shithub: qk2

ref: a4c4b45d8b2136733c76a4b86c7896bfa939ad25
dir: qk2/rogue/g_newai.c

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#include <u.h>
#include <libc.h>
#include <stdio.h>
#include "../dat.h"
#include "../fns.h"

//===============================
// BLOCKED Logic
//===============================

/*
		gi.WriteByte (svc_temp_entity);
		gi.WriteByte (TE_DEBUGTRAIL);
		gi.WritePosition (pt1);
		gi.WritePosition (pt2);
		gi.multicast (pt1, MULTICAST_PVS);	

		self->nextthink = level.time + 10;
*/

// plat states, copied from g_func.c

#define	STATE_TOP			0
#define	STATE_BOTTOM		1
#define STATE_UP			2
#define STATE_DOWN			3

qboolean face_wall (edict_t *self);
void HuntTarget (edict_t *self);

// PMM
qboolean parasite_drain_attack_ok (vec3_t start, vec3_t end);


// blocked_checkshot
//	shotchance: 0-1, chance they'll take the shot if it's clear.
qboolean blocked_checkshot (edict_t *self, float shotChance)
{
	qboolean	playerVisible;

	if(!self->enemy)
		return false;

	// blocked checkshot is only against players. this will
	// filter out player sounds and other shit they should
	// not be firing at.
	if(!(self->enemy->client))
		return false;

	if (qrandom() < shotChance)
		return false;

	// PMM - special handling for the parasite
	if (!strcmp(self->classname, "monster_parasite"))
	{
		vec3_t	f, r, offset, start, end;
		trace_t	tr;
		AngleVectors (self->s.angles, f, r, NULL);
		VectorSet (offset, 24, 0, 6);
		G_ProjectSource (self->s.origin, offset, f, r, start);

		VectorCopy (self->enemy->s.origin, end);
		if (!parasite_drain_attack_ok(start, end))
		{
			end[2] = self->enemy->s.origin[2] + self->enemy->maxs[2] - 8;
			if (!parasite_drain_attack_ok(start, end))
			{
				end[2] = self->enemy->s.origin[2] + self->enemy->mins[2] + 8;
				if (!parasite_drain_attack_ok(start, end))
					return false;
			}
		}
		VectorCopy (self->enemy->s.origin, end);

		tr = gi.trace (start, NULL, NULL, end, self, MASK_SHOT);
		if (tr.ent != self->enemy)
		{
			self->monsterinfo.aiflags |= AI_BLOCKED;
			
			if(self->monsterinfo.attack)
				self->monsterinfo.attack(self);
			
			self->monsterinfo.aiflags &= ~AI_BLOCKED;
			return true;
		}
	}

	playerVisible = visible (self, self->enemy);
	// always shoot at teslas
	if(playerVisible)
	{
		if (!strcmp(self->enemy->classname, "tesla"))
		{
//			if(g_showlogic && g_showlogic->value)
//				gi.dprintf("blocked: taking a shot\n");

			// turn on AI_BLOCKED to let the monster know the attack is being called
			// by the blocked functions...
			self->monsterinfo.aiflags |= AI_BLOCKED;
			
			if(self->monsterinfo.attack)
				self->monsterinfo.attack(self);
			
			self->monsterinfo.aiflags &= ~AI_BLOCKED;
			return true;
		}
	}

	return false;
}

// blocked_checkplat
//	dist: how far they are trying to walk.
qboolean blocked_checkplat (edict_t *self, float dist)
{
	int			playerPosition;
	trace_t		trace;
	vec3_t		pt1, pt2;
	vec3_t		forward;
	edict_t		*plat;

	if(!self->enemy)
		return false;

	// check player's relative altitude
	if(self->enemy->absmin[2] >= self->absmax[2])
		playerPosition = 1;
	else if(self->enemy->absmax[2] <= self->absmin[2])
		playerPosition = -1;
	else
		playerPosition = 0;

	// if we're close to the same position, don't bother trying plats.
	if(playerPosition == 0)
		return false;

	plat = NULL;

	// see if we're already standing on a plat.
	if(self->groundentity && self->groundentity != WORLD)
	{
		if(!strncmp(self->groundentity->classname, "func_plat", 8))
			plat = self->groundentity;
	}

	// if we're not, check to see if we'll step onto one with this move
	if(!plat)
	{
		AngleVectors (self->s.angles, forward, NULL, NULL);
		VectorMA(self->s.origin, dist, forward, pt1);
		VectorCopy (pt1, pt2);
		pt2[2] -= 384;

		trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID);
		if(trace.fraction < 1 && !trace.allsolid && !trace.startsolid)
		{
			if(!strncmp(trace.ent->classname, "func_plat", 8))
			{
				plat = trace.ent;
			}
		}
	}

	// if we've found a plat, trigger it.
	if(plat && plat->use)
	{
		if (playerPosition == 1)
		{
			if((self->groundentity == plat && plat->moveinfo.state == STATE_BOTTOM) ||
				(self->groundentity != plat && plat->moveinfo.state == STATE_TOP))
			{
//				if(g_showlogic && g_showlogic->value)
//					gi.dprintf("player above, and plat will raise. using!\n");
				plat->use (plat, self, self);
				return true;			
			}
		}
		else if(playerPosition == -1)
		{
			if((self->groundentity == plat && plat->moveinfo.state == STATE_TOP) ||
				(self->groundentity != plat && plat->moveinfo.state == STATE_BOTTOM))
			{
//				if(g_showlogic && g_showlogic->value)
//					gi.dprintf("player below, and plat will lower. using!\n");
				plat->use (plat, self, self);
				return true;
			}
		}
//		if(g_showlogic && g_showlogic->value)
//			gi.dprintf("hit a plat, not using. ppos: %d   plat: %d\n", playerPosition, plat->moveinfo.state);
	}

	return false;
}

// blocked_checkjump
//	dist: how far they are trying to walk.
//  maxDown/maxUp: how far they'll ok a jump for. set to 0 to disable that direction.
qboolean blocked_checkjump (edict_t *self, float, float maxDown, float maxUp)
{
	int			playerPosition;
	trace_t		trace;
	vec3_t		pt1, pt2;
	vec3_t		forward, up;

	if(!self->enemy)
		return false;

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

	if(self->enemy->absmin[2] > (self->absmin[2] + 16))
		playerPosition = 1;
	else if(self->enemy->absmin[2] < (self->absmin[2] - 16))
		playerPosition = -1;
	else
		playerPosition = 0;

	if(playerPosition == -1 && maxDown)
	{
		// check to make sure we can even get to the spot we're going to "fall" from
		VectorMA(self->s.origin, 48, forward, pt1);
		trace = gi.trace(self->s.origin, self->mins, self->maxs, pt1, self, MASK_MONSTERSOLID);
		if(trace.fraction < 1)
		{
//			gi.dprintf("can't get thar from hear...\n");
			return false;
		}

