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+/*
+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: GameMiscAdapters.java,v 1.1 2004-07-08 15:58:44 hzi Exp $
+
+package jake2.game;
+
+import jake2.Defines;
+import jake2.Globals;
+import jake2.client.M;
+import jake2.util.Lib;
+import jake2.util.Math3D;
+
+import java.util.Date;
+
+public class GameMiscAdapters
+{
+
+ /*QUAKED func_group (0 0 0) ?
+ Used to group brushes together just for editor convenience.
+ */
+
+ //=====================================================
+
+ public static EntUseAdapter Use_Areaportal = new EntUseAdapter()
+ {
+ public void use(edict_t ent, edict_t other, edict_t activator)
+ {
+ ent.count ^= 1; // toggle state
+ // gi.dprintf ("portalstate: %i = %i\n", ent.style, ent.count);
+ GameBase.gi.SetAreaPortalState(ent.style, ent.count != 0);
+ }
+ };
+ /*QUAKED func_areaportal (0 0 0) ?
+
+ This is a non-visible object that divides the world into
+ areas that are seperated when this portal is not activated.
+ Usually enclosed in the middle of a door.
+ */
+
+ static EntThinkAdapter SP_func_areaportal = new EntThinkAdapter()
+ {
+ public boolean think(edict_t ent)
+ {
+ ent.use = Use_Areaportal;
+ ent.count = 0; // always start closed;
+ return true;
+ }
+ };
+ /*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
+ Target: next path corner
+ Pathtarget: gets used when an entity that has
+ this path_corner targeted touches it
+ */
+ public static EntTouchAdapter path_corner_touch = new EntTouchAdapter()
+ {
+ public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf)
+ {
+ float[] v = { 0, 0, 0 };
+ edict_t next;
+
+ if (other.movetarget != self)
+ return;
+
+ if (other.enemy != null)
+ return;
+
+ if (self.pathtarget != null)
+ {
+ String savetarget;
+
+ savetarget = self.target;
+ self.target = self.pathtarget;
+ GameUtil.G_UseTargets(self, other);
+ self.target = savetarget;
+ }
+
+ if (self.target != null)
+ next = GameBase.G_PickTarget(self.target);
+ else
+ next = null;
+
+ if ((next != null) && (next.spawnflags & 1) != 0)
+ {
+ Math3D.VectorCopy(next.s.origin, v);
+ v[2] += next.mins[2];
+ v[2] -= other.mins[2];
+ Math3D.VectorCopy(v, other.s.origin);
+ next = GameBase.G_PickTarget(next.target);
+ other.s.event = Defines.EV_OTHER_TELEPORT;
+ }
+
+ other.goalentity = other.movetarget = next;
+
+ if (self.wait != 0)
+ {
+ other.monsterinfo.pausetime = GameBase.level.time + self.wait;
+ other.monsterinfo.stand.think(other);
+ return;
+ }
+
+ if (other.movetarget == null)
+ {
+ other.monsterinfo.pausetime = GameBase.level.time + 100000000;
+ other.monsterinfo.stand.think(other);
+ }
+ else
+ {
+ Math3D.VectorSubtract(other.goalentity.s.origin, other.s.origin, v);
+ other.ideal_yaw = Math3D.vectoyaw(v);
+ }
+ }
+ };
+ /*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold
+ Makes this the target of a monster and it will head here
+ when first activated before going after the activator. If
+ hold is selected, it will stay here.
