/***************************************************************************
 *
 * PROJECT: The Dark Mod
 * $Revision: 4890 $
 * $Date: 2011-06-15 07:14:21 +0200 (Mi, 15 Jun 2011) $
 * $Author: greebo $
 *
 ***************************************************************************/

#include "../idlib/precompiled.h"
#pragma hdrstop

static bool init_version = FileVersionList("$Id: State.cpp 4890 2011-06-15 05:14:21Z greebo $", init_version);

#include "State.h"
#include "../Memory.h"
#include "../Tasks/SingleBarkTask.h"
#include "../Tasks/GreetingBarkTask.h"
#include "../Tasks/HandleDoorTask.h"
#include "../Tasks/HandleElevatorTask.h"
#include "../../AIComm_Message.h"
#include "../../StimResponse/StimResponse.h"
#include "SearchingState.h"
#include "CombatState.h"
#include "BlindedState.h"
#include "SwitchOnLightState.h"
#include "FailedKnockoutState.h"

#include "../../BinaryFrobMover.h"
#include "../../FrobDoor.h"
#include "../../AbsenceMarker.h"

#include "../../Grabber.h"
#include "../Tasks/PlayAnimationTask.h"

#include "ConversationState.h" // grayman #2603


namespace ai
{
//----------------------------------------------------------------------------------------
// The following strings define classes of person, these are used if AIUse is AIUSE_PERSON 

// This is the key value
#define PERSONTYPE_KEY				"personType"

// And these are values in use, add to this list as needed
#define PERSONTYPE_GENERIC			"PERSONTYPE_GENERIC"
#define PERSONTYPE_NOBLE			"PERSONTYPE_NOBLE"
#define PERSONTYPE_CITYWATCH		"PERSONTYPE_CITYWATCH"
#define PERSONTYPE_MERC_PROGUARD	"PERSONTYPE_MERC_PROGUARD"
#define PERSONTYPE_BUILDER			"PERSONTYPE_BUILDER"
#define PERSONTYPE_PAGAN			"PERSONTYPE_PAGAN"
#define PERSONTYPE_THIEF			"PERSONTYPE_THIEF"
#define PERSONTYPE_PRIEST			"PERSONTYPE_PRIEST"
#define PERSONTYPE_ELITE			"PERSONTYPE_ELITE"

//----------------------------------------------------------------------------------------
// The following strings define genders of person, these are used if AIUse is AIUSE_PERSON 
// I don't want to get into the politics of gender identity here, this is just because the recorded
// voices will likely be in gendered languages.  As such, I'm just including the categories
// that are involved in word gender selection in many languages.
#define PERSONGENDER_KEY		"personGender"

#define PERSONGENDER_MALE		"PERSONGENDER_MALE"
#define PERSONGENDER_FEMALE		"PERSONGENDER_FEMALE"
#define PERSONGENDER_UNKNOWN	"PERSONGENDER_UNKNOWN"

const int MIN_TIME_BETWEEN_GREETING_CHECKS = 20000; // msecs
const float CHANCE_FOR_GREETING = 0.3f; // 30% chance for greeting
const int MIN_TIME_LIGHT_ALERT = 10000; // ms - grayman #2603

//----------------------------------------------------------------------------------------
// The following defines a key that should be non-0 if the device should be closed
#define AIUSE_SHOULDBECLOSED_KEY		"shouldBeClosed"

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

void State::Init(idAI* owner)
{
	_owner = owner;
	_alertLevelDecreaseRate = 0;

	// Load the value from the spawnargs to avoid looking it up each frame
	owner->GetMemory().deadTimeAfterAlertRise = owner->spawnArgs.GetInt("alert_decrease_deadtime", "300");
}

bool State::CheckAlertLevel(idAI* owner)
{
	return true; // always true by default
}

void State::SetOwner(idAI* owner)
{
	_owner = owner;
}


void State::UpdateAlertLevel()
{
	idAI* owner = _owner.GetEntity();
	int currentTime = gameLocal.time;
	int thinkDuration = currentTime - owner->m_lastThinkTime;

	Memory& memory = owner->GetMemory();
	
	// angua: alert level stays for a short time before starting to decrease
	if (currentTime >= memory.lastAlertRiseTime + memory.deadTimeAfterAlertRise && 
		owner->AI_AlertLevel > 0)
	{
		float decrease = _alertLevelDecreaseRate * MS2SEC(thinkDuration);
		float newAlertLevel = owner->AI_AlertLevel - decrease;
		owner->SetAlertLevel(newAlertLevel);
	}
}


// Save/Restore methods
void State::Save(idSaveGame* savefile) const
{
	_owner.Save(savefile);

	savefile->WriteFloat(_alertLevelDecreaseRate);
}

void State::Restore(idRestoreGame* savefile)
{
	_owner.Restore(savefile);

	savefile->ReadFloat(_alertLevelDecreaseRate);
}

void State::OnVisualAlert(idActor* enemy)
{
	assert(enemy != NULL);

	idAI* owner = _owner.GetEntity();
	assert(owner != NULL);

	if (owner->AI_DEAD || owner->AI_KNOCKEDOUT)
	{
		return;
	}

	Memory& memory = owner->GetMemory();

	memory.alertClass = EAlertVisual_1;
	memory.alertType = EAlertTypeSuspicious;
	memory.alertPos = owner->GetVisDir();
	memory.alertRadius = VISUAL_ALERT_RADIUS;
	memory.alertSearchVolume = VISUAL_SEARCH_VOLUME;
	memory.alertSearchExclusionVolume.Zero();
	
	// set the flag back (greebo: Is this still necessary?)
	owner->AI_VISALERT = false;

	// Is this alert far enough away from the last one we reacted to to
	// consider it a new alert? Visual alerts are highly compelling and
	// are always considered new
	idVec3 newAlertDeltaFromLastOneSearched(memory.alertPos - memory.lastAlertPosSearched);
	float alertDeltaLengthSqr = newAlertDeltaFromLastOneSearched.LengthSqr();
	
	if (alertDeltaLengthSqr > memory.alertSearchVolume.LengthSqr())
	{
		// This is a new alert // SZ Dec 30, 2006
		// Note changed this from thresh_2 to thresh_3 to match thresh designer's intentions
		if (owner->IsSearching()) // grayman #2603
		{
			// We are in searching mode or we are switching to it, handle this new incoming alert

			// Visual stimuli are locatable enough that we should
			// search the exact stim location first
			memory.stimulusLocationItselfShouldBeSearched = true;
			
			// greebo: TODO: Each incoming stimulus == evidence of intruders?
			// One more piece of evidence of something out of place
			memory.countEvidenceOfIntruders++;
		
			// Do new reaction to stimulus
			memory.alertedDueToCommunication = false;

			// Restart the search, in case we're already searching
			memory.restartSearchForHidingSpots = true;
		}	
	} // Not too close to last stimulus or is visual stimulus
}

void State::OnTactileAlert(idEntity* tactEnt)
{
	assert(tactEnt != NULL); // don't take NULL entities

	idAI* owner = _owner.GetEntity();
	assert(owner != NULL);

	if (owner->AI_KNOCKEDOUT || owner->AI_DEAD)
	{
		return;
	}

	// If this is a projectile, fire the corresponding event
	if (tactEnt->IsType(idProjectile::Type))
	{
		OnProjectileHit(static_cast<idProjectile*>(tactEnt));
	}
	else 
	{
		/**
		* FIX: They should not try to MOVE to the tactile alert position
		* because if it's above their head, they can't get to it and will
		* just run in circles.  
		*
		* Instead, turn to this position manually, then set the search target
		* to the AI's own origin, to execute a search starting from where it's standing
		*
		* TODO later: Predict where the thrown object might have come from, and search
		* in that direction (requires a "directed search" algorithm)
		*/
		if (owner->IsEnemy(tactEnt)) // also checks for NULL pointers
		{
			owner->Event_SetEnemy(tactEnt);

			Memory& memory = owner->GetMemory();
			memory.alertClass = EAlertTactile;
			memory.alertType = EAlertTypeEnemy;
			memory.alertPos = owner->GetPhysics()->GetOrigin();
			memory.alertRadius = TACTILE_ALERT_RADIUS;
			memory.alertSearchVolume = TACTILE_SEARCH_VOLUME;
			memory.alertSearchExclusionVolume.Zero();

			// execute the turn manually here
			owner->TurnToward(memory.alertPos);
			
			owner->AI_TACTALERT = false;
		}
	}
}

void State::OnProjectileHit(idProjectile* projectile)
{
	idAI* owner = _owner.GetEntity();

	if (owner->AI_DEAD || owner->AI_KNOCKEDOUT)
	{
		return;
	}

	if (owner->AI_AlertLevel <= (owner->thresh_5 - 0.1f))
	{
		// Set the alert level right below combat threshold
		owner->SetAlertLevel(owner->thresh_5 - 0.1f);

		// The owner will start to search, setup the parameters
		Memory& memory = owner->GetMemory();

		memory.alertClass = EAlertTactile;
		memory.alertType = EAlertTypeDamage;

		idVec3 projVel = projectile->GetPhysics()->GetLinearVelocity();
		projVel.NormalizeFast();

		memory.alertPos = owner->GetPhysics()->GetOrigin() - projVel * 300;
		memory.alertPos.x += 200 * gameLocal.random.RandomFloat() - 100;
		memory.alertPos.y += 200 * gameLocal.random.RandomFloat() - 100;
		memory.alertRadius = LOST_ENEMY_ALERT_RADIUS;
		memory.alertSearchVolume = LOST_ENEMY_SEARCH_VOLUME;
		memory.alertSearchExclusionVolume.Zero();
	}
}

void State::OnAudioAlert() 
{
	idAI* owner = _owner.GetEntity();
	assert(owner != NULL);

	if (owner->AI_DEAD || owner->AI_KNOCKEDOUT)
	{
		return;
	}

	Memory& memory = owner->GetMemory();

	memory.alertClass = EAlertAudio;
	memory.alertType = EAlertTypeSuspicious;
	memory.alertPos = owner->GetSndDir();
	memory.lastAudioAlertTime = gameLocal.time;

	// Search within radius of stimulus that is 1/3 the distance from the
	// observer to the point at the time heard
	float distanceToStim = (owner->GetPhysics()->GetOrigin() - memory.alertPos).LengthFast();

	// greebo: Apply a certain fuzziness to the audio alert position
	// 200 units distance corresponds to 50 units fuzziness in X/Y direction
	memory.alertPos += idVec3(
		(gameLocal.random.RandomFloat() - 0.5f)*AUDIO_ALERT_FUZZINESS,
		(gameLocal.random.RandomFloat() - 0.5f)*AUDIO_ALERT_FUZZINESS,
		0 // no fuzziness in z-direction
	) * distanceToStim / 400.0f;

	float searchVolModifier = distanceToStim / 600.0f;
	if (searchVolModifier < 0.4f)
	{
		searchVolModifier = 0.4f;
	}

	memory.alertRadius = AUDIO_ALERT_RADIUS;
	memory.alertSearchVolume = AUDIO_SEARCH_VOLUME * searchVolModifier;
	memory.alertSearchExclusionVolume.Zero();
	
	// Reset the flag (greebo: is this still necessary?)
	owner->AI_HEARDSOUND = false;
	
	memory.stimulusLocationItselfShouldBeSearched = true;
}

void State::OnBlindStim(idEntity* stimSource, bool skipVisibilityCheck)
{
	idAI* owner = _owner.GetEntity();

	// Don't react if we are already blind
	if (owner->AI_DEAD || owner->AI_KNOCKEDOUT || owner->GetAcuity("vis") == 0)
	{
		return;
	}

	// greebo: We don't check for alert type weights here, flashbombs are "top priority"

