/*
 * 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.
 *
 * =======================================================================
 *
 * Medic.
 *
 * =======================================================================
 */

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

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

static int sound_idle1;
static int sound_pain1;
static int sound_pain2;
static int sound_die;
static int sound_sight;
static int sound_search;
static int sound_hook_launch;
static int sound_hook_hit;
static int sound_hook_heal;
static int sound_hook_retract;

static int  sound_step;
static int  sound_step2;

void
medic_footstep(edict_t *self)
{
	if (!g_monsterfootsteps->value)
		return;

	// Lazy loading for savegame compatibility.
	if (sound_step == 0 || sound_step2 == 0)
	{
		sound_step = gi.soundindex("medic/step1.wav");
		sound_step2 = gi.soundindex("medic/step2.wav");
	}

	if (randk() % 2 == 0)
	{
		gi.sound(self, CHAN_BODY, sound_step, 1, ATTN_NORM, 0);
	}
	else
	{
		gi.sound(self, CHAN_BODY, sound_step2, 1, ATTN_NORM, 0);
	}
}


edict_t *
medic_FindDeadMonster(edict_t *self)
{
	edict_t *ent = NULL;
	edict_t *best = NULL;

	if (!self)
	{
		return NULL;
	}

	while ((ent = findradius(ent, self->s.origin, 1024)) != NULL)
	{
		if (ent == self)
		{
			continue;
		}

		if (!(ent->svflags & SVF_MONSTER))
		{
			continue;
		}

		if (ent->monsterinfo.aiflags & AI_GOOD_GUY)
		{
			continue;
		}

		if (ent->owner)
		{
			continue;
		}

		if (ent->health > 0)
		{
			continue;
		}

		if (ent->nextthink)
		{
			continue;
		}

		if (!visible(self, ent))
		{
			continue;
		}

		if (!best)
		{
			best = ent;
			continue;
		}

		if (ent->max_health <= best->max_health)
		{
			continue;
		}

		best = ent;
	}

	return best;
}

void
medic_idle(edict_t *self)
{
	edict_t *ent;

	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_VOICE, sound_idle1, 1, ATTN_IDLE, 0);

	ent = medic_FindDeadMonster(self);

	if (ent)
	{
		self->enemy = ent;
		self->enemy->owner = self;
		self->monsterinfo.aiflags |= AI_MEDIC;
		FoundTarget(self);
	}
}

void
medic_search(edict_t *self)
{
	edict_t *ent;

	if (!self)
	{
		return;
	}

	gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_IDLE, 0);

	if (!self->oldenemy)
	{
		ent = medic_FindDeadMonster(self);

		if (ent)
		{
			self->oldenemy = self->enemy;
			self->enemy = ent;
			self->enemy->owner = self;
			self->monsterinfo.aiflags |= AI_MEDIC;
			FoundTarget(self);
		}
	}
}

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

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

static mframe_t medic_frames_stand[] = {
	{ai_stand, 0, medic_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},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{ai_stand, 0, NULL},
	{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 medic_move_stand =
{
	FRAME_wait1,
   	FRAME_wait90,
   	medic_frames_stand,
   	NULL
};

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

	self->monsterinfo.currentmove = &medic_move_stand;
}

static mframe_t medic_frames_walk[] = {
	{ai_walk, 6.2, NULL},
	{ai_walk, 18.1, medic_footstep},
	{ai_walk, 1, NULL},
	{ai_walk, 9, NULL},
	{ai_walk, 10, NULL},
	{ai_walk, 9, NULL},
	{ai_walk, 11, NULL},
	{ai_walk, 11.6, medic_footstep},
	{ai_walk, 2, NULL},
	{ai_walk, 9.9, NULL},
	{ai_walk, 14, NULL},
	{ai_walk, 9.3, NULL}
};

mmove_t medic_move_walk =
{
	FRAME_walk1,
   	FRAME_walk12,
   	medic_frames_walk,
   	NULL
};

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

	self->monsterinfo.currentmove = &medic_move_walk;
}

static mframe_t medic_frames_run[] = {
	{ai_run, 18, medic_footstep},
	{ai_run, 22.5, NULL},
	{ai_run, 25.4, NULL},
	{ai_run, 23.4, NULL},
	{ai_run, 24, medic_footstep},
	{ai_run, 35.6, NULL}
};

mmove_t medic_move_run =
{
	FRAME_run1,
	FRAME_run6,
	medic_frames_run,
   	NULL
};

