/* =======================================================================
 *
 * boss 5, only found in xatrix
 *
 * =======================================================================
 */

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

static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_death;
static int sound_search1;
static int sound_search2;
static int tread_sound;

qboolean visible(edict_t *self, edict_t *other);
void BossExplode2(edict_t *self);
void boss5_dead(edict_t *self);
void boss5Rocket(edict_t *self);
void boss5MachineGun(edict_t *self);
void boss5_reattack1(edict_t *self);

void
TreadSound2(edict_t *self)
{
  	if (!self)
	{
		return;
	}

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

void
boss5_search(edict_t *self)
{
  	if (!self)
	{
		return;
	}

	if (random() < 0.5)
	{
		gi.sound(self, CHAN_VOICE, sound_search1, 1, ATTN_NORM, 0);
	}
	else
	{
		gi.sound(self, CHAN_VOICE, sound_search2, 1, ATTN_NORM, 0);
	}
}

/* stand */
mframe_t boss5_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},
	{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},
	{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 boss5_move_stand = {
	FRAME_stand_1,
   	FRAME_stand_60,
   	boss5_frames_stand,
   	NULL
};

void
boss5_stand(edict_t *self)
{
  	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &boss5_move_stand;
}

mframe_t boss5_frames_run[] = {
	{ai_run, 12, TreadSound2},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL},
	{ai_run, 12, NULL}
};

mmove_t boss5_move_run = {
	FRAME_forwrd_1,
   	FRAME_forwrd_18,
   	boss5_frames_run,
   	NULL
};

/* walk */
mframe_t boss5_frames_forward[] = {
	{ai_walk, 4, TreadSound2},
	{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 boss5_move_forward = {
	FRAME_forwrd_1,
   	FRAME_forwrd_18,
   	boss5_frames_forward,
   	NULL
};

void
boss5_forward(edict_t *self)
{
  	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &boss5_move_forward;
}

void
boss5_walk(edict_t *self)
{
  	if (!self)
	{
		return;
	}

	self->monsterinfo.currentmove = &boss5_move_forward;
}

void
boss5_run(edict_t *self)
{
  	if (!self)
	{
		return;
	}

	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		self->monsterinfo.currentmove = &boss5_move_stand;
	}
	else
	{
		self->monsterinfo.currentmove = &boss5_move_run;
	}
}

mframe_t boss5_frames_turn_right[] = {
	{ai_move, 0, TreadSound2},
	{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 boss5_move_turn_right = {
	FRAME_right_1,
   	FRAME_right_18,
   	boss5_frames_turn_right,
   	boss5_run
};

mframe_t boss5_frames_turn_left[] = {
	{ai_move, 0, TreadSound2},
	{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 boss5_move_turn_left = {
	FRAME_left_1,
   	FRAME_left_18,
   	boss5_frames_turn_left,
   	boss5_run
};

mframe_t boss5_frames_pain3[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t boss5_move_pain3 = {
	FRAME_pain3_9,
   	FRAME_pain3_12,
   	boss5_frames_pain3,
   	boss5_run
};

mframe_t boss5_frames_pain2[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t boss5_move_pain2 = {
	FRAME_pain2_5,
   	FRAME_pain2_8,
   	boss5_frames_pain2,
   	boss5_run
};

mframe_t boss5_frames_pain1[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t boss5_move_pain1 = {
	FRAME_pain1_1,
   	FRAME_pain1_4,
   	boss5_frames_pain1,
   	boss5_run
};

mframe_t boss5_frames_death1[] = {
	{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, BossExplode2}
};

mmove_t boss5_move_death = {
	FRAME_death_1,
   	FRAME_death_24,
   	boss5_frames_death1,
   	boss5_dead
};

mframe_t boss5_frames_backward[] = {
	{ai_walk, 0, TreadSound2},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL}
};

mmove_t boss5_move_backward = {
	FRAME_backwd_1,
   	FRAME_backwd_18,
   	boss5_frames_backward,
   	NULL
};

mframe_t boss5_frames_attack4[] = {
	{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 boss5_move_attack4 = {
	FRAME_attak4_1,
   	FRAME_attak4_6,
   	boss5_frames_attack4,
   	boss5_run
};

mframe_t boss5_frames_attack3[] = {
	{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 boss5_move_attack3 = {
	FRAME_attak3_1,
   	FRAME_attak3_27,
   	boss5_frames_attack3,
   	boss5_run
};

