//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//

#ifndef NPC_HYDRA_H
#define NPC_HYDRA_H

#if defined( _WIN32 )
#pragma once
#endif

#include "ai_basenpc.h"
#include "soundenvelope.h"

class CNPC_Hydra;

//-----------------------------------------------------------------------------
// CNPC_Hydra
//
//-----------------------------------------------------------------------------

class HydraBone
{
public:
	HydraBone( void )
	{
		vecPos = Vector( 0, 0, 0 );
		vecDelta = Vector( 0, 0, 0 );
		//vecBendDelta = Vector( 0, 0, 0 );
		//vecGoalDelta = Vector( 0, 0, 0 );
		//flBendTension = 0.0;
		flIdealLength = 1.0;
		flGoalInfluence = 0.0;
		bStuck = false;
		bOnFire = false;
	};

	Vector vecPos;
	Vector vecDelta;
	//float flBendTension;
	float flIdealLength;
	bool bStuck;
	bool bOnFire;

	float	flActualLength;
	//Vector	vecBendDelta;
	//Vector	vecGoalDelta;
	// float	flAccumLength;

	Vector	vecGoalPos;
	float	flGoalInfluence;

	DECLARE_SIMPLE_DATADESC();
};

class CNPC_Hydra : public CAI_BaseNPC
{
	DECLARE_CLASS( CNPC_Hydra, CAI_BaseNPC );
	DECLARE_SERVERCLASS();
	DECLARE_DATADESC();

public:
	CNPC_Hydra()
	{
	}

	void		Spawn( void );
	void		Precache( void );
	void		Activate( void );

	Class_T		Classify( void );

	void		RunAI( void );

	float		MaxYawSpeed( void );
	int			TranslateSchedule( int scheduleType );
	int			SelectSchedule( void );

	void		PrescheduleThink( void );

	void        HandleAnimEvent( animevent_t *pEvent );

	void		StartTask( const Task_t *pTask );
	void		RunTask( const Task_t *pTask );

#define			CHAIN_LINKS 32

	CNetworkArray( Vector, m_vecChain, CHAIN_LINKS );
	int			m_activeChain;

	bool		m_bHasStuckSegments;
	float		m_flCurrentLength;

	Vector		m_vecHeadGoal;
	float		m_flHeadGoalInfluence;
	CNetworkVector( m_vecHeadDir );

	CNetworkVar( float, m_flRelaxedLength );

	Vector		m_vecOutward;

	CUtlVector < HydraBone >	m_body;

	float		m_idealLength;
	float		m_idealSegmentLength;

	Vector		TestPosition( float t );

	void		CalcGoalForces( void );
	void		MoveBody( void );

	void		AdjustLength( void );
	void		CheckLength( void );

	bool		m_bExtendSoundActive;
	CSoundPatch		*m_pExtendTentacleSound;

	void		Nudge( CBaseEntity *pHitEntity, const Vector &vecContact, const Vector &vecSpeed );
	void		Stab( CBaseEntity *pHitEntity, const Vector &vecSpeed, trace_t &ptr );
	void		Kick( CBaseEntity *pHitEntity, const Vector &vecContact, const Vector &vecSpeed );
	void		Splash( const Vector &vecSplashPos );

	// float		FreeNeckLength( void );

	virtual Vector		EyePosition( void );
	virtual const QAngle &EyeAngles( void );

	virtual	Vector		BodyTarget( const Vector &posSrc, bool bNoisy) ;

	void		AimHeadInTravelDirection( float flInfluence );

	float		m_seed;

	// --------------------------------
	Vector		m_vecTarget;
	Vector		m_vecTargetDir;

	float		m_flLastAdjustmentTime;
	float		m_flTaskStartTime;
	float		m_flTaskEndTime;

	float		m_flLengthTime;	// time of last successful length adjustment time

	// --------------------------------

	bool		ContractFromHead( void );
	bool		ContractBetweenStuckSegments( void );
	bool		ContractFromRoot( void );

	int			VirtualRoot( void );

	bool		AddNodeBefore( int iNode );
	bool		AddNodeAfter( int iNode );

	bool		GrowFromVirtualRoot( void );
	bool		GrowFromMostStretched( void );

	void		CalcRelaxedLength( void );

	bool		IsValidConnection( int iNode0, int iNode1 );

	void		AttachStabbedEntity( CBaseAnimating *pAnimating, Vector vecForce, trace_t &tr );
	void		UpdateStabbedEntity( void );
	void		DetachStabbedEntity( bool playSound );
	void		GetDesiredImpaledPosition( Vector *vecOrigin, QAngle *vecAngles );

	bool		m_bStabbedEntity;

	DEFINE_CUSTOM_AI;

private:
};

//-----------------------------------------------------------------------------

#endif // NPC_HYDRA_H