		VectorCopy (pt1, pt2);
		pt2[2] = self->mins[2] - maxDown - 1;

		trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID | MASK_WATER);
		if(trace.fraction < 1 && !trace.allsolid && !trace.startsolid)
		{
			if((self->absmin[2] - trace.endpos[2]) >= 24 && trace.contents & MASK_SOLID)
			{
				if( (self->enemy->absmin[2] - trace.endpos[2]) > 32)
				{
//					if(g_showlogic && g_showlogic->value)
//						gi.dprintf("That'll take me too far down...%0.1f\n", (self->enemy->absmin[2] - trace.endpos[2]));
					return false;
				}	

				if(trace.plane.normal[2] < 0.9)
				{
//					gi.dprintf("Floor angle too much! %s\n", vtos(trace.plane.normal));
					return false;
				}
//				if(g_showlogic && g_showlogic->value)
//					gi.dprintf("Geronimo! %0.1f\n", (self->absmin[2] - trace.endpos[2]));
				return true;
			}
//			else if(g_showlogic && g_showlogic->value)
//			{
//				if(!(trace.contents & MASK_SOLID))
//					gi.dprintf("Ooooh... Bad stuff down there...\n");
//				else
//					gi.dprintf("Too far to fall\n");
//			}
		}
//		else if(g_showlogic && g_showlogic->value)
//			gi.dprintf("Ooooh... Too far to fall...\n");
	}
	else if(playerPosition == 1 && maxUp)
	{
		VectorMA(self->s.origin, 48, forward, pt1);
		VectorCopy(pt1, pt2);
		pt1[2] = self->absmax[2] + maxUp;

		trace = gi.trace(pt1, vec3_origin, vec3_origin, pt2, self, MASK_MONSTERSOLID | MASK_WATER);
		if(trace.fraction < 1 && !trace.allsolid && !trace.startsolid)
		{
			if((trace.endpos[2] - self->absmin[2]) <= maxUp && trace.contents & MASK_SOLID)
			{
//				if(g_showlogic && g_showlogic->value)
//					gi.dprintf("Jumping Up! %0.1f\n", (trace.endpos[2] - self->absmin[2]));
				
				face_wall(self);
				return true;
			}
//			else if(g_showlogic && g_showlogic->value)
//				gi.dprintf("Too high to jump %0.1f\n", (trace.endpos[2] - self->absmin[2]));
		}
//		else if(g_showlogic && g_showlogic->value)
//				gi.dprintf("Not something I could jump onto\n");
	}
//	else if(g_showlogic && g_showlogic->value)
//		gi.dprintf("Player at similar level. No need to jump up?\n");

	return false;
}

// checks to see if another coop player is nearby, and will switch.
qboolean blocked_checknewenemy (edict_t *)
{
/*
	int		player;
	edict_t *ent;

	if (!(coop->value))
		return false;

	for (player = 1; player <= game.maxclients; player++)
	{
		ent = &g_edicts[player];
		if (!ent->inuse)
			continue;
		if (!ent->client)
			continue;
		if (ent == self->enemy)
			continue;

		if (visible (self, ent))
		{
			if (g_showlogic && g_showlogic->value)
				gi.dprintf ("B_CNE: %s acquired new enemy %s\n", self->classname, ent->client->pers.netname);

			self->enemy = ent;
			FoundTarget (self);
			return true;
		}
	}

	return false;
*/
	return false;
}

// *************************
// HINT PATHS
// *************************

#define HINT_ENDPOINT		0x0001
#define	MAX_HINT_CHAINS		100

int	hint_paths_present;
edict_t *hint_path_start[MAX_HINT_CHAINS];
int	num_hint_paths;

//
// AI code
//

// =============
// hintpath_findstart - given any hintpath node, finds the start node
// =============
edict_t	*hintpath_findstart(edict_t *ent)
{
	edict_t		*e;
	edict_t		*last = WORLD;
	int			field;

	if(ent->target)		// starting point
	{
		field = FOFS(targetname);
		e = G_Find(NULL, field, ent->target);
		while(e)
		{
			last = e;
			if(!e->target)
				break;
			e = G_Find(NULL, field, e->target);
		}
	}
	else				// end point
	{
		field = FOFS(target);
		e = G_Find(NULL, field, ent->targetname);
		while(e)
		{
			last = e;
			if(!e->targetname)
				break;
			e = G_Find(NULL, field, e->targetname);
		}
	}

	if(!(last->spawnflags & HINT_ENDPOINT))
	{
//		gi.dprintf ("end of chain is not HINT_ENDPOINT\n");
		return nil;
	}

	if(last == WORLD)
		last = nil;
	return last;
}

// =============
// hintpath_other_end - given one endpoint of a hintpath, returns the other end.
// =============
edict_t	*hintpath_other_end(edict_t *ent)
{
	edict_t		*e;
	edict_t		*last = WORLD;
	int			field;

	if(ent->target)		// starting point
	{
		field = FOFS(targetname);
		e = G_Find(NULL, field, ent->target);
		while(e)
		{
			last = e;
			if(!e->target)
				break;
			e = G_Find(NULL, field, e->target);
		}
	}
	else				// end point
	{
		field = FOFS(target);
		e = G_Find(NULL, field, ent->targetname);
		while(e)
		{
			last = e;
			if(!e->targetname)
				break;
			e = G_Find(NULL, field, e->targetname);
		}
	}

	if(!(last->spawnflags & HINT_ENDPOINT))
	{
//		gi.dprintf ("end of chain is not HINT_ENDPOINT\n");
		return nil;
	}

	if(last == WORLD)
		last = nil;
	return last;
}

// =============
// hintpath_go - starts a monster (self) moving towards the hintpath (point)
//		disables all contrary AI flags.
// =============
void hintpath_go (edict_t *self, edict_t *point)
{
	vec3_t	dir;
	vec3_t	angles;

	VectorSubtract(point->s.origin, self->s.origin, dir);
	vectoangles2(dir, angles);

	self->ideal_yaw = angles[YAW];
	self->goalentity = self->movetarget = point;
	self->monsterinfo.pausetime = 0;
	self->monsterinfo.aiflags |= AI_HINT_PATH;
	self->monsterinfo.aiflags &= ~(AI_SOUND_TARGET | AI_PURSUIT_LAST_SEEN | AI_PURSUE_NEXT | AI_PURSUE_TEMP);
	// run for it
	self->monsterinfo.search_time = level.time;
	self->monsterinfo.run (self);
}

// =============
// hintpath_stop - bails a monster out of following hint paths
// =============
void hintpath_stop (edict_t *self)
{
	self->goalentity = NULL;
	self->movetarget = NULL;
//	self->monsterinfo.last_hint = NULL;
	self->monsterinfo.last_hint_time = level.time;
	self->monsterinfo.goal_hint = NULL;
	self->monsterinfo.aiflags &= ~AI_HINT_PATH;
	if (has_valid_enemy(self))
	{
		// if we can see our target, go nuts
		if (visible(self, self->enemy))
		{
			FoundTarget (self);
			return;
		}
		// otherwise, keep chasing
		HuntTarget (self);
		return;
	}
	// if our enemy is no longer valid, forget about our enemy and go into stand
	self->enemy = NULL;
		// we need the pausetime otherwise the stand code
		// will just revert to walking with no target and
		// the monsters will wonder around aimlessly trying
		// to hunt the world entity
	self->monsterinfo.pausetime = level.time + 100000000;
	self->monsterinfo.stand (self);
}

