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📄 bg_pmove.c

📁 3D 游戏界的大牛人 John Carmack 终于放出了 Q3 的源代码
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	}

	// check for item using
	if ( pm->cmd.buttons & BUTTON_USE_HOLDABLE ) {
		if ( ! ( pm->ps->pm_flags & PMF_USE_ITEM_HELD ) ) {
			if ( bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag == HI_MEDKIT
				&& pm->ps->stats[STAT_HEALTH] >= (pm->ps->stats[STAT_MAX_HEALTH] + 25) ) {
				// don't use medkit if at max health
			} else {
				pm->ps->pm_flags |= PMF_USE_ITEM_HELD;
				PM_AddEvent( EV_USE_ITEM0 + bg_itemlist[pm->ps->stats[STAT_HOLDABLE_ITEM]].giTag );
				pm->ps->stats[STAT_HOLDABLE_ITEM] = 0;
			}
			return;
		}
	} else {
		pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
	}


	// make weapon function
	if ( pm->ps->weaponTime > 0 ) {
		pm->ps->weaponTime -= pml.msec;
	}

	// check for weapon change
	// can't change if weapon is firing, but can change
	// again if lowering or raising
	if ( pm->ps->weaponTime <= 0 || pm->ps->weaponstate != WEAPON_FIRING ) {
		if ( pm->ps->weapon != pm->cmd.weapon ) {
			PM_BeginWeaponChange( pm->cmd.weapon );
		}
	}

	if ( pm->ps->weaponTime > 0 ) {
		return;
	}

	// change weapon if time
	if ( pm->ps->weaponstate == WEAPON_DROPPING ) {
		PM_FinishWeaponChange();
		return;
	}

	if ( pm->ps->weaponstate == WEAPON_RAISING ) {
		pm->ps->weaponstate = WEAPON_READY;
		if ( pm->ps->weapon == WP_GAUNTLET ) {
			PM_StartTorsoAnim( TORSO_STAND2 );
		} else {
			PM_StartTorsoAnim( TORSO_STAND );
		}
		return;
	}

	// check for fire
	if ( ! (pm->cmd.buttons & BUTTON_ATTACK) ) {
		pm->ps->weaponTime = 0;
		pm->ps->weaponstate = WEAPON_READY;
		return;
	}

	// start the animation even if out of ammo
	if ( pm->ps->weapon == WP_GAUNTLET ) {
		// the guantlet only "fires" when it actually hits something
		if ( !pm->gauntletHit ) {
			pm->ps->weaponTime = 0;
			pm->ps->weaponstate = WEAPON_READY;
			return;
		}
		PM_StartTorsoAnim( TORSO_ATTACK2 );
	} else {
		PM_StartTorsoAnim( TORSO_ATTACK );
	}

	pm->ps->weaponstate = WEAPON_FIRING;

	// check for out of ammo
	if ( ! pm->ps->ammo[ pm->ps->weapon ] ) {
		PM_AddEvent( EV_NOAMMO );
		pm->ps->weaponTime += 500;
		return;
	}

	// take an ammo away if not infinite
	if ( pm->ps->ammo[ pm->ps->weapon ] != -1 ) {
		pm->ps->ammo[ pm->ps->weapon ]--;
	}

	// fire weapon
	PM_AddEvent( EV_FIRE_WEAPON );

	switch( pm->ps->weapon ) {
	default:
	case WP_GAUNTLET:
		addTime = 400;
		break;
	case WP_LIGHTNING:
		addTime = 50;
		break;
	case WP_SHOTGUN:
		addTime = 1000;
		break;
	case WP_MACHINEGUN:
		addTime = 100;
		break;
	case WP_GRENADE_LAUNCHER:
		addTime = 800;
		break;
	case WP_ROCKET_LAUNCHER:
		addTime = 800;
		break;
	case WP_PLASMAGUN:
		addTime = 100;
		break;
	case WP_RAILGUN:
		addTime = 1500;
		break;
	case WP_BFG:
		addTime = 200;
		break;
	case WP_GRAPPLING_HOOK:
		addTime = 400;
		break;
#ifdef MISSIONPACK
	case WP_NAILGUN:
		addTime = 1000;
		break;
	case WP_PROX_LAUNCHER:
		addTime = 800;
		break;
	case WP_CHAINGUN:
		addTime = 30;
		break;
#endif
	}

