/*
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.

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

GUNNER

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

#include "../g_local.h"
#include "m_gunner.h"

static int sound_pain;
static int sound_pain2;
static int sound_death;
static int sound_idle;
static int sound_open;
static int sound_search;
static int sound_sight;

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

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

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

bool visible(edict_t *self, edict_t *other);
void GunnerGrenade(edict_t *self);
void GunnerFire(edict_t *self);
void gunner_fire_chain(edict_t *self);
void gunner_refire_chain(edict_t *self);

void gunner_stand(edict_t *self);

mframe_t gunner_frames_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, gunner_idlesound},
    {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 gunner_move_fidget = {FRAME_stand31, FRAME_stand70, gunner_frames_fidget, gunner_stand};

void gunner_fidget(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    return;
  if(random() <= 0.05)
    self->monsterinfo.currentmove = &gunner_move_fidget;
}

mframe_t gunner_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, gunner_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, gunner_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, gunner_fidget}};
mmove_t gunner_move_stand = {FRAME_stand01, FRAME_stand30, gunner_frames_stand, NULL};

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

mframe_t gunner_frames_walk[] = {{ai_walk, 0, NULL}, {ai_walk, 3, NULL}, {ai_walk, 4, NULL}, {ai_walk, 5, NULL},
                                 {ai_walk, 7, NULL}, {ai_walk, 2, NULL}, {ai_walk, 6, NULL}, {ai_walk, 4, NULL},
                                 {ai_walk, 2, NULL}, {ai_walk, 7, NULL}, {ai_walk, 5, NULL}, {ai_walk, 7, NULL},
                                 {ai_walk, 4, NULL}};
mmove_t gunner_move_walk = {FRAME_walk07, FRAME_walk19, gunner_frames_walk, NULL};

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

mframe_t gunner_frames_run[] = {{ai_run, 26, NULL}, {ai_run, 9,  NULL}, {ai_run, 9,  NULL}, {ai_run, 9, NULL},
                                {ai_run, 15, NULL}, {ai_run, 10, NULL}, {ai_run, 13, NULL}, {ai_run, 6, NULL}};

mmove_t gunner_move_run = {FRAME_run01, FRAME_run08, gunner_frames_run, NULL};

void gunner_run(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &gunner_move_stand;
  else
    self->monsterinfo.currentmove = &gunner_move_run;
}

mframe_t gunner_frames_runandshoot[] = {{ai_run, 32, NULL}, {ai_run, 15, NULL}, {ai_run, 10, NULL},
                                        {ai_run, 18, NULL}, {ai_run, 8,  NULL}, {ai_run, 20, NULL}};

mmove_t gunner_move_runandshoot = {FRAME_runs01, FRAME_runs06, gunner_frames_runandshoot, NULL};

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

mframe_t gunner_frames_pain3[] = {{ai_move, -3,      NULL}, {ai_move, 1,       NULL}, {ai_move, 1,
                                  NULL},    {ai_move, 0,    NULL},    {ai_move, 1,    NULL}};
mmove_t gunner_move_pain3 = {FRAME_pain301, FRAME_pain305, gunner_frames_pain3, gunner_run};

mframe_t gunner_frames_pain2[] = {{ai_move, -2, NULL}, {ai_move, 11, NULL}, {ai_move, 6,  NULL}, {ai_move, 2,  NULL},
                                  {ai_move, -1, NULL}, {ai_move, -7, NULL}, {ai_move, -2, NULL}, {ai_move, -7, NULL}};
mmove_t gunner_move_pain2 = {FRAME_pain201, FRAME_pain208, gunner_frames_pain2, gunner_run};

mframe_t gunner_frames_pain1[] = {
    {ai_move, 2, NULL}, {ai_move, 0, NULL}, {ai_move, -5, NULL}, {ai_move, 3,  NULL}, {ai_move, -1, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0,  NULL}, {ai_move, 1,  NULL}, {ai_move, 1,  NULL}, {ai_move, 2, NULL},
    {ai_move, 1, NULL}, {ai_move, 0, NULL}, {ai_move, -2, NULL}, {ai_move, -2, NULL}, {ai_move, 0,  NULL}, {ai_move, 0, NULL}};
mmove_t gunner_move_pain1 = {FRAME_pain101, FRAME_pain118, gunner_frames_pain1, gunner_run};

