Java tutorial
/******************************************************************************* * This file is part of TERMINAL RECALL * Copyright (c) 2012-2014 Chuck Ritola * Part of the jTRFP.org project * All rights reserved. This program and the accompanying materials * are made available under the terms of the GNU Public License v3.0 * which accompanies this distribution, and is available at * http://www.gnu.org/licenses/gpl.html * * Contributors: * chuck - initial API and implementation ******************************************************************************/ package org.jtrfp.trcl; import java.awt.Color; import java.io.FileNotFoundException; import java.io.IOException; import java.util.HashSet; import java.util.List; import javax.media.opengl.GL3; import org.apache.commons.math3.geometry.euclidean.threed.Rotation; import org.apache.commons.math3.geometry.euclidean.threed.Vector3D; import org.jtrfp.jfdt.UnrecognizedFormatException; import org.jtrfp.jtrfp.FileLoadException; import org.jtrfp.trcl.beh.CubeCollisionBehavior; import org.jtrfp.trcl.beh.DamageableBehavior; import org.jtrfp.trcl.beh.DeathBehavior; import org.jtrfp.trcl.beh.DebrisOnDeathBehavior; import org.jtrfp.trcl.beh.ExplodesOnDeath; import org.jtrfp.trcl.beh.phy.RotatingObjectBehavior; import org.jtrfp.trcl.beh.phy.ShiftingObjectBehavior; import org.jtrfp.trcl.beh.tun.DestructibleWallBehavior; import org.jtrfp.trcl.beh.tun.IrisBehavior; import org.jtrfp.trcl.beh.tun.TunnelEntryListener; import org.jtrfp.trcl.core.ResourceManager; import org.jtrfp.trcl.core.TR; import org.jtrfp.trcl.core.TextureDescription; import org.jtrfp.trcl.file.LVLFile; import org.jtrfp.trcl.file.TDFFile; import org.jtrfp.trcl.file.TDFFile.ExitMode; import org.jtrfp.trcl.file.TNLFile; import org.jtrfp.trcl.file.TNLFile.Segment; import org.jtrfp.trcl.file.TNLFile.Segment.Obstacle; import org.jtrfp.trcl.flow.LoadingProgressReporter; import org.jtrfp.trcl.gpu.Model; import org.jtrfp.trcl.img.vq.ColorPaletteVectorList; import org.jtrfp.trcl.obj.BarrierCube; import org.jtrfp.trcl.obj.Explosion.ExplosionType; import org.jtrfp.trcl.obj.ForceField; import org.jtrfp.trcl.obj.ObjectDirection; import org.jtrfp.trcl.obj.ObjectSystem; import org.jtrfp.trcl.obj.TunnelExitObject; import org.jtrfp.trcl.obj.TunnelSegment; import org.jtrfp.trcl.obj.WorldObject; import org.jtrfp.trcl.prop.HorizGradientCubeGen; import org.jtrfp.trcl.prop.SkyCubeGen; public class Tunnel extends RenderableSpacePartitioningGrid { private LVLFile lvl; private final TR tr; private final GL3 gl; final double tunnelDia = 150000; final double wallThickness = 5000; private final World world; private Color[] palette; private ColorPaletteVectorList paletteVL; private ColorPaletteVectorList ESTuTvPalette; private final TDFFile.Tunnel sourceTunnel; private final TunnelExitObject exitObject; private final LoadingProgressReporter[] reporters; private final LoadingProgressReporter tunnelAssemblyReporter; private ObjectSystem objectSystem;//DO NOT REMOVE. Strong reference to avoid GC private final HashSet<TunnelEntryListener> tunnelEntryListeners = new HashSet<TunnelEntryListener>(); public static final SkyCubeGen TUNNEL_SKYCUBE_GEN = new HorizGradientCubeGen(Color.darkGray, Color.black); public static final Vector3D TUNNEL_START_POS = new Vector3D(0, TR.mapSquareSize * 