// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: P_user.c,v 1.1 2000/04/09 18:22:37 proff_fs Exp $
//
//  PRBOOM/GLBOOM (C) Florian 'Proff' Schulze (florian.proff.schulze@gmx.net)
//  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
//
//  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:
//      Player related stuff.
//      Bobbing POV/weapon, movement.
//      Pending weapon.
//
//-----------------------------------------------------------------------------

static const char
rcsid[] = "$Id: P_user.c,v 1.1 2000/04/09 18:22:37 proff_fs Exp $";

#include "doomstat.h"
#include "d_event.h"
#include "r_main.h"
#include "p_map.h"
#include "p_spec.h"
#include "p_user.h"

// Index of the special effects (INVUL inverse) map.

#define INVERSECOLORMAP 32

//
// Movement.
//

// 16 pixels of bob

#define MAXBOB  0x100000

H_boolean onground; // whether player is on ground or in air

//
// P_Thrust
// Moves the given origin along a given angle.
//

void P_Thrust(player_t* player,angle_t angle,fixed_t move)
{
  player->mo->momx += FixedMul(move,finecosine[angle >>= ANGLETOFINESHIFT]);
  player->mo->momy += FixedMul(move,finesine[angle]);
}

//
// P_Bob
// Same as P_Thrust, but only affects bobbing.
//
// killough 10/98: We apply thrust separately between the real physical player
// and the part which affects bobbing. This way, bobbing only comes from player
// motion, nothing external, avoiding many problems, e.g. bobbing should not
// occur on conveyors, unless the player walks on one, and bobbing should be
// reduced at a regular rate, even on ice (where the player coasts).
//

void P_Bob(player_t *player, angle_t angle, fixed_t move)
{
  player->momx += FixedMul(move,finecosine[angle >>= ANGLETOFINESHIFT]);
  player->momy += FixedMul(move,finesine[angle]);
}

//
// P_CalcHeight
// Calculate the walking / running height adjustment
//

void P_CalcHeight (player_t* player)
  {
  int     angle;
  fixed_t bob;

  // Regular movement bobbing
  // (needs to be calculated for gun swing
  // even if not on ground)
  // OPTIMIZE: tablify angle
  // Note: a LUT allows for effects
  //  like a ramp with low health.

  // killough 10/98: Make bobbing depend only on player-applied motion.
  //
  // Note: don't reduce bobbing here if on ice: if you reduce bobbing here,
  // it causes bobbing jerkiness when the player moves from ice to non-ice,
  // and vice-versa.

  player->bob = player_bobbing ? (FixedMul(player->momx,player->momx) + 
				  FixedMul(player->momy,player->momy))>>2 : 0;

  if (player->bob > MAXBOB)                             
    player->bob = MAXBOB;

  if (!onground || player->cheats & CF_NOMOMENTUM)
    {
    player->viewz = player->mo->z + VIEWHEIGHT;

    if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
      player->viewz = player->mo->ceilingz-4*FRACUNIT;

// phares 2/25/98:
// The following line was in the Id source and appears
// to be a bug. player->viewz is checked in a similar
// manner at a different exit below.

//  player->viewz = player->mo->z + player->viewheight;
    return;
    }

  angle = (FINEANGLES/20*leveltime)&FINEMASK;
  bob = FixedMul(player->bob/2,finesine[angle]);

  // move viewheight

  if (player->playerstate == PST_LIVE)
    {
    player->viewheight += player->deltaviewheight;

    if (player->viewheight > VIEWHEIGHT)
      {
      player->viewheight = VIEWHEIGHT;
      player->deltaviewheight = 0;
      }

    if (player->viewheight < VIEWHEIGHT/2)
      {
      player->viewheight = VIEWHEIGHT/2;
      if (player->deltaviewheight <= 0)
        player->deltaviewheight = 1;
      }

    if (player->deltaviewheight)
      {
      player->deltaviewheight += FRACUNIT/4;
      if (!player->deltaviewheight)
        player->deltaviewheight = 1;
      }
    }

  player->viewz = player->mo->z + player->viewheight + bob;

  if (player->viewz > player->mo->ceilingz-4*FRACUNIT)
    player->viewz = player->mo->ceilingz-4*FRACUNIT;
  }


//
// P_MovePlayer
//
// Adds momentum if the player is not in the air
//
// killough 10/98: simplified

void P_MovePlayer (player_t* player)
{
  ticcmd_t *cmd = &player->cmd;
  mobj_t *mo = player->mo;

  mo->angle += cmd->angleturn << 16;
  onground = mo->z <= mo->floorz;

