#include "gl_pch.h"

/*
** gl_dynlight.cpp
** Light definitions for actors.
**
**---------------------------------------------------------------------------
** Copyright 2003 Timothy Stump
** Copyright 2005 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
**    notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
**    notice, this list of conditions and the following disclaimer in the
**    documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
**    derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/


#include <string>

#include "a_doomglobal.h"
#include "c_cvars.h"
#include "c_dispatch.h"
#include "m_random.h"
#include "sc_man.h"
#include "templates.h"
#include "w_wad.h"
#include "gi.h"
#include "r_State.h"
#include "stats.h"

#include "gl/gl_lights.h"

using namespace std;

EXTERN_CVAR (Float, gl_lights_intensity);
EXTERN_CVAR (Float, gl_lights_size);
int ScriptDepth;

//==========================================================================
//
// Dehacked aliasing
//
// There's no need for a complicated alias list. All the needed
// information is directly accessible!
//
//==========================================================================
extern TArray<TypeInfo *> DehackedPickups;

class ADehackedPickup : public AInventory
{
	DECLARE_ACTOR (ADehackedPickup, AInventory)
};

inline const TypeInfo * GetRealType(const TypeInfo * ti)
{
	if (GetDefaultByType(ti)->SpawnState == &ADehackedPickup::States[0])
	{
		return DehackedPickups[GetDefaultByType(ti)->health];
	}
	return ti;
}



//==========================================================================
//
// Light associations
//
//==========================================================================
class FLightAssociation
{
public:
   FLightAssociation();
   FLightAssociation(const char *actorName, const char *frameName, const char *lightName);
   ~FLightAssociation();
   const char *ActorName() { return m_ActorName; }
   const char *FrameName() { return m_FrameName; }
   const char *Light() { return m_AssocLight; }
   void ReplaceActorName(const char *newName);
   void ReplaceLightName(const char *newName);
protected:
   char *m_ActorName, *m_FrameName, *m_AssocLight;
};

TArray<FLightAssociation *> LightAssociations;


FLightAssociation::FLightAssociation()
{
   m_ActorName = NULL;
   m_FrameName = NULL;
   m_AssocLight = NULL;
}


FLightAssociation::FLightAssociation(const char *actorName, const char *frameName, const char *lightName)
{
   m_ActorName = new char[strlen(actorName) + 1];
   m_FrameName = new char[strlen(frameName) + 1];
   m_AssocLight = new char[strlen(lightName) + 1];

   sprintf(m_ActorName, "%s", actorName);
   sprintf(m_FrameName, "%s", frameName);
   sprintf(m_AssocLight, "%s", lightName);
}


FLightAssociation::~FLightAssociation()
{
   if (m_ActorName) delete [] m_ActorName;
   if (m_FrameName) delete [] m_FrameName;
   if (m_AssocLight) delete [] m_AssocLight;
}


void FLightAssociation::ReplaceActorName(const char *newName)
{
   if (m_ActorName) delete [] m_ActorName;

   m_ActorName = new char[strlen(newName) + 1];
   sprintf(m_ActorName, "%s", newName);
}


void FLightAssociation::ReplaceLightName(const char *newName)
{
   if (m_AssocLight) delete [] m_AssocLight;

   m_AssocLight = new char[strlen(newName) + 1];
   sprintf(m_AssocLight, "%s", newName);
}



//==========================================================================
//
// Light definitions
//
//==========================================================================
class FLightDefaults
{
public:
   FLightDefaults(const char *name, ELightType type);
   ~FLightDefaults();

   void ApplyProperties(ADynamicLight * light) const;
   const char *GetName() const { return m_Name; }
   void SetAngle(angle_t angle) { m_Angle = angle; }
   void SetArg(int arg, byte val) { m_Args[arg] = val; }
   void SetOffset(fixed_t x, fixed_t y, fixed_t z) { m_X = x; m_Y = y; m_Z = z; }
   void SetSubtractive(bool subtract) { m_subtractive = subtract; }
   void SetHalo(bool halo) { m_halo = halo; }
protected:
   char *m_Name;
   unsigned char m_Args[5];
   angle_t m_Angle;
   fixed_t m_X, m_Y, m_Z;
   ELightType m_type;
   bool m_subtractive, m_halo;
};

