/*
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.

*/

// refresh.h -- public interface to refresh functions

#define	TOP_RANGE		16			// soldier uniform colors
#define	BOTTOM_RANGE	96

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

typedef struct efrag_s
{
	struct mleaf_s		*leaf;
	struct efrag_s		*leafnext;
	struct entity_s		*entity;
	struct efrag_s		*entnext;
} efrag_t;

// johnfitz -- for lerping
#define LERP_MOVESTEP	(1<<0) // this is a MOVETYPE_STEP entity, enable movement lerp
#define LERP_RESETANIM	(1<<1) // disable anim lerping until next anim frame
#define LERP_RESETANIM2	(1<<2) // set this and previous flag to disable anim lerping for two anim frames
#define LERP_RESETMOVE	(1<<3) // disable movement lerping until next origin/angles change
#define LERP_FINISH		(1<<4) // use lerpfinish time from server update instead of assuming interval of 0.1
// johnfitz

//johnfitz -- struct for passing lerp information to drawing functions
typedef struct {
	short pose1;
	short pose2;
	float blend;
	vec3_t origin;
	vec3_t angles;
} lerpdata_t;
//johnfitz

typedef struct         //(515): Betwix flares
{
   vec3_t   color;      //corona color
   float   alpha;      //alpha
   vec3_t   offset;      //offset from holder's origin
   float   fadetime;   //how much time (in sec.) it fades in/out
   float   minradius;   //min radius
   float   scalefactor;   //how much radius is scaled with a distance
   float   distfactor;   //how much alpha is scaled with a distance (0 - no alpha change)
   float   texscale[2];   //texture scale in X and Y
   byte   lightstyle;   //lightstyle of corona
   byte   coronatexnum;   //0-9 number of corona image
   float   maxradius;   //max radius
   float   maxdist;   //if distance between player and corona is < maxdist, hide it

   qboolean show;
   float   begintime;
   float   alpha2;
} corona_t; 

typedef struct entity_s
{
	qboolean	forcelink;		// model changed

	int					update_type;

	entity_state_t		baseline;		// to fill in defaults in updates

	double				msgtime;		// time of last update
	vec3_t				msg_origins[2];	// last two updates (0 is newest)	
	vec3_t				origin;
	vec3_t				msg_angles[2];	// last two updates (0 is newest)
	vec3_t				angles;	
	struct model_s		*model;			// NULL = no model
	struct efrag_s		*efrag;			// linked list of efrags
	int					frame;
	float				syncbase;		// for client-side animations
	int					colormap;
	int					effects;		// light, particals, etc
	int					skinnum;		// for Alias models
	int					shirtcolor;		// R00k 
	int					pantscolor;		// R00k 
	int					visframe;		// last frame this entity was
										// found in an active leaf
											
	int					dlightframe;	// dynamic lighting
	int					dlightbits;


// FIXME: could turn these into a union
	int					trivial_accept;
	struct mnode_s		*topnode;		// for bmodels, first world node
						//  that splits bmodel, or NULL if
						//  not split

	// fenix@io.com: model animation interpolation
	float				frame_start_time;
	float				frame_interval;
	int					pose1;
	int					pose2;
	float				framelerp;
	
	// fenix@io.com: model transform interpolation
	float				translate_start_time;
	vec3_t				origin1;
	vec3_t				origin2;
	
	float				rotate_start_time;
	vec3_t				angles1, angles2;

	qboolean			transignore;

	float				smokepuff_time;	

	int					modelindex;
	
	qboolean			noshadow;
	struct corona_t     *corona; 

	int					cullFrame;			//rww
	qboolean			culled;				//rww
	double				steptime;
	double				flytime;

	float				transparency;
	int					entnum;
	byte				alpha;			//johnfitz -- alpha
	byte				lerpflags;		//johnfitz -- lerping
	float				lerpstart;		//johnfitz -- animation lerping
	float				lerptime;		//johnfitz -- animation lerping
	float				lerpfinish;		//johnfitz -- lerping -- server sent us a more accurate interval, use it instead of 0.1
	short				previouspose;	//johnfitz -- animation lerping
	short				currentpose;	//johnfitz -- animation lerping
	float				movelerpstart;	//johnfitz -- transform lerping
	vec3_t				previousorigin;	//johnfitz -- transform lerping
	vec3_t				currentorigin;	//johnfitz -- transform lerping
	vec3_t				previousangles;	//johnfitz -- transform lerping
	vec3_t				currentangles;	//johnfitz -- transform lerping
} entity_t;

