
float DOOR_START_OPEN = 1;
float DOOR_DONT_LINK = 4;
float DOOR_GOLD_KEY = 8;
float DOOR_SILVER_KEY = 16;
float DOOR_TOGGLE = 32;

/*

Doors are similar to buttons, but can spawn a fat trigger field around them
to open without a touch, and they link together to form simultanious
double/quad doors.
 
Door.owner is the master door.  If there is only one door, it points to itself.
If multiple doors, all will point to a single one.

Door.enemy chains from the master door through all doors linked in the chain.

*/

/*
=============================================================================

THINK FUNCTIONS

=============================================================================
*/

void() door_go_down;
void() door_go_up;

void() door_blocked =
{
	T_Damage (other, self, self.goalentity, self.dmg, MOD_SQUISH);

// if a door has a negative wait, it would never come back if blocked,
// so let it just squash the object to death real fast
	if (self.wait >= 0)
	{
		if (self.state == STATE_DOWN)
			door_go_up ();
		else
			door_go_down ();
	}
};


void() door_hit_top =
{
	sound (self, chan_no_phs_add|CHAN_VOICE, self.noise1, 1, ATTN_NORM);
	self.state = STATE_TOP;
	if (self.spawnflags & DOOR_TOGGLE)
		return;         // don't come down automatically
	self.think = door_go_down;
	self.nextthink = self.ltime + self.wait;
};

void() door_hit_bottom =
{
	sound (self, chan_no_phs_add|CHAN_VOICE, self.noise1, 1, ATTN_NORM);
	self.state = STATE_BOTTOM;
};

void() door_go_down =
{
	sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
	if (self.max_health)
	{
		self.takedamage = DAMAGE_YES;
		self.health = self.max_health;
	}
	
	self.state = STATE_DOWN;
	SUB_CalcMove (self.pos1, self.speed, door_hit_bottom);
};

void() door_go_up =
{
	if (self.state == STATE_UP)
		return;         // allready going up

	if (self.state == STATE_TOP)
	{       // reset top wait time
		self.nextthink = self.ltime + self.wait;
		return;
	}
	
	sound (self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
	self.state = STATE_UP;
	SUB_CalcMove (self.pos2, self.speed, door_hit_top);

	SUB_UseTargets();
};


/*
=============================================================================

ACTIVATION FUNCTIONS

=============================================================================
*/

void() door_fire =
{
	local entity    oself;
	local entity    starte;

	if (self.owner != self)
		objerror ("door_fire: self.owner != self");

// play use key sound

	if (self.items)
		sound (self, CHAN_ITEM, self.noise4, 1, ATTN_NORM);

	self.message = string_null;             // no more message
	oself = self;

	if (self.spawnflags & DOOR_TOGGLE)
	{
		if (self.state == STATE_UP || self.state == STATE_TOP)
		{
			starte = self;
			do
			{
				door_go_down ();
				self = self.enemy;
			} while ( (self != starte) && (self != world) );
			self = oself;
			return;
		}
	}
	
// trigger all paired doors
	starte = self;
	
	do
	{
		self.goalentity = activator;		// Who fired us
		door_go_up ();
		self = self.enemy;
	} while ( (self != starte) && (self != world) );
	self = oself;
};


void() door_use =
{
	local entity oself;

	self.message = "";                      // door message are for touch only
	self.owner.message = "";        
	self.enemy.message = "";

	oself = self;
	self = self.owner;
	door_fire ();
	self = oself;
};


void() door_trigger_touch =
{
	if (other.health <= 0)
		return;

	if (time < self.attack_finished)
		return;
	self.attack_finished = time + 1;

	activator = other;

	self = self.owner;
	door_use ();
};


void() door_killed =
{
	local entity oself;
	
	oself = self;
	self = self.owner;
	self.health = self.max_health;
	self.takedamage = DAMAGE_NO;    // wil be reset upon return
	door_use ();
	self = oself;
};


/*
================
door_touch

Prints messages and opens key doors
================
*/
void() door_touch =
{
	if (other.classname != "player")
		return;
	if (self.owner.attack_finished > time)
		return;

	self.owner.attack_finished = time + 2;

	if (self.owner.message != "")
	{
		centerprint (other, self.owner.message);
		sound (other, CHAN_VOICE, "misc/talk.wav", 1, ATTN_NORM);
	}
	
// key door stuff
	if (!self.items)
		return;

