/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code 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.

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

#include "g_local.h"

level_locals_t	level;

typedef struct {
	vmCvar_t	*vmCvar;
	char		*cvarName;
	char		*defaultString;
	int			cvarFlags;
	int			modificationCount;  // for tracking changes
	qboolean	trackChange;	    // track this variable, and announce if changed
  qboolean teamShader;        // track and if changed, update shader state
} cvarTable_t;

gentity_t		g_entities[MAX_GENTITIES];
gclient_t		g_clients[MAX_CLIENTS];

vmCvar_t	g_gametype;
vmCvar_t	g_dmflags;
vmCvar_t	g_fraglimit;
vmCvar_t	g_timelimit;
vmCvar_t	g_capturelimit;
vmCvar_t	g_friendlyFire;
vmCvar_t	g_password;
vmCvar_t	g_needpass;
vmCvar_t	g_maxclients;
vmCvar_t	g_maxGameClients;
vmCvar_t	g_dedicated;
vmCvar_t	g_speed;
vmCvar_t	g_gravity;
vmCvar_t	g_cheats;
vmCvar_t	g_knockback;
vmCvar_t	g_quadfactor;
vmCvar_t	g_forcerespawn;
vmCvar_t	g_inactivity;
vmCvar_t	g_debugMove;
vmCvar_t	g_debugDamage;
vmCvar_t	g_debugAlloc;
vmCvar_t	g_weaponRespawn;
vmCvar_t	g_weaponTeamRespawn;
vmCvar_t	g_motd;
vmCvar_t	g_synchronousClients;
vmCvar_t	g_warmup;
vmCvar_t	g_doWarmup;
vmCvar_t	g_restarted;
vmCvar_t	g_logfile;
vmCvar_t	g_logfileSync;
#ifndef NOTRATEDM
vmCvar_t	g_blood;
#endif
vmCvar_t	g_podiumDist;
vmCvar_t	g_podiumDrop;
vmCvar_t	g_allowVote;
vmCvar_t	g_teamAutoJoin;
vmCvar_t	g_teamForceBalance;
vmCvar_t	g_banIPs;
vmCvar_t	g_filterBan;
vmCvar_t	g_smoothClients;
vmCvar_t	pmove_fixed;
vmCvar_t	pmove_msec;
vmCvar_t	g_rankings;
vmCvar_t	g_listEntity;
#if !defined MISSIONPACK && defined IOQ3ZTM // Support MissionPack players.
vmCvar_t	g_redteam;
vmCvar_t	g_blueteam;
#endif
#ifdef MISSIONPACK
vmCvar_t	g_obeliskHealth;
vmCvar_t	g_obeliskRegenPeriod;
vmCvar_t	g_obeliskRegenAmount;
vmCvar_t	g_obeliskRespawnDelay;
#ifdef MISSIONPACK_HARVESTER
vmCvar_t	g_cubeTimeout;
#endif
vmCvar_t	g_redteam;
vmCvar_t	g_blueteam;
#ifndef TA_SP
vmCvar_t	g_singlePlayer;
#endif
vmCvar_t	g_enableDust;
vmCvar_t	g_enableBreath;
#endif
#if defined MISSIONPACK || defined TA_WEAPSYS
vmCvar_t	g_proxMineTimeout;
#endif
#ifdef TA_SP
vmCvar_t	g_singlePlayer;
vmCvar_t	g_spSaveData; // Used to save data between levels.
//vmCvar_t	g_spSaveDataNet[MAX_CLIENTS]; // Save data for all clients
vmCvar_t	g_saveVersions;
vmCvar_t	g_saveFilename;
vmCvar_t	g_saveMapname;
#endif
#ifdef TURTLEARENA // POWERS // PW_FLASHING
vmCvar_t	g_teleportFluxTime;
#endif
#ifdef IOQ3ZTM // LASERTAG
vmCvar_t	g_laserTag;
#endif
#ifdef TA_PATHSYS // 2DMODE
vmCvar_t	g_2dmode;
#endif

static cvarTable_t		gameCvarTable[] = {
	// don't override the cheat state set by the system
	{ &g_cheats, "sv_cheats", "", 0, 0, qfalse },

	// noset vars
	{ NULL, "gamename", GAMEVERSION , CVAR_SERVERINFO | CVAR_ROM, 0, qfalse  },
	{ NULL, "gamedate", __DATE__ , CVAR_ROM, 0, qfalse  },
	{ &g_restarted, "g_restarted", "0", CVAR_ROM, 0, qfalse  },
	{ NULL, "sv_mapname", "", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse  },

	// latched vars
	{ &g_gametype, "g_gametype", "0", CVAR_SERVERINFO | CVAR_USERINFO | CVAR_LATCH, 0, qfalse  },

	{ &g_maxclients, "sv_maxclients", "8", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse  },
	{ &g_maxGameClients, "g_maxGameClients", "0", CVAR_SERVERINFO | CVAR_LATCH | CVAR_ARCHIVE, 0, qfalse  },

	// change anytime vars
	{ &g_dmflags, "dmflags", "0", CVAR_SERVERINFO | CVAR_ARCHIVE, 0, qtrue  },
#ifdef NOTRATEDM // frag to score
	{ &g_fraglimit, "scorelimit", "1000", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
#else
	{ &g_fraglimit, "fraglimit", "20", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
#endif
	{ &g_timelimit, "timelimit", "0", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },
	{ &g_capturelimit, "capturelimit", "8", CVAR_SERVERINFO | CVAR_ARCHIVE | CVAR_NORESTART, 0, qtrue },

	{ &g_synchronousClients, "g_synchronousClients", "0", CVAR_SYSTEMINFO, 0, qfalse  },

	{ &g_friendlyFire, "g_friendlyFire", "0", CVAR_ARCHIVE, 0, qtrue  },

	{ &g_teamAutoJoin, "g_teamAutoJoin", "0", CVAR_ARCHIVE  },
	{ &g_teamForceBalance, "g_teamForceBalance", "0", CVAR_ARCHIVE  },

	{ &g_warmup, "g_warmup", "20", CVAR_ARCHIVE, 0, qtrue  },
	{ &g_doWarmup, "g_doWarmup", "0", CVAR_ARCHIVE, 0, qtrue  },
	{ &g_logfile, "g_log", "games.log", CVAR_ARCHIVE, 0, qfalse  },
	{ &g_logfileSync, "g_logsync", "0", CVAR_ARCHIVE, 0, qfalse  },

	{ &g_password, "g_password", "", CVAR_USERINFO, 0, qfalse  },

	{ &g_banIPs, "g_banIPs", "", CVAR_ARCHIVE, 0, qfalse  },
	{ &g_filterBan, "g_filterBan", "1", CVAR_ARCHIVE, 0, qfalse  },

	{ &g_needpass, "g_needpass", "0", CVAR_SERVERINFO | CVAR_ROM, 0, qfalse },

	{ &g_dedicated, "dedicated", "0", 0, 0, qfalse  },

	{ &g_speed, "g_speed", "320", 0, 0, qtrue  },
	{ &g_gravity, "g_gravity", "800", 0, 0, qtrue  },
	{ &g_knockback, "g_knockback", "1000", 0, 0, qtrue  },
#ifdef TURTLEARENA // POWERS
	{ &g_quadfactor, "g_quadfactor", "2", 0, 0, qtrue  },
#else
	{ &g_quadfactor, "g_quadfactor", "3", 0, 0, qtrue  },
#endif
#ifdef TURTLEARENA
	{ &g_weaponRespawn, "g_weaponRespawn", "15", 0, 0, qtrue  },
#elif defined IOQ3ZTM // IOQ3BUGFIX: Cvar case change.
	{ &g_weaponRespawn, "g_weaponRespawn", "5", 0, 0, qtrue  },
#else
	{ &g_weaponRespawn, "g_weaponrespawn", "5", 0, 0, qtrue  },
#endif
	{ &g_weaponTeamRespawn, "g_weaponTeamRespawn", "30", 0, 0, qtrue },
	{ &g_forcerespawn, "g_forcerespawn", "20", 0, 0, qtrue },
	{ &g_inactivity, "g_inactivity", "0", 0, 0, qtrue },
	{ &g_debugMove, "g_debugMove", "0", 0, 0, qfalse },
	{ &g_debugDamage, "g_debugDamage", "0", 0, 0, qfalse },
	{ &g_debugAlloc, "g_debugAlloc", "0", 0, 0, qfalse },
	{ &g_motd, "g_motd", "", 0, 0, qfalse },
#ifndef NOTRATEDM
	{ &g_blood, "com_blood", "1", 0, 0, qfalse },
#endif

