/*
* 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.
*
*/
/* Modifications
Copyright 2003-2004 Bytonic Software
Copyright 2010 Google Inc.
*/
package com.googlecode.gwtquake.shared.game.monsters;
import com.googlecode.gwtquake.shared.common.Constants;
import com.googlecode.gwtquake.shared.game.*;
import com.googlecode.gwtquake.shared.game.adapters.EntityDieAdapter;
import com.googlecode.gwtquake.shared.game.adapters.EntInteractAdapter;
import com.googlecode.gwtquake.shared.game.adapters.EntityThinkAdapter;
import com.googlecode.gwtquake.shared.game.adapters.EntityPainAdapter;
import com.googlecode.gwtquake.shared.server.ServerGame;
import com.googlecode.gwtquake.shared.server.ServerInit;
import com.googlecode.gwtquake.shared.server.World;
import com.googlecode.gwtquake.shared.util.Lib;
import com.googlecode.gwtquake.shared.util.Math3D;
public class MonsterBerserk {
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_standb1 = 5;
public final static int FRAME_standb2 = 6;
public final static int FRAME_standb3 = 7;
public final static int FRAME_standb4 = 8;
public final static int FRAME_standb5 = 9;
public final static int FRAME_standb6 = 10;
public final static int FRAME_standb7 = 11;
public final static int FRAME_standb8 = 12;
public final static int FRAME_standb9 = 13;
public final static int FRAME_standb10 = 14;
public final static int FRAME_standb11 = 15;
public final static int FRAME_standb12 = 16;
public final static int FRAME_standb13 = 17;
public final static int FRAME_standb14 = 18;
public final static int FRAME_standb15 = 19;
public final static int FRAME_standb16 = 20;
public final static int FRAME_standb17 = 21;
public final static int FRAME_standb18 = 22;
public final static int FRAME_standb19 = 23;
public final static int FRAME_standb20 = 24;
public final static int FRAME_walkc1 = 25;
public final static int FRAME_walkc2 = 26;
public final static int FRAME_walkc3 = 27;
public final static int FRAME_walkc4 = 28;
public final static int FRAME_walkc5 = 29;
public final static int FRAME_walkc6 = 30;
public final static int FRAME_walkc7 = 31;
public final static int FRAME_walkc8 = 32;
public final static int FRAME_walkc9 = 33;
public final static int FRAME_walkc10 = 34;
public final static int FRAME_walkc11 = 35;
public final static int FRAME_run1 = 36;
public final static int FRAME_run2 = 37;
public final static int FRAME_run3 = 38;
public final static int FRAME_run4 = 39;
public final static int FRAME_run5 = 40;
public final static int FRAME_run6 = 41;
public final static int FRAME_att_a1 = 42;
public final static int FRAME_att_a2 = 43;
public final static int FRAME_att_a3 = 44;
public final static int FRAME_att_a4 = 45;
public final static int FRAME_att_a5 = 46;
public final static int FRAME_att_a6 = 47;
public final static int FRAME_att_a7 = 48;
public final static int FRAME_att_a8 = 49;
public final static int FRAME_att_a9 = 50;
public final static int FRAME_att_a10 = 51;
public final static int FRAME_att_a11 = 52;
public final static int FRAME_att_a12 = 53;
public final static int FRAME_att_a13 = 54;
public final static int FRAME_att_b1 = 55;
public final static int FRAME_att_b2 = 56;
public final static int FRAME_att_b3 = 57;
public final static int FRAME_att_b4 = 58;
public final static int FRAME_att_b5 = 59;
public final static int FRAME_att_b6 = 60;
public final static int FRAME_att_b7 = 61;
public final static int FRAME_att_b8 = 62;
public final static int FRAME_att_b9 = 63;
public final static int FRAME_att_b10 = 64;
public final static int FRAME_att_b11 = 65;
public final static int FRAME_att_b12 = 66;
public final static int FRAME_att_b13 = 67;
public final static int FRAME_att_b14 = 68;
public final static int FRAME_att_b15 = 69;
public final static int FRAME_att_b16 = 70;
public final static int FRAME_att_b17 = 71;
public final static int FRAME_att_b18 = 72;
public final static int FRAME_att_b19 = 73;
public final static int FRAME_att_b20 = 74;
public final static int FRAME_att_b21 = 75;
public final static int FRAME_att_c1 = 76;