5, TR.mapSquareSize * 15); public static final ObjectDirection TUNNEL_START_DIRECTION = new ObjectDirection(new Vector3D(1, 0, 0), new Vector3D(0, 1, 0)); public static final Vector3D TUNNEL_OBJECT_POS_OFFSET = new Vector3D(0, 0, -2 * TR.mapSquareSize); public Tunnel(TR tr, TDFFile.Tunnel sourceTunnel, LoadingProgressReporter rootReporter) { super(tr.getDefaultGrid()); this.world = tr.getWorld(); reporters = rootReporter.generateSubReporters(2); this.sourceTunnel = sourceTunnel; this.tr = tr; gl = tr.gpu.get().getGl(); tunnelAssemblyReporter = reporters[0]; Vector3D tunnelEnd = null; deactivate();// Sleep until activated by tunnel entrance try { lvl = tr.getResourceManager().getLVL(sourceTunnel.getTunnelLVLFile()); final Vector3D entranceVector = TUNNEL_START_DIRECTION.getHeading(); palette = tr.getResourceManager().getPalette(lvl.getGlobalPaletteFile()); palette[0] = new Color(0, 0, 0, 0);//KLUDGE: Color zero must be transparent. paletteVL = new ColorPaletteVectorList(palette); ESTuTvPalette = new ColorPaletteVectorList( tr.getResourceManager().getLTE("FOG\\" + lvl.getLuminanceMapFile()).toColors(palette)); tunnelEnd = buildTunnel(sourceTunnel, entranceVector, false); } catch (Exception e) { e.printStackTrace(); } exitObject = new TunnelExitObject(tr, this); exitObject.setMirrorTerrain(sourceTunnel.getExitMode() == ExitMode.exitToChamber); exitObject.setPosition(tunnelEnd.add(new Vector3D(50000, 0, 0)).toArray()); exitObject.notifyPositionChange(); add(exitObject); // X is tunnel depth, Z is left-right try { objectSystem = new ObjectSystem(this, tr, lvl, null, Vector3D.MINUS_I, TUNNEL_START_POS.add(TUNNEL_OBJECT_POS_OFFSET), reporters[1]); } catch (Exception e) { e.printStackTrace(); } /*tr.getGame().getCurrentMission().getOverworldSystem().add( entranceObject = new TunnelEntranceObject(tr, this));*/ }// end constructor private Vector3D buildTunnel(TDFFile.Tunnel _tun, Vector3D groundVector, boolean entrance) throws IllegalAccessException, UnrecognizedFormatException, FileNotFoundException, FileLoadException, IOException { // Entrance uses only a stub. Player is warped to TUNNEL_POS facing // TUNNEL_START_DIRECTION ResourceManager rm = tr.getResourceManager(); LVLFile tlvl = rm.getLVL(_tun.getTunnelLVLFile()); final ColorPaletteVectorList tunnelColorPalette = new ColorPaletteVectorList( tr.getResourceManager().getPalette(lvl.getGlobalPaletteFile())); TextureDescription[] tunnelTexturePalette = rm.getTextures(tlvl.getLevelTextureListFile(), paletteVL, ESTuTvPalette, true); TNLFile tun = tr.getResourceManager().getTNLData(tlvl.getHeightMapOrTunnelFile()); final double segLen = 65536; final double bendiness = 18; List<Segment> segs = tun.getSegments(); final LoadingProgressReporter[] reporters = tunnelAssemblyReporter.generateSubReporters(segs.size()); // Vector3D tunnelEnd = TUNNEL_START_POS; Rotation rotation = entrance ? new Rotation(new Vector3D(0, 0, 1), groundVector) : new Rotation(new Vector3D(0, 0, 1), new Vector3D(1, 0, 0)); Vector3D startPoint = TUNNEL_START_POS; Vector3D segPos = Vector3D.ZERO; final Vector3D top = rotation.applyTo(new Vector3D(0, 1, 0)); /* if (entrance) { // Entrance is just a stub so we only need a few of the segments List<Segment> newSegs = new ArrayList<Segment>(); for (int i = 0; i < 10; i++) { newSegs.add(segs.get(i)); } segs = newSegs; }*/ // CONSTRUCT AND INSTALL SEGMENTS int segIndex = 0; Vector3D finalPos = TUNNEL_START_POS; for (Segment s : segs) { reporters[segIndex].complete(); tr.getReporter().report( "org.jtrfp.trcl.Tunnel." + _tun.getTunnelLVLFile() + ".segment" + (segIndex++) + "", s.getObstacle().name()); // Figure out the space the segment will take Vector3D positionDelta = new Vector3D((double) (s.getEndX() - s.getStartX()) * bendiness * -1, (double) (s.getEndY() - s.getStartY()) * bendiness, segLen); // Create the segment Vector3D position = startPoint.add(rotation.applyTo(segPos)); TunnelSegment ts = new TunnelSegment(tr, s, tunnelTexturePalette, segLen, positionDelta.getX(), positionDelta.getY()); ts.setPosition(position.toArray()); ts.setHeading(entrance ? groundVector : Vector3D.PLUS_I); ts.setTop(entrance ? top : Vector3D.PLUS_J); // Install the segment add(ts); installObstacles(s, tunnelColorPalette, ESTuTvPalette, tunnelTexturePalette, entrance ? groundVector : Vector3D.PLUS_I, entrance ? top : Vector3D.PLUS_J, position, TR.legacy2Modern(s.getStartWidth() * TunnelSegment.TUNNEL_DIA_SCALAR), TR.legacy2Modern(s.getStartWidth() * TunnelSegment.TUNNEL_DIA_SCALAR), tr); // Move origin to next segment segPos = segPos.add(positionDelta); finalPos = position; } // end for(segments) return finalPos; }// end buildTunnel(...) /** * Tunnel items: FANBODY.BIN - fan IRIS.BIN - animated iris BEAM.BIN / * PIPE.BIN JAW1.BIN (right) JAW2.BIN (left) - jaws ELECTRI[0-3].RAW - force * field TP1.RAW - good enough for blastable door? * * @throws IOException * @throws FileLoadException * * */ private void installObstacles(Segment s, ColorPaletteVectorList tunnelColorPalette, ColorPaletteVectorList ESTuTvPalette, TextureDescription[] tunnelTexturePalette, Vector3D heading, Vector3D top, Vector3D wPos, double width, double height, TR tr) throws IllegalAccessException, FileLoadException, IOException { final ColorPaletteVectorList palette = tr.getGlobalPaletteVL(); Obstacle obs = s.getObstacle(); WorldObject wo; Model m; switch (obs) { case none0: break; case doorway: { m = Model.buildCube(tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { tunnelDia / 2., tunnelDia / 2., 0 }, .5, .5, 1, 1, tr); wo = new WorldObject(tr, m); wo.setPosition(wPos.toArray()); wo.setHeading(heading); wo.setTop(top); add(wo); break; } case closedDoor: { BarrierCube bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { tunnelDia / 2., tunnelDia / 2., 0 }, .5, .5, 0, 1, false); bc.setPosition(wPos.toArray()); bc.setHeading(heading); bc.addBehavior(new DamageableBehavior().setHealth(4096)); bc.addBehavior(new ExplodesOnDeath(ExplosionType.Blast)); bc.addBehavior(new DeathBehavior()); bc.addBehavior(new DebrisOnDeathBehavior()); bc.addBehavior(new DestructibleWallBehavior()); bc.setTop(top); add(bc); break; } case blownOpenDoor://TODO: This is not displaying alpha BarrierCube bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { tunnelDia / 2., tunnelDia / 2., 0 }, .5, .5, 1, 1, true); bc.setPosition(wPos.toArray()); bc.setHeading(heading); bc.setTop(top); add(bc); break; case movingWallLeft: { Vector3D endPos = wPos.add(heading.crossProduct(top).scalarMultiply(tunnelDia)); bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { tunnelDia / 2., tunnelDia / 2., 0 }, false); bc.addBehavior(new