////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// 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, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
//
// mine.cpp
// Project: Nostril (aka Postal)
//
// This module implements the CMine weapon class which is a hand
// thrown grenade weapon.
//
//
// History:
//		03/19/97 BRH	Started this weapon object.
//
//		03/19/97 BRH	Added 4 types of mines to this file.  Still need to
//							create a dialog in the gui editor to select which type
//							of mine to place in the editor.  Also need to add motion
//							functions to the base class and use them for the
//							Bouncing Betty in Update.
//
//		03/20/97 BRH	Added dialog box for selecting mine type.  Still need to
//							do the bouncing betty mine.
//
//		03/21/97 BRH	Added the Bouncing Betty functionality.
//
//		04/10/97 BRH	Updated this to work with the new multi layer attribute
//							maps.
//
//		04/15/97 BRH	Added fuse timer dialog item to edit modify to allow
//							the timed mine fuse to be set.  Also added an overloaded
//							Setup() function to set the time for the fuse.  Changed
//							Load and Save to deal with this new fuse value.
//
//		04/23/97	JMI	Now sets its m_smash's bits to Mine instead of Item.
//
//		04/25/97	JMI	Added angle Z (vertical angle adjustment) of 0 to the
//							CBulletFest::Fire(...) call.
//
//		04/29/97	JMI	Changed State_Fire to merely jump to State_Idle.  The
//							reason is that CCharacter uses State_Fire to notify things
//							that they should arm.  Perhaps this state should be changed
//							to 'arm', but, technically, some things don't really even
//							arm until after that.  Perhaps it should be State_Go or
//							something.
//							Anyways, in order to use State_Fire as the 'arm' trigger
//							from the placer, I had to change State_Go to do what State_Fire
//							used to for the bouncing betty; namely, wait for the time
//							to expire.
//							Also, Render() now subtracts half the width and half the
//							height from the 2D render location in an attempt to better
//							center the image.  This should help especially when this
//							object is the child of another to make it appear in the
//							right spot.
//
//		04/30/97	JMI	Changed the Setup() override of the CWeapon's Setup() to
//							pass the current mine type to the Setup() with eType.
//							Changed Construct() to take an ID as a parameter and added
//							ConstructProximity(), ConstructTimed(),
//							ConstructBouncingBetty(), and ConstructRemoteControl() to
//							allocate that type of mine.
//							Removed m_eMineType (now uses Class ID instead).
//							Removed Setup() that took an eType.
//							Filled in PreLoad() (but it still needs to convert each
//							RImage to whatever type is most efficient).
//							Also, GetResources() was new'ing m_pImage and then calling
//							rspGetResource() (which gives you an entirely new instance
//							of an image); so it was basically wasting an RImage worth
//							of memory.
//
//		05/28/97 BRH	Increased arming time for Betty and Proximity mines to make
//							them easier to place and get away.
//
//		05/29/97	JMI	Removed ASSERT on m_pRealm->m_pAttribMap which no longer
//							exists.
//
//		06/11/97 BRH	Added shooter ID's to the shot messages and passed it
//							along to the explosion.
//
//		06/12/97 BRH	Added shooter ID to the call to Setup for the explosion.
//
//		06/13/97	JMI	Now obeys State_Hide.
//
//		06/30/97 BRH	Added cache sound effects to Preload function.
//
//		07/09/97	JMI	Now uses m_pRealm->Make2dResPath() to get the fullpath
//							for 2D image components.
//
//		07/09/97	JMI	Changed Preload() to take a pointer to the calling realm
//							as a parameter.
//
//		07/18/97	JMI	Got rid of bogus immitation PlaySample functions.
//							Now there is one PlaySample() function.  Also, you now
//							MUST specify a category and you don't have to specify a
//							SoundInstance ptr to specify a volume.
//
//		07/21/97	JMI	Now handles delete messages.
//
//		08/05/97	JMI	Changed priority to use Z position rather than 2D
//							projected Y position.
//
//		08/16/97 BRH	Added an arming beep sound and a click sound when the
//							mine is armed.
//
//		08/17/97	JMI	Now, instead of aborting the sample, when the mine arms,
//							it stops the sample's loopage.
//							Now sets the volume every iteration b/c, although the mine
//							stays still, the distance to the local dude varies as the
//							local dude moves.
//							Also, changed m_pthingParent to m_idParent.
//
//		08/28/97 BRH	Added preload function to cache the sounds and images.
//
////////////////////////////////////////////////////////////////////////////////
#define MINE_CPP

