/*
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.

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

mutant

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

#include "../g_local.h"
#include "m_mutant.h"

static int sound_swing;
static int sound_hit;
static int sound_hit2;
static int sound_death;
static int sound_idle;
static int sound_pain1;
static int sound_pain2;
static int sound_sight;
static int sound_search;
static int sound_step1;
static int sound_step2;
static int sound_step3;
static int sound_thud;

//
// SOUNDS
//

void mutant_step(edict_t *self) {
  int n;
  n = (rand() + 1) % 3;
  if(n == 0)
    gi.sound(self, CHAN_VOICE, sound_step1, 1, ATTN_NORM, 0);
  else if(n == 1)
    gi.sound(self, CHAN_VOICE, sound_step2, 1, ATTN_NORM, 0);
  else
    gi.sound(self, CHAN_VOICE, sound_step3, 1, ATTN_NORM, 0);
}

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

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

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

//
// STAND
//

mframe_t mutant_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}, // 10

    {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}, // 20

    {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}, // 30

    {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}, // 40

    {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}, // 50

    {ai_stand, 0, NULL}};
mmove_t mutant_move_stand = {FRAME_stand101, FRAME_stand151, mutant_frames_stand, NULL};

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

//
// IDLE
//

void mutant_idle_loop(edict_t *self) {
  if(random() < 0.75)
    self->monsterinfo.nextframe = FRAME_stand155;
}

mframe_t mutant_frames_idle[] = {
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},                                                       // scratch loop start
    {ai_stand, 0, NULL}, {ai_stand, 0, NULL}, {ai_stand, 0, mutant_idle_loop}, // scratch loop end
    {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 mutant_move_idle = {FRAME_stand152, FRAME_stand164, mutant_frames_idle, mutant_stand};

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

//
// WALK
//

void mutant_walk(edict_t *self);

mframe_t mutant_frames_walk[] = {{ai_walk, 3, NULL},  {ai_walk, 1, NULL},  {ai_walk, 5, NULL},  {ai_walk, 10, NULL},
                                 {ai_walk, 13, NULL}, {ai_walk, 10, NULL}, {ai_walk, 0, NULL},  {ai_walk, 5, NULL},
                                 {ai_walk, 6, NULL},  {ai_walk, 16, NULL}, {ai_walk, 15, NULL}, {ai_walk, 6, NULL}};
mmove_t mutant_move_walk = {FRAME_walk05, FRAME_walk16, mutant_frames_walk, NULL};

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

mframe_t mutant_frames_start_walk[] = {{ai_walk, 5, NULL}, {ai_walk, 5, NULL}, {ai_walk, -2, NULL}, {ai_walk, 1, NULL}};
mmove_t mutant_move_start_walk = {FRAME_walk01, FRAME_walk04, mutant_frames_start_walk, mutant_walk_loop};

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

//
// RUN
//

mframe_t mutant_frames_run[] = {{ai_run, 40, NULL},       {ai_run, 40, mutant_step}, {ai_run, 24, NULL},
                                {ai_run, 5, mutant_step}, {ai_run, 17, NULL},        {ai_run, 10, NULL}};
mmove_t mutant_move_run = {FRAME_run03, FRAME_run08, mutant_frames_run, NULL};

void mutant_run(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &mutant_move_stand;
  else
    self->monsterinfo.currentmove = &mutant_move_run;
}

//
// MELEE
//

void mutant_hit_left(edict_t *self) {
  vec3_t aim;

  VectorSet(aim, MELEE_DISTANCE, self->mins[0], 8);
  if(fire_hit(self, aim, (10 + (rand() % 5)), 100))
    gi.sound(self, CHAN_WEAPON, sound_hit, 1, ATTN_NORM, 0);
  else
    gi.sound(self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
}

void mutant_hit_right(edict_t *self) {
  vec3_t aim;