ShiftingObjectBehavior(3000, wPos, endPos)); bc.setPosition(wPos.toArray()); bc.setHeading(heading); bc.setTop(top); bc.addBehavior(new CubeCollisionBehavior(bc)); add(bc); break; } case movingWallRight: { Vector3D endPos = wPos.subtract(heading.crossProduct(top).scalarMultiply(tunnelDia)); bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { tunnelDia / 2., tunnelDia / 2., 0 }, false); bc.addBehavior(new ShiftingObjectBehavior(3000, wPos, endPos)); bc.addBehavior(new CubeCollisionBehavior(bc)); bc.setPosition(wPos.toArray()); bc.setHeading(heading); bc.setTop(top); bc.addBehavior(new CubeCollisionBehavior(bc)); add(bc); break; } case movingWallDown: { Vector3D endPos = wPos.subtract(top.scalarMultiply(tunnelDia)); bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { tunnelDia / 2., tunnelDia / 2., 0 }, false); bc.addBehavior(new ShiftingObjectBehavior(3000, wPos, endPos)); bc.setPosition(wPos.toArray()); bc.setHeading(heading); bc.setTop(top); bc.addBehavior(new CubeCollisionBehavior(bc)); add(bc); break; } case movingWallUp: { Vector3D endPos = wPos.add(top.scalarMultiply(tunnelDia)); bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { tunnelDia / 2., tunnelDia / 2., 0 }, false); bc.addBehavior(new ShiftingObjectBehavior(3000, wPos, endPos)); bc.setPosition(wPos.toArray()); bc.setHeading(heading); bc.setTop(top); bc.addBehavior(new CubeCollisionBehavior(bc)); add(bc); break; } case wallLeftSTUB: case wallLeft: bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { 0., tunnelDia / 2., 0 }, false); bc.setPosition(wPos.toArray()); bc.setHeading(heading); bc.setTop(top); bc.addBehavior(new CubeCollisionBehavior(bc)); add(bc); break; case wallRightSTUB: case wallRight: bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { tunnelDia, tunnelDia / 2., 0 }, false); bc.setPosition(wPos.toArray()); bc.setHeading(heading); bc.setTop(top); bc.addBehavior(new CubeCollisionBehavior(bc)); add(bc); break; case wallDownSTUB: case wallDown: bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { tunnelDia / 2., tunnelDia / 2., 0 }, false); bc.setPosition((wPos.subtract(top.scalarMultiply(tunnelDia / 2))).toArray()); bc.setHeading(heading); bc.setTop(top); bc.addBehavior(new CubeCollisionBehavior(bc)); add(bc); break; case wallUpSTUB: case wallUp: bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { tunnelDia / 2., tunnelDia / 2., 0 }, false); bc.setPosition((wPos.add(top.scalarMultiply(tunnelDia / 2))).toArray()); bc.setHeading(heading); bc.setTop(top); bc.addBehavior(new CubeCollisionBehavior(bc)); add(bc); break; case rotatingHalfWall: { final double rotPeriod = 32768. / (double) s.getRotationSpeed(); final boolean rotate = !Double.isInfinite(rotPeriod); bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { 0, tunnelDia / 2., 0 }, false); if (rotate) { bc.addBehavior(new RotatingObjectBehavior(heading, heading, top, (int) (rotPeriod * 1000.), 0)); bc.setTop(top); } else bc.setTop(new Rotation(heading, Math.PI + Math.PI / 2).applyTo(top)); bc.setPosition(wPos.toArray()); bc.setHeading(heading); bc.setTop(top); bc.addBehavior(new CubeCollisionBehavior(bc)); add(bc); break; } case rotating34Wall: { final double rotPeriod = 32768. / (double) s.getRotationSpeed(); final boolean rotate = !Double.isInfinite(rotPeriod); bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { 0, tunnelDia / 2., 10 }, false); if (rotate) { bc.addBehavior( new RotatingObjectBehavior(heading, heading, top, (int) (rotPeriod * 1000.), Math.PI)); bc.setTop(top); } else bc.setTop(new Rotation(heading, Math.PI + Math.PI / 2).applyTo(top)); bc.setPosition(wPos.toArray()); bc.setHeading(heading); bc.addBehavior(new CubeCollisionBehavior(bc)); add(bc); bc = new BarrierCube(tr, tunnelDia, tunnelDia, wallThickness, tunnelTexturePalette[s.getObstacleTextureIndex()], new double[] { 0, tunnelDia / 2., 0 }, false); if (rotate) { bc.addBehavior(new RotatingObjectBehavior(heading, heading, top, (int) (rotPeriod * 1000.), Math.PI + Math.PI / 2)); bc.setTop(top); } else bc.setTop(new Rotation(heading, Math.PI * 2).applyTo(top)); bc.setPosition((wPos.add(new Vector3D(100, 0, 0))).toArray()); bc.setHeading(heading); bc.addBehavior(new CubeCollisionBehavior(bc)); add(bc); break; } case fan: wo = new WorldObject(tr, tr.getResourceManager().getBINModel("BLADE.BIN", tunnelTexturePalette[s.getObstacleTextureIndex()], 28, false, palette, ESTuTvPalette)); wo.setPosition(wPos.toArray()); wo.setHeading(heading); wo.setTop(top); wo.addBehavior(new CubeCollisionBehavior(wo)); wo.addBehavior(new RotatingObjectBehavior(heading, heading, top, 6000, Math.random() * 2 * Math.PI)); add(wo); wo = new WorldObject(tr, tr.getResourceManager().getBINModel("FANBODY.BIN", tunnelTexturePalette[s.getObstacleTextureIndex()], 28, false, palette, null));//No ESTuTv for fan for now. wo.setPosition(wPos.toArray()); wo.setHeading(heading); wo.setTop(top); wo.addBehavior(new CubeCollisionBehavior(wo)); add(wo); break; case jawsVertical: // Up jaw wo = new WorldObject(tr, tr.getResourceManager().getBINModel("JAW2.BIN", tunnelTexturePalette[s.getObstacleTextureIndex()], 8, false, palette, ESTuTvPalette)); wo.addBehavior(new ShiftingObjectBehavior(3000, wPos, wPos.add(top.scalarMultiply(tunnelDia / 2)))); wo.addBehavior(new CubeCollisionBehavior(wo)); wo.setPosition(wPos.toArray()); wo.setHeading(heading); wo.setTop(heading.crossProduct(top).negate()); wo.addBehavior(new CubeCollisionBehavior(wo)); add(wo); // Down jaw wo = new WorldObject(tr, tr.getResourceManager().getBINModel("JAW1.BIN", tunnelTexturePalette[s.getObstacleTextureIndex()], 8, false, palette, ESTuTvPalette)); wo.addBehavior( new ShiftingObjectBehavior(3000, wPos, wPos.subtract(top.scalarMultiply(tunnelDia / 2)))); wo.setPosition(wPos.toArray()); wo.setHeading(heading); wo.setTop(heading.crossProduct(top).negate()); wo.addBehavior(new CubeCollisionBehavior(wo)); add(wo); break; case jawsHorizontal: // Left jaw wo = new WorldObject(tr, tr.getResourceManager().getBINModel("JAW2.BIN", tunnelTexturePalette[s.getObstacleTextureIndex()], 8, false, palette, ESTuTvPalette)); wo.addBehavior(new ShiftingObjectBehavior(3000, wPos, wPos.add(heading.crossProduct(top).scalarMultiply(tunnelDia / 2)))); wo.setPosition(wPos.toArray()); wo.setHeading(heading); wo.setTop(top); wo.addBehavior(new CubeCollisionBehavior(wo)); add(wo); // Right jaw wo = new WorldObject(tr, tr.getResourceManager().getBINModel("JAW1.BIN", tunnelTexturePalette[s.getObstacleTextureIndex()], 8, false, palette, ESTuTvPalette)); wo.addBehavior(new ShiftingObjectBehavior(3000, wPos, wPos.subtract(heading.crossProduct(top).scalarMultiply(tunnelDia / 2)))); wo.setPosition(wPos.toArray()); wo.setHeading(heading); wo.setTop(top); wo.addBehavior(new