/*
* 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 MonsterBoss31 {
public final static int FRAME_attak101 = 0;
public final static int FRAME_attak102 = 1;
public final static int FRAME_attak103 = 2;
public final static int FRAME_attak104 = 3;
public final static int FRAME_attak105 = 4;
public final static int FRAME_attak106 = 5;
public final static int FRAME_attak107 = 6;
public final static int FRAME_attak108 = 7;
public final static int FRAME_attak109 = 8;
public final static int FRAME_attak110 = 9;
public final static int FRAME_attak111 = 10;
public final static int FRAME_attak112 = 11;
public final static int FRAME_attak113 = 12;
public final static int FRAME_attak114 = 13;
public final static int FRAME_attak115 = 14;
public final static int FRAME_attak116 = 15;
public final static int FRAME_attak117 = 16;
public final static int FRAME_attak118 = 17;
public final static int FRAME_attak201 = 18;
public final static int FRAME_attak202 = 19;
public final static int FRAME_attak203 = 20;
public final static int FRAME_attak204 = 21;
public final static int FRAME_attak205 = 22;
public final static int FRAME_attak206 = 23;
public final static int FRAME_attak207 = 24;
public final static int FRAME_attak208 = 25;
public final static int FRAME_attak209 = 26;
public final static int FRAME_attak210 = 27;
public final static int FRAME_attak211 = 28;
public final static int FRAME_attak212 = 29;
public final static int FRAME_attak213 = 30;
public final static int FRAME_death01 = 31;
public final static int FRAME_death02 = 32;
public final static int FRAME_death03 = 33;
public final static int FRAME_death04 = 34;
public final static int FRAME_death05 = 35;
public final static int FRAME_death06 = 36;
public final static int FRAME_death07 = 37;
public final static int FRAME_death08 = 38;
public final static int FRAME_death09 = 39;
public final static int FRAME_death10 = 40;
public final static int FRAME_death11 = 41;
public final static int FRAME_death12 = 42;
public final static int FRAME_death13 = 43;
public final static int FRAME_death14 = 44;
public final static int FRAME_death15 = 45;
public final static int FRAME_death16 = 46;
public final static int FRAME_death17 = 47;
public final static int FRAME_death18 = 48;
public final static int FRAME_death19 = 49;
public final static int FRAME_death20 = 50;
public final static int FRAME_death21 = 51;
public final static int FRAME_death22 = 52;
public final static int FRAME_death23 = 53;
public final static int FRAME_death24 = 54;
public final static int FRAME_death25 = 55;
public final static int FRAME_death26 = 56;
public final static int FRAME_death27 = 57;
public final static int FRAME_death28 = 58;
public final static int FRAME_death29 = 59;
public final static int FRAME_death30 = 60;
public final static int FRAME_death31 = 61;
public final static int FRAME_death32 = 62;
public final static int FRAME_death33 = 63;
public final static int FRAME_death34 = 64;
public final static int FRAME_death35 = 65;
public final static int FRAME_death36 = 66;
public final static int FRAME_death37 = 67;
public final static int FRAME_death38 = 68;
public final static int FRAME_death39 = 69;
public final static int FRAME_death40 = 70;
public final static int FRAME_death41 = 71;
public final static int FRAME_death42 = 72;
public final static int FRAME_death43 = 73;
public final static int FRAME_death44 = 74;
public final static int FRAME_death45 = 75;
public final static int FRAME_death46 = 76;
public final static int FRAME_death47 = 77;
public final static int FRAME_death48 = 78;
public final static int FRAME_death49 = 79;
public final static int FRAME_death50 = 80;
public final static int FRAME_pain101 = 81;
public final static int FRAME_pain102 = 82;
public final static int FRAME_pain103 = 83;
public final static int FRAME_pain201 = 84;
public final static int FRAME_pain202 = 85;
public final static int FRAME_pain203 = 86;
public final static int FRAME_pain301 = 87;
public final static int FRAME_pain302 = 88;
public final static int FRAME_pain303 = 89;
public final static int FRAME_pain304 = 90;
public final static int FRAME_pain305 = 91;
public final static int FRAME_pain306 = 92;
public final static int FRAME_pain307 = 93;
