/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free Software
* Foundation; either version 2 of the License, or (at your option) any later
* version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59 Temple
* Place - Suite 330, Boston, MA 02111-1307, USA.
*
*/
/* Modifications
Copyright 2003-2004 Bytonic Software
Copyright 2010 Google Inc.
*/
package com.googlecode.gwtquake.shared.game.monsters;
import com.googlecode.gwtquake.shared.common.Constants;
import com.googlecode.gwtquake.shared.game.*;
import com.googlecode.gwtquake.shared.game.adapters.EntityDieAdapter;
import com.googlecode.gwtquake.shared.game.adapters.EntInteractAdapter;
import com.googlecode.gwtquake.shared.game.adapters.EntityDodgeAdapter;
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 MonsterGunner {
// This file generated by ModelGen - Do NOT Modify
public final static int FRAME_stand01 = 0;
public final static int FRAME_stand02 = 1;
public final static int FRAME_stand03 = 2;
public final static int FRAME_stand04 = 3;
public final static int FRAME_stand05 = 4;
public final static int FRAME_stand06 = 5;
public final static int FRAME_stand07 = 6;
public final static int FRAME_stand08 = 7;
public final static int FRAME_stand09 = 8;
public final static int FRAME_stand10 = 9;
public final static int FRAME_stand11 = 10;
public final static int FRAME_stand12 = 11;
public final static int FRAME_stand13 = 12;
public final static int FRAME_stand14 = 13;
public final static int FRAME_stand15 = 14;
public final static int FRAME_stand16 = 15;
public final static int FRAME_stand17 = 16;
public final static int FRAME_stand18 = 17;
public final static int FRAME_stand19 = 18;
public final static int FRAME_stand20 = 19;
public final static int FRAME_stand21 = 20;
public final static int FRAME_stand22 = 21;
public final static int FRAME_stand23 = 22;
public final static int FRAME_stand24 = 23;
public final static int FRAME_stand25 = 24;
public final static int FRAME_stand26 = 25;
public final static int FRAME_stand27 = 26;
public final static int FRAME_stand28 = 27;
public final static int FRAME_stand29 = 28;
public final static int FRAME_stand30 = 29;
public final static int FRAME_stand31 = 30;
public final static int FRAME_stand32 = 31;
public final static int FRAME_stand33 = 32;
public final static int FRAME_stand34 = 33;
public final static int FRAME_stand35 = 34;
public final static int FRAME_stand36 = 35;
public final static int FRAME_stand37 = 36;
public final static int FRAME_stand38 = 37;
public final static int FRAME_stand39 = 38;
public final static int FRAME_stand40 = 39;
public final static int FRAME_stand41 = 40;
public final static int FRAME_stand42 = 41;
public final static int FRAME_stand43 = 42;
public final static int FRAME_stand44 = 43;
public final static int FRAME_stand45 = 44;
public final static int FRAME_stand46 = 45;
public final static int FRAME_stand47 = 46;
public final static int FRAME_stand48 = 47;
public final static int FRAME_stand49 = 48;
public final static int FRAME_stand50 = 49;
public final static int FRAME_stand51 = 50;
public final static int FRAME_stand52 = 51;
public final static int FRAME_stand53 = 52;
public final static int FRAME_stand54 = 53;
public final static int FRAME_stand55 = 54;
public final static int FRAME_stand56 = 55;
public final static int FRAME_stand57 = 56;
public final static int FRAME_stand58 = 57;
public final static int FRAME_stand59 = 58;
public final static int FRAME_stand60 = 59;
public final static int FRAME_stand61 = 60;
public final static int FRAME_stand62 = 61;
public final static int FRAME_stand63 = 62;
public final static int FRAME_stand64 = 63;
public final static int FRAME_stand65 = 64;
public final static int FRAME_stand66 = 65;
public final static int FRAME_stand67 = 66;
