/*
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.

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

Makron -- Final Boss

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

#include "../g_local.h"
#include "m_boss32.h"

bool visible(edict_t *self, edict_t *other);

void MakronRailgun(edict_t *self);
void MakronSaveloc(edict_t *self);
void MakronHyperblaster(edict_t *self);
void makron_step_left(edict_t *self);
void makron_step_right(edict_t *self);
void makronBFG(edict_t *self);
void makron_dead(edict_t *self);

static int sound_pain4;
static int sound_pain5;
static int sound_pain6;
static int sound_death;
static int sound_step_left;
static int sound_step_right;
static int sound_attack_bfg;
static int sound_brainsplorch;
static int sound_prerailgun;
static int sound_popup;
static int sound_taunt1;
static int sound_taunt2;
static int sound_taunt3;
static int sound_hit;

void makron_taunt(edict_t *self) {
  float r;

  r = random();
  if(r <= 0.3)
    gi.sound(self, CHAN_AUTO, sound_taunt1, 1, ATTN_NONE, 0);
  else if(r <= 0.6)
    gi.sound(self, CHAN_AUTO, sound_taunt2, 1, ATTN_NONE, 0);
  else
    gi.sound(self, CHAN_AUTO, sound_taunt3, 1, ATTN_NONE, 0);
}

//
// stand
//

mframe_t makron_frames_stand[] = {
    {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}, // 10
    {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}, // 20
    {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}, // 30
    {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}, // 40
    {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}, // 50
    {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} // 60
};
mmove_t makron_move_stand = {FRAME_stand201, FRAME_stand260, makron_frames_stand, NULL};

void makron_stand(edict_t *self) { self->monsterinfo.currentmove = &makron_move_stand; }

mframe_t makron_frames_run[] = {{ai_run, 3, makron_step_left},
                                {ai_run, 12, NULL},
                                {ai_run, 8, NULL},
                                {ai_run, 8, NULL},
                                {ai_run, 8, makron_step_right},
                                {ai_run, 6, NULL},
                                {ai_run, 12, NULL},
                                {ai_run, 9, NULL},
                                {ai_run, 6, NULL},
                                {ai_run, 12, NULL}};
mmove_t makron_move_run = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL};

void makron_hit(edict_t *self) { gi.sound(self, CHAN_AUTO, sound_hit, 1, ATTN_NONE, 0); }

void makron_popup(edict_t *self) { gi.sound(self, CHAN_BODY, sound_popup, 1, ATTN_NONE, 0); }

void makron_step_left(edict_t *self) { gi.sound(self, CHAN_BODY, sound_step_left, 1, ATTN_NORM, 0); }

void makron_step_right(edict_t *self) { gi.sound(self, CHAN_BODY, sound_step_right, 1, ATTN_NORM, 0); }

void makron_brainsplorch(edict_t *self) { gi.sound(self, CHAN_VOICE, sound_brainsplorch, 1, ATTN_NORM, 0); }

void makron_prerailgun(edict_t *self) { gi.sound(self, CHAN_WEAPON, sound_prerailgun, 1, ATTN_NORM, 0); }

mframe_t makron_frames_walk[] = {{ai_walk, 3, makron_step_left},
                                 {ai_walk, 12, NULL},
                                 {ai_walk, 8, NULL},
                                 {ai_walk, 8, NULL},
                                 {ai_walk, 8, makron_step_right},
                                 {ai_walk, 6, NULL},
                                 {ai_walk, 12, NULL},
                                 {ai_walk, 9, NULL},
                                 {ai_walk, 6, NULL},
                                 {ai_walk, 12, NULL}};
mmove_t makron_move_walk = {FRAME_walk204, FRAME_walk213, makron_frames_run, NULL};

void makron_walk(edict_t *self) { self->monsterinfo.currentmove = &makron_move_walk; }

void makron_run(edict_t *self) {
  if(self->monsterinfo.aiflags & AI_STAND_GROUND)
    self->monsterinfo.currentmove = &makron_move_stand;
  else
    self->monsterinfo.currentmove = &makron_move_run;
}

