/*
Copyright (C) 1996-1997 Id Software, Inc.

This program 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.

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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// client.h

#ifndef CLIENT_H
#define CLIENT_H

#include "net_chan.h"

extern struct netaddr cl_net_from;
extern sizebuf_t cl_net_message;

#ifdef FOD_PPC
extern int altivec_available;
#endif

#define	MAX_PROJECTILES	32 

// player_state_t is the information needed by a player entity
// to do move prediction and to generate a drawable entity
typedef struct {
	int			messagenum;		// all players won't be updated each frame

	double		state_time;		// not the same as the packet time,
								// because player commands come asyncronously
	usercmd_t	command;		// last command for prediction

	vec3_t		origin;
	vec3_t		viewangles;		// only for demos, not from server
	vec3_t		velocity;
	int			weaponframe;

	int			modelindex;
	int			frame;
	int			skinnum;
	int			effects;

	int			flags;			// dead, gib, etc

	int			pm_type;
	float		waterjumptime;
	qboolean	onground;
	qboolean	jump_held;
	int			jump_msec;		// fix bunny-hop flickering
} player_state_t;

#define	MAX_SCOREBOARDNAME	16
struct player_info_s
{
	int		userid;

	// scoreboard information
	char	name[MAX_SCOREBOARDNAME];
	float	entertime;
	int		frags;
	int		ping;
	byte	pl;
	unsigned char	spectator;

	// skin information
	unsigned char	topcolor;
	unsigned char	bottomcolor;

	unsigned char	real_topcolor;
	unsigned char	real_bottomcolor;

	qboolean	skin_refresh;	
	qboolean	ignored;		//for ignore

	int		stats[MAX_CL_STATS];	

	byte	translations[VID_GRADES*256];
	char	userinfo[MAX_INFO_STRING];
	char	team[MAX_INFO_STRING];
	char skin[64];
} __attribute__ ((aligned (64)));

typedef struct player_info_s player_info_t;


typedef struct {
	qboolean	interpolate;
	vec3_t		origin;
	vec3_t		angles;
	int			oldindex;
} interpolate_t;


typedef struct {
	// generated on client side
	usercmd_t	cmd;		// cmd that generated the frame
	double		senttime;	// time cmd was sent off
	int			delta_sequence;		// sequence number to delta from, -1 = full update

	// received from server
	double		receivedtime;	// time message was received, or -1
	player_state_t	playerstate[MAX_CLIENTS];	// message received that reflects performing
							// the usercmd
	packet_entities_t	packet_entities;
	qboolean	invalid;		// true if the packet_entities delta was invalid
} frame_t;

typedef struct {
	entity_state_t	baseline;
	entity_state_t	current;

	vec3_t			lerp_origin;	
	vec3_t			trail_origin;	

	int				flags;

	vec3_t			old_origin;
	vec3_t			old_angles;
	int				oldframe;

	int				sequence;
	int				oldsequence;

	double			startlerp;
	double			deltalerp;
	double			frametime;
} centity_t;

#define CENT_TRAILDRAWN		1

typedef struct {
	int		destcolor[3];
	int		percent;		// 0-256
} cshift_t;

#define	CSHIFT_CONTENTS	0
#define	CSHIFT_DAMAGE	1
#define	CSHIFT_BONUS	2
#define	CSHIFT_POWERUP	3
#define	NUM_CSHIFTS		4


// clientState_t should hold all pieces of the client state

#define	MAX_DLIGHTS		64

typedef enum {lt_default, lt_muzzleflash, lt_explosion, lt_rocket,
lt_red, lt_blue, lt_redblue, lt_green, lt_white, NUM_DLIGHTTYPES } dlighttype_t;

typedef struct {
	int		key;				// so entities can reuse same entry
	vec3_t	origin;
	float	radius;
	float	die;				// stop lighting after this time
	float	decay;				// drop this each second
	float	minlight;			// don't add when contributing less
	int		type;
	int		bubble;				
								// non zero means no flashblend bubble
} dlight_t;

typedef struct {
	int		length;
	char	map[MAX_STYLESTRING];
} lightstyle_t;

struct static_entity
{
	struct static_entity *next;
	entity_t ent;
};

#define	MAX_EFRAGS		512

#define	MAX_DEMOS		8
#define	MAX_DEMONAME	16

typedef enum {
ca_disconnected, 	// full screen console with no connection
ca_demostart,		// starting up a demo
ca_connected,		// netchan_t established, waiting for svc_serverdata
ca_onserver,		// processing data lists, donwloading, etc
ca_active			// everything is in, so frames can be rendered
} cactive_t;

typedef enum {
	dl_none,
	dl_model,
	dl_sound,
	dl_single
} dltype_t;		// download type