// FIXME: blink key on player's status bar
	if ( (self.items & other.items) != self.items )
	{
		if (self.owner.items == IT_KEY1)
		{
			switch (world.worldtype)
			{
			case WT_MEDIEVAL:
				centerprint (other, "You need the silver key");
				break;
			case WT_METAL:
				centerprint (other, "You need the silver runekey");
				break;
			case WT_BASE:
				centerprint (other, "You need the silver keycard");
				break;
			}
		}
		else
		{
			switch (world.worldtype)
			{
			case WT_MEDIEVAL:
				centerprint (other, "You need the gold key");
				break;
			case WT_METAL:
				centerprint (other, "You need the gold runekey");
				break;
			case WT_BASE:
				centerprint (other, "You need the gold keycard");
				break;
			}
		}

		sound (self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
		return;
	}

	other.items = other.items - self.items;
	self.touch = SUB_Null;
	if (self.enemy)
		self.enemy.touch = SUB_Null;    // get paired door
	door_use ();
};

/*
=============================================================================

SPAWNING FUNCTIONS

=============================================================================
*/


entity(vector fmins, vector fmaxs) spawn_field =
{
	local entity    trigger;
	local   vector  t1, t2;

	trigger = spawn();
	trigger.movetype = MOVETYPE_NONE;
	trigger.solid = SOLID_TRIGGER;
	trigger.owner = self;
	trigger.touch = door_trigger_touch;

	t1 = fmins;
	t2 = fmaxs;
	setsize (trigger, t1 - '60 60 8', t2 + '60 60 8');
	return (trigger);
};


float (entity e1, entity e2) EntitiesTouching =
{
	if (e1.mins_x > e2.maxs_x)
		return FALSE;
	if (e1.mins_y > e2.maxs_y)
		return FALSE;
	if (e1.mins_z > e2.maxs_z)
		return FALSE;
	if (e1.maxs_x < e2.mins_x)
		return FALSE;
	if (e1.maxs_y < e2.mins_y)
		return FALSE;
	if (e1.maxs_z < e2.mins_z)
		return FALSE;
	return TRUE;
};


/*
=============
LinkDoors


=============
*/
void() LinkDoors =
{
	local entity    t, starte;
	local vector    cmins, cmaxs;

	if (self.enemy)
		return;         // already linked by another door
	if (self.spawnflags & 4)
	{
		self.owner = self.enemy = self;
		return;         // don't want to link this door
	}

	cmins = self.mins;
	cmaxs = self.maxs;
	
	starte = self;
	t = self;
	
	do
	{
		self.owner = starte;                    // master door

		if (self.health)
			starte.health = self.health;
		if (self.targetname)
			starte.targetname = self.targetname;
		if (self.message != "")
			starte.message = self.message;

		t = find (t, classname, self.classname);        
		if (!t)
		{
			self.enemy = starte;            // make the chain a loop

		// shootable, fired, or key doors just needed the owner/enemy links,
		// they don't spawn a field
	
			self = self.owner;

			if (self.health)
				return;
			if (self.targetname)
				return;
			if (self.items)
				return;

			self.owner.trigger_field = spawn_field(cmins, cmaxs);

			return;
		}

		if (EntitiesTouching(self,t))
		{
			if (t.enemy)
				objerror ("cross connected doors");
			
			self.enemy = t;
			self = t;

			if (t.mins_x < cmins_x)
				cmins_x = t.mins_x;
			if (t.mins_y < cmins_y)
				cmins_y = t.mins_y;
			if (t.mins_z < cmins_z)
				cmins_z = t.mins_z;
			if (t.maxs_x > cmaxs_x)
				cmaxs_x = t.maxs_x;
			if (t.maxs_y > cmaxs_y)
				cmaxs_y = t.maxs_y;
			if (t.maxs_z > cmaxs_z)
				cmaxs_z = t.maxs_z;
		}
	} while (1 );

};


/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
if two doors touch, they are assumed to be connected and operate as a unit.

TOGGLE causes the door to wait in both the start and end states for a trigger event.

START_OPEN causes the door to move to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).

Key doors are allways wait -1.

"message"       is printed when the door is touched if it is a trigger door and it hasn't been fired yet
"angle"         determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
"health"        if set, door must be shot open
"speed"         movement speed (100 default)
"wait"          wait before returning (3 default, -1 = never return)
"lip"           lip remaining at end of move (8 default)
"dmg"           damage to inflict when blocked (2 default)
"sounds"
0)      no sound
1)      stone
2)      base
3)      stone chain
4)      screechy metal
*/

void() func_door =
{
	switch (world.worldtype)
	{
	case WT_MEDIEVAL:
		precache_sound ("doors/medtry.wav");
		precache_sound ("doors/meduse.wav");
		self.noise3 = "doors/medtry.wav";
		self.noise4 = "doors/meduse.wav";
		break;
	case WT_METAL:
		precache_sound ("doors/runetry.wav");
		precache_sound ("doors/runeuse.wav");
		self.noise3 = "doors/runetry.wav";
		self.noise4 = "doors/runeuse.wav";
		break;
	case WT_BASE:
		precache_sound ("doors/basetry.wav");
		precache_sound ("doors/baseuse.wav");
		self.noise3 = "doors/basetry.wav";
		self.noise4 = "doors/baseuse.wav";
		break;
	default:
		dprint ("no worldtype set!\n");
	}

