/*
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

typedef struct
{
	vec3_t	viewangles;

	// intended velocities
	float	forwardmove;
	float	sidemove;
	float	upmove;
#ifdef QUAKE2
	byte	lightlevel;
#endif
}
usercmd_t;

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

typedef struct
{
	char	name[MAX_SCOREBOARDNAME];
	float	entertime;
	int		frags;
	int		colors;			// two 4 bit fields

	int		ping;			//qbism// 2000-03-01 JPG - added this

	byte	translations[VID_GRADES*256];
}
scoreboard_t;

//qbism// 2000-03-01 JPG - added this for teamscore status bar
typedef struct
{
	int colors;
	int frags;
}
teamscore_t;

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

#define	NAME_LENGTH	64


//
// client_state_t should hold all pieces of the client state
//

#define	SIGNONS		4			// signon messages to receive before connected

#define	MAX_DLIGHTS		32
typedef struct
{
	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		key;
#ifdef QUAKE2
	qboolean	dark;			// subtracts light instead of adding

#endif
	// CDL - epca@powerup.com.au
            // Add a colour to the dynamic lights
            float colour[3];
	            // CDL
}
dlight_t;


#define	MAX_BEAMS	24
typedef struct
{
	int		entity;
	struct model_s	*model;
	float	endtime;
	vec3_t	start, end;
}
beam_t;

#define	MAX_EFRAGS		640

#define	MAX_MAPSTRING	2048
#define	MAX_DEMOS		8
#define	MAX_DEMONAME	16

typedef enum {
	ca_dedicated, 		// a dedicated server with no ability to start a client
ca_disconnected, 	// full screen console with no connection
ca_connected		// valid netcon, talking to a server
}
cactive_t;

//
// the client_static_t structure is persistant through an arbitrary number
// of server connections
//
typedef struct
{
	cactive_t	state;

	// personalization data sent to server
	char		mapstring[MAX_QPATH];
	char		spawnparms[MAX_MAPSTRING];	// to restart a level

	// demo loop control
	int			demonum;		// -1 = don't play demos

	char		demos[MAX_DEMOS][MAX_DEMONAME];		// when not playing

	// demo recording info must be here, because record is started before
// entering a map (and clearing client_state_t)
	qboolean	demorecording;
	qboolean	demoplayback;
	qboolean	timedemo;
	int			forcetrack;			// -1 = use normal cd track

	FILE		*demofile;
	int			td_lastframe;		// to meter out one message a frame

	int			td_startframe;		// host_framecount at start

	float		td_starttime;		// realtime at second frame of timedemo


	// connection information
	int			signon;			// 0 to SIGNONS

	struct qsocket_s	*netcon;
	sizebuf_t	message;		// writing buffer to send to server

}
client_static_t;

extern client_static_t	cls;

//
// the client_state_t structure is wiped completely at every
// server signon
//
typedef struct
{
	int			movemessages;	// since connecting to this server

	// throw out the first couple, so the player
								// doesn't accidentally do something the
								// first frame
	usercmd_t	cmd;			// last command sent to the server

	// information for local display
	int			stats[MAX_CL_STATS];	// health, etc

	int			items;			// inventory bit flags

	float	item_gettime[32];	// cl.time of aquiring item, for blinking

	float		faceanimtime;	// use anim frame if cl.time < this

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

	cshift_t	prev_cshifts[NUM_CSHIFTS];	// and content types

	// the client maintains its own idea of view angles, which are
// sent to the server each frame.  The server sets punchangle when
// the view is temporarliy offset, and an angle reset commands at the start
// of each level and after teleporting.
	vec3_t		mviewangles[2];	// during demo playback viewangles is lerped

	// between these
	vec3_t		viewangles;

	vec3_t		mvelocity[2];	// update by server, used for lean+bob

	// (0 is newest)
	vec3_t		velocity;		// lerped between mvelocity[0] and [1]

	vec3_t		punchangle;		// temporary offset

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

	float		viewheight;
	float		crouch;			// local amount for smoothing stepups

	qboolean	paused;			// send over by server

	qboolean	onground;
	qboolean	inwater;

	int			intermission;	// don't change view angle, full screen, etc

	int			completed_time;	// latched at intermission start

	double		mtime[2];		// the timestamp of last two messages

	double		time;			// clients view of time, should be between

	// servertime and oldservertime to generate
								// a lerp point for other data
	double		oldtime;		// previous cl.time, time-oldtime is used

	// to decay light values and smooth step ups


	float		last_received_message;	// (realtime) for net trouble icon

	//
// information that is static for the entire time connected to a server
//
	struct model_s		*model_precache[MAX_MODELS];
	struct sfx_s		*sound_precache[MAX_SOUNDS];

	char		levelname[40];	// for display on solo scoreboard

	int			viewentity;		// cl_entitites[cl.viewentity] = player

	int			maxclients;
	int			gametype;

