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authorHolger Zickner <[email protected]>2004-07-07 19:59:59 +0000
committerHolger Zickner <[email protected]>2004-07-07 19:59:59 +0000
commit6e23fc1074d1f0c2c2812f4c2e663f5a21a43c20 (patch)
tree46ecc6d0255c874ba4cd26dc3d0733f785019896 /src/jake2/game/edict_t.java
import of Jake2 version sunrisesunrise
Diffstat (limited to 'src/jake2/game/edict_t.java')
-rw-r--r--src/jake2/game/edict_t.java469
1 files changed, 469 insertions, 0 deletions
diff --git a/src/jake2/game/edict_t.java b/src/jake2/game/edict_t.java
new file mode 100644
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--- /dev/null
+++ b/src/jake2/game/edict_t.java
@@ -0,0 +1,469 @@
+/*
+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.game;
+
+import jake2.*;
+import jake2.util.*;
+
+public class edict_t {
+
+ public edict_t(int i) {
+
+ s.number = i;
+ index = i;
+ }
+
+ public void clear() {
+ }
+
+ // integrated entity state
+ public entity_state_t s = new entity_state_t(this);
+ public boolean inuse;
+ public int linkcount;
+
+ // FIXME: move these fields to a server private sv_entity_t
+ public link_t area = new link_t(this); // linked to a division node or leaf
+
+ public int num_clusters; // if -1, use headnode instead
+ public int clusternums[] = new int[Defines.MAX_ENT_CLUSTERS];
+ public int headnode; // unused if num_clusters != -1
+ public int areanum, areanum2;
+
+ //================================
+
+ public int svflags; // SVF_NOCLIENT, SVF_DEADMONSTER, SVF_MONSTER, etc
+ public float[] mins = { 0, 0, 0 };
+ public float[] maxs = { 0, 0, 0 };
+ public float[] absmin = { 0, 0, 0 };
+ public float[] absmax = { 0, 0, 0 };
+ public float[] size = { 0, 0, 0 };
+ public int solid;
+ public int clipmask;
+
+ // the game dll can add anything it wants after
+ // this point in the structure
+ // DO NOT MODIFY ANYTHING ABOVE THIS, THE SERVER
+ // EXPECTS THE FIELDS IN THAT ORDER!
+
+ //================================
+ public int movetype;
+ public int flags;
+
+ public String model = "";
+ public float freetime; // sv.time when the object was freed
+
+ //
+ // only used locally in game, not by server
+ //
+ public String message = "";
+ public String classname = "";
+ public int spawnflags;
+
+ public float timestamp;
+
+ // set in qe3, -1 = up, -2 = down
+ public float angle;
+
+ public String target = null;
+ public String targetname = null;
+ public String killtarget = null;
+ public String team = null;
+ public String pathtarget = null;
+ public String deathtarget = null;
+ public String combattarget = null;
+
+ public edict_t target_ent = null;
+
+ public float speed, accel, decel;
+ public float[] movedir = { 0, 0, 0 };
+
+ public float[] pos1 = { 0, 0, 0 };
+ public float[] pos2 = { 0, 0, 0 };
+
+ public float[] velocity = { 0, 0, 0 };
+ public float[] avelocity = { 0, 0, 0 };
+ public int mass;
+ public float air_finished;
+ public float gravity; // per entity gravity multiplier (1.0 is normal)
+ // use for lowgrav artifact, flares
+
+ public edict_t goalentity = null;
+ public edict_t movetarget = null;
+ public float yaw_speed;
+ public float ideal_yaw;
+
+ public float nextthink;
+
+ public EntThinkAdapter prethink = null;
+ public EntThinkAdapter think = null;
+ public EntBlockedAdapter blocked = null;
+ public EntTouchAdapter touch = null;
+ public EntUseAdapter use = null;
+ public EntPainAdapter pain = null;
+ public EntDieAdapter die = null;
+
+ public float touch_debounce_time; // are all these legit? do we need more/less of them?
+ public float pain_debounce_time;
+ public float damage_debounce_time;
+ public float fly_sound_debounce_time; //move to clientinfo
+ public float last_move_time;
+
+ public int health;
+ public int max_health;
+ public int gib_health;
+ public int deadflag;
+ public int show_hostile;
+
+ public float powerarmor_time;
+
+ public String map = null;
+ ; // target_changelevel
+
+ public int viewheight; // height above origin where eyesight is determined
+ public int takedamage;
+ public int dmg;
+ public int radius_dmg;
+ public float dmg_radius;
+ public int sounds; //make this a spawntemp var?
+ public int count;
+
+ public edict_t chain = null;
+ public edict_t enemy = null;
+ public edict_t oldenemy = null;
+ public edict_t activator = null;
+ public edict_t groundentity = null;
+ public int groundentity_linkcount;
+ public edict_t teamchain = null;
+ public edict_t teammaster = null;
+
+ public edict_t mynoise = null; // can go in client only
+ public edict_t mynoise2 = null;
+
+ public int noise_index;
+ public int noise_index2;
+ public float volume;
+ public float attenuation;
+
+ // timing variables
+ public float wait;
+ public float delay; // before firing targets
+ public float random;
+
+ public float teleport_time;
+
+ public int watertype;
+ public int waterlevel;
+
+ public float[] move_origin = { 0, 0, 0 };
+
+ public float[] move_angles = { 0, 0, 0 };
+
+ // move this to clientinfo?