// the clientPersistent_t structure is persistent through an arbitrary number of server connections
typedef struct {
	// connection information
	cactive_t	state;

	int			framecount;		// incremented every frame, never reset
	double		realtime;		// scaled by cl_demospeed
	double		demotime;		// scaled by cl_demospeed, reset when starting a demo
	double		demotimeoffset;		// demotime-demotimeoffset=gametime
	double		trueframetime;	// time since last frame
	double		frametime;		// time since last frame, scaled by cl_demospeed
	double          framedev;

	/* Let's clear the air with unpolluted, although more, time variables */
	double realactualfirstdemotimestamp; /* No, really. This is the first timestamp present in the demo file. -1 before the first frame has been parsed. */
	double realactualdemotime; /* No, really. This is the time in the demo we have most recently read from. This is 0-based. 0 is the first frame of the demo. */

	// network stuff
	netchan_t	netchan;
	int			qport;
	char		servername[MAX_OSPATH];	// name of server from original connect
	struct netaddr	server_adr;
#ifdef NETQW
	struct NetQW *netqw;
#endif

	// private userinfo for sending to masterless servers
	char		userinfo[MAX_INFO_STRING];

	// on a local server these may differ from com_gamedirfile and com_gamedir
	char		gamedirfile[MAX_QPATH];
	char		gamedir[MAX_OSPATH];

	FILE		*download;		// file transfer from server
	char		downloadtempname[MAX_OSPATH];
	char		downloadname[MAX_OSPATH];
	int			downloadnumber;
	dltype_t	downloadtype;
	int			downloadpercent;

	// demo recording info must be here, because record is started before entering a map (and clearing clientState_t)
	qboolean	demorecording;
	qboolean	demoplayback;
	qboolean	timedemo;

	byte		demomessage_data[MAX_MSGLEN * 2];
	sizebuf_t	demomessage;

	int			challenge;

	float		latency;		// rolling average


	qboolean	mvdplayback; // playing mvd 
	int			lastto;
	int			lasttype;
	qboolean	findtrack;

	unsigned int hufftablecrc;
	unsigned int ftexsupported;
} clientPersistent_t;

extern clientPersistent_t	cls;


// cl.paused flags

#define PAUSED_SERVER		1
#define PAUSED_DEMO			2


// the clientState_t structure is wiped completely at every server signon
typedef struct {
	int			servercount;	// server identification for prespawns

	char		serverinfo[MAX_SERVERINFO_STRING];
	// some important serverinfo keys are mirrored here:
	int			deathmatch;
	int			teamplay;
	int			gametype;		// GAME_COOP or GAME_DEATHMATCH
	qboolean	teamfortress;	// true if gamedir is "fortress"
	int			fpd;			// FAQ proxy flags
	int			z_ext;			// ZQuake protocol extensions flags
	float		maxfps;

	int			parsecount;		// server message counter
	
	int			oldparsecount;

	int			validsequence;	// this is the sequence number of the last good
								// packetentity_t we got.  If this is 0, we can't
								// render a frame yet
	int			oldvalidsequence;
#ifndef NETQW
	int			delta_sequence;	// sequence number of the packet we can request
								// delta from
#endif

	int			spectator;

	double		last_ping_request;	// while showing scoreboard

	// sentcmds[cl.netchan.outgoing_sequence & UPDATE_MASK] = cmd
	frame_t		frames[UPDATE_BACKUP];

	// information for local display
	int			stats[MAX_CL_STATS];	// health, etc
	float		item_gettime[32];	// cl.time of acquiring item, for blinking
	float		faceanimtime;		// use anim frame if cl.time < this

	cshift_t	cshifts[NUM_CSHIFTS];	// color shifts for damage, powerups and content types

	// the client maintains its own idea of view angles, which are
	// sent to the server each frame.  And only reset at level change
	// and teleport times
	vec3_t		viewangles;

	// the client simulates or interpolates movement to get these values
	double		time;			// this is the time value that the client
								// is rendering at.  always <= realtime

	double		servertime;
	qboolean	servertime_works;
	double		gametime;

	vec3_t		simorg;
	vec3_t		simvel;
	vec3_t		simangles;

