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authorMagnus Auvinen <magnus.auvinen@gmail.com>2007-12-15 10:24:49 +0000
committerMagnus Auvinen <magnus.auvinen@gmail.com>2007-12-15 10:24:49 +0000
commita2566b3ebd93e0bbc55a920a7be08054a9377f11 (patch)
tree44a4612805d894168fe4b3b4c065fccc1a1686e9 /src/game/server/gs_server.cpp
parentac9873056aa1fe529b098f19ff31e9ffa0e016a2 (diff)
downloadzcatch-a2566b3ebd93e0bbc55a920a7be08054a9377f11.tar.gz
zcatch-a2566b3ebd93e0bbc55a920a7be08054a9377f11.zip
cleaned up code structure a bit
Diffstat (limited to 'src/game/server/gs_server.cpp')
-rw-r--r--src/game/server/gs_server.cpp1859
1 files changed, 1859 insertions, 0 deletions
diff --git a/src/game/server/gs_server.cpp b/src/game/server/gs_server.cpp
new file mode 100644
index 00000000..65985371
--- /dev/null
+++ b/src/game/server/gs_server.cpp
@@ -0,0 +1,1859 @@
+/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <engine/e_config.h>
+#include "../g_version.h"
+#include "gs_common.h"
+#include "gs_game_ctf.h"
+#include "gs_game_tdm.h"
+#include "gs_game_dm.h"
+
+data_container *data = 0x0;
+
+class player* get_player(int index);
+void create_damageind(vec2 p, float angle_mod, int amount);
+void create_explosion(vec2 p, int owner, int weapon, bool bnodamage);
+void create_smoke(vec2 p);
+void create_spawn(vec2 p);
+void create_death(vec2 p);
+void create_sound(vec2 pos, int sound, int mask=-1);
+class player *intersect_player(vec2 pos0, vec2 pos1, vec2 &new_pos, class entity *notthis = 0);
+
+game_world *world;
+
+//////////////////////////////////////////////////
+// Event handler
+//////////////////////////////////////////////////
+event_handler::event_handler()
+{
+	clear();
+}
+
+void *event_handler::create(int type, int size, int mask)
+{
+	if(num_events == MAX_EVENTS)
+		return 0;
+	if(current_offset+size >= MAX_DATASIZE)
+		return 0;
+
+	void *p = &data[current_offset];
+	offsets[num_events] = current_offset;
+	types[num_events] = type;
+	sizes[num_events] = size;
+	client_masks[num_events] = mask;
+	current_offset += size;
+	num_events++;
+	return p;
+}
+
+void event_handler::clear()
+{
+	num_events = 0;
+	current_offset = 0;
+}
+
+void event_handler::snap(int snapping_client)
+{
+	for(int i = 0; i < num_events; i++)
+	{
+		if(cmask_is_set(client_masks[i], snapping_client))
+		{
+			ev_common *ev = (ev_common *)&data[offsets[i]];
+			if(distance(players[snapping_client].pos, vec2(ev->x, ev->y)) < 1500.0f)
+			{
+				void *d = snap_new_item(types[i], i, sizes[i]);
+				mem_copy(d, &data[offsets[i]], sizes[i]);
+			}
+		}
+	}
+}
+
+event_handler events;
+
+//////////////////////////////////////////////////
+// Entity
+//////////////////////////////////////////////////
+entity::entity(int objtype)
+{
+	this->objtype = objtype;
+	pos = vec2(0,0);
+	flags = FLAG_PHYSICS;
+	proximity_radius = 0;
+
+	id = snap_new_id();
+
+	next_entity = 0;
+	prev_entity = 0;
+	prev_type_entity = 0;
+	next_type_entity = 0;
+}
+
+entity::~entity()
+{
+	snap_free_id(id);
+}
+
+//////////////////////////////////////////////////
+// game world
+//////////////////////////////////////////////////
+game_world::game_world()
+{
+	paused = false;
+	reset_requested = false;
+	first_entity = 0x0;
+	for(int i = 0; i < NUM_ENT_TYPES; i++)
+		first_entity_types[i] = 0;
+}
+
+int game_world::find_entities(vec2 pos, float radius, entity **ents, int max)
+{
+	int num = 0;
+	for(entity *ent = first_entity; ent; ent = ent->next_entity)
+	{
+		if(!(ent->flags&entity::FLAG_PHYSICS))
+			continue;
+
+		if(distance(ent->pos, pos) < radius+ent->proximity_radius)
+		{
+			ents[num] = ent;
+			num++;
+			if(num == max)
+				break;
+		}
+	}
+
+	return num;
+}
+
+int game_world::find_entities(vec2 pos, float radius, entity **ents, int max, const int* types, int maxtypes)
+{
+	int num = 0;
+	for(int t = 0; t < maxtypes; t++)
+	{
+		for(entity *ent = first_entity_types[types[t]]; ent; ent = ent->next_type_entity)
+		{
+			if(!(ent->flags&entity::FLAG_PHYSICS))
+				continue;
+
+			if(distance(ent->pos, pos) < radius+ent->proximity_radius)
+			{
+				ents[num] = ent;
+				num++;
+				if(num == max)
+					break;
+			}
+		}
+	}
+
+	return num;
+}
+
+void game_world::insert_entity(entity *ent)
+{
+	entity *cur = first_entity;
+	while(cur)
+	{
+		dbg_assert(cur != ent, "err");
+		cur = cur->next_entity;
+	}
+
+	// insert it
+	if(first_entity)
+		first_entity->prev_entity = ent;
+	ent->next_entity = first_entity;
+	ent->prev_entity = 0x0;
+	first_entity = ent;
+
+	// into typelist aswell
+	if(first_entity_types[ent->objtype])
+		first_entity_types[ent->objtype]->prev_type_entity = ent;
+	ent->next_type_entity = first_entity_types[ent->objtype];
+	ent->prev_type_entity = 0x0;
+	first_entity_types[ent->objtype] = ent;
+}
+
+void game_world::destroy_entity(entity *ent)
+{
+	ent->set_flag(entity::FLAG_DESTROY);
+}
+
+void game_world::remove_entity(entity *ent)
+{
+	// not in the list
+	if(!ent->next_entity && !ent->prev_entity && first_entity != ent)
+		return;
+
+	// remove
+	if(ent->prev_entity)
+		ent->prev_entity->next_entity = ent->next_entity;
+	else
+		first_entity = ent->next_entity;
+	if(ent->next_entity)
+		ent->next_entity->prev_entity = ent->prev_entity;
+
+	if(ent->prev_type_entity)
+		ent->prev_type_entity->next_type_entity = ent->next_type_entity;
+	else
+		first_entity_types[ent->objtype] = ent->next_type_entity;
+	if(ent->next_type_entity)
+		ent->next_type_entity->prev_type_entity = ent->prev_type_entity;
+
+	ent->next_entity = 0;
+	ent->prev_entity = 0;
+	ent->next_type_entity = 0;
+	ent->prev_type_entity = 0;
+}
+
+//
+void game_world::snap(int snapping_client)
+{
+	for(entity *ent = first_entity; ent; ent = ent->next_entity)
+		ent->snap(snapping_client);
+}
+
