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

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

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

#include "precompiled.h"
#pragma hdrstop

#include "Game_local.h"

// _D3XP : rename all gameLocal.time to gameLocal.slow.time for merge!

// a mover will update any gui entities in it's target list with
// a key/val pair of "mover" "state" from below.. guis can represent
// realtime info like this
// binary only
static const char* guiBinaryMoverStates[] =
{
	"1",	// pos 1
	"2",	// pos 2
	"3",	// moving 1 to 2
	"4"		// moving 2 to 1
};


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

idMover

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

const idEventDef EV_FindGuiTargets( "<FindGuiTargets>", NULL );
const idEventDef EV_TeamBlocked( "<teamblocked>", "ee" );
const idEventDef EV_PartBlocked( "<partblocked>", "e" );
const idEventDef EV_ReachedPos( "<reachedpos>", NULL );
const idEventDef EV_ReachedAng( "<reachedang>", NULL );
const idEventDef EV_PostRestore( "<postrestore>", "ddddd" );
const idEventDef EV_StopMoving( "stopMoving", NULL );
const idEventDef EV_StopRotating( "stopRotating", NULL );
const idEventDef EV_Speed( "speed", "f" );
const idEventDef EV_Time( "time", "f" );
const idEventDef EV_AccelTime( "accelTime", "f" );
const idEventDef EV_DecelTime( "decelTime", "f" );
const idEventDef EV_MoveTo( "moveTo", "e" );
const idEventDef EV_MoveToPos( "moveToPos", "v" );
const idEventDef EV_Move( "move", "ff" );
const idEventDef EV_MoveAccelerateTo( "accelTo", "ff" );
const idEventDef EV_MoveDecelerateTo( "decelTo", "ff" );
const idEventDef EV_RotateDownTo( "rotateDownTo", "df" );
const idEventDef EV_RotateUpTo( "rotateUpTo", "df" );
const idEventDef EV_RotateTo( "rotateTo", "v" );
const idEventDef EV_Rotate( "rotate", "v" );
const idEventDef EV_RotateOnce( "rotateOnce", "v" );
const idEventDef EV_Bob( "bob", "ffv" );
const idEventDef EV_Sway( "sway", "ffv" );
const idEventDef EV_Mover_OpenPortal( "openPortal" );
const idEventDef EV_Mover_ClosePortal( "closePortal" );
const idEventDef EV_AccelSound( "accelSound", "s" );
const idEventDef EV_DecelSound( "decelSound", "s" );
const idEventDef EV_MoveSound( "moveSound", "s" );
const idEventDef EV_Mover_InitGuiTargets( "<initguitargets>", NULL );
const idEventDef EV_EnableSplineAngles( "enableSplineAngles", NULL );
const idEventDef EV_DisableSplineAngles( "disableSplineAngles", NULL );
const idEventDef EV_RemoveInitialSplineAngles( "removeInitialSplineAngles", NULL );
const idEventDef EV_StartSpline( "startSpline", "e" );
const idEventDef EV_StopSpline( "stopSpline", NULL );
const idEventDef EV_IsMoving( "isMoving", NULL, 'd' );
const idEventDef EV_IsRotating( "isRotating", NULL, 'd' );

CLASS_DECLARATION( idEntity, idMover )
EVENT( EV_FindGuiTargets,		idMover::Event_FindGuiTargets )
EVENT( EV_Thread_SetCallback,	idMover::Event_SetCallback )
EVENT( EV_TeamBlocked,			idMover::Event_TeamBlocked )
EVENT( EV_PartBlocked,			idMover::Event_PartBlocked )
EVENT( EV_ReachedPos,			idMover::Event_UpdateMove )
EVENT( EV_ReachedAng,			idMover::Event_UpdateRotation )
EVENT( EV_PostRestore,			idMover::Event_PostRestore )
EVENT( EV_StopMoving,			idMover::Event_StopMoving )
EVENT( EV_StopRotating,			idMover::Event_StopRotating )
EVENT( EV_Speed,				idMover::Event_SetMoveSpeed )
EVENT( EV_Time,					idMover::Event_SetMoveTime )
EVENT( EV_AccelTime,			idMover::Event_SetAccellerationTime )
EVENT( EV_DecelTime,			idMover::Event_SetDecelerationTime )
EVENT( EV_MoveTo,				idMover::Event_MoveTo )
EVENT( EV_MoveToPos,			idMover::Event_MoveToPos )
EVENT( EV_Move,					idMover::Event_MoveDir )
EVENT( EV_MoveAccelerateTo,		idMover::Event_MoveAccelerateTo )
EVENT( EV_MoveDecelerateTo,		idMover::Event_MoveDecelerateTo )
EVENT( EV_RotateDownTo,			idMover::Event_RotateDownTo )
EVENT( EV_RotateUpTo,			idMover::Event_RotateUpTo )
EVENT( EV_RotateTo,				idMover::Event_RotateTo )
EVENT( EV_Rotate,				idMover::Event_Rotate )
EVENT( EV_RotateOnce,			idMover::Event_RotateOnce )
EVENT( EV_Bob,					idMover::Event_Bob )
EVENT( EV_Sway,					idMover::Event_Sway )
EVENT( EV_Mover_OpenPortal,		idMover::Event_OpenPortal )
EVENT( EV_Mover_ClosePortal,	idMover::Event_ClosePortal )
EVENT( EV_AccelSound,			idMover::Event_SetAccelSound )
EVENT( EV_DecelSound,			idMover::Event_SetDecelSound )
EVENT( EV_MoveSound,			idMover::Event_SetMoveSound )
EVENT( EV_Mover_InitGuiTargets,	idMover::Event_InitGuiTargets )
EVENT( EV_EnableSplineAngles,	idMover::Event_EnableSplineAngles )
EVENT( EV_DisableSplineAngles,	idMover::Event_DisableSplineAngles )
EVENT( EV_RemoveInitialSplineAngles, idMover::Event_RemoveInitialSplineAngles )
EVENT( EV_StartSpline,			idMover::Event_StartSpline )
EVENT( EV_StopSpline,			idMover::Event_StopSpline )
EVENT( EV_Activate,				idMover::Event_Activate )
EVENT( EV_IsMoving,				idMover::Event_IsMoving )
EVENT( EV_IsRotating,			idMover::Event_IsRotating )
END_CLASS

/*
================
idMover::idMover
================
*/
idMover::idMover()
{
	memset( &move, 0, sizeof( move ) );
	memset( &rot, 0, sizeof( rot ) );
	move_thread = 0;
	rotate_thread = 0;
	dest_angles.Zero();
	angle_delta.Zero();
	dest_position.Zero();
	move_delta.Zero();
	move_speed = 0.0f;
	move_time = 0;
	deceltime = 0;
	acceltime = 0;
	stopRotation = false;
	useSplineAngles = true;
	lastCommand = MOVER_NONE;
	damage = 0.0f;
	areaPortal = 0;
	fl.networkSync = true;
}

/*
================
idMover::Save
================
*/
void idMover::Save( idSaveGame* savefile ) const
{
	int i;
	
	savefile->WriteStaticObject( physicsObj );
	
	savefile->WriteInt( move.stage );
	savefile->WriteInt( move.acceleration );
	savefile->WriteInt( move.movetime );
	savefile->WriteInt( move.deceleration );
	savefile->WriteVec3( move.dir );
	
	savefile->WriteInt( rot.stage );
	savefile->WriteInt( rot.acceleration );
	savefile->WriteInt( rot.movetime );
	savefile->WriteInt( rot.deceleration );
	savefile->WriteFloat( rot.rot.pitch );
	savefile->WriteFloat( rot.rot.yaw );
	savefile->WriteFloat( rot.rot.roll );
	
	savefile->WriteInt( move_thread );
	savefile->WriteInt( rotate_thread );
	
	savefile->WriteAngles( dest_angles );
	savefile->WriteAngles( angle_delta );
	savefile->WriteVec3( dest_position );
	savefile->WriteVec3( move_delta );
	
	savefile->WriteFloat( move_speed );
	savefile->WriteInt( move_time );
	savefile->WriteInt( deceltime );
	savefile->WriteInt( acceltime );
	savefile->WriteBool( stopRotation );
	savefile->WriteBool( useSplineAngles );
	savefile->WriteInt( lastCommand );
	savefile->WriteFloat( damage );
	
	savefile->WriteInt( areaPortal );
	if( areaPortal > 0 )
	{
		savefile->WriteInt( gameRenderWorld->GetPortalState( areaPortal ) );
	}
	
	savefile->WriteInt( guiTargets.Num() );
	for( i = 0; i < guiTargets.Num(); i++ )
	{
		guiTargets[ i ].Save( savefile );
	}
	
	if( splineEnt.GetEntity() && splineEnt.GetEntity()->GetSpline() )
	{
		idCurve_Spline<idVec3>* spline = physicsObj.GetSpline();
		
		savefile->WriteBool( true );
		splineEnt.Save( savefile );
		savefile->WriteInt( spline->GetTime( 0 ) );
		savefile->WriteInt( spline->GetTime( spline->GetNumValues() - 1 ) - spline->GetTime( 0 ) );
		savefile->WriteInt( physicsObj.GetSplineAcceleration() );
		savefile->WriteInt( physicsObj.GetSplineDeceleration() );
		savefile->WriteInt( ( int )physicsObj.UsingSplineAngles() );
		
	}
	else
	{
		savefile->WriteBool( false );
	}
}

/*
================
idMover::Restore
================
*/
void idMover::Restore( idRestoreGame* savefile )
{
	int i, num;
	bool hasSpline = false;
	
	savefile->ReadStaticObject( physicsObj );
	RestorePhysics( &physicsObj );
	
	savefile->ReadInt( ( int& )move.stage );
	savefile->ReadInt( move.acceleration );
	savefile->ReadInt( move.movetime );
	savefile->ReadInt( move.deceleration );
	savefile->ReadVec3( move.dir );
	
	savefile->ReadInt( ( int& )rot.stage );
	savefile->ReadInt( rot.acceleration );
	savefile->ReadInt( rot.movetime );
	savefile->ReadInt( rot.deceleration );
	savefile->ReadFloat( rot.rot.pitch );
	savefile->ReadFloat( rot.rot.yaw );
	savefile->ReadFloat( rot.rot.roll );
	
	savefile->ReadInt( move_thread );
	savefile->ReadInt( rotate_thread );
	
	savefile->ReadAngles( dest_angles );
	savefile->ReadAngles( angle_delta );
	savefile->ReadVec3( dest_position );
	savefile->ReadVec3( move_delta );
	
	savefile->ReadFloat( move_speed );
	savefile->ReadInt( move_time );
	savefile->ReadInt( deceltime );
	savefile->ReadInt( acceltime );
	savefile->ReadBool( stopRotation );
	savefile->ReadBool( useSplineAngles );
	savefile->ReadInt( ( int& )lastCommand );
	savefile->ReadFloat( damage );
	
	savefile->ReadInt( areaPortal );
	if( areaPortal > 0 )
	{
		int portalState = 0;
		savefile->ReadInt( portalState );
		gameLocal.SetPortalState( areaPortal, portalState );
	}
	
	guiTargets.Clear();
	savefile->ReadInt( num );
	guiTargets.SetNum( num );
	for( i = 0; i < num; i++ )
	{
		guiTargets[ i ].Restore( savefile );
	}
	
	savefile->ReadBool( hasSpline );
	if( hasSpline )
	{
		int starttime;
		int totaltime;
		int accel;
		int decel;
		int useAngles;
		
		splineEnt.Restore( savefile );
		savefile->ReadInt( starttime );
		savefile->ReadInt( totaltime );
		savefile->ReadInt( accel );
		savefile->ReadInt( decel );
		savefile->ReadInt( useAngles );
		
		PostEventMS( &EV_PostRestore, 0, starttime, totaltime, accel, decel, useAngles );
	}
}

/*
================
idMover::Event_PostRestore
================
*/
void idMover::Event_PostRestore( int start, int total, int accel, int decel, int useSplineAng )
{
	idCurve_Spline<idVec3>* spline;
	
	idEntity* splineEntity = splineEnt.GetEntity();
	if( !splineEntity )
	{
		// We should never get this event if splineEnt is invalid
		common->Warning( "Invalid spline entity during restore\n" );
		return;
	}
	
	spline = splineEntity->GetSpline();
	
	spline->MakeUniform( total );
	spline->ShiftTime( start - spline->GetTime( 0 ) );
	
	physicsObj.SetSpline( spline, accel, decel, ( useSplineAng != 0 ) );
	physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_position, vec3_origin, vec3_origin );
}

/*
================
idMover::Spawn
================
*/
void idMover::Spawn()
{
	move_thread		= 0;
	rotate_thread	= 0;
	stopRotation	= false;
	lastCommand		= MOVER_NONE;
	
	acceltime		= 1000.0f * spawnArgs.GetFloat( "accel_time", "0" );
	deceltime		= 1000.0f * spawnArgs.GetFloat( "decel_time", "0" );
	move_time		= 1000.0f * spawnArgs.GetFloat( "move_time", "1" );	// safe default value
	move_speed		= spawnArgs.GetFloat( "move_speed", "0" );
	
	spawnArgs.GetFloat( "damage" , "0", damage );
	
	dest_position = GetPhysics()->GetOrigin();
	dest_angles = GetPhysics()->GetAxis().ToAngles();
	
	physicsObj.SetSelf( this );
	physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
	physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
	physicsObj.SetAxis( GetPhysics()->GetAxis() );
	physicsObj.SetClipMask( MASK_SOLID );
	if( !spawnArgs.GetBool( "solid", "1" ) )
	{
		physicsObj.SetContents( 0 );
	}
	if( !renderEntity.hModel || !spawnArgs.GetBool( "nopush" ) )
	{
		physicsObj.SetPusher( 0 );
	}
	physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_position, vec3_origin, vec3_origin );
	physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_angles, ang_zero, ang_zero );
	SetPhysics( &physicsObj );
	
	// see if we are on an areaportal
	areaPortal = gameRenderWorld->FindPortal( GetPhysics()->GetAbsBounds() );
	
	if( spawnArgs.MatchPrefix( "guiTarget" ) )
	{
		if( gameLocal.GameState() == GAMESTATE_STARTUP )
		{
			PostEventMS( &EV_FindGuiTargets, 0 );
		}
		else
		{
			// not during spawn, so it's ok to get the targets
			FindGuiTargets();
		}
	}
	
	health = spawnArgs.GetInt( "health" );
	if( health )
	{
		fl.takedamage = true;
	}
	
}

/*
================
idMover::Hide
================
*/
void idMover::Hide()
{
	idEntity::Hide();
	physicsObj.SetContents( 0 );
}

/*
================
idMover::Show
================
*/
void idMover::Show()
{
	idEntity::Show();
	if( spawnArgs.GetBool( "solid", "1" ) )
	{
		physicsObj.SetContents( CONTENTS_SOLID );
	}
	SetPhysics( &physicsObj );
}

/*
============
idMover::Killed
============
*/
void idMover::Killed( idEntity* inflictor, idEntity* attacker, int damage, const idVec3& dir, int location )
{
	fl.takedamage = false;
	ActivateTargets( this );
}


/*
================
idMover::Event_SetCallback
================
*/
void idMover::Event_SetCallback()
{
	if( ( lastCommand == MOVER_ROTATING ) && !rotate_thread )
	{
		lastCommand	= MOVER_NONE;
		rotate_thread = idThread::CurrentThreadNum();
		idThread::ReturnInt( true );
	}
	else if( ( lastCommand == MOVER_MOVING || lastCommand == MOVER_SPLINE ) && !move_thread )
	{
		lastCommand	= MOVER_NONE;
		move_thread = idThread::CurrentThreadNum();
		idThread::ReturnInt( true );
	}
	else
	{
		idThread::ReturnInt( false );
	}
}

/*
================
idMover::VectorForDir
================
*/
void idMover::VectorForDir( float angle, idVec3& vec )
{
	idAngles ang;
	
	switch( ( int )angle )
	{
		case DIR_UP :
			vec.Set( 0, 0, 1 );
			break;
			
		case DIR_DOWN :
			vec.Set( 0, 0, -1 );
			break;
			
		case DIR_LEFT :
			physicsObj.GetLocalAngles( ang );
			ang.pitch	= 0;
			ang.roll	= 0;
			ang.yaw		+= 90;
			vec			= ang.ToForward();
			break;
			
		case DIR_RIGHT :
			physicsObj.GetLocalAngles( ang );
			ang.pitch	= 0;
			ang.roll	= 0;
			ang.yaw		-= 90;
			vec			= ang.ToForward();
			break;
			
		case DIR_FORWARD :
			physicsObj.GetLocalAngles( ang );
			ang.pitch	= 0;
			ang.roll	= 0;
			vec			= ang.ToForward();
			break;
			
		case DIR_BACK :
			physicsObj.GetLocalAngles( ang );
			ang.pitch	= 0;
			ang.roll	= 0;
			ang.yaw		+= 180;
			vec			= ang.ToForward();
			break;
			
		case DIR_REL_UP :
			vec.Set( 0, 0, 1 );
			break;
			
		case DIR_REL_DOWN :
			vec.Set( 0, 0, -1 );
			break;
			
		case DIR_REL_LEFT :
			physicsObj.GetLocalAngles( ang );
			ang.ToVectors( NULL, &vec );
			vec *= -1;
			break;
			
		case DIR_REL_RIGHT :
			physicsObj.GetLocalAngles( ang );
			ang.ToVectors( NULL, &vec );
			break;
			
		case DIR_REL_FORWARD :
			physicsObj.GetLocalAngles( ang );
			vec = ang.ToForward();
			break;
			
		case DIR_REL_BACK :
			physicsObj.GetLocalAngles( ang );
			vec = ang.ToForward() * -1;
			break;
			
		default:
			ang.Set( 0, angle, 0 );
			vec = GetWorldVector( ang.ToForward() );
			break;
	}
}

/*
================
idMover::FindGuiTargets
================
*/
void idMover::FindGuiTargets()
{
	gameLocal.GetTargets( spawnArgs, guiTargets, "guiTarget" );
}

/*
==============================
idMover::ClientThink
==============================
*/
void idMover::ClientThink( const int curTime, const float fraction, const bool predict )
{

	// HACK. because I'm not sure all the other stuff this will screw up.
	// There was a reason we weren't fully interpolating movers ( Which would evaluate bound objects ).
	// I just cant remember what it was.
	
