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

Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 

This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).  

Doom 3 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 3 of the License, or
(at your option) any later version.

Doom 3 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 Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

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

  SecurityCamera.cpp

  Security camera that triggers targets when player is in view

*/

#include "../idlib/precompiled.h"
#pragma hdrstop

#include "Game_local.h"


/***********************************************************************

  idSecurityCamera
	
***********************************************************************/

const idEventDef EV_SecurityCam_ReverseSweep( "<reverseSweep>" );
const idEventDef EV_SecurityCam_ContinueSweep( "<continueSweep>" );
const idEventDef EV_SecurityCam_Pause( "<pause>" );
const idEventDef EV_SecurityCam_Alert( "<alert>" );
const idEventDef EV_SecurityCam_AddLight( "<addLight>" );

CLASS_DECLARATION( idEntity, idSecurityCamera )
	EVENT( EV_SecurityCam_ReverseSweep,		idSecurityCamera::Event_ReverseSweep )
	EVENT( EV_SecurityCam_ContinueSweep,	idSecurityCamera::Event_ContinueSweep )
	EVENT( EV_SecurityCam_Pause,			idSecurityCamera::Event_Pause )
	EVENT( EV_SecurityCam_Alert,			idSecurityCamera::Event_Alert )
	EVENT( EV_SecurityCam_AddLight,			idSecurityCamera::Event_AddLight )
END_CLASS

/*
================
idSecurityCamera::Save
================
*/
void idSecurityCamera::Save( idSaveGame *savefile ) const {
	savefile->WriteFloat( angle );
	savefile->WriteFloat( sweepAngle );
	savefile->WriteInt( modelAxis );
	savefile->WriteBool( flipAxis );
	savefile->WriteFloat( scanDist );
	savefile->WriteFloat( scanFov );
							
	savefile->WriteFloat( sweepStart );
	savefile->WriteFloat( sweepEnd );
	savefile->WriteBool( negativeSweep );
	savefile->WriteBool( sweeping );
	savefile->WriteInt( alertMode );
	savefile->WriteFloat( stopSweeping );
	savefile->WriteFloat( scanFovCos );

	savefile->WriteVec3( viewOffset );
							
	savefile->WriteInt( pvsArea );
	savefile->WriteStaticObject( physicsObj );
	savefile->WriteTraceModel( trm );
}

/*
================
idSecurityCamera::Restore
================
*/
void idSecurityCamera::Restore( idRestoreGame *savefile ) {
	savefile->ReadFloat( angle );
	savefile->ReadFloat( sweepAngle );
	savefile->ReadInt( modelAxis );
	savefile->ReadBool( flipAxis );
	savefile->ReadFloat( scanDist );
	savefile->ReadFloat( scanFov );
							
	savefile->ReadFloat( sweepStart );
	savefile->ReadFloat( sweepEnd );
	savefile->ReadBool( negativeSweep );
	savefile->ReadBool( sweeping );
	savefile->ReadInt( alertMode );
	savefile->ReadFloat( stopSweeping );
	savefile->ReadFloat( scanFovCos );

	savefile->ReadVec3( viewOffset );
							
	savefile->ReadInt( pvsArea );
	savefile->ReadStaticObject( physicsObj );
	savefile->ReadTraceModel( trm );
}

/*
================
idSecurityCamera::Spawn
================
*/
void idSecurityCamera::Spawn( void ) {
	idStr	str;

	sweepAngle	= spawnArgs.GetFloat( "sweepAngle", "90" );
	health		= spawnArgs.GetInt( "health", "100" );
	scanFov		= spawnArgs.GetFloat( "scanFov", "90" );
	scanDist	= spawnArgs.GetFloat( "scanDist", "200" );
	flipAxis	= spawnArgs.GetBool( "flipAxis" );

	modelAxis	= spawnArgs.GetInt( "modelAxis" );
	if ( modelAxis < 0 || modelAxis > 2 ) {
		modelAxis = 0;
	}

	spawnArgs.GetVector( "viewOffset", "0 0 0", viewOffset );

	if ( spawnArgs.GetBool( "spotLight" ) ) {
		PostEventMS( &EV_SecurityCam_AddLight, 0 );
	}

	negativeSweep = ( sweepAngle < 0 ) ? true : false;
	sweepAngle = abs( sweepAngle );

	scanFovCos = cos( scanFov * idMath::PI / 360.0f );

	angle = GetPhysics()->GetAxis().ToAngles().yaw;
	StartSweep();
	SetAlertMode( SCANNING );
	BecomeActive( TH_THINK );

	if ( health ) {
		fl.takedamage = true;
	}

	pvsArea = gameLocal.pvs.GetPVSArea( GetPhysics()->GetOrigin() );
	// if no target specified use ourself
	str = spawnArgs.GetString( "cameraTarget" );
	if ( str.Length() == 0 ) {
		spawnArgs.Set( "cameraTarget", spawnArgs.GetString( "name" ) );
	}