CubeCollisionBehavior(wo)); add(wo); break; case metalBeamUp: wo = new WorldObject(tr, tr.getResourceManager().getBINModel("BEAM.BIN", tunnelTexturePalette[s.getObstacleTextureIndex()], 8, false, palette, ESTuTvPalette)); wo.setPosition(wPos.add(new Vector3D(0, tunnelDia / 6, 0)).toArray()); wo.setHeading(heading); wo.setTop(top); wo.addBehavior(new CubeCollisionBehavior(wo)); add(wo); break; case metalBeamDown: wo = new WorldObject(tr, tr.getResourceManager().getBINModel("BEAM.BIN", tunnelTexturePalette[s.getObstacleTextureIndex()], 8, false, palette, ESTuTvPalette)); wo.setPosition(wPos.add(new Vector3D(0, -tunnelDia / 6, 0)).toArray()); wo.setHeading(heading); wo.setTop(top); wo.addBehavior(new CubeCollisionBehavior(wo)); add(wo); break; case metalBeamLeft: wo = new WorldObject(tr, tr.getResourceManager().getBINModel("BEAM.BIN", tunnelTexturePalette[s.getObstacleTextureIndex()], 8, false, palette, ESTuTvPalette)); wo.setPosition(wPos.add(new Vector3D(-tunnelDia / 6, 0, 0)).toArray()); wo.setHeading(heading); wo.setTop(top.crossProduct(heading)); wo.addBehavior(new CubeCollisionBehavior(wo)); add(wo); break; case metalBeamRight: wo = new WorldObject(tr, tr.getResourceManager().getBINModel("BEAM.BIN", tunnelTexturePalette[s.getObstacleTextureIndex()], 8, false, palette, ESTuTvPalette)); wo.setPosition(wPos.add(new Vector3D(tunnelDia / 6, 0, 0)).toArray()); wo.setHeading(heading); wo.setTop(top.crossProduct(heading)); wo.addBehavior(new CubeCollisionBehavior(wo)); add(wo); break; case forceField: { //ELECTRI[0-3].RAW final ForceField ff = new ForceField(tr, (int) tunnelDia, (int) wallThickness); ff.setPosition(wPos.toArray()); ff.setHeading(heading); ff.setTop(top); add(ff); break; } // Invisible walls, as far as I know, are never used. // This makes sense: There is nothing fun about trying to get through a // tunnel and crashing into invisible walls. case invisibleWallUp:// TODO break; case invisibleWallDown:// TODO break; case invisibleWallLeft:// TODO break; case invisibleWallRight:// TODO break; case iris: { wo = new WorldObject(tr, tr.getResourceManager().getBINModel("IRIS.BIN", tunnelTexturePalette[s.getObstacleTextureIndex()], 4 * 256, false, palette, ESTuTvPalette)); final Model mod = wo.getModel(); wo.addBehavior(new IrisBehavior(new Sequencer(mod.getFrameDelayInMillis(), 2, true), width)); wo.setPosition(wPos.toArray()); wo.setHeading(heading); wo.setTop(top); wo.addBehavior(new CubeCollisionBehavior(wo)); add(wo); break; } }// end switch(obstruction) }// end installObstacles() public WorldObject getFallbackModel() throws IllegalAccessException, FileLoadException, IOException { return new WorldObject(tr, tr.getResourceManager().getBINModel("NAVTARG.BIN", null, 8, false, paletteVL, null)); } /** * @return the sourceTunnel */ public TDFFile.Tunnel getSourceTunnel() { return sourceTunnel; } /** * @return the exitObject */ public TunnelExitObject getExitObject() { return exitObject; } public void addTunnelEntryListener(TunnelEntryListener l) { tunnelEntryListeners.add(l); } public void removeTunnelEntryListener(TunnelEntryListener l) { tunnelEntryListeners.remove(l); } public void dispatchTunnelEntryNotifications() { for (TunnelEntryListener l : tunnelEntryListeners) l.notifyTunnelEntered(this); }//end dispatchTunnelEntryNotifications() }// end Tunnel