public final static int FRAME_stand68 = 67;
public final static int FRAME_stand69 = 68;
public final static int FRAME_stand70 = 69;
public final static int FRAME_walk01 = 70;
public final static int FRAME_walk02 = 71;
public final static int FRAME_walk03 = 72;
public final static int FRAME_walk04 = 73;
public final static int FRAME_walk05 = 74;
public final static int FRAME_walk06 = 75;
public final static int FRAME_walk07 = 76;
public final static int FRAME_walk08 = 77;
public final static int FRAME_walk09 = 78;
public final static int FRAME_walk10 = 79;
public final static int FRAME_walk11 = 80;
public final static int FRAME_walk12 = 81;
public final static int FRAME_walk13 = 82;
public final static int FRAME_walk14 = 83;
public final static int FRAME_walk15 = 84;
public final static int FRAME_walk16 = 85;
public final static int FRAME_walk17 = 86;
public final static int FRAME_walk18 = 87;
public final static int FRAME_walk19 = 88;
public final static int FRAME_walk20 = 89;
public final static int FRAME_walk21 = 90;
public final static int FRAME_walk22 = 91;
public final static int FRAME_walk23 = 92;
public final static int FRAME_walk24 = 93;
public final static int FRAME_run01 = 94;
public final static int FRAME_run02 = 95;
public final static int FRAME_run03 = 96;
public final static int FRAME_run04 = 97;
public final static int FRAME_run05 = 98;
public final static int FRAME_run06 = 99;
public final static int FRAME_run07 = 100;
public final static int FRAME_run08 = 101;
public final static int FRAME_runs01 = 102;
public final static int FRAME_runs02 = 103;
public final static int FRAME_runs03 = 104;
public final static int FRAME_runs04 = 105;
public final static int FRAME_runs05 = 106;
public final static int FRAME_runs06 = 107;
public final static int FRAME_attak101 = 108;
public final static int FRAME_attak102 = 109;
public final static int FRAME_attak103 = 110;
public final static int FRAME_attak104 = 111;
public final static int FRAME_attak105 = 112;
public final static int FRAME_attak106 = 113;
public final static int FRAME_attak107 = 114;
public final static int FRAME_attak108 = 115;
public final static int FRAME_attak109 = 116;
public final static int FRAME_attak110 = 117;
public final static int FRAME_attak111 = 118;
public final static int FRAME_attak112 = 119;
public final static int FRAME_attak113 = 120;
public final static int FRAME_attak114 = 121;
public final static int FRAME_attak115 = 122;
public final static int FRAME_attak116 = 123;
public final static int FRAME_attak117 = 124;
public final static int FRAME_attak118 = 125;
public final static int FRAME_attak119 = 126;
public final static int FRAME_attak120 = 127;
public final static int FRAME_attak121 = 128;
public final static int FRAME_attak201 = 129;
public final static int FRAME_attak202 = 130;
public final static int FRAME_attak203 = 131;
public final static int FRAME_attak204 = 132;
public final static int FRAME_attak205 = 133;
public final static int FRAME_attak206 = 134;
public final static int FRAME_attak207 = 135;
public final static int FRAME_attak208 = 136;
public final static int FRAME_attak209 = 137;
public final static int FRAME_attak210 = 138;
public final static int FRAME_attak211 = 139;
public final static int FRAME_attak212 = 140;
public final static int FRAME_attak213 = 141;
public final static int FRAME_attak214 = 142;
public final static int FRAME_attak215 = 143;
public final static int FRAME_attak216 = 144;
public final static int FRAME_attak217 = 145;
public final static int FRAME_attak218 = 146;
public final static int FRAME_attak219 = 147;
public final static int FRAME_attak220 = 148;
public final static int FRAME_attak221 = 149;
public final static int FRAME_attak222 = 150;
public final static int FRAME_attak223 = 151;
public final static int FRAME_attak224 = 152;
