/*
* 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.common.Globals;
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.ServerSend;
import com.googlecode.gwtquake.shared.server.World;
import com.googlecode.gwtquake.shared.util.Lib;
import com.googlecode.gwtquake.shared.util.Math3D;
public class MonsterFloat {
// This file generated by ModelGen - Do NOT Modify
public final static int FRAME_actvat01 = 0;
public final static int FRAME_actvat02 = 1;
public final static int FRAME_actvat03 = 2;
public final static int FRAME_actvat04 = 3;
public final static int FRAME_actvat05 = 4;
public final static int FRAME_actvat06 = 5;
public final static int FRAME_actvat07 = 6;
public final static int FRAME_actvat08 = 7;
public final static int FRAME_actvat09 = 8;
public final static int FRAME_actvat10 = 9;
public final static int FRAME_actvat11 = 10;
public final static int FRAME_actvat12 = 11;
public final static int FRAME_actvat13 = 12;
public final static int FRAME_actvat14 = 13;
public final static int FRAME_actvat15 = 14;
public final static int FRAME_actvat16 = 15;
public final static int FRAME_actvat17 = 16;
public final static int FRAME_actvat18 = 17;
public final static int FRAME_actvat19 = 18;
public final static int FRAME_actvat20 = 19;
public final static int FRAME_actvat21 = 20;
public final static int FRAME_actvat22 = 21;
public final static int FRAME_actvat23 = 22;
public final static int FRAME_actvat24 = 23;
public final static int FRAME_actvat25 = 24;
public final static int FRAME_actvat26 = 25;
public final static int FRAME_actvat27 = 26;
public final static int FRAME_actvat28 = 27;
public final static int FRAME_actvat29 = 28;
public final static int FRAME_actvat30 = 29;
public final static int FRAME_actvat31 = 30;
public final static int FRAME_attak101 = 31;
public final static int FRAME_attak102 = 32;
public final static int FRAME_attak103 = 33;
public final static int FRAME_attak104 = 34;
public final static int FRAME_attak105 = 35;
public final static int FRAME_attak106 = 36;
public final static int FRAME_attak107 = 37;
public final static int FRAME_attak108 = 38;
public final static int FRAME_attak109 = 39;
public final static int FRAME_attak110 = 40;
public final static int FRAME_attak111 = 41;
public final static int FRAME_attak112 = 42;
public final static int FRAME_attak113 = 43;
public final static int FRAME_attak114 = 44;
public final static int FRAME_attak201 = 45;
public final static int FRAME_attak202 = 46;
public final static int FRAME_attak203 = 47;
public final static int FRAME_attak204 = 48;
public final static int FRAME_attak205 = 49;
public final static int FRAME_attak206 = 50;
public final static int FRAME_attak207 = 51;
public final static int FRAME_attak208 = 52;
public final static int FRAME_attak209 = 53;
public final static int FRAME_attak210 = 54;
public final static int FRAME_attak211 = 55;
public final static int FRAME_attak212 = 56;
public final static int FRAME_attak213 = 57;
public final static int FRAME_attak214 = 58;
public final static int FRAME_attak215 = 59;
public final static int FRAME_attak216 = 60;
public final static int FRAME_attak217 = 61;
public final static int FRAME_attak218 = 62;
public final static int FRAME_attak219 = 63;
public final static int FRAME_attak220 = 64;
public final static int FRAME_attak221 = 65;
public final static int FRAME_attak222 = 66;
public final static int FRAME_attak223 = 67;
public final static int FRAME_attak224 = 68;
public final static int FRAME_attak225 = 69;
public final static int FRAME_attak301 = 70;
public final static int FRAME_attak302 = 71;
public final static int FRAME_attak303 = 72;
public final static int FRAME_attak304 = 73;
public final static int FRAME_attak305 = 74;
public final static int FRAME_attak306 = 75;
public final static int FRAME_attak307 = 76;
public final static int FRAME_attak308 = 77;
public final static int FRAME_attak309 = 78;
public final static int FRAME_attak310 = 79;
public final static int FRAME_attak311 = 80;
public final static int FRAME_attak312 = 81;
public final static int FRAME_attak313 = 82;
public final static int FRAME_attak314 = 83;
public final static int FRAME_attak315 = 84;
public final static int FRAME_attak316 = 85;
public final static int FRAME_attak317 = 86;
public final static int FRAME_attak318 = 87;
public final static int FRAME_attak319 = 88;
public final static int FRAME_attak320 = 89;
public final static int FRAME_attak321 = 90;
public final static int FRAME_attak322 = 91;
public final static int FRAME_attak323 = 92;
public final static int FRAME_attak324 = 93;
