/*
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.

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

INFANTRY

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

#include "../g_local.h"
#include "m_infantry.h"

void InfantryMachineGun(edict_t *self);

static int sound_pain1;
static int sound_pain2;
static int sound_die1;
static int sound_die2;

static int sound_gunshot;
static int sound_weapon_cock;
static int sound_punch_swing;
static int sound_punch_hit;
static int sound_sight;
static int sound_search;
static int sound_idle;

mframe_t infantry_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}};
mmove_t infantry_move_stand = {FRAME_stand50, FRAME_stand71, infantry_frames_stand, NULL};

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

mframe_t infantry_frames_fidget[] = {
    {ai_stand, 1, NULL},  {ai_stand, 0, NULL},  {ai_stand, 1, NULL},  {ai_stand, 3, NULL}, {ai_stand, 6, NULL},
    {ai_stand, 3, NULL},  {ai_stand, 0, NULL},  {ai_stand, 0, NULL},  {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 1, NULL},  {ai_stand, 0, NULL},  {ai_stand, 0, NULL},  {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 1, NULL},  {ai_stand, 0, NULL},  {ai_stand, -1, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 1, NULL},  {ai_stand, 0, NULL},  {ai_stand, -2, NULL}, {ai_stand, 1, NULL}, {ai_stand, 1, NULL},
    {ai_stand, 1, NULL},  {ai_stand, -1, NULL}, {ai_stand, 0, NULL},  {ai_stand, 0, NULL}, {ai_stand, -1, NULL},
    {ai_stand, 0, NULL},  {ai_stand, 0, NULL},  {ai_stand, 0, NULL},  {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, -1, NULL}, {ai_stand, 0, NULL},  {ai_stand, 0, NULL},  {ai_stand, 1, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},  {ai_stand, -1, NULL}, {ai_stand, -1, NULL}, {ai_stand, 0, NULL}, {ai_stand, -3, NULL},
    {ai_stand, -2, NULL}, {ai_stand, -3, NULL}, {ai_stand, -3, NULL}, {ai_stand, -2, NULL}};
mmove_t infantry_move_fidget = {FRAME_stand01, FRAME_stand49, infantry_frames_fidget, infantry_stand};

void infantry_fidget(edict_t *self) {
  self->monsterinfo.currentmove = &infantry_move_fidget;
  gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}

mframe_t infantry_frames_walk[] = {{ai_walk, 5, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 5, NULL},
                                   {ai_walk, 4, NULL}, {ai_walk, 5, NULL}, {ai_walk, 6, NULL}, {ai_walk, 4, NULL},
                                   {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 4, NULL}, {ai_walk, 5, NULL}};
mmove_t infantry_move_walk = {FRAME_walk03, FRAME_walk14, infantry_frames_walk, NULL};

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

mframe_t infantry_frames_run[] = {{ai_run, 10, NULL}, {ai_run, 20, NULL}, {ai_run, 5, NULL}, {ai_run, 7, NULL},
                                  {ai_run, 30, NULL}, {ai_run, 35, NULL}, {ai_run, 2, NULL}, {ai_run, 6, NULL}};
mmove_t infantry_move_run = {FRAME_run01, FRAME_run08, infantry_frames_run, NULL};

void infantry_run(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &infantry_move_stand;
  else
    self->monsterinfo.currentmove = &infantry_move_run;
}

mframe_t infantry_frames_pain1[] = {{ai_move, -3, NULL}, {ai_move, -2, NULL}, {ai_move, -1, NULL}, {ai_move, -2, NULL},
                                    {ai_move, -1, NULL}, {ai_move, 1, NULL},  {ai_move, -1, NULL}, {ai_move, 1, NULL},
                                    {ai_move, 6, NULL},  {ai_move, 2, NULL}};
mmove_t infantry_move_pain1 = {FRAME_pain101, FRAME_pain110, infantry_frames_pain1, infantry_run};

mframe_t infantry_frames_pain2[] = {{ai_move, -3, NULL}, {ai_move, -3, NULL}, {ai_move, 0, NULL}, {ai_move, -1, NULL},
                                    {ai_move, -2, NULL}, {ai_move, 0, NULL},  {ai_move, 0, NULL}, {ai_move, 2, NULL},
                                    {ai_move, 5, NULL},  {ai_move, 2, NULL}};
mmove_t infantry_move_pain2 = {FRAME_pain201, FRAME_pain210, infantry_frames_pain2, infantry_run};

void infantry_pain(edict_t *self, edict_t *other, float kick, int damage) {
  int n;