	switch (self.sounds)
	{
	case 0:
		precache_sound ("misc/null.wav");
		precache_sound ("misc/null.wav");
		self.noise1 = "misc/null.wav";
		self.noise2 = "misc/null.wav";
		break;
	case 1:
		precache_sound ("doors/drclos4.wav");
		precache_sound ("doors/doormv1.wav");
		self.noise1 = "doors/drclos4.wav";
		self.noise2 = "doors/doormv1.wav";
		break;
	case 2:
		precache_sound ("doors/hydro1.wav");
		precache_sound ("doors/hydro2.wav");
		self.noise2 = "doors/hydro1.wav";
		self.noise1 = "doors/hydro2.wav";
		break;
	case 3:
		precache_sound ("doors/stndr1.wav");
		precache_sound ("doors/stndr2.wav");
		self.noise2 = "doors/stndr1.wav";
		self.noise1 = "doors/stndr2.wav";
		break;
	case 4:
		precache_sound ("doors/ddoor1.wav");
		precache_sound ("doors/ddoor2.wav");
		self.noise1 = "doors/ddoor2.wav";
		self.noise2 = "doors/ddoor1.wav";
		break;
	}

	SetMovedir ();

	self.max_health = self.health;
	self.solid = SOLID_BSP;
	self.movetype = MOVETYPE_PUSH;
	setorigin (self, self.origin);  
	setmodel (self, self.model);
	self.classname = "door";

	self.blocked = door_blocked;
	self.use = door_use;
	
	if (self.spawnflags & DOOR_SILVER_KEY)
		self.items = IT_KEY1;
	if (self.spawnflags & DOOR_GOLD_KEY)
		self.items = IT_KEY2;
	
	if (!self.speed)
		self.speed = 100;
	if (!self.wait)
		self.wait = 3;
	if (!self.lip)
		self.lip = 8;
	if (!self.dmg)
		self.dmg = 2;

	self.pos1 = self.origin;
	self.pos2 = self.pos1 + self.movedir*(fabs(self.movedir*self.size) - self.lip);

// DOOR_START_OPEN is to allow an entity to be lighted in the closed position
// but spawn in the open position
	if (self.spawnflags & DOOR_START_OPEN)
	{
		setorigin (self, self.pos2);
		self.pos2 = self.pos1;
		self.pos1 = self.origin;
	}

	self.state = STATE_BOTTOM;

	if (self.health)
	{
		self.takedamage = DAMAGE_YES;
		self.th_die = door_killed;
	}
	
	if (self.items)
		self.wait = -1;
		
	self.touch = door_touch;

// LinkDoors can't be done until all of the doors have been spawned, so
// the sizes can be detected properly.
	self.think = LinkDoors;
	self.nextthink = self.ltime + 0.1;
};

/*
=============================================================================

SECRET DOORS

=============================================================================
*/

void() fd_secret_move1;
void() fd_secret_move2;
void() fd_secret_move3;
void() fd_secret_move4;
void() fd_secret_move5;
void() fd_secret_move6;
void() fd_secret_done;

float SECRET_OPEN_ONCE = 1;             // stays open
float SECRET_1ST_LEFT = 2;              // 1st move is left of arrow
float SECRET_1ST_DOWN = 4;              // 1st move is down from arrow
float SECRET_NO_SHOOT = 8;              // only opened by trigger
float SECRET_YES_SHOOT = 16;    // shootable even if targeted


void () fd_secret_use =
{
	local float temp;
	
	self.health = 10000;

	// exit if still moving around...
	if (self.origin != self.oldorigin)
		return;
	
	self.message = string_null;             // no more message

	SUB_UseTargets();                               // fire all targets / killtargets
	
	if (!(self.spawnflags & SECRET_NO_SHOOT))
	{
		self.th_pain = SUB_Null;
		self.takedamage = DAMAGE_NO;
	}
	self.velocity = '0 0 0';

	// Make a sound, wait a little...
	
	sound(self, CHAN_VOICE, self.noise1, 1, ATTN_NORM);
	self.nextthink = self.ltime + 0.1;

	temp = 1 - (self.spawnflags & SECRET_1ST_LEFT); // 1 or -1
	makevectors(self.mangle);
	
	if (!self.t_width)
	{
		if (self.spawnflags & SECRET_1ST_DOWN)
			self.t_width = fabs(v_up * self.size);
		else
			self.t_width = fabs(v_right * self.size);
	}
		
	if (!self.t_length)
		self.t_length = fabs(v_forward * self.size);

	if (self.spawnflags & SECRET_1ST_DOWN)
		self.dest1 = self.origin - v_up * self.t_width;
	else
		self.dest1 = self.origin + v_right * (self.t_width * temp);
		
	self.dest2 = self.dest1 + v_forward * self.t_length;
	SUB_CalcMove(self.dest1, self.speed, fd_secret_move1);
	sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
};