+ */
+ public static EntTouchAdapter point_combat_touch = new EntTouchAdapter()
+ {
+ public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf)
+ {
+ edict_t activator;
+
+ if (other.movetarget != self)
+ return;
+
+ if (self.target != null)
+ {
+ other.target = self.target;
+ other.goalentity = other.movetarget = GameBase.G_PickTarget(other.target);
+ if (null == other.goalentity)
+ {
+ GameBase.gi.dprintf(
+ self.classname + " at " + Lib.vtos(self.s.origin) + " target " + self.target + " does not exist\n");
+ other.movetarget = self;
+ }
+ self.target = null;
+ }
+ else if ((self.spawnflags & 1) != 0 && 0 == (other.flags & (Defines.FL_SWIM | Defines.FL_FLY)))
+ {
+ other.monsterinfo.pausetime = GameBase.level.time + 100000000;
+ other.monsterinfo.aiflags |= Defines.AI_STAND_GROUND;
+ other.monsterinfo.stand.think(other);
+ }
+
+ if (other.movetarget == self)
+ {
+ other.target = null;
+ other.movetarget = null;
+ other.goalentity = other.enemy;
+ other.monsterinfo.aiflags &= ~Defines.AI_COMBAT_POINT;
+ }
+
+ if (self.pathtarget != null)
+ {
+ String savetarget;
+
+ savetarget = self.target;
+ self.target = self.pathtarget;
+ if (other.enemy != null && other.enemy.client != null)
+ activator = other.enemy;
+ else if (other.oldenemy != null && other.oldenemy.client != null)
+ activator = other.oldenemy;
+ else if (other.activator != null && other.activator.client != null)
+ activator = other.activator;
+ else
+ activator = other;
+ GameUtil.G_UseTargets(self, activator);
+ self.target = savetarget;
+ }
+ }
+ };
+ /*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
+ Just for the debugging level. Don't use
+ */
+ public static EntThinkAdapter TH_viewthing = new EntThinkAdapter()
+ {
+ public boolean think(edict_t ent)
+ {
+ ent.s.frame = (ent.s.frame + 1) % 7;
+ ent.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ return true;
+ }
+ };
+ /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
+ Non-displayed light.
+ Default light value is 300.
+ Default style is 0.
+ If targeted, will toggle between on and off.
+ Default _cone value is 10 (used to set size of light for spotlights)
+ */
+
+ public static final int START_OFF = 1;
+ public static EntUseAdapter light_use = new EntUseAdapter()
+ {
+
+ public void use(edict_t self, edict_t other, edict_t activator)
+ {
+ if ((self.spawnflags & START_OFF) != 0)
+ {
+ GameBase.gi.configstring(Defines.CS_LIGHTS + self.style, "m");
+ self.spawnflags &= ~START_OFF;
+ }
+ else
+ {
+ GameBase.gi.configstring(Defines.CS_LIGHTS + self.style, "a");
+ self.spawnflags |= START_OFF;
+ }
+ }
+ };
+ /*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
+ This is just a solid wall if not inhibited
+
+ TRIGGER_SPAWN the wall will not be present until triggered
+ it will then blink in to existance; it will
+ kill anything that was in it's way
+
+ TOGGLE only valid for TRIGGER_SPAWN walls
+ this allows the wall to be turned on and off
+
+ START_ON only valid for TRIGGER_SPAWN walls
+ the wall will initially be present
+ */
+
+ static EntUseAdapter func_wall_use = new EntUseAdapter()
+ {
+ public void use(edict_t self, edict_t other, edict_t activator)
+ {
+ if (self.solid == Defines.SOLID_NOT)
+ {
+ self.solid = Defines.SOLID_BSP;
+ self.svflags &= ~Defines.SVF_NOCLIENT;
+ GameUtil.KillBox(self);
+ }
+ else
+ {
+ self.solid = Defines.SOLID_NOT;
+ self.svflags |= Defines.SVF_NOCLIENT;
+ }
+ GameBase.gi.linkentity(self);
+
+ if (0 == (self.spawnflags & 2))
+ self.use = null;
+ }
+ };
+ /*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
+ This is solid bmodel that will fall if it's support it removed.
+ */
+ static EntTouchAdapter func_object_touch = new EntTouchAdapter()
+ {
+ public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf)
+ {
+ // only squash thing we fall on top of
+ if (plane == null)
+ return;
+ if (plane.normal[2] < 1.0)
+ return;
+ if (other.takedamage == Defines.DAMAGE_NO)
+ return;
+ GameUtil.T_Damage(
+ other,
+ self,
+ self,
+ Globals.vec3_origin,
+ self.s.origin,
+ Globals.vec3_origin,
+ self.dmg,
+ 1,
+ 0,
+ Defines.MOD_CRUSH);
+ }
+ };
+ static EntThinkAdapter func_object_release = new EntThinkAdapter()
+ {
+ public boolean think(edict_t self)
+ {
+ self.movetype = Defines.MOVETYPE_TOSS;
+ self.touch = func_object_touch;
+ return true;
+ }
+ };
+ static EntUseAdapter func_object_use = new EntUseAdapter()
+ {
+ public void use(edict_t self, edict_t other, edict_t activator)
+ {
+ self.solid = Defines.SOLID_BSP;
+ self.svflags &= ~Defines.SVF_NOCLIENT;
+ self.use = null;
+ GameUtil.KillBox(self);
+ func_object_release.think(self);
+ }
+ };
+ /*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST
+ Any brush that you want to explode or break apart. If you want an
+ ex0plosion, set dmg and it will do a radius explosion of that amount
+ at the center of the bursh.
