/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2006 Tim Angus

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

// ui_players.c

#include "ui_local.h"


#define UI_TIMER_GESTURE    2300
#define UI_TIMER_JUMP      1000
#define UI_TIMER_LAND      130
#define UI_TIMER_WEAPON_SWITCH  300
#define UI_TIMER_ATTACK      500
#define  UI_TIMER_MUZZLE_FLASH  20
#define  UI_TIMER_WEAPON_DELAY  250

#define JUMP_HEIGHT        56

#define SWINGSPEED        0.3f

#define SPIN_SPEED        0.9f
#define COAST_TIME        1000


static int      dp_realtime;
static float    jumpHeight;
sfxHandle_t weaponChangeSound;


/*
===============
UI_PlayerInfo_SetWeapon
===============
*/
static void UI_PlayerInfo_SetWeapon( playerInfo_t *pi, weapon_t weaponNum )
{
  //TA: FIXME: this is probably useless for trem
/*  gitem_t *  item;
  char    path[MAX_QPATH];

  pi->currentWeapon = weaponNum;
tryagain:
  pi->realWeapon = weaponNum;
  pi->weaponModel = 0;
  pi->barrelModel = 0;
  pi->flashModel = 0;

  if ( weaponNum == WP_NONE ) {
    return;
  }

  if ( item->classname ) {
    pi->weaponModel = trap_R_RegisterModel( item->world_model[0] );
  }

  if( pi->weaponModel == 0 ) {
    if( weaponNum == WP_MACHINEGUN ) {
      weaponNum = WP_NONE;
      goto tryagain;
    }
    weaponNum = WP_MACHINEGUN;
    goto tryagain;
  }

  if ( weaponNum == WP_MACHINEGUN ) {
    strcpy( path, item->world_model[0] );
    COM_StripExtension( path, path );
    strcat( path, "_barrel.md3" );
    pi->barrelModel = trap_R_RegisterModel( path );
  }

  strcpy( path, item->world_model[0] );
  COM_StripExtension( path, path );
  strcat( path, "_flash.md3" );
  pi->flashModel = trap_R_RegisterModel( path );

  switch( weaponNum ) {
  case WP_GAUNTLET:
    MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
    break;

  case WP_MACHINEGUN:
    MAKERGB( pi->flashDlightColor, 1, 1, 0 );
    break;

  case WP_SHOTGUN:
    MAKERGB( pi->flashDlightColor, 1, 1, 0 );
    break;

  case WP_GRENADE_LAUNCHER:
    MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f );
    break;

  case WP_ROCKET_LAUNCHER:
    MAKERGB( pi->flashDlightColor, 1, 0.75f, 0 );
    break;

  case WP_TESLAGEN:
    MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
    break;

  case WP_RAILGUN:
    MAKERGB( pi->flashDlightColor, 1, 0.5f, 0 );
    break;

  case WP_BFG:
    MAKERGB( pi->flashDlightColor, 1, 0.7f, 1 );
    break;

  case WP_GRAPPLING_HOOK:
    MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
    break;

  default:
    MAKERGB( pi->flashDlightColor, 1, 1, 1 );
    break;
  }*/
}


/*
===============
UI_ForceLegsAnim
===============
*/
static void UI_ForceLegsAnim( playerInfo_t *pi, int anim ) {
  pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;

  if ( anim == LEGS_JUMP ) {
    pi->legsAnimationTimer = UI_TIMER_JUMP;
  }
}


/*
===============
UI_SetLegsAnim
===============
*/
static void UI_SetLegsAnim( playerInfo_t *pi, int anim ) {
  if ( pi->pendingLegsAnim ) {
    anim = pi->pendingLegsAnim;
    pi->pendingLegsAnim = 0;
  }
  UI_ForceLegsAnim( pi, anim );
}


/*
===============
UI_ForceTorsoAnim
===============
*/
static void UI_ForceTorsoAnim( playerInfo_t *pi, int anim ) {
  pi->torsoAnim = ( ( pi->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;

  if ( anim == TORSO_GESTURE ) {
    pi->torsoAnimationTimer = UI_TIMER_GESTURE;
  }

  if ( anim == TORSO_ATTACK || anim == TORSO_ATTACK2 ) {
    pi->torsoAnimationTimer = UI_TIMER_ATTACK;
  }
}


/*
===============
UI_SetTorsoAnim
===============
*/
static void UI_SetTorsoAnim( playerInfo_t *pi, int anim ) {
  if ( pi->pendingTorsoAnim ) {
    anim = pi->pendingTorsoAnim;
    pi->pendingTorsoAnim = 0;
  }

