/*
===========================================================================
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
===========================================================================
*/

#include "cg_local.h"


/*
===============
CG_DoorAnimation
===============
*/
static void CG_DoorAnimation( centity_t *cent, int *old, int *now, float *backLerp )
{
  CG_RunLerpFrame( &cent->lerpFrame, 1.0f );

  *old      = cent->lerpFrame.oldFrame;
  *now      = cent->lerpFrame.frame;
  *backLerp = cent->lerpFrame.backlerp;
}


/*
===============
CG_ModelDoor
===============
*/
void CG_ModelDoor( centity_t *cent )
{
  refEntity_t     ent;
  entityState_t   *es;
  animation_t     anim;
  lerpFrame_t     *lf = &cent->lerpFrame;

  es = &cent->currentState;

  if( !es->modelindex )
    return;

  //create the render entity
  memset( &ent, 0, sizeof( ent ) );
  VectorCopy( cent->lerpOrigin, ent.origin );
  VectorCopy( cent->lerpOrigin, ent.oldorigin );
  AnglesToAxis( cent->lerpAngles, ent.axis );

  ent.renderfx = RF_NOSHADOW;

  //add the door model
  ent.skinNum = 0;
  ent.hModel = cgs.gameModels[ es->modelindex ];

  //scale the door
  VectorScale( ent.axis[ 0 ], es->origin2[ 0 ], ent.axis[ 0 ] );
  VectorScale( ent.axis[ 1 ], es->origin2[ 1 ], ent.axis[ 1 ] );
  VectorScale( ent.axis[ 2 ], es->origin2[ 2 ], ent.axis[ 2 ] );
  ent.nonNormalizedAxes = qtrue;

  //setup animation
  anim.firstFrame   = es->misc;
  anim.numFrames    = es->weapon;
  anim.reversed     = !es->legsAnim;
  anim.flipflop     = qfalse;
  anim.loopFrames   = 0;
  anim.frameLerp    = 1000 / es->torsoAnim;
  anim.initialLerp  = 1000 / es->torsoAnim;

  //door changed state
  if( es->legsAnim != cent->doorState )
  {
    lf->animationTime = lf->frameTime + anim.initialLerp;
    cent->doorState = es->legsAnim;
  }

  lf->animation = &anim;

  //run animation
  CG_DoorAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );

  trap_R_AddRefEntityToScene( &ent );
}


/*
===============
CG_AMOAnimation
===============
*/
static void CG_AMOAnimation( centity_t *cent, int *old, int *now, float *backLerp )
{
  if( !( cent->currentState.eFlags & EF_MOVER_STOP ) || cent->animPlaying )
  {
    int delta = cg.time - cent->miscTime;

    //hack to prevent "pausing" mucking up the lerping
    if( delta > 900 )
    {
      cent->lerpFrame.oldFrameTime  += delta;
      cent->lerpFrame.frameTime     += delta;
    }

    CG_RunLerpFrame( &cent->lerpFrame, 1.0f );
    cent->miscTime = cg.time;
  }

  *old      = cent->lerpFrame.oldFrame;
  *now      = cent->lerpFrame.frame;
  *backLerp = cent->lerpFrame.backlerp;
}


/*
==================
CG_animMapObj
==================
*/
void CG_AnimMapObj( centity_t *cent )
{
  refEntity_t     ent;
  entityState_t   *es;
  float           scale;
  animation_t     anim;

  es = &cent->currentState;

  // if set to invisible, skip
  if( !es->modelindex || ( es->eFlags & EF_NODRAW ) )
    return;

  memset( &ent, 0, sizeof( ent ) );

  VectorCopy( es->angles, cent->lerpAngles );
  AnglesToAxis( cent->lerpAngles, ent.axis );

  ent.hModel = cgs.gameModels[ es->modelindex ];

  VectorCopy( cent->lerpOrigin, ent.origin);
  VectorCopy( cent->lerpOrigin, ent.oldorigin);

  ent.nonNormalizedAxes = qfalse;

  //scale the model
  if( es->angles2[ 0 ] )
  {
    scale = es->angles2[ 0 ];
    VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] );
    VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] );
    VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] );
    ent.nonNormalizedAxes = qtrue;
  }

  //setup animation
  anim.firstFrame = es->misc;
  anim.numFrames = es->weapon;
  anim.reversed = qfalse;
  anim.flipflop = qfalse;

  // if numFrames is negative the animation is reversed
  if( anim.numFrames < 0 )
  {
    anim.numFrames = -anim.numFrames;
    anim.reversed = qtrue;
  }

  anim.loopFrames = es->torsoAnim;

  if( !es->legsAnim )
  {
    anim.frameLerp = 1000;
    anim.initialLerp = 1000;
  }
  else
  {
    anim.frameLerp = 1000 / es->legsAnim;
    anim.initialLerp = 1000 / es->legsAnim;
  }

  cent->lerpFrame.animation = &anim;
 
  if( !anim.loopFrames )
  {
    // add one frame to allow the animation to play the last frame
    // add another to get it to stop playing at the first frame
    anim.numFrames += 2;

    if( !cent->animInit )
    {
      cent->animInit = qtrue;
      cent->animPlaying = !( cent->currentState.eFlags & EF_MOVER_STOP );
    }
    else
    {
      if( cent->animLastState !=
          !( cent->currentState.eFlags & EF_MOVER_STOP ) )
      {
        cent->animPlaying = qtrue;
        cent->lerpFrame.animationTime = cg.time;
        cent->lerpFrame.frameTime = cg.time;
      }
    }
    cent->animLastState = !( cent->currentState.eFlags & EF_MOVER_STOP );
  }

  //run animation
  CG_AMOAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );

  // add to refresh list
  trap_R_AddRefEntityToScene(&ent);
}