+
+ If targeted it will not be shootable.
+
+ health defaults to 100.
+
+ mass defaults to 75. This determines how much debris is emitted when
+ it explodes. You get one large chunk per 100 of mass (up to 8) and
+ one small chunk per 25 of mass (up to 16). So 800 gives the most.
+ */
+ public static EntDieAdapter func_explosive_explode = new EntDieAdapter()
+ {
+
+ public void die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point)
+ {
+ float[] origin = { 0, 0, 0 };
+ float[] chunkorigin = { 0, 0, 0 };
+ float[] size = { 0, 0, 0 };
+ int count;
+ int mass;
+
+ // bmodel origins are (0 0 0), we need to adjust that here
+ Math3D.VectorScale(self.size, 0.5f, size);
+ Math3D.VectorAdd(self.absmin, size, origin);
+ Math3D.VectorCopy(origin, self.s.origin);
+
+ self.takedamage = Defines.DAMAGE_NO;
+
+ if (self.dmg != 0)
+ GameUtil.T_RadiusDamage(self, attacker, self.dmg, null, self.dmg + 40, Defines.MOD_EXPLOSIVE);
+
+ Math3D.VectorSubtract(self.s.origin, inflictor.s.origin, self.velocity);
+ Math3D.VectorNormalize(self.velocity);
+ Math3D.VectorScale(self.velocity, 150, self.velocity);
+
+ // start chunks towards the center
+ Math3D.VectorScale(size, 0.5f, size);
+
+ mass = self.mass;
+ if (0 == mass)
+ mass = 75;
+
+ // big chunks
+ if (mass >= 100)
+ {
+ count = mass / 100;
+ if (count > 8)
+ count = 8;
+ while (count-- != 0)
+ {
+ chunkorigin[0] = origin[0] + Lib.crandom() * size[0];
+ chunkorigin[1] = origin[1] + Lib.crandom() * size[1];
+ chunkorigin[2] = origin[2] + Lib.crandom() * size[2];
+ GameAI.ThrowDebris(self, "models/objects/debris1/tris.md2", 1, chunkorigin);
+ }
+ }
+
+ // small chunks
+ count = mass / 25;
+ if (count > 16)
+ count = 16;
+ while (count-- != 0)
+ {
+ chunkorigin[0] = origin[0] + Lib.crandom() * size[0];
+ chunkorigin[1] = origin[1] + Lib.crandom() * size[1];
+ chunkorigin[2] = origin[2] + Lib.crandom() * size[2];
+ GameAI.ThrowDebris(self, "models/objects/debris2/tris.md2", 2, chunkorigin);
+ }
+
+ GameUtil.G_UseTargets(self, attacker);
+
+ if (self.dmg != 0)
+ GameAI.BecomeExplosion1(self);
+ else
+ GameUtil.G_FreeEdict(self);
+ }
+ };
+ public static EntUseAdapter func_explosive_use = new EntUseAdapter()
+ {
+ public void use(edict_t self, edict_t other, edict_t activator)
+ {
+ func_explosive_explode.die(self, self, other, self.health, Globals.vec3_origin);
+ }
+ };
+ public static EntUseAdapter func_explosive_spawn = new EntUseAdapter()
+ {
+
+ public void use(edict_t self, edict_t other, edict_t activator)
+ {
+ self.solid = Defines.SOLID_BSP;
+ self.svflags &= ~Defines.SVF_NOCLIENT;
+ self.use = null;
+ GameUtil.KillBox(self);
+ GameBase.gi.linkentity(self);
+ }
+ };
+ /*QUAKED misc_explobox (0 .5 .8) (-16 -16 0) (16 16 40)
+ Large exploding box. You can override its mass (100),
+ health (80), and dmg (150).
