/* 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 1.3 2004-08-29 21:39:24 hzi Exp $ package jake2.game; import jake2.Defines; import jake2.Globals; 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); GameBase.game.helpmessage1 = ent.message; else //strncpy(game.helpmessage2, ent.message, sizeof(game.helpmessage1) - 1); GameBase.game.helpmessage2 = ent.message; 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.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; } }; }