/*
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.

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

jorg

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

#include "../g_local.h"
#include "m_boss31.h"

extern int SP_monster_makron(edict_t *self);
bool visible(edict_t *self, edict_t *other);

static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_idle;
static int sound_death;
static int sound_search1;
static int sound_search2;
static int sound_search3;
static int sound_attack1;
static int sound_attack2;
static int sound_firegun;
static int sound_step_left;
static int sound_step_right;
static int sound_death_hit;

void BossExplode(edict_t *self);
void MakronToss(edict_t *self);

void jorg_search(edict_t *self) {
  float r;

  r = random();

  if(r <= 0.3)
    gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
  else if(r <= 0.6)
    gi.sound(self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
  else
    gi.sound(self, CHAN_VOICE, sound_search3, 1, ATTN_NORM, 0);
}

void jorg_dead(edict_t *self);
void jorgBFG(edict_t *self);
void jorgMachineGun(edict_t *self);
void jorg_firebullet(edict_t *self);
void jorg_reattack1(edict_t *self);
void jorg_attack1(edict_t *self);
void jorg_idle(edict_t *self);
void jorg_step_left(edict_t *self);
void jorg_step_right(edict_t *self);
void jorg_death_hit(edict_t *self);

//
// stand
//

mframe_t jorg_frames_stand[] = {
    {ai_stand, 0, jorg_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}, // 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, 19, NULL},
    {ai_stand, 11, jorg_step_left},
    {ai_stand, 0, NULL},
    {ai_stand, 0, NULL},
    {ai_stand, 6, NULL},
    {ai_stand, 9, jorg_step_right},
    {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, -2, NULL},
    {ai_stand, -17, jorg_step_left},
    {ai_stand, 0, NULL},
    {ai_stand, -12, NULL},           // 50
    {ai_stand, -14, jorg_step_right} // 51
};
mmove_t jorg_move_stand = {FRAME_stand01, FRAME_stand51, jorg_frames_stand, NULL};

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

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

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

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

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

mframe_t jorg_frames_run[] = {{ai_run, 17, jorg_step_left},
                              {ai_run, 0, NULL},
                              {ai_run, 0, NULL},
                              {ai_run, 0, NULL},
                              {ai_run, 12, NULL},
                              {ai_run, 8, NULL},
                              {ai_run, 10, NULL},
                              {ai_run, 33, jorg_step_right},
                              {ai_run, 0, NULL},
                              {ai_run, 0, NULL},
                              {ai_run, 0, NULL},
                              {ai_run, 9, NULL},
                              {ai_run, 9, NULL},
                              {ai_run, 9, NULL}};
mmove_t jorg_move_run = {FRAME_walk06, FRAME_walk19, jorg_frames_run, NULL};

//
// walk
//

mframe_t jorg_frames_start_walk[] = {
    {ai_walk, 5, NULL}, {ai_walk, 6, NULL}, {ai_walk, 7, NULL}, {ai_walk, 9, NULL}, {ai_walk, 15, NULL}};
mmove_t jorg_move_start_walk = {FRAME_walk01, FRAME_walk05, jorg_frames_start_walk, NULL};

mframe_t jorg_frames_walk[] = {{ai_walk, 17, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL},  {ai_walk, 0, NULL},
                               {ai_walk, 12, NULL}, {ai_walk, 8, NULL}, {ai_walk, 10, NULL}, {ai_walk, 33, NULL},
                               {ai_walk, 0, NULL},  {ai_walk, 0, NULL}, {ai_walk, 0, NULL},  {ai_walk, 9, NULL},
                               {ai_walk, 9, NULL},  {ai_walk, 9, NULL}};
mmove_t jorg_move_walk = {FRAME_walk06, FRAME_walk19, jorg_frames_walk, NULL};

mframe_t jorg_frames_end_walk[] = {{ai_walk, 11, NULL}, {ai_walk, 0, NULL}, {ai_walk, 0, NULL},
                                   {ai_walk, 0, NULL},  {ai_walk, 8, NULL}, {ai_walk, -8, NULL}};
mmove_t jorg_move_end_walk = {FRAME_walk20, FRAME_walk25, jorg_frames_end_walk, NULL};