+void game_world::reset()
+{
+	// reset all entities
+	for(entity *ent = first_entity; ent; ent = ent->next_entity)
+		ent->reset();
+	remove_entities();
+
+	for(entity *ent = first_entity; ent; ent = ent->next_entity)
+		ent->post_reset();
+	remove_entities();
+
+	reset_requested = false;
+}
+
+void game_world::remove_entities()
+{
+	// destroy objects marked for destruction
+	entity *ent = first_entity;
+	while(ent)
+	{
+		entity *next = ent->next_entity;
+		if(ent->flags&entity::FLAG_DESTROY)
+		{
+			remove_entity(ent);
+			ent->destroy();
+		}
+		ent = next;
+	}
+}
+
+void game_world::tick()
+{
+	if(reset_requested)
+		reset();
+
+	if(!paused)
+	{
+		// update all objects
+		for(entity *ent = first_entity; ent; ent = ent->next_entity)
+			ent->tick();
+
+		for(entity *ent = first_entity; ent; ent = ent->next_entity)
+			ent->tick_defered();
+	}
+
+	remove_entities();
+}
+
+//////////////////////////////////////////////////
+// projectile
+//////////////////////////////////////////////////
+projectile::projectile(int type, int owner, vec2 pos, vec2 vel, int span, entity* powner,
+	int damage, int flags, float force, int sound_impact, int weapon)
+: entity(OBJTYPE_PROJECTILE)
+{
+	this->type = type;
+	this->pos = pos;
+	this->vel = vel * SERVER_TICK_SPEED; // TODO: remove this
+	this->lifespan = span;
+	this->owner = owner;
+	this->powner = powner;
+	this->flags = flags;
+	this->force = force;
+	this->damage = damage;
+	this->sound_impact = sound_impact;
+	this->weapon = weapon;
+	this->bounce = 0;
+	this->start_tick = server_tick();
+	world->insert_entity(this);
+}
+
+void projectile::reset()
+{
+	world->destroy_entity(this);
+}
+
+void projectile::tick()
+{
+	float gravity = -400;
+	if(type != WEAPON_ROCKET)
+		gravity = -100;
+	
+	float pt = (server_tick()-start_tick-1)/(float)SERVER_TICK_SPEED;
+	float ct = (server_tick()-start_tick)/(float)SERVER_TICK_SPEED;
+	vec2 prevpos = calc_pos(pos, vel, gravity, pt);
+	vec2 curpos = calc_pos(pos, vel, gravity, ct);
+
+	lifespan--;
+	
+	int collide = col_check_point((int)curpos.x, (int)curpos.y);
+	
+	vec2 new_pos;
+	entity *targetplayer = (entity*)intersect_player(prevpos, curpos, new_pos, powner);
+	
+	if(targetplayer || collide || lifespan < 0 )
+	{
+		if (lifespan >= 0 || weapon == WEAPON_ROCKET)
+			create_sound(pos, sound_impact);
+
+		if (flags & PROJECTILE_FLAGS_EXPLODE)
+			create_explosion(prevpos, owner, weapon, false);
+		else if (targetplayer)
+		{
+			targetplayer->take_damage(normalize(vel) * max(0.001f, force), damage, owner, weapon);
+		}
+
+		world->destroy_entity(this);
+	}
+}
+
+void projectile::snap(int snapping_client)
+{
+	float ct = (server_tick()-start_tick)/(float)SERVER_TICK_SPEED;
+	vec2 curpos = calc_pos(pos, vel, -7.5f*SERVER_TICK_SPEED, ct);
+
+	if(distance(players[snapping_client].pos, curpos) > 1000.0f)
+		return;
+
+	obj_projectile *proj = (obj_projectile *)snap_new_item(OBJTYPE_PROJECTILE, id, sizeof(obj_projectile));
+	proj->x = (int)pos.x;
+	proj->y = (int)pos.y;
+	proj->vx = (int)vel.x;
+	proj->vy = (int)vel.y;
+	proj->start_tick = start_tick;
+	proj->type = type;
+}
+
+//////////////////////////////////////////////////
+// player
+//////////////////////////////////////////////////
+// TODO: move to separate file
+player::player()
+: entity(OBJTYPE_PLAYER_CHARACTER)
+{
+	init();
+}
+
+void player::init()
+{
+	proximity_radius = phys_size;
+	client_id = -1;
+	team = -1; // -1 == spectator
+	extrapowerflags = 0;
+
+	latency_accum = 0;
+	latency_accum_min = 0;
+	latency_accum_max = 0;
+	latency_avg = 0;
+	latency_min = 0;
+	latency_max = 0;
+
+	reset();
+}
+
+void player::reset()
+{
+	pos = vec2(0.0f, 0.0f);
+	core.vel = vec2(0.0f, 0.0f);
+	//direction = vec2(0.0f, 1.0f);
+	score = 0;
+	dead = true;
+	clear_flag(entity::FLAG_PHYSICS);
+	spawning = false;
+	die_tick = 0;
+	damage_taken = 0;
+	state = STATE_UNKNOWN;
+
+	mem_zero(&input, sizeof(input));
+	mem_zero(&previnput, sizeof(previnput));
+	num_inputs = 0;
+
+	last_action = -1;
+
+	emote_stop = 0;
+	damage_taken_tick = 0;
+	attack_tick = 0;
+	numobjectshit = 0;
+	ninjaactivationtick = 0;
+	currentmovetime = 0;
+	
+	active_weapon = WEAPON_GUN;
+	last_weapon = WEAPON_HAMMER;
+	wanted_weapon = WEAPON_GUN;
+}
+
+void player::destroy() {  }
+
+void player::set_weapon(int w)
+{
+	last_weapon = active_weapon;
+	active_weapon = w;
+	if(active_weapon < 0 || active_weapon >= NUM_WEAPONS)
+		active_weapon = 0;
+}
+
+void player::respawn()
+{
+	spawning = true;
+}
+
+
+void player::set_team(int new_team)
+{
+	team = new_team;
+	die(client_id, -1);
+
+	dbg_msg("game", "cid=%d team=%d", client_id, team);
+
+	if(team == -1)
+		clear_flag(FLAG_PHYSICS);
+	else
+		set_flag(FLAG_PHYSICS);
+}
+
+
+bool try_spawntype(int t, vec2 *outpos)
+{
+	// get spawn point
+	int start, num;
+	map_get_type(t, &start, &num);
+	if(!num)
+		return false;
+
+	int id = rand()%num;
+	mapres_spawnpoint *sp = (mapres_spawnpoint*)map_get_item(start + id, NULL, NULL);
+	*outpos = vec2((float)sp->x, (float)sp->y);
+	return true;
+}
+
+void player::try_respawn()
+{
+	vec2 spawnpos = vec2(100.0f, -60.0f);
+	
+	// get spawn point
+	if(gameobj->gametype == GAMETYPE_CTF)
+	{
+		// try first try own team spawn, then normal spawn and then enemy
+		if(!try_spawntype(MAPRES_SPAWNPOINT_RED+(team&1), &spawnpos))
+		{
+			if(!try_spawntype(MAPRES_SPAWNPOINT, &spawnpos))
+				try_spawntype(MAPRES_SPAWNPOINT_RED+((team+1)&1), &spawnpos);
+		}
+	}
+	else
+	{
+		if(!try_spawntype(MAPRES_SPAWNPOINT, &spawnpos))
+			try_spawntype(MAPRES_SPAWNPOINT_RED+(rand()&1), &spawnpos);
+	}
+
+	// check if the position is occupado
+	entity *ents[2] = {0};
+	int types[] = {OBJTYPE_PLAYER_CHARACTER};
+	int num_ents = world->find_entities(spawnpos, 64, ents, 2, types, 1);
