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-rw-r--r--src/jake2/game/GameTargetAdapters.java586
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diff --git a/src/jake2/game/GameTargetAdapters.java b/src/jake2/game/GameTargetAdapters.java
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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: GameTargetAdapters.java,v 1.1 2004-07-08 15:58:43 hzi Exp $
+
+package jake2.game;
+
+import jake2.*;
+import jake2.client.*;
+import jake2.qcommon.*;
+import jake2.render.*;
+import jake2.server.*;
+import jake2.util.Lib;
+import jake2.util.Math3D;
+
+public class GameTargetAdapters {
+
+ /*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
+ Fire an origin based temp entity event to the clients.
+ "style" type byte
+ */
+ public static EntUseAdapter Use_Target_Tent = new EntUseAdapter() {
+ public void use(edict_t ent, edict_t other, edict_t activator) {
+ GameBase.gi.WriteByte(Defines.svc_temp_entity);
+ GameBase.gi.WriteByte(ent.style);
+ GameBase.gi.WritePosition(ent.s.origin);
+ GameBase.gi.multicast(ent.s.origin, Defines.MULTICAST_PVS);
+ }
+ };
+ //==========================================================
+
+ //==========================================================
+
+ /*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
+ "noise" wav file to play
+ "attenuation"
+ -1 = none, send to whole level
+ 1 = normal fighting sounds
+ 2 = idle sound level
+ 3 = ambient sound level
+ "volume" 0.0 to 1.0
+
+ Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
+
+ Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.
+ Multiple identical looping sounds will just increase volume without any speed cost.
+ */
+ public static EntUseAdapter Use_Target_Speaker = new EntUseAdapter() {
+ public void use(edict_t ent, edict_t other, edict_t activator) {
+ int chan;
+
+ if ((ent.spawnflags & 3) != 0) { // looping sound toggles
+ if (ent.s.sound != 0)
+ ent.s.sound = 0; // turn it off
+ else
+ ent.s.sound = ent.noise_index; // start it
+ }
+ else { // normal sound
+ if ((ent.spawnflags & 4) != 0)
+ chan = Defines.CHAN_VOICE | Defines.CHAN_RELIABLE;
+ else
+ chan = Defines.CHAN_VOICE;
+ // use a positioned_sound, because this entity won't normally be
+ // sent to any clients because it is invisible
+ GameBase.gi.positioned_sound(ent.s.origin, ent, chan, ent.noise_index, ent.volume, ent.attenuation, 0);
+ }
+
+ }
+ };
+ //==========================================================
+ public static EntUseAdapter Use_Target_Help = new EntUseAdapter() {
+ public void use(edict_t ent, edict_t other, edict_t activator) {
+
+ if ((ent.spawnflags & 1) != 0)
+ //strncpy(game.helpmessage1, ent.message, sizeof(game.helpmessage2) - 1);
+ ent.message = GameBase.game.helpmessage1;
+ else
+ //strncpy(game.helpmessage2, ent.message, sizeof(game.helpmessage1) - 1);
+ ent.message = GameBase.game.helpmessage2;
+
+ GameBase.game.helpchanged++;
+ }
+ };
+ //==========================================================
+
+ /*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
+ Counts a secret found.
+ These are single use targets.
+ */
+ static EntUseAdapter use_target_secret = new EntUseAdapter() {
+ public void use(edict_t ent, edict_t other, edict_t activator) {
+ GameBase.gi.sound(ent, Defines.CHAN_VOICE, ent.noise_index, 1, Defines.ATTN_NORM, 0);
+
+ GameBase.level.found_secrets++;
+
+ GameUtil.G_UseTargets(ent, activator);
+ GameUtil.G_FreeEdict(ent);
+ }
+ };
+ //==========================================================
+
+ /*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
+ Counts a goal completed.
+ These are single use targets.
