/*
  Copyright (C) 2010-2011  Charles Pence <charles@charlespence.net>
  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 3 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, see <http://www.gnu.org/licenses/>.
*/
#include "pch.h"
#include "quakedef.h"
#include "sound/sample.h"

int            num_temp_entities;
entity_t    cl_temp_entities[MAX_TEMP_ENTITIES];
beam_t        cl_beams[MAX_BEAMS];

unsigned cl_sfx_wizhit;
unsigned cl_sfx_knighthit;
unsigned cl_sfx_tink1;
unsigned cl_sfx_ric1;
unsigned cl_sfx_ric2;
unsigned cl_sfx_ric3;
unsigned cl_sfx_r_exp3;

/*
=================
CL_ParseTEnt
=================
*/
void CL_InitTEnts (void)
{
    cl_sfx_wizhit = sound::Sample::Load("wizard/hit.wav");
    cl_sfx_knighthit = sound::Sample::Load("hknight/hit.wav");
    cl_sfx_tink1 = sound::Sample::Load("weapons/tink1.wav");
    cl_sfx_ric1 = sound::Sample::Load("weapons/ric1.wav");
    cl_sfx_ric2 = sound::Sample::Load("weapons/ric2.wav");
    cl_sfx_ric3 = sound::Sample::Load("weapons/ric3.wav");
    cl_sfx_r_exp3 = sound::Sample::Load("weapons/r_exp3.wav");
}

/*
=================
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;
    int        colorStart, colorLength;

    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);
        service::PlaySound(-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);
        service::PlaySound(-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 )
            service::PlaySound(-1, 0, cl_sfx_tink1, pos, 1, 1);
        else
        {
            rnd = rand() & 3;
            if (rnd == 1)
                service::PlaySound(-1, 0, cl_sfx_ric1, pos, 1, 1);
            else if (rnd == 2)
                service::PlaySound(-1, 0, cl_sfx_ric2, pos, 1, 1);
            else
                service::PlaySound(-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 )
            service::PlaySound(-1, 0, cl_sfx_tink1, pos, 1, 1);
        else
        {
            rnd = rand() & 3;
            if (rnd == 1)
                service::PlaySound(-1, 0, cl_sfx_ric1, pos, 1, 1);
            else if (rnd == 2)
                service::PlaySound(-1, 0, cl_sfx_ric2, pos, 1, 1);
            else
                service::PlaySound(-1, 0, cl_sfx_ric3, pos, 1, 1);
        }
        break;

    case TE_GUNSHOT:            // bullet hitting wall
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        R_RunParticleEffect (pos, vec3_origin, 0, 20);
        break;

    case TE_EXPLOSION:            // rocket explosion
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        R_ParticleExplosion (pos);
        dl = CL_AllocDlight (0);
        VectorCopy (pos, dl->origin);
        dl->radius = 350;
        dl->die = cl.time + 0.5;
        dl->decay = 300;
        service::PlaySound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
        break;

    case TE_TAREXPLOSION:            // tarbaby explosion
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        R_BlobExplosion (pos);

        service::PlaySound(-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_BEAM:                // grappling hook beam
        CL_ParseBeam (Mod_ForName("progs/beam.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_EXPLOSION2:                // color mapped explosion
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        colorStart = MSG_ReadByte ();
        colorLength = MSG_ReadByte ();
        R_ParticleExplosion2 (pos, colorStart, colorLength);
        dl = CL_AllocDlight (0);
        VectorCopy (pos, dl->origin);
        dl->radius = 350;
        dl->die = cl.time + 0.5;
        dl->decay = 300;
        service::PlaySound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
        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;
    if (num_temp_entities == MAX_TEMP_ENTITIES)
        return NULL;
    ent = &cl_temp_entities[num_temp_entities];
    memset (ent, 0, sizeof(*ent));
    num_temp_entities++;
    cl_visedicts[cl_numvisedicts] = ent;
    cl_numvisedicts++;

    ent->recolor = false;
    return ent;
}


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

    num_temp_entities = 0;

// 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.viewentity)
        {
            VectorCopy (cl_entities[cl.viewentity].origin, b->start);
        }

    // 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;
        }
    }

}


