/*****************************************************************************/
/* D2K: A Doom Source Port for the 21st Century                              */
/*                                                                           */
/* Copyright (C) 2014: See COPYRIGHT file                                    */
/*                                                                           */
/* This file is part of D2K.                                                 */
/*                                                                           */
/* D2K 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.                                                            */
/*                                                                           */
/* D2K 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 D2K.  If not, see <http://www.gnu.org/licenses/>.                    */
/*                                                                           */
/*****************************************************************************/


#include "z_zone.h"

#include "doomdef.h"
#include "doomstat.h"
#include "d_event.h"

#include "d_deh.h"  // Ty 03/27/98 - externalized
#include "dstrings.h"
#include "p_user.h"
#include "r_defs.h"
#include "r_main.h"
#include "r_state.h"
#include "p_setup.h"
#include "g_game.h"
#include "d_net.h"
#include "p_mobj.h"
#include "p_spec.h"
#include "p_tick.h"
#include "p_user.h"
#include "s_sound.h"
#include "sounds.h"
#include "e6y.h"

///////////////////////////////////////////////////////////////
//
// Door action routines, called once per tick
//
///////////////////////////////////////////////////////////////

//
// T_VerticalDoor
//
// Passed a door structure containing all info about the door.
// See P_SPEC.H for fields.
// Returns nothing.
//
// jff 02/08/98 all cases with labels beginning with gen added to support
// generalized line type behaviors.

void T_VerticalDoor (vldoor_t* door)
{
  result_e  res;

  // Is the door waiting, going up, or going down?
  switch(door->direction)
  {
    case 0:
      // Door is waiting
      if (!--door->topcountdown)  // downcount and check
      {
        switch(door->type)
        {
          case blazeRaise:
          case genBlazeRaise:
            door->direction = -1; // time to go back down
            S_StartSound((mobj_t *)&door->sector->soundorg, sfx_bdcls);
            break;

          case normal:
          case genRaise:
            door->direction = -1; // time to go back down
            S_StartSound((mobj_t *)&door->sector->soundorg, sfx_dorcls);
            break;

          case close30ThenOpen:
          case genCdO:
            door->direction = 1;  // time to go back up
            S_StartSound((mobj_t *)&door->sector->soundorg, sfx_doropn);
            break;

          case genBlazeCdO:
            door->direction = 1;  // time to go back up
            S_StartSound((mobj_t *)&door->sector->soundorg, sfx_bdopn);
            break;

          default:
            break;
        }
      }
      break;

    case 2:
      // Special case for sector type door that opens in 5 mins
      if (!--door->topcountdown)  // 5 minutes up?
      {
        switch(door->type)
        {
          case raiseIn5Mins:
            door->direction = 1;  // time to raise then
            door->type = normal;  // door acts just like normal 1 DR door now
            S_StartSound((mobj_t *)&door->sector->soundorg, sfx_doropn);
            break;

          default:
            break;
        }
      }
      break;

    case -1:
      // Door is moving down
      res = T_MovePlane(
        door->sector,
        door->speed,
        door->sector->floorheight,
        false,
        1,
        door->direction
      );

      /* killough 10/98: implement gradual lighting effects */
      // e6y: "Tagged doors don't trigger special lighting" handled wrong
      // http://sourceforge.net/tracker/index.php?func=detail&aid=1411400&group_id=148658&atid=772943
      // Old code: if (door->lighttag && door->topheight - door->sector->floorheight)
      if (door->lighttag &&
          door->topheight - door->sector->floorheight &&
          compatibility_level >= mbf_compatibility) {
        EV_LightTurnOnPartway(
          door->line,
          FixedDiv(
            door->sector->ceilingheight - door->sector->floorheight,
            door->topheight - door->sector->floorheight
          )
        );
      }

      // handle door reaching bottom
      if (res == pastdest)
      {
        switch(door->type)
        {
          // regular open and close doors are all done, remove them
          case blazeRaise:
          case blazeClose:
          case genBlazeRaise:
          case genBlazeClose:
            door->sector->ceilingdata = NULL;  //jff 2/22/98
            P_RemoveThinker(&door->thinker);  // unlink and free
            // killough 4/15/98: remove double-closing sound of blazing doors
            if (comp[comp_blazing])
              S_StartSound((mobj_t *)&door->sector->soundorg, sfx_bdcls);
            break;

          case normal:
          case closeDoor:
          case genRaise:
          case genClose:
            door->sector->ceilingdata = NULL; //jff 2/22/98
            P_RemoveThinker(&door->thinker);  // unlink and free
            break;

