/*
 * ==============================================================================
 *
 * Carrier.
 *
 * ==============================================================================
 */

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

#define CARRIER_ROCKET_TIME 2           /* number of seconds between rocket shots */
#define CARRIER_ROCKET_SPEED 750
#define NUM_FLYERS_SPAWNED 6            /* max # of flyers he can spawn */
#define RAIL_FIRE_TIME 3

void BossExplode(edict_t *self);
void Grenade_Explode(edict_t *ent);

void carrier_run(edict_t *self);
void carrier_stand(edict_t *self);
void carrier_dead(edict_t *self);
void carrier_attack(edict_t *self);
void carrier_attack_mg(edict_t *self);
void carrier_reattack_mg(edict_t *self);
void carrier_die(edict_t *self,
		edict_t *inflictor,
		edict_t *attacker,
		int damage,
		vec3_t point);
void carrier_attack_gren(edict_t *self);
void carrier_reattack_gren(edict_t *self);
void carrier_start_spawn(edict_t *self);
void carrier_spawn_check(edict_t *self);
void carrier_prep_spawn(edict_t *self);
void CarrierMachineGunHold(edict_t *self);
void CarrierRocket(edict_t *self);

qboolean infront(edict_t *self, edict_t *other);
qboolean inback(edict_t *self, edict_t *other);
qboolean below(edict_t *self, edict_t *other);
void drawbbox(edict_t *self);
void ED_CallSpawn(edict_t *ent);

static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_death;
static int sound_sight;
static int sound_rail;
static int sound_spawn;

float orig_yaw_speed;

vec3_t flyer_mins = {-16, -16, -24};
vec3_t flyer_maxs = {16, 16, 16};

extern mmove_t flyer_move_attack2, flyer_move_attack3, flyer_move_kamikaze;

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

	gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}

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

	/* no more than 4 players in coop, so.. */
	edict_t *targets[4];
	int num_targets = 0, target, player;
	edict_t *ent;
	trace_t tr;

	/* if we're not in coop, this is a noop */
	if (!coop || !coop->value)
	{
		return;
	}

	/* if we are, and we have recently fired, bail */
	if (self->wait > level.time)
	{
		return;
	}

	memset(targets, 0, 4 * sizeof(edict_t *));

	/* cycle through players */
	for (player = 1; player <= game.maxclients; player++)
	{
		ent = &g_edicts[player];

		if (!ent->inuse)
		{
			continue;
		}

		if (!ent->client)
		{
			continue;
		}

		if (inback(self, ent) || below(self, ent))
		{
			tr = gi.trace(self->s.origin, NULL, NULL, ent->s.origin,
					self, MASK_SOLID);

			if (tr.fraction == 1.0)
			{
				targets[num_targets++] = ent;
			}
		}
	}

	if (!num_targets)
	{
		return;
	}

	/* get a number from 0 to (num_targets-1) */
	target = random() * num_targets;

	/* just in case we got a 1.0 from random */
	if (target == num_targets)
	{
		target--;
	}

	/* make sure to prevent rapid fire rockets */
	self->wait = level.time + CARRIER_ROCKET_TIME;

	/* save off the real enemy */
	ent = self->enemy;
	/* set the new guy as temporary enemy */
	self->enemy = targets[target];
	CarrierRocket(self);
	/* put the real enemy back */
	self->enemy = ent;

	/* we're done */
	return;
}

void
CarrierGrenade(edict_t *self)
{
	vec3_t start;
	vec3_t forward, right, up;
	vec3_t aim;
	int flash_number;
	float direction; /* from lower left to upper right, or lower right to upper left */
	float spreadR, spreadU;
	int mytime;

	if (!self)
	{
		return;
	}

	CarrierCoopCheck(self);

	if (!self->enemy)
	{
		return;
	}

	if (random() < 0.5)
	{
		direction = -1.0;
	}
	else
	{
		direction = 1.0;
	}

	mytime = (int)((level.time - self->timestamp) / 0.4);

	if (mytime == 0)
	{
		spreadR = 0.15 * direction;
		spreadU = 0.1 - 0.1 * direction;
	}
	else if (mytime == 1)
	{
		spreadR = 0;
		spreadU = 0.1;
	}
	else if (mytime == 2)
	{
		spreadR = -0.15 * direction;
		spreadU = 0.1 - -0.1 * direction;
	}
	else if (mytime == 3)
	{
		spreadR = 0;
		spreadU = 0.1;
	}
	else
	{
		/* error, shoot straight */
		spreadR = 0;
		spreadU = 0;
	}