public final static int FRAME_attak325 = 94;
public final static int FRAME_attak326 = 95;
public final static int FRAME_attak327 = 96;
public final static int FRAME_attak328 = 97;
public final static int FRAME_attak329 = 98;
public final static int FRAME_attak330 = 99;
public final static int FRAME_attak331 = 100;
public final static int FRAME_attak332 = 101;
public final static int FRAME_attak333 = 102;
public final static int FRAME_attak334 = 103;
public final static int FRAME_death01 = 104;
public final static int FRAME_death02 = 105;
public final static int FRAME_death03 = 106;
public final static int FRAME_death04 = 107;
public final static int FRAME_death05 = 108;
public final static int FRAME_death06 = 109;
public final static int FRAME_death07 = 110;
public final static int FRAME_death08 = 111;
public final static int FRAME_death09 = 112;
public final static int FRAME_death10 = 113;
public final static int FRAME_death11 = 114;
public final static int FRAME_death12 = 115;
public final static int FRAME_death13 = 116;
public final static int FRAME_pain101 = 117;
public final static int FRAME_pain102 = 118;
public final static int FRAME_pain103 = 119;
public final static int FRAME_pain104 = 120;
public final static int FRAME_pain105 = 121;
public final static int FRAME_pain106 = 122;
public final static int FRAME_pain107 = 123;
public final static int FRAME_pain201 = 124;
public final static int FRAME_pain202 = 125;
public final static int FRAME_pain203 = 126;
public final static int FRAME_pain204 = 127;
public final static int FRAME_pain205 = 128;
public final static int FRAME_pain206 = 129;
public final static int FRAME_pain207 = 130;
public final static int FRAME_pain208 = 131;
public final static int FRAME_pain301 = 132;
public final static int FRAME_pain302 = 133;
public final static int FRAME_pain303 = 134;
public final static int FRAME_pain304 = 135;
public final static int FRAME_pain305 = 136;
public final static int FRAME_pain306 = 137;
public final static int FRAME_pain307 = 138;
public final static int FRAME_pain308 = 139;
public final static int FRAME_pain309 = 140;
public final static int FRAME_pain310 = 141;
public final static int FRAME_pain311 = 142;
public final static int FRAME_pain312 = 143;
public final static int FRAME_stand101 = 144;
public final static int FRAME_stand102 = 145;
public final static int FRAME_stand103 = 146;
public final static int FRAME_stand104 = 147;
public final static int FRAME_stand105 = 148;
public final static int FRAME_stand106 = 149;
public final static int FRAME_stand107 = 150;
public final static int FRAME_stand108 = 151;
public final static int FRAME_stand109 = 152;
public final static int FRAME_stand110 = 153;
public final static int FRAME_stand111 = 154;
public final static int FRAME_stand112 = 155;
public final static int FRAME_stand113 = 156;
public final static int FRAME_stand114 = 157;
public final static int FRAME_stand115 = 158;
public final static int FRAME_stand116 = 159;
public final static int FRAME_stand117 = 160;
public final static int FRAME_stand118 = 161;
public final static int FRAME_stand119 = 162;
public final static int FRAME_stand120 = 163;
public final static int FRAME_stand121 = 164;
public final static int FRAME_stand122 = 165;
public final static int FRAME_stand123 = 166;
public final static int FRAME_stand124 = 167;
public final static int FRAME_stand125 = 168;
public final static int FRAME_stand126 = 169;
public final static int FRAME_stand127 = 170;
public final static int FRAME_stand128 = 171;
public final static int FRAME_stand129 = 172;
public final static int FRAME_stand130 = 173;
public final static int FRAME_stand131 = 174;
public final static int FRAME_stand132 = 175;
public final static int FRAME_stand133 = 176;
public final static int FRAME_stand134 = 177;
public final static int FRAME_stand135 = 178;
public final static int FRAME_stand136 = 179;
public final static int FRAME_stand137 = 180;
public final static int FRAME_stand138 = 181;
public final static int FRAME_stand139 = 182;
public final static int FRAME_stand140 = 183;
public final static int FRAME_stand141 = 184;
public final static int FRAME_stand142 = 185;
public final static int FRAME_stand143 = 186;
public final static int FRAME_stand144 = 187;
public final static int FRAME_stand145 = 188;
public final static int FRAME_stand146 = 189;
public final static int FRAME_stand147 = 190;
public final static int FRAME_stand148 = 191;
public final static int FRAME_stand149 = 192;
public final static int FRAME_stand150 = 193;
public final static int FRAME_stand151 = 194;
