/*
 * Copyright (C) 1997-2001 Id Software, Inc.
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or (at
 * your option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but
 * WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 *
 * See the GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 * 02111-1307, USA.
 *
 * =======================================================================
 *
 * Soldier aka "Guard". This is the most complex enemy in Quake 2, since
 * it uses all AI features (dodging, sight, crouching, etc) and comes
 * in a myriad of variants.
 *
 * =======================================================================
 */

#include "../../header/local.h"
#include "soldier.h"

static int sound_idle;
static int sound_sight1;
static int sound_sight2;
static int sound_pain_light;
static int sound_pain;
static int sound_pain_ss;
static int sound_death_light;
static int sound_death;
static int sound_death_ss;
static int sound_cock;

void
soldier_idle(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (random() > 0.8)
	{
		gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
	}
}

void
soldier_cock(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (self->s.frame == FRAME_stand322)
	{
		gi.sound(self, CHAN_WEAPON, sound_cock, 1, ATTN_IDLE, 0);
	}
	else
	{
		gi.sound(self, CHAN_WEAPON, sound_cock, 1, ATTN_NORM, 0);
	}
}

void soldier_stand(edict_t *self);

mframe_t soldier_frames_stand1[] = {
	{ai_stand, 0, soldier_idle},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},

	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},

	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL}
};

mmove_t soldier_move_stand1 =
{
	FRAME_stand101,
   	FRAME_stand130,
	soldier_frames_stand1,
	soldier_stand
};

mframe_t soldier_frames_stand3[] = {
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},

	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},

	{ai_stand, 0, NULL},
	{ai_stand, 0, soldier_cock},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},

	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL}
};

mmove_t soldier_move_stand3 =
{
	FRAME_stand301,
   	FRAME_stand339,
   	soldier_frames_stand3,
   	soldier_stand
};

void
soldier_stand(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if ((self->monsterinfo.currentmove == &soldier_move_stand3) ||
		(random() < 0.8))
	{
		self->monsterinfo.currentmove = &soldier_move_stand1;
	}
	else
	{
		self->monsterinfo.currentmove = &soldier_move_stand3;
	}
}

void
soldier_walk1_random(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (random() > 0.1)
	{
		self->monsterinfo.nextframe = FRAME_walk101;
	}
}

mframe_t soldier_frames_walk1[] = {
	{ai_walk, 3, NULL},
	{ai_walk, 6, NULL},
	{ai_walk, 2, NULL},
	{ai_walk, 2, NULL},
	{ai_walk, 2, NULL},
	{ai_walk, 1, NULL},
	{ai_walk, 6, NULL},
	{ai_walk, 5, NULL},
	{ai_walk, 3, NULL},
	{ai_walk, -1, soldier_walk1_random},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL},
	{ai_walk, 0, NULL}
};

mmove_t soldier_move_walk1 =
{
	FRAME_walk101,
   	FRAME_walk133,
   	soldier_frames_walk1,
   	NULL
};

mframe_t soldier_frames_walk2[] = {
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 9, NULL},
	{ai_walk, 8, NULL},
	{ai_walk, 5, NULL},
	{ai_walk, 1, NULL},
	{ai_walk, 3, NULL},
	{ai_walk, 7, NULL},
	{ai_walk, 6, NULL},
	{ai_walk, 7, NULL}
};

mmove_t soldier_move_walk2 =
{
	FRAME_walk209,
   	FRAME_walk218,
	soldier_frames_walk2,
   	NULL
};

void
soldier_walk(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (random() < 0.5)
	{
		self->monsterinfo.currentmove = &soldier_move_walk1;
	}
	else
	{
		self->monsterinfo.currentmove = &soldier_move_walk2;
	}
}

void soldier_run(edict_t *self);

mframe_t soldier_frames_start_run[] = {
	{ai_run, 7, NULL},
	{ai_run, 5, NULL}
};

mmove_t soldier_move_start_run =
{
	FRAME_run01,
   	FRAME_run02,
   	soldier_frames_start_run,
   	soldier_run
};

