//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors

This file is part of EDuke32.

EDuke32 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, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
*/
//-------------------------------------------------------------------------

#ifndef player_h_
#define player_h_

#include "inv.h"
#include "namesdyn.h"
#include "fix16.h"
#include "net.h"

BEGIN_RR_NS

extern int32_t g_mostConcurrentPlayers;

#define MOVEFIFOSIZ                 256

#define NAM_GRENADE_LIFETIME        120
#define NAM_GRENADE_LIFETIME_VAR    30

#define HORIZ_MIN                   -99
#define HORIZ_MAX                   299
#define AUTO_AIM_ANGLE              48
#define PHEIGHT_DUKE                (38<<8)
#define PHEIGHT_RR                  (40<<8);
extern int32_t PHEIGHT;

#define TRIPBOMB_TRIPWIRE       0x00000001
#define TRIPBOMB_TIMER          0x00000002

#define PIPEBOMB_REMOTE         0x00000001
#define PIPEBOMB_TIMER          0x00000002

#define WEAPON_POS_LOWER            -9
#define WEAPON_POS_RAISE            10
#define WEAPON_POS_START             6

#define MAX_WEAPON_RECS             256

enum gamemode_t {
    MODE_MENU                   = 0x00000001,
    MODE_DEMO                   = 0x00000002,
    MODE_GAME                   = 0x00000004,
    MODE_EOL                    = 0x00000008,
    MODE_TYPE                   = 0x00000010,
    MODE_RESTART                = 0x00000020,
    MODE_SENDTOWHOM             = 0x00000040,
};

// Player Actions.
enum playeraction_t {
    pstanding                   = 0x00000001,
    pwalking                    = 0x00000002,
    prunning                    = 0x00000004,
    pducking                    = 0x00000008,
    pfalling                    = 0x00000010,
    pjumping                    = 0x00000020,
    phigher                     = 0x00000040,
    pwalkingback                = 0x00000080,
    prunningback                = 0x00000100,
    pkicking                    = 0x00000200,
    pshrunk                     = 0x00000400,
    pjetpack                    = 0x00000800,
    ponsteroids                 = 0x00001000,
    ponground                   = 0x00002000,
    palive                      = 0x00004000,
    pdead                       = 0x00008000,
    pfacing                     = 0x00010000
};

typedef struct {
    vec3_t pos;
    int16_t ang, sect;
} playerspawn_t;

typedef struct {
    int16_t got_access, last_extra, inv_amount[GET_MAX], curr_weapon, holoduke_on;
    int16_t last_weapon, weapon_pos, kickback_pic;
    int16_t ammo_amount[MAX_WEAPONS], frag[MAXPLAYERS];
    uint32_t gotweapon;
    char inven_icon, jetpack_on, heat_on;
} DukeStatus_t;

typedef struct {
    uint32_t bits;
    int16_t fvel, svel;
    fix16_t q16avel, q16horz;
    int8_t extbits;
} input_t;

#pragma pack(push,1)
// XXX: r1625 changed a lot types here, among others
//  * int32_t --> int16_t
//  * int16_t --> int8_t
//  * char --> int8_t
// Need to carefully think about implications!
// TODO: rearrange this if the opportunity arises!
// KEEPINSYNC lunatic/_defs_game.lua
typedef struct {
    vec3_t pos, opos, vel, npos;
    vec2_t bobpos, fric;

    fix16_t q16horiz, q16horizoff, oq16horiz, oq16horizoff;
    fix16_t q16ang, oq16ang, q16angvel;

    int32_t truefz, truecz, player_par;
    int32_t randomflamex, exitx, exity;
    int32_t runspeed, max_player_health, max_shield_amount;
    int32_t autostep, autostep_sbw;

    uint32_t interface_toggle_flag;
    uint16_t max_actors_killed, actors_killed;
    uint32_t gotweapon;
    uint16_t zoom;

    int16_t loogiex[64], loogiey[64], sbs, sound_pitch;

    int16_t cursectnum, look_ang, last_extra, subweapon;
    int16_t max_ammo_amount[MAX_WEAPONS], ammo_amount[MAX_WEAPONS], inv_amount[GET_MAX];
    int16_t wackedbyactor, pyoff, opyoff;