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

void jorg_run(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &jorg_move_stand;
  else
    self->monsterinfo.currentmove = &jorg_move_run;
}

mframe_t jorg_frames_pain3[] = {{ai_move, -28, NULL},
                                {ai_move, -6, NULL},
                                {ai_move, -3, jorg_step_left},
                                {ai_move, -9, NULL},
                                {ai_move, 0, jorg_step_right},
                                {ai_move, 0, NULL},
                                {ai_move, 0, NULL},
                                {ai_move, 0, NULL},
                                {ai_move, -7, NULL},
                                {ai_move, 1, NULL},
                                {ai_move, -11, NULL},
                                {ai_move, -4, NULL},
                                {ai_move, 0, NULL},
                                {ai_move, 0, NULL},
                                {ai_move, 10, NULL},
                                {ai_move, 11, NULL},
                                {ai_move, 0, NULL},
                                {ai_move, 10, NULL},
                                {ai_move, 3, NULL},
                                {ai_move, 10, NULL},
                                {ai_move, 7, jorg_step_left},
                                {ai_move, 17, NULL},
                                {ai_move, 0, NULL},
                                {ai_move, 0, NULL},
                                {ai_move, 0, jorg_step_right}};
mmove_t jorg_move_pain3 = {FRAME_pain301, FRAME_pain325, jorg_frames_pain3, jorg_run};

mframe_t jorg_frames_pain2[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t jorg_move_pain2 = {FRAME_pain201, FRAME_pain203, jorg_frames_pain2, jorg_run};

mframe_t jorg_frames_pain1[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t jorg_move_pain1 = {FRAME_pain101, FRAME_pain103, jorg_frames_pain1, jorg_run};

mframe_t jorg_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},       {ai_move, 0, NULL}, // 10
    {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}, // 20
    {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}, // 30
    {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}, // 40
    {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, MakronToss}, {ai_move, 0, BossExplode} // 50
};
mmove_t jorg_move_death = {FRAME_death01, FRAME_death50, jorg_frames_death1, jorg_dead};

mframe_t jorg_frames_attack2[] = {
    {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, jorgBFG}, {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 jorg_move_attack2 = {FRAME_attak201, FRAME_attak213, jorg_frames_attack2, jorg_run};

mframe_t jorg_frames_start_attack1[] = {{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}};
mmove_t jorg_move_start_attack1 = {FRAME_attak101, FRAME_attak108, jorg_frames_start_attack1, jorg_attack1};

mframe_t jorg_frames_attack1[] = {{ai_charge, 0, jorg_firebullet}, {ai_charge, 0, jorg_firebullet},
                                  {ai_charge, 0, jorg_firebullet}, {ai_charge, 0, jorg_firebullet},
                                  {ai_charge, 0, jorg_firebullet}, {ai_charge, 0, jorg_firebullet}};
mmove_t jorg_move_attack1 = {FRAME_attak109, FRAME_attak114, jorg_frames_attack1, jorg_reattack1};

mframe_t jorg_frames_end_attack1[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t jorg_move_end_attack1 = {FRAME_attak115, FRAME_attak118, jorg_frames_end_attack1, jorg_run};

void jorg_reattack1(edict_t *self) {
  if(visible(self, self->enemy))
    if(random() < 0.9)
      self->monsterinfo.currentmove = &jorg_move_attack1;
    else {
      self->s.sound = 0;
      self->monsterinfo.currentmove = &jorg_move_end_attack1;
    }
  else {
    self->s.sound = 0;
    self->monsterinfo.currentmove = &jorg_move_end_attack1;
  }
}

void jorg_attack1(edict_t *self) { self->monsterinfo.currentmove = &jorg_move_attack1; }

void jorg_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;

  self->s.sound = 0;

  if(level.time < self->pain_debounce_time)
    return;

  // Lessen the chance of him going into his pain frames if he takes little damage
  if(damage <= 40)
    if(random() <= 0.6)
      return;