	{ &g_podiumDist, "g_podiumDist", "80", 0, 0, qfalse },
	{ &g_podiumDrop, "g_podiumDrop", "70", 0, 0, qfalse },

	{ &g_allowVote, "g_allowVote", "1", CVAR_ARCHIVE, 0, qfalse },
	{ &g_listEntity, "g_listEntity", "0", 0, 0, qfalse },

#ifdef MISSIONPACK
#ifdef TURTLEARENA
	{ &g_obeliskHealth, "g_obeliskHealth", "1000", 0, 0, qfalse },
	{ &g_obeliskRegenPeriod, "g_obeliskRegenPeriod", "1", 0, 0, qfalse },
	{ &g_obeliskRegenAmount, "g_obeliskRegenAmount", "3", 0, 0, qfalse },
#else
	{ &g_obeliskHealth, "g_obeliskHealth", "2500", 0, 0, qfalse },
	{ &g_obeliskRegenPeriod, "g_obeliskRegenPeriod", "1", 0, 0, qfalse },
	{ &g_obeliskRegenAmount, "g_obeliskRegenAmount", "15", 0, 0, qfalse },
#endif
	{ &g_obeliskRespawnDelay, "g_obeliskRespawnDelay", "10", CVAR_SERVERINFO, 0, qfalse },

#ifdef MISSIONPACK_HARVESTER
	{ &g_cubeTimeout, "g_cubeTimeout", "30", 0, 0, qfalse },
#endif
#ifndef IOQ3ZTM // DEFAULT_TEAMS
	{ &g_redteam, "g_redteam", "Stroggs", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue },
	{ &g_blueteam, "g_blueteam", "Pagans", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue  },
#endif
#ifndef TA_SP
	{ &g_singlePlayer, "ui_singlePlayerActive", "", 0, 0, qfalse, qfalse  },
#endif

	{ &g_enableDust, "g_enableDust", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
	{ &g_enableBreath, "g_enableBreath", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
#endif
#if defined MISSIONPACK || defined TA_WEAPSYS
	{ &g_proxMineTimeout, "g_proxMineTimeout", "20000", 0, 0, qfalse },
#endif
#ifdef TA_SP
	{ &g_singlePlayer, "ui_singlePlayerActive", "0", CVAR_ROM, 0, qfalse, qfalse  },
	{ &g_spSaveData, "g_spSaveData", "", CVAR_SYSTEMINFO, 0, qfalse, qfalse  },
	{ &g_saveVersions, "g_saveVersions", BG_SAVE_VERSIONS, CVAR_ROM, 0, 0, qfalse },
	{ &g_saveFilename, "g_saveFilename", "", CVAR_SERVERINFO, 0, 0, qfalse },
	{ &g_saveMapname, "g_saveMapname", "", CVAR_ROM, 0, 0, qfalse },
#endif
#ifdef IOQ3ZTM // DEFAULT_TEAMS
	{ &g_redteam, "g_redteam", DEFAULT_REDTEAM_NAME, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue },
	{ &g_blueteam, "g_blueteam", DEFAULT_BLUETEAM_NAME, CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_USERINFO , 0, qtrue, qtrue  },
#endif
#ifdef TURTLEARENA // POWERS // PW_FLASHING
	{ &g_teleportFluxTime, "g_teleportFluxTime", "5", 0, 0, qfalse},
#endif
#ifdef IOQ3ZTM // LASERTAG
	{ &g_laserTag, "g_laserTag", "0", CVAR_SERVERINFO, qtrue, qfalse},
#endif
#ifdef TA_PATHSYS // 2DMODE
	{ &g_2dmode, "g_2dmode", "0", CVAR_SERVERINFO, 0, qtrue, qfalse },
#endif
	{ &g_smoothClients, "g_smoothClients", "1", 0, 0, qfalse},
	{ &pmove_fixed, "pmove_fixed", "0", CVAR_SYSTEMINFO, 0, qfalse},
	{ &pmove_msec, "pmove_msec", "8", CVAR_SYSTEMINFO, 0, qfalse},

	{ &g_rankings, "g_rankings", "0", 0, 0, qfalse}

};

static int gameCvarTableSize = ARRAY_LEN( gameCvarTable );


void G_InitGame( int levelTime, int randomSeed, int restart );
void G_RunFrame( int levelTime );
void G_ShutdownGame( int restart );
void CheckExitRules( void );


/*
================
vmMain

This is the only way control passes into the module.
This must be the very first function compiled into the .q3vm file
================
*/
Q_EXPORT intptr_t vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11  ) {
	switch ( command ) {
	case GAME_GETAPIVERSION:
		return GAME_API_VERSION;
	case GAME_INIT:
		G_InitGame( arg0, arg1, arg2 );
		return 0;
	case GAME_SHUTDOWN:
		G_ShutdownGame( arg0 );
		return 0;
	case GAME_CLIENT_CONNECT:
		return (intptr_t)ClientConnect( arg0, arg1, arg2 );
	case GAME_CLIENT_THINK:
		ClientThink( arg0 );
		return 0;
	case GAME_CLIENT_USERINFO_CHANGED:
		ClientUserinfoChanged( arg0 );
		return 0;
	case GAME_CLIENT_DISCONNECT:
		ClientDisconnect( arg0 );
		return 0;
	case GAME_CLIENT_BEGIN:
		ClientBegin( arg0 );
		return 0;
	case GAME_CLIENT_COMMAND:
		ClientCommand( arg0 );
		return 0;
	case GAME_RUN_FRAME:
		G_RunFrame( arg0 );
		return 0;
	case GAME_CONSOLE_COMMAND:
		return ConsoleCommand();
#ifdef TA_SP // Save/load
	case GAME_SAVEGAME:
		return G_SaveGame((fileHandle_t)arg0);
	case GAME_LOADGAME:
		G_LoadGame((fileHandle_t)arg0);
		return 0;
#endif
	case BOTAI_START_FRAME:
		return BotAIStartFrame( arg0 );
	}

	return -1;
}


void QDECL G_DPrintf( const char *fmt, ... ) {
	va_list		argptr;
	char		text[1024];

	if (!trap_Cvar_VariableIntegerValue("developer")) {
		return;
	}

	va_start (argptr, fmt);
	Q_vsnprintf (text, sizeof(text), fmt, argptr);
	va_end (argptr);

	trap_Printf( text );
}

void QDECL G_Printf( const char *fmt, ... ) {
	va_list		argptr;
	char		text[1024];

	va_start (argptr, fmt);
	Q_vsnprintf (text, sizeof(text), fmt, argptr);
	va_end (argptr);

	trap_Printf( text );
}

void QDECL G_Error( const char *fmt, ... ) {
	va_list		argptr;
	char		text[1024];

	va_start (argptr, fmt);
	Q_vsnprintf (text, sizeof(text), fmt, argptr);
	va_end (argptr);

	trap_Error( text );
}

/*
================
G_FindTeams

Chain together all entities with a matching team field.
Entity teams are used for item groups and multi-entity mover groups.

All but the first will have the FL_TEAMSLAVE flag set and teammaster field set
All but the last will have the teamchain field set to the next one
================
*/
void G_FindTeams( void ) {
	gentity_t	*e, *e2;
	int		i, j;
	int		c, c2;

	c = 0;
	c2 = 0;
	for ( i=1, e=g_entities+i ; i < level.num_entities ; i++,e++ ){
		if (!e->inuse)
			continue;
		if (!e->team)
			continue;
		if (e->flags & FL_TEAMSLAVE)
			continue;
		e->teammaster = e;
		c++;
		c2++;
		for (j=i+1, e2=e+1 ; j < level.num_entities ; j++,e2++)
		{
			if (!e2->inuse)
				continue;
			if (!e2->team)
				continue;
			if (e2->flags & FL_TEAMSLAVE)
				continue;
			if (!strcmp(e->team, e2->team))
			{
				c2++;
				e2->teamchain = e->teamchain;
				e->teamchain = e2;
				e2->teammaster = e;
				e2->flags |= FL_TEAMSLAVE;

				// make sure that targets only point at the master
				if ( e2->targetname ) {
					e->targetname = e2->targetname;
					e2->targetname = NULL;
				}
			}
		}
	}

