/*
Copyright (C) 1997-2001 Id Software, Inc.

This program 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 2
of the License, or (at your option) any later version.

This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

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

floater

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

#include "../g_local.h"
#include "m_float.h"

static int sound_attack2;
static int sound_attack3;
static int sound_death1;
static int sound_idle;
static int sound_pain1;
static int sound_pain2;
static int sound_sight;

void floater_sight(edict_t *self, edict_t *other) { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); }

void floater_idle(edict_t *self) { gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); }

// void floater_stand1 (edict_t *self);
void floater_dead(edict_t *self);
void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);
void floater_run(edict_t *self);
void floater_wham(edict_t *self);
void floater_zap(edict_t *self);

void floater_fire_blaster(edict_t *self) {
  vec3_t start;
  vec3_t forward, right;
  vec3_t end;
  vec3_t dir;
  int effect;

  if((self->s.frame == FRAME_attak104) || (self->s.frame == FRAME_attak107))
    effect = EF_HYPERBLASTER;
  else
    effect = 0;
  AngleVectors(self->s.angles, forward, right, NULL);
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_FLOAT_BLASTER_1], forward, right, start);

  VectorCopy(self->enemy->s.origin, end);
  end[2] += self->enemy->viewheight;
  VectorSubtract(end, start, dir);

  monster_fire_blaster(self, start, dir, 1, 1000, MZ2_FLOAT_BLASTER_1, effect);
}

mframe_t floater_frames_stand1[] = {
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}};
mmove_t floater_move_stand1 = {FRAME_stand101, FRAME_stand152, floater_frames_stand1, NULL};

mframe_t floater_frames_stand2[] = {
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}};
mmove_t floater_move_stand2 = {FRAME_stand201, FRAME_stand252, floater_frames_stand2, NULL};

void floater_stand(edict_t *self) {
  if(random() <= 0.5)
    self->monsterinfo.currentmove = &floater_move_stand1;
  else
    self->monsterinfo.currentmove = &floater_move_stand2;
}

mframe_t floater_frames_activate[] = {
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t floater_move_activate = {FRAME_actvat01, FRAME_actvat31, floater_frames_activate, NULL};

mframe_t floater_frames_attack1[] = {
    {ai_charge, 0, NULL}, // Blaster attack
    {ai_charge, 0, NULL},
    {ai_charge, 0, NULL},
    {ai_charge, 0, floater_fire_blaster}, // BOOM (0, -25.8, 32.5)	-- LOOP Starts
    {ai_charge, 0, floater_fire_blaster},
    {ai_charge, 0, floater_fire_blaster},
    {ai_charge, 0, floater_fire_blaster},
    {ai_charge, 0, floater_fire_blaster},
    {ai_charge, 0, floater_fire_blaster},
    {ai_charge, 0, floater_fire_blaster},
    {ai_charge, 0, NULL},
    {ai_charge, 0, NULL},
    {ai_charge, 0, NULL},
    {ai_charge, 0, NULL} //							-- LOOP Ends
};
mmove_t floater_move_attack1 = {FRAME_attak101, FRAME_attak114, floater_frames_attack1, floater_run};

mframe_t floater_frames_attack2[] = {
    {ai_charge, 0, NULL}, // Claws
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},         {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},         {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, floater_wham}, // WHAM (0, -45, 29.6)		-- LOOP Starts
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},         {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, //							-- LOOP Ends
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},         {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}};
mmove_t floater_move_attack2 = {FRAME_attak201, FRAME_attak225, floater_frames_attack2, floater_run};

mframe_t floater_frames_attack3[] = {
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, floater_zap}, //								-- LOOP Starts
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, //								-- LOOP Ends
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}};
mmove_t floater_move_attack3 = {FRAME_attak301, FRAME_attak334, floater_frames_attack3, floater_run};

mframe_t floater_frames_death[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                   {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                   {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                   {ai_move, 0, NULL}};
mmove_t floater_move_death = {FRAME_death01, FRAME_death13, floater_frames_death, floater_dead};

mframe_t floater_frames_pain1[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                   {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t floater_move_pain1 = {FRAME_pain101, FRAME_pain107, floater_frames_pain1, floater_run};

mframe_t floater_frames_pain2[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                   {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t floater_move_pain2 = {FRAME_pain201, FRAME_pain208, floater_frames_pain2, floater_run};

mframe_t floater_frames_pain3[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                   {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                   {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t floater_move_pain3 = {FRAME_pain301, FRAME_pain312, floater_frames_pain3, floater_run};

mframe_t floater_frames_walk[] = {
    {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
    {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
    {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
    {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
    {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
    {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
    {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
    {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
    {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
    {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
    {ai_walk, 5, NULL}, {ai_walk, 5, NULL}};
mmove_t floater_move_walk = {FRAME_stand101, FRAME_stand152, floater_frames_walk, NULL};

mframe_t floater_frames_run[] = {
    {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
    {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
    {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
    {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
    {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
    {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
    {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
    {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
    {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
    {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL}, {ai_run, 13, NULL},
    {ai_run, 13, NULL}, {ai_run, 13, NULL}};
mmove_t floater_move_run = {FRAME_stand101, FRAME_stand152, floater_frames_run, NULL};

