Cube  Check-in [0a0d4f9155]

Overview
Comment:Run clang-format on the entire codebase
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: 0a0d4f91558171cf85e108964a5fed9e1c390a8343e9d2eda086c9c20fde7d1a
User & Date: js on 2024-07-20 15:08:41
Other Links: manifest | tags
Context
2024-07-20
16:45
A few minor fixes check-in: 4391eeb535 user: js tags: trunk
15:08
Run clang-format on the entire codebase check-in: 0a0d4f9155 user: js tags: trunk
14:47
Add ignore-glob check-in: 2282b4147a user: js tags: trunk
Changes

Modified .fossil-settings/ignore-glob from [ee26cd77bc] to [ac8291d999].

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*.a
*.dep
*.o

aclocal.m4
autom4te.cache
buildsys.mk
config.cfg
config.log
config.status
configure



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*.a
*.dep
*.o
*/.deps
aclocal.m4
autom4te.cache
buildsys.mk
config.cfg
config.log
config.status
configure

Added src/.clang-format version [36a701b94f].

Modified src/client.cxx from [5cec2369de] to [217fc4ecf8].

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// client.cpp, mostly network related client game code

#include "cube.h"

ENetHost *clienthost = NULL;
int connecting = 0;
int connattempts = 0;
int disconnecting = 0;
int clientnum = -1;         // our client id in the game
bool c2sinit = false;       // whether we need to tell the other clients our stats




int getclientnum() { return clientnum; };



bool multiplayer()
{
    // check not correct on listen server?

    if(clienthost) conoutf("operation not available in multiplayer");
    return clienthost!=NULL;
};


bool allowedittoggle()
{
    bool allow = !clienthost || gamemode==1;

    if(!allow) conoutf("editing in multiplayer requires coopedit mode (1)");
    return allow; 
};

VARF(rate, 0, 0, 25000, if(clienthost && (!rate || rate>1000)) enet_host_bandwidth_limit (clienthost, rate, rate));



void throttle();

VARF(throttle_interval, 0, 5, 30, throttle());
VARF(throttle_accel,    0, 2, 32, throttle());
VARF(throttle_decel,    0, 2, 32, throttle());


void throttle()
{
    if(!clienthost || connecting) return;

    assert(ENET_PEER_PACKET_THROTTLE_SCALE==32);
    enet_peer_throttle_configure(clienthost->peers, throttle_interval*1000, throttle_accel, throttle_decel);

};





void newname(char *name) { c2sinit = false; strn0cpy(player1->name, name, 16); };





void newteam(char *name) { c2sinit = false; strn0cpy(player1->team, name, 5); };


COMMANDN(team, newteam, ARG_1STR);
COMMANDN(name, newname, ARG_1STR);


void writeclientinfo(FILE *f)
{
    fprintf(f, "name \"%s\"\nteam \"%s\"\n", player1->name, player1->team);
};


void connects(char *servername)
{   
    disconnect(1);  // reset state
    addserver(servername);

    conoutf("attempting to connect to %s", servername);
    ENetAddress address = { ENET_HOST_ANY, CUBE_SERVER_PORT };
    if(enet_address_set_host(&address, servername) < 0)
    {
        conoutf("could not resolve server %s", servername);
        return;
    };

    clienthost = enet_host_create(NULL, 1, rate, rate);

    if(clienthost)
    {
        enet_host_connect(clienthost, &address, 1); 
        enet_host_flush(clienthost);
        connecting = lastmillis;
        connattempts = 0;
    }
    else
    {
        conoutf("could not connect to server");
        disconnect();
    };
};


void disconnect(int onlyclean, int async)
{
    if(clienthost) 
    {
        if(!connecting && !disconnecting) 
        {
            enet_peer_disconnect(clienthost->peers);
            enet_host_flush(clienthost);
            disconnecting = lastmillis;
        };
        if(clienthost->peers->state != ENET_PEER_STATE_DISCONNECTED)
        {

            if(async) return;
            enet_peer_reset(clienthost->peers);
        };
        enet_host_destroy(clienthost);
    };

    if(clienthost && !connecting) conoutf("disconnected");

    clienthost = NULL;
    connecting = 0;
    connattempts = 0;
    disconnecting = 0;
    clientnum = -1;
    c2sinit = false;
    player1->lifesequence = 0;
    loopv(players) zapdynent(players[i]);
    
    localdisconnect();



    if(!onlyclean) { stop(); localconnect(); };
};



void trydisconnect()
{
    if(!clienthost)
    {
        conoutf("not connected");
        return;
    };
    if(connecting) 
    {
        conoutf("aborting connection attempt");
        disconnect();
        return;
    };
    conoutf("attempting to disconnect...");
    disconnect(0, !disconnecting);
};

string ctext;



void toserver(char *text) { conoutf("%s:\f %s", player1->name, text); strn0cpy(ctext, text, 80); };





void echo(char *text) { conoutf("%s", text); };


COMMAND(echo, ARG_VARI);
COMMANDN(say, toserver, ARG_VARI);
COMMANDN(connect, connects, ARG_1STR);
COMMANDN(disconnect, trydisconnect, ARG_NONE);

// collect c2s messages conveniently

vector<ivector> messages;


void addmsg(int rel, int num, int type, ...)
{
    if(demoplayback) return;


    if(num!=msgsizelookup(type)) { sprintf_sd(s)("inconsistant msg size for %d (%d != %d)", type, num, msgsizelookup(type)); fatal(s); };




    if(messages.length()==100) { conoutf("command flood protection (type %d)", type); return; };


    ivector &msg = messages.add();
    msg.add(num);
    msg.add(rel);
    msg.add(type);
    va_list marker;
    va_start(marker, type); 
    loopi(num-1) msg.add(va_arg(marker, int));
    va_end(marker);  
};


void server_err()
{
    conoutf("server network error, disconnecting...");
    disconnect();
};

int lastupdate = 0, lastping = 0;
string toservermap;

bool senditemstoserver = false;     // after a map change, since server doesn't have map data

string clientpassword;



void password(char *p) { strcpy_s(clientpassword, p); };

COMMAND(password, ARG_1STR);




bool netmapstart() { senditemstoserver = true; return clienthost!=NULL; };




void initclientnet()
{
    ctext[0] = 0;
    toservermap[0] = 0;
    clientpassword[0] = 0;
    newname("unnamed");
    newteam("red");
};


void sendpackettoserv(void *packet)
{

    if(clienthost) { enet_host_broadcast(clienthost, 0, (ENetPacket *)packet); enet_host_flush(clienthost); }


    else localclienttoserver((ENetPacket *)packet);
}


void c2sinfo(dynent *d)                     // send update to the server
{

    if(clientnum<0) return;                 // we haven't had a welcome message from the server yet

    if(lastmillis-lastupdate<40) return;    // don't update faster than 25fps
    ENetPacket *packet = enet_packet_create (NULL, MAXTRANS, 0);
    uchar *start = packet->data;
    uchar *p = start+2;
    bool serveriteminitdone = false;
    if(toservermap[0])                      // suggest server to change map
    {                                       // do this exclusively as map change may invalidate rest of update
        packet->flags = ENET_PACKET_FLAG_RELIABLE;
        putint(p, SV_MAPCHANGE);
        sendstring(toservermap, p);
        toservermap[0] = 0;
        putint(p, nextmode);
    }
    else
    {
        putint(p, SV_POS);
        putint(p, clientnum);


        putint(p, (int)(d->o.x*DMF));       // quantize coordinates to 1/16th of a cube, between 1 and 3 bytes
        putint(p, (int)(d->o.y*DMF));
        putint(p, (int)(d->o.z*DMF));
        putint(p, (int)(d->yaw*DAF));
        putint(p, (int)(d->pitch*DAF));
        putint(p, (int)(d->roll*DAF));


        putint(p, (int)(d->vel.x*DVF));     // quantize to 1/100, almost always 1 byte
        putint(p, (int)(d->vel.y*DVF));
        putint(p, (int)(d->vel.z*DVF));
        // pack rest in 1 byte: strafe:2, move:2, onfloor:1, state:3


        putint(p, (d->strafe&3) | ((d->move&3)<<2) | (((int)d->onfloor)<<4) | ((editmode ? CS_EDITING : d->state)<<5) );
 
        if(senditemstoserver)
        {
            packet->flags = ENET_PACKET_FLAG_RELIABLE;
            putint(p, SV_ITEMLIST);

            if(!m_noitems) putitems(p);
            putint(p, -1);
            senditemstoserver = false;
            serveriteminitdone = true;
        };
        if(ctext[0])    // player chat, not flood protected for now
        {
            packet->flags = ENET_PACKET_FLAG_RELIABLE;
            putint(p, SV_TEXT);
            sendstring(ctext, p);
            ctext[0] = 0;
        };
        if(!c2sinit)    // tell other clients who I am
        {
            packet->flags = ENET_PACKET_FLAG_RELIABLE;
            c2sinit = true;
            putint(p, SV_INITC2S);
            sendstring(player1->name, p);
            sendstring(player1->team, p);
            putint(p, player1->lifesequence);
        };
        loopv(messages)     // send messages collected during the previous frames

        {
            ivector &msg = messages[i];

            if(msg[1]) packet->flags = ENET_PACKET_FLAG_RELIABLE;
            loopi(msg[0]) putint(p, msg[i+2]);
        };
        messages.setsize(0);
        if(lastmillis-lastping>250)
        {
            putint(p, SV_PING);
            putint(p, lastmillis);
            lastping = lastmillis;
        };
    };
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
    incomingdemodata(start, p-start, true);

    if(clienthost) { enet_host_broadcast(clienthost, 0, packet); enet_host_flush(clienthost); }


    else localclienttoserver(packet);
    lastupdate = lastmillis;
    if(serveriteminitdone) loadgamerest();  // hack

};


void gets2c()           // get updates from the server
{
    ENetEvent event;
    if(!clienthost) return;

    if(connecting && lastmillis/3000 > connecting/3000)
    {
        conoutf("attempting to connect...");
        connecting = lastmillis;
        ++connattempts; 
        if(connattempts > 3)
        {
            conoutf("could not connect to server");
            disconnect();
            return;
        };
    };

    while(clienthost!=NULL && enet_host_service(clienthost, &event, 0)>0)
    switch(event.type)
    {
        case ENET_EVENT_TYPE_CONNECT:
            conoutf("connected to server");
            connecting = 0;
            throttle();
            break;
         
        case ENET_EVENT_TYPE_RECEIVE:

            if(disconnecting) conoutf("attempting to disconnect...");

            else localservertoclient(event.packet->data, event.packet->dataLength);

            enet_packet_destroy(event.packet);
            break;

        case ENET_EVENT_TYPE_DISCONNECT:
            if(disconnecting) disconnect();


            else server_err();
            return;
    }
};









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// client.cpp, mostly network related client game code

#include "cube.h"

ENetHost *clienthost = NULL;
int connecting = 0;
int connattempts = 0;
int disconnecting = 0;
int clientnum = -1;   // our client id in the game
bool c2sinit = false; // whether we need to tell the other clients our stats

int
getclientnum()
{
	return clientnum;
};

bool
multiplayer()
{
	// check not correct on listen server?
	if (clienthost)
		conoutf("operation not available in multiplayer");
	return clienthost != NULL;
};

bool
allowedittoggle()
{
	bool allow = !clienthost || gamemode == 1;
	if (!allow)
		conoutf("editing in multiplayer requires coopedit mode (1)");
	return allow;
};

VARF(rate, 0, 0, 25000,
    if (clienthost && (!rate || rate > 1000))
        enet_host_bandwidth_limit(clienthost, rate, rate));

void throttle();

VARF(throttle_interval, 0, 5, 30, throttle());
VARF(throttle_accel, 0, 2, 32, throttle());
VARF(throttle_decel, 0, 2, 32, throttle());

void
throttle()
{
	if (!clienthost || connecting)
		return;
	assert(ENET_PEER_PACKET_THROTTLE_SCALE == 32);
	enet_peer_throttle_configure(clienthost->peers,
	    throttle_interval * 1000, throttle_accel, throttle_decel);
};

void
newname(char *name)
{
	c2sinit = false;
	strn0cpy(player1->name, name, 16);
};
void
newteam(char *name)
{
	c2sinit = false;
	strn0cpy(player1->team, name, 5);
};

COMMANDN(team, newteam, ARG_1STR);
COMMANDN(name, newname, ARG_1STR);

void
writeclientinfo(FILE *f)
{
	fprintf(f, "name \"%s\"\nteam \"%s\"\n", player1->name, player1->team);
};

void
connects(char *servername)
{
	disconnect(1); // reset state
	addserver(servername);

	conoutf("attempting to connect to %s", servername);
	ENetAddress address = {ENET_HOST_ANY, CUBE_SERVER_PORT};
	if (enet_address_set_host(&address, servername) < 0) {

		conoutf("could not resolve server %s", servername);
		return;
	};

	clienthost = enet_host_create(NULL, 1, rate, rate);

	if (clienthost) {

		enet_host_connect(clienthost, &address, 1);
		enet_host_flush(clienthost);
		connecting = lastmillis;
		connattempts = 0;

	} else {

		conoutf("could not connect to server");
		disconnect();
	};
};

void
disconnect(int onlyclean, int async)
{
	if (clienthost) {

		if (!connecting && !disconnecting) {

			enet_peer_disconnect(clienthost->peers);
			enet_host_flush(clienthost);
			disconnecting = lastmillis;
		};
		if (clienthost->peers->state != ENET_PEER_STATE_DISCONNECTED) {

			if (async)
				return;
			enet_peer_reset(clienthost->peers);
		};
		enet_host_destroy(clienthost);
	};

	if (clienthost && !connecting)
		conoutf("disconnected");
	clienthost = NULL;
	connecting = 0;
	connattempts = 0;
	disconnecting = 0;
	clientnum = -1;
	c2sinit = false;
	player1->lifesequence = 0;
	loopv(players) zapdynent(players[i]);

	localdisconnect();

	if (!onlyclean) {
		stop();
		localconnect();
	};
};

void
trydisconnect()
{
	if (!clienthost) {

		conoutf("not connected");
		return;
	};
	if (connecting) {

		conoutf("aborting connection attempt");
		disconnect();
		return;
	};
	conoutf("attempting to disconnect...");
	disconnect(0, !disconnecting);
};

string ctext;
void
toserver(char *text)
{
	conoutf("%s:\f %s", player1->name, text);
	strn0cpy(ctext, text, 80);
};
void
echo(char *text)
{
	conoutf("%s", text);
};

COMMAND(echo, ARG_VARI);
COMMANDN(say, toserver, ARG_VARI);
COMMANDN(connect, connects, ARG_1STR);
COMMANDN(disconnect, trydisconnect, ARG_NONE);

// collect c2s messages conveniently

vector<ivector> messages;

void
addmsg(int rel, int num, int type, ...)
{
	if (demoplayback)
		return;
	if (num != msgsizelookup(type)) {
		sprintf_sd(s)("inconsistant msg size for %d (%d != %d)", type,
		    num, msgsizelookup(type));
		fatal(s);
	};
	if (messages.length() == 100) {
		conoutf("command flood protection (type %d)", type);
		return;
	};
	ivector &msg = messages.add();
	msg.add(num);
	msg.add(rel);
	msg.add(type);
	va_list marker;
	va_start(marker, type);
	loopi(num - 1) msg.add(va_arg(marker, int));
	va_end(marker);
};

void
server_err()
{
	conoutf("server network error, disconnecting...");
	disconnect();
};

int lastupdate = 0, lastping = 0;
string toservermap;
bool senditemstoserver =
    false; // after a map change, since server doesn't have map data

string clientpassword;
void
password(char *p)
{
	strcpy_s(clientpassword, p);
};
COMMAND(password, ARG_1STR);

bool
netmapstart()
{
	senditemstoserver = true;
	return clienthost != NULL;
};

void
initclientnet()
{
	ctext[0] = 0;
	toservermap[0] = 0;
	clientpassword[0] = 0;
	newname("unnamed");
	newteam("red");
};

void
sendpackettoserv(void *packet)
{
	if (clienthost) {
		enet_host_broadcast(clienthost, 0, (ENetPacket *)packet);
		enet_host_flush(clienthost);
	} else
		localclienttoserver((ENetPacket *)packet);
}

void
c2sinfo(dynent *d) // send update to the server
{
	if (clientnum < 0)
		return; // we haven't had a welcome message from the server yet
	if (lastmillis - lastupdate < 40)
		return; // don't update faster than 25fps
	ENetPacket *packet = enet_packet_create(NULL, MAXTRANS, 0);
	uchar *start = packet->data;
	uchar *p = start + 2;
	bool serveriteminitdone = false;
	if (toservermap[0]) // suggest server to change map
	{ // do this exclusively as map change may invalidate rest of update
		packet->flags = ENET_PACKET_FLAG_RELIABLE;
		putint(p, SV_MAPCHANGE);
		sendstring(toservermap, p);
		toservermap[0] = 0;
		putint(p, nextmode);

	} else {

		putint(p, SV_POS);
		putint(p, clientnum);
		putint(
		    p, (int)(d->o.x * DMF)); // quantize coordinates to 1/16th
		                             // of a cube, between 1 and 3 bytes
		putint(p, (int)(d->o.y * DMF));
		putint(p, (int)(d->o.z * DMF));
		putint(p, (int)(d->yaw * DAF));
		putint(p, (int)(d->pitch * DAF));
		putint(p, (int)(d->roll * DAF));
		putint(
		    p, (int)(d->vel.x *
		             DVF)); // quantize to 1/100, almost always 1 byte
		putint(p, (int)(d->vel.y * DVF));
		putint(p, (int)(d->vel.z * DVF));
		// pack rest in 1 byte: strafe:2, move:2, onfloor:1, state:3
		putint(p, (d->strafe & 3) | ((d->move & 3) << 2) |
		              (((int)d->onfloor) << 4) |
		              ((editmode ? CS_EDITING : d->state) << 5));

		if (senditemstoserver) {

			packet->flags = ENET_PACKET_FLAG_RELIABLE;
			putint(p, SV_ITEMLIST);
			if (!m_noitems)
				putitems(p);
			putint(p, -1);
			senditemstoserver = false;
			serveriteminitdone = true;
		};
		if (ctext[0]) // player chat, not flood protected for now
		{
			packet->flags = ENET_PACKET_FLAG_RELIABLE;
			putint(p, SV_TEXT);
			sendstring(ctext, p);
			ctext[0] = 0;
		};
		if (!c2sinit) // tell other clients who I am
		{
			packet->flags = ENET_PACKET_FLAG_RELIABLE;
			c2sinit = true;
			putint(p, SV_INITC2S);
			sendstring(player1->name, p);
			sendstring(player1->team, p);
			putint(p, player1->lifesequence);
		};
		loopv(messages) // send messages collected during the previous
		                // frames
		{
			ivector &msg = messages[i];
			if (msg[1])
				packet->flags = ENET_PACKET_FLAG_RELIABLE;
			loopi(msg[0]) putint(p, msg[i + 2]);
		};
		messages.setsize(0);
		if (lastmillis - lastping > 250) {

			putint(p, SV_PING);
			putint(p, lastmillis);
			lastping = lastmillis;
		};
	};
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	incomingdemodata(start, p - start, true);
	if (clienthost) {
		enet_host_broadcast(clienthost, 0, packet);
		enet_host_flush(clienthost);
	} else
		localclienttoserver(packet);
	lastupdate = lastmillis;
	if (serveriteminitdone)
		loadgamerest(); // hack
};

void
gets2c() // get updates from the server
{
	ENetEvent event;
	if (!clienthost)
		return;
	if (connecting && lastmillis / 3000 > connecting / 3000) {

		conoutf("attempting to connect...");
		connecting = lastmillis;
		++connattempts;
		if (connattempts > 3) {

			conoutf("could not connect to server");
			disconnect();
			return;
		};
	};
	while (
	    clienthost != NULL && enet_host_service(clienthost, &event, 0) > 0)
		switch (event.type) {

		case ENET_EVENT_TYPE_CONNECT:
			conoutf("connected to server");
			connecting = 0;
			throttle();
			break;

		case ENET_EVENT_TYPE_RECEIVE:
			if (disconnecting)
				conoutf("attempting to disconnect...");
			else
				localservertoclient(event.packet->data,
				    event.packet->dataLength);
			enet_packet_destroy(event.packet);
			break;

		case ENET_EVENT_TYPE_DISCONNECT:
			if (disconnecting)
				disconnect();
			else
				server_err();
			return;
		}
};

Modified src/clientextras.cxx from [41be6c8541] to [0c7464b91e].

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// clientextras.cpp: stuff that didn't fit in client.cpp or clientgame.cpp :)

#include "cube.h"

// render players & monsters
// very messy ad-hoc handling of animation frames, should be made more configurable


//              D    D    D    D'   D    D    D    D'   A   A'  P   P'  I   I' R,  R'  E    L    J   J'

int frame[] = { 178, 184, 190, 137, 183, 189, 197, 164, 46, 51, 54, 32, 0,  0, 40, 1,  162, 162, 67, 168 };

int range[] = { 6,   6,   8,   28,  1,   1,   1,   1,   8,  19, 4,  18, 40, 1, 6,  15, 1,   1,   1,  1   };


void renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale)
{
    int n = 3;
    float speed = 100.0f;
    float mz = d->o.z-d->eyeheight+1.55f*scale;
    int basetime = -((int)d&0xFFF);
    if(d->state==CS_DEAD)
    {
        int r;


        if(hellpig) { n = 2; r = range[3]; } else { n = (int)d%3; r = range[n]; };




        basetime = d->lastaction;







        int t = lastmillis-d->lastaction;
        if(t<0 || t>20000) return;
        if(t>(r-1)*100) { n += 4; if(t>(r+10)*100) { t -= (r+10)*100; mz -= t*t/10000000000.0f*t; }; };



        if(mz<-1000) return;
        //mdl = (((int)d>>6)&1)+1;
        //mz = d->o.z-d->eyeheight+0.2f;
        //scale = 1.2f;
    }
    else if(d->state==CS_EDITING)                   { n = 16; }

    else if(d->state==CS_LAGGED)                    { n = 17; }

    else if(d->monsterstate==M_ATTACKING)           { n = 8;  }

    else if(d->monsterstate==M_PAIN)                { n = 10; } 

    else if((!d->move && !d->strafe) || !d->moving) { n = 12; } 

    else if(!d->onfloor && d->timeinair>100)        { n = 18; }



    else                                            { n = 14; speed = 1200/d->maxspeed*scale; if(hellpig) speed = 300/d->maxspeed;  }; 





    if(hellpig) { n++; scale *= 32; mz -= 1.9f; };


    rendermodel(mdlname, frame[n], range[n], 0, 1.5f, d->o.x, mz, d->o.y, d->yaw+90, d->pitch/2, team, scale, speed, 0, basetime);

};

extern int democlientnum;


void renderclients()
{
    dynent *d;



    loopv(players) if((d = players[i]) && (!demoplayback || i!=democlientnum)) renderclient(d, isteam(player1->team, d->team), "monster/ogro", false, 1.0f);
};

// creation of scoreboard pseudo-menu

bool scoreson = false;


void showscores(bool on)
{
    scoreson = on;
    menuset(((int)on)-1);
};

struct sline { string s; };


vector<sline> scorelines;


void renderscore(dynent *d)
{
    sprintf_sd(lag)("%d", d->plag);
    sprintf_sd(name) ("(%s)", d->name); 
    sprintf_s(scorelines.add().s)("%d\t%s\t%d\t%s\t%s", d->frags, d->state==CS_LAGGED ? "LAG" : lag, d->ping, d->team, d->state==CS_DEAD ? name : d->name);


    menumanual(0, scorelines.length()-1, scorelines.last().s); 
};

const int maxteams = 4;
char *teamname[maxteams];
int teamscore[maxteams], teamsused;
string teamscores;
int timeremain = 0;


void addteamscore(dynent *d)
{

    if(!d) return;


    loopi(teamsused) if(strcmp(teamname[i], d->team)==0) { teamscore[i] += d->frags; return; };
    if(teamsused==maxteams) return;



    teamname[teamsused] = d->team;
    teamscore[teamsused++] = d->frags;
};


void renderscores()
{
    if(!scoreson) return;

    scorelines.setsize(0);

    if(!demoplayback) renderscore(player1);
    loopv(players) if(players[i]) renderscore(players[i]);
    sortmenu(0, scorelines.length());
    if(m_teammode)
    {
        teamsused = 0;
        loopv(players) addteamscore(players[i]);

        if(!demoplayback) addteamscore(player1);
        teamscores[0] = 0;
        loopj(teamsused)
        {
            sprintf_sd(sc)("[ %s: %d ]", teamname[j], teamscore[j]);
            strcat_s(teamscores, sc);
        };
        menumanual(0, scorelines.length(), "");
        menumanual(0, scorelines.length()+1, teamscores);
    };
};

// sendmap/getmap commands, should be replaced by more intuitive map downloading


void sendmap(char *mapname)
{

    if(*mapname) save_world(mapname);
    changemap(mapname);
    mapname = getclientmap();
    int mapsize;
    uchar *mapdata = readmap(mapname, &mapsize); 
    if(!mapdata) return;

    ENetPacket *packet = enet_packet_create(NULL, MAXTRANS + mapsize, ENET_PACKET_FLAG_RELIABLE);

    uchar *start = packet->data;
    uchar *p = start+2;
    putint(p, SV_SENDMAP);
    sendstring(mapname, p);
    putint(p, mapsize);
    if(65535 - (p - start) < mapsize)
    {
        conoutf("map %s is too large to send", mapname);
        free(mapdata);
        enet_packet_destroy(packet);
        return;
    };
    memcpy(p, mapdata, mapsize);
    p += mapsize;
    free(mapdata); 
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
    sendpackettoserv(packet);
    conoutf("sending map %s to server...", mapname);

    sprintf_sd(msg)("[map %s uploaded to server, \"getmap\" to receive it]", mapname);
    toserver(msg);
}


void getmap()
{

    ENetPacket *packet = enet_packet_create(NULL, MAXTRANS, ENET_PACKET_FLAG_RELIABLE);
    uchar *start = packet->data;
    uchar *p = start+2;
    putint(p, SV_RECVMAP);
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
    sendpackettoserv(packet);
    conoutf("requesting map from server...");
}

COMMAND(sendmap, ARG_1STR);
COMMAND(getmap, ARG_NONE);






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// clientextras.cpp: stuff that didn't fit in client.cpp or clientgame.cpp :)

#include "cube.h"

// render players & monsters
// very messy ad-hoc handling of animation frames, should be made more
// configurable

//              D    D    D    D'   D    D    D    D'   A   A'  P   P'  I   I'
//              R,  R'  E    L    J   J'
int frame[] = {178, 184, 190, 137, 183, 189, 197, 164, 46, 51, 54, 32, 0, 0, 40,
    1, 162, 162, 67, 168};
int range[] = {6, 6, 8, 28, 1, 1, 1, 1, 8, 19, 4, 18, 40, 1, 6, 15, 1, 1, 1, 1};

void
renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale)
{
	int n = 3;
	float speed = 100.0f;
	float mz = d->o.z - d->eyeheight + 1.55f * scale;
	int basetime = -((int)d & 0xFFF);
	if (d->state == CS_DEAD) {

		int r;
		if (hellpig) {
			n = 2;
			r = range[3];
		} else {
			n = (int)d % 3;
			r = range[n];
		};
		basetime = d->lastaction;
		int t = lastmillis - d->lastaction;
		if (t < 0 || t > 20000)
			return;
		if (t > (r - 1) * 100) {
			n += 4;
			if (t > (r + 10) * 100) {
				t -= (r + 10) * 100;


				mz -= t * t / 10000000000.0f * t;
			};
		};
		if (mz < -1000)
			return;
		// mdl = (((int)d>>6)&1)+1;
		// mz = d->o.z-d->eyeheight+0.2f;
		// scale = 1.2f;

	} else if (d->state == CS_EDITING) {
		n = 16;
	} else if (d->state == CS_LAGGED) {
		n = 17;
	} else if (d->monsterstate == M_ATTACKING) {
		n = 8;
	} else if (d->monsterstate == M_PAIN) {
		n = 10;
	} else if ((!d->move && !d->strafe) || !d->moving) {
		n = 12;
	} else if (!d->onfloor && d->timeinair > 100) {
		n = 18;
	} else {
		n = 14;
		speed = 1200 / d->maxspeed * scale;
		if (hellpig)
			speed = 300 / d->maxspeed;
	};
	if (hellpig) {
		n++;
		scale *= 32;
		mz -= 1.9f;
	};
	rendermodel(mdlname, frame[n], range[n], 0, 1.5f, d->o.x, mz, d->o.y,
	    d->yaw + 90, d->pitch / 2, team, scale, speed, 0, basetime);
};

extern int democlientnum;

void
renderclients()
{
	dynent *d;
	loopv(players) if ((d = players[i]) &&
	                   (!demoplayback || i != democlientnum))
	    renderclient(
	        d, isteam(player1->team, d->team), "monster/ogro", false, 1.0f);
};

// creation of scoreboard pseudo-menu

bool scoreson = false;

void
showscores(bool on)
{
	scoreson = on;
	menuset(((int)on) - 1);
};

struct sline {
	string s;
};
vector<sline> scorelines;

void
renderscore(dynent *d)
{
	sprintf_sd(lag)("%d", d->plag);
	sprintf_sd(name)("(%s)", d->name);
	sprintf_s(scorelines.add().s)("%d\t%s\t%d\t%s\t%s", d->frags,
	    d->state == CS_LAGGED ? "LAG" : lag, d->ping, d->team,
	    d->state == CS_DEAD ? name : d->name);
	menumanual(0, scorelines.length() - 1, scorelines.last().s);
};

const int maxteams = 4;
char *teamname[maxteams];
int teamscore[maxteams], teamsused;
string teamscores;
int timeremain = 0;

void
addteamscore(dynent *d)
{
	if (!d)
		return;
	loopi(teamsused) if (strcmp(teamname[i], d->team) == 0)
	{
		teamscore[i] += d->frags;
		return;
	};
	if (teamsused == maxteams)
		return;
	teamname[teamsused] = d->team;
	teamscore[teamsused++] = d->frags;
};

void
renderscores()
{
	if (!scoreson)
		return;
	scorelines.setsize(0);
	if (!demoplayback)
		renderscore(player1);
	loopv(players) if (players[i]) renderscore(players[i]);
	sortmenu(0, scorelines.length());
	if (m_teammode) {

		teamsused = 0;
		loopv(players) addteamscore(players[i]);
		if (!demoplayback)
			addteamscore(player1);
		teamscores[0] = 0;
		loopj(teamsused)
		{
			sprintf_sd(sc)("[ %s: %d ]", teamname[j], teamscore[j]);
			strcat_s(teamscores, sc);
		};
		menumanual(0, scorelines.length(), "");
		menumanual(0, scorelines.length() + 1, teamscores);
	};
};

// sendmap/getmap commands, should be replaced by more intuitive map downloading

void
sendmap(char *mapname)
{
	if (*mapname)
		save_world(mapname);
	changemap(mapname);
	mapname = getclientmap();
	int mapsize;
	uchar *mapdata = readmap(mapname, &mapsize);
	if (!mapdata)
		return;
	ENetPacket *packet = enet_packet_create(
	    NULL, MAXTRANS + mapsize, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_SENDMAP);
	sendstring(mapname, p);
	putint(p, mapsize);
	if (65535 - (p - start) < mapsize) {

		conoutf("map %s is too large to send", mapname);
		free(mapdata);
		enet_packet_destroy(packet);
		return;
	};
	memcpy(p, mapdata, mapsize);
	p += mapsize;
	free(mapdata);
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	sendpackettoserv(packet);
	conoutf("sending map %s to server...", mapname);
	sprintf_sd(msg)(
	    "[map %s uploaded to server, \"getmap\" to receive it]", mapname);
	toserver(msg);
}

void
getmap()
{
	ENetPacket *packet =
	    enet_packet_create(NULL, MAXTRANS, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_RECVMAP);
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	sendpackettoserv(packet);
	conoutf("requesting map from server...");
}

COMMAND(sendmap, ARG_1STR);
COMMAND(getmap, ARG_NONE);

Modified src/clientgame.cxx from [c44ed486b8] to [f88f2d9175].

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// clientgame.cpp: core game related stuff

#include "cube.h"

int nextmode = 0;         // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);




void mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); };

COMMAND(mode, ARG_1INT);

bool intermission = false;

dynent *player1 = newdynent();          // our client
dvector players;                        // other clients

VARP(sensitivity, 0, 10, 10000);
VARP(sensitivityscale, 1, 1, 10000);
VARP(invmouse, 0, 0, 1);

int lastmillis = 0;
int curtime = 10;
string clientmap;

extern int framesinmap;




char *getclientmap() { return clientmap; };



void resetmovement(dynent *d)
{
    d->k_left = false;
    d->k_right = false;
    d->k_up = false;
    d->k_down = false;  
    d->jumpnext = false;
    d->strafe = 0;
    d->move = 0;
};


void spawnstate(dynent *d)              // reset player state not persistent accross spawns
{
    resetmovement(d);
    d->vel.x = d->vel.y = d->vel.z = 0; 
    d->onfloor = false;
    d->timeinair = 0;
    d->health = 100;
    d->armour = 50;
    d->armourtype = A_BLUE;
    d->quadmillis = 0;
    d->lastattackgun = d->gunselect = GUN_SG;
    d->gunwait = 0;
	d->attacking = false;
    d->lastaction = 0;
    loopi(NUMGUNS) d->ammo[i] = 0;
    d->ammo[GUN_FIST] = 1;
    if(m_noitems)
    {
        d->gunselect = GUN_RIFLE;
        d->armour = 0;
        if(m_noitemsrail)
        {
            d->health = 1;
            d->ammo[GUN_RIFLE] = 100;
        }
        else
        {



            if(gamemode==12) { d->gunselect = GUN_FIST; return; };  // eihrul's secret "instafist" mode
            d->health = 256;
            if(m_tarena)
            {
                int gun1 = rnd(4)+1;
                baseammo(d->gunselect = gun1);
                for(;;)
                {
                    int gun2 = rnd(4)+1;

                    if(gun1!=gun2) { baseammo(gun2); break; };

                };
            }
            else if(m_arena)    // insta arena
            {
                d->ammo[GUN_RIFLE] = 100;
            }
            else // efficiency
            {
                loopi(4) baseammo(i+1);
                d->gunselect = GUN_CG;
            };
            d->ammo[GUN_CG] /= 2;
        };
    }
    else
    {
        d->ammo[GUN_SG] = 5;
    };
};
    

dynent *newdynent()                 // create a new blank player or monster
{
    dynent *d = (dynent *)gp()->alloc(sizeof(dynent));
    d->o.x = 0;
    d->o.y = 0;
    d->o.z = 0;
    d->yaw = 270;
    d->pitch = 0;
    d->roll = 0;
    d->maxspeed = 22;
    d->outsidemap = false;
    d->inwater = false;
    d->radius = 1.1f;
    d->eyeheight = 3.2f;
    d->aboveeye = 0.7f;
    d->frags = 0;
    d->plag = 0;
    d->ping = 0;
    d->lastupdate = lastmillis;
    d->enemy = NULL;
    d->monsterstate = 0;
    d->name[0] = d->team[0] = 0;
    d->blocked = false;
    d->lifesequence = 0;
    d->state = CS_ALIVE;
    spawnstate(d);
    return d;
};


void respawnself()
{
	spawnplayer(player1);
	showscores(false);
};


void arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
{
    if(d->state!=CS_DEAD)
    {
        alive++;
        if(lastteam && strcmp(lastteam, d->team)) oneteam = false;

        lastteam = d->team;
    }
    else
    {
        dead++;
    };
};

int arenarespawnwait = 0;
int arenadetectwait  = 0;


void arenarespawn()
{
    if(arenarespawnwait)
    {
        if(arenarespawnwait<lastmillis)
        {
            arenarespawnwait = 0;
            conoutf("new round starting... fight!");
            respawnself();
        };
    }
    else if(arenadetectwait==0 || arenadetectwait<lastmillis)
    {
        arenadetectwait = 0;
        int alive = 0, dead = 0;
        char *lastteam = NULL;
        bool oneteam = true;

        loopv(players) if(players[i]) arenacount(players[i], alive, dead, lastteam, oneteam);
        arenacount(player1, alive, dead, lastteam, oneteam);
        if(dead>0 && (alive<=1 || (m_teammode && oneteam)))
        {

            conoutf("arena round is over! next round in 5 seconds...");


            if(alive) conoutf("team %s is last man standing", lastteam);

            else conoutf("everyone died!");
            arenarespawnwait = lastmillis+5000;
            arenadetectwait  = lastmillis+10000;
            player1->roll = 0;
        }; 
    };
};


void zapdynent(dynent *&d)
{

    if(d) gp()->dealloc(d, sizeof(dynent));
    d = NULL;
};

extern int democlientnum;


void otherplayers()
{
    loopv(players) if(players[i])
    {
        const int lagtime = lastmillis-players[i]->lastupdate;
        if(lagtime>1000 && players[i]->state==CS_ALIVE)
        {
            players[i]->state = CS_LAGGED;
            continue;
        };
        if(lagtime && players[i]->state != CS_DEAD && (!demoplayback || i!=democlientnum)) moveplayer(players[i], 2, false);   // use physics to extrapolate player position




    };
};


void respawn()
{
    if(player1->state==CS_DEAD)
    { 
        player1->attacking = false;

        if(m_arena) { conoutf("waiting for new round to start..."); return; };






        if(m_sp) { nextmode = gamemode; changemap(clientmap); return; };    // if we die in SP we try the same map again
		respawnself();
	};
};

int sleepwait = 0;
string sleepcmd;

void sleepf(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };




COMMANDN(sleep, sleepf, ARG_2STR);


void updateworld(int millis)        // main game update loop
{
    if(lastmillis)
    {     
        curtime = millis - lastmillis;
        if(sleepwait && lastmillis>sleepwait) { sleepwait = 0; execute(sleepcmd); };



        physicsframe();
        checkquad(curtime);

		if(m_arena) arenarespawn();
        moveprojectiles((float)curtime);
        demoplaybackstep();
        if(!demoplayback)
        {

            if(getclientnum()>=0) shoot(player1, worldpos);     // only shoot when connected to server

            gets2c();           // do this first, so we have most accurate information when our player moves

        };
        otherplayers();
        if(!demoplayback)
        {
            monsterthink();
            if(player1->state==CS_DEAD)
            {
				if(lastmillis-player1->lastaction<2000)
				{
					player1->move = player1->strafe = 0;
					moveplayer(player1, 10, false);
				}
                else if(!m_arena && !m_sp && lastmillis-player1->lastaction>10000) respawn();
            }


            else if(!intermission)
            {
                moveplayer(player1, 20, true);
                checkitems();
            };
            c2sinfo(player1);   // do this last, to reduce the effective frame lag

        };
    };
    lastmillis = millis;
};



void entinmap(dynent *d)    // brute force but effective way to find a free spawn spot in the map
{
    loopi(100)              // try max 100 times
    {
        float dx = (rnd(21)-10)/10.0f*i;  // increasing distance
        float dy = (rnd(21)-10)/10.0f*i;
        d->o.x += dx;
        d->o.y += dy;
        if(collide(d, true, 0, 0)) return;

        d->o.x -= dx;
        d->o.y -= dy;
    };

    conoutf("can't find entity spawn spot! (%d, %d)", (int)d->o.x, (int)d->o.y);
    // leave ent at original pos, possibly stuck
};

int spawncycle = -1;
int fixspawn = 2;


void spawnplayer(dynent *d)   // place at random spawn. also used by monsters!
{
    int r = fixspawn-->0 ? 4 : rnd(10)+1;
    loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle+1);
    if(spawncycle!=-1)
    {
        d->o.x = ents[spawncycle].x;
        d->o.y = ents[spawncycle].y;
        d->o.z = ents[spawncycle].z;
        d->yaw = ents[spawncycle].attr1;
        d->pitch = 0;
        d->roll = 0;
    }
    else
    {
        d->o.x = d->o.y = (float)ssize/2;
        d->o.z = 4;
    };
    entinmap(d);
    spawnstate(d);
    d->state = CS_ALIVE;
};

// movement input code





#define dir(name,v,d,s,os) void name(bool isdown) { player1->s = isdown; player1->v = isdown ? d : (player1->os ? -(d) : 0); player1->lastmove = lastmillis; };



dir(backward, move,   -1, k_down,  k_up);
dir(forward,  move,    1, k_up,    k_down);
dir(left,     strafe,  1, k_left,  k_right); 
dir(right,    strafe, -1, k_right, k_left); 


void attack(bool on)
{
    if(intermission) return;


    if(editmode) editdrag(on);
    else if(player1->attacking = on) respawn();

};




void jumpn(bool on) { if(!intermission && (player1->jumpnext = on)) respawn(); };



COMMAND(backward, ARG_DOWN);
COMMAND(forward, ARG_DOWN);
COMMAND(left, ARG_DOWN);
COMMAND(right, ARG_DOWN);
COMMANDN(jump, jumpn, ARG_DOWN);
COMMAND(attack, ARG_DOWN);
COMMAND(showscores, ARG_DOWN);


void fixplayer1range()
{
    const float MAXPITCH = 90.0f;

    if(player1->pitch>MAXPITCH) player1->pitch = MAXPITCH;

    if(player1->pitch<-MAXPITCH) player1->pitch = -MAXPITCH;

    while(player1->yaw<0.0f) player1->yaw += 360.0f;

    while(player1->yaw>=360.0f) player1->yaw -= 360.0f;
};


void mousemove(int dx, int dy)
{
    if(player1->state==CS_DEAD || intermission) return;

    const float SENSF = 33.0f;     // try match quake sens
    player1->yaw += (dx/SENSF)*(sensitivity/(float)sensitivityscale);
    player1->pitch -= (dy/SENSF)*(sensitivity/(float)sensitivityscale)*(invmouse ? -1 : 1);


	fixplayer1range();
};

// damage arriving from the network, monsters, yourself, all ends up here.


void selfdamage(int damage, int actor, dynent *act)
{
    if(player1->state!=CS_ALIVE || editmode || intermission) return;

    damageblend(damage);
	demoblend(damage);

    int ad = damage*(player1->armourtype+1)*20/100;     // let armour absorb when possible

    if(ad>player1->armour) ad = player1->armour;
    player1->armour -= ad;
    damage -= ad;






    float droll = damage/0.5f;
    player1->roll += player1->roll>0 ? droll : (player1->roll<0 ? -droll : (rnd(2) ? droll : -droll));  // give player a kick depending on amount of damage

    if((player1->health -= damage)<=0)
    {
        if(actor==-2)
        {
            conoutf("you got killed by %s!", act->name);
        }
        else if(actor==-1)
        {
            actor = getclientnum();
            conoutf("you suicided!");
            addmsg(1, 2, SV_FRAGS, --player1->frags);
        }
        else
        {
            dynent *a = getclient(actor);
            if(a)
            {
                if(isteam(a->team, player1->team))
                {
                    conoutf("you got fragged by a teammate (%s)", a->name);
                }


                else
                {

                    conoutf("you got fragged by %s", a->name);
                };
            };
        };
        showscores(true);
        addmsg(1, 2, SV_DIED, actor);
        player1->lifesequence++;
        player1->attacking = false;
        player1->state = CS_DEAD;
        player1->pitch = 0;
        player1->roll = 60;
        playsound(S_DIE1+rnd(2));
        spawnstate(player1);
        player1->lastaction = lastmillis;
    }
    else
    {
        playsound(S_PAIN6);
    };
};


void timeupdate(int timeremain)
{
    if(!timeremain)
    {
        intermission = true;
        player1->attacking = false;
        conoutf("intermission:");
        conoutf("game has ended!");
        showscores(true);
    }
    else
    {
        conoutf("time remaining: %d minutes", timeremain);
    };
};


dynent *getclient(int cn)   // ensure valid entity
{
    if(cn<0 || cn>=MAXCLIENTS)
    {
        neterr("clientnum");
        return NULL;
    };

    while(cn>=players.length()) players.add(NULL);
    return players[cn] ? players[cn] : (players[cn] = newdynent());
};


void initclient()
{
    clientmap[0] = 0;
    initclientnet();
};


void startmap(char *name)   // called just after a map load
{


    if(netmapstart() && m_sp) { gamemode = 0; conoutf("coop sp not supported yet"); };

    sleepwait = 0;
    monsterclear();
    projreset(); 
    spawncycle = -1;
    spawnplayer(player1);
    player1->frags = 0;
    loopv(players) if(players[i]) players[i]->frags = 0;
    resetspawns();
    strcpy_s(clientmap, name);

    if(editmode) toggleedit();
    setvar("gamespeed", 100);
	setvar("fog", 180);
	setvar("fogcolour", 0x8099B3);
    showscores(false);
    intermission = false;
    framesinmap = 0;
    conoutf("game mode is %s", modestr(gamemode));
}; 

COMMANDN(map, changemap, ARG_1STR);




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// clientgame.cpp: core game related stuff

#include "cube.h"

int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);

void
mode(int n)
{
	addmsg(1, 2, SV_GAMEMODE, nextmode = n);
};
COMMAND(mode, ARG_1INT);

bool intermission = false;

dynent *player1 = newdynent(); // our client
dvector players;               // other clients

VARP(sensitivity, 0, 10, 10000);
VARP(sensitivityscale, 1, 1, 10000);
VARP(invmouse, 0, 0, 1);

int lastmillis = 0;
int curtime = 10;
string clientmap;

extern int framesinmap;

char *
getclientmap()
{
	return clientmap;
};

void
resetmovement(dynent *d)
{
	d->k_left = false;
	d->k_right = false;
	d->k_up = false;
	d->k_down = false;
	d->jumpnext = false;
	d->strafe = 0;
	d->move = 0;
};

void
spawnstate(dynent *d) // reset player state not persistent accross spawns
{
	resetmovement(d);
	d->vel.x = d->vel.y = d->vel.z = 0;
	d->onfloor = false;
	d->timeinair = 0;
	d->health = 100;
	d->armour = 50;
	d->armourtype = A_BLUE;
	d->quadmillis = 0;
	d->lastattackgun = d->gunselect = GUN_SG;
	d->gunwait = 0;
	d->attacking = false;
	d->lastaction = 0;
	loopi(NUMGUNS) d->ammo[i] = 0;
	d->ammo[GUN_FIST] = 1;
	if (m_noitems) {

		d->gunselect = GUN_RIFLE;
		d->armour = 0;
		if (m_noitemsrail) {

			d->health = 1;
			d->ammo[GUN_RIFLE] = 100;

		} else {

			if (gamemode == 12) {
				d->gunselect = GUN_FIST;
				return;
			}; // eihrul's secret "instafist" mode
			d->health = 256;
			if (m_tarena) {

				int gun1 = rnd(4) + 1;
				baseammo(d->gunselect = gun1);
				for (;;) {

					int gun2 = rnd(4) + 1;
					if (gun1 != gun2) {
						baseammo(gun2);
						break;
					};
				};
			} else if (m_arena) // insta arena
			{
				d->ammo[GUN_RIFLE] = 100;

			} else // efficiency
			{
				loopi(4) baseammo(i + 1);
				d->gunselect = GUN_CG;
			};
			d->ammo[GUN_CG] /= 2;
		};

	} else {

		d->ammo[GUN_SG] = 5;
	};
};

dynent *
newdynent() // create a new blank player or monster
{
	dynent *d = (dynent *)gp()->alloc(sizeof(dynent));
	d->o.x = 0;
	d->o.y = 0;
	d->o.z = 0;
	d->yaw = 270;
	d->pitch = 0;
	d->roll = 0;
	d->maxspeed = 22;
	d->outsidemap = false;
	d->inwater = false;
	d->radius = 1.1f;
	d->eyeheight = 3.2f;
	d->aboveeye = 0.7f;
	d->frags = 0;
	d->plag = 0;
	d->ping = 0;
	d->lastupdate = lastmillis;
	d->enemy = NULL;
	d->monsterstate = 0;
	d->name[0] = d->team[0] = 0;
	d->blocked = false;
	d->lifesequence = 0;
	d->state = CS_ALIVE;
	spawnstate(d);
	return d;
};

void
respawnself()
{
	spawnplayer(player1);
	showscores(false);
};

void
arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
{
	if (d->state != CS_DEAD) {

		alive++;
		if (lastteam && strcmp(lastteam, d->team))
			oneteam = false;
		lastteam = d->team;

	} else {

		dead++;
	};
};

int arenarespawnwait = 0;
int arenadetectwait = 0;

void
arenarespawn()
{
	if (arenarespawnwait) {

		if (arenarespawnwait < lastmillis) {

			arenarespawnwait = 0;
			conoutf("new round starting... fight!");
			respawnself();
		};

	} else if (arenadetectwait == 0 || arenadetectwait < lastmillis) {

		arenadetectwait = 0;
		int alive = 0, dead = 0;
		char *lastteam = NULL;
		bool oneteam = true;
		loopv(players) if (players[i])
		    arenacount(players[i], alive, dead, lastteam, oneteam);
		arenacount(player1, alive, dead, lastteam, oneteam);
		if (dead > 0 && (alive <= 1 || (m_teammode && oneteam))) {

			conoutf(
			    "arena round is over! next round in 5 seconds...");
			if (alive)
				conoutf(
				    "team %s is last man standing", lastteam);
			else
				conoutf("everyone died!");
			arenarespawnwait = lastmillis + 5000;
			arenadetectwait = lastmillis + 10000;
			player1->roll = 0;
		};
	};
};

void
zapdynent(dynent *&d)
{
	if (d)
		gp()->dealloc(d, sizeof(dynent));
	d = NULL;
};

extern int democlientnum;

void
otherplayers()
{
	loopv(players) if (players[i])
	{
		const int lagtime = lastmillis - players[i]->lastupdate;
		if (lagtime > 1000 && players[i]->state == CS_ALIVE) {

			players[i]->state = CS_LAGGED;
			continue;
		};
		if (lagtime && players[i]->state != CS_DEAD &&
		    (!demoplayback || i != democlientnum))
			moveplayer(
			    players[i], 2, false); // use physics to extrapolate
			                           // player position
	};
};

void
respawn()
{
	if (player1->state == CS_DEAD) {

		player1->attacking = false;
		if (m_arena) {
			conoutf("waiting for new round to start...");
			return;
		};
		if (m_sp) {
			nextmode = gamemode;
			changemap(clientmap);
			return;
		}; // if we die in SP we try the same map again
		respawnself();
	};
};

int sleepwait = 0;
string sleepcmd;
void
sleepf(char *msec, char *cmd)
{
	sleepwait = atoi(msec) + lastmillis;
	strcpy_s(sleepcmd, cmd);
};
COMMANDN(sleep, sleepf, ARG_2STR);

void
updateworld(int millis) // main game update loop
{
	if (lastmillis) {

		curtime = millis - lastmillis;
		if (sleepwait && lastmillis > sleepwait) {
			sleepwait = 0;
			execute(sleepcmd);
		};
		physicsframe();
		checkquad(curtime);
		if (m_arena)
			arenarespawn();
		moveprojectiles((float)curtime);
		demoplaybackstep();
		if (!demoplayback) {

			if (getclientnum() >= 0)
				shoot(player1, worldpos); // only shoot when
				                          // connected to server
			gets2c(); // do this first, so we have most accurate
			          // information when our player moves
		};
		otherplayers();
		if (!demoplayback) {

			monsterthink();
			if (player1->state == CS_DEAD) {

				if (lastmillis - player1->lastaction < 2000) {

					player1->move = player1->strafe = 0;
					moveplayer(player1, 10, false);
				} else if (!m_arena && !m_sp &&
				           lastmillis - player1->lastaction >

				               10000)
					respawn();
			} else if (!intermission) {

				moveplayer(player1, 20, true);
				checkitems();
			};
			c2sinfo(player1); // do this last, to reduce the
			                  // effective frame lag
		};
	};
	lastmillis = millis;
};

void
entinmap(dynent *
        d) // brute force but effective way to find a free spawn spot in the map
{
	loopi(100) // try max 100 times
	{
		float dx = (rnd(21) - 10) / 10.0f * i; // increasing distance
		float dy = (rnd(21) - 10) / 10.0f * i;
		d->o.x += dx;
		d->o.y += dy;
		if (collide(d, true, 0, 0))
			return;
		d->o.x -= dx;
		d->o.y -= dy;
	};
	conoutf(
	    "can't find entity spawn spot! (%d, %d)", (int)d->o.x, (int)d->o.y);
	// leave ent at original pos, possibly stuck
};

int spawncycle = -1;
int fixspawn = 2;

void
spawnplayer(dynent *d) // place at random spawn. also used by monsters!
{
	int r = fixspawn-- > 0 ? 4 : rnd(10) + 1;
	loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle + 1);
	if (spawncycle != -1) {

		d->o.x = ents[spawncycle].x;
		d->o.y = ents[spawncycle].y;
		d->o.z = ents[spawncycle].z;
		d->yaw = ents[spawncycle].attr1;
		d->pitch = 0;
		d->roll = 0;

	} else {

		d->o.x = d->o.y = (float)ssize / 2;
		d->o.z = 4;
	};
	entinmap(d);
	spawnstate(d);
	d->state = CS_ALIVE;
};

// movement input code

#define dir(name, v, d, s, os)                                                 \
	void name(bool isdown)                                                 \
	{                                                                      \
		player1->s = isdown;                                           \
		player1->v = isdown ? d : (player1->os ? -(d) : 0);            \
		player1->lastmove = lastmillis;                                \
	};

dir(backward, move, -1, k_down, k_up);
dir(forward, move, 1, k_up, k_down);
dir(left, strafe, 1, k_left, k_right);
dir(right, strafe, -1, k_right, k_left);

void
attack(bool on)
{
	if (intermission)
		return;
	if (editmode)
		editdrag(on);
	else if (player1->attacking = on)
		respawn();
};

void
jumpn(bool on)
{
	if (!intermission && (player1->jumpnext = on))
		respawn();
};

COMMAND(backward, ARG_DOWN);
COMMAND(forward, ARG_DOWN);
COMMAND(left, ARG_DOWN);
COMMAND(right, ARG_DOWN);
COMMANDN(jump, jumpn, ARG_DOWN);
COMMAND(attack, ARG_DOWN);
COMMAND(showscores, ARG_DOWN);

void
fixplayer1range()
{
	const float MAXPITCH = 90.0f;
	if (player1->pitch > MAXPITCH)
		player1->pitch = MAXPITCH;
	if (player1->pitch < -MAXPITCH)
		player1->pitch = -MAXPITCH;
	while (player1->yaw < 0.0f)
		player1->yaw += 360.0f;
	while (player1->yaw >= 360.0f)
		player1->yaw -= 360.0f;
};

void
mousemove(int dx, int dy)
{
	if (player1->state == CS_DEAD || intermission)
		return;
	const float SENSF = 33.0f; // try match quake sens
	player1->yaw += (dx / SENSF) * (sensitivity / (float)sensitivityscale);
	player1->pitch -= (dy / SENSF) *
	                  (sensitivity / (float)sensitivityscale) *
	                  (invmouse ? -1 : 1);
	fixplayer1range();
};

// damage arriving from the network, monsters, yourself, all ends up here.

void
selfdamage(int damage, int actor, dynent *act)
{
	if (player1->state != CS_ALIVE || editmode || intermission)
		return;
	damageblend(damage);
	demoblend(damage);
	int ad = damage * (player1->armourtype + 1) * 20 /
	         100; // let armour absorb when possible
	if (ad > player1->armour)
		ad = player1->armour;
	player1->armour -= ad;
	damage -= ad;
	float droll = damage / 0.5f;
	player1->roll +=
	    player1->roll > 0
	        ? droll
	        : (player1->roll < 0
	                  ? -droll
	                  : (rnd(2) ? droll
	                            : -droll)); // give player a kick depending
	                                        // on amount of damage
	if ((player1->health -= damage) <= 0) {

		if (actor == -2) {

			conoutf("you got killed by %s!", act->name);

		} else if (actor == -1) {

			actor = getclientnum();
			conoutf("you suicided!");
			addmsg(1, 2, SV_FRAGS, --player1->frags);

		} else {

			dynent *a = getclient(actor);
			if (a) {

				if (isteam(a->team, player1->team)) {

					conoutf("you got fragged by a teammate "

					        "(%s)",
					    a->name);
				} else {

					conoutf(
					    "you got fragged by %s", a->name);
				};
			};
		};
		showscores(true);
		addmsg(1, 2, SV_DIED, actor);
		player1->lifesequence++;
		player1->attacking = false;
		player1->state = CS_DEAD;
		player1->pitch = 0;
		player1->roll = 60;
		playsound(S_DIE1 + rnd(2));
		spawnstate(player1);
		player1->lastaction = lastmillis;

	} else {

		playsound(S_PAIN6);
	};
};

void
timeupdate(int timeremain)
{
	if (!timeremain) {

		intermission = true;
		player1->attacking = false;
		conoutf("intermission:");
		conoutf("game has ended!");
		showscores(true);

	} else {

		conoutf("time remaining: %d minutes", timeremain);
	};
};

dynent *
getclient(int cn) // ensure valid entity
{
	if (cn < 0 || cn >= MAXCLIENTS) {

		neterr("clientnum");
		return NULL;
	};
	while (cn >= players.length())
		players.add(NULL);
	return players[cn] ? players[cn] : (players[cn] = newdynent());
};

void
initclient()
{
	clientmap[0] = 0;
	initclientnet();
};

void
startmap(char *name) // called just after a map load
{
	if (netmapstart() && m_sp) {
		gamemode = 0;
		conoutf("coop sp not supported yet");
	};
	sleepwait = 0;
	monsterclear();
	projreset();
	spawncycle = -1;
	spawnplayer(player1);
	player1->frags = 0;
	loopv(players) if (players[i]) players[i]->frags = 0;
	resetspawns();
	strcpy_s(clientmap, name);
	if (editmode)
		toggleedit();
	setvar("gamespeed", 100);
	setvar("fog", 180);
	setvar("fogcolour", 0x8099B3);
	showscores(false);
	intermission = false;
	framesinmap = 0;
	conoutf("game mode is %s", modestr(gamemode));
};

COMMANDN(map, changemap, ARG_1STR);

Modified src/clients2c.cxx from [716fcd3fe8] to [1e2dd62755].

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// client processing of the incoming network stream

#include "cube.h"

extern int clientnum;
extern bool c2sinit, senditemstoserver;
extern string toservermap;
extern string clientpassword;


void neterr(char *s)
{
    conoutf("illegal network message (%s)", s);
    disconnect();
};


void changemapserv(char *name, int mode)        // forced map change from the server
{
    gamemode = mode;
    load_world(name);
};


void changemap(char *name)                      // request map change, server may ignore
{
    strcpy_s(toservermap, name);
};

// update the position of other clients in the game in our world
// don't care if he's in the scenery or other players,
// just don't overlap with our client


void updatepos(dynent *d)
{
    const float r = player1->radius+d->radius;
    const float dx = player1->o.x-d->o.x;
    const float dy = player1->o.y-d->o.y;
    const float dz = player1->o.z-d->o.z;
    const float rz = player1->aboveeye+d->eyeheight;
    const float fx = (float)fabs(dx), fy = (float)fabs(dy), fz = (float)fabs(dz);

    if(fx<r && fy<r && fz<rz && d->state!=CS_DEAD)
    {

        if(fx<fy) d->o.y += dy<0 ? r-fy : -(r-fy);  // push aside

        else      d->o.x += dx<0 ? r-fx : -(r-fx);
    };
    int lagtime = lastmillis-d->lastupdate;
    if(lagtime)
    {
        d->plag = (d->plag*5+lagtime)/6;
        d->lastupdate = lastmillis;
    };
};



void localservertoclient(uchar *buf, int len)   // processes any updates from the server
{
    if(ENET_NET_TO_HOST_16(*(ushort *)buf)!=len) neterr("packet length");

    incomingdemodata(buf, len);
    
    uchar *end = buf+len;
    uchar *p = buf+2;
    char text[MAXTRANS];
    int cn = -1, type;
    dynent *d = NULL;
    bool mapchanged = false;


    while(p<end) switch(type = getint(p))
    {
        case SV_INITS2C:                    // welcome messsage from the server
        {
            cn = getint(p);
            int prot = getint(p);
            if(prot!=PROTOCOL_VERSION)
            {
                conoutf("you are using a different game protocol (you: %d, server: %d)", PROTOCOL_VERSION, prot);


                disconnect();
                return;
            };
            toservermap[0] = 0;
            clientnum = cn;                 // we are now fully connected


            if(!getint(p)) strcpy_s(toservermap, getclientmap());   // we are the first client on this server, set map

            sgetstr();
            if(text[0] && strcmp(text, clientpassword))
            {
                conoutf("you need to set the correct password to join this server!");

                disconnect();
                return;
            };
            if(getint(p)==1)
            {
                conoutf("server is FULL, disconnecting..");
            };
            break;
        };

        case SV_POS:                        // position of another client
        {
            cn = getint(p);
            d = getclient(cn);

            if(!d) return;
            d->o.x   = getint(p)/DMF;
            d->o.y   = getint(p)/DMF;
            d->o.z   = getint(p)/DMF;
            d->yaw   = getint(p)/DAF;
            d->pitch = getint(p)/DAF;
            d->roll  = getint(p)/DAF;
            d->vel.x = getint(p)/DVF;
            d->vel.y = getint(p)/DVF;
            d->vel.z = getint(p)/DVF;
            int f = getint(p);
            d->strafe = (f&3)==3 ? -1 : f&3;
            f >>= 2; 
            d->move = (f&3)==3 ? -1 : f&3;
            d->onfloor = (f>>2)&1;
            int state = f>>3;

            if(state==CS_DEAD && d->state!=CS_DEAD) d->lastaction = lastmillis;
            d->state = state;
            if(!demoplayback) updatepos(d);

            break;
        };

        case SV_SOUND:
            playsound(getint(p), &d->o);
            break;

        case SV_TEXT:
            sgetstr();
            conoutf("%s:\f %s", d->name, text); 
            break;

        case SV_MAPCHANGE:     
            sgetstr();
            changemapserv(text, getint(p));
            mapchanged = true;
            break;
        
        case SV_ITEMLIST:
        {
            int n;

            if(mapchanged) { senditemstoserver = false; resetspawns(); };




            while((n = getint(p))!=-1) if(mapchanged) setspawn(n, true);
            break;
        };

        case SV_MAPRELOAD:          // server requests next map
        {
            getint(p);
            sprintf_sd(nextmapalias)("nextmap_%s", getclientmap());

            char *map = getalias(nextmapalias);     // look up map in the cycle
            changemap(map ? map : getclientmap());
            break;
        };

        case SV_INITC2S:            // another client either connected or changed name/team

        {
            sgetstr();
            if(d->name[0])          // already connected
            {
                if(strcmp(d->name, text))
                    conoutf("%s is now known as %s", d->name, text);
            }

            else                    // new client
            {

                c2sinit = false;    // send new players my info again 
                conoutf("connected: %s", text);
            }; 
            strcpy_s(d->name, text);
            sgetstr();
            strcpy_s(d->team, text);
            d->lifesequence = getint(p);
            break;
        };

        case SV_CDIS:
            cn = getint(p);
            if(!(d = getclient(cn))) break;

			conoutf("player %s disconnected", d->name[0] ? d->name : "[incompatible client]"); 

            zapdynent(players[cn]);
            break;

        case SV_SHOT:
        {
            int gun = getint(p);
            vec s, e;
            s.x = getint(p)/DMF;
            s.y = getint(p)/DMF;
            s.z = getint(p)/DMF;
            e.x = getint(p)/DMF;
            e.y = getint(p)/DMF;
            e.z = getint(p)/DMF;

            if(gun==GUN_SG) createrays(s, e);
            shootv(gun, s, e, d);
            break;
        };

        case SV_DAMAGE:             
        {
            int target = getint(p);
            int damage = getint(p);
            int ls = getint(p);


            if(target==clientnum) { if(ls==player1->lifesequence) selfdamage(damage, cn, d); }


            else playsound(S_PAIN1+rnd(5), &getclient(target)->o);
            break;
        };

        case SV_DIED:
        {
            int actor = getint(p);
            if(actor==cn)
            {



                conoutf("%s suicided", d->name);
            }
            else if(actor==clientnum)
            {
                int frags;
                if(isteam(player1->team, d->team))
                {
                    frags = -1;
                    conoutf("you fragged a teammate (%s)", d->name);
                }

                else
                {
                    frags = 1;
                    conoutf("you fragged %s", d->name);
                };
                addmsg(1, 2, SV_FRAGS, player1->frags += frags);
            }
            else
            {
                dynent *a = getclient(actor);
                if(a)
                {
                    if(isteam(a->team, d->name))
                    {
                        conoutf("%s fragged his teammate (%s)", a->name, d->name);
                    }


                    else
                    {
                        conoutf("%s fragged %s", a->name, d->name);

                    };
                };
            };
            playsound(S_DIE1+rnd(2), &d->o);
            d->lifesequence++;
            break;
        };

        case SV_FRAGS:
            players[cn]->frags = getint(p);
            break;

        case SV_ITEMPICKUP:
            setspawn(getint(p), false);
            getint(p);
            break;

        case SV_ITEMSPAWN:
        {
            uint i = getint(p);
            setspawn(i, true);
            if(i>=(uint)ents.length()) break;

            vec v = { ents[i].x, ents[i].y, ents[i].z };
            playsound(S_ITEMSPAWN, &v); 
            break;
        };

        case SV_ITEMACC:            // server acknowledges that I picked up this item

            realpickup(getint(p), player1);
            break;

        case SV_EDITH:              // coop editing messages, should be extended to include all possible editing ops

        case SV_EDITT:
        case SV_EDITS:
        case SV_EDITD:
        case SV_EDITE:
        {
            int x  = getint(p);
            int y  = getint(p);
            int xs = getint(p);
            int ys = getint(p);
            int v  = getint(p);
            block b = { x, y, xs, ys };
            switch(type)
            {
                case SV_EDITH: editheightxy(v!=0, getint(p), b); break;



                case SV_EDITT: edittexxy(v, getint(p), b); break;

                case SV_EDITS: edittypexy(v, b); break;


                case SV_EDITD: setvdeltaxy(v, b); break;


                case SV_EDITE: editequalisexy(v!=0, b); break;


            };
            break;
        };

        case SV_EDITENT:            // coop edit of ent
        {
            uint i = getint(p);

            while((uint)ents.length()<=i) ents.add().type = NOTUSED;
            int to = ents[i].type;
            ents[i].type = getint(p);
            ents[i].x = getint(p);
            ents[i].y = getint(p);
            ents[i].z = getint(p);
            ents[i].attr1 = getint(p);
            ents[i].attr2 = getint(p);
            ents[i].attr3 = getint(p);
            ents[i].attr4 = getint(p);
            ents[i].spawned = false;

            if(ents[i].type==LIGHT || to==LIGHT) calclight();
            break;
        };

        case SV_PING:
            getint(p);
            break;

        case SV_PONG: 
            addmsg(0, 2, SV_CLIENTPING, player1->ping = (player1->ping*5+lastmillis-getint(p))/6);



            break;

        case SV_CLIENTPING:
            players[cn]->ping = getint(p);
            break;

        case SV_GAMEMODE:
            nextmode = getint(p);
            break;

        case SV_TIMEUP:
            timeupdate(getint(p));
            break;

        case SV_RECVMAP:
        {
            sgetstr();
            conoutf("received map \"%s\" from server, reloading..", text);

            int mapsize = getint(p);
            writemap(text, mapsize, p);
            p += mapsize;
            changemapserv(text, gamemode);
            break;
        };
        
        case SV_SERVMSG:
            sgetstr();
            conoutf("%s", text);
            break;

        case SV_EXT:        // so we can messages without breaking previous clients/servers, if necessary

        {
            for(int n = getint(p); n; n--) getint(p);

            break;
        };

        default:
            neterr("type");
            return;
    };
};









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// client processing of the incoming network stream

#include "cube.h"

extern int clientnum;
extern bool c2sinit, senditemstoserver;
extern string toservermap;
extern string clientpassword;

void
neterr(char *s)
{
	conoutf("illegal network message (%s)", s);
	disconnect();
};

void
changemapserv(char *name, int mode) // forced map change from the server
{
	gamemode = mode;
	load_world(name);
};

void
changemap(char *name) // request map change, server may ignore
{
	strcpy_s(toservermap, name);
};

// update the position of other clients in the game in our world
// don't care if he's in the scenery or other players,
// just don't overlap with our client

void
updatepos(dynent *d)
{
	const float r = player1->radius + d->radius;
	const float dx = player1->o.x - d->o.x;
	const float dy = player1->o.y - d->o.y;
	const float dz = player1->o.z - d->o.z;
	const float rz = player1->aboveeye + d->eyeheight;
	const float fx = (float)fabs(dx), fy = (float)fabs(dy),
	            fz = (float)fabs(dz);
	if (fx < r && fy < r && fz < rz && d->state != CS_DEAD) {

		if (fx < fy)
			d->o.y += dy < 0 ? r - fy : -(r - fy); // push aside
		else
			d->o.x += dx < 0 ? r - fx : -(r - fx);
	};
	int lagtime = lastmillis - d->lastupdate;
	if (lagtime) {

		d->plag = (d->plag * 5 + lagtime) / 6;
		d->lastupdate = lastmillis;
	};
};

void
localservertoclient(
    uchar *buf, int len) // processes any updates from the server
{
	if (ENET_NET_TO_HOST_16(*(ushort *)buf) != len)
		neterr("packet length");
	incomingdemodata(buf, len);

	uchar *end = buf + len;
	uchar *p = buf + 2;
	char text[MAXTRANS];
	int cn = -1, type;
	dynent *d = NULL;
	bool mapchanged = false;

	while (p < end)
		switch (type = getint(p)) {

		case SV_INITS2C: // welcome messsage from the server
		{
			cn = getint(p);
			int prot = getint(p);
			if (prot != PROTOCOL_VERSION) {

				conoutf("you are using a different game "
				        "protocol (you: %d, server: %d)",
				    PROTOCOL_VERSION, prot);
				disconnect();
				return;
			};
			toservermap[0] = 0;
			clientnum = cn; // we are now fully connected
			if (!getint(p))
				strcpy_s(toservermap,
				    getclientmap()); // we are the first client
				                     // on this server, set map
			sgetstr();
			if (text[0] && strcmp(text, clientpassword)) {

				conoutf("you need to set the correct password "
				        "to join this server!");
				disconnect();
				return;
			};
			if (getint(p) == 1) {

				conoutf("server is FULL, disconnecting..");
			};
			break;
		};

		case SV_POS: // position of another client
		{
			cn = getint(p);
			d = getclient(cn);
			if (!d)
				return;
			d->o.x = getint(p) / DMF;
			d->o.y = getint(p) / DMF;
			d->o.z = getint(p) / DMF;
			d->yaw = getint(p) / DAF;
			d->pitch = getint(p) / DAF;
			d->roll = getint(p) / DAF;
			d->vel.x = getint(p) / DVF;
			d->vel.y = getint(p) / DVF;
			d->vel.z = getint(p) / DVF;
			int f = getint(p);
			d->strafe = (f & 3) == 3 ? -1 : f & 3;
			f >>= 2;
			d->move = (f & 3) == 3 ? -1 : f & 3;
			d->onfloor = (f >> 2) & 1;
			int state = f >> 3;
			if (state == CS_DEAD && d->state != CS_DEAD)
				d->lastaction = lastmillis;
			d->state = state;
			if (!demoplayback)
				updatepos(d);
			break;
		};

		case SV_SOUND:
			playsound(getint(p), &d->o);
			break;

		case SV_TEXT:
			sgetstr();
			conoutf("%s:\f %s", d->name, text);
			break;

		case SV_MAPCHANGE:
			sgetstr();
			changemapserv(text, getint(p));
			mapchanged = true;
			break;

		case SV_ITEMLIST: {

			int n;
			if (mapchanged) {
				senditemstoserver = false;
				resetspawns();
			};
			while ((n = getint(p)) != -1)
				if (mapchanged)
					setspawn(n, true);
			break;
		};

		case SV_MAPRELOAD: // server requests next map
		{
			getint(p);
			sprintf_sd(nextmapalias)("nextmap_%s", getclientmap());
			char *map =
			    getalias(nextmapalias); // look up map in the cycle
			changemap(map ? map : getclientmap());
			break;
		};

		case SV_INITC2S: // another client either connected or changed
		                 // name/team
		{
			sgetstr();
			if (d->name[0]) // already connected
			{
				if (strcmp(d->name, text))
					conoutf("%s is now known as %s",

					    d->name, text);
			} else // new client
			{
				c2sinit =
				    false; // send new players my info again
				conoutf("connected: %s", text);
			};
			strcpy_s(d->name, text);
			sgetstr();
			strcpy_s(d->team, text);
			d->lifesequence = getint(p);
			break;
		};

		case SV_CDIS:
			cn = getint(p);
			if (!(d = getclient(cn)))
				break;
			conoutf("player %s disconnected",
			    d->name[0] ? d->name : "[incompatible client]");
			zapdynent(players[cn]);
			break;

		case SV_SHOT: {

			int gun = getint(p);
			vec s, e;
			s.x = getint(p) / DMF;
			s.y = getint(p) / DMF;
			s.z = getint(p) / DMF;
			e.x = getint(p) / DMF;
			e.y = getint(p) / DMF;
			e.z = getint(p) / DMF;
			if (gun == GUN_SG)
				createrays(s, e);
			shootv(gun, s, e, d);
			break;
		};

		case SV_DAMAGE: {

			int target = getint(p);
			int damage = getint(p);
			int ls = getint(p);
			if (target == clientnum) {
				if (ls == player1->lifesequence)
					selfdamage(damage, cn, d);
			} else
				playsound(
				    S_PAIN1 + rnd(5), &getclient(target)->o);
			break;
		};






		case SV_DIED: {
			int actor = getint(p);
			if (actor == cn) {
				conoutf("%s suicided", d->name);

			} else if (actor == clientnum) {

				int frags;
				if (isteam(player1->team, d->team)) {

					frags = -1;
					conoutf("you fragged a teammate (%s)",

					    d->name);
				} else {

					frags = 1;
					conoutf("you fragged %s", d->name);
				};
				addmsg(1, 2, SV_FRAGS, player1->frags += frags);

			} else {

				dynent *a = getclient(actor);
				if (a) {

					if (isteam(a->team, d->name)) {

						conoutf("%s fragged his "

						        "teammate (%s)",
						    a->name, d->name);
					} else {

						conoutf("%s fragged %s",
						    a->name, d->name);
					};
				};
			};
			playsound(S_DIE1 + rnd(2), &d->o);
			d->lifesequence++;
			break;
		};

		case SV_FRAGS:
			players[cn]->frags = getint(p);
			break;

		case SV_ITEMPICKUP:
			setspawn(getint(p), false);
			getint(p);
			break;

		case SV_ITEMSPAWN: {

			uint i = getint(p);
			setspawn(i, true);
			if (i >= (uint)ents.length())
				break;
			vec v = {ents[i].x, ents[i].y, ents[i].z};
			playsound(S_ITEMSPAWN, &v);
			break;
		};

		case SV_ITEMACC: // server acknowledges that I picked up this
		                 // item
			realpickup(getint(p), player1);
			break;

		case SV_EDITH: // coop editing messages, should be extended to
		               // include all possible editing ops
		case SV_EDITT:
		case SV_EDITS:
		case SV_EDITD:
		case SV_EDITE: {

			int x = getint(p);
			int y = getint(p);
			int xs = getint(p);
			int ys = getint(p);
			int v = getint(p);
			block b = {x, y, xs, ys};
			switch (type) {

			case SV_EDITH:
				editheightxy(v != 0, getint(p), b);
				break;
			case SV_EDITT:
				edittexxy(v, getint(p), b);
				break;
			case SV_EDITS:
				edittypexy(v, b);
				break;
			case SV_EDITD:
				setvdeltaxy(v, b);
				break;
			case SV_EDITE:
				editequalisexy(v != 0, b);
				break;
			};
			break;
		};

		case SV_EDITENT: // coop edit of ent
		{
			uint i = getint(p);
			while ((uint)ents.length() <= i)
				ents.add().type = NOTUSED;
			int to = ents[i].type;
			ents[i].type = getint(p);
			ents[i].x = getint(p);
			ents[i].y = getint(p);
			ents[i].z = getint(p);
			ents[i].attr1 = getint(p);
			ents[i].attr2 = getint(p);
			ents[i].attr3 = getint(p);
			ents[i].attr4 = getint(p);
			ents[i].spawned = false;
			if (ents[i].type == LIGHT || to == LIGHT)
				calclight();
			break;
		};

		case SV_PING:
			getint(p);
			break;

		case SV_PONG:
			addmsg(0, 2, SV_CLIENTPING,
			    player1->ping =
			        (player1->ping * 5 + lastmillis - getint(p)) /
			        6);
			break;

		case SV_CLIENTPING:
			players[cn]->ping = getint(p);
			break;

		case SV_GAMEMODE:
			nextmode = getint(p);
			break;

		case SV_TIMEUP:
			timeupdate(getint(p));
			break;

		case SV_RECVMAP: {

			sgetstr();
			conoutf("received map \"%s\" from server, reloading..",
			    text);
			int mapsize = getint(p);
			writemap(text, mapsize, p);
			p += mapsize;
			changemapserv(text, gamemode);
			break;
		};

		case SV_SERVMSG:
			sgetstr();
			conoutf("%s", text);
			break;

		case SV_EXT: // so we can messages without breaking previous
		             // clients/servers, if necessary
		{
			for (int n = getint(p); n; n--)
				getint(p);
			break;
		};

		default:
			neterr("type");
			return;
		};
};

Modified src/command.cxx from [2831854fe2] to [4e6af6f959].

