/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development

This file is part of Tremulous.

Tremulous 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.

Tremulous 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 Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// cg_playerstate.c -- this file acts on changes in a new playerState_t
// With normal play, this will be done after local prediction, but when
// following another player or playing back a demo, it will be checked
// when the snapshot transitions like all the other entities


#include "cg_local.h"

/*
==============
CG_DamageFeedback
==============
*/
void CG_DamageFeedback( int yawByte, int pitchByte, int damage )
{
  float   left, front, up;
  float   kick;
  int     health;
  float   scale;
  vec3_t  dir;
  vec3_t  angles;
  float   dist;
  float   yaw, pitch;

  // show the attacking player's head and name in corner
  cg.attackerTime = cg.time;

  // the lower on health you are, the greater the view kick will be
  health = cg.snap->ps.stats[STAT_HEALTH];

  if( health < 40 )
    scale = 1;
  else
    scale = 40.0 / health;

  kick = damage * scale;

  if( kick < 5 )
    kick = 5;

  if( kick > 10 )
    kick = 10;

  // if yaw and pitch are both 255, make the damage always centered (falling, etc)
  if( yawByte == 255 && pitchByte == 255 )
  {
    cg.damageX = 0;
    cg.damageY = 0;
    cg.v_dmg_roll = 0;
    cg.v_dmg_pitch = -kick;
  }
  else
  {
    // positional
    pitch = pitchByte / 255.0 * 360;
    yaw = yawByte / 255.0 * 360;

    angles[ PITCH ] = pitch;
    angles[ YAW ] = yaw;
    angles[ ROLL ] = 0;

    AngleVectors( angles, dir, NULL, NULL );
    VectorSubtract( vec3_origin, dir, dir );

    front = DotProduct( dir, cg.refdef.viewaxis[ 0 ] );
    left = DotProduct( dir, cg.refdef.viewaxis[ 1 ] );
    up = DotProduct( dir, cg.refdef.viewaxis[ 2 ] );

    dir[ 0 ] = front;
    dir[ 1 ] = left;
    dir[ 2 ] = 0;
    dist = VectorLength( dir );

    if( dist < 0.1f )
      dist = 0.1f;

    cg.v_dmg_roll = kick * left;

    cg.v_dmg_pitch = -kick * front;

    if( front <= 0.1 )
      front = 0.1f;

    cg.damageX = -left / front;
    cg.damageY = up / dist;
  }

  // clamp the position
  if( cg.damageX > 1.0 )
    cg.damageX = 1.0;

  if( cg.damageX < - 1.0 )
    cg.damageX = -1.0;

  if( cg.damageY > 1.0 )
    cg.damageY = 1.0;

  if( cg.damageY < - 1.0 )
    cg.damageY = -1.0;

  // don't let the screen flashes vary as much
  if( kick > 10 )
    kick = 10;

  cg.damageValue = kick;
  cg.v_dmg_time = cg.time + DAMAGE_TIME;
  cg.damageTime = cg.snap->serverTime;
}




/*
================
CG_Respawn

A respawn happened this snapshot
================
*/
void CG_Respawn( void )
{
  // no error decay on player movement
  cg.thisFrameTeleport = qtrue;

  // display weapons available
  cg.weaponSelectTime = cg.time;

  // select the weapon the server says we are using
  cg.weaponSelect = cg.snap->ps.weapon;

  CG_ResetPainBlend( );
}

/*
==============
CG_CheckPlayerstateEvents

==============
*/
void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops )
{
  int       i;
  int       event;
  centity_t *cent;

  if( ps->externalEvent && ps->externalEvent != ops->externalEvent )
  {
    cent = &cg_entities[ ps->clientNum ];
    cent->currentState.event = ps->externalEvent;
    cent->currentState.eventParm = ps->externalEventParm;
    CG_EntityEvent( cent, cent->lerpOrigin );
  }

  cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ];