mframe_t soldier_frames_run[] = {
	{ai_run, 10, NULL},
	{ai_run, 11, NULL},
	{ai_run, 11, NULL},
	{ai_run, 16, NULL},
	{ai_run, 10, NULL},
	{ai_run, 15, NULL}
};

mmove_t soldier_move_run =
{
	FRAME_run03,
	FRAME_run08,
	soldier_frames_run,
   	NULL
};

void
soldier_run(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		self->monsterinfo.currentmove = &soldier_move_stand1;
		return;
	}

	if ((self->monsterinfo.currentmove == &soldier_move_walk1) ||
		(self->monsterinfo.currentmove == &soldier_move_walk2) ||
		(self->monsterinfo.currentmove == &soldier_move_start_run))
	{
		self->monsterinfo.currentmove = &soldier_move_run;
	}
	else
	{
		self->monsterinfo.currentmove = &soldier_move_start_run;
	}
}

mframe_t soldier_frames_pain1[] = {
	{ai_move, -3, NULL},
	{ai_move, 4, NULL},
	{ai_move, 1, NULL},
	{ai_move, 1, NULL},
	{ai_move, 0, NULL}
};

mmove_t soldier_move_pain1 =
{
	FRAME_pain101,
   	FRAME_pain105,
   	soldier_frames_pain1,
   	soldier_run
};

mframe_t soldier_frames_pain2[] = {
	{ai_move, -13, NULL},
	{ai_move, -1, NULL},
	{ai_move, 2, NULL},
	{ai_move, 4, NULL},
	{ai_move, 2, NULL},
	{ai_move, 3, NULL},
	{ai_move, 2, NULL}
};

mmove_t soldier_move_pain2 =
{
	FRAME_pain201,
	FRAME_pain207,
   	soldier_frames_pain2,
   	soldier_run
};

mframe_t soldier_frames_pain3[] = {
	{ai_move, -8, NULL},
	{ai_move, 10, NULL},
	{ai_move, -4, NULL},
	{ai_move, -1, NULL},
	{ai_move, -3, NULL},
	{ai_move, 0, NULL},
	{ai_move, 3, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 1, NULL},
	{ai_move, 0, NULL},
	{ai_move, 1, NULL},
	{ai_move, 2, NULL},
	{ai_move, 4, NULL},
	{ai_move, 3, NULL},
	{ai_move, 2, NULL}
};

mmove_t soldier_move_pain3 =
{
	FRAME_pain301,
   	FRAME_pain318,
   	soldier_frames_pain3,
   	soldier_run
};

mframe_t soldier_frames_pain4[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, -10, NULL},
	{ai_move, -6, NULL},
	{ai_move, 8, NULL},
	{ai_move, 4, NULL},
	{ai_move, 1, NULL},
	{ai_move, 0, NULL},
	{ai_move, 2, NULL},
	{ai_move, 5, NULL},
	{ai_move, 2, NULL},
	{ai_move, -1, NULL},
	{ai_move, -1, NULL},
	{ai_move, 3, NULL},
	{ai_move, 2, NULL},
	{ai_move, 0, NULL}
};

mmove_t soldier_move_pain4 =
{
	FRAME_pain401,
	FRAME_pain417,
	soldier_frames_pain4,
   	soldier_run
};

void
soldier_pain(edict_t *self, edict_t *other /* unused */,
		float kick /* unused */, int damage /* unused */)
{
	float r;
	int n;

	if (!self)
	{
		return;
	}

	if (self->health < (self->max_health / 2))
	{
		self->s.skinnum |= 1;
	}

	if (level.time < self->pain_debounce_time)
	{
		if ((self->velocity[2] > 100) &&
			((self->monsterinfo.currentmove == &soldier_move_pain1) ||
			 (self->monsterinfo.currentmove == &soldier_move_pain2) ||
			 (self->monsterinfo.currentmove == &soldier_move_pain3)))
		{
			self->monsterinfo.currentmove = &soldier_move_pain4;
		}