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// command.cpp: implements the parsing and execution of a tiny script language which
// is largely backwards compatible with the quake console language.

#include "cube.h"

enum { ID_VAR, ID_COMMAND, ID_ALIAS };

struct ident
{
    int type;           // one of ID_* above
    char *name;
    int min, max;       // ID_VAR
    int *storage;       // ID_VAR
    void (*fun)();      // ID_VAR, ID_COMMAND
    int narg;           // ID_VAR, ID_COMMAND
    char *action;       // ID_ALIAS
    bool persist;
};


void itoa(char *s, int i) { sprintf_s(s)("%d", i); };
char *exchangestr(char *o, char *n) { gp()->deallocstr(o); return newstring(n); };

hashtable<ident> *idents = NULL;        // contains ALL vars/commands/aliases


void alias(char *name, char *action)

{
    ident *b = idents->access(name);
    if(!b)
    {










        name = newstring(name);

        ident b = { ID_ALIAS, name, 0, 0, 0, 0, 0, newstring(action), true };
        idents->access(name, &b);
    }
    else
    {

        if(b->type==ID_ALIAS) b->action = exchangestr(b->action, action);


        else conoutf("cannot redefine builtin %s with an alias", name);
    };
};

COMMAND(alias, ARG_2STR);

// variable's and commands are registered through globals, see cube.h


int variable(char *name, int min, int cur, int max, int *storage, void (*fun)(), bool persist)

{

    if(!idents) idents = new hashtable<ident>;
    ident v = { ID_VAR, name, min, max, storage, fun, 0, 0, persist };
    idents->access(name, &v);
    return cur;
};




void setvar(char *name, int i) { *idents->access(name)->storage = i; };




int getvar(char *name) { return *idents->access(name)->storage; };




bool identexists(char *name) { return idents->access(name)!=NULL; };



char *getalias(char *name)
{
    ident *i = idents->access(name);
    return i && i->type==ID_ALIAS ? i->action : NULL;
};


bool addcommand(char *name, void (*fun)(), int narg)
{

    if(!idents) idents = new hashtable<ident>;
    ident c = { ID_COMMAND, name, 0, 0, 0, fun, narg, 0, false };
    idents->access(name, &c);
    return false;
};


char *parseexp(char *&p, int right)             // parse any nested set of () or []
{
    int left = *p++;
    char *word = p;
    for(int brak = 1; brak; )
    {
        int c = *p++;

        if(c=='\r') *(p-1) = ' ';               // hack

        if(c==left) brak++;

        else if(c==right) brak--;


        else if(!c) { p--; conoutf("missing \"%c\"", right); return NULL; };

    };

    char *s = newstring(word, p-word-1);
    if(left=='(')
    {
        string t;


        itoa(t, execute(s));                    // evaluate () exps directly, and substitute result
        s = exchangestr(s, t);
    };
    return s;
};


char *parseword(char *&p)                       // parse single argument, including expressions
{
    p += strspn(p, " \t\r");

    if(p[0]=='/' && p[1]=='/') p += strcspn(p, "\n\0");  
    if(*p=='\"')
    {
        p++;
        char *word = p;
        p += strcspn(p, "\"\r\n\0");
        char *s = newstring(word, p-word);

        if(*p=='\"') p++;
        return s;
    };

    if(*p=='(') return parseexp(p, ')');

    if(*p=='[') return parseexp(p, ']');
    char *word = p;
    p += strcspn(p, "; \t\r\n\0");

    if(p-word==0) return NULL;
    return newstring(word, p-word);
};







char *lookup(char *n)                           // find value of ident referenced with $ in exp
{
    ident *id = idents->access(n+1);

    if(id) switch(id->type)
    {
        case ID_VAR: string t; itoa(t, *(id->storage)); return exchangestr(n, t);

        case ID_ALIAS: return exchangestr(n, id->action);
    };
    conoutf("unknown alias lookup: %s", n+1);
    return n;
};





















int execute(char *p, bool isdown)               // all evaluation happens here, recursively


{
    const int MAXWORDS = 25;                    // limit, remove



    char *w[MAXWORDS];
    int val = 0;


    for(bool cont = true; cont;)                // for each ; seperated statement
    {


        int numargs = MAXWORDS;
        loopi(MAXWORDS)                         // collect all argument values







        {
            w[i] = "";

            if(i>numargs) continue;
            char *s = parseword(p);             // parse and evaluate exps
            if(!s) { numargs = i; s = ""; };
            if(*s=='$') s = lookup(s);          // substitute variables

            w[i] = s;
        };


        
        p += strcspn(p, ";\n\0");
        cont = *p++!=0;                         // more statements if this isn't the end of the string






















        char *c = w[0];
        if(*c=='/') c++;                        // strip irc-style command prefix
        if(!*c) continue;                       // empty statement





        
        ident *id = idents->access(c);

        if(!id)
        {
            val = ATOI(c);
            if(!val && *c!='0') conoutf("unknown command: %s", c);
        }
        else switch(id->type)
        {


            case ID_COMMAND:                    // game defined commands       

                switch(id->narg)                // use very ad-hoc function signature, and just call it
                { 




                    case ARG_1INT: if(isdown) ((void (__cdecl *)(int))id->fun)(ATOI(w[1])); break;



                    case ARG_2INT: if(isdown) ((void (__cdecl *)(int, int))id->fun)(ATOI(w[1]), ATOI(w[2])); break;
                    case ARG_3INT: if(isdown) ((void (__cdecl *)(int, int, int))id->fun)(ATOI(w[1]), ATOI(w[2]), ATOI(w[3])); break;
                    case ARG_4INT: if(isdown) ((void (__cdecl *)(int, int, int, int))id->fun)(ATOI(w[1]), ATOI(w[2]), ATOI(w[3]), ATOI(w[4])); break;

                    case ARG_NONE: if(isdown) ((void (__cdecl *)())id->fun)(); break;





                    case ARG_1STR: if(isdown) ((void (__cdecl *)(char *))id->fun)(w[1]); break;

                    case ARG_2STR: if(isdown) ((void (__cdecl *)(char *, char *))id->fun)(w[1], w[2]); break;
                    case ARG_3STR: if(isdown) ((void (__cdecl *)(char *, char *, char*))id->fun)(w[1], w[2], w[3]); break;


                    case ARG_5STR: if(isdown) ((void (__cdecl *)(char *, char *, char*, char*, char*))id->fun)(w[1], w[2], w[3], w[4], w[5]); break;

                    case ARG_DOWN: ((void (__cdecl *)(bool))id->fun)(isdown); break;
                    case ARG_DWN1: ((void (__cdecl *)(bool, char *))id->fun)(isdown, w[1]); break;
                    case ARG_1EXP: if(isdown) val = ((int (__cdecl *)(int))id->fun)(execute(w[1])); break;
                    case ARG_2EXP: if(isdown) val = ((int (__cdecl *)(int, int))id->fun)(execute(w[1]), execute(w[2])); break;

                    case ARG_1EST: if(isdown) val = ((int (__cdecl *)(char *))id->fun)(w[1]); break;
                    case ARG_2EST: if(isdown) val = ((int (__cdecl *)(char *, char *))id->fun)(w[1], w[2]); break;


                    case ARG_VARI: if(isdown)
                    {

                        string r;               // limit, remove
                        r[0] = 0;
                        for(int i = 1; i<numargs; i++)       
                        {

                            strcat_s(r, w[i]);  // make string-list out of all arguments





                            if(i==numargs-1) break;
                            strcat_s(r, " ");
                        };

                        ((void (__cdecl *)(char *))id->fun)(r);
                        break;
                    }
                };
                break;
       
            case ID_VAR:                        // game defined variabled 
                if(isdown)
                {

                    if(!w[1][0]) conoutf("%s = %d", c, *id->storage);      // var with no value just prints its current value






                    else
                    {
                        if(id->min>id->max)
                        {
                            conoutf("variable is read-only");
                        }

                        else
                        {










                            int i1 = ATOI(w[1]);

                            if(i1<id->min || i1>id->max)
                            {
                                i1 = i1<id->min ? id->min : id->max;                // clamp to valid range
                                conoutf("valid range for %s is %d..%d", c, id->min, id->max);
                            }
                            *id->storage = i1;
                        };

                        if(id->fun) ((void (__cdecl *)())id->fun)();            // call trigger function if available





                    };
                };
                break;
                
            case ID_ALIAS:                              // alias, also used as functions and (global) variables

                for(int i = 1; i<numargs; i++)
                {
                    sprintf_sd(t)("arg%d", i);          // set any arguments as (global) arg values so functions can access them



                    alias(t, w[i]);
                };
                char *action = newstring(id->action);   // create new string here because alias could rebind itself



                val = execute(action, isdown);
                gp()->deallocstr(action);
                break;
        };
        loopj(numargs) gp()->deallocstr(w[j]);
    };
    return val;
};

// tab-completion of all idents

int completesize = 0, completeidx = 0;


void resetcomplete() { completesize = 0; };

void complete(char *s)

{
    if(*s!='/')

    {

        string t;
        strcpy_s(t, s);
        strcpy_s(s, "/");
        strcat_s(s, t);
    };

    if(!s[1]) return;

    if(!completesize) { completesize = (int)strlen(s)-1; completeidx = 0; };


    int idx = 0;

    enumerate(idents, ident *, id,
        if(strncmp(id->name, s+1, completesize)==0 && idx++==completeidx)
        {

            strcpy_s(s, "/");
            strcat_s(s, id->name);
        };
    );
    completeidx++;

    if(completeidx>=idx) completeidx = 0;
};


bool execfile(char *cfgfile)
{
    string s;
    strcpy_s(s, cfgfile);
    char *buf = loadfile(path(s), NULL);

    if(!buf) return false;
    execute(buf);
    free(buf);
    return true;
};


void exec(char *cfgfile)
{

    if(!execfile(cfgfile)) conoutf("could not read \"%s\"", cfgfile);
};


void writecfg()
{
    FILE *f = fopen("config.cfg", "w");

    if(!f) return;
    fprintf(f, "// automatically written on exit, do not modify\n// delete this file to have defaults.cfg overwrite these settings\n// modify settings in game, or put settings in autoexec.cfg to override anything\n\n");



    writeclientinfo(f);
    fprintf(f, "\n");
    enumerate(idents, ident *, id,
        if(id->type==ID_VAR && id->persist)
        {
            fprintf(f, "%s %d\n", id->name, *id->storage);
        };
    );
    fprintf(f, "\n");
    writebinds(f);
    fprintf(f, "\n");

    enumerate(idents, ident *, id,
        if(id->type==ID_ALIAS && !strstr(id->name, "nextmap_"))
        {
            fprintf(f, "alias \"%s\" [%s]\n", id->name, id->action);
        };
    );
    fclose(f);
};

COMMAND(writecfg, ARG_NONE);

// below the commands that implement a small imperative language. thanks to the semantics of

// () and [] expressions, any control construct can be defined trivially.


void intset(char *name, int v) { string b; itoa(b, v); alias(name, b); };







void ifthen(char *cond, char *thenp, char *elsep) { execute(cond[0]!='0' ? thenp : elsep); };
void loopa(char *times, char *body) { int t = atoi(times); loopi(t) { intset("i", i); execute(body); }; };
void whilea(char *cond, char *body) { while(execute(cond)) execute(body); };    // can't get any simpler than this :)
void onrelease(bool on, char *body) { if(!on) execute(body); };




void concat(char *s) { alias("s", s); };

void concatword(char *s)


{
    for(char *a = s, *b = s; *a = *b; b++) if(*a!=' ') a++;   
    concat(s);

};






























int listlen(char *a)
{

    if(!*a) return 0;
    int n = 0;
    while(*a) if(*a++==' ') n++;


    return n+1;
};


void at(char *s, char *pos)
{
    int n = atoi(pos);
    loopi(n) s += strspn(s += strcspn(s, " \0"), " ");
    s[strcspn(s, " \0")] = 0;
    concat(s);
};

COMMANDN(loop, loopa, ARG_2STR);
COMMANDN(while, whilea, ARG_2STR);
COMMANDN(if, ifthen, ARG_3STR); 
COMMAND(onrelease, ARG_DWN1);
COMMAND(exec, ARG_1STR);
COMMAND(concat, ARG_VARI);
COMMAND(concatword, ARG_VARI);
COMMAND(at, ARG_2STR);
COMMAND(listlen, ARG_1EST);






int add(int a, int b)   { return a+b; };         COMMANDN(+, add, ARG_2EXP);





int mul(int a, int b)   { return a*b; };         COMMANDN(*, mul, ARG_2EXP);





int sub(int a, int b)   { return a-b; };         COMMANDN(-, sub, ARG_2EXP);





int divi(int a, int b)  { return b ? a/b : 0; }; COMMANDN(div, divi, ARG_2EXP);





int mod(int a, int b)   { return b ? a%b : 0; }; COMMAND(mod, ARG_2EXP);





int equal(int a, int b) { return (int)(a==b); }; COMMANDN(=, equal, ARG_2EXP);





int lt(int a, int b)    { return (int)(a<b); };  COMMANDN(<, lt, ARG_2EXP);





int gt(int a, int b)    { return (int)(a>b); };  COMMANDN(>, gt, ARG_2EXP);






int strcmpa(char *a, char *b) { return strcmp(a,b)==0; };  COMMANDN(strcmp, strcmpa, ARG_2EST);






int rndn(int a)    { return a>0 ? rnd(a) : 0; };  COMMANDN(rnd, rndn, ARG_1EXP);


int explastmillis() { return lastmillis; };  COMMANDN(millis, explastmillis, ARG_1EXP);




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// command.cpp: implements the parsing and execution of a tiny script language
// which is largely backwards compatible with the quake console language.

#include "cube.h"

enum { ID_VAR, ID_COMMAND, ID_ALIAS };

struct ident {

	int type; // one of ID_* above
	char *name;
	int min, max;  // ID_VAR
	int *storage;  // ID_VAR
	void (*fun)(); // ID_VAR, ID_COMMAND
	int narg;      // ID_VAR, ID_COMMAND
	char *action;  // ID_ALIAS
	bool persist;
};

void
itoa(char *s, int i)

{

	sprintf_s(s)("%d", i);
};
char *
exchangestr(char *o, char *n)
{
	gp()->deallocstr(o);


	return newstring(n);
};

hashtable<ident> *idents = NULL; // contains ALL vars/commands/aliases

void
alias(char *name, char *action)
{
	ident *b = idents->access(name);
	if (!b) {
		name = newstring(name);
		ident b = {
		    ID_ALIAS, name, 0, 0, 0, 0, 0, newstring(action), true};
		idents->access(name, &b);

	} else {

		if (b->type == ID_ALIAS)
			b->action = exchangestr(b->action, action);
		else
			conoutf(
			    "cannot redefine builtin %s with an alias", name);
	};
};

COMMAND(alias, ARG_2STR);

// variable's and commands are registered through globals, see cube.h

int
variable(char *name, int min, int cur, int max, int *storage, void (*fun)(),
    bool persist)
{
	if (!idents)
		idents = new hashtable<ident>;
	ident v = {ID_VAR, name, min, max, storage, fun, 0, 0, persist};
	idents->access(name, &v);
	return cur;
};

void
setvar(char *name, int i)
{
	*idents->access(name)->storage = i;
};
int
getvar(char *name)
{
	return *idents->access(name)->storage;
};
bool
identexists(char *name)
{
	return idents->access(name) != NULL;
};

char *
getalias(char *name)
{
	ident *i = idents->access(name);
	return i && i->type == ID_ALIAS ? i->action : NULL;
};

bool
addcommand(char *name, void (*fun)(), int narg)
{
	if (!idents)
		idents = new hashtable<ident>;
	ident c = {ID_COMMAND, name, 0, 0, 0, fun, narg, 0, false};
	idents->access(name, &c);
	return false;
};

char *
parseexp(char *&p, int right) // parse any nested set of () or []
{
	int left = *p++;
	char *word = p;
	for (int brak = 1; brak;) {

		int c = *p++;
		if (c == '\r')
			*(p - 1) = ' '; // hack
		if (c == left)
			brak++;
		else if (c == right)
			brak--;
		else if (!c) {
			p--;
			conoutf("missing \"%c\"", right);
			return NULL;
		};
	};
	char *s = newstring(word, p - word - 1);
	if (left == '(') {

		string t;
		itoa(t,
		    execute(
		        s)); // evaluate () exps directly, and substitute result
		s = exchangestr(s, t);
	};
	return s;
};

char *
parseword(char *&p) // parse single argument, including expressions
{
	p += strspn(p, " \t\r");
	if (p[0] == '/' && p[1] == '/')
		p += strcspn(p, "\n\0");
	if (*p == '\"') {

		p++;
		char *word = p;
		p += strcspn(p, "\"\r\n\0");
		char *s = newstring(word, p - word);
		if (*p == '\"')
			p++;
		return s;
	};
	if (*p == '(')
		return parseexp(p, ')');
	if (*p == '[')
		return parseexp(p, ']');
	char *word = p;
	p += strcspn(p, "; \t\r\n\0");
	if (p - word == 0)
		return NULL;
	return newstring(word, p - word);
};

char *
lookup(char *n) // find value of ident referenced with $ in exp
{
	ident *id = idents->access(n + 1);
	if (id)
		switch (id->type) {
		case ID_VAR:


			string t;
			itoa(t, *(id->storage));

			return exchangestr(n, t);
		case ID_ALIAS:
			return exchangestr(n, id->action);
		};
	conoutf("unknown alias lookup: %s", n + 1);
	return n;
};

int
execute(char *p, bool isdown) // all evaluation happens here, recursively
{
	const int MAXWORDS = 25; // limit, remove
	char *w[MAXWORDS];
	int val = 0;
	for (bool cont = true; cont;) // for each ; seperated statement
	{
		int numargs = MAXWORDS;
		loopi(MAXWORDS) // collect all argument values
		{
			w[i] = "";
			if (i > numargs)
				continue;
			char *s = parseword(p); // parse and evaluate exps
			if (!s) {
				numargs = i;
				s = "";
			};
			if (*s == '$')
				s = lookup(s); // substitute variables
			w[i] = s;
		};


		p += strcspn(p, ";\n\0");
		cont = *p++ !=
		       0; // more statements if this isn't the end of the string
		char *c = w[0];
		if (*c == '/')
			c++; // strip irc-style command prefix
		if (!*c)
			continue; // empty statement

		ident *id = idents->access(c);
		if (!id) {
			val = ATOI(c);

			if (!val && *c != '0')
				conoutf("unknown command: %s", c);
		} else
			switch (id->type) {
			case ID_COMMAND:          // game defined commands
				switch (id->narg) // use very ad-hoc function
				                  // signature, and just call it
				{

				case ARG_1INT:
					if (isdown)



						((void(__cdecl *)(int))id->fun)(
						    ATOI(w[1]));

					break;
				case ARG_2INT:
					if (isdown)
						((void(__cdecl *)(
						    int, int))id->fun)(
						    ATOI(w[1]), ATOI(w[2]));
					break;
				case ARG_3INT:
					if (isdown)
						((void(__cdecl *)(int, int,
						    int))id->fun)(ATOI(w[1]),
						    ATOI(w[2]), ATOI(w[3]));
					break;
				case ARG_4INT:
					if (isdown)
						((void(__cdecl *)(int, int, int,
						    int))id->fun)(ATOI(w[1]),
						    ATOI(w[2]), ATOI(w[3]),
						    ATOI(w[4]));
					break;
				case ARG_NONE:
					if (isdown)
						((void(__cdecl *)())id->fun)();
					break;
				case ARG_1STR:
					if (isdown)
						((void(__cdecl *)(
						    char *))id->fun)(w[1]);


					break;
				case ARG_2STR:
					if (isdown)
						((void(__cdecl *)(
						    char *, char *))id->fun)(
						    w[1], w[2]);
					break;
				case ARG_3STR:
					if (isdown)

						((void(__cdecl *)(char *,


						    char *, char *))id->fun)(

						    w[1], w[2], w[3]);
					break;
				case ARG_5STR:
					if (isdown)
						((void(__cdecl *)(char *,

						    char *, char *, char *,
						    char *))id->fun)(w[1], w[2],
						    w[3], w[4], w[5]);
					break;
				case ARG_DOWN:
					((void(__cdecl *)(bool))id->fun)(
					    isdown);
					break;
				case ARG_DWN1:
					((void(__cdecl *)(bool,
					    char *))id->fun)(isdown, w[1]);
					break;
				case ARG_1EXP:
					if (isdown)
						val = ((int(__cdecl *)(
						    int))id->fun)(
						    execute(w[1]));
					break;
				case ARG_2EXP:
					if (isdown)
						val = ((int(__cdecl *)(int,
						    int))id->fun)(execute(w[1]),
						    execute(w[2]));
					break;
				case ARG_1EST:
					if (isdown)
						val = ((int(__cdecl *)(
						    char *))id->fun)(w[1]);
					break;
				case ARG_2EST:
					if (isdown)
						val = ((int(__cdecl *)(
						    char *, char *))id->fun)(
						    w[1], w[2]);
					break;
				case ARG_VARI:

					if (isdown) {
						string r; // limit, remove
						r[0] = 0;
						for (int i = 1; i < numargs;

						     i++) {
							strcat_s(r,
							    w[i]); // make
							           // string-list
							           // out of all
							           // arguments
							if (i == numargs - 1)
								break;
							strcat_s(r, " ");
						};
						((void(__cdecl *)(
						    char *))id->fun)(r);
						break;
					}
				};
				break;

			case ID_VAR: // game defined variabled
				if (isdown) {

					if (!w[1][0])
						conoutf("%s = %d", c,
						    *id->storage); // var with
						                   // no value
						                   // just
						                   // prints its
						                   // current
						                   // value
					else {

						if (id->min > id->max) {

							conoutf("variable is "

							        "read-only");
						} else {

							int i1 = ATOI(w[1]);
							if (i1 < id->min ||
							    i1 > id->max) {
								i1 =
								    i1 < id->min
								        ? id->min
								        : id->max; // clamp to valid range
								conoutf(
								    "valid "
								    "range for "
								    "%s is "
								    "%d..%d",
								    c, id->min,


								    id->max);
							}
							*id->storage = i1;
						};
						if (id->fun)
							((void(__cdecl *)())id
							        ->fun)(); // call
							                  // trigger
							                  // function
							                  // if
							                  // available
					};
				};
				break;

			case ID_ALIAS: // alias, also used as functions and
			               // (global) variables
				for (int i = 1; i < numargs; i++) {

					sprintf_sd(t)("arg%d",
					    i); // set any arguments as (global)
					        // arg values so functions can
					        // access them
					alias(t, w[i]);
				};
				char *action = newstring(
				    id->action); // create new string here
				                 // because alias could rebind
				                 // itself
				val = execute(action, isdown);
				gp()->deallocstr(action);
				break;
			};
		loopj(numargs) gp()->deallocstr(w[j]);
	};
	return val;
};

// tab-completion of all idents

int completesize = 0, completeidx = 0;

void
resetcomplete()
{
	completesize = 0;
};

void
complete(char *s)
{
	if (*s != '/') {
		string t;
		strcpy_s(t, s);
		strcpy_s(s, "/");
		strcat_s(s, t);
	};
	if (!s[1])
		return;
	if (!completesize) {
		completesize = (int)strlen(s) - 1;
		completeidx = 0;
	};
	int idx = 0;
	enumerate(
	    idents, ident *, id,
	    if (strncmp(id->name, s + 1, completesize) == 0 &&

	        idx++ == completeidx) {
		    strcpy_s(s, "/");
		    strcat_s(s, id->name);
	    };);

	completeidx++;
	if (completeidx >= idx)
		completeidx = 0;
};

bool
execfile(char *cfgfile)
{
	string s;
	strcpy_s(s, cfgfile);
	char *buf = loadfile(path(s), NULL);
	if (!buf)
		return false;
	execute(buf);
	free(buf);
	return true;
};

void
exec(char *cfgfile)
{
	if (!execfile(cfgfile))
		conoutf("could not read \"%s\"", cfgfile);
};

void
writecfg()
{
	FILE *f = fopen("config.cfg", "w");
	if (!f)
		return;
	fprintf(f, "// automatically written on exit, do not modify\n// delete "
	           "this file to have defaults.cfg overwrite these "
	           "settings\n// modify settings in game, or put settings in "
	           "autoexec.cfg to override anything\n\n");
	writeclientinfo(f);
	fprintf(f, "\n");
	enumerate(
	    idents, ident *, id, if (id->type == ID_VAR && id->persist) {

		    fprintf(f, "%s %d\n", id->name, *id->storage);
	    };);

	fprintf(f, "\n");
	writebinds(f);
	fprintf(f, "\n");
	enumerate(
	    idents, ident *, id,
	    if (id->type == ID_ALIAS && !strstr(id->name, "nextmap_")) {

		    fprintf(f, "alias \"%s\" [%s]\n", id->name, id->action);
	    };);

	fclose(f);
};

COMMAND(writecfg, ARG_NONE);

// below the commands that implement a small imperative language. thanks to the
// semantics of
// () and [] expressions, any control construct can be defined trivially.

void
intset(char *name, int v)
{
	string b;
	itoa(b, v);
	alias(name, b);
};

void
ifthen(char *cond, char *thenp, char *elsep)



{
	execute(cond[0] != '0' ? thenp : elsep);
};
void
loopa(char *times, char *body)
{

	int t = atoi(times);
	loopi(t)
	{

		intset("i", i);
		execute(body);
	};
};
void
whilea(char *cond, char *body)
{
	while (execute(cond))
		execute(body);
}; // can't get any simpler than this :)
void
onrelease(bool on, char *body)
{
	if (!on)
		execute(body);
};

void
concat(char *s)
{
	alias("s", s);
};

void
concatword(char *s)
{
	for (char *a = s, *b = s; *a = *b; b++)
		if (*a != ' ')
			a++;
	concat(s);
};

int
listlen(char *a)
{
	if (!*a)
		return 0;
	int n = 0;
	while (*a)
		if (*a++ == ' ')
			n++;
	return n + 1;
};

void
at(char *s, char *pos)
{
	int n = atoi(pos);
	loopi(n) s += strspn(s += strcspn(s, " \0"), " ");
	s[strcspn(s, " \0")] = 0;
	concat(s);
};

COMMANDN(loop, loopa, ARG_2STR);
COMMANDN(while, whilea, ARG_2STR);
COMMANDN(if, ifthen, ARG_3STR);
COMMAND(onrelease, ARG_DWN1);
COMMAND(exec, ARG_1STR);
COMMAND(concat, ARG_VARI);
COMMAND(concatword, ARG_VARI);
COMMAND(at, ARG_2STR);
COMMAND(listlen, ARG_1EST);

int
add(int a, int b)
{
	return a + b;
};
COMMANDN(+, add, ARG_2EXP);
int
mul(int a, int b)
{
	return a * b;
};
COMMANDN(*, mul, ARG_2EXP);
int
sub(int a, int b)
{
	return a - b;
};
COMMANDN(-, sub, ARG_2EXP);
int
divi(int a, int b)
{
	return b ? a / b : 0;
};
COMMANDN(div, divi, ARG_2EXP);
int
mod(int a, int b)
{
	return b ? a % b : 0;
};
COMMAND(mod, ARG_2EXP);
int
equal(int a, int b)
{
	return (int)(a == b);
};
COMMANDN(=, equal, ARG_2EXP);
int
lt(int a, int b)
{
	return (int)(a < b);
};
COMMANDN(<, lt, ARG_2EXP);
int
gt(int a, int b)
{
	return (int)(a > b);
};
COMMANDN(>, gt, ARG_2EXP);

int
strcmpa(char *a, char *b)
{
	return strcmp(a, b) == 0;
};
COMMANDN(strcmp, strcmpa, ARG_2EST);

int
rndn(int a)
{
	return a > 0 ? rnd(a) : 0;
};
COMMANDN(rnd, rndn, ARG_1EXP);

int
explastmillis()
{
	return lastmillis;
};
COMMANDN(millis, explastmillis, ARG_1EXP);

Modified src/console.cxx from [6742f4f771] to [3bc4bc641c].

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// console.cpp: the console buffer, its display, and command line control

#include "cube.h"
#include <ctype.h>

struct cline { char *cref; int outtime; };



vector<cline> conlines;

const int ndraw = 5;
const int WORDWRAP = 80;
int conskip = 0;

bool saycommandon = false;
string commandbuf;


void setconskip(int n)
{
    conskip += n;

    if(conskip<0) conskip = 0;
};

COMMANDN(conskip, setconskip, ARG_1INT);


void conline(const char *sf, bool highlight)        // add a line to the console buffer
{
    cline cl;
    cl.cref = conlines.length()>100 ? conlines.pop().cref : newstringbuf("");   // constrain the buffer size


    cl.outtime = lastmillis;                        // for how long to keep line on screen
    conlines.insert(0,cl);
    if(highlight)                                   // show line in a different colour, for chat etc.
    {
        cl.cref[0] = '\f';
        cl.cref[1] = 0;
        strcat_s(cl.cref, sf);
    }
    else
    {
        strcpy_s(cl.cref, sf);
    };
    puts(cl.cref);
    #ifndef _WIN32
        fflush(stdout);
    #endif
};


void conoutf(const char *s, ...)
{
    sprintf_sdv(sf, s);
    s = sf;
    int n = 0;
    while(strlen(s)>WORDWRAP)                       // cut strings to fit on screen
    {
        string t;
        strn0cpy(t, s, WORDWRAP+1);
        conline(t, n++!=0);
        s += WORDWRAP;
    };
    conline(s, n!=0);
};


void renderconsole()                                // render buffer taking into account time & scrolling
{
    int nd = 0;
    char *refs[ndraw];

    loopv(conlines) if(conskip ? i>=conskip-1 || i>=conlines.length()-ndraw : lastmillis-conlines[i].outtime<20000)

    {
        refs[nd++] = conlines[i].cref;

        if(nd==ndraw) break;
    };
    loopj(nd)
    {
        draw_text(refs[j], FONTH/3, (FONTH/4*5)*(nd-j-1)+FONTH/3, 2);

    };
};

// keymap is defined externally in keymap.cfg

struct keym { int code; char *name; char *action; } keyms[256];




int numkm = 0;                                     


void keymap(char *code, char *key, char *action)
{
    keyms[numkm].code = atoi(code);
    keyms[numkm].name = newstring(key);
    keyms[numkm++].action = newstringbuf(action);
};

COMMAND(keymap, ARG_3STR);


void bindkey(char *key, char *action)
{
    for(char *x = key; *x; x++) *x = toupper(*x);

    loopi(numkm) if(strcmp(keyms[i].name, key)==0)
    {
        strcpy_s(keyms[i].action, action);
        return;
    };
    conoutf("unknown key \"%s\"", key);   
};

COMMANDN(bind, bindkey, ARG_2STR);


void saycommand(char *init)                         // turns input to the command line on or off
{
    SDL_EnableUNICODE(saycommandon = (init!=NULL));

    if(!editmode) keyrepeat(saycommandon);

    if(!init) init = "";
    strcpy_s(commandbuf, init);
};




void mapmsg(char *s) { strn0cpy(hdr.maptitle, s, 128); };


COMMAND(saycommand, ARG_VARI);
COMMAND(mapmsg, ARG_1STR);

#ifndef _WIN32
#include <X11/Xlib.h>
#include <SDL_syswm.h>

#endif


void pasteconsole()
{
    #ifdef _WIN32
    if(!IsClipboardFormatAvailable(CF_TEXT)) return; 

    if(!OpenClipboard(NULL)) return;

    char *cb = (char *)GlobalLock(GetClipboardData(CF_TEXT));
    strcat_s(commandbuf, cb);
    GlobalUnlock(cb);
    CloseClipboard();
    #else
    SDL_SysWMinfo wminfo;
    SDL_VERSION(&wminfo.version); 
    wminfo.subsystem = SDL_SYSWM_X11;
    if(!SDL_GetWMInfo(&wminfo)) return;

    int cbsize;
    char *cb = XFetchBytes(wminfo.info.x11.display, &cbsize);
    if(!cb || !cbsize) return;

    int commandlen = strlen(commandbuf);

    for(char *cbline = cb, *cbend; commandlen + 1 < _MAXDEFSTR && cbline < &cb[cbsize]; cbline = cbend + 1)
    {

        cbend = (char *)memchr(cbline, '\0', &cb[cbsize] - cbline);

        if(!cbend) cbend = &cb[cbsize];
        if(commandlen + cbend - cbline + 1 > _MAXDEFSTR) cbend = cbline + _MAXDEFSTR - commandlen - 1;

        memcpy(&commandbuf[commandlen], cbline, cbend - cbline);
        commandlen += cbend - cbline;
        commandbuf[commandlen] = '\n';
        if(commandlen + 1 < _MAXDEFSTR && cbend < &cb[cbsize]) ++commandlen;

        commandbuf[commandlen] = '\0';
    };
    XFree(cb);
    #endif
};

cvector vhistory;
int histpos = 0;


void history(int n)
{
    static bool rec = false;
    if(!rec && n>=0 && n<vhistory.length())
    {
        rec = true;
        execute(vhistory[vhistory.length()-n-1]);
        rec = false;
    };
};

COMMAND(history, ARG_1INT);


void keypress(int code, bool isdown, int cooked)
{
    if(saycommandon)                                // keystrokes go to commandline
    {
        if(isdown)
        {
            switch(code)
            {
                case SDLK_RETURN:
                    break;

                case SDLK_BACKSPACE:
                case SDLK_LEFT:
                {
                    for(int i = 0; commandbuf[i]; i++) if(!commandbuf[i+1]) commandbuf[i] = 0;


                    resetcomplete();
                    break;
                };
                    
                case SDLK_UP:


                    if(histpos) strcpy_s(commandbuf, vhistory[--histpos]);
                    break;
                
                case SDLK_DOWN:


                    if(histpos<vhistory.length()) strcpy_s(commandbuf, vhistory[histpos++]);
                    break;
                    
                case SDLK_TAB:
                    complete(commandbuf);
                    break;

                case SDLK_v:
                    if(SDL_GetModState()&(KMOD_LCTRL|KMOD_RCTRL)) { pasteconsole(); return; };





                default:
                    resetcomplete();


                    if(cooked) { char add[] = { cooked, 0 }; strcat_s(commandbuf, add); };
            };
        }
        else
        {
            if(code==SDLK_RETURN)
            {
                if(commandbuf[0])
                {


                    if(vhistory.empty() || strcmp(vhistory.last(), commandbuf))
                    {
                        vhistory.add(newstring(commandbuf));  // cap this?

                    };
                    histpos = vhistory.length();

                    if(commandbuf[0]=='/') execute(commandbuf, true);

                    else toserver(commandbuf);
                };
                saycommand(NULL);
            }
            else if(code==SDLK_ESCAPE)
            {
                saycommand(NULL);
            };
        };
    }
    else if(!menukey(code, isdown))                 // keystrokes go to menu
    {

        loopi(numkm) if(keyms[i].code==code)        // keystrokes go to game, lookup in keymap and execute

        {
            string temp;
            strcpy_s(temp, keyms[i].action);
            execute(temp, isdown); 
            return;
        };
    };
};


char *getcurcommand()
{
    return saycommandon ? commandbuf : NULL;
};


void writebinds(FILE *f)
{
    loopi(numkm)
    {

        if(*keyms[i].action) fprintf(f, "bind \"%s\" [%s]\n", keyms[i].name, keyms[i].action);

    };
};





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// console.cpp: the console buffer, its display, and command line control

#include "cube.h"
#include <ctype.h>

struct cline {
	char *cref;
	int outtime;
};
vector<cline> conlines;

const int ndraw = 5;
const int WORDWRAP = 80;
int conskip = 0;

bool saycommandon = false;
string commandbuf;

void
setconskip(int n)
{
	conskip += n;
	if (conskip < 0)
		conskip = 0;
};

COMMANDN(conskip, setconskip, ARG_1INT);

void
conline(const char *sf, bool highlight) // add a line to the console buffer
{
	cline cl;
	cl.cref = conlines.length() > 100
	              ? conlines.pop().cref
	              : newstringbuf(""); // constrain the buffer size
	cl.outtime = lastmillis;          // for how long to keep line on screen
	conlines.insert(0, cl);
	if (highlight) // show line in a different colour, for chat etc.
	{
		cl.cref[0] = '\f';
		cl.cref[1] = 0;
		strcat_s(cl.cref, sf);

	} else {

		strcpy_s(cl.cref, sf);
	};
	puts(cl.cref);
#ifndef _WIN32
	fflush(stdout);
#endif
};

void
conoutf(const char *s, ...)
{
	sprintf_sdv(sf, s);
	s = sf;
	int n = 0;
	while (strlen(s) > WORDWRAP) // cut strings to fit on screen
	{
		string t;
		strn0cpy(t, s, WORDWRAP + 1);
		conline(t, n++ != 0);
		s += WORDWRAP;
	};
	conline(s, n != 0);
};

void
renderconsole() // render buffer taking into account time & scrolling
{
	int nd = 0;
	char *refs[ndraw];
	loopv(conlines) if (conskip ? i >= conskip - 1 ||
	                                  i >= conlines.length() - ndraw
	                            : lastmillis - conlines[i].outtime < 20000)
	{
		refs[nd++] = conlines[i].cref;
		if (nd == ndraw)
			break;
	};
	loopj(nd)
	{
		draw_text(refs[j], FONTH / 3,
		    (FONTH / 4 * 5) * (nd - j - 1) + FONTH / 3, 2);
	};
};

// keymap is defined externally in keymap.cfg

struct keym {
	int code;
	char *name;
	char *action;
} keyms[256];
int numkm = 0;

void
keymap(char *code, char *key, char *action)
{
	keyms[numkm].code = atoi(code);
	keyms[numkm].name = newstring(key);
	keyms[numkm++].action = newstringbuf(action);
};

COMMAND(keymap, ARG_3STR);

void
bindkey(char *key, char *action)
{
	for (char *x = key; *x; x++)
		*x = toupper(*x);
	loopi(numkm) if (strcmp(keyms[i].name, key) == 0)
	{
		strcpy_s(keyms[i].action, action);
		return;
	};
	conoutf("unknown key \"%s\"", key);
};

COMMANDN(bind, bindkey, ARG_2STR);

void
saycommand(char *init) // turns input to the command line on or off
{
	SDL_EnableUNICODE(saycommandon = (init != NULL));
	if (!editmode)
		keyrepeat(saycommandon);
	if (!init)
		init = "";
	strcpy_s(commandbuf, init);
};

void
mapmsg(char *s)
{
	strn0cpy(hdr.maptitle, s, 128);
};

COMMAND(saycommand, ARG_VARI);
COMMAND(mapmsg, ARG_1STR);

#ifndef _WIN32

#include <SDL_syswm.h>
#include <X11/Xlib.h>
#endif

void
pasteconsole()
{
#ifdef _WIN32
	if (!IsClipboardFormatAvailable(CF_TEXT))
		return;
	if (!OpenClipboard(NULL))
		return;
	char *cb = (char *)GlobalLock(GetClipboardData(CF_TEXT));
	strcat_s(commandbuf, cb);
	GlobalUnlock(cb);
	CloseClipboard();
#else
	SDL_SysWMinfo wminfo;
	SDL_VERSION(&wminfo.version);
	wminfo.subsystem = SDL_SYSWM_X11;
	if (!SDL_GetWMInfo(&wminfo))
		return;
	int cbsize;
	char *cb = XFetchBytes(wminfo.info.x11.display, &cbsize);
	if (!cb || !cbsize)
		return;
	int commandlen = strlen(commandbuf);
	for (char *cbline = cb, *cbend;
	     commandlen + 1 < _MAXDEFSTR && cbline < &cb[cbsize];

	     cbline = cbend + 1) {
		cbend = (char *)memchr(cbline, '\0', &cb[cbsize] - cbline);
		if (!cbend)
			cbend = &cb[cbsize];
		if (commandlen + cbend - cbline + 1 > _MAXDEFSTR)
			cbend = cbline + _MAXDEFSTR - commandlen - 1;
		memcpy(&commandbuf[commandlen], cbline, cbend - cbline);
		commandlen += cbend - cbline;
		commandbuf[commandlen] = '\n';
		if (commandlen + 1 < _MAXDEFSTR && cbend < &cb[cbsize])
			++commandlen;
		commandbuf[commandlen] = '\0';
	};
	XFree(cb);
#endif
};

cvector vhistory;
int histpos = 0;

void
history(int n)
{
	static bool rec = false;
	if (!rec && n >= 0 && n < vhistory.length()) {

		rec = true;
		execute(vhistory[vhistory.length() - n - 1]);
		rec = false;
	};
};

COMMAND(history, ARG_1INT);

void
keypress(int code, bool isdown, int cooked)
{
	if (saycommandon) // keystrokes go to commandline
	{
		if (isdown) {

			switch (code) {

			case SDLK_RETURN:
				break;

			case SDLK_BACKSPACE:
			case SDLK_LEFT: {

				for (int i = 0; commandbuf[i]; i++)
					if (!commandbuf[i + 1])
						commandbuf[i] = 0;
				resetcomplete();
				break;
			};

			case SDLK_UP:
				if (histpos)
					strcpy_s(
					    commandbuf, vhistory[--histpos]);
				break;

			case SDLK_DOWN:
				if (histpos < vhistory.length())
					strcpy_s(
					    commandbuf, vhistory[histpos++]);
				break;

			case SDLK_TAB:
				complete(commandbuf);
				break;

			case SDLK_v:
				if (SDL_GetModState() &
				    (KMOD_LCTRL | KMOD_RCTRL)) {
					pasteconsole();
					return;
				};

			default:
				resetcomplete();
				if (cooked) {
					char add[] = {cooked, 0};
					strcat_s(commandbuf, add);
				};
			};
		} else {

			if (code == SDLK_RETURN) {

				if (commandbuf[0]) {

					if (vhistory.empty() ||
					    strcmp(
					        vhistory.last(), commandbuf)) {

						vhistory.add(newstring(
						    commandbuf)); // cap this?
					};
					histpos = vhistory.length();
					if (commandbuf[0] == '/')
						execute(commandbuf, true);
					else
						toserver(commandbuf);
				};
				saycommand(NULL);

			} else if (code == SDLK_ESCAPE) {

				saycommand(NULL);
			};
		};

	} else if (!menukey(code, isdown)) // keystrokes go to menu
	{
		loopi(numkm) if (keyms[i].code ==
		                 code) // keystrokes go to game, lookup in
		                       // keymap and execute
		{
			string temp;
			strcpy_s(temp, keyms[i].action);
			execute(temp, isdown);
			return;
		};
	};
};

char *
getcurcommand()
{
	return saycommandon ? commandbuf : NULL;
};

void
writebinds(FILE *f)
{
	loopi(numkm)
	{
		if (*keyms[i].action)
			fprintf(f, "bind \"%s\" [%s]\n", keyms[i].name,
			    keyms[i].action);
	};
};

Modified src/cube.h from [184ea10702] to [11dc4e9109].

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// one big bad include file for the whole engine... nasty!

#include "tools.h"			

enum                            // block types, order matters!
{
    SOLID = 0,                  // entirely solid cube [only specifies wtex]
    CORNER,                     // half full corner of a wall
    FHF,                        // floor heightfield using neighbour vdelta values
    CHF,                        // idem ceiling
    SPACE,                      // entirely empty cube
    SEMISOLID,                  // generated by mipmapping
    MAXTYPE
};
 
struct sqr
{
    uchar type;                 // one of the above
    char floor, ceil;           // height, in cubes
    uchar wtex, ftex, ctex;     // wall/floor/ceil texture ids
    uchar r, g, b;              // light value at upper left vertex
    uchar vdelta;               // vertex delta, used for heightfield cubes
    char defer;                 // used in mipmapping, when true this cube is not a perfect mip

    char occluded;              // true when occluded
    uchar utex;                 // upper wall tex id
    uchar tag;                  // used by triggers
};

enum                            // hardcoded texture numbers
{
    DEFAULT_SKY = 0,
    DEFAULT_LIQUID,
    DEFAULT_WALL,
    DEFAULT_FLOOR,
    DEFAULT_CEIL
};

enum                            // static entity types
{
    NOTUSED = 0,                // entity slot not in use in map
    LIGHT,                      // lightsource, attr1 = radius, attr2 = intensity
    PLAYERSTART,                // attr1 = angle
    I_SHELLS, I_BULLETS, I_ROCKETS, I_ROUNDS,



    I_HEALTH, I_BOOST,

    I_GREENARMOUR, I_YELLOWARMOUR,

    I_QUAD,
    TELEPORT,                   // attr1 = idx
    TELEDEST,                   // attr1 = angle, attr2 = idx
    MAPMODEL,                   // attr1 = angle, attr2 = idx
    MONSTER,                    // attr1 = angle, attr2 = monstertype
    CARROT,                     // attr1 = tag, attr2 = type
    JUMPPAD,                    // attr1 = zpush, attr2 = ypush, attr3 = xpush
    MAXENTTYPES
};

struct persistent_entity        // map entity
{
    short x, y, z;              // cube aligned position
    short attr1;
    uchar type;                 // type is one of the above
    uchar attr2, attr3, attr4;        
};

struct entity : public persistent_entity    
{
    bool spawned;               // the only dynamic state of a map entity
};

#define MAPVERSION 5            // bump if map format changes, see worldio.cpp

struct header                   // map file format header
{
    char head[4];               // "CUBE"
    int version;                // any >8bit quantity is a little indian
    int headersize;             // sizeof(header)
    int sfactor;                // in bits
    int numents;
    char maptitle[128];
    uchar texlists[3][256];
    int waterlevel;
    int reserved[15];
};

#define SWS(w,x,y,s) (&(w)[(y)*(s)+(x)])
#define SW(w,x,y) SWS(w,x,y,ssize)
#define S(x,y) SW(world,x,y)            // convenient lookup of a lowest mip cube
#define SMALLEST_FACTOR 6               // determines number of mips there can be
#define DEFAULT_FACTOR 8
#define LARGEST_FACTOR 11               // 10 is already insane
#define SOLID(x) ((x)->type==SOLID)
#define MINBORD 2                       // 2 cubes from the edge of the world are always solid
#define OUTBORD(x,y) ((x)<MINBORD || (y)<MINBORD || (x)>=ssize-MINBORD || (y)>=ssize-MINBORD)



struct vec { float x, y, z; };


struct block { int x, y, xs, ys; };


struct mapmodelinfo { int rad, h, zoff, snap; char *name; };












enum { GUN_FIST = 0, GUN_SG, GUN_CG, GUN_RL, GUN_RIFLE, GUN_FIREBALL, GUN_ICEBALL, GUN_SLIMEBALL, GUN_BITE, NUMGUNS };




struct dynent                           // players & monsters
{
    vec o, vel;                         // origin, velocity
    float yaw, pitch, roll;             // used as vec in one place
    float maxspeed;                     // cubes per second, 24 for player
    bool outsidemap;                    // from his eyes
    bool inwater;
    bool onfloor, jumpnext;
    int move, strafe;
    bool k_left, k_right, k_up, k_down; // see input code  
    int timeinair;                      // used for fake gravity
    float radius, eyeheight, aboveeye;  // bounding box size
    int lastupdate, plag, ping;
    int lifesequence;                   // sequence id for each respawn, used in damage test
    int state;                          // one of CS_* below
    int frags;
    int health, armour, armourtype, quadmillis;
    int gunselect, gunwait;
    int lastaction, lastattackgun, lastmove;
    bool attacking;
    int ammo[NUMGUNS];
    int monsterstate;                   // one of M_* below, M_NONE means human
    int mtype;                          // see monster.cpp
    dynent *enemy;                      // monster wants to kill this entity
    float targetyaw;                    // monster wants to look in this direction
    bool blocked, moving;               // used by physics to signal ai
    int trigger;                        // millis at which transition to another monsterstate takes place

    vec attacktarget;                   // delayed attacks
    int anger;                          // how many times already hit by fellow monster
    string name, team;
};


#define SAVEGAMEVERSION 4               // bump if dynent/netprotocol changes or any other savegame/demo data

enum { A_BLUE, A_GREEN, A_YELLOW };     // armour types... take 20/40/60 % off








enum { M_NONE = 0, M_SEARCH, M_HOME, M_ATTACKING, M_PAIN, M_SLEEP, M_AIMING };  // monster states

#define MAXCLIENTS 256                  // in a multiplayer game, can be arbitrarily changed
#define MAXTRANS 5000                   // max amount of data to swallow in 1 go
#define CUBE_SERVER_PORT 28765
#define CUBE_SERVINFO_PORT 28766
#define PROTOCOL_VERSION 122            // bump when protocol changes

// network messages codes, c2s, c2c, s2c
enum
{
    SV_INITS2C, SV_INITC2S, SV_POS, SV_TEXT, SV_SOUND, SV_CDIS,





    SV_DIED, SV_DAMAGE, SV_SHOT, SV_FRAGS,



    SV_TIMEUP, SV_EDITENT, SV_MAPRELOAD, SV_ITEMACC,



    SV_MAPCHANGE, SV_ITEMSPAWN, SV_ITEMPICKUP, SV_DENIED,





    SV_PING, SV_PONG, SV_CLIENTPING, SV_GAMEMODE,

    SV_EDITH, SV_EDITT, SV_EDITS, SV_EDITD, SV_EDITE,




    SV_SENDMAP, SV_RECVMAP, SV_SERVMSG, SV_ITEMLIST,



    SV_EXT,
};     

enum { CS_ALIVE = 0, CS_DEAD, CS_LAGGED, CS_EDITING };

// hardcoded sounds, defined in sounds.cfg
enum
{
    S_JUMP = 0, S_LAND, S_RIFLE, S_PUNCH1, S_SG, S_CG,





    S_RLFIRE, S_RLHIT, S_WEAPLOAD, S_ITEMAMMO, S_ITEMHEALTH,




    S_ITEMARMOUR, S_ITEMPUP, S_ITEMSPAWN, S_TELEPORT, S_NOAMMO, S_PUPOUT,





    S_PAIN1, S_PAIN2, S_PAIN3, S_PAIN4, S_PAIN5, S_PAIN6,





    S_DIE1, S_DIE2,

    S_FLAUNCH, S_FEXPLODE,

    S_SPLASH1, S_SPLASH2,

    S_GRUNT1, S_GRUNT2, S_RUMBLE,


    S_PAINO,
    S_PAINR, S_DEATHR, 

    S_PAINE, S_DEATHE, 

    S_PAINS, S_DEATHS,

    S_PAINB, S_DEATHB, 

    S_PAINP, S_PIGGR2, 

    S_PAINH, S_DEATHH,

    S_PAIND, S_DEATHD,

    S_PIGR1, S_ICEBALL, S_SLIMEBALL,


    S_JUMPPAD,
};

// vertex array format

struct vertex { float u, v, x, y, z; uchar r, g, b, a; }; 




typedef vector<dynent *> dvector;
typedef vector<char *> cvector;
typedef vector<int> ivector;

// globals ooh naughty


extern sqr *world, *wmip[];             // map data, the mips are sequential 2D arrays in memory
extern header hdr;                      // current map header
extern int sfactor, ssize;              // ssize = 2^sfactor
extern int cubicsize, mipsize;          // cubicsize = ssize^2

extern dynent *player1;                 // special client ent that receives input and acts as camera
extern dvector players;                 // all the other clients (in multiplayer)
extern bool editmode;
extern vector<entity> ents;             // map entities
extern vec worldpos;                    // current target of the crosshair in the world
extern int lastmillis;                  // last time
extern int curtime;                     // current frame time
extern int gamemode, nextmode;
extern int xtraverts;
extern bool demoplayback;


#define DMF 16.0f 
#define DAF 1.0f 
#define DVF 100.0f

#define VIRTW 2400                      // virtual screen size for text & HUD
#define VIRTH 1800
#define FONTH 64
#define PIXELTAB (VIRTW/12)

#define PI  (3.1415927f)
#define PI2 (2*PI)

// simplistic vector ops
#define dotprod(u,v) ((u).x * (v).x + (u).y * (v).y + (u).z * (v).z)


#define vmul(u,f)    { (u).x *= (f); (u).y *= (f); (u).z *= (f); }





#define vdiv(u,f)    { (u).x /= (f); (u).y /= (f); (u).z /= (f); }





#define vadd(u,v)    { (u).x += (v).x; (u).y += (v).y; (u).z += (v).z; };





#define vsub(u,v)    { (u).x -= (v).x; (u).y -= (v).y; (u).z -= (v).z; };






#define vdist(d,v,e,s) vec v = s; vsub(v,e); float d = (float)sqrt(dotprod(v,v));
#define vreject(v,u,max) ((v).x>(u).x+(max) || (v).x<(u).x-(max) || (v).y>(u).y+(max) || (v).y<(u).y-(max))


#define vlinterp(v,f,u,g) { (v).x = (v).x*f+(u).x*g; (v).y = (v).y*f+(u).y*g; (v).z = (v).z*f+(u).z*g; }












#define sgetstr() { char *t = text; do { *t = getint(p); } while(*t++); }   // used by networking

#define m_noitems     (gamemode>=4)
#define m_noitemsrail (gamemode<=5)
#define m_arena       (gamemode>=8)
#define m_tarena      (gamemode>=10)
#define m_teammode    (gamemode&1 && gamemode>2)
#define m_sp          (gamemode<0)
#define m_dmsp        (gamemode==-1)
#define m_classicsp   (gamemode==-2)
#define isteam(a,b)   (m_teammode && strcmp(a, b)==0)

enum    // function signatures for script functions, see command.cpp
{
    ARG_1INT, ARG_2INT, ARG_3INT, ARG_4INT,



    ARG_NONE,
    ARG_1STR, ARG_2STR, ARG_3STR, ARG_5STR,



    ARG_DOWN, ARG_DWN1,

    ARG_1EXP, ARG_2EXP,


    ARG_1EST, ARG_2EST,
    ARG_VARI
}; 

// nasty macros for registering script functions, abuses globals to avoid excessive infrastructure


#define COMMANDN(name, fun, nargs) static bool __dummy_##fun = addcommand(#name, (void (*)())fun, nargs)
#define COMMAND(name, nargs) COMMANDN(name, name, nargs)

#define VARP(name, min, cur, max) int name = variable(#name, min, cur, max, &name, NULL, true)

#define VAR(name, min, cur, max)  int name = variable(#name, min, cur, max, &name, NULL, false)
#define VARF(name, min, cur, max, body)  void var_##name(); static int name = variable(#name, min, cur, max, &name, var_##name, false); void var_##name() { body; }




#define VARFP(name, min, cur, max, body) void var_##name(); static int name = variable(#name, min, cur, max, &name, var_##name, true); void var_##name() { body; }





#define ATOI(s) strtol(s, NULL, 0)		// supports hexadecimal numbers

#ifdef WIN32
	#define WIN32_LEAN_AND_MEAN
	#include "windows.h"
	#define _WINDOWS
	#define ZLIB_DLL
#else
	#include <dlfcn.h>
#endif

#include <time.h>

#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>

#include <SDL.h>
#include <SDL_image.h>

#include <enet/enet.h>

#include <zlib.h>

#include "protos.h"				// external function decls



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// one big bad include file for the whole engine... nasty!

#include "tools.h"

enum // block types, order matters!
{
	SOLID = 0, // entirely solid cube [only specifies wtex]
	CORNER,    // half full corner of a wall
	FHF,       // floor heightfield using neighbour vdelta values
	CHF,       // idem ceiling
	SPACE,     // entirely empty cube
	SEMISOLID, // generated by mipmapping
	MAXTYPE
};

struct sqr {

	uchar type;             // one of the above
	char floor, ceil;       // height, in cubes
	uchar wtex, ftex, ctex; // wall/floor/ceil texture ids
	uchar r, g, b;          // light value at upper left vertex
	uchar vdelta;           // vertex delta, used for heightfield cubes
	char defer; // used in mipmapping, when true this cube is not a perfect
	            // mip
	char occluded; // true when occluded
	uchar utex;    // upper wall tex id
	uchar tag;     // used by triggers
};

enum // hardcoded texture numbers
{
	DEFAULT_SKY = 0,
	DEFAULT_LIQUID,
	DEFAULT_WALL,
	DEFAULT_FLOOR,
	DEFAULT_CEIL
};

enum // static entity types
{
	NOTUSED = 0, // entity slot not in use in map
	LIGHT,       // lightsource, attr1 = radius, attr2 = intensity
	PLAYERSTART, // attr1 = angle
	I_SHELLS,
	I_BULLETS,
	I_ROCKETS,
	I_ROUNDS,
	I_HEALTH,
	I_BOOST,
	I_GREENARMOUR,
	I_YELLOWARMOUR,
	I_QUAD,
	TELEPORT, // attr1 = idx
	TELEDEST, // attr1 = angle, attr2 = idx
	MAPMODEL, // attr1 = angle, attr2 = idx
	MONSTER,  // attr1 = angle, attr2 = monstertype
	CARROT,   // attr1 = tag, attr2 = type
	JUMPPAD,  // attr1 = zpush, attr2 = ypush, attr3 = xpush
	MAXENTTYPES
};

struct persistent_entity // map entity
{
	short x, y, z; // cube aligned position
	short attr1;
	uchar type; // type is one of the above
	uchar attr2, attr3, attr4;
};

struct entity : public persistent_entity {

	bool spawned; // the only dynamic state of a map entity
};

#define MAPVERSION 5 // bump if map format changes, see worldio.cpp

struct header // map file format header
{
	char head[4];   // "CUBE"
	int version;    // any >8bit quantity is a little indian
	int headersize; // sizeof(header)
	int sfactor;    // in bits
	int numents;
	char maptitle[128];
	uchar texlists[3][256];
	int waterlevel;
	int reserved[15];
};

#define SWS(w, x, y, s) (&(w)[(y) * (s) + (x)])
#define SW(w, x, y) SWS(w, x, y, ssize)
#define S(x, y) SW(world, x, y) // convenient lookup of a lowest mip cube
#define SMALLEST_FACTOR 6       // determines number of mips there can be
#define DEFAULT_FACTOR 8
#define LARGEST_FACTOR 11 // 10 is already insane
#define SOLID(x) ((x)->type == SOLID)
#define MINBORD 2 // 2 cubes from the edge of the world are always solid
#define OUTBORD(x, y)                                                          \
	((x) < MINBORD || (y) < MINBORD || (x) >= ssize - MINBORD ||           \
	    (y) >= ssize - MINBORD)

struct vec {
	float x, y, z;
};
struct block {
	int x, y, xs, ys;
};
struct mapmodelinfo {
	int rad, h, zoff, snap;
	char *name;
};

enum {
	GUN_FIST = 0,
	GUN_SG,
	GUN_CG,
	GUN_RL,
	GUN_RIFLE,
	GUN_FIREBALL,
	GUN_ICEBALL,
	GUN_SLIMEBALL,
	GUN_BITE,
	NUMGUNS
};

struct dynent // players & monsters
{
	vec o, vel;             // origin, velocity
	float yaw, pitch, roll; // used as vec in one place
	float maxspeed;         // cubes per second, 24 for player
	bool outsidemap;        // from his eyes
	bool inwater;
	bool onfloor, jumpnext;
	int move, strafe;
	bool k_left, k_right, k_up, k_down; // see input code
	int timeinair;                      // used for fake gravity
	float radius, eyeheight, aboveeye;  // bounding box size
	int lastupdate, plag, ping;
	int lifesequence; // sequence id for each respawn, used in damage test
	int state;        // one of CS_* below
	int frags;
	int health, armour, armourtype, quadmillis;
	int gunselect, gunwait;
	int lastaction, lastattackgun, lastmove;
	bool attacking;
	int ammo[NUMGUNS];
	int monsterstate;     // one of M_* below, M_NONE means human
	int mtype;            // see monster.cpp
	dynent *enemy;        // monster wants to kill this entity
	float targetyaw;      // monster wants to look in this direction
	bool blocked, moving; // used by physics to signal ai
	int trigger; // millis at which transition to another monsterstate takes
	             // place
	vec attacktarget; // delayed attacks
	int anger;        // how many times already hit by fellow monster
	string name, team;
};

#define SAVEGAMEVERSION                                                        \
	4 // bump if dynent/netprotocol changes or any other savegame/demo data

enum { A_BLUE, A_GREEN, A_YELLOW }; // armour types... take 20/40/60 % off
enum {
	M_NONE = 0,
	M_SEARCH,
	M_HOME,
	M_ATTACKING,
	M_PAIN,
	M_SLEEP,
	M_AIMING
}; // monster states

#define MAXCLIENTS 256 // in a multiplayer game, can be arbitrarily changed
#define MAXTRANS 5000  // max amount of data to swallow in 1 go
#define CUBE_SERVER_PORT 28765
#define CUBE_SERVINFO_PORT 28766
#define PROTOCOL_VERSION 122 // bump when protocol changes

// network messages codes, c2s, c2c, s2c
enum {

	SV_INITS2C,
	SV_INITC2S,
	SV_POS,
	SV_TEXT,
	SV_SOUND,
	SV_CDIS,
	SV_DIED,
	SV_DAMAGE,
	SV_SHOT,
	SV_FRAGS,
	SV_TIMEUP,
	SV_EDITENT,
	SV_MAPRELOAD,
	SV_ITEMACC,
	SV_MAPCHANGE,
	SV_ITEMSPAWN,
	SV_ITEMPICKUP,
	SV_DENIED,
	SV_PING,
	SV_PONG,
	SV_CLIENTPING,
	SV_GAMEMODE,
	SV_EDITH,
	SV_EDITT,
	SV_EDITS,
	SV_EDITD,
	SV_EDITE,
	SV_SENDMAP,
	SV_RECVMAP,
	SV_SERVMSG,
	SV_ITEMLIST,
	SV_EXT,
};

enum { CS_ALIVE = 0, CS_DEAD, CS_LAGGED, CS_EDITING };

// hardcoded sounds, defined in sounds.cfg
enum {

	S_JUMP = 0,
	S_LAND,
	S_RIFLE,
	S_PUNCH1,
	S_SG,
	S_CG,
	S_RLFIRE,
	S_RLHIT,
	S_WEAPLOAD,
	S_ITEMAMMO,
	S_ITEMHEALTH,
	S_ITEMARMOUR,
	S_ITEMPUP,
	S_ITEMSPAWN,
	S_TELEPORT,
	S_NOAMMO,
	S_PUPOUT,
	S_PAIN1,
	S_PAIN2,
	S_PAIN3,
	S_PAIN4,
	S_PAIN5,
	S_PAIN6,
	S_DIE1,
	S_DIE2,
	S_FLAUNCH,
	S_FEXPLODE,
	S_SPLASH1,
	S_SPLASH2,
	S_GRUNT1,
	S_GRUNT2,
	S_RUMBLE,
	S_PAINO,
	S_PAINR,
	S_DEATHR,
	S_PAINE,
	S_DEATHE,
	S_PAINS,
	S_DEATHS,
	S_PAINB,
	S_DEATHB,
	S_PAINP,
	S_PIGGR2,
	S_PAINH,
	S_DEATHH,
	S_PAIND,
	S_DEATHD,
	S_PIGR1,
	S_ICEBALL,
	S_SLIMEBALL,
	S_JUMPPAD,
};

// vertex array format

struct vertex {
	float u, v, x, y, z;
	uchar r, g, b, a;
};

typedef vector<dynent *> dvector;
typedef vector<char *> cvector;
typedef vector<int> ivector;

// globals ooh naughty

extern sqr *world,
    *wmip[];       // map data, the mips are sequential 2D arrays in memory
extern header hdr; // current map header
extern int sfactor, ssize;     // ssize = 2^sfactor
extern int cubicsize, mipsize; // cubicsize = ssize^2
extern dynent
    *player1; // special client ent that receives input and acts as camera
extern dvector players; // all the other clients (in multiplayer)
extern bool editmode;
extern vector<entity> ents; // map entities
extern vec worldpos;        // current target of the crosshair in the world
extern int lastmillis;      // last time
extern int curtime;         // current frame time
extern int gamemode, nextmode;
extern int xtraverts;
extern bool demoplayback;


#define DMF 16.0f
#define DAF 1.0f
#define DVF 100.0f

#define VIRTW 2400 // virtual screen size for text & HUD
#define VIRTH 1800
#define FONTH 64
#define PIXELTAB (VIRTW / 12)

#define PI (3.1415927f)
#define PI2 (2 * PI)

// simplistic vector ops
#define dotprod(u, v) ((u).x * (v).x + (u).y * (v).y + (u).z * (v).z)
#define vmul(u, f)                                                             \
	{                                                                      \
		(u).x *= (f);                                                  \
		(u).y *= (f);                                                  \
		(u).z *= (f);                                                  \
	}
#define vdiv(u, f)                                                             \
	{                                                                      \
		(u).x /= (f);                                                  \
		(u).y /= (f);                                                  \
		(u).z /= (f);                                                  \
	}
#define vadd(u, v)                                                             \
	{                                                                      \
		(u).x += (v).x;                                                \
		(u).y += (v).y;                                                \
		(u).z += (v).z;                                                \
	};
#define vsub(u, v)                                                             \
	{                                                                      \
		(u).x -= (v).x;                                                \
		(u).y -= (v).y;                                                \
		(u).z -= (v).z;                                                \
	};
#define vdist(d, v, e, s)                                                      \
	vec v = s;                                                             \
	vsub(v, e);                                                            \
	float d = (float)sqrt(dotprod(v, v));
#define vreject(v, u, max)                                                     \
	((v).x > (u).x + (max) || (v).x < (u).x - (max) ||                     \
	    (v).y > (u).y + (max) || (v).y < (u).y - (max))
#define vlinterp(v, f, u, g)                                                   \
	{                                                                      \
		(v).x = (v).x * f + (u).x * g;                                 \
		(v).y = (v).y * f + (u).y * g;                                 \
		(v).z = (v).z * f + (u).z * g;                                 \
	}

#define sgetstr()                                                              \
	{                                                                      \
		char *t = text;                                                \
		do {                                                           \
			*t = getint(p);                                        \
		} while (*t++);                                                \
	} // used by networking

#define m_noitems (gamemode >= 4)
#define m_noitemsrail (gamemode <= 5)
#define m_arena (gamemode >= 8)
#define m_tarena (gamemode >= 10)
#define m_teammode (gamemode & 1 && gamemode > 2)
#define m_sp (gamemode < 0)
#define m_dmsp (gamemode == -1)
#define m_classicsp (gamemode == -2)
#define isteam(a, b) (m_teammode && strcmp(a, b) == 0)

enum // function signatures for script functions, see command.cpp
{
	ARG_1INT,
	ARG_2INT,
	ARG_3INT,
	ARG_4INT,
	ARG_NONE,
	ARG_1STR,
	ARG_2STR,
	ARG_3STR,
	ARG_5STR,
	ARG_DOWN,
	ARG_DWN1,
	ARG_1EXP,
	ARG_2EXP,
	ARG_1EST,
	ARG_2EST,
	ARG_VARI
};

// nasty macros for registering script functions, abuses globals to avoid
// excessive infrastructure
#define COMMANDN(name, fun, nargs)                                             \
	static bool __dummy_##fun = addcommand(#name, (void (*)())fun, nargs)
#define COMMAND(name, nargs) COMMANDN(name, name, nargs)
#define VARP(name, min, cur, max)                                              \
	int name = variable(#name, min, cur, max, &name, NULL, true)
#define VAR(name, min, cur, max)                                               \
	int name = variable(#name, min, cur, max, &name, NULL, false)
#define VARF(name, min, cur, max, body)                                        \
	void var_##name();                                                     \
	static int name =                                                      \
	    variable(#name, min, cur, max, &name, var_##name, false);          \
	void var_##name() { body; }
#define VARFP(name, min, cur, max, body)                                       \
	void var_##name();                                                     \
	static int name =                                                      \
	    variable(#name, min, cur, max, &name, var_##name, true);           \
	void var_##name() { body; }

#define ATOI(s) strtol(s, NULL, 0) // supports hexadecimal numbers

#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
#define _WINDOWS
#define ZLIB_DLL
#else
#include <dlfcn.h>
#endif

#include <time.h>

#include <GL/gl.h>
#include <GL/glext.h>
#include <GL/glu.h>

#include <SDL.h>
#include <SDL_image.h>

#include <enet/enet.h>

#include <zlib.h>

#include "protos.h" // external function decls

Modified src/editing.cxx from [ed7b27bed9] to [df7a7d4fb4].