	G_DPrintf ("%i teams with %i entities\n", c, c2);
}

void G_RemapTeamShaders( void ) {
#if defined MISSIONPACK || defined IOQ3ZTM
	char string[1024];
	float f = level.time * 0.001;
	Com_sprintf( string, sizeof(string), "team_icon/%s_red", g_redteam.string );
	AddRemap("textures/ctf2/redteam01", string, f); 
	AddRemap("textures/ctf2/redteam02", string, f); 
	Com_sprintf( string, sizeof(string), "team_icon/%s_blue", g_blueteam.string );
	AddRemap("textures/ctf2/blueteam01", string, f); 
	AddRemap("textures/ctf2/blueteam02", string, f); 
	trap_SetConfigstring(CS_SHADERSTATE, BuildShaderStateConfig());
#endif
}


/*
=================
G_RegisterCvars
=================
*/
void G_RegisterCvars( void ) {
	int			i;
	cvarTable_t	*cv;
	qboolean remapped = qfalse;

	for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
		trap_Cvar_Register( cv->vmCvar, cv->cvarName,
			cv->defaultString, cv->cvarFlags );
		if ( cv->vmCvar )
			cv->modificationCount = cv->vmCvar->modificationCount;

		if (cv->teamShader) {
			remapped = qtrue;
		}
	}

	if (remapped) {
		G_RemapTeamShaders();
	}

#if 0 //#ifdef TA_SP
	// Register other g_spSaveData vars.
	//{ &g_spSaveData, "g_spSaveData", "", CVAR_SYSTEMINFO, 0, qfalse, qfalse  },
	for (i = 0; i < MAX_CLIENTS; i++)
	{
		trap_Cvar_Register( &g_spSaveDataNet[i], va("g_spSaveData%i", i), "", CVAR_SYSTEMINFO);
		cv->modificationCount = 0;//g_spSaveDataNet[i].modificationCount;
	}
#endif

	// check some things
	if ( g_gametype.integer < 0 || g_gametype.integer >= GT_MAX_GAME_TYPE ) {
		G_Printf( "g_gametype %i is out of range, defaulting to 0\n", g_gametype.integer );
		trap_Cvar_Set( "g_gametype", "0" );
	}

	level.warmupModificationCount = g_warmup.modificationCount;
}

/*
=================
G_UpdateCvars
=================
*/
void G_UpdateCvars( void ) {
	int			i;
	cvarTable_t	*cv;
	qboolean remapped = qfalse;

	for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
		if ( cv->vmCvar ) {
			trap_Cvar_Update( cv->vmCvar );

			if ( cv->modificationCount != cv->vmCvar->modificationCount ) {
				cv->modificationCount = cv->vmCvar->modificationCount;

				if ( cv->trackChange ) {
					trap_SendServerCommand( -1, va("print \"Server: %s changed to %s\n\"", 
						cv->cvarName, cv->vmCvar->string ) );
				}

				if (cv->teamShader) {
					remapped = qtrue;
				}
			}
		}
	}

	if (remapped) {
		G_RemapTeamShaders();
	}
}

#ifdef IOQ3ZTM
/*
=================
G_CvarClearModification

Useful for disabling "Server: $cvarNmae changed to $value" messaged caused by vmCvar_t::trackChange.
=================
*/
void G_CvarClearModification( vmCvar_t *vmCvar ) {
	int			i;
	cvarTable_t	*cv;

	if (!vmCvar) {
		return;
	}

	for ( i = 0, cv = gameCvarTable ; i < gameCvarTableSize ; i++, cv++ ) {
		if ( cv->vmCvar == vmCvar ) {
			trap_Cvar_Update( cv->vmCvar );

			if ( cv->modificationCount != cv->vmCvar->modificationCount ) {
				cv->modificationCount = cv->vmCvar->modificationCount;
				break;
			}
		}
	}
}
#endif

/*
============
G_InitGame

============
*/
void G_InitGame( int levelTime, int randomSeed, int restart ) {
	int					i;

	G_DPrintf ("------- Game Initialization -------\n");
	G_DPrintf ("gamename: %s\n", GAMEVERSION);
	G_DPrintf ("gamedate: %s\n", __DATE__);

	srand( randomSeed );

	G_RegisterCvars();

	G_ProcessIPBans();

	G_InitMemory();

	// set some level globals
	memset( &level, 0, sizeof( level ) );
	level.time = levelTime;
	level.startTime = levelTime;

	level.snd_fry = G_SoundIndex("sound/player/fry.wav");	// FIXME standing in lava / slime

#ifdef TA_SP
	if ( !g_singlePlayer.integer && g_logfile.string[0] ) {
#else
	if ( g_gametype.integer != GT_SINGLE_PLAYER && g_logfile.string[0] ) {
#endif
		if ( g_logfileSync.integer ) {
			trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND_SYNC );
		} else {
			trap_FS_FOpenFile( g_logfile.string, &level.logFile, FS_APPEND );
		}
		if ( !level.logFile ) {
			G_Printf( "WARNING: Couldn't open logfile: %s\n", g_logfile.string );
		} else {
			char	serverinfo[MAX_INFO_STRING];

			trap_GetServerinfo( serverinfo, sizeof( serverinfo ) );

			G_LogPrintf("------------------------------------------------------------\n" );
			G_LogPrintf("InitGame: %s\n", serverinfo );
		}
	} else {
		G_Printf( "Not logging to disk.\n" );
	}

	G_InitWorldSession();

	// initialize all entities for this game
	memset( g_entities, 0, MAX_GENTITIES * sizeof(g_entities[0]) );
	level.gentities = g_entities;

	// initialize all clients for this game
	level.maxclients = g_maxclients.integer;
	memset( g_clients, 0, MAX_CLIENTS * sizeof(g_clients[0]) );
	level.clients = g_clients;

	// set client fields on player ents
	for ( i=0 ; i<level.maxclients ; i++ ) {
		g_entities[i].client = level.clients + i;
	}

	// always leave room for the max number of clients,
	// even if they aren't all used, so numbers inside that
	// range are NEVER anything but clients
	level.num_entities = MAX_CLIENTS;

	for ( i=0 ; i<MAX_CLIENTS ; i++ ) {
		g_entities[i].classname = "clientslot";
	}

	// let the server system know where the entites are
	trap_LocateGameData( level.gentities, level.num_entities, sizeof( gentity_t ), 
		&level.clients[0].ps, sizeof( level.clients[0] ) );

	// reserve some spots for dead player bodies
	InitBodyQue();

#ifdef TA_ITEMSYS
	BG_InitItemInfo();
#endif
#ifdef TA_ENTSYS // MISC_OBJECT
	BG_InitObjectConfig();
#endif
#ifdef TA_NPCSYS
	BG_InitNPCInfo();
#endif
#ifdef IOQ3ZTM // MAP_ROTATION
	G_LoadArenas();
#endif
	ClearRegisteredItems();
#ifdef TA_NPCSYS
	ClearRegisteredNPCs();
#endif

	// parse the key/value pairs and spawn gentities
	G_SpawnEntitiesFromString();

	// general initialization
	G_FindTeams();

	// make sure we have flags for CTF, etc
	if( g_gametype.integer >= GT_TEAM ) {
		G_CheckTeamItems();
	}

	SaveRegisteredItems();
#ifdef TA_NPCSYS
	SaveRegisteredNPCs();
#endif

	G_DPrintf ("-----------------------------------\n");

#ifndef TA_SP
	if( g_gametype.integer == GT_SINGLE_PLAYER || trap_Cvar_VariableIntegerValue( "com_buildScript" ) ) {
		G_ModelIndex( SP_PODIUM_MODEL );
	}
#endif

	if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
		BotAISetup( restart );
		BotAILoadMap( restart );
		G_InitBots( restart );
	}

	G_RemapTeamShaders();

}



/*
=================
G_ShutdownGame
=================
*/
void G_ShutdownGame( int restart ) {
	G_DPrintf ("==== ShutdownGame ====\n");

	if ( level.logFile ) {
		G_LogPrintf("ShutdownGame:\n" );
		G_LogPrintf("------------------------------------------------------------\n" );
		trap_FS_FCloseFile( level.logFile );
		level.logFile = 0;
	}

#ifdef TA_SP
	if (restart && g_gametype.integer == GT_SINGLE_PLAYER) {
		G_WriteCoopSessionData(qtrue);
	}
#endif

	// write all the client session data so we can get it back
	G_WriteSessionData();

	if ( trap_Cvar_VariableIntegerValue( "bot_enable" ) ) {
		BotAIShutdown( restart );
	}
}



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

void QDECL Com_Error ( int level, const char *error, ... ) {
	va_list		argptr;
	char		text[1024];

	va_start (argptr, error);
	Q_vsnprintf (text, sizeof(text), error, argptr);
	va_end (argptr);

	G_Error( "%s", text);
}

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

	va_start (argptr, msg);
	Q_vsnprintf (text, sizeof(text), msg, argptr);
	va_end (argptr);

