diff options
Diffstat (limited to 'src/jake2/game/monsters/M_Infantry.java')
-rw-r--r-- | src/jake2/game/monsters/M_Infantry.java | 1080 |
1 files changed, 1080 insertions, 0 deletions
diff --git a/src/jake2/game/monsters/M_Infantry.java b/src/jake2/game/monsters/M_Infantry.java new file mode 100644 index 0000000..c0493eb --- /dev/null +++ b/src/jake2/game/monsters/M_Infantry.java @@ -0,0 +1,1080 @@ +/* + * 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. + * + */ + +// Created on 13.11.2003 by RST. +// $Id: M_Infantry.java,v 1.2 2005-02-06 18:48:14 salomo Exp $ +package jake2.game.monsters; + +import jake2.Defines; +import jake2.client.M; +import jake2.game.EntDieAdapter; +import jake2.game.EntDodgeAdapter; +import jake2.game.EntInteractAdapter; +import jake2.game.EntPainAdapter; +import jake2.game.EntThinkAdapter; +import jake2.game.Fire; +import jake2.game.GameAI; +import jake2.game.GameBase; +import jake2.game.GameUtil; +import jake2.game.Monster; +import jake2.game.edict_t; +import jake2.game.mframe_t; +import jake2.game.mmove_t; +import jake2.util.Lib; +import jake2.util.Math3D; + +public class M_Infantry { + + // This file generated by ModelGen - Do NOT Modify + + public final static int FRAME_gun02 = 0; + + public final static int FRAME_stand01 = 1; + + public final static int FRAME_stand02 = 2; + + public final static int FRAME_stand03 = 3; + + public final static int FRAME_stand04 = 4; + + public final static int FRAME_stand05 = 5; + + public final static int FRAME_stand06 = 6; + + public final static int FRAME_stand07 = 7; + + public final static int FRAME_stand08 = 8; + + public final static int FRAME_stand09 = 9; + + public final static int FRAME_stand10 = 10; + + public final static int FRAME_stand11 = 11; + + public final static int FRAME_stand12 = 12; + + public final static int FRAME_stand13 = 13; + + public final static int FRAME_stand14 = 14; + + public final static int FRAME_stand15 = 15; + + public final static int FRAME_stand16 = 16; + + public final static int FRAME_stand17 = 17; + + public final static int FRAME_stand18 = 18; + + public final static int FRAME_stand19 = 19; + + public final static int FRAME_stand20 = 20; + + public final static int FRAME_stand21 = 21; + + public final static int FRAME_stand22 = 22; + + public final static int FRAME_stand23 = 23; + + public final static int FRAME_stand24 = 24; + + public final static int FRAME_stand25 = 25; + + public final static int FRAME_stand26 = 26; + + public final static int FRAME_stand27 = 27; + + public final static int FRAME_stand28 = 28; + + public final static int FRAME_stand29 = 29; + + public final static int FRAME_stand30 = 30; + + public final static int FRAME_stand31 = 31; + + public final static int FRAME_stand32 = 32; + + public final static int FRAME_stand33 = 33; + + public final static int FRAME_stand34 = 34; + + public final static int FRAME_stand35 = 35; + + public final static int FRAME_stand36 = 36; + + public final static int FRAME_stand37 = 37; + + public final static int FRAME_stand38 = 38; + + public final static int FRAME_stand39 = 39; + + public final static int FRAME_stand40 = 40; + + public final static int FRAME_stand41 = 41; + + public final static int FRAME_stand42 = 42; + + public final static int FRAME_stand43 = 43; + + public final static int FRAME_stand44 = 44; + + public final static int FRAME_stand45 = 45; + + public final static int FRAME_stand46 = 46; + + public final static int FRAME_stand47 = 47; + + public final static int FRAME_stand48 = 48; + + public final static int FRAME_stand49 = 49; + + public final static int FRAME_stand50 = 50; + + public final static int FRAME_stand51 = 51; + + public final static int FRAME_stand52 = 52; + + public final static int FRAME_stand53 = 53; + + public final static int