	// Evaluating the Team will update the parts that bound to the entity.
	// but because we interpolate the master, we don't want to run evaluate on the mover itself.
	// sending in true to the interpolatePhysicsOnly will run the TeamChain Evaluate, but only on
	// Objects bound to the entity.
	if( this->name == "blueshotty_door" || this->name == "redshotty_door" ||
			this->name == "Red_blastshield_mover" || this->name == "Blue_blastshield_mover" )
	{
		InterpolatePhysicsOnly( fraction, true );
	}
	else
	{
		InterpolatePhysicsOnly( fraction );
	}
	
	Present();
}

/*
==============================
idMover::SetGuiState

key/val will be set to any renderEntity->gui's on the list
==============================
*/
void idMover::SetGuiState( const char* key, const char* val ) const
{
	gameLocal.Printf( "Setting %s to %s\n", key, val );
	for( int i = 0; i < guiTargets.Num(); i++ )
	{
		idEntity* ent = guiTargets[ i ].GetEntity();
		if( ent )
		{
			for( int j = 0; j < MAX_RENDERENTITY_GUI; j++ )
			{
				if( ent->GetRenderEntity() && ent->GetRenderEntity()->gui[ j ] )
				{
					ent->GetRenderEntity()->gui[ j ]->SetStateString( key, val );
					ent->GetRenderEntity()->gui[ j ]->StateChanged( gameLocal.slow.time, true );
				}
			}
			ent->UpdateVisuals();
		}
	}
}

/*
================
idMover::Event_InitGuiTargets
================
*/
void idMover::Event_FindGuiTargets()
{
	FindGuiTargets();
}

/*
================
idMover::SetGuiStates
================
*/
void idMover::SetGuiStates( const char* state )
{
	int i;
	if( guiTargets.Num() )
	{
		SetGuiState( "movestate", state );
	}
	for( i = 0; i < MAX_RENDERENTITY_GUI; i++ )
	{
		if( renderEntity.gui[ i ] )
		{
			renderEntity.gui[ i ]->SetStateString( "movestate", state );
			renderEntity.gui[ i ]->StateChanged( gameLocal.slow.time, true );
		}
	}
}

/*
================
idMover::Event_InitGuiTargets
================
*/
void idMover::Event_InitGuiTargets()
{
	SetGuiStates( guiBinaryMoverStates[MOVER_POS1] );
}

/***********************************************************************

	Translation control functions

***********************************************************************/

/*
================
idMover::Event_StopMoving
================
*/
void idMover::Event_StopMoving()
{
	physicsObj.GetLocalOrigin( dest_position );
	DoneMoving();
}

/*
================
idMover::DoneMoving
================
*/
void idMover::DoneMoving()
{

	if( lastCommand != MOVER_SPLINE )
	{
		// set our final position so that we get rid of any numerical inaccuracy
		physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_position, vec3_origin, vec3_origin );
	}
	
	lastCommand	= MOVER_NONE;
	idThread::ObjectMoveDone( move_thread, this );
	move_thread = 0;
	
	StopSound( SND_CHANNEL_BODY, false );
}

/*
================
idMover::UpdateMoveSound
================
*/
void idMover::UpdateMoveSound( moveStage_t stage )
{
	switch( stage )
	{
		case ACCELERATION_STAGE:
		{
			StartSound( "snd_accel", SND_CHANNEL_BODY2, 0, false, NULL );
			StartSound( "snd_move", SND_CHANNEL_BODY, 0, false, NULL );
			break;
		}
		case LINEAR_STAGE:
		{
			StartSound( "snd_move", SND_CHANNEL_BODY, 0, false, NULL );
			break;
		}
		case DECELERATION_STAGE:
		{
			StopSound( SND_CHANNEL_BODY, false );
			StartSound( "snd_decel", SND_CHANNEL_BODY2, 0, false, NULL );
			break;
		}
		case FINISHED_STAGE:
		{
			StopSound( SND_CHANNEL_BODY, false );
			break;
		}
	}
}

/*
================
idMover::Event_UpdateMove
================
*/
void idMover::Event_UpdateMove()
{
	idVec3	org;
	
	physicsObj.GetLocalOrigin( org );
	
	UpdateMoveSound( move.stage );
	
	switch( move.stage )
	{
		case ACCELERATION_STAGE:
		{
			physicsObj.SetLinearExtrapolation( EXTRAPOLATION_ACCELLINEAR, gameLocal.slow.time, move.acceleration, org, move.dir, vec3_origin );
			if( move.movetime > 0 )
			{
				move.stage = LINEAR_STAGE;
			}
			else if( move.deceleration > 0 )
			{
				move.stage = DECELERATION_STAGE;
			}
			else
			{
				move.stage = FINISHED_STAGE;
			}
			break;
		}
		case LINEAR_STAGE:
		{
			physicsObj.SetLinearExtrapolation( EXTRAPOLATION_LINEAR, gameLocal.slow.time, move.movetime, org, move.dir, vec3_origin );
			if( move.deceleration )
			{
				move.stage = DECELERATION_STAGE;
			}
			else
			{
				move.stage = FINISHED_STAGE;
			}
			break;
		}
		case DECELERATION_STAGE:
		{
			physicsObj.SetLinearExtrapolation( EXTRAPOLATION_DECELLINEAR, gameLocal.slow.time, move.deceleration, org, move.dir, vec3_origin );
			move.stage = FINISHED_STAGE;
			break;
		}
		case FINISHED_STAGE:
		{
			if( g_debugMover.GetBool() )
			{
				gameLocal.Printf( "%d: '%s' move done\n", gameLocal.slow.time, name.c_str() );
			}
			DoneMoving();
			break;
		}
	}
}

/*
================
idMover::BeginMove
================
*/
void idMover::BeginMove( idThread* thread )
{
	moveStage_t stage;
	idVec3		org;
	float		dist;
	float		acceldist;
	int			totalacceltime;
	int			at;
	int			dt;
	
	lastCommand	= MOVER_MOVING;
	move_thread = 0;
	
	physicsObj.GetLocalOrigin( org );
	
	move_delta = dest_position - org;
	if( move_delta.Compare( vec3_zero ) )
	{
		DoneMoving();
		return;
	}
	
	// scale times up to whole physics frames
	at = idPhysics::SnapTimeToPhysicsFrame( acceltime );
	move_time += at - acceltime;
	acceltime = at;
	dt = idPhysics::SnapTimeToPhysicsFrame( deceltime );
	move_time += dt - deceltime;
	deceltime = dt;
	
	// if we're moving at a specific speed, we need to calculate the move time
	if( move_speed )
	{
		dist = move_delta.Length();
		
		totalacceltime = acceltime + deceltime;
		
		// calculate the distance we'll move during acceleration and deceleration
		acceldist = totalacceltime * 0.5f * 0.001f * move_speed;
		if( acceldist >= dist )
		{
			// going too slow for this distance to move at a constant speed
			move_time = totalacceltime;
		}
		else
		{
			// calculate move time taking acceleration into account
			move_time = totalacceltime + 1000.0f * ( dist - acceldist ) / move_speed;
		}
	}
	
	// scale time up to a whole physics frames
	move_time = idPhysics::SnapTimeToPhysicsFrame( move_time );
	
	if( acceltime )
	{
		stage = ACCELERATION_STAGE;
	}
	else if( move_time <= deceltime )
	{
		stage = DECELERATION_STAGE;
	}
	else
	{
		stage = LINEAR_STAGE;
	}
	
	at = acceltime;
	dt = deceltime;
	
	if( at + dt > move_time )
	{
		// there's no real correct way to handle this, so we just scale
		// the times to fit into the move time in the same proportions
		at = idPhysics::SnapTimeToPhysicsFrame( at * move_time / ( at + dt ) );
		dt = move_time - at;
	}
	
	move_delta = move_delta * ( 1000.0f / ( ( float ) move_time - ( at + dt ) * 0.5f ) );
	
	move.stage			= stage;
	move.acceleration	= at;
	move.movetime		= move_time - at - dt;
	move.deceleration	= dt;
	move.dir			= move_delta;
	
	ProcessEvent( &EV_ReachedPos );
}

/***********************************************************************

	Rotation control functions

***********************************************************************/

/*
================
idMover::Event_StopRotating
================
*/
void idMover::Event_StopRotating()
{
	physicsObj.GetLocalAngles( dest_angles );
	physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_angles, ang_zero, ang_zero );
	DoneRotating();
}

/*
================
idMover::DoneRotating
================
*/
void idMover::DoneRotating()
{
	lastCommand	= MOVER_NONE;
	idThread::ObjectMoveDone( rotate_thread, this );
	rotate_thread = 0;
	
	StopSound( SND_CHANNEL_BODY, false );
}

/*
================
idMover::UpdateRotationSound
================
*/
void idMover::UpdateRotationSound( moveStage_t stage )
{
	switch( stage )
	{
		case ACCELERATION_STAGE:
		{
			StartSound( "snd_accel", SND_CHANNEL_BODY2, 0, false, NULL );
			StartSound( "snd_move", SND_CHANNEL_BODY, 0, false, NULL );
			break;
		}
		case LINEAR_STAGE:
		{
			StartSound( "snd_move", SND_CHANNEL_BODY, 0, false, NULL );
			break;
		}
		case DECELERATION_STAGE:
		{
			StopSound( SND_CHANNEL_BODY, false );
			StartSound( "snd_decel", SND_CHANNEL_BODY2, 0, false, NULL );
			break;
		}
		case FINISHED_STAGE:
		{
			StopSound( SND_CHANNEL_BODY, false );
			break;
		}
	}
}

/*
================
idMover::Event_UpdateRotation
================
*/
void idMover::Event_UpdateRotation()
{
	idAngles	ang;
	
	physicsObj.GetLocalAngles( ang );
	
	UpdateRotationSound( rot.stage );
	
	switch( rot.stage )
	{
		case ACCELERATION_STAGE:
		{
			physicsObj.SetAngularExtrapolation( EXTRAPOLATION_ACCELLINEAR, gameLocal.slow.time, rot.acceleration, ang, rot.rot, ang_zero );
			if( rot.movetime > 0 )
			{
				rot.stage = LINEAR_STAGE;
			}
			else if( rot.deceleration > 0 )
			{
				rot.stage = DECELERATION_STAGE;
			}
			else
			{
				rot.stage = FINISHED_STAGE;
			}
			break;
		}
		case LINEAR_STAGE:
		{
			if( !stopRotation && !rot.deceleration )
			{
				physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.slow.time, rot.movetime, ang, rot.rot, ang_zero );
			}
			else
			{
				physicsObj.SetAngularExtrapolation( EXTRAPOLATION_LINEAR, gameLocal.slow.time, rot.movetime, ang, rot.rot, ang_zero );
			}
			
			if( rot.deceleration )
			{
				rot.stage = DECELERATION_STAGE;
			}
			else
			{
				rot.stage = FINISHED_STAGE;
			}
			break;
		}
		case DECELERATION_STAGE:
		{
			physicsObj.SetAngularExtrapolation( EXTRAPOLATION_DECELLINEAR, gameLocal.slow.time, rot.deceleration, ang, rot.rot, ang_zero );
			rot.stage = FINISHED_STAGE;
			break;
		}
		case FINISHED_STAGE:
		{
			lastCommand	= MOVER_NONE;
			if( stopRotation )
			{
				// set our final angles so that we get rid of any numerical inaccuracy
				dest_angles.Normalize360();
				physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_angles, ang_zero, ang_zero );
				stopRotation = false;
			}
			else if( physicsObj.GetAngularExtrapolationType() == EXTRAPOLATION_ACCELLINEAR )
			{
				// keep our angular velocity constant
				physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.slow.time, 0, ang, rot.rot, ang_zero );
			}
			
			if( g_debugMover.GetBool() )
			{
				gameLocal.Printf( "%d: '%s' rotation done\n", gameLocal.slow.time, name.c_str() );
			}
			
			DoneRotating();
			break;
		}
	}
}

/*
================
idMover::BeginRotation
================
*/
void idMover::BeginRotation( idThread* thread, bool stopwhendone )
{
	moveStage_t stage;
	idAngles	ang;
	int			at;
	int			dt;
	
	lastCommand	= MOVER_ROTATING;
	rotate_thread = 0;
	
	// rotation always uses move_time so that if a move was started before the rotation,
	// the rotation will take the same amount of time as the move.  If no move has been
	// started and no time is set, the rotation takes 1 second.
	if( !move_time )
	{
		move_time = 1;
	}
	
	physicsObj.GetLocalAngles( ang );
	angle_delta = dest_angles - ang;
	if( angle_delta == ang_zero )
	{
		// set our final angles so that we get rid of any numerical inaccuracy
		dest_angles.Normalize360();
		physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_angles, ang_zero, ang_zero );
		stopRotation = false;
		DoneRotating();
		return;
	}
	
	// scale times up to whole physics frames
	at = idPhysics::SnapTimeToPhysicsFrame( acceltime );
	move_time += at - acceltime;
	acceltime = at;
	dt = idPhysics::SnapTimeToPhysicsFrame( deceltime );
	move_time += dt - deceltime;
	deceltime = dt;
	move_time = idPhysics::SnapTimeToPhysicsFrame( move_time );
	
	if( acceltime )
	{
		stage = ACCELERATION_STAGE;
	}
	else if( move_time <= deceltime )
	{
		stage = DECELERATION_STAGE;
	}
	else
	{
		stage = LINEAR_STAGE;
	}
	
	at = acceltime;
	dt = deceltime;
	
	if( at + dt > move_time )
	{
		// there's no real correct way to handle this, so we just scale
		// the times to fit into the move time in the same proportions
		at = idPhysics::SnapTimeToPhysicsFrame( at * move_time / ( at + dt ) );
		dt = move_time - at;
	}
	
	angle_delta = angle_delta * ( 1000.0f / ( ( float ) move_time - ( at + dt ) * 0.5f ) );
	
	stopRotation = stopwhendone || ( dt != 0 );
	
	rot.stage			= stage;
	rot.acceleration	= at;
	rot.movetime		= move_time - at - dt;
	rot.deceleration	= dt;
	rot.rot				= angle_delta;
	
	ProcessEvent( &EV_ReachedAng );
}


/***********************************************************************

	Script callable routines

***********************************************************************/

/*
===============
idMover::Event_TeamBlocked
===============
*/
void idMover::Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity )
{
	if( g_debugMover.GetBool() )
	{
		gameLocal.Printf( "%d: '%s' stopped due to team member '%s' blocked by '%s'\n", gameLocal.slow.time, name.c_str(), blockedEntity->name.c_str(), blockingEntity->name.c_str() );
	}
}

/*
===============
idMover::Event_PartBlocked
===============
*/
void idMover::Event_PartBlocked( idEntity* blockingEntity )
{
	if( damage > 0.0f )
	{
		blockingEntity->Damage( this, this, vec3_origin, "damage_moverCrush", damage, INVALID_JOINT );
	}
	if( g_debugMover.GetBool() )
	{
		gameLocal.Printf( "%d: '%s' blocked by '%s'\n", gameLocal.slow.time, name.c_str(), blockingEntity->name.c_str() );
	}
}

/*
================
idMover::Event_SetMoveSpeed
================
*/
void idMover::Event_SetMoveSpeed( float speed )
{
	if( speed <= 0 )
	{
		gameLocal.Error( "Cannot set speed less than or equal to 0." );
	}
	
	move_speed = speed;
	move_time = 0;			// move_time is calculated for each move when move_speed is non-0
}

/*
================
idMover::Event_SetMoveTime
================
*/
void idMover::Event_SetMoveTime( float time )
{
	if( time <= 0 )
	{
		gameLocal.Error( "Cannot set time less than or equal to 0." );
	}
	
	move_speed = 0;
	move_time = SEC2MS( time );
}

/*
================
idMover::Event_SetAccellerationTime
================
*/
void idMover::Event_SetAccellerationTime( float time )
{
	if( time < 0 )
	{
		gameLocal.Error( "Cannot set acceleration time less than 0." );
	}
	
	acceltime = SEC2MS( time );
}

/*
================
idMover::Event_SetDecelerationTime
================
*/
void idMover::Event_SetDecelerationTime( float time )
{
	if( time < 0 )
	{
		gameLocal.Error( "Cannot set deceleration time less than 0." );
	}
	
	deceltime = SEC2MS( time );
}

/*
================
idMover::Event_MoveTo
================
*/
void idMover::Event_MoveTo( idEntity* ent )
{
	if( ent == NULL )
	{
		gameLocal.Warning( "Entity not found" );
		return;
	}
	
	dest_position = GetLocalCoordinates( ent->GetPhysics()->GetOrigin() );
	BeginMove( idThread::CurrentThread() );
}

/*
================
idMover::MoveToPos
================
*/
void idMover::MoveToPos( const idVec3& pos )
{
	dest_position = GetLocalCoordinates( pos );
	BeginMove( NULL );
}