    int16_t newowner, jumping_counter, airleft;
    int16_t fta, ftq, access_wallnum, access_spritenum;
    int16_t got_access, weapon_ang, visibility;
    int16_t somethingonplayer, on_crane, i, one_parallax_sectnum;
    int16_t random_club_frame, one_eighty_count;
    int16_t dummyplayersprite, extra_extra8;
    int16_t actorsqu, timebeforeexit, customexitsound, last_pissed_time;

    int16_t weaprecs[MAX_WEAPON_RECS], weapon_sway, crack_time, bobcounter;

    int16_t orotscrnang, rotscrnang, dead_flag;   // JBF 20031220: added orotscrnang
    int16_t holoduke_on, pycount;
    int16_t transporter_hold/*, clipdist*/;

    uint8_t max_secret_rooms, secret_rooms;
    // XXX: 255 values for frag(gedself) seems too small.
    uint8_t frag, fraggedself, quick_kick, last_quick_kick;
    uint8_t return_to_center, reloading, weapreccnt;
    uint8_t aim_mode, auto_aim, weaponswitch, movement_lock, team;
    uint8_t tipincs, hbomb_hold_delay, frag_ps, kickback_pic;

    uint8_t gm, on_warping_sector, footprintcount, hurt_delay;
    uint8_t hbomb_on, jumping_toggle, rapid_fire_hold, on_ground;
    uint8_t inven_icon, buttonpalette, over_shoulder_on, show_empty_weapon;

    uint8_t jetpack_on, spritebridge, lastrandomspot;
    uint8_t scuba_on, footprintpal, heat_on, invdisptime;

    uint8_t holster_weapon, falling_counter, footprintshade;
    uint8_t refresh_inventory, last_full_weapon;

    uint8_t toggle_key_flag, knuckle_incs, knee_incs, access_incs;
    uint8_t walking_snd_toggle, palookup, hard_landing, fist_incs;

    int8_t numloogs, loogcnt, scream_voice;
    int8_t last_weapon, cheat_phase, weapon_pos, wantweaponfire, curr_weapon;

    uint8_t palette;
    palette_t pals;

    int8_t last_used_weapon;

    int16_t recoil;
    int32_t stairs;
    int32_t hbomb_offset;
    int16_t hbomb_time;
    uint8_t shotgun_state[2];
    uint8_t make_noise;
    int32_t noise_x, noise_y, noise_radius;
    uint8_t keys[5];
    int16_t yehaa_timer;
    int16_t drink_amt, eat_amt, drink_ang, eat_ang;
    int32_t drink_timer, eat_timer;
    int16_t level_end_timer;
    int16_t moto_speed, tilt_status, moto_drink;
    uint8_t on_motorcycle, on_boat, moto_underwater, not_on_water, moto_on_ground;
    uint8_t moto_do_bump, moto_bump_fast, moto_on_oil, moto_on_mud;
    int16_t moto_bump, moto_bump_target, moto_turb;
    int16_t drug_stat[3];
    int32_t drug_aspect;
    uint8_t drug_mode, lotag800kill, sea_sick_stat;
    int32_t drug_timer;
    int32_t sea_sick;
    uint8_t hurt_delay2, nocheat;

    int8_t crouch_toggle;
    int8_t padding_[3];
} DukePlayer_t;

// KEEPINSYNC lunatic/_defs_game.lua
typedef struct {
    DukePlayer_t *ps;
    input_t *inputBits;

    int32_t movefifoend, syncvalhead, myminlag;
    int32_t pcolor, pteam;
    // NOTE: wchoice[HANDREMOTE_WEAPON .. MAX_WEAPONS-1] unused
    uint8_t frags[MAXPLAYERS], wchoice[MAX_WEAPONS];

    char vote, gotvote, playerreadyflag, playerquitflag, connected;
    char user_name[32];
    char syncval[SYNCFIFOSIZ][MAXSYNCBYTES];
} playerdata_t;
#pragma pack(pop)

