//-----------------------------------------------------------------------------
//
// $Id$
//
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.18  2005/02/15 16:33:39  makro
// Tons of updates (entity tree attachment system, UI vectors)
//
// Revision 1.17  2002/07/16 04:27:19  niceass
// physics back to 2.0
//
// Revision 1.16  2002/07/08 04:30:19  niceass
// changes to gravity
//
// Revision 1.15  2002/06/16 20:06:14  jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
// Revision 1.14  2002/05/18 14:52:16  makro
// Bot stuff. Other stuff. Just... stuff :p
//
// Revision 1.13  2002/05/07 05:06:56  niceass
// physics tweaks
//
// Revision 1.12  2002/04/26 05:29:23  niceass
// PHYSICS, Take 2
//
// Revision 1.11  2002/03/31 03:31:24  jbravo
// Compiler warning cleanups
//
// Revision 1.10  2002/02/04 02:05:28  jbravo
// removed an extraneous return value from a void routine
//
// Revision 1.9  2002/02/04 00:31:40  niceass
// oops =D
//
// Revision 1.8  2002/02/04 00:30:35  niceass
// New physics
//
// Revision 1.7  2002/01/11 19:48:30  jbravo
// Formatted the source in non DOS format.
//
// Revision 1.6  2001/12/31 16:28:42  jbravo
// I made a Booboo with the Log tag.
//
//
//-----------------------------------------------------------------------------
// Copyright (C) 1999-2000 Id Software, Inc.
//
// bg_slidemove.c -- part of bg_pmove functionality

#include "../qcommon/q_shared.h"
#include "bg_public.h"
#include "bg_local.h"

#define TEMPORARY_STAIR_CLIMBING_BUG_FIX

/* QUAKE 2 Style */
/*
==================
PM_StepSlideMove

Each intersection will try to step over the obstruction instead of
sliding along it.

Returns a new origin, velocity, and contact entity
Does not modify any world state?
==================
*/
#define	MIN_STEP_NORMAL	0.7		// can't step up onto very steep slopes
#define	MAX_CLIP_PLANES	5
qboolean Q2_PM_SlideMove (qboolean gravity)
{
	int			bumpcount, numbumps;
	vec3_t		dir;
	float		d;
	int			numplanes;
	vec3_t		planes[MAX_CLIP_PLANES];
	vec3_t		primal_velocity;
	int			i, j;
	trace_t	trace;
	vec3_t		end;
	float		time_left;
	vec3_t		endVelocity;

	numbumps = 4;

	VectorCopy (pm->ps->velocity, primal_velocity);
	if ( gravity ) {
		VectorCopy(pm->ps->velocity, endVelocity);
		endVelocity[2] -= pm->ps->gravity * pml.frametime;
		pm->ps->velocity[2] = (pm->ps->velocity[2] + endVelocity[2]) * 0.5f;
		primal_velocity[2] = endVelocity[2];
	}
	numplanes = 0;

	time_left = pml.frametime;

	for (bumpcount=0 ; bumpcount<numbumps ; bumpcount++)
	{
		for (i=0 ; i<3 ; i++)
			end[i] = pm->ps->origin[i] + time_left * pm->ps->velocity[i];

		pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);

		if (trace.allsolid)
		{	// entity is trapped in another solid
			pm->ps->velocity[2] = 0;	// don't build up falling damage
			return qtrue;
		}

		if (trace.fraction > 0)
		{	// actually covered some distance
			VectorCopy (trace.endpos, pm->ps->origin);
			numplanes = 0;
		}

		if (trace.fraction == 1)
			 break;		// moved the entire distance

		time_left -= time_left * trace.fraction;

#ifdef TEMPORARY_STAIR_CLIMBING_BUG_FIX
		if (time_left < 0.001) {
			// Please see comments on similar section of code in PM_SlideMove().
			break;
		}
#endif

		// save entity for contact
		PM_AddTouchEnt(trace.entityNum);

		// slide along this plane
		if (numplanes >= MAX_CLIP_PLANES)
		{	// this shouldn't really happen
			VectorCopy (vec3_origin, pm->ps->velocity);
			break;
		}

		VectorCopy (trace.plane.normal, planes[numplanes]);
		numplanes++;

#if 0
	float		rub;

		//
		// modify velocity so it parallels all of the clip planes
		//
		if (numplanes == 1)
		{	// go along this plane
			VectorCopy (pml.velocity, dir);
			VectorNormalize (dir);
			rub = 1.0 + 0.5 * DotProduct (dir, planes[0]);