// =============
// monsterlost_checkhint - the monster (self) will check around for valid hintpaths.
//		a valid hintpath is one where the two endpoints can see both the monster
//		and the monster's enemy. if only one person is visible from the endpoints,
//		it will not go for it.
// =============
qboolean monsterlost_checkhint2 (edict_t *self);

qboolean monsterlost_checkhint (edict_t *self)
{
	edict_t		*e, *monster_pathchain, *target_pathchain, *checkpoint = nil;
	edict_t		*closest;
	float		closest_range = 1000000;
	edict_t		*start, *destination;
	int			count1=0, count2=0, count4=0, count5=0;
	float		r;
	int			i;
	qboolean	hint_path_represented[MAX_HINT_CHAINS];

	// if there are no hint paths on this map, exit immediately.
	if(!hint_paths_present)
		return false;

	if(!self->enemy)
		return false;

	if (self->monsterinfo.aiflags & AI_STAND_GROUND)
		return false;
	
	if (!strcmp(self->classname, "monster_turret"))
		return false;

	monster_pathchain = NULL;

	// find all the hint_paths.
	// FIXME - can we not do this every time?
	for (i=0; i < num_hint_paths; i++)
	{
		e = hint_path_start[i];
		while(e)
		{
			count1++;
			if (e->monster_hint_chain)
			{
//				gi.dprintf ("uh, oh, I didn't clean up after myself\n");
				e->monster_hint_chain = NULL;
			}
			if (monster_pathchain)
			{
				checkpoint->monster_hint_chain = e;
				checkpoint = e;
			}
			else
			{
				monster_pathchain = e;
				checkpoint = e;
			}
			e = e->hint_chain;
		}
	}
	
	// filter them by distance and visibility to the monster
	e = monster_pathchain;
	checkpoint = NULL;
	while (e)
	{
		r = realrange (self, e);

//		if (r > 512)
//			count3++;

		if (r > 512)
		{
			count2++;
//			if (g_showlogic && g_showlogic->value)
//			{
//				gi.dprintf ("MONSTER (%s) DISTANCE:  ", self->classname);
//				if (e->targetname)
//					gi.dprintf ("targetname %s\n", e->targetname);
//				else
//					gi.dprintf ("start -> %s\n", e->target);
//			}
			if (checkpoint)
			{
				checkpoint->monster_hint_chain = e->monster_hint_chain;
				e->monster_hint_chain = NULL;
				e = checkpoint->monster_hint_chain;
				continue;
			}
			else
			{
				// use checkpoint as temp pointer
				checkpoint = e;
				e = e->monster_hint_chain;
				checkpoint->monster_hint_chain = NULL;
				// and clear it again
				checkpoint = NULL;
				// since we have yet to find a valid one (or else checkpoint would be set) move the
				// start of monster_pathchain
				monster_pathchain = e;
				continue;
			}
		}
		if (!visible(self, e))
		{
			count4++;
//			if (g_showlogic && g_showlogic->value)
//			{
//				gi.dprintf ("MONSTER (%s) VISIBILITY:  ", self->classname);
//				if (e->targetname)
//					gi.dprintf ("targetname %s\n", e->targetname);
//				else
//					gi.dprintf ("start -> %s\n", e->target);
//			}
			if (checkpoint)
			{
				checkpoint->monster_hint_chain = e->monster_hint_chain;
				e->monster_hint_chain = NULL;
				e = checkpoint->monster_hint_chain;
				continue;
			}
			else
			{
				// use checkpoint as temp pointer
				checkpoint = e;
				e = e->monster_hint_chain;
				checkpoint->monster_hint_chain = NULL;
				// and clear it again
				checkpoint = NULL;
				// since we have yet to find a valid one (or else checkpoint would be set) move the
				// start of monster_pathchain
				monster_pathchain = e;
				continue;
			}
		}
		// if it passes all the tests, it's a keeper
//		if (g_showlogic && g_showlogic->value)
//		{
//			gi.dprintf ("MONSTER (%s) ACCEPT:  ", self->classname);
//			if (e->targetname)
//				gi.dprintf ("targetname %s\n", e->targetname);
//			else
//				gi.dprintf ("start -> %s\n", e->target);
//		}
		count5++;
		checkpoint = e;
		e = e->monster_hint_chain;
	}

	// at this point, we have a list of all of the eligible hint nodes for the monster
	// we now take them, figure out what hint chains they're on, and traverse down those chains,
	// seeing whether any can see the player
	//
	// first, we figure out which hint chains we have represented in monster_pathchain
	if (count5 == 0)
	{
//		if ((g_showlogic) && (g_showlogic->value))
//			gi.dprintf ("No eligible hint paths found.\n");
		return false;
	}

	for (i=0; i < num_hint_paths; i++)
	{
		hint_path_represented[i] = false;
	}
	e = monster_pathchain;
	while (e)
	{
		if ((e->hint_chain_id < 0) || (e->hint_chain_id > num_hint_paths))
		{
//			if (g_showlogic && g_showlogic->value)
//				gi.dprintf ("bad hint_chain_id! %d\n", e->hint_chain_id);
			return false;
		}
		hint_path_represented[e->hint_chain_id] = true;
		e = e->monster_hint_chain;
	}

	count2 = 0;
	count4 = 0;
	count5 = 0;

	// now, build the target_pathchain which contains all of the hint_path nodes we need to check for
	// validity (within range, visibility)
	target_pathchain = NULL;
	checkpoint = NULL;
	for (i=0; i < num_hint_paths; i++)
	{
		// if this hint chain is represented in the monster_hint_chain, add all of it's nodes to the target_pathchain
		// for validity checking
		if (hint_path_represented[i])
		{
			e = hint_path_start[i];
			while (e)
			{
				if (target_pathchain)
				{
					checkpoint->target_hint_chain = e;
					checkpoint = e;
				}
				else
				{
					target_pathchain = e;
					checkpoint = e;
				}
				e = e->hint_chain;
			}
		}
	}

	// target_pathchain is a list of all of the hint_path nodes we need to check for validity relative to the target
	e = target_pathchain;
	checkpoint = NULL;
	while (e)
	{
		r = realrange (self->enemy, e);

