diff options
author | Rene Stoeckel <[email protected]> | 2006-01-20 22:44:07 +0000 |
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committer | Rene Stoeckel <[email protected]> | 2006-01-20 22:44:07 +0000 |
commit | bc544922ce34dd0a1dce39ce41e2956b607763e0 (patch) | |
tree | 76241e48a0d28f805978bc8863948a3d7f8a236d /src | |
parent | af7d77a88b04e619534cfefefc84c63ea6049273 (diff) |
comment beautification
Diffstat (limited to 'src')
-rw-r--r-- | src/jake2/server/SV_GAME.java | 70 | ||||
-rw-r--r-- | src/jake2/server/SV_INIT.java | 90 | ||||
-rw-r--r-- | src/jake2/server/SV_MAIN.java | 4 |
3 files changed, 67 insertions, 97 deletions
diff --git a/src/jake2/server/SV_GAME.java b/src/jake2/server/SV_GAME.java index 33f35b4..b930136 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 1.8 2004-09-22 19:22:12 salomo Exp $ +// $Id: SV_GAME.java,v 1.9 2006-01-20 22:44:07 salomo Exp $ package jake2.server; import jake2.Defines; @@ -30,11 +30,10 @@ import jake2.util.Math3D; public class SV_GAME { - /* - * =============== PF_Unicast + /** + * PF_Unicast * - * Sends the contents of the mutlicast buffer to a single client - * =============== + * Sends the contents of the mutlicast buffer to a single client. */ public static void PF_Unicast(edict_t ent, boolean reliable) { int p; @@ -59,19 +58,19 @@ public class SV_GAME { SZ.Clear(SV_INIT.sv.multicast); } - /* - * =============== PF_dprintf + /** + * PF_dprintf * - * Debug print to server console =============== + * Debug print to server console. */ public static void PF_dprintf(String fmt) { Com.Printf(fmt); } - /* - * =============== PF_cprintf + /** + * PF_cprintf * - * Print to a single client =============== + * Print to a single client. */ public static void PF_cprintf(edict_t ent, int level, String fmt) { @@ -89,10 +88,10 @@ public class SV_GAME { Com.Printf(fmt); } - /* - * =============== PF_centerprintf + /** + * PF_centerprintf * - * centerprint to a single client =============== + * centerprint to a single client. */ public static void PF_centerprintf(edict_t ent, String fmt) { int n; @@ -106,10 +105,10 @@ public class SV_GAME { PF_Unicast(ent, true); } - /* - * =============== PF_error + /** + * PF_error * - * Abort the server with a game error =============== + * Abort the server with a game error. */ public static void PF_error(String fmt) { Com.Error(Defines.ERR_DROP, "Game Error: " + fmt); @@ -119,10 +118,10 @@ public class SV_GAME { Com.Error(level, fmt); } - /* - * ================= PF_setmodel + /** + * PF_setmodel * - * Also sets mins and maxs for inline bmodels ================= + * Also sets mins and maxs for inline bmodels. */ public static void PF_setmodel(edict_t ent, String name) { int i; @@ -144,10 +143,8 @@ public class SV_GAME { } } - /* - * =============== PF_Configstring - * - * =============== + /** + * PF_Configstring */ public static void PF_Configstring(int index, String val) { if (index < 0 || index >= Defines.MAX_CONFIGSTRINGS) @@ -207,10 +204,10 @@ public class SV_GAME { MSG.WriteAngle(SV_INIT.sv.multicast, f); } - /* - * ================= PF_inPVS + /** + * PF_inPVS * - * Also checks portalareas so that doors block sight ================= + * Also checks portalareas so that doors block sight. */ public static boolean PF_inPVS(float[] p1, float[] p2) { int leafnum; @@ -239,10 +236,10 @@ public class SV_GAME { return true; } - /* - * ================= PF_inPHS + /** + * PF_inPHS. * - * Also checks portalareas so that doors block sound ================= + * Also checks portalareas so that doors block sound. */ public static boolean PF_inPHS(float[] p1, float[] p2) { int leafnum; @@ -280,22 +277,21 @@ public class SV_GAME { } - //============================================== - /* - * =============== SV_ShutdownGameProgs + /** + * SV_ShutdownGameProgs * * Called when either the entire server is being killed, or it is changing - * to a different game directory. =============== + * to a different game directory. */ public static void SV_ShutdownGameProgs() { GameBase.ShutdownGame(); } - /* - * =============== SV_InitGameProgs + /** + * SV_InitGameProgs * - * Init the game subsystem for a new map =============== + * Init the game subsystem for a new map. */ public static void SV_InitGameProgs() { diff --git a/src/jake2/server/SV_INIT.java b/src/jake2/server/SV_INIT.java index 3d95e6a..ae0a53d 100644 --- a/src/jake2/server/SV_INIT.java +++ b/src/jake2/server/SV_INIT.java @@ -19,7 +19,7 @@ */ // Created on 14.01.2004 by RST. -// $Id: SV_INIT.java,v 1.16 2005-12-05 00:11:47 salomo Exp $ +// $Id: SV_INIT.java,v 1.17 2006-01-20 22:44:07 salomo Exp $ package jake2.server; import jake2.Defines; @@ -37,10 +37,8 @@ import java.io.RandomAccessFile; public class SV_INIT { - /* - * ================ SV_FindIndex - * - * ================ + /** + * SV_FindIndex. */ public static int SV_FindIndex(String name, int start, int max, boolean create) { @@ -85,19 +83,17 @@ public class SV_INIT { return SV_FindIndex(name, Defines.CS_IMAGES, Defines.MAX_IMAGES, true); } - /* - * ================ SV_CreateBaseline + /** + * SV_CreateBaseline * * Entity baselines are used to compress the update messages to the clients -- - * only the fields that differ from the baseline will be transmitted - * ================ + * only the fields that differ from the baseline will be transmitted. */ public static void SV_CreateBaseline() { edict_t svent; int entnum; for (entnum = 1; entnum < GameBase.num_edicts; entnum++) { - //svent = EDICT_NUM(entnum); svent = GameBase.g_edicts[entnum]; if (!svent.inuse) @@ -105,17 +101,17 @@ public class SV_INIT { if (0 == svent.s.modelindex && 0 == svent.s.sound && 0 == svent.s.effects) continue; + svent.s.number = entnum; // take current state as baseline Math3D.VectorCopy(svent.s.origin, svent.s.old_origin); - // rst: bugfix - sv.baselines[entnum].set(svent.s); // = svent.s.getClone(); + sv.baselines[entnum].set(svent.s); } } - /* - * ================= SV_CheckForSavegame ================= + /** + * SV_CheckForSavegame. */ public static void SV_CheckForSavegame() { @@ -168,13 +164,11 @@ public class SV_INIT { } } - /* - * ================ SV_SpawnServer + /** + * SV_SpawnServer. * * Change the server to a new map, taking all connected clients along with * it. - * - * ================ */ public static void SV_SpawnServer(String server, String spawnpoint, int serverstate, boolean attractloop, boolean loadgame) { @@ -190,7 +184,8 @@ public class SV_INIT { if (sv.demofile != null) try { sv.demofile.close(); - } catch (Exception e) { + } + catch (Exception e) { } // any partially connected client will be restarted @@ -248,21 +243,20 @@ public class SV_INIT { checksum = iw[0]; sv.configstrings[Defines.CS_MAPCHECKSUM] = "" + checksum; - // + // clear physics interaction links - // + SV_WORLD.SV_ClearWorld(); for (i = 1; i < CM.CM_NumInlineModels(); i++) { sv.configstrings[Defines.CS_MODELS + 1 + i] = "*" + i; + // copy references - sv.models[i + 1] = CM - .InlineModel(sv.configstrings[Defines.CS_MODELS + 1 + i]); + sv.models[i + 1] = CM.InlineModel(sv.configstrings[Defines.CS_MODELS + 1 + i]); } - // + // spawn the rest of the entities on the map - // // precache and static commands can be issued during // map initialization @@ -290,14 +284,12 @@ public class SV_INIT { // set serverinfo variable Cvar.FullSet("mapname", sv.name, Defines.CVAR_SERVERINFO | Defines.CVAR_NOSET); - - //Com.Printf("-------------------------------------\n"); } - /* - * ============== SV_InitGame + /** + * SV_InitGame. * - * A brand new game has been started ============== + * A brand new game has