/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2013 Darklegion Development

This file is part of Tremulous.

Tremulous 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.

Tremulous 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 Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// bg_slidemove.c -- part of bg_pmove functionality

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

/*

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

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

    time_left -= time_left * trace.fraction;

    if( numplanes >= MAX_CLIP_PLANES )
    {
      // this shouldn't really happen
      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_StepEvent
==================
*/
void PM_StepEvent( vec3_t from, vec3_t to, vec3_t normal )
{
  float   size;
  vec3_t  delta, dNormal;

  VectorSubtract( from, to, delta );
  VectorCopy( delta, dNormal );
  VectorNormalize( dNormal );

  size = DotProduct( normal, dNormal ) * VectorLength( delta );

  if( size > 0.0f )
  {
    if( size > 2.0f )
    {
      if( size < 7.0f )
        PM_AddEvent( EV_STEPDN_4 );
      else if( size < 11.0f )
        PM_AddEvent( EV_STEPDN_8 );
      else if( size < 15.0f )
        PM_AddEvent( EV_STEPDN_12 );
      else
        PM_AddEvent( EV_STEPDN_16 );
    }
  }
  else
  {
    size = fabs( size );

    if( size > 2.0f )
    {
      if( size < 7.0f )
        PM_AddEvent( EV_STEP_4 );
      else if( size < 11.0f )
        PM_AddEvent( EV_STEP_8 );
      else if( size < 15.0f )
        PM_AddEvent( EV_STEP_12 );
      else
        PM_AddEvent( EV_STEP_16 );
    }
  }

  if( pm->debugLevel )
    Com_Printf( "%i:stepped\n", c_pmove );
}

/*
==================
PM_StepSlideMove
==================
*/
qboolean PM_StepSlideMove( qboolean gravity, qboolean predictive )
{
  vec3_t    start_o, start_v;
  trace_t   trace;
  vec3_t    normal;
  vec3_t    step_v, step_vNormal;
  vec3_t    up, down;
  float     stepSize;
  qboolean  stepped = qfalse;

  BG_GetClientNormal( pm->ps, normal );

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

  if( PM_SlideMove( gravity ) == 0 )
  {
    VectorCopy( start_o, down );
    VectorMA( down, -STEPSIZE, normal, down );
    pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask );

    //we can step down
    if( trace.fraction > 0.01f && trace.fraction < 1.0f &&
        !trace.allsolid && pml.groundPlane != qfalse )
    {
      if( pm->debugLevel )
        Com_Printf( "%d: step down\n", c_pmove );

      stepped = qtrue;
    }
  }
  else
  {
    VectorCopy( start_o, down );
    VectorMA( down, -STEPSIZE, normal, down );
    pm->trace( &trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask );
    // never step up when you still have up velocity
    if( DotProduct( trace.plane.normal, pm->ps->velocity ) > 0.0f &&
        ( trace.fraction == 1.0f || DotProduct( trace.plane.normal, normal ) < 0.7f ) )
    {
      return stepped;
    }

    VectorCopy( start_o, up );
    VectorMA( up, STEPSIZE, normal, up );

    // test the player position if they were a stepheight higher
    pm->trace( &trace, start_o, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask );
    if( trace.allsolid )
    {
      if( pm->debugLevel )
        Com_Printf( "%i:bend can't step\n", c_pmove );

      return stepped;   // can't step up
    }

    VectorSubtract( trace.endpos, start_o, step_v );
    VectorCopy( step_v, step_vNormal );
    VectorNormalize( step_vNormal );

    stepSize = DotProduct( normal, step_vNormal ) * VectorLength( step_v );
    // try slidemove from this position
    VectorCopy( trace.endpos, pm->ps->origin );
    VectorCopy( start_v, pm->ps->velocity );

    if( PM_SlideMove( gravity ) == 0 )
    {
      if( pm->debugLevel )
        Com_Printf( "%d: step up\n", c_pmove );

      stepped = qtrue;
    }

    // push down the final amount
    VectorCopy( pm->ps->origin, down );
    VectorMA( down, -stepSize, normal, down );
    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( trace.fraction < 1.0f )
      PM_ClipVelocity( pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP );
  }

  if( !predictive && stepped )
    PM_StepEvent( start_o, pm->ps->origin, normal );

  return stepped;
}

/*
==================
PM_PredictStepMove
==================
*/
qboolean PM_PredictStepMove( void )
{
  vec3_t  velocity, origin;
  float   impactSpeed;
  qboolean  stepped = qfalse;

  VectorCopy( pm->ps->velocity, velocity );
  VectorCopy( pm->ps->origin, origin );
  impactSpeed = pml.impactSpeed;

  if( PM_StepSlideMove( qfalse, qtrue ) )
    stepped = qtrue;

  VectorCopy( velocity, pm->ps->velocity );
  VectorCopy( origin, pm->ps->origin );
  pml.impactSpeed = impactSpeed;

  return stepped;
}
