/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com.                */
#include <base/tl/sorted_array.h>

#include <base/math.h>

#include <SDL.h>

#include <engine/shared/config.h>
#include <engine/serverbrowser.h>

#include <game/collision.h>
#include <game/client/gameclient.h>
#include <game/client/component.h>
#include <game/client/components/chat.h>
#include <game/client/components/menus.h>
#include <game/client/components/scoreboard.h>

#include "controls.h"

enum { LEFT_JOYSTICK_X = 0, LEFT_JOYSTICK_Y = 1,
	RIGHT_JOYSTICK_X = 2, RIGHT_JOYSTICK_Y = 3,
	SECOND_RIGHT_JOYSTICK_X = 20, SECOND_RIGHT_JOYSTICK_Y = 21,
	NUM_JOYSTICK_AXES = 22 };

CControls::CControls()
{
	mem_zero(&m_LastData, sizeof(m_LastData));
	m_LastDummy = 0;
	m_OtherFire = 0;

	if (g_Config.m_InpJoystick)
	{
		SDL_Init(SDL_INIT_JOYSTICK);
		m_Joystick = SDL_JoystickOpen(0);
		if( m_Joystick && SDL_JoystickNumAxes(m_Joystick) < NUM_JOYSTICK_AXES )
		{
			SDL_JoystickClose(m_Joystick);
			m_Joystick = NULL;
		}

		m_Gamepad = SDL_JoystickOpen(2);

		SDL_JoystickEventState(SDL_QUERY);

		m_UsingGamepad = false;
#if defined(CONF_FAMILY_UNIX)
		if( getenv("OUYA") )
			m_UsingGamepad = true;
#endif
	}
	else
	{
		m_Joystick = NULL;
		m_Gamepad = NULL;
		m_UsingGamepad = false;
	}
}

void CControls::OnReset()
{
	ResetInput(0);
	ResetInput(1);

	m_JoystickFirePressed = false;
	m_JoystickRunPressed = false;
	m_JoystickTapTime = 0;
	for( int i = 0; i < NUM_WEAPONS; i++ )
		m_AmmoCount[i] = 0;
	m_OldMouseX = m_OldMouseY = 0.0f;
}

void CControls::ResetInput(int Dummy)
{
	m_LastData[Dummy].m_Direction = 0;
	//m_LastData[Dummy].m_Hook = 0;
	// simulate releasing the fire button
	if((m_LastData[Dummy].m_Fire&1) != 0)
		m_LastData[Dummy].m_Fire++;
	m_LastData[Dummy].m_Fire &= INPUT_STATE_MASK;
	m_LastData[Dummy].m_Jump = 0;
	m_InputData[Dummy] = m_LastData[Dummy];

	m_InputDirectionLeft[Dummy] = 0;
	m_InputDirectionRight[Dummy] = 0;
}

void CControls::OnRelease()
{
	//OnReset();
}

void CControls::OnPlayerDeath()
{
	if (g_Config.m_ClResetWantedWeaponOnDeath)
		m_LastData[g_Config.m_ClDummy].m_WantedWeapon = m_InputData[g_Config.m_ClDummy].m_WantedWeapon = 0;
	for( int i = 0; i < NUM_WEAPONS; i++ )
		m_AmmoCount[i] = 0;
	m_JoystickTapTime = 0; // Do not launch hook on first tap
}

struct CInputState
{
	CControls *m_pControls;
	int *m_pVariable1;
	int *m_pVariable2;
};

static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData)
{
	CInputState *pState = (CInputState *)pUserData;

	if(pState->m_pControls->GameClient()->m_GameInfo.m_BugDDRaceInput && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active)
		return;

	if (g_Config.m_ClDummy)
		*pState->m_pVariable2 = pResult->GetInteger(0);
	else
		*pState->m_pVariable1 = pResult->GetInteger(0);
}

static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData)
{
	CInputState *pState = (CInputState *)pUserData;

	if(pState->m_pControls->GameClient()->m_GameInfo.m_BugDDRaceInput && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active)
		return;

	int *v;
	if (g_Config.m_ClDummy)
		v = pState->m_pVariable2;
	else
		v = pState->m_pVariable1;

