/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  

Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#ifndef __GAME_AFENTITY_H__
#define __GAME_AFENTITY_H__


/*
===============================================================================

idMultiModelAF

Entity using multiple separate visual models animated with a single
articulated figure. Only used for debugging!

===============================================================================
*/
const int GIB_DELAY = 200;  // only gib this often to keep performace hits when blowing up several mobs

class idMultiModelAF : public idEntity {
public:
	CLASS_PROTOTYPE( idMultiModelAF );

	void					Spawn();
							~idMultiModelAF();

	virtual void			Think();
	virtual void			Present();

protected:
	idPhysics_AF			physicsObj;

	void					SetModelForId( int id, const idStr &modelName );

private:
	idList<idRenderModel *, TAG_AF>	modelHandles;
	idList<int, TAG_AF>				modelDefHandles;
};


/*
===============================================================================

idChain

Chain hanging down from the ceiling. Only used for debugging!

===============================================================================
*/

class idChain : public idMultiModelAF {
public:
	CLASS_PROTOTYPE( idChain );

	void					Spawn();

protected:
	void					BuildChain( const idStr &name, const idVec3 &origin, float linkLength, float linkWidth, float density, int numLinks, bool bindToWorld = true );
};


/*
===============================================================================

idAFAttachment

===============================================================================
*/

class idAFAttachment : public idAnimatedEntity {
public:
	CLASS_PROTOTYPE( idAFAttachment );

							idAFAttachment();
	virtual					~idAFAttachment();

	void					Spawn();

	void					Save( idSaveGame *savefile ) const;
	void					Restore( idRestoreGame *savefile );

	void					SetBody( idEntity *bodyEnt, const char *headModel, jointHandle_t attachJoint );
	void					ClearBody();
	idEntity *				GetBody() const;

	virtual void			Think();

	virtual void			Hide();
	virtual void			Show();

	void					PlayIdleAnim( int blendTime );

	virtual void			GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
	virtual void			ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
	virtual void			AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );

	virtual	void			Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
	virtual void			AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName );

	void					SetCombatModel();
	idClipModel *			GetCombatModel() const;
	virtual void			LinkCombat();
	virtual void			UnlinkCombat();

protected:
	idEntity *				body;
	idClipModel *			combatModel;	// render model for hit detection of head
	int						idleAnim;
	jointHandle_t			attachJoint;
};


/*
===============================================================================

idAFEntity_Base

===============================================================================
*/

class idAFEntity_Base : public idAnimatedEntity {
public:
	CLASS_PROTOTYPE( idAFEntity_Base );

							idAFEntity_Base();
	virtual					~idAFEntity_Base();

	void					Spawn();

	void					Save( idSaveGame *savefile ) const;
	void					Restore( idRestoreGame *savefile );

	virtual void			Think();
	virtual void			AddDamageEffect( const trace_t &collision, const idVec3 &velocity, const char *damageDefName );
	virtual void			GetImpactInfo( idEntity *ent, int id, const idVec3 &point, impactInfo_t *info );
	virtual void			ApplyImpulse( idEntity *ent, int id, const idVec3 &point, const idVec3 &impulse );
	virtual void			AddForce( idEntity *ent, int id, const idVec3 &point, const idVec3 &force );
	virtual bool			Collide( const trace_t &collision, const idVec3 &velocity );
	virtual bool			GetPhysicsToVisualTransform( idVec3 &origin, idMat3 &axis );
	virtual bool			UpdateAnimationControllers();
	virtual void			FreeModelDef();

	virtual bool			LoadAF();
	bool					IsActiveAF() const { return af.IsActive(); }
	const char *			GetAFName() const { return af.GetName(); }
	idPhysics_AF *			GetAFPhysics() { return af.GetPhysics(); }

	void					SetCombatModel();
	idClipModel *			GetCombatModel() const;
							// contents of combatModel can be set to 0 or re-enabled (mp)
	void					SetCombatContents( bool enable );
	virtual void			LinkCombat();
	virtual void			UnlinkCombat();

	int						BodyForClipModelId( int id ) const;

	void					SaveState( idDict &args ) const;
	void					LoadState( const idDict &args );

	void					AddBindConstraints();
	void					RemoveBindConstraints();

	virtual void			ShowEditingDialog();

	static void				DropAFs( idEntity *ent, const char *type, idList<idEntity *> *list );

protected:
	idAF					af;				// articulated figure
	idClipModel *			combatModel;	// render model for hit detection
	int						combatModelContents;
	idVec3					spawnOrigin;	// spawn origin
	idMat3					spawnAxis;		// rotation axis used when spawned
	int						nextSoundTime;	// next time this can make a sound

	void					Event_SetConstraintPosition( const char *name, const idVec3 &pos );
};