  // go through the predictable events buffer
  for( i = ps->eventSequence - MAX_PS_EVENTS; i < ps->eventSequence; i++ )
  {
    // if we have a new predictable event
    if( i >= ops->eventSequence ||
      // or the server told us to play another event instead of a predicted event we already issued
      // or something the server told us changed our prediction causing a different event
      ( i > ops->eventSequence - MAX_PS_EVENTS && ps->events[ i & ( MAX_PS_EVENTS - 1 ) ] !=
        ops->events[ i & ( MAX_PS_EVENTS - 1 ) ] ) )
    {
      event = ps->events[ i & ( MAX_PS_EVENTS - 1 ) ];

      cent->currentState.event = event;
      cent->currentState.eventParm = ps->eventParms[ i & ( MAX_PS_EVENTS - 1 ) ];
      CG_EntityEvent( cent, cent->lerpOrigin );
      cg.predictableEvents[ i & ( MAX_PREDICTED_EVENTS - 1 ) ] = event;

      cg.eventSequence++;
    }
  }
}


/*
==================
CG_CheckChangedPredictableEvents
==================
*/
void CG_CheckChangedPredictableEvents( playerState_t *ps )
{
  int       i;
  int       event;
  centity_t *cent;

  cent = &cg.predictedPlayerEntity;

  for( i = ps->eventSequence - MAX_PS_EVENTS; i < ps->eventSequence; i++ )
  {
    //
    if( i >= cg.eventSequence )
      continue;

    // if this event is not further back in than the maximum predictable events we remember
    if( i > cg.eventSequence - MAX_PREDICTED_EVENTS )
    {
      // if the new playerstate event is different from a previously predicted one
      if( ps->events[ i & ( MAX_PS_EVENTS - 1 ) ] != cg.predictableEvents[ i & ( MAX_PREDICTED_EVENTS - 1 ) ] )
      {
        event = ps->events[ i & ( MAX_PS_EVENTS - 1 ) ];
        cent->currentState.event = event;
        cent->currentState.eventParm = ps->eventParms[ i & ( MAX_PS_EVENTS - 1 ) ];
        CG_EntityEvent( cent, cent->lerpOrigin );

        cg.predictableEvents[ i & ( MAX_PREDICTED_EVENTS - 1 ) ] = event;

        if( cg_showmiss.integer )
          CG_Printf( "WARNING: changed predicted event\n" );
      }
    }
  }
}

/*
==================
CG_CheckLocalSounds
==================
*/
void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops )
{
  int reward;

  // don't play the sounds if the player just spawned
  if( ps->persistant[ PERS_SPECSTATE ] != ops->persistant[ PERS_SPECSTATE ] )
    return;

  // health changes of more than -1 should make pain sounds
  if( ps->stats[ STAT_HEALTH ] < ops->stats[ STAT_HEALTH ] - 1 )
  {
    if( ps->stats[ STAT_HEALTH ] > 0 )
      CG_PainEvent( &cg.predictedPlayerEntity, ps->stats[ STAT_HEALTH ] );
  }


  // if we are going into the intermission, don't start any voices
  if( cg.intermissionStarted )
    return;

  // reward sounds
  reward = qfalse;
}


/*
===============
CG_TransitionPlayerState

===============
*/
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops )
{
  // check for changing follow mode
  if( ps->clientNum != ops->clientNum )
  {
    cg.thisFrameTeleport = qtrue;
    // make sure we don't get any unwanted transition effects
    *ops = *ps;

    CG_ResetPainBlend( );
  }

  // damage events (player is getting wounded)
  if( ps->damageEvent != ops->damageEvent && ps->damageCount )
    CG_DamageFeedback( ps->damageYaw, ps->damagePitch, ps->damageCount );

  // respawning
  if( ps->persistant[ PERS_SPAWN_COUNT ] != ops->persistant[ PERS_SPAWN_COUNT ] )
    CG_Respawn( );

  if( cg.mapRestart )
  {
    CG_Respawn( );
    cg.mapRestart = qfalse;
  }

  if( cg.snap->ps.pm_type != PM_INTERMISSION &&
      ps->persistant[ PERS_SPECSTATE ] == SPECTATOR_NOT )
    CG_CheckLocalSounds( ps, ops );

  // run events
  CG_CheckPlayerstateEvents( ps, ops );

  // smooth the ducking viewheight change
  if( ps->viewheight != ops->viewheight )
  {
    cg.duckChange = ps->viewheight - ops->viewheight;
    cg.duckTime = cg.time;
  }
  
  // changed team
  if( ps->stats[ STAT_TEAM ] != ops->stats[ STAT_TEAM ] )
  {
    cg.lastHealthCross = 0;
    cg.chargeMeterAlpha = 0.0f;
  }
}

