/*
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.

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

boss2

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

#include "../g_local.h"
#include "m_boss2.h"

void BossExplode(edict_t *self);

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

static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_death;
static int sound_search1;

void boss2_search(edict_t *self) {
  if(random() < 0.5)
    gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NONE, 0);
}

void boss2_run(edict_t *self);
void boss2_stand(edict_t *self);
void boss2_dead(edict_t *self);
void boss2_attack(edict_t *self);
void boss2_attack_mg(edict_t *self);
void boss2_reattack_mg(edict_t *self);
void boss2_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point);

void Boss2Rocket(edict_t *self) {
  vec3_t forward, right;
  vec3_t start;
  vec3_t dir;
  vec3_t vec;

  AngleVectors(self->s.angles, forward, right, NULL);

  // 1
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_1], forward, right, start);
  VectorCopy(self->enemy->s.origin, vec);
  vec[2] += self->enemy->viewheight;
  VectorSubtract(vec, start, dir);
  VectorNormalize(dir);
  monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_1);

  // 2
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_2], forward, right, start);
  VectorCopy(self->enemy->s.origin, vec);
  vec[2] += self->enemy->viewheight;
  VectorSubtract(vec, start, dir);
  VectorNormalize(dir);
  monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_2);

  // 3
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_3], forward, right, start);
  VectorCopy(self->enemy->s.origin, vec);
  vec[2] += self->enemy->viewheight;
  VectorSubtract(vec, start, dir);
  VectorNormalize(dir);
  monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_3);

  // 4
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_BOSS2_ROCKET_4], forward, right, start);
  VectorCopy(self->enemy->s.origin, vec);
  vec[2] += self->enemy->viewheight;
  VectorSubtract(vec, start, dir);
  VectorNormalize(dir);
  monster_fire_rocket(self, start, dir, 50, 500, MZ2_BOSS2_ROCKET_4);
}

void boss2_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_BOSS2_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_BOSS2_MACHINEGUN_R1);
}

void boss2_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_BOSS2_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_BOSS2_MACHINEGUN_L1);
}

void Boss2MachineGun(edict_t *self) {
  /*	vec3_t	forward, right;
    vec3_t	start;
    vec3_t	dir;
    vec3_t	vec;
    int		flash_number;

    AngleVectors (self->s.angles, forward, right, NULL);

    flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self->s.frame - FRAME_attack10);
    G_ProjectSource (self->s.origin, monster_flash_offset[flash_number], forward, right, start);

    VectorCopy (self->enemy->s.origin, vec);
    vec[2] += self->enemy->viewheight;
    VectorSubtract (vec, start, dir);
    VectorNormalize (dir);
    monster_fire_bullet (self, start, dir, 3, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
  */
  boss2_firebullet_left(self);
  boss2_firebullet_right(self);
}

mframe_t boss2_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}};
mmove_t boss2_move_stand = {FRAME_stand30, FRAME_stand50, boss2_frames_stand, NULL};

mframe_t boss2_frames_fidget[] = {
    {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 boss2_move_fidget = {FRAME_stand1, FRAME_stand30, boss2_frames_fidget, NULL};

mframe_t boss2_frames_walk[] = {{ai_walk, 8, NULL}, {ai_walk, 8, NULL}, {ai_walk, 8, NULL}, {ai_walk, 8, NULL},
                                {ai_walk, 8, NULL}, {ai_walk, 8, NULL}, {ai_walk, 8, NULL}, {ai_walk, 8, NULL},
                                {ai_walk, 8, NULL}, {ai_walk, 8, NULL}, {ai_walk, 8, NULL}, {ai_walk, 8, NULL},
                                {ai_walk, 8, NULL}, {ai_walk, 8, NULL}, {ai_walk, 8, NULL}, {ai_walk, 8, NULL},
                                {ai_walk, 8, NULL}, {ai_walk, 8, NULL}, {ai_walk, 8, NULL}, {ai_walk, 8, NULL}};
mmove_t boss2_move_walk = {FRAME_walk1, FRAME_walk20, boss2_frames_walk, NULL};

mframe_t boss2_frames_run[] = {{ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL},
                               {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL},
                               {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL},
                               {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}, {ai_run, 8, NULL}};
mmove_t boss2_move_run = {FRAME_walk1, FRAME_walk20, boss2_frames_run, NULL};

mframe_t boss2_frames_attack_pre_mg[] = {{ai_charge, 1, NULL}, {ai_charge, 1, NULL}, {ai_charge, 1, NULL},
                                         {ai_charge, 1, NULL}, {ai_charge, 1, NULL}, {ai_charge, 1, NULL},
                                         {ai_charge, 1, NULL}, {ai_charge, 1, NULL}, {ai_charge, 1, boss2_attack_mg}};
mmove_t boss2_move_attack_pre_mg = {FRAME_attack1, FRAME_attack9, boss2_frames_attack_pre_mg, NULL};

