// 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:
//		Floor animation: raising stairs.
//
//-----------------------------------------------------------------------------

#include "doomdef.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "s_sound.h"
#include "s_sndseq.h"
#include "doomstat.h"
#include "r_state.h"
#include "tables.h"

//
// FLOORS
//

IMPLEMENT_CLASS (DFloor)

DFloor::DFloor ()
{
}

void DFloor::Serialize (FArchive &arc)
{
	Super::Serialize (arc);
	arc << m_Type
		<< m_Crush
		<< m_Direction
		<< m_NewSpecial
		<< m_Texture
		<< m_FloorDestDist
		<< m_Speed
		<< m_ResetCount
		<< m_OrgDist
		<< m_Delay
		<< m_PauseTime
		<< m_StepTime
		<< m_PerStepTime;
}

IMPLEMENT_CLASS (DElevator)

DElevator::DElevator ()
{
}

void DElevator::Serialize (FArchive &arc)
{
	Super::Serialize (arc);
	arc << m_Type
		<< m_Direction
		<< m_FloorDestDist
		<< m_CeilingDestDist
		<< m_Speed;
}

IMPLEMENT_CLASS (DWaggleBase)
IMPLEMENT_CLASS (DFloorWaggle)
IMPLEMENT_CLASS (DCeilingWaggle)

DWaggleBase::DWaggleBase ()
{
}

void DWaggleBase::Serialize (FArchive &arc)
{
	Super::Serialize (arc);
	arc << m_OriginalDist
		<< m_Accumulator
		<< m_AccDelta
		<< m_TargetScale
		<< m_Scale
		<< m_ScaleDelta
		<< m_Ticker
		<< m_State;
}


//
// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
//
void DFloor::Tick ()
{
	EResult res;

	// [RH] Handle resetting stairs
	if (m_Type == buildStair || m_Type == waitStair)
	{
		if (m_ResetCount)
		{
			if (--m_ResetCount == 0)
			{
				m_Type = resetStair;
				m_Direction = (m_Direction > 0) ? -1 : 1;
				m_FloorDestDist = m_OrgDist;
			}
		}
		if (m_PauseTime)
		{
			m_PauseTime--;
			return;
		}
		else if (m_StepTime)
		{
			if (--m_StepTime == 0)
			{
				m_PauseTime = m_Delay;
				m_StepTime = m_PerStepTime;
			}
		}
	}

	if (m_Type == waitStair)
		return;

	res = MoveFloor (m_Speed, m_FloorDestDist, m_Crush, m_Direction);
	
	if (res == pastdest)
	{
		SN_StopSequence (m_Sector);

		if (m_Type == buildStair)
			m_Type = waitStair;

		if (m_Type != waitStair || m_ResetCount == 0)
		{
			if (m_Direction == 1)
			{
				switch (m_Type)
				{
				case donutRaise:
				case genFloorChgT:
				case genFloorChg0:
					m_Sector->special = (m_Sector->special & SECRET_MASK) | m_NewSpecial;
					//fall thru
				case genFloorChg:
					m_Sector->floorpic = m_Texture;
					m_Sector->AdjustFloorClip ();
					break;
				default:
					break;
				}
			}
			else if (m_Direction == -1)
			{
				switch (m_Type)
				{
				case floorLowerAndChange:
				case genFloorChgT:
				case genFloorChg0:
					m_Sector->special = (m_Sector->special & SECRET_MASK) | m_NewSpecial;
					//fall thru
				case genFloorChg:
					m_Sector->floorpic = m_Texture;
					m_Sector->AdjustFloorClip ();
					break;
				default:
					break;
				}
			}

			m_Sector->floordata = NULL; //jff 2/22/98
			stopinterpolation (INTERP_SectorFloor, m_Sector);

			//jff 2/26/98 implement stair retrigger lockout while still building
			// note this only applies to the retriggerable generalized stairs

			if (m_Sector->stairlock == -2)		// if this sector is stairlocked
			{
				sector_t *sec = m_Sector;
				sec->stairlock = -1;				// thinker done, promote lock to -1

				while (sec->prevsec != -1 && sectors[sec->prevsec].stairlock != -2)
					sec = &sectors[sec->prevsec];	// search for a non-done thinker
				if (sec->prevsec == -1)				// if all thinkers previous are done
				{
					sec = m_Sector;			// search forward
					while (sec->nextsec != -1 && sectors[sec->nextsec].stairlock != -2) 
						sec = &sectors[sec->nextsec];
					if (sec->nextsec == -1)			// if all thinkers ahead are done too
					{
						while (sec->prevsec != -1)	// clear all locks
						{
							sec->stairlock = 0;
							sec = &sectors[sec->prevsec];
						}
						sec->stairlock = 0;
					}
				}
			}