	G_Printf ("%s", text);
}

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

	va_start (argptr, msg);
	Q_vsnprintf (text, sizeof(text), msg, argptr);
	va_end (argptr);

	G_DPrintf ("%s", text);
}

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

PLAYER COUNTING / SCORE SORTING

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

/*
=============
AddTournamentPlayer

If there are less than two tournament players, put a
spectator in the game and restart
=============
*/
void AddTournamentPlayer( void ) {
	int			i;
	gclient_t	*client;
	gclient_t	*nextInLine;

	if ( level.numPlayingClients >= 2 ) {
		return;
	}

	// never change during intermission
	if ( level.intermissiontime ) {
		return;
	}

	nextInLine = NULL;

	for ( i = 0 ; i < level.maxclients ; i++ ) {
		client = &level.clients[i];
		if ( client->pers.connected != CON_CONNECTED ) {
			continue;
		}
		if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
			continue;
		}
		// never select the dedicated follow or scoreboard clients
		if ( client->sess.spectatorState == SPECTATOR_SCOREBOARD || 
			client->sess.spectatorState == SPECTATOR_LOCAL_HIDE || 
			client->sess.spectatorClient < 0  ) {
			continue;
		}

		if(!nextInLine || client->sess.spectatorNum > nextInLine->sess.spectatorNum)
			nextInLine = client;
	}

	if ( !nextInLine ) {
		return;
	}

	level.warmupTime = -1;

	// set them to free-for-all team
	SetTeam( &g_entities[ nextInLine - level.clients ], "f" );
}

/*
=======================
AddTournamentQueue

Add client to end of tournament queue
=======================
*/

void AddTournamentQueue(gclient_t *client)
{
	int index;
	gclient_t *curclient;
	
	for(index = 0; index < level.maxclients; index++)
	{
		curclient = &level.clients[index];
		
		if(curclient->pers.connected != CON_DISCONNECTED)
		{
			if(curclient == client)
				curclient->sess.spectatorNum = 0;
			else if(curclient->sess.sessionTeam == TEAM_SPECTATOR)
				curclient->sess.spectatorNum++;
		}
	}
}

/*
=======================
RemoveTournamentLoser

Make the loser a spectator at the back of the line
=======================
*/
void RemoveTournamentLoser( void ) {
	int			clientNum;

	if ( level.numPlayingClients != 2 ) {
		return;
	}

	clientNum = level.sortedClients[1];

	if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
		return;
	}

	// make them a spectator
	SetTeam( &g_entities[ clientNum ], "s" );
}

/*
=======================
RemoveTournamentWinner
=======================
*/
void RemoveTournamentWinner( void ) {
	int			clientNum;

	if ( level.numPlayingClients != 2 ) {
		return;
	}

	clientNum = level.sortedClients[0];

	if ( level.clients[ clientNum ].pers.connected != CON_CONNECTED ) {
		return;
	}

	// make them a spectator
	SetTeam( &g_entities[ clientNum ], "s" );
}

/*
=======================
AdjustTournamentScores
=======================
*/
void AdjustTournamentScores( void ) {
	int			clientNum;

	clientNum = level.sortedClients[0];
	if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
		level.clients[ clientNum ].sess.wins++;
		ClientUserinfoChanged( clientNum );
	}

	clientNum = level.sortedClients[1];
	if ( level.clients[ clientNum ].pers.connected == CON_CONNECTED ) {
		level.clients[ clientNum ].sess.losses++;
		ClientUserinfoChanged( clientNum );
	}

}

/*
=============
SortRanks

=============
*/
int QDECL SortRanks( const void *a, const void *b ) {
	gclient_t	*ca, *cb;

	ca = &level.clients[*(int *)a];
	cb = &level.clients[*(int *)b];

	// sort special clients last
	if ( ca->sess.spectatorState == SPECTATOR_SCOREBOARD || ca->sess.spectatorClient < 0 ) {
		return 1;
	}
	if ( cb->sess.spectatorState == SPECTATOR_SCOREBOARD || cb->sess.spectatorClient < 0  ) {
		return -1;
	}

	// then connecting clients
	if ( ca->pers.connected == CON_CONNECTING ) {
		return 1;
	}
	if ( cb->pers.connected == CON_CONNECTING ) {
		return -1;
	}


	// then spectators
	if ( ca->sess.sessionTeam == TEAM_SPECTATOR && cb->sess.sessionTeam == TEAM_SPECTATOR ) {
		if ( ca->sess.spectatorNum > cb->sess.spectatorNum ) {
			return -1;
		}
		if ( ca->sess.spectatorNum < cb->sess.spectatorNum ) {
			return 1;
		}
		return 0;
	}
	if ( ca->sess.sessionTeam == TEAM_SPECTATOR ) {
		return 1;
	}
	if ( cb->sess.sessionTeam == TEAM_SPECTATOR ) {
		return -1;
	}

	// then sort by score
	if ( ca->ps.persistant[PERS_SCORE]
		> cb->ps.persistant[PERS_SCORE] ) {
		return -1;
	}
	if ( ca->ps.persistant[PERS_SCORE]
		< cb->ps.persistant[PERS_SCORE] ) {
		return 1;
	}
	return 0;
}

/*
============
CalculateRanks

Recalculates the score ranks of all players
This will be called on every client connect, begin, disconnect, death,
and team change.
============
*/
void CalculateRanks( void ) {
	int		i;
	int		rank;
	int		score;
	int		newScore;
	gclient_t	*cl;

	level.follow1 = -1;
	level.follow2 = -1;
	level.numConnectedClients = 0;
	level.numNonSpectatorClients = 0;
	level.numPlayingClients = 0;
	level.numVotingClients = 0;		// don't count bots

	for (i = 0; i < ARRAY_LEN(level.numteamVotingClients); i++)
		level.numteamVotingClients[i] = 0;

	for ( i = 0 ; i < level.maxclients ; i++ ) {
		if ( level.clients[i].pers.connected != CON_DISCONNECTED ) {
			level.sortedClients[level.numConnectedClients] = i;
			level.numConnectedClients++;

			if ( level.clients[i].sess.sessionTeam != TEAM_SPECTATOR ) {
				level.numNonSpectatorClients++;
			
				// decide if this should be auto-followed
				if ( level.clients[i].pers.connected == CON_CONNECTED ) {
					level.numPlayingClients++;
					if ( !(g_entities[i].r.svFlags & SVF_BOT) ) {
						level.numVotingClients++;
						if ( level.clients[i].sess.sessionTeam == TEAM_RED )
							level.numteamVotingClients[0]++;
						else if ( level.clients[i].sess.sessionTeam == TEAM_BLUE )
							level.numteamVotingClients[1]++;
					}
					if ( level.follow1 == -1 ) {
						level.follow1 = i;
					} else if ( level.follow2 == -1 ) {
						level.follow2 = i;
					}
				}
			}
		}
	}

	qsort( level.sortedClients, level.numConnectedClients, 
		sizeof(level.sortedClients[0]), SortRanks );

	// set the rank value for all clients that are connected and not spectators
	if ( g_gametype.integer >= GT_TEAM ) {
		// in team games, rank is just the order of the teams, 0=red, 1=blue, 2=tied
		for ( i = 0;  i < level.numConnectedClients; i++ ) {
			cl = &level.clients[ level.sortedClients[i] ];
			if ( level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE] ) {
				cl->ps.persistant[PERS_RANK] = 2;
			} else if ( level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE] ) {
				cl->ps.persistant[PERS_RANK] = 0;
			} else {
				cl->ps.persistant[PERS_RANK] = 1;
			}
		}
	} else {	
		rank = -1;
		score = 0;
		for ( i = 0;  i < level.numPlayingClients; i++ ) {
			cl = &level.clients[ level.sortedClients[i] ];
			newScore = cl->ps.persistant[PERS_SCORE];
			if ( i == 0 || newScore != score ) {
				rank = i;
				// assume we aren't tied until the next client is checked
				level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank;
			} else {
				// we are tied with the previous client
				level.clients[ level.sortedClients[i-1] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
				level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
			}
			score = newScore;
			if ( g_gametype.integer == GT_SINGLE_PLAYER && level.numPlayingClients == 1 ) {
				level.clients[ level.sortedClients[i] ].ps.persistant[PERS_RANK] = rank | RANK_TIED_FLAG;
			}
		}
	}

