/*
Copyright (C) 1996-1997 Id Software, Inc.

This program 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.

This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// cl_tent.c -- client side temporary entities

#include "quakedef.h"

int     num_temp_entities;
entity_t  cl_temp_entities[MAX_TEMP_ENTITIES];
beam_t    cl_beams[MAX_BEAMS];

sfx_t     *cl_sfx_wizhit;
sfx_t     *cl_sfx_knighthit;
sfx_t     *cl_sfx_tink1;
sfx_t     *cl_sfx_ric1;
sfx_t     *cl_sfx_ric2;
sfx_t     *cl_sfx_ric3;
sfx_t     *cl_sfx_r_exp3;
#ifdef QUAKE2
sfx_t     *cl_sfx_imp;
sfx_t     *cl_sfx_rail;
#endif

/*
=================
CL_ParseTEnt
=================
*/
void CL_InitTEnts (void)
{
  cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
  cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
  cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
  cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav");
  cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav");
  cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav");
  cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav");
#ifdef QUAKE2
  cl_sfx_imp = S_PrecacheSound ("shambler/sattck1.wav");
  cl_sfx_rail = S_PrecacheSound ("weapons/lstart.wav");
#endif
}

/*
=================
CL_ParseBeam
=================
*/
void CL_ParseBeam (model_t *m)
{
  int   ent;
  vec3_t  start, end;
  beam_t  *b;
  int   i;
  
  ent = MSG_ReadShort ();
  
  start[0] = MSG_ReadCoord ();
  start[1] = MSG_ReadCoord ();
  start[2] = MSG_ReadCoord ();
  
  end[0] = MSG_ReadCoord ();
  end[1] = MSG_ReadCoord ();
  end[2] = MSG_ReadCoord ();

// override any beam with the same entity
  for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
    if (b->entity == ent)
    {
      b->entity = ent;
      b->model = m;
      b->endtime = cl.time + 0.2;
      VectorCopy (start, b->start);
      VectorCopy (end, b->end);
      return;
    }

// find a free beam
  for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
  {
    if (!b->model || b->endtime < cl.time)
    {
      b->entity = ent;
      b->model = m;
      b->endtime = cl.time + 0.2;
      VectorCopy (start, b->start);
      VectorCopy (end, b->end);
      return;
    }
  }
  Con_Printf ("beam list overflow!\n"); 
}

/*
=================
CL_ParseTEnt
=================
*/
void CL_ParseTEnt (void)
{
  int   type;
  vec3_t  pos;
#ifdef QUAKE2
  vec3_t  endpos;
#endif
  dlight_t  *dl;
  int   rnd;
  int   colorStart, colorLength;

  type = MSG_ReadByte ();
  switch (type)
  {
  case TE_WIZSPIKE:     // spike hitting wall
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    R_RunParticleEffect (pos, vec3_origin, 20, 30);
    S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
    break;
    
  case TE_KNIGHTSPIKE:      // spike hitting wall
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    R_RunParticleEffect (pos, vec3_origin, 226, 20);
    S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
    break;
    
  case TE_SPIKE:      // spike hitting wall
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
#ifdef GLTEST
    Test_Spawn (pos);
#else
    R_RunParticleEffect (pos, vec3_origin, 0, 10);
#endif
    if ( rand() % 5 )
      S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
    else
    {
      rnd = rand() & 3;
      if (rnd == 1)
        S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
      else if (rnd == 2)
        S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
      else
        S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
    }
    break;
  case TE_SUPERSPIKE:     // super spike hitting wall
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    R_RunParticleEffect (pos, vec3_origin, 0, 20);

    if ( rand() % 5 )
      S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
    else
    {
      rnd = rand() & 3;
      if (rnd == 1)
        S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
      else if (rnd == 2)
        S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
      else
        S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
    }
    break;
    
  case TE_GUNSHOT:      // bullet hitting wall
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    R_RunParticleEffect (pos, vec3_origin, 0, 20);
    break;
    
  case TE_EXPLOSION:      // rocket explosion
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    R_ParticleExplosion (pos);
    dl = CL_AllocDlight (0);
    VectorCopy (pos, dl->origin);
    dl->radius = 350;
    dl->die = cl.time + 0.5;
    dl->decay = 300;
    S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
    break;
    
  case TE_TAREXPLOSION:     // tarbaby explosion
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    R_BlobExplosion (pos);