          // close then open doors start waiting
          case close30ThenOpen:
            door->direction = 0;
            door->topcountdown = TICRATE * 30;
            break;

          case genCdO:
          case genBlazeCdO:
            door->direction = 0;
            door->topcountdown = door->topwait; // jff 5/8/98 insert delay
            break;

          default:
            break;
        }
        // e6y: "Tagged doors don't trigger special lighting" handled wrong
        // http://sourceforge.net/tracker/index.php?func=detail&aid=1411400&group_id=148658&atid=772943
        if (door->lighttag &&
            door->topheight - door->sector->floorheight &&
            compatibility_level < mbf_compatibility) {
          EV_LightTurnOnPartway(door->line,0);
        }
      }
      /* jff 1/31/98 turn lighting off in tagged sectors of manual doors
       * killough 10/98: replaced with gradual lighting code
       */
      else if (res == crushed) // handle door meeting obstruction on way down
      {
        switch(door->type)
        {
          case genClose:
          case genBlazeClose:
          case blazeClose:
          case closeDoor:      // Close types do not bounce, merely wait
            break;

          case blazeRaise:
          case genBlazeRaise:
            door->direction = 1;
	    if (!comp[comp_blazing]) {
	      S_StartSound((mobj_t *)&door->sector->soundorg, sfx_bdopn);
	      break;
	    }

          default:             // other types bounce off the obstruction
            door->direction = 1;
            S_StartSound((mobj_t *)&door->sector->soundorg, sfx_doropn);
            break;
        }
      }
      break;

    case 1:
      // Door is moving up
      res = T_MovePlane
            (
              door->sector,
              door->speed,
              door->topheight,
              false,
              1,
              door->direction
            );

      /* killough 10/98: implement gradual lighting effects */
      // e6y: "Tagged doors don't trigger special lighting" handled wrong
      // http://sourceforge.net/tracker/index.php?func=detail&aid=1411400&group_id=148658&atid=772943
      // Old code: if (door->lighttag && door->topheight - door->sector->floorheight)
      if (door->lighttag && door->topheight - door->sector->floorheight && compatibility_level >= mbf_compatibility)
        EV_LightTurnOnPartway(door->line,
                              FixedDiv(door->sector->ceilingheight -
                                       door->sector->floorheight,
                                       door->topheight -
                                       door->sector->floorheight));

      // handle door reaching the top
      if (res == pastdest)
      {
        switch(door->type)
        {
          case blazeRaise:       // regular open/close doors start waiting
          case normal:
          case genRaise:
          case genBlazeRaise:
            door->direction = 0; // wait at top with delay
            door->topcountdown = door->topwait;
            break;

          case close30ThenOpen:  // close and close/open doors are done
          case blazeOpen:
          case openDoor:
          case genBlazeOpen:
          case genOpen:
          case genCdO:
          case genBlazeCdO:
            door->sector->ceilingdata = NULL; //jff 2/22/98
            P_RemoveThinker(&door->thinker); // unlink and free
            break;

          default:
            break;
        }

        /* jff 1/31/98 turn lighting on in tagged sectors of manual doors
   * killough 10/98: replaced with gradual lighting code */
        // e6y: "Tagged doors don't trigger special lighting" handled wrong
        // http://sourceforge.net/tracker/index.php?func=detail&aid=1411400&group_id=148658&atid=772943
        if (door->lighttag && door->topheight - door->sector->floorheight && compatibility_level < mbf_compatibility)
          EV_LightTurnOnPartway(door->line,FRACUNIT);
      }
      break;
  }
}

///////////////////////////////////////////////////////////////
//
// Door linedef handlers
//
///////////////////////////////////////////////////////////////

//
// EV_DoLockedDoor
//
// Handle opening a tagged locked door
//
// Passed the line activating the door, the type of door,
// and the thing that activated the line
// Returns true if a thinker created
//
int EV_DoLockedDoor(line_t *line, vldoor_e type, mobj_t *thing) {
  player_t* p;

