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📄 g_active.c

📁 quakeIII源码这个不用我多说吧
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Actions that happen once a second
==================
*/
void ClientTimerActions( gentity_t *ent, int msec ) {
	gclient_t	*client;
#ifdef MISSIONPACK
	int			maxHealth;
#endif

	client = ent->client;
	client->timeResidual += msec;

	while ( client->timeResidual >= 1000 ) {
		client->timeResidual -= 1000;

		// regenerate
#ifdef MISSIONPACK
		if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
			maxHealth = client->ps.stats[STAT_MAX_HEALTH] / 2;
		}
		else if ( client->ps.powerups[PW_REGEN] ) {
			maxHealth = client->ps.stats[STAT_MAX_HEALTH];
		}
		else {
			maxHealth = 0;
		}
		if( maxHealth ) {
			if ( ent->health < maxHealth ) {
				ent->health += 15;
				if ( ent->health > maxHealth * 1.1 ) {
					ent->health = maxHealth * 1.1;
				}
				G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
			} else if ( ent->health < maxHealth * 2) {
				ent->health += 5;
				if ( ent->health > maxHealth * 2 ) {
					ent->health = maxHealth * 2;
				}
				G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
			}
#else
		if ( client->ps.powerups[PW_REGEN] ) {
			if ( ent->health < client->ps.stats[STAT_MAX_HEALTH]) {
				ent->health += 15;
				if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 1.1 ) {
					ent->health = client->ps.stats[STAT_MAX_HEALTH] * 1.1;
				}
				G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
			} else if ( ent->health < client->ps.stats[STAT_MAX_HEALTH] * 2) {
				ent->health += 5;
				if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] * 2 ) {
					ent->health = client->ps.stats[STAT_MAX_HEALTH] * 2;
				}
				G_AddEvent( ent, EV_POWERUP_REGEN, 0 );
			}
#endif
		} else {
			// count down health when over max
			if ( ent->health > client->ps.stats[STAT_MAX_HEALTH] ) {
				ent->health--;
			}
		}

		// count down armor when over max
		if ( client->ps.stats[STAT_ARMOR] > client->ps.stats[STAT_MAX_HEALTH] ) {
			client->ps.stats[STAT_ARMOR]--;
		}
	}
#ifdef MISSIONPACK
	if( bg_itemlist[client->ps.stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
		int w, max, inc, t, i;
    int weapList[]={WP_MACHINEGUN,WP_SHOTGUN,WP_GRENADE_LAUNCHER,WP_ROCKET_LAUNCHER,WP_LIGHTNING,WP_RAILGUN,WP_PLASMAGUN,WP_BFG,WP_NAILGUN,WP_PROX_LAUNCHER,WP_CHAINGUN};
    int weapCount = sizeof(weapList) / sizeof(int);
		//
    for (i = 0; i < weapCount; i++) {
		  w = weapList[i];

		  switch(w) {
			  case WP_MACHINEGUN: max = 50; inc = 4; t = 1000; break;
			  case WP_SHOTGUN: max = 10; inc = 1; t = 1500; break;
			  case WP_GRENADE_LAUNCHER: max = 10; inc = 1; t = 2000; break;
			  case WP_ROCKET_LAUNCHER: max = 10; inc = 1; t = 1750; break;
			  case WP_LIGHTNING: max = 50; inc = 5; t = 1500; break;
			  case WP_RAILGUN: max = 10; inc = 1; t = 1750; break;
			  case WP_PLASMAGUN: max = 50; inc = 5; t = 1500; break;
			  case WP_BFG: max = 10; inc = 1; t = 4000; break;
			  case WP_NAILGUN: max = 10; inc = 1; t = 1250; break;
			  case WP_PROX_LAUNCHER: max = 5; inc = 1; t = 2000; break;
			  case WP_CHAINGUN: max = 100; inc = 5; t = 1000; break;
			  default: max = 0; inc = 0; t = 1000; break;
		  }
		  client->ammoTimes[w] += msec;
		  if ( client->ps.ammo[w] >= max ) {
			  client->ammoTimes[w] = 0;
		  }
		  if ( client->ammoTimes[w] >= t ) {
			  while ( client->ammoTimes[w] >= t )
				  client->ammoTimes[w] -= t;
			  client->ps.ammo[w] += inc;
			  if ( client->ps.ammo[w] > max ) {
				  client->ps.ammo[w] = max;
			  }
		  }
    }
	}
#endif
}

