/***
*
*	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.
*
****/
//=========================================================
// GMan - misunderstood servant of the people
//=========================================================
#include	"extdll.h"
#include	"util.h"
#include	"cbase.h"
#include	"monsters.h"
#include	"schedule.h"
#include	"weapons.h"

//=========================================================
// Monster's Anim Events Go Here
//=========================================================

class CGMan : public CBaseMonster
{
public:
	void Spawn( void );
	void Precache( void );
	void SetYawSpeed( void );
	int Classify ( void );
	void HandleAnimEvent( MonsterEvent_t *pEvent );
	int ISoundMask ( void );

	int Save( CSave &save ); 
	int Restore( CRestore &restore );
	static TYPEDESCRIPTION m_SaveData[];

	void StartTask( Task_t *pTask );
	void RunTask( Task_t *pTask );
	int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
	void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);

	void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener );

	EHANDLE m_hPlayer;
	EHANDLE m_hTalkTarget;
	float m_flTalkTime;
};

LINK_ENTITY_TO_CLASS( monster_gman, CGMan )

TYPEDESCRIPTION	CGMan::m_SaveData[] =
{
	DEFINE_FIELD( CGMan, m_hTalkTarget, FIELD_EHANDLE ),
	DEFINE_FIELD( CGMan, m_flTalkTime, FIELD_TIME ),
};

IMPLEMENT_SAVERESTORE( CGMan, CBaseMonster )

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

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

	switch( m_Activity )
	{
	case ACT_IDLE:
	default:
		ys = 90;
	}

	pev->yaw_speed = ys;
}

//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CGMan::HandleAnimEvent( MonsterEvent_t *pEvent )
{
	switch( pEvent->event )
	{
	case 0:
	default:
		CBaseMonster::HandleAnimEvent( pEvent );
		break;
	}
}

//=========================================================
// ISoundMask - generic monster can't hear.
//=========================================================
int CGMan::ISoundMask( void )
{
	return 0;
}

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

	SET_MODEL( ENT( pev ), "models/gman.mdl" );
	UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );

	pev->solid		= SOLID_SLIDEBOX;
	pev->movetype		= MOVETYPE_STEP;
	m_bloodColor		= DONT_BLEED;
	pev->health		= 100;
	m_flFieldOfView		= 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
	m_MonsterState		= MONSTERSTATE_NONE;

	MonsterInit();
}

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

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

void CGMan::StartTask( Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_WAIT:
		if( m_hPlayer == 0 )
		{
			m_hPlayer = UTIL_FindEntityByClassname( NULL, "player" );
		}
		break;
	}
	CBaseMonster::StartTask( pTask );
}

void CGMan::RunTask( Task_t *pTask )
{
	switch( pTask->iTask )
	{
	case TASK_WAIT:
		// look at who I'm talking to
		if( m_flTalkTime > gpGlobals->time && m_hTalkTarget != 0 )
		{
			float yaw = VecToYaw( m_hTalkTarget->pev->origin - pev->origin ) - pev->angles.y;

			if( yaw > 180 )
				yaw -= 360;
			if( yaw < -180 )
				yaw += 360;

			// turn towards vector
			SetBoneController( 0, yaw );
		}
		// look at player, but only if playing a "safe" idle animation
		else if( m_hPlayer != 0 && pev->sequence == 0 )
		{
			float yaw = VecToYaw( m_hPlayer->pev->origin - pev->origin ) - pev->angles.y;

			if( yaw > 180 )
				yaw -= 360;
			if( yaw < -180 )
				yaw += 360;

			// turn towards vector
			SetBoneController( 0, yaw );
		}
		else 
		{
			SetBoneController( 0, 0 );
		}
		CBaseMonster::RunTask( pTask );
		break;
	default:
		SetBoneController( 0, 0 );
		CBaseMonster::RunTask( pTask );
		break;
	}
}

//=========================================================
// Override all damage
//=========================================================
int CGMan::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
	pev->health = pev->max_health / 2; // always trigger the 50% damage aitrigger

	if( flDamage > 0 )
	{
		SetConditions( bits_COND_LIGHT_DAMAGE );
	}

	if( flDamage >= 20 )
	{
		SetConditions( bits_COND_HEAVY_DAMAGE );
	}
	return TRUE;
}

void CGMan::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
	UTIL_Ricochet( ptr->vecEndPos, 1.0 );
	AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
}

void CGMan::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener )
{
	CBaseMonster::PlayScriptedSentence( pszSentence, duration, volume, attenuation, bConcurrent, pListener );

	m_flTalkTime = gpGlobals->time + duration;
	m_hTalkTarget = pListener;
}