		return;
	}

	self->pain_debounce_time = level.time + 3;

	n = self->s.skinnum | 1;

	if (n == 1)
	{
		gi.sound(self, CHAN_VOICE, sound_pain_light, 1, ATTN_NORM, 0);
	}
	else if (n == 3)
	{
		gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);
	}
	else
	{
		gi.sound(self, CHAN_VOICE, sound_pain_ss, 1, ATTN_NORM, 0);
	}

	if (self->velocity[2] > 100)
	{
		self->monsterinfo.currentmove = &soldier_move_pain4;
		return;
	}

	if (skill->value == 3)
	{
		return; /* no pain anims in nightmare */
	}

	r = random();

	if (r < 0.33)
	{
		self->monsterinfo.currentmove = &soldier_move_pain1;
	}
	else if (r < 0.66)
	{
		self->monsterinfo.currentmove = &soldier_move_pain2;
	}
	else
	{
		self->monsterinfo.currentmove = &soldier_move_pain3;
	}
}

static int blaster_flash[] =
{
	MZ2_SOLDIER_BLASTER_1,
   	MZ2_SOLDIER_BLASTER_2,
   	MZ2_SOLDIER_BLASTER_3,
	MZ2_SOLDIER_BLASTER_4,
	MZ2_SOLDIER_BLASTER_5,
	MZ2_SOLDIER_BLASTER_6,
	MZ2_SOLDIER_BLASTER_7,
   	MZ2_SOLDIER_BLASTER_8
};

static int shotgun_flash[] =
{
	MZ2_SOLDIER_SHOTGUN_1,
	MZ2_SOLDIER_SHOTGUN_2,
	MZ2_SOLDIER_SHOTGUN_3,
	MZ2_SOLDIER_SHOTGUN_4,
	MZ2_SOLDIER_SHOTGUN_5,
	MZ2_SOLDIER_SHOTGUN_6,
	MZ2_SOLDIER_SHOTGUN_7,
	MZ2_SOLDIER_SHOTGUN_8
};

static int machinegun_flash[] =
{
	MZ2_SOLDIER_MACHINEGUN_1,
	MZ2_SOLDIER_MACHINEGUN_2,
	MZ2_SOLDIER_MACHINEGUN_3,
	MZ2_SOLDIER_MACHINEGUN_4,
	MZ2_SOLDIER_MACHINEGUN_5,
	MZ2_SOLDIER_MACHINEGUN_6,
	MZ2_SOLDIER_MACHINEGUN_7,
	MZ2_SOLDIER_MACHINEGUN_8
};

void
soldier_fire(edict_t *self, int flash_number)
{
	vec3_t start;
	vec3_t forward, right, up;
	vec3_t aim;
	vec3_t dir;
	vec3_t end;
	float r, u;
	int flash_index;

	if (!self)
	{
		return;
	}

	if (self->s.skinnum < 2)
	{
		flash_index = blaster_flash[flash_number];
	}
	else if (self->s.skinnum < 4)
	{
		flash_index = shotgun_flash[flash_number];
	}
	else
	{
		flash_index = machinegun_flash[flash_number];
	}

	AngleVectors(self->s.angles, forward, right, NULL);
	G_ProjectSource(self->s.origin, monster_flash_offset[flash_index],
			forward, right, start);

	if ((flash_number == 5) || (flash_number == 6))
	{
		VectorCopy(forward, aim);
	}
	else
	{
		VectorCopy(self->enemy->s.origin, end);
		end[2] += self->enemy->viewheight;
		VectorSubtract(end, start, aim);
		vectoangles(aim, dir);
		AngleVectors(dir, forward, right, up);

		r = crandom() * 1000;
		u = crandom() * 500;
		VectorMA(start, 8192, forward, end);
		VectorMA(end, r, right, end);
		VectorMA(end, u, up, end);

