//-------------------------------------------------------------------------
/*
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 "tags.h"
#include "sector.h"
#include "sprite.h"

extern CHARp KeyDoorMessage[];
short DoSpikeMatch(PLAYERp pp, short match);
BOOL TestSpikeMatchActive(short match);
int DoVatorMove(short SpriteNum, long *lptr);
VOID InterpSectorSprites(short sectnum, BOOL state);

void ReverseSpike(short SpriteNum)
    {
    USERp u = User[SpriteNum];
    SPRITEp sp = u->SpriteP;
    
    // if paused go ahead and start it up again
    if (u->Tics)
        {
        u->Tics = 0;
        SetSpikeActive(SpriteNum);
        return;
        }
    
    // moving toward to OFF pos
    if (u->z_tgt == u->oz)
        {
        if (sp->z == u->oz)
            u->z_tgt = u->sz;
        else    
        if (u->sz == u->oz)
            u->z_tgt = sp->z;
        }
    else
    if (u->z_tgt == u->sz)
        {
        if (sp->z == u->oz)
            u->z_tgt = sp->z;
        else    
        if (u->sz == u->oz)
            u->z_tgt = u->sz;
        }        
        
    u->vel_rate = -u->vel_rate;
    }

BOOL
SpikeSwitch(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 SetSpikeActive(short SpriteNum)
    {
    USERp u = User[SpriteNum];
    SPRITEp sp = u->SpriteP;
    SECTORp sectp = &sector[sp->sectnum];
    
    if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
        short_setinterpolation(&sectp->ceilingheinum);
    else    
        short_setinterpolation(&sectp->floorheinum);
    
    InterpSectorSprites(sp->sectnum, ON);
    
    // play activate sound
    DoSoundSpotMatch(SP_TAG2(sp), 1, SOUND_OBJECT_TYPE);
    
    SET(u->Flags, SPR_ACTIVE);
    u->Tics = 0;
    
    // moving to the ON position
    if (u->z_tgt == sp->z)
        VatorSwitch(SP_TAG2(sp), ON);
    else 
    // moving to the OFF position
    if (u->z_tgt == u->sz)
        VatorSwitch(SP_TAG2(sp), OFF);
    }

void SetSpikeInactive(short SpriteNum)
    {
    USERp u = User[SpriteNum];
    SPRITEp sp = u->SpriteP;
    SECTORp sectp = &sector[sp->sectnum];

    if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
        short_stopinterpolation(&sectp->ceilingheinum);
    else    
        short_stopinterpolation(&sectp->floorheinum);
        
    InterpSectorSprites(sp->sectnum, OFF);
    
    // play activate sound
    DoSoundSpotMatch(SP_TAG2(sp), 2, SOUND_OBJECT_TYPE);
    
    RESET(u->Flags, SPR_ACTIVE);
    }
    
// called for operation from the space bar
short DoSpikeOperate(PLAYERp pp, short sectnum)
    {
    USERp fu;
    SPRITEp fsp;
    short match;
    short i,nexti;
    
    TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti)
        {
        fsp = &sprite[i];
        
        if (fsp->statnum == STAT_SPIKE && SP_TAG1(fsp) == SECT_SPIKE && SP_TAG3(fsp) == 0)
            {
            fu = User[i];
            
            sectnum = fsp->sectnum;
            
            match = SP_TAG2(fsp);
            if (match > 0)
                {
                if (TestSpikeMatchActive(match))
                    return(-1);    
                else
                    return(DoSpikeMatch(pp, match));
                }
            
            SetSpikeActive(i);
            break;
            }
        }
    
    return(i);    
    }

// called from switches and triggers    
// returns first spike found
short
DoSpikeMatch(PLAYERp pp, short match)
    {
    USERp fu;
    SPRITEp fsp;
    short sectnum;
    short first_spike = -1;
    
    short i,nexti;
    
    //SpikeSwitch(match, ON);

    TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPIKE], i, nexti)
        {
        fsp = &sprite[i];
        
        if (SP_TAG1(fsp) == SECT_SPIKE && SP_TAG2(fsp) == match)
            {
            fu = User[i];
            
            if (first_spike == -1)
                first_spike = i;
            
            sectnum = fsp->sectnum;
            
            if (TEST(fu->Flags, SPR_ACTIVE))
                {
                ReverseSpike(i);
                continue;
                }
                