public final static int FRAME_pain308 = 94;
public final static int FRAME_pain309 = 95;
public final static int FRAME_pain310 = 96;
public final static int FRAME_pain311 = 97;
public final static int FRAME_pain312 = 98;
public final static int FRAME_pain313 = 99;
public final static int FRAME_pain314 = 100;
public final static int FRAME_pain315 = 101;
public final static int FRAME_pain316 = 102;
public final static int FRAME_pain317 = 103;
public final static int FRAME_pain318 = 104;
public final static int FRAME_pain319 = 105;
public final static int FRAME_pain320 = 106;
public final static int FRAME_pain321 = 107;
public final static int FRAME_pain322 = 108;
public final static int FRAME_pain323 = 109;
public final static int FRAME_pain324 = 110;
public final static int FRAME_pain325 = 111;
public final static int FRAME_stand01 = 112;
public final static int FRAME_stand02 = 113;
public final static int FRAME_stand03 = 114;
public final static int FRAME_stand04 = 115;
public final static int FRAME_stand05 = 116;
public final static int FRAME_stand06 = 117;
public final static int FRAME_stand07 = 118;
public final static int FRAME_stand08 = 119;
public final static int FRAME_stand09 = 120;
public final static int FRAME_stand10 = 121;
public final static int FRAME_stand11 = 122;
public final static int FRAME_stand12 = 123;
public final static int FRAME_stand13 = 124;
public final static int FRAME_stand14 = 125;
public final static int FRAME_stand15 = 126;
public final static int FRAME_stand16 = 127;
public final static int FRAME_stand17 = 128;
public final static int FRAME_stand18 = 129;
public final static int FRAME_stand19 = 130;
public final static int FRAME_stand20 = 131;
public final static int FRAME_stand21 = 132;
public final static int FRAME_stand22 = 133;
public final static int FRAME_stand23 = 134;
public final static int FRAME_stand24 = 135;
public final static int FRAME_stand25 = 136;
public final static int FRAME_stand26 = 137;
public final static int FRAME_stand27 = 138;
public final static int FRAME_stand28 = 139;
public final static int FRAME_stand29 = 140;
public final static int FRAME_stand30 = 141;
public final static int FRAME_stand31 = 142;
public final static int FRAME_stand32 = 143;
public final static int FRAME_stand33 = 144;
public final static int FRAME_stand34 = 145;
public final static int FRAME_stand35 = 146;
public final static int FRAME_stand36 = 147;
public final static int FRAME_stand37 = 148;
public final static int FRAME_stand38 = 149;
public final static int FRAME_stand39 = 150;
public final static int FRAME_stand40 = 151;
public final static int FRAME_stand41 = 152;
public final static int FRAME_stand42 = 153;
public final static int FRAME_stand43 = 154;
public final static int FRAME_stand44 = 155;
public final static int FRAME_stand45 = 156;
public final static int FRAME_stand46 = 157;
public final static int FRAME_stand47 = 158;
public final static int FRAME_stand48 = 159;
public final static int FRAME_stand49 = 160;
public final static int FRAME_stand50 = 161;
public final static int FRAME_stand51 = 162;
public final static int FRAME_walk01 = 163;
public final static int FRAME_walk02 = 164;
public final static int FRAME_walk03 = 165;
public final static int FRAME_walk04 = 166;
public final static int FRAME_walk05 = 167;
public final static int FRAME_walk06 = 168;
public final static int FRAME_walk07 = 169;
public final static int FRAME_walk08 = 170;
public final static int FRAME_walk09 = 171;
public final static int FRAME_walk10 = 172;
public final static int FRAME_walk11 = 173;
public final static int FRAME_walk12 = 174;
public final static int FRAME_walk13 = 175;
public final static int FRAME_walk14 = 176;
public final static int FRAME_walk15 = 177;
public final static int FRAME_walk16 = 178;
public final static int FRAME_walk17 = 179;
public final static int FRAME_walk18 = 180;
public final static int FRAME_walk19 = 181;
public final static int FRAME_walk20 = 182;
public final static int FRAME_walk21 = 183;
public final static int FRAME_walk22 = 184;
public final static int FRAME_walk23 = 185;
public final static int FRAME_walk24 = 186;
public final static int FRAME_walk25 = 187;