FRAME_stand54 = 54; + + public final static int FRAME_stand55 = 55; + + public final static int FRAME_stand56 = 56; + + public final static int FRAME_stand57 = 57; + + public final static int FRAME_stand58 = 58; + + public final static int FRAME_stand59 = 59; + + public final static int FRAME_stand60 = 60; + + public final static int FRAME_stand61 = 61; + + public final static int FRAME_stand62 = 62; + + public final static int FRAME_stand63 = 63; + + public final static int FRAME_stand64 = 64; + + public final static int FRAME_stand65 = 65; + + public final static int FRAME_stand66 = 66; + + public final static int FRAME_stand67 = 67; + + public final static int FRAME_stand68 = 68; + + public final static int FRAME_stand69 = 69; + + public final static int FRAME_stand70 = 70; + + public final static int FRAME_stand71 = 71; + + public final static int FRAME_walk01 = 72; + + public final static int FRAME_walk02 = 73; + + public final static int FRAME_walk03 = 74; + + public final static int FRAME_walk04 = 75; + + public final static int FRAME_walk05 = 76; + + public final static int FRAME_walk06 = 77; + + public final static int FRAME_walk07 = 78; + + public final static int FRAME_walk08 = 79; + + public final static int FRAME_walk09 = 80; + + public final static int FRAME_walk10 = 81; + + public final static int FRAME_walk11 = 82; + + public final static int FRAME_walk12 = 83; + + public final static int FRAME_walk13 = 84; + + public final static int FRAME_walk14 = 85; + + public final static int FRAME_walk15 = 86; + + public final static int FRAME_walk16 = 87; + + public final static int FRAME_walk17 = 88; + + public final static int FRAME_walk18 = 89; + + public final static int FRAME_walk19 = 90; + + public final static int FRAME_walk20 = 91; + + public final static int FRAME_run01 = 92; + + public final static int FRAME_run02 = 93; + + public final static int FRAME_run03 = 94; + + public final static int FRAME_run04 = 95; + + public final static int FRAME_run05 = 96; + + public final static int FRAME_run06 = 97; + + public final static int FRAME_run07 = 98; + + public final static int FRAME_run08 = 99; + + public final static int FRAME_pain101 = 100; + + public final static int FRAME_pain102 = 101; + + public final static int FRAME_pain103 = 102; + + public final static int FRAME_pain104 = 103; + + public final static int FRAME_pain105 = 104; + + public final static int FRAME_pain106 = 105; + + public final static int FRAME_pain107 = 106; + + public final static int FRAME_pain108 = 107; + + public final static int FRAME_pain109 = 108; + + public final static int FRAME_pain110 = 109; + + public final static int FRAME_pain201 = 110; + + public final static int FRAME_pain202 = 111; + + public final static int FRAME_pain203 = 112; + + public final static int FRAME_pain204 = 113; + + public final static int FRAME_pain205 = 114; + + public final static int FRAME_pain206 = 115; + + public final static int FRAME_pain207 = 116; + + public final static int FRAME_pain208 = 117; + + public final static int FRAME_pain209 = 118; + + public final static int FRAME_pain210 = 119; + + public final static int FRAME_duck01 = 120; + + public final static int FRAME_duck02 = 121; + + public final static int FRAME_duck03 = 122; + + public final static int FRAME_duck04 = 123; + + public final static int FRAME_duck05 = 124; + + public final static int FRAME_death101 = 125; + + public final static int FRAME_death102 = 126; + + public final static int FRAME_death103 = 127; + + public final static int FRAME_death104 = 128; + + public final static int FRAME_death105 = 129; + + public final static int FRAME_death106 = 130; + + public final static int FRAME_death107 = 131; + + public final static int FRAME_death108 = 132; + + public final static int FRAME_death109 = 