#ifdef MISSIONPACK
	if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
		addTime /= 1.5;
	}
	else
	if( bg_itemlist[pm->ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_AMMOREGEN ) {
		addTime /= 1.3;
  }
  else
#endif
	if ( pm->ps->powerups[PW_HASTE] ) {
		addTime /= 1.3;
	}

	pm->ps->weaponTime += addTime;
}

/*
================
PM_Animate
================
*/

static void PM_Animate( void ) {
	if ( pm->cmd.buttons & BUTTON_GESTURE ) {
		if ( pm->ps->torsoTimer == 0 ) {
			PM_StartTorsoAnim( TORSO_GESTURE );
			pm->ps->torsoTimer = TIMER_GESTURE;
			PM_AddEvent( EV_TAUNT );
		}
#ifdef MISSIONPACK
	} else if ( pm->cmd.buttons & BUTTON_GETFLAG ) {
		if ( pm->ps->torsoTimer == 0 ) {
			PM_StartTorsoAnim( TORSO_GETFLAG );
			pm->ps->torsoTimer = 600;	//TIMER_GESTURE;
		}
	} else if ( pm->cmd.buttons & BUTTON_GUARDBASE ) {
		if ( pm->ps->torsoTimer == 0 ) {
			PM_StartTorsoAnim( TORSO_GUARDBASE );
			pm->ps->torsoTimer = 600;	//TIMER_GESTURE;
		}
	} else if ( pm->cmd.buttons & BUTTON_PATROL ) {
		if ( pm->ps->torsoTimer == 0 ) {
			PM_StartTorsoAnim( TORSO_PATROL );
			pm->ps->torsoTimer = 600;	//TIMER_GESTURE;
		}
	} else if ( pm->cmd.buttons & BUTTON_FOLLOWME ) {
		if ( pm->ps->torsoTimer == 0 ) {
			PM_StartTorsoAnim( TORSO_FOLLOWME );
			pm->ps->torsoTimer = 600;	//TIMER_GESTURE;
		}
	} else if ( pm->cmd.buttons & BUTTON_AFFIRMATIVE ) {
		if ( pm->ps->torsoTimer == 0 ) {
			PM_StartTorsoAnim( TORSO_AFFIRMATIVE);
			pm->ps->torsoTimer = 600;	//TIMER_GESTURE;
		}
	} else if ( pm->cmd.buttons & BUTTON_NEGATIVE ) {
		if ( pm->ps->torsoTimer == 0 ) {
			PM_StartTorsoAnim( TORSO_NEGATIVE );
			pm->ps->torsoTimer = 600;	//TIMER_GESTURE;
		}
#endif
	}
}


/*
================
PM_DropTimers
================
*/
static void PM_DropTimers( void ) {
	// drop misc timing counter
	if ( pm->ps->pm_time ) {
		if ( pml.msec >= pm->ps->pm_time ) {
			pm->ps->pm_flags &= ~PMF_ALL_TIMES;
			pm->ps->pm_time = 0;
		} else {
			pm->ps->pm_time -= pml.msec;
		}
	}

	// drop animation counter
	if ( pm->ps->legsTimer > 0 ) {
		pm->ps->legsTimer -= pml.msec;
		if ( pm->ps->legsTimer < 0 ) {
			pm->ps->legsTimer = 0;
		}
	}

	if ( pm->ps->torsoTimer > 0 ) {
		pm->ps->torsoTimer -= pml.msec;
		if ( pm->ps->torsoTimer < 0 ) {
			pm->ps->torsoTimer = 0;
		}
	}
}

/*
================
PM_UpdateViewAngles

This can be used as another entry point when only the viewangles
are being updated isntead of a full move
================
*/
void PM_UpdateViewAngles( playerState_t *ps, const usercmd_t *cmd ) {
	short		temp;
	int		i;

	if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPINTERMISSION) {
		return;		// no view changes at all
	}

	if ( ps->pm_type != PM_SPECTATOR && ps->stats[STAT_HEALTH] <= 0 ) {
		return;		// no view changes at all
	}