+ public int light_level;
+
+ public int style; // also used as areaportal number
+
+ public gitem_t item; // for bonus items
+
+ // common integrated data blocks
+ public moveinfo_t moveinfo = new moveinfo_t();
+ public monsterinfo_t monsterinfo = new monsterinfo_t();
+
+ public gclient_t client;
+ public edict_t owner;
+
+ public int index; //introduced by rst
+
+
+ /////////////////////////////////////////////////
+
+ public boolean set(String key, String value) {
+
+ if (key.equals("classname")) {
+ classname = GameSpawn.ED_NewString(value);
+ return true;
+ } // F_LSTRING),
+
+ if (key.equals("model")) {
+ model = GameSpawn.ED_NewString(value);
+ return true;
+ } // F_LSTRING),
+
+ if (key.equals("spawnflags")) {
+ spawnflags = Lib.atoi(value);
+ return true;
+ } // F_INT),
+
+ if (key.equals("speed")) {
+ speed = Lib.atof(value);
+ return true;
+ } // F_FLOAT),
+
+ if (key.equals("accel")) {
+ accel = Lib.atof(value);
+ return true;
+ } // F_FLOAT),
+
+ if (key.equals("decel")) {
+ decel = Lib.atof(value);
+ return true;
+ } // F_FLOAT),
+
+ if (key.equals("target")) {
+ target = GameSpawn.ED_NewString(value);
+ return true;
+ } // F_LSTRING),
+
+ if (key.equals("targetname")) {
+ targetname = GameSpawn.ED_NewString(value);
+ return true;
+ } // F_LSTRING),
+
+ if (key.equals("pathtarget")) {
+ pathtarget = GameSpawn.ED_NewString(value);
+ return true;
+ } // F_LSTRING),
+
+ if (key.equals("deathtarget")) {
+ deathtarget = GameSpawn.ED_NewString(value);
+ return true;
+ } // F_LSTRING),
+ if (key.equals("killtarget")) {
+ killtarget = GameSpawn.ED_NewString(value);
+ return true;
+ } // F_LSTRING),
+
+ if (key.equals("combattarget")) {
+ combattarget = GameSpawn.ED_NewString(value);
+ return true;
+ } // F_LSTRING),
+
+ if (key.equals("message")) {
+ message = GameSpawn.ED_NewString(value);
+ return true;
+ } // F_LSTRING),
+
+ if (key.equals("team")) {
+ team = GameSpawn.ED_NewString(value);
+ return true;
+ } // F_LSTRING),
+
+ if (key.equals("wait")) {
+ wait = Lib.atof(value);
+ return true;
+ } // F_FLOAT),
+
+ if (key.equals("delay")) {
+ delay = Lib.atof(value);
+ return true;
+ } // F_FLOAT),
+
+ if (key.equals("random")) {
+ random = Lib.atof(value);
+ return true;
+ } // F_FLOAT),
+
+ if (key.equals("move_origin")) {
+ move_origin = Lib.atov(value);
+ return true;
+ } // F_VECTOR),
+
+ if (key.equals("move_angles")) {
+ move_angles = Lib.atov(value);
+ return true;
+ } // F_VECTOR),
+
+ if (key.equals("style")) {
+ style = Lib.atoi(value);
+ return true;
+ } // F_INT),
+
+ if (key.equals("count")) {
+ count = Lib.atoi(value);
+ return true;
+ } // F_INT),
+
+ if (key.equals("health")) {
+ health = Lib.atoi(value);
+ return true;
+ } // F_INT),
+
+ if (key.equals("sounds")) {
+ sounds = Lib.atoi(value);
+ return true;
+ } // F_INT),
+
+ if (key.equals("light")) {
+ return true;
+ } // F_IGNORE),
+
+ if (key.equals("dmg")) {
+ dmg = Lib.atoi(value);
+ return true;
+ } // F_INT),
+
+ if (key.equals("mass")) {
+ mass = Lib.atoi(value);
+ return true;
+ } // F_INT),
+
+ if (key.equals("volume")) {
+ volume = Lib.atof(value);
+ return true;
+ } // F_FLOAT),
+
+ if (key.equals("attenuation")) {
+ attenuation = Lib.atof(value);
+ return true;
+ } // F_FLOAT),
+
+ if (key.equals("map")) {
+ map = GameSpawn.ED_NewString(value);
+ return true;
+ } // F_LSTRING),
+
+ if (key.equals("origin")) {
+ s.origin = Lib.atov(value);
+ return true;
+ } // F_VECTOR),
+
+ if (key.equals("angles")) {
+ s.angles = Lib.atov(value);
+ return true;
+ } // F_VECTOR),
+
+ if (key.equals("angle")) {
+ s.angles = new float[] { 0, Lib.atof(value), 0 };
+ return true;
+ } // F_ANGLEHACK),
+
+ /* --- NOSPAWN ---
+ if (key.equals("goalentity")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+
+ if (key.equals("movetarget")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+
+ if (key.equals("enemy")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+
+ if (key.equals("oldenemy")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+
+ if (key.equals("activator")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+
+ if (key.equals("groundentity")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+ if (key.equals("teamchain")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+ if (key.equals("teammaster")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+ if (key.equals("owner")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+ if (key.equals("mynoise")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+ if (key.equals("mynoise2")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+ if (key.equals("target_ent")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+ if (key.equals("chain")) {
+ return true;
+ } // F_EDICT, FFL_NOSPAWN),
+ if (key.equals("prethink")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("think")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("blocked")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("touch")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("use")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("pain")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("die")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("stand")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("idle")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("search")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("walk")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("run")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("dodge")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("attack")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("melee")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("sight")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("checkattack")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+ if (key.equals("currentmove")) {
+ return true;
+ } // F_MMOVE, FFL_NOSPAWN),
+ if (key.equals("endfunc")) {
+ return true;
+ } // F_FUNCTION, FFL_NOSPAWN),
+
+ */
+ if (key.equals("item")) {
+ Game.gi.error("ent.set(\"item\") called.");
+ return true;
+ } // F_ITEM)
+
+ return false;
+ }
+}