/* 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 3 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, see <http://www.gnu.org/licenses/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of Penumbra Overture.
 */

#include "hpl1/penumbra-overture/GameEnemy.h"
#include "hpl1/engine/engine.h"

#include "hpl1/penumbra-overture/GameEnemy_Dog.h"
#include "hpl1/penumbra-overture/GameEnemy_Spider.h"
#include "hpl1/penumbra-overture/GameEnemy_Worm.h"

#include "hpl1/penumbra-overture/AttackHandler.h"
#include "hpl1/penumbra-overture/EffectHandler.h"
#include "hpl1/penumbra-overture/GameMusicHandler.h"
#include "hpl1/penumbra-overture/GameObject.h"
#include "hpl1/penumbra-overture/Init.h"
#include "hpl1/penumbra-overture/MapHandler.h"
#include "hpl1/penumbra-overture/Player.h"
#include "hpl1/penumbra-overture/PlayerHelper.h"
#include "hpl1/penumbra-overture/Triggers.h"

#include "hpl1/penumbra-overture/CharacterMove.h"

#include "hpl1/penumbra-overture/GlobalInit.h"

constexpr const char *gvStateName[STATE_NUM] = {
	"IDLE",
	"HUNT",
	"ATTACK",
	"FLEE",
	"KNOCKDOWN",
	"DEAD",
	"PATROL",
	"INVESTIGATE",
	"BREAKDOOR",
	"CALLBACKUP",
	"MOVETO",
	"EAT",
	"ATTENTION",
};

//////////////////////////////////////////////////////////////////////////
// GAME ENEMY STATE
//////////////////////////////////////////////////////////////////////////

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

iGameEnemyState::iGameEnemyState(int alId, cInit *apInit, iGameEnemy *apEnemy) {
	mlId = alId;
	mpInit = apInit;
	mpPlayer = mpInit->mpPlayer;
	mpEnemy = apEnemy;
	mpMover = mpEnemy->GetMover();
}

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

//////////////////////////////////////////////////////////////////////////
// RAY INTERSECT
//////////////////////////////////////////////////////////////////////////

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

void cLineOfSightRayCallback::Reset() {
	mbIntersected = false;

	if (gpInit->mpPlayer->GetState() == ePlayerState_Grab)
		mpGrabBody = gpInit->mpPlayer->GetPushBody();
	else
		mpGrabBody = NULL;
}

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

bool cLineOfSightRayCallback::Intersected() {
	return mbIntersected;
}

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

static bool BodyIsTransperant(iPhysicsBody *apBody) {
	iGameEntity *pEntity = (iGameEntity *)apBody->GetUserData();
	if (pEntity && pEntity->GetMeshEntity()) {
		cMeshEntity *pMeshEntity = pEntity->GetMeshEntity();

		bool bFoundSolid = false;
		for (int i = 0; i < pMeshEntity->GetSubMeshEntityNum(); ++i) {
			iMaterial *pMaterial = pMeshEntity->GetSubMeshEntity(i)->GetMaterial();
			if (pMaterial &&
				(pMaterial->IsTransperant() == false && pMaterial->HasAlpha() == false)) {
				bFoundSolid = true;
				break;
			}
		}
		if (bFoundSolid == false)
			return true;
	}

	return false;
}

bool cLineOfSightRayCallback::OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams) {
	if (pBody->GetCollide() == false)
		return true;
	if (pBody->IsCharacter())
		return true;
	if (mpGrabBody == pBody)
		return true;

	if (BodyIsTransperant(pBody))
		return true;

	mbIntersected = true;
	return false;
}

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

//////////////////////////////////////////////////////////////////////////
// GROUND FINDER
//////////////////////////////////////////////////////////////////////////

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

bool cEnemyFindGround::GetGround(const cVector3f &avStartPos, const cVector3f &avDir,
								 cVector3f *apDestPosition, cVector3f *apDestNormal,
								 float afMaxDistance) {
	mbIntersected = false;
	mfMinDist = afMaxDistance;
	mfMaxDistance = afMaxDistance;

	iPhysicsWorld *pPhysicsWorld = gpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();

	pPhysicsWorld->CastRay(this, avStartPos, avStartPos + avDir * mfMaxDistance, true, true, true);

	if (mbIntersected) {
		if (apDestPosition)
			*apDestPosition = mvPos;
		if (apDestNormal)
			*apDestNormal = mvNormal;
		return true;
	}

	return false;
}

bool cEnemyFindGround::OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams) {
	if (apParams->mfT < 0)
		return true;
	if (pBody->GetCollideCharacter() == false || pBody->IsCharacter())
		return true;

	if (mbIntersected == false || mfMinDist > apParams->mfDist) {
		mbIntersected = true;
		mfMinDist = apParams->mfDist;
		mvPos = apParams->mvPoint;
		mvNormal = apParams->mvNormal;
	}

	return true;
}

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

//////////////////////////////////////////////////////////////////////////
// DOOR CHECKER
//////////////////////////////////////////////////////////////////////////

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

bool cEnemyCheckForDoor::CheckDoor(const cVector3f &avStart, const cVector3f &avEnd) {
	mbIntersected = false;

	iPhysicsWorld *pPhysicsWorld = gpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();

	pPhysicsWorld->CastRay(this, avStart, avEnd, false, false, false);

	return mbIntersected;
}

static bool BodyCanBeBroken(iPhysicsBody *pBody) {
	if (pBody->GetUserData() == NULL)
		return false;

	iGameEntity *pEntity = (iGameEntity *)pBody->GetUserData();
	if (pEntity->GetType() == eGameEntityType_SwingDoor) {
		return true;
	}
	if (pEntity->GetType() == eGameEntityType_Object) {
		cGameObject *pObject = static_cast<cGameObject *>(pEntity);
		if (pObject->IsBreakable())
			return true;
	}
	return false;
}

bool cEnemyCheckForDoor::BeforeIntersect(iPhysicsBody *pBody) {
	if (BodyCanBeBroken(pBody))
		return true;

	return false;
}

bool cEnemyCheckForDoor::OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams) {
	if (apParams->mfT < 0 || apParams->mfT > 1)
		return true;

	if (BodyCanBeBroken(pBody)) {
		mbIntersected = true;
		return false;
	}
	return true;
}

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

//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////

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

iGameEnemy::iGameEnemy(cInit *apInit, const tString &asName, TiXmlElement *apGameElem) : iGameEntity(apInit, asName) {
	mType = eGameEntityType_Enemy;

	mTriggerTypes = eGameTriggerType_Sound;

	mpMover = hplNew(cCharacterMove, (mpInit));

	mlCurrentState = -1;

	mbHasBeenActivated = false;

	mbSetFeetAtGroundOnStart = true;
	mbAttachMeshToBody = true;
	mbRemoveAttackerOnDisable = true;

	// States
	mvStates.resize(100);
	for (size_t i = 0; i < mvStates.size(); ++i)
		mvStates[i] = NULL;

	// Player find init
	mvLastPlayerPos = cVector3f(0, 0, 0);
	mbCanSeePlayer = false;
	mfCanSeePlayerCount = 0;
	mlPlayerInLOSCount = 0;
	mlMaxPlayerInLOSCount = 3;

	mfCheckForPlayerRate = 0.55f;
	mfCheckForPlayerCount = cMath::RandRectf(0, mfCheckForPlayerRate);

	mfDamageSoundTimer = 0;

	msOnDeathCallback = "";
	msOnAttackCallback = "";

	m_mtxStartPose = cMatrixf::Identity;
	m_mtxGoalPose = cMatrixf::Identity;
	mfPoseCount = 0;

	// TODO: Should not be here
	mpAStarAir = NULL;
	mpAStarGround = NULL;
	mpNodeContainerAir = NULL;
	mpNodeContainerGround = NULL;

