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/*
* M.java
* Copyright (C) 2003
*
* $Id: M.java,v 1.5 2004-09-22 19:22:07 salomo 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, Globals.vec3_origin,
Globals.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,
Globals.vec3_origin, Globals.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 = GameBase.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], Globals.vec3_origin,
ent.s.origin, Globals.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], Globals.vec3_origin,
ent.s.origin, Globals.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], Globals.vec3_origin,
ent.s.origin, Globals.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], Globals.vec3_origin,
ent.s.origin, Globals.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;
}
};
}
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