/*
================
idMover::Event_MoveToPos
================
*/
void idMover::Event_MoveToPos( idVec3& pos )
{
	MoveToPos( pos );
}

/*
================
idMover::Event_MoveDir
================
*/
void idMover::Event_MoveDir( float angle, float distance )
{
	idVec3 dir;
	idVec3 org;
	
	physicsObj.GetLocalOrigin( org );
	VectorForDir( angle, dir );
	dest_position = org + dir * distance;
	
	BeginMove( idThread::CurrentThread() );
}

/*
================
idMover::Event_MoveAccelerateTo
================
*/
void idMover::Event_MoveAccelerateTo( float speed, float time )
{
	float v;
	idVec3 org, dir;
	int at;
	
	if( time < 0 )
	{
		gameLocal.Error( "idMover::Event_MoveAccelerateTo: cannot set acceleration time less than 0." );
	}
	
	dir = physicsObj.GetLinearVelocity();
	v = dir.Normalize();
	
	// if not moving already
	if( v == 0.0f )
	{
		gameLocal.Error( "idMover::Event_MoveAccelerateTo: not moving." );
	}
	
	// if already moving faster than the desired speed
	if( v >= speed )
	{
		return;
	}
	
	at = idPhysics::SnapTimeToPhysicsFrame( SEC2MS( time ) );
	
	lastCommand	= MOVER_MOVING;
	
	physicsObj.GetLocalOrigin( org );
	
	move.stage			= ACCELERATION_STAGE;
	move.acceleration	= at;
	move.movetime		= 0;
	move.deceleration	= 0;
	
	StartSound( "snd_accel", SND_CHANNEL_BODY2, 0, false, NULL );
	StartSound( "snd_move", SND_CHANNEL_BODY, 0, false, NULL );
	physicsObj.SetLinearExtrapolation( EXTRAPOLATION_ACCELLINEAR, gameLocal.slow.time, move.acceleration, org, dir * ( speed - v ), dir * v );
}

/*
================
idMover::Event_MoveDecelerateTo
================
*/
void idMover::Event_MoveDecelerateTo( float speed, float time )
{
	float v;
	idVec3 org, dir;
	int dt;
	
	if( time < 0 )
	{
		gameLocal.Error( "idMover::Event_MoveDecelerateTo: cannot set deceleration time less than 0." );
	}
	
	dir = physicsObj.GetLinearVelocity();
	v = dir.Normalize();
	
	// if not moving already
	if( v == 0.0f )
	{
		gameLocal.Error( "idMover::Event_MoveDecelerateTo: not moving." );
	}
	
	// if already moving slower than the desired speed
	if( v <= speed )
	{
		return;
	}
	
	dt = idPhysics::SnapTimeToPhysicsFrame( SEC2MS( time ) );
	
	lastCommand	= MOVER_MOVING;
	
	physicsObj.GetLocalOrigin( org );
	
	move.stage			= DECELERATION_STAGE;
	move.acceleration	= 0;
	move.movetime		= 0;
	move.deceleration	= dt;
	
	StartSound( "snd_decel", SND_CHANNEL_BODY2, 0, false, NULL );
	StartSound( "snd_move", SND_CHANNEL_BODY, 0, false, NULL );
	physicsObj.SetLinearExtrapolation( EXTRAPOLATION_DECELLINEAR, gameLocal.slow.time, move.deceleration, org, dir * ( v - speed ), dir * speed );
}

/*
================
idMover::Event_RotateDownTo
================
*/
void idMover::Event_RotateDownTo( int axis, float angle )
{
	idAngles ang;
	
	if( ( axis < 0 ) || ( axis > 2 ) )
	{
		gameLocal.Error( "Invalid axis" );
	}
	
	physicsObj.GetLocalAngles( ang );
	
	dest_angles[ axis ] = angle;
	if( dest_angles[ axis ] > ang[ axis ] )
	{
		dest_angles[ axis ] -= 360;
	}
	
	BeginRotation( idThread::CurrentThread(), true );
}

/*
================
idMover::Event_RotateUpTo
================
*/
void idMover::Event_RotateUpTo( int axis, float angle )
{
	idAngles ang;
	
	if( ( axis < 0 ) || ( axis > 2 ) )
	{
		gameLocal.Error( "Invalid axis" );
	}
	
	physicsObj.GetLocalAngles( ang );
	
	dest_angles[ axis ] = angle;
	if( dest_angles[ axis ] < ang[ axis ] )
	{
		dest_angles[ axis ] += 360;
	}
	
	BeginRotation( idThread::CurrentThread(), true );
}

/*
================
idMover::Event_RotateTo
================
*/
void idMover::Event_RotateTo( idAngles& angles )
{
	dest_angles = angles;
	BeginRotation( idThread::CurrentThread(), true );
}

/*
================
idMover::Event_Rotate
================
*/
void idMover::Event_Rotate( idAngles& angles )
{
	idAngles ang;
	
	if( rotate_thread )
	{
		DoneRotating();
	}
	
	physicsObj.GetLocalAngles( ang );
	dest_angles = ang + angles * ( move_time - ( acceltime + deceltime ) / 2 ) * 0.001f;
	
	BeginRotation( idThread::CurrentThread(), false );
}

/*
================
idMover::Event_RotateOnce
================
*/
void idMover::Event_RotateOnce( idAngles& angles )
{
	idAngles ang;
	
	if( rotate_thread )
	{
		DoneRotating();
	}
	
	physicsObj.GetLocalAngles( ang );
	dest_angles = ang + angles;
	
	BeginRotation( idThread::CurrentThread(), true );
}

/*
================
idMover::Event_Bob
================
*/
void idMover::Event_Bob( float speed, float phase, idVec3& depth )
{
	idVec3 org;
	
	physicsObj.GetLocalOrigin( org );
	physicsObj.SetLinearExtrapolation( extrapolation_t( EXTRAPOLATION_DECELSINE | EXTRAPOLATION_NOSTOP ), speed * 1000 * phase, speed * 500, org, depth * 2.0f, vec3_origin );
}

/*
================
idMover::Event_Sway
================
*/
void idMover::Event_Sway( float speed, float phase, idAngles& depth )
{
	idAngles ang, angSpeed;
	float duration;
	
	physicsObj.GetLocalAngles( ang );
	assert( speed > 0.0f );
	duration = idMath::Sqrt( depth[0] * depth[0] + depth[1] * depth[1] + depth[2] * depth[2] ) / speed;
	angSpeed = depth / ( duration * idMath::SQRT_1OVER2 );
	physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_DECELSINE | EXTRAPOLATION_NOSTOP ), duration * 1000.0f * phase, duration * 1000.0f, ang, angSpeed, ang_zero );
}

/*
================
idMover::Event_OpenPortal

Sets the portal associtated with this mover to be open
================
*/
void idMover::Event_OpenPortal()
{
	if( areaPortal )
	{
		SetPortalState( true );
	}
}

/*
================
idMover::Event_ClosePortal

Sets the portal associtated with this mover to be closed
================
*/
void idMover::Event_ClosePortal()
{
	if( areaPortal )
	{
		SetPortalState( false );
	}
}

/*
================
idMover::Event_SetAccelSound
================
*/
void idMover::Event_SetAccelSound( const char* sound )
{
//	refSound.SetSound( "accel", sound );
}

/*
================
idMover::Event_SetDecelSound
================
*/
void idMover::Event_SetDecelSound( const char* sound )
{
//	refSound.SetSound( "decel", sound );
}

/*
================
idMover::Event_SetMoveSound
================
*/
void idMover::Event_SetMoveSound( const char* sound )
{
//	refSound.SetSound( "move", sound );
}

/*
================
idMover::Event_EnableSplineAngles
================
*/
void idMover::Event_EnableSplineAngles()
{
	useSplineAngles = true;
}

/*
================
idMover::Event_DisableSplineAngles
================
*/
void idMover::Event_DisableSplineAngles()
{
	useSplineAngles = false;
}

/*
================
idMover::Event_RemoveInitialSplineAngles
================
*/
void idMover::Event_RemoveInitialSplineAngles()
{
	idCurve_Spline<idVec3>* spline;
	idAngles ang;
	
	spline = physicsObj.GetSpline();
	if( !spline )
	{
		return;
	}
	ang = spline->GetCurrentFirstDerivative( 0 ).ToAngles();
	physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, -ang, ang_zero, ang_zero );
}

/*
================
idMover::Event_StartSpline
================
*/
void idMover::Event_StartSpline( idEntity* splineEntity )
{
	idCurve_Spline<idVec3>* spline;
	
	if( !splineEntity )
	{
		return;
	}
	
	// Needed for savegames
	splineEnt = splineEntity;
	
	spline = splineEntity->GetSpline();
	if( !spline )
	{
		return;
	}
	
	lastCommand = MOVER_SPLINE;
	move_thread = 0;
	
	if( acceltime + deceltime > move_time )
	{
		acceltime = move_time / 2;
		deceltime = move_time - acceltime;
	}
	move.stage			= FINISHED_STAGE;
	move.acceleration	= acceltime;
	move.movetime		= move_time;
	move.deceleration	= deceltime;
	
	spline->MakeUniform( move_time );
	spline->ShiftTime( gameLocal.slow.time - spline->GetTime( 0 ) );
	
	physicsObj.SetSpline( spline, move.acceleration, move.deceleration, useSplineAngles );
	physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, dest_position, vec3_origin, vec3_origin );
}

/*
================
idMover::Event_StopSpline
================
*/
void idMover::Event_StopSpline()
{
	physicsObj.SetSpline( NULL, 0, 0, useSplineAngles );
	splineEnt = NULL;
}

/*
================
idMover::Event_Activate
================
*/
void idMover::Event_Activate( idEntity* activator )
{
	Show();
	Event_StartSpline( this );
}

/*
================
idMover::Event_IsMoving
================
*/
void idMover::Event_IsMoving()
{
	if( physicsObj.GetLinearExtrapolationType() == EXTRAPOLATION_NONE )
	{
		idThread::ReturnInt( false );
	}
	else
	{
		idThread::ReturnInt( true );
	}
}

/*
================
idMover::Event_IsRotating
================
*/
void idMover::Event_IsRotating()
{
	if( physicsObj.GetAngularExtrapolationType() == EXTRAPOLATION_NONE )
	{
		idThread::ReturnInt( false );
	}
	else
	{
		idThread::ReturnInt( true );
	}
}

/*
================
idMover::WriteToSnapshot
================
*/
void idMover::WriteToSnapshot( idBitMsg& msg ) const
{
	physicsObj.WriteToSnapshot( msg );
	msg.WriteBits( move.stage, 3 );
	msg.WriteBits( rot.stage, 3 );
	WriteBindToSnapshot( msg );
	WriteGUIToSnapshot( msg );
}

/*
================
idMover::ReadFromSnapshot
================
*/
void idMover::ReadFromSnapshot( const idBitMsg& msg )
{
	moveStage_t oldMoveStage = move.stage;
	moveStage_t oldRotStage = rot.stage;
	
	physicsObj.ReadFromSnapshot( msg );
	move.stage = ( moveStage_t ) msg.ReadBits( 3 );
	rot.stage = ( moveStage_t ) msg.ReadBits( 3 );
	ReadBindFromSnapshot( msg );
	ReadGUIFromSnapshot( msg );
	
	if( msg.HasChanged() )
	{
		if( move.stage != oldMoveStage )
		{
			UpdateMoveSound( oldMoveStage );
		}
		if( rot.stage != oldRotStage )
		{
			UpdateRotationSound( oldRotStage );
		}
		UpdateVisuals();
	}
}

/*
================
idMover::SetPortalState
================
*/
void idMover::SetPortalState( bool open )
{
	assert( areaPortal );
	gameLocal.SetPortalState( areaPortal, open ? PS_BLOCK_NONE : PS_BLOCK_ALL );
}

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

	idSplinePath, holds a spline path to be used by an idMover

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

CLASS_DECLARATION( idEntity, idSplinePath )
END_CLASS

/*
================
idSplinePath::idSplinePath
================
*/
idSplinePath::idSplinePath()
{
}

/*
================
idSplinePath::Spawn
================
*/
void idSplinePath::Spawn()
{
}


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

idElevator

===============================================================================
*/
const idEventDef EV_PostArrival( "postArrival", NULL );
const idEventDef EV_GotoFloor( "gotoFloor", "d" );
const idEventDef EV_SetGuiStates( "setGuiStates" );

CLASS_DECLARATION( idMover, idElevator )
EVENT( EV_Activate,				idElevator::Event_Activate )
EVENT( EV_TeamBlocked,			idElevator::Event_TeamBlocked )
EVENT( EV_PartBlocked,			idElevator::Event_PartBlocked )
EVENT( EV_PostArrival,			idElevator::Event_PostFloorArrival )
EVENT( EV_GotoFloor,			idElevator::Event_GotoFloor )
EVENT( EV_Touch,				idElevator::Event_Touch )
EVENT( EV_SetGuiStates,			idElevator::Event_SetGuiStates )
END_CLASS

/*
================
idElevator::idElevator
================
*/
idElevator::idElevator()
{
	state = INIT;
	floorInfo.Clear();
	currentFloor = 0;
	pendingFloor = 0;
	lastFloor = 0;
	controlsDisabled = false;
	lastTouchTime = 0;
	returnFloor = 0;
	returnTime = 0;
}

/*
================
idElevator::Save
================
*/
void idElevator::Save( idSaveGame* savefile ) const
{
	int i;
	
	savefile->WriteInt( ( int )state );
	
	savefile->WriteInt( floorInfo.Num() );
	for( i = 0; i < floorInfo.Num(); i++ )
	{
		savefile->WriteVec3( floorInfo[ i ].pos );
		savefile->WriteString( floorInfo[ i ].door );
		savefile->WriteInt( floorInfo[ i ].floor );
	}
	
	savefile->WriteInt( currentFloor );
	savefile->WriteInt( pendingFloor );
	savefile->WriteInt( lastFloor );
	savefile->WriteBool( controlsDisabled );
	savefile->WriteFloat( returnTime );
	savefile->WriteInt( returnFloor );
	savefile->WriteInt( lastTouchTime );
}

/*
================
idElevator::Restore
================
*/
void idElevator::Restore( idRestoreGame* savefile )
{
	int i, num;
	
	savefile->ReadInt( ( int& )state );
	
	savefile->ReadInt( num );
	for( i = 0; i < num; i++ )
	{
		floorInfo_s floor;
		
		savefile->ReadVec3( floor.pos );
		savefile->ReadString( floor.door );
		savefile->ReadInt( floor.floor );
		
		floorInfo.Append( floor );
	}
	
	savefile->ReadInt( currentFloor );
	savefile->ReadInt( pendingFloor );
	savefile->ReadInt( lastFloor );
	savefile->ReadBool( controlsDisabled );
	savefile->ReadFloat( returnTime );
	savefile->ReadInt( returnFloor );
	savefile->ReadInt( lastTouchTime );
}

/*
================
idElevator::Spawn
================
*/
void idElevator::Spawn()
{
	idStr str;
	int len1;
	
	lastFloor = 0;
	currentFloor = 0;
	pendingFloor = spawnArgs.GetInt( "floor", "1" );
	SetGuiStates( ( pendingFloor == 1 ) ? guiBinaryMoverStates[0] : guiBinaryMoverStates[1] );
	
	returnTime = spawnArgs.GetFloat( "returnTime" );
	returnFloor = spawnArgs.GetInt( "returnFloor" );
	
	len1 = strlen( "floorPos_" );
	const idKeyValue* kv = spawnArgs.MatchPrefix( "floorPos_", NULL );
	while( kv )
	{
		str = kv->GetKey().Right( kv->GetKey().Length() - len1 );
		floorInfo_s fi;
		fi.floor = atoi( str );
		fi.door = spawnArgs.GetString( va( "floorDoor_%i", fi.floor ) );
		fi.pos = spawnArgs.GetVector( kv->GetKey() );
		floorInfo.Append( fi );
		kv = spawnArgs.MatchPrefix( "floorPos_", kv );
	}
	lastTouchTime = 0;
	state = INIT;
	BecomeActive( TH_THINK | TH_PHYSICS );
	PostEventMS( &EV_Mover_InitGuiTargets, 0 );
	controlsDisabled = false;
}

/*
==============
idElevator::Event_Touch
===============
*/
void idElevator::Event_Touch( idEntity* other, trace_t* trace )
{

	if( common->IsClient() )
	{
		return;
	}
	
	if( gameLocal.slow.time < lastTouchTime + 2000 )
	{
		return;
	}
	
	if( !other->IsType( idPlayer::Type ) )
	{
		return;
	}
	
	lastTouchTime = gameLocal.slow.time;
	
	if( thinkFlags & TH_PHYSICS )
	{
		return;
	}
	
	int triggerFloor = spawnArgs.GetInt( "triggerFloor" );
	if( spawnArgs.GetBool( "trigger" ) && triggerFloor != currentFloor )
	{
		PostEventSec( &EV_GotoFloor, 0.25f, triggerFloor );
	}
}

/*
================
idElevator::Think
================
*/
void idElevator::Think()
{
	idVec3 masterOrigin;
	idMat3 masterAxis;
	idDoor* doorent = GetDoor( spawnArgs.GetString( "innerdoor" ) );
	if( state == INIT )
	{
		state = IDLE;
		if( doorent )
		{
			doorent->BindTeam( this );
			doorent->spawnArgs.Set( "snd_open", "" );
			doorent->spawnArgs.Set( "snd_close", "" );
			doorent->spawnArgs.Set( "snd_opened", "" );
		}
		for( int i = 0; i < floorInfo.Num(); i++ )
		{
			idDoor* door = GetDoor( floorInfo[i].door );
			if( door )
			{
				door->SetCompanion( doorent );
			}
		}
		