TArray<FLightDefaults *> LightDefaults;

FLightDefaults::FLightDefaults(const char *name, ELightType type)
{
	m_Name = new char[strlen(name) + 1];
	sprintf(m_Name, "%s", name);

	m_type = type;

	m_X = m_Y = m_Z = 0;
	memset(m_Args, 0, 5);

	m_subtractive = false;
	m_halo = false;
}

FLightDefaults::~FLightDefaults()
{
	if (m_Name) delete [] m_Name;
}

void FLightDefaults::ApplyProperties(ADynamicLight * light) const
{
	light->lighttype = m_type;
	light->angle = m_Angle;
	light->SetOffset(m_X, m_Y, m_Z);
	light->halo = m_halo;
	for (int a = 0; a < 3; a++) light->args[a] = clamp<int>((int)(m_Args[a] * gl_lights_intensity), 0, 255);
	light->args[LIGHT_INTENSITY] = clamp<int>((int)(m_Args[LIGHT_INTENSITY] * gl_lights_size), 0, 255);
	light->args[LIGHT_SECONDARY_INTENSITY] = clamp<int>((int)(m_Args[LIGHT_SECONDARY_INTENSITY] * gl_lights_size), 0, 255);
}


//==========================================================================
//
// light definition file parser
//
//==========================================================================


static const char *LightTags[]=
{
   "color",
   "size",
   "secondarySize",
   "offset",
   "chance",
   "interval",
   "scale",
   "frame",
   "light",
   "{",
   "}",
   "subtractive",
   "halo",
   NULL
};


enum {
   LIGHTTAG_COLOR,
   LIGHTTAG_SIZE,
   LIGHTTAG_SECSIZE,
   LIGHTTAG_OFFSET,
   LIGHTTAG_CHANCE,
   LIGHTTAG_INTERVAL,
   LIGHTTAG_SCALE,
   LIGHTTAG_FRAME,
   LIGHTTAG_LIGHT,
   LIGHTTAG_OPENBRACE,
   LIGHTTAG_CLOSEBRACE,
   LIGHTTAG_SUBTRACTIVE,
   LIGHTTAG_HALO
};


extern int ScriptDepth;


inline float gl_ParseFloat()
{
   SC_GetFloat();

   return sc_Float;
}


inline int gl_ParseInt()
{
   SC_GetNumber();

   return sc_Number;
}


inline char *gl_ParseString()
{
   SC_GetString();

   return sc_String;
}


void gl_ParseTriple(float floatVal[3])
{
   for (int i = 0; i < 3; i++)
   {
      floatVal[i] = gl_ParseFloat();
   }
}


void gl_AddLightDefaults(FLightDefaults *defaults)
{
   FLightDefaults *temp;
   unsigned int i;

   // remove duplicates
   for (i = 0; i < LightDefaults.Size(); i++)
   {
      temp = LightDefaults[i];
      if (strcmp(temp->GetName(), defaults->GetName()) == 0)
      {
         delete temp;
         LightDefaults.Delete(i);
         break;
      }
   }

   LightDefaults.Push(defaults);
}


// parse thing 9800
void gl_ParsePointLight()
{
   int type;
   float floatTriple[3];
   int intVal;
   std::string name;
   FLightDefaults *defaults;

   // get name
   SC_GetString();
   name = sc_String;

   // check for opening brace
   SC_GetString();
   if (SC_Compare("{"))
   {
      defaults = new FLightDefaults(name.c_str(), PointLight);
      ScriptDepth++;
      while (ScriptDepth)
      {
         SC_GetString();
         if ((type = SC_MatchString(LightTags)) != -1)
         {
            switch (type)
            {
            case LIGHTTAG_OPENBRACE:
               ScriptDepth++;
               break;
            case LIGHTTAG_CLOSEBRACE:
               ScriptDepth--;
               break;
            case LIGHTTAG_COLOR:
               gl_ParseTriple(floatTriple);
               defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
               defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
               defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
               break;
            case LIGHTTAG_OFFSET:
               gl_ParseTriple(floatTriple);
               defaults->SetOffset((fixed_t)(floatTriple[0] * FRACUNIT), (fixed_t)(floatTriple[1] * FRACUNIT), (fixed_t)(floatTriple[2] * FRACUNIT));
               break;
            case LIGHTTAG_SIZE:
               intVal = clamp<int>(gl_ParseInt(), 0, 255);
               defaults->SetArg(LIGHT_INTENSITY, intVal);
               break;
            case LIGHTTAG_SUBTRACTIVE:
               defaults->SetSubtractive(gl_ParseInt() != 0);
               break;
            case LIGHTTAG_HALO:
               defaults->SetHalo(gl_ParseInt() != 0);
               break;
            }
         }
         else
         {
            SC_ScriptError("Unknown tag: %s\n", sc_String);
         }
      }
      gl_AddLightDefaults(defaults);
   }
   else
   {
      SC_ScriptError("Expected '{'.\n");
   }
}