void floater_run(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &floater_move_stand1;
  else
    self->monsterinfo.currentmove = &floater_move_run;
}

void floater_walk(edict_t *self) { self->monsterinfo.currentmove = &floater_move_walk; }

void floater_wham(edict_t *self) {
  static vec3_t aim = {MELEE_DISTANCE, 0, 0};
  gi.sound(self, CHAN_WEAPON, sound_attack3, 1, ATTN_NORM, 0);
  fire_hit(self, aim, 5 + rand() % 6, -50);
}

void floater_zap(edict_t *self) {
  vec3_t forward, right;
  vec3_t origin;
  vec3_t dir;
  vec3_t offset;

  VectorSubtract(self->enemy->s.origin, self->s.origin, dir);

  AngleVectors(self->s.angles, forward, right, NULL);
  // FIXME use a flash and replace these two lines with the commented one
  VectorSet(offset, 18.5, -0.9, 10);
  G_ProjectSource(self->s.origin, offset, forward, right, origin);
  //	G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, origin);

  gi.sound(self, CHAN_WEAPON, sound_attack2, 1, ATTN_NORM, 0);

  // FIXME use the flash, Luke
  gi.WriteByte(svc_temp_entity);
  gi.WriteByte(TE_SPLASH);
  gi.WriteByte(32);
  gi.WritePosition(origin);
  gi.WriteDir(dir);
  gi.WriteByte(1); // sparks
  gi.multicast(self->s.cmodel_index, origin, MULTICAST_PVS);

  T_Damage(self->enemy, self, self, dir, self->enemy->s.origin, vec3_origin, 5 + rand() % 6, -10, DAMAGE_ENERGY,
           MOD_UNKNOWN);
}

void floater_attack(edict_t *self) { self->monsterinfo.currentmove = &floater_move_attack1; }

void floater_melee(edict_t *self) {
  if(random() < 0.5)
    self->monsterinfo.currentmove = &floater_move_attack3;
  else
    self->monsterinfo.currentmove = &floater_move_attack2;
}

void floater_pain(edict_t *self, edict_t *other, float kick, int damage) {
  int n;

  if(ent_read_health(self)->value < (cv_get(ent_read_max_health(self)) / 2))
    self->s.skinnum = 1;

  if(level.time < self->pain_debounce_time)
    return;

  self->pain_debounce_time = level.time + 3;
  if(skill->value == 3)
    return; // no pain anims in nightmare

  n = (rand() + 1) % 3;
  if(n == 0) {
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &floater_move_pain1;
  } else {
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &floater_move_pain2;
  }
}

void floater_dead(edict_t *self) {
  VectorSet(self->mins, -16, -16, -24);
  VectorSet(self->maxs, 16, 16, -8);
  self->movetype = MOVETYPE_TOSS;
  self->svflags |= SVF_DEADMONSTER;
  self->nextthink = 0;
  gi.linkentity(self);
}

void floater_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) {
  gi.sound(self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
  BecomeExplosion1(self);
}

/*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
 */
void SP_monster_floater(edict_t *self) {
  if(deathmatch->value) {
    G_FreeEdict(self);
    return;
  }

  sound_attack2 = gi.soundindex("floater/fltatck2.wav");
  sound_attack3 = gi.soundindex("floater/fltatck3.wav");
  sound_death1 = gi.soundindex("floater/fltdeth1.wav");
  sound_idle = gi.soundindex("floater/fltidle1.wav");
  sound_pain1 = gi.soundindex("floater/fltpain1.wav");
  sound_pain2 = gi.soundindex("floater/fltpain2.wav");
  sound_sight = gi.soundindex("floater/fltsght1.wav");

  gi.soundindex("floater/fltatck1.wav");

  self->s.sound = gi.soundindex("floater/fltsrch1.wav");

  self->movetype = MOVETYPE_STEP;
  self->solid = SOLID_BBOX;
  self->s.modelindex = gi.modelindex("models/monsters/float/tris.md2");
  VectorSet(self->mins, -24, -24, -24);
  VectorSet(self->maxs, 24, 24, 32);

  dv_set(ent_write_health(self), 200);
  self->gib_health = -80;
  self->mass = 300;

  self->pain = floater_pain;
  self->die = floater_die;

  self->monsterinfo.stand = floater_stand;
  self->monsterinfo.walk = floater_walk;
  self->monsterinfo.run = floater_run;
  //	self->monsterinfo.dodge = floater_dodge;
  self->monsterinfo.attack = floater_attack;
  self->monsterinfo.melee = floater_melee;
  self->monsterinfo.sight = floater_sight;
  self->monsterinfo.idle = floater_idle;

  gi.linkentity(self);

  if(random() <= 0.5)
    self->monsterinfo.currentmove = &floater_move_stand1;
  else
    self->monsterinfo.currentmove = &floater_move_stand2;

  self->monsterinfo.scale = MODEL_SCALE;

  flymonster_start(self);
}