//		if (r > 512)
//			count3++;

		if (r > 512)
		{
			count2++;
//			if (g_showlogic && g_showlogic->value)
//			{
//				gi.dprintf ("TARGET RANGE:  ");
//				if (e->targetname)
//					gi.dprintf ("targetname %s\n", e->targetname);
//				else
//					gi.dprintf ("start -> %s\n", e->target);
//			}
			if (checkpoint)
			{
				checkpoint->target_hint_chain = e->target_hint_chain;
				e->target_hint_chain = NULL;
				e = checkpoint->target_hint_chain;
				continue;
			}
			else
			{
				// use checkpoint as temp pointer
				checkpoint = e;
				e = e->target_hint_chain;
				checkpoint->target_hint_chain = NULL;
				// and clear it again
				checkpoint = NULL;
				target_pathchain = e;
				continue;
			}
		}
		if (!visible(self->enemy, e))
		{
			count4++;
//			if (g_showlogic && g_showlogic->value)
//			{
//				gi.dprintf ("TARGET VISIBILITY:  ");
//				if (e->targetname)
//					gi.dprintf ("targetname %s\n", e->targetname);
//				else
//					gi.dprintf ("start -> %s\n", e->target);
//			}
			if (checkpoint)
			{
				checkpoint->target_hint_chain = e->target_hint_chain;
				e->target_hint_chain = NULL;
				e = checkpoint->target_hint_chain;
				continue;
			}
			else
			{
				// use checkpoint as temp pointer
				checkpoint = e;
				e = e->target_hint_chain;
				checkpoint->target_hint_chain = NULL;
				// and clear it again
				checkpoint = NULL;
				target_pathchain = e;
				continue;
			}
		}
		// if it passes all the tests, it's a keeper
//		if (g_showlogic && g_showlogic->value)
//		{
//			gi.dprintf ("TARGET ACCEPT:  ");
//			if (e->targetname)
//				gi.dprintf ("targetname %s\n", e->targetname);
//			else
//				gi.dprintf ("start -> %s\n", e->target);
//		}
		count5++;
		checkpoint = e;
		e = e->target_hint_chain;
	}
	
	// at this point we should have:
	// monster_pathchain - a list of "monster valid" hint_path nodes linked together by monster_hint_chain
	// target_pathcain - a list of "target valid" hint_path nodes linked together by target_hint_chain.  these
	//                   are filtered such that only nodes which are on the same chain as "monster valid" nodes
	//
	// Now, we figure out which "monster valid" node we want to use
	// 
	// To do this, we first off make sure we have some target nodes.  If we don't, there are no valid hint_path nodes
	// for us to take
	//
	// If we have some, we filter all of our "monster valid" nodes by which ones have "target valid" nodes on them
	//
	// Once this filter is finished, we select the closest "monster valid" node, and go to it.

	if (count5 == 0)
	{
//		if ((g_showlogic) && (g_showlogic->value))
//			gi.dprintf ("No valid target nodes found\n");
		return false;
	}

	// reuse the hint_chain_represented array, this time to see which chains are represented by the target
	for (i=0; i < num_hint_paths; i++)
	{
		hint_path_represented[i] = false;
	}

	e = target_pathchain;
	while (e)
	{
		if ((e->hint_chain_id < 0) || (e->hint_chain_id > num_hint_paths))
		{
//			gi.dprintf ("bad hint_chain_id! %d\n", e->hint_chain_id);
			return false;
		}
		hint_path_represented[e->hint_chain_id] = true;
		e = e->target_hint_chain;
	}
	
	// traverse the monster_pathchain - if the hint_node isn't represented in the "target valid" chain list, 
	// remove it
	// if it is on the list, check it for range from the monster.  If the range is the closest, keep it
	//
	closest = NULL;
	e = monster_pathchain;
	while (e)
	{
		if (!(hint_path_represented[e->hint_chain_id]))
		{
			checkpoint = e->monster_hint_chain;
			e->monster_hint_chain = NULL;
			e = checkpoint;
			continue;
		}
		r = realrange(self, e);
		if (r < closest_range)
			closest = e;
		e = e->monster_hint_chain;
	}

	if (!closest)
	{
//		if ((g_showlogic) && (g_showlogic->value))
//			gi.dprintf ("Failed to find closest node for monster.  Shouldn't happen.\n");
		return false;
	}

	start = closest;
	// now we know which one is the closest to the monster .. this is the one the monster will go to
	// we need to finally determine what the DESTINATION node is for the monster .. walk down the hint_chain,
	// and find the closest one to the player

	closest = NULL;
	closest_range = 10000000;
	e = target_pathchain;
	while (e)
	{
		if (start->hint_chain_id == e->hint_chain_id)
		{
			r = realrange(self, e);
			if (r < closest_range)
				closest = e;
		}
		e = e->target_hint_chain;
	}

	if (!closest)
	{
//		if ((g_showlogic) && (g_showlogic->value))
//			gi.dprintf ("Failed to find closest node for target.  Shouldn't happen.\n");
		return false;
	}
	
	destination = closest;

	self->monsterinfo.goal_hint = destination;
//	self->monsterinfo.last_hint = NULL;
	hintpath_go(self, start);

//	if(g_showlogic && g_showlogic->value)
//	{
//		gi.dprintf ("found path.  proceed to ");
//		if (start->targetname)
//			gi.dprintf ("%s to get to ", start->targetname);
//		else
//			gi.dprintf ("start (->%s) to get to ", start->target);
//		if (destination->targetname)
//			gi.dprintf ("%s.", destination->targetname);
//		else
//			gi.dprintf ("start (->%s)", destination->target);
//	}
//		gi.dprintf("found path. proceed to %s to get to %s\n", vtos(start->s.origin), vtos(destination->s.origin));

	return true;
}
/*
qboolean monsterlost_checkhint2 (edict_t *self)
{
	edict_t		*e, *e2, *goPoint;
	int			field;
	int			playerVisible, selfVisible;

	// if there are no hint paths on this map, exit immediately.
	if(!hint_paths_present)
		return false;

	if(!self->enemy)
		return false;

	goPoint = NULL;
	field = FOFS(classname);
	
	// check all the hint_paths.
	e = G_Find(NULL, field, "hint_path");
	while(e)
	{
		// if it's an endpoint, check for "validity"
		if(e->spawnflags & HINT_ENDPOINT)
		{
			// check visibility from this spot
			selfVisible = visible(e, self);
			playerVisible = visible(e, self->enemy);
//			gi.dprintf("checking endpoint at %s %d %d\n", vtos(e->s.origin),selfVisible,playerVisible);

			// at least one of us is visible from this endpoint.
			// now check the other one if needed.
			if(selfVisible || playerVisible)
			{
				// if endpoint 1 saw me, set my destination to it.
				if(selfVisible)
					goPoint = e;

				// if both aren't visible, try the other endpoint
				if(!selfVisible || !playerVisible)
				{
					e2 = hintpath_other_end(e);
					if(!e2)		// could not connect to the other endpoint
					{
						gi.dprintf("Unlinked hint paths!\n");
						return false;
					}

					// if endpoint 1 saw the enemy, see if endpoint 2 sees me
					if(!selfVisible)
						selfVisible = visible(e2, self);
					// if endpoint 1 saw me, see if endpoint 2 sees the enemy
					else if(!playerVisible)
						playerVisible = visible(e2, self->enemy);

					// if endpoint 2 saw me, set my destination to it.
					if(!goPoint && selfVisible)
						goPoint = e2;

//					gi.dprintf("checking other endpoint at %s %d %d\n", vtos(e2->s.origin),selfVisible,playerVisible);
				}

				// if both are visible from at least one endpoint,
				// go for it.
				if(selfVisible && playerVisible)
				{
					// set me to go to goPoint
					if(g_showlogic && g_showlogic->value)
						gi.dprintf("found path. proceed to %s\n", vtos(goPoint->s.origin));
					
					// since this is a new hint path trip, set last_hint to NULL
					self->monsterinfo.last_hint = NULL;
					hintpath_go(self, goPoint);
					return true;
				}
			}
		}
		e = G_Find(e, field, "hint_path");
	}