// Wait after first movement...
void () fd_secret_move1 = 
{
	self.nextthink = self.ltime + 1.0;
	self.think = fd_secret_move2;
	sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};

// Start moving sideways w/sound...
void () fd_secret_move2 =
{
	sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
	SUB_CalcMove(self.dest2, self.speed, fd_secret_move3);
};

// Wait here until time to go back...
void () fd_secret_move3 =
{
	sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
	if (!(self.spawnflags & SECRET_OPEN_ONCE))
	{
		self.nextthink = self.ltime + self.wait;
		self.think = fd_secret_move4;
	}
};

// Move backward...
void () fd_secret_move4 =
{
	sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
	SUB_CalcMove(self.dest1, self.speed, fd_secret_move5);          
};

// Wait 1 second...
void () fd_secret_move5 = 
{
	self.nextthink = self.ltime + 1.0;
	self.think = fd_secret_move6;
	sound(self, CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};

void () fd_secret_move6 =
{
	sound(self, CHAN_VOICE, self.noise2, 1, ATTN_NORM);
	SUB_CalcMove(self.oldorigin, self.speed, fd_secret_done);
};

void () fd_secret_done =
{
	if (!self.targetname || self.spawnflags&SECRET_YES_SHOOT)
	{
		self.health = 10000;
		self.takedamage = DAMAGE_YES;
		self.th_pain = fd_secret_use;   
		self.th_die = fd_secret_use;
	}
	sound(self, chan_no_phs_add|CHAN_VOICE, self.noise3, 1, ATTN_NORM);
};

void () secret_blocked =
{
	if (time < self.attack_finished)
		return;
	self.attack_finished = time + 0.5;
	T_Damage (other, self, self, self.dmg, MOD_SQUISH);
};

/*
================
secret_touch

Prints messages
================
*/
void() secret_touch =
{
	if (other.classname != "player")
		return;
	if (self.attack_finished > time)
		return;

	self.attack_finished = time + 2;
	
	if (self.message)
	{
		centerprint (other, self.message);
		sound (other, CHAN_BODY, "misc/talk.wav", 1, ATTN_NORM);
	}
};


/*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
Basic secret door. Slides back, then to the side. Angle determines direction.
wait  = # of seconds before coming back
1st_left = 1st move is left of arrow
1st_down = 1st move is down from arrow
always_shoot = even if targeted, keep shootable
t_width = override WIDTH to move back (or height if going down)
t_length = override LENGTH to move sideways
"dmg"           damage to inflict when blocked (2 default)

If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage.
"sounds"
1) medieval
2) metal
3) base
*/

void () func_door_secret =
{
	switch (self.sounds)
	{
	case 0:
	case 3:
		precache_sound ("doors/basesec1.wav");
		precache_sound ("doors/basesec2.wav");
		self.noise2 = "doors/basesec1.wav";
		self.noise1 = "doors/basesec2.wav";
		self.noise3 = "doors/basesec2.wav";
		break;
	case 1:
		precache_sound ("doors/latch2.wav");
		precache_sound ("doors/winch2.wav");
		precache_sound ("doors/drclos4.wav");
		self.noise1 = "doors/latch2.wav";
		self.noise2 = "doors/winch2.wav";
		self.noise3 = "doors/drclos4.wav";
		break;
	case 2:
		precache_sound ("doors/airdoor1.wav");
		precache_sound ("doors/airdoor2.wav");
		self.noise2 = "doors/airdoor1.wav";
		self.noise1 = "doors/airdoor2.wav";
		self.noise3 = "doors/airdoor2.wav";
		break;
	}

	if (!self.dmg)
		self.dmg = 2;
		
	// Magic formula...
	self.mangle = self.angles;
	self.angles = '0 0 0';
	self.solid = SOLID_BSP;
	self.movetype = MOVETYPE_PUSH;
	self.classname = "door";
	setmodel (self, self.model);
	setorigin (self, self.origin);  
	
	self.touch = secret_touch;
	self.blocked = secret_blocked;
	self.speed = 50;
	self.use = fd_secret_use;
	if ( !self.targetname || self.spawnflags&SECRET_YES_SHOOT)
	{
		self.health = 10000;
		self.takedamage = DAMAGE_YES;
		self.th_pain = fd_secret_use;
	}
	self.oldorigin = self.origin;
	if (!self.wait)
		self.wait = 5;          // 5 seconds before closing
};