            SetSpikeActive(i);
            }
        }
    
    return(first_spike);    
    }


BOOL
TestSpikeMatchActive(short match)
    {
    USERp fu;
    SPRITEp fsp;
    short sectnum;
    
    short i,nexti;
    
    TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPIKE], i, nexti)
        {
        fsp = &sprite[i];
        
        if (SP_TAG1(fsp) == SECT_SPIKE && SP_TAG2(fsp) == match)
            {
            fu = User[i];

            // door war
            if (TEST_BOOL6(fsp))
                continue;
            
            if (TEST(fu->Flags, SPR_ACTIVE) || fu->Tics)
                return(TRUE);
            }
        }
    
    return(FALSE);    
    }

int DoSpikeMove(short SpriteNum, long *lptr)
    {
    USERp u = User[SpriteNum];
    SPRITEp sp = u->SpriteP;
    SECTORp sectp = &sector[sp->sectnum];
    long zval;
        
    zval = *lptr;
    
    // if LESS THAN goal       
    if (zval < u->z_tgt)
        {
        // move it DOWN
        zval += (synctics * u->jump_speed);

        u->jump_speed += u->vel_rate * synctics;
        
        // if the other way make it equal
        if (zval > u->z_tgt)
            zval = u->z_tgt;
        }

    // if GREATER THAN goal
    if (zval > u->z_tgt)
        {
        // move it UP
        zval -= (synctics * u->jump_speed);

        u->jump_speed += u->vel_rate * synctics;
        
        if (zval < u->z_tgt)
            zval = u->z_tgt;
        }

    *lptr = zval;
    
    return(0);
    }

VOID SpikeAlign(short SpriteNum)
    {
    USERp u = User[SpriteNum];
    SPRITEp sp = u->SpriteP;
    
    // either work on single sector or all tagged in SOBJ
    if ((CHAR)SP_TAG7(sp) < 0)    
        {
        if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
            alignceilslope(sp->sectnum, sp->x, sp->y, u->zclip);
        else    
            alignflorslope(sp->sectnum, sp->x, sp->y, u->zclip);
        }
    else 
        {   
        if (TEST(sp->cstat, CSTAT_SPRITE_YFLIP))
            SOBJ_AlignCeilingToPoint(&SectorObject[SP_TAG7(sp)], sp->x, sp->y, u->zclip);
        else    
            SOBJ_AlignFloorToPoint(&SectorObject[SP_TAG7(sp)], sp->x, sp->y, u->zclip);
        }    
    }    
    
VOID MoveSpritesWithSpike(short sectnum)
    {
    SECTORp sectp = &sector[sectnum];
    SPRITEp sp;
    short i,nexti;
    long cz,fz;
    
    TRAVERSE_SPRITE_SECT(headspritesect[sectnum], i, nexti)
        {
        sp = &sprite[i];
        
        if (User[i])
            continue;
        
        if (TEST(sp->extra, SPRX_STAY_PUT_VATOR))    
            continue;
        
        getzsofslope(sectnum, sp->x, sp->y, &cz, &fz);
        sp->z = fz;
        }
    }    
    
int DoSpike(short SpriteNum)
    {
    USERp u = User[SpriteNum];
    SPRITEp sp = u->SpriteP;
    SECTORp sectp = &sector[sp->sectnum];
    long *lptr;
    long amt;
    
    // zclip = floor or ceiling z
    // oz = original z
    // z_tgt = target z - on pos
    // sz = starting z - off pos
    
    lptr = &u->zclip;
        
    DoSpikeMove(SpriteNum, lptr);
    MoveSpritesWithSpike(sp->sectnum);
    SpikeAlign(SpriteNum);
    
    // EQUAL this entry has finished
    if (*lptr == u->z_tgt)
        {
        // in the ON position
        if (u->z_tgt == sp->z)
            {
            // change target
            u->z_tgt = u->sz;
            u->vel_rate = -u->vel_rate;
            
            SetSpikeInactive(SpriteNum);
            
            if (SP_TAG6(sp))
                DoMatchEverything(NULL, SP_TAG6(sp), -1);
            }
        else 
        // in the OFF position
        if (u->z_tgt == u->sz)
            {   
            short match = SP_TAG2(sp);
            