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

	if (!(self->monsterinfo.aiflags & AI_MEDIC))
	{
		edict_t *ent;

		ent = medic_FindDeadMonster(self);

		if (ent)
		{
			self->oldenemy = self->enemy;
			self->enemy = ent;
			self->enemy->owner = self;
			self->monsterinfo.aiflags |= AI_MEDIC;
			FoundTarget(self);
			return;
		}
	}

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

static mframe_t medic_frames_pain1[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{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 medic_move_pain1 =
{
	FRAME_paina1,
	FRAME_paina8,
   	medic_frames_pain1,
   	medic_run
};

static mframe_t medic_frames_pain2[] = {
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, medic_footstep},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, medic_footstep}
};

mmove_t medic_move_pain2 =
{
	FRAME_painb1,
   	FRAME_painb15,
   	medic_frames_pain2,
   	medic_run
};

void
medic_pain(edict_t *self, edict_t *other /* unused */,
		float kick, int damage /* unused */)
{
	if (!self)
	{
		return;
	}

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

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

	self->pain_debounce_time = level.time + 3;

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

	if (random() < 0.5)
	{
		self->monsterinfo.currentmove = &medic_move_pain1;
		gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0);
	}
	else
	{
		self->monsterinfo.currentmove = &medic_move_pain2;
		gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0);
	}
}

void
medic_fire_blaster(edict_t *self)
{
	vec3_t start;
	vec3_t forward, right;
	vec3_t end;
	vec3_t dir;
	int effect;

	if (!self)
	{
		return;
	}

	if ((self->s.frame == FRAME_attack9) || (self->s.frame == FRAME_attack12))
	{
		effect = EF_BLASTER;
	}
	else if ((self->s.frame == FRAME_attack19) ||
			 (self->s.frame == FRAME_attack22) ||
			 (self->s.frame == FRAME_attack25) ||
			 (self->s.frame == FRAME_attack28))
	{
		effect = EF_HYPERBLASTER;
	}
	else
	{
		effect = 0;
	}

	AngleVectors(self->s.angles, forward, right, NULL);
	G_ProjectSource(self->s.origin, monster_flash_offset[MZ2_MEDIC_BLASTER_1],
			forward, right, start);

	VectorCopy(self->enemy->s.origin, end);
	end[2] += self->enemy->viewheight;
	VectorSubtract(end, start, dir);

	monster_fire_blaster(self, start, dir, 2, 1000, MZ2_MEDIC_BLASTER_1, effect);
}

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

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

static mframe_t medic_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, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{ai_move, 0, NULL},
	{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 medic_move_death =
{
	FRAME_death1,
   	FRAME_death30,
   	medic_frames_death,
   	medic_dead
};

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

	if (!self)
	{
		return;
	}

	/* if we had a pending patient, free him up for another medic */
	if ((self->enemy) && (self->enemy->owner == self))
	{
		self->enemy->owner = NULL;
	}

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

		for (n = 0; n < 2; n++)
		{
			ThrowGib(self, "models/objects/gibs/bone/tris.md2",
					damage, GIB_ORGANIC);
		}

		for (n = 0; n < 4; n++)
		{
			ThrowGib(self, "models/objects/gibs/sm_meat/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 */
	gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
	self->deadflag = DEAD_DEAD;
	self->takedamage = DAMAGE_YES;

	self->monsterinfo.currentmove = &medic_move_death;
}

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

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

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

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

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

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

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

static mframe_t medic_frames_duck[] = {
	{ai_move, -1, NULL},
	{ai_move, -1, NULL},
	{ai_move, -1, medic_duck_down},
	{ai_move, -1, medic_duck_hold},
	{ai_move, -1, NULL},
	{ai_move, -1, NULL},
	{ai_move, -1, medic_duck_up},
	{ai_move, -1, NULL},
	{ai_move, -1, NULL},
	{ai_move, -1, NULL},
	{ai_move, -1, NULL},
	{ai_move, -1, NULL},
	{ai_move, -1, NULL},
	{ai_move, -1, NULL},
	{ai_move, -1, NULL},
	{ai_move, -1, NULL}
};

mmove_t medic_move_duck =
{
	FRAME_duck1,
   	FRAME_duck16,
   	medic_frames_duck,
   	medic_run
};

void
medic_dodge(edict_t *self, edict_t *attacker, float eta)
{
	if (!self || !attacker)
	{
		return;
	}

	if (random() > 0.25)
	{
		return;
	}

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

	self->monsterinfo.currentmove = &medic_move_duck;
}

static mframe_t medic_frames_attackHyperBlaster[] = {
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, medic_fire_blaster}
};

mmove_t medic_move_attackHyperBlaster =
{
	FRAME_attack15,
   	FRAME_attack30,
   	medic_frames_attackHyperBlaster,
   	medic_run
};

