#include "actor.h"
#include "info.h"
#include "s_sound.h"
#include "p_local.h"
#include "p_enemy.h"
#include "a_doomglobal.h"
#include "gstrings.h"
#include "a_action.h"

void A_BspiAttack (AActor *self);
void A_BabyMetal (AActor *self);
void A_SpidRefire (AActor *self);

class AArachnotron : public AActor
{
	DECLARE_ACTOR (AArachnotron, AActor)
};

FState AArachnotron::States[] =
{
#define S_BSPI_STND 0
	S_NORMAL (BSPI, 'A',   10, A_Look						, &States[S_BSPI_STND+1]),
	S_NORMAL (BSPI, 'B',   10, A_Look						, &States[S_BSPI_STND]),

#define S_BSPI_SIGHT (S_BSPI_STND+2)
#define S_BSPI_RUN (S_BSPI_SIGHT+1)
	S_NORMAL (BSPI, 'A',   20, NULL 						, &States[S_BSPI_RUN+0]),

	S_NORMAL (BSPI, 'A',	3, A_BabyMetal					, &States[S_BSPI_RUN+1]),
	S_NORMAL (BSPI, 'A',	3, A_Chase						, &States[S_BSPI_RUN+2]),
	S_NORMAL (BSPI, 'B',	3, A_Chase						, &States[S_BSPI_RUN+3]),
	S_NORMAL (BSPI, 'B',	3, A_Chase						, &States[S_BSPI_RUN+4]),
	S_NORMAL (BSPI, 'C',	3, A_Chase						, &States[S_BSPI_RUN+5]),
	S_NORMAL (BSPI, 'C',	3, A_Chase						, &States[S_BSPI_RUN+6]),
	S_NORMAL (BSPI, 'D',	3, A_BabyMetal					, &States[S_BSPI_RUN+7]),
	S_NORMAL (BSPI, 'D',	3, A_Chase						, &States[S_BSPI_RUN+8]),
	S_NORMAL (BSPI, 'E',	3, A_Chase						, &States[S_BSPI_RUN+9]),
	S_NORMAL (BSPI, 'E',	3, A_Chase						, &States[S_BSPI_RUN+10]),
	S_NORMAL (BSPI, 'F',	3, A_Chase						, &States[S_BSPI_RUN+11]),
	S_NORMAL (BSPI, 'F',	3, A_Chase						, &States[S_BSPI_RUN+0]),

#define S_BSPI_ATK (S_BSPI_RUN+12)
	S_BRIGHT (BSPI, 'A',   20, A_FaceTarget 				, &States[S_BSPI_ATK+1]),
	S_BRIGHT (BSPI, 'G',	4, A_BspiAttack 				, &States[S_BSPI_ATK+2]),
	S_BRIGHT (BSPI, 'H',	4, NULL 						, &States[S_BSPI_ATK+3]),
	S_BRIGHT (BSPI, 'H',	1, A_SpidRefire 				, &States[S_BSPI_ATK+1]),

#define S_BSPI_PAIN (S_BSPI_ATK+4)
	S_NORMAL (BSPI, 'I',	3, NULL 						, &States[S_BSPI_PAIN+1]),
	S_NORMAL (BSPI, 'I',	3, A_Pain						, &States[S_BSPI_RUN+0]),

#define S_BSPI_DIE (S_BSPI_PAIN+2)
	S_NORMAL (BSPI, 'J',   20, A_Scream 					, &States[S_BSPI_DIE+1]),
	S_NORMAL (BSPI, 'K',	7, A_NoBlocking					, &States[S_BSPI_DIE+2]),
	S_NORMAL (BSPI, 'L',	7, NULL 						, &States[S_BSPI_DIE+3]),
	S_NORMAL (BSPI, 'M',	7, NULL 						, &States[S_BSPI_DIE+4]),
	S_NORMAL (BSPI, 'N',	7, NULL 						, &States[S_BSPI_DIE+5]),
	S_NORMAL (BSPI, 'O',	7, NULL 						, &States[S_BSPI_DIE+6]),
	S_NORMAL (BSPI, 'P',   -1, A_BossDeath					, NULL),