+ */
+ static EntUseAdapter use_target_goal = new EntUseAdapter() {
+ public void use(edict_t ent, edict_t other, edict_t activator) {
+ GameBase.gi.sound(ent, Defines.CHAN_VOICE, ent.noise_index, 1, Defines.ATTN_NORM, 0);
+
+ GameBase.level.found_goals++;
+
+ if (GameBase.level.found_goals == GameBase.level.total_goals)
+ GameBase.gi.configstring(Defines.CS_CDTRACK, "0");
+
+ GameUtil.G_UseTargets(ent, activator);
+ GameUtil.G_FreeEdict(ent);
+ }
+ };
+ //==========================================================
+
+ /*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
+ Spawns an explosion temporary entity when used.
+
+ "delay" wait this long before going off
+ "dmg" how much radius damage should be done, defaults to 0
+ */
+ static EntThinkAdapter target_explosion_explode = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+
+ float save;
+
+ GameBase.gi.WriteByte(Defines.svc_temp_entity);
+ GameBase.gi.WriteByte(Defines.TE_EXPLOSION1);
+ GameBase.gi.WritePosition(self.s.origin);
+ GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PHS);
+
+ GameUtil.T_RadiusDamage(self, self.activator, self.dmg, null, self.dmg + 40, Defines.MOD_EXPLOSIVE);
+
+ save = self.delay;
+ self.delay = 0;
+ GameUtil.G_UseTargets(self, self.activator);
+ self.delay = save;
+ return true;
+ }
+ };
+ static EntUseAdapter use_target_explosion = new EntUseAdapter() {
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ self.activator = activator;
+
+ if (0 == self.delay) {
+ target_explosion_explode.think(self);
+ return;
+ }
+
+ self.think = target_explosion_explode;
+ self.nextthink = GameBase.level.time + self.delay;
+ }
+ };
+ //==========================================================
+
+ /*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
+ Changes level to "map" when fired
+ */
+ static EntUseAdapter use_target_changelevel = new EntUseAdapter() {
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ if (GameBase.level.intermissiontime != 0)
+ return; // already activated
+
+ if (0 == GameBase.deathmatch.value && 0 == GameBase.coop.value) {
+ if (GameBase.g_edicts[1].health <= 0)
+ return;
+ }
+
+ // if noexit, do a ton of damage to other
+ if (GameBase.deathmatch.value != 0 && 0 == ((int) GameBase.dmflags.value & Defines.DF_ALLOW_EXIT) && other != GameBase.g_edicts[0] /*world*/
+ ) {
+ GameUtil.T_Damage(other, self, self, Globals.vec3_origin, other.s.origin, Globals.vec3_origin, 10 * other.max_health, 1000, 0, Defines.MOD_EXIT);
+ return;
+ }
+
+ // if multiplayer, let everyone know who hit the exit
+ if (GameBase.deathmatch.value != 0) {
+ if (activator != null && activator.client != null)
+ GameBase.gi.bprintf(Defines.PRINT_HIGH, activator.client.pers.netname + " exited the level.\n");
+ }
+
+ // if going to a new unit, clear cross triggers
+ if (self.map.indexOf('*') > -1)
+ GameBase.game.serverflags &= ~(Defines.SFL_CROSS_TRIGGER_MASK);
+
+ PlayerHud.BeginIntermission(self);
+ }
+ };
+ //==========================================================
+
+ /*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
+ Creates a particle splash effect when used.
+
+ Set "sounds" to one of the following:
+ 1) sparks
+ 2) blue water
+ 3) brown water
+ 4) slime
+ 5) lava
+ 6) blood
+
+ "count" how many pixels in the splash
+ "dmg" if set, does a radius damage at this location when it splashes
+ useful for lava/sparks
+ */
+ static EntUseAdapter use_target_splash = new EntUseAdapter() {
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ GameBase.gi.WriteByte(Defines.svc_temp_entity);
+ GameBase.gi.WriteByte(Defines.TE_SPLASH);
+ GameBase.gi.WriteByte(self.count);
+ GameBase.gi.WritePosition(self.s.origin);
+ GameBase.gi.WriteDir(self.movedir);
+ GameBase.gi.WriteByte(self.sounds);
+ GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PVS);
+
+ if (self.dmg != 0)
+ GameUtil.T_RadiusDamage(self, activator, self.dmg, null, self.dmg + 40, Defines.MOD_SPLASH);
+ }
+ };
+ //==========================================================
+
+ /*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8)
+ Set target to the type of entity you want spawned.