	if(((*v)&1) != pResult->GetInteger(0))
		(*v)++;
	*v &= INPUT_STATE_MASK;
}

struct CInputSet
{
	CControls *m_pControls;
	int *m_pVariable1;
	int *m_pVariable2;
	int m_Value;
};

static void ConKeyInputSet(IConsole::IResult *pResult, void *pUserData)
{
	CInputSet *pSet = (CInputSet *)pUserData;
	if(pResult->GetInteger(0))
	{
		if (g_Config.m_ClDummy)
			*pSet->m_pVariable2 = pSet->m_Value;
		else
			*pSet->m_pVariable1 = pSet->m_Value;
	}
}

static void ConKeyInputNextPrevWeapon(IConsole::IResult *pResult, void *pUserData)
{
	CInputSet *pSet = (CInputSet *)pUserData;
	ConKeyInputCounter(pResult, pSet);
	pSet->m_pControls->m_InputData[g_Config.m_ClDummy].m_WantedWeapon = 0;
}

void CControls::OnConsoleInit()
{
	// game commands
	{ static CInputState s_State = {this, &m_InputDirectionLeft[0], &m_InputDirectionLeft[1]}; Console()->Register("+left", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move left"); }
	{ static CInputState s_State = {this, &m_InputDirectionRight[0], &m_InputDirectionRight[1]}; Console()->Register("+right", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move right"); }
	{ static CInputState s_State = {this, &m_InputData[0].m_Jump, &m_InputData[1].m_Jump}; Console()->Register("+jump", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Jump"); }
	{ static CInputState s_State = {this, &m_InputData[0].m_Hook, &m_InputData[1].m_Hook}; Console()->Register("+hook", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Hook"); }
	{ static CInputState s_State = {this, &m_InputData[0].m_Fire, &m_InputData[1].m_Fire}; Console()->Register("+fire", "", CFGFLAG_CLIENT, ConKeyInputCounter, (void *)&s_State, "Fire"); }
	{ static CInputState s_State = {this, &m_ShowHookColl[0], &m_ShowHookColl[1]}; Console()->Register("+showhookcoll", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Show Hook Collision"); }

	{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 1}; Console()->Register("+weapon1", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to hammer"); }
	{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 2}; Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to gun"); }
	{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 3}; Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to shotgun"); }
	{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 4}; Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to grenade"); }
	{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[1].m_WantedWeapon, 5}; Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to laser"); }

	{ static CInputSet s_Set = {this, &m_InputData[0].m_NextWeapon, &m_InputData[1].m_NextWeapon, 0}; Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon"); }
	{ static CInputSet s_Set = {this, &m_InputData[0].m_PrevWeapon, &m_InputData[1].m_PrevWeapon, 0}; Console()->Register("+prevweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to previous weapon"); }
}

void CControls::OnMessage(int Msg, void *pRawMsg)
{
	if(Msg == NETMSGTYPE_SV_WEAPONPICKUP)
	{
		CNetMsg_Sv_WeaponPickup *pMsg = (CNetMsg_Sv_WeaponPickup *)pRawMsg;
		if(g_Config.m_ClAutoswitchWeapons)
			m_InputData[g_Config.m_ClDummy].m_WantedWeapon = pMsg->m_Weapon+1;
		// We don't really know ammo count, until we'll switch to that weapon, but any non-zero count will suffice here
		m_AmmoCount[pMsg->m_Weapon%NUM_WEAPONS] = 10;
	}
}

int CControls::SnapInput(int *pData)
{
	static int64 LastSendTime = 0;
	bool Send = false;

	// update player state
	if(m_pClient->m_pChat->IsActive())
		m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_CHATTING;
	else if(m_pClient->m_pMenus->IsActive())
		m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_IN_MENU;
	else
	{
		if(m_InputData[g_Config.m_ClDummy].m_PlayerFlags == PLAYERFLAG_CHATTING)
		{
			if(GameClient()->m_GameInfo.m_BugDDRaceInput)
				ResetInput(g_Config.m_ClDummy);
		}
		m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_PLAYING;
	}

	if(m_pClient->m_pScoreboard->Active())
		m_InputData[g_Config.m_ClDummy].m_PlayerFlags |= PLAYERFLAG_SCOREBOARD;