	Memory& memory = owner->GetMemory();

	memory.alertClass = EAlertVisual_1;
	memory.alertedDueToCommunication = false;
	memory.alertPos = stimSource->GetPhysics()->GetOrigin();
	memory.alertRadius = 200;
	memory.alertType = EAlertTypeWeapon;

	if (!skipVisibilityCheck) 
	{
		// Perform visibility check
		// Check FOV first
		if (owner->CheckFOV(stimSource->GetPhysics()->GetOrigin()))
		{
			// FOV check passed, check occlusion (skip lighting check)
			if (owner->CanSeeExt(stimSource, false, false))
			{
				// Success, AI is blinded
				DM_LOG(LC_AI, LT_DEBUG)LOGSTRING("AI can see the flash, switching to BlindedState.\r");
				owner->GetMind()->PushState(STATE_BLINDED);
			}
			else
			{
				DM_LOG(LC_AI, LT_DEBUG)LOGSTRING("AI cannot see the flash.\r");
			}
		}
		else
		{
			// greebo: FOV check might have failed, still consider near explosions of flashbombs
			// as some AI might be so close to the player that dropping a flashbomb goes outside FOV
			idVec3 distVec = (stimSource->GetPhysics()->GetOrigin() - owner->GetPhysics()->GetOrigin());
			float dist = distVec.NormalizeFast();
			
			// Check if the distance is within 100 units and the explosion is in front of us
			if (dist < 100.0f && distVec * owner->viewAxis.ToAngles().ToForward() > 0)
			{
				DM_LOG(LC_AI, LT_DEBUG)LOGSTRING("AI blinded by flash at its feet, switching to BlindedState.\r");
				owner->GetMind()->PushState(STATE_BLINDED);
			}
			else
			{
				DM_LOG(LC_AI, LT_DEBUG)LOGSTRING("AI cannot see the flash.\r");
			}
		}
	}
	else 
	{
		DM_LOG(LC_AI, LT_DEBUG)LOGSTRING("Visibility check for flash skipped, switching to BlindedState.\r");

		// Skip visibility check
		owner->GetMind()->PushState(STATE_BLINDED);
	}
}

void State::OnVisualStim(idEntity* stimSource)
{
	if (cv_ai_opt_novisualstim.GetBool()) 
	{
		return;
	}

	idAI* owner = _owner.GetEntity();
	if (owner == NULL)
	{
		// Owner might not be initialised, serviceEvents is called after Mind::Think()
		return;
	}

	// gameLocal.Printf("Visual stim for %s, visual acuity %0.2f\n", owner->GetName(), owner->GetAcuity("vis") );

	// Don't respond to NULL entities or when dead/knocked out/blind
	if ((stimSource == NULL) || 
		owner->AI_KNOCKEDOUT || owner->AI_DEAD || (owner->GetAcuity("vis") == 0))
	{
		return;
	}

	// Get AI use of the stim
	idStr aiUse = stimSource->spawnArgs.GetString("AIUse");

	// grayman #2603

	// First check the chance of seeing a particular AIUSE type. For AI that have zero chance
	// of responding to particular visual stims, don't spend time determining if they can
	// see it or need to respond to it.
	//
	// Also, it lets us quickly mark the stim 'ignore in the future'. In all AIUSE types,
	// we don't mark stims 'ignore' until we get down into the response code. If we don't
	// execute that code because the AI will never respond to the stim, we never get a
	// chance to ignore future stims.

	StimMarker aiUseType = EAIuse_Default; // marker for aiUse type
	float chanceToNotice(0);

	// These are ordered by most likely chance of encountering a stim type

	if (aiUse == AIUSE_LIGHTSOURCE)
	{
		aiUseType = EAIuse_Lightsource;
		chanceToNotice = owner->spawnArgs.GetFloat("chanceNoticeLight");
	}
	else if (aiUse == AIUSE_PERSON)
	{
		aiUseType = EAIuse_Person;
		chanceToNotice = owner->spawnArgs.GetFloat("chanceNoticePerson");
	}
	else if (aiUse == AIUSE_WEAPON)
	{
		aiUseType = EAIuse_Weapon;
		chanceToNotice = owner->spawnArgs.GetFloat("chanceNoticeWeapon");
	}
	else if (aiUse == AIUSE_DOOR)
	{
		aiUseType = EAIuse_Door;
		chanceToNotice = owner->spawnArgs.GetFloat("chanceNoticeDoor");
	}
	else if (aiUse == AIUSE_BLOOD_EVIDENCE)
	{
		aiUseType = EAIuse_Blood_Evidence;
		chanceToNotice = owner->spawnArgs.GetFloat("chanceNoticeBlood");
	}
	else if (aiUse == AIUSE_MISSING_ITEM_MARKER)
	{
		aiUseType = EAIuse_Missing_Item_Marker;
		chanceToNotice = owner->spawnArgs.GetFloat("chanceNoticeMissingItem");
	}
	else if (aiUse == AIUSE_BROKEN_ITEM)
	{
		aiUseType = EAIuse_Broken_Item;
		chanceToNotice = owner->spawnArgs.GetFloat("chanceNoticeBrokenItem");
	}

	// If chanceToNotice for this stim type is zero, ignore it in the future

	if (chanceToNotice == 0.0)
	{
		stimSource->IgnoreResponse(ST_VISUAL, owner);
		return;
	}

	// chanceToNotice > 0, so randomly decide if there's a chance of responding

	float chance(gameLocal.random.RandomFloat());
	bool pass = true;

	// grayman #2603 - special handling for light stims

	idEntityPtr<idEntity> stimPtr;
	stimPtr = stimSource;
	if (aiUseType == EAIuse_Lightsource)
	{
		// grayman - If we ever begin to notice OFF lights that come ON in front
		// of us, this check here is the first place to catch that. It should either
		// branch off into a new way of handling OFF->ON lights, or mix handling them
		// in with the ON->OFF lights handling.

		// Ignore lights that are on.

		idLight* light = static_cast<idLight*>(stimSource);
		if ((light->GetLightLevel() > 0) && (!light->IsSmoking()))
		{
			stimSource->IgnoreResponse(ST_VISUAL,owner);
			return;
		}

		// grayman #2603 - Let's see if the AI is involved in a conversation.
		// FIXME: This might not be enough, if the AI has pushed other states on top of the conversation state
		ConversationStatePtr convState = boost::dynamic_pointer_cast<ConversationState>(owner->GetMind()->GetState());

		if (convState != NULL)
		{
			return; // we're in a conversation, so delay processing the rest of the relight
		}

		// Before we check the odds of noticing this stim, see if it belongs
		// to our doused torch. Noticing that should not be subject to
		// the probability settings.

		if (!CheckTorch(owner,light))
		{
			return;
		}

		// It might not yet be time to notice this stim. If it's on
		// our list of delayed stims, see if its delay has expired.
		// If it expired less than 20ms ago, the AI can respond to it
		// only if he's walking toward it, not away from it. This keeps
		// AI from walking past a doused light and then turning back to
		// relight it, which looks odd.

		int expired = owner->GetDelayedStimExpiration(stimPtr);
		
		if (expired > 0)
		{
			if (gameLocal.time >= expired)
			{
				if (chance > chanceToNotice)
				{
					owner->SetDelayedStimExpiration(stimPtr);
					pass = false;
				}
				else if (gameLocal.time < expired + 1000) // recently expired?
				{
					if (!owner->CanSeeExt(stimSource,true,false)) // ahead of you?
					{
						owner->SetDelayedStimExpiration(stimPtr); // behind, so try again later
						pass = false;
					}
				}
			}
			else // delay hasn't expired
			{
				pass = false;
			}
		}
		else if (chance > chanceToNotice)
		{
			owner->SetDelayedStimExpiration(stimPtr); // delay the next check of this stim
			pass = false;
		}
	}
	else if (chance > chanceToNotice) // check all other stim chances
	{
		pass = false;
	}

	if (!pass)
	{
		return; // maybe next time
	}

	// Only respond if we can actually see it

	if (aiUseType == EAIuse_Lightsource)
	{
		// grayman #2603 -  A light sends a stim to each entity w/in its radius that's not ignoring it,
		// and it doesn't care about walls. Since AI don't care if a light is on, we can avoid the trace
		// in CanSeeExt() if the light's off.

		// We did a check above to see if the light's on. At this point, we know it's off.

		// Special case for a light. We know it's off if there's no light. Also we can notice it
		// if we are not looking right at it.

		// We can do a couple quick checks at this point:
		//
		// 1. If the AI is busy relighting a light, don't respond
		// 2. If another AI is busy relighting this light, don't respond

		// Doing these now saves us the trouble of determining if there's LOS, which involves a trace.

		// A light that's off can lead to the AI trying to turn it back on.

		// If we're already in the process of relighting a light, don't repond to this stim now.
		// We'll see it again later.

		idLight* light = static_cast<idLight*>(stimSource);
		if (owner->m_RelightingLight)
		{
			owner->SetDelayedStimExpiration(stimPtr); // delay your next check of this stim
			return;
		}

		// If this light is being relit, don't respond to this stim now.
		// Someone else is relighting it. You can't ignore it, because if that attempt is aborted, you'll
		// want to see the stim later.

		if (light->IsBeingRelit())
		{
			owner->SetDelayedStimExpiration(stimPtr); // delay your next check of this stim
			return;
		}

		// Now do the LOS check.

		if (!owner->CanSeeExt(stimSource, false, false))
		{
			return;
		}
	}
	else if (aiUseType == EAIuse_Broken_Item)
	{
		if (!owner->CanSeeExt(stimSource, false, false))
		{
			return;
		}
	}
	else if (!owner->CanSee(stimSource, true))
	{
		//DEBUG_PRINT ("I can't see the " + aiUse);
		return;
	}

	// Special check to see if this is a person we're seeing.
		
	if (aiUseType == EAIuse_Person)
	{
		OnPersonEncounter(stimSource, owner);
		return;
	}

	// Not a person stim, so ignore all other stims if we have an enemy.

	if (owner->GetEnemy() != NULL)
	{
		return;
	}

	// Process non-person stim types

	switch(aiUseType)
	{
	case EAIuse_Weapon:
		if (ShouldProcessAlert(EAlertTypeWeapon))
		{
			OnVisualStimWeapon(stimSource,owner);
		}
		break;
	case EAIuse_Blood_Evidence:
		if (ShouldProcessAlert(EAlertTypeBlood))
		{
			OnVisualStimBlood(stimSource,owner);
		}
		break;
	case EAIuse_Lightsource:
		if (ShouldProcessAlert(EAlertTypeLightSource))
		{
			OnVisualStimLightSource(stimSource,owner);
		}
		break;
	case EAIuse_Missing_Item_Marker:
		if (ShouldProcessAlert(EAlertTypeMissingItem))
		{
			OnVisualStimMissingItem(stimSource,owner);
		}
		break;
	case EAIuse_Broken_Item:
		if (ShouldProcessAlert(EAlertTypeBrokenItem))
		{
			OnVisualStimBrokenItem(stimSource,owner);
		}
		break;
	case EAIuse_Door:
		if (ShouldProcessAlert(EAlertTypeDoor))
		{
			OnVisualStimDoor(stimSource,owner);
		}
		break;
	case EAIuse_Default:
	default:
		break;
	}
}

bool State::ShouldProcessAlert(EAlertType newAlertType)
{
	idAI* owner = _owner.GetEntity();
	assert(owner != NULL);

	// Memory shortcut
	Memory& memory = owner->GetMemory();
	
	if (owner->alertTypeWeight[memory.alertType] <= owner->alertTypeWeight[newAlertType])
	{
		return true;
	}

	return false;
}

void State::OnVisualStimWeapon(idEntity* stimSource, idAI* owner)
{
	assert(stimSource != NULL && owner != NULL); // must be fulfilled

	// Memory shortcut
	Memory& memory = owner->GetMemory();

	// We've seen this object, don't respond to it again
	stimSource->IgnoreResponse(ST_VISUAL, owner);

	if (stimSource->IsType(idWeapon::Type))
	{
		// Is it a friendly weapon?  To find out we need to get its owner.
		idActor* objectOwner = static_cast<idWeapon*>(stimSource)->GetOwner();
		
		if (owner->IsFriend(objectOwner))
		{
			DM_LOG(LC_AI, LT_DEBUG)LOGSTRING("Ignoring visual stim from weapon with friendly owner\r");
			return;
		}
	}
	
	// Vocalize that see something out of place
	gameLocal.Printf("Hmm, that isn't right! A weapon!\n");
	if (owner->AI_AlertLevel < owner->thresh_5 &&
		gameLocal.time - memory.lastTimeVisualStimBark >= MINIMUM_SECONDS_BETWEEN_STIMULUS_BARKS)
	{
		memory.lastTimeVisualStimBark = gameLocal.time;
		owner->commSubsystem->AddCommTask(
			CommunicationTaskPtr(new SingleBarkTask("snd_foundWeapon"))
		);
	}

