/***
*
*	Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*	
*	This product contains software technology licensed from Id 
*	Software, Inc. ("Id Technology").  Id Technology (c) 1996 Id Software, Inc. 
*	All Rights Reserved.
*
*   Use, distribution, and modification of this source code and/or resulting
*   object code is restricted to non-commercial enhancements to products from
*   Valve LLC.  All other use, distribution, or modification is prohibited
*   without written permission from Valve LLC.
*
****/
#if !OEM_BUILD && !HLDEMO_BUILD

#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "nodes.h"
#include "player.h"
#include "soundent.h"
#include "gamerules.h"

enum w_squeak_e
{
	WSQUEAK_IDLE1 = 0,
	WSQUEAK_FIDGET,
	WSQUEAK_JUMP,
	WSQUEAK_RUN
};

enum squeak_e
{
	SQUEAK_IDLE1 = 0,
	SQUEAK_FIDGETFIT,
	SQUEAK_FIDGETNIP,
	SQUEAK_DOWN,
	SQUEAK_UP,
	SQUEAK_THROW
};

#if !CLIENT_DLL
class CSqueakGrenade : public CGrenade
{
	void Spawn( void );
	void Precache( void );
	int Classify( void );
	void EXPORT SuperBounceTouch( CBaseEntity *pOther );
	void EXPORT HuntThink( void );
	int BloodColor( void ) { return BLOOD_COLOR_YELLOW; }
	void Killed( entvars_t *pevAttacker, int iGib );
	void GibMonster( void );

	virtual int Save( CSave &save ); 
	virtual int Restore( CRestore &restore );

	static TYPEDESCRIPTION m_SaveData[];

	static float m_flNextBounceSoundTime;

	// CBaseEntity *m_pTarget;
	float m_flDie;
	Vector m_vecTarget;
	float m_flNextHunt;
	float m_flNextHit;
	Vector m_posPrev;
	EHANDLE m_hOwner;
	int m_iMyClass;
};

float CSqueakGrenade::m_flNextBounceSoundTime = 0;

LINK_ENTITY_TO_CLASS( monster_snark, CSqueakGrenade )

TYPEDESCRIPTION	CSqueakGrenade::m_SaveData[] =
{
	DEFINE_FIELD( CSqueakGrenade, m_flDie, FIELD_TIME ),
	DEFINE_FIELD( CSqueakGrenade, m_vecTarget, FIELD_VECTOR ),
	DEFINE_FIELD( CSqueakGrenade, m_flNextHunt, FIELD_TIME ),
	DEFINE_FIELD( CSqueakGrenade, m_flNextHit, FIELD_TIME ),
	DEFINE_FIELD( CSqueakGrenade, m_posPrev, FIELD_POSITION_VECTOR ),
	DEFINE_FIELD( CSqueakGrenade, m_hOwner, FIELD_EHANDLE ),
};

IMPLEMENT_SAVERESTORE( CSqueakGrenade, CGrenade )

#define SQUEEK_DETONATE_DELAY	15.0f

int CSqueakGrenade::Classify( void )
{
	if( m_iMyClass != 0 )
		return m_iMyClass; // protect against recursion

	if( m_hEnemy != 0 )
	{
		m_iMyClass = CLASS_INSECT; // no one cares about it
		switch( m_hEnemy->Classify() )
		{
			case CLASS_PLAYER:
			case CLASS_HUMAN_PASSIVE:
			case CLASS_HUMAN_MILITARY:
				m_iMyClass = 0;
				return CLASS_ALIEN_MILITARY; // barney's get mad, grunts get mad at it
		}
		m_iMyClass = 0;
	}

	return CLASS_ALIEN_BIOWEAPON;
}

void CSqueakGrenade::Spawn( void )
{
	Precache();

	// motor
	pev->movetype = MOVETYPE_BOUNCE;
	pev->solid = SOLID_BBOX;

	SET_MODEL( ENT( pev ), "models/w_squeak.mdl" );
	UTIL_SetSize( pev, Vector( -4.0f, -4.0f, 0.0f ), Vector( 4.0f, 4.0f, 8.0f ) );
	UTIL_SetOrigin( pev, pev->origin );