		Event_GotoFloor( pendingFloor );
		DisableAllDoors();
		SetGuiStates( ( pendingFloor == 1 ) ? guiBinaryMoverStates[0] : guiBinaryMoverStates[1] );
	}
	else if( state == WAITING_ON_DOORS )
	{
		state = IDLE;
		if( doorent != NULL && doorent->IsOpen() )
		{
			state = WAITING_ON_DOORS;
		}
		else
		{
			for( int i = 0; i < floorInfo.Num(); i++ )
			{
				idDoor* door = GetDoor( floorInfo[i].door );
				if( door != NULL && door->IsOpen() )
				{
					state = WAITING_ON_DOORS;
					break;
				}
			}
		}
		if( state == IDLE )
		{
			lastFloor = currentFloor;
			currentFloor = pendingFloor;
			floorInfo_s* fi = GetFloorInfo( currentFloor );
			if( fi )
			{
				MoveToPos( fi->pos );
			}
		}
	}
	RunPhysics();
	Present();
}

/*
================
idElevator::Event_Activate
================
*/
void idElevator::Event_Activate( idEntity* activator )
{
	int triggerFloor = spawnArgs.GetInt( "triggerFloor" );
	if( spawnArgs.GetBool( "trigger" ) && triggerFloor != currentFloor )
	{
		Event_GotoFloor( triggerFloor );
	}
}

/*
================
idElevator::Event_TeamBlocked
================
*/
void idElevator::Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity )
{
	if( blockedEntity == this )
	{
		Event_GotoFloor( lastFloor );
	}
	else if( blockedEntity && blockedEntity->IsType( idDoor::Type ) )
	{
		// open the inner doors if one is blocked
		idDoor* blocked = static_cast<idDoor*>( blockedEntity );
		idDoor* door = GetDoor( spawnArgs.GetString( "innerdoor" ) );
		if( door != NULL && blocked->GetMoveMaster() == door->GetMoveMaster() )
		{
			door->SetBlocked( true );
			OpenInnerDoor();
			OpenFloorDoor( currentFloor );
		}
	}
}

/*
===============
idElevator::HandleSingleGuiCommand
===============
*/
bool idElevator::HandleSingleGuiCommand( idEntity* entityGui, idLexer* src )
{
	idToken token;
	
	if( controlsDisabled )
	{
		return false;
	}
	
	if( !src->ReadToken( &token ) )
	{
		return false;
	}
	
	if( token == ";" )
	{
		return false;
	}
	
	if( token.Icmp( "changefloor" ) == 0 )
	{
		if( src->ReadToken( &token ) )
		{
			int newFloor = atoi( token );
			if( newFloor == currentFloor )
			{
				// open currentFloor and interior doors
				OpenInnerDoor();
				OpenFloorDoor( currentFloor );
			}
			else
			{
				ProcessEvent( &EV_GotoFloor, newFloor );
			}
			return true;
		}
	}
	
	src->UnreadToken( &token );
	return false;
}

/*
================
idElevator::OpenFloorDoor
================
*/
void idElevator::OpenFloorDoor( int floor )
{
	floorInfo_s* fi = GetFloorInfo( floor );
	if( fi )
	{
		idDoor* door = GetDoor( fi->door );
		if( door )
		{
			door->Open();
		}
	}
}

/*
================
idElevator::OpenInnerDoor
================
*/
void idElevator::OpenInnerDoor()
{
	idDoor* door = GetDoor( spawnArgs.GetString( "innerdoor" ) );
	if( door )
	{
		door->Open();
	}
}

/*
================
idElevator::GetFloorInfo
================
*/
floorInfo_s* idElevator::GetFloorInfo( int floor )
{
	for( int i = 0; i < floorInfo.Num(); i++ )
	{
		if( floorInfo[i].floor == floor )
		{
			return &floorInfo[i];
		}
	}
	return NULL;
}

/*
================
idElevator::Event_GotoFloor
================
*/
void idElevator::Event_GotoFloor( int floor )
{
	floorInfo_s* fi = GetFloorInfo( floor );
	if( fi )
	{
		DisableAllDoors();
		CloseAllDoors();
		state = WAITING_ON_DOORS;
		pendingFloor = floor;
	}
	// If the inner door is blocked, repost this event
	idDoor* door = GetDoor( spawnArgs.GetString( "innerdoor" ) );
	if( door )
	{
		if( door->IsBlocked() || door->IsOpen() )
		{
			PostEventSec( &EV_GotoFloor, 0.5f, floor );
		}
	}
}

/*
================
idElevator::BeginMove
================
*/
void idElevator::BeginMove( idThread* thread )
{
	controlsDisabled = true;
	CloseAllDoors();
	DisableAllDoors();
	const idKeyValue* kv = spawnArgs.MatchPrefix( "statusGui" );
	while( kv )
	{
		idEntity* ent = gameLocal.FindEntity( kv->GetValue() );
		if( ent )
		{
			for( int j = 0; j < MAX_RENDERENTITY_GUI; j++ )
			{
				if( ent->GetRenderEntity() && ent->GetRenderEntity()->gui[ j ] )
				{
					ent->GetRenderEntity()->gui[ j ]->SetStateString( "floor", "" );
					ent->GetRenderEntity()->gui[ j ]->StateChanged( gameLocal.slow.time, true );
				}
			}
			ent->UpdateVisuals();
		}
		kv = spawnArgs.MatchPrefix( "statusGui", kv );
	}
	SetGuiStates( ( pendingFloor == 1 ) ? guiBinaryMoverStates[3] : guiBinaryMoverStates[2] );
	idMover::BeginMove( thread );
}

/*
================
idElevator::GetDoor
================
*/
idDoor* idElevator::GetDoor( const char* name )
{
	idEntity*	ent;
	idEntity*	master;
	idDoor*		doorEnt;
	
	doorEnt = NULL;
	if( name && *name )
	{
		ent = gameLocal.FindEntity( name );
		if( ent && ent->IsType( idDoor::Type ) )
		{
			doorEnt = static_cast<idDoor*>( ent );
			master = doorEnt->GetMoveMaster();
			if( master != doorEnt )
			{
				if( master->IsType( idDoor::Type ) )
				{
					doorEnt = static_cast<idDoor*>( master );
				}
				else
				{
					doorEnt = NULL;
				}
			}
		}
	}
	
	return doorEnt;
}

/*
================
idElevator::Event_PostFloorArrival
================
*/
void idElevator::Event_PostFloorArrival()
{
	OpenFloorDoor( currentFloor );
	OpenInnerDoor();
	SetGuiStates( ( currentFloor == 1 ) ? guiBinaryMoverStates[0] : guiBinaryMoverStates[1] );
	controlsDisabled = false;
	if( returnTime > 0.0f && returnFloor != currentFloor )
	{
		PostEventSec( &EV_GotoFloor, returnTime, returnFloor );
	}
}

void idElevator::Event_SetGuiStates()
{
	SetGuiStates( ( currentFloor == 1 ) ? guiBinaryMoverStates[0] : guiBinaryMoverStates[1] );
}

/*
================
idElevator::DoneMoving
================
*/
void idElevator::DoneMoving()
{
	idMover::DoneMoving();
	EnableProperDoors();
	const idKeyValue* kv = spawnArgs.MatchPrefix( "statusGui" );
	while( kv )
	{
		idEntity* ent = gameLocal.FindEntity( kv->GetValue() );
		if( ent )
		{
			for( int j = 0; j < MAX_RENDERENTITY_GUI; j++ )
			{
				if( ent->GetRenderEntity() && ent->GetRenderEntity()->gui[ j ] )
				{
					ent->GetRenderEntity()->gui[ j ]->SetStateString( "floor", va( "%i", currentFloor ) );
					ent->GetRenderEntity()->gui[ j ]->StateChanged( gameLocal.slow.time, true );
				}
			}
			ent->UpdateVisuals();
		}
		kv = spawnArgs.MatchPrefix( "statusGui", kv );
	}
	if( spawnArgs.GetInt( "pauseOnFloor", "-1" ) == currentFloor )
	{
		PostEventSec( &EV_PostArrival, spawnArgs.GetFloat( "pauseTime" ) );
	}
	else
	{
		Event_PostFloorArrival();
	}
}

/*
================
idElevator::CloseAllDoors
================
*/
void idElevator::CloseAllDoors()
{
	idDoor* door = GetDoor( spawnArgs.GetString( "innerdoor" ) );
	if( door )
	{
		door->Close();
	}
	for( int i = 0; i < floorInfo.Num(); i++ )
	{
		door = GetDoor( floorInfo[i].door );
		if( door )
		{
			door->Close();
		}
	}
}

/*
================
idElevator::DisableAllDoors
================
*/
void idElevator::DisableAllDoors()
{
	idDoor* door = GetDoor( spawnArgs.GetString( "innerdoor" ) );
	if( door )
	{
		door->Enable( false );
	}
	for( int i = 0; i < floorInfo.Num(); i++ )
	{
		door = GetDoor( floorInfo[i].door );
		if( door )
		{
			door->Enable( false );
		}
	}
}

/*
================
idElevator::EnableProperDoors
================
*/
void idElevator::EnableProperDoors()
{
	idDoor* door = GetDoor( spawnArgs.GetString( "innerdoor" ) );
	if( door )
	{
		door->Enable( true );
	}
	for( int i = 0; i < floorInfo.Num(); i++ )
	{
		if( floorInfo[i].floor == currentFloor )
		{
			door = GetDoor( floorInfo[i].door );
			if( door )
			{
				door->Enable( true );
				break;
			}
		}
	}
}


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

idMover_Binary

Doors, plats, and buttons are all binary (two position) movers
Pos1 is "at rest", pos2 is "activated"

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

const idEventDef EV_Mover_ReturnToPos1( "<returntopos1>", NULL );
const idEventDef EV_Mover_MatchTeam( "<matchteam>", "dd" );
const idEventDef EV_Mover_Enable( "enable", NULL );
const idEventDef EV_Mover_Disable( "disable", NULL );

CLASS_DECLARATION( idEntity, idMover_Binary )
EVENT( EV_FindGuiTargets,			idMover_Binary::Event_FindGuiTargets )
EVENT( EV_Thread_SetCallback,		idMover_Binary::Event_SetCallback )
EVENT( EV_Mover_ReturnToPos1,		idMover_Binary::Event_ReturnToPos1 )
EVENT( EV_Activate,					idMover_Binary::Event_Use_BinaryMover )
EVENT( EV_ReachedPos,				idMover_Binary::Event_Reached_BinaryMover )
EVENT( EV_Mover_MatchTeam,			idMover_Binary::Event_MatchActivateTeam )
EVENT( EV_Mover_Enable,				idMover_Binary::Event_Enable )
EVENT( EV_Mover_Disable,			idMover_Binary::Event_Disable )
EVENT( EV_Mover_OpenPortal,			idMover_Binary::Event_OpenPortal )
EVENT( EV_Mover_ClosePortal,		idMover_Binary::Event_ClosePortal )
EVENT( EV_Mover_InitGuiTargets,		idMover_Binary::Event_InitGuiTargets )
END_CLASS

/*
================
idMover_Binary::idMover_Binary()
================
*/
idMover_Binary::idMover_Binary()
{
	pos1.Zero();
	pos2.Zero();
	moverState = MOVER_POS1;
	moveMaster = NULL;
	activateChain = NULL;
	soundPos1 = 0;
	sound1to2 = 0;
	sound2to1 = 0;
	soundPos2 = 0;
	soundLoop = 0;
	wait = 0.0f;
	damage = 0.0f;
	duration = 0;
	accelTime = 0;
	decelTime = 0;
	activatedBy = this;
	stateStartTime = 0;
	team.Clear();
	enabled = false;
	move_thread = 0;
	updateStatus = 0;
	areaPortal = 0;
	blocked = false;
	playerOnly = false;
	fl.networkSync = true;
}

/*
================
idMover_Binary::~idMover_Binary
================
*/
idMover_Binary::~idMover_Binary()
{
	idMover_Binary* mover;
	
	// if this is the mover master
	if( this == moveMaster )
	{
		// make the next mover in the chain the move master
		for( mover = moveMaster; mover; mover = mover->activateChain )
		{
			mover->moveMaster = this->activateChain;
		}
	}
	else
	{
		// remove mover from the activate chain
		for( mover = moveMaster; mover; mover = mover->activateChain )
		{
			if( mover->activateChain == this )
			{
				mover->activateChain = this->activateChain;
				break;
			}
		}
	}
}

/*
================
idMover_Binary::Save
================
*/
void idMover_Binary::Save( idSaveGame* savefile ) const
{
	int i;
	
	savefile->WriteVec3( pos1 );
	savefile->WriteVec3( pos2 );
	savefile->WriteInt( ( moverState_t )moverState );
	
	savefile->WriteObject( moveMaster );
	savefile->WriteObject( activateChain );
	
	savefile->WriteInt( soundPos1 );
	savefile->WriteInt( sound1to2 );
	savefile->WriteInt( sound2to1 );
	savefile->WriteInt( soundPos2 );
	savefile->WriteInt( soundLoop );
	
	savefile->WriteFloat( wait );
	savefile->WriteFloat( damage );
	
	savefile->WriteInt( duration );
	savefile->WriteInt( accelTime );
	savefile->WriteInt( decelTime );
	
	activatedBy.Save( savefile );
	
	savefile->WriteInt( stateStartTime );
	savefile->WriteString( team );
	savefile->WriteBool( enabled );
	
	savefile->WriteInt( move_thread );
	savefile->WriteInt( updateStatus );
	
	savefile->WriteInt( buddies.Num() );
	for( i = 0; i < buddies.Num(); i++ )
	{
		savefile->WriteString( buddies[ i ] );
	}
	
	savefile->WriteStaticObject( physicsObj );
	
	savefile->WriteInt( areaPortal );
	if( areaPortal )
	{
		savefile->WriteInt( gameRenderWorld->GetPortalState( areaPortal ) );
	}
	savefile->WriteBool( blocked );
	savefile->WriteBool( playerOnly );
	
	savefile->WriteInt( guiTargets.Num() );
	for( i = 0; i < guiTargets.Num(); i++ )
	{
		guiTargets[ i ].Save( savefile );
	}
}

/*
================
idMover_Binary::Restore
================
*/
void idMover_Binary::Restore( idRestoreGame* savefile )
{
	int		i, num, portalState;
	idStr	temp;
	
	savefile->ReadVec3( pos1 );
	savefile->ReadVec3( pos2 );
	savefile->ReadInt( ( int& )moverState );
	
	savefile->ReadObject( reinterpret_cast<idClass*&>( moveMaster ) );
	savefile->ReadObject( reinterpret_cast<idClass*&>( activateChain ) );
	
	savefile->ReadInt( soundPos1 );
	savefile->ReadInt( sound1to2 );
	savefile->ReadInt( sound2to1 );
	savefile->ReadInt( soundPos2 );
	savefile->ReadInt( soundLoop );
	
	savefile->ReadFloat( wait );
	savefile->ReadFloat( damage );
	
	savefile->ReadInt( duration );
	savefile->ReadInt( accelTime );
	savefile->ReadInt( decelTime );
	
	activatedBy.Restore( savefile );
	
	savefile->ReadInt( stateStartTime );
	
	savefile->ReadString( team );
	savefile->ReadBool( enabled );
	
	savefile->ReadInt( move_thread );
	savefile->ReadInt( updateStatus );
	
	savefile->ReadInt( num );
	for( i = 0; i < num; i++ )
	{
		savefile->ReadString( temp );
		buddies.Append( temp );
	}
	
	savefile->ReadStaticObject( physicsObj );
	RestorePhysics( &physicsObj );
	
	savefile->ReadInt( areaPortal );
	if( areaPortal )
	{
		savefile->ReadInt( portalState );
		gameLocal.SetPortalState( areaPortal, portalState );
	}
	savefile->ReadBool( blocked );
	savefile->ReadBool( playerOnly );
	
	guiTargets.Clear();
	savefile->ReadInt( num );
	guiTargets.SetNum( num );
	for( i = 0; i < num; i++ )
	{
		guiTargets[ i ].Restore( savefile );
	}
}

/*
================
idMover_Binary::Spawn

Base class for all movers.

