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📄 m_gladiator.java

📁 JAKE2用JAVA写的queck2的3D游戏开发引擎
💻 JAVA
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            self.monsterinfo.currentmove = gladiator_move_walk;            return true;        }    };    static mframe_t gladiator_frames_run[] = new mframe_t[] {            new mframe_t(GameAI.ai_run, 23, null),            new mframe_t(GameAI.ai_run, 14, null),            new mframe_t(GameAI.ai_run, 14, null),            new mframe_t(GameAI.ai_run, 21, null),            new mframe_t(GameAI.ai_run, 12, null),            new mframe_t(GameAI.ai_run, 13, null) };    static mmove_t gladiator_move_run = new mmove_t(FRAME_run1, FRAME_run6,            gladiator_frames_run, null);    static EntThinkAdapter gladiator_run = new EntThinkAdapter() {    	public String getID() { return "gladiator_run"; }        public boolean think(edict_t self) {            if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0)                self.monsterinfo.currentmove = gladiator_move_stand;            else                self.monsterinfo.currentmove = gladiator_move_run;            return true;        }    };    static EntThinkAdapter GaldiatorMelee = new EntThinkAdapter() {    	public String getID() { return "GaldiatorMelee"; }        public boolean think(edict_t self) {            float[] aim = { 0, 0, 0 };            Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.mins[0], -4);            if (GameWeapon.fire_hit(self, aim, (20 + (Lib.rand() % 5)), 300))                GameBase.gi.sound(self, Defines.CHAN_AUTO, sound_cleaver_hit,                        1, Defines.ATTN_NORM, 0);            else                GameBase.gi.sound(self, Defines.CHAN_AUTO, sound_cleaver_miss,                        1, Defines.ATTN_NORM, 0);            return true;        }    };    static mframe_t gladiator_frames_attack_melee[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, gladiator_cleaver_swing),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, GaldiatorMelee),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, gladiator_cleaver_swing),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, GaldiatorMelee),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null) };    static mmove_t gladiator_move_attack_melee = new mmove_t(FRAME_melee1,            FRAME_melee17, gladiator_frames_attack_melee, gladiator_run);    static EntThinkAdapter gladiator_melee = new EntThinkAdapter() {    	public String getID() { return "gladiator_melee"; }        public boolean think(edict_t self) {            self.monsterinfo.currentmove = gladiator_move_attack_melee;            return true;        }    };    static EntThinkAdapter GladiatorGun = new EntThinkAdapter() {    	public String getID() { return "GladiatorGun"; }        public boolean think(edict_t self) {            float[] start = { 0, 0, 0 };            float[] dir = { 0, 0, 0 };            float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 };            Math3D.AngleVectors(self.s.angles, forward, right, null);            Math3D                    .G_ProjectSource(                            self.s.origin,                            M_Flash.monster_flash_offset[Defines.MZ2_GLADIATOR_RAILGUN_1],                            forward, right, start);            // calc direction to where we targted            Math3D.VectorSubtract(self.pos1, start, dir);            Math3D.VectorNormalize(dir);            Monster.monster_fire_railgun(self, start, dir, 50, 100,                    Defines.MZ2_GLADIATOR_RAILGUN_1);            return true;        }    };    static mframe_t gladiator_frames_attack_gun[] = new mframe_t[] {            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, GladiatorGun),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null),            new mframe_t(GameAI.ai_charge, 0, null) };    static mmove_t gladiator_move_attack_gun = new mmove_t(FRAME_attack1,            FRAME_attack9, gladiator_frames_attack_gun, gladiator_run);    static EntThinkAdapter gladiator_attack = new EntThinkAdapter() {    	public String getID() { return "gladiator_attack"; }        public boolean think(edict_t self) {            float range;            float[] v = { 0, 0, 0 };            // a small safe zone            Math3D.VectorSubtract(self.s.origin, self.enemy.s.origin, v);            range = Math3D.VectorLength(v);            if (range <= (Defines.MELEE_DISTANCE + 32))                return true;            // charge up the railgun            GameBase.gi.sound(self, Defines.CHAN_WEAPON, sound_gun, 1,                    Defines.ATTN_NORM, 0);            Math3D.VectorCopy(self.enemy.s.origin, self.pos1);            //save for aiming the shot            self.pos1[2] += self.enemy.viewheight;            self.monsterinfo.currentmove = gladiator_move_attack_gun;            return true;        }    };    static mframe_t gladiator_frames_pain[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t gladiator_move_pain = new mmove_t(FRAME_pain1, FRAME_pain6,            gladiator_frames_pain, gladiator_run);    static mframe_t gladiator_frames_pain_air[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t gladiator_move_pain_air = new mmove_t(FRAME_painup1,            FRAME_painup7, gladiator_frames_pain_air, gladiator_run);    static EntPainAdapter gladiator_pain = new EntPainAdapter() {    	public String getID() { return "gladiator_pain"; }        public void pain(edict_t self, edict_t other, float kick, int