	// Patroling
	mlCurrentPatrolNode = 0;
	mfWaitTime = 0;
	mfWaitTimeCount = 0;

	mfDoorBreakCount = 0;

	// Default body settings
	mfDisappearTime = 0;
	mbDisappearActive = false;
	mbHasDisappeared = false;

	msCloseMusic = "";
	mlCloseMusicPrio = 0;

	msAttackMusic = "";
	mlAttackMusicPrio = 0;

	mbShowDebug = false;

	msGroundNodeType = "ground";

	mvBodySize = cVector3f(0.5f, 1.4f, 0.5f);
	mfBodyMass = 10;

	mfMaxForwardSpeed = 1.0f;
	mfMaxBackwardSpeed = 1.0f;
	mfAcceleration = 1;
	mfDeacceleration = 1;

	mfMaxTurnSpeed = 8.5f;
	mfAngleDistTurnMul = 2.3f;

	mfMinBreakAngle = cMath::ToRad(16);
	mfBreakAngleMul = 1.5f;

	mfSpeedMoveAnimMul = 4.7f;
	mfTurnSpeedMoveAnimMul = 4.0f;

	mfMaxPushMass = 10.0f;
	mfPushForce = 19.0f;

	mfMaxSeeDist = 10.0f;

	mfMinAttackDist = 1.6f;

	mfStoppedToWalkSpeed = 0.05f;
	mfWalkToStoppedSpeed = 0.02f;
	mfWalkToRunSpeed = 1.2f;
	mfRunToWalkSpeed = 1.0f;
	mfMoveAnimSpeedMul = 1.0f;
	msBackwardAnim = "Backward";
	msStoppedAnim = "Idle";
	msWalkAnim = "Walk";
	msRunAnim = "Run";

	m_mtxModelOffset = cMatrixf::Identity;
	mvModelOffsetAngles = 0;

	mfFOV = cMath::ToRad(90.0f);
	mfFOVXMul = 0.7f;

	// trigger init
	mfTriggerUpdateCount = 0;
	mfTriggerUpdateRate = 1.0f / 60.0f;

	mfSkipSoundTriggerCount = 0;

	mpCurrentAnimation = NULL;

	mbAnimationIsSpeedDependant = false;
	mfAnimationSpeedMul = 1.0f;

	msHitPS = "";

	mbOverideMoveState = false;
	mMoveState = eEnemyMoveState_LastEnum;

	mbLoading = false;

	mbIsAttracted = false;

	mbUsesTriggers = true;

	mfCalcPlayerHiddenPosCount = 0;
}

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

iGameEnemy::~iGameEnemy(void) {
	hplDelete(mpMover);

	for (size_t i = 0; i < mvStates.size(); ++i) {
		if (mvStates[i])
			hplDelete(mvStates[i]);
	}

	mvStates.clear();
}

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

//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////

void iGameEnemy::LoadBaseProperties(TiXmlElement *apGameElem) {
	////////////////////////////////////////
	// Load settings from XML
	mbShowDebug = cString::ToBool(apGameElem->Attribute("ShowDebug"), false);

	mbDisappear = cString::ToBool(apGameElem->Attribute("Disappear"), false);
	mfDisappearMinTime = cString::ToFloat(apGameElem->Attribute("DisappearMinTime"), 0);
	mfDisappearMaxTime = cString::ToFloat(apGameElem->Attribute("DisappearMaxTime"), 0);
	mfDisappearMinDistance = cString::ToFloat(apGameElem->Attribute("DisappearMinDistance"), 0);
	msDisappearPS = cString::ToString(apGameElem->Attribute("DisappearPS"), "");
	msDisappearSound = cString::ToString(apGameElem->Attribute("DisappearSound"), "");
	mbDisappearFreezesRagdoll = cString::ToBool(apGameElem->Attribute("DisappearFreezesRagdoll"), false);

	msCloseMusic = cString::ToString(apGameElem->Attribute("CloseMusic"), "");
	mlCloseMusicPrio = cString::ToInt(apGameElem->Attribute("CloseMusicPrio"), 0);
	mfCloseMusicStartDist = cString::ToFloat(apGameElem->Attribute("CloseMusicStartDist"), 0);
	mfCloseMusicStopDist = cString::ToFloat(apGameElem->Attribute("CloseMusicStopDist"), 0);

	msAttackMusic = cString::ToString(apGameElem->Attribute("AttackMusic"), "");
	mlAttackMusicPrio = cString::ToInt(apGameElem->Attribute("AttackMusicPrio"), 0);

	mfFOV = cMath::ToRad(90);

	mfMaxPushMass = cString::ToFloat(apGameElem->Attribute("MaxPushMass"), 0);
	mfPushForce = cString::ToFloat(apGameElem->Attribute("PushForce"), 0);

	mfMaxHealth = cString::ToFloat(apGameElem->Attribute("MaxHealth"), 0);
	mfHealth = mfMaxHealth;

	mfMaxSeeDist = cString::ToFloat(apGameElem->Attribute("MaxSeeDist"), 0);

	mfMaxForwardSpeed = cString::ToFloat(apGameElem->Attribute("MaxForwardSpeed"), 0);
	mfAcceleration = cString::ToFloat(apGameElem->Attribute("Acceleration"), 0);
	mfDeacceleration = cString::ToFloat(apGameElem->Attribute("Deacceleration"), 0);

	mfMaxTurnSpeed = cString::ToFloat(apGameElem->Attribute("MaxTurnSpeed"), mfMaxTurnSpeed);
	mfAngleDistTurnMul = cString::ToFloat(apGameElem->Attribute("AngleDistTurnMul"), mfAngleDistTurnMul);

	mfMinBreakAngle = cMath::ToRad(cString::ToFloat(apGameElem->Attribute("MinBreakAngle"), mfMinBreakAngle));
	mfBreakAngleMul = cString::ToFloat(apGameElem->Attribute("BreakAngleMul"), mfBreakAngleMul);

	mfStoppedToWalkSpeed = cString::ToFloat(apGameElem->Attribute("StoppedToWalkSpeed"), 0);
	mfWalkToStoppedSpeed = cString::ToFloat(apGameElem->Attribute("WalkToStoppedSpeed"), 0);
	mfWalkToRunSpeed = cString::ToFloat(apGameElem->Attribute("WalkToRunSpeed"), 0);
	mfRunToWalkSpeed = cString::ToFloat(apGameElem->Attribute("RunToWalkSpeed"), 0);
	mfMoveAnimSpeedMul = cString::ToFloat(apGameElem->Attribute("MoveAnimSpeedMul"), 0);

	mvBodySize = cString::ToVector3f(apGameElem->Attribute("BodySize"), 0);
	mfBodyMass = cString::ToFloat(apGameElem->Attribute("BodyMass"), 10);

	cVector3f vRot = cString::ToVector3f(apGameElem->Attribute("ModelOffset_Rot"), 0);
	vRot = cVector3f(cMath::ToRad(vRot.x), cMath::ToRad(vRot.y), cMath::ToRad(vRot.z));
	cVector3f vPos = cString::ToVector3f(apGameElem->Attribute("ModelOffset_Pos"), 0);

	mvModelOffsetAngles = vRot;
	m_mtxModelOffset = cMath::MatrixRotate(vRot, eEulerRotationOrder_XYZ);
	m_mtxModelOffset.SetTranslation(vPos);

	mbAlignToGroundNormal = cString::ToBool(apGameElem->Attribute("AlignToGroundNormal"), false);

	msHitPS = cString::ToString(apGameElem->Attribute("HitPS"), "");
}

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

void iGameEnemy::OnPlayerInteract() {
}

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

void iGameEnemy::OnPlayerPick() {
	// SKIp this for now since this means that enemies in ragdoll can take damage.
	/*mpInit->mpPlayer->mbPickAtPoint = false;
	mpInit->mpPlayer->mbRotateWithPlayer = true;
	mpInit->mpPlayer->mbUseNormalMass = false;
	mpInit->mpPlayer->mfGrabMassMul = (float)mvBodies.size();

	mpInit->mpPlayer->SetPushBody(mpInit->mpPlayer->GetPickedBody());
	mpInit->mpPlayer->ChangeState(ePlayerState_Grab);*/
}

