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path: root/src/jake2/client/M.java
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/*
 * M.java
 * Copyright (C) 2003
 * 
 * $Id: M.java,v 1.4 2004-07-08 20:56:50 hzi Exp $
 */
/*
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.

*/
package jake2.client;

import jake2.Defines;
import jake2.Globals;
import jake2.game.*;
import jake2.server.SV;
import jake2.util.Lib;
import jake2.util.Math3D;

/**
 * M
 */
public final class M
{

	public static void M_CheckGround(edict_t ent)
	{
		float[] point = { 0, 0, 0 };
		trace_t trace;

		if ((ent.flags & (Defines.FL_SWIM | Defines.FL_FLY)) != 0)
			return;

		if (ent.velocity[2] > 100)
		{
			ent.groundentity = null;
			return;
		}

		//	   if the hull point one-quarter unit down is solid the entity is on ground
		point[0] = ent.s.origin[0];
		point[1] = ent.s.origin[1];
		point[2] = ent.s.origin[2] - 0.25f;

		trace = GameBase.gi.trace(ent.s.origin, ent.mins, ent.maxs, point, ent, Defines.MASK_MONSTERSOLID);

		// check steepness
		if (trace.plane.normal[2] < 0.7 && !trace.startsolid)
		{
			ent.groundentity = null;
			return;
		}

		//		ent.groundentity = trace.ent;
		//		ent.groundentity_linkcount = trace.ent.linkcount;
		//		if (!trace.startsolid && !trace.allsolid)
		//			VectorCopy (trace.endpos, ent.s.origin);
		if (!trace.startsolid && !trace.allsolid)
		{
			Math3D.VectorCopy(trace.endpos, ent.s.origin);
			ent.groundentity = trace.ent;
			ent.groundentity_linkcount = trace.ent.linkcount;
			ent.velocity[2] = 0;
		}
	}

	public static boolean M_CheckBottom(edict_t ent)
	{
		float[] mins = { 0, 0, 0 };
		float[] maxs = { 0, 0, 0 };
		float[] start = { 0, 0, 0 };
		float[] stop = { 0, 0, 0 };

		trace_t trace;
		int x, y;
		float mid, bottom;

		Math3D.VectorAdd(ent.s.origin, ent.mins, mins);
		Math3D.VectorAdd(ent.s.origin, ent.maxs, maxs);

		//	   if all of the points under the corners are solid world, don't bother
		//	   with the tougher checks
		//	   the corners must be within 16 of the midpoint
		start[2] = mins[2] - 1;
		for (x = 0; x <= 1; x++)
			for (y = 0; y <= 1; y++)
			{
				start[0] = x != 0 ? maxs[0] : mins[0];
				start[1] = y != 0 ? maxs[1] : mins[1];
				if (GameBase.gi.pointcontents.pointcontents(start) != Defines.CONTENTS_SOLID)
				{
					GameBase.c_no++;
					//
					//	   check it for real...
					//
					start[2] = mins[2];

					//	   the midpoint must be within 16 of the bottom
					start[0] = stop[0] = (mins[0] + maxs[0]) * 0.5f;
					start[1] = stop[1] = (mins[1] + maxs[1]) * 0.5f;
					stop[2] = start[2] - 2 * GameBase.STEPSIZE;
					trace = GameBase.gi.trace(start, GameBase.vec3_origin, GameBase.vec3_origin, stop, ent, Defines.MASK_MONSTERSOLID);

					if (trace.fraction == 1.0)
						return false;
					mid = bottom = trace.endpos[2];

					//	   the corners must be within 16 of the midpoint	
					for (x = 0; x <= 1; x++)
						for (y = 0; y <= 1; y++)
						{
							start[0] = stop[0] = x != 0 ? maxs[0] : mins[0];
							start[1] = stop[1] = y != 0 ? maxs[1] : mins[1];

							trace =
								GameBase.gi.trace(
									start,
									GameBase.vec3_origin,
									GameBase.vec3_origin,
									stop,
									ent,
									Defines.MASK_MONSTERSOLID);

							if (trace.fraction != 1.0 && trace.endpos[2] > bottom)
								bottom = trace.endpos[2];
							if (trace.fraction == 1.0 || mid - trace.endpos[2] > GameBase.STEPSIZE)
								return false;
						}

