// leave this line at the top for all g_xxxx.cpp files...
#include "g_headers.h"


#include "g_local.h"
#include "g_functions.h"

extern void G_MoverTouchPushTriggers( gentity_t *ent, vec3_t oldOrg );
void G_StopObjectMoving( gentity_t *object );

/*
================
G_BounceMissile

================
*/
void G_BounceObject( gentity_t *ent, trace_t *trace ) 
{
	vec3_t	velocity;
	float	dot;
	int		hitTime;

	// reflect the velocity on the trace plane
	hitTime = level.previousTime + ( level.time - level.previousTime ) * trace->fraction;
	EvaluateTrajectoryDelta( &ent->s.pos, hitTime, velocity );
	dot = DotProduct( velocity, trace->plane.normal );
	float bounceFactor = 60/ent->mass;
	if ( bounceFactor > 1.0f )
	{
		bounceFactor = 1.0f;
	}
	VectorMA( velocity, -2*dot*bounceFactor, trace->plane.normal, ent->s.pos.trDelta );

	//FIXME: customized or material-based impact/bounce sounds
	if ( ent->s.eFlags & EF_BOUNCE_HALF ) 
	{
		VectorScale( ent->s.pos.trDelta, 0.5, ent->s.pos.trDelta );

		// check for stop
		if ( ((trace->plane.normal[2] > 0.7&&g_gravity->value>0) || (trace->plane.normal[2]<-0.7&&g_gravity->value<0)) && ((ent->s.pos.trDelta[2]<40&&g_gravity->value>0)||(ent->s.pos.trDelta[2]>-40&&g_gravity->value<0)) ) //this can happen even on very slightly sloped walls, so changed it from > 0 to > 0.7
		{
			//G_SetOrigin( ent, trace->endpos );
			//ent->nextthink = level.time + 500;
			ent->s.apos.trType = TR_STATIONARY;
			VectorCopy( ent->currentAngles, ent->s.apos.trBase );
			VectorCopy( trace->endpos, ent->currentOrigin );
			VectorCopy( trace->endpos, ent->s.pos.trBase );
			ent->s.pos.trTime = level.time;
			return;
		}
	}

	// NEW--It would seem that we want to set our trBase to the trace endpos
	//	and set the trTime to the actual time of impact....
	//	FIXME: Should we still consider adding the normal though??
	VectorCopy( trace->endpos, ent->currentOrigin );
	ent->s.pos.trTime = hitTime;

	VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
	VectorCopy( trace->plane.normal, ent->pos1 );//???
}

/*
================
G_RunObject

  TODO:  When transition to 0 grav, push away from surface you were resting on
  TODO:  When free-floating in air, apply some friction to your trDelta (based on mass?)
================
*/
extern void DoImpact( gentity_t *self, gentity_t *other, qboolean damageSelf, trace_t *trace );
void G_RunObject( gentity_t *ent ) 
{
	vec3_t		origin, oldOrg;
	trace_t		tr;
	gentity_t	*traceEnt = NULL;

	//FIXME: floaters need to stop floating up after a while, even if gravity stays negative?
	if ( ent->s.pos.trType == TR_STATIONARY )//g_gravity->value <= 0 && 
	{
		ent->s.pos.trType = TR_GRAVITY;
		VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
		ent->s.pos.trTime = level.previousTime;//?necc?
		if ( !g_gravity->value )
		{
			ent->s.pos.trDelta[2] += 100;
		}
	}

	ent->nextthink = level.time + FRAMETIME;

	VectorCopy( ent->currentOrigin, oldOrg );
	// get current position
	EvaluateTrajectory( &ent->s.pos, level.time, origin );
	//Get current angles?
	EvaluateTrajectory( &ent->s.apos, level.time, ent->currentAngles );

	if ( VectorCompare( ent->currentOrigin, origin ) )
	{//error - didn't move at all!
		return;
	}
	// trace a line from the previous position to the current position,
	// ignoring interactions with the missile owner
	gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, 
		ent->owner ? ent->owner->s.number : ent->s.number, ent->clipmask );

	if ( !tr.startsolid && !tr.allsolid && tr.fraction ) 
	{
		VectorCopy( tr.endpos, ent->currentOrigin );
		gi.linkentity( ent );
	}
	else
	//if ( tr.startsolid ) 
	{
		tr.fraction = 0;
	}

