/***
*
*	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.
*
****/
//=========================================================
// Bloater
//=========================================================

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

//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define	BLOATER_AE_ATTACK_MELEE1		0x01

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

	void PainSound( void );
	void AlertSound( void );
	void IdleSound( void );
	void AttackSnd( void );

	// No range attacks
	BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
	BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
	int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
};

LINK_ENTITY_TO_CLASS( monster_bloater, CBloater )

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

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

	ys = 120;
#if 0
	switch( m_Activity )
	{
	}
#endif
	pev->yaw_speed = ys;
}

int CBloater::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
{
	PainSound();
	return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
}

void CBloater::PainSound( void )
{
#if 0	
	int pitch = 95 + RANDOM_LONG( 0, 9 );

	switch( RANDOM_LONG( 0, 5 ) )
	{
	case 0: 
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_pain1.wav", 1.0, ATTN_NORM, 0, pitch );
		break;
	case 1:
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_pain2.wav", 1.0, ATTN_NORM, 0, pitch );
		break;
	default:
		break;
	}
#endif
}

void CBloater::AlertSound( void )
{
#if 0
	int pitch = 95 + RANDOM_LONG( 0, 9 );

	switch( RANDOM_LONG( 0, 2 ) )
	{
	case 0: 
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_alert10.wav", 1.0, ATTN_NORM, 0, pitch );
		break; 
	case 1:
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_alert20.wav", 1.0, ATTN_NORM, 0, pitch );
		break;
	case 2:
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_alert30.wav", 1.0, ATTN_NORM, 0, pitch );
		break;
	}
#endif
}

void CBloater::IdleSound( void )
{
#if 0
	int pitch = 95 + RANDOM_LONG( 0, 9 );

	switch( RANDOM_LONG( 0, 2 ) )
	{
	case 0: 
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_idle1.wav", 1.0, ATTN_NORM, 0, pitch );
		break;
	case 1:
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_idle2.wav", 1.0, ATTN_NORM, 0, pitch );
		break;
	case 2:
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_idle3.wav", 1.0, ATTN_NORM, 0, pitch );
		break;
	}
#endif
}

void CBloater::AttackSnd( void )
{
#if 0
	int pitch = 95 + RANDOM_LONG( 0, 9 );

	switch( RANDOM_LONG( 0, 1 ) )
	{
	case 0: 
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_attack1.wav", 1.0, ATTN_NORM, 0, pitch );
		break;
	case 1:
		EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, "zombie/zo_attack2.wav", 1.0, ATTN_NORM, 0, pitch );
		break;
	}
#endif
}

//=========================================================
// HandleAnimEvent - catches the monster-specific messages
// that occur when tagged animation frames are played.
//=========================================================
void CBloater::HandleAnimEvent( MonsterEvent_t *pEvent )
{
	switch( pEvent->event )
	{
		case BLOATER_AE_ATTACK_MELEE1:
			{
				// do stuff for this event.
				AttackSnd();
			}
			break;
		default:
			CBaseMonster::HandleAnimEvent( pEvent );
			break;
	}
}

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

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

	pev->solid = SOLID_SLIDEBOX;
	pev->movetype = MOVETYPE_FLY;
	pev->spawnflags |= FL_FLY;
	m_bloodColor = BLOOD_COLOR_GREEN;
	pev->health = 40;
	pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
	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 CBloater::Precache()
{
	PRECACHE_MODEL( "models/floater.mdl" );
}	

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