//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment

This file is part of Shadow Warrior version 1.2

Shadow Warrior 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.

Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "build.h"
#include "compat.h"

#include "names2.h"
#include "panel.h"
#include "game.h"
#include "net.h"
#include "tags.h"
#include "sector.h"
#include "text.h"
#include "interp.h"
#include "sprite.h"

extern CHARp KeyDoorMessage[];
short DoRotatorMatch(PLAYERp pp, short match, BOOL);
BOOL TestRotatorMatchActive(short match);
VOID InterpSectorSprites(short sectnum, BOOL state);
VOID DoMatchEverything(PLAYERp pp, short match, short state);
void DoRotatorSetInterp(short SpriteNum);
void DoRotatorStopInterp(short SpriteNum);

void ReverseRotator(short SpriteNum)
    {
    USERp u = User[SpriteNum];
    SPRITEp sp = u->SpriteP;
    ROTATORp r;
    
    r = u->rotator;
    
    // if paused go ahead and start it up again
    if (u->Tics)
        {
        u->Tics = 0;
        SetRotatorActive(SpriteNum);
        return;
        }
    
    // moving toward to OFF pos
    if (r->tgt == 0)
        {
        r->tgt = r->open_dest;
        }
    else
    if (r->tgt == r->open_dest)
        {
        r->tgt = 0;
        }        
        
    r->vel = -r->vel;
    }

BOOL
RotatorSwitch(short match, short setting)
    {
    SPRITEp sp;
    short i,nexti;
    BOOL found = FALSE;
    
    TRAVERSE_SPRITE_STAT(headspritestat[STAT_DEFAULT], i, nexti)
        {
        sp = &sprite[i];
        
        if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
            {
            found = TRUE;
            AnimateSwitch(sp, setting);
            }
        }
    
    return(found);    
    }

void SetRotatorActive(short SpriteNum)
    {
    USERp u = User[SpriteNum];
    SPRITEp sp = u->SpriteP;
    SECTORp sectp = &sector[sp->sectnum];
    ROTATORp r;
    
    r = u->rotator;
    
    DoRotatorSetInterp(SpriteNum);
    
    // play activate sound
    DoSoundSpotMatch(SP_TAG2(sp), 1, SOUND_OBJECT_TYPE);

    SET(u->Flags, SPR_ACTIVE);
    u->Tics = 0;

    // moving to the OFF position
    if (r->tgt == 0)
        VatorSwitch(SP_TAG2(sp), OFF);
    else
        VatorSwitch(SP_TAG2(sp), ON);
    }

void SetRotatorInactive(short SpriteNum)
    {
    USERp u = User[SpriteNum];
    SPRITEp sp = u->SpriteP;
    SECTORp sectp = &sector[sp->sectnum];
    
    DoRotatorStopInterp(SpriteNum);
    
    // play inactivate sound
    DoSoundSpotMatch(SP_TAG2(sp), 2, SOUND_OBJECT_TYPE);

    RESET(u->Flags, SPR_ACTIVE);
    }

// called for operation from the space bar
short DoRotatorOperate(PLAYERp pp, short sectnum)
    {
    USERp fu;
    SPRITEp fsp;
    short match;
    short i,nexti;
    
    match = sector[sectnum].hitag;
    
    if (match > 0)
        {
        if (TestRotatorMatchActive(match))
            return(-1);    
        else
            return(DoRotatorMatch(pp, match, TRUE));
        }
    
    return(-1);    
    }

// called from switches and triggers    
// returns first vator found
short
DoRotatorMatch(PLAYERp pp, short match, BOOL manual)
    {
    USERp fu;
    SPRITEp fsp;
    short sectnum;
    short first_vator = -1;
    
    short i,nexti;
    
    //RotatorSwitch(match, ON);

    TRAVERSE_SPRITE_STAT(headspritestat[STAT_ROTATOR], i, nexti)
        {
        fsp = &sprite[i];
        
        if (SP_TAG1(fsp) == SECT_ROTATOR && SP_TAG2(fsp) == match)
            {
            fu = User[i];
            