public final static int FRAME_attak225 = 153;
public final static int FRAME_attak226 = 154;
public final static int FRAME_attak227 = 155;
public final static int FRAME_attak228 = 156;
public final static int FRAME_attak229 = 157;
public final static int FRAME_attak230 = 158;
public final static int FRAME_pain101 = 159;
public final static int FRAME_pain102 = 160;
public final static int FRAME_pain103 = 161;
public final static int FRAME_pain104 = 162;
public final static int FRAME_pain105 = 163;
public final static int FRAME_pain106 = 164;
public final static int FRAME_pain107 = 165;
public final static int FRAME_pain108 = 166;
public final static int FRAME_pain109 = 167;
public final static int FRAME_pain110 = 168;
public final static int FRAME_pain111 = 169;
public final static int FRAME_pain112 = 170;
public final static int FRAME_pain113 = 171;
public final static int FRAME_pain114 = 172;
public final static int FRAME_pain115 = 173;
public final static int FRAME_pain116 = 174;
public final static int FRAME_pain117 = 175;
public final static int FRAME_pain118 = 176;
public final static int FRAME_pain201 = 177;
public final static int FRAME_pain202 = 178;
public final static int FRAME_pain203 = 179;
public final static int FRAME_pain204 = 180;
public final static int FRAME_pain205 = 181;
public final static int FRAME_pain206 = 182;
public final static int FRAME_pain207 = 183;
public final static int FRAME_pain208 = 184;
public final static int FRAME_pain301 = 185;
public final static int FRAME_pain302 = 186;
public final static int FRAME_pain303 = 187;
public final static int FRAME_pain304 = 188;
public final static int FRAME_pain305 = 189;
public final static int FRAME_death01 = 190;
public final static int FRAME_death02 = 191;
public final static int FRAME_death03 = 192;
public final static int FRAME_death04 = 193;
public final static int FRAME_death05 = 194;
public final static int FRAME_death06 = 195;
public final static int FRAME_death07 = 196;
public final static int FRAME_death08 = 197;
public final static int FRAME_death09 = 198;
public final static int FRAME_death10 = 199;
public final static int FRAME_death11 = 200;
public final static int FRAME_duck01 = 201;
public final static int FRAME_duck02 = 202;
public final static int FRAME_duck03 = 203;
public final static int FRAME_duck04 = 204;
public final static int FRAME_duck05 = 205;
public final static int FRAME_duck06 = 206;
public final static int FRAME_duck07 = 207;
public final static int FRAME_duck08 = 208;
public final static float MODEL_SCALE = 1.150000f;
static int sound_pain;
static int sound_pain2;
static int sound_death;
static int sound_idle;
static int sound_open;
static int sound_search;
static int sound_sight;
static EntityThinkAdapter gunner_idlesound = new EntityThinkAdapter() {
public String getID() { return "gunner_idlesound"; }
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 EntInteractAdapter gunner_sight = new EntInteractAdapter() {
public String getID() { return "gunner_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 gunner_search = new EntityThinkAdapter() {
public String getID() { return "gunner_search"; }
public boolean think(Entity self) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_search, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
return true;
}
};
static Frame gunner_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, gunner_idlesound),
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 EntityThinkAdapter gunner_stand = new EntityThinkAdapter() {
public String getID() { return "gunner_stand"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = gunner_move_stand;
return true;
}
};
static MonsterMove gunner_move_fidget = new MonsterMove(FRAME_stand31,
FRAME_stand70, gunner_frames_fidget, gunner_stand);