	// set the CS_SCORES1/2 configstrings, which will be visible to everyone
	if ( g_gametype.integer >= GT_TEAM ) {
		trap_SetConfigstring( CS_SCORES1, va("%i", level.teamScores[TEAM_RED] ) );
		trap_SetConfigstring( CS_SCORES2, va("%i", level.teamScores[TEAM_BLUE] ) );
	} else {
		if ( level.numConnectedClients == 0 ) {
			trap_SetConfigstring( CS_SCORES1, va("%i", SCORE_NOT_PRESENT) );
			trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
		} else if ( level.numConnectedClients == 1 ) {
			trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
			trap_SetConfigstring( CS_SCORES2, va("%i", SCORE_NOT_PRESENT) );
		} else {
			trap_SetConfigstring( CS_SCORES1, va("%i", level.clients[ level.sortedClients[0] ].ps.persistant[PERS_SCORE] ) );
			trap_SetConfigstring( CS_SCORES2, va("%i", level.clients[ level.sortedClients[1] ].ps.persistant[PERS_SCORE] ) );
		}
	}

	// see if it is time to end the level
	CheckExitRules();

	// if we are at the intermission, send the new info to everyone
	if ( level.intermissiontime ) {
		SendScoreboardMessageToAllClients();
	}
}


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

MAP CHANGING

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

/*
========================
SendScoreboardMessageToAllClients

Do this at BeginIntermission time and whenever ranks are recalculated
due to enters/exits/forced team changes
========================
*/
void SendScoreboardMessageToAllClients( void ) {
	int		i;

	for ( i = 0 ; i < level.maxclients ; i++ ) {
		if ( level.clients[ i ].pers.connected == CON_CONNECTED ) {
			DeathmatchScoreboardMessage( g_entities + i );
		}
	}
}

/*
========================
MoveClientToIntermission

When the intermission starts, this will be called for all players.
If a new client connects, this will be called after the spawn function.
========================
*/
void MoveClientToIntermission( gentity_t *ent ) {
#ifdef TA_SP
	if ( g_gametype.integer == GT_SINGLE_PLAYER )
	{
		// Don't move clients in single player.
		ent->client->ps.pm_type = PM_SPINTERMISSION;
		return;
	}
#endif
	// take out of follow mode if needed
	if ( ent->client->sess.spectatorState == SPECTATOR_FOLLOW ) {
		StopFollowing( ent );
	}

	FindIntermissionPoint();
	// move to the spot
	VectorCopy( level.intermission_origin, ent->s.origin );
	VectorCopy( level.intermission_origin, ent->client->ps.origin );
	VectorCopy (level.intermission_angle, ent->client->ps.viewangles);
	ent->client->ps.pm_type = PM_INTERMISSION;

	// clean up powerup info
	memset( ent->client->ps.powerups, 0, sizeof(ent->client->ps.powerups) );

	ent->client->ps.eFlags = 0;
	ent->client->ps.contents = 0;
	ent->s.eFlags = 0;
	ent->s.contents = 0;
	ent->s.eType = ET_GENERAL;
	ent->s.modelindex = 0;
	ent->s.loopSound = 0;
	ent->s.event = 0;
}

/*
==================
FindIntermissionPoint

This is also used for spectator spawns
==================
*/
void FindIntermissionPoint( void ) {
	gentity_t	*ent, *target;
	vec3_t		dir;

	// find the intermission spot
	ent = G_Find (NULL, FOFS(classname), "info_player_intermission");
	if ( !ent ) {	// the map creator forgot to put in an intermission point...
#ifdef TA_PLAYERSYS
		SelectSpawnPoint ( NULL, level.intermission_origin, level.intermission_angle, qfalse );
#else
		SelectSpawnPoint ( vec3_origin, level.intermission_origin, level.intermission_angle, qfalse );
#endif
	} else {
		VectorCopy (ent->s.origin, level.intermission_origin);
		VectorCopy (ent->s.angles, level.intermission_angle);
		// if it has a target, look towards it
		if ( ent->target ) {
			target = G_PickTarget( ent->target );
			if ( target ) {
				VectorSubtract( target->s.origin, level.intermission_origin, dir );
				vectoangles( dir, level.intermission_angle );
			}
		}
	}

}

/*
==================
BeginIntermission
==================
*/
void BeginIntermission( void ) {
	int			i;
	gentity_t	*client;

	if ( level.intermissiontime ) {
		return;		// already active
	}

	// if in tournement mode, change the wins / losses
	if ( g_gametype.integer == GT_TOURNAMENT ) {
		AdjustTournamentScores();
	}

	level.intermissiontime = level.time;

	// move all clients to the intermission point
	for (i=0 ; i< level.maxclients ; i++) {
		client = g_entities + i;
		if (!client->inuse)
			continue;
		// respawn if dead
		if (client->health <= 0
#ifdef TA_SP
			&& g_gametype.integer != GT_SINGLE_PLAYER
#endif
			)
		{
			ClientRespawn(client);
		}
		MoveClientToIntermission( client );
	}

#ifdef TA_SP
	// Arcade mode
	if (g_singlePlayer.integer && g_gametype.integer != GT_SINGLE_PLAYER) {
		UpdateTournamentInfo();
	}
#elif defined MISSIONPACK
	if (g_singlePlayer.integer) {
		trap_Cvar_Set("ui_singlePlayerActive", "0");
		UpdateTournamentInfo();
	}
#else
	// if single player game
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		UpdateTournamentInfo();
		SpawnModelsOnVictoryPads();
	}
#endif
	// send the current scoring to all clients
	SendScoreboardMessageToAllClients();

}


/*
=============
ExitLevel

When the intermission has been exited, the server is either killed
or moved to a new level based on the "nextmap" cvar 

=============
*/
void ExitLevel (void) {
	int		i;
	gclient_t *cl;
	char nextmap[MAX_STRING_CHARS];
	char d1[MAX_STRING_CHARS];

	//bot interbreeding
	BotInterbreedEndMatch();

	// if we are running a tournement map, kick the loser to spectator status,
	// which will automatically grab the next spectator and restart
	if ( g_gametype.integer == GT_TOURNAMENT  ) {
		if ( !level.restarted ) {
			RemoveTournamentLoser();
			trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
			level.restarted = qtrue;
			level.changemap = NULL;
			level.intermissiontime = 0;
		}
		return;	
	}

#ifdef IOQ3ZTM // MAP_ROTATION
	G_AdvanceMap();
#endif

	trap_Cvar_VariableStringBuffer( "nextmap", nextmap, sizeof(nextmap) );
	trap_Cvar_VariableStringBuffer( "d1", d1, sizeof(d1) );

	if( !Q_stricmp( nextmap, "map_restart 0" ) && Q_stricmp( d1, "" ) ) {
		trap_Cvar_Set( "nextmap", "vstr d2" );
		trap_SendConsoleCommand( EXEC_APPEND, "vstr d1\n" );
	} else {
		trap_SendConsoleCommand( EXEC_APPEND, "vstr nextmap\n" );
	}

	level.changemap = NULL;
	level.intermissiontime = 0;

#ifdef TA_SP
	if (g_gametype.integer == GT_SINGLE_PLAYER) {
		G_WriteCoopSessionData(qfalse);
	}
#endif

	// reset all the scores so we don't enter the intermission again
	level.teamScores[TEAM_RED] = 0;
	level.teamScores[TEAM_BLUE] = 0;
	for ( i=0 ; i< g_maxclients.integer ; i++ ) {
		cl = level.clients + i;
		if ( cl->pers.connected != CON_CONNECTED ) {
			continue;
		}
		cl->ps.persistant[PERS_SCORE] = 0;
	}

	// we need to do this here before chaning to CON_CONNECTING
	G_WriteSessionData();

	// change all client states to connecting, so the early players into the
	// next level will know the others aren't done reconnecting
	for (i=0 ; i< g_maxclients.integer ; i++) {
		if ( level.clients[i].pers.connected == CON_CONNECTED ) {
			level.clients[i].pers.connected = CON_CONNECTING;
		}
	}

}

/*
=================
G_LogPrintf

Print to the logfile with a time stamp if it is open
=================
*/
void QDECL G_LogPrintf( const char *fmt, ... ) {
	va_list		argptr;
	char		string[1024];
	int			min, tens, sec;

	sec = ( level.time - level.startTime ) / 1000;

	min = sec / 60;
	sec -= min * 60;
	tens = sec / 10;
	sec -= tens * 10;

