater = false;
	d->radius = 1.1f;
	d->eyeheight = 3.2f;
	d->aboveeye = 0.7f;
	d->frags = 0;
	d->plag = 0;
	d->ping = 0;
	d->lastupdate = lastmillis;
	d->enemy = NULL;
	d->monsterstate = 0;
	d->name[0] = d->team[0] = 0;
	d->blocked = false;
	d->lifesequence = 0;
	d->state = CS_ALIVE;
	d.yaw = 270;
	d.pitch = 0;
	d.roll = 0;
	d.maxspeed = 22;
	d.outsidemap = false;
	d.inwater = false;
	d.radius = 1.1f;
	d.eyeheight = 3.2f;
	d.aboveeye = 0.7f;
	d.frags = 0;
	d.plag = 0;
	d.ping = 0;
	d.lastupdate = lastmillis;
	d.enemy = NULL;
	d.monsterstate = 0;
	d.name = d.team = @"";
	d.blocked = false;
	d.lifesequence = 0;
	d.state = CS_ALIVE;
	spawnstate(d);
	return d;
}

void
respawnself()
{
	spawnplayer(player1);
	showscores(false);
}

void
arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
arenacount(
    DynamicEntity *d, int &alive, int &dead, OFString **lastteam, bool &oneteam)
{
	if (d->state != CS_DEAD) {
	if (d.state != CS_DEAD) {
		alive++;
		if (lastteam && strcmp(lastteam, d->team))
		if (![*lastteam isEqual:d.team])
			oneteam = false;
		lastteam = d->team;
	} else {
		*lastteam = d.team;
	} else
		dead++;
	}
}

int arenarespawnwait = 0;
int arenadetectwait = 0;

void
arenarespawn()
{
	if (arenarespawnwait) {
		if (arenarespawnwait < lastmillis) {
			arenarespawnwait = 0;
			conoutf(@"new round starting... fight!");
			respawnself();
		}
	} else if (arenadetectwait == 0 || arenadetectwait < lastmillis) {
		arenadetectwait = 0;
		int alive = 0, dead = 0;
		char *lastteam = NULL;
		OFString *lastteam = nil;
		bool oneteam = true;
		for (id player in players)
		loopv(players) if (players[i])
		    arenacount(players[i], alive, dead, lastteam, oneteam);
		arenacount(player1, alive, dead, lastteam, oneteam);
			if (player != [OFNull null])
				arenacount(
				    player, alive, dead, &lastteam, oneteam);
		arenacount(player1, alive, dead, &lastteam, oneteam);
		if (dead > 0 && (alive <= 1 || (m_teammode && oneteam))) {
			conoutf(
			    @"arena round is over! next round in 5 seconds...");
			if (alive)
				conoutf(
				    @"team %s is last man standing", lastteam);
			else
				conoutf(@"everyone died!");
			arenarespawnwait = lastmillis + 5000;
			arenadetectwait = lastmillis + 10000;
			player1->roll = 0;
			player1.roll = 0;
		}
	}
}

void
zapdynent(dynent *&d)
{
	OFFreeMemory(d);
	d = NULL;
}

extern int democlientnum;

void
otherplayers()
{
	size_t i = 0;
	for (id player in players) {
	loopv(players) if (players[i])
		if (player != [OFNull null]) {
	{
		const int lagtime = lastmillis - players[i]->lastupdate;
		if (lagtime > 1000 && players[i]->state == CS_ALIVE) {
			players[i]->state = CS_LAGGED;
			continue;
		}
		if (lagtime && players[i]->state != CS_DEAD &&
		    (!demoplayback || i != democlientnum))
			const int lagtime = lastmillis - [player lastupdate];
			if (lagtime > 1000 && [player state] == CS_ALIVE) {
				[player setState:CS_LAGGED];
				i++;
				continue;
			}
			if (lagtime && [player state] != CS_DEAD &&
			    (!demoplayback || i != democlientnum))
			moveplayer(
			    players[i], 2, false); // use physics to extrapolate
			                           // player position
				// use physics to extrapolate player position
				moveplayer(player, 2, false);
		}
		i++;
	}
}

void
respawn()
{
	if (player1->state == CS_DEAD) {
		player1->attacking = false;
	if (player1.state == CS_DEAD) {
		player1.attacking = false;
		if (m_arena) {
			conoutf(@"waiting for new round to start...");
			return;
		}
		if (m_sp) {
			nextmode = gamemode;
			changemap(clientmap);
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				                          // connected to server
			gets2c(); // do this first, so we have most accurate
			          // information when our player moves
		}
		otherplayers();
		if (!demoplayback) {
			monsterthink();
			if (player1->state == CS_DEAD) {
				if (lastmillis - player1->lastaction < 2000) {
					player1->move = player1->strafe = 0;
			if (player1.state == CS_DEAD) {
				if (lastmillis - player1.lastaction < 2000) {
					player1.move = player1.strafe = 0;
					moveplayer(player1, 10, false);
				} else if (!m_arena && !m_sp &&
				    lastmillis - player1->lastaction > 10000)
				    lastmillis - player1.lastaction > 10000)
					respawn();
			} else if (!intermission) {
				moveplayer(player1, 20, true);
				checkitems();
			}
			// do this last, to reduce the effective frame lag
			c2sinfo(player1); // do this last, to reduce the
			c2sinfo(player1);
			                  // effective frame lag
		}
	}
	lastmillis = millis;
}

