void() bubble_bob;

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

PLAYER

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

$cd /raid/quake/id1/models/player_4
$origin 0 -6 24
$base base              
$skin skin

//
// running
//
$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6

$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6

//
// standing
//
$frame stand1 stand2 stand3 stand4 stand5

$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12


//
// pain
//
$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6

$frame pain1 pain2 pain3 pain4 pain5 pain6


//
// death
//

$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
$frame axdeth7 axdeth8 axdeth9

$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
$frame deatha9 deatha10 deatha11

$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
$frame deathb9

$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15

$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
$frame deathd8 deathd9

$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
$frame deathe8 deathe9

//
// attacks
//
$frame nailatt1 nailatt2

$frame light1 light2

$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6

$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6

$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6

$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6

$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6

$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6


/*
==============================================================================
PLAYER
==============================================================================
*/

void() player_run;

void()  player_stand1 =[        $axstnd1,       player_stand1   ]
{
	if (self.velocity_x || self.velocity_y)
	{
		self.walkframe=0;
		player_run();
		return;
	}

	if (self.weapon == IT_AXE)
	{
		if (self.walkframe >= 12)
			self.walkframe = 0;
		self.frame = $axstnd1 + self.walkframe;
	}
	else
	{
		if (self.walkframe >= 5)
			self.walkframe = 0;
		self.frame = $stand1 + self.walkframe;
	}
	self.walkframe = self.walkframe + 1;    
};

void()  player_run =[   $rockrun1,      player_run      ]
{
	if (!self.velocity_x && !self.velocity_y)
	{
		self.walkframe=0;
		player_stand1();
		return;
	}

	if (self.weapon == IT_AXE)
	{
		if (self.walkframe >= 6)
			self.walkframe = 0;
		self.frame = $axrun1 + self.walkframe;
	}
	else
	{
		if (self.walkframe >= 6)
			self.walkframe = 0;
		self.frame = self.frame + self.walkframe;
	}
	self.walkframe = self.walkframe + 1;
};

void()  player_shot1 =  [$shotatt1, player_shot2        ] {};
void()  player_shot2 =  [$shotatt2, player_shot3        ] {};
void()  player_shot3 =  [$shotatt3, player_shot4        ] {};
void()  player_shot4 =  [$shotatt4, player_shot5        ] {};
void()  player_shot5 =  [$shotatt5, player_shot6        ] {};
void()  player_shot6 =  [$shotatt6, player_run  ] {};

void()  player_axe1 =   [$axatt1, player_axe2   ] {};
void()  player_axe2 =   [$axatt2, player_axe3   ] {};
void()  player_axe3 =   [$axatt3, player_axe4   ] {W_FireAxe();};
void()  player_axe4 =   [$axatt4, player_run    ] {};

void()  player_axeb1 =  [$axattb1, player_axeb2 ] {};
void()  player_axeb2 =  [$axattb2, player_axeb3 ] {};
void()  player_axeb3 =  [$axattb3, player_axeb4 ] {W_FireAxe();};
void()  player_axeb4 =  [$axattb4, player_run   ] {};

void()  player_axec1 =  [$axattc1, player_axec2 ] {};
void()  player_axec2 =  [$axattc2, player_axec3 ] {};
void()  player_axec3 =  [$axattc3, player_axec4 ] {W_FireAxe();};
void()  player_axec4 =  [$axattc4, player_run   ] {};

void()  player_axed1 =  [$axattd1, player_axed2 ] {};
void()  player_axed2 =  [$axattd2, player_axed3 ] {};
void()  player_axed3 =  [$axattd3, player_axed4 ] {W_FireAxe();};
void()  player_axed4 =  [$axattd4, player_run   ] {};


//============================================================================

void() player_nail1   =[$nailatt1, player_nail2  ] 
{
	if (self.weaponstate == WS_IDLE || intermission_running)
		{player_run ();return;}
};
void() player_nail2   =[$nailatt2, player_nail1  ]
{
	if (self.weaponstate == WS_IDLE || intermission_running)
		{player_run ();return;}
};