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// editing.cpp: most map editing commands go here, entity editing commands are in world.cpp


#include "cube.h"

bool editmode = false; 

// the current selection, used by almost all editing commands
// invariant: all code assumes that these are kept inside MINBORD distance of the edge of the map


block sel =
{
    variable("selx",  0, 0, 4096, &sel.x,  NULL, false),
    variable("sely",  0, 0, 4096, &sel.y,  NULL, false),
    variable("selxs", 0, 0, 4096, &sel.xs, NULL, false),
    variable("selys", 0, 0, 4096, &sel.ys, NULL, false),
};

int selh = 0;
bool selset = false;

#define loopselxy(b) { makeundo(); loop(x,sel.xs) loop(y,sel.ys) { sqr *s = S(sel.x+x, sel.y+y); b; }; remip(sel); }










int cx, cy, ch;

int curedittex[] = { -1, -1, -1 };

bool dragging = false;
int lastx, lasty, lasth;

int lasttype = 0, lasttex = 0;
sqr rtex;

VAR(editing,0,0,1);


void toggleedit()
{

    if(player1->state==CS_DEAD) return;                 // do not allow dead players to edit to avoid state confusion

    if(!editmode && !allowedittoggle()) return;         // not in most multiplayer modes

    if(!(editmode = !editmode))
    {
        settagareas();                                  // reset triggers to allow quick playtesting
        entinmap(player1);                              // find spawn closest to current floating pos
    }
    else
    {
        resettagareas();                                // clear trigger areas to allow them to be edited

        player1->health = 100;

        if(m_classicsp) monsterclear();                 // all monsters back at their spawns for editing

        projreset();
    };
    keyrepeat(editmode);
    selset = false;
    editing = editmode;
};

COMMANDN(edittoggle, toggleedit, ARG_NONE);


void correctsel()                                       // ensures above invariant
{
    selset = !OUTBORD(sel.x, sel.y);
    int bsize = ssize-MINBORD;

    if(sel.xs+sel.x>bsize) sel.xs = bsize-sel.x;

    if(sel.ys+sel.y>bsize) sel.ys = bsize-sel.y;

    if(sel.xs<=0 || sel.ys<=0) selset = false;
};


bool noteditmode()
{
    correctsel();

    if(!editmode) conoutf("this function is only allowed in edit mode");
    return !editmode;
};


bool noselection()
{

    if(!selset) conoutf("no selection");
    return !selset;
};


#define EDITSEL   if(noteditmode() || noselection()) return;


#define EDITSELMP if(noteditmode() || noselection() || multiplayer()) return;


#define EDITMP    if(noteditmode() || multiplayer()) return;



void selectpos(int x, int y, int xs, int ys)
{
    block s = { x, y, xs, ys };
    sel = s;
    selh = 0;
    correctsel();
};


void makesel()
{
    block s = { min(lastx,cx), min(lasty,cy), abs(lastx-cx)+1, abs(lasty-cy)+1 };

    sel = s;
    selh = max(lasth,ch);
    correctsel();

    if(selset) rtex = *S(sel.x, sel.y);
};

VAR(flrceil,0,0,2);



float sheight(sqr *s, sqr *t, float z)                  // finds out z height when cursor points at wall
{
    return !flrceil //z-s->floor<s->ceil-z

        ? (s->type==FHF ? s->floor-t->vdelta/4.0f : (float)s->floor)

        : (s->type==CHF ? s->ceil+t->vdelta/4.0f : (float)s->ceil);
};


void cursorupdate()                                     // called every frame from hud
{
    flrceil = ((int)(player1->pitch>=0))*2;


    volatile float x = worldpos.x;                      // volatile needed to prevent msvc7 optimizer bug?
    volatile float y = worldpos.y;
    volatile float z = worldpos.z;
    
    cx = (int)x;
    cy = (int)y;

    if(OUTBORD(cx, cy)) return;

    sqr *s = S(cx,cy);
    
    if(fabs(sheight(s,s,z)-z)>1)                        // selected wall
    {
        x += x>player1->o.x ? 0.5f : -0.5f;             // find right wall cube
        y += y>player1->o.y ? 0.5f : -0.5f;

        cx = (int)x;
        cy = (int)y;

        if(OUTBORD(cx, cy)) return;

    };
        

    if(dragging) makesel();

    const int GRIDSIZE = 5;
    const float GRIDW = 0.5f;
    const float GRID8 = 2.0f;
    const float GRIDS = 2.0f;
    const int GRIDM = 0x7;
    
    // render editing grid

    for(int ix = cx-GRIDSIZE; ix<=cx+GRIDSIZE; ix++) for(int iy = cy-GRIDSIZE; iy<=cy+GRIDSIZE; iy++)
    {

        if(OUTBORD(ix, iy)) continue;

        sqr *s = S(ix,iy);

        if(SOLID(s)) continue;
        float h1 = sheight(s, s, z);
        float h2 = sheight(s, SWS(s,1,0,ssize), z);
        float h3 = sheight(s, SWS(s,1,1,ssize), z);
        float h4 = sheight(s, SWS(s,0,1,ssize), z);

        if(s->tag) linestyle(GRIDW, 0xFF, 0x40, 0x40);

        else if(s->type==FHF || s->type==CHF) linestyle(GRIDW, 0x80, 0xFF, 0x80);

        else linestyle(GRIDW, 0x80, 0x80, 0x80);
        block b = { ix, iy, 1, 1 };
        box(b, h1, h2, h3, h4);
        linestyle(GRID8, 0x40, 0x40, 0xFF);

        if(!(ix&GRIDM))   line(ix,   iy,   h1, ix,   iy+1, h4);
        if(!(ix+1&GRIDM)) line(ix+1, iy,   h2, ix+1, iy+1, h3);

        if(!(iy&GRIDM))   line(ix,   iy,   h1, ix+1, iy,   h2);
        if(!(iy+1&GRIDM)) line(ix,   iy+1, h4, ix+1, iy+1, h3);


    };

    if(!SOLID(s))
    {
        float ih = sheight(s, s, z);
        linestyle(GRIDS, 0xFF, 0xFF, 0xFF);
        block b = { cx, cy, 1, 1 };
        box(b, ih, sheight(s, SWS(s,1,0,ssize), z), sheight(s, SWS(s,1,1,ssize), z), sheight(s, SWS(s,0,1,ssize), z));


        linestyle(GRIDS, 0xFF, 0x00, 0x00);
        dot(cx, cy, ih);
        ch = (int)ih;
    };

    if(selset)
    {
        linestyle(GRIDS, 0xFF, 0x40, 0x40);
        box(sel, (float)selh, (float)selh, (float)selh, (float)selh);
    };
};

vector<block *> undos;                                  // unlimited undo
VARP(undomegs, 0, 1, 10);                                // bounded by n megs


void pruneundos(int maxremain)                          // bound memory
{
    int t = 0;
    loopvrev(undos)
    {
        t += undos[i]->xs*undos[i]->ys*sizeof(sqr);

        if(t>maxremain) free(undos.remove(i));
    };
};


void makeundo()
{
    undos.add(blockcopy(sel));
    pruneundos(undomegs<<20);
};


void editundo()
{
    EDITMP;

    if(undos.empty()) { conoutf("nothing more to undo"); return; };


    block *p = undos.pop();
    blockpaste(*p);
    free(p);
};

block *copybuf = NULL;


void copy()
{
    EDITSELMP;

    if(copybuf) free(copybuf);
    copybuf = blockcopy(sel);
};


void paste()
{
    EDITMP;

    if(!copybuf) { conoutf("nothing to paste"); return; };


    sel.xs = copybuf->xs;
    sel.ys = copybuf->ys;
    correctsel();

    if(!selset || sel.xs!=copybuf->xs || sel.ys!=copybuf->ys) { conoutf("incorrect selection"); return; };


    makeundo();
    copybuf->x = sel.x;
    copybuf->y = sel.y;
    blockpaste(*copybuf);
};


void tofronttex()                                       // maintain most recently used of the texture lists when applying texture

{
    loopi(3)
    {
        int c = curedittex[i];
        if(c>=0)
        {
            uchar *p = hdr.texlists[i];
            int t = p[c];

            for(int a = c-1; a>=0; a--) p[a+1] = p[a];
            p[0] = t;
            curedittex[i] = -1;
        };
    };
};


void editdrag(bool isdown)
{
    if(dragging = isdown)
    {
        lastx = cx;
        lasty = cy;
        lasth = ch;
        selset = false;
        tofronttex();
    };
    makesel();
};

// the core editing function. all the *xy functions perform the core operations
// and are also called directly from the network, the function below it is strictly
// triggered locally. They all have very similar structure.


void editheightxy(bool isfloor, int amount, block &sel)
{
    loopselxy(if(isfloor)
    {

        s->floor += amount;

        if(s->floor>=s->ceil) s->floor = s->ceil-1;
    }
    else
    {
        s->ceil += amount;

        if(s->ceil<=s->floor) s->ceil = s->floor+1;
    });
};


void editheight(int flr, int amount)
{
    EDITSEL;
    bool isfloor = flr==0;
    editheightxy(isfloor, amount, sel);
    addmsg(1, 7, SV_EDITH, sel.x, sel.y, sel.xs, sel.ys, isfloor, amount);
};

COMMAND(editheight, ARG_2INT);


void edittexxy(int type, int t, block &sel)            
{
    loopselxy(switch(type)
    {

        case 0: s->ftex = t; break;


        case 1: s->wtex = t; break;


        case 2: s->ctex = t; break;


        case 3: s->utex = t; break;

    });
};


void edittex(int type, int dir)
{
    EDITSEL;

    if(type<0 || type>3) return;


    if(type!=lasttype) { tofronttex(); lasttype = type; };

    int atype = type==3 ? 1 : type;
    int i = curedittex[atype];
    i = i<0 ? 0 : i+dir;
    curedittex[atype] = i = min(max(i, 0), 255);
    int t = lasttex = hdr.texlists[atype][i];
    edittexxy(type, t, sel);
    addmsg(1, 7, SV_EDITT, sel.x, sel.y, sel.xs, sel.ys, type, t);
};


void replace()
{
    EDITSELMP;
    loop(x,ssize) loop(y,ssize)
    {
        sqr *s = S(x, y);
        switch(lasttype)
        {

            case 0: if(s->ftex == rtex.ftex) s->ftex = lasttex; break;



            case 1: if(s->wtex == rtex.wtex) s->wtex = lasttex; break;



            case 2: if(s->ctex == rtex.ctex) s->ctex = lasttex; break;



            case 3: if(s->utex == rtex.utex) s->utex = lasttex; break;


        };
    };
    block b = { 0, 0, ssize, ssize }; 
    remip(b);
};




void edittypexy(int type, block &sel)
{
    loopselxy(s->type = type);
};


void edittype(int type)
{
    EDITSEL;
    if(type==CORNER && (sel.xs!=sel.ys || sel.xs==3 || sel.xs>4 && sel.xs!=8

                   || sel.x&~-sel.xs || sel.y&~-sel.ys))
                   { conoutf("corner selection must be power of 2 aligned"); return; };


    edittypexy(type, sel);
    addmsg(1, 6, SV_EDITS, sel.x, sel.y, sel.xs, sel.ys, type);
};


void heightfield(int t) { edittype(t==0 ? FHF : CHF); };






void solid(int t)       { edittype(t==0 ? SPACE : SOLID); };




void corner()           { edittype(CORNER); };


COMMAND(heightfield, ARG_1INT);
COMMAND(solid, ARG_1INT);
COMMAND(corner, ARG_NONE);


void editequalisexy(bool isfloor, block &sel)
{
    int low = 127, hi = -128;
    loopselxy(
    {

        if(s->floor<low) low = s->floor;

        if(s->ceil>hi) hi = s->ceil;
    });
    loopselxy(
    {

        if(isfloor) s->floor = low; else s->ceil = hi;



        if(s->floor>=s->ceil) s->floor = s->ceil-1;
    });
};


void equalize(int flr)
{
    bool isfloor = flr==0;
    EDITSEL;
    editequalisexy(isfloor, sel);
    addmsg(1, 6, SV_EDITE, sel.x, sel.y, sel.xs, sel.ys, isfloor);
};

COMMAND(equalize, ARG_1INT);


void setvdeltaxy(int delta, block &sel)
{
    loopselxy(s->vdelta = max(s->vdelta+delta, 0));
    remipmore(sel);    
};


void setvdelta(int delta)
{
    EDITSEL;
    setvdeltaxy(delta, sel);
    addmsg(1, 6, SV_EDITD, sel.x, sel.y, sel.xs, sel.ys, delta);
};

const int MAXARCHVERT = 50;
int archverts[MAXARCHVERT][MAXARCHVERT];
bool archvinit = false;


void archvertex(int span, int vert, int delta)
{
    if(!archvinit)
    {
        archvinit = true;
        loop(s,MAXARCHVERT) loop(v,MAXARCHVERT) archverts[s][v] = 0;
    };
    if(span>=MAXARCHVERT || vert>=MAXARCHVERT || span<0 || vert<0) return;

    archverts[span][vert] = delta;
};


void arch(int sidedelta, int _a)
{
    EDITSELMP;
    sel.xs++;
    sel.ys++;

    if(sel.xs>MAXARCHVERT) sel.xs = MAXARCHVERT;

    if(sel.ys>MAXARCHVERT) sel.ys = MAXARCHVERT;
    loopselxy(s->vdelta =
        sel.xs>sel.ys
            ? (archverts[sel.xs-1][x] + (y==0 || y==sel.ys-1 ? sidedelta : 0))

            : (archverts[sel.ys-1][y] + (x==0 || x==sel.xs-1 ? sidedelta : 0)));

    remipmore(sel);
};


void slope(int xd, int yd)
{
    EDITSELMP;
    int off = 0;

    if(xd<0) off -= xd*sel.xs;

    if(yd<0) off -= yd*sel.ys;
    sel.xs++;
    sel.ys++;
    loopselxy(s->vdelta = xd*x+yd*y+off);
    remipmore(sel);
};


void perlin(int scale, int seed, int psize)
{
    EDITSELMP;
    sel.xs++;
    sel.ys++;
    makeundo();
    sel.xs--;
    sel.ys--;
    perlinarea(sel, scale, seed, psize);
    sel.xs++;
    sel.ys++;
    remipmore(sel);
    sel.xs--;
    sel.ys--;
};

VARF(fullbright, 0, 0, 1,
    if(fullbright)
    {
        if(noteditmode()) return;

        loopi(mipsize) world[i].r = world[i].g = world[i].b = 176;
    };
);


void edittag(int tag)
{
    EDITSELMP;
    loopselxy(s->tag = tag);
};


void newent(char *what, char *a1, char *a2, char *a3, char *a4)
{
    EDITSEL;
    newentity(sel.x, sel.y, (int)player1->o.z, what, ATOI(a1), ATOI(a2), ATOI(a3), ATOI(a4));

};

COMMANDN(select, selectpos, ARG_4INT);
COMMAND(edittag, ARG_1INT);
COMMAND(replace, ARG_NONE);
COMMAND(archvertex, ARG_3INT);
COMMAND(arch, ARG_2INT);
COMMAND(slope, ARG_2INT);
COMMANDN(vdelta, setvdelta, ARG_1INT);
COMMANDN(undo, editundo, ARG_NONE);
COMMAND(copy, ARG_NONE);
COMMAND(paste, ARG_NONE);
COMMAND(edittex, ARG_2INT);
COMMAND(newent, ARG_5STR);
COMMAND(perlin, ARG_3INT);


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// editing.cpp: most map editing commands go here, entity editing commands are
// in world.cpp

#include "cube.h"

bool editmode = false;

// the current selection, used by almost all editing commands
// invariant: all code assumes that these are kept inside MINBORD distance of
// the edge of the map

block sel = {

    variable("selx", 0, 0, 4096, &sel.x, NULL, false),
    variable("sely", 0, 0, 4096, &sel.y, NULL, false),
    variable("selxs", 0, 0, 4096, &sel.xs, NULL, false),
    variable("selys", 0, 0, 4096, &sel.ys, NULL, false),
};

int selh = 0;
bool selset = false;

#define loopselxy(b)                                                           \
	{                                                                      \
		makeundo();                                                    \
		loop(x, sel.xs) loop(y, sel.ys)                                \
		{                                                              \
			sqr *s = S(sel.x + x, sel.y + y);                      \
			b;                                                     \
		};                                                             \
		remip(sel);                                                    \
	}

int cx, cy, ch;

int curedittex[] = {-1, -1, -1};

bool dragging = false;
int lastx, lasty, lasth;

int lasttype = 0, lasttex = 0;
sqr rtex;

VAR(editing, 0, 0, 1);

void
toggleedit()
{
	if (player1->state == CS_DEAD)
		return; // do not allow dead players to edit to avoid state
		        // confusion
	if (!editmode && !allowedittoggle())
		return; // not in most multiplayer modes
	if (!(editmode = !editmode)) {

		settagareas();     // reset triggers to allow quick playtesting
		entinmap(player1); // find spawn closest to current floating pos

	} else {

		resettagareas(); // clear trigger areas to allow them to be
		                 // edited
		player1->health = 100;
		if (m_classicsp)
			monsterclear(); // all monsters back at their spawns for
			                // editing
		projreset();
	};
	keyrepeat(editmode);
	selset = false;
	editing = editmode;
};

COMMANDN(edittoggle, toggleedit, ARG_NONE);

void
correctsel() // ensures above invariant
{
	selset = !OUTBORD(sel.x, sel.y);
	int bsize = ssize - MINBORD;
	if (sel.xs + sel.x > bsize)
		sel.xs = bsize - sel.x;
	if (sel.ys + sel.y > bsize)
		sel.ys = bsize - sel.y;
	if (sel.xs <= 0 || sel.ys <= 0)
		selset = false;
};

bool
noteditmode()
{
	correctsel();
	if (!editmode)
		conoutf("this function is only allowed in edit mode");
	return !editmode;
};

bool
noselection()
{
	if (!selset)
		conoutf("no selection");
	return !selset;
};

#define EDITSEL                                                                \
	if (noteditmode() || noselection())                                    \
		return;
#define EDITSELMP                                                              \
	if (noteditmode() || noselection() || multiplayer())                   \
		return;
#define EDITMP                                                                 \
	if (noteditmode() || multiplayer())                                    \
		return;

void
selectpos(int x, int y, int xs, int ys)
{
	block s = {x, y, xs, ys};
	sel = s;
	selh = 0;
	correctsel();
};

void
makesel()
{
	block s = {min(lastx, cx), min(lasty, cy), abs(lastx - cx) + 1,
	    abs(lasty - cy) + 1};
	sel = s;
	selh = max(lasth, ch);
	correctsel();
	if (selset)
		rtex = *S(sel.x, sel.y);
};

VAR(flrceil, 0, 0, 2);

float
sheight(
    sqr *s, sqr *t, float z) // finds out z height when cursor points at wall
{
	return !flrceil // z-s->floor<s->ceil-z
	           ? (s->type == FHF ? s->floor - t->vdelta / 4.0f
	                             : (float)s->floor)
	           : (s->type == CHF ? s->ceil + t->vdelta / 4.0f
	                             : (float)s->ceil);
};

void
cursorupdate() // called every frame from hud
{
	flrceil = ((int)(player1->pitch >= 0)) * 2;

	volatile float x =
	    worldpos.x; // volatile needed to prevent msvc7 optimizer bug?
	volatile float y = worldpos.y;
	volatile float z = worldpos.z;

	cx = (int)x;
	cy = (int)y;

	if (OUTBORD(cx, cy))
		return;
	sqr *s = S(cx, cy);

	if (fabs(sheight(s, s, z) - z) > 1) // selected wall
	{
		x += x > player1->o.x ? 0.5f : -0.5f; // find right wall cube
		y += y > player1->o.y ? 0.5f : -0.5f;

		cx = (int)x;
		cy = (int)y;

		if (OUTBORD(cx, cy))
			return;
	};

	if (dragging)
		makesel();

	const int GRIDSIZE = 5;
	const float GRIDW = 0.5f;
	const float GRID8 = 2.0f;
	const float GRIDS = 2.0f;
	const int GRIDM = 0x7;

	// render editing grid

	for (int ix = cx - GRIDSIZE; ix <= cx + GRIDSIZE; ix++)

		for (int iy = cy - GRIDSIZE; iy <= cy + GRIDSIZE; iy++) {
			if (OUTBORD(ix, iy))
				continue;
			sqr *s = S(ix, iy);
			if (SOLID(s))
				continue;
			float h1 = sheight(s, s, z);
			float h2 = sheight(s, SWS(s, 1, 0, ssize), z);
			float h3 = sheight(s, SWS(s, 1, 1, ssize), z);
			float h4 = sheight(s, SWS(s, 0, 1, ssize), z);
			if (s->tag)
				linestyle(GRIDW, 0xFF, 0x40, 0x40);
			else if (s->type == FHF || s->type == CHF)
				linestyle(GRIDW, 0x80, 0xFF, 0x80);
			else
				linestyle(GRIDW, 0x80, 0x80, 0x80);
			block b = {ix, iy, 1, 1};
			box(b, h1, h2, h3, h4);
			linestyle(GRID8, 0x40, 0x40, 0xFF);
			if (!(ix & GRIDM))
				line(ix, iy, h1, ix, iy + 1, h4);
			if (!(ix + 1 & GRIDM))
				line(ix + 1, iy, h2, ix + 1, iy + 1, h3);
			if (!(iy & GRIDM))
				line(ix, iy, h1, ix + 1, iy, h2);
			if (!(iy + 1 & GRIDM))
				line(ix, iy + 1, h4, ix + 1, iy + 1, h3);
		};

	if (!SOLID(s)) {

		float ih = sheight(s, s, z);
		linestyle(GRIDS, 0xFF, 0xFF, 0xFF);
		block b = {cx, cy, 1, 1};
		box(b, ih, sheight(s, SWS(s, 1, 0, ssize), z),
		    sheight(s, SWS(s, 1, 1, ssize), z),
		    sheight(s, SWS(s, 0, 1, ssize), z));
		linestyle(GRIDS, 0xFF, 0x00, 0x00);
		dot(cx, cy, ih);
		ch = (int)ih;
	};

	if (selset) {

		linestyle(GRIDS, 0xFF, 0x40, 0x40);
		box(sel, (float)selh, (float)selh, (float)selh, (float)selh);
	};
};

vector<block *> undos;    // unlimited undo
VARP(undomegs, 0, 1, 10); // bounded by n megs

void
pruneundos(int maxremain) // bound memory
{
	int t = 0;
	loopvrev(undos)
	{
		t += undos[i]->xs * undos[i]->ys * sizeof(sqr);
		if (t > maxremain)
			free(undos.remove(i));
	};
};

void
makeundo()
{
	undos.add(blockcopy(sel));
	pruneundos(undomegs << 20);
};

void
editundo()
{
	EDITMP;
	if (undos.empty()) {
		conoutf("nothing more to undo");
		return;
	};
	block *p = undos.pop();
	blockpaste(*p);
	free(p);
};

block *copybuf = NULL;

void
copy()
{
	EDITSELMP;
	if (copybuf)
		free(copybuf);
	copybuf = blockcopy(sel);
};

void
paste()
{
	EDITMP;
	if (!copybuf) {
		conoutf("nothing to paste");
		return;
	};
	sel.xs = copybuf->xs;
	sel.ys = copybuf->ys;
	correctsel();
	if (!selset || sel.xs != copybuf->xs || sel.ys != copybuf->ys) {
		conoutf("incorrect selection");
		return;
	};
	makeundo();
	copybuf->x = sel.x;
	copybuf->y = sel.y;
	blockpaste(*copybuf);
};

void
tofronttex() // maintain most recently used of the texture lists when applying
             // texture
{
	loopi(3)
	{
		int c = curedittex[i];
		if (c >= 0) {

			uchar *p = hdr.texlists[i];
			int t = p[c];
			for (int a = c - 1; a >= 0; a--)
				p[a + 1] = p[a];
			p[0] = t;
			curedittex[i] = -1;
		};
	};
};

void
editdrag(bool isdown)
{
	if (dragging = isdown) {

		lastx = cx;
		lasty = cy;
		lasth = ch;
		selset = false;
		tofronttex();
	};
	makesel();
};

// the core editing function. all the *xy functions perform the core operations
// and are also called directly from the network, the function below it is
// strictly triggered locally. They all have very similar structure.

void
editheightxy(bool isfloor, int amount, block &sel)
{
	loopselxy(

	    if (isfloor) {
		    s->floor += amount;
		    if (s->floor >= s->ceil)
			    s->floor = s->ceil - 1;

	    } else {

		    s->ceil += amount;
		    if (s->ceil <= s->floor)
			    s->ceil = s->floor + 1;
	    });
};

void
editheight(int flr, int amount)
{
	EDITSEL;
	bool isfloor = flr == 0;
	editheightxy(isfloor, amount, sel);
	addmsg(1, 7, SV_EDITH, sel.x, sel.y, sel.xs, sel.ys, isfloor, amount);
};

COMMAND(editheight, ARG_2INT);

void
edittexxy(int type, int t, block &sel)
{
	loopselxy(switch (type) {

	        case 0:
		        s->ftex = t;
		        break;
	        case 1:
		        s->wtex = t;
		        break;
	        case 2:
		        s->ctex = t;
		        break;
	        case 3:
		        s->utex = t;
		        break;
	});
};

void
edittex(int type, int dir)
{
	EDITSEL;
	if (type < 0 || type > 3)
		return;
	if (type != lasttype) {
		tofronttex();
		lasttype = type;
	};
	int atype = type == 3 ? 1 : type;
	int i = curedittex[atype];
	i = i < 0 ? 0 : i + dir;
	curedittex[atype] = i = min(max(i, 0), 255);
	int t = lasttex = hdr.texlists[atype][i];
	edittexxy(type, t, sel);
	addmsg(1, 7, SV_EDITT, sel.x, sel.y, sel.xs, sel.ys, type, t);
};

void
replace()
{
	EDITSELMP;
	loop(x, ssize) loop(y, ssize)
	{
		sqr *s = S(x, y);
		switch (lasttype) {

		case 0:
			if (s->ftex == rtex.ftex)
				s->ftex = lasttex;
			break;
		case 1:
			if (s->wtex == rtex.wtex)
				s->wtex = lasttex;
			break;
		case 2:
			if (s->ctex == rtex.ctex)
				s->ctex = lasttex;
			break;
		case 3:
			if (s->utex == rtex.utex)
				s->utex = lasttex;
			break;
		};
	};
	block b = {0, 0, ssize, ssize};
	remip(b);
};

void
edittypexy(int type, block &sel)
{


	loopselxy(s->type = type);
};

void
edittype(int type)
{
	EDITSEL;
	if (type == CORNER &&
	    (sel.xs != sel.ys || sel.xs == 3 || sel.xs > 4 && sel.xs != 8 ||
	        sel.x & ~-sel.xs || sel.y & ~-sel.ys)) {
		conoutf("corner selection must be power of 2 aligned");
		return;
	};
	edittypexy(type, sel);
	addmsg(1, 6, SV_EDITS, sel.x, sel.y, sel.xs, sel.ys, type);
};

void
heightfield(int t)
{
	edittype(t == 0 ? FHF : CHF);
};
void
solid(int t)
{
	edittype(t == 0 ? SPACE : SOLID);
};
void
corner()
{
	edittype(CORNER);
};

COMMAND(heightfield, ARG_1INT);
COMMAND(solid, ARG_1INT);
COMMAND(corner, ARG_NONE);

void
editequalisexy(bool isfloor, block &sel)
{
	int low = 127, hi = -128;
	loopselxy({

		if (s->floor < low)
			low = s->floor;
		if (s->ceil > hi)
			hi = s->ceil;
	});
	loopselxy({

		if (isfloor)
			s->floor = low;
		else
			s->ceil = hi;
		if (s->floor >= s->ceil)
			s->floor = s->ceil - 1;
	});
};

void
equalize(int flr)
{
	bool isfloor = flr == 0;
	EDITSEL;
	editequalisexy(isfloor, sel);
	addmsg(1, 6, SV_EDITE, sel.x, sel.y, sel.xs, sel.ys, isfloor);
};

COMMAND(equalize, ARG_1INT);

void
setvdeltaxy(int delta, block &sel)
{
	loopselxy(s->vdelta = max(s->vdelta + delta, 0));
	remipmore(sel);
};

void
setvdelta(int delta)
{
	EDITSEL;
	setvdeltaxy(delta, sel);
	addmsg(1, 6, SV_EDITD, sel.x, sel.y, sel.xs, sel.ys, delta);
};

const int MAXARCHVERT = 50;
int archverts[MAXARCHVERT][MAXARCHVERT];
bool archvinit = false;

void
archvertex(int span, int vert, int delta)
{
	if (!archvinit) {

		archvinit = true;
		loop(s, MAXARCHVERT) loop(v, MAXARCHVERT) archverts[s][v] = 0;
	};
	if (span >= MAXARCHVERT || vert >= MAXARCHVERT || span < 0 || vert < 0)
		return;
	archverts[span][vert] = delta;
};

void
arch(int sidedelta, int _a)
{
	EDITSELMP;
	sel.xs++;
	sel.ys++;
	if (sel.xs > MAXARCHVERT)
		sel.xs = MAXARCHVERT;
	if (sel.ys > MAXARCHVERT)
		sel.ys = MAXARCHVERT;
	loopselxy(
	    s->vdelta = sel.xs > sel.ys
	                    ? (archverts[sel.xs - 1][x] +
	                          (y == 0 || y == sel.ys - 1 ? sidedelta : 0))
	                    : (archverts[sel.ys - 1][y] +
	                          (x == 0 || x == sel.xs - 1 ? sidedelta : 0)));
	remipmore(sel);
};

void
slope(int xd, int yd)
{
	EDITSELMP;
	int off = 0;
	if (xd < 0)
		off -= xd * sel.xs;
	if (yd < 0)
		off -= yd * sel.ys;
	sel.xs++;
	sel.ys++;
	loopselxy(s->vdelta = xd * x + yd * y + off);
	remipmore(sel);
};

void
perlin(int scale, int seed, int psize)
{
	EDITSELMP;
	sel.xs++;
	sel.ys++;
	makeundo();
	sel.xs--;
	sel.ys--;
	perlinarea(sel, scale, seed, psize);
	sel.xs++;
	sel.ys++;
	remipmore(sel);
	sel.xs--;
	sel.ys--;
};

VARF(
    fullbright, 0, 0, 1, if (fullbright) {

	    if (noteditmode())
		    return;
	    loopi(mipsize) world[i].r = world[i].g = world[i].b = 176;
    };);


void
edittag(int tag)
{
	EDITSELMP;
	loopselxy(s->tag = tag);
};

void
newent(char *what, char *a1, char *a2, char *a3, char *a4)
{
	EDITSEL;
	newentity(sel.x, sel.y, (int)player1->o.z, what, ATOI(a1), ATOI(a2),
	    ATOI(a3), ATOI(a4));
};

COMMANDN(select, selectpos, ARG_4INT);
COMMAND(edittag, ARG_1INT);
COMMAND(replace, ARG_NONE);
COMMAND(archvertex, ARG_3INT);
COMMAND(arch, ARG_2INT);
COMMAND(slope, ARG_2INT);
COMMANDN(vdelta, setvdelta, ARG_1INT);
COMMANDN(undo, editundo, ARG_NONE);
COMMAND(copy, ARG_NONE);
COMMAND(paste, ARG_NONE);
COMMAND(edittex, ARG_2INT);
COMMAND(newent, ARG_5STR);
COMMAND(perlin, ARG_3INT);


Modified src/entities.cxx from [adb5f670f2] to [7b928c8e1c].

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// entities.cpp: map entity related functions (pickup etc.)

#include "cube.h"

vector<entity> ents;

char *entmdlnames[] = 
{
	"shells", "bullets", "rockets", "rrounds", "health", "boost",





	"g_armour", "y_armour", "quad",	"teleporter",     



};

int triggertime = 0;


void renderent(entity &e, char *mdlname, float z, float yaw, int frame = 0, int numf = 1, int basetime = 0, float speed = 10.0f)

{
	rendermodel(mdlname, frame, numf, 0, 1.1f, e.x, z+S(e.x, e.y)->floor, e.y, yaw, 0, false, 1.0f, speed, 0, basetime);

};


void renderentities()
{

	if(lastmillis>triggertime+1000) triggertime = 0;
    loopv(ents)
    {
        entity &e = ents[i];
        if(e.type==MAPMODEL)
        {
            mapmodelinfo &mmi = getmminfo(e.attr2);

            if(!&mmi) continue;
			rendermodel(mmi.name, 0, 1, e.attr4, (float)mmi.rad, e.x, (float)S(e.x, e.y)->floor+mmi.zoff+e.attr3, e.y, (float)((e.attr1+7)-(e.attr1+7)%15), 0, false, 1.0f, 10.0f, mmi.snap);
        }



        else
        {
            if(OUTBORD(e.x, e.y)) continue;

            if(e.type!=CARROT)
            {
				if(!e.spawned && e.type!=TELEPORT) continue;

				if(e.type<I_SHELLS || e.type>TELEPORT) continue;

				renderent(e, entmdlnames[e.type-I_SHELLS], (float)(1+sin(lastmillis/100.0+e.x+e.y)/20), lastmillis/10.0f);




            }
			else switch(e.attr2)
            {			
				case 1:
				case 3:
					continue;
					
                case 2: 
                case 0:
					if(!e.spawned) continue;

					renderent(e, "carrot", (float)(1+sin(lastmillis/100.0+e.x+e.y)/20), lastmillis/(e.attr2 ? 1.0f : 10.0f));























					break;
					
                case 4: renderent(e, "switch2", 3,      (float)e.attr3*90, (!e.spawned && !triggertime) ? 1  : 0, (e.spawned || !triggertime) ? 1 : 2,  triggertime, 1050.0f);  break;
                case 5: renderent(e, "switch1", -0.15f, (float)e.attr3*90, (!e.spawned && !triggertime) ? 30 : 0, (e.spawned || !triggertime) ? 1 : 30, triggertime, 35.0f); break;
            }; 
        };
    };
};

struct itemstat { int add, max, sound; } itemstats[] =
{




     10,    50, S_ITEMAMMO,


     20,   100, S_ITEMAMMO,


      5,    25, S_ITEMAMMO,


      5,    25, S_ITEMAMMO,


     25,   100, S_ITEMHEALTH,


     50,   200, S_ITEMHEALTH,


    100,   100, S_ITEMARMOUR,


    150,   150, S_ITEMARMOUR,
  20000, 30000, S_ITEMPUP,


};




void baseammo(int gun) { player1->ammo[gun] = itemstats[gun-1].add*2; };


// these two functions are called when the server acknowledges that you really
// picked up the item (in multiplayer someone may grab it before you).


void radditem(int i, int &v)
{
    itemstat &is = itemstats[ents[i].type-I_SHELLS];
    ents[i].spawned = false;
    v += is.add;

    if(v>is.max) v = is.max;
    playsoundc(is.sound);
};


void realpickup(int n, dynent *d)
{
    switch(ents[n].type)
    {
        case I_SHELLS:  radditem(n, d->ammo[1]); break;


        case I_BULLETS: radditem(n, d->ammo[2]); break;


        case I_ROCKETS: radditem(n, d->ammo[3]); break;


        case I_ROUNDS:  radditem(n, d->ammo[4]); break;


        case I_HEALTH:  radditem(n, d->health);  break;
        case I_BOOST:   radditem(n, d->health);  break;





        case I_GREENARMOUR:
            radditem(n, d->armour);
            d->armourtype = A_GREEN;
            break;

        case I_YELLOWARMOUR:
            radditem(n, d->armour);
            d->armourtype = A_YELLOW;
            break;

        case I_QUAD:
            radditem(n, d->quadmillis);
            conoutf("you got the quad!");
            break;
    };
};

// these functions are called when the client touches the item


void additem(int i, int &v, int spawnsec)
{

    if(v<itemstats[ents[i].type-I_SHELLS].max)                              // don't pick up if not needed
    {
        addmsg(1, 3, SV_ITEMPICKUP, i, m_classicsp ? 100000 : spawnsec);    // first ask the server for an ack


        ents[i].spawned = false;                                            // even if someone else gets it first
    };
};


void teleport(int n, dynent *d)     // also used by monsters
{
    int e = -1, tag = ents[n].attr1, beenhere = -1;
    for(;;)
    {
        e = findentity(TELEDEST, e+1);

        if(e==beenhere || e<0) { conoutf("no teleport destination for tag %d", tag); return; };



        if(beenhere<0) beenhere = e;
        if(ents[e].attr2==tag)
        {
            d->o.x = ents[e].x;
            d->o.y = ents[e].y;
            d->o.z = ents[e].z;
            d->yaw = ents[e].attr1;
            d->pitch = 0;
            d->vel.x = d->vel.y = d->vel.z = 0;
            entinmap(d);
            playsoundc(S_TELEPORT);
            break;
        };
    };
};


void pickup(int n, dynent *d)
{
    int np = 1;
    loopv(players) if(players[i]) np++;
    np = np<3 ? 4 : (np>4 ? 2 : 3);         // spawn times are dependent on number of players

    int ammo = np*2;
    switch(ents[n].type)
    {

        case I_SHELLS:  additem(n, d->ammo[1], ammo); break;


        case I_BULLETS: additem(n, d->ammo[2], ammo); break;


        case I_ROCKETS: additem(n, d->ammo[3], ammo); break;


        case I_ROUNDS:  additem(n, d->ammo[4], ammo); break;

        case I_HEALTH:  additem(n, d->health,  np*5); break;


        case I_BOOST:   additem(n, d->health,  60);   break;



        case I_GREENARMOUR:
            // (100h/100g only absorbs 166 damage)
            if(d->armourtype==A_YELLOW && d->armour>66) break;

            additem(n, d->armour, 20);
            break;

        case I_YELLOWARMOUR:
            additem(n, d->armour, 20);
            break;

        case I_QUAD:
            additem(n, d->quadmillis, 60);
            break;
            
        case CARROT:
            ents[n].spawned = false;
            triggertime = lastmillis;
            trigger(ents[n].attr1, ents[n].attr2, false);  // needs to go over server for multiplayer

            break;

        case TELEPORT:
        {
            static int lastteleport = 0;
            if(lastmillis-lastteleport<500) break;

            lastteleport = lastmillis;
            teleport(n, d);
            break;
        };
        
        case JUMPPAD:
        {
            static int lastjumppad = 0;
            if(lastmillis-lastjumppad<300) break;

            lastjumppad = lastmillis;
            vec v = { (int)(char)ents[n].attr3/10.0f, (int)(char)ents[n].attr2/10.0f, ents[n].attr1/10.0f };

            player1->vel.z = 0;
			vadd(player1->vel, v);
            playsoundc(S_JUMPPAD);
            break;
        };
    };
};


void checkitems()
{
    if(editmode) return;

    loopv(ents)
    {
        entity &e = ents[i];

        if(e.type==NOTUSED) continue;
        if(!ents[i].spawned && e.type!=TELEPORT && e.type!=JUMPPAD) continue;

        if(OUTBORD(e.x, e.y)) continue;

        vec v = { e.x, e.y, S(e.x, e.y)->floor+player1->eyeheight };
        vdist(dist, t, player1->o, v);

        if(dist<(e.type==TELEPORT ? 4 : 2.5)) pickup(i, player1);
    };
};


void checkquad(int time)
{
    if(player1->quadmillis && (player1->quadmillis -= time)<0)
    {
        player1->quadmillis = 0;
        playsoundc(S_PUPOUT);
        conoutf("quad damage is over");
    };
};


void putitems(uchar *&p)            // puts items in network stream and also spawns them locally
{
    loopv(ents) if((ents[i].type>=I_SHELLS && ents[i].type<=I_QUAD) || ents[i].type==CARROT)

    {
        putint(p, i);
        ents[i].spawned = true;
    };
};




void resetspawns() { loopv(ents) ents[i].spawned = false; };


void setspawn(uint i, bool on) { if(i<(uint)ents.length()) ents[i].spawned = on; };










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// entities.cpp: map entity related functions (pickup etc.)

#include "cube.h"

vector<entity> ents;

char *entmdlnames[] = {

    "shells",
    "bullets",
    "rockets",
    "rrounds",
    "health",
    "boost",
    "g_armour",
    "y_armour",
    "quad",
    "teleporter",
};

int triggertime = 0;

void
renderent(entity &e, char *mdlname, float z, float yaw, int frame = 0,
    int numf = 1, int basetime = 0, float speed = 10.0f)
{
	rendermodel(mdlname, frame, numf, 0, 1.1f, e.x, z + S(e.x, e.y)->floor,
	    e.y, yaw, 0, false, 1.0f, speed, 0, basetime);
};

void
renderentities()
{
	if (lastmillis > triggertime + 1000)
		triggertime = 0;
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type == MAPMODEL) {

			mapmodelinfo &mmi = getmminfo(e.attr2);
			if (!&mmi)
				continue;
			rendermodel(mmi.name, 0, 1, e.attr4, (float)mmi.rad,

			    e.x, (float)S(e.x, e.y)->floor + mmi.zoff + e.attr3,
			    e.y, (float)((e.attr1 + 7) - (e.attr1 + 7) % 15), 0,
			    false, 1.0f, 10.0f, mmi.snap);
		} else {

			if (OUTBORD(e.x, e.y))
				continue;
			if (e.type != CARROT) {

				if (!e.spawned && e.type != TELEPORT)
					continue;
				if (e.type < I_SHELLS || e.type > TELEPORT)
					continue;
				renderent(e, entmdlnames[e.type - I_SHELLS],
				    (float)(1 + sin(lastmillis / 100.0 + e.x +
				                    e.y) /
				                    20),
				    lastmillis / 10.0f);
			} else
				switch (e.attr2) {

				case 1:
				case 3:
					continue;

				case 2:
				case 0:
					if (!e.spawned)
						continue;
					renderent(e, "carrot",
					    (float)(1 + sin(lastmillis / 100.0 +
					                    e.x + e.y) /
					                    20),
					    lastmillis /
					        (e.attr2 ? 1.0f : 10.0f));
					break;

				case 4:
					renderent(e, "switch2", 3,
					    (float)e.attr3 * 90,
					    (!e.spawned && !triggertime) ? 1
					                                 : 0,
					    (e.spawned || !triggertime) ? 1 : 2,
					    triggertime, 1050.0f);
					break;
				case 5:
					renderent(e, "switch1", -0.15f,
					    (float)e.attr3 * 90,
					    (!e.spawned && !triggertime) ? 30
					                                 : 0,
					    (e.spawned || !triggertime) ? 1
					                                : 30,
					    triggertime, 35.0f);
					break;



				};
		};
	};
};

struct itemstat {

	int add, max, sound;
} itemstats[] = {
    10,
    50,
    S_ITEMAMMO,
    20,
    100,
    S_ITEMAMMO,
    5,
    25,
    S_ITEMAMMO,
    5,
    25,
    S_ITEMAMMO,
    25,
    100,
    S_ITEMHEALTH,
    50,
    200,
    S_ITEMHEALTH,
    100,
    100,
    S_ITEMARMOUR,
    150,
    150,
    S_ITEMARMOUR,
    20000,
    30000,
    S_ITEMPUP,
};

void
baseammo(int gun)
{
	player1->ammo[gun] = itemstats[gun - 1].add * 2;
};

// these two functions are called when the server acknowledges that you really
// picked up the item (in multiplayer someone may grab it before you).

void
radditem(int i, int &v)
{
	itemstat &is = itemstats[ents[i].type - I_SHELLS];
	ents[i].spawned = false;
	v += is.add;
	if (v > is.max)
		v = is.max;
	playsoundc(is.sound);
};

void
realpickup(int n, dynent *d)
{
	switch (ents[n].type) {

	case I_SHELLS:
		radditem(n, d->ammo[1]);
		break;
	case I_BULLETS:
		radditem(n, d->ammo[2]);
		break;
	case I_ROCKETS:
		radditem(n, d->ammo[3]);
		break;
	case I_ROUNDS:
		radditem(n, d->ammo[4]);
		break;
	case I_HEALTH:
		radditem(n, d->health);
		break;
	case I_BOOST:
		radditem(n, d->health);
		break;

	case I_GREENARMOUR:
		radditem(n, d->armour);
		d->armourtype = A_GREEN;
		break;

	case I_YELLOWARMOUR:
		radditem(n, d->armour);
		d->armourtype = A_YELLOW;
		break;

	case I_QUAD:
		radditem(n, d->quadmillis);
		conoutf("you got the quad!");
		break;
	};
};

// these functions are called when the client touches the item

void
additem(int i, int &v, int spawnsec)
{
	if (v < itemstats[ents[i].type - I_SHELLS]
	            .max) // don't pick up if not needed
	{
		addmsg(1, 3, SV_ITEMPICKUP, i,
		    m_classicsp ? 100000
		                : spawnsec); // first ask the server for an ack
		ents[i].spawned = false; // even if someone else gets it first
	};
};

void
teleport(int n, dynent *d) // also used by monsters
{
	int e = -1, tag = ents[n].attr1, beenhere = -1;
	for (;;) {

		e = findentity(TELEDEST, e + 1);
		if (e == beenhere || e < 0) {
			conoutf("no teleport destination for tag %d", tag);
			return;
		};
		if (beenhere < 0)
			beenhere = e;
		if (ents[e].attr2 == tag) {

			d->o.x = ents[e].x;
			d->o.y = ents[e].y;
			d->o.z = ents[e].z;
			d->yaw = ents[e].attr1;
			d->pitch = 0;
			d->vel.x = d->vel.y = d->vel.z = 0;
			entinmap(d);
			playsoundc(S_TELEPORT);
			break;
		};
	};
};

void
pickup(int n, dynent *d)
{
	int np = 1;
	loopv(players) if (players[i]) np++;
	np = np < 3 ? 4 : (np > 4 ? 2 : 3); // spawn times are dependent on
	                                    // number of players
	int ammo = np * 2;
	switch (ents[n].type) {

	case I_SHELLS:
		additem(n, d->ammo[1], ammo);
		break;
	case I_BULLETS:
		additem(n, d->ammo[2], ammo);
		break;
	case I_ROCKETS:
		additem(n, d->ammo[3], ammo);
		break;
	case I_ROUNDS:
		additem(n, d->ammo[4], ammo);
		break;
	case I_HEALTH:
		additem(n, d->health, np * 5);
		break;
	case I_BOOST:
		additem(n, d->health, 60);
		break;

	case I_GREENARMOUR:
		// (100h/100g only absorbs 166 damage)
		if (d->armourtype == A_YELLOW && d->armour > 66)
			break;
		additem(n, d->armour, 20);
		break;

	case I_YELLOWARMOUR:
		additem(n, d->armour, 20);
		break;

	case I_QUAD:
		additem(n, d->quadmillis, 60);
		break;

	case CARROT:
		ents[n].spawned = false;
		triggertime = lastmillis;
		trigger(ents[n].attr1, ents[n].attr2,
		    false); // needs to go over server for multiplayer
		break;

	case TELEPORT: {

		static int lastteleport = 0;
		if (lastmillis - lastteleport < 500)
			break;
		lastteleport = lastmillis;
		teleport(n, d);
		break;
	};

	case JUMPPAD: {

		static int lastjumppad = 0;
		if (lastmillis - lastjumppad < 300)
			break;
		lastjumppad = lastmillis;
		vec v = {(int)(char)ents[n].attr3 / 10.0f,
		    (int)(char)ents[n].attr2 / 10.0f, ents[n].attr1 / 10.0f};
		player1->vel.z = 0;
		vadd(player1->vel, v);
		playsoundc(S_JUMPPAD);
		break;
	};
	};
};

void
checkitems()
{
	if (editmode)
		return;
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type == NOTUSED)
			continue;
		if (!ents[i].spawned && e.type != TELEPORT && e.type != JUMPPAD)
			continue;
		if (OUTBORD(e.x, e.y))
			continue;
		vec v = {e.x, e.y, S(e.x, e.y)->floor + player1->eyeheight};
		vdist(dist, t, player1->o, v);
		if (dist < (e.type == TELEPORT ? 4 : 2.5))
			pickup(i, player1);
	};
};

void
checkquad(int time)
{
	if (player1->quadmillis && (player1->quadmillis -= time) < 0) {

		player1->quadmillis = 0;
		playsoundc(S_PUPOUT);
		conoutf("quad damage is over");
	};
};

void
putitems(uchar *&p) // puts items in network stream and also spawns them locally
{
	loopv(ents) if ((ents[i].type >= I_SHELLS && ents[i].type <= I_QUAD) ||
	                ents[i].type == CARROT)
	{
		putint(p, i);
		ents[i].spawned = true;
	};
};

void
resetspawns()
{
	loopv(ents) ents[i].spawned = false;
};
void
setspawn(uint i, bool on)
{
	if (i < (uint)ents.length())
		ents[i].spawned = on;
};

Modified src/main.cxx from [3831def1c8] to [9f8b587f26].

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// main.cpp: initialisation & main loop

#include "cube.h"


void cleanup(char *msg)         // single program exit point;
{
	stop();
    disconnect(true);
    writecfg();
    cleangl();
    cleansound();
    cleanupserver();
    SDL_ShowCursor(1);
    if(msg)
    {
        #ifdef _WIN32

        MessageBox(NULL, msg, "cube fatal error", MB_OK|MB_SYSTEMMODAL);
        #else
        printf(msg);
        #endif
    };
    SDL_Quit();
    exit(1);
};


void quit()                     // normal exit
{
    writeservercfg();
    cleanup(NULL);
};


void fatal(char *s, char *o)    // failure exit
{
    sprintf_sd(msg)("%s%s (%s)\n", s, o, SDL_GetError());
    cleanup(msg);
};


void *alloc(int s)              // for some big chunks... most other allocs use the memory pool
{
    void *b = calloc(1,s);

    if(!b) fatal("out of memory!");
    return b;
};

int scr_w = 640;
int scr_h = 480;


void screenshot()
{
    SDL_Surface *image;
    SDL_Surface *temp;
    int idx;
    if(image = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0))
    {

        if(temp  = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0))
        {

            glReadPixels(0, 0, scr_w, scr_h, GL_RGB, GL_UNSIGNED_BYTE, image->pixels);

            for (idx = 0; idx<scr_h; idx++)
            {
                char *dest = (char *)temp->pixels+3*scr_w*idx;


                memcpy(dest, (char *)image->pixels+3*scr_w*(scr_h-1-idx), 3*scr_w);


                endianswap(dest, 3, scr_w);
            };

            sprintf_sd(buf)("screenshots/screenshot_%d.bmp", lastmillis);
            SDL_SaveBMP(temp, path(buf));
            SDL_FreeSurface(temp);
        };
        SDL_FreeSurface(image);
    };
};

COMMAND(screenshot, ARG_NONE);
COMMAND(quit, ARG_NONE);


void keyrepeat(bool on)
{
    SDL_EnableKeyRepeat(on ? SDL_DEFAULT_REPEAT_DELAY : 0,
                             SDL_DEFAULT_REPEAT_INTERVAL);
};

VARF(gamespeed, 10, 100, 1000, if(multiplayer()) gamespeed = 100);
VARP(minmillis, 0, 5, 1000);

int islittleendian = 1;
int framesinmap = 0;


int main(int argc, char **argv)
{    
    bool dedicated = false;
    int fs = SDL_FULLSCREEN, par = 0, uprate = 0, maxcl = 4;
    char *sdesc = "", *ip = "", *master = NULL, *passwd = "";
    islittleendian = *((char *)&islittleendian);

    #define log(s) conoutf("init: %s", s)
    log("sdl");
    
    for(int i = 1; i<argc; i++)
    {
        char *a = &argv[i][2];

        if(argv[i][0]=='-') switch(argv[i][1])
        {

            case 'd': dedicated = true; break;

            case 't': fs     = 0; break;


            case 'w': scr_w  = atoi(a); break;


            case 'h': scr_h  = atoi(a); break;



            case 'u': uprate = atoi(a); break;

            case 'n': sdesc  = a; break;


            case 'i': ip     = a; break;


            case 'm': master = a; break;


            case 'p': passwd = a; break;


            case 'c': maxcl  = atoi(a); break;



            default:  conoutf("unknown commandline option");
        }

        else conoutf("unknown commandline argument");
    };
    
    #ifdef _DEBUG
    par = SDL_INIT_NOPARACHUTE;
    fs = 0;
    #endif


    if(SDL_Init(SDL_INIT_TIMER|SDL_INIT_VIDEO|par)<0) fatal("Unable to initialize SDL");

    log("net");

    if(enet_initialize()<0) fatal("Unable to initialise network module");

    initclient();
    initserver(dedicated, uprate, sdesc, ip, master, passwd, maxcl);  // never returns if dedicated

      
    log("world");
    empty_world(7, true);

    log("video: sdl");

    if(SDL_InitSubSystem(SDL_INIT_VIDEO)<0) fatal("Unable to initialize SDL Video");

    log("video: mode");
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

    if(SDL_SetVideoMode(scr_w, scr_h, 0, SDL_OPENGL|fs)==NULL) fatal("Unable to create OpenGL screen");

    log("video: misc");
    SDL_WM_SetCaption("cube engine", NULL);
    SDL_WM_GrabInput(SDL_GRAB_ON);
    keyrepeat(false);
    SDL_ShowCursor(0);

    log("gl");
    gl_init(scr_w, scr_h);

    log("basetex");
    int xs, ys;
    if(!installtex(2,  path(newstring("data/newchars.png")), xs, ys) ||
       !installtex(3,  path(newstring("data/martin/base.png")), xs, ys) ||
       !installtex(6,  path(newstring("data/martin/ball1.png")), xs, ys) ||
       !installtex(7,  path(newstring("data/martin/smoke.png")), xs, ys) ||
       !installtex(8,  path(newstring("data/martin/ball2.png")), xs, ys) ||
       !installtex(9,  path(newstring("data/martin/ball3.png")), xs, ys) ||
       !installtex(4,  path(newstring("data/explosion.jpg")), xs, ys) ||
       !installtex(5,  path(newstring("data/items.png")), xs, ys) ||

       !installtex(1,  path(newstring("data/crosshair.png")), xs, ys)) fatal("could not find core textures (hint: run cube from the parent of the bin directory)");


    log("sound");
    initsound();

    log("cfg");
    newmenu("frags\tpj\tping\tteam\tname");
    newmenu("ping\tplr\tserver");
    exec("data/keymap.cfg");
    exec("data/menus.cfg");
    exec("data/prefabs.cfg");
    exec("data/sounds.cfg");
    exec("servers.cfg");

    if(!execfile("config.cfg")) execfile("data/defaults.cfg");
    exec("autoexec.cfg");

    log("localconnect");
    localconnect();

    changemap("metl3");		// if this map is changed, also change depthcorrect()
    
    log("mainloop");
    int ignore = 5;
    for(;;)
    {
        int millis = SDL_GetTicks()*gamespeed/100;

        if(millis-lastmillis>200) lastmillis = millis-200;

        else if(millis-lastmillis<1) lastmillis = millis-1;

        if(millis-lastmillis<minmillis) SDL_Delay(minmillis-(millis-lastmillis));
        cleardlights();
        updateworld(millis);

        if(!demoplayback) serverslice((int)time(NULL), 0);
        static float fps = 30.0f;
        fps = (1000.0f/curtime+fps*50)/51;
        computeraytable(player1->o.x, player1->o.y);
        readdepth(scr_w, scr_h);
        SDL_GL_SwapBuffers();
        extern void updatevol(); updatevol();


        if(framesinmap++<5)	// cheap hack to get rid of initial sparklies, even when triple buffering etc.

        {
			player1->yaw += 5;
			gl_drawframe(scr_w, scr_h, fps);
			player1->yaw -= 5;
        };
        gl_drawframe(scr_w, scr_h, fps);
        SDL_Event event;
        int lasttype = 0, lastbut = 0;
        while(SDL_PollEvent(&event))
        {
            switch(event.type)
            {
                case SDL_QUIT:
                    quit();
                    break;

                case SDL_KEYDOWN: 
                case SDL_KEYUP: 
                    keypress(event.key.keysym.sym, event.key.state==SDL_PRESSED, event.key.keysym.unicode);


                    break;

                case SDL_MOUSEMOTION:
                    if(ignore) { ignore--; break; };



                    mousemove(event.motion.xrel, event.motion.yrel);
                    break;

                case SDL_MOUSEBUTTONDOWN:
                case SDL_MOUSEBUTTONUP:


                    if(lasttype==event.type && lastbut==event.button.button) break; // why?? get event twice without it

                    keypress(-event.button.button, event.button.state!=0, 0);

                    lasttype = event.type;
                    lastbut = event.button.button;
                    break;
            };
        };
    };
    quit();
    return 1;
};






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// main.cpp: initialisation & main loop

#include "cube.h"

void
cleanup(char *msg) // single program exit point;
{
	stop();
	disconnect(true);
	writecfg();
	cleangl();
	cleansound();
	cleanupserver();
	SDL_ShowCursor(1);
	if (msg) {

#ifdef _WIN32
		MessageBox(
		    NULL, msg, "cube fatal error", MB_OK | MB_SYSTEMMODAL);
#else
		printf(msg);
#endif
	};
	SDL_Quit();
	exit(1);
};

void
quit() // normal exit
{
	writeservercfg();
	cleanup(NULL);
};

void
fatal(char *s, char *o) // failure exit
{
	sprintf_sd(msg)("%s%s (%s)\n", s, o, SDL_GetError());
	cleanup(msg);
};

void *
alloc(int s) // for some big chunks... most other allocs use the memory pool
{
	void *b = calloc(1, s);
	if (!b)
		fatal("out of memory!");
	return b;
};

int scr_w = 640;
int scr_h = 480;

void
screenshot()
{
	SDL_Surface *image;
	SDL_Surface *temp;
	int idx;
	if (image = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24,

	        0x0000FF, 0x00FF00, 0xFF0000, 0)) {
		if (temp = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24,

		        0x0000FF, 0x00FF00, 0xFF0000, 0)) {
			glReadPixels(0, 0, scr_w, scr_h, GL_RGB,
			    GL_UNSIGNED_BYTE, image->pixels);
			for (idx = 0; idx < scr_h; idx++) {

				char *dest =
				    (char *)temp->pixels + 3 * scr_w * idx;
				memcpy(dest,
				    (char *)image->pixels +
				        3 * scr_w * (scr_h - 1 - idx),
				    3 * scr_w);
				endianswap(dest, 3, scr_w);
			};
			sprintf_sd(buf)(
			    "screenshots/screenshot_%d.bmp", lastmillis);
			SDL_SaveBMP(temp, path(buf));
			SDL_FreeSurface(temp);
		};
		SDL_FreeSurface(image);
	};
};

COMMAND(screenshot, ARG_NONE);
COMMAND(quit, ARG_NONE);

void
keyrepeat(bool on)
{
	SDL_EnableKeyRepeat(
	    on ? SDL_DEFAULT_REPEAT_DELAY : 0, SDL_DEFAULT_REPEAT_INTERVAL);
};

VARF(gamespeed, 10, 100, 1000, if (multiplayer()) gamespeed = 100);
VARP(minmillis, 0, 5, 1000);

int islittleendian = 1;
int framesinmap = 0;

int
main(int argc, char **argv)
{
	bool dedicated = false;
	int fs = SDL_FULLSCREEN, par = 0, uprate = 0, maxcl = 4;
	char *sdesc = "", *ip = "", *master = NULL, *passwd = "";
	islittleendian = *((char *)&islittleendian);

#define log(s) conoutf("init: %s", s)
	log("sdl");

	for (int i = 1; i < argc; i++) {

		char *a = &argv[i][2];
		if (argv[i][0] == '-')
			switch (argv[i][1]) {

			case 'd':
				dedicated = true;
				break;
			case 't':
				fs = 0;
				break;
			case 'w':
				scr_w = atoi(a);
				break;
			case 'h':
				scr_h = atoi(a);
				break;
			case 'u':
				uprate = atoi(a);
				break;
			case 'n':
				sdesc = a;
				break;
			case 'i':
				ip = a;
				break;
			case 'm':
				master = a;
				break;
			case 'p':
				passwd = a;
				break;
			case 'c':
				maxcl = atoi(a);
				break;
			default:
				conoutf("unknown commandline option");
			}
		else
			conoutf("unknown commandline argument");
	};

#ifdef _DEBUG
	par = SDL_INIT_NOPARACHUTE;
	fs = 0;
#endif

	if (SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO | par) < 0)
		fatal("Unable to initialize SDL");

	log("net");
	if (enet_initialize() < 0)
		fatal("Unable to initialise network module");

	initclient();
	initserver(dedicated, uprate, sdesc, ip, master, passwd,
	    maxcl); // never returns if dedicated

	log("world");
	empty_world(7, true);

	log("video: sdl");
	if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
		fatal("Unable to initialize SDL Video");

	log("video: mode");
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	if (SDL_SetVideoMode(scr_w, scr_h, 0, SDL_OPENGL | fs) == NULL)
		fatal("Unable to create OpenGL screen");

	log("video: misc");
	SDL_WM_SetCaption("cube engine", NULL);
	SDL_WM_GrabInput(SDL_GRAB_ON);
	keyrepeat(false);
	SDL_ShowCursor(0);

	log("gl");
	gl_init(scr_w, scr_h);

	log("basetex");
	int xs, ys;
	if (!installtex(2, path(newstring("data/newchars.png")), xs, ys) ||
	    !installtex(3, path(newstring("data/martin/base.png")), xs, ys) ||
	    !installtex(6, path(newstring("data/martin/ball1.png")), xs, ys) ||
	    !installtex(7, path(newstring("data/martin/smoke.png")), xs, ys) ||
	    !installtex(8, path(newstring("data/martin/ball2.png")), xs, ys) ||
	    !installtex(9, path(newstring("data/martin/ball3.png")), xs, ys) ||
	    !installtex(4, path(newstring("data/explosion.jpg")), xs, ys) ||
	    !installtex(5, path(newstring("data/items.png")), xs, ys) ||
	    !installtex(1, path(newstring("data/crosshair.png")), xs, ys))
		fatal("could not find core textures (hint: run cube from the "
		      "parent of the bin directory)");

	log("sound");
	initsound();

	log("cfg");
	newmenu("frags\tpj\tping\tteam\tname");
	newmenu("ping\tplr\tserver");
	exec("data/keymap.cfg");
	exec("data/menus.cfg");
	exec("data/prefabs.cfg");
	exec("data/sounds.cfg");
	exec("servers.cfg");
	if (!execfile("config.cfg"))
		execfile("data/defaults.cfg");
	exec("autoexec.cfg");

	log("localconnect");
	localconnect();
	changemap(
	    "metl3"); // if this map is changed, also change depthcorrect()

	log("mainloop");
	int ignore = 5;
	for (;;) {

		int millis = SDL_GetTicks() * gamespeed / 100;
		if (millis - lastmillis > 200)
			lastmillis = millis - 200;
		else if (millis - lastmillis < 1)
			lastmillis = millis - 1;
		if (millis - lastmillis < minmillis)
			SDL_Delay(minmillis - (millis - lastmillis));
		cleardlights();
		updateworld(millis);
		if (!demoplayback)
			serverslice((int)time(NULL), 0);
		static float fps = 30.0f;
		fps = (1000.0f / curtime + fps * 50) / 51;
		computeraytable(player1->o.x, player1->o.y);
		readdepth(scr_w, scr_h);
		SDL_GL_SwapBuffers();
		extern void updatevol();
		updatevol();
		if (framesinmap++ <
		    5) // cheap hack to get rid of initial sparklies, even when
		       // triple buffering etc.
		{
			player1->yaw += 5;
			gl_drawframe(scr_w, scr_h, fps);
			player1->yaw -= 5;
		};
		gl_drawframe(scr_w, scr_h, fps);
		SDL_Event event;
		int lasttype = 0, lastbut = 0;
		while (SDL_PollEvent(&event)) {

			switch (event.type) {

			case SDL_QUIT:
				quit();
				break;

			case SDL_KEYDOWN:
			case SDL_KEYUP:
				keypress(event.key.keysym.sym,
				    event.key.state == SDL_PRESSED,
				    event.key.keysym.unicode);
				break;

			case SDL_MOUSEMOTION:
				if (ignore) {
					ignore--;
					break;
				};
				mousemove(event.motion.xrel, event.motion.yrel);
				break;

			case SDL_MOUSEBUTTONDOWN:
			case SDL_MOUSEBUTTONUP:
				if (lasttype == event.type &&
				    lastbut == event.button.button)
					break; // why?? get event twice without
					       // it
				keypress(-event.button.button,
				    event.button.state != 0, 0);
				lasttype = event.type;
				lastbut = event.button.button;
				break;
			};
		};
	};
	quit();
	return 1;
};


Modified src/menus.cxx from [4af2503e4b] to [ae67c88d5e].