public final static int FRAME_att_c2 = 77;
public final static int FRAME_att_c3 = 78;
public final static int FRAME_att_c4 = 79;
public final static int FRAME_att_c5 = 80;
public final static int FRAME_att_c6 = 81;
public final static int FRAME_att_c7 = 82;
public final static int FRAME_att_c8 = 83;
public final static int FRAME_att_c9 = 84;
public final static int FRAME_att_c10 = 85;
public final static int FRAME_att_c11 = 86;
public final static int FRAME_att_c12 = 87;
public final static int FRAME_att_c13 = 88;
public final static int FRAME_att_c14 = 89;
public final static int FRAME_att_c15 = 90;
public final static int FRAME_att_c16 = 91;
public final static int FRAME_att_c17 = 92;
public final static int FRAME_att_c18 = 93;
public final static int FRAME_att_c19 = 94;
public final static int FRAME_att_c20 = 95;
public final static int FRAME_att_c21 = 96;
public final static int FRAME_att_c22 = 97;
public final static int FRAME_att_c23 = 98;
public final static int FRAME_att_c24 = 99;
public final static int FRAME_att_c25 = 100;
public final static int FRAME_att_c26 = 101;
public final static int FRAME_att_c27 = 102;
public final static int FRAME_att_c28 = 103;
public final static int FRAME_att_c29 = 104;
public final static int FRAME_att_c30 = 105;
public final static int FRAME_att_c31 = 106;
public final static int FRAME_att_c32 = 107;
public final static int FRAME_att_c33 = 108;
public final static int FRAME_att_c34 = 109;
public final static int FRAME_r_att1 = 110;
public final static int FRAME_r_att2 = 111;
public final static int FRAME_r_att3 = 112;
public final static int FRAME_r_att4 = 113;
public final static int FRAME_r_att5 = 114;
public final static int FRAME_r_att6 = 115;
public final static int FRAME_r_att7 = 116;
public final static int FRAME_r_att8 = 117;
public final static int FRAME_r_att9 = 118;
public final static int FRAME_r_att10 = 119;
public final static int FRAME_r_att11 = 120;
public final static int FRAME_r_att12 = 121;
public final static int FRAME_r_att13 = 122;
public final static int FRAME_r_att14 = 123;
public final static int FRAME_r_att15 = 124;
public final static int FRAME_r_att16 = 125;
public final static int FRAME_r_att17 = 126;
public final static int FRAME_r_att18 = 127;
public final static int FRAME_r_attb1 = 128;
public final static int FRAME_r_attb2 = 129;
public final static int FRAME_r_attb3 = 130;
public final static int FRAME_r_attb4 = 131;
public final static int FRAME_r_attb5 = 132;
public final static int FRAME_r_attb6 = 133;
public final static int FRAME_r_attb7 = 134;
public final static int FRAME_r_attb8 = 135;
public final static int FRAME_r_attb9 = 136;
public final static int FRAME_r_attb10 = 137;
public final static int FRAME_r_attb11 = 138;
public final static int FRAME_r_attb12 = 139;
public final static int FRAME_r_attb13 = 140;
public final static int FRAME_r_attb14 = 141;
public final static int FRAME_r_attb15 = 142;
public final static int FRAME_r_attb16 = 143;
public final static int FRAME_r_attb17 = 144;
public final static int FRAME_r_attb18 = 145;
public final static int FRAME_slam1 = 146;
public final static int FRAME_slam2 = 147;
public final static int FRAME_slam3 = 148;
public final static int FRAME_slam4 = 149;
public final static int FRAME_slam5 = 150;
public final static int FRAME_slam6 = 151;
public final static int FRAME_slam7 = 152;
public final static int FRAME_slam8 = 153;
public final static int FRAME_slam9 = 154;
public final static int FRAME_slam10 = 155;
public final static int FRAME_slam11 = 156;
public final static int FRAME_slam12 = 157;
public final static int FRAME_slam13 = 158;
public final static int FRAME_slam14 = 159;
public final static int FRAME_slam15 = 160;
public final static int FRAME_slam16 = 161;
public final static int FRAME_slam17 = 162;
public final static int FRAME_slam18 = 163;
public final static int FRAME_slam19 = 164;
public final static int FRAME_slam20 = 165;
public final static int FRAME_slam21 = 166;
public final static int FRAME_slam22 = 167;