#include "RSPiX.h"
#include <math.h>

#include "mine.h"
#include "explode.h"
#include "SampleMaster.h"
#include "reality.h"

#include "pvr.h"

////////////////////////////////////////////////////////////////////////////////
// Macros/types/etc.
////////////////////////////////////////////////////////////////////////////////

#define TIMEDMINE_FILE "TimeMine.img"
#define PROXIMITYMINE_FILE "ProxMine.img"
#define BOUNCINGBETTYMINE_FILE "BettyMine.img"
#define REMOTEMINE_FILE "RemoteMine.img"

////////////////////////////////////////////////////////////////////////////////
// Variables/data
////////////////////////////////////////////////////////////////////////////////

// These are default values -- actually values are set using the editor!
int16_t CMine::ms_sProximityRadius = 10;
int16_t CMine::ms_sBettyRadius = 60;
int16_t CMine::ms_sBettyRange = 1000;
int32_t CMine::ms_lFuseTime = 6000;
int32_t CMine::ms_lArmingTime = 5000;
int32_t CMine::ms_lExplosionDelay = 150;
double CMine::ms_dInitialBounceVelocity = 80.0;

// Let this auto-init to 0
int16_t CMine::ms_sFileCount;

extern PVR::cRenderMgr *g_pvrRenderer;

////////////////////////////////////////////////////////////////////////////////
// Load object (should call base class version!)
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::Load(		// Returns 0 if successfull, non-zero otherwise
	RFile *pFile,			// In:  File to load from
	bool bEditMode,			// In:  True for edit mode, false otherwise
	int16_t sFileCount,		// In:  File count (unique per file, never 0)
	uint32_t ulFileVersion) // In:  Version of file format to load.
{
	int16_t sResult = 0;

	sResult = CWeapon::Load(pFile, bEditMode, sFileCount, ulFileVersion);
	if (sResult == SUCCESS)
	{
		// Load common data just once per file (not with each object)
		if (ms_sFileCount != sFileCount)
		{
			ms_sFileCount = sFileCount;

			// Load static data
			switch (ulFileVersion)
			{
			default:
			case 1:
				pFile->Read(&ms_sProximityRadius);
				pFile->Read(&ms_sBettyRadius);
				pFile->Read(&ms_sBettyRange);
				pFile->Read(&ms_lFuseTime);
				pFile->Read(&ms_lArmingTime);
				pFile->Read(&ms_lExplosionDelay);
				pFile->Read(&ms_dInitialBounceVelocity);
				break;
			}
		}

		// Load object data
		MineType type;
		switch (ulFileVersion)
		{
		case 1:
		case 2:
		case 3:
		case 4:
			pFile->Read(&type);
			break;

		case 5:
		case 6:
		case 7:
		case 8:
		case 9:
		case 10:
			pFile->Read(&type);

		case 11:
		default:
			pFile->Read(&m_lFuseTime);
			break;
		}

		// Make sure there were no file errors or format errors . . .
		if (!pFile->Error() && sResult == 0)
		{
			// Get resources
			sResult = GetResources();
		}
		else
		{
			sResult = -1;
			TRACE("CMine::Load(): Error reading from file!\n");
		}
	}

	return sResult;
}

////////////////////////////////////////////////////////////////////////////////
// Startup
////////////////////////////////////////////////////////////////////////////////