  VectorSet(aim, MELEE_DISTANCE, self->maxs[0], 8);
  if(fire_hit(self, aim, (10 + (rand() % 5)), 100))
    gi.sound(self, CHAN_WEAPON, sound_hit2, 1, ATTN_NORM, 0);
  else
    gi.sound(self, CHAN_WEAPON, sound_swing, 1, ATTN_NORM, 0);
}

void mutant_check_refire(edict_t *self) {
  if(!self->enemy || !self->enemy->inuse || ent_read_health(self->enemy)->value <= 0)
    return;

  if(((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
    self->monsterinfo.nextframe = FRAME_attack09;
}

mframe_t mutant_frames_attack[] = {{ai_charge, 0, NULL},
                                   {ai_charge, 0, NULL},
                                   {ai_charge, 0, mutant_hit_left},
                                   {ai_charge, 0, NULL},
                                   {ai_charge, 0, NULL},
                                   {ai_charge, 0, mutant_hit_right},
                                   {ai_charge, 0, mutant_check_refire}};
mmove_t mutant_move_attack = {FRAME_attack09, FRAME_attack15, mutant_frames_attack, mutant_run};

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

//
// ATTACK
//

void mutant_jump_touch(edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) {
  if(ent_read_health(self)->value <= 0) {
    self->touch = NULL;
    return;
  }

  if(other->takedamage) {
    if(VectorLength(self->velocity) > 400) {
      vec3_t point;
      vec3_t normal;
      int damage;

      VectorCopy(self->velocity, normal);
      VectorNormalize(normal);
      VectorMA(self->s.origin, self->maxs[0], normal, point);
      damage = 40 + 10 * random();
      T_Damage(other, self, self, self->velocity, point, normal, damage, damage, 0, MOD_UNKNOWN);
    }
  }

  if(!M_CheckBottom(self)) {
    if(self->groundentity) {
      self->monsterinfo.nextframe = FRAME_attack02;
      self->touch = NULL;
    }
    return;
  }

  self->touch = NULL;
}

void mutant_jump_takeoff(edict_t *self) {
  vec3_t forward;

  gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
  AngleVectors(self->s.angles, forward, NULL, NULL);
  self->s.origin[2] += 1;
  VectorScale(forward, 600, self->velocity);
  self->velocity[2] = 250;
  self->groundentity = NULL;
  self->monsterinfo.aiflags |= AI_DUCKED;
  self->monsterinfo.attack_finished = level.time + 3;
  self->touch = mutant_jump_touch;
}

void mutant_check_landing(edict_t *self) {
  if(self->groundentity) {
    gi.sound(self, CHAN_WEAPON, sound_thud, 1, ATTN_NORM, 0);
    self->monsterinfo.attack_finished = 0;
    self->monsterinfo.aiflags &= ~AI_DUCKED;
    return;
  }

  if(level.time > self->monsterinfo.attack_finished)
    self->monsterinfo.nextframe = FRAME_attack02;
  else
    self->monsterinfo.nextframe = FRAME_attack05;
}

mframe_t mutant_frames_jump[] = {{ai_charge, 0, NULL},
                                 {ai_charge, 17, NULL},
                                 {ai_charge, 15, mutant_jump_takeoff},
                                 {ai_charge, 15, NULL},
                                 {ai_charge, 15, mutant_check_landing},
                                 {ai_charge, 0, NULL},
                                 {ai_charge, 3, NULL},
                                 {ai_charge, 0, NULL}};
mmove_t mutant_move_jump = {FRAME_attack01, FRAME_attack08, mutant_frames_jump, mutant_run};

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

//
// CHECKATTACK
//

bool mutant_check_melee(edict_t *self) {
  if(range(self, self->enemy) == RANGE_MELEE)
    return true;
  return false;
}

bool mutant_check_jump(edict_t *self) {
  vec3_t v;
  float distance;

  if(self->absmin[2] > (self->enemy->absmin[2] + 0.75 * self->enemy->size[2]))
    return false;

  if(self->absmax[2] < (self->enemy->absmin[2] + 0.25 * self->enemy->size[2]))
    return false;

  v[0] = self->s.origin[0] - self->enemy->s.origin[0];
  v[1] = self->s.origin[1] - self->enemy->s.origin[1];
  v[2] = 0;
  distance = VectorLength(v);

  if(distance < 100)
    return false;
  if(distance > 100) {
    if(random() < 0.9)
      return false;
  }

  return true;
}

bool mutant_checkattack(edict_t *self) {
  if(!self->enemy || ent_read_health(self->enemy)->value <= 0)
    return false;

  if(mutant_check_melee(self)) {
    self->monsterinfo.attack_state = AS_MELEE;
    return true;
  }

  if(mutant_check_jump(self)) {
    self->monsterinfo.attack_state = AS_MISSILE;
    // FIXME play a jump sound here
    return true;
  }