	if(m_InputData[g_Config.m_ClDummy].m_PlayerFlags != PLAYERFLAG_PLAYING)
		m_JoystickTapTime = 0; // Do not launch hook on first tap

	if (m_pClient->m_pControls->m_ShowHookColl[g_Config.m_ClDummy])
		m_InputData[g_Config.m_ClDummy].m_PlayerFlags |= PLAYERFLAG_AIM;

	if(m_LastData[g_Config.m_ClDummy].m_PlayerFlags != m_InputData[g_Config.m_ClDummy].m_PlayerFlags)
		Send = true;

	m_LastData[g_Config.m_ClDummy].m_PlayerFlags = m_InputData[g_Config.m_ClDummy].m_PlayerFlags;

	// we freeze the input if chat or menu is activated
	if(!(m_InputData[g_Config.m_ClDummy].m_PlayerFlags&PLAYERFLAG_PLAYING))
	{
		if(!GameClient()->m_GameInfo.m_BugDDRaceInput)
			ResetInput(g_Config.m_ClDummy);

		mem_copy(pData, &m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0]));

		// set the target anyway though so that we can keep seeing our surroundings,
		// even if chat or menu are activated
		m_InputData[g_Config.m_ClDummy].m_TargetX = (int)m_MousePos[g_Config.m_ClDummy].x;
		m_InputData[g_Config.m_ClDummy].m_TargetY = (int)m_MousePos[g_Config.m_ClDummy].y;

		// send once a second just to be sure
		if(time_get() > LastSendTime + time_freq())
			Send = true;
	}
	else
	{
		m_InputData[g_Config.m_ClDummy].m_TargetX = (int)m_MousePos[g_Config.m_ClDummy].x;
		m_InputData[g_Config.m_ClDummy].m_TargetY = (int)m_MousePos[g_Config.m_ClDummy].y;
		if(!m_InputData[g_Config.m_ClDummy].m_TargetX && !m_InputData[g_Config.m_ClDummy].m_TargetY)
		{
			m_InputData[g_Config.m_ClDummy].m_TargetX = 1;
			m_MousePos[g_Config.m_ClDummy].x = 1;
		}

		// set direction
		m_InputData[g_Config.m_ClDummy].m_Direction = 0;
		if(m_InputDirectionLeft[g_Config.m_ClDummy] && !m_InputDirectionRight[g_Config.m_ClDummy])
			m_InputData[g_Config.m_ClDummy].m_Direction = -1;
		if(!m_InputDirectionLeft[g_Config.m_ClDummy] && m_InputDirectionRight[g_Config.m_ClDummy])
			m_InputData[g_Config.m_ClDummy].m_Direction = 1;

		// dummy copy moves
		if(g_Config.m_ClDummyCopyMoves)
		{
			CNetObj_PlayerInput *pDummyInput = &m_pClient->m_DummyInput;
			pDummyInput->m_Direction = m_InputData[g_Config.m_ClDummy].m_Direction;
			pDummyInput->m_Hook = m_InputData[g_Config.m_ClDummy].m_Hook;
			pDummyInput->m_Jump = m_InputData[g_Config.m_ClDummy].m_Jump;
			pDummyInput->m_PlayerFlags = m_InputData[g_Config.m_ClDummy].m_PlayerFlags;
			pDummyInput->m_TargetX = m_InputData[g_Config.m_ClDummy].m_TargetX;
			pDummyInput->m_TargetY = m_InputData[g_Config.m_ClDummy].m_TargetY;
			pDummyInput->m_WantedWeapon = m_InputData[g_Config.m_ClDummy].m_WantedWeapon;

			pDummyInput->m_Fire += m_InputData[g_Config.m_ClDummy].m_Fire - m_LastData[g_Config.m_ClDummy].m_Fire;
			pDummyInput->m_NextWeapon += m_InputData[g_Config.m_ClDummy].m_NextWeapon - m_LastData[g_Config.m_ClDummy].m_NextWeapon;
			pDummyInput->m_PrevWeapon += m_InputData[g_Config.m_ClDummy].m_PrevWeapon - m_LastData[g_Config.m_ClDummy].m_PrevWeapon;

			m_InputData[!g_Config.m_ClDummy] = *pDummyInput;
		}

		if(g_Config.m_ClDummyControl){
			CNetObj_PlayerInput *pDummyInput = &m_pClient->m_DummyInput;
			pDummyInput->m_Jump = g_Config.m_ClDummyJump;
			pDummyInput->m_Fire = g_Config.m_ClDummyFire;
			pDummyInput->m_Hook = g_Config.m_ClDummyHook;
		}