	G_MoverTouchPushTriggers( ent, oldOrg );
	/*
	if ( !(ent->s.eFlags & EF_TELEPORT_BIT) && !(ent->svFlags & SVF_NO_TELEPORT) )
	{
		G_MoverTouchTeleportTriggers( ent, oldOrg );
		if ( ent->s.eFlags & EF_TELEPORT_BIT )
		{//was teleported
			return;
		}
	}
	else
	{
		ent->s.eFlags &= ~EF_TELEPORT_BIT;
	}
	*/

	if ( tr.fraction == 1 ) 
	{
		if ( g_gravity->value <= 0 )
		{
			if ( ent->s.apos.trType == TR_STATIONARY )
			{
				VectorCopy( ent->currentAngles, ent->s.apos.trBase );
				ent->s.apos.trType = TR_LINEAR;
				ent->s.apos.trDelta[1] = Q_flrand( -300, 300 );
				ent->s.apos.trDelta[0] = Q_flrand( -10, 10 );
				ent->s.apos.trDelta[2] = Q_flrand( -10, 10 );
				ent->s.apos.trTime = level.time;
			}
		}
		//friction in zero-G
		if ( !g_gravity->value )
		{
			float friction = 0.975f;
			/*friction -= ent->mass/1000.0f;
			if ( friction < 0.1 )
			{
				friction = 0.1f;
			}
			*/
			VectorScale( ent->s.pos.trDelta, friction, ent->s.pos.trDelta );
			VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
			ent->s.pos.trTime = level.time;
		}
		return;
	}

	//hit something

	//Do impact damage
	traceEnt = &g_entities[tr.entityNum];
	if ( tr.fraction || (traceEnt && traceEnt->takedamage) )
	{
		if ( !VectorCompare( ent->currentOrigin, oldOrg ) )
		{//moved and impacted
			if ( (traceEnt && traceEnt->takedamage) )
			{//hurt someone
				vec3_t fxDir;
				VectorNormalize2( ent->s.pos.trDelta, fxDir );
				VectorScale( fxDir, -1, fxDir );
				G_PlayEffect( G_EffectIndex( "melee/kick_impact" ), tr.endpos, fxDir );
				//G_Sound( ent, G_SoundIndex( va( "sound/weapons/melee/punch%d", Q_irand( 1, 4 ) ) ) );
			}
			else
			{
				G_PlayEffect( G_EffectIndex( "melee/kick_impact_silent" ), tr.endpos, tr.plane.normal );
			}
			if ( ent->mass > 100 )
			{
				G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectHitHeavy.wav" ) );
			}
			else
			{
				G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectHit.wav" ) );
			}
		}
		DoImpact( ent, traceEnt, !(tr.surfaceFlags&SURF_NODAMAGE), &tr );
	}

	if ( !ent || (ent->takedamage&&ent->health <= 0) )
	{//been destroyed by impact
		//chunks?
		G_Sound( ent, G_SoundIndex( "sound/movers/objects/objectBreak.wav" ) );
		return;
	}

	//do impact physics
	if ( ent->s.pos.trType == TR_GRAVITY )//tr.fraction < 1.0 && 
	{//FIXME: only do this if no trDelta
		if ( g_gravity->value <= 0 || tr.plane.normal[2] < 0.7 )
		{
			if ( ent->s.eFlags&(EF_BOUNCE|EF_BOUNCE_HALF) )
			{
				if ( tr.fraction <= 0.0f )
				{
					VectorCopy( tr.endpos, ent->currentOrigin );
					VectorCopy( tr.endpos, ent->s.pos.trBase );
					VectorClear( ent->s.pos.trDelta );
					ent->s.pos.trTime = level.time;
				}
				else
				{
					G_BounceObject( ent, &tr );
				}
			}
			else
			{//slide down?
				//FIXME: slide off the slope
			}
		}
		else
		{
			ent->s.apos.trType = TR_STATIONARY;
			pitch_roll_for_slope( ent, tr.plane.normal );
			//ent->currentAngles[0] = 0;//FIXME: match to slope
			//ent->currentAngles[2] = 0;//FIXME: match to slope
			VectorCopy( ent->currentAngles, ent->s.apos.trBase );
			//okay, we hit the floor, might as well stop or prediction will
			//make us go through the floor!
			//FIXME: this means we can't fall if something is pulled out from under us...
			G_StopObjectMoving( ent );
		}
	}
	else
	{
		ent->s.apos.trType = TR_STATIONARY;
		pitch_roll_for_slope( ent, tr.plane.normal );
		//ent->currentAngles[0] = 0;//FIXME: match to slope
		//ent->currentAngles[2] = 0;//FIXME: match to slope
		VectorCopy( ent->currentAngles, ent->s.apos.trBase );
	}

