/***
*
*	Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
//
// teamplay_gamerules.cpp
//

#include	"extdll.h"
#include	"util.h"
#include	"cbase.h"
#include	"player.h"
#include	"weapons.h"
#include	"gamerules.h"
#include	"teamplay_gamerules.h"
#include	"game.h"

static char team_names[MAX_TEAMS][MAX_TEAMNAME_LENGTH];
static int team_scores[MAX_TEAMS];
static int num_teams = 0;

extern DLL_GLOBAL BOOL		g_fGameOver;

CHalfLifeTeamplay::CHalfLifeTeamplay()
{
	m_DisableDeathMessages = FALSE;
	m_DisableDeathPenalty = FALSE;

	memset( team_names, 0, sizeof(team_names) );
	memset( team_scores, 0, sizeof(team_scores) );
	num_teams = 0;

	// Copy over the team from the server config
	m_szTeamList[0] = 0;

	// Cache this because the team code doesn't want to deal with changing this in the middle of a game
	strncpy( m_szTeamList, teamlist.string, TEAMPLAY_TEAMLISTLENGTH );

	edict_t *pWorld = INDEXENT( 0 );
	if( pWorld && pWorld->v.team )
	{
		if( teamoverride.value )
		{
			const char *pTeamList = STRING( pWorld->v.team );
			if( pTeamList && pTeamList[0] != '\0' )
			{
				strncpy( m_szTeamList, pTeamList, TEAMPLAY_TEAMLISTLENGTH );
			}
		}
	}
	// Has the server set teams
	if( m_szTeamList[0] != '\0' )
		m_teamLimit = TRUE;
	else
		m_teamLimit = FALSE;

	RecountTeams();
}

extern cvar_t timeleft, fragsleft;

#ifndef NO_VOICEGAMEMGR
#include "voice_gamemgr.h"
extern CVoiceGameMgr g_VoiceGameMgr;
#endif
void CHalfLifeTeamplay::Think( void )
{
	///// Check game rules /////
	static int last_frags;
	static int last_time;

	int frags_remaining = 0;
	int time_remaining = 0;

#ifndef NO_VOICEGAMEMGR
	g_VoiceGameMgr.Update(gpGlobals->frametime);
#endif
	if( g_fGameOver )   // someone else quit the game already
	{
		CHalfLifeMultiplay::Think();
		return;
	}

	float flTimeLimit = CVAR_GET_FLOAT( "mp_timelimit" ) * 60;
	
	time_remaining = (int)( flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0 );

	if( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit )
	{
		GoToIntermission();
		return;
	}

	float flFragLimit = fraglimit.value;
	if( flFragLimit )
	{
		int bestfrags = 9999;
		int remain;

		// check if any team is over the frag limit
		for( int i = 0; i < num_teams; i++ )
		{
			if( team_scores[i] >= flFragLimit )
			{
				GoToIntermission();
				return;
			}

			remain = (int)( flFragLimit - team_scores[i] );
			if( remain < bestfrags )
			{
				bestfrags = remain;
			}
		}
		frags_remaining = bestfrags;
	}

	// Updates when frags change
	if( frags_remaining != last_frags )
	{
		g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) );
	}

	// Updates once per second
	if( timeleft.value != last_time )
	{
		g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) );
	}

	last_frags = frags_remaining;
	last_time = time_remaining;
}

//=========================================================
// ClientCommand
// the user has typed a command which is unrecognized by everything else;
// this check to see if the gamerules knows anything about the command
//=========================================================
BOOL CHalfLifeTeamplay::ClientCommand( CBasePlayer *pPlayer, const char *pcmd )
{
#ifndef NO_VOICEGAMEMGR
	if( g_VoiceGameMgr.ClientCommand( pPlayer, pcmd ) )
		return TRUE;
#endif
	if( FStrEq( pcmd, "menuselect" ) )
	{
		if( CMD_ARGC() < 2 )
			return TRUE;

		//int slot = atoi( CMD_ARGV( 1 ) );

		// select the item from the current menu
		return TRUE;
	}

	return FALSE;
}

extern int gmsgGameMode;
extern int gmsgSayText;
extern int gmsgTeamInfo;
extern int gmsgTeamNames;
extern int gmsgScoreInfo;

void CHalfLifeTeamplay::UpdateGameMode( CBasePlayer *pPlayer )
{
	MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() );
		WRITE_BYTE( 1 );  // game mode teamplay
	MESSAGE_END();
}

const char *CHalfLifeTeamplay::SetDefaultPlayerTeam( CBasePlayer *pPlayer )
{
	// copy out the team name from the model
	char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" );
	strncpy( pPlayer->m_szTeamName, mdls, TEAM_NAME_LENGTH );