	AngleVectors(self->s.angles, forward, right, up);
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_GRENADE],
			forward, right, start);

	VectorSubtract(self->enemy->s.origin, start, aim);
	VectorNormalize(aim);

	VectorMA(aim, spreadR, right, aim);
	VectorMA(aim, spreadU, up, aim);

	if (aim[2] > 0.15)
	{
		aim[2] = 0.15;
	}
	else if (aim[2] < -0.5)
	{
		aim[2] = -0.5;
	}

	flash_number = MZ2_GUNNER_GRENADE_1;
	monster_fire_grenade(self, start, aim, 50, 600, flash_number);
}

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

	if (!self)
	{
		return;
	}

	AngleVectors(self->s.angles, forward, right, NULL);

	/* 1 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1],
			forward, right, start);
	PredictAim(self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.3, dir, NULL);
	monster_fire_rocket(self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_1);

	/* 2 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2],
			forward, right, start);
	PredictAim(self->enemy, start, CARRIER_ROCKET_SPEED, false, -0.15, dir, NULL);
	monster_fire_rocket(self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_2);

	/* 3 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3], forward,
			right, start);
	PredictAim(self->enemy, start, CARRIER_ROCKET_SPEED, false, 0, dir, NULL);
	monster_fire_rocket(self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_3);

	/* 4 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4], forward,
			right, start);
	PredictAim(self->enemy, start, CARRIER_ROCKET_SPEED, false, 0.15, dir, NULL);
	monster_fire_rocket(self, start, dir, 50, CARRIER_ROCKET_SPEED, MZ2_CARRIER_ROCKET_4);
}

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

	if (!self)
	{
		return;
	}

	if (self->enemy)
	{
		if (self->enemy->client && (random() < 0.5))
		{
			CarrierPredictiveRocket(self);
			return;
		}
	}
	else
	{
		return;
	}

	AngleVectors(self->s.angles, forward, right, NULL);

	/* 1 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_1],
			forward, right, start);
	VectorCopy(self->enemy->s.origin, vec);
	vec[2] -= 15;
	VectorSubtract(vec, start, dir);
	VectorNormalize(dir);
	VectorMA(dir, 0.4, right, dir);
	VectorNormalize(dir);
	monster_fire_rocket(self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_1);

	/* 2 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_2],
			forward, right, start);
	VectorCopy(self->enemy->s.origin, vec);
	VectorSubtract(vec, start, dir);
	VectorNormalize(dir);
	VectorMA(dir, 0.025, right, dir);
	VectorNormalize(dir);
	monster_fire_rocket(self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_2);

	/* 3 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_3],
			forward, right, start);
	VectorCopy(self->enemy->s.origin, vec);
	VectorSubtract(vec, start, dir);
	VectorNormalize(dir);
	VectorMA(dir, -0.025, right, dir);
	VectorNormalize(dir);
	monster_fire_rocket(self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_3);

	/* 4 */
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_ROCKET_4],
			forward, right, start);
	VectorCopy(self->enemy->s.origin, vec);
	vec[2] -= 15;
	VectorSubtract(vec, start, dir);
	VectorNormalize(dir);
	VectorMA(dir, -0.4, right, dir);
	VectorNormalize(dir);
	monster_fire_rocket(self, start, dir, 50, 500, MZ2_CARRIER_ROCKET_4);
}

void
carrier_firebullet_right(edict_t *self)
{
	vec3_t forward, right, target;
	vec3_t start;
	int flashnum;

	if (!self)
	{
		return;
	}

	/* if we're in manual steering mode, it means we're leaning down .. use the lower shot */
	if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
	{
		flashnum = MZ2_CARRIER_MACHINEGUN_R2;
	}
	else
	{
		flashnum = MZ2_CARRIER_MACHINEGUN_R1;
	}

