#include "zcommon.acs"

#library "strfhelp"

#define VDOORSPEED  16
#define VDOORWAIT   150

str QuestItems[32] =
{
	"QuestItemThatDoesNotExist",
	"QuestItem1", "QuestItem2", "QuestItem3",
	"QuestItem4", "QuestItem5", "QuestItem6", "QuestItem7",
	"QuestItem8", "QuestItem9", "QuestItem10", "QuestItem11",
	"QuestItem12", "QuestItem13", "QuestItem14", "QuestItem15",
	"QuestItem16", "QuestItem17", "QuestItem18", "QuestItem19",
	"QuestItem20", "QuestItem21", "QuestItem22", "QuestItem23",
	"QuestItem24", "QuestItem25", "QuestItem26", "QuestItem27",
	"QuestItem28", "QuestItem29", "QuestItem30", "QuestItem31"
};

str MusicNames[34] =
{
	"",
	"d_action",
	"d_tavern",
	"d_danger",
	"d_fast",
	"d_intro",
	"d_darker",
	"d_strike",
	"d_slide",
	"d_tribal",
	"d_march",
	"d_danger",
	"d_mood",
	"d_castle",
	"d_darker",
	"d_action",
	"d_fight",
	"d_spense",
	"d_slide",
	"d_strike",
	"d_dark",
	"d_tech",
	"d_slide",
	"d_drone",
	"d_panthr",
	"d_sad",
	"d_instry",
	"d_tech",
	"d_action",
	"d_instry",
	"d_drone",
	"d_fight",
	"d_happy",
	"d_end"
};

// Script 0 is used to implement several of Strife's unique line types.
// It's also used to implement the sky change after the Programmer dies.

script << 0 >> (int type, int tag)
{
	int i;
	
	switch (type)
	{
	// WALK TRIGGERS
	
	case 230:
		i = GetLineRowOffset() & 31;
		if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
		{
			Door_Open (tag, VDOORSPEED);
			clearlinespecial ();
		}
		break;
		
	case 227:
		i = GetLineRowOffset() & 31;
		if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
		{
			Door_Close (tag, VDOORSPEED);
			clearlinespecial ();
		}
		break;
		
	case 228:
		if (CheckInventory ("QuestItem24"))
		{
			if (CheckInventory ("QuestItem28"))
			{
				LocalAmbientSound ("svox/voc130", 127);
			}
			else
			{
				LocalAmbientSound ("svox/voc128", 127);
			}
			clearlinespecial ();
		}
		break;
		
	case 196:
		if (GetSigilPieces() > 1)
		{
			Floor_LowerToLowest (tag, 8);
			clearlinespecial ();
		}
		break;
		
	case 197:
		if (GetSigilPieces() > 1)
		{
			Door_Close (tag, VDOORSPEED*4);
			clearlinespecial ();
		}
		break;
		
	case 212:
		if (CheckInventory ("FlameThrower"))
		{
			Floor_LowerToLowest (tag, 8);
			clearlinespecial ();
		}
		break;

	case 193:
		i = GetLineRowOffset() & 31;
		if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
		{
			Floor_LowerToLowest (tag, 8);
			clearlinespecial ();
		}
		break;
		
	case 11:
		if (tag == 0)
		{
			Exit_Normal (0);
		}
		else
		{
			Teleport_NewMap (tag, 0, FALSE);
		}
		break;

	case 52:
		tag /= 100;
		if (tag == 0)
		{
			Exit_Normal (0);
		}
		else
		{
			Teleport_NewMap (tag, 0, FALSE);
		}
		break;

	case 187:
		i = GetLineRowOffset() & 31;
		if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
		{
			ClearForceField (tag);
			clearlinespecial ();
		}
		break;
		
	case 188:
		if (CheckInventory ("QuestItem16") || gametype() == GAME_NET_DEATHMATCH)
		{
			Door_Open (tag, VDOORSPEED);
			clearlinespecial ();
		}
		break;
		
	case 200:
		if (CheckInventory ("Sigil"))
		{
			Door_Open (tag, VDOORSPEED);
			clearlinespecial ();
		}
		break;

	case 215:
		i = (tag % 100) & 31;
		if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
		{
			SendToCommunicator (tag/100, 0, 1, 0);
			clearlinespecial ();
		}
		break;
		
	case 204:
	case 203:
		if (tag >= 0 && tag <= 33)
		{
			SetMusic (MusicNames[tag]);
		}
		break;