	// check if a clip model is set
	spawnArgs.GetString( "clipmodel", "", str );
	if ( !str[0] ) {
		str = spawnArgs.GetString( "model" );		// use the visual model
	}

	if ( !collisionModelManager->TrmFromModel( str, trm ) ) {
		gameLocal.Error( "idSecurityCamera '%s': cannot load collision model %s", name.c_str(), str.c_str() );
		return;
	}

	GetPhysics()->SetContents( CONTENTS_SOLID );
	GetPhysics()->SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
	// setup the physics
	UpdateChangeableSpawnArgs( NULL );
}

/*
================
idSecurityCamera::Event_AddLight
================
*/
void idSecurityCamera::Event_AddLight( void ) {
	idDict	args;
	idVec3	right, up, target, temp;
	idVec3	dir;
	float	radius;
	idVec3	lightOffset;
	idLight	*spotLight;
	
	dir = GetAxis();
	dir.NormalVectors( right, up );
	target = GetPhysics()->GetOrigin() + dir * scanDist;
		
	radius = tan( scanFov * idMath::PI / 360.0f );
	up = dir + up * radius;
	up.Normalize();
	up = GetPhysics()->GetOrigin() + up * scanDist;
	up -= target;
	
	right = dir + right * radius;
	right.Normalize();
	right = GetPhysics()->GetOrigin() + right * scanDist;
	right -= target;

	spawnArgs.GetVector( "lightOffset", "0 0 0", lightOffset );
	
	args.Set( "origin", ( GetPhysics()->GetOrigin() + lightOffset ).ToString() );
	args.Set( "light_target", target.ToString() );
	args.Set( "light_right", right.ToString() );
	args.Set( "light_up", up.ToString() );
	args.SetFloat( "angle", GetPhysics()->GetAxis()[0].ToYaw() );

	spotLight = static_cast<idLight *>( gameLocal.SpawnEntityType( idLight::Type, &args ) );
	spotLight->Bind( this, true );
	spotLight->UpdateVisuals();
}

/*
================
idSecurityCamera::DrawFov
================
*/
void idSecurityCamera::DrawFov( void ) {
	int i;
	float radius, a, s, c, halfRadius;
	idVec3 right, up;
	idVec4 color(1, 0, 0, 1), color2(0, 0, 1, 1);
	idVec3 lastPoint, point, lastHalfPoint, halfPoint, center;

	idVec3 dir = GetAxis();
	dir.NormalVectors( right, up );

	radius = tan( scanFov * idMath::PI / 360.0f );
	halfRadius = radius * 0.5f;
	lastPoint = dir + up * radius;
	lastPoint.Normalize();
	lastPoint = GetPhysics()->GetOrigin() + lastPoint * scanDist;
	lastHalfPoint = dir + up * halfRadius;
	lastHalfPoint.Normalize();
	lastHalfPoint = GetPhysics()->GetOrigin() + lastHalfPoint * scanDist;
	center = GetPhysics()->GetOrigin() + dir * scanDist;
	for ( i = 1; i < 12; i++ ) {
		a = idMath::TWO_PI * i / 12.0f;
		idMath::SinCos( a, s, c );
		point = dir + right * s * radius + up * c * radius;
		point.Normalize();
		point = GetPhysics()->GetOrigin() + point * scanDist;
		gameRenderWorld->DebugLine( color, lastPoint, point );
		gameRenderWorld->DebugLine( color, GetPhysics()->GetOrigin(), point );
		lastPoint = point;

		halfPoint = dir + right * s * halfRadius + up * c * halfRadius;
		halfPoint.Normalize();
		halfPoint = GetPhysics()->GetOrigin() + halfPoint * scanDist;
		gameRenderWorld->DebugLine( color2, point, halfPoint );
		gameRenderWorld->DebugLine( color2, lastHalfPoint, halfPoint );
		lastHalfPoint = halfPoint;

		gameRenderWorld->DebugLine( color2, halfPoint, center );
	}
}

/*
================
idSecurityCamera::GetRenderView
================
*/
renderView_t *idSecurityCamera::GetRenderView() {
	renderView_t *rv = idEntity::GetRenderView();
	rv->fov_x = scanFov;
	rv->fov_y = scanFov;
	rv->viewaxis = GetAxis().ToAngles().ToMat3();
	rv->vieworg = GetPhysics()->GetOrigin() + viewOffset;
	return rv;
}