"wait"		wait before returning (3 default, -1 = never return)
"speed"		movement speed
================
*/
void idMover_Binary::Spawn()
{
	idEntity*	ent;
	const char*	temp;
	
	move_thread		= 0;
	enabled			= true;
	areaPortal		= 0;
	
	activateChain = NULL;
	
	spawnArgs.GetFloat( "wait", "0", wait );
	
	spawnArgs.GetInt( "updateStatus", "0", updateStatus );
	
	const idKeyValue* kv = spawnArgs.MatchPrefix( "buddy", NULL );
	while( kv )
	{
		buddies.Append( kv->GetValue() );
		kv = spawnArgs.MatchPrefix( "buddy", kv );
	}
	
	spawnArgs.GetString( "team", "", &temp );
	team = temp;
	
	if( !team.Length() )
	{
		ent = this;
	}
	else
	{
		// find the first entity spawned on this team (which could be us)
		for( ent = gameLocal.spawnedEntities.Next(); ent != NULL; ent = ent->spawnNode.Next() )
		{
			if( ent->IsType( idMover_Binary::Type ) && !idStr::Icmp( static_cast<idMover_Binary*>( ent )->team.c_str(), temp ) )
			{
				break;
			}
		}
		if( !ent )
		{
			ent = this;
		}
	}
	moveMaster = static_cast<idMover_Binary*>( ent );
	
	// create a physics team for the binary mover parts
	if( ent != this )
	{
		JoinTeam( ent );
	}
	
	physicsObj.SetSelf( this );
	physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
	physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
	physicsObj.SetAxis( GetPhysics()->GetAxis() );
	physicsObj.SetClipMask( MASK_SOLID );
	if( !spawnArgs.GetBool( "solid", "1" ) )
	{
		physicsObj.SetContents( 0 );
	}
	if( !spawnArgs.GetBool( "nopush" ) )
	{
		physicsObj.SetPusher( 0 );
	}
	physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, GetPhysics()->GetOrigin(), vec3_origin, vec3_origin );
	physicsObj.SetAngularExtrapolation( EXTRAPOLATION_NONE, 0, 0, GetPhysics()->GetAxis().ToAngles(), ang_zero, ang_zero );
	SetPhysics( &physicsObj );
	
	if( moveMaster != this )
	{
		JoinActivateTeam( moveMaster );
	}
	
	idBounds soundOrigin;
	idMover_Binary* slave;
	
	soundOrigin.Clear();
	for( slave = moveMaster; slave != NULL; slave = slave->activateChain )
	{
		soundOrigin += slave->GetPhysics()->GetAbsBounds();
	}
	moveMaster->refSound.origin = soundOrigin.GetCenter();
	
	if( spawnArgs.MatchPrefix( "guiTarget" ) )
	{
		if( gameLocal.GameState() == GAMESTATE_STARTUP )
		{
			PostEventMS( &EV_FindGuiTargets, 0 );
		}
		else
		{
			// not during spawn, so it's ok to get the targets
			FindGuiTargets();
		}
	}
}

/*
===============
idMover_Binary::GetMovedir

The editor only specifies a single value for angles (yaw),
but we have special constants to generate an up or down direction.
Angles will be cleared, because it is being used to represent a direction
instead of an orientation.
===============
*/
void idMover_Binary::GetMovedir( float angle, idVec3& movedir )
{
	if( angle == -1 )
	{
		movedir.Set( 0, 0, 1 );
	}
	else if( angle == -2 )
	{
		movedir.Set( 0, 0, -1 );
	}
	else
	{
		movedir = idAngles( 0, angle, 0 ).ToForward();
	}
}

/*
================
idMover_Binary::Event_SetCallback
================
*/
void idMover_Binary::Event_SetCallback()
{
	if( ( moverState == MOVER_1TO2 ) || ( moverState == MOVER_2TO1 ) )
	{
		move_thread = idThread::CurrentThreadNum();
		idThread::ReturnInt( true );
	}
	else
	{
		idThread::ReturnInt( false );
	}
}

/*
===============
idMover_Binary::UpdateMoverSound
===============
*/
void idMover_Binary::UpdateMoverSound( moverState_t state )
{
	if( moveMaster == this )
	{
		switch( state )
		{
			case MOVER_POS1:
				break;
			case MOVER_POS2:
				break;
			case MOVER_1TO2:
				StartSound( "snd_open", SND_CHANNEL_ANY, 0, false, NULL );
				break;
			case MOVER_2TO1:
				StartSound( "snd_close", SND_CHANNEL_ANY, 0, false, NULL );
				break;
		}
	}
}

/*
===============
idMover_Binary::SetMoverState
===============
*/
void idMover_Binary::SetMoverState( moverState_t newstate, int time )
{
	idVec3 	delta;
	
	moverState = newstate;
	move_thread = 0;
	
	UpdateMoverSound( newstate );
	
	stateStartTime = time;
	switch( moverState )
	{
		case MOVER_POS1:
		{
			Signal( SIG_MOVER_POS1 );
			physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, time, 0, pos1, vec3_origin, vec3_origin );
			break;
		}
		case MOVER_POS2:
		{
			Signal( SIG_MOVER_POS2 );
			physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, time, 0, pos2, vec3_origin, vec3_origin );
			break;
		}
		case MOVER_1TO2:
		{
			Signal( SIG_MOVER_1TO2 );
			physicsObj.SetLinearExtrapolation( EXTRAPOLATION_LINEAR, time, duration, pos1, ( pos2 - pos1 ) * 1000.0f / duration, vec3_origin );
			if( accelTime != 0 || decelTime != 0 )
			{
				physicsObj.SetLinearInterpolation( time, accelTime, decelTime, duration, pos1, pos2 );
			}
			else
			{
				physicsObj.SetLinearInterpolation( 0, 0, 0, 0, pos1, pos2 );
			}
			break;
		}
		case MOVER_2TO1:
		{
			Signal( SIG_MOVER_2TO1 );
			physicsObj.SetLinearExtrapolation( EXTRAPOLATION_LINEAR, time, duration, pos2, ( pos1 - pos2 ) * 1000.0f / duration, vec3_origin );
			if( accelTime != 0 || decelTime != 0 )
			{
				physicsObj.SetLinearInterpolation( time, accelTime, decelTime, duration, pos2, pos1 );
			}
			else
			{
				physicsObj.SetLinearInterpolation( 0, 0, 0, 0, pos1, pos2 );
			}
			break;
		}
	}
}

/*
================
idMover_Binary::MatchActivateTeam

All entities in a mover team will move from pos1 to pos2
in the same amount of time
================
*/
void idMover_Binary::MatchActivateTeam( moverState_t newstate, int time )
{
	idMover_Binary* slave;
	
	for( slave = this; slave != NULL; slave = slave->activateChain )
	{
		slave->SetMoverState( newstate, time );
	}
}

/*
================
idMover_Binary::Enable
================
*/
void idMover_Binary::Enable( bool b )
{
	enabled = b;
}

/*
================
idMover_Binary::Event_MatchActivateTeam
================
*/
void idMover_Binary::Event_MatchActivateTeam( moverState_t newstate, int time )
{
	MatchActivateTeam( newstate, time );
}

/*
================
idMover_Binary::BindTeam

All entities in a mover team will be bound
================
*/
void idMover_Binary::BindTeam( idEntity* bindTo )
{
	idMover_Binary* slave;
	
	for( slave = this; slave != NULL; slave = slave->activateChain )
	{
		slave->Bind( bindTo, true );
	}
}

/*
================
idMover_Binary::JoinActivateTeam

Set all entities in a mover team to be enabled
================
*/
void idMover_Binary::JoinActivateTeam( idMover_Binary* master )
{
	this->activateChain = master->activateChain;
	master->activateChain = this;
}

/*
================
idMover_Binary::Event_Enable

Set all entities in a mover team to be enabled
================
*/
void idMover_Binary::Event_Enable()
{
	idMover_Binary* slave;
	
	for( slave = moveMaster; slave != NULL; slave = slave->activateChain )
	{
		slave->Enable( false );
	}
}

/*
================
idMover_Binary::Event_Disable

Set all entities in a mover team to be disabled
================
*/
void idMover_Binary::Event_Disable()
{
	idMover_Binary* slave;
	
	for( slave = moveMaster; slave != NULL; slave = slave->activateChain )
	{
		slave->Enable( false );
	}
}

/*
================
idMover_Binary::Event_OpenPortal

Sets the portal associtated with this mover to be open
================
*/
void idMover_Binary::Event_OpenPortal()
{
	idMover_Binary* slave;
	
	for( slave = moveMaster; slave != NULL; slave = slave->activateChain )
	{
		if( slave->areaPortal )
		{
			slave->SetPortalState( true );
		}
		if( slave->playerOnly )
		{
			gameLocal.SetAASAreaState( slave->GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, false );
		}
	}
}

/*
================
idMover_Binary::Event_ClosePortal

Sets the portal associtated with this mover to be closed
================
*/
void idMover_Binary::Event_ClosePortal()
{
	idMover_Binary* slave;
	
	for( slave = moveMaster; slave != NULL; slave = slave->activateChain )
	{
		if( !slave->IsHidden() )
		{
			if( slave->areaPortal )
			{
				slave->SetPortalState( false );
			}
			if( slave->playerOnly )
			{
				gameLocal.SetAASAreaState( slave->GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, true );
			}
		}
	}
}

/*
================
idMover_Binary::Event_ReturnToPos1
================
*/
void idMover_Binary::Event_ReturnToPos1()
{
	MatchActivateTeam( MOVER_2TO1, gameLocal.slow.time );
}

/*
================
idMover_Binary::Event_Reached_BinaryMover
================
*/
void idMover_Binary::Event_Reached_BinaryMover()
{

	if( moverState == MOVER_1TO2 )
	{
		// reached pos2
		idThread::ObjectMoveDone( move_thread, this );
		move_thread = 0;
		
		if( moveMaster == this )
		{
			StartSound( "snd_opened", SND_CHANNEL_ANY, 0, false, NULL );
		}
		
		SetMoverState( MOVER_POS2, gameLocal.slow.time );
		
		SetGuiStates( guiBinaryMoverStates[MOVER_POS2] );
		
		UpdateBuddies( 1 );
		
		if( enabled && wait >= 0 && !spawnArgs.GetBool( "toggle" ) )
		{
			// return to pos1 after a delay
			PostEventSec( &EV_Mover_ReturnToPos1, wait );
		}
		
		// fire targets
		ActivateTargets( moveMaster->GetActivator() );
		
		SetBlocked( false );
	}
	else if( moverState == MOVER_2TO1 )
	{
		// reached pos1
		idThread::ObjectMoveDone( move_thread, this );
		move_thread = 0;
		
		SetMoverState( MOVER_POS1, gameLocal.slow.time );
		
		SetGuiStates( guiBinaryMoverStates[MOVER_POS1] );
		
		UpdateBuddies( 0 );
		
		// close areaportals
		if( moveMaster == this )
		{
			ProcessEvent( &EV_Mover_ClosePortal );
		}
		
		if( enabled && wait >= 0 && spawnArgs.GetBool( "continuous" ) )
		{
			PostEventSec( &EV_Activate, wait, this );
		}
		SetBlocked( false );
	}
	else
	{
		gameLocal.Error( "Event_Reached_BinaryMover: bad moverState" );
	}
}

/*
================
idMover_Binary::GotoPosition1
================
*/
void idMover_Binary::GotoPosition1()
{
	idMover_Binary* slave;
	int	partial;
	
	// only the master should control this
	if( moveMaster != this )
	{
		moveMaster->GotoPosition1();
		return;
	}
	
	SetGuiStates( guiBinaryMoverStates[MOVER_2TO1] );
	
	if( ( moverState == MOVER_POS1 ) || ( moverState == MOVER_2TO1 ) )
	{
		// already there, or on the way
		return;
	}
	
	if( moverState == MOVER_POS2 )
	{
		for( slave = this; slave != NULL; slave = slave->activateChain )
		{
			slave->CancelEvents( &EV_Mover_ReturnToPos1 );
		}
		ProcessEvent( &EV_Mover_ReturnToPos1 );
		return;
	}
	
	// only partway up before reversing
	if( moverState == MOVER_1TO2 )
	{
		// use the physics times because this might be executed during the physics simulation
		partial = physicsObj.GetLinearEndTime() - physicsObj.GetTime();
		assert( partial >= 0 );
		if( partial < 0 )
		{
			partial = 0;
		}
		MatchActivateTeam( MOVER_2TO1, physicsObj.GetTime() - partial );
		// if already at at position 1 (partial == duration) execute the reached event
		if( partial >= duration )
		{
			Event_Reached_BinaryMover();
		}
	}
}

/*
================
idMover_Binary::GotoPosition2
================
*/
void idMover_Binary::GotoPosition2()
{
	int	partial;
	
	// only the master should control this
	if( moveMaster != this )
	{
		moveMaster->GotoPosition2();
		return;
	}
	
	SetGuiStates( guiBinaryMoverStates[MOVER_1TO2] );
	
	if( ( moverState == MOVER_POS2 ) || ( moverState == MOVER_1TO2 ) )
	{
		// already there, or on the way
		return;
	}
	
	if( moverState == MOVER_POS1 )
	{
		MatchActivateTeam( MOVER_1TO2, gameLocal.slow.time );
		
		// open areaportal
		ProcessEvent( &EV_Mover_OpenPortal );
		return;
	}
	
	
	// only partway up before reversing
	if( moverState == MOVER_2TO1 )
	{
		// use the physics times because this might be executed during the physics simulation
		partial = physicsObj.GetLinearEndTime() - physicsObj.GetTime();
		assert( partial >= 0 );
		if( partial < 0 )
		{
			partial = 0;
		}
		MatchActivateTeam( MOVER_1TO2, physicsObj.GetTime() - partial );
		// if already at at position 2 (partial == duration) execute the reached event
		if( partial >= duration )
		{
			Event_Reached_BinaryMover();
		}
	}
}

/*
================
idMover_Binary::UpdateBuddies
================
*/
void idMover_Binary::UpdateBuddies( int val )
{
	int i, c;
	
	if( updateStatus == 2 )
	{
		c = buddies.Num();
		for( i = 0; i < c; i++ )
		{
			idEntity* buddy = gameLocal.FindEntity( buddies[i] );
			if( buddy )
			{
				buddy->SetShaderParm( SHADERPARM_MODE, val );
				buddy->UpdateVisuals();
			}
		}
	}
}

/*
================
idMover_Binary::SetGuiStates
================
*/
void idMover_Binary::SetGuiStates( const char* state )
{
	if( guiTargets.Num() )
	{
		SetGuiState( "movestate", state );
	}
	
	idMover_Binary* mb = activateChain;
	while( mb )
	{
		if( mb->guiTargets.Num() )
		{
			mb->SetGuiState( "movestate", state );
		}
		mb = mb->activateChain;
	}
}

/*
================
idMover_Binary::Use_BinaryMover
================
*/
void idMover_Binary::Use_BinaryMover( idEntity* activator )
{
	// only the master should be used
	if( moveMaster != this )
	{
		moveMaster->Use_BinaryMover( activator );
		return;
	}
	
	if( !enabled )
	{
		return;
	}
	
	activatedBy = activator;
	
	if( moverState == MOVER_POS1 )
	{
		// FIXME: start moving 1 ms later, because if this was player
		// triggered, gameLocal.time hasn't been advanced yet
		MatchActivateTeam( MOVER_1TO2, gameLocal.slow.time + 1 );
		
		SetGuiStates( guiBinaryMoverStates[MOVER_1TO2] );
		// open areaportal
		ProcessEvent( &EV_Mover_OpenPortal );
		return;
	}
	
	// if all the way up, just delay before coming down
	if( moverState == MOVER_POS2 )
	{
		idMover_Binary* slave;
		
		if( wait == -1 )
		{
			return;
		}
		
		SetGuiStates( guiBinaryMoverStates[MOVER_2TO1] );
		
		for( slave = this; slave != NULL; slave = slave->activateChain )
		{
			slave->CancelEvents( &EV_Mover_ReturnToPos1 );
			slave->PostEventSec( &EV_Mover_ReturnToPos1, spawnArgs.GetBool( "toggle" ) ? 0 : wait );
		}
		return;
	}
	
	// only partway down before reversing
	if( moverState == MOVER_2TO1 )
	{
		GotoPosition2();
		return;
	}
	
	// only partway up before reversing
	if( moverState == MOVER_1TO2 )
	{
		GotoPosition1();
		return;
	}
}

/*
================
idMover_Binary::Event_Use_BinaryMover
================
*/
void idMover_Binary::Event_Use_BinaryMover( idEntity* activator )
{
	Use_BinaryMover( activator );
}

/*
================
idMover_Binary::PreBind
================
*/
void idMover_Binary::PreBind()
{
	pos1 = GetWorldCoordinates( pos1 );
	pos2 = GetWorldCoordinates( pos2 );
}

/*
================
idMover_Binary::PostBind
================
*/
void idMover_Binary::PostBind()
{
	pos1 = GetLocalCoordinates( pos1 );
	pos2 = GetLocalCoordinates( pos2 );
}

/*
================
idMover_Binary::FindGuiTargets
================
*/
void idMover_Binary::FindGuiTargets()
{
	gameLocal.GetTargets( spawnArgs, guiTargets, "guiTarget" );
}

/*
==============================
idMover_Binary::SetGuiState

key/val will be set to any renderEntity->gui's on the list
==============================
*/
void idMover_Binary::SetGuiState( const char* key, const char* val ) const
{
	int i;
	
	for( i = 0; i < guiTargets.Num(); i++ )
	{
		idEntity* ent = guiTargets[ i ].GetEntity();
		if( ent )
		{
			for( int j = 0; j < MAX_RENDERENTITY_GUI; j++ )
			{
				if( ent->GetRenderEntity() && ent->GetRenderEntity()->gui[ j ] )
				{
					ent->GetRenderEntity()->gui[ j ]->SetStateString( key, val );
					ent->GetRenderEntity()->gui[ j ]->StateChanged( gameLocal.slow.time, true );
				}
			}
			ent->UpdateVisuals();
		}
	}
}

/*
================
idMover_Binary::Event_InitGuiTargets
================
*/
void idMover_Binary::Event_FindGuiTargets()
{
	FindGuiTargets();
}

/*
================
idMover_Binary::Event_InitGuiTargets
================
*/
void idMover_Binary::Event_InitGuiTargets()
{
	if( guiTargets.Num() )
	{
		SetGuiState( "movestate", guiBinaryMoverStates[MOVER_POS1] );
	}
}