					GameBase.c_yes++;
					return true;
				}
			}

		GameBase.c_yes++;
		return true; // we got out easy
	}

	/*
	===============
	M_ChangeYaw
	
	===============
	*/ //ok
	public static void M_ChangeYaw(edict_t ent)
	{
		float ideal;
		float current;
		float move;
		float speed;

		current = Math3D.anglemod(ent.s.angles[Defines.YAW]);
		ideal = ent.ideal_yaw;

		if (current == ideal)
			return;

		move = ideal - current;
		speed = ent.yaw_speed;
		if (ideal > current)
		{
			if (move >= 180)
				move = move - 360;
		}
		else
		{
			if (move <= -180)
				move = move + 360;
		}
		if (move > 0)
		{
			if (move > speed)
				move = speed;
		}
		else
		{
			if (move < -speed)
				move = -speed;
		}

		ent.s.angles[Defines.YAW] = Math3D.anglemod(current + move);
	}

	/*
	======================
	M_MoveToGoal
	======================
	*/ // ok
	public static void M_MoveToGoal(edict_t ent, float dist)
	{
		edict_t goal = ent.goalentity;

		if (ent.groundentity == null && (ent.flags & (Defines.FL_FLY | Defines.FL_SWIM)) == 0)
			return;

		//	   if the next step hits the enemy, return immediately
		if (ent.enemy != null && SV.SV_CloseEnough(ent, ent.enemy, dist))
			return;

		//	   bump around...
		if ((Lib.rand() & 3) == 1 || !SV.SV_StepDirection(ent, ent.ideal_yaw, dist))
		{
			if (ent.inuse)
				SV.SV_NewChaseDir(ent, goal, dist);
		}
	}

	/*
	===============
	M_walkmove
	===============
	*/
	public static boolean M_walkmove(edict_t ent, float yaw, float dist)
	{
		float[] move = { 0, 0, 0 };

		if ((ent.groundentity == null) && (ent.flags & (Defines.FL_FLY | Defines.FL_SWIM)) == 0)
			return false;

		yaw = (float) (yaw * Math.PI * 2 / 360);

		move[0] = (float) Math.cos(yaw) * dist;
		move[1] = (float) Math.sin(yaw) * dist;
		move[2] = 0;

		return SV.SV_movestep(ent, move, true);
	}

	public static void M_CatagorizePosition(edict_t ent)
	{
		float[] point = { 0, 0, 0 };
		int cont;

		//
		//	get waterlevel
		//
		point[0] = ent.s.origin[0];
		point[1] = ent.s.origin[1];
		point[2] = ent.s.origin[2] + ent.mins[2] + 1;
		cont = Game.gi.pointcontents.pointcontents(point);

		if (0 == (cont & Defines.MASK_WATER))
		{
			ent.waterlevel = 0;
			ent.watertype = 0;
			return;
		}

		ent.watertype = cont;
		ent.waterlevel = 1;
		point[2] += 26;
		cont = GameBase.gi.pointcontents.pointcontents(point);
		if (0 == (cont & Defines.MASK_WATER))
			return;

		ent.waterlevel = 2;
		point[2] += 22;
		cont = GameBase.gi.pointcontents.pointcontents(point);
		if (0 != (cont & Defines.MASK_WATER))
			ent.waterlevel = 3;
	}

	public static void M_WorldEffects(edict_t ent)
	{
		int dmg;