	//call touch func
	GEntity_TouchFunc( ent, &g_entities[tr.entityNum], &tr );
}

void G_StopObjectMoving( gentity_t *object )
{
	object->s.pos.trType = TR_STATIONARY;
	VectorCopy( object->currentOrigin, object->s.origin );
	VectorCopy( object->currentOrigin, object->s.pos.trBase );
	VectorClear( object->s.pos.trDelta );

	/*
	//Stop spinning
	VectorClear( self->s.apos.trDelta );
	vectoangles(trace->plane.normal, self->s.angles);
	VectorCopy(self->s.angles, self->currentAngles );
	VectorCopy(self->s.angles, self->s.apos.trBase);
	*/
}

void G_StartObjectMoving( gentity_t *object, vec3_t dir, float speed, trType_t trType )
{
	VectorNormalize (dir);

	//object->s.eType = ET_GENERAL;
	object->s.pos.trType = trType;
	VectorCopy( object->currentOrigin, object->s.pos.trBase );
	VectorScale(dir, speed, object->s.pos.trDelta );
	object->s.pos.trTime = level.time;

	/*
	//FIXME: incorporate spin?
	vectoangles(dir, object->s.angles);
	VectorCopy(object->s.angles, object->s.apos.trBase);
	VectorSet(object->s.apos.trDelta, 300, 0, 0 );
	object->s.apos.trTime = level.time;
	*/

	//FIXME: make these objects go through G_RunObject automatically, like missiles do
	if ( object->e_ThinkFunc == thinkF_NULL )
	{
		object->nextthink = level.time + FRAMETIME;
		object->e_ThinkFunc = thinkF_G_RunObject;
	}
	else
	{//You're responsible for calling RunObject
	}
}

gentity_t *G_CreateObject ( gentity_t *owner, vec3_t origin, vec3_t angles, int modelIndex, int frame, trType_t trType, int effectID = 0  ) 
{
	gentity_t	*object;

	object = G_Spawn();

	if ( object == NULL )
	{
		return NULL;
	}

	object->classname = "object";//?
	object->nextthink = level.time + FRAMETIME;
	object->e_ThinkFunc = thinkF_G_RunObject;
	object->s.eType = ET_GENERAL;
	object->s.eFlags |= EF_AUTO_SIZE;//CG_Ents will create the mins & max itself based on model bounds
	object->s.modelindex = modelIndex;
	//FIXME: allow to set a targetname/script_targetname and animation info?
	object->s.frame = object->startFrame = object->endFrame = frame;
	object->owner = owner;
	//object->damage = 100;
	//object->splashDamage = 200;
	//object->splashRadius = 200;
	//object->methodOfDeath = MOD_EXPLOSIVE;
	//object->splashMethodOfDeath = MOD_EXPLOSIVE_SPLASH;
	object->clipmask = MASK_SOLID;//?
	//object->e_TouchFunc = touchF_charge_stick;

	// The effect to play.
	object->count = effectID;

	//Give it SOME size for now
	VectorSet( object->mins, -4, -4, -4 );
	VectorSet( object->maxs, 4, 4, 4 );

	//Origin
	G_SetOrigin( object, origin );
	object->s.pos.trType = trType;
	VectorCopy( origin, object->s.pos.trBase );
	//Velocity
	VectorClear( object->s.pos.trDelta );
	object->s.pos.trTime = level.time;
	//VectorScale( dir, 300, object->s.pos.trDelta );
	//object->s.pos.trTime = level.time;

	//Angles
	VectorCopy( angles, object->s.angles );
	VectorCopy( object->s.angles, object->s.apos.trBase );
	//Angular Velocity
	VectorClear( object->s.apos.trDelta );
	object->s.apos.trTime = level.time;
	//VectorSet( object->s.apos.trDelta, 300, 0, 0 );
	//object->s.apos.trTime = level.time;

	gi.linkentity( object );

	return object;
}
