#include "NpcHit.h"

#include "WindowsWrapper.h"

#include "Back.h"
#include "Bullet.h"
#include "Caret.h"
#include "Flags.h"
#include "Game.h"
#include "Map.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Sound.h"
#include "TextScr.h"
#include "ValueView.h"

void JadgeHitNpCharBlock(NPCHAR *npc, int x, int y)
{
	int hit = 0;

	if (npc->y - npc->hit.top < (y * 0x10 + 5) * 0x200
		&& npc->y + npc->hit.bottom > (y * 0x10 - 5) * 0x200
		&& npc->x - npc->hit.back < (x * 0x10 + 8) * 0x200
		&& npc->x - npc->hit.back > x * 0x10 * 0x200)
	{
		npc->x = ((x * 0x10 + 8) * 0x200) + npc->hit.back;
		hit |= 1;
	}

	if (npc->y - npc->hit.top < (y * 0x10 + 5) * 0x200
		&& npc->y + npc->hit.bottom > (y * 0x10 - 5) * 0x200
		&& npc->x + npc->hit.back > (x * 0x10 - 8) * 0x200
		&& npc->x + npc->hit.back < x * 0x10 * 0x200)
	{
		npc->x = ((x * 0x10 - 8) * 0x200) - npc->hit.back;
		hit |= 4;
	}

	if (npc->x - npc->hit.back < (x * 0x10 + 5) * 0x200
		&& npc->x + npc->hit.back > (x * 0x10 - 5) * 0x200
		&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200
		&& npc->y - npc->hit.top > y * 0x10 * 0x200)
	{
		npc->y = ((y * 0x10 + 8) * 0x200) + npc->hit.top;
		npc->ym = 0;
		hit |= 2;
	}

	if (npc->x - npc->hit.back < (x * 0x10 + 5) * 0x200
		&& npc->x + npc->hit.back > (x * 0x10 - 5) * 0x200
		&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200
		&& npc->y + npc->hit.bottom < y * 0x10 * 0x200)
	{
		npc->y = ((y * 0x10 - 8) * 0x200) - npc->hit.bottom;
		npc->ym = 0;
		hit |= 8;
	}

	npc->flag |= hit;
}

void JudgeHitNpCharTriangleA(NPCHAR *npc, int x, int y)
{
	int hit = 0;

	if (npc->x < (x * 0x10 + 8) * 0x200
		&& npc->x > (x * 0x10 - 8) * 0x200
		&& npc->y - npc->hit.top < (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800
		&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200)
	{
		// Clip
		npc->y = (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800 + npc->hit.top;

		// Halt momentum
		if (npc->ym < 0)
			npc->ym = 0;

		// Set that hit a ceiling
		hit |= 2;
	}

	npc->flag |= hit;
}

void JudgeHitNpCharTriangleB(NPCHAR *npc, int x, int y)
{
	int hit = 0;

	if (npc->x < (x * 0x10 + 8) * 0x200
		&& npc->x > (x * 0x10 - 8) * 0x200
		&& npc->y - npc->hit.top < (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800
		&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200)
	{
		// Clip
		npc->y = (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800 + npc->hit.top;

		// Halt momentum
		if (npc->ym < 0)
			npc->ym = 0;

		// Set that hit a ceiling
		hit |= 2;
	}

	npc->flag |= hit;
}

void JudgeHitNpCharTriangleC(NPCHAR *npc, int x, int y)
{
	int hit = 0;

	if (npc->x < (x * 0x10 + 8) * 0x200
		&& npc->x > (x * 0x10 - 8) * 0x200
		&& npc->y - npc->hit.top < (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800
		&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200)
	{
		// Clip
		npc->y = (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800 + npc->hit.top;

		// Halt momentum
		if (npc->ym < 0)
			npc->ym = 0;

		// Set that hit a ceiling
		hit |= 2;
	}

	npc->flag |= hit;
}

void JudgeHitNpCharTriangleD(NPCHAR *npc, int x, int y)
{
	int hit = 0;

	if (npc->x < (x * 0x10 + 8) * 0x200
		&& npc->x > (x * 0x10 - 8) * 0x200
		&& npc->y - npc->hit.top < (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800
		&& npc->y + npc->hit.bottom > (y * 0x10 - 8) * 0x200)
	{
		// Clip
		npc->y = (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800 + npc->hit.top;