	// TWO more piece of evidence of something out of place: A weapon is not a good thing
	memory.countEvidenceOfIntruders += 2;
	memory.stopRelight = true; // grayman #2603

	// Raise alert level
	if (owner->AI_AlertLevel < owner->thresh_4 - 0.1f)
	{
		owner->SetAlertLevel(owner->thresh_4 - 0.1f);
	}
	
	memory.alertPos = stimSource->GetPhysics()->GetOrigin();
	memory.alertClass = EAlertVisual_2; // grayman #2603
	memory.alertType = EAlertTypeWeapon;

	// Do search as if there is an enemy that has escaped
	memory.alertRadius = LOST_ENEMY_ALERT_RADIUS;
	memory.alertSearchVolume = LOST_ENEMY_SEARCH_VOLUME; 
	memory.alertSearchExclusionVolume.Zero();
	
	owner->AI_VISALERT = false;
	
	// Do new reaction to stimulus
	memory.stimulusLocationItselfShouldBeSearched = true;
	memory.investigateStimulusLocationClosely = true; // deep investigation
	memory.alertedDueToCommunication = false;
}

void State::OnPersonEncounter(idEntity* stimSource, idAI* owner)
{
	assert(stimSource != NULL && owner != NULL); // must be fulfilled

	Memory& memory = owner->GetMemory();

	bool ignoreStimulusFromNowOn = true;
	
	if (!stimSource->IsType(idActor::Type))
	{
		return; // No Actor, quit
	}

	// Hard-cast the stimsource onto an actor 
	idActor* other = static_cast<idActor*>(stimSource);	

	// Are they dead or unconscious?
	if (other->health <= 0) 
	{
		if (ShouldProcessAlert(EAlertTypeDeadPerson))
		{
			// React to finding body
			ignoreStimulusFromNowOn = OnDeadPersonEncounter(other, owner);
			if (ignoreStimulusFromNowOn)
			{
				owner->TactileIgnore(stimSource);
			}
		}
		else
		{
			ignoreStimulusFromNowOn = false;
		}
	}
	else if (other->IsKnockedOut())
	{
		if (ShouldProcessAlert(EAlertTypeUnconsciousPerson))
		{
			// React to finding unconscious person
			ignoreStimulusFromNowOn = OnUnconsciousPersonEncounter(other, owner);
			if (ignoreStimulusFromNowOn)
			{
				owner->TactileIgnore(stimSource);
			}
		}
		else
		{
			ignoreStimulusFromNowOn = false;
		}
	}
	else
	{
		// Not knocked out, not dead, deal with it
		if (owner->IsEnemy(other))
		{
			// Only do this if we don't have an enemy already
			if (owner->GetEnemy() == NULL)
			{
				// Living enemy
				gameLocal.Printf("I see a living enemy!\n");
				owner->SetEnemy(other);
				owner->AI_VISALERT = true;
				
				owner->SetAlertLevel(owner->thresh_5*2);
				memory.alertClass = EAlertVisual_1;
				memory.alertType = EAlertTypeEnemy;
				// An enemy should not be ignored in the future
				ignoreStimulusFromNowOn = false;
			}
		}
		else if (owner->IsFriend(other))
		{
			// Remember last time a friendly AI was seen
			memory.lastTimeFriendlyAISeen = gameLocal.time;

			if (!other->IsType(idAI::Type))
			{
				return; // safeguard
			}

			idAI* otherAI = static_cast<idAI*>(other);

			Memory& otherMemory = otherAI->GetMemory();

			// angua: if the other AI is searching due to an alert, join in

			float otherAlertLevel = otherAI->AI_AlertLevel * 0.7f;
			
			// grayman #2603 - only join if he's searching and I'm not, and I haven't been warned recently

			if (otherAI->IsSearching() && !owner->IsSearching() && !(memory.searchFlags & SRCH_WARNED))
			{
				owner->SetAlertLevel(otherAlertLevel);

				owner->StopMove(MOVE_STATUS_DONE);
				owner->GetMemory().stopRelight = true; // grayman #2603 - abort a relight in progress
				
				memory.alertPos = otherMemory.alertPos;
				memory.alertClass = otherMemory.alertClass; // grayman #2603 - inherit the other's alert info
				memory.alertType = otherMemory.alertType;
//				memory.alertClass = EAlertNone;
//				memory.alertType = EAlertTypeSuspicious;
				
				memory.alertRadius = otherMemory.alertRadius;
				memory.alertSearchVolume = otherMemory.alertSearchVolume; 
				memory.alertSearchExclusionVolume.Zero();

				memory.alertedDueToCommunication = true;

				// grayman #2603 - the other AI will bark at me

				idStr soundName;
				if (otherMemory.countEvidenceOfIntruders >= MIN_EVIDENCE_OF_INTRUDERS_TO_COMMUNICATE_SUSPICION)
				{
					gameLocal.Printf("I see a friend, I'm going to warn them of evidence I'm concerned about\n");
				
					// grayman #2603 - there's no need to send a message from the other AI to me,
					// because I already know what's going on. Copy the "evidence of intruders"
					// code from the message received code so that we do here everything we would
					// normally do when such a message is received.

					// grayman #2603 - raise my evidence of intruders?

					int warningAmount = otherMemory.countEvidenceOfIntruders;
				
					if (memory.countEvidenceOfIntruders < warningAmount)
					{
						gameLocal.Printf("I've been warned about evidence of intruders.\n");
						memory.countEvidenceOfIntruders = warningAmount;
					}

					soundName = "snd_warnSawEvidence";
				}
				else
				{
					gameLocal.Printf("I see a friend, I'm going to warn them I'm suspicious\n");
					soundName = "snd_somethingSuspicious";
				}

				// The other AI will bark, but only if you haven't already been warned.

				otherMemory.lastTimeVisualStimBark = gameLocal.time;
				if (!(memory.searchFlags & SRCH_WARNED))
				{
					otherAI->commSubsystem->AddCommTask(CommunicationTaskPtr(new SingleBarkTask(soundName)));
					memory.searchFlags |= SRCH_WARNED; // grayman #2603 - you received a warning
				}
			}
			else
			{
				if (otherAI->GetMoveType() == MOVETYPE_SLEEP) // grayman #2464 - is the other asleep?
				{
					return; // nothing else to do
				}

				// Issue a communication stim to the friend we spotted.
				// We can issue warnings, greetings, etc...

				// Variables for the sound and the conveyed message
				idStr soundName;
				CommMessagePtr message; 

				bool warningBark = false; // grayman #2603
				Memory& otherMemory = otherAI->GetMind()->GetMemory(); // grayman #2603
				
				if ((memory.enemiesHaveBeenSeen) && !(otherMemory.searchFlags & SRCH_WARNED))
				{
					if (otherAI != NULL && !otherMemory.enemiesHaveBeenSeen)
					{
						gameLocal.Printf("I see a friend, I'm going to warn them that enemies have been seen.\n");
						message = CommMessagePtr(new CommMessage(
							CommMessage::ConveyWarning_EnemiesHaveBeenSeen_CommType, 
							owner, other, // from this AI to the other
							NULL,
							owner->GetPhysics()->GetOrigin()
						));
						soundName = "snd_warnSawEnemy";
						warningBark = true; // grayman #2603
					}
				}
				else if (memory.itemsHaveBeenStolen)
				{
					if ((otherAI != NULL && !otherMemory.itemsHaveBeenStolen) && !(otherMemory.searchFlags & SRCH_WARNED))
					{
						gameLocal.Printf("I see a friend, I'm going to warn them that items have been stolen.\n");
						message = CommMessagePtr(new CommMessage(
							CommMessage::ConveyWarning_ItemsHaveBeenStolen_CommType, 
							owner, other, // from this AI to the other
							NULL,
							owner->GetPhysics()->GetOrigin()
						));
						soundName = "snd_warnMissingItem";
						warningBark = true; // grayman #2603
					}
				}
				else if (memory.countEvidenceOfIntruders >= MIN_EVIDENCE_OF_INTRUDERS_TO_COMMUNICATE_SUSPICION)
				{
					if ((otherMemory.countEvidenceOfIntruders < memory.countEvidenceOfIntruders) && !(otherMemory.searchFlags & SRCH_WARNED))
					{
						gameLocal.Printf("I see a friend, I'm going to warn them of evidence I'm concerned about\n");
						message = CommMessagePtr(new CommMessage(
							CommMessage::ConveyWarning_EvidenceOfIntruders_CommType, 
							owner, other, // from this AI to the other
							NULL,
							owner->GetPhysics()->GetOrigin()
						));
						soundName = "snd_warnSawEvidence";
						warningBark = true; // grayman #2603
					}
				}
				else if ((owner->AI_AlertIndex < EObservant) && (owner->greetingState != ECannotGreet))
				{
					const idVec3& origin = owner->GetPhysics()->GetOrigin();
					const idVec3& otherOrigin = otherAI->GetPhysics()->GetOrigin();
					idVec3 dir = origin - otherOrigin;
					dir.z = 0;
					float distSqr = dir.LengthSqr();

					if (distSqr <= Square(230))
					{
						Memory::GreetingInfo& info = owner->GetMemory().GetGreetingInfo(otherAI);

						bool consider = true;

						// Owner has a certain chance of greeting when encountering the other person 
						// this chance does not get re-evaluated for a given amount of time
						// Basically this has the effect that AI evaluate the greeting chance
						// immediately after they enter the greeting radius and ignore all stims for 
						// the next 20 secs. (i.e. one chance evaluation per 20 seconds)
						if (info.lastConsiderTime > -1 && 
							gameLocal.time < info.lastConsiderTime + MIN_TIME_BETWEEN_GREETING_CHECKS)
						{
							// Not enough time has passed, ignore this stim
							consider = false;
						}
						else
						{
							info.lastConsiderTime = gameLocal.time;

							consider = (gameLocal.random.RandomFloat() > 1.0f - CHANCE_FOR_GREETING);
						}

						if (consider && 
							owner->CheckFOV(otherAI->GetEyePosition()) && 
							otherAI->CheckFOV(owner->GetEyePosition()))
						{
							// Clear the sound, a special GreetingBarkTask is handling this
							soundName = "";

							// Get the sound and queue the task
							idStr greetSound = GetGreetingSound(owner, otherAI);

							owner->commSubsystem->AddCommTask(
								CommunicationTaskPtr(new GreetingBarkTask(greetSound, otherAI))
							);
						}
					}
				}

				// Speak the chosen sound if the other hasn't already been warned

				if (warningBark && !(otherMemory.searchFlags & SRCH_WARNED)) // grayman #2603
				{
					otherMemory.searchFlags |= SRCH_WARNED;  // they have now been warned
					memory.lastTimeVisualStimBark = gameLocal.time;
					owner->commSubsystem->AddCommTask(
						CommunicationTaskPtr(new SingleBarkTask(soundName, message))
					);
				}
			}

			// Don't ignore in future
			ignoreStimulusFromNowOn = false;
		}
		else
		{
			// Living neutral persons are not being handled, ignore it from now on
			ignoreStimulusFromNowOn = true;
		}
	}

	if (ignoreStimulusFromNowOn)
	{
		// We've seen this object, don't respond to it again
		stimSource->IgnoreResponse(ST_VISUAL, owner);
	}
}

idStr State::GetGreetingSound(idAI* owner, idAI* otherAI)
{
	idStr soundName;

	// Get the types of the two persons
	idStr ownPersonType(owner->spawnArgs.GetString(PERSONTYPE_KEY));
	idStr otherPersonType(otherAI->spawnArgs.GetString(PERSONTYPE_KEY));

	// the other AI is a priest
	if (otherPersonType == PERSONTYPE_PRIEST)
	{
		if (ownPersonType != PERSONTYPE_PRIEST)
		{
			if (owner->spawnArgs.FindKey( "snd_greeting_cleric") != NULL)
			{
				soundName = "snd_greeting_cleric";
			}
		}

		// priests use generic greeting for other priests
		else
		{
			if (owner->spawnArgs.FindKey("snd_greeting_generic") != NULL)
			{
				soundName = "snd_greeting_generic";
			}
		}

