diff options
author | Holger Zickner <[email protected]> | 2004-07-08 15:58:48 +0000 |
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committer | Holger Zickner <[email protected]> | 2004-07-08 15:58:48 +0000 |
commit | 4f13ea26c4f47e54e66926f0700cf631e7bb3352 (patch) | |
tree | a9d434fc462417bb981b1565fd64cea5e7c82c15 /src/jake2/game/GameSpawnAdapters.java | |
parent | 76839da3568e20f51220584d1fc92841b216505a (diff) |
import of Jake2 version hannover
Diffstat (limited to 'src/jake2/game/GameSpawnAdapters.java')
-rw-r--r-- | src/jake2/game/GameSpawnAdapters.java | 220 |
1 files changed, 220 insertions, 0 deletions
diff --git a/src/jake2/game/GameSpawnAdapters.java b/src/jake2/game/GameSpawnAdapters.java new file mode 100644 index 0000000..0a8f06d --- /dev/null +++ b/src/jake2/game/GameSpawnAdapters.java @@ -0,0 +1,220 @@ +/* +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. + +*/ + +// Created on 26.02.2004 by RST. +// $Id: GameSpawnAdapters.java,v 1.1 2004-07-08 15:58:44 hzi Exp $ + +package jake2.game; + +import jake2.Defines; +import jake2.util.*; +import jake2.qcommon.*; + +public class GameSpawnAdapters { + + static EntThinkAdapter SP_item_health = new EntThinkAdapter() {public boolean think(edict_t ent){GameAI.SP_item_health(ent);return true;}}; + static EntThinkAdapter SP_item_health_small = new EntThinkAdapter() {public boolean think(edict_t ent){ GameAI.SP_item_health_small(ent);return true;}}; + static EntThinkAdapter SP_item_health_large = new EntThinkAdapter() {public boolean think(edict_t ent){GameAI.SP_item_health_large(ent); return true;}}; + static EntThinkAdapter SP_item_health_mega = new EntThinkAdapter() {public boolean think(edict_t ent){GameAI.SP_item_health_mega(ent); return true;}}; + static EntThinkAdapter SP_info_player_start = new EntThinkAdapter() {public boolean think(edict_t ent){ PlayerClient.SP_info_player_start(ent);return true;}}; + static EntThinkAdapter SP_info_player_deathmatch = new EntThinkAdapter() {public boolean think(edict_t ent){ PlayerClient.SP_info_player_deathmatch(ent);return true;}}; + static EntThinkAdapter SP_info_player_coop = new EntThinkAdapter() {public boolean think(edict_t ent){PlayerClient.SP_info_player_coop(ent); return true;}}; + static EntThinkAdapter SP_info_player_intermission = new EntThinkAdapter() {public boolean think(edict_t ent){PlayerClient.SP_info_player_intermission(); return true;}}; + static EntThinkAdapter SP_func_plat = new EntThinkAdapter() {public boolean think(edict_t ent){GameFunc.SP_func_plat(ent); return true;}}; + //static EntThinkAdapter SP_func_rotating = new EntThinkAdapter() {public boolean think(edict_t ent){ return true;}}; + // static EntThinkAdapter SP_func_button = new EntThinkAdapter() {public boolean think(edict_t ent){ return true;}}; + // static EntThinkAdapter SP_func_door = new EntThinkAdapter() {public boolean think(edict_t ent){ return true;}}; + // static EntThinkAdapter SP_func_door_secret = new EntThinkAdapter() {public boolean think(edict_t ent){ return true;}}; + // static EntThinkAdapter SP_func_door_rotating = new EntThinkAdapter() {public boolean think(edict_t ent){ return true;}}; + static EntThinkAdapter SP_func_water = new EntThinkAdapter() {public boolean think(edict_t ent){GameFunc.SP_func_water(ent); return true;}}; + static EntThinkAdapter SP_func_train = new EntThinkAdapter() {public boolean think(edict_t ent){GameFunc.SP_func_train(ent); return true;}}; + // static EntThinkAdapter SP_func_conveyor = new EntThinkAdapter() {public boolean think(edict_t ent){ return true;}}; + // static EntThinkAdapter SP_func_wall = new EntThinkAdapter() {public boolean think(edict_t ent){ return true;}}; + // static EntThinkAdapter SP_func_object = new EntThinkAdapter() {public boolean think(edict_t