int16_t CMine::Startup(void)
{
	return Init();
}

////////////////////////////////////////////////////////////////////////////////
// Init
////////////////////////////////////////////////////////////////////////////////

int16_t CMine::Init(void)
{
	int16_t sResult = SUCCESS;

	m_eState = State_Idle;

	int32_t lThisTime = m_pRealm->m_time.GetGameTime();

	if (m_lFuseTime == 0)
		m_lFuseTime = ms_lFuseTime;

	switch (m_id)
	{
	case CTimedMineID:
		m_lTimer = m_lFuseTime + lThisTime;

		//This is needed to fix the crash when dropping timed mine
		//Bug is something to do with collision detection later on in smash.cpp
		m_sCurRadius = ms_sProximityRadius;

		break;

	case CProximityMineID:
		m_lTimer = ms_lArmingTime + lThisTime;
		m_sCurRadius = ms_sProximityRadius;
		break;

	case CBouncingBettyMineID:
		m_lTimer = ms_lArmingTime + lThisTime;
		m_sCurRadius = ms_sBettyRadius;
		break;

	case CRemoteControlMineID:
		m_lTimer = lThisTime;
		break;
	}

	// Set up collision object
	m_smash.m_bits = CSmash::Mine;
	m_smash.m_pThing = this;

	// Load resources
	sResult = GetResources();

	return sResult;
}

////////////////////////////////////////////////////////////////////////////////
// This inline updates a specified velocity with a specified drag over a
// specified time.
////////////////////////////////////////////////////////////////////////////////
inline bool UpdateVelocity( // Returns true if velocity reaches zero because of the
							// supplied accelration, false otherwise.
	double *pdVel,			// In:  Initial velocity.
							// Out: New velocity.
	double *pdDeltaVel,		// Out: Delta velocity.
	double dAcc,			// In:  Acceleration.
	double dSeconds)		// In:  Elapsed time in seconds.
{
	bool bAcceleratedToZero = false;

	double dVelPrev = *pdVel;
	*pdDeltaVel = dAcc * dSeconds;
	*pdVel += *pdDeltaVel;

	// I think this can be consdensed into a subtraction and one or two comparisons,
	// but I'm not sure that's really faster than the max 3 comparisons here.
	// If previously traveling forward . . .
	if (dVelPrev > 0.0)
	{
		// Passing 0 is considered at rest . . .
		if (*pdVel < 0.0)
		{
			// Update delta.
			*pdDeltaVel -= *pdVel;
			// Zero velocity.
			*pdVel = 0.0;
		}
	}
	else
	{
		// If previously traveling backward . . .
		if (dVelPrev < 0.0)
		{
			// Passing 0 is considered at rest . . .
			if (*pdVel > 0.0)
			{
				// Update delta.
				*pdDeltaVel -= *pdVel;
				// Zero velocity.
				*pdVel = 0.0;
			}
		}
	}

	// If velocity is now zero . . .
	if (*pdVel == 0.0)
	{
		// If drag opposed the previous velocity . . .
		if ((dVelPrev > 0.0 && dAcc < 0.0) || (dVelPrev < 0.0 && dAcc > 0.0))
		{
			// Drag has achieved its goal.
			bAcceleratedToZero = true;
		}
	}

	return bAcceleratedToZero;
}

////////////////////////////////////////////////////////////////////////////////
// Update object
////////////////////////////////////////////////////////////////////////////////
void CMine::Update(void)
{
	CSmash *pSmashed = NULL;
	double dDistance;
	int16_t sShootAngle;
	int16_t sShotX;
	int16_t sShotY;
	int16_t sShotZ;
	CThing *pShotThing = NULL;
	GameMessage msg;

	if (!m_sSuspend)
	{
		// Get new time
		int32_t lThisTime = m_pRealm->m_time.GetGameTime();

