/* 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:
 *      Weapon sprite animation, weapon objects.
 *      Action functions for weapons.
 *
 *-----------------------------------------------------------------------------*/

#include "doomstat.h"
#include "r_main.h"
#include "p_map.h"
#include "p_inter.h"
#include "p_pspr.h"
#include "p_enemy.h"
#include "m_random.h"
#include "s_sound.h"
#include "sounds.h"
#include "d_event.h"
#include "r_demo.h"

#define LOWERSPEED   (FRACUNIT*6)
#define RAISESPEED   (FRACUNIT*6)
#define WEAPONBOTTOM (FRACUNIT*128)
#define WEAPONTOP    (FRACUNIT*32)

#define BFGCELLS bfgcells        /* Ty 03/09/98 externalized in p_inter.c */

extern void P_Thrust(player_t *, angle_t, fixed_t);

// The following array holds the recoil values         // phares

static const int recoil_values[] = {    // phares
  10, // wp_fist
  10, // wp_pistol
  30, // wp_shotgun
  10, // wp_chaingun
  100,// wp_missile
  20, // wp_plasma
  100,// wp_bfg
  0,  // wp_chainsaw
  80  // wp_supershotgun
};

//
// P_SetPsprite
//

static void P_SetPsprite(player_t *player, int position, statenum_t stnum)
{
  pspdef_t *psp = &player->psprites[position];

  do
    {
      state_t *state;

      if (!stnum)
        {
          // object removed itself
          psp->state = NULL;
          break;
        }

      state = &states[stnum];
      psp->state = state;
      psp->tics = state->tics;        // could be 0

      if (state->misc1)
        {
          // coordinate set
          psp->sx = state->misc1 << FRACBITS;
          psp->sy = state->misc2 << FRACBITS;
        }

      // Call action routine.
      // Modified handling.
      if (state->action)
        {
          state->action(player, psp);
          if (!psp->state)
            break;
        }
      stnum = psp->state->nextstate;
    }
  while (!psp->tics);     // an initial state of 0 could cycle through
}

//
// P_BringUpWeapon
// Starts bringing the pending weapon up
// from the bottom of the screen.
// Uses player
//

static void P_BringUpWeapon(player_t *player)
{
  statenum_t newstate;

  if (player->pendingweapon == wp_nochange)
    player->pendingweapon = player->readyweapon;

  if (player->pendingweapon == wp_chainsaw)
    S_StartSound (player->mo, sfx_sawup);

  newstate = weaponinfo[player->pendingweapon].upstate;

  player->pendingweapon = wp_nochange;
  // killough 12/98: prevent pistol from starting visibly at bottom of screen:
  player->psprites[ps_weapon].sy =
    mbf_features ? WEAPONBOTTOM+FRACUNIT*2 : WEAPONBOTTOM;

  P_SetPsprite(player, ps_weapon, newstate);
}

// The first set is where the weapon preferences from             // killough,
// default.cfg are stored. These values represent the keys used   // phares
// in DOOM2 to bring up the weapon, i.e. 6 = plasma gun. These    //    |
// are NOT the wp_* constants.                                    //    V

int weapon_preferences[2][NUMWEAPONS+1] = {
  {6, 9, 4, 3, 2, 8, 5, 7, 1, 0},  // !compatibility preferences
  {6, 9, 4, 3, 2, 8, 5, 7, 1, 0},  //  compatibility preferences
};

// P_SwitchWeapon checks current ammo levels and gives you the
// most preferred weapon with ammo. It will not pick the currently
// raised weapon. When called from P_CheckAmmo this won't matter,
// because the raised weapon has no ammo anyway. When called from
// G_BuildTiccmd you want to toggle to a different weapon regardless.