	RecountTeams();

	// update the current player of the team he is joining
	if( pPlayer->m_szTeamName[0] == '\0' || !IsValidTeam( pPlayer->m_szTeamName ) || defaultteam.value )
	{
		const char *pTeamName = NULL;

		if( defaultteam.value )
		{
			pTeamName = team_names[0];
		}
		else
		{
			pTeamName = TeamWithFewestPlayers();
		}
		strncpy( pPlayer->m_szTeamName, pTeamName, TEAM_NAME_LENGTH );
	}

	return pPlayer->m_szTeamName;
}

//=========================================================
// InitHUD
//=========================================================
void CHalfLifeTeamplay::InitHUD( CBasePlayer *pPlayer )
{
	int i;

	SetDefaultPlayerTeam( pPlayer );
	CHalfLifeMultiplay::InitHUD( pPlayer );

	// Send down the team names
	MESSAGE_BEGIN( MSG_ONE, gmsgTeamNames, NULL, pPlayer->edict() );  
		WRITE_BYTE( num_teams );
		for( i = 0; i < num_teams; i++ )
		{
			WRITE_STRING( team_names[i] );
		}
	MESSAGE_END();

	RecountTeams();

	char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" );
	// update the current player of the team he is joining
	char text[1024];
	if( !strcmp( mdls, pPlayer->m_szTeamName ) )
	{
		sprintf( text, "* you are on team \'%s\'\n", pPlayer->m_szTeamName );
	}
	else
	{
		sprintf( text, "* assigned to team %s\n", pPlayer->m_szTeamName );
	}

	ChangePlayerTeam( pPlayer, pPlayer->m_szTeamName, FALSE, FALSE );
	UTIL_SayText( text, pPlayer );
	//int clientIndex = pPlayer->entindex();
	RecountTeams();
	// update this player with all the other players team info
	// loop through all active players and send their team info to the new client
	for( i = 1; i <= gpGlobals->maxClients; i++ )
	{
		CBaseEntity *plr = UTIL_PlayerByIndex( i );
		if( plr && IsValidTeam( plr->TeamID() ) )
		{
			MESSAGE_BEGIN( MSG_ONE, gmsgTeamInfo, NULL, pPlayer->edict() );
				WRITE_BYTE( plr->entindex() );
				WRITE_STRING( plr->TeamID() );
			MESSAGE_END();
		}
	}
}

void CHalfLifeTeamplay::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib )
{
	int damageFlags = DMG_GENERIC;
	int clientIndex = pPlayer->entindex();

	if( !bGib )
	{
		damageFlags |= DMG_NEVERGIB;
	}
	else
	{
		damageFlags |= DMG_ALWAYSGIB;
	}

	if( bKill )
	{
		// kill the player,  remove a death,  and let them start on the new team
		m_DisableDeathMessages = TRUE;
		m_DisableDeathPenalty = TRUE;

		entvars_t *pevWorld = VARS( INDEXENT( 0 ) );
		pPlayer->TakeDamage( pevWorld, pevWorld, 900, damageFlags );

		m_DisableDeathMessages = FALSE;
		m_DisableDeathPenalty = FALSE;
	}

	// copy out the team name from the model
	if( pPlayer->m_szTeamName != pTeamName )
		strncpy( pPlayer->m_szTeamName, pTeamName, TEAM_NAME_LENGTH );

	g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName );
	g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "team", pPlayer->m_szTeamName );

	// notify everyone's HUD of the team change
	MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
		WRITE_BYTE( clientIndex );
		WRITE_STRING( pPlayer->m_szTeamName );
	MESSAGE_END();

	MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
		WRITE_BYTE( clientIndex );
		WRITE_SHORT( (int)pPlayer->pev->frags );
		WRITE_SHORT( pPlayer->m_iDeaths );
		WRITE_SHORT( 0 );
		WRITE_SHORT( g_pGameRules->GetTeamIndex( pPlayer->m_szTeamName ) + 1 );
	MESSAGE_END();
}

//=========================================================
// ClientUserInfoChanged
//=========================================================
void CHalfLifeTeamplay::ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer )
{
	char text[1024];

