/*
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.

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

BERSERK

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

#include "../g_local.h"
#include "m_berserk.h"

static int sound_pain;
static int sound_die;
static int sound_idle;
static int sound_punch;
static int sound_sight;
static int sound_search;

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

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

void berserk_fidget(edict_t *self);
mframe_t berserk_frames_stand[] = {
    {ai_stand, 0, berserk_fidget}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL}};
mmove_t berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};

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

mframe_t berserk_frames_stand_fidget[] = {
    {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 berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};

void berserk_fidget(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    return;
  if(random() > 0.15)
    return;

  self->monsterinfo.currentmove = &berserk_move_stand_fidget;
  gi.sound(self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
}

mframe_t berserk_frames_walk[] = {{ai_walk, 9.1, NULL}, {ai_walk, 6.3, NULL}, {ai_walk, 4.9, NULL},
                                  {ai_walk, 6.7, NULL}, {ai_walk, 6.0, NULL}, {ai_walk, 8.2, NULL},
                                  {ai_walk, 7.2, NULL}, {ai_walk, 6.1, NULL}, {ai_walk, 4.9, NULL},
                                  {ai_walk, 4.7, NULL}, {ai_walk, 4.7, NULL}, {ai_walk, 4.8, NULL}};
mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};

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

/*

  *****************************
  SKIPPED THIS FOR NOW!
  *****************************

   Running -> Arm raised in air

void()	berserk_runb1	=[	$r_att1 ,	berserk_runb2	] {{ai_run(21);};
void()	berserk_runb2	=[	$r_att2 ,	berserk_runb3	] {{ai_run(11);};
void()	berserk_runb3	=[	$r_att3 ,	berserk_runb4	] {{ai_run(21);};
void()	berserk_runb4	=[	$r_att4 ,	berserk_runb5	] {{ai_run(25);};
void()	berserk_runb5	=[	$r_att5 ,	berserk_runb6	] {{ai_run(18);};
void()	berserk_runb6	=[	$r_att6 ,	berserk_runb7	] {{ai_run(19);};
// running with arm in air : start loop
void()	berserk_runb7	=[	$r_att7 ,	berserk_runb8	] {{ai_run(21);};
void()	berserk_runb8	=[	$r_att8 ,	berserk_runb9	] {{ai_run(11);};
void()	berserk_runb9	=[	$r_att9 ,	berserk_runb10	] {{ai_run(21);};
void()	berserk_runb10	=[	$r_att10 ,	berserk_runb11	] {{ai_run(25);};
void()	berserk_runb11	=[	$r_att11 ,	berserk_runb12	] {{ai_run(18);};
void()	berserk_runb12	=[	$r_att12 ,	berserk_runb7	] {{ai_run(19);};
// running with arm in air : end loop
*/

mframe_t berserk_frames_run1[] = {{ai_run, 21, NULL}, {ai_run, 11, NULL}, {ai_run, 21, NULL},
                                  {ai_run, 25, NULL}, {ai_run, 18, NULL}, {ai_run, 19, NULL}};
mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};

void berserk_run(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &berserk_move_stand;
  else
    self->monsterinfo.currentmove = &berserk_move_run1;
}

void berserk_attack_spike(edict_t *self) {
  static vec3_t aim = {MELEE_DISTANCE, 0, -24};
  fire_hit(self, aim, (15 + (rand() % 6)), 400); //	Faster attack -- upwards and backwards
}

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

mframe_t berserk_frames_attack_spike[] = {
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, berserk_swing}, {ai_charge, 0, berserk_attack_spike},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL}, {ai_charge, 0, NULL},          {ai_charge, 0, NULL}};
mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};

void berserk_attack_club(edict_t *self) {
  vec3_t aim;

  VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
  fire_hit(self, aim, (5 + (rand() % 6)), 400); // Slower attack
}

mframe_t berserk_frames_attack_club[] = {
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL},          {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, berserk_swing}, {ai_charge, 0, NULL},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL},          {ai_charge, 0, berserk_attack_club},
    {ai_charge, 0, NULL}, {ai_charge, 0, NULL},          {ai_charge, 0, NULL}};
mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};

void berserk_strike(edict_t *self) {
  // FIXME play impact sound
}

mframe_t berserk_frames_attack_strike[] = {
    {ai_move, 0, NULL},   {ai_move, 0, NULL},   {ai_move, 0, NULL}, {ai_move, 0, berserk_swing},
    {ai_move, 0, NULL},   {ai_move, 0, NULL},   {ai_move, 0, NULL}, {ai_move, 0, berserk_strike},
    {ai_move, 0, NULL},   {ai_move, 0, NULL},   {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 9.7, NULL}, {ai_move, 13.6, NULL}};

mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};

void berserk_melee(edict_t *self) {
  if((rand() % 2) == 0)
    self->monsterinfo.currentmove = &berserk_move_attack_spike;
  else
    self->monsterinfo.currentmove = &berserk_move_attack_club;
}