		// stress testing
#ifdef CONF_DEBUG
		if(g_Config.m_DbgStress)
		{
			float t = Client()->LocalTime();
			mem_zero(&m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0]));

			m_InputData[g_Config.m_ClDummy].m_Direction = ((int)t/2)&1;
			m_InputData[g_Config.m_ClDummy].m_Jump = ((int)t);
			m_InputData[g_Config.m_ClDummy].m_Fire = ((int)(t*10));
			m_InputData[g_Config.m_ClDummy].m_Hook = ((int)(t*2))&1;
			m_InputData[g_Config.m_ClDummy].m_WantedWeapon = ((int)t)%NUM_WEAPONS;
			m_InputData[g_Config.m_ClDummy].m_TargetX = (int)(sinf(t*3)*100.0f);
			m_InputData[g_Config.m_ClDummy].m_TargetY = (int)(cosf(t*3)*100.0f);
		}
#endif

		// check if we need to send input
		if(m_InputData[g_Config.m_ClDummy].m_Direction != m_LastData[g_Config.m_ClDummy].m_Direction) Send = true;
		else if(m_InputData[g_Config.m_ClDummy].m_Jump != m_LastData[g_Config.m_ClDummy].m_Jump) Send = true;
		else if(m_InputData[g_Config.m_ClDummy].m_Fire != m_LastData[g_Config.m_ClDummy].m_Fire) Send = true;
		else if(m_InputData[g_Config.m_ClDummy].m_Hook != m_LastData[g_Config.m_ClDummy].m_Hook) Send = true;
		else if(m_InputData[g_Config.m_ClDummy].m_WantedWeapon != m_LastData[g_Config.m_ClDummy].m_WantedWeapon) Send = true;
		else if(m_InputData[g_Config.m_ClDummy].m_NextWeapon != m_LastData[g_Config.m_ClDummy].m_NextWeapon) Send = true;
		else if(m_InputData[g_Config.m_ClDummy].m_PrevWeapon != m_LastData[g_Config.m_ClDummy].m_PrevWeapon) Send = true;

		// send at at least 10hz
		if(time_get() > LastSendTime + time_freq()/25)
			Send = true;

		if(m_pClient->m_Snap.m_pLocalCharacter && m_pClient->m_Snap.m_pLocalCharacter->m_Weapon == WEAPON_NINJA
			&& (m_InputData[g_Config.m_ClDummy].m_Direction || m_InputData[g_Config.m_ClDummy].m_Jump || m_InputData[g_Config.m_ClDummy].m_Hook))
			Send = true;
	}

	// copy and return size
	m_LastData[g_Config.m_ClDummy] = m_InputData[g_Config.m_ClDummy];

	if(!Send)
		return 0;

	LastSendTime = time_get();
	mem_copy(pData, &m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0]));
	return sizeof(m_InputData[0]);
}

void CControls::OnRender()
{
	enum {
		JOYSTICK_RUN_DISTANCE = 65536 / 8,
		GAMEPAD_DEAD_ZONE = 65536 / 8,
	};

	int64 CurTime = time_get();
	bool FireWasPressed = false;

	if( m_Joystick )
	{
		// Get input from left joystick
		int RunX = SDL_JoystickGetAxis(m_Joystick, LEFT_JOYSTICK_X);
		int RunY = SDL_JoystickGetAxis(m_Joystick, LEFT_JOYSTICK_Y);
		bool RunPressed = (RunX != 0 || RunY != 0);
		// Get input from right joystick
		int AimX = SDL_JoystickGetAxis(m_Joystick, SECOND_RIGHT_JOYSTICK_X);
		int AimY = SDL_JoystickGetAxis(m_Joystick, SECOND_RIGHT_JOYSTICK_Y);
		bool AimPressed = (AimX != 0 || AimY != 0);
		// Get input from another right joystick
		int HookX = SDL_JoystickGetAxis(m_Joystick, RIGHT_JOYSTICK_X);
		int HookY = SDL_JoystickGetAxis(m_Joystick, RIGHT_JOYSTICK_Y);
		bool HookPressed = (HookX != 0 || HookY != 0);

