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Diffstat (limited to 'src/jake2/game/GameTargetAdapters.java')
-rw-r--r-- | src/jake2/game/GameTargetAdapters.java | 586 |
1 files changed, 586 insertions, 0 deletions
diff --git a/src/jake2/game/GameTargetAdapters.java b/src/jake2/game/GameTargetAdapters.java new file mode 100644 index 0000000..31c85a9 --- /dev/null +++ b/src/jake2/game/GameTargetAdapters.java @@ -0,0 +1,586 @@ +/* +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; + } + }; +} |