			Destroy ();
		}
	}
}

//
// T_MoveElevator()
//
// Move an elevator to it's destination (up or down)
// Called once per tick for each moving floor.
//
// Passed an elevator_t structure that contains all pertinent info about the
// move. See P_SPEC.H for fields.
// No return.
//
// jff 02/22/98 added to support parallel floor/ceiling motion
//
void DElevator::Tick ()
{
	EResult res;

	fixed_t oldfloor, oldceiling;

	oldfloor = m_Sector->floorplane.d;
	oldceiling = m_Sector->ceilingplane.d;

	if (m_Direction < 0)	// moving down
	{
		res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
		if (res == ok || res == pastdest)
		{
			res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
			// When used with 3D-floors this may very well block!
			if (res == crushed)
			{
				// The move was blocked so readjust the ceiling.
				MoveCeiling (m_Speed, oldceiling, -m_Direction);
			}
		}
	}
	else // up
	{
		res = MoveFloor (m_Speed, m_FloorDestDist, m_Direction);
		if (res == ok || res == pastdest)
		{
			res = MoveCeiling (m_Speed, m_CeilingDestDist, m_Direction);
			// When used with 3D-floors this may very well block!
			if (res == crushed)
			{
				// The move was blocked so readjust the ceiling.
				MoveFloor (m_Speed, oldfloor, -m_Direction);
			}
		}
	}

	if (res == pastdest)	// if destination height acheived
	{
		// make floor stop sound
		SN_StopSequence (m_Sector);

		m_Sector->floordata = NULL;		//jff 2/22/98
		m_Sector->ceilingdata = NULL;	//jff 2/22/98
		stopinterpolation (INTERP_SectorFloor, m_Sector);
		stopinterpolation (INTERP_SectorCeiling, m_Sector);
		Destroy ();		// remove elevator from actives
	}
}

void DFloor::SetFloorChangeType (sector_t *sec, int change)
{
	m_Texture = sec->floorpic;

	switch (change & 3)
	{
	case 1:
		m_NewSpecial = 0;
		m_Type = DFloor::genFloorChg0;
		break;
	case 2:
		m_Type = DFloor::genFloorChg;
		break;
	case 3:
		m_NewSpecial = sec->special & ~SECRET_MASK;
		m_Type = DFloor::genFloorChgT;
		break;
	}
}

static void StartFloorSound (sector_t *sec)
{
	if (sec->seqType >= 0)
	{
		SN_StartSequence (sec, sec->seqType, SEQ_PLATFORM);
	}
	else
	{
		SN_StartSequence (sec, "Floor");
	}
}

void DFloor::StartFloorSound ()
{
	::StartFloorSound (m_Sector);
}

void DElevator::StartFloorSound ()
{
	::StartFloorSound (m_Sector);
}

DFloor::DFloor (sector_t *sec)
	: DMovingFloor (sec)
{
}

//
// HANDLE FLOOR TYPES
// [RH] Added tag, speed, height, crush, change params.
//
bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
				 fixed_t speed, fixed_t height, int crush, int change)
{
	int 		secnum;
	bool 		rtn;
	sector_t*	sec;
	DFloor*		floor;
	bool		manual = false;
	fixed_t		ceilingheight;
	fixed_t		newheight;
	vertex_t	*spot, *spot2;

	rtn = false;

	// check if a manual trigger; if so do just the sector on the backside
	if (tag == 0)
	{
		if (!line || !(sec = line->backsector))
			return rtn;
		secnum = (int)(sec-sectors);
		manual = true;
		goto manual_floor;
	}

	secnum = -1;
	while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
	{
		sec = &sectors[secnum];

manual_floor:
		// ALREADY MOVING?	IF SO, KEEP GOING...
		if (sec->floordata)
		{
			if (manual)
				continue;
			else
				return false;
		}
		
