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📄 cg_playerstate.c

📁 quakeIII源码这个不用我多说吧
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/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code 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.

Quake III Arena source code 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
//
// cg_playerstate.c -- this file acts on changes in a new playerState_t
// With normal play, this will be done after local prediction, but when
// following another player or playing back a demo, it will be checked
// when the snapshot transitions like all the other entities

#include "cg_local.h"

/*
==============
CG_CheckAmmo

If the ammo has gone low enough to generate the warning, play a sound
==============
*/
void CG_CheckAmmo( void ) {
	int		i;
	int		total;
	int		previous;
	int		weapons;

	// see about how many seconds of ammo we have remaining
	weapons = cg.snap->ps.stats[ STAT_WEAPONS ];
	total = 0;
	for ( i = WP_MACHINEGUN ; i < WP_NUM_WEAPONS ; i++ ) {
		if ( ! ( weapons & ( 1 << i ) ) ) {
			continue;
		}
		switch ( i ) {
		case WP_ROCKET_LAUNCHER:
		case WP_GRENADE_LAUNCHER:
		case WP_RAILGUN:
		case WP_SHOTGUN:
#ifdef MISSIONPACK
		case WP_PROX_LAUNCHER:
#endif
			total += cg.snap->ps.ammo[i] * 1000;
			break;
		default:
			total += cg.snap->ps.ammo[i] * 200;
			break;
		}
		if ( total >= 5000 ) {
			cg.lowAmmoWarning = 0;
			return;
		}
	}

	previous = cg.lowAmmoWarning;

	if ( total == 0 ) {
		cg.lowAmmoWarning = 2;
	} else {
		cg.lowAmmoWarning = 1;
	}

	// play a sound on transitions
	if ( cg.lowAmmoWarning != previous ) {
		trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
	}
}

/*
==============
CG_DamageFeedback
==============
*/
void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) {
	float		left, front, up;
	float		kick;
	int			health;
	float		scale;
	vec3_t		dir;
	vec3_t		angles;
	float		dist;
	float		yaw, pitch;

	// show the attacking player's head and name in corner
	cg.attackerTime = cg.time;

	// the lower on health you are, the greater the view kick will be
	health = cg.snap->ps.stats[STAT_HEALTH];
	if ( health < 40 ) {
		scale = 1;
	} else {
		scale = 40.0 / health;
	}
	kick = damage * scale;

	if (kick < 5)
		kick = 5;
	if (kick > 10)
		kick = 10;

	// if yaw and pitch are both 255, make the damage always centered (falling, etc)
	if ( yawByte == 255 && pitchByte == 255 ) {
		cg.damageX = 0;
		cg.damageY = 0;
		cg.v_dmg_roll = 0;
		cg.v_dmg_pitch = -kick;
	} else {
		// positional
		pitch = pitchByte / 255.0 * 360;
		yaw = yawByte / 255.0 * 360;

		angles[PITCH] = pitch;
		angles[YAW] = yaw;
		angles[ROLL] = 0;

		AngleVectors( angles, dir, NULL, NULL );
		VectorSubtract( vec3_origin, dir, dir );

		front = DotProduct (dir, cg.refdef.viewaxis[0] );
		left = DotProduct (dir, cg.refdef.viewaxis[1] );
		up = DotProduct (dir, cg.refdef.viewaxis[2] );

		dir[0] = front;
		dir[1] = left;
		dir[2] = 0;
		dist = VectorLength( dir );
		if ( dist < 0.1 ) {
			dist = 0.1f;
		}

		cg.v_dmg_roll = kick * left;
		
		cg.v_dmg_pitch = -kick * front;

		if ( front <= 0.1 ) {
			front = 0.1f;
		}
		cg.damageX = -left / front;
		cg.damageY = up / dist;
	}

	// clamp the position
	if ( cg.damageX > 1.0 ) {
		cg.damageX = 1.0;
	}
	if ( cg.damageX < - 1.0 ) {
		cg.damageX = -1.0;
	}

	if ( cg.damageY > 1.0 ) {
		cg.damageY = 1.0;
	}
	if ( cg.damageY < - 1.0 ) {
		cg.damageY = -1.0;
	}

	// don't let the screen flashes vary as much
	if ( kick > 10 ) {
		kick = 10;
	}
	cg.damageValue = kick;
	cg.v_dmg_time = cg.time + DAMAGE_TIME;
	cg.damageTime = cg.snap->serverTime;
}




/*
================
CG_Respawn

A respawn happened this snapshot
================
*/
void CG_Respawn( void ) {
	// no error decay on player movement
	cg.thisFrameTeleport = qtrue;

	// display weapons available
	cg.weaponSelectTime = cg.time;

	// select the weapon the server says we are using
	cg.weaponSelect = cg.snap->ps.weapon;
}

extern char *eventnames[];

/*
==============
CG_CheckPlayerstateEvents
==============
*/
void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) {
	int			i;
	int			event;
	centity_t	*cent;

	if ( ps->externalEvent && ps->externalEvent != ops->externalEvent ) {
		cent = &cg_entities[ ps->clientNum ];
		cent->currentState.event = ps->externalEvent;
		cent->currentState.eventParm = ps->externalEventParm;
		CG_EntityEvent( cent, cent->lerpOrigin );
	}

	cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ];
	// go through the predictable events buffer
	for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
		// if we have a new predictable event
		if ( i >= ops->eventSequence
			// or the server told us to play another event instead of a predicted event we already issued
			// or something the server told us changed our prediction causing a different event
			|| (i > ops->eventSequence - MAX_PS_EVENTS && ps->events[i & (MAX_PS_EVENTS-1)] != ops->events[i & (MAX_PS_EVENTS-1)]) ) {

			event = ps->events[ i & (MAX_PS_EVENTS-1) ];
			cent->currentState.event = event;
			cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
			CG_EntityEvent( cent, cent->lerpOrigin );

			cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;

			cg.eventSequence++;
		}
	}
}

/*
==================
CG_CheckChangedPredictableEvents
==================
*/
void CG_CheckChangedPredictableEvents( playerState_t *ps ) {
	int i;
	int event;
	centity_t	*cent;

	cent = &cg.predictedPlayerEntity;
	for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
		//
		if (i >= cg.eventSequence) {
			continue;
		}
		// if this event is not further back in than the maximum predictable events we remember
		if (i > cg.eventSequence - MAX_PREDICTED_EVENTS) {
			// if the new playerstate event is different from a previously predicted one
			if ( ps->events[i & (MAX_PS_EVENTS-1)] != cg.predictableEvents[i & (MAX_PREDICTED_EVENTS-1) ] ) {

				event = ps->events[ i & (MAX_PS_EVENTS-1) ];
				cent->currentState.event = event;

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