	// if we got here, we didn't find a valid path
	if(g_showlogic && g_showlogic->value)
		gi.dprintf("blocked_checkhint: found no paths\n");
	return false;
}
*/
//
// Path code
//

// =============
// hint_path_touch - someone's touched the hint_path
// =============
void hint_path_touch (edict_t *self, edict_t *other, cplane_t *, csurface_t *)
{
	edict_t		*e, *goal, *next = nil;
//	int			chain;			 // direction - (-1) = upstream, (1) = downstream, (0) = done
	qboolean	goalFound = false;

	// make sure we're the target of it's obsession
	if(other->movetarget == self)
	{
		goal = other->monsterinfo.goal_hint;
		
		// if the monster is where he wants to be
		if (goal == self)
		{
//			if(g_showlogic && g_showlogic->value)
//				gi.dprintf("Got to goal, detatching\n");
			hintpath_stop (other);
			return;
		}
		else
		{
			// if we aren't, figure out which way we want to go
			e = hint_path_start[self->hint_chain_id];
			while (e)
			{
				// if we get up to ourselves on the hint chain, we're going down it
				if (e == self)
				{
					next = e->hint_chain;
					break;
				}
				if (e == goal)
					goalFound = true;
				// if we get to where the next link on the chain is this hint_path and have found the goal on the way
				// we're going upstream, so remember who the previous link is
				if ((e->hint_chain == self) && goalFound)
				{
					next = e;
					break;
				}
				e = e->hint_chain;
			}
		}

		// if we couldn't find it, have the monster go back to normal hunting.
		if(!next)
		{
//			if(g_showlogic && g_showlogic->value)
//				gi.dprintf("couldn't figure out next node, dropping hint path\n");
			hintpath_stop(other);
			return;
		}

		// set the last_hint entry to this hint_path, and
		// send him on his way
//		other->monsterinfo.last_hint = self;
//		if(g_showlogic && g_showlogic->value)
//		{
//			gi.dprintf("moving to next point, ");
//			if (next->targetname)
//				gi.dprintf ("targetname %s\n", next->targetname);
//			else
//				gi.dprintf ("start -> %s\n", next->target);
//		}
		hintpath_go(other, next);

		// have the monster freeze if the hint path we just touched has a wait time
		// on it, for example, when riding a plat.
		if(self->wait)
		{
//			if(g_showlogic && g_showlogic->value)
//				gi.dprintf("monster waiting %0.1f\n", self->wait);
			other->nextthink = level.time + self->wait;
		}
	}
}
/*
void hint_path_touch2 (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf)
{
	edict_t		*next, *last;
	int			chain;

	// make sure we're the target of it's obsession
	if(other->movetarget == self)
	{
		chain = 0;		// direction the monster is going in the chain
		next = NULL;	// next hint_path

//		gi.dprintf("hint_path %s\n", vtos(self->s.origin));
		// is this the first hintpath targeted? if so, we can do this easily.
		if(other->monsterinfo.last_hint == NULL)
		{
			if(self->target)		// forward chaining
				chain = 1;
			else					// backward chaining
				chain = -1;
		}
		else
		{
			// shortcut to last_hint
			last = other->monsterinfo.last_hint;

			// make sure it's valid...
			if ( (last < g_edicts) || (last >= &g_edicts[globals.num_edicts]))
			{
				if(g_showlogic && g_showlogic->value)
				{
					gi.dprintf("bogus last_hint encountered.\n");
					gi.dprintf("detaching from hint path %d\n", chain);
				}
				hintpath_stop (other);
				return;
			}
			
			// if we're an endpoint, then the monster is done moving.
			if(self->spawnflags & HINT_ENDPOINT)
			{
				chain = 0;
			}
			// if last hint's target is our targetname, it's forward chaining.
			else if(last->target && self->targetname && !strcmp(last->target, self->targetname))
			{
				chain = 1;
			}
			// if last hint's targetname is our target, it's backward chaining.
			// FIXME - last->targetname was 1, not NULL ????  was a screwed up hintpath
			else if(self->target && last->targetname && !strcmp(last->targetname, self->target))
			{
				chain = -1;
			}
			else	// if it gets here, i'm not sure how
			{
				gi.dprintf("hit an uncovered possibility in hint_path_touch\n");
				chain = 0;
			}
		}

		// find the "next" hint_path
		if(chain == 1 && self->target)						// forward chaining
			next = G_Find(NULL, FOFS(targetname), self->target);
		else if(chain == -1 && self->targetname)			// backward chaining
			next = G_Find(NULL, FOFS(target), self->targetname);

		// if we couldn't find it, have the monster go back to normal hunting.
		if(!next)
		{
			if(g_showlogic && g_showlogic->value)
				gi.dprintf("detaching from hint path %d\n", chain);
			hintpath_stop(other);
			return;
		}

		// set the last_hint entry to this hint_path, and
		// send him on his way
		other->monsterinfo.last_hint = self;
		if(g_showlogic && g_showlogic->value)
			gi.dprintf("moving to next point, %s\n", vtos(next->s.origin));
		hintpath_go(other, next);

		// have the monster freeze if the hint path we just touched has a wait time
		// on it, for example, when riding a plat.
		if(self->wait)
		{
			if(g_showlogic && g_showlogic->value)
				gi.dprintf("monster waiting %0.1f\n", self->wait);
			other->nextthink = level.time + self->wait;
		}
	}
}
*/

/*QUAKED hint_path (.5 .3 0) (-8 -8 -8) (8 8 8) END
Target: next hint path

END - set this flag on the endpoints of each hintpath.

"wait" - set this if you want the monster to freeze when they touch this hintpath
*/
void SP_hint_path (edict_t *self)
{
	if (deathmatch->value)
	{
		G_FreeEdict(self);
		return;
	}

	if (!self->targetname && !self->target)
	{
		gi.dprintf ("unlinked hint_path at %s\n", vtos(self->s.origin));
		G_FreeEdict (self);
		return;
	}

	self->solid = SOLID_TRIGGER;
	self->touch = hint_path_touch;
	VectorSet (self->mins, -8, -8, -8);
	VectorSet (self->maxs, 8, 8, 8);
	self->svflags |= SVF_NOCLIENT;
	gi.linkentity (self);
}

//int	hint_paths_present;
//edict_t *hint_path_start[100];
//int	num_hint_paths;

// ============
// InitHintPaths - Called by InitGame (g_save) to enable quick exits if valid
// ============
void InitHintPaths (void)
{
	edict_t		*e, *current;
	int			field, i, count2;

	hint_paths_present = 0;
	