		if( m_JoystickRunPressed != RunPressed )
		{
			if( RunPressed )
			{
				if( m_JoystickTapTime + time_freq() > CurTime ) // Tap in less than 1 second to jump
					m_InputData[g_Config.m_ClDummy].m_Jump = 1;
			}
			else
				m_InputData[g_Config.m_ClDummy].m_Jump = 0;
			m_JoystickTapTime = CurTime;
		}

		m_JoystickRunPressed = RunPressed;

		if( RunPressed )
		{
			m_InputDirectionLeft[g_Config.m_ClDummy] = (RunX < -JOYSTICK_RUN_DISTANCE);
			m_InputDirectionRight[g_Config.m_ClDummy] = (RunX > JOYSTICK_RUN_DISTANCE);
		}

		// Move 500ms in the same direction, to prevent speed bump when tapping
		if( !RunPressed && m_JoystickTapTime + time_freq() / 2 > CurTime )
		{
			m_InputDirectionLeft[g_Config.m_ClDummy] = 0;
			m_InputDirectionRight[g_Config.m_ClDummy] = 0;
		}

		if( HookPressed )
		{
			m_MousePos[g_Config.m_ClDummy] = vec2(HookX / 30, HookY / 30);
			ClampMousePos();
			m_InputData[g_Config.m_ClDummy].m_Hook = 1;
		}
		else
		{
			m_InputData[g_Config.m_ClDummy].m_Hook = 0;
		}

		if( AimPressed )
		{
			m_MousePos[g_Config.m_ClDummy] = vec2(AimX / 30, AimY / 30);
			ClampMousePos();
		}

		if( AimPressed != m_JoystickFirePressed )
		{
			// Fire when releasing joystick
			if( !AimPressed )
			{
				m_InputData[g_Config.m_ClDummy].m_Fire ++;
				if( (bool)(m_InputData[g_Config.m_ClDummy].m_Fire % 2) != AimPressed )
					m_InputData[g_Config.m_ClDummy].m_Fire ++;
				FireWasPressed = true;
			}
		}

		m_JoystickFirePressed = AimPressed;
	}

	if( m_Gamepad )
	{
		// Get input from left joystick
		int RunX = SDL_JoystickGetAxis(m_Gamepad, LEFT_JOYSTICK_X);
		int RunY = SDL_JoystickGetAxis(m_Gamepad, LEFT_JOYSTICK_Y);
		if( m_UsingGamepad )
		{
			m_InputDirectionLeft[g_Config.m_ClDummy] = (RunX < -GAMEPAD_DEAD_ZONE);
			m_InputDirectionRight[g_Config.m_ClDummy] = (RunX > GAMEPAD_DEAD_ZONE);
		}

		// Get input from right joystick
		int AimX = SDL_JoystickGetAxis(m_Gamepad, RIGHT_JOYSTICK_X);
		int AimY = SDL_JoystickGetAxis(m_Gamepad, RIGHT_JOYSTICK_Y);
		if( abs(AimX) > GAMEPAD_DEAD_ZONE || abs(AimY) > GAMEPAD_DEAD_ZONE )
		{
			m_MousePos[g_Config.m_ClDummy] = vec2(AimX / 30, AimY / 30);
			ClampMousePos();
		}

		if( !m_UsingGamepad && (abs(AimX) > GAMEPAD_DEAD_ZONE || abs(AimY) > GAMEPAD_DEAD_ZONE || abs(RunX) > GAMEPAD_DEAD_ZONE || abs(RunY) > GAMEPAD_DEAD_ZONE) )
		{
			m_UsingGamepad = true;
		}
	}