int P_SwitchWeapon(player_t *player)
{
  int currentweapon = player->readyweapon;
  int newweapon = currentweapon;

  for (int i = 0; i < NUMWEAPONS+1 && newweapon == currentweapon; ++i)
  {
    // RG: Sequential works better with our one button setup
    int next = demo_compatibility ? weapon_preferences[1][i] : (currentweapon + i + 1);
    switch (next % 10)
      {
      case 1:
        if (!player->powers[pw_strength])      // allow chainsaw override
          break;
        /* fallthrough */
      case 0:
        newweapon = wp_fist;
        break;
      case 2:
        if (player->ammo[am_clip])
          newweapon = wp_pistol;
        break;
      case 3:
        if (player->weaponowned[wp_shotgun] && player->ammo[am_shell])
          newweapon = wp_shotgun;
        break;
      case 4:
        if (player->weaponowned[wp_chaingun] && player->ammo[am_clip])
          newweapon = wp_chaingun;
        break;
      case 5:
        if (player->weaponowned[wp_missile] && player->ammo[am_misl])
          newweapon = wp_missile;
        break;
      case 6:
        if (player->weaponowned[wp_plasma] && player->ammo[am_cell] &&
            gamemode != shareware)
          newweapon = wp_plasma;
        break;
      case 7:
        if (player->weaponowned[wp_bfg] && gamemode != shareware &&
            player->ammo[am_cell] >= (demo_compatibility ? 41 : 40))
          newweapon = wp_bfg;
        break;
      case 8:
        if (player->weaponowned[wp_chainsaw])
          newweapon = wp_chainsaw;
        break;
      case 9:
        if (player->weaponowned[wp_supershotgun] && gamemode == commercial &&
            player->ammo[am_shell] >= (demo_compatibility ? 3 : 2))
          newweapon = wp_supershotgun;
        break;
      }
  }
  return newweapon;
}

// killough 5/2/98: whether consoleplayer prefers weapon w1 over weapon w2.
int P_WeaponPreferred(int w1, int w2)
{
  return
    (weapon_preferences[0][0] != ++w2 && (weapon_preferences[0][0] == ++w1 ||
    (weapon_preferences[0][1] !=   w2 && (weapon_preferences[0][1] ==   w1 ||
    (weapon_preferences[0][2] !=   w2 && (weapon_preferences[0][2] ==   w1 ||
    (weapon_preferences[0][3] !=   w2 && (weapon_preferences[0][3] ==   w1 ||
    (weapon_preferences[0][4] !=   w2 && (weapon_preferences[0][4] ==   w1 ||
    (weapon_preferences[0][5] !=   w2 && (weapon_preferences[0][5] ==   w1 ||
    (weapon_preferences[0][6] !=   w2 && (weapon_preferences[0][6] ==   w1 ||
    (weapon_preferences[0][7] !=   w2 && (weapon_preferences[0][7] ==   w1
   ))))))))))))))));
}

//
// P_CheckAmmo
// Returns true if there is enough ammo to shoot.
// If not, selects the next weapon to use.
// (only in demo_compatibility mode -- killough 3/22/98)
//

boolean P_CheckAmmo(player_t *player)
{
  ammotype_t ammo = weaponinfo[player->readyweapon].ammo;
  int count = 1;  // Regular

  if (player->readyweapon == wp_bfg)  // Minimal amount for one shot varies.
    count = BFGCELLS;
  else
    if (player->readyweapon == wp_supershotgun)        // Double barrel.
      count = 2;

  // Some do not need ammunition anyway.
  // Return if current ammunition sufficient.

  if (ammo == am_noammo || player->ammo[ammo] >= count)
    return true;

  // Out of ammo, pick a weapon to change to.
  //
  // killough 3/22/98: for old demos we do the switch here and now;
  // for Boom games we cannot do this, and have different player
  // preferences across demos or networks, so we have to use the
  // G_BuildTiccmd() interface instead of making the switch here.

  if (demo_compatibility)
    {
      player->pendingweapon = P_SwitchWeapon(player);      // phares
      // Now set appropriate weapon overlay.
      P_SetPsprite(player,ps_weapon,weaponinfo[player->readyweapon].downstate);
    }

  return false;
}

//
// P_FireWeapon.
//

static void P_FireWeapon(player_t *player)
{
  statenum_t newstate;

  if (!P_CheckAmmo(player))
    return;