#define S_BSPI_RAISE (S_BSPI_DIE+7)
	S_NORMAL (BSPI, 'P',	5, NULL 						, &States[S_BSPI_RAISE+1]),
	S_NORMAL (BSPI, 'O',	5, NULL 						, &States[S_BSPI_RAISE+2]),
	S_NORMAL (BSPI, 'N',	5, NULL 						, &States[S_BSPI_RAISE+3]),
	S_NORMAL (BSPI, 'M',	5, NULL 						, &States[S_BSPI_RAISE+4]),
	S_NORMAL (BSPI, 'L',	5, NULL 						, &States[S_BSPI_RAISE+5]),
	S_NORMAL (BSPI, 'K',	5, NULL 						, &States[S_BSPI_RAISE+6]),
	S_NORMAL (BSPI, 'J',	5, NULL 						, &States[S_BSPI_RUN+0])
};

IMPLEMENT_ACTOR (AArachnotron, Doom, 68, 6)
	PROP_SpawnHealth (500)
	PROP_RadiusFixed (64)
	PROP_HeightFixed (64)
	PROP_Mass (600)
	PROP_SpeedFixed (12)
	PROP_PainChance (128)
	PROP_Flags (MF_SOLID|MF_SHOOTABLE|MF_COUNTKILL)
	PROP_Flags2 (MF2_MCROSS|MF2_PASSMOBJ|MF2_PUSHWALL|MF2_FLOORCLIP)
	PROP_Flags4 (MF4_BOSSDEATH)
	PROP_FlagsNetwork( NETFL_UPDATEPOSITION )

	PROP_SpawnState (S_BSPI_STND)
	PROP_SeeState (S_BSPI_SIGHT)
	PROP_PainState (S_BSPI_PAIN)
	PROP_MissileState (S_BSPI_ATK)
	PROP_DeathState (S_BSPI_DIE)
	PROP_RaiseState (S_BSPI_RAISE)

	PROP_SeeSound ("baby/sight")
	PROP_PainSound ("baby/pain")
	PROP_DeathSound ("baby/death")
	PROP_ActiveSound ("baby/active")
	PROP_Obituary("$OB_BABY")

END_DEFAULTS

class AArachnotronPlasma : public APlasmaBall
{
	DECLARE_ACTOR (AArachnotronPlasma, APlasmaBall)
};

FState AArachnotronPlasma::States[] =
{
#define S_ARACH_PLAZ 0
	S_BRIGHT (APLS, 'A',	5, NULL 						, &States[S_ARACH_PLAZ+1]),
	S_BRIGHT (APLS, 'B',	5, NULL 						, &States[S_ARACH_PLAZ]),

#define S_ARACH_PLEX (S_ARACH_PLAZ+2)
	S_BRIGHT (APBX, 'A',	5, NULL 						, &States[S_ARACH_PLEX+1]),
	S_BRIGHT (APBX, 'B',	5, NULL 						, &States[S_ARACH_PLEX+2]),
	S_BRIGHT (APBX, 'C',	5, NULL 						, &States[S_ARACH_PLEX+3]),
	S_BRIGHT (APBX, 'D',	5, NULL 						, &States[S_ARACH_PLEX+4]),
	S_BRIGHT (APBX, 'E',	5, NULL 						, NULL)
};

IMPLEMENT_ACTOR (AArachnotronPlasma, Doom, -1, 129)
	PROP_RadiusFixed (13)
	PROP_HeightFixed (8)
	PROP_SpeedFixed (25)
	PROP_Damage (5)
	PROP_Flags (MF_NOBLOCKMAP|MF_MISSILE|MF_DROPOFF|MF_NOGRAVITY)
	PROP_Flags2 (MF2_PCROSS|MF2_IMPACT|MF2_NOTELEPORT)
	PROP_Flags4 (MF4_RANDOMIZE)
	PROP_RenderStyle (STYLE_Add)

	PROP_SpawnState (S_ARACH_PLAZ)
	PROP_DeathState (S_ARACH_PLEX)

	PROP_SeeSound ("baby/attack")
	PROP_DeathSound ("baby/shotx")
END_DEFAULTS

void A_BspiAttack (AActor *self)
{		
	AActor	*pMissile;

	if (!self->target)
		return;

	A_FaceTarget (self);

	// launch a missile
	pMissile = P_SpawnMissile (self, self->target, RUNTIME_CLASS(AArachnotronPlasma));

	// [BC] If we're the server, tell clients to spawn the missile.
	if (( NETWORK_GetState( ) == NETSTATE_SERVER ) && ( pMissile ))
		SERVERCOMMANDS_SpawnMissile( pMissile );
}

void A_BabyMetal (AActor *self)
{
	S_Sound (self, CHAN_BODY, "baby/walk", 1, ATTN_IDLE);
	A_Chase (self);
}