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

	if (visible(self, self->enemy))
	{
		if (random() <= 0.95)
		{
			self->monsterinfo.currentmove = &medic_move_attackHyperBlaster;
		}
	}
}

static mframe_t medic_frames_attackBlaster[] = {
	{ai_charge, 0, NULL},
	{ai_charge, 5, NULL},
	{ai_charge, 5, NULL},
	{ai_charge, 3, NULL},
	{ai_charge, 2, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, NULL},
	{ai_charge, 0, NULL},
	{ai_charge, 0, medic_fire_blaster},
	{ai_charge, 0, NULL},
	{ai_charge, 0, medic_continue}
};
mmove_t medic_move_attackBlaster =
{FRAME_attack1, FRAME_attack14, medic_frames_attackBlaster, medic_run};

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

	gi.sound(self, CHAN_WEAPON, sound_hook_launch, 1, ATTN_NORM, 0);
}

static vec3_t medic_cable_offsets[] = {
	{45.0, -9.2, 15.5},
	{48.4, -9.7, 15.2},
	{47.8, -9.8, 15.8},
	{47.3, -9.3, 14.3},
	{45.4, -10.1, 13.1},
	{41.9, -12.7, 12.0},
	{37.8, -15.8, 11.2},
	{34.3, -18.4, 10.7},
	{32.7, -19.7, 10.4},
	{32.7, -19.7, 10.4}
};

void
medic_cable_attack(edict_t *self)
{
	vec3_t offset, start, end, f, r;
	trace_t tr;
	vec3_t dir, angles;
	float distance;

	if (!self)
	{
		return;
	}

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

	AngleVectors(self->s.angles, f, r, NULL);
	VectorCopy(medic_cable_offsets[self->s.frame - FRAME_attack42], offset);
	G_ProjectSource(self->s.origin, offset, f, r, start);

	/* check for max distance */
	VectorSubtract(start, self->enemy->s.origin, dir);
	distance = VectorLength(dir);

	if (distance > 256)
	{
		return;
	}

	/* check for min/max pitch */
	vectoangles(dir, angles);

	if (angles[0] < -180)
	{
		angles[0] += 360;
	}

	if (fabs(angles[0]) > 45)
	{
		return;
	}

	tr = gi.trace(start, NULL, NULL, self->enemy->s.origin, self, MASK_SHOT);

	if ((tr.fraction != 1.0) && (tr.ent != self->enemy))
	{
		return;
	}

	if (self->s.frame == FRAME_attack43)
	{
		gi.sound(self->enemy, CHAN_AUTO, sound_hook_hit, 1, ATTN_NORM, 0);
		self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;
	}
	else if (self->s.frame == FRAME_attack50)
	{
		self->enemy->spawnflags = 0;
		self->enemy->monsterinfo.aiflags = 0;
		self->enemy->target = NULL;
		self->enemy->targetname = NULL;
		self->enemy->combattarget = NULL;
		self->enemy->deathtarget = NULL;
		self->enemy->owner = self;
		ED_CallSpawn(self->enemy);
		self->enemy->owner = NULL;

		if (self->enemy->think)
		{
			self->enemy->nextthink = level.time;
			self->enemy->think(self->enemy);
		}

		self->enemy->monsterinfo.aiflags |= AI_RESURRECTING;

		if (self->oldenemy && self->oldenemy->client)
		{
			self->enemy->enemy = self->oldenemy;
			FoundTarget(self->enemy);
		}
	}
	else
	{
		if (self->s.frame == FRAME_attack44)
		{
			gi.sound(self, CHAN_WEAPON, sound_hook_heal, 1, ATTN_NORM, 0);
		}
	}

	/* adjust start for beam origin being in middle of a segment */
	VectorMA(start, 8, f, start);