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

void iGameEnemy::Setup(cWorld3D *apWorld) {
	/////////////////////////////////////////////
	// Create body
	iCharacterBody *pBody = apWorld->GetPhysicsWorld()->CreateCharacterBody("Enemy",
																			mvBodySize);

	pBody->SetEntityOffset(m_mtxModelOffset);
	pBody->SetMass(mfBodyMass);
	pBody->SetMaxStepSize(0.35f);
	pBody->SetStepClimbSpeed(3.35f);
	pBody->SetCustomGravity(cVector3f(0, -13.0f, 0));
	pBody->SetEntitySmoothPosNum(10);
	pBody->SetGroundFriction(10);

	mpMover->SetCharBody(pBody);

	SetCharBody(pBody);

	SetupBody();
}

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

void iGameEnemy::OnWorldLoad() {
	//////////////////////////////////
	// Setup EnemyMove
	cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D();

	mpNodeContainerGround = pWorld->CreateAINodeContainer(msEnemyType, msGroundNodeType,
														  mvBodySize,
														  false, 2, 6, 5.0f, 0.41f);

	if (mpNodeContainerGround)
		mpAStarGround = pWorld->CreateAStarHandler(mpNodeContainerGround);
	else
		mpAStarGround = NULL;

	//////////////////////////////////
	// Set up the body
	if (mbAttachMeshToBody && mfHealth > 0)
		mpMover->GetCharBody()->SetEntity(mpMeshEntity);

	mpMover->GetCharBody()->GetBody()->SetUserData(this);

	mpMover->GetCharBody()->Update(0.001f);

	mpMover->SetAStar(mpAStarGround);
	mpMover->SetNodeContainer(mpNodeContainerGround);

	//////////////////////////////////
	// Stop all animations
	mpMeshEntity->Stop();
	mpMeshEntity->UpdateLogic(0.005f);

	//////////////////////////////////
	// Preload data

	// Sounds
	for (size_t i = 0; i < mvPreloadSounds.size(); ++i) {
		mpInit->PreloadSoundEntityData(mvPreloadSounds[i]);
	}

	// Particle system
	mpInit->PreloadParticleSystem(msHitPS);

	//////////////////////////////////
	// Implemented load
	OnLoad();

	//////////////////////////////////
	// Check if dead
	mbLoading = true;
	if (mfHealth <= 0) {
		ChangeState(STATE_DEAD);
		mpMeshEntity->SetSkeletonPhysicsCanSleep(false);
		mpMeshEntity->UpdateLogic(1.0f / 60.0f);
		mpMeshEntity->SetSkeletonPhysicsCanSleep(true);
	}
	mbLoading = false;

	mpMeshEntity->ResetGraphicsUpdated();
}

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

void iGameEnemy::OnPostLoadScripts() {
	// Randomize start pos
	if (IsActive() && mvPatrolNodes.size() > 0 && mbHasBeenActivated) {
		int lStartNode = cMath::RandRectl(0, (int)mvPatrolNodes.size() - 1);
		tString sNode = mvPatrolNodes[lStartNode].msNodeName;
		cAINode *pNode = mpMover->GetNodeContainer()->GetNodeFromName(sNode);

		mpMover->GetCharBody()->SetFeetPosition(pNode->GetPosition());
	} else {
		mbHasBeenActivated = true;
	}
}

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

void iGameEnemy::OnWorldExit() {
	if (mfHealth <= 0) {
		SetActive(false);
	}

	mpInit->mpMusicHandler->RemoveAttacker(this);
}

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

float gfAngle = 0;
float gfCurrentViewDist = 0;
float gfCurrentMaxViewDist = 0;

void iGameEnemy::OnDraw() {
	return;
	if (mbActive == false)
		return;
	if (mbCanSeePlayer) {
		mpInit->mpDefaultFont->draw(cVector3f(5, 15, 100), 14, cColor(1, 1, 1, 1), eFontAlign_Left,
									_W("Player is seen!"));
	} else {
		mpInit->mpDefaultFont->draw(cVector3f(5, 15, 100), 14, cColor(1, 1, 1, 1), eFontAlign_Left,
									_W("Can NOT see player..."));
	}
	// mpInit->mpDefaultFont->Draw(cVector3f(5,29,100),14,cColor(1,1,1,1),eFontAlign_Left,
	//	"State: %s",mStateMachine.CurrentState()->GetName().c_str());

	tWString sStateName = _W("NONE");
	if (mlCurrentState >= 0)
		sStateName = cString::To16Char(gvStateName[mlCurrentState]);
	mpInit->mpDefaultFont->draw(cVector3f(5, 48, 100), 14, cColor(1, 1, 1, 1), eFontAlign_Left,
								Common::U32String::format("Health: %f State: %S Moving: %d Stuck: %f MaxViewDist: %f", mfHealth,
								sStateName.c_str(),
								mpMover->IsMoving(),
								mpMover->GetStuckCounter(),
								gfCurrentMaxViewDist));
	mpInit->mpDefaultFont->draw(cVector3f(5, 64, 100), 14, cColor(1, 1, 1, 1), eFontAlign_Left,
								Common::U32String::format("Speed: %f", mpMover->GetCharBody()->GetMoveSpeed(eCharDir_Forward)));

	mpMover->OnDraw(mpInit);

	mvStates[mlCurrentState]->OnDraw();

	/*mpInit->mpDefaultFont->Draw(cVector3f(5,15,100),14,cColor(1,1,1,1),eFontAlign_Left,
								"Active: %d",mbActive);
	mpInit->mpDefaultFont->Draw(cVector3f(5,30,100),14,cColor(1,1,1,1),eFontAlign_Left,
								"Yaw: %f",cMath::ToDeg(mpMover->GetCharBody()->GetYaw()));
	mpInit->mpDefaultFont->Draw(cVector3f(5,45,100),14,cColor(1,1,1,1),eFontAlign_Left,
								"Pos: %s",mpMover->GetCharBody()->GetPosition().ToString().c_str());*/
}

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

void iGameEnemy::OnPostSceneDraw() {
	if (IsActive() == false)
		return;
	if (mbShowDebug == false)
		return;

	iLowLevelGraphics *pLowLevelGfx = mpInit->mpGame->GetGraphics()->GetLowLevel();
	mpMover->OnPostSceneDraw(pLowLevelGfx);

	ExtraPostSceneDraw();