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

	VectorMA(self->enemy->s.origin, 0.2, self->enemy->velocity, target);
	target[2] += self->enemy->viewheight;
	VectorSubtract(target, start, forward);
	VectorNormalize(forward);

	monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD * 3,
			DEFAULT_BULLET_VSPREAD, flashnum);
}

void
carrier_firebullet_left(edict_t *self)
{
	vec3_t forward, right, target;
	vec3_t start;
	int flashnum;

	if (!self)
	{
		return;
	}

	/* if we're in manual steering mode, it means we're leaning down .. use the lower shot */
	if (self->monsterinfo.aiflags & AI_MANUAL_STEERING)
	{
		flashnum = MZ2_CARRIER_MACHINEGUN_L2;
	}
	else
	{
		flashnum = MZ2_CARRIER_MACHINEGUN_L1;
	}

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

	VectorMA(self->enemy->s.origin, -0.2, self->enemy->velocity, target);

	target[2] += self->enemy->viewheight;
	VectorSubtract(target, start, forward);
	VectorNormalize(forward);

	monster_fire_bullet(self, start, forward, 6, 4, DEFAULT_BULLET_HSPREAD * 3,
			DEFAULT_BULLET_VSPREAD, flashnum);
}

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

	CarrierCoopCheck(self);

	if (self->enemy)
	{
		carrier_firebullet_left(self);
	}

	if (self->enemy)
	{
		carrier_firebullet_right(self);
	}
}

void
CarrierSpawn(edict_t *self)
{
	vec3_t f, r, offset, startpoint, spawnpoint;
	edict_t *ent;
	int mytime;

	if (!self)
	{
		return;
	}

	VectorSet(offset, 105, 0, -58);
	AngleVectors(self->s.angles, f, r, NULL);

	G_ProjectSource(self->s.origin, offset, f, r, startpoint);

	/* the +0.1 is because level.time is sometimes a little low */
	mytime = (int)((level.time + 0.1 - self->timestamp) / 0.5);

	if (FindSpawnPoint(startpoint, flyer_mins, flyer_maxs, spawnpoint, 32))
	{
		/* the second flier should be a kamikaze flyer */
		if (mytime != 2)
		{
			ent = CreateMonster(spawnpoint, self->s.angles, "monster_flyer");
		}
		else
		{
			ent = CreateMonster(spawnpoint, self->s.angles, "monster_kamikaze");
		}

		if (!ent)
		{
			return;
		}

		gi.sound(self, CHAN_BODY, sound_spawn, 1, ATTN_NONE, 0);

		self->monsterinfo.monster_slots--;

		ent->nextthink = level.time;
		ent->think(ent);

		ent->monsterinfo.aiflags |= AI_SPAWNED_CARRIER | AI_DO_NOT_COUNT |
									AI_IGNORE_SHOTS;
		ent->monsterinfo.commander = self;

		if ((self->enemy->inuse) && (self->enemy->health > 0))
		{
			ent->enemy = self->enemy;
			FoundTarget(ent);

			if (mytime == 1)
			{
				ent->monsterinfo.lefty = 0;
				ent->monsterinfo.attack_state = AS_SLIDING;
				ent->monsterinfo.currentmove = &flyer_move_attack3;
			}
			else if (mytime == 2)
			{
				ent->monsterinfo.lefty = 0;
				ent->monsterinfo.attack_state = AS_STRAIGHT;
				ent->monsterinfo.currentmove = &flyer_move_kamikaze;
				ent->mass = 100;
				ent->monsterinfo.aiflags |= AI_CHARGING;
			}
			else if (mytime == 3)
			{
				ent->monsterinfo.lefty = 1;
				ent->monsterinfo.attack_state = AS_SLIDING;
				ent->monsterinfo.currentmove = &flyer_move_attack3;
			}
		}
	}
}

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

	CarrierCoopCheck(self);
	self->monsterinfo.aiflags |= AI_MANUAL_STEERING;
	self->timestamp = level.time;
	self->yaw_speed = 10;
	CarrierMachineGun(self);
}

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

	CarrierCoopCheck(self);
	CarrierMachineGun(self);
	CarrierSpawn(self);

	if (level.time > (self->timestamp + 1.1))  /* 0.5 seconds per flyer.  this gets three */
	{
		self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
		self->yaw_speed = orig_yaw_speed;
		return;
	}
	else
	{
		self->monsterinfo.nextframe = FRAME_spawn08;
	}
}

void
carrier_ready_spawn(edict_t *self)
{
	float current_yaw;
	vec3_t offset, f, r, startpoint, spawnpoint;

	if (!self)
	{
		return;
	}

	CarrierCoopCheck(self);
	CarrierMachineGun(self);

	current_yaw = anglemod(self->s.angles[YAW]);

	if (fabs(current_yaw - self->ideal_yaw) > 0.1)
	{
		self->monsterinfo.aiflags |= AI_HOLD_FRAME;
		self->timestamp += FRAMETIME;
		return;
	}

	self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;

