/*
 * 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.
 *
 * =======================================================================
 *
 * Infantry.
 *
 * =======================================================================
 */

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

void InfantryMachineGun(edict_t *self);

static int sound_pain1;
static int sound_pain2;
static int sound_die1;
static int sound_die2;

static int sound_gunshot;
static int sound_weapon_cock;
static int sound_punch_swing;
static int sound_punch_hit;
static int sound_sight;
static int sound_search;
static int sound_idle;

static int  sound_step;
static int  sound_step2;

void
infantry_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("infantry/step1.wav");
		sound_step2 = gi.soundindex("infantry/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);
	}
}


static mframe_t infantry_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},
	{ai_stand, 0, NULL}
};

mmove_t infantry_move_stand =
{
	FRAME_stand50,
	FRAME_stand71,
   	infantry_frames_stand,
   	NULL
};

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

	self->monsterinfo.currentmove = &infantry_move_stand;
}

static mframe_t infantry_frames_fidget[] = {
	{ai_stand, 1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 3, NULL},
	{ai_stand, 6, NULL},
	{ai_stand, 3, infantry_footstep},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, -2, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, -3, NULL},
	{ai_stand, -2, NULL},
	{ai_stand, -3, NULL},
	{ai_stand, -3, infantry_footstep},
	{ai_stand, -2, NULL}
};

mmove_t infantry_move_fidget =
{
	FRAME_stand01,
	FRAME_stand49,
	infantry_frames_fidget,
	infantry_stand
};

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

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

static mframe_t infantry_frames_walk[] = {
	{ai_walk, 5, infantry_footstep},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 5, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 5, NULL},
	{ai_walk, 6, infantry_footstep},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 5, NULL}
};

mmove_t infantry_move_walk =
{
	FRAME_walk03,
	FRAME_walk14,
	infantry_frames_walk,
   	NULL
};

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

	self->monsterinfo.currentmove = &infantry_move_walk;
}

static mframe_t infantry_frames_run[] = {
	{ai_run, 10, NULL},
	{ai_run, 20, infantry_footstep},
	{ai_run, 5, NULL},
	{ai_run, 7, NULL},
	{ai_run, 30, NULL},
	{ai_run, 35, infantry_footstep},
	{ai_run, 2, NULL},
	{ai_run, 6, NULL}
};

mmove_t infantry_move_run =
{
	FRAME_run01,
	FRAME_run08,
	infantry_frames_run,
   	NULL
};

void
infantry_run(edict_t *self)
{
	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		self->monsterinfo.currentmove = &infantry_move_stand;
	}
	else
	{
		self->monsterinfo.currentmove = &infantry_move_run;
	}
}

static mframe_t infantry_frames_pain1[] = {
	{ai_move, -3, NULL},
	{ai_move, -2, NULL},
	{ai_move, -1, NULL},
	{ai_move, -2, NULL},
	{ai_move, -1, infantry_footstep},
	{ai_move, 1, NULL},
	{ai_move, -1, NULL},
	{ai_move, 1, NULL},
	{ai_move, 6, NULL},
	{ai_move, 2, infantry_footstep}
};

mmove_t infantry_move_pain1 =
{
	FRAME_pain101,
   	FRAME_pain110,
   	infantry_frames_pain1,
   	infantry_run
};

static mframe_t infantry_frames_pain2[] = {
	{ai_move, -3, NULL},
	{ai_move, -3, NULL},
	{ai_move, 0, NULL},
	{ai_move, -1, NULL},
	{ai_move, -2, infantry_footstep},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 2, NULL},
	{ai_move, 5, NULL},
	{ai_move, 2, infantry_footstep}
};

mmove_t infantry_move_pain2 =
{
	FRAME_pain201,
	FRAME_pain210,
	infantry_frames_pain2,
	infantry_run
};

void
infantry_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)
	{
		return;
	}

	self->pain_debounce_time = level.time + 3;

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

	if (randk() % 2 == 0)
	{
		self->monsterinfo.currentmove = &infantry_move_pain1;
		gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
	}
	else
	{
		self->monsterinfo.currentmove = &infantry_move_pain2;
		gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
	}
}

vec3_t aimangles[] = {
	{0.0, 5.0, 0.0},
	{10.0, 15.0, 0.0},
	{20.0, 25.0, 0.0},
	{25.0, 35.0, 0.0},
	{30.0, 40.0, 0.0},
	{30.0, 45.0, 0.0},
	{25.0, 50.0, 0.0},
	{20.0, 40.0, 0.0},
	{15.0, 35.0, 0.0},
	{40.0, 35.0, 0.0},
	{70.0, 35.0, 0.0},
	{90.0, 35.0, 0.0}
};

void
InfantryMachineGun(edict_t *self)
{
	vec3_t start, target;
	vec3_t forward, right;
	vec3_t vec;
	int flash_number;

	if (!self)
	{
		return;
	}

	if (self->s.frame == FRAME_attak111)
	{
		flash_number = MZ2_INFANTRY_MACHINEGUN_1;
		AngleVectors(self->s.angles, forward, right, NULL);
		G_ProjectSource(self->s.origin, monster_flash_offset[flash_number],
				forward, right, start);

		if (self->enemy)
		{
			VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);
			target[2] += self->enemy->viewheight;
			VectorSubtract(target, start, forward);
			VectorNormalize(forward);
		}
		else
		{
			AngleVectors(self->s.angles, forward, right, NULL);
		}
	}
	else
	{
		flash_number = MZ2_INFANTRY_MACHINEGUN_2 +
					   (self->s.frame - FRAME_death211);