  return false;
}

//
// PAIN
//

mframe_t mutant_frames_pain1[] = {
    {ai_move, 4, NULL}, {ai_move, -3, NULL}, {ai_move, -8, NULL}, {ai_move, 2, NULL}, {ai_move, 5, NULL}};
mmove_t mutant_move_pain1 = {FRAME_pain101, FRAME_pain105, mutant_frames_pain1, mutant_run};

mframe_t mutant_frames_pain2[] = {{ai_move, -24, NULL}, {ai_move, 11, NULL}, {ai_move, 5, NULL},
                                  {ai_move, -2, NULL},  {ai_move, 6, NULL},  {ai_move, 4, NULL}};
mmove_t mutant_move_pain2 = {FRAME_pain201, FRAME_pain206, mutant_frames_pain2, mutant_run};

mframe_t mutant_frames_pain3[] = {{ai_move, -22, NULL}, {ai_move, 3, NULL}, {ai_move, 3, NULL}, {ai_move, 2, NULL},
                                  {ai_move, 1, NULL},   {ai_move, 1, NULL}, {ai_move, 6, NULL}, {ai_move, 3, NULL},
                                  {ai_move, 2, NULL},   {ai_move, 0, NULL}, {ai_move, 1, NULL}};
mmove_t mutant_move_pain3 = {FRAME_pain301, FRAME_pain311, mutant_frames_pain3, mutant_run};

void mutant_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 = &mutant_move_pain1;
  } else if(r < 0.66) {
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &mutant_move_pain2;
  } else {
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &mutant_move_pain3;
  }
}

//
// DEATH
//

void mutant_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 mutant_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}};
mmove_t mutant_move_death1 = {FRAME_death101, FRAME_death109, mutant_frames_death1, mutant_dead};

mframe_t mutant_frames_death2[] = {{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 mutant_move_death2 = {FRAME_death201, FRAME_death210, mutant_frames_death2, mutant_dead};

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

  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;

  gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
  self->deadflag = DEAD_DEAD;
  self->takedamage = DAMAGE_YES;
  self->s.skinnum = 1;

  if(random() < 0.5)
    self->monsterinfo.currentmove = &mutant_move_death1;
  else
    self->monsterinfo.currentmove = &mutant_move_death2;
}

//
// SPAWN
//

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

  sound_swing = gi.soundindex("mutant/mutatck1.wav");
  sound_hit = gi.soundindex("mutant/mutatck2.wav");
  sound_hit2 = gi.soundindex("mutant/mutatck3.wav");
  sound_death = gi.soundindex("mutant/mutdeth1.wav");
  sound_idle = gi.soundindex("mutant/mutidle1.wav");
  sound_pain1 = gi.soundindex("mutant/mutpain1.wav");
  sound_pain2 = gi.soundindex("mutant/mutpain2.wav");
  sound_sight = gi.soundindex("mutant/mutsght1.wav");
  sound_search = gi.soundindex("mutant/mutsrch1.wav");
  sound_step1 = gi.soundindex("mutant/step1.wav");
  sound_step2 = gi.soundindex("mutant/step2.wav");
  sound_step3 = gi.soundindex("mutant/step3.wav");
  sound_thud = gi.soundindex("mutant/thud1.wav");

  self->movetype = MOVETYPE_STEP;
  self->solid = SOLID_BBOX;
  self->s.modelindex = gi.modelindex("models/monsters/mutant/tris.md2");
  VectorSet(self->mins, -32, -32, -24);
  VectorSet(self->maxs, 32, 32, 48);

  dv_set(ent_write_health(self), 300);
  self->gib_health = -120;
  self->mass = 300;

  self->pain = mutant_pain;
  self->die = mutant_die;

  self->monsterinfo.stand = mutant_stand;
  self->monsterinfo.walk = mutant_walk;
  self->monsterinfo.run = mutant_run;
  self->monsterinfo.dodge = NULL;
  self->monsterinfo.attack = mutant_jump;
  self->monsterinfo.melee = mutant_melee;
  self->monsterinfo.sight = mutant_sight;
  self->monsterinfo.search = mutant_search;
  self->monsterinfo.idle = mutant_idle;
  self->monsterinfo.checkattack = mutant_checkattack;

  gi.linkentity(self);

  self->monsterinfo.currentmove = &mutant_move_stand;

  self->monsterinfo.scale = MODEL_SCALE;
  walkmonster_start(self);
}