Cube  Artifact [f38617a638]

Artifact f38617a63866bcba042bf7615cfaed57a978b020ef16dcffefec7a5f11d5b2ef:


// world.cpp: core map management stuff

#include "cube.h"

#import "DynamicEntity.h"

extern OFString *entnames[]; // lookup from map entities above to strings

sqr *world = NULL;
int sfactor, ssize, cubicsize, mipsize;

header hdr;

// set all cubes with "tag" to space, if tag is 0 then reset ALL tagged cubes
// according to type
void
settag(int tag, int type)
{
	int maxx = 0, maxy = 0, minx = ssize, miny = ssize;
	loop(x, ssize) loop(y, ssize)
	{
		sqr *s = S(x, y);
		if (s->tag) {
			if (tag) {
				if (tag == s->tag)
					s->type = SPACE;
				else
					continue;
			} else {
				s->type = type ? SOLID : SPACE;
			}
			if (x > maxx)
				maxx = x;
			if (y > maxy)
				maxy = y;
			if (x < minx)
				minx = x;
			if (y < miny)
				miny = y;
		}
	}
	block b = { minx, miny, maxx - minx + 1, maxy - miny + 1 };
	if (maxx)
		remip(b); // remip minimal area of changed geometry
}

void
resettagareas()
{
	settag(0, 0);
} // reset for editing or map saving
void
settagareas()
{
	settag(0, 1);
	loopv(ents) if (ents[i].type == CARROT) setspawn(i, true);
} // set for playing

void
trigger(int tag, int type, bool savegame)
{
	if (!tag)
		return;

	settag(tag, type);

	if (!savegame && type != 3)
		playsound(S_RUMBLE);

	@autoreleasepool {
		OFString *aliasname =
		    [OFString stringWithFormat:@"level_trigger_%d", tag];

		if (identexists(aliasname))
			execute(aliasname);
	}

	if (type == 2)
		endsp(false);
}
COMMAND(trigger, ARG_2INT)

// main geometric mipmapping routine, recursively rebuild mipmaps within block
// b. tries to produce cube out of 4 lower level mips as well as possible, sets
// defer to 0 if mipped cube is a perfect mip, i.e. can be rendered at this mip
// level indistinguishable from its constituent cubes (saves considerable
// rendering time if this is possible).

void
remip(block &b, int level)
{
	if (level >= SMALLEST_FACTOR)
		return;
	int lighterr = getvar(@"lighterror") * 3;
	sqr *w = wmip[level];
	sqr *v = wmip[level + 1];
	int ws = ssize >> level;
	int vs = ssize >> (level + 1);
	block s = b;
	if (s.x & 1) {
		s.x--;
		s.xs++;
	}
	if (s.y & 1) {
		s.y--;
		s.ys++;
	}
	s.xs = (s.xs + 1) & ~1;
	s.ys = (s.ys + 1) & ~1;
	for (int x = s.x; x < s.x + s.xs; x += 2)
		for (int y = s.y; y < s.y + s.ys; y += 2) {
			sqr *o[4];
			o[0] = SWS(w, x, y, ws); // the 4 constituent cubes
			o[1] = SWS(w, x + 1, y, ws);
			o[2] = SWS(w, x + 1, y + 1, ws);
			o[3] = SWS(w, x, y + 1, ws);
			sqr *r = SWS(v, x / 2, y / 2,
			    vs); // the target cube in the higher mip level
			*r = *o[0];
			uchar nums[MAXTYPE];
			loopi(MAXTYPE) nums[i] = 0;
			loopj(4) nums[o[j]->type]++;
			r->type =
			    SEMISOLID; // cube contains both solid and space,
			               // treated specially in the renderer
			loopk(MAXTYPE) if (nums[k] == 4) r->type = k;
			if (!SOLID(r)) {
				int floor = 127, ceil = -128, num = 0;
				loopi(4) if (!SOLID(o[i]))
				{
					num++;
					int fh = o[i]->floor;
					int ch = o[i]->ceil;
					if (r->type == SEMISOLID) {
						if (o[i]->type == FHF)
							fh -= o[i]->vdelta / 4 +
							    2; // crap hack,
							       // needed for
							       // rendering
							       // large mips
							       // next to hfs
						if (o[i]->type == CHF)
							ch += o[i]->vdelta / 4 +
							    2; // FIXME: needs
							       // to somehow
							       // take into
							       // account middle
							       // vertices on
							       // higher mips
					}
					if (fh < floor)
						floor =
						    fh; // take lowest floor and
						        // highest ceil, so we
						        // never have to see
						        // missing lower/upper
						        // from the side
					if (ch > ceil)
						ceil = ch;
				}
				r->floor = floor;
				r->ceil = ceil;
			}
			if (r->type == CORNER)
				goto mip; // special case: don't ever split even
				          // if textures etc are different
			r->defer = 1;
			if (SOLID(r)) {
				loopi(3)
				{
					if (o[i]->wtex != o[3]->wtex)
						goto c; // on an all solid cube,
						        // only thing that needs
						        // to be equal for a
						        // perfect mip is the
						        // wall texture
				}
			} else {
				loopi(3)
				{
					if (o[i]->type != o[3]->type ||
					    o[i]->floor != o[3]->floor ||
					    o[i]->ceil != o[3]->ceil ||
					    o[i]->ftex != o[3]->ftex ||
					    o[i]->ctex != o[3]->ctex ||
					    abs(o[i + 1]->r - o[0]->r) >
					        lighterr // perfect mip even if
					                 // light is not exactly
					                 // equal
					    || abs(o[i + 1]->g - o[0]->g) >
					        lighterr ||
					    abs(o[i + 1]->b - o[0]->b) >
					        lighterr ||
					    o[i]->utex != o[3]->utex ||
					    o[i]->wtex != o[3]->wtex)
						goto c;
				}
				if (r->type == CHF ||
				    r->type ==
				        FHF) // can make a perfect mip out of a
				             // hf if slopes lie on one line
				{
					if (o[0]->vdelta - o[1]->vdelta !=
					        o[1]->vdelta -
					            SWS(w, x + 2, y, ws)
					                ->vdelta ||
					    o[0]->vdelta - o[2]->vdelta !=
					        o[2]->vdelta -
					            SWS(w, x + 2, y + 2, ws)
					                ->vdelta ||
					    o[0]->vdelta - o[3]->vdelta !=
					        o[3]->vdelta -
					            SWS(w, x, y + 2, ws)
					                ->vdelta ||
					    o[3]->vdelta - o[2]->vdelta !=
					        o[2]->vdelta -
					            SWS(w, x + 2, y + 1, ws)
					                ->vdelta ||
					    o[1]->vdelta - o[2]->vdelta !=
					        o[2]->vdelta -
					            SWS(w, x + 1, y + 2, ws)
					                ->vdelta)
						goto c;
				}
			}
			{
				loopi(4) if (o[i]->defer) goto c;
			} // if any of the constituents is not perfect, then
			  // this one isn't either
		mip:
			r->defer = 0;
		c:;
		}
	s.x /= 2;
	s.y /= 2;
	s.xs /= 2;
	s.ys /= 2;
	remip(s, level + 1);
}