	VectorSet(offset, 105, 0, -58);
	AngleVectors(self->s.angles, f, r, NULL);
	G_ProjectSource(self->s.origin, offset, f, r, startpoint);

	if (FindSpawnPoint(startpoint, flyer_mins, flyer_maxs, spawnpoint, 32))
	{
		SpawnGrow_Spawn(spawnpoint, 0);
	}
}

void
carrier_start_spawn(edict_t *self)
{
	int mytime;
	float enemy_yaw;
	vec3_t temp;

	if (!self)
	{
		return;
	}

	CarrierCoopCheck(self);

	if (!orig_yaw_speed)
	{
		orig_yaw_speed = self->yaw_speed;
	}

	if (!self->enemy)
	{
		return;
	}

	mytime = (int)((level.time - self->timestamp) / 0.5);

	VectorSubtract(self->enemy->s.origin, self->s.origin, temp);
	enemy_yaw = vectoyaw2(temp);

	/* note that the offsets are based on a forward of 105 from the end angle */
	if (mytime == 0)
	{
		self->ideal_yaw = anglemod(enemy_yaw - 30);
	}
	else if (mytime == 1)
	{
		self->ideal_yaw = anglemod(enemy_yaw);
	}
	else if (mytime == 2)
	{
		self->ideal_yaw = anglemod(enemy_yaw + 30);
	}

	CarrierMachineGun(self);
}

mframe_t carrier_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},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL}
};

mmove_t carrier_move_stand = {
	FRAME_search01,
   	FRAME_search13,
   	carrier_frames_stand,
   	NULL
};

mframe_t carrier_frames_walk[] = {
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL},
	{ai_walk, 4, NULL}
};

mmove_t carrier_move_walk = {
	FRAME_search01,
   	FRAME_search13,
   	carrier_frames_walk,
   	NULL
};

mframe_t carrier_frames_run[] = {
	{ai_run, 6, CarrierCoopCheck},
	{ai_run, 6, CarrierCoopCheck},
	{ai_run, 6, CarrierCoopCheck},
	{ai_run, 6, CarrierCoopCheck},
	{ai_run, 6, CarrierCoopCheck},
	{ai_run, 6, CarrierCoopCheck},
	{ai_run, 6, CarrierCoopCheck},
	{ai_run, 6, CarrierCoopCheck},
	{ai_run, 6, CarrierCoopCheck},
	{ai_run, 6, CarrierCoopCheck},
	{ai_run, 6, CarrierCoopCheck},
	{ai_run, 6, CarrierCoopCheck},
	{ai_run, 6, CarrierCoopCheck}
};

mmove_t carrier_move_run = {
	FRAME_search01,
   	FRAME_search13,
   	carrier_frames_run,
   	NULL
};

mframe_t carrier_frames_attack_pre_mg[] = {
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, carrier_attack_mg}
};

mmove_t carrier_move_attack_pre_mg = {
	FRAME_firea01,
   	FRAME_firea08,
   	carrier_frames_attack_pre_mg,
   	NULL
};

/* Loop this */
mframe_t carrier_frames_attack_mg[] = {
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, carrier_reattack_mg}
};

mmove_t carrier_move_attack_mg = {
	FRAME_firea09,
   	FRAME_firea11,
   	carrier_frames_attack_mg,
   	NULL
};

mframe_t carrier_frames_attack_post_mg[] = {
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck}
};

mmove_t carrier_move_attack_post_mg = {
	FRAME_firea12,
   	FRAME_firea15,
   	carrier_frames_attack_post_mg,
   	carrier_run
};

mframe_t carrier_frames_attack_pre_gren[] = {
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, carrier_attack_gren}
};

mmove_t carrier_move_attack_pre_gren = {
	FRAME_fireb01,
   	FRAME_fireb06,
   	carrier_frames_attack_pre_gren,
   	NULL
};

mframe_t carrier_frames_attack_gren[] = {
	{ai_charge, -15, CarrierGrenade},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, carrier_reattack_gren}
};

