📄 p_client.pas
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//98% Reviewed
{----------------------------------------------------------------------------}
{ }
{ 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 : 2003-05-09 }
{ Updated by : Scott Price }
{ }
{----------------------------------------------------------------------------}
{ * Still dependent (to compile correctly) on: }
{ x) }
{ }
{----------------------------------------------------------------------------}
{ * TODO: }
{ 1) Not all CTF Sections tested or altered }
{ }
{----------------------------------------------------------------------------}
unit p_client;
interface
uses
q_shared,
g_local_add,
GameUnit;
procedure SP_info_player_start (self : edict_p); cdecl;
procedure SP_info_player_deathmatch (self : edict_p); cdecl;
procedure SP_info_player_coop (self : edict_p); cdecl;
procedure SP_info_player_intermission(self : edict_p); cdecl;
procedure player_die (self, inflictor, attacker : edict_p; damage : integer; const point : vec3_t); cdecl;//a few files
procedure SaveClientData; //a few files
procedure InitBodyQue; //g_spawn
procedure ClientBeginServerFrame (ent : edict_p); cdecl;
procedure ClientBegin (ent : edict_p); cdecl; //g_main
procedure ClientUserinfoChanged (ent : edict_p; userinfo : PChar); cdecl; //g_main
function ClientConnect (ent : edict_p; userinfo : PChar) : qboolean; cdecl; //g_main
procedure ClientDisconnect (ent : edict_p); cdecl; //g_main
procedure ClientThink (ent : edict_p; ucmd : usercmd_p); cdecl;
procedure respawn (self : edict_p);
implementation
uses
p_weapon,
g_utils,
g_save,
g_main,
g_misc,
g_items,
p_hud,
p_view,
q_shared_add,
CPas,
game_add,
g_local,
m_player,
g_svcmds,
SysUtils,
g_chase,
g_ai,
p_trail,
math;
{$IFNDEF CTF}
procedure PutClientInServer (ent : edict_p); forward; //INTERFACE: only g_ctf
{$ENDIF}
//
// 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
procedure SP_FixCoopSpots (self : edict_p); cdecl;
var
spot : edict_p;
d : vec3_t;
begin
spot := Nil;
while True do
begin
spot := G_Find(spot, FOFS_classname, 'info_player_start');
if (spot = Nil) then
Exit;
if (spot^.targetname = '') then
Continue;
VectorSubtract(self^.s.origin, spot^.s.origin, d);
if (VectorLength(d) < 384) then
begin
if ( (Self^.targetname = nil) or (Q_stricmp(Self^.targetname, spot^.targetname) <> 0)) then
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;
// 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
procedure SP_CreateCoopSpots (self : edict_p); cdecl;
var
spot : edict_p;
begin
if (Q_stricmp(level.mapname, 'security') = 0) then
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;
end;
{*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
The normal starting point for a level.
*}
procedure SP_info_player_start (self : edict_p); //g_spawn
begin
if (coop^.value = 0) then
Exit;
if (Q_stricmp(level.mapname, 'security') = 0) then
begin
// invoke one of our gross, ugly, disgusting hacks
self^.think := SP_CreateCoopSpots;
self^.nextthink := level.time + FRAMETIME;
end;
end;
{*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
potential spawning position for deathmatch games
*}
procedure SP_info_player_deathmatch (self : edict_p); //g_spawn
begin
if (deathmatch^.value = 0) then
begin
G_FreeEdict (self);
Exit;
end;
SP_misc_teleporter_dest (self);
end;
{*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32)
potential spawning position for coop games
*}
procedure SP_info_player_coop (self : edict_p); //g_spawn
begin
if (coop^.value = 0) then
begin
G_FreeEdict (self);
Exit;
end;
if((Q_stricmp(level.mapname, 'jail2') = 0) or
(Q_stricmp(level.mapname, 'jail4') = 0) or
(Q_stricmp(level.mapname, 'mine1') = 0) or
(Q_stricmp(level.mapname, 'mine2') = 0) or
(Q_stricmp(level.mapname, 'mine3') = 0) or
(Q_stricmp(level.mapname, 'mine4') = 0) or
(Q_stricmp(level.mapname, 'lab') = 0) or
(Q_stricmp(level.mapname, 'boss1') = 0) or
(Q_stricmp(level.mapname, 'fact3') = 0) or
(Q_stricmp(level.mapname, 'biggun') = 0) or
(Q_stricmp(level.mapname, 'space') = 0) or
(Q_stricmp(level.mapname, 'command') = 0) or
(Q_stricmp(level.mapname, 'power2') = 0) or
(Q_stricmp(level.mapname, 'strike') = 0)) then
begin
// invoke one of our gross, ugly, disgusting hacks
self^.think := SP_FixCoopSpots;
self^.nextthink := level.time + FRAMETIME;
end;
end;
{*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'
*}
procedure SP_info_player_intermission(self : edict_p); //g_spawn
begin
end;
//=======================================================================
