📄 cg_event.c
字号:
/*
===========================================================================
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_event.c -- handle entity events at snapshot or playerstate transitions
#include "cg_local.h"
// for the voice chats
#ifdef MISSIONPACK // bk001205
#include "../../ui/menudef.h"
#endif
//==========================================================================
/*
===================
CG_PlaceString
Also called by scoreboard drawing
===================
*/
const char *CG_PlaceString( int rank ) {
static char str[64];
char *s, *t;
if ( rank & RANK_TIED_FLAG ) {
rank &= ~RANK_TIED_FLAG;
t = "Tied for ";
} else {
t = "";
}
if ( rank == 1 ) {
s = S_COLOR_BLUE "1st" S_COLOR_WHITE; // draw in blue
} else if ( rank == 2 ) {
s = S_COLOR_RED "2nd" S_COLOR_WHITE; // draw in red
} else if ( rank == 3 ) {
s = S_COLOR_YELLOW "3rd" S_COLOR_WHITE; // draw in yellow
} else if ( rank == 11 ) {
s = "11th";
} else if ( rank == 12 ) {
s = "12th";
} else if ( rank == 13 ) {
s = "13th";
} else if ( rank % 10 == 1 ) {
s = va("%ist", rank);
} else if ( rank % 10 == 2 ) {
s = va("%ind", rank);
} else if ( rank % 10 == 3 ) {
s = va("%ird", rank);
} else {
s = va("%ith", rank);
}
Com_sprintf( str, sizeof( str ), "%s%s", t, s );
return str;
}
/*
=============
CG_Obituary
=============
*/
static void CG_Obituary( entityState_t *ent ) {
int mod;
int target, attacker;
char *message;
char *message2;
const char *targetInfo;
const char *attackerInfo;
char targetName[32];
char attackerName[32];
gender_t gender;
clientInfo_t *ci;
target = ent->otherEntityNum;
attacker = ent->otherEntityNum2;
mod = ent->eventParm;
if ( target < 0 || target >= MAX_CLIENTS ) {
CG_Error( "CG_Obituary: target out of range" );
}
ci = &cgs.clientinfo[target];
if ( attacker < 0 || attacker >= MAX_CLIENTS ) {
attacker = ENTITYNUM_WORLD;
attackerInfo = NULL;
} else {
attackerInfo = CG_ConfigString( CS_PLAYERS + attacker );
}
targetInfo = CG_ConfigString( CS_PLAYERS + target );
if ( !targetInfo ) {
return;
}
Q_strncpyz( targetName, Info_ValueForKey( targetInfo, "n" ), sizeof(targetName) - 2);
strcat( targetName, S_COLOR_WHITE );
message2 = "";
// check for single client messages
switch( mod ) {
case MOD_SUICIDE:
message = "suicides";
break;
case MOD_FALLING:
message = "cratered";
break;
case MOD_CRUSH:
message = "was squished";
break;
case MOD_WATER:
message = "sank like a rock";
break;
case MOD_SLIME:
message = "melted";
break;
case MOD_LAVA:
message = "does a back flip into the lava";
break;
case MOD_TARGET_LASER:
message = "saw the light";
break;
case MOD_TRIGGER_HURT:
message = "was in the wrong place";
break;
default:
message = NULL;
break;
}
if (attacker == target) {
gender = ci->gender;
switch (mod) {
#ifdef MISSIONPACK
case MOD_KAMIKAZE:
message = "goes out with a bang";
break;
#endif
case MOD_GRENADE_SPLASH:
if ( gender == GENDER_FEMALE )
message = "tripped on her own grenade";
else if ( gender == GENDER_NEUTER )
message = "tripped on its own grenade";
else
message = "tripped on his own grenade";
break;
case MOD_ROCKET_SPLASH:
if ( gender == GENDER_FEMALE )
message = "blew herself up";
else if ( gender == GENDER_NEUTER )
message = "blew itself up";
else
message = "blew himself up";
break;
case MOD_PLASMA_SPLASH:
if ( gender == GENDER_FEMALE )
message = "melted herself";
else if ( gender == GENDER_NEUTER )
message = "melted itself";
else
message = "melted himself";
break;
case MOD_BFG_SPLASH:
message = "should have used a smaller gun";
break;
#ifdef MISSIONPACK
case MOD_PROXIMITY_MINE:
if( gender == GENDER_FEMALE ) {
message = "found her prox mine";
} else if ( gender == GENDER_NEUTER ) {
message = "found it's prox mine";
} else {
message = "found his prox mine";
}
break;
#endif
default:
if ( gender == GENDER_FEMALE )
message = "killed herself";
else if ( gender == GENDER_NEUTER )
message = "killed itself";
else
message = "killed himself";
break;
}
}
if (message) {
CG_Printf( "%s %s.\n", targetName, message);
return;
}
