// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2008 Simon Howard
//
// This program 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.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//-----------------------------------------------------------------------------


// HEADER FILES ------------------------------------------------------------

#include "h2def.h"
#include "m_random.h"
#include "i_system.h"
#include "p_local.h"
#include "s_sound.h"

// MACROS ------------------------------------------------------------------

// TYPES -------------------------------------------------------------------

// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------

// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------

// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------

// EXTERNAL DATA DECLARATIONS ----------------------------------------------

// PUBLIC DATA DEFINITIONS -------------------------------------------------

// PRIVATE DATA DEFINITIONS ------------------------------------------------

// CODE --------------------------------------------------------------------

//==========================================================================
//
// P_Teleport
//
//==========================================================================

boolean P_Teleport(mobj_t * thing, fixed_t x, fixed_t y, angle_t angle,
                   boolean useFog)
{
    fixed_t oldx;
    fixed_t oldy;
    fixed_t oldz;
    fixed_t aboveFloor;
    fixed_t fogDelta;
    player_t *player;
    unsigned an;
    mobj_t *fog;

    oldx = thing->x;
    oldy = thing->y;
    oldz = thing->z;
    aboveFloor = thing->z - thing->floorz;
    if (!P_TeleportMove(thing, x, y))
    {
        return false;
    }
    if (thing->player)
    {
        player = thing->player;
        if (player->powers[pw_flight] && aboveFloor)
        {
            thing->z = thing->floorz + aboveFloor;
            if (thing->z + thing->height > thing->ceilingz)
            {
                thing->z = thing->ceilingz - thing->height;
            }
            player->viewz = thing->z + player->viewheight;
        }
        else
        {
            thing->z = thing->floorz;
            player->viewz = thing->z + player->viewheight;
            if (useFog)
            {
                player->lookdir = 0;
            }
        }
    }
    else if (thing->flags & MF_MISSILE)
    {
        thing->z = thing->floorz + aboveFloor;
        if (thing->z + thing->height > thing->ceilingz)
        {
            thing->z = thing->ceilingz - thing->height;
        }
    }
    else
    {
        thing->z = thing->floorz;
    }
    // Spawn teleport fog at source and destination
    if (useFog)
    {
        fogDelta = thing->flags & MF_MISSILE ? 0 : TELEFOGHEIGHT;
        fog = P_SpawnMobj(oldx, oldy, oldz + fogDelta, MT_TFOG);
        S_StartSound(fog, SFX_TELEPORT);
        an = angle >> ANGLETOFINESHIFT;
        fog = P_SpawnMobj(x + 20 * finecosine[an],
                          y + 20 * finesine[an], thing->z + fogDelta,
                          MT_TFOG);
        S_StartSound(fog, SFX_TELEPORT);
        if (thing->player && !thing->player->powers[pw_speed])
        {                       // Freeze player for about .5 sec
            thing->reactiontime = 18;
        }
        thing->angle = angle;
    }
    if (thing->flags2 & MF2_FLOORCLIP)
    {
        if (thing->z == thing->subsector->sector->floorheight
            && P_GetThingFloorType(thing) > FLOOR_SOLID)
        {
            thing->floorclip = 10 * FRACUNIT;
        }
        else
        {
            thing->floorclip = 0;
        }
    }
    if (thing->flags & MF_MISSILE)
    {
        angle >>= ANGLETOFINESHIFT;
        thing->momx = FixedMul(thing->info->speed, finecosine[angle]);
        thing->momy = FixedMul(thing->info->speed, finesine[angle]);
    }
    else if (useFog)            // no fog doesn't alter the player's momentums
    {
        thing->momx = thing->momy = thing->momz = 0;
    }
    return true;
}

//==========================================================================
//
// EV_Teleport
//
//==========================================================================

boolean EV_Teleport(int tid, mobj_t * thing, boolean fog)
{
    int i;
    int count;
    mobj_t *mo;
    int searcher;

    if (!thing)
    {                           // Teleport function called with an invalid mobj
        return false;
    }
    if (thing->flags2 & MF2_NOTELEPORT)
    {
        return false;
    }
    count = 0;
    searcher = -1;
    while (P_FindMobjFromTID(tid, &searcher) != NULL)
    {
        count++;
    }
    if (count == 0)
    {
        return false;
    }
    count = 1 + (P_Random() % count);
    searcher = -1;
    mo = NULL;

    for (i = 0; i < count; i++)
    {
        mo = P_FindMobjFromTID(tid, &searcher);
    }
    if (mo == NULL)
    {
        I_Error("Can't find teleport mapspot\n");
    }
    return P_Teleport(thing, mo->x, mo->y, mo->angle, fog);
}