	SetTouch( &CSqueakGrenade::SuperBounceTouch );
	SetThink( &CSqueakGrenade::HuntThink );
	pev->nextthink = gpGlobals->time + 0.1f;
	m_flNextHunt = gpGlobals->time + (float)1E6;

	pev->flags |= FL_MONSTER;
	pev->takedamage = DAMAGE_AIM;
	pev->health = gSkillData.snarkHealth;
	pev->gravity = 0.5f;
	pev->friction = 0.5f;

	pev->dmg = gSkillData.snarkDmgPop;

	m_flDie = gpGlobals->time + SQUEEK_DETONATE_DELAY;

	m_flFieldOfView = 0.0f; // 180 degrees

	if( pev->owner )
		m_hOwner = Instance( pev->owner );

	m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned.

	pev->sequence = WSQUEAK_RUN;
	ResetSequenceInfo();
}

void CSqueakGrenade::Precache( void )
{
	PRECACHE_MODEL( "models/w_squeak.mdl" );
	PRECACHE_SOUND( "squeek/sqk_blast1.wav" );
	PRECACHE_SOUND( "common/bodysplat.wav" );
	PRECACHE_SOUND( "squeek/sqk_die1.wav" );
	PRECACHE_SOUND( "squeek/sqk_hunt1.wav" );
	PRECACHE_SOUND( "squeek/sqk_hunt2.wav" );
	PRECACHE_SOUND( "squeek/sqk_hunt3.wav" );
	PRECACHE_SOUND( "squeek/sqk_deploy1.wav" );
}

void CSqueakGrenade::Killed( entvars_t *pevAttacker, int iGib )
{
	pev->model = iStringNull;// make invisible
	SetThink( &CBaseEntity::SUB_Remove );
	SetTouch( NULL );
	pev->nextthink = gpGlobals->time + 0.1f;

	// since squeak grenades never leave a body behind, clear out their takedamage now.
	// Squeaks do a bit of radius damage when they pop, and that radius damage will
	// continue to call this function unless we acknowledge the Squeak's death now. (sjb)
	pev->takedamage = DAMAGE_NO;

	// play squeek blast
	EMIT_SOUND_DYN( ENT( pev ), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5f, 0, PITCH_NORM );

	CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0f );

	UTIL_BloodDrips( pev->origin, g_vecZero, BloodColor(), 80 );

	if( m_hOwner != 0 )
		RadiusDamage( pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST );
	else
		RadiusDamage( pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST );

	// reset owner so death message happens
	if( m_hOwner != 0 )
		pev->owner = m_hOwner->edict();

	CBaseMonster::Killed( pevAttacker, GIB_ALWAYS );
}

void CSqueakGrenade::GibMonster( void )
{
	EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "common/bodysplat.wav", 0.75f, ATTN_NORM, 0, 200 );
}

void CSqueakGrenade::HuntThink( void )
{
	// ALERT( at_console, "think\n" );

	if( !IsInWorld() )
	{
		SetTouch( NULL );
		UTIL_Remove( this );
		return;
	}

	StudioFrameAdvance();
	pev->nextthink = gpGlobals->time + 0.1f;

	// explode when ready
	if( gpGlobals->time >= m_flDie )
	{
		g_vecAttackDir = pev->velocity.Normalize();
		pev->health = -1;
		Killed( pev, 0 );
		return;
	}

	// float
	if( pev->waterlevel != 0 )
	{
		if( pev->movetype == MOVETYPE_BOUNCE )
		{
			pev->movetype = MOVETYPE_FLY;
		}
		pev->velocity = pev->velocity * 0.9f;
		pev->velocity.z += 8.0f;
	}
	else if( pev->movetype == MOVETYPE_FLY )
	{
		pev->movetype = MOVETYPE_BOUNCE;
	}

	// return if not time to hunt
	if( m_flNextHunt > gpGlobals->time )
		return;

	m_flNextHunt = gpGlobals->time + 2.0f;

	//CBaseEntity *pOther = NULL;
	Vector vecDir;
	TraceResult tr;

	Vector vecFlat = pev->velocity;
	vecFlat.z = 0;
	vecFlat = vecFlat.Normalize();

	UTIL_MakeVectors( pev->angles );

	if( m_hEnemy == 0 || !m_hEnemy->IsAlive() )
	{
		// find target, bounce a bit towards it.
		Look( 512 );
		m_hEnemy = BestVisibleEnemy();
	}

	// squeek if it's about time blow up
	if( ( m_flDie - gpGlobals->time <= 0.5f ) && ( m_flDie - gpGlobals->time >= 0.3f ) )
	{
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG( 0, 0x3F ) );
		CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 256, 0.25f );
	}