// brute force but effective way to find a free spawn spot in the map
void
entinmap(dynent *d)
entinmap(DynamicEntity *d)
{
	loopi(100) // try max 100 times
	{
		float dx = (rnd(21) - 10) / 10.0f * i; // increasing distance
		float dy = (rnd(21) - 10) / 10.0f * i;
		d->o.x += dx;
		d->o.y += dy;
		OFVector3D old = d.o;
		d.o = OFMakeVector3D(d.o.x + dx, d.o.y + dy, d.o.z);
		if (collide(d, true, 0, 0))
			return;
		d->o.x -= dx;
		d.o = old;
		d->o.y -= dy;
	}
	conoutf(
	conoutf(@"can't find entity spawn spot! (%d, %d)", (int)d->o.x,
	    @"can't find entity spawn spot! (%d, %d)", (int)d.o.x, (int)d.o.y);
	    (int)d->o.y);
	// leave ent at original pos, possibly stuck
}

int spawncycle = -1;
int fixspawn = 2;

// place at random spawn. also used by monsters!
void
spawnplayer(dynent *d) // place at random spawn. also used by monsters!
spawnplayer(DynamicEntity *d)
{
	int r = fixspawn-- > 0 ? 4 : rnd(10) + 1;
	loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle + 1);
	if (spawncycle != -1) {
		d->o.x = ents[spawncycle].x;
		d->o.y = ents[spawncycle].y;
		d.o = OFMakeVector3D(
		    ents[spawncycle].x, ents[spawncycle].y, ents[spawncycle].z);
		d->o.z = ents[spawncycle].z;
		d->yaw = ents[spawncycle].attr1;
		d->pitch = 0;
		d->roll = 0;
	} else {
		d->o.x = d->o.y = (float)ssize / 2;
		d.yaw = ents[spawncycle].attr1;
		d.pitch = 0;
		d.roll = 0;
	} else
		d.o = OFMakeVector3D((float)ssize / 2, (float)ssize / 2, 4);
		d->o.z = 4;
	}
	entinmap(d);
	spawnstate(d);
	d->state = CS_ALIVE;
	d.state = CS_ALIVE;
}

// movement input code

#define dir(name, v, d, s, os)                                      \
	void name(bool isdown)                                      \
	{                                                           \
		player1->s = isdown;                                \
		player1->v = isdown ? d : (player1->os ? -(d) : 0); \
		player1->lastmove = lastmillis;                     \
#define dir(name, v, d, s, os)                                    \
	void name(bool isdown)                                    \
	{                                                         \
		player1.s = isdown;                               \
		player1.v = isdown ? d : (player1.os ? -(d) : 0); \
		player1.lastmove = lastmillis;                    \
	}

dir(backward, move, -1, k_down, k_up);
dir(forward, move, 1, k_up, k_down);
dir(left, strafe, 1, k_left, k_right);
dir(right, strafe, -1, k_right, k_left);

void
attack(bool on)
{
	if (intermission)
		return;
	if (editmode)
		editdrag(on);
	else if (player1->attacking = on)
	else if ((player1.attacking = on))
		respawn();
}

void
jumpn(bool on)
{
	if (!intermission && (player1->jumpnext = on))
	if (!intermission && (player1.jumpnext = on))
		respawn();
}

COMMAND(backward, ARG_DOWN)
COMMAND(forward, ARG_DOWN)
COMMAND(left, ARG_DOWN)
COMMAND(right, ARG_DOWN)
COMMANDN(jump, jumpn, ARG_DOWN)
COMMAND(attack, ARG_DOWN)
COMMAND(showscores, ARG_DOWN)

void
fixplayer1range()
{
	const float MAXPITCH = 90.0f;
	if (player1->pitch > MAXPITCH)
		player1->pitch = MAXPITCH;
	if (player1->pitch < -MAXPITCH)
		player1->pitch = -MAXPITCH;
	while (player1->yaw < 0.0f)
		player1->yaw += 360.0f;
	while (player1->yaw >= 360.0f)
		player1->yaw -= 360.0f;
	if (player1.pitch > MAXPITCH)
		player1.pitch = MAXPITCH;
	if (player1.pitch < -MAXPITCH)
		player1.pitch = -MAXPITCH;
	while (player1.yaw < 0.0f)
		player1.yaw += 360.0f;
	while (player1.yaw >= 360.0f)
		player1.yaw -= 360.0f;
}

void
mousemove(int dx, int dy)
{
	if (player1->state == CS_DEAD || intermission)
	if (player1.state == CS_DEAD || intermission)
		return;
	const float SENSF = 33.0f; // try match quake sens
	player1->yaw += (dx / SENSF) * (sensitivity / (float)sensitivityscale);
	player1->pitch -= (dy / SENSF) *
	player1.yaw += (dx / SENSF) * (sensitivity / (float)sensitivityscale);
	player1.pitch -= (dy / SENSF) *
	    (sensitivity / (float)sensitivityscale) * (invmouse ? -1 : 1);
	fixplayer1range();
}

