/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2006 Pat Raynor <raynorpat@sbcglobal.net>

This file is part of the Fortress Evolution source code.

Fortress Evolution 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.

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

// g_arenas.c
#include "g_local.h"


gentity_t      *podium1;
gentity_t      *podium2;
gentity_t      *podium3;


/*
==================
UpdateTournamentInfo
==================
*/
void UpdateTournamentInfo(void)
{
	int             i;
	gentity_t      *player;
	int             playerClientNum;
	int             n, accuracy, perfect, msglen;
	int             buflen;

#ifdef MISSIONPACK				// bk001205
	int             score1, score2;
	qboolean        won;
#endif
	char            buf[32];
	char            msg[MAX_STRING_CHARS];

	// find the real player
	player = NULL;
	for(i = 0; i < level.maxclients; i++)
	{
		player = &g_entities[i];
		if(!player->inuse)
		{
			continue;
		}
		if(!(player->r.svFlags & SVF_BOT))
		{
			break;
		}
	}
	// this should never happen!
	if(!player || i == level.maxclients)
	{
		return;
	}
	playerClientNum = i;

	CalculateRanks();

	if(level.clients[playerClientNum].sess.sessionTeam == TEAM_SPECTATOR)
	{
#ifdef MISSIONPACK
		Com_sprintf(msg, sizeof(msg), "postgame %i %i 0 0 0 0 0 0 0 0 0 0 0", level.numNonSpectatorClients, playerClientNum);
#else
		Com_sprintf(msg, sizeof(msg), "postgame %i %i 0 0 0 0 0 0", level.numNonSpectatorClients, playerClientNum);
#endif
	}
	else
	{
		if(player->client->accuracy_shots)
		{
			accuracy = player->client->accuracy_hits * 100 / player->client->accuracy_shots;
		}
		else
		{
			accuracy = 0;
		}
#ifdef MISSIONPACK
		won = qfalse;
		if(g_gametype.integer >= GT_CTF)
		{
			score1 = level.teamScores[TEAM_RED];
			score2 = level.teamScores[TEAM_BLUE];
			if(level.clients[playerClientNum].sess.sessionTeam == TEAM_RED)
			{
				won = (level.teamScores[TEAM_RED] > level.teamScores[TEAM_BLUE]);
			}
			else
			{
				won = (level.teamScores[TEAM_BLUE] > level.teamScores[TEAM_RED]);
			}
		}
		else
		{
			if(&level.clients[playerClientNum] == &level.clients[level.sortedClients[0]])
			{
				won = qtrue;
				score1 = level.clients[level.sortedClients[0]].ps.persistant[PERS_SCORE];
				score2 = level.clients[level.sortedClients[1]].ps.persistant[PERS_SCORE];
			}
			else
			{
				score2 = level.clients[level.sortedClients[0]].ps.persistant[PERS_SCORE];
				score1 = level.clients[level.sortedClients[1]].ps.persistant[PERS_SCORE];
			}
		}
		if(won && player->client->ps.persistant[PERS_KILLED] == 0)
		{
			perfect = 1;
		}
		else
		{
			perfect = 0;
		}
		Com_sprintf(msg, sizeof(msg), "postgame %i %i %i %i %i %i %i %i %i %i %i %i %i %i", level.numNonSpectatorClients,
					playerClientNum, accuracy, player->client->ps.persistant[PERS_IMPRESSIVE_COUNT],
					player->client->ps.persistant[PERS_EXCELLENT_COUNT], player->client->ps.persistant[PERS_DEFEND_COUNT],
					player->client->ps.persistant[PERS_ASSIST_COUNT], player->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT],
					player->client->ps.persistant[PERS_SCORE], perfect, score1, score2, level.time,
					player->client->ps.persistant[PERS_CAPTURES]);

#else
		perfect = (level.clients[playerClientNum].ps.persistant[PERS_RANK] == 0 &&
				   player->client->ps.persistant[PERS_KILLED] == 0) ? 1 : 0;
		Com_sprintf(msg, sizeof(msg), "postgame %i %i %i %i %i %i %i %i", level.numNonSpectatorClients, playerClientNum, accuracy,
					player->client->ps.persistant[PERS_IMPRESSIVE_COUNT], player->client->ps.persistant[PERS_EXCELLENT_COUNT],
					player->client->ps.persistant[PERS_GAUNTLET_FRAG_COUNT], player->client->ps.persistant[PERS_SCORE], perfect);
#endif
	}