		// Halt momentum
		if (npc->ym < 0)
			npc->ym = 0;

		// Set that hit a ceiling
		hit |= 2;
	}

	npc->flag |= hit;
}

void JudgeHitNpCharTriangleE(NPCHAR *npc, int x, int y)
{
	int hit = 0;

	hit |= 0x10000;

	if (npc->x < (x * 0x10 + 8) * 0x200
		&& npc->x > (x * 0x10 - 8) * 0x200
		&& npc->y + npc->hit.bottom > (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800
		&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200)
	{
		// Clip
		npc->y = (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800 - npc->hit.bottom;

		// Halt momentum
		if (npc->ym > 0)
			npc->ym = 0;

		// Set that hit this slope
		hit |= 0x28;
	}

	npc->flag |= hit;
}

void JudgeHitNpCharTriangleF(NPCHAR *npc, int x, int y)
{
	int hit = 0;

	hit |= 0x20000;

	if (npc->x < (x * 0x10 + 8) * 0x200
		&& npc->x >= (x * 0x10 - 8) * 0x200	// Note that this function uses '>='. I'm not sure if this is a bug.
		&& npc->y + npc->hit.bottom > (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800
		&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200)
	{
		// Clip
		npc->y = (y * 0x10 * 0x200) + ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800 - npc->hit.bottom;

		// Halt momentum
		if (npc->ym > 0)
			npc->ym = 0;

		// Set that hit this slope
		hit |= 0x28;
	}

	npc->flag |= hit;
}

void JudgeHitNpCharTriangleG(NPCHAR *npc, int x, int y)
{
	int hit = 0;

	hit |= 0x40000;

	if (npc->x < (x * 0x10 + 8) * 0x200
		&& npc->x > (x * 0x10 - 8) * 0x200
		&& npc->y + npc->hit.bottom > (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800
		&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200)
	{
		// Clip
		npc->y = (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) + 0x800 - npc->hit.bottom;

		// Halt momentum
		if (npc->ym > 0)
			npc->ym = 0;

		// Set that hit this slope
		hit |= 0x18;
	}

	npc->flag |= hit;
}

void JudgeHitNpCharTriangleH(NPCHAR *npc, int x, int y)
{
	int hit = 0;

	hit |= 0x80000;

	if (npc->x < (x * 0x10 + 8) * 0x200
		&& npc->x > (x * 0x10 - 8) * 0x200
		&& npc->y + npc->hit.bottom > (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800
		&& npc->y - npc->hit.top < (y * 0x10 + 8) * 0x200)
	{
		// Clip
		npc->y = (y * 0x10 * 0x200) - ((npc->x - (x * 0x10 * 0x200)) / 2) - 0x800 - npc->hit.bottom;

		// Halt momentum
		if (npc->ym > 0)
			npc->ym = 0;

		// Set that hit this slope
		hit |= 0x18;
	}

	npc->flag |= hit;
}

void JudgeHitNpCharWater(NPCHAR *npc, int x, int y)
{
	int hit = 0;

	if (npc->x - npc->hit.back < (x * 0x10 + 6) * 0x200
		&& npc->x + npc->hit.back > (x * 0x10 - 6) * 0x200
		&& npc->y - npc->hit.top < (y * 0x10 + 6) * 0x200
		&& npc->y + npc->hit.bottom > (y * 0x10 - 6) * 0x200)
		hit |= 0x100;

	npc->flag |= hit;
}

void HitNpCharMap()
{
	int judg, x, y;

	int offx[9];
	int offy[9];

	int i;
	int j;

	offx[0] = 0;
	offx[1] = 1;
	offx[2] = 0;
	offx[3] = 1;
	offx[4] = 2;
	offx[5] = 2;
	offx[6] = 2;
	offx[7] = 0;
	offx[8] = 1;

	offy[0] = 0;
	offy[1] = 0;
	offy[2] = 1;
	offy[3] = 1;
	offy[4] = 0;
	offy[5] = 1;
	offy[6] = 2;
	offy[7] = 2;
	offy[8] = 2;

	for (i = 0; i < NPC_MAX; i++)
	{
		if ((gNPC[i].cond & 0x80) == 0)
			continue;

		if (gNPC[i].bits & NPC_IGNORE_SOLIDITY)
			continue;

