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📄 gamespawn.java

📁 Jake2是一个Java 3D游戏引擎.
💻 JAVA
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/* * 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 18.11.2003 by RST.// $Id: GameSpawn.java,v 1.17 2006/01/21 21:53:32 salomo Exp $package jake2.game;import jake2.Defines;import jake2.Globals;import jake2.game.monsters.*;import jake2.qcommon.Com;import jake2.util.Lib;public class GameSpawn {    static EntThinkAdapter SP_item_health = new EntThinkAdapter() {        public String getID(){ return "SP_item_health"; }        public boolean think(edict_t ent) {            GameItems.SP_item_health(ent);            return true;        }    };    static EntThinkAdapter SP_item_health_small = new EntThinkAdapter() {        public String getID(){ return "SP_item_health_small"; }        public boolean think(edict_t ent) {            GameItems.SP_item_health_small(ent);            return true;        }    };    static EntThinkAdapter SP_item_health_large = new EntThinkAdapter() {        public String getID(){ return "SP_item_health_large"; }        public boolean think(edict_t ent) {            GameItems.SP_item_health_large(ent);            return true;        }    };    static EntThinkAdapter SP_item_health_mega = new EntThinkAdapter() {        public String getID(){ return "SP_item_health_mega"; }        public boolean think(edict_t ent) {            GameItems.SP_item_health_mega(ent);            return true;        }    };    static EntThinkAdapter SP_info_player_start = new EntThinkAdapter() {        public String getID(){ return "SP_info_player_start"; }        public boolean think(edict_t ent) {            PlayerClient.SP_info_player_start(ent);            return true;        }    };    static EntThinkAdapter SP_info_player_deathmatch = new EntThinkAdapter() {        public String getID(){ return "SP_info_player_deathmatch"; }        public boolean think(edict_t ent) {            PlayerClient.SP_info_player_deathmatch(ent);            return true;        }    };    static EntThinkAdapter SP_info_player_coop = new EntThinkAdapter() {        public String getID(){ return "SP_info_player_coop"; }        public boolean think(edict_t ent) {            PlayerClient.SP_info_player_coop(ent);            return true;        }    };    static EntThinkAdapter SP_info_player_intermission = new EntThinkAdapter() {        public String getID(){ return "SP_info_player_intermission"; }        public boolean think(edict_t ent) {            PlayerClient.SP_info_player_intermission();            return true;        }    };    static EntThinkAdapter SP_func_plat = new EntThinkAdapter() {        public String getID(){ return "SP_func_plat"; }        public boolean think(edict_t ent) {            GameFunc.SP_func_plat(ent);            return true;        }    };    static EntThinkAdapter SP_func_water = new EntThinkAdapter() {        public String getID(){ return "SP_func_water"; }        public boolean think(edict_t ent) {            GameFunc.SP_func_water(ent);            return true;        }    };    static EntThinkAdapter SP_func_train = new EntThinkAdapter() {        public String getID(){ return "SP_func_train"; }        public boolean think(edict_t ent) {            GameFunc.SP_func_train(ent);            return true;        }    };    static EntThinkAdapter SP_func_clock = new EntThinkAdapter() {        public String getID(){ return "SP_func_clock"; }        public boolean think(edict_t ent) {            GameMisc.SP_func_clock(ent);            return true;        }    };    /**     * QUAKED worldspawn (0 0 0) ?     *      * Only used for the world. "sky" environment map name "skyaxis" vector axis     * for rotating sky "skyrotate" speed of rotation in degrees/second "sounds"     * music cd track number "gravity" 800 is default gravity "message" text to     * print at user logon     */    static EntThinkAdapter SP_worldspawn = new EntThinkAdapter() {        public String getID(){ return "SP_worldspawn"; }        public boolean think(edict_t ent) {            ent.movetype = Defines.MOVETYPE_PUSH;            ent.solid = Defines.SOLID_BSP;            ent.inuse = true;            // since the world doesn't use G_Spawn()            ent.s.modelindex = 1;            // world model is always index 1            //---------------            // reserve some spots for dead player bodies for coop / deathmatch            PlayerClient.InitBodyQue();            // set configstrings for items            GameItems.SetItemNames();            if (GameBase.st.nextmap != null)                GameBase.level.nextmap = GameBase.st.nextmap;            // make some data visible to the server            if (ent.message != null && ent.message.length() > 0) {                GameBase.gi.configstring(Defines.CS_NAME, ent.message);                GameBase.level.level_name = ent.message;            } else                GameBase.level.level_name = GameBase.level.mapname;            if (GameBase.st.sky != null && GameBase.st.sky.length() > 0)                GameBase.gi.configstring(Defines.CS_SKY, GameBase.st.sky);            else                GameBase.gi.configstring(Defines.CS_SKY, "unit1_");            GameBase.gi.configstring(Defines.CS_SKYROTATE, ""                    + GameBase.st.skyrotate);            GameBase.gi.configstring(Defines.CS_SKYAXIS, Lib                    .vtos(GameBase.st.skyaxis));            GameBase.gi.configstring(Defines.CS_CDTRACK, "" + ent.sounds);            GameBase.gi.configstring(Defines.CS_MAXCLIENTS, ""                    + (int) (GameBase.maxclients.value));            // status bar program            if (GameBase.deathmatch.value != 0)                GameBase.gi.configstring(Defines.CS_STATUSBAR, "" + dm_statusbar);            else                GameBase.gi.configstring(Defines.CS_STATUSBAR, "" + single_statusbar);            //---------------            // help icon for statusbar            GameBase.gi.imageindex("i_help");            GameBase.level.pic_health = GameBase.gi.imageindex("i_health");            GameBase.gi.imageindex("help");            GameBase.gi.imageindex("field_3");            if ("".equals(GameBase.st.gravity))                GameBase.gi.cvar_set("sv_gravity", "800");            else                GameBase.gi.cvar_set("sv_gravity", GameBase.st.gravity);            GameBase.snd_fry = GameBase.gi.soundindex("player/fry.wav");            // standing in lava / slime            GameItems.PrecacheItem(GameItems.FindItem("Blaster"));            GameBase.gi.soundindex("player/lava1.wav");            GameBase.gi.soundindex("player/lava2.wav");            GameBase.gi.soundindex("misc/pc_up.wav");            GameBase.gi.soundindex("misc/talk1.wav");            GameBase.gi.soundindex("misc/udeath.wav");            // gibs            GameBase.gi.soundindex("items/respawn1.wav");            // sexed sounds            GameBase.gi.soundindex("*death1.wav");            GameBase.gi.soundindex("*death2.wav");            GameBase.gi.soundindex("*death3.wav");            GameBase.gi.soundindex("*death4.wav");            GameBase.gi.soundindex("*fall1.wav");            GameBase.gi.soundindex("*fall2.wav");            GameBase.gi.soundindex("*gurp1.wav");            // drowning damage            GameBase.gi.soundindex("*gurp2.wav");            GameBase.gi.soundindex("*jump1.wav");            // player jump            GameBase.gi.soundindex("*pain25_1.wav");            GameBase.gi.soundindex("*pain25_2.wav");            GameBase.gi.soundindex("*pain50_1.wav");            GameBase.gi.soundindex("*pain50_2.wav");            GameBase.gi.soundindex("*pain75_1.wav");            GameBase.gi.soundindex("*pain75_2.wav");            GameBase.gi.soundindex("*pain100_1.wav");            GameBase.gi.soundindex("*pain100_2.wav");            // sexed models            // THIS ORDER MUST MATCH THE DEFINES IN g_local.h            // you can add more, max 15            GameBase.gi.modelindex("#w_blaster.md2");            GameBase.gi.modelindex("#w_shotgun.md2");            GameBase.gi.modelindex("#w_sshotgun.md2");            