📄 p_client.pas
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//This is "COMMON" file for \GAME\p_hud.pas & \CTF\p_hud.pas
{$DEFINE CTF}
{$IFDEF CTF}
{$ELSE}
{$ENDIF}
// PLEASE, don't modify this file
// 70% complete
{----------------------------------------------------------------------------}
{ }
{ File(s): p_client.c }
{ }
{ Initial conversion by : YgriK (Igor Karpov) - glYgriK@hotbox.ru }
{ Initial conversion on : 04-Feb-2002 }
{ }
{ This File contains part of convertion of Quake2 source to ObjectPascal. }
{ More information about this project can be found at: }
{ http://www.sulaco.co.za/quake2/ }
{ }
{ 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. }
{ }
{----------------------------------------------------------------------------}
{ Updated on : }
{ Updated by : }
{ }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on: }
{ 1) g_local.??? (inc & pas) }
{ }
{----------------------------------------------------------------------------}
{ * TODO: }
{ 1) Do more tests }
{ }
{----------------------------------------------------------------------------}
#include "g_local.h"
#include "m_player.h"
void ClientUserinfoChanged (edict_t *ent, char *userinfo);
void SP_misc_teleporter_dest (edict_t *ent);
//
// Gross, ugly, disgustuing hack section
//
// this function is an ugly as hell hack to fix some map flaws
//
// the coop spawn spots on some maps are SNAFU. There are coop spots
// with the wrong targetname as well as spots with no name at all
//
// we use carnal knowledge of the maps to fix the coop spot targetnames to match
// that of the nearest named single player spot
// (GAME <> CTF)
static procedure SP_FixCoopSpots (edict_t *self);
var
edict_t *spot;
d : vec3_t;
begin
spot := NULL;
while True do
begin
spot := G_Find(spot, FOFS(classname), 'info_player_start');
if (!spot) then
Exit;
if (!spot.targetname) thne
Continue;
VectorSubtract(self.s.origin, spot.s.origin, d);
if (VectorLength(d) < 384) then
begin
{$IFDEF CTF}
if ( (!self->targetname) || stricmp(self->targetname, spot->targetname) != 0)
{$ELSE}
if ( (!self->targetname) || Q_stricmp(self->targetname, spot->targetname) != 0)
{$ENDIF}
begin
//idsoft gi.dprintf("FixCoopSpots changed %s at %s targetname from %s to %s\n", self->classname, vtos(self->s.origin), self->targetname, spot->targetname);
self.targetname := spot.targetname;
end;
Exit;
end;
end;
end;//procedure (GAME <> CTF)
// now if that one wasn't ugly enough for you then try this one on for size
// some maps don't have any coop spots at all, so we need to create them
// where they should have been
// (GAME <> CTF)
static procedure SP_CreateCoopSpots (edict_t *self);
var
edict_t *spot;
begin
{$IFDEF CTF}
if(stricmp(level.mapname, 'security') == 0)
{$ELSE}
if(Q_stricmp(level.mapname, 'security') == 0)
{$ENDIF}
begin
spot := G_Spawn();
spot.classname := 'info_player_coop';
spot.s.origin[0] := 188 - 64;
spot.s.origin[1] := -164;
spot.s.origin[2] := 80;
spot.targetname := 'jail3';
spot.s.angles[1] := 90;
spot := G_Spawn();
spot.classname := 'info_player_coop';
spot.s.origin[0] := 188 + 64;
spot.s.origin[1] := -164;
spot.s.origin[2] := 80;
spot.targetname := 'jail3';
spot.s.angles[1] := 90;
spot := G_Spawn();
spot.classname := 'info_player_coop';
spot.s.origin[0] := 188 + 128;
spot.s.origin[1] := -164;
spot.s.origin[2] := 80;
spot.targetname := 'jail3';
spot.s.angles[1] := 90;
Exit;
end;//if
end;//procedure (GAME <> CTF)
{*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
The normal starting point for a level.