  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

  n = rand() % 2;
  if(n == 0) {
    self->monsterinfo.currentmove = &infantry_move_pain1;
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
  } else {
    self->monsterinfo.currentmove = &infantry_move_pain2;
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
  }
}

vec3_t aimangles[] = {{0.0, 5.0, 0.0},   {10.0, 15.0, 0.0}, {20.0, 25.0, 0.0}, {25.0, 35.0, 0.0},
                      {30.0, 40.0, 0.0}, {30.0, 45.0, 0.0}, {25.0, 50.0, 0.0}, {20.0, 40.0, 0.0},
                      {15.0, 35.0, 0.0}, {40.0, 35.0, 0.0}, {70.0, 35.0, 0.0}, {90.0, 35.0, 0.0}};

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

  if(self->s.frame == FRAME_attak111) {
    flash_number = MZ2_INFANTRY_MACHINEGUN_1;
    AngleVectors(self->s.angles, forward, right, NULL);
    G_ProjectSource(self->s.origin, monster_flash_offset[flash_number], forward, right, start);

    if(self->enemy) {
      VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
      target[2] += self->enemy->viewheight;
      VectorSubtract(target, start, forward);
      VectorNormalize(forward);
    } else {
      AngleVectors(self->s.angles, forward, right, NULL);
    }
  } else {
    flash_number = MZ2_INFANTRY_MACHINEGUN_2 + (self->s.frame - FRAME_death211);

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

    VectorSubtract(self->s.angles, aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2], vec);
    AngleVectors(vec, forward, NULL, NULL);
  }

  monster_fire_bullet(self, start, forward, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
}

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

void infantry_dead(edict_t *self) {
  VectorSet(self->mins, -16, -16, -24);
  VectorSet(self->maxs, 16, 16, -8);
  self->movetype = MOVETYPE_TOSS;
  self->svflags |= SVF_DEADMONSTER;
  gi.linkentity(self);

  M_FlyCheck(self);
}

mframe_t infantry_frames_death1[] = {{ai_move, -4, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},  {ai_move, -1, NULL},
                                     {ai_move, -4, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},  {ai_move, 0, NULL},
                                     {ai_move, -1, NULL}, {ai_move, 3, NULL}, {ai_move, 1, NULL},  {ai_move, 1, NULL},
                                     {ai_move, -2, NULL}, {ai_move, 2, NULL}, {ai_move, 2, NULL},  {ai_move, 9, NULL},
                                     {ai_move, 9, NULL},  {ai_move, 5, NULL}, {ai_move, -3, NULL}, {ai_move, -3, NULL}};
mmove_t infantry_move_death1 = {FRAME_death101, FRAME_death120, infantry_frames_death1, infantry_dead};

// Off with his head
mframe_t infantry_frames_death2[] = {{ai_move, 0, NULL},
                                     {ai_move, 1, NULL},
                                     {ai_move, 5, NULL},
                                     {ai_move, -1, NULL},
                                     {ai_move, 0, NULL},
                                     {ai_move, 1, NULL},
                                     {ai_move, 1, NULL},
                                     {ai_move, 4, NULL},
                                     {ai_move, 3, NULL},
                                     {ai_move, 0, NULL},
                                     {ai_move, -2, InfantryMachineGun},
                                     {ai_move, -2, InfantryMachineGun},
                                     {ai_move, -3, InfantryMachineGun},
                                     {ai_move, -1, InfantryMachineGun},
                                     {ai_move, -2, InfantryMachineGun},
                                     {ai_move, 0, InfantryMachineGun},
                                     {ai_move, 2, InfantryMachineGun},
                                     {ai_move, 2, InfantryMachineGun},
                                     {ai_move, 3, InfantryMachineGun},
                                     {ai_move, -10, InfantryMachineGun},
                                     {ai_move, -7, InfantryMachineGun},
                                     {ai_move, -8, InfantryMachineGun},
                                     {ai_move, -6, NULL},
                                     {ai_move, 4, NULL},
                                     {ai_move, 0, NULL}};
mmove_t infantry_move_death2 = {FRAME_death201, FRAME_death225, infantry_frames_death2, infantry_dead};

mframe_t infantry_frames_death3[] = {{ai_move, 0, NULL},   {ai_move, 0, NULL},   {ai_move, 0, NULL},
                                     {ai_move, -6, NULL},  {ai_move, -11, NULL}, {ai_move, -3, NULL},
                                     {ai_move, -11, NULL}, {ai_move, 0, NULL},   {ai_move, 0, NULL}};
mmove_t infantry_move_death3 = {FRAME_death301, FRAME_death309, infantry_frames_death3, infantry_dead};

void infantry_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
  self->deadflag = DEAD_DEAD;
  self->takedamage = DAMAGE_YES;

  n = rand() % 3;
  if(n == 0) {
    self->monsterinfo.currentmove = &infantry_move_death1;
    gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
  } else if(n == 1) {
    self->monsterinfo.currentmove = &infantry_move_death2;
    gi.sound(self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
  } else {
    self->monsterinfo.currentmove = &infantry_move_death3;
    gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
  }
}

void infantry_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;
  self->monsterinfo.pausetime = level.time + 1;
  gi.linkentity(self);
}

