//
// 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.
//


#ifndef __P_LOCAL__
#define __P_LOCAL__

#ifndef __R_LOCAL__
#include "r_local.h"
#endif

#define STARTREDPALS    1
#define STARTBONUSPALS  9
#define STARTPOISONPALS 13
#define STARTICEPAL		21
#define STARTHOLYPAL	22
#define STARTSCOURGEPAL 25
#define NUMREDPALS      8
#define NUMBONUSPALS    4
#define NUMPOISONPALS	8

#define TOCENTER -8
#define FLOATSPEED (FRACUNIT*4)

#define MAXHEALTH 100
#define MAXMORPHHEALTH 30
#define VIEWHEIGHT (48*FRACUNIT)

// mapblocks are used to check movement against lines and things
#define MAPBLOCKUNITS   128
#define MAPBLOCKSIZE    (MAPBLOCKUNITS*FRACUNIT)
#define MAPBLOCKSHIFT   (FRACBITS+7)
#define MAPBMASK                (MAPBLOCKSIZE-1)
#define MAPBTOFRAC              (MAPBLOCKSHIFT-FRACBITS)

// player radius for movement checking
#define PLAYERRADIUS 16*FRACUNIT

// MAXRADIUS is for precalculated sector block boxes
// the spider demon is larger, but we don't have any moving sectors
// nearby
#define MAXRADIUS 32*FRACUNIT

#define GRAVITY FRACUNIT
#define MAXMOVE (30*FRACUNIT)

#define USERANGE (64*FRACUNIT)
#define MELEERANGE (64*FRACUNIT)
#define MISSILERANGE (32*64*FRACUNIT)

typedef enum
{
    DI_EAST,
    DI_NORTHEAST,
    DI_NORTH,
    DI_NORTHWEST,
    DI_WEST,
    DI_SOUTHWEST,
    DI_SOUTH,
    DI_SOUTHEAST,
    DI_NODIR,
    NUMDIRS
} dirtype_t;

#define BASETHRESHOLD 100       // follow a player exlusively for 3 seconds

// ***** P_TICK *****

extern thinker_t thinkercap;    // both the head and tail of the thinker list
extern int TimerGame;           // tic countdown for deathmatch

void P_InitThinkers(void);
void P_AddThinker(thinker_t * thinker);
void P_RemoveThinker(thinker_t * thinker);

// ***** P_PSPR *****

#define USE_MANA1	1
#define USE_MANA2	1

void P_SetPsprite(player_t * player, int position, statenum_t stnum);
void P_SetPspriteNF(player_t * player, int position, statenum_t stnum);
void P_SetupPsprites(player_t * curplayer);
void P_MovePsprites(player_t * curplayer);
void P_DropWeapon(player_t * player);
void P_ActivateMorphWeapon(player_t * player);
void P_PostMorphWeapon(player_t * player, weapontype_t weapon);

// ***** P_USER *****


extern int ArmorMax[NUMCLASSES];
extern int PStateNormal[NUMCLASSES];
extern int PStateRun[NUMCLASSES];
extern int PStateAttack[NUMCLASSES];
extern int PStateAttackEnd[NUMCLASSES];

void P_PlayerThink(player_t * player);
void P_Thrust(player_t * player, angle_t angle, fixed_t move);
void P_PlayerNextArtifact(player_t *player);
void P_PlayerRemoveArtifact(player_t * player, int slot);
void P_PlayerUseArtifact(player_t * player, artitype_t arti);
boolean P_UseArtifact(player_t * player, artitype_t arti);
int P_GetPlayerNum(player_t * player);
void P_TeleportOther(mobj_t * victim);
void ResetBlasted(mobj_t * mo);
boolean P_UndoPlayerMorph(player_t *player);


// ***** P_MOBJ *****

// Any floor type >= FLOOR_LIQUID will floorclip sprites
enum
{
    FLOOR_SOLID,
    FLOOR_ICE,
    FLOOR_LIQUID,
    FLOOR_WATER,
    FLOOR_LAVA,
    FLOOR_SLUDGE
};

#define ONFLOORZ INT_MIN
#define ONCEILINGZ INT_MAX
#define FLOATRANDZ (INT_MAX-1)
#define FROMCEILINGZ128 (INT_MAX-2)

extern mobjtype_t PuffType;
extern mobj_t *MissileMobj;

extern fixed_t FloatBobOffsets[64];


mobj_t *P_SpawnMobj(fixed_t x, fixed_t y, fixed_t z, mobjtype_t type);
void P_RemoveMobj(mobj_t * th);
boolean P_SetMobjState(mobj_t * mobj, statenum_t state);
boolean P_SetMobjStateNF(mobj_t * mobj, statenum_t state);
void P_ThrustMobj(mobj_t * mo, angle_t angle, fixed_t move);
int P_FaceMobj(mobj_t * source, mobj_t * target, angle_t * delta);
boolean P_SeekerMissile(mobj_t * actor, angle_t thresh, angle_t turnMax);
void P_MobjThinker(thinker_t *thinker);
void P_BlasterMobjThinker(thinker_t *thinker);
void P_SpawnPuff(fixed_t x, fixed_t y, fixed_t z);
void P_SpawnBlood(fixed_t x, fixed_t y, fixed_t z, int damage);
void P_BloodSplatter(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator);
void P_BloodSplatter2(fixed_t x, fixed_t y, fixed_t z, mobj_t * originator);
void P_RipperBlood(mobj_t * mo);
int P_GetThingFloorType(mobj_t * thing);
int P_HitFloor(mobj_t * thing);
boolean P_CheckMissileSpawn(mobj_t * missile);
mobj_t *P_SpawnMissile(mobj_t * source, mobj_t * dest, mobjtype_t type);
mobj_t *P_SpawnMissileXYZ(fixed_t x, fixed_t y, fixed_t z,
                          mobj_t * source, mobj_t * dest, mobjtype_t type);
mobj_t *P_SpawnMissileAngle(mobj_t * source, mobjtype_t type,
                            angle_t angle, fixed_t momz);
mobj_t *P_SpawnMissileAngleSpeed(mobj_t * source, mobjtype_t type,
                                 angle_t angle, fixed_t momz, fixed_t speed);
mobj_t *P_SpawnPlayerMissile(mobj_t * source, mobjtype_t type);
mobj_t *P_SPMAngle(mobj_t * source, mobjtype_t type, angle_t angle);
mobj_t *P_SPMAngleXYZ(mobj_t * source, fixed_t x, fixed_t y,
                      fixed_t z, mobjtype_t type, angle_t angle);
void P_CreateTIDList(void);
void P_RemoveMobjFromTIDList(mobj_t * mobj);
void P_InsertMobjIntoTIDList(mobj_t * mobj, int tid);
mobj_t *P_FindMobjFromTID(int tid, int *searchPosition);
void P_ExplodeMissile(mobj_t *mo);
mobj_t *P_SpawnKoraxMissile(fixed_t x, fixed_t y, fixed_t z,
                            mobj_t * source, mobj_t * dest, mobjtype_t type);

// ***** P_ENEMY *****

void P_NoiseAlert(mobj_t * target, mobj_t * emmiter);
int P_Massacre(void);
boolean A_RaiseMobj(mobj_t * actor);
boolean A_SinkMobj(mobj_t * actor);
void A_NoBlocking(mobj_t *actor, player_t *player, pspdef_t *psp);
boolean P_LookForMonsters(mobj_t * actor);
void P_InitCreatureCorpseQueue(boolean corpseScan);
void A_DeQueueCorpse(mobj_t * actor);
void A_Explode(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_CHolyAttack3(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_FSwordAttack2(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_MStaffAttack2(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_FreezeDeathChunks(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_SorcBallOrbit(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_SorcSpinBalls(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_SpeedBalls(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_SlowBalls(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_StopBalls(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_AccelBalls(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_DecelBalls(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_SorcBossAttack(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_SpawnFizzle(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_CastSorcererSpell(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_SorcUpdateBallAngle(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_BounceCheck(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_SorcFX1Seek(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_SorcOffense1(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_SorcOffense2(mobj_t *actor, player_t *player, pspdef_t *psp);
void A_MinotaurLook(mobj_t *actor, player_t *player, pspdef_t *psp);


// ***** P_MAPUTL *****

typedef struct
{
    fixed_t x, y, dx, dy;
} divline_t;

typedef struct
{
    fixed_t frac;               // along trace line
    boolean isaline;
    union
    {
        mobj_t *thing;
        line_t *line;
    } d;
} intercept_t;

#define MAXINTERCEPTS   128
extern intercept_t intercepts[MAXINTERCEPTS], *intercept_p;
typedef boolean(*traverser_t) (intercept_t * in);


fixed_t P_AproxDistance(fixed_t dx, fixed_t dy);
int P_PointOnLineSide(fixed_t x, fixed_t y, line_t * line);
int P_PointOnDivlineSide(fixed_t x, fixed_t y, divline_t * line);
void P_MakeDivline(line_t * li, divline_t * dl);
fixed_t P_InterceptVector(divline_t * v2, divline_t * v1);
int P_BoxOnLineSide(fixed_t * tmbox, line_t * ld);

extern fixed_t opentop, openbottom, openrange;
extern fixed_t lowfloor;
void P_LineOpening(line_t * linedef);

boolean P_BlockLinesIterator(int x, int y, boolean(*func) (line_t *));
boolean P_BlockThingsIterator(int x, int y, boolean(*func) (mobj_t *));

#define PT_ADDLINES             1
#define PT_ADDTHINGS    2
#define PT_EARLYOUT             4

extern divline_t trace;
boolean P_PathTraverse(fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2,
                       int flags, boolean(*trav) (intercept_t *));

void P_UnsetThingPosition(mobj_t * thing);
void P_SetThingPosition(mobj_t * thing);
mobj_t *P_RoughMonsterSearch(mobj_t * mo, int distance);

// ***** P_MAP *****


#define MAXSPECIALCROSS         8


extern boolean floatok;         // if true, move would be ok if
extern fixed_t tmfloorz, tmceilingz;    // within tmfloorz - tmceilingz
extern int tmfloorpic;
extern mobj_t *BlockingMobj;

extern line_t *ceilingline;
extern line_t *spechit[MAXSPECIALCROSS];
extern int numspechit;

extern fixed_t topslope, bottomslope;   // slopes to top and bottom of target


boolean P_TestMobjLocation(mobj_t * mobj);
boolean P_CheckPosition(mobj_t * thing, fixed_t x, fixed_t y);
mobj_t *P_CheckOnmobj(mobj_t * thing);
void P_FakeZMovement(mobj_t * mo);
boolean P_TryMove(mobj_t * thing, fixed_t x, fixed_t y);
boolean P_TeleportMove(mobj_t * thing, fixed_t x, fixed_t y);
void P_SlideMove(mobj_t * mo);
void P_BounceWall(mobj_t * mo);
boolean P_CheckSight(mobj_t * t1, mobj_t * t2);
void P_UseLines(player_t * player);
boolean P_UsePuzzleItem(player_t * player, int itemType);
void PIT_ThrustSpike(mobj_t * actor);

boolean P_ChangeSector(sector_t * sector, int crunch);

extern mobj_t *PuffSpawned;     // true if a puff was spawned
extern mobj_t *linetarget;      // who got hit (or NULL)
fixed_t P_AimLineAttack(mobj_t * t1, angle_t angle, fixed_t distance);

void P_LineAttack(mobj_t * t1, angle_t angle, fixed_t distance, fixed_t slope,
                  int damage);

void P_RadiusAttack(mobj_t * spot, mobj_t * source, int damage, int distance,
                    boolean damageSource);

// ***** P_SETUP *****

extern byte *rejectmatrix;      // for fast sight rejection
extern short *blockmaplump;     // offsets in blockmap are from here
extern short *blockmap;
extern int bmapwidth, bmapheight;       // in mapblocks
extern fixed_t bmaporgx, bmaporgy;      // origin of block map
extern mobj_t **blocklinks;     // for thing chains

// ***** P_INTER *****

extern int clipmana[NUMMANA];
extern int ArmorIncrement[NUMCLASSES][NUMARMOR];
extern int AutoArmorSave[NUMCLASSES];
extern const char *TextKeyMessages[];


void P_SetMessage(player_t * player, const char *message, boolean ultmsg);
void P_SetYellowMessage(player_t * player, const char *message, boolean ultmsg);
void P_ClearMessage(player_t * player);
void P_TouchSpecialThing(mobj_t * special, mobj_t * toucher);
void P_DamageMobj(mobj_t * target, mobj_t * inflictor, mobj_t * source,
                  int damage);
void P_FallingDamage(player_t * player);
void P_PoisonPlayer(player_t * player, mobj_t * poisoner, int poison);
void P_PoisonDamage(player_t * player, mobj_t * source, int damage,
                    boolean playPainSound);
boolean P_GiveMana(player_t * player, manatype_t mana, int count);
boolean P_GiveArtifact(player_t * player, artitype_t arti, mobj_t * mo);
boolean P_GiveArmor(player_t * player, armortype_t armortype, int amount);
boolean P_GiveBody(player_t * player, int num);
boolean P_GivePower(player_t * player, powertype_t power);
boolean P_MorphPlayer(player_t * player);

// ***** AM_MAP *****

boolean AM_Responder(event_t * ev);
void AM_Ticker(void);
void AM_Drawer(void);

// ***** A_ACTION *****
boolean A_LocalQuake(byte * args, mobj_t * victim);
void P_SpawnDirt(mobj_t * actor, fixed_t radius);
void A_BridgeRemove(mobj_t * actor);
void A_UnHideThing(mobj_t *actor, player_t *player, pspdef_t *psp);


// ***** SB_BAR *****

extern int SB_state;
extern int ArtifactFlash;
void SB_PaletteFlash(boolean forceChange);

// ===== PO_MAN =====

typedef enum
{
    PODOOR_NONE,
    PODOOR_SLIDE,
    PODOOR_SWING,
} podoortype_t;

typedef struct
{
    thinker_t thinker;
    int polyobj;
    int speed;
    unsigned int dist;
    int angle;
    fixed_t xSpeed;             // for sliding walls
    fixed_t ySpeed;
} polyevent_t;

typedef struct
{
    thinker_t thinker;
    int polyobj;
    int speed;
    int dist;
    int totalDist;
    int direction;
    fixed_t xSpeed, ySpeed;
    int tics;
    int waitTics;
    podoortype_t type;
    boolean close;
} polydoor_t;

enum
{
    PO_ANCHOR_TYPE = 3000,
    PO_SPAWN_TYPE,
    PO_SPAWNCRUSH_TYPE
};

#define PO_LINE_START 1         // polyobj line start special
#define PO_LINE_EXPLICIT 5

extern polyobj_t *polyobjs;     // list of all poly-objects on the level
extern int po_NumPolyobjs;
extern polyblock_t **PolyBlockMap;


void T_PolyDoor(thinker_t *thinker);
void T_RotatePoly(thinker_t *thinker);
boolean EV_RotatePoly(line_t * line, byte * args, int direction, boolean
                      overRide);
void T_MovePoly(thinker_t *thinker);
boolean EV_MovePoly(line_t * line, byte * args, boolean timesEight, boolean
                    overRide);
boolean EV_OpenPolyDoor(line_t * line, byte * args, podoortype_t type);

boolean PO_MovePolyobj(int num, int x, int y);
boolean PO_RotatePolyobj(int num, angle_t angle);
void PO_Init(int lump);
boolean PO_Busy(int polyobj);

#include "p_spec.h"

#endif // __P_LOCAL__