  P_SetMobjState(player->mo, S_PLAY_ATK1);
  newstate = weaponinfo[player->readyweapon].atkstate;
  P_SetPsprite(player, ps_weapon, newstate);
  P_NoiseAlert(player->mo, player->mo);
}

//
// P_DropWeapon
// Player died, so put the weapon away.
//

void P_DropWeapon(player_t *player)
{
  P_SetPsprite(player, ps_weapon, weaponinfo[player->readyweapon].downstate);
}

//
// A_WeaponReady
// The player can fire the weapon
// or change to another weapon at this time.
// Follows after getting weapon up,
// or after previous attack/fire sequence.
//

void A_WeaponReady(player_t *player, pspdef_t *psp)
{
  // get out of attack state
  if (player->mo->state == &states[S_PLAY_ATK1]
      || player->mo->state == &states[S_PLAY_ATK2] )
    P_SetMobjState(player->mo, S_PLAY);

  if (player->readyweapon == wp_chainsaw && psp->state == &states[S_SAW])
    S_StartSound(player->mo, sfx_sawidl);

  // check for change
  //  if player is dead, put the weapon away

  if (player->pendingweapon != wp_nochange || !player->health)
    {
      // change weapon (pending weapon should already be validated)
      statenum_t newstate = weaponinfo[player->readyweapon].downstate;
      P_SetPsprite(player, ps_weapon, newstate);
      return;
    }

  // check for fire
  //  the missile launcher and bfg do not auto fire

  if (player->cmd.buttons & BT_ATTACK)
    {
      if (!player->attackdown || (player->readyweapon != wp_missile &&
                                  player->readyweapon != wp_bfg))
        {
          player->attackdown = true;
          P_FireWeapon(player);
          return;
        }
    }
  else
    player->attackdown = false;

  // bob the weapon based on movement speed
  {
    int angle = (128*leveltime) & FINEMASK;
    psp->sx = FRACUNIT + FixedMul(player->bob, finecosine[angle]);
    angle &= FINEANGLES/2-1;
    psp->sy = WEAPONTOP + FixedMul(player->bob, finesine[angle]);
  }
}

//
// A_ReFire
// The player can re-fire the weapon
// without lowering it entirely.
//

void A_ReFire(player_t *player, pspdef_t *psp)
{
  // check for fire
  //  (if a weaponchange is pending, let it go through instead)

  if ( (player->cmd.buttons & BT_ATTACK)
       && player->pendingweapon == wp_nochange && player->health)
    {
      player->refire++;
      P_FireWeapon(player);
    }
  else
    {
      player->refire = 0;
      P_CheckAmmo(player);
    }
}

void A_CheckReload(player_t *player, pspdef_t *psp)
{
  if (!P_CheckAmmo(player) && compatibility_level >= prboom_4_compatibility) {
    /* cph 2002/08/08 - In old Doom, P_CheckAmmo would start the weapon lowering
     * immediately. This was lost in Boom when the weapon switching logic was
     * rewritten. But we must tell Doom that we don't need to complete the
     * reload frames for the weapon here. G_BuildTiccmd will set ->pendingweapon
     * for us later on. */
    P_SetPsprite(player,ps_weapon,weaponinfo[player->readyweapon].downstate);
  }
}

//
// A_Lower
// Lowers current weapon,
//  and changes weapon at bottom.
//

void A_Lower(player_t *player, pspdef_t *psp)
{
  psp->sy += LOWERSPEED;

  // Is already down.
  if (psp->sy < WEAPONBOTTOM)
    return;

  // Player is dead.
  if (player->playerstate == PST_DEAD)
    {
      psp->sy = WEAPONBOTTOM;
      return;      // don't bring weapon back up
    }