+ */
+
+ public static EntTouchAdapter barrel_touch = new EntTouchAdapter()
+ {
+
+ public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf)
+ {
+ float ratio;
+ float[] v = { 0, 0, 0 };
+
+ if ((null == other.groundentity) || (other.groundentity == self))
+ return;
+
+ ratio = (float) other.mass / (float) self.mass;
+ Math3D.VectorSubtract(self.s.origin, other.s.origin, v);
+ M.M_walkmove(self, Math3D.vectoyaw(v), 20 * ratio * Defines.FRAMETIME);
+ }
+ };
+ public static EntThinkAdapter barrel_explode = new EntThinkAdapter()
+ {
+ public boolean think(edict_t self)
+ {
+
+ float[] org = { 0, 0, 0 };
+ float spd;
+ float[] save = { 0, 0, 0 };
+
+ GameUtil.T_RadiusDamage(self, self.activator, self.dmg, null, self.dmg + 40, Defines.MOD_BARREL);
+
+ Math3D.VectorCopy(self.s.origin, save);
+ Math3D.VectorMA(self.absmin, 0.5f, self.size, self.s.origin);
+
+ // a few big chunks
+ spd = 1.5f * (float) self.dmg / 200.0f;
+ org[0] = self.s.origin[0] + Lib.crandom() * self.size[0];
+ org[1] = self.s.origin[1] + Lib.crandom() * self.size[1];
+ org[2] = self.s.origin[2] + Lib.crandom() * self.size[2];
+ GameAI.ThrowDebris(self, "models/objects/debris1/tris.md2", spd, org);
+ org[0] = self.s.origin[0] + Lib.crandom() * self.size[0];
+ org[1] = self.s.origin[1] + Lib.crandom() * self.size[1];
+ org[2] = self.s.origin[2] + Lib.crandom() * self.size[2];
+ GameAI.ThrowDebris(self, "models/objects/debris1/tris.md2", spd, org);
+
+ // bottom corners
+ spd = 1.75f * (float) self.dmg / 200.0f;
+ Math3D.VectorCopy(self.absmin, org);
+ GameAI.ThrowDebris(self, "models/objects/debris3/tris.md2", spd, org);
+ Math3D.VectorCopy(self.absmin, org);
+ org[0] += self.size[0];
+ GameAI.ThrowDebris(self, "models/objects/debris3/tris.md2", spd, org);
+ Math3D.VectorCopy(self.absmin, org);
+ org[1] += self.size[1];
+ GameAI.ThrowDebris(self, "models/objects/debris3/tris.md2", spd, org);
+ Math3D.VectorCopy(self.absmin, org);
+ org[0] += self.size[0];
+ org[1] += self.size[1];
+ GameAI.ThrowDebris(self, "models/objects/debris3/tris.md2", spd, org);
+
+ // a bunch of little chunks
+ spd = 2 * self.dmg / 200;
+ org[0] = self.s.origin[0] + Lib.crandom() * self.size[0];
+ org[1] = self.s.origin[1] + Lib.crandom() * self.size[1];
+ org[2] = self.s.origin[2] + Lib.crandom() * self.size[2];
+ GameAI.ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self.s.origin[0] + Lib.crandom() * self.size[0];
+ org[1] = self.s.origin[1] + Lib.crandom() * self.size[1];
+ org[2] = self.s.origin[2] + Lib.crandom() * self.size[2];
+ GameAI.ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self.s.origin[0] + Lib.crandom() * self.size[0];
+ org[1] = self.s.origin[1] + Lib.crandom() * self.size[1];
+ org[2] = self.s.origin[2] + Lib.crandom() * self.size[2];
+ GameAI.ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self.s.origin[0] + Lib.crandom() * self.size[0];
+ org[1] = self.s.origin[1] + Lib.crandom() * self.size[1];
+ org[2] = self.s.origin[2] + Lib.crandom() * self.size[2];
+ GameAI.ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self.s.origin[0] + Lib.crandom() * self.size[0];
+ org[1] = self.s.origin[1] + Lib.crandom() * self.size[1];
+ org[2] = self.s.origin[2] + Lib.crandom() * self.size[2];
+ GameAI.ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self.s.origin[0] + Lib.crandom() * self.size[0];
