diff options
author | Holger Zickner <[email protected]> | 2004-07-07 19:59:59 +0000 |
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committer | Holger Zickner <[email protected]> | 2004-07-07 19:59:59 +0000 |
commit | 6e23fc1074d1f0c2c2812f4c2e663f5a21a43c20 (patch) | |
tree | 46ecc6d0255c874ba4cd26dc3d0733f785019896 /src/jake2/client/M.java |
import of Jake2 version sunrisesunrise
Diffstat (limited to 'src/jake2/client/M.java')
-rw-r--r-- | src/jake2/client/M.java | 573 |
1 files changed, 573 insertions, 0 deletions
diff --git a/src/jake2/client/M.java b/src/jake2/client/M.java new file mode 100644 index 0000000..ebd9ebd --- /dev/null +++ b/src/jake2/client/M.java @@ -0,0 +1,573 @@ +/* + * M.java + * Copyright (C) 2003 + * + * $Id: M.java,v 1.1 2004-07-07 19:58:42 hzi Exp $ + */ +/* +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. + +*/ +package jake2.client; + +import jake2.Defines; +import jake2.game.*; +import jake2.server.SV; +import jake2.util.Lib; +import jake2.util.Math3D; + +/** + * M + */ +public final class M { + + public static void M_CheckGround(edict_t ent) { + float[] point = { 0, 0, 0 }; + trace_t trace; + + if ((ent.flags & (Defines.FL_SWIM | Defines.FL_FLY)) != 0) + return; + + if (ent.velocity[2] > 100) { + ent.groundentity = null; + return; + } + + // if the hull point one-quarter unit down is solid the entity is on ground + point[0] = ent.s.origin[0]; + point[1] = ent.s.origin[1]; + point[2] = ent.s.origin[2] - 0.25f; + + trace = GameBase.gi.trace(ent.s.origin, ent.mins, ent.maxs, point, ent, Defines.MASK_MONSTERSOLID); + + // check steepness + if (trace.plane.normal[2] < 0.7 && !trace.startsolid) { + ent.groundentity = null; + return; + } + + // ent.groundentity = trace.ent; + // ent.groundentity_linkcount = trace.ent.linkcount; + // if (!trace.startsolid && !trace.allsolid) + // VectorCopy (trace.endpos, ent.s.origin); + if (!trace.startsolid && !trace.allsolid) { + Math3D.VectorCopy(trace.endpos, ent.s.origin); + ent.groundentity = trace.ent; + ent.groundentity_linkcount = trace.ent.linkcount; + ent.velocity[2] = 0; + } + } + + public static boolean M_CheckBottom(edict_t ent) { + float[] mins = { 0, 0, 0 }; + float[] maxs = { 0, 0, 0 }; + float[] start = { 0, 0, 0 }; + float[] stop = { 0, 0, 0 }; + + trace_t trace; + int x, y; + float mid, bottom; + + Math3D.VectorAdd(ent.s.origin, ent.mins, mins); + Math3D.VectorAdd(ent.s.origin, ent.maxs, maxs); + + // if all of the points under the corners are solid world, don't bother + // with the tougher checks + // the corners must be within 16 of the midpoint + start[2] = mins[2] - 1; + for (x = 0; x <= 1; x++) + for (y = 0; y <= 1; y++) { + start[0] = x != 0 ? maxs[0] : mins[0]; + start[1] = y != 0 ? maxs[1] : mins[1]; + if (GameBase.gi.pointcontents.pointcontents(start) != Defines.CONTENTS_SOLID) { + GameBase.c_no++; + // + // check it for real... + // + start[2] = mins[2]; + + // the midpoint must be within 16 of the bottom + start[0] = stop[0] = (mins[0] + maxs[0]) * 0.5f; + start[1] = stop[1] = (mins[1] + maxs[1]) * 0.5f; + stop[2] = start[2] - 2 * GameBase.STEPSIZE; + trace = GameBase.gi.trace(start, GameBase.vec3_origin, GameBase.vec3_origin, stop, ent, Defines.MASK_MONSTERSOLID); + + if (trace.fraction == 1.0) + return false; + mid = bottom = trace.endpos[2]; + + // the corners must be within 16 of the midpoint + for (x = 0; x <= 1; x++) + for (y = 0; y <= 1; y++) { + start[0] = stop[0] = x != 0 ? maxs[0] : mins[0]; + start[1] = stop[1] = y != 0 ? maxs[1] : mins[1]; + + trace = + GameBase.gi.trace( + start, + GameBase.vec3_origin, + GameBase.vec3_origin, + stop, + ent, + Defines.MASK_MONSTERSOLID); + + if (trace.fraction != 1.0 && trace.endpos[2] > bottom) + bottom = trace.endpos[2]; + if (trace.fraction == 1.0 || mid - trace.endpos[2] > GameBase.STEPSIZE) + return false; + } + + GameBase.c_yes++; + return true; + } + } + + GameBase.c_yes++; + return true; // we got out easy + } + + /* + =============== + M_ChangeYaw + + =============== + *///ok + public static void M_ChangeYaw(edict_t ent) { + float ideal; + float current; + float move; + float speed; + + current = Math3D.anglemod(ent.s.angles[Defines.YAW]); + ideal = ent.ideal_yaw; + + if (current == ideal) + return; + + move = ideal - current; + speed = ent.yaw_speed; + if (ideal > current) { + if (move >= 180) + move = move - 360; + } + else { + if (move <= -180) + move = move + 360; + } + if (move > 0) { + if (move > speed) + move = speed; + } + else { + if (move < -speed) + move = -speed; + } + + ent.s.angles[Defines.YAW] = Math3D.anglemod(current + move); + } + + /* + ====================== + M_MoveToGoal + ====================== + */ + public static void M_MoveToGoal(edict_t ent, float dist) { + edict_t goal = ent.goalentity; + + if (ent.groundentity == null && (ent.flags & (Defines.FL_FLY | Defines.FL_SWIM)) == 0) + return; + + // if the next step hits the enemy, return immediately + if (ent.enemy != null && SV.SV_CloseEnough(ent, ent.enemy, dist)) + return; + + // bump around... + if ((Lib.rand() & 3) == 1 || !SV.SV_StepDirection(ent, ent.ideal_yaw, dist)) { + if (ent.inuse) + SV.SV_NewChaseDir(ent, goal, dist); + } + } + + /* + =============== + M_walkmove + =============== + */ + public static boolean M_walkmove(edict_t ent, float yaw, float dist) { + float[] move = { 0, 0, 0 }; + + if ((ent.groundentity == null) && (ent.flags & (Defines.FL_FLY | Defines.FL_SWIM)) == 0) + return false; + + yaw = (float) (yaw * Math.PI * 2 / 360); + + move[0] = (float) Math.cos(yaw) * dist; + move[1] = (float) Math.sin(yaw) * dist; + move[2] = 0; + + return SV.SV_movestep(ent, move, true); + } + + public static void M_CatagorizePosition(edict_t ent) { + float[] point = { 0, 0, 0 }; + int cont; + + // + // get waterlevel + // + point[0] = ent.s.origin[0]; + point[1] = ent.s.origin[1]; + point[2] = ent.s.origin[2] + ent.mins[2] + 1; + cont = Game.gi.pointcontents.pointcontents(point); + + if (0 == (cont & Defines.MASK_WATER)) { + ent.waterlevel = 0; + ent.watertype = 0; + return; + } + + ent.watertype = cont; + ent.waterlevel = 1; + point[2] += 26; + cont = GameBase.gi.pointcontents.pointcontents(point); + if (0 == (cont & Defines.MASK_WATER)) + return; + + ent.waterlevel = 2; + point[2] += 22; + cont = GameBase.gi.pointcontents.pointcontents(point); + if (0 != (cont & Defines.MASK_WATER)) + ent.waterlevel = 3; + } + + public static void M_WorldEffects(edict_t ent) { + int dmg; + + if (ent.health > 0) { + if (0 == (ent.flags & Defines.FL_SWIM)) { + if (ent.waterlevel < 3) { + ent.air_finished = GameBase.level.time + 12; + } + else if (ent.air_finished < GameBase.level.time) { + // drown! + if (ent.pain_debounce_time < GameBase.level.time) { + dmg = (int) (2f + 2f * Math.floor(GameBase.level.time - ent.air_finished)); + if (dmg > 15) + dmg = 15; + GameUtil.T_Damage( + ent, + GameBase.g_edicts[0], + GameBase.g_edicts[0], + GameBase.vec3_origin, + ent.s.origin, + GameBase.vec3_origin, + dmg, + 0, + Defines.DAMAGE_NO_ARMOR, + Defines.MOD_WATER); + ent.pain_debounce_time = GameBase.level.time + 1; + } + } + } + else { + if (ent.waterlevel > 0) { + ent.air_finished = GameBase.level.time + 9; + } + else if (ent.air_finished < GameBase.level.time) { + // suffocate! + if (ent.pain_debounce_time < GameBase.level.time) { + dmg = (int) (2 + 2 * Math.floor(GameBase.level.time - ent.air_finished)); + if (dmg > 15) + dmg = 15; + GameUtil.T_Damage( + ent, + GameBase.g_edicts[0], + GameBase.g_edicts[0], + GameBase.vec3_origin, + ent.s.origin, + GameBase.vec3_origin, + dmg, + 0, + Defines.DAMAGE_NO_ARMOR, + Defines.MOD_WATER); + ent.pain_debounce_time = GameBase.level.time + 1; + } + } + } + } + + if (ent.waterlevel == 0) { + if ((ent.flags & Defines.FL_INWATER) != 0) { + GameBase.gi.sound(ent, Defines.CHAN_BODY, GameBase.gi.soundindex("player/watr_out.wav"), 1, Defines.ATTN_NORM, 0); + ent.flags &= ~Defines.FL_INWATER; + } + return; + } + + if ((ent.watertype & Defines.CONTENTS_LAVA) != 0 && 0 == (ent.flags & Defines.FL_IMMUNE_LAVA)) { + if (ent.damage_debounce_time < GameBase.level.time) { + ent.damage_debounce_time = GameBase.level.time + 0.2f; + GameUtil.T_Damage( + ent, + GameBase.g_edicts[0], + GameBase.g_edicts[0], + GameBase.vec3_origin, + ent.s.origin, + GameBase.vec3_origin, + 10 * ent.waterlevel, + 0, + 0, + Defines.MOD_LAVA); + } + } + if ((ent.watertype & Defines.CONTENTS_SLIME) != 0 && 0 == (ent.flags & Defines.FL_IMMUNE_SLIME)) { + if (ent.damage_debounce_time < GameBase.level.time) { + ent.damage_debounce_time = GameBase.level.time + 1; + GameUtil.T_Damage( + ent, + GameBase.g_edicts[0], + GameBase.g_edicts[0], + GameBase.vec3_origin, + ent.s.origin, + GameBase.vec3_origin, + 4 * ent.waterlevel, + 0, + 0, + Defines.MOD_SLIME); + } + } + + if (0 == (ent.flags & Defines.FL_INWATER)) { + if (0 == (ent.svflags & Defines.SVF_DEADMONSTER)) { + if ((ent.watertype & Defines.CONTENTS_LAVA) != 0) + if (Lib.random() <= 0.5) + GameBase.gi.sound(ent, Defines.CHAN_BODY, GameBase.gi.soundindex("player/lava1.wav"), 1, Defines.ATTN_NORM, 0); + else + GameBase.gi.sound(ent, Defines.CHAN_BODY, GameBase.gi.soundindex("player/lava2.wav"), 1, Defines.ATTN_NORM, 0); + else if ((ent.watertype & Defines.CONTENTS_SLIME) != 0) + GameBase.gi.sound(ent, Defines.CHAN_BODY, GameBase.gi.soundindex("player/watr_in.wav"), 1, Defines.ATTN_NORM, 0); + else if ((ent.watertype & Defines.CONTENTS_WATER) != 0) + GameBase.gi.sound(ent, Defines.CHAN_BODY, GameBase.gi.soundindex("player/watr_in.wav"), 1, Defines.ATTN_NORM, 0); + } + + ent.flags |= Defines.FL_INWATER; + ent.damage_debounce_time = 0; + } + } + + public static EntThinkAdapter M_droptofloor = new EntThinkAdapter() { + public boolean think(edict_t ent) { + float[] end = { 0, 0, 0 }; + trace_t trace; + + ent.s.origin[2] += 1; + Math3D.VectorCopy(ent.s.origin, end); + end[2] -= 256; + + trace = GameBase.gi.trace(ent.s.origin, ent.mins, ent.maxs, end, ent, Defines.MASK_MONSTERSOLID); + + if (trace.fraction == 1 || trace.allsolid) + return true; + + Math3D.VectorCopy(trace.endpos, ent.s.origin); + + GameBase.gi.linkentity(ent); + M.M_CheckGround(ent); + M_CatagorizePosition(ent); + return true; + } + }; + + public static void M_SetEffects(edict_t ent) { + ent.s.effects &= ~(Defines.EF_COLOR_SHELL | Defines.EF_POWERSCREEN); + ent.s.renderfx &= ~(Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE); + + if ((ent.monsterinfo.aiflags & Defines.AI_RESURRECTING) != 0) { + ent.s.effects |= Defines.EF_COLOR_SHELL; + ent.s.renderfx |= Defines.RF_SHELL_RED; + } + + if (ent.health <= 0) + return; + + if (ent.powerarmor_time > GameBase.level.time) { + if (ent.monsterinfo.power_armor_type == Defines.POWER_ARMOR_SCREEN) { + ent.s.effects |= Defines.EF_POWERSCREEN; + } + else if (ent.monsterinfo.power_armor_type == Defines.POWER_ARMOR_SHIELD) { + ent.s.effects |= Defines.EF_COLOR_SHELL; + ent.s.renderfx |= Defines.RF_SHELL_GREEN; + } + } + }; + + public static void M_MoveFrame(edict_t self) { + mmove_t move; + int index; + + move = self.monsterinfo.currentmove; + self.nextthink = GameBase.level.time + Defines.FRAMETIME; + + if ((self.monsterinfo.nextframe != 0) + && (self.monsterinfo.nextframe >= move.firstframe) + && (self.monsterinfo.nextframe <= move.lastframe)) { + self.s.frame = self.monsterinfo.nextframe; + self.monsterinfo.nextframe = 0; + } + else { + if (self.s.frame == move.lastframe) { + if (move.endfunc != null) { + move.endfunc.think(self); + + // regrab move, endfunc is very likely to change it + move = self.monsterinfo.currentmove; + + // check for death + if ((self.svflags & Defines.SVF_DEADMONSTER) != 0) + return; + } + } + + if (self.s.frame < move.firstframe || self.s.frame > move.lastframe) { + self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME; + self.s.frame = move.firstframe; + } + else { + if (0 == (self.monsterinfo.aiflags & Defines.AI_HOLD_FRAME)) { + self.s.frame++; + if (self.s.frame > move.lastframe) + self.s.frame = move.firstframe; + } + } + } + + index = self.s.frame - move.firstframe; + if (move.frame[index].ai != null) + if (0 == (self.monsterinfo.aiflags & Defines.AI_HOLD_FRAME)) + move.frame[index].ai.ai(self, move.frame[index].dist * self.monsterinfo.scale); + else + move.frame[index].ai.ai(self, 0); + + if (move.frame[index].think != null) + move.frame[index].think.think(self); + } + + public static void M_ReactToDamage(edict_t targ, edict_t attacker) { + if ((null != attacker.client) && 0 != (attacker.svflags & Defines.SVF_MONSTER)) + return; + + if (attacker == targ || attacker == targ.enemy) + return; + + // if we are a good guy monster and our attacker is a player + // or another good guy, do not get mad at them + if (0 != (targ.monsterinfo.aiflags & Defines.AI_GOOD_GUY)) { + if (attacker.client != null || (attacker.monsterinfo.aiflags & Defines.AI_GOOD_GUY) != 0) + return; + } + + // we now know that we are not both good guys + + // if attacker is a client, get mad at them because he's good and we're not + if (attacker.client != null) { + targ.monsterinfo.aiflags &= ~Defines.AI_SOUND_TARGET; + + // this can only happen in coop (both new and old enemies are clients) + // only switch if can't see the current enemy + if (targ.enemy != null && targ.enemy.client != null) { + if (GameUtil.visible(targ, targ.enemy)) { + targ.oldenemy = attacker; + return; + } + targ.oldenemy = targ.enemy; + } + targ.enemy = attacker; + if (0 != (targ.monsterinfo.aiflags & Defines.AI_DUCKED)) + GameUtil.FoundTarget(targ); + return; + } + + // it's the same base (walk/swim/fly) type and a different classname and it's not a tank + // (they spray too much), get mad at them + if (((targ.flags & (Defines.FL_FLY | Defines.FL_SWIM)) == (attacker.flags & (Defines.FL_FLY | Defines.FL_SWIM))) + && (Lib.strcmp(targ.classname, attacker.classname) != 0) + && (Lib.strcmp(attacker.classname, "monster_tank") != 0) + && (Lib.strcmp(attacker.classname, "monster_supertank") != 0) + && (Lib.strcmp(attacker.classname, "monster_makron") != 0) + && (Lib.strcmp(attacker.classname, "monster_jorg") != 0)) { + if (targ.enemy != null && targ.enemy.client != null) + targ.oldenemy = targ.enemy; + targ.enemy = attacker; + if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED)) + GameUtil.FoundTarget(targ); + } + // if they *meant* to shoot us, then shoot back + else if (attacker.enemy == targ) { + if (targ.enemy != null && targ.enemy.client != null) + targ.oldenemy = targ.enemy; + targ.enemy = attacker; + if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED)) + GameUtil.FoundTarget(targ); + } + // otherwise get mad at whoever they are mad at (help our buddy) unless it is us! + else if (attacker.enemy != null && attacker.enemy != targ) { + if (targ.enemy != null && targ.enemy.client != null) + targ.oldenemy = targ.enemy; + targ.enemy = attacker.enemy; + if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED)) + GameUtil.FoundTarget(targ); + } + } + /** Stops the Flies. */ + public static EntThinkAdapter M_FliesOff = new EntThinkAdapter() { + public boolean think(edict_t self) { + self.s.effects &= ~Defines.EF_FLIES; + self.s.sound = 0; + return true; + } + }; + /** Starts the Flies as setting the animation flag in the entity. */ + public static EntThinkAdapter M_FliesOn = new EntThinkAdapter() { + public boolean think(edict_t self) { + if (self.waterlevel != 0) + return true; + + self.s.effects |= Defines.EF_FLIES; + self.s.sound = GameBase.gi.soundindex("infantry/inflies1.wav"); + self.think = M_FliesOff; + self.nextthink = GameBase.level.time + 60; + return true; + } + }; + /** Adds some flies after a random time */ + public static EntThinkAdapter M_FlyCheck = new EntThinkAdapter() { + public boolean think(edict_t self) { + + if (self.waterlevel != 0) + return true; + + if (Lib.random() > 0.5) + return true; + + self.think = M_FliesOn; + self.nextthink = GameBase.level.time + 5 + 10 * Lib.random(); + return true; + } + }; + +} |