133; + + public final static int FRAME_death110 = 134; + + public final static int FRAME_death111 = 135; + + public final static int FRAME_death112 = 136; + + public final static int FRAME_death113 = 137; + + public final static int FRAME_death114 = 138; + + public final static int FRAME_death115 = 139; + + public final static int FRAME_death116 = 140; + + public final static int FRAME_death117 = 141; + + public final static int FRAME_death118 = 142; + + public final static int FRAME_death119 = 143; + + public final static int FRAME_death120 = 144; + + public final static int FRAME_death201 = 145; + + public final static int FRAME_death202 = 146; + + public final static int FRAME_death203 = 147; + + public final static int FRAME_death204 = 148; + + public final static int FRAME_death205 = 149; + + public final static int FRAME_death206 = 150; + + public final static int FRAME_death207 = 151; + + public final static int FRAME_death208 = 152; + + public final static int FRAME_death209 = 153; + + public final static int FRAME_death210 = 154; + + public final static int FRAME_death211 = 155; + + public final static int FRAME_death212 = 156; + + public final static int FRAME_death213 = 157; + + public final static int FRAME_death214 = 158; + + public final static int FRAME_death215 = 159; + + public final static int FRAME_death216 = 160; + + public final static int FRAME_death217 = 161; + + public final static int FRAME_death218 = 162; + + public final static int FRAME_death219 = 163; + + public final static int FRAME_death220 = 164; + + public final static int FRAME_death221 = 165; + + public final static int FRAME_death222 = 166; + + public final static int FRAME_death223 = 167; + + public final static int FRAME_death224 = 168; + + public final static int FRAME_death225 = 169; + + public final static int FRAME_death301 = 170; + + public final static int FRAME_death302 = 171; + + public final static int FRAME_death303 = 172; + + public final static int FRAME_death304 = 173; + + public final static int FRAME_death305 = 174; + + public final static int FRAME_death306 = 175; + + public final static int FRAME_death307 = 176; + + public final static int FRAME_death308 = 177; + + public final static int FRAME_death309 = 178; + + public final static int FRAME_block01 = 179; + + public final static int FRAME_block02 = 180; + + public final static int FRAME_block03 = 181; + + public final static int FRAME_block04 = 182; + + public final static int FRAME_block05 = 183; + + public final static int FRAME_attak101 = 184; + + public final static int FRAME_attak102 = 185; + + public final static int FRAME_attak103 = 186; + + public final static int FRAME_attak104 = 187; + + public final static int FRAME_attak105 = 188; + + public final static int FRAME_attak106 = 189; + + public final static int FRAME_attak107 = 190; + + public final static int FRAME_attak108 = 191; + + public final static int FRAME_attak109 = 192; + + public final static int FRAME_attak110 = 193; + + public final static int FRAME_attak111 = 194; + + public final static int FRAME_attak112 = 195; + + public final static int FRAME_attak113 = 196; + + public final static int FRAME_attak114 = 197; + + public final static int FRAME_attak115 = 198; + + public final static int FRAME_attak201 = 199; + + public final static int FRAME_attak202 = 200; + + public final static int FRAME_attak203 = 201; + + public final static int FRAME_attak204 = 202; + + public final static int FRAME_attak205 = 203; + + public final static int FRAME_attak206 = 204; + + public final static int FRAME_attak207 = 205; + + public final static int FRAME_attak208 = 206; + + public final static float MODEL_SCALE = 1.000000f; + + static int sound_pain1; + + static int sound_pain2; + + static int sound_die1; + + static int