been started. */ public static void SV_InitGame() { int i; @@ -356,21 +348,18 @@ public class SV_INIT { svs.spawncount = Lib.rand(); svs.clients = new client_t[(int) SV_MAIN.maxclients.value]; for (int n = 0; n < svs.clients.length; n++) { - // fixed nasty multiplayer bug (rst). svs.clients[n] = new client_t(); svs.clients[n].serverindex = n; } svs.num_client_entities = ((int) SV_MAIN.maxclients.value) * Defines.UPDATE_BACKUP * 64; //ok. - //svs.client_entities = Z_Malloc(sizeof(entity_state_t) * - // svs.num_client_entities); svs.client_entities = new entity_state_t[svs.num_client_entities]; for (int n = 0; n < svs.client_entities.length; n++) svs.client_entities[n] = new entity_state_t(null); // init network stuff - NET.Config((SV_MAIN.maxclients.value > 1)); //ok! + NET.Config((SV_MAIN.maxclients.value > 1)); // heartbeats will always be sent to the id master svs.last_heartbeat = -99999; // send immediately @@ -378,33 +367,30 @@ public class SV_INIT { NET.StringToAdr(idmaster, SV_MAIN.master_adr[0]); // init game - SV_GAME.SV_InitGameProgs(); // bis hier alles ok! + SV_GAME.SV_InitGameProgs(); for (i = 0; i < SV_MAIN.maxclients.value; i++) { ent = GameBase.g_edicts[i + 1]; - - //ent.s.number = i + 1; //dont need this, ent.s.number already set. svs.clients[i].edict = ent; - //memset(& svs.clients[i].lastcmd, 0, - // sizeof(svs.clients[i].lastcmd)); svs.clients[i].lastcmd = new usercmd_t(); } } private static String firstmap = ""; - /* - * ====================== SV_Map + /** + * SV_Map * * the full syntax is: * * map [*] <map>$ <startspot>+ <nextserver> * - * command from the console or progs. Map can also be a.cin, .pcx, or .dm2 - * file Nextserver is used to allow a cinematic to play, then proceed to + * command from the console or progs. Map can also be a.cin, .pcx, or .dm2 file. + * + * Nextserver is used to allow a cinematic to play, then proceed to * another level: * - * map tram.cin+jail_e3 ====================== + * map tram.cin+jail_e3 */ public static void SV_Map(boolean attractloop, String levelstring, boolean loadgame) { @@ -421,16 +407,6 @@ public class SV_INIT { // if there is a + in the map, set nextserver to the remainder - //was: - // ch = strstr(level, "+"); - // if (ch) - // { - // *ch = 0; - // Cvar_Set ("nextserver", va("gamemap \"%s\"", ch+1)); - // } - // else - // Cvar_Set ("nextserver", ""); - int c = level.indexOf('+'); if (c != -1) { Cvar.Set("nextserver", "gamemap \"" + level.substring(c + 1) + "\""); @@ -449,22 +425,20 @@ public class SV_INIT { } } - //ZOID special hack for end game screen in coop mode + // ZOID: special hack for end game screen in coop mode if (Cvar.VariableValue("coop") != 0 && level.equals("victory.pcx")) Cvar.Set("nextserver", "gamemap \"*" + firstmap + "\""); // if there is a $, use the remainder as a spawnpoint int pos = level.indexOf('$'); if (pos != -1) { - //* ch = 0; spawnpoint = level.substring(pos + 1); level = level.substring(0, pos); } else - //spawnpoint[0] = 0; spawnpoint = ""; - // skip the end-of-unit flag if necessary + // skip the end-of-unit flag * if necessary if (level.charAt(0) == '*') level = level.substring(1); diff --git a/src/jake2/server/SV_MAIN.java b/src/jake2/server/SV_MAIN.java index e325aef..89308d3 100644 --- a/src/jake2/server/SV_MAIN.java +++ b/src/jake2/server/SV_MAIN.java @@ -19,7 +19,7 @@ */ // Created on 13.01.2004 by RST. -// $Id: SV_MAIN.java,v 1.15 2005-12-27 21:02:30 salomo Exp $ +// $Id: SV_MAIN.java,v 1.16 2006-01-20 22:44:07 salomo Exp $ package jake2.server; import jake2.Defines; @@ -859,7 +859,7 @@ public class SV_MAIN { } /** - * Only called at quake2.exe startup, not for each game =============== + * Only called at quake2.exe startup, not for each game */ public static void SV_Init() { SV_CCMDS.SV_InitOperatorCommands(); //ok. |