/**********************************************************************
This file is part of Crack dot Com's free source code release of Golgotha.
for information about compiling & licensing issues visit this URL
 If that doesn't help, contact Jonathan Clark at 
  golgotha_source@usa.net (Subject should have "GOLG" in it) 
***********************************************************************/

#include "camera.hh"
#include "global_id.hh"
#include "g1_render.hh"
#include "math/angle.hh"
#include "input.hh"
#include "player.hh"
#include "objs/stank.hh"
#include "math/trig.hh"
#include "resources.hh"
#include "map_man.hh"
#include "map.hh"
#include "m_flow.hh"
#include "cwin_man.hh"
#include "lisp/lisp.hh"
#include "controller.hh"
#include "objs/field_camera.hh"
#include "objs/map_piece.hh"
#include "saver.hh"
#include "time/profile.hh"
#include "lisp/lisp.hh"
#include "sound/sfx_id.hh"
#include "demo.hh"
#include "lisp/li_init.hh"

i4_profile_class   pf_suggest_camera_event("suggest_camera_event");

enum {
  G1_PAN_LEFT           =(1<<0),
  G1_PAN_RIGHT          =(1<<1),
  G1_PAN_FORWARD        =(1<<2),
  G1_PAN_BACKWARD       =(1<<3),
  G1_PAN_UP             =(1<<4),
  G1_PAN_DOWN           =(1<<5),
  G1_ROTATE_LEFT        =(1<<6),
  G1_ROTATE_RIGHT       =(1<<7),
  G1_ROTATE_UP          =(1<<8),
  G1_ROTATE_DOWN        =(1<<9),
  
  G1_MOVE_LEFT          =(1<<10),
  G1_MOVE_RIGHT         =(1<<11),
  G1_MOVE_FORWARD       =(1<<12),
  G1_MOVE_BACKWARD      =(1<<13)
};


char *cmd_names[]={"Pan Left",
                   "Pan Right",
                   "Pan Forward",
                   "Pan Backward",
                   "Pan Up",
                   "Pan Down",
                   "Rotate Left",
                   "Rotate Right",
                   "Rotate Up",
                   "Rotate Down",
                   "Move Left",
                   "Move Right",
                   "Move Forward",
                   "Move Backward",
                   0};



w32 g1_scroll_bits=0;


li_object *g1_camera_key_press(li_object *o, li_environment *env)
{
  w32 flag=li_get_int(li_eval(env->current_function()),env);
  g1_scroll_bits|=flag;  
  return 0;
}

li_object *g1_camera_key_depress(li_object *o, li_environment *env)
{
  w32 flag=li_get_int(li_eval(env->current_function()),env);
  g1_scroll_bits&=~flag;  
  return 0;
}

li_object *g1_toggle_follow_mode(li_object *_o, li_environment *env)
{
  g1_object_class *o=g1_player_man.get_local()->get_commander();
  if (g1_current_controller.get() && o)
    if (g1_current_controller->view.view_mode==G1_FOLLOW_MODE)
      g1_current_controller->view.suggest_camera_mode(G1_ACTION_MODE, o->global_id);
    else
      g1_current_controller->view.suggest_camera_mode(G1_FOLLOW_MODE, o->global_id);

  return 0;
}


class g1_add_camera_funs_initer : public i4_init_class
{
public:
  void init()
  {
    char **cmd;
    int f=1;
    for (cmd=cmd_names; *cmd; cmd++)
    {
      li_set_value(*cmd, new li_int(f));
      li_add_function(*cmd, g1_camera_key_press);

      char end_cmd[200];    
      sprintf(end_cmd, "-%s", *cmd);      
      li_add_function(end_cmd, g1_camera_key_depress);
      li_set_value(end_cmd, new li_int(f));
            
      f=f<<1;
    }
  }
} g1_add_camera_funs_instance;



li_object *g1_action_mode(li_object *o, li_environment *env)
{
  if (g1_current_view_state())
    g1_current_view_state()->suggest_camera_mode(G1_ACTION_MODE);
  return 0;
}

li_object *g1_strategy_mode(li_object *o, li_environment *env)
{
  if (g1_current_view_state())
    g1_current_view_state()->suggest_camera_mode(G1_STRATEGY_MODE);
  return 0;
}

