/*
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 included (GNU.txt) 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.

*/
/* ZOID
 *
 * Player camera tracking in Spectator mode
 *
 * This takes over player controls for spectator automatic camera.
 * Player moves as a spectator, but the camera tracks and enemy player
 */

#include "quakedef.h"
#include "winquake.h"

#define PM_SPECTATORMAXSPEED  500
#define PM_STOPSPEED  100
#define PM_MAXSPEED     320
#define BUTTON_JUMP 2
#define BUTTON_ATTACK 1
#define MAX_ANGLE_TURN 10

static vec3_t desired_position; // where the camera wants to be
static qboolean locked = false;
static int oldbuttons;

// track high fragger
cvar_t cl_hightrack = {"cl_hightrack", "0" };

cvar_t cl_chasecam = {"cl_chasecam", "0"};

//cvar_t cl_camera_maxpitch = {"cl_camera_maxpitch", "10" };
//cvar_t cl_camera_maxyaw = {"cl_camera_maxyaw", "30" };

qboolean cam_forceview;
vec3_t cam_viewangles;
double cam_lastviewtime;

int spec_track = 0; // player# of who we are tracking
int autocam = CAM_NONE;

static void vectoangles(vec3_t vec, vec3_t ang)
{
  float forward;
  float yaw, pitch;
  
  if (vec[1] == 0 && vec[0] == 0)
  {
    yaw = 0;
    if (vec[2] > 0)
      pitch = 90;
    else
      pitch = 270;
  }
  else
  {
    yaw = (int) (atan2(vec[1], vec[0]) * 180 / M_PI);
    if (yaw < 0)
      yaw += 360;

    forward = sqrt (vec[0]*vec[0] + vec[1]*vec[1]);
    pitch = (int) (atan2(vec[2], forward) * 180 / M_PI);
    if (pitch < 0)
      pitch += 360;
  }

  ang[0] = pitch;
  ang[1] = yaw;
  ang[2] = 0;
}

static float vlen(vec3_t v)
{
  return sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
}

// returns true if weapon model should be drawn in camera mode
qboolean Cam_DrawViewModel(void)
{
  if (!cl.spectator)
    return true;

  if (autocam && locked && cl_chasecam.value)
    return true;
  return false;
}

// returns true if we should draw this player, we don't if we are chase camming
qboolean Cam_DrawPlayer(int playernum)
{
  if (cl.spectator && autocam && locked && cl_chasecam.value && 
    spec_track == playernum)
    return false;
  return true;
}

void Cam_Unlock(void)
{
  if (autocam) {
    MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
    MSG_WriteString (&cls.netchan.message, "ptrack");
    autocam = CAM_NONE;
    locked = false;
    Sbar_Changed();
  }
}

void Cam_Lock(int playernum)
{
  char st[40];

  sprintf(st, "ptrack %i", playernum);
  MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
  MSG_WriteString (&cls.netchan.message, st);
  spec_track = playernum;
  cam_forceview = true;
  locked = false;
  Sbar_Changed();
}

pmtrace_t Cam_DoTrace(vec3_t vec1, vec3_t vec2)
{
#if 0
  memset(&pmove, 0, sizeof(pmove));

  pmove.numphysent = 1;
  VectorCopy (vec3_origin, pmove.physents[0].origin);
  pmove.physents[0].model = cl.worldmodel;
#endif

  VectorCopy (vec1, pmove.origin);
  return PM_PlayerMove(pmove.origin, vec2);
}
  
// Returns distance or 9999 if invalid for some reason
static float Cam_TryFlyby(player_state_t *self, player_state_t *player, vec3_t vec, qboolean checkvis)
{
  vec3_t v;
  pmtrace_t trace;
  float len;

  vectoangles(vec, v);
//  v[0] = -v[0];
  VectorCopy (v, pmove.angles);
  VectorNormalize(vec);
  VectorMA(player->origin, 800, vec, v);
  // v is endpos
  // fake a player move
  trace = Cam_DoTrace(player->origin, v);
  if (/*trace.inopen ||*/ trace.inwater)
    return 9999;
  VectorCopy(trace.endpos, vec);
  VectorSubtract(trace.endpos, player->origin, v);
  len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
  if (len < 32 || len > 800)
    return 9999;
  if (checkvis) {
    VectorSubtract(trace.endpos, self->origin, v);
    len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);

    trace = Cam_DoTrace(self->origin, vec);
    if (trace.fraction != 1 || trace.inwater)
      return 9999;
  }
  return len;
}

// Is player visible?
static qboolean Cam_IsVisible(player_state_t *player, vec3_t vec)
{
  pmtrace_t trace;
  vec3_t v;
  float d;

  trace = Cam_DoTrace(player->origin, vec);
  if (trace.fraction != 1 || /*trace.inopen ||*/ trace.inwater)
    return false;
  // check distance, don't let the player get too far away or too close
  VectorSubtract(player->origin, vec, v);
  d = vlen(v);
  if (d < 16)
    return false;
  return true;
}

static qboolean InitFlyby(player_state_t *self, player_state_t *player, int checkvis) 
{
    float f, max;
    vec3_t vec, vec2;
  vec3_t forward, right, up;