+ Useful for spawning monsters and gibs in the factory levels.
+
+ For monsters:
+ Set direction to the facing you want it to have.
+
+ For gibs:
+ Set direction if you want it moving and
+ speed how fast it should be moving otherwise it
+ will just be dropped
+ */
+
+ static EntUseAdapter use_target_spawner = new EntUseAdapter() {
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ edict_t ent;
+
+ ent = GameUtil.G_Spawn();
+ ent.classname = self.target;
+ Math3D.VectorCopy(self.s.origin, ent.s.origin);
+ Math3D.VectorCopy(self.s.angles, ent.s.angles);
+ GameSpawn.ED_CallSpawn(ent);
+ GameBase.gi.unlinkentity(ent);
+ GameUtil.KillBox(ent);
+ GameBase.gi.linkentity(ent);
+ if (self.speed != 0)
+ Math3D.VectorCopy(self.movedir, ent.velocity);
+ }
+ };
+ //==========================================================
+
+ /*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
+ Fires a blaster bolt in the set direction when triggered.
+
+ dmg default is 15
+ speed default is 1000
+ */
+ public static EntUseAdapter use_target_blaster = new EntUseAdapter() {
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ int effect;
+
+ if ((self.spawnflags & 2) != 0)
+ effect = 0;
+ else if ((self.spawnflags & 1) != 0)
+ effect = Defines.EF_HYPERBLASTER;
+ else
+ effect = Defines.EF_BLASTER;
+
+ Fire.fire_blaster(self, self.s.origin, self.movedir, self.dmg, (int) self.speed, Defines.EF_BLASTER, Defines.MOD_TARGET_BLASTER != 0
+ /*true*/
+ );
+ GameBase.gi.sound(self, Defines.CHAN_VOICE, self.noise_index, 1, Defines.ATTN_NORM, 0);
+ }
+ };
+ //==========================================================
+
+ /*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
+ Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
+ */
+ public static EntUseAdapter trigger_crosslevel_trigger_use = new EntUseAdapter() {
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ GameBase.game.serverflags |= self.spawnflags;
+ GameUtil.G_FreeEdict(self);
+ }
+ };
+ /*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
+ Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and
+ killtarget also work.
+
+ "delay" delay before using targets if the trigger has been activated (default 1)
+ */
+ static EntThinkAdapter target_crosslevel_target_think = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+ if (self.spawnflags == (GameBase.game.serverflags & Defines.SFL_CROSS_TRIGGER_MASK & self.spawnflags)) {
+ GameUtil.G_UseTargets(self, self);
+ GameUtil.G_FreeEdict(self);
+ }
+ return true;
+ }
+ };
+ //==========================================================
+
+ /*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT
+ When triggered, fires a laser. You can either set a target
+ or a direction.