/*
====================
ClientIntermissionThink
====================
*/
void ClientIntermissionThink( gclient_t *client ) {
	client->ps.eFlags &= ~EF_TALK;
	client->ps.eFlags &= ~EF_FIRING;

	// the level will exit when everyone wants to or after timeouts

	// swap and latch button actions
	client->oldbuttons = client->buttons;
	client->buttons = client->pers.cmd.buttons;
	if ( client->buttons & ( BUTTON_ATTACK | BUTTON_USE_HOLDABLE ) & ( client->oldbuttons ^ client->buttons ) ) {
		// this used to be an ^1 but once a player says ready, it should stick
		client->readyToExit = 1;
	}
}


/*
================
ClientEvents

Events will be passed on to the clients for presentation,
but any server game effects are handled here
================
*/
void ClientEvents( gentity_t *ent, int oldEventSequence ) {
	int		i, j;
	int		event;
	gclient_t *client;
	int		damage;
	vec3_t	dir;
	vec3_t	origin, angles;
//	qboolean	fired;
	gitem_t *item;
	gentity_t *drop;

	client = ent->client;

	if ( oldEventSequence < client->ps.eventSequence - MAX_PS_EVENTS ) {
		oldEventSequence = client->ps.eventSequence - MAX_PS_EVENTS;
	}
	for ( i = oldEventSequence ; i < client->ps.eventSequence ; i++ ) {
		event = client->ps.events[ i & (MAX_PS_EVENTS-1) ];

		switch ( event ) {
		case EV_FALL_MEDIUM:
		case EV_FALL_FAR:
			if ( ent->s.eType != ET_PLAYER ) {
				break;		// not in the player model
			}
			if ( g_dmflags.integer & DF_NO_FALLING ) {
				break;
			}
			if ( event == EV_FALL_FAR ) {
				damage = 10;
			} else {
				damage = 5;
			}
			VectorSet (dir, 0, 0, 1);
			ent->pain_debounce_time = level.time + 200;	// no normal pain sound
			G_Damage (ent, NULL, NULL, NULL, NULL, damage, 0, MOD_FALLING);
			break;

		case EV_FIRE_WEAPON:
			FireWeapon( ent );
			break;

		case EV_USE_ITEM1:		// teleporter
			// drop flags in CTF
			item = NULL;
			j = 0;

			if ( ent->client->ps.powerups[ PW_REDFLAG ] ) {
				item = BG_FindItemForPowerup( PW_REDFLAG );
				j = PW_REDFLAG;
			} else if ( ent->client->ps.powerups[ PW_BLUEFLAG ] ) {
				item = BG_FindItemForPowerup( PW_BLUEFLAG );
				j = PW_BLUEFLAG;
			} else if ( ent->client->ps.powerups[ PW_NEUTRALFLAG ] ) {
				item = BG_FindItemForPowerup( PW_NEUTRALFLAG );
				j = PW_NEUTRALFLAG;
			}

			if ( item ) {
				drop = Drop_Item( ent, item, 0 );
				// decide how many seconds it has left
				drop->count = ( ent->client->ps.powerups[ j ] - level.time ) / 1000;
				if ( drop->count < 1 ) {
					drop->count = 1;
				}

				ent->client->ps.powerups[ j ] = 0;
			}

#ifdef MISSIONPACK
			if ( g_gametype.integer == GT_HARVESTER ) {
				if ( ent->client->ps.generic1 > 0 ) {
					if ( ent->client->sess.sessionTeam == TEAM_RED ) {
						item = BG_FindItem( "Blue Cube" );
					} else {
						item = BG_FindItem( "Red Cube" );
					}
					if ( item ) {
						for ( j = 0; j < ent->client->ps.generic1; j++ ) {
							drop = Drop_Item( ent, item, 0 );
							if ( ent->client->sess.sessionTeam == TEAM_RED ) {
								drop->spawnflags = TEAM_BLUE;
							} else {
								drop->spawnflags = TEAM_RED;
							}
						}
					}
					ent->client->ps.generic1 = 0;
				}
			}
#endif
			SelectSpawnPoint( ent->client->ps.origin, origin, angles );
			TeleportPlayer( ent, origin, angles );
			break;

		case EV_USE_ITEM2:		// medkit
			ent->health = ent->client->ps.stats[STAT_MAX_HEALTH] + 25;

			break;

