/*
  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"

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

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;

    std::string c = Cmd_Argv(1);
    if (c[0])
        k = Util::lexical_cast<int>(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;

    std::string c = Cmd_Argv(1);
    if (c[0])
        k = Util::lexical_cast<int>(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) && Cvar_VariableValue("lookspring"))
    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=Util::lexical_cast<int>(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;
}


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

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

Moves the local angle positions
================
*/
void CL_AdjustAngles (void)
{
    float    speed;
    float    up, down;

    if (in_speed.state & 1)
        speed = host_frametime * Cvar_VariableValue("cl_anglespeedkey");
    else
        speed = host_frametime;

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

    up = CL_KeyState (&in_lookup);
    down = CL_KeyState(&in_lookdown);

    cl.viewangles[PITCH] -= speed * Cvar_VariableValue("cl_pitchspeed") * up;
    cl.viewangles[PITCH] += speed * Cvar_VariableValue("cl_pitchspeed") * 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)
{
    if (cls.signon != SIGNONS)
        return;

    CL_AdjustAngles ();

    memset (cmd, 0, sizeof(*cmd));

    if (in_strafe.state & 1)
    {
        cmd->sidemove += Cvar_VariableValue("cl_sidespeed") * CL_KeyState(&in_right);
        cmd->sidemove -= Cvar_VariableValue("cl_sidespeed") * CL_KeyState(&in_left);
    }

    cmd->sidemove += Cvar_VariableValue("cl_sidespeed") * CL_KeyState(&in_moveright);
    cmd->sidemove -= Cvar_VariableValue("cl_sidespeed") * CL_KeyState(&in_moveleft);

    cmd->upmove += Cvar_VariableValue("cl_upspeed") * CL_KeyState(&in_up);
    cmd->upmove -= Cvar_VariableValue("cl_upspeed") * CL_KeyState(&in_down);

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

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



/*
==============
CL_SendMove
==============
*/
void CL_SendMove (usercmd_t *cmd)
{
    int        i;
    int        bits;
    sizebuf_t    buf;
    byte    data[128];

    buf.maxsize = 128;
    buf.cursize = 0;
    buf.data = data;

    cl.cmd = *cmd;

//
// send the movement message
//
    MSG_WriteByte (&buf, clc_move);

    MSG_WriteFloat (&buf, cl.mtime[0]);    // so server can get ping times

    for (i=0 ; i<3 ; i++)
        MSG_WriteAngle (&buf, cl.viewangles[i]);

    MSG_WriteShort (&buf, cmd->forwardmove);
    MSG_WriteShort (&buf, cmd->sidemove);
    MSG_WriteShort (&buf, cmd->upmove);

//
// send button bits
//
    bits = 0;

    if ( in_attack.state & 3 )
        bits |= 1;
    in_attack.state &= ~2;

    if (in_jump.state & 3)
        bits |= 2;
    in_jump.state &= ~2;

    MSG_WriteByte (&buf, bits);

    MSG_WriteByte (&buf, in_impulse);
    in_impulse = 0;

//
// deliver the message
//
    if (cls.demoplayback)
        return;

//
// allways dump the first two message, because it may contain leftover inputs
// from the last level
//
    if (++cl.movemessages <= 2)
        return;

    if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1)
    {
        Con_Printf ("CL_SendMove: lost server connection\n");
        CL_Disconnect ();
    }
}

/*
============
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);

}

