/***
*
*	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.
*
*   This source code contains proprietary and confidential information of
*   Valve LLC and its suppliers.  Access to this code is restricted to
*   persons who have executed a written SDK license with Valve.  Any access,
*   use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// cockroach
//=========================================================

#include	"extdll.h"
#include	"util.h"
#include	"cbase.h"
#include	"monsters.h"
#include	"schedule.h"
#include	"soundent.h"
#include	"decals.h"

#define		ROACH_IDLE				0
#define		ROACH_BORED				1
#define		ROACH_SCARED_BY_ENT		2
#define		ROACH_SCARED_BY_LIGHT	3
#define		ROACH_SMELL_FOOD		4
#define		ROACH_EAT				5

//=========================================================
// Monster's Anim Events Go Here
//=========================================================
class CRoach : public CBaseMonster
{
public:
	void Spawn( ) override;
	void Precache( ) override;
	void SetYawSpeed( ) override;
	void EXPORT MonsterThink ( ) override;
	void Move ( float flInterval ) override;
	void PickNewDest ( int iCondition );
	void EXPORT Touch ( CBaseEntity *pOther ) override;
	void Killed( entvars_t *pevAttacker, int iGib ) override;

	float	m_flLastLightLevel;
	float	m_flNextSmellTime;
	int		Classify ( ) override;
	void	Look ( int iDistance ) override;
	int		ISoundMask ( ) override;
	
	// UNDONE: These don't necessarily need to be save/restored, but if we add more data, it may
	BOOL	m_fLightHacked;
	int		m_iMode;
	// -----------------------------
};
LINK_ENTITY_TO_CLASS( monster_cockroach, CRoach );

//=========================================================
// ISoundMask - returns a bit mask indicating which types
// of sounds this monster regards. In the base class implementation,
// monsters care about all sounds, but no scents.
//=========================================================
int CRoach :: ISoundMask ( )
{
	return	bits_SOUND_CARCASS | bits_SOUND_MEAT;
}

//=========================================================
// Classify - indicates this monster's place in the 
// relationship table.
//=========================================================
int	CRoach :: Classify ( )
{
	return CLASS_INSECT;
}

//=========================================================
// Touch
//=========================================================
void CRoach :: Touch ( CBaseEntity *pOther )
{
	Vector		vecSpot;
	TraceResult	tr;

	if ( pOther->pev->velocity == g_vecZero || !pOther->IsPlayer() )
	{
		return;
	}

	vecSpot = pev->origin + Vector ( 0 , 0 , 8 );//move up a bit, and trace down.
	UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ),  ignore_monsters, ENT(pev), & tr);

	// This isn't really blood.  So you don't have to screen it out based on violence levels (UTIL_ShouldShowBlood())
	UTIL_DecalTrace( &tr, DECAL_YBLOOD1 +RANDOM_LONG(0,5) );

	TakeDamage( pOther->pev, pOther->pev, pev->health, DMG_CRUSH );
}

//=========================================================
// SetYawSpeed - allows each sequence to have a different
// turn rate associated with it.
//=========================================================
void CRoach :: SetYawSpeed ( )
{
	int ys;

	ys = 120;

	pev->yaw_speed = ys;
}

//=========================================================
// Spawn
//=========================================================
void CRoach :: Spawn()
{
	Precache( );

	SET_MODEL(ENT(pev), "models/roach.mdl");
	UTIL_SetSize( pev, Vector( -1, -1, 0 ), Vector( 1, 1, 2 ) );

	pev->solid			= SOLID_SLIDEBOX;
	pev->movetype		= MOVETYPE_STEP;
	m_bloodColor		= BLOOD_COLOR_YELLOW;
	pev->effects		= 0;
	pev->health			= 1;
	m_flFieldOfView		= 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_MonsterState		= MONSTERSTATE_NONE;