		ProcessMessages();
		if (m_eState == State_Deleted)
		{
			delete this;
			return;
		}

		// Calculate elapsed time in seconds
		double dSeconds = (double)(lThisTime - m_lPrevTime) / 1000.0;

		// Check the current state
		switch (m_eState)
		{

			//-----------------------------------------------------------------------
			// Idle - waiting to arm
			//-----------------------------------------------------------------------
		case CWeapon::State_Idle:	
			if (lThisTime > m_lTimer)
			{
				// End the looping arming sound
				if (m_siMineBeep != 0)
				{
					StopLoopingSample(m_siMineBeep);
					m_siMineBeep = 0;
				}
				switch (m_id)
				{
				case CTimedMineID:
					m_eState = State_Explode;
					break;

				case CProximityMineID:
				case CBouncingBettyMineID:
					m_eState = State_Armed;
					PlaySample(
						g_smidMineSet,										  // Sample to play
						SampleMaster::Weapon,								  // Category for user sound adjustment
						DistanceToVolume(m_dX, m_dY, m_dZ, MineSndHalfLife)); //Pos
					break;

				case CRemoteControlMineID:
				default:
					break;
				}
			}
			else
			{
				int16_t sX = m_dX;
				int16_t sY = m_dY;
				int16_t sZ = m_dZ;

				// If we have a parent . . .
				CThing *pthing = NULL; // Initialized for safety.
				if (m_pRealm->m_idbank.GetThingByID(&pthing, m_idParent) == 0)
				{
					// Add in its position.
					sX += pthing->GetX();
					sY += pthing->GetY();
					sZ += pthing->GetZ();
				}

				// Update sound position.
				SetInstanceVolume(m_siMineBeep, DistanceToVolume(sX, sY, sZ, MineSndHalfLife));
			}
			break;

			//-----------------------------------------------------------------------
			// Armed - State for Proximity mine & bouncing betty where they check
			//			  for collisions with other characters and react.
			//-----------------------------------------------------------------------

		case CWeapon::State_Armed:
			if (m_pRealm->m_smashatorium.QuickCheck(&m_smash,
													CSmash::Character,
													CSmash::Good | CSmash::Bad,
													0, &pSmashed))
			{
				switch (m_id)
				{
				case CBouncingBettyMineID:
					m_eState = State_Go;
					m_dVertVel = ms_dInitialBounceVelocity;
					// Make it go off right away
					m_lTimer = lThisTime;
					break;

				case CProximityMineID:
					m_eState = State_Explode;
					// Make it go off right away
					m_lTimer = lThisTime;
					break;
				}
			}
			break;

			//-----------------------------------------------------------------------
			// Fire - Initial triggering notification from character (if placed by
			//			 character).
			//-----------------------------------------------------------------------

		case CWeapon::State_Fire:
			// Go back to waiting to arm.
			m_eState = State_Idle;			
			break;

			//-----------------------------------------------------------------------
			// Go - used for bouncing betty when it is bouncing up
			//-----------------------------------------------------------------------
		case CWeapon::State_Go:
			if (lThisTime > m_lTimer)
			{
				PlaySample(
					g_smidBounceLaunch,
					SampleMaster::Weapon,
					DistanceToVolume(m_dX, m_dY, m_dZ, LaunchSndHalfLife)); // In:  Initial Sound Volume (0 - 255)
				// Do motion
				///////////////////////// Vertical Velocity /////////////////////////////////
				UpdateVelocity(&m_dVertVel, &m_dVertDeltaVel, g_dAccelerationDueToGravity, dSeconds);

				// Apply external vertical velocity.
				dDistance = (m_dVertVel - m_dVertDeltaVel / 2) * dSeconds;
				m_dY = m_dY + dDistance;