	Com_sprintf( string, sizeof(string), "%3i:%i%i ", min, tens, sec );

	va_start( argptr, fmt );
	Q_vsnprintf(string + 7, sizeof(string) - 7, fmt, argptr);
	va_end( argptr );

	if ( g_dedicated.integer ) {
		G_Printf( "%s", string + 7 );
	}

	if ( !level.logFile ) {
		return;
	}

	trap_FS_Write( string, strlen( string ), level.logFile );
}

/*
================
LogExit

Append information about this game to the log file
================
*/
void LogExit( const char *string ) {
	int				i, numSorted;
	gclient_t		*cl;
#ifndef TA_SP
#ifdef MISSIONPACK
	qboolean won = qtrue;
	team_t team = TEAM_RED; // Default team is red in Team Arena and blue in Quake3
#endif
#endif
	G_LogPrintf( "Exit: %s\n", string );

	level.intermissionQueued = level.time;

	// this will keep the clients from playing any voice sounds
	// that will get cut off when the queued intermission starts
	trap_SetConfigstring( CS_INTERMISSION, "1" );

	// don't send more than 32 scores (FIXME?)
	numSorted = level.numConnectedClients;
	if ( numSorted > 32 ) {
		numSorted = 32;
	}

	if ( g_gametype.integer >= GT_TEAM ) {
		G_LogPrintf( "red:%i  blue:%i\n",
			level.teamScores[TEAM_RED], level.teamScores[TEAM_BLUE] );
	}

	for (i=0 ; i < numSorted ; i++) {
		int		ping;

		cl = &level.clients[level.sortedClients[i]];

		if ( cl->sess.sessionTeam == TEAM_SPECTATOR ) {
			continue;
		}
		if ( cl->pers.connected == CON_CONNECTING ) {
			continue;
		}

		ping = cl->ps.ping < 999 ? cl->ps.ping : 999;

		G_LogPrintf( "score: %i  ping: %i  client: %i %s\n", cl->ps.persistant[PERS_SCORE], ping, level.sortedClients[i],	cl->pers.netname );
#ifndef TA_SP
#ifdef MISSIONPACK
		if (g_singlePlayer.integer && !(g_entities[cl - level.clients].r.svFlags & SVF_BOT)) {
			team = cl->sess.sessionTeam;
		}
		if (g_singlePlayer.integer && g_gametype.integer == GT_TOURNAMENT) {
			if (g_entities[cl - level.clients].r.svFlags & SVF_BOT && cl->ps.persistant[PERS_RANK] == 0) {
				won = qfalse;
			}
		}
#endif
#endif

	}

#ifndef TA_SP
#ifdef MISSIONPACK
	if (g_singlePlayer.integer) {
		if (g_gametype.integer >= GT_CTF) {
			if (team == TEAM_BLUE)
				won = level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED];
			else
				won = level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE];
		}
		trap_SendConsoleCommand( EXEC_APPEND, (won) ? "spWin\n" : "spLose\n" );
	}
#endif
#endif


}


/*
=================
CheckIntermissionExit

The level will stay at the intermission for a minimum of 5 seconds
If all players wish to continue, the level will then exit.
If one or more players have not acknowledged the continue, the game will
wait 10 seconds before going on.
=================
*/
void CheckIntermissionExit( void ) {
	int			ready, notReady, playerCount;
	int			i;
	gclient_t	*cl;
	int			readyMask;

#ifdef TA_SP
	// Arcade mode has a menu instead
	if (g_singlePlayer.integer && g_gametype.integer != GT_SINGLE_PLAYER ) {
		return;
	}
#else
	if ( g_gametype.integer == GT_SINGLE_PLAYER ) {
		return;
	}
#endif

	// see which players are ready
	ready = 0;
	notReady = 0;
	readyMask = 0;
	playerCount = 0;
	for (i=0 ; i< g_maxclients.integer ; i++) {
		cl = level.clients + i;
		if ( cl->pers.connected != CON_CONNECTED ) {
			continue;
		}
		if ( g_entities[cl->ps.clientNum].r.svFlags & SVF_BOT ) {
			continue;
		}

		playerCount++;
		if ( cl->readyToExit ) {
			ready++;
			if ( i < 16 ) {
				readyMask |= 1 << i;
			}
		} else {
			notReady++;
		}
	}

	// copy the readyMask to each player's stats so
	// it can be displayed on the scoreboard
	for (i=0 ; i< g_maxclients.integer ; i++) {
		cl = level.clients + i;
		if ( cl->pers.connected != CON_CONNECTED ) {
			continue;
		}
		cl->ps.stats[STAT_CLIENTS_READY] = readyMask;
	}

	// never exit in less than five seconds
	if ( level.time < level.intermissiontime + 5000 ) {
		return;
	}

	// only test ready status when there are real players present
	if ( playerCount > 0 ) {
		// if nobody wants to go, clear timer
		if ( !ready ) {
			level.readyToExit = qfalse;
			return;
		}

		// if everyone wants to go, go now
		if ( !notReady ) {
			ExitLevel();
			return;
		}
	}

	// the first person to ready starts the ten second timeout
	if ( !level.readyToExit ) {
		level.readyToExit = qtrue;
		level.exitTime = level.time;
	}

	// if we have waited ten seconds since at least one player
	// wanted to exit, go ahead
	if ( level.time < level.exitTime + 10000 ) {
		return;
	}

	ExitLevel();
}

/*
=============
ScoreIsTied
=============
*/
qboolean ScoreIsTied( void ) {
	int		a, b;

	if ( level.numPlayingClients < 2 ) {
		return qfalse;
	}
	
	if ( g_gametype.integer >= GT_TEAM ) {
		return level.teamScores[TEAM_RED] == level.teamScores[TEAM_BLUE];
	}

	a = level.clients[level.sortedClients[0]].ps.persistant[PERS_SCORE];
	b = level.clients[level.sortedClients[1]].ps.persistant[PERS_SCORE];

	return a == b;
}

/*
=================
CheckExitRules

There will be a delay between the time the exit is qualified for
and the time everyone is moved to the intermission spot, so you
can see the last frag.
=================
*/
void CheckExitRules( void ) {
 	int			i;
	gclient_t	*cl;
	// if at the intermission, wait for all non-bots to
	// signal ready, then go to next level
	if ( level.intermissiontime ) {
		CheckIntermissionExit ();
		return;
	}

	if ( level.intermissionQueued ) {
#ifdef TA_SP // Based on MISSIONPACK code.
		int time = /*(g_gametype.integer == GT_SINGLE_PLAYER) ?
				SP_INTERMISSION_DELAY_TIME : */INTERMISSION_DELAY_TIME;
		if ( level.time - level.intermissionQueued >= time ) {
			level.intermissionQueued = 0;
			BeginIntermission();
		}
#else
#ifdef MISSIONPACK
		int time = (g_singlePlayer.integer) ? SP_INTERMISSION_DELAY_TIME : INTERMISSION_DELAY_TIME;
		if ( level.time - level.intermissionQueued >= time ) {
			level.intermissionQueued = 0;
			BeginIntermission();
		}
#else
		if ( level.time - level.intermissionQueued >= INTERMISSION_DELAY_TIME ) {
			level.intermissionQueued = 0;
			BeginIntermission();
		}
#endif
#endif
		return;
	}

#ifdef TA_SP // exiting
	// If single player, and not exiting.
	if (g_gametype.integer == GT_SINGLE_PLAYER && !level.intermissionQueued)
	{
		int numClients = 0; // Number of clients in the game.
		int deadClients = 0; // No lives or continues.
		int numBossClients = 0;
		int deadBossClients = 0;

		for ( i=0 ; i< g_maxclients.integer ; i++ ) {
			cl = level.clients + i;
			if ( cl->pers.connected != CON_CONNECTED ) {
				continue;
			}
			// Skip bots
			if (g_entities[i].r.svFlags & SVF_BOT) {
				if (cl->sess.sessionTeam == TEAM_RED)
				{
					numBossClients++;
					if (!cl->ps.persistant[PERS_LIVES] && !cl->ps.persistant[PERS_CONTINUES])
					{
						// Client has tried to respawn (or waited 3 seconds) with no lives or continues.
						if (cl->respawnTime == -1) {
							deadBossClients++;
						}
					}
				}
				continue;
			}

			// Found a client who finished the leve.
			if (cl->finishTime > 0)
			{
				// OLD: Skip intermission and goto next level.
				//ExitLevel();

				// Start intermission.
				LogExit( "Completed level." );
				return;
			}

			// Don't count spectators
			if (cl->sess.sessionTeam == TEAM_SPECTATOR)
				continue;

			numClients++;
			if (!cl->ps.persistant[PERS_LIVES] && !cl->ps.persistant[PERS_CONTINUES])
			{
				// Client has tried to respawn (or waited 3 seconds) with no lives or continues.
				if (cl->respawnTime == -1) {
					deadClients++;
				}
			}
		}