	/////////////////////////////////////
	// Begin debug pos

	/*pLowLevelGfx->SetDepthTestActive(false);
	pLowLevelGfx->SetDepthWriteActive(false);

	cVector3f vNormal(0,1,0);
	cVector3f vUp(0,1,0);
	cVector3f vStartPos = mpMover->GetCharBody()->GetFeetPosition() + cVector3f(0,0.05f,0);
	cVector3f vPosition = vStartPos;

	mFindGround.GetGround(vStartPos,cVector3f(0,-1,0),NULL,&vNormal);

	vNormal.Normalise();
	float fAngle = cMath::Vector3Angle(vUp,vNormal);
	cVector3f vRotateAxis = cMath::Vector3Cross(vUp,vNormal);
	//cVector3f vRotateAxis2 = cMath::Vector3Cross(vUp,vRotateAxis);

	vRotateAxis.Normalise();
	cQuaternion qRotation = cQuaternion(fAngle, vRotateAxis);
	cMatrixf mtxPoseRotation = cMath::MatrixQuaternion(qRotation);

	cMatrixf mtxFinalOffset = cMath::MatrixMul(mtxPoseRotation,m_mtxModelOffset);

	cVector3f vCenter = mpMover->GetCharBody()->GetPosition();

	cVector3f vRot = cMath::MatrixMul(mtxPoseRotation,cVector3f(0,1,0));

	pLowLevelGfx->DrawLine(vStartPos, vStartPos + vNormal,cColor(1,0,1,1));
	pLowLevelGfx->DrawLine(vCenter, vCenter + vRotateAxis,cColor(1,0.5,0.5,1));
//	pLowLevelGfx->DrawLine(vCenter, vCenter + vRotateAxis2,cColor(1,0.5,0.5,1));
	pLowLevelGfx->DrawLine(vCenter, vCenter + vRot,cColor(0,1,1,1));

	gfAngle =cMath::ToDeg(fAngle);

	pLowLevelGfx->SetDepthTestActive(true);
	pLowLevelGfx->SetDepthWriteActive(true);*/

	// End debug pose
	//////////////////////////////

	/*pLowLevelGfx->SetDepthTestActive(false);
	pLowLevelGfx->SetDepthWriteActive(false);

	pLowLevelGfx->DrawSphere(mpMover->GetCharBody()->GetPosition(),0.1f,cColor(1,0.5,0));
	pLowLevelGfx->DrawSphere(GetMeshEntity()->GetWorldPosition(),0.1f,cColor(0,0.5,1));

	pLowLevelGfx->SetDepthTestActive(true);
	pLowLevelGfx->SetDepthWriteActive(true);*/

	/*for(size_t i=0; i< mvRayStartPoses.size(); ++i)
	{
		pLowLevelGfx->DrawLine(mvRayStartPoses[i], mvRayEndPoses[i],cColor(1,0,1,1));
		pLowLevelGfx->DrawSphere(mvRayStartPoses[i],0.2f,cColor(0,1,1,1));
		pLowLevelGfx->DrawSphere(mvRayEndPoses[i],0.2f,cColor(0,1,1,1));
	}*/

	// mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld()->RenderDebugGeometry(pLowLevelGfx,cColor(1,1));

	mvStates[mlCurrentState]->OnPostSceneDraw();
}

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

void iGameEnemy::Update(float afTimeStep) {
	if (mbActive == false)
		return;

	START_TIMING_EX(GetName().c_str(), enemy);

	if (mpMeshEntity->GetSkeletonPhysicsActive() && mpCharBody->IsActive() == false &&
		mfHealth <= 0) {
		mbHasInteraction = true;
	} else {
		mbHasInteraction = false;
	}

	START_TIMING_TAB(pose);
	UpdateEnemyPose(afTimeStep);
	STOP_TIMING_TAB(pose);

	START_TIMING_TAB(checkforplayer);
	UpdateCheckForPlayer(afTimeStep);
	STOP_TIMING_TAB(checkforplayer);

	START_TIMING_TAB(MoverUpdate);
	mpMover->Update(afTimeStep);
	STOP_TIMING_TAB(MoverUpdate);

	START_TIMING_TAB(Animations);
	UpdateAnimations(afTimeStep);
	STOP_TIMING_TAB(Animations);

	OnUpdate(afTimeStep);

#ifdef UPDATE_TIMING_ENABLED
	LogUpdate("\tState: %d\n", mlCurrentState);
#endif
	START_TIMING_TAB(State);
	mvStates[mlCurrentState]->OnUpdate(afTimeStep);
	STOP_TIMING_TAB(State);

	if (mfDamageSoundTimer > 0)
		mfDamageSoundTimer -= afTimeStep;

	if (mfSkipSoundTriggerCount > 0)
		mfSkipSoundTriggerCount -= afTimeStep;

	if (mfDoorBreakCount > 0)
		mfDoorBreakCount -= afTimeStep;

	//////////////////////////////////////////////
	// Disappear
	if (mbDisappear && GetHealth() <= 0 && mbHasDisappeared == false) {
		if (mbDisappearActive) {
			if (mfDisappearTime <= 0) {
				mbHasDisappeared = true;

				cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D();
				cVector3f vPostion = mpMeshEntity->GetBoundingVolume()->GetWorldCenter();

				if (msDisappearSound != "") {
					cSoundEntity *pSound = pWorld->CreateSoundEntity("Disappear", msDisappearSound, true);
					if (pSound)
						pSound->SetPosition(vPostion);
				}
				if (msDisappearPS != "") {
					pWorld->CreateParticleSystem("Disappear", msDisappearPS, cVector3f(1, 1, 1),
												 cMath::MatrixTranslate(vPostion));
				}

				if (mbDisappearFreezesRagdoll) {
					mpMeshEntity->ResetGraphicsUpdated();

					for (int i = 0; i < mpMeshEntity->GetBoneStateNum(); ++i) {
						cBoneState *pBone = mpMeshEntity->GetBoneState(i);
						iPhysicsBody *pBody = pBone->GetBody();

						if (pBody) {
							pBody->SetMass(0);
						}
					}
				} else {
					SetActive(false);
				}
			} else {
				mfDisappearTime -= afTimeStep;
			}
		} else {
			mbDisappearActive = true;
			mfDisappearTime = cMath::RandRectf(mfDisappearMinTime, mfDisappearMaxTime);
		}
	}

	//////////////////////////////////////////////
	// Outside of map
	iPhysicsWorld *pPhysicsWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();
	cBoundingVolume worldBV;
	worldBV.SetLocalMinMax(pPhysicsWorld->GetWorldSizeMin(), pPhysicsWorld->GetWorldSizeMax());

	if (cMath::CheckCollisionBV(worldBV, *mpMover->GetCharBody()->GetBody()->GetBV()) == false) {
		SetHealth(0);
		SetActive(false);
	}

	STOP_TIMING(enemy);
}

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

void iGameEnemy::AddState(iGameEnemyState *apState) {
	mvStates[apState->GetId()] = apState;
}

void iGameEnemy::ChangeState(int alId) {
	if (mlCurrentState == alId)
		return;

	/*char sStr[512];
	tString sStateName1 = "NONE";
	if(mlCurrentState >=0) sStateName1 = gvStateName[mlCurrentState];
	tString sStateName2 = "NONE";
	if(mlCurrentState >=0) sStateName2 = gvStateName[alId];

	snprintf(sStr, 512, "%s State %s -> %s",msName.c_str(),sStateName1.c_str(),sStateName2.c_str());
	//mpInit->mpEffectHandler->GetSubTitle()->Add(cString::To16Char(sStr),1.2f,false);
	Log("%s\n",sStr);*/

	// Log("Leave old...");
	if (mlCurrentState >= 0)
		mvStates[mlCurrentState]->OnLeaveState(mvStates[alId]);

	int lPrevState = mlCurrentState;
	iGameEnemyState *pPrevState = NULL;
	if (mlCurrentState >= 0)
		pPrevState = mvStates[mlCurrentState];

	mlCurrentState = alId;
	mbCanSeePlayer = false;

	// Log("enter newer\n");
	mvStates[mlCurrentState]->SetPreviousState(lPrevState);
	mvStates[mlCurrentState]->OnEnterState(pPrevState);
}

iGameEnemyState *iGameEnemy::GetState(int alId) {
	return mvStates[mlCurrentState];
}