static EntityThinkAdapter gunner_fidget = new EntityThinkAdapter() {
public String getID() { return "gunner_fidget"; }
public boolean think(Entity self) {
if ((self.monsterinfo.aiflags & Constants.AI_STAND_GROUND) != 0)
return true;
if (Lib.random() <= 0.05)
self.monsterinfo.currentmove = gunner_move_fidget;
return true;
}
};
static Frame gunner_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, gunner_fidget),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
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, gunner_fidget),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
new Frame(GameAI.ai_stand, 0, null),
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, gunner_fidget) };
static MonsterMove gunner_move_stand = new MonsterMove(FRAME_stand01,
FRAME_stand30, gunner_frames_stand, null);
static Frame gunner_frames_walk[] = new Frame[] {
new Frame(GameAI.ai_walk, 0, null),
new Frame(GameAI.ai_walk, 3, null),
new Frame(GameAI.ai_walk, 4, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 7, null),
new Frame(GameAI.ai_walk, 2, null),
new Frame(GameAI.ai_walk, 6, null),
new Frame(GameAI.ai_walk, 4, null),
new Frame(GameAI.ai_walk, 2, null),
new Frame(GameAI.ai_walk, 7, null),
new Frame(GameAI.ai_walk, 5, null),
new Frame(GameAI.ai_walk, 7, null),
new Frame(GameAI.ai_walk, 4, null) };
static MonsterMove gunner_move_walk = new MonsterMove(FRAME_walk07, FRAME_walk19,
gunner_frames_walk, null);
static EntityThinkAdapter gunner_walk = new EntityThinkAdapter() {
public String getID() { return "gunner_walk"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = gunner_move_walk;
return true;
}
};
static Frame gunner_frames_run[] = new Frame[] {
new Frame(GameAI.ai_run, 26, null),
new Frame(GameAI.ai_run, 9, null),
new Frame(GameAI.ai_run, 9, null),
new Frame(GameAI.ai_run, 9, null),
new Frame(GameAI.ai_run, 15, null),
new Frame(GameAI.ai_run, 10, null),
new Frame(GameAI.ai_run, 13, null),
new Frame(GameAI.ai_run, 6, null) };
static MonsterMove gunner_move_run = new MonsterMove(FRAME_run01, FRAME_run08,
gunner_frames_run, null);
static EntityThinkAdapter gunner_run = new EntityThinkAdapter() {
public String getID() { return "gunner_run"; }
public boolean think(Entity self) {
if ((self.monsterinfo.aiflags & Constants.AI_STAND_GROUND) != 0)
self.monsterinfo.currentmove = gunner_move_stand;
else
self.monsterinfo.currentmove = gunner_move_run;
return true;
}
};
static Frame gunner_frames_runandshoot[] = new Frame[] {
new Frame(GameAI.ai_run, 32, null),
new Frame(GameAI.ai_run, 15, null),
new Frame(GameAI.ai_run, 10, null),
new Frame(GameAI.ai_run, 18, null),
new Frame(GameAI.ai_run, 8, null),
new Frame(GameAI.ai_run, 20, null) };
static MonsterMove gunner_move_runandshoot = new MonsterMove(FRAME_runs01,
FRAME_runs06, gunner_frames_runandshoot, null);
static EntityThinkAdapter gunner_runandshoot = new EntityThinkAdapter() {
public String getID() { return "gunner_runandshoot"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = gunner_move_runandshoot;
return true;
}
};
static Frame gunner_frames_pain3[] = new Frame[] {
new Frame(GameAI.ai_move, -3, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 1, null) };
static MonsterMove gunner_move_pain3 = new MonsterMove(FRAME_pain301,
FRAME_pain305, gunner_frames_pain3, gunner_run);
static Frame gunner_frames_pain2[] = new Frame[] {
new Frame(GameAI.ai_move, -2, null),
new Frame(GameAI.ai_move, 11, null),
new Frame(GameAI.ai_move, 6, null),
new Frame(GameAI.ai_move, 2, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, -7, null),
new Frame(GameAI.ai_move, -2, null),
new Frame(GameAI.ai_move, -7, null) };
static MonsterMove gunner_move_pain2 = new MonsterMove(FRAME_pain201,
FRAME_pain208, gunner_frames_pain2, gunner_run);
static Frame gunner_frames_pain1[] = new Frame[] {