  // killough 10/98:
  //
  // We must apply thrust to the player and bobbing separately, to avoid
  // anomalies. The thrust applied to bobbing is always the same strength on
  // ice, because the player still "works just as hard" to move, while the
  // thrust applied to the movement varies with 'movefactor'.

  if (cmd->forwardmove | cmd->sidemove) // killough 10/98
    {
      if (onground || mo->flags & MF_BOUNCES) // killough 8/9/98
    	{
    	  int friction, movefactor = P_GetMoveFactor(mo, &friction);

	      // killough 11/98:
	      // On sludge, make bobbing depend on efficiency.
	      // On ice, make it depend on effort.

	      int bobfactor =
	        friction < ORIG_FRICTION ? movefactor : ORIG_FRICTION_FACTOR;

	      if (cmd->forwardmove)
	      {
	        P_Bob(player,mo->angle,cmd->forwardmove*bobfactor);
	        P_Thrust(player,mo->angle,cmd->forwardmove*movefactor);
	      }

	      if (cmd->sidemove)
	      {
	        P_Bob(player,mo->angle-ANG90,cmd->sidemove*bobfactor);
	        P_Thrust(player,mo->angle-ANG90,cmd->sidemove*movefactor);
	      }
	    }
      if (mo->state == states+S_PLAY)
      	P_SetMobjState(mo,S_PLAY_RUN1);
    }
}

#define ANG5 (ANG90/18)

//
// P_DeathThink
// Fall on your face when dying.
// Decrease POV height to floor height.
//

void P_DeathThink (player_t* player)
  {
  angle_t angle;
  angle_t delta;

  P_MovePsprites (player);

  // fall to the ground

  if (player->viewheight > 6*FRACUNIT)
    player->viewheight -= FRACUNIT;

  if (player->viewheight < 6*FRACUNIT)
    player->viewheight = 6*FRACUNIT;

  player->deltaviewheight = 0;
  onground = (player->mo->z <= player->mo->floorz);
  P_CalcHeight (player);

  if (player->attacker && player->attacker != player->mo)
    {
    angle = R_PointToAngle2 (player->mo->x,
                             player->mo->y,
                             player->attacker->x,
                             player->attacker->y);

    delta = angle - player->mo->angle;

    if (delta < ANG5 || delta > (unsigned)-ANG5)
      {
      // Looking at killer,
      //  so fade damage flash down.

      player->mo->angle = angle;

      if (player->damagecount)
        player->damagecount--;
      }
    else 
    if (delta < ANG180)
      player->mo->angle += ANG5;
    else
      player->mo->angle -= ANG5;
    }
  else
  if (player->damagecount)
    player->damagecount--;

  if (player->cmd.buttons & BT_USE)
    player->playerstate = PST_REBORN;
  }


//
// P_PlayerThink
//

void P_PlayerThink (player_t* player)
  {
  ticcmd_t*    cmd;
  weapontype_t newweapon;

  // killough 2/8/98, 3/21/98:
  // (this code is necessary despite questions raised elsewhere in a comment)

  if (player->cheats & CF_NOCLIP)
    player->mo->flags |= MF_NOCLIP;
  else
    player->mo->flags &= ~MF_NOCLIP;

  // chain saw run forward

  cmd = &player->cmd;
  if (player->mo->flags & MF_JUSTATTACKED)
    {
    cmd->angleturn = 0;
    cmd->forwardmove = 0xc800/512;
    cmd->sidemove = 0;
    player->mo->flags &= ~MF_JUSTATTACKED;
    }

  if (player->playerstate == PST_DEAD)
    {
    P_DeathThink (player);
    return;
    }

  // Move around.
  // Reactiontime is used to prevent movement
  //  for a bit after a teleport.

  if (player->mo->reactiontime)
    player->mo->reactiontime--;
  else
    P_MovePlayer (player);

  P_CalcHeight (player); // Determines view height and bobbing

  // Determine if there's anything about the sector you're in that's
  // going to affect you, like painful floors.

  if (player->mo->subsector->sector->special)
    P_PlayerInSpecialSector (player);

  // Sprite Height problem...                                         // phares
  // Future code:                                                     //  |
  // It's possible that at this point the player is standing on top   //  V
  // of a Thing that could cause him some damage, like a torch or
  // burning barrel. We need a way to generalize Thing damage by
  // grabbing a bit in the Thing's options to indicate damage. Since
  // this is competing with other attributes we may want to add,
  // we'll put this off for future consideration when more is
  // known.

  // Future Code:                                                     //  ^
  // Check to see if the object you've been standing on has moved     //  |
  // out from underneath you.                                         // phares

  // Check for weapon change.

