/*
** t_cmd.cpp
** Emulation for selected Legacy console commands
** Unfortunately Legacy allows full access of FS to the console
** so everything that gets used by some map has to be emulated...
**
**---------------------------------------------------------------------------
** 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.h>
#include <stdio.h>
#include "p_local.h"
#include "doomdef.h"
#include "doomstat.h"
#include "c_dispatch.h"
#include "sc_man.h"
#include "g_level.h"
#include "r_renderer.h"

//==========================================================================
//
//
//
//==========================================================================

static void FS_Gimme(const char * what)
{
	char buffer[80];

	// This is intentionally limited to the few items
	// it can handle in Legacy. 
	if (!strnicmp(what, "health", 6)) what="health";
	else if (!strnicmp(what, "ammo", 4)) what="ammo";
	else if (!strnicmp(what, "armor", 5)) what="greenarmor";
	else if (!strnicmp(what, "keys", 4)) what="keys";
	else if (!strnicmp(what, "weapons", 7)) what="weapons";
	else if (!strnicmp(what, "chainsaw", 8)) what="chainsaw";
	else if (!strnicmp(what, "shotgun", 7)) what="shotgun";
	else if (!strnicmp(what, "supershotgun", 12)) what="supershotgun";
	else if (!strnicmp(what, "rocket", 6)) what="rocketlauncher";
	else if (!strnicmp(what, "plasma", 6)) what="plasmarifle";
	else if (!strnicmp(what, "bfg", 3)) what="BFG9000";
	else if (!strnicmp(what, "chaingun", 8)) what="chaingun";
	else if (!strnicmp(what, "berserk", 7)) what="Berserk";
	else if (!strnicmp(what, "map", 3)) what="Allmap";
	else if (!strnicmp(what, "fullmap", 7)) what="Allmap";
	else return;

	mysnprintf(buffer, countof(buffer), "give %.72s", what);
	AddCommandString(buffer);
}


//==========================================================================
//
//
//
//==========================================================================

void FS_MapCmd(FScanner &sc)
{
	char nextmap[9];
	int NextSkill = -1;
	int flags = CHANGELEVEL_RESETINVENTORY|CHANGELEVEL_RESETHEALTH;
	if (dmflags & DF_NO_MONSTERS)
		flags |= CHANGELEVEL_NOMONSTERS;
	sc.MustGetString();
	strncpy (nextmap, sc.String, 8);
	nextmap[8]=0;

	while (sc.GetString())
	{
		if (sc.Compare("-skill"))
		{
			sc.MustGetNumber();
			NextSkill = clamp<int>(sc.Number-1, 0, AllSkills.Size()-1);
		}
		else if (sc.Compare("-monsters"))
		{
			sc.MustGetNumber();
			if (sc.Number)
				flags &= ~CHANGELEVEL_NOMONSTERS;
			else
				flags |= CHANGELEVEL_NOMONSTERS;
		}
		else if (sc.Compare("-noresetplayers"))
		{
			flags &= ~(CHANGELEVEL_RESETINVENTORY|CHANGELEVEL_RESETHEALTH);
		}
	}
	G_ChangeLevel(nextmap, 0, flags, NextSkill);
}

//==========================================================================
//
//
//
//==========================================================================

void FS_EmulateCmd(char * string)
{
	FScanner sc;
	sc.OpenMem("RUNCMD", string, (int)strlen(string));
	while (sc.GetString())
	{
		if (sc.Compare("GIMME"))
		{
			while (sc.GetString())
			{
				if (!sc.Compare(";")) FS_Gimme(sc.String);
				else break;
			}
		}
		else if (sc.Compare("ALLOWJUMP"))
		{
			sc.MustGetNumber();
			if (sc.Number) dmflags = dmflags & ~DF_NO_JUMP;
			else dmflags=dmflags | DF_NO_JUMP;
			while (sc.GetString())
			{
				if (sc.Compare(";")) break;
			}
		}
		else if (sc.Compare("gravity"))
		{
			sc.MustGetFloat();
			level.gravity=(float)(sc.Float*800);
			while (sc.GetString())
			{
				if (sc.Compare(";")) break;
			}
		}
		else if (sc.Compare("viewheight"))
		{
			sc.MustGetFloat();
			fixed_t playerviewheight = (fixed_t)(sc.Float*FRACUNIT);
			for(int i=0;i<MAXPLAYERS;i++)
			{
				// No, this is not correct. But this is the way Legacy WADs expect it to be handled!
				if (players[i].mo != NULL) players[i].mo->ViewHeight = playerviewheight;
				players[i].Uncrouch();
			}
			while (sc.GetString())
			{
				if (sc.Compare(";")) break;
			}
		}
		else if (sc.Compare("map"))
		{
			FS_MapCmd(sc);
		}
		else if (sc.Compare("gr_fogdensity"))
		{
			sc.MustGetNumber();
			// Using this disables most MAPINFO fog options!
			Renderer->SetFogParams(sc.Number*70/400, 0xff000000, 0, 0);
		}
		else if (sc.Compare("gr_fogcolor"))
		{
			sc.MustGetString();
			level.fadeto = strtol(sc.String, NULL, 16);
		}

		else
		{
			// Skip unhandled commands
			while (sc.GetString())
			{
				if (sc.Compare(";")) break;
			}
		}
	}
}