            // single play only vator
            // BOOL 8 must be set for message to display
            if (TEST_BOOL4(fsp) && (gNet.MultiGameType == MULTI_GAME_COMMBAT || gNet.MultiGameType == MULTI_GAME_AI_BOTS))
                {
                if (pp && TEST_BOOL11(fsp)) PutStringInfo(pp,"This only opens in single play.");
                continue;
                }

            // switch trigger only
            if (SP_TAG3(fsp) == 1)
                {
                // tried to manually operat a switch/trigger only
                if (manual)
                    continue;
                }
            
            if (first_vator == -1)
                first_vator = i;
            
            sectnum = fsp->sectnum;

            if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->number)
                {
                short key_num;

                key_num = SectUser[sectnum]->number;

                #if 0
                if (pp->HasKey[key_num - 1])
                    {
                    int i;
                    for(i=0; i<numsectors; i++)
                        {
                        if (SectUser[i] && SectUser[i]->stag == SECT_LOCK_DOOR && SectUser[i]->number == key_num)
                            SectUser[i]->number = 0;  // unlock all doors of this type
                        }
                    UnlockKeyLock(key_num);
                    }
                else
                #endif
                    {
                    PutStringInfo(pp, KeyDoorMessage[key_num - 1]);
                    return (-1);
                    }
                }
            
            if (TEST(fu->Flags, SPR_ACTIVE))
                {
                ReverseRotator(i);
                continue;
                }
                
            SetRotatorActive(i);
            }
        }
    
    return(first_vator);    
    }


BOOL
TestRotatorMatchActive(short match)
    {
    USERp fu;
    SPRITEp fsp;
    short sectnum;
    
    short i,nexti;
    
    TRAVERSE_SPRITE_STAT(headspritestat[STAT_ROTATOR], i, nexti)
        {
        fsp = &sprite[i];
        
        if (SP_TAG1(fsp) == SECT_ROTATOR && SP_TAG2(fsp) == match)
            {
            fu = User[i];
       
            // Does not have to be inactive to be operated
            if (TEST_BOOL6(fsp))
                continue;
            
            if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
                return(TRUE);
            }
        }
    
    return(FALSE);    
    }


void DoRotatorSetInterp(short SpriteNum)
    {
    SPRITEp sp = &sprite[SpriteNum];
    short w,startwall,endwall;
    
    startwall = sector[sp->sectnum].wallptr;
    endwall = startwall + sector[sp->sectnum].wallnum - 1;
    
    // move points
    for (w = startwall; w <= endwall; w++)
        {
        setinterpolation(&wall[w].x);
        setinterpolation(&wall[w].y);
        
        setinterpolation(&wall[DRAG_WALL(w)].x);
        setinterpolation(&wall[DRAG_WALL(w)].y);
        }
    }

void DoRotatorStopInterp(short SpriteNum)
    {
    SPRITEp sp = &sprite[SpriteNum];
    short w,startwall,endwall;
    
    startwall = sector[sp->sectnum].wallptr;
    endwall = startwall + sector[sp->sectnum].wallnum - 1;
    
    // move points
    for (w = startwall; w <= endwall; w++)
        {
        stopinterpolation(&wall[w].x);
        stopinterpolation(&wall[w].y);
        
        stopinterpolation(&wall[DRAG_WALL(w)].x);
        stopinterpolation(&wall[DRAG_WALL(w)].y);
        }
    }
    
int DoRotatorMove(short SpriteNum)
    {
    USERp u = User[SpriteNum];
    SPRITEp sp = u->SpriteP;
    ROTATORp r;
    short ndx,w,startwall,endwall;
    SPRITEp pivot = NULL;
    int i, nexti;
    long nx,ny;
    long dist,closest;
    BOOL kill = FALSE;
    
    r = u->rotator;
    