li_object *g1_follow_mode(li_object *o, li_environment *env)
{
  g1_player_piece_class *com=g1_player_man.get_local()->get_commander();
  if (g1_current_view_state() && com)
    g1_current_view_state()->suggest_camera_mode(G1_FOLLOW_MODE, com->global_id);
  return 0;
}

li_object *g1_camera_mode(li_object *o, li_environment *env)
{
  if (g1_current_view_state())
    g1_current_view_state()->suggest_camera_mode(G1_WATCH_MODE);
  return 0;
}

li_object *g1_set_current_camera(li_object *o, li_environment *env)
{
  if (g1_current_view_state() && g1_current_controller.get())
  {
    g1_object_class *c=g1_find_named_camera(li_get_string(li_eval(li_car(o,env),env),env));
    if (c)
    {
      g1_camera_event evt;
      evt.camera_at=c;
      evt.type=G1_WATCH_FORCE;

      g1_current_controller->view.suggest_camera_event(evt);
    }
  }
  return 0;
}


li_object *g1_set_camera_position(li_object *o, li_environment *env)
{
  if (g1_current_view_state())
  {
    float x=li_get_float(li_eval(li_first(o,env), env),env);
    float y=li_get_float(li_eval(li_second(o,env), env),env);
    g1_current_view_state()->set_camera_position(x,y);
  }
  
  return 0;
}


void g1_camera_info_struct::defaults()
{
  gx=gy=1;
  gz=10;

  horizon_rotate=i4_pi()/2;
  ground_rotate=i4_pi()/2;
  roll=0;
}


void g1_camera_info_struct::load(g1_loader_class *fp)
{
  fp->read_format("ffffff", &gx, &gy, &gz, &ground_rotate, &horizon_rotate, &roll);  
}

void g1_camera_info_struct::save(g1_saver_class *fp)
{
  fp->write_format("ffffff", &gx, &gy, &gz, &ground_rotate, &horizon_rotate, &roll);  
}


g1_camera_event::g1_camera_event()
{
  follow_object=0;
  camera_at=0;
  type=G1_WATCH_INVALID;
  min_time=10, max_time=50;   // min/max times to sustain camera shot (in ticks)
  time_elapsed=0;           // time that we've spent on this shot already (in ticks)

  
};


void g1_view_state_class::save(g1_saver_class *fp)
{
  fp->start_version(1);

  start.save(fp);
  end.save(fp);
  
  fp->write_format("ff",
                   &start_end_interpolate_fraction,
                   &start_end_interpolate_fraction_step);
  fp->write_8(view_mode);
  
  fp->write_global_id(follow_object_id);
  
  fp->end_version();
}

void g1_view_state_class::defaults()
{
  move_offset=i4_3d_vector(0,0,0);
  watch_type=G1_WATCH_IDLE;    
  follow_object_id=g1_global_id.invalid_id();
  view_mode=G1_STRATEGY_MODE;
  start_end_interpolate_fraction_step=0.0;
  start_end_interpolate_fraction=1.0;
  start_invalid=i4_T;
  start.defaults();
  
  end.defaults();
  current.defaults();
}


void g1_camera_event::object_ids_changed()   // call after level is reloaded
{
  camera_at=0;
  follow_object=0;
}

void g1_view_state_class::load(g1_loader_class *fp)
{
  if (fp && fp->check_version(1))
  {
    start.load(fp);
    end.load(fp);
    
    fp->read_format("ff",
                     &start_end_interpolate_fraction,
                     &start_end_interpolate_fraction_step);
    
    view_mode=(g1_view_mode_type)fp->read_8();
    follow_object_id=fp->read_global_id();
  }
  else
    follow_object_id=g1_global_id.invalid_id();

  current_cam.object_ids_changed();
  next_cam.object_ids_changed();
}




g1_view_state_class::g1_view_state_class()
{
  defaults();
}


// calculates current and returns a pointer to it
g1_camera_info_struct *g1_view_state_class::get_camera()
{
  float fr=g1_render.frame_ratio;
  if (fr>1.0) fr=1.0;
  if (fr<0.0) fr=0.0;
  
  float i=start_end_interpolate_fraction + start_end_interpolate_fraction_step * fr;
  