	// refresh related state
	struct model_s	*worldmodel;	// cl_entitites[0].model

	struct efrag_s	*free_efrags;
	int			num_entities;	// held in cl_entities array

	int			num_statics;	// held in cl_staticentities array

	entity_t	viewent;			// the gun model

	int			cdtrack, looptrack;	// cd audio

	// frag scoreboard
	scoreboard_t	*scores;			// [cl.maxclients]

	teamscore_t		*teamscores;		// [13] - JPG for teamscores in status bar

	qboolean		teamgame;			//qbism// 2000-03-01 JPG = true for match, false for individual

	int				minutes;			//qbism// 2000-03-01 JPG - for match time in status bar

	int				seconds;			//qbism// 2000-03-01 JPG - for match time in status bar

	double			last_match_time;	//qbism// 2000-03-01 JPG - last time match time was obtained

	double			last_ping_time;		//qbism// 2000-03-01 JPG - last time pings were obtained

	qboolean		sbar_ping;			//qbism// 2000-03-01 JPG - true if the sbar issued a ping

	double			match_pause_time;	//qbism// 2000-03-01 JPG - time that match was paused (or 0)

#ifdef QUAKE2
	// light level at player's position including dlights
// this is sent back to the server each frame
// architectually ugly but it works
	int			light_level;
#endif
}
client_state_t;


//
// cvars
//
extern	cvar_t	cl_name;
extern	cvar_t	cl_color;

extern	cvar_t	cl_upspeed;
extern	cvar_t	cl_forwardspeed;
extern	cvar_t	cl_backspeed;
extern	cvar_t	cl_sidespeed;

extern	cvar_t	cl_movespeedkey;

extern	cvar_t	cl_yawspeed;
extern	cvar_t	cl_pitchspeed;

extern	cvar_t	cl_anglespeedkey;

extern	cvar_t	cl_autofire;

extern	cvar_t	cl_shownet;
extern	cvar_t	cl_nolerp;

extern	cvar_t	cl_pitchdriftspeed;
extern	cvar_t	lookspring;
extern	cvar_t	lookstrafe;
extern	cvar_t	sensitivity;

extern	cvar_t	m_pitch;
extern	cvar_t	m_yaw;
extern	cvar_t	m_forward;
extern	cvar_t	m_side;


#define	MAX_TEMP_ENTITIES	64			// lightning bolts, etc
#define	MAX_STATIC_ENTITIES	128			// torches, etc

extern	client_state_t	cl;

// FIXME, allocate dynamically
extern	efrag_t			cl_efrags[MAX_EFRAGS];
extern	entity_t		cl_entities[MAX_EDICTS];
extern	entity_t		cl_static_entities[MAX_STATIC_ENTITIES];
extern	lightstyle_t	cl_lightstyle[MAX_LIGHTSTYLES];
extern	dlight_t		cl_dlights[MAX_DLIGHTS];
extern	entity_t		cl_temp_entities[MAX_TEMP_ENTITIES];
extern	beam_t			cl_beams[MAX_BEAMS];

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

//
// cl_main
//
dlight_t *CL_AllocDlight (int key);
void	CL_DecayLights (void);

void CL_Init (void);

void CL_EstablishConnection (char *host);
void CL_Signon1 (void);
void CL_Signon2 (void);
void CL_Signon3 (void);
void CL_Signon4 (void);

void CL_Disconnect (void);
void CL_Disconnect_f (void);
void CL_NextDemo (void);

#define			MAX_VISEDICTS	256
extern	int				cl_numvisedicts;
extern	entity_t		*cl_visedicts[MAX_VISEDICTS];

//
// cl_input
//
typedef struct
{
	int		down[2];		// key nums holding it down

	int		state;			// low bit is down state

}
kbutton_t;

extern	kbutton_t	in_mlook, in_klook;
extern 	kbutton_t 	in_strafe;
extern 	kbutton_t 	in_speed;
extern	kbutton_t	in_attack; //qbism// 2000-03-01 JPG - added this for completeness


void CL_InitInput (void);
void CL_SendCmd (void);
void CL_SendMove (usercmd_t *cmd);
void CL_SendLagMove (void); //qbism// 2000-03-01 JPG - synthetic lag

void CL_ParseTEnt (void);
void CL_UpdateTEnts (void);

void CL_ClearState (void);


int  CL_ReadFromServer (void);
void CL_WriteToServer (usercmd_t *cmd);
void CL_BaseMove (usercmd_t *cmd);


float CL_KeyState (kbutton_t *key);
char *Key_KeynumToString (int keynum);

//
// cl_demo.c
//
void CL_StopPlayback (void);
int CL_GetMessage (void);

void CL_Stop_f (void);
void CL_Record_f (void);
void CL_PlayDemo_f (void);
void CL_TimeDemo_f (void);

//
// cl_parse.c
//
void CL_ParseServerMessage (void);
void CL_NewTranslation (int slot);

//
// view
//
void V_StartPitchDrift (void);
void V_StopPitchDrift (void);

void V_RenderView (void);
void V_UpdatePalette (void);
void V_Register (void);
void V_ParseDamage (void);
void V_SetContentsColor (int contents);


//
// cl_tent
//
void CL_InitTEnts (void);
void CL_SignonReply (void);
