/*
* 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.Entity;
import com.googlecode.gwtquake.shared.game.Frame;
import com.googlecode.gwtquake.shared.game.GameAI;
import com.googlecode.gwtquake.shared.game.GameBase;
import com.googlecode.gwtquake.shared.game.GameUtil;
import com.googlecode.gwtquake.shared.game.Monster;
import com.googlecode.gwtquake.shared.game.MonsterMove;
import com.googlecode.gwtquake.shared.game.Trace;
import com.googlecode.gwtquake.shared.game.adapters.EntityDieAdapter;
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 MonsterBoss2 {
public final static int FRAME_stand30 = 0;
public final static int FRAME_stand31 = 1;
public final static int FRAME_stand32 = 2;
public final static int FRAME_stand33 = 3;
public final static int FRAME_stand34 = 4;
public final static int FRAME_stand35 = 5;
public final static int FRAME_stand36 = 6;
public final static int FRAME_stand37 = 7;
public final static int FRAME_stand38 = 8;
public final static int FRAME_stand39 = 9;
public final static int FRAME_stand40 = 10;
public final static int FRAME_stand41 = 11;
public final static int FRAME_stand42 = 12;
public final static int FRAME_stand43 = 13;
public final static int FRAME_stand44 = 14;
public final static int FRAME_stand45 = 15;
public final static int FRAME_stand46 = 16;
public final static int FRAME_stand47 = 17;
public final static int FRAME_stand48 = 18;
public final static int FRAME_stand49 = 19;
public final static int FRAME_stand50 = 20;
public final static int FRAME_stand1 = 21;
public final static int FRAME_stand2 = 22;
public final static int FRAME_stand3 = 23;
public final static int FRAME_stand4 = 24;
public final static int FRAME_stand5 = 25;
public final static int FRAME_stand6 = 26;
public final static int FRAME_stand7 = 27;
public final static int FRAME_stand8 = 28;
public final static int FRAME_stand9 = 29;
public final static int FRAME_stand10 = 30;
public final static int FRAME_stand11 = 31;
public final static int FRAME_stand12 = 32;
public final static int FRAME_stand13 = 33;
public final static int FRAME_stand14 = 34;
public final static int FRAME_stand15 = 35;
public final static int FRAME_stand16 = 36;
public final static int FRAME_stand17 = 37;
public final static int FRAME_stand18 = 38;
public final static int FRAME_stand19 = 39;
public final static int FRAME_stand20 = 40;
public final static int FRAME_stand21 = 41;
public final static int FRAME_stand22 = 42;
public final static int FRAME_stand23 = 43;
public final static int FRAME_stand24 = 44;
public final static int FRAME_stand25 = 45;
public final static int FRAME_stand26 = 46;
public final static int FRAME_stand27 = 47;
public final static int FRAME_stand28 = 48;
public final static int FRAME_stand29 = 49;
public final static int FRAME_walk1 = 50;
public final static int FRAME_walk2 = 51;
public final static int FRAME_walk3 = 52;
public final static int FRAME_walk4 = 53;
public final static int FRAME_walk5 = 54;
public final static int FRAME_walk6 = 55;
public final static int FRAME_walk7 = 56;
public final static int FRAME_walk8 = 57;
public final static int FRAME_walk9 = 58;
public final static int FRAME_walk10 = 59;
public final static int FRAME_walk11 = 60;
public final static int FRAME_walk12 = 61;
public final static int FRAME_walk13 = 62;
public final static int FRAME_walk14 = 63;
public final static int FRAME_walk15 = 64;
public final static int FRAME_walk16 = 65;
public final static int FRAME_walk17 = 66;
public final static int FRAME_walk18 = 67;
public final static int FRAME_walk19 = 68;
public final static int FRAME_walk20 = 69;
public final static int FRAME_attack1 = 70;
public final static int FRAME_attack2 = 71;
public final static int FRAME_attack3 = 72;
public final static int FRAME_attack4 = 73;
public final static int FRAME_attack5 = 74;
public final static int FRAME_attack6 = 75;
public final static int FRAME_attack7 = 76;
public final static int FRAME_attack8 = 77;
public final static int FRAME_attack9 = 78;
public final static int FRAME_attack10 = 79;
public final static int FRAME_attack11 = 80;
public final static int FRAME_attack12 = 81;
public final static int FRAME_attack13 = 82;
public final static int FRAME_attack14 = 83;
public final static int FRAME_attack15 = 84;
public final static int FRAME_attack16 = 85;