+	for(int i = 0; i < num_ents; i++)
+	{
+		if(ents[i] != this)
+			return;
+	}
+	
+	spawning = false;
+	pos = spawnpos;
+
+	core.pos = pos;
+	core.vel = vec2(0,0);
+	core.hooked_player = -1;
+
+	health = 10;
+	armor = 0;
+	jumped = 0;
+	dead = false;
+	set_flag(entity::FLAG_PHYSICS);
+	state = STATE_PLAYING;
+
+	core.hook_state = HOOK_IDLE;
+
+	mem_zero(&input, sizeof(input));
+
+	// init weapons
+	mem_zero(&weapons, sizeof(weapons));
+	weapons[WEAPON_HAMMER].got = true;
+	weapons[WEAPON_HAMMER].ammo = -1;
+	weapons[WEAPON_GUN].got = true;
+	weapons[WEAPON_GUN].ammo = data->weapons[WEAPON_GUN].maxammo;
+
+	//weapons[WEAPON_SNIPER].got = true;
+	//weapons[WEAPON_SNIPER].ammo = data->weapons[WEAPON_SNIPER].maxammo;
+	active_weapon = WEAPON_GUN;
+	last_weapon = WEAPON_HAMMER;
+	wanted_weapon = WEAPON_GUN;
+
+	reload_timer = 0;
+
+	// Create sound and spawn effects
+	create_sound(pos, SOUND_PLAYER_SPAWN);
+	create_spawn(pos);
+
+	gameobj->on_player_spawn(this);
+}
+
+bool player::is_grounded()
+{
+	if(col_check_point((int)(pos.x+phys_size/2), (int)(pos.y+phys_size/2+5)))
+		return true;
+	if(col_check_point((int)(pos.x-phys_size/2), (int)(pos.y+phys_size/2+5)))
+		return true;
+	return false;
+}
+
+struct input_count
+{
+	int presses;
+	int releases;
+};
+
+static input_count count_input(int prev, int cur)
+{
+	input_count c = {0,0};
+	prev &= INPUT_STATE_MASK;
+	cur &= INPUT_STATE_MASK;
+	int i = prev;
+	while(i != cur)
+	{
+		i = (i+1)&INPUT_STATE_MASK;
+		if(i&1)
+			c.presses++;
+		else
+			c.releases++;
+	}
+
+	return c;
+}
+
+
+int player::handle_ninja()
+{
+	vec2 direction = normalize(vec2(input.target_x, input.target_y));
+
+	if ((server_tick() - ninjaactivationtick) > (data->weapons[WEAPON_NINJA].duration * server_tickspeed() / 1000))
+	{
+		// time's up, return
+		weapons[WEAPON_NINJA].got = false;
+		active_weapon = last_weapon;
+		set_weapon(active_weapon);
+		return 0;
+	}
+
+	// Check if it should activate
+	if (count_input(previnput.fire, input.fire).presses && (server_tick() > currentcooldown))
+	{
+		// ok then, activate ninja
+		attack_tick = server_tick();
+		activationdir = direction;
+		currentmovetime = data->weapons[WEAPON_NINJA].movetime * server_tickspeed() / 1000;
+		currentcooldown = data->weapons[WEAPON_NINJA].firedelay * server_tickspeed() / 1000 + server_tick();
+		
+		// reset hit objects
+		numobjectshit = 0;
+
+		create_sound(pos, SOUND_NINJA_FIRE);
+
+		// release all hooks when ninja is activated
+		//release_hooked();
+		//release_hooks();
+	}
+
+	currentmovetime--;
+
+	if (currentmovetime == 0)
+	{
+		// reset player velocity
+		core.vel *= 0.2f;
+		//return MODIFIER_RETURNFLAGS_OVERRIDEWEAPON;
+	}
+
+	if (currentmovetime > 0)
+	{
+		// Set player velocity
+		core.vel = activationdir * data->weapons[WEAPON_NINJA].velocity;
+		vec2 oldpos = pos;
+		move_box(&core.pos, &core.vel, vec2(phys_size, phys_size), 0.0f);
+		// reset velocity so the client doesn't predict stuff
+		core.vel = vec2(0.0f,0.0f);
+		if ((currentmovetime % 2) == 0)
+		{
+			create_smoke(pos);
+		}
+
+		// check if we hit anything along the way
+		{
+			int type = OBJTYPE_PLAYER_CHARACTER;
+			entity *ents[64];
+			vec2 dir = pos - oldpos;
+			float radius = phys_size * 2.0f; //length(dir * 0.5f);
+			vec2 center = oldpos + dir * 0.5f;
+			int num = world->find_entities(center, radius, ents, 64, &type, 1);
+
+			for (int i = 0; i < num; i++)
+			{
+				// Check if entity is a player
+				if (ents[i] == this)
+					continue;
+				// make sure we haven't hit this object before
+				bool balreadyhit = false;
+				for (int j = 0; j < numobjectshit; j++)
+				{
+					if (hitobjects[j] == ents[i])
+						balreadyhit = true;
+				}
+				if (balreadyhit)
+					continue;
+
+				// check so we are sufficiently close
+				if (distance(ents[i]->pos, pos) > (phys_size * 2.0f))
+					continue;
+
+				// hit a player, give him damage and stuffs...
+				create_sound(ents[i]->pos, SOUND_NINJA_HIT);
+				// set his velocity to fast upward (for now)
+				if(numobjectshit < 10)
+					hitobjects[numobjectshit++] = ents[i];
+				ents[i]->take_damage(vec2(0,10.0f), data->weapons[WEAPON_NINJA].meleedamage, client_id,WEAPON_NINJA);
+			}
+		}
+		return MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY | MODIFIER_RETURNFLAGS_OVERRIDEPOSITION | MODIFIER_RETURNFLAGS_OVERRIDEGRAVITY;
+	}
+
+	return 0;
+}
+
+int player::handle_sniper()
+{
+	return 0;
+	
+	struct input_count button = count_input(previnput.fire, input.fire);
+	if (button.releases)
+	{
+		vec2 direction = normalize(vec2(input.target_x, input.target_y));
+		// Check if we were charging, if so fire
+		if (weapons[WEAPON_SNIPER].weaponstage >= WEAPONSTAGE_SNIPER_CHARGING)
+		{
+			new projectile(projectile::WEAPON_PROJECTILETYPE_SNIPER,
+							client_id, pos+vec2(0,0), direction*50.0f,
+							100 + weapons[WEAPON_SNIPER].weaponstage * 20,this, weapons[WEAPON_SNIPER].weaponstage, 0, 0, -1, WEAPON_SNIPER);
+			create_sound(pos, SOUND_SNIPER_FIRE);
+		}
+		// Add blowback
+		core.vel = -direction * 10.0f * weapons[WEAPON_SNIPER].weaponstage;
+
+		// update ammo and stuff
+		weapons[WEAPON_SNIPER].ammo = max(0,weapons[WEAPON_SNIPER].ammo - weapons[WEAPON_SNIPER].weaponstage);
+		weapons[WEAPON_SNIPER].weaponstage = WEAPONSTAGE_SNIPER_NEUTRAL;
+		weapons[WEAPON_SNIPER].chargetick = 0;
+	}
+	else if (input.fire & 1)
+	{
+		// Charge!! (if we are on the ground)
+		if (is_grounded() && weapons[WEAPON_SNIPER].ammo > 0)
+		{
+			if (!weapons[WEAPON_SNIPER].chargetick)
+			{
+				weapons[WEAPON_SNIPER].chargetick = server_tick();
+				dbg_msg("game", "Chargetick='%d:'", server_tick());
+			}
+			if ((server_tick() - weapons[WEAPON_SNIPER].chargetick) > server_tickspeed() * data->weapons[active_weapon].chargetime)