public final static int FRAME_slam23 = 168;
public final static int FRAME_duck1 = 169;
public final static int FRAME_duck2 = 170;
public final static int FRAME_duck3 = 171;
public final static int FRAME_duck4 = 172;
public final static int FRAME_duck5 = 173;
public final static int FRAME_duck6 = 174;
public final static int FRAME_duck7 = 175;
public final static int FRAME_duck8 = 176;
public final static int FRAME_duck9 = 177;
public final static int FRAME_duck10 = 178;
public final static int FRAME_fall1 = 179;
public final static int FRAME_fall2 = 180;
public final static int FRAME_fall3 = 181;
public final static int FRAME_fall4 = 182;
public final static int FRAME_fall5 = 183;
public final static int FRAME_fall6 = 184;
public final static int FRAME_fall7 = 185;
public final static int FRAME_fall8 = 186;
public final static int FRAME_fall9 = 187;
public final static int FRAME_fall10 = 188;
public final static int FRAME_fall11 = 189;
public final static int FRAME_fall12 = 190;
public final static int FRAME_fall13 = 191;
public final static int FRAME_fall14 = 192;
public final static int FRAME_fall15 = 193;
public final static int FRAME_fall16 = 194;
public final static int FRAME_fall17 = 195;
public final static int FRAME_fall18 = 196;
public final static int FRAME_fall19 = 197;
public final static int FRAME_fall20 = 198;
public final static int FRAME_painc1 = 199;
public final static int FRAME_painc2 = 200;
public final static int FRAME_painc3 = 201;
public final static int FRAME_painc4 = 202;
public final static int FRAME_painb1 = 203;
public final static int FRAME_painb2 = 204;
public final static int FRAME_painb3 = 205;
public final static int FRAME_painb4 = 206;
public final static int FRAME_painb5 = 207;
public final static int FRAME_painb6 = 208;
public final static int FRAME_painb7 = 209;
public final static int FRAME_painb8 = 210;
public final static int FRAME_painb9 = 211;
public final static int FRAME_painb10 = 212;
public final static int FRAME_painb11 = 213;
public final static int FRAME_painb12 = 214;
public final static int FRAME_painb13 = 215;
public final static int FRAME_painb14 = 216;
public final static int FRAME_painb15 = 217;
public final static int FRAME_painb16 = 218;
public final static int FRAME_painb17 = 219;
public final static int FRAME_painb18 = 220;
public final static int FRAME_painb19 = 221;
public final static int FRAME_painb20 = 222;
public final static int FRAME_death1 = 223;
public final static int FRAME_death2 = 224;
public final static int FRAME_death3 = 225;
public final static int FRAME_death4 = 226;
public final static int FRAME_death5 = 227;
public final static int FRAME_death6 = 228;
public final static int FRAME_death7 = 229;
public final static int FRAME_death8 = 230;
public final static int FRAME_death9 = 231;
public final static int FRAME_death10 = 232;
public final static int FRAME_death11 = 233;
public final static int FRAME_death12 = 234;
public final static int FRAME_death13 = 235;
public final static int FRAME_deathc1 = 236;
public final static int FRAME_deathc2 = 237;
public final static int FRAME_deathc3 = 238;
public final static int FRAME_deathc4 = 239;
public final static int FRAME_deathc5 = 240;
public final static int FRAME_deathc6 = 241;
public final static int FRAME_deathc7 = 242;
public final static int FRAME_deathc8 = 243;
public final static float MODEL_SCALE = 1.000000f;
static int sound_pain;
static int sound_die;
static int sound_idle;
static int sound_punch;
static int sound_sight;
static int sound_search;
static EntInteractAdapter berserk_sight = new EntInteractAdapter() {
public String getID() { return "berserk_sight";}
public boolean interact(Entity self, Entity other) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_sight, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
static EntityThinkAdapter berserk_search = new EntityThinkAdapter() {
public String getID() { return "berserk_search";}
public boolean think(Entity self) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_search, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
