/*
 * 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.
 *
 * =======================================================================
 *
 * Gladiator.
 *
 * =======================================================================
 */

#include "../../header/local.h"
#include "gladiator.h"

static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_gun;
static int sound_cleaver_swing;
static int sound_cleaver_hit;
static int sound_cleaver_miss;
static int sound_idle;
static int sound_search;
static int sound_sight;

static int  sound_step;
static int  sound_step2;

void
gladiator_footstep(edict_t *self)
{
	if (!g_monsterfootsteps->value)
		return;

	// Lazy loading for savegame compatibility.
	if (sound_step == 0 || sound_step2 == 0)
	{
		sound_step = gi.soundindex("gladiator/step1.wav");
		sound_step2 = gi.soundindex("gladiator/step2.wav");
	}

	if (randk() % 2 == 0)
	{
		gi.sound(self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0);
	}
	else
	{
		gi.sound(self, CHAN_BODY, sound_step2, 1, ATTN_NORM, 0);
	}
}


void
gladiator_idle(edict_t *self)
{
	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}

void
gladiator_sight(edict_t *self, edict_t *other /* unused */)
{
	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}

void
gladiator_search(edict_t *self)
{
	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}

void
gladiator_cleaver_swing(edict_t *self)
{
	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0);
}

static mframe_t gladiator_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}
};
mmove_t gladiator_move_stand =
{
	FRAME_stand1,
	FRAME_stand7,
	gladiator_frames_stand,
	NULL
};

void
gladiator_stand(edict_t *self)
{
	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &gladiator_move_stand;
}

static mframe_t gladiator_frames_walk[] = {
	{ai_walk, 15, NULL},
	{ai_walk, 7, NULL},
	{ai_walk, 6, NULL},
	{ai_walk, 5, NULL},
	{ai_walk, 2, gladiator_footstep},
	{ai_walk, 0, NULL},
	{ai_walk, 2, NULL},
	{ai_walk, 8, NULL},
	{ai_walk, 12, NULL},
	{ai_walk, 8, NULL},
	{ai_walk, 5, NULL},
	{ai_walk, 5, NULL},
	{ai_walk, 2, gladiator_footstep},
	{ai_walk, 2, NULL},
	{ai_walk, 1, NULL},
	{ai_walk, 8, NULL}
};

mmove_t gladiator_move_walk =
{
	FRAME_walk1,
	FRAME_walk16,
	gladiator_frames_walk,
	NULL
};

void
gladiator_walk(edict_t *self)
{
	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &gladiator_move_walk;
}

static mframe_t gladiator_frames_run[] = {
	{ai_run, 23, NULL},
	{ai_run, 14, NULL},
	{ai_run, 14, gladiator_footstep},
	{ai_run, 21, NULL},
	{ai_run, 12, NULL},
	{ai_run, 13, gladiator_footstep}
};

mmove_t gladiator_move_run =
{
	FRAME_run1,
	FRAME_run6,
	gladiator_frames_run,
	NULL
};

void
gladiator_run(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		self->monsterinfo.currentmove = &gladiator_move_stand;
	}
	else
	{
		self->monsterinfo.currentmove = &gladiator_move_run;
	}
}

void
GaldiatorMelee(edict_t *self)
{
	vec3_t aim;

	if (!self)
	{
		return;
	}

	VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);

	if (fire_hit(self, aim, (20 + (randk() % 5)), 300))
	{
		gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0);
	}
	else
	{
		gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0);
	}
}

static mframe_t gladiator_frames_attack_melee[] = {
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, gladiator_cleaver_swing},
	{ai_charge, 0, NULL},
	{ai_charge, 0, GaldiatorMelee},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, gladiator_cleaver_swing},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, GaldiatorMelee},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL}
};

mmove_t gladiator_move_attack_melee =
{
	FRAME_melee1,
	FRAME_melee17,
	gladiator_frames_attack_melee,
	gladiator_run
};

void
gladiator_melee(edict_t *self)
{
	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &gladiator_move_attack_melee;
}

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

	if (!self)
	{
		return;
	}

	AngleVectors(self->s.angles, forward, right, NULL);
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_GLADIATOR_RAILGUN_1],
			forward, right, start);