	MonsterInit();
	SetActivity ( ACT_IDLE );

	pev->view_ofs		= Vector ( 0, 0, 1 );// position of the eyes relative to monster's origin.
	pev->takedamage		= DAMAGE_YES;
	m_fLightHacked		= FALSE;
	m_flLastLightLevel	= -1;
	m_iMode				= ROACH_IDLE;
	m_flNextSmellTime	= gpGlobals->time;
}

//=========================================================
// Precache - precaches all resources this monster needs
//=========================================================
void CRoach :: Precache()
{
	PRECACHE_MODEL("models/roach.mdl");

	PRECACHE_SOUND("roach/rch_die.wav");
	PRECACHE_SOUND("roach/rch_walk.wav");
	PRECACHE_SOUND("roach/rch_smash.wav");
}	


//=========================================================
// Killed.
//=========================================================
void CRoach :: Killed( entvars_t *pevAttacker, int iGib )
{
	pev->solid = SOLID_NOT;

	//random sound
	if ( RANDOM_LONG(0,4) == 1 )
	{
		EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "roach/rch_die.wav", 0.8, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) );
	}
	else
	{
		EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_smash.wav", 0.7, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) );
	}
	
	CSoundEnt::InsertSound ( bits_SOUND_WORLD, pev->origin, 128, 1 );

	CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);
	if ( pOwner )
	{
		pOwner->DeathNotice( pev );
	}
	UTIL_Remove( this );
}

//=========================================================
// MonsterThink, overridden for roaches.
//=========================================================
void CRoach :: MonsterThink(  )
{
	if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
		pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1,1.5);
	else
		pev->nextthink = gpGlobals->time + 0.1;// keep monster thinking

	float flInterval = StudioFrameAdvance( ); // animate

	if ( !m_fLightHacked )
	{
		// if light value hasn't been collection for the first time yet, 
		// suspend the creature for a second so the world finishes spawning, then we'll collect the light level.
		pev->nextthink = gpGlobals->time + 1;
		m_fLightHacked = TRUE;
		return;
	}
	else if ( m_flLastLightLevel < 0 )
	{
		// collect light level for the first time, now that all of the lightmaps in the roach's area have been calculated.
		m_flLastLightLevel = GETENTITYILLUM( ENT( pev ) );
	}

	switch ( m_iMode )
	{
	case	ROACH_IDLE:
	case	ROACH_EAT:
		{
			// if not moving, sample environment to see if anything scary is around. Do a radius search 'look' at random.
			if ( RANDOM_LONG(0,3) == 1 )
			{
				Look( 150 );
				if (HasConditions(bits_COND_SEE_FEAR))
				{
					// if see something scary
					//ALERT ( at_aiconsole, "Scared\n" );
					Eat( 30 +  ( RANDOM_LONG(0,14) ) );// roach will ignore food for 30 to 45 seconds
					PickNewDest( ROACH_SCARED_BY_ENT );
					SetActivity ( ACT_WALK );
				}
				else if ( RANDOM_LONG(0,149) == 1 )
				{
					// if roach doesn't see anything, there's still a chance that it will move. (boredom)
					//ALERT ( at_aiconsole, "Bored\n" );
					PickNewDest( ROACH_BORED );
					SetActivity ( ACT_WALK );

					if ( m_iMode == ROACH_EAT )
					{
						// roach will ignore food for 30 to 45 seconds if it got bored while eating. 
						Eat( 30 +  ( RANDOM_LONG(0,14) ) );
					}
				}
			}
	
			// don't do this stuff if eating!
			if ( m_iMode == ROACH_IDLE )
			{
				if ( FShouldEat() )
				{
					Listen();
				}

				if ( GETENTITYILLUM( ENT(pev) ) > m_flLastLightLevel )
				{
					// someone turned on lights!
					//ALERT ( at_console, "Lights!\n" );
					PickNewDest( ROACH_SCARED_BY_LIGHT );
					SetActivity ( ACT_WALK );
				}
				else if ( HasConditions(bits_COND_SMELL_FOOD) )
				{
					CSound *pSound;

					pSound = CSoundEnt::SoundPointerForIndex( m_iAudibleList );