  current.gx = i4_interpolate(start.gx, end.gx, i);
  current.gy = i4_interpolate(start.gy, end.gy, i);
  current.gz = i4_interpolate(start.gz, end.gz, i);
    
  current.ground_rotate = i4_interpolate_angle(start.ground_rotate, end.ground_rotate, i);
  current.horizon_rotate = i4_interpolate_angle(start.horizon_rotate, end.horizon_rotate, i);
  current.roll = i4_interpolate_angle(start.roll, end.roll, i);
  current.ground_x_rotate = i4_interpolate_angle(start.ground_x_rotate, end.ground_x_rotate, i);
  current.ground_y_rotate = i4_interpolate_angle(start.ground_y_rotate, end.ground_y_rotate, i);

  return ¤t;
}

void g1_view_state_class::update_follow_mode()
{
  start=end;
  
  g1_object_class *follow = g1_global_id.check_id(follow_object_id) ?
  g1_global_id.get(follow_object_id) : 0;
  if (follow)
  {
    g1_player_piece_class *stank=g1_player_man.get_local()->get_commander();
        
    i4_float fr = g1_render.frame_ratio;
 
    i4_float itheta = follow==stank ? stank->base_angle  : follow->theta;   
        
    i4_float idist   = g1_resources.follow_camera_dist;
    i4_float iheight = g1_resources.follow_camera_height;

    i4_float ix = follow->x;
    i4_float iy = follow->y;
    i4_float ih = follow->h+ 0.1;
      
    end.ground_rotate = g1_resources.follow_camera_rotation + itheta;

    end.gx = ix - cos(end.ground_rotate) * idist;
    end.gy = iy - sin(end.ground_rotate) * idist;

    float th = ih + iheight;
    float gh = g1_get_map()->terrain_height(end.gx, end.gy)+0.01;

    if (th < gh)
    {
      g1_resources.follow_camera_height = gh - ih;
      th = gh;
    }

    end.gz = th;
      
    float xy_dist = sqrt((ix - end.gx) * (ix - end.gx) + 
                         (iy - end.gy) * (iy - end.gy));

    end.horizon_rotate = i4_atan2(end.gz - ih, xy_dist);
      
    end.roll=0;
    end.ground_x_rotate=0; 
    end.ground_y_rotate=0;

    start_end_interpolate_fraction=0.0;
    start_end_interpolate_fraction_step=1.0;
  }
  else
  {
    view_mode=G1_WATCH_MODE;
    update();
  }

}

void g1_view_state_class::update_action_mode()
{
  g1_player_piece_class *stank=g1_player_man.get_local()->get_commander();
  if (!stank)
  {
    view_mode=G1_WATCH_MODE;
    update();
  }
  else
  {
    stank->calc_action_cam(start,0);
    stank->calc_action_cam(end,1);
    start_end_interpolate_fraction=0.0;
    start_end_interpolate_fraction_step=1.0;
  }      
}

li_symbol_ref watch_camera_turn_speed("watch_camera_turn_speed"),
              watch_camera_max_speed("watch_camera_max_speed"),
              watch_camera_accel("watch_camera_accel"); 

void g1_check_position(float &x, float &y)
{
  if (x<0) x=0;
  if (y<0) y=0;
  if (x+1>=g1_get_map()->width()) x=g1_get_map()->width()-1;
  if (x+1>=g1_get_map()->height()) x=g1_get_map()->height()-1;
}

void g1_view_state_class::use_next_cam()
{
  if (next_cam.camera_at.get()==current_cam.camera_at.get())   // don't snap if same camera position
    next_cam.time_elapsed=1;
  
  current_cam=next_cam;
  next_cam.type=G1_WATCH_INVALID;
  if (current_cam.type!=G1_WATCH_INVALID)
  {
    g1_object_class *watch_obj=current_cam.follow_object.get();
    if (watch_obj)
    {
      i4_3d_vector pos=i4_3d_vector(watch_obj->x, watch_obj->y, watch_obj->h);        
      g1_object_class *cam_object=g1_find_closest_field_camera(pos);
      if (cam_object)
       current_cam.camera_at=cam_object;
    }
    else if (next_cam.camera_at.get())
    {
      i4_transform_class t;

      g1_object_class *cam=next_cam.camera_at.get();
      cam->world_transform=&t;
      cam->calc_world_transform(0, &t);