//============================================================================

void() player_light1   =[$light1, player_light2  ] 
{
	if (self.weaponstate == WS_IDLE || intermission_running)
		{player_run ();return;}
};
void() player_light2   =[$light2, player_light1  ]
{
	if (self.weaponstate == WS_IDLE || intermission_running)
		{player_run ();return;}
};

//============================================================================


void() player_rocket1   =[$rockatt1, player_rocket2  ] {};
void() player_rocket2   =[$rockatt2, player_rocket3  ] {};
void() player_rocket3   =[$rockatt3, player_rocket4  ] {};
void() player_rocket4   =[$rockatt4, player_rocket5  ] {};
void() player_rocket5   =[$rockatt5, player_rocket6  ] {};
void() player_rocket6   =[$rockatt6, player_run  ] {};
void(float num_bubbles) DeathBubbles;

void() PainSound =
{
	local float rs;
	local string s;

	if (self.health < 0)
		return;

	if (self.pain_finished > time)
		return;

	// change pain sound depending on means of death
	switch (damage_mod)
	{
	case MOD_TELEFRAG:
	case MOD_TELEFRAGDEFLECT:
		sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
		return;
	case MOD_DROWN:
		DeathBubbles(1);
		if (random() > 0.5)
			sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
		else
			sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
		return;
	case MOD_SLIME:
		// FIX ME: put in some steam here
		if (self.waterlevel == 3)
			DeathBubbles(1);
	case MOD_LAVA:
		if (random() > 0.5)
			sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
		else
			sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
		return;
	case MOD_AXE:
		sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
		self.pain_finished = time + 0.5;
		return;
	default:
	 	rs = random();

 		s = "player/pain6.wav";
 		if (rs < 0.166)
 			s = "player/pain1.wav";
 		else if (rs < 0.333)
 			s = "player/pain2.wav";
 		else if (rs < 0.5)
 			s = "player/pain3.wav";
 		else if (rs < 0.667)
 			s = "player/pain4.wav";
 		else if (rs < 0.833)
 			s = "player/pain5.wav";

	 	sound (self, CHAN_VOICE, s, 1, ATTN_NORM);
		return;
	}
};

void()  player_pain1 =  [       $pain1, player_pain2    ] {PainSound();};
void()  player_pain2 =  [       $pain2, player_pain3    ] {};
void()  player_pain3 =  [       $pain3, player_pain4    ] {};
void()  player_pain4 =  [       $pain4, player_pain5    ] {};
void()  player_pain5 =  [       $pain5, player_pain6    ] {};
void()  player_pain6 =  [       $pain6, player_run      ] {};

void()  player_axpain1 =        [       $axpain1,       player_axpain2  ] {PainSound();};
void()  player_axpain2 =        [       $axpain2,       player_axpain3  ] {};
void()  player_axpain3 =        [       $axpain3,       player_axpain4  ] {};
void()  player_axpain4 =        [       $axpain4,       player_axpain5  ] {};
void()  player_axpain5 =        [       $axpain5,       player_axpain6  ] {};
void()  player_axpain6 =        [       $axpain6,       player_run      ] {};

void() player_pain =
{
	if (self.weaponstate != WS_IDLE)
		return;

	if (self.invisible_finished > time)
		return;         // eyes don't have pain frames

	if (self.weapon == IT_AXE)
		player_axpain1 ();
	else
		player_pain1 ();
};

void() player_diea1;
void() player_dieb1;
void() player_diec1;
void() player_died1;
void() player_diee1;
void() player_die_ax1;