GameBase.gi.modelindex("#w_machinegun.md2");            GameBase.gi.modelindex("#w_chaingun.md2");            GameBase.gi.modelindex("#a_grenades.md2");            GameBase.gi.modelindex("#w_glauncher.md2");            GameBase.gi.modelindex("#w_rlauncher.md2");            GameBase.gi.modelindex("#w_hyperblaster.md2");            GameBase.gi.modelindex("#w_railgun.md2");            GameBase.gi.modelindex("#w_bfg.md2");            //-------------------            GameBase.gi.soundindex("player/gasp1.wav");            // gasping for air            GameBase.gi.soundindex("player/gasp2.wav");            // head breaking surface, not gasping            GameBase.gi.soundindex("player/watr_in.wav");            // feet hitting water            GameBase.gi.soundindex("player/watr_out.wav");            // feet leaving water            GameBase.gi.soundindex("player/watr_un.wav");            // head going underwater            GameBase.gi.soundindex("player/u_breath1.wav");            GameBase.gi.soundindex("player/u_breath2.wav");            GameBase.gi.soundindex("items/pkup.wav");            // bonus item pickup            GameBase.gi.soundindex("world/land.wav");            // landing thud            GameBase.gi.soundindex("misc/h2ohit1.wav");            // landing splash            GameBase.gi.soundindex("items/damage.wav");            GameBase.gi.soundindex("items/protect.wav");            GameBase.gi.soundindex("items/protect4.wav");            GameBase.gi.soundindex("weapons/noammo.wav");            GameBase.gi.soundindex("infantry/inflies1.wav");            GameBase.sm_meat_index = GameBase.gi                    .modelindex("models/objects/gibs/sm_meat/tris.md2");            GameBase.gi.modelindex("models/objects/gibs/arm/tris.md2");            GameBase.gi.modelindex("models/objects/gibs/bone/tris.md2");            GameBase.gi.modelindex("models/objects/gibs/bone2/tris.md2");            GameBase.gi.modelindex("models/objects/gibs/chest/tris.md2");            GameBase.gi.modelindex("models/objects/gibs/skull/tris.md2");            GameBase.gi.modelindex("models/objects/gibs/head2/tris.md2");            //            // Setup light animation tables. 'a' is total darkness, 'z' is            // doublebright.            //            // 0 normal            GameBase.gi.configstring(Defines.CS_LIGHTS + 0, "m");            // 1 FLICKER (first variety)            GameBase.gi.configstring(Defines.CS_LIGHTS + 1,                    "mmnmmommommnonmmonqnmmo");            // 2 SLOW STRONG PULSE            GameBase.gi.configstring(Defines.CS_LIGHTS + 2,                    "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");            // 3 CANDLE (first variety)            GameBase.gi.configstring(Defines.CS_LIGHTS + 3,                    "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");            // 4 FAST STROBE            GameBase.gi.configstring(Defines.CS_LIGHTS + 4, "mamamamamama");            // 5 GENTLE PULSE 1            GameBase.gi.configstring(Defines.CS_LIGHTS + 5,                    "jklmnopqrstuvwxyzyxwvutsrqponmlkj");            // 6 FLICKER (second variety)            GameBase.gi                    .configstring(Defines.CS_LIGHTS + 6, "nmonqnmomnmomomno");            // 7 CANDLE (second variety)            GameBase.gi.configstring(Defines.CS_LIGHTS + 7,                    "mmmaaaabcdefgmmmmaaaammmaamm");            // 8 CANDLE (third variety)            GameBase.gi.configstring(Defines.CS_LIGHTS + 8,                    "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");            // 9 SLOW STROBE (fourth variety)            GameBase.gi.configstring(Defines.CS_LIGHTS + 9, "aaaaaaaazzzzzzzz");            // 10 FLUORESCENT FLICKER            GameBase.gi.configstring(Defines.CS_LIGHTS + 10,                    "mmamammmmammamamaaamammma");            // 11 SLOW PULSE NOT FADE TO BLACK            GameBase.gi.configstring(Defines.CS_LIGHTS + 11,                    "abcdefghijklmnopqrrqponmlkjihgfedcba");

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