/*
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.

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

brain

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

#include "../g_local.h"
#include "m_brain.h"

static int sound_chest_open;
static int sound_tentacles_extend;
static int sound_tentacles_retract;
static int sound_death;
static int sound_idle1;
static int sound_idle2;
static int sound_idle3;
static int sound_pain1;
static int sound_pain2;
static int sound_sight;
static int sound_search;
static int sound_melee1;
static int sound_melee2;
static int sound_melee3;

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

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

void brain_run(edict_t *self);
void brain_dead(edict_t *self);

//
// STAND
//

mframe_t brain_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}};
mmove_t brain_move_stand = {FRAME_stand01, FRAME_stand30, brain_frames_stand, NULL};

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

//
// IDLE
//

mframe_t brain_frames_idle[] = {
    {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 brain_move_idle = {FRAME_stand31, FRAME_stand60, brain_frames_idle, brain_stand};

void brain_idle(edict_t *self) {
  gi.sound(self, CHAN_AUTO, sound_idle3, 1, ATTN_IDLE, 0);
  self->monsterinfo.currentmove = &brain_move_idle;
}

//
// WALK
//
mframe_t brain_frames_walk1[] = {{ai_walk, 7, NULL},  {ai_walk, 2, NULL},  {ai_walk, 3, NULL}, {ai_walk, 3, NULL},
                                 {ai_walk, 1, NULL},  {ai_walk, 0, NULL},  {ai_walk, 0, NULL}, {ai_walk, 9, NULL},
                                 {ai_walk, -4, NULL}, {ai_walk, -1, NULL}, {ai_walk, 2, NULL}};
mmove_t brain_move_walk1 = {FRAME_walk101, FRAME_walk111, brain_frames_walk1, NULL};

// walk2 is FUBAR, do not use
#if 0
void brain_walk2_cycle (edict_t *self)
{
	if (random() > 0.1)
		self->monsterinfo.nextframe = FRAME_walk220;
}

mframe_t brain_frames_walk2 [] =
{
	{ai_walk,	3,	NULL},
	{ai_walk,	-2,	NULL},
	{ai_walk,	-4,	NULL},
	{ai_walk,	-3,	NULL},
	{ai_walk,	0,	NULL},
	{ai_walk,	1,	NULL},
	{ai_walk,	12,	NULL},
	{ai_walk,	0,	NULL},
	{ai_walk,	-3,	NULL},
	{ai_walk,	0,	NULL},

	{ai_walk,	-2,	NULL},
	{ai_walk,	0,	NULL},
	{ai_walk,	0,	NULL},
	{ai_walk,	1,	NULL},
	{ai_walk,	0,	NULL},
	{ai_walk,	0,	NULL},
	{ai_walk,	0,	NULL},
	{ai_walk,	0,	NULL},
	{ai_walk,	0,	NULL},
	{ai_walk,	10,	NULL},		// Cycle Start

	{ai_walk,	-1,	NULL},
	{ai_walk,	7,	NULL},
	{ai_walk,	0,	NULL},
	{ai_walk,	3,	NULL},
	{ai_walk,	-3,	NULL},
	{ai_walk,	2,	NULL},
	{ai_walk,	4,	NULL},
	{ai_walk,	-3,	NULL},
	{ai_walk,	2,	NULL},
	{ai_walk,	0,	NULL},

	{ai_walk,	4,	brain_walk2_cycle},
	{ai_walk,	-1,	NULL},
	{ai_walk,	-1,	NULL},
	{ai_walk,	-8,	NULL},
	{ai_walk,	0,	NULL},
	{ai_walk,	1,	NULL},
	{ai_walk,	5,	NULL},
	{ai_walk,	2,	NULL},
	{ai_walk,	-1,	NULL},
	{ai_walk,	-5,	NULL}
};
mmove_t brain_move_walk2 = {FRAME_walk201, FRAME_walk240, brain_frames_walk2, NULL};
#endif

void brain_walk(edict_t *self) {
  //	if (random() <= 0.5)
  self->monsterinfo.currentmove = &brain_move_walk1;
  //	else
  //		self->monsterinfo.currentmove = &brain_move_walk2;
}

mframe_t brain_frames_defense[] = {{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 brain_move_defense = {FRAME_defens01, FRAME_defens08, brain_frames_defense, NULL};

mframe_t brain_frames_pain3[] = {{ai_move, -2, NULL}, {ai_move, 2, NULL}, {ai_move, 1, NULL},
                                 {ai_move, 3, NULL},  {ai_move, 0, NULL}, {ai_move, -4, NULL}};
mmove_t brain_move_pain3 = {FRAME_pain301, FRAME_pain306, brain_frames_pain3, brain_run};

