/* Emacs style mode select   -*- C++ -*-
 *-----------------------------------------------------------------------------
 *
 *
 *  PrBoom: a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *  Copyright 2005, 2006 by
 *  Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
 *
 *  This program 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.
 *
 * DESCRIPTION:
 *   Door animation code (opening/closing)
 *
 *-----------------------------------------------------------------------------*/

#include "doomstat.h"
#include "p_spec.h"
#include "p_tick.h"
#include "s_sound.h"
#include "sounds.h"
#include "r_main.h"
#include "dstrings.h"
#include "d_deh.h"  // Ty 03/27/98 - externalized
#include "lprintf.h"
#include "e6y.h"//e6y

///////////////////////////////////////////////////////////////
//
// 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;
	    }
	    // fallthrough

          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->message = 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->message = 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->message = 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,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])
      {
          player->message = 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])
      {
          player->message = 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])
      {
          player->message = s_PD_REDK;          // Ty 03/27/98 - externalized
          S_StartSound(player->mo,sfx_oof);     // killough 3/20/98
          return 0;
      }
      break;

    default:
      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 {
          lprintf(LO_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 */
}