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// menus.cpp: ingame menu system (also used for scores and serverlist)

#include "cube.h"

struct mitem { char *text, *action; };



struct gmenu
{
    char *name;
    vector<mitem> items;
    int mwidth;
    int menusel;
};

vector<gmenu> menus;

int vmenu = -1;

ivector menustack;


void menuset(int menu)
{

    if((vmenu = menu)>=1) resetmovement(player1);

    if(vmenu==1) menus[1].menusel = 0;
};


void showmenu(char *name)
{
    loopv(menus) if(i>1 && strcmp(menus[i].name, name)==0)
    {
        menuset(i);
        return;
    };
};


int menucompare(mitem *a, mitem *b)
{
    int x = atoi(a->text);
    int y = atoi(b->text);

    if(x>y) return -1;

    if(x<y) return 1;
    return 0;
};


void sortmenu(int start, int num)
{
    qsort(&menus[0].items[start], num, sizeof(mitem), (int (__cdecl *)(const void *,const void *))menucompare);

};

void refreshservers();


bool rendermenu()
{

    if(vmenu<0) { menustack.setsize(0); return false; };



    if(vmenu==1) refreshservers();
    gmenu &m = menus[vmenu];
    sprintf_sd(title)(vmenu>1 ? "[ %s menu ]" : "%s", m.name);
    int mdisp = m.items.length();
    int w = 0;
    loopi(mdisp)
    {
        int x = text_width(m.items[i].text);

        if(x>w) w = x;
    };
    int tw = text_width(title);

    if(tw>w) w = tw;
    int step = FONTH/4*5;
    int h = (mdisp+2)*step;
    int y = (VIRTH-h)/2;
    int x = (VIRTW-w)/2;

    blendbox(x-FONTH/2*3, y-FONTH, x+w+FONTH/2*3, y+h+FONTH, true);
    draw_text(title, x, y,2);
    y += FONTH*2;
    if(vmenu)
    {
        int bh = y+m.menusel*step;
        blendbox(x-FONTH, bh-10, x+w+FONTH, bh+FONTH+10, false);

    };
    loopj(mdisp)
    {
        draw_text(m.items[j].text, x, y, 2);
        y += step;
    };
    return true;
};


void newmenu(char *name)
{
    gmenu &menu = menus.add();
    menu.name = newstring(name);
    menu.menusel = 0;
};


void menumanual(int m, int n, char *text)
{

    if(!n) menus[m].items.setsize(0);
    mitem &mitem = menus[m].items.add();
    mitem.text = text;
    mitem.action = "";
}


void menuitem(char *text, char *action)
{
    gmenu &menu = menus.last();
    mitem &mi = menu.items.add();
    mi.text = newstring(text);
    mi.action = action[0] ? newstring(action) : mi.text;
};

COMMAND(menuitem, ARG_2STR);
COMMAND(showmenu, ARG_1STR);
COMMAND(newmenu, ARG_1STR);


bool menukey(int code, bool isdown)
{

    if(vmenu<=0) return false;
    int menusel = menus[vmenu].menusel;
    if(isdown)
    {
        if(code==SDLK_ESCAPE)
        {
            menuset(-1);

            if(!menustack.empty()) menuset(menustack.pop());
            return true;
        }

        else if(code==SDLK_UP || code==-4) menusel--;
        else if(code==SDLK_DOWN || code==-5) menusel++;

        int n = menus[vmenu].items.length();

        if(menusel<0) menusel = n-1;

        else if(menusel>=n) menusel = 0;
        menus[vmenu].menusel = menusel;
    }
    else
    {
        if(code==SDLK_RETURN || code==-2)
        {
            char *action = menus[vmenu].items[menusel].action;

            if(vmenu==1) connects(getservername(menusel));
            menustack.add(vmenu);
            menuset(-1);
            execute(action, true);
        };
    };
    return true;
};




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// menus.cpp: ingame menu system (also used for scores and serverlist)

#include "cube.h"

struct mitem {
	char *text, *action;
};

struct gmenu {

	char *name;
	vector<mitem> items;
	int mwidth;
	int menusel;
};

vector<gmenu> menus;

int vmenu = -1;

ivector menustack;

void
menuset(int menu)
{
	if ((vmenu = menu) >= 1)
		resetmovement(player1);
	if (vmenu == 1)
		menus[1].menusel = 0;
};

void
showmenu(char *name)
{
	loopv(menus) if (i > 1 && strcmp(menus[i].name, name) == 0)
	{
		menuset(i);
		return;
	};
};

int
menucompare(mitem *a, mitem *b)
{
	int x = atoi(a->text);
	int y = atoi(b->text);
	if (x > y)
		return -1;
	if (x < y)
		return 1;
	return 0;
};

void
sortmenu(int start, int num)
{
	qsort(&menus[0].items[start], num, sizeof(mitem),
	    (int(__cdecl *)(const void *, const void *))menucompare);
};

void refreshservers();

bool
rendermenu()
{
	if (vmenu < 0) {
		menustack.setsize(0);
		return false;
	};
	if (vmenu == 1)
		refreshservers();
	gmenu &m = menus[vmenu];
	sprintf_sd(title)(vmenu > 1 ? "[ %s menu ]" : "%s", m.name);
	int mdisp = m.items.length();
	int w = 0;
	loopi(mdisp)
	{
		int x = text_width(m.items[i].text);
		if (x > w)
			w = x;
	};
	int tw = text_width(title);
	if (tw > w)
		w = tw;
	int step = FONTH / 4 * 5;
	int h = (mdisp + 2) * step;
	int y = (VIRTH - h) / 2;
	int x = (VIRTW - w) / 2;
	blendbox(x - FONTH / 2 * 3, y - FONTH, x + w + FONTH / 2 * 3,
	    y + h + FONTH, true);
	draw_text(title, x, y, 2);
	y += FONTH * 2;
	if (vmenu) {

		int bh = y + m.menusel * step;
		blendbox(
		    x - FONTH, bh - 10, x + w + FONTH, bh + FONTH + 10, false);
	};
	loopj(mdisp)
	{
		draw_text(m.items[j].text, x, y, 2);
		y += step;
	};
	return true;
};

void
newmenu(char *name)
{
	gmenu &menu = menus.add();
	menu.name = newstring(name);
	menu.menusel = 0;
};

void
menumanual(int m, int n, char *text)
{
	if (!n)
		menus[m].items.setsize(0);
	mitem &mitem = menus[m].items.add();
	mitem.text = text;
	mitem.action = "";
}

void
menuitem(char *text, char *action)
{
	gmenu &menu = menus.last();
	mitem &mi = menu.items.add();
	mi.text = newstring(text);
	mi.action = action[0] ? newstring(action) : mi.text;
};

COMMAND(menuitem, ARG_2STR);
COMMAND(showmenu, ARG_1STR);
COMMAND(newmenu, ARG_1STR);

bool
menukey(int code, bool isdown)
{
	if (vmenu <= 0)
		return false;
	int menusel = menus[vmenu].menusel;
	if (isdown) {

		if (code == SDLK_ESCAPE) {

			menuset(-1);
			if (!menustack.empty())
				menuset(menustack.pop());
			return true;

		} else if (code == SDLK_UP || code == -4)
			menusel--;
		else if (code == SDLK_DOWN || code == -5)
			menusel++;
		int n = menus[vmenu].items.length();
		if (menusel < 0)
			menusel = n - 1;
		else if (menusel >= n)
			menusel = 0;
		menus[vmenu].menusel = menusel;

	} else {

		if (code == SDLK_RETURN || code == -2) {

			char *action = menus[vmenu].items[menusel].action;
			if (vmenu == 1)
				connects(getservername(menusel));
			menustack.add(vmenu);
			menuset(-1);
			execute(action, true);
		};
	};
	return true;
};

Modified src/monster.cxx from [7586e1be61] to [aab23b54fe].

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// monster.cpp: implements AI for single player monsters, currently client only

#include "cube.h"

dvector monsters;
int nextmonster, spawnremain, numkilled, monstertotal, mtimestart;

VARF(skill, 1, 3, 10, conoutf("skill is now %d", skill));




dvector &getmonsters() { return monsters; };


void restoremonsterstate() { loopv(monsters) if(monsters[i]->state==CS_DEAD) numkilled++; };        // for savegames




#define TOTMFREQ 13
#define NUMMONSTERTYPES 8

struct monstertype      // see docs for how these values modify behaviour
{
    short gun, speed, health, freq, lag, rate, pain, loyalty, mscale, bscale;

    short painsound, diesound;
    char *name, *mdlname;
}

monstertypes[NUMMONSTERTYPES] =
{
    { GUN_FIREBALL,  15, 100, 3, 0,   100, 800, 1, 10, 10, S_PAINO, S_DIE1,   "an ogre",     "monster/ogro"    },

    { GUN_CG,        18,  70, 2, 70,   10, 400, 2,  8,  9, S_PAINR, S_DEATHR, "a rhino",     "monster/rhino"   },

    { GUN_SG,        14, 120, 1, 100, 300, 400, 4, 14, 14, S_PAINE, S_DEATHE, "ratamahatta", "monster/rat"     },

    { GUN_RIFLE,     15, 200, 1, 80,  300, 300, 4, 18, 18, S_PAINS, S_DEATHS, "a slith",     "monster/slith"   },

    { GUN_RL,        13, 500, 1, 0,   100, 200, 6, 24, 24, S_PAINB, S_DEATHB, "bauul",       "monster/bauul"   },

    { GUN_BITE,      22,  50, 3, 0,   100, 400, 1, 12, 15, S_PAINP, S_PIGGR2, "a hellpig",   "monster/hellpig" },

    { GUN_ICEBALL,   12, 250, 1, 0,    10, 400, 6, 18, 18, S_PAINH, S_DEATHH, "a knight",    "monster/knight"  },

    { GUN_SLIMEBALL, 15, 100, 1, 0,   200, 400, 2, 13, 10, S_PAIND, S_DEATHD, "a goblin",    "monster/goblin"  },

};


dynent *basicmonster(int type, int yaw, int state, int trigger, int move)
{
    if(type>=NUMMONSTERTYPES)
    {
        conoutf("warning: unknown monster in spawn: %d", type);
        type = 0;
    };
    dynent *m = newdynent();
    monstertype *t = &monstertypes[m->mtype = type];
    m->eyeheight = 2.0f;
    m->aboveeye = 1.9f;
    m->radius *= t->bscale/10.0f;
    m->eyeheight *= t->bscale/10.0f;
    m->aboveeye *= t->bscale/10.0f;
    m->monsterstate = state;

    if(state!=M_SLEEP) spawnplayer(m);
    m->trigger = lastmillis+trigger;
    m->targetyaw = m->yaw = (float)yaw;
    m->move = move;
    m->enemy = player1;
    m->gunselect = t->gun;
    m->maxspeed = (float)t->speed;
    m->health = t->health;
    m->armour = 0;
    loopi(NUMGUNS) m->ammo[i] = 10000;
    m->pitch = 0;
    m->roll = 0;
    m->state = CS_ALIVE;
    m->anger = 0;
    strcpy_s(m->name, t->name);
    monsters.add(m);
    return m;
};


void spawnmonster()     // spawn a random monster according to freq distribution in DMSP
{
    int n = rnd(TOTMFREQ), type;

    for(int i = 0; ; i++) if((n -= monstertypes[i].freq)<0) { type = i; break; };



    basicmonster(type, rnd(360), M_SEARCH, 1000, 1);
};


void monsterclear()     // called after map start of when toggling edit mode to reset/spawn all monsters to initial state

{
    loopv(monsters) gp()->dealloc(monsters[i], sizeof(dynent)); 
    monsters.setsize(0);
    numkilled = 0;
    monstertotal = 0;
    spawnremain = 0;
    if(m_dmsp)
    {
        nextmonster = mtimestart = lastmillis+10000;
        monstertotal = spawnremain = gamemode<0 ? skill*10 : 0;
    }
    else if(m_classicsp)
    {
        mtimestart = lastmillis;
        loopv(ents) if(ents[i].type==MONSTER)
        {

            dynent *m = basicmonster(ents[i].attr2, ents[i].attr1, M_SLEEP, 100, 0);  
            m->o.x = ents[i].x;
            m->o.y = ents[i].y;
            m->o.z = ents[i].z;
            entinmap(m);
            monstertotal++;
        };
    };
};



bool los(float lx, float ly, float lz, float bx, float by, float bz, vec &v) // height-correct line of sight for monster shooting/seeing
{
    if(OUTBORD((int)lx, (int)ly) || OUTBORD((int)bx, (int)by)) return false;

    float dx = bx-lx;
    float dy = by-ly; 
    int steps = (int)(sqrt(dx*dx+dy*dy)/0.9);

    if(!steps) return false;
    float x = lx;
    float y = ly;
    int i = 0;
    for(;;)
    {
        sqr *s = S(fast_f2nat(x), fast_f2nat(y));
        if(SOLID(s)) break;

        float floor = s->floor;

        if(s->type==FHF) floor -= s->vdelta/4.0f;
        float ceil = s->ceil;

        if(s->type==CHF) ceil += s->vdelta/4.0f;
        float rz = lz-((lz-bz)*(i/(float)steps));
        if(rz<floor || rz>ceil) break;

        v.x = x;
        v.y = y;
        v.z = rz;
        x += dx/(float)steps;
        y += dy/(float)steps;
        i++;
    };
    return i>=steps;
};


bool enemylos(dynent *m, vec &v)
{
    v = m->o;
    return los(m->o.x, m->o.y, m->o.z, m->enemy->o.x, m->enemy->o.y, m->enemy->o.z, v);

};

// monster AI is sequenced using transitions: they are in a particular state where
// they execute a particular behaviour until the trigger time is hit, and then they
// reevaluate their situation based on the current state, the environment etc., and
// transition to the next state. Transition timeframes are parametrized by difficulty
// level (skill), faster transitions means quicker decision making means tougher AI.




void transition(dynent *m, int state, int moving, int n, int r) // n = at skill 0, n/2 = at skill 10, r = added random factor
{
    m->monsterstate = state;
    m->move = moving;
    n = n*130/100;
    m->trigger = lastmillis+n-skill*(n/16)+rnd(r+1);
};


void normalise(dynent *m, float angle)
{

    while(m->yaw<angle-180.0f) m->yaw += 360.0f;

    while(m->yaw>angle+180.0f) m->yaw -= 360.0f;
};



void monsteraction(dynent *m)           // main AI thinking routine, called every frame for every monster
{

    if(m->enemy->state==CS_DEAD) { m->enemy = player1; m->anger = 0; };


    normalise(m, m->targetyaw);
    if(m->targetyaw>m->yaw)             // slowly turn monster towards his target
    {
        m->yaw += curtime*0.5f;

        if(m->targetyaw<m->yaw) m->yaw = m->targetyaw;
    }
    else
    {
        m->yaw -= curtime*0.5f;

        if(m->targetyaw>m->yaw) m->yaw = m->targetyaw;
    };

    vdist(disttoenemy, vectoenemy, m->o, m->enemy->o);                         
    m->pitch = atan2(m->enemy->o.z-m->o.z, disttoenemy)*180/PI;         

    if(m->blocked)                                                              // special case: if we run into scenery
    {
        m->blocked = false;


        if(!rnd(20000/monstertypes[m->mtype].speed))                            // try to jump over obstackle (rare)
        {
            m->jumpnext = true;
        }


        else if(m->trigger<lastmillis && (m->monsterstate!=M_HOME || !rnd(5)))  // search for a way around (common)
        {

            m->targetyaw += 180+rnd(180);                                       // patented "random walk" AI pathfinding (tm) ;)

            transition(m, M_SEARCH, 1, 400, 1000);
        };
    };
    

    float enemyyaw = -(float)atan2(m->enemy->o.x - m->o.x, m->enemy->o.y - m->o.y)/PI*180+180;


    
    switch(m->monsterstate)
    {
        case M_PAIN:
        case M_ATTACKING:
        case M_SEARCH:

            if(m->trigger<lastmillis) transition(m, M_HOME, 1, 100, 200);
            break;
            
        case M_SLEEP:                       // state classic sp monster start in, wait for visual contact

        {
            vec target;
            if(editmode || !enemylos(m, target)) return;   // skip running physics

            normalise(m, enemyyaw);
            float angle = (float)fabs(enemyyaw-m->yaw);
            if(disttoenemy<8                   // the better the angle to the player, the further the monster can see/hear

            ||(disttoenemy<16 && angle<135)
            ||(disttoenemy<32 && angle<90)
            ||(disttoenemy<64 && angle<45)
            || angle<10)
            {
                transition(m, M_HOME, 1, 500, 200);
                playsound(S_GRUNT1+rnd(2), &m->o);
            };
            break;
        };
        
        case M_AIMING:                      // this state is the delay between wanting to shoot and actually firing

            if(m->trigger<lastmillis)
            {
                m->lastaction = 0;
                m->attacking = true;
                shoot(m, m->attacktarget);
                transition(m, M_ATTACKING, 0, 600, 0);
            };
            break;

        case M_HOME:                        // monster has visual contact, heads straight for player and may want to shoot at any time

            m->targetyaw = enemyyaw;
            if(m->trigger<lastmillis)
            {
                vec target;


                if(!enemylos(m, target))    // no visual contact anymore, let monster get as close as possible then search for player

                {
                    transition(m, M_HOME, 1, 800, 500);
                }
                else  // the closer the monster is the more likely he wants to shoot

                {
                    if(!rnd((int)disttoenemy/3+1) && m->enemy->state==CS_ALIVE)         // get ready to fire


                    { 
                        m->attacktarget = target;
                        transition(m, M_AIMING, 0, monstertypes[m->mtype].lag, 10);
                    }

                    else                                                                // track player some more
                    {
                        transition(m, M_HOME, 1, monstertypes[m->mtype].rate, 0);

                    };
                };
            };
            break;
    };

    moveplayer(m, 1, false);        // use physics to move monster
};


void monsterpain(dynent *m, int damage, dynent *d)
{
    if(d->monsterstate)     // a monster hit us
    {
        if(m!=d)            // guard for RL guys shooting themselves :)
        {
            m->anger++;     // don't attack straight away, first get angry

            int anger = m->mtype==d->mtype ? m->anger/2 : m->anger;


            if(anger>=monstertypes[m->mtype].loyalty) m->enemy = d;     // monster infight if very angry
        };
    }
    else                    // player hit us
    {
        m->anger = 0;
        m->enemy = d;
    };
    transition(m, M_PAIN, 0, monstertypes[m->mtype].pain,200);      // in this state monster won't attack

    if((m->health -= damage)<=0)
    {
        m->state = CS_DEAD;
        m->lastaction = lastmillis;
        numkilled++;
        player1->frags = numkilled;
        playsound(monstertypes[m->mtype].diesound, &m->o);
        int remain = monstertotal-numkilled;

        if(remain>0 && remain<=5) conoutf("only %d monster(s) remaining", remain);
    }
    else
    {
        playsound(monstertypes[m->mtype].painsound, &m->o);
    };
};


void endsp(bool allkilled)
{

    conoutf(allkilled ? "you have cleared the map!" : "you reached the exit!");
    conoutf("score: %d kills in %d seconds", numkilled, (lastmillis-mtimestart)/1000);

    monstertotal = 0;
    startintermission();
};


void monsterthink()
{
    if(m_dmsp && spawnremain && lastmillis>nextmonster)
    {

        if(spawnremain--==monstertotal) conoutf("The invasion has begun!");
        nextmonster = lastmillis+1000;
        spawnmonster();
    };
    
    if(monstertotal && !spawnremain && numkilled==monstertotal) endsp(true);

    
    loopv(ents)             // equivalent of player entity touch, but only teleports are used

    {
        entity &e = ents[i];

        if(e.type!=TELEPORT) continue;
        if(OUTBORD(e.x, e.y)) continue;

        vec v = { e.x, e.y, S(e.x, e.y)->floor };
        loopv(monsters) if(monsters[i]->state==CS_DEAD)
        {
			if(lastmillis-monsters[i]->lastaction<2000)
			{
				monsters[i]->move = 0;
				moveplayer(monsters[i], 1, false);
			};
        }
        else
        {
            v.z += monsters[i]->eyeheight;
            vdist(dist, t, monsters[i]->o, v);
            v.z -= monsters[i]->eyeheight;

            if(dist<4) teleport((int)(&e-&ents[0]), monsters[i]);
        };
    };
    

    loopv(monsters) if(monsters[i]->state==CS_ALIVE) monsteraction(monsters[i]);
};


void monsterrender()
{
    loopv(monsters) renderclient(monsters[i], false, monstertypes[monsters[i]->mtype].mdlname, monsters[i]->mtype==5, monstertypes[monsters[i]->mtype].mscale/10.0f);


};









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// monster.cpp: implements AI for single player monsters, currently client only

#include "cube.h"

dvector monsters;
int nextmonster, spawnremain, numkilled, monstertotal, mtimestart;

VARF(skill, 1, 3, 10, conoutf("skill is now %d", skill));

dvector &
getmonsters()
{
	return monsters;
};
void
restoremonsterstate()
{
	loopv(monsters) if (monsters[i]->state == CS_DEAD) numkilled++;
}; // for savegames

#define TOTMFREQ 13
#define NUMMONSTERTYPES 8

struct monstertype // see docs for how these values modify behaviour
{
	short gun, speed, health, freq, lag, rate, pain, loyalty, mscale,
	    bscale;
	short painsound, diesound;
	char *name, *mdlname;
}

monstertypes[NUMMONSTERTYPES] = {

    {GUN_FIREBALL, 15, 100, 3, 0, 100, 800, 1, 10, 10, S_PAINO, S_DIE1,
        "an ogre", "monster/ogro"},
    {GUN_CG, 18, 70, 2, 70, 10, 400, 2, 8, 9, S_PAINR, S_DEATHR, "a rhino",
        "monster/rhino"},
    {GUN_SG, 14, 120, 1, 100, 300, 400, 4, 14, 14, S_PAINE, S_DEATHE,
        "ratamahatta", "monster/rat"},
    {GUN_RIFLE, 15, 200, 1, 80, 300, 300, 4, 18, 18, S_PAINS, S_DEATHS,
        "a slith", "monster/slith"},
    {GUN_RL, 13, 500, 1, 0, 100, 200, 6, 24, 24, S_PAINB, S_DEATHB, "bauul",
        "monster/bauul"},
    {GUN_BITE, 22, 50, 3, 0, 100, 400, 1, 12, 15, S_PAINP, S_PIGGR2,
        "a hellpig", "monster/hellpig"},
    {GUN_ICEBALL, 12, 250, 1, 0, 10, 400, 6, 18, 18, S_PAINH, S_DEATHH,
        "a knight", "monster/knight"},
    {GUN_SLIMEBALL, 15, 100, 1, 0, 200, 400, 2, 13, 10, S_PAIND, S_DEATHD,
        "a goblin", "monster/goblin"},
};

dynent *
basicmonster(int type, int yaw, int state, int trigger, int move)
{
	if (type >= NUMMONSTERTYPES) {

		conoutf("warning: unknown monster in spawn: %d", type);
		type = 0;
	};
	dynent *m = newdynent();
	monstertype *t = &monstertypes[m->mtype = type];
	m->eyeheight = 2.0f;
	m->aboveeye = 1.9f;
	m->radius *= t->bscale / 10.0f;
	m->eyeheight *= t->bscale / 10.0f;
	m->aboveeye *= t->bscale / 10.0f;
	m->monsterstate = state;
	if (state != M_SLEEP)
		spawnplayer(m);
	m->trigger = lastmillis + trigger;
	m->targetyaw = m->yaw = (float)yaw;
	m->move = move;
	m->enemy = player1;
	m->gunselect = t->gun;
	m->maxspeed = (float)t->speed;
	m->health = t->health;
	m->armour = 0;
	loopi(NUMGUNS) m->ammo[i] = 10000;
	m->pitch = 0;
	m->roll = 0;
	m->state = CS_ALIVE;
	m->anger = 0;
	strcpy_s(m->name, t->name);
	monsters.add(m);
	return m;
};

void
spawnmonster() // spawn a random monster according to freq distribution in DMSP
{
	int n = rnd(TOTMFREQ), type;
	for (int i = 0;; i++)
		if ((n -= monstertypes[i].freq) < 0) {
			type = i;
			break;
		};
	basicmonster(type, rnd(360), M_SEARCH, 1000, 1);
};

void
monsterclear() // called after map start of when toggling edit mode to
               // reset/spawn all monsters to initial state
{
	loopv(monsters) gp()->dealloc(monsters[i], sizeof(dynent));
	monsters.setsize(0);
	numkilled = 0;
	monstertotal = 0;
	spawnremain = 0;
	if (m_dmsp) {

		nextmonster = mtimestart = lastmillis + 10000;
		monstertotal = spawnremain = gamemode < 0 ? skill * 10 : 0;

	} else if (m_classicsp) {

		mtimestart = lastmillis;
		loopv(ents) if (ents[i].type == MONSTER)
		{
			dynent *m = basicmonster(
			    ents[i].attr2, ents[i].attr1, M_SLEEP, 100, 0);
			m->o.x = ents[i].x;
			m->o.y = ents[i].y;
			m->o.z = ents[i].z;
			entinmap(m);
			monstertotal++;
		};
	};
};

bool
los(float lx, float ly, float lz, float bx, float by, float bz,
    vec &v) // height-correct line of sight for monster shooting/seeing
{
	if (OUTBORD((int)lx, (int)ly) || OUTBORD((int)bx, (int)by))
		return false;
	float dx = bx - lx;
	float dy = by - ly;
	int steps = (int)(sqrt(dx * dx + dy * dy) / 0.9);
	if (!steps)
		return false;
	float x = lx;
	float y = ly;
	int i = 0;
	for (;;) {

		sqr *s = S(fast_f2nat(x), fast_f2nat(y));
		if (SOLID(s))
			break;
		float floor = s->floor;
		if (s->type == FHF)
			floor -= s->vdelta / 4.0f;
		float ceil = s->ceil;
		if (s->type == CHF)
			ceil += s->vdelta / 4.0f;
		float rz = lz - ((lz - bz) * (i / (float)steps));
		if (rz < floor || rz > ceil)
			break;
		v.x = x;
		v.y = y;
		v.z = rz;
		x += dx / (float)steps;
		y += dy / (float)steps;
		i++;
	};
	return i >= steps;
};

bool
enemylos(dynent *m, vec &v)
{
	v = m->o;
	return los(m->o.x, m->o.y, m->o.z, m->enemy->o.x, m->enemy->o.y,
	    m->enemy->o.z, v);
};

// monster AI is sequenced using transitions: they are in a particular state
// where they execute a particular behaviour until the trigger time is hit, and
// then they reevaluate their situation based on the current state, the
// environment etc., and transition to the next state. Transition timeframes are
// parametrized by difficulty level (skill), faster transitions means quicker
// decision making means tougher AI.

void
transition(dynent *m, int state, int moving, int n,
    int r) // n = at skill 0, n/2 = at skill 10, r = added random factor
{
	m->monsterstate = state;
	m->move = moving;
	n = n * 130 / 100;
	m->trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1);
};

void
normalise(dynent *m, float angle)
{
	while (m->yaw < angle - 180.0f)
		m->yaw += 360.0f;
	while (m->yaw > angle + 180.0f)
		m->yaw -= 360.0f;
};

void
monsteraction(
    dynent *m) // main AI thinking routine, called every frame for every monster
{
	if (m->enemy->state == CS_DEAD) {
		m->enemy = player1;
		m->anger = 0;
	};
	normalise(m, m->targetyaw);
	if (m->targetyaw > m->yaw) // slowly turn monster towards his target
	{
		m->yaw += curtime * 0.5f;
		if (m->targetyaw < m->yaw)
			m->yaw = m->targetyaw;

	} else {

		m->yaw -= curtime * 0.5f;
		if (m->targetyaw > m->yaw)
			m->yaw = m->targetyaw;
	};

	vdist(disttoenemy, vectoenemy, m->o, m->enemy->o);
	m->pitch = atan2(m->enemy->o.z - m->o.z, disttoenemy) * 180 / PI;

	if (m->blocked) // special case: if we run into scenery
	{
		m->blocked = false;
		if (!rnd(20000 /
		         monstertypes[m->mtype]
		             .speed)) // try to jump over obstackle (rare)
		{
			m->jumpnext = true;

		} else if (m->trigger < lastmillis &&
		           (m->monsterstate != M_HOME ||
		               !rnd(5))) // search for a way around (common)
		{
			m->targetyaw +=
			    180 + rnd(180); // patented "random walk" AI
			                    // pathfinding (tm) ;)
			transition(m, M_SEARCH, 1, 400, 1000);
		};
	};

	float enemyyaw =
	    -(float)atan2(m->enemy->o.x - m->o.x, m->enemy->o.y - m->o.y) / PI *
	        180 +
	    180;

	switch (m->monsterstate) {

	case M_PAIN:
	case M_ATTACKING:
	case M_SEARCH:
		if (m->trigger < lastmillis)
			transition(m, M_HOME, 1, 100, 200);
		break;

	case M_SLEEP: // state classic sp monster start in, wait for visual
	              // contact
	{
		vec target;
		if (editmode || !enemylos(m, target))
			return; // skip running physics
		normalise(m, enemyyaw);
		float angle = (float)fabs(enemyyaw - m->yaw);
		if (disttoenemy < 8 // the better the angle to the player, the
		                    // further the monster can see/hear
		    || (disttoenemy < 16 && angle < 135) ||
		    (disttoenemy < 32 && angle < 90) ||
		    (disttoenemy < 64 && angle < 45) || angle < 10) {


			transition(m, M_HOME, 1, 500, 200);
			playsound(S_GRUNT1 + rnd(2), &m->o);
		};
		break;
	};

	case M_AIMING: // this state is the delay between wanting to shoot and
	               // actually firing
		if (m->trigger < lastmillis) {

			m->lastaction = 0;
			m->attacking = true;
			shoot(m, m->attacktarget);
			transition(m, M_ATTACKING, 0, 600, 0);
		};
		break;

	case M_HOME: // monster has visual contact, heads straight for player
	             // and may want to shoot at any time
		m->targetyaw = enemyyaw;
		if (m->trigger < lastmillis) {

			vec target;
			if (!enemylos(
			        m, target)) // no visual contact anymore, let
			                    // monster get as close as possible
			                    // then search for player
			{
				transition(m, M_HOME, 1, 800, 500);

			} else // the closer the monster is the more likely he
			       // wants to shoot
			{
				if (!rnd((int)disttoenemy / 3 + 1) &&
				    m->enemy->state ==
				        CS_ALIVE) // get ready to fire
				{
					m->attacktarget = target;
					transition(m, M_AIMING, 0,

					    monstertypes[m->mtype].lag, 10);
				} else // track player some more
				{
					transition(m, M_HOME, 1,
					    monstertypes[m->mtype].rate, 0);
				};
			};
		};
		break;
	};

	moveplayer(m, 1, false); // use physics to move monster
};

void
monsterpain(dynent *m, int damage, dynent *d)
{
	if (d->monsterstate) // a monster hit us
	{
		if (m != d) // guard for RL guys shooting themselves :)
		{
			m->anger++; // don't attack straight away, first get
			            // angry
			int anger =
			    m->mtype == d->mtype ? m->anger / 2 : m->anger;
			if (anger >= monstertypes[m->mtype].loyalty)
				m->enemy = d; // monster infight if very angry
		};

	} else // player hit us
	{
		m->anger = 0;
		m->enemy = d;
	};
	transition(m, M_PAIN, 0, monstertypes[m->mtype].pain,
	    200); // in this state monster won't attack
	if ((m->health -= damage) <= 0) {

		m->state = CS_DEAD;
		m->lastaction = lastmillis;
		numkilled++;
		player1->frags = numkilled;
		playsound(monstertypes[m->mtype].diesound, &m->o);
		int remain = monstertotal - numkilled;
		if (remain > 0 && remain <= 5)
			conoutf("only %d monster(s) remaining", remain);

	} else {

		playsound(monstertypes[m->mtype].painsound, &m->o);
	};
};

void
endsp(bool allkilled)
{
	conoutf(
	    allkilled ? "you have cleared the map!" : "you reached the exit!");
	conoutf("score: %d kills in %d seconds", numkilled,
	    (lastmillis - mtimestart) / 1000);
	monstertotal = 0;
	startintermission();
};

void
monsterthink()
{
	if (m_dmsp && spawnremain && lastmillis > nextmonster) {

		if (spawnremain-- == monstertotal)
			conoutf("The invasion has begun!");
		nextmonster = lastmillis + 1000;
		spawnmonster();
	};

	if (monstertotal && !spawnremain && numkilled == monstertotal)
		endsp(true);

	loopv(ents) // equivalent of player entity touch, but only teleports are
	            // used
	{
		entity &e = ents[i];
		if (e.type != TELEPORT)
			continue;
		if (OUTBORD(e.x, e.y))
			continue;
		vec v = {e.x, e.y, S(e.x, e.y)->floor};
		loopv(monsters) if (monsters[i]->state == CS_DEAD)
		{
			if (lastmillis - monsters[i]->lastaction < 2000) {

				monsters[i]->move = 0;
				moveplayer(monsters[i], 1, false);
			};
		}
		else
		{
			v.z += monsters[i]->eyeheight;
			vdist(dist, t, monsters[i]->o, v);
			v.z -= monsters[i]->eyeheight;
			if (dist < 4)
				teleport((int)(&e - &ents[0]), monsters[i]);
		};
	};

	loopv(monsters) if (monsters[i]->state == CS_ALIVE)
	    monsteraction(monsters[i]);
};

void
monsterrender()
{
	loopv(monsters) renderclient(monsters[i], false,
	    monstertypes[monsters[i]->mtype].mdlname, monsters[i]->mtype == 5,
	    monstertypes[monsters[i]->mtype].mscale / 10.0f);
};

Modified src/physics.cxx from [a8efb366f0] to [e446a76dd7].

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// physics.cpp: no physics books were hurt nor consulted in the construction of this code.
// All physics computations and constants were invented on the fly and simply tweaked until
// they "felt right", and have no basis in reality. Collision detection is simplistic but
// very robust (uses discrete steps at fixed fps).


#include "cube.h"


bool plcollide(dynent *d, dynent *o, float &headspace, float &hi, float &lo) // collide with player or monster

{

    if(o->state!=CS_ALIVE) return true;
    const float r = o->radius+d->radius;
    if(fabs(o->o.x-d->o.x)<r && fabs(o->o.y-d->o.y)<r) 
    {


        if(d->o.z-d->eyeheight<o->o.z-o->eyeheight) { if(o->o.z-o->eyeheight<hi) hi = o->o.z-o->eyeheight-1; }

        else if(o->o.z+o->aboveeye>lo) lo = o->o.z+o->aboveeye+1;
    

        if(fabs(o->o.z-d->o.z)<o->aboveeye+d->eyeheight) return false;

        if(d->monsterstate) return false; // hack
        headspace = d->o.z-o->o.z-o->aboveeye-d->eyeheight;

        if(headspace<0) headspace = 10;        
    };
    return true;
};


bool cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by, int &bs)    // recursively collide with a mipmapped corner cube

{
    sqr *w = wmip[mip];
    int sz = ssize>>mip;

    bool stest = SOLID(SWS(w, x+dx, y, sz)) && SOLID(SWS(w, x, y+dy, sz));
    mip++;
    x /= 2;
    y /= 2;
    if(SWS(wmip[mip], x, y, ssize>>mip)->type==CORNER)
    {
        bx = x<<mip;
        by = y<<mip;
        bs = 1<<mip;
        return cornertest(mip, x, y, dx, dy, bx, by, bs);
    };
    return stest;
};


void mmcollide(dynent *d, float &hi, float &lo)           // collide with a mapmodel
{
    loopv(ents)
    {
        entity &e = ents[i];

        if(e.type!=MAPMODEL) continue;
        mapmodelinfo &mmi = getmminfo(e.attr2);
        if(!&mmi || !mmi.h) continue;

        const float r = mmi.rad+d->radius;
        if(fabs(e.x-d->o.x)<r && fabs(e.y-d->o.y)<r)
        { 

            float mmz = (float)(S(e.x, e.y)->floor+mmi.zoff+e.attr3);


            if(d->o.z-d->eyeheight<mmz) { if(mmz<hi) hi = mmz; }

            else if(mmz+mmi.h>lo) lo = mmz+mmi.h;
        };
    };
};

// all collision happens here
// spawn is a dirty side effect used in spawning
// drop & rise are supplied by the physics below to indicate gravity/push for current mini-timestep



bool collide(dynent *d, bool spawn, float drop, float rise)
{

    const float fx1 = d->o.x-d->radius;     // figure out integer cube rectangle this entity covers in map

    const float fy1 = d->o.y-d->radius;
    const float fx2 = d->o.x+d->radius;
    const float fy2 = d->o.y+d->radius;
    const int x1 = fast_f2nat(fx1);
    const int y1 = fast_f2nat(fy1);
    const int x2 = fast_f2nat(fx2);
    const int y2 = fast_f2nat(fy2);
    float hi = 127, lo = -128;
    float minfloor = (d->monsterstate && !spawn && d->health>100) ? d->o.z-d->eyeheight-4.5f : -1000.0f;  // big monsters are afraid of heights, unless angry :)





    for(int x = x1; x<=x2; x++) for(int y = y1; y<=y2; y++)     // collide with map
    {

        if(OUTBORD(x,y)) return false;
        sqr *s = S(x,y);
        float ceil = s->ceil;
        float floor = s->floor;
        switch(s->type)
        {
            case SOLID:
                return false;

            case CORNER:
            {
                int bx = x, by = y, bs = 1;


                if(x==x1 && y==y1 && cornertest(0, x, y, -1, -1, bx, by, bs) && fx1-bx+fy1-by<=bs

                || x==x2 && y==y1 && cornertest(0, x, y,  1, -1, bx, by, bs) && fx2-bx>=fy1-by
                || x==x1 && y==y2 && cornertest(0, x, y, -1,  1, bx, by, bs) && fx1-bx<=fy2-by
                || x==x2 && y==y2 && cornertest(0, x, y,  1,  1, bx, by, bs) && fx2-bx+fy2-by>=bs)
                   return false;

                break;
            };










            case FHF:       // FIXME: too simplistic collision with slopes, makes it feels like tiny stairs
                floor -= (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;



                break;

            case CHF:
                ceil += (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;



        };

        if(ceil<hi) hi = ceil;

        if(floor>lo) lo = floor;

        if(floor<minfloor) return false;   
    };

    if(hi-lo < d->eyeheight+d->aboveeye) return false;

    float headspace = 10;
    loopv(players)       // collide with other players
    {






        dynent *o = players[i]; 

        if(!o || o==d) continue;
        if(!plcollide(d, o, headspace, hi, lo)) return false;

    };

    if(d!=player1) if(!plcollide(d, player1, headspace, hi, lo)) return false;

    dvector &v = getmonsters();
    // this loop can be a performance bottleneck with many monster on a slow cpu,
    // should replace with a blockmap but seems mostly fast enough

    loopv(v) if(!vreject(d->o, v[i]->o, 7.0f) && d!=v[i] && !plcollide(d, v[i], headspace, hi, lo)) return false; 
    headspace -= 0.01f;
    
    mmcollide(d, hi, lo);    // collide with map models

    if(spawn)
    {
        d->o.z = lo+d->eyeheight;       // just drop to floor (sideeffect)
        d->onfloor = true;
    }
    else
    {
        const float space = d->o.z-d->eyeheight-lo;
        if(space<0)
        {

            if(space>-0.01) d->o.z = lo+d->eyeheight;   // stick on step

            else if(space>-1.26f) d->o.z += rise;       // rise thru stair

            else return false;
        }
        else
        {
            d->o.z -= min(min(drop, space), headspace);       // gravity
        };

        const float space2 = hi-(d->o.z+d->aboveeye);
        if(space2<0)
        {

            if(space2<-0.1) return false;     // hack alert!
            d->o.z = hi-d->aboveeye;          // glue to ceiling
            d->vel.z = 0;                     // cancel out jumping velocity
        };

        d->onfloor = d->o.z-d->eyeheight-lo<0.001f;
    };
    return true;
}


float rad(float x) { return x*3.14159f/180; };




VARP(maxroll, 0, 3, 20);

int physicsfraction = 0, physicsrepeat = 0;
const int MINFRAMETIME = 20; // physics always simulated at 50fps or better


void physicsframe()          // optimally schedule physics frames inside the graphics frames
{
    if(curtime>=MINFRAMETIME)
    {
        int faketime = curtime+physicsfraction;
        physicsrepeat = faketime/MINFRAMETIME;
        physicsfraction = faketime-physicsrepeat*MINFRAMETIME;
    }
    else
    {
        physicsrepeat = 1;
    };
};

// main physics routine, moves a player/monster for a curtime step
// moveres indicated the physics precision (which is lower for monsters and multiplayer prediction)
// local is false for multiplayer prediction


void moveplayer(dynent *pl, int moveres, bool local, int curtime)
{
    const bool water = hdr.waterlevel>pl->o.z-0.5f;
    const bool floating = (editmode && local) || pl->state==CS_EDITING;

    vec d;      // vector of direction we ideally want to move in

    d.x = (float)(pl->move*cos(rad(pl->yaw-90)));
    d.y = (float)(pl->move*sin(rad(pl->yaw-90)));
    d.z = 0;

    if(floating || water)
    {
        d.x *= (float)cos(rad(pl->pitch));
        d.y *= (float)cos(rad(pl->pitch));
        d.z = (float)(pl->move*sin(rad(pl->pitch)));
    };

    d.x += (float)(pl->strafe*cos(rad(pl->yaw-180)));
    d.y += (float)(pl->strafe*sin(rad(pl->yaw-180)));

    const float speed = curtime/(water ? 2000.0f : 1000.0f)*pl->maxspeed;


    const float friction = water ? 20.0f : (pl->onfloor || floating ? 6.0f : 30.0f);

    const float fpsfric = friction/curtime*20.0f;   
    

    vmul(pl->vel, fpsfric-1);   // slowly apply friction and direction to velocity, gives a smooth movement
    vadd(pl->vel, d);
    vdiv(pl->vel, fpsfric);
    d = pl->vel;
    vmul(d, speed);             // d is now frametime based velocity vector






    pl->blocked = false;
    pl->moving = true;

    if(floating)                // just apply velocity
    {
        vadd(pl->o, d);

        if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2;    }

    }
    else                        // apply velocity with collision
    {
        if(pl->onfloor || water)
        {
            if(pl->jumpnext)
            {
                pl->jumpnext = false;
                pl->vel.z = 1.7f;       // physics impulse upwards



                if(water) { pl->vel.x /= 8; pl->vel.y /= 8; };      // dampen velocity change even harder, gives correct water feel


                if(local) playsoundc(S_JUMP);
                else if(pl->monsterstate) playsound(S_JUMP, &pl->o);
            }
            else if(pl->timeinair>800)  // if we land after long time must have been a high jump, make thud sound
            {
                if(local) playsoundc(S_LAND);
                else if(pl->monsterstate) playsound(S_LAND, &pl->o);
            };
            pl->timeinair = 0;







        }

        else
        {
            pl->timeinair += curtime;
        };

        const float gravity = 20;
        const float f = 1.0f/moveres;
        float dropf = ((gravity-1)+pl->timeinair/15.0f);        // incorrect, but works fine





        if(water) { dropf = 5; pl->timeinair = 0; };            // float slowly down in water


        const float drop = dropf*curtime/gravity/100/moveres;   // at high fps, gravity kicks in too fast


        const float rise = speed/moveres/1.2f;                  // extra smoothness when lifting up stairs

        loopi(moveres)                                          // discrete steps collision detection & sliding
        {
            // try move forward
            pl->o.x += f*d.x;
            pl->o.y += f*d.y;
            pl->o.z += f*d.z;
            if(collide(pl, false, drop, rise)) continue;                     

            // player stuck, try slide along y axis
            pl->blocked = true;
            pl->o.x -= f*d.x;


            if(collide(pl, false, drop, rise)) { d.x = 0; continue; };   

            pl->o.x += f*d.x;
            // still stuck, try x axis
            pl->o.y -= f*d.y;
            if(collide(pl, false, drop, rise)) { d.y = 0; continue; };       



            pl->o.y += f*d.y;
            // try just dropping down
            pl->moving = false;
            pl->o.x -= f*d.x;
            pl->o.y -= f*d.y;
            if(collide(pl, false, drop, rise)) { d.y = d.x = 0; continue; }; 



            pl->o.z -= f*d.z;
            break;
        };
    };

    // detect wether player is outside map, used for skipping zbuffer clear mostly

    if(pl->o.x < 0 || pl->o.x >= ssize || pl->o.y <0 || pl->o.y > ssize)
    {
        pl->outsidemap = true;

    }


    else
    {
        sqr *s = S((int)pl->o.x, (int)pl->o.y);
        pl->outsidemap = SOLID(s)

           || pl->o.z < s->floor - (s->type==FHF ? s->vdelta/4 : 0)
           || pl->o.z > s->ceil  + (s->type==CHF ? s->vdelta/4 : 0);
    };
    
    // automatically apply smooth roll when strafing

    if(pl->strafe==0) 
    {
        pl->roll = pl->roll/(1+(float)sqrt((float)curtime)/25);
    }
    else
    {
        pl->roll += pl->strafe*curtime/-30.0f;

        if(pl->roll>maxroll) pl->roll = (float)maxroll;

        if(pl->roll<-maxroll) pl->roll = (float)-maxroll;
    };
    
    // play sounds on water transitions
    

    if(!pl->inwater && water) { playsound(S_SPLASH2, &pl->o); pl->vel.z = 0; }


    else if(pl->inwater && !water) playsound(S_SPLASH1, &pl->o);
    pl->inwater = water;
};


void moveplayer(dynent *pl, int moveres, bool local)
{
    loopi(physicsrepeat) moveplayer(pl, moveres, local, i ? curtime/physicsrepeat : curtime-curtime/physicsrepeat*(physicsrepeat-1));


};

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// physics.cpp: no physics books were hurt nor consulted in the construction of
// this code. All physics computations and constants were invented on the fly
// and simply tweaked until they "felt right", and have no basis in reality.
// Collision detection is simplistic but very robust (uses discrete steps at
// fixed fps).

#include "cube.h"

bool
plcollide(dynent *d, dynent *o, float &headspace, float &hi,
    float &lo) // collide with player or monster
{
	if (o->state != CS_ALIVE)
		return true;
	const float r = o->radius + d->radius;
	if (fabs(o->o.x - d->o.x) < r && fabs(o->o.y - d->o.y) < r) {

		if (d->o.z - d->eyeheight < o->o.z - o->eyeheight) {
			if (o->o.z - o->eyeheight < hi)
				hi = o->o.z - o->eyeheight - 1;
		} else if (o->o.z + o->aboveeye > lo)
			lo = o->o.z + o->aboveeye + 1;

		if (fabs(o->o.z - d->o.z) < o->aboveeye + d->eyeheight)
			return false;
		if (d->monsterstate)
			return false; // hack
		headspace = d->o.z - o->o.z - o->aboveeye - d->eyeheight;
		if (headspace < 0)
			headspace = 10;
	};
	return true;
};

bool
cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by,
    int &bs) // recursively collide with a mipmapped corner cube
{
	sqr *w = wmip[mip];
	int sz = ssize >> mip;
	bool stest =
	    SOLID(SWS(w, x + dx, y, sz)) && SOLID(SWS(w, x, y + dy, sz));
	mip++;
	x /= 2;
	y /= 2;
	if (SWS(wmip[mip], x, y, ssize >> mip)->type == CORNER) {

		bx = x << mip;
		by = y << mip;
		bs = 1 << mip;
		return cornertest(mip, x, y, dx, dy, bx, by, bs);
	};
	return stest;
};

void
mmcollide(dynent *d, float &hi, float &lo) // collide with a mapmodel
{
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type != MAPMODEL)
			continue;
		mapmodelinfo &mmi = getmminfo(e.attr2);
		if (!&mmi || !mmi.h)
			continue;
		const float r = mmi.rad + d->radius;
		if (fabs(e.x - d->o.x) < r && fabs(e.y - d->o.y) < r) {

			float mmz =
			    (float)(S(e.x, e.y)->floor + mmi.zoff + e.attr3);
			if (d->o.z - d->eyeheight < mmz) {
				if (mmz < hi)
					hi = mmz;
			} else if (mmz + mmi.h > lo)
				lo = mmz + mmi.h;
		};
	};
};

// all collision happens here
// spawn is a dirty side effect used in spawning
// drop & rise are supplied by the physics below to indicate gravity/push for
// current mini-timestep

bool
collide(dynent *d, bool spawn, float drop, float rise)
{
	const float fx1 =
	    d->o.x - d->radius; // figure out integer cube rectangle this entity
	                        // covers in map
	const float fy1 = d->o.y - d->radius;
	const float fx2 = d->o.x + d->radius;
	const float fy2 = d->o.y + d->radius;
	const int x1 = fast_f2nat(fx1);
	const int y1 = fast_f2nat(fy1);
	const int x2 = fast_f2nat(fx2);
	const int y2 = fast_f2nat(fy2);
	float hi = 127, lo = -128;
	float minfloor = (d->monsterstate && !spawn && d->health > 100)
	                     ? d->o.z - d->eyeheight - 4.5f
	                     : -1000.0f; // big monsters are afraid of heights,
	                                 // unless angry :)

	for (int x = x1; x <= x2; x++)
		for (int y = y1; y <= y2; y++) // collide with map
		{
			if (OUTBORD(x, y))
				return false;
			sqr *s = S(x, y);
			float ceil = s->ceil;
			float floor = s->floor;
			switch (s->type) {

			case SOLID:
				return false;

			case CORNER: {

				int bx = x, by = y, bs = 1;
				if (x == x1 && y == y1 &&
				        cornertest(
				            0, x, y, -1, -1, bx, by, bs) &&
				        fx1 - bx + fy1 - by <= bs ||
				    x == x2 && y == y1 &&
				        cornertest(
				            0, x, y, 1, -1, bx, by, bs) &&
				        fx2 - bx >= fy1 - by ||
				    x == x1 && y == y2 &&
				        cornertest(

				            0, x, y, -1, 1, bx, by, bs) &&
				        fx1 - bx <= fy2 - by ||
				    x == x2 && y == y2 &&
				        cornertest(0, x, y, 1, 1, bx, by, bs) &&
				        fx2 - bx + fy2 - by >= bs)
					return false;
				break;
			};

			case FHF: // FIXME: too simplistic collision with
			          // slopes, makes it feels like tiny stairs
				floor -= (s->vdelta + S(x + 1, y)->vdelta +
				             S(x, y + 1)->vdelta +
				             S(x + 1, y + 1)->vdelta) /
				         16.0f;
				break;

			case CHF:
				ceil += (s->vdelta + S(x + 1, y)->vdelta +
				            S(x, y + 1)->vdelta +
				            S(x + 1, y + 1)->vdelta) /
				        16.0f;
			};
			if (ceil < hi)
				hi = ceil;
			if (floor > lo)
				lo = floor;
			if (floor < minfloor)
				return false;
		};






	if (hi - lo < d->eyeheight + d->aboveeye)
		return false;

	float headspace = 10;
	loopv(players) // collide with other players
	{
		dynent *o = players[i];
		if (!o || o == d)
			continue;
		if (!plcollide(d, o, headspace, hi, lo))
			return false;
	};
	if (d != player1)
		if (!plcollide(d, player1, headspace, hi, lo))
			return false;
	dvector &v = getmonsters();
	// this loop can be a performance bottleneck with many monster on a slow
	// cpu, should replace with a blockmap but seems mostly fast enough
	loopv(v) if (!vreject(d->o, v[i]->o, 7.0f) && d != v[i] &&
	             !plcollide(d, v[i], headspace, hi, lo)) return false;
	headspace -= 0.01f;

	mmcollide(d, hi, lo); // collide with map models

	if (spawn) {

		d->o.z = lo + d->eyeheight; // just drop to floor (sideeffect)
		d->onfloor = true;

	} else {

		const float space = d->o.z - d->eyeheight - lo;
		if (space < 0) {

			if (space > -0.01)
				d->o.z = lo + d->eyeheight; // stick on step
			else if (space > -1.26f)
				d->o.z += rise; // rise thru stair
			else
				return false;

		} else {

			d->o.z -= min(min(drop, space), headspace); // gravity
		};

		const float space2 = hi - (d->o.z + d->aboveeye);
		if (space2 < 0) {

			if (space2 < -0.1)
				return false;      // hack alert!
			d->o.z = hi - d->aboveeye; // glue to ceiling
			d->vel.z = 0; // cancel out jumping velocity
		};

		d->onfloor = d->o.z - d->eyeheight - lo < 0.001f;
	};
	return true;
}

float
rad(float x)
{
	return x * 3.14159f / 180;
};

VARP(maxroll, 0, 3, 20);

int physicsfraction = 0, physicsrepeat = 0;
const int MINFRAMETIME = 20; // physics always simulated at 50fps or better

void
physicsframe() // optimally schedule physics frames inside the graphics frames
{
	if (curtime >= MINFRAMETIME) {

		int faketime = curtime + physicsfraction;
		physicsrepeat = faketime / MINFRAMETIME;
		physicsfraction = faketime - physicsrepeat * MINFRAMETIME;

	} else {

		physicsrepeat = 1;
	};
};

// main physics routine, moves a player/monster for a curtime step
// moveres indicated the physics precision (which is lower for monsters and
// multiplayer prediction) local is false for multiplayer prediction

void
moveplayer(dynent *pl, int moveres, bool local, int curtime)
{
	const bool water = hdr.waterlevel > pl->o.z - 0.5f;
	const bool floating = (editmode && local) || pl->state == CS_EDITING;

	vec d; // vector of direction we ideally want to move in

	d.x = (float)(pl->move * cos(rad(pl->yaw - 90)));
	d.y = (float)(pl->move * sin(rad(pl->yaw - 90)));
	d.z = 0;

	if (floating || water) {

		d.x *= (float)cos(rad(pl->pitch));
		d.y *= (float)cos(rad(pl->pitch));
		d.z = (float)(pl->move * sin(rad(pl->pitch)));
	};

	d.x += (float)(pl->strafe * cos(rad(pl->yaw - 180)));
	d.y += (float)(pl->strafe * sin(rad(pl->yaw - 180)));

	const float speed =
	    curtime / (water ? 2000.0f : 1000.0f) * pl->maxspeed;
	const float friction =
	    water ? 20.0f : (pl->onfloor || floating ? 6.0f : 30.0f);

	const float fpsfric = friction / curtime * 20.0f;

	vmul(pl->vel, fpsfric - 1); // slowly apply friction and direction to
	                            // velocity, gives a smooth movement
	vadd(pl->vel, d);
	vdiv(pl->vel, fpsfric);
	d = pl->vel;
	vmul(d, speed); // d is now frametime based velocity vector

	pl->blocked = false;
	pl->moving = true;

	if (floating) // just apply velocity
	{





		vadd(pl->o, d);
		if (pl->jumpnext) {
			pl->jumpnext = false;
			pl->vel.z = 2;
		}
	} else // apply velocity with collision
	{
		if (pl->onfloor || water) {

			if (pl->jumpnext) {

				pl->jumpnext = false;
				pl->vel.z = 1.7f; // physics impulse upwards
				if (water) {
					pl->vel.x /= 8;
					pl->vel.y /= 8;
				}; // dampen velocity change even harder, gives
				   // correct water feel
				if (local)
					playsoundc(S_JUMP);
				else if (pl->monsterstate)



					playsound(S_JUMP, &pl->o);


			} else if (pl->timeinair >
			           800) // if we land after long time must have
			                // been a high jump, make thud sound
			{
				if (local)
					playsoundc(S_LAND);
				else if (pl->monsterstate)
					playsound(S_LAND, &pl->o);
			};
			pl->timeinair = 0;
		} else {

			pl->timeinair += curtime;
		};

		const float gravity = 20;
		const float f = 1.0f / moveres;
		float dropf =
		    ((gravity - 1) +
		        pl->timeinair / 15.0f); // incorrect, but works fine
		if (water) {
			dropf = 5;
			pl->timeinair = 0;
		}; // float slowly down in water
		const float drop =
		    dropf * curtime / gravity / 100 /
		    moveres; // at high fps, gravity kicks in too fast
		const float rise =
		    speed / moveres /
		    1.2f; // extra smoothness when lifting up stairs

		loopi(moveres) // discrete steps collision detection & sliding
		{
			// try move forward
			pl->o.x += f * d.x;
			pl->o.y += f * d.y;
			pl->o.z += f * d.z;
			if (collide(pl, false, drop, rise))
				continue;
			// player stuck, try slide along y axis
			pl->blocked = true;
			pl->o.x -= f * d.x;
			if (collide(pl, false, drop, rise)) {
				d.x = 0;
				continue;
			};
			pl->o.x += f * d.x;
			// still stuck, try x axis
			pl->o.y -= f * d.y;
			if (collide(pl, false, drop, rise)) {
				d.y = 0;
				continue;
			};
			pl->o.y += f * d.y;
			// try just dropping down
			pl->moving = false;
			pl->o.x -= f * d.x;
			pl->o.y -= f * d.y;
			if (collide(pl, false, drop, rise)) {
				d.y = d.x = 0;
				continue;
			};
			pl->o.z -= f * d.z;
			break;
		};
	};





	// detect wether player is outside map, used for skipping zbuffer clear
	// mostly

	if (pl->o.x < 0 || pl->o.x >= ssize || pl->o.y < 0 || pl->o.y > ssize) {
		pl->outsidemap = true;
	} else {

		sqr *s = S((int)pl->o.x, (int)pl->o.y);
		pl->outsidemap =
		    SOLID(s) ||
		    pl->o.z < s->floor - (s->type == FHF ? s->vdelta / 4 : 0) ||
		    pl->o.z > s->ceil + (s->type == CHF ? s->vdelta / 4 : 0);
	};

	// automatically apply smooth roll when strafing

	if (pl->strafe == 0) {

		pl->roll = pl->roll / (1 + (float)sqrt((float)curtime) / 25);

	} else {

		pl->roll += pl->strafe * curtime / -30.0f;
		if (pl->roll > maxroll)
			pl->roll = (float)maxroll;
		if (pl->roll < -maxroll)
			pl->roll = (float)-maxroll;
	};

	// play sounds on water transitions

	if (!pl->inwater && water) {
		playsound(S_SPLASH2, &pl->o);
		pl->vel.z = 0;
	} else if (pl->inwater && !water)
		playsound(S_SPLASH1, &pl->o);
	pl->inwater = water;
};

void
moveplayer(dynent *pl, int moveres, bool local)
{
	loopi(physicsrepeat) moveplayer(pl, moveres, local,
	    i ? curtime / physicsrepeat
	      : curtime - curtime / physicsrepeat * (physicsrepeat - 1));
};

Modified src/protos.h from [73b9deaf3f] to [194437db01].

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// protos for ALL external functions in cube... 

// command
extern int variable(char *name, int min, int cur, int max, int *storage, void (*fun)(), bool persist);

extern void setvar(char *name, int i);
extern int getvar(char *name);
extern bool identexists(char *name);
extern bool addcommand(char *name, void (*fun)(), int narg);
extern int execute(char *p, bool down = true);
extern void exec(char *cfgfile);
extern bool execfile(char *cfgfile);
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// protos for ALL external functions in cube...

// command
extern int variable(char *name, int min, int cur, int max, int *storage,
    void (*fun)(), bool persist);
extern void setvar(char *name, int i);
extern int getvar(char *name);
extern bool identexists(char *name);
extern bool addcommand(char *name, void (*fun)(), int narg);
extern int execute(char *p, bool down = true);
extern void exec(char *cfgfile);
extern bool execfile(char *cfgfile);
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extern char *getservername(int n);
extern void writeservercfg();

// rendergl
extern void gl_init(int w, int h);
extern void cleangl();
extern void gl_drawframe(int w, int h, float curfps);

extern bool installtex(int tnum, char *texname, int &xs, int &ys, bool clamp = false);
extern void mipstats(int a, int b, int c);
extern void vertf(float v1, float v2, float v3, sqr *ls, float t1, float t2);
extern void addstrip(int tex, int start, int n);
extern int lookuptexture(int tex, int &xs, int &ys);

// rendercubes
extern void resetcubes();
extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);

extern void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);


extern void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2, bool topleft);


extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v);

extern void addwaterquad(int x, int y, int size);
extern int renderwater(float hf);
extern void finishstrips();
extern void setarraypointers();

// client
extern void localservertoclient(uchar *buf, int len);







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extern char *getservername(int n);
extern void writeservercfg();

// rendergl
extern void gl_init(int w, int h);
extern void cleangl();
extern void gl_drawframe(int w, int h, float curfps);
extern bool installtex(
    int tnum, char *texname, int &xs, int &ys, bool clamp = false);
extern void mipstats(int a, int b, int c);
extern void vertf(float v1, float v2, float v3, sqr *ls, float t1, float t2);
extern void addstrip(int tex, int start, int n);
extern int lookuptexture(int tex, int &xs, int &ys);

// rendercubes
extern void resetcubes();
extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1,
    sqr *l2, sqr *l3, sqr *l4, bool isceil);
extern void render_flatdelta(int wtex, int x, int y, int size, float h1,
    float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4,
    bool isceil);
extern void render_square(int wtex, float floor1, float floor2, float ceil1,
    float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2,
    bool topleft);
extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2,
    sqr *s, sqr *t, sqr *u, sqr *v);
extern void addwaterquad(int x, int y, int size);
extern int renderwater(float hf);
extern void finishstrips();
extern void setarraypointers();

// client
extern void localservertoclient(uchar *buf, int len);
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extern void initclientnet();
extern bool netmapstart();
extern int getclientnum();
extern void changemapserv(char *name, int mode);
extern void writeclientinfo(FILE *f);

// clientgame
extern void mousemove(int dx, int dy); 
extern void updateworld(int millis);
extern void startmap(char *name);
extern void changemap(char *name);
extern void initclient();
extern void spawnplayer(dynent *d);
extern void selfdamage(int damage, int actor, dynent *act);
extern dynent *newdynent();
extern char *getclientmap();
extern const char *modestr(int n);
extern void zapdynent(dynent *&d);
extern dynent *getclient(int cn);
extern void timeupdate(int timeremain);
extern void resetmovement(dynent *d);
extern void fixplayer1range();

// clientextras
extern void renderclients();

extern void renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale);
void showscores(bool on);
extern void renderscores();

// world
extern void setupworld(int factor);
extern void empty_world(int factor, bool force);
extern void remip(block &b, int level = 0);
extern void remipmore(block &b, int level = 0);
extern int closestent();
extern int findentity(int type, int index = 0);
extern void trigger(int tag, int type, bool savegame);
extern void resettagareas();
extern void settagareas();

extern entity *newentity(int x, int y, int z, char *what, int v1, int v2, int v3, int v4);

// worldlight
extern void calclight();

extern void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner);
extern void cleardlights();
extern block *blockcopy(block &b);
extern void blockpaste(block &b);

// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch, float widef, int w, int h);


// worldocull
extern void computeraytable(float vx, float vy);
extern int isoccluded(float vx, float vy, float cx, float cy, float csize);

// main
extern void fatal(char *s, char *o = "");







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extern void initclientnet();
extern bool netmapstart();
extern int getclientnum();
extern void changemapserv(char *name, int mode);
extern void writeclientinfo(FILE *f);

// clientgame
extern void mousemove(int dx, int dy);
extern void updateworld(int millis);
extern void startmap(char *name);
extern void changemap(char *name);
extern void initclient();
extern void spawnplayer(dynent *d);
extern void selfdamage(int damage, int actor, dynent *act);
extern dynent *newdynent();
extern char *getclientmap();
extern const char *modestr(int n);
extern void zapdynent(dynent *&d);
extern dynent *getclient(int cn);
extern void timeupdate(int timeremain);
extern void resetmovement(dynent *d);
extern void fixplayer1range();

// clientextras
extern void renderclients();
extern void renderclient(
    dynent *d, bool team, char *mdlname, bool hellpig, float scale);
void showscores(bool on);
extern void renderscores();

// world
extern void setupworld(int factor);
extern void empty_world(int factor, bool force);
extern void remip(block &b, int level = 0);
extern void remipmore(block &b, int level = 0);
extern int closestent();
extern int findentity(int type, int index = 0);
extern void trigger(int tag, int type, bool savegame);
extern void resettagareas();
extern void settagareas();
extern entity *newentity(
    int x, int y, int z, char *what, int v1, int v2, int v3, int v4);

// worldlight
extern void calclight();
extern void dodynlight(
    vec &vold, vec &v, int reach, int strength, dynent *owner);
extern void cleardlights();
extern block *blockcopy(block &b);
extern void blockpaste(block &b);

// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
    float widef, int w, int h);

// worldocull
extern void computeraytable(float vx, float vy);
extern int isoccluded(float vx, float vy, float cx, float cy, float csize);

// main
extern void fatal(char *s, char *o = "");
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// renderextras
extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
extern void box(block &b, float z1, float z2, float z3, float z4);
extern void dot(int x, int y, float z);
extern void linestyle(float width, int r, int g, int b);
extern void newsphere(vec &o, float max, int type);
extern void renderspheres(int time);

extern void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater);
extern void readdepth(int w, int h);
extern void blendbox(int x1, int y1, int x2, int y2, bool border);
extern void damageblend(int n);

// renderparticles
extern void setorient(vec &r, vec &u);
extern void particle_splash(int type, int num, int fade, vec &p);







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// renderextras
extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
extern void box(block &b, float z1, float z2, float z3, float z4);
extern void dot(int x, int y, float z);
extern void linestyle(float width, int r, int g, int b);
extern void newsphere(vec &o, float max, int type);
extern void renderspheres(int time);
extern void gl_drawhud(
    int w, int h, int curfps, int nquads, int curvert, bool underwater);
extern void readdepth(int w, int h);
extern void blendbox(int x1, int y1, int x2, int y2, bool border);
extern void damageblend(int n);

// renderparticles
extern void setorient(vec &r, vec &u);
extern void particle_splash(int type, int num, int fade, vec &p);
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// sound
extern void playsound(int n, vec *loc = 0);
extern void playsoundc(int n);
extern void initsound();
extern void cleansound();

// rendermd2
extern void rendermodel(char *mdl, int frame, int range, int tex, float rad, float x, float y, float z, float yaw, float pitch, bool teammate, float scale, float speed, int snap = 0, int basetime = 0);


extern mapmodelinfo &getmminfo(int i);

// server
extern void initserver(bool dedicated, int uprate, char *sdesc, char *ip, char *master, char *passwd, int maxcl);

extern void cleanupserver();
extern void localconnect();
extern void localdisconnect();
extern void localclienttoserver(struct _ENetPacket *);
extern void serverslice(int seconds, unsigned int timeout);
extern void putint(uchar *&p, int n);
extern int getint(uchar *&p);
extern void sendstring(char *t, uchar *&p);
extern void startintermission();
extern void restoreserverstate(vector<entity> &ents);
extern uchar *retrieveservers(uchar *buf, int buflen);
extern char msgsizelookup(int msg);
extern void serverms(int mode, int numplayers, int minremain, char *smapname, int seconds, bool isfull);

extern void servermsinit(const char *master, char *sdesc, bool listen);
extern void sendmaps(int n, string mapname, int mapsize, uchar *mapdata);
extern ENetPacket *recvmap(int n);

// weapon
extern void selectgun(int a = -1, int b = -1, int c =-1);
extern void shoot(dynent *d, vec &to);

extern void shootv(int gun, vec &from, vec &to, dynent *d = 0, bool local = false);
extern void createrays(vec &from, vec &to);
extern void moveprojectiles(float time);
extern void projreset();
extern char *playerincrosshair();
extern int reloadtime(int gun);

// monster







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// sound
extern void playsound(int n, vec *loc = 0);
extern void playsoundc(int n);
extern void initsound();
extern void cleansound();

// rendermd2
extern void rendermodel(char *mdl, int frame, int range, int tex, float rad,
    float x, float y, float z, float yaw, float pitch, bool teammate,
    float scale, float speed, int snap = 0, int basetime = 0);
extern mapmodelinfo &getmminfo(int i);

// server
extern void initserver(bool dedicated, int uprate, char *sdesc, char *ip,
    char *master, char *passwd, int maxcl);
extern void cleanupserver();
extern void localconnect();
extern void localdisconnect();
extern void localclienttoserver(struct _ENetPacket *);
extern void serverslice(int seconds, unsigned int timeout);
extern void putint(uchar *&p, int n);
extern int getint(uchar *&p);
extern void sendstring(char *t, uchar *&p);
extern void startintermission();
extern void restoreserverstate(vector<entity> &ents);
extern uchar *retrieveservers(uchar *buf, int buflen);
extern char msgsizelookup(int msg);
extern void serverms(int mode, int numplayers, int minremain, char *smapname,
    int seconds, bool isfull);
extern void servermsinit(const char *master, char *sdesc, bool listen);
extern void sendmaps(int n, string mapname, int mapsize, uchar *mapdata);
extern ENetPacket *recvmap(int n);

// weapon
extern void selectgun(int a = -1, int b = -1, int c = -1);
extern void shoot(dynent *d, vec &to);
extern void shootv(
    int gun, vec &from, vec &to, dynent *d = 0, bool local = false);
extern void createrays(vec &from, vec &to);
extern void moveprojectiles(float time);
extern void projreset();
extern char *playerincrosshair();
extern int reloadtime(int gun);

// monster
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extern void resetspawns();
extern void setspawn(uint i, bool on);
extern void teleport(int n, dynent *d);
extern void baseammo(int gun);

// rndmap
extern void perlinarea(block &b, int scale, int seed, int psize);








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extern void resetspawns();
extern void setspawn(uint i, bool on);
extern void teleport(int n, dynent *d);
extern void baseammo(int gun);

// rndmap
extern void perlinarea(block &b, int scale, int seed, int psize);

Modified src/rendercubes.cxx from [d2b3870e35] to [53768c91a1].

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// rendercubes.cpp: sits in between worldrender.cpp and rendergl.cpp and fills the vertex array for different cube surfaces.


#include "cube.h"

vertex *verts = NULL;
int curvert;
int curmaxverts = 10000;


void setarraypointers()
{
    glVertexPointer(3, GL_FLOAT, sizeof(vertex), &verts[0].x);
    glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), &verts[0].r);
    glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), &verts[0].u);
};


void reallocv()
{
    verts = (vertex *)realloc(verts, (curmaxverts *= 2)*sizeof(vertex));
    curmaxverts -= 10;

    if(!verts) fatal("no vertex memory!");
    setarraypointers();
};

// generating the actual vertices is done dynamically every frame and sits at the
// leaves of all these functions, and are part of the cpu bottleneck on really slow
// machines, hence the macros.