		// new floor thinker
		rtn = true;
		floor = new DFloor (sec);
		floor->m_Type = floortype;
		floor->m_Crush = -1;
		floor->m_Speed = speed;
		floor->m_ResetCount = 0;				// [RH]
		floor->m_OrgDist = sec->floorplane.d;	// [RH]


		switch (floortype)
		{
		case DFloor::floorLowerToHighest:
			floor->m_Direction = -1;
			newheight = sec->FindHighestFloorSurrounding (&spot);
			floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			// [RH] DOOM's turboLower type did this. I've just extended it
			//		to be applicable to all LowerToHighest types.
			if (floor->m_FloorDestDist != sec->floorplane.d)
				floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight+height);
			break;

		case DFloor::floorLowerToLowest:
			floor->m_Direction = -1;
			newheight = sec->FindLowestFloorSurrounding (&spot);
			floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			break;

		case DFloor::floorLowerToNearest:
			//jff 02/03/30 support lowering floor to next lowest floor
			floor->m_Direction = -1;
			newheight = sec->FindNextLowestFloor (&spot);
			floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			break;

		case DFloor::floorLowerInstant:
			floor->m_Speed = height;
		case DFloor::floorLowerByValue:
			floor->m_Direction = -1;
			newheight = sec->floorplane.ZatPoint (0, 0) - height;
			floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
			break;

		case DFloor::floorRaiseInstant:
			floor->m_Speed = height;
		case DFloor::floorRaiseByValue:
			floor->m_Direction = 1;
			newheight = sec->floorplane.ZatPoint (0, 0) + height;
			floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
			break;

		case DFloor::floorMoveToValue:
			sec->FindHighestFloorPoint (&spot);
			floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, height);
			floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.d) ? -1 : 1;
			break;

		case DFloor::floorRaiseAndCrush:
			floor->m_Crush = crush;
		case DFloor::floorRaiseToLowestCeiling:
			floor->m_Direction = 1;
			newheight = sec->FindLowestCeilingSurrounding (&spot);
			if (floortype == DFloor::floorRaiseAndCrush)
				floor->m_FloorDestDist -= 8 * FRACUNIT;
			ceilingheight = sec->FindLowestCeilingPoint (&spot2);
			floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			if (sec->floorplane.ZatPointDist (spot2, floor->m_FloorDestDist) > ceilingheight)
				floor->m_FloorDestDist = sec->floorplane.PointToDist (spot2,
					floortype == DFloor::floorRaiseAndCrush ? ceilingheight - 8*FRACUNIT : ceilingheight);
			break;

		case DFloor::floorRaiseToHighest:
			floor->m_Direction = 1;
			newheight = sec->FindHighestFloorSurrounding (&spot);
			floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			break;

		case DFloor::floorRaiseToNearest:
			floor->m_Direction = 1;
			newheight = sec->FindNextHighestFloor (&spot);
			floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			break;

		case DFloor::floorRaiseToLowest:
			floor->m_Direction = 1;
			newheight = sec->FindLowestFloorSurrounding (&spot);
			floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			break;

		case DFloor::floorRaiseToCeiling:
			floor->m_Direction = 1;
			newheight = sec->FindLowestCeilingPoint (&spot);
			floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			break;

		case DFloor::floorLowerToLowestCeiling:
			floor->m_Direction = -1;
			newheight = sec->FindLowestCeilingSurrounding (&spot);
			floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			break;

		case DFloor::floorLowerByTexture:
			floor->m_Direction = -1;
			newheight = sec->floorplane.ZatPoint (0, 0) - sec->FindShortestTextureAround ();
			floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
			break;

		case DFloor::floorLowerToCeiling:
			// [RH] Essentially instantly raises the floor to the ceiling
			floor->m_Direction = -1;
			newheight = sec->FindLowestCeilingPoint (&spot);
			floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			break;

		case DFloor::floorRaiseByTexture:
			floor->m_Direction = 1;
			// [RH] Use P_FindShortestTextureAround from BOOM to do this
			//		since the code is identical to what was here. (Oddly
			//		enough, BOOM preserved the code here even though it
			//		also had this function.)
			newheight = sec->floorplane.ZatPoint (0, 0) + sec->FindShortestTextureAround ();
			floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
			break;

		case DFloor::floorRaiseAndChange:
			floor->m_Direction = 1;
			newheight = sec->floorplane.ZatPoint (0, 0) + height;
			floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
			if (line != NULL)
			{
				int oldpic = sec->floorpic;
				sec->floorpic = line->frontsector->floorpic;
				sec->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK);
				if (oldpic != sec->floorpic)
				{
					sec->AdjustFloorClip ();
				}
			}
			else
			{
				sec->special &= SECRET_MASK;
			}
			break;
		  
		case DFloor::floorLowerAndChange:
			floor->m_Direction = -1;
			newheight = sec->FindLowestFloorSurrounding (&spot);
			floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			floor->m_Texture = sec->floorpic;
			// jff 1/24/98 make sure floor->m_NewSpecial gets initialized
			// in case no surrounding sector is at floordestheight
			// --> should not affect compatibility <--
			floor->m_NewSpecial = sec->special & ~SECRET_MASK; 

