/*
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.

*/

#ifndef CLIENT_H
#define CLIENT_H

#include "common.h"
#include "mathlib.h"
#include "quakedef.h"
#include "render.h"
#include "vid.h"

//
// client_state_t should hold all pieces of the client state
//

typedef struct {
    vec3_t viewangles;

// intended velocities
    float forwardmove;
    float sidemove;
    float upmove;
} usercmd_t;

#define	MAX_DLIGHTS	32
typedef struct {
    int key;			// so entities can reuse same entry
    vec3_t origin;
    float radius;
    float die;			// stop lighting after this time
    float decay;		// drop this each second
    float minlight;		// don't add when contributing less
    const float *color;
} dlight_t;

typedef struct {
    int length;
    char map[MAX_STYLESTRING];
} lightstyle_t;

#define	MAX_SCOREBOARDNAME 32
typedef struct {
    char name[MAX_SCOREBOARDNAME];
    float entertime;
    int frags;
    int colors;			// two 4 bit fields
    byte translations[VID_GRADES * 256];
} scoreboard_t;

typedef struct {
    int destcolor[3];
    int percent;		// 0-256
} cshift_t;

#define	CSHIFT_CONTENTS	0
#define	CSHIFT_DAMAGE	1
#define	CSHIFT_BONUS	2
#define	CSHIFT_POWERUP	3

#define	NUM_CSHIFTS	4

#define	MAX_BEAMS	24
typedef struct {
    int entity;
    struct model_s *model;
    float endtime;
    vec3_t start, end;
} beam_t;

#define	MAX_EFRAGS	640

#define	MAX_MAPSTRING	2048
#define	MAX_DEMOS	8
#define	MAX_DEMONAME	16

#define	SIGNONS		4	// signon messages to receive before connected
typedef enum {
    ca_dedicated,		// a dedicated server with no ability to start a client
    ca_disconnected,		// full screen console with no connection
    ca_connected,		// valid netcon, doing signons...
    ca_firstupdate,		// waiting for first update (final signon stage)
    ca_active			// signons complete, frames can be rendered
} cactive_t;

//
// the client_static_t structure is persistant through an arbitrary number
// of server connections
//
typedef struct {
    cactive_t state;

// personalization data sent to server
    char spawnparms[MAX_MAPSTRING];	// to restart a level

// demo loop control
    int demonum;		// -1 = don't play demos
    char demos[MAX_DEMOS][MAX_DEMONAME];	// when not playing

// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
    qboolean demorecording;
    qboolean demoplayback;
    qboolean timedemo;
    int forcetrack;		// -1 = use normal cd track
    FILE *demofile;
    int td_lastframe;		// to meter out one message a frame
    int td_startframe;		// host_framecount at start
    float td_starttime;		// realtime at second frame of timedemo

// connection information
    int signon;			// 0 to SIGNONS
    struct qsocket_s *netcon;
    sizebuf_t message;		// writing buffer to send to server

} client_static_t;

extern client_static_t cls;

//
// the client_state_t structure is wiped completely at every
// server signon
//
typedef struct {
    int movemessages;		// since connecting to this server
    // throw out the first couple, so the player
    // doesn't accidentally do something the
    // first frame
    usercmd_t cmd;		// last command sent to the server

// information for local display
    int stats[MAX_CL_STATS];	// health, etc
    int items;			// inventory bit flags
    float item_gettime[32];	// cl.time of aquiring item, for blinking
    float faceanimtime;		// use anim frame if cl.time < this

    cshift_t cshifts[NUM_CSHIFTS];	// color shifts for damage, powerups
    cshift_t prev_cshifts[NUM_CSHIFTS];	// and content types

// the client maintains its own idea of view angles, which are
// sent to the server each frame.  The server sets punchangle when
// the view is temporarliy offset, and an angle reset commands at the start
// of each level and after teleporting.
    vec3_t mviewangles[2];	// during demo playback viewangles is lerped
    // between these
    vec3_t viewangles;

    vec3_t mvelocity[2];	// update by server, used for lean+bob
    // (0 is newest)
    vec3_t velocity;		// lerped between mvelocity[0] and [1]

    vec3_t punchangle;		// temporary offset

// pitch drifting vars
    float idealpitch;
    float pitchvel;
    qboolean nodrift;
    float driftmove;
    double laststop;

    float viewheight;
    float crouch;		// local amount for smoothing stepups

    qboolean paused;		// send over by server
    qboolean onground;
    qboolean inwater;

    int intermission;		// don't change view angle, full screen, etc
    int completed_time;		// latched at intermission start

    double mtime[2];		// the timestamp of last two messages
    double time;		// clients view of time, should be between
    // servertime and oldservertime to generate
    // a lerp point for other data
    double oldtime;		// previous cl.time, time-oldtime is used
    // to decay light values and smooth step ups

    float last_received_message;	// (realtime) for net trouble icon

//
// information that is static for the entire time connected to a server
//
    struct model_s *model_precache[MAX_MODELS];
    struct sfx_s *sound_precache[MAX_SOUNDS];

    char mapname[MAX_QPATH];
    char levelname[40];		// for display on solo scoreboard
    int viewentity;		// cl_entitites[cl.viewentity] = player
    int maxclients;
    int gametype;