		VectorSubtract(end, start, aim);
		VectorNormalize(aim);
	}

	if (self->s.skinnum <= 1)
	{
		monster_fire_blaster(self, start, aim, 5, 600, flash_index, EF_BLASTER);
	}
	else if (self->s.skinnum <= 3)
	{
		monster_fire_shotgun(self, start, aim, 2, 1,
				DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD,
				DEFAULT_SHOTGUN_COUNT, flash_index);
	}
	else
	{
		if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
		{
			self->monsterinfo.pausetime = level.time + (3 + randk() % 8) * FRAMETIME;
		}

		monster_fire_bullet(self, start, aim, 2, 4,
				DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD,
				flash_index);

		if (level.time >= self->monsterinfo.pausetime)
		{
			self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
		}
		else
		{
			self->monsterinfo.aiflags |= AI_HOLD_FRAME;
		}
	}
}

/* ATTACK1 (blaster/shotgun) */
void
soldier_fire1(edict_t *self)
{
	if (!self)
	{
		return;
	}

	soldier_fire(self, 0);
}

void
soldier_attack1_refire1(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (self->s.skinnum > 1)
	{
		return;
	}

	if (self->enemy->health <= 0)
	{
		return;
	}

	if (((skill->value == 3) &&
		 (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
	{
		self->monsterinfo.nextframe = FRAME_attak102;
	}
	else
	{
		self->monsterinfo.nextframe = FRAME_attak110;
	}
}

void
soldier_attack1_refire2(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (self->s.skinnum < 2)
	{
		return;
	}

	if (self->enemy->health <= 0)
	{
		return;
	}

	if (((skill->value == 3) &&
		 (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
	{
		self->monsterinfo.nextframe = FRAME_attak102;
	}
}

mframe_t soldier_frames_attack1[] = {
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, soldier_fire1},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, soldier_attack1_refire1},
	{ai_charge, 0, NULL},
	{ai_charge, 0, soldier_cock},
	{ai_charge, 0, soldier_attack1_refire2},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL}
};

mmove_t soldier_move_attack1 =
{
	FRAME_attak101,
	FRAME_attak112,
	soldier_frames_attack1,
   	soldier_run
};

/* ATTACK2 (blaster/shotgun) */
void
soldier_fire2(edict_t *self)
{
	if (!self)
	{
		return;
	}

	soldier_fire(self, 1);
}

void
soldier_attack2_refire1(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (self->s.skinnum > 1)
	{
		return;
	}

	if (self->enemy->health <= 0)
	{
		return;
	}

	if (((skill->value == 3) &&
		 (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
	{
		self->monsterinfo.nextframe = FRAME_attak204;
	}
	else
	{
		self->monsterinfo.nextframe = FRAME_attak216;
	}
}

void
soldier_attack2_refire2(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (self->s.skinnum < 2)
	{
		return;
	}

	if (self->enemy->health <= 0)
	{
		return;
	}

	if (((skill->value == 3) &&
		 (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE))
	{
		self->monsterinfo.nextframe = FRAME_attak204;
	}
}

mframe_t soldier_frames_attack2[] = {
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, soldier_fire2},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, soldier_attack2_refire1},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, soldier_cock},
	{ai_charge, 0, NULL},
	{ai_charge, 0, soldier_attack2_refire2},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL}
};

mmove_t soldier_move_attack2 =
{
	FRAME_attak201,
   	FRAME_attak218,
   	soldier_frames_attack2,
   	soldier_run
};

/* ATTACK3 (duck and shoot) */
void
soldier_duck_down(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (self->monsterinfo.aiflags & AI_DUCKED)
	{
		return;
	}

	self->monsterinfo.aiflags |= AI_DUCKED;
	self->maxs[2] -= 32;
	self->takedamage = DAMAGE_YES;
	self->monsterinfo.pausetime = level.time + 1;
	gi.linkentity(self);
}

void
soldier_duck_up(edict_t *self)
{
	if (!self)
	{
		return;
	}

	self->monsterinfo.aiflags &= ~AI_DUCKED;
	self->maxs[2] += 32;
	self->takedamage = DAMAGE_AIM;
	gi.linkentity(self);
}