	}

	// the other AI is a builder
	else if (otherPersonType == PERSONTYPE_BUILDER)
	{
		if (owner->spawnArgs.FindKey( "snd_greeting_builder") != NULL)
		{
			soundName = "snd_greeting_builder";
		}
	}

	// the other AI is a pagan
	else if (otherPersonType == PERSONTYPE_PAGAN)
	{
		if (owner->spawnArgs.FindKey( "snd_greeting_pagan") != NULL)
		{
			soundName = "snd_greeting_pagan";
		}
	}

	// this AI is a noble
	else if (ownPersonType == PERSONTYPE_NOBLE)
	{
		// nobles use generic greeting for other nobles
		if (otherPersonType == PERSONTYPE_NOBLE)
		{
			if (owner->spawnArgs.FindKey("snd_greeting_generic") != NULL)
			{
				soundName = "snd_greeting_generic";
			}
		}

		// the other AI is a guard
		else if (otherAI->spawnArgs.GetBool("is_civilian") == 0 &&
				(otherAI->GetNumMeleeWeapons() > 0 || otherAI->GetNumRangedWeapons() > 0))
		{
			if (owner->spawnArgs.FindKey( "snd_greeting_noble_to_guard") != NULL)
			{
				soundName = "snd_greeting_noble_to_guard";
			}
		}

		// the other AI is a civilian
		else
		{
			if (owner->spawnArgs.FindKey( "snd_greeting_noble_to_civilian") != NULL)
			{
				soundName = "snd_greeting_noble_to_civilian";
			}
		}
	}


	if (soundName.IsEmpty())
	{

		// this AI is a guard
		if (owner->spawnArgs.GetBool("is_civilian") == false &&
			(owner->GetNumMeleeWeapons() > 0 || owner->GetNumRangedWeapons() > 0))
		{
			// the other AI is a noble
			if (otherPersonType == PERSONTYPE_NOBLE)
			{
				idStr otherPersonGender = otherAI->spawnArgs.GetString(PERSONGENDER_KEY);
				if (otherPersonGender == PERSONGENDER_FEMALE)
				{
					if (owner->spawnArgs.FindKey( "snd_greeting_guard_to_noble_female") != NULL)
					{
						soundName = "snd_greeting_guard_to_noble_female";
					}
					else if (owner->spawnArgs.FindKey( "snd_greeting_noble_female") != NULL)
					{
						soundName = "snd_greeting_noble_female";
					}
				}
				else if (otherPersonGender == PERSONGENDER_MALE)
				{
					if (owner->spawnArgs.FindKey( "snd_greeting_guard_to_noble_male") != NULL)
					{
						soundName = "snd_greeting_guard_to_noble_male";
					}
					else if (owner->spawnArgs.FindKey( "snd_greeting_noble_male") != NULL)
					{
						soundName = "snd_greeting_noble_male";
					}
				}
			}

			// the other AI is a guard
			else if (otherAI->spawnArgs.GetBool("is_civilian") == 0 &&
				(otherAI->GetNumMeleeWeapons() > 0 || otherAI->GetNumRangedWeapons() > 0))
			{	
				if (owner->spawnArgs.FindKey( "snd_greeting_guard_to_guard") != NULL)
				{
					soundName = "snd_greeting_guard_to_guard";
				}
				else if (owner->spawnArgs.FindKey( "snd_greeting_guard") != NULL)
				{
					soundName = "snd_greeting_guard";
				}
			}

			// the other AI is a civilian
			else
			{
				
				// check for gender specific barks
				idStr otherPersonGender = otherAI->spawnArgs.GetString(PERSONGENDER_KEY);
				if (otherPersonGender == PERSONGENDER_FEMALE)
				{
					if (owner->spawnArgs.FindKey("snd_greeting_guard_to_female") != NULL)
					{
						soundName = "snd_greeting_guard_to_female";
					}
					else if (owner->spawnArgs.FindKey("snd_greeting_female") != NULL)
					{
						soundName = "snd_greeting_female";
					}
				}
				else if (otherPersonGender == PERSONGENDER_MALE)
				{
					if (owner->spawnArgs.FindKey("snd_greeting_guard_to_male") != NULL)
					{
						soundName = "snd_greeting_guard_to_male";
					}
					else if (owner->spawnArgs.FindKey("snd_greeting_male") != NULL)
					{
						soundName = "snd_greeting_male";
					}
				}

				// no gender specific barks, use generic greeting to civilian
				if (soundName.IsEmpty())
				{
					if (owner->spawnArgs.FindKey("snd_greeting_guard_to_civilian") != NULL)
					{
						soundName = "snd_greeting_guard_to_civilian";
					}
					else if (owner->spawnArgs.FindKey("snd_greeting_civilian") != NULL)
					{
						soundName = "snd_greeting_civilian";
					}
				}
				
			}
		}

		// this AI is a civilian
		else
		{
			// the other AI is a noble
			if (otherPersonType == PERSONTYPE_NOBLE)
			{
				idStr otherPersonGender = otherAI->spawnArgs.GetString(PERSONGENDER_KEY);
				if (otherPersonGender == PERSONGENDER_FEMALE)
				{
					if (owner->spawnArgs.FindKey( "snd_greeting_civilian_to_noble_female") != NULL)
					{
						soundName = "snd_greeting_civilian_to_noble_female";
					}
					else if (owner->spawnArgs.FindKey( "snd_greeting_noble_female") != NULL)
					{
						soundName = "snd_greeting_noble_female";
					}
				}
				else if (otherPersonGender == PERSONGENDER_MALE)
				{
					if (owner->spawnArgs.FindKey( "snd_greeting_civilian_to_noble_male") != NULL)
					{
						soundName = "snd_greeting_civilian_to_noble_male";
					}
					else if (owner->spawnArgs.FindKey( "snd_greeting_noble_male") != NULL)
					{
						soundName = "snd_greeting_noble_male";
					}
				}
			}

			// the other AI is a guard
			else if (otherAI->spawnArgs.GetBool("is_civilian") == false &&
				(otherAI->GetNumMeleeWeapons() > 0 || otherAI->GetNumRangedWeapons() > 0))
			{	
				if (owner->spawnArgs.FindKey("snd_greeting_civilian_to_guard") != NULL)
				{
					soundName = "snd_greeting_civilian_to_guard";
				}
				else if (owner->spawnArgs.FindKey( "snd_greeting_guard") != NULL)
				{
					soundName = "snd_greeting_guard";
				}
			}

			// the other AI is a civilian
			else
			{
				// check for gender specific barks
				idStr otherPersonGender = otherAI->spawnArgs.GetString(PERSONGENDER_KEY);
				if (otherPersonGender == PERSONGENDER_FEMALE)
				{
					if (owner->spawnArgs.FindKey("snd_greeting_civilian_to_female") != NULL)
					{
						soundName = "snd_greeting_civilian_to_female";
					}
					else if (owner->spawnArgs.FindKey("snd_greeting_female") != NULL)
					{
						soundName = "snd_greeting_female";
					}
				}
				else if (otherPersonGender == PERSONGENDER_MALE)
				{
					if (owner->spawnArgs.FindKey("snd_greeting_civilian_to_male") != NULL)
					{
						soundName = "snd_greeting_civilian_to_male";
					}
					else if (owner->spawnArgs.FindKey("snd_greeting_male") != NULL)
					{
						soundName = "snd_greeting_male";
					}
				}

				// no gender specific barks, use generic greeting to civilian
				if (soundName.IsEmpty())
				{
					if (owner->spawnArgs.FindKey("snd_greeting_civilian_to_civilian") != NULL)
					{
						soundName = "snd_greeting_civilian_to_civilian";
					}
					else if (owner->spawnArgs.FindKey("snd_greeting_civilian") != NULL)
					{
						soundName = "snd_greeting_civilian";
					}
				}
				
			}
		}
	}

	// no sound found yet, use generic one
	if (soundName.IsEmpty())
	{
		if (owner->spawnArgs.FindKey("snd_greeting_generic") != NULL)
		{
			soundName = "snd_greeting_generic";
		}
	}
	return soundName;
}

idStr State::GetGreetingResponseSound(idAI* owner, idAI* otherAI)
{
	// Check for rank spawnargs
	int ownerRank = owner->spawnArgs.GetInt("rank", "0");
	int otherRank = otherAI->spawnArgs.GetInt("rank", "0");

	if (ownerRank != 0 && otherRank != 0)
	{
		// Rank spawnargs valid, compare
		return (ownerRank < otherRank) ? "snd_response_positive_superior" : "snd_response_positive";
	}

	// Get the type of persons
	idStr ownPersonType(owner->spawnArgs.GetString(PERSONTYPE_KEY));
	idStr otherPersonType(otherAI->spawnArgs.GetString(PERSONTYPE_KEY));

	// Nobles, elites or priest, just use the generic ones for everybody.
	if (ownPersonType == PERSONTYPE_NOBLE || ownPersonType == PERSONTYPE_ELITE || 
		ownPersonType == PERSONTYPE_PRIEST)
	{
		// Owner is a "superior"
		return "snd_response_positive";
	}

	// Owner is not superior, check other type

	// For most characters (civilian or guard), any noble, elite or priest would be considered a superior.
	bool otherIsSuperior = (otherPersonType == PERSONTYPE_NOBLE || 
		otherPersonType == PERSONTYPE_ELITE || otherPersonType == PERSONTYPE_PRIEST);

	return (otherIsSuperior) ? "snd_response_positive_superior" : "snd_response_positive";
}

bool State::OnDeadPersonEncounter(idActor* person, idAI* owner)
{
	assert(person != NULL && owner != NULL); // must be fulfilled
	
	// Memory shortcut
	Memory& memory = owner->GetMemory();

	if (owner->IsEnemy(person))
	{
		// The dead person is your enemy, ignore from now on
		return true;
	}
	else 
	{
		// The dead person is neutral or friendly, this is suspicious
		gameLocal.Printf("I see dead people!\n");
		memory.deadPeopleHaveBeenFound = true;

		// We've seen this object, don't respond to it again
		person->IgnoreResponse(ST_VISUAL, owner);

		// Three more piece of evidence of something out of place: A dead body is a REALLY bad thing
		memory.countEvidenceOfIntruders += 3;
		memory.stopRelight = true; // grayman #2603
	
		// Determine what to say
		idStr soundName;
		idStr personGender = person->spawnArgs.GetString(PERSONGENDER_KEY);

		if (idStr(person->spawnArgs.GetString(PERSONTYPE_KEY)) == owner->spawnArgs.GetString(PERSONTYPE_KEY))
		{
			soundName = "snd_foundComradeBody";
		}
		else if (personGender == PERSONGENDER_FEMALE)
		{
			soundName = "snd_foundDeadFemale";
		}
		else
		{
			soundName = "snd_foundDeadMale";
		}

		// Speak a reaction
		if (gameLocal.time - memory.lastTimeVisualStimBark >= MINIMUM_SECONDS_BETWEEN_STIMULUS_BARKS)
		{
			memory.lastTimeVisualStimBark = gameLocal.time;
			owner->commSubsystem->AddCommTask(
				CommunicationTaskPtr(new SingleBarkTask(soundName))
			);
		}

		// Raise alert level
		if (owner->AI_AlertLevel < owner->thresh_5 + 0.1f)
		{
			memory.alertPos = person->GetPhysics()->GetOrigin();
			memory.alertClass = EAlertVisual_1;
			memory.alertType = EAlertTypeDeadPerson;
			
			// Do search as if there is an enemy that has escaped
			memory.alertRadius = LOST_ENEMY_ALERT_RADIUS;
			memory.alertSearchVolume = LOST_ENEMY_SEARCH_VOLUME; 
			memory.alertSearchExclusionVolume.Zero();
			
			owner->AI_VISALERT = false;
			
			owner->SetAlertLevel(owner->thresh_5 + 0.1);
		}
					
		// Do new reaction to stimulus
		memory.investigateStimulusLocationClosely = true; // deep investigation
		memory.stimulusLocationItselfShouldBeSearched = true;
		memory.alertedDueToCommunication = false;
		
		// Callback for objectives
		owner->FoundBody(person);
	}

	// Ignore from now on
	return true;
}

bool State::OnUnconsciousPersonEncounter(idActor* person, idAI* owner)
{
	assert(person != NULL && owner != NULL); // must be fulfilled