  UI_ForceTorsoAnim( pi, anim );
}


/*
===============
UI_TorsoSequencing
===============
*/
static void UI_TorsoSequencing( playerInfo_t *pi ) {
  int    currentAnim;

  currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;

  if ( pi->weapon != pi->currentWeapon ) {
    if ( currentAnim != TORSO_DROP ) {
      pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
      UI_ForceTorsoAnim( pi, TORSO_DROP );
    }
  }

  if ( pi->torsoAnimationTimer > 0 ) {
    return;
  }

  if( currentAnim == TORSO_GESTURE ) {
    UI_SetTorsoAnim( pi, TORSO_STAND );
    return;
  }

  if( currentAnim == TORSO_ATTACK || currentAnim == TORSO_ATTACK2 ) {
    UI_SetTorsoAnim( pi, TORSO_STAND );
    return;
  }

  if ( currentAnim == TORSO_DROP ) {
    UI_PlayerInfo_SetWeapon( pi, pi->weapon );
    pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
    UI_ForceTorsoAnim( pi, TORSO_RAISE );
    return;
  }

  if ( currentAnim == TORSO_RAISE ) {
    UI_SetTorsoAnim( pi, TORSO_STAND );
    return;
  }
}


/*
===============
UI_LegsSequencing
===============
*/
static void UI_LegsSequencing( playerInfo_t *pi ) {
  int    currentAnim;

  currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;

  if ( pi->legsAnimationTimer > 0 ) {
    if ( currentAnim == LEGS_JUMP ) {
      jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP );
    }
    return;
  }

  if ( currentAnim == LEGS_JUMP ) {
    UI_ForceLegsAnim( pi, LEGS_LAND );
    pi->legsAnimationTimer = UI_TIMER_LAND;
    jumpHeight = 0;
    return;
  }

  if ( currentAnim == LEGS_LAND ) {
    UI_SetLegsAnim( pi, LEGS_IDLE );
    return;
  }
}


/*
======================
UI_PositionEntityOnTag
======================
*/
static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
              clipHandle_t parentModel, char *tagName ) {
  int        i;
  orientation_t  lerped;

  // lerp the tag
  trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
    1.0 - parent->backlerp, tagName );

  // FIXME: allow origin offsets along tag?
  VectorCopy( parent->origin, entity->origin );
  for ( i = 0 ; i < 3 ; i++ ) {
    VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
  }

  // cast away const because of compiler problems
  MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
  entity->backlerp = parent->backlerp;
}


/*
======================
UI_PositionRotatedEntityOnTag
======================
*/
static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
              clipHandle_t parentModel, char *tagName ) {
  int        i;
  orientation_t  lerped;
  vec3_t      tempAxis[3];

  // lerp the tag
  trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
    1.0 - parent->backlerp, tagName );

  // FIXME: allow origin offsets along tag?
  VectorCopy( parent->origin, entity->origin );
  for ( i = 0 ; i < 3 ; i++ ) {
    VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
  }

  // cast away const because of compiler problems
  MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
  MatrixMultiply( lerped.axis, tempAxis, entity->axis );
}


/*
===============
UI_SetLerpFrameAnimation
===============
*/
static void UI_SetLerpFrameAnimation( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
  animation_t  *anim;

  lf->animationNumber = newAnimation;
  newAnimation &= ~ANIM_TOGGLEBIT;

  if ( newAnimation < 0 || newAnimation >= MAX_PLAYER_ANIMATIONS ) {
    trap_Error( va("Bad animation number: %i", newAnimation) );
  }

  anim = &ci->animations[ newAnimation ];

  lf->animation = anim;
  lf->animationTime = lf->frameTime + anim->initialLerp;
}


/*
===============
UI_RunLerpFrame
===============
*/
static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
  int      f;
  animation_t  *anim;

  // see if the animation sequence is switching
  if ( newAnimation != lf->animationNumber || !lf->animation ) {
    UI_SetLerpFrameAnimation( ci, lf, newAnimation );
  }

  // if we have passed the current frame, move it to
  // oldFrame and calculate a new frame
  if ( dp_realtime >= lf->frameTime ) {
    lf->oldFrame = lf->frame;
    lf->oldFrameTime = lf->frameTime;