	if(g_Config.m_ClAutoswitchWeaponsOutOfAmmo && !GameClient()->m_GameInfo.m_UnlimitedAmmo && m_pClient->m_Snap.m_pLocalCharacter)
	{
		// Keep track of ammo count, we know weapon ammo only when we switch to that weapon, this is tracked on server and protocol does not track that
		m_AmmoCount[m_pClient->m_Snap.m_pLocalCharacter->m_Weapon%NUM_WEAPONS] = m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount;
		// Autoswitch weapon if we're out of ammo
		if( (m_InputData[g_Config.m_ClDummy].m_Fire % 2 != 0 || FireWasPressed) &&
			m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount == 0 &&
			m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_HAMMER &&
			m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA )
		{
			int w;
			for( w = WEAPON_LASER; w > WEAPON_GUN; w-- )
			{
				if( w == m_pClient->m_Snap.m_pLocalCharacter->m_Weapon )
					continue;
				if( m_AmmoCount[w] > 0 )
					break;
			}
			if( w != m_pClient->m_Snap.m_pLocalCharacter->m_Weapon )
				m_InputData[g_Config.m_ClDummy].m_WantedWeapon = w+1;
		}
	}

	// update target pos
	if(m_pClient->m_Snap.m_pGameInfoObj && !m_pClient->m_Snap.m_SpecInfo.m_Active)
		m_TargetPos[g_Config.m_ClDummy] = m_pClient->m_LocalCharacterPos + m_MousePos[g_Config.m_ClDummy];
	else if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_UsePosition)
		m_TargetPos[g_Config.m_ClDummy] = m_pClient->m_Snap.m_SpecInfo.m_Position + m_MousePos[g_Config.m_ClDummy];
	else
		m_TargetPos[g_Config.m_ClDummy] = m_MousePos[g_Config.m_ClDummy];
}

bool CControls::OnMouseMove(float x, float y)
{
	if((m_pClient->m_Snap.m_pGameInfoObj && m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags&GAMESTATEFLAG_PAUSED))
		return false;

	if(g_Config.m_ClDyncam && g_Config.m_ClDyncamMousesens)
	{
		x = x * g_Config.m_ClDyncamMousesens / g_Config.m_InpMousesens;
		y = y * g_Config.m_ClDyncamMousesens / g_Config.m_InpMousesens;
	}
	m_MousePos[g_Config.m_ClDummy] += vec2(x, y); // TODO: ugly
	ClampMousePos();

	return true;
}

void CControls::ClampMousePos()
{
	if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_SpectatorID < 0)
	{
		m_MousePos[g_Config.m_ClDummy].x = clamp(m_MousePos[g_Config.m_ClDummy].x, 200.0f, Collision()->GetWidth()*32-200.0f);
		m_MousePos[g_Config.m_ClDummy].y = clamp(m_MousePos[g_Config.m_ClDummy].y, 200.0f, Collision()->GetHeight()*32-200.0f);
	}
	else
	{
		float CameraMaxDistance = 200.0f;
		float CameraMinDistance = 0.0f;
		float FollowFactor = (g_Config.m_ClDyncam ? g_Config.m_ClDyncamFollowFactor : g_Config.m_ClMouseFollowfactor) / 100.0f;
		float DeadZone = g_Config.m_ClDyncam ? g_Config.m_ClDyncamDeadzone : g_Config.m_ClMouseDeadzone;
		float MaxDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMaxDistance : g_Config.m_ClMouseMaxDistance;
		float MouseMax = minimum(CameraMaxDistance/FollowFactor + DeadZone, MaxDistance);
		float MinDistance = g_Config.m_ClDyncam ? g_Config.m_ClDyncamMinDistance : g_Config.m_ClMouseMinDistance;
		float MouseMin = minimum(CameraMinDistance/FollowFactor + DeadZone, MinDistance);

		if(length(m_MousePos[g_Config.m_ClDummy]) > MouseMax)
			m_MousePos[g_Config.m_ClDummy] = normalize(m_MousePos[g_Config.m_ClDummy])*MouseMax;
		if(length(m_MousePos[g_Config.m_ClDummy]) < MouseMin)
			m_MousePos[g_Config.m_ClDummy] = normalize(m_MousePos[g_Config.m_ClDummy])*MouseMin;
	}
}