procedure player_pain (self, other : edict_p; kick : single; damage : integer); cdecl;
begin
// player pain is handled at the end of the frame in P_DamageFeedback
end;
function IsFemale (ent : edict_p) : qboolean; //only imp
var
info : PChar;
begin
if (ent^.client = Nil) then
begin
Result := false;
Exit;
end;
info := Info_ValueForKey (ent^.client^.pers.userinfo, 'gender');
if (info[0] = 'f') OR (info[0] = 'F') then
begin
Result := true;
Exit;
end;
Result := false;
end;
{$IFNDEF CTF} //onlyGAME (none CTF)
function IsNeutral (ent : edict_p) : qboolean; //only imp
var
info : PChar;
begin
if (ent^.client = Nil) then
begin
Result := false;
Exit;
end;
info := Info_ValueForKey (ent^.client^.pers.userinfo, 'gender');
if (info[0] <> 'f') and (info[0] <> 'F') and (info[0] <> 'm') and (info[0] <> 'M') then
begin
Result := true;
Exit;
end;
Result := false;
end;
{$ENDIF}
procedure ClientObituary (self, inflictor, attacker : edict_p); //only imp
var
mod_ : integer;
_message,
message2 : PChar;
ff : qboolean;
begin
if (coop^.value <> 0) AND (attacker^.client <> Nil) then
meansOfDeath := meansOfDeath OR MOD_FRIENDLY_FIRE;
if (deathmatch^.value <> 0) OR (coop^.value <> 0) then
begin
ff := (meansOfDeath AND MOD_FRIENDLY_FIRE) <> 0;
mod_ := meansOfDeath AND (NOT MOD_FRIENDLY_FIRE);
_message := Nil; //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;
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
if IsNeutral(Self) then
_message := 'tripped on its own grenade'
else if IsFemale(Self) then
_message := 'tripped on her own grenade'
else
_message := 'tripped on his own grenade';
end;
MOD_R_SPLASH: begin
if IsNeutral(Self) then
_message := 'blew itself up'
else 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
if IsNeutral(Self) then
_message := 'killed itself'
else if IsFemale(Self) then
_message := 'killed herself'
else
_message := 'killed himself';
end;
end;
if (_message <> nil) then
begin
gi.bprintf (PRINT_MEDIUM, '%s %s.'#10, self^.client^.pers.netname, _message);
if (deathmatch^.value <> 0) then
Dec(self^.client^.resp.score);
self^.enemy := Nil;
Exit;
end;
self^.enemy := attacker;
if (attacker <> Nil) AND (attacker^.client <> Nil) 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
_message := 'feels';
message2 := '''s pain';
end;
MOD_TELEFRAG: begin
_message := 'tried to invade';
message2 := '''s personal space';
end;
end;
if (_message <> nil) then
begin
gi.bprintf (PRINT_MEDIUM, '%s %s %s%s'#10, self^.client^.pers.netname, _message, attacker^.client^.pers.netname, message2);
if (deathmatch^.value <> 0) then
if (ff) then
Dec(attacker^.client^.resp.score)
else
Inc(attacker^.client^.resp.score);
Exit;
end;
end;
end;
gi.bprintf (PRINT_MEDIUM, '%s died.'#10, self^.client^.pers.netname);
if (deathmatch^.value <> 0) then
Dec(self^.client^.resp.score);
end;
procedure TossClientWeapon (self : edict_p); //only imp
var
item : gitem_p;
drop : edict_p;
quad : qboolean;
spread : Single;
begin
if (deathmatch^.value = 0) then
Exit;
item := self^.client^.pers.weapon;
if (self^.client^.pers.inventory[self^.client^.ammo_index] = 0) then
item := nil;
if (item <> nil) and (strcmp (item^.pickup_name, 'Blaster') = 0) then
item := nil;
if (trunc(dmflags^.Value) and DF_QUAD_DROP) = 0 then
quad := false
else
quad := (self^.client^.quad_framenum > (level.framenum + 10));
if (item <> nil) AND (quad) then
spread := 22.5
else
spread := 0.0;
if (item <> Nil) then
begin
self^.client^.v_angle[YAW] := self^.client^.v_angle[YAW] - spread;
drop := Drop_Item(self, item);
self^.client^.v_angle[YAW] := self^.client^.v_angle[YAW] + spread;
drop^.spawnflags := DROPPED_PLAYER_ITEM;
end;
if (quad) then
begin
self^.client^.v_angle[YAW] := self^.client^.v_angle[YAW] + spread;
drop := Drop_Item (self, FindItemByClassname ('item_quad'));
self^.client^.v_angle[YAW] := self^.client^.v_angle[YAW] - spread;
drop^.spawnflags := drop^.spawnflags OR DROPPED_PLAYER_ITEM;
drop^.touch := Touch_Item;
drop^.nextthink := level.time + (self^.client^.quad_framenum - level.framenum) * FRAMETIME;
drop^.think := G_FreeEdict;
end;
end;
{*
==================
LookAtKiller
==================
*}
procedure LookAtKiller (self, inflictor, attacker : edict_p); //only imp
var
dir : vec3_t;
begin
if (attacker <> Nil) AND (attacker <> world) AND (attacker <> Self) then
begin
VectorSubtract (attacker^.s.origin, self^.s.origin, dir);
end
else if (inflictor <> Nil) AND (inflictor <> world) AND (inflictor <> Self) then
VectorSubtract (inflictor^.s.origin, self^.s.origin, dir)
else
begin
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