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authorHolger Zickner <[email protected]>2004-07-07 19:59:59 +0000
committerHolger Zickner <[email protected]>2004-07-07 19:59:59 +0000
commit6e23fc1074d1f0c2c2812f4c2e663f5a21a43c20 (patch)
tree46ecc6d0255c874ba4cd26dc3d0733f785019896 /src/jake2/game/gclient_t.java
import of Jake2 version sunrisesunrise
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diff --git a/src/jake2/game/gclient_t.java b/src/jake2/game/gclient_t.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 31.10.2003 by RST.
+// $Id: gclient_t.java,v 1.1 2004-07-07 19:59:25 hzi Exp $
+
+package jake2.game;
+
+import jake2.qcommon.Com;
+import jake2.util.Lib;
+
+import java.awt.event.ItemListener;
+import java.io.IOException;
+import java.nio.ByteBuffer;
+
+public class gclient_t {
+
+ public gclient_t(int index) {
+ this.index = index;
+ }
+ // this structure is cleared on each PutClientInServer(),
+ // except for 'client->pers'
+
+ // known to server
+ public player_state_t ps = new player_state_t(); // communicated by server to clients
+ public int ping;
+
+ // private to game
+ public client_persistant_t pers= new client_persistant_t();
+ public client_respawn_t resp= new client_respawn_t();
+ public pmove_state_t old_pmove= new pmove_state_t(); // for detecting out-of-pmove changes
+
+ public boolean showscores; // set layout stat
+ public boolean showinventory; // set layout stat
+ public boolean showhelp;
+ public boolean showhelpicon;
+
+ public int ammo_index;
+
+ public int buttons;
+ public int oldbuttons;
+ public int latched_buttons;
+
+ public boolean weapon_thunk;
+
+ public gitem_t newweapon;
+
+ // sum up damage over an entire frame, so
+ // shotgun blasts give a single big kick
+ public int damage_armor; // damage absorbed by armor
+ public int damage_parmor; // damage absorbed by power armor
+ public int damage_blood; // damage taken out of health
+ public int damage_knockback; // impact damage
+ public float[] damage_from = { 0, 0, 0 }; // origin for vector calculation
+
+ public float killer_yaw; // when dead, look at killer
+
+ public int weaponstate;
+ public float[] kick_angles = { 0, 0, 0 }; // weapon kicks
+ public float[] kick_origin = { 0, 0, 0 };
+ public float v_dmg_roll, v_dmg_pitch, v_dmg_time; // damage kicks
+ public float fall_time, fall_value; // for view drop on fall
+ public float damage_alpha;
+ public float bonus_alpha;
+ public float[] damage_blend = { 0, 0, 0 };
+ public float[] v_angle = { 0, 0, 0 }; // aiming direction
+ public float bobtime; // so off-ground doesn't change it
+ public float[] oldviewangles = { 0, 0, 0 };
+ public float[] oldvelocity = { 0, 0, 0 };
+
+ public float next_drown_time;
+ public int old_waterlevel;
+ public int breather_sound;
+
+ public int machinegun_shots; // for weapon raising
+
+ // animation vars
+ public int anim_end;
+ public int anim_priority;
+ public boolean anim_duck;
+ public boolean anim_run;
+
+ // powerup timers
+ public float quad_framenum;
+ public float invincible_framenum;
+ public float breather_framenum;
+ public float enviro_framenum;
+
+ public boolean grenade_blew_up;
+ public float grenade_time;
+ public int silencer_shots;
+ public int weapon_sound;
+
+ public float pickup_msg_time;
+
+ public float flood_locktill; // locked from talking
+ public float flood_when[] = new float[10]; // when messages were said
+ public int flood_whenhead; // head pointer for when said
+
+ public float respawn_time; // can respawn when time > this
+
+ public edict_t chase_target; // player we are chasing
+ public boolean update_chase; // need to update chase info?
+
+ public int index;
+
+ public void clear() {
+ }
+
+ public void load(ByteBuffer bb) throws IOException{
+
+ ps.load(bb);
+
+ ping = bb.getInt();
+
+ pers.load(bb);
+ resp.load(bb);
+
+ old_pmove.load(bb);
+
+ showscores=bb.getInt()!=0;
+ showinventory=bb.getInt()!=0;
+ showhelp=bb.getInt()!=0;
+ showhelpicon=bb.getInt()!=0;
+ ammo_index=bb.getInt();
+
+ buttons=bb.getInt();
+ oldbuttons=bb.getInt();
+ latched_buttons=bb.getInt();
+
+
+ //weapon_thunk=bb.getInt()!=0;
+ bb.getInt();
+ //newweapon=GameTarget.itemlist[bb.getInt()];
+ bb.getInt();
+
+ damage_armor=bb.getInt();
+ damage_parmor=bb.getInt();
+ damage_blood=bb.getInt();
+ damage_knockback=bb.getInt();
+
+ damage_from[0]=bb.getFloat();
+ damage_from[1]=bb.getFloat();
+ damage_from[2]=bb.getFloat();
+
+ killer_yaw=bb.getFloat();
+
+ weaponstate=bb.getInt();
+
+ kick_angles[0]=bb.getFloat();