					// roach smells food and is just standing around. Go to food unless food isn't on same z-plane.
					if ( pSound && fabs( pSound->m_vecOrigin.z - pev->origin.z ) <= 3 )
					{
						PickNewDest( ROACH_SMELL_FOOD );
						SetActivity ( ACT_WALK );
					}
				}
			}

			break;
		}
	case	ROACH_SCARED_BY_LIGHT:
		{
			// if roach was scared by light, then stop if we're over a spot at least as dark as where we started!
			if ( GETENTITYILLUM( ENT( pev ) ) <= m_flLastLightLevel )
			{
				SetActivity ( ACT_IDLE );
				m_flLastLightLevel = GETENTITYILLUM( ENT ( pev ) );// make this our new light level.
			}
			break;
		}
	}
	
	if ( m_flGroundSpeed != 0 )
	{
		Move( flInterval );
	}
}

//=========================================================
// Picks a new spot for roach to run to.(
//=========================================================
void CRoach :: PickNewDest ( int iCondition )
{
	Vector	vecNewDir;
	Vector	vecDest;
	float	flDist;

	m_iMode = iCondition;

	if ( m_iMode == ROACH_SMELL_FOOD )
	{
		// find the food and go there.
		CSound *pSound;

		pSound = CSoundEnt::SoundPointerForIndex( m_iAudibleList );

		if ( pSound )
		{
			m_Route[ 0 ].vecLocation.x = pSound->m_vecOrigin.x + ( 3 - RANDOM_LONG(0,5) );
			m_Route[ 0 ].vecLocation.y = pSound->m_vecOrigin.y + ( 3 - RANDOM_LONG(0,5) );
			m_Route[ 0 ].vecLocation.z = pSound->m_vecOrigin.z;
			m_Route[ 0 ].iType = bits_MF_TO_LOCATION;
			m_movementGoal = RouteClassify( m_Route[ 0 ].iType );
			return;
		}
	}

	do 
	{
		// picks a random spot, requiring that it be at least 128 units away
		// else, the roach will pick a spot too close to itself and run in 
		// circles. this is a hack but buys me time to work on the real monsters.
		vecNewDir.x = RANDOM_FLOAT( -1, 1 );
		vecNewDir.y = RANDOM_FLOAT( -1, 1 );
		flDist		= 256 + ( RANDOM_LONG(0,255) );
		vecDest = pev->origin + vecNewDir * flDist;

	} while ( ( vecDest - pev->origin ).Length2D() < 128 );

	m_Route[ 0 ].vecLocation.x = vecDest.x;
	m_Route[ 0 ].vecLocation.y = vecDest.y;
	m_Route[ 0 ].vecLocation.z = pev->origin.z;
	m_Route[ 0 ].iType = bits_MF_TO_LOCATION;
	m_movementGoal = RouteClassify( m_Route[ 0 ].iType );

	if ( RANDOM_LONG(0,9) == 1 )
	{
		// every once in a while, a roach will play a skitter sound when they decide to run
		EMIT_SOUND_DYN(ENT(pev), CHAN_BODY, "roach/rch_walk.wav", 1, ATTN_NORM, 0, 80 + RANDOM_LONG(0,39) );
	}
}

//=========================================================
// roach's move function
//=========================================================
void CRoach :: Move ( float flInterval ) 
{
	float		flWaypointDist;
	Vector		vecApex;

	// local move to waypoint.
	flWaypointDist = ( m_Route[ m_iRouteIndex ].vecLocation - pev->origin ).Length2D();
	MakeIdealYaw ( m_Route[ m_iRouteIndex ].vecLocation );