/*
===============================================================================

idAFEntity_Gibbable

===============================================================================
*/

extern const idEventDef		EV_Gib;
extern const idEventDef		EV_Gibbed;

class idAFEntity_Gibbable : public idAFEntity_Base {
public:
	CLASS_PROTOTYPE( idAFEntity_Gibbable );

							idAFEntity_Gibbable();
							~idAFEntity_Gibbable();

	void					Spawn();
	void					Save( idSaveGame *savefile ) const;
	void					Restore( idRestoreGame *savefile );
	virtual void			Present();
	virtual	void			Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
	void					SetThrown( bool isThrown );
	virtual bool			Collide( const trace_t &collision, const idVec3 &velocity );
	virtual void			SpawnGibs( const idVec3 &dir, const char *damageDefName );

	bool					IsGibbed() { return gibbed; };

protected:
	idRenderModel *			skeletonModel;
	int						skeletonModelDefHandle;
	bool					gibbed;

	bool					wasThrown;

	virtual void			Gib( const idVec3 &dir, const char *damageDefName );
	void					InitSkeletonModel();

	void					Event_Gib( const char *damageDefName );
};

/*
===============================================================================

	idAFEntity_Generic

===============================================================================
*/

class idAFEntity_Generic : public idAFEntity_Gibbable {
public:
	CLASS_PROTOTYPE( idAFEntity_Generic );

							idAFEntity_Generic();
							~idAFEntity_Generic();

	void					Spawn();

	void					Save( idSaveGame *savefile ) const;
	void					Restore( idRestoreGame *savefile );

	virtual void			Think();
	void					KeepRunningPhysics() { keepRunningPhysics = true; }

private:
	void					Event_Activate( idEntity *activator );

	bool					keepRunningPhysics;
};


/*
===============================================================================

idAFEntity_WithAttachedHead

===============================================================================
*/

class idAFEntity_WithAttachedHead : public idAFEntity_Gibbable {
public:
	CLASS_PROTOTYPE( idAFEntity_WithAttachedHead );

							idAFEntity_WithAttachedHead();
							~idAFEntity_WithAttachedHead();

	void					Spawn();

	void					Save( idSaveGame *savefile ) const;
	void					Restore( idRestoreGame *savefile );

	void					SetupHead();

	virtual void			Think();

	virtual void			Hide();
	virtual void			Show();
	virtual void			ProjectOverlay( const idVec3 &origin, const idVec3 &dir, float size, const char *material );

	virtual void			LinkCombat();
	virtual void			UnlinkCombat();

protected:
	virtual void			Gib( const idVec3 &dir, const char *damageDefName );

public:
	idEntityPtr<idAFAttachment>	head;

	void					Event_Gib( const char *damageDefName );
	void					Event_Activate( idEntity *activator );
};


/*
===============================================================================

idAFEntity_Vehicle

===============================================================================
*/

class idAFEntity_Vehicle : public idAFEntity_Base {
public:
	CLASS_PROTOTYPE( idAFEntity_Vehicle );

							idAFEntity_Vehicle();

	void					Spawn();
	void					Use( idPlayer *player );

protected:
	idPlayer *				player;
	jointHandle_t			eyesJoint;
	jointHandle_t			steeringWheelJoint;
	float					wheelRadius;
	float					steerAngle;
	float					steerSpeed;
	const idDeclParticle *	dustSmoke;

	float					GetSteerAngle();
};


/*
===============================================================================

idAFEntity_VehicleSimple

===============================================================================
*/

class idAFEntity_VehicleSimple : public idAFEntity_Vehicle {
public:
	CLASS_PROTOTYPE( idAFEntity_VehicleSimple );

							idAFEntity_VehicleSimple();
							~idAFEntity_VehicleSimple();

	void					Spawn();
	virtual void			Think();

protected:
	idClipModel *			wheelModel;
	idAFConstraint_Suspension *	suspension[4];
	jointHandle_t			wheelJoints[4];
	float					wheelAngles[4];
};


/*
===============================================================================

idAFEntity_VehicleFourWheels

===============================================================================
*/

class idAFEntity_VehicleFourWheels : public idAFEntity_Vehicle {
public:
	CLASS_PROTOTYPE( idAFEntity_VehicleFourWheels );

							idAFEntity_VehicleFourWheels();

	void					Spawn();
	virtual void			Think();

protected:
	idAFBody *				wheels[4];
	idAFConstraint_Hinge *	steering[2];
	jointHandle_t			wheelJoints[4];
	float					wheelAngles[4];
};