void
remipmore(block &b, int level)
{
	block bb = b;
	if (bb.x > 1)
		bb.x--;
	if (bb.y > 1)
		bb.y--;
	if (bb.xs < ssize - 3)
		bb.xs++;
	if (bb.ys < ssize - 3)
		bb.ys++;
	remip(bb, level);
}

int
closestent() // used for delent and edit mode ent display
{
	if (noteditmode())
		return -1;
	int best;
	float bdist = 99999;
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type == NOTUSED)
			continue;
		OFVector3D v = OFMakeVector3D(e.x, e.y, e.z);
		vdist(dist, t, player1.o, v);
		if (dist < bdist) {
			best = i;
			bdist = dist;
		}
	}
	return bdist == 99999 ? -1 : best;
}

void
entproperty(int prop, int amount)
{
	int e = closestent();
	if (e < 0)
		return;
	switch (prop) {
	case 0:
		ents[e].attr1 += amount;
		break;
	case 1:
		ents[e].attr2 += amount;
		break;
	case 2:
		ents[e].attr3 += amount;
		break;
	case 3:
		ents[e].attr4 += amount;
		break;
	}
}

void
delent()
{
	int e = closestent();
	if (e < 0) {
		conoutf(@"no more entities");
		return;
	}
	int t = ents[e].type;
	@autoreleasepool {
		conoutf(@"%@ entity deleted", entnames[t]);
	}
	ents[e].type = NOTUSED;
	addmsg(1, 10, SV_EDITENT, e, NOTUSED, 0, 0, 0, 0, 0, 0, 0);
	if (t == LIGHT)
		calclight();
}

int
findtype(OFString *what)
{
	@autoreleasepool {
		loopi(MAXENTTYPES) if ([what isEqual:entnames[i]]) return i;
		conoutf(@"unknown entity type \"%@\"", what);
		return NOTUSED;
	}
}

entity *
newentity(int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4)
{
	int type = findtype(what);
	persistent_entity e = { (short)x, (short)y, (short)z, (short)v1,
		(uchar)type, (uchar)v2, (uchar)v3, (uchar)v4 };
	switch (type) {
	case LIGHT:
		if (v1 > 32)
			v1 = 32;
		if (!v1)
			e.attr1 = 16;
		if (!v2 && !v3 && !v4)
			e.attr2 = 255;
		break;