sound_die2; + + static int sound_gunshot; + + static int sound_weapon_cock; + + static int sound_punch_swing; + + static int sound_punch_hit; + + static int sound_sight; + + static int sound_search; + + static int sound_idle; + + static mframe_t infantry_frames_stand[] = new mframe_t[] { + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null) }; + + static mmove_t infantry_move_stand = new mmove_t(FRAME_stand50, + FRAME_stand71, infantry_frames_stand, null); + + public static EntThinkAdapter infantry_stand = new EntThinkAdapter() { + public boolean think(edict_t self) { + self.monsterinfo.currentmove = infantry_move_stand; + return true; + } + }; + + static mframe_t infantry_frames_fidget[] = new mframe_t[] { + new mframe_t(GameAI.ai_stand, 1, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 1, null), + new mframe_t(GameAI.ai_stand, 3, null), + new mframe_t(GameAI.ai_stand, 6, null), + new mframe_t(GameAI.ai_stand, 3, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 1, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 1, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, -1, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 1, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, -2, null), + new mframe_t(GameAI.ai_stand, 1, null), + new mframe_t(GameAI.ai_stand, 1, null), + new mframe_t(GameAI.ai_stand, 1, null), + new mframe_t(GameAI.ai_stand, -1, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, -1, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, -1, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 1, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, -1, null), + new mframe_t(GameAI.ai_stand, -1, null), + new mframe_t(GameAI.ai_stand, 0, null), + new mframe_t(GameAI.ai_stand, -3, null), + new mframe_t(GameAI.ai_stand, -2, null), + new mframe_t(GameAI.ai_stand, -3, null), + new mframe_t(GameAI.ai_stand, -3, null), + new mframe_t(GameAI.ai_stand, -2, null) }; + + static mmove_t infantry_move_fidget = new mmove_t(FRAME_stand01, + FRAME_stand49, infantry_frames_fidget, infantry_stand); + + static EntThinkAdapter infantry_fidget = new EntThinkAdapter() { + public boolean think(edict_t self) { + self.monsterinfo.currentmove = infantry_move_fidget; + GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_idle, 1, + Defines.ATTN_IDLE, 0); + return true; + } + }; + + static mframe_t infantry_frames_walk[] = new mframe_t[] { + new mframe_t(GameAI.ai_walk, 5, null), + new mframe_t(GameAI.ai_walk, 4, null), + new mframe_t(GameAI.ai_walk, 4, null), + new mframe_t(GameAI.ai_walk, 5, null), + new mframe_t(GameAI.ai_walk, 4, null), + new mframe_t(GameAI.ai_walk, 5, null), + new mframe_t(GameAI.ai_walk, 6, null), + new mframe_t(GameAI.ai_walk, 4, null), + new mframe_t(GameAI.ai_walk, 4, null), + new mframe_t(GameAI.ai_walk, 4, null), + new mframe_t(GameAI.ai_walk, 4, null), + new mframe_t(GameAI.ai_walk, 5, null) }; + + static mmove_t infantry_move_walk = new mmove_t(FRAME_walk03, FRAME_walk14, + infantry_frames_walk, null); + + static EntThinkAdapter infantry_walk = new EntThinkAdapter() { + public boolean think(edict_t self) { + self.monsterinfo.currentmove = infantry_move_walk; + return true; + } + }; + + static mframe_t infantry_frames_run[] = new mframe_t[] { + new mframe_t(GameAI.ai_run, 10, null), + new mframe_t(GameAI.ai_run, 20, null), + new mframe_t(GameAI.ai_run, 5, null), + new mframe_t(GameAI.ai_run, 7, null), + new mframe_t(GameAI.ai_run, 30, null), + new mframe_t(GameAI.ai_run, 35, null), + new mframe_t(GameAI.ai_run, 2, null), + new mframe_t(GameAI.ai_run, 6, null) }; + + static mmove_t infantry_move_run = new mmove_t(FRAME_run01, FRAME_run08, + infantry_frames_run, null); + + static EntThinkAdapter infantry_run = new EntThinkAdapter() { + public boolean think(edict_t