mframe_t makron_frames_pain6[] = {
    {ai_move, 0, NULL}, {ai_move, 0, NULL},         {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL},         {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, // 10
    {ai_move, 0, NULL}, {ai_move, 0, NULL},         {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, makron_popup}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
    {ai_move, 0, NULL}, {ai_move, 0, NULL}, // 20
    {ai_move, 0, NULL}, {ai_move, 0, NULL},         {ai_move, 0, NULL}, {ai_move, 0, makron_taunt},
    {ai_move, 0, NULL}, {ai_move, 0, NULL},         {ai_move, 0, NULL}};
mmove_t makron_move_pain6 = {FRAME_pain601, FRAME_pain627, makron_frames_pain6, makron_run};

mframe_t makron_frames_pain5[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t makron_move_pain5 = {FRAME_pain501, FRAME_pain504, makron_frames_pain5, makron_run};

mframe_t makron_frames_pain4[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}};
mmove_t makron_move_pain4 = {FRAME_pain401, FRAME_pain404, makron_frames_pain4, makron_run};

mframe_t makron_frames_death2[] = {
    {ai_move, -15, NULL},
    {ai_move, 3, NULL},
    {ai_move, -12, NULL},
    {ai_move, 0, makron_step_left},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL}, // 10
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 11, NULL},
    {ai_move, 12, NULL},
    {ai_move, 11, makron_step_right},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL}, // 20
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL}, // 30
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 5, NULL},
    {ai_move, 7, NULL},
    {ai_move, 6, makron_step_left},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, -1, NULL},
    {ai_move, 2, NULL}, // 40
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL}, // 50
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, -6, NULL},
    {ai_move, -4, NULL},
    {ai_move, -6, makron_step_right},
    {ai_move, -4, NULL},
    {ai_move, -4, makron_step_left},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL}, // 60
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, -2, NULL},
    {ai_move, -5, NULL},
    {ai_move, -3, makron_step_right},
    {ai_move, -8, NULL},
    {ai_move, -3, makron_step_left},
    {ai_move, -7, NULL},
    {ai_move, -4, NULL},
    {ai_move, -4, makron_step_right}, // 70
    {ai_move, -6, NULL},
    {ai_move, -7, NULL},
    {ai_move, 0, makron_step_left},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL}, // 80
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, -2, NULL},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL},
    {ai_move, 2, NULL},
    {ai_move, 0, NULL}, // 90
    {ai_move, 27, makron_hit},
    {ai_move, 26, NULL},
    {ai_move, 0, makron_brainsplorch},
    {ai_move, 0, NULL},
    {ai_move, 0, NULL} // 95
};
mmove_t makron_move_death2 = {FRAME_death201, FRAME_death295, makron_frames_death2, makron_dead};

mframe_t makron_frames_death3[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                   {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                   {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                   {ai_move, 0, NULL}, {ai_move, 0, NULL}, {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 makron_move_death3 = {FRAME_death301, FRAME_death320, makron_frames_death3, NULL};

mframe_t makron_frames_sight[] = {{ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL},
                                  {ai_move, 0, NULL}, {ai_move, 0, NULL}, {ai_move, 0, NULL}, {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 makron_move_sight = {FRAME_active01, FRAME_active13, makron_frames_sight, makron_run};

void makronBFG(edict_t *self) {
  vec3_t forward, right;
  vec3_t start;
  vec3_t dir;
  vec3_t vec;

  AngleVectors(self->s.angles, forward, right, NULL);
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_MAKRON_BFG], forward, right, start);

  VectorCopy(self->enemy->s.origin, vec);
  vec[2] += self->enemy->viewheight;
  VectorSubtract(vec, start, dir);
  VectorNormalize(dir);
  gi.sound(self, CHAN_VOICE, sound_attack_bfg, 1, ATTN_NORM, 0);
  monster_fire_bfg(self, start, dir, 50, 300, 100, 300, MZ2_MAKRON_BFG);
}

mframe_t makron_frames_attack3[] = {{ai_charge, 0, NULL}, {ai_charge, 0, NULL},
                                    {ai_charge, 0, NULL}, {ai_charge, 0, makronBFG}, // FIXME: BFG Attack here
                                    {ai_move, 0, NULL},   {ai_move, 0, NULL},
                                    {ai_move, 0, NULL},   {ai_move, 0, NULL}};
mmove_t makron_move_attack3 = {FRAME_attak301, FRAME_attak308, makron_frames_attack3, makron_run};