damage) {            if (self.health < (self.max_health / 2))                self.s.skinnum = 1;            if (GameBase.level.time < self.pain_debounce_time) {                if ((self.velocity[2] > 100)                        && (self.monsterinfo.currentmove == gladiator_move_pain))                    self.monsterinfo.currentmove = gladiator_move_pain_air;                return;            }            self.pain_debounce_time = GameBase.level.time + 3;            if (Lib.random() < 0.5)                GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain1, 1,                        Defines.ATTN_NORM, 0);            else                GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_pain2, 1,                        Defines.ATTN_NORM, 0);            if (GameBase.skill.value == 3)                return; // no pain anims in nightmare            if (self.velocity[2] > 100)                self.monsterinfo.currentmove = gladiator_move_pain_air;            else                self.monsterinfo.currentmove = gladiator_move_pain;        }    };    static EntThinkAdapter gladiator_dead = new EntThinkAdapter() {    	public String getID() { return "gladiator_dead"; }        public boolean think(edict_t self) {            Math3D.VectorSet(self.mins, -16, -16, -24);            Math3D.VectorSet(self.maxs, 16, 16, -8);            self.movetype = Defines.MOVETYPE_TOSS;            self.svflags |= Defines.SVF_DEADMONSTER;            self.nextthink = 0;            GameBase.gi.linkentity(self);            return true;        }    };    static mframe_t gladiator_frames_death[] = new mframe_t[] {            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null),            new mframe_t(GameAI.ai_move, 0, null) };    static mmove_t gladiator_move_death = new mmove_t(FRAME_death1,            FRAME_death22, gladiator_frames_death, gladiator_dead);    static EntDieAdapter gladiator_die = new EntDieAdapter() {    	public String getID() { return "gladiator_die"; }        public void die(edict_t self, edict_t inflictor, edict_t attacker,                int damage, float[] point) {            int n;            //	check for gib            if (self.health <= self.gib_health) {                GameBase.gi                        .sound(self, Defines.CHAN_VOICE, GameBase.gi                                .soundindex("misc/udeath.wav"), 1,                                Defines.ATTN_NORM, 0);                for (n = 0; n < 2; n++)                    GameMisc.ThrowGib(self, "models/objects/gibs/bone/tris.md2",                            damage, Defines.GIB_ORGANIC);                for (n = 0; n < 4; n++)                    GameMisc.ThrowGib(self,                            "models/objects/gibs/sm_meat/tris.md2", damage,                            Defines.GIB_ORGANIC);                GameMisc.ThrowHead(self, "models/objects/gibs/head2/tris.md2",                        damage, Defines.GIB_ORGANIC);                self.deadflag = Defines.DEAD_DEAD;                return;            }            if (self.deadflag == Defines.DEAD_DEAD)                return;            //	regular death            GameBase.gi.sound(self, Defines.CHAN_VOICE, sound_die, 1,                    Defines.ATTN_NORM, 0);            self.deadflag = Defines.DEAD_DEAD;            self.takedamage = Defines.DAMAGE_YES;            self.monsterinfo.currentmove = gladiator_move_death;        }    };    /*     * QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush     * Trigger_Spawn Sight     */    public static void SP_monster_gladiator(edict_t self) {        if (GameBase.deathmatch.value != 0) {            GameUtil.G_FreeEdict(self);            return;        }        sound_pain1 = GameBase.gi.soundindex("gladiator/pain.wav");        sound_pain2 = GameBase.gi.soundindex("gladiator/gldpain2.wav");        sound_die = GameBase.gi.soundindex("gladiator/glddeth2.wav");        sound_gun = GameBase.gi.soundindex("gladiator/railgun.wav");        sound_cleaver_swing = GameBase.gi.soundindex("gladiator/melee1.wav");        sound_cleaver_hit = GameBase.gi.soundindex("gladiator/melee2.wav");        sound_cleaver_miss = GameBase.gi.soundindex("gladiator/melee3.wav");        sound_idle = GameBase.gi.soundindex("gladiator/gldidle1.wav");        sound_search = GameBase.gi.soundindex("gladiator/gldsrch1.wav");        sound_sight = GameBase.gi.soundindex("gladiator/sight.wav");        self.movetype = Defines.MOVETYPE_STEP;        self.solid = Defines.SOLID_BBOX;        self.s.modelindex = GameBase.gi                .modelindex("models/monsters/gladiatr/tris.md2");        Math3D.VectorSet(self.mins, -32, -32, -24);        Math3D.VectorSet(self.maxs, 32, 32, 64);        self.health = 400;        self.gib_health = -175;        self.mass = 400;        self.pain = gladiator_pain;        self.die = gladiator_die;        self.monsterinfo.stand = gladiator_stand;        self.monsterinfo.walk = gladiator_walk;        self.monsterinfo.run = gladiator_run;        self.monsterinfo.dodge = null;        self.monsterinfo.attack = gladiator_attack;        self.monsterinfo.melee = gladiator_melee;        self.monsterinfo.sight = gladiator_sight;        self.monsterinfo.idle = gladiator_idle;        self.monsterinfo.search = gladiator_search;        GameBase.gi.linkentity(self);        self.monsterinfo.currentmove = gladiator_move_stand;        self.monsterinfo.scale = MODEL_SCALE;        GameAI.walkmonster_start.think(self);    }}

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