/* * 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_Gladiator.java,v 1.3 2004-09-22 19:22:06 salomo Exp $ package jake2.game; import jake2.Defines; import jake2.util.Lib; import jake2.util.Math3D; public class M_Gladiator { // This file generated by ModelGen - Do NOT Modify public final static int FRAME_stand1 = 0; public final static int FRAME_stand2 = 1; public final static int FRAME_stand3 = 2; public final static int FRAME_stand4 = 3; public final static int FRAME_stand5 = 4; public final static int FRAME_stand6 = 5; public final static int FRAME_stand7 = 6; public final static int FRAME_walk1 = 7; public final static int FRAME_walk2 = 8; public final static int FRAME_walk3 = 9; public final static int FRAME_walk4 = 10; public final static int FRAME_walk5 = 11; public final static int FRAME_walk6 = 12; public final static int FRAME_walk7 = 13; public final static int FRAME_walk8 = 14; public final static int FRAME_walk9 = 15; public final static int FRAME_walk10 = 16; public final static int FRAME_walk11 = 17; public final static int FRAME_walk12 = 18; public final static int FRAME_walk13 = 19; public final static int FRAME_walk14 = 20; public final static int FRAME_walk15 = 21; public final static int FRAME_walk16 = 22; public final static int FRAME_run1 = 23; public final static int FRAME_run2 = 24; public final static int FRAME_run3 = 25; public final static int FRAME_run4 = 26; public final static int FRAME_run5 = 27; public final static int FRAME_run6 = 28; public final static int FRAME_melee1 = 29; public final static int FRAME_melee2 = 30; public final static int FRAME_melee3 = 31; public final static int FRAME_melee4 = 32; public final static int FRAME_melee5 = 33; public final static int FRAME_melee6 = 34; public final static int FRAME_melee7 = 35; public final static int FRAME_melee8 = 36; public final static int FRAME_melee9 = 37; public final static int FRAME_melee10 = 38; public final static int FRAME_melee11 = 39; public final static int FRAME_melee12 = 40; public final static int FRAME_melee13 = 41; public final static int FRAME_melee14 = 42; public final static int FRAME_melee15 = 43; public final static int FRAME_melee16 = 44; public final static int FRAME_melee17 = 45; public final static int FRAME_attack1 = 46; public final static int FRAME_attack2 = 47; public final static int FRAME_attack3 = 48; public final static int FRAME_attack4 = 49; public final static int FRAME_attack5 = 50; public final static int FRAME_attack6 = 51; public final static int FRAME_attack7 = 52; public final static int FRAME_attack8 = 53; public final static int FRAME_attack9 = 54; public final static int FRAME_pain1 = 55; public final static int FRAME_pain2 = 56; public final static int FRAME_pain3 = 57; public final static int FRAME_pain4 = 58; public final static int FRAME_pain5 = 59; public final static int FRAME_pain6 = 60; public final static int FRAME_death1 = 61; public final static int FRAME_death2 = 62; public final static int FRAME_death3 = 63; public final static int FRAME_death4 = 64; public final static int FRAME_death5 = 65; public final static int FRAME_death6 = 66; public final static int FRAME_death7 = 67; public final static int FRAME_death8 = 68; public final static int FRAME_death9 = 69; public final static int FRAME_death10 = 70; public final static int FRAME_death11 = 71; public final static int FRAME_death12 = 72; public final static int FRAME_death13 = 73; public final static int FRAME_death14 = 74; public final static int FRAME_death15 = 75; public final static int FRAME_death16 = 76; public final static int FRAME_death17 = 77; public final static int FRAME_death18 = 78; public final static int FRAME_death19 = 79; public final static int FRAME_death20 = 80; public final static int FRAME_death21 = 81; public final static int FRAME_death22 = 82; public final static int FRAME_painup1 = 83; public final static int FRAME_painup2 = 84; public final static int FRAME_painup3 = 85; public final static int FRAME_painup4 = 86; public final static int FRAME_painup5 = 87; public final static int FRAME_painup6 = 88; public final static int FRAME_painup7 = 89; public final static float MODEL_SCALE = 1.000000f; static int sound_pain1; static int sound_pain2; static int sound_die; static int sound_gun; static int sound_cleaver_swing; static int sound_cleaver_hit; static int sound_cleaver_miss; static int sound_idle; static int sound_search; static int sound_sight; static EntThinkAdapter gladiator_idle = new EntThinkAdapter() { public boolean think(edict_t self) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_idle, 1, Defines.ATTN_IDLE, 0); return true; } }; static EntInteractAdapter gladiator_sight = new EntInteractAdapter() { public