+ org[1] = self.s.origin[1] + Lib.crandom() * self.size[1];
+ org[2] = self.s.origin[2] + Lib.crandom() * self.size[2];
+ GameAI.ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self.s.origin[0] + Lib.crandom() * self.size[0];
+ org[1] = self.s.origin[1] + Lib.crandom() * self.size[1];
+ org[2] = self.s.origin[2] + Lib.crandom() * self.size[2];
+ GameAI.ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
+ org[0] = self.s.origin[0] + Lib.crandom() * self.size[0];
+ org[1] = self.s.origin[1] + Lib.crandom() * self.size[1];
+ org[2] = self.s.origin[2] + Lib.crandom() * self.size[2];
+ GameAI.ThrowDebris(self, "models/objects/debris2/tris.md2", spd, org);
+
+ Math3D.VectorCopy(save, self.s.origin);
+ if (self.groundentity != null)
+ GameAI.BecomeExplosion2(self);
+ else
+ GameAI.BecomeExplosion1(self);
+
+ return true;
+ }
+ };
+ public static EntDieAdapter barrel_delay = new EntDieAdapter()
+ {
+ public void die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point)
+ {
+
+ self.takedamage = Defines.DAMAGE_NO;
+ self.nextthink = GameBase.level.time + 2 * Defines.FRAMETIME;
+ self.think = barrel_explode;
+ self.activator = attacker;
+ }
+ };
+ //
+ // miscellaneous specialty items
+ //
+
+ /*QUAKED misc_blackhole (1 .5 0) (-8 -8 -8) (8 8 8)
+ */
+
+ static EntUseAdapter misc_blackhole_use = new EntUseAdapter()
+ {
+ public void use(edict_t ent, edict_t other, edict_t activator)
+ {
+ /*
+ gi.WriteByte (svc_temp_entity);
+ gi.WriteByte (TE_BOSSTPORT);
+ gi.WritePosition (ent.s.origin);
+ gi.multicast (ent.s.origin, MULTICAST_PVS);
+ */
+ GameUtil.G_FreeEdict(ent);
+ }
+ };
+ static EntThinkAdapter misc_blackhole_think = new EntThinkAdapter()
+ {
+ public boolean think(edict_t self)
+ {
+
+ if (++self.s.frame < 19)
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ else
+ {
+ self.s.frame = 0;
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ }
+ return true;
+ }
+ };
+ /*QUAKED misc_eastertank (1 .5 0) (-32 -32 -16) (32 32 32)
+ */
+
+ static EntThinkAdapter misc_eastertank_think = new EntThinkAdapter()
+ {
+ public boolean think(edict_t self)
+ {
+ if (++self.s.frame < 293)
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ else
+ {
+ self.s.frame = 254;
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ }
+ return true;
+ }
+ };
+ /*QUAKED misc_easterchick (1 .5 0) (-32 -32 0) (32 32 32)
+ */
+
+ static EntThinkAdapter misc_easterchick_think = new EntThinkAdapter()
+ {
+ public boolean think(edict_t self)
+ {
+ if (++self.s.frame < 247)
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ else
+ {
+ self.s.frame = 208;
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ }
+ return true;
+ }
+ };
+ /*QUAKED misc_easterchick2 (1 .5 0) (-32 -32 0) (32 32 32)
+ */
+ static EntThinkAdapter misc_easterchick2_think = new EntThinkAdapter()
+ {
+ public boolean think(edict_t self)
+ {
+ if (++self.s.frame < 287)
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ else
+ {
+ self.s.frame = 248;
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ }
+ return true;
+ }
+ };
+ /*QUAKED monster_commander_body (1 .5 0) (-32 -32 0) (32 32 48)
+ Not really a monster, this is the Tank Commander's decapitated body.
+ There should be a item_commander_head that has this as it's target.