#define vertcheck() { if(curvert>=curmaxverts) reallocv(); }





#define vertf(v1, v2, v3, ls, t1, t2) { vertex &v = verts[curvert++]; \


    v.u = t1; v.v = t2; \

    v.x = v1; v.y = v2; v.z = v3; \


    v.r = ls->r; v.g = ls->g; v.b = ls->b; v.a = 255; };







#define vert(v1, v2, v3, ls, t1, t2) { vertf((float)(v1), (float)(v2), (float)(v3), ls, t1, t2); }


int nquads;
const float TEXTURESCALE = 32.0f;
bool floorstrip = false, deltastrip = false;
int oh, oy, ox, ogltex;                         // the o* vars are used by the stripification
int ol3r, ol3g, ol3b, ol4r, ol4g, ol4b;      
int firstindex;
bool showm = false;




void showmip() { showm = !showm; };





void mipstats(int a, int b, int c) { if(showm) conoutf("1x1/2x2/4x4: %d / %d / %d", a, b, c); };


COMMAND(showmip, ARG_NONE);




#define stripend() { if(floorstrip || deltastrip) { addstrip(ogltex, firstindex, curvert-firstindex); floorstrip = deltastrip = false; }; };




void finishstrips() { stripend(); };




sqr sbright, sdark;
VAR(lighterror,1,8,100);


void render_flat(int wtex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil)  // floor/ceil quads

{
    vertcheck();

    if(showm) { l3 = l1 = &sbright; l4 = l2 = &sdark; };



    int sx, sy;
    int gltex = lookuptexture(wtex, sx, sy);
    float xf = TEXTURESCALE/sx;
    float yf = TEXTURESCALE/sy;
    float xs = size*xf;
    float ys = size*yf;
    float xo = xf*x;
    float yo = yf*y;

    bool first = !floorstrip || y!=oy+size || ogltex!=gltex || h!=oh || x!=ox;


    if(first)       // start strip here
    {
        stripend();
        firstindex = curvert;
        ogltex = gltex;
        oh = h;
        ox = x;
        floorstrip = true;
        if(isceil)
        {
            vert(x+size, h, y, l2, xo+xs, yo);
            vert(x,      h, y, l1, xo, yo);
        }
        else
        {
            vert(x,      h, y, l1, xo,    yo);
            vert(x+size, h, y, l2, xo+xs, yo);
        };
        ol3r = l1->r;
        ol3g = l1->g;
        ol3b = l1->b;
        ol4r = l2->r;
        ol4g = l2->g;
        ol4b = l2->b;
    }
    else        // continue strip
    {
        int lighterr = lighterror*2;


        if((abs(ol3r-l3->r)<lighterr && abs(ol4r-l4->r)<lighterr        // skip vertices if light values are close enough

        &&  abs(ol3g-l3->g)<lighterr && abs(ol4g-l4->g)<lighterr

        &&  abs(ol3b-l3->b)<lighterr && abs(ol4b-l4->b)<lighterr) || !wtex)   
        {

            curvert -= 2;
            nquads--;
        }
        else
        {
            uchar *p3 = (uchar *)(&verts[curvert-1].r);
            ol3r = p3[0];  
            ol3g = p3[1];  
            ol3b = p3[2];
            uchar *p4 = (uchar *)(&verts[curvert-2].r);  
            ol4r = p4[0];
            ol4g = p4[1];
            ol4b = p4[2];
        };
    };

    if(isceil)
    {
        vert(x+size, h, y+size, l3, xo+xs, yo+ys);
        vert(x,      h, y+size, l4, xo,    yo+ys); 
    }
    else
    {
        vert(x,      h, y+size, l4, xo,    yo+ys);
        vert(x+size, h, y+size, l3, xo+xs, yo+ys); 
    };

    oy = y;
    nquads++;
};


void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil)  // floor/ceil quads on a slope


{
    vertcheck();

    if(showm) { l3 = l1 = &sbright; l4 = l2 = &sdark; };



    int sx, sy;
    int gltex = lookuptexture(wtex, sx, sy);
    float xf = TEXTURESCALE/sx;
    float yf = TEXTURESCALE/sy;
    float xs = size*xf;
    float ys = size*yf;
    float xo = xf*x;
    float yo = yf*y;

    bool first = !deltastrip || y!=oy+size || ogltex!=gltex || x!=ox; 


    if(first) 
    {
        stripend();
        firstindex = curvert;
        ogltex = gltex;
        ox = x;
        deltastrip = true;
        if(isceil)
        {
            vertf((float)x+size, h2, (float)y,      l2, xo+xs, yo);
            vertf((float)x,      h1, (float)y,      l1, xo,    yo);
        }
        else
        {
            vertf((float)x,      h1, (float)y,      l1, xo,    yo);
            vertf((float)x+size, h2, (float)y,      l2, xo+xs, yo);
        };
        ol3r = l1->r;
        ol3g = l1->g;
        ol3b = l1->b;
        ol4r = l2->r;
        ol4g = l2->g;
        ol4b = l2->b;
    };

    if(isceil)
    {

        vertf((float)x+size, h3, (float)y+size, l3, xo+xs, yo+ys); 
        vertf((float)x,      h4, (float)y+size, l4, xo,    yo+ys);
    }
    else
    {
        vertf((float)x,      h4, (float)y+size, l4, xo,    yo+ys);

        vertf((float)x+size, h3, (float)y+size, l3, xo+xs, yo+ys); 
    };

    oy = y;
    nquads++;
};


void render_2tris(sqr *h, sqr *s, int x1, int y1, int x2, int y2, int x3, int y3, sqr *l1, sqr *l2, sqr *l3)   // floor/ceil tris on a corner cube

{
    stripend();
    vertcheck();

    int sx, sy;
    int gltex = lookuptexture(h->ftex, sx, sy);
    float xf = TEXTURESCALE/sx;
    float yf = TEXTURESCALE/sy;

    vertf((float)x1, h->floor, (float)y1, l1, xf*x1, yf*y1);
    vertf((float)x2, h->floor, (float)y2, l2, xf*x2, yf*y2);
    vertf((float)x3, h->floor, (float)y3, l3, xf*x3, yf*y3);
    addstrip(gltex, curvert-3, 3);

    gltex = lookuptexture(h->ctex, sx, sy);
    xf = TEXTURESCALE/sx;
    yf = TEXTURESCALE/sy;

    vertf((float)x3, h->ceil, (float)y3, l3, xf*x3, yf*y3);
    vertf((float)x2, h->ceil, (float)y2, l2, xf*x2, yf*y2);
    vertf((float)x1, h->ceil, (float)y1, l1, xf*x1, yf*y1);
    addstrip(gltex, curvert-3, 3);
    nquads++;
};


void render_tris(int x, int y, int size, bool topleft,
                 sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v)
{
    if(topleft)
    {

        if(h1) render_2tris(h1, s, x+size, y+size, x, y+size, x, y, u, v, s);


        if(h2) render_2tris(h2, s, x, y, x+size, y, x+size, y+size, s, t, v);
    }

    else
    {

        if(h1) render_2tris(h1, s, x, y, x+size, y, x, y+size, s, t, u);


        if(h2) render_2tris(h2, s, x+size, y, x+size, y+size, x, y+size, t, u, v);
    };
};





void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2, bool flip)   // wall quads


{
    stripend();
    vertcheck();

    if(showm) { l1 = &sbright; l2 = &sdark; };



    int sx, sy;
    int gltex = lookuptexture(wtex, sx, sy);
    float xf = TEXTURESCALE/sx;
    float yf = TEXTURESCALE/sy;
    float xs = size*xf;
    float xo = xf*(x1==x2 ? min(y1,y2) : min(x1,x2));

    if(!flip)
    {
        vertf((float)x2, ceil2,  (float)y2, l2, xo+xs, -yf*ceil2);
        vertf((float)x1, ceil1,  (float)y1, l1, xo,    -yf*ceil1); 
        vertf((float)x2, floor2, (float)y2, l2, xo+xs, -floor2*yf); 
        vertf((float)x1, floor1, (float)y1, l1, xo,    -floor1*yf); 
    }
    else
    {
        vertf((float)x1, ceil1,  (float)y1, l1, xo,    -yf*ceil1);
        vertf((float)x2, ceil2,  (float)y2, l2, xo+xs, -yf*ceil2); 
        vertf((float)x1, floor1, (float)y1, l1, xo,    -floor1*yf); 
        vertf((float)x2, floor2, (float)y2, l2, xo+xs, -floor2*yf); 
    };

    nquads++;
    addstrip(gltex, curvert-4, 4);
};

int wx1, wy1, wx2, wy2;

VAR(watersubdiv, 1, 4, 64);
VARF(waterlevel, -128, -128, 127, if(!noteditmode()) hdr.waterlevel = waterlevel);



inline void vertw(int v1, float v2, int v3, sqr *c, float t1, float t2, float t)
{
    vertcheck();
    vertf((float)v1, v2-(float)sin(v1*v3*0.1+t)*0.2f, (float)v3, c, t1, t2);

};

inline float dx(float x) { return x+(float)sin(x*2+lastmillis/1000.0f)*0.04f; };




inline float dy(float x) { return x+(float)sin(x*2+lastmillis/900.0f+PI/5)*0.05f; };





// renders water for bounding rect area that contains water... simple but very inefficient



int renderwater(float hf)
{

    if(wx1<0) return nquads;

    glDepthMask(GL_FALSE);
    glEnable(GL_BLEND);
    glBlendFunc(GL_ONE, GL_SRC_COLOR);
    int sx, sy;
    glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_LIQUID, sx, sy));  

    wx1 &= ~(watersubdiv-1);
    wy1 &= ~(watersubdiv-1);

    float xf = TEXTURESCALE/sx;
    float yf = TEXTURESCALE/sy;
    float xs = watersubdiv*xf;
    float ys = watersubdiv*yf;
    float t1 = lastmillis/300.0f;
    float t2 = lastmillis/4000.0f;
    
    sqr dl;
    dl.r = dl.g = dl.b = 255;
    
    for(int xx = wx1; xx<wx2; xx += watersubdiv)
    {
        for(int yy = wy1; yy<wy2; yy += watersubdiv)
        {
            float xo = xf*(xx+t2);
            float yo = yf*(yy+t2);
            if(yy==wy1)
            {
                vertw(xx,             hf, yy,             &dl, dx(xo),    dy(yo), t1);
                vertw(xx+watersubdiv, hf, yy,             &dl, dx(xo+xs), dy(yo), t1);

            };
            vertw(xx,             hf, yy+watersubdiv, &dl, dx(xo),    dy(yo+ys), t1);

            vertw(xx+watersubdiv, hf, yy+watersubdiv, &dl, dx(xo+xs), dy(yo+ys), t1); 

        };   
        int n = (wy2-wy1-1)/watersubdiv;
        nquads += n;
        n = (n+2)*2;
        glDrawArrays(GL_TRIANGLE_STRIP, curvert -= n, n);
    };
    
    glDisable(GL_BLEND);
    glDepthMask(GL_TRUE);
    
    return nquads;
};


void addwaterquad(int x, int y, int size)       // update bounding rect that contains water
{
    int x2 = x+size;
    int y2 = y+size;
    if(wx1<0)
    {
        wx1 = x;
        wy1 = y;
        wx2 = x2;
        wy2 = y2;
    }
    else
    {

        if(x<wx1) wx1 = x;

        if(y<wy1) wy1 = y;

        if(x2>wx2) wx2 = x2;

        if(y2>wy2) wy2 = y2;
    };
};


void resetcubes()
{

    if(!verts) reallocv();
    floorstrip = deltastrip = false;
    wx1 = -1;
    nquads = 0;
    sbright.r = sbright.g = sbright.b = 255;
    sdark.r = sdark.g = sdark.b = 0;
};


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// rendercubes.cpp: sits in between worldrender.cpp and rendergl.cpp and fills
// the vertex array for different cube surfaces.

#include "cube.h"

vertex *verts = NULL;
int curvert;
int curmaxverts = 10000;

void
setarraypointers()
{
	glVertexPointer(3, GL_FLOAT, sizeof(vertex), &verts[0].x);
	glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), &verts[0].r);
	glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), &verts[0].u);
};

void
reallocv()
{
	verts = (vertex *)realloc(verts, (curmaxverts *= 2) * sizeof(vertex));
	curmaxverts -= 10;
	if (!verts)
		fatal("no vertex memory!");
	setarraypointers();
};

// generating the actual vertices is done dynamically every frame and sits at
// the leaves of all these functions, and are part of the cpu bottleneck on
// really slow machines, hence the macros.

#define vertcheck()                                                            \
	{                                                                      \
		if (curvert >= curmaxverts)                                    \
			reallocv();                                            \
	}

#define vertf(v1, v2, v3, ls, t1, t2)                                          \
	{                                                                      \
		vertex &v = verts[curvert++];                                  \
		v.u = t1;                                                      \
		v.v = t2;                                                      \
		v.x = v1;                                                      \
		v.y = v2;                                                      \
		v.z = v3;                                                      \
		v.r = ls->r;                                                   \
		v.g = ls->g;                                                   \
		v.b = ls->b;                                                   \
		v.a = 255;                                                     \
	};

#define vert(v1, v2, v3, ls, t1, t2)                                           \
	{                                                                      \
		vertf((float)(v1), (float)(v2), (float)(v3), ls, t1, t2);      \
	}

int nquads;
const float TEXTURESCALE = 32.0f;
bool floorstrip = false, deltastrip = false;
int oh, oy, ox, ogltex; // the o* vars are used by the stripification
int ol3r, ol3g, ol3b, ol4r, ol4g, ol4b;
int firstindex;
bool showm = false;

void
showmip()
{
	showm = !showm;
};
void
mipstats(int a, int b, int c)
{
	if (showm)
		conoutf("1x1/2x2/4x4: %d / %d / %d", a, b, c);
};

COMMAND(showmip, ARG_NONE);

#define stripend()                                                             \
	{                                                                      \
		if (floorstrip || deltastrip) {                                \
			addstrip(ogltex, firstindex, curvert - firstindex);    \
			floorstrip = deltastrip = false;                       \
		};                                                             \
	};
void
finishstrips()
{
	stripend();
};

sqr sbright, sdark;
VAR(lighterror, 1, 8, 100);

void
render_flat(int wtex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3,
    sqr *l4, bool isceil) // floor/ceil quads
{
	vertcheck();
	if (showm) {
		l3 = l1 = &sbright;
		l4 = l2 = &sdark;
	};

	int sx, sy;
	int gltex = lookuptexture(wtex, sx, sy);
	float xf = TEXTURESCALE / sx;
	float yf = TEXTURESCALE / sy;
	float xs = size * xf;
	float ys = size * yf;
	float xo = xf * x;
	float yo = yf * y;

	bool first = !floorstrip || y != oy + size || ogltex != gltex ||
	             h != oh || x != ox;

	if (first) // start strip here
	{
		stripend();
		firstindex = curvert;
		ogltex = gltex;
		oh = h;
		ox = x;
		floorstrip = true;
		if (isceil) {

			vert(x + size, h, y, l2, xo + xs, yo);
			vert(x, h, y, l1, xo, yo);

		} else {

			vert(x, h, y, l1, xo, yo);
			vert(x + size, h, y, l2, xo + xs, yo);
		};
		ol3r = l1->r;
		ol3g = l1->g;
		ol3b = l1->b;
		ol4r = l2->r;
		ol4g = l2->g;
		ol4b = l2->b;

	} else // continue strip
	{
		int lighterr = lighterror * 2;
		if ((abs(ol3r - l3->r) < lighterr &&
		        abs(ol4r - l4->r) < lighterr // skip vertices if light
		                                     // values are close enough
		        && abs(ol3g - l3->g) < lighterr &&
		        abs(ol4g - l4->g) < lighterr &&
		        abs(ol3b - l3->b) < lighterr &&
		        abs(ol4b - l4->b) < lighterr) ||

		    !wtex) {
			curvert -= 2;
			nquads--;

		} else {

			uchar *p3 = (uchar *)(&verts[curvert - 1].r);
			ol3r = p3[0];
			ol3g = p3[1];
			ol3b = p3[2];
			uchar *p4 = (uchar *)(&verts[curvert - 2].r);
			ol4r = p4[0];
			ol4g = p4[1];
			ol4b = p4[2];
		};
	};

	if (isceil) {

		vert(x + size, h, y + size, l3, xo + xs, yo + ys);
		vert(x, h, y + size, l4, xo, yo + ys);

	} else {

		vert(x, h, y + size, l4, xo, yo + ys);
		vert(x + size, h, y + size, l3, xo + xs, yo + ys);
	};

	oy = y;
	nquads++;
};

void
render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3,
    float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4,
    bool isceil) // floor/ceil quads on a slope
{
	vertcheck();
	if (showm) {
		l3 = l1 = &sbright;
		l4 = l2 = &sdark;
	};

	int sx, sy;
	int gltex = lookuptexture(wtex, sx, sy);
	float xf = TEXTURESCALE / sx;
	float yf = TEXTURESCALE / sy;
	float xs = size * xf;
	float ys = size * yf;
	float xo = xf * x;
	float yo = yf * y;

	bool first =
	    !deltastrip || y != oy + size || ogltex != gltex || x != ox;

	if (first) {

		stripend();
		firstindex = curvert;
		ogltex = gltex;
		ox = x;
		deltastrip = true;
		if (isceil) {

			vertf((float)x + size, h2, (float)y, l2, xo + xs, yo);
			vertf((float)x, h1, (float)y, l1, xo, yo);

		} else {

			vertf((float)x, h1, (float)y, l1, xo, yo);
			vertf((float)x + size, h2, (float)y, l2, xo + xs, yo);
		};
		ol3r = l1->r;
		ol3g = l1->g;
		ol3b = l1->b;
		ol4r = l2->r;
		ol4g = l2->g;
		ol4b = l2->b;
	};

	if (isceil) {

		vertf(
		    (float)x + size, h3, (float)y + size, l3, xo + xs, yo + ys);
		vertf((float)x, h4, (float)y + size, l4, xo, yo + ys);

	} else {

		vertf((float)x, h4, (float)y + size, l4, xo, yo + ys);
		vertf(
		    (float)x + size, h3, (float)y + size, l3, xo + xs, yo + ys);
	};

	oy = y;
	nquads++;
};

void
render_2tris(sqr *h, sqr *s, int x1, int y1, int x2, int y2, int x3, int y3,
    sqr *l1, sqr *l2, sqr *l3) // floor/ceil tris on a corner cube
{
	stripend();
	vertcheck();

	int sx, sy;
	int gltex = lookuptexture(h->ftex, sx, sy);
	float xf = TEXTURESCALE / sx;
	float yf = TEXTURESCALE / sy;

	vertf((float)x1, h->floor, (float)y1, l1, xf * x1, yf * y1);
	vertf((float)x2, h->floor, (float)y2, l2, xf * x2, yf * y2);
	vertf((float)x3, h->floor, (float)y3, l3, xf * x3, yf * y3);
	addstrip(gltex, curvert - 3, 3);

	gltex = lookuptexture(h->ctex, sx, sy);
	xf = TEXTURESCALE / sx;
	yf = TEXTURESCALE / sy;

	vertf((float)x3, h->ceil, (float)y3, l3, xf * x3, yf * y3);
	vertf((float)x2, h->ceil, (float)y2, l2, xf * x2, yf * y2);
	vertf((float)x1, h->ceil, (float)y1, l1, xf * x1, yf * y1);
	addstrip(gltex, curvert - 3, 3);
	nquads++;
};

void
render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s,
    sqr *t, sqr *u, sqr *v)
{
	if (topleft) {

		if (h1)
			render_2tris(h1, s, x + size, y + size, x, y + size, x,
			    y, u, v, s);
		if (h2)
			render_2tris(h2, s, x, y, x + size, y, x + size,

			    y + size, s, t, v);
	} else {

		if (h1)
			render_2tris(
			    h1, s, x, y, x + size, y, x, y + size, s, t, u);
		if (h2)
			render_2tris(h2, s, x + size, y, x + size, y + size, x,


			    y + size, t, u, v);
	};
};

void
render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2,
    int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2,
    bool flip) // wall quads
{
	stripend();
	vertcheck();
	if (showm) {
		l1 = &sbright;
		l2 = &sdark;
	};

	int sx, sy;
	int gltex = lookuptexture(wtex, sx, sy);
	float xf = TEXTURESCALE / sx;
	float yf = TEXTURESCALE / sy;
	float xs = size * xf;
	float xo = xf * (x1 == x2 ? min(y1, y2) : min(x1, x2));

	if (!flip) {

		vertf((float)x2, ceil2, (float)y2, l2, xo + xs, -yf * ceil2);
		vertf((float)x1, ceil1, (float)y1, l1, xo, -yf * ceil1);
		vertf((float)x2, floor2, (float)y2, l2, xo + xs, -floor2 * yf);
		vertf((float)x1, floor1, (float)y1, l1, xo, -floor1 * yf);

	} else {

		vertf((float)x1, ceil1, (float)y1, l1, xo, -yf * ceil1);
		vertf((float)x2, ceil2, (float)y2, l2, xo + xs, -yf * ceil2);
		vertf((float)x1, floor1, (float)y1, l1, xo, -floor1 * yf);
		vertf((float)x2, floor2, (float)y2, l2, xo + xs, -floor2 * yf);
	};

	nquads++;
	addstrip(gltex, curvert - 4, 4);
};

int wx1, wy1, wx2, wy2;

VAR(watersubdiv, 1, 4, 64);
VARF(waterlevel, -128, -128, 127,
    if (!noteditmode()) hdr.waterlevel = waterlevel);

inline void
vertw(int v1, float v2, int v3, sqr *c, float t1, float t2, float t)
{
	vertcheck();
	vertf((float)v1, v2 - (float)sin(v1 * v3 * 0.1 + t) * 0.2f, (float)v3,
	    c, t1, t2);
};

inline float
dx(float x)
{
	return x + (float)sin(x * 2 + lastmillis / 1000.0f) * 0.04f;
};
inline float
dy(float x)
{
	return x + (float)sin(x * 2 + lastmillis / 900.0f + PI / 5) * 0.05f;
};

// renders water for bounding rect area that contains water... simple but very
// inefficient

int
renderwater(float hf)
{
	if (wx1 < 0)
		return nquads;

	glDepthMask(GL_FALSE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_SRC_COLOR);
	int sx, sy;
	glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_LIQUID, sx, sy));

	wx1 &= ~(watersubdiv - 1);
	wy1 &= ~(watersubdiv - 1);

	float xf = TEXTURESCALE / sx;
	float yf = TEXTURESCALE / sy;
	float xs = watersubdiv * xf;
	float ys = watersubdiv * yf;
	float t1 = lastmillis / 300.0f;
	float t2 = lastmillis / 4000.0f;

	sqr dl;
	dl.r = dl.g = dl.b = 255;

	for (int xx = wx1; xx < wx2; xx += watersubdiv) {

		for (int yy = wy1; yy < wy2; yy += watersubdiv) {

			float xo = xf * (xx + t2);
			float yo = yf * (yy + t2);
			if (yy == wy1) {

				vertw(xx, hf, yy, &dl, dx(xo), dy(yo), t1);
				vertw(xx + watersubdiv, hf, yy, &dl,
				    dx(xo + xs), dy(yo), t1);
			};
			vertw(xx, hf, yy + watersubdiv, &dl, dx(xo),
			    dy(yo + ys), t1);
			vertw(xx + watersubdiv, hf, yy + watersubdiv, &dl,
			    dx(xo + xs), dy(yo + ys), t1);
		};
		int n = (wy2 - wy1 - 1) / watersubdiv;
		nquads += n;
		n = (n + 2) * 2;
		glDrawArrays(GL_TRIANGLE_STRIP, curvert -= n, n);
	};

	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);

	return nquads;
};

void
addwaterquad(int x, int y, int size) // update bounding rect that contains water
{
	int x2 = x + size;
	int y2 = y + size;
	if (wx1 < 0) {

		wx1 = x;
		wy1 = y;
		wx2 = x2;
		wy2 = y2;

	} else {

		if (x < wx1)
			wx1 = x;
		if (y < wy1)
			wy1 = y;
		if (x2 > wx2)
			wx2 = x2;
		if (y2 > wy2)
			wy2 = y2;
	};
};

void
resetcubes()
{
	if (!verts)
		reallocv();
	floorstrip = deltastrip = false;
	wx1 = -1;
	nquads = 0;
	sbright.r = sbright.g = sbright.b = 255;
	sdark.r = sdark.g = sdark.b = 0;
};


Modified src/renderextras.cxx from [737786a1f9] to [d70403196e].

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// renderextras.cpp: misc gl render code and the HUD

#include "cube.h"


void line(int x1, int y1, float z1, int x2, int y2, float z2)
{
    glBegin(GL_POLYGON);
    glVertex3f((float)x1, z1, (float)y1);
    glVertex3f((float)x1, z1, y1+0.01f);
    glVertex3f((float)x2, z2, y2+0.01f);
    glVertex3f((float)x2, z2, (float)y2);
    glEnd();
    xtraverts += 4;
};


void linestyle(float width, int r, int g, int b)
{
    glLineWidth(width);
    glColor3ub(r,g,b);
};


void box(block &b, float z1, float z2, float z3, float z4)
{
    glBegin(GL_POLYGON);
    glVertex3f((float)b.x,      z1, (float)b.y);
    glVertex3f((float)b.x+b.xs, z2, (float)b.y);
    glVertex3f((float)b.x+b.xs, z3, (float)b.y+b.ys);
    glVertex3f((float)b.x,      z4, (float)b.y+b.ys);
    glEnd();
    xtraverts += 4;
};


void dot(int x, int y, float z)
{
    const float DOF = 0.1f;
    glBegin(GL_POLYGON);
    glVertex3f(x-DOF, (float)z, y-DOF);
    glVertex3f(x+DOF, (float)z, y-DOF);
    glVertex3f(x+DOF, (float)z, y+DOF);
    glVertex3f(x-DOF, (float)z, y+DOF);
    glEnd();
    xtraverts += 4;
};


void blendbox(int x1, int y1, int x2, int y2, bool border)
{
    glDepthMask(GL_FALSE);
    glDisable(GL_TEXTURE_2D);
    glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
    glBegin(GL_QUADS);

    if(border) glColor3d(0.5, 0.3, 0.4); 

    else glColor3d(1.0, 1.0, 1.0);
    glVertex2i(x1, y1);
    glVertex2i(x2, y1);
    glVertex2i(x2, y2);
    glVertex2i(x1, y2);
    glEnd();
    glDisable(GL_BLEND);
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    glBegin(GL_POLYGON);
    glColor3d(0.2, 0.7, 0.4); 
    glVertex2i(x1, y1);
    glVertex2i(x2, y1);
    glVertex2i(x2, y2);
    glVertex2i(x1, y2);
    glEnd();
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    xtraverts += 8;
    glEnable(GL_BLEND);
    glEnable(GL_TEXTURE_2D);
    glDepthMask(GL_TRUE);
};

const int MAXSPHERES = 50;
struct sphere { vec o; float size, max; int type; sphere *next; };





sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;


void newsphere(vec &o, float max, int type)
{
    if(!sinit)
    {
        loopi(MAXSPHERES)
        {
            spheres[i].next = sempty;
            sempty = &spheres[i];
        };
        sinit = true;
    };
    if(sempty)
    {
        sphere *p = sempty;
        sempty = p->next;
        p->o = o;
        p->max = max;
        p->size = 1;
        p->type = type;
        p->next = slist;
        slist = p;
    };
};


void renderspheres(int time)
{
    glDepthMask(GL_FALSE);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
    glBindTexture(GL_TEXTURE_2D, 4);  

    for(sphere *p, **pp = &slist; p = *pp;)
    {
        glPushMatrix();
        float size = p->size/p->max;
        glColor4f(1.0f, 1.0f, 1.0f, 1.0f-size);
        glTranslatef(p->o.x, p->o.z, p->o.y);
        glRotatef(lastmillis/5.0f, 1, 1, 1);
        glScalef(p->size, p->size, p->size);
        glCallList(1);
        glScalef(0.8f, 0.8f, 0.8f);
        glCallList(1);
        glPopMatrix();
        xtraverts += 12*6*2;

        if(p->size>p->max)
        {
            *pp = p->next;
            p->next = sempty;
            sempty = p;
        }
        else
        {
            p->size += time/100.0f;   
            pp = &p->next;
        };
    };

    glDisable(GL_BLEND);
    glDepthMask(GL_TRUE);
};

string closeent;
char *entnames[] =
{


    "none?", "light", "playerstart",
    "shells", "bullets", "rockets", "riflerounds",






    "health", "healthboost", "greenarmour", "yellowarmour", "quaddamage", 

    "teleport", "teledest", 

    "mapmodel", "monster", "trigger", "jumppad",



    "?", "?", "?", "?", "?", 




};


void renderents()       // show sparkly thingies for map entities in edit mode
{
    closeent[0] = 0;
    if(!editmode) return;
    loopv(ents)
    {





        entity &e = ents[i];

        if(e.type==NOTUSED) continue;
        vec v = { e.x, e.y, e.z };
        particle_splash(2, 2, 40, v);
    };
    int e = closestent();
    if(e>=0)
    {
        entity &c = ents[e];
        sprintf_s(closeent)("closest entity = %s (%d, %d, %d, %d), selection = (%d, %d)", entnames[c.type], c.attr1, c.attr2, c.attr3, c.attr4, getvar("selxs"), getvar("selys"));



    };
};


void loadsky(char *basename)
{
    static string lastsky = "";
    if(strcmp(lastsky, basename)==0) return;

    char *side[] = { "ft", "bk", "lf", "rt", "dn", "up" };
    int texnum = 14;
    loopi(6)
    {
        sprintf_sd(name)("packages/%s_%s.jpg", basename, side[i]);
        int xs, ys;

        if(!installtex(texnum+i, path(name), xs, ys, true)) conoutf("could not load sky textures");
    };
    strcpy_s(lastsky, basename);
};

COMMAND(loadsky, ARG_1STR);

float cursordepth = 0.9f;
GLint viewport[4];
GLdouble mm[16], pm[16];
vec worldpos;


void readmatrices()
{
    glGetIntegerv(GL_VIEWPORT, viewport);
    glGetDoublev(GL_MODELVIEW_MATRIX, mm);
    glGetDoublev(GL_PROJECTION_MATRIX, pm);
};

// stupid function to cater for stupid ATI linux drivers that return incorrect depth values



float depthcorrect(float d)
{
	return (d<=1/256.0f) ? d*256 : d;
};

// find out the 3d target of the crosshair in the world easily and very acurately.
// sadly many very old cards and drivers appear to fuck up on glReadPixels() and give false
// coordinates, making shooting and such impossible.
// also hits map entities which is unwanted.
// could be replaced by a more acurate version of monster.cpp los() if needed


void readdepth(int w, int h)
{

    glReadPixels(w/2, h/2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cursordepth);
    double worldx = 0, worldy = 0, worldz = 0;
    gluUnProject(w/2, h/2, depthcorrect(cursordepth), mm, pm, viewport, &worldx, &worldz, &worldy);

    worldpos.x = (float)worldx;
    worldpos.y = (float)worldy;
    worldpos.z = (float)worldz;
    vec r = { (float)mm[0], (float)mm[4], (float)mm[8] };
    vec u = { (float)mm[1], (float)mm[5], (float)mm[9] };
    setorient(r, u);
};


void drawicon(float tx, float ty, int x, int y)
{
    glBindTexture(GL_TEXTURE_2D, 5);
    glBegin(GL_QUADS);
    tx /= 192;
    ty /= 192;
    float o = 1/3.0f;
    int s = 120;
    glTexCoord2f(tx,   ty);   glVertex2i(x,   y);

    glTexCoord2f(tx+o, ty);   glVertex2i(x+s, y);

    glTexCoord2f(tx+o, ty+o); glVertex2i(x+s, y+s);

    glTexCoord2f(tx,   ty+o); glVertex2i(x,   y+s);

    glEnd();
    xtraverts += 4;
};


void invertperspective()
{
    // This only generates a valid inverse matrix for matrices generated by gluPerspective()

    GLdouble inv[16];
    memset(inv, 0, sizeof(inv));

    inv[0*4+0] = 1.0/pm[0*4+0];
    inv[1*4+1] = 1.0/pm[1*4+1];
    inv[2*4+3] = 1.0/pm[3*4+2];
    inv[3*4+2] = -1.0;
    inv[3*4+3] = pm[2*4+2]/pm[3*4+2];

    glLoadMatrixd(inv);
};

VARP(crosshairsize, 0, 15, 50);

int dblend = 0;

void damageblend(int n) { dblend += n; };




VAR(hidestats, 0, 0, 1);
VARP(crosshairfx, 0, 1, 1);


void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
{
    readmatrices();
    if(editmode)
    {

        if(cursordepth==1.0f) worldpos = player1->o;
        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
        cursorupdate();
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    };

    glDisable(GL_DEPTH_TEST);
    invertperspective();
    glPushMatrix();  
    glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
    glEnable(GL_BLEND);

    glDepthMask(GL_FALSE);

    if(dblend || underwater)
    {
        glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
        glBegin(GL_QUADS);

        if(dblend) glColor3d(0.0f, 0.9f, 0.9f);

        else glColor3d(0.9f, 0.5f, 0.0f);
        glVertex2i(0, 0);
        glVertex2i(VIRTW, 0);
        glVertex2i(VIRTW, VIRTH);
        glVertex2i(0, VIRTH);
        glEnd();
        dblend -= curtime/3;

        if(dblend<0) dblend = 0;
    };

    glEnable(GL_TEXTURE_2D);

    char *command = getcurcommand();
    char *player = playerincrosshair();

    if(command) draw_textf("> %s_", 20, 1570, 2, command);

    else if(closeent[0]) draw_text(closeent, 20, 1570, 2);

    else if(player) draw_text(player, 20, 1570, 2);

    renderscores();
    if(!rendermenu())
    {
        glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
        glBindTexture(GL_TEXTURE_2D, 1);
        glBegin(GL_QUADS);
        glColor3ub(255,255,255);
        if(crosshairfx)
        {
            if(player1->gunwait) glColor3ub(128,128,128);


            else if(player1->health<=25) glColor3ub(255,0,0);

            else if(player1->health<=50) glColor3ub(255,128,0);
        };
        float chsize = (float)crosshairsize;
        glTexCoord2d(0.0, 0.0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize);

        glTexCoord2d(1.0, 0.0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize);

        glTexCoord2d(1.0, 1.0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize);

        glTexCoord2d(0.0, 1.0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 + chsize);

        glEnd();
    };

    glPopMatrix();

    glPushMatrix();    
    glOrtho(0, VIRTW*4/3, VIRTH*4/3, 0, -1, 1);
    renderconsole();

    if(!hidestats)
    {
        glPopMatrix();
        glPushMatrix();
        glOrtho(0, VIRTW*3/2, VIRTH*3/2, 0, -1, 1);
        draw_textf("fps %d", 3200, 2390, 2, curfps);
        draw_textf("wqd %d", 3200, 2460, 2, nquads); 
        draw_textf("wvt %d", 3200, 2530, 2, curvert);
        draw_textf("evt %d", 3200, 2600, 2, xtraverts);
    };
    
    glPopMatrix();

    if(player1->state==CS_ALIVE)
    {
        glPushMatrix();
        glOrtho(0, VIRTW/2, VIRTH/2, 0, -1, 1);
        draw_textf("%d",  90, 827, 2, player1->health);

        if(player1->armour) draw_textf("%d", 390, 827, 2, player1->armour);

        draw_textf("%d", 690, 827, 2, player1->ammo[player1->gunselect]);
        glPopMatrix();
        glPushMatrix();
        glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
        glDisable(GL_BLEND);
        drawicon(128, 128, 20, 1650);


        if(player1->armour) drawicon((float)(player1->armourtype*64), 0, 620, 1650); 
        int g = player1->gunselect;
        int r = 64;


        if(g>2) { g -= 3; r = 128; };

        drawicon((float)(g*64), (float)r, 1220, 1650);   
        glPopMatrix();
    };

    glDepthMask(GL_TRUE);
    glDisable(GL_BLEND);
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_DEPTH_TEST);
};





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// renderextras.cpp: misc gl render code and the HUD

#include "cube.h"

void
line(int x1, int y1, float z1, int x2, int y2, float z2)
{
	glBegin(GL_POLYGON);
	glVertex3f((float)x1, z1, (float)y1);
	glVertex3f((float)x1, z1, y1 + 0.01f);
	glVertex3f((float)x2, z2, y2 + 0.01f);
	glVertex3f((float)x2, z2, (float)y2);
	glEnd();
	xtraverts += 4;
};

void
linestyle(float width, int r, int g, int b)
{
	glLineWidth(width);
	glColor3ub(r, g, b);
};

void
box(block &b, float z1, float z2, float z3, float z4)
{
	glBegin(GL_POLYGON);
	glVertex3f((float)b.x, z1, (float)b.y);
	glVertex3f((float)b.x + b.xs, z2, (float)b.y);
	glVertex3f((float)b.x + b.xs, z3, (float)b.y + b.ys);
	glVertex3f((float)b.x, z4, (float)b.y + b.ys);
	glEnd();
	xtraverts += 4;
};

void
dot(int x, int y, float z)
{
	const float DOF = 0.1f;
	glBegin(GL_POLYGON);
	glVertex3f(x - DOF, (float)z, y - DOF);
	glVertex3f(x + DOF, (float)z, y - DOF);
	glVertex3f(x + DOF, (float)z, y + DOF);
	glVertex3f(x - DOF, (float)z, y + DOF);
	glEnd();
	xtraverts += 4;
};

void
blendbox(int x1, int y1, int x2, int y2, bool border)
{
	glDepthMask(GL_FALSE);
	glDisable(GL_TEXTURE_2D);
	glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
	glBegin(GL_QUADS);
	if (border)
		glColor3d(0.5, 0.3, 0.4);
	else
		glColor3d(1.0, 1.0, 1.0);
	glVertex2i(x1, y1);
	glVertex2i(x2, y1);
	glVertex2i(x2, y2);
	glVertex2i(x1, y2);
	glEnd();
	glDisable(GL_BLEND);
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	glBegin(GL_POLYGON);
	glColor3d(0.2, 0.7, 0.4);
	glVertex2i(x1, y1);
	glVertex2i(x2, y1);
	glVertex2i(x2, y2);
	glVertex2i(x1, y2);
	glEnd();
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	xtraverts += 8;
	glEnable(GL_BLEND);
	glEnable(GL_TEXTURE_2D);
	glDepthMask(GL_TRUE);
};

const int MAXSPHERES = 50;
struct sphere {
	vec o;
	float size, max;
	int type;
	sphere *next;
};
sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;

void
newsphere(vec &o, float max, int type)
{
	if (!sinit) {

		loopi(MAXSPHERES)
		{
			spheres[i].next = sempty;
			sempty = &spheres[i];
		};
		sinit = true;
	};
	if (sempty) {

		sphere *p = sempty;
		sempty = p->next;
		p->o = o;
		p->max = max;
		p->size = 1;
		p->type = type;
		p->next = slist;
		slist = p;
	};
};

void
renderspheres(int time)
{
	glDepthMask(GL_FALSE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE);
	glBindTexture(GL_TEXTURE_2D, 4);

	for (sphere *p, **pp = &slist; p = *pp;) {

		glPushMatrix();
		float size = p->size / p->max;
		glColor4f(1.0f, 1.0f, 1.0f, 1.0f - size);
		glTranslatef(p->o.x, p->o.z, p->o.y);
		glRotatef(lastmillis / 5.0f, 1, 1, 1);
		glScalef(p->size, p->size, p->size);
		glCallList(1);
		glScalef(0.8f, 0.8f, 0.8f);
		glCallList(1);
		glPopMatrix();
		xtraverts += 12 * 6 * 2;

		if (p->size > p->max) {

			*pp = p->next;
			p->next = sempty;
			sempty = p;

		} else {

			p->size += time / 100.0f;
			pp = &p->next;
		};
	};

	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);
};

string closeent;
char *entnames[] = {

    "none?",
    "light",
    "playerstart",
    "shells",
    "bullets",
    "rockets",
    "riflerounds",
    "health",
    "healthboost",
    "greenarmour",
    "yellowarmour",
    "quaddamage",
    "teleport",
    "teledest",
    "mapmodel",
    "monster",
    "trigger",
    "jumppad",
    "?",
    "?",
    "?",
    "?",
    "?",
};

void
renderents() // show sparkly thingies for map entities in edit mode




{
	closeent[0] = 0;
	if (!editmode)
		return;
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type == NOTUSED)
			continue;
		vec v = {e.x, e.y, e.z};
		particle_splash(2, 2, 40, v);
	};
	int e = closestent();
	if (e >= 0) {

		entity &c = ents[e];
		sprintf_s(closeent)("closest entity = %s (%d, %d, %d, %d), "
		                    "selection = (%d, %d)",
		    entnames[c.type], c.attr1, c.attr2, c.attr3, c.attr4,
		    getvar("selxs"), getvar("selys"));
	};
};

void
loadsky(char *basename)
{
	static string lastsky = "";
	if (strcmp(lastsky, basename) == 0)
		return;
	char *side[] = {"ft", "bk", "lf", "rt", "dn", "up"};
	int texnum = 14;
	loopi(6)
	{
		sprintf_sd(name)("packages/%s_%s.jpg", basename, side[i]);
		int xs, ys;
		if (!installtex(texnum + i, path(name), xs, ys, true))
			conoutf("could not load sky textures");
	};
	strcpy_s(lastsky, basename);
};

COMMAND(loadsky, ARG_1STR);

float cursordepth = 0.9f;
GLint viewport[4];
GLdouble mm[16], pm[16];
vec worldpos;

void
readmatrices()
{
	glGetIntegerv(GL_VIEWPORT, viewport);
	glGetDoublev(GL_MODELVIEW_MATRIX, mm);
	glGetDoublev(GL_PROJECTION_MATRIX, pm);
};

// stupid function to cater for stupid ATI linux drivers that return incorrect
// depth values

float
depthcorrect(float d)
{
	return (d <= 1 / 256.0f) ? d * 256 : d;
};

// find out the 3d target of the crosshair in the world easily and very
// acurately. sadly many very old cards and drivers appear to fuck up on
// glReadPixels() and give false coordinates, making shooting and such
// impossible. also hits map entities which is unwanted. could be replaced by a
// more acurate version of monster.cpp los() if needed

void
readdepth(int w, int h)
{
	glReadPixels(
	    w / 2, h / 2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cursordepth);
	double worldx = 0, worldy = 0, worldz = 0;
	gluUnProject(w / 2, h / 2, depthcorrect(cursordepth), mm, pm, viewport,
	    &worldx, &worldz, &worldy);
	worldpos.x = (float)worldx;
	worldpos.y = (float)worldy;
	worldpos.z = (float)worldz;
	vec r = {(float)mm[0], (float)mm[4], (float)mm[8]};
	vec u = {(float)mm[1], (float)mm[5], (float)mm[9]};
	setorient(r, u);
};

void
drawicon(float tx, float ty, int x, int y)
{
	glBindTexture(GL_TEXTURE_2D, 5);
	glBegin(GL_QUADS);
	tx /= 192;
	ty /= 192;
	float o = 1 / 3.0f;
	int s = 120;
	glTexCoord2f(tx, ty);
	glVertex2i(x, y);
	glTexCoord2f(tx + o, ty);
	glVertex2i(x + s, y);
	glTexCoord2f(tx + o, ty + o);
	glVertex2i(x + s, y + s);
	glTexCoord2f(tx, ty + o);
	glVertex2i(x, y + s);
	glEnd();
	xtraverts += 4;
};

void
invertperspective()
{
	// This only generates a valid inverse matrix for matrices generated by
	// gluPerspective()
	GLdouble inv[16];
	memset(inv, 0, sizeof(inv));

	inv[0 * 4 + 0] = 1.0 / pm[0 * 4 + 0];
	inv[1 * 4 + 1] = 1.0 / pm[1 * 4 + 1];
	inv[2 * 4 + 3] = 1.0 / pm[3 * 4 + 2];
	inv[3 * 4 + 2] = -1.0;
	inv[3 * 4 + 3] = pm[2 * 4 + 2] / pm[3 * 4 + 2];

	glLoadMatrixd(inv);
};

VARP(crosshairsize, 0, 15, 50);

int dblend = 0;
void
damageblend(int n)
{
	dblend += n;
};

VAR(hidestats, 0, 0, 1);
VARP(crosshairfx, 0, 1, 1);

void
gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
{
	readmatrices();
	if (editmode) {

		if (cursordepth == 1.0f)
			worldpos = player1->o;
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		cursorupdate();
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	};

	glDisable(GL_DEPTH_TEST);
	invertperspective();
	glPushMatrix();
	glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
	glEnable(GL_BLEND);

	glDepthMask(GL_FALSE);

	if (dblend || underwater) {

		glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
		glBegin(GL_QUADS);
		if (dblend)
			glColor3d(0.0f, 0.9f, 0.9f);
		else
			glColor3d(0.9f, 0.5f, 0.0f);
		glVertex2i(0, 0);
		glVertex2i(VIRTW, 0);
		glVertex2i(VIRTW, VIRTH);
		glVertex2i(0, VIRTH);
		glEnd();
		dblend -= curtime / 3;
		if (dblend < 0)
			dblend = 0;
	};

	glEnable(GL_TEXTURE_2D);

	char *command = getcurcommand();
	char *player = playerincrosshair();
	if (command)
		draw_textf("> %s_", 20, 1570, 2, command);
	else if (closeent[0])
		draw_text(closeent, 20, 1570, 2);
	else if (player)
		draw_text(player, 20, 1570, 2);

	renderscores();
	if (!rendermenu()) {

		glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
		glBindTexture(GL_TEXTURE_2D, 1);
		glBegin(GL_QUADS);
		glColor3ub(255, 255, 255);
		if (crosshairfx) {

			if (player1->gunwait)
				glColor3ub(128, 128, 128);
			else if (player1->health <= 25)
				glColor3ub(255, 0, 0);
			else if (player1->health <= 50)
				glColor3ub(255, 128, 0);
		};
		float chsize = (float)crosshairsize;
		glTexCoord2d(0.0, 0.0);
		glVertex2f(VIRTW / 2 - chsize, VIRTH / 2 - chsize);
		glTexCoord2d(1.0, 0.0);
		glVertex2f(VIRTW / 2 + chsize, VIRTH / 2 - chsize);
		glTexCoord2d(1.0, 1.0);
		glVertex2f(VIRTW / 2 + chsize, VIRTH / 2 + chsize);
		glTexCoord2d(0.0, 1.0);
		glVertex2f(VIRTW / 2 - chsize, VIRTH / 2 + chsize);
		glEnd();
	};

	glPopMatrix();

	glPushMatrix();
	glOrtho(0, VIRTW * 4 / 3, VIRTH * 4 / 3, 0, -1, 1);
	renderconsole();

	if (!hidestats) {

		glPopMatrix();
		glPushMatrix();
		glOrtho(0, VIRTW * 3 / 2, VIRTH * 3 / 2, 0, -1, 1);
		draw_textf("fps %d", 3200, 2390, 2, curfps);
		draw_textf("wqd %d", 3200, 2460, 2, nquads);
		draw_textf("wvt %d", 3200, 2530, 2, curvert);
		draw_textf("evt %d", 3200, 2600, 2, xtraverts);
	};

	glPopMatrix();

	if (player1->state == CS_ALIVE) {

		glPushMatrix();
		glOrtho(0, VIRTW / 2, VIRTH / 2, 0, -1, 1);
		draw_textf("%d", 90, 827, 2, player1->health);
		if (player1->armour)
			draw_textf("%d", 390, 827, 2, player1->armour);
		draw_textf(
		    "%d", 690, 827, 2, player1->ammo[player1->gunselect]);
		glPopMatrix();
		glPushMatrix();
		glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
		glDisable(GL_BLEND);
		drawicon(128, 128, 20, 1650);
		if (player1->armour)
			drawicon(
			    (float)(player1->armourtype * 64), 0, 620, 1650);
		int g = player1->gunselect;
		int r = 64;
		if (g > 2) {
			g -= 3;
			r = 128;
		};
		drawicon((float)(g * 64), (float)r, 1220, 1650);
		glPopMatrix();
	};

	glDepthMask(GL_TRUE);
	glDisable(GL_BLEND);
	glDisable(GL_TEXTURE_2D);
	glEnable(GL_DEPTH_TEST);
};

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bool hasoverbright = false;

void purgetextures();

GLUquadricObj *qsphere = NULL;
int glmaxtexsize = 256;


void gl_init(int w, int h)
{
    //#define fogvalues 0.5f, 0.6f, 0.7f, 1.0f

    glViewport(0, 0, w, h);
    glClearDepth(1.0);
    glDepthFunc(GL_LESS);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    
    
    glEnable(GL_FOG);
    glFogi(GL_FOG_MODE, GL_LINEAR);
    glFogf(GL_FOG_DENSITY, 0.25);
    glHint(GL_FOG_HINT, GL_NICEST);
    

    glEnable(GL_LINE_SMOOTH);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
    glEnable(GL_POLYGON_OFFSET_LINE);
    glPolygonOffset(-3.0, -3.0);

    glCullFace(GL_FRONT);
    glEnable(GL_CULL_FACE);

    char *exts = (char *)glGetString(GL_EXTENSIONS);
    
    if(strstr(exts, "GL_EXT_texture_env_combine")) hasoverbright = true;


    else conoutf("WARNING: cannot use overbright lighting, using old lighting model!");

        
    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glmaxtexsize);
        
    purgetextures();

    if(!(qsphere = gluNewQuadric())) fatal("glu sphere");

    gluQuadricDrawStyle(qsphere, GLU_FILL);
    gluQuadricOrientation(qsphere, GLU_INSIDE);
    gluQuadricTexture(qsphere, GL_TRUE);
    glNewList(1, GL_COMPILE);
    gluSphere(qsphere, 1, 12, 6);
    glEndList();
};


void cleangl()
{

    if(qsphere) gluDeleteQuadric(qsphere);
};


bool installtex(int tnum, char *texname, int &xs, int &ys, bool clamp)
{
    SDL_Surface *s = IMG_Load(texname);

    if(!s) { conoutf("couldn't load texture %s", texname); return false; };



    if(s->format->BitsPerPixel!=24) { conoutf("texture must be 24bpp: %s", texname); return false; };


    // loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p = 255-*p; };  
    glBindTexture(GL_TEXTURE_2D, tnum);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);


    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //NEAREST);

    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 
    xs = s->w;
    ys = s->h;
    while(xs>glmaxtexsize || ys>glmaxtexsize) { xs /= 2; ys /= 2; };



    void *scaledimg = s->pixels;
    if(xs!=s->w)
    {
        conoutf("warning: quality loss: scaling %s", texname);     // for voodoo cards under linux

        scaledimg = alloc(xs*ys*3);
        gluScaleImage(GL_RGB, s->w, s->h, GL_UNSIGNED_BYTE, s->pixels, xs, ys, GL_UNSIGNED_BYTE, scaledimg);

    };
    if(gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, xs, ys, GL_RGB, GL_UNSIGNED_BYTE, scaledimg)) fatal("could not build mipmaps");



    if(xs!=s->w) free(scaledimg);
    SDL_FreeSurface(s);
    return true;
};

// management of texture slots
// each texture slot can have multople texture frames, of which currently only the first is used
// additional frames can be used for various shaders

const int MAXTEX = 1000;
int texx[MAXTEX];                           // ( loaded texture ) -> ( name, size )
int texy[MAXTEX];                           
string texname[MAXTEX];
int curtex = 0;
const int FIRSTTEX = 1000;                  // opengl id = loaded id + FIRSTTEX
// std 1+, sky 14+, mdls 20+

const int MAXFRAMES = 2;                    // increase to allow more complex shader defs
int mapping[256][MAXFRAMES];                // ( cube texture, frame ) -> ( opengl id, name )
string mapname[256][MAXFRAMES];


void purgetextures()
{
    loopi(256) loop(j,MAXFRAMES) mapping[i][j] = 0;
};

int curtexnum = 0;


void texturereset() { curtexnum = 0; };





void texture(char *aframe, char *name)
{
    int num = curtexnum++, frame = atoi(aframe);

    if(num<0 || num>=256 || frame<0 || frame>=MAXFRAMES) return;
    mapping[num][frame] = 1;
    char *n = mapname[num][frame];
    strcpy_s(n, name);
    path(n);
};

COMMAND(texturereset, ARG_NONE);
COMMAND(texture, ARG_2STR);


int lookuptexture(int tex, int &xs, int &ys)
{
    int frame = 0;                      // other frames?
    int tid = mapping[tex][frame];

    if(tid>=FIRSTTEX)
    {
        xs = texx[tid-FIRSTTEX];
        ys = texy[tid-FIRSTTEX];
        return tid;
    };

    xs = ys = 16;

    if(!tid) return 1;                  // crosshair :)

    loopi(curtex)       // lazily happens once per "texture" command, basically
    {
        if(strcmp(mapname[tex][frame], texname[i])==0)
        {
            mapping[tex][frame] = tid = i+FIRSTTEX;
            xs = texx[i];
            ys = texy[i];
            return tid;
        };
    };


    if(curtex==MAXTEX) fatal("loaded too many textures");

    int tnum = curtex+FIRSTTEX;
    strcpy_s(texname[curtex], mapname[tex][frame]);

    sprintf_sd(name)("packages%c%s", PATHDIV, texname[curtex]);

    if(installtex(tnum, name, xs, ys))
    {
        mapping[tex][frame] = tnum;
        texx[curtex] = xs;
        texy[curtex] = ys;
        curtex++;
        return tnum;
    }
    else
    {
        return mapping[tex][frame] = FIRSTTEX;  // temp fix
    };
};


void setupworld()
{
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY); 
    setarraypointers();

    if(hasoverbright)
    {
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); 
        glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
        glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);

        glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
    };
};

int skyoglid;

struct strip { int tex, start, num; };


vector<strip> strips;


void renderstripssky()
{
    glBindTexture(GL_TEXTURE_2D, skyoglid);

    loopv(strips) if(strips[i].tex==skyoglid) glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
};


void renderstrips()
{
    int lasttex = -1;
    loopv(strips) if(strips[i].tex!=skyoglid)
    {
        if(strips[i].tex!=lasttex)
        {
            glBindTexture(GL_TEXTURE_2D, strips[i].tex); 
            lasttex = strips[i].tex;
        };
        glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);  
    };   
};





void overbright(float amount) { if(hasoverbright) glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, amount ); };



void addstrip(int tex, int start, int n)
{
    strip &s = strips.add();
    s.tex = tex;
    s.start = start;
    s.num = n;
};

VARFP(gamma, 30, 100, 300,
{
    float f = gamma/100.0f;
    if(SDL_SetGamma(f,f,f)==-1)
    {

        conoutf("Could not set gamma (card/driver doesn't support it?)");
        conoutf("sdl: %s", SDL_GetError());
    };
});


void transplayer()
{
    glLoadIdentity();
    
    glRotated(player1->roll,0.0,0.0,1.0);
    glRotated(player1->pitch,-1.0,0.0,0.0);
    glRotated(player1->yaw,0.0,1.0,0.0);

    glTranslated(-player1->o.x, (player1->state==CS_DEAD ? player1->eyeheight-0.2f : 0)-player1->o.z, -player1->o.y);   



};

VARP(fov, 10, 105, 120);

int xtraverts;

VAR(fog, 64, 180, 1024);
VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);

VARP(hudgun,0,1,1);

char *hudgunnames[] = { "hudguns/fist", "hudguns/shotg", "hudguns/chaing", "hudguns/rocket", "hudguns/rifle" };



void drawhudmodel(int start, int end, float speed, int base)
{
    rendermodel(hudgunnames[player1->gunselect], start, end, 0, 1.0f, player1->o.x, player1->o.z, player1->o.y, player1->yaw+90, player1->pitch, false, 1.0f, speed, 0, base);


};


void drawhudgun(float fovy, float aspect, int farplane)
{
    if(!hudgun /*|| !player1->gunselect*/) return;

    
    glEnable(GL_CULL_FACE);
    
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(fovy, aspect, 0.3f, farplane);
    glMatrixMode(GL_MODELVIEW);
    
    //glClear(GL_DEPTH_BUFFER_BIT);
    int rtime = reloadtime(player1->gunselect);
    if(player1->lastaction && player1->lastattackgun==player1->gunselect && lastmillis-player1->lastaction<rtime)
    {


        drawhudmodel(7, 18, rtime/18.0f, player1->lastaction);
    }
    else
    {
        drawhudmodel(6, 1, 100, 0);
    };

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(fovy, aspect, 0.15f, farplane);
    glMatrixMode(GL_MODELVIEW);

    glDisable(GL_CULL_FACE);
};


void gl_drawframe(int w, int h, float curfps)
{
    float hf = hdr.waterlevel-0.3f;
    float fovy = (float)fov*h/w;
    float aspect = w/(float)h;
    bool underwater = player1->o.z<hf;
    
    glFogi(GL_FOG_START, (fog+64)/8);
    glFogi(GL_FOG_END, fog);
    float fogc[4] = { (fogcolour>>16)/256.0f, ((fogcolour>>8)&255)/256.0f, (fogcolour&255)/256.0f, 1.0f };


    glFogfv(GL_FOG_COLOR, fogc);
    glClearColor(fogc[0], fogc[1], fogc[2], 1.0f);

    if(underwater)
    {
        fovy += (float)sin(lastmillis/1000.0)*2.0f;
        aspect += (float)sin(lastmillis/1000.0+PI)*0.1f;
        glFogi(GL_FOG_START, 0);
        glFogi(GL_FOG_END, (fog+96)/8);
    };
    
    glClear((player1->outsidemap ? GL_COLOR_BUFFER_BIT : 0) | GL_DEPTH_BUFFER_BIT);


    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    int farplane = fog*5/2;
    gluPerspective(fovy, aspect, 0.15f, farplane);
    glMatrixMode(GL_MODELVIEW);

    transplayer();

    glEnable(GL_TEXTURE_2D);
    
    int xs, ys;
    skyoglid = lookuptexture(DEFAULT_SKY, xs, ys);
   
    resetcubes();
            
    curvert = 0;
    strips.setsize(0);
  
    render_world(player1->o.x, player1->o.y, player1->o.z, 
            (int)player1->yaw, (int)player1->pitch, (float)fov, w, h);
    finishstrips();

    setupworld();

    renderstripssky();

    glLoadIdentity();
    glRotated(player1->pitch, -1.0, 0.0, 0.0);
    glRotated(player1->yaw,   0.0, 1.0, 0.0);
    glRotated(90.0, 1.0, 0.0, 0.0);
    glColor3f(1.0f, 1.0f, 1.0f);
    glDisable(GL_FOG);
    glDepthFunc(GL_GREATER);
    draw_envbox(14, fog*4/3);
    glDepthFunc(GL_LESS);
    glEnable(GL_FOG);

    transplayer();
        
    overbright(2);
    
    renderstrips();

    xtraverts = 0;

    renderclients();
    monsterrender();

    renderentities();

    renderspheres(curtime);
    renderents();

    glDisable(GL_CULL_FACE);

    drawhudgun(fovy, aspect, farplane);

    overbright(1);
    int nquads = renderwater(hf);
    
    overbright(2);
    render_particles(curtime);
    overbright(1);

    glDisable(GL_FOG);

    glDisable(GL_TEXTURE_2D);

    gl_drawhud(w, h, (int)curfps, nquads, curvert, underwater);

    glEnable(GL_CULL_FACE);
    glEnable(GL_FOG);
};








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bool hasoverbright = false;

void purgetextures();

GLUquadricObj *qsphere = NULL;
int glmaxtexsize = 256;

void
gl_init(int w, int h)
{
	// #define fogvalues 0.5f, 0.6f, 0.7f, 1.0f

	glViewport(0, 0, w, h);
	glClearDepth(1.0);
	glDepthFunc(GL_LESS);
	glEnable(GL_DEPTH_TEST);
	glShadeModel(GL_SMOOTH);


	glEnable(GL_FOG);
	glFogi(GL_FOG_MODE, GL_LINEAR);
	glFogf(GL_FOG_DENSITY, 0.25);
	glHint(GL_FOG_HINT, GL_NICEST);


	glEnable(GL_LINE_SMOOTH);
	glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
	glEnable(GL_POLYGON_OFFSET_LINE);
	glPolygonOffset(-3.0, -3.0);

	glCullFace(GL_FRONT);
	glEnable(GL_CULL_FACE);

	char *exts = (char *)glGetString(GL_EXTENSIONS);

	if (strstr(exts, "GL_EXT_texture_env_combine"))
		hasoverbright = true;
	else
		conoutf("WARNING: cannot use overbright lighting, using old "
		        "lighting model!");

	glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glmaxtexsize);

	purgetextures();

	if (!(qsphere = gluNewQuadric()))
		fatal("glu sphere");
	gluQuadricDrawStyle(qsphere, GLU_FILL);
	gluQuadricOrientation(qsphere, GLU_INSIDE);
	gluQuadricTexture(qsphere, GL_TRUE);
	glNewList(1, GL_COMPILE);
	gluSphere(qsphere, 1, 12, 6);
	glEndList();
};

void
cleangl()
{
	if (qsphere)
		gluDeleteQuadric(qsphere);
};

bool
installtex(int tnum, char *texname, int &xs, int &ys, bool clamp)
{
	SDL_Surface *s = IMG_Load(texname);
	if (!s) {
		conoutf("couldn't load texture %s", texname);
		return false;
	};
	if (s->format->BitsPerPixel != 24) {
		conoutf("texture must be 24bpp: %s", texname);
		return false;
	};
	// loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p = 255-*p; };
	glBindTexture(GL_TEXTURE_2D, tnum);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
	    clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
	    clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
	    GL_LINEAR_MIPMAP_LINEAR); // NEAREST);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	xs = s->w;
	ys = s->h;
	while (xs > glmaxtexsize || ys > glmaxtexsize) {
		xs /= 2;
		ys /= 2;
	};
	void *scaledimg = s->pixels;
	if (xs != s->w) {

		conoutf("warning: quality loss: scaling %s",
		    texname); // for voodoo cards under linux
		scaledimg = alloc(xs * ys * 3);
		gluScaleImage(GL_RGB, s->w, s->h, GL_UNSIGNED_BYTE, s->pixels,
		    xs, ys, GL_UNSIGNED_BYTE, scaledimg);
	};
	if (gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, xs, ys, GL_RGB,
	        GL_UNSIGNED_BYTE, scaledimg))
		fatal("could not build mipmaps");
	if (xs != s->w)
		free(scaledimg);
	SDL_FreeSurface(s);
	return true;
};

// management of texture slots
// each texture slot can have multople texture frames, of which currently only
// the first is used additional frames can be used for various shaders

const int MAXTEX = 1000;
int texx[MAXTEX]; // ( loaded texture ) -> ( name, size )
int texy[MAXTEX];
string texname[MAXTEX];
int curtex = 0;
const int FIRSTTEX = 1000; // opengl id = loaded id + FIRSTTEX
// std 1+, sky 14+, mdls 20+

const int MAXFRAMES = 2;     // increase to allow more complex shader defs
int mapping[256][MAXFRAMES]; // ( cube texture, frame ) -> ( opengl id, name )
string mapname[256][MAXFRAMES];

void
purgetextures()
{
	loopi(256) loop(j, MAXFRAMES) mapping[i][j] = 0;
};

int curtexnum = 0;

void
texturereset()
{
	curtexnum = 0;
};

void
texture(char *aframe, char *name)
{
	int num = curtexnum++, frame = atoi(aframe);
	if (num < 0 || num >= 256 || frame < 0 || frame >= MAXFRAMES)
		return;
	mapping[num][frame] = 1;
	char *n = mapname[num][frame];
	strcpy_s(n, name);
	path(n);
};

COMMAND(texturereset, ARG_NONE);
COMMAND(texture, ARG_2STR);

int
lookuptexture(int tex, int &xs, int &ys)
{
	int frame = 0; // other frames?
	int tid = mapping[tex][frame];

	if (tid >= FIRSTTEX) {

		xs = texx[tid - FIRSTTEX];
		ys = texy[tid - FIRSTTEX];
		return tid;
	};

	xs = ys = 16;
	if (!tid)
		return 1; // crosshair :)

	loopi(curtex) // lazily happens once per "texture" command, basically
	{
		if (strcmp(mapname[tex][frame], texname[i]) == 0) {

			mapping[tex][frame] = tid = i + FIRSTTEX;
			xs = texx[i];
			ys = texy[i];
			return tid;
		};
	};

	if (curtex == MAXTEX)
		fatal("loaded too many textures");

	int tnum = curtex + FIRSTTEX;
	strcpy_s(texname[curtex], mapname[tex][frame]);

	sprintf_sd(name)("packages%c%s", PATHDIV, texname[curtex]);

	if (installtex(tnum, name, xs, ys)) {

		mapping[tex][frame] = tnum;
		texx[curtex] = xs;
		texy[curtex] = ys;
		curtex++;
		return tnum;

	} else {

		return mapping[tex][frame] = FIRSTTEX; // temp fix
	};
};

void
setupworld()
{
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	setarraypointers();

	if (hasoverbright) {

		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
		glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
		glTexEnvi(
		    GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
	};
};

int skyoglid;

struct strip {
	int tex, start, num;
};
vector<strip> strips;

void
renderstripssky()
{
	glBindTexture(GL_TEXTURE_2D, skyoglid);
	loopv(strips) if (strips[i].tex == skyoglid)
	    glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
};

void
renderstrips()
{
	int lasttex = -1;
	loopv(strips) if (strips[i].tex != skyoglid)
	{
		if (strips[i].tex != lasttex) {

			glBindTexture(GL_TEXTURE_2D, strips[i].tex);
			lasttex = strips[i].tex;
		};
		glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
	};
};

void
overbright(float amount)
{
	if (hasoverbright)
		glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, amount);
};

void
addstrip(int tex, int start, int n)
{
	strip &s = strips.add();
	s.tex = tex;
	s.start = start;
	s.num = n;
};

VARFP(gamma, 30, 100, 300, {

	float f = gamma / 100.0f;
	if (SDL_SetGamma(f, f, f) == -1) {

		conoutf(
		    "Could not set gamma (card/driver doesn't support it?)");
		conoutf("sdl: %s", SDL_GetError());
	};
});

void
transplayer()
{
	glLoadIdentity();

	glRotated(player1->roll, 0.0, 0.0, 1.0);
	glRotated(player1->pitch, -1.0, 0.0, 0.0);
	glRotated(player1->yaw, 0.0, 1.0, 0.0);

	glTranslated(-player1->o.x,
	    (player1->state == CS_DEAD ? player1->eyeheight - 0.2f : 0) -
	        player1->o.z,
	    -player1->o.y);
};

VARP(fov, 10, 105, 120);

int xtraverts;

VAR(fog, 64, 180, 1024);
VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);

VARP(hudgun, 0, 1, 1);

char *hudgunnames[] = {"hudguns/fist", "hudguns/shotg", "hudguns/chaing",
    "hudguns/rocket", "hudguns/rifle"};

void
drawhudmodel(int start, int end, float speed, int base)
{
	rendermodel(hudgunnames[player1->gunselect], start, end, 0, 1.0f,
	    player1->o.x, player1->o.z, player1->o.y, player1->yaw + 90,
	    player1->pitch, false, 1.0f, speed, 0, base);
};

void
drawhudgun(float fovy, float aspect, int farplane)
{
	if (!hudgun /*|| !player1->gunselect*/)
		return;

	glEnable(GL_CULL_FACE);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(fovy, aspect, 0.3f, farplane);
	glMatrixMode(GL_MODELVIEW);

	// glClear(GL_DEPTH_BUFFER_BIT);
	int rtime = reloadtime(player1->gunselect);
	if (player1->lastaction &&

	    player1->lastattackgun == player1->gunselect &&
	    lastmillis - player1->lastaction < rtime) {
		drawhudmodel(7, 18, rtime / 18.0f, player1->lastaction);

	} else {

		drawhudmodel(6, 1, 100, 0);
	};

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(fovy, aspect, 0.15f, farplane);
	glMatrixMode(GL_MODELVIEW);

	glDisable(GL_CULL_FACE);
};

void
gl_drawframe(int w, int h, float curfps)
{
	float hf = hdr.waterlevel - 0.3f;
	float fovy = (float)fov * h / w;
	float aspect = w / (float)h;
	bool underwater = player1->o.z < hf;

	glFogi(GL_FOG_START, (fog + 64) / 8);
	glFogi(GL_FOG_END, fog);
	float fogc[4] = {(fogcolour >> 16) / 256.0f,
	    ((fogcolour >> 8) & 255) / 256.0f, (fogcolour & 255) / 256.0f,
	    1.0f};
	glFogfv(GL_FOG_COLOR, fogc);
	glClearColor(fogc[0], fogc[1], fogc[2], 1.0f);

	if (underwater) {

		fovy += (float)sin(lastmillis / 1000.0) * 2.0f;
		aspect += (float)sin(lastmillis / 1000.0 + PI) * 0.1f;
		glFogi(GL_FOG_START, 0);
		glFogi(GL_FOG_END, (fog + 96) / 8);
	};

	glClear((player1->outsidemap ? GL_COLOR_BUFFER_BIT : 0) |
	        GL_DEPTH_BUFFER_BIT);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	int farplane = fog * 5 / 2;
	gluPerspective(fovy, aspect, 0.15f, farplane);
	glMatrixMode(GL_MODELVIEW);

	transplayer();

	glEnable(GL_TEXTURE_2D);

	int xs, ys;
	skyoglid = lookuptexture(DEFAULT_SKY, xs, ys);

	resetcubes();

	curvert = 0;
	strips.setsize(0);

	render_world(player1->o.x, player1->o.y, player1->o.z,
	    (int)player1->yaw, (int)player1->pitch, (float)fov, w, h);
	finishstrips();

	setupworld();

	renderstripssky();

	glLoadIdentity();
	glRotated(player1->pitch, -1.0, 0.0, 0.0);
	glRotated(player1->yaw, 0.0, 1.0, 0.0);
	glRotated(90.0, 1.0, 0.0, 0.0);
	glColor3f(1.0f, 1.0f, 1.0f);
	glDisable(GL_FOG);
	glDepthFunc(GL_GREATER);
	draw_envbox(14, fog * 4 / 3);
	glDepthFunc(GL_LESS);
	glEnable(GL_FOG);

	transplayer();

	overbright(2);

	renderstrips();

	xtraverts = 0;

	renderclients();
	monsterrender();

	renderentities();

	renderspheres(curtime);
	renderents();

	glDisable(GL_CULL_FACE);

	drawhudgun(fovy, aspect, farplane);

	overbright(1);
	int nquads = renderwater(hf);

	overbright(2);
	render_particles(curtime);
	overbright(1);

	glDisable(GL_FOG);

	glDisable(GL_TEXTURE_2D);

	gl_drawhud(w, h, (int)curfps, nquads, curvert, underwater);

	glEnable(GL_CULL_FACE);
	glEnable(GL_FOG);
};

Modified src/rendermd2.cxx from [d1d356a8e6] to [92185e5e25].