// Loop this
mframe_t boss2_frames_attack_mg[] = {{ai_charge, 1, Boss2MachineGun}, {ai_charge, 1, Boss2MachineGun},
                                     {ai_charge, 1, Boss2MachineGun}, {ai_charge, 1, Boss2MachineGun},
                                     {ai_charge, 1, Boss2MachineGun}, {ai_charge, 1, boss2_reattack_mg}};
mmove_t boss2_move_attack_mg = {FRAME_attack10, FRAME_attack15, boss2_frames_attack_mg, NULL};

mframe_t boss2_frames_attack_post_mg[] = {{ai_charge, 1, NULL}, {ai_charge, 1, NULL},
                                          {ai_charge, 1, NULL}, {ai_charge, 1, NULL}};
mmove_t boss2_move_attack_post_mg = {FRAME_attack16, FRAME_attack19, boss2_frames_attack_post_mg, boss2_run};

mframe_t boss2_frames_attack_rocket[] = {
    {ai_charge, 1, NULL}, {ai_charge, 1, NULL}, {ai_charge, 1,   NULL},        {ai_charge, 1, NULL}, {ai_charge, 1, NULL},
    {ai_charge, 1, NULL}, {ai_charge, 1, NULL}, {ai_charge, 1,   NULL},        {ai_charge, 1, NULL}, {ai_charge, 1, NULL},
    {ai_charge, 1, NULL}, {ai_charge, 1, NULL}, {ai_move,   -20, Boss2Rocket}, {ai_charge, 1, NULL}, {ai_charge, 1, NULL},
    {ai_charge, 1, NULL}, {ai_charge, 1, NULL}, {ai_charge, 1,   NULL},        {ai_charge, 1, NULL}, {ai_charge, 1, NULL},
    {ai_charge, 1, NULL}};
mmove_t boss2_move_attack_rocket = {FRAME_attack20, FRAME_attack40, boss2_frames_attack_rocket, boss2_run};

mframe_t boss2_frames_pain_heavy[] = {
    {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 boss2_move_pain_heavy = {FRAME_pain2, FRAME_pain19, boss2_frames_pain_heavy, boss2_run};

mframe_t boss2_frames_pain_light[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t boss2_move_pain_light = {FRAME_pain20, FRAME_pain23, boss2_frames_pain_light, boss2_run};

mframe_t boss2_frames_death[] = {
    {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}, {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, BossExplode}};
mmove_t boss2_move_death = {FRAME_death2, FRAME_death50, boss2_frames_death, boss2_dead};

void boss2_stand(edict_t *self) { self->monsterinfo.currentmove = &boss2_move_stand; }

void boss2_run(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &boss2_move_stand;
  else
    self->monsterinfo.currentmove = &boss2_move_run;
}

void boss2_walk(edict_t *self) { self->monsterinfo.currentmove = &boss2_move_walk; }

void boss2_attack(edict_t *self) {
  vec3_t vec;
  float range;

  VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
  range = VectorLength(vec);

  if(range <= 125) {
    self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
  } else {
    if(random() <= 0.6)
      self->monsterinfo.currentmove = &boss2_move_attack_pre_mg;
    else
      self->monsterinfo.currentmove = &boss2_move_attack_rocket;
  }
}

void boss2_attack_mg(edict_t *self) { self->monsterinfo.currentmove = &boss2_move_attack_mg; }

void boss2_reattack_mg(edict_t *self) {
  if(infront(self, self->enemy))
    if(random() <= 0.7)
      self->monsterinfo.currentmove = &boss2_move_attack_mg;
    else
      self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
  else
    self->monsterinfo.currentmove = &boss2_move_attack_post_mg;
}

void boss2_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;
  // American wanted these at no attenuation
  if(damage < 10) {
    gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
    self->monsterinfo.currentmove = &boss2_move_pain_light;
  } else if(damage < 30) {
    gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);
    self->monsterinfo.currentmove = &boss2_move_pain_light;
  } else {
    gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
    self->monsterinfo.currentmove = &boss2_move_pain_heavy;
  }
}

void boss2_dead(edict_t *self) {
  VectorSet(self->mins, -56, -56, 0);
  VectorSet(self->maxs, 56, 56, 80);
  self->movetype = MOVETYPE_TOSS;
  self->svflags |= SVF_DEADMONSTER;
  self->nextthink = 0;
  gi.linkentity(self);
}

void boss2_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) {
  gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
  self->deadflag = DEAD_DEAD;
  self->takedamage = DAMAGE_NO;
  self->count = 0;
  self->monsterinfo.currentmove = &boss2_move_death;
#if 0
	int		n;

	self->s.sound = 0;
	// check for gib
	if (self->health <= 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;

	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;
	self->monsterinfo.currentmove = &boss2_move_death;
#endif
}

bool Boss2_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 = 0.8;
  } else if(enemy_range == RANGE_MID) {
    chance = 0.8;
  } 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;
}

/*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
 */
void SP_monster_boss2(edict_t *self) {
  if(deathmatch->value) {
    G_FreeEdict(self);
    return;
  }

  sound_pain1 = gi.soundindex("bosshovr/bhvpain1.wav");
  sound_pain2 = gi.soundindex("bosshovr/bhvpain2.wav");
  sound_pain3 = gi.soundindex("bosshovr/bhvpain3.wav");
  sound_death = gi.soundindex("bosshovr/bhvdeth1.wav");
  sound_search1 = gi.soundindex("bosshovr/bhvunqv1.wav");

  self->s.sound = gi.soundindex("bosshovr/bhvengn1.wav");

  self->movetype = MOVETYPE_STEP;
  self->solid = SOLID_BBOX;
  self->s.modelindex = gi.modelindex("models/monsters/boss2/tris.md2");
  VectorSet(self->mins, -56, -56, 0);
  VectorSet(self->maxs, 56, 56, 80);

  dv_set(ent_write_health(self), 2000);

  self->gib_health = -200;
  self->mass = 1000;

  self->flags |= FL_IMMUNE_LASER;

  self->pain = boss2_pain;
  self->die = boss2_die;

  self->monsterinfo.stand = boss2_stand;
  self->monsterinfo.walk = boss2_walk;
  self->monsterinfo.run = boss2_run;
  self->monsterinfo.attack = boss2_attack;
  self->monsterinfo.search = boss2_search;
  self->monsterinfo.checkattack = Boss2_CheckAttack;
  gi.linkentity(self);

  self->monsterinfo.currentmove = &boss2_move_stand;
  self->monsterinfo.scale = MODEL_SCALE;

  flymonster_start(self);
}