ent){ return true;}}; + // static EntThinkAdapter SP_func_explosive = new EntThinkAdapter() {public boolean think(edict_t ent){ return true;}}; + // static EntThinkAdapter SP_func_timer = new EntThinkAdapter() {public boolean think(edict_t ent){ return true;}}; + // static EntThinkAdapter SP_func_areaportal = new EntThinkAdapter() {public boolean think(edict_t ent){ return true;}}; + static EntThinkAdapter SP_func_clock = new EntThinkAdapter() {public boolean think(edict_t ent){GameMisc.SP_func_clock(ent); return true;}}; + /*QUAKED worldspawn (0 0 0) ? + + Only used for the world. + "sky" environment map name + "skyaxis" vector axis for rotating sky + "skyrotate" speed of rotation in degrees/second + "sounds" music cd track number + "gravity" 800 is default gravity + "message" text to print at user logon + */ + + static EntThinkAdapter SP_worldspawn = new EntThinkAdapter() { + + public boolean think(edict_t ent) { + ent.movetype = Defines.MOVETYPE_PUSH; + ent.solid = Defines.SOLID_BSP; + ent.inuse = true; + // since the world doesn't use G_Spawn() + ent.s.modelindex = 1; + // world model is always index 1 + //--------------- + // reserve some spots for dead player bodies for coop / deathmatch + PlayerClient.InitBodyQue(); + // set configstrings for items + GameAI.SetItemNames(); + if (GameBase.st.nextmap != null) + GameBase.level.nextmap = GameBase.st.nextmap; + // make some data visible to the server + if (ent.message != null && ent.message.length() > 0) { + GameBase.gi.configstring(Defines.CS_NAME, ent.message); + GameBase.level.level_name = ent.message; + } + else + GameBase.level.level_name = GameBase.level.mapname; + if (GameBase.st.sky != null && GameBase.st.sky.length() > 0) + GameBase.gi.configstring(Defines.CS_SKY, GameBase.st.sky); + else + GameBase.gi.configstring(Defines.CS_SKY, "unit1_"); + GameBase.gi.configstring(Defines.CS_SKYROTATE, "" + GameBase.st.skyrotate); + GameBase.gi.configstring(Defines.CS_SKYAXIS, Lib.vtos(GameBase.st.skyaxis)); + GameBase.gi.configstring(Defines.CS_CDTRACK, "" + ent.sounds); + GameBase.gi.configstring(Defines.CS_MAXCLIENTS, "" + (int) (GameBase.maxclients.value)); + // status bar program + if (GameBase.deathmatch.value != 0) + GameBase.gi.configstring(Defines.CS_STATUSBAR, "" + GameSpawn.dm_statusbar); + else + GameBase.gi.configstring(Defines.CS_STATUSBAR, "" + GameSpawn.single_statusbar); + //--------------- + // help icon for statusbar + GameBase.gi.imageindex("i_help"); + GameBase.level.pic_health = GameBase.gi.imageindex("i_health"); + GameBase.gi.imageindex("help"); + GameBase.gi.imageindex("field_3"); + if (GameBase.st.gravity != null) + GameBase.gi.cvar_set("sv_gravity", "800"); + else + GameBase.gi.cvar_set("sv_gravity", GameBase.st.gravity); + GameBase.snd_fry = GameBase.gi.soundindex("player/fry.wav"); + // standing in lava / slime + GameAI.PrecacheItem(GameUtil.FindItem("Blaster")); + GameBase.gi.soundindex("player/lava1.wav"); + GameBase.gi.soundindex("player/lava2.wav"); + GameBase.gi.soundindex("misc/pc_up.wav"); + GameBase.gi.soundindex("misc/talk1.wav"); + GameBase.gi.soundindex("misc/udeath.wav"); + // gibs + GameBase.gi.soundindex("items/respawn1.wav"); + // sexed sounds + GameBase.gi.soundindex("*death1.wav"); + GameBase.gi.soundindex("*death2.wav"); + GameBase.gi.soundindex("*death3.wav"); + GameBase.gi.soundindex("*death4.wav"); + GameBase.gi.soundindex("*fall1.wav"); + GameBase.gi.soundindex("*fall2.wav"); + GameBase.gi.soundindex("*gurp1.wav"); + // drowning damage + GameBase.gi.soundindex("*gurp2.wav"); + GameBase.gi.soundindex("*jump1.wav"); + // player jump + GameBase.gi.soundindex("*pain25_1.wav"); + GameBase.gi.soundindex("*pain25_2.wav"); + GameBase.gi.soundindex("*pain50_1.wav"); + GameBase.gi.soundindex("*pain50_2.wav"); + GameBase.gi.soundindex("*pain75_1.wav"); + GameBase.gi.soundindex("*pain75_2.wav"); + GameBase.gi.soundindex("*pain100_1.wav"); + GameBase.gi.soundindex("*pain100_2.wav"); + // sexed