void gunner_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;

  if(rand() & 1)
    gi.sound(self, CHAN_VOICE, sound_pain, 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(damage <= 10)
    self->monsterinfo.currentmove = &gunner_move_pain3;
  else if(damage <= 25)
    self->monsterinfo.currentmove = &gunner_move_pain2;
  else
    self->monsterinfo.currentmove = &gunner_move_pain1;
}

void gunner_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 gunner_frames_death[] = {{ai_move, 0,  NULL}, {ai_move, 0,  NULL}, {ai_move, 0, NULL}, {ai_move, -7, NULL},
                                  {ai_move, -3, NULL}, {ai_move, -5, NULL}, {ai_move, 8, NULL}, {ai_move, 6,  NULL},
                                  {ai_move, 0,  NULL}, {ai_move, 0,  NULL}, {ai_move, 0, NULL}};
mmove_t gunner_move_death = {FRAME_death01, FRAME_death11, gunner_frames_death, gunner_dead};

void gunner_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_death, 1, ATTN_NORM, 0);
  self->deadflag = DEAD_DEAD;
  self->takedamage = DAMAGE_YES;
  self->monsterinfo.currentmove = &gunner_move_death;
}

void gunner_duck_down(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_DUCKED)
    return;
  self->monsterinfo.aiflags |= AI_DUCKED;
  if(skill->value >= 2) {
    if(random() > 0.5)
      GunnerGrenade(self);
  }

  self->maxs[2] -= 32;
  self->takedamage = DAMAGE_YES;
  self->monsterinfo.pausetime = level.time + 1;
  gi.linkentity(self);
}

void gunner_duck_hold(edict_t *self) {
  if(level.time >= self->monsterinfo.pausetime)
    self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
  else
    self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}

void gunner_duck_up(edict_t *self) {
  self->monsterinfo.aiflags &= ~AI_DUCKED;
  self->maxs[2] += 32;
  self->takedamage = DAMAGE_AIM;
  gi.linkentity(self);
}

mframe_t gunner_frames_duck[] = {{ai_move, 1,  gunner_duck_down},
                                 {ai_move, 1,  NULL},
                                 {ai_move, 1,  gunner_duck_hold},
                                 {ai_move, 0,  NULL},
                                 {ai_move, -1, NULL},
                                 {ai_move, -1, NULL},
                                 {ai_move, 0,  gunner_duck_up},
                                 {ai_move, -1, NULL}};
mmove_t gunner_move_duck = {FRAME_duck01, FRAME_duck08, gunner_frames_duck, gunner_run};

void gunner_dodge(edict_t *self, edict_t *attacker, float eta) {
  if(random() > 0.25)
    return;

  if(!self->enemy)
    self->enemy = attacker;

  self->monsterinfo.currentmove = &gunner_move_duck;
}

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

void GunnerFire(edict_t *self) {
  vec3_t start;
  vec3_t forward, right;
  vec3_t target;
  vec3_t aim;
  int flash_number;

  flash_number = MZ2_GUNNER_MACHINEGUN_1 + (self->s.frame - FRAME_attak216);

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

  // project enemy back a bit and target there
  VectorCopy(self->enemy->s.origin, target);
  VectorMA(target, -0.2, self->enemy->velocity, target);
  target[2] += self->enemy->viewheight;

  VectorSubtract(target, start, aim);
  VectorNormalize(aim);
  monster_fire_bullet(self, start, aim, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}

void GunnerGrenade(edict_t *self) {
  vec3_t start;
  vec3_t forward, right;
  vec3_t aim;
  int flash_number;

  if(self->s.frame == FRAME_attak105)
    flash_number = MZ2_GUNNER_GRENADE_1;
  else if(self->s.frame == FRAME_attak108)
    flash_number = MZ2_GUNNER_GRENADE_2;
  else if(self->s.frame == FRAME_attak111)
    flash_number = MZ2_GUNNER_GRENADE_3;
  else // (self->s.frame == FRAME_attak114)
    flash_number = MZ2_GUNNER_GRENADE_4;