*}
// (GAME <> CTF)
procedure SP_info_player_start(edict_t *self);
begin
if (!coop.value) then
Exit;
{$IFDEF CTF}
if(stricmp(level.mapname, 'security') == 0)
{$ELSE}
if(Q_stricmp(level.mapname, 'security') == 0)
{$ENDIF}
begin
// invoke one of our gross, ugly, disgusting hacks
self.think := SP_CreateCoopSpots;
self.nextthink := level.time + FRAMETIME;
end;
end;//procedure (GAME <> CTF)
{*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
potential spawning position for deathmatch games
*}
// (GAME=CTF)
procedure SP_info_player_deathmatch(edict_t *self);
begin
if (!deathmatch.value) then
begin
G_FreeEdict (self);
Exit;
end;
SP_misc_teleporter_dest (self);
end;//procedure (GAME=CTF)
{*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32)
potential spawning position for coop games
*}
// (GAME <> CTF)
procedure SP_info_player_coop(edict_t *self);
begin
if (!coop.value) then
begin
G_FreeEdict (self);
Exit;
end;
{$IFDEF CTF}
if((stricmp(level.mapname, "jail2") == 0) ||
(stricmp(level.mapname, "jail4") == 0) ||
(stricmp(level.mapname, "mine1") == 0) ||
(stricmp(level.mapname, "mine2") == 0) ||
(stricmp(level.mapname, "mine3") == 0) ||
(stricmp(level.mapname, "mine4") == 0) ||
(stricmp(level.mapname, "lab") == 0) ||
(stricmp(level.mapname, "boss1") == 0) ||
(stricmp(level.mapname, "fact3") == 0) ||
(stricmp(level.mapname, "biggun") == 0) ||
(stricmp(level.mapname, "space") == 0) ||
(stricmp(level.mapname, "command") == 0) ||
(stricmp(level.mapname, "power2") == 0) ||
(stricmp(level.mapname, "strike") == 0))
{$ELSE}
if((Q_stricmp(level.mapname, "jail2") == 0) ||
(Q_stricmp(level.mapname, "jail4") == 0) ||
(Q_stricmp(level.mapname, "mine1") == 0) ||
(Q_stricmp(level.mapname, "mine2") == 0) ||
(Q_stricmp(level.mapname, "mine3") == 0) ||
(Q_stricmp(level.mapname, "mine4") == 0) ||
(Q_stricmp(level.mapname, "lab") == 0) ||
(Q_stricmp(level.mapname, "boss1") == 0) ||
(Q_stricmp(level.mapname, "fact3") == 0) ||
(Q_stricmp(level.mapname, "biggun") == 0) ||
(Q_stricmp(level.mapname, "space") == 0) ||
(Q_stricmp(level.mapname, "command") == 0) ||
(Q_stricmp(level.mapname, "power2") == 0) ||
(Q_stricmp(level.mapname, "strike") == 0))
{$ENDIF}
begin
// invoke one of our gross, ugly, disgusting hacks
self.think := SP_FixCoopSpots;
self.nextthink := level.time + FRAMETIME;
end;
end;//procedure (GAME <> CTF)
{*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The deathmatch intermission point will be at one of these
Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
*}
// (GAME=CTF)
procedure SP_info_player_intermission;
begin
end;//procedure (GAME=CTF)
//=======================================================================
// (GAME=CTF)
procedure player_pain (edict_t *self, edict_t *other, float kick, int damage);
begin
// player pain is handled at the end of the frame in P_DamageFeedback
end;//procedure (GAME=CTF)
// (GAME <> CTF)
function IsFemale (edict_t *ent) : qboolean;
var
char *info;
begin
if (!ent.client) then
begin
Result := false;
Exit;
end;
{$IFDEF CTF}
info := Info_ValueForKey (ent.client.pers.userinfo, 'skin');
{$ELSE}
info := Info_ValueForKey (ent.client.pers.userinfo, 'gender');
{$ENDIF}
if (info[0] = 'f' OR info[0] = 'F') then
begin
Result := true;
Exit;
end;
Result := false;
end;//procedure (GAME <> CTF)
{$IFNDEF CTF} //onlyGAME (none CTF)
// (GAME <> CTF)
function IsNeutral (edict_t *ent) : qboolean;
var
char *info;
begin
if (!ent.lient) then
begin
Result := false;
Exit;
end;
info := Info_ValueForKey (ent.client.pers.userinfo, 'gender');