  // only players can open locked doors
  p = thing->player;
  if (!p)
    return 0;

  // check type of linedef, and if key is possessed to open it
  switch(line->special) {
    case 99:  // Blue Lock
    case 133:
      if (!p->cards[it_bluecard] && !p->cards[it_blueskull]) {
        P_Echo(consoleplayer, s_PD_BLUEO);   // Ty 03/27/98 - externalized
        S_StartSound(p->mo, sfx_oof);         // killough 3/20/98
        return 0;
      }
    break;
    case 134: // Red Lock
    case 135:
      if (!p->cards[it_redcard] && !p->cards[it_redskull]) {
        P_Echo(consoleplayer, s_PD_REDO);    // Ty 03/27/98 - externalized
        S_StartSound(p->mo, sfx_oof);         // killough 3/20/98
        return 0;
      }
    break;
    case 136: // Yellow Lock
    case 137:
      if (!p->cards[it_yellowcard] && !p->cards[it_yellowskull]) {
        P_Echo(consoleplayer, s_PD_YELLOWO); // Ty 03/27/98 - externalized
        S_StartSound(p->mo, sfx_oof);         // killough 3/20/98
        return 0;
      }
    break;
  }

  // got the key, so open the door
  return EV_DoDoor(line, type);
}


//
// EV_DoDoor
//
// Handle opening a tagged door
//
// Passed the line activating the door and the type of door
// Returns true if a thinker created
//
int EV_DoDoor(line_t *line, vldoor_e type) {
  int secnum;
  int rtn;
  sector_t *sec;
  vldoor_t *door;

  secnum = -1;
  rtn = 0;

  if (ProcessNoTagLines(line, &sec, &secnum)) {
    if (zerotag_manual)
      goto manual_door;
    else
      return rtn;
  } //e6y

  // open all doors with the same tag as the activating line
  while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) {
    sec = &sectors[secnum];

manual_door://e6y

    // if the ceiling already moving, don't start the door action
    if (P_SectorActive(ceiling_special,sec)) { //jff 2/22/98
      if (!zerotag_manual)
        continue;
      else
        return rtn;
    } //e6y

    // new door thinker
    rtn = 1;
    door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
    memset(door, 0, sizeof(*door));
    P_AddThinker(&door->thinker);
    sec->ceilingdata = door; //jff 2/22/98

    door->thinker.function = T_VerticalDoor;
    door->sector = sec;
    door->type = type;
    door->topwait = VDOORWAIT;
    door->speed = VDOORSPEED;
    door->line = line; // jff 1/31/98 remember line that triggered us
    door->lighttag = 0; /* killough 10/98: no light effects with tagged doors */

    // setup door parameters according to type of door
    switch(type) {
      case blazeClose:
        door->topheight = P_FindLowestCeilingSurrounding(sec);
        door->topheight -= 4*FRACUNIT;
        door->direction = -1;
        door->speed = VDOORSPEED * 4;
        S_StartSound((mobj_t *)&door->sector->soundorg, sfx_bdcls);
      break;
      case closeDoor:
        door->topheight = P_FindLowestCeilingSurrounding(sec);
        door->topheight -= 4*FRACUNIT;
        door->direction = -1;
        S_StartSound((mobj_t *)&door->sector->soundorg, sfx_dorcls);
      break;
      case close30ThenOpen:
        door->topheight = sec->ceilingheight;
        door->direction = -1;
        S_StartSound((mobj_t *)&door->sector->soundorg, sfx_dorcls);
      break;
      case blazeRaise:
      case blazeOpen:
        door->direction = 1;
        door->topheight = P_FindLowestCeilingSurrounding(sec);
        door->topheight -= 4*FRACUNIT;
        door->speed = VDOORSPEED * 4;
        if (door->topheight != sec->ceilingheight)
          S_StartSound((mobj_t *)&door->sector->soundorg, sfx_bdopn);
      break;

      case normal:
      case openDoor:
        door->direction = 1;
        door->topheight = P_FindLowestCeilingSurrounding(sec);
        door->topheight -= 4*FRACUNIT;
        if (door->topheight != sec->ceilingheight)
          S_StartSound((mobj_t *)&door->sector->soundorg, sfx_doropn);
        break;

      default:
        break;
    }

    if (zerotag_manual)
      return rtn; //e6y
  }

  return rtn;
}


//
// EV_VerticalDoor
//
// Handle opening a door manually, no tag value
//
// Passed the line activating the door and the thing activating it
// Returns true if a thinker created
//
// jff 2/12/98 added int return value, fixed all returns
//
int EV_VerticalDoor(line_t *line, mobj_t *thing) {
  player_t *player;
  sector_t *sec;
  vldoor_t *door;

