/*
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.

*/
#include "quakedef.h"
#include "winquake.h"

cvar_t  cl_nopred = {"cl_nopred","0"};
cvar_t  cl_pushlatency = {"pushlatency","-999"};

extern  frame_t   *view_frame;

/*
=================
CL_NudgePosition

If pmove.origin is in a solid position,
try nudging slightly on all axis to
allow for the cut precision of the net coordinates
=================
*/
void CL_NudgePosition (void)
{
  vec3_t  base;
  int   x, y;

  if (PM_HullPointContents (&cl.model_precache[1]->hulls[1], 0, pmove.origin) == CONTENTS_EMPTY)
    return;

  VectorCopy (pmove.origin, base);
  for (x=-1 ; x<=1 ; x++)
  {
    for (y=-1 ; y<=1 ; y++)
    {
      pmove.origin[0] = base[0] + x * 1.0/8;
      pmove.origin[1] = base[1] + y * 1.0/8;
      if (PM_HullPointContents (&cl.model_precache[1]->hulls[1], 0, pmove.origin) == CONTENTS_EMPTY)
        return;
    }
  }
  Con_DPrintf ("CL_NudgePosition: stuck\n");
}

/*
==============
CL_PredictUsercmd
==============
*/
void CL_PredictUsercmd (player_state_t *from, player_state_t *to, usercmd_t *u, qboolean spectator)
{
  // split up very long moves
  if (u->msec > 50)
  {
    player_state_t  temp;
    usercmd_t split;

    split = *u;
    split.msec /= 2;

    CL_PredictUsercmd (from, &temp, &split, spectator);
    CL_PredictUsercmd (&temp, to, &split, spectator);
    return;
  }

  VectorCopy (from->origin, pmove.origin);
//  VectorCopy (from->viewangles, pmove.angles);
  VectorCopy (u->angles, pmove.angles);
  VectorCopy (from->velocity, pmove.velocity);

  pmove.oldbuttons = from->oldbuttons;
  pmove.waterjumptime = from->waterjumptime;
  pmove.dead = cl.stats[STAT_HEALTH] <= 0;
  pmove.spectator = spectator;

  pmove.cmd = *u;

  PlayerMove ();
//for (i=0 ; i<3 ; i++)
//pmove.origin[i] = ((int)(pmove.origin[i]*8))*0.125;
  to->waterjumptime = pmove.waterjumptime;
  to->oldbuttons = pmove.cmd.buttons;
  VectorCopy (pmove.origin, to->origin);
  VectorCopy (pmove.angles, to->viewangles);
  VectorCopy (pmove.velocity, to->velocity);
  to->onground = onground;

  to->weaponframe = from->weaponframe;
}



/*
==============
CL_PredictMove
==============
*/
void CL_PredictMove (void)
{
  int     i;
  float   f;
  frame_t   *from, *to = NULL;
  int     oldphysent;

  if (cl_pushlatency.value > 0)
    Cvar_Set ("pushlatency", "0");

  if (cl.paused)
    return;

  cl.time = realtime - cls.latency - cl_pushlatency.value*0.001;
  if (cl.time > realtime)
    cl.time = realtime;

  if (cl.intermission)
    return;

  if (!cl.validsequence)
    return;

  if (cls.netchan.outgoing_sequence - cls.netchan.incoming_sequence >= UPDATE_BACKUP-1)
    return;

  VectorCopy (cl.viewangles, cl.simangles);

  // this is the last frame received from the server
  from = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];

  // we can now render a frame
  if (cls.state == ca_onserver)
  { // first update is the final signon stage
    char    text[1024];

    cls.state = ca_active;
    sprintf (text, "QuakeWorld: %s", cls.servername);
#ifdef _WIN32
    SetWindowText (mainwindow, text);
#endif
  }

  if (cl_nopred.value)
  {
    VectorCopy (from->playerstate[cl.playernum].velocity, cl.simvel);
    VectorCopy (from->playerstate[cl.playernum].origin, cl.simorg);
    return;
  }

  // predict forward until cl.time <= to->senttime
  oldphysent = pmove.numphysent;
  CL_SetSolidPlayers (cl.playernum);

//  to = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];

  for (i=1 ; i<UPDATE_BACKUP-1 && cls.netchan.incoming_sequence+i <
      cls.netchan.outgoing_sequence; i++)
  {
    to = &cl.frames[(cls.netchan.incoming_sequence+i) & UPDATE_MASK];
    CL_PredictUsercmd (&from->playerstate[cl.playernum]
      , &to->playerstate[cl.playernum], &to->cmd, cl.spectator);
    if (to->senttime >= cl.time)
      break;
    from = to;
  }

  pmove.numphysent = oldphysent;

  if (i == UPDATE_BACKUP-1 || !to)
    return;   // net hasn't deliver packets in a long time...

  // now interpolate some fraction of the final frame
  if (to->senttime == from->senttime)
    f = 0;
  else
  {
    f = (cl.time - from->senttime) / (to->senttime - from->senttime);

    if (f < 0)
      f = 0;
    if (f > 1)
      f = 1;
  }

  for (i=0 ; i<3 ; i++)
    if ( fabs(from->playerstate[cl.playernum].origin[i] - to->playerstate[cl.playernum].origin[i]) > 128)
    { // teleported, so don't lerp
      VectorCopy (to->playerstate[cl.playernum].velocity, cl.simvel);
      VectorCopy (to->playerstate[cl.playernum].origin, cl.simorg);
      return;
    }
    
  for (i=0 ; i<3 ; i++)
  {
    cl.simorg[i] = from->playerstate[cl.playernum].origin[i] 
      + f*(to->playerstate[cl.playernum].origin[i] - from->playerstate[cl.playernum].origin[i]);
    cl.simvel[i] = from->playerstate[cl.playernum].velocity[i] 
      + f*(to->playerstate[cl.playernum].velocity[i] - from->playerstate[cl.playernum].velocity[i]);
  }   
}


/*
==============
CL_InitPrediction
==============
*/
void CL_InitPrediction (void)
{
  Cvar_RegisterVariable (&cl_pushlatency);
  Cvar_RegisterVariable (&cl_nopred);
}