	// pitch drifting vars
	float		pitchvel;
	qboolean	nodrift;
	float		driftmove;
	double		laststop;

	qboolean	onground;
	float		crouch;			// local amount for smoothing stepups

	qboolean	paused;			// a combination of PAUSED_SERVER and PAUSED_DEMO flags

	float		ideal_punchangle;	// temporary view kick from weapon firing
	float		punchangle;		// drifts towards ideal_punchangle
	float		rollangle;		// smooth out rollangle changes when strafing

	int			intermission;	// don't change view angle, full screen, etc
	int			completed_time;	// latched from time at intermission start
	int			solo_completed_time;	// to draw on intermission screen

	// information that is static for the entire time connected to a server
	char		model_name[MAX_MODELS][MAX_QPATH];
	char		sound_name[MAX_SOUNDS][MAX_QPATH];

	struct model_s	*model_precache[MAX_MODELS];
	struct sfx_s	*sound_precache[MAX_SOUNDS];

	char		levelname[40];	// for display on solo scoreboard
	int			playernum;
	int			viewplayernum;	// either playernum or spec_track (in chase camera mode)

	// refresh related state
	struct model_s	*worldmodel;	// cl_entitites[0].model
	struct efrag_s	*free_efrags;
	struct static_entity *first_static;
	struct static_entity *last_static;

	int			cdtrack;		// cd audio

	centity_t	viewent;		// weapon model

	// all player information
	player_info_t	players[MAX_CLIENTS];

	// sprint buffer
	int			sprint_level;
	char		sprint_buf[2048];

	// localized movement vars
	float		entgravity;
	float		maxspeed;
	float		bunnyspeedcap;

	int			waterlevel;		

	
	double		whensaid[10];       // For floodprots
 	int			whensaidhead;       // Head value for floodprots

	
	qboolean	standby;
	qboolean	countdown;
	float		fbskins;		
	float		truelightning;	
	qboolean	userfb;			
	int			minlight;
	qboolean	watervis;
	qboolean	allow_lumas;

	interpolate_t	int_projectiles[MAX_PROJECTILES];

	int			protoversion;

	int weapon_to_model_index[8];
} clientState_t;

extern	clientState_t	cl;

typedef struct visentlist_s {
	entity_t	*list;
	int			count;
	int			max;
	int			alpha;
} visentlist_t;

#ifdef GLQUAKE
extern visentlist_t cl_firstpassents, cl_visents, cl_alphaents;
#else
extern visentlist_t cl_visents, cl_visbents;
#endif

// FuhQuake cvars
extern cvar_t cl_floodprot;			
extern cvar_t cl_fp_messages;		
extern cvar_t cl_fp_persecond;	
extern cvar_t cl_cmdline;			

extern cvar_t r_rocketlight;
extern cvar_t r_rocketlightcolor;
extern cvar_t r_explosionlightcolor;	
extern cvar_t r_explosionlight;
extern cvar_t r_explosiontype;
extern cvar_t r_flagcolor;
extern cvar_t r_lightflicker;

// ZQuake cvars
extern cvar_t	cl_warncmd;
extern	cvar_t	cl_shownet;
extern	cvar_t	cl_sbar;
extern	cvar_t	cl_hudswap;
extern	cvar_t	cl_deadbodyfilter;
extern	cvar_t	cl_gibfilter;
extern	cvar_t	cl_muzzleflash;
extern	cvar_t	cl_trueLightning;

extern cvar_t r_rockettrail;
extern cvar_t r_grenadetrail;
extern cvar_t r_powerupglow;

#define	CL_MAX_EDICTS		768			// FIXME: ouch! ouch! ouch!

// FIXME, allocate dynamically
extern	centity_t		cl_entities[CL_MAX_EDICTS];
extern	efrag_t			cl_efrags[MAX_EFRAGS];
extern	lightstyle_t	cl_lightstyle[MAX_LIGHTSTYLES];
extern	dlight_t		cl_dlights[MAX_DLIGHTS];
extern unsigned int cl_dlight_active[MAX_DLIGHTS/32];

extern byte		*host_basepal;
extern byte		*host_colormap;

//=============================================================================

void CL_InitCommands(void);

// cl_main
void CL_UserinfoChanged(char *key, char *string);
void CL_CvarInit(void);
void CL_Init (void);
void CL_WriteConfiguration (void);
void CL_ClearState (void);
void CL_ReadPackets (void);
void CL_Disconnect (void);
void CL_Disconnect_f (void);
qboolean CL_ConnectedToProxy(void);
void CL_MakeActive(void);

extern char emodel_name[], pmodel_name[];