  VectorCopy(player->viewangles, vec);
    vec[0] = 0;
  AngleVectors (vec, forward, right, up);
//  for (i = 0; i < 3; i++)
//    forward[i] *= 3;

    max = 1000;
  VectorAdd(forward, up, vec2);
  VectorAdd(vec2, right, vec2);
    if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
        max = f;
    VectorCopy(vec2, vec);
    }
  VectorAdd(forward, up, vec2);
  VectorSubtract(vec2, right, vec2);
    if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
        max = f;
    VectorCopy(vec2, vec);
    }
  VectorAdd(forward, right, vec2);
    if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
        max = f;
    VectorCopy(vec2, vec);
    }
  VectorSubtract(forward, right, vec2);
    if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
        max = f;
    VectorCopy(vec2, vec);
    }
  VectorAdd(forward, up, vec2);
    if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
        max = f;
    VectorCopy(vec2, vec);
    }
  VectorSubtract(forward, up, vec2);
    if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
        max = f;
    VectorCopy(vec2, vec);
    }
  VectorAdd(up, right, vec2);
  VectorSubtract(vec2, forward, vec2);
    if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
        max = f;
    VectorCopy(vec2, vec);
    }
  VectorSubtract(up, right, vec2);
  VectorSubtract(vec2, forward, vec2);
    if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
        max = f;
    VectorCopy(vec2, vec);
    }
  // invert
  VectorSubtract(vec3_origin, forward, vec2);
    if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
        max = f;
    VectorCopy(vec2, vec);
    }
  VectorCopy(forward, vec2);
    if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
        max = f;
    VectorCopy(vec2, vec);
    }
  // invert
  VectorSubtract(vec3_origin, right, vec2);
    if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
        max = f;
    VectorCopy(vec2, vec);
    }
  VectorCopy(right, vec2);
    if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
        max = f;
    VectorCopy(vec2, vec);
    }

  // ack, can't find him
    if (max >= 1000) {
//    Cam_Unlock();
    return false;
  }
  locked = true;
  VectorCopy(vec, desired_position); 
  return true;
}

static void Cam_CheckHighTarget(void)
{
  int i, j, max;
  player_info_t *s;

  j = -1;
  for (i = 0, max = -9999; i < MAX_CLIENTS; i++) {
    s = &cl.players[i];
    if (s->name[0] && !s->spectator && s->frags > max) {
      max = s->frags;
      j = i;
    }
  }
  if (j >= 0) {
    if (!locked || cl.players[j].frags > cl.players[spec_track].frags)
      Cam_Lock(j);
  } else
    Cam_Unlock();
}
  
// ZOID
//
// Take over the user controls and track a player.
// We find a nice position to watch the player and move there
void Cam_Track(usercmd_t *cmd)
{
  player_state_t *player, *self;
  frame_t *frame;
  vec3_t vec;
  float len;

  if (!cl.spectator)
    return;
  
  if (cl_hightrack.value && !locked)
    Cam_CheckHighTarget();

  if (!autocam || cls.state != ca_active)
    return;

  if (locked && (!cl.players[spec_track].name[0] || cl.players[spec_track].spectator)) {
    locked = false;
    if (cl_hightrack.value)
      Cam_CheckHighTarget();
    else
      Cam_Unlock();
    return;
  }

  frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
  player = frame->playerstate + spec_track;
  self = frame->playerstate + cl.playernum;

  if (!locked || !Cam_IsVisible(player, desired_position)) {
    if (!locked || realtime - cam_lastviewtime > 0.1) {
      if (!InitFlyby(self, player, true))
        InitFlyby(self, player, false);
      cam_lastviewtime = realtime;
    }
  } else
    cam_lastviewtime = realtime;
  
  // couldn't track for some reason
  if (!locked || !autocam)
    return;

  if (cl_chasecam.value) {
    cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;

    VectorCopy(player->viewangles, cl.viewangles);
    VectorCopy(player->origin, desired_position);
    if (memcmp(&desired_position, &self->origin, sizeof(desired_position)) != 0) {
      MSG_WriteByte (&cls.netchan.message, clc_tmove);
      MSG_WriteCoord (&cls.netchan.message, desired_position[0]);
      MSG_WriteCoord (&cls.netchan.message, desired_position[1]);
      MSG_WriteCoord (&cls.netchan.message, desired_position[2]);
      // move there locally immediately
      VectorCopy(desired_position, self->origin);
    }
    self->weaponframe = player->weaponframe;

  } else {
    // Ok, move to our desired position and set our angles to view
    // the player
    VectorSubtract(desired_position, self->origin, vec);
    len = vlen(vec);
    cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
    if (len > 16) { // close enough?
      MSG_WriteByte (&cls.netchan.message, clc_tmove);
      MSG_WriteCoord (&cls.netchan.message, desired_position[0]);
      MSG_WriteCoord (&cls.netchan.message, desired_position[1]);
      MSG_WriteCoord (&cls.netchan.message, desired_position[2]);
    }