	// WALK RETRIGGERS
	
	case 216:
		i = GetLineRowOffset() & 31;
		if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
		{
			Door_Raise (tag, VDOORSPEED, VDOORWAIT);
		}
		break;

	case 186:
		if (lineside() != LINE_FRONT)
			break;
	case 145:
		if (gametype() == GAME_NET_DEATHMATCH)
		{
			Floor_RaiseByValue (tag, 128, 64);
			clearlinespecial();
		}
		else
		{
			Teleport_NewMap (tag/100, tag%100, TRUE);
		}
		break;

	case 175:
		if (GetActorFloorZ(0) + 16.0 > GetActorZ(0))
		{
			NoiseAlert (0, 0);
		}
		break;
		
	case 198:
		if (!CheckInventory ("OfficersUniform"))
		{
			NoiseAlert (0, 0);
		}
		break;
		
	case 208:
		if (CheckInventory ("FlameThrower"))
		{
			NoiseAlert (0, 0);
		}
		break;
		
	case 206:
		if (CheckInventory ("OfferingChalice"))
		{
			NoiseAlert (0, 0);
		}
		break;

	case 184:
		if (Plat_UpNearestWaitDownStay (tag, 16, 35))
		{
			// FIXME
		}
		break;

	case 213:
		if (!CheckInventory ("OfferingChalice"))
		{
			print (s:"You need the chalice !");
			activatorsound ("*usefail", 127);
			SetResultValue (0);
		}
		else
		{
			SetResultValue (Door_Raise (0, VDOORSPEED, VDOORWAIT, tag));
		}
		break;
		
	case 232:
		if (!CheckInventory ("QuestItem18") && gametype() != GAME_NET_DEATHMATCH)
		{
			print (s:"You need the Oracle Pass!");
			activatorsound ("*usefail", 127);
			SetResultValue (0);
		}
		else
		{
			SetResultValue (Door_Raise (0, VDOORSPEED, VDOORWAIT, tag));
		}
		break;

	case 180:
	case 181:
		SetResultValue (Floor_RaiseByValueTxTy (tag, 8, 512));
		break;
		
	case 194:
		if (Door_Open (tag, VDOORSPEED))
		{
			print (s:"You've freed the prisoners!");
			GiveInventory ("QuestItem13", 1);
		}
		else
		{
			SetResultValue (0);
		}
		break;
		
	case 199:
		if (Ceiling_LowerAndCrush (tag, 8, 10))
		{
			print (s:"You've destroyed the Converter!");
			GiveInventory ("QuestItem25", 1);
			GiveInventory ("UpgradeStamina", 10);
			GiveInventory ("UpgradeAccuracy", 1);
		}
		else
		{
			SetResultValue (0);
		}
		break;
		
	case 209:
		if (CheckInventory ("OfferingChalice"))
		{
			SetResultValue (Generic_Stairs (tag, 16, 16, 0, 0));
		}
		else
		{
			print (s:"You need the chalice!");
			activatorsound ("*usefail", 127);
			SetResultValue (0);
		}
		break;
		
	case 219:
	case 220:
		SetResultValue (Floor_LowerToHighest (tag, 8, 128));
		break;
		
	case 226:
		if (Floor_LowerToHighest (tag, 8, 128))
		{
			GiveInventory ("UpgradeStamina", 10);
			GiveInventory ("UpgradeAccuracy", 1);
			print (s:"Congratulations! You have completed the training area");
		}
		else
		{
			SetResultValue (0);
		}
		break;
		
	case 154:
		SetResultValue (Plat_DownWaitUpStayLip (tag, 32, 105, 0));
		break;
		
	case 177:
		SetResultValue (Plat_DownWaitUpStayLip (tag, 32, 105, 0));
		break;
		
	case 214:	// This only needs to be ACS for the long delay
		SetResultValue (Plat_DownWaitUpStayLip (tag, 8, 1050, 0, 1));
		break;
	
	case 235:
		if (GetSigilPieces() < 5)
		{
			SetResultValue (0);
			break;
		}
		// Intentional fall-through
	case 174:
	case 40:
	case 189:
	case 233:
		i = Door_Open (tag, VDOORSPEED/2);
		i = i | Floor_LowerToLowest (tag, VDOORSPEED/2);
		SetResultValue (i);
		if (type == 233 && i)
		{
			SendToCommunicator (70, 0, 0, 0);
		}
		break;
	
	case 183:
		i = Door_Open (tag, VDOORSPEED/2);
		i = i | Floor_LowerToHighest (tag, VDOORSPEED/2, 128);
		SetResultValue (i);
		break;
	
	case 229:
		SetResultValue (0);
		if (GetSigilPieces() == 5)
		{
			SetResultValue (Door_Animated (tag, 4, 105));
		}
		break;
	
	case 234:
		if (CheckInventory ("QuestItem3") || gametype() == GAME_NET_DEATHMATCH)
		{
			SetResultValue (Door_Raise (tag, VDOORSPEED, VDOORWAIT));
		}
		else
		{
			SetResultValue (Door_LockedRaise (0, 0, 0, 102));
		}
		break;
		
	case 256:
		// Not a line type, but used by the Programmer death script.
		ChangeSky ("SKYMNT01", "SKYMNT01");
		break;
	}
}