+ */
+
+ public static EntThinkAdapter commander_body_think = new EntThinkAdapter()
+ {
+ public boolean think(edict_t self)
+ {
+ if (++self.s.frame < 24)
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ else
+ self.nextthink = 0;
+
+ if (self.s.frame == 22)
+ GameBase.gi.sound(self, Defines.CHAN_BODY, GameBase.gi.soundindex("tank/thud.wav"), 1, Defines.ATTN_NORM, 0);
+ return true;
+ }
+ };
+ public static EntUseAdapter commander_body_use = new EntUseAdapter()
+ {
+
+ public void use(edict_t self, edict_t other, edict_t activator)
+ {
+ self.think = commander_body_think;
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ GameBase.gi.sound(self, Defines.CHAN_BODY, GameBase.gi.soundindex("tank/pain.wav"), 1, Defines.ATTN_NORM, 0);
+ }
+ };
+ public static EntThinkAdapter commander_body_drop = new EntThinkAdapter()
+ {
+ public boolean think(edict_t self)
+ {
+ self.movetype = Defines.MOVETYPE_TOSS;
+ self.s.origin[2] += 2;
+ return true;
+ }
+ };
+ /*QUAKED misc_banner (1 .5 0) (-4 -4 -4) (4 4 4)
+ The origin is the bottom of the banner.
+ The banner is 128 tall.
+ */
+ static EntThinkAdapter misc_banner_think = new EntThinkAdapter()
+ {
+ public boolean think(edict_t ent)
+ {
+ ent.s.frame = (ent.s.frame + 1) % 16;
+ ent.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ return true;
+ }
+ };
+ /*QUAKED misc_deadsoldier (1 .5 0) (-16 -16 0) (16 16 16) ON_BACK ON_STOMACH BACK_DECAP FETAL_POS SIT_DECAP IMPALED
+ This is the dead player model. Comes in 6 exciting different poses!
+ */
+ static EntDieAdapter misc_deadsoldier_die = new EntDieAdapter()
+ {
+
+ public void die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point)
+ {
+ int n;
+
+ if (self.health > -80)
+ return;
+
+ GameBase.gi.sound(self, Defines.CHAN_BODY, GameBase.gi.soundindex("misc/udeath.wav"), 1, Defines.ATTN_NORM, 0);
+ for (n = 0; n < 4; n++)
+ GameAI.ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, Defines.GIB_ORGANIC);
+ GameAI.ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, Defines.GIB_ORGANIC);
+ }
+ };
+ /*QUAKED misc_viper (1 .5 0) (-16 -16 0) (16 16 32)
+ This is the Viper for the flyby bombing.
+ It is trigger_spawned, so you must have something use it for it to show up.
+ There must be a path for it to follow once it is activated.
+
+ "speed" How fast the Viper should fly
+ */
+
+ static EntUseAdapter misc_viper_use = new EntUseAdapter()
+ {
+ public void use(edict_t self, edict_t other, edict_t activator)
+ {
+ self.svflags &= ~Defines.SVF_NOCLIENT;
+ self.use = GameFuncAdapters.train_use;
+ GameFuncAdapters.train_use.use(self, other, activator);
+ }
+ };
+ /*QUAKED misc_viper_bomb (1 0 0) (-8 -8 -8) (8 8 8)
+ "dmg" how much boom should the bomb make?
+ */
+ static EntTouchAdapter misc_viper_bomb_touch = new EntTouchAdapter()
+ {
+
+ public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf)
+ {
+ GameUtil.G_UseTargets(self, self.activator);
+
+ self.s.origin[2] = self.absmin[2] + 1;
+ GameUtil.T_RadiusDamage(self, self, self.dmg, null, self.dmg + 40, Defines.MOD_BOMB);
+ GameAI.BecomeExplosion2(self);
+ }
+ };
+ static EntThinkAdapter misc_viper_bomb_prethink = new EntThinkAdapter()
+ {
+ public boolean think(edict_t self)
+ {
+
+ float[] v = { 0, 0, 0 };
+ float diff;
+
+ self.groundentity = null;
+
+ diff = self.timestamp - GameBase.level.time;
+ if (diff < -1.0)
+ diff = -1.0f;
+
+ Math3D.VectorScale(self.moveinfo.dir, 1.0f + diff, v);
+ v[2] = diff;
+
+ diff = self.s.angles[2];
+ Math3D.vectoangles(v, self.s.angles);
+ self.s.angles[2] = diff + 10;
+
+ return true;
+ }
+ };
+ static EntUseAdapter misc_viper_bomb_use = new EntUseAdapter()
+ {
+ public void use(edict_t self, edict_t other, edict_t activator)
+ {
+ edict_t viper = null;
+
+ self.solid = Defines.SOLID_BBOX;
+ self.svflags &= ~Defines.SVF_NOCLIENT;
+ self.s.effects |= Defines.EF_ROCKET;
+ self.use = null;
+ self.movetype = Defines.MOVETYPE_TOSS;
+ self.prethink = misc_viper_bomb_prethink;
+ self.touch = misc_viper_bomb_touch;
+ self.activator = activator;
+
+ EdictIterator es = null;
+
+ es = GameBase.G_Find(es, GameBase.findByClass, "misc_viper");
+ if (es != null)
+ viper = es.o;
+
+ Math3D.VectorScale(viper.moveinfo.dir, viper.moveinfo.speed, self.velocity);
+
+ self.timestamp = GameBase.level.time;
+ Math3D.VectorCopy(viper.moveinfo.dir, self.moveinfo.dir);
+ }
+ };
+ /*QUAKED misc_strogg_ship (1 .5 0) (-16 -16 0) (16 16 32)
+ This is a Storgg ship for the flybys.
