diff options
author | Rene Stoeckel <[email protected]> | 2006-01-21 21:53:32 +0000 |
---|---|---|
committer | Rene Stoeckel <[email protected]> | 2006-01-21 21:53:32 +0000 |
commit | b1687ff6524d137d98d8b980bc3f145d33dd9210 (patch) | |
tree | 5a83d18cce4ec8548235779cf9b1fdb2f15d38aa /src/jake2/server | |
parent | 9fe15bb8be084d5e580555877638d320482a3cfb (diff) |
comment beautification
Diffstat (limited to 'src/jake2/server')
-rw-r--r-- | src/jake2/server/SV.java | 157 | ||||
-rw-r--r-- | src/jake2/server/SV_GAME.java | 10 |
2 files changed, 73 insertions, 94 deletions
diff --git a/src/jake2/server/SV.java b/src/jake2/server/SV.java index 1273025..5a949d4 100644 --- a/src/jake2/server/SV.java +++ b/src/jake2/server/SV.java @@ -2,7 +2,7 @@ * SV.java * Copyright (C) 2003 * - * $Id: SV.java,v 1.11 2005-02-20 21:50:37 salomo Exp $ + * $Id: SV.java,v 1.12 2006-01-21 21:53:32 salomo Exp $ */ /* Copyright (C) 1997-2001 Id Software, Inc. @@ -111,6 +111,15 @@ public final class SV { if (e2.touch != null && e2.solid != Defines.SOLID_NOT) e2.touch.touch(e2, e1, GameBase.dummyplane, null); } + + /** + * SV_FlyMove + * + * The basic solid body movement clip that slides along multiple planes + * Returns the clipflags if the velocity was modified (hit something solid) + * 1 = floor 2 = wall / step 4 = dead stop + */ + public final static int MAX_CLIP_PLANES = 5; public static int SV_FlyMove(edict_t ent, float time, int mask) { edict_t hit; @@ -118,7 +127,7 @@ public final class SV { float[] dir = { 0.0f, 0.0f, 0.0f }; float d; int numplanes; - float[][] planes = new float[GameBase.MAX_CLIP_PLANES][3]; + float[][] planes = new float[MAX_CLIP_PLANES][3]; float[] primal_velocity = { 0.0f, 0.0f, 0.0f }; float[] original_velocity = { 0.0f, 0.0f, 0.0f }; float[] new_velocity = { 0.0f, 0.0f, 0.0f }; @@ -182,7 +191,7 @@ public final class SV { time_left -= time_left * trace.fraction; // cliped to another plane - if (numplanes >= GameBase.MAX_CLIP_PLANES) { // this shouldn't + if (numplanes >= MAX_CLIP_PLANES) { // this shouldn't // really happen Math3D.VectorCopy(Globals.vec3_origin, ent.velocity); return 3; @@ -235,10 +244,8 @@ public final class SV { return blocked; } - /* - * ============ SV_AddGravity - * - * ============ + /** + * SV_AddGravity. */ public static void SV_AddGravity(edict_t ent) { ent.velocity[2] -= ent.gravity * GameBase.sv_gravity.value @@ -294,11 +301,9 @@ public final class SV { return trace; } - /* - * ============ SV_Push - * + /** * Objects need to be moved back on a failed push, otherwise riders would - * continue to slide. ============ + * continue to slide. */ public static boolean SV_Push(edict_t pusher, float[] move, float[] amove) { int i, e; @@ -457,11 +462,9 @@ public final class SV { return true; } - /* - * ================ SV_Physics_Pusher + /** * - * Bmodel objects don't interact with each other, but push all box objects - * ================ + * Bmodel objects don't interact with each other, but push all box objects. */ public static void SV_Physics_Pusher(edict_t ent) { float[] move = { 0, 0, 0 }; @@ -512,22 +515,17 @@ public final class SV { } } - // ================================================================== - /* - * ============= SV_Physics_None - * - * Non moving objects can only think ============= + /** + * Non moving objects can only think. */ public static void SV_Physics_None(edict_t ent) { - // regular thinking + // regular thinking SV_RunThink(ent); } - /* - * ============= SV_Physics_Noclip - * - * A moving object that doesn't obey physics ============= + /** + * A moving object that doesn't obey physics. */ public static void SV_Physics_Noclip(edict_t ent) { // regular thinking @@ -542,18 +540,8 @@ public final class SV { GameBase.gi.linkentity(ent); } - /* - * ============================================================================== - * - * TOSS / BOUNCE - * - * ============================================================================== - */ - - /* - * ============= SV_Physics_Toss - * - * Toss, bounce, and fly movement. When onground, do nothing. ============= + /** + * Toss, bounce, and fly movement. When onground, do nothing. */ public static void SV_Physics_Toss(edict_t ent) { @@ -623,8 +611,8 @@ public final class SV { } } - // if (ent.touch) - // ent.touch (ent, trace.ent, &trace.plane, trace.surface); + // if (ent.touch) + // ent.touch (ent, trace.ent, &trace.plane, trace.surface); } // check for water transition @@ -651,26 +639,8 @@ public final class SV { } } - /* - * =============================================================================== - * - * STEPPING MOVEMENT - * - * =============================================================================== - */ - /* - * ============= SV_Physics_Step - * - * Monsters freefall when they don't have a ground entity, otherwise all - * movement is done with discrete steps. - * - * This is also used for objects that have become still on the ground, but - * will fall if the floor is pulled out from under them. FIXME: is this - * true? ============= - */ - - // FIXME: hacked in for E3 demo + // FIXME: hacked in for E3 demo public static void SV_AddRotationalFriction(edict_t ent) { int n; float adjustment; @@ -691,6 +661,15 @@ public final class SV { } } } + + /** + * Monsters freefall when they don't have a ground entity, otherwise all + * movement is done with discrete steps. + * + * This is also used for objects that have become still on the ground, but + * will fall if the floor is pulled out from under them. FIXME: is this + * true? + */ public static void SV_Physics_Step(edict_t ent) { boolean wasonground; @@ -798,25 +777,23 @@ public final class SV { if (ent.groundentity != null) if (!wasonground) if (hitsound) - GameBase.gi.sound(ent, 0, GameBase.gi - .soundindex("world/land.wav"), 1, 1, 0); + GameBase.gi.sound(ent, 0, + GameBase.gi.soundindex("world/land.wav"), 1, 1, 0); } // regular thinking SV_RunThink(ent); } - /* - * ============= SV_movestep - * + /** * Called by monster program code. The move will be adjusted for slopes and * stairs, but if the move isn't possible, no move is done, false is * returned, and pr_global_struct.trace_normal is set to the normal of the - * blocking wall ============= + * blocking wall. */ - // FIXME since we need to test end position contents here, can we avoid - // doing - // it again later in catagorize position? + + // FIXME: since we need to test end position contents here, can we avoid + // doing it again later in catagorize position? public static boolean SV_movestep(edict_t ent, float[] move, boolean relink) { float dz; float[] oldorg = { 0, 0, 0 }; @@ -868,8 +845,7 @@ public final class SV { test[0] = trace.endpos[0]; test[1] = trace.endpos[1]; test[2] = trace.endpos[2] + ent.mins[2] + 1; - contents = GameBase.gi.pointcontents - .pointcontents(test); + contents = GameBase.gi.pointcontents.pointcontents(test); if ((contents & Defines.MASK_WATER) != 