    // Example - ang pos moves from 0 to 512 <<OR>> from 0 to -512
       
    // control SPEED of swinging
    if (r->pos < r->tgt)
        {
        // Increment swing angle
        r->pos += r->speed;
        r->speed += r->vel;
        
        // if the other way make it equal
        if (r->pos > r->tgt)
            r->pos = r->tgt;
        }

    if (r->pos > r->tgt)
        {
        // Increment swing angle
        r->pos -= r->speed;
        r->speed += r->vel;
        
        // if the other way make it equal
        if (r->pos < r->tgt)
            r->pos = r->tgt;
        }
        
    if (r->pos == r->tgt)
        {
        // If ang is OPEN
        if (r->pos == r->open_dest)
            {
            // new tgt is CLOSED (0)
            r->tgt = 0;
            r->vel = -r->vel;
            SetRotatorInactive(SpriteNum);
            
            if (SP_TAG6(sp))
                DoMatchEverything(NULL, SP_TAG6(sp), -1);
                
            // wait a bit and close it    
            if (u->WaitTics)
                u->Tics = u->WaitTics;
            }
        else    
        // If ang is CLOSED then
        if (r->pos == 0)
            {
            short match = SP_TAG2(sp);
            
            // new tgt is OPEN (open)
            r->tgt = r->open_dest;
            r->speed = r->orig_speed;
            r->vel = labs(r->vel);
            
            SetRotatorInactive(SpriteNum);

            // set owner swith back to OFF
            // only if ALL vators are inactive
            if (!TestRotatorMatchActive(match))
                {
                //RotatorSwitch(match, OFF);
                }
            
            if (SP_TAG6(sp) && TEST_BOOL5(sp))
                DoMatchEverything(NULL, SP_TAG6(sp), -1);
            }
        
        if (TEST_BOOL2(sp))    
            kill = TRUE;
        }    
    
    closest = 99999;    
    TRAVERSE_SPRITE_STAT(headspritestat[STAT_ROTATOR_PIVOT], i, nexti)    
        {
        if (sprite[i].lotag == sp->lotag)
            {
            dist = Distance(sp->x, sp->y, sprite[i].x, sprite[i].y);
            if (dist < closest)
                {
                closest = dist;
                pivot = &sprite[i];
                }
            }
        }
    
    if (!pivot)
        return(0);
    
    startwall = sector[sp->sectnum].wallptr;
    endwall = startwall + sector[sp->sectnum].wallnum - 1;
    
    // move points
    for (w = startwall, ndx = 0; w <= endwall; w++)
        {
        rotatepoint(pivot->x, pivot->y,
            r->origx[ndx], r->origy[ndx],
            r->pos, &nx, &ny);

        dragpoint(w, nx, ny);
        ndx++;
        }
    
    if (kill)
        {
        SetRotatorInactive(SpriteNum);
        KillSprite(SpriteNum);
        return(0);
        }

    return(0);
    }
    
int DoRotator(short SpriteNum)
    {
    USERp u = User[SpriteNum];
    SPRITEp sp = u->SpriteP;
    SECTORp sectp = &sector[sp->sectnum];
    long *lptr;
    long amt;
    
    // could move this inside sprite control
    DoRotatorMove(SpriteNum);
        
    return(0);
    }

#include "saveable.h"

static saveable_code saveable_rotator_code[] = {
	SAVE_CODE(ReverseRotator),
	SAVE_CODE(RotatorSwitch),
	SAVE_CODE(SetRotatorActive),
	SAVE_CODE(SetRotatorInactive),
	SAVE_CODE(DoRotatorOperate),
	SAVE_CODE(DoRotatorMatch),
	SAVE_CODE(TestRotatorMatchActive),
	SAVE_CODE(DoRotatorSetInterp),
	SAVE_CODE(DoRotatorStopInterp),
	SAVE_CODE(DoRotatorMove),
	SAVE_CODE(DoRotator)
};

saveable_module saveable_rotator = {
	// code
	saveable_rotator_code,
	SIZ(saveable_rotator_code),

	// data
	NULL,0
};

