diff options
author | Holger Zickner <[email protected]> | 2004-07-07 19:59:59 +0000 |
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committer | Holger Zickner <[email protected]> | 2004-07-07 19:59:59 +0000 |
commit | 6e23fc1074d1f0c2c2812f4c2e663f5a21a43c20 (patch) | |
tree | 46ecc6d0255c874ba4cd26dc3d0733f785019896 /src/jake2/game/gclient_t.java |
import of Jake2 version sunrisesunrise
Diffstat (limited to 'src/jake2/game/gclient_t.java')
-rw-r--r-- | src/jake2/game/gclient_t.java | 323 |
1 files changed, 323 insertions, 0 deletions
diff --git a/src/jake2/game/gclient_t.java b/src/jake2/game/gclient_t.java new file mode 100644 index 0000000..ccad5aa --- /dev/null +++ b/src/jake2/game/gclient_t.java @@ -0,0 +1,323 @@ +/* +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); + + } + +} |