	// prevent skin/color/model changes
	char *mdls = g_engfuncs.pfnInfoKeyValue( infobuffer, "model" );

	if( !stricmp( mdls, pPlayer->m_szTeamName ) )
		return;

	if( defaultteam.value )
	{
		int clientIndex = pPlayer->entindex();

		g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName );
		g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "team", pPlayer->m_szTeamName );
		sprintf( text, "* Not allowed to change teams in this game!\n" );
		UTIL_SayText( text, pPlayer );
		return;
	}

	if( defaultteam.value || !IsValidTeam( mdls ) )
	{
		int clientIndex = pPlayer->entindex();

		g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName );
		sprintf( text, "* Can't change team to \'%s\'\n", mdls );
		UTIL_SayText( text, pPlayer );
		sprintf( text, "* Server limits teams to \'%s\'\n", m_szTeamList );
		UTIL_SayText( text, pPlayer );
		return;
	}
	// notify everyone of the team change
	sprintf( text, "* %s has changed to team \'%s\'\n", STRING(pPlayer->pev->netname), mdls );
	UTIL_SayTextAll( text, pPlayer );

	UTIL_LogPrintf( "\"%s<%i><%s><%s>\" joined team \"%s\"\n", 
		STRING( pPlayer->pev->netname ),
		GETPLAYERUSERID( pPlayer->edict() ),
		GETPLAYERAUTHID( pPlayer->edict() ),
		pPlayer->m_szTeamName,
		mdls );

	ChangePlayerTeam( pPlayer, mdls, TRUE, TRUE );

	// recound stuff
	RecountTeams( TRUE );

	pPlayer->SetPrefsFromUserinfo( infobuffer );
}

extern int gmsgDeathMsg;

//=========================================================
// Deathnotice. 
//=========================================================
void CHalfLifeTeamplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor )
{
	if( m_DisableDeathMessages )
		return;

	if( pVictim && pKiller && pKiller->flags & FL_CLIENT )
	{
		CBasePlayer *pk = (CBasePlayer*) CBaseEntity::Instance( pKiller );

		if( pk )
		{
			if( ( pk != pVictim ) && ( PlayerRelationship( pVictim, pk ) == GR_TEAMMATE ) )
			{
				MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
					WRITE_BYTE( ENTINDEX( ENT( pKiller ) ) );		// the killer
					WRITE_BYTE( ENTINDEX( pVictim->edict() ) );	// the victim
					WRITE_STRING( "teammate" );		// flag this as a teammate kill
				MESSAGE_END();
				return;
			}
		}
	}

	CHalfLifeMultiplay::DeathNotice( pVictim, pKiller, pevInflictor );
}

//=========================================================
//=========================================================
void CHalfLifeTeamplay::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
{
	if( !m_DisableDeathPenalty )
	{
		CHalfLifeMultiplay::PlayerKilled( pVictim, pKiller, pInflictor );
		RecountTeams();
	}
}

//=========================================================
// IsTeamplay
//=========================================================
BOOL CHalfLifeTeamplay::IsTeamplay( void )
{
	return TRUE;
}

BOOL CHalfLifeTeamplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
{
	if( pAttacker && PlayerRelationship( pPlayer, pAttacker ) == GR_TEAMMATE )
	{
		// my teammate hit me.
		if( ( friendlyfire.value == 0 ) && ( pAttacker != pPlayer ) )
		{
			// friendly fire is off, and this hit came from someone other than myself,  then don't get hurt
			return FALSE;
		}
	}

	return CHalfLifeMultiplay::FPlayerCanTakeDamage( pPlayer, pAttacker );
}

//=========================================================
//=========================================================
int CHalfLifeTeamplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
{
	// half life multiplay has a simple concept of Player Relationships.
	// you are either on another player's team, or you are not.
	if( !pPlayer || !pTarget || !pTarget->IsPlayer() )
		return GR_NOTTEAMMATE;

	if( ( *GetTeamID( pPlayer ) != '\0' ) && ( *GetTeamID( pTarget ) != '\0' ) && !stricmp( GetTeamID( pPlayer ), GetTeamID( pTarget ) ) )
	{
		return GR_TEAMMATE;
	}

	return GR_NOTTEAMMATE;
}

//=========================================================
//=========================================================
BOOL CHalfLifeTeamplay::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target )
{
	// always autoaim, unless target is a teammate
	CBaseEntity *pTgt = CBaseEntity::Instance( target );
	if( pTgt && pTgt->IsPlayer() )
	{
		if( PlayerRelationship( pPlayer, pTgt ) == GR_TEAMMATE )
			return FALSE; // don't autoaim at teammates
	}

