/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog

This file is part of Lazarus Quake 2 Mod source code.

Lazarus Quake 2 Mod source code 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.

Lazarus Quake 2 Mod source code 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 Lazarus Quake 2 Mod source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// g_camera.c (func_monitor)

#include "g_local.h"

void camera_off (edict_t *ent)
{
	int	i;

	if (!ent->client)
		return;
    if (!ent->client->spycam)
		return;
	if(ent->client->spycam->viewer == ent)
		ent->client->spycam->viewer = NULL;

	ent->client->spycam->flags &= ~FL_ROBOT;
	if(ent->client->spycam->svflags & SVF_MONSTER)
		ent->client->spycam->svflags &= ~SVF_NOCLIENT;
	VectorCopy(ent->client->camplayer->s.origin,ent->s.origin);
	gi.TagFree(ent->client->camplayer->client); 
	G_FreeEdict (ent->client->camplayer); 

	// set angles
	ent->movetype = MOVETYPE_WALK;
	ent->client->ps.pmove.pm_type = PM_NORMAL;
	for (i=0 ; i<3 ; i++)
		ent->client->ps.pmove.delta_angles[i] = 
			ANGLE2SHORT(ent->client->org_viewangles[i] - ent->client->resp.cmd_angles[i]);
	VectorCopy(ent->client->org_viewangles, ent->client->resp.cmd_angles);
	VectorCopy(ent->client->org_viewangles, ent->s.angles);
	VectorCopy(ent->client->org_viewangles, ent->client->ps.viewangles);
	VectorCopy(ent->client->org_viewangles, ent->client->v_angle);
	
	ent->client->ps.gunindex        = gi.modelindex(ent->client->pers.weapon->view_model);
	ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
#ifdef KMQUAKE2_ENGINE_MOD
	ent->client->ps.rdflags		   &= ~(RDF_CAMERAEFFECT|RDF_LETTERBOX); // Knightmare- letterboxing
#endif
	ent->svflags                   &= ~SVF_NOCLIENT;
	ent->clipmask                   = MASK_PLAYERSOLID;
	ent->solid                      = SOLID_BBOX;
	ent->client->camplayer          = NULL;
	ent->client->spycam             = NULL;
	gi.linkentity(ent);
	
	// if we were previously in third person view, restore it
	if (tpp->value)
		Cmd_Chasecam_Toggle (ent);

#ifdef KMQUAKE2_ENGINE_MOD
	// Knightmare- check if client-side chasecam was previously on
	if (ent->style & 2)
	{
		gi.cvar_forceset(CLIENT_THIRDPERSON_CVAR, "1");
		ent->style &= ~2;
	}
#endif
}

void faker_animate(edict_t *self)
{
	if(self->s.frame < 0 || self->s.frame > 39)
	{
		self->s.frame = 0;
	}
	else
	{
		self->s.frame++;
		if(self->s.frame > 39)
			self->s.frame = 0;
	}
	self->nextthink = level.time + FRAMETIME;
	gi.linkentity(self);
}

void camera_on (edict_t *ent)
{
    gclient_t	*cl; 
	edict_t		*faker;
	edict_t		*monster;
	edict_t		*camera;
	int			i;
	vec3_t		forward, left, up;

	if (!ent->client)
		return;
    if (!ent->client->spycam)
		return;

	// "viewer" can control camera aim (2nd player to come along and use
	// camera cannot)
	camera = ent->client->spycam;
	if (camera->monsterinfo.aiflags & AI_ACTOR)
		camera->flags |= FL_ROBOT;
	if (!camera->viewer)
		camera->viewer = ent;

	// save current viewangles and restore them with camera_off
	VectorCopy(ent->client->v_angle,ent->client->org_viewangles);

    // copy over all important player data to fake player
	ent->client->camplayer = G_Spawn();
	faker = ent->client->camplayer;
	faker->s.frame = ent->s.frame; 
	VectorCopy (ent->s.origin, faker->s.origin); 
	VectorCopy (ent->velocity, faker->velocity); 
	VectorCopy (ent->s.angles, faker->s.angles); 
	faker->s = ent->s;
	faker->takedamage   = DAMAGE_AIM;
	faker->movetype     = MOVETYPE_WALK;
	faker->groundentity = ent->groundentity;
	faker->viewheight   = ent->viewheight;
	faker->inuse        = true;
	faker->classname    = "camplayer";
	faker->mass         = ent->mass;
	faker->solid        = SOLID_BBOX;
	faker->deadflag     = DEAD_NO;
	faker->clipmask     = MASK_PLAYERSOLID;
	faker->health       = ent->health;
	faker->light_level  = ent->light_level;
	faker->think        = faker_animate;
	faker->nextthink    = level.time + FRAMETIME;
	VectorCopy(ent->mins,faker->mins);
	VectorCopy(ent->maxs,faker->maxs);
    // create a client so you can pick up items/be shot/etc while in camera
	cl = (gclient_t *) gi.TagMalloc(sizeof(gclient_t), TAG_LEVEL); 
	memset(cl,0,sizeof(gclient_t));
	ent->client->camplayer->client = cl; 
	ent->client->camplayer->target_ent = ent;
	gi.linkentity (faker); 

