/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 */

#include "bladerunner/combat.h"

#include "bladerunner/actor.h"
#include "bladerunner/audio_speech.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/game_constants.h"
#include "bladerunner/game_info.h"
#include "bladerunner/movement_track.h"
#include "bladerunner/savefile.h"
#include "bladerunner/scene_objects.h"
#include "bladerunner/settings.h"

namespace BladeRunner {

Combat::Combat(BladeRunnerEngine *vm) {
	_vm = vm;

	_coverWaypoints.resize(_vm->_gameInfo->getCoverWaypointCount());
	_fleeWaypoints.resize(_vm->_gameInfo->getFleeWaypointCount());

	reset();
}

Combat::~Combat() {
}

void Combat::reset() {
	_active = false;
	_enabled = true;

	_ammoDamage[0] = 10;
	_ammoDamage[1] = 20;
	_ammoDamage[2] = 30;

	for (int i = 0; i < kSoundCount; i++) {
		_hitSoundId[i] = -1;
		_missSoundId[i] = -1;
	}
}

void Combat::activate() {
	if(_enabled) {
		_vm->_playerActor->combatModeOn(-1, true, -1, -1, kAnimationModeCombatIdle, kAnimationModeCombatWalk, kAnimationModeCombatRun, -1, -1, -1, _vm->_combat->_ammoDamage[_vm->_settings->getAmmoType()], 0, false);
		_active = true;
	}
}

void Combat::deactivate() {
	if (_enabled) {
		_vm->_playerActor->combatModeOff();
		_active = false;
	}
}

void Combat::change() {
	if (!_vm->_playerActor->inWalkLoop() && _enabled) {
		if (_active) {
			deactivate();
		} else {
			activate();
		}
	}
}

bool Combat::isActive() const{
	return _active;
}

void Combat::enable() {
	_enabled = true;
}

void Combat::disable() {
	_enabled = false;
}

void Combat::setHitSound(int ammoType, int column, int soundId) {
	_hitSoundId[ammoType * 3 + column] = soundId;
}

void Combat::setMissSound(int ammoType, int column, int soundId) {
	_missSoundId[ammoType * 3 + column] = soundId;
}

int Combat::getHitSound() const {
	return _hitSoundId[3 * _vm->_settings->getAmmoType() + _vm->_rnd.getRandomNumber(2)];
}

int Combat::getMissSound() const {
	return _hitSoundId[3 * _vm->_settings->getAmmoType() + _vm->_rnd.getRandomNumber(2)];
}

void Combat::shoot(int actorId, Vector3 &to, int screenX) {
	Actor *actor = _vm->_actors[actorId];

	if (actor->isRetired()) {
		return;
	}

	int sentenceId = -1;

	/*
	Distance from center as a percentage:
	                            screenX - abs(right + left) / 2
	distanceFromCenter = 100 *  -------------------------------
	                                 abs(right - left) / 2
	*/
	const Common::Rect &rect = actor->getScreenRectangle();
	int distanceFromCenter = CLIP(100 * (screenX - abs((rect.right + rect.left) / 2)) / abs((rect.right - rect.left) / 2), 0, 100);

	int damage = (100 - distanceFromCenter) * _ammoDamage[_vm->_settings->getAmmoType()] / 100;

	int hp = MAX(actor->getCurrentHP() - damage, 0);

	actor->setCurrentHP(hp);

	bool setDamageAnimation = true;
	if (actor->isWalking() == 1 && !actor->getFlagDamageAnimIfMoving()) {
		setDamageAnimation = false;
	}
	if (actor->_movementTrack->hasNext() && !actor->_movementTrack->isPaused()) {
		setDamageAnimation = false;
	}
	if (setDamageAnimation) {
		if (actor->isWalking()) {
			actor->stopWalking(false);
		}
		if (actor->getAnimationMode() != kAnimationModeHit && actor->getAnimationMode() != kAnimationModeCombatHit) {
			actor->changeAnimationMode(kAnimationModeHit, false);
			sentenceId = _vm->_rnd.getRandomNumberRng(0, 1) ? 9000 : 9005;
		}
	}

	if (hp <= 0) {
		actor->setTarget(false);
		if (actor->inCombat()) {
			actor->combatModeOff();
		}
		actor->stopWalking(false);
		actor->changeAnimationMode(48, false);
		actor->retire(true, 72, 36, kActorMcCoy);
		actor->setAtXYZ(actor->getXYZ(), actor->getFacing(), true, false, true);
		_vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true);
		sentenceId = 9020;
	}

	if (sentenceId >= 0 && actor->inCombat()) {
		_vm->_audioSpeech->playSpeechLine(actorId, sentenceId, 75, 0, 99);
	}
}

int Combat::findFleeWaypoint(int setId, int enemyId, const Vector3& position) const {
	float min = -1.0f;
	int result = -1;
	for (int i = 0; i < (int)_fleeWaypoints.size(); ++i) {
		if (setId == _fleeWaypoints[i].setId) {
			float dist = distance(position, _fleeWaypoints[i].position);
			if (result == -1 || dist < min) {
				result = i;
				min = dist;
			}
		}
	}
	return result;
}

int Combat::findCoverWaypoint(int waypointType, int actorId, int enemyId) const {
	Actor *actor = _vm->_actors[actorId];
	Actor *enemy = _vm->_actors[enemyId];
	int result = -1;
	float min = -1.0f;
	for (int i = 0; i < (int)_coverWaypoints.size(); ++i) {
		if (waypointType == _coverWaypoints[i].type && actor->getSetId() == _coverWaypoints[i].setId) {
			if (_vm->_sceneObjects->isObstacleBetween(_coverWaypoints[i].position, enemy->getXYZ(), enemyId)) {
				float dist = distance(_coverWaypoints[i].position, actor->getXYZ());
				if (result == -1 || dist < min) {
					result = i;
					min = dist;
				}
			}
		}
	}
	return result;
}

void Combat::save(SaveFileWriteStream &f) {
	f.writeBool(_active);
	f.writeBool(_enabled);
	for (int i = 0; i != kSoundCount; ++i) {
		f.writeInt(_hitSoundId[i]);
	}
	for (int i = 0; i != kSoundCount; ++i) {
		f.writeInt(_missSoundId[i]);
	}
}

void Combat::load(SaveFileReadStream &f) {
	_active = f.readBool();
	_enabled = f.readBool();
	for (int i = 0; i != kSoundCount; ++i) {
		_hitSoundId[i] = f.readInt();
	}
	for (int i = 0; i != kSoundCount; ++i) {
		_missSoundId[i] = f.readInt();
	}
}

} // End of namespace BladeRunner