+			{
+				if (weapons[WEAPON_SNIPER].ammo > weapons[WEAPON_SNIPER].weaponstage)
+				{
+					weapons[WEAPON_SNIPER].weaponstage++;
+					weapons[WEAPON_SNIPER].chargetick = server_tick();
+				}
+				else if ((server_tick() - weapons[WEAPON_SNIPER].chargetick) > server_tickspeed() * data->weapons[active_weapon].overchargetime)
+				{
+					// Ooopsie, weapon exploded
+					create_explosion(pos, client_id, WEAPON_SNIPER, false);
+					create_sound(pos, SOUND_ROCKET_EXPLODE);
+					// remove this weapon and change weapon to gun
+					weapons[WEAPON_SNIPER].got = false;
+					weapons[WEAPON_SNIPER].ammo = 0;
+					last_weapon = active_weapon;
+					active_weapon = WEAPON_GUN;
+					return 0;
+				}
+			}
+
+			// While charging, don't move
+			return MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY|MODIFIER_RETURNFLAGS_NOHOOK;
+		}
+		else if (weapons[WEAPON_SNIPER].weaponstage)
+			weapons[WEAPON_SNIPER].weaponstage = WEAPONSTAGE_SNIPER_NEUTRAL;
+	}
+	return 0;
+}
+
+int player::handle_weapons()
+{
+	vec2 direction = normalize(vec2(input.target_x, input.target_y));
+
+	if(config.dbg_stress)
+	{
+		for(int i = 0; i < NUM_WEAPONS; i++)
+		{
+			weapons[i].got = true;
+			weapons[i].ammo = 10;
+		}
+
+		if(reload_timer) // twice as fast reload
+			reload_timer--;
+	}
+
+	// check reload timer
+	if(reload_timer)
+	{
+		reload_timer--;
+		return 0;
+	}
+	
+	if (active_weapon == WEAPON_NINJA)
+	{
+		// don't update other weapons while ninja is active
+		return handle_ninja();
+	}
+
+	// select weapon
+	int next = count_input(previnput.next_weapon, input.next_weapon).presses;
+	int prev = count_input(previnput.prev_weapon, input.prev_weapon).presses;
+	
+	if(next < 128) // make sure we only try sane stuff
+	{
+		while(next) // next weapon selection
+		{
+			wanted_weapon = (wanted_weapon+1)%NUM_WEAPONS;
+			if(weapons[wanted_weapon].got)
+				next--;
+		}
+	}
+
+	if(prev < 128) // make sure we only try sane stuff
+	{
+		while(prev) // prev weapon selection
+		{
+			wanted_weapon = (wanted_weapon-1)<0?NUM_WEAPONS-1:wanted_weapon-1;
+			if(weapons[wanted_weapon].got)
+				prev--;
+		}
+	}
+
+	if(input.wanted_weapon) // direct weapon selection
+		wanted_weapon = input.wanted_weapon-1;
+
+	if(wanted_weapon < 0 || wanted_weapon >= NUM_WEAPONS)
+		wanted_weapon = 0;
+
+	// switch weapon if wanted
+	if(data->weapons[active_weapon].duration <= 0)
+	{
+		if(wanted_weapon != -1 && wanted_weapon != active_weapon && wanted_weapon >= 0 && wanted_weapon < NUM_WEAPONS && weapons[wanted_weapon].got)
+		{
+			if(active_weapon != wanted_weapon)
+				create_sound(pos, SOUND_WEAPON_SWITCH);
+
+			set_weapon(wanted_weapon);
+		}
+	}
+
+	if (active_weapon == WEAPON_SNIPER)
+	{
+		// don't update other weapons while sniper is active
+		return handle_sniper();
+	}
+
+	if(count_input(previnput.fire, input.fire).presses) //previnput.fire != input.fire && (input.fire&1))
+	{
+		if(reload_timer == 0)
+		{
+			// fire!
+			if(weapons[active_weapon].ammo)
+			{
+				switch(active_weapon)
+				{
+					case WEAPON_HAMMER:
+						// reset objects hit
+						numobjectshit = 0;
+						create_sound(pos, SOUND_HAMMER_FIRE);
+						break;
+
+					case WEAPON_GUN:
+						new projectile(WEAPON_GUN,
+							client_id,
+							pos+vec2(0,0),
+							direction*30.0f,
+							100,
+							this,
+							1, 0, 0, -1, WEAPON_GUN);
+						create_sound(pos, SOUND_GUN_FIRE);
+						break;
+					case WEAPON_ROCKET:
+					{
+						new projectile(WEAPON_ROCKET,
+							client_id,
+							pos+vec2(0,0),
+							direction*15.0f,
+							100,
+							this,
+							1, projectile::PROJECTILE_FLAGS_EXPLODE, 0, SOUND_ROCKET_EXPLODE, WEAPON_ROCKET);
+						create_sound(pos, SOUND_ROCKET_FIRE);
+						break;
+					}
+					case WEAPON_SHOTGUN:
+					{
+						int shotspread = 2;
+						for(int i = -shotspread; i <= shotspread; i++)
+						{
+							float spreading[] = {-0.12f, -0.05f, 0, 0.05f, 0.12f};
+							float a = get_angle(direction);
+							float v = 1.0f-fabs(i/(float)shotspread);
+							a += spreading[i+2];
+							new projectile(WEAPON_SHOTGUN,
+								client_id,
+								pos+vec2(0,0),
+								vec2(cosf(a), sinf(a))*(30.0f + 15.0f*v),
+								//vec2(cosf(a), sinf(a))*20.0f,
+								(int)(server_tickspeed()*0.3f),
+								this,
+								1, 0, 0, -1, WEAPON_SHOTGUN);
+						}
+						create_sound(pos, SOUND_SHOTGUN_FIRE);
+						break;
+					}
+				}
+
+				weapons[active_weapon].ammo--;
+				attack_tick = server_tick();
+				reload_timer = data->weapons[active_weapon].firedelay * server_tickspeed() / 1000;
+			}
+			else
+			{
+				create_sound(pos, SOUND_WEAPON_NOAMMO);
+			}
+		}
+	}
+
+	// Update weapons
+	if (active_weapon == WEAPON_HAMMER && reload_timer > 0)
+	{
+		// Handle collisions
+		// only one that needs update (for now)
+		// do selection for the weapon and bash anything in it
+		// check if we hit anything along the way
+		int type = OBJTYPE_PLAYER_CHARACTER;
+		entity *ents[64];
+		vec2 lookdir(direction.x > 0.0f ? 1.0f : -1.0f, 0.0f);
+		vec2 dir = lookdir * data->weapons[active_weapon].meleereach;
+		float radius = length(dir * 0.5f);
+		vec2 center = pos + dir * 0.5f;
+		int num = world->find_entities(center, radius, ents, 64, &type, 1);
+
+		for (int i = 0; i < num; i++)
+		{
+			// Check if entity is a player
+			if (ents[i] == this)
+				continue;
+			// make sure we haven't hit this object before
+			bool balreadyhit = false;
+			for (int j = 0; j < numobjectshit; j++)
+			{
+				if (hitobjects[j] == ents[i])
+					balreadyhit = true;
+			}
+			if (balreadyhit)
+				continue;
+
+			// check so we are sufficiently close
+			if (distance(ents[i]->pos, pos) > (phys_size * 2.0f))
+				continue;
+
+			// hit a player, give him damage and stuffs...