      i4_3d_vector startp,endp;
      t.transform(i4_3d_vector(0,0,0), startp);
      t.transform(i4_3d_vector(1,0,0), endp);
      

      float xy_theta=i4_atan2(endp.y - startp.y, endp.x - startp.x);
      float xy_dist=sqrt((endp.y - startp.y) * (endp.y - startp.y) +
                         (endp.x - startp.x) * (endp.x - startp.x));

      float z_theta=i4_atan2(endp.z - startp.z, xy_dist);
    
      end.gx=startp.x;
      end.gy=startp.y;
      end.gz=startp.z;

      end.ground_x_rotate=0; 
      end.ground_y_rotate=0;

      end.ground_rotate=xy_theta;
      end.horizon_rotate=-z_theta;
    
      end.roll = 0;

      start=end;
    }
  }  
}

void g1_view_state_class::update_watch_mode()
{
  start=end;

  i4_bool next=i4_F;
  
  
  // see if the next camera has higher priority
  if ((next_cam.type>current_cam.type && current_cam.time_elapsed>current_cam.min_time) ||
      (next_cam.type!=G1_WATCH_INVALID && current_cam.time_elapsed>current_cam.max_time))
    next=i4_T;
  
  
  if (!current_cam.follow_object.get()) // object following is gone    
    next=i4_T;

  if (current_cam.type==G1_WATCH_INVALID)
    next=i4_T;
  
  if (next)
    use_next_cam();
           
  if (current_cam.type==G1_WATCH_INVALID)
    return ;

  
  g1_object_class *obj_to_watch=current_cam.follow_object.get();
  g1_object_class *camera_at=current_cam.camera_at.get();

  if (camera_at)
  {
    end.gx=camera_at->x;
    end.gy=camera_at->y;
    end.gz=camera_at->h;    
  }

  
  if (obj_to_watch)
  {
    i4_3d_vector watch=i4_3d_vector(obj_to_watch->x, obj_to_watch->y, obj_to_watch->h);
    
    float xy_theta=i4_atan2(watch.y - end.gy, watch.x - end.gx);
    float xy_dist=sqrt((watch.y - end.gy) * (watch.y - end.gy) +
                       (watch.x - end.gx) * (watch.x - end.gx));

    float z_theta=i4_atan2(watch.z - end.gz, xy_dist);
    

    float turn_speed=li_get_float(li_get_value(watch_camera_turn_speed.get()),0);

    if (current_cam.time_elapsed==0)  // ifrst tick it's ok to snap
    {
      end.ground_rotate=xy_theta;
      end.horizon_rotate=-z_theta;
    }
    else
    {
      i4_rotate_to(end.ground_rotate, xy_theta, turn_speed);                        
      i4_rotate_to(end.horizon_rotate, -z_theta, turn_speed);
    }
    
    end.roll = 0;
    
  }

  current_cam.time_elapsed++;

  
  start_end_interpolate_fraction=0.0;
  start_end_interpolate_fraction_step=1.0;
}

void g1_view_state_class::update_circle_mode()
{
  start=end;

  i4_3d_vector watch=circle.looking_at;

  // camera vel
  // x = angle of ration about object being watched
  // y = distance in from object in xy plane
  // z = height above object


  if (end.gz-watch.z<3)
  {
    end.gz+=circle.zvel;
    circle.zvel+=0.0005;
    if (circle.zvel>0.1)
      circle.zvel=0.1;
  }


  circle.dist+=circle.dist_vel;
  circle.dist_vel-=0.01;
  if (circle.dist_vel<0)
    circle.dist_vel=0;

  
  circle.theta+=circle.theta_vel;


  end.gx=watch.x + cos(circle.theta)*circle.dist;
  end.gy=watch.y + sin(circle.theta)*circle.dist;  

    
  float xy_theta=i4_atan2(watch.y - end.gy, watch.x - end.gx);
  float xy_dist=sqrt((watch.y - end.gy) * (watch.y - end.gy) +
                     (watch.x - end.gx) * (watch.x - end.gx));

  float z_theta=i4_atan2(watch.z - end.gz, xy_dist);   

  end.ground_rotate=xy_theta;
  end.horizon_rotate=-z_theta;    
  end.roll = 0;
  end.ground_x_rotate=end.ground_y_rotate=0;