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

bool iGameEnemy::HandleTrigger(cGameTrigger *apTrigger) {
	switch (apTrigger->GetType()) {
	case eGameTriggerType_Sound:
		return HandleSoundTrigger(apTrigger);
	}

	return true;
}

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

bool iGameEnemy::HandleSoundTrigger(cGameTrigger *apTrigger) {
	if (mfSkipSoundTriggerCount > 0)
		return false;

	cGameTrigger_Sound *pSoundTrigger = static_cast<cGameTrigger_Sound *>(apTrigger);

	//////////////////////////////////////
	// Calculate volume of sound
	float fDistance = cMath::Vector3Dist(GetPosition(), pSoundTrigger->GetWorldPosition());
	float fMin = pSoundTrigger->mpSound->GetMinDistance();
	float fMax = pSoundTrigger->mpSound->GetMaxDistance();

	float fHearVolume = 1.0f - cMath::Clamp((fDistance - fMin) / (fMax - fMin), 0.0f, 1.0f);

	fHearVolume *= pSoundTrigger->mpSound->GetVolume();

	// If not audible return
	if (fHearVolume <= 0)
		return false;

	return mvStates[mlCurrentState]->OnHearNoise(pSoundTrigger->GetWorldPosition(), fHearVolume);

	return true;
}

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

cVector3f iGameEnemy::GetPosition() {
	return mpMover->GetCharBody()->GetPosition();
}

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

void iGameEnemy::PlayAnim(const tString &asName, bool abLoop, float afFadeTime,
						  bool abDependsOnSpeed, float afSpeedMul,
						  bool abSyncWithPrevFrame,
						  bool abOverideMoveState) {
	// Check if the animation is already playing.
	if (mpCurrentAnimation != NULL &&
		mpCurrentAnimation->GetName() == asName &&
		mpCurrentAnimation->IsActive() &&
		mpCurrentAnimation->IsOver() == false) {
		return;
	}

	cAnimationState *pNewAnim = mpMeshEntity->GetAnimationStateFromName(asName);
	if (pNewAnim == NULL) {
		// Warning("Animation '%s' does not exist!\n",asName.c_str());
		return;
	}

	pNewAnim->SetActive(true);
	if (mpCurrentAnimation && mpCurrentAnimation != pNewAnim) {
		mpCurrentAnimation->FadeOut(afFadeTime);

		if (pNewAnim->IsFading() == false)
			pNewAnim->SetWeight(0);
		pNewAnim->FadeIn(afFadeTime);
	} else {
		pNewAnim->SetWeight(1.0f);
	}
	pNewAnim->SetLoop(abLoop);

	/////////////////////////////////////////
	// Check if this animation should start at the same place as the previous
	if (abSyncWithPrevFrame && mpCurrentAnimation) {
		pNewAnim->SetRelativeTimePosition(mpCurrentAnimation->GetRelativeTimePosition());
	} else {
		pNewAnim->SetTimePosition(0);
	}

	mpCurrentAnimation = pNewAnim;

	mbAnimationIsSpeedDependant = abDependsOnSpeed;
	mfAnimationSpeedMul = afSpeedMul;

	mbOverideMoveState = abOverideMoveState;
}

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

void iGameEnemy::UseMoveStateAnimations() {
	if (mbOverideMoveState) {
		mbOverideMoveState = false;
		mMoveState = eEnemyMoveState_LastEnum;
	}
}

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

void iGameEnemy::PlaySound(const tString &asName) {
	if (asName == "")
		return;

	cWorld3D *pWorld = mpInit->mpGame->GetScene()->GetWorld3D();

	cSoundEntity *pSound = pWorld->CreateSoundEntity("Enemy", asName, true);
	if (pSound) {
		pSound->SetPosition(mpMover->GetCharBody()->GetPosition());
		// TODO: Attach instead...
	} else {
		Warning("Couldn't play sound '%s'\n", asName.c_str());
	}
}

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

void iGameEnemy::AddPatrolNode(const tString &asNode, float afTime, const tString &asAnimation) {
	mvPatrolNodes.push_back(cEnemyPatrolNode(asNode, afTime, asAnimation));
}

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

void iGameEnemy::ClearPatrolNodes() {
	mvPatrolNodes.clear();
	mlCurrentPatrolNode = 0;

	if (mbActive && mfHealth > 0)
		ChangeState(STATE_IDLE);
}

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

void iGameEnemy::OnDeath(float afX) {
	// PlaySound("temp_roach_death");

	if (msOnDeathCallback != "") {
		tString sCommand = msOnDeathCallback + "(\"" + msName + "\")";
		msOnDeathCallback = "";

		mpInit->RunScriptCommand(sCommand);
	}

	mvStates[mlCurrentState]->OnDeath(afX);
}

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

void iGameEnemy::OnDamage(float afX) {
	if (mfDamageSoundTimer <= 0) {
		// PlaySound("temp_roach_damage");

		mfDamageSoundTimer = 0.8f;
	}

	mvStates[mlCurrentState]->OnTakeHit(afX);
}

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

void iGameEnemy::OnFlashlight(const cVector3f &avPos) {
	mvStates[mlCurrentState]->OnFlashlight(avPos);
}

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

void iGameEnemy::OnSetActive(bool abX) {
	// This will do for now:
	for (size_t i = 0; i < mvBodies.size(); ++i) {
		mvBodies[i]->SetActive(false);
	}

	// Make sure it is on the ground
	if (mfHealth > 0 && mbSetFeetAtGroundOnStart) {
		cVector3f vGroundPosition = mpMover->GetCharBody()->GetFeetPosition();
		mFindGround.GetGround(mpMover->GetCharBody()->GetPosition(), cVector3f(0, -1, 0),
							  &vGroundPosition, NULL);
		mpMover->GetCharBody()->SetFeetPosition(vGroundPosition);
	}

	if (mbActive == false) {
		if (mbRemoveAttackerOnDisable)
			mpInit->mpMusicHandler->RemoveAttacker(this);

		if (mfHealth > 0)
			ChangeState(STATE_IDLE);
	} else {
		mbHasBeenActivated = true;
	}
}

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

bool iGameEnemy::CanSeePlayer() {
	if (mpInit->mpMapHandler->IsPreUpdating() || mpInit->mpPlayer->IsDead())
		return false;

	return mbCanSeePlayer;
}

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

bool iGameEnemy::CheckForDoor() {
	iCharacterBody *pBody = mpMover->GetCharBody();
	float fRadius = pBody->GetSize().x / 2.0f - 0.1f;
	cVector3f vStart = pBody->GetPosition() + pBody->GetForward() * fRadius;
	cVector3f vEnd = vStart + pBody->GetForward() * 0.4f;

	bool bRet = mDoorCheck.CheckDoor(vStart, vEnd);
	Log("CheckDoor: %d\n", bRet);

	return bRet;
}

bool iGameEnemy::CheckForTeamMate(float afMaxDist, bool abCheckIfFighting) {
	cVector3f vPosition = mpMover->GetCharBody()->GetFeetPosition();
	tGameEnemyIterator it = mpInit->mpMapHandler->GetGameEnemyIterator();
	while (it.HasNext()) {
		iGameEnemy *pEnemy = it.Next();
		if (GetEnemyType() != pEnemy->GetEnemyType())
			continue;
		if (pEnemy == this || pEnemy->IsActive() == false || pEnemy->GetHealth() <= 0)
			continue;

		if (abCheckIfFighting && pEnemy->IsFighting() == false)
			continue;

		float fDist = cMath::Vector3Dist(pEnemy->GetMover()->GetCharBody()->GetPosition(),
										 vPosition);

		if (fDist <= afMaxDist) {
			return true;
		}
	}

	return false;
}

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

//////////////////////////////////////////////////////////////////////////
// PROTECTED METHODS
//////////////////////////////////////////////////////////////////////////