  // Check for locks
  player = thing->player;

  switch(line->special) {
    case 26: // Blue Lock
    case 32:
      if (!player)
        return 0;

      if (!player->cards[it_bluecard] && !player->cards[it_blueskull]) {
        P_Echo(consoleplayer, s_PD_BLUEK);     // Ty 03/27/98 - externalized
        S_StartSound(player->mo, sfx_oof);     // killough 3/20/98
        return 0;
      }
    break;
    case 27: // Yellow Lock
    case 34:
      if (!player)
          return 0;

      if (!player->cards[it_yellowcard] && !player->cards[it_yellowskull]) {
        P_Echo(consoleplayer, s_PD_YELLOWK);   // Ty 03/27/98 - externalized
        S_StartSound(player->mo, sfx_oof);     // killough 3/20/98
        return 0;
      }
    break;
    case 28: // Red Lock
    case 33:
      if (!player)
        return 0;

      if (!player->cards[it_redcard] && !player->cards[it_redskull]) {
        P_Echo(consoleplayer, s_PD_REDK);      // Ty 03/27/98 - externalized
        S_StartSound(player->mo, sfx_oof);     // killough 3/20/98
        return 0;
      }
    break;
  }

  // if the wrong side of door is pushed, give oof sound
  if (line->sidenum[1] == NO_INDEX) {                   // killough
    S_StartSound(player->mo, sfx_oof);           // killough 3/20/98
    return 0;
  }

  // get the sector on the second side of activating linedef
  sec = sides[line->sidenum[1]].sector;

  /* if door already has a thinker, use it
   * cph 2001/04/05 -
   * Ok, this is a disaster area. We're assuming that sec->ceilingdata
   *  is a vldoor_t! What if this door is controlled by both DR lines
   *  and by switches? I don't know how to fix that.
   * Secondly, original Doom didn't distinguish floor/lighting/ceiling
   *  actions, so we need to do the same in demo compatibility mode.
   */
  door = sec->ceilingdata;
  if (demo_compatibility) {
    if (!door)
      door = sec->floordata;

    if (!door)
      door = sec->lightingdata;
  }
  /* If this is a repeatable line, and the door is already moving, then we can
   * just reverse the current action. Note that in prboom 2.3.0 I erroneously
   * removed the if-this-is-repeatable check, hence the prboom_4_compatibility
   * clause below (foolishly assumed that already moving implies repeatable -
   * but it could be moving due to another switch, e.g. lv19-509) */
  if (door && ((compatibility_level == prboom_4_compatibility) ||
	             (line->special ==   1) ||
               (line->special == 117) ||
               (line->special ==  26) ||
               (line->special ==  27) ||
               (line->special ==  28))) {
    /* For old demos we have to emulate the old buggy behavior and
     * mess up non-T_VerticalDoor actions.
     */
    if (compatibility_level < prboom_4_compatibility || 
        door->thinker.function == T_VerticalDoor) {
      /* cph - we are writing outval to door->direction iff it is non-zero */
      signed int outval = 0;

      /* An already moving repeatable door which is being re-pressed, or a
       * monster is trying to open a closing door - so change direction
       * DEMOSYNC: we only read door->direction now if it really is a door.
       */
      if (door->thinker.function == T_VerticalDoor && door->direction == -1)
        outval = 1; /* go back up */
      else if (player)
        outval = -1; /* go back down */