// damage arriving from the network, monsters, yourself, all ends up here.

void
selfdamage(int damage, int actor, dynent *act)
selfdamage(int damage, int actor, DynamicEntity *act)
{
	if (player1->state != CS_ALIVE || editmode || intermission)
	if (player1.state != CS_ALIVE || editmode || intermission)
		return;
	damageblend(damage);
	demoblend(damage);
	int ad = damage * (player1->armourtype + 1) * 20 /
	    100; // let armour absorb when possible
	if (ad > player1->armour)
		ad = player1->armour;
	player1->armour -= ad;
	// let armour absorb when possible
	int ad = damage * (player1.armourtype + 1) * 20 / 100;
	if (ad > player1.armour)
		ad = player1.armour;
	player1.armour -= ad;
	damage -= ad;
	float droll = damage / 0.5f;
	player1->roll += player1->roll > 0
	player1.roll += player1.roll > 0
	    ? droll
	    : (player1->roll < 0
	    : (player1.roll < 0
	              ? -droll
	              : (rnd(2) ? droll
	                        : -droll)); // give player a kick depending
	                                    // on amount of damage
	if ((player1->health -= damage) <= 0) {
	if ((player1.health -= damage) <= 0) {
		if (actor == -2) {
			conoutf(@"you got killed by %s!", act->name);
			conoutf(@"you got killed by %@!", act.name);
		} else if (actor == -1) {
			actor = getclientnum();
			conoutf(@"you suicided!");
			addmsg(1, 2, SV_FRAGS, --player1->frags);
			addmsg(1, 2, SV_FRAGS, --player1.frags);
		} else {
			dynent *a = getclient(actor);
			if (a) {
				if (isteam(a->team, player1->team)) {
			DynamicEntity *a = getclient(actor);
			if (a != nil) {
				if (isteam(a.team, player1.team))
					conoutf(@"you got fragged by a "
					        @"teammate (%s)",
					    a->name);
				} else {
					        @"teammate (%@)",
					    a.name);
				else
					conoutf(
					    @"you got fragged by %s", a->name);
					    @"you got fragged by %@", a.name);
				}
			}
		}
		showscores(true);
		addmsg(1, 2, SV_DIED, actor);
		player1->lifesequence++;
		player1->attacking = false;
		player1->state = CS_DEAD;
		player1->pitch = 0;
		player1->roll = 60;
		player1.lifesequence++;
		player1.attacking = false;
		player1.state = CS_DEAD;
		player1.pitch = 0;
		player1.roll = 60;
		playsound(S_DIE1 + rnd(2));
		spawnstate(player1);
		player1->lastaction = lastmillis;
	} else {
		player1.lastaction = lastmillis;
	} else
		playsound(S_PAIN6);
	}
}

void
timeupdate(int timeremain)
{
	if (!timeremain) {
		intermission = true;
		player1->attacking = false;
		player1.attacking = false;
		conoutf(@"intermission:");
		conoutf(@"game has ended!");
		showscores(true);
	} else {
		conoutf(@"time remaining: %d minutes", timeremain);
	}
}

dynent *
DynamicEntity *
getclient(int cn) // ensure valid entity
{
	if (cn < 0 || cn >= MAXCLIENTS) {
		neterr(@"clientnum");
		return NULL;
		return nil;
	}
	if (players == nil)
		players = [[OFMutableArray alloc] init];
	while (cn >= players.length())
		players.add(NULL);
	return players[cn] ? players[cn] : (players[cn] = newdynent());
	while (cn >= players.count)
		[players addObject:[OFNull null]];
	return (players[cn] != [OFNull null] ? players[cn]
	                                     : (players[cn] = newdynent()));
}

void
setclient(int cn, id client)
{
	if (cn < 0 || cn >= MAXCLIENTS)
		neterr(@"clientnum");
	if (players == nil)
		players = [[OFMutableArray alloc] init];
	while (cn >= players.count)
		[players addObject:[OFNull null]];
	players[cn] = client;
}

void
initclient()
{
	clientmap = @"";
	initclientnet();
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		conoutf(@"coop sp not supported yet");
	}
	sleepwait = 0;
	monsterclear();
	projreset();
	spawncycle = -1;
	spawnplayer(player1);
	player1->frags = 0;
	loopv(players) if (players[i]) players[i]->frags = 0;
	player1.frags = 0;
	for (id player in players)
		if (player != [OFNull null])
			[player setFrags:0];
	resetspawns();
	clientmap = name;
	if (editmode)
		toggleedit();
	setvar(@"gamespeed", 100);
	setvar(@"fog", 180);
	setvar(@"fogcolour", 0x8099B3);