/*
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.input.c  -- builds an intended movement command to send to the server

#include "quakedef.h"

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

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

KEY BUTTONS

Continuous button event tracking is complicated by the fact that two different
input sources (say, mouse button 1 and the control key) can both press the
same button, but the button should only be released when both of the
pressing key have been released.

When a key event issues a button command (+forward, +attack, etc), it appends
its key number as a parameter to the command so it can be matched up with
the release.

state bit 0 is the current state of the key
state bit 1 is edge triggered on the up to down transition
state bit 2 is edge triggered on the down to up transition

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


kbutton_t in_mlook, in_klook;
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t in_strafe, in_speed, in_use, in_jump, in_attack;
kbutton_t in_up, in_down;

int     in_impulse;


void KeyDown (kbutton_t *b)
{
  int   k;
  char  *c;
  
  c = Cmd_Argv(1);
  if (c[0])
    k = atoi(c);
  else
    k = -1;   // typed manually at the console for continuous down

  if (k == b->down[0] || k == b->down[1])
    return;   // repeating key
  
  if (!b->down[0])
    b->down[0] = k;
  else if (!b->down[1])
    b->down[1] = k;
  else
  {
    Con_Printf ("Three keys down for a button!\n");
    return;
  }
  
  if (b->state & 1)
    return;   // still down
  b->state |= 1 + 2;  // down + impulse down
}

void KeyUp (kbutton_t *b)
{
  int   k;
  char  *c;
  
  c = Cmd_Argv(1);
  if (c[0])
    k = atoi(c);
  else
  { // typed manually at the console, assume for unsticking, so clear all
    b->down[0] = b->down[1] = 0;
    b->state = 4; // impulse up
    return;
  }

  if (b->down[0] == k)
    b->down[0] = 0;
  else if (b->down[1] == k)
    b->down[1] = 0;
  else
    return;   // key up without coresponding down (menu pass through)
  if (b->down[0] || b->down[1])
    return;   // some other key is still holding it down

  if (!(b->state & 1))
    return;   // still up (this should not happen)
  b->state &= ~1;   // now up
  b->state |= 4;    // impulse up
}

void IN_KLookDown (void) {KeyDown(&in_klook);}
void IN_KLookUp (void) {KeyUp(&in_klook);}
void IN_MLookDown (void) {KeyDown(&in_mlook);}
void IN_MLookUp (void) {
KeyUp(&in_mlook);
if ( !(in_mlook.state&1) &&  lookspring.value)
  V_StartPitchDrift();
}
void IN_UpDown(void) {KeyDown(&in_up);}
void IN_UpUp(void) {KeyUp(&in_up);}
void IN_DownDown(void) {KeyDown(&in_down);}
void IN_DownUp(void) {KeyUp(&in_down);}
void IN_LeftDown(void) {KeyDown(&in_left);}
void IN_LeftUp(void) {KeyUp(&in_left);}
void IN_RightDown(void) {KeyDown(&in_right);}
void IN_RightUp(void) {KeyUp(&in_right);}
void IN_ForwardDown(void) {KeyDown(&in_forward);}
void IN_ForwardUp(void) {KeyUp(&in_forward);}
void IN_BackDown(void) {KeyDown(&in_back);}
void IN_BackUp(void) {KeyUp(&in_back);}
void IN_LookupDown(void) {KeyDown(&in_lookup);}
void IN_LookupUp(void) {KeyUp(&in_lookup);}
void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
void IN_MoverightDown(void) {KeyDown(&in_moveright);}
void IN_MoverightUp(void) {KeyUp(&in_moveright);}

void IN_SpeedDown(void) {KeyDown(&in_speed);}
void IN_SpeedUp(void) {KeyUp(&in_speed);}
void IN_StrafeDown(void) {KeyDown(&in_strafe);}
void IN_StrafeUp(void) {KeyUp(&in_strafe);}

void IN_AttackDown(void) {KeyDown(&in_attack);}
void IN_AttackUp(void) {KeyUp(&in_attack);}

void IN_UseDown (void) {KeyDown(&in_use);}
void IN_UseUp (void) {KeyUp(&in_use);}
void IN_JumpDown (void) {KeyDown(&in_jump);}
void IN_JumpUp (void) {KeyUp(&in_jump);}

void IN_Impulse (void) {in_impulse=Q_atoi(Cmd_Argv(1));}

/*
===============
CL_KeyState

Returns 0.25 if a key was pressed and released during the frame,
0.5 if it was pressed and held
0 if held then released, and
1.0 if held for the entire time
===============
*/
float CL_KeyState (kbutton_t *key)
{
  float   val;
  qboolean  impulsedown, impulseup, down;
  
  impulsedown = key->state & 2;
  impulseup = key->state & 4;
  down = key->state & 1;
  val = 0;
  