public final static int FRAME_attack17 = 86;
public final static int FRAME_attack18 = 87;
public final static int FRAME_attack19 = 88;
public final static int FRAME_attack20 = 89;
public final static int FRAME_attack21 = 90;
public final static int FRAME_attack22 = 91;
public final static int FRAME_attack23 = 92;
public final static int FRAME_attack24 = 93;
public final static int FRAME_attack25 = 94;
public final static int FRAME_attack26 = 95;
public final static int FRAME_attack27 = 96;
public final static int FRAME_attack28 = 97;
public final static int FRAME_attack29 = 98;
public final static int FRAME_attack30 = 99;
public final static int FRAME_attack31 = 100;
public final static int FRAME_attack32 = 101;
public final static int FRAME_attack33 = 102;
public final static int FRAME_attack34 = 103;
public final static int FRAME_attack35 = 104;
public final static int FRAME_attack36 = 105;
public final static int FRAME_attack37 = 106;
public final static int FRAME_attack38 = 107;
public final static int FRAME_attack39 = 108;
public final static int FRAME_attack40 = 109;
public final static int FRAME_pain2 = 110;
public final static int FRAME_pain3 = 111;
public final static int FRAME_pain4 = 112;
public final static int FRAME_pain5 = 113;
public final static int FRAME_pain6 = 114;
public final static int FRAME_pain7 = 115;
public final static int FRAME_pain8 = 116;
public final static int FRAME_pain9 = 117;
public final static int FRAME_pain10 = 118;
public final static int FRAME_pain11 = 119;
public final static int FRAME_pain12 = 120;
public final static int FRAME_pain13 = 121;
public final static int FRAME_pain14 = 122;
public final static int FRAME_pain15 = 123;
public final static int FRAME_pain16 = 124;
public final static int FRAME_pain17 = 125;
public final static int FRAME_pain18 = 126;
public final static int FRAME_pain19 = 127;
public final static int FRAME_pain20 = 128;
public final static int FRAME_pain21 = 129;
public final static int FRAME_pain22 = 130;
public final static int FRAME_pain23 = 131;
public final static int FRAME_death2 = 132;
public final static int FRAME_death3 = 133;
public final static int FRAME_death4 = 134;
public final static int FRAME_death5 = 135;
public final static int FRAME_death6 = 136;
public final static int FRAME_death7 = 137;
public final static int FRAME_death8 = 138;
public final static int FRAME_death9 = 139;
public final static int FRAME_death10 = 140;
public final static int FRAME_death11 = 141;
public final static int FRAME_death12 = 142;
public final static int FRAME_death13 = 143;
public final static int FRAME_death14 = 144;
public final static int FRAME_death15 = 145;
public final static int FRAME_death16 = 146;
public final static int FRAME_death17 = 147;
public final static int FRAME_death18 = 148;
public final static int FRAME_death19 = 149;
public final static int FRAME_death20 = 150;
public final static int FRAME_death21 = 151;
public final static int FRAME_death22 = 152;
public final static int FRAME_death23 = 153;
public final static int FRAME_death24 = 154;
public final static int FRAME_death25 = 155;
public final static int FRAME_death26 = 156;
public final static int FRAME_death27 = 157;
public final static int FRAME_death28 = 158;
public final static int FRAME_death29 = 159;
public final static int FRAME_death30 = 160;
public final static int FRAME_death31 = 161;
public final static int FRAME_death32 = 162;
public final static int FRAME_death33 = 163;
public final static int FRAME_death34 = 164;
public final static int FRAME_death35 = 165;
public final static int FRAME_death36 = 166;
public final static int FRAME_death37 = 167;
public final static int FRAME_death38 = 168;
public final static int FRAME_death39 = 169;
public final static int FRAME_death40 = 170;
public final static int FRAME_death41 = 171;
public final static int FRAME_death42 = 172;
public final static int FRAME_death43 = 173;
public final static int FRAME_death44 = 174;
public final static int FRAME_death45 = 175;
public final static int FRAME_death46 = 176;
public final static int FRAME_death47 = 177;
public final static int FRAME_death48 = 178;
public final static int FRAME_death49 = 179;
public final static int FRAME_death50 = 180;
public final static float MODEL_SCALE = 1.000000f;
static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_death;