void
soldier_fire3(edict_t *self)
{
	if (!self)
	{
		return;
	}

	soldier_duck_down(self);
	soldier_fire(self, 2);
}

void
soldier_attack3_refire(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if ((level.time + 0.4) < self->monsterinfo.pausetime)
	{
		self->monsterinfo.nextframe = FRAME_attak303;
	}
}

mframe_t soldier_frames_attack3[] = {
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, soldier_fire3},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, soldier_attack3_refire},
	{ai_charge, 0, soldier_duck_up},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL}
};

mmove_t soldier_move_attack3 =
{
	FRAME_attak301,
	FRAME_attak309,
	soldier_frames_attack3,
	soldier_run
};

/* ATTACK4 (machinegun) */
void
soldier_fire4(edict_t *self)
{
	if (!self)
	{
		return;
	}

	soldier_fire(self, 3);
}

mframe_t soldier_frames_attack4[] = {
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, soldier_fire4},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL}
};

mmove_t soldier_move_attack4 =
{
	FRAME_attak401,
   	FRAME_attak406,
   	soldier_frames_attack4,
   	soldier_run
};

/* ATTACK6 (run & shoot) */
void
soldier_fire8(edict_t *self)
{
	if (!self)
	{
		return;
	}

	soldier_fire(self, 7);
}

void
soldier_attack6_refire(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (self->enemy->health <= 0)
	{
		return;
	}

	if (range(self, self->enemy) < RANGE_MID)
	{
		return;
	}

	if (skill->value == 3)
	{
		self->monsterinfo.nextframe = FRAME_runs03;
	}
}

mframe_t soldier_frames_attack6[] = {
	{ai_charge, 10, NULL},
	{ai_charge, 4, NULL},
	{ai_charge, 12, NULL},
	{ai_charge, 11, soldier_fire8},
	{ai_charge, 13, NULL},
	{ai_charge, 18, NULL},
	{ai_charge, 15, NULL},
	{ai_charge, 14, NULL},
	{ai_charge, 11, NULL},
	{ai_charge, 8, NULL},
	{ai_charge, 11, NULL},
	{ai_charge, 12, NULL},
	{ai_charge, 12, NULL},
	{ai_charge, 17, soldier_attack6_refire}
};

mmove_t soldier_move_attack6 =
{
	FRAME_runs01,
	FRAME_runs14,
	soldier_frames_attack6,
	soldier_run
};

void
soldier_attack(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (self->s.skinnum < 4)
	{
		if (random() < 0.5)
		{
			self->monsterinfo.currentmove = &soldier_move_attack1;
		}
		else
		{
			self->monsterinfo.currentmove = &soldier_move_attack2;
		}
	}
	else
	{
		self->monsterinfo.currentmove = &soldier_move_attack4;
	}
}

void
soldier_sight(edict_t *self, edict_t *other /* unused */)
{
	if (!self)
	{
		return;
	}

	if (random() < 0.5)
	{
		gi.sound(self, CHAN_VOICE, sound_sight1, 1, ATTN_NORM, 0);
	}
	else
	{
		gi.sound(self, CHAN_VOICE, sound_sight2, 1, ATTN_NORM, 0);
	}

	if ((skill->value > 0) && (range(self, self->enemy) >= RANGE_MID))
	{
		if (random() > 0.5)
		{
			self->monsterinfo.currentmove = &soldier_move_attack6;
		}
	}
}

void
soldier_duck_hold(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (level.time >= self->monsterinfo.pausetime)
	{
		self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
	}
	else
	{
		self->monsterinfo.aiflags |= AI_HOLD_FRAME;
	}
}

mframe_t soldier_frames_duck[] = {
	{ai_move, 5, soldier_duck_down},
	{ai_move, -1, soldier_duck_hold},
	{ai_move, 1, NULL},
	{ai_move, 0, soldier_duck_up},
	{ai_move, 5, NULL}
};

mmove_t soldier_move_duck =
{
	FRAME_duck01,
   	FRAME_duck05,
   	soldier_frames_duck,
   	soldier_run
};

