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Diffstat (limited to 'src/jake2/game/GameWeapon.java')
-rw-r--r-- | src/jake2/game/GameWeapon.java | 566 |
1 files changed, 566 insertions, 0 deletions
diff --git a/src/jake2/game/GameWeapon.java b/src/jake2/game/GameWeapon.java new file mode 100644 index 0000000..1d855a0 --- /dev/null +++ b/src/jake2/game/GameWeapon.java @@ -0,0 +1,566 @@ +/* +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 12.11.2003 by RST. +// $Id: GameWeapon.java,v 1.1 2004-07-07 19:59:06 hzi Exp $ + +package jake2.game; + +import jake2.Defines; +import jake2.util.*; + +public class GameWeapon extends GameAI { + + /* + =============== + PlayerNoise + + Each player can have two noise objects associated with it: + a personal noise (jumping, pain, weapon firing), and a weapon + target noise (bullet wall impacts) + + Monsters that don't directly see the player can move + to a noise in hopes of seeing the player from there. + =============== + */ + static void PlayerNoise(edict_t who, float[] where, int type) { + edict_t noise; + + if (type == PNOISE_WEAPON) { + if (who.client.silencer_shots == 0) { + who.client.silencer_shots--; + return; + } + } + + if (deathmatch.value != 0) + return; + + if ((who.flags & FL_NOTARGET) != 0) + return; + + if (who.mynoise == null) { + noise= G_Spawn(); + noise.classname= "player_noise"; + Math3D.VectorSet(noise.mins, -8, -8, -8); + Math3D.VectorSet(noise.maxs, 8, 8, 8); + noise.owner= who; + noise.svflags= SVF_NOCLIENT; + who.mynoise= noise; + + noise= G_Spawn(); + noise.classname= "player_noise"; + Math3D.VectorSet(noise.mins, -8, -8, -8); + Math3D.VectorSet(noise.maxs, 8, 8, 8); + noise.owner= who; + noise.svflags= SVF_NOCLIENT; + who.mynoise2= noise; + } + + if (type == PNOISE_SELF || type == PNOISE_WEAPON) { + noise= who.mynoise; + level.sound_entity= noise; + level.sound_entity_framenum= level.framenum; + } else // type == PNOISE_IMPACT + { + noise= who.mynoise2; + level.sound2_entity= noise; + level.sound2_entity_framenum= level.framenum; + } + + Math3D.VectorCopy(where, noise.s.origin); + Math3D.VectorSubtract(where, noise.maxs, noise.absmin); + Math3D.VectorAdd(where, noise.maxs, noise.absmax); + noise.teleport_time= level.time; + gi.linkentity(noise); + } + + /* + ================= + check_dodge + + This is a support routine used when a client is firing + a non-instant attack weapon. It checks to see if a + monster's dodge function should be called. + ================= + */ + static void check_dodge(edict_t self, float[] start, float[] dir, int speed) { + float[] end= { 0, 0, 0 }; + float[] v= { 0, 0, 0 }; + trace_t tr; + float eta; + + // easy mode only ducks one quarter the time + if (skill.value == 0) { + if (Lib.random() > 0.25) + return; + } + Math3D.VectorMA(start, 8192, dir, end); + tr= gi.trace(start, null, null, end, self, MASK_SHOT); + if ((tr.ent != null) + && (tr.ent.svflags & SVF_MONSTER) != 0 + && (tr.ent.health > 0) + && (null != tr.ent.monsterinfo.dodge) + && infront(tr.ent, self)) { + Math3D.VectorSubtract(tr.endpos, start, v); + eta= (Math3D.VectorLength(v) - tr.ent.maxs[0]) / speed; + tr.ent.monsterinfo.dodge.dodge(tr.ent, self, eta); + } + } + + /* + ================= + fire_blaster + + Fires a single blaster bolt. Used by the blaster and hyper blaster. + ================= + */ + static EntTouchAdapter blaster_touch= new EntTouchAdapter() { + + public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf) { + int mod; + + if (other == self.owner) + return; + + if (surf != null && (surf.flags & SURF_SKY) != 0) { + G_FreeEdict(self); + return; + } + + if (self.owner.client != null) + PlayerNoise(self.owner, self.s.origin, PNOISE_IMPACT); + + if (other.takedamage != 0) { + if ((self.spawnflags & 1) != 0) + mod= MOD_HYPERBLASTER; + else + mod= MOD_BLASTER; + T_Damage( + other, + self, + self.owner, + self.velocity, + self.s.origin, + plane.normal, + self.dmg, + 1, + DAMAGE_ENERGY, + mod); + } else { + gi.WriteByte(svc_temp_entity); + gi.WriteByte(TE_BLASTER); + gi.WritePosition(self.s.origin); + if (plane == null) + gi.WriteDir(vec3_origin); + else + gi.WriteDir(plane.normal); + gi.multicast(self.s.origin, MULTICAST_PVS); + } + + G_FreeEdict(self); + } + }; + + static EntThinkAdapter Grenade_Explode= new EntThinkAdapter() { + public boolean think(edict_t ent) { + float[] origin= { 0, 0, 0 }; + int mod; + + if (ent.owner.client != null) + PlayerNoise(ent.owner, ent.s.origin, PNOISE_IMPACT); + + //FIXME: if we are onground then raise our Z just a bit since we are a point? + if (ent.enemy != null) { + float points= 0; + float[] v= { 0, 0, 0 }; + float[] dir= { 0, 0, 0 }; + + Math3D.VectorAdd(ent.enemy.mins, ent.enemy.maxs, v); + Math3D.VectorMA(ent.enemy.s.origin, 0.5f, v, v); + Math3D.VectorSubtract(ent.s.origin, v, v); + points= ent.dmg - 0.5f * Math3D.VectorLength(v); + Math3D.VectorSubtract(ent.enemy.s.origin, ent.s.origin, dir); + if ((ent.spawnflags & 1) != 0) + mod= MOD_HANDGRENADE; + else + mod= MOD_GRENADE; + T_Damage( + ent.enemy, + ent, + ent.owner, + dir, + ent.s.origin, + vec3_origin, + (int) points, + (int) points, + DAMAGE_RADIUS, + mod); + } + + if ((ent.spawnflags & 2) != 0) + mod= MOD_HELD_GRENADE; + else if ((ent.spawnflags & 1) != 0) + mod= MOD_HG_SPLASH; + else + mod= MOD_G_SPLASH; + T_RadiusDamage(ent, ent.owner, ent.dmg, ent.enemy, ent.dmg_radius, mod); + + Math3D.VectorMA(ent.s.origin, -0.02f, ent.velocity, origin); + gi.WriteByte(svc_temp_entity); + if (ent.waterlevel != 0) { + if (ent.groundentity != null) + gi.WriteByte(TE_GRENADE_EXPLOSION_WATER); + else + gi.WriteByte(TE_ROCKET_EXPLOSION_WATER); + } else { + if (ent.groundentity != null) + gi.WriteByte(TE_GRENADE_EXPLOSION); + else + gi.WriteByte(TE_ROCKET_EXPLOSION); + } + gi.WritePosition(origin); + gi.multicast(ent.s.origin, MULTICAST_PHS); + + G_FreeEdict(ent); + return true; + } + }; + + static EntTouchAdapter Grenade_Touch= new EntTouchAdapter() { + public void touch(edict_t ent, edict_t other, cplane_t plane, csurface_t surf) { + if (other == ent.owner) + return; + + if (surf != null && 0 != (surf.flags & SURF_SKY)) { + G_FreeEdict(ent); + return; + } + + if (other.takedamage == 0) { + if ((ent.spawnflags & 1) != 0) { + if (Lib.random() > 0.5f) + gi.sound( + ent, + CHAN_VOICE, + gi.soundindex("weapons/hgrenb1a.wav"), + 1, + ATTN_NORM, + 0); + else + gi.sound( + ent, + CHAN_VOICE, + gi.soundindex("weapons/hgrenb2a.wav"), + 1, + ATTN_NORM, + 0); + } else { + gi.sound( + ent, + CHAN_VOICE, + gi.soundindex("weapons/grenlb1b.wav"), + 1, + ATTN_NORM, + 0); + } + return; + } + + ent.enemy= other; + Grenade_Explode.think(ent); + } + }; + + /* + ================= + fire_rocket + ================= + */ + static EntTouchAdapter rocket_touch= new EntTouchAdapter() { + public void touch(edict_t ent, edict_t other, cplane_t plane, csurface_t surf) { + float[] origin= { 0, 0, 0 }; + int n; + + if (other == ent.owner) + return; + + if (surf != null && (surf.flags & SURF_SKY) != 0) { + G_FreeEdict(ent); + return; + } + + if (ent.owner.client != null) + PlayerNoise(ent.owner, ent.s.origin, PNOISE_IMPACT); + + // calculate position for the explosion entity + Math3D.VectorMA(ent.s.origin, -0.02f, ent.velocity, origin); + + if (other.takedamage != 0) { + T_Damage( + other, + ent, + ent.owner, + ent.velocity, + ent.s.origin, + plane.normal, + ent.dmg, + 0, + 0, + MOD_ROCKET); + } else { + // don't throw any debris in net games + if (deathmatch.value == 0 && 0 == coop.value) { + if ((surf != null) + && 0 + == (surf.flags + & (SURF_WARP | SURF_TRANS33 | SURF_TRANS66 | SURF_FLOWING))) { + n= Lib.rand() % 5; + while (n-- > 0) + ThrowDebris(ent, "models/objects/debris2/tris.md2", 2, ent.s.origin); + } + } + } + + T_RadiusDamage(ent, ent.owner, ent.radius_dmg, other, ent.dmg_radius, MOD_R_SPLASH); + + gi.WriteByte(svc_temp_entity); + if (ent.waterlevel != 0) + gi.WriteByte(TE_ROCKET_EXPLOSION_WATER); + else + gi.WriteByte(TE_ROCKET_EXPLOSION); + gi.WritePosition(origin); + gi.multicast(ent.s.origin, MULTICAST_PHS); + + G_FreeEdict(ent); + } + }; + + /* + ================= + fire_bfg + ================= + */ + static EntThinkAdapter bfg_explode= new EntThinkAdapter() { + public boolean think(edict_t self) { + edict_t ent; + float points; + float[] v= { 0, 0, 0 }; + float dist; + + EdictIterator edit= null; + + if (self.s.frame == 0) { + // the BFG effect + ent= null; + while ((edit= findradius(edit, self.s.origin, self.dmg_radius)) != null) { + ent= edit.o; + if (ent.takedamage == 0) + continue; + if (ent == self.owner) + continue; + if (!CanDamage(ent, self)) + continue; + if (!CanDamage(ent, self.owner)) + continue; + + Math3D.VectorAdd(ent.mins, ent.maxs, v); + Math3D.VectorMA(ent.s.origin, 0.5f, v, v); + Math3D.VectorSubtract(self.s.origin, v, v); + dist= Math3D.VectorLength(v); + points= (float) (self.radius_dmg * (1.0 - Math.sqrt(dist / self.dmg_radius))); + if (ent == self.owner) + points= points * 0.5f; + + gi.WriteByte(svc_temp_entity); + gi.WriteByte(TE_BFG_EXPLOSION); + gi.WritePosition(ent.s.origin); + gi.multicast(ent.s.origin, MULTICAST_PHS); + T_Damage( + ent, + self, + self.owner, + self.velocity, + ent.s.origin, + vec3_origin, + (int) points, + 0, + DAMAGE_ENERGY, + MOD_BFG_EFFECT); + } + } + + self.nextthink= level.time + FRAMETIME; + self.s.frame++; + if (self.s.frame == 5) + self.think= G_FreeEdictA; + return true; + + } + }; + + static EntTouchAdapter bfg_touch= new EntTouchAdapter() { + public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf) { + if (other == self.owner) + return; + + if (surf != null && (surf.flags & SURF_SKY) != 0) { + G_FreeEdict(self); + return; + } + + if (self.owner.client != null) + PlayerNoise(self.owner, self.s.origin, PNOISE_IMPACT); + + // core explosion - prevents firing it into the wall/floor + if (other.takedamage != 0) + T_Damage( + other, + self, + self.owner, + self.velocity, + self.s.origin, + plane.normal, + 200, + 0, + 0, + MOD_BFG_BLAST); + T_RadiusDamage(self, self.owner, 200, other, 100, MOD_BFG_BLAST); + + gi.sound(self, CHAN_VOICE, gi.soundindex("weapons/bfg__x1b.wav"), 1, ATTN_NORM, 0); + self.solid= SOLID_NOT; + self.touch= null; + Math3D.VectorMA(self.s.origin, -1 * FRAMETIME, self.velocity, self.s.origin); + Math3D.VectorClear(self.velocity); + self.s.modelindex= gi.modelindex("sprites/s_bfg3.sp2"); + self.s.frame= 0; + self.s.sound= 0; + self.s.effects &= ~EF_ANIM_ALLFAST; + self.think= bfg_explode; + self.nextthink= level.time + FRAMETIME; + self.enemy= other; + + gi.WriteByte(svc_temp_entity); + gi.WriteByte(TE_BFG_BIGEXPLOSION); + gi.WritePosition(self.s.origin); + gi.multicast(self.s.origin, MULTICAST_PVS); + } + }; + + static EntThinkAdapter bfg_think= new EntThinkAdapter() { + public boolean think(edict_t self) { + edict_t ent; + edict_t ignore; + float[] point= { 0, 0, 0 }; + float[] dir= { 0, 0, 0 }; + float[] start= { 0, 0, 0 }; + float[] end= { 0, 0, 0 }; + int dmg; + trace_t tr; + + if (deathmatch.value != 0) + dmg= 5; + else + dmg= 10; + + EdictIterator edit= null; + while ((edit= findradius(edit, self.s.origin, 256)) != null) { + ent= edit.o; + + if (ent == self) + continue; + + if (ent == self.owner) + continue; + + if (ent.takedamage == 0) + continue; + + if (0 == (ent.svflags & SVF_MONSTER) + && (null == ent.client) + && (Lib.strcmp(ent.classname, "misc_explobox") != 0)) + continue; + + Math3D.VectorMA(ent.absmin, 0.5f, ent.size, point); + + Math3D.VectorSubtract(point, self.s.origin, dir); + Math3D.VectorNormalize(dir); + + ignore= self; + Math3D.VectorCopy(self.s.origin, start); + Math3D.VectorMA(start, 2048, dir, end); + while (true) { + tr= + gi.trace( + start, + null, + null, + end, + ignore, + CONTENTS_SOLID | CONTENTS_MONSTER | CONTENTS_DEADMONSTER); + + if (null == tr.ent) + break; + + // hurt it if we can + if ((tr.ent.takedamage != 0) + && 0 == (tr.ent.flags & FL_IMMUNE_LASER) + && (tr.ent != self.owner)) + T_Damage( + tr.ent, + self, + self.owner, + dir, + tr.endpos, + vec3_origin, + dmg, + 1, + DAMAGE_ENERGY, + MOD_BFG_LASER); + + // if we hit something that's not a monster or player we're done + if (0 == (tr.ent.svflags & SVF_MONSTER) && (null == tr.ent.client)) { + gi.WriteByte(svc_temp_entity); + gi.WriteByte(TE_LASER_SPARKS); + gi.WriteByte(4); + gi.WritePosition(tr.endpos); + gi.WriteDir(tr.plane.normal); + gi.WriteByte(self.s.skinnum); + gi.multicast(tr.endpos, MULTICAST_PVS); + break; + } + + ignore= tr.ent; + Math3D.VectorCopy(tr.endpos, start); + } + + gi.WriteByte(svc_temp_entity); + gi.WriteByte(TE_BFG_LASER); + gi.WritePosition(self.s.origin); + gi.WritePosition(tr.endpos); + gi.multicast(self.s.origin, MULTICAST_PHS); + } + + self.nextthink= level.time + FRAMETIME; + return true; + } + }; + +} |