static int sound_search1;
static EntityThinkAdapter boss2_stand = new EntityThinkAdapter() {
public String getID() { return "boss2_stand"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = boss2_move_stand;
return true;
}
};
static EntityThinkAdapter boss2_run = new EntityThinkAdapter() {
public String getID() { return "boss2_run"; }
public boolean think(Entity self) {
if ((self.monsterinfo.aiflags & Constants.AI_STAND_GROUND) != 0)
self.monsterinfo.currentmove = boss2_move_stand;
else
self.monsterinfo.currentmove = boss2_move_run;
return true;
}
};
static EntityThinkAdapter boss2_walk = new EntityThinkAdapter() {
public String getID() { return "boss2_walk"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = boss2_move_stand;
self.monsterinfo.currentmove = boss2_move_walk;
return true;
}
};
static EntityThinkAdapter boss2_attack = new EntityThinkAdapter() {
public String getID() { return "boss2_attack"; }
public boolean think(Entity self) {
float[] vec = { 0, 0, 0 };
float range;
Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, vec);
range = Math3D.VectorLength(vec);
if (range <= 125) {
self.monsterinfo.currentmove = boss2_move_attack_pre_mg;
} else {
if (Lib.random() <= 0.6)
self.monsterinfo.currentmove = boss2_move_attack_pre_mg;
else
self.monsterinfo.currentmove = boss2_move_attack_rocket;
}
return true;
}
};
static EntityThinkAdapter boss2_attack_mg = new EntityThinkAdapter() {
public String getID() { return "boss2_attack_mg"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = boss2_move_attack_mg;
return true;
}
};
static EntityThinkAdapter boss2_reattack_mg = new EntityThinkAdapter() {
public String getID() { return "boss2_reattack_mg"; }
public boolean think(Entity self) {
if (GameUtil.infront(self, self.enemy))
if (Lib.random() <= 0.7)
self.monsterinfo.currentmove = boss2_move_attack_mg;
else
self.monsterinfo.currentmove = boss2_move_attack_post_mg;
else
self.monsterinfo.currentmove = boss2_move_attack_post_mg;
return true;
}
};
static EntityPainAdapter boss2_pain = new EntityPainAdapter() {
public String getID() { return "boss2_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;
// American wanted these at no attenuation
if (damage < 10) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain3, (float) 1, (float) Constants.ATTN_NONE,
(float) 0);
self.monsterinfo.currentmove = boss2_move_pain_light;
} else if (damage < 30) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain1, (float) 1, (float) Constants.ATTN_NONE,
(float) 0);
self.monsterinfo.currentmove = boss2_move_pain_light;
} else {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain2, (float) 1, (float) Constants.ATTN_NONE,
(float) 0);
self.monsterinfo.currentmove = boss2_move_pain_heavy;
}
}
};
static EntityThinkAdapter boss2_dead = new EntityThinkAdapter() {
public String getID() { return "boss2_dead"; }
public boolean think(Entity self) {
Math3D.VectorSet(self.mins, -56, -56, 0);
Math3D.VectorSet(self.maxs, 56, 56, 80);
self.movetype = Constants.MOVETYPE_TOSS;
self.svflags |= Constants.SVF_DEADMONSTER;
self.nextthink = 0;
World.SV_LinkEdict(self);
return true;
}
};
static EntityDieAdapter boss2_die = new EntityDieAdapter() {
public String getID() { return "boss2_die"; }
public void die(Entity self, Entity inflictor, Entity attacker,
int damage, float[] point) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_death, (float) 1, (float) Constants.ATTN_NONE,
(float) 0);
self.deadflag = Constants.DEAD_DEAD;
self.takedamage = Constants.DAMAGE_NO;
self.count = 0;
self.monsterinfo.currentmove = boss2_move_death;
}
};
static EntityThinkAdapter Boss2_CheckAttack = new EntityThinkAdapter() {
public String getID() { return "Boss2_CheckAttack"; }
public boolean think(Entity self) {
float[] spot1 = { 0, 0, 0 }, spot2 = { 0, 0, 0 };
float[] temp = { 0, 0, 0 };
float chance;
Trace tr;
boolean enemy_infront;
int enemy_range;
float enemy_yaw;
if (self.enemy.health > 0) {
// see if any entities are in the way of the shot
Math3D.VectorCopy(self.s.origin, spot1);
spot1[2] += self.viewheight;
Math3D.VectorCopy(self.enemy.s.origin, spot2);
spot2[2] += self.enemy.viewheight;
tr = World.SV_Trace(spot1, null, null, spot2, self, Constants.CONTENTS_SOLID | Constants.CONTENTS_MONSTER
| Constants.CONTENTS_SLIME
| Constants.CONTENTS_LAVA);
// do we have a clear shot?
