#include "templates.h"
#include "doomtype.h"
#include "doomstat.h"
#include "p_local.h"
#include "actor.h"
#include "m_bbox.h"
#include "m_random.h"
#include "s_sound.h"
#include "a_sharedglobal.h"
#include "statnums.h"

static FRandom pr_quake ("Quake");

IMPLEMENT_POINTY_CLASS (DEarthquake)
 DECLARE_POINTER (m_Spot)
END_POINTERS

//==========================================================================
//
// DEarthquake :: DEarthquake private constructor
//
//==========================================================================

DEarthquake::DEarthquake()
: DThinker(STAT_EARTHQUAKE)
{
}

//==========================================================================
//
// DEarthquake :: DEarthquake public constructor
//
//==========================================================================

DEarthquake::DEarthquake (AActor *center, int intensity, int duration,
						  int damrad, int tremrad)
						  : DThinker(STAT_EARTHQUAKE)
{
	m_QuakeSFX = S_FindSound ("world/quake");
	m_Spot = center;
	// Radii are specified in tile units (64 pixels)
	m_DamageRadius = damrad << (FRACBITS+6);
	m_TremorRadius = tremrad << (FRACBITS+6);
	m_Intensity = intensity;
	m_Countdown = duration;
}

//==========================================================================
//
// DEarthquake :: Serialize
//
//==========================================================================

void DEarthquake::Serialize (FArchive &arc)
{
	Super::Serialize (arc);
	arc << m_Spot << m_Intensity << m_Countdown
		<< m_TremorRadius << m_DamageRadius;
	m_QuakeSFX = S_FindSound ("world/quake");
}

//==========================================================================
//
// DEarthquake :: Tick
//
// Deals damage to any players near the earthquake and makes sure it's
// making noise.
//
//==========================================================================

void DEarthquake::Tick ()
{
	int i;

	if (m_Spot == NULL)
	{
		Destroy ();
		return;
	}

	if (!S_GetSoundPlayingInfo (m_Spot, m_QuakeSFX))
		S_SoundID (m_Spot, CHAN_BODY, m_QuakeSFX, 1, ATTN_NORM);

	if (m_DamageRadius > 0)
	{
		for (i = 0; i < MAXPLAYERS; i++)
		{
			if (playeringame[i] && !(players[i].cheats & CF_NOCLIP))
			{
				AActor *victim = players[i].mo;
				fixed_t dist;

				dist = P_AproxDistance (victim->x - m_Spot->x, victim->y - m_Spot->y);
				// Check if in damage radius
				if (dist < m_DamageRadius && victim->z <= victim->floorz)
				{
					if (pr_quake() < 50)
					{
						P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), MOD_UNKNOWN);
					}
					// Thrust player around
					angle_t an = victim->angle + ANGLE_1*pr_quake();
					P_ThrustMobj (victim, an, m_Intensity << (FRACBITS-1));
				}
			}
		}
	}
	if (--m_Countdown == 0)
	{
		Destroy ();
	}
}

//==========================================================================
//
// DEarthquake::StaticGetQuakeIntensity
//
// Searches for all quakes near the victim and returns their combined
// intensity.
//
//==========================================================================

int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
{
	int intensity = 0;
	TThinkerIterator<DEarthquake> iterator (STAT_EARTHQUAKE);
	DEarthquake *quake;

	if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
	{
		return 0;
	}

	while ( (quake = iterator.Next()) != NULL)
	{
		if (quake->m_Spot != NULL)
		{
			fixed_t dist = P_AproxDistance (victim->x - quake->m_Spot->x,
				victim->y - quake->m_Spot->y);
			if (dist < quake->m_TremorRadius)
			{
				intensity += quake->m_Intensity;
			}
		}
	}
	return intensity;
}

//==========================================================================
//
// P_StartQuake
//
//==========================================================================

bool P_StartQuake (int tid, int intensity, int duration, int damrad, int tremrad)
{
	AActor *center;
	FActorIterator iterator (tid);
	bool res = false;

	intensity = clamp (intensity, 1, 9);

	while ( (center = iterator.Next ()) )
	{
		res = true;
		new DEarthquake (center, intensity, duration, damrad, tremrad);
	}
	
	return res;
}