	/* adjust end z for end spot since the monster is currently dead */
	VectorCopy(self->enemy->s.origin, end);
	end[2] = self->enemy->absmin[2] + self->enemy->size[2] / 2;

	gi.WriteByte(svc_temp_entity);
	gi.WriteByte(TE_MEDIC_CABLE_ATTACK);
	gi.WriteShort(self - g_edicts);
	gi.WritePosition(start);
	gi.WritePosition(end);
	gi.multicast(self->s.origin, MULTICAST_PVS);
}

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

	gi.sound(self, CHAN_WEAPON, sound_hook_retract, 1, ATTN_NORM, 0);
	self->enemy->monsterinfo.aiflags &= ~AI_RESURRECTING;
}

static mframe_t medic_frames_attackCable[] = {
	{ai_move, 2, NULL},
	{ai_move, 3, NULL},
	{ai_move, 5, NULL},
	{ai_move, 4.4, NULL},
	{ai_charge, 4.7, NULL},
	{ai_charge, 5, NULL},
	{ai_charge, 6, NULL},
	{ai_charge, 4, medic_footstep},
	{ai_charge, 0, NULL},
	{ai_move, 0, medic_hook_launch},
	{ai_move, 0, medic_cable_attack},
	{ai_move, 0, medic_cable_attack},
	{ai_move, 0, medic_cable_attack},
	{ai_move, 0, medic_cable_attack},
	{ai_move, 0, medic_cable_attack},
	{ai_move, 0, medic_cable_attack},
	{ai_move, 0, medic_cable_attack},
	{ai_move, 0, medic_cable_attack},
	{ai_move, 0, medic_cable_attack},
	{ai_move, -15, medic_hook_retract},
	{ai_move, -1.5, NULL},
	{ai_move, -1.2, medic_footstep},
	{ai_move, -3, NULL},
	{ai_move, -2, NULL},
	{ai_move, 0.3, NULL},
	{ai_move, 0.7, NULL},
	{ai_move, 1.2, NULL},
	{ai_move, 1.3, NULL}
};

mmove_t medic_move_attackCable =
{
	FRAME_attack33,
   	FRAME_attack60,
   	medic_frames_attackCable,
   	medic_run
};

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

	if (self->monsterinfo.aiflags & AI_MEDIC)
	{
		self->monsterinfo.currentmove = &medic_move_attackCable;
	}
	else
	{
		self->monsterinfo.currentmove = &medic_move_attackBlaster;
	}
}

qboolean
medic_checkattack(edict_t *self)
{
	if (!self)
	{
		return false;
	}

	if (self->monsterinfo.aiflags & AI_MEDIC)
	{
		medic_attack(self);
		return true;
	}

	return M_CheckAttack(self);
}

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

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

	// Force recaching at next footstep to ensure
	// that the sound indices are correct.
	sound_step = 0;
	sound_step2 = 0;

	sound_idle1 = gi.soundindex("medic/idle.wav");
	sound_pain1 = gi.soundindex("medic/medpain1.wav");
	sound_pain2 = gi.soundindex("medic/medpain2.wav");
	sound_die = gi.soundindex("medic/meddeth1.wav");
	sound_sight = gi.soundindex("medic/medsght1.wav");
	sound_search = gi.soundindex("medic/medsrch1.wav");
	sound_hook_launch = gi.soundindex("medic/medatck2.wav");
	sound_hook_hit = gi.soundindex("medic/medatck3.wav");
	sound_hook_heal = gi.soundindex("medic/medatck4.wav");
	sound_hook_retract = gi.soundindex("medic/medatck5.wav");

	gi.soundindex("medic/medatck1.wav");

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

	self->health = 300;
	self->gib_health = -130;
	self->mass = 400;

	self->pain = medic_pain;
	self->die = medic_die;

	self->monsterinfo.stand = medic_stand;
	self->monsterinfo.walk = medic_walk;
	self->monsterinfo.run = medic_run;
	self->monsterinfo.dodge = medic_dodge;
	self->monsterinfo.attack = medic_attack;
	self->monsterinfo.melee = NULL;
	self->monsterinfo.sight = medic_sight;
	self->monsterinfo.idle = medic_idle;
	self->monsterinfo.search = medic_search;
	self->monsterinfo.checkattack = medic_checkattack;

	gi.linkentity(self);

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

	walkmonster_start(self);
}
