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

	    
#include "b_local.h"

extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );

// These define the working combat range for these suckers
#define MIN_DISTANCE		54
#define MIN_DISTANCE_SQR	( MIN_DISTANCE * MIN_DISTANCE )

#define MAX_DISTANCE		128
#define MAX_DISTANCE_SQR	( MAX_DISTANCE * MAX_DISTANCE )

#define LSTATE_CLEAR		0
#define LSTATE_WAITING		1

/*
-------------------------
NPC_MineMonster_Precache
-------------------------
*/
void NPC_MineMonster_Precache( void )
{
	for ( int i = 0; i < 4; i++ )
	{
		G_SoundIndex( va("sound/chars/mine/misc/bite%i.wav", i+1 ));
		G_SoundIndex( va("sound/chars/mine/misc/miss%i.wav", i+1 ));
	}
}


/*
-------------------------
MineMonster_Idle
-------------------------
*/
void MineMonster_Idle( void )
{
	if ( UpdateGoal() )
	{
		ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
}


/*
-------------------------
MineMonster_Patrol
-------------------------
*/
void MineMonster_Patrol( void )
{
	NPCInfo->localState = LSTATE_CLEAR;

	//If we have somewhere to go, then do that
	if ( UpdateGoal() )
	{
		ucmd.buttons &= ~BUTTON_WALKING;
		NPC_MoveToGoal( qtrue );
	}
	else
	{
		if ( TIMER_Done( NPC, "patrolTime" ))
		{
			TIMER_Set( NPC, "patrolTime", crandom() * 5000 + 5000 );
		}
	}

	vec3_t dif;

	VectorSubtract( g_entities[0].currentOrigin, NPC->currentOrigin, dif );

	if ( VectorLengthSquared( dif ) < 256 * 256 )
	{
		G_SetEnemy( NPC, &g_entities[0] );
	}

	if ( NPC_CheckEnemyExt( qtrue ) == qfalse )
	{
		MineMonster_Idle();
		return;
	}
}
 
/*
-------------------------
MineMonster_Move
-------------------------
*/
void MineMonster_Move( qboolean visible )
{
	if ( NPCInfo->localState != LSTATE_WAITING )
	{
		NPCInfo->goalEntity = NPC->enemy;
		NPC_MoveToGoal( qtrue );
		NPCInfo->goalRadius = MAX_DISTANCE;	// just get us within combat range
	}
}

//---------------------------------------------------------
void MineMonster_TryDamage( gentity_t *enemy, int damage )
{
	vec3_t	end, dir;
	trace_t	tr;

	if ( !enemy )
	{
		return;
	}

	AngleVectors( NPC->client->ps.viewangles, dir, NULL, NULL );
	VectorMA( NPC->currentOrigin, MIN_DISTANCE, dir, end );

	// Should probably trace from the mouth, but, ah well.
	gi.trace( &tr, NPC->currentOrigin, vec3_origin, vec3_origin, end, NPC->s.number, MASK_SHOT );

	if ( tr.entityNum >= 0 && tr.entityNum < ENTITYNUM_NONE )
	{
		G_Damage( &g_entities[tr.entityNum], NPC, NPC, dir, tr.endpos, damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
		G_SoundOnEnt( NPC, CHAN_VOICE_ATTEN, va("sound/chars/mine/misc/bite%i.wav", Q_irand(1,4)));
	}
	else
	{
		G_SoundOnEnt( NPC, CHAN_VOICE_ATTEN, va("sound/chars/mine/misc/miss%i.wav", Q_irand(1,4)));
	}
}

//------------------------------
void MineMonster_Attack( void )
{
	if ( !TIMER_Exists( NPC, "attacking" ))
	{
		// usually try and play a jump attack if the player somehow got above them....or just really rarely
		if ( NPC->enemy && ((NPC->enemy->currentOrigin[2] - NPC->currentOrigin[2] > 10 && random() > 0.1f ) 
						|| random() > 0.8f ))
		{
			// Going to do ATTACK4
			TIMER_Set( NPC, "attacking", 1750 + random() * 200 );
			NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK4, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );

			TIMER_Set( NPC, "attack2_dmg", 950 ); // level two damage
		}
		else if ( random() > 0.5f )
		{
			if ( random() > 0.8f )
			{
				// Going to do ATTACK3, (rare)
				TIMER_Set( NPC, "attacking", 850 );
				NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK3, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );

				TIMER_Set( NPC, "attack2_dmg", 400 ); // level two damage
			}
			else
			{
				// Going to do ATTACK1
				TIMER_Set( NPC, "attacking", 850 );
				NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );

				TIMER_Set( NPC, "attack1_dmg", 450 ); // level one damage
			}
		}
		else
		{
			// Going to do ATTACK2
			TIMER_Set( NPC, "attacking", 1250 );
			NPC_SetAnim( NPC, SETANIM_BOTH, BOTH_ATTACK2, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );

			TIMER_Set( NPC, "attack1_dmg", 700 ); // level one damage
		}
	}
	else
	{
		// Need to do delayed damage since the attack animations encapsulate multiple mini-attacks
		if ( TIMER_Done2( NPC, "attack1_dmg", qtrue ))
		{
			MineMonster_TryDamage( NPC->enemy, 5 );
		}
		else if ( TIMER_Done2( NPC, "attack2_dmg", qtrue ))
		{
			MineMonster_TryDamage( NPC->enemy, 10 );
		}
	}

	// Just using this to remove the attacking flag at the right time
	TIMER_Done2( NPC, "attacking", qtrue );
}

//----------------------------------
void MineMonster_Combat( void )
{
	// If we cannot see our target or we have somewhere to go, then do that
	if ( !NPC_ClearLOS( NPC->enemy ) || UpdateGoal( ))
	{
		NPCInfo->combatMove = qtrue;
		NPCInfo->goalEntity = NPC->enemy;
		NPCInfo->goalRadius = MAX_DISTANCE;	// just get us within combat range

		NPC_MoveToGoal( qtrue );
		return;
	}

	// Sometimes I have problems with facing the enemy I'm attacking, so force the issue so I don't look dumb
	NPC_FaceEnemy( qtrue );

	float	distance	= DistanceHorizontalSquared( NPC->currentOrigin, NPC->enemy->currentOrigin );	

	qboolean	advance = (qboolean)( distance > MIN_DISTANCE_SQR ? qtrue : qfalse  );

	if (( advance || NPCInfo->localState == LSTATE_WAITING ) && TIMER_Done( NPC, "attacking" )) // waiting monsters can't attack
	{
		if ( TIMER_Done2( NPC, "takingPain", qtrue ))
		{
			NPCInfo->localState = LSTATE_CLEAR;
		}
		else
		{
			MineMonster_Move( 1 );
		}
	}
	else
	{
		MineMonster_Attack();
	}
}

/*
-------------------------
NPC_MineMonster_Pain
-------------------------
*/
void NPC_MineMonster_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, vec3_t point, int damage, int mod,int hitLoc ) 
{
	G_AddEvent( self, EV_PAIN, floor((float)self->health/self->max_health*100.0f) );

	if ( damage >= 10 )
	{
		TIMER_Remove( self, "attacking" );
		TIMER_Remove( self, "attacking1_dmg" );
		TIMER_Remove( self, "attacking2_dmg" );
		TIMER_Set( self, "takingPain", 1350 );

		VectorCopy( self->NPC->lastPathAngles, self->s.angles );

		NPC_SetAnim( self, SETANIM_BOTH, BOTH_PAIN1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD );

		if ( self->NPC )
		{
			self->NPC->localState = LSTATE_WAITING;
		}
	}
}


/*
-------------------------
NPC_BSMineMonster_Default
-------------------------
*/
void NPC_BSMineMonster_Default( void )
{
	if ( NPC->enemy )
	{
		MineMonster_Combat();
	}
	else if ( NPCInfo->scriptFlags & SCF_LOOK_FOR_ENEMIES )
	{
		MineMonster_Patrol();
	}
	else
	{
		MineMonster_Idle();
	}

	NPC_UpdateAngles( qtrue, qtrue );
}