void
soldier_dodge(edict_t *self, edict_t *attacker, float eta)
{
	float r;

	if (!self || !attacker)
	{
		return;
	}

	r = random();

	if (r > 0.25)
	{
		return;
	}

	if (!self->enemy)
	{
		self->enemy = attacker;
	}

	if (skill->value == 0)
	{
		self->monsterinfo.currentmove = &soldier_move_duck;
		return;
	}

	self->monsterinfo.pausetime = level.time + eta + 0.3;
	r = random();

	if (skill->value == 1)
	{
		if (r > 0.33)
		{
			self->monsterinfo.currentmove = &soldier_move_duck;
		}
		else
		{
			self->monsterinfo.currentmove = &soldier_move_attack3;
		}

		return;
	}

	if (skill->value >= 2)
	{
		if (r > 0.66)
		{
			self->monsterinfo.currentmove = &soldier_move_duck;
		}
		else
		{
			self->monsterinfo.currentmove = &soldier_move_attack3;
		}

		return;
	}

	self->monsterinfo.currentmove = &soldier_move_attack3;
}

void
soldier_fire6(edict_t *self)
{
	if (!self)
	{
		return;
	}

	soldier_fire(self, 5);
}

void
soldier_fire7(edict_t *self)
{
	if (!self)
	{
		return;
	}

	soldier_fire(self, 6);
}

void
soldier_dead(edict_t *self)
{
	if (!self)
	{
		return;
	}

	VectorSet(self->mins, -16, -16, -24);
	VectorSet(self->maxs, 16, 16, -8);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity(self);
}

mframe_t soldier_frames_death1[] = {
	{ai_move, 0, NULL},
	{ai_move, -10, NULL},
	{ai_move, -10, NULL},
	{ai_move, -10, NULL},
	{ai_move, -5, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, soldier_fire6},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, soldier_fire7},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t soldier_move_death1 =
{
	FRAME_death101,
	FRAME_death136,
	soldier_frames_death1,
	soldier_dead
};

mframe_t soldier_frames_death2[] = {
	{ai_move, -5, NULL},
	{ai_move, -5, NULL},
	{ai_move, -5, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t soldier_move_death2 =
{
	FRAME_death201,
	FRAME_death235,
   	soldier_frames_death2,
   	soldier_dead
};

mframe_t soldier_frames_death3[] = {
	{ai_move, -5, NULL},
	{ai_move, -5, NULL},
	{ai_move, -5, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
};

mmove_t soldier_move_death3 =
{
	FRAME_death301,
   	FRAME_death345,
   	soldier_frames_death3,
   	soldier_dead
};

mframe_t soldier_frames_death4[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t soldier_move_death4 =
{
	FRAME_death401,
   	FRAME_death453,
   	soldier_frames_death4,
	soldier_dead
};

mframe_t soldier_frames_death5[] = {
	{ai_move, -5, NULL},
	{ai_move, -5, NULL},
	{ai_move, -5, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},

	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t soldier_move_death5 =
{
	FRAME_death501,
   	FRAME_death524,
   	soldier_frames_death5,
   	soldier_dead
};

mframe_t soldier_frames_death6[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL}
};

mmove_t soldier_move_death6 =
{
	FRAME_death601,
	FRAME_death610,
	soldier_frames_death6,
	soldier_dead
};

void
soldier_die(edict_t *self, edict_t *inflictor /* unused */,
		edict_t *attacker /* unused */, int damage,
		vec3_t point /* unused */)
{
	int n;

	/* check for gib */
	if (self->health <= self->gib_health)
	{
		gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);

		for (n = 0; n < 3; n++)
		{
			ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2",
					damage, GIB_ORGANIC);
		}