boolean interact(edict_t self, edict_t other) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_sight, 1, Defines.ATTN_NORM, 0); return true; } }; static EntThinkAdapter gladiator_search = new EntThinkAdapter() { public boolean think(edict_t self) { GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_search, 1, Defines.ATTN_NORM, 0); return true; } }; static EntThinkAdapter gladiator_cleaver_swing = new EntThinkAdapter() { public boolean think(edict_t self) { GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_cleaver_swing, 1, Defines.ATTN_NORM, 0); return true; } }; static mframe_t gladiator_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) }; static mmove_t gladiator_move_stand = new mmove_t(FRAME_stand1, FRAME_stand7, gladiator_frames_stand, null); static EntThinkAdapter gladiator_stand = new EntThinkAdapter() { public boolean think(edict_t self) { self.monsterinfo.currentmove = gladiator_move_stand; return true; } }; static mframe_t gladiator_frames_walk[] = new mframe_t[] { new mframe_t(GameAI.ai_walk, 15, null), new mframe_t(GameAI.ai_walk, 7, null), new mframe_t(GameAI.ai_walk, 6, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 2, null), new mframe_t(GameAI.ai_walk, 0, null), new mframe_t(GameAI.ai_walk, 2, null), new mframe_t(GameAI.ai_walk, 8, null), new mframe_t(GameAI.ai_walk, 12, null), new mframe_t(GameAI.ai_walk, 8, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 5, null), new mframe_t(GameAI.ai_walk, 2, null), new mframe_t(GameAI.ai_walk, 2, null), new mframe_t(GameAI.ai_walk, 1, null), new mframe_t(GameAI.ai_walk, 8, null) }; static mmove_t gladiator_move_walk = new mmove_t(FRAME_walk1, FRAME_walk16, gladiator_frames_walk, null); static EntThinkAdapter gladiator_walk = new EntThinkAdapter() { public boolean think(edict_t self) { self.monsterinfo.currentmove = gladiator_move_walk; return true; } }; static mframe_t gladiator_frames_run[] = new mframe_t[] { new mframe_t(GameAI.ai_run, 23, null), new mframe_t(GameAI.ai_run, 14, null), new mframe_t(GameAI.ai_run, 14, null), new mframe_t(GameAI.ai_run, 21, null), new mframe_t(GameAI.ai_run, 12, null), new mframe_t(GameAI.ai_run, 13, null) }; static mmove_t gladiator_move_run = new mmove_t(FRAME_run1, FRAME_run6, gladiator_frames_run, null); static EntThinkAdapter gladiator_run = new EntThinkAdapter() { public boolean think(edict_t self) { if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0) self.monsterinfo.currentmove = gladiator_move_stand; else self.monsterinfo.currentmove = gladiator_move_run; return true; } }; static EntThinkAdapter GaldiatorMelee = new EntThinkAdapter() { public boolean think(edict_t self) { float[] aim = { 0, 0, 0 }; Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.mins[0], -4); if (Fire.fire_hit(self, aim, (20 + (Lib.rand() % 5)), 300)) GameBase.gi.sound(self, Defines.CHAN_AUTO, sound_cleaver_hit, 1, Defines.ATTN_NORM, 0); else GameBase.gi.sound(self, Defines.CHAN_AUTO, sound_cleaver_miss, 1, Defines.ATTN_NORM, 0); return true; } }; static mframe_t gladiator_frames_attack_melee[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, gladiator_cleaver_swing), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, GaldiatorMelee), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, gladiator_cleaver_swing), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, GaldiatorMelee), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null) }; static mmove_t gladiator_move_attack_melee = new mmove_t(FRAME_melee1, FRAME_melee17, gladiator_frames_attack_melee, gladiator_run); static EntThinkAdapter gladiator_melee = new EntThinkAdapter() { public boolean think(edict_t self) { self.monsterinfo.currentmove = gladiator_move_attack_melee; return true; } }; static EntThinkAdapter GladiatorGun = new EntThinkAdapter() { public boolean think(edict_t self) { float[] start = { 0, 0, 0 }; float[] dir = { 0, 0, 0 }; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }; Math3D.AngleVectors(self.s.angles, forward, right, null); Math3D .G_ProjectSource( self.s.origin, M_Flash.monster_flash_offset[Defines.MZ2_GLADIATOR_RAILGUN_1], forward, right, start); // calc direction to where we targted Math3D.VectorSubtract(self.pos1, start, dir); Math3D.VectorNormalize(dir); Monster.monster_fire_railgun(self, start, dir, 50, 100, Defines.MZ2_GLADIATOR_RAILGUN_1); return true; } }; static mframe_t gladiator_frames_attack_gun[] = new mframe_t[] { new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, GladiatorGun), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null), new mframe_t(GameAI.ai_charge, 0, null) }; static mmove_t gladiator_move_attack_gun = new mmove_t(FRAME_attack1, FRAME_attack9, gladiator_frames_attack_gun, gladiator_run); static EntThinkAdapter