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// rendermd2.cpp: loader code adapted from a nehe tutorial

#include "cube.h"

struct md2_header
{
    int magic;
    int version;
    int skinWidth, skinHeight;
    int frameSize;
    int numSkins, numVertices, numTexcoords;
    int numTriangles, numGlCommands, numFrames;
    int offsetSkins, offsetTexcoords, offsetTriangles;
    int offsetFrames, offsetGlCommands, offsetEnd;
};

struct md2_vertex
{
    uchar vertex[3], lightNormalIndex;
};

struct md2_frame
{
    float      scale[3];
    float      translate[3];
    char       name[16];
    md2_vertex vertices[1];
};

struct md2
{
    int numGlCommands;
    int* glCommands;
    int numTriangles;
    int frameSize;
    int numFrames;
    int numVerts;
    char* frames;
    vec **mverts;
    int displaylist;
    int displaylistverts;
    
    mapmodelinfo mmi;
    char *loadname;
    int mdlnum;
    bool loaded;

    bool load(char* filename);
    void render(vec &light, int numFrame, int range, float x, float y, float z, float yaw, float pitch, float scale, float speed, int snap, int basetime);


    void scale(int frame, float scale, int sn);


    md2() : numGlCommands(0), frameSize(0), numFrames(0), displaylist(0), loaded(false) {};


    ~md2()
    {
        if(glCommands)
            delete [] glCommands;
        if(frames)
            delete [] frames;
    }
};


bool md2::load(char* filename)
{
    FILE* file;
    md2_header header;

    if((file= fopen(filename, "rb"))==NULL) return false;


    fread(&header, sizeof(md2_header), 1, file);
    endianswap(&header, sizeof(int), sizeof(md2_header)/sizeof(int));

    if(header.magic!= 844121161 || header.version!=8) return false;

    frames = new char[header.frameSize*header.numFrames];
    if(frames==NULL) return false;





    fseek(file, header.offsetFrames, SEEK_SET);
    fread(frames, header.frameSize*header.numFrames, 1, file);

    for(int i = 0; i < header.numFrames; ++i)
    {
        endianswap(frames + i * header.frameSize, sizeof(float), 6);
    }

    glCommands = new int[header.numGlCommands];

    if(glCommands==NULL) return false;

    fseek(file,       header.offsetGlCommands, SEEK_SET);
    fread(glCommands, header.numGlCommands*sizeof(int), 1, file);

    endianswap(glCommands, sizeof(int), header.numGlCommands);

    numFrames    = header.numFrames;
    numGlCommands= header.numGlCommands;
    frameSize    = header.frameSize;
    numTriangles = header.numTriangles;
    numVerts     = header.numVertices;

    fclose(file);
    
    mverts = new vec*[numFrames];
    loopj(numFrames) mverts[j] = NULL;

    return true;
};


float snap(int sn, float f) { return sn ? (float)(((int)(f+sn*0.5f))&(~(sn-1))) : f; };





void md2::scale(int frame, float scale, int sn)
{
    mverts[frame] = new vec[numVerts];
    md2_frame *cf = (md2_frame *) ((char*)frames+frameSize*frame);
    float sc = 16.0f/scale;
    loop(vi, numVerts)
    {
        uchar *cv = (uchar *)&cf->vertices[vi].vertex;
        vec *v = &(mverts[frame])[vi];
        v->x =  (snap(sn, cv[0]*cf->scale[0])+cf->translate[0])/sc;
        v->y = -(snap(sn, cv[1]*cf->scale[1])+cf->translate[1])/sc;

        v->z =  (snap(sn, cv[2]*cf->scale[2])+cf->translate[2])/sc;
    };
};


void md2::render(vec &light, int frame, int range, float x, float y, float z, float yaw, float pitch, float sc, float speed, int snap, int basetime)

{
    loopi(range) if(!mverts[frame+i]) scale(frame+i, sc, snap);
    
    glPushMatrix ();
    glTranslatef(x, y, z);
    glRotatef(yaw+180, 0, -1, 0);
    glRotatef(pitch, 0, 0, 1);
    
	glColor3fv((float *)&light);

    if(displaylist && frame==0 && range==1)
    {
		glCallList(displaylist);
		xtraverts += displaylistverts;
    }
    else
    {
		if(frame==0 && range==1)
		{
			static int displaylistn = 10;
			glNewList(displaylist = displaylistn++, GL_COMPILE);
			displaylistverts = xtraverts;
		};
		
		int time = lastmillis-basetime;
		int fr1 = (int)(time/speed);
		float frac1 = (time-fr1*speed)/speed;
		float frac2 = 1-frac1;
		fr1 = fr1%range+frame;
		int fr2 = fr1+1;

		if(fr2>=frame+range) fr2 = frame;
		vec *verts1 = mverts[fr1];
		vec *verts2 = mverts[fr2];

		for(int *command = glCommands; (*command)!=0;)
		{
			int numVertex = *command++;

			if(numVertex>0) { glBegin(GL_TRIANGLE_STRIP); }

			else            { glBegin(GL_TRIANGLE_FAN); numVertex = -numVertex; };



			loopi(numVertex)
			{
				float tu = *((float*)command++);
				float tv = *((float*)command++);
				glTexCoord2f(tu, tv);
				int vn = *command++;
				vec &v1 = verts1[vn];
				vec &v2 = verts2[vn];
				#define ip(c) v1.c*frac2+v2.c*frac1
				glVertex3f(ip(x), ip(z), ip(y));
			};

			xtraverts += numVertex;

			glEnd();
		};
		
		if(displaylist)
		{
			glEndList();
			displaylistverts = xtraverts-displaylistverts;
		};
	};

    glPopMatrix();
}

hashtable<md2 *> *mdllookup = NULL;
vector<md2 *> mapmodels;
const int FIRSTMDL = 20;


void delayedload(md2 *m)
{ 
    if(!m->loaded)
    {
        sprintf_sd(name1)("packages/models/%s/tris.md2", m->loadname);

        if(!m->load(path(name1))) fatal("loadmodel: ", name1);
        sprintf_sd(name2)("packages/models/%s/skin.jpg", m->loadname);
        int xs, ys;
        installtex(FIRSTMDL+m->mdlnum, path(name2), xs, ys);
        m->loaded = true;
    };
};

int modelnum = 0;


md2 *loadmodel(char *name)
{

    if(!mdllookup) mdllookup = new hashtable<md2 *>;
    md2 **mm = mdllookup->access(name);

    if(mm) return *mm;
    md2 *m = new md2();
    m->mdlnum = modelnum++;
    mapmodelinfo mmi = { 2, 2, 0, 0, "" }; 
    m->mmi = mmi;
    m->loadname = newstring(name);
    mdllookup->access(m->loadname, &m);
    return m;
};


void mapmodel(char *rad, char *h, char *zoff, char *snap, char *name)
{
	md2 *m = loadmodel(name);

    mapmodelinfo mmi = { atoi(rad), atoi(h), atoi(zoff), atoi(snap), m->loadname }; 
    m->mmi = mmi;
    mapmodels.add(m);
};




void mapmodelreset() { mapmodels.setsize(0); };





mapmodelinfo &getmminfo(int i) { return i<mapmodels.length() ? mapmodels[i]->mmi : *(mapmodelinfo *)0; };


COMMAND(mapmodel, ARG_5STR);
COMMAND(mapmodelreset, ARG_NONE);


void rendermodel(char *mdl, int frame, int range, int tex, float rad, float x, float y, float z, float yaw, float pitch, bool teammate, float scale, float speed, int snap, int basetime)


{
    md2 *m = loadmodel(mdl); 
    
    if(isoccluded(player1->o.x, player1->o.y, x-rad, z-rad, rad*2)) return;


    delayedload(m);
    
    int xs, ys;
    glBindTexture(GL_TEXTURE_2D, tex ? lookuptexture(tex, xs, ys) : FIRSTMDL+m->mdlnum);

    
    int ix = (int)x;
    int iy = (int)z;
    vec light = { 1.0f, 1.0f, 1.0f }; 
    
    if(!OUTBORD(ix, iy))
    {
         sqr *s = S(ix,iy);  
         float ll = 256.0f; // 0.96f;
         float of = 0.0f; // 0.1f;      
         light.x = s->r/ll+of;
         light.y = s->g/ll+of;
         light.z = s->b/ll+of;
    };
    
    if(teammate)
    {
        light.x *= 0.6f;
        light.y *= 0.7f;
        light.z *= 1.2f;
    };

    m->render(light, frame, range, x, y, z, yaw, pitch, scale, speed, snap, basetime);

};




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// rendermd2.cpp: loader code adapted from a nehe tutorial

#include "cube.h"

struct md2_header {

	int magic;
	int version;
	int skinWidth, skinHeight;
	int frameSize;
	int numSkins, numVertices, numTexcoords;
	int numTriangles, numGlCommands, numFrames;
	int offsetSkins, offsetTexcoords, offsetTriangles;
	int offsetFrames, offsetGlCommands, offsetEnd;
};

struct md2_vertex {

	uchar vertex[3], lightNormalIndex;
};

struct md2_frame {

	float scale[3];
	float translate[3];
	char name[16];
	md2_vertex vertices[1];
};

struct md2 {

	int numGlCommands;
	int *glCommands;
	int numTriangles;
	int frameSize;
	int numFrames;
	int numVerts;
	char *frames;
	vec **mverts;
	int displaylist;
	int displaylistverts;

	mapmodelinfo mmi;
	char *loadname;
	int mdlnum;
	bool loaded;

	bool load(char *filename);
	void render(vec &light, int numFrame, int range, float x, float y,
	    float z, float yaw, float pitch, float scale, float speed, int snap,
	    int basetime);
	void scale(int frame, float scale, int sn);

	md2()
	    : numGlCommands(0), frameSize(0), numFrames(0), displaylist(0),
	      loaded(false) {};

	~md2()
	{
		if (glCommands)
			delete[] glCommands;
		if (frames)
			delete[] frames;
	}
};

bool
md2::load(char *filename)
{
	FILE *file;
	md2_header header;

	if ((file = fopen(filename, "rb")) == NULL)
		return false;

	fread(&header, sizeof(md2_header), 1, file);
	endianswap(&header, sizeof(int), sizeof(md2_header) / sizeof(int));

	if (header.magic != 844121161 || header.version != 8)


		return false;

	frames = new char[header.frameSize * header.numFrames];
	if (frames == NULL)
		return false;

	fseek(file, header.offsetFrames, SEEK_SET);
	fread(frames, header.frameSize * header.numFrames, 1, file);

	for (int i = 0; i < header.numFrames; ++i) {

		endianswap(frames + i * header.frameSize, sizeof(float), 6);
	}

	glCommands = new int[header.numGlCommands];
	if (glCommands == NULL)
		return false;

	fseek(file, header.offsetGlCommands, SEEK_SET);
	fread(glCommands, header.numGlCommands * sizeof(int), 1, file);

	endianswap(glCommands, sizeof(int), header.numGlCommands);

	numFrames = header.numFrames;
	numGlCommands = header.numGlCommands;
	frameSize = header.frameSize;
	numTriangles = header.numTriangles;
	numVerts = header.numVertices;

	fclose(file);

	mverts = new vec *[numFrames];
	loopj(numFrames) mverts[j] = NULL;

	return true;
};

float
snap(int sn, float f)
{
	return sn ? (float)(((int)(f + sn * 0.5f)) & (~(sn - 1))) : f;
};

void
md2::scale(int frame, float scale, int sn)
{
	mverts[frame] = new vec[numVerts];
	md2_frame *cf = (md2_frame *)((char *)frames + frameSize * frame);
	float sc = 16.0f / scale;
	loop(vi, numVerts)
	{
		uchar *cv = (uchar *)&cf->vertices[vi].vertex;
		vec *v = &(mverts[frame])[vi];
		v->x = (snap(sn, cv[0] * cf->scale[0]) + cf->translate[0]) / sc;
		v->y =
		    -(snap(sn, cv[1] * cf->scale[1]) + cf->translate[1]) / sc;
		v->z = (snap(sn, cv[2] * cf->scale[2]) + cf->translate[2]) / sc;
	};
};

void
md2::render(vec &light, int frame, int range, float x, float y, float z,
    float yaw, float pitch, float sc, float speed, int snap, int basetime)
{
	loopi(range) if (!mverts[frame + i]) scale(frame + i, sc, snap);

	glPushMatrix();
	glTranslatef(x, y, z);
	glRotatef(yaw + 180, 0, -1, 0);
	glRotatef(pitch, 0, 0, 1);

	glColor3fv((float *)&light);

	if (displaylist && frame == 0 && range == 1) {

		glCallList(displaylist);
		xtraverts += displaylistverts;

	} else {

		if (frame == 0 && range == 1) {

			static int displaylistn = 10;
			glNewList(displaylist = displaylistn++, GL_COMPILE);
			displaylistverts = xtraverts;
		};

		int time = lastmillis - basetime;
		int fr1 = (int)(time / speed);
		float frac1 = (time - fr1 * speed) / speed;
		float frac2 = 1 - frac1;
		fr1 = fr1 % range + frame;
		int fr2 = fr1 + 1;
		if (fr2 >= frame + range)
			fr2 = frame;
		vec *verts1 = mverts[fr1];
		vec *verts2 = mverts[fr2];

		for (int *command = glCommands; (*command) != 0;) {

			int numVertex = *command++;
			if (numVertex > 0) {
				glBegin(GL_TRIANGLE_STRIP);
			} else {
				glBegin(GL_TRIANGLE_FAN);
				numVertex = -numVertex;
			};

			loopi(numVertex)
			{
				float tu = *((float *)command++);
				float tv = *((float *)command++);
				glTexCoord2f(tu, tv);
				int vn = *command++;
				vec &v1 = verts1[vn];
				vec &v2 = verts2[vn];
#define ip(c) v1.c *frac2 + v2.c *frac1
				glVertex3f(ip(x), ip(z), ip(y));
			};

			xtraverts += numVertex;

			glEnd();
		};

		if (displaylist) {

			glEndList();
			displaylistverts = xtraverts - displaylistverts;
		};
	};

	glPopMatrix();
}

hashtable<md2 *> *mdllookup = NULL;
vector<md2 *> mapmodels;
const int FIRSTMDL = 20;

void
delayedload(md2 *m)
{
	if (!m->loaded) {

		sprintf_sd(name1)("packages/models/%s/tris.md2", m->loadname);
		if (!m->load(path(name1)))
			fatal("loadmodel: ", name1);
		sprintf_sd(name2)("packages/models/%s/skin.jpg", m->loadname);
		int xs, ys;
		installtex(FIRSTMDL + m->mdlnum, path(name2), xs, ys);
		m->loaded = true;
	};
};

int modelnum = 0;

md2 *
loadmodel(char *name)
{
	if (!mdllookup)
		mdllookup = new hashtable<md2 *>;
	md2 **mm = mdllookup->access(name);
	if (mm)
		return *mm;
	md2 *m = new md2();
	m->mdlnum = modelnum++;
	mapmodelinfo mmi = {2, 2, 0, 0, ""};
	m->mmi = mmi;
	m->loadname = newstring(name);
	mdllookup->access(m->loadname, &m);
	return m;
};

void
mapmodel(char *rad, char *h, char *zoff, char *snap, char *name)
{
	md2 *m = loadmodel(name);
	mapmodelinfo mmi = {
	    atoi(rad), atoi(h), atoi(zoff), atoi(snap), m->loadname};
	m->mmi = mmi;
	mapmodels.add(m);
};

void
mapmodelreset()
{
	mapmodels.setsize(0);
};

mapmodelinfo &
getmminfo(int i)
{
	return i < mapmodels.length() ? mapmodels[i]->mmi : *(mapmodelinfo *)0;
};

COMMAND(mapmodel, ARG_5STR);
COMMAND(mapmodelreset, ARG_NONE);

void
rendermodel(char *mdl, int frame, int range, int tex, float rad, float x,
    float y, float z, float yaw, float pitch, bool teammate, float scale,
    float speed, int snap, int basetime)
{
	md2 *m = loadmodel(mdl);

	if (isoccluded(player1->o.x, player1->o.y, x - rad, z - rad, rad * 2))
		return;

	delayedload(m);

	int xs, ys;
	glBindTexture(GL_TEXTURE_2D,
	    tex ? lookuptexture(tex, xs, ys) : FIRSTMDL + m->mdlnum);

	int ix = (int)x;
	int iy = (int)z;
	vec light = {1.0f, 1.0f, 1.0f};

	if (!OUTBORD(ix, iy)) {

		sqr *s = S(ix, iy);
		float ll = 256.0f; // 0.96f;
		float of = 0.0f;   // 0.1f;
		light.x = s->r / ll + of;
		light.y = s->g / ll + of;
		light.z = s->b / ll + of;
	};

	if (teammate) {

		light.x *= 0.6f;
		light.y *= 0.7f;
		light.z *= 1.2f;
	};

	m->render(light, frame, range, x, y, z, yaw, pitch, scale, speed, snap,
	    basetime);
};

Modified src/renderparticles.cxx from [21833af7d6] to [4855ce96c9].

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// renderparticles.cpp

#include "cube.h"

const int MAXPARTICLES = 10500;
const int NUMPARTCUTOFF = 20;
struct particle { vec o, d; int fade, type; int millis; particle *next; };





particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;

VARP(maxparticles, 100, 2000, MAXPARTICLES-500);


void newparticle(vec &o, vec &d, int fade, int type)
{
    if(!parinit)
    {
        loopi(MAXPARTICLES)
        {
            particles[i].next = parempty;
            parempty = &particles[i];
        };
        parinit = true;
    };
    if(parempty)
    {
        particle *p = parempty;
        parempty = p->next;
        p->o = o;
        p->d = d;
        p->fade = fade;
        p->type = type;
        p->millis = lastmillis;
        p->next = parlist;
        parlist = p;
    };
};

VAR(demotracking, 0, 0, 1);
VARP(particlesize, 20, 100, 500); 

vec right, up;


void setorient(vec &r, vec &u) { right = r; up = u; };






void render_particles(int time)
{
	if(demoplayback && demotracking)
	{
		vec nom = { 0, 0, 0 };
		newparticle(player1->o, nom, 100000000, 8);
	};

    glDepthMask(GL_FALSE);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
    glDisable(GL_FOG);
    
    struct parttype { float r, g, b; int gr, tex; float sz; } parttypes[] =
    {




        { 0.7f, 0.6f, 0.3f, 2,  3, 0.06f }, // yellow: sparks 
        { 0.5f, 0.5f, 0.5f, 20, 7, 0.15f }, // grey:   small smoke
        { 0.2f, 0.2f, 1.0f, 20, 3, 0.08f }, // blue:   edit mode entities
        { 1.0f, 0.1f, 0.1f, 1,  7, 0.06f }, // red:    blood spats
        { 1.0f, 0.8f, 0.8f, 20, 6, 1.2f  }, // yellow: fireball1
        { 0.5f, 0.5f, 0.5f, 20, 7, 0.6f  }, // grey:   big smoke   
        { 1.0f, 1.0f, 1.0f, 20, 8, 1.2f  }, // blue:   fireball2
        { 1.0f, 1.0f, 1.0f, 20, 9, 1.2f  }, // green:  fireball3
        { 1.0f, 0.1f, 0.1f, 0,  7, 0.2f  }, // red:    demotrack
    };
    
    int numrender = 0;
    
    for(particle *p, **pp = &parlist; p = *pp;)
    {       
        parttype *pt = &parttypes[p->type];

        glBindTexture(GL_TEXTURE_2D, pt->tex);  
        glBegin(GL_QUADS);
        
        glColor3d(pt->r, pt->g, pt->b);
        float sz = pt->sz*particlesize/100.0f; 
        // perf varray?
        glTexCoord2f(0.0, 1.0); glVertex3d(p->o.x+(-right.x+up.x)*sz, p->o.z+(-right.y+up.y)*sz, p->o.y+(-right.z+up.z)*sz);



        glTexCoord2f(1.0, 1.0); glVertex3d(p->o.x+( right.x+up.x)*sz, p->o.z+( right.y+up.y)*sz, p->o.y+( right.z+up.z)*sz);



        glTexCoord2f(1.0, 0.0); glVertex3d(p->o.x+( right.x-up.x)*sz, p->o.z+( right.y-up.y)*sz, p->o.y+( right.z-up.z)*sz);



        glTexCoord2f(0.0, 0.0); glVertex3d(p->o.x+(-right.x-up.x)*sz, p->o.z+(-right.y-up.y)*sz, p->o.y+(-right.z-up.z)*sz);



        glEnd();
        xtraverts += 4;

        if(numrender++>maxparticles || (p->fade -= time)<0)
        {
            *pp = p->next;
            p->next = parempty;
            parempty = p;
        }
        else
        {

			if(pt->gr) p->o.z -= ((lastmillis-p->millis)/3.0f)*curtime/(pt->gr*10000);

            vec a = p->d;
            vmul(a,time);
            vdiv(a,20000.0f);
            vadd(p->o, a);
            pp = &p->next;
        };
    };

    glEnable(GL_FOG);
    glDisable(GL_BLEND);
    glDepthMask(GL_TRUE);
};


void particle_splash(int type, int num, int fade, vec &p)
{
    loopi(num)
    {
        const int radius = type==5 ? 50 : 150;
        int x, y, z;
        do
        {
            x = rnd(radius*2)-radius;
            y = rnd(radius*2)-radius;
            z = rnd(radius*2)-radius;
        }
        while(x*x+y*y+z*z>radius*radius);
        vec d = { (float)x, (float)y, (float)z };
        newparticle(p, d, rnd(fade*3), type);
    };
};


void particle_trail(int type, int fade, vec &s, vec &e)
{
    vdist(d, v, s, e);
    vdiv(v, d*2+0.1f);
    vec p = s;
    loopi((int)d*2)
    {
        vadd(p, v);
        vec d = { float(rnd(11)-5), float(rnd(11)-5), float(rnd(11)-5) };

        newparticle(p, d, rnd(fade)+fade, type);
    };
};







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// renderparticles.cpp

#include "cube.h"

const int MAXPARTICLES = 10500;
const int NUMPARTCUTOFF = 20;
struct particle {
	vec o, d;
	int fade, type;
	int millis;
	particle *next;
};
particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;

VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);

void
newparticle(vec &o, vec &d, int fade, int type)
{
	if (!parinit) {

		loopi(MAXPARTICLES)
		{
			particles[i].next = parempty;
			parempty = &particles[i];
		};
		parinit = true;
	};
	if (parempty) {

		particle *p = parempty;
		parempty = p->next;
		p->o = o;
		p->d = d;
		p->fade = fade;
		p->type = type;
		p->millis = lastmillis;
		p->next = parlist;
		parlist = p;
	};
};

VAR(demotracking, 0, 0, 1);
VARP(particlesize, 20, 100, 500);

vec right, up;

void
setorient(vec &r, vec &u)
{
	right = r;
	up = u;
};

void
render_particles(int time)
{
	if (demoplayback && demotracking) {

		vec nom = {0, 0, 0};
		newparticle(player1->o, nom, 100000000, 8);
	};

	glDepthMask(GL_FALSE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
	glDisable(GL_FOG);

	struct parttype {

		float r, g, b;
		int gr, tex;
		float sz;
	} parttypes[] = {
	    {0.7f, 0.6f, 0.3f, 2, 3, 0.06f},  // yellow: sparks
	    {0.5f, 0.5f, 0.5f, 20, 7, 0.15f}, // grey:   small smoke
	    {0.2f, 0.2f, 1.0f, 20, 3, 0.08f}, // blue:   edit mode entities
	    {1.0f, 0.1f, 0.1f, 1, 7, 0.06f},  // red:    blood spats
	    {1.0f, 0.8f, 0.8f, 20, 6, 1.2f},  // yellow: fireball1
	    {0.5f, 0.5f, 0.5f, 20, 7, 0.6f},  // grey:   big smoke
	    {1.0f, 1.0f, 1.0f, 20, 8, 1.2f},  // blue:   fireball2
	    {1.0f, 1.0f, 1.0f, 20, 9, 1.2f},  // green:  fireball3
	    {1.0f, 0.1f, 0.1f, 0, 7, 0.2f},   // red:    demotrack
	};

	int numrender = 0;

	for (particle *p, **pp = &parlist; p = *pp;) {

		parttype *pt = &parttypes[p->type];

		glBindTexture(GL_TEXTURE_2D, pt->tex);
		glBegin(GL_QUADS);

		glColor3d(pt->r, pt->g, pt->b);
		float sz = pt->sz * particlesize / 100.0f;
		// perf varray?
		glTexCoord2f(0.0, 1.0);
		glVertex3d(p->o.x + (-right.x + up.x) * sz,
		    p->o.z + (-right.y + up.y) * sz,
		    p->o.y + (-right.z + up.z) * sz);
		glTexCoord2f(1.0, 1.0);
		glVertex3d(p->o.x + (right.x + up.x) * sz,
		    p->o.z + (right.y + up.y) * sz,
		    p->o.y + (right.z + up.z) * sz);
		glTexCoord2f(1.0, 0.0);
		glVertex3d(p->o.x + (right.x - up.x) * sz,
		    p->o.z + (right.y - up.y) * sz,
		    p->o.y + (right.z - up.z) * sz);
		glTexCoord2f(0.0, 0.0);
		glVertex3d(p->o.x + (-right.x - up.x) * sz,
		    p->o.z + (-right.y - up.y) * sz,
		    p->o.y + (-right.z - up.z) * sz);
		glEnd();
		xtraverts += 4;

		if (numrender++ > maxparticles || (p->fade -= time) < 0) {

			*pp = p->next;
			p->next = parempty;
			parempty = p;

		} else {

			if (pt->gr)
				p->o.z -= ((lastmillis - p->millis) / 3.0f) *
				          curtime / (pt->gr * 10000);
			vec a = p->d;
			vmul(a, time);
			vdiv(a, 20000.0f);
			vadd(p->o, a);
			pp = &p->next;
		};
	};

	glEnable(GL_FOG);
	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);
};

void
particle_splash(int type, int num, int fade, vec &p)
{
	loopi(num)
	{
		const int radius = type == 5 ? 50 : 150;
		int x, y, z;
		do {

			x = rnd(radius * 2) - radius;
			y = rnd(radius * 2) - radius;
			z = rnd(radius * 2) - radius;

		} while (x * x + y * y + z * z > radius * radius);
		vec d = {(float)x, (float)y, (float)z};
		newparticle(p, d, rnd(fade * 3), type);
	};
};

void
particle_trail(int type, int fade, vec &s, vec &e)
{
	vdist(d, v, s, e);
	vdiv(v, d * 2 + 0.1f);
	vec p = s;
	loopi((int)d * 2)
	{
		vadd(p, v);
		vec d = {
		    float(rnd(11) - 5), float(rnd(11) - 5), float(rnd(11) - 5)};
		newparticle(p, d, rnd(fade) + fade, type);
	};
};

Modified src/rendertext.cxx from [a193db557b] to [59ea840868].

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// rendertext.cpp: based on Don's gl_text.cpp

#include "cube.h"

short char_coords[96][4] = 
{
    {0,0,25,64},        //!
    {25,0,54,64},       //"
    {54,0,107,64},      //#
    {107,0,148,64},     //$
    {148,0,217,64},     //%
    {217,0,263,64},     //&
    {263,0,280,64},     //'
    {280,0,309,64},     //(
    {309,0,338,64},     //)
    {338,0,379,64},     //*
    {379,0,432,64},     //+
    {432,0,455,64},     //,
    {455,0,484,64},     //-
    {0,64,21,128},      //.
    {23,64,52,128},     ///
    {52,64,93,128},     //0
    {93,64,133,128},    //1
    {133,64,174,128},   //2
    {174,64,215,128},   //3
    {215,64,256,128},   //4
    {256,64,296,128},   //5
    {296,64,337,128},   //6
    {337,64,378,128},   //7
    {378,64,419,128},   //8
    {419,64,459,128},   //9
    {459,64,488,128},   //:
    {0,128,29,192},     //;
    {29,128,81,192},    //<
    {81,128,134,192},   //=
    {134,128,186,192},  //>
    {186,128,221,192},  //?
    {221,128,285,192},  //@
    {285,128,329,192},  //A
    {329,128,373,192},  //B
    {373,128,418,192},  //C
    {418,128,467,192},  //D
    {0,192,40,256},     //E
    {40,192,77,256},    //F
    {77,192,127,256},   //G
    {127,192,175,256},  //H

    {175,192,202,256},  //I
    {202,192,231,256},  //J
    {231,192,275,256},  //K
    {275,192,311,256},  //L
    {311,192,365,256},  //M
    {365,192,413,256},  //N
    {413,192,463,256},  //O
    {1,256,38,320},     //P
    {38,256,89,320},    //Q
    {89,256,133,320},   //R
    {133,256,176,320},  //S







    {177,256,216,320},  //T
    {217,256,263,320},  //U
    {263,256,307,320},  //V
    {307,256,370,320},  //W
    {370,256,414,320},  //X
    {414,256,453,320},  //Y
    {453,256,497,320},  //Z
    {0,320,29,384},     //[
    {29,320,58,384},    //"\"
    {59,320,87,384},    //]
    {87,320,139,384},   //^
    {139,320,180,384},  //_
    {180,320,221,384},  //`
    {221,320,259,384},  //a
    {259,320,299,384},  //b
    {299,320,332,384},  //c
    {332,320,372,384},  //d
    {372,320,411,384},  //e
    {411,320,433,384},  //f
    {435,320,473,384},  //g
    {0,384,40,448},     //h
    {40,384,56,448},    //i
    {58,384,80,448},    //j
    {80,384,118,448},   //k
    {118,384,135,448},  //l

    {135,384,197,448},  //m
    {197,384,238,448},  //n
    {238,384,277,448},  //o
    {277,384,317,448},  //p
    {317,384,356,448},  //q
    {357,384,384,448},  //r
    {385,384,417,448},  //s
    {417,384,442,448},  //t
    {443,384,483,448},  //u
    {0,448,38,512},     //v
    {38,448,90,512},    //w
    {90,448,128,512},   //x
    {128,448,166,512},  //y
    {166,448,200,512},  //z
    {200,448,241,512},  //{
    {241,448,270,512},  //|
    {270,448,310,512},  //}
    {310,448,363,512},  //~

};


int text_width(char *str)
{
    int x = 0;
    for (int i = 0; str[i] != 0; i++)
    {
        int c = str[i];


        if(c=='\t') { x = (x+PIXELTAB)/PIXELTAB*PIXELTAB; continue; }; 


        if(c=='\f') continue; 

        if(c==' ') { x += FONTH/2; continue; };


        c -= 33;

        if(c<0 || c>=95) continue;
        int in_width = char_coords[c][2] - char_coords[c][0];
        x += in_width + 1;
    }
    return x;
}


void draw_textf(char *fstr, int left, int top, int gl_num, ...)
{
    sprintf_sdlv(str, gl_num, fstr);
    draw_text(str, left, top, gl_num);
};


void draw_text(char *str, int left, int top, int gl_num)
{
    glBlendFunc(GL_ONE, GL_ONE);
    glBindTexture(GL_TEXTURE_2D, gl_num);
    glColor3ub(255,255,255);

    int x = left;
    int y = top;

    int i;
    float in_left, in_top, in_right, in_bottom;
    int in_width, in_height;

    for (i = 0; str[i] != 0; i++)
    {
        int c = str[i];


        if(c=='\t') { x = (x-left+PIXELTAB)/PIXELTAB*PIXELTAB+left; continue; }; 


        if(c=='\f') { glColor3ub(64,255,128); continue; };
        if(c==' ') { x += FONTH/2; continue; };





        c -= 33;

        if(c<0 || c>=95) continue;

        in_left    = ((float) char_coords[c][0])   / 512.0f;
        in_top     = ((float) char_coords[c][1]+2) / 512.0f;
        in_right   = ((float) char_coords[c][2])   / 512.0f;
        in_bottom  = ((float) char_coords[c][3]-2) / 512.0f;

        in_width   = char_coords[c][2] - char_coords[c][0];
        in_height  = char_coords[c][3] - char_coords[c][1];

        glBegin(GL_QUADS);
        glTexCoord2f(in_left,  in_top   ); glVertex2i(x,            y);

        glTexCoord2f(in_right, in_top   ); glVertex2i(x + in_width, y);

        glTexCoord2f(in_right, in_bottom); glVertex2i(x + in_width, y + in_height);

        glTexCoord2f(in_left,  in_bottom); glVertex2i(x,            y + in_height);

        glEnd();
        
        xtraverts += 4;
        x += in_width  + 1;
    }
}

// also Don's code, so goes in here too :)


void draw_envbox_aux(float s0, float t0, int x0, int y0, int z0,
                     float s1, float t1, int x1, int y1, int z1,
                     float s2, float t2, int x2, int y2, int z2,
                     float s3, float t3, int x3, int y3, int z3,
                     int texture)
{
    glBindTexture(GL_TEXTURE_2D, texture);
    glBegin(GL_QUADS);
    glTexCoord2f(s3, t3); glVertex3d(x3, y3, z3);

    glTexCoord2f(s2, t2); glVertex3d(x2, y2, z2);

    glTexCoord2f(s1, t1); glVertex3d(x1, y1, z1);

    glTexCoord2f(s0, t0); glVertex3d(x0, y0, z0);

    glEnd();
    xtraverts += 4;
}


void draw_envbox(int t, int w)
{
    glDepthMask(GL_FALSE);

    draw_envbox_aux(1.0f, 1.0f, -w, -w,  w,
                    0.0f, 1.0f,  w, -w,  w,
                    0.0f, 0.0f,  w, -w, -w,
                    1.0f, 0.0f, -w, -w, -w, t);

    draw_envbox_aux(1.0f, 1.0f, +w,  w,  w,
                    0.0f, 1.0f, -w,  w,  w,
                    0.0f, 0.0f, -w,  w, -w,
                    1.0f, 0.0f, +w,  w, -w, t+1);

    draw_envbox_aux(0.0f, 0.0f, -w, -w, -w,
                    1.0f, 0.0f, -w,  w, -w,
                    1.0f, 1.0f, -w,  w,  w,
                    0.0f, 1.0f, -w, -w,  w, t+2);

    draw_envbox_aux(1.0f, 1.0f, +w, -w,  w,
                    0.0f, 1.0f, +w,  w,  w,
                    0.0f, 0.0f, +w,  w, -w,
                    1.0f, 0.0f, +w, -w, -w, t+3);

    draw_envbox_aux(0.0f, 1.0f, -w,  w,  w,
                    0.0f, 0.0f, +w,  w,  w,
                    1.0f, 0.0f, +w, -w,  w,
                    1.0f, 1.0f, -w, -w,  w, t+4);

    draw_envbox_aux(0.0f, 1.0f, +w,  w, -w,
                    0.0f, 0.0f, -w,  w, -w,
                    1.0f, 0.0f, -w, -w, -w,
                    1.0f, 1.0f, +w, -w, -w, t+5);

    glDepthMask(GL_TRUE);
}




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// rendertext.cpp: based on Don's gl_text.cpp

#include "cube.h"

short char_coords[96][4] = {


    {0, 0, 25, 64},       //!
    {25, 0, 54, 64},      //"
    {54, 0, 107, 64},     // #
    {107, 0, 148, 64},    //$
    {148, 0, 217, 64},    //%
    {217, 0, 263, 64},    //&
    {263, 0, 280, 64},    //'
    {280, 0, 309, 64},    //(
    {309, 0, 338, 64},    //)
    {338, 0, 379, 64},    //*
    {379, 0, 432, 64},    //+
    {432, 0, 455, 64},    //,
    {455, 0, 484, 64},    //-
    {0, 64, 21, 128},     //.
    {23, 64, 52, 128},    ///
    {52, 64, 93, 128},    // 0
    {93, 64, 133, 128},   // 1
    {133, 64, 174, 128},  // 2
    {174, 64, 215, 128},  // 3
    {215, 64, 256, 128},  // 4
    {256, 64, 296, 128},  // 5
    {296, 64, 337, 128},  // 6
    {337, 64, 378, 128},  // 7
    {378, 64, 419, 128},  // 8
    {419, 64, 459, 128},  // 9
    {459, 64, 488, 128},  //:
    {0, 128, 29, 192},    //;
    {29, 128, 81, 192},   //<
    {81, 128, 134, 192},  //=
    {134, 128, 186, 192}, //>
    {186, 128, 221, 192}, //?
    {221, 128, 285, 192}, //@
    {285, 128, 329, 192}, // A
    {329, 128, 373, 192}, // B
    {373, 128, 418, 192}, // C
    {418, 128, 467, 192}, // D
    {0, 192, 40, 256},    // E
    {40, 192, 77, 256},   // F
    {77, 192, 127, 256},  // G
    {127, 192, 175, 256}, // H
    {175, 192, 202, 256}, // I
    {202, 192, 231, 256}, // J
    {231, 192, 275, 256}, // K
    {275, 192, 311, 256}, // L
    {311, 192, 365, 256}, // M
    {365, 192, 413, 256}, // N
    {413, 192, 463, 256}, // O

    {1, 256, 38, 320},    // P
    {38, 256, 89, 320},   // Q
    {89, 256, 133, 320},  // R
    {133, 256, 176, 320}, // S
    {177, 256, 216, 320}, // T
    {217, 256, 263, 320}, // U
    {263, 256, 307, 320}, // V
    {307, 256, 370, 320}, // W
    {370, 256, 414, 320}, // X
    {414, 256, 453, 320}, // Y






    {453, 256, 497, 320}, // Z

    {0, 320, 29, 384},    //[
    {29, 320, 58, 384},   //"\"
    {59, 320, 87, 384},   //]
    {87, 320, 139, 384},  //^
    {139, 320, 180, 384}, //_
    {180, 320, 221, 384}, //`
    {221, 320, 259, 384}, // a
    {259, 320, 299, 384}, // b
    {299, 320, 332, 384}, // c
    {332, 320, 372, 384}, // d
    {372, 320, 411, 384}, // e
    {411, 320, 433, 384}, // f
    {435, 320, 473, 384}, // g
    {0, 384, 40, 448},    // h
    {40, 384, 56, 448},   // i
    {58, 384, 80, 448},   // j
    {80, 384, 118, 448},  // k
    {118, 384, 135, 448}, // l
    {135, 384, 197, 448}, // m
    {197, 384, 238, 448}, // n
    {238, 384, 277, 448}, // o
    {277, 384, 317, 448}, // p
    {317, 384, 356, 448}, // q
    {357, 384, 384, 448}, // r
    {385, 384, 417, 448}, // s
    {417, 384, 442, 448}, // t
    {443, 384, 483, 448}, // u

    {0, 448, 38, 512},    // v
    {38, 448, 90, 512},   // w
    {90, 448, 128, 512},  // x
    {128, 448, 166, 512}, // y
    {166, 448, 200, 512}, // z
    {200, 448, 241, 512}, //{
    {241, 448, 270, 512}, //|
    {270, 448, 310, 512}, //}
    {310, 448, 363, 512}, //~
};

int
text_width(char *str)
{
	int x = 0;
	for (int i = 0; str[i] != 0; i++) {

		int c = str[i];
		if (c == '\t') {
			x = (x + PIXELTAB) / PIXELTAB * PIXELTAB;
			continue;
		};
		if (c == '\f')
			continue;
		if (c == ' ') {
			x += FONTH / 2;
			continue;
		};
		c -= 33;
		if (c < 0 || c >= 95)
			continue;
		int in_width = char_coords[c][2] - char_coords[c][0];
		x += in_width + 1;
	}
	return x;
}

void
draw_textf(char *fstr, int left, int top, int gl_num, ...)
{
	sprintf_sdlv(str, gl_num, fstr);
	draw_text(str, left, top, gl_num);
};

void
draw_text(char *str, int left, int top, int gl_num)
{
	glBlendFunc(GL_ONE, GL_ONE);
	glBindTexture(GL_TEXTURE_2D, gl_num);
	glColor3ub(255, 255, 255);

	int x = left;
	int y = top;

	int i;
	float in_left, in_top, in_right, in_bottom;
	int in_width, in_height;

	for (i = 0; str[i] != 0; i++) {

		int c = str[i];
		if (c == '\t') {
			x = (x - left + PIXELTAB) / PIXELTAB * PIXELTAB + left;
			continue;
		};
		if (c == '\f') {
			glColor3ub(64, 255, 128);
			continue;
		};
		if (c == ' ') {
			x += FONTH / 2;
			continue;
		};
		c -= 33;
		if (c < 0 || c >= 95)
			continue;

		in_left = ((float)char_coords[c][0]) / 512.0f;
		in_top = ((float)char_coords[c][1] + 2) / 512.0f;
		in_right = ((float)char_coords[c][2]) / 512.0f;
		in_bottom = ((float)char_coords[c][3] - 2) / 512.0f;

		in_width = char_coords[c][2] - char_coords[c][0];
		in_height = char_coords[c][3] - char_coords[c][1];

		glBegin(GL_QUADS);
		glTexCoord2f(in_left, in_top);
		glVertex2i(x, y);
		glTexCoord2f(in_right, in_top);
		glVertex2i(x + in_width, y);
		glTexCoord2f(in_right, in_bottom);
		glVertex2i(x + in_width, y + in_height);
		glTexCoord2f(in_left, in_bottom);
		glVertex2i(x, y + in_height);
		glEnd();

		xtraverts += 4;
		x += in_width + 1;
	}
}

// also Don's code, so goes in here too :)

void
draw_envbox_aux(float s0, float t0, int x0, int y0, int z0, float s1, float t1,

    int x1, int y1, int z1, float s2, float t2, int x2, int y2, int z2,
    float s3, float t3, int x3, int y3, int z3, int texture)

{
	glBindTexture(GL_TEXTURE_2D, texture);
	glBegin(GL_QUADS);
	glTexCoord2f(s3, t3);
	glVertex3d(x3, y3, z3);
	glTexCoord2f(s2, t2);
	glVertex3d(x2, y2, z2);
	glTexCoord2f(s1, t1);
	glVertex3d(x1, y1, z1);
	glTexCoord2f(s0, t0);
	glVertex3d(x0, y0, z0);
	glEnd();
	xtraverts += 4;
}

void
draw_envbox(int t, int w)
{
	glDepthMask(GL_FALSE);

	draw_envbox_aux(1.0f, 1.0f, -w, -w, w, 0.0f, 1.0f, w, -w, w, 0.0f, 0.0f,


	    w, -w, -w, 1.0f, 0.0f, -w, -w, -w, t);

	draw_envbox_aux(1.0f, 1.0f, +w, w, w, 0.0f, 1.0f, -w, w, w, 0.0f, 0.0f,


	    -w, w, -w, 1.0f, 0.0f, +w, w, -w, t + 1);

	draw_envbox_aux(0.0f, 0.0f, -w, -w, -w, 1.0f, 0.0f, -w, w, -w, 1.0f,


	    1.0f, -w, w, w, 0.0f, 1.0f, -w, -w, w, t + 2);

	draw_envbox_aux(1.0f, 1.0f, +w, -w, w, 0.0f, 1.0f, +w, w, w, 0.0f, 0.0f,


	    +w, w, -w, 1.0f, 0.0f, +w, -w, -w, t + 3);

	draw_envbox_aux(0.0f, 1.0f, -w, w, w, 0.0f, 0.0f, +w, w, w, 1.0f, 0.0f,


	    +w, -w, w, 1.0f, 1.0f, -w, -w, w, t + 4);

	draw_envbox_aux(0.0f, 1.0f, +w, w, -w, 0.0f, 0.0f, -w, w, -w, 1.0f,


	    0.0f, -w, -w, -w, 1.0f, 1.0f, +w, -w, -w, t + 5);

	glDepthMask(GL_TRUE);
}

Modified src/rndmap.cxx from [3e55fe475e] to [b9a3803fd5].

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// rndmap.cpp: perlin noise landscape generation and some experimental random map stuff, currently not used


#include "cube.h"


float noise(int x, int y, int seed)
{
    int n = x+y*57;
    n = (n<<13)^n;
    return 1.0f-((n*(n*n*15731+789221)+1376312589)&0x7fffffff)/1073741824.0f;


}


float smoothednoise(int x, int y, int seed)
{
    float corners = (noise(x-1, y-1, seed)+noise(x+1, y-1, seed)+noise(x-1, y+1, seed)+noise(x+1, y+1, seed))/16;



    float sides = (noise(x-1, y, seed)+noise(x+1, y, seed)+noise(x, y-1, seed)+noise(x, y+1, seed))/8;


    float center = noise(x, y, seed)/4;
    return corners+sides+center;
}


float interpolate(float a, float b, float x)
{
    float ft = x*3.1415927f;
    float f = (1.0f-(float)cos(ft))*0.5f;
    return a*(1-f)+b*f;
}


float interpolatednoise(float x, float y, int seed)
{
    int ix = (int)x;
    float fx = x-ix;
    int iy = (int)y;
    float fy = y-iy;
    float v1 = smoothednoise(ix,   iy,   seed);
    float v2 = smoothednoise(ix+1, iy,   seed);
    float v3 = smoothednoise(ix,   iy+1, seed);
    float v4 = smoothednoise(ix+1, iy+1, seed);
    float i1 = interpolate(v1, v2, fx);
    float i2 = interpolate(v3, v4, fy);
    return interpolate(i1, i2, fy);
}


float perlinnoise_2D(float x, float y, int seedstep, float pers)
{
    float total = 0;
    int seed = 0;
    for(int i = 0; i<7; i++)
    {
        float frequency = (float)(2^i);
        float amplitude = (float)pow(pers, i);
        total += interpolatednoise(x*frequency, y*frequency, seed)*amplitude;

        seed += seedstep;
    }
    return total;
}


void perlinarea(block &b, int scale, int seed, int psize)
{
    srand(seed);
    seed = rnd(10000);

    if(!scale) scale = 10;
    for(int x = b.x; x<=b.x+b.xs; x++) for(int y = b.y; y<=b.y+b.ys; y++)
    {

        sqr *s = S(x,y);

        if(!SOLID(s) && x!=b.x+b.xs && y!=b.y+b.ys) s->type = FHF; 

        s->vdelta = (int)(perlinnoise_2D(x/((float)scale)+seed, y/((float)scale)+seed, 1000, 0.01f)*50+25);




        if(s->vdelta>128) s->vdelta = 0;
    };
};


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// rndmap.cpp: perlin noise landscape generation and some experimental random
// map stuff, currently not used

#include "cube.h"

float
noise(int x, int y, int seed)
{
	int n = x + y * 57;
	n = (n << 13) ^ n;
	return 1.0f -
	       ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) /
	           1073741824.0f;
}

float
smoothednoise(int x, int y, int seed)
{
	float corners =
	    (noise(x - 1, y - 1, seed) + noise(x + 1, y - 1, seed) +
	        noise(x - 1, y + 1, seed) + noise(x + 1, y + 1, seed)) /
	    16;
	float sides = (noise(x - 1, y, seed) + noise(x + 1, y, seed) +
	                  noise(x, y - 1, seed) + noise(x, y + 1, seed)) /
	              8;
	float center = noise(x, y, seed) / 4;
	return corners + sides + center;
}

float
interpolate(float a, float b, float x)
{
	float ft = x * 3.1415927f;
	float f = (1.0f - (float)cos(ft)) * 0.5f;
	return a * (1 - f) + b * f;
}

float
interpolatednoise(float x, float y, int seed)
{
	int ix = (int)x;
	float fx = x - ix;
	int iy = (int)y;
	float fy = y - iy;
	float v1 = smoothednoise(ix, iy, seed);
	float v2 = smoothednoise(ix + 1, iy, seed);
	float v3 = smoothednoise(ix, iy + 1, seed);
	float v4 = smoothednoise(ix + 1, iy + 1, seed);
	float i1 = interpolate(v1, v2, fx);
	float i2 = interpolate(v3, v4, fy);
	return interpolate(i1, i2, fy);
}

float
perlinnoise_2D(float x, float y, int seedstep, float pers)
{
	float total = 0;
	int seed = 0;
	for (int i = 0; i < 7; i++) {

		float frequency = (float)(2 ^ i);
		float amplitude = (float)pow(pers, i);
		total += interpolatednoise(x * frequency, y * frequency, seed) *
		         amplitude;
		seed += seedstep;
	}
	return total;
}

void
perlinarea(block &b, int scale, int seed, int psize)
{
	srand(seed);
	seed = rnd(10000);
	if (!scale)
		scale = 10;
	for (int x = b.x; x <= b.x + b.xs; x++)

		for (int y = b.y; y <= b.y + b.ys; y++) {
			sqr *s = S(x, y);
			if (!SOLID(s) && x != b.x + b.xs && y != b.y + b.ys)
				s->type = FHF;
			s->vdelta =
			    (int)(perlinnoise_2D(x / ((float)scale) + seed,
			              y / ((float)scale) + seed, 1000, 0.01f) *
			              50 +
			          25);
			if (s->vdelta > 128)
				s->vdelta = 0;
		};
};


Modified src/savegamedemo.cxx from [319b37fde4] to [c33c84c43c].

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// loading and saving of savegames & demos, dumps the spawn state of all mapents, the full state of all dynents (monsters + player)


#include "cube.h"

extern int islittleendian;

gzFile f = NULL;
bool demorecording = false;
bool demoplayback = false;
bool demoloading = false;
dvector playerhistory;
int democlientnum = 0;

void startdemo();




void gzput(int i) { gzputc(f, i); };




void gzputi(int i) { gzwrite(f, &i, sizeof(int)); };




void gzputv(vec &v) { gzwrite(f, &v, sizeof(vec)); };






void gzcheck(int a, int b) { if(a!=b) fatal("savegame file corrupt (short)"); };




int gzget() { char c = gzgetc(f); return c; };






int gzgeti() { int i; gzcheck(gzread(f, &i, sizeof(int)), sizeof(int)); return i; };





void gzgetv(vec &v) { gzcheck(gzread(f, &v, sizeof(vec)), sizeof(vec)); };



void stop()
{
    if(f)
    {
        if(demorecording) gzputi(-1);

        gzclose(f);
    };
    f = NULL;
    demorecording = false;
    demoplayback = false;
    demoloading = false;
    loopv(playerhistory) zapdynent(playerhistory[i]);
    playerhistory.setsize(0);
};


void stopifrecording() { if(demorecording) stop(); };






void savestate(char *fn)
{
    stop();
    f = gzopen(fn, "wb9");

    if(!f) { conoutf("could not write %s", fn); return; };


    gzwrite(f, (void *)"CUBESAVE", 8);
    gzputc(f, islittleendian);  
    gzputi(SAVEGAMEVERSION);
    gzputi(sizeof(dynent));
    gzwrite(f, getclientmap(), _MAXDEFSTR);
    gzputi(gamemode);
    gzputi(ents.length());
    loopv(ents) gzputc(f, ents[i].spawned);
    gzwrite(f, player1, sizeof(dynent));
    dvector &monsters = getmonsters();
    gzputi(monsters.length());
    loopv(monsters) gzwrite(f, monsters[i], sizeof(dynent));
    gzputi(players.length());
    loopv(players)
    {
        gzput(players[i]==NULL);
        gzwrite(f, players[i], sizeof(dynent));
    };
};


void savegame(char *name)
{

    if(!m_classicsp) { conoutf("can only save classic sp games"); return; };


    sprintf_sd(fn)("savegames/%s.csgz", name);
    savestate(fn);
    stop();
    conoutf("wrote %s", fn);
};


void loadstate(char *fn)
{
    stop();
    if(multiplayer()) return;

    f = gzopen(fn, "rb9");

    if(!f) { conoutf("could not open %s", fn); return; };


    
    string buf;
    gzread(f, buf, 8);
    if(strncmp(buf, "CUBESAVE", 8)) goto out;


    if(gzgetc(f)!=islittleendian) goto out;     // not supporting save->load accross incompatible architectures simpifies things a LOT

    if(gzgeti()!=SAVEGAMEVERSION || gzgeti()!=sizeof(dynent)) goto out;

    string mapname;
    gzread(f, mapname, _MAXDEFSTR);
    nextmode = gzgeti();
    changemap(mapname); // continue below once map has been loaded and client & server have updated 

    return;
    out:    
    conoutf("aborting: savegame/demo from a different version of cube or cpu architecture");

    stop();
};


void loadgame(char *name)
{
    sprintf_sd(fn)("savegames/%s.csgz", name);
    loadstate(fn);
};


void loadgameout()
{
    stop();
    conoutf("loadgame incomplete: savegame from a different version of this map");

};


void loadgamerest()
{
    if(demoplayback || !f) return;

        

    if(gzgeti()!=ents.length()) return loadgameout();
    loopv(ents)
    {
        ents[i].spawned = gzgetc(f)!=0;   

        if(ents[i].type==CARROT && !ents[i].spawned) trigger(ents[i].attr1, ents[i].attr2, true);
    };
    restoreserverstate(ents);
    
    gzread(f, player1, sizeof(dynent));
    player1->lastaction = lastmillis;
    
    int nmonsters = gzgeti();
    dvector &monsters = getmonsters();

    if(nmonsters!=monsters.length()) return loadgameout();
    loopv(monsters)
    {
        gzread(f, monsters[i], sizeof(dynent));

        monsters[i]->enemy = player1;                                       // lazy, could save id of enemy instead
        monsters[i]->lastaction = monsters[i]->trigger = lastmillis+500;    // also lazy, but no real noticable effect on game



        if(monsters[i]->state==CS_DEAD) monsters[i]->lastaction = 0;
    };
    restoremonsterstate();
    
    int nplayers = gzgeti();
    loopi(nplayers) if(!gzget())
    {
        dynent *d = getclient(i);
        assert(d);
        gzread(f, d, sizeof(dynent));        
    };
    
    conoutf("savegame restored");
    if(demoloading) startdemo(); else stop();



};

// demo functions

int starttime = 0;
int playbacktime = 0;
int ddamage, bdamage;
vec dorig;


void record(char *name)
{

    if(m_sp) { conoutf("cannot record singleplayer games"); return; };


    int cn = getclientnum();

    if(cn<0) return;
    sprintf_sd(fn)("demos/%s.cdgz", name);
    savestate(fn);
    gzputi(cn);
    conoutf("started recording demo to %s", fn);
    demorecording = true;
    starttime = lastmillis;
	ddamage = bdamage = 0;
};


void demodamage(int damage, vec &o) { ddamage = damage; dorig = o; };





void demoblend(int damage) { bdamage = damage; };





void incomingdemodata(uchar *buf, int len, bool extras)
{
    if(!demorecording) return;

    gzputi(lastmillis-starttime);
    gzputi(len);
    gzwrite(f, buf, len);
    gzput(extras);
    if(extras)
    {
        gzput(player1->gunselect);
        gzput(player1->lastattackgun);
        gzputi(player1->lastaction-starttime);
        gzputi(player1->gunwait);
        gzputi(player1->health);
        gzputi(player1->armour);
        gzput(player1->armourtype);
        loopi(NUMGUNS) gzput(player1->ammo[i]);
        gzput(player1->state);
		gzputi(bdamage);
		bdamage = 0;
		gzputi(ddamage);

		if(ddamage)	{ gzputv(dorig); ddamage = 0; };


        // FIXME: add all other client state which is not send through the network

    };
};


void demo(char *name)
{
    sprintf_sd(fn)("demos/%s.cdgz", name);
    loadstate(fn);
    demoloading = true;
};


void stopreset()
{
    conoutf("demo stopped (%d msec elapsed)", lastmillis-starttime);
    stop();
    loopv(players) zapdynent(players[i]);
    disconnect(0, 0);
};

VAR(demoplaybackspeed, 10, 100, 1000);

int scaletime(int t) { return (int)(t*(100.0f/demoplaybackspeed))+starttime; };





void readdemotime()
{   
    if(gzeof(f) || (playbacktime = gzgeti())==-1)
    {
        stopreset();
        return;
    };
    playbacktime = scaletime(playbacktime);
};


void startdemo()
{
    democlientnum = gzgeti();
    demoplayback = true;
    starttime = lastmillis;
    conoutf("now playing demo");
    dynent *d = getclient(democlientnum);
    assert(d);
    *d = *player1;
    readdemotime();
};

VAR(demodelaymsec, 0, 120, 500);



void catmulrom(vec &z, vec &a, vec &b, vec &c, float s, vec &dest)		// spline interpolation
{
	vec t1 = b, t2 = c;

	vsub(t1, z); vmul(t1, 0.5f)

	vsub(t2, a); vmul(t2, 0.5f);

	float s2 = s*s;
	float s3 = s*s2;

	dest = a;
	vec t = b;

	vmul(dest, 2*s3 - 3*s2 + 1);

	vmul(t,   -2*s3 + 3*s2);     vadd(dest, t);

    vmul(t1,     s3 - 2*s2 + s); vadd(dest, t1);

	vmul(t2,     s3 -   s2);     vadd(dest, t2);
};


void fixwrap(dynent *a, dynent *b)
{

	while(b->yaw-a->yaw>180)  a->yaw += 360;  

	while(b->yaw-a->yaw<-180) a->yaw -= 360;
};


void demoplaybackstep()
{
    while(demoplayback && lastmillis>=playbacktime)
    {
        int len = gzgeti();
        if(len<1 || len>MAXTRANS)
        {

            conoutf("error: huge packet during demo play (%d)", len);
            stopreset();
            return;
        };
        uchar buf[MAXTRANS];
        gzread(f, buf, len);
        localservertoclient(buf, len);  // update game state
        
        dynent *target = players[democlientnum];
        assert(target); 
        
		int extras;
        if(extras = gzget())     // read additional client side state not present in normal network stream

        {
            target->gunselect = gzget();
            target->lastattackgun = gzget();
            target->lastaction = scaletime(gzgeti());
            target->gunwait = gzgeti();
            target->health = gzgeti();
            target->armour = gzgeti();
            target->armourtype = gzget();
            loopi(NUMGUNS) target->ammo[i] = gzget();
            target->state = gzget();
            target->lastmove = playbacktime;

			if(bdamage = gzgeti()) damageblend(bdamage);


			if(ddamage = gzgeti()) { gzgetv(dorig); particle_splash(3, ddamage, 1000, dorig); };

            // FIXME: set more client state here
        };
        
        // insert latest copy of player into history


        if(extras && (playerhistory.empty() || playerhistory.last()->lastupdate!=playbacktime))
        {
            dynent *d = newdynent();
            *d = *target;
            d->lastupdate = playbacktime;
            playerhistory.add(d);
            if(playerhistory.length()>20)
            {
                zapdynent(playerhistory[0]);
                playerhistory.remove(0);
            };
        };
        
        readdemotime();
    };
    
    if(demoplayback)
    {
        int itime = lastmillis-demodelaymsec;



        loopvrev(playerhistory) if(playerhistory[i]->lastupdate<itime)      // find 2 positions in history that surround interpolation time point
        {
            dynent *a = playerhistory[i];
            dynent *b = a;
            if(i+1<playerhistory.length()) b = playerhistory[i+1];

            *player1 = *b;
            if(a!=b)                                // interpolate pos & angles
            {
				dynent *c = b;
				if(i+2<playerhistory.length()) c = playerhistory[i+2];

				dynent *z = a;

				if(i-1>=0) z = playerhistory[i-1];
				//if(a==z || b==c) printf("* %d\n", lastmillis);



				float bf = (itime-a->lastupdate)/(float)(b->lastupdate-a->lastupdate);
				fixwrap(a, player1);
				fixwrap(c, player1);
				fixwrap(z, player1);
				vdist(dist, v, z->o, c->o);
				if(dist<16)		// if teleport or spawn, dont't interpolate

				{
					catmulrom(z->o, a->o, b->o, c->o, bf, player1->o);

					catmulrom(*(vec *)&z->yaw, *(vec *)&a->yaw, *(vec *)&b->yaw, *(vec *)&c->yaw, bf, *(vec *)&player1->yaw);



				};
				fixplayer1range();
			};
            break;
        };
        //if(player1->state!=CS_DEAD) showscores(false);
    };
};








void stopn() { if(demoplayback) stopreset(); else stop(); conoutf("demo stopped"); };


COMMAND(record, ARG_1STR);
COMMAND(demo, ARG_1STR);
COMMANDN(stop, stopn, ARG_NONE);

COMMAND(savegame, ARG_1STR);
COMMAND(loadgame, ARG_1STR);
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// loading and saving of savegames & demos, dumps the spawn state of all
// mapents, the full state of all dynents (monsters + player)

#include "cube.h"

extern int islittleendian;

gzFile f = NULL;
bool demorecording = false;
bool demoplayback = false;
bool demoloading = false;
dvector playerhistory;
int democlientnum = 0;

void startdemo();

void
gzput(int i)
{
	gzputc(f, i);
};
void
gzputi(int i)
{
	gzwrite(f, &i, sizeof(int));
};
void
gzputv(vec &v)
{
	gzwrite(f, &v, sizeof(vec));
};

void
gzcheck(int a, int b)
{
	if (a != b)
		fatal("savegame file corrupt (short)");
};
int
gzget()
{
	char c = gzgetc(f);
	return c;
};
int
gzgeti()
{
	int i;
	gzcheck(gzread(f, &i, sizeof(int)), sizeof(int));
	return i;
};
void
gzgetv(vec &v)
{
	gzcheck(gzread(f, &v, sizeof(vec)), sizeof(vec));
};

void
stop()
{
	if (f) {

		if (demorecording)
			gzputi(-1);
		gzclose(f);
	};
	f = NULL;
	demorecording = false;
	demoplayback = false;
	demoloading = false;
	loopv(playerhistory) zapdynent(playerhistory[i]);
	playerhistory.setsize(0);
};

void
stopifrecording()
{
	if (demorecording)
		stop();
};

void
savestate(char *fn)
{
	stop();
	f = gzopen(fn, "wb9");
	if (!f) {
		conoutf("could not write %s", fn);
		return;
	};
	gzwrite(f, (void *)"CUBESAVE", 8);
	gzputc(f, islittleendian);
	gzputi(SAVEGAMEVERSION);
	gzputi(sizeof(dynent));
	gzwrite(f, getclientmap(), _MAXDEFSTR);
	gzputi(gamemode);
	gzputi(ents.length());
	loopv(ents) gzputc(f, ents[i].spawned);
	gzwrite(f, player1, sizeof(dynent));
	dvector &monsters = getmonsters();
	gzputi(monsters.length());
	loopv(monsters) gzwrite(f, monsters[i], sizeof(dynent));
	gzputi(players.length());
	loopv(players)
	{
		gzput(players[i] == NULL);
		gzwrite(f, players[i], sizeof(dynent));
	};
};

void
savegame(char *name)
{
	if (!m_classicsp) {
		conoutf("can only save classic sp games");
		return;
	};
	sprintf_sd(fn)("savegames/%s.csgz", name);
	savestate(fn);
	stop();
	conoutf("wrote %s", fn);
};

void
loadstate(char *fn)
{
	stop();
	if (multiplayer())
		return;
	f = gzopen(fn, "rb9");
	if (!f) {
		conoutf("could not open %s", fn);
		return;
	};

	string buf;
	gzread(f, buf, 8);
	if (strncmp(buf, "CUBESAVE", 8))
		goto out;
	if (gzgetc(f) != islittleendian)
		goto out; // not supporting save->load accross incompatible
		          // architectures simpifies things a LOT
	if (gzgeti() != SAVEGAMEVERSION || gzgeti() != sizeof(dynent))
		goto out;
	string mapname;
	gzread(f, mapname, _MAXDEFSTR);
	nextmode = gzgeti();
	changemap(mapname); // continue below once map has been loaded and
	                    // client & server have updated
	return;
out:
	conoutf("aborting: savegame/demo from a different version of cube or "
	        "cpu architecture");
	stop();
};

void
loadgame(char *name)
{
	sprintf_sd(fn)("savegames/%s.csgz", name);
	loadstate(fn);
};

void
loadgameout()
{
	stop();
	conoutf("loadgame incomplete: savegame from a different version of "
	        "this map");
};

void
loadgamerest()
{
	if (demoplayback || !f)
		return;

	if (gzgeti() != ents.length())
		return loadgameout();
	loopv(ents)
	{
		ents[i].spawned = gzgetc(f) != 0;
		if (ents[i].type == CARROT && !ents[i].spawned)
			trigger(ents[i].attr1, ents[i].attr2, true);
	};
	restoreserverstate(ents);

	gzread(f, player1, sizeof(dynent));
	player1->lastaction = lastmillis;

	int nmonsters = gzgeti();
	dvector &monsters = getmonsters();
	if (nmonsters != monsters.length())
		return loadgameout();
	loopv(monsters)
	{
		gzread(f, monsters[i], sizeof(dynent));
		monsters[i]->enemy =
		    player1; // lazy, could save id of enemy instead
		monsters[i]->lastaction = monsters[i]->trigger =
		    lastmillis +
		    500; // also lazy, but no real noticable effect on game
		if (monsters[i]->state == CS_DEAD)
			monsters[i]->lastaction = 0;
	};
	restoremonsterstate();

	int nplayers = gzgeti();
	loopi(nplayers) if (!gzget())
	{
		dynent *d = getclient(i);
		assert(d);
		gzread(f, d, sizeof(dynent));
	};

	conoutf("savegame restored");
	if (demoloading)
		startdemo();
	else
		stop();
};

// demo functions

int starttime = 0;
int playbacktime = 0;
int ddamage, bdamage;
vec dorig;

void
record(char *name)
{
	if (m_sp) {
		conoutf("cannot record singleplayer games");
		return;
	};
	int cn = getclientnum();
	if (cn < 0)
		return;
	sprintf_sd(fn)("demos/%s.cdgz", name);
	savestate(fn);
	gzputi(cn);
	conoutf("started recording demo to %s", fn);
	demorecording = true;
	starttime = lastmillis;
	ddamage = bdamage = 0;
};

void
demodamage(int damage, vec &o)
{
	ddamage = damage;
	dorig = o;
};
void
demoblend(int damage)
{
	bdamage = damage;
};

void
incomingdemodata(uchar *buf, int len, bool extras)
{
	if (!demorecording)
		return;
	gzputi(lastmillis - starttime);
	gzputi(len);
	gzwrite(f, buf, len);
	gzput(extras);
	if (extras) {

		gzput(player1->gunselect);
		gzput(player1->lastattackgun);
		gzputi(player1->lastaction - starttime);
		gzputi(player1->gunwait);
		gzputi(player1->health);
		gzputi(player1->armour);
		gzput(player1->armourtype);
		loopi(NUMGUNS) gzput(player1->ammo[i]);
		gzput(player1->state);
		gzputi(bdamage);
		bdamage = 0;
		gzputi(ddamage);
		if (ddamage) {
			gzputv(dorig);
			ddamage = 0;
		};
		// FIXME: add all other client state which is not send through
		// the network
	};
};

void
demo(char *name)
{
	sprintf_sd(fn)("demos/%s.cdgz", name);
	loadstate(fn);
	demoloading = true;
};

void
stopreset()
{
	conoutf("demo stopped (%d msec elapsed)", lastmillis - starttime);
	stop();
	loopv(players) zapdynent(players[i]);
	disconnect(0, 0);
};

VAR(demoplaybackspeed, 10, 100, 1000);
int
scaletime(int t)
{
	return (int)(t * (100.0f / demoplaybackspeed)) + starttime;
};

void
readdemotime()
{
	if (gzeof(f) || (playbacktime = gzgeti()) == -1) {

		stopreset();
		return;
	};
	playbacktime = scaletime(playbacktime);
};

void
startdemo()
{
	democlientnum = gzgeti();
	demoplayback = true;
	starttime = lastmillis;
	conoutf("now playing demo");
	dynent *d = getclient(democlientnum);
	assert(d);
	*d = *player1;
	readdemotime();
};

VAR(demodelaymsec, 0, 120, 500);

void
catmulrom(
    vec &z, vec &a, vec &b, vec &c, float s, vec &dest) // spline interpolation
{
	vec t1 = b, t2 = c;

	vsub(t1, z);
	vmul(t1, 0.5f) vsub(t2, a);
	vmul(t2, 0.5f);

	float s2 = s * s;
	float s3 = s * s2;

	dest = a;
	vec t = b;

	vmul(dest, 2 * s3 - 3 * s2 + 1);
	vmul(t, -2 * s3 + 3 * s2);
	vadd(dest, t);
	vmul(t1, s3 - 2 * s2 + s);
	vadd(dest, t1);
	vmul(t2, s3 - s2);
	vadd(dest, t2);
};

void
fixwrap(dynent *a, dynent *b)
{
	while (b->yaw - a->yaw > 180)
		a->yaw += 360;
	while (b->yaw - a->yaw < -180)
		a->yaw -= 360;
};

void
demoplaybackstep()
{
	while (demoplayback && lastmillis >= playbacktime) {

		int len = gzgeti();
		if (len < 1 || len > MAXTRANS) {

			conoutf(
			    "error: huge packet during demo play (%d)", len);
			stopreset();
			return;
		};
		uchar buf[MAXTRANS];
		gzread(f, buf, len);
		localservertoclient(buf, len); // update game state

		dynent *target = players[democlientnum];
		assert(target);

		int extras;
		if (extras = gzget()) // read additional client side state not
		                      // present in normal network stream
		{
			target->gunselect = gzget();
			target->lastattackgun = gzget();
			target->lastaction = scaletime(gzgeti());
			target->gunwait = gzgeti();
			target->health = gzgeti();
			target->armour = gzgeti();
			target->armourtype = gzget();
			loopi(NUMGUNS) target->ammo[i] = gzget();
			target->state = gzget();
			target->lastmove = playbacktime;
			if (bdamage = gzgeti())
				damageblend(bdamage);
			if (ddamage = gzgeti()) {
				gzgetv(dorig);
				particle_splash(3, ddamage, 1000, dorig);
			};
			// FIXME: set more client state here
		};

		// insert latest copy of player into history
		if (extras &&
		    (playerhistory.empty() ||
		        playerhistory.last()->lastupdate != playbacktime)) {

			dynent *d = newdynent();
			*d = *target;
			d->lastupdate = playbacktime;
			playerhistory.add(d);
			if (playerhistory.length() > 20) {

				zapdynent(playerhistory[0]);
				playerhistory.remove(0);
			};
		};

		readdemotime();
	};

	if (demoplayback) {

		int itime = lastmillis - demodelaymsec;
		loopvrev(playerhistory) if (playerhistory[i]->lastupdate <
		                            itime) // find 2 positions in
		                                   // history that surround
		                                   // interpolation time point
		{
			dynent *a = playerhistory[i];
			dynent *b = a;
			if (i + 1 < playerhistory.length())
				b = playerhistory[i + 1];
			*player1 = *b;
			if (a != b) // interpolate pos & angles
			{
				dynent *c = b;
				if (i + 2 < playerhistory.length())
					c = playerhistory[i + 2];
				dynent *z = a;
				if (i - 1 >= 0)
					z = playerhistory[i - 1];
				// if(a==z || b==c) printf("* %d\n",
				// lastmillis);
				float bf =
				    (itime - a->lastupdate) /
				    (float)(b->lastupdate - a->lastupdate);
				fixwrap(a, player1);
				fixwrap(c, player1);
				fixwrap(z, player1);
				vdist(dist, v, z->o, c->o);
				if (dist < 16) // if teleport or spawn, dont't
				               // interpolate
				{
					catmulrom(z->o, a->o, b->o, c->o, bf,
					    player1->o);
					catmulrom(*(vec *)&z->yaw,
					    *(vec *)&a->yaw, *(vec *)&b->yaw,
					    *(vec *)&c->yaw, bf,
					    *(vec *)&player1->yaw);
				};
				fixplayer1range();
			};
			break;
		};
		// if(player1->state!=CS_DEAD) showscores(false);
	};
};

void
stopn()
{
	if (demoplayback)
		stopreset();
	else
		stop();
	conoutf("demo stopped");
};

COMMAND(record, ARG_1STR);
COMMAND(demo, ARG_1STR);
COMMANDN(stop, stopn, ARG_NONE);

COMMAND(savegame, ARG_1STR);
COMMAND(loadgame, ARG_1STR);

Modified src/server.cxx from [3fad36d8b3] to [1a30414c23].