			//jff 5/23/98 use model subroutine to unify fixes and handling
			sector_t *modelsec;
			modelsec = sec->FindModelFloorSector (newheight);
			if (modelsec != NULL)
			{
				floor->m_Texture = modelsec->floorpic;
				floor->m_NewSpecial = modelsec->special & ~SECRET_MASK;
			}
			break;

		  default:
			break;
		}

		// Do not interpolate instant movement floors.
		// Note for ZDoomGL: Check to make sure that you update the sector
		// after the floor moves, because it hasn't actually moved yet.
		bool silent=false;

		if ((floor->m_Direction>0 && floor->m_FloorDestDist>sec->floorplane.d) ||	// moving up but going down
			(floor->m_Direction<0 && floor->m_FloorDestDist<sec->floorplane.d) ||	// moving down but going up
			(floor->m_Speed >= abs(sec->floorplane.d - floor->m_FloorDestDist)))	// moving in one step
		{
			stopinterpolation (INTERP_SectorFloor, sec);

			// [Graf Zahl]
			// Don't make sounds for instant movement hacks but make an exception for
			// switches that activate their own back side. 
			// I'll leave the decision about this to somebody else. In many maps 
			// it helps but there are some where this omits sounds that should be there.
			#ifdef SILENT_INSTANT_FLOORS
			if (floortype!=DFloor::floorRaiseInstant && floortype!=DFloor::floorLowerInstant) 
			{
				if (!line || GET_SPAC(line->flags)!=SPAC_USE || line->backsector!=sec)
					silent=true;
			}
			#endif
		}
		if (!silent) floor->StartFloorSound ();

		if (change & 3)
		{
			// [RH] Need to do some transferring
			if (change & 4)
			{
				// Numeric model change
				sector_t *modelsec;

				modelsec = (floortype == DFloor::floorRaiseToLowestCeiling ||
					   floortype == DFloor::floorLowerToLowestCeiling ||
					   floortype == DFloor::floorRaiseToCeiling ||
					   floortype == DFloor::floorLowerToCeiling) ?
					  sec->FindModelCeilingSector (-floor->m_FloorDestDist) :
					  sec->FindModelFloorSector (-floor->m_FloorDestDist);

				if (modelsec != NULL)
				{
					floor->SetFloorChangeType (modelsec, change);
				}
			}
			else if (line)
			{
				// Trigger model change
				floor->SetFloorChangeType (line->frontsector, change);
			}
		}
		if (manual)
			return rtn;
	}
	return rtn;
}

// [RH]
// EV_FloorCrushStop
// Stop a floor from crushing!
//
bool EV_FloorCrushStop (int tag)
{
	int secnum = -1;

	while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
	{
		sector_t *sec = sectors + secnum;

		if (sec->floordata && sec->floordata->IsKindOf (RUNTIME_CLASS(DFloor)) &&
			static_cast<DFloor *>(sec->floordata)->m_Type == DFloor::floorRaiseAndCrush)
		{
			SN_StopSequence (sec);
			sec->floordata->Destroy ();
			sec->floordata = NULL;
		}
	}
	return true;
}

//
// EV_DoChange()
//
// Handle pure change types. These change floor texture and sector type
// by trigger or numeric model without moving the floor.
//
// The linedef causing the change and the type of change is passed
// Returns true if any sector changes
//
// jff 3/15/98 added to better support generalized sector types
// [RH] Added tag parameter.
//
bool EV_DoChange (line_t *line, EChange changetype, int tag)
{
	int			secnum;
	bool		rtn;
	sector_t	*sec;
	sector_t	*secm;

	secnum = -1;
	rtn = false;
	// change all sectors with the same tag as the linedef
	while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
	{
		sec = &sectors[secnum];
              
		rtn = true;