  if (impulsedown && !impulseup)
    if (down)
      val = 0.5;  // pressed and held this frame
    else
      val = 0;  //  I_Error ();
  if (impulseup && !impulsedown)
    if (down)
      val = 0;  //  I_Error ();
    else
      val = 0;  // released this frame
  if (!impulsedown && !impulseup)
    if (down)
      val = 1.0;  // held the entire frame
    else
      val = 0;  // up the entire frame
  if (impulsedown && impulseup)
    if (down)
      val = 0.75; // released and re-pressed this frame
    else
      val = 0.25; // pressed and released this frame

  key->state &= 1;    // clear impulses
  
  return val;
}




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

cvar_t  cl_upspeed = {"cl_upspeed","200"};
cvar_t  cl_forwardspeed = {"cl_forwardspeed","200", true};
cvar_t  cl_backspeed = {"cl_backspeed","200", true};
cvar_t  cl_sidespeed = {"cl_sidespeed","350"};

cvar_t  cl_movespeedkey = {"cl_movespeedkey","2.0"};

cvar_t  cl_yawspeed = {"cl_yawspeed","140"};
cvar_t  cl_pitchspeed = {"cl_pitchspeed","150"};

cvar_t  cl_anglespeedkey = {"cl_anglespeedkey","1.5"};


/*
================
CL_AdjustAngles

Moves the local angle positions
================
*/
void CL_AdjustAngles (void)
{
  float speed;
  float up, down;
  
  if (in_speed.state & 1)
    speed = host_frametime * cl_anglespeedkey.value;
  else
    speed = host_frametime;

  if (!(in_strafe.state & 1))
  {
    cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
    cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
    cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]);
  }
  if (in_klook.state & 1)
  {
    V_StopPitchDrift ();
    cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
    cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
  }
  
  up = CL_KeyState (&in_lookup);
  down = CL_KeyState(&in_lookdown);
  
  cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
  cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;

  if (up || down)
    V_StopPitchDrift ();
    
  if (cl.viewangles[PITCH] > 80)
    cl.viewangles[PITCH] = 80;
  if (cl.viewangles[PITCH] < -70)
    cl.viewangles[PITCH] = -70;

  if (cl.viewangles[ROLL] > 50)
    cl.viewangles[ROLL] = 50;
  if (cl.viewangles[ROLL] < -50)
    cl.viewangles[ROLL] = -50;
    
}

/*
================
CL_BaseMove

Send the intended movement message to the server
================
*/
void CL_BaseMove (usercmd_t *cmd)
{ 
  CL_AdjustAngles ();
  
  memset (cmd, 0, sizeof(*cmd));
  
  VectorCopy (cl.viewangles, cmd->angles);
  if (in_strafe.state & 1)
  {
    cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
    cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
  }

  cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
  cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);

  cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up);
  cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down);

  if (! (in_klook.state & 1) )
  { 
    cmd->forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
    cmd->forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
  } 

//
// adjust for speed key
//
  if (in_speed.state & 1)
  {
    cmd->forwardmove *= cl_movespeedkey.value;
    cmd->sidemove *= cl_movespeedkey.value;
    cmd->upmove *= cl_movespeedkey.value;
  } 
}

int MakeChar (int i)
{
  i &= ~3;
  if (i < -127*4)
    i = -127*4;
  if (i > 127*4)
    i = 127*4;
  return i;
}

/*
==============
CL_FinishMove
==============
*/
void CL_FinishMove (usercmd_t *cmd)
{
  int   i;
  int   ms;

//
// allways dump the first two message, because it may contain leftover inputs
// from the last level
//
  if (++cl.movemessages <= 2)
    return;
//
// figure button bits
//  
  if ( in_attack.state & 3 )
    cmd->buttons |= 1;
  in_attack.state &= ~2;
  
  if (in_jump.state & 3)
    cmd->buttons |= 2;
  in_jump.state &= ~2;

  // send milliseconds of time to apply the move
  ms = host_frametime * 1000;
  if (ms > 250)
    ms = 100;   // time was unreasonable
  cmd->msec = ms;

  VectorCopy (cl.viewangles, cmd->angles);

  cmd->impulse = in_impulse;
  in_impulse = 0;


//
// chop down so no extra bits are kept that the server wouldn't get
//
  cmd->forwardmove = MakeChar (cmd->forwardmove);
  cmd->sidemove = MakeChar (cmd->sidemove);
  cmd->upmove = MakeChar (cmd->upmove);

  for (i=0 ; i<3 ; i++)
    cmd->angles[i] = ((int)(cmd->angles[i]*65536.0/360)&65535) * (360.0/65536.0);
}

/*
=================
CL_SendCmd
=================
*/
void CL_SendCmd (void)
{
  sizebuf_t buf;
  byte    data[128];
  int     i;
  usercmd_t *cmd, *oldcmd;
  int     checksumIndex;
  int     lost;
  int     seq_hash;

  if (cls.demoplayback)
    return; // sendcmds come from the demo

  // save this command off for prediction
  i = cls.netchan.outgoing_sequence & UPDATE_MASK;
  cmd = &cl.frames[i].cmd;
  cl.frames[i].senttime = realtime;
  cl.frames[i].receivedtime = -1;   // we haven't gotten a reply yet