	// higher pitch as squeeker gets closer to detonation time
	/*float flpitch = 155.0f - 60.0f * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY );
	if( flpitch < 80.0f )
		flpitch = 80.0f;*/

	if( m_hEnemy != 0 )
	{
		if( FVisible( m_hEnemy ) )
		{
			vecDir = m_hEnemy->EyePosition() - pev->origin;
			m_vecTarget = vecDir.Normalize();
		}

		float flVel = pev->velocity.Length();
		float flAdj = 50.0f / ( flVel + 10.0f );

		if( flAdj > 1.2f )
			flAdj = 1.2f;
		
		// ALERT( at_console, "think : enemy\n");

		// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z );

		pev->velocity = pev->velocity * flAdj + m_vecTarget * 300.0f;
	}

	if( pev->flags & FL_ONGROUND )
	{
		pev->avelocity = Vector( 0, 0, 0 );
	}
	else
	{
		if( pev->avelocity == Vector( 0, 0, 0 ) )
		{
			pev->avelocity.x = RANDOM_FLOAT( -100, 100 );
			pev->avelocity.z = RANDOM_FLOAT( -100, 100 );
		}
	}

	if( ( pev->origin - m_posPrev ).Length() < 1.0f )
	{
		pev->velocity.x = RANDOM_FLOAT( -100, 100 );
		pev->velocity.y = RANDOM_FLOAT( -100, 100 );
	}
	m_posPrev = pev->origin;

	pev->angles = UTIL_VecToAngles( pev->velocity );
	pev->angles.z = 0;
	pev->angles.x = 0;
}

void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther )
{
	float flpitch;

	TraceResult tr = UTIL_GetGlobalTrace();

	// don't hit the guy that launched this grenade
	if( pev->owner && pOther->edict() == pev->owner )
		return;

	// at least until we've bounced once
	pev->owner = NULL;

	pev->angles.x = 0.0f;
	pev->angles.z = 0.0f;

	// avoid bouncing too much
	if( m_flNextHit > gpGlobals->time )
		return;

	// higher pitch as squeeker gets closer to detonation time
	flpitch = 155.0f - 60.0f * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY );

	if( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time )
	{
		// attack!

		// make sure it's me who has touched them
		if( tr.pHit == pOther->edict() )
		{
			// and it's not another squeakgrenade
			if( tr.pHit->v.modelindex != pev->modelindex )
			{
				// ALERT( at_console, "hit enemy\n" );
				ClearMultiDamage();
				pOther->TraceAttack( pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH ); 
				if( m_hOwner != 0 )
					ApplyMultiDamage( pev, m_hOwner->pev );
				else
					ApplyMultiDamage( pev, pev );

				pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage
				// m_flDie += 2.0f; // add more life

				// make bite sound
				EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0f, ATTN_NORM, 0, (int)flpitch );
				m_flNextAttack = gpGlobals->time + 0.5f;
			}
		}
		else
		{
			// ALERT( at_console, "been hit\n" );
		}
	}

	m_flNextHit = gpGlobals->time + 0.1f;
	m_flNextHunt = gpGlobals->time;

	if( g_pGameRules->IsMultiplayer() )
	{
		// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows.
		if( gpGlobals->time < m_flNextBounceSoundTime )
		{
			// too soon!
			return;
		}
	}

	if( !( pev->flags & FL_ONGROUND ) )
	{
		// play bounce sound
		float flRndSound = RANDOM_FLOAT( 0.0f, 1.0f );

		if( flRndSound <= 0.33f )
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch );
		else if( flRndSound <= 0.66f )
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch );
		else
			EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch );
		CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 256, 0.25f );
	}
	else
	{
		// skittering sound
		CSoundEnt::InsertSound( bits_SOUND_COMBAT, pev->origin, 100, 0.1f );
	}

	m_flNextBounceSoundTime = gpGlobals->time + 0.5f;// half second.
}
#endif

LINK_ENTITY_TO_CLASS( weapon_snark, CSqueak )

void CSqueak::Spawn()
{
	Precache();
	m_iId = WEAPON_SNARK;
	SET_MODEL( ENT( pev ), "models/w_sqknest.mdl" );

	FallInit();//get ready to fall down.