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

void iGameEnemy::UpdateEnemyPose(float afTimeStep) {
	if (mbAlignToGroundNormal == false)
		return;

	if (mfPoseCount == 0) {
		m_mtxStartPose = m_mtxGoalPose;

		cVector3f vNormal(0, 1, 0);

		cVector3f vStartPos = mpMover->GetCharBody()->GetFeetPosition() + cVector3f(0, 0.05f, 0);
		cVector3f vPosition = vStartPos;

		mFindGround.GetGround(vStartPos, cVector3f(0, -1, 0), &vPosition, &vNormal);

		cVector3f vUp(0, 1, 0);

		float fDist = vStartPos.y - vPosition.y;

		vNormal.Normalise();
		float fAngle = cMath::Vector3Angle(vUp, vNormal);

		cVector3f vRotateAxis = cMath::Vector3Cross(vUp, vNormal);
		// cVector3f vRotateAxis = cMath::Vector3Cross(vUp,mpMover->GetCharBody()->GetForward());

		// cVector3f vRotateAxis2 = cMath::Vector3Cross(vUp,vRotateAxis);

		vRotateAxis.Normalise();
		cQuaternion qRotation = cQuaternion(fAngle, vRotateAxis);
		cMatrixf mtxPoseRotation = cMath::MatrixQuaternion(qRotation);

		// cVector3f vDelta = vPosition - mpMover->GetCharBody()->GetFeetPosition();

		// mtxPoseRotation.SetTranslation(cVector3f(0,-fabs(vDelta.y),0));
		// mtxPoseRotation.SetTranslation(vNormal * -fabs(vDelta.y));

		if (vNormal != cVector3f(0, 1, 0)) {
			mFindGround.GetGround(mpMover->GetCharBody()->GetPosition(), vNormal * -1.0f, &vPosition, NULL);
			fDist = cMath::Vector3Dist(mpMover->GetCharBody()->GetPosition(), vPosition);

			// So there is no warp to the ground.
			float fLimit = mpMover->GetCharBody()->GetSize().y * 0.82f;
			if (fDist > fLimit)
				vNormal = cVector3f(0, 1, 0);
		}

		///////////////////////////
		// Get the offest
		if (vNormal != cVector3f(0, 1, 0)) {
			fDist -= mpMover->GetCharBody()->GetSize().y / 2.0f;

			mtxPoseRotation.SetTranslation(vNormal * -fDist);
		} else {
			mtxPoseRotation.SetTranslation(0);
		}

		m_mtxGoalPose = mtxPoseRotation;
	} else {
		cMatrixf mtxPoseRotation = cMath::MatrixSlerp(mfPoseCount, m_mtxStartPose, m_mtxGoalPose, true);

		mpMover->GetCharBody()->SetEntityPostOffset(mtxPoseRotation);
	}

	mfPoseCount += 6.5f * afTimeStep;
	if (mfPoseCount > 1.0f)
		mfPoseCount = 0;
}

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

void iGameEnemy::UpdateCheckForPlayer(float afTimeStep) {

	// Do not check for player at pre update.
	if (mpInit->mpMapHandler->IsPreUpdating() ||
		mpInit->mpPlayer->IsDead() ||
		mbUsesTriggers == false ||
		mfHealth <= 0) {
		mbCanSeePlayer = false;
		return;
	}

	/*if(mfCanSeePlayerCount>0)
	{
		mfCanSeePlayerCount -= afTimeStep;
		if(mfCanSeePlayerCount<=0) mbCanSeePlayer = false;
	}*/

	if (mfCalcPlayerHiddenPosCount > 0)
		mfCalcPlayerHiddenPosCount -= afTimeStep;

	// Check if it is time to check for player.
	if (mfCheckForPlayerCount < mfCheckForPlayerRate) {
		mfCheckForPlayerCount += afTimeStep;
		return;
	}

	mfCheckForPlayerCount = 0;

	iCharacterBody *pPlayerBody = mpInit->mpPlayer->GetCharacterBody();

	float fDist = cMath::Vector3Dist(mpMover->GetCharBody()->GetPosition(), pPlayerBody->GetPosition());
	float fMinLength = mpMover->GetCharBody()->GetBody()->GetBV()->GetRadius() +
					   pPlayerBody->GetBody()->GetBV()->GetRadius();

	// Lower some stuff if player is hidden
	float fStartFOV = mfFOV;
	float fStartMaxSeeDist = mfMaxSeeDist;
	if (mbCanSeePlayer == false && fDist > 1.3f) // 1.3 = really close, remove all handicap.
	{
		if (mpInit->mDifficulty == eGameDifficulty_Easy) {
			mfFOV *= 0.6f;
			mfMaxSeeDist *= 0.6f;
		}

		if (mpInit->mpPlayer->GetHidden()->IsHidden()) {
			mfFOV *= 0.36f;
			mfMaxSeeDist *= 0.25f;
		} else if (mpInit->mpPlayer->GetHidden()->InShadows()) {
			if (mpInit->mpPlayer->GetMoveState() == ePlayerMoveState_Crouch) {
				mfFOV *= 0.6f;
				mfMaxSeeDist *= 0.65f;
			} else {
				mfFOV *= 0.8f;
				mfMaxSeeDist *= 0.85f;
			}
		}
	}

	gfCurrentViewDist = fDist;
	gfCurrentMaxViewDist = mfMaxSeeDist;

	if ((fDist <= mfMaxSeeDist && LineOfSight(pPlayerBody->GetPosition(), pPlayerBody->GetSize())) ||
		fDist <= fMinLength) {
		// Increase LOS counter,
		mlPlayerInLOSCount++;

		// Player must have been in LOS mlMaxPlayerInLOSCount times before it is considered seen.
		if (mlPlayerInLOSCount >= mlMaxPlayerInLOSCount) {
			mlPlayerInLOSCount = mlMaxPlayerInLOSCount;

			float fChance = 0;

			if (fDist > mfMaxSeeDist)
				fChance = 0;
			else
				fChance = 1 - (fDist / mfMaxSeeDist);

			if (mbCanSeePlayer == false) {
				mvStates[mlCurrentState]->OnSeePlayer(pPlayerBody->GetPosition(), fChance);
				mpInit->mpPlayer->GetHidden()->UnHide();
			}

			mvLastPlayerPos = pPlayerBody->GetFeetPosition();

			mbCanSeePlayer = true;
			mfCanSeePlayerCount = 1.0f / 3.0f;
			mfCalcPlayerHiddenPosCount = 1.5f;
		}
	} else {
		// Reset LOS counter,
		mlPlayerInLOSCount--;
		if (mlPlayerInLOSCount < 0)
			mlPlayerInLOSCount = 0;

		// this is so that the enemy get a little better last pos
		// and thus improving path finding.
		if (mfCalcPlayerHiddenPosCount > 0) {
			mvLastPlayerPos = pPlayerBody->GetFeetPosition();
		}

		mbCanSeePlayer = false;
	}

	mfFOV = fStartFOV;
	mfMaxSeeDist = fStartMaxSeeDist;
}

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

void iGameEnemy::UpdateAnimations(float afTimeStep) {
	iCharacterBody *pBody = mpMover->GetCharBody();

	float fMoveSpeed = pBody->GetMoveSpeed(eCharDir_Forward);

	float fSpeed = pBody->GetVelocity(afTimeStep).Length();
	if (fMoveSpeed < 0)
		fSpeed = -fSpeed;

	float fTurnSpeed = mpMover->GetTurnSpeed();