void gl_ParsePulseLight()
{
   int type;
   float floatVal, floatTriple[3];
   int intVal;
   std::string name;
   FLightDefaults *defaults;

   // get name
   SC_GetString();
   name = sc_String;

   // check for opening brace
   SC_GetString();
   if (SC_Compare("{"))
   {
      defaults = new FLightDefaults(name.c_str(), PulseLight);
      ScriptDepth++;
      while (ScriptDepth)
      {
         SC_GetString();
         if ((type = SC_MatchString(LightTags)) != -1)
         {
            switch (type)
            {
            case LIGHTTAG_OPENBRACE:
               ScriptDepth++;
               break;
            case LIGHTTAG_CLOSEBRACE:
               ScriptDepth--;
               break;
            case LIGHTTAG_COLOR:
               gl_ParseTriple(floatTriple);
               defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
               defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
               defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
               break;
            case LIGHTTAG_OFFSET:
               gl_ParseTriple(floatTriple);
               defaults->SetOffset((fixed_t)(floatTriple[0] * FRACUNIT), (fixed_t)(floatTriple[1] * FRACUNIT), (fixed_t)(floatTriple[2] * FRACUNIT));
               break;
            case LIGHTTAG_SIZE:
               intVal = clamp<int>(gl_ParseInt(), 0, 255);
               defaults->SetArg(LIGHT_INTENSITY, intVal);
               break;
            case LIGHTTAG_SECSIZE:
               intVal = clamp<int>(gl_ParseInt(), 0, 255);
               defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
               break;
            case LIGHTTAG_INTERVAL:
               floatVal = gl_ParseFloat();
               defaults->SetAngle((angle_t)(floatVal * TICRATE * ANGLE_1));
               break;
            case LIGHTTAG_SUBTRACTIVE:
               defaults->SetSubtractive(gl_ParseInt() != 0);
               break;
            case LIGHTTAG_HALO:
               defaults->SetHalo(gl_ParseInt() != 0);
               break;
            }
         }
         else
         {
            SC_ScriptError("Unknown tag: %s\n", sc_String);
         }
      }
      gl_AddLightDefaults(defaults);
   }
   else
   {
      SC_ScriptError("Expected '{'.\n");
   }
}


void gl_ParseFlickerLight()
{
   int type;
   float floatVal, floatTriple[3];
   int intVal;
   std::string name;
   FLightDefaults *defaults;

   // get name
   SC_GetString();
   name = sc_String;

   // check for opening brace
   SC_GetString();
   if (SC_Compare("{"))
   {
      defaults = new FLightDefaults(name.c_str(), FlickerLight);
      ScriptDepth++;
      while (ScriptDepth)
      {
         SC_GetString();
         if ((type = SC_MatchString(LightTags)) != -1)
         {
            switch (type)
            {
            case LIGHTTAG_OPENBRACE:
               ScriptDepth++;
               break;
            case LIGHTTAG_CLOSEBRACE:
               ScriptDepth--;
               break;
            case LIGHTTAG_COLOR:
               gl_ParseTriple(floatTriple);
               defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
               defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
               defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
               break;
            case LIGHTTAG_OFFSET:
               gl_ParseTriple(floatTriple);
               defaults->SetOffset((fixed_t)(floatTriple[0] * FRACUNIT), (fixed_t)(floatTriple[1] * FRACUNIT), (fixed_t)(floatTriple[2] * FRACUNIT));
               break;
            case LIGHTTAG_SIZE:
               intVal = clamp<int>(gl_ParseInt(), 0, 255);
               defaults->SetArg(LIGHT_INTENSITY, intVal);
               break;
            case LIGHTTAG_SECSIZE:
               intVal = clamp<int>(gl_ParseInt(), 0, 255);
               defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
               break;
            case LIGHTTAG_CHANCE:
               floatVal = gl_ParseFloat();
               defaults->SetAngle((angle_t)(floatVal * ANGLE_MAX));
               break;
            case LIGHTTAG_SUBTRACTIVE:
               defaults->SetSubtractive(gl_ParseInt() != 0);
               break;
            case LIGHTTAG_HALO:
               defaults->SetHalo(gl_ParseInt() != 0);
               break;
            }
         }
         else
         {
            SC_ScriptError("Unknown tag: %s\n", sc_String);
         }
      }
      gl_AddLightDefaults(defaults);
   }
   else
   {
      SC_ScriptError("Expected '{'.\n");
   }
}