public final static int FRAME_stand152 = 195;
public final static int FRAME_stand201 = 196;
public final static int FRAME_stand202 = 197;
public final static int FRAME_stand203 = 198;
public final static int FRAME_stand204 = 199;
public final static int FRAME_stand205 = 200;
public final static int FRAME_stand206 = 201;
public final static int FRAME_stand207 = 202;
public final static int FRAME_stand208 = 203;
public final static int FRAME_stand209 = 204;
public final static int FRAME_stand210 = 205;
public final static int FRAME_stand211 = 206;
public final static int FRAME_stand212 = 207;
public final static int FRAME_stand213 = 208;
public final static int FRAME_stand214 = 209;
public final static int FRAME_stand215 = 210;
public final static int FRAME_stand216 = 211;
public final static int FRAME_stand217 = 212;
public final static int FRAME_stand218 = 213;
public final static int FRAME_stand219 = 214;
public final static int FRAME_stand220 = 215;
public final static int FRAME_stand221 = 216;
public final static int FRAME_stand222 = 217;
public final static int FRAME_stand223 = 218;
public final static int FRAME_stand224 = 219;
public final static int FRAME_stand225 = 220;
public final static int FRAME_stand226 = 221;
public final static int FRAME_stand227 = 222;
public final static int FRAME_stand228 = 223;
public final static int FRAME_stand229 = 224;
public final static int FRAME_stand230 = 225;
public final static int FRAME_stand231 = 226;
public final static int FRAME_stand232 = 227;
public final static int FRAME_stand233 = 228;
public final static int FRAME_stand234 = 229;
public final static int FRAME_stand235 = 230;
public final static int FRAME_stand236 = 231;
public final static int FRAME_stand237 = 232;
public final static int FRAME_stand238 = 233;
public final static int FRAME_stand239 = 234;
public final static int FRAME_stand240 = 235;
public final static int FRAME_stand241 = 236;
public final static int FRAME_stand242 = 237;
public final static int FRAME_stand243 = 238;
public final static int FRAME_stand244 = 239;
public final static int FRAME_stand245 = 240;
public final static int FRAME_stand246 = 241;
public final static int FRAME_stand247 = 242;
public final static int FRAME_stand248 = 243;
public final static int FRAME_stand249 = 244;
public final static int FRAME_stand250 = 245;
public final static int FRAME_stand251 = 246;
public final static int FRAME_stand252 = 247;
public final static float MODEL_SCALE = 1.000000f;
static int sound_attack2;
static int sound_attack3;
static int sound_death1;
static int sound_idle;
static int sound_pain1;
static int sound_pain2;
static int sound_sight;
static EntInteractAdapter floater_sight = new EntInteractAdapter() {
public String getID() { return "floater_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 floater_idle = new EntityThinkAdapter() {
public String getID() { return "floater_idle"; }
public boolean think(Entity self) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_idle, (float) 1, (float) Constants.ATTN_IDLE,
(float) 0);
return true;
}
};
static EntityThinkAdapter floater_fire_blaster = new EntityThinkAdapter() {
public String getID() { return "floater_fire_blaster"; }
public boolean think(Entity self) {
float[] start = { 0, 0, 0 };
float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };
float[] end = { 0, 0, 0 };
float[] dir = { 0, 0, 0 };
int effect;
if ((self.s.frame == FRAME_attak104)
|| (self.s.frame == FRAME_attak107))
effect = Constants.EF_HYPERBLASTER;
else
effect = 0;
Math3D.AngleVectors(self.s.angles, forward, right, null);
Math3D.G_ProjectSource(self.s.origin,
MonsterFlash.monster_flash_offset[Constants.MZ2_FLOAT_BLASTER_1],
forward, right, start);
Math3D.VectorCopy(self.enemy.s.origin, end);
end[2] += self.enemy.viewheight;
Math3D.VectorSubtract(end, start, dir);
Monster.monster_fire_blaster(self, start, dir, 1, 1000,
Constants.MZ2_FLOAT_BLASTER_1, effect);
return true;
}
};
static Frame floater_frames_stand1[] = 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),
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 floater_move_stand1 = new MonsterMove(FRAME_stand101,
FRAME_stand152, floater_frames_stand1, null);
static Frame floater_frames_stand2[] = 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),
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 floater_move_stand2 = new MonsterMove(FRAME_stand201,
FRAME_stand252, floater_frames_stand2, null);
static EntityThinkAdapter floater_stand = new EntityThinkAdapter() {
public String getID() { return "floater_stand"; }
