/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors

This file is part of the OpenJK source code.

OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.

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, see <http://www.gnu.org/licenses/>.
===========================================================================
*/

// bg_local.h -- local definitions for the bg (both games) files

#ifndef _BG_LOCAL_H
#define _BG_LOCAL_H

#define	TIMER_LAND		130
#define	TIMER_GESTURE	(34*66+50)

#define	OVERCLIP		1.001F

// all of the locals will be zeroed before each
// pmove, just to make damn sure we don't have
// any differences when running on client or server
typedef struct {
	vec3_t		forward, right, up;
	float		frametime;

	int			msec;

	qboolean	walking;
	qboolean	groundPlane;
	trace_t		groundTrace;

	float		impactSpeed;

	vec3_t		previous_origin;
	vec3_t		previous_velocity;
	int			previous_waterlevel;
} pml_t;

extern	pmove_t		*pm;
extern	pml_t		pml;

// movement parameters
extern	const float	pm_stopspeed;
extern	const float	pm_duckScale;
extern	const float	pm_swimScale;
extern	const float	pm_wadeScale;

extern	const float	pm_accelerate;
extern	const float	pm_airaccelerate;
extern	const float	pm_wateraccelerate;
extern	const float	pm_flyaccelerate;

extern	const float	pm_friction;
extern	const float	pm_waterfriction;
extern	const float	pm_flightfriction;

extern	int		c_pmove;

void PM_ClipVelocity( vec3_t in, vec3_t normal, vec3_t out, float overbounce );
void PM_AddTouchEnt( int entityNum );
void PM_AddEvent( int newEvent );

qboolean	PM_SlideMove( float gravity );
void		PM_StepSlideMove( float gravity );

void rotateAboutOrigin(float x, float y, float rotation, vec2_t out);
bool BG_UseVRPosition( gentity_t *ent );
void BG_CalculateVRWeaponPosition( vec3_t origin, vec3_t angles );
void BG_CalculateVRSaberPosition( int saberNum, vec3_t origin, vec3_t angles );
void BG_CalculateVRDefaultPosition( int hand, vec3_t origin, vec3_t angles );
void BG_CalculateVROffHandPosition( vec3_t origin, vec3_t angles );
void BG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out);
void BG_CalculateVRPositionInWorld( const vec3_t in_position,  vec3_t in_offset, vec3_t in_orientation, vec3_t origin, vec3_t angles );

#endif