            // change target
            u->jump_speed = u->vel_tgt;
            u->vel_rate = labs(u->vel_rate);
            u->z_tgt = sp->z;
            
            SetSpikeInactive(SpriteNum);
            
            // set owner swith back to OFF
            // only if ALL spikes are inactive
            if (!TestSpikeMatchActive(match))
                {
                //SpikeSwitch(match, OFF);
                }
                
            if (SP_TAG6(sp) && TEST_BOOL5(sp))
                DoMatchEverything(NULL, SP_TAG6(sp), -1);
            }
        
        // operate only once
        if (TEST_BOOL2(sp))
            {
            SetSpikeInactive(SpriteNum);
            KillSprite(SpriteNum);
            return(0);
            }
        
        // setup to go back to the original z
        if (*lptr != u->oz)
            {
            if (u->WaitTics)
                u->Tics = u->WaitTics;
            }    
        }    
    else // if (*lptr == u->z_tgt)
        {
        // if heading for the OFF (original) position and should NOT CRUSH
        if (TEST_BOOL3(sp) && u->z_tgt == u->oz)
            {
            int i,nexti;
            SPRITEp bsp;
            USERp bu;
            BOOL found = FALSE;
            
            TRAVERSE_SPRITE_SECT(headspritesect[sp->sectnum], i, nexti)
                {
                bsp = &sprite[i];
                bu = User[i];
                
                if (bu && TEST(bsp->cstat, CSTAT_SPRITE_BLOCK) && TEST(bsp->extra, SPRX_PLAYER_OR_ENEMY))
                    {
                    ReverseSpike(SpriteNum);
                    found = TRUE;
                    break;
                    }
                }
            
            if (!found)    
                {
                short pnum;
                PLAYERp pp;
                // go ahead and look for players clip box bounds
                TRAVERSE_CONNECT(pnum)
                    {
                    pp = Player + pnum;
                    
                    if (pp->lo_sectp == &sector[sp->sectnum] || 
                        pp->hi_sectp == &sector[sp->sectnum])
                        {
                        ReverseSpike(SpriteNum);
                        found = TRUE;
                        }
                    }
                }
            }
        }    
        
    return(0);
    }

int DoSpikeAuto(short SpriteNum)
    {
    USERp u = User[SpriteNum];
    SPRITEp sp = u->SpriteP;
    SECTORp sectp = &sector[sp->sectnum];
    long zval;
    long *lptr;
    long amt;
    
    lptr = &u->zclip;
        
    DoSpikeMove(SpriteNum, lptr);
    MoveSpritesWithSpike(sp->sectnum);
    SpikeAlign(SpriteNum);
    
    // EQUAL this entry has finished
    if (*lptr == u->z_tgt)
        {
        // in the UP position
        if (u->z_tgt == sp->z)
            {
            // change target
            u->z_tgt = u->sz;
            u->vel_rate = -u->vel_rate;
            u->Tics = u->WaitTics;
            
            if (SP_TAG6(sp))
                DoMatchEverything(NULL, SP_TAG6(sp), -1);
            }
        else 
        // in the DOWN position
        if (u->z_tgt == u->sz)
            {   
            // change target
            u->jump_speed = u->vel_tgt;
            u->vel_rate = labs(u->vel_rate);
            u->z_tgt = sp->z;
            u->Tics = u->WaitTics;
            
            if (SP_TAG6(sp) && TEST_BOOL5(sp))
                DoMatchEverything(NULL, SP_TAG6(sp), -1);
            }
        }
    
    return(0);
    }    


#include "saveable.h"

static saveable_code saveable_spike_code[] = {
	SAVE_CODE(ReverseSpike),
	SAVE_CODE(SpikeSwitch),
	SAVE_CODE(SetSpikeActive),
	SAVE_CODE(SetSpikeInactive),
	SAVE_CODE(DoSpikeOperate),
	SAVE_CODE(DoSpikeMatch),
	SAVE_CODE(TestSpikeMatchActive),
	SAVE_CODE(DoSpikeMove),
	SAVE_CODE(SpikeAlign),
	SAVE_CODE(MoveSpritesWithSpike),
	SAVE_CODE(DoSpike),
	SAVE_CODE(DoSpikeAuto),
};

saveable_module saveable_spike = {
	// code
	saveable_spike_code,
	SIZ(saveable_spike_code),

	// data
	NULL,0
};