+ */
+ public static EntThinkAdapter target_laser_think = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+
+ edict_t ignore;
+ float[] start = { 0, 0, 0 };
+ float[] end = { 0, 0, 0 };
+ trace_t tr;
+ float[] point = { 0, 0, 0 };
+ float[] last_movedir = { 0, 0, 0 };
+ int count;
+
+ if ((self.spawnflags & 0x80000000) != 0)
+ count = 8;
+ else
+ count = 4;
+
+ if (self.enemy != null) {
+ Math3D.VectorCopy(self.movedir, last_movedir);
+ Math3D.VectorMA(self.enemy.absmin, 0.5f, self.enemy.size, point);
+ Math3D.VectorSubtract(point, self.s.origin, self.movedir);
+ Math3D.VectorNormalize(self.movedir);
+ if (0 == Math3D.VectorCompare(self.movedir, last_movedir))
+ self.spawnflags |= 0x80000000;
+ }
+
+ ignore = self;
+ Math3D.VectorCopy(self.s.origin, start);
+ Math3D.VectorMA(start, 2048, self.movedir, end);
+ while (true) {
+ tr = GameBase.gi.trace(start, null, null, end, ignore, Defines.CONTENTS_SOLID | Defines.CONTENTS_MONSTER | Defines.CONTENTS_DEADMONSTER);
+
+ if (tr.ent == null)
+ break;
+
+ // hurt it if we can
+ if ((tr.ent.takedamage != 0) && 0 == (tr.ent.flags & Defines.FL_IMMUNE_LASER))
+ GameUtil.T_Damage(
+ tr.ent,
+ self,
+ self.activator,
+ self.movedir,
+ tr.endpos,
+ Globals.vec3_origin,
+ self.dmg,
+ 1,
+ Defines.DAMAGE_ENERGY,
+ Defines.MOD_TARGET_LASER);
+
+ // if we hit something that's not a monster or player or is immune to lasers, we're done
+ if (0 == (tr.ent.svflags & Defines.SVF_MONSTER) && (null == tr.ent.client)) {
+ if ((self.spawnflags & 0x80000000) != 0) {
+ self.spawnflags &= ~0x80000000;
+ GameBase.gi.WriteByte(Defines.svc_temp_entity);
+ GameBase.gi.WriteByte(Defines.TE_LASER_SPARKS);
+ GameBase.gi.WriteByte(count);
+ GameBase.gi.WritePosition(tr.endpos);
+ GameBase.gi.WriteDir(tr.plane.normal);
+ GameBase.gi.WriteByte(self.s.skinnum);
+ GameBase.gi.multicast(tr.endpos, Defines.MULTICAST_PVS);
+ }
+ break;
+ }
+
+ ignore = tr.ent;
+ Math3D.VectorCopy(tr.endpos, start);
+ }
+
+ Math3D.VectorCopy(tr.endpos, self.s.old_origin);
+
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ return true;
+ }
+ };
+ public static EntUseAdapter target_laser_use = new EntUseAdapter() {
+
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ self.activator = activator;
+ if ((self.spawnflags & 1) != 0)
+ GameTarget.target_laser_off(self);
+ else
+ GameTarget.target_laser_on(self);
+ }
+ };
+ static EntThinkAdapter target_laser_start = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+
+ edict_t ent;
+
+ self.movetype = Defines.MOVETYPE_NONE;
+ self.solid = Defines.SOLID_NOT;
+ self.s.renderfx |= Defines.RF_BEAM | Defines.RF_TRANSLUCENT;
+ self.s.modelindex = 1; // must be non-zero
+
+ // set the beam diameter
+ if ((self.spawnflags & 64) != 0)
+ self.s.frame = 16;
+ else
+ self.s.frame = 4;
+
+ // set the color
+ if ((self.spawnflags & 2) != 0)
+ self.s.skinnum = 0xf2f2f0f0;
+ else if ((self.spawnflags & 4) != 0)
+ self.s.skinnum = 0xd0d1d2d3;
+ else if ((self.spawnflags & 8) != 0)
+ self.s.skinnum = 0xf3f3f1f1;
+ else if ((self.spawnflags & 16) != 0)
+ self.s.skinnum = 0xdcdddedf;
+ else if ((self.spawnflags & 32) != 0)
+ self.s.skinnum = 0xe0e1e2e3;
+
+ if (null == self.enemy) {
+ if (self.target != null) {
+ ent = GameBase.G_Find(null, GameBase.findByTarget, self.target).o;
+ if (ent == null)
+ GameBase.gi.dprintf(self.classname + " at " + Lib.vtos(self.s.origin) + ": " + self.target + " is a bad target\n");
+ self.enemy = ent;
+ }
+ else {
+ GameBase.G_SetMovedir(self.s.angles, self.movedir);
+ }
+ }
+ self.use = target_laser_use;
+ self.think = target_laser_think;
+
+ if (0 == self.dmg)
+ self.dmg = 1;