//  seq_hash = (cls.netchan.outgoing_sequence & 0xffff) ; // ^ QW_CHECK_HASH;
  seq_hash = cls.netchan.outgoing_sequence;

  // get basic movement from keyboard
  CL_BaseMove (cmd);

  // allow mice or other external controllers to add to the move
  IN_Move (cmd);

  // if we are spectator, try autocam
  if (cl.spectator)
    Cam_Track(cmd);

  CL_FinishMove(cmd);

  Cam_FinishMove(cmd);

// send this and the previous cmds in the message, so
// if the last packet was dropped, it can be recovered
  buf.maxsize = 128;
  buf.cursize = 0;
  buf.data = data;

  MSG_WriteByte (&buf, clc_move);

  // save the position for a checksum byte
  checksumIndex = buf.cursize;
  MSG_WriteByte (&buf, 0);

  // write our lossage percentage
  lost = CL_CalcNet();
  MSG_WriteByte (&buf, (byte)lost);

  i = (cls.netchan.outgoing_sequence-2) & UPDATE_MASK;
  cmd = &cl.frames[i].cmd;
  MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
  oldcmd = cmd;

  i = (cls.netchan.outgoing_sequence-1) & UPDATE_MASK;
  cmd = &cl.frames[i].cmd;
  MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
  oldcmd = cmd;

  i = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
  cmd = &cl.frames[i].cmd;
  MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);

  // calculate a checksum over the move commands
  buf.data[checksumIndex] = COM_BlockSequenceCRCByte(
    buf.data + checksumIndex + 1, buf.cursize - checksumIndex - 1,
    seq_hash);

  // request delta compression of entities
  if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP-1)
    cl.validsequence = 0;

  if (cl.validsequence && !cl_nodelta.value && cls.state == ca_active &&
    !cls.demorecording)
  {
    cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = cl.validsequence;
    MSG_WriteByte (&buf, clc_delta);
    MSG_WriteByte (&buf, cl.validsequence&255);
  }
  else
    cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = -1;

  if (cls.demorecording)
    CL_WriteDemoCmd(cmd);

//
// deliver the message
//
  Netchan_Transmit (&cls.netchan, buf.cursize, buf.data); 
}



/*
============
CL_InitInput
============
*/
void CL_InitInput (void)
{
  Cmd_AddCommand ("+moveup",IN_UpDown);
  Cmd_AddCommand ("-moveup",IN_UpUp);
  Cmd_AddCommand ("+movedown",IN_DownDown);
  Cmd_AddCommand ("-movedown",IN_DownUp);
  Cmd_AddCommand ("+left",IN_LeftDown);
  Cmd_AddCommand ("-left",IN_LeftUp);
  Cmd_AddCommand ("+right",IN_RightDown);
  Cmd_AddCommand ("-right",IN_RightUp);
  Cmd_AddCommand ("+forward",IN_ForwardDown);
  Cmd_AddCommand ("-forward",IN_ForwardUp);
  Cmd_AddCommand ("+back",IN_BackDown);
  Cmd_AddCommand ("-back",IN_BackUp);
  Cmd_AddCommand ("+lookup", IN_LookupDown);
  Cmd_AddCommand ("-lookup", IN_LookupUp);
  Cmd_AddCommand ("+lookdown", IN_LookdownDown);
  Cmd_AddCommand ("-lookdown", IN_LookdownUp);
  Cmd_AddCommand ("+strafe", IN_StrafeDown);
  Cmd_AddCommand ("-strafe", IN_StrafeUp);
  Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
  Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
  Cmd_AddCommand ("+moveright", IN_MoverightDown);
  Cmd_AddCommand ("-moveright", IN_MoverightUp);
  Cmd_AddCommand ("+speed", IN_SpeedDown);
  Cmd_AddCommand ("-speed", IN_SpeedUp);
  Cmd_AddCommand ("+attack", IN_AttackDown);
  Cmd_AddCommand ("-attack", IN_AttackUp);
  Cmd_AddCommand ("+use", IN_UseDown);
  Cmd_AddCommand ("-use", IN_UseUp);
  Cmd_AddCommand ("+jump", IN_JumpDown);
  Cmd_AddCommand ("-jump", IN_JumpUp);
  Cmd_AddCommand ("impulse", IN_Impulse);
  Cmd_AddCommand ("+klook", IN_KLookDown);
  Cmd_AddCommand ("-klook", IN_KLookUp);
  Cmd_AddCommand ("+mlook", IN_MLookDown);
  Cmd_AddCommand ("-mlook", IN_MLookUp);

  Cvar_RegisterVariable (&cl_nodelta);
}

/*
============
CL_ClearStates
============
*/
void CL_ClearStates (void)
{
}

