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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
 * 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 31.10.2003 by RST.
// $Id:,v 1.7 2006/01/21 21:53:31 salomo Exp $

import jake2.Defines;
import jake2.qcommon.*;
import jake2.server.*;

//  collection of functions provided by the main engine
public class game_import_t {
  // special messages

  public void bprintf(int printlevel, String s) {
    SV_SEND.SV_BroadcastPrintf(printlevel, s);

  public void dprintf(String s) {

  public void cprintf(edict_t ent, int printlevel, String s) {
    SV_GAME.PF_cprintf(ent, printlevel, s);

  public void centerprintf(edict_t ent, String s) {
    SV_GAME.PF_centerprintf(ent, s);

  public void sound(edict_t ent, int channel, int soundindex, float volume,
          float attenuation, float timeofs) {
    SV_GAME.PF_StartSound(ent, channel, soundindex, volume, attenuation,

  public void positioned_sound(float[] origin, edict_t ent, int channel,
          int soundinedex, float volume, float attenuation, float timeofs) {

    SV_SEND.SV_StartSound(origin, ent, channel, soundinedex, volume,
            attenuation, timeofs);

  // config strings hold all the index strings, the lightstyles,
  // and misc data like the sky definition and cdtrack.
  // All of the current configstrings are sent to clients when
  // they connect, and changes are sent to all connected clients.
  public void configstring(int num, String string) {
    SV_GAME.PF_Configstring(num, string);

  public void error(String err) {
    Com.Error(Defines.ERR_FATAL, err);

  public void error(int level, String err) {
    SV_GAME.PF_error(level, err);

  // the *index functions create configstrings and some internal server state
  public int modelindex(String name) {
    return SV_INIT.SV_ModelIndex(name);

  public int soundindex(String name) {
    return SV_INIT.SV_SoundIndex(name);

  public int imageindex(String name) {
    return SV_INIT.SV_ImageIndex(name);

  public void setmodel(edict_t ent, String name) {
    SV_GAME.PF_setmodel(ent, name);

  // collision detection
  public trace_t trace(float[] start, float[] mins, float[] maxs,
          float[] end, edict_t passent, int contentmask) {
    return SV_WORLD.SV_Trace(start, mins, maxs, end, passent, contentmask);
  public pmove_t.PointContentsAdapter pointcontents = new pmove_t.PointContentsAdapter() {

    public int pointcontents(float[] o) {
      return 0;

  public boolean inPHS(float[] p1, float[] p2) {
    return SV_GAME.PF_inPHS(p1, p2);

  public void SetAreaPortalState(int portalnum, boolean open) {
    CM.CM_SetAreaPortalState(portalnum, open);

  public boolean AreasConnected(int area1, int area2) {
    return CM.CM_AreasConnected(area1, area2);

  // an entity will never be sent to a client or used for collision
  // if it is not passed to linkentity. If the size, position, or
  // solidity changes, it must be relinked.
  public void linkentity(edict_t ent) {

  public void unlinkentity(edict_t ent) {

  // call before removing an interactive edict
  public int BoxEdicts(float[] mins, float[] maxs, edict_t list[],
          int maxcount, int areatype) {
    return SV_WORLD.SV_AreaEdicts(mins, maxs, list, maxcount, areatype);

  public void Pmove(pmove_t pmove) {

  // player movement code common with client prediction
  // network messaging
  public void multicast(float[] origin, int to) {
    SV_SEND.SV_Multicast(origin, to);

  public void unicast(edict_t ent, boolean reliable) {
    SV_GAME.PF_Unicast(ent, reliable);

  public void WriteByte(int c) {

  public void WriteShort(int c) {

  public void WriteString(String s) {

  public void WritePosition(float[] pos) {

  // some fractional bits
  public void WriteDir(float[] pos) {

  // console variable interaction
  public cvar_t cvar(String var_name, String value, int flags) {
    return Cvar.Get(var_name, value, flags);

  // console variable interaction
  public cvar_t cvar_set(String var_name, String value) {
    return Cvar.Set(var_name, value);

  // console variable interaction
  public cvar_t cvar_forceset(String var_name, String value) {
    return Cvar.ForceSet(var_name, value);

  // ClientCommand and ServerCommand parameter access
  public int argc() {
    return Cmd.Argc();

  public String argv(int n) {
    return Cmd.Argv(n);

  // concatenation of all argv >= 1
  public String args() {
    return Cmd.Args();

  // add commands to the server console as if they were typed in
  // for map changing, etc
  public void AddCommandString(String text) {
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