void() DeathBubblesSpawn =
{
local entity    bubble;
	if (self.owner.waterlevel != 3)
	{
		remove(self);
		return;
	}
	bubble = spawn();
	setmodel (bubble, "progs/s_bubble.spr");
	setorigin (bubble, self.owner.origin + '0 0 24');
	bubble.movetype = MOVETYPE_NOCLIP;
	bubble.solid = SOLID_NOT;
	bubble.velocity = '0 0 15';
	bubble.nextthink = time + 0.5;
	bubble.think = bubble_bob;
	bubble.classname = "bubble";
	bubble.frame = 0;
	bubble.bubble_state = 0;
	setsize (bubble, '-8 -8 -8', '8 8 8');
	self.nextthink = time + 0.1;
	self.think = DeathBubblesSpawn;
	self.bubble_count = self.bubble_count - 1;
	if (self.bubble_count <= 0)
		remove(self);
};

void(float num_bubbles) DeathBubbles =
{
local entity    bubble_spawner;
	
	bubble_spawner = spawn();
	setorigin (bubble_spawner, self.origin);
	bubble_spawner.movetype = MOVETYPE_NONE;
	bubble_spawner.solid = SOLID_NOT;
	bubble_spawner.nextthink = time + 0.1;
	bubble_spawner.think = DeathBubblesSpawn;
	bubble_spawner.owner = self;
	bubble_spawner.bubble_count = num_bubbles;
};


void() DeathSound =
{
local float             rs;

	// water death sounds
	if (self.waterlevel == 3)
	{
		DeathBubbles(5);
		sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
		return;
	}
	
	rs = rint ((random() * 4) + 1);
	if (rs == 1)
		self.noise = "player/death1.wav";
	if (rs == 2)
		self.noise = "player/death2.wav";
	if (rs == 3)
		self.noise = "player/death3.wav";
	if (rs == 4)
		self.noise = "player/death4.wav";
	if (rs == 5)
		self.noise = "player/death5.wav";

	sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
	return;
};


void() PlayerDead =
{
	self.nextthink = -1;
// allow respawn after a certain time
	self.deadflag = DEAD_DEAD;
};

vector(float dm) VelocityForDamage =
{
	local vector v;

	if (vlen(damage_inflictor.velocity)>0)
	{
		v = 0.5 * damage_inflictor.velocity;
		v = v + (25 * normalize(self.origin-damage_inflictor.origin));
		v_z = 100 + 240 * random();
		v_x = v_x + (200 * crandom());
		v_y = v_y + (200 * crandom());
		//dprint ("Velocity gib\n");                
	}
	else
	{
		v_x = 100 * crandom();
		v_y = 100 * crandom();
		v_z = 200 + 100 * random();
	}

	//v_x = 100 * crandom();
	//v_y = 100 * crandom();
	//v_z = 200 + 100 * random();

	if (dm > -50)
	{
	//      dprint ("level 1\n");
		v = v * 0.7;
	}
	else if (dm > -200)
	{
	//      dprint ("level 3\n");
		v = v * 2;
	}
	else
		v = v * 10;

	return v;
};

void(string gibname, float dm) ThrowGib =
{
	local   entity new;

	new = spawn();
	new.origin = self.origin;
	setmodel (new, gibname);
	setsize (new, '0 0 0', '0 0 0');
	new.velocity = VelocityForDamage (dm);
	new.movetype = MOVETYPE_BOUNCE;
	new.solid = SOLID_NOT;
	new.avelocity_x = random()*600;
	new.avelocity_y = random()*600;
	new.avelocity_z = random()*600;
	new.think = SUB_Remove;
	new.nextthink = time + 10 + random()*10;
	new.frame = 0;
	new.flags = 0;
};

void(string gibname, float dm) ThrowHead =
{
	setmodel (self, gibname);
	self.frame = 0;
	self.nextthink = -1;
	self.movetype = MOVETYPE_BOUNCE;
	self.takedamage = DAMAGE_NO;
	self.solid = SOLID_NOT;
	self.view_ofs = '0 0 8';
	setsize (self, '-16 -16 0', '16 16 56');
	self.velocity = VelocityForDamage (dm);
	self.origin_z = self.origin_z - 24;
	self.flags = self.flags - (self.flags & FL_ONGROUND);
	self.avelocity = crandom() * '0 600 0';
};