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// server.cpp: little more than enhanced multicaster
// runs dedicated or as client coroutine

#include "cube.h" 

enum { ST_EMPTY, ST_LOCAL, ST_TCPIP };

struct client                   // server side version of "dynent" type
{
    int type;
    ENetPeer *peer;
    string hostname;
    string mapvote;
    string name;
    int modevote;
};

vector<client> clients;

int maxclients = 8;
string smapname;

struct server_entity            // server side version of "entity" type
{
    bool spawned;
    int spawnsecs;
};

vector<server_entity> sents;


bool notgotitems = true;        // true when map has changed and waiting for clients to send item
int mode = 0;



void restoreserverstate(vector<entity> &ents)   // hack: called from savegame code, only works in SP
{
    loopv(sents)
    {
        sents[i].spawned = ents[i].spawned;
        sents[i].spawnsecs = 0;
    }; 
};

int interm = 0, minremain = 0, mapend = 0;
bool mapreload = false;

char *serverpassword = "";

bool isdedicated;
ENetHost * serverhost = NULL;
int bsend = 0, brec = 0, laststatus = 0, lastsec = 0;

#define MAXOBUF 100000

void process(ENetPacket *packet, int sender);
void multicast(ENetPacket *packet, int sender);
void disconnect_client(int n, char *reason);


void send(int n, ENetPacket *packet)
{
	if(!packet) return;

    switch(clients[n].type)
    {
        case ST_TCPIP:
        {
            enet_peer_send(clients[n].peer, 0, packet);
            bsend += packet->dataLength;
            break;
        };

        case ST_LOCAL:
            localservertoclient(packet->data, packet->dataLength);
            break;

    };
};


void send2(bool rel, int cn, int a, int b)
{

    ENetPacket *packet = enet_packet_create(NULL, 32, rel ? ENET_PACKET_FLAG_RELIABLE : 0);
    uchar *start = packet->data;
    uchar *p = start+2;
    putint(p, a);
    putint(p, b);
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);

    if(cn<0) process(packet, -1);

    else send(cn, packet);

    if(packet->referenceCount==0) enet_packet_destroy(packet);
};


void sendservmsg(char *msg)
{
    ENetPacket *packet = enet_packet_create(NULL, _MAXDEFSTR+10, ENET_PACKET_FLAG_RELIABLE);

    uchar *start = packet->data;
    uchar *p = start+2;
    putint(p, SV_SERVMSG);
    sendstring(msg, p);
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
    multicast(packet, -1);

    if(packet->referenceCount==0) enet_packet_destroy(packet);
};


void disconnect_client(int n, char *reason)
{
    printf("disconnecting client (%s) [%s]\n", clients[n].hostname, reason);
    enet_peer_disconnect(clients[n].peer);
    clients[n].type = ST_EMPTY;
    send2(true, -1, SV_CDIS, n);
};





void resetitems() { sents.setsize(0); notgotitems = true; };



void pickup(uint i, int sec, int sender)         // server side item pickup, acknowledge first client that gets it

{
    if(i>=(uint)sents.length()) return;

    if(sents[i].spawned)
    {
        sents[i].spawned = false;
        sents[i].spawnsecs = sec;
        send2(true, sender, SV_ITEMACC, i);
    };
};


void resetvotes()
{
    loopv(clients) clients[i].mapvote[0] = 0;
};


bool vote(char *map, int reqmode, int sender)
{
    strcpy_s(clients[sender].mapvote, map);
    clients[sender].modevote = reqmode;
    int yes = 0, no = 0; 
    loopv(clients) if(clients[i].type!=ST_EMPTY)
    {

        if(clients[i].mapvote[0]) { if(strcmp(clients[i].mapvote, map)==0 && clients[i].modevote==reqmode) yes++; else no++; }



        else no++;


    };

    if(yes==1 && no==0) return true;  // single player
    sprintf_sd(msg)("%s suggests %s on map %s (set map to vote)", clients[sender].name, modestr(reqmode), map);

    sendservmsg(msg);

    if(yes/(float)(yes+no) <= 0.5f) return false;
    sendservmsg("vote passed");
    resetvotes();
    return true;    
};

// server side processing of updates: does very little and most state is tracked client only
// could be extended to move more gameplay to server (at expense of lag)



void process(ENetPacket * packet, int sender)   // sender may be -1
{
    if(ENET_NET_TO_HOST_16(*(ushort *)packet->data)!=packet->dataLength)
    {

        disconnect_client(sender, "packet length");
        return;
    };
        
    uchar *end = packet->data+packet->dataLength;
    uchar *p = packet->data+2;
    char text[MAXTRANS];
    int cn = -1, type;


    while(p<end) switch(type = getint(p))
    {
        case SV_TEXT:
            sgetstr();
            break;

        case SV_INITC2S:
            sgetstr();
            strcpy_s(clients[cn].name, text);
            sgetstr();
            getint(p);
            break;

        case SV_MAPCHANGE:
        {
            sgetstr();
            int reqmode = getint(p);

            if(reqmode<0) reqmode = 0;

            if(smapname[0] && !mapreload && !vote(text, reqmode, sender)) return;

            mapreload = false;
            mode = reqmode;
            minremain = mode&1 ? 15 : 10;
            mapend = lastsec+minremain*60;
            interm = 0;
            strcpy_s(smapname, text);
            resetitems();
            sender = -1;
            break;
        };
        
        case SV_ITEMLIST:
        {
            int n;
            while((n = getint(p))!=-1) if(notgotitems)
            {

                server_entity se = { false, 0 };

                while(sents.length()<=n) sents.add(se);
                sents[n].spawned = true;
            };
            notgotitems = false;
            break;
        };

        case SV_ITEMPICKUP:
        {
            int n = getint(p);
            pickup(n, getint(p), sender);
            break;
        };

        case SV_PING:
            send2(false, cn, SV_PONG, getint(p));
            break;

        case SV_POS:
        {
            cn = getint(p);
            if(cn<0 || cn>=clients.length() || clients[cn].type==ST_EMPTY)
            {

                disconnect_client(sender, "client num");
                return;
            };
            int size = msgsizelookup(type);
            assert(size!=-1);
            loopi(size-2) getint(p);
            break;
        };

        case SV_SENDMAP:
        {
            sgetstr();
            int mapsize = getint(p);
            sendmaps(sender, text, mapsize, p);
            return;
        }

        case SV_RECVMAP:
			send(sender, recvmap(sender));
            return;
            
        case SV_EXT:   // allows for new features that require no server updates 

        {
            for(int n = getint(p); n; n--) getint(p);

            break;
        };

        default:
        {
            int size = msgsizelookup(type);

            if(size==-1) { disconnect_client(sender, "tag type"); return; };


            loopi(size-1) getint(p);
        };
    };


    if(p>end) { disconnect_client(sender, "end of packet"); return; };


    multicast(packet, sender);
};


void send_welcome(int n)
{

    ENetPacket * packet = enet_packet_create (NULL, MAXTRANS, ENET_PACKET_FLAG_RELIABLE);
    uchar *start = packet->data;
    uchar *p = start+2;
    putint(p, SV_INITS2C);
    putint(p, n);
    putint(p, PROTOCOL_VERSION);
    putint(p, smapname[0]);
    sendstring(serverpassword, p);
    putint(p, clients.length()>maxclients);
    if(smapname[0])
    {
        putint(p, SV_MAPCHANGE);
        sendstring(smapname, p);
        putint(p, mode);
        putint(p, SV_ITEMLIST);
        loopv(sents) if(sents[i].spawned) putint(p, i);
        putint(p, -1);
    };
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
    send(n, packet);
};


void multicast(ENetPacket *packet, int sender)
{
    loopv(clients)
    {

        if(i==sender) continue;
        send(i, packet);
    };
};


void localclienttoserver(ENetPacket *packet)
{
    process(packet, 0);

    if(!packet->referenceCount) enet_packet_destroy (packet);
};

client &addclient()

{
    loopv(clients) if(clients[i].type==ST_EMPTY) return clients[i];
    return clients.add();
};


void checkintermission()
{
    if(!minremain)
    {
        interm = lastsec+10;
        mapend = lastsec+1000;
    };
    send2(true, -1, SV_TIMEUP, minremain--);
};





void startintermission() { minremain = 0; checkintermission(); };



void resetserverifempty()
{
    loopv(clients) if(clients[i].type!=ST_EMPTY) return;
    clients.setsize(0);
    smapname[0] = 0;
    resetvotes();
    resetitems();
    mode = 0;
    mapreload = false;
    minremain = 10;
    mapend = lastsec+minremain*60;
    interm = 0;
};

int nonlocalclients = 0;
int lastconnect = 0;



void serverslice(int seconds, unsigned int timeout)   // main server update, called from cube main loop in sp, or dedicated server loop

{
    loopv(sents)        // spawn entities when timer reached
    {

        if(sents[i].spawnsecs && (sents[i].spawnsecs -= seconds-lastsec)<=0)
        {
            sents[i].spawnsecs = 0;
            sents[i].spawned = true;
            send2(true, -1, SV_ITEMSPAWN, i);
        };
    };
    
    lastsec = seconds;
    
    if((mode>1 || (mode==0 && nonlocalclients)) && seconds>mapend-minremain*60) checkintermission();


    if(interm && seconds>interm)
    {
        interm = 0;
        loopv(clients) if(clients[i].type!=ST_EMPTY)
        {
            send2(true, i, SV_MAPRELOAD, 0);    // ask a client to trigger map reload

            mapreload = true;
            break;
        };
    };

    resetserverifempty();
    

    if(!isdedicated) return;     // below is network only

	int numplayers = 0;
	loopv(clients) if(clients[i].type!=ST_EMPTY) ++numplayers;
	serverms(mode, numplayers, minremain, smapname, seconds, clients.length()>=maxclients);



    if(seconds-laststatus>60)   // display bandwidth stats, useful for server ops
    {
        nonlocalclients = 0;

        loopv(clients) if(clients[i].type==ST_TCPIP) nonlocalclients++;
        laststatus = seconds;     

        if(nonlocalclients || bsend || brec) printf("status: %d remote clients, %.1f send, %.1f rec (K/sec)\n", nonlocalclients, bsend/60.0f/1024, brec/60.0f/1024);



        bsend = brec = 0;
    };

    ENetEvent event;
    if(enet_host_service(serverhost, &event, timeout) > 0)
    {
        switch(event.type)
        {
            case ENET_EVENT_TYPE_CONNECT:
            {
                client &c = addclient();
                c.type = ST_TCPIP;
                c.peer = event.peer;
                c.peer->data = (void *)(&c-&clients[0]);
                char hn[1024];

                strcpy_s(c.hostname, (enet_address_get_host(&c.peer->address, hn, sizeof(hn))==0) ? hn : "localhost");



                printf("client connected (%s)\n", c.hostname);
                send_welcome(lastconnect = &c-&clients[0]);
                break;
            }
            case ENET_EVENT_TYPE_RECEIVE:
                brec += event.packet->dataLength;
                process(event.packet, (int)event.peer->data); 

                if(event.packet->referenceCount==0) enet_packet_destroy(event.packet);
                break;

            case ENET_EVENT_TYPE_DISCONNECT: 
                if((int)event.peer->data<0) break;

                printf("disconnected client (%s)\n", clients[(int)event.peer->data].hostname);

                clients[(int)event.peer->data].type = ST_EMPTY;
                send2(true, -1, SV_CDIS, (int)event.peer->data);
                event.peer->data = (void *)-1;
                break;
        };
        
        if(numplayers>maxclients)   
        {
            disconnect_client(lastconnect, "maxclients reached");
        };
    };
    #ifndef _WIN32
        fflush(stdout);
    #endif
};


void cleanupserver()
{

    if(serverhost) enet_host_destroy(serverhost);
};


void localdisconnect()
{
    loopv(clients) if(clients[i].type==ST_LOCAL) clients[i].type = ST_EMPTY;

};


void localconnect()
{
    client &c = addclient();
    c.type = ST_LOCAL;
    strcpy_s(c.hostname, "local");
    send_welcome(&c-&clients[0]); 
};


void initserver(bool dedicated, int uprate, char *sdesc, char *ip, char *master, char *passwd, int maxcl)

{
    serverpassword = passwd;
    maxclients = maxcl;
	servermsinit(master ? master : "wouter.fov120.com/cube/masterserver/", sdesc, dedicated);

    
    if(isdedicated = dedicated)
    {
        ENetAddress address = { ENET_HOST_ANY, CUBE_SERVER_PORT };

        if(*ip && enet_address_set_host(&address, ip)<0) printf("WARNING: server ip not resolved");
        serverhost = enet_host_create(&address, MAXCLIENTS, 0, uprate);

        if(!serverhost) fatal("could not create server host\n");
        loopi(MAXCLIENTS) serverhost->peers[i].data = (void *)-1;
    };

    resetserverifempty();

    if(isdedicated)       // do not return, this becomes main loop
    {
        #ifdef _WIN32
        SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS);
        #endif
        printf("dedicated server started, waiting for clients...\nCtrl-C to exit\n\n");

        atexit(cleanupserver);
        atexit(enet_deinitialize);

        for(;;) serverslice(/*enet_time_get_sec()*/time(NULL), 5);
    };
};



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// server.cpp: little more than enhanced multicaster
// runs dedicated or as client coroutine

#include "cube.h"

enum { ST_EMPTY, ST_LOCAL, ST_TCPIP };

struct client // server side version of "dynent" type
{
	int type;
	ENetPeer *peer;
	string hostname;
	string mapvote;
	string name;
	int modevote;
};

vector<client> clients;

int maxclients = 8;
string smapname;

struct server_entity // server side version of "entity" type
{
	bool spawned;
	int spawnsecs;
};

vector<server_entity> sents;

bool notgotitems =
    true; // true when map has changed and waiting for clients to send item
int mode = 0;

void
restoreserverstate(
    vector<entity> &ents) // hack: called from savegame code, only works in SP
{
	loopv(sents)
	{
		sents[i].spawned = ents[i].spawned;
		sents[i].spawnsecs = 0;
	};
};

int interm = 0, minremain = 0, mapend = 0;
bool mapreload = false;

char *serverpassword = "";

bool isdedicated;
ENetHost *serverhost = NULL;
int bsend = 0, brec = 0, laststatus = 0, lastsec = 0;

#define MAXOBUF 100000

void process(ENetPacket *packet, int sender);
void multicast(ENetPacket *packet, int sender);
void disconnect_client(int n, char *reason);

void
send(int n, ENetPacket *packet)
{
	if (!packet)
		return;
	switch (clients[n].type) {

	case ST_TCPIP: {

		enet_peer_send(clients[n].peer, 0, packet);
		bsend += packet->dataLength;
		break;
	};

	case ST_LOCAL:
		localservertoclient(packet->data, packet->dataLength);
		break;

	};
};

void
send2(bool rel, int cn, int a, int b)
{
	ENetPacket *packet =
	    enet_packet_create(NULL, 32, rel ? ENET_PACKET_FLAG_RELIABLE : 0);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, a);
	putint(p, b);
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	if (cn < 0)
		process(packet, -1);
	else
		send(cn, packet);
	if (packet->referenceCount == 0)
		enet_packet_destroy(packet);
};

void
sendservmsg(char *msg)
{
	ENetPacket *packet = enet_packet_create(
	    NULL, _MAXDEFSTR + 10, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_SERVMSG);
	sendstring(msg, p);
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	multicast(packet, -1);
	if (packet->referenceCount == 0)
		enet_packet_destroy(packet);
};

void
disconnect_client(int n, char *reason)
{
	printf("disconnecting client (%s) [%s]\n", clients[n].hostname, reason);
	enet_peer_disconnect(clients[n].peer);
	clients[n].type = ST_EMPTY;
	send2(true, -1, SV_CDIS, n);
};

void
resetitems()
{
	sents.setsize(0);
	notgotitems = true;
};

void
pickup(uint i, int sec, int sender) // server side item pickup, acknowledge
                                    // first client that gets it
{
	if (i >= (uint)sents.length())
		return;
	if (sents[i].spawned) {

		sents[i].spawned = false;
		sents[i].spawnsecs = sec;
		send2(true, sender, SV_ITEMACC, i);
	};
};

void
resetvotes()
{
	loopv(clients) clients[i].mapvote[0] = 0;
};

bool
vote(char *map, int reqmode, int sender)
{
	strcpy_s(clients[sender].mapvote, map);
	clients[sender].modevote = reqmode;
	int yes = 0, no = 0;
	loopv(clients) if (clients[i].type != ST_EMPTY)
	{
		if (clients[i].mapvote[0]) {
			if (strcmp(clients[i].mapvote, map) == 0 &&
			    clients[i].modevote == reqmode)
				yes++;
			else
				no++;
		} else
			no++;
	};
	if (yes == 1 && no == 0)
		return true; // single player
	sprintf_sd(msg)("%s suggests %s on map %s (set map to vote)",
	    clients[sender].name, modestr(reqmode), map);
	sendservmsg(msg);
	if (yes / (float)(yes + no) <= 0.5f)
		return false;
	sendservmsg("vote passed");
	resetvotes();
	return true;
};

// server side processing of updates: does very little and most state is tracked
// client only could be extended to move more gameplay to server (at expense of
// lag)

void
process(ENetPacket *packet, int sender) // sender may be -1
{
	if (ENET_NET_TO_HOST_16(*(ushort *)packet->data) !=

	    packet->dataLength) {
		disconnect_client(sender, "packet length");
		return;
	};

	uchar *end = packet->data + packet->dataLength;
	uchar *p = packet->data + 2;
	char text[MAXTRANS];
	int cn = -1, type;

	while (p < end)
		switch (type = getint(p)) {

		case SV_TEXT:
			sgetstr();
			break;

		case SV_INITC2S:
			sgetstr();
			strcpy_s(clients[cn].name, text);
			sgetstr();
			getint(p);
			break;

		case SV_MAPCHANGE: {

			sgetstr();
			int reqmode = getint(p);
			if (reqmode < 0)
				reqmode = 0;
			if (smapname[0] && !mapreload &&
			    !vote(text, reqmode, sender))
				return;
			mapreload = false;
			mode = reqmode;
			minremain = mode & 1 ? 15 : 10;
			mapend = lastsec + minremain * 60;
			interm = 0;
			strcpy_s(smapname, text);
			resetitems();
			sender = -1;
			break;
		};

		case SV_ITEMLIST: {

			int n;
			while ((n = getint(p)) != -1)

				if (notgotitems) {
					server_entity se = {false, 0};
					while (sents.length() <= n)
						sents.add(se);
					sents[n].spawned = true;
				};
			notgotitems = false;
			break;
		};

		case SV_ITEMPICKUP: {

			int n = getint(p);
			pickup(n, getint(p), sender);
			break;
		};

		case SV_PING:
			send2(false, cn, SV_PONG, getint(p));
			break;

		case SV_POS: {

			cn = getint(p);
			if (cn < 0 || cn >= clients.length() ||

			    clients[cn].type == ST_EMPTY) {
				disconnect_client(sender, "client num");
				return;
			};
			int size = msgsizelookup(type);
			assert(size != -1);
			loopi(size - 2) getint(p);
			break;
		};

		case SV_SENDMAP: {

			sgetstr();
			int mapsize = getint(p);
			sendmaps(sender, text, mapsize, p);
			return;
		}

		case SV_RECVMAP:
			send(sender, recvmap(sender));
			return;

		case SV_EXT: // allows for new features that require no server
		             // updates
		{
			for (int n = getint(p); n; n--)
				getint(p);
			break;
		};

		default: {

			int size = msgsizelookup(type);
			if (size == -1) {
				disconnect_client(sender, "tag type");
				return;
			};
			loopi(size - 1) getint(p);
		};
		};

	if (p > end) {
		disconnect_client(sender, "end of packet");
		return;
	};
	multicast(packet, sender);
};

void
send_welcome(int n)
{
	ENetPacket *packet =
	    enet_packet_create(NULL, MAXTRANS, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_INITS2C);
	putint(p, n);
	putint(p, PROTOCOL_VERSION);
	putint(p, smapname[0]);
	sendstring(serverpassword, p);
	putint(p, clients.length() > maxclients);
	if (smapname[0]) {

		putint(p, SV_MAPCHANGE);
		sendstring(smapname, p);
		putint(p, mode);
		putint(p, SV_ITEMLIST);
		loopv(sents) if (sents[i].spawned) putint(p, i);
		putint(p, -1);
	};
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	send(n, packet);
};

void
multicast(ENetPacket *packet, int sender)
{
	loopv(clients)
	{
		if (i == sender)
			continue;
		send(i, packet);
	};
};

void
localclienttoserver(ENetPacket *packet)
{
	process(packet, 0);
	if (!packet->referenceCount)
		enet_packet_destroy(packet);
};

client &
addclient()
{
	loopv(clients) if (clients[i].type == ST_EMPTY) return clients[i];
	return clients.add();
};

void
checkintermission()
{
	if (!minremain) {

		interm = lastsec + 10;
		mapend = lastsec + 1000;
	};
	send2(true, -1, SV_TIMEUP, minremain--);
};

void
startintermission()
{
	minremain = 0;
	checkintermission();
};

void
resetserverifempty()
{
	loopv(clients) if (clients[i].type != ST_EMPTY) return;
	clients.setsize(0);
	smapname[0] = 0;
	resetvotes();
	resetitems();
	mode = 0;
	mapreload = false;
	minremain = 10;
	mapend = lastsec + minremain * 60;
	interm = 0;
};

int nonlocalclients = 0;
int lastconnect = 0;

void
serverslice(int seconds,
    unsigned int timeout) // main server update, called from cube main loop in
                          // sp, or dedicated server loop
{
	loopv(sents) // spawn entities when timer reached
	{
		if (sents[i].spawnsecs &&
		    (sents[i].spawnsecs -= seconds - lastsec) <= 0) {

			sents[i].spawnsecs = 0;
			sents[i].spawned = true;
			send2(true, -1, SV_ITEMSPAWN, i);
		};
	};

	lastsec = seconds;

	if ((mode > 1 || (mode == 0 && nonlocalclients)) &&
	    seconds > mapend - minremain * 60)
		checkintermission();
	if (interm && seconds > interm) {

		interm = 0;
		loopv(clients) if (clients[i].type != ST_EMPTY)
		{
			send2(true, i, SV_MAPRELOAD,
			    0); // ask a client to trigger map reload
			mapreload = true;
			break;
		};
	};

	resetserverifempty();

	if (!isdedicated)
		return; // below is network only

	int numplayers = 0;
	loopv(clients) if (clients[i].type != ST_EMPTY)++ numplayers;
	serverms(mode, numplayers, minremain, smapname, seconds,
	    clients.length() >= maxclients);

	if (seconds - laststatus >
	    60) // display bandwidth stats, useful for server ops
	{
		nonlocalclients = 0;
		loopv(clients) if (clients[i].type == ST_TCPIP)
		    nonlocalclients++;
		laststatus = seconds;
		if (nonlocalclients || bsend || brec)
			printf("status: %d remote clients, %.1f send, %.1f rec "
			       "(K/sec)\n",
			    nonlocalclients, bsend / 60.0f / 1024,
			    brec / 60.0f / 1024);
		bsend = brec = 0;
	};

	ENetEvent event;
	if (enet_host_service(serverhost, &event, timeout) > 0) {

		switch (event.type) {

		case ENET_EVENT_TYPE_CONNECT: {

			client &c = addclient();
			c.type = ST_TCPIP;
			c.peer = event.peer;
			c.peer->data = (void *)(&c - &clients[0]);
			char hn[1024];
			strcpy_s(
			    c.hostname, (enet_address_get_host(&c.peer->address,
			                     hn, sizeof(hn)) == 0)
			                    ? hn
			                    : "localhost");
			printf("client connected (%s)\n", c.hostname);
			send_welcome(lastconnect = &c - &clients[0]);
			break;
		}
		case ENET_EVENT_TYPE_RECEIVE:
			brec += event.packet->dataLength;
			process(event.packet, (int)event.peer->data);
			if (event.packet->referenceCount == 0)
				enet_packet_destroy(event.packet);
			break;

		case ENET_EVENT_TYPE_DISCONNECT:
			if ((int)event.peer->data < 0)
				break;
			printf("disconnected client (%s)\n",
			    clients[(int)event.peer->data].hostname);
			clients[(int)event.peer->data].type = ST_EMPTY;
			send2(true, -1, SV_CDIS, (int)event.peer->data);
			event.peer->data = (void *)-1;
			break;
		};

		if (numplayers > maxclients) {

			disconnect_client(lastconnect, "maxclients reached");
		};
	};
#ifndef _WIN32
	fflush(stdout);
#endif
};

void
cleanupserver()
{
	if (serverhost)
		enet_host_destroy(serverhost);
};

void
localdisconnect()
{
	loopv(clients) if (clients[i].type == ST_LOCAL) clients[i].type =
	    ST_EMPTY;
};

void
localconnect()
{
	client &c = addclient();
	c.type = ST_LOCAL;
	strcpy_s(c.hostname, "local");
	send_welcome(&c - &clients[0]);
};

void
initserver(bool dedicated, int uprate, char *sdesc, char *ip, char *master,
    char *passwd, int maxcl)
{
	serverpassword = passwd;
	maxclients = maxcl;
	servermsinit(master ? master : "wouter.fov120.com/cube/masterserver/",
	    sdesc, dedicated);

	if (isdedicated = dedicated) {

		ENetAddress address = {ENET_HOST_ANY, CUBE_SERVER_PORT};
		if (*ip && enet_address_set_host(&address, ip) < 0)
			printf("WARNING: server ip not resolved");
		serverhost = enet_host_create(&address, MAXCLIENTS, 0, uprate);
		if (!serverhost)
			fatal("could not create server host\n");
		loopi(MAXCLIENTS) serverhost->peers[i].data = (void *)-1;
	};

	resetserverifempty();

	if (isdedicated) // do not return, this becomes main loop
	{
#ifdef _WIN32
		SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS);
#endif
		printf("dedicated server started, waiting for "
		       "clients...\nCtrl-C to exit\n\n");
		atexit(cleanupserver);
		atexit(enet_deinitialize);
		for (;;)
			serverslice(/*enet_time_get_sec()*/ time(NULL), 5);
	};
};

Modified src/serverbrowser.cxx from [92a8ff6795] to [01d1ff60c2].

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// serverbrowser.cpp: eihrul's concurrent resolver, and server browser window management


#include "cube.h"
#include "SDL_thread.h"

struct resolverthread
{
    SDL_Thread *thread;
    char *query;
    int starttime;
};

struct resolverresult
{
    char *query;
    ENetAddress address;
};

vector<resolverthread> resolverthreads;
vector<char *> resolverqueries;
vector<resolverresult> resolverresults;
SDL_mutex *resolvermutex;
SDL_sem *resolversem;
int resolverlimit = 1000;


int resolverloop(void * data)
{
    resolverthread *rt = (resolverthread *)data;
    for(;;)
    {
        SDL_SemWait(resolversem);
        SDL_LockMutex(resolvermutex);
        if(resolverqueries.empty())
        {
            SDL_UnlockMutex(resolvermutex);
            continue;
        }
        rt->query = resolverqueries.pop();
        rt->starttime = lastmillis;
        SDL_UnlockMutex(resolvermutex);
        ENetAddress address = { ENET_HOST_ANY, CUBE_SERVINFO_PORT };
        enet_address_set_host(&address, rt->query);
        SDL_LockMutex(resolvermutex);
        resolverresult &rr = resolverresults.add();
        rr.query = rt->query;
        rr.address = address;
        rt->query = NULL;
        rt->starttime = 0;
        SDL_UnlockMutex(resolvermutex);
    };
    return 0;
};


void resolverinit(int threads, int limit)
{
    resolverlimit = limit;
    resolversem = SDL_CreateSemaphore(0);
    resolvermutex = SDL_CreateMutex();

    while(threads > 0)
    {
        resolverthread &rt = resolverthreads.add();
        rt.query = NULL;
        rt.starttime = 0;
        rt.thread = SDL_CreateThread(resolverloop, &rt);
        --threads;
    };
};


void resolverstop(resolverthread &rt, bool restart)
{
    SDL_LockMutex(resolvermutex);
    SDL_KillThread(rt.thread);
    rt.query = NULL;
    rt.starttime = 0;
    rt.thread = NULL;

    if(restart) rt.thread = SDL_CreateThread(resolverloop, &rt);
    SDL_UnlockMutex(resolvermutex);
}; 


void resolverclear()
{
    SDL_LockMutex(resolvermutex);
    resolverqueries.setsize(0);
    resolverresults.setsize(0);
    while (SDL_SemTryWait(resolversem) == 0);

    loopv(resolverthreads)
    {
        resolverthread &rt = resolverthreads[i];
        resolverstop(rt, true);
    };
    SDL_UnlockMutex(resolvermutex);
};


void resolverquery(char *name)
{
    SDL_LockMutex(resolvermutex);
    resolverqueries.add(name);
    SDL_SemPost(resolversem);
    SDL_UnlockMutex(resolvermutex);
};


bool resolvercheck(char **name, ENetAddress *address)
{
    SDL_LockMutex(resolvermutex);
    if(!resolverresults.empty())
    {
        resolverresult &rr = resolverresults.pop();
        *name = rr.query;
        *address = rr.address;
        SDL_UnlockMutex(resolvermutex);
        return true;
    }
    loopv(resolverthreads)
    {
        resolverthread &rt = resolverthreads[i];
        if(rt.query)
        {
            if(lastmillis - rt.starttime > resolverlimit)        
            {
                resolverstop(rt, true);
                *name = rt.query;
                SDL_UnlockMutex(resolvermutex);
                return true;
            };
        };    
    };
    SDL_UnlockMutex(resolvermutex);
    return false;
};

struct serverinfo
{
    string name;
    string full;
    string map;
    string sdesc;
    int mode, numplayers, ping, protocol, minremain;
    ENetAddress address;
};

vector<serverinfo> servers;
ENetSocket pingsock = ENET_SOCKET_NULL;
int lastinfo = 0;




char *getservername(int n) { return servers[n].name; };



void addserver(char *servername)
{
    loopv(servers) if(strcmp(servers[i].name, servername)==0) return;
    serverinfo &si = servers.insert(0, serverinfo());
    strcpy_s(si.name, servername);
    si.full[0] = 0;
    si.mode = 0;
    si.numplayers = 0;
    si.ping = 9999;
    si.protocol = 0;
    si.minremain = 0;
    si.map[0] = 0;
    si.sdesc[0] = 0;
    si.address.host = ENET_HOST_ANY;
    si.address.port = CUBE_SERVINFO_PORT;
};


void pingservers()
{
    ENetBuffer buf;
    uchar ping[MAXTRANS];
    uchar *p;
    loopv(servers)
    {
        serverinfo &si = servers[i];
        if(si.address.host == ENET_HOST_ANY) continue;

        p = ping;
        putint(p, lastmillis);
        buf.data = ping;
        buf.dataLength = p - ping;
        enet_socket_send(pingsock, &si.address, &buf, 1);
    };
    lastinfo = lastmillis;
};
  

void checkresolver()
{
    char *name = NULL;
    ENetAddress addr = { ENET_HOST_ANY, CUBE_SERVINFO_PORT };
    while(resolvercheck(&name, &addr))
    {
        if(addr.host == ENET_HOST_ANY) continue;

        loopv(servers)
        {
            serverinfo &si = servers[i];
            if(name == si.name)
            {
                si.address = addr;
                addr.host = ENET_HOST_ANY;
                break;
            }
        }
    }
}


void checkpings()
{
    enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
    ENetBuffer buf;
    ENetAddress addr;
    uchar ping[MAXTRANS], *p;
    char text[MAXTRANS];
    buf.data = ping; 
    buf.dataLength = sizeof(ping);
    while(enet_socket_wait(pingsock, &events, 0) >= 0 && events)
    {
        if(enet_socket_receive(pingsock, &addr, &buf, 1) <= 0) return;  

        loopv(servers)
        {
            serverinfo &si = servers[i];
            if(addr.host == si.address.host)
            {
                p = ping;
                si.ping = lastmillis - getint(p);
                si.protocol = getint(p);

                if(si.protocol!=PROTOCOL_VERSION) si.ping = 9998;
                si.mode = getint(p);
                si.numplayers = getint(p);
                si.minremain = getint(p);
                sgetstr();
                strcpy_s(si.map, text);
                sgetstr();
                strcpy_s(si.sdesc, text);                
                break;
            };
        };
    };
};


int sicompare(const serverinfo *a, const serverinfo *b)
{


    return a->ping>b->ping ? 1 : (a->ping<b->ping ? -1 : strcmp(a->name, b->name));
};


void refreshservers()
{
    checkresolver();
    checkpings();
    if(lastmillis - lastinfo >= 5000) pingservers();

    servers.sort((void *)sicompare);
    int maxmenu = 16;
    loopv(servers)
    {
        serverinfo &si = servers[i];
        if(si.address.host != ENET_HOST_ANY && si.ping != 9999)
        {


            if(si.protocol!=PROTOCOL_VERSION) sprintf_s(si.full)("%s [different cube protocol]", si.name);

            else sprintf_s(si.full)("%d\t%d\t%s, %s: %s %s", si.ping, si.numplayers, si.map[0] ? si.map : "[unknown]", modestr(si.mode), si.name, si.sdesc);
        }



        else
        {


            sprintf_s(si.full)(si.address.host != ENET_HOST_ANY ? "%s [waiting for server response]" : "%s [unknown host]\t", si.name);


        }
        si.full[50] = 0; // cut off too long server descriptions
        menumanual(1, i, si.full);
        if(!--maxmenu) return;

    };
};


void servermenu()
{
    if(pingsock == ENET_SOCKET_NULL)
    {
        pingsock = enet_socket_create(ENET_SOCKET_TYPE_DATAGRAM, NULL);
        resolverinit(1, 1000);
    };
    resolverclear();
    loopv(servers) resolverquery(servers[i].name);
    refreshservers();
    menuset(1);
};


void updatefrommaster()
{
    const int MAXUPD = 32000;
    uchar buf[MAXUPD];
    uchar *reply = retrieveservers(buf, MAXUPD);
    if(!*reply || strstr((char *)reply, "<html>") || strstr((char *)reply, "<HTML>")) conoutf("master server not replying");




    else { servers.setsize(0); execute((char *)reply); };

    servermenu();
};

COMMAND(addserver, ARG_1STR);
COMMAND(servermenu, ARG_NONE);
COMMAND(updatefrommaster, ARG_NONE);


void writeservercfg()
{
    FILE *f = fopen("servers.cfg", "w");

    if(!f) return;
    fprintf(f, "// servers connected to are added here automatically\n\n");
    loopvrev(servers) fprintf(f, "addserver %s\n", servers[i].name);
    fclose(f);
};


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// serverbrowser.cpp: eihrul's concurrent resolver, and server browser window
// management

#include "SDL_thread.h"
#include "cube.h"

struct resolverthread {

	SDL_Thread *thread;
	char *query;
	int starttime;
};

struct resolverresult {

	char *query;
	ENetAddress address;
};

vector<resolverthread> resolverthreads;
vector<char *> resolverqueries;
vector<resolverresult> resolverresults;
SDL_mutex *resolvermutex;
SDL_sem *resolversem;
int resolverlimit = 1000;

int
resolverloop(void *data)
{
	resolverthread *rt = (resolverthread *)data;
	for (;;) {

		SDL_SemWait(resolversem);
		SDL_LockMutex(resolvermutex);
		if (resolverqueries.empty()) {

			SDL_UnlockMutex(resolvermutex);
			continue;
		}
		rt->query = resolverqueries.pop();
		rt->starttime = lastmillis;
		SDL_UnlockMutex(resolvermutex);
		ENetAddress address = {ENET_HOST_ANY, CUBE_SERVINFO_PORT};
		enet_address_set_host(&address, rt->query);
		SDL_LockMutex(resolvermutex);
		resolverresult &rr = resolverresults.add();
		rr.query = rt->query;
		rr.address = address;
		rt->query = NULL;
		rt->starttime = 0;
		SDL_UnlockMutex(resolvermutex);
	};
	return 0;
};

void
resolverinit(int threads, int limit)
{
	resolverlimit = limit;
	resolversem = SDL_CreateSemaphore(0);
	resolvermutex = SDL_CreateMutex();

	while (threads > 0) {

		resolverthread &rt = resolverthreads.add();
		rt.query = NULL;
		rt.starttime = 0;
		rt.thread = SDL_CreateThread(resolverloop, &rt);
		--threads;
	};
};

void
resolverstop(resolverthread &rt, bool restart)
{
	SDL_LockMutex(resolvermutex);
	SDL_KillThread(rt.thread);
	rt.query = NULL;
	rt.starttime = 0;
	rt.thread = NULL;
	if (restart)
		rt.thread = SDL_CreateThread(resolverloop, &rt);
	SDL_UnlockMutex(resolvermutex);
};

void
resolverclear()
{
	SDL_LockMutex(resolvermutex);
	resolverqueries.setsize(0);
	resolverresults.setsize(0);
	while (SDL_SemTryWait(resolversem) == 0)
		;
	loopv(resolverthreads)
	{
		resolverthread &rt = resolverthreads[i];
		resolverstop(rt, true);
	};
	SDL_UnlockMutex(resolvermutex);
};

void
resolverquery(char *name)
{
	SDL_LockMutex(resolvermutex);
	resolverqueries.add(name);
	SDL_SemPost(resolversem);
	SDL_UnlockMutex(resolvermutex);
};

bool
resolvercheck(char **name, ENetAddress *address)
{
	SDL_LockMutex(resolvermutex);
	if (!resolverresults.empty()) {

		resolverresult &rr = resolverresults.pop();
		*name = rr.query;
		*address = rr.address;
		SDL_UnlockMutex(resolvermutex);
		return true;
	}
	loopv(resolverthreads)
	{
		resolverthread &rt = resolverthreads[i];
		if (rt.query) {

			if (lastmillis - rt.starttime > resolverlimit) {

				resolverstop(rt, true);
				*name = rt.query;
				SDL_UnlockMutex(resolvermutex);
				return true;
			};
		};
	};
	SDL_UnlockMutex(resolvermutex);
	return false;
};

struct serverinfo {

	string name;
	string full;
	string map;
	string sdesc;
	int mode, numplayers, ping, protocol, minremain;
	ENetAddress address;
};

vector<serverinfo> servers;
ENetSocket pingsock = ENET_SOCKET_NULL;
int lastinfo = 0;

char *
getservername(int n)
{
	return servers[n].name;
};

void
addserver(char *servername)
{
	loopv(servers) if (strcmp(servers[i].name, servername) == 0) return;
	serverinfo &si = servers.insert(0, serverinfo());
	strcpy_s(si.name, servername);
	si.full[0] = 0;
	si.mode = 0;
	si.numplayers = 0;
	si.ping = 9999;
	si.protocol = 0;
	si.minremain = 0;
	si.map[0] = 0;
	si.sdesc[0] = 0;
	si.address.host = ENET_HOST_ANY;
	si.address.port = CUBE_SERVINFO_PORT;
};

void
pingservers()
{
	ENetBuffer buf;
	uchar ping[MAXTRANS];
	uchar *p;
	loopv(servers)
	{
		serverinfo &si = servers[i];
		if (si.address.host == ENET_HOST_ANY)
			continue;
		p = ping;
		putint(p, lastmillis);
		buf.data = ping;
		buf.dataLength = p - ping;
		enet_socket_send(pingsock, &si.address, &buf, 1);
	};
	lastinfo = lastmillis;
};

void
checkresolver()
{
	char *name = NULL;
	ENetAddress addr = {ENET_HOST_ANY, CUBE_SERVINFO_PORT};
	while (resolvercheck(&name, &addr)) {

		if (addr.host == ENET_HOST_ANY)
			continue;
		loopv(servers)
		{
			serverinfo &si = servers[i];
			if (name == si.name) {

				si.address = addr;
				addr.host = ENET_HOST_ANY;
				break;
			}
		}
	}
}

void
checkpings()
{
	enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
	ENetBuffer buf;
	ENetAddress addr;
	uchar ping[MAXTRANS], *p;
	char text[MAXTRANS];
	buf.data = ping;
	buf.dataLength = sizeof(ping);
	while (enet_socket_wait(pingsock, &events, 0) >= 0 && events) {

		if (enet_socket_receive(pingsock, &addr, &buf, 1) <= 0)
			return;
		loopv(servers)
		{
			serverinfo &si = servers[i];
			if (addr.host == si.address.host) {

				p = ping;
				si.ping = lastmillis - getint(p);
				si.protocol = getint(p);
				if (si.protocol != PROTOCOL_VERSION)
					si.ping = 9998;
				si.mode = getint(p);
				si.numplayers = getint(p);
				si.minremain = getint(p);
				sgetstr();
				strcpy_s(si.map, text);
				sgetstr();
				strcpy_s(si.sdesc, text);
				break;
			};
		};
	};
};

int
sicompare(const serverinfo *a, const serverinfo *b)
{
	return a->ping > b->ping
	           ? 1
	           : (a->ping < b->ping ? -1 : strcmp(a->name, b->name));
};

void
refreshservers()
{
	checkresolver();
	checkpings();
	if (lastmillis - lastinfo >= 5000)
		pingservers();
	servers.sort((void *)sicompare);
	int maxmenu = 16;
	loopv(servers)
	{
		serverinfo &si = servers[i];
		if (si.address.host != ENET_HOST_ANY && si.ping != 9999) {

			if (si.protocol != PROTOCOL_VERSION)
				sprintf_s(si.full)(
				    "%s [different cube protocol]", si.name);
			else
				sprintf_s(si.full)("%d\t%d\t%s, %s: %s %s",

				    si.ping, si.numplayers,
				    si.map[0] ? si.map : "[unknown]",
				    modestr(si.mode), si.name, si.sdesc);
		} else {

			sprintf_s(si.full)(
			    si.address.host != ENET_HOST_ANY
			        ? "%s [waiting for server response]"
			        : "%s [unknown host]\t",
			    si.name);
		}
		si.full[50] = 0; // cut off too long server descriptions
		menumanual(1, i, si.full);
		if (!--maxmenu)
			return;
	};
};

void
servermenu()
{
	if (pingsock == ENET_SOCKET_NULL) {

		pingsock = enet_socket_create(ENET_SOCKET_TYPE_DATAGRAM, NULL);
		resolverinit(1, 1000);
	};
	resolverclear();
	loopv(servers) resolverquery(servers[i].name);
	refreshservers();
	menuset(1);
};

void
updatefrommaster()
{
	const int MAXUPD = 32000;
	uchar buf[MAXUPD];
	uchar *reply = retrieveservers(buf, MAXUPD);
	if (!*reply || strstr((char *)reply, "<html>") ||
	    strstr((char *)reply, "<HTML>"))
		conoutf("master server not replying");
	else {
		servers.setsize(0);
		execute((char *)reply);
	};
	servermenu();
};

COMMAND(addserver, ARG_1STR);
COMMAND(servermenu, ARG_NONE);
COMMAND(updatefrommaster, ARG_NONE);

void
writeservercfg()
{
	FILE *f = fopen("servers.cfg", "w");
	if (!f)
		return;
	fprintf(f, "// servers connected to are added here automatically\n\n");
	loopvrev(servers) fprintf(f, "addserver %s\n", servers[i].name);
	fclose(f);
};


Modified src/serverms.cxx from [a852a3884f] to [c3c33d8055].

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// all server side masterserver and pinging functionality

#include "cube.h"

ENetSocket mssock = ENET_SOCKET_NULL;


void httpgetsend(ENetAddress &ad, char *hostname, char *req, char *ref, char *agent)
{
    if(ad.host==ENET_HOST_ANY)
    {
        printf("looking up %s...\n", hostname);
        enet_address_set_host(&ad, hostname);
        if(ad.host==ENET_HOST_ANY) return;

    };

    if(mssock!=ENET_SOCKET_NULL) enet_socket_destroy(mssock);
    mssock = enet_socket_create(ENET_SOCKET_TYPE_STREAM, NULL);

    if(mssock==ENET_SOCKET_NULL) { printf("could not open socket\n"); return; };


    if(enet_socket_connect(mssock, &ad)<0) { printf("could not connect\n"); return; };



    ENetBuffer buf;

    sprintf_sd(httpget)("GET %s HTTP/1.0\nHost: %s\nReferer: %s\nUser-Agent: %s\n\n", req, hostname, ref, agent);

    buf.data = httpget;
    buf.dataLength = strlen((char *)buf.data);
    printf("sending request to %s...\n", hostname);
    enet_socket_send(mssock, NULL, &buf, 1);
};  


void httpgetrecieve(ENetBuffer &buf)
{
    if(mssock==ENET_SOCKET_NULL) return;

    enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
    if(enet_socket_wait(mssock, &events, 0) >= 0 && events)
    {
        int len = enet_socket_receive(mssock, NULL, &buf, 1);
        if(len<=0)
        {
            enet_socket_destroy(mssock);
            mssock = ENET_SOCKET_NULL;
            return;
        };
        buf.data = ((char *)buf.data)+len;
        ((char*)buf.data)[0] = 0;
        buf.dataLength -= len;
    };
};  


uchar *stripheader(uchar *b)
{
    char *s = strstr((char *)b, "\n\r\n");

    if(!s) s = strstr((char *)b, "\n\n");
    return s ? (uchar *)s : b;
};

ENetAddress masterserver = { ENET_HOST_ANY, 80 };
int updmaster = 0;
string masterbase;
string masterpath;
uchar masterrep[MAXTRANS];
ENetBuffer masterb;


void updatemasterserver(int seconds)
{

    if(seconds>updmaster)       // send alive signal to masterserver every hour of uptime
    {
		sprintf_sd(path)("%sregister.do?action=add", masterpath);
		httpgetsend(masterserver, masterbase, path, "cubeserver", "Cube Server");

		masterrep[0] = 0;
		masterb.data = masterrep;
		masterb.dataLength = MAXTRANS-1;
        updmaster = seconds+60*60;
    };
}; 


void checkmasterreply()
{
    bool busy = mssock!=ENET_SOCKET_NULL;
    httpgetrecieve(masterb);

    if(busy && mssock==ENET_SOCKET_NULL) printf("masterserver reply: %s\n", stripheader(masterrep));
}; 


uchar *retrieveservers(uchar *buf, int buflen)
{
    sprintf_sd(path)("%sretrieve.do?item=list", masterpath);

    httpgetsend(masterserver, masterbase, path, "cubeserver", "Cube Server");
    ENetBuffer eb;
    buf[0] = 0;
    eb.data = buf;
    eb.dataLength = buflen-1;

    while(mssock!=ENET_SOCKET_NULL) httpgetrecieve(eb);
    return stripheader(buf);
};

ENetSocket pongsock = ENET_SOCKET_NULL;
string serverdesc;


void serverms(int mode, int numplayers, int minremain, char *smapname, int seconds, bool isfull)        

{
    checkmasterreply();
    updatemasterserver(seconds);

	// reply all server info requests
	ENetBuffer buf;
    ENetAddress addr;
    uchar pong[MAXTRANS], *p;
    int len;
    enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
    buf.data = pong;
    while(enet_socket_wait(pongsock, &events, 0) >= 0 && events)
    {
        buf.dataLength = sizeof(pong);
        len = enet_socket_receive(pongsock, &addr, &buf, 1);
        if(len < 0) return;

        p = &pong[len];
        putint(p, PROTOCOL_VERSION);
        putint(p, mode);
        putint(p, numplayers);
        putint(p, minremain);
        string mname;
        strcpy_s(mname, isfull ? "[FULL] " : "");
        strcat_s(mname, smapname);
        sendstring(mname, p);
        sendstring(serverdesc, p);
        buf.dataLength = p - pong;
        enet_socket_send(pongsock, &addr, &buf, 1);
    };
};      


void servermsinit(const char *master, char *sdesc, bool listen)
{
	const char *mid = strstr(master, "/");

    if(!mid) mid = master;
    strcpy_s(masterpath, mid);
    strn0cpy(masterbase, master, mid-master+1);
    strcpy_s(serverdesc, sdesc);

	if(listen)
	{
        ENetAddress address = { ENET_HOST_ANY, CUBE_SERVINFO_PORT };

        pongsock = enet_socket_create(ENET_SOCKET_TYPE_DATAGRAM, &address);

        if(pongsock == ENET_SOCKET_NULL) fatal("could not create server info socket\n");
	};
};






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// all server side masterserver and pinging functionality

#include "cube.h"

ENetSocket mssock = ENET_SOCKET_NULL;

void
httpgetsend(ENetAddress &ad, char *hostname, char *req, char *ref, char *agent)
{
	if (ad.host == ENET_HOST_ANY) {

		printf("looking up %s...\n", hostname);
		enet_address_set_host(&ad, hostname);
		if (ad.host == ENET_HOST_ANY)
			return;
	};
	if (mssock != ENET_SOCKET_NULL)
		enet_socket_destroy(mssock);
	mssock = enet_socket_create(ENET_SOCKET_TYPE_STREAM, NULL);
	if (mssock == ENET_SOCKET_NULL) {
		printf("could not open socket\n");
		return;
	};
	if (enet_socket_connect(mssock, &ad) < 0) {
		printf("could not connect\n");
		return;
	};
	ENetBuffer buf;
	sprintf_sd(httpget)(
	    "GET %s HTTP/1.0\nHost: %s\nReferer: %s\nUser-Agent: %s\n\n", req,
	    hostname, ref, agent);
	buf.data = httpget;
	buf.dataLength = strlen((char *)buf.data);
	printf("sending request to %s...\n", hostname);
	enet_socket_send(mssock, NULL, &buf, 1);
};

void
httpgetrecieve(ENetBuffer &buf)
{
	if (mssock == ENET_SOCKET_NULL)
		return;
	enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
	if (enet_socket_wait(mssock, &events, 0) >= 0 && events) {

		int len = enet_socket_receive(mssock, NULL, &buf, 1);
		if (len <= 0) {

			enet_socket_destroy(mssock);
			mssock = ENET_SOCKET_NULL;
			return;
		};
		buf.data = ((char *)buf.data) + len;
		((char *)buf.data)[0] = 0;
		buf.dataLength -= len;
	};
};

uchar *
stripheader(uchar *b)
{
	char *s = strstr((char *)b, "\n\r\n");
	if (!s)
		s = strstr((char *)b, "\n\n");
	return s ? (uchar *)s : b;
};

ENetAddress masterserver = {ENET_HOST_ANY, 80};
int updmaster = 0;
string masterbase;
string masterpath;
uchar masterrep[MAXTRANS];
ENetBuffer masterb;

void
updatemasterserver(int seconds)
{
	if (seconds >
	    updmaster) // send alive signal to masterserver every hour of uptime
	{
		sprintf_sd(path)("%sregister.do?action=add", masterpath);
		httpgetsend(masterserver, masterbase, path, "cubeserver",
		    "Cube Server");
		masterrep[0] = 0;
		masterb.data = masterrep;
		masterb.dataLength = MAXTRANS - 1;
		updmaster = seconds + 60 * 60;
	};
};

void
checkmasterreply()
{
	bool busy = mssock != ENET_SOCKET_NULL;
	httpgetrecieve(masterb);
	if (busy && mssock == ENET_SOCKET_NULL)
		printf("masterserver reply: %s\n", stripheader(masterrep));
};

uchar *
retrieveservers(uchar *buf, int buflen)
{
	sprintf_sd(path)("%sretrieve.do?item=list", masterpath);
	httpgetsend(
	    masterserver, masterbase, path, "cubeserver", "Cube Server");
	ENetBuffer eb;
	buf[0] = 0;
	eb.data = buf;
	eb.dataLength = buflen - 1;
	while (mssock != ENET_SOCKET_NULL)
		httpgetrecieve(eb);
	return stripheader(buf);
};

ENetSocket pongsock = ENET_SOCKET_NULL;
string serverdesc;

void
serverms(int mode, int numplayers, int minremain, char *smapname, int seconds,
    bool isfull)
{
	checkmasterreply();
	updatemasterserver(seconds);

	// reply all server info requests
	ENetBuffer buf;
	ENetAddress addr;
	uchar pong[MAXTRANS], *p;
	int len;
	enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
	buf.data = pong;
	while (enet_socket_wait(pongsock, &events, 0) >= 0 && events) {

		buf.dataLength = sizeof(pong);
		len = enet_socket_receive(pongsock, &addr, &buf, 1);
		if (len < 0)
			return;
		p = &pong[len];
		putint(p, PROTOCOL_VERSION);
		putint(p, mode);
		putint(p, numplayers);
		putint(p, minremain);
		string mname;
		strcpy_s(mname, isfull ? "[FULL] " : "");
		strcat_s(mname, smapname);
		sendstring(mname, p);
		sendstring(serverdesc, p);
		buf.dataLength = p - pong;
		enet_socket_send(pongsock, &addr, &buf, 1);
	};
};

void
servermsinit(const char *master, char *sdesc, bool listen)
{
	const char *mid = strstr(master, "/");
	if (!mid)
		mid = master;
	strcpy_s(masterpath, mid);
	strn0cpy(masterbase, master, mid - master + 1);
	strcpy_s(serverdesc, sdesc);

	if (listen) {

		ENetAddress address = {ENET_HOST_ANY, CUBE_SERVINFO_PORT};
		pongsock =
		    enet_socket_create(ENET_SOCKET_TYPE_DATAGRAM, &address);
		if (pongsock == ENET_SOCKET_NULL)
			fatal("could not create server info socket\n");
	};
};

Modified src/serverutil.cxx from [0953ab5d2b] to [5e922bff35].

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// misc useful functions used by the server

#include "cube.h"

// all network traffic is in 32bit ints, which are then compressed using the following simple scheme (assumes that most values are small).



void putint(uchar *&p, int n)
{

    if(n<128 && n>-127) { *p++ = n; }

    else if(n<0x8000 && n>=-0x8000) { *p++ = 0x80; *p++ = n; *p++ = n>>8;  }



    else { *p++ = 0x81; *p++ = n; *p++ = n>>8; *p++ = n>>16; *p++ = n>>24; };




};



int getint(uchar *&p)
{
    int c = *((char *)p);
    p++;


    if(c==-128) { int n = *p++; n |= *((char *)p)<<8; p++; return n;}



    else if(c==-127) { int n = *p++; n |= *p++<<8; n |= *p++<<16; return n|(*p++<<24); } 




    else return c;
};


void sendstring(char *t, uchar *&p)
{
    while(*t) putint(p, *t++);

    putint(p, 0);
};

const char *modenames[] =
{


    "SP", "DMSP", "ffa/default", "coopedit", "ffa/duel", "teamplay",






    "instagib", "instagib team", "efficiency", "efficiency team",
    "insta arena", "insta clan arena", "tactics arena", "tactics clan arena",



};
      
const char *modestr(int n) { return (n>=-2 && n<12) ? modenames[n+2] : "unknown"; };


char msgsizesl[] =               // size inclusive message token, 0 for variable or not-checked sizes


{ 


    SV_INITS2C, 4, SV_INITC2S, 0, SV_POS, 12, SV_TEXT, 0, SV_SOUND, 2, SV_CDIS, 2,
    SV_EDITH, 7, SV_EDITT, 7, SV_EDITS, 6, SV_EDITD, 6, SV_EDITE, 6,
    SV_DIED, 2, SV_DAMAGE, 4, SV_SHOT, 8, SV_FRAGS, 2,
    SV_MAPCHANGE, 0, SV_ITEMSPAWN, 2, SV_ITEMPICKUP, 3, SV_DENIED, 2,
    SV_PING, 2, SV_PONG, 2, SV_CLIENTPING, 2, SV_GAMEMODE, 2,
    SV_TIMEUP, 2, SV_EDITENT, 10, SV_MAPRELOAD, 2, SV_ITEMACC, 2,
    SV_SENDMAP, 0, SV_RECVMAP, 1, SV_SERVMSG, 0, SV_ITEMLIST, 0,
    SV_EXT, 0,
    -1
};


char msgsizelookup(int msg)
{
    for(char *p = msgsizesl; *p>=0; p += 2) if(*p==msg) return p[1];


    return -1;
};

// sending of maps between clients

string copyname;
int copysize;
uchar *copydata = NULL;


void sendmaps(int n, string mapname, int mapsize, uchar *mapdata)
{
    if(mapsize <= 0 || mapsize > 256*256) return;

    strcpy_s(copyname, mapname);
    copysize = mapsize;

    if(copydata) free(copydata);
    copydata = (uchar *)alloc(mapsize);
    memcpy(copydata, mapdata, mapsize);
}

ENetPacket *recvmap(int n)

{

    if(!copydata) return NULL;
    ENetPacket *packet = enet_packet_create(NULL, MAXTRANS + copysize, ENET_PACKET_FLAG_RELIABLE);

    uchar *start = packet->data;
    uchar *p = start+2;
    putint(p, SV_RECVMAP);
    sendstring(copyname, p);
    putint(p, copysize);
    memcpy(p, copydata, copysize);
    p += copysize;
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
	return packet;
}


#ifdef STANDALONE

void localservertoclient(uchar *buf, int len) {};




void fatal(char *s, char *o) { cleanupserver(); printf("servererror: %s\n", s); exit(1); };







void *alloc(int s) { void *b = calloc(1,s); if(!b) fatal("no memory!"); return b; };




int main(int argc, char* argv[])
{
    int uprate = 0, maxcl = 4;
    char *sdesc = "", *ip = "", *master = NULL, *passwd = "";
    
    for(int i = 1; i<argc; i++)
    {
        char *a = &argv[i][2];

        if(argv[i][0]=='-') switch(argv[i][1])
        {

            case 'u': uprate = atoi(a); break;

            case 'n': sdesc  = a; break;


            case 'i': ip     = a; break;


            case 'm': master = a; break;


            case 'p': passwd = a; break;


            case 'c': maxcl  = atoi(a); break;



            default: printf("WARNING: unknown commandline option\n");
        };
    };
    

    if(enet_initialize()<0) fatal("Unable to initialise network module");
    initserver(true, uprate, sdesc, ip, master, passwd, maxcl);
    return 0;
};
#endif







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// misc useful functions used by the server

#include "cube.h"

// all network traffic is in 32bit ints, which are then compressed using the
// following simple scheme (assumes that most values are small).

void
putint(uchar *&p, int n)
{
	if (n < 128 && n > -127) {
		*p++ = n;
	} else if (n < 0x8000 && n >= -0x8000) {
		*p++ = 0x80;
		*p++ = n;
		*p++ = n >> 8;
	} else {
		*p++ = 0x81;
		*p++ = n;
		*p++ = n >> 8;
		*p++ = n >> 16;
		*p++ = n >> 24;
	};
};

int
getint(uchar *&p)
{
	int c = *((char *)p);
	p++;
	if (c == -128) {
		int n = *p++;
		n |= *((char *)p) << 8;
		p++;
		return n;
	} else if (c == -127) {
		int n = *p++;
		n |= *p++ << 8;
		n |= *p++ << 16;
		return n | (*p++ << 24);
	} else
		return c;
};

void
sendstring(char *t, uchar *&p)
{
	while (*t)
		putint(p, *t++);
	putint(p, 0);
};

const char *modenames[] = {

    "SP",
    "DMSP",
    "ffa/default",
    "coopedit",
    "ffa/duel",
    "teamplay",
    "instagib",
    "instagib team",
    "efficiency",
    "efficiency team",
    "insta arena",
    "insta clan arena",
    "tactics arena",
    "tactics clan arena",
};

const char *
modestr(int n)
{

	return (n >= -2 && n < 12) ? modenames[n + 2] : "unknown";
};

char msgsizesl[] = // size inclusive message token, 0 for variable or
                   // not-checked sizes
    {SV_INITS2C, 4, SV_INITC2S, 0, SV_POS, 12, SV_TEXT, 0, SV_SOUND, 2, SV_CDIS,
        2, SV_EDITH, 7, SV_EDITT, 7, SV_EDITS, 6, SV_EDITD, 6, SV_EDITE, 6,
        SV_DIED, 2, SV_DAMAGE, 4, SV_SHOT, 8, SV_FRAGS, 2, SV_MAPCHANGE, 0,
        SV_ITEMSPAWN, 2, SV_ITEMPICKUP, 3, SV_DENIED, 2, SV_PING, 2, SV_PONG, 2,
        SV_CLIENTPING, 2, SV_GAMEMODE, 2, SV_TIMEUP, 2, SV_EDITENT, 10,
        SV_MAPRELOAD, 2, SV_ITEMACC, 2, SV_SENDMAP, 0, SV_RECVMAP, 1,
        SV_SERVMSG, 0, SV_ITEMLIST, 0, SV_EXT, 0, -1};




char
msgsizelookup(int msg)
{
	for (char *p = msgsizesl; *p >= 0; p += 2)
		if (*p == msg)
			return p[1];
	return -1;
};

// sending of maps between clients

string copyname;
int copysize;
uchar *copydata = NULL;

void
sendmaps(int n, string mapname, int mapsize, uchar *mapdata)
{
	if (mapsize <= 0 || mapsize > 256 * 256)
		return;
	strcpy_s(copyname, mapname);
	copysize = mapsize;
	if (copydata)
		free(copydata);
	copydata = (uchar *)alloc(mapsize);
	memcpy(copydata, mapdata, mapsize);
}

ENetPacket *
recvmap(int n)
{
	if (!copydata)
		return NULL;
	ENetPacket *packet = enet_packet_create(
	    NULL, MAXTRANS + copysize, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_RECVMAP);
	sendstring(copyname, p);
	putint(p, copysize);
	memcpy(p, copydata, copysize);
	p += copysize;
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	return packet;
}


#ifdef STANDALONE

void localservertoclient(uchar *buf, int len) {};
void
fatal(char *s, char *o)
{
	cleanupserver();
	printf("servererror: %s\n", s);
	exit(1);
};
void *
alloc(int s)
{
	void *b = calloc(1, s);
	if (!b)
		fatal("no memory!");
	return b;
};

int
main(int argc, char *argv[])
{
	int uprate = 0, maxcl = 4;
	char *sdesc = "", *ip = "", *master = NULL, *passwd = "";

	for (int i = 1; i < argc; i++) {

		char *a = &argv[i][2];
		if (argv[i][0] == '-')
			switch (argv[i][1]) {

			case 'u':
				uprate = atoi(a);
				break;
			case 'n':
				sdesc = a;
				break;
			case 'i':
				ip = a;
				break;
			case 'm':
				master = a;
				break;
			case 'p':
				passwd = a;
				break;
			case 'c':
				maxcl = atoi(a);
				break;
			default:
				printf("WARNING: unknown commandline option\n");
			};
	};

	if (enet_initialize() < 0)
		fatal("Unable to initialise network module");
	initserver(true, uprate, sdesc, ip, master, passwd, maxcl);
	return 0;
};
#endif



Modified src/sound.cxx from [0aacd29fb8] to [ebc1ddf348].

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// sound.cpp: uses fmod on windows and sdl_mixer on unix (both had problems on the other platform)


#include "cube.h"

//#ifndef _WIN32    // NOTE: fmod not being supported for the moment as it does not allow stereo pan/vol updating during playback

#define USE_MIXER
//#endif

VARP(soundvol, 0, 255, 255);
VARP(musicvol, 0, 128, 255);
bool nosound = false;

#define MAXCHAN 32
#define SOUNDFREQ 22050

struct soundloc { vec loc; bool inuse; } soundlocs[MAXCHAN];




#ifdef USE_MIXER
    #include "SDL_mixer.h"
    #define MAXVOL MIX_MAX_VOLUME
    Mix_Music *mod = NULL;
    void *stream = NULL;
#else
    #include "fmod.h"
    #define MAXVOL 255
    FMUSIC_MODULE *mod = NULL;
    FSOUND_STREAM *stream = NULL;
#endif


void stopsound()
{
    if(nosound) return;

    if(mod)
    {
        #ifdef USE_MIXER
            Mix_HaltMusic();
            Mix_FreeMusic(mod);
        #else
            FMUSIC_FreeSong(mod);
        #endif
        mod = NULL;
    };
    if(stream)
    {
        #ifndef USE_MIXER
            FSOUND_Stream_Close(stream);
        #endif
        stream = NULL;
    };
};

VAR(soundbufferlen, 128, 1024, 4096);


void initsound()
{
    memset(soundlocs, 0, sizeof(soundloc)*MAXCHAN);
    #ifdef USE_MIXER
        if(Mix_OpenAudio(SOUNDFREQ, MIX_DEFAULT_FORMAT, 2, soundbufferlen)<0)
        {

            conoutf("sound init failed (SDL_mixer): %s", (size_t)Mix_GetError());

            nosound = true;
        };
	    Mix_AllocateChannels(MAXCHAN);	
    #else

        if(FSOUND_GetVersion()<FMOD_VERSION) fatal("old FMOD dll");
        if(!FSOUND_Init(SOUNDFREQ, MAXCHAN, FSOUND_INIT_GLOBALFOCUS))
        {
            conoutf("sound init failed (FMOD): %d", FSOUND_GetError());
            nosound = true;
        };
    #endif
};


void music(char *name)
{
    if(nosound) return;

    stopsound();
    if(soundvol && musicvol)
    {
        string sn;
        strcpy_s(sn, "packages/");
        strcat_s(sn, name);
        #ifdef USE_MIXER
            if(mod = Mix_LoadMUS(path(sn)))
            {
                Mix_PlayMusic(mod, -1);
                Mix_VolumeMusic((musicvol*MAXVOL)/255);
            };
        #else
            if(mod = FMUSIC_LoadSong(path(sn)))
            {
                FMUSIC_PlaySong(mod);
                FMUSIC_SetMasterVolume(mod, musicvol);
            }

            else if(stream = FSOUND_Stream_Open(path(sn), FSOUND_LOOP_NORMAL, 0, 0))
            {
                int chan = FSOUND_Stream_Play(FSOUND_FREE, stream);



                if(chan>=0) { FSOUND_SetVolume(chan, (musicvol*MAXVOL)/255); FSOUND_SetPaused(chan, false); };
            }
            else
            {
                conoutf("could not play music: %s", sn);
            };
        #endif
    };
};

COMMAND(music, ARG_1STR);

#ifdef USE_MIXER
vector<Mix_Chunk *> samples;
#else
vector<FSOUND_SAMPLE *> samples;
#endif

cvector snames;


int registersound(char *name)
{
    loopv(snames) if(strcmp(snames[i], name)==0) return i;
    snames.add(newstring(name));
    samples.add(NULL);
    return samples.length()-1;
};

COMMAND(registersound, ARG_1EST);


void cleansound()
{
    if(nosound) return;

    stopsound();
    #ifdef USE_MIXER
        Mix_CloseAudio();
    #else
        FSOUND_Close();
    #endif
};

VAR(stereo, 0, 1, 1);


void updatechanvol(int chan, vec *loc)
{
    int vol = soundvol, pan = 255/2;
    if(loc)
    {
        vdist(dist, v, *loc, player1->o);

        vol -= (int)(dist*3*soundvol/255); // simple mono distance attenuation
        if(stereo && (v.x != 0 || v.y != 0))
        {
            float yaw = -atan2(v.x, v.y) - player1->yaw*(PI / 180.0f); // relative angle of sound along X-Y axis






            pan = int(255.9f*(0.5*sin(yaw)+0.5f)); // range is from 0 (left) to 255 (right)
        };
    };
    vol = (vol*MAXVOL)/255;
    #ifdef USE_MIXER
        Mix_Volume(chan, vol);
        Mix_SetPanning(chan, 255-pan, pan);
    #else
        FSOUND_SetVolume(chan, vol);
        FSOUND_SetPan(chan, pan);
    #endif
};  


void newsoundloc(int chan, vec *loc)
{
    assert(chan>=0 && chan<MAXCHAN);
    soundlocs[chan].loc = *loc;
    soundlocs[chan].inuse = true;
};


void updatevol()
{
    if(nosound) return;

    loopi(MAXCHAN) if(soundlocs[i].inuse)
    {
        #ifdef USE_MIXER
            if(Mix_Playing(i))
        #else
            if(FSOUND_IsPlaying(i))
        #endif
                updatechanvol(i, &soundlocs[i].loc);

            else soundlocs[i].inuse = false;
    };
};




void playsoundc(int n) { addmsg(0, 2, SV_SOUND, n); playsound(n); };



int soundsatonce = 0, lastsoundmillis = 0;


void playsound(int n, vec *loc)
{
    if(nosound) return;

    if(!soundvol) return;




    if(lastmillis==lastsoundmillis) soundsatonce++; else soundsatonce = 1;
    lastsoundmillis = lastmillis;

    if(soundsatonce>5) return;  // avoid bursts of sounds with heavy packetloss and in sp


    if(n<0 || n>=samples.length()) { conoutf("unregistered sound: %d", n); return; };



    if(!samples[n])
    {
        sprintf_sd(buf)("packages/sounds/%s.wav", snames[n]);

        #ifdef USE_MIXER
            samples[n] = Mix_LoadWAV(path(buf));
        #else

            samples[n] = FSOUND_Sample_Load(n, path(buf), FSOUND_LOOP_OFF, 0, 0);
        #endif


        if(!samples[n]) { conoutf("failed to load sample: %s", buf); return; };


    };

    #ifdef USE_MIXER
        int chan = Mix_PlayChannel(-1, samples[n], 0);
    #else
        int chan = FSOUND_PlaySoundEx(FSOUND_FREE, samples[n], NULL, true);
    #endif

    if(chan<0) return;

    if(loc) newsoundloc(chan, loc);
    updatechanvol(chan, loc);
    #ifndef USE_MIXER
        FSOUND_SetPaused(chan, false);
    #endif
};




void sound(int n) { playsound(n, NULL); };

COMMAND(sound, ARG_1INT);
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// sound.cpp: uses fmod on windows and sdl_mixer on unix (both had problems on
// the other platform)

#include "cube.h"

// #ifndef _WIN32    // NOTE: fmod not being supported for the moment as it does
// not allow stereo pan/vol updating during playback
#define USE_MIXER
// #endif

VARP(soundvol, 0, 255, 255);
VARP(musicvol, 0, 128, 255);
bool nosound = false;

#define MAXCHAN 32
#define SOUNDFREQ 22050

struct soundloc {
	vec loc;
	bool inuse;
} soundlocs[MAXCHAN];

#ifdef USE_MIXER
#include "SDL_mixer.h"
#define MAXVOL MIX_MAX_VOLUME
Mix_Music *mod = NULL;
void *stream = NULL;
#else
#include "fmod.h"
#define MAXVOL 255
FMUSIC_MODULE *mod = NULL;
FSOUND_STREAM *stream = NULL;
#endif

void
stopsound()
{
	if (nosound)
		return;
	if (mod) {

#ifdef USE_MIXER
		Mix_HaltMusic();
		Mix_FreeMusic(mod);
#else
		FMUSIC_FreeSong(mod);
#endif
		mod = NULL;
	};
	if (stream) {

#ifndef USE_MIXER
		FSOUND_Stream_Close(stream);
#endif
		stream = NULL;
	};
};

VAR(soundbufferlen, 128, 1024, 4096);

void
initsound()
{
	memset(soundlocs, 0, sizeof(soundloc) * MAXCHAN);
#ifdef USE_MIXER
	if (Mix_OpenAudio(SOUNDFREQ, MIX_DEFAULT_FORMAT, 2, soundbufferlen) <

	    0) {
		conoutf("sound init failed (SDL_mixer): %s",
		    (size_t)Mix_GetError());
		nosound = true;
	};
	Mix_AllocateChannels(MAXCHAN);
#else
	if (FSOUND_GetVersion() < FMOD_VERSION)
		fatal("old FMOD dll");
	if (!FSOUND_Init(SOUNDFREQ, MAXCHAN, FSOUND_INIT_GLOBALFOCUS)) {

		conoutf("sound init failed (FMOD): %d", FSOUND_GetError());
		nosound = true;
	};
#endif
};

void
music(char *name)
{
	if (nosound)
		return;
	stopsound();
	if (soundvol && musicvol) {

		string sn;
		strcpy_s(sn, "packages/");
		strcat_s(sn, name);
#ifdef USE_MIXER
		if (mod = Mix_LoadMUS(path(sn))) {

			Mix_PlayMusic(mod, -1);
			Mix_VolumeMusic((musicvol * MAXVOL) / 255);
		};
#else
		if (mod = FMUSIC_LoadSong(path(sn))) {

			FMUSIC_PlaySong(mod);
			FMUSIC_SetMasterVolume(mod, musicvol);

		} else if (stream = FSOUND_Stream_Open(
		               path(sn), FSOUND_LOOP_NORMAL, 0, 0)) {

			int chan = FSOUND_Stream_Play(FSOUND_FREE, stream);
			if (chan >= 0) {
				FSOUND_SetVolume(
				    chan, (musicvol * MAXVOL) / 255);
				FSOUND_SetPaused(chan, false);
			};
		} else {

			conoutf("could not play music: %s", sn);
		};
#endif
	};
};

COMMAND(music, ARG_1STR);

#ifdef USE_MIXER
vector<Mix_Chunk *> samples;
#else
vector<FSOUND_SAMPLE *> samples;
#endif

cvector snames;

int
registersound(char *name)
{
	loopv(snames) if (strcmp(snames[i], name) == 0) return i;
	snames.add(newstring(name));
	samples.add(NULL);
	return samples.length() - 1;
};

COMMAND(registersound, ARG_1EST);

void
cleansound()
{
	if (nosound)
		return;
	stopsound();
#ifdef USE_MIXER
	Mix_CloseAudio();
#else
	FSOUND_Close();
#endif
};

VAR(stereo, 0, 1, 1);

void
updatechanvol(int chan, vec *loc)
{
	int vol = soundvol, pan = 255 / 2;
	if (loc) {

		vdist(dist, v, *loc, player1->o);
		vol -= (int)(dist * 3 * soundvol /
		             255); // simple mono distance attenuation
		if (stereo && (v.x != 0 || v.y != 0)) {

			float yaw = -atan2(v.x, v.y) -
			            player1->yaw *
			                (PI / 180.0f); // relative angle of
			                               // sound along X-Y axis
			pan = int(
			    255.9f *
			    (0.5 * sin(yaw) +
			        0.5f)); // range is from 0 (left) to 255 (right)
		};
	};
	vol = (vol * MAXVOL) / 255;
#ifdef USE_MIXER
	Mix_Volume(chan, vol);
	Mix_SetPanning(chan, 255 - pan, pan);
#else
	FSOUND_SetVolume(chan, vol);
	FSOUND_SetPan(chan, pan);
#endif
};

void
newsoundloc(int chan, vec *loc)
{
	assert(chan >= 0 && chan < MAXCHAN);
	soundlocs[chan].loc = *loc;
	soundlocs[chan].inuse = true;
};

void
updatevol()
{
	if (nosound)
		return;
	loopi(MAXCHAN) if (soundlocs[i].inuse)
	{
#ifdef USE_MIXER
		if (Mix_Playing(i))
#else
		if (FSOUND_IsPlaying(i))
#endif
			updatechanvol(i, &soundlocs[i].loc);
		else
			soundlocs[i].inuse = false;
	};
};

void
playsoundc(int n)
{
	addmsg(0, 2, SV_SOUND, n);
	playsound(n);
};

int soundsatonce = 0, lastsoundmillis = 0;

void
playsound(int n, vec *loc)
{
	if (nosound)
		return;
	if (!soundvol)
		return;
	if (lastmillis == lastsoundmillis)
		soundsatonce++;
	else
		soundsatonce = 1;
	lastsoundmillis = lastmillis;
	if (soundsatonce > 5)
		return; // avoid bursts of sounds with heavy packetloss and in
		        // sp
	if (n < 0 || n >= samples.length()) {
		conoutf("unregistered sound: %d", n);
		return;
	};

	if (!samples[n]) {

		sprintf_sd(buf)("packages/sounds/%s.wav", snames[n]);

#ifdef USE_MIXER
		samples[n] = Mix_LoadWAV(path(buf));
#else
		samples[n] =
		    FSOUND_Sample_Load(n, path(buf), FSOUND_LOOP_OFF, 0, 0);
#endif

		if (!samples[n]) {
			conoutf("failed to load sample: %s", buf);
			return;
		};
	};

#ifdef USE_MIXER
	int chan = Mix_PlayChannel(-1, samples[n], 0);
#else
	int chan = FSOUND_PlaySoundEx(FSOUND_FREE, samples[n], NULL, true);
#endif
	if (chan < 0)
		return;
	if (loc)
		newsoundloc(chan, loc);
	updatechanvol(chan, loc);
#ifndef USE_MIXER
	FSOUND_SetPaused(chan, false);
#endif
};

void
sound(int n)
{
	playsound(n, NULL);
};
COMMAND(sound, ARG_1INT);

Modified src/tools.cxx from [6d45e23603] to [d4bb43600a].