new Frame(GameAI.ai_move, 2, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, -5, null),
new Frame(GameAI.ai_move, 3, null),
new Frame(GameAI.ai_move, -1, 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, 1, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 2, null),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, -2, null),
new Frame(GameAI.ai_move, -2, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove gunner_move_pain1 = new MonsterMove(FRAME_pain101,
FRAME_pain118, gunner_frames_pain1, gunner_run);
static EntityPainAdapter gunner_pain = new EntityPainAdapter() {
public String getID() { return "gunner_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;
if ((Lib.rand() & 1) != 0)
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
else
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_pain2, (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
if (GameBase.skill.value == 3)
return; // no pain anims in nightmare
if (damage <= 10)
self.monsterinfo.currentmove = gunner_move_pain3;
else if (damage <= 25)
self.monsterinfo.currentmove = gunner_move_pain2;
else
self.monsterinfo.currentmove = gunner_move_pain1;
}
};
static EntityThinkAdapter gunner_dead = new EntityThinkAdapter() {
public String getID() { return "gunner_dead"; }
public boolean think(Entity self) {
Math3D.VectorSet(self.mins, -16, -16, -24);
Math3D.VectorSet(self.maxs, 16, 16, -8);
self.movetype = Constants.MOVETYPE_TOSS;
self.svflags |= Constants.SVF_DEADMONSTER;
self.nextthink = 0;
World.SV_LinkEdict(self);
return true;
}
};
static Frame gunner_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, -7, null),
new Frame(GameAI.ai_move, -3, null),
new Frame(GameAI.ai_move, -5, null),
new Frame(GameAI.ai_move, 8, null),
new Frame(GameAI.ai_move, 6, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, 0, null) };
static MonsterMove gunner_move_death = new MonsterMove(FRAME_death01,
FRAME_death11, gunner_frames_death, gunner_dead);
static EntityDieAdapter gunner_die = new EntityDieAdapter() {
public String getID() { return "gunner_die"; }
public void die(Entity self, Entity inflictor, Entity attacker,
int damage, float[] point) {
int n;
// check for gib
if (self.health <= self.gib_health) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, ServerInit.SV_SoundIndex("misc/udeath.wav"), (float) 1, (float) Constants.ATTN_NORM,
(float) 0);
for (n = 0; n < 2; n++)
GameMisc.ThrowGib(self, "models/objects/gibs/bone/tris.md2",
damage, Constants.GIB_ORGANIC);
for (n = 0; n < 4; n++)
GameMisc.ThrowGib(self,
"models/objects/gibs/sm_meat/tris.md2", damage,
Constants.GIB_ORGANIC);
GameMisc.ThrowHead(self, "models/objects/gibs/head2/tris.md2",
damage, Constants.GIB_ORGANIC);
self.deadflag = Constants.DEAD_DEAD;
return;
}
if (self.deadflag == Constants.DEAD_DEAD)
return;
// regular death
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_YES;
self.monsterinfo.currentmove = gunner_move_death;
}
};
static EntityThinkAdapter gunner_duck_down = new EntityThinkAdapter() {
public String getID() { return "gunner_duck_down"; }
public boolean think(Entity self) {
if ((self.monsterinfo.aiflags & Constants.AI_DUCKED) != 0)
return true;
self.monsterinfo.aiflags |= Constants.AI_DUCKED;
if (GameBase.skill.value >= 2) {
if (Lib.random() > 0.5)
GunnerGrenade.think(self);
}
self.maxs[2] -= 32;
self.takedamage = Constants.DAMAGE_YES;
self.monsterinfo.pausetime = GameBase.level.time + 1;
World.SV_LinkEdict(self);
return true;
}
};
static EntityThinkAdapter gunner_duck_hold = new EntityThinkAdapter() {
public String getID() { return "gunner_duck_hold"; }
public boolean think(Entity self) {
if (GameBase.level.time >= self.monsterinfo.pausetime)
self.monsterinfo.aiflags &= ~Constants.AI_HOLD_FRAME;
else
self.monsterinfo.aiflags |= Constants.AI_HOLD_FRAME;
return true;
}
};