  // A special event has no other buttons.

  if (cmd->buttons & BT_SPECIAL)
    cmd->buttons = 0;

  if (cmd->buttons & BT_CHANGE)
    {
    // The actual changing of the weapon is done
    //  when the weapon psprite can do it
    //  (read: not in the middle of an attack).

    newweapon = (cmd->buttons & BT_WEAPONMASK)>>BT_WEAPONSHIFT;

    // killough 3/22/98: For demo compatibility we must perform the fist
    // and SSG weapons switches here, rather than in G_BuildTiccmd(). For
    // other games which rely on user preferences, we must use the latter.

    if (demo_compatibility)
      { // compatibility mode -- required for old demos -- killough
      if (newweapon == wp_fist && player->weaponowned[wp_chainsaw] &&
        (player->readyweapon != wp_chainsaw ||
         !player->powers[pw_strength]))
        newweapon = wp_chainsaw;
      if (gamemode == commercial &&
        newweapon == wp_shotgun &&
        player->weaponowned[wp_supershotgun] &&
        player->readyweapon != wp_supershotgun)
        newweapon = wp_supershotgun;
      }

    // killough 2/8/98, 3/22/98 -- end of weapon selection changes

    if (player->weaponowned[newweapon] && newweapon != player->readyweapon)

      // Do not go to plasma or BFG in shareware,
      //  even if cheated.

      if ((newweapon != wp_plasma && newweapon != wp_bfg)
          || (gamemode != shareware) )
        player->pendingweapon = newweapon;
    }

  // check for use

  if (cmd->buttons & BT_USE)
    {
    if (!player->usedown)
      {
      P_UseLines (player);
      player->usedown = true;
      }
    }
  else
    player->usedown = false;

  // cycle psprites

  P_MovePsprites (player);

  // Counters, time dependent power ups.

  // Strength counts up to diminish fade.

  if (player->powers[pw_strength])
    player->powers[pw_strength]++;

  // killough 1/98: Make idbeholdx toggle:

  if (player->powers[pw_invulnerability] > 0) // killough
    player->powers[pw_invulnerability]--;

  if (player->powers[pw_invisibility] > 0)    // killough
    if (! --player->powers[pw_invisibility] )
      player->mo->flags &= ~MF_SHADOW;

  if (player->powers[pw_infrared] > 0)        // killough
    player->powers[pw_infrared]--;

  if (player->powers[pw_ironfeet] > 0)        // killough
    player->powers[pw_ironfeet]--;

  if (player->damagecount)
    player->damagecount--;

  if (player->bonuscount)
    player->bonuscount--;

  // Handling colormaps.
  // killough 3/20/98: reformat to terse C syntax

  player->fixedcolormap = player->powers[pw_invulnerability] > 4*32 ||
    player->powers[pw_invulnerability] & 8 ? INVERSECOLORMAP :
    player->powers[pw_infrared] > 4*32 || player->powers[pw_infrared] & 8;
  }

//----------------------------------------------------------------------------
//
// $Log: P_user.c,v $
// Revision 1.1  2000/04/09 18:22:37  proff_fs
// Initial revision
//
// Revision 1.15  1998/09/10  20:13:01  phares
// Fix DM Stuck bug and refix ice-bobbing/momentum
//
// Revision 1.14  1998/05/12  12:47:25  phares
// Removed OVER_UNDER code
//
// Revision 1.13  1998/05/10  23:38:04  killough
// Add #include p_user.h to ensure consistent prototypes
//
// Revision 1.12  1998/05/05  15:35:20  phares
// Documentation and Reformatting changes
//
// Revision 1.11  1998/05/03  23:21:04  killough
// Fix #includes and remove unnecessary decls at the top, nothing else
//
// Revision 1.10  1998/03/23  15:24:50  phares
// Changed pushers to linedef control
//
// Revision 1.9  1998/03/23  03:35:24  killough
// Move weapons changes to G_BuildTiccmd, fix idclip
//
// Revision 1.8  1998/03/12  14:28:50  phares
// friction and IDCLIP changes
//
// Revision 1.7  1998/03/09  18:26:55  phares
// Fixed bug in neighboring variable friction sectors
//
// Revision 1.6  1998/02/27  08:10:08  phares
// Added optional player bobbing
//
// Revision 1.5  1998/02/24  08:46:42  phares
// Pushers, recoil, new friction, and over/under work
//
// Revision 1.4  1998/02/15  02:47:57  phares
// User-defined keys
//
// Revision 1.3  1998/02/09  03:13:20  killough
// Improve weapon control and add preferences
//
// Revision 1.2  1998/01/26  19:24:34  phares
// First rev with no ^Ms
//
// Revision 1.1.1.1  1998/01/19  14:03:01  rand
// Lee's Jan 19 sources
//
//----------------------------------------------------------------------------