mmove_t carrier_move_attack_gren = {
	FRAME_fireb07,
   	FRAME_fireb10,
   	carrier_frames_attack_gren,
   	NULL
};

mframe_t carrier_frames_attack_post_gren[] = {
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck},
	{ai_charge, 4, CarrierCoopCheck}
};

mmove_t carrier_move_attack_post_gren = {
	FRAME_fireb11,
   	FRAME_fireb16,
   	carrier_frames_attack_post_gren,
   	carrier_run
};

mframe_t carrier_frames_attack_rocket[] = {
	{ai_charge, 15, CarrierRocket}
};

mmove_t carrier_move_attack_rocket = {
	FRAME_fireb01,
   	FRAME_fireb01,
   	carrier_frames_attack_rocket,
   	carrier_run
};

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

	if (!self)
	{
		return;
	}

	CarrierCoopCheck(self);
	AngleVectors(self->s.angles, forward, right, NULL);
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_CARRIER_RAILGUN],
			forward, right, start);

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

	monster_fire_railgun(self, start, dir, 50, 100, MZ2_CARRIER_RAILGUN);
	self->monsterinfo.attack_finished = level.time + RAIL_FIRE_TIME;
}

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

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

mframe_t carrier_frames_attack_rail[] = {
	{ai_charge, 2, CarrierCoopCheck},
	{ai_charge, 2, CarrierSaveLoc},
	{ai_charge, 2, CarrierCoopCheck},
	{ai_charge, -20, CarrierRail},
	{ai_charge, 2, CarrierCoopCheck},
	{ai_charge, 2, CarrierCoopCheck},
	{ai_charge, 2, CarrierCoopCheck},
	{ai_charge, 2, CarrierCoopCheck},
	{ai_charge, 2, CarrierCoopCheck}
};

mmove_t carrier_move_attack_rail = {
	FRAME_search01,
   	FRAME_search09,
   	carrier_frames_attack_rail,
   	carrier_run
};

mframe_t carrier_frames_spawn[] = {
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, carrier_prep_spawn},        /* 7 - end of wind down */
	{ai_charge, -2, carrier_start_spawn},       /* 8 - start of spawn */
	{ai_charge, -2, carrier_ready_spawn},
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -10, carrier_spawn_check},      /* 12 - actual spawn */
	{ai_charge, -2, CarrierMachineGun},			/* 13 - begin of wind down */
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, CarrierMachineGun},
	{ai_charge, -2, carrier_reattack_mg}        /* 18 - end of wind down */
};

mmove_t carrier_move_spawn = {
	FRAME_spawn01,
   	FRAME_spawn18,
   	carrier_frames_spawn,
   	NULL
};

mframe_t carrier_frames_pain_heavy[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{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 carrier_move_pain_heavy = {
	FRAME_death01,
   	FRAME_death10,
   	carrier_frames_pain_heavy,
   	carrier_run
};

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

mmove_t carrier_move_pain_light = {
	FRAME_spawn01,
   	FRAME_spawn04,
   	carrier_frames_pain_light,
   	carrier_run
};

mframe_t carrier_frames_death[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, BossExplode}
};

mmove_t carrier_move_death = {
	FRAME_death01,
   	FRAME_death16,
   	carrier_frames_death,
   	carrier_dead
};

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

	self->monsterinfo.currentmove = &carrier_move_stand;
}

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

	self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;

	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		self->monsterinfo.currentmove = &carrier_move_stand;
	}
	else
	{
		self->monsterinfo.currentmove = &carrier_move_run;
	}
}

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

	self->monsterinfo.currentmove = &carrier_move_walk;
}

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

	CarrierMachineGun(self);
}

void
carrier_attack(edict_t *self)
{
	vec3_t vec;
	float range, luck;
	qboolean enemy_inback, enemy_infront, enemy_below;

	if (!self)
	{
		return;
	}

	self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;

	if ((!self->enemy) || (!self->enemy->inuse))
	{
		return;
	}

	enemy_inback = inback(self, self->enemy);
	enemy_infront = infront(self, self->enemy);
	enemy_below = below(self, self->enemy);

	if (self->bad_area)
	{
		if ((enemy_inback) || (enemy_below))
		{
			self->monsterinfo.currentmove = &carrier_move_attack_rocket;
		}
		else if ((random() < 0.1) ||
				 (level.time < self->monsterinfo.attack_finished))
		{
			self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
		}
		else
		{
			gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
			self->monsterinfo.currentmove = &carrier_move_attack_rail;
		}