+			// create sound for bash
+			//create_sound(ents[i]->pos, sound_impact);
+			vec2 fdir = normalize(ents[i]->pos- pos);
+
+			// set his velocity to fast upward (for now)
+			create_smoke(ents[i]->pos);
+			create_sound(pos, SOUND_HAMMER_HIT);
+			if(numobjectshit < 10)
+				hitobjects[numobjectshit++] = ents[i];
+			ents[i]->take_damage(vec2(0,-1.0f), data->weapons[active_weapon].meleedamage, client_id, active_weapon);
+			player* target = (player*)ents[i];
+			vec2 dir;
+			if (length(target->pos - pos) > 0.0f)
+				dir = normalize(target->pos - pos);
+			else
+				dir = vec2(0,-1);
+				
+			target->core.vel += normalize(dir + vec2(0,-1.1f)) * 10.0f;
+		}
+	}
+	
+	if (data->weapons[active_weapon].ammoregentime)
+	{
+		// If equipped and not active, regen ammo?
+		if (reload_timer <= 0)
+		{
+			if (weapons[active_weapon].ammoregenstart < 0)
+				weapons[active_weapon].ammoregenstart = server_tick();
+
+			if ((server_tick() - weapons[active_weapon].ammoregenstart) >= data->weapons[active_weapon].ammoregentime * server_tickspeed() / 1000)
+			{
+				// Add some ammo
+				weapons[active_weapon].ammo = min(weapons[active_weapon].ammo + 1, data->weapons[active_weapon].maxammo);
+				weapons[active_weapon].ammoregenstart = -1;
+			}
+		}
+		else
+		{
+			weapons[active_weapon].ammoregenstart = -1;
+		}
+	}
+	
+	return 0;
+}
+
+void player::tick()
+{
+	// check if we have enough input
+	// this is to prevent initial weird clicks
+	if(num_inputs < 2)
+		previnput = input;
+
+	// do latency stuff
+	{
+		CLIENT_INFO info;
+		if(server_getclientinfo(client_id, &info))
+		{
+			latency_accum += info.latency;
+			latency_accum_max = max(latency_accum_max, info.latency);
+			latency_accum_min = min(latency_accum_min, info.latency);
+		}
+
+		if(server_tick()%server_tickspeed() == 0)
+		{
+			latency_avg = latency_accum/server_tickspeed();
+			latency_max = latency_accum_max;
+			latency_min = latency_accum_min;
+			latency_accum = 0;
+			latency_accum_min = 1000;
+			latency_accum_max = 0;
+		}
+	}
+
+	// enable / disable physics
+	if(team == -1 || dead)
+		world->core.players[client_id] = 0;
+	else
+		world->core.players[client_id] = &core;
+
+	// spectator
+	if(team == -1)
+		return;
+
+	if(spawning)
+		try_respawn();
+
+	// TODO: rework the input to be more robust
+	if(dead)
+	{
+		if(server_tick()-die_tick >= server_tickspeed()*5) // auto respawn after 3 sec
+			respawn();
+		if((input.fire&1) && server_tick()-die_tick >= server_tickspeed()/2) // auto respawn after 0.5 sec
+			respawn();
+		return;
+	}
+
+	//player_core core;
+	//core.pos = pos;
+	//core.jumped = jumped;
+	core.input = input;
+	core.tick();
+
+	// handle weapons
+	handle_weapons();
+
+	state = input.state;
+
+	// Previnput
+	previnput = input;
+	return;
+}
+
+void player::tick_defered()
+{
+	if(!dead)
+	{
+		vec2 start_pos = core.pos;
+		vec2 start_vel = core.vel;
+		bool stuck_before = test_box(core.pos, vec2(28.0f, 28.0f));
+		core.move();
+		bool stuck_after_move = test_box(core.pos, vec2(28.0f, 28.0f));
+		core.quantize();
+		bool stuck_after_quant = test_box(core.pos, vec2(28.0f, 28.0f));
+		pos = core.pos;
+		
+		if(!stuck_before && (stuck_after_move || stuck_after_quant))
+		{
+			dbg_msg("player", "STUCK!!! %d %d %d %f %f %f %f %x %x %x %x", 
+				stuck_before,
+				stuck_after_move,
+				stuck_after_quant,
+				start_pos.x, start_pos.y,
+				start_vel.x, start_vel.y,
+				*((unsigned *)&start_pos.x), *((unsigned *)&start_pos.y),
+				*((unsigned *)&start_vel.x), *((unsigned *)&start_vel.y));
+		}
+		
+
+		int events = core.triggered_events;
+		int mask = cmask_all_except_one(client_id);
+		
+		if(events&COREEVENT_GROUND_JUMP) create_sound(pos, SOUND_PLAYER_JUMP, mask);
+		if(events&COREEVENT_AIR_JUMP)
+		{
+			create_sound(pos, SOUND_PLAYER_JUMP, mask);
+			ev_common *c = (ev_common *)::events.create(EVENT_AIR_JUMP, sizeof(ev_common), mask);
+			if(c)
+			{
+				c->x = (int)pos.x;
+				c->y = (int)pos.y;
+			}
+		}
+		
+		//if(events&COREEVENT_HOOK_LAUNCH) snd_play_random(CHN_WORLD, SOUND_HOOK_LOOP, 1.0f, pos);
+		if(events&COREEVENT_HOOK_ATTACH_PLAYER) create_sound(pos, SOUND_HOOK_ATTACH_PLAYER, mask);
+		if(events&COREEVENT_HOOK_ATTACH_GROUND) create_sound(pos, SOUND_HOOK_ATTACH_GROUND, mask);
+		//if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
+		
+	}
+	
+	if(team == -1)
+	{
+		pos.x = input.target_x;
+		pos.y = input.target_y;
+	}
+}
+
+void player::die(int killer, int weapon)
+{
+	int mode_special = gameobj->on_player_death(this, get_player(killer), weapon);
+
+	dbg_msg("game", "kill killer='%d:%s' victim='%d:%s' weapon=%d special=%d",
+		killer, server_clientname(killer),
+		client_id, server_clientname(client_id), weapon, mode_special);
+
+	// send the kill message
+	msg_pack_start(MSG_KILLMSG, MSGFLAG_VITAL);
+	msg_pack_int(killer);
+	msg_pack_int(client_id);
+	msg_pack_int(weapon);
+	msg_pack_int(mode_special);
+	msg_pack_end();
+	server_send_msg(-1);
+
+	// a nice sound
+	create_sound(pos, SOUND_PLAYER_DIE);
+
+	// set dead state
+	dead = true;
+	die_tick = server_tick();
+	clear_flag(FLAG_PHYSICS);
+	create_death(pos);
+}
+
+bool player::take_damage(vec2 force, int dmg, int from, int weapon)
+{
+	core.vel += force;
+	
+	if(gameobj->is_friendly_fire(client_id, from) && !config.sv_teamdamage)
+		return false;
+
+	// player only inflicts half damage on self
+	if(from == client_id)
+		dmg = max(1, dmg/2);
+
+	// CTF and TDM (TODO: check for FF)
+	//if (gameobj->gametype != GAMETYPE_DM && from >= 0 && players[from].team == team)
+		//return false;
+
+	damage_taken++;
+
+	// create healthmod indicator
+	if(server_tick() < damage_taken_tick+25)
+	{
+		// make sure that the damage indicators doesn't group together
+		create_damageind(pos, damage_taken*0.25f, dmg);
+	}
+	else
+	{
+		damage_taken = 0;
+		create_damageind(pos, 0, dmg);
+	}
+
+	if(armor)
+	{
+		armor -= 1;
+		dmg--;
+	}
+
+	if(dmg > armor)
+	{
+		dmg -= armor;
+		armor = 0;
+		health -= dmg;
+	}
+	else
+		armor -= dmg;
+
+	damage_taken_tick = server_tick();
+
+	// do damage hit sound
+	if(from >= 0)
+		create_sound(get_player(from)->pos, SOUND_HIT, cmask_one(from));
+
+	// check for death
+	if(health <= 0)
+	{
+		die(from, weapon);
+
+		// set attacker's face to happy (taunt!)