0) return false; } @@ -881,8 +857,7 @@ public final class SV { test[0] = trace.endpos[0]; test[1] = trace.endpos[1]; test[2] = trace.endpos[2] + ent.mins[2] + 1; - contents = GameBase.gi.pointcontents - .pointcontents(test); + contents = GameBase.gi.pointcontents.pointcontents(test); if ((contents & Defines.MASK_WATER) == 0) return false; } @@ -985,13 +960,9 @@ public final class SV { return true; } - /* - * ====================== SV_StepDirection - * + /** * Turns to the movement direction, and walks the current distance if facing * it. - * - * ====================== */ public static boolean SV_StepDirection(edict_t ent, float yaw, float dist) { float[] move = { 0, 0, 0 }; @@ -1022,10 +993,9 @@ public final class SV { return false; } - /* - * ====================== SV_FixCheckBottom + /** + * SV_FixCheckBottom * - * ====================== */ public static void SV_FixCheckBottom(edict_t ent) { ent.flags |= Defines.FL_PARTIALGROUND; @@ -1051,16 +1021,16 @@ public final class SV { else if (deltax < -10) d[1] = 180; else - d[1] = GameBase.DI_NODIR; + d[1] = DI_NODIR; if (deltay < -10) d[2] = 270; else if (deltay > 10) d[2] = 90; else - d[2] = GameBase.DI_NODIR; + d[2] = DI_NODIR; // try direct route - if (d[1] != GameBase.DI_NODIR && d[2] != GameBase.DI_NODIR) { + if (d[1] != DI_NODIR && d[2] != DI_NODIR) { if (d[1] == 0) tdir = d[2] == 90 ? 45 : 315; else @@ -1077,17 +1047,17 @@ public final class SV { d[2] = tdir; } - if (d[1] != GameBase.DI_NODIR && d[1] != turnaround + if (d[1] != DI_NODIR && d[1] != turnaround && SV_StepDirection(actor, d[1], dist)) return; - if (d[2] != GameBase.DI_NODIR && d[2] != turnaround + if (d[2] != DI_NODIR && d[2] != turnaround && SV_StepDirection(actor, d[2], dist)) return; /* there is no direct path to the player, so pick another direction */ - if (olddir != GameBase.DI_NODIR + if (olddir != DI_NODIR && SV_StepDirection(actor, olddir, dist)) return; @@ -1101,24 +1071,23 @@ public final class SV { return; } - if (turnaround != GameBase.DI_NODIR + if (turnaround != DI_NODIR && SV_StepDirection(actor, turnaround, dist)) return; actor.ideal_yaw = olddir; // can't move - // if a bridge was pulled out from underneath a monster, it may not have - // a valid standing position at all + // if a bridge was pulled out from underneath a monster, it may not have + // a valid standing position at all if (!M.M_CheckBottom(actor)) SV_FixCheckBottom(actor); } - /* - * ====================== SV_CloseEnough - * - * ====================== - *///ok + /** + * SV_CloseEnough - returns true if distance between 2 ents is smaller than + * given dist. + */ public static boolean SV_CloseEnough(edict_t ent, edict_t goal, float dist) { int i; @@ -1130,4 +1099,6 @@ public final class SV { } return true; } + + public static int DI_NODIR = -1; }
\ No newline at end of file diff --git a/src/jake2/server/SV_GAME.java b/src/jake2/server/SV_GAME.java index b930136..b295462 100644 --- a/src/jake2/server/SV_GAME.java +++ b/src/jake2/server/SV_GAME.java @@ -19,7 +19,7 @@ */ // Created on 14.01.2004 by RST. -// $Id: SV_GAME.java,v 1.9 2006-01-20 22:44:07 salomo Exp $ +// $Id: SV_GAME.java,v 1.10 2006-01-21 21:53:32 salomo Exp $ package jake2.server; import jake2.Defines; @@ -67,6 +67,14 @@ public class SV_GAME { Com.Printf(fmt); } + + /** + * Centerprintf for critical messages. + */ + public static void PF_cprintfhigh(edict_t ent, String fmt) { + PF_cprintf(ent, Defines.PRINT_HIGH, fmt); + } + /** * PF_cprintf * |