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

  // FIXME : do a spread -225 -75 75 225 degrees around forward
  VectorCopy(forward, aim);

  monster_fire_grenade(self, start, aim, 50, 600, flash_number);
}

mframe_t gunner_frames_attack_chain[] = {
    /*
    {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, gunner_opengun}, {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 gunner_move_attack_chain = {FRAME_attak209, FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain};

mframe_t gunner_frames_fire_chain[] = {{ai_charge, 0, GunnerFire}, {ai_charge, 0, GunnerFire}, {ai_charge, 0, GunnerFire},
                                       {ai_charge, 0, GunnerFire}, {ai_charge, 0, GunnerFire}, {ai_charge, 0, GunnerFire},
                                       {ai_charge, 0, GunnerFire}, {ai_charge, 0, GunnerFire}};
mmove_t gunner_move_fire_chain = {FRAME_attak216, FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain};

mframe_t gunner_frames_endfire_chain[] = {{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}};
mmove_t gunner_move_endfire_chain = {FRAME_attak224, FRAME_attak230, gunner_frames_endfire_chain, gunner_run};

mframe_t gunner_frames_attack_grenade[] = {{ai_charge, 0, NULL}, {ai_charge, 0, NULL},          {ai_charge, 0, NULL},
                                           {ai_charge, 0, NULL}, {ai_charge, 0, GunnerGrenade}, {ai_charge, 0, NULL},
                                           {ai_charge, 0, NULL}, {ai_charge, 0, GunnerGrenade}, {ai_charge, 0, NULL},
                                           {ai_charge, 0, NULL}, {ai_charge, 0, GunnerGrenade}, {ai_charge, 0, NULL},
                                           {ai_charge, 0, NULL}, {ai_charge, 0, GunnerGrenade}, {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}};
mmove_t gunner_move_attack_grenade = {FRAME_attak101, FRAME_attak121, gunner_frames_attack_grenade, gunner_run};

void gunner_attack(edict_t *self) {
  if(range(self, self->enemy) == RANGE_MELEE) {
    self->monsterinfo.currentmove = &gunner_move_attack_chain;
  } else {
    if(random() <= 0.5)
      self->monsterinfo.currentmove = &gunner_move_attack_grenade;
    else
      self->monsterinfo.currentmove = &gunner_move_attack_chain;
  }
}

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

void gunner_refire_chain(edict_t *self) {
  if(ent_read_health(self->enemy)->value > 0)
    if(visible(self, self->enemy))
      if(random() <= 0.5) {
        self->monsterinfo.currentmove = &gunner_move_fire_chain;
        return;
      }
  self->monsterinfo.currentmove = &gunner_move_endfire_chain;
}

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

  sound_death = gi.soundindex("gunner/death1.wav");
  sound_pain = gi.soundindex("gunner/gunpain2.wav");
  sound_pain2 = gi.soundindex("gunner/gunpain1.wav");
  sound_idle = gi.soundindex("gunner/gunidle1.wav");
  sound_open = gi.soundindex("gunner/gunatck1.wav");
  sound_search = gi.soundindex("gunner/gunsrch1.wav");
  sound_sight = gi.soundindex("gunner/sight1.wav");

  gi.soundindex("gunner/gunatck2.wav");
  gi.soundindex("gunner/gunatck3.wav");

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

  dv_set(ent_write_health(self), 175);
  self->gib_health = -70;
  self->mass = 200;

  self->pain = gunner_pain;
  self->die = gunner_die;

  self->monsterinfo.stand = gunner_stand;
  self->monsterinfo.walk = gunner_walk;
  self->monsterinfo.run = gunner_run;
  self->monsterinfo.dodge = gunner_dodge;
  self->monsterinfo.attack = gunner_attack;
  self->monsterinfo.melee = NULL;
  self->monsterinfo.sight = gunner_sight;
  self->monsterinfo.search = gunner_search;

  gi.linkentity(self);

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

  walkmonster_start(self);
}