+		if (from >= 0 && from != client_id)
+		{
+			player *p = get_player(from);
+
+			p->emote_type = EMOTE_HAPPY;
+			p->emote_stop = server_tick() + server_tickspeed();
+		}
+
+		return false;
+	}
+
+	if (dmg > 2)
+		create_sound(pos, SOUND_PLAYER_PAIN_LONG);
+	else
+		create_sound(pos, SOUND_PLAYER_PAIN_SHORT);
+
+	emote_type = EMOTE_PAIN;
+	emote_stop = server_tick() + 500 * server_tickspeed() / 1000;
+
+	// spawn blood?
+	return true;
+}
+
+void player::snap(int snaping_client)
+{
+	if(1)
+	{
+		obj_player_info *info = (obj_player_info *)snap_new_item(OBJTYPE_PLAYER_INFO, client_id, sizeof(obj_player_info));
+
+		info->latency = latency_avg;
+		info->latency_flux = latency_max-latency_min;
+		info->local = 0;
+		info->clientid = client_id;
+		info->score = score;
+		info->team = team;
+
+		if(client_id == snaping_client)
+			info->local = 1;
+	}
+
+	if(health > 0 && distance(players[snaping_client].pos, pos) < 1000.0f)
+	{
+		obj_player_character *character = (obj_player_character *)snap_new_item(OBJTYPE_PLAYER_CHARACTER, client_id, sizeof(obj_player_character));
+
+		core.write(character);
+
+		// this is to make sure that players that are just standing still
+		// isn't sent. this is because the physics keep bouncing between
+		// 0-128 when just standing.
+		// TODO: fix the physics so this isn't needed
+		if(snaping_client != client_id && abs(character->vy) < 256.0f)
+			character->vy = 0;
+
+		if (emote_stop < server_tick())
+		{
+			emote_type = EMOTE_NORMAL;
+			emote_stop = -1;
+		}
+
+		character->emote = emote_type;
+
+		character->ammocount = weapons[active_weapon].ammo;
+		character->health = 0;
+		character->armor = 0;
+		character->weapon = active_weapon;
+		character->weaponstage = weapons[active_weapon].weaponstage;
+		character->attacktick = attack_tick;
+
+		if(client_id == snaping_client)
+		{
+			character->health = health;
+			character->armor = armor;
+		}
+
+		if(dead)
+			character->health = -1;
+
+		//if(length(vel) > 15.0f)
+		//	player->emote = EMOTE_HAPPY;
+
+		//if(damage_taken_tick+50 > server_tick())
+		//	player->emote = EMOTE_PAIN;
+
+		if (character->emote == EMOTE_NORMAL)
+		{
+			if(250 - ((server_tick() - last_action)%(250)) < 5)
+				character->emote = EMOTE_BLINK;
+		}
+
+		character->state = state;
+	}
+}
+
+player *players;
+
+//////////////////////////////////////////////////
+// powerup
+//////////////////////////////////////////////////
+powerup::powerup(int _type, int _subtype)
+: entity(OBJTYPE_POWERUP)
+{
+	type = _type;
+	subtype = _subtype;
+	proximity_radius = phys_size;
+
+	reset();
+
+	// TODO: should this be done here?
+	world->insert_entity(this);
+}
+
+void powerup::reset()
+{
+	if (data->powerupinfo[type].startspawntime > 0)
+		spawntick = server_tick() + server_tickspeed() * data->powerupinfo[type].startspawntime;
+	else
+		spawntick = -1;
+}
+
+
+void send_weapon_pickup(int cid, int weapon);
+
+void powerup::tick()
+{
+	// wait for respawn
+	if(spawntick > 0)
+	{
+		if(server_tick() > spawntick)
+		{
+			// respawn
+			spawntick = -1;
+
+			if(type == POWERUP_WEAPON)
+				create_sound(pos, SOUND_WEAPON_SPAWN);
+		}
+		else
+			return;
+	}
+	// Check if a player intersected us
+	vec2 meh;
+	player* pplayer = intersect_player(pos, pos + vec2(0,16), meh, 0);
+	if (pplayer)
+	{
+		// player picked us up, is someone was hooking us, let them go
+		int respawntime = -1;
+		switch (type)
+		{
+		case POWERUP_HEALTH:
+			if(pplayer->health < 10)
+			{
+				create_sound(pos, SOUND_PICKUP_HEALTH);
+				pplayer->health = min(10, pplayer->health + data->powerupinfo[type].amount);
+				respawntime = data->powerupinfo[type].respawntime;
+			}
+			break;
+		case POWERUP_ARMOR:
+			if(pplayer->armor < 10)
+			{
+				create_sound(pos, SOUND_PICKUP_ARMOR);
+				pplayer->armor = min(10, pplayer->armor + data->powerupinfo[type].amount);
+				respawntime = data->powerupinfo[type].respawntime;
+			}
+			break;
+
+		case POWERUP_WEAPON:
+			if(subtype >= 0 && subtype < NUM_WEAPONS)
+			{
+				if(pplayer->weapons[subtype].ammo < 10 || !pplayer->weapons[subtype].got)
+				{
+					pplayer->weapons[subtype].got = true;
+					pplayer->weapons[subtype].ammo = min(10, pplayer->weapons[subtype].ammo + data->powerupinfo[type].amount);
+					respawntime = data->powerupinfo[type].respawntime;
+
+					// TODO: data compiler should take care of stuff like this
+					if(subtype == WEAPON_ROCKET)
+						create_sound(pos, SOUND_PICKUP_ROCKET);
+					else if(subtype == WEAPON_SHOTGUN)
+						create_sound(pos, SOUND_PICKUP_SHOTGUN);
+
+                    send_weapon_pickup(pplayer->client_id, subtype);
+				}
+			}
+			break;
+		case POWERUP_NINJA:
+			{
+				// activate ninja on target player
+				pplayer->ninjaactivationtick = server_tick();
+				pplayer->weapons[WEAPON_NINJA].got = true;
+				pplayer->last_weapon = pplayer->active_weapon;
+				pplayer->active_weapon = WEAPON_NINJA;
+				respawntime = data->powerupinfo[type].respawntime;
+				create_sound(pos, SOUND_PICKUP_NINJA);
+
+				// loop through all players, setting their emotes
+				entity *ents[64];
+				const int types[] = {OBJTYPE_PLAYER_CHARACTER};
+				int num = world->find_entities(vec2(0, 0), 1000000, ents, 64, types, 1);
+				for (int i = 0; i < num; i++)
+				{
+					player *p = (player *)ents[i];
+					if (p != pplayer)
+					{
+						p->emote_type = EMOTE_SURPRISE;
+						p->emote_stop = server_tick() + server_tickspeed();
+					}
+				}
+
+				pplayer->emote_type = EMOTE_ANGRY;
+				pplayer->emote_stop = server_tick() + 1200 * server_tickspeed() / 1000;
+
+				break;
+			}
+		default:
+			break;
+		};
+
+		if(respawntime >= 0)
+		{
+			dbg_msg("game", "pickup player='%d:%s' item=%d/%d",
+				pplayer->client_id, server_clientname(pplayer->client_id), type, subtype);
+			spawntick = server_tick() + server_tickspeed() * respawntime;
+		}
+	}
+}
+
+void powerup::snap(int snapping_client)
+{
+	if(spawntick != -1)
+		return;
+
+	obj_powerup *up = (obj_powerup *)snap_new_item(OBJTYPE_POWERUP, id, sizeof(obj_powerup));
+	up->x = (int)pos.x;
+	up->y = (int)pos.y;
+	up->type = type; // TODO: two diffrent types? what gives?