void gl_ParseFlickerLight2()
{
   int type;
   float floatVal, floatTriple[3];
   int intVal;
   std::string name;
   FLightDefaults *defaults;

   // get name
   SC_GetString();
   name = sc_String;

   // check for opening brace
   SC_GetString();
   if (SC_Compare("{"))
   {
      defaults = new FLightDefaults(name.c_str(), RandomFlickerLight);
      ScriptDepth++;
      while (ScriptDepth)
      {
         SC_GetString();
         if ((type = SC_MatchString(LightTags)) != -1)
         {
            switch (type)
            {
            case LIGHTTAG_OPENBRACE:
               ScriptDepth++;
               break;
            case LIGHTTAG_CLOSEBRACE:
               ScriptDepth--;
               break;
            case LIGHTTAG_COLOR:
               gl_ParseTriple(floatTriple);
               defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
               defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
               defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
               break;
            case LIGHTTAG_OFFSET:
               gl_ParseTriple(floatTriple);
               defaults->SetOffset((fixed_t)(floatTriple[0] * FRACUNIT), (fixed_t)(floatTriple[1] * FRACUNIT), (fixed_t)(floatTriple[2] * FRACUNIT));
               break;
            case LIGHTTAG_SIZE:
               intVal = clamp<int>(gl_ParseInt(), 0, 255);
               defaults->SetArg(LIGHT_INTENSITY, intVal);
               break;
            case LIGHTTAG_SECSIZE:
               intVal = clamp<int>(gl_ParseInt(), 0, 255);
               defaults->SetArg(LIGHT_SECONDARY_INTENSITY, intVal);
               break;
            case LIGHTTAG_INTERVAL:
               floatVal = gl_ParseFloat();
               defaults->SetAngle((angle_t)(floatVal * ANGLE_MAX));
               break;
            case LIGHTTAG_SUBTRACTIVE:
               defaults->SetSubtractive(gl_ParseInt() != 0);
               break;
            case LIGHTTAG_HALO:
               defaults->SetHalo(gl_ParseInt() != 0);
               break;
            }
         }
         else
         {
            SC_ScriptError("Unknown tag: %s\n", sc_String);
         }
      }
      gl_AddLightDefaults(defaults);
   }
   else
   {
      SC_ScriptError("Expected '{'.\n");
   }
}


void gl_ParseSectorLight()
{
   int type;
   float floatVal;
   float floatTriple[3];
   std::string name;
   FLightDefaults *defaults;

   // get name
   SC_GetString();
   name = sc_String;