	// Memory shortcut
	Memory& memory = owner->GetMemory();

	gameLocal.Printf("I see unconscious people!\n");

	if (owner->IsEnemy(person))
	{
		// The unconscious person is your enemy, ignore from now on
		return true;
	}
	else 
	{
		memory.unconsciousPeopleHaveBeenFound = true;
		memory.countEvidenceOfIntruders += 2; // grayman #2603
		memory.stopRelight = true; // grayman #2603

		// We've seen this object, don't respond to it again
		person->IgnoreResponse(ST_VISUAL, owner);

		// Determine what to say
		idStr soundName;
		idStr personGender = person->spawnArgs.GetString(PERSONGENDER_KEY);

		if (personGender == PERSONGENDER_FEMALE)
		{
			soundName = "snd_foundUnconsciousFemale";
		}
		else
		{
			soundName = "snd_foundUnconsciousMale";
		}

		// Speak a reaction
		memory.lastTimeVisualStimBark = gameLocal.time;
		owner->commSubsystem->AddCommTask(
			CommunicationTaskPtr(new SingleBarkTask(soundName))
		);

		// Raise alert level
		if (owner->AI_AlertLevel < owner->thresh_5 + 0.1f)
		{
			memory.alertPos = person->GetPhysics()->GetOrigin();
			memory.alertClass = EAlertVisual_1;
			memory.alertType = EAlertTypeUnconsciousPerson;
			
			// Do search as if there is an enemy that has escaped
			memory.alertRadius = LOST_ENEMY_ALERT_RADIUS;
			memory.alertSearchVolume = LOST_ENEMY_SEARCH_VOLUME; 
			memory.alertSearchExclusionVolume.Zero();
			
			owner->AI_VISALERT = false;
			
			owner->SetAlertLevel(owner->thresh_5 + 0.1f);
		}
					
		// Do new reaction to stimulus
		memory.investigateStimulusLocationClosely = true; // deep investigation
		memory.stimulusLocationItselfShouldBeSearched = true;
		memory.alertedDueToCommunication = false;
		
		// Callback for objectives
		owner->FoundBody(person);
	}

	// Ignore from now on
	return true;
}

void State::OnFailedKnockoutBlow(idEntity* attacker, const idVec3& direction, bool hitHead)
{
	idAI* owner = _owner.GetEntity();

	if (owner == NULL) return;

	// Switch to failed knockout state
	owner->GetMind()->PushState(StatePtr(new FailedKnockoutState(attacker, direction, hitHead)));
}

void State::OnProjectileHit(idProjectile* projectile, idEntity* attacker, int damageTaken)
{
	if (damageTaken > 0)
	{
		// Only consider the "no damage" case, as Pain() is already taking care of alerting us
		return;
	}

	idAI* owner = _owner.GetEntity();
	if (owner == NULL) return;

	DM_LOG(LC_AI, LT_INFO)LOGSTRING("AI %s has been hit by non-damaging projectile.\r", owner->name.c_str());

	if (!ShouldProcessAlert(EAlertTypeWeapon))
	{
		DM_LOG(LC_AI, LT_INFO)LOGSTRING("Ignoring non-damaging projectile hit.\r");
		return;
	}

	DM_LOG(LC_AI, LT_INFO)LOGSTRING("Alerting AI %s due to non-damaging projectile.\r", owner->name.c_str());
	
	if (owner->AI_AlertLevel < owner->thresh_5 - 0.1f)
	{
		Memory& memory = owner->GetMemory();

		// greebo: Set the alert position not directly to the attacker's origin, but let the AI 
		// search in the right direction
		const idVec3& ownerOrigin = owner->GetPhysics()->GetOrigin();

		idVec3 attackerDir(0,0,0);
		float distance = 0;
		
		if (attacker != NULL)
		{
			attackerDir = attacker->GetPhysics()->GetOrigin() - ownerOrigin;
			distance = attackerDir.NormalizeFast();
		}

		// Start searching halfways between us the attacker
		memory.alertPos = owner->GetPhysics()->GetOrigin() + attackerDir * distance * 0.5f;
		memory.alertClass = EAlertTactile;
		memory.alertType = EAlertTypeWeapon;
		
		// Do search as if there is an enemy that has escaped
		memory.alertRadius = TACTILE_ALERT_RADIUS;
		memory.alertSearchVolume = TACTILE_SEARCH_VOLUME*2; 
		memory.alertSearchExclusionVolume.Zero();

		memory.investigateStimulusLocationClosely = false;
		
		owner->AI_VISALERT = false;
		
		owner->SetAlertLevel(owner->thresh_5 - 0.1f);
	}
}


void State::OnMovementBlocked(idAI* owner)
{
	// Determine which type of object is blocking us

	const idVec3& ownerOrigin = owner->GetPhysics()->GetOrigin();

	// Set all attachments to nonsolid, temporarily
	owner->SaveAttachmentContents();
	owner->SetAttachmentContents(0);

	trace_t result;
	idVec3 dir = owner->viewAxis.ToAngles().ToForward()*20;
	idVec3 traceEnd;
	idBounds bnds = owner->GetPhysics()->GetBounds();
	traceEnd = ownerOrigin + dir;
	gameLocal.clip.TraceBounds(result, ownerOrigin, traceEnd, bnds, CONTENTS_SOLID|CONTENTS_CORPSE, owner);

	owner->RestoreAttachmentContents(); // Put back attachments
	
	idEntity* ent = NULL; // grayman #2345 - moved up
	if (result.fraction >= 1.0f)
	{
		idEntity* tactileEntity = owner->GetTactileEntity(); // grayman #2345
		if (tactileEntity) // grayman #2345
		{
			ent = tactileEntity;
		}
	}
	else
	{
		ent = gameLocal.entities[result.c.entityNum];
	}

	if (ent == NULL) 
	{
		// Trace didn't hit anything?
//		DM_LOG(LC_AI, LT_DEBUG)LOGSTRING("State::OnMovementBlocked: %s can't find what's blocking\r", owner->name.c_str());
		return;
	}

	if (ent == gameLocal.world)
	{
//		DM_LOG(LC_AI, LT_DEBUG)LOGSTRING("State::OnMovementBlocked: %s is blocked by world!\r", owner->name.c_str());
		return;
	}

//	DM_LOG(LC_AI, LT_DEBUG)LOGSTRING("State::OnMovementBlocked: %s is blocked by entity %s\r", owner->name.c_str(), ent->name.c_str());

	if (cv_ai_debug_blocked.GetBool())
	{
		gameRenderWorld->DebugBounds(colorRed, ent->GetPhysics()->GetBounds().Rotate(ent->GetPhysics()->GetAxis()), ent->GetPhysics()->GetOrigin(), 2000);
	}

	// Do something against this blocking entity, depending on its type
	
	if (ent->IsType(idAI::Type))
	{
		// we found what we wanted, so handle it below
	}
	else if (ent->IsType(idAFAttachment::Type))
	{
		// This ought to be an AI's head, get its body
		ent = static_cast<idAFAttachment*>(ent)->GetBody();
	}
	else // grayman #2345 - take care of bumping into attached func_statics
	{
		// This might be a func_static attached to an AI (i.e. a pauldron)

		idEntity* ent2 = ent->GetBindMaster();
		if (ent2)
		{
			if (ent2->IsType(idAI::Type))
			{
				ent = ent2; // switch to AI bindMaster
			}
			else if (ent2->IsType(idAFAttachment::Type))
			{
				ent = static_cast<idAFAttachment*>(ent2)->GetBody(); // switch to the AI bindMaster's owner
			}
		}
	}

	if (ent->IsType(idAI::Type))
	{
		// Blocked by other AI
		idAI* master = owner;
		idAI* slave = static_cast<idAI*>(ent);

		// grayman #2728 - check mass; this overrides all other master/slave checks

		float masterMass = master->GetPhysics()->GetMass();
		if ((masterMass <= 5.0) || (slave->GetPhysics()->GetMass() <= 5.0))
		{
			if (masterMass <= 5.0)
			{
				// The master can't have small mass unless the slave does also
				std::swap(master, slave);
			}
		}
		else
		{
			// grayman #2345 - account for rank when determining who should resolve the block

			if (slave->rank > master->rank)
			{
				// The master should have equal or higher rank
				std::swap(master, slave);
			}

			if (!master->AI_FORWARD && slave->AI_FORWARD)
			{
				// Master is not moving, swap
				std::swap(master, slave);
			}

			if (slave->AI_FORWARD && slave->AI_RUN && master->AI_FORWARD && !master->AI_RUN)
			{
				// One AI is running, this should be the master
				std::swap(master, slave);
			}

			if (slave->movementSubsystem->IsResolvingBlock() || !slave->m_canResolveBlock) // grayman #2345
			{
				std::swap(master, slave);
			}
		}

		// Tell the slave to get out of the way.

		slave->movementSubsystem->ResolveBlock(master);
	}
	else if (ent->IsType(idStaticEntity::Type))
	{
		// Blocked by func_static, these are generally not considered by Obstacle Avoidance code.
		// grayman #2345 - if the AI is bumping into a func_static, that's included.

		if (!owner->movementSubsystem->IsResolvingBlock()) // grayman #2345
		{
			owner->movementSubsystem->ResolveBlock(ent);
		}
	}
}

void State::OnVisualStimBlood(idEntity* stimSource, idAI* owner)
{
	assert(stimSource != NULL && owner != NULL); // must be fulfilled

	Memory& memory = owner->GetMemory();

	// Ignore from now on
	stimSource->IgnoreResponse(ST_VISUAL, owner);

	// angua: ignore blood after dead bodies have been found
	if (memory.deadPeopleHaveBeenFound)
	{
		return;
	}

	// Vocalize that see something out of place
	memory.lastTimeVisualStimBark = gameLocal.time;
	owner->commSubsystem->AddCommTask(
		CommunicationTaskPtr(new SingleBarkTask("snd_foundBlood"))
	);
	gameLocal.Printf("Is that blood?\n");
	
	// One more piece of evidence of something out of place
	memory.countEvidenceOfIntruders++;
	memory.stopRelight = true; // grayman #2603

	// Raise alert level
	if (owner->AI_AlertLevel < owner->thresh_5 - 0.1f)
	{
		memory.alertPos = stimSource->GetPhysics()->GetOrigin();
		memory.alertClass = EAlertVisual_1;
		memory.alertType = EAlertTypeBlood;
		
		// Do search as if there is an enemy that has escaped
		memory.alertRadius = LOST_ENEMY_ALERT_RADIUS;
		memory.alertSearchVolume = LOST_ENEMY_SEARCH_VOLUME; 
		memory.alertSearchExclusionVolume.Zero();
		
		owner->AI_VISALERT = false;

		owner->SetAlertLevel(owner->thresh_5 - 0.1f);
	}
				
	// Do new reaction to stimulus
	memory.investigateStimulusLocationClosely = true; // deep investigation
	memory.stimulusLocationItselfShouldBeSearched = true;
	memory.alertedDueToCommunication = false;
}

/*
================
State::CheckTorch

grayman #2603 - Check if torch has gone out
================
*/
bool State::CheckTorch(idAI* owner, idLight* light)
{
	if (owner->m_DroppingTorch) // currently dropping my torch?
	{
		return false; // can't relight at the moment
	}

	// If I'm carrying a torch, and it's out, toss it.

	idEntity* torch = owner->GetTorch();

	if (torch)
	{
		idLight* torchLight = NULL;
		idList<idEntity *> children;
		torch->GetTeamChildren(&children);
		for (int i = 0 ; i < children.Num() ; i++)
		{
			if (children[i]->IsType(idLight::Type))
			{
				torchLight = static_cast<idLight*>(children[i]);
				break;
			}
		}

		// If my torch has gone out--regardless of whether or not it's what
		// gave us the current stim--then I should toss it. Otherwise I
		// might try to relight a doused torch with my doused torch.

		if (torchLight)
		{
			if ((torchLight->GetLightLevel() == 0) || (torchLight == light) || (torchLight->IsSmoking()))
			{
				// At this point, I know my torch is out

				if (owner->AI_AlertLevel < owner->thresh_5) // don't drop if in combat mode
				{
					// drop the torch (torch is detached by a frame command in the animation)

					torchLight->spawnArgs.Set("shouldBeOn", "0");	// don't relight
					torch->spawnArgs.Set("shouldBeOn", "0");		// insurance
					torchLight->SetStimEnabled(ST_VISUAL,false);	// turn off visual stim; no one cares