		// handle trigger or numeric change type
		int oldpic = sec->floorpic;

		switch(changetype)
		{
		case trigChangeOnly:
			if (line)
			{ // [RH] if no line, no change
				sec->floorpic = line->frontsector->floorpic;
				sec->special = (sec->special & SECRET_MASK) | (line->frontsector->special & ~SECRET_MASK);
			}
			break;
		case numChangeOnly:
			secm = sec->FindModelFloorSector (sec->CenterFloor());
			if (secm)
			{ // if no model, no change
				sec->floorpic = secm->floorpic;
				sec->special = secm->special;
			}
			break;
		default:
			break;
		}

		if (oldpic != sec->floorpic)
		{
			sec->AdjustFloorClip ();
		}
	}
	return rtn;
}


//
// BUILD A STAIRCASE!
// [RH] Added stairsize, srcspeed, delay, reset, igntxt, usespecials parameters
//		If usespecials is non-zero, then each sector in a stair is determined
//		by its special. If usespecials is 2, each sector stays in "sync" with
//		the others.
//
bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
					 fixed_t stairsize, fixed_t speed, int delay, int reset, int igntxt,
					 int usespecials)
{
	int 				secnum;
	int					osecnum;	//jff 3/4/98 save old loop index
	int 				height;
	fixed_t				stairstep;
	int 				i;
	int 				newsecnum = -1;
	int 				texture;
	int 				ok;
	int					persteptime;
	bool 				rtn = false;
	
	sector_t*			sec;
	sector_t*			tsec = NULL;
	sector_t*			prev = NULL;

	DFloor*				floor;
	bool				manual = false;

	if (speed == 0)
		return false;

	persteptime = FixedDiv (stairsize, speed) >> FRACBITS;

	// check if a manual trigger, if so do just the sector on the backside
	if (tag == 0)
	{
		if (!line || !(sec = line->backsector))
			return rtn;
		secnum = (int)(sec-sectors);
		manual = true;
		goto manual_stair;
	}

	secnum = -1;
	while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
	{
		sec = &sectors[secnum];

manual_stair:
		// ALREADY MOVING?	IF SO, KEEP GOING...
		//jff 2/26/98 add special lockout condition to wait for entire
		//staircase to build before retriggering
		if (sec->floordata || sec->stairlock)
		{
			if (!manual)
				continue;
			else
				return rtn;
		}
		
		// new floor thinker
		rtn = true;
		floor = new DFloor (sec);
		floor->m_Direction = (type == DFloor::buildUp) ? 1 : -1;
		stairstep = stairsize * floor->m_Direction;
		floor->m_Type = DFloor::buildStair;	//jff 3/31/98 do not leave uninited
		floor->m_ResetCount = reset;	// [RH] Tics until reset (0 if never)
		floor->m_OrgDist = sec->floorplane.d;	// [RH] Height to reset to
		// [RH] Set up delay values
		floor->m_Delay = delay;
		floor->m_PauseTime = 0;
		floor->m_StepTime = floor->m_PerStepTime = persteptime;

		floor->m_Crush = (!usespecials && speed == 4*FRACUNIT) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field

		floor->m_Speed = speed;
		height = sec->floorplane.ZatPoint (0, 0) + stairstep;
		floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, height);

		texture = sec->floorpic;
		osecnum = secnum;				//jff 3/4/98 preserve loop index
		
		// Find next sector to raise
		// 1. Find 2-sided line with same sector side[0] (lowest numbered)
		// 2. Other side is the next sector to raise
		// 3. Unless already moving, or different texture, then stop building
		do
		{
			ok = 0;

			if (usespecials)
			{
				// [RH] Find the next sector by scanning for Stairs_Special?
				tsec = sec->NextSpecialSector (
						(sec->special & 0xff) == Stairs_Special1 ?
							Stairs_Special2 : Stairs_Special1, prev);

				if ( (ok = (tsec != NULL)) )
				{
					height += stairstep;