  /*
  If he's entering his attack1 or using attack1, lessen the chance of him
  going into pain
  */

  if((self->s.frame >= FRAME_attak101) && (self->s.frame <= FRAME_attak108))
    if(random() <= 0.005)
      return;

  if((self->s.frame >= FRAME_attak109) && (self->s.frame <= FRAME_attak114))
    if(random() <= 0.00005)
      return;

  if((self->s.frame >= FRAME_attak201) && (self->s.frame <= FRAME_attak208))
    if(random() <= 0.005)
      return;

  self->pain_debounce_time = level.time + 3;
  if(skill->value == 3)
    return; // no pain anims in nightmare

  if(damage <= 50) {
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &jorg_move_pain1;
  } else if(damage <= 100) {
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &jorg_move_pain2;
  } else {
    if(random() <= 0.3) {
      gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
      self->monsterinfo.currentmove = &jorg_move_pain3;
    }
  }
};

void jorgBFG(edict_t *self) {
  vec3_t forward, right;
  vec3_t start;
  vec3_t dir;
  vec3_t vec;

  AngleVectors(self->s.angles, forward, right, NULL);
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_JORG_BFG_1], forward, right, start);

  VectorCopy(self->enemy->s.origin, vec);
  vec[2] += self->enemy->viewheight;
  VectorSubtract(vec, start, dir);
  VectorNormalize(dir);
  gi.sound(self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0);
  /*void monster_fire_bfg (edict_t *self,
               vec3_t start,
               vec3_t aimdir,
               int damage,
               int speed,
               int kick,
               float damage_radius,
               int flashtype)*/
  monster_fire_bfg(self, start, dir, 50, 300, 100, 200, MZ2_JORG_BFG_1);
}

void jorg_firebullet_right(edict_t *self) {
  vec3_t forward, right, target;
  vec3_t start;

  AngleVectors(self->s.angles, forward, right, NULL);
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_R1], forward, right, start);

  VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
  target[2] += self->enemy->viewheight;
  VectorSubtract(target, start, forward);
  VectorNormalize(forward);

  monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
                      MZ2_JORG_MACHINEGUN_R1);
}

void jorg_firebullet_left(edict_t *self) {
  vec3_t forward, right, target;
  vec3_t start;

  AngleVectors(self->s.angles, forward, right, NULL);
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_JORG_MACHINEGUN_L1], forward, right, start);

  VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
  target[2] += self->enemy->viewheight;
  VectorSubtract(target, start, forward);
  VectorNormalize(forward);

  monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
                      MZ2_JORG_MACHINEGUN_L1);
}

void jorg_firebullet(edict_t *self) {
  jorg_firebullet_left(self);
  jorg_firebullet_right(self);
};

void jorg_attack(edict_t *self) {
  if(random() <= 0.75) {
    gi.sound(self, CHAN_VOICE, sound_attack1, 1, ATTN_NORM, 0);
    self->s.sound = gi.soundindex("boss3/w_loop.wav");
    self->monsterinfo.currentmove = &jorg_move_start_attack1;
  } else {
    gi.sound(self, CHAN_VOICE, sound_attack2, 1, ATTN_NORM, 0);
    self->monsterinfo.currentmove = &jorg_move_attack2;
  }
}

void jorg_dead(edict_t *self) {
#if 0
	edict_t	*tempent;
	/*
	VectorSet (self->mins, -16, -16, -24);
	VectorSet (self->maxs, 16, 16, -8);
	*/

	// Jorg is on modelindex2. Do not clear him.
	VectorSet (self->mins, -60, -60, 0);
	VectorSet (self->maxs, 60, 60, 72);
	self->movetype = MOVETYPE_TOSS;
	self->nextthink = 0;
	gi.linkentity (self);

	tempent = G_Spawn();
	VectorCopy (self->s.origin, tempent->s.origin);
	VectorCopy (self->s.angles, tempent->s.angles);
	tempent->killtarget = self->killtarget;
	tempent->target = self->target;
	tempent->activator = self->enemy;
	self->killtarget = 0;
	self->target = 0;
	SP_monster_makron (tempent);
#endif
}

void jorg_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) {
  gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
  self->deadflag = DEAD_DEAD;
  self->takedamage = DAMAGE_NO;
  self->s.sound = 0;
  self->count = 0;
  self->monsterinfo.currentmove = &jorg_move_death;
}

bool Jorg_CheckAttack(edict_t *self) {
  vec3_t spot1, spot2;
  vec3_t temp;
  float chance;
  trace_t tr;
  int enemy_range;
  float enemy_yaw;

  if(ent_read_health(self->enemy)->value > 0) {
    // see if any entities are in the way of the shot
    VectorCopy(self->s.origin, spot1);
    spot1[2] += self->viewheight;
    VectorCopy(self->enemy->s.origin, spot2);
    spot2[2] += self->enemy->viewheight;

    tr = gi.trace(self->s.cmodel_index, spot1, NULL, NULL, spot2, self,
                  CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_SLIME | CONTENTS_LAVA);