  // The old weapon has been lowered off the screen,
  // so change the weapon and start raising it

  if (!player->health)
    {      // Player is dead, so keep the weapon off screen.
      P_SetPsprite(player,  ps_weapon, S_NULL);
      return;
    }

  player->readyweapon = player->pendingweapon;

  P_BringUpWeapon(player);
}

//
// A_Raise
//

void A_Raise(player_t *player, pspdef_t *psp)
{
  statenum_t newstate;

  psp->sy -= RAISESPEED;

  if (psp->sy > WEAPONTOP)
    return;

  psp->sy = WEAPONTOP;

  // The weapon has been raised all the way,
  //  so change to the ready state.

  newstate = weaponinfo[player->readyweapon].readystate;

  P_SetPsprite(player, ps_weapon, newstate);
}


// Weapons now recoil, amount depending on the weapon.              // phares
//                                                                  //   |
// The P_SetPsprite call in each of the weapon firing routines      //   V
// was moved here so the recoil could be synched with the
// muzzle flash, rather than the pressing of the trigger.
// The BFG delay caused this to be necessary.

static void A_FireSomething(player_t* player,int adder)
{
  P_SetPsprite(player, ps_flash,
               weaponinfo[player->readyweapon].flashstate+adder);

  // killough 3/27/98: prevent recoil in no-clipping mode
  if (!(player->mo->flags & MF_NOCLIP))
    if (!compatibility && weapon_recoil)
      P_Thrust(player,
               ANG180+player->mo->angle,                          //   ^
               2048*recoil_values[player->readyweapon]);          //   |
}                                                                 // phares

//
// A_GunFlash
//

void A_GunFlash(player_t *player, pspdef_t *psp)
{
  P_SetMobjState(player->mo, S_PLAY_ATK2);

  A_FireSomething(player,0);                                      // phares
}

//
// WEAPON ATTACKS
//

//
// A_Punch
//

void A_Punch(player_t *player, pspdef_t *psp)
{
  angle_t angle;
  int t, slope, damage = (P_Random(pr_punch)%10+1)<<1;

  if (player->powers[pw_strength])
    damage *= 10;

  angle = player->mo->angle;

  // killough 5/5/98: remove dependence on order of evaluation:
  t = P_Random(pr_punchangle);
  angle += (t - P_Random(pr_punchangle))<<18;

  /* killough 8/2/98: make autoaiming prefer enemies */
  if (!mbf_features ||
      (slope = P_AimLineAttack(player->mo, angle, MELEERANGE, MF_FRIEND),
       !linetarget))
    slope = P_AimLineAttack(player->mo, angle, MELEERANGE, 0);

  P_LineAttack(player->mo, angle, MELEERANGE, slope, damage);

  if (!linetarget)
    return;

  S_StartSound(player->mo, sfx_punch);

  // turn to face target

  player->mo->angle = R_PointToAngle2(player->mo->x, player->mo->y,
                                      linetarget->x, linetarget->y);
  R_SmoothPlaying_Reset(player); // e6y
}

//
// A_Saw
//

void A_Saw(player_t *player, pspdef_t *psp)
{
  int slope, damage = 2*(P_Random(pr_saw)%10+1);
  angle_t angle = player->mo->angle;
  // killough 5/5/98: remove dependence on order of evaluation:
  int t = P_Random(pr_saw);
  angle += (t - P_Random(pr_saw))<<18;

  /* Use meleerange + 1 so that the puff doesn't skip the flash
   * killough 8/2/98: make autoaiming prefer enemies */
  if (!mbf_features ||
      (slope = P_AimLineAttack(player->mo, angle, MELEERANGE+1, MF_FRIEND),
       !linetarget))
    slope = P_AimLineAttack(player->mo, angle, MELEERANGE+1, 0);

  P_LineAttack(player->mo, angle, MELEERANGE+1, slope, damage);

  if (!linetarget)
    {
      S_StartSound(player->mo, sfx_sawful);
      return;
    }

  S_StartSound(player->mo, sfx_sawhit);