+ It is trigger_spawned, so you must have something use it for it to show up.
+ There must be a path for it to follow once it is activated.
+
+ "speed" How fast it should fly
+ */
+
+ static EntUseAdapter misc_strogg_ship_use = new EntUseAdapter()
+ {
+ public void use(edict_t self, edict_t other, edict_t activator)
+ {
+ self.svflags &= ~Defines.SVF_NOCLIENT;
+ self.use = GameFuncAdapters.train_use;
+ GameFuncAdapters.train_use.use(self, other, activator);
+ }
+ };
+ /*QUAKED misc_satellite_dish (1 .5 0) (-64 -64 0) (64 64 128)
+ */
+ static EntThinkAdapter misc_satellite_dish_think = new EntThinkAdapter()
+ {
+ public boolean think(edict_t self)
+ {
+ self.s.frame++;
+ if (self.s.frame < 38)
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ return true;
+ }
+ };
+ static EntUseAdapter misc_satellite_dish_use = new EntUseAdapter()
+ {
+ public void use(edict_t self, edict_t other, edict_t activator)
+ {
+ self.s.frame = 0;
+ self.think = misc_satellite_dish_think;
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ }
+ };
+ /*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8)
+ */
+
+ static EntUseAdapter target_string_use = new EntUseAdapter()
+ {
+ public void use(edict_t self, edict_t other, edict_t activator)
+ {
+ edict_t e;
+ int n, l;
+ char c;
+
+ l = self.message.length();
+ for (e = self.teammaster; e != null; e = e.teamchain)
+ {
+ if (e.count == 0)
+ continue;
+ n = e.count - 1;
+ if (n > l)
+ {
+ e.s.frame = 12;
+ continue;
+ }
+
+ c = self.message.charAt(n);
+ if (c >= '0' && c <= '9')
+ e.s.frame = c - '0';
+ else if (c == '-')
+ e.s.frame = 10;
+ else if (c == ':')
+ e.s.frame = 11;
+ else
+ e.s.frame = 12;
+ }
+ }
+ };
+ /*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE
+ target a target_string with this
+
+ The default is to be a time of day clock
+
+ TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget"
+ If START_OFF, this entity must be used before it starts
+
+ "style" 0 "xx"
+ 1 "xx:xx"
+ 2 "xx:xx:xx"
+ */
+
+ public static final int CLOCK_MESSAGE_SIZE = 16;
+ public static EntThinkAdapter func_clock_think = new EntThinkAdapter()
+ {
+
+ public boolean think(edict_t self)
+ {
+ if (null == self.enemy)
+ {
+
+ EdictIterator es = null;
+
+ es = GameBase.G_Find(es, GameBase.findByTarget, self.target);
+ if (es != null)
+ self.enemy = es.o;
+ if (self.enemy == null)
+ return true;
+ }
+
+ if ((self.spawnflags & 1) != 0)
+ {
+ GameMisc.func_clock_format_countdown(self);
+ self.health++;
+ }
+ else if ((self.spawnflags & 2) != 0)
+ {
+ GameMisc.func_clock_format_countdown(self);
+ self.health--;
+ }
+ else
+ {
+ Date d = new Date();
+ self.message = "" + d.getHours() + ":" + d.getMinutes() + ":" + d.getSeconds();
+
+ /*
+ struct tm * ltime;
+ time_t gmtime;
+
+ time(& gmtime);
+ ltime = localtime(& gmtime);
+ Com_sprintf(self.message, CLOCK_MESSAGE_SIZE, "%2i:%2i:%2i", ltime.tm_hour, ltime.tm_min, ltime.tm_sec);
+ if (self.message[3] == ' ')
+ self.message[3] = '0';
+ if (self.message[6] == ' ')
+ self.message[6] = '0';
+ */
+ }
+
+ self.enemy.message = self.message;
