/* 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 1.2 2004-07-08 15:58:44 hzi Exp $ package jake2.game; import jake2.util.*; import jake2.util.*; public class M_Gladiator extends Game { // 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) { gi.sound(self, CHAN_VOICE, sound_idle, 1, ATTN_IDLE, 0); return true; } }; static EntInteractAdapter gladiator_sight= new EntInteractAdapter() { public boolean interact(edict_t self, edict_t other) { gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0); return true; } }; static EntThinkAdapter gladiator_search= new EntThinkAdapter() { public boolean think(edict_t self) { gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0); return true; } }; static EntThinkAdapter gladiator_cleaver_swing= new EntThinkAdapter() { public boolean think(edict_t self) { gi.sound(self, CHAN_WEAPON, sound_cleaver_swing, 1, ATTN_NORM, 0); return true; } }; static mframe_t gladiator_frames_stand[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.ai_stand, 0, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_walk, 15, null), new mframe_t(GameAIAdapters.ai_walk, 7, null), new mframe_t(GameAIAdapters.ai_walk, 6, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 2, null), new mframe_t(GameAIAdapters.ai_walk, 0, null), new mframe_t(GameAIAdapters.ai_walk, 2, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 12, null), new mframe_t(GameAIAdapters.ai_walk, 8, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 5, null), new mframe_t(GameAIAdapters.ai_walk, 2, null), new mframe_t(GameAIAdapters.ai_walk, 2, null), new mframe_t(GameAIAdapters.ai_walk, 1, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_run, 23, null), new mframe_t(GameAIAdapters.ai_run, 14, null), new mframe_t(GameAIAdapters.ai_run, 14, null), new mframe_t(GameAIAdapters.ai_run, 21, null), new mframe_t(GameAIAdapters.ai_run, 12, null), new mframe_t(GameAIAdapters.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 & 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, MELEE_DISTANCE, self.mins[0], -4); if (Fire.fire_hit(self, aim, (20 + (Lib.rand() % 5)), 300)) gi.sound(self, CHAN_AUTO, sound_cleaver_hit, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_AUTO, sound_cleaver_miss, 1, ATTN_NORM, 0); return true; } }; static mframe_t gladiator_frames_attack_melee[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, gladiator_cleaver_swing), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, GaldiatorMelee), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, gladiator_cleaver_swing), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, GaldiatorMelee), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.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, monster_flash_offset[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, MZ2_GLADIATOR_RAILGUN_1); return true; } }; static mframe_t gladiator_frames_attack_gun[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, GladiatorGun), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.ai_charge, 0, null), new mframe_t(GameAIAdapters.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 <= (MELEE_DISTANCE + 32)) return true; // charge up the railgun gi.sound(self, CHAN_WEAPON, sound_gun, 1, 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(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.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(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.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 (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= level.time + 3; if (Lib.random() < 0.5) gi.sound(self, CHAN_VOICE, sound_pain1, 1, ATTN_NORM, 0); else gi.sound(self, CHAN_VOICE, sound_pain2, 1, ATTN_NORM, 0); if (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= MOVETYPE_TOSS; self.svflags |= SVF_DEADMONSTER; self.nextthink= 0; gi.linkentity(self); return true; } }; static mframe_t gladiator_frames_death[]= new mframe_t[] { new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.ai_move, 0, null), new mframe_t(GameAIAdapters.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) { gi.sound( self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0); for (n= 0; n < 2; n++) ThrowGib( self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC); for (n= 0; n < 4; n++) ThrowGib( self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC); ThrowHead( self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC); self.deadflag= DEAD_DEAD; return; } if (self.deadflag == DEAD_DEAD) return; // regular death gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0); self.deadflag= DEAD_DEAD; self.takedamage= DAMAGE_YES; self.monsterinfo.currentmove= 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 (deathmatch.value != 0) { G_FreeEdict(self); return; } sound_pain1= gi.soundindex("gladiator/pain.wav"); sound_pain2= gi.soundindex("gladiator/gldpain2.wav"); sound_die= gi.soundindex("gladiator/glddeth2.wav"); sound_gun= gi.soundindex("gladiator/railgun.wav"); sound_cleaver_swing= gi.soundindex("gladiator/melee1.wav"); sound_cleaver_hit= gi.soundindex("gladiator/melee2.wav"); sound_cleaver_miss= gi.soundindex("gladiator/melee3.wav"); sound_idle= gi.soundindex("gladiator/gldidle1.wav"); sound_search= gi.soundindex("gladiator/gldsrch1.wav"); sound_sight= gi.soundindex("gladiator/sight.wav"); self.movetype= MOVETYPE_STEP; self.solid= SOLID_BBOX; self.s.modelindex= 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; gi.linkentity(self); self.monsterinfo.currentmove= gladiator_move_stand; self.monsterinfo.scale= MODEL_SCALE; GameAIAdapters.walkmonster_start.think(self); } }