mframe_t brain_frames_pain2[] = {{ai_move, -2, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                 {ai_move, 0, NULL},  {ai_move, 3, NULL}, {ai_move, 1, NULL}, {ai_move, -2, NULL}};
mmove_t brain_move_pain2 = {FRAME_pain201, FRAME_pain208, brain_frames_pain2, brain_run};

mframe_t brain_frames_pain1[] = {{ai_move, -6, NULL}, {ai_move, -2, NULL}, {ai_move, -6, 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, 2, NULL},  {ai_move, 0, NULL},  {ai_move, 2, NULL},
                                 {ai_move, 1, NULL},  {ai_move, 7, NULL},  {ai_move, 0, NULL},  {ai_move, 3, NULL},
                                 {ai_move, -1, NULL}};
mmove_t brain_move_pain1 = {FRAME_pain101, FRAME_pain121, brain_frames_pain1, brain_run};

//
// DUCK
//

void brain_duck_down(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_DUCKED)
    return;
  self->monsterinfo.aiflags |= AI_DUCKED;
  self->maxs[2] -= 32;
  self->takedamage = DAMAGE_YES;
  gi.linkentity(self);
}

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

mframe_t brain_frames_duck[] = {{ai_move, 0, NULL},
                                {ai_move, -2, brain_duck_down},
                                {ai_move, 17, brain_duck_hold},
                                {ai_move, -3, NULL},
                                {ai_move, -1, brain_duck_up},
                                {ai_move, -5, NULL},
                                {ai_move, -6, NULL},
                                {ai_move, -6, NULL}};
mmove_t brain_move_duck = {FRAME_duck01, FRAME_duck08, brain_frames_duck, brain_run};

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

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

  self->monsterinfo.pausetime = level.time + eta + 0.5;
  self->monsterinfo.currentmove = &brain_move_duck;
}

mframe_t brain_frames_death2[] = {
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 9, NULL}, {ai_move, 0, NULL}};
mmove_t brain_move_death2 = {FRAME_death201, FRAME_death205, brain_frames_death2, brain_dead};

mframe_t brain_frames_death1[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, -2, NULL}, {ai_move, 9, 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 brain_move_death1 = {FRAME_death101, FRAME_death118, brain_frames_death1, brain_dead};

//
// MELEE
//

void brain_swing_right(edict_t *self) { gi.sound(self, CHAN_BODY, sound_melee1, 1, ATTN_NORM, 0); }

void brain_hit_right(edict_t *self) {
  vec3_t aim;

  VectorSet(aim, MELEE_DISTANCE, self->maxs[0], 8);
  if(fire_hit(self, aim, (15 + (rand() % 5)), 40))
    gi.sound(self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
}

void brain_swing_left(edict_t *self) { gi.sound(self, CHAN_BODY, sound_melee2, 1, ATTN_NORM, 0); }

void brain_hit_left(edict_t *self) {
  vec3_t aim;

  VectorSet(aim, MELEE_DISTANCE, self->mins[0], 8);
  if(fire_hit(self, aim, (15 + (rand() % 5)), 40))
    gi.sound(self, CHAN_WEAPON, sound_melee3, 1, ATTN_NORM, 0);
}

mframe_t brain_frames_attack1[] = {{ai_charge, 8, NULL},
                                   {ai_charge, 3, NULL},
                                   {ai_charge, 5, NULL},
                                   {ai_charge, 0, NULL},
                                   {ai_charge, -3, brain_swing_right},
                                   {ai_charge, 0, NULL},
                                   {ai_charge, -5, NULL},
                                   {ai_charge, -7, brain_hit_right},
                                   {ai_charge, 0, NULL},
                                   {ai_charge, 6, brain_swing_left},
                                   {ai_charge, 1, NULL},
                                   {ai_charge, 2, brain_hit_left},
                                   {ai_charge, -3, NULL},
                                   {ai_charge, 6, NULL},
                                   {ai_charge, -1, NULL},
                                   {ai_charge, -3, NULL},
                                   {ai_charge, 2, NULL},
                                   {ai_charge, -11, NULL}};
mmove_t brain_move_attack1 = {FRAME_attak101, FRAME_attak118, brain_frames_attack1, brain_run};

void brain_chest_open(edict_t *self) {
  self->spawnflags &= ~65536;
  self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
  gi.sound(self, CHAN_BODY, sound_chest_open, 1, ATTN_NORM, 0);
}

void brain_tentacle_attack(edict_t *self) {
  vec3_t aim;