static EntityThinkAdapter gunner_duck_up = new EntityThinkAdapter() {
public String getID() { return "gunner_duck_up"; }
public boolean think(Entity self) {
self.monsterinfo.aiflags &= ~Constants.AI_DUCKED;
self.maxs[2] += 32;
self.takedamage = Constants.DAMAGE_AIM;
World.SV_LinkEdict(self);
return true;
}
};
static Frame gunner_frames_duck[] = new Frame[] {
new Frame(GameAI.ai_move, 1, gunner_duck_down),
new Frame(GameAI.ai_move, 1, null),
new Frame(GameAI.ai_move, 1, gunner_duck_hold),
new Frame(GameAI.ai_move, 0, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, -1, null),
new Frame(GameAI.ai_move, 0, gunner_duck_up),
new Frame(GameAI.ai_move, -1, null) };
static MonsterMove gunner_move_duck = new MonsterMove(FRAME_duck01, FRAME_duck08,
gunner_frames_duck, gunner_run);
static EntityDodgeAdapter gunner_dodge = new EntityDodgeAdapter() {
public String getID() { return "gunner_dodge"; }
public void dodge(Entity self, Entity attacker, float eta) {
if (Lib.random() > 0.25)
return;
if (self.enemy == null)
self.enemy = attacker;
self.monsterinfo.currentmove = gunner_move_duck;
}
};
static EntityThinkAdapter gunner_opengun = new EntityThinkAdapter() {
public String getID() { return "gunner_opengun"; }
public boolean think(Entity self) {
ServerGame.PF_StartSound(self, Constants.CHAN_VOICE, sound_open, (float) 1, (float) Constants.ATTN_IDLE,
(float) 0);
return true;
}
};
static EntityThinkAdapter GunnerFire = new EntityThinkAdapter() {
public String getID() { return "GunnerFire"; }
public boolean think(Entity self) {
float[] start = { 0, 0, 0 };
float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };
float[] target = { 0, 0, 0 };
float[] aim = { 0, 0, 0 };
int flash_number;
flash_number = Constants.MZ2_GUNNER_MACHINEGUN_1
+ (self.s.frame - FRAME_attak216);
Math3D.AngleVectors(self.s.angles, forward, right, null);
Math3D.G_ProjectSource(self.s.origin,
MonsterFlash.monster_flash_offset[flash_number], forward, right,
start);
// project enemy back a bit and target there
Math3D.VectorCopy(self.enemy.s.origin, target);
Math3D.VectorMA(target, -0.2f, self.enemy.velocity, target);
target[2] += self.enemy.viewheight;
Math3D.VectorSubtract(target, start, aim);
Math3D.VectorNormalize(aim);
Monster.monster_fire_bullet(self, start, aim, 3, 4,
Constants.DEFAULT_BULLET_HSPREAD,
Constants.DEFAULT_BULLET_VSPREAD, flash_number);
return true;
}
};
static EntityThinkAdapter GunnerGrenade = new EntityThinkAdapter() {
public String getID() { return "GunnerGrenade"; }
public boolean think(Entity self) {
float[] start = { 0, 0, 0 };
float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };
float[] aim = { 0, 0, 0 };
int flash_number;
if (self.s.frame == FRAME_attak105)
flash_number = Constants.MZ2_GUNNER_GRENADE_1;
else if (self.s.frame == FRAME_attak108)
flash_number = Constants.MZ2_GUNNER_GRENADE_2;
else if (self.s.frame == FRAME_attak111)
flash_number = Constants.MZ2_GUNNER_GRENADE_3;
else
// (self.s.frame == FRAME_attak114)
flash_number = Constants.MZ2_GUNNER_GRENADE_4;
Math3D.AngleVectors(self.s.angles, forward, right, null);
Math3D.G_ProjectSource(self.s.origin,
MonsterFlash.monster_flash_offset[flash_number], forward, right,
start);
//FIXME : do a spread -225 -75 75 225 degrees around forward
Math3D.VectorCopy(forward, aim);
Monster.monster_fire_grenade(self, start, aim, 50, 600,
flash_number);
return true;
}
};
static EntityThinkAdapter gunner_attack = new EntityThinkAdapter() {
public String getID() { return "gunner_attack"; }
public boolean think(Entity self) {
if (GameUtil.range(self, self.enemy) == Constants.RANGE_MELEE) {
self.monsterinfo.currentmove = gunner_move_attack_chain;
} else {
if (Lib.random() <= 0.5)
self.monsterinfo.currentmove = gunner_move_attack_grenade;
else
self.monsterinfo.currentmove = gunner_move_attack_chain;
}
return true;
}
};