	case MAPMODEL:
		e.attr4 = e.attr3;
		e.attr3 = e.attr2;
	case MONSTER:
	case TELEDEST:
		e.attr2 = (uchar)e.attr1;
	case PLAYERSTART:
		e.attr1 = (int)player1.yaw;
		break;
	}
	addmsg(1, 10, SV_EDITENT, ents.length(), type, e.x, e.y, e.z, e.attr1,
	    e.attr2, e.attr3, e.attr4);
	ents.add(*((entity *)&e)); // unsafe!
	if (type == LIGHT)
		calclight();
	return &ents.last();
}

void
clearents(OFString *name)
{
	int type = findtype(name);
	if (noteditmode() || multiplayer())
		return;
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type == type)
			e.type = NOTUSED;
	}
	if (type == LIGHT)
		calclight();
}
COMMAND(clearents, ARG_1STR)

void
scalecomp(uchar &c, int intens)
{
	int n = c * intens / 100;
	if (n > 255)
		n = 255;
	c = n;
}

void
scalelights(int f, int intens)
{
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type != LIGHT)
			continue;
		e.attr1 = e.attr1 * f / 100;
		if (e.attr1 < 2)
			e.attr1 = 2;
		if (e.attr1 > 32)
			e.attr1 = 32;
		if (intens) {
			scalecomp(e.attr2, intens);
			scalecomp(e.attr3, intens);
			scalecomp(e.attr4, intens);
		}
	}
	calclight();
}
COMMAND(scalelights, ARG_2INT)

int
findentity(int type, int index)
{
	for (int i = index; i < ents.length(); i++)
		if (ents[i].type == type)
			return i;
	loopj(index) if (ents[j].type == type) return j;
	return -1;
}

sqr *wmip[LARGEST_FACTOR * 2];

void
setupworld(int factor)
{
	ssize = 1 << (sfactor = factor);
	cubicsize = ssize * ssize;
	mipsize = cubicsize * 134 / 100;
	sqr *w = world = (sqr *)OFAllocZeroedMemory(mipsize, sizeof(sqr));
	loopi(LARGEST_FACTOR * 2)
	{
		wmip[i] = w;
		w += cubicsize >> (i * 2);
	}
}

// main empty world creation routine, if passed factor -1 will enlarge old
// world by 1
void
empty_world(int factor, bool force)
{
	if (!force && noteditmode())
		return;
	cleardlights();
	pruneundos();
	sqr *oldworld = world;
	bool copy = false;
	if (oldworld && factor < 0) {
		factor = sfactor + 1;
		copy = true;
	}
	if (factor < SMALLEST_FACTOR)
		factor = SMALLEST_FACTOR;
	if (factor > LARGEST_FACTOR)
		factor = LARGEST_FACTOR;
	setupworld(factor);

	loop(x, ssize) loop(y, ssize)
	{
		sqr *s = S(x, y);
		s->r = s->g = s->b = 150;
		s->ftex = DEFAULT_FLOOR;
		s->ctex = DEFAULT_CEIL;
		s->wtex = s->utex = DEFAULT_WALL;
		s->type = SOLID;
		s->floor = 0;
		s->ceil = 16;
		s->vdelta = 0;
		s->defer = 0;
	}

	strncpy(hdr.head, "CUBE", 4);
	hdr.version = MAPVERSION;
	hdr.headersize = sizeof(header);
	hdr.sfactor = sfactor;

	if (copy) {
		loop(x, ssize / 2) loop(y, ssize / 2)
		{
			*S(x + ssize / 4, y + ssize / 4) =
			    *SWS(oldworld, x, y, ssize / 2);
		}
		loopv(ents)
		{
			ents[i].x += ssize / 4;
			ents[i].y += ssize / 4;
		}
	} else {
		char buffer[128] = "Untitled Map by Unknown";
		memcpy(hdr.maptitle, buffer, 128);
		hdr.waterlevel = -100000;
		loopi(15) hdr.reserved[i] = 0;
		loopk(3) loopi(256) hdr.texlists[k][i] = i;
		ents.setsize(0);
		block b = { 8, 8, ssize - 16, ssize - 16 };
		edittypexy(SPACE, b);
	}

	calclight();
	startmap(@"base/unnamed");
	if (oldworld) {
		OFFreeMemory(oldworld);
		toggleedit();
		execute(@"fullbright 1");
	}
}

void
mapenlarge()
{
	empty_world(-1, false);
}

void
newmap(int i)
{
	empty_world(i, false);
}

COMMAND(mapenlarge, ARG_NONE)
COMMAND(newmap, ARG_1INT)
COMMANDN(recalc, calclight, ARG_NONE)
COMMAND(delent, ARG_NONE)
COMMAND(entproperty, ARG_2INT)