gladiator_attack = new EntThinkAdapter() { public boolean think(edict_t self) { float range; float[] v = { 0, 0, 0 }; // a small safe zone Math3D.VectorSubtract(self.s.origin, self.enemy.s.origin, v); range = Math3D.VectorLength(v); if (range <= (Defines.MELEE_DISTANCE + 32)) return true; // charge up the railgun GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_gun, 1, Defines.ATTN_NORM, 0); Math3D.VectorCopy(self.enemy.s.origin, self.pos1); //save for aiming the shot self.pos1[2] += self.enemy.viewheight; self.monsterinfo.currentmove = gladiator_move_attack_gun; return true; } }; static mframe_t gladiator_frames_pain[] = 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, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t gladiator_move_pain = new mmove_t(FRAME_pain1, FRAME_pain6, gladiator_frames_pain, gladiator_run); static mframe_t gladiator_frames_pain_air[] = 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, 0, 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) }; static mmove_t gladiator_move_pain_air = new mmove_t(FRAME_painup1, FRAME_painup7, gladiator_frames_pain_air, gladiator_run); static EntPainAdapter gladiator_pain = new EntPainAdapter() { public void pain(edict_t self, edict_t other, float kick, int damage) { if (self.health < (self.max_health / 2)) self.s.skinnum = 1; if (GameBase.level.time < self.pain_debounce_time) { if ((self.velocity[2] > 100) && (self.monsterinfo.currentmove == gladiator_move_pain)) self.monsterinfo.currentmove = gladiator_move_pain_air; return; } self.pain_debounce_time = GameBase.level.time + 3; if (Lib.random() < 0.5) GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain1, 1, Defines.ATTN_NORM, 0); else GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain2, 1, Defines.ATTN_NORM, 0); if (GameBase.skill.value == 3) return; // no pain anims in nightmare if (self.velocity[2] > 100) self.monsterinfo.currentmove = gladiator_move_pain_air; else self.monsterinfo.currentmove = gladiator_move_pain; } }; static EntThinkAdapter gladiator_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; self.nextthink = 0; GameBase.gi.linkentity(self); return true; } }; static mframe_t gladiator_frames_death[] = 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, 0, 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, 0, 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, 0, 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, 0, 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, 0, null), new mframe_t(GameAI.ai_move, 0, null), new mframe_t(GameAI.ai_move, 0, null) }; static mmove_t gladiator_move_death = new mmove_t(FRAME_death1, FRAME_death22, gladiator_frames_death, gladiator_dead); static EntDieAdapter gladiator_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 GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die, 1, Defines.ATTN_NORM, 0); self.deadflag = Defines.DEAD_DEAD; self.takedamage = Defines.DAMAGE_YES; self.monsterinfo.currentmove = gladiator_move_death; } }; /* * QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush * Trigger_Spawn Sight */ static void SP_monster_gladiator(edict_t self) { if (GameBase.deathmatch.value != 0) { GameUtil.G_FreeEdict(self); return; } sound_pain1 = GameBase.gi.soundindex("gladiator/pain.wav"); sound_pain2 = GameBase.gi.soundindex("gladiator/gldpain2.wav"); sound_die = GameBase.gi.soundindex("gladiator/glddeth2.wav"); sound_gun = GameBase.gi.soundindex("gladiator/railgun.wav"); sound_cleaver_swing = GameBase.gi.soundindex("gladiator/melee1.wav"); sound_cleaver_hit = GameBase.gi.soundindex("gladiator/melee2.wav"); sound_cleaver_miss = GameBase.gi.soundindex("gladiator/melee3.wav"); sound_idle = GameBase.gi.soundindex("gladiator/gldidle1.wav"); sound_search = GameBase.gi.soundindex("gladiator/gldsrch1.wav"); sound_sight = GameBase.gi.soundindex("gladiator/sight.wav"); self.movetype = Defines.MOVETYPE_STEP; self.solid = Defines.SOLID_BBOX; self.s.modelindex = GameBase.gi .modelindex("models/monsters/gladiatr/tris.md2"); Math3D.VectorSet(self.mins, -32, -32, -24); Math3D.VectorSet(self.maxs, 32, 32, 64); self.health = 400; self.gib_health = -175; self.mass = 400; self.pain = gladiator_pain; self.die = gladiator_die; self.monsterinfo.stand = gladiator_stand; self.monsterinfo.walk = gladiator_walk; self.monsterinfo.run = gladiator_run; self.monsterinfo.dodge = null; self.monsterinfo.attack = gladiator_attack; self.monsterinfo.melee = gladiator_melee; self.monsterinfo.sight = gladiator_sight; self.monsterinfo.idle = gladiator_idle; self.monsterinfo.search = gladiator_search; GameBase.gi.linkentity(self); self.monsterinfo.currentmove = gladiator_move_stand; self.monsterinfo.scale = MODEL_SCALE; GameAI.walkmonster_start.think(self); } }