// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"



#ifndef __Q_SHARED_H
	#include "../game/q_shared.h"
#endif

#if !defined(TR_LOCAL_H)
	#include "../renderer/tr_local.h"
#endif

#if !defined(G2_H_INC)
	#include "G2.h"
#endif

#define G2_MODEL_OK(g) ((g)&&(g)->mValid&&(g)->aHeader&&(g)->currentModel&&(g)->animModel)

//=====================================================================================================================
// Bolt List handling routines - so entities can attach themselves to any part of the model in question

// Given a bone number, see if that bone is already in our bone list
int G2_Find_Bolt_Bone_Num(boltInfo_v &bltlist, const int boneNum)
{
	int		i;

	// look through entire list
	for(i=0; i<bltlist.size(); i++)
	{
		if (bltlist[i].boneNumber == boneNum)
		{
			return i;
		}
	}

	// didn't find it
	return -1;
}

// Given a bone number, see if that surface is already in our surfacelist list
int G2_Find_Bolt_Surface_Num(boltInfo_v &bltlist, const int surfaceNum, const int flags)
{
	int		i;

	// look through entire list
	for(i=0; i<bltlist.size(); i++)
	{
		if ((bltlist[i].surfaceNumber == surfaceNum) && ((bltlist[i].surfaceType & flags) == flags))
		{
			return i;
		}
	}

	// didn't find it
	return -1;
}
			
//=========================================================================================
//// Public Bolt Routines
int G2_Add_Bolt_Surf_Num(CGhoul2Info *ghlInfo, boltInfo_v &bltlist, surfaceInfo_v &slist, const int surfNum)
{
	assert(ghlInfo&&ghlInfo->mValid);
	boltInfo_t			tempBolt;
	int					i;

	assert(surfNum>=0&&surfNum<slist.size());
	// ensure surface num is valid
	if (surfNum >= slist.size())
	{
		return -1;
	}

	 // look through entire list - see if it's already there first
	for(i=0; i<bltlist.size(); i++)
	{
		// already there??
		if (bltlist[i].surfaceNumber == surfNum)
		{
			// increment the usage count
			bltlist[i].boltUsed++;
			return i;
		}
	}

	// we have a surface 
	// look through entire list - see if it's already there first
	for(i=0; i<bltlist.size(); i++)
	{
		// if this surface entry has info in it, bounce over it
	  	if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
		{
			// if we found an entry that had a -1 for the bone / surface number, then we hit a surface / bone slot that was empty
			bltlist[i].surfaceNumber = surfNum;
			bltlist[i].surfaceType = G2SURFACEFLAG_GENERATED;
			bltlist[i].boltUsed = 1;
	 		return i;
		}
	}
	
	// ok, we didn't find an existing surface of that name, or an empty slot. Lets add an entry
	tempBolt.surfaceNumber = surfNum;
	tempBolt.surfaceType = G2SURFACEFLAG_GENERATED;
	tempBolt.boneNumber = -1;
	tempBolt.boltUsed = 1;
	bltlist.push_back(tempBolt);
	return bltlist.size()-1;

}

void G2_Bolt_Not_Found(const char *boneName,const char *modName);
int G2_Add_Bolt(CGhoul2Info *ghlInfo, boltInfo_v &bltlist, surfaceInfo_v &slist, const char *boneName)
{
	assert(ghlInfo&&ghlInfo->mValid);
	int					i, x, surfNum = -1;
	mdxaSkel_t			*skel;
	mdxaSkelOffsets_t	*offsets;
	mdxmHierarchyOffsets_t	*surfOffsets;
	boltInfo_t			tempBolt;
	int					flags;

	assert(G2_MODEL_OK(ghlInfo));
  
	surfOffsets = (mdxmHierarchyOffsets_t *)((byte*)ghlInfo->currentModel->mdxm + sizeof(mdxmHeader_t));
	// first up, we'll search for that which this bolt names in all the surfaces
	surfNum = G2_IsSurfaceLegal(ghlInfo->currentModel, boneName, &flags);