		return;
	}

	if (self->monsterinfo.attack_state == AS_BLIND)
	{
		self->monsterinfo.currentmove = &carrier_move_spawn;
		return;
	}

	if (!enemy_inback && !enemy_infront && !enemy_below) /* to side and not under */
	{
		if ((random() < 0.1) ||
			(level.time < self->monsterinfo.attack_finished))
		{
			self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
		}
		else
		{
			gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
			self->monsterinfo.currentmove = &carrier_move_attack_rail;
		}

		return;
	}

	if (enemy_infront)
	{
		VectorSubtract(self->enemy->s.origin, self->s.origin, vec);
		range = VectorLength(vec);

		if (range <= 125)
		{
			if ((random() < 0.8) ||
				(level.time < self->monsterinfo.attack_finished))
			{
				self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
			}
			else
			{
				gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
				self->monsterinfo.currentmove = &carrier_move_attack_rail;
			}
		}
		else if (range < 600)
		{
			luck = random();

			if (self->monsterinfo.monster_slots > 2)
			{
				if (luck <= 0.20)
				{
					self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
				}
				else if (luck <= 0.40)
				{
					self->monsterinfo.currentmove =
						&carrier_move_attack_pre_gren;
				}
				else if ((luck <= 0.7) &&
						 !(level.time < self->monsterinfo.attack_finished))
				{
					gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
					self->monsterinfo.currentmove = &carrier_move_attack_rail;
				}
				else
				{
					self->monsterinfo.currentmove = &carrier_move_spawn;
				}
			}
			else
			{
				if (luck <= 0.30)
				{
					self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
				}
				else if (luck <= 0.65)
				{
					self->monsterinfo.currentmove =
						&carrier_move_attack_pre_gren;
				}
				else if (level.time >= self->monsterinfo.attack_finished)
				{
					gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
					self->monsterinfo.currentmove = &carrier_move_attack_rail;
				}
				else
				{
					self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
				}
			}
		}
		else /* won't use grenades at this range */
		{
			luck = random();

			if (self->monsterinfo.monster_slots > 2)
			{
				if (luck < 0.3)
				{
					self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
				}
				else if ((luck < 0.65) && !(level.time < self->monsterinfo.attack_finished))
				{
					gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
					VectorCopy(self->enemy->s.origin, self->pos1);  /* save for aiming the shot */
					self->pos1[2] += self->enemy->viewheight;
					self->monsterinfo.currentmove = &carrier_move_attack_rail;
				}
				else
				{
					self->monsterinfo.currentmove = &carrier_move_spawn;
				}
			}
			else
			{
				if ((luck < 0.45) ||
					(level.time < self->monsterinfo.attack_finished))
				{
					self->monsterinfo.currentmove = &carrier_move_attack_pre_mg;
				}
				else
				{
					gi.sound(self, CHAN_WEAPON, sound_rail, 1, ATTN_NORM, 0);
					self->monsterinfo.currentmove = &carrier_move_attack_rail;
				}
			}
		}
	}
	else if ((enemy_below) || (enemy_inback))
	{
		self->monsterinfo.currentmove = &carrier_move_attack_rocket;
	}
}

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

	CarrierCoopCheck(self);
	self->monsterinfo.currentmove = &carrier_move_attack_mg;
}

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

	CarrierCoopCheck(self);

	if (infront(self, self->enemy))
	{
		if (random() <= 0.5)
		{
			if ((random() < 0.7) || (self->monsterinfo.monster_slots <= 2))
			{
				self->monsterinfo.currentmove = &carrier_move_attack_mg;
			}
			else
			{
				self->monsterinfo.currentmove = &carrier_move_spawn;
			}
		}
		else
		{
			self->monsterinfo.currentmove = &carrier_move_attack_post_mg;
		}
	}
	else
	{
		self->monsterinfo.currentmove = &carrier_move_attack_post_mg;
	}
}

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

	CarrierCoopCheck(self);
	self->timestamp = level.time;
	self->monsterinfo.currentmove = &carrier_move_attack_gren;
}