// cl_demo.c
qboolean CL_GetDemoMessage (void);
void CL_WriteDemoCmd(const usercmd_t *pcmd);
void CL_WriteDemoMessage(const sizebuf_t *msg);
void CL_WriteDemoEntities (void);
void CL_StopPlayback (void);
void CL_Stop_f (void);
void CL_CheckQizmoCompletion(void);
void CL_CvarDemoInit(void);
void CL_Demo_Init(void);

void CL_AutoRecord_StopMatch(void);
void CL_AutoRecord_CancelMatch(void);
void CL_AutoRecord_StartMatch(char *demoname);
qboolean CL_AutoRecord_Status(void);
void CL_AutoRecord_SaveMatch(void);

extern double demostarttime;
extern float nextdemotime, olddemotime;		

// cl_parse.c
#define NET_TIMINGS 256
#define NET_TIMINGSMASK 255
extern int	packet_latency[NET_TIMINGS];
int CL_CalcNet (void);
void CL_ParseServerMessage (void);
qboolean CL_CheckOrDownloadFile (char *filename);
qboolean CL_IsUploading(void);
void CL_NextUpload(void);
void CL_StartUpload (char *filename);
void CL_StopUpload(void);

void CL_ParseClientdata (void);	

void CL_RequestNextFTEDownloadChunk(sizebuf_t *buf);

void CL_FreeStatics(void);

// cl_tent.c
void CL_InitTEnts (void);
void CL_ClearTEnts (void);
void CL_ParseTEnt (void);
void CL_ExplosionSprite (vec3_t);
void CL_UpdateTEnts (void);

// cl_ents.c
typedef enum cl_modelindex_s {
	mi_spike, mi_player, mi_flag, mi_tf_flag, mi_tf_stan, mi_explod1, mi_explod2, mi_h_player,
	mi_gib1, mi_gib2, mi_gib3, mi_rocket, mi_grenade, mi_bubble,
	mi_vaxe, mi_vbio, mi_vgrap, mi_vknife, mi_vknife2, mi_vmedi, mi_vspan,
	cl_num_modelindices,
} cl_modelindex_t;		

extern cl_modelindex_t cl_modelindices[cl_num_modelindices];
extern char *cl_modelnames[cl_num_modelindices];

int CL_InitEnts(void);
void CL_ShutdownEnts(void);
void CL_AddEntity (entity_t *ent);
void CL_ClearScene (void) ;

dlight_t *CL_AllocDlight (int key);
void CL_NewDlight (int key, vec3_t origin, float radius, float time, int type, int bubble);
void CL_DecayLights (void);

void CL_SetSolidPlayers (int playernum);
void CL_SetUpPlayerPrediction(qboolean dopred);
void CL_EmitEntities (void);
void CL_ClearProjectiles (void);
void CL_ParsePacketEntities (qboolean delta);
void CL_SetSolidEntities (void);
void CL_ParsePlayerinfo (void);


void MVD_Interpolate(void);
void CL_ClearPredict(void);
void CL_ParseProjectiles(qboolean indexed);


// cl_pred.c
void CL_CvarInitPrediction (void);
void CL_PredictMove (void);
void CL_PredictUsercmd (player_state_t *from, player_state_t *to, usercmd_t *u);

// cl_cam.c
#define CAM_NONE	0
#define CAM_TRACK	1

extern int	autocam;
extern int	spec_track; // player# of who we are tracking

qboolean Cam_DrawViewModel (void);
qboolean Cam_DrawPlayer (int playernum);
void Cam_Track (usercmd_t *cmd);
void Cam_FinishMove (usercmd_t *cmd);
void Cam_Reset (void);
void Cam_SetViewPlayer (void);
void CL_CvarInitCam (void);
void Cam_TryLock (void);


int Cam_TrackNum(void);
void Cam_Lock(int playernum);


// match_tools.c
void MT_CvarInit(void);
void MT_Init(void);
void MT_Frame(void);
void MT_Disconnect(void);
void MT_NewMap(void);
char *MT_MatchName(void);

// fragstats.c

void Stats_CvarInit(void);
void Stats_Init(void);
void Stats_Reset(void);
void Stats_NewMap(void);
void Stats_EnterSlot(int num);
void Stats_ParsePrint(char *s, int level);

qboolean Stats_IsActive(void);
qboolean Stats_IsFlagsParsed(void);
void Stats_GetBasicStats(int num, int *stats);
void Stats_GetFlagStats(int num, int *stats);

#define RSSHOT_WIDTH 320
#define RSSHOT_HEIGHT 200


dlighttype_t dlightColor(float f, dlighttype_t def, qboolean random);

void ToggleConsole_f(void);

#endif

