/*
 * 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 "../../header/local.h"
#include "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;

void
mutant_step(edict_t *self)
{
	int n;

	if (!self)
	{
		return;
	}

	n = (randk() + 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 /* unused */)
{
	if (!self)
	{
		return;
	}

	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)
{
	if (!self)
	{
		return;
	}

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

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)
{
	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &mutant_move_stand;
}

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

	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)
{
	if (!self)
	{
		return;
	}

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

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)
{
	if (!self)
	{
		return;
	}

	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)
{
	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &mutant_move_start_walk;
}

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)
	{
		return;
	}

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

void
mutant_hit_left(edict_t *self)
{
	vec3_t aim;

	if (!self)
	{
		return;
	}

	VectorSet(aim, MELEE_DISTANCE, self->mins[0], 8);

	if (fire_hit(self, aim, (10 + (randk() % 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;

	if (!self)
	{
		return;
	}

	VectorSet(aim, MELEE_DISTANCE, self->maxs[0], 8);

	if (fire_hit(self, aim, (10 + (randk() % 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)
	{
		return;
	}

	if (!self->enemy || !self->enemy->inuse || (self->enemy->health <= 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)
{
	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &mutant_move_attack;
}

void
mutant_jump_touch(edict_t *self, edict_t *other,
		cplane_t *plane /* unused */, csurface_t *surf /* unused */)
{
	if (!self)
	{
		return;
	}

	if (self->health <= 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;

	if (!self)
	{
		return;
	}

	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)
	{
		return;
	}

	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)
{
	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &mutant_move_jump;
}

qboolean
mutant_check_melee(edict_t *self)
{
	if (!self)
	{
		return false;
	}

	if (range(self, self->enemy) == RANGE_MELEE)
	{
		return true;
	}

	return false;
}

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

	if (!self)
	{
		return false;
	}

	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;
}

qboolean
mutant_checkattack(edict_t *self)
{
	if (!self)
	{
		return false;
	}

	if (!self->enemy || (self->enemy->health <= 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;
		return true;
	}

	return false;
}

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 /* unused */,
		float kick /* unused */, int damage /* unused */)
{
	float r;

	if (self->health < (self->max_health / 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;
	}
}

void
mutant_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;
	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 /* unused */,
		edict_t *attacker /* unused */, int damage,
		vec3_t point /* unused */)
{
	int n;

	if (!self)
	{
		return;
	}

	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;
	}

	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;
	}
}

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

	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);

	self->health = 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);
}