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

	CarrierCoopCheck(self);

	if (infront(self, self->enemy))
	{
		if (self->timestamp + 1.3 > level.time)  /* four grenades */
		{
			self->monsterinfo.currentmove = &carrier_move_attack_gren;
			return;
		}
	}

	self->monsterinfo.currentmove = &carrier_move_attack_post_gren;
}

void
carrier_pain(edict_t *self, edict_t *other /* unused */, float kick /* unused */, int damage)
{
	qboolean changed = false;

	if (!self)
	{
		return;
	}

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

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

	if (level.time < self->pain_debounce_time)
	{
		return;
	}

	self->pain_debounce_time = level.time + 5;

	if (damage < 10)
	{
		gi.sound(self, CHAN_VOICE, sound_pain3, 1, ATTN_NONE, 0);
	}
	else if (damage < 30)
	{
		gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NONE, 0);

		if (random() < 0.5)
		{
			changed = true;
			self->monsterinfo.currentmove = &carrier_move_pain_light;
		}
	}
	else
	{
		gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NONE, 0);
		self->monsterinfo.currentmove = &carrier_move_pain_heavy;
		changed = true;
	}

	if (changed)
	{
		self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
		self->monsterinfo.aiflags &= ~AI_MANUAL_STEERING;
		self->yaw_speed = orig_yaw_speed;
	}
}

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

	VectorSet(self->mins, -56, -56, 0);
	VectorSet(self->maxs, 56, 56, 80);
	self->movetype = MOVETYPE_TOSS;
	self->svflags |= SVF_DEADMONSTER;
	self->nextthink = 0;
	gi.linkentity(self);
}

void
carrier_die(edict_t *self, edict_t *inflictor /* unused */, edict_t *attacker /* unused */,
		int damage /* unused */, vec3_t point /* unused */)
{
	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_VOICE, sound_death, 1, ATTN_NONE, 0);
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_NO;
	self->count = 0;
	self->monsterinfo.currentmove = &carrier_move_death;
}

qboolean
Carrier_CheckAttack(edict_t *self)
{
	vec3_t spot1, spot2;
	vec3_t temp;
	float chance = 0;
	trace_t tr;
	qboolean enemy_infront, enemy_inback, enemy_below;
	int enemy_range;
	float enemy_yaw;

	if (!self)
	{
		return false;
	}

	if (self->enemy->health > 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(spot1, NULL, NULL, spot2, self,
				CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_SLIME |
				CONTENTS_LAVA);

		/* do we have a clear shot? */
		if (tr.ent != self->enemy)
		{
			/* go ahead and spawn stuff if we're mad a a client */
			if (self->enemy->client && (self->monsterinfo.monster_slots > 2))
			{
				self->monsterinfo.attack_state = AS_BLIND;
				return true;
			}

			/* we want them to go ahead and shoot at info_notnulls if they can. */
			if ((self->enemy->solid != SOLID_NOT) || (tr.fraction < 1.0))
			{
				return false;
			}
		}
	}

	enemy_infront = infront(self, self->enemy);
	enemy_inback = inback(self, self->enemy);
	enemy_below = below(self, self->enemy);

	enemy_range = range(self, self->enemy);
	VectorSubtract(self->enemy->s.origin, self->s.origin, temp);
	enemy_yaw = vectoyaw2(temp);

	self->ideal_yaw = enemy_yaw;

	/* shoot out the back if appropriate */
	if ((enemy_inback) || (!enemy_infront && enemy_below))
	{
		/* this is using wait because the attack is supposed to be independent */
		if (level.time >= self->wait)
		{
			self->wait = level.time + CARRIER_ROCKET_TIME;
			self->monsterinfo.attack(self);

			if (random() < 0.6)
			{
				self->monsterinfo.attack_state = AS_SLIDING;
			}
			else
			{
				self->monsterinfo.attack_state = AS_STRAIGHT;
			}

			return true;
		}
	}

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

	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
	{
		chance = 0.4;
	}
	else if (enemy_range == RANGE_NEAR)
	{
		chance = 0.8;
	}
	else if (enemy_range == RANGE_MID)
	{
		chance = 0.8;
	}
	else if (enemy_range == RANGE_FAR)
	{
		chance = 0.5;
	}