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// implementation of generic tools

#include "tools.h"
#include <new>

//////////////////////////// pool ///////////////////////////

pool::pool()
{
    blocks = 0;
    allocnext(POOLSIZE);

    for(int i = 0; i<MAXBUCKETS; i++) reuse[i] = NULL;
};


void *pool::alloc(size_t size)
{
    if(size>MAXREUSESIZE)
    {
        return malloc(size);
    }
    else
    {
        size = bucket(size);
        void **r = (void **)reuse[size];
        if(r)
        {
            reuse[size] = *r;
            return (void *)r;
        }
        else
        {
            size <<= PTRBITS;

            if(left<size) allocnext(POOLSIZE);
            char *r = p;
            p += size;
            left -= size;
            return r;
        };
    };
};


void pool::dealloc(void *p, size_t size)
{
    if(size>MAXREUSESIZE)
    {
        free(p);
    }
    else
    {
        size = bucket(size);
        if(size)    // only needed for 0-size free, are there any?
        {
            *((void **)p) = reuse[size];
            reuse[size] = p;
        };
    };
};


void *pool::realloc(void *p, size_t oldsize, size_t newsize)
{
    void *np = alloc(newsize);

    if(!oldsize) return np;
    memcpy(np, p, newsize>oldsize ? oldsize : newsize);
    dealloc(p, oldsize);
    return np;
};


void pool::dealloc_block(void *b)
{
    if(b)
    {
        dealloc_block(*((char **)b));
        free(b);
    };
}


void pool::allocnext(size_t allocsize)
{
    char *b = (char *)malloc(allocsize+PTRSIZE);
    *((char **)b) = blocks;
    blocks = b;
    p = b+PTRSIZE;
    left = allocsize;
};


char *pool::string(char *s, size_t l)
{
    char *b = (char *)alloc(l+1);
    strncpy(b,s,l);
    b[l] = 0;
    return b;  
};


pool *gp()  // useful for global buffers that need to be initialisation order independant

{
    static pool *p = NULL;
    return p ? p : (p = new pool());
};


///////////////////////// misc tools ///////////////////////


char *path(char *s)
{
    for(char *t = s; t = strpbrk(t, "/\\"); *t++ = PATHDIV);

    return s;
};


char *loadfile(char *fn, int *size)
{
    FILE *f = fopen(fn, "rb");

    if(!f) return NULL;
    fseek(f, 0, SEEK_END);
    int len = ftell(f);
    fseek(f, 0, SEEK_SET);
    char *buf = (char *)malloc(len+1);

    if(!buf) return NULL;
    buf[len] = 0;
    size_t rlen = fread(buf, 1, len, f);
    fclose(f);
    if(len!=rlen || len<=0) 
    {
        free(buf);
        return NULL;
    };

    if(size!=NULL) *size = len;
    return buf;
};



void endianswap(void *memory, int stride, int length)   // little indians as storage format
{
    if(*((char *)&stride)) return;

    loop(w, length) loop(i, stride/2)
    {
        uchar *p = (uchar *)memory+w*stride;
        uchar t = p[i];
        p[i] = p[stride-i-1];
        p[stride-i-1] = t;
    };
}









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// implementation of generic tools

#include "tools.h"
#include <new>

//////////////////////////// pool ///////////////////////////

pool::pool()
{
	blocks = 0;
	allocnext(POOLSIZE);
	for (int i = 0; i < MAXBUCKETS; i++)
		reuse[i] = NULL;
};

void *
pool::alloc(size_t size)
{
	if (size > MAXREUSESIZE) {

		return malloc(size);

	} else {

		size = bucket(size);
		void **r = (void **)reuse[size];
		if (r) {

			reuse[size] = *r;
			return (void *)r;

		} else {

			size <<= PTRBITS;
			if (left < size)
				allocnext(POOLSIZE);
			char *r = p;
			p += size;
			left -= size;
			return r;
		};
	};
};

void
pool::dealloc(void *p, size_t size)
{
	if (size > MAXREUSESIZE) {

		free(p);

	} else {

		size = bucket(size);
		if (size) // only needed for 0-size free, are there any?
		{
			*((void **)p) = reuse[size];
			reuse[size] = p;
		};
	};
};

void *
pool::realloc(void *p, size_t oldsize, size_t newsize)
{
	void *np = alloc(newsize);
	if (!oldsize)
		return np;
	memcpy(np, p, newsize > oldsize ? oldsize : newsize);
	dealloc(p, oldsize);
	return np;
};

void
pool::dealloc_block(void *b)
{
	if (b) {

		dealloc_block(*((char **)b));
		free(b);
	};
}

void
pool::allocnext(size_t allocsize)
{
	char *b = (char *)malloc(allocsize + PTRSIZE);
	*((char **)b) = blocks;
	blocks = b;
	p = b + PTRSIZE;
	left = allocsize;
};

char *
pool::string(char *s, size_t l)
{
	char *b = (char *)alloc(l + 1);
	strncpy(b, s, l);
	b[l] = 0;
	return b;
};

pool *
gp() // useful for global buffers that need to be initialisation order
     // independant
{
	static pool *p = NULL;
	return p ? p : (p = new pool());
};


///////////////////////// misc tools ///////////////////////

char *
path(char *s)
{
	for (char *t = s; t = strpbrk(t, "/\\"); *t++ = PATHDIV)
		;
	return s;
};

char *
loadfile(char *fn, int *size)
{
	FILE *f = fopen(fn, "rb");
	if (!f)
		return NULL;
	fseek(f, 0, SEEK_END);
	int len = ftell(f);
	fseek(f, 0, SEEK_SET);
	char *buf = (char *)malloc(len + 1);
	if (!buf)
		return NULL;
	buf[len] = 0;
	size_t rlen = fread(buf, 1, len, f);
	fclose(f);
	if (len != rlen || len <= 0) {

		free(buf);
		return NULL;
	};
	if (size != NULL)
		*size = len;
	return buf;
};

void
endianswap(
    void *memory, int stride, int length) // little indians as storage format
{
	if (*((char *)&stride))
		return;
	loop(w, length) loop(i, stride / 2)
	{
		uchar *p = (uchar *)memory + w * stride;
		uchar t = p[i];
		p[i] = p[stride - i - 1];
		p[stride - i - 1] = t;
	};
}

Modified src/tools.h from [8ddc91f166] to [9188f1112b].

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#include <math.h>

#ifdef __GNUC__
#undef gamma
#endif

#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <limits.h>
#include <assert.h>
#ifdef __GNUC__
#include <new>
#else
#include <new.h>
#endif

#ifdef NULL
#undef NULL
#endif
#define NULL 0

typedef unsigned char uchar;
typedef unsigned short ushort;
typedef unsigned int uint;

#define max(a,b) (((a) > (b)) ? (a) : (b))
#define min(a,b) (((a) < (b)) ? (a) : (b))
#define rnd(max) (rand()%(max))
#define rndreset() (srand(1))


#define rndtime() { loopi(lastmillis&0xF) rnd(i+1); }

#define loop(v,m) for(int v = 0; v<(m); v++)
#define loopi(m) loop(i,m)
#define loopj(m) loop(j,m)
#define loopk(m) loop(k,m)
#define loopl(m) loop(l,m)

#ifdef WIN32
#pragma warning( 3 : 4189 ) 
//#pragma comment(linker,"/OPT:NOWIN98")
#define PATHDIV '\\'
#else
#define __cdecl
#define _vsnprintf vsnprintf
#define PATHDIV '/'
#endif


// easy safe strings

#define _MAXDEFSTR 260
typedef char string[_MAXDEFSTR]; 


inline void strn0cpy(char *d, const char *s, size_t m) { strncpy(d,s,m); d[(m)-1] = 0; };





inline void strcpy_s(char *d, const char *s) { strn0cpy(d,s,_MAXDEFSTR); };




inline void strcat_s(char *d, const char *s) { size_t n = strlen(d); strn0cpy(d+n,s,_MAXDEFSTR-n); };






inline void formatstring(char *d, const char *fmt, va_list v)
{
    _vsnprintf(d, _MAXDEFSTR, fmt, v);
    d[_MAXDEFSTR-1] = 0;
};

struct sprintf_s_f
{
    char *d;
    sprintf_s_f(char *str): d(str) {};

    void operator()(const char* fmt, ...)
    {
        va_list v;
        va_start(v, fmt);
        _vsnprintf(d, _MAXDEFSTR, fmt, v);
        va_end(v);
        d[_MAXDEFSTR-1] = 0;
    };
};

#define sprintf_s(d) sprintf_s_f((char *)d)
#define sprintf_sd(d) string d; sprintf_s(d)

#define sprintf_sdlv(d,last,fmt) string d; { va_list ap; va_start(ap, last); formatstring(d, fmt, ap); va_end(ap); }
#define sprintf_sdv(d,fmt) sprintf_sdlv(d,fmt,fmt)









// fast pentium f2i

#ifdef _MSC_VER


inline int fast_f2nat(float a) {        // only for positive floats
    static const float fhalf = 0.5f;
    int retval;
    
    __asm fld a
    __asm fsub fhalf
    __asm fistp retval      // perf regalloc?

    return retval;
};
#else
#define fast_f2nat(val) ((int)(val)) 
#endif



extern char *path(char *s);
extern char *loadfile(char *fn, int *size);
extern void endianswap(void *, int, int);

// memory pool that uses buckets and linear allocation for small objects
// VERY fast, and reasonably good memory reuse 

struct pool
{
    enum { POOLSIZE = 4096 };   // can be absolutely anything
    enum { PTRSIZE = sizeof(char *) };


    enum { MAXBUCKETS = 65 };   // meaning up to size 256 on 32bit pointer systems
    enum { MAXREUSESIZE = MAXBUCKETS*PTRSIZE-PTRSIZE };
    inline size_t bucket(size_t s) { return (s+PTRSIZE-1)>>PTRBITS; };




    enum { PTRBITS = PTRSIZE==2 ? 1 : PTRSIZE==4 ? 2 : 3 };

    char *p;
    size_t left;
    char *blocks;
    void *reuse[MAXBUCKETS];

    pool();
    ~pool() { dealloc_block(blocks); };

    void *alloc(size_t size);
    void dealloc(void *p, size_t size);
    void *realloc(void *p, size_t oldsize, size_t newsize);

    char *string(char *s, size_t l);



    char *string(char *s) { return string(s, strlen(s)); };


    void deallocstr(char *s) { dealloc(s, strlen(s)+1); }; 






    char *stringbuf(char *s) { return string(s, _MAXDEFSTR-1); }; 


    void dealloc_block(void *b);
    void allocnext(size_t allocsize);
};

template <class T> struct vector
{
    T *buf;
    int alen;
    int ulen;
    pool *p;

    vector()
    {
        this->p = gp();
        alen = 8;
        buf = (T *)p->alloc(alen*sizeof(T));
        ulen = 0;
    };
    



    ~vector() { setsize(0); p->dealloc(buf, alen*sizeof(T)); };

    
    vector(vector<T> &v);
    void operator=(vector<T> &v);


    T &add(const T &x)
    {

        if(ulen==alen) realloc();
        new (&buf[ulen]) T(x);
        return buf[ulen++];
    };





    T &add()
    {
        if(ulen==alen) realloc();
        new (&buf[ulen]) T;
        return buf[ulen++];
    };




    T &pop() { return buf[--ulen]; };




    T &last() { return buf[ulen-1]; };




    bool empty() { return ulen==0; };





    int length() { return ulen; };


    T &operator[](int i) { assert(i>=0 && i<ulen); return buf[i]; };





    void setsize(int i) { for(; ulen>i; ulen--) buf[ulen-1].~T(); };





    T *getbuf() { return buf; };
    
    void sort(void *cf) { qsort(buf, ulen, sizeof(T), (int (__cdecl *)(const void *,const void *))cf); };



    void realloc()

    {
        int olen = alen;
        buf = (T *)p->realloc(buf, olen*sizeof(T), (alen *= 2)*sizeof(T));

    };










    T remove(int i)
    {
        T e = buf[i];

        for(int p = i+1; p<ulen; p++) buf[p-1] = buf[p];
        ulen--;
        return e;
    };


    T &insert(int i, const T &e)
    {
        add(T());

        for(int p = ulen-1; p>i; p--) buf[p] = buf[p-1];
        buf[i] = e;
        return buf[i];
    };
};




#define loopv(v)    if(false) {} else for(int i = 0; i<(v).length(); i++)    



#define loopvrev(v) if(false) {} else for(int i = (v).length()-1; i>=0; i--)

template <class T> struct hashtable
{
    struct chain { chain *next; char *key; T data; };





    int size;
    int numelems;
    chain **table;
    pool *parent;
    chain *enumc;

    hashtable()
    {
        this->size = 1<<10;
        this->parent = gp();
        numelems = 0;
        table = (chain **)parent->alloc(size*sizeof(T));

        for(int i = 0; i<size; i++) table[i] = NULL;
    };

    hashtable(hashtable<T> &v);
    void operator=(hashtable<T> &v);


    T *access(char *key, T *data = NULL)
    {
        unsigned int h = 5381;
        for(int i = 0, k; k = key[i]; i++) h = ((h<<5)+h)^k;    // bernstein k=33 xor

        h = h&(size-1);                                         // primes not much of an advantage
        for(chain *c = table[h]; c; c = c->next)
        {
            for(char *p1 = key, *p2 = c->key, ch; (ch = *p1++)==*p2++; ) if(!ch)    //if(strcmp(key,c->key)==0)


            {
                T *d = &c->data;

                if(data) c->data = *data;
                return d;
            };
        };
        if(data)
        {
            chain *c = (chain *)parent->alloc(sizeof(chain));
            c->data = *data;
            c->key = key;
            c->next = table[h];
            table[h] = c;
            numelems++;
        };
        return NULL;
    };
};








#define enumerate(ht,t,e,b) loopi(ht->size) for(ht->enumc = ht->table[i]; ht->enumc; ht->enumc = ht->enumc->next) { t e = &ht->enumc->data; b; }

pool *gp(); 



inline char *newstring(char *s)        { return gp()->string(s);    };


inline char *newstring(char *s, size_t l) { return gp()->string(s, l); };






inline char *newstringbuf(char *s)     { return gp()->stringbuf(s); };


#endif








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#include <math.h>

#ifdef __GNUC__
#undef gamma
#endif

#include <assert.h>
#include <limits.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef __GNUC__
#include <new>
#else
#include <new.h>
#endif

#ifdef NULL
#undef NULL
#endif
#define NULL 0

typedef unsigned char uchar;
typedef unsigned short ushort;
typedef unsigned int uint;

#define max(a, b) (((a) > (b)) ? (a) : (b))
#define min(a, b) (((a) < (b)) ? (a) : (b))
#define rnd(max) (rand() % (max))
#define rndreset() (srand(1))
#define rndtime()                                                              \
	{                                                                      \
		loopi(lastmillis & 0xF) rnd(i + 1);                            \
	}
#define loop(v, m) for (int v = 0; v < (m); v++)
#define loopi(m) loop(i, m)
#define loopj(m) loop(j, m)
#define loopk(m) loop(k, m)
#define loopl(m) loop(l, m)

#ifdef WIN32
#pragma warning(3 : 4189)
// #pragma comment(linker,"/OPT:NOWIN98")
#define PATHDIV '\\'
#else
#define __cdecl
#define _vsnprintf vsnprintf
#define PATHDIV '/'
#endif


// easy safe strings

#define _MAXDEFSTR 260
typedef char string[_MAXDEFSTR];

inline void
strn0cpy(char *d, const char *s, size_t m)
{
	strncpy(d, s, m);
	d[(m)-1] = 0;
};
inline void
strcpy_s(char *d, const char *s)
{
	strn0cpy(d, s, _MAXDEFSTR);
};
inline void
strcat_s(char *d, const char *s)
{
	size_t n = strlen(d);
	strn0cpy(d + n, s, _MAXDEFSTR - n);
};

inline void
formatstring(char *d, const char *fmt, va_list v)
{
	_vsnprintf(d, _MAXDEFSTR, fmt, v);
	d[_MAXDEFSTR - 1] = 0;
};

struct sprintf_s_f {

	char *d;
	sprintf_s_f(char *str) : d(str) {};
	void
	operator()(const char *fmt, ...)
	{
		va_list v;
		va_start(v, fmt);
		_vsnprintf(d, _MAXDEFSTR, fmt, v);
		va_end(v);
		d[_MAXDEFSTR - 1] = 0;
	};
};

#define sprintf_s(d) sprintf_s_f((char *)d)
#define sprintf_sd(d)                                                          \
	string d;                                                              \
	sprintf_s(d)
#define sprintf_sdlv(d, last, fmt)                                             \
	string d;                                                              \
	{                                                                      \
		va_list ap;                                                    \
		va_start(ap, last);                                            \
		formatstring(d, fmt, ap);                                      \
		va_end(ap);                                                    \
	}
#define sprintf_sdv(d, fmt) sprintf_sdlv(d, fmt, fmt)

// fast pentium f2i

#ifdef _MSC_VER
inline int
fast_f2nat(float a)
{ // only for positive floats
	static const float fhalf = 0.5f;
	int retval;

	__asm fld a __asm fsub fhalf __asm fistp retval // perf regalloc?



	    return retval;
};
#else
#define fast_f2nat(val) ((int)(val))
#endif



extern char *path(char *s);
extern char *loadfile(char *fn, int *size);
extern void endianswap(void *, int, int);

// memory pool that uses buckets and linear allocation for small objects
// VERY fast, and reasonably good memory reuse

struct pool {

	enum { POOLSIZE = 4096 }; // can be absolutely anything
	enum { PTRSIZE = sizeof(char *) };
	enum {
		MAXBUCKETS = 65
	}; // meaning up to size 256 on 32bit pointer systems
	enum { MAXREUSESIZE = MAXBUCKETS * PTRSIZE - PTRSIZE };
	inline size_t
	bucket(size_t s)
	{
		return (s + PTRSIZE - 1) >> PTRBITS;
	};
	enum { PTRBITS = PTRSIZE == 2 ? 1 : PTRSIZE == 4 ? 2 : 3 };

	char *p;
	size_t left;
	char *blocks;
	void *reuse[MAXBUCKETS];

	pool();
	~pool() { dealloc_block(blocks); };

	void *alloc(size_t size);
	void dealloc(void *p, size_t size);
	void *realloc(void *p, size_t oldsize, size_t newsize);

	char *string(char *s, size_t l);
	char *
	string(char *s)
	{
		return string(s, strlen(s));
	};
	void
	deallocstr(char *s)
	{
		dealloc(s, strlen(s) + 1);
	};
	char *
	stringbuf(char *s)
	{
		return string(s, _MAXDEFSTR - 1);
	};

	void dealloc_block(void *b);
	void allocnext(size_t allocsize);
};

template <class T> struct vector {

	T *buf;
	int alen;
	int ulen;
	pool *p;

	vector()
	{
		this->p = gp();
		alen = 8;
		buf = (T *)p->alloc(alen * sizeof(T));
		ulen = 0;
	};

	~vector()
	{
		setsize(0);
		p->dealloc(buf, alen * sizeof(T));
	};

	vector(vector<T> &v);
	void operator=(vector<T> &v);

	T &
	add(const T &x)
	{
		if (ulen == alen)
			realloc();
		new (&buf[ulen]) T(x);
		return buf[ulen++];
	};

	T &
	add()
	{
		if (ulen == alen)


			realloc();
		new (&buf[ulen]) T;
		return buf[ulen++];
	};

	T &
	pop()
	{
		return buf[--ulen];
	};
	T &
	last()
	{
		return buf[ulen - 1];
	};
	bool
	empty()
	{
		return ulen == 0;
	};

	int
	length()
	{
		return ulen;
	};
	T &
	operator[](int i)
	{
		assert(i >= 0 && i < ulen);
		return buf[i];
	};
	void
	setsize(int i)
	{
		for (; ulen > i; ulen--)
			buf[ulen - 1].~T();
	};
	T *
	getbuf()
	{

		return buf;
	};

	void
	sort(void *cf)
	{

		qsort(buf, ulen, sizeof(T),
		    (int(__cdecl *)(const void *, const void *))cf);
	};

	void
	realloc()
	{
		int olen = alen;
		buf = (T *)p->realloc(
		    buf, olen * sizeof(T), (alen *= 2) * sizeof(T));
	};

	T
	remove(int i)
	{
		T e = buf[i];
		for (int p = i + 1; p < ulen; p++)
			buf[p - 1] = buf[p];
		ulen--;
		return e;
	};

	T &
	insert(int i, const T &e)
	{
		add(T());
		for (int p = ulen - 1; p > i; p--)
			buf[p] = buf[p - 1];
		buf[i] = e;
		return buf[i];
	};
};

#define loopv(v)                                                               \
	if (false) {                                                           \
	} else                                                                 \
		for (int i = 0; i < (v).length(); i++)
#define loopvrev(v)                                                            \
	if (false) {                                                           \
	} else                                                                 \
		for (int i = (v).length() - 1; i >= 0; i--)

template <class T> struct hashtable {

	struct chain {
		chain *next;
		char *key;
		T data;
	};

	int size;
	int numelems;
	chain **table;
	pool *parent;
	chain *enumc;

	hashtable()
	{
		this->size = 1 << 10;
		this->parent = gp();
		numelems = 0;
		table = (chain **)parent->alloc(size * sizeof(T));
		for (int i = 0; i < size; i++)
			table[i] = NULL;
	};

	hashtable(hashtable<T> &v);
	void operator=(hashtable<T> &v);

	T *
	access(char *key, T *data = NULL)
	{
		unsigned int h = 5381;
		for (int i = 0, k; k = key[i]; i++)
			h = ((h << 5) + h) ^ k; // bernstein k=33 xor
		h = h & (size - 1); // primes not much of an advantage
		for (chain *c = table[h]; c; c = c->next) {

			for (char *p1 = key, *p2 = c->key, ch;
			     (ch = *p1++) == *p2++;)
				if (!ch) // if(strcmp(key,c->key)==0)
				{
					T *d = &c->data;
					if (data)
						c->data = *data;
					return d;
				};
		};
		if (data) {

			chain *c = (chain *)parent->alloc(sizeof(chain));
			c->data = *data;
			c->key = key;
			c->next = table[h];
			table[h] = c;
			numelems++;
		};
		return NULL;
	};
};

#define enumerate(ht, t, e, b)                                                 \
	loopi(ht->size) for (ht->enumc = ht->table[i]; ht->enumc;              \
	                     ht->enumc = ht->enumc->next)                      \
	{                                                                      \
		t e = &ht->enumc->data;                                        \
		b;                                                             \
	}


pool *gp();
inline char *
newstring(char *s)
{
	return gp()->string(s);
};
inline char *
newstring(char *s, size_t l)
{
	return gp()->string(s, l);
};
inline char *
newstringbuf(char *s)
{
	return gp()->stringbuf(s);
};

#endif

Modified src/weapon.cxx from [a91ed33178] to [ce8dd423e7].

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// weapon.cpp: all shooting and effects code

#include "cube.h"


struct guninfo { short sound, attackdelay, damage, projspeed, part, kickamount; char *name; };



const int MONSTERDAMAGEFACTOR = 4;
const int SGRAYS = 20;
const float SGSPREAD = 2;
vec sg[SGRAYS];

guninfo guns[NUMGUNS] =
{
    { S_PUNCH1,    250,  50, 0,   0,  1, "fist"           },
    { S_SG,       1400,  10, 0,   0, 20, "shotgun"        },  // *SGRAYS
    { S_CG,        100,  30, 0,   0,  7, "chaingun"       },
    { S_RLFIRE,    800, 120, 80,  0, 10, "rocketlauncher" },
    { S_RIFLE,    1500, 100, 0,   0, 30, "rifle"          },
    { S_FLAUNCH,   200,  20, 50,  4,  1, "fireball"       },
    { S_ICEBALL,   200,  40, 30,  6,  1, "iceball"        },
    { S_SLIMEBALL, 200,  30, 160, 7,  1, "slimeball"      },
    { S_PIGR1,     250,  50, 0,   0,  1, "bite"           },
};


void selectgun(int a, int b, int c)
{
    if(a<-1 || b<-1 || c<-1 || a>=NUMGUNS || b>=NUMGUNS || c>=NUMGUNS) return;


    int s = player1->gunselect;
    if(a>=0 && s!=a && player1->ammo[a]) s = a;
    else if(b>=0 && s!=b && player1->ammo[b]) s = b;
    else if(c>=0 && s!=c && player1->ammo[c]) s = c;
    else if(s!=GUN_RL && player1->ammo[GUN_RL]) s = GUN_RL;
    else if(s!=GUN_CG && player1->ammo[GUN_CG]) s = GUN_CG;
    else if(s!=GUN_SG && player1->ammo[GUN_SG]) s = GUN_SG;
    else if(s!=GUN_RIFLE && player1->ammo[GUN_RIFLE]) s = GUN_RIFLE;








    else s = GUN_FIST;

    if(s!=player1->gunselect) playsoundc(S_WEAPLOAD);
    player1->gunselect = s;
    //conoutf("%s selected", (int)guns[s].name);
};




int reloadtime(int gun) { return guns[gun].attackdelay; };



void weapon(char *a1, char *a2, char *a3)
{
    selectgun(a1[0] ? atoi(a1) : -1,
              a2[0] ? atoi(a2) : -1,
              a3[0] ? atoi(a3) : -1);
};

COMMAND(weapon, ARG_3STR);


void createrays(vec &from, vec &to)             // create random spread of rays for the shotgun
{
    vdist(dist, dvec, from, to);
    float f = dist*SGSPREAD/1000;
    loopi(SGRAYS)
    {
        #define RNDD (rnd(101)-50)*f
        vec r = { RNDD, RNDD, RNDD };
        sg[i] = to;
        vadd(sg[i], r); 
    };
};


bool intersect(dynent *d, vec &from, vec &to)   // if lineseg hits entity bounding box
{
    vec v = to, w = d->o, *p; 
    vsub(v, from);
    vsub(w, from);
    float c1 = dotprod(w, v);


    if(c1<=0) p = &from;
    else
    {
        float c2 = dotprod(v, v);

        if(c2<=c1) p = &to;
        else
        {
            float f = c1/c2;
            vmul(v, f);
            vadd(v, from);
            p = &v;
        };
    };

    return p->x <= d->o.x+d->radius
        && p->x >= d->o.x-d->radius
        && p->y <= d->o.y+d->radius
        && p->y >= d->o.y-d->radius
        && p->z <= d->o.z+d->aboveeye
        && p->z >= d->o.z-d->eyeheight;
};


char *playerincrosshair()
{
	if(demoplayback) return NULL;

    loopv(players)
    {
        dynent *o = players[i];

        if(!o) continue; 
        if(intersect(o, player1->o, worldpos)) return o->name;

    };
    return NULL;
};

const int MAXPROJ = 100;
struct projectile { vec o, to; float speed; dynent *owner; int gun; bool inuse, local; };






projectile projs[MAXPROJ];




void projreset() { loopi(MAXPROJ) projs[i].inuse = false; };




void newprojectile(vec &from, vec &to, float speed, bool local, dynent *owner, int gun)
{
    loopi(MAXPROJ)
    {
        projectile *p = &projs[i];

        if(p->inuse) continue;
        p->inuse = true;
        p->o = from;
        p->to = to;
        p->speed = speed;
        p->local = local;
        p->owner = owner;
        p->gun = gun;
        return;
    };
};


void hit(int target, int damage, dynent *d, dynent *at)
{

    if(d==player1) selfdamage(damage, at==player1 ? -1 : -2, at);

    else if(d->monsterstate) monsterpain(d, damage, at);

    else { addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence); playsound(S_PAIN1+rnd(5), &d->o); };


    particle_splash(3, damage, 1000, d->o);
	demodamage(damage, d->o);
};

const float RL_RADIUS = 5;
const float RL_DAMRAD = 7;   // hack


void radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
{

    if(o->state!=CS_ALIVE) return;
    vdist(dist, temp, v, o->o);
    dist -= 2; // account for eye distance imprecision
    if(dist<RL_DAMRAD) 
    {

        if(dist<0) dist = 0;
        int damage = (int)(qdam*(1-(dist/RL_DAMRAD)));
        hit(cn, damage, o, at);
        vmul(temp, (RL_DAMRAD-dist)*damage/800);
        vadd(o->vel, temp);
    };
};


void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster, int qdam)

{
    particle_splash(0, 50, 300, v);
    p->inuse = false;
    if(p->gun!=GUN_RL)
    {
        playsound(S_FEXPLODE, &v);
        // no push?
    }
    else
    {
        playsound(S_RLHIT, &v);
        newsphere(v, RL_RADIUS, 0);
        dodynlight(vold, v, 0, 0, p->owner);
        if(!p->local) return;

        radialeffect(player1, v, -1, qdam, p->owner);
        loopv(players)
        {
            if(i==notthisplayer) continue;

            dynent *o = players[i];

            if(!o) continue; 
            radialeffect(o, v, i, qdam, p->owner);
        };
        dvector &mv = getmonsters();

        loopv(mv) if(i!=notthismonster) radialeffect(mv[i], v, i, qdam, p->owner);
    };
};


inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
{

    if(o->state!=CS_ALIVE) return;
    if(intersect(o, p->o, v))
    {
        splash(p, v, p->o, i, im, qdam);
        hit(i, qdam, o, p->owner);
    }; 
};


void moveprojectiles(float time)
{
    loopi(MAXPROJ)
    {
        projectile *p = &projs[i];
        if(!p->inuse) continue;

        int qdam = guns[p->gun].damage*(p->owner->quadmillis ? 4 : 1);

        if(p->owner->monsterstate) qdam /= MONSTERDAMAGEFACTOR;
        vdist(dist, v, p->o, p->to);
        float dtime = dist*1000/p->speed;

        if(time>dtime) dtime = time;
        vmul(v, time/dtime);
        vadd(v, p->o)
        if(p->local)
        {
            loopv(players)
            {
                dynent *o = players[i];

                if(!o) continue; 
                projdamage(o, p, v, i, -1, qdam);
            };

            if(p->owner!=player1) projdamage(player1, p, v, -1, -1, qdam);
            dvector &mv = getmonsters();


            loopv(mv) if(!vreject(mv[i]->o, v, 10.0f) && mv[i]!=p->owner) projdamage(mv[i], p, v, -1, i, qdam);
        };
        if(p->inuse)
        {

            if(time==dtime) splash(p, v, p->o, -1, -1, qdam);
            else
            {

                if(p->gun==GUN_RL) { dodynlight(p->o, v, 0, 255, p->owner); particle_splash(5, 2, 200, v); }


                else { particle_splash(1, 1, 200, v); particle_splash(guns[p->gun].part, 1, 1, v); };



            };       
        };
        p->o = v;
    };
};


void shootv(int gun, vec &from, vec &to, dynent *d, bool local)     // create visual effect from a shot

{
    playsound(guns[gun].sound, d==player1 ? NULL : &d->o);
    int pspeed = 25;
    switch(gun)
    {
        case GUN_FIST:
            break;

        case GUN_SG:
        {
            loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
            break;
        };

        case GUN_CG:
            particle_splash(0, 100, 250, to);
            //particle_trail(1, 10, from, to);
            break;

        case GUN_RL:
        case GUN_FIREBALL:
        case GUN_ICEBALL:
        case GUN_SLIMEBALL:
            pspeed = guns[gun].projspeed;
            if(d->monsterstate) pspeed /= 2;

            newprojectile(from, to, (float)pspeed, local, d, gun);
            break;

        case GUN_RIFLE: 
            particle_splash(0, 50, 200, to);
            particle_trail(1, 500, from, to);
            break;
    };
};


void hitpush(int target, int damage, dynent *d, dynent *at, vec &from, vec &to)
{
    hit(target, damage, d, at);
    vdist(dist, v, from, to);
    vmul(v, damage/dist/50);
    vadd(d->vel, v);
};


void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
{

    if(o->state!=CS_ALIVE) return;
    int qdam = guns[d->gunselect].damage;
    if(d->quadmillis) qdam *= 4;


    if(d->monsterstate) qdam /= MONSTERDAMAGEFACTOR;
    if(d->gunselect==GUN_SG)
    {
        int damage = 0;
        loop(r, SGRAYS) if(intersect(o, from, sg[r])) damage += qdam;

        if(damage) hitpush(i, damage, o, d, from, to);
    }
    else if(intersect(o, from, to)) hitpush(i, qdam, o, d, from, to);
};


void shoot(dynent *d, vec &targ)
{
    int attacktime = lastmillis-d->lastaction;
    if(attacktime<d->gunwait) return;

    d->gunwait = 0;
    if(!d->attacking) return;

    d->lastaction = lastmillis;
    d->lastattackgun = d->gunselect;
    if(!d->ammo[d->gunselect]) { playsoundc(S_NOAMMO); d->gunwait = 250; d->lastattackgun = -1; return; };






    if(d->gunselect) d->ammo[d->gunselect]--;
    vec from = d->o;
    vec to = targ;
    from.z -= 0.2f;    // below eye
    
    vdist(dist, unitv, from, to);
    vdiv(unitv, dist);
    vec kickback = unitv;
    vmul(kickback, guns[d->gunselect].kickamount*-0.01f);
    vadd(d->vel, kickback);

    if(d->pitch<80.0f) d->pitch += guns[d->gunselect].kickamount*0.05f;
    

    if(d->gunselect==GUN_FIST || d->gunselect==GUN_BITE) 
    {
        vmul(unitv, 3); // punch range
        to = from;
        vadd(to, unitv);
    };   

    if(d->gunselect==GUN_SG) createrays(from, to);

    if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);

    shootv(d->gunselect, from, to, d, true);

    if(!d->monsterstate) addmsg(1, 8, SV_SHOT, d->gunselect, (int)(from.x*DMF), (int)(from.y*DMF), (int)(from.z*DMF), (int)(to.x*DMF), (int)(to.y*DMF), (int)(to.z*DMF));


    d->gunwait = guns[d->gunselect].attackdelay;

    if(guns[d->gunselect].projspeed) return;

    
    loopv(players)
    {
        dynent *o = players[i];

        if(!o) continue; 
        raydamage(o, from, to, d, i);
    };

    dvector &v = getmonsters();
    loopv(v) if(v[i]!=d) raydamage(v[i], from, to, d, -2);


    if(d->monsterstate) raydamage(player1, from, to, d, -1);
};






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// weapon.cpp: all shooting and effects code

#include "cube.h"

struct guninfo {
	short sound, attackdelay, damage, projspeed, part, kickamount;
	char *name;
};

const int MONSTERDAMAGEFACTOR = 4;
const int SGRAYS = 20;
const float SGSPREAD = 2;
vec sg[SGRAYS];

guninfo guns[NUMGUNS] = {

    {S_PUNCH1, 250, 50, 0, 0, 1, "fist"},
    {S_SG, 1400, 10, 0, 0, 20, "shotgun"}, // *SGRAYS
    {S_CG, 100, 30, 0, 0, 7, "chaingun"},
    {S_RLFIRE, 800, 120, 80, 0, 10, "rocketlauncher"},
    {S_RIFLE, 1500, 100, 0, 0, 30, "rifle"},
    {S_FLAUNCH, 200, 20, 50, 4, 1, "fireball"},
    {S_ICEBALL, 200, 40, 30, 6, 1, "iceball"},
    {S_SLIMEBALL, 200, 30, 160, 7, 1, "slimeball"},
    {S_PIGR1, 250, 50, 0, 0, 1, "bite"},
};

void
selectgun(int a, int b, int c)
{
	if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS ||
	    c >= NUMGUNS)
		return;
	int s = player1->gunselect;
	if (a >= 0 && s != a && player1->ammo[a])
		s = a;
	else if (b >= 0 && s != b && player1->ammo[b])
		s = b;
	else if (c >= 0 && s != c && player1->ammo[c])
		s = c;
	else if (s != GUN_RL && player1->ammo[GUN_RL])
		s = GUN_RL;
	else if (s != GUN_CG && player1->ammo[GUN_CG])
		s = GUN_CG;
	else if (s != GUN_SG && player1->ammo[GUN_SG])
		s = GUN_SG;
	else if (s != GUN_RIFLE && player1->ammo[GUN_RIFLE])
		s = GUN_RIFLE;
	else
		s = GUN_FIST;
	if (s != player1->gunselect)
		playsoundc(S_WEAPLOAD);
	player1->gunselect = s;
	// conoutf("%s selected", (int)guns[s].name);
};

int
reloadtime(int gun)
{
	return guns[gun].attackdelay;
};

void
weapon(char *a1, char *a2, char *a3)
{
	selectgun(a1[0] ? atoi(a1) : -1, a2[0] ? atoi(a2) : -1,

	    a3[0] ? atoi(a3) : -1);
};

COMMAND(weapon, ARG_3STR);

void
createrays(vec &from, vec &to) // create random spread of rays for the shotgun
{
	vdist(dist, dvec, from, to);
	float f = dist * SGSPREAD / 1000;
	loopi(SGRAYS)
	{
#define RNDD (rnd(101) - 50) * f
		vec r = {RNDD, RNDD, RNDD};
		sg[i] = to;
		vadd(sg[i], r);
	};
};

bool
intersect(dynent *d, vec &from, vec &to) // if lineseg hits entity bounding box
{
	vec v = to, w = d->o, *p;
	vsub(v, from);
	vsub(w, from);
	float c1 = dotprod(w, v);

	if (c1 <= 0)
		p = &from;
	else {

		float c2 = dotprod(v, v);
		if (c2 <= c1)
			p = &to;
		else {

			float f = c1 / c2;
			vmul(v, f);
			vadd(v, from);
			p = &v;
		};
	};

	return p->x <= d->o.x + d->radius && p->x >= d->o.x - d->radius &&


	       p->y <= d->o.y + d->radius && p->y >= d->o.y - d->radius &&

	       p->z <= d->o.z + d->aboveeye && p->z >= d->o.z - d->eyeheight;
};

char *
playerincrosshair()
{
	if (demoplayback)
		return NULL;
	loopv(players)
	{
		dynent *o = players[i];
		if (!o)
			continue;
		if (intersect(o, player1->o, worldpos))
			return o->name;
	};
	return NULL;
};

const int MAXPROJ = 100;
struct projectile {
	vec o, to;
	float speed;
	dynent *owner;
	int gun;
	bool inuse, local;
};
projectile projs[MAXPROJ];

void
projreset()
{
	loopi(MAXPROJ) projs[i].inuse = false;
};

void
newprojectile(
    vec &from, vec &to, float speed, bool local, dynent *owner, int gun)
{
	loopi(MAXPROJ)
	{
		projectile *p = &projs[i];
		if (p->inuse)
			continue;
		p->inuse = true;
		p->o = from;
		p->to = to;
		p->speed = speed;
		p->local = local;
		p->owner = owner;
		p->gun = gun;
		return;
	};
};

void
hit(int target, int damage, dynent *d, dynent *at)
{
	if (d == player1)
		selfdamage(damage, at == player1 ? -1 : -2, at);
	else if (d->monsterstate)
		monsterpain(d, damage, at);
	else {
		addmsg(1, 4, SV_DAMAGE, target, damage, d->lifesequence);
		playsound(S_PAIN1 + rnd(5), &d->o);
	};
	particle_splash(3, damage, 1000, d->o);
	demodamage(damage, d->o);
};

const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack

void
radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
{
	if (o->state != CS_ALIVE)
		return;
	vdist(dist, temp, v, o->o);
	dist -= 2; // account for eye distance imprecision
	if (dist < RL_DAMRAD) {

		if (dist < 0)
			dist = 0;
		int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
		hit(cn, damage, o, at);
		vmul(temp, (RL_DAMRAD - dist) * damage / 800);
		vadd(o->vel, temp);
	};
};

void
splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster,
    int qdam)
{
	particle_splash(0, 50, 300, v);
	p->inuse = false;
	if (p->gun != GUN_RL) {

		playsound(S_FEXPLODE, &v);
		// no push?

	} else {

		playsound(S_RLHIT, &v);
		newsphere(v, RL_RADIUS, 0);
		dodynlight(vold, v, 0, 0, p->owner);
		if (!p->local)
			return;
		radialeffect(player1, v, -1, qdam, p->owner);
		loopv(players)
		{
			if (i == notthisplayer)
				continue;
			dynent *o = players[i];
			if (!o)
				continue;
			radialeffect(o, v, i, qdam, p->owner);
		};
		dvector &mv = getmonsters();
		loopv(mv) if (i != notthismonster)
		    radialeffect(mv[i], v, i, qdam, p->owner);
	};
};

inline void
projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
{
	if (o->state != CS_ALIVE)
		return;
	if (intersect(o, p->o, v)) {

		splash(p, v, p->o, i, im, qdam);
		hit(i, qdam, o, p->owner);
	};
};

void
moveprojectiles(float time)
{
	loopi(MAXPROJ)
	{
		projectile *p = &projs[i];
		if (!p->inuse)
			continue;
		int qdam = guns[p->gun].damage * (p->owner->quadmillis ? 4 : 1);
		if (p->owner->monsterstate)
			qdam /= MONSTERDAMAGEFACTOR;
		vdist(dist, v, p->o, p->to);
		float dtime = dist * 1000 / p->speed;
		if (time > dtime)
			dtime = time;
		vmul(v, time / dtime);
		vadd(v, p->o) if (p->local)

		{
			loopv(players)
			{
				dynent *o = players[i];
				if (!o)
					continue;
				projdamage(o, p, v, i, -1, qdam);
			};
			if (p->owner != player1)
				projdamage(player1, p, v, -1, -1, qdam);
			dvector &mv = getmonsters();
			loopv(mv) if (!vreject(mv[i]->o, v, 10.0f) &&
			              mv[i] != p->owner)
			    projdamage(mv[i], p, v, -1, i, qdam);
		};
		if (p->inuse) {

			if (time == dtime)
				splash(p, v, p->o, -1, -1, qdam);
			else {

				if (p->gun == GUN_RL) {
					dodynlight(p->o, v, 0, 255, p->owner);
					particle_splash(5, 2, 200, v);
				} else {
					particle_splash(1, 1, 200, v);
					particle_splash(
					    guns[p->gun].part, 1, 1, v);
				};
			};
		};
		p->o = v;
	};
};

void
shootv(int gun, vec &from, vec &to, dynent *d,
    bool local) // create visual effect from a shot
{
	playsound(guns[gun].sound, d == player1 ? NULL : &d->o);
	int pspeed = 25;
	switch (gun) {

	case GUN_FIST:
		break;

	case GUN_SG: {

		loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
		break;
	};

	case GUN_CG:
		particle_splash(0, 100, 250, to);
		// particle_trail(1, 10, from, to);
		break;

	case GUN_RL:
	case GUN_FIREBALL:
	case GUN_ICEBALL:
	case GUN_SLIMEBALL:
		pspeed = guns[gun].projspeed;
		if (d->monsterstate)
			pspeed /= 2;
		newprojectile(from, to, (float)pspeed, local, d, gun);
		break;

	case GUN_RIFLE:
		particle_splash(0, 50, 200, to);
		particle_trail(1, 500, from, to);
		break;
	};
};

void
hitpush(int target, int damage, dynent *d, dynent *at, vec &from, vec &to)
{
	hit(target, damage, d, at);
	vdist(dist, v, from, to);
	vmul(v, damage / dist / 50);
	vadd(d->vel, v);
};

void
raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
{
	if (o->state != CS_ALIVE)
		return;
	int qdam = guns[d->gunselect].damage;
	if (d->quadmillis)
		qdam *= 4;
	if (d->monsterstate)
		qdam /= MONSTERDAMAGEFACTOR;
	if (d->gunselect == GUN_SG) {

		int damage = 0;
		loop(r, SGRAYS) if (intersect(o, from, sg[r])) damage += qdam;
		if (damage)
			hitpush(i, damage, o, d, from, to);
	} else if (intersect(o, from, to))
		hitpush(i, qdam, o, d, from, to);
};

void
shoot(dynent *d, vec &targ)
{
	int attacktime = lastmillis - d->lastaction;
	if (attacktime < d->gunwait)
		return;
	d->gunwait = 0;
	if (!d->attacking)
		return;
	d->lastaction = lastmillis;
	d->lastattackgun = d->gunselect;
	if (!d->ammo[d->gunselect]) {
		playsoundc(S_NOAMMO);
		d->gunwait = 250;
		d->lastattackgun = -1;
		return;
	};
	if (d->gunselect)
		d->ammo[d->gunselect]--;
	vec from = d->o;
	vec to = targ;
	from.z -= 0.2f; // below eye

	vdist(dist, unitv, from, to);
	vdiv(unitv, dist);
	vec kickback = unitv;
	vmul(kickback, guns[d->gunselect].kickamount * -0.01f);
	vadd(d->vel, kickback);
	if (d->pitch < 80.0f)
		d->pitch += guns[d->gunselect].kickamount * 0.05f;


	if (d->gunselect == GUN_FIST || d->gunselect == GUN_BITE) {

		vmul(unitv, 3); // punch range
		to = from;
		vadd(to, unitv);
	};
	if (d->gunselect == GUN_SG)
		createrays(from, to);

	if (d->quadmillis && attacktime > 200)
		playsoundc(S_ITEMPUP);
	shootv(d->gunselect, from, to, d, true);
	if (!d->monsterstate)
		addmsg(1, 8, SV_SHOT, d->gunselect, (int)(from.x * DMF),
		    (int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF),
		    (int)(to.y * DMF), (int)(to.z * DMF));
	d->gunwait = guns[d->gunselect].attackdelay;

	if (guns[d->gunselect].projspeed)
		return;

	loopv(players)
	{
		dynent *o = players[i];
		if (!o)
			continue;
		raydamage(o, from, to, d, i);
	};

	dvector &v = getmonsters();
	loopv(v) if (v[i] != d) raydamage(v[i], from, to, d, -2);

	if (d->monsterstate)
		raydamage(player1, from, to, d, -1);
};


Modified src/world.cxx from [6c51021a97] to [293b2c8a10].

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// world.cpp: core map management stuff

#include "cube.h"

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

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

header hdr;


void settag(int tag, int type)          // set all cubes with "tag" to space, if tag is 0 then reset ALL tagged cubes according to 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);
    sprintf_sd(aliasname)("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;
        vec v = { 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;
    conoutf("%s 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(char *what)
{
    loopi(MAXENTTYPES) if(strcmp(what, entnames[i])==0) return i;
    conoutf("unknown entity type \"%s\"", what);
    return NOTUSED;
}


entity *newentity(int x, int y, int z, char *what, int v1, int v2, int v3, int v4)
{
    int type = findtype(what);
    persistent_entity e = { x, y, z, v1, type, v2, v3, 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(char *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 *)alloc(mipsize*sizeof(sqr));
    loopi(LARGEST_FACTOR*2) { wmip[i] = w; w += cubicsize>>(i*2); };



};




void empty_world(int factor, bool force)    // main empty world creation routine, if passed factor -1 will enlarge old world by 1

{
    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
    {
        strn0cpy(hdr.maptitle, "Untitled Map by Unknown", 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)
    {
        free(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);





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// world.cpp: core map management stuff

#include "cube.h"

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

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

header hdr;

void
settag(int tag, int type) // set all cubes with "tag" to space, if tag is 0 then
                          // reset ALL tagged cubes according to 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);
	sprintf_sd(aliasname)("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;
		vec v = {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;
	conoutf("%s 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(char *what)
{
	loopi(MAXENTTYPES) if (strcmp(what, entnames[i]) == 0) return i;
	conoutf("unknown entity type \"%s\"", what);
	return NOTUSED;
}

entity *
newentity(int x, int y, int z, char *what, int v1, int v2, int v3, int v4)
{
	int type = findtype(what);
	persistent_entity e = {x, y, z, v1, type, v2, v3, 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(char *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 *)alloc(mipsize * sizeof(sqr));
	loopi(LARGEST_FACTOR * 2)
	{
		wmip[i] = w;
		w += cubicsize >> (i * 2);
	};
};

void
empty_world(
    int factor, bool force) // main empty world creation routine, if passed
                            // factor -1 will enlarge old world by 1
{
	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 {

		strn0cpy(hdr.maptitle, "Untitled Map by Unknown", 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) {

		free(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);

Modified src/worldio.cxx from [2bcb653cb7] to [4ce3f10da1].

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// worldio.cpp: loading & saving of maps and savegames

#include "cube.h"


void backup(char *name, char *backupname)
{
    remove(backupname);
    rename(name, backupname);
};

string cgzname, bakname, pcfname, mcfname; 


void setnames(char *name)
{
    string pakname, mapname;
    char *slash = strpbrk(name, "/\\");
    if(slash)
    {
        strn0cpy(pakname, name, slash-name+1);
        strcpy_s(mapname, slash+1);
    }
    else
    {
        strcpy_s(pakname, "base");
        strcpy_s(mapname, name);
    };
    sprintf_s(cgzname)("packages/%s/%s.cgz",      pakname, mapname);
    sprintf_s(bakname)("packages/%s/%s_%d.BAK",   pakname, mapname, lastmillis);

    sprintf_s(pcfname)("packages/%s/package.cfg", pakname);
    sprintf_s(mcfname)("packages/%s/%s.cfg",      pakname, mapname);

    path(cgzname);
    path(bakname);
};

// the optimize routines below are here to reduce the detrimental effects of messy mapping by
// setting certain properties (vdeltas and textures) to neighbouring values wherever there is no

// visible difference. This allows the mipmapper to generate more efficient mips.
// the reason it is done on save is to reduce the amount spend in the mipmapper (as that is done
// in realtime).



inline bool nhf(sqr *s) { return s->type!=FHF && s->type!=CHF; };



void voptimize()        // reset vdeltas on non-hf cubes
{
    loop(x, ssize) loop(y, ssize)
    {
        sqr *s = S(x, y);

        if(x && y) { if(nhf(s) && nhf(S(x-1, y)) && nhf(S(x-1, y-1)) && nhf(S(x, y-1))) s->vdelta = 0; }

        else s->vdelta = 0;


    };
};


void topt(sqr *s, bool &wf, bool &uf, int &wt, int &ut)
{
    sqr *o[4];
    o[0] = SWS(s,0,-1,ssize);
    o[1] = SWS(s,0,1,ssize);
    o[2] = SWS(s,1,0,ssize);
    o[3] = SWS(s,-1,0,ssize);
    wf = true;
    uf = true;
    if(SOLID(s))
    {
        loopi(4) if(!SOLID(o[i]))
        {
            wf = false;
            wt = s->wtex;
            ut = s->utex;
            return;
        };
    }
    else
    {
        loopi(4) if(!SOLID(o[i]))
        {

            if(o[i]->floor<s->floor) { wt = s->wtex; wf = false; };



            if(o[i]->ceil>s->ceil)   { ut = s->utex; uf = false; };

        };
    };
};



void toptimize() // FIXME: only does 2x2, make atleast for 4x4 also
{
    bool wf[4], uf[4];
    sqr *s[4];
    for(int x = 2; x<ssize-4; x += 2) for(int y = 2; y<ssize-4; y += 2)
    {

        s[0] = S(x,y);
        int wt = s[0]->wtex, ut = s[0]->utex;
        topt(s[0], wf[0], uf[0], wt, ut);
        topt(s[1] = SWS(s[0],0,1,ssize), wf[1], uf[1], wt, ut);

        topt(s[2] = SWS(s[0],1,1,ssize), wf[2], uf[2], wt, ut);

        topt(s[3] = SWS(s[0],1,0,ssize), wf[3], uf[3], wt, ut);

        loopi(4)
        {

            if(wf[i]) s[i]->wtex = wt;

            if(uf[i]) s[i]->utex = ut;
        };
    };
};

// these two are used by getmap/sendmap.. transfers compressed maps directly 


void writemap(char *mname, int msize, uchar *mdata)
{
    setnames(mname);
    backup(cgzname, bakname);
    FILE *f = fopen(cgzname, "wb");

    if(!f) { conoutf("could not write map to %s", cgzname); return; };


    fwrite(mdata, 1, msize, f);
    fclose(f);
    conoutf("wrote map %s as file %s", mname, cgzname);
}


uchar *readmap(char *mname, int *msize)
{
    setnames(mname);
    uchar *mdata = (uchar *)loadfile(cgzname, msize);

    if(!mdata) { conoutf("could not read map %s", cgzname); return NULL; };


    return mdata;
}

// save map as .cgz file. uses 2 layers of compression: first does simple run-length
// encoding and leaves out data for certain kinds of cubes, then zlib removes the
// last bits of redundancy. Both passes contribute greatly to the miniscule map sizes.



void save_world(char *mname)
{
    resettagareas();    // wouldn't be able to reproduce tagged areas otherwise
    voptimize();
    toptimize();

    if(!*mname) mname = getclientmap();
    setnames(mname);
    backup(cgzname, bakname);
    gzFile f = gzopen(cgzname, "wb9");

    if(!f) { conoutf("could not write map to %s", cgzname); return; };


    hdr.version = MAPVERSION;
    hdr.numents = 0;
    loopv(ents) if(ents[i].type!=NOTUSED) hdr.numents++;
    header tmp = hdr;
    endianswap(&tmp.version, sizeof(int), 4);
    endianswap(&tmp.waterlevel, sizeof(int), 16);
    gzwrite(f, &tmp, sizeof(header));
    loopv(ents) 
    {
        if(ents[i].type!=NOTUSED) 
        {
            entity tmp = ents[i];
            endianswap(&tmp, sizeof(short), 4);
            gzwrite(f, &tmp, sizeof(persistent_entity));
        };
    };
    sqr *t = NULL;
    int sc = 0;




    #define spurge while(sc) { gzputc(f, 255); if(sc>255) { gzputc(f, 255); sc -= 255; } else { gzputc(f, sc); sc = 0; } };






    loopk(cubicsize)
    {
        sqr *s = &world[k];
        #define c(f) (s->f==t->f)
        // 4 types of blocks, to compress a bit:
        // 255 (2): same as previous block + count
        // 254 (3): same as previous, except light // deprecated
        // SOLID (5)
        // anything else (9)

        if(SOLID(s))
        {
            if(t && c(type) && c(wtex) && c(vdelta))
            {
                sc++;
            }
            else
            {
                spurge;
                gzputc(f, s->type);
                gzputc(f, s->wtex);
                gzputc(f, s->vdelta);
            };
        }
        else
        {
            if(t && c(type) && c(floor) && c(ceil) && c(ctex) && c(ftex) && c(utex) && c(wtex) && c(vdelta) && c(tag))
            {


                sc++;
            }
            else
            {
                spurge;
                gzputc(f, s->type);
                gzputc(f, s->floor);
                gzputc(f, s->ceil);
                gzputc(f, s->wtex);
                gzputc(f, s->ftex);
                gzputc(f, s->ctex);
                gzputc(f, s->vdelta);
                gzputc(f, s->utex);
                gzputc(f, s->tag);
            };
        };
        t = s;
    };
    spurge;
    gzclose(f);
    conoutf("wrote map file %s", cgzname);
    settagareas();
};


void load_world(char *mname)        // still supports all map formats that have existed since the earliest cube betas!

{
    stopifrecording();
    cleardlights();
    pruneundos();
    setnames(mname);
    gzFile f = gzopen(cgzname, "rb9");

    if(!f) { conoutf("could not read map %s", cgzname); return; };


    gzread(f, &hdr, sizeof(header)-sizeof(int)*16);
    endianswap(&hdr.version, sizeof(int), 4);

    if(strncmp(hdr.head, "CUBE", 4)!=0) fatal("while reading map: header malformatted");

    if(hdr.version>MAPVERSION) fatal("this map requires a newer version of cube");

    if(sfactor<SMALLEST_FACTOR || sfactor>LARGEST_FACTOR) fatal("illegal map size");
    if(hdr.version>=4)
    {
        gzread(f, &hdr.waterlevel, sizeof(int)*16);
        endianswap(&hdr.waterlevel, sizeof(int), 16);
    }
    else
    {
        hdr.waterlevel = -100000;
    };
    ents.setsize(0);
    loopi(hdr.numents)
    {
        entity &e = ents.add();
        gzread(f, &e, sizeof(persistent_entity));
        endianswap(&e, sizeof(short), 4);
        e.spawned = false;
        if(e.type==LIGHT)
        {

            if(!e.attr2) e.attr2 = 255;  // needed for MAPVERSION<=2

            if(e.attr1>32) e.attr1 = 32; // 12_03 and below
        };
    };
    free(world);
    setupworld(hdr.sfactor);
	char texuse[256];
	loopi(256) texuse[i] = 0;
    sqr *t = NULL;
    loopk(cubicsize)
    {
        sqr *s = &world[k];
        int type = gzgetc(f);
        switch(type)
        {
            case 255:  
            {
                int n = gzgetc(f);

                for(int i = 0; i<n; i++, k++) memcpy(&world[k], t, sizeof(sqr));
                k--;
                break;
            };
            case 254: // only in MAPVERSION<=2
            {
                memcpy(s, t, sizeof(sqr));
                s->r = s->g = s->b = gzgetc(f);
                gzgetc(f);
                break;
            };
            case SOLID:
            {
                s->type = SOLID;
                s->wtex = gzgetc(f);
                s->vdelta = gzgetc(f);

                if(hdr.version<=2) { gzgetc(f); gzgetc(f); };


                s->ftex = DEFAULT_FLOOR;
                s->ctex = DEFAULT_CEIL;
                s->utex = s->wtex;
                s->tag = 0;
                s->floor = 0;
                s->ceil = 16;
                break;
            };
            default:
            {
                if(type<0 || type>=MAXTYPE)
                {
                    sprintf_sd(t)("%d @ %d", type, k);
                    fatal("while reading map: type out of range: ", t);

                };
                s->type = type;
                s->floor = gzgetc(f);
                s->ceil = gzgetc(f);

                if(s->floor>=s->ceil) s->floor = s->ceil-1;  // for pre 12_13
                s->wtex = gzgetc(f);
                s->ftex = gzgetc(f);
                s->ctex = gzgetc(f);

                if(hdr.version<=2) { gzgetc(f); gzgetc(f); };


                s->vdelta = gzgetc(f);
                s->utex = (hdr.version>=2) ? gzgetc(f) : s->wtex;
                s->tag = (hdr.version>=5) ? gzgetc(f) : 0;
                s->type = type;
            };
        };
        s->defer = 0;
        t = s;
        texuse[s->wtex] = 1;

        if(!SOLID(s)) texuse[s->utex] = texuse[s->ftex] = texuse[s->ctex] = 1;
    };
    gzclose(f);
    calclight();
    settagareas();
    int xs, ys;
    loopi(256) if(texuse) lookuptexture(i, xs, ys);
    conoutf("read map %s (%d milliseconds)", cgzname, SDL_GetTicks()-lastmillis);

    conoutf("%s", hdr.maptitle);
    startmap(mname);
    loopl(256)
    {
        sprintf_sd(aliasname)("level_trigger_%d", l);     // can this be done smarter?

        if(identexists(aliasname)) alias(aliasname, "");

    };
    execfile("data/default_map_settings.cfg");
    execfile(pcfname);
    execfile(mcfname);
};

COMMANDN(savemap, save_world, ARG_1STR);





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// worldio.cpp: loading & saving of maps and savegames

#include "cube.h"

void
backup(char *name, char *backupname)
{
	remove(backupname);
	rename(name, backupname);
};

string cgzname, bakname, pcfname, mcfname;

void
setnames(char *name)
{
	string pakname, mapname;
	char *slash = strpbrk(name, "/\\");
	if (slash) {

		strn0cpy(pakname, name, slash - name + 1);
		strcpy_s(mapname, slash + 1);

	} else {

		strcpy_s(pakname, "base");
		strcpy_s(mapname, name);
	};
	sprintf_s(cgzname)("packages/%s/%s.cgz", pakname, mapname);
	sprintf_s(bakname)(
	    "packages/%s/%s_%d.BAK", pakname, mapname, lastmillis);
	sprintf_s(pcfname)("packages/%s/package.cfg", pakname);
	sprintf_s(mcfname)("packages/%s/%s.cfg", pakname, mapname);

	path(cgzname);
	path(bakname);
};

// the optimize routines below are here to reduce the detrimental effects of
// messy mapping by setting certain properties (vdeltas and textures) to
// neighbouring values wherever there is no visible difference. This allows the
// mipmapper to generate more efficient mips. the reason it is done on save is
// to reduce the amount spend in the mipmapper (as that is done in realtime).

inline bool
nhf(sqr *s)
{
	return s->type != FHF && s->type != CHF;
};

void
voptimize() // reset vdeltas on non-hf cubes
{
	loop(x, ssize) loop(y, ssize)
	{
		sqr *s = S(x, y);
		if (x && y) {
			if (nhf(s) && nhf(S(x - 1, y)) &&
			    nhf(S(x - 1, y - 1)) && nhf(S(x, y - 1)))
				s->vdelta = 0;
		} else
			s->vdelta = 0;
	};
};

void
topt(sqr *s, bool &wf, bool &uf, int &wt, int &ut)
{
	sqr *o[4];
	o[0] = SWS(s, 0, -1, ssize);
	o[1] = SWS(s, 0, 1, ssize);
	o[2] = SWS(s, 1, 0, ssize);
	o[3] = SWS(s, -1, 0, ssize);
	wf = true;
	uf = true;
	if (SOLID(s)) {

		loopi(4) if (!SOLID(o[i]))
		{
			wf = false;
			wt = s->wtex;
			ut = s->utex;
			return;
		};

	} else {

		loopi(4) if (!SOLID(o[i]))
		{
			if (o[i]->floor < s->floor) {
				wt = s->wtex;
				wf = false;
			};
			if (o[i]->ceil > s->ceil) {
				ut = s->utex;
				uf = false;
			};
		};
	};
};

void
toptimize() // FIXME: only does 2x2, make atleast for 4x4 also
{
	bool wf[4], uf[4];
	sqr *s[4];
	for (int x = 2; x < ssize - 4; x += 2)

		for (int y = 2; y < ssize - 4; y += 2) {
			s[0] = S(x, y);
			int wt = s[0]->wtex, ut = s[0]->utex;
			topt(s[0], wf[0], uf[0], wt, ut);
			topt(s[1] = SWS(s[0], 0, 1, ssize), wf[1], uf[1], wt,
			    ut);
			topt(s[2] = SWS(s[0], 1, 1, ssize), wf[2], uf[2], wt,
			    ut);
			topt(s[3] = SWS(s[0], 1, 0, ssize), wf[3], uf[3], wt,
			    ut);
			loopi(4)
			{
				if (wf[i])
					s[i]->wtex = wt;
				if (uf[i])
					s[i]->utex = ut;
			};
		};
};

// these two are used by getmap/sendmap.. transfers compressed maps directly

void
writemap(char *mname, int msize, uchar *mdata)
{
	setnames(mname);
	backup(cgzname, bakname);
	FILE *f = fopen(cgzname, "wb");
	if (!f) {
		conoutf("could not write map to %s", cgzname);
		return;
	};
	fwrite(mdata, 1, msize, f);
	fclose(f);
	conoutf("wrote map %s as file %s", mname, cgzname);
}

uchar *
readmap(char *mname, int *msize)
{
	setnames(mname);
	uchar *mdata = (uchar *)loadfile(cgzname, msize);
	if (!mdata) {
		conoutf("could not read map %s", cgzname);
		return NULL;
	};
	return mdata;
}

// save map as .cgz file. uses 2 layers of compression: first does simple
// run-length encoding and leaves out data for certain kinds of cubes, then zlib
// removes the last bits of redundancy. Both passes contribute greatly to the
// miniscule map sizes.

void
save_world(char *mname)
{
	resettagareas(); // wouldn't be able to reproduce tagged areas otherwise
	voptimize();
	toptimize();
	if (!*mname)
		mname = getclientmap();
	setnames(mname);
	backup(cgzname, bakname);
	gzFile f = gzopen(cgzname, "wb9");
	if (!f) {
		conoutf("could not write map to %s", cgzname);
		return;
	};
	hdr.version = MAPVERSION;
	hdr.numents = 0;
	loopv(ents) if (ents[i].type != NOTUSED) hdr.numents++;
	header tmp = hdr;
	endianswap(&tmp.version, sizeof(int), 4);
	endianswap(&tmp.waterlevel, sizeof(int), 16);
	gzwrite(f, &tmp, sizeof(header));
	loopv(ents)
	{
		if (ents[i].type != NOTUSED) {

			entity tmp = ents[i];
			endianswap(&tmp, sizeof(short), 4);
			gzwrite(f, &tmp, sizeof(persistent_entity));
		};
	};
	sqr *t = NULL;
	int sc = 0;
#define spurge                                                                 \
	while (sc) {                                                           \
		gzputc(f, 255);                                                \
		if (sc > 255) {                                                \
			gzputc(f, 255);                                        \
			sc -= 255;                                             \
		} else {                                                       \
			gzputc(f, sc);                                         \
			sc = 0;                                                \
		}                                                              \
	};
	loopk(cubicsize)
	{
		sqr *s = &world[k];
#define c(f) (s->f == t->f)
		// 4 types of blocks, to compress a bit:
		// 255 (2): same as previous block + count
		// 254 (3): same as previous, except light // deprecated
		// SOLID (5)
		// anything else (9)

		if (SOLID(s)) {

			if (t && c(type) && c(wtex) && c(vdelta)) {

				sc++;

			} else {

				spurge;
				gzputc(f, s->type);
				gzputc(f, s->wtex);
				gzputc(f, s->vdelta);
			};

		} else {

			if (t && c(type) && c(floor) && c(ceil) && c(ctex) &&

			    c(ftex) && c(utex) && c(wtex) && c(vdelta) &&
			    c(tag)) {
				sc++;

			} else {

				spurge;
				gzputc(f, s->type);
				gzputc(f, s->floor);
				gzputc(f, s->ceil);
				gzputc(f, s->wtex);
				gzputc(f, s->ftex);
				gzputc(f, s->ctex);
				gzputc(f, s->vdelta);
				gzputc(f, s->utex);
				gzputc(f, s->tag);
			};
		};
		t = s;
	};
	spurge;
	gzclose(f);
	conoutf("wrote map file %s", cgzname);
	settagareas();
};

void
load_world(char *mname) // still supports all map formats that have existed
                        // since the earliest cube betas!
{
	stopifrecording();
	cleardlights();
	pruneundos();
	setnames(mname);
	gzFile f = gzopen(cgzname, "rb9");
	if (!f) {
		conoutf("could not read map %s", cgzname);
		return;
	};
	gzread(f, &hdr, sizeof(header) - sizeof(int) * 16);
	endianswap(&hdr.version, sizeof(int), 4);
	if (strncmp(hdr.head, "CUBE", 4) != 0)
		fatal("while reading map: header malformatted");
	if (hdr.version > MAPVERSION)
		fatal("this map requires a newer version of cube");
	if (sfactor < SMALLEST_FACTOR || sfactor > LARGEST_FACTOR)
		fatal("illegal map size");
	if (hdr.version >= 4) {

		gzread(f, &hdr.waterlevel, sizeof(int) * 16);
		endianswap(&hdr.waterlevel, sizeof(int), 16);

	} else {

		hdr.waterlevel = -100000;
	};
	ents.setsize(0);
	loopi(hdr.numents)
	{
		entity &e = ents.add();
		gzread(f, &e, sizeof(persistent_entity));
		endianswap(&e, sizeof(short), 4);
		e.spawned = false;
		if (e.type == LIGHT) {

			if (!e.attr2)
				e.attr2 = 255; // needed for MAPVERSION<=2
			if (e.attr1 > 32)
				e.attr1 = 32; // 12_03 and below
		};
	};
	free(world);
	setupworld(hdr.sfactor);
	char texuse[256];
	loopi(256) texuse[i] = 0;
	sqr *t = NULL;
	loopk(cubicsize)
	{
		sqr *s = &world[k];
		int type = gzgetc(f);
		switch (type) {

		case 255: {

			int n = gzgetc(f);
			for (int i = 0; i < n; i++, k++)
				memcpy(&world[k], t, sizeof(sqr));
			k--;
			break;
		};
		case 254: // only in MAPVERSION<=2
		{
			memcpy(s, t, sizeof(sqr));
			s->r = s->g = s->b = gzgetc(f);
			gzgetc(f);
			break;
		};
		case SOLID: {

			s->type = SOLID;
			s->wtex = gzgetc(f);
			s->vdelta = gzgetc(f);
			if (hdr.version <= 2) {
				gzgetc(f);
				gzgetc(f);
			};
			s->ftex = DEFAULT_FLOOR;
			s->ctex = DEFAULT_CEIL;
			s->utex = s->wtex;
			s->tag = 0;
			s->floor = 0;
			s->ceil = 16;
			break;
		};
		default: {

			if (type < 0 || type >= MAXTYPE) {

				sprintf_sd(t)("%d @ %d", type, k);
				fatal("while reading map: type out of range: ",
				    t);
			};
			s->type = type;
			s->floor = gzgetc(f);
			s->ceil = gzgetc(f);
			if (s->floor >= s->ceil)
				s->floor = s->ceil - 1; // for pre 12_13
			s->wtex = gzgetc(f);
			s->ftex = gzgetc(f);
			s->ctex = gzgetc(f);
			if (hdr.version <= 2) {
				gzgetc(f);
				gzgetc(f);
			};
			s->vdelta = gzgetc(f);
			s->utex = (hdr.version >= 2) ? gzgetc(f) : s->wtex;
			s->tag = (hdr.version >= 5) ? gzgetc(f) : 0;
			s->type = type;
		};
		};
		s->defer = 0;
		t = s;
		texuse[s->wtex] = 1;
		if (!SOLID(s))
			texuse[s->utex] = texuse[s->ftex] = texuse[s->ctex] = 1;
	};
	gzclose(f);
	calclight();
	settagareas();
	int xs, ys;
	loopi(256) if (texuse) lookuptexture(i, xs, ys);
	conoutf("read map %s (%d milliseconds)", cgzname,
	    SDL_GetTicks() - lastmillis);
	conoutf("%s", hdr.maptitle);
	startmap(mname);
	loopl(256)
	{
		sprintf_sd(aliasname)(
		    "level_trigger_%d", l); // can this be done smarter?
		if (identexists(aliasname))
			alias(aliasname, "");
	};