+	up->subtype = subtype;
+}
+
+// POWERUP END ///////////////////////
+
+player *get_player(int index)
+{
+	return &players[index];
+}
+
+void create_damageind(vec2 p, float angle, int amount)
+{
+	float a = 3 * 3.14159f / 2 + angle;
+	//float a = get_angle(dir);
+	float s = a-pi/3;
+	float e = a+pi/3;
+	for(int i = 0; i < amount; i++)
+	{
+		float f = mix(s, e, float(i+1)/float(amount+2));
+		ev_damageind *ev = (ev_damageind *)events.create(EVENT_DAMAGEINDICATION, sizeof(ev_damageind));
+		if(ev)
+		{
+			ev->x = (int)p.x;
+			ev->y = (int)p.y;
+			ev->angle = (int)(f*256.0f);
+		}
+	}
+}
+
+void create_explosion(vec2 p, int owner, int weapon, bool bnodamage)
+{
+	// create the event
+	ev_explosion *ev = (ev_explosion *)events.create(EVENT_EXPLOSION, sizeof(ev_explosion));
+	if(ev)
+	{
+		ev->x = (int)p.x;
+		ev->y = (int)p.y;
+	}
+
+	if (!bnodamage)
+	{
+		// deal damage
+		entity *ents[64];
+		const float radius = 128.0f;
+		const float innerradius = 42.0f;
+		int num = world->find_entities(p, radius, ents, 64);
+		for(int i = 0; i < num; i++)
+		{
+			vec2 diff = ents[i]->pos - p;
+			vec2 forcedir(0,1);
+			float l = length(diff);
+			if(l)
+				forcedir = normalize(diff);
+			l = 1-clamp((l-innerradius)/(radius-innerradius), 0.0f, 1.0f);
+			float dmg = 6 * l;
+			if((int)dmg)
+				ents[i]->take_damage(forcedir*dmg*2, (int)dmg, owner, weapon);
+		}
+	}
+}
+
+void create_smoke(vec2 p)
+{
+	// create the event
+	ev_explosion *ev = (ev_explosion *)events.create(EVENT_SMOKE, sizeof(ev_explosion));
+	if(ev)
+	{
+		ev->x = (int)p.x;
+		ev->y = (int)p.y;
+	}
+}
+
+void create_spawn(vec2 p)
+{
+	// create the event
+	ev_spawn *ev = (ev_spawn *)events.create(EVENT_SPAWN, sizeof(ev_spawn));
+	if(ev)
+	{
+		ev->x = (int)p.x;
+		ev->y = (int)p.y;
+	}
+}
+
+void create_death(vec2 p)
+{
+	// create the event
+	ev_death *ev = (ev_death *)events.create(EVENT_DEATH, sizeof(ev_death));
+	if(ev)
+	{
+		ev->x = (int)p.x;
+		ev->y = (int)p.y;
+	}
+}
+
+void create_sound(vec2 pos, int sound, int mask)
+{
+	if (sound < 0)
+		return;
+
+	// create a sound
+	ev_sound *ev = (ev_sound *)events.create(EVENT_SOUND_WORLD, sizeof(ev_sound), mask);
+	if(ev)
+	{
+		ev->x = (int)pos.x;
+		ev->y = (int)pos.y;
+		ev->sound = sound;
+	}
+}
+
+void create_sound_global(int sound, int target)
+{
+	if (sound < 0)
+		return;
+
+	msg_pack_start(MSG_SOUND_GLOBAL, MSGFLAG_VITAL);
+	msg_pack_int(sound);
+	server_send_msg(-1);
+}
+
+// TODO: should be more general
+player* intersect_player(vec2 pos0, vec2 pos1, vec2& new_pos, entity* notthis)
+{
+	// Find other players
+	entity *ents[64];
+	vec2 dir = pos1 - pos0;
+	float radius = length(dir * 0.5f);
+	vec2 center = pos0 + dir * 0.5f;
+	const int types[] = {OBJTYPE_PLAYER_CHARACTER};
+	int num = world->find_entities(center, radius, ents, 64, types, 1);
+	for (int i = 0; i < num; i++)
+	{
+		// Check if entity is a player
+		if (ents[i] != notthis)
+		{
+			new_pos = ents[i]->pos;
+			return (player*)ents[i];
+		}
+	}
+
+	return 0;
+}
+
+
+void send_chat(int cid, int team, const char *msg)
+{
+	if(cid >= 0 && cid < MAX_CLIENTS)
+		dbg_msg("chat", "%d:%d:%s: %s", cid, team, server_clientname(cid), msg);
+	else
+		dbg_msg("chat", "*** %s", msg);
+
+	if(team == -1)
+	{
+		msg_pack_start(MSG_CHAT, MSGFLAG_VITAL);
+		msg_pack_int(cid);
+		msg_pack_int(0);
+		msg_pack_string(msg, 512);
+		msg_pack_end();
+		server_send_msg(-1);
+	}
+	else
+	{
+		msg_pack_start(MSG_CHAT, MSGFLAG_VITAL);
+		msg_pack_int(cid);
+		msg_pack_int(1);
+		msg_pack_string(msg, 512);
+		msg_pack_end();
+
+		for(int i = 0; i < MAX_CLIENTS; i++)
+		{
+			if(players[i].client_id != -1 && players[i].team == team)
+				server_send_msg(i);
+		}
+	}
+}
+
+
+// Server hooks
+void mods_tick()
+{
+	// clear all events
+	events.clear();
+	world->tick();
+
+	if(world->paused) // make sure that the game object always updates
+		gameobj->tick();
+
+	if(config.sv_restart)
+	{
+		if(config.sv_restart > 1)
+			gameobj->do_warmup(config.sv_restart);
+		else
+			gameobj->startround();
+
+		config.sv_restart = 0;
+	}
+
+	if(config.sv_msg[0] != 0)
+	{
+		send_chat(-1, 0, config.sv_msg);
+		config.sv_msg[0] = 0;
+	}
+}
+
+void mods_snap(int client_id)
+{
+	world->snap(client_id);
+	events.snap(client_id);
+}
+
+void mods_client_input(int client_id, void *input)
+{
+	if(!world->paused)
+	{
+		if (memcmp(&players[client_id].input, input, sizeof(player_input)) != 0)
+			players[client_id].last_action = server_tick();
+
+		//players[client_id].previnput = players[client_id].input;
+		players[client_id].input = *(player_input*)input;
+		players[client_id].num_inputs++;
+	}
+}
+
+void send_info(int who, int to_who)
+{
+	msg_pack_start(MSG_SETINFO, MSGFLAG_VITAL);
+	msg_pack_int(who);
+	msg_pack_string(server_clientname(who), 64);
+	msg_pack_string(players[who].skin_name, 64);
+	msg_pack_int(players[who].use_custom_color);
+	msg_pack_int(players[who].color_body);
+	msg_pack_int(players[who].color_feet);
+	msg_pack_end();
+	server_send_msg(to_who);
+}
+
+void send_emoticon(int cid, int emoticon)
+{
+	msg_pack_start(MSG_EMOTICON, MSGFLAG_VITAL);
+	msg_pack_int(cid);
+	msg_pack_int(emoticon % 16);
+	msg_pack_end();
+	server_send_msg(-1);
+}
+
+void send_weapon_pickup(int cid, int weapon)
+{
+	msg_pack_start(MSG_WEAPON_PICKUP, MSGFLAG_VITAL);
+	msg_pack_int(weapon);
+	msg_pack_end();
+	server_send_msg(cid);
+}
+
+void mods_client_enter(int client_id)