public final static float MODEL_SCALE = 1.000000f;
/*
* ==============================================================================
*
* jorg
*
* ==============================================================================
*/
static int sound_pain1;
static int sound_pain2;
static int sound_pain3;
static int sound_idle;
static int sound_death;
static int sound_search1;
static int sound_search2;
static int sound_search3;
static int sound_attack1;
static int sound_attack2;
static int sound_firegun;
static int sound_step_left;
static int sound_step_right;
static int sound_death_hit;
/*
* static EntThinkAdapter xxx = new EntThinkAdapter() { public boolean
* think(edict_t self) { return true; } };
*/
static EntityThinkAdapter jorg_search = new EntityThinkAdapter() {
public String getID() { return "jorg_search"; }
public boolean think(Entity self) {
float r;
r = Lib.random();
if (r <= 0.3)
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_search1, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
else if (r <= 0.6)
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_search2, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
else
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_search3, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
static EntityThinkAdapter jorg_idle = new EntityThinkAdapter() {
public String getID() { return "jorg_idle"; }
public boolean think(Entity self) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_idle, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
static EntityThinkAdapter jorg_death_hit = new EntityThinkAdapter() {
public String getID() { return "jorg_death_hit"; }
public boolean think(Entity self) {
ServerGame.PF_StartSound(self, Constants.CHAN_BODY, sound_death_hit, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
static EntityThinkAdapter jorg_step_left = new EntityThinkAdapter() {
public String getID() { return "jorg_step_left"; }
public boolean think(Entity self) {
ServerGame.PF_StartSound(self, Constants.CHAN_BODY, sound_step_left, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
static EntityThinkAdapter jorg_step_right = new EntityThinkAdapter() {
public String getID() { return "jorg_step_right"; }
public boolean think(Entity self) {
ServerGame.PF_StartSound(self, Constants.CHAN_BODY, sound_step_right, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
static EntityThinkAdapter jorg_stand = new EntityThinkAdapter() {
public String getID() { return "jorg_stand"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = jorg_move_stand;
return true;
}
};
static EntityThinkAdapter jorg_reattack1 = new EntityThinkAdapter() {
public String getID() { return "jorg_reattack1"; }
public boolean think(Entity self) {
if (GameUtil.visible(self, self.enemy))
if (Lib.random() < 0.9)
self.monsterinfo.currentmove = jorg_move_attack1;
else {
self.s.sound = 0;
self.monsterinfo.currentmove = jorg_move_end_attack1;
}
else {
self.s.sound = 0;
self.monsterinfo.currentmove = jorg_move_end_attack1;
}
return true;
}
};
static EntityThinkAdapter jorg_attack1 = new EntityThinkAdapter() {
public String getID() { return "jorg_attack1"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = jorg_move_attack1;
return true;
}
};
static EntityPainAdapter jorg_pain = new EntityPainAdapter() {
public String getID() { return "jorg_pain"; }
public void pain(Entity self, Entity other, float kick, int damage) {
if (self.health < (self.max_health / 2))
self.s.skinnum = 1;
self.s.sound = 0;
if (GameBase.level.time < self.pain_debounce_time)
return;
// Lessen the chance of him going into his pain frames if he takes
// little damage
if (damage <= 40)
if (Lib.random() <= 0.6)
return;
/*
* If he's entering his attack1 or using attack1, lessen the chance
* of him going into pain
*/
if ((self.s.frame >= FRAME_attak101)
&& (self.s.frame <= FRAME_attak108))
if (Lib.random() <= 0.005)
return;
if ((self.s.frame >= FRAME_attak109)
&& (self.s.frame <= FRAME_attak114))
if (Lib.random() <= 0.00005)
return;
if ((self.s.frame >= FRAME_attak201)
&& (self.s.frame <= FRAME_attak208))
if (Lib.random() <= 0.005)
return;
self.pain_debounce_time = GameBase.level.time + 3;
if (GameBase.skill.value == 3)
return; // no pain anims in nightmare
