//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose: 
//
//=============================================================================

#ifndef NPC_BASESCANNER_H
#define NPC_BASESCANNER_H
#ifdef _WIN32
#pragma once
#endif

#include "cbase.h"
#include "player_pickup.h"
#include "weapon_physcannon.h"
#include "hl2_player.h"
#include "smoke_trail.h"
#include "ai_basenpc_physicsflyer.h"

//-----------------------------------------------------------------------------
// States for the scanner's sound.
//-----------------------------------------------------------------------------
enum ScannerFlyMode_t
{
	SCANNER_FLY_PHOTO = 0,		// Fly close to photograph entity
	SCANNER_FLY_PATROL,			// Fly slowly around the enviroment
	SCANNER_FLY_FAST,			// Fly quickly around the enviroment
	SCANNER_FLY_CHASE,			// Fly quickly around the enviroment
	SCANNER_FLY_SPOT,			// Fly above enity in spotlight position
	SCANNER_FLY_ATTACK,			// Get in my enemies face for spray or flash
	SCANNER_FLY_DIVE,			// Divebomb - only done when dead
	SCANNER_FLY_FOLLOW,			// Following a target
};

enum ScannerInspectAct_t
{
	SCANNER_INSACT_HANDS_UP,
	SCANNER_INSACT_SHOWARMBAND,
};

// Sentences
#define SCANNER_SENTENCE_ATTENTION	0
#define SCANNER_SENTENCE_HANDSUP	1
#define SCANNER_SENTENCE_PROCEED	2
#define SCANNER_SENTENCE_CURIOUS	3

// Scanner attack distances
#define SCANNER_ATTACK_NEAR_DIST		150		// Fly attack min distance
#define SCANNER_ATTACK_FAR_DIST			300		// Fly attack max distance
#define SCANNER_ATTACK_RANGE			350		// Attack max distance
#define	SCANNER_ATTACK_MIN_DELAY		8		// Min time between attacks
#define	SCANNER_ATTACK_MAX_DELAY		12		// Max time between attacks
#define	SCANNER_EVADE_TIME				1		// How long to evade after take damage

// Scanner movement vars
#define	SCANNER_BANK_RATE				30
#define	SCANNER_MAX_SPEED				250
#define	SCANNER_MAX_DIVE_BOMB_SPEED		2500
#define SCANNER_SQUAD_FLY_DIST			500		// How far to scanners stay apart
#define SCANNER_SQUAD_HELP_DIST			4000	// How far will I fly to help

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
class CNPC_BaseScanner : public CAI_BasePhysicsFlyingBot, public CDefaultPlayerPickupVPhysics
{
	DECLARE_CLASS( CNPC_BaseScanner, CAI_BasePhysicsFlyingBot );

public:
	CNPC_BaseScanner();

	void			Spawn(void);

	virtual void	UpdateEfficiency( bool bInPVS );

	Class_T			Classify( void ) { return(CLASS_SCANNER); }
	virtual float	GetAutoAimRadius();

	void			Event_Killed( const CTakeDamageInfo &info );
	int				OnTakeDamage_Alive( const CTakeDamageInfo &info );
	int				OnTakeDamage_Dying( const CTakeDamageInfo &info );
	void			TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
	void			Gib(void);

	void			OnStateChange( NPC_STATE eOldState, NPC_STATE eNewState );
	void			ClampMotorForces( Vector &linear, AngularImpulse &angular );

	int				DrawDebugTextOverlays(void);

	virtual float	GetHeadTurnRate( void );

	virtual void	VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );

	// 	CDefaultPlayerPickupVPhysics
	void			OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
	void			OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );

	bool			ShouldPlayIdleSound( void );
	void			IdleSound( void );
	void			DeathSound( const CTakeDamageInfo &info );
	void			AlertSound( void );
	void			PainSound( const CTakeDamageInfo &info );
	virtual const char	*GetScannerSoundPrefix( void ) { return ""; }
	void			ScannerEmitSound( const char *pszSoundName );

	int				MeleeAttack1Conditions ( float flDot, float flDist );

	int				SelectSchedule(void);
	void			StartTask( const Task_t *pTask );
	void			OnScheduleChange( void );
	void			UpdateOnRemove( void );
	virtual float	GetMaxSpeed( void );

	void			PostRunStopMoving()	{} // scanner can use "movement" activities but not be moving

	virtual bool	CanBecomeServerRagdoll( void ) { return false;	}

	void			SpeakSentence( int sentenceType );

	bool			IsHeldByPhyscannon( void );