	AngleVectors(camera->s.angles,forward,left,up);

	VectorMA(camera->s.origin, camera->move_origin[0],forward,ent->s.origin);
	VectorMA(ent->s.origin,   -camera->move_origin[1],left,   ent->s.origin);
	VectorMA(ent->s.origin,    camera->move_origin[2],up,     ent->s.origin);

	ent->movetype = MOVETYPE_NOCLIP;
	ent->clipmask = 0;
	ent->solid    = SOLID_NOT;
	VectorClear(ent->velocity);
	ent->client->ps.gunindex = 0; 
	ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
#ifdef KMQUAKE2_ENGINE_MOD
	// Knightmare- Camera effect and letterboxing
	if (ent->client->monitor->spawnflags & 64)
		ent->client->ps.rdflags |= RDF_CAMERAEFFECT;
	if (ent->client->monitor->spawnflags & 128)
		ent->client->ps.rdflags |= RDF_LETTERBOX;
#endif
	ent->svflags |= SVF_NOCLIENT;

	// check to see if we're the enemy of any monster. If so, make the 
	// faker the enemy
	for (i=maxclients->value+1, monster=g_edicts+i; i<globals.num_edicts; i++, monster++)
	{
		if (!monster->inuse) continue;
		if (!(monster->svflags & SVF_MONSTER)) continue;
		if (monster->enemy == ent) {
			monster->enemy = faker;
			FoundTarget(monster);
		}
	}

	if (ent->client->spycam->viewmessage)
		safe_centerprintf(ent,ent->client->spycam->viewmessage);
}


edict_t *G_FindNextCamera (edict_t *camera, edict_t *monitor)
{
	edict_t	*next;

	if(!monitor->target) return NULL;

	// If we already have a camera that's a monster, make it visible now
	if(camera && (camera->svflags & SVF_MONSTER))
	{
		camera->svflags &= ~SVF_NOCLIENT;
		gi.linkentity(camera);
	}

	// First, determine if we're going to use the "count" to get the next camera,
	// or just scan through the list of entities. If count for the first camera
	// in the map is 0, then we'll just use the map order.

	next = G_Find(NULL,FOFS(targetname),monitor->target);
	if(!next) return NULL;
	if(!next->count) {
		
		if(camera) {
			next = camera;
			next++;
		} else
			next = g_edicts;
		
		for ( ; next < &g_edicts[globals.num_edicts] ; next++)
		{
			if (next == camera)
				continue;
			if (!next->inuse)
				continue;
			if (next->deadflag == DEAD_DEAD)
				continue;
			if (!next->targetname)
				continue;
			// don't select "inactive" cameras
			if (!Q_stricmp (next->classname,"turret_breach") && (next->spawnflags & 16))
				continue;
			if (!Q_stricmp (next->targetname, monitor->target))
				goto found_one;

		}
		next = g_edicts;
		for ( ; next < camera ; next++)
		{
			if (next == camera)
				continue;
			if (!next->inuse)
				continue;
			if (next->deadflag == DEAD_DEAD)
				continue;
			if (!next->targetname)
				continue;
			// don't select "inactive" cameras
			if (!Q_stricmp (next->classname,"turret_breach") && (next->spawnflags & 16))
				continue;
			if (!Q_stricmp (next->targetname, monitor->target))
				goto found_one;
		}
	} else {
		int		which, start;

		if(camera) {
			which = camera->count+1;
			if(which > monitor->count) which = 1;
		}
		else
			which = 1;
		start = which;
		next = g_edicts+1;
		while(1) {
			if(next->targetname) {
				if(!Q_stricmp(next->targetname,monitor->target)) {
					if(next->count == which) {
						if(!next->inuse || (next->deadflag == DEAD_DEAD) ||
							(!Q_stricmp (next->classname,"turret_breach") && (next->spawnflags & 16)) )
						{
							next = g_edicts;
							which++;
							if(which > monitor->count) which=1;
							if(which == start) return NULL;
						} else
							goto found_one;
					}
				}
			}
			if(next == &g_edicts[globals.num_edicts-1]) {
				next = g_edicts;
				which++;
				if(which > monitor->count) which = 1;
				if(which == start) return NULL;
			}
			next++;
		}
	}
	return NULL;

found_one:
	if(!(monitor->spawnflags & 32) && (next->svflags & SVF_MONSTER))
		next->svflags |= SVF_NOCLIENT;
	return next;
}

edict_t *G_FindPrevCamera (edict_t *camera, edict_t *monitor)
{
	edict_t	*prev;
	edict_t	*newcamera;

	if(!monitor->target) return NULL;