    // get the next frame based on the animation
    anim = lf->animation;
    if ( dp_realtime < lf->animationTime ) {
      lf->frameTime = lf->animationTime;    // initial lerp
    } else {
      lf->frameTime = lf->oldFrameTime + anim->frameLerp;
    }
    f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
    if ( f >= anim->numFrames ) {
      f -= anim->numFrames;
      if ( anim->loopFrames ) {
        f %= anim->loopFrames;
        f += anim->numFrames - anim->loopFrames;
      } else {
        f = anim->numFrames - 1;
        // the animation is stuck at the end, so it
        // can immediately transition to another sequence
        lf->frameTime = dp_realtime;
      }
    }
    lf->frame = anim->firstFrame + f;
    if ( dp_realtime > lf->frameTime ) {
      lf->frameTime = dp_realtime;
    }
  }

  if ( lf->frameTime > dp_realtime + 200 ) {
    lf->frameTime = dp_realtime;
  }

  if ( lf->oldFrameTime > dp_realtime ) {
    lf->oldFrameTime = dp_realtime;
  }
  // calculate current lerp value
  if ( lf->frameTime == lf->oldFrameTime ) {
    lf->backlerp = 0;
  } else {
    lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
  }
}


/*
===============
UI_PlayerAnimation
===============
*/
static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp,
            int *torsoOld, int *torso, float *torsoBackLerp ) {

  // legs animation
  pi->legsAnimationTimer -= uiInfo.uiDC.frameTime;
  if ( pi->legsAnimationTimer < 0 ) {
    pi->legsAnimationTimer = 0;
  }

  UI_LegsSequencing( pi );

  if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
    UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN );
  } else {
    UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim );
  }
  *legsOld = pi->legs.oldFrame;
  *legs = pi->legs.frame;
  *legsBackLerp = pi->legs.backlerp;

  // torso animation
  pi->torsoAnimationTimer -= uiInfo.uiDC.frameTime;
  if ( pi->torsoAnimationTimer < 0 ) {
    pi->torsoAnimationTimer = 0;
  }

  UI_TorsoSequencing( pi );

  UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim );
  *torsoOld = pi->torso.oldFrame;
  *torso = pi->torso.frame;
  *torsoBackLerp = pi->torso.backlerp;
}


/*
==================
UI_SwingAngles
==================
*/
static void UI_SwingAngles( float destination, float swingTolerance, float clampTolerance,
          float speed, float *angle, qboolean *swinging ) {
  float  swing;
  float  move;
  float  scale;

  if ( !*swinging ) {
    // see if a swing should be started
    swing = AngleSubtract( *angle, destination );
    if ( swing > swingTolerance || swing < -swingTolerance ) {
      *swinging = qtrue;
    }
  }

  if ( !*swinging ) {
    return;
  }

  // modify the speed depending on the delta
  // so it doesn't seem so linear
  swing = AngleSubtract( destination, *angle );
  scale = fabs( swing );
  if ( scale < swingTolerance * 0.5 ) {
    scale = 0.5;
  } else if ( scale < swingTolerance ) {
    scale = 1.0;
  } else {
    scale = 2.0;
  }

  // swing towards the destination angle
  if ( swing >= 0 ) {
    move = uiInfo.uiDC.frameTime * scale * speed;
    if ( move >= swing ) {
      move = swing;
      *swinging = qfalse;
    }
    *angle = AngleMod( *angle + move );
  } else if ( swing < 0 ) {
    move = uiInfo.uiDC.frameTime * scale * -speed;
    if ( move <= swing ) {
      move = swing;
      *swinging = qfalse;
    }
    *angle = AngleMod( *angle + move );
  }

  // clamp to no more than tolerance
  swing = AngleSubtract( destination, *angle );
  if ( swing > clampTolerance ) {
    *angle = AngleMod( destination - (clampTolerance - 1) );
  } else if ( swing < -clampTolerance ) {
    *angle = AngleMod( destination + (clampTolerance - 1) );
  }
}


/*
======================
UI_MovedirAdjustment
======================
*/
static float UI_MovedirAdjustment( playerInfo_t *pi ) {
  vec3_t    relativeAngles;
  vec3_t    moveVector;