    S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
    break;

  case TE_LIGHTNING1:       // lightning bolts
    CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
    break;
  
  case TE_LIGHTNING2:       // lightning bolts
    CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true));
    break;
  
  case TE_LIGHTNING3:       // lightning bolts
    CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true));
    break;
  
// PGM 01/21/97 
  case TE_BEAM:       // grappling hook beam
    CL_ParseBeam (Mod_ForName("progs/beam.mdl", true));
    break;
// PGM 01/21/97

  case TE_LAVASPLASH: 
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    R_LavaSplash (pos);
    break;
  
  case TE_TELEPORT:
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    R_TeleportSplash (pos);
    break;
    
  case TE_EXPLOSION2:       // color mapped explosion
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    colorStart = MSG_ReadByte ();
    colorLength = MSG_ReadByte ();
    R_ParticleExplosion2 (pos, colorStart, colorLength);
    dl = CL_AllocDlight (0);
    VectorCopy (pos, dl->origin);
    dl->radius = 350;
    dl->die = cl.time + 0.5;
    dl->decay = 300;
    S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
    break;
    
#ifdef QUAKE2
  case TE_IMPLOSION:
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1);
    break;

  case TE_RAILTRAIL:
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    endpos[0] = MSG_ReadCoord ();
    endpos[1] = MSG_ReadCoord ();
    endpos[2] = MSG_ReadCoord ();
    S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1);
    S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1);
    R_RocketTrail (pos, endpos, 0+128);
    R_ParticleExplosion (endpos);
    dl = CL_AllocDlight (-1);
    VectorCopy (endpos, dl->origin);
    dl->radius = 350;
    dl->die = cl.time + 0.5;
    dl->decay = 300;
    break;
#endif

  default:
    Sys_Error ("CL_ParseTEnt: bad type");
  }
}


/*
=================
CL_NewTempEntity
=================
*/
entity_t *CL_NewTempEntity (void)
{
  entity_t  *ent;

  if (cl_numvisedicts == MAX_VISEDICTS)
    return NULL;
  if (num_temp_entities == MAX_TEMP_ENTITIES)
    return NULL;
  ent = &cl_temp_entities[num_temp_entities];
  memset (ent, 0, sizeof(*ent));
  num_temp_entities++;
  cl_visedicts[cl_numvisedicts] = ent;
  cl_numvisedicts++;

  ent->colormap = vid.colormap;
  return ent;
}


/*
=================
CL_UpdateTEnts
=================
*/
void CL_UpdateTEnts (void)
{
  int     i;
  beam_t    *b;
  vec3_t    dist, org;
  float   d;
  entity_t  *ent;
  float   yaw, pitch;
  float   forward;

  num_temp_entities = 0;

// update lightning
  for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
  {
    if (!b->model || b->endtime < cl.time)
      continue;

  // if coming from the player, update the start position
    if (b->entity == cl.viewentity)
    {
      VectorCopy (cl_entities[cl.viewentity].origin, b->start);
    }

  // calculate pitch and yaw
    VectorSubtract (b->end, b->start, dist);

    if (dist[1] == 0 && dist[0] == 0)
    {
      yaw = 0;
      if (dist[2] > 0)
        pitch = 90;
      else
        pitch = 270;
    }
    else
    {
      yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
      if (yaw < 0)
        yaw += 360;
  
      forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
      pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
      if (pitch < 0)
        pitch += 360;
    }

  // add new entities for the lightning
    VectorCopy (b->start, org);
    d = VectorNormalize(dist);
    while (d > 0)
    {
      ent = CL_NewTempEntity ();
      if (!ent)
        return;
      VectorCopy (org, ent->origin);
      ent->model = b->model;
      ent->angles[0] = pitch;
      ent->angles[1] = yaw;
      ent->angles[2] = rand()%360;

      for (i=0 ; i<3 ; i++)
        org[i] += dist[i]*30;
      d -= 30;
    }
  }
  
}