    // do we have a clear shot?
    if(tr.ent != self->enemy)
      return false;
  }

  // infront(self, self->enemy);
  enemy_range = range(self, self->enemy);
  VectorSubtract(self->enemy->s.origin, self->s.origin, temp);
  enemy_yaw = vectoyaw(temp);

  self->ideal_yaw = enemy_yaw;

  // melee attack
  if(enemy_range == RANGE_MELEE) {
    if(self->monsterinfo.melee)
      self->monsterinfo.attack_state = AS_MELEE;
    else
      self->monsterinfo.attack_state = AS_MISSILE;
    return true;
  }

  // missile attack
  if(!self->monsterinfo.attack)
    return false;

  if(level.time < self->monsterinfo.attack_finished)
    return false;

  if(enemy_range == RANGE_FAR)
    return false;

  if(self->monsterinfo.aiflags & AI_STAND_GROUND) {
    chance = 0.4;
  } else if(enemy_range == RANGE_MELEE) {
    chance = 0.8;
  } else if(enemy_range == RANGE_NEAR) {
    chance = 0.4;
  } else if(enemy_range == RANGE_MID) {
    chance = 0.2;
  } else {
    return false;
  }

  if(random() < chance) {
    self->monsterinfo.attack_state = AS_MISSILE;
    self->monsterinfo.attack_finished = level.time + 2 * random();
    return true;
  }

  if(self->flags & FL_FLY) {
    if(random() < 0.3)
      self->monsterinfo.attack_state = AS_SLIDING;
    else
      self->monsterinfo.attack_state = AS_STRAIGHT;
  }

  return false;
}

void MakronPrecache(void);

/*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
 */
void SP_monster_jorg(edict_t *self) {
  if(deathmatch->value) {
    G_FreeEdict(self);
    return;
  }

  sound_pain1 = gi.soundindex("boss3/bs3pain1.wav");
  sound_pain2 = gi.soundindex("boss3/bs3pain2.wav");
  sound_pain3 = gi.soundindex("boss3/bs3pain3.wav");
  sound_death = gi.soundindex("boss3/bs3deth1.wav");
  sound_attack1 = gi.soundindex("boss3/bs3atck1.wav");
  sound_attack2 = gi.soundindex("boss3/bs3atck2.wav");
  sound_search1 = gi.soundindex("boss3/bs3srch1.wav");
  sound_search2 = gi.soundindex("boss3/bs3srch2.wav");
  sound_search3 = gi.soundindex("boss3/bs3srch3.wav");
  sound_idle = gi.soundindex("boss3/bs3idle1.wav");
  sound_step_left = gi.soundindex("boss3/step1.wav");
  sound_step_right = gi.soundindex("boss3/step2.wav");
  sound_firegun = gi.soundindex("boss3/xfire.wav");
  sound_death_hit = gi.soundindex("boss3/d_hit.wav");

  MakronPrecache();

  self->movetype = MOVETYPE_STEP;
  self->solid = SOLID_BBOX;
  self->s.modelindex = gi.modelindex("models/monsters/boss3/rider/tris.md2");
  self->s.modelindex2 = gi.modelindex("models/monsters/boss3/jorg/tris.md2");
  VectorSet(self->mins, -80, -80, 0);
  VectorSet(self->maxs, 80, 80, 140);

  dv_set(ent_write_health(self), 3000);
  self->gib_health = -2000;
  self->mass = 1000;

  self->pain = jorg_pain;
  self->die = jorg_die;
  self->monsterinfo.stand = jorg_stand;
  self->monsterinfo.walk = jorg_walk;
  self->monsterinfo.run = jorg_run;
  self->monsterinfo.dodge = NULL;
  self->monsterinfo.attack = jorg_attack;
  self->monsterinfo.search = jorg_search;
  self->monsterinfo.melee = NULL;
  self->monsterinfo.sight = NULL;
  self->monsterinfo.checkattack = Jorg_CheckAttack;
  gi.linkentity(self);

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

  walkmonster_start(self);
}