if (tr.ent != self.enemy)
return false;
}
enemy_infront = GameUtil.infront(self, self.enemy);
enemy_range = GameUtil.range(self, self.enemy);
Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, temp);
enemy_yaw = Math3D.vectoyaw(temp);
self.ideal_yaw = enemy_yaw;
// melee attack
if (enemy_range == Constants.RANGE_MELEE) {
if (self.monsterinfo.melee != null)
self.monsterinfo.attack_state = Constants.AS_MELEE;
else
self.monsterinfo.attack_state = Constants.AS_MISSILE;
return true;
}
// missile attack
if (self.monsterinfo.attack == null)
return false;
if (GameBase.level.time < self.monsterinfo.attack_finished)
return false;
if (enemy_range == Constants.RANGE_FAR)
return false;
if ((self.monsterinfo.aiflags & Constants.AI_STAND_GROUND) != 0) {
chance = 0.4f;
} else if (enemy_range == Constants.RANGE_MELEE) {
chance = 0.8f;
} else if (enemy_range == Constants.RANGE_NEAR) {
chance = 0.8f;
} else if (enemy_range == Constants.RANGE_MID) {
chance = 0.8f;
} else {
return false;
}
if (Lib.random() < chance) {
self.monsterinfo.attack_state = Constants.AS_MISSILE;
self.monsterinfo.attack_finished = GameBase.level.time + 2
* Lib.random();
return true;
}
if ((self.flags & Constants.FL_FLY) != 0) {
if (Lib.random() < 0.3)
self.monsterinfo.attack_state = Constants.AS_SLIDING;
else
self.monsterinfo.attack_state = Constants.AS_STRAIGHT;
}
return false;
}
};
static EntityThinkAdapter boss2_search = new EntityThinkAdapter() {
public String getID() { return "boss2_search"; }
public boolean think(Entity self) {
if (Lib.random() < 0.5)
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_search1, (float) 1, (float) Constants.ATTN_NONE,
(float) 0);
return true;
}
};
static EntityThinkAdapter Boss2Rocket = new EntityThinkAdapter() {
public String getID() { return "Boss2Rocket"; }
public boolean think(Entity self) {
float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };
float[] start = { 0, 0, 0 };
float[] dir = { 0, 0, 0 };
float[] vec = { 0, 0, 0 };
Math3D.AngleVectors(self.s.angles, forward, right, null);
// 1
Math3D.G_ProjectSource(self.s.origin,
MonsterFlash.monster_flash_offset[Constants.MZ2_BOSS2_ROCKET_1],
forward, right, start);
Math3D.VectorCopy(self.enemy.s.origin, vec);
vec[2] += self.enemy.viewheight;
Math3D.VectorSubtract(vec, start, dir);
Math3D.VectorNormalize(dir);
Monster.monster_fire_rocket(self, start, dir, 50, 500,
Constants.MZ2_BOSS2_ROCKET_1);
// 2
Math3D.G_ProjectSource(self.s.origin,
MonsterFlash.monster_flash_offset[Constants.MZ2_BOSS2_ROCKET_2],
forward, right, start);
Math3D.VectorCopy(self.enemy.s.origin, vec);
vec[2] += self.enemy.viewheight;
Math3D.VectorSubtract(vec, start, dir);
Math3D.VectorNormalize(dir);
Monster.monster_fire_rocket(self, start, dir, 50, 500,
Constants.MZ2_BOSS2_ROCKET_2);
// 3
Math3D.G_ProjectSource(self.s.origin,
MonsterFlash.monster_flash_offset[Constants.MZ2_BOSS2_ROCKET_3],
forward, right, start);
Math3D.VectorCopy(self.enemy.s.origin, vec);
vec[2] += self.enemy.viewheight;
Math3D.VectorSubtract(vec, start, dir);
Math3D.VectorNormalize(dir);
Monster.monster_fire_rocket(self, start, dir, 50, 500,
Constants.MZ2_BOSS2_ROCKET_3);
// 4
Math3D.G_ProjectSource(self.s.origin,
MonsterFlash.monster_flash_offset[Constants.MZ2_BOSS2_ROCKET_4],
forward, right, start);
Math3D.VectorCopy(self.enemy.s.origin, vec);
vec[2] += self.enemy.viewheight;
Math3D.VectorSubtract(vec, start, dir);
Math3D.VectorNormalize(dir);
Monster.monster_fire_rocket(self, start, dir, 50, 500,
