/*
Copyright (C) 1997-2001 Id Software, Inc.
Copyright (C) 2000-2002 Mr. Hyde and Mad Dog

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(!(self->spawnflags & SF_MONSTER_AMBUSH))
	{
		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 (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;
}


//
// 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 % 6) < 2)
		flash_index = blaster_flash[flash_number];
	else if ((self->s.skinnum % 6) < 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;

		// Lazarus fog reduction of accuracy
		if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
		{
			end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
			end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
			end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		}
		
		VectorSubtract (end, start, aim);
		// Lazarus: Accuracy is skill level dependent
		if(skill->value < 3)
		{
			vectoangles (aim, dir);
			AngleVectors (dir, forward, right, up);

			r = crandom()*(1000 - 333*skill->value);
			u = crandom()*(500 - 167*skill->value);
			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 % 6) <= 1)
	{
		// Lazarus: make bolt speed skill level dependent
		monster_fire_blaster (self, start, aim, 5, 600 + 100*skill->value, flash_index, EF_BLASTER, BLASTER_ORANGE);
	}
	else if ((self->s.skinnum % 6) <= 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 % 6) > 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->s.skinnum % 6) < 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)
{
	soldier_fire (self, 1);
}

void soldier_attack2_refire1 (edict_t *self)
{
	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->s.skinnum % 6) < 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->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 (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->s.skinnum % 6) < 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);
	M_FlyCheck (self);

	// Lazarus monster fade
	if(world->effects & FX_WORLDSPAWN_CORPSEFADE)
	{
		self->think=FadeDieSink;
		self->nextthink=level.time+corpse_fadetime->value;
	}
}

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;

	self->s.skinnum |= 1;
	self->monsterinfo.power_armor_type = POWER_ARMOR_NONE;
// check for gib
	if (self->health <= self->gib_health && !(self->spawnflags & SF_MONSTER_NOGIB) )
	{
		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 % 6) == 1)
		gi.sound (self, CHAN_VOICE, sound_death_light, 1, ATTN_NORM, 0);
	else if ((self->s.skinnum % 6) == 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;
}


mframe_t soldier_frames_jump [] =
{
	ai_move, 0, NULL,
	ai_move, 0, NULL,
	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_jump = { FRAME_run01, FRAME_run08, soldier_frames_jump, soldier_run };

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

//
// SPAWN
//

void SP_monster_soldier_x (edict_t *self)
{
	// Lazarus: special purpose skins
	if ( self->style )
		PatchMonsterModel("models/monsters/soldier/tris.md2");

	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");

	if(!self->mass)
		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;
	if(monsterjump->value)
	{
		self->monsterinfo.jump = soldier_jump;
		self->monsterinfo.jumpup = 48;
		self->monsterinfo.jumpdn = 160;
	}

	// DWH
	if(self->powerarmor)
	{
		self->monsterinfo.power_armor_type = POWER_ARMOR_SHIELD;
		self->monsterinfo.power_armor_power = self->powerarmor;
	}
	// end DWH

	gi.linkentity (self);

	if(!self->monsterinfo.flies)
		self->monsterinfo.flies = 0.40;

	if(self->health < 0)
	{
		mmove_t	*deathmoves[] = {&soldier_move_death1,
			                     &soldier_move_death2,
								 &soldier_move_death3,
								 &soldier_move_death4,
								 &soldier_move_death5,
								 &soldier_move_death6,
								 NULL};
		M_SetDeath(self,(mmove_t **)&deathmoves);
	}
	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;
	}

	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->common_name = "Light Guard";

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 20;
	if(!self->gib_health)
		self->gib_health = -30;

	SP_monster_soldier_x (self);

	// Lazarus: custom skins
	self->s.skinnum = 0 + 6*self->style;
}

/*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;
	}

	sound_pain = gi.soundindex ("soldier/solpain1.wav");
	sound_death = gi.soundindex ("soldier/soldeth1.wav");
	gi.soundindex ("soldier/solatck1.wav");
	self->common_name = "Shotgun Guard";

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 30;
	if(!self->gib_health)
		self->gib_health = -30;

	SP_monster_soldier_x (self);

	// Lazarus: custom skins
	self->s.skinnum = 2 + 6*self->style;
}

/*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;
	}

	sound_pain_ss = gi.soundindex ("soldier/solpain3.wav");
	sound_death_ss = gi.soundindex ("soldier/soldeth3.wav");
	gi.soundindex ("soldier/solatck3.wav");
	self->common_name = "Machinegun Guard";

	// Lazarus: mapper-configurable health
	if(!self->health)
		self->health = 40;
	if(!self->gib_health)
		self->gib_health = -30;

	SP_monster_soldier_x (self);

	// Lazarus: custom skins
	self->s.skinnum = 4 + 6*self->style;
}