					// if sector's floor already moving, look for another
					//jff 2/26/98 special lockout condition for retriggering
					if (tsec->floordata || tsec->stairlock)
					{
						prev = sec;
						sec = tsec;
						continue;
					}
				}
				newsecnum = (int)(tsec - sectors);
			}
			else
			{
				for (i = 0; i < sec->linecount; i++)
				{
					if ( !((sec->lines[i])->flags & ML_TWOSIDED) )
						continue;

					tsec = (sec->lines[i])->frontsector;
					newsecnum = (int)(tsec-sectors);

					if (secnum != newsecnum)
						continue;

					tsec = (sec->lines[i])->backsector;
					if (!tsec) continue;	//jff 5/7/98 if no backside, continue
					newsecnum = (int)(tsec - sectors);

					if (!igntxt && tsec->floorpic != texture)
						continue;

					height += stairstep;

					// if sector's floor already moving, look for another
					//jff 2/26/98 special lockout condition for retriggering
					if (tsec->floordata || tsec->stairlock)
						continue;

					ok = true;
					break;
				}
			}

			if (ok)
			{
				// jff 2/26/98
				// link the stair chain in both directions
				// lock the stair sector until building complete
				sec->nextsec = newsecnum; // link step to next
				tsec->prevsec = secnum;   // link next back
				tsec->nextsec = -1;       // set next forward link as end
				tsec->stairlock = -2;     // lock the step

				prev = sec;
				sec = tsec;
				secnum = newsecnum;

				// create and initialize a thinker for the next step
				floor = new DFloor (sec);
				floor->StartFloorSound ();
				floor->m_Direction = (type == DFloor::buildUp) ? 1 : -1;
				floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, height);
				// [RH] Set up delay values
				floor->m_Delay = delay;
				floor->m_PauseTime = 0;
				floor->m_StepTime = floor->m_PerStepTime = persteptime;

				if (usespecials == 2)
				{
					// [RH]
					fixed_t rise = height - sec->CenterFloor();
					floor->m_Speed = Scale (speed, rise, stairstep);
				}
				else
				{
					floor->m_Speed = speed;
				}
				floor->m_Type = DFloor::buildStair;	//jff 3/31/98 do not leave uninited
				//jff 2/27/98 fix uninitialized crush field
				floor->m_Crush = (!usespecials && speed == 4*FRACUNIT) ? 10 : -1;
				floor->m_ResetCount = reset;	// [RH] Tics until reset (0 if never)
				floor->m_OrgDist = sec->floorplane.d;	// [RH] Height to reset to
			}
		} while (ok);
		// [RH] make sure the first sector doesn't point to a previous one, otherwise
		// it can infinite loop when the first sector stops moving.
		sectors[osecnum].prevsec = -1;	
		if (manual)
		{
			return rtn;
		}
		if (!(compatflags & COMPATF_STAIRINDEX))
		{
			secnum = osecnum;	//jff 3/4/98 restore loop index
		}
	}
	return rtn;
}

// [RH] Added pillarspeed and slimespeed parameters
bool EV_DoDonut (int tag, fixed_t pillarspeed, fixed_t slimespeed)
{
	sector_t*			s1;
	sector_t*			s2;
	sector_t*			s3;
	int 				secnum;
	bool 				rtn;
	int 				i;
	DFloor*				floor;
	vertex_t*			spot;
	fixed_t				height;
		
	secnum = -1;
	rtn = false;
	while ((secnum = P_FindSectorFromTag(tag,secnum)) >= 0)
	{
		s1 = &sectors[secnum];					// s1 is pillar's sector
				
		// ALREADY MOVING?	IF SO, KEEP GOING...
		if (s1->floordata)
			continue;
						
		rtn = true;
		s2 = getNextSector (s1->lines[0], s1);	// s2 is pool's sector
		if (!s2)								// note lowest numbered line around
			continue;							// pillar must be two-sided

		if (s2->floordata)
			continue;

		for (i = 0; i < s2->linecount; i++)
		{
			if (!(s2->lines[i]->flags & ML_TWOSIDED) ||
				(s2->lines[i]->backsector == s1))
				continue;
			s3 = s2->lines[i]->backsector;
			
			//	Spawn rising slime
			floor = new DFloor (s2);
			floor->m_Type = DFloor::donutRaise;
			floor->m_Crush = -1;
			floor->m_Direction = 1;
			floor->m_Sector = s2;
			floor->m_Speed = slimespeed;
			floor->m_Texture = s3->floorpic;
			floor->m_NewSpecial = 0;
			height = s3->FindHighestFloorPoint (&spot);
			floor->m_FloorDestDist = s2->floorplane.PointToDist (spot, height);
			floor->StartFloorSound ();
			