mframe_t makron_frames_attack4[] = {{ai_charge, 0, NULL},
                                    {ai_charge, 0, NULL},
                                    {ai_charge, 0, NULL},
                                    {ai_charge, 0, NULL},
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, MakronHyperblaster}, // fire
                                    {ai_move, 0, NULL},
                                    {ai_move, 0, NULL},
                                    {ai_move, 0, NULL},
                                    {ai_move, 0, NULL},
                                    {ai_move, 0, NULL}};
mmove_t makron_move_attack4 = {FRAME_attak401, FRAME_attak426, makron_frames_attack4, makron_run};

mframe_t makron_frames_attack5[] = {{ai_charge, 0, makron_prerailgun},
                                    {ai_charge, 0, NULL},
                                    {ai_charge, 0, NULL},
                                    {ai_charge, 0, NULL},
                                    {ai_charge, 0, NULL},
                                    {ai_charge, 0, NULL},
                                    {ai_charge, 0, NULL},
                                    {ai_charge, 0, MakronSaveloc},
                                    {ai_move, 0, MakronRailgun}, // Fire railgun
                                    {ai_move, 0, NULL},
                                    {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 makron_move_attack5 = {FRAME_attak501, FRAME_attak516, makron_frames_attack5, makron_run};

void MakronSaveloc(edict_t *self) {
  VectorCopy(self->enemy->s.origin, self->pos1); // save for aiming the shot
  self->pos1[2] += self->enemy->viewheight;
};

// FIXME: He's not firing from the proper Z
void MakronRailgun(edict_t *self) {
  vec3_t start;
  vec3_t dir;
  vec3_t forward, right;

  AngleVectors(self->s.angles, forward, right, NULL);
  G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_MAKRON_RAILGUN_1], forward, right, start);

  // calc direction to where we targted
  VectorSubtract(self->pos1, start, dir);
  VectorNormalize(dir);

  monster_fire_railgun(self, start, dir, 50, 100, MZ2_MAKRON_RAILGUN_1);
}

// FIXME: This is all wrong. He's not firing at the proper angles.
void MakronHyperblaster(edict_t *self) {
  vec3_t dir;
  vec3_t vec;
  vec3_t start;
  vec3_t forward, right;
  int flash_number;

  flash_number = MZ2_MAKRON_BLASTER_1 + (self->s.frame - FRAME_attak405);

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

  if(self->enemy) {
    VectorCopy(self->enemy->s.origin, vec);
    vec[2] += self->enemy->viewheight;
    VectorSubtract(vec, start, vec);
    vectoangles(vec, vec);
    dir[0] = vec[0];
  } else {
    dir[0] = 0;
  }
  if(self->s.frame <= FRAME_attak413)
    dir[1] = self->s.angles[1] - 10 * (self->s.frame - FRAME_attak413);
  else
    dir[1] = self->s.angles[1] + 10 * (self->s.frame - FRAME_attak421);
  dir[2] = 0;

  AngleVectors(dir, forward, NULL, NULL);

  monster_fire_blaster(self, start, forward, 15, 1000, MZ2_MAKRON_BLASTER_1, EF_BLASTER);
}

void makron_pain(edict_t *self, edict_t *other, float kick, int damage) {

  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)
    return;

  // Lessen the chance of him going into his pain frames
  if(damage <= 25)
    if(random() < 0.2)
      return;

  self->pain_debounce_time = level.time + 3;
  if(skill->value == 3)
    return; // no pain anims in nightmare

  if(damage <= 40) {
    gi.sound(self, CHAN_VOICE, sound_pain4, 1, ATTN_NONE, 0);
    self->monsterinfo.currentmove = &makron_move_pain4;
  } else if(damage <= 110) {
    gi.sound(self, CHAN_VOICE, sound_pain5, 1, ATTN_NONE, 0);
    self->monsterinfo.currentmove = &makron_move_pain5;
  } else {
    if(damage <= 150) {
      if(random() <= 0.45) {
        gi.sound(self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE, 0);
        self->monsterinfo.currentmove = &makron_move_pain6;
      } else if(random() <= 0.35) {
        gi.sound(self, CHAN_VOICE, sound_pain6, 1, ATTN_NONE, 0);
        self->monsterinfo.currentmove = &makron_move_pain6;
      }
    }
  }
};

void makron_sight(edict_t *self, edict_t *other) { self->monsterinfo.currentmove = &makron_move_sight; };

void makron_attack(edict_t *self) {
  float r;

  r = random();

  if(r <= 0.3)
    self->monsterinfo.currentmove = &makron_move_attack3;
  else if(r <= 0.6)
    self->monsterinfo.currentmove = &makron_move_attack4;
  else
    self->monsterinfo.currentmove = &makron_move_attack5;
}