  VectorSubtract( pi->viewAngles, pi->moveAngles, relativeAngles );
  AngleVectors( relativeAngles, moveVector, NULL, NULL );
  if ( Q_fabs( moveVector[0] ) < 0.01 ) {
    moveVector[0] = 0.0;
  }
  if ( Q_fabs( moveVector[1] ) < 0.01 ) {
    moveVector[1] = 0.0;
  }

  if ( moveVector[1] == 0 && moveVector[0] > 0 ) {
    return 0;
  }
  if ( moveVector[1] < 0 && moveVector[0] > 0 ) {
    return 22;
  }
  if ( moveVector[1] < 0 && moveVector[0] == 0 ) {
    return 45;
  }
  if ( moveVector[1] < 0 && moveVector[0] < 0 ) {
    return -22;
  }
  if ( moveVector[1] == 0 && moveVector[0] < 0 ) {
    return 0;
  }
  if ( moveVector[1] > 0 && moveVector[0] < 0 ) {
    return 22;
  }
  if ( moveVector[1] > 0 && moveVector[0] == 0 ) {
    return  -45;
  }

  return -22;
}


/*
===============
UI_PlayerAngles
===============
*/
static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
  vec3_t    legsAngles, torsoAngles, headAngles;
  float    dest;
  float    adjust;

  VectorCopy( pi->viewAngles, headAngles );
  headAngles[YAW] = AngleMod( headAngles[YAW] );
  VectorClear( legsAngles );
  VectorClear( torsoAngles );

  // --------- yaw -------------

  // allow yaw to drift a bit
  if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE
    || ( pi->torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND  ) {
    // if not standing still, always point all in the same direction
    pi->torso.yawing = qtrue;  // always center
    pi->torso.pitching = qtrue;  // always center
    pi->legs.yawing = qtrue;  // always center
  }

  // adjust legs for movement dir
  adjust = UI_MovedirAdjustment( pi );
  legsAngles[YAW] = headAngles[YAW] + adjust;
  torsoAngles[YAW] = headAngles[YAW] + 0.25 * adjust;


  // torso
  UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing );
  UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing );

  torsoAngles[YAW] = pi->torso.yawAngle;
  legsAngles[YAW] = pi->legs.yawAngle;

  // --------- pitch -------------

  // only show a fraction of the pitch angle in the torso
  if ( headAngles[PITCH] > 180 ) {
    dest = (-360 + headAngles[PITCH]) * 0.75;
  } else {
    dest = headAngles[PITCH] * 0.75;
  }
  UI_SwingAngles( dest, 15, 30, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching );
  torsoAngles[PITCH] = pi->torso.pitchAngle;

  // pull the angles back out of the hierarchial chain
  AnglesSubtract( headAngles, torsoAngles, headAngles );
  AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
  AnglesToAxis( legsAngles, legs );
  AnglesToAxis( torsoAngles, torso );
  AnglesToAxis( headAngles, head );
}


/*
===============
UI_PlayerFloatSprite
===============
*/
static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t shader ) {
  refEntity_t    ent;

  memset( &ent, 0, sizeof( ent ) );
  VectorCopy( origin, ent.origin );
  ent.origin[2] += 48;
  ent.reType = RT_SPRITE;
  ent.customShader = shader;
  ent.radius = 10;
  ent.renderfx = 0;
  trap_R_AddRefEntityToScene( &ent );
}


/*
======================
UI_MachinegunSpinAngle
======================
*/
float  UI_MachinegunSpinAngle( playerInfo_t *pi ) {
  int    delta;
  float  angle;
  float  speed;
  int    torsoAnim;

  delta = dp_realtime - pi->barrelTime;
  if ( pi->barrelSpinning ) {
    angle = pi->barrelAngle + delta * SPIN_SPEED;
  } else {
    if ( delta > COAST_TIME ) {
      delta = COAST_TIME;
    }

    speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
    angle = pi->barrelAngle + delta * speed;
  }

  torsoAnim = pi->torsoAnim  & ~ANIM_TOGGLEBIT;
  if( torsoAnim == TORSO_ATTACK2 ) {
    torsoAnim = TORSO_ATTACK;
  }
  if ( pi->barrelSpinning == !(torsoAnim == TORSO_ATTACK) ) {
    pi->barrelTime = dp_realtime;
    pi->barrelAngle = AngleMod( angle );
    pi->barrelSpinning = !!(torsoAnim == TORSO_ATTACK);
  }

  return angle;
}


/*
===============
UI_DrawPlayer
===============
*/
void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ) {
  refdef_t    refdef;
  refEntity_t    legs;
  refEntity_t    torso;
  refEntity_t    head;
  refEntity_t    gun;
  refEntity_t    barrel;
  refEntity_t    flash;
  vec3_t      origin;
  int        renderfx;
  vec3_t      mins = {-16, -16, -24};
  vec3_t      maxs = {16, 16, 32};
  float      len;
  float      xx;

  if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) {
    return;
  }

  // this allows the ui to cache the player model on the main menu
  if (w == 0 || h == 0) {
    return;
  }

  dp_realtime = time;

  if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) {
    pi->weapon = pi->pendingWeapon;
    pi->lastWeapon = pi->pendingWeapon;
    pi->pendingWeapon = -1;
    pi->weaponTimer = 0;
    if( pi->currentWeapon != pi->weapon ) {
      trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
    }
  }