      /* Write this to the thinker. In demo compatibility mode, we might be 
       *  overwriting a field of a non-vldoor_t thinker - we need to add any 
       *  other thinker types here if any demos depend on specific fields
       *  being corrupted by this.
       */
      if (outval) {
        if (door->thinker.function == T_VerticalDoor) {
          door->direction = outval;
        }
        else if (door->thinker.function == T_PlatRaise) {
          plat_t* p = (plat_t*)door;
          p->wait = outval;
        }
        else {
          D_Msg(MSG_DEBUG,
            "EV_VerticalDoor: unknown thinker.function in thinker corruption "
            "emulation"
          );
        }

        return 1;
      }
    }
    /* Either we're in prboom >=v2.3 and it's not a door, or it's a door but
     * we're a monster and don't want to shut it; exit with no action.
     */
    return 0;
  }

  // emit proper sound
  switch(line->special)
  {
    case 117: // blazing door raise
    case 118: // blazing door open
      S_StartSound((mobj_t *)&sec->soundorg, sfx_bdopn);
    break;
    default:  // normal or locked door sound
      S_StartSound((mobj_t *)&sec->soundorg, sfx_doropn);
    break;
  }

  // new door thinker
  door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
  memset(door, 0, sizeof(*door));
  P_AddThinker(&door->thinker);
  sec->ceilingdata = door; //jff 2/22/98
  door->thinker.function = T_VerticalDoor;
  door->sector = sec;
  door->direction = 1;
  door->speed = VDOORSPEED;
  door->topwait = VDOORWAIT;
  door->line = line; // jff 1/31/98 remember line that triggered us

  /* killough 10/98: use gradual lighting changes if nonzero tag given */
  door->lighttag = comp[comp_doorlight] ? 0 : line->tag;

  // set the type of door from the activating linedef type
  switch(line->special) {
    case 1:
    case 26:
    case 27:
    case 28:
      door->type = normal;
    break;
    case 31:
    case 32:
    case 33:
    case 34:
      door->type = openDoor;
      line->special = 0;
    break;
    case 117: // blazing door raise
      door->type = blazeRaise;
      door->speed = VDOORSPEED*4;
    break;
    case 118: // blazing door open
      door->type = blazeOpen;
      line->special = 0;
      door->speed = VDOORSPEED*4;
    break;
    default:
      door->lighttag = 0;   // killough 10/98
    break;
  }

  // find the top and bottom of the movement range
  door->topheight = P_FindLowestCeilingSurrounding(sec);
  door->topheight -= 4 * FRACUNIT;

  return 1;
}


///////////////////////////////////////////////////////////////
//
// Sector type door spawners
//
///////////////////////////////////////////////////////////////

//
// P_SpawnDoorCloseIn30()
//
// Spawn a door that closes after 30 seconds (called at level init)
//
// Passed the sector of the door, whose type specified the door action
// Returns nothing
//
void P_SpawnDoorCloseIn30(sector_t *sec) {
  vldoor_t *door;

  door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);

  memset(door, 0, sizeof(*door));
  P_AddThinker(&door->thinker);

  sec->ceilingdata = door; //jff 2/22/98
  sec->special = 0;

  door->thinker.function = T_VerticalDoor;
  door->sector = sec;
  door->direction = 0;
  door->type = normal;
  door->speed = VDOORSPEED;
  door->topcountdown = 30 * 35;
  door->line = NULL; // jff 1/31/98 remember line that triggered us
  door->lighttag = 0; /* killough 10/98: no lighting changes */
}

//
// P_SpawnDoorRaiseIn5Mins()
//
// Spawn a door that opens after 5 minutes (called at level init)
//
// Passed the sector of the door, whose type specified the door action
// Returns nothing
//
void P_SpawnDoorRaiseIn5Mins(sector_t *sec, int secnum) {
  vldoor_t *door;

  door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);

  memset(door, 0, sizeof(*door));
  P_AddThinker(&door->thinker);

  sec->ceilingdata = door; //jff 2/22/98
  sec->special = 0;

  door->thinker.function = T_VerticalDoor;
  door->sector = sec;
  door->direction = 2;
  door->type = raiseIn5Mins;
  door->speed = VDOORSPEED;
  door->topheight = P_FindLowestCeilingSurrounding(sec);
  door->topheight -= 4 * FRACUNIT;
  door->topwait = VDOORWAIT;
  door->topcountdown = 5 * 60 * 35;
  door->line = NULL; // jff 1/31/98 remember line that triggered us
  door->lighttag = 0; /* killough 10/98: no lighting changes */
}

/* vi: set et ts=2 sw=2: */