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

		VectorSubtract(self->s.angles, aimangles[flash_number - MZ2_INFANTRY_MACHINEGUN_2], vec);
		AngleVectors(vec, forward, NULL, NULL);
	}

	monster_fire_bullet(self, start, forward, 3, 4,
			DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
			flash_number);
}

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

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

void
infantry_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);
}

static mframe_t infantry_frames_death1[] = {
	{ai_move, -4, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, -1, NULL},
	{ai_move, -4, infantry_footstep},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, -1, infantry_footstep},
	{ai_move, 3, NULL},
	{ai_move, 1, NULL},
	{ai_move, 1, NULL},
	{ai_move, -2, NULL},
	{ai_move, 2, NULL},
	{ai_move, 2, NULL},
	{ai_move, 9, NULL},
	{ai_move, 9, NULL},
	{ai_move, 5, NULL},
	{ai_move, -3, NULL},
	{ai_move, -3, NULL}
};

mmove_t infantry_move_death1 =
{
	FRAME_death101,
	FRAME_death120,
	infantry_frames_death1,
	infantry_dead
};

/* Off with his head */
static mframe_t infantry_frames_death2[] = {
	{ai_move, 0, NULL},
	{ai_move, 1, NULL},
	{ai_move, 5, NULL},
	{ai_move, -1, NULL},
	{ai_move, 0, NULL},
	{ai_move, 1, infantry_footstep},
	{ai_move, 1, infantry_footstep},
	{ai_move, 4, NULL},
	{ai_move, 3, NULL},
	{ai_move, 0, NULL},
	{ai_move, -2, InfantryMachineGun},
	{ai_move, -2, InfantryMachineGun},
	{ai_move, -3, InfantryMachineGun},
	{ai_move, -1, InfantryMachineGun},
	{ai_move, -2, InfantryMachineGun},
	{ai_move, 0, InfantryMachineGun},
	{ai_move, 2, InfantryMachineGun},
	{ai_move, 2, InfantryMachineGun},
	{ai_move, 3, InfantryMachineGun},
	{ai_move, -10, InfantryMachineGun},
	{ai_move, -7, InfantryMachineGun},
	{ai_move, -8, InfantryMachineGun},
	{ai_move, -6, NULL},
	{ai_move, 4, NULL},
	{ai_move, 0, NULL}
};

mmove_t infantry_move_death2 =
{
	FRAME_death201,
	FRAME_death225,
   	infantry_frames_death2,
   	infantry_dead
};

static mframe_t infantry_frames_death3[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, -6, NULL},
	{ai_move, -11, NULL},
	{ai_move, -3, NULL},
	{ai_move, -11, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t infantry_move_death3 =
{
	FRAME_death301,
   	FRAME_death309,
   	infantry_frames_death3,
   	infantry_dead
};

void
infantry_die(edict_t *self, edict_t *inflictor /* unused */,
		edict_t *attacker /* unused */, int damage,
		vec3_t point /* unused */)
{
	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 */
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;
	self->s.skinnum = 1; /* switch to bloody skin */

	n = randk() % 3;

	if (n == 0)
	{
		self->monsterinfo.currentmove = &infantry_move_death1;
		gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
	}
	else if (n == 1)
	{
		self->monsterinfo.currentmove = &infantry_move_death2;
		gi.sound(self, CHAN_VOICE, sound_die1, 1, ATTN_NORM, 0);
	}
	else
	{
		self->monsterinfo.currentmove = &infantry_move_death3;
		gi.sound(self, CHAN_VOICE, sound_die2, 1, ATTN_NORM, 0);
	}
}

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

	if (self->monsterinfo.aiflags & AI_DUCKED)
	{
		return;
	}

	self->monsterinfo.aiflags |= AI_DUCKED;
	self->maxs[2] -= 32;
	self->takedamage = DAMAGE_YES;
	self->monsterinfo.pausetime = level.time + 1;
	gi.linkentity(self);
}

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

	if (level.time >= self->monsterinfo.pausetime)
	{
		self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
	}
	else
	{
		self->monsterinfo.aiflags |= AI_HOLD_FRAME;
	}
}