  UI_AdjustFrom640( &x, &y, &w, &h );

  y -= jumpHeight;

  memset( &refdef, 0, sizeof( refdef ) );
  memset( &legs, 0, sizeof(legs) );
  memset( &torso, 0, sizeof(torso) );
  memset( &head, 0, sizeof(head) );

  refdef.rdflags = RDF_NOWORLDMODEL;

  AxisClear( refdef.viewaxis );

  refdef.x = x;
  refdef.y = y;
  refdef.width = w;
  refdef.height = h;

  refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f);
  xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
  refdef.fov_y = atan2( refdef.height, xx );
  refdef.fov_y *= ( 360 / (float)M_PI );

  // calculate distance so the player nearly fills the box
  len = 0.7 * ( maxs[2] - mins[2] );
  origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
  origin[1] = 0.5 * ( mins[1] + maxs[1] );
  origin[2] = -0.5 * ( mins[2] + maxs[2] );

  refdef.time = dp_realtime;

  trap_R_ClearScene();

  // get the rotation information
  UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis );

  // get the animation state (after rotation, to allow feet shuffle)
  UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp,
     &torso.oldframe, &torso.frame, &torso.backlerp );

  renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;

  //
  // add the legs
  //
  legs.hModel = pi->legsModel;
  legs.customSkin = pi->legsSkin;

  VectorCopy( origin, legs.origin );

  VectorCopy( origin, legs.lightingOrigin );
  legs.renderfx = renderfx;
  VectorCopy (legs.origin, legs.oldorigin);

  trap_R_AddRefEntityToScene( &legs );

  if (!legs.hModel) {
    return;
  }

  //
  // add the torso
  //
  torso.hModel = pi->torsoModel;
  if (!torso.hModel) {
    return;
  }

  torso.customSkin = pi->torsoSkin;

  VectorCopy( origin, torso.lightingOrigin );

  UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso");

  torso.renderfx = renderfx;

  trap_R_AddRefEntityToScene( &torso );

  //
  // add the head
  //
  head.hModel = pi->headModel;
  if (!head.hModel) {
    return;
  }
  head.customSkin = pi->headSkin;

  VectorCopy( origin, head.lightingOrigin );

  UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head");

  head.renderfx = renderfx;

  trap_R_AddRefEntityToScene( &head );

  //
  // add the gun
  //
  if ( pi->currentWeapon != WP_NONE ) {
    memset( &gun, 0, sizeof(gun) );
    gun.hModel = pi->weaponModel;
    VectorCopy( origin, gun.lightingOrigin );
    UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
    gun.renderfx = renderfx;
    trap_R_AddRefEntityToScene( &gun );
  }

  //
  // add the spinning barrel
  //
  if ( pi->realWeapon == WP_MACHINEGUN ) {
    vec3_t  angles;

    memset( &barrel, 0, sizeof(barrel) );
    VectorCopy( origin, barrel.lightingOrigin );
    barrel.renderfx = renderfx;

    barrel.hModel = pi->barrelModel;
    angles[YAW] = 0;
    angles[PITCH] = 0;
    angles[ROLL] = UI_MachinegunSpinAngle( pi );
/*    if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
      angles[PITCH] = angles[ROLL];
      angles[ROLL] = 0;
    }*/
    AnglesToAxis( angles, barrel.axis );

    UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");

    trap_R_AddRefEntityToScene( &barrel );
  }

  //
  // add muzzle flash
  //
  if ( dp_realtime <= pi->muzzleFlashTime ) {
    if ( pi->flashModel ) {
      memset( &flash, 0, sizeof(flash) );
      flash.hModel = pi->flashModel;
      VectorCopy( origin, flash.lightingOrigin );
      UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash");
      flash.renderfx = renderfx;
      trap_R_AddRefEntityToScene( &flash );
    }

    // make a dlight for the flash
    if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) {
      trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0],
        pi->flashDlightColor[1], pi->flashDlightColor[2] );
    }
  }

  //
  // add the chat icon
  //
  if ( pi->chat ) {
    UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) );
  }