public boolean think(Entity self) {
if (Lib.random() <= 0.5)
self.monsterinfo.currentmove = floater_move_stand1;
else
self.monsterinfo.currentmove = floater_move_stand2;
return true;
}
};
static Frame floater_frames_activate[] = 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) };
static MonsterMove floater_move_activate = new MonsterMove(FRAME_actvat01,
FRAME_actvat31, floater_frames_activate, null);
static EntityThinkAdapter floater_run = new EntityThinkAdapter() {
public String getID() { return "floater_run"; }
public boolean think(Entity self) {
if ((self.monsterinfo.aiflags & Constants.AI_STAND_GROUND) != 0)
self.monsterinfo.currentmove = floater_move_stand1;
else
self.monsterinfo.currentmove = floater_move_run;
return true;
}
};
static Frame floater_frames_attack1[] = new Frame[] {
new Frame(GameAI.ai_charge, 0, null), // Blaster attack)
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, floater_fire_blaster),
// BOOM (0, -25.8, 32.5) -- LOOP Starts
new Frame(GameAI.ai_charge, 0, floater_fire_blaster),
new Frame(GameAI.ai_charge, 0, floater_fire_blaster),
new Frame(GameAI.ai_charge, 0, floater_fire_blaster),
new Frame(GameAI.ai_charge, 0, floater_fire_blaster),
new Frame(GameAI.ai_charge, 0, floater_fire_blaster),
new Frame(GameAI.ai_charge, 0, floater_fire_blaster),
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)
// -- LOOP Ends
};
static MonsterMove floater_move_attack1 = new MonsterMove(FRAME_attak101,
FRAME_attak114, floater_frames_attack1, floater_run);
static float[] aim = { Constants.MELEE_DISTANCE, 0, 0 };
static EntityThinkAdapter floater_wham = new EntityThinkAdapter() {
public String getID() { return "floater_wham"; }
public boolean think(Entity self) {
ServerGame.PF_StartSound(self, Constants.CHAN_WEAPON, sound_attack3, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
GameWeapon.fire_hit(self, aim, 5 + Lib.rand() % 6, -50);
return true;
}
};
static Frame floater_frames_attack2[] = new Frame[] {
new Frame(GameAI.ai_charge, 0, null), // Claws
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),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, floater_wham),
// WHAM (0, -45, 29.6) -- LOOP Starts
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),
// -- LOOP Ends
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 floater_move_attack2 = new MonsterMove(FRAME_attak201,
FRAME_attak225, floater_frames_attack2, floater_run);
static EntityThinkAdapter floater_zap = new EntityThinkAdapter() {
public String getID() { return "floater_zap"; }
public boolean think(Entity self) {
float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };
float[] origin = { 0, 0, 0 };
float[] dir = { 0, 0, 0 };
float[] offset = { 0, 0, 0 };
Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, dir);
Math3D.AngleVectors(self.s.angles, forward, right, null);
//FIXME use a flash and replace these two lines with the commented
// one
Math3D.VectorSet(offset, 18.5f, -0.9f, 10f);
Math3D.G_ProjectSource(self.s.origin, offset, forward, right,
origin);
// G_ProjectSource (self.s.origin,
// monster_flash_offset[flash_number], forward, right, origin);
ServerGame.PF_StartSound(self, Constants.CHAN_WEAPON, sound_attack2, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
//FIXME use the flash, Luke
ServerGame.PF_WriteByte(Constants.svc_temp_entity);
ServerGame.PF_WriteByte(Constants.TE_SPLASH);
ServerGame.PF_WriteByte(32);
ServerGame.PF_WritePos(origin);
ServerGame.PF_WriteDir(dir);
ServerGame.PF_WriteByte(1); //sparks
ServerSend.SV_Multicast(origin, Constants.MULTICAST_PVS);
GameCombat.T_Damage(self.enemy, self, self, dir, self.enemy.s.origin,
Globals.vec3_origin, 5 + Lib.rand() % 6, -10,
Constants.DAMAGE_ENERGY, Constants.MOD_UNKNOWN);
return true;
}
};
static Frame floater_frames_attack3[] = 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),
new Frame(GameAI.ai_charge, 0, floater_zap),
// -- LOOP Starts
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),
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),
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),
// -- LOOP Ends
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 floater_move_attack3 = new MonsterMove(FRAME_attak301,
FRAME_attak334, floater_frames_attack3, floater_run);
static Frame floater_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) };
static EntityThinkAdapter floater_dead = new EntityThinkAdapter() {
public String getID() { return "floater_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 MonsterMove floater_move_death = new MonsterMove(FRAME_death01,
FRAME_death13, floater_frames_death, floater_dead);
