/*
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.

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

SUPERTANK

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

#include "../g_local.h"
#include "m_supertank.h"

bool visible(edict_t *self, edict_t *other);

static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_death;
static int sound_search1;
static int sound_search2;

static int tread_sound;

void BossExplode(edict_t *self);

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

void supertank_search(edict_t *self) {
  if(random() < 0.5)
    gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
  else
    gi.sound(self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
}

void supertank_dead(edict_t *self);
void supertankRocket(edict_t *self);
void supertankMachineGun(edict_t *self);
void supertank_reattack1(edict_t *self);

//
// stand
//

mframe_t supertank_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}, {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}, {ai_stand, 0, NULL}};
mmove_t supertank_move_stand = {FRAME_stand_1, FRAME_stand_60, supertank_frames_stand, NULL};

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

mframe_t supertank_frames_run[] = {
    {ai_run, 12, TreadSound}, {ai_run, 12, NULL}, {ai_run, 12, NULL}, {ai_run, 12, NULL}, {ai_run, 12, NULL}, {ai_run, 12, NULL},
    {ai_run, 12, NULL},       {ai_run, 12, NULL}, {ai_run, 12, NULL}, {ai_run, 12, NULL}, {ai_run, 12, NULL}, {ai_run, 12, NULL},
    {ai_run, 12, NULL},       {ai_run, 12, NULL}, {ai_run, 12, NULL}, {ai_run, 12, NULL}, {ai_run, 12, NULL}, {ai_run, 12, NULL}};
mmove_t supertank_move_run = {FRAME_forwrd_1, FRAME_forwrd_18, supertank_frames_run, NULL};

//
// walk
//

mframe_t supertank_frames_forward[] = {
    {ai_walk, 4, TreadSound}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL},
    {ai_walk, 4, NULL},       {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL},
    {ai_walk, 4, NULL},       {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}};
mmove_t supertank_move_forward = {FRAME_forwrd_1, FRAME_forwrd_18, supertank_frames_forward, NULL};

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

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

void supertank_run(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &supertank_move_stand;
  else
    self->monsterinfo.currentmove = &supertank_move_run;
}

mframe_t supertank_frames_turn_right[] = {
    {ai_move, 0, TreadSound}, {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 supertank_move_turn_right = {FRAME_right_1, FRAME_right_18, supertank_frames_turn_right, supertank_run};

mframe_t supertank_frames_turn_left[] = {
    {ai_move, 0, TreadSound}, {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 supertank_move_turn_left = {FRAME_left_1, FRAME_left_18, supertank_frames_turn_left, supertank_run};

mframe_t supertank_frames_pain3[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t supertank_move_pain3 = {FRAME_pain3_9, FRAME_pain3_12, supertank_frames_pain3, supertank_run};

mframe_t supertank_frames_pain2[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t supertank_move_pain2 = {FRAME_pain2_5, FRAME_pain2_8, supertank_frames_pain2, supertank_run};

mframe_t supertank_frames_pain1[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t supertank_move_pain1 = {FRAME_pain1_1, FRAME_pain1_4, supertank_frames_pain1, supertank_run};

mframe_t supertank_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}, {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, BossExplode}};
mmove_t supertank_move_death = {FRAME_death_1, FRAME_death_24, supertank_frames_death1, supertank_dead};

mframe_t supertank_frames_backward[] = {
    {ai_walk, 0, TreadSound}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL},
    {ai_walk, 0, NULL},       {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL},
    {ai_walk, 0, NULL},       {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL}};
mmove_t supertank_move_backward = {FRAME_backwd_1, FRAME_backwd_18, supertank_frames_backward, NULL};

mframe_t supertank_frames_attack4[] = {{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 supertank_move_attack4 = {FRAME_attak4_1, FRAME_attak4_6, supertank_frames_attack4, supertank_run};

mframe_t supertank_frames_attack3[] = {
    {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 supertank_move_attack3 = {FRAME_attak3_1, FRAME_attak3_27, supertank_frames_attack3, supertank_run};