/*
===============================================================================

idAFEntity_VehicleSixWheels

===============================================================================
*/

class idAFEntity_VehicleSixWheels : public idAFEntity_Vehicle {
public:
	CLASS_PROTOTYPE( idAFEntity_VehicleSixWheels );

							idAFEntity_VehicleSixWheels();

	void					Spawn();
	virtual void			Think();

	float					force;
	float					velocity;
	float					steerAngle;

private:
	idAFBody *				wheels[6];
	idAFConstraint_Hinge *	steering[4];
	jointHandle_t			wheelJoints[6];
	float					wheelAngles[6];
};

/*
===============================================================================

idAFEntity_VehicleAutomated

===============================================================================
*/

class idAFEntity_VehicleAutomated : public idAFEntity_VehicleSixWheels {
public:
	CLASS_PROTOTYPE( idAFEntity_VehicleAutomated );

	void					Spawn();
	void					PostSpawn();
	virtual void			Think();

private:

	idEntity	*waypoint;
	float		steeringSpeed;
	float		currentSteering;
	float		idealSteering;
	float		originHeight;

	void		Event_SetVelocity( float _velocity );
	void		Event_SetTorque( float _torque );
	void		Event_SetSteeringSpeed( float _steeringSpeed );
	void		Event_SetWayPoint( idEntity *_waypoint );
};

/*
===============================================================================

idAFEntity_SteamPipe

===============================================================================
*/

class idAFEntity_SteamPipe : public idAFEntity_Base {
public:
	CLASS_PROTOTYPE( idAFEntity_SteamPipe );

							idAFEntity_SteamPipe();
							~idAFEntity_SteamPipe();

	void					Spawn();
	void					Save( idSaveGame *savefile ) const;
	void					Restore( idRestoreGame *savefile );

	virtual void			Think();

private:
	int						steamBody;
	float					steamForce;
	float					steamUpForce;
	idForce_Constant		force;
	renderEntity_t			steamRenderEntity;
	qhandle_t				steamModelDefHandle;

	void					InitSteamRenderEntity();
};


/*
===============================================================================

idAFEntity_ClawFourFingers

===============================================================================
*/

class idAFEntity_ClawFourFingers : public idAFEntity_Base {
public:
	CLASS_PROTOTYPE( idAFEntity_ClawFourFingers );

							idAFEntity_ClawFourFingers();

	void					Spawn();
	void					Save( idSaveGame *savefile ) const;
	void					Restore( idRestoreGame *savefile );

private:
	idAFConstraint_Hinge *	fingers[4];

	void					Event_SetFingerAngle( float angle );
	void					Event_StopFingers();
};


/** 
* idHarvestable contains all of the code required to turn an entity into a harvestable
* entity. The entity must create an instance of this class and call the appropriate
* interface methods at the correct time.
*/
class idHarvestable : public idEntity {
public:
	CLASS_PROTOTYPE( idHarvestable );

	idHarvestable();
	~idHarvestable();

	void				Spawn();
	void				Init(idEntity* parent);
	void				Save( idSaveGame *savefile ) const;
	void				Restore( idRestoreGame *savefile );

	void				SetParent(idEntity* parent);

	void				Think();
	void				Gib();

protected:
	idEntityPtr<idEntity>	parentEnt;
	float					triggersize;
	idClipModel *			trigger;
	float					giveDelay;
	float					removeDelay;
	bool					given;

	idEntityPtr<idPlayer>	player;
	int						startTime;

	bool					fxFollowPlayer;
	idEntityPtr<idEntityFx>	fx;
	idStr					fxOrient;

protected:
	void					BeginBurn();
	void					BeginFX();
	void					CalcTriggerBounds( float size, idBounds &bounds );

	bool					GetFxOrientationAxis(idMat3& mat);

	void					Event_SpawnHarvestTrigger();
	void					Event_Touch( idEntity *other, trace_t *trace );
} ;


/*
===============================================================================

idAFEntity_Harvest

===============================================================================
*/



class idAFEntity_Harvest : public idAFEntity_WithAttachedHead {
public:
	CLASS_PROTOTYPE( idAFEntity_Harvest );

	idAFEntity_Harvest();
	~idAFEntity_Harvest();

	void					Spawn();

	void					Save( idSaveGame *savefile ) const;
	void					Restore( idRestoreGame *savefile );

	virtual void			Think();

	virtual void			Gib( const idVec3 &dir, const char *damageDefName );

protected:
	idEntityPtr<idHarvestable>	harvestEnt;
protected:
	void					Event_SpawnHarvestEntity();

};

#endif /* !__GAME_AFENTITY_H__ */