/*
================
idSecurityCamera::CanSeePlayer
================
*/
bool idSecurityCamera::CanSeePlayer( void ) {
	int i;
	float dist;
	idPlayer *ent;
	trace_t tr;
	idVec3 dir;
	pvsHandle_t handle;

	handle = gameLocal.pvs.SetupCurrentPVS( pvsArea );

	for ( i = 0; i < gameLocal.numClients; i++ ) {
		ent = static_cast<idPlayer*>(gameLocal.entities[ i ]);

		if ( !ent || ( ent->fl.notarget ) ) {
			continue;
		}

		// if there is no way we can see this player
		if ( !gameLocal.pvs.InCurrentPVS( handle, ent->GetPVSAreas(), ent->GetNumPVSAreas() ) ) {
			continue;
		}

		dir = ent->GetPhysics()->GetOrigin() - GetPhysics()->GetOrigin();
		dist = dir.Normalize();

		if ( dist > scanDist ) {
			continue;
		}

		if ( dir * GetAxis() < scanFovCos ) {
			continue;
		}

		idVec3 eye;

		eye = ent->EyeOffset();

		gameLocal.clip.TracePoint( tr, GetPhysics()->GetOrigin(), ent->GetPhysics()->GetOrigin() + eye, MASK_OPAQUE, this );
		if ( tr.fraction == 1.0 || ( gameLocal.GetTraceEntity( tr ) == ent ) ) {
			gameLocal.pvs.FreeCurrentPVS( handle );
			return true;
		}
	}

	gameLocal.pvs.FreeCurrentPVS( handle );

	return false;
}

/*
================
idSecurityCamera::SetAlertMode
================
*/
void idSecurityCamera::SetAlertMode( int alert ) {
	if (alert >= SCANNING && alert <= ACTIVATED) {
		alertMode = alert;
	}
	renderEntity.shaderParms[ SHADERPARM_MODE ] = alertMode;
	UpdateVisuals();
}

/*
================
idSecurityCamera::Think
================
*/
void idSecurityCamera::Think( void ) {
	float pct;
	float travel;

	if ( thinkFlags & TH_THINK ) {
		if ( g_showEntityInfo.GetBool() ) {
			DrawFov();
		}

		if (health <= 0) {
			BecomeInactive( TH_THINK );
			return;
		}
	}

	// run physics
	RunPhysics();

	if ( thinkFlags & TH_THINK ) {
		if (CanSeePlayer()) {
			if (alertMode == SCANNING) {
				float	sightTime;

				SetAlertMode(ALERT);
				stopSweeping = gameLocal.time;
				if (sweeping) {
					CancelEvents( &EV_SecurityCam_Pause );
				} else {
					CancelEvents( &EV_SecurityCam_ReverseSweep );
				}
				sweeping = false;
				StopSound( SND_CHANNEL_ANY, false );
				StartSound( "snd_sight", SND_CHANNEL_BODY, 0, false, NULL );

				sightTime = spawnArgs.GetFloat( "sightTime", "5" );
				PostEventSec(&EV_SecurityCam_Alert, sightTime);
			}
		} else {
			if (alertMode == ALERT) {
				float	sightResume;

				SetAlertMode(LOSINGINTEREST);
				CancelEvents( &EV_SecurityCam_Alert );
				
				sightResume = spawnArgs.GetFloat( "sightResume", "1.5" );
				PostEventSec( &EV_SecurityCam_ContinueSweep, sightResume );
			}

			if ( sweeping ) {
				idAngles a = GetPhysics()->GetAxis().ToAngles();

				pct = ( gameLocal.time - sweepStart ) / ( sweepEnd - sweepStart );
				travel = pct * sweepAngle;
				if ( negativeSweep ) {
					a.yaw = angle + travel;
				} else {
					a.yaw = angle - travel;
				}

				SetAngles( a );
			}
		}
	}
	Present();
}

/*
================
idSecurityCamera::GetAxis
================
*/
const idVec3 idSecurityCamera::GetAxis( void ) const {
	return (flipAxis) ? -GetPhysics()->GetAxis()[modelAxis] : GetPhysics()->GetAxis()[modelAxis];
};

/*
================
idSecurityCamera::SweepSpeed
================
*/
float idSecurityCamera::SweepSpeed( void ) const {
	return spawnArgs.GetFloat( "sweepSpeed", "5" );
}