void() GibPlayer =
{
	ThrowHead ("progs/h_player.mdl", self.health);
	ThrowGib ("progs/gib1.mdl", self.health);
	ThrowGib ("progs/gib2.mdl", self.health);
	ThrowGib ("progs/gib3.mdl", self.health);

	self.deadflag = DEAD_DEAD;

	if (damage_attacker.classname == "teledeath")
	{
		sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
		return;
	}
		
	if (random() < 0.5)
		sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
	else
		sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
};

void() PlayerDropStuff =
{
	local	string	s, t;	

	if (numberserverinfokey("dq") != 0)
	{
		if (self.super_damage_finished > time)
		{
			DropQuad (self.super_damage_finished - time);
			s = ftos(rint(self.super_damage_finished - time));
			t = " lost a quad with ";
			if (deathmatch == 4)
				t = " lost an OctaPower with ";
			bprint4 (PRINT_LOW, self.netname, t, s, " seconds remaining\n");
		}
	}

	if (numberserverinfokey("dr") != 0)
	{
		if (self.invisible_finished > time)
		{
			s = ftos(rint(self.invisible_finished - time));
			bprint4 (PRINT_LOW, self.netname, " lost a ring with ", s, " seconds remaining\n");
			DropRing (self.invisible_finished - time);
		}
	}

	DropBackpack();
}

void() PlayerDie =
{
	local   float   i;
	self.items = self.items - (self.items & IT_INVISIBILITY);

	PlayerDropStuff();

	self.invisible_finished = 0;    // don't die as eyes
	self.invincible_finished = 0;
	self.super_damage_finished = 0;
	self.radsuit_finished = 0;
	self.modelindex = modelindex_player;    // don't use eyes

	self.weaponmodel="";
	self.view_ofs = '0 0 -8';
	self.deadflag = DEAD_DYING;
	self.solid = SOLID_NOT;
	self.flags = self.flags - (self.flags & FL_ONGROUND);
	self.movetype = MOVETYPE_TOSS;
	if (self.velocity_z < 10)
		self.velocity_z = self.velocity_z + random()*300;

	if (self.health < -40)
	{
		GibPlayer ();
		return;
	}

	DeathSound();
	
	self.angles_x = 0;
	self.angles_z = 0;
	
	if (self.weapon == IT_AXE)
	{
		player_die_ax1 ();
		return;
	}
	
	i = random();
	
	if (i < 0.2)
		player_diea1();
	else if (i < 0.4)
		player_dieb1();
	else if (i < 0.6)
		player_diec1();
	else if (i < 0.8)
		player_died1();
	else
		player_diee1();

};

void() set_suicide_frame =
{       // used by klill command and diconnect command
	if (self.model != "progs/player.mdl")
		return; // allready gibbed
	self.frame = $deatha11;
	self.solid = SOLID_NOT;
	self.movetype = MOVETYPE_TOSS;
	self.deadflag = DEAD_DEAD;
	self.nextthink = -1;
};


void()  player_diea1    =       [       $deatha1,       player_diea2    ] {};
void()  player_diea2    =       [       $deatha2,       player_diea3    ] {};
void()  player_diea3    =       [       $deatha3,       player_diea4    ] {};
void()  player_diea4    =       [       $deatha4,       player_diea5    ] {};
void()  player_diea5    =       [       $deatha5,       player_diea6    ] {};
void()  player_diea6    =       [       $deatha6,       player_diea7    ] {};
void()  player_diea7    =       [       $deatha7,       player_diea8    ] {};
void()  player_diea8    =       [       $deatha8,       player_diea9    ] {};
void()  player_diea9    =       [       $deatha9,       player_diea10   ] {};
void()  player_diea10   =       [       $deatha10,      player_diea11   ] {};
void()  player_diea11   =       [       $deatha11,      player_diea11 ] {PlayerDead();};