/*
void() 	berserk_atke1	=[	$r_attb1,	berserk_atke2	] {{ai_run(9);};
void() 	berserk_atke2	=[	$r_attb2,	berserk_atke3	] {{ai_run(6);};
void() 	berserk_atke3	=[	$r_attb3,	berserk_atke4	] {{ai_run(18.4);};
void() 	berserk_atke4	=[	$r_attb4,	berserk_atke5	] {{ai_run(25);};
void() 	berserk_atke5	=[	$r_attb5,	berserk_atke6	] {{ai_run(14);};
void() 	berserk_atke6	=[	$r_attb6,	berserk_atke7	] {{ai_run(20);};
void() 	berserk_atke7	=[	$r_attb7,	berserk_atke8	] {{ai_run(8.5);};
void() 	berserk_atke8	=[	$r_attb8,	berserk_atke9	] {{ai_run(3);};
void() 	berserk_atke9	=[	$r_attb9,	berserk_atke10	] {{ai_run(17.5);};
void() 	berserk_atke10	=[	$r_attb10,	berserk_atke11	] {{ai_run(17);};
void() 	berserk_atke11	=[	$r_attb11,	berserk_atke12	] {{ai_run(9);};
void() 	berserk_atke12	=[	$r_attb12,	berserk_atke13	] {{ai_run(25);};
void() 	berserk_atke13	=[	$r_attb13,	berserk_atke14	] {{ai_run(3.7);};
void() 	berserk_atke14	=[	$r_attb14,	berserk_atke15	] {{ai_run(2.6);};
void() 	berserk_atke15	=[	$r_attb15,	berserk_atke16	] {{ai_run(19);};
void() 	berserk_atke16	=[	$r_attb16,	berserk_atke17	] {{ai_run(25);};
void() 	berserk_atke17	=[	$r_attb17,	berserk_atke18	] {{ai_run(19.6);};
void() 	berserk_atke18	=[	$r_attb18,	berserk_run1	] {{ai_run(7.8);};
*/

mframe_t berserk_frames_pain1[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};

mframe_t berserk_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},
                                   {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 berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};

void berserk_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)
    return;

  self->pain_debounce_time = level.time + 3;
  gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);

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

  if((damage < 20) || (random() < 0.5))
    self->monsterinfo.currentmove = &berserk_move_pain1;
  else
    self->monsterinfo.currentmove = &berserk_move_pain2;
}

void berserk_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 berserk_frames_death1[] = {{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 berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};

mframe_t berserk_frames_death2[] = {{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 berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};

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

  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;

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

  if(damage >= 50)
    self->monsterinfo.currentmove = &berserk_move_death1;
  else
    self->monsterinfo.currentmove = &berserk_move_death2;
}

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

  // pre-caches
  sound_pain = gi.soundindex("berserk/berpain2.wav");
  sound_die = gi.soundindex("berserk/berdeth2.wav");
  sound_idle = gi.soundindex("berserk/beridle1.wav");
  sound_punch = gi.soundindex("berserk/attack.wav");
  sound_search = gi.soundindex("berserk/bersrch1.wav");
  sound_sight = gi.soundindex("berserk/sight.wav");

  self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
  VectorSet(self->mins, -16, -16, -24);
  VectorSet(self->maxs, 16, 16, 32);
  self->movetype = MOVETYPE_STEP;
  self->solid = SOLID_BBOX;

  dv_set(ent_write_health(self), 240);
  self->gib_health = -60;
  self->mass = 250;

  self->pain = berserk_pain;
  self->die = berserk_die;

  self->monsterinfo.stand = berserk_stand;
  self->monsterinfo.walk = berserk_walk;
  self->monsterinfo.run = berserk_run;
  self->monsterinfo.dodge = NULL;
  self->monsterinfo.attack = NULL;
  self->monsterinfo.melee = berserk_melee;
  self->monsterinfo.sight = berserk_sight;
  self->monsterinfo.search = berserk_search;

  self->monsterinfo.currentmove = &berserk_move_stand;
  self->monsterinfo.scale = MODEL_SCALE;

  gi.linkentity(self);

  walkmonster_start(self);
}