	// circularly clamp the angles with deltas
	for (i=0 ; i<3 ; i++) {
		temp = cmd->angles[i] + ps->delta_angles[i];
		if ( i == PITCH ) {
			// don't let the player look up or down more than 90 degrees
			if ( temp > 16000 ) {
				ps->delta_angles[i] = 16000 - cmd->angles[i];
				temp = 16000;
			} else if ( temp < -16000 ) {
				ps->delta_angles[i] = -16000 - cmd->angles[i];
				temp = -16000;
			}
		}
		ps->viewangles[i] = SHORT2ANGLE(temp);
	}

}


/*
================
PmoveSingle

================
*/
void trap_SnapVector( float *v );

void PmoveSingle (pmove_t *pmove) {
	pm = pmove;

	// this counter lets us debug movement problems with a journal
	// by setting a conditional breakpoint fot the previous frame
	c_pmove++;

	// clear results
	pm->numtouch = 0;
	pm->watertype = 0;
	pm->waterlevel = 0;

	if ( pm->ps->stats[STAT_HEALTH] <= 0 ) {
		pm->tracemask &= ~CONTENTS_BODY;	// corpses can fly through bodies
	}

	// make sure walking button is clear if they are running, to avoid
	// proxy no-footsteps cheats
	if ( abs( pm->cmd.forwardmove ) > 64 || abs( pm->cmd.rightmove ) > 64 ) {
		pm->cmd.buttons &= ~BUTTON_WALKING;
	}

	// set the talk balloon flag
	if ( pm->cmd.buttons & BUTTON_TALK ) {
		pm->ps->eFlags |= EF_TALK;
	} else {
		pm->ps->eFlags &= ~EF_TALK;
	}

	// set the firing flag for continuous beam weapons
	if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION
		&& ( pm->cmd.buttons & BUTTON_ATTACK ) && pm->ps->ammo[ pm->ps->weapon ] ) {
		pm->ps->eFlags |= EF_FIRING;
	} else {
		pm->ps->eFlags &= ~EF_FIRING;
	}

	// clear the respawned flag if attack and use are cleared
	if ( pm->ps->stats[STAT_HEALTH] > 0 && 
		!( pm->cmd.buttons & (BUTTON_ATTACK | BUTTON_USE_HOLDABLE) ) ) {
		pm->ps->pm_flags &= ~PMF_RESPAWNED;
	}

	// if talk button is down, dissallow all other input
	// this is to prevent any possible intercept proxy from
	// adding fake talk balloons
	if ( pmove->cmd.buttons & BUTTON_TALK ) {
		// keep the talk button set tho for when the cmd.serverTime > 66 msec
		// and the same cmd is used multiple times in Pmove
		pmove->cmd.buttons = BUTTON_TALK;
		pmove->cmd.forwardmove = 0;
		pmove->cmd.rightmove = 0;
		pmove->cmd.upmove = 0;
	}

	// clear all pmove local vars
	memset (&pml, 0, sizeof(pml));

	// determine the time
	pml.msec = pmove->cmd.serverTime - pm->ps->commandTime;
	if ( pml.msec < 1 ) {
		pml.msec = 1;
	} else if ( pml.msec > 200 ) {
		pml.msec = 200;
	}
	pm->ps->commandTime = pmove->cmd.serverTime;

	// save old org in case we get stuck
	VectorCopy (pm->ps->origin, pml.previous_origin);

	// save old velocity for crashlanding
	VectorCopy (pm->ps->velocity, pml.previous_velocity);

	pml.frametime = pml.msec * 0.001;

	// update the viewangles
	PM_UpdateViewAngles( pm->ps, &pm->cmd );

	AngleVectors (pm->ps->viewangles, pml.forward, pml.right, pml.up);

	if ( pm->cmd.upmove < 10 ) {
		// not holding jump
		pm->ps->pm_flags &= ~PMF_JUMP_HELD;
	}