  //
  // add an accent light
  //
  origin[0] -= 100;  // + = behind, - = in front
  origin[1] += 100;  // + = left, - = right
  origin[2] += 100;  // + = above, - = below
  trap_R_AddLightToScene( origin, 500, 1.0, 1.0, 1.0 );

  origin[0] -= 100;
  origin[1] -= 100;
  origin[2] -= 100;
  trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0 );

  trap_R_RenderScene( &refdef );
}

/*
==========================
UI_FileExists
==========================
*/
static qboolean  UI_FileExists(const char *filename) {
  int len;

  len = trap_FS_FOpenFile( filename, NULL, FS_READ );
  if (len>0) {
    return qtrue;
  }
  return qfalse;
}

/*
==========================
UI_FindClientHeadFile
==========================
*/
static qboolean  UI_FindClientHeadFile( char *filename, int length, const char *teamName, const char *headModelName, const char *headSkinName, const char *base, const char *ext ) {
  char *team, *headsFolder;
  int i;

  team = "default";

  if ( headModelName[0] == '*' ) {
    headsFolder = "heads/";
    headModelName++;
  }
  else {
    headsFolder = "";
  }
  while(1) {
    for ( i = 0; i < 2; i++ ) {
      if ( i == 0 && teamName && *teamName ) {
        Com_sprintf( filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder, headModelName, headSkinName, teamName, base, team, ext );
      }
      else {
        Com_sprintf( filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder, headModelName, headSkinName, base, team, ext );
      }
      if ( UI_FileExists( filename ) ) {
        return qtrue;
      }
      if ( i == 0 && teamName && *teamName ) {
        Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, headSkinName, ext );
      }
      else {
        Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, headSkinName, ext );
      }
      if ( UI_FileExists( filename ) ) {
        return qtrue;
      }
      if ( !teamName || !*teamName ) {
        break;
      }
    }
    // if tried the heads folder first
    if ( headsFolder[0] ) {
      break;
    }
    headsFolder = "heads/";
  }

  return qfalse;
}

/*
==========================
UI_RegisterClientSkin
==========================
*/
static qboolean  UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName , const char *teamName) {
  char    filename[MAX_QPATH*2];

  if (teamName && *teamName) {
    Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/lower_%s.skin", modelName, teamName, skinName );
  } else {
    Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
  }
  pi->legsSkin = trap_R_RegisterSkin( filename );
  if (!pi->legsSkin) {
    if (teamName && *teamName) {
      Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/lower_%s.skin", modelName, teamName, skinName );
    } else {
      Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower_%s.skin", modelName, skinName );
    }
    pi->legsSkin = trap_R_RegisterSkin( filename );
  }

  if (teamName && *teamName) {
    Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/upper_%s.skin", modelName, teamName, skinName );
  } else {
    Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
  }
  pi->torsoSkin = trap_R_RegisterSkin( filename );
  if (!pi->torsoSkin) {
    if (teamName && *teamName) {
      Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/upper_%s.skin", modelName, teamName, skinName );
    } else {
      Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper_%s.skin", modelName, skinName );
    }
    pi->torsoSkin = trap_R_RegisterSkin( filename );
  }

  if ( UI_FindClientHeadFile( filename, sizeof(filename), teamName, headModelName, headSkinName, "head", "skin" ) ) {
    pi->headSkin = trap_R_RegisterSkin( filename );
  }

  if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) {
    return qfalse;
  }

  return qtrue;
}


/*
======================
UI_ParseAnimationFile
======================
*/
static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animations ) {
  char    *text_p, *prev;
  int      len;
  int      i;
  char    *token;
  float    fps;
  int      skip;
  char    text[20000];
  fileHandle_t  f;

  memset( animations, 0, sizeof( animation_t ) * MAX_PLAYER_ANIMATIONS );

  // load the file
  len = trap_FS_FOpenFile( filename, &f, FS_READ );
  if ( len <= 0 ) {
    return qfalse;
  }
  if ( len >= ( sizeof( text ) - 1 ) ) {
    Com_Printf( "File %s too long\n", filename );
    trap_FS_FCloseFile( f );
    return qfalse;
  }
  trap_FS_Read( text, len, f );
  text[len] = 0;
  trap_FS_FCloseFile( f );

  COM_Compress(text);