+ kick_angles[1]=bb.getFloat();
+ kick_angles[2]=bb.getFloat();
+
+ kick_origin[0]=bb.getFloat();
+ kick_origin[1]=bb.getFloat();
+ kick_origin[2]=bb.getFloat();
+
+ v_dmg_roll=bb.getFloat();
+ v_dmg_pitch=bb.getFloat();
+ v_dmg_time=bb.getFloat();
+ fall_time=bb.getFloat();
+ fall_value=bb.getFloat();
+ damage_alpha=bb.getFloat();
+ bonus_alpha=bb.getFloat();
+
+ damage_blend[0]=bb.getFloat();
+ damage_blend[1]=bb.getFloat();
+ damage_blend[2]=bb.getFloat();
+
+ v_angle[0]=bb.getFloat();
+ v_angle[1]=bb.getFloat();
+ v_angle[2]=bb.getFloat();
+
+ bobtime=bb.getFloat();
+
+ oldviewangles[0]=bb.getFloat();
+ oldviewangles[1]=bb.getFloat();
+ oldviewangles[2]=bb.getFloat();
+
+ oldvelocity[0]=bb.getFloat();
+ oldvelocity[1]=bb.getFloat();
+ oldvelocity[2]=bb.getFloat();
+
+ next_drown_time=bb.getFloat();
+
+ old_waterlevel=bb.getInt();
+ breather_sound=bb.getInt();
+ machinegun_shots=bb.getInt();
+ anim_end=bb.getInt();
+ anim_priority=bb.getInt();
+ anim_duck=bb.getInt()!=0;
+ anim_run=bb.getInt()!=0;
+
+ quad_framenum=bb.getFloat();
+ invincible_framenum=bb.getFloat();
+ breather_framenum=bb.getFloat();
+ enviro_framenum=bb.getFloat();
+
+ grenade_blew_up= bb.getInt()!=0;
+ grenade_time=bb.getFloat();
+ silencer_shots=bb.getInt();
+ weapon_sound=bb.getInt();
+ pickup_msg_time=bb.getFloat();
+ flood_locktill=bb.getFloat();
+ flood_when [0]=bb.getFloat();
+ flood_when [1]=bb.getFloat();
+ flood_when [2]=bb.getFloat();
+ flood_when [3]=bb.getFloat();
+ flood_when [4]=bb.getFloat();
+ flood_when [5]=bb.getFloat();
+ flood_when [6]=bb.getFloat();
+ flood_when [7]=bb.getFloat();
+ flood_when [8]=bb.getFloat();
+ flood_when [9]=bb.getFloat();
+ flood_whenhead=bb.getInt();
+ respawn_time=bb.getFloat();
+ chase_target=GameUtil.g_edicts[bb.getInt()];
+ update_chase=bb.getInt()!=0;
+ }
+ public void dump() {
+
+ Com.Println("ping: " + ping);
+
+ pers.dump();
+ resp.dump();
+
+ old_pmove.dump();
+
+ Com.Println("showscores: " + showscores);
+ Com.Println("showinventury: " + showinventory);
+ Com.Println("showhelp: " + showhelp);
+ Com.Println("showhelpicon: " + showhelpicon);
+ Com.Println("ammoindex: " + ammo_index);
+
+ Com.Println("buttons: " + buttons);
+ Com.Println("oldbuttons: " + oldbuttons);
+ Com.Println("latchedbuttons: " + latched_buttons);
+
+ Com.Println("weaponthunk: " + weapon_thunk);
+
+ Com.Println("newweapon: " + newweapon);
+
+ Com.Println("damage_armor: " + damage_armor);
+ Com.Println("damage_parmor: " + damage_parmor);
+ Com.Println("damage_blood: " + damage_blood);
+ Com.Println("damage_knockback: " + damage_knockback);
+
+ Lib.printv("damage_from", damage_from);
+
+ Com.Println("killer_yaw: " + killer_yaw);
+
+ Com.Println("weaponstate: " + weaponstate);
+
+ Lib.printv("kick_angles", kick_angles);
+ Lib.printv("kick_origin", kick_origin);
+
+ Com.Println("v_dmg_roll: " + v_dmg_roll);
+ Com.Println("v_dmg_pitch: " + v_dmg_pitch);
+ Com.Println("v_dmg_time: " + v_dmg_time);
+
+ Com.Println("fall_time: " + fall_time);
+ Com.Println("fall_value: " + fall_value);
+ Com.Println("damage_alpha: " + damage_alpha);
+ Com.Println("bonus_alpha: " + bonus_alpha);
+
+ Lib.printv("damage_blend", damage_blend);
+
+ Lib.printv("v_angle", v_angle);
+
+ Com.Println("bobtime: " + bobtime);
+
+ Lib.printv("oldviewangles", oldviewangles);
+ Lib.printv("oldvelocity", oldvelocity);
+
+ Com.Println("next_downtime: " + next_drown_time);
+
+ Com.Println("old_waterlevel: " + old_waterlevel);
+ Com.Println("breathersound: " + breather_sound);
+ Com.Println("machinegun_shots: " + machinegun_shots);
+ Com.Println("anim_end: " + anim_end);
+ Com.Println("anim_priority: " + anim_priority);
+ Com.Println("anim_duck: " + anim_duck);
+ Com.Println("anim_run: " + anim_run);
+
+ Com.Println("quad_framenum: " + quad_framenum);
+ Com.Println("invincible_framenum: " + invincible_framenum);
+ Com.Println("breather_framenum: " + breather_framenum);
+ Com.Println("enviro_framenum: " + enviro_framenum);
+
+ Com.Println("grenade_blew_up: " + grenade_blew_up);
+ Com.Println("grenade_time: " + grenade_time);
+ Com.Println("silencer_shots: " + silencer_shots);
+ Com.Println("weapon_sound: " + weapon_sound);
+ Com.Println("pickup_msg_time: " + pickup_msg_time);
+ Com.Println("flood_locktill: " + flood_locktill);
+
+ Lib.printv("flood_when", flood_when);
+
+ Com.Println("flood_whenhead: " + flood_whenhead);
+ Com.Println("respawn_time: " + respawn_time);
+ Com.Println("chase_target: " + chase_target);
+ Com.Println("update_chase: " + update_chase);
+
+ }
+
+}