    // move there locally immediately
    VectorCopy(desired_position, self->origin);
                     
    VectorSubtract(player->origin, desired_position, vec);
    vectoangles(vec, cl.viewangles);
    cl.viewangles[0] = -cl.viewangles[0];
  }
}

#if 0
static float adjustang(float current, float ideal, float speed)
{
  float move;

  current = anglemod(current);
  ideal = anglemod(ideal);

  if (current == ideal)
    return current;

  move = ideal - current;
  if (ideal > current)
  {
    if (move >= 180)
      move = move - 360;
  }
  else
  {
    if (move <= -180)
      move = move + 360;
  }
  if (move > 0)
  {
    if (move > speed)
      move = speed;
  }
  else
  {
    if (move < -speed)
      move = -speed;
  }

//Con_Printf("c/i: %4.2f/%4.2f move: %4.2f\n", current, ideal, move);
  return anglemod (current + move);
}
#endif

#if 0
void Cam_SetView(void)
{
  return;
  player_state_t *player, *self;
  frame_t *frame;
  vec3_t vec, vec2;

  if (cls.state != ca_active || !cl.spectator || 
    !autocam || !locked)
    return;

  frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
  player = frame->playerstate + spec_track;
  self = frame->playerstate + cl.playernum;

  VectorSubtract(player->origin, cl.simorg, vec);
  if (cam_forceview) {
    cam_forceview = false;
    vectoangles(vec, cam_viewangles);
    cam_viewangles[0] = -cam_viewangles[0];
  } else {
    vectoangles(vec, vec2);
    vec2[PITCH] = -vec2[PITCH];

    cam_viewangles[PITCH] = adjustang(cam_viewangles[PITCH], vec2[PITCH], cl_camera_maxpitch.value);
    cam_viewangles[YAW] = adjustang(cam_viewangles[YAW], vec2[YAW], cl_camera_maxyaw.value);
  }
  VectorCopy(cam_viewangles, cl.viewangles);
  VectorCopy(cl.viewangles, cl.simangles);
}
#endif

void Cam_FinishMove(usercmd_t *cmd)
{
  int i;
  player_info_t *s;
  int end;

  if (cls.state != ca_active)
    return;

  if (!cl.spectator) // only in spectator mode
    return;

#if 0
  if (autocam && locked) {
    frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
    player = frame->playerstate + spec_track;
    self = frame->playerstate + cl.playernum;

    VectorSubtract(player->origin, self->origin, vec);
    if (cam_forceview) {
      cam_forceview = false;
      vectoangles(vec, cam_viewangles);
      cam_viewangles[0] = -cam_viewangles[0];
    } else {
      vectoangles(vec, vec2);
      vec2[PITCH] = -vec2[PITCH];

      cam_viewangles[PITCH] = adjustang(cam_viewangles[PITCH], vec2[PITCH], cl_camera_maxpitch.value);
      cam_viewangles[YAW] = adjustang(cam_viewangles[YAW], vec2[YAW], cl_camera_maxyaw.value);
    }
    VectorCopy(cam_viewangles, cl.viewangles);
  }
#endif

  if (cmd->buttons & BUTTON_ATTACK) {
    if (!(oldbuttons & BUTTON_ATTACK)) {

      oldbuttons |= BUTTON_ATTACK;
      autocam++;

      if (autocam > CAM_TRACK) {
        Cam_Unlock();
        VectorCopy(cl.viewangles, cmd->angles);
        return;
      }
    } else
      return;
  } else {
    oldbuttons &= ~BUTTON_ATTACK;
    if (!autocam)
      return;
  }

  if (autocam && cl_hightrack.value) {
    Cam_CheckHighTarget();
    return;
  }

  if (locked) {
    if ((cmd->buttons & BUTTON_JUMP) && (oldbuttons & BUTTON_JUMP))
      return;   // don't pogo stick

    if (!(cmd->buttons & BUTTON_JUMP)) {
      oldbuttons &= ~BUTTON_JUMP;
      return;
    }
    oldbuttons |= BUTTON_JUMP;  // don't jump again until released
  }

//  Con_Printf("Selecting track target...\n");

  if (locked && autocam)
    end = (spec_track + 1) % MAX_CLIENTS;
  else
    end = spec_track;
  i = end;
  do {
    s = &cl.players[i];
    if (s->name[0] && !s->spectator) {
      Cam_Lock(i);
      return;
    }
    i = (i + 1) % MAX_CLIENTS;
  } while (i != end);
  // stay on same guy?
  i = spec_track;
  s = &cl.players[i];
  if (s->name[0] && !s->spectator) {
    Cam_Lock(i);
    return;
  }
  Con_Printf("No target found ...\n");
  autocam = locked = false;
}

void Cam_Reset(void)
{
  autocam = CAM_NONE;
  spec_track = 0;
}

void CL_InitCam(void)
{
  Cvar_RegisterVariable (&cl_hightrack);
  Cvar_RegisterVariable (&cl_chasecam);
//  Cvar_RegisterVariable (&cl_camera_maxpitch);
//  Cvar_RegisterVariable (&cl_camera_maxyaw);
}