static EntityThinkAdapter berserk_fidget = new EntityThinkAdapter() {
public String getID() { return "berserk_fidget";}
public boolean think(Entity self) {
if ((self.monsterinfo.aiflags & Constants.AI_STAND_GROUND) != 0)
return true;
if (Lib.random() > 0.15f)
return true;
self.monsterinfo.currentmove = berserk_move_stand_fidget;
ServerGame.PF_StartSound(self, Constants.CHAN_WEAPON, sound_idle, (float) 1, (float) Constants.ATTN_IDLE,
(float) 0);
return true;
}
};
static Frame berserk_frames_stand[] = new Frame[] {
new Frame(GameAI.ai_stand, 0, berserk_fidget),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null) };
static MonsterMove berserk_move_stand = new MonsterMove(FRAME_stand1, FRAME_stand5,
berserk_frames_stand, null);
static EntityThinkAdapter berserk_stand = new EntityThinkAdapter() {
public String getID() { return "berserk_stand";}
public boolean think(Entity self) {
self.monsterinfo.currentmove = berserk_move_stand;
return true;
}
};
static Frame berserk_frames_stand_fidget[] = new Frame[] {
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null) };
static MonsterMove berserk_move_stand_fidget = new MonsterMove(FRAME_standb1,
FRAME_standb20, berserk_frames_stand_fidget, berserk_stand);
static Frame berserk_frames_walk[] = new Frame[] {
new Frame(GameAI.ai_walk, 9.1f, null),
new Frame(GameAI.ai_walk, 6.3f, null),
new Frame(GameAI.ai_walk, 4.9f, null),
new Frame(GameAI.ai_walk, 6.7f, null),
new Frame(GameAI.ai_walk, 6.0f, null),
new Frame(GameAI.ai_walk, 8.2f, null),
new Frame(GameAI.ai_walk, 7.2f, null),
new Frame(GameAI.ai_walk, 6.1f, null),
new Frame(GameAI.ai_walk, 4.9f, null),
new Frame(GameAI.ai_walk, 4.7f, null),
new Frame(GameAI.ai_walk, 4.7f, null),
new Frame(GameAI.ai_walk, 4.8f, null) };
static MonsterMove berserk_move_walk = new MonsterMove(FRAME_walkc1, FRAME_walkc11,
berserk_frames_walk, null);
static EntityThinkAdapter berserk_walk = new EntityThinkAdapter() {
public String getID() { return "berserk_walk";}
public boolean think(Entity self) {
self.monsterinfo.currentmove = berserk_move_walk;
return true;
}
};
/*
*
* **************************** SKIPPED THIS FOR NOW!
* ****************************
*
* Running . Arm raised in air
*
* void() berserk_runb1 =[ $r_att1 , berserk_runb2 ] {ai_run(21);}; void()
* berserk_runb2 =[ $r_att2 , berserk_runb3 ] {ai_run(11);}; void()
* berserk_runb3 =[ $r_att3 , berserk_runb4 ] {ai_run(21);}; void()
* berserk_runb4 =[ $r_att4 , berserk_runb5 ] {ai_run(25);}; void()
* berserk_runb5 =[ $r_att5 , berserk_runb6 ] {ai_run(18);}; void()
* berserk_runb6 =[ $r_att6 , berserk_runb7 ] {ai_run(19);}; // running with
* arm in air : start loop void() berserk_runb7 =[ $r_att7 , berserk_runb8 ]
* {ai_run(21);}; void() berserk_runb8 =[ $r_att8 , berserk_runb9 ]
* {ai_run(11);}; void() berserk_runb9 =[ $r_att9 , berserk_runb10 ]
* {ai_run(21);}; void() berserk_runb10 =[ $r_att10 , berserk_runb11 ]
* {ai_run(25);}; void() berserk_runb11 =[ $r_att11 , berserk_runb12 ]
* {ai_run(18);}; void() berserk_runb12 =[ $r_att12 , berserk_runb7 ]
* {ai_run(19);}; // running with arm in air : end loop
*/
static Frame berserk_frames_run1[] = new Frame[] {
new Frame(GameAI.ai_run, 21, null),
new Frame(GameAI.ai_run, 11, null),
new Frame(GameAI.ai_run, 21, null),
new Frame(GameAI.ai_run, 25, null),
new Frame(GameAI.ai_run, 18, null),
new Frame(GameAI.ai_run, 19, null) };
static MonsterMove berserk_move_run1 = new MonsterMove(FRAME_run1, FRAME_run6,
berserk_frames_run1, null);
static EntityThinkAdapter berserk_run = new EntityThinkAdapter() {
public String getID() { return "berserk_run";}
public boolean think(Entity self) {
if ((self.monsterinfo.aiflags & Constants.AI_STAND_GROUND) != 0)
self.monsterinfo.currentmove = berserk_move_stand;
else
self.monsterinfo.currentmove = berserk_move_run1;
return true;
}
};
static EntityThinkAdapter berserk_attack_spike = new EntityThinkAdapter() {
public String getID() { return "berserk_attack_spike";}
public boolean think(Entity self) {