  VectorSet(aim, MELEE_DISTANCE, 0, 8);
  if(fire_hit(self, aim, (10 + (rand() % 5)), -600) && skill->value > 0)
    self->spawnflags |= 65536;
  gi.sound(self, CHAN_WEAPON, sound_tentacles_retract, 1, ATTN_NORM, 0);
}

void brain_chest_closed(edict_t *self) {
  self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
  if(self->spawnflags & 65536) {
    self->spawnflags &= ~65536;
    self->monsterinfo.currentmove = &brain_move_attack1;
  }
}

mframe_t brain_frames_attack2[] = {{ai_charge, 5, NULL},
                                   {ai_charge, -4, NULL},
                                   {ai_charge, -4, NULL},
                                   {ai_charge, -3, NULL},
                                   {ai_charge, 0, brain_chest_open},
                                   {ai_charge, 0, NULL},
                                   {ai_charge, 13, brain_tentacle_attack},
                                   {ai_charge, 0, NULL},
                                   {ai_charge, 2, NULL},
                                   {ai_charge, 0, NULL},
                                   {ai_charge, -9, brain_chest_closed},
                                   {ai_charge, 0, NULL},
                                   {ai_charge, 4, NULL},
                                   {ai_charge, 3, NULL},
                                   {ai_charge, 2, NULL},
                                   {ai_charge, -3, NULL},
                                   {ai_charge, -6, NULL}};
mmove_t brain_move_attack2 = {FRAME_attak201, FRAME_attak217, brain_frames_attack2, brain_run};

void brain_melee(edict_t *self) {
  if(random() <= 0.5)
    self->monsterinfo.currentmove = &brain_move_attack1;
  else
    self->monsterinfo.currentmove = &brain_move_attack2;
}

//
// RUN
//

mframe_t brain_frames_run[] = {{ai_run, 9, NULL},  {ai_run, 2, NULL},  {ai_run, 3, NULL}, {ai_run, 3, NULL},
                               {ai_run, 1, NULL},  {ai_run, 0, NULL},  {ai_run, 0, NULL}, {ai_run, 10, NULL},
                               {ai_run, -4, NULL}, {ai_run, -1, NULL}, {ai_run, 2, NULL}};
mmove_t brain_move_run = {FRAME_walk101, FRAME_walk111, brain_frames_run, NULL};

void brain_run(edict_t *self) {
  self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &brain_move_stand;
  else
    self->monsterinfo.currentmove = &brain_move_run;
}

void brain_pain(edict_t *self, edict_t *other, float kick, int damage) {
  float r;

  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

  r = random();
  if(r < 0.33) {
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &brain_move_pain1;
  } else if(r < 0.66) {
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &brain_move_pain2;
  } else {
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &brain_move_pain3;
  }
}

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

  self->s.effects = 0;
  self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;

  // 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;
  if(random() <= 0.5)
    self->monsterinfo.currentmove = &brain_move_death1;
  else
    self->monsterinfo.currentmove = &brain_move_death2;
}

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

  sound_chest_open = gi.soundindex("brain/brnatck1.wav");
  sound_tentacles_extend = gi.soundindex("brain/brnatck2.wav");
  sound_tentacles_retract = gi.soundindex("brain/brnatck3.wav");
  sound_death = gi.soundindex("brain/brndeth1.wav");
  sound_idle1 = gi.soundindex("brain/brnidle1.wav");
  sound_idle2 = gi.soundindex("brain/brnidle2.wav");
  sound_idle3 = gi.soundindex("brain/brnlens1.wav");
  sound_pain1 = gi.soundindex("brain/brnpain1.wav");
  sound_pain2 = gi.soundindex("brain/brnpain2.wav");
  sound_sight = gi.soundindex("brain/brnsght1.wav");
  sound_search = gi.soundindex("brain/brnsrch1.wav");
  sound_melee1 = gi.soundindex("brain/melee1.wav");
  sound_melee2 = gi.soundindex("brain/melee2.wav");
  sound_melee3 = gi.soundindex("brain/melee3.wav");

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

  dv_set(ent_write_health(self), 300);
  self->gib_health = -150;
  self->mass = 400;

  self->pain = brain_pain;
  self->die = brain_die;

  self->monsterinfo.stand = brain_stand;
  self->monsterinfo.walk = brain_walk;
  self->monsterinfo.run = brain_run;
  self->monsterinfo.dodge = brain_dodge;
  //	self->monsterinfo.attack = brain_attack;
  self->monsterinfo.melee = brain_melee;
  self->monsterinfo.sight = brain_sight;
  self->monsterinfo.search = brain_search;
  self->monsterinfo.idle = brain_idle;

  self->monsterinfo.power_armor_type = POWER_ARMOR_SCREEN;
  self->monsterinfo.power_armor_power = 100;

  gi.linkentity(self);

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

  walkmonster_start(self);
}