void()  player_dieb1    =       [       $deathb1,       player_dieb2    ] {};
void()  player_dieb2    =       [       $deathb2,       player_dieb3    ] {};
void()  player_dieb3    =       [       $deathb3,       player_dieb4    ] {};
void()  player_dieb4    =       [       $deathb4,       player_dieb5    ] {};
void()  player_dieb5    =       [       $deathb5,       player_dieb6    ] {};
void()  player_dieb6    =       [       $deathb6,       player_dieb7    ] {};
void()  player_dieb7    =       [       $deathb7,       player_dieb8    ] {};
void()  player_dieb8    =       [       $deathb8,       player_dieb9    ] {};
void()  player_dieb9    =       [       $deathb9,       player_dieb9    ] {PlayerDead();};

void()  player_diec1    =       [       $deathc1,       player_diec2    ] {};
void()  player_diec2    =       [       $deathc2,       player_diec3    ] {};
void()  player_diec3    =       [       $deathc3,       player_diec4    ] {};
void()  player_diec4    =       [       $deathc4,       player_diec5    ] {};
void()  player_diec5    =       [       $deathc5,       player_diec6    ] {};
void()  player_diec6    =       [       $deathc6,       player_diec7    ] {};
void()  player_diec7    =       [       $deathc7,       player_diec8    ] {};
void()  player_diec8    =       [       $deathc8,       player_diec9    ] {};
void()  player_diec9    =       [       $deathc9,       player_diec10   ] {};
void()  player_diec10   =       [       $deathc10,      player_diec11   ] {};
void()  player_diec11   =       [       $deathc11,      player_diec12   ] {};
void()  player_diec12   =       [       $deathc12,      player_diec13   ] {};
void()  player_diec13   =       [       $deathc13,      player_diec14   ] {};
void()  player_diec14   =       [       $deathc14,      player_diec15   ] {};
void()  player_diec15   =       [       $deathc15,      player_diec15 ] {PlayerDead();};

void()  player_died1    =       [       $deathd1,       player_died2    ] {};
void()  player_died2    =       [       $deathd2,       player_died3    ] {};
void()  player_died3    =       [       $deathd3,       player_died4    ] {};
void()  player_died4    =       [       $deathd4,       player_died5    ] {};
void()  player_died5    =       [       $deathd5,       player_died6    ] {};
void()  player_died6    =       [       $deathd6,       player_died7    ] {};
void()  player_died7    =       [       $deathd7,       player_died8    ] {};
void()  player_died8    =       [       $deathd8,       player_died9    ] {};
void()  player_died9    =       [       $deathd9,       player_died9    ] {PlayerDead();};

void()  player_diee1    =       [       $deathe1,       player_diee2    ] {};
void()  player_diee2    =       [       $deathe2,       player_diee3    ] {};
void()  player_diee3    =       [       $deathe3,       player_diee4    ] {};
void()  player_diee4    =       [       $deathe4,       player_diee5    ] {};
void()  player_diee5    =       [       $deathe5,       player_diee6    ] {};
void()  player_diee6    =       [       $deathe6,       player_diee7    ] {};
void()  player_diee7    =       [       $deathe7,       player_diee8    ] {};
void()  player_diee8    =       [       $deathe8,       player_diee9    ] {};
void()  player_diee9    =       [       $deathe9,       player_diee9    ] {PlayerDead();};

void()  player_die_ax1  =       [       $axdeth1,       player_die_ax2  ] {};
void()  player_die_ax2  =       [       $axdeth2,       player_die_ax3  ] {};
void()  player_die_ax3  =       [       $axdeth3,       player_die_ax4  ] {};
void()  player_die_ax4  =       [       $axdeth4,       player_die_ax5  ] {};
void()  player_die_ax5  =       [       $axdeth5,       player_die_ax6  ] {};
void()  player_die_ax6  =       [       $axdeth6,       player_die_ax7  ] {};
void()  player_die_ax7  =       [       $axdeth7,       player_die_ax8  ] {};
void()  player_die_ax8  =       [       $axdeth8,       player_die_ax9  ] {};
void()  player_die_ax9  =       [       $axdeth9,       player_die_ax9  ] {PlayerDead();};