			// slide along the plane
			PM_ClipVelocity (pml.velocity, planes[0], pml.velocity, 1.01);
			// rub some extra speed off on xy axis
			// not on Z, or you can scrub down walls
			pml.velocity[0] *= rub;
			pml.velocity[1] *= rub;
			pml.velocity[2] *= rub;
		}
		else if (numplanes == 2)
		{	// go along the crease
			VectorCopy (pml.velocity, dir);
			VectorNormalize (dir);
			rub = 1.0 + 0.5 * DotProduct (dir, planes[0]);

			// slide along the plane
			CrossProduct (planes[0], planes[1], dir);
			d = DotProduct (dir, pml.velocity);
			VectorScale (dir, d, pml.velocity);

			// rub some extra speed off
			VectorScale (pml.velocity, rub, pml.velocity);
		}
		else
		{
//			Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
			VectorCopy (vec3_origin, pml.velocity);
			break;
		}

#else
//
// modify original_velocity so it parallels all of the clip planes
//
		for (i=0 ; i<numplanes ; i++)
		{
			PM_ClipVelocity (pm->ps->velocity, planes[i], pm->ps->velocity, 1.01);
			for (j=0 ; j<numplanes ; j++)
				if (j != i)
				{
					if (DotProduct (pm->ps->velocity, planes[j]) < 0)
						break;	// not ok
				}
			if (j == numplanes)
				break;
		}

		if (i != numplanes)
		{	// go along this plane
		}
		else
		{	// go along the crease
			if (numplanes != 2)
			{
//				Con_Printf ("clip velocity, numplanes == %i\n",numplanes);
				VectorCopy (vec3_origin, pm->ps->velocity);
				break;
			}
			CrossProduct (planes[0], planes[1], dir);
			d = DotProduct (dir, pm->ps->velocity);
			VectorScale (dir, d, pm->ps->velocity);
		}
#endif
		//
		// if velocity is against the original velocity, stop dead
		// to avoid tiny occilations in sloping corners
		//
		if (DotProduct (pm->ps->velocity, primal_velocity) <= 0)
		{
			VectorCopy (vec3_origin, pm->ps->velocity);
			break;
		}
	}

	if ( gravity ) {
		VectorCopy(endVelocity, pm->ps->velocity);
	}

	if (pm->ps->pm_time)
	{
		VectorCopy (primal_velocity, pm->ps->velocity);
	}
	return (bumpcount != 0);
}

/*
==================
PM_StepSlideMove

==================
*/
void Q2_PM_StepSlideMove (qboolean gravity)
{
	vec3_t		start_o, start_v;
	vec3_t		down_o, down_v;
	trace_t		trace;
	float		down_dist, up_dist;
//	vec3_t		delta;
	vec3_t		up, down;

	VectorCopy (pm->ps->origin, start_o);
	VectorCopy (pm->ps->velocity, start_v);

	Q2_PM_SlideMove(gravity);

	VectorCopy (pm->ps->origin, down_o);
	VectorCopy (pm->ps->velocity, down_v);

	VectorCopy (start_o, up);
	up[2] += STEPSIZE;

	pm->trace (&trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask);
	if (trace.allsolid)
		return;		// can't step up

	// try sliding above
	VectorCopy (up, pm->ps->origin);
	VectorCopy (start_v, pm->ps->velocity);

	Q2_PM_SlideMove(gravity);

	// push down the final amount
	VectorCopy (pm->ps->origin, down);
	down[2] -= STEPSIZE;
	pm->trace (&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
	if (!trace.allsolid)
	{
		VectorCopy (trace.endpos, pm->ps->origin);
	}

#if 0
	VectorSubtract (pml.origin, up, delta);
	up_dist = DotProduct (delta, start_v);

	VectorSubtract (down_o, start_o, delta);
	down_dist = DotProduct (delta, start_v);
#else
	VectorCopy(pm->ps->origin, up);

	// decide which one went farther
    down_dist = (down_o[0] - start_o[0])*(down_o[0] - start_o[0])
        + (down_o[1] - start_o[1])*(down_o[1] - start_o[1]);
    up_dist = (up[0] - start_o[0])*(up[0] - start_o[0])
        + (up[1] - start_o[1])*(up[1] - start_o[1]);
#endif

	if (down_dist > up_dist || trace.plane.normal[2] < MIN_STEP_NORMAL)
	{
		VectorCopy (down_o, pm->ps->origin);
		VectorCopy (down_v, pm->ps->velocity);
		return;
	}
	//!! Special case
	// if we were walking along a plane, then we need to copy the Z over
	pm->ps->velocity[2] = down_v[2];
	if ( gravity ) {
		pm->ps->velocity[2] -= pm->ps->gravity * pml.frametime;
	}
}