float[] aim = { Constants.MELEE_DISTANCE, 0f, -24f };
GameWeapon.fire_hit(self, aim, (15 + (Lib.rand() % 6)), 400);
// Faster attack -- upwards and backwards
return true;
}
};
static EntityThinkAdapter berserk_swing = new EntityThinkAdapter() {
public String getID() { return "berserk_swing";}
public boolean think(Entity self) {
ServerGame.PF_StartSound(self, Constants.CHAN_WEAPON, sound_punch, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
static Frame berserk_frames_attack_spike[] = new Frame[] {
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, berserk_swing),
new Frame(GameAI.ai_charge, 0, berserk_attack_spike),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null) };
static MonsterMove berserk_move_attack_spike = new MonsterMove(FRAME_att_c1,
FRAME_att_c8, berserk_frames_attack_spike, berserk_run);
static EntityThinkAdapter berserk_attack_club = new EntityThinkAdapter() {
public String getID() { return "berserk_attack_club";}
public boolean think(Entity self) {
float aim[] = { 0, 0, 0 };
Math3D.VectorSet(aim, Constants.MELEE_DISTANCE, self.mins[0], -4);
GameWeapon.fire_hit(self, aim, (5 + (Lib.rand() % 6)), 400); // Slower
// attack
return true;
}
};
static Frame berserk_frames_attack_club[] = new Frame[] {
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, berserk_swing),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, berserk_attack_club),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null) };
static MonsterMove berserk_move_attack_club = new MonsterMove(FRAME_att_c9,
FRAME_att_c20, berserk_frames_attack_club, berserk_run);
static EntityThinkAdapter berserk_strike = new EntityThinkAdapter() {
public String getID() { return "berserk_strike";}
public boolean think(Entity self) {
return true;
}
};
static Frame berserk_frames_attack_strike[] = new Frame[] {
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, berserk_swing),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, berserk_strike),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 9.7f, null),
new Frame(GameAI.ai_move, 13.6f, null) };
static MonsterMove berserk_move_attack_strike = new MonsterMove(FRAME_att_c21,
FRAME_att_c34, berserk_frames_attack_strike, berserk_run);
static EntityThinkAdapter berserk_melee = new EntityThinkAdapter() {
public String getID() { return "berserk_melee";}
public boolean think(Entity self) {
if ((Lib.rand() % 2) == 0)
self.monsterinfo.currentmove = berserk_move_attack_spike;
else
self.monsterinfo.currentmove = berserk_move_attack_club;
return true;
}
};
/*
* void() berserk_atke1 =[ $r_attb1, berserk_atke2 ] {ai_run(9);}; void()
* berserk_atke2 =[ $r_attb2, berserk_atke3 ] {ai_run(6);}; void()
* berserk_atke3 =[ $r_attb3, berserk_atke4 ] {ai_run(18.4);}; void()
* berserk_atke4 =[ $r_attb4, berserk_atke5 ] {ai_run(25);}; void()
* berserk_atke5 =[ $r_attb5, berserk_atke6 ] {ai_run(14);}; void()
* berserk_atke6 =[ $r_attb6, berserk_atke7 ] {ai_run(20);}; void()
* berserk_atke7 =[ $r_attb7, berserk_atke8 ] {ai_run(8.5);}; void()
* berserk_atke8 =[ $r_attb8, berserk_atke9 ] {ai_run(3);}; void()
* berserk_atke9 =[ $r_attb9, berserk_atke10 ] {ai_run(17.5);}; void()
* berserk_atke10 =[ $r_attb10, berserk_atke11 ] {ai_run(17);}; void()
* berserk_atke11 =[ $r_attb11, berserk_atke12 ] {ai_run(9);}; void()
* berserk_atke12 =[ $r_attb12, berserk_atke13 ] {ai_run(25);}; void()
* berserk_atke13 =[ $r_attb13, berserk_atke14 ] {ai_run(3.7);}; void()
* berserk_atke14 =[ $r_attb14, berserk_atke15 ] {ai_run(2.6);}; void()
* berserk_atke15 =[ $r_attb15, berserk_atke16 ] {ai_run(19);}; void()
* berserk_atke16 =[ $r_attb16, berserk_atke17 ] {ai_run(25);}; void()
* berserk_atke17 =[ $r_attb17, berserk_atke18 ] {ai_run(19.6);}; void()
* berserk_atke18 =[ $r_attb18, berserk_run1 ] {ai_run(7.8);};
*/
static Frame berserk_frames_pain1[] = new Frame[] {
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove berserk_move_pain1 = new MonsterMove(FRAME_painc1, FRAME_painc4,
berserk_frames_pain1, berserk_run);
static Frame berserk_frames_pain2[] = new Frame[] {