if (damage <= 50) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain1, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
self.monsterinfo.currentmove = jorg_move_pain1;
} else if (damage <= 100) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain2, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
self.monsterinfo.currentmove = jorg_move_pain2;
} else {
if (Lib.random() <= 0.3) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain3, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
self.monsterinfo.currentmove = jorg_move_pain3;
}
}
}
};
static EntityThinkAdapter jorgBFG = new EntityThinkAdapter() {
public String getID() { return "jorgBFG"; }
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);
Math3D.G_ProjectSource(self.s.origin,
MonsterFlash.monster_flash_offset[Constants.MZ2_JORG_BFG_1],
forward, right, start);
Math3D.VectorCopy(self.enemy.s.origin, vec);
vec[2] += self.enemy.viewheight;
Math3D.VectorSubtract(vec, start, dir);
Math3D.VectorNormalize(dir);
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_attack2, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
/*
* void monster_fire_bfg (edict_t self, float [] start, float []
* aimdir, int damage, int speed, int kick, float damage_radius, int
* flashtype)
*/
Monster.monster_fire_bfg(self, start, dir, 50, 300, 100, 200,
Constants.MZ2_JORG_BFG_1);
return true;
}
};
static EntityThinkAdapter jorg_firebullet_right = new EntityThinkAdapter() {
public String getID() { return "jorg_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_JORG_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_JORG_MACHINEGUN_R1);
return true;
}
};
static EntityThinkAdapter jorg_firebullet_left = new EntityThinkAdapter() {
public String getID() { return "jorg_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_JORG_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_JORG_MACHINEGUN_L1);
return true;
}
};
static EntityThinkAdapter jorg_firebullet = new EntityThinkAdapter() {
public String getID() { return "jorg_firebullet"; }
public boolean think(Entity self) {
jorg_firebullet_left.think(self);
jorg_firebullet_right.think(self);
return true;
}
};
static EntityThinkAdapter jorg_attack = new EntityThinkAdapter() {
public String getID() { return "jorg_attack"; }
public boolean think(Entity self) {
float[] vec = { 0, 0, 0 };
float range = 0;
Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, vec);
range = Math3D.VectorLength(vec);
if (Lib.random() <= 0.75) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_attack1, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
self.s.sound = ServerInit.SV_SoundIndex("boss3/w_loop.wav");
self.monsterinfo.currentmove = jorg_move_start_attack1;
} else {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_attack2, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
self.monsterinfo.currentmove = jorg_move_attack2;
}
return true;
}
};
/** Was disabled. RST. */
static EntityThinkAdapter jorg_dead = new EntityThinkAdapter() {
public String getID() { return "jorg_dead"; }
public boolean think(Entity self) {
/*
* edict_t tempent;
*
* //VectorSet (self.mins, -16, -16, -24); //VectorSet (self.maxs,
* 16, 16, -8); // Jorg is on modelindex2. Do not clear him.
* VectorSet( self.mins, -60, -60, 0); VectorSet(self.maxs, 60, 60,
* 72); self.movetype= MOVETYPE_TOSS; self.nextthink= 0;
* gi.linkentity(self);
*
* tempent= G_Spawn(); VectorCopy(self.s.origin, tempent.s.origin);
* VectorCopy(self.s.angles, tempent.s.angles); tempent.killtarget=
* self.killtarget; tempent.target= self.target; tempent.activator=
* self.enemy; self.killtarget= 0; self.target= 0;
* SP_monster_makron(tempent);
*
*/
return true;
}
};
static EntityDieAdapter jorg_die = new EntityDieAdapter() {
public String getID() { return "jorg_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_NORM,
(float) 0);
self.deadflag = Constants.DEAD_DEAD;
self.takedamage = Constants.DAMAGE_NO;
self.s.sound = 0;
self.count = 0;
self.monsterinfo.currentmove = jorg_move_death;
return;
}
};
static EntityThinkAdapter Jorg_CheckAttack = new EntityThinkAdapter() {
public String getID() { return "Jorg_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 = 0.4f;
} else if (enemy_range == Constants.RANGE_MID) {