+ self.enemy.use.use(self.enemy, self, self);
+
+ if (((self.spawnflags & 1) != 0 && (self.health > self.wait))
+ || ((self.spawnflags & 2) != 0 && (self.health < self.wait)))
+ {
+ if (self.pathtarget != null)
+ {
+ String savetarget;
+ String savemessage;
+
+ savetarget = self.target;
+ savemessage = self.message;
+ self.target = self.pathtarget;
+ self.message = null;
+ GameUtil.G_UseTargets(self, self.activator);
+ self.target = savetarget;
+ self.message = savemessage;
+ }
+
+ if (0 == (self.spawnflags & 8))
+ return true;
+
+ GameMisc.func_clock_reset(self);
+
+ if ((self.spawnflags & 4) != 0)
+ return true;
+ }
+
+ self.nextthink = GameBase.level.time + 1;
+ return true;
+
+ }
+ };
+ public static EntUseAdapter func_clock_use = new EntUseAdapter()
+ {
+
+ public void use(edict_t self, edict_t other, edict_t activator)
+ {
+ if (0 == (self.spawnflags & 8))
+ self.use = null;
+ if (self.activator != null)
+ return;
+ self.activator = activator;
+ self.think.think(self);
+ }
+ };
+ //=================================================================================
+
+ static EntTouchAdapter teleporter_touch = new EntTouchAdapter()
+ {
+ public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf)
+ {
+ edict_t dest;
+ int i;
+
+ if (other.client == null)
+ return;
+
+ EdictIterator es = null;
+ dest = GameBase.G_Find(null, GameBase.findByTarget, self.target).o;
+
+ if (dest == null)
+ {
+ GameBase.gi.dprintf("Couldn't find destination\n");
+ return;
+ }
+
+ // unlink to make sure it can't possibly interfere with KillBox
+ GameBase.gi.unlinkentity(other);
+
+ Math3D.VectorCopy(dest.s.origin, other.s.origin);
+ Math3D.VectorCopy(dest.s.origin, other.s.old_origin);
+ other.s.origin[2] += 10;
+
+ // clear the velocity and hold them in place briefly
+ Math3D.VectorClear(other.velocity);
+ other.client.ps.pmove.pm_time = 160 >> 3; // hold time
+ other.client.ps.pmove.pm_flags |= Defines.PMF_TIME_TELEPORT;
+
+ // draw the teleport splash at source and on the player
+ self.owner.s.event = Defines.EV_PLAYER_TELEPORT;
+ other.s.event = Defines.EV_PLAYER_TELEPORT;
+
+ // set angles
+ for (i = 0; i < 3; i++)
+ {
+ other.client.ps.pmove.delta_angles[i] = (short) Math3D.ANGLE2SHORT(dest.s.angles[i] - other.client.resp.cmd_angles[i]);
+ }
+
+ Math3D.VectorClear(other.s.angles);
+ Math3D.VectorClear(other.client.ps.viewangles);
+ Math3D.VectorClear(other.client.v_angle);
+
+ // kill anything at the destination
+ GameUtil.KillBox(other);
+
+ GameBase.gi.linkentity(other);
+ }
+ };
+ /*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
+ Point teleporters at these.
+ */
+
+ public static EntThinkAdapter SP_misc_teleporter_dest = new EntThinkAdapter()
+ {
+ public boolean think(edict_t ent)
+ {
+ GameBase.gi.setmodel(ent, "models/objects/dmspot/tris.md2");
+ ent.s.skinnum = 0;
+ ent.solid = Defines.SOLID_BBOX;
+ // ent.s.effects |= EF_FLIES;
+ Math3D.VectorSet(ent.mins, -32, -32, -24);
+ Math3D.VectorSet(ent.maxs, 32, 32, -16);
+ GameBase.gi.linkentity(ent);
+ return true;
+ }
+ };
+}