/*
================
idMover_Binary::InitSpeed

pos1, pos2, and speed are passed in so the movement delta can be calculated
================
*/
void idMover_Binary::InitSpeed( idVec3& mpos1, idVec3& mpos2, float mspeed, float maccelTime, float mdecelTime )
{
	idVec3		move;
	float		distance;
	float		speed;
	
	pos1		= mpos1;
	pos2		= mpos2;
	
	accelTime	= idPhysics::SnapTimeToPhysicsFrame( SEC2MS( maccelTime ) );
	decelTime	= idPhysics::SnapTimeToPhysicsFrame( SEC2MS( mdecelTime ) );
	
	speed		= mspeed ? mspeed : 100;
	
	// calculate time to reach second position from speed
	move = pos2 - pos1;
	distance = move.Length();
	duration = idPhysics::SnapTimeToPhysicsFrame( distance * 1000 / speed );
	if( duration <= 0 )
	{
		duration = 1;
	}
	
	moverState = MOVER_POS1;
	
	physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, pos1, vec3_origin, vec3_origin );
	physicsObj.SetLinearInterpolation( 0, 0, 0, 0, vec3_origin, vec3_origin );
	SetOrigin( pos1 );
	
	PostEventMS( &EV_Mover_InitGuiTargets, 0 );
}

/*
================
idMover_Binary::InitTime

pos1, pos2, and time are passed in so the movement delta can be calculated
================
*/
void idMover_Binary::InitTime( idVec3& mpos1, idVec3& mpos2, float mtime, float maccelTime, float mdecelTime )
{

	pos1		= mpos1;
	pos2		= mpos2;
	
	accelTime	= idPhysics::SnapTimeToPhysicsFrame( SEC2MS( maccelTime ) );
	decelTime	= idPhysics::SnapTimeToPhysicsFrame( SEC2MS( mdecelTime ) );
	
	duration	= idPhysics::SnapTimeToPhysicsFrame( SEC2MS( mtime ) );
	if( duration <= 0 )
	{
		duration = 1;
	}
	
	moverState = MOVER_POS1;
	
	physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, pos1, vec3_origin, vec3_origin );
	physicsObj.SetLinearInterpolation( 0, 0, 0, 0, vec3_origin, vec3_origin );
	SetOrigin( pos1 );
	
	PostEventMS( &EV_Mover_InitGuiTargets, 0 );
}

/*
================
idMover_Binary::SetBlocked
================
*/
void idMover_Binary::SetBlocked( bool b )
{
	for( idMover_Binary* slave = moveMaster; slave != NULL; slave = slave->activateChain )
	{
		slave->blocked = b;
		if( b )
		{
			const idKeyValue* kv = slave->spawnArgs.MatchPrefix( "triggerBlocked" );
			while( kv )
			{
				idEntity* ent = gameLocal.FindEntity( kv->GetValue() );
				if( ent )
				{
					ent->PostEventMS( &EV_Activate, 0, moveMaster->GetActivator() );
				}
				kv = slave->spawnArgs.MatchPrefix( "triggerBlocked", kv );
			}
		}
	}
}

/*
================
idMover_Binary::IsBlocked
================
*/
bool idMover_Binary::IsBlocked()
{
	return blocked;
}

/*
================
idMover_Binary::GetActivator
================
*/
idEntity* idMover_Binary::GetActivator() const
{
	return activatedBy.GetEntity();
}

/*
================
idMover_Binary::WriteToSnapshot
================
*/
void idMover_Binary::WriteToSnapshot( idBitMsg& msg ) const
{
	physicsObj.WriteToSnapshot( msg );
	msg.WriteBits( moverState, 3 );
	WriteBindToSnapshot( msg );
}

/*
================
idMover_Binary::ReadFromSnapshot
================
*/
void idMover_Binary::ReadFromSnapshot( const idBitMsg& msg )
{
	moverState_t oldMoverState = moverState;
	
	physicsObj.ReadFromSnapshot( msg );
	moverState = ( moverState_t ) msg.ReadBits( 3 );
	ReadBindFromSnapshot( msg );
	
	if( msg.HasChanged() )
	{
		if( moverState != oldMoverState )
		{
			UpdateMoverSound( moverState );
			MatchActivateTeam( moverState, gameLocal.slow.time );
		}
		UpdateVisuals();
	}
}

/*
================
idMover_Binary::SetPortalState
================
*/
void idMover_Binary::SetPortalState( bool open )
{
	assert( areaPortal );
	gameLocal.SetPortalState( areaPortal, open ? PS_BLOCK_NONE : PS_BLOCK_ALL );
}

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

idDoor

A use can be triggered either by a touch function, by being shot, or by being
targeted by another entity.

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

const idEventDef EV_Door_StartOpen( "<startOpen>", NULL );
const idEventDef EV_Door_SpawnDoorTrigger( "<spawnDoorTrigger>", NULL );
const idEventDef EV_Door_SpawnSoundTrigger( "<spawnSoundTrigger>", NULL );
const idEventDef EV_Door_Open( "open", NULL );
const idEventDef EV_Door_Close( "close", NULL );
const idEventDef EV_Door_Lock( "lock", "d" );
const idEventDef EV_Door_IsOpen( "isOpen", NULL, 'f' );
const idEventDef EV_Door_IsLocked( "isLocked", NULL, 'f' );

CLASS_DECLARATION( idMover_Binary, idDoor )
EVENT( EV_TeamBlocked,				idDoor::Event_TeamBlocked )
EVENT( EV_PartBlocked,				idDoor::Event_PartBlocked )
EVENT( EV_Touch,					idDoor::Event_Touch )
EVENT( EV_Activate,					idDoor::Event_Activate )
EVENT( EV_Door_StartOpen,			idDoor::Event_StartOpen )
EVENT( EV_Door_SpawnDoorTrigger,	idDoor::Event_SpawnDoorTrigger )
EVENT( EV_Door_SpawnSoundTrigger,	idDoor::Event_SpawnSoundTrigger )
EVENT( EV_Door_Open,				idDoor::Event_Open )
EVENT( EV_Door_Close,				idDoor::Event_Close )
EVENT( EV_Door_Lock,				idDoor::Event_Lock )
EVENT( EV_Door_IsOpen,				idDoor::Event_IsOpen )
EVENT( EV_Door_IsLocked,			idDoor::Event_Locked )
EVENT( EV_ReachedPos,				idDoor::Event_Reached_BinaryMover )
EVENT( EV_SpectatorTouch,			idDoor::Event_SpectatorTouch )
EVENT( EV_Mover_OpenPortal,			idDoor::Event_OpenPortal )
EVENT( EV_Mover_ClosePortal,		idDoor::Event_ClosePortal )
END_CLASS

/*
================
idDoor::idDoor
================
*/
idDoor::idDoor()
{
	triggersize = 1.0f;
	crusher = false;
	noTouch = false;
	aas_area_closed = false;
	buddyStr.Clear();
	trigger = NULL;
	sndTrigger = NULL;
	nextSndTriggerTime = 0;
	localTriggerOrigin.Zero();
	localTriggerAxis.Identity();
	requires.Clear();
	removeItem = 0;
	syncLock.Clear();
	companionDoor = NULL;
	normalAxisIndex = 0;
}

/*
================
idDoor::~idDoor
================
*/
idDoor::~idDoor()
{
	if( trigger )
	{
		delete trigger;
	}
	if( sndTrigger )
	{
		delete sndTrigger;
	}
}

/*
================
idDoor::Save
================
*/
void idDoor::Save( idSaveGame* savefile ) const
{

	savefile->WriteFloat( triggersize );
	savefile->WriteBool( crusher );
	savefile->WriteBool( noTouch );
	savefile->WriteBool( aas_area_closed );
	savefile->WriteString( buddyStr );
	savefile->WriteInt( nextSndTriggerTime );
	
	savefile->WriteVec3( localTriggerOrigin );
	savefile->WriteMat3( localTriggerAxis );
	
	savefile->WriteString( requires );
	savefile->WriteInt( removeItem );
	savefile->WriteString( syncLock );
	savefile->WriteInt( normalAxisIndex );
	
	savefile->WriteClipModel( trigger );
	savefile->WriteClipModel( sndTrigger );
	
	savefile->WriteObject( companionDoor );
}

/*
================
idDoor::Restore
================
*/
void idDoor::Restore( idRestoreGame* savefile )
{

	savefile->ReadFloat( triggersize );
	savefile->ReadBool( crusher );
	savefile->ReadBool( noTouch );
	savefile->ReadBool( aas_area_closed );
	SetAASAreaState( aas_area_closed );
	savefile->ReadString( buddyStr );
	savefile->ReadInt( nextSndTriggerTime );
	
	savefile->ReadVec3( localTriggerOrigin );
	savefile->ReadMat3( localTriggerAxis );
	
	savefile->ReadString( requires );
	savefile->ReadInt( removeItem );
	savefile->ReadString( syncLock );
	savefile->ReadInt( normalAxisIndex );
	
	savefile->ReadClipModel( trigger );
	savefile->ReadClipModel( sndTrigger );
	
	savefile->ReadObject( reinterpret_cast<idClass*&>( companionDoor ) );
}

/*
================
idDoor::Spawn
================
*/
void idDoor::Spawn()
{
	idVec3		abs_movedir;
	float		distance;
	idVec3		size;
	idVec3		movedir;
	float		dir;
	float		lip;
	bool		start_open;
	float		time;
	float		speed;
	
	// get the direction to move
	if( !spawnArgs.GetFloat( "movedir", "0", dir ) )
	{
		// no movedir, so angle defines movement direction and not orientation,
		// a la oldschool Quake
		SetAngles( ang_zero );
		spawnArgs.GetFloat( "angle", "0", dir );
	}
	GetMovedir( dir, movedir );
	
	// default speed of 400
	spawnArgs.GetFloat( "speed", "400", speed );
	
	// default wait of 2 seconds
	spawnArgs.GetFloat( "wait", "3", wait );
	
	// default lip of 8 units
	spawnArgs.GetFloat( "lip", "8", lip );
	
	// by default no damage
	spawnArgs.GetFloat( "damage", "0", damage );
	
	// trigger size
	spawnArgs.GetFloat( "triggersize", "120", triggersize );
	
	spawnArgs.GetBool( "crusher", "0", crusher );
	spawnArgs.GetBool( "start_open", "0", start_open );
	spawnArgs.GetBool( "no_touch", "0", noTouch );
	spawnArgs.GetBool( "player_only", "0", playerOnly );
	
	// expects syncLock to be a door that must be closed before this door will open
	spawnArgs.GetString( "syncLock", "", syncLock );
	
	spawnArgs.GetString( "buddy", "", buddyStr );
	
	spawnArgs.GetString( "requires", "", requires );
	spawnArgs.GetInt( "removeItem", "0", removeItem );
	
	// ever separate piece of a door is considered solid when other team mates push entities
	fl.solidForTeam = true;
	
	// first position at start
	pos1 = GetPhysics()->GetOrigin();
	
	// calculate second position
	abs_movedir[0] = idMath::Fabs( movedir[ 0 ] );
	abs_movedir[1] = idMath::Fabs( movedir[ 1 ] );
	abs_movedir[2] = idMath::Fabs( movedir[ 2 ] );
	size = GetPhysics()->GetAbsBounds()[1] - GetPhysics()->GetAbsBounds()[0];
	distance = ( abs_movedir * size ) - lip;
	pos2 = pos1 + distance * movedir;
	
	// if "start_open", reverse position 1 and 2
	if( start_open )
	{
		// post it after EV_SpawnBind
		PostEventMS( &EV_Door_StartOpen, 1 );
	}
	
	if( spawnArgs.GetFloat( "time", "1", time ) )
	{
		InitTime( pos1, pos2, time, 0, 0 );
	}
	else
	{
		InitSpeed( pos1, pos2, speed, 0, 0 );
	}
	
	if( moveMaster == this )
	{
		if( health )
		{
			fl.takedamage = true;
		}
		if( noTouch || health )
		{
			// non touch/shoot doors
			PostEventMS( &EV_Mover_MatchTeam, 0, moverState, gameLocal.slow.time );
			
			const char* sndtemp = spawnArgs.GetString( "snd_locked" );
			if( spawnArgs.GetInt( "locked" ) && sndtemp && *sndtemp )
			{
				PostEventMS( &EV_Door_SpawnSoundTrigger, 0 );
			}
		}
		else
		{
			// spawn trigger
			PostEventMS( &EV_Door_SpawnDoorTrigger, 0 );
		}
	}
	
	// see if we are on an areaportal
	areaPortal = gameRenderWorld->FindPortal( GetPhysics()->GetAbsBounds() );
	if( !start_open )
	{
		// start closed
		ProcessEvent( &EV_Mover_ClosePortal );
		
		if( playerOnly )
		{
			gameLocal.SetAASAreaState( GetPhysics()->GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL, true );
		}
	}
	
	int locked = spawnArgs.GetInt( "locked" );
	if( locked )
	{
		// make sure all members of the team get locked
		PostEventMS( &EV_Door_Lock, 0, locked );
	}
	
	if( spawnArgs.GetBool( "continuous" ) )
	{
		PostEventSec( &EV_Activate, spawnArgs.GetFloat( "delay" ), this );
	}
	
	// sounds have a habit of stuttering when portals close, so make them unoccluded
	refSound.parms.soundShaderFlags |= SSF_NO_OCCLUSION;
	
	companionDoor = NULL;
	
	enabled = true;
	blocked = false;
}

/*
================
idDoor::Think
================
*/
void idDoor::ClientThink( const int curTime, const float fraction, const bool predict )
{
	idVec3 masterOrigin;
	idMat3 masterAxis;
	
	idMover_Binary::ClientThink( curTime, fraction, predict );
	
	if( thinkFlags & TH_PHYSICS )
	{
		// update trigger position
		if( GetMasterPosition( masterOrigin, masterAxis ) )
		{
			if( trigger )
			{
				trigger->Link( gameLocal.clip, this, 0, masterOrigin + localTriggerOrigin * masterAxis, localTriggerAxis * masterAxis );
			}
			if( sndTrigger )
			{
				sndTrigger->Link( gameLocal.clip, this, 0, masterOrigin + localTriggerOrigin * masterAxis, localTriggerAxis * masterAxis );
			}
		}
	}
}

/*
================
idDoor::Think
================
*/
void idDoor::Think()
{
	idVec3 masterOrigin;
	idMat3 masterAxis;
	
	idMover_Binary::Think();
	
	if( thinkFlags & TH_PHYSICS )
	{
		// update trigger position
		if( GetMasterPosition( masterOrigin, masterAxis ) )
		{
			if( trigger )
			{
				trigger->Link( gameLocal.clip, this, 0, masterOrigin + localTriggerOrigin * masterAxis, localTriggerAxis * masterAxis );
			}
			if( sndTrigger )
			{
				sndTrigger->Link( gameLocal.clip, this, 0, masterOrigin + localTriggerOrigin * masterAxis, localTriggerAxis * masterAxis );
			}
		}
	}
}

/*
================
idDoor::PreBind
================
*/
void idDoor::PreBind()
{
	idMover_Binary::PreBind();
}

/*
================
idDoor::PostBind
================
*/
void idDoor::PostBind()
{
	idMover_Binary::PostBind();
	GetLocalTriggerPosition( trigger ? trigger : sndTrigger );
}

/*
================
idDoor::SetAASAreaState
================
*/
void idDoor::SetAASAreaState( bool closed )
{
	aas_area_closed = closed;
	gameLocal.SetAASAreaState( physicsObj.GetAbsBounds(), AREACONTENTS_CLUSTERPORTAL | AREACONTENTS_OBSTACLE, closed );
}

/*
================
idDoor::Hide
================
*/
void idDoor::Hide()
{
	idMover_Binary* slave;
	idMover_Binary* master;
	idDoor* slaveDoor;
	idDoor* companion;
	
	master = GetMoveMaster();
	if( this != master )
	{
		master->Hide();
	}
	else
	{
		for( slave = this; slave != NULL; slave = slave->GetActivateChain() )
		{
			if( slave->IsType( idDoor::Type ) )
			{
				slaveDoor = static_cast<idDoor*>( slave );
				companion = slaveDoor->companionDoor;
				if( companion && ( companion != master ) && ( companion->GetMoveMaster() != master ) )
				{
					companion->Hide();
				}
				if( slaveDoor->trigger )
				{
					slaveDoor->trigger->Disable();
				}
				if( slaveDoor->sndTrigger )
				{
					slaveDoor->sndTrigger->Disable();
				}
				if( slaveDoor->areaPortal )
				{
					slaveDoor->SetPortalState( true );
				}
				slaveDoor->SetAASAreaState( false );
			}
			slave->GetPhysics()->GetClipModel()->Disable();
			slave->idMover_Binary::Hide();
		}
	}
}

/*
================
idDoor::Show
================
*/
void idDoor::Show()
{
	idMover_Binary* slave;
	idMover_Binary* master;
	idDoor* slaveDoor;
	idDoor* companion;
	
	master = GetMoveMaster();
	if( this != master )
	{
		master->Show();
	}
	else
	{
		for( slave = this; slave != NULL; slave = slave->GetActivateChain() )
		{
			if( slave->IsType( idDoor::Type ) )
			{
				slaveDoor = static_cast<idDoor*>( slave );
				companion = slaveDoor->companionDoor;
				if( companion && ( companion != master ) && ( companion->GetMoveMaster() != master ) )
				{
					companion->Show();
				}
				if( slaveDoor->trigger )
				{
					slaveDoor->trigger->Enable();
				}
				if( slaveDoor->sndTrigger )
				{
					slaveDoor->sndTrigger->Enable();
				}
				if( slaveDoor->areaPortal && ( slaveDoor->moverState == MOVER_POS1 ) )
				{
					slaveDoor->SetPortalState( false );
				}
				slaveDoor->SetAASAreaState( IsLocked() || IsNoTouch() );
			}
			slave->GetPhysics()->GetClipModel()->Enable();
			slave->idMover_Binary::Show();
		}
	}
}