	/* go ahead and shoot every time if it's a info_notnull */
	if ((random() < chance) || (self->enemy->solid == SOLID_NOT))
	{
		self->monsterinfo.attack_state = AS_MISSILE;
		return true;
	}

	if (self->flags & FL_FLY)
	{
		if (random() < 0.6)
		{
			self->monsterinfo.attack_state = AS_SLIDING;
		}
		else
		{
			self->monsterinfo.attack_state = AS_STRAIGHT;
		}
	}

	return false;
}

void
CarrierPrecache()
{
	gi.soundindex("flyer/flysght1.wav");
	gi.soundindex("flyer/flysrch1.wav");
	gi.soundindex("flyer/flypain1.wav");
	gi.soundindex("flyer/flypain2.wav");
	gi.soundindex("flyer/flyatck2.wav");
	gi.soundindex("flyer/flyatck1.wav");
	gi.soundindex("flyer/flydeth1.wav");
	gi.soundindex("flyer/flyatck3.wav");
	gi.soundindex("flyer/flyidle1.wav");
	gi.soundindex("weapons/rockfly.wav");
	gi.soundindex("infantry/infatck1.wav");
	gi.soundindex("gunner/gunatck3.wav");
	gi.soundindex("weapons/grenlb1b.wav");
	gi.soundindex("tank/rocket.wav");

	gi.modelindex("models/monsters/flyer/tris.md2");
	gi.modelindex("models/objects/rocket/tris.md2");
	gi.modelindex("models/objects/debris2/tris.md2");
	gi.modelindex("models/objects/grenade/tris.md2");
	gi.modelindex("models/items/spawngro/tris.md2");
	gi.modelindex("models/items/spawngro2/tris.md2");
	gi.modelindex("models/objects/gibs/sm_metal/tris.md2");
	gi.modelindex("models/objects/gibs/gear/tris.md2");
}

/*
 * QUAKED monster_carrier (1 .5 0) (-56 -56 -44) (56 56 44) Ambush Trigger_Spawn Sight
 */
void
SP_monster_carrier(edict_t *self)
{
	if (!self)
	{
		return;
	}

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

	sound_pain1 = gi.soundindex("carrier/pain_md.wav");
	sound_pain2 = gi.soundindex("carrier/pain_lg.wav");
	sound_pain3 = gi.soundindex("carrier/pain_sm.wav");
	sound_death = gi.soundindex("carrier/death.wav");
	sound_rail = gi.soundindex("gladiator/railgun.wav");
	sound_sight = gi.soundindex("carrier/sight.wav");
	sound_spawn = gi.soundindex("medic_commander/monsterspawn1.wav");

	self->s.sound = gi.soundindex("bosshovr/bhvengn1.wav");

	self->movetype = MOVETYPE_STEP;
	self->solid = SOLID_BBOX;
	self->s.modelindex = gi.modelindex("models/monsters/carrier/tris.md2");
	VectorSet(self->mins, -56, -56, -44);
	VectorSet(self->maxs, 56, 56, 44);

	/* 2000 - 4000 health */
	self->health = max(2000, 2000 + 1000 * ((skill->value) - 1));

	/* add health in coop (500 * skill) */
	if (coop->value)
	{
		self->health += 500 * (skill->value);
	}

	self->gib_health = -200;
	self->mass = 1000;

	self->yaw_speed = 15;
	orig_yaw_speed = self->yaw_speed;

	self->flags |= FL_IMMUNE_LASER;
	self->monsterinfo.aiflags |= AI_IGNORE_SHOTS;

	self->pain = carrier_pain;
	self->die = carrier_die;

	self->monsterinfo.melee = NULL;
	self->monsterinfo.stand = carrier_stand;
	self->monsterinfo.walk = carrier_walk;
	self->monsterinfo.run = carrier_run;
	self->monsterinfo.attack = carrier_attack;
	self->monsterinfo.sight = carrier_sight;
	self->monsterinfo.checkattack = Carrier_CheckAttack;
	gi.linkentity(self);

	self->monsterinfo.currentmove = &carrier_move_stand;
	self->monsterinfo.scale = MODEL_SCALE;

	CarrierPrecache();

	flymonster_start(self);

	self->monsterinfo.attack_finished = 0;

	switch ((int)skill->value)
	{
		case 0:
			self->monsterinfo.monster_slots = 3;
			break;
		case 1:
		case 2:
			self->monsterinfo.monster_slots = 6;
			break;
		case 3:
			self->monsterinfo.monster_slots = 9;
			break;
		default:
			self->monsterinfo.monster_slots = 6;
			break;
	}
}