self) { + if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0) + self.monsterinfo.currentmove = infantry_move_stand; + else + self.monsterinfo.currentmove = infantry_move_run; + return true; + } + }; + + static mframe_t infantry_frames_pain1[] = new mframe_t[] { + new mframe_t(GameAI.ai_move, -3, null), + new mframe_t(GameAI.ai_move, -2, null), + new mframe_t(GameAI.ai_move, -1, null), + new mframe_t(GameAI.ai_move, -2, null), + new mframe_t(GameAI.ai_move, -1, null), + new mframe_t(GameAI.ai_move, 1, null), + new mframe_t(GameAI.ai_move, -1, null), + new mframe_t(GameAI.ai_move, 1, null), + new mframe_t(GameAI.ai_move, 6, null), + new mframe_t(GameAI.ai_move, 2, null) }; + + static mmove_t infantry_move_pain1 = new mmove_t(FRAME_pain101, + FRAME_pain110, infantry_frames_pain1, infantry_run); + + static mframe_t infantry_frames_pain2[] = new mframe_t[] { + new mframe_t(GameAI.ai_move, -3, null), + new mframe_t(GameAI.ai_move, -3, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, -1, null), + new mframe_t(GameAI.ai_move, -2, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, 2, null), + new mframe_t(GameAI.ai_move, 5, null), + new mframe_t(GameAI.ai_move, 2, null) }; + + static mmove_t infantry_move_pain2 = new mmove_t(FRAME_pain201, + FRAME_pain210, infantry_frames_pain2, infantry_run); + + static EntPainAdapter infantry_pain = new EntPainAdapter() { + public void pain(edict_t self, edict_t other, float kick, int damage) { + + int n; + + if (self.health < (self.max_health / 2)) + self.s.skinnum = 1; + + if (GameBase.level.time < self.pain_debounce_time) + return; + + self.pain_debounce_time = GameBase.level.time + 3; + + if (GameBase.skill.value == 3) + return; // no pain anims in nightmare + + n = Lib.rand() % 2; + if (n == 0) { + self.monsterinfo.currentmove = infantry_move_pain1; + GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain1, 1, + Defines.ATTN_NORM, 0); + } else { + self.monsterinfo.currentmove = infantry_move_pain2; + GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain2, 1, + Defines.ATTN_NORM, 0); + } + } + }; + + static float[] aimangles[] = { { 0.0f, 5.0f, 0.0f }, + { 10.0f, 15.0f, 0.0f }, { 20.0f, 25.0f, 0.0f }, + { 25.0f, 35.0f, 0.0f }, { 30.0f, 40.0f, 0.0f }, + { 30.0f, 45.0f, 0.0f }, { 25.0f, 50.0f, 0.0f }, + { 20.0f, 40.0f, 0.0f }, { 15.0f, 35.0f, 0.0f }, + { 40.0f, 35.0f, 0.0f }, { 70.0f, 35.0f, 0.0f }, + { 90.0f, 35.0f, 0.0f } }; + + static EntThinkAdapter InfantryMachineGun = new EntThinkAdapter() { + public boolean think(edict_t self) { + float[] start = { 0, 0, 0 }, target = { 0, 0, 0 }; + float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }; + float[] vec = { 0, 0, 0 }; + int flash_number; + + if (self.s.frame == FRAME_attak111) { + flash_number = Defines.MZ2_INFANTRY_MACHINEGUN_1; + Math3D.AngleVectors(self.s.angles, forward, right, null); + Math3D.G_ProjectSource(self.s.origin, + M_Flash.monster_flash_offset[flash_number], forward, + right, start); + + if (self.enemy != null) { + Math3D.VectorMA(self.enemy.s.origin, -0.2f, + self.enemy.velocity, target); + target[2] += self.enemy.viewheight; + Math3D.VectorSubtract(target, start, forward); + Math3D.VectorNormalize(forward); + } else { + Math3D.AngleVectors(self.s.angles, forward, right, null); + } + } else { + flash_number = Defines.MZ2_INFANTRY_MACHINEGUN_2 + + (self.s.frame - FRAME_death211); + + Math3D.AngleVectors(self.s.angles, forward, right, null); + Math3D.G_ProjectSource(self.s.origin, + M_Flash.monster_flash_offset[flash_number], forward, + right, start); + + Math3D.VectorSubtract(self.s.angles, aimangles[flash_number + - Defines.MZ2_INFANTRY_MACHINEGUN_2], vec); + Math3D.AngleVectors(vec, forward, null, null); + } + + Monster.monster_fire_bullet(self, start, forward, 3, 4, + Defines.DEFAULT_BULLET_HSPREAD, + Defines.DEFAULT_BULLET_VSPREAD, flash_number); + return