+
+ Math3D.VectorSet(self.mins, -8, -8, -8);
+ Math3D.VectorSet(self.maxs, 8, 8, 8);
+ GameBase.gi.linkentity(self);
+
+ if ((self.spawnflags & 1) != 0)
+ GameTarget.target_laser_on(self);
+ else
+ GameTarget.target_laser_off(self);
+ return true;
+ }
+ };
+ //==========================================================
+
+ /*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
+ speed How many seconds the ramping will take
+ message two letters; starting lightlevel and ending lightlevel
+ */
+
+ static EntThinkAdapter target_lightramp_think = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+
+ char style[] = { ' ', ' ' };
+
+ style[0] = (char) ('a' + (int) (self.movedir[0] + (GameBase.level.time - self.timestamp) / Defines.FRAMETIME * self.movedir[2]));
+ style[1] = 0;
+ GameBase.gi.configstring(Defines.CS_LIGHTS + self.enemy.style, new String(style));
+
+ if ((GameBase.level.time - self.timestamp) < self.speed) {
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ }
+ else if ((self.spawnflags & 1) != 0) {
+ char temp;
+
+ temp = (char) self.movedir[0];
+ self.movedir[0] = self.movedir[1];
+ self.movedir[1] = temp;
+ self.movedir[2] *= -1;
+ }
+
+ return true;
+ }
+ };
+ static EntUseAdapter target_lightramp_use = new EntUseAdapter() {
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ if (self.enemy == null) {
+ edict_t e;
+
+ // check all the targets
+ e = null;
+ EdictIterator es = null;
+
+ while (true) {
+ es = GameBase.G_Find(es, GameBase.findByTarget, self.target);
+ e = es.o;
+
+ if (e == null)
+ break;
+ if (Lib.strcmp(e.classname, "light") != 0) {
+ GameBase.gi.dprintf(self.classname + " at " + Lib.vtos(self.s.origin));
+ GameBase.gi.dprintf("target " + self.target + " (" + e.classname + " at " + Lib.vtos(e.s.origin) + ") is not a light\n");
+ }
+ else {
+ self.enemy = e;
+ }
+ }
+
+ if (null == self.enemy) {
+ GameBase.gi.dprintf(self.classname + " target " + self.target + " not found at " + Lib.vtos(self.s.origin) + "\n");
+ GameUtil.G_FreeEdict(self);
+ return;
+ }
+ }
+
+ self.timestamp = GameBase.level.time;
+ target_lightramp_think.think(self);
+ }
+ };
+ //==========================================================
+
+ /*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
+ When triggered, this initiates a level-wide earthquake.
+ All players and monsters are affected.
+ "speed" severity of the quake (default:200)
+ "count" duration of the quake (default:5)
+ */
+
+ static EntThinkAdapter target_earthquake_think = new EntThinkAdapter() {
+ public boolean think(edict_t self) {
+
+ int i;
+ edict_t e;
+
+ if (self.last_move_time < GameBase.level.time) {
+ GameBase.gi.positioned_sound(self.s.origin, self, Defines.CHAN_AUTO, self.noise_index, 1.0f, Defines.ATTN_NONE, 0);
+ self.last_move_time = GameBase.level.time + 0.5f;
+ }
+
+ for (i = 1; i < GameBase.globals.num_edicts; i++) {
+ e = GameBase.g_edicts[i];
+
+ if (!e.inuse)
+ continue;
+ if (null == e.client)
+ continue;
+ if (null == e.groundentity)
+ continue;
+
+ e.groundentity = null;
+ e.velocity[0] += Lib.crandom() * 150;
+ e.velocity[1] += Lib.crandom() * 150;
+ e.velocity[2] = self.speed * (100.0f / e.mass);
+ }
+
+ if (GameBase.level.time < self.timestamp)
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+
+ return true;
+ }
+ };
+ static EntUseAdapter target_earthquake_use = new EntUseAdapter() {
+ public void use(edict_t self, edict_t other, edict_t activator) {
+ self.timestamp = GameBase.level.time + self.count;
+ self.nextthink = GameBase.level.time + Defines.FRAMETIME;
+ self.activator = activator;
+ self.last_move_time = 0;
+ }
+ };
+}