		ThrowGib(self, "models/objects/gibs/chest/tris.md2",
				damage, GIB_ORGANIC);
		ThrowHead(self, "models/objects/gibs/head2/tris.md2",
				damage, GIB_ORGANIC);
		self->deadflag = DEAD_DEAD;
		return;
	}

	if (self->deadflag == DEAD_DEAD)
	{
		return;
	}

	/* regular death */
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;
	self->s.skinnum |= 1;

	if (self->s.skinnum == 1)
	{
		gi.sound(self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0);
	}
	else if (self->s.skinnum == 3)
	{
		gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NORM, 0);
	}
	else
	{
		gi.sound(self, CHAN_VOICE, sound_death_ss, 1, ATTN_NORM, 0);
	}

	if (fabs((self->s.origin[2] + self->viewheight) - point[2]) <= 4)
	{
		/* head shot */
		self->monsterinfo.currentmove = &soldier_move_death3;
		return;
	}

	n = randk() % 5;

	if (n == 0)
	{
		self->monsterinfo.currentmove = &soldier_move_death1;
	}
	else if (n == 1)
	{
		self->monsterinfo.currentmove = &soldier_move_death2;
	}
	else if (n == 2)
	{
		self->monsterinfo.currentmove = &soldier_move_death4;
	}
	else if (n == 3)
	{
		self->monsterinfo.currentmove = &soldier_move_death5;
	}
	else
	{
		self->monsterinfo.currentmove = &soldier_move_death6;
	}
}

void
SP_monster_soldier_x(edict_t *self)
{
	if (!self)
	{
		return;
	}

	self->s.modelindex = gi.modelindex("models/monsters/soldier/tris.md2");
	self->monsterinfo.scale = MODEL_SCALE;
	VectorSet(self->mins, -16, -16, -24);
	VectorSet(self->maxs, 16, 16, 32);
	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;

	sound_idle = gi.soundindex("soldier/solidle1.wav");
	sound_sight1 = gi.soundindex("soldier/solsght1.wav");
	sound_sight2 = gi.soundindex("soldier/solsrch1.wav");
	sound_cock = gi.soundindex("infantry/infatck3.wav");

	self->mass = 100;

	self->pain = soldier_pain;
	self->die = soldier_die;

	self->monsterinfo.stand = soldier_stand;
	self->monsterinfo.walk = soldier_walk;
	self->monsterinfo.run = soldier_run;
	self->monsterinfo.dodge = soldier_dodge;
	self->monsterinfo.attack = soldier_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = soldier_sight;

	gi.linkentity(self);

	self->monsterinfo.stand(self);

	walkmonster_start(self);
}

/*
 * QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
 */
void
SP_monster_soldier_light(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (deathmatch->value)
	{
		G_FreeEdict(self);
		return;
	}

	SP_monster_soldier_x(self);

	sound_pain_light = gi.soundindex("soldier/solpain2.wav");
	sound_death_light = gi.soundindex("soldier/soldeth2.wav");
	gi.modelindex("models/objects/laser/tris.md2");
	gi.soundindex("misc/lasfly.wav");
	gi.soundindex("soldier/solatck2.wav");

	self->s.skinnum = 0;
	self->health = 20;
	self->gib_health = -30;
}

/*
 * QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
 */
void
SP_monster_soldier(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (deathmatch->value)
	{
		G_FreeEdict(self);
		return;
	}

	SP_monster_soldier_x(self);

	sound_pain = gi.soundindex("soldier/solpain1.wav");
	sound_death = gi.soundindex("soldier/soldeth1.wav");
	gi.soundindex("soldier/solatck1.wav");

	self->s.skinnum = 2;
	self->health = 30;
	self->gib_health = -30;
}

/*
 * QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
 */
void
SP_monster_soldier_ss(edict_t *self)
{
	if (!self)
	{
		return;
	}

	if (deathmatch->value)
	{
		G_FreeEdict(self);
		return;
	}

	SP_monster_soldier_x(self);

	sound_pain_ss = gi.soundindex("soldier/solpain3.wav");
	sound_death_ss = gi.soundindex("soldier/soldeth3.wav");
	gi.soundindex("soldier/solatck3.wav");

	self->s.skinnum = 4;
	self->health = 40;
	self->gib_health = -30;
}