mframe_t boss5_frames_attack2[] = {
	{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, boss5Rocket},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, boss5Rocket},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, boss5Rocket},
	{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 boss5_move_attack2 = {
	FRAME_attak2_1,
   	FRAME_attak2_27,
   	boss5_frames_attack2,
   	boss5_run
};

mframe_t boss5_frames_attack1[] = {
	{ai_charge, 0, boss5MachineGun},
	{ai_charge, 0, boss5MachineGun},
	{ai_charge, 0, boss5MachineGun},
	{ai_charge, 0, boss5MachineGun},
	{ai_charge, 0, boss5MachineGun},
	{ai_charge, 0, boss5MachineGun},
};

mmove_t boss5_move_attack1 = {
	FRAME_attak1_1,
   	FRAME_attak1_6,
   	boss5_frames_attack1,
   	boss5_reattack1
};

mframe_t boss5_frames_end_attack1[] = {
	{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 boss5_move_end_attack1 = {
	FRAME_attak1_7,
   	FRAME_attak1_20,
   	boss5_frames_end_attack1,
   	boss5_run
};

void
boss5_reattack1(edict_t *self)
{
  	if (!self)
	{
		return;
	}

	if (visible(self, self->enemy))
	{
		if (random() < 0.9)
		{
			self->monsterinfo.currentmove = &boss5_move_attack1;
		}
		else
		{
			self->monsterinfo.currentmove = &boss5_move_end_attack1;
		}
	}
	else
	{
		self->monsterinfo.currentmove = &boss5_move_end_attack1;
	}
}

void
boss5_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;
	}

	/* Lessen the chance of him going into his pain frames */
	if (damage <= 25)
	{
		if (random() < 0.2)
		{
			return;
		}
	}

	/* Don't go into pain if he's firing his rockets */
	if (skill->value >= SKILL_HARD)
	{
		if ((self->s.frame >= FRAME_attak2_1) &&
			(self->s.frame <= FRAME_attak2_14))
		{
			return;
		}
	}

	self->pain_debounce_time = level.time + 3;

	if (damage <= 10)
	{
		gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
		self->monsterinfo.currentmove = &boss5_move_pain1;
	}
	else if (damage <= 25)
	{
		gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NORM, 0);
		self->monsterinfo.currentmove = &boss5_move_pain2;
	}
	else
	{
		gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
		self->monsterinfo.currentmove = &boss5_move_pain3;
	}
}

void
boss5Rocket(edict_t *self)
{
	vec3_t forward, right;
	vec3_t start;
	vec3_t dir;
	vec3_t vec;
	int flash_number;

  	if (!self)
	{
		return;
	}

	if (self->s.frame == FRAME_attak2_8)
	{
		flash_number = MZ2_SUPERTANK_ROCKET_1;
	}
	else if (self->s.frame == FRAME_attak2_11)
	{
		flash_number = MZ2_SUPERTANK_ROCKET_2;
	}
	else
	{
		flash_number = MZ2_SUPERTANK_ROCKET_3;
	}

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

	VectorCopy(self->enemy->s.origin, vec);
	vec[2] += self->enemy->viewheight;
	VectorSubtract(vec, start, dir);
	VectorNormalize(dir);

	monster_fire_rocket(self, start, dir, 50, 500, flash_number);
}

void
boss5MachineGun(edict_t *self)
{
	vec3_t dir;
	vec3_t vec;
	vec3_t start;
	vec3_t forward, right;
	int flash_number;

  	if (!self)
	{
		return;
	}

	flash_number = MZ2_SUPERTANK_MACHINEGUN_1 + (self->s.frame - FRAME_attak1_1);

	dir[0] = 0;
	dir[1] = self->s.angles[1];
	dir[2] = 0;

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

	if (self->enemy)
	{
		VectorCopy(self->enemy->s.origin, vec);
		VectorMA(vec, 0, self->enemy->velocity, vec);
		vec[2] += self->enemy->viewheight;
		VectorSubtract(vec, start, forward);
		VectorNormalize(forward);
	}

	monster_fire_bullet(self, start, forward, 6, 4,
			DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
			flash_number);
}

void
boss5_attack(edict_t *self)
{
	vec3_t vec;
	float range;

  	if (!self)
	{
		return;
	}

	VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
	range = VectorLength(vec);

	if (range <= 160)
	{
		self->monsterinfo.currentmove = &boss5_move_attack1;
	}
	else
	{
		/* fire rockets more often at distance */
		if (random() < 0.3)
		{
			self->monsterinfo.currentmove = &boss5_move_attack1;
		}
		else
		{
			self->monsterinfo.currentmove = &boss5_move_attack2;
		}
	}
}