/*
---
Makron Torso. This needs to be spawned in
---
*/

void makron_torso_think(edict_t *self) {
  if(++self->s.frame < 365)
    self->nextthink = level.time + FRAMETIME;
  else {
    self->s.frame = 346;
    self->nextthink = level.time + FRAMETIME;
  }
}

void makron_torso(edict_t *ent) {
  ent->movetype = MOVETYPE_NONE;
  ent->solid = SOLID_NOT;
  VectorSet(ent->mins, -8, -8, 0);
  VectorSet(ent->maxs, 8, 8, 8);
  ent->s.frame = 346;
  ent->s.modelindex = gi.modelindex("models/monsters/boss3/rider/tris.md2");
  ent->think = makron_torso_think;
  ent->nextthink = level.time + 2 * FRAMETIME;
  ent->s.sound = gi.soundindex("makron/spine.wav");
  gi.linkentity(ent);
}

//
// death
//

void makron_dead(edict_t *self) {
  VectorSet(self->mins, -60, -60, 0);
  VectorSet(self->maxs, 60, 60, 72);
  self->movetype = MOVETYPE_TOSS;
  self->svflags |= SVF_DEADMONSTER;
  self->nextthink = 0;
  gi.linkentity(self);
}

void makron_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) {
  edict_t *tempent;

  int n;

  self->s.sound = 0;
  // 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 < 1 /*4*/; n++)
      ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
    for(n = 0; n < 4; n++)
      ThrowGib(self, "models/objects/gibs/sm_metal/tris.md2", damage, GIB_METALLIC);
    ThrowHead(self, "models/objects/gibs/gear/tris.md2", damage, GIB_METALLIC);
    self->deadflag = DEAD_DEAD;
    return;
  }

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

  // regular death
  gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
  self->deadflag = DEAD_DEAD;
  self->takedamage = DAMAGE_YES;

  tempent = G_Spawn(self->s.cmodel_index);
  VectorCopy(self->s.origin, tempent->s.origin);
  VectorCopy(self->s.angles, tempent->s.angles);
  tempent->s.origin[1] -= 84;
  makron_torso(tempent);

  self->monsterinfo.currentmove = &makron_move_death2;
}

bool Makron_CheckAttack(edict_t *self) {
  vec3_t spot1, spot2;
  vec3_t temp;
  float chance;
  trace_t tr;
  int enemy_range;
  float enemy_yaw;

  if(ent_read_health(self->enemy)->value > 0) {
    // see if any entities are in the way of the shot
    VectorCopy(self->s.origin, spot1);
    spot1[2] += self->viewheight;
    VectorCopy(self->enemy->s.origin, spot2);
    spot2[2] += self->enemy->viewheight;

    tr = gi.trace(self->s.cmodel_index, spot1, NULL, NULL, spot2, self,
                  CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_SLIME | CONTENTS_LAVA);

    // do we have a clear shot?
    if(tr.ent != self->enemy)
      return false;
  }

  //infront(self, self->enemy);
  enemy_range = range(self, self->enemy);
  VectorSubtract(self->enemy->s.origin, self->s.origin, temp);
  enemy_yaw = vectoyaw(temp);

  self->ideal_yaw = enemy_yaw;

  // melee attack
  if(enemy_range == RANGE_MELEE) {
    if(self->monsterinfo.melee)
      self->monsterinfo.attack_state = AS_MELEE;
    else
      self->monsterinfo.attack_state = AS_MISSILE;
    return true;
  }