		// Check for Game Over
		if (numClients > 0 && numClients == deadClients)
		{
			if (g_singlePlayer.integer)
			{
				// Return to the title screen.
				trap_Cvar_Set("nextmap", "disconnect; sp_gameover");
				LogExit( "Game Over" );
				return;
			}
			else
			{
				// Restart on the first single player map.
				char buf[MAX_QPATH];
				const char *info;
				const char *str;

				str = NULL;

#ifdef IOQ3ZTM // MAP_ROTATION
				info = G_GetNextArenaInfoByGametype(NULL, GT_SINGLE_PLAYER);
				if (info) {
					str = Info_ValueForKey(info, "map");
				}
#endif

				if (!str || !strlen(str))
				{
					// Default to sp1a1
					str = "sp1a1";
				}

				// wait before restarting
				Com_sprintf(buf, sizeof(buf), "wait 1500; map %s", str);
				trap_Cvar_Set("nextmap", buf);

				ExitLevel();
			}
		}
		if (numBossClients > 0 && numBossClients == deadBossClients)
		{
			for ( i=0 ; i < g_maxclients.integer ; i++ ) {
				cl = level.clients + i;
				if ( cl->pers.connected != CON_CONNECTED )
					continue;
				if (g_entities[i].r.svFlags & SVF_BOT)
					continue;
				if (cl->sess.sessionTeam == TEAM_SPECTATOR)
					continue;

				G_UseTargets2(&g_entities[i], &g_entities[i], "boss_death");
			}
		}
		return;
	}
#endif

	// check for sudden death
	if ( ScoreIsTied() ) {
		// always wait for sudden death
		return;
	}

	if ( g_timelimit.integer && !level.warmupTime ) {
		if ( level.time - level.startTime >= g_timelimit.integer*60000 ) {
			trap_SendServerCommand( -1, "print \"Timelimit hit.\n\"");
			LogExit( "Timelimit hit." );
			return;
		}
	}

#ifndef IOQ3ZTM // ZTM: This annoys me.
	if ( level.numPlayingClients < 2 ) {
		return;
	}
#endif

	if ( g_gametype.integer < GT_CTF && g_fraglimit.integer ) {
		if ( level.teamScores[TEAM_RED] >= g_fraglimit.integer ) {
#ifdef NOTRATEDM // frag to score
			trap_SendServerCommand( -1, "print \"Red hit the scorelimit.\n\"" );
			LogExit( "Scorelimit hit." );
#else
			trap_SendServerCommand( -1, "print \"Red hit the fraglimit.\n\"" );
			LogExit( "Fraglimit hit." );
#endif
			return;
		}

		if ( level.teamScores[TEAM_BLUE] >= g_fraglimit.integer ) {
#ifdef NOTRATEDM // frag to score
			trap_SendServerCommand( -1, "print \"Blue hit the scorelimit.\n\"" );
			LogExit( "Scorelimit hit." );
#else
			trap_SendServerCommand( -1, "print \"Blue hit the fraglimit.\n\"" );
			LogExit( "Fraglimit hit." );
#endif
			return;
		}

		for ( i=0 ; i< g_maxclients.integer ; i++ ) {
			cl = level.clients + i;
			if ( cl->pers.connected != CON_CONNECTED ) {
				continue;
			}
			if ( cl->sess.sessionTeam != TEAM_FREE ) {
				continue;
			}

			if ( cl->ps.persistant[PERS_SCORE] >= g_fraglimit.integer ) {
#ifdef NOTRATEDM // frag to score
				LogExit( "Scorelimit hit." );
				trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " hit the scorelimit.\n\"",
					cl->pers.netname ) );
#else
				LogExit( "Fraglimit hit." );
				trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " hit the fraglimit.\n\"",
					cl->pers.netname ) );
#endif
				return;
			}
		}
	}

	if ( g_gametype.integer >= GT_CTF && g_capturelimit.integer ) {

		if ( level.teamScores[TEAM_RED] >= g_capturelimit.integer ) {
			trap_SendServerCommand( -1, "print \"Red hit the capturelimit.\n\"" );
			LogExit( "Capturelimit hit." );
			return;
		}

		if ( level.teamScores[TEAM_BLUE] >= g_capturelimit.integer ) {
			trap_SendServerCommand( -1, "print \"Blue hit the capturelimit.\n\"" );
			LogExit( "Capturelimit hit." );
			return;
		}
	}
}



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

FUNCTIONS CALLED EVERY FRAME

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


/*
=============
CheckTournament

Once a frame, check for changes in tournement player state
=============
*/
void CheckTournament( void ) {
	// check because we run 3 game frames before calling Connect and/or ClientBegin
	// for clients on a map_restart
	if ( level.numPlayingClients == 0 ) {
		return;
	}

	if ( g_gametype.integer == GT_TOURNAMENT ) {

		// pull in a spectator if needed
		if ( level.numPlayingClients < 2 ) {
			AddTournamentPlayer();
		}

		// if we don't have two players, go back to "waiting for players"
		if ( level.numPlayingClients != 2 ) {
			if ( level.warmupTime != -1 ) {
				level.warmupTime = -1;
				trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
				G_LogPrintf( "Warmup:\n" );
			}
			return;
		}

		if ( level.warmupTime == 0 ) {
			return;
		}

		// if the warmup is changed at the console, restart it
		if ( g_warmup.modificationCount != level.warmupModificationCount ) {
			level.warmupModificationCount = g_warmup.modificationCount;
			level.warmupTime = -1;
		}

		// if all players have arrived, start the countdown
		if ( level.warmupTime < 0 ) {
			if ( level.numPlayingClients == 2 ) {
				// fudge by -1 to account for extra delays
				if ( g_warmup.integer > 1 ) {
					level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
				} else {
					level.warmupTime = 0;
				}

				trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
			}
			return;
		}

		// if the warmup time has counted down, restart
		if ( level.time > level.warmupTime ) {
			level.warmupTime += 10000;
			trap_Cvar_Set( "g_restarted", "1" );
			trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
			level.restarted = qtrue;
			return;
		}
	} else if ( g_gametype.integer != GT_SINGLE_PLAYER && level.warmupTime != 0 ) {
		int		counts[TEAM_NUM_TEAMS];
		qboolean	notEnough = qfalse;

		if ( g_gametype.integer > GT_TEAM ) {
			counts[TEAM_BLUE] = TeamCount( -1, TEAM_BLUE );
			counts[TEAM_RED] = TeamCount( -1, TEAM_RED );

			if (counts[TEAM_RED] < 1 || counts[TEAM_BLUE] < 1) {
				notEnough = qtrue;
			}
		} else if ( level.numPlayingClients < 2 ) {
			notEnough = qtrue;
		}

		if ( notEnough ) {
			if ( level.warmupTime != -1 ) {
				level.warmupTime = -1;
				trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
				G_LogPrintf( "Warmup:\n" );
			}
			return; // still waiting for team members
		}

		if ( level.warmupTime == 0 ) {
			return;
		}

		// if the warmup is changed at the console, restart it
		if ( g_warmup.modificationCount != level.warmupModificationCount ) {
			level.warmupModificationCount = g_warmup.modificationCount;
			level.warmupTime = -1;
		}

		// if all players have arrived, start the countdown
		if ( level.warmupTime < 0 ) {
			// fudge by -1 to account for extra delays
			level.warmupTime = level.time + ( g_warmup.integer - 1 ) * 1000;
			trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) );
			return;
		}

		// if the warmup time has counted down, restart
		if ( level.time > level.warmupTime ) {
			level.warmupTime += 10000;
			trap_Cvar_Set( "g_restarted", "1" );
			trap_SendConsoleCommand( EXEC_APPEND, "map_restart 0\n" );
			level.restarted = qtrue;
			return;
		}
	}
}


/*
==================
CheckVote
==================
*/
void CheckVote( void ) {
	if ( level.voteExecuteTime && level.voteExecuteTime < level.time ) {
		level.voteExecuteTime = 0;
		trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.voteString ) );
	}
	if ( !level.voteTime ) {
		return;
	}
	if ( level.time - level.voteTime >= VOTE_TIME ) {
		trap_SendServerCommand( -1, "print \"Vote failed.\n\"" );
	} else {
		// ATVI Q3 1.32 Patch #9, WNF
		if ( level.voteYes > level.numVotingClients/2 ) {
			// execute the command, then remove the vote
			trap_SendServerCommand( -1, "print \"Vote passed.\n\"" );
			level.voteExecuteTime = level.time + 3000;
		} else if ( level.voteNo >= level.numVotingClients/2 ) {
			// same behavior as a timeout
			trap_SendServerCommand( -1, "print \"Vote failed.\n\"" );
		} else {
			// still waiting for a majority
			return;
		}
	}
	level.voteTime = 0;
	trap_SetConfigstring( CS_VOTE_TIME, "" );

