//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2005-2014 Simon Howard
//
// 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.
//


#include "h2def.h"
#include "p_local.h"

//==================================================================
//==================================================================
//
//                                                      VERTICAL DOORS
//
//==================================================================
//==================================================================

//==================================================================
//
//      T_VerticalDoor
//
//==================================================================
void T_VerticalDoor(vldoor_t * door)
{
    result_e res;

    switch (door->direction)
    {
        case 0:                // WAITING
            if (!--door->topcountdown)
                switch (door->type)
                {
                    case DREV_NORMAL:
                        door->direction = -1;   // time to go back down
                        SN_StartSequence((mobj_t *) & door->sector->soundorg,
                                         SEQ_DOOR_STONE +
                                         door->sector->seqType);
                        break;
                    case DREV_CLOSE30THENOPEN:
                        door->direction = 1;
                        break;
                    default:
                        break;
                }
            break;
        case 2:                // INITIAL WAIT
            if (!--door->topcountdown)
            {
                switch (door->type)
                {
                    case DREV_RAISEIN5MINS:
                        door->direction = 1;
                        door->type = DREV_NORMAL;
                        break;
                    default:
                        break;
                }
            }
            break;
        case -1:               // DOWN
            res = T_MovePlane(door->sector, door->speed,
                              door->sector->floorheight, false, 1,
                              door->direction);
            if (res == RES_PASTDEST)
            {
                SN_StopSequence((mobj_t *) & door->sector->soundorg);
                switch (door->type)
                {
                    case DREV_NORMAL:
                    case DREV_CLOSE:
                        door->sector->specialdata = NULL;
                        P_TagFinished(door->sector->tag);
                        P_RemoveThinker(&door->thinker);        // unlink and free
                        break;
                    case DREV_CLOSE30THENOPEN:
                        door->direction = 0;
                        door->topcountdown = 35 * 30;
                        break;
                    default:
                        break;
                }
            }
            else if (res == RES_CRUSHED)
            {
                switch (door->type)
                {
                    case DREV_CLOSE:   // DON'T GO BACK UP!
                        break;
                    default:
                        door->direction = 1;
                        break;
                }
            }
            break;
        case 1:                // UP
            res = T_MovePlane(door->sector, door->speed,
                              door->topheight, false, 1, door->direction);
            if (res == RES_PASTDEST)
            {
                SN_StopSequence((mobj_t *) & door->sector->soundorg);
                switch (door->type)
                {
                    case DREV_NORMAL:
                        door->direction = 0;    // wait at top
                        door->topcountdown = door->topwait;
                        break;
                    case DREV_CLOSE30THENOPEN:
                    case DREV_OPEN:
                        door->sector->specialdata = NULL;
                        P_TagFinished(door->sector->tag);
                        P_RemoveThinker(&door->thinker);        // unlink and free
                        break;
                    default:
                        break;
                }
            }
            break;
    }
}

//----------------------------------------------------------------------------
//
// EV_DoDoor
//
// Move a door up/down
//
//----------------------------------------------------------------------------

int EV_DoDoor(line_t * line, byte * args, vldoor_e type)
{
    int secnum;
    int retcode;
    sector_t *sec;
    vldoor_t *door;
    fixed_t speed;

    speed = args[1] * FRACUNIT / 8;
    secnum = -1;
    retcode = 0;
    while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0)
    {
        sec = &sectors[secnum];
        if (sec->specialdata)
        {
            continue;
        }
        // Add new door thinker
        retcode = 1;
        door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
        P_AddThinker(&door->thinker);
        sec->specialdata = door;
        door->thinker.function = T_VerticalDoor;
        door->sector = sec;
        switch (type)
        {
            case DREV_CLOSE:
                door->topheight = P_FindLowestCeilingSurrounding(sec);
                door->topheight -= 4 * FRACUNIT;
                door->direction = -1;
                break;
            case DREV_CLOSE30THENOPEN:
                door->topheight = sec->ceilingheight;
                door->direction = -1;
                break;
            case DREV_NORMAL:
            case DREV_OPEN:
                door->direction = 1;
                door->topheight = P_FindLowestCeilingSurrounding(sec);
                door->topheight -= 4 * FRACUNIT;
                break;
            default:
                break;
        }
        door->type = type;
        door->speed = speed;
        door->topwait = args[2];        // line->arg3
        SN_StartSequence((mobj_t *) & door->sector->soundorg,
                         SEQ_DOOR_STONE + door->sector->seqType);
    }
    return (retcode);
}

//==================================================================
//
//      EV_VerticalDoor : open a door manually, no tag value
//
//==================================================================
boolean EV_VerticalDoor(line_t * line, mobj_t * thing)
{
    sector_t *sec;
    vldoor_t *door;
    int side;

    side = 0;                   // only front sides can be used

    // if the sector has an active thinker, use it
    sec = sides[line->sidenum[side ^ 1]].sector;
    if (sec->specialdata)
    {
        return false;
/*
		door = sec->specialdata;
		switch(line->special)
		{	// only for raise doors
			case 12:
			 	if(door->direction == -1)
			 	{
			 		door->direction = 1; // go back up
			 	}
			 	else
			 	{
			 		if(!thing->player)
			 		{ // Monsters don't close doors
			 			return;
			 		}
			 		door->direction = -1; // start going down immediately
			 	}
			 	return;
		}
*/
    }
    //
    // new door thinker
    //
    door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
    P_AddThinker(&door->thinker);
    sec->specialdata = door;
    door->thinker.function = T_VerticalDoor;
    door->sector = sec;
    door->direction = 1;
    switch (line->special)
    {
        case 11:
            door->type = DREV_OPEN;
            line->special = 0;
            break;
        case 12:
        case 13:
            door->type = DREV_NORMAL;
            break;
        default:
            door->type = DREV_NORMAL;
            break;
    }
    door->speed = line->arg2 * (FRACUNIT / 8);
    door->topwait = line->arg3;

    //
    // find the top and bottom of the movement range
    //
    door->topheight = P_FindLowestCeilingSurrounding(sec);
    door->topheight -= 4 * FRACUNIT;
    SN_StartSequence((mobj_t *) & door->sector->soundorg,
                     SEQ_DOOR_STONE + door->sector->seqType);
    return true;
}

//==================================================================
//
//      Spawn a door that closes after 30 seconds
//
//==================================================================

/*
void P_SpawnDoorCloseIn30(sector_t *sec)
{
	vldoor_t *door;

	door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
	P_AddThinker(&door->thinker);
	sec->specialdata = door;
	sec->special = 0;
	door->thinker.function = T_VerticalDoor;
	door->sector = sec;
	door->direction = 0;
	door->type = DREV_NORMAL;
	door->speed = VDOORSPEED;
	door->topcountdown = 30*35;
}
*/

//==================================================================
//
//      Spawn a door that opens after 5 minutes
//
//==================================================================

/*
void P_SpawnDoorRaiseIn5Mins(sector_t *sec, int secnum)
{
	vldoor_t *door;

	door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
	P_AddThinker(&door->thinker);
	sec->specialdata = door;
	sec->special = 0;
	door->thinker.function = T_VerticalDoor;
	door->sector = sec;
	door->direction = 2;
	door->type = DREV_RAISEIN5MINS;
	door->speed = VDOORSPEED;
	door->topheight = P_FindLowestCeilingSurrounding(sec);
	door->topheight -= 4*FRACUNIT;
	door->topwait = VDOORWAIT;
	door->topcountdown = 5*60*35;
}
*/