	// check all the hint_paths.
	field = FOFS(classname);
	e = G_Find(NULL, field, "hint_path");
	if(e)
	{
//		gi.dprintf("hint paths present on map\n");
		hint_paths_present = 1;
	}
	else
	{
//		if ((g_showlogic) && (g_showlogic->value))
//			gi.dprintf ("hint paths not present on map\n");
		return;
	}

	memset (hint_path_start, 0, MAX_HINT_CHAINS*sizeof (edict_t *));
	num_hint_paths = 0;
	while(e)
	{
		if(e->spawnflags & HINT_ENDPOINT)
		{
			if (e->target) // start point
			{
				if (e->targetname) // this is a bad end, ignore it
				{
					gi.dprintf ("Hint path at %s marked as endpoint with both target (%s) and targetname (%s)\n",
						vtos (e->s.origin), e->target, e->targetname);
				}
				else
				{
					if (num_hint_paths >= MAX_HINT_CHAINS)
					{
//						gi.dprintf ("Only %d hint chains allowed.  Connect some together!\n", MAX_HINT_CHAINS);
						break;
					}
					hint_path_start[num_hint_paths++] = e;
				}
			}
		}
		e = G_Find(e, field, "hint_path");
	}

	field = FOFS(targetname);
	for (i=0; i< num_hint_paths; i++)
	{
		count2 = 1;
		current = hint_path_start[i];
		current->hint_chain_id = i;
//		gi.dprintf ("start ");
		e = G_Find(NULL, field, current->target);
		if (G_Find(e, field, current->target))
		{
			gi.dprintf ("\nForked hint path at %s detected for chain %d, target %s\n", 
				vtos (current->s.origin), num_hint_paths, current->target);
			hint_path_start[i]->hint_chain = NULL;
			continue;
		}
		while (e)
		{
			if (e->hint_chain)
			{
				gi.dprintf ("\nCircular hint path at %s detected for chain %d, targetname %s\n", 
					vtos (e->s.origin), num_hint_paths, e->targetname);
				hint_path_start[i]->hint_chain = NULL;
				break;
			}
			count2++;
			current->hint_chain = e;
			current = e;
			current->hint_chain_id = i;
//			gi.dprintf ("-> %s ", current->targetname);
			if (!current->target)
				break;
			e = G_Find(NULL, field, current->target);
			if (G_Find(e, field, current->target))
			{
				gi.dprintf ("\nForked hint path at %s detected for chain %d, target %s\n", 
					vtos (current->s.origin), num_hint_paths, current->target);
				hint_path_start[i]->hint_chain = NULL;
				break;
			}
		}
//		if ((g_showlogic) && (g_showlogic->value))
//			if (count2)
//			{
//				goodcount++;
//				gi.dprintf ("\nhint_path #%d, %d elements\n\n", i, count2);
//			}
//			else
//				gi.dprintf ("\nhint_path #%d invalid\n\n", i);
	}
//	if (errors)
//		gi.error ("hint_path processing failed, fix errors\n");
//	if ((g_showlogic) && (g_showlogic->value))
//		gi.dprintf ("hint_path processing done, %d hint paths linked\n", num_hint_paths);
}

// *****************************
//	MISCELLANEOUS STUFF
// *****************************

// PMM - inback
// use to see if opponent is behind you (not to side)
// if it looks a lot like infront, well, there's a reason

qboolean inback (edict_t *self, edict_t *other)
{
	vec3_t	vec;
	float	dot;
	vec3_t	forward;
	
	AngleVectors (self->s.angles, forward, NULL, NULL);
	VectorSubtract (other->s.origin, self->s.origin, vec);
	VectorNormalize (vec);
	dot = DotProduct (vec, forward);
	
	if (dot < -0.3)
		return true;
	return false;
}

float realrange (edict_t *self, edict_t *other)
{
	vec3_t dir;
	
	VectorSubtract (self->s.origin, other->s.origin, dir);

	return VectorLength(dir);
}

qboolean face_wall (edict_t *self)
{
	vec3_t	pt;
	vec3_t	forward;
	vec3_t	ang;
	trace_t	tr;

	AngleVectors (self->s.angles, forward, NULL, NULL);
	VectorMA(self->s.origin, 64, forward, pt);
	tr = gi.trace(self->s.origin, vec3_origin, vec3_origin, pt, self, MASK_MONSTERSOLID);
	if(tr.fraction < 1 && !tr.allsolid && !tr.startsolid)
	{
		vectoangles2(tr.plane.normal, ang);
		self->ideal_yaw = ang[YAW] + 180;
		if(self->ideal_yaw > 360)
			self->ideal_yaw -= 360;

//		if(g_showlogic && g_showlogic->value)
//			gi.dprintf("facing wall, dir %0.1f/%0.1f\n", ang[YAW], self->ideal_yaw);
		M_ChangeYaw(self);
		return true;
	}

	return false;
}

//
// Monster "Bad" Areas
// 

void badarea_touch (edict_t */*ent*/, edict_t *, cplane_t *, csurface_t *)
{
//	drawbbox(ent);
}

edict_t *SpawnBadArea(vec3_t mins, vec3_t maxs, float lifespan, edict_t *owner)
{
	edict_t *badarea;
	vec3_t	origin;
	
	VectorAdd(mins, maxs, origin);
	VectorScale(origin, 0.5, origin);

	VectorSubtract(maxs, origin, maxs);
	VectorSubtract(mins, origin, mins);

	badarea = G_Spawn();
	VectorCopy(origin, badarea->s.origin);
	VectorCopy(maxs, badarea->maxs);
	VectorCopy(mins, badarea->mins);
	badarea->touch = badarea_touch;
	badarea->movetype = MOVETYPE_NONE;
	badarea->solid = SOLID_TRIGGER;
	badarea->classname = "bad_area";
	gi.linkentity (badarea);

//	gi.dprintf("(%s)-(%s)\n", vtos(badarea->absmin), vtos(badarea->absmax));

	if(lifespan)
	{
		badarea->think = G_FreeEdict;
		badarea->nextthink = level.time + lifespan;
	}
	if(owner)
	{
		badarea->owner = owner;
	}

//	drawbbox(badarea);
	return badarea;
}

// CheckForBadArea
//		This is a customized version of G_TouchTriggers that will check
//		for bad area triggers and return them if they're touched.
edict_t *CheckForBadArea(edict_t *ent)
{
	int			i, num;
	edict_t		*touch[MAX_EDICTS], *hit;
	vec3_t		mins, maxs;

	VectorAdd(ent->s.origin, ent->mins, mins);
	VectorAdd(ent->s.origin, ent->maxs, maxs);

	num = gi.BoxEdicts (mins, maxs, touch, MAX_EDICTS, AREA_TRIGGERS);

//	drawbbox(ent);

	// be careful, it is possible to have an entity in this
	// list removed before we get to it (killtriggered)
	for (i=0 ; i<num ; i++)
	{
		hit = touch[i];
		if (!hit->inuse)
			continue;
		if (hit->touch == badarea_touch)
		{
			return hit;
		}
	}
	
	return NULL;
}

#define TESLA_DAMAGE_RADIUS		128

qboolean MarkTeslaArea(edict_t *self, edict_t *tesla)
{
	vec3_t	mins, maxs;
	edict_t *e;
	edict_t *tail;
	edict_t *area;

	if(!tesla || !self)
		return false;

	// make sure this tesla doesn't have a bad area around it already...
	e = tesla->teamchain;
	tail = tesla;
	while (e)
	{
		tail = tail->teamchain;
		if(!strcmp(e->classname, "bad_area"))
		{
//			gi.dprintf("tesla already has a bad area marked\n");
			return false;
		}
		e = e->teamchain;
	}

	// see if we can grab the trigger directly
	if(tesla->teamchain && tesla->teamchain->inuse)
	{
		edict_t *trigger;

		trigger = tesla->teamchain;