/*

input: origin, velocity, bounds, groundPlane, trace function

output: origin, velocity, impacts, stairup boolean

*/

/*
==================
PM_SlideMove

Returns qtrue if the velocity was clipped in some way
==================
*/
#define	MAX_CLIP_PLANES	5
qboolean PM_SlideMove(qboolean gravity)
{
	int bumpcount, numbumps;
	vec3_t dir;
	float d;
	int numplanes;
	vec3_t planes[MAX_CLIP_PLANES];
	vec3_t primal_velocity;
	vec3_t clipVelocity;
	int i, j, k;
	trace_t trace;
	vec3_t end;
	float time_left;
	float into;
	vec3_t endVelocity;
	vec3_t endClipVelocity;

	numbumps = 4;

	VectorCopy(pm->ps->velocity, primal_velocity);

	if (gravity) {
		VectorCopy(pm->ps->velocity, endVelocity);
		endVelocity[2] -= pm->ps->gravity * pml.frametime;
		pm->ps->velocity[2] = (pm->ps->velocity[2] + endVelocity[2]) * 0.5;
		primal_velocity[2] = endVelocity[2];

		/*if ( pml.groundPlane ) {
		   // slide along the ground plane
		   PM_ClipVelocity (pm->ps->velocity, pml.groundTrace.plane.normal, 
		   pm->ps->velocity, OVERCLIP );
		   } */
	}

	time_left = pml.frametime;

	// never turn against the ground plane
	if (pml.groundPlane) {
		numplanes = 1;
		VectorCopy(pml.groundTrace.plane.normal, planes[0]);
	} else {
		numplanes = 0;
	}

	// never turn against original velocity
	VectorNormalize2(pm->ps->velocity, planes[numplanes]);
	numplanes++;

	for (bumpcount = 0; bumpcount < numbumps; bumpcount++) {

		// calculate position we are trying to move to
		VectorMA(pm->ps->origin, time_left, pm->ps->velocity, end);

		// see if we can make it there
		pm->trace(&trace, pm->ps->origin, pm->mins, pm->maxs, end, pm->ps->clientNum, pm->tracemask);

		if (trace.allsolid) {
			// entity is completely trapped in another solid
			pm->ps->velocity[2] = 0;	// don't build up falling damage, but allow sideways acceleration
			return qtrue;
		}

		if (trace.fraction > 0) {
			// actually covered some distance
			VectorCopy(trace.endpos, pm->ps->origin);
		}

		if (trace.fraction == 1) {
			break;	// moved the entire distance
		}

		time_left -= time_left * trace.fraction;

#ifdef TEMPORARY_STAIR_CLIMBING_BUG_FIX
		if (time_left < 0.001) { // Rambetter tested other values and this is the smallest acceptable.

			// When time_left is small, it leads to some degenerate math computations
			// which cause, for example, the player to get stuck while climbing stairs.
			// The correct solution is to find those degenerate computations and fix
			// them, but in the meantime this is a temporary fix that also fixes the
			// problem.  The bad thing about this fix is that we're ignoring
			// as much as one-thousandth of a second on each client frame.  So for
			// example if the client is at 200 fps and walking into obstacles,
			// as much as 1/5 of the forward progress could be ingored due to this code.
			// Removing this temporary fix and cleaning up the degenerate computations
			// might be especially important for trick jump maps.  Rambetter is
			// currently looking into the degenerate computations.
			break;
		}
#endif

		// save entity for contact
		PM_AddTouchEnt(trace.entityNum);

		if (numplanes >= MAX_CLIP_PLANES) {
			// this shouldn't really happen
			// Makro - yet it does ! - added ifdef
#ifdef DEBUG
			Com_Printf("DEBUG: MAX_CLIP_PLANES\n");
#endif
			VectorClear(pm->ps->velocity);
			return qtrue;
		}
		//
		// if this is the same plane we hit before, nudge velocity
		// out along it, which fixes some epsilon issues with
		// non-axial planes
		//
		for (i = 0; i < numplanes; i++) {
			if (DotProduct(trace.plane.normal, planes[i]) > 0.99) {
				VectorAdd(trace.plane.normal, pm->ps->velocity, pm->ps->velocity);
				break;
			}
		}
		if (i < numplanes) {
			continue;
		}
		VectorCopy(trace.plane.normal, planes[numplanes]);
		numplanes++;

		//
		// modify velocity so it parallels all of the clip planes
		//

		// find a plane that it enters
		for (i = 0; i < numplanes; i++) {
			into = DotProduct(pm->ps->velocity, planes[i]);
			if (into >= 0.1) {
				continue;	// move doesn't interact with the plane
			}
			// see how hard we are hitting things
			if (-into > pml.impactSpeed) {
				pml.impactSpeed = -into;
			}
			// slide along the plane
			PM_ClipVelocity(pm->ps->velocity, planes[i], clipVelocity, OVERCLIP);