}

/*
==================
PrintTeam
==================
*/
void PrintTeam(int team, char *message) {
	int i;

	for ( i = 0 ; i < level.maxclients ; i++ ) {
		if (level.clients[i].sess.sessionTeam != team)
			continue;
		trap_SendServerCommand( i, message );
	}
}

/*
==================
SetLeader
==================
*/
void SetLeader(int team, int client) {
	int i;

	if ( level.clients[client].pers.connected == CON_DISCONNECTED ) {
		PrintTeam(team, va("print \"%s is not connected\n\"", level.clients[client].pers.netname) );
		return;
	}
	if (level.clients[client].sess.sessionTeam != team) {
		PrintTeam(team, va("print \"%s is not on the team anymore\n\"", level.clients[client].pers.netname) );
		return;
	}
	for ( i = 0 ; i < level.maxclients ; i++ ) {
		if (level.clients[i].sess.sessionTeam != team)
			continue;
		if (level.clients[i].sess.teamLeader) {
			level.clients[i].sess.teamLeader = qfalse;
			ClientUserinfoChanged(i);
		}
	}
	level.clients[client].sess.teamLeader = qtrue;
	ClientUserinfoChanged( client );
	PrintTeam(team, va("print \"%s is the new team leader\n\"", level.clients[client].pers.netname) );
}

/*
==================
CheckTeamLeader
==================
*/
void CheckTeamLeader( int team ) {
	int i;

	for ( i = 0 ; i < level.maxclients ; i++ ) {
		if (level.clients[i].sess.sessionTeam != team)
			continue;
		if (level.clients[i].sess.teamLeader)
			break;
	}
	if (i >= level.maxclients) {
		for ( i = 0 ; i < level.maxclients ; i++ ) {
			if (level.clients[i].sess.sessionTeam != team)
				continue;
			if (!(g_entities[i].r.svFlags & SVF_BOT)) {
				level.clients[i].sess.teamLeader = qtrue;
				break;
			}
		}
		for ( i = 0 ; i < level.maxclients ; i++ ) {
			if (level.clients[i].sess.sessionTeam != team)
				continue;
			level.clients[i].sess.teamLeader = qtrue;
			break;
		}
	}
}

/*
==================
CheckTeamVote
==================
*/
void CheckTeamVote( int team ) {
	int cs_offset;

	if ( team == TEAM_RED )
		cs_offset = 0;
	else if ( team == TEAM_BLUE )
		cs_offset = 1;
	else
		return;

	if ( !level.teamVoteTime[cs_offset] ) {
		return;
	}
	if ( level.time - level.teamVoteTime[cs_offset] >= VOTE_TIME ) {
		trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
	} else {
		if ( level.teamVoteYes[cs_offset] > level.numteamVotingClients[cs_offset]/2 ) {
			// execute the command, then remove the vote
			trap_SendServerCommand( -1, "print \"Team vote passed.\n\"" );
			//
			if ( !Q_strncmp( "leader", level.teamVoteString[cs_offset], 6) ) {
				//set the team leader
				SetLeader(team, atoi(level.teamVoteString[cs_offset] + 7));
			}
			else {
				trap_SendConsoleCommand( EXEC_APPEND, va("%s\n", level.teamVoteString[cs_offset] ) );
			}
		} else if ( level.teamVoteNo[cs_offset] >= level.numteamVotingClients[cs_offset]/2 ) {
			// same behavior as a timeout
			trap_SendServerCommand( -1, "print \"Team vote failed.\n\"" );
		} else {
			// still waiting for a majority
			return;
		}
	}
	level.teamVoteTime[cs_offset] = 0;
	trap_SetConfigstring( CS_TEAMVOTE_TIME + cs_offset, "" );

}


/*
==================
CheckCvars
==================
*/
void CheckCvars( void ) {
	static int lastMod = -1;

	if ( g_password.modificationCount != lastMod ) {
		lastMod = g_password.modificationCount;
		if ( *g_password.string && Q_stricmp( g_password.string, "none" ) ) {
			trap_Cvar_Set( "g_needpass", "1" );
		} else {
			trap_Cvar_Set( "g_needpass", "0" );
		}
	}
}

/*
=============
G_RunThink

Runs thinking code for this frame if necessary
=============
*/
void G_RunThink (gentity_t *ent) {
	float	thinktime;

	thinktime = ent->nextthink;
	if (thinktime <= 0) {
		return;
	}
	if (thinktime > level.time) {
		return;
	}
	
	ent->nextthink = 0;
	if (!ent->think) {
		G_Error ( "NULL ent->think");
	}
	ent->think (ent);
}

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

Advances the non-player objects in the world
================
*/
void G_RunFrame( int levelTime ) {
	int			i;
	gentity_t	*ent;

	// if we are waiting for the level to restart, do nothing
	if ( level.restarted ) {
		return;
	}

	level.framenum++;
	level.previousTime = level.time;
	level.time = levelTime;

	// get any cvar changes
	G_UpdateCvars();

	//
	// go through all allocated objects
	//
	ent = &g_entities[0];
	for (i=0 ; i<level.num_entities ; i++, ent++) {
		if ( !ent->inuse ) {
			continue;
		}

		// clear events that are too old
		if ( level.time - ent->eventTime > EVENT_VALID_MSEC ) {
			if ( ent->s.event ) {
				ent->s.event = 0;	// &= EV_EVENT_BITS;
				if ( ent->client ) {
					ent->client->ps.externalEvent = 0;
					// predicted events should never be set to zero
					//ent->client->ps.events[0] = 0;
					//ent->client->ps.events[1] = 0;
				}
			}
			if ( ent->freeAfterEvent ) {
				// tempEntities or dropped items completely go away after their event
				G_FreeEntity( ent );
				continue;
			} else if ( ent->unlinkAfterEvent ) {
				// items that will respawn will hide themselves after their pickup event
				ent->unlinkAfterEvent = qfalse;
				trap_UnlinkEntity( ent );
			}
		}

		// temporary entities don't think
		if ( ent->freeAfterEvent ) {
			continue;
		}

		if ( !ent->r.linked && ent->neverFree ) {
			continue;
		}

		if ( ent->s.eType == ET_MISSILE ) {
			G_RunMissile( ent );
			continue;
		}

#ifdef TA_ENTSYS // MISC_OBJECT
		if ( ent->s.eType == ET_MISCOBJECT ) {
#if 0
			vec3_t angles;

			// get current angles
			BG_EvaluateTrajectory( &ent->s.apos, level.time, angles );
			VectorCopy( angles, ent->r.currentAngles );
#endif
			G_RunItem( ent );
			continue;
		}
#endif
#ifdef TA_NPCSYS
		if ( ent->s.eType == ET_NPC ) {
			G_RunNPC( ent );
			continue;
		}
#endif

		if ( ent->s.eType == ET_ITEM || ent->physicsObject ) {
			G_RunItem( ent );
			continue;
		}

		if ( ent->s.eType == ET_MOVER ) {
			G_RunMover( ent );
			continue;
		}

#ifdef IOQ3ZTM // GRAPPLE_FIX
		if ( ent->s.eType == ET_GRAPPLE ) {
			if (!ent->parent || !ent->parent->inuse || !ent->parent->client)
			{
				G_FreeEntity( ent );
				continue;
			}
			G_RunThink( ent );
			continue;
		}
#endif

		if ( i < MAX_CLIENTS ) {
			G_RunClient( ent );
			continue;
		}

		G_RunThink( ent );
	}

	// perform final fixups on the players
	ent = &g_entities[0];
	for (i=0 ; i < level.maxclients ; i++, ent++ ) {
		if ( ent->inuse ) {
			ClientEndFrame( ent );
		}
	}

	// see if it is time to do a tournement restart
	CheckTournament();

	// see if it is time to end the level
	CheckExitRules();

	// update to team status?
	CheckTeamStatus();

	// cancel vote if timed out
	CheckVote();

	// check team votes
	CheckTeamVote( TEAM_RED );
	CheckTeamVote( TEAM_BLUE );

	// for tracking changes
	CheckCvars();

	if (g_listEntity.integer) {
		for (i = 0; i < MAX_GENTITIES; i++) {
			G_Printf("%4i: %s\n", i, g_entities[i].classname);
		}
		trap_Cvar_Set("g_listEntity", "0");
	}
}