  // parse the text
  text_p = text;
  skip = 0;  // quite the compiler warning

  // read optional parameters
  while ( 1 ) {
    prev = text_p;  // so we can unget
    token = COM_Parse( &text_p );
    if ( !token ) {
      break;
    }
    if ( !Q_stricmp( token, "footsteps" ) ) {
      token = COM_Parse( &text_p );
      if ( !token ) {
        break;
      }
      continue;
    } else if ( !Q_stricmp( token, "headoffset" ) ) {
      for ( i = 0 ; i < 3 ; i++ ) {
        token = COM_Parse( &text_p );
        if ( !token ) {
          break;
        }
      }
      continue;
    } else if ( !Q_stricmp( token, "sex" ) ) {
      token = COM_Parse( &text_p );
      if ( !token ) {
        break;
      }
      continue;
    }

    // if it is a number, start parsing animations
    if ( token[0] >= '0' && token[0] <= '9' ) {
      text_p = prev;  // unget the token
      break;
    }

    Com_Printf( "unknown token '%s' is %s\n", token, filename );
  }

  // read information for each frame
  for ( i = 0 ; i < MAX_PLAYER_ANIMATIONS ; i++ ) {

    token = COM_Parse( &text_p );
    if ( !token ) {
      break;
    }
    animations[i].firstFrame = atoi( token );
    // leg only frames are adjusted to not count the upper body only frames
    if ( i == LEGS_WALKCR ) {
      skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame;
    }
    if ( i >= LEGS_WALKCR ) {
      animations[i].firstFrame -= skip;
    }

    token = COM_Parse( &text_p );
    if ( !token ) {
      break;
    }
    animations[i].numFrames = atoi( token );

    token = COM_Parse( &text_p );
    if ( !token ) {
      break;
    }
    animations[i].loopFrames = atoi( token );

    token = COM_Parse( &text_p );
    if ( !token ) {
      break;
    }
    fps = atof( token );
    if ( fps == 0 ) {
      fps = 1;
    }
    animations[i].frameLerp = 1000 / fps;
    animations[i].initialLerp = 1000 / fps;
  }

  if ( i != MAX_PLAYER_ANIMATIONS ) {
    Com_Printf( "Error parsing animation file: %s", filename );
    return qfalse;
  }

  return qtrue;
}

/*
==========================
UI_RegisterClientModelname
==========================
*/
qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName, const char *headModelSkinName, const char *teamName ) {
  char    modelName[MAX_QPATH];
  char    skinName[MAX_QPATH];
  char    headModelName[MAX_QPATH];
  char    headSkinName[MAX_QPATH];
  char    filename[MAX_QPATH];
  char    *slash;

  pi->torsoModel = 0;
  pi->headModel = 0;

  if ( !modelSkinName[0] ) {
    return qfalse;
  }

  Q_strncpyz( modelName, modelSkinName, sizeof( modelName ) );

  slash = strchr( modelName, '/' );
  if ( !slash ) {
    // modelName did not include a skin name
    Q_strncpyz( skinName, "default", sizeof( skinName ) );
  } else {
    Q_strncpyz( skinName, slash + 1, sizeof( skinName ) );
    *slash = '\0';
  }

  Q_strncpyz( headModelName, headModelSkinName, sizeof( headModelName ) );
  slash = strchr( headModelName, '/' );
  if ( !slash ) {
    // modelName did not include a skin name
    Q_strncpyz( headSkinName, "default", sizeof( skinName ) );
  } else {
    Q_strncpyz( headSkinName, slash + 1, sizeof( skinName ) );
    *slash = '\0';
  }

  // load cmodels before models so filecache works

  Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
  pi->legsModel = trap_R_RegisterModel( filename );
  if ( !pi->legsModel ) {
    Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower.md3", modelName );
    pi->legsModel = trap_R_RegisterModel( filename );
    if ( !pi->legsModel ) {
      Com_Printf( "Failed to load model file %s\n", filename );
      return qfalse;
    }
  }

  Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
  pi->torsoModel = trap_R_RegisterModel( filename );
  if ( !pi->torsoModel ) {
    Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper.md3", modelName );
    pi->torsoModel = trap_R_RegisterModel( filename );
    if ( !pi->torsoModel ) {
      Com_Printf( "Failed to load model file %s\n", filename );
      return qfalse;
    }
  }

  if (headModelName[0] == '*' ) {
    Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", &headModelName[1], &headModelName[1] );
  }
  else {
    Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headModelName );
  }
  pi->headModel = trap_R_RegisterModel( filename );
  if ( !pi->headModel && headModelName[0] != '*') {
    Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", headModelName, headModelName );
    pi->headModel = trap_R_RegisterModel( filename );
  }

  if (!pi->headModel) {
    Com_Printf( "Failed to load model file %s\n", filename );
    return qfalse;
  }