//		VectorAdd (trigger->s.origin, trigger->mins, mins);
//		VectorAdd (trigger->s.origin, trigger->maxs, maxs);
		VectorCopy(trigger->absmin, mins);
		VectorCopy(trigger->absmax, maxs);

		if(tesla->air_finished)
			area = SpawnBadArea (mins, maxs, tesla->air_finished, tesla);
		else
			area = SpawnBadArea (mins, maxs, tesla->nextthink, tesla);
	}
	// otherwise we just guess at how long it'll last.
	else
	{
	
		VectorSet (mins, -TESLA_DAMAGE_RADIUS, -TESLA_DAMAGE_RADIUS, tesla->mins[2]);
		VectorSet (maxs, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS, TESLA_DAMAGE_RADIUS);

		area = SpawnBadArea(mins, maxs, 30, tesla);
	}

	// if we spawned a bad area, then link it to the tesla
	if(area)
	{
//		gi.dprintf("bad area marker spawned and linked to tesla\n");
		tail->teamchain = area;
	}
	return true;
}

// predictive calculator
// target is who you want to shoot
// start is where the shot comes from
// bolt_speed is how fast the shot is
// eye_height is a boolean to say whether or not to adjust to targets eye_height
// offset is how much time to miss by
// aimdir is the resulting aim direction (pass in NULL if you don't want it)
// aimpoint is the resulting aimpoint (pass in NULL if don't want it)
void PredictAim (edict_t *target, vec3_t start, float bolt_speed, qboolean eye_height, float offset, vec3_t aimdir, vec3_t aimpoint)
{
	vec3_t dir, vec;
	float dist, time;

	if (!target || !target->inuse)
	{
		VectorCopy (vec3_origin, aimdir);
		return;
	}

	VectorSubtract(target->s.origin, start, dir);
	if (eye_height)
		dir[2] += target->viewheight;
	dist = VectorLength(dir);
	time = dist / bolt_speed;


	VectorMA(target->s.origin, time - offset, target->velocity, vec);

	if (eye_height)
		vec[2] += target->viewheight;

	if (aimdir)
	{
		VectorSubtract (vec, start, aimdir);
		VectorNormalize (aimdir);
	}
	
	if (aimpoint)
	{
		VectorCopy (vec, aimpoint);
	}
}


qboolean below (edict_t *self, edict_t *other)
{
	vec3_t	vec;
	float	dot;
	vec3_t	down;
	
	VectorSubtract (other->s.origin, self->s.origin, vec);
	VectorNormalize (vec);
	VectorSet (down, 0, 0, -1);
	dot = DotProduct (vec, down);
	
	if (dot > 0.95)  // 18 degree arc below
		return true;
	return false;
}

void drawbbox (edict_t *self)
{
	int	lines[4][3] = {
		{1, 2, 4},
		{1, 2, 7},
		{1, 4, 5},
		{2, 4, 7}
	};

	int starts[4] = {0, 3, 5, 6};

	vec3_t pt[8];
	int i, j, k;
	vec3_t coords[2];
	vec3_t newbox;
	vec3_t f,r,u, dir;

	VectorCopy (self->absmin, coords[0]);
	VectorCopy (self->absmax, coords[1]);

	for (i=0; i<=1; i++)
	{
		for (j=0; j<=1; j++)
		{
			for (k=0; k<=1; k++)
			{
				pt[4*i+2*j+k][0] = coords[i][0];
				pt[4*i+2*j+k][1] = coords[j][1];
				pt[4*i+2*j+k][2] = coords[k][2];
			}
		}
	}
	
	for (i=0; i<= 3; i++)
	{
		for (j=0; j<= 2; j++)
		{
			gi.WriteByte (svc_temp_entity);
			gi.WriteByte (TE_DEBUGTRAIL);
			gi.WritePosition (pt[starts[i]]);
			gi.WritePosition (pt[lines[i][j]]);
			gi.multicast (pt[starts[i]], MULTICAST_ALL);	
		}
	}

	vectoangles2 (self->s.angles, dir);
	AngleVectors (dir, f, r, u);

	VectorMA (self->s.origin, 50, f, newbox);
	gi.WriteByte (svc_temp_entity);
	gi.WriteByte (TE_DEBUGTRAIL);
	gi.WritePosition (self->s.origin);
	gi.WritePosition (newbox);
	gi.multicast (self->s.origin, MULTICAST_PVS);	
	VectorClear (newbox);

	VectorMA (self->s.origin, 50, r, newbox);
	gi.WriteByte (svc_temp_entity);
	gi.WriteByte (TE_DEBUGTRAIL);
	gi.WritePosition (self->s.origin);
	gi.WritePosition (newbox);
	gi.multicast (self->s.origin, MULTICAST_PVS);	
	VectorClear (newbox);

	VectorMA (self->s.origin, 50, u, newbox);
	gi.WriteByte (svc_temp_entity);
	gi.WriteByte (TE_DEBUGTRAIL);
	gi.WritePosition (self->s.origin);
	gi.WritePosition (newbox);
	gi.multicast (self->s.origin, MULTICAST_PVS);	
	VectorClear (newbox);
}

//
// New dodge code
//
void M_MonsterDodge (edict_t *self, edict_t *attacker, float eta, trace_t *tr)
{
	float	r = qrandom();
	float	height;
	qboolean	ducker = false, dodger = false;

	// this needs to be here since this can be called after the monster has "died"
	if (self->health < 1)
		return;

	if ((self->monsterinfo.duck) && (self->monsterinfo.unduck))
		ducker = true;
	if ((self->monsterinfo.sidestep) && !(self->monsterinfo.aiflags & AI_STAND_GROUND))
		dodger = true;

	if ((!ducker) && (!dodger))
		return;

//	if ((g_showlogic) && (g_showlogic->value))
//	{
//		if (self->monsterinfo.aiflags & AI_DODGING)
//			gi.dprintf ("dodging - ");
//		if (self->monsterinfo.aiflags & AI_DUCKED)
//			gi.dprintf ("ducked - ");
//	}
	if (!self->enemy)
	{
		self->enemy = attacker;
		FoundTarget (self);
	}

	// PMM - don't bother if it's going to hit anyway; fix for weird in-your-face etas (I was
	// seeing numbers like 13 and 14)
	if ((eta < 0.1) || (eta > 5))
	{
//		if ((g_showlogic) && (g_showlogic->value))
//			gi.dprintf ("timeout\n");
		return;
	}

	// skill level determination..
	if (r > (0.25*((skill->value)+1)))
	{
//		if ((g_showlogic) && (g_showlogic->value))
//			gi.dprintf ("skillout\n");
		return;
	}

	// stop charging, since we're going to dodge (somehow) instead
//	soldier_stop_charge (self);

	if (ducker)
	{
		height = self->absmax[2]-32-1;  // the -1 is because the absmax is s.origin + maxs + 1