		if (gNPC[i].size >= 3)
		{
			judg = 9;
			x = (gNPC[i].x - 0x1000) / 0x10 / 0x200;
			y = (gNPC[i].y - 0x1000) / 0x10 / 0x200;
		}
		else
		{
			judg = 4;
			x = gNPC[i].x / 0x10 / 0x200;
			y = gNPC[i].y / 0x10 / 0x200;
		}

		gNPC[i].flag = 0;

		for (j = 0; j < judg; j++)
		{
			switch (GetAttribute(x + offx[j], y + offy[j]))
			{
				// No NPC block
				case 0x44:
					if (gNPC[i].bits & NPC_IGNORE_TILE_44)
						break;
					// Fallthrough
				// Block
				case 0x03:
				case 0x05:
				case 0x41:
				case 0x43:
					JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				// Slopes
				case 0x50:
					JudgeHitNpCharTriangleA(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x51:
					JudgeHitNpCharTriangleB(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x52:
					JudgeHitNpCharTriangleC(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x53:
					JudgeHitNpCharTriangleD(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x54:
					JudgeHitNpCharTriangleE(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x55:
					JudgeHitNpCharTriangleF(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x56:
					JudgeHitNpCharTriangleG(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x57:
					JudgeHitNpCharTriangleH(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				// Water
				case 0x02:
				case 0x60:
				case 0x62:
					JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				// Water block
				case 0x04:
				case 0x61:
				case 0x64:
					JadgeHitNpCharBlock(&gNPC[i], x + offx[j], y + offy[j]);
					JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				// Water slopes
				case 0x70:
					JudgeHitNpCharTriangleA(&gNPC[i], x + offx[j], y + offy[j]);
					JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x71:
					JudgeHitNpCharTriangleB(&gNPC[i], x + offx[j], y + offy[j]);
					JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x72:
					JudgeHitNpCharTriangleC(&gNPC[i], x + offx[j], y + offy[j]);
					JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x73:
					JudgeHitNpCharTriangleD(&gNPC[i], x + offx[j], y + offy[j]);
					JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x74:
					JudgeHitNpCharTriangleE(&gNPC[i], x + offx[j], y + offy[j]);
					JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x75:
					JudgeHitNpCharTriangleF(&gNPC[i], x + offx[j], y + offy[j]);
					JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x76:
					JudgeHitNpCharTriangleG(&gNPC[i], x + offx[j], y + offy[j]);
					JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0x77:
					JudgeHitNpCharTriangleH(&gNPC[i], x + offx[j], y + offy[j]);
					JudgeHitNpCharWater(&gNPC[i], x + offx[j], y + offy[j]);
					break;

				case 0xA0:
					gNPC[i].flag |= 0x100;
					// Fallthrough
				case 0x80:
					gNPC[i].flag |= 0x1000;
					break;

				case 0xA1:
					gNPC[i].flag |= 0x100;
					// Fallthrough
				case 0x81:
					gNPC[i].flag |= 0x2000;
					break;

				case 0xA2:
					gNPC[i].flag |= 0x100;
					// Fallthrough
				case 0x82:
					gNPC[i].flag |= 0x4000;
					break;

				case 0xA3:
					gNPC[i].flag |= 0x100;
					// Fallthrough
				case 0x83:
					gNPC[i].flag |= 0x8000;
					break;
			}

			if (gNPC[i].y > gWaterY + 0x800)
				gNPC[i].flag |= 0x100;
		}
	}
}

void LoseNpChar(NPCHAR *npc, BOOL bVanish)
{
	// Play death sound
	PlaySoundObject(npc->destroy_voice, 1);

	// Create smoke
	switch (npc->size)
	{
		case 1:
			SetDestroyNpChar(npc->x, npc->y, npc->view.back, 3);
			break;

		case 2:
			SetDestroyNpChar(npc->x, npc->y, npc->view.back, 7);
			break;

		case 3:
			SetDestroyNpChar(npc->x, npc->y, npc->view.back, 12);
			break;
	}

	// Create drop
	if (npc->exp)
	{
		int val;

		switch (Random(1, 5))
		{
			case 1:
				// Spawn health
				if (npc->exp > 6)
					val = 6;
				else
					val = 2;

				SetLifeObject(npc->x, npc->y, val);

				break;

			case 2:
				// Spawn missile launcher ammo
				if (npc->exp > 6)
					val = 3;
				else
					val = 1;

				if (SetBulletObject(npc->x, npc->y, val))
					break;