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

	self->monsterinfo.aiflags &= ~AI_DUCKED;
	self->maxs[2] += 32;
	self->takedamage = DAMAGE_AIM;
	gi.linkentity(self);
}

static mframe_t infantry_frames_duck[] = {
	{ai_move, -2, infantry_duck_down},
	{ai_move, -5, infantry_duck_hold},
	{ai_move, 3, NULL},
	{ai_move, 4, infantry_duck_up},
	{ai_move, 0, infantry_footstep}
};

mmove_t infantry_move_duck =
{
	FRAME_duck01,
	FRAME_duck05,
	infantry_frames_duck,
	infantry_run
};

void
infantry_dodge(edict_t *self, edict_t *attacker, float eta /* unused */)
{
	if (!self || !attacker)
	{
		return;
	}

	if (random() > 0.25)
	{
		return;
	}

	if (!self->enemy)
	{
		self->enemy = attacker;
		FoundTarget(self);
	}

	self->monsterinfo.currentmove = &infantry_move_duck;
}

void
infantry_cock_gun(edict_t *self)
{
	int n;

	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_WEAPON, sound_weapon_cock, 1, ATTN_NORM, 0);
	n = (randk() & 15) + 3 + 7;
	self->monsterinfo.pausetime = level.time + n * FRAMETIME;
}

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

	InfantryMachineGun(self);

	if (level.time >= self->monsterinfo.pausetime)
	{
		self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
	}
	else
	{
		self->monsterinfo.aiflags |= AI_HOLD_FRAME;
	}
}

static mframe_t infantry_frames_attack1[] = {
	{ai_charge, 4, NULL},
	{ai_charge, -1, NULL},
	{ai_charge, -1, NULL},
	{ai_charge, 0, infantry_cock_gun},
	{ai_charge, -1, NULL},
	{ai_charge, 1, NULL},
	{ai_charge, 1, NULL},
	{ai_charge, 2, NULL},
	{ai_charge, -2, NULL},
	{ai_charge, -3, NULL},
	{ai_charge, 1, infantry_fire},
	{ai_charge, 5, NULL},
	{ai_charge, -1, NULL},
	{ai_charge, -2, NULL},
	{ai_charge, -3, NULL}
};

mmove_t infantry_move_attack1 =
{
	FRAME_attak101,
   	FRAME_attak115,
	infantry_frames_attack1,
   	infantry_run
};

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

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

void
infantry_smack(edict_t *self)
{
	vec3_t aim;

	if (!self)
	{
		return;
	}

	VectorSet(aim, MELEE_DISTANCE, 0, 0);

	if (fire_hit(self, aim, (5 + (randk() % 5)), 50))
	{
		gi.sound(self, CHAN_WEAPON, sound_punch_hit, 1, ATTN_NORM, 0);
	}
}

static mframe_t infantry_frames_attack2[] = {
	{ai_charge, 3, NULL},
	{ai_charge, 6, NULL},
	{ai_charge, 0, infantry_swing},
	{ai_charge, 8, infantry_footstep},
	{ai_charge, 5, NULL},
	{ai_charge, 8, infantry_smack},
	{ai_charge, 6, NULL},
	{ai_charge, 3, NULL},
};

mmove_t infantry_move_attack2 =
{
	FRAME_attak201,
   	FRAME_attak208,
	infantry_frames_attack2,
	infantry_run
};

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

	if (range(self, self->enemy) == RANGE_MELEE)
	{
		self->monsterinfo.currentmove = &infantry_move_attack2;
	}
	else
	{
		self->monsterinfo.currentmove = &infantry_move_attack1;
	}
}

/*
 * QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
 */
void
SP_monster_infantry(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("infantry/infpain1.wav");
	sound_pain2 = gi.soundindex("infantry/infpain2.wav");
	sound_die1 = gi.soundindex("infantry/infdeth1.wav");
	sound_die2 = gi.soundindex("infantry/infdeth2.wav");

	sound_gunshot = gi.soundindex("infantry/infatck1.wav");
	sound_weapon_cock = gi.soundindex("infantry/infatck3.wav");
	sound_punch_swing = gi.soundindex("infantry/infatck2.wav");
	sound_punch_hit = gi.soundindex("infantry/melee2.wav");

	sound_sight = gi.soundindex("infantry/infsght1.wav");
	sound_search = gi.soundindex("infantry/infsrch1.wav");
	sound_idle = gi.soundindex("infantry/infidle1.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex("models/monsters/infantry/tris.md2");
	VectorSet(self->mins, -16, -16, -24);
	VectorSet(self->maxs, 16, 16, 32);

	self->health = 100;
	self->gib_health = -40;
	self->mass = 200;

	self->pain = infantry_pain;
	self->die = infantry_die;

	self->monsterinfo.stand = infantry_stand;
	self->monsterinfo.walk = infantry_walk;
	self->monsterinfo.run = infantry_run;
	self->monsterinfo.dodge = infantry_dodge;
	self->monsterinfo.attack = infantry_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = infantry_sight;
	self->monsterinfo.idle = infantry_fidget;

	gi.linkentity(self);

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

	walkmonster_start(self);
}