mframe_t supertank_frames_attack2[] = {{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, supertankRocket},
                                       {ai_move,   0, NULL},
                                       {ai_move,   0, NULL},
                                       {ai_move,   0, supertankRocket},
                                       {ai_move,   0, NULL},
                                       {ai_move,   0, NULL},
                                       {ai_move,   0, supertankRocket},
                                       {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 supertank_move_attack2 = {FRAME_attak2_1, FRAME_attak2_27, supertank_frames_attack2, supertank_run};

mframe_t supertank_frames_attack1[] = {
    {ai_charge, 0, supertankMachineGun}, {ai_charge, 0, supertankMachineGun}, {ai_charge, 0, supertankMachineGun},
    {ai_charge, 0, supertankMachineGun}, {ai_charge, 0, supertankMachineGun}, {ai_charge, 0, supertankMachineGun},

};
mmove_t supertank_move_attack1 = {FRAME_attak1_1, FRAME_attak1_6, supertank_frames_attack1, supertank_reattack1};

mframe_t supertank_frames_end_attack1[] = {{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 supertank_move_end_attack1 = {FRAME_attak1_7, FRAME_attak1_20, supertank_frames_end_attack1, supertank_run};

void supertank_reattack1(edict_t *self) {
  if(visible(self, self->enemy))
    if(random() < 0.9)
      self->monsterinfo.currentmove = &supertank_move_attack1;
    else
      self->monsterinfo.currentmove = &supertank_move_end_attack1;
  else
    self->monsterinfo.currentmove = &supertank_move_end_attack1;
}

void supertank_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;

  // Lessen the chance of him going into his pain frames
  if(damage <= 25)
    if(random() < 0.2)
      return;

  // Don't go into pain if he's firing his rockets
  if(skill->value >= 2)
    if((self->s.frame >= FRAME_attak2_1) && (self->s.frame <= FRAME_attak2_14))
      return;

  self->pain_debounce_time = level.time + 3;

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

  if(damage <= 10) {
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &supertank_move_pain1;
  } else if(damage <= 25) {
    gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &supertank_move_pain2;
  } else {
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &supertank_move_pain3;
  }
};

void supertankRocket(edict_t *self) {
  vec3_t forward, right;
  vec3_t start;
  vec3_t dir;
  vec3_t vec;
  int flash_number;

  if(self->s.frame == FRAME_attak2_8)
    flash_number = MZ2_SUPERTANK_ROCKET_1;
  else if(self->s.frame == FRAME_attak2_11)
    flash_number = MZ2_SUPERTANK_ROCKET_2;
  else // (self->s.frame == FRAME_attak2_14)
    flash_number = MZ2_SUPERTANK_ROCKET_3;

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

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

  monster_fire_rocket(self, start, dir, 50, 500, flash_number);
}

void supertankMachineGun(edict_t *self) {
  vec3_t dir;
  vec3_t vec;
  vec3_t start;
  vec3_t forward, right;
  int flash_number;

  flash_number = MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1);

  // FIXME!!!
  dir[0] = 0;
  dir[1] = self->s.angles[1];
  dir[2] = 0;

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

  if(self->enemy) {
    VectorCopy(self->enemy->s.origin, vec);
    VectorMA(vec, 0, self->enemy->velocity, vec);
    vec[2] += self->enemy->viewheight;
    VectorSubtract(vec, start, forward);
    VectorNormalize(forward);
  }

  monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}

void supertank_attack(edict_t *self) {
  vec3_t vec;
  float range;
  // float	r;

  VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
  range = VectorLength(vec);

  // r = random();

  // Attack 1 == Chaingun
  // Attack 2 == Rocket Launcher

  if(range <= 160) {
    self->monsterinfo.currentmove = &supertank_move_attack1;
  } else { // fire rockets more often at distance
    if(random() < 0.3)
      self->monsterinfo.currentmove = &supertank_move_attack1;
    else
      self->monsterinfo.currentmove = &supertank_move_attack2;
  }
}