Constants.MZ2_BOSS2_ROCKET_4);
return true;
}
};
static EntityThinkAdapter boss2_firebullet_right = new EntityThinkAdapter() {
public String getID() { return "boss2_firebullet_right"; }
public boolean think(Entity self) {
float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, target = { 0,
0, 0 };
float[] start = { 0, 0, 0 };
Math3D.AngleVectors(self.s.angles, forward, right, null);
Math3D
.G_ProjectSource(
self.s.origin,
MonsterFlash.monster_flash_offset[Constants.MZ2_BOSS2_MACHINEGUN_R1],
forward, right, start);
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);
Monster.monster_fire_bullet(self, start, forward, 6, 4,
Constants.DEFAULT_BULLET_HSPREAD,
Constants.DEFAULT_BULLET_VSPREAD,
Constants.MZ2_BOSS2_MACHINEGUN_R1);
return true;
}
};
static EntityThinkAdapter boss2_firebullet_left = new EntityThinkAdapter() {
public String getID() { return "boss2_firebullet_left"; }
public boolean think(Entity self) {
float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }, target = { 0,
0, 0 };
float[] start = { 0, 0, 0 };
Math3D.AngleVectors(self.s.angles, forward, right, null);
Math3D
.G_ProjectSource(
self.s.origin,
MonsterFlash.monster_flash_offset[Constants.MZ2_BOSS2_MACHINEGUN_L1],
forward, right, start);
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);
Monster.monster_fire_bullet(self, start, forward, 6, 4,
Constants.DEFAULT_BULLET_HSPREAD,
Constants.DEFAULT_BULLET_VSPREAD,
Constants.MZ2_BOSS2_MACHINEGUN_L1);
return true;
}
};
static EntityThinkAdapter Boss2MachineGun = new EntityThinkAdapter() {
public String getID() { return "Boss2MachineGun"; }
public boolean think(Entity self) {
/*
* RST: this was disabled ! float[] forward={0,0,0}, right={0,0,0};
* float[] start={0,0,0}; float[] dir={0,0,0}; float[] vec={0,0,0};
* int flash_number;
*
* AngleVectors (self.s.angles, forward, right, null);
*
* flash_number = MZ2_BOSS2_MACHINEGUN_1 + (self.s.frame -
* FRAME_attack10); G_ProjectSource (self.s.origin,
* monster_flash_offset[flash_number], forward, right, start);
*
* VectorCopy (self.enemy.s.origin, vec); vec[2] +=
* self.enemy.viewheight; VectorSubtract (vec, start, dir);
* VectorNormalize (dir); monster_fire_bullet (self, start, dir, 3,
* 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_number);
*/
boss2_firebullet_left.think(self);
boss2_firebullet_right.think(self);
return true;
}
};
static Frame boss2_frames_stand[] = 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),
new Frame(GameAI.ai_stand, 0, null) };
static MonsterMove boss2_move_stand = new MonsterMove(FRAME_stand30, FRAME_stand50,
boss2_frames_stand, null);
static Frame boss2_frames_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),
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 boss2_move_fidget = new MonsterMove(FRAME_stand1, FRAME_stand30,
boss2_frames_fidget, null);
static Frame boss2_frames_walk[] = new Frame[] {
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 8, null) };
static MonsterMove boss2_move_walk = new MonsterMove(FRAME_walk1, FRAME_walk20,
boss2_frames_walk, null);
static Frame boss2_frames_run[] = new Frame[] {
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 8, null) };
static MonsterMove boss2_move_run = new MonsterMove(FRAME_walk1, FRAME_walk20,
boss2_frames_run, null);
static Frame boss2_frames_attack_pre_mg[] = new Frame[] {
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, boss2_attack_mg) };
static MonsterMove boss2_move_attack_pre_mg = new MonsterMove(FRAME_attack1,