	msglen = strlen(msg);
	for(i = 0; i < level.numNonSpectatorClients; i++)
	{
		n = level.sortedClients[i];
		Com_sprintf(buf, sizeof(buf), " %i %i %i", n, level.clients[n].ps.persistant[PERS_RANK],
					level.clients[n].ps.persistant[PERS_SCORE]);
		buflen = strlen(buf);
		if(msglen + buflen + 1 >= sizeof(msg))
		{
			break;
		}
		strcat(msg, buf);
	}
	trap_SendConsoleCommand(EXEC_APPEND, msg);
}


static gentity_t *SpawnModelOnVictoryPad(gentity_t * pad, vec3_t offset, gentity_t * ent, int place)
{
	gentity_t      *body;
	vec3_t          vec;
	vec3_t          f, r, u;

	body = G_Spawn();
	if(!body)
	{
		G_Printf(S_COLOR_RED "ERROR: out of gentities\n");
		return NULL;
	}

	body->classname = ent->client->pers.netname;
	body->client = ent->client;
	body->s = ent->s;
	body->s.eType = ET_PLAYER;	// could be ET_INVISIBLE
	body->s.eFlags = 0;			// clear EF_TALK, etc
	body->s.powerups = 0;		// clear powerups
	body->s.loopSound = 0;		// clear lava burning
	body->s.number = body - g_entities;
	body->timestamp = level.time;
	body->physicsObject = qtrue;
	body->physicsBounce = 0;	// don't bounce
	body->s.event = 0;
	body->s.pos.trType = TR_STATIONARY;
	body->s.groundEntityNum = ENTITYNUM_WORLD;
	body->s.legsAnim = LEGS_IDLE;
	body->s.torsoAnim = TORSO_STAND;
	if(body->s.weapon == WP_NONE)
	{
		body->s.weapon = WP_MACHINEGUN;
	}
	if(body->s.weapon == WP_GAUNTLET)
	{
		body->s.torsoAnim = TORSO_STAND2;
	}
	body->s.event = 0;
	body->r.svFlags = ent->r.svFlags;
	VectorCopy(ent->r.mins, body->r.mins);
	VectorCopy(ent->r.maxs, body->r.maxs);
	VectorCopy(ent->r.absmin, body->r.absmin);
	VectorCopy(ent->r.absmax, body->r.absmax);
	body->clipmask = CONTENTS_SOLID | CONTENTS_PLAYERCLIP;
	body->r.contents = CONTENTS_BODY;
	body->r.ownerNum = ent->r.ownerNum;
	body->takedamage = qfalse;

	VectorSubtract(level.intermission_origin, pad->r.currentOrigin, vec);
	vectoangles(vec, body->s.apos.trBase);
	body->s.apos.trBase[PITCH] = 0;
	body->s.apos.trBase[ROLL] = 0;

	AngleVectors(body->s.apos.trBase, f, r, u);
	VectorMA(pad->r.currentOrigin, offset[0], f, vec);
	VectorMA(vec, offset[1], r, vec);
	VectorMA(vec, offset[2], u, vec);

	G_SetOrigin(body, vec);

	trap_LinkEntity(body);

	body->count = place;

	return body;
}


static void CelebrateStop(gentity_t * player)
{
	int             anim;

	if(player->s.weapon == WP_GAUNTLET)
	{
		anim = TORSO_STAND2;
	}
	else
	{
		anim = TORSO_STAND;
	}
	player->s.torsoAnim = ((player->s.torsoAnim & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT) | anim;
}


#define	TIMER_GESTURE	(34*66+50)
static void CelebrateStart(gentity_t * player)
{
	player->s.torsoAnim = ((player->s.torsoAnim & ANIM_TOGGLEBIT) ^ ANIM_TOGGLEBIT) | TORSO_GESTURE;
	player->nextthink = level.time + TIMER_GESTURE;
	player->think = CelebrateStop;

	/*
	   player->client->ps.events[player->client->ps.eventSequence & (MAX_PS_EVENTS-1)] = EV_TAUNT;
	   player->client->ps.eventParms[player->client->ps.eventSequence & (MAX_PS_EVENTS-1)] = 0;
	   player->client->ps.eventSequence++;
	 */
	G_AddEvent(player, EV_TAUNT, 0);
}


static vec3_t   offsetFirst = { 0, 0, 74 };
static vec3_t   offsetSecond = { -10, 60, 54 };
static vec3_t   offsetThird = { -19, -60, 45 };

static void PodiumPlacementThink(gentity_t * podium)
{
	vec3_t          vec;
	vec3_t          origin;
	vec3_t          f, r, u;

	podium->nextthink = level.time + 100;

	AngleVectors(level.intermission_angle, vec, NULL, NULL);
	VectorMA(level.intermission_origin, trap_Cvar_VariableIntegerValue("g_podiumDist"), vec, origin);
	origin[2] -= trap_Cvar_VariableIntegerValue("g_podiumDrop");
	G_SetOrigin(podium, origin);

	if(podium1)
	{
		VectorSubtract(level.intermission_origin, podium->r.currentOrigin, vec);
		vectoangles(vec, podium1->s.apos.trBase);
		podium1->s.apos.trBase[PITCH] = 0;
		podium1->s.apos.trBase[ROLL] = 0;

