/*
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

==============================================================================
*/

#include "../g_local.h"
#include "m_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(random() > 0.8)
    gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0);
}

void soldier_cock(edict_t *self) {
  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);
}

// STAND

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};

#if 0
mframe_t soldier_frames_stand4 [] =
{
	{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},
	{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, 4, NULL},
	{ai_stand, 1, NULL},
	{ai_stand, -1, NULL},
	{ai_stand, -2, NULL},

	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL}
};
mmove_t soldier_move_stand4 = {FRAME_stand401, FRAME_stand452, soldier_frames_stand4, NULL};
#endif

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

//
// WALK
//

void soldier_walk1_random(edict_t *self) {
  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(random() < 0.5)
    self->monsterinfo.currentmove = &soldier_move_walk1;
  else
    self->monsterinfo.currentmove = &soldier_move_walk2;
}

//
// RUN
//

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->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;
  }
}

//
// PAIN
//

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, float kick, int damage) {
  float r;
  int n;

  if(ent_read_health(self)->value < (cv_get(ent_read_max_health(self)) / 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;
}

//
// ATTACK
//

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->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 + rand() % 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) { soldier_fire(self, 0); }

void soldier_attack1_refire1(edict_t *self) {
  if(self->s.skinnum > 1)
    return;

  if(ent_read_health(self->enemy)->value <= 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->s.skinnum < 2)
    return;

  if(ent_read_health(self->enemy)->value <= 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) { soldier_fire(self, 1); }

void soldier_attack2_refire1(edict_t *self) {
  if(self->s.skinnum > 1)
    return;

  if(ent_read_health(self->enemy)->value <= 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->s.skinnum < 2)
    return;

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

void soldier_fire3(edict_t *self) {
  soldier_duck_down(self);
  soldier_fire(self, 2);
}

void soldier_attack3_refire(edict_t *self) {
  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) {
  soldier_fire(self, 3);
  //
  //	if (self->enemy->health <= 0)
  //		return;
  //
  //	if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
  //		self->monsterinfo.nextframe = FRAME_attak402;
}

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};

#if 0
// ATTACK5 (prone)

void soldier_fire5 (edict_t *self)
{
	soldier_fire (self, 4);
}

void soldier_attack5_refire (edict_t *self)
{
	if (self->enemy->health <= 0)
		return;

	if ( ((skill->value == 3) && (random() < 0.5)) || (range(self, self->enemy) == RANGE_MELEE) )
		self->monsterinfo.nextframe = FRAME_attak505;
}

mframe_t soldier_frames_attack5 [] =
{
	{ai_charge, 8, NULL},
	{ai_charge, 8, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, soldier_fire5},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, soldier_attack5_refire}
};
mmove_t soldier_move_attack5 = {FRAME_attak501, FRAME_attak508, soldier_frames_attack5, soldier_run};
#endif

// ATTACK6 (run & shoot)

void soldier_fire8(edict_t *self) { soldier_fire(self, 7); }

void soldier_attack6_refire(edict_t *self) {
  if(ent_read_health(self->enemy)->value <= 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->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;
  }
}

//
// SIGHT
//

void soldier_sight(edict_t *self, edict_t *other) {
  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;
  }
}

//
// DUCK
//

void soldier_duck_hold(edict_t *self) {
  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;

  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;
}

//
// DEATH
//

void soldier_fire6(edict_t *self) { soldier_fire(self, 5); }

void soldier_fire7(edict_t *self) { soldier_fire(self, 6); }

void soldier_dead(edict_t *self) {
  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, edict_t *attacker, int damage, vec3_t point) {
  int n;

  // check for gib
  if(ent_read_health(self)->value <= 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 // (self->s.skinnum == 5)
    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 = rand() % 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;
}

//
// SPAWN
//

void SP_monster_soldier_x(edict_t *self) {

  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(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;
  dv_set(ent_write_health(self), 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(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;
  dv_set(ent_write_health(self), 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(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;
  dv_set(ent_write_health(self), 40);
  self->gib_health = -30;
}