/*
================
idDoor::GetLocalTriggerPosition
================
*/
void idDoor::GetLocalTriggerPosition( const idClipModel* trigger )
{
	idVec3 origin;
	idMat3 axis;
	
	if( !trigger )
	{
		return;
	}
	
	GetMasterPosition( origin, axis );
	localTriggerOrigin = ( trigger->GetOrigin() - origin ) * axis.Transpose();
	localTriggerAxis = trigger->GetAxis() * axis.Transpose();
}

/*
================
idDoor::Use
================
*/
void idDoor::Use( idEntity* other, idEntity* activator )
{
	if( gameLocal.RequirementMet( activator, requires, removeItem ) )
	{
		if( syncLock.Length() )
		{
			idEntity* sync = gameLocal.FindEntity( syncLock );
			if( sync != NULL && sync->IsType( idDoor::Type ) )
			{
				if( static_cast<idDoor*>( sync )->IsOpen() )
				{
					return;
				}
			}
		}
		ActivateTargets( activator );
		Use_BinaryMover( activator );
	}
}

/*
================
idDoor::Open
================
*/
void idDoor::Open()
{
	GotoPosition2();
}

/*
================
idDoor::Close
================
*/
void idDoor::Close()
{
	GotoPosition1();
}

/*
================
idDoor::Lock
================
*/
void idDoor::Lock( int f )
{
	idMover_Binary* other;
	
	// lock all the doors on the team
	for( other = moveMaster; other != NULL; other = other->GetActivateChain() )
	{
		if( other->IsType( idDoor::Type ) )
		{
			idDoor* door = static_cast<idDoor*>( other );
			if( other == moveMaster )
			{
				if( door->sndTrigger == NULL )
				{
					// in this case the sound trigger never got spawned
					const char* sndtemp = door->spawnArgs.GetString( "snd_locked" );
					if( sndtemp != NULL && *sndtemp != '\0' )
					{
						door->PostEventMS( &EV_Door_SpawnSoundTrigger, 0 );
					}
				}
				if( !f && ( door->spawnArgs.GetInt( "locked" ) != 0 ) )
				{
					door->StartSound( "snd_unlocked", SND_CHANNEL_ANY, 0, false, NULL );
				}
			}
			door->spawnArgs.SetInt( "locked", f );
			if( ( f == 0 ) || ( !IsHidden() && ( door->moverState == MOVER_POS1 ) ) )
			{
				door->SetAASAreaState( f != 0 );
			}
		}
	}
	
	if( f )
	{
		Close();
	}
}

/*
================
idDoor::IsLocked
================
*/
int idDoor::IsLocked()
{
	return spawnArgs.GetInt( "locked" );
}

/*
================
idDoor::IsOpen
================
*/
bool idDoor::IsOpen()
{
	return ( moverState != MOVER_POS1 );
}

/*
================
idDoor::IsNoTouch
================
*/
bool idDoor::IsNoTouch()
{
	return noTouch;
}

/*
================
idDoor::AllowPlayerOnly
================
*/
bool idDoor::AllowPlayerOnly( idEntity* ent )
{
	if( playerOnly && !ent->IsType( idPlayer::Type ) )
	{
		return false;
	}
	
	return true;
}

/*
======================
idDoor::CalcTriggerBounds

Calcs bounds for a trigger.
======================
*/
void idDoor::CalcTriggerBounds( float size, idBounds& bounds )
{
	idMover_Binary*	other;
	int				i;
	int				best;
	
	// find the bounds of everything on the team
	bounds = GetPhysics()->GetAbsBounds();
	
	fl.takedamage = true;
	for( other = activateChain; other != NULL; other = other->GetActivateChain() )
	{
		if( other->IsType( idDoor::Type ) )
		{
			// find the bounds of everything on the team
			bounds.AddBounds( other->GetPhysics()->GetAbsBounds() );
			
			// set all of the slaves as shootable
			other->fl.takedamage = true;
		}
	}
	
	// find the thinnest axis, which will be the one we expand
	best = 0;
	for( i = 1 ; i < 3 ; i++ )
	{
		if( bounds[1][ i ] - bounds[0][ i ] < bounds[1][ best ] - bounds[0][ best ] )
		{
			best = i;
		}
	}
	normalAxisIndex = best;
	bounds[0][ best ] -= size;
	bounds[1][ best ] += size;
	bounds[0] -= GetPhysics()->GetOrigin();
	bounds[1] -= GetPhysics()->GetOrigin();
}

/*
======================
idDoor::Event_StartOpen

if "start_open", reverse position 1 and 2
======================
*/
void idDoor::Event_StartOpen()
{
	float time;
	float speed;
	
	// if "start_open", reverse position 1 and 2
	pos1 = pos2;
	pos2 = GetPhysics()->GetOrigin();
	
	spawnArgs.GetFloat( "speed", "400", speed );
	
	if( spawnArgs.GetFloat( "time", "1", time ) )
	{
		InitTime( pos1, pos2, time, 0, 0 );
	}
	else
	{
		InitSpeed( pos1, pos2, speed, 0, 0 );
	}
}

/*
======================
idDoor::Event_SpawnDoorTrigger

All of the parts of a door have been spawned, so create
a trigger that encloses all of them.
======================
*/
void idDoor::Event_SpawnDoorTrigger()
{
	idBounds		bounds;
	idMover_Binary*	other;
	bool			toggle;
	
	if( trigger )
	{
		// already have a trigger, so don't spawn a new one.
		return;
	}
	
	// check if any of the doors are marked as toggled
	toggle = false;
	for( other = moveMaster; other != NULL; other = other->GetActivateChain() )
	{
		if( other->IsType( idDoor::Type ) && other->spawnArgs.GetBool( "toggle" ) )
		{
			toggle = true;
			break;
		}
	}
	
	if( toggle )
	{
		// mark them all as toggled
		for( other = moveMaster; other != NULL; other = other->GetActivateChain() )
		{
			if( other->IsType( idDoor::Type ) )
			{
				other->spawnArgs.Set( "toggle", "1" );
			}
		}
		// don't spawn trigger
		return;
	}
	
	const char* sndtemp = spawnArgs.GetString( "snd_locked" );
	if( spawnArgs.GetInt( "locked" ) && sndtemp != NULL && *sndtemp != '\0' )
	{
		PostEventMS( &EV_Door_SpawnSoundTrigger, 0 );
	}
	
	CalcTriggerBounds( triggersize, bounds );
	
	// create a trigger clip model
	trigger = new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( idTraceModel( bounds ) );
	trigger->Link( gameLocal.clip, this, 255, GetPhysics()->GetOrigin(), mat3_identity );
	trigger->SetContents( CONTENTS_TRIGGER );
	
	GetLocalTriggerPosition( trigger );
	
	MatchActivateTeam( moverState, gameLocal.slow.time );
}

/*
======================
idDoor::Event_SpawnSoundTrigger

Spawn a sound trigger to activate locked sound if it exists.
======================
*/
void idDoor::Event_SpawnSoundTrigger()
{
	idBounds bounds;
	
	if( sndTrigger )
	{
		return;
	}
	
	CalcTriggerBounds( triggersize * 0.5f, bounds );
	
	// create a trigger clip model
	sndTrigger = new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( idTraceModel( bounds ) );
	sndTrigger->Link( gameLocal.clip, this, 254, GetPhysics()->GetOrigin(), mat3_identity );
	sndTrigger->SetContents( CONTENTS_TRIGGER );
	
	GetLocalTriggerPosition( sndTrigger );
}

/*
================
idDoor::Event_Reached_BinaryMover
================
*/
void idDoor::Event_Reached_BinaryMover()
{
	if( moverState == MOVER_2TO1 )
	{
		SetBlocked( false );
		const idKeyValue* kv = spawnArgs.MatchPrefix( "triggerClosed" );
		while( kv )
		{
			idEntity* ent = gameLocal.FindEntity( kv->GetValue() );
			if( ent )
			{
				ent->PostEventMS( &EV_Activate, 0, moveMaster->GetActivator() );
			}
			kv = spawnArgs.MatchPrefix( "triggerClosed", kv );
		}
	}
	else if( moverState == MOVER_1TO2 )
	{
		const idKeyValue* kv = spawnArgs.MatchPrefix( "triggerOpened" );
		while( kv )
		{
			idEntity* ent = gameLocal.FindEntity( kv->GetValue() );
			if( ent )
			{
				ent->PostEventMS( &EV_Activate, 0, moveMaster->GetActivator() );
			}
			kv = spawnArgs.MatchPrefix( "triggerOpened", kv );
		}
	}
	idMover_Binary::Event_Reached_BinaryMover();
}

/*
================
idDoor::Blocked_Door
================
*/
void idDoor::Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity )
{
	SetBlocked( true );
	
	if( crusher )
	{
		return;		// crushers don't reverse
	}
	
	// reverse direction
	Use_BinaryMover( moveMaster->GetActivator() );
	
	if( companionDoor )
	{
		companionDoor->ProcessEvent( &EV_TeamBlocked, blockedEntity, blockingEntity );
	}
}

/*
===============
idDoor::SetCompanion
===============
*/
void idDoor::SetCompanion( idDoor* door )
{
	companionDoor = door;
}

/*
===============
idDoor::Event_PartBlocked
===============
*/
void idDoor::Event_PartBlocked( idEntity* blockingEntity )
{
	if( damage > 0.0f )
	{
		blockingEntity->Damage( this, this, vec3_origin, "damage_moverCrush", damage, INVALID_JOINT );
	}
}

/*
================
idDoor::Event_Touch
================
*/
void idDoor::Event_Touch( idEntity* other, trace_t* trace )
{
	idVec3		contact, translate;
	idVec3		planeaxis1, planeaxis2, normal;
	idBounds	bounds;
	
	if( common->IsClient() )
	{
		return;
	}
	
	if( !enabled )
	{
		return;
	}
	
	if( trigger && trace->c.id == trigger->GetId() )
	{
		if( !IsNoTouch() && !IsLocked() && GetMoverState() != MOVER_1TO2 )
		{
			if( AllowPlayerOnly( other ) )
			{
				Use( this, other );
			}
		}
	}
	else if( sndTrigger && trace->c.id == sndTrigger->GetId() )
	{
		if( other && other->IsType( idPlayer::Type ) && IsLocked() && gameLocal.slow.time > nextSndTriggerTime )
		{
			StartSound( "snd_locked", SND_CHANNEL_ANY, 0, false, NULL );
			nextSndTriggerTime = gameLocal.slow.time + 10000;
		}
	}
}

/*
================
idDoor::Event_SpectatorTouch
================
*/
void idDoor::Event_SpectatorTouch( idEntity* other, trace_t* trace )
{
	idVec3		contact, translate, normal;
	idBounds	bounds;
	idPlayer*	p;
	
	assert( other && other->IsType( idPlayer::Type ) && static_cast< idPlayer* >( other )->spectating );
	
	p = static_cast< idPlayer* >( other );
	// avoid flicker when stopping right at clip box boundaries
	if( p->lastSpectateTeleport > gameLocal.slow.time - 1000 )
	{
		return;
	}
	if( trigger && !IsOpen() )
	{
		// teleport to the other side, center to the middle of the trigger brush
		bounds = trigger->GetAbsBounds();
		contact = trace->endpos - bounds.GetCenter();
		translate = bounds.GetCenter();
		normal.Zero();
		normal[ normalAxisIndex ] = 1.0f;
		if( normal * contact > 0 )
		{
			translate[ normalAxisIndex ] += ( bounds[ 0 ][ normalAxisIndex ] - translate[ normalAxisIndex ] ) * 0.5f;
		}
		else
		{
			translate[ normalAxisIndex ] += ( bounds[ 1 ][ normalAxisIndex ] - translate[ normalAxisIndex ] ) * 0.5f;
		}
		p->SetOrigin( translate );
		p->lastSpectateTeleport = gameLocal.slow.time;
	}
}

/*
================
idDoor::Event_Activate
================
*/
void idDoor::Event_Activate( idEntity* activator )
{
	int old_lock;
	
	if( spawnArgs.GetInt( "locked" ) )
	{
		if( !trigger )
		{
			PostEventMS( &EV_Door_SpawnDoorTrigger, 0 );
		}
		if( buddyStr.Length() )
		{
			idEntity* buddy = gameLocal.FindEntity( buddyStr );
			if( buddy )
			{
				buddy->SetShaderParm( SHADERPARM_MODE, 1 );
				buddy->UpdateVisuals();
			}
		}
		
		old_lock = spawnArgs.GetInt( "locked" );
		Lock( 0 );
		if( old_lock == 2 )
		{
			return;
		}
	}
	
	if( syncLock.Length() )
	{
		idEntity* sync = gameLocal.FindEntity( syncLock );
		if( sync != NULL && sync->IsType( idDoor::Type ) )
		{
			if( static_cast<idDoor*>( sync )->IsOpen() )
			{
				return;
			}
		}
	}
	
	ActivateTargets( activator );
	
	renderEntity.shaderParms[ SHADERPARM_MODE ] = 1;
	UpdateVisuals();
	
	Use_BinaryMover( activator );
}

/*
================
idDoor::Event_Open
================
*/
void idDoor::Event_Open()
{
	Open();
}

/*
================
idDoor::Event_Close
================
*/
void idDoor::Event_Close()
{
	Close();
}

/*
================
idDoor::Event_Lock
================
*/
void idDoor::Event_Lock( int f )
{
	Lock( f );
}

/*
================
idDoor::Event_IsOpen
================
*/
void idDoor::Event_IsOpen()
{
	bool state;
	
	state = IsOpen();
	idThread::ReturnFloat( state );
}

/*
================
idDoor::Event_Locked
================
*/
void idDoor::Event_Locked()
{
	idThread::ReturnFloat( spawnArgs.GetInt( "locked" ) );
}

/*
================
idDoor::Event_OpenPortal

Sets the portal associtated with this door to be open
================
*/
void idDoor::Event_OpenPortal()
{
	idMover_Binary* slave;
	idDoor* slaveDoor;
	
	for( slave = this; slave != NULL; slave = slave->GetActivateChain() )
	{
		if( slave->IsType( idDoor::Type ) )
		{
			slaveDoor = static_cast<idDoor*>( slave );
			if( slaveDoor->areaPortal )
			{
				slaveDoor->SetPortalState( true );
			}
			slaveDoor->SetAASAreaState( false );
		}
	}
}

/*
================
idDoor::Event_ClosePortal

Sets the portal associtated with this door to be closed
================
*/
void idDoor::Event_ClosePortal()
{
	idMover_Binary* slave;
	idDoor* slaveDoor;
	
	for( slave = this; slave != NULL; slave = slave->GetActivateChain() )
	{
		if( !slave->IsHidden() )
		{
			if( slave->IsType( idDoor::Type ) )
			{
				slaveDoor = static_cast<idDoor*>( slave );
				if( slaveDoor->areaPortal )
				{
					slaveDoor->SetPortalState( false );
				}
				slaveDoor->SetAASAreaState( IsLocked() || IsNoTouch() );
			}
		}
	}
}


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

idPlat

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

CLASS_DECLARATION( idMover_Binary, idPlat )
EVENT( EV_Touch,			idPlat::Event_Touch )
EVENT( EV_TeamBlocked,		idPlat::Event_TeamBlocked )
EVENT( EV_PartBlocked,		idPlat::Event_PartBlocked )
END_CLASS

/*
===============
idPlat::idPlat
===============
*/
idPlat::idPlat()
{
	trigger = NULL;
	localTriggerOrigin.Zero();
	localTriggerAxis.Identity();
}

/*
===============
idPlat::~idPlat
===============
*/
idPlat::~idPlat()
{
	if( trigger )
	{
		delete trigger;
	}
}

/*
===============
idPlat::Save
===============
*/
void idPlat::Save( idSaveGame* savefile ) const
{
	savefile->WriteClipModel( trigger );
	savefile->WriteVec3( localTriggerOrigin );
	savefile->WriteMat3( localTriggerAxis );
}

/*
===============
idPlat::Restore
===============
*/
void idPlat::Restore( idRestoreGame* savefile )
{
	savefile->ReadClipModel( trigger );
	savefile->ReadVec3( localTriggerOrigin );
	savefile->ReadMat3( localTriggerAxis );
}

/*
===============
idPlat::Spawn
===============
*/
void idPlat::Spawn()
{
	float	lip;
	float	height;
	float	time;
	float	speed;
	float	accel;
	float	decel;
	bool	noTouch;
	
	spawnArgs.GetFloat( "speed", "100", speed );
	spawnArgs.GetFloat( "damage", "0", damage );
	spawnArgs.GetFloat( "wait", "1", wait );
	spawnArgs.GetFloat( "lip", "8", lip );
	spawnArgs.GetFloat( "accel_time", "0.25", accel );
	spawnArgs.GetFloat( "decel_time", "0.25", decel );
	
	// create second position
	if( !spawnArgs.GetFloat( "height", "0", height ) )
	{
		height = ( GetPhysics()->GetBounds()[1][2] - GetPhysics()->GetBounds()[0][2] ) - lip;
	}
	
	spawnArgs.GetBool( "no_touch", "0", noTouch );
	
	// pos1 is the rest (bottom) position, pos2 is the top
	pos2 = GetPhysics()->GetOrigin();
	pos1 = pos2;
	pos1[2] -= height;
	
	if( spawnArgs.GetFloat( "time", "1", time ) )
	{
		InitTime( pos1, pos2, time, accel, decel );
	}
	else
	{
		InitSpeed( pos1, pos2, speed, accel, decel );
	}
	