// md3 related
typedef struct tagentity_s
{
	entity_t	ent;

	float		tag_translate_start_time;
	vec3_t		tag_pos1, tag_pos2;

	float		tag_rotate_start_time[3];
	vec3_t		tag_rot1[3], tag_rot2[3];
} tagentity_t;

// !!! if this is changed, it must be changed in asm_draw.h too !!!
typedef struct
{
	vrect_t		vrect;				// subwindow in video for refresh
									// FIXME: not need vrect next field here?
	vrect_t		aliasvrect;			// scaled Alias version
	int			vrectright, vrectbottom;	// right & bottom screen coords
	int			aliasvrectright, aliasvrectbottom;	// scaled Alias versions
	float		vrectrightedge;			// rightmost right edge we care about,
										//  for use in edge list
	float		fvrectx, fvrecty;		// for floating-point compares
	float		fvrectx_adj, fvrecty_adj; // left and top edges, for clamping
	int			vrect_x_adj_shift20;	// (vrect.x + 0.5 - epsilon) << 20
	int			vrectright_adj_shift20;	// (vrectright + 0.5 - epsilon) << 20
	float		fvrectright_adj, fvrectbottom_adj;
										// right and bottom edges, for clamping
	float		fvrectright;			// rightmost edge, for Alias clamping
	float		fvrectbottom;			// bottommost edge, for Alias clamping
	float		horizontalFieldOfView;	// at Z = 1.0, this many X is visible 
										// 2.0 = 90 degrees
	float		xOrigin;			// should probably always be 0.5
	float		yOrigin;			// between be around 0.3 to 0.5

	vec3_t		vieworg;
	vec3_t		viewangles;
	
	float		fov_x, fov_y;

	int			ambientlight;
} refdef_t;


// refresh
extern	refdef_t	r_refdef;
extern	vec3_t		r_origin, vpn, vright, vup;

extern	struct texture_s	*r_notexture_mip;

extern	entity_t	r_worldentity;

void R_Init (void);
void R_InitTextures (void);
void R_InitEfrags (void);
void R_RenderView (void);		// must set r_refdef first
void R_ViewChanged (vrect_t *pvrect, int lineadj, float aspect);
								// called whenever r_refdef or vid change
void R_InitSky (miptex_t *mt);	// called at level load

void R_AddEfrags (entity_t *ent);
void R_RemoveEfrags (entity_t *ent);

void R_NewMap (void);

// particles

typedef enum trail_type_s
{
	ROCKET_TRAIL,
	GRENADE_TRAIL, 
	BLOOD_TRAIL, 
	TRACER1_TRAIL, 
	SLIGHT_BLOOD_TRAIL,
	NAIL_TRAIL,
	TRACER2_TRAIL, 
	VOOR_TRAIL, 
	ALT_ROCKET_TRAIL, 
	LAVA_TRAIL, 
	BUBBLE_TRAIL, 
	NEHAHRA_SMOKE
} trail_type_t;

void R_ParseParticleEffect (void);
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
void R_RocketTrail (vec3_t start, vec3_t end, int type);

void R_EntityParticles (entity_t *ent);
void R_BlobExplosion (vec3_t org);
void R_ParticleExplosion (vec3_t org);
void R_ColorMappedExplosion (vec3_t org, int colorStart, int colorLength);
void R_LavaSplash (vec3_t org);
void R_TeleportSplash (vec3_t org);

void R_PushDlights (struct mnode_s *headnode);//MH
void R_InitParticles (void);
void R_ClearParticles (void);
void R_DrawParticles (void);
void R_DrawWaterSurfaces (void);

// surface cache related
extern qboolean	r_cache_thrash;	// set if thrashing the surface cache

int D_SurfaceCacheForRes (int width, int height);
void D_FlushCaches (void);
void D_DeleteSurfaceCache (void);
void D_InitCaches (void *buffer, int size);
void R_SetVrect (vrect_t *pvrect, vrect_t *pvrectin, int lineadj);