static Frame floater_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),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove floater_move_pain1 = new MonsterMove(FRAME_pain101,
FRAME_pain107, floater_frames_pain1, floater_run);
static Frame floater_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) };
static MonsterMove floater_move_pain2 = new MonsterMove(FRAME_pain201,
FRAME_pain208, floater_frames_pain2, floater_run);
static Frame floater_frames_pain3[] = 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) };
static MonsterMove floater_move_pain3 = new MonsterMove(FRAME_pain301,
FRAME_pain312, floater_frames_pain3, floater_run);
static Frame floater_frames_walk[] = new Frame[] {
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 5, null) };
static MonsterMove floater_move_walk = new MonsterMove(FRAME_stand101,
FRAME_stand152, floater_frames_walk, null);
static Frame floater_frames_run[] = new Frame[] {
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 13, null) };
static MonsterMove floater_move_run = new MonsterMove(FRAME_stand101,
FRAME_stand152, floater_frames_run, null);
static EntityThinkAdapter floater_walk = new EntityThinkAdapter() {
public String getID() { return "floater_walk"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = floater_move_walk;
return true;
}
};
static EntityThinkAdapter floater_attack = new EntityThinkAdapter() {
public String getID() { return "floater_attack"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = floater_move_attack1;
return true;
}
};
static EntityThinkAdapter floater_melee = new EntityThinkAdapter() {
public String getID() { return "floater_melee"; }
public boolean think(Entity self) {
if (Lib.random() < 0.5)
self.monsterinfo.currentmove = floater_move_attack3;
else
self.monsterinfo.currentmove = floater_move_attack2;
return true;
}
};
static EntityPainAdapter floater_pain = new EntityPainAdapter() {
public String getID() { return "floater_pain"; }
public void pain(Entity self, Entity other, float kick, int damage) {
int n;
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;
if (GameBase.skill.value == 3)
return; // no pain anims in nightmare
n = (Lib.rand() + 1) % 3;
if (n == 0) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain1, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
self.monsterinfo.currentmove = floater_move_pain1;
} else {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain2, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
self.monsterinfo.currentmove = floater_move_pain2;
}
return;
}
};
static EntityDieAdapter floater_die = new EntityDieAdapter() {
public String getID() { return "floater_die"; }
public void die(Entity self, Entity inflictor, Entity attacker,
int damage, float[] point) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_death1, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
GameMisc.BecomeExplosion1(self);
}
};
/*
* QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
* Trigger_Spawn Sight
*/
public static void SP_monster_floater(Entity self) {
if (GameBase.deathmatch.value != 0) {
GameUtil.G_FreeEdict(self);
return;
}
sound_attack2 = ServerInit.SV_SoundIndex("floater/fltatck2.wav");
sound_attack3 = ServerInit.SV_SoundIndex("floater/fltatck3.wav");
sound_death1 = ServerInit.SV_SoundIndex("floater/fltdeth1.wav");
sound_idle = ServerInit.SV_SoundIndex("floater/fltidle1.wav");
sound_pain1 = ServerInit.SV_SoundIndex("floater/fltpain1.wav");
sound_pain2 = ServerInit.SV_SoundIndex("floater/fltpain2.wav");
sound_sight = ServerInit.SV_SoundIndex("floater/fltsght1.wav");
ServerInit.SV_SoundIndex("floater/fltatck1.wav");
self.s.sound = ServerInit.SV_SoundIndex("floater/fltsrch1.wav");
self.movetype = Constants.MOVETYPE_STEP;
self.solid = Constants.SOLID_BBOX;
self.s.modelindex = ServerInit.SV_ModelIndex("models/monsters/float/tris.md2");
Math3D.VectorSet(self.mins, -24, -24, -24);
Math3D.VectorSet(self.maxs, 24, 24, 32);
self.health = 200;
self.gib_health = -80;
self.mass = 300;
self.pain = floater_pain;
self.die = floater_die;
self.monsterinfo.stand = floater_stand;
self.monsterinfo.walk = floater_walk;
self.monsterinfo.run = floater_run;
// self.monsterinfo.dodge = floater_dodge;
self.monsterinfo.attack = floater_attack;
self.monsterinfo.melee = floater_melee;
self.monsterinfo.sight = floater_sight;
self.monsterinfo.idle = floater_idle;
World.SV_LinkEdict(self);
if (Lib.random() <= 0.5)
self.monsterinfo.currentmove = floater_move_stand1;
else
self.monsterinfo.currentmove = floater_move_stand2;
self.monsterinfo.scale = MODEL_SCALE;
GameAI.flymonster_start.think(self);
}
}