				// If velocity is negative, then explode and shoot in
				// several directions using deluxe shot or something.
				if (m_dVertVel <= 0.0)
				{
					// Make a small explosion noise
					PlaySample(
						g_smidBounceExplode,
						SampleMaster::Weapon,
						DistanceToVolume(m_dX, m_dY, m_dZ, ExplosionSndHalfLife)); // In:  Initial Sound Volume (0 - 255)

					// Draw some kind of flash on the mine
					m_bulletfest.Impact(0, m_dX, m_dY, m_dZ, m_pRealm);
					m_bulletfest.Impact(0, m_dX + 5, m_dY, m_dZ, m_pRealm);
					m_bulletfest.Impact(0, m_dX - 5, m_dY, m_dZ, m_pRealm);
					m_bulletfest.Impact(0, m_dX, m_dY + 5, m_dZ, m_pRealm);
					m_bulletfest.Impact(0, m_dX, m_dY - 5, m_dZ, m_pRealm);

					// Shoot in all directions
					for (sShootAngle = 0; sShootAngle < 360; sShootAngle += 20)
					{
						m_bulletfest.Fire(sShootAngle,
										  0,
										  (int16_t)m_dX,
										  (int16_t)m_dY,
										  (int16_t)m_dZ,
										  ms_sBettyRange,
										  m_pRealm,
										  CSmash::Character,
										  CSmash::Good | CSmash::Bad,
										  0,
										  &sShotX,
										  &sShotY,
										  &sShotZ,
										  &pShotThing);
						if (pShotThing != NULL)
						{
							msg.msg_Shot.eType = typeShot;
							msg.msg_Shot.sPriority = 0;
							msg.msg_Shot.sDamage = 50;
							msg.msg_Shot.sAngle = rspATan(m_dZ - sShotZ, sShotX - m_dX);
							msg.msg_Shot.u16ShooterID = m_u16ShooterID;
							// Tell this thing that it got shot
							SendThingMessage(&msg, pShotThing);
						}
					}
					// Get rid of the mine
					delete this;
					return;
				}
			}

			break;

			//-----------------------------------------------------------------------
			// Explode
			//-----------------------------------------------------------------------
		case CWeapon::State_Explode:

			if (lThisTime > m_lTimer)
			{
				// Start an explosion object and then kill rocket
				// object
				CExplode *pExplosion;
				if (CThing::Construct(CThing::CExplodeID, m_pRealm, (CThing **)&pExplosion) == 0)
				{
					pExplosion->Setup(m_dX, m_dY, m_dZ, m_u16ShooterID);
					PlaySample(
						g_smidGrenadeExplode,
						SampleMaster::Destruction,
						DistanceToVolume(m_dX, m_dY, m_dZ, ExplosionSndHalfLife)); // In:  Initial Sound Volume (0 - 255)
				}

				delete this;
				return;
			}
			break;		
		}
	
		// Save time for next time
		m_lPrevTime = lThisTime;

		// Update sphere.
		m_smash.m_sphere.sphere.X = m_dX;
		m_smash.m_sphere.sphere.Y = m_dY;
		m_smash.m_sphere.sphere.Z = m_dZ;
		m_smash.m_sphere.sphere.lRadius = m_sCurRadius;

		// Update the smash.
		m_pRealm->m_smashatorium.Update(&m_smash);
	}
}

////////////////////////////////////////////////////////////////////////////////
// Render object
////////////////////////////////////////////////////////////////////////////////
void CMine::Render(void)
{			
		// Image would normally animate, but doesn't for now	
		m_sprite.texture = texture;
		m_sprite.imageWidth = texture->GetImageWidth();
		m_sprite.imageHeight = texture->GetImageHeight();

		if (m_eState == State_Hide)
		{
			// Hide.
			m_sprite.m_sInFlags = CSprite::InHidden;
		}		
		else		
		{						
			m_sprite.m_sInFlags = CSprite::InTransparentList;			
		}