/* death */

void
boss5_dead(edict_t *self)
{
  	if (!self)
	{
		return;
	}

	VectorSet(self->mins, -60, -60, 0);
	VectorSet(self->maxs, 60, 60, 72);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity(self);
}

void
BossExplode2(edict_t *self)
{
	vec3_t org;
	int n;

  	if (!self)
	{
		return;
	}

	self->think = BossExplode2;
	VectorCopy(self->s.origin, org);
	org[2] += 24 + (rand() & 15);

	switch (self->count++)
	{
		case 0:
			org[0] -= 24;
			org[1] -= 24;
			break;
		case 1:
			org[0] += 24;
			org[1] += 24;
			break;
		case 2:
			org[0] += 24;
			org[1] -= 24;
			break;
		case 3:
			org[0] -= 24;
			org[1] += 24;
			break;
		case 4:
			org[0] -= 48;
			org[1] -= 48;
			break;
		case 5:
			org[0] += 48;
			org[1] += 48;
			break;
		case 6:
			org[0] -= 48;
			org[1] += 48;
			break;
		case 7:
			org[0] += 48;
			org[1] -= 48;
			break;
		case 8:
			self->s.sound = 0;

			for (n = 0; n < 4; n++)
			{
				ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2",
						500, GIB_ORGANIC);
			}

			for (n = 0; n < 8; n++)
			{
				ThrowGib(self, "models/objects/gibs/sm_metal/tris.md2",
						500, GIB_METALLIC);
			}

			ThrowGib(self, "models/objects/gibs/chest/tris.md2",
				500, GIB_ORGANIC);
			ThrowHead(self, "models/objects/gibs/gear/tris.md2",
				500, GIB_METALLIC);
			self->deadflag = DEAD_DEAD;
			return;
	}

	gi.WriteByte(svc_temp_entity);
	gi.WriteByte(TE_EXPLOSION1);
	gi.WritePosition(org);
	gi.multicast(self->s.origin, MULTICAST_PVS);

	self->nextthink = level.time + 0.1;
}

void
boss5_die(edict_t *self, edict_t *inflictor /* unused */,
		edict_t *attacker /* unused */, int damage /* unused */,
	   	vec3_t point /* unused */)
{
  	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_NO;
	self->count = 0;
	self->monsterinfo.currentmove = &boss5_move_death;
}

/*
 * QUAKED monster_boss5 (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
 */
void
SP_monster_boss5(edict_t *self)
{
  	if (!self)
	{
		return;
	}

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

	sound_pain1 = gi.soundindex("bosstank/btkpain1.wav");
	sound_pain2 = gi.soundindex("bosstank/btkpain2.wav");
	sound_pain3 = gi.soundindex("bosstank/btkpain3.wav");
	sound_death = gi.soundindex("bosstank/btkdeth1.wav");
	sound_search1 = gi.soundindex("bosstank/btkunqv1.wav");
	sound_search2 = gi.soundindex("bosstank/btkunqv2.wav");

	tread_sound = gi.soundindex("bosstank/btkengn1.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex("models/monsters/boss5/tris.md2");
	VectorSet(self->mins, -64, -64, 0);
	VectorSet(self->maxs, 64, 64, 112);

	self->health = 1500;
	self->gib_health = -500;
	self->mass = 800;

	self->pain = boss5_pain;
	self->die = boss5_die;
	self->monsterinfo.stand = boss5_stand;
	self->monsterinfo.walk = boss5_walk;
	self->monsterinfo.run = boss5_run;
	self->monsterinfo.dodge = NULL;
	self->monsterinfo.attack = boss5_attack;
	self->monsterinfo.search = boss5_search;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = NULL;

	gi.linkentity(self);

	self->monsterinfo.currentmove = &boss5_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
	self->monsterinfo.power_armor_power = 400;

	walkmonster_start(self);
}