	////////////////////////////////
	// Override animation
	if (mbOverideMoveState && mpCurrentAnimation != NULL) {
		if (mpCurrentAnimation->IsOver()) {
			mvStates[mlCurrentState]->OnAnimationOver(mpCurrentAnimation->GetName());
		}

		if (mbAnimationIsSpeedDependant) {
			if (ABS(fSpeed) > 0.05f)
				mpCurrentAnimation->SetSpeed(ABS(fSpeed) * mfAnimationSpeedMul);
			else
				mpCurrentAnimation->SetSpeed(ABS(fTurnSpeed) * mfAnimationSpeedMul * 2);
		}
	}
	////////////////////////////////
	// Move state animation
	else {
		eEnemyMoveState prevMoveState = mMoveState;

		switch (mMoveState) {
		// Backward
		case eEnemyMoveState_Backward:
			if (fSpeed >= 0)
				mMoveState = eEnemyMoveState_Stopped;

			break;

		// Stopped State
		case eEnemyMoveState_Stopped:
			if (fSpeed < -0.05f)
				mMoveState = eEnemyMoveState_Backward;
			else if (fSpeed >= mfStoppedToWalkSpeed)
				mMoveState = eEnemyMoveState_Walking;
			else if (ABS(fTurnSpeed) > 0.07f)
				mMoveState = eEnemyMoveState_Walking;

			break;

		// Walking State
		case eEnemyMoveState_Walking:
			if (fSpeed >= mfWalkToRunSpeed)
				mMoveState = eEnemyMoveState_Running;
			else if (fSpeed <= mfWalkToStoppedSpeed) {
				if (ABS(fTurnSpeed) < 0.03f)
					mMoveState = eEnemyMoveState_Stopped;
			}

			break;

		// Running State
		case eEnemyMoveState_Running:
			if (fSpeed <= mfRunToWalkSpeed)
				mMoveState = eEnemyMoveState_Walking;

			break;

		// NULL
		case eEnemyMoveState_LastEnum:
			mMoveState = eEnemyMoveState_Stopped;
			break;
		}

		//////////////////////////////////////////////
		// If move state has changed, change animation
		if (prevMoveState != mMoveState) {
			// Backward
			if (mMoveState == eEnemyMoveState_Backward) {
				PlayAnim(msBackwardAnim, true, 0.4f, true, mfMoveAnimSpeedMul, false, false);
			}
			// Stopped
			else if (mMoveState == eEnemyMoveState_Stopped) {
				PlayAnim(msStoppedAnim, true, 0.7f, false, 1.0f, false, false);
			}
			// Walking
			else if (mMoveState == eEnemyMoveState_Walking) {
				bool bSync = prevMoveState == eEnemyMoveState_Running ? true : false;

				PlayAnim(msWalkAnim, true, 0.2f, true, mfMoveAnimSpeedMul, bSync, false);
			}
			// Running
			else if (mMoveState == eEnemyMoveState_Running) {
				bool bSync = prevMoveState == eEnemyMoveState_Walking ? true : false;

				PlayAnim(msRunAnim, true, 0.2f, true, mfMoveAnimSpeedMul, bSync, false);
			}
		}

		/////////////////////////////////
		// Update animation speed
		if (mbAnimationIsSpeedDependant) {
			if (ABS(fSpeed) > 0.05f)
				mpCurrentAnimation->SetSpeed(ABS(fSpeed) * mfMoveAnimSpeedMul);
			else
				mpCurrentAnimation->SetSpeed(ABS(fTurnSpeed) * mfMoveAnimSpeedMul * 2);
		}
	}
}

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

void iGameEnemy::SetupBody() {
	mpMover->GetCharBody()->SetMaxPositiveMoveSpeed(eCharDir_Forward, mfMaxForwardSpeed);
	mpMover->GetCharBody()->SetMaxNegativeMoveSpeed(eCharDir_Forward, -mfMaxBackwardSpeed);
	mpMover->GetCharBody()->SetMoveAcc(eCharDir_Forward, mfAcceleration);

	mpMover->GetCharBody()->SetMaxPushMass(mfMaxPushMass);
	mpMover->GetCharBody()->SetPushForce(mfPushForce);

	mpMover->SetMaxTurnSpeed(mfMaxTurnSpeed);
	mpMover->SetAngleDistTurnMul(mfAngleDistTurnMul);

	mpMover->SetMinBreakAngle(mfMinBreakAngle);
	mpMover->SetBreakAngleMul(mfBreakAngleMul);

	mpMover->SetMaxPushMass(mfMaxPushMass);
}

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

static const cVector2f gvPosAdds[] = {cVector2f(0, 0),
									  cVector2f(1, 0),
									  cVector2f(-1, 0),
									  cVector2f(0, 1),
									  cVector2f(0, -1)};

bool iGameEnemy::LineOfSight(const cVector3f &avPos, const cVector3f &avSize) {
	// Setup debug
	// if(mvRayStartPoses.size()<5) mvRayStartPoses.resize(5);
	// if(mvRayEndPoses.size()<5) mvRayEndPoses.resize(5);

	iPhysicsWorld *pPhysicsWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();

	cVector3f vStartCenter = mpMover->GetCharBody()->GetPosition();
	cVector3f vEndCenter = avPos;

	/////////////////////////////
	// Calculate the right vector
	const cVector3f vForward = cMath::Vector3Normalize(vEndCenter - vStartCenter);
	const cVector3f vUp = cVector3f(0, 1.0f, 0);
	const cVector3f vRight = cMath::Vector3Cross(vForward, vUp);

	////////////////////////////////////
	// Check if the pos is within FOV
	if (mfFOV < k2Pif) {
		cVector3f vEnemyForward = mpMover->GetCharBody()->GetForward();

		// float fAngle = cMath::Vector3Angle(vEnemyForward, vForward);
		// if(fAngle > mfFOV*0.5f) return false;

		cVector3f vToPlayerAngle = cMath::GetAngleFromPoints3D(0, vForward);
		cVector3f vEnemyAngle = cMath::GetAngleFromPoints3D(0, vEnemyForward);

		float fAngleX = cMath::Abs(cMath::GetAngleDistanceRad(vToPlayerAngle.x, vEnemyAngle.x));
		float fAngleY = cMath::Abs(cMath::GetAngleDistanceRad(vToPlayerAngle.y, vEnemyAngle.y));

		// Log("X:%f Y:%f\n",cMath::ToDeg(fAngleX), cMath::ToDeg(fAngleY));

		if (fAngleY > mfFOV * 0.5f)
			return false;
		if (fAngleX > mfFOV * mfFOVXMul * 0.5f)
			return false;
	}

	// Get the half with and height. Make them a little smaller so that player can slide over funk on floor.
	const float fHalfWidth = avSize.x * 0.4f;
	const float fHalfHeight = avSize.y * 0.4f;

	// Count of 2 is need for a line of sight sucess.
	int lCount = 0;
	// Iterate through all the rays.
	for (int i = 0; i < 5; ++i) {
		cVector3f vAdd = vRight * (gvPosAdds[i].x * fHalfWidth) + vUp * (gvPosAdds[i].y * fHalfHeight);
		cVector3f vStart = vStartCenter + vAdd;
		cVector3f vEnd = vEndCenter + vAdd;

		// mvRayStartPoses[i] = vStart;
		// mvRayEndPoses[i] =vEnd;

		mRayCallback.Reset();
		pPhysicsWorld->CastRay(&mRayCallback, vStart, vEnd, false, false, false);
		if (mRayCallback.Intersected() == false)
			lCount++;

		if (lCount == 2)
			return true;
	}

	return false;
}

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

//////////////////////////////////////////////////////////////////////////
// LOADER
//////////////////////////////////////////////////////////////////////////

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

cEntityLoader_GameEnemy::cEntityLoader_GameEnemy(const tString &asName, cInit *apInit)
	: cEntityLoader_Object(asName) {
	mpInit = apInit;
}

cEntityLoader_GameEnemy::~cEntityLoader_GameEnemy() {
}

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

void cEntityLoader_GameEnemy::BeforeLoad(TiXmlElement *apRootElem, const cMatrixf &a_mtxTransform,
										 cWorld3D *apWorld) {
}