		if (ent.health > 0)
		{
			if (0 == (ent.flags & Defines.FL_SWIM))
			{
				if (ent.waterlevel < 3)
				{
					ent.air_finished = GameBase.level.time + 12;
				}
				else if (ent.air_finished < GameBase.level.time)
				{
					// drown!
					if (ent.pain_debounce_time < GameBase.level.time)
					{
						dmg = (int) (2f + 2f * Math.floor(GameBase.level.time - ent.air_finished));
						if (dmg > 15)
							dmg = 15;
						GameUtil.T_Damage(
							ent,
							GameBase.g_edicts[0],
							GameBase.g_edicts[0],
							GameBase.vec3_origin,
							ent.s.origin,
							GameBase.vec3_origin,
							dmg,
							0,
							Defines.DAMAGE_NO_ARMOR,
							Defines.MOD_WATER);
						ent.pain_debounce_time = GameBase.level.time + 1;
					}
				}
			}
			else
			{
				if (ent.waterlevel > 0)
				{
					ent.air_finished = GameBase.level.time + 9;
				}
				else if (ent.air_finished < GameBase.level.time)
				{
					// suffocate!
					if (ent.pain_debounce_time < GameBase.level.time)
					{
						dmg = (int) (2 + 2 * Math.floor(GameBase.level.time - ent.air_finished));
						if (dmg > 15)
							dmg = 15;
						GameUtil.T_Damage(
							ent,
							GameBase.g_edicts[0],
							GameBase.g_edicts[0],
							GameBase.vec3_origin,
							ent.s.origin,
							GameBase.vec3_origin,
							dmg,
							0,
							Defines.DAMAGE_NO_ARMOR,
							Defines.MOD_WATER);
						ent.pain_debounce_time = GameBase.level.time + 1;
					}
				}
			}
		}

		if (ent.waterlevel == 0)
		{
			if ((ent.flags & Defines.FL_INWATER) != 0)
			{
				GameBase.gi.sound(ent, Defines.CHAN_BODY, GameBase.gi.soundindex("player/watr_out.wav"), 1, Defines.ATTN_NORM, 0);
				ent.flags &= ~Defines.FL_INWATER;
			}
			return;
		}

		if ((ent.watertype & Defines.CONTENTS_LAVA) != 0 && 0 == (ent.flags & Defines.FL_IMMUNE_LAVA))
		{
			if (ent.damage_debounce_time < GameBase.level.time)
			{
				ent.damage_debounce_time = GameBase.level.time + 0.2f;
				GameUtil.T_Damage(
					ent,
					GameBase.g_edicts[0],
					GameBase.g_edicts[0],
					GameBase.vec3_origin,
					ent.s.origin,
					GameBase.vec3_origin,
					10 * ent.waterlevel,
					0,
					0,
					Defines.MOD_LAVA);
			}
		}
		if ((ent.watertype & Defines.CONTENTS_SLIME) != 0 && 0 == (ent.flags & Defines.FL_IMMUNE_SLIME))
		{
			if (ent.damage_debounce_time < GameBase.level.time)
			{
				ent.damage_debounce_time = GameBase.level.time + 1;
				GameUtil.T_Damage(
					ent,
					GameBase.g_edicts[0],
					GameBase.g_edicts[0],
					GameBase.vec3_origin,
					ent.s.origin,
					GameBase.vec3_origin,
					4 * ent.waterlevel,
					0,
					0,
					Defines.MOD_SLIME);
			}
		}

		if (0 == (ent.flags & Defines.FL_INWATER))
		{
			if (0 == (ent.svflags & Defines.SVF_DEADMONSTER))
			{
				if ((ent.watertype & Defines.CONTENTS_LAVA) != 0)
					if (Globals.rnd.nextFloat() <= 0.5)
						GameBase.gi.sound(ent, Defines.CHAN_BODY, GameBase.gi.soundindex("player/lava1.wav"), 1, Defines.ATTN_NORM, 0);
					else
						GameBase.gi.sound(ent, Defines.CHAN_BODY, GameBase.gi.soundindex("player/lava2.wav"), 1, Defines.ATTN_NORM, 0);
				else if ((ent.watertype & Defines.CONTENTS_SLIME) != 0)
					GameBase.gi.sound(ent, Defines.CHAN_BODY, GameBase.gi.soundindex("player/watr_in.wav"), 1, Defines.ATTN_NORM, 0);
				else if ((ent.watertype & Defines.CONTENTS_WATER) != 0)
					GameBase.gi.sound(ent, Defines.CHAN_BODY, GameBase.gi.soundindex("player/watr_in.wav"), 1, Defines.ATTN_NORM, 0);
			}