//
// death
//

void supertank_dead(edict_t *self) {
  VectorSet(self->mins, -60, -60, 0);
  VectorSet(self->maxs, 60, 60, 72);
  self->movetype = MOVETYPE_TOSS;
  self->svflags |= SVF_DEADMONSTER;
  self->nextthink = 0;
  gi.linkentity(self);
}

void BossExplode(edict_t *self) {
  vec3_t org;
  int n;

  self->think = BossExplode;
  VectorCopy(self->s.origin, org);
  org[2] += 24 + (rand() & 15);
  switch(self->count++) {
  case 0:
    org[0] -= 24;
    org[1] -= 24;
    break;
  case 1:
    org[0] += 24;
    org[1] += 24;
    break;
  case 2:
    org[0] += 24;
    org[1] -= 24;
    break;
  case 3:
    org[0] -= 24;
    org[1] += 24;
    break;
  case 4:
    org[0] -= 48;
    org[1] -= 48;
    break;
  case 5:
    org[0] += 48;
    org[1] += 48;
    break;
  case 6:
    org[0] -= 48;
    org[1] += 48;
    break;
  case 7:
    org[0] += 48;
    org[1] -= 48;
    break;
  case 8:
    self->s.sound = 0;
    for(n = 0; n < 4; n++)
      ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", 500, GIB_ORGANIC);
    for(n = 0; n < 8; n++)
      ThrowGib(self, "models/objects/gibs/sm_metal/tris.md2", 500, GIB_METALLIC);
    ThrowGib(self, "models/objects/gibs/chest/tris.md2", 500, GIB_ORGANIC);
    ThrowHead(self, "models/objects/gibs/gear/tris.md2", 500, GIB_METALLIC);
    self->deadflag = DEAD_DEAD;
    return;
  }

  gi.WriteByte(svc_temp_entity);
  gi.WriteByte(TE_EXPLOSION1);
  gi.WritePosition(org);
  gi.multicast(self->s.cmodel_index, self->s.origin, MULTICAST_PVS);

  self->nextthink = level.time + 0.1;
}

void supertank_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) {
  gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
  self->deadflag = DEAD_DEAD;
  self->takedamage = DAMAGE_NO;
  self->count = 0;
  self->monsterinfo.currentmove = &supertank_move_death;
}

//
// monster_supertank
//

/*QUAKED monster_supertank (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
 */
void SP_monster_supertank(edict_t *self) {
  if(deathmatch->value) {
    G_FreeEdict(self);
    return;
  }

  sound_pain1 = gi.soundindex("bosstank/btkpain1.wav");
  sound_pain2 = gi.soundindex("bosstank/btkpain2.wav");
  sound_pain3 = gi.soundindex("bosstank/btkpain3.wav");
  sound_death = gi.soundindex("bosstank/btkdeth1.wav");
  sound_search1 = gi.soundindex("bosstank/btkunqv1.wav");
  sound_search2 = gi.soundindex("bosstank/btkunqv2.wav");

  //	self->s.sound = gi.soundindex ("bosstank/btkengn1.wav");
  tread_sound = gi.soundindex("bosstank/btkengn1.wav");

  self->movetype = MOVETYPE_STEP;
  self->solid = SOLID_BBOX;
  self->s.modelindex = gi.modelindex("models/monsters/boss1/tris.md2");
  VectorSet(self->mins, -64, -64, 0);
  VectorSet(self->maxs, 64, 64, 112);

  dv_set(ent_write_health(self), 1500);
  self->gib_health = -500;
  self->mass = 800;

  self->pain = supertank_pain;
  self->die = supertank_die;
  self->monsterinfo.stand = supertank_stand;
  self->monsterinfo.walk = supertank_walk;
  self->monsterinfo.run = supertank_run;
  self->monsterinfo.dodge = NULL;
  self->monsterinfo.attack = supertank_attack;
  self->monsterinfo.search = supertank_search;
  self->monsterinfo.melee = NULL;
  self->monsterinfo.sight = NULL;

  gi.linkentity(self);

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

  walkmonster_start(self);
}