  // turn to face target
  angle = R_PointToAngle2(player->mo->x, player->mo->y,
                          linetarget->x, linetarget->y);

  if (angle - player->mo->angle > ANG180) {
    if (angle - player->mo->angle < -ANG90/20)
      player->mo->angle = angle + ANG90/21;
    else
      player->mo->angle -= ANG90/20;
  } else {
    if (angle - player->mo->angle > ANG90/20)
      player->mo->angle = angle - ANG90/21;
    else
      player->mo->angle += ANG90/20;
  }

  player->mo->flags |= MF_JUSTATTACKED;
  R_SmoothPlaying_Reset(player); // e6y
}

//
// A_FireMissile
//

void A_FireMissile(player_t *player, pspdef_t *psp)
{
  player->ammo[weaponinfo[player->readyweapon].ammo]--;
  P_SpawnPlayerMissile(player->mo, MT_ROCKET);
}

//
// A_FireBFG
//

void A_FireBFG(player_t *player, pspdef_t *psp)
{
  player->ammo[weaponinfo[player->readyweapon].ammo] -= BFGCELLS;
  P_SpawnPlayerMissile(player->mo, MT_BFG);
}

//
// A_FirePlasma
//

void A_FirePlasma(player_t *player, pspdef_t *psp)
{
  player->ammo[weaponinfo[player->readyweapon].ammo]--;

  A_FireSomething(player,P_Random(pr_plasma)&1);              // phares
  P_SpawnPlayerMissile(player->mo, MT_PLASMA);
}

//
// P_BulletSlope
// Sets a slope so a near miss is at aproximately
// the height of the intended target
//

static fixed_t bulletslope;

static void P_BulletSlope(mobj_t *mo)
{
  angle_t an = mo->angle;    // see which target is to be aimed at

  /* killough 8/2/98: make autoaiming prefer enemies */
  uint_64_t mask = mbf_features ? MF_FRIEND : 0;

  do
    {
      bulletslope = P_AimLineAttack(mo, an, 16*64*FRACUNIT, mask);
      if (!linetarget)
  bulletslope = P_AimLineAttack(mo, an += 1<<26, 16*64*FRACUNIT, mask);
      if (!linetarget)
  bulletslope = P_AimLineAttack(mo, an -= 2<<26, 16*64*FRACUNIT, mask);
    }
  while (mask && (mask=0, !linetarget));  /* killough 8/2/98 */
}

//
// P_GunShot
//

static void P_GunShot(mobj_t *mo, boolean accurate)
{
  int damage = 5*(P_Random(pr_gunshot)%3+1);
  angle_t angle = mo->angle;

  if (!accurate)
    {  // killough 5/5/98: remove dependence on order of evaluation:
      int t = P_Random(pr_misfire);
      angle += (t - P_Random(pr_misfire))<<18;
    }

  P_LineAttack(mo, angle, MISSILERANGE, bulletslope, damage);
}

//
// A_FirePistol
//

void A_FirePistol(player_t *player, pspdef_t *psp)
{
  S_StartSound(player->mo, sfx_pistol);

  P_SetMobjState(player->mo, S_PLAY_ATK2);
  player->ammo[weaponinfo[player->readyweapon].ammo]--;

  A_FireSomething(player,0);                                      // phares
  P_BulletSlope(player->mo);
  P_GunShot(player->mo, !player->refire);
}

//
// A_FireShotgun
//

void A_FireShotgun(player_t *player, pspdef_t *psp)
{
  int i;

  S_StartSound(player->mo, sfx_shotgn);
  P_SetMobjState(player->mo, S_PLAY_ATK2);

  player->ammo[weaponinfo[player->readyweapon].ammo]--;

  A_FireSomething(player,0);                                      // phares

  P_BulletSlope(player->mo);

  for (i=0; i<7; i++)
    P_GunShot(player->mo, false);
}

//
// A_FireShotgun2
//

void A_FireShotgun2(player_t *player, pspdef_t *psp)
{
  int i;