					// use one animation if alert level is 4, another if not

					idStr animName = "drop_torch";
					if (owner->AI_AlertLevel >= owner->thresh_4)
					{
						animName = "drop_torch_armed";
					}
					owner->actionSubsystem->PushTask(TaskPtr(new PlayAnimationTask(animName,4)));
					owner->m_DroppingTorch = true;
				}

				// If you're in the middle of lighting a light, stop

				if (owner->m_RelightingLight)
				{
					owner->GetMemory().stopRelight = true;
				}

				return false; // My torch is out, so don't start a relight
			}
		}
		else
		{
			return false; // couldn't find the light of my torch
		}
	}

	return true; // I'm not carrying a torch, or I am and it's still on
}

void State::OnVisualStimLightSource(idEntity* stimSource, idAI* owner)
{
	// grayman #2603 - a number of changes were made in this method

	assert(stimSource != NULL && owner != NULL); // must be fulfilled

	Memory& memory = owner->GetMemory();

	idLight* light = dynamic_cast<idLight*>(stimSource);

	if (light == NULL)
	{
		// not a light
		return;
	}

	// If I'm in combat mode, do nothing

	if (owner->AI_AlertLevel >= owner->thresh_5)
	{
		return;
	}

	// What type of light is it?

	idStr lightType = stimSource->spawnArgs.GetString(AIUSE_LIGHTTYPE_KEY);

	if ((lightType != AIUSE_LIGHTTYPE_TORCH) && (lightType != AIUSE_LIGHTTYPE_ELECTRIC))
	{
		// Can't handle this type of light, so exit this state and ignore the light.

		stimSource->IgnoreResponse(ST_VISUAL, owner);
		return;
	}

	// Have we reached the end of a delay for relighting this light?

	if (gameLocal.time < light->GetRelightAfter())
	{
		return; // process later
	}

	// Don't process a light the player is carrying

	CGrabber* grabber = gameLocal.m_Grabber;
	if (grabber)
	{
		idEntity* heldEnt = grabber->GetSelected();
		if (heldEnt)
		{
			idEntity* e = stimSource->GetBindMaster();
			while (e != NULL) // not carried when e == NULL
			{
				if (heldEnt == e)
				{
					// Don't ignore this light, in case the player puts it down somewhere.
					// But all AI should delay responding to it again.

					light->SetRelightAfter();
					return;
				}
				e = e->GetBindMaster();
			}
		}
	}

	// The next section is about whether we should turn the light back on.

	// if this is a flame and it's not vertical, ignore it

	if (!light->IsVertical(10)) // w/in 10 degrees of vertical?
	{
		light->SetRelightAfter();	// don't ignore it, but all AI should wait a while before
									// paying attention to it again, in case it rights itself
		return;
	}

	// Some light models (like wall torches) attach lights at
	// spawn time. The shouldBeOn spawnarg might be set on the bindMaster model (or
	// any of the parent bindMasters, in the case of candles in holders), and
	// we have to check that if it's not set on the stim. If it's set on any
	// bindMaster, it's also considered to be set on the stim (the light).

	SBO_Level shouldBeOn = static_cast<SBO_Level>(stimSource->spawnArgs.GetInt(AIUSE_SHOULDBEON_LEVEL,"0")); // grayman #2603

	// check whether any of the parent bindMasters has a higher value for 'shouldBeOn'

	if (shouldBeOn < (ENumSBOLevels - 1))
	{
		idEntity* bindMaster = stimSource->GetBindMaster();
		while (bindMaster != NULL)
		{
			SBO_Level sbo = static_cast<SBO_Level>(bindMaster->spawnArgs.GetInt(AIUSE_SHOULDBEON_LEVEL,"0"));
			if (sbo > shouldBeOn)
			{
				shouldBeOn = sbo;
			}
			bindMaster = bindMaster->GetBindMaster(); // go up the hierarchy
		}
	}

	// If I'm only barking, and not relighting, I'm done.

	if (shouldBeOn == ESBO_0)
	{
		// Vocalize that I see a light that's off. But don't bark too often.

		if (light->NegativeBark(owner))
		{
			idStr bark;
			if (gameLocal.random.RandomFloat() < 0.5)
			{
				bark = "snd_noRelightTorch";
			}
			else
			{
				bark = (lightType == AIUSE_LIGHTTYPE_TORCH) ? "snd_foundTorchOut" : "snd_foundLightsOff";
			}
			CommMessagePtr message; // no message, but the argument is needed so the start delay can be included
			owner->GetSubsystem(SubsysCommunication)->PushTask(TaskPtr(new SingleBarkTask(bark,message,2000)));
		}
		return;
	}

	// Should this raise an alert?

	// ESBO_0 lights don't raise an alert.
	// ESBO_1 lights raise an alert if the light has been off for less than a defined time.
	// ESBO_2 lights always raise an alert.

	if ((shouldBeOn == ESBO_2) || ((shouldBeOn == ESBO_1) && (gameLocal.time < (light->GetWhenTurnedOff() + MIN_TIME_LIGHT_ALERT))))
	{
		// One more piece of evidence of something out of place

		idEntityPtr<idEntity> stimSourcePtr;
		stimSourcePtr = stimSource;
		if (owner->m_dousedLightsSeen.Find(stimSourcePtr) == NULL)
		{
			// this light is NOT on my list of doused lights, so let it contribute evidence

			memory.countEvidenceOfIntruders++;
			owner->m_dousedLightsSeen.Append(stimSourcePtr); // add this light to the list

			// Raise alert level if we already have some evidence of intruders

			if ((owner->AI_AlertLevel < owner->thresh_3) && 
				(memory.enemiesHaveBeenSeen || (memory.countEvidenceOfIntruders >= MIN_EVIDENCE_OF_INTRUDERS_TO_SEARCH_ON_LIGHT_OFF)))
			{
				owner->SetAlertLevel(owner->thresh_3 - 0.1 + (owner->thresh_4 - owner->thresh_3) * 0.2
					* (memory.countEvidenceOfIntruders - MIN_EVIDENCE_OF_INTRUDERS_TO_SEARCH_ON_LIGHT_OFF)); // grayman #2603 - subtract a tenth

				if (owner->AI_AlertLevel >= (owner->thresh_5 + owner->thresh_4) * 0.5)
				{
					owner->SetAlertLevel((owner->thresh_5 + owner->thresh_4) * 0.45);
				}
			}

			owner->m_LatchedSearch = true; // set up search after light is relit
		}
	}

	// The next section is about whether we have the ability to turn lights back on.

	bool turnLightOn = true;
	idEntity* inHand;

	if (lightType == AIUSE_LIGHTTYPE_TORCH)
	{
		if (owner->spawnArgs.GetBool("canLightTorches") &&
			(gameLocal.random.RandomFloat() < owner->spawnArgs.GetFloat("chanceLightTorches")))
		{
			if (owner->GetTorch() == NULL)
			{
				// No torch, so we drop back to the tinderbox method.
				// If the AI is carrying something other than a weapon,
				// disallow the tinderbox, because its animation can cause problems.
				// Wielding a weapon, since the tinderbox animation causes
				// the weapon to be sheathed and drawn again.

				inHand = owner->GetAttachmentByPosition("hand_l");
				if (inHand)
				{
					// Something in the left hand, so can't use tinderbox

					turnLightOn = false;
				}
				else
				{
					// Bow in left hand? Can use tinderbox. The bow is the only thing
					// attached at hand_l_bow because of the orientation involved.

					inHand = owner->GetAttachmentByPosition("hand_l_bow"); // check the bow
					if (!inHand)
					{
						// No bow. Anything in the right hand other than a melee weapon prevents using the tinderbox.

						inHand = owner->GetAttachmentByPosition("hand_r");
						if (inHand && (idStr::Cmp(inHand->spawnArgs.GetString("AIUse"), AIUSE_WEAPON) != 0))
						{
							turnLightOn = false;
						}
					}
				}
			}
		}
		else
		{
			turnLightOn = false;
		}
	}
	else // electric
	{
		if (owner->spawnArgs.GetBool("canOperateSwitchLights") &&
			(gameLocal.random.RandomFloat() < owner->spawnArgs.GetFloat("chanceOperateSwitchLights")))
		{
			// Anything in the right hand other than a melee weapon prevents an electric relight.

			inHand = owner->GetAttachmentByPosition("hand_r");
			if (inHand && (idStr::Cmp(inHand->spawnArgs.GetString("AIUse"), AIUSE_WEAPON) != 0))
			{
				turnLightOn = false;
			}
		}
		else
		{
			turnLightOn = false;
		}
	}

	// Turning the light on?

	if (turnLightOn)
	{
		owner->m_RelightingLight = true;
		memory.relightLight = light; // grayman #2603
		memory.stopRelight = false;
		light->SetBeingRelit(true); // this light is being relit
		stimSource->IgnoreResponse(ST_VISUAL,owner); // ignore this stim while turning the light back on
		owner->GetMind()->SwitchState(StatePtr(new SwitchOnLightState(light))); // set out to relight
	}
	else // Can't relight
	{
		idEntityPtr<idEntity> stimPtr;
		stimPtr = stimSource;
		owner->SetDelayedStimExpiration(stimPtr); // try again after a while
		if (light->NegativeBark(owner))
		{
			idStr bark;
			if (gameLocal.random.RandomFloat() < 0.5)
			{
				bark = "snd_noRelightTorch";
			}
			else
			{
				bark = (lightType == AIUSE_LIGHTTYPE_TORCH) ? "snd_foundTorchOut" : "snd_foundLightsOff";
			}
			CommMessagePtr message; // no message, but the argument is needed so the start delay can be included
			owner->GetSubsystem(SubsysCommunication)->PushTask(TaskPtr(new SingleBarkTask(bark,message,2000)));
		}
	}
}

void State::OnVisualStimMissingItem(idEntity* stimSource, idAI* owner)
{
	assert(stimSource != NULL && owner != NULL); // must be fulfilled

	Memory& memory = owner->GetMemory();

	// We've seen this object, don't respond to it again
	stimSource->IgnoreResponse(ST_VISUAL, owner);
	
	// Can we notice missing items
	if (owner->spawnArgs.GetFloat("chanceNoticeMissingItem") <= 0.0)
	{
		return;
	}

		// Does it belong to a friendly team
	if (stimSource->team != -1 && !owner->IsFriend(stimSource))
	{
		// Its not something we know about
		gameLocal.Printf("The missing item wasn't on my team\n");
		return;
	}

	float alert = owner->thresh_4 - 0.1f;

	if (stimSource->IsType(CAbsenceMarker::Type))
	{
		CAbsenceMarker* absenceMarker = static_cast<CAbsenceMarker*>(stimSource);
		const idDict& refSpawnargs = absenceMarker->GetRefSpawnargs();

		float chance(gameLocal.random.RandomFloat());
		if (chance >= refSpawnargs.GetFloat("absence_noticeability", "1"))
		{
			float recheckInterval = SEC2MS(refSpawnargs.GetFloat("absence_noticeability_recheck_interval", "60"));
			if (recheckInterval > 0.0f)
			{
				stimSource->PostEventMS( &EV_ResponseAllow, recheckInterval, ST_VISUAL, owner);
			}
			return;
		}
		if (refSpawnargs.GetFloat("absence_alert", "0") > 0)
		{
			alert = owner->AI_AlertLevel + refSpawnargs.GetFloat("absence_alert", "0");
		}
	}

	gameLocal.Printf("Something is missing from over there!\n");

	// Speak a reaction
	memory.lastTimeVisualStimBark = gameLocal.time;
	owner->commSubsystem->AddCommTask(
		CommunicationTaskPtr(new SingleBarkTask("snd_foundMissingItem"))
	);

	// One more piece of evidence of something out of place
	memory.itemsHaveBeenStolen = true;
	memory.countEvidenceOfIntruders++;
	memory.stopRelight = true; // grayman #2603

	// Raise alert level
	if (owner->AI_AlertLevel < alert)
	{
		memory.alertPos = stimSource->GetPhysics()->GetOrigin();
		memory.alertClass = EAlertVisual_1;
		memory.alertType = EAlertTypeMissingItem;
		