true; + } + }; + + static EntInteractAdapter infantry_sight = new EntInteractAdapter() { + public boolean interact(edict_t self, edict_t other) { + GameBase.gi.sound(self, Defines.CHAN_BODY, sound_sight, 1, + Defines.ATTN_NORM, 0); + return true; + } + }; + + /// + + static EntThinkAdapter infantry_dead = new EntThinkAdapter() { + public boolean think(edict_t self) { + Math3D.VectorSet(self.mins, -16, -16, -24); + Math3D.VectorSet(self.maxs, 16, 16, -8); + self.movetype = Defines.MOVETYPE_TOSS; + self.svflags |= Defines.SVF_DEADMONSTER; + GameBase.gi.linkentity(self); + + M.M_FlyCheck.think(self); + return true; + } + }; + + static mframe_t infantry_frames_death1[] = new mframe_t[] { + new mframe_t(GameAI.ai_move, -4, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, -1, null), + new mframe_t(GameAI.ai_move, -4, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, -1, null), + new mframe_t(GameAI.ai_move, 3, null), + new mframe_t(GameAI.ai_move, 1, null), + new mframe_t(GameAI.ai_move, 1, null), + new mframe_t(GameAI.ai_move, -2, null), + new mframe_t(GameAI.ai_move, 2, null), + new mframe_t(GameAI.ai_move, 2, null), + new mframe_t(GameAI.ai_move, 9, null), + new mframe_t(GameAI.ai_move, 9, null), + new mframe_t(GameAI.ai_move, 5, null), + new mframe_t(GameAI.ai_move, -3, null), + new mframe_t(GameAI.ai_move, -3, null) }; + + static mmove_t infantry_move_death1 = new mmove_t(FRAME_death101, + FRAME_death120, infantry_frames_death1, infantry_dead); + + // Off with his head + static mframe_t infantry_frames_death2[] = new mframe_t[] { + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, 1, null), + new mframe_t(GameAI.ai_move, 5, null), + new mframe_t(GameAI.ai_move, -1, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, 1, null), + new mframe_t(GameAI.ai_move, 1, null), + new mframe_t(GameAI.ai_move, 4, null), + new mframe_t(GameAI.ai_move, 3, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, -2, InfantryMachineGun), + new mframe_t(GameAI.ai_move, -2, InfantryMachineGun), + new mframe_t(GameAI.ai_move, -3, InfantryMachineGun), + new mframe_t(GameAI.ai_move, -1, InfantryMachineGun), + new mframe_t(GameAI.ai_move, -2, InfantryMachineGun), + new mframe_t(GameAI.ai_move, 0, InfantryMachineGun), + new mframe_t(GameAI.ai_move, 2, InfantryMachineGun), + new mframe_t(GameAI.ai_move, 2, InfantryMachineGun), + new mframe_t(GameAI.ai_move, 3, InfantryMachineGun), + new mframe_t(GameAI.ai_move, -10, InfantryMachineGun), + new mframe_t(GameAI.ai_move, -7, InfantryMachineGun), + new mframe_t(GameAI.ai_move, -8, InfantryMachineGun), + new mframe_t(GameAI.ai_move, -6, null), + new mframe_t(GameAI.ai_move, 4, null), + new mframe_t(GameAI.ai_move, 0, null) }; + + static mmove_t infantry_move_death2 = new mmove_t(FRAME_death201, + FRAME_death225, infantry_frames_death2, infantry_dead); + + static mframe_t infantry_frames_death3[] = new mframe_t[] { + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, -6, null), + new mframe_t(GameAI.ai_move, -11, null), + new mframe_t(GameAI.ai_move, -3, null), + new mframe_t(GameAI.ai_move, -11, null), + new mframe_t(GameAI.ai_move, 0, null), + new mframe_t(GameAI.ai_move, 0, null) }; + + static mmove_t infantry_move_death3 = new mmove_t(FRAME_death301, + FRAME_death309, infantry_frames_death3, infantry_dead); + + public static EntDieAdapter infantry_die = new EntDieAdapter() { + public void die(edict_t self, edict_t inflictor, edict_t attacker, + int damage, float[] point) { + + int n; + + // check for gib + if (self.health <= self.gib_health) { + GameBase.gi + .sound(self, Defines.CHAN_VOICE, GameBase.gi + .soundindex("misc/udeath.wav"), 1, + Defines.ATTN_NORM, 0); + for (n = 0; n < 2; n++) + GameAI.ThrowGib(self, "models/objects/gibs/bone/tris.md2", + damage, Defines.GIB_ORGANIC); + for (n = 0; n < 4; n++) + GameAI.ThrowGib(self, + "models/objects/gibs/sm_meat/tris.md2", damage, + Defines.GIB_ORGANIC); + GameAI.ThrowHead(self, "models/objects/gibs/head2/tris.md2", + damage, Defines.GIB_ORGANIC); + self.deadflag = Defines.DEAD_DEAD; + return; + } + + if (self.deadflag == Defines.DEAD_DEAD) + return; + + // regular death + self.deadflag = Defines.DEAD_DEAD; + self.takedamage = Defines.DAMAGE_YES; + + n = Lib.rand() % 3; + if (n == 0) { + self.monsterinfo.currentmove = infantry_move_death1; + GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die2, 1, + Defines.ATTN_NORM, 0); + } else if (n == 1) { + self.monsterinfo.currentmove = infantry_move_death2; + GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die1, 1, + Defines.ATTN_NORM, 0); + } else { + self.monsterinfo.currentmove = infantry_move_death3; + GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die2, 1, + Defines.ATTN_NORM, 0); + } + } + }; + + static EntThinkAdapter infantry_duck_down = new EntThinkAdapter() { + public boolean think(edict_t self) { + if ((self.monsterinfo.aiflags & Defines.AI_DUCKED) != 0) + return true; + self.monsterinfo.aiflags |= Defines.AI_DUCKED; + self.maxs[2] -= 32; + self.takedamage = Defines.DAMAGE_YES; + self.monsterinfo.pausetime = GameBase.level.time + 1; + GameBase.gi.linkentity(self); + return true; + } + }; + + static EntThinkAdapter infantry_duck_hold = new EntThinkAdapter() { + public boolean think(edict_t self) { + if (GameBase.level.time >= self.monsterinfo.pausetime) + self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME; + else + self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME; + return true; + } + }; + + static EntThinkAdapter infantry_duck_up = new EntThinkAdapter() { + public boolean think(edict_t self) { + self.monsterinfo.aiflags &= ~Defines.AI_DUCKED; + self.maxs[2] += 32; + self.takedamage = Defines.DAMAGE_AIM; + GameBase.gi.linkentity(self); + return true; + } + }; + + static mframe_t infantry_frames_duck[] = new mframe_t[] { + new mframe_t(GameAI.ai_move, -2, infantry_duck_down), + new mframe_t(GameAI.ai_move, -5, infantry_duck_hold), + new mframe_t(GameAI.ai_move, 3, null), + new mframe_t(GameAI.ai_move, 4, infantry_duck_up), + new mframe_t(GameAI.ai_move, 0, null) }; + + static mmove_t infantry_move_duck = new mmove_t(FRAME_duck01, FRAME_duck05, + infantry_frames_duck, infantry_run); + + static EntDodgeAdapter infantry_dodge = new EntDodgeAdapter() { + public void dodge(edict_t self, edict_t attacker, float eta) { + if (Lib.random() > 0.25) + return; + + if (null == self.enemy) + self.enemy = attacker; + + self.monsterinfo.currentmove = infantry_move_duck; + } + }; + + static EntThinkAdapter infantry_cock_gun = new EntThinkAdapter() { + public boolean think(edict_t self) { + int n; + + GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_weapon_cock, 1, + Defines.ATTN_NORM, 0); + n = (Lib.rand() & 15) + 3 + 7; + self.monsterinfo.pausetime = GameBase.level.time + n + * Defines.FRAMETIME; + return true; + } + }; + + static EntThinkAdapter infantry_fire = new EntThinkAdapter() { + public boolean think(edict_t self) { + InfantryMachineGun.think(self); + + if (GameBase.level.time >= self.monsterinfo.pausetime) + self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME; + else + self.monsterinfo.aiflags |= Defines.AI_HOLD_FRAME; + return true; + } + }; + + static mframe_t infantry_frames_attack1[] = new mframe_t[] { + new mframe_t(GameAI.ai_charge, 4, null), + new mframe_t(GameAI.ai_charge, -1, null), + new mframe_t(GameAI.ai_charge, -1, null), + new mframe_t(GameAI.ai_charge, 0, infantry_cock_gun), + new mframe_t(GameAI.ai_charge, -1, null), + new mframe_t(GameAI.ai_charge, 1, null), + new mframe_t(GameAI.ai_charge, 1, null), + new mframe_t(GameAI.ai_charge, 2, null), + new