/*
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"


#define MAX_BEAMS 8
typedef struct
{
  int   entity;
  struct model_s  *model;
  float endtime;
  vec3_t  start, end;
} beam_t;

beam_t    cl_beams[MAX_BEAMS];

#define MAX_EXPLOSIONS  8
typedef struct
{
  vec3_t  origin;
  float start;
  model_t *model;
} explosion_t;

explosion_t cl_explosions[MAX_EXPLOSIONS];


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;

/*
=================
CL_ParseTEnts
=================
*/
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");
}

/*
=================
CL_ClearTEnts
=================
*/
void CL_ClearTEnts (void)
{
  memset (&cl_beams, 0, sizeof(cl_beams));
  memset (&cl_explosions, 0, sizeof(cl_explosions));
}

/*
=================
CL_AllocExplosion
=================
*/
explosion_t *CL_AllocExplosion (void)
{
  int   i;
  float time;
  int   index;
  
  for (i=0 ; i<MAX_EXPLOSIONS ; i++)
    if (!cl_explosions[i].model)
      return &cl_explosions[i];
// find the oldest explosion
  time = cl.time;
  index = 0;

  for (i=0 ; i<MAX_EXPLOSIONS ; i++)
    if (cl_explosions[i].start < time)
    {
      time = cl_explosions[i].start;
      index = i;
    }
  return &cl_explosions[index];
}

/*
=================
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;
  dlight_t  *dl;
  int   rnd;
  explosion_t *ex;
  int   cnt;

  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 ();
    R_RunParticleEffect (pos, vec3_origin, 0, 10);

    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_EXPLOSION:      // rocket explosion
  // particles
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    R_ParticleExplosion (pos);
    
  // light
    dl = CL_AllocDlight (0);
    VectorCopy (pos, dl->origin);
    dl->radius = 350;
    dl->die = cl.time + 0.5;
    dl->decay = 300;
    dl->color[0] = 0.2;
    dl->color[1] = 0.1;
    dl->color[2] = 0.05;
    dl->color[3] = 0.7;
  
  // sound
    S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
  
  // sprite
    ex = CL_AllocExplosion ();
    VectorCopy (pos, ex->origin);
    ex->start = cl.time;
    ex->model = Mod_ForName ("progs/s_explod.spr", true);
    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;
  
  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_GUNSHOT:      // bullet hitting wall
    cnt = MSG_ReadByte ();
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    R_RunParticleEffect (pos, vec3_origin, 0, 20*cnt);
    break;
    
  case TE_BLOOD:        // bullets hitting body
    cnt = MSG_ReadByte ();
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    R_RunParticleEffect (pos, vec3_origin, 73, 20*cnt);
    break;

  case TE_LIGHTNINGBLOOD:   // lightning hitting body
    pos[0] = MSG_ReadCoord ();
    pos[1] = MSG_ReadCoord ();
    pos[2] = MSG_ReadCoord ();
    R_RunParticleEffect (pos, vec3_origin, 225, 50);
    break;

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


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

  if (cl_numvisedicts == MAX_VISEDICTS)
    return NULL;
  ent = &cl_visedicts[cl_numvisedicts];
  cl_numvisedicts++;
  ent->keynum = 0;
  
  memset (ent, 0, sizeof(*ent));

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


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

// 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.playernum+1)  // entity 0 is the world
    {
      VectorCopy (cl.simorg, b->start);
//      b->start[2] -= 22;  // adjust for view height
    }

  // 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;
    }
  }
  
}

/*
=================
CL_UpdateExplosions
=================
*/
void CL_UpdateExplosions (void)
{
  int     i;
  int     f;
  explosion_t *ex;
  entity_t  *ent;

  for (i=0, ex=cl_explosions ; i< MAX_EXPLOSIONS ; i++, ex++)
  {
    if (!ex->model)
      continue;
    f = 10*(cl.time - ex->start);
    if (f >= ex->model->numframes)
    {
      ex->model = NULL;
      continue;
    }

    ent = CL_NewTempEntity ();
    if (!ent)
      return;
    VectorCopy (ex->origin, ent->origin);
    ent->model = ex->model;
    ent->frame = f;
  }
}

/*
=================
CL_UpdateTEnts
=================
*/
void CL_UpdateTEnts (void)
{
  CL_UpdateBeams ();
  CL_UpdateExplosions ();
}