if (info[0] <> 'f' AND info[0] <> 'F' AND info[0] <> 'm' AND info[0] <> 'M') then
begin
begin
Result := true;
Exit;
end;
Result := false;
end;//procedure (GAME <> CTF)
{$ENDIF}
// (GAME <> CTF)
procedure ClientObituary (edict_t *self, edict_t *inflictor, edict_t *attacker);
var
mod_ : integer;
char *message;
char *message2;
ff : qboolean;
begin
if (coop.value AND attacker.client) then
meansOfDeath := meansOfDeath OR MOD_FRIENDLY_FIRE;
if (deathmatch.value OR coop.value) then
begin
ff := meansOfDeath AND MOD_FRIENDLY_FIRE;
mod_ := meansOfDeath AND (NOT MOD_FRIENDLY_FIRE);
message := NULL; //Nil _OR_ ''
message2 := '';
Case mod_ of
MOD_SUICIDE: message := 'suicides';
MOD_FALLING: message := 'cratered';
MOD_CRUSH: message := 'was squished';
MOD_WATER: message := 'sank like a rock';
MOD_SLIME: message := 'melted';
MOD_LAVA: message := 'does a back flip into the lava';
MOD_EXPLOSIVE,
MOD_BARREL: message := 'blew up';
MOD_EXIT: message := 'found a way out';
MOD_TARGET_LASER: message := 'saw the light';
MOD_TARGET_BLASTER:message := 'got blasted';
MOD_BOMB:
MOD_SPLASH:
MOD_TRIGGER_HURT: message := 'was in the wrong place';
end;//case
if (attacker = self) then
begin
Case mod_ of
MOD_HELD_GRENADE: message := 'tried to put the pin back in';
MOD_HG_SPLASH,
MOD_G_SPLASH: begin
{$IFNDEF CTF} //onlyGAME (none CTF)
if IsNeutral(self)
then message := 'tripped on its own grenade'
else
{$ENDIF}
if (IsFemale(self)
then message := 'tripped on her own grenade'
else message := 'tripped on his own grenade';
end;
MOD_R_SPLASH: begin
{$IFNDEF CTF} //onlyGAME (none CTF)
if IsNeutral(self)
then message := 'blew itself up';
else
{$ENDIF}
if IsFemale(self)
then message := 'blew herself up';
else message := 'blew himself up';
end;
MOD_BFG_BLAST: message := 'should have used a smaller gun';
else begin
{$IFNDEF CTF} //onlyGAME (none CTF)
if IsNeutral(self)
then message := 'killed itself';
else
{$ENDIF}
if IsFemale(self)
then message := 'killed herself'
else message := 'killed himself';
end;
end;//case
end;//if
if (message) then
begin
gi.bprintf (PRINT_MEDIUM, '%s %s.\n', self.client.pers.netname, message);
if (deathmatch.value) then
self.client.resp.score--;
self.enemy := NULL;
Exit;
end;
self.enemy := attacker;
if (attacker AND attacker.client) then
begin
Case mod_ of
MOD_BLASTER: message := 'was blasted by';
MOD_SHOTGUN: message := 'was gunned down by';
MOD_SSHOTGUN: begin
message := 'was blown away by';
message2 := '"s super shotgun';
end;
MOD_MACHINEGUN: message := 'was machinegunned by';
MOD_CHAINGUN: begin
message := 'was cut in half by';
message2 := '"s chaingun';
end;
MOD_GRENADE: begin
message := 'was popped by';
message2 := '"s grenade';
end;
MOD_G_SPLASH: begin
message := 'was shredded by';
message2 := '"s shrapnel';
end;
MOD_ROCKET: begin
message := 'ate';
message2 := '"s rocket';
end;
MOD_R_SPLASH: begin
message := 'almost dodged';
message2 := '"s rocket';
end;
MOD_HYPERBLASTER:begin
message := 'was melted by';
message2 := '"s hyperblaster';
end;
MOD_RAILGUN: message := 'was railed by';
MOD_BFG_LASER: begin
message := 'saw the pretty lights from';
message2 := '"s BFG';
end;
MOD_BFG_BLAST: begin
message := 'was disintegrated by';
message2 := '"s BFG blast';
end;
MOD_BFG_EFFECT: begin
message := 'couldn't hide from';
message2 := '"s BFG';
end;
MOD_HANDGRENADE:begin
message := 'caught';
message2 := '"s handgrenade';
end;
MOD_HG_SPLASH: begin
message := 'didn"t see';
message2 := '"s handgrenade';
end;
MOD_HELD_GRENADE:begin
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