mframe_t(GameAI.ai_charge, -2, null), + new mframe_t(GameAI.ai_charge, -3, null), + new mframe_t(GameAI.ai_charge, 1, infantry_fire), + new mframe_t(GameAI.ai_charge, 5, null), + new mframe_t(GameAI.ai_charge, -1, null), + new mframe_t(GameAI.ai_charge, -2, null), + new mframe_t(GameAI.ai_charge, -3, null) }; + + static mmove_t infantry_move_attack1 = new mmove_t(FRAME_attak101, + FRAME_attak115, infantry_frames_attack1, infantry_run); + + static EntThinkAdapter infantry_swing = new EntThinkAdapter() { + + public boolean think(edict_t self) { + GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_punch_swing, 1, + Defines.ATTN_NORM, 0); + return true; + } + }; + + static EntThinkAdapter infantry_smack = new EntThinkAdapter() { + public boolean think(edict_t self) { + float[] aim = { 0, 0, 0 }; + + Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, 0, 0); + if (Fire.fire_hit(self, aim, (5 + (Lib.rand() % 5)), 50)) + GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_punch_hit, + 1, Defines.ATTN_NORM, 0); + return true; + } + }; + + static mframe_t infantry_frames_attack2[] = new mframe_t[] { + new mframe_t(GameAI.ai_charge, 3, null), + new mframe_t(GameAI.ai_charge, 6, null), + new mframe_t(GameAI.ai_charge, 0, infantry_swing), + new mframe_t(GameAI.ai_charge, 8, null), + new mframe_t(GameAI.ai_charge, 5, null), + new mframe_t(GameAI.ai_charge, 8, infantry_smack), + new mframe_t(GameAI.ai_charge, 6, null), + new mframe_t(GameAI.ai_charge, 3, null), }; + + static mmove_t infantry_move_attack2 = new mmove_t(FRAME_attak201, + FRAME_attak208, infantry_frames_attack2, infantry_run); + + static EntThinkAdapter infantry_attack = new EntThinkAdapter() { + public boolean think(edict_t self) { + if (GameUtil.range(self, self.enemy) == Defines.RANGE_MELEE) + self.monsterinfo.currentmove = infantry_move_attack2; + else + self.monsterinfo.currentmove = infantry_move_attack1; + return true; + } + }; + + /* + * QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush + * Trigger_Spawn Sight + */ + public static void SP_monster_infantry(edict_t self) { + if (GameBase.deathmatch.value != 0) { + GameUtil.G_FreeEdict(self); + return; + } + + sound_pain1 = GameBase.gi.soundindex("infantry/infpain1.wav"); + sound_pain2 = GameBase.gi.soundindex("infantry/infpain2.wav"); + sound_die1 = GameBase.gi.soundindex("infantry/infdeth1.wav"); + sound_die2 = GameBase.gi.soundindex("infantry/infdeth2.wav"); + + sound_gunshot = GameBase.gi.soundindex("infantry/infatck1.wav"); + sound_weapon_cock = GameBase.gi.soundindex("infantry/infatck3.wav"); + sound_punch_swing = GameBase.gi.soundindex("infantry/infatck2.wav"); + sound_punch_hit = GameBase.gi.soundindex("infantry/melee2.wav"); + + sound_sight = GameBase.gi.soundindex("infantry/infsght1.wav"); + sound_search = GameBase.gi.soundindex("infantry/infsrch1.wav"); + sound_idle = GameBase.gi.soundindex("infantry/infidle1.wav"); + + self.movetype = Defines.MOVETYPE_STEP; + self.solid = Defines.SOLID_BBOX; + self.s.modelindex = GameBase.gi + .modelindex("models/monsters/infantry/tris.md2"); + Math3D.VectorSet(self.mins, -16, -16, -24); + Math3D.VectorSet(self.maxs, 16, 16, 32); + + self.health = 100; + self.gib_health = -40; + self.mass = 200; + + self.pain = infantry_pain; + self.die = infantry_die; + + self.monsterinfo.stand = infantry_stand; + self.monsterinfo.walk = infantry_walk; + self.monsterinfo.run = infantry_run; + self.monsterinfo.dodge = infantry_dodge; + self.monsterinfo.attack = infantry_attack; + self.monsterinfo.melee = null; + self.monsterinfo.sight = infantry_sight; + self.monsterinfo.idle = infantry_fidget; + + GameBase.gi.linkentity(self); + + self.monsterinfo.currentmove = infantry_move_stand; + self.monsterinfo.scale = MODEL_SCALE; + + GameAI.walkmonster_start.think(self); + } +}
\ No newline at end of file |