  start_end_interpolate_fraction=0.0;
  start_end_interpolate_fraction_step=1.0;
}


void g1_view_state_class::update_strategy_mode()
{
  i4_angle a=end.ground_rotate, move_speed=1.0;
  start=end;


  end.ground_x_rotate=end.ground_y_rotate=0;
  end.ground_rotate=i4_pi()/2;
  end.horizon_rotate=i4_pi()/2 - i4_pi()/8;
  end.roll=0;
      
      
  if (g1_scroll_bits & G1_MOVE_LEFT)
    g1_current_controller->pan(-sin(a)*move_speed, cos(a)*move_speed, 0);

  if (g1_scroll_bits & G1_MOVE_RIGHT)
    g1_current_controller->pan(sin(a)*move_speed, -cos(a)*move_speed, 0);

  if (g1_scroll_bits & G1_MOVE_FORWARD)
    g1_current_controller->pan(cos(a)*move_speed, sin(a)*move_speed, 0);

  if (g1_scroll_bits & G1_MOVE_BACKWARD)
    g1_current_controller->pan(-cos(a)*move_speed, -sin(a)*move_speed, 0);

  end.gx+=move_offset.x;
  end.gy+=move_offset.y;
  move_offset=i4_3d_vector(0,0,0);
  
  if (end.gx<2.0) end.gx = 2.0;
  else if (end.gx>g1_map_width-2.0) end.gx = g1_map_width-2.0;
  if (end.gy<2.0) end.gy = 2.0;
  else if (end.gy>g1_map_height-2.0) end.gy = g1_map_height-2.0;
  
  end.gz=g1_get_map()->terrain_height(end.gx, end.gy) + g1_resources.startegy_camera_dist;

  start_end_interpolate_fraction=0.0;
  start_end_interpolate_fraction_step=1.0;
}    


static float g1_pan_speed=0, g1_rotate_speed=0;
static li_symbol_ref editor_pan_accel("editor_pan_accel");
static li_symbol_ref editor_rotate_accel("editor_rotate_accel");

void g1_view_state_class::update_edit_mode()
{
  start_end_interpolate_fraction=1.0;
  start_end_interpolate_fraction_step=0;
  
  i4_angle a=end.ground_rotate;  

  end.gx+=move_offset.x;
  end.gy+=move_offset.y;
  move_offset=i4_3d_vector(0,0,0);

      
  if (g1_scroll_bits & (G1_ROTATE_DOWN | G1_ROTATE_UP | G1_ROTATE_RIGHT | G1_ROTATE_LEFT))
    g1_rotate_speed+=li_get_float(li_get_value(editor_rotate_accel.get()),0);
  else
    g1_rotate_speed=0;
  
  if (g1_scroll_bits & (G1_PAN_DOWN | G1_PAN_UP | G1_PAN_RIGHT | G1_PAN_LEFT |
                         G1_PAN_FORWARD | G1_PAN_BACKWARD))
  {
    g1_pan_speed+=li_get_float(li_get_value(editor_pan_accel.get()),0);
    if (g1_pan_speed>4)
      g1_pan_speed=4;
  }
  else
    g1_pan_speed=0;



  if (g1_scroll_bits & G1_ROTATE_LEFT)
    g1_current_controller->rotate(g1_rotate_speed, 0);
  
  if (g1_scroll_bits & G1_ROTATE_RIGHT)
    g1_current_controller->rotate(-g1_rotate_speed, 0);

  if (g1_scroll_bits & G1_ROTATE_UP)
    g1_current_controller->rotate(0, -g1_rotate_speed);

  
  if (g1_scroll_bits & G1_ROTATE_DOWN)
    g1_current_controller->rotate(0, g1_rotate_speed);
  
  
  if (g1_scroll_bits & G1_PAN_DOWN)
    g1_current_controller->pan(0,0,-g1_pan_speed);
  
  if (g1_scroll_bits & G1_PAN_UP)
    g1_current_controller->pan(0,0,g1_pan_speed);

  if (g1_scroll_bits & G1_PAN_LEFT)
    g1_current_controller->pan(-sin(a)*g1_pan_speed, cos(a)*g1_pan_speed,0);

  if (g1_scroll_bits & G1_PAN_RIGHT)
    g1_current_controller->pan(sin(a)*g1_pan_speed, -cos(a)*g1_pan_speed,0);