chance = 0.2f;
} 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;
}
};
//
// stand
//
static Frame jorg_frames_stand[] = new Frame[] {
new Frame(GameAI.ai_stand, 0, jorg_idle),
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),
// 10
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),
// 20
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),
// 30
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, 19, null),
new Frame(GameAI.ai_stand, 11, jorg_step_left),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 6, null),
new Frame(GameAI.ai_stand, 9, jorg_step_right),
new Frame(GameAI.ai_stand, 0, null),
// 40
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, -2, null),
new Frame(GameAI.ai_stand, -17, jorg_step_left),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, -12, null),
// 50
new Frame(GameAI.ai_stand, -14, jorg_step_right) // 51
};
static MonsterMove jorg_move_stand = new MonsterMove(FRAME_stand01, FRAME_stand51,
jorg_frames_stand, null);
static Frame jorg_frames_run[] = new Frame[] {
new Frame(GameAI.ai_run, 17, jorg_step_left),
new Frame(GameAI.ai_run, 0, null),
new Frame(GameAI.ai_run, 0, null),
new Frame(GameAI.ai_run, 0, null),
new Frame(GameAI.ai_run, 12, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 10, null),
new Frame(GameAI.ai_run, 33, jorg_step_right),
new Frame(GameAI.ai_run, 0, null),
new Frame(GameAI.ai_run, 0, null),
new Frame(GameAI.ai_run, 0, null),
new Frame(GameAI.ai_run, 9, null),
new Frame(GameAI.ai_run, 9, null),
new Frame(GameAI.ai_run, 9, null) };
static MonsterMove jorg_move_run = new MonsterMove(FRAME_walk06, FRAME_walk19,
jorg_frames_run, null);
//
// walk
//
static Frame jorg_frames_start_walk[] = new Frame[] {
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 6, null),
new Frame(GameAI.ai_walk, 7, null),
new Frame(GameAI.ai_walk, 9, null),
new Frame(GameAI.ai_walk, 15, null) };
static MonsterMove jorg_move_start_walk = new MonsterMove(FRAME_walk01,
FRAME_walk05, jorg_frames_start_walk, null);
static Frame jorg_frames_walk[] = new Frame[] {
new Frame(GameAI.ai_walk, 17, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 12, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, 10, null),
new Frame(GameAI.ai_walk, 33, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 9, null),
new Frame(GameAI.ai_walk, 9, null),
new Frame(GameAI.ai_walk, 9, null) };
static MonsterMove jorg_move_walk = new MonsterMove(FRAME_walk06, FRAME_walk19,
jorg_frames_walk, null);
static Frame jorg_frames_end_walk[] = new Frame[] {
new Frame(GameAI.ai_walk, 11, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 8, null),
new Frame(GameAI.ai_walk, -8, null) };
static MonsterMove jorg_move_end_walk = new MonsterMove(FRAME_walk20, FRAME_walk25,
jorg_frames_end_walk, null);
static EntityThinkAdapter jorg_walk = new EntityThinkAdapter() {
public String getID() { return "jorg_walk"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = jorg_move_walk;
return true;
}
};
static EntityThinkAdapter jorg_run = new EntityThinkAdapter() {
public String getID() { return "jorg_run"; }
public boolean think(Entity self) {
if ((self.monsterinfo.aiflags & Constants.AI_STAND_GROUND) != 0)
self.monsterinfo.currentmove = jorg_move_stand;
else
self.monsterinfo.currentmove = jorg_move_run;
return true;
}
};
static Frame jorg_frames_pain3[] = new Frame[] {
new Frame(GameAI.ai_move, -28, null),
new Frame(GameAI.ai_move, -6, null),
new Frame(GameAI.ai_move, -3, jorg_step_left),
new Frame(GameAI.ai_move, -9, null),
new Frame(GameAI.ai_move, 0, jorg_step_right),
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, -7, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, -11, null),
new Frame(GameAI.ai_move, -4, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 10, null),
new Frame(GameAI.ai_move, 11, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 10, null),
new Frame(GameAI.ai_move, 3, null),
new Frame(GameAI.ai_move, 10, null),
new Frame(GameAI.ai_move, 7, jorg_step_left),
new Frame(GameAI.ai_move, 17, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, jorg_step_right) };
static MonsterMove jorg_move_pain3 = new MonsterMove(FRAME_pain301, FRAME_pain325,
jorg_frames_pain3, jorg_run);
