/*
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.

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

hover

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

#include "../g_local.h"
#include "m_hover.h"

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

static int sound_pain1;
static int sound_pain2;
static int sound_death1;
static int sound_death2;
static int sound_sight;
static int sound_search1;
static int sound_search2;

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

void hover_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 hover_run(edict_t *self);
void hover_stand(edict_t *self);
void hover_dead(edict_t *self);
void hover_attack(edict_t *self);
void hover_reattack(edict_t *self);
void hover_fire_blaster(edict_t *self);
void hover_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);

mframe_t hover_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 hover_move_stand = {FRAME_stand01, FRAME_stand30, hover_frames_stand, NULL};

mframe_t hover_frames_stop1[] = {{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 hover_move_stop1 = {FRAME_stop101, FRAME_stop109, hover_frames_stop1, NULL};

mframe_t hover_frames_stop2[] = {{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 hover_move_stop2 = {FRAME_stop201, FRAME_stop208, hover_frames_stop2, NULL};

mframe_t hover_frames_takeoff[] = {
    {ai_move, 0, NULL}, {ai_move, -2, NULL}, {ai_move, 5,  NULL}, {ai_move, -1, NULL}, {ai_move, 1,  NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, -1, NULL}, {ai_move, -1, NULL}, {ai_move, -1, NULL}, {ai_move, 0,  NULL}, {ai_move, 2, NULL},
    {ai_move, 2, NULL}, {ai_move, 1,  NULL}, {ai_move, 1,  NULL}, {ai_move, -6, NULL}, {ai_move, -9, NULL}, {ai_move, 1, NULL},
    {ai_move, 0, NULL}, {ai_move, 2,  NULL}, {ai_move, 2,  NULL}, {ai_move, 1,  NULL}, {ai_move, 1,  NULL}, {ai_move, 1, NULL},
    {ai_move, 2, NULL}, {ai_move, 0,  NULL}, {ai_move, 2,  NULL}, {ai_move, 3,  NULL}, {ai_move, 2,  NULL}, {ai_move, 0, NULL}};
mmove_t hover_move_takeoff = {FRAME_takeof01, FRAME_takeof30, hover_frames_takeoff, NULL};

mframe_t hover_frames_pain3[] = {{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 hover_move_pain3 = {FRAME_pain301, FRAME_pain309, hover_frames_pain3, hover_run};

mframe_t hover_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}};
mmove_t hover_move_pain2 = {FRAME_pain201, FRAME_pain212, hover_frames_pain2, hover_run};

mframe_t hover_frames_pain1[] = {
    {ai_move, 0,  NULL}, {ai_move, 0,  NULL}, {ai_move, 2, NULL}, {ai_move, -8, NULL}, {ai_move, -4, NULL}, {ai_move, -6, NULL},
    {ai_move, -4, NULL}, {ai_move, -3, NULL}, {ai_move, 1, NULL}, {ai_move, 0,  NULL}, {ai_move, 0,  NULL}, {ai_move, 0,  NULL},
    {ai_move, 3,  NULL}, {ai_move, 1,  NULL}, {ai_move, 0, NULL}, {ai_move, 2,  NULL}, {ai_move, 3,  NULL}, {ai_move, 2,  NULL},
    {ai_move, 7,  NULL}, {ai_move, 1,  NULL}, {ai_move, 0, NULL}, {ai_move, 0,  NULL}, {ai_move, 2,  NULL}, {ai_move, 0,  NULL},
    {ai_move, 0,  NULL}, {ai_move, 5,  NULL}, {ai_move, 3, NULL}, {ai_move, 4,  NULL}};
mmove_t hover_move_pain1 = {FRAME_pain101, FRAME_pain128, hover_frames_pain1, hover_run};

mframe_t hover_frames_land[] = {{ai_move, 0, NULL}};
mmove_t hover_move_land = {FRAME_land01, FRAME_land01, hover_frames_land, NULL};

mframe_t hover_frames_forward[] = {
    {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}, {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 hover_move_forward = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_forward, NULL};

mframe_t hover_frames_walk[] = {
    {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}, {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}, {ai_walk, 4, NULL}};
mmove_t hover_move_walk = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_walk, NULL};

mframe_t hover_frames_run[] = {
    {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL},
    {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL},
    {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL},
    {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL},
    {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL},
    {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}, {ai_run, 10, NULL}};
mmove_t hover_move_run = {FRAME_forwrd01, FRAME_forwrd35, hover_frames_run, NULL};

mframe_t hover_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, -10, NULL}, {ai_move, 3, NULL},
                                  {ai_move, 5, NULL}, {ai_move, 4, NULL}, {ai_move, 7,   NULL}};
mmove_t hover_move_death1 = {FRAME_death101, FRAME_death111, hover_frames_death1, hover_dead};