models + // THIS ORDER MUST MATCH THE DEFINES IN g_local.h + // you can add more, max 15 + GameBase.gi.modelindex("#w_blaster.md2"); + GameBase.gi.modelindex("#w_shotgun.md2"); + GameBase.gi.modelindex("#w_sshotgun.md2"); + GameBase.gi.modelindex("#w_machinegun.md2"); + GameBase.gi.modelindex("#w_chaingun.md2"); + GameBase.gi.modelindex("#a_grenades.md2"); + GameBase.gi.modelindex("#w_glauncher.md2"); + GameBase.gi.modelindex("#w_rlauncher.md2"); + GameBase.gi.modelindex("#w_hyperblaster.md2"); + GameBase.gi.modelindex("#w_railgun.md2"); + GameBase.gi.modelindex("#w_bfg.md2"); + //------------------- + GameBase.gi.soundindex("player/gasp1.wav"); + // gasping for air + GameBase.gi.soundindex("player/gasp2.wav"); + // head breaking surface, not gasping + GameBase.gi.soundindex("player/watr_in.wav"); + // feet hitting water + GameBase.gi.soundindex("player/watr_out.wav"); + // feet leaving water + GameBase.gi.soundindex("player/watr_un.wav"); + // head going underwater + GameBase.gi.soundindex("player/u_breath1.wav"); + GameBase.gi.soundindex("player/u_breath2.wav"); + GameBase.gi.soundindex("items/pkup.wav"); + // bonus item pickup + GameBase.gi.soundindex("world/land.wav"); + // landing thud + GameBase.gi.soundindex("misc/h2ohit1.wav"); + // landing splash + GameBase.gi.soundindex("items/damage.wav"); + GameBase.gi.soundindex("items/protect.wav"); + GameBase.gi.soundindex("items/protect4.wav"); + GameBase.gi.soundindex("weapons/noammo.wav"); + GameBase.gi.soundindex("infantry/inflies1.wav"); + GameBase.sm_meat_index = GameBase.gi.modelindex("models/objects/gibs/sm_meat/tris.md2"); + GameBase.gi.modelindex("models/objects/gibs/arm/tris.md2"); + GameBase.gi.modelindex("models/objects/gibs/bone/tris.md2"); + GameBase.gi.modelindex("models/objects/gibs/bone2/tris.md2"); + GameBase.gi.modelindex("models/objects/gibs/chest/tris.md2"); + GameBase.gi.modelindex("models/objects/gibs/skull/tris.md2"); + GameBase.gi.modelindex("models/objects/gibs/head2/tris.md2"); + // + // Setup light animation tables. 'a' is total darkness, 'z' is doublebright. + // + // 0 normal + GameBase.gi.configstring(Defines.CS_LIGHTS + 0, "m"); + // 1 FLICKER (first variety) + GameBase.gi.configstring(Defines.CS_LIGHTS + 1, "mmnmmommommnonmmonqnmmo"); + // 2 SLOW STRONG PULSE + GameBase.gi.configstring(Defines.CS_LIGHTS + 2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"); + // 3 CANDLE (first variety) + GameBase.gi.configstring(Defines.CS_LIGHTS + 3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"); + // 4 FAST STROBE + GameBase.gi.configstring(Defines.CS_LIGHTS + 4, "mamamamamama"); + // 5 GENTLE PULSE 1 + GameBase.gi.configstring(Defines.CS_LIGHTS + 5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj"); + // 6 FLICKER (second variety) + GameBase.gi.configstring(Defines.CS_LIGHTS + 6, "nmonqnmomnmomomno"); + // 7 CANDLE (second variety) + GameBase.gi.configstring(Defines.CS_LIGHTS + 7, "mmmaaaabcdefgmmmmaaaammmaamm"); + // 8 CANDLE (third variety) + GameBase.gi.configstring(Defines.CS_LIGHTS + 8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"); + // 9 SLOW STROBE (fourth variety) + GameBase.gi.configstring(Defines.CS_LIGHTS + 9, "aaaaaaaazzzzzzzz"); + // 10 FLUORESCENT FLICKER + GameBase.gi.configstring(Defines.CS_LIGHTS + 10, "mmamammmmammamamaaamammma"); + // 11 SLOW PULSE NOT FADE TO BLACK + GameBase.gi.configstring(Defines.CS_LIGHTS + 11, "abcdefghijklmnopqrrqponmlkjihgfedcba"); + // styles 32-62 are assigned by the light program for switchable lights + // 63 testing + GameBase.gi.configstring(Defines.CS_LIGHTS + 63, "a"); + return true; + } + }; +} |