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

void cEntityLoader_GameEnemy::AfterLoad(TiXmlElement *apRootElem, const cMatrixf &a_mtxTransform,
										cWorld3D *apWorld) {
	iGameEnemy *pEnemy = NULL;

	tString sSubtype = "";
	tString sName = "";

	///////////////////////////////////
	// Load game properties
	TiXmlElement *pMainElem = apRootElem->FirstChildElement("MAIN");
	if (pMainElem) {
		sSubtype = cString::ToString(pMainElem->Attribute("Subtype"), "");
		sName = cString::ToString(pMainElem->Attribute("Name"), "");
	} else {
		Error("Couldn't find main element for entity '%s'\n", mpEntity->GetName().c_str());
	}

	///////////////////////////////////
	// Load the enemy type

	TiXmlElement *pGameElem = apRootElem->FirstChildElement("GAME");

	if (sSubtype == "Dog") {
		pEnemy = hplNew(cGameEnemy_Dog, (mpInit, mpEntity->GetName(), pGameElem));
	}
#ifndef DEMO_VERSION
	else if (sSubtype == "Spider") {
		pEnemy = hplNew(cGameEnemy_Spider, (mpInit, mpEntity->GetName(), pGameElem));
	} else if (sSubtype == "Worm") {
		pEnemy = hplNew(cGameEnemy_Worm, (mpInit, mpEntity->GetName(), pGameElem));
	}
#endif

	pEnemy->msSubType = sSubtype;
	pEnemy->msEnemyType = msName;
	pEnemy->msFileName = msFileName;
	pEnemy->m_mtxOnLoadTransform = a_mtxTransform;

	// Do stuff that is not done when loading from savegame.
	pEnemy->SetMeshEntity(mpEntity);
	pEnemy->SetBodies(mvBodies);
	pEnemy->Setup(apWorld);

	/////////////////////////////////
	// Add to map handler
	mpInit->mpMapHandler->AddGameEntity(pEnemy);
	mpInit->mpMapHandler->AddGameEnemy(pEnemy);

	iCharacterBody *pBody = pEnemy->mpMover->GetCharBody();
	pBody->SetPosition(mpEntity->GetWorldPosition() + cVector3f(0, pBody->GetSize().y / 2, 0));

	// Set the correct heading
	cMatrixf mtxInv = cMath::MatrixInverse(mpEntity->GetWorldMatrix());
	cVector3f vBodyRotation = cMath::GetAngleFromPoints3D(cVector3f(0, 0, 0), mtxInv.GetForward() * -1);

	pBody->SetYaw(vBodyRotation.y);

	// Log("Loaded enemy!\n");
}

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

//////////////////////////////////////////////////////////////////////////
// SAVE OBJECT STUFF
//////////////////////////////////////////////////////////////////////////

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

kBeginSerializeBase(cEnemyPatrolNode)
	kSerializeVar(msNodeName, eSerializeType_String)
		kSerializeVar(mfWaitTime, eSerializeType_Float32)
			kSerializeVar(msAnimation, eSerializeType_String)
				kEndSerialize()

					kBeginSerialize(iGameEnemy_SaveData, iGameEntity_SaveData)
						kSerializeVar(mbHasBeenActivated, eSerializeType_Bool)
							kSerializeVar(mvCharBodyPosition, eSerializeType_Vector3f)
								kSerializeVar(mvCharBodyRotation, eSerializeType_Vector3f)
									kSerializeVar(mlCurrentPatrolNode, eSerializeType_Int32)

										kSerializeVar(mfDisappearTime, eSerializeType_Float32)
											kSerializeVar(mbDisappearActive, eSerializeType_Bool)
												kSerializeVar(mbHasDisappeared, eSerializeType_Bool)

													kSerializeVar(mbUsesTriggers, eSerializeType_Bool)

														kSerializeVar(mvLastPlayerPos, eSerializeType_Vector3f)
															kSerializeVar(msOnDeathCallback, eSerializeType_String)
																kSerializeVar(msOnAttackCallback, eSerializeType_String)
																	kSerializeClassContainer(mvPatrolNodes, cEnemyPatrolNode, eSerializeType_Class)
																		kEndSerialize()

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

	iGameEntity *iGameEnemy_SaveData::CreateEntity() {
	return NULL;
}

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

iGameEntity_SaveData *iGameEnemy::CreateSaveData() {
	return hplNew(iGameEnemy_SaveData, ());
}

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

void iGameEnemy::SaveToSaveData(iGameEntity_SaveData *apSaveData) {
	super::SaveToSaveData(apSaveData);
	iGameEnemy_SaveData *pData = static_cast<iGameEnemy_SaveData *>(apSaveData);

	kCopyToVar(pData, mbHasBeenActivated);

	pData->mvCharBodyPosition = mpMover->GetCharBody()->GetPosition();

	pData->mvCharBodyRotation.x = mpMover->GetCharBody()->GetPitch();
	pData->mvCharBodyRotation.y = mpMover->GetCharBody()->GetYaw();

	kCopyToVar(pData, mlCurrentPatrolNode);
	kCopyToVar(pData, mvLastPlayerPos);
	kCopyToVar(pData, msOnDeathCallback);
	kCopyToVar(pData, msOnAttackCallback);

	kCopyToVar(pData, mfDisappearTime);
	kCopyToVar(pData, mbDisappearActive);
	kCopyToVar(pData, mbHasDisappeared);

	kCopyToVar(pData, mbUsesTriggers);

	pData->mvPatrolNodes.Resize(mvPatrolNodes.size());
	for (size_t i = 0; i < mvPatrolNodes.size(); ++i) {
		pData->mvPatrolNodes[i].msNodeName = mvPatrolNodes[i].msNodeName;
		pData->mvPatrolNodes[i].mfWaitTime = mvPatrolNodes[i].mfWaitTime;
		pData->mvPatrolNodes[i].msAnimation = mvPatrolNodes[i].msAnimation;
	}
}

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

void iGameEnemy::LoadFromSaveData(iGameEntity_SaveData *apSaveData) {
	super::LoadFromSaveData(apSaveData);
	iGameEnemy_SaveData *pData = static_cast<iGameEnemy_SaveData *>(apSaveData);

	kCopyFromVar(pData, mbHasBeenActivated);

	mpMover->GetCharBody()->SetPosition(pData->mvCharBodyPosition);

	mpMover->GetCharBody()->SetPitch(pData->mvCharBodyRotation.x);
	mpMover->GetCharBody()->SetYaw(pData->mvCharBodyRotation.y);
	mpMover->GetCharBody()->UpdateMoveMarix();

	kCopyFromVar(pData, mlCurrentPatrolNode);
	kCopyFromVar(pData, mvLastPlayerPos);
	kCopyFromVar(pData, msOnDeathCallback);
	kCopyFromVar(pData, msOnAttackCallback);

	kCopyFromVar(pData, mfDisappearTime);
	kCopyFromVar(pData, mbDisappearActive);
	kCopyFromVar(pData, mbHasDisappeared);

	kCopyFromVar(pData, mbUsesTriggers);

	mvPatrolNodes.resize(pData->mvPatrolNodes.Size());
	for (size_t i = 0; i < mvPatrolNodes.size(); ++i) {
		mvPatrolNodes[i].msNodeName = pData->mvPatrolNodes[i].msNodeName;
		mvPatrolNodes[i].mfWaitTime = pData->mvPatrolNodes[i].mfWaitTime;
		mvPatrolNodes[i].msAnimation = pData->mvPatrolNodes[i].msAnimation;
	}

	// Log("Load Save Data!\n");
}
//-----------------------------------------------------------------------