		// Prepare search as if there is an enemy that has escaped
		memory.alertRadius = LOST_ENEMY_ALERT_RADIUS;
		memory.alertSearchVolume = LOST_ENEMY_SEARCH_VOLUME; 
		memory.alertSearchExclusionVolume.Zero();
		
		owner->AI_VISALERT = false;
		
		owner->SetAlertLevel(alert);
	}
}


void State::OnVisualStimBrokenItem(idEntity* stimSource, idAI* owner)
{
	assert(stimSource != NULL && owner != NULL); // must be fulfilled

	Memory& memory = owner->GetMemory();

	// We've seen this object, don't respond to it again
	stimSource->IgnoreResponse(ST_VISUAL, owner);

	gameLocal.Printf("Something is broken over there!\n");

	owner->StopMove(MOVE_STATUS_DONE);
	owner->TurnToward(stimSource->GetPhysics()->GetOrigin());
	owner->Event_LookAtEntity(stimSource, 1);
	memory.stopRelight = true; // grayman #2603 - abort a relight in progress

	// Speak a reaction
	memory.lastTimeVisualStimBark = gameLocal.time;
	owner->commSubsystem->AddCommTask(
		CommunicationTaskPtr(new SingleBarkTask("snd_foundBrokenItem"))
	);

	owner->AI_RUN = true;

	// One more piece of evidence of something out of place
	memory.itemsHaveBeenBroken = true;
	memory.countEvidenceOfIntruders++;

	// Raise alert level
	if (owner->AI_AlertLevel < owner->thresh_4 - 0.1f)
	{
		memory.alertPos = stimSource->GetPhysics()->GetOrigin();
		memory.alertClass = EAlertVisual_2; // grayman #2603
		memory.alertType = EAlertTypeBrokenItem;
		
		// Prepare search as if there is an enemy that has escaped
		memory.alertRadius = LOST_ENEMY_ALERT_RADIUS;
		memory.alertSearchVolume = LOST_ENEMY_SEARCH_VOLUME; 
		memory.alertSearchExclusionVolume.Zero();
		
		owner->AI_VISALERT = false;
		
		owner->SetAlertLevel(owner->thresh_5 - 0.1);
	}
}


void State::OnVisualStimDoor(idEntity* stimSource, idAI* owner)
{
	assert(stimSource != NULL && owner != NULL); // must be fulfilled

	Memory& memory = owner->GetMemory();
	CFrobDoor* door = static_cast<CFrobDoor*>(stimSource);

	// Update the info structure for this door
	DoorInfo& doorInfo = memory.GetDoorInfo(door);

	doorInfo.lastTimeSeen = gameLocal.time;
	doorInfo.wasOpen = door->IsOpen();

	// greebo: If the door is open, remove the corresponding area from the "forbidden" list
	if (door->IsOpen()) 
	{
		// Also, reset the "locked" property, open doors can't be locked
		doorInfo.wasLocked = false;

		// Enable the area for pathfinding again now that the door is open
		gameLocal.m_AreaManager.RemoveForbiddenArea(doorInfo.areaNum, owner);
	}

	// We've seen this object, don't respond to it again
	// Will get cleared if door changes state again
	stimSource->IgnoreResponse(ST_VISUAL, owner);

	// Is it supposed to be closed?
	if (!stimSource->spawnArgs.GetBool(AIUSE_SHOULDBECLOSED_KEY))
	{
		// door is not supposed to be closed, ignore
		return;
	}

	// Is it open?
	if (!door->IsOpen())
	{
		// ignore closed doors
		return;
	}

	// Vocalize that see something out of place
	memory.lastTimeVisualStimBark = gameLocal.time;
	owner->commSubsystem->AddCommTask(
		CommunicationTaskPtr(new SingleBarkTask("snd_foundOpenDoor"))
	);
	gameLocal.Printf("That door isn't supposed to be open!\n");
	
	// One more piece of evidence of something out of place
	memory.countEvidenceOfIntruders++;

	// Raise alert level
	if (owner->AI_AlertLevel < owner->thresh_4 - 0.1f)
	{
		memory.alertPos = stimSource->GetPhysics()->GetOrigin();
		memory.alertClass = EAlertVisual_2; // grayman #2603
		memory.alertType = EAlertTypeDoor;
		
		// Do search as if there is an enemy that has escaped
		memory.alertRadius = LOST_ENEMY_ALERT_RADIUS;
		memory.alertSearchVolume = LOST_ENEMY_SEARCH_VOLUME; 
		memory.alertSearchExclusionVolume.Zero();
		
		owner->AI_VISALERT = false;

		owner->SetAlertLevel(owner->thresh_4 - 0.1f);
	}
				
	// Do new reaction to stimulus
	memory.stimulusLocationItselfShouldBeSearched = true;
	memory.alertedDueToCommunication = false;
}

void State::OnAICommMessage(CommMessage& message, float psychLoud)
{
	idAI* owner = _owner.GetEntity();
	// greebo: changed the IF back to an assertion, the owner should never be NULL
	assert(owner != NULL);

	if (owner->AI_DEAD || owner->AI_KNOCKEDOUT)
	{
		return;
	}

	// Get the message parameters
	CommMessage::TCommType commType = message.m_commType;
	
	idEntity* issuingEntity = message.m_p_issuingEntity.GetEntity();
	idEntity* recipientEntity = message.m_p_recipientEntity.GetEntity();
	idEntity* directObjectEntity = message.m_p_directObjectEntity.GetEntity();
	const idVec3& directObjectLocation = message.m_directObjectLocation;

	if (issuingEntity != NULL)
	{
		DM_LOG(LC_AI, LT_INFO)LOGSTRING("Got incoming message from %s\r", issuingEntity->name.c_str());
	}

	Memory& memory = owner->GetMemory();

	// greebo: Update the last AI seen timer on incoming messages from friendly AI
	if ((owner->GetPhysics()->GetOrigin() - directObjectLocation).LengthSqr() < Square(300) && 
		owner->IsFriend(issuingEntity))
	{
		memory.lastTimeFriendlyAISeen = gameLocal.time;
	}

	switch (commType)
	{
		case CommMessage::Greeting_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: Greeting_CommType\r");
			// Have seen a friend
			memory.lastTimeFriendlyAISeen = gameLocal.time;

			// If not too upset, look at them
			if (owner->AI_AlertIndex < EObservant && owner->greetingState != ECannotGreet &&
				issuingEntity->IsType(idAI::Type))
			{
				idAI* otherAI = static_cast<idAI*>(issuingEntity);

				// Get the sound and queue the task
				idStr greetSound = GetGreetingResponseSound(owner, otherAI);

				owner->commSubsystem->AddCommTask(
					CommunicationTaskPtr(new GreetingBarkTask(greetSound, otherAI))
				);
			}
			break;
		case CommMessage::FriendlyJoke_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: FriendlyJoke_CommType\r");
			// Have seen a friend
			memory.lastTimeFriendlyAISeen = gameLocal.time;

			if (directObjectEntity == owner)
			{
				gameLocal.Printf("Hah, yer no better!\n");
			}
			else
			{
				gameLocal.Printf("Ha, yer right, they be an ass\n");
			}
			break;
		case CommMessage::Insult_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: Insult_CommType\r");
			if (directObjectEntity == owner)
			{
				gameLocal.Printf("Same to you, buddy\n");
			}
			else if (owner->IsEnemy(directObjectEntity))
			{
				gameLocal.Printf("Hah!\n");
			}
			else
			{
				gameLocal.Printf("I'm not gettin' involved\n");
			}
			break;
		case CommMessage::RequestForHelp_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: RequestForHelp_CommType\r");
			if (owner->IsFriend(issuingEntity))
			{
				// Do we already have a target we are dealing with?
				if (owner->GetEnemy() != NULL)
				{
					gameLocal.Printf("I'm too busy, I have a target!\n");
					break;
				}

				if (directObjectEntity && directObjectEntity->IsType(idActor::Type))
				{
					
					// Bark
					//owner->GetSubsystem(SubsysCommunication)->PushTask(
					//	SingleBarkTaskPtr(new SingleBarkTask("snd_assistFriend"))
					//);

					gameLocal.Printf("Ok, I'm helping you.\n");

					owner->SetEnemy(static_cast<idActor*>(directObjectEntity));
					owner->GetMind()->PerformCombatCheck();
				}

				if (owner->GetEnemy() == NULL)
				{
					// no enemy set or enemy not found yet
					// set up search
					owner->AlertAI("aud", psychLoud);

					memory.alertPos = directObjectLocation;
					memory.alertRadius = LOST_ENEMY_ALERT_RADIUS;
					memory.alertSearchVolume = LOST_ENEMY_SEARCH_VOLUME;
					memory.alertSearchExclusionVolume.Zero();

					memory.alertedDueToCommunication = true;
					memory.stimulusLocationItselfShouldBeSearched = true;
				}
				
			}
			else if (owner->AI_AlertLevel < owner->thresh_1 + (owner->thresh_2 - owner->thresh_1) * 0.5f)
			{
				owner->SetAlertLevel(owner->thresh_1 + (owner->thresh_2 - owner->thresh_1) * 0.5f);
			}
			break;
		case CommMessage::RequestForMissileHelp_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: RequestForMissileHelp_CommType\r");
			// Respond if they are a friend and we have a ranged weapon
			if (owner->IsFriend(issuingEntity) && owner->GetNumRangedWeapons() > 0)
			{
				// Do we already have a target we are dealing with?
				if (owner->GetEnemy() != NULL)
				{
					gameLocal.Printf("I'm too busy, I have a target!\n");
					break;
				}

				if (directObjectEntity->IsType(idActor::Type))
				{
					gameLocal.Printf("I'll attack it with my ranged weapon!\n");

					// Bark
					//owner->GetSubsystem(SubsysCommunication)->PushTask(
					//	SingleBarkTaskPtr(new SingleBarkTask("snd_assistFriend"))
					//);
					
					owner->SetEnemy(static_cast<idActor*>(directObjectEntity));
					owner->GetMind()->PerformCombatCheck();
				}
			}
			else 
			{
				//gameLocal.Printf("I don't have a ranged weapon or I am not getting involved.\n");
				if (owner->AI_AlertLevel < owner->thresh_2*0.5f)
				{
					owner->SetAlertLevel(owner->thresh_2*0.5f);
				}
			}
			break;
		case CommMessage::RequestForMeleeHelp_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: RequestForMeleeHelp_CommType\r");
			// Respond if they are a friend and we have a melee weapon
			if (owner->IsFriend(issuingEntity) && owner->GetNumMeleeWeapons() > 0)
			{
				// Do we already have a target we are dealing with?
				if (owner->GetEnemy() != NULL)
				{
					gameLocal.Printf("I'm too busy, I have a target!\n");
					break;
				}

				if (directObjectEntity->IsType(idActor::Type))
				{
					gameLocal.Printf("I'll attack it with my melee weapon!\n");

					// Bark
					//owner->GetSubsystem(SubsysCommunication)->PushTask(
					//	SingleBarkTaskPtr(new SingleBarkTask("snd_assistFriend"))
					//);
					
					owner->SetEnemy(static_cast<idActor*>(directObjectEntity));
					owner->GetMind()->PerformCombatCheck();
				}
			}
			else 
			{
				gameLocal.Printf("I don't have a melee weapon or I am not getting involved.\n");
				if (owner->AI_AlertLevel < owner->thresh_2*0.5f)
				{
					owner->SetAlertLevel(owner->thresh_2*0.5f);
				}
			}
			break;
		case CommMessage::RequestForLight_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: RequestForLight_CommType\r");
			gameLocal.Printf("I don't know how to bring light!\n");
			break;
		case CommMessage::DetectedSomethingSuspicious_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: DetectedSomethingSuspicious_CommType\r");
			OnMessageDetectedSomethingSuspicious(message);
			break;
		case CommMessage::DetectedEnemy_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: DetectedEnemy_CommType\r");
			//gameLocal.Printf("Somebody spotted an enemy... (%s)\n", directObjectEntity->name.c_str());
	
			if (owner->GetEnemy() != NULL)
			{
				//gameLocal.Printf("I'm too busy with my own target!\n");
				return;
			}

			{
				float newAlertLevel = (owner->thresh_4 + owner->thresh_5) * 0.5f;