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

mframe_t infantry_frames_duck[] = {{ai_move, -2, infantry_duck_down},
                                   {ai_move, -5, infantry_duck_hold},
                                   {ai_move, 3, NULL},
                                   {ai_move, 4, infantry_duck_up},
                                   {ai_move, 0, NULL}};
mmove_t infantry_move_duck = {FRAME_duck01, FRAME_duck05, infantry_frames_duck, infantry_run};

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

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

  self->monsterinfo.currentmove = &infantry_move_duck;
}

void infantry_cock_gun(edict_t *self) {
  int n;

  gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
  n = (rand() & 15) + 3 + 7;
  self->monsterinfo.pausetime = level.time + n * FRAMETIME;
}

void infantry_fire(edict_t *self) {
  InfantryMachineGun(self);

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

mframe_t infantry_frames_attack1[] = {
    {ai_charge, 4, NULL},  {ai_charge, -1, NULL}, {ai_charge, -1, NULL},         {ai_charge, 0, infantry_cock_gun},
    {ai_charge, -1, NULL}, {ai_charge, 1, NULL},  {ai_charge, 1, NULL},          {ai_charge, 2, NULL},
    {ai_charge, -2, NULL}, {ai_charge, -3, NULL}, {ai_charge, 1, infantry_fire}, {ai_charge, 5, NULL},
    {ai_charge, -1, NULL}, {ai_charge, -2, NULL}, {ai_charge, -3, NULL}};
mmove_t infantry_move_attack1 = {FRAME_attak101, FRAME_attak115, infantry_frames_attack1, infantry_run};

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

void infantry_smack(edict_t *self) {
  vec3_t aim;

  VectorSet(aim, MELEE_DISTANCE, 0, 0);
  if(fire_hit(self, aim, (5 + (rand() % 5)), 50))
    gi.sound(self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
}

mframe_t infantry_frames_attack2[] = {
    {ai_charge, 3, NULL}, {ai_charge, 6, NULL},           {ai_charge, 0, infantry_swing}, {ai_charge, 8, NULL},
    {ai_charge, 5, NULL}, {ai_charge, 8, infantry_smack}, {ai_charge, 6, NULL},           {ai_charge, 3, NULL},
};
mmove_t infantry_move_attack2 = {FRAME_attak201, FRAME_attak208, infantry_frames_attack2, infantry_run};

void infantry_attack(edict_t *self) {
  if(range(self, self->enemy) == RANGE_MELEE)
    self->monsterinfo.currentmove = &infantry_move_attack2;
  else
    self->monsterinfo.currentmove = &infantry_move_attack1;
}

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

  sound_pain1 = gi.soundindex("infantry/infpain1.wav");
  sound_pain2 = gi.soundindex("infantry/infpain2.wav");
  sound_die1 = gi.soundindex("infantry/infdeth1.wav");
  sound_die2 = gi.soundindex("infantry/infdeth2.wav");

  sound_gunshot = gi.soundindex("infantry/infatck1.wav");
  sound_weapon_cock = gi.soundindex("infantry/infatck3.wav");
  sound_punch_swing = gi.soundindex("infantry/infatck2.wav");
  sound_punch_hit = gi.soundindex("infantry/melee2.wav");

  sound_sight = gi.soundindex("infantry/infsght1.wav");
  sound_search = gi.soundindex("infantry/infsrch1.wav");
  sound_idle = gi.soundindex("infantry/infidle1.wav");

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

  dv_set(ent_write_health(self), 100);
  self->gib_health = -40;
  self->mass = 200;

  self->pain = infantry_pain;
  self->die = infantry_die;

  self->monsterinfo.stand = infantry_stand;
  self->monsterinfo.walk = infantry_walk;
  self->monsterinfo.run = infantry_run;
  self->monsterinfo.dodge = infantry_dodge;
  self->monsterinfo.attack = infantry_attack;
  self->monsterinfo.melee = NULL;
  self->monsterinfo.sight = infantry_sight;
  self->monsterinfo.idle = infantry_fidget;

  gi.linkentity(self);

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

  walkmonster_start(self);
}