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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: player_state_t.java,v 1.2 2004-07-08 20:24:29 hzi Exp $
package jake2.game;
import java.io.IOException;
import java.nio.ByteBuffer;
import jake2.*;
import jake2.*;
import jake2.qcommon.Com;
import jake2.util.Lib;
import jake2.util.Math3D;
public class player_state_t {
// player_state_t is the information needed in addition to pmove_state_t
// to rendered a view. There will only be 10 player_state_t sent each second,
// but the number of pmove_state_t changes will be reletive to client
// frame rates
public pmove_state_t pmove = new pmove_state_t(); // for prediction
// these fields do not need to be communicated bit-precise
public float[] viewangles = { 0, 0, 0 }; // for fixed views
public float[] viewoffset = { 0, 0, 0 }; // add to pmovestate->origin
public float[] kick_angles = { 0, 0, 0 }; // add to view direction to get render angles
// set by weapon kicks, pain effects, etc
public float[] gunangles = { 0, 0, 0 };
public float[] gunoffset = { 0, 0, 0 };
public int gunindex;
public int gunframe;
public float blend[] = new float[4]; // rgba full screen effect
public float fov; // horizontal field of view
public int rdflags; // refdef flags
public short stats[] = new short[Defines.MAX_STATS];
/**
*
*/
// TODO bugfix cwei
private static player_state_t prototype = new player_state_t();
public void clear() {
this.set(prototype);
}
public player_state_t getClone()
{
return new player_state_t().set(this);
}
public player_state_t set(player_state_t from)
{
pmove.set(from.pmove);
Math3D.VectorCopy(from.viewangles, viewangles);
Math3D.VectorCopy(from.viewoffset,viewoffset);
Math3D.VectorCopy(from.kick_angles, kick_angles);
Math3D.VectorCopy(from.gunangles,gunangles);
Math3D.VectorCopy(from.gunoffset, gunoffset);
gunindex = from.gunindex;
gunframe = from.gunframe;
blend[0] = from.blend[0];
blend[1] = from.blend[1];
blend[2] = from.blend[2];
blend[3] = from.blend[3];
fov = from.fov;
rdflags = from.rdflags;
//stats = new short[Defines.MAX_STATS];
System.arraycopy(from.stats, 0, stats,0, Defines.MAX_STATS);
return this;
}
public void load(ByteBuffer bb) throws IOException {
pmove.load(bb);
viewangles[0] = bb.getFloat();
viewangles[1] = bb.getFloat();
viewangles[2] = bb.getFloat();
viewoffset[0] = bb.getFloat();
viewoffset[1] = bb.getFloat();
viewoffset[2] = bb.getFloat();
kick_angles[0] = bb.getFloat();
kick_angles[1] = bb.getFloat();
kick_angles[2] = bb.getFloat();
gunangles[0] = bb.getFloat();
gunangles[1] = bb.getFloat();
gunangles[2] = bb.getFloat();
gunoffset[0] = bb.getFloat();
gunoffset[1] = bb.getFloat();
gunoffset[2] = bb.getFloat();
gunindex = bb.getInt();
gunframe = bb.getInt();
blend[0] = bb.getFloat();
blend[1] = bb.getFloat();
blend[2] = bb.getFloat();
blend[3] = bb.getFloat();
fov = bb.getFloat();
rdflags = bb.getInt();
for (int n = 0; n < Defines.MAX_STATS; n++)
stats[n] = bb.getShort();
}
public void dump() {
pmove.dump();
Lib.printv("viewangles", viewangles);
Lib.printv("viewoffset", viewoffset);
Lib.printv("kick_angles", kick_angles);
Lib.printv("gunangles", gunangles);
Lib.printv("gunoffset", gunoffset);
Com.Println("gunindex: " + gunindex);
Com.Println("gunframe: " + gunframe);
Lib.printv("blend", blend);
Com.Println("fov: " + fov);
Com.Println("rdflags: " + rdflags);
for (int n = 0; n < Defines.MAX_STATS; n++)
System.out.println("stats[" + n + "]: " + stats[n]);
}
}
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