static Frame jorg_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) };
static MonsterMove jorg_move_pain2 = new MonsterMove(FRAME_pain201, FRAME_pain203,
jorg_frames_pain2, jorg_run);
static Frame jorg_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) };
static MonsterMove jorg_move_pain1 = new MonsterMove(FRAME_pain101, FRAME_pain103,
jorg_frames_pain1, jorg_run);
static Frame jorg_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),
// 10
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),
// 20
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),
// 30
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),
// 40
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, MonsterBoss32.MakronToss),
new Frame(GameAI.ai_move, 0, MonsterSupertank.BossExplode) // 50
};
static MonsterMove jorg_move_death = new MonsterMove(FRAME_death01, FRAME_death50,
jorg_frames_death1, jorg_dead);
static Frame jorg_frames_attack2[] = 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, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, jorgBFG),
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 jorg_move_attack2 = new MonsterMove(FRAME_attak201,
FRAME_attak213, jorg_frames_attack2, jorg_run);
static Frame jorg_frames_start_attack1[] = 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, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null) };
static MonsterMove jorg_move_start_attack1 = new MonsterMove(FRAME_attak101,
FRAME_attak108, jorg_frames_start_attack1, jorg_attack1);
static Frame jorg_frames_attack1[] = new Frame[] {
new Frame(GameAI.ai_charge, 0, jorg_firebullet),
new Frame(GameAI.ai_charge, 0, jorg_firebullet),
new Frame(GameAI.ai_charge, 0, jorg_firebullet),
new Frame(GameAI.ai_charge, 0, jorg_firebullet),
new Frame(GameAI.ai_charge, 0, jorg_firebullet),
new Frame(GameAI.ai_charge, 0, jorg_firebullet) };
static MonsterMove jorg_move_attack1 = new MonsterMove(FRAME_attak109,
FRAME_attak114, jorg_frames_attack1, jorg_reattack1);
static Frame jorg_frames_end_attack1[] = 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 jorg_move_end_attack1 = new MonsterMove(FRAME_attak115,
FRAME_attak118, jorg_frames_end_attack1, jorg_run);
/*
* QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn
* Sight
*/
public static void SP_monster_jorg(Entity self) {
if (GameBase.deathmatch.value != 0) {
GameUtil.G_FreeEdict(self);
return;
}
sound_pain1 = ServerInit.SV_SoundIndex("boss3/bs3pain1.wav");
sound_pain2 = ServerInit.SV_SoundIndex("boss3/bs3pain2.wav");
sound_pain3 = ServerInit.SV_SoundIndex("boss3/bs3pain3.wav");
sound_death = ServerInit.SV_SoundIndex("boss3/bs3deth1.wav");
sound_attack1 = ServerInit.SV_SoundIndex("boss3/bs3atck1.wav");
sound_attack2 = ServerInit.SV_SoundIndex("boss3/bs3atck2.wav");
sound_search1 = ServerInit.SV_SoundIndex("boss3/bs3srch1.wav");
sound_search2 = ServerInit.SV_SoundIndex("boss3/bs3srch2.wav");
sound_search3 = ServerInit.SV_SoundIndex("boss3/bs3srch3.wav");
sound_idle = ServerInit.SV_SoundIndex("boss3/bs3idle1.wav");
sound_step_left = ServerInit.SV_SoundIndex("boss3/step1.wav");
sound_step_right = ServerInit.SV_SoundIndex("boss3/step2.wav");
sound_firegun = ServerInit.SV_SoundIndex("boss3/xfire.wav");
sound_death_hit = ServerInit.SV_SoundIndex("boss3/d_hit.wav");
MonsterBoss32.MakronPrecache();
self.movetype = Constants.MOVETYPE_STEP;
self.solid = Constants.SOLID_BBOX;
self.s.modelindex = ServerInit.SV_ModelIndex("models/monsters/boss3/rider/tris.md2");
self.s.modelindex2 = ServerInit.SV_ModelIndex("models/monsters/boss3/jorg/tris.md2");
Math3D.VectorSet(self.mins, -80, -80, 0);
Math3D.VectorSet(self.maxs, 80, 80, 140);
self.health = 3000;
self.gib_health = -2000;
self.mass = 1000;
self.pain = jorg_pain;
self.die = jorg_die;
self.monsterinfo.stand = jorg_stand;
self.monsterinfo.walk = jorg_walk;
self.monsterinfo.run = jorg_run;
self.monsterinfo.dodge = null;
self.monsterinfo.attack = jorg_attack;
self.monsterinfo.search = jorg_search;
self.monsterinfo.melee = null;
self.monsterinfo.sight = null;
self.monsterinfo.checkattack = Jorg_CheckAttack;
World.SV_LinkEdict(self);
self.monsterinfo.currentmove = jorg_move_stand;
self.monsterinfo.scale = MODEL_SCALE;
GameAI.walkmonster_start.think(self);
}
}