FRAME_attack9, boss2_frames_attack_pre_mg, null);
// Loop this
static Frame boss2_frames_attack_mg[] = new Frame[] {
new Frame(GameAI.ai_charge, 1, Boss2MachineGun),
new Frame(GameAI.ai_charge, 1, Boss2MachineGun),
new Frame(GameAI.ai_charge, 1, Boss2MachineGun),
new Frame(GameAI.ai_charge, 1, Boss2MachineGun),
new Frame(GameAI.ai_charge, 1, Boss2MachineGun),
new Frame(GameAI.ai_charge, 1, boss2_reattack_mg) };
static MonsterMove boss2_move_attack_mg = new MonsterMove(FRAME_attack10,
FRAME_attack15, boss2_frames_attack_mg, null);
static Frame boss2_frames_attack_post_mg[] = new Frame[] {
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null) };
static MonsterMove boss2_move_attack_post_mg = new MonsterMove(FRAME_attack16,
FRAME_attack19, boss2_frames_attack_post_mg, boss2_run);
static Frame boss2_frames_attack_rocket[] = new Frame[] {
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_move, -20, Boss2Rocket),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null),
new Frame(GameAI.ai_charge, 1, null) };
static MonsterMove boss2_move_attack_rocket = new MonsterMove(FRAME_attack20,
FRAME_attack40, boss2_frames_attack_rocket, boss2_run);
static Frame boss2_frames_pain_heavy[] = 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) };
static MonsterMove boss2_move_pain_heavy = new MonsterMove(FRAME_pain2,
FRAME_pain19, boss2_frames_pain_heavy, boss2_run);
static Frame boss2_frames_pain_light[] = 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 boss2_move_pain_light = new MonsterMove(FRAME_pain20,
FRAME_pain23, boss2_frames_pain_light, boss2_run);
static Frame boss2_frames_death[] = 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),
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),
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, MonsterSupertank.BossExplode) };
/*
* static EntThinkAdapter xxx = new EntThinkAdapter() { public boolean
* think(edict_t self) { return true; } };
*/
static MonsterMove boss2_move_death = new MonsterMove(FRAME_death2, FRAME_death50,
boss2_frames_death, boss2_dead);
/*
* QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn
* Sight
*/
public static void SP_monster_boss2(Entity self) {
if (GameBase.deathmatch.value != 0) {
GameUtil.G_FreeEdict(self);
return;
}
sound_pain1 = ServerInit.SV_SoundIndex("bosshovr/bhvpain1.wav");
sound_pain2 = ServerInit.SV_SoundIndex("bosshovr/bhvpain2.wav");
sound_pain3 = ServerInit.SV_SoundIndex("bosshovr/bhvpain3.wav");
sound_death = ServerInit.SV_SoundIndex("bosshovr/bhvdeth1.wav");
sound_search1 = ServerInit.SV_SoundIndex("bosshovr/bhvunqv1.wav");
self.s.sound = ServerInit.SV_SoundIndex("bosshovr/bhvengn1.wav");
self.movetype = Constants.MOVETYPE_STEP;
self.solid = Constants.SOLID_BBOX;
self.s.modelindex = ServerInit.SV_ModelIndex("models/monsters/boss2/tris.md2");
Math3D.VectorSet(self.mins, -56, -56, 0);
Math3D.VectorSet(self.maxs, 56, 56, 80);
self.health = 2000;
self.gib_health = -200;
self.mass = 1000;
self.flags |= Constants.FL_IMMUNE_LASER;
self.pain = boss2_pain;
self.die = boss2_die;
self.monsterinfo.stand = boss2_stand;
self.monsterinfo.walk = boss2_walk;
self.monsterinfo.run = boss2_run;
self.monsterinfo.attack = boss2_attack;
self.monsterinfo.search = boss2_search;
self.monsterinfo.checkattack = Boss2_CheckAttack;
World.SV_LinkEdict(self);
self.monsterinfo.currentmove = boss2_move_stand;
self.monsterinfo.scale = MODEL_SCALE;
GameAI.flymonster_start.think(self);
}
}