	/* calc direction to where we targted */
	VectorSubtract(self->pos1, start, dir);
	VectorNormalize(dir);

	monster_fire_railgun(self, start, dir, 50, 100, MZ2_GLADIATOR_RAILGUN_1);
}

static mframe_t gladiator_frames_attack_gun[] = {
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, GladiatorGun},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL}
};

mmove_t gladiator_move_attack_gun =
{
	FRAME_attack1,
	FRAME_attack9,
	gladiator_frames_attack_gun,
	gladiator_run
};

void
gladiator_attack(edict_t *self)
{
	float range;
	vec3_t v;

	if (!self)
	{
		return;
	}

	/* a small safe zone
	   but not for stand-ground ones since players can
	   abuse it by standing still inside this range
	*/
	if (!(self->monsterinfo.aiflags & AI_STAND_GROUND))
	{
		VectorSubtract(self->s.origin, self->enemy->s.origin, v);
		range = VectorLength(v);

		if (range <= (MELEE_DISTANCE + 32))
		{
			return;
		}
	}

	/* charge up the railgun */
	gi.sound(self, CHAN_WEAPON, sound_gun, 1, ATTN_NORM, 0);
	VectorCopy(self->enemy->s.origin, self->pos1); /* save for aiming the shot */
	self->pos1[2] += self->enemy->viewheight;
	self->monsterinfo.currentmove = &gladiator_move_attack_gun;
}

static mframe_t gladiator_frames_pain[] = {
	{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 gladiator_move_pain =
{
	FRAME_pain1,
	FRAME_pain6,
	gladiator_frames_pain,
	gladiator_run
};

static mframe_t gladiator_frames_pain_air[] = {
	{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 gladiator_move_pain_air =
{
	FRAME_painup1,
	FRAME_painup7,
	gladiator_frames_pain_air,
	gladiator_run
};

void
gladiator_pain(edict_t *self, edict_t *other /* unused */,
		float kick /* unused */, int damage)
{
	if (!self)
	{
		return;
	}

	if (self->health < (self->max_health / 2))
	{
		self->s.skinnum = 1;
	}

	if (level.time < self->pain_debounce_time)
	{
		if ((self->velocity[2] > 100) &&
			(self->monsterinfo.currentmove == &gladiator_move_pain))
		{
			self->monsterinfo.currentmove = &gladiator_move_pain_air;
		}

		return;
	}

	self->pain_debounce_time = level.time + 3;

	if (random() < 0.5)
	{
		gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
	}
	else
	{
		gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
	}

	if (skill->value == SKILL_HARDPLUS)
	{
		return; /* no pain anims in nightmare */
	}

	if (self->velocity[2] > 100)
	{
		self->monsterinfo.currentmove = &gladiator_move_pain_air;
	}
	else
	{
		self->monsterinfo.currentmove = &gladiator_move_pain;
	}
}

void
gladiator_dead(edict_t *self)
{
	if (!self)
	{
		return;
	}

	VectorSet(self->mins, -16, -16, -24);
	VectorSet(self->maxs, 16, 16, -8);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity(self);
}

static mframe_t gladiator_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}
};

mmove_t gladiator_move_death =
{
	FRAME_death1,
	FRAME_death22,
	gladiator_frames_death,
	gladiator_dead
};

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

	if (!self)
	{
		return;
	}

	/* 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;
	}

	/* regular death */
	gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;

	self->monsterinfo.currentmove = &gladiator_move_death;
}

/*
 * QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight
 */
void
SP_monster_gladiator(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (deathmatch->value)
	{
		G_FreeEdict(self);
		return;
	}

	// Force recaching at next footstep to ensure
	// that the sound indices are correct.
	sound_step = 0;
	sound_step2 = 0;

	sound_pain1 = gi.soundindex("gladiator/pain.wav");
	sound_pain2 = gi.soundindex("gladiator/gldpain2.wav");
	sound_die = gi.soundindex("gladiator/glddeth2.wav");
	sound_gun = gi.soundindex("gladiator/railgun.wav");
	sound_cleaver_swing = gi.soundindex("gladiator/melee1.wav");
	sound_cleaver_hit = gi.soundindex("gladiator/melee2.wav");
	sound_cleaver_miss = gi.soundindex("gladiator/melee3.wav");
	sound_idle = gi.soundindex("gladiator/gldidle1.wav");
	sound_search = gi.soundindex("gladiator/gldsrch1.wav");
	sound_sight = gi.soundindex("gladiator/sight.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex("models/monsters/gladiatr/tris.md2");
	VectorSet(self->mins, -32, -32, -24);
	VectorSet(self->maxs, 32, 32, 64);

	self->health = 400;
	self->gib_health = -175;
	self->mass = 400;

	self->pain = gladiator_pain;
	self->die = gladiator_die;

	self->monsterinfo.stand = gladiator_stand;
	self->monsterinfo.walk = gladiator_walk;
	self->monsterinfo.run = gladiator_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = gladiator_attack;
	self->monsterinfo.melee = gladiator_melee;
	self->monsterinfo.sight = gladiator_sight;
	self->monsterinfo.idle = gladiator_idle;
	self->monsterinfo.search = gladiator_search;

	gi.linkentity(self);
	self->monsterinfo.currentmove = &gladiator_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	walkmonster_start(self);
}