	m_iDefaultAmmo = SNARK_DEFAULT_GIVE;

	pev->sequence = 1;
	pev->animtime = gpGlobals->time;
	pev->framerate = 1.0f;
}

void CSqueak::Precache( void )
{
	PRECACHE_MODEL( "models/w_sqknest.mdl" );
	PRECACHE_MODEL( "models/v_squeak.mdl" );
	PRECACHE_MODEL( "models/p_squeak.mdl" );
	PRECACHE_SOUND( "squeek/sqk_hunt2.wav" );
	PRECACHE_SOUND( "squeek/sqk_hunt3.wav" );
	UTIL_PrecacheOther( "monster_snark" );

	m_usSnarkFire = PRECACHE_EVENT( 1, "events/snarkfire.sc" );
}

int CSqueak::GetItemInfo( ItemInfo *p )
{
	p->pszName = STRING( pev->classname );
	p->pszAmmo1 = "Snarks";
	p->iMaxAmmo1 = SNARK_MAX_CARRY;
	p->pszAmmo2 = NULL;
	p->iMaxAmmo2 = -1;
	p->iMaxClip = WEAPON_NOCLIP;
	p->iSlot = 4;
	p->iPosition = 3;
	p->iId = m_iId = WEAPON_SNARK;
	p->iWeight = SNARK_WEIGHT;
	p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE;

	return 1;
}

BOOL CSqueak::Deploy()
{
	// play hunt sound
	float flRndSound = RANDOM_FLOAT( 0.0f, 1.0f );

	if( flRndSound <= 0.5f )
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 100 );
	else
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 100 );

	m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;

	return DefaultDeploy( "models/v_squeak.mdl", "models/p_squeak.mdl", SQUEAK_UP, "squeak" );
}

void CSqueak::Holster( int skiplocal /* = 0 */ )
{
	m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5f;

	if( !m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
	{
		m_pPlayer->pev->weapons &= ~( 1 << WEAPON_SNARK );
		DestroyItem();
		return;
	}

	SendWeaponAnim( SQUEAK_DOWN );
	EMIT_SOUND( ENT( m_pPlayer->pev ), CHAN_WEAPON, "common/null.wav", 1.0f, ATTN_NORM );
}

void CSqueak::PrimaryAttack()
{
	if( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] )
	{
		UTIL_MakeVectors( m_pPlayer->pev->v_angle );
		TraceResult tr;
		Vector trace_origin;

		// HACK HACK:  Ugly hacks to handle change in origin based on new physics code for players
		// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 )
		trace_origin = m_pPlayer->pev->origin;
		if( m_pPlayer->pev->flags & FL_DUCKING )
		{
			trace_origin = trace_origin - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
		}

		// find place to toss monster
		UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20.0f, trace_origin + gpGlobals->v_forward * 64.0f, dont_ignore_monsters, NULL, &tr );

		int flags;
#if CLIENT_WEAPONS
		flags = FEV_NOTHOST;
#else
		flags = 0;
#endif
		PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSnarkFire, 0.0f, g_vecZero, g_vecZero, 0.0f, 0.0f, 0, 0, 0, 0 );

		if( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25f )
		{
			// player "shoot" animation
			m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
#if !CLIENT_DLL
			CBaseEntity *pSqueak = CBaseEntity::Create( "monster_snark", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
			pSqueak->pev->velocity = gpGlobals->v_forward * 200.0f + m_pPlayer->pev->velocity;
#endif
			// play hunt sound
			float flRndSound = RANDOM_FLOAT( 0.0f, 1.0f );

			if( flRndSound <= 0.5f )
				EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105 );
			else 
				EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 105 );

			m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME;

			m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;

			m_fJustThrown = 1;

			m_flNextPrimaryAttack = GetNextAttackDelay( 0.3f );
			m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0f;
		}
	}
}

void CSqueak::SecondaryAttack( void )
{

}

void CSqueak::WeaponIdle( void )
{
	if( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
		return;

	if( m_fJustThrown )
	{
		m_fJustThrown = 0;

		if( !m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()] )
		{
			RetireWeapon();
			return;
		}

		SendWeaponAnim( SQUEAK_UP );
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
		return;
	}

	int iAnim;
	float flRand = UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0, 1 );
	if( flRand <= 0.75f )
	{
		iAnim = SQUEAK_IDLE1;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0f / 16.0f * 2.0f;
	}
	else if( flRand <= 0.875f )
	{
		iAnim = SQUEAK_FIDGETFIT;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0f / 16.0f;
	}
	else
	{
		iAnim = SQUEAK_FIDGETNIP;
		m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0f / 16.0f;
	}
	SendWeaponAnim( iAnim );
}
#endif