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove berserk_move_pain2 = new MonsterMove(FRAME_painb1,
FRAME_painb20, berserk_frames_pain2, berserk_run);
static EntityPainAdapter berserk_pain = new EntityPainAdapter() {
public String getID() { return "berserk_pain";}
public void pain(Entity self, Entity other, float kick, int damage) {
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;
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
if (GameBase.skill.value == 3)
return; // no pain anims in nightmare
if ((damage < 20) || (Lib.random() < 0.5))
self.monsterinfo.currentmove = berserk_move_pain1;
else
self.monsterinfo.currentmove = berserk_move_pain2;
}
};
static EntityThinkAdapter berserk_dead = new EntityThinkAdapter() {
public String getID() { return "berserk_dead";}
public boolean think(Entity self) {
Math3D.VectorSet(self.mins, -16, -16, -24);
Math3D.VectorSet(self.maxs, 16, 16, -8);
self.movetype = Constants.MOVETYPE_TOSS;
self.svflags |= Constants.SVF_DEADMONSTER;
self.nextthink = 0;
World.SV_LinkEdict(self);
return true;
}
};
static Frame berserk_frames_death1[] = new Frame[] {
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove berserk_move_death1 = new MonsterMove(FRAME_death1,
FRAME_death13, berserk_frames_death1, berserk_dead);
static Frame berserk_frames_death2[] = new Frame[] {
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove berserk_move_death2 = new MonsterMove(FRAME_deathc1,
FRAME_deathc8, berserk_frames_death2, berserk_dead);
static EntityDieAdapter berserk_die = new EntityDieAdapter() {
public String getID() { return "berserk_die";}
public void die(Entity self, Entity inflictor, Entity attacker,
int damage, float point[]) {
int n;
if (self.health <= self.gib_health) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, ServerInit.SV_SoundIndex("misc/udeath.wav"), (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
for (n = 0; n < 2; n++)
GameMisc.ThrowGib(self, "models/objects/gibs/bone/tris.md2",
damage, Constants.GIB_ORGANIC);
for (n = 0; n < 4; n++)
GameMisc.ThrowGib(self,
"models/objects/gibs/sm_meat/tris.md2", damage,
Constants.GIB_ORGANIC);
GameMisc.ThrowHead(self, "models/objects/gibs/head2/tris.md2",
damage, Constants.GIB_ORGANIC);
self.deadflag = Constants.DEAD_DEAD;
return;
}
if (self.deadflag == Constants.DEAD_DEAD)
return;
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_die, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
self.deadflag = Constants.DEAD_DEAD;
self.takedamage = Constants.DAMAGE_YES;
if (damage >= 50)
self.monsterinfo.currentmove = berserk_move_death1;
else
self.monsterinfo.currentmove = berserk_move_death2;
}
};
/*
* QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
* Trigger_Spawn Sight
*/
public static void SP_monster_berserk(Entity self) {
if (GameBase.deathmatch.value != 0) {
GameUtil.G_FreeEdict(self);
return;
}
// pre-caches
sound_pain = ServerInit.SV_SoundIndex("berserk/berpain2.wav");
sound_die = ServerInit.SV_SoundIndex("berserk/berdeth2.wav");
sound_idle = ServerInit.SV_SoundIndex("berserk/beridle1.wav");
sound_punch = ServerInit.SV_SoundIndex("berserk/attack.wav");
sound_search = ServerInit.SV_SoundIndex("berserk/bersrch1.wav");
sound_sight = ServerInit.SV_SoundIndex("berserk/sight.wav");
self.s.modelindex = ServerInit.SV_ModelIndex("models/monsters/berserk/tris.md2");
Math3D.VectorSet(self.mins, -16, -16, -24);
Math3D.VectorSet(self.maxs, 16, 16, 32);
self.movetype = Constants.MOVETYPE_STEP;
self.solid = Constants.SOLID_BBOX;
self.health = 240;
self.gib_health = -60;
self.mass = 250;
self.pain = berserk_pain;
self.die = berserk_die;
self.monsterinfo.stand = berserk_stand;
self.monsterinfo.walk = berserk_walk;
self.monsterinfo.run = berserk_run;
self.monsterinfo.dodge = null;
self.monsterinfo.attack = null;
self.monsterinfo.melee = berserk_melee;
self.monsterinfo.sight = berserk_sight;
self.monsterinfo.search = berserk_search;
self.monsterinfo.currentmove = berserk_move_stand;
self.monsterinfo.scale = MODEL_SCALE;
World.SV_LinkEdict(self);
GameAI.walkmonster_start.think(self);
}
}