+{
+	world->insert_entity(&players[client_id]);
+	players[client_id].respawn();
+	dbg_msg("game", "join player='%d:%s'", client_id, server_clientname(client_id));
+	
+	char buf[512];
+	sprintf(buf, "%s has joined the game", server_clientname(client_id));
+	send_chat(-1, -1, buf);	
+}
+
+void mods_connected(int client_id)
+{
+	players[client_id].init();
+	players[client_id].client_id = client_id;
+
+	//dbg_msg("game", "connected player='%d:%s'", client_id, server_clientname(client_id));
+
+	// Check which team the player should be on
+	if(gameobj->gametype == GAMETYPE_DM)
+		players[client_id].team = 0;
+	else
+		players[client_id].team = gameobj->getteam(client_id);
+}
+
+void mods_client_drop(int client_id)
+{
+	char buf[512];
+	sprintf(buf, "%s has left the game", server_clientname(client_id));
+	send_chat(-1, -1, buf);
+
+	dbg_msg("game", "leave player='%d:%s'", client_id, server_clientname(client_id));
+
+	gameobj->on_player_death(&players[client_id], 0, -1);
+	world->remove_entity(&players[client_id]);
+	world->core.players[client_id] = 0x0;
+	players[client_id].client_id = -1;
+}
+
+void mods_message(int msg, int client_id)
+{
+	if(msg == MSG_SAY)
+	{
+		int team = msg_unpack_int();
+		const char *text = msg_unpack_string();
+		if(team)
+			team = players[client_id].team;
+		else
+			team = -1;
+		send_chat(client_id, team, text);
+	}
+	else if (msg == MSG_SETTEAM)
+	{
+		// Switch team on given client and kill/respawn him
+		players[client_id].set_team(msg_unpack_int());
+		gameobj->on_player_info_change(&players[client_id]);
+		
+		// send all info to this client
+		for(int i = 0; i < MAX_CLIENTS; i++)
+		{
+			if(players[i].client_id != -1)
+				send_info(i, -1);
+		}		
+	}
+	else if (msg == MSG_CHANGEINFO || msg == MSG_STARTINFO)
+	{
+		const char *name = msg_unpack_string();
+		const char *skin_name = msg_unpack_string();
+		players[client_id].use_custom_color = msg_unpack_int();
+		players[client_id].color_body = msg_unpack_int();
+		players[client_id].color_feet = msg_unpack_int();
+
+		// check for invalid chars
+		const char *p = name;
+		while (*p)
+		{
+			if(*p < 32)
+				return;
+			p++;
+		}
+
+		//
+		if(msg == MSG_CHANGEINFO && strcmp(name, server_clientname(client_id)) != 0)
+		{
+			char msg[256];
+			sprintf(msg, "*** %s changed name to %s", server_clientname(client_id), name);
+			send_chat(-1, -1, msg);
+		}
+
+		//send_set_name(client_id, players[client_id].name, name);
+		strncpy(players[client_id].skin_name, skin_name, 64);
+		server_setclientname(client_id, name);
+		
+		gameobj->on_player_info_change(&players[client_id]);
+		
+		if(msg == MSG_STARTINFO)
+		{
+			// send all info to this client
+			for(int i = 0; i < MAX_CLIENTS; i++)
+			{
+				if(players[i].client_id != -1)
+					send_info(i, client_id);
+			}
+			
+			msg_pack_start(MSG_READY_TO_ENTER, MSGFLAG_VITAL);
+			msg_pack_end();
+			server_send_msg(client_id);			
+		}
+		
+		send_info(client_id, -1);
+	}
+	else if (msg == MSG_EMOTICON)
+	{
+		int emoteicon = msg_unpack_int();
+		send_emoticon(client_id, emoteicon % 16);
+	}
+}
+
+extern unsigned char internal_data[];
+
+void mods_init()
+{
+	if(!data) /* only load once */
+		data = load_data_from_memory(internal_data);
+
+	col_init(32);
+
+	world = new game_world;
+	players = new player[MAX_CLIENTS];
+
+	// select gametype
+	if(strcmp(config.sv_gametype, "ctf") == 0)
+		gameobj = new gameobject_ctf;
+	else if(strcmp(config.sv_gametype, "tdm") == 0)
+		gameobj = new gameobject_tdm;
+	else
+		gameobj = new gameobject_dm;
+
+	// setup core world
+	for(int i = 0; i < MAX_CLIENTS; i++)
+		players[i].core.world = &world->core;
+
+	//
+	int start, num;
+	map_get_type(MAPRES_ITEM, &start, &num);
+
+	// TODO: this is way more complicated then it should be
+	for(int i = 0; i < num; i++)
+	{
+		mapres_item *it = (mapres_item *)map_get_item(start+i, 0, 0);
+
+		int type = -1;
+		int subtype = 0;
+
+		switch(it->type)
+		{
+		case ITEM_WEAPON_GUN:
+			type = POWERUP_WEAPON;
+			subtype = WEAPON_GUN;
+			break;
+		case ITEM_WEAPON_SHOTGUN:
+			type = POWERUP_WEAPON;
+			subtype = WEAPON_SHOTGUN;
+			break;
+		case ITEM_WEAPON_ROCKET:
+			type = POWERUP_WEAPON;
+			subtype = WEAPON_ROCKET;
+			break;
+		case ITEM_WEAPON_HAMMER:
+			type = POWERUP_WEAPON;
+			subtype = WEAPON_HAMMER;
+			break;
+
+		case ITEM_HEALTH:
+			type = POWERUP_HEALTH;
+			break;
+
+		case ITEM_ARMOR:
+			type = POWERUP_ARMOR;
+			break;
+
+		case ITEM_NINJA:
+			if(config.sv_powerups)
+			{
+				type = POWERUP_NINJA;
+				subtype = WEAPON_NINJA;
+			}
+			break;
+		};
+
+		if(type != -1)
+		{
+			 // LOL, the only new in the entire game code
+			 // perhaps we can get rid of it. seems like a stupid thing to have
+			powerup *ppower = new powerup(type, subtype);
+			ppower->pos = vec2(it->x, it->y);
+		}
+	}
+
+	if(gameobj->gametype == GAMETYPE_CTF)
+	{
+	}
+
+	world->insert_entity(gameobj);
+
+
+	if(config.dbg_bots)
+	{
+
+		for(int i = 0; i < config.dbg_bots ; i++)
+		{
+			mods_connected(MAX_CLIENTS-i-1);
+			mods_client_enter(MAX_CLIENTS-i-1);
+			if(gameobj->gametype != GAMETYPE_DM)
+				players[MAX_CLIENTS-i-1].team = i&1;
+		}
+	}
+}
+
+void mods_shutdown()
+{
+	delete [] players;
+	delete gameobj;
+	delete world;
+	gameobj = 0;
+	players = 0;
+	world = 0;
+}
+
+void mods_presnap() {}
+void mods_postsnap() {}
+
+extern "C" const char *mods_net_version() { return TEEWARS_NETVERSION; }