	// If we already have a camera that's a monster, make it visible now
	if(camera && (camera->svflags & SVF_MONSTER))
	{
		camera->svflags &= ~SVF_NOCLIENT;
		gi.linkentity(camera);
	}

	// First, determine if we're going to use the "count" to get the next camera,
	// or just scan through the list of entities. If count for the first camera
	// in the map is 0, then we'll just use the map order.

	prev = G_Find(NULL,FOFS(targetname),monitor->target);
	if(!prev) return NULL;
	if(!prev->count)
	{
		newcamera = NULL;
		for (prev = g_edicts ; prev < &g_edicts[globals.num_edicts] ; prev++)
		{
			if (prev == camera) {
				if (newcamera) goto found_one;
				continue;
			}
			if (!prev->inuse)
				continue;
			if (prev->deadflag == DEAD_DEAD)
				continue;
			if (!prev->targetname)
				continue;
			// don't select "inactive" cameras
			if (!Q_stricmp (prev->classname,"turret_breach") && (prev->spawnflags & 16))
				continue;
			if (!Q_stricmp (prev->targetname, monitor->target))
				newcamera = prev;
		}
		goto found_one;
	}
	else
	{
		int		which, start;

		if(camera) {
			which = camera->count-1;
			if(which <= 0) which = monitor->count;
		}
		else 
			which = monitor->count;
		start = which;
		prev = g_edicts+1;
		while(1) {
			if(prev->targetname) {
				if(!Q_stricmp(prev->targetname,monitor->target)) {
					if(prev->count == which) {
						if(!prev->inuse || (prev->deadflag == DEAD_DEAD) ||
							(!Q_stricmp (prev->classname,"turret_breach") && (prev->spawnflags & 16)))
						{
							prev = g_edicts;
							which--;
							if(which <= 0) which=monitor->count;
							if(which == start) return NULL;
						}
						else
						{
							newcamera = prev;
							goto found_one;
						}
					}
				}
			}
			if(prev == &g_edicts[globals.num_edicts-1]) {
				prev = g_edicts;
				which--;
				if(which <= 0) which=monitor->count;
				if(which == start) return NULL;
			}
			prev++;
		}
	}

found_one:
	if (newcamera) { // Knightmare added- check this pointer!
		if (!(monitor->spawnflags & 32) && (newcamera->svflags & SVF_MONSTER))
			newcamera->svflags |= SVF_NOCLIENT;
	}
	return newcamera;
}

void use_camera (edict_t *self, edict_t *other, edict_t *activator)
{
	edict_t	*target;

	if(!activator->client) return;
	if(activator->client->spycam)	// already using camera
		return;

	target = G_FindNextCamera(NULL,self);
	if(!target) return;

	// if currently in thirdperson, turn that sucker off
	if(tpp->value && activator->client->chasetoggle)
		Cmd_Chasecam_Toggle (activator);

#ifdef KMQUAKE2_ENGINE_MOD
	// Knightmare- check for client-side chasecam
	if (!deathmatch->value && !coop->value && cl_thirdperson->value)
	{
		gi.cvar_forceset(CLIENT_THIRDPERSON_CVAR, "0");
		activator->style |= 2;
	}
#endif

    activator->client->spycam = target; 
	activator->client->monitor = self;
	camera_on(activator);
}

void func_monitor_init (edict_t *self)
{
	edict_t	*camera;

	self->count = 0;
	camera = NULL;
	while( (camera=G_Find(camera,FOFS(targetname),self->target)) != NULL)
		self->count++;
	if(!self->count)
		self->s.effects = 0; // don't animate a func_monitor that has no cameras
}

void SP_func_monitor (edict_t *self)
{
	if( !self->target ) {
		gi.dprintf("func_monitor without a target at %s\n",vtos(self->s.origin));
		G_FreeEdict(self);
		return;
	}
	if (self->spawnflags & 8)
		self->s.effects |= EF_ANIM_ALL;
	if (self->spawnflags & 16)
		self->s.effects |= EF_ANIM_ALLFAST;
	gi.setmodel (self, self->model);
	self->movetype = MOVETYPE_NONE;
	self->solid = SOLID_BSP;
	self->use = use_camera;
	self->think = func_monitor_init;
	self->nextthink = level.time + 2*FRAMETIME;
	gi.linkentity(self);
}