// leave this line at the top of all AI_xxxx.cpp files for PCH reasons...
#include "g_headers.h"

	    
#include "b_local.h"
#include "g_functions.h"
#include "../cgame/cg_local.h"


#define	MIN_MELEE_RANGE		640
#define	MIN_MELEE_RANGE_SQR	( MIN_MELEE_RANGE * MIN_MELEE_RANGE )

#define MIN_DISTANCE		128
#define MIN_DISTANCE_SQR	( MIN_DISTANCE * MIN_DISTANCE )

#define TURN_OFF			0x00000100//G2SURFACEFLAG_NODESCENDANTS

#define LEFT_ARM_HEALTH 40
#define RIGHT_ARM_HEALTH 40

extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
/*
-------------------------
NPC_ATST_Precache
-------------------------
*/
void NPC_ATST_Precache(void)
{
	G_SoundIndex( "sound/chars/atst/atst_damaged1" );
	G_SoundIndex( "sound/chars/atst/atst_damaged2" );

	RegisterItem( FindItemForWeapon( WP_ATST_MAIN ));	//precache the weapon
	RegisterItem( FindItemForWeapon( WP_BOWCASTER ));	//precache the weapon
	RegisterItem( FindItemForWeapon( WP_ROCKET_LAUNCHER ));	//precache the weapon

	G_EffectIndex( "env/med_explode2" );
//	G_EffectIndex( "smaller_chunks" );
	G_EffectIndex( "blaster/smoke_bolton" );
	G_EffectIndex( "droidexplosion1" );
}

//-----------------------------------------------------------------
static void ATST_PlayEffect( gentity_t *self, const int boltID, const char *fx )
{
	if ( boltID >=0 && fx && fx[0] )
	{
		mdxaBone_t	boltMatrix;
		vec3_t		org, dir;

		gi.G2API_GetBoltMatrix( self->ghoul2, self->playerModel, 
					boltID,
					&boltMatrix, self->currentAngles, self->currentOrigin, (cg.time?cg.time:level.time),
					NULL, self->s.modelScale );

		gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, org );
		gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir );

		G_PlayEffect( fx, org, dir );
	}
}

/*
-------------------------
G_ATSTCheckPain

Called by NPC's and player in an ATST
-------------------------
*/

void G_ATSTCheckPain( gentity_t *self, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc )
{
	int newBolt;
	
	if ( rand() & 1 )
	{
		G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged1" );
	}
	else
	{
		G_SoundOnEnt( self, CHAN_LESS_ATTEN, "sound/chars/atst/atst_damaged2" );
	}

	if ((hitLoc==HL_ARM_LT) && (self->locationDamage[HL_ARM_LT] > LEFT_ARM_HEALTH))
	{
		if (self->locationDamage[hitLoc] >= LEFT_ARM_HEALTH)	// Blow it up?
		{
			newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash3" );
			if ( newBolt != -1 )
			{
//				G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt1, self->s.number);
				ATST_PlayEffect( self, self->genericBolt1, "env/med_explode2" );
				G_PlayEffect( "blaster/smoke_bolton", self->playerModel, newBolt, self->s.number);
			}

			gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_light_blaster_cann", TURN_OFF );
		}
	}
	else if ((hitLoc==HL_ARM_RT) && (self->locationDamage[HL_ARM_RT] > RIGHT_ARM_HEALTH))	// Blow it up?
	{
		if (self->locationDamage[hitLoc] >= RIGHT_ARM_HEALTH)
		{			
			newBolt = gi.G2API_AddBolt( &self->ghoul2[self->playerModel], "*flash4" );
			if ( newBolt != -1 )
			{
//				G_PlayEffect( "small_chunks", self->playerModel, self->genericBolt2, self->s.number);
				ATST_PlayEffect( self, self->genericBolt2, "env/med_explode2" );
				G_PlayEffect( "blaster/smoke_bolton", self->playerModel, newBolt, self->s.number);
			}

			gi.G2API_SetSurfaceOnOff( &self->ghoul2[self->playerModel], "head_concussion_charger", TURN_OFF );
		}
	}
}
/*
-------------------------
NPC_ATST_Pain
-------------------------
*/
void NPC_ATST_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc ) 
{
	G_ATSTCheckPain( self, other, point, damage, mod, hitLoc );
	NPC_Pain( self, inflictor, other, point, damage, mod );
}