			// slide along the plane
			PM_ClipVelocity(endVelocity, planes[i], endClipVelocity, OVERCLIP);

			// see if there is a second plane that the new move enters
			for (j = 0; j < numplanes; j++) {
				if (j == i) {
					continue;
				}
				if (DotProduct(clipVelocity, planes[j]) >= 0.1) {
					continue;	// move doesn't interact with the plane
				}
				// try clipping the move to the plane
				PM_ClipVelocity(clipVelocity, planes[j], clipVelocity, OVERCLIP);
				PM_ClipVelocity(endClipVelocity, planes[j], endClipVelocity, OVERCLIP);

				// see if it goes back into the first clip plane
				if (DotProduct(clipVelocity, planes[i]) >= 0) {
					continue;
				}
				// slide the original velocity along the crease
				CrossProduct(planes[i], planes[j], dir);
				VectorNormalize(dir);
				d = DotProduct(dir, pm->ps->velocity);
				VectorScale(dir, d, clipVelocity);

				CrossProduct(planes[i], planes[j], dir);
				VectorNormalize(dir);
				d = DotProduct(dir, endVelocity);
				VectorScale(dir, d, endClipVelocity);

				// see if there is a third plane the the new move enters
				for (k = 0; k < numplanes; k++) {
					if (k == i || k == j) {
						continue;
					}
					if (DotProduct(clipVelocity, planes[k]) >= 0.1) {
						continue;	// move doesn't interact with the plane
					}
					// stop dead at a tripple plane interaction
					VectorClear(pm->ps->velocity);
					return qtrue;
				}
			}

			// if we have fixed all interactions, try another move
			VectorCopy(clipVelocity, pm->ps->velocity);
			VectorCopy(endClipVelocity, endVelocity);
			break;
		}
	}

	if (gravity) {
		VectorCopy(endVelocity, pm->ps->velocity);
	}
	// don't change velocity if in a timer (FIXME: is this correct?)
	if (pm->ps->pm_time) {
		VectorCopy(primal_velocity, pm->ps->velocity);
	}

	return (bumpcount != 0);
}

/*
==================
PM_StepSlideMove

==================
*/
void PM_StepSlideMove(qboolean gravity)
{
	vec3_t start_o, start_v;
	vec3_t down_o, down_v;
	trace_t trace;
	vec3_t up, down;
	vec3_t tmp;

	VectorCopy(pm->ps->origin, start_o);
	VectorCopy(pm->ps->velocity, start_v);

	if (PM_SlideMove(gravity) == 0)
		return;		// we got exactly where we wanted to go first try       

	VectorCopy(pm->ps->origin, down_o);
	VectorCopy(pm->ps->velocity, down_v);

	VectorCopy(start_o, up);
	up[2] += STEPSIZE;

	// test the player position if they were a stepheight higher
	pm->trace(&trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask);
	if (trace.allsolid) {
		return;		// can't step up
	}
	// try slidemove from this position
	VectorCopy(up, pm->ps->origin);
	VectorCopy(start_v, pm->ps->velocity);

	PM_SlideMove(gravity);

	// push down the final amount
	VectorCopy(pm->ps->origin, down);
	down[2] -= STEPSIZE;
	pm->trace(&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask);
	if (!trace.allsolid)
		VectorCopy(trace.endpos, pm->ps->origin);

	//Makro - possible fix for the "player stuck on stairs" bug ?
	//if (trace.plane.normal[0] || trace.plane.normal[1] || trace.plane.normal[2])
	//{
		if (trace.plane.normal[2] < 0.7f) {
			VectorCopy(down_o, pm->ps->origin);
			VectorCopy(down_v, pm->ps->velocity);
			return;
		}
	//}

	pm->ps->velocity[2] = down_v[2];

	VectorCopy(pm->ps->origin, tmp);

	// NiceAss: nudge it up a little.
	tmp[2] += 0.1f;
	start_o[2] += 0.1f;

	// if the down trace can trace back to the original position directly, don't step
	pm->trace(&trace, tmp, pm->mins, pm->maxs, start_o, pm->ps->clientNum, pm->tracemask);
	if (trace.fraction != 1.0) {
		// use the step move
		float delta;

		delta = pm->ps->origin[2] - start_o[2];
		if (delta > 2) {
			if (delta < 7) {
				PM_AddEvent(EV_STEP_4);
			} else if (delta < 11) {
				PM_AddEvent(EV_STEP_8);
			} else if (delta < 15) {
				PM_AddEvent(EV_STEP_12);
			} else {
				PM_AddEvent(EV_STEP_16);
			}
		}
		if (pm->debugLevel) {
			Com_Printf("%i:stepped\n", c_pmove);
		}
	}
}