				// greebo: Only set the alert level if it is greater than our own
				if (owner->AI_AlertLevel < newAlertLevel && 
					owner->IsFriend(issuingEntity) && 
					owner->IsEnemy(directObjectEntity))
				{
					// Set the alert level between 4 and 5.
					owner->SetAlertLevel((owner->thresh_4 + owner->thresh_5)*0.5f);
					
					// We got alerted by a communication message
					memory.alertedDueToCommunication = true;
						
					//gameLocal.Printf("They're my friend, I'll attack it too!\n");
					memory.alertPos = directObjectLocation;
				}
			}
			break;
		case CommMessage::FollowOrder_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: FollowOrder_CommType\r");
			if (recipientEntity == owner && owner->IsFriend(issuingEntity))
			{
				gameLocal.Printf("But I don't know how to follow somebody!\n");
			}
			break;
		case CommMessage::GuardLocationOrder_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: GuardLocationOrder_CommType\r");
			if (recipientEntity == owner && owner->IsFriend(issuingEntity))
			{
				gameLocal.Printf("But I don't know how to guard a location!\n");
			}
			break;
		case CommMessage::GuardEntityOrder_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: GuardEntityOrder_CommType\r");
			if (recipientEntity == owner && owner->IsFriend(issuingEntity))
			{
				gameLocal.Printf("But I don't know how to guard an entity!\n");
			}
			break;
		case CommMessage::PatrolOrder_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: PatrolOrder_CommType\r");
			if (recipientEntity == owner && owner->IsFriend(issuingEntity))
			{
				gameLocal.Printf("But I don't know how to switch my patrol route!\n");
			}
			break;
		case CommMessage::SearchOrder_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: SearchOrder_CommType\r");
			if (recipientEntity == owner && owner->IsFriend(issuingEntity))
			{
				// Set alert pos to the position we were ordered to search
				memory.alertPos = directObjectLocation;
				memory.chosenHidingSpot = directObjectLocation;
				owner->SetAlertLevel((owner->thresh_3 + owner->thresh_4)*0.5f);
			}
			break;
		case CommMessage::AttackOrder_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: AttackOrder_CommType\r");
			// Set this as our enemy and enter combat
			if (recipientEntity == owner && owner->IsFriend(issuingEntity))
			{
				gameLocal.Printf("Yes sir! Attacking your specified target!\n");

				if (directObjectEntity->IsType(idActor::Type))
				{
					owner->SetEnemy(static_cast<idActor*>(directObjectEntity));
					owner->SetAlertLevel(owner->thresh_5*2);
				}
			}
			else if (owner->AI_AlertLevel < owner->thresh_2*0.5f)
			{
				owner->SetAlertLevel(owner->thresh_2*0.5f);
			}
			break;
		case CommMessage::GetOutOfTheWayOrder_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: GetOutOfTheWayOrder_CommType\r");
			break;
		case CommMessage::ConveyWarning_EvidenceOfIntruders_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: ConveyWarning_EvidenceOfIntruders_CommType\r");
			if (issuingEntity->IsType(idAI::Type))
			{
				idAI* issuer = static_cast<idAI*>(issuingEntity);
				// Note: We deliberately don't care if the issuer is a friend or not
				int warningAmount = issuer->GetMind()->GetMemory().countEvidenceOfIntruders;
				
				if (memory.countEvidenceOfIntruders < warningAmount)
				{
					gameLocal.Printf("I've been warned about evidence of intruders.\n");
					memory.countEvidenceOfIntruders = warningAmount;
					memory.searchFlags |= SRCH_WARNED; // grayman #2603

					if (owner->AI_AlertLevel < owner->thresh_2*0.5f)
					{
						owner->SetAlertLevel(owner->thresh_2*0.5f);
					}
				}
			}
			break;
		case CommMessage::ConveyWarning_ItemsHaveBeenStolen_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: ConveyWarning_ItemsHaveBeenStolen_CommType\r");
			// Note: We deliberately don't care if the issuer is a friend or not
			if (!memory.itemsHaveBeenStolen)
			{
				gameLocal.Printf("I've been warned that items have been stolen.\n");
				memory.itemsHaveBeenStolen = true;
				memory.searchFlags |= SRCH_WARNED; // grayman #2603

				if (owner->AI_AlertLevel < owner->thresh_2*0.5f)
				{
					owner->SetAlertLevel(owner->thresh_2*0.5f);
				}
			}
			break;
		case CommMessage::ConveyWarning_EnemiesHaveBeenSeen_CommType:
			DM_LOG(LC_AI, LT_INFO)LOGSTRING("Message Type: ConveyWarning_EnemiesHaveBeenSeen_CommType\r");
			// Note: We deliberately don't care if the issuer is a friend or not
			if (!memory.enemiesHaveBeenSeen)
			{
				gameLocal.Printf("I've been warned that enemies have been seen.\n");
				memory.enemiesHaveBeenSeen = true;
				memory.searchFlags |= SRCH_WARNED; // grayman #2603
				
				if (owner->AI_AlertLevel < owner->thresh_2*0.5f)
				{
					owner->SetAlertLevel(owner->thresh_2*0.5f);
				}
			}
			break;
	} // switch
}

void State::OnMessageDetectedSomethingSuspicious(CommMessage& message)
{
	idEntity* issuingEntity = message.m_p_issuingEntity.GetEntity();
	idEntity* recipientEntity = message.m_p_recipientEntity.GetEntity();
	idEntity* directObjectEntity = message.m_p_directObjectEntity.GetEntity();
	idVec3 directObjectLocation = message.m_directObjectLocation;

	idAI* owner = _owner.GetEntity();
	assert(owner != NULL);

	if (owner->AI_DEAD || owner->AI_KNOCKEDOUT)
	{
		return;
	}

	Memory& memory = owner->GetMemory();

	//gameLocal.Printf("Somebody else noticed something suspicious...\n");

	if (owner->GetEnemy() != NULL)
	{
		//gameLocal.Printf ("I'm too busy with my own target!");
		return;
	}

	if (owner->IsFriend(issuingEntity))
	{
		// If not already searching something else
		if (owner->IsSearching())
		{
			//gameLocal.Printf ("I'm too busy searching something else\n");
			return;
		}
		
		//gameLocal.Printf ("They're my friend, I'll look too!\n");
		
		// Get some search points from them.
		int numSpots = owner->GetSomeOfOtherEntitiesHidingSpotList(issuingEntity);

		if (numSpots > 0)
		{
			// What is the distance to the friend.  If it is greater than a certain amount, shout intention
			// to come help
			float distanceToIssuer = (issuingEntity->GetPhysics()->GetOrigin() - owner->GetPhysics()->GetOrigin()).LengthFast();
			if (distanceToIssuer >= MIN_DISTANCE_TO_ISSUER_TO_SHOUT_COMING_TO_ASSISTANCE)
			{
				// Bark
				// angua: this one was getting quite annoying if you hear it all the time
				//owner->GetSubsystem(SubsysCommunication)->PushTask(
				//	SingleBarkTaskPtr(new SingleBarkTask("snd_assistFriend"))
				//);
			}
			
			// If AI that called out has a higher alert num, raise ours
			// to match there's due to urgency in their voice
			float otherAlertLevel = 0.0f;
			
			if (issuingEntity->IsType(idAI::Type))
			{
				// Inherit the alert level of the other AI, but attenuate it a bit
				otherAlertLevel = static_cast<idAI*>(issuingEntity)->AI_AlertLevel * 0.7f;
			}

			//gameLocal.Printf("The AI who noticed something has an alert num of %f\n", otherAlertLevel);
			if (otherAlertLevel > owner->AI_AlertLevel)
			{
				owner->SetAlertLevel(otherAlertLevel);
				owner->StopMove(MOVE_STATUS_DONE);
				memory.stopRelight = true; // grayman #2603 - abort a relight in progress

				Memory& otherMemory = static_cast<idAI*>(issuingEntity)->GetMemory();

				memory.alertPos = otherMemory.alertPos;
				memory.alertClass = EAlertNone;
				memory.alertType = EAlertTypeSuspicious;
				
				memory.alertRadius = otherMemory.alertRadius;
				memory.alertSearchVolume = otherMemory.alertSearchVolume; 
				memory.alertSearchExclusionVolume.Zero();


				memory.alertedDueToCommunication = true;
			}
			
			return;
		}
		else
		{
			//gameLocal.Printf("Hmpfh, no spots to help them with :(\n");
		}
		
	}
	else if (owner->AI_AlertLevel < owner->thresh_2*0.5f)
	{
		owner->SetAlertLevel(owner->thresh_2*0.5f);
	}
}

void State::OnFrobDoorEncounter(CFrobDoor* frobDoor)
{
	idAI* owner = _owner.GetEntity();
	assert(owner != NULL);

	// grayman #2706 - can't handle doors if you're resolving a block

	if (owner->movementSubsystem->IsResolvingBlock() || owner->movementSubsystem->IsWaiting())
	{
		return;
	}

	// grayman #2650 - can we handle doors?

	if (!owner->m_bCanOperateDoors)
	{
		return;
	}

	// grayman #2716 - if the door is too high above or too far below, ignore it

	idBounds frobDoorBounds = frobDoor->GetPhysics()->GetAbsBounds();
	float ownerZ = owner->GetPhysics()->GetOrigin().z;
	if ((frobDoorBounds[0].z > (ownerZ + 70)) || (frobDoorBounds[1].z < (ownerZ - 30)))
	{
		return;
	}

	if (cv_ai_door_show.GetBool()) 
	{
		gameRenderWorld->DebugArrow(colorRed, owner->GetEyePosition(), frobDoor->GetPhysics()->GetOrigin(), 1, 16);
	}

	Memory& memory = owner->GetMemory();

	// check if we already have a door to handle
	// don't start a DoorHandleTask if it is the same door or the other part of a double door
	CFrobDoor* currentDoor = memory.doorRelated.currentDoor.GetEntity();
	if (currentDoor == NULL)
	{
		// grayman #2691 - if we don't fit through this new door, don't use it

		if (!owner->CanPassThroughDoor(frobDoor))
		{
			return;
		}

		// grayman #2345 - don't handle this door if we just finished handling it, unless alerted.

		int lastTimeUsed = owner->GetMemory().GetDoorInfo(frobDoor).lastTimeUsed;
		if ((lastTimeUsed > -1) && (gameLocal.time < lastTimeUsed + 3000)) // grayman #2712 - delay time should match REUSE_DOOR_DELAY
		{
			return; // ignore this door
		}

		memory.doorRelated.currentDoor = frobDoor;
		owner->movementSubsystem->PushTask(HandleDoorTask::CreateInstance());
	}
	else 
	{
		if (frobDoor != currentDoor && frobDoor != currentDoor->GetDoubleDoor())
		{
			// this is a new door

			// if there is already a door handling task active, 
			// terminate that one so we can start a new one next time
			const SubsystemPtr& subsys = owner->movementSubsystem;
			TaskPtr task = subsys->GetCurrentTask();

			if (boost::dynamic_pointer_cast<HandleDoorTask>(task) != NULL)
			{
				// grayman #2706 - only quit this door if you're in the approaching states.
				// otherwise, finish with this door before you move to another one.
				if (task->CanAbort())
				{
					subsys->FinishTask();
				}
			}
			else
			{
				// angua: current door is set but no door handling task active
				// door handling task was probably terminated before inititalisation
				// clear current door
				memory.doorRelated.currentDoor = NULL;
			}
		}
		else // this is our current door
		{
			const SubsystemPtr& subsys = owner->movementSubsystem;
			TaskPtr task = subsys->GetCurrentTask();

			if (boost::dynamic_pointer_cast<HandleDoorTask>(task) == NULL)
			{
				// angua: current door is set but no door handling task active
				// door handling task was probably terminated before inititalisation
				// clear current door
				memory.doorRelated.currentDoor = NULL;
			}
		}
	}
}

void State::NeedToUseElevator(const eas::RouteInfoPtr& routeInfo)
{
	idAI* owner = _owner.GetEntity();
	assert(owner != NULL);

	if (!owner->m_HandlingElevator && owner->CanUseElevators())
	{
		// Prevent more ElevatorTasks from being pushed
		owner->m_HandlingElevator = true;
		owner->movementSubsystem->PushTask(TaskPtr(new HandleElevatorTask(routeInfo)));
	}
}


} // namespace ai