// check for kill messages from the current clientNum
if ( attacker == cg.snap->ps.clientNum ) {
char *s;
if ( cgs.gametype < GT_TEAM ) {
s = va("You fragged %s\n%s place with %i", targetName,
CG_PlaceString( cg.snap->ps.persistant[PERS_RANK] + 1 ),
cg.snap->ps.persistant[PERS_SCORE] );
} else {
s = va("You fragged %s", targetName );
}
#ifdef MISSIONPACK
if (!(cg_singlePlayerActive.integer && cg_cameraOrbit.integer)) {
CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
#else
CG_CenterPrint( s, SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
#endif
// print the text message as well
}
// check for double client messages
if ( !attackerInfo ) {
attacker = ENTITYNUM_WORLD;
strcpy( attackerName, "noname" );
} else {
Q_strncpyz( attackerName, Info_ValueForKey( attackerInfo, "n" ), sizeof(attackerName) - 2);
strcat( attackerName, S_COLOR_WHITE );
// check for kill messages about the current clientNum
if ( target == cg.snap->ps.clientNum ) {
Q_strncpyz( cg.killerName, attackerName, sizeof( cg.killerName ) );
}
}
if ( attacker != ENTITYNUM_WORLD ) {
switch (mod) {
case MOD_GRAPPLE:
message = "was caught by";
break;
case MOD_GAUNTLET:
message = "was pummeled by";
break;
case MOD_MACHINEGUN:
message = "was machinegunned by";
break;
case MOD_SHOTGUN:
message = "was gunned down by";
break;
case MOD_GRENADE:
message = "ate";
message2 = "'s grenade";
break;
case MOD_GRENADE_SPLASH:
message = "was shredded by";
message2 = "'s shrapnel";
break;
case MOD_ROCKET:
message = "ate";
message2 = "'s rocket";
break;
case MOD_ROCKET_SPLASH:
message = "almost dodged";
message2 = "'s rocket";
break;
case MOD_PLASMA:
message = "was melted by";
message2 = "'s plasmagun";
break;
case MOD_PLASMA_SPLASH:
message = "was melted by";
message2 = "'s plasmagun";
break;
case MOD_RAILGUN:
message = "was railed by";
break;
case MOD_LIGHTNING:
message = "was electrocuted by";
break;
case MOD_BFG:
case MOD_BFG_SPLASH:
message = "was blasted by";
message2 = "'s BFG";
break;
#ifdef MISSIONPACK
case MOD_NAIL:
message = "was nailed by";
break;
case MOD_CHAINGUN:
message = "got lead poisoning from";
message2 = "'s Chaingun";
break;
case MOD_PROXIMITY_MINE:
message = "was too close to";
message2 = "'s Prox Mine";
break;
case MOD_KAMIKAZE:
message = "falls to";
message2 = "'s Kamikaze blast";
break;
case MOD_JUICED:
message = "was juiced by";
break;
#endif
case MOD_TELEFRAG:
message = "tried to invade";
message2 = "'s personal space";
break;
default:
message = "was killed by";
break;
}
if (message) {
CG_Printf( "%s %s %s%s\n",
targetName, message, attackerName, message2);
return;
}
}
// we don't know what it was
CG_Printf( "%s died.\n", targetName );
}
//==========================================================================
/*
===============
CG_UseItem
===============
*/
static void CG_UseItem( centity_t *cent ) {
clientInfo_t *ci;
int itemNum, clientNum;
gitem_t *item;
entityState_t *es;
es = ¢->currentState;
itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0;
if ( itemNum < 0 || itemNum > HI_NUM_HOLDABLE ) {
itemNum = 0;
}
// print a message if the local player
if ( es->number == cg.snap->ps.clientNum ) {
if ( !itemNum ) {
CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
} else {
item = BG_FindItemForHoldable( itemNum );
CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
}
switch ( itemNum ) {
default:
case HI_NONE:
trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useNothingSound );
break;
case HI_TELEPORTER:
break;
case HI_MEDKIT:
clientNum = cent->currentState.clientNum;
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
ci = &cgs.clientinfo[ clientNum ];
ci->medkitUsageTime = cg.time;
}
trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.medkitSound );
break;
#ifdef MISSIONPACK
case HI_KAMIKAZE:
break;
case HI_PORTAL:
break;
case HI_INVULNERABILITY:
trap_S_StartSound (NULL, es->number, CHAN_BODY, cgs.media.useInvulnerabilitySound );
break;
#endif
}
}
/*
================
CG_ItemPickup
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -