// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//	Handling interactions (i.e., collisions).
//
//-----------------------------------------------------------------------------


static const char
rcsid[] = "$Id: p_inter.c,v 1.4 1997/02/03 22:45:11 b1 Exp $";


// Data.
#include "doomdef.h"
#include "dstrings.h"
#include "sounds.h"

#include "doomstat.h"

#include "m_random.h"
#include "i_system.h"

#include "am_map.h"

#include "p_local.h"

#include "s_sound.h"

#ifdef __GNUG__
#pragma implementation "p_inter.h"
#endif
#include "p_inter.h"


#define BONUSADD	6

extern void  WriteDebug(char *);


// a weapon is found with two clip loads,
// a big item has five clip loads
int	maxammo[NUMAMMO] = {200, 50, 300, 50};
int	clipammo[NUMAMMO] = {10, 4, 20, 1};


//
// GET STUFF
//

//
// P_GiveAmmo
// Num is the number of clip loads,
// not the individual count (0= 1/2 clip).
// Returns false if the ammo can't be picked up at all
//

boolean
P_GiveAmmo
( player_t*	player,
  ammotype_t	ammo,
  int		num )
{
    int		oldammo;
	
    if (ammo == am_noammo)
	return false;
		
    if (ammo < 0 || ammo > NUMAMMO)
	I_Error ("P_GiveAmmo: bad type %i", ammo);
		
    if ( player->ammo[ammo] == player->maxammo[ammo]  )
	return false;
		
    if (num)
	num *= clipammo[ammo];
    else
	num = clipammo[ammo]/2;
    
    if (gameskill == sk_baby
	|| gameskill == sk_nightmare)
    {
	// give double ammo in trainer mode,
	// you'll need in nightmare
	num <<= 1;
    }
    
		
    oldammo = player->ammo[ammo];
    player->ammo[ammo] += num;

    if (player->ammo[ammo] > player->maxammo[ammo])
	player->ammo[ammo] = player->maxammo[ammo];

    // If non zero ammo, 
    // don't change up weapons,
    // player was lower on purpose.
    if (oldammo)
	return true;	

    // We were down to zero,
    // so select a new weapon.
    // Preferences are not user selectable.
    switch (ammo)
    {
      case am_clip:
	if (player->readyweapon == wp_fist)
	{
	    if (player->weaponowned[wp_chaingun])
		player->pendingweapon = wp_chaingun;
	    else
		player->pendingweapon = wp_pistol;
	}
	break;
	
      case am_shell:
	if (player->readyweapon == wp_fist
	    || player->readyweapon == wp_pistol)
	{
	    if (player->weaponowned[wp_shotgun])
		player->pendingweapon = wp_shotgun;
	}
	break;
	
      case am_cell:
	if (player->readyweapon == wp_fist
	    || player->readyweapon == wp_pistol)
	{
	    if (player->weaponowned[wp_plasma])
		player->pendingweapon = wp_plasma;
	}
	break;
	
      case am_misl:
	if (player->readyweapon == wp_fist)
	{
	    if (player->weaponowned[wp_missile])
		player->pendingweapon = wp_missile;
	}
      default:
	break;
    }
	
    return true;
}


//
// P_GiveWeapon
// The weapon name may have a MF_DROPPED flag ored in.
//
boolean
P_GiveWeapon
( player_t*	player,
  weapontype_t	weapon,
  boolean	dropped )
{
    boolean	gaveammo;
    boolean	gaveweapon;
	
    if (netgame
	&& (deathmatch!=2)
	 && !dropped )
    {
	// leave placed weapons forever on net games
	if (player->weaponowned[weapon])
	    return false;

	player->bonuscount += BONUSADD;
	player->weaponowned[weapon] = true;

	if (deathmatch)
	    P_GiveAmmo (player, weaponinfo[weapon].ammo, 5);
	else
	    P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
	player->pendingweapon = weapon;

	if (player == &players[consoleplayer])
	    S_StartSound (NULL, sfx_wpnup);
	return false;
    }
	
    if (weaponinfo[weapon].ammo != am_noammo)
    {
	// give one clip with a dropped weapon,
	// two clips with a found weapon
	if (dropped)
	    gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 1);
	else
	    gaveammo = P_GiveAmmo (player, weaponinfo[weapon].ammo, 2);
    }
    else
	gaveammo = false;
	
    if (player->weaponowned[weapon])
	gaveweapon = false;
    else
    {
	gaveweapon = true;
	player->weaponowned[weapon] = true;
	player->pendingweapon = weapon;
    }
	
    return (gaveweapon || gaveammo);
}

 

//
// P_GiveBody
// Returns false if the body isn't needed at all
//
boolean
P_GiveBody
( player_t*	player,
  int		num )
{
    if (player->health >= MAXHEALTH)
	return false;
		
    player->health += num;
    if (player->health > MAXHEALTH)
	player->health = MAXHEALTH;
    player->mo->health = player->health;
	
    return true;
}



//
// P_GiveArmor
// Returns false if the armor is worse
// than the current armor.
//
boolean
P_GiveArmor
( player_t*	player,
  int		armortype )
{
    int		hits;
	
    hits = armortype*100;
    if (player->armorpoints >= hits)
	return false;	// don't pick up
		
    player->armortype = armortype;
    player->armorpoints = hits;
	
    return true;
}



//
// P_GiveCard
//
void
P_GiveCard
( player_t*	player,
  card_t	card )
{
    if (player->cards[card])
	return;
    
    player->bonuscount = BONUSADD;
    player->cards[card] = 1;
}


//
// P_GivePower
//
boolean
P_GivePower
( player_t*	player,
  int /*powertype_t*/	power )
{
    if (power == pw_invulnerability)
    {
	player->powers[power] = INVULNTICS;
	return true;
    }
    
    if (power == pw_invisibility)
    {
	player->powers[power] = INVISTICS;
	player->mo->flags |= MF_SHADOW;
	return true;
    }
    
    if (power == pw_infrared)
    {
	player->powers[power] = INFRATICS;
	return true;
    }
    
    if (power == pw_ironfeet)
    {
	player->powers[power] = IRONTICS;
	return true;
    }
    
    if (power == pw_strength)
    {
	P_GiveBody (player, 100);
	player->powers[power] = 1;
	return true;
    }
	
    if (player->powers[power])
	return false;	// already got it
		
    player->powers[power] = 1;
    return true;
}



//
// P_TouchSpecialThing
//
void
P_TouchSpecialThing
( mobj_t*	special,
  mobj_t*	toucher )
{
    player_t*	player;
    int		i;
    fixed_t	delta;
    int		sound;
		
    delta = special->z - toucher->z;

    if (delta > toucher->height
	|| delta < -8*FRACUNIT)
    {
	// out of reach
	return;
    }
    
	
    sound = sfx_itemup;	
    player = toucher->player;

    // Dead thing touching.
    // Can happen with a sliding player corpse.
    if (toucher->health <= 0)
	return;

    // Identify by sprite.
    switch (special->sprite)
    {
	// armor
      case SPR_ARM1:
	if (!P_GiveArmor (player, 1))
	    return;
	player->message = GOTARMOR;
	break;
		
      case SPR_ARM2:
	if (!P_GiveArmor (player, 2))
	    return;
	player->message = GOTMEGA;
	break;
	
	// bonus items
      case SPR_BON1:
	player->health++;		// can go over 100%
	if (player->health > 200)
	    player->health = 200;
	player->mo->health = player->health;
	player->message = GOTHTHBONUS;
	break;
	
      case SPR_BON2:
	player->armorpoints++;		// can go over 100%
	if (player->armorpoints > 200)
	    player->armorpoints = 200;
	if (!player->armortype)
	    player->armortype = 1;
	player->message = GOTARMBONUS;
	break;
	
      case SPR_SOUL:
	player->health += 100;
	if (player->health > 200)
	    player->health = 200;
	player->mo->health = player->health;
	player->message = GOTSUPER;
	sound = sfx_getpow;
	break;
	
      case SPR_MEGA:
	if (gamemode != commercial)
	    return;
	player->health = 200;
	player->mo->health = player->health;
	P_GiveArmor (player,2);
	player->message = GOTMSPHERE;
	sound = sfx_getpow;
	break;
	
	// cards
	// leave cards for everyone
      case SPR_BKEY:
	if (!player->cards[it_bluecard])
	    player->message = GOTBLUECARD;
	P_GiveCard (player, it_bluecard);
	if (!netgame)
	    break;
	return;
	
      case SPR_YKEY:
	if (!player->cards[it_yellowcard])
	    player->message = GOTYELWCARD;
	P_GiveCard (player, it_yellowcard);
	if (!netgame)
	    break;
	return;
	
      case SPR_RKEY:
	if (!player->cards[it_redcard])
	    player->message = GOTREDCARD;
	P_GiveCard (player, it_redcard);
	if (!netgame)
	    break;
	return;
	
      case SPR_BSKU:
	if (!player->cards[it_blueskull])
	    player->message = GOTBLUESKUL;
	P_GiveCard (player, it_blueskull);
	if (!netgame)
	    break;
	return;
	
      case SPR_YSKU:
	if (!player->cards[it_yellowskull])
	    player->message = GOTYELWSKUL;
	P_GiveCard (player, it_yellowskull);
	if (!netgame)
	    break;
	return;
	
      case SPR_RSKU:
	if (!player->cards[it_redskull])
	    player->message = GOTREDSKULL;
	P_GiveCard (player, it_redskull);
	if (!netgame)
	    break;
	return;
	
	// medikits, heals
      case SPR_STIM:
	if (!P_GiveBody (player, 10))
	    return;
	player->message = GOTSTIM;
	break;
	
      case SPR_MEDI:
	if (!P_GiveBody (player, 25))
	    return;

	if (player->health < 25)
	    player->message = GOTMEDINEED;
	else
	    player->message = GOTMEDIKIT;
	break;

	
	// power ups
      case SPR_PINV:
	if (!P_GivePower (player, pw_invulnerability))
	    return;
	player->message = GOTINVUL;
	sound = sfx_getpow;
	break;
	
      case SPR_PSTR:
	if (!P_GivePower (player, pw_strength))
	    return;
	player->message = GOTBERSERK;
	if (player->readyweapon != wp_fist)
	    player->pendingweapon = wp_fist;
	sound = sfx_getpow;
	break;
	
      case SPR_PINS:
	if (!P_GivePower (player, pw_invisibility))
	    return;
	player->message = GOTINVIS;
	sound = sfx_getpow;
	break;
	
      case SPR_SUIT:
	if (!P_GivePower (player, pw_ironfeet))
	    return;
	player->message = GOTSUIT;
	sound = sfx_getpow;
	break;
	
      case SPR_PMAP:
	if (!P_GivePower (player, pw_allmap))
	    return;
	player->message = GOTMAP;
	sound = sfx_getpow;
	break;
	
      case SPR_PVIS:
	if (!P_GivePower (player, pw_infrared))
	    return;
	player->message = GOTVISOR;
	sound = sfx_getpow;
	break;
	
	// ammo
      case SPR_CLIP:
	if (special->flags & MF_DROPPED)
	{
	    if (!P_GiveAmmo (player,am_clip,0))
		return;
	}
	else
	{
	    if (!P_GiveAmmo (player,am_clip,1))
		return;
	}
	player->message = GOTCLIP;
	break;
	
      case SPR_AMMO:
	if (!P_GiveAmmo (player, am_clip,5))
	    return;
	player->message = GOTCLIPBOX;
	break;
	
      case SPR_ROCK:
	if (!P_GiveAmmo (player, am_misl,1))
	    return;
	player->message = GOTROCKET;
	break;
	
      case SPR_BROK:
	if (!P_GiveAmmo (player, am_misl,5))
	    return;
	player->message = GOTROCKBOX;
	break;
	
      case SPR_CELL:
	if (!P_GiveAmmo (player, am_cell,1))
	    return;
	player->message = GOTCELL;
	break;
	
      case SPR_CELP:
	if (!P_GiveAmmo (player, am_cell,5))
	    return;
	player->message = GOTCELLBOX;
	break;
	
      case SPR_SHEL:
	if (!P_GiveAmmo (player, am_shell,1))
	    return;
	player->message = GOTSHELLS;
	break;
	
      case SPR_SBOX:
	if (!P_GiveAmmo (player, am_shell,5))
	    return;
	player->message = GOTSHELLBOX;
	break;
	
      case SPR_BPAK:
	if (!player->backpack)
	{
	    for (i=0 ; i<NUMAMMO ; i++)
		player->maxammo[i] *= 2;
	    player->backpack = true;
	}
	for (i=0 ; i<NUMAMMO ; i++)
	    P_GiveAmmo (player, i, 1);
	player->message = GOTBACKPACK;
	break;
	
	// weapons
      case SPR_BFUG:
	if (!P_GiveWeapon (player, wp_bfg, false) )
	    return;
	player->message = GOTBFG9000;
	sound = sfx_wpnup;	
	break;
	
      case SPR_MGUN:
	if (!P_GiveWeapon (player, wp_chaingun, special->flags&MF_DROPPED) )
	    return;
	player->message = GOTCHAINGUN;
	sound = sfx_wpnup;	
	break;
	
      case SPR_CSAW:
	if (!P_GiveWeapon (player, wp_chainsaw, false) )
	    return;
	player->message = GOTCHAINSAW;
	sound = sfx_wpnup;	
	break;
	
      case SPR_LAUN:
	if (!P_GiveWeapon (player, wp_missile, false) )
	    return;
	player->message = GOTLAUNCHER;
	sound = sfx_wpnup;	
	break;
	
      case SPR_PLAS:
	if (!P_GiveWeapon (player, wp_plasma, false) )
	    return;
	player->message = GOTPLASMA;
	sound = sfx_wpnup;	
	break;
	
      case SPR_SHOT:
	if (!P_GiveWeapon (player, wp_shotgun, special->flags&MF_DROPPED ) )
	    return;
	player->message = GOTSHOTGUN;
	sound = sfx_wpnup;	
	break;
		
      case SPR_SGN2:
	if (!P_GiveWeapon (player, wp_supershotgun, special->flags&MF_DROPPED ) )
	    return;
	player->message = GOTSHOTGUN2;
	sound = sfx_wpnup;	
	break;
		
      default:
	I_Error ("P_SpecialThing: Unknown gettable thing");
    }
	
    if (special->flags & MF_COUNTITEM)
	{
		player->itemcount++;
		++totalscore;  // score keeping 1 point per item
	}
	P_RemoveMobj (special);
    player->bonuscount += BONUSADD;
    if (player == &players[consoleplayer])
	S_StartSound (NULL, sound);
}


//
// KillMobj
//
void
P_KillMobj
( mobj_t*	source,
  mobj_t*	target )
{
    mobjtype_t	item;
    mobj_t*	mo;
	
    target->flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);

    if (target->type != MT_SKULL)
		target->flags &= ~MF_NOGRAVITY;

    target->flags |= MF_CORPSE|MF_DROPOFF;
    target->height >>= 2;

    if(source && source->player)
    {
		// count for intermission
		if (target->flags & MF_COUNTKILL)
			source->player->killcount++;
		if (target->player)
			source->player->frags[target->player-players]++;
    }
    else if (!netgame && (target->flags & MF_COUNTKILL) )
    {
		// count all monster deaths,
		// even those caused by other monsters
		players[0].killcount++;
    }    
    if (target->player)
    {
		// count environment kills against you
		if(!source)
			target->player->frags[target->player-players]++;
		target->flags &= ~MF_SOLID;
		target->player->playerstate = PST_DEAD;
		P_DropWeapon (target->player);
		if (target->player == &players[consoleplayer] && automapactive)
		{
			// don't die in auto map,
			// switch view prior to dying
			AM_Stop ();
		}	
    }
    if(target->health < -target->info->spawnhealth
		&& target->info->xdeathstate)
    {
		P_SetMobjState (target, target->info->xdeathstate);
    }
    else
		P_SetMobjState (target, target->info->deathstate);
    target->tics -= P_Random()&3;
    if (target->tics < 1)
		target->tics = 1;
    //	I_StartSound (&actor->r, actor->info->deathsound);
    // Drop stuff.
    // This determines the kind of object spawned
    // during the death frame of a thing.
    switch (target->type)
    {
	case MT_WOLFSS:
	case MT_POSSESSED:
		item = MT_CLIP;
		break;
	case MT_SHOTGUY:
		item = MT_SHOTGUN;
		break;
	case MT_CHAINGUY:
		item = MT_CHAINGUN;
		break;
	default:
		return;
    }

    mo = P_SpawnMobj (target->x,target->y,ONFLOORZ, item);
    mo->flags |= MF_DROPPED;	// special versions of items
}




//
// P_DamageMobj
// Damages both enemies and players
// "inflictor" is the thing that caused the damage
//  creature or missile, can be NULL (slime, etc)
// "source" is the thing to target after taking damage
//  creature or NULL
// Source and inflictor are the same for melee attacks.
// Source can be NULL for slime, barrel explosions
// and other environmental stuff.
//
void
P_DamageMobj
( mobj_t*	target,
  mobj_t*	inflictor,
  mobj_t*	source,
  int 		damage )
{
    unsigned	ang;
    int		saved;
    player_t*	player;
    fixed_t	thrust;
    //UNUSED: int		temp;
	static char localscoretext[52]; //ST_MSGWIDTH
	
    if( !(target->flags & MF_SHOOTABLE) ) return; // shouldn't happen...
		
    if (target->health <= 0) return;

    if ( target->flags & MF_SKULLFLY )
    {
		target->momx = target->momy = target->momz = 0;
    }
	
    player = target->player;
    if (player && gameskill == sk_baby)
		damage >>= 1; 	// take half damage in trainer mode
		
    // Some close combat weapons should not
    // inflict thrust and push the victim out of reach,
    // thus kick away unless using the chainsaw.
    if (inflictor && !(target->flags & MF_NOCLIP)
		&& (!source || !source->player
	    || source->player->readyweapon != wp_chainsaw))
    {
		ang = R_PointToAngle2 ( inflictor->x,inflictor->y,
			target->x, target->y);
		thrust = damage*(FRACUNIT>>3)*100/target->info->mass;
		
		// make fall forwards sometimes
		if ( damage < 40 && damage > target->health
			&& target->z - inflictor->z > 64*FRACUNIT && (P_Random ()&1) )
		{
			ang += ANG180;
			thrust *= 4;
		}
		ang >>= ANGLETOFINESHIFT;
		target->momx += FixedMul (thrust, finecosine[ang]);
		target->momy += FixedMul (thrust, finesine[ang]);
    }
    
    // player specific
    if(player)
    {
		// end of game hell hack
		if (target->subsector->sector->special == 11
			&& damage >= target->health)
		{
			damage = target->health - 1;
		}
		// Below certain threshold,
		// ignore damage in GOD mode, or with INVUL power.
		if ( damage < 1000 && ( (player->cheats & CF_GODMODE)
			|| player->powers[pw_invulnerability] ) )
		{
			//screw up cheaters score <-- original score testing
			if(player->cheats & CF_GODMODE) totalscore = 0;
			return;
		}
		if (player->armortype)
		{
			if (player->armortype == 1)
				saved = damage/3;
			else
				saved = damage/2;
			if (player->armorpoints <= saved)
			{
				// armor is used up
				saved = player->armorpoints;
				player->armortype = 0;
			}
			player->armorpoints -= saved;
			damage -= saved;
		}
		player->health -= damage; 	// mirror mobj health here for Dave
		if (player->health < 0)
			player->health = 0;
		player->attacker = source;
		player->damagecount += damage;	// add damage after armor / invuln
		if (player->damagecount > 100)
			player->damagecount = 100;	// teleport stomp does 10k points...
		//UNUSED: temp = damage < 100 ? damage : 100;
		//UNUSED: if (player == &players[consoleplayer])I_Tactile(40,10,40+temp*2);
		if( (player == &players[consoleplayer]) && keepscore)
		{
			totalscore-=damage;
			if(totalscore<0)totalscore=0;
			
		}
	}
	// scorekeeping function to figure out if player is responsible
	// for someone elses damages
	// this sound easy but (I think) a bug in my compiler
	// kept crashing the program if I did player=source->player and
	// then checking for NULL.  I tried about 200 ways of mixing
	// this stoopid code so MSVC would stop writing me crashable stuff
	if( source != NULL )
	{
		player=source->player;

		if(keepscore)
		{
			if(player == &players[consoleplayer])
				if(player != target->player) //don't reward for killing self with rockets
					totalscore+=damage;
			if(totalscore < 0) totalscore=0;
			//if(showscoreHUD)  //need to get rid of this and put it in the real HUD
			//{
			//	sprintf(localscoretext, "%d", totalscore);
			//	players[consoleplayer].message = localscoretext;
			//}
			//WriteDebug("Got Here 3\n");
		}
	}


    // do the damage
    target->health -= damage;
    if (target->health <= 0)
    {
		P_KillMobj(source, target);
		return;
    }

    if ( (P_Random () < target->info->painchance) && !(target->flags&MF_SKULLFLY) )
    {
		target->flags |= MF_JUSTHIT;	// fight back!
		P_SetMobjState (target, target->info->painstate);
    }
    target->reactiontime = 0;		// we're awake now...
    if ( (!target->threshold || target->type == MT_VILE)
		&& source && source != target && source->type != MT_VILE)
	{
		// if not intent on another player,
		// chase after this one
		target->target = source;
		target->threshold = BASETHRESHOLD;
		if (target->state == &states[target->info->spawnstate]
			&& target->info->seestate != S_NULL)
			P_SetMobjState (target, target->info->seestate);
    }
}