			ent.flags |= Defines.FL_INWATER;
			ent.damage_debounce_time = 0;
		}
	}

	public static EntThinkAdapter M_droptofloor = new EntThinkAdapter()
	{
		public boolean think(edict_t ent)
		{
			float[] end = { 0, 0, 0 };
			trace_t trace;

			ent.s.origin[2] += 1;
			Math3D.VectorCopy(ent.s.origin, end);
			end[2] -= 256;

			trace = GameBase.gi.trace(ent.s.origin, ent.mins, ent.maxs, end, ent, Defines.MASK_MONSTERSOLID);

			if (trace.fraction == 1 || trace.allsolid)
				return true;

			Math3D.VectorCopy(trace.endpos, ent.s.origin);

			GameBase.gi.linkentity(ent);
			M.M_CheckGround(ent);
			M_CatagorizePosition(ent);
			return true;
		}
	};

	public static void M_SetEffects(edict_t ent)
	{
		ent.s.effects &= ~(Defines.EF_COLOR_SHELL | Defines.EF_POWERSCREEN);
		ent.s.renderfx &= ~(Defines.RF_SHELL_RED | Defines.RF_SHELL_GREEN | Defines.RF_SHELL_BLUE);

		if ((ent.monsterinfo.aiflags & Defines.AI_RESURRECTING) != 0)
		{
			ent.s.effects |= Defines.EF_COLOR_SHELL;
			ent.s.renderfx |= Defines.RF_SHELL_RED;
		}

		if (ent.health <= 0)
			return;

		if (ent.powerarmor_time > GameBase.level.time)
		{
			if (ent.monsterinfo.power_armor_type == Defines.POWER_ARMOR_SCREEN)
			{
				ent.s.effects |= Defines.EF_POWERSCREEN;
			}
			else if (ent.monsterinfo.power_armor_type == Defines.POWER_ARMOR_SHIELD)
			{
				ent.s.effects |= Defines.EF_COLOR_SHELL;
				ent.s.renderfx |= Defines.RF_SHELL_GREEN;
			}
		}
	};

	//ok
	public static void M_MoveFrame(edict_t self)
	{
		mmove_t move; //ptr
		int index;

		move = self.monsterinfo.currentmove;
		self.nextthink = GameBase.level.time + Defines.FRAMETIME;

		if ((self.monsterinfo.nextframe != 0)
			&& (self.monsterinfo.nextframe >= move.firstframe)
			&& (self.monsterinfo.nextframe <= move.lastframe))
		{
			self.s.frame = self.monsterinfo.nextframe;
			self.monsterinfo.nextframe = 0;
		}
		else
		{
			if (self.s.frame == move.lastframe)
			{
				if (move.endfunc != null)
				{
					move.endfunc.think(self);

					// regrab move, endfunc is very likely to change it
					move = self.monsterinfo.currentmove;

					// check for death
					if ((self.svflags & Defines.SVF_DEADMONSTER) != 0)
						return;
				}
			}

			if (self.s.frame < move.firstframe || self.s.frame > move.lastframe)
			{
				self.monsterinfo.aiflags &= ~Defines.AI_HOLD_FRAME;
				self.s.frame = move.firstframe;
			}
			else
			{
				if (0 == (self.monsterinfo.aiflags & Defines.AI_HOLD_FRAME))
				{
					self.s.frame++;
					if (self.s.frame > move.lastframe)
						self.s.frame = move.firstframe;
				}
			}
		}

		index = self.s.frame - move.firstframe;
		if (move.frame[index].ai != null)
			if (0 == (self.monsterinfo.aiflags & Defines.AI_HOLD_FRAME))
				move.frame[index].ai.ai(self, move.frame[index].dist * self.monsterinfo.scale);
			else
				move.frame[index].ai.ai(self, 0);

		if (move.frame[index].think != null)
			move.frame[index].think.think(self);
	}

	public static void M_ReactToDamage(edict_t targ, edict_t attacker)
	{
		if ((null != attacker.client) && 0 != (attacker.svflags & Defines.SVF_MONSTER))
			return;

		if (attacker == targ || attacker == targ.enemy)
			return;