  S_StartSound(player->mo, sfx_dshtgn);
  P_SetMobjState(player->mo, S_PLAY_ATK2);
  player->ammo[weaponinfo[player->readyweapon].ammo] -= 2;

  A_FireSomething(player,0);                                      // phares

  P_BulletSlope(player->mo);

  for (i=0; i<20; i++)
    {
      int damage = 5*(P_Random(pr_shotgun)%3+1);
      angle_t angle = player->mo->angle;
      // killough 5/5/98: remove dependence on order of evaluation:
      int t = P_Random(pr_shotgun);
      angle += (t - P_Random(pr_shotgun))<<19;
      t = P_Random(pr_shotgun);
      P_LineAttack(player->mo, angle, MISSILERANGE, bulletslope +
                   ((t - P_Random(pr_shotgun))<<5), damage);
    }
}

//
// A_FireCGun
//

void A_FireCGun(player_t *player, pspdef_t *psp)
{
  if (player->ammo[weaponinfo[player->readyweapon].ammo] || comp[comp_sound])
    S_StartSound(player->mo, sfx_pistol);

  if (!player->ammo[weaponinfo[player->readyweapon].ammo])
    return;

  P_SetMobjState(player->mo, S_PLAY_ATK2);
  player->ammo[weaponinfo[player->readyweapon].ammo]--;

  A_FireSomething(player,psp->state - &states[S_CHAIN1]);           // phares

  P_BulletSlope(player->mo);

  P_GunShot(player->mo, !player->refire);
}

void A_Light0(player_t *player, pspdef_t *psp)
{
  player->extralight = 0;
}

void A_Light1 (player_t *player, pspdef_t *psp)
{
  player->extralight = 1;
}

void A_Light2 (player_t *player, pspdef_t *psp)
{
  player->extralight = 2;
}

//
// A_BFGSpray
// Spawn a BFG explosion on every monster in view
//

void A_BFGSpray(mobj_t *mo)
{
  int i;

  for (i=0 ; i<40 ; i++)  // offset angles from its attack angle
    {
      int j, damage;
      angle_t an = mo->angle - ANG90/2 + ANG90/40*i;

      // mo->target is the originator (player) of the missile

      // killough 8/2/98: make autoaiming prefer enemies
      if (!mbf_features ||
         (P_AimLineAttack(mo->target, an, 16*64*FRACUNIT, MF_FRIEND),
         !linetarget))
        P_AimLineAttack(mo->target, an, 16*64*FRACUNIT, 0);

      if (!linetarget)
        continue;

      P_SpawnMobj(linetarget->x, linetarget->y,
                  linetarget->z + (linetarget->height>>2), MT_EXTRABFG);

      for (damage=j=0; j<15; j++)
        damage += (P_Random(pr_bfg)&7) + 1;

      P_DamageMobj(linetarget, mo->target, mo->target, damage);
    }
}

//
// A_BFGsound
//

void A_BFGsound(player_t *player, pspdef_t *psp)
{
  S_StartSound(player->mo, sfx_bfg);
}

//
// P_SetupPsprites
// Called at start of level for each player.
//

void P_SetupPsprites(player_t *player)
{
  int i;

  // remove all psprites
  for (i=0; i<NUMPSPRITES; i++)
    player->psprites[i].state = NULL;

  // spawn the gun
  player->pendingweapon = player->readyweapon;
  P_BringUpWeapon(player);
}

//
// P_MovePsprites
// Called every tic by player thinking routine.
//

void P_MovePsprites(player_t *player)
{
  pspdef_t *psp = player->psprites;
  int i;

  // a null state means not active
  // drop tic count and possibly change state
  // a -1 tic count never changes

  for (i=0; i<NUMPSPRITES; i++, psp++)
    if (psp->state && psp->tics != -1 && !--psp->tics)
      P_SetPsprite(player, i, psp->state->nextstate);

  player->psprites[ps_flash].sx = player->psprites[ps_weapon].sx;
  player->psprites[ps_flash].sy = player->psprites[ps_weapon].sy;
}
