/*
#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "p_enemy.h"
#include "p_local.h"
#include "a_sharedglobal.h"
#include "s_sound.h"
#include "m_bbox.h"
#include "thingdef/thingdef.h"
*/

static FRandom pr_thrustraise ("ThrustRaise");

// Spike (thrust floor) -----------------------------------------------------

// AThrustFloor is just a container for all the spike states.
// All the real spikes subclass it.

class AThrustFloor : public AActor
{
	DECLARE_CLASS (AThrustFloor, AActor)
	HAS_OBJECT_POINTERS
public:
	void Serialize (FArchive &arc);

	void Activate (AActor *activator);
	void Deactivate (AActor *activator);

	TObjPtr<AActor> DirtClump;
};

IMPLEMENT_POINTY_CLASS (AThrustFloor)
 DECLARE_POINTER (DirtClump)
END_POINTERS

void AThrustFloor::Serialize (FArchive &arc)
{
	Super::Serialize (arc);
	arc << DirtClump;
}

void AThrustFloor::Activate (AActor *activator)
{
	if (args[0] == 0)
	{
		S_Sound (this, CHAN_BODY, "ThrustSpikeLower", 1, ATTN_NORM);
		renderflags &= ~RF_INVISIBLE;
		if (args[1])
			SetState (FindState ("BloodThrustRaise"));
		else
			SetState (FindState ("ThrustRaise"));
	}
}

void AThrustFloor::Deactivate (AActor *activator)
{
	if (args[0] == 1)
	{
		S_Sound (this, CHAN_BODY, "ThrustSpikeRaise", 1, ATTN_NORM);
		if (args[1])
			SetState (FindState ("BloodThrustLower"));
		else
			SetState (FindState ("ThrustLower"));
	}
}

//===========================================================================
//
// Thrust floor stuff
//
// Thrust Spike Variables
//		DirtClump	pointer to dirt clump actor
//		special2	speed of raise
//		args[0]		0 = lowered,  1 = raised
//		args[1]		0 = normal,   1 = bloody
//===========================================================================

DEFINE_ACTION_FUNCTION(AActor, A_ThrustInitUp)
{
	self->special2 = 5;	// Raise speed
	self->args[0] = 1;		// Mark as up
	self->floorclip = 0;
	self->flags = MF_SOLID;
	self->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP;
	self->special1 = 0L;
}

DEFINE_ACTION_FUNCTION(AActor, A_ThrustInitDn)
{
	self->special2 = 5;	// Raise speed
	self->args[0] = 0;		// Mark as down
	self->floorclip = self->GetDefault()->height;
	self->flags = 0;
	self->flags2 = MF2_NOTELEPORT|MF2_FLOORCLIP;
	self->renderflags = RF_INVISIBLE;
	static_cast<AThrustFloor *>(self)->DirtClump =
		Spawn("DirtClump", self->x, self->y, self->z, ALLOW_REPLACE);
}


DEFINE_ACTION_FUNCTION(AActor, A_ThrustRaise)
{
	AThrustFloor *actor = static_cast<AThrustFloor *>(self);

	if (A_RaiseMobj (actor, self->special2*FRACUNIT))
	{	// Reached it's target height
		actor->args[0] = 1;
		if (actor->args[1])
			actor->SetStateNF (actor->FindState ("BloodThrustInit2"));
		else
			actor->SetStateNF (actor->FindState ("ThrustInit2"));
	}

	// Lose the dirt clump
	if ((actor->floorclip < actor->height) && actor->DirtClump)
	{
		actor->DirtClump->Destroy ();
		actor->DirtClump = NULL;
	}

	// Spawn some dirt
	if (pr_thrustraise()<40)
		P_SpawnDirt (actor, actor->radius);
	actor->special2++;							// Increase raise speed
}

DEFINE_ACTION_FUNCTION(AActor, A_ThrustLower)
{
	if (A_SinkMobj (self, 6*FRACUNIT))
	{
		self->args[0] = 0;
		if (self->args[1])
			self->SetStateNF (self->FindState ("BloodThrustInit1"));
		else
			self->SetStateNF (self->FindState ("ThrustInit1"));
	}
}

DEFINE_ACTION_FUNCTION(AActor, A_ThrustImpale)
{
	AActor *thing;
	FBlockThingsIterator it(FBoundingBox(self->x, self->y, self->radius));
	while ((thing = it.Next()))
	{
		if (!thing->intersects(self))
		{
			continue;
		}

		if (!(thing->flags & MF_SHOOTABLE) )
			continue;

		if (thing == self)
			continue;	// don't clip against self

		P_DamageMobj (thing, self, self, 10001, NAME_Crush);
		P_TraceBleed (10001, thing);
		self->args[1] = 1;	// Mark thrust thing as bloody
	}
}