/*
-------------------------
ATST_Hunt
-------------------------`
*/
void ATST_Hunt( qboolean visible, qboolean advance )
{

	if ( NPCInfo->goalEntity == NULL )
	{//hunt
		NPCInfo->goalEntity = NPC->enemy;
	}

	NPCInfo->combatMove = qtrue;

	NPC_MoveToGoal( qtrue );

}

/*
-------------------------
ATST_Ranged
-------------------------
*/
void ATST_Ranged( qboolean visible, qboolean advance, qboolean altAttack )
{

	if ( TIMER_Done( NPC, "atkDelay" ) && visible )	// Attack?
	{
		TIMER_Set( NPC, "atkDelay", Q_irand( 500, 3000 ) );

		if (altAttack)
		{
			ucmd.buttons |= BUTTON_ATTACK|BUTTON_ALT_ATTACK;
		}
		else
		{
			ucmd.buttons |= BUTTON_ATTACK;
		}
	}

	if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
	{
		ATST_Hunt( visible, advance );
	}
}

/*
-------------------------
ATST_Attack
-------------------------
*/
void ATST_Attack( void )
{
	qboolean	altAttack=qfalse;
	int			blasterTest,chargerTest,weapon;

	if ( NPC_CheckEnemyExt() == qfalse )//!NPC->enemy )//
	{
		NPC->enemy = NULL;
		return;
	}

	NPC_FaceEnemy( qtrue );

	// Rate our distance to the target, and our visibilty
	float		distance	= (int) DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );	
	distance_e	distRate	= ( distance > MIN_MELEE_RANGE_SQR ) ? DIST_LONG : DIST_MELEE;
	qboolean	visible		= NPC_ClearLOS( NPC->enemy );
	qboolean	advance		= (qboolean)(distance > MIN_DISTANCE_SQR);

	// If we cannot see our target, move to see it
	if ( visible == qfalse )
	{
		if ( NPCInfo->scriptFlags & SCF_CHASE_ENEMIES )
		{
			ATST_Hunt( visible, advance );
			return;
		}
	}

	// Decide what type of attack to do
	switch ( distRate )
	{
	case DIST_MELEE:
		NPC_ChangeWeapon( WP_ATST_MAIN );
		break;

	case DIST_LONG:

		NPC_ChangeWeapon( WP_ATST_SIDE );

		// See if the side weapons are there
		blasterTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head_light_blaster_cann" );
		chargerTest = gi.G2API_GetSurfaceRenderStatus( &NPC->ghoul2[NPC->playerModel], "head_concussion_charger" );

		// It has both side weapons
		if (!(blasterTest & TURN_OFF)  && !(chargerTest & TURN_OFF))
		{
			weapon = Q_irand( 0, 1);	// 0 is blaster, 1 is charger (ALT SIDE)

			if (weapon)				// Fire charger
			{
				altAttack = qtrue;
			}
			else
			{
				altAttack = qfalse;
			}

		}
		else if (!(blasterTest & TURN_OFF))	// Blaster is on
		{
			altAttack = qfalse;
		}
		else if (!(chargerTest & TURN_OFF))	// Blaster is on
		{
			altAttack = qtrue;
		}
		else 
		{
			NPC_ChangeWeapon( WP_NONE );
		}
		break;
	}

	NPC_FaceEnemy( qtrue );

	ATST_Ranged( visible, advance,altAttack );
}

/*
-------------------------
ATST_Patrol
-------------------------
*/
void ATST_Patrol( void )
{
	if ( NPC_CheckPlayerTeamStealth() )
	{
		NPC_UpdateAngles( qtrue, qtrue );
		return;
	}

	//If we have somewhere to go, then do that
	if (!NPC->enemy)
	{
		if ( UpdateGoal() )
		{
			ucmd.buttons |= BUTTON_WALKING;
			NPC_MoveToGoal( qtrue );
			NPC_UpdateAngles( qtrue, qtrue );
		}
	}

}

/*
-------------------------
ATST_Idle
-------------------------
*/
void ATST_Idle( void )
{

	NPC_BSIdle();

	NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_STAND1, SETANIM_FLAG_NORMAL );
}

/*
-------------------------
NPC_BSDroid_Default
-------------------------
*/
void NPC_BSATST_Default( void )
{
	if ( NPC->enemy )
	{
		if( (NPCInfo->scriptFlags & SCF_CHASE_ENEMIES) )
		{
			NPCInfo->goalEntity = NPC->enemy;
		}
		ATST_Attack();
	}
	else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
	{
		ATST_Patrol();
	} 
	else
	{
		ATST_Idle();
	}
}