   // check for opening brace
   SC_GetString();
   if (SC_Compare("{"))
   {
      defaults = new FLightDefaults(name.c_str(), SectorLight);
      ScriptDepth++;
      while (ScriptDepth)
      {
         SC_GetString();
         if ((type = SC_MatchString(LightTags)) != -1)
         {
            switch (type)
            {
            case LIGHTTAG_OPENBRACE:
               ScriptDepth++;
               break;
            case LIGHTTAG_CLOSEBRACE:
               ScriptDepth--;
               break;
            case LIGHTTAG_COLOR:
               gl_ParseTriple(floatTriple);
               defaults->SetArg(LIGHT_RED, clamp<int>((int)(floatTriple[0] * 255), 0, 255));
               defaults->SetArg(LIGHT_GREEN, clamp<int>((int)(floatTriple[1] * 255), 0, 255));
               defaults->SetArg(LIGHT_BLUE, clamp<int>((int)(floatTriple[2] * 255), 0, 255));
               break;
            case LIGHTTAG_OFFSET:
               gl_ParseTriple(floatTriple);
               defaults->SetOffset((fixed_t)(floatTriple[0] * FRACUNIT), (fixed_t)(floatTriple[1] * FRACUNIT), (fixed_t)(floatTriple[2] * FRACUNIT));
               break;
            case LIGHTTAG_SCALE:
               floatVal = gl_ParseFloat();
               defaults->SetArg(LIGHT_SCALE, (byte)(floatVal * 255));
               break;
            case LIGHTTAG_SUBTRACTIVE:
               defaults->SetSubtractive(gl_ParseInt() != 0);
               break;
            case LIGHTTAG_HALO:
               defaults->SetHalo(gl_ParseInt() != 0);
               break;
            }
         }
         else
         {
            SC_ScriptError("Unknown tag: %s\n", sc_String);
         }
      }
      gl_AddLightDefaults(defaults);
   }
   else
   {
      SC_ScriptError("Expected '{'.\n");
   }
}


void gl_AddLightAssociation(FLightAssociation *assoc)
{
	FLightAssociation *temp;
	unsigned int i;

	for (i = 0; i < LightAssociations.Size(); i++)
	{
		temp = LightAssociations[i];
		if (stricmp(temp->ActorName(), assoc->ActorName()) == 0)
		{
			if (strcmp(temp->FrameName(), assoc->FrameName()) == 0)
			{
				temp->ReplaceLightName(assoc->Light());
				return;
			}
		}
	}

	LightAssociations.Push(assoc);
}


void gl_ParseFrame(std::string name)
{
	int type, startDepth;
	std::string frameName;

	// get name
	SC_GetString();
	if (strlen(sc_String) > 8)
	{
		SC_ScriptError("Name longer than 8 characters: %s\n", sc_String);
	}
	frameName = sc_String;

	startDepth = ScriptDepth;

	// check for opening brace
	SC_GetString();
	if (SC_Compare("{"))
	{
		ScriptDepth++;
		while (ScriptDepth > startDepth)
		{
			SC_GetString();
			if ((type = SC_MatchString(LightTags)) != -1)
			{
				switch (type)
				{
				case LIGHTTAG_OPENBRACE:
					ScriptDepth++;
					break;
				case LIGHTTAG_CLOSEBRACE:
					ScriptDepth--;
					break;
				case LIGHTTAG_LIGHT:
					gl_ParseString();
					gl_AddLightAssociation(new FLightAssociation(name.c_str(), frameName.c_str(), sc_String));
					break;
				}
			}
			else
			{
				SC_ScriptError("Unknown tag: %s\n", sc_String);
			}
		}
	}
	else
	{
		SC_ScriptError("Expected '{'.\n");
	}
}


void gl_ParseObject()
{
   int type;
   std::string name;

   // get name
   SC_GetString();
   name = sc_String;

   // check for opening brace
   SC_GetString();
   if (SC_Compare("{"))
   {
      ScriptDepth++;
      while (ScriptDepth)
      {
         SC_GetString();
         if ((type = SC_MatchString(LightTags)) != -1)
         {
            switch (type)
            {
            case LIGHTTAG_OPENBRACE:
               ScriptDepth++;
               break;
            case LIGHTTAG_CLOSEBRACE:
               ScriptDepth--;
               break;
            case LIGHTTAG_FRAME:
               gl_ParseFrame(name);
               break;
            }
         }
         else
         {
            SC_ScriptError("Unknown tag: %s\n", sc_String);
         }
      }
   }
   else
   {
      SC_ScriptError("Expected '{'.\n");
   }
}


void gl_ReleaseLights()
{
   unsigned int i;

   for (i = 0; i < LightAssociations.Size(); i++)
   {
      delete LightAssociations[i];
   }

   for (i = 0; i < LightDefaults.Size(); i++)
   {
      delete LightDefaults[i];
   }

   LightAssociations.Clear();
   LightDefaults.Clear();
}


void gl_ReplaceLightAssociations(const char *oldName, const char *newName)
{
   unsigned int i;