		// if we are a good guy monster and our attacker is a player
		// or another good guy, do not get mad at them
		if (0 != (targ.monsterinfo.aiflags & Defines.AI_GOOD_GUY))
		{
			if (attacker.client != null || (attacker.monsterinfo.aiflags & Defines.AI_GOOD_GUY) != 0)
				return;
		}

		// we now know that we are not both good guys

		// if attacker is a client, get mad at them because he's good and we're not
		if (attacker.client != null)
		{
			targ.monsterinfo.aiflags &= ~Defines.AI_SOUND_TARGET;

			// this can only happen in coop (both new and old enemies are clients)
			// only switch if can't see the current enemy
			if (targ.enemy != null && targ.enemy.client != null)
			{
				if (GameUtil.visible(targ, targ.enemy))
				{
					targ.oldenemy = attacker;
					return;
				}
				targ.oldenemy = targ.enemy;
			}
			targ.enemy = attacker;
			if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED))
				GameUtil.FoundTarget(targ);
			return;
		}

		// it's the same base (walk/swim/fly) type and a different classname and it's not a tank
		// (they spray too much), get mad at them
		if (((targ.flags & (Defines.FL_FLY | Defines.FL_SWIM)) == (attacker.flags & (Defines.FL_FLY | Defines.FL_SWIM)))
			&& (Lib.strcmp(targ.classname, attacker.classname) != 0)
			&& (Lib.strcmp(attacker.classname, "monster_tank") != 0)
			&& (Lib.strcmp(attacker.classname, "monster_supertank") != 0)
			&& (Lib.strcmp(attacker.classname, "monster_makron") != 0)
			&& (Lib.strcmp(attacker.classname, "monster_jorg") != 0))
		{
			if (targ.enemy != null && targ.enemy.client != null)
				targ.oldenemy = targ.enemy;
			targ.enemy = attacker;
			if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED))
				GameUtil.FoundTarget(targ);
		}
		// if they *meant* to shoot us, then shoot back
		else if (attacker.enemy == targ)
		{
			if (targ.enemy != null && targ.enemy.client != null)
				targ.oldenemy = targ.enemy;
			targ.enemy = attacker;
			if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED))
				GameUtil.FoundTarget(targ);
		}
		// otherwise get mad at whoever they are mad at (help our buddy) unless it is us!
		else if (attacker.enemy != null && attacker.enemy != targ)
		{
			if (targ.enemy != null && targ.enemy.client != null)
				targ.oldenemy = targ.enemy;
			targ.enemy = attacker.enemy;
			if (0 == (targ.monsterinfo.aiflags & Defines.AI_DUCKED))
				GameUtil.FoundTarget(targ);
		}
	}
	/** Stops the Flies. */
	public static EntThinkAdapter M_FliesOff = new EntThinkAdapter()
	{
		public boolean think(edict_t self)
		{
			self.s.effects &= ~Defines.EF_FLIES;
			self.s.sound = 0;
			return true;
		}
	};
	/** Starts the Flies as setting the animation flag in the entity. */
	public static EntThinkAdapter M_FliesOn = new EntThinkAdapter()
	{
		public boolean think(edict_t self)
		{
			if (self.waterlevel != 0)
				return true;

			self.s.effects |= Defines.EF_FLIES;
			self.s.sound = GameBase.gi.soundindex("infantry/inflies1.wav");
			self.think = M_FliesOff;
			self.nextthink = GameBase.level.time + 60;
			return true;
		}
	};
	/** Adds some flies after a random time */
	public static EntThinkAdapter M_FlyCheck = new EntThinkAdapter()
	{
		public boolean think(edict_t self)
		{

			if (self.waterlevel != 0)
				return true;

			if (Globals.rnd.nextFloat() > 0.5)
				return true;

			self.think = M_FliesOn;
			self.nextthink = GameBase.level.time + 5 + 10 * Globals.rnd.nextFloat();
			return true;
		}
	};
}