mframe_t hover_frames_backward[] = {
    {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 hover_move_backward = {FRAME_backwd01, FRAME_backwd24, hover_frames_backward, NULL};

mframe_t hover_frames_start_attack[] = {{ai_charge, 1, NULL}, {ai_charge, 1, NULL}, {ai_charge, 1, NULL}};
mmove_t hover_move_start_attack = {FRAME_attak101, FRAME_attak103, hover_frames_start_attack, hover_attack};

mframe_t hover_frames_attack1[] = {
    {ai_charge, -10, hover_fire_blaster}, {ai_charge, -10, hover_fire_blaster}, {ai_charge, 0, hover_reattack},
};
mmove_t hover_move_attack1 = {FRAME_attak104, FRAME_attak106, hover_frames_attack1, NULL};

mframe_t hover_frames_end_attack[] = {{ai_charge, 1, NULL}, {ai_charge, 1, NULL}};
mmove_t hover_move_end_attack = {FRAME_attak107, FRAME_attak108, hover_frames_end_attack, hover_run};

void hover_reattack(edict_t *self) {
  if(ent_read_health(self->enemy)->value > 0)
    if(visible(self, self->enemy))
      if(random() <= 0.6) {
        self->monsterinfo.currentmove = &hover_move_attack1;
        return;
      }
  self->monsterinfo.currentmove = &hover_move_end_attack;
}

void hover_fire_blaster(edict_t *self) {
  vec3_t start;
  vec3_t forward, right;
  vec3_t end;
  vec3_t dir;
  int effect;

  if(self->s.frame == FRAME_attak104)
    effect = EF_HYPERBLASTER;
  else
    effect = 0;

  AngleVectors(self->s.angles, forward, right, NULL);
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_HOVER_BLASTER_1], forward, right, start);

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

  monster_fire_blaster(self, start, dir, 1, 1000, MZ2_HOVER_BLASTER_1, effect);
}

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

void hover_run(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &hover_move_stand;
  else
    self->monsterinfo.currentmove = &hover_move_run;
}

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

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

void hover_attack(edict_t *self) { self->monsterinfo.currentmove = &hover_move_attack1; }

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

  if(damage <= 25) {
    if(random() < 0.5) {
      gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
      self->monsterinfo.currentmove = &hover_move_pain3;
    } else {
      gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
      self->monsterinfo.currentmove = &hover_move_pain2;
    }
  } else {
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &hover_move_pain1;
  }
}

void hover_deadthink(edict_t *self) {
  if(!self->groundentity && level.time < self->timestamp) {
    self->nextthink = level.time + FRAMETIME;
    return;
  }
  BecomeExplosion1(self);
}

void hover_dead(edict_t *self) {
  VectorSet(self->mins, -16, -16, -24);
  VectorSet(self->maxs, 16, 16, -8);
  self->movetype = MOVETYPE_TOSS;
  self->think = hover_deadthink;
  self->nextthink = level.time + FRAMETIME;
  self->timestamp = level.time + 15;
  gi.linkentity(self);
}

void hover_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 < 2; n++)
      ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
    ThrowHead(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
    self->deadflag = DEAD_DEAD;
    return;
  }

  if(self->deadflag == DEAD_DEAD)
    return;

  // regular death
  if(random() < 0.5)
    gi.sound(self, CHAN_VOICE, sound_death1, 1, ATTN_NORM, 0);
  else
    gi.sound(self, CHAN_VOICE, sound_death2, 1, ATTN_NORM, 0);
  self->deadflag = DEAD_DEAD;
  self->takedamage = DAMAGE_YES;
  self->monsterinfo.currentmove = &hover_move_death1;
}

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

  sound_pain1 = gi.soundindex("hover/hovpain1.wav");
  sound_pain2 = gi.soundindex("hover/hovpain2.wav");
  sound_death1 = gi.soundindex("hover/hovdeth1.wav");
  sound_death2 = gi.soundindex("hover/hovdeth2.wav");
  sound_sight = gi.soundindex("hover/hovsght1.wav");
  sound_search1 = gi.soundindex("hover/hovsrch1.wav");
  sound_search2 = gi.soundindex("hover/hovsrch2.wav");

  gi.soundindex("hover/hovatck1.wav");

  self->s.sound = gi.soundindex("hover/hovidle1.wav");

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

  dv_set(ent_write_health(self), 240);
  self->gib_health = -100;
  self->mass = 150;

  self->pain = hover_pain;
  self->die = hover_die;

  self->monsterinfo.stand = hover_stand;
  self->monsterinfo.walk = hover_walk;
  self->monsterinfo.run = hover_run;
  //	self->monsterinfo.dodge = hover_dodge;
  self->monsterinfo.attack = hover_start_attack;
  self->monsterinfo.sight = hover_sight;
  self->monsterinfo.search = hover_search;

  gi.linkentity(self);

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

  flymonster_start(self);
}