   //Printf("%s -> %s\n", oldName, newName);

   for (i = 0; i < LightAssociations.Size(); i++)
   {
      if (strcmp(LightAssociations[i]->ActorName(), oldName) == 0)
      {
         LightAssociations[i]->ReplaceActorName(newName);
      }
   }
}


// these are the core types available in the *DEFS lump
static const char *CoreKeywords[]=
{
   "pointlight",
   "pulselight",
   "flickerlight",
   "flickerlight2",
   "sectorlight",
   "object",
   "clearlights",
   "shader",
   "clearshaders",
   NULL
};


enum
{
   LIGHT_POINT,
   LIGHT_PULSE,
   LIGHT_FLICKER,
   LIGHT_FLICKER2,
   LIGHT_SECTOR,
   LIGHT_OBJECT,
   LIGHT_CLEAR,
   TAG_SHADER,
   TAG_CLEARSHADERS
};


//==========================================================================
//
// This is only here so any shader definition for ZDoomGL can be skipped
// There is no functionality for this stuff!
//
//==========================================================================
bool gl_ParseShader()
{
	int  ShaderDepth = 0;

	if (SC_GetString())
	{
		char *tmp;

		tmp = strstr(sc_String, "{");
		while (tmp)
		{
			ShaderDepth++;
			tmp++;
			tmp = strstr(tmp, "{");
		}

		tmp = strstr(sc_String, "}");
		while (tmp)
		{
			ShaderDepth--;
			tmp++;
			tmp = strstr(tmp, "}");
		}

		if (ShaderDepth == 0) return true;
	}
	return false;
}

//==========================================================================
//
//
//==========================================================================
void gl_ParseDefs()
{
   int workingLump, lastLump, type;
   char *defsLump;

   switch (gameinfo.gametype)
   {
   case GAME_Heretic:
      defsLump = "HTICDEFS";
      break;
   case GAME_Hexen:
      defsLump = "HEXNDEFS";
      break;
   case GAME_Strife:
      defsLump = "STRFDEFS";
      break;
   default:
      defsLump = "DOOMDEFS";
      break;
   }

   lastLump = 0;
   while ((workingLump = Wads.FindLump(defsLump, &lastLump)) != -1)
   {
      SC_OpenLumpNum(workingLump, defsLump);
      while (SC_GetString())
      {
         if ((type = SC_MatchString(CoreKeywords)) == -1)
         {
            SC_ScriptError("Error parsing defs.  Unknown tag: %s.\n", sc_String);
            break;
         }
         else
         {
            ScriptDepth = 0;
            switch (type)
            {
            case LIGHT_POINT:
               gl_ParsePointLight();
               break;
            case LIGHT_PULSE:
               gl_ParsePulseLight();
               break;
            case LIGHT_FLICKER:
               gl_ParseFlickerLight();
               break;
            case LIGHT_FLICKER2:
               gl_ParseFlickerLight2();
               break;
            case LIGHT_SECTOR:
               gl_ParseSectorLight();
               break;
            case LIGHT_OBJECT:
               gl_ParseObject();
               break;
            case LIGHT_CLEAR:
               gl_ReleaseLights();
               break;
            case TAG_SHADER:
               gl_ParseShader();
               break;
            case TAG_CLEARSHADERS:
               break;
            }
         }
      }
      SC_Close();
   }
}



//==========================================================================
//
// Light associations per actor class
//
// Turn this inefficient mess into something that can be used at run time.
//
//==========================================================================

class FInternalLightAssociation
{
public:
	FInternalLightAssociation(FLightAssociation * asso);
	int Sprite() const { return m_sprite; }
	int Frame() const { return m_frame; }
	const FLightDefaults *Light() const { return m_AssocLight; }
protected:
	int m_sprite;
	int m_frame;
	FLightDefaults * m_AssocLight;
};


FInternalLightAssociation::FInternalLightAssociation(FLightAssociation * asso)
{

	m_AssocLight=NULL;
	for(int i=0;i<LightDefaults.Size();i++)
	{
		if (!strcmp(asso->Light(), LightDefaults[i]->GetName()))
		{
			m_AssocLight = LightDefaults[i];
			break;
		}
	}

	m_sprite=-1;
	m_frame = -1;
	for (unsigned i = 0; i < sprites.Size (); ++i)
	{
		if (strncmp (sprites[i].name, asso->FrameName(), 4) == 0)
		{
			m_sprite = (int)i;
			break;
		}
	}

