/*
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.
*/
/* Modifications
Copyright 2003-2004 Bytonic Software
Copyright 2010 Google Inc.
*/
package com.googlecode.gwtquake.shared.game;
import java.io.IOException;
import java.io.RandomAccessFile;
import com.googlecode.gwtquake.shared.util.Math3D;
import com.googlecode.gwtquake.shared.util.QuakeFile;
public class EntityState implements Cloneable
{
/** entity_state_t is the information conveyed from the server
in an update message about entities that the client will
need to render in some way. */
public EntityState(Entity ent)
{
this.surrounding_ent = ent;
if (ent != null)
number = ent.index;
}
/** edict index. TODO: this is critical. The index has to be proper managed. */
public int number = 0;
// TODO: why was this introduced?
public Entity surrounding_ent = null;
public float[] origin = { 0, 0, 0 };
public float[] angles = { 0, 0, 0 };
/** for lerping. */
public float[] old_origin = { 0, 0, 0 };
public int modelindex;
/** weapons, CTF flags, etc. */
public int modelindex2, modelindex3, modelindex4;
public int frame;
public int skinnum;
/** PGM - we're filling it, so it needs to be unsigned. */
public int effects;
public int renderfx;
public int solid;
// for client side prediction, 8*(bits 0-4) is x/y radius
// 8*(bits 5-9) is z down distance, 8(bits10-15) is z up
// gi.linkentity sets this properly
public int sound; // for looping sounds, to guarantee shutoff
public int event; // impulse events -- muzzle flashes, footsteps, etc
// events only go out for a single frame, they
// are automatically cleared each frame
/** Writes the entity state to the file. */
public void write(QuakeFile f) throws IOException
{
f.writeEdictRef(surrounding_ent);
f.writeVector(origin);
f.writeVector(angles);
f.writeVector(old_origin);
f.writeInt(modelindex);
f.writeInt(modelindex2);
f.writeInt(modelindex3);
f.writeInt(modelindex4);
f.writeInt(frame);
f.writeInt(skinnum);
f.writeInt(effects);
f.writeInt(renderfx);
f.writeInt(solid);
f.writeInt(sound);
f.writeInt(event);
}
/** Reads the entity state from the file. */
public void read(QuakeFile f) throws IOException
{
surrounding_ent = f.readEdictRef();
origin = f.readVector();
angles = f.readVector();
old_origin = f.readVector();
modelindex = f.readInt();
modelindex2= f.readInt();
modelindex3= f.readInt();
modelindex4= f.readInt();
frame = f.readInt();
skinnum = f.readInt();
effects = f.readInt();
renderfx = f.readInt();
solid = f.readInt();
sound = f.readInt();
event = f.readInt();
}
public EntityState getClone()
{
EntityState out = new EntityState(this.surrounding_ent);
out.set(this);
return out;
}
public void set(EntityState from)
{
number = from.number;
Math3D.VectorCopy(from.origin, origin);
Math3D.VectorCopy(from.angles, angles);
Math3D.VectorCopy(from.old_origin, old_origin);
modelindex = from.modelindex;
modelindex2 = from.modelindex2;
modelindex3 = from.modelindex3;
modelindex4 = from.modelindex4;
frame = from.frame;
skinnum = from.skinnum;
effects = from.effects;
renderfx = from.renderfx;
solid = from.solid;
sound = from.sound;
event = from.event;
}
public void clear()
{
//TODO: this is critical. The index has to be proper managed.
number = 0;
surrounding_ent = null;
Math3D.VectorClear(origin);
Math3D.VectorClear(angles);
Math3D.VectorClear(old_origin);
modelindex = 0;
modelindex2 = modelindex3 = modelindex4 = 0;
frame = 0;
skinnum = 0;
effects = 0;
renderfx = 0;
solid = 0;
sound = 0;
event = 0;
}
}