/*
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.

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

GLADIATOR

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

#include "../g_local.h"
#include "m_gladiator.h"

static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_gun;
static int sound_cleaver_swing;
static int sound_cleaver_hit;
static int sound_cleaver_miss;
static int sound_idle;
static int sound_search;
static int sound_sight;

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

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

void gladiator_search(edict_t *self) { gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); }

void gladiator_cleaver_swing(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0); }

mframe_t gladiator_frames_stand[] = {{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 gladiator_move_stand = {FRAME_stand1, FRAME_stand7, gladiator_frames_stand, NULL};

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

mframe_t gladiator_frames_walk[] = {{ai_walk, 15, NULL}, {ai_walk, 7, NULL}, {ai_walk, 6, NULL}, {ai_walk, 5, NULL},
                                    {ai_walk, 2,  NULL}, {ai_walk, 0, NULL}, {ai_walk, 2, NULL}, {ai_walk, 8, NULL},
                                    {ai_walk, 12, NULL}, {ai_walk, 8, NULL}, {ai_walk, 5, NULL}, {ai_walk, 5, NULL},
                                    {ai_walk, 2,  NULL}, {ai_walk, 2, NULL}, {ai_walk, 1, NULL}, {ai_walk, 8, NULL}};
mmove_t gladiator_move_walk = {FRAME_walk1, FRAME_walk16, gladiator_frames_walk, NULL};

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

mframe_t gladiator_frames_run[] = {{ai_run, 23, NULL}, {ai_run, 14, NULL}, {ai_run, 14, NULL},
                                   {ai_run, 21, NULL}, {ai_run, 12, NULL}, {ai_run, 13, NULL}};
mmove_t gladiator_move_run = {FRAME_run1, FRAME_run6, gladiator_frames_run, NULL};

void gladiator_run(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &gladiator_move_stand;
  else
    self->monsterinfo.currentmove = &gladiator_move_run;
}

void GaldiatorMelee(edict_t *self) {
  vec3_t aim;

  VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
  if(fire_hit(self, aim, (20 + (rand() % 5)), 300))
    gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
  else
    gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
}

mframe_t gladiator_frames_attack_melee[] = {{ai_charge, 0, NULL},
                                            {ai_charge, 0, NULL},
                                            {ai_charge, 0, NULL},
                                            {ai_charge, 0, NULL},
                                            {ai_charge, 0, gladiator_cleaver_swing},
                                            {ai_charge, 0, NULL},
                                            {ai_charge, 0, GaldiatorMelee},
                                            {ai_charge, 0, NULL},
                                            {ai_charge, 0, NULL},
                                            {ai_charge, 0, NULL},
                                            {ai_charge, 0, gladiator_cleaver_swing},
                                            {ai_charge, 0, NULL},
                                            {ai_charge, 0, NULL},
                                            {ai_charge, 0, GaldiatorMelee},
                                            {ai_charge, 0, NULL},
                                            {ai_charge, 0, NULL},
                                            {ai_charge, 0, NULL}};
mmove_t gladiator_move_attack_melee = {FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run};

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

void GladiatorGun(edict_t *self) {
  vec3_t start;
  vec3_t dir;
  vec3_t forward, right;

  AngleVectors(self->s.angles, forward, right, NULL);
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1], forward, right, start);

  // calc direction to where we targted
  VectorSubtract(self->pos1, start, dir);
  VectorNormalize(dir);

  monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
}

mframe_t gladiator_frames_attack_gun[] = {{ai_charge, 0, NULL},         {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
                                          {ai_charge, 0, GladiatorGun}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},
                                          {ai_charge, 0, NULL},         {ai_charge, 0, NULL}, {ai_charge, 0, NULL}};
mmove_t gladiator_move_attack_gun = {FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run};

void gladiator_attack(edict_t *self) {
  float range;
  vec3_t v;

  // a small safe zone
  VectorSubtract(self->s.origin, self->enemy->s.origin, v);
  range = VectorLength(v);
  if(range <= (MELEE_DISTANCE + 32))
    return;

  // charge up the railgun
  gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
  VectorCopy(self->enemy->s.origin, self->pos1); // save for aiming the shot
  self->pos1[2] += self->enemy->viewheight;
  self->monsterinfo.currentmove = &gladiator_move_attack_gun;
}

mframe_t gladiator_frames_pain[] = {{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 gladiator_move_pain = {FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run};

mframe_t gladiator_frames_pain_air[] = {{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 gladiator_move_pain_air = {FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run};

void gladiator_pain(edict_t *self, edict_t *other, float kick, int damage) {

  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) {
    if((self->velocity[2] > 100) && (self->monsterinfo.currentmove == &gladiator_move_pain))
      self->monsterinfo.currentmove = &gladiator_move_pain_air;
    return;
  }

  self->pain_debounce_time = level.time + 3;

  if(random() < 0.5)
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
  else
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);

  if(skill->value == 3)
    return; // no pain anims in nightmare

  if(self->velocity[2] > 100)
    self->monsterinfo.currentmove = &gladiator_move_pain_air;
  else
    self->monsterinfo.currentmove = &gladiator_move_pain;
}

void gladiator_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);
}

mframe_t gladiator_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}, {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 gladiator_move_death = {FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead};

void gladiator_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) {
  int n;

  // check for gib
  if(ent_read_health(self)->value <= self->gib_health) {
    gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
    for(n = 0; n < 2; n++)
      ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
    for(n = 0; n < 4; n++)
      ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
    ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
    self->deadflag = DEAD_DEAD;
    return;
  }

  if(self->deadflag == DEAD_DEAD)
    return;

  // regular death
  gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
  self->deadflag = DEAD_DEAD;
  self->takedamage = DAMAGE_YES;

  self->monsterinfo.currentmove = &gladiator_move_death;
}

/*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
 */
void SP_monster_gladiator(edict_t *self) {
  if(deathmatch->value) {
    G_FreeEdict(self);
    return;
  }

  sound_pain1 = gi.soundindex("gladiator/pain.wav");
  sound_pain2 = gi.soundindex("gladiator/gldpain2.wav");
  sound_die = gi.soundindex("gladiator/glddeth2.wav");
  sound_gun = gi.soundindex("gladiator/railgun.wav");
  sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav");
  sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav");
  sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav");
  sound_idle = gi.soundindex("gladiator/gldidle1.wav");
  sound_search = gi.soundindex("gladiator/gldsrch1.wav");
  sound_sight = gi.soundindex("gladiator/sight.wav");

  self->movetype = MOVETYPE_STEP;
  self->solid = SOLID_BBOX;
  self->s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2");
  VectorSet(self->mins, -32, -32, -24);
  VectorSet(self->maxs, 32, 32, 64);

  dv_set(ent_write_health(self), 400);
  self->gib_health = -175;
  self->mass = 400;

  self->pain = gladiator_pain;
  self->die = gladiator_die;

  self->monsterinfo.stand = gladiator_stand;
  self->monsterinfo.walk = gladiator_walk;
  self->monsterinfo.run = gladiator_run;
  self->monsterinfo.dodge = NULL;
  self->monsterinfo.attack = gladiator_attack;
  self->monsterinfo.melee = gladiator_melee;
  self->monsterinfo.sight = gladiator_sight;
  self->monsterinfo.idle = gladiator_idle;
  self->monsterinfo.search = gladiator_search;

  gi.linkentity(self);
  self->monsterinfo.currentmove = &gladiator_move_stand;
  self->monsterinfo.scale = MODEL_SCALE;

  walkmonster_start(self);
}