	return CHalfLifeMultiplay::ShouldAutoAim( pPlayer, target );
}

//=========================================================
//=========================================================
int CHalfLifeTeamplay::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
{
	if( !pKilled )
		return 0;

	if( !pAttacker )
		return 1;

	if( pAttacker != pKilled && PlayerRelationship( pAttacker, pKilled ) == GR_TEAMMATE )
		return -1;

	return 1;
}

//=========================================================
//=========================================================
const char *CHalfLifeTeamplay::GetTeamID( CBaseEntity *pEntity )
{
	if( pEntity == NULL || pEntity->pev == NULL )
		return "";

	// return their team name
	return pEntity->TeamID();
}

int CHalfLifeTeamplay::GetTeamIndex( const char *pTeamName )
{
	if( pTeamName && *pTeamName != 0 )
	{
		// try to find existing team
		for( int tm = 0; tm < num_teams; tm++ )
		{
			if( !stricmp( team_names[tm], pTeamName ) )
				return tm;
		}
	}

	return -1;	// No match
}

const char *CHalfLifeTeamplay::GetIndexedTeamName( int teamIndex )
{
	if( teamIndex < 0 || teamIndex >= num_teams )
		return "";

	return team_names[teamIndex];
}

BOOL CHalfLifeTeamplay::IsValidTeam( const char *pTeamName ) 
{
	if( !m_teamLimit )	// Any team is valid if the teamlist isn't set
		return TRUE;

	return ( GetTeamIndex( pTeamName ) != -1 ) ? TRUE : FALSE;
}

const char *CHalfLifeTeamplay::TeamWithFewestPlayers( void )
{
	int i;
	int minPlayers = MAX_TEAMS;
	int teamCount[MAX_TEAMS] = {0};
	char *pTeamName = NULL;

	// loop through all clients, count number of players on each team
	for( i = 1; i <= gpGlobals->maxClients; i++ )
	{
		CBaseEntity *plr = UTIL_PlayerByIndex( i );

		if( plr )
		{
			int team = GetTeamIndex( plr->TeamID() );
			if( team >= 0 )
				teamCount[team]++;
		}
	}

	// Find team with least players
	for( i = 0; i < num_teams; i++ )
	{
		if( teamCount[i] < minPlayers )
		{
			minPlayers = teamCount[i];
			pTeamName = team_names[i];
		}
	}

	return pTeamName;
}

//=========================================================
//=========================================================
void CHalfLifeTeamplay::RecountTeams( bool bResendInfo )
{
	char *pName;
	char teamlist[TEAMPLAY_TEAMLISTLENGTH];

	// loop through all teams, recounting everything
	num_teams = 0;

	// Copy all of the teams from the teamlist
	// make a copy because strtok is destructive
	strcpy( teamlist, m_szTeamList );
	pName = teamlist;
	pName = strtok( pName, ";" );
	while( pName != NULL && *pName )
	{
		if( GetTeamIndex( pName ) < 0 )
		{
			strcpy( team_names[num_teams], pName );
			num_teams++;
		}
		pName = strtok( NULL, ";" );
	}

	if( num_teams < 2 )
	{
		num_teams = 0;
		m_teamLimit = FALSE;
	}

	// Sanity check
	memset( team_scores, 0, sizeof(team_scores) );

	// loop through all clients
	for( int i = 1; i <= gpGlobals->maxClients; i++ )
	{
		CBaseEntity *plr = UTIL_PlayerByIndex( i );

		if( plr )
		{
			const char *pTeamName = plr->TeamID();

			// try add to existing team
			int tm = GetTeamIndex( pTeamName );

			if( tm < 0 ) // no team match found
			{ 
				if( !m_teamLimit )
				{
					// add to new team
					tm = num_teams;
					num_teams++;
					team_scores[tm] = 0;
					strncpy( team_names[tm], pTeamName, MAX_TEAMNAME_LENGTH );
				}
			}

			if( tm >= 0 )
			{
				team_scores[tm] += (int)plr->pev->frags;
			}

			if( bResendInfo ) //Someone's info changed, let's send the team info again.
			{
				if( plr && IsValidTeam( plr->TeamID() ) )
				{
					MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo, NULL );
						WRITE_BYTE( plr->entindex() );
						WRITE_STRING( plr->TeamID() );
					MESSAGE_END();
				}
			}
		}
	}
}