	// did we find it as a surface?
	if (surfNum != -1)
	{
		 // look through entire list - see if it's already there first
		for(i=0; i<bltlist.size(); i++)
		{
			// already there??
			if (bltlist[i].surfaceNumber == surfNum)
			{
				// increment the usage count
				bltlist[i].boltUsed++;
				return i;
			}
		}

		 // look through entire list - see if we can re-use one
		for(i=0; i<bltlist.size(); i++)
		{
			// if this surface entry has info in it, bounce over it
		  	if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
			{
				// if we found an entry that had a -1 for the bone / surface number, then we hit a surface / bone slot that was empty
				bltlist[i].surfaceNumber = surfNum;
				bltlist[i].boltUsed = 1;
				bltlist[i].surfaceType = 0;
		 		return i;
			}
		}
	
		// ok, we didn't find an existing surface of that name, or an empty slot. Lets add an entry
		tempBolt.surfaceNumber = surfNum;
		tempBolt.boneNumber = -1;
		tempBolt.boltUsed = 1;
		tempBolt.surfaceType = 0;
		bltlist.push_back(tempBolt);
		return bltlist.size()-1;
	}

	// no, check to see if it's a bone then

   	offsets = (mdxaSkelOffsets_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t));

 	// walk the entire list of bones in the gla file for this model and see if any match the name of the bone we want to find
 	for (x=0; x< ghlInfo->aHeader->numBones; x++)
 	{
 		skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[x]);
 		// if name is the same, we found it
 		if (!stricmp(skel->name, boneName))
		{
			break;
		}
	}

	// check to see we did actually make a match with a bone in the model
	if (x == ghlInfo->aHeader->numBones)
	{
		// didn't find it? Error
		//assert(0&&x == mod_a->mdxa->numBones);
#if _DEBUG
		G2_Bolt_Not_Found(boneName,ghlInfo->mFileName);
#endif
		return -1;
	}

	// look through entire list - see if it's already there first
	for(i=0; i<bltlist.size(); i++)
	{
		// already there??
		if (bltlist[i].boneNumber == x)
		{
			// increment the usage count
			bltlist[i].boltUsed++;
			return i;
		}
	}

	// look through entire list - see if we can re-use it
	for(i=0; i<bltlist.size(); i++)
	{
		// if this bone entry has info in it, bounce over it
		if (bltlist[i].boneNumber == -1 && bltlist[i].surfaceNumber == -1)
		{
			// if we found an entry that had a -1 for the bonenumber, then we hit a bone slot that was empty
			bltlist[i].boneNumber = x;
			bltlist[i].boltUsed = 1;
			bltlist[i].surfaceType = 0;
	 		return i;
		}
	}
	
	// ok, we didn't find an existing bone of that name, or an empty slot. Lets add an entry
	tempBolt.boneNumber = x;
	tempBolt.surfaceNumber = -1;
	tempBolt.boltUsed = 1;
 	tempBolt.surfaceType = 0;
	bltlist.push_back(tempBolt);
	return bltlist.size()-1;

}

// Given a model handle, and a bone name, we want to remove this bone from the bone override list
qboolean G2_Remove_Bolt (boltInfo_v &bltlist, int index)
{
	assert(index>=0&&index<bltlist.size());
	// did we find it?
	if (index != -1)
	{
		bltlist[index].boltUsed--;
		if (!bltlist[index].boltUsed)
		{
			// set this bone to not used
			bltlist[index].boneNumber = -1;
			bltlist[index].surfaceNumber = -1;
		}
		return qtrue;
	}
	return qfalse;
}

// set the bolt list to all unused so the bone transformation routine ignores it.
void G2_Init_Bolt_List(boltInfo_v &bltlist)
{
	bltlist.clear();
}