  if (g1_scroll_bits & G1_PAN_FORWARD)
    g1_current_controller->pan(cos(a)*g1_pan_speed, sin(a)*g1_pan_speed,0);

  if (g1_scroll_bits & G1_PAN_BACKWARD)
    g1_current_controller->pan(-cos(a)*g1_pan_speed, -sin(a)*g1_pan_speed,0);
}

void g1_view_state_class::update_camera_mode()
{
  g1_movie_flow_class *m=g1_get_map()->current_movie;
  g1_cut_scene_class *cut=m ? m->current() : 0;
  if (cut)
  {
    i4_float cx, cy, cz, tx, ty, tz, xy_theta, z_theta, xy_dist;

    cut->paths[g1_cut_scene_class::CAMERA].get_point(m->get_frame(), cx,cy,cz);
    cut->paths[g1_cut_scene_class::TARGET].get_point(m->get_frame(), tx,ty,tz);

    xy_theta=i4_atan2(ty-cy, tx-cx);
    xy_dist=sqrt((ty-cy)*(ty-cy) + (tx-cx)*(tx-cx));
      
    z_theta=i4_atan2(tz-cz, xy_dist);

    end.gx=cx; end.gy=cy; end.gz=cz;

    end.ground_rotate=xy_theta;
    end.horizon_rotate=-z_theta;
    end.roll = 0;
  }
  else 
  {
    view_mode=G1_WATCH_MODE;
    update();
    return;
  }
}

// should be called after every tick, updates end camera pos
void g1_view_state_class::update()
{
  if (&g1_current_controller->view==this)
    g1_change_key_context(view_mode);
      
  if (start_end_interpolate_fraction>=1.0)
  {
    start=end;
    start_end_interpolate_fraction_step=1.0;
    start_end_interpolate_fraction=0;
  }
  else
    start_end_interpolate_fraction+=start_end_interpolate_fraction_step;
 
  
  switch (view_mode)
  {
    case G1_EDIT_MODE :
      update_edit_mode();
      break;
      
    case G1_STRATEGY_MODE :
      update_strategy_mode();
      break;
      
    case G1_ACTION_MODE :
      update_action_mode();
      break;


    case G1_FOLLOW_MODE :
      update_follow_mode();      
      break;
    
    case G1_CAMERA_MODE :
      update_camera_mode();
      break;

    case G1_WATCH_MODE :
      update_watch_mode();
      break;

    case G1_CIRCLE_WAIT :
      update_circle_mode();
      break;
  }
  
}
  

void g1_view_state_class::calc_transform(i4_transform_class &transform)
{
  g1_camera_info_struct *c=get_camera();

    // now calculate our actual transform
  i4_transform_class tmp;  
  transform.identity();
  
  tmp.rotate_y(i4_pi());
  transform.multiply(tmp);

  tmp.rotate_x(i4_pi()/2);
  transform.multiply(tmp); 
     
  tmp.rotate_z(-i4_pi()/2);
  transform.multiply(tmp);                                           
  
  tmp.rotate_x(-c->roll); 
  transform.multiply(tmp);
  
  tmp.rotate_y(-c->horizon_rotate);
  transform.multiply(tmp);

  tmp.rotate_z(-c->ground_rotate);
  transform.multiply(tmp);  
 
  //action mode is the only mode that specifies these
  tmp.rotate_y(-c->ground_y_rotate); 
  transform.multiply(tmp);
  
  tmp.rotate_x(-c->ground_x_rotate);
  transform.multiply(tmp);
  
  tmp.translate(-c->gx, -c->gy, -c->gz);
  transform.multiply(tmp);
  
  s1_set_camera_pos(transform);  
}



void g1_view_state_class::suggest_camera_mode(g1_view_mode_type mode,
                                              w32 follow_object_global_id)
{ 
  if (mode==G1_CIRCLE_WAIT)
  {
    g1_object_class *o=g1_global_id.checked_get(follow_object_global_id);
    if (o)
    {
      circle.zvel=circle.theta=0;
      circle.theta_vel=0.05;
      circle.dist=1;
      circle.dist_vel=0.2;
      circle.looking_at=i4_3d_vector(o->x, o->y, o->h);
      end.gz=o->h+0.1;
    }
    else return ;
  }


  view_mode=mode;
  follow_object_id=follow_object_global_id;


  switch (mode)
  {
    case G1_STRATEGY_MODE :
      g1_demo_script_add("(strategy_mode)");
      break;

    case G1_ACTION_MODE :
      g1_demo_script_add("(action_mode)");
      break;

    case G1_FOLLOW_MODE :
      g1_demo_script_add("(follow_mode)");
      break;
  }