	SetMoverState( MOVER_POS1, gameLocal.slow.time );
	UpdateVisuals();
	
	// spawn the trigger if one hasn't been custom made
	if( !noTouch )
	{
		// spawn trigger
		SpawnPlatTrigger( pos1 );
	}
}

/*
================
idPlat::RunPhysics_NoBlocking
================
*/
void idPlat::RunPhysics_NoBlocking()
{
	int			i, startTime, endTime;
	idEntity* 	part = NULL, *blockedPart = NULL, *blockingEntity = NULL;
	trace_t		results;
	bool		moved;
	
	// don't run physics if not enabled
	if( !( thinkFlags & TH_PHYSICS ) )
	{
		// however do update any animation controllers
		if( UpdateAnimationControllers() )
		{
			BecomeActive( TH_ANIMATE );
		}
		return;
	}
	
	/*
	// if this entity is a team slave don't do anything because the team master will handle everything
	if ( teamMaster && teamMaster != this ) {
		return false;
	}
	*/
	startTime = gameLocal.previousTime;
	endTime = gameLocal.time;
	
	gameLocal.push.InitSavingPushedEntityPositions();
	blockedPart = NULL;
	
	// save the physics state of the whole team and disable the team for collision detection
	for( part = this; part != NULL; part = part->GetTeamChain() )
	{
		if( part->GetPhysics() )
		{
			if( !part->fl.solidForTeam )
			{
				part->GetPhysics()->DisableClip();
			}
			part->GetPhysics()->SaveState();
		}
	}
	
	
	// move the whole team
	for( part = this; part != NULL; part = part->GetTeamChain() )
	{
	
		if( part->GetPhysics() )
		{
		
			// run physics
			moved = part->GetPhysics()->Evaluate( endTime - startTime, endTime );
			
			// check if the object is blocked
			blockingEntity = part->GetPhysics()->GetBlockingEntity();
			if( blockingEntity )
			{
				blockedPart = part;
				break;
			}
			
			// if moved or forced to update the visual position and orientation from the physics
			if( moved || part->fl.forcePhysicsUpdate )
			{
				part->UpdateVisuals();
			}
			
			// update any animation controllers here so an entity bound
			// to a joint of this entity gets the correct position
			if( part->UpdateAnimationControllers() )
			{
				part->BecomeActive( TH_ANIMATE );
			}
		}
	}
	
	// enable the whole team for collision detection
	for( part = this; part != NULL; part = part->GetTeamChain() )
	{
		if( part->GetPhysics() )
		{
			if( !part->fl.solidForTeam )
			{
				part->GetPhysics()->EnableClip();
			}
		}
	}
	
	// set pushed
	for( i = 0; i < gameLocal.push.GetNumPushedEntities(); i++ )
	{
		idEntity* ent = gameLocal.push.GetPushedEntity( i );
		ent->GetPhysics()->SetPushed( endTime - startTime );
	}
}

/*
================
idPlat::ClientThink
================
*/
void idPlat::ClientThink( const int curTime, const float fraction, const bool predict )
{
	InterpolatePhysicsOnly( fraction );
	
	Present();
	
	
	
	//idMover_Binary::ClientThink( curTime, fraction, predict );
	
	/*
	idVec3 masterOrigin;
	idMat3 masterAxis;
	
	// Dont bother with blocking entities on clients.. host tells us our move state.
	RunPhysics_NoBlocking();
	
	Present();
	
	if ( thinkFlags & TH_PHYSICS ) {
		// update trigger position
		if ( GetMasterPosition( masterOrigin, masterAxis ) ) {
			if ( trigger ) {
				trigger->Link( gameLocal.clip, this, 0, masterOrigin + localTriggerOrigin * masterAxis, localTriggerAxis * masterAxis );
			}
		}
	}
	*/
}

/*
================
idPlat::Think
================
*/
void idPlat::Think()
{
	idVec3 masterOrigin;
	idMat3 masterAxis;
	
	idMover_Binary::Think();
	
	if( thinkFlags & TH_PHYSICS )
	{
		// update trigger position
		if( GetMasterPosition( masterOrigin, masterAxis ) )
		{
			if( trigger )
			{
				trigger->Link( gameLocal.clip, this, 0, masterOrigin + localTriggerOrigin * masterAxis, localTriggerAxis * masterAxis );
			}
		}
	}
}

/*
================
idPlat::PreBind
================
*/
void idPlat::PreBind()
{
	idMover_Binary::PreBind();
}

/*
================
idPlat::PostBind
================
*/
void idPlat::PostBind()
{
	idMover_Binary::PostBind();
	GetLocalTriggerPosition( trigger );
}

/*
================
idPlat::GetLocalTriggerPosition
================
*/
void idPlat::GetLocalTriggerPosition( const idClipModel* trigger )
{
	idVec3 origin;
	idMat3 axis;
	
	if( !trigger )
	{
		return;
	}
	
	GetMasterPosition( origin, axis );
	localTriggerOrigin = ( trigger->GetOrigin() - origin ) * axis.Transpose();
	localTriggerAxis = trigger->GetAxis() * axis.Transpose();
}

/*
==============
idPlat::SpawnPlatTrigger
===============
*/
void idPlat::SpawnPlatTrigger( idVec3& pos )
{
	idBounds		bounds;
	idVec3			tmin;
	idVec3			tmax;
	
	// the middle trigger will be a thin trigger just
	// above the starting position
	
	bounds = GetPhysics()->GetBounds();
	
	tmin[0] = bounds[0][0] + 33;
	tmin[1] = bounds[0][1] + 33;
	tmin[2] = bounds[0][2];
	
	tmax[0] = bounds[1][0] - 33;
	tmax[1] = bounds[1][1] - 33;
	tmax[2] = bounds[1][2] + 8;
	
	if( tmax[0] <= tmin[0] )
	{
		tmin[0] = ( bounds[0][0] + bounds[1][0] ) * 0.5f;
		tmax[0] = tmin[0] + 1;
	}
	if( tmax[1] <= tmin[1] )
	{
		tmin[1] = ( bounds[0][1] + bounds[1][1] ) * 0.5f;
		tmax[1] = tmin[1] + 1;
	}
	
	trigger = new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( idTraceModel( idBounds( tmin, tmax ) ) );
	trigger->Link( gameLocal.clip, this, 255, GetPhysics()->GetOrigin(), mat3_identity );
	trigger->SetContents( CONTENTS_TRIGGER );
}

/*
==============
idPlat::Event_Touch
===============
*/
void idPlat::Event_Touch( idEntity* other, trace_t* trace )
{
	if( common->IsClient() )
	{
		return;
	}
	
	if( !other->IsType( idPlayer::Type ) )
	{
		return;
	}
	
	if( ( GetMoverState() == MOVER_POS1 ) && trigger && ( trace->c.id == trigger->GetId() ) && ( other->health > 0 ) )
	{
		Use_BinaryMover( other );
	}
}

/*
================
idPlat::Event_TeamBlocked
================
*/
void idPlat::Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity )
{
	// reverse direction
	Use_BinaryMover( activatedBy.GetEntity() );
}

/*
===============
idPlat::Event_PartBlocked
===============
*/
void idPlat::Event_PartBlocked( idEntity* blockingEntity )
{
	if( damage > 0.0f )
	{
		blockingEntity->Damage( this, this, vec3_origin, "damage_moverCrush", damage, INVALID_JOINT );
	}
}


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

idMover_Periodic

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

CLASS_DECLARATION( idEntity, idMover_Periodic )
EVENT( EV_TeamBlocked,		idMover_Periodic::Event_TeamBlocked )
EVENT( EV_PartBlocked,		idMover_Periodic::Event_PartBlocked )
END_CLASS

/*
===============
idMover_Periodic::idMover_Periodic
===============
*/
idMover_Periodic::idMover_Periodic()
{
	damage = 0.0f;
	fl.neverDormant	= false;
}

/*
===============
idMover_Periodic::Spawn
===============
*/
void idMover_Periodic::Spawn()
{
	spawnArgs.GetFloat( "damage", "0", damage );
	if( !spawnArgs.GetBool( "solid", "1" ) )
	{
		GetPhysics()->SetContents( 0 );
	}
}

/*
===============
idMover_Periodic::Save
===============
*/
void idMover_Periodic::Save( idSaveGame* savefile ) const
{
	savefile->WriteFloat( damage );
	savefile->WriteStaticObject( physicsObj );
}

/*
===============
idMover_Periodic::Restore
===============
*/
void idMover_Periodic::Restore( idRestoreGame* savefile )
{
	savefile->ReadFloat( damage );
	savefile->ReadStaticObject( physicsObj );
	RestorePhysics( &physicsObj );
}


/*
================
idMover_Periodic::Think
================
*/
void idMover_Periodic::Think()
{
	// if we are completely closed off from the player, don't do anything at all
	if( CheckDormant() )
	{
		return;
	}
	
	RunPhysics();
	Present();
}

/*
===============
idMover_Periodic::Event_TeamBlocked
===============
*/
void idMover_Periodic::Event_TeamBlocked( idEntity* blockedEntity, idEntity* blockingEntity )
{
}

/*
===============
idMover_Periodic::Event_PartBlocked
===============
*/
void idMover_Periodic::Event_PartBlocked( idEntity* blockingEntity )
{
	if( damage > 0.0f )
	{
		blockingEntity->Damage( this, this, vec3_origin, "damage_moverCrush", damage, INVALID_JOINT );
	}
}

/*
================
idMover_Periodic::WriteToSnapshot
================
*/
void idMover_Periodic::WriteToSnapshot( idBitMsg& msg ) const
{
	physicsObj.WriteToSnapshot( msg );
	WriteBindToSnapshot( msg );
}

/*
================
idMover_Periodic::ReadFromSnapshot
================
*/
void idMover_Periodic::ReadFromSnapshot( const idBitMsg& msg )
{
	physicsObj.ReadFromSnapshot( msg );
	ReadBindFromSnapshot( msg );
	
	if( msg.HasChanged() )
	{
		UpdateVisuals();
	}
}


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

idRotater

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

CLASS_DECLARATION( idMover_Periodic, idRotater )
EVENT( EV_Activate,			idRotater::Event_Activate )
END_CLASS

/*
===============
idRotater::idRotater
===============
*/
idRotater::idRotater()
{
	activatedBy = this;
}

/*
===============
idRotater::Spawn
===============
*/
void idRotater::Spawn()
{
	physicsObj.SetSelf( this );
	physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
	physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
	physicsObj.SetAxis( GetPhysics()->GetAxis() );
	physicsObj.SetClipMask( MASK_SOLID );
	if( !spawnArgs.GetBool( "nopush" ) )
	{
		physicsObj.SetPusher( 0 );
	}
	physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, gameLocal.slow.time, 0, GetPhysics()->GetOrigin(), vec3_origin, vec3_origin );
	physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.slow.time, 0, GetPhysics()->GetAxis().ToAngles(), ang_zero, ang_zero );
	SetPhysics( &physicsObj );
	
	if( spawnArgs.GetBool( "start_on" ) )
	{
		ProcessEvent( &EV_Activate, this );
	}
}

/*
===============
idRotater::Save
===============
*/
void idRotater::Save( idSaveGame* savefile ) const
{
	activatedBy.Save( savefile );
}

/*
===============
idRotater::Restore
===============
*/
void idRotater::Restore( idRestoreGame* savefile )
{
	activatedBy.Restore( savefile );
}

/*
===============
idRotater::Event_Activate
===============
*/
void idRotater::Event_Activate( idEntity* activator )
{
	float		speed;
	bool		x_axis;
	bool		y_axis;
	idAngles	delta;
	
	activatedBy = activator;
	
	delta.Zero();
	
	if( !spawnArgs.GetBool( "rotate" ) )
	{
		spawnArgs.Set( "rotate", "1" );
		spawnArgs.GetFloat( "speed", "100", speed );
		spawnArgs.GetBool( "x_axis", "0", x_axis );
		spawnArgs.GetBool( "y_axis", "0", y_axis );
		
		// set the axis of rotation
		if( x_axis )
		{
			delta[2] = speed;
		}
		else if( y_axis )
		{
			delta[0] = speed;
		}
		else
		{
			delta[1] = speed;
		}
	}
	else
	{
		spawnArgs.Set( "rotate", "0" );
	}
	
	physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.slow.time, 0, physicsObj.GetAxis().ToAngles(), delta, ang_zero );
}


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

idBobber

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

CLASS_DECLARATION( idMover_Periodic, idBobber )
END_CLASS

/*
===============
idBobber::idBobber
===============
*/
idBobber::idBobber()
{
}

/*
===============
idBobber::Spawn
===============
*/
void idBobber::Spawn()
{
	float	speed;
	float	height;
	float	phase;
	bool	x_axis;
	bool	y_axis;
	idVec3	delta;
	
	spawnArgs.GetFloat( "speed", "4", speed );
	spawnArgs.GetFloat( "height", "32", height );
	spawnArgs.GetFloat( "phase", "0", phase );
	spawnArgs.GetBool( "x_axis", "0", x_axis );
	spawnArgs.GetBool( "y_axis", "0", y_axis );
	
	// set the axis of bobbing
	delta = vec3_origin;
	if( x_axis )
	{
		delta[ 0 ] = height;
	}
	else if( y_axis )
	{
		delta[ 1 ] = height;
	}
	else
	{
		delta[ 2 ] = height;
	}
	
	physicsObj.SetSelf( this );
	physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
	physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
	physicsObj.SetAxis( GetPhysics()->GetAxis() );
	physicsObj.SetClipMask( MASK_SOLID );
	if( !spawnArgs.GetBool( "nopush" ) )
	{
		physicsObj.SetPusher( 0 );
	}
	physicsObj.SetLinearExtrapolation( extrapolation_t( EXTRAPOLATION_DECELSINE | EXTRAPOLATION_NOSTOP ), phase * 1000, speed * 500, GetPhysics()->GetOrigin(), delta * 2.0f, vec3_origin );
	SetPhysics( &physicsObj );
}


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

idPendulum

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

CLASS_DECLARATION( idMover_Periodic, idPendulum )
END_CLASS

/*
===============
idPendulum::idPendulum
===============
*/
idPendulum::idPendulum()
{
}

/*
===============
idPendulum::Spawn
===============
*/
void idPendulum::Spawn()
{
	float	speed;
	float	freq;
	float	length;
	float	phase;
	
	spawnArgs.GetFloat( "speed", "30", speed );
	spawnArgs.GetFloat( "phase", "0", phase );
	
	if( spawnArgs.GetFloat( "freq", "", freq ) )
	{
		if( freq <= 0.0f )
		{
			gameLocal.Error( "Invalid frequency on entity '%s'", GetName() );
		}
	}
	else
	{
		// find pendulum length
		length = idMath::Fabs( GetPhysics()->GetBounds()[0][2] );
		if( length < 8 )
		{
			length = 8;
		}
		
		freq = 1 / ( idMath::TWO_PI ) * idMath::Sqrt( g_gravity.GetFloat() / ( 3 * length ) );
	}
	
	physicsObj.SetSelf( this );
	physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
	physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
	physicsObj.SetAxis( GetPhysics()->GetAxis() );
	physicsObj.SetClipMask( MASK_SOLID );
	if( !spawnArgs.GetBool( "nopush" ) )
	{
		physicsObj.SetPusher( 0 );
	}
	physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, GetPhysics()->GetOrigin(), vec3_origin, vec3_origin );
	physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_DECELSINE | EXTRAPOLATION_NOSTOP ), phase * 1000, 500 / freq, GetPhysics()->GetAxis().ToAngles(), idAngles( 0, 0, speed * 2.0f ), ang_zero );
	SetPhysics( &physicsObj );
}


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

idBobber

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

CLASS_DECLARATION( idMover_Periodic, idRiser )
EVENT( EV_Activate,				idRiser::Event_Activate )
END_CLASS

/*
===============
idRiser::idRiser
===============
*/
idRiser::idRiser()
{
}

/*
===============
idRiser::Spawn
===============
*/
void idRiser::Spawn()
{
	physicsObj.SetSelf( this );
	physicsObj.SetClipModel( new( TAG_PHYSICS_CLIP_MOVER ) idClipModel( GetPhysics()->GetClipModel() ), 1.0f );
	physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
	physicsObj.SetAxis( GetPhysics()->GetAxis() );
	
	physicsObj.SetClipMask( MASK_SOLID );
	if( !spawnArgs.GetBool( "solid", "1" ) )
	{
		physicsObj.SetContents( 0 );
	}
	if( !spawnArgs.GetBool( "nopush" ) )
	{
		physicsObj.SetPusher( 0 );
	}
	physicsObj.SetLinearExtrapolation( EXTRAPOLATION_NONE, 0, 0, GetPhysics()->GetOrigin(), vec3_origin, vec3_origin );
	SetPhysics( &physicsObj );
}

/*
================
idRiser::Event_Activate
================
*/
void idRiser::Event_Activate( idEntity* activator )
{

	if( !IsHidden() && spawnArgs.GetBool( "hide" ) )
	{
		Hide();
	}
	else
	{
		Show();
		float	time;
		float	height;
		idVec3	delta;
		
		spawnArgs.GetFloat( "time", "4", time );
		spawnArgs.GetFloat( "height", "32", height );
		
		delta = vec3_origin;
		delta[ 2 ] = height;
		
		physicsObj.SetLinearExtrapolation( EXTRAPOLATION_LINEAR, gameLocal.slow.time, time * 1000, physicsObj.GetOrigin(), delta, vec3_origin );
	}
}
