/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code 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.

Quake III Arena 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 Quake III Arena source code; 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  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, endVelocity);

    if (gravity) {
        endVelocity[2] -= pm->ps->gravity * pml.frametime;
        pm->ps->velocity[2] = (pm->ps->velocity[2] + endVelocity[2]) * 0.5;
        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, qtrue, qfalse);

        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
        }

        if ((trace.plane.normal[2] < MIN_WALK_NORMAL) && (trace.plane.normal[2] > 0)
            && DotProduct(trace.plane.normal, pm->ps->velocity) <= 0) {
            // treat steep walls as vertical
            trace.plane.normal[2] = 0;
            VectorNormalizeFast(trace.plane.normal);
        }

        // 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);
    }

    return (bumpcount != 0);
}

/*
==================
PM_StepSlideMove

==================
*/
void PM_StepSlideMove(qboolean gravity)
{
    vec3_t   start_o;
    vec3_t   start_v;
    vec3_t   nostep_o;
    vec3_t   nostep_v;
    trace_t  trace;
    qboolean bWasOnGoodGround;
    vec3_t   up;
    vec3_t   down;

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

    if (PM_SlideMove(gravity) == 0) {
        return; // we got exactly where we wanted to go first try
    }

    VectorCopy(start_o, down);
    down[2] -= STEPSIZE;
    pm->trace(&trace, start_o, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask, qtrue, qfalse);
    VectorSet(up, 0, 0, 1);

    // never step up when you still have up velocity
    if (pm->ps->velocity[2] > 0 && (trace.fraction == 1.0f || DotProduct(trace.plane.normal, up) < MIN_WALK_NORMAL)) {
        return;
    }

    if (pml.groundPlane && pml.groundTrace.plane.normal[2] >= MIN_WALK_NORMAL) {
        bWasOnGoodGround = true;
    } else {
        bWasOnGoodGround = false;
    }

    VectorCopy(start_o, up);
    up[2] += STEPSIZE;

    // test the player position if they were a stepheight higher
    pm->trace(&trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask, qtrue, qfalse);
    if (trace.allsolid) {
        up[2] -= 9.0f;
        pm->trace(&trace, up, pm->mins, pm->maxs, up, pm->ps->clientNum, pm->tracemask, qtrue, qfalse);
        if (trace.allsolid) {
            return;
        }
    }

    VectorCopy(pm->ps->origin, nostep_o);
    VectorCopy(pm->ps->velocity, nostep_v);

    // try slidemove from this position
    VectorCopy(up, pm->ps->origin);
    VectorCopy(start_v, pm->ps->velocity);

    PM_SlideMove(gravity);

    // push down the final amount
    VectorCopy(pm->ps->origin, down);
    down[2] -= STEPSIZE;

    pm->trace(&trace, pm->ps->origin, pm->mins, pm->maxs, down, pm->ps->clientNum, pm->tracemask, qtrue, qfalse);
    if (!trace.allsolid) {
        if (bWasOnGoodGround && trace.fraction < 1.0 && trace.plane.normal[2] < MIN_WALK_NORMAL) {
            VectorCopy(nostep_o, pm->ps->origin);
            VectorCopy(nostep_v, pm->ps->velocity);
            return;
        }

        VectorCopy(trace.endpos, pm->ps->origin);
    }

    if (trace.fraction < 1.0f) {
        PM_ClipVelocity(pm->ps->velocity, trace.plane.normal, pm->ps->velocity, OVERCLIP);
    }

    pm->stepped = qtrue;
}