		if (m_id == CTimedMineID)
			{				
				sprintf(m_szText, "%.2f", fabs(rspFastDiv(float(m_pRealm->m_time.GetGameTime() - m_lTimer), 1000.f)));
				//m_sprite.m_bOverrideTextColour = true;
				m_sprite.m_ucFontR = 255;
				m_sprite.m_ucFontG = 0;
				m_sprite.m_ucFontB = 0;
				m_sprite.m_ucFontShadowR = 0;
				m_sprite.m_ucFontShadowG = 0;
				m_sprite.m_ucFontShadowB = 0;
				m_sprite.m_pszText = m_szText;
				m_sprite.m_sFontSize = 15;				
				m_sprite.m_cTextLayerOffset = -10;
				m_sprite.m_sTextOffsetY = 0;
				m_sprite.m_sTextOffsetX = 15;
			}

		// Map from 3d to 2d coords
		Map3Dto2D(
			(int16_t)m_dX,
			(int16_t)m_dY,
			(int16_t)m_dZ,
			&m_sprite.m_sX2,
			&m_sprite.m_sY2);

		// Center on image.	
		m_sprite.m_sX2 -= texture->GetImageWidth() / 2;
		m_sprite.m_sY2 -= texture->GetImageHeight() / 2;

		// Priority is based on bottom edge of sprite
		m_sprite.m_sPriority = m_dZ;

		// Layer should be based on info we get from attribute map.
		m_sprite.m_sLayer = CRealm::GetLayerViaAttrib(m_pRealm->GetLayer((int16_t)m_dX, (int16_t)m_dZ));

		m_sprite.m_sLayer -= 1;			
		if (m_sprite.m_sLayer < 0)
		m_sprite.m_sLayer = 0;

		// Update sprite in scene
		m_pRealm->m_scene.UpdateSprite(&m_sprite);
	
}

////////////////////////////////////////////////////////////////////////////////
// Setup new object - called by object that created this object
//							 This version is meant for the timed mine so that
//							 the fuse time can be set.
////////////////////////////////////////////////////////////////////////////////

int16_t CMine::Setup(  // Returns 0 if successful, non-zero otherwise
	int16_t sX,		   // In:  X coord placement
	int16_t sY,		   // In:  Y coord placement
	int16_t sZ,		   // In:  Z coord placement
	int32_t lFuseTime) // In:  ms before mine goes off (timed mine only)
{
	m_lFuseTime = lFuseTime;
	return Setup(sX, sY, sZ);
}

////////////////////////////////////////////////////////////////////////////////
// Setup new object - called by object that created this object
////////////////////////////////////////////////////////////////////////////////

int16_t CMine::Setup( // Returns 0 if successfull, non-zero otherwise
	int16_t sX,		  // In:  New x coord
	int16_t sY,		  // In:  New y coord
	int16_t sZ)		  // In:  New z coord
{
	// Loop the Arming sound
	PlaySample(
		g_smidMineBeep,								   // In:  sound to play
		SampleMaster::Weapon,						   // In:  user volume adjustment category
		DistanceToVolume(sX, sY, sZ, MineSndHalfLife), // Position
		&m_siMineBeep,								   // Out: Handle to sound so it can be stopped
		NULL,										   // Out: Sample duration in ms
		0,											   // In:  Where to loop to
		-1,											   // In:  Where to loop from
													   // In:  If less than 1, the end + lLoopEndTime is used.
		false);										   // In:  Call ReleaseAndPurge rather than Release at end

	int16_t sResult = CWeapon::Setup(sX, sY, sZ);
	if (sResult == 0)
	{
		sResult = Init();
	}

	return sResult;
}

////////////////////////////////////////////////////////////////////////////////
// Get all required resources
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::GetResources(void) // Returns 0 if successfull, non-zero otherwise
{
	int16_t sResult = 0;	
	