	// decide if backpedaling animations should be used
	if ( pm->cmd.forwardmove < 0 ) {
		pm->ps->pm_flags |= PMF_BACKWARDS_RUN;
	} else if ( pm->cmd.forwardmove > 0 || ( pm->cmd.forwardmove == 0 && pm->cmd.rightmove ) ) {
		pm->ps->pm_flags &= ~PMF_BACKWARDS_RUN;
	}

	if ( pm->ps->pm_type >= PM_DEAD ) {
		pm->cmd.forwardmove = 0;
		pm->cmd.rightmove = 0;
		pm->cmd.upmove = 0;
	}

	if ( pm->ps->pm_type == PM_SPECTATOR ) {
		PM_CheckDuck ();
		PM_FlyMove ();
		PM_DropTimers ();
		return;
	}

	if ( pm->ps->pm_type == PM_NOCLIP ) {
		PM_NoclipMove ();
		PM_DropTimers ();
		return;
	}

	if (pm->ps->pm_type == PM_FREEZE) {
		return;		// no movement at all
	}

	if ( pm->ps->pm_type == PM_INTERMISSION || pm->ps->pm_type == PM_SPINTERMISSION) {
		return;		// no movement at all
	}

	// set watertype, and waterlevel
	PM_SetWaterLevel();
	pml.previous_waterlevel = pmove->waterlevel;

	// set mins, maxs, and viewheight
	PM_CheckDuck ();

	// set groundentity
	PM_GroundTrace();

	if ( pm->ps->pm_type == PM_DEAD ) {
		PM_DeadMove ();
	}

	PM_DropTimers();

#ifdef MISSIONPACK
	if ( pm->ps->powerups[PW_INVULNERABILITY] ) {
		PM_InvulnerabilityMove();
	} else
#endif
	if ( pm->ps->powerups[PW_FLIGHT] ) {
		// flight powerup doesn't allow jump and has different friction
		PM_FlyMove();
	} else if (pm->ps->pm_flags & PMF_GRAPPLE_PULL) {
		PM_GrappleMove();
		// We can wiggle a bit
		PM_AirMove();
	} else if (pm->ps->pm_flags & PMF_TIME_WATERJUMP) {
		PM_WaterJumpMove();
	} else if ( pm->waterlevel > 1 ) {
		// swimming
		PM_WaterMove();
	} else if ( pml.walking ) {
		// walking on ground
		PM_WalkMove();
	} else {
		// airborne
		PM_AirMove();
	}

	PM_Animate();

	// set groundentity, watertype, and waterlevel
	PM_GroundTrace();
	PM_SetWaterLevel();

	// weapons
	PM_Weapon();

	// torso animation
	PM_TorsoAnimation();

	// footstep events / legs animations
	PM_Footsteps();

	// entering / leaving water splashes
	PM_WaterEvents();

	// snap some parts of playerstate to save network bandwidth
	trap_SnapVector( pm->ps->velocity );
}


/*
================
Pmove

Can be called by either the server or the client
================
*/
void Pmove (pmove_t *pmove) {
	int			finalTime;

	finalTime = pmove->cmd.serverTime;

	if ( finalTime < pmove->ps->commandTime ) {
		return;	// should not happen
	}

	if ( finalTime > pmove->ps->commandTime + 1000 ) {
		pmove->ps->commandTime = finalTime - 1000;
	}

	pmove->ps->pmove_framecount = (pmove->ps->pmove_framecount+1) & ((1<<PS_PMOVEFRAMECOUNTBITS)-1);

	// chop the move up if it is too long, to prevent framerate
	// dependent behavior
	while ( pmove->ps->commandTime != finalTime ) {
		int		msec;

		msec = finalTime - pmove->ps->commandTime;

		if ( pmove->pmove_fixed ) {
			if ( msec > pmove->pmove_msec ) {
				msec = pmove->pmove_msec;
			}
		}
		else {
			if ( msec > 66 ) {
				msec = 66;
			}
		}
		pmove->cmd.serverTime = pmove->ps->commandTime + msec;
		PmoveSingle( pmove );

		if ( pmove->ps->pm_flags & PMF_JUMP_HELD ) {
			pmove->cmd.upmove = 20;
		}
	}

	//PM_CheckStuck();

}

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