		// FIXME, make smarter
		// if we only duck, and ducking won't help or we're already ducking, do nothing
		//
		// need to add monsterinfo.abort_duck() and monsterinfo.next_duck_time

		if ((!dodger) && ((tr->endpos[2] <= height) || (self->monsterinfo.aiflags & AI_DUCKED)))
			return;
	}
	else
		height = self->absmax[2];

	if (dodger)
	{
		// if we're already dodging, just finish the sequence, i.e. don't do anything else
		if (self->monsterinfo.aiflags & AI_DODGING)
		{
//			if ((g_showlogic) && (g_showlogic->value))
//				gi.dprintf ("already dodging\n");
			return;
		}

		// if we're ducking already, or the shot is at our knees
		if ((tr->endpos[2] <= height) || (self->monsterinfo.aiflags & AI_DUCKED))
		{
			vec3_t right, diff;

			AngleVectors (self->s.angles, NULL, right, NULL);
			VectorSubtract (tr->endpos, self->s.origin, diff);

			if (DotProduct (right, diff) < 0)
			{
				self->monsterinfo.lefty = 0;
//				gi.dprintf ("left\n");
			} else {
				self->monsterinfo.lefty = 1;
//				gi.dprintf ("right\n");
			}
	
			// if we are currently ducked, unduck

			if ((ducker) && (self->monsterinfo.aiflags & AI_DUCKED))
			{
//				if ((g_showlogic) && (g_showlogic->value))
//					gi.dprintf ("unducking - ");
				self->monsterinfo.unduck(self);
			}

			self->monsterinfo.aiflags |= AI_DODGING;
			self->monsterinfo.attack_state = AS_SLIDING;

			// call the monster specific code here
			self->monsterinfo.sidestep (self);
			return;
		}
	}

	if (ducker)
	{
		if (self->monsterinfo.next_duck_time > level.time)
		{
//			if ((g_showlogic) && (g_showlogic->value))
//				gi.dprintf ("ducked too often, not ducking\n");
			return;
		}

//		if ((g_showlogic) && (g_showlogic->value))
//			gi.dprintf ("ducking!\n");

		monster_done_dodge (self);
		// set this prematurely; it doesn't hurt, and prevents extra iterations
		self->monsterinfo.aiflags |= AI_DUCKED;

		self->monsterinfo.duck (self, eta);
	}
}

void monster_duck_down (edict_t *self)
{
//	if (self->monsterinfo.aiflags & AI_DUCKED)
//		return;
	self->monsterinfo.aiflags |= AI_DUCKED;

//	if ((g_showlogic) && (g_showlogic->value))
//		gi.dprintf ("duck down!\n");
//	self->maxs[2] -= 32;
	self->maxs[2] = self->monsterinfo.base_height - 32;
	self->takedamage = DAMAGE_YES;
	if (self->monsterinfo.duck_wait_time < level.time)
		self->monsterinfo.duck_wait_time = level.time + 1;
	gi.linkentity (self);
}

void monster_duck_hold (edict_t *self)
{
	if (level.time >= self->monsterinfo.duck_wait_time)
		self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
	else
		self->monsterinfo.aiflags |= AI_HOLD_FRAME;
}

void monster_duck_up (edict_t *self)
{
	self->monsterinfo.aiflags &= ~AI_DUCKED;
//	self->maxs[2] += 32;
	self->maxs[2] = self->monsterinfo.base_height;
	self->takedamage = DAMAGE_AIM;
	self->monsterinfo.next_duck_time = level.time + DUCK_INTERVAL;
	gi.linkentity (self);
}

//=========================
//=========================
qboolean has_valid_enemy (edict_t *self)
{
	if (!self->enemy)
		return false;

	if (!self->enemy->inuse)
		return false;

	if (self->enemy->health < 1)
		return false;

	return true;
}

void TargetTesla (edict_t *self, edict_t *tesla)
{
	if ((!self) || (!tesla))
		return;

	// PMM - medic bails on healing things
	if (self->monsterinfo.aiflags & AI_MEDIC)
	{
		if (self->enemy)
			cleanupHealTarget(self->enemy);
		self->monsterinfo.aiflags &= ~AI_MEDIC;
	}

	// store the player enemy in case we lose track of him.
	if(self->enemy && self->enemy->client)
		self->monsterinfo.last_player_enemy = self->enemy;

	if(self->enemy != tesla)
	{
		self->oldenemy = self->enemy;
		self->enemy = tesla;
		if(self->monsterinfo.attack)
		{
			if (self->health <= 0)
			{
//				if ((g_showlogic) && (g_showlogic->value))
//					gi.dprintf ("bad tesla attack avoided!\n");
				return;
			}
			self->monsterinfo.attack(self);
		}
		else
		{
			FoundTarget(self);
		}
	}
}

// this returns a randomly selected coop player who is visible to self
// returns NULL if bad

edict_t * PickCoopTarget (edict_t *self)
{
	// no more than 4 players in coop, so..
	edict_t *targets[4];
	int		num_targets = 0, targetID;
	edict_t *ent;
	int		player;

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

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

	for (player = 1; player <= game.maxclients; player++)
	{
		ent = &g_edicts[player];
		if (!ent->inuse)
			continue;
		if (!ent->client)
			continue;
		if (visible(self, ent))
		{
//			if ((g_showlogic) && (g_showlogic->value))
//				gi.dprintf ("%s: found coop player %s - ", self->classname, ent->client->pers.netname);
			targets[num_targets++] = ent;
		}
	}

/*
	ent = g_edicts+1; // skip the worldspawn
	// cycle through players
	while (ent)
	{
		if ((ent->client) && (ent->inuse))
		{
			if (visible(self, ent))
			{
				if ((g_showlogic) && (g_showlogic->value))
					gi.dprintf ("%s: found coop player %s - ", self->classname, ent->client->pers.netname);
				targets[num_targets++] = ent;
			}
			ent++;
		}
		else
			ent = NULL;
	}
*/

	if (!num_targets)
		return NULL;

	// get a number from 0 to (num_targets-1)
	targetID = (qrandom() * (float)num_targets);
	
	// just in case we got a 1.0 from random
	if (targetID == num_targets)
		targetID--;

//	if (g_showlogic && g_showlogic->value)
//		gi.dprintf ("using player %s\n", targets[targetID]->client->pers.netname);
	return targets[targetID];
}

// only meant to be used in coop
int CountPlayers (void)
{
	edict_t *ent;
	int		count = 0;
	int		player;

	// if we're not in coop, this is a noop
	if (!coop || !coop->value)
		return 1;

	for (player = 1; player <= game.maxclients; player++)
	{
		ent = &g_edicts[player];
		if (!ent->inuse)
			continue;
		if (!ent->client)
			continue;
		count++;
	}
/*
	ent = g_edicts+1; // skip the worldspawn
	while (ent)
	{
		if ((ent->client) && (ent->inuse))
		{
			ent++;
			count++;
		}
		else
			ent = NULL;
	}
*/
	return count;
}

//*******************
// JUMPING AIDS
//*******************

void monster_jump_start (edict_t *self)
{
	self->timestamp = level.time;
}

qboolean monster_jump_finished (edict_t *self)
{
	if ((level.time - self->timestamp) > 3)
	{
//		if (g_showlogic && g_showlogic->value)
//		{
//			gi.dprintf("%s jump timed out!\n", self->classname);
//		}
		return true;
	}
	return false;
}