	// Inputs
	void			InputSetFlightSpeed( inputdata_t &inputdata );
	void			InputSetDistanceOverride( inputdata_t &inputdata );

protected:
	virtual const char	*GetEngineSound( void ) { return NULL; }
	void				PlayFlySound(void);

	void				SetBanking( float flInterval );
	void				UpdateHead( float flInterval );
	inline CBaseEntity *EntityToWatch( void );

	bool				IsEnemyPlayerInSuit( void );

	// Movement
	virtual bool		OverridePathMove( CBaseEntity *pMoveTarget, float flInterval );
	virtual bool		OverrideMove( float flInterval );
	Vector				IdealGoalForMovement( const Vector &goalPos, const Vector &startPos, float idealRange, float idealHeight );
	virtual void		AdjustScannerVelocity( void ) { return; }
	virtual void		MoveToAttack(float flInterval);
	virtual void		MoveToTarget( float flInterval, const Vector &vecMoveTarget );
	virtual void		MoveExecute_Alive(float flInterval);
	virtual float		MinGroundDist(void) { return 64; }
	Vector				VelocityToEvade(CBaseCombatCharacter *pEnemy);
	virtual float		GetGoalDistance( void );

	// Divebombing
	virtual void		AttackDivebomb( void );
	void				DiveBombSoundThink();
	void				AttackDivebombCollide(float flInterval);
	void				MoveToDivebomb(float flInterval);
	void				BlendPhyscannonLaunchSpeed();

private:
	bool	GetGoalDirection( Vector *vOut );

	void	StartSmokeTrail( void );

	// Take damage from being thrown by a physcannon 
	void TakeDamageFromPhyscannon( CBasePlayer *pPlayer );

	// Take damage from physics impacts
	void TakeDamageFromPhysicsImpact( int index, gamevcollisionevent_t *pEvent );

	// Do we have a physics attacker?
	CBasePlayer *HasPhysicsAttacker( float dt );

	virtual void		StopLoopingSounds(void);

public:
	// ------------------------
	//  Death Cleanup
	// ------------------------
	CTakeDamageInfo		m_KilledInfo;

protected:
	ScannerFlyMode_t	m_nFlyMode;

	// Pose parameters
	int					m_nPoseTail;
	int					m_nPoseDynamo;
	int					m_nPoseFlare;
	int					m_nPoseFaceVert;
	int					m_nPoseFaceHoriz;

	bool				m_bHasSpoken;

	// Movement
	float				m_flFlyNoiseBase;
	float				m_flEngineStallTime;
	float				m_fNextFlySoundTime;
	Vector				m_vecDiveBombDirection;		// The direction we dive bomb. Calculated at the moment of death.
	float				m_flDiveBombRollForce;		// Used for roll while dive bombing.

	float				m_flGoalOverrideDistance;

	// Deriver scanner variables
	float				m_flAttackNearDist;
	float				m_flAttackFarDist;
	float				m_flAttackRange;

private:
	CSoundPatch			*m_pEngineSound;

	// physics influence
	CHandle<CBasePlayer>	m_hPhysicsAttacker;
	float					m_flLastPhysicsInfluenceTime;

	// Attacks
	SmokeTrail			*m_pSmokeTrail;

protected:
	DEFINE_CUSTOM_AI;

	// Custom interrupt conditions
	enum
	{
		COND_SCANNER_FLY_CLEAR = BaseClass::NEXT_CONDITION,
		COND_SCANNER_FLY_BLOCKED,							
		COND_SCANNER_GRABBED_BY_PHYSCANNON,
		COND_SCANNER_RELEASED_FROM_PHYSCANNON,

		NEXT_CONDITION,
	};

	// Custom schedules
	enum
	{
		SCHED_SCANNER_PATROL = BaseClass::NEXT_SCHEDULE,
		SCHED_SCANNER_ATTACK,
		SCHED_SCANNER_ATTACK_HOVER,
		SCHED_SCANNER_ATTACK_DIVEBOMB,
		SCHED_SCANNER_CHASE_ENEMY,
		SCHED_SCANNER_CHASE_TARGET,
		SCHED_SCANNER_FOLLOW_HOVER,
		SCHED_SCANNER_HELD_BY_PHYSCANNON,

		NEXT_SCHEDULE,
	};

	// Custom tasks
	enum
	{
		TASK_SCANNER_SET_FLY_PATROL = BaseClass::NEXT_TASK,
		TASK_SCANNER_SET_FLY_CHASE,
		TASK_SCANNER_SET_FLY_ATTACK,
		TASK_SCANNER_SET_FLY_DIVE,

		NEXT_TASK,
	};

	DECLARE_DATADESC();
};

#endif // NPC_BASESCANNER_H