	// Only handle lights for full frames. 
	// I won't bother with special lights for single rotations
	// because there is no decent use for them!
	if (strlen(asso->FrameName())==5 || asso->FrameName()[5]=='0')
	{
		m_frame = toupper(asso->FrameName()[4])-'A';
	}
}


inline TArray<FInternalLightAssociation *> * gl_GetActorLights(AActor * actor)
{
	return (TArray<FInternalLightAssociation *>*)actor->lightassociations;
}

void gl_InitializeActorLights()
{
	for(int i=0;i<LightAssociations.Size();i++)
	{
		const TypeInfo * ti = TypeInfo::IFindType(LightAssociations[i]->ActorName());
		if (ti)
		{
			ti = GetRealType(ti);
			AActor * defaults = GetDefaultByType(ti);
			if (defaults)
			{
				FInternalLightAssociation * iasso = new FInternalLightAssociation(LightAssociations[i]);

				if (!defaults->lightassociations)
				{
					defaults->lightassociations = new TArray<FInternalLightAssociation*>;
				}
				TArray<FInternalLightAssociation *> * lights = gl_GetActorLights(defaults);
				if (iasso->Light()==NULL)
				{
					// The definition was not valid.
					delete iasso;
				}
				else
				{
					lights->Push(iasso);
				}
			}
		}
	}
}


//==========================================================================
//
// per-state light adjustment
//
//==========================================================================

void gl_SetActorLights(AActor *actor)
{
	TArray<FInternalLightAssociation *> * l = gl_GetActorLights(actor);

	All.Start();
	if (l && currentrenderer==1)
	{
		TArray<FInternalLightAssociation *> & LightAssociations=*l;
		ADynamicLight *lights, *tmpLight, *light;
		unsigned int i;
		int count;

		int sprite = actor->state->sprite.index;
		int frame = actor->state->GetFrame();

		lights = tmpLight = NULL;

		count=0;
		for (i = 0; i < LightAssociations.Size(); i++)
		{
			if (LightAssociations[i]->Sprite() == sprite &&
				(LightAssociations[i]->Frame()==frame || LightAssociations[i]->Frame()==-1))
			{
				// I'm skipping the single rotations because that really doesn't make sense!
				if (count < actor->dynamiclights.Size()) light = (ADynamicLight*)actor->dynamiclights[count];
				else
				{
					light = Spawn<ADynamicLight>(actor->x, actor->y, actor->z);
					light->target = actor;
					light->owned = true;
					actor->dynamiclights.Push(light);
				}
				light->flags2&=~MF2_DORMANT;
				LightAssociations[i]->Light()->ApplyProperties(light);
				count++;
			}
		}
		for(;count<actor->dynamiclights.Size();count++)
		{
			actor->dynamiclights[count]->flags2|=MF2_DORMANT;
		}
		// Store the current sprite in the first light to avoid 
		// redundant reassignments of the light properties.
		if (actor->dynamiclights.Size())
		{
			actor->dynamiclights[0]->special1=(int)actor->sprite;
			actor->dynamiclights[0]->special2=(int)actor->frame;
		}
	}
	All.Stop();
}

//==========================================================================
//
// This is called before saving the game
//
//==========================================================================

void gl_DeleteAllAttachedLights()
{
	TThinkerIterator<AActor> it;
	AActor * a;
	ADynamicLight * l;

	while (a=it.Next()) 
	{
		a->dynamiclights.Clear();
	}

	TThinkerIterator<ADynamicLight> it2;

	l=it2.Next();
	while (l) 
	{
		ADynamicLight * ll = it2.Next();
		if (l->owned) l->Destroy();
		l=ll;
	}


}

void gl_RecreateAllAttachedLights()
{
	TThinkerIterator<AActor> it;
	AActor * a;

	while (a=it.Next()) 
	{
		gl_SetActorLights(a);
	}
}


AT_GAME_SET(GLLights)
{
	gl_ParseDefs();
	gl_InitializeActorLights();
}