		switch (m_id)
		{
		case CTimedMineID:
			texture = g_pvrRenderer->m_TextureRepository.Get(PVR_TEXTURE_MINE_TIMED);		
			break;
		case CProximityMineID:		
			texture = g_pvrRenderer->m_TextureRepository.Get(PVR_TEXTURE_MINE_PROXIMITY);						
			break;
		case CBouncingBettyMineID:		
			texture = g_pvrRenderer->m_TextureRepository.Get(PVR_TEXTURE_MINE_BETTY);			
			break;

		case CRemoteControlMineID:						
			break;
		}
	

	return sResult;
}

////////////////////////////////////////////////////////////////////////////////
// Free all resources
////////////////////////////////////////////////////////////////////////////////
int16_t CMine::FreeResources(void) // Returns 0 if successfull, non-zero otherwise
{
	return 0;
}

////////////////////////////////////////////////////////////////////////////////
// Helper inline to get a GUI, set its text to the value, and recompose it.
////////////////////////////////////////////////////////////////////////////////
inline void SetText(	// Returns nothing.
	RGuiItem *pguiRoot, // In:  Root GUI.
	int32_t lId,		// In:  ID of GUI to set text.
	int32_t lVal)		// In:  Value to set text to.
{
	RGuiItem *pgui = pguiRoot->GetItemFromId(lId);
	if (pgui != NULL)
	{
		pgui->SetText("%ld", lVal);
		pgui->Compose();
	}
}

////////////////////////////////////////////////////////////////////////////////
// Preload - basically trick the resource manager into caching resources
//				 for this object so there won't be a delay the first time it is
//				 created.
////////////////////////////////////////////////////////////////////////////////

int16_t CMine::Preload(
	CRealm *prealm) // In:  Calling realm.
{
	int16_t sResult = SUCCESS;

	CacheSample(g_smidBounceLaunch);
	CacheSample(g_smidBounceExplode);
	CacheSample(g_smidGrenadeExplode);
	CacheSample(g_smidMineBeep);
	CacheSample(g_smidMineSet);
	
	return sResult;
}

int16_t CMine::Unload(
	CRealm *prealm) // In:  Calling realm.
{	
	return 0;
}

////////////////////////////////////////////////////////////////////////////////
// Explosion Message handler
////////////////////////////////////////////////////////////////////////////////

void CMine::OnExplosionMsg(Explosion_Message *pMessage)
{
	// If we got blown up, go off in whatever manner this type
	// of mine would normally go off.
	switch (m_id)
	{
	// If its a bouncing betty, and hasn't already been
	// triggered, then trigger it to bounce up.
	case CBouncingBettyMineID:
		if (m_eState == State_Idle || m_eState == State_Armed)
		{
			m_eState = State_Go;
			m_dVertVel = ms_dInitialBounceVelocity;
			m_lTimer = m_pRealm->m_time.GetGameTime() + ms_lExplosionDelay;
		}
		break;

	// If its any other type, just make it explode if it
	// is not exploding already
	default:
		if (m_eState != State_Explode)
		{
			m_eState = State_Explode;
			m_lTimer = m_pRealm->m_time.GetGameTime() + ms_lExplosionDelay;
		}
		break;
	}
}

////////////////////////////////////////////////////////////////////////////////
// Trigger Message handler
////////////////////////////////////////////////////////////////////////////////

void CMine::OnTriggerMsg(Trigger_Message *pMessage)
{
	// If we are a remote control mine & we got the trigger message,
	// then blow up.
	if (m_id == CRemoteControlMineID)
		m_eState = State_Explode;
}

////////////////////////////////////////////////////////////////////////////////
// Handles an ObjectDelete_Message.
////////////////////////////////////////////////////////////////////////////////
void CMine::OnDeleteMsg(			  // Returns nothing.
	ObjectDelete_Message *pdeletemsg) // In:  Message to handle.
{
	// Go to deleted state.  Update() will delete us.
	m_eState = State_Deleted;
}

////////////////////////////////////////////////////////////////////////////////
// EOF
////////////////////////////////////////////////////////////////////////////////