}


void g1_view_state_class::set_camera_position(float game_x, float game_y)
{
  move_offset.x=game_x-end.gx;
  move_offset.y=game_y-end.gy;   

  char cmd[50];
  sprintf(cmd, "(set_camera_pos %0.2f %0.2f)", game_x, game_y);
  g1_demo_script_add(cmd);
}

void g1_view_state_class::suggest_camera_event(g1_camera_event &event)
{
  pf_suggest_camera_event.start();

  if (event.type==G1_WATCH_FORCE)
  {
    next_cam=event;
    suggest_camera_mode(G1_WATCH_MODE, event.follow_object.get() ?
                        event.follow_object->global_id : 0 );
  }
  
#if 0
  if (event.type>next_cam.type)
  {
    next_cam=event;
    if (event.type==G1_WATCH_FORCE)
      suggest_camera_mode(G1_WATCH_MODE, event.follow_object.get() ?
                          event.follow_object->global_id : 0 );
  }

  // see if next is same type & at the caera location
  else
  {
    i4_bool current_dead=i4_F;
    // object we are watching is dead
    g1_map_piece_class *mp;
    mp=g1_map_piece_class::cast(current_cam.follow_object.get());
    if (mp && mp->health<=0)
      current_dead=i4_T;
   
    if ((current_dead || event.type==next_cam.type) &&
        next_cam.camera_at.get()!=current_cam.camera_at.get())
    {
      g1_object_class *watch_obj=next_cam.follow_object.get();
      if (watch_obj)
      {
        i4_3d_vector pos=i4_3d_vector(watch_obj->x, watch_obj->y, watch_obj->h);        
        g1_object_class *cam_object=g1_find_closest_field_camera(pos);      
        if (cam_object && cam_object==current_cam.camera_at.get())
          current_cam.camera_at=cam_object;
      }
    }
  }
#endif
  
  pf_suggest_camera_event.stop();
}


void g1_view_state_class::get_camera_pos(i4_3d_vector &v)
{
  v.x=current.gx;
  v.y=current.gy;
  v.z=current.gz;
}

float g1_view_state_class::dist_sqrd(const i4_3d_vector &v)
{
  float d=(end.gx-v.x)*(end.gx-v.x) +
          (end.gy-v.y)*(end.gy-v.y) +
          (end.gz-v.z)*(end.gz-v.z);
  return d;
}


void g1_view_state_class::zoom(float dist)
{
  float xy_contribute=fabs(cos(end.horizon_rotate));

  i4_3d_vector move_vector(cos(end.ground_rotate) * xy_contribute,
                           sin(end.ground_rotate) * xy_contribute,
                           -sin(end.horizon_rotate));
  
  end.gx+=move_vector.x * dist;
  end.gy+=move_vector.y * dist;
  end.gz+=move_vector.z * dist;
}

void g1_view_state_class::pan(i4_float x, i4_float y, i4_float z)
{
  end.gx+=x;
  end.gy+=y;
  end.gz+=z;
}

void g1_view_state_class::rotate(i4_float about_game_z, i4_float up_down)
{
  end.horizon_rotate+=up_down;
  end.ground_rotate+=about_game_z;
}

g1_view_state_class *g1_current_view_state()
{
  if (!g1_current_controller.get())
    return 0;
  else
    return &g1_current_controller->view;
}

li_automatic_add_function(g1_action_mode, "action_mode");  
li_automatic_add_function(g1_strategy_mode, "strategy_mode");  
li_automatic_add_function(g1_follow_mode, "follow_mode");  
li_automatic_add_function(g1_set_camera_position, "set_camera_pos");  

li_automatic_add_function(g1_camera_mode, "camera_mode");
li_automatic_add_function(g1_set_current_camera, "set_current_camera");  
li_automatic_add_function(g1_toggle_follow_mode, "toggle_follow_mode");