				// Fallthrough
			default:
				// Spawn weapon energy
				SetExpObjects(npc->x, npc->y, npc->exp);
		}
	}

	// Set flag
	SetNPCFlag(npc->code_flag);

	// Create value view
	if (npc->bits & NPC_SHOW_DAMAGE)
	{
		if ((npc->bits & NPC_SHOW_DAMAGE) && npc->damage_view)	// npc->bits & NPC_SHOW_DAMAGE is already verified at this point, so this is redundant
			SetValueView(&npc->x, &npc->y, npc->damage_view);
		if (bVanish)
			VanishNpChar(npc);
	}
	else
	{
		npc->cond = 0;
	}
}

void HitNpCharBullet()
{
	int n;
	int b;
	BOOL bHit;

	for (n = 0; n < NPC_MAX; n++)
	{
		if ((gNPC[n].cond & 0x80) == 0)
			continue;

		if (gNPC[n].bits & NPC_SHOOTABLE && gNPC[n].bits & NPC_INTERACTABLE)
			continue;

		for (b = 0; b < BULLET_MAX; b++)
		{
			if ((gBul[b].cond & 0x80) == 0)
				continue;

			if (gBul[b].damage == -1)
				continue;

			// Check if bullet touches npc
			bHit = FALSE;
			if (gNPC[n].bits & NPC_SHOOTABLE
				&& gNPC[n].x - gNPC[n].hit.back < gBul[b].x + gBul[b].enemyXL
				&& gNPC[n].x + gNPC[n].hit.back > gBul[b].x - gBul[b].enemyXL
				&& gNPC[n].y - gNPC[n].hit.top < gBul[b].y + gBul[b].enemyYL
				&& gNPC[n].y + gNPC[n].hit.bottom > gBul[b].y - gBul[b].enemyYL)
				bHit = TRUE;
			else if (gNPC[n].bits & NPC_INVULNERABLE
				&& gNPC[n].x - gNPC[n].hit.back < gBul[b].x + gBul[b].blockXL
				&& gNPC[n].x + gNPC[n].hit.back > gBul[b].x - gBul[b].blockXL
				&& gNPC[n].y - gNPC[n].hit.top < gBul[b].y + gBul[b].blockYL
				&& gNPC[n].y + gNPC[n].hit.bottom > gBul[b].y - gBul[b].blockYL)
				bHit = TRUE;

			if (bHit)
			{
				// Damage NPC
				if (gNPC[n].bits & NPC_SHOOTABLE)
				{
					gNPC[n].life -= gBul[b].damage;

					if (gNPC[n].life < 1)
					{
						gNPC[n].life = 0;

						if (gNPC[n].bits & NPC_SHOW_DAMAGE)
							gNPC[n].damage_view -= gBul[b].damage;

						if ((gMC.cond & 0x80) && gNPC[n].bits & NPC_EVENT_WHEN_KILLED)
							StartTextScript(gNPC[n].code_event);
						else
							gNPC[n].cond |= 8;
					}
					else
					{
						if (gNPC[n].shock < 14)
						{
							SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 11, 0);
							SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 11, 0);
							SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 11, 0);
							PlaySoundObject(gNPC[n].hit_voice, 1);
							gNPC[n].shock = 16;
						}

						if (gNPC[n].bits & NPC_SHOW_DAMAGE)
							gNPC[n].damage_view -= gBul[b].damage;
					}
				}
				else if (gBul[b].code_bullet == 13
					|| gBul[b].code_bullet == 14
					|| gBul[b].code_bullet == 15
					|| gBul[b].code_bullet == 28
					|| gBul[b].code_bullet == 29
					|| gBul[b].code_bullet == 30)
				{
					// Strange empty case that's needed for accurate assembly
				}
				else if ((gBul[b].bbits & 0x10) == 0)
				{
					// Hit invulnerable NPC
					SetCaret((gBul[b].x + gNPC[n].x) / 2, (gBul[b].y + gNPC[n].y) / 2, 2, 2);
					PlaySoundObject(31, 1);
					gBul[b].life = 0;
					continue;
				}

				--gBul[b].life;
			}
		}

		if (gNPC[n].cond & 8)
			LoseNpChar(&gNPC[n], TRUE);
	}
}