// KEEPINSYNC lunatic/_defs_game.lua
typedef struct {
    int32_t cur, count;  // "cur" is the only member that is *used*
    int32_t gunposx, lookhalfang;  // weapon_xoffset, ps->look_ang>>1
    int32_t gunposy, lookhoriz;  // gun_pos, looking_arc
    int32_t shade;
} hudweapon_t;

extern input_t          inputfifo[MOVEFIFOSIZ][MAXPLAYERS];
extern playerspawn_t    g_playerSpawnPoints[MAXPLAYERS];
extern playerdata_t     *const g_player;
extern int16_t          WeaponPickupSprites[MAX_WEAPONS];
extern hudweapon_t      hudweap;
extern int32_t          g_levelTextTime;
extern int32_t          g_myAimMode;
extern int32_t          g_numObituaries;
extern int32_t          g_numSelfObituaries;
extern int32_t          mouseyaxismode;
extern int32_t          ticrandomseed;

#define SHOOT_HARDCODED_ZVEL INT32_MIN

int A_Shoot(int spriteNum, int projecTile);

static inline void P_PalFrom(DukePlayer_t *pPlayer, uint8_t f, uint8_t r, uint8_t g, uint8_t b)
{
    pPlayer->pals.f = f;
    pPlayer->pals.r = r;
    pPlayer->pals.g = g;
    pPlayer->pals.b = b;
}

void    P_AddKills(DukePlayer_t * pPlayer, uint16_t kills);
int32_t A_GetHitscanRange(int spriteNum);
void    P_GetInput(int playerNum);
void    P_GetInputMotorcycle(int playerNum);
void    P_GetInputBoat(int playerNum);
void P_AddAmmo(DukePlayer_t * pPlayer, int weaponNum, int addAmount);
void    P_AddWeapon(DukePlayer_t *pPlayer, int weaponNum);
void    P_CheckWeapon(DukePlayer_t *pPlayer);
void    P_DisplayScuba(void);
void    P_DisplayWeapon(void);
void P_DropWeapon(int playerNum);
int     P_FindOtherPlayer(int playerNum, int32_t *pDist);
void    P_FragPlayer(int playerNum);
#ifdef YAX_ENABLE
void getzsofslope_player(int sectNum, int playerX, int playerY, int32_t *pCeilZ, int32_t *pFloorZ);
#endif
void    P_UpdatePosWhenViewingCam(DukePlayer_t *pPlayer);
void    P_ProcessInput(int playerNum);
void    P_QuickKill(DukePlayer_t *pPlayer);
void    P_SelectNextInvItem(DukePlayer_t *pPlayer);
void    P_UpdateScreenPal(DukePlayer_t *pPlayer);
void    P_EndLevel(void);
void    P_CheckWeaponI(int playerNum);
int     P_GetHudPal(const DukePlayer_t *pPlayer);
int     P_GetKneePal(const DukePlayer_t *pPlayer);
int     P_GetKneePal(const DukePlayer_t *pPlayer, int hudPal);
int     P_GetOverheadPal(const DukePlayer_t *pPlayer);
void P_MadeNoise(int playerNum);
int P_HasKey(int sectNum, int playerNum);

// Get the player index given an APLAYER sprite pointer.
static inline int P_GetP(const void *pSprite)
{
#if 0  // unprotected player index retrieval
    return spr->yvel;
#elif defined NETCODE_DISABLE
    UNREFERENCED_PARAMETER(pSprite);  // for NDEBUG build
    // NOTE: In the no-netcode build, there's no point to pass player indices
    // at all since there is ever only one player. However, merely returning 0
    // would mean making this build less strict than the normal one.
    Bassert(((const uspritetype *)pSprite)->yvel == 0);
    return 0;
#else
    int playerNum = ((const uspritetype *)pSprite)->yvel;
    // [JM] Check against MAXPLAYERS as opposed to g_mostConcurrentPlayers
    //      to prevent CON for disconnected/fake players from executing as playernum 0.
    if ((unsigned)playerNum >= MAXPLAYERS)
        playerNum = 0;
    return playerNum;
#endif
}

// Get the player index given an APLAYER sprite index.
static inline int P_Get(int32_t spriteNum) { return P_GetP((const uspritetype *)&sprite[spriteNum]); }

END_RR_NS

#endif
