/*
 * 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.
 *
 * =======================================================================
 *
 * Baracuda Shark.
 *
 * =======================================================================
 */

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

#define FLIPPER_RUN_SPEED 24

static int sound_chomp;
static int sound_attack;
static int sound_pain1;
static int sound_pain2;
static int sound_death;
static int sound_idle;
static int sound_search;
static int sound_sight;

void flipper_stand(edict_t *self);

static mframe_t flipper_frames_stand[] = {
	{ai_stand, 0, NULL}
};

mmove_t flipper_move_stand =
{
	FRAME_flphor01,
	FRAME_flphor01,
	flipper_frames_stand,
	NULL
};

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

	self->monsterinfo.currentmove = &flipper_move_stand;
}

static mframe_t flipper_frames_run[] = {
	{ai_run, FLIPPER_RUN_SPEED, NULL},  /* 6 */
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},  /* 10 */

	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},  /* 20 */

	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL},
	{ai_run, FLIPPER_RUN_SPEED, NULL} /* 29 */
};

mmove_t flipper_move_run_loop =
{
	FRAME_flpver06,
   	FRAME_flpver29,
   	flipper_frames_run,
   	NULL
};

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

	self->monsterinfo.currentmove = &flipper_move_run_loop;
}

static mframe_t flipper_frames_run_start[] = {
	{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 flipper_move_run_start =
{
	FRAME_flpver01,
   	FRAME_flpver06,
	flipper_frames_run_start,
   	flipper_run_loop
};

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

	self->monsterinfo.currentmove = &flipper_move_run_start;
}

/* Standard Swimming */
static mframe_t flipper_frames_walk[] = {
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL}
};

mmove_t flipper_move_walk =
{
	FRAME_flphor01,
	FRAME_flphor24,
	flipper_frames_walk,
	NULL
};

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

	self->monsterinfo.currentmove = &flipper_move_walk;
}

static mframe_t flipper_frames_start_run[] = {
	{ai_run, 8, NULL},
	{ai_run, 8, NULL},
	{ai_run, 8, NULL},
	{ai_run, 8, NULL},
	{ai_run, 8, flipper_run}
};

mmove_t flipper_move_start_run =
{
	FRAME_flphor01,
   	FRAME_flphor05,
   	flipper_frames_start_run,
   	NULL
};

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

	self->monsterinfo.currentmove = &flipper_move_start_run;
}

static mframe_t flipper_frames_pain2[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t flipper_move_pain2 =
{
	FRAME_flppn101,
   	FRAME_flppn105,
   	flipper_frames_pain2,
   	flipper_run
};

static mframe_t flipper_frames_pain1[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};
mmove_t flipper_move_pain1 =
{
	FRAME_flppn201,
   	FRAME_flppn205,
	flipper_frames_pain1,
	flipper_run
};

void
flipper_bite(edict_t *self)
{
	vec3_t aim;

	if (!self)
	{
		return;
	}

	VectorSet(aim, MELEE_DISTANCE, 0, 0);
	fire_hit(self, aim, 5, 0);
}

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

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

static mframe_t flipper_frames_attack[] = {
	{ai_charge, 0, flipper_preattack},
	{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},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, flipper_bite},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, flipper_bite},
	{ai_charge, 0, NULL}
};

mmove_t flipper_move_attack =
{
	FRAME_flpbit01,
	FRAME_flpbit20,
	flipper_frames_attack,
	flipper_run
};

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

	self->monsterinfo.currentmove = &flipper_move_attack;
}

void
flipper_pain(edict_t *self, edict_t *other /* unused */,
		float kick /* unused */, int damage)
{
	int n;

	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 */
	}

	n = (randk() + 1) % 2;

	if (n == 0)
	{
		gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
		self->monsterinfo.currentmove = &flipper_move_pain1;
	}
	else
	{
		gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
		self->monsterinfo.currentmove = &flipper_move_pain2;
	}
}

void
flipper_dead(edict_t *self)
{
	vec3_t p;
	trace_t tr;

	if (!self)
	{
		return;
	}

	/* original dead bbox was wrong - and make sure the bbox adjustment stays in solidity */

	p[0] = self->s.origin[0];
	p[1] = self->s.origin[1];
	p[2] = self->s.origin[2] - 8;

	tr = gi.trace(self->s.origin, self->mins, self->maxs, p, self, self->clipmask);

	self->mins[2] = tr.endpos[2] - self->s.origin[2];

	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity(self);
}

static mframe_t flipper_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, 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 flipper_move_death =
{
	FRAME_flpdth01,
	FRAME_flpdth56,
	flipper_frames_death,
	flipper_dead
};

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

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

void
flipper_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 < 2; n++)
		{
			ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2",
					damage, GIB_ORGANIC);
		}

		ThrowHead(self, "models/objects/gibs/sm_meat/tris.md2",
				damage, GIB_ORGANIC);
		self->deadflag = DEAD_DEAD;
		return;
	}

	if (self->deadflag == DEAD_DEAD)
	{
		return;
	}

	/* regular death */
	gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;
	self->monsterinfo.currentmove = &flipper_move_death;
}

/*
 * QUAKED monster_flipper (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
 */
void
SP_monster_flipper(edict_t *self)
{
	if (!self)
	{
		return;
	}

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

	sound_pain1 = gi.soundindex("flipper/flppain1.wav");
	sound_pain2 = gi.soundindex("flipper/flppain2.wav");
	sound_death = gi.soundindex("flipper/flpdeth1.wav");
	sound_chomp = gi.soundindex("flipper/flpatck1.wav");
	sound_attack = gi.soundindex("flipper/flpatck2.wav");
	sound_idle = gi.soundindex("flipper/flpidle1.wav");
	sound_search = gi.soundindex("flipper/flpsrch1.wav");
	sound_sight = gi.soundindex("flipper/flpsght1.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex("models/monsters/flipper/tris.md2");
	VectorSet(self->mins, -16, -16, 0);
	VectorSet(self->maxs, 16, 16, 32);

	self->health = 50;
	self->gib_health = -30;
	self->mass = 100;

	self->pain = flipper_pain;
	self->die = flipper_die;

	self->monsterinfo.stand = flipper_stand;
	self->monsterinfo.walk = flipper_walk;
	self->monsterinfo.run = flipper_start_run;
	self->monsterinfo.melee = flipper_melee;
	self->monsterinfo.sight = flipper_sight;

	gi.linkentity(self);

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

	swimmonster_start(self);
}