// refresh related state
    struct model_s *worldmodel;	// cl_entitites[0].model
    struct efrag_s *free_efrags;
    int num_entities;		// held in cl_entities array
    int num_statics;		// held in cl_staticentities array
    entity_t viewent;		// the gun model

    int cdtrack, looptrack;	// cd audio

// frag scoreboard
    scoreboard_t *scores;	// [cl.maxclients]

} client_state_t;


//
// cvars
//
extern cvar_t cl_name;
extern cvar_t cl_color;

extern cvar_t cl_upspeed;
extern cvar_t cl_forwardspeed;
extern cvar_t cl_backspeed;
extern cvar_t cl_sidespeed;

extern cvar_t cl_movespeedkey;

extern cvar_t cl_yawspeed;
extern cvar_t cl_pitchspeed;

extern cvar_t cl_anglespeedkey;

extern cvar_t cl_autofire;

extern cvar_t cl_shownet;
extern cvar_t cl_nolerp;

extern cvar_t cl_pitchdriftspeed;
extern cvar_t lookspring;
extern cvar_t lookstrafe;
extern cvar_t sensitivity;

extern cvar_t m_pitch;
extern cvar_t m_yaw;
extern cvar_t m_forward;
extern cvar_t m_side;


#define	MAX_TEMP_ENTITIES	64	// lightning bolts, etc
#define	MAX_STATIC_ENTITIES	128	// torches, etc

extern client_state_t cl;

// FIXME, allocate dynamically
extern efrag_t cl_efrags[MAX_EFRAGS];
extern entity_t cl_entities[MAX_EDICTS];
extern entity_t cl_static_entities[MAX_STATIC_ENTITIES];
extern lightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
extern dlight_t cl_dlights[MAX_DLIGHTS];
extern entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
extern beam_t cl_beams[MAX_BEAMS];

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

//
// cl_main
//
dlight_t *CL_AllocDlight(int key);

/* The standard dynamic light colors */
enum {
    DLIGHT_FLASH = 0,
    DLIGHT_BLUE = 1,
    DLIGHT_RED = 2,
    DLIGHT_PURPLE = 3
};
const float dl_colors[4][4]; /* Use enums to reference the colors */

void CL_DecayLights(void);
void CL_RunParticles(void);

void CL_Init(void);

void CL_EstablishConnection(char *host);
void CL_Signon1(void);
void CL_Signon2(void);
void CL_Signon3(void);
void CL_Signon4(void);

void CL_Disconnect(void);
void CL_Disconnect_f(void);
void CL_NextDemo(void);

#define MAX_VISEDICTS 256
extern int cl_numvisedicts;
extern entity_t *cl_visedicts[MAX_VISEDICTS];

//
// cl_input
//
typedef struct {
    int down[2];		// key nums holding it down
    int state;			// low bit is down state
} kbutton_t;

extern kbutton_t in_mlook;
extern kbutton_t in_strafe;
extern kbutton_t in_speed;

void CL_InitInput(void);
void CL_SendCmd(void);
void CL_SendMove(usercmd_t *cmd);

void CL_ParseTEnt(void);
void CL_UpdateTEnts(void);

void CL_ClearState(void);


int CL_ReadFromServer(void);
void CL_WriteToServer(usercmd_t *cmd);
void CL_BaseMove(usercmd_t *cmd);


char *Key_KeynumToString(int keynum);

//
// cl_demo.c
//
void CL_StopPlayback(void);
int CL_GetMessage(void);

void CL_Stop_f(void);
void CL_Record_f(void);

void CL_TimeDemo_f(void);
void CL_PlayDemo_f(void);
struct stree_root *CL_Demo_Arg_f(const char *arg);

//
// cl_parse.c
//
void CL_ParseServerMessage(void);

//
// view.c
//
void V_StartPitchDrift(void);
void V_StopPitchDrift(void);

void V_RenderView(void);
void V_UpdatePalette(void);
void V_Register(void);
void V_ParseDamage(void);
void V_SetContentsColor(int contents);


//
// cl_tent
//
void CL_InitTEnts(void);
void CL_SignonReply(void);

#endif /* CLIENT_H */