  // missile attack
  if(!self->monsterinfo.attack)
    return false;

  if(level.time < self->monsterinfo.attack_finished)
    return false;

  if(enemy_range == RANGE_FAR)
    return false;

  if(self->monsterinfo.aiflags & AI_STAND_GROUND) {
    chance = 0.4;
  } else if(enemy_range == RANGE_MELEE) {
    chance = 0.8;
  } else if(enemy_range == RANGE_NEAR) {
    chance = 0.4;
  } else if(enemy_range == RANGE_MID) {
    chance = 0.2;
  } else {
    return false;
  }

  if(random() < chance) {
    self->monsterinfo.attack_state = AS_MISSILE;
    self->monsterinfo.attack_finished = level.time + 2 * random();
    return true;
  }

  if(self->flags & FL_FLY) {
    if(random() < 0.3)
      self->monsterinfo.attack_state = AS_SLIDING;
    else
      self->monsterinfo.attack_state = AS_STRAIGHT;
  }

  return false;
}

//
// monster_makron
//

void MakronPrecache(void) {
  sound_pain4 = gi.soundindex("makron/pain3.wav");
  sound_pain5 = gi.soundindex("makron/pain2.wav");
  sound_pain6 = gi.soundindex("makron/pain1.wav");
  sound_death = gi.soundindex("makron/death.wav");
  sound_step_left = gi.soundindex("makron/step1.wav");
  sound_step_right = gi.soundindex("makron/step2.wav");
  sound_attack_bfg = gi.soundindex("makron/bfg_fire.wav");
  sound_brainsplorch = gi.soundindex("makron/brain1.wav");
  sound_prerailgun = gi.soundindex("makron/rail_up.wav");
  sound_popup = gi.soundindex("makron/popup.wav");
  sound_taunt1 = gi.soundindex("makron/voice4.wav");
  sound_taunt2 = gi.soundindex("makron/voice3.wav");
  sound_taunt3 = gi.soundindex("makron/voice.wav");
  sound_hit = gi.soundindex("makron/bhit.wav");

  gi.modelindex("models/monsters/boss3/rider/tris.md2");
}

/*QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight
 */
void SP_monster_makron(edict_t *self) {
  if(deathmatch->value) {
    G_FreeEdict(self);
    return;
  }

  MakronPrecache();

  self->movetype = MOVETYPE_STEP;
  self->solid = SOLID_BBOX;
  self->s.modelindex = gi.modelindex("models/monsters/boss3/rider/tris.md2");
  VectorSet(self->mins, -30, -30, 0);
  VectorSet(self->maxs, 30, 30, 90);

  dv_set(ent_write_health(self), 3000);
  self->gib_health = -2000;
  self->mass = 500;

  self->pain = makron_pain;
  self->die = makron_die;
  self->monsterinfo.stand = makron_stand;
  self->monsterinfo.walk = makron_walk;
  self->monsterinfo.run = makron_run;
  self->monsterinfo.dodge = NULL;
  self->monsterinfo.attack = makron_attack;
  self->monsterinfo.melee = NULL;
  self->monsterinfo.sight = makron_sight;
  self->monsterinfo.checkattack = Makron_CheckAttack;

  gi.linkentity(self);

  //	self->monsterinfo.currentmove = &makron_move_stand;
  self->monsterinfo.currentmove = &makron_move_sight;
  self->monsterinfo.scale = MODEL_SCALE;

  walkmonster_start(self);
}

/*
=================
MakronSpawn

=================
*/
void MakronSpawn(edict_t *self) {
  vec3_t vec;
  edict_t *player;

  SP_monster_makron(self);

  // jump at player
  player = level.sight_client;
  if(!player)
    return;

  VectorSubtract(player->s.origin, self->s.origin, vec);
  self->s.angles[YAW] = vectoyaw(vec);
  VectorNormalize(vec);
  VectorMA(vec3_origin, 400, vec, self->velocity);
  self->velocity[2] = 200;
  self->groundentity = NULL;
}

/*
=================
MakronToss

Jorg is just about dead, so set up to launch Makron out
=================
*/
void MakronToss(edict_t *self) {
  edict_t *ent;

  ent = G_Spawn(self->s.cmodel_index);
  ent->nextthink = level.time + 0.8;
  ent->think = MakronSpawn;
  ent->target = self->target;
  VectorCopy(self->s.origin, ent->s.origin);
}