/*
================
idSecurityCamera::StartSweep
================
*/
void idSecurityCamera::StartSweep( void ) {
	int speed;

	sweeping = true;
	sweepStart = gameLocal.time;
	speed = SEC2MS( SweepSpeed() );
	sweepEnd = sweepStart + speed;
   	PostEventMS( &EV_SecurityCam_Pause, speed );
	StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
}

/*
================
idSecurityCamera::Event_ContinueSweep
================
*/
void idSecurityCamera::Event_ContinueSweep( void ) {
	float pct = (stopSweeping - sweepStart) / (sweepEnd - sweepStart);
	float f = gameLocal.time - (sweepEnd - sweepStart) * pct;
	int speed;

	sweepStart = f;
	speed = MS2SEC( SweepSpeed() );
	sweepEnd = sweepStart + speed;
   	PostEventMS( &EV_SecurityCam_Pause, speed * (1.0 - pct));
	StartSound( "snd_moving", SND_CHANNEL_BODY, 0, false, NULL );
	SetAlertMode(SCANNING);
	sweeping = true;
}

/*
================
idSecurityCamera::Event_Alert
================
*/
void idSecurityCamera::Event_Alert( void ) {
	float	wait;

	SetAlertMode(ACTIVATED);
	StopSound( SND_CHANNEL_ANY, false );
	StartSound( "snd_activate", SND_CHANNEL_BODY, 0, false, NULL );
	ActivateTargets(this);
	CancelEvents( &EV_SecurityCam_ContinueSweep );

	wait = spawnArgs.GetFloat( "wait", "20" );
	PostEventSec( &EV_SecurityCam_ContinueSweep, wait );
}

/*
================
idSecurityCamera::Event_ReverseSweep
================
*/
void idSecurityCamera::Event_ReverseSweep( void ) {
	angle = GetPhysics()->GetAxis().ToAngles().yaw;
	negativeSweep = !negativeSweep;
	StartSweep();
}

/*
================
idSecurityCamera::Event_Pause
================
*/
void idSecurityCamera::Event_Pause( void ) {
	float	sweepWait;

	sweepWait = spawnArgs.GetFloat( "sweepWait", "0.5" );
	sweeping = false;
	StopSound( SND_CHANNEL_ANY, false );
	StartSound( "snd_stop", SND_CHANNEL_BODY, 0, false, NULL );
   	PostEventSec( &EV_SecurityCam_ReverseSweep, sweepWait );
}

/*
============
idSecurityCamera::Killed
============
*/
void idSecurityCamera::Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
	sweeping = false;
	StopSound( SND_CHANNEL_ANY, false );
	const char *fx = spawnArgs.GetString( "fx_destroyed" );
	if ( fx[0] != '\0' ) {
		idEntityFx::StartFx( fx, NULL, NULL, this, true );
	}

	physicsObj.SetSelf( this );
	physicsObj.SetClipModel( new idClipModel( trm ), 0.02f );
	physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
	physicsObj.SetAxis( GetPhysics()->GetAxis() );
	physicsObj.SetBouncyness( 0.2f );
	physicsObj.SetFriction( 0.6f, 0.6f, 0.2f );
	physicsObj.SetGravity( gameLocal.GetGravity() );
	physicsObj.SetContents( CONTENTS_SOLID );
	physicsObj.SetClipMask( MASK_SOLID | CONTENTS_BODY | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP );
	SetPhysics( &physicsObj );
	physicsObj.DropToFloor();
}


/*
============
idSecurityCamera::Pain
============
*/
bool idSecurityCamera::Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location ) {
	const char *fx = spawnArgs.GetString( "fx_damage" );
	if ( fx[0] != '\0' ) {
		idEntityFx::StartFx( fx, NULL, NULL, this, true );
	}
	return true;
}


/*
================
idSecurityCamera::Present

Present is called to allow entities to generate refEntities, lights, etc for the renderer.
================
*/
void idSecurityCamera::Present( void ) {
	// don't present to the renderer if the entity hasn't changed
	if ( !( thinkFlags & TH_UPDATEVISUALS ) ) {
		return;
	}
	BecomeInactive( TH_UPDATEVISUALS );

	// camera target for remote render views
	if ( cameraTarget ) {
		renderEntity.remoteRenderView = cameraTarget->GetRenderView();
	}

	// if set to invisible, skip
	if ( !renderEntity.hModel || IsHidden() ) {
		return;
	}

	// add to refresh list
	if ( modelDefHandle == -1 ) {
		modelDefHandle = gameRenderWorld->AddEntityDef( &renderEntity );
	} else {
		gameRenderWorld->UpdateEntityDef( modelDefHandle, &renderEntity );
	}
}