	ChangeYaw ( pev->yaw_speed );
	UTIL_MakeVectors( pev->angles );

	if ( RANDOM_LONG(0,7) == 1 )
	{
		// randomly check for blocked path.(more random load balancing)
		if ( !WALK_MOVE( ENT(pev), pev->ideal_yaw, 4, WALKMOVE_NORMAL ) )
		{
			// stuck, so just pick a new spot to run off to
			PickNewDest( m_iMode );
		}
	}
	
	WALK_MOVE( ENT(pev), pev->ideal_yaw, m_flGroundSpeed * flInterval, WALKMOVE_NORMAL );

	// if the waypoint is closer than step size, then stop after next step (ok for roach to overshoot)
	if ( flWaypointDist <= m_flGroundSpeed * flInterval )
	{
		// take truncated step and stop

		SetActivity ( ACT_IDLE );
		m_flLastLightLevel = GETENTITYILLUM( ENT ( pev ) );// this is roach's new comfortable light level

		if ( m_iMode == ROACH_SMELL_FOOD )
		{
			m_iMode = ROACH_EAT;
		}
		else
		{
			m_iMode = ROACH_IDLE;
		}
	}

	if ( RANDOM_LONG(0,149) == 1 && m_iMode != ROACH_SCARED_BY_LIGHT && m_iMode != ROACH_SMELL_FOOD )
	{
		// random skitter while moving as long as not on a b-line to get out of light or going to food
		PickNewDest( FALSE );
	}
}

//=========================================================
// Look - overriden for the roach, which can virtually see 
// 360 degrees.
//=========================================================
void CRoach :: Look ( int iDistance )
{
	CBaseEntity	*pSightEnt = nullptr;// the current visible entity that we're dealing with
	CBaseEntity	*pPreviousEnt;// the last entity added to the link list 
	int			iSighted = 0;

	// DON'T let visibility information from last frame sit around!
	ClearConditions( bits_COND_SEE_HATE |bits_COND_SEE_DISLIKE | bits_COND_SEE_ENEMY | bits_COND_SEE_FEAR );

	// don't let monsters outside of the player's PVS act up, or most of the interesting
	// things will happen before the player gets there!
	if ( FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) )
	{
		return;
	}

	m_pLink = nullptr;
	pPreviousEnt = this;

	// Does sphere also limit itself to PVS?
	// Examine all entities within a reasonable radius
	// !!!PERFORMANCE - let's trivially reject the ent list before radius searching!
	while ((pSightEnt = UTIL_FindEntityInSphere( pSightEnt, pev->origin, iDistance )) != nullptr)
	{
		// only consider ents that can be damaged. !!!temporarily only considering other monsters and clients
		if (  pSightEnt->IsPlayer() || FBitSet ( pSightEnt->pev->flags, FL_MONSTER ) )
		{
			if ( /*FVisible( pSightEnt ) &&*/ !FBitSet( pSightEnt->pev->flags, FL_NOTARGET ) && pSightEnt->pev->health > 0 )
			{
				// NULL the Link pointer for each ent added to the link list. If other ents follow, the will overwrite
				// this value. If this ent happens to be the last, the list will be properly terminated.
				pPreviousEnt->m_pLink = pSightEnt;
				pSightEnt->m_pLink = nullptr;
				pPreviousEnt = pSightEnt;

				// don't add the Enemy's relationship to the conditions. We only want to worry about conditions when
				// we see monsters other than the Enemy.
				switch ( IRelationship ( pSightEnt ) )
				{
				case	R_FR:		
					iSighted |= bits_COND_SEE_FEAR;	
					break;
				case	R_NO:
					break;
				default:
					ALERT ( at_console, "%s can't asses %s\n", STRING(pev->classname), STRING(pSightEnt->pev->classname ) );
					break;
				}
			}
		}
	}
	SetConditions( iSighted );
}

//=========================================================
// AI Schedules Specific to this monster
//=========================================================