  // if any skins failed to load, fall back to default
  if ( !UI_RegisterClientSkin( pi, modelName, skinName, headModelName, headSkinName, teamName) ) {
    if ( !UI_RegisterClientSkin( pi, modelName, "default", headModelName, "default", teamName ) ) {
      Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
      return qfalse;
    }
  }

  // load the animations
  Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
  if ( !UI_ParseAnimationFile( filename, pi->animations ) ) {
    Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/animation.cfg", modelName );
    if ( !UI_ParseAnimationFile( filename, pi->animations ) ) {
      Com_Printf( "Failed to load animation file %s\n", filename );
      return qfalse;
    }
  }

  return qtrue;
}


/*
===============
UI_PlayerInfo_SetModel
===============
*/
void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *headmodel, char *teamName ) {
  memset( pi, 0, sizeof(*pi) );
  UI_RegisterClientModelname( pi, model, headmodel, teamName );
  pi->weapon = WP_MACHINEGUN;
  pi->currentWeapon = pi->weapon;
  pi->lastWeapon = pi->weapon;
  pi->pendingWeapon = -1;
  pi->weaponTimer = 0;
  pi->chat = qfalse;
  pi->newModel = qtrue;
  UI_PlayerInfo_SetWeapon( pi, pi->weapon );
}


/*
===============
UI_PlayerInfo_SetInfo
===============
*/
void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) {
  int      currentAnim;
  weapon_t  weaponNum;

  pi->chat = chat;

  // view angles
  VectorCopy( viewAngles, pi->viewAngles );

  // move angles
  VectorCopy( moveAngles, pi->moveAngles );

  if ( pi->newModel ) {
    pi->newModel = qfalse;

    jumpHeight = 0;
    pi->pendingLegsAnim = 0;
    UI_ForceLegsAnim( pi, legsAnim );
    pi->legs.yawAngle = viewAngles[YAW];
    pi->legs.yawing = qfalse;

    pi->pendingTorsoAnim = 0;
    UI_ForceTorsoAnim( pi, torsoAnim );
    pi->torso.yawAngle = viewAngles[YAW];
    pi->torso.yawing = qfalse;

    if ( weaponNumber != -1 ) {
      pi->weapon = weaponNumber;
      pi->currentWeapon = weaponNumber;
      pi->lastWeapon = weaponNumber;
      pi->pendingWeapon = -1;
      pi->weaponTimer = 0;
      UI_PlayerInfo_SetWeapon( pi, pi->weapon );
    }

    return;
  }

  // weapon
  if ( weaponNumber == -1 ) {
    pi->pendingWeapon = -1;
    pi->weaponTimer = 0;
  }
  else if ( weaponNumber != WP_NONE ) {
    pi->pendingWeapon = weaponNumber;
    pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY;
  }
  weaponNum = pi->lastWeapon;
  pi->weapon = weaponNum;

  if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) {
    torsoAnim = legsAnim = BOTH_DEATH1;
    pi->weapon = pi->currentWeapon = WP_NONE;
    UI_PlayerInfo_SetWeapon( pi, pi->weapon );

    jumpHeight = 0;
    pi->pendingLegsAnim = 0;
    UI_ForceLegsAnim( pi, legsAnim );

    pi->pendingTorsoAnim = 0;
    UI_ForceTorsoAnim( pi, torsoAnim );

    return;
  }

  // leg animation
  currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
  if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) {
    pi->pendingLegsAnim = legsAnim;
  }
  else if ( legsAnim != currentAnim ) {
    jumpHeight = 0;
    pi->pendingLegsAnim = 0;
    UI_ForceLegsAnim( pi, legsAnim );
  }

  // torso animation
  if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) {
    if ( weaponNum == WP_NONE ) {
      torsoAnim = TORSO_STAND2;
    }
    else {
      torsoAnim = TORSO_STAND;
    }
  }

  if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) {
    if ( weaponNum == WP_NONE ) {
      torsoAnim = TORSO_ATTACK2;
    }
    else {
      torsoAnim = TORSO_ATTACK;
    }
    pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH;
    //FIXME play firing sound here
  }

  currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;

  if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP ) {
    pi->pendingTorsoAnim = torsoAnim;
  }
  else if ( ( currentAnim == TORSO_GESTURE || currentAnim == TORSO_ATTACK ) && ( torsoAnim != currentAnim ) ) {
    pi->pendingTorsoAnim = torsoAnim;
  }
  else if ( torsoAnim != currentAnim ) {
    pi->pendingTorsoAnim = 0;
    UI_ForceTorsoAnim( pi, torsoAnim );
  }
}