		AngleVectors(podium1->s.apos.trBase, f, r, u);
		VectorMA(podium->r.currentOrigin, offsetFirst[0], f, vec);
		VectorMA(vec, offsetFirst[1], r, vec);
		VectorMA(vec, offsetFirst[2], u, vec);

		G_SetOrigin(podium1, vec);
	}

	if(podium2)
	{
		VectorSubtract(level.intermission_origin, podium->r.currentOrigin, vec);
		vectoangles(vec, podium2->s.apos.trBase);
		podium2->s.apos.trBase[PITCH] = 0;
		podium2->s.apos.trBase[ROLL] = 0;

		AngleVectors(podium2->s.apos.trBase, f, r, u);
		VectorMA(podium->r.currentOrigin, offsetSecond[0], f, vec);
		VectorMA(vec, offsetSecond[1], r, vec);
		VectorMA(vec, offsetSecond[2], u, vec);

		G_SetOrigin(podium2, vec);
	}

	if(podium3)
	{
		VectorSubtract(level.intermission_origin, podium->r.currentOrigin, vec);
		vectoangles(vec, podium3->s.apos.trBase);
		podium3->s.apos.trBase[PITCH] = 0;
		podium3->s.apos.trBase[ROLL] = 0;

		AngleVectors(podium3->s.apos.trBase, f, r, u);
		VectorMA(podium->r.currentOrigin, offsetThird[0], f, vec);
		VectorMA(vec, offsetThird[1], r, vec);
		VectorMA(vec, offsetThird[2], u, vec);

		G_SetOrigin(podium3, vec);
	}
}


static gentity_t *SpawnPodium(void)
{
	gentity_t      *podium;
	vec3_t          vec;
	vec3_t          origin;

	podium = G_Spawn();
	if(!podium)
	{
		return NULL;
	}

	podium->classname = "podium";
	podium->s.eType = ET_GENERAL;
	podium->s.number = podium - g_entities;
	podium->clipmask = CONTENTS_SOLID;
	podium->r.contents = CONTENTS_SOLID;
	podium->s.modelindex = G_ModelIndex(SP_PODIUM_MODEL);

	AngleVectors(level.intermission_angle, vec, NULL, NULL);
	VectorMA(level.intermission_origin, trap_Cvar_VariableIntegerValue("g_podiumDist"), vec, origin);
	origin[2] -= trap_Cvar_VariableIntegerValue("g_podiumDrop");
	G_SetOrigin(podium, origin);

	VectorSubtract(level.intermission_origin, podium->r.currentOrigin, vec);
	podium->s.apos.trBase[YAW] = vectoyaw(vec);
	trap_LinkEntity(podium);

	podium->think = PodiumPlacementThink;
	podium->nextthink = level.time + 100;
	return podium;
}


/*
==================
SpawnModelsOnVictoryPads
==================
*/
void SpawnModelsOnVictoryPads(void)
{
	gentity_t      *player;
	gentity_t      *podium;

	podium1 = NULL;
	podium2 = NULL;
	podium3 = NULL;

	podium = SpawnPodium();

	player = SpawnModelOnVictoryPad(podium, offsetFirst, &g_entities[level.sortedClients[0]],
									level.clients[level.sortedClients[0]].ps.persistant[PERS_RANK] & ~RANK_TIED_FLAG);
	if(player)
	{
		player->nextthink = level.time + 2000;
		player->think = CelebrateStart;
		podium1 = player;
	}

	player = SpawnModelOnVictoryPad(podium, offsetSecond, &g_entities[level.sortedClients[1]],
									level.clients[level.sortedClients[1]].ps.persistant[PERS_RANK] & ~RANK_TIED_FLAG);
	if(player)
	{
		podium2 = player;
	}

	if(level.numNonSpectatorClients > 2)
	{
		player = SpawnModelOnVictoryPad(podium, offsetThird, &g_entities[level.sortedClients[2]],
										level.clients[level.sortedClients[2]].ps.persistant[PERS_RANK] & ~RANK_TIED_FLAG);
		if(player)
		{
			podium3 = player;
		}
	}
}


/*
===============
Svcmd_AbortPodium_f
===============
*/
void Svcmd_AbortPodium_f(void)
{
	if(g_gametype.integer != GT_SINGLE_PLAYER)
	{
		return;
	}

	if(podium1)
	{
		podium1->nextthink = level.time;
		podium1->think = CelebrateStop;
	}
}