#ifdef MISSIONPACK
		case EV_USE_ITEM3:		// kamikaze
			// make sure the invulnerability is off
			ent->client->invulnerabilityTime = 0;
			// start the kamikze
			G_StartKamikaze( ent );
			break;

		case EV_USE_ITEM4:		// portal
			if( ent->client->portalID ) {
				DropPortalSource( ent );
			}
			else {
				DropPortalDestination( ent );
			}
			break;
		case EV_USE_ITEM5:		// invulnerability
			ent->client->invulnerabilityTime = level.time + 10000;
			break;
#endif

		default:
			break;
		}
	}

}

#ifdef MISSIONPACK
/*
==============
StuckInOtherClient
==============
*/
static int StuckInOtherClient(gentity_t *ent) {
	int i;
	gentity_t	*ent2;

	ent2 = &g_entities[0];
	for ( i = 0; i < MAX_CLIENTS; i++, ent2++ ) {
		if ( ent2 == ent ) {
			continue;
		}
		if ( !ent2->inuse ) {
			continue;
		}
		if ( !ent2->client ) {
			continue;
		}
		if ( ent2->health <= 0 ) {
			continue;
		}
		//
		if (ent2->r.absmin[0] > ent->r.absmax[0])
			continue;
		if (ent2->r.absmin[1] > ent->r.absmax[1])
			continue;
		if (ent2->r.absmin[2] > ent->r.absmax[2])
			continue;
		if (ent2->r.absmax[0] < ent->r.absmin[0])
			continue;
		if (ent2->r.absmax[1] < ent->r.absmin[1])
			continue;
		if (ent2->r.absmax[2] < ent->r.absmin[2])
			continue;
		return qtrue;
	}
	return qfalse;
}
#endif

void BotTestSolid(vec3_t origin);

/*
==============
SendPendingPredictableEvents
==============
*/
void SendPendingPredictableEvents( playerState_t *ps ) {
	gentity_t *t;
	int event, seq;
	int extEvent, number;

	// if there are still events pending
	if ( ps->entityEventSequence < ps->eventSequence ) {
		// create a temporary entity for this event which is sent to everyone
		// except the client who generated the event
		seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
		event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
		// set external event to zero before calling BG_PlayerStateToEntityState
		extEvent = ps->externalEvent;
		ps->externalEvent = 0;
		// create temporary entity for event
		t = G_TempEntity( ps->origin, event );
		number = t->s.number;
		BG_PlayerStateToEntityState( ps, &t->s, qtrue );
		t->s.number = number;
		t->s.eType = ET_EVENTS + event;
		t->s.eFlags |= EF_PLAYER_EVENT;
		t->s.otherEntityNum = ps->clientNum;
		// send to everyone except the client who generated the event
		t->r.svFlags |= SVF_NOTSINGLECLIENT;
		t->r.singleClient = ps->clientNum;
		// set back external event
		ps->externalEvent = extEvent;
	}
}

/*
==============
ClientThink

This will be called once for each client frame, which will
usually be a couple times for each server frame on fast clients.

If "g_synchronousClients 1" is set, this will be called exactly
once for each server frame, which makes for smooth demo recording.
==============
*/
void ClientThink_real( gentity_t *ent ) {
	gclient_t	*client;
	pmove_t		pm;
	int			oldEventSequence;
	int			msec;
	usercmd_t	*ucmd;

	client = ent->client;

	// don't think if the client is not yet connected (and thus not yet spawned in)
	if (client->pers.connected != CON_CONNECTED) {
		return;
	}
	// mark the time, so the connection sprite can be removed
	ucmd = &ent->client->pers.cmd;

	// sanity check the command time to prevent speedup cheating
	if ( ucmd->serverTime > level.time + 200 ) {
		ucmd->serverTime = level.time + 200;
//		G_Printf("serverTime <<<<<\n" );
	}
	if ( ucmd->serverTime < level.time - 1000 ) {
		ucmd->serverTime = level.time - 1000;
//		G_Printf("serverTime >>>>>\n" );
	} 

	msec = ucmd->serverTime - client->ps.commandTime;
	// following others may result in bad times, but we still want
	// to check for follow toggles
	if ( msec < 1 && client->sess.spectatorState != SPECTATOR_FOLLOW ) {
		return;
	}
	if ( msec > 200 ) {
		msec = 200;
	}

	if ( pmove_msec.integer < 8 ) {
		trap_Cvar_Set("pmove_msec", "8");
	}
	else if (pmove_msec.integer > 33) {
		trap_Cvar_Set("pmove_msec", "33");

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