static EntityThinkAdapter gunner_fire_chain = new EntityThinkAdapter() {
public String getID() { return "gunner_fire_chain"; }
public boolean think(Entity self) {
self.monsterinfo.currentmove = gunner_move_fire_chain;
return true;
}
};
static Frame gunner_frames_attack_chain[] = new Frame[] {
new Frame(GameAI.ai_charge, 0, gunner_opengun),
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 gunner_move_attack_chain = new MonsterMove(FRAME_attak209,
FRAME_attak215, gunner_frames_attack_chain, gunner_fire_chain);
static Frame gunner_frames_fire_chain[] = new Frame[] {
new Frame(GameAI.ai_charge, 0, GunnerFire),
new Frame(GameAI.ai_charge, 0, GunnerFire),
new Frame(GameAI.ai_charge, 0, GunnerFire),
new Frame(GameAI.ai_charge, 0, GunnerFire),
new Frame(GameAI.ai_charge, 0, GunnerFire),
new Frame(GameAI.ai_charge, 0, GunnerFire),
new Frame(GameAI.ai_charge, 0, GunnerFire),
new Frame(GameAI.ai_charge, 0, GunnerFire) };
static EntityThinkAdapter gunner_refire_chain = new EntityThinkAdapter() {
public String getID() { return "gunner_refire_chain"; }
public boolean think(Entity self) {
if (self.enemy.health > 0)
if (GameUtil.visible(self, self.enemy))
if (Lib.random() <= 0.5) {
self.monsterinfo.currentmove = gunner_move_fire_chain;
return true;
}
self.monsterinfo.currentmove = gunner_move_endfire_chain;
return true;
}
};
static MonsterMove gunner_move_fire_chain = new MonsterMove(FRAME_attak216,
FRAME_attak223, gunner_frames_fire_chain, gunner_refire_chain);
static Frame gunner_frames_endfire_chain[] = 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) };
static MonsterMove gunner_move_endfire_chain = new MonsterMove(FRAME_attak224,
FRAME_attak230, gunner_frames_endfire_chain, gunner_run);
static Frame gunner_frames_attack_grenade[] = 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, GunnerGrenade),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, GunnerGrenade),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, GunnerGrenade),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, null),
new Frame(GameAI.ai_charge, 0, GunnerGrenade),
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 gunner_move_attack_grenade = new MonsterMove(FRAME_attak101,
FRAME_attak121, gunner_frames_attack_grenade, gunner_run);
/*
* QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush
* Trigger_Spawn Sight
*/
public static void SP_monster_gunner(Entity self) {
if (GameBase.deathmatch.value != 0) {
GameUtil.G_FreeEdict(self);
return;
}
sound_death = ServerInit.SV_SoundIndex("gunner/death1.wav");
sound_pain = ServerInit.SV_SoundIndex("gunner/gunpain2.wav");
sound_pain2 = ServerInit.SV_SoundIndex("gunner/gunpain1.wav");
sound_idle = ServerInit.SV_SoundIndex("gunner/gunidle1.wav");
sound_open = ServerInit.SV_SoundIndex("gunner/gunatck1.wav");
sound_search = ServerInit.SV_SoundIndex("gunner/gunsrch1.wav");
sound_sight = ServerInit.SV_SoundIndex("gunner/sight1.wav");
ServerInit.SV_SoundIndex("gunner/gunatck2.wav");
ServerInit.SV_SoundIndex("gunner/gunatck3.wav");
self.movetype = Constants.MOVETYPE_STEP;
self.solid = Constants.SOLID_BBOX;
self.s.modelindex = ServerInit.SV_ModelIndex("models/monsters/gunner/tris.md2");
Math3D.VectorSet(self.mins, -16, -16, -24);
Math3D.VectorSet(self.maxs, 16, 16, 32);
self.health = 175;
self.gib_health = -70;
self.mass = 200;
self.pain = gunner_pain;
self.die = gunner_die;
self.monsterinfo.stand = gunner_stand;
self.monsterinfo.walk = gunner_walk;
self.monsterinfo.run = gunner_run;
self.monsterinfo.dodge = gunner_dodge;
self.monsterinfo.attack = gunner_attack;
self.monsterinfo.melee = null;
self.monsterinfo.sight = gunner_sight;
self.monsterinfo.search = gunner_search;
World.SV_LinkEdict(self);
self.monsterinfo.currentmove = gunner_move_stand;
self.monsterinfo.scale = MODEL_SCALE;
GameAI.walkmonster_start.think(self);
}
}