			//	Spawn lowering donut-hole
			floor = new DFloor (s1);
			floor->m_Type = DFloor::floorLowerToNearest;
			floor->m_Crush = -1;
			floor->m_Direction = -1;
			floor->m_Sector = s1;
			floor->m_Speed = pillarspeed;
			height = s3->FindHighestFloorPoint (&spot);
			floor->m_FloorDestDist = s1->floorplane.PointToDist (spot, height);
			floor->StartFloorSound ();
			break;
		}
	}
	return rtn;
}

DElevator::DElevator (sector_t *sec)
	: Super (sec)
{
	sec->floordata = this;
	sec->ceilingdata = this;
	setinterpolation (INTERP_SectorFloor, sec);
	setinterpolation (INTERP_SectorCeiling, sec);
}

//
// EV_DoElevator
//
// Handle elevator linedef types
//
// Passed the linedef that triggered the elevator and the elevator action
//
// jff 2/22/98 new type to move floor and ceiling in parallel
// [RH] Added speed, tag, and height parameters and new types.
//
bool EV_DoElevator (line_t *line, DElevator::EElevator elevtype,
					fixed_t speed, fixed_t height, int tag)
{
	int			secnum;
	bool		rtn;
	sector_t*	sec;
	DElevator*	elevator;
	fixed_t		floorheight, ceilingheight;
	fixed_t		newheight;
	vertex_t*	spot;

	if (!line && (elevtype == DElevator::elevateCurrent))
		return false;

	secnum = -1;
	rtn = false;
	// act on all sectors with the same tag as the triggering linedef
	while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
	{
		sec = &sectors[secnum];

		// If either floor or ceiling is already activated, skip it
		if (sec->floordata || sec->ceilingdata) //jff 2/22/98
			continue;

		// create and initialize new elevator thinker
		rtn = true;
		elevator = new DElevator (sec);
		elevator->m_Type = elevtype;
		elevator->m_Speed = speed;
		elevator->StartFloorSound ();

		floorheight = sec->CenterFloor ();
		ceilingheight = sec->CenterCeiling ();

		// set up the fields according to the type of elevator action
		switch (elevtype)
		{
		// elevator down to next floor
		case DElevator::elevateDown:
			elevator->m_Direction = -1;
			newheight = sec->FindNextLowestFloor (&spot);
			elevator->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			newheight += sec->ceilingplane.ZatPoint (spot) - sec->floorplane.ZatPoint (spot);
			elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (spot, newheight);
			break;

		// elevator up to next floor
		case DElevator::elevateUp:
			elevator->m_Direction = 1;
			newheight = sec->FindNextHighestFloor (&spot);
			elevator->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
			newheight += sec->ceilingplane.ZatPoint (spot) - sec->floorplane.ZatPoint (spot);
			elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (spot, newheight);
			break;

		// elevator to floor height of activating switch's front sector
		case DElevator::elevateCurrent:
			newheight = line->frontsector->floorplane.ZatPoint (line->v1);
			elevator->m_FloorDestDist = sec->floorplane.PointToDist (line->v1, newheight);
			newheight += sec->ceilingplane.ZatPoint (line->v1) - sec->floorplane.ZatPoint (line->v1);
			elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (line->v1, newheight);

			elevator->m_Direction =
				elevator->m_FloorDestDist > sec->floorplane.d ? -1 : 1;
			break;

		// [RH] elevate up by a specific amount
		case DElevator::elevateRaise:
			elevator->m_Direction = 1;
			elevator->m_FloorDestDist = sec->floorplane.ZatPointDist (sec->soundorg[0], sec->soundorg[1], floorheight + height);
			elevator->m_CeilingDestDist = sec->ceilingplane.ZatPointDist (sec->soundorg[0], sec->soundorg[1], ceilingheight + height);
			break;

		// [RH] elevate down by a specific amount
		case DElevator::elevateLower:
			elevator->m_Direction = -1;
			elevator->m_FloorDestDist = sec->floorplane.ZatPointDist (sec->soundorg[0], sec->soundorg[1], floorheight - height);
			elevator->m_CeilingDestDist = sec->ceilingplane.ZatPointDist (sec->soundorg[0], sec->soundorg[1], ceilingheight - height);
			break;
		}
	}
	return rtn;
}


//==========================================================================
//
// WaggleBase
//
//==========================================================================

#define WGLSTATE_EXPAND 1
#define WGLSTATE_STABLE 2
#define WGLSTATE_REDUCE 3

DWaggleBase::DWaggleBase (sector_t *sec)
	: Super (sec)
{
}

void DWaggleBase::DoWaggle (bool ceiling)
{
	secplane_t *plane;
	fixed_t *texz;
	fixed_t dist;

	if (ceiling)
	{
		plane = &m_Sector->ceilingplane;
		texz = &m_Sector->ceilingtexz;
	}
	else
	{
		plane = &m_Sector->floorplane;
		texz = &m_Sector->floortexz;
	}

	switch (m_State)
	{
	case WGLSTATE_EXPAND:
		if ((m_Scale += m_ScaleDelta) >= m_TargetScale)
		{
			m_Scale = m_TargetScale;
			m_State = WGLSTATE_STABLE;
		}
		break;

	case WGLSTATE_REDUCE:
		if ((m_Scale -= m_ScaleDelta) <= 0)
		{ // Remove
			dist = FixedMul (m_OriginalDist - plane->d, plane->ic);
			*texz -= plane->HeightDiff (m_OriginalDist);
			plane->d = m_OriginalDist;
			P_ChangeSector (m_Sector, true, dist, ceiling);
			if (ceiling)
			{
				m_Sector->ceilingdata = NULL;
				stopinterpolation (INTERP_SectorCeiling, m_Sector);
			}
			else
			{
				m_Sector->floordata = NULL;
				stopinterpolation (INTERP_SectorFloor, m_Sector);
			}
			Destroy ();
			return;
		}
		break;

	case WGLSTATE_STABLE:
		if (m_Ticker != -1)
		{
			if (!--m_Ticker)
			{
				m_State = WGLSTATE_REDUCE;
			}
		}
		break;
	}
	m_Accumulator += m_AccDelta;
	dist = plane->d;
	plane->d = m_OriginalDist + plane->PointToDist (0, 0,
		FixedMul (FloatBobOffsets[(m_Accumulator>>FRACBITS)&63], m_Scale));
	*texz += plane->HeightDiff (dist);
	dist = plane->HeightDiff (dist);
	P_ChangeSector (m_Sector, true, dist, ceiling);
}

//==========================================================================
//
// FloorWaggle
//
//==========================================================================

DFloorWaggle::DFloorWaggle ()
{
}

DFloorWaggle::DFloorWaggle (sector_t *sec)
	: Super (sec)
{
	sec->floordata = this;
	setinterpolation (INTERP_SectorFloor, sec);
}

void DFloorWaggle::Tick ()
{
	DoWaggle (false);
}

//==========================================================================
//
// CeilingWaggle
//
//==========================================================================

DCeilingWaggle::DCeilingWaggle ()
{
}

DCeilingWaggle::DCeilingWaggle (sector_t *sec)
	: Super (sec)
{
	sec->ceilingdata = this;
	setinterpolation (INTERP_SectorCeiling, sec);
}

void DCeilingWaggle::Tick ()
{
	DoWaggle (true);
}

//==========================================================================
//
// EV_StartWaggle
//
//==========================================================================

bool EV_StartWaggle (int tag, int height, int speed, int offset,
	int timer, bool ceiling)
{
	int sectorIndex;
	sector_t *sector;
	DWaggleBase *waggle;
	bool retCode;

	retCode = false;
	sectorIndex = -1;
	while ((sectorIndex = P_FindSectorFromTag(tag, sectorIndex)) >= 0)
	{
		sector = &sectors[sectorIndex];
		if ((!ceiling && sector->floordata) || (ceiling && sector->ceilingdata))
		{ // Already busy with another thinker
			continue;
		}
		retCode = true;
		if (ceiling)
		{
			waggle = new DCeilingWaggle (sector);
			waggle->m_OriginalDist = sector->ceilingplane.d;
		}
		else
		{
			waggle = new DFloorWaggle (sector);
			waggle->m_OriginalDist = sector->floorplane.d;
		}
		waggle->m_Accumulator = offset*FRACUNIT;
		waggle->m_AccDelta = speed << (FRACBITS-6);
		waggle->m_Scale = 0;
		waggle->m_TargetScale = height << (FRACBITS-6);
		waggle->m_ScaleDelta = waggle->m_TargetScale
			/(TICRATE+((3*TICRATE)*height)/255);
		waggle->m_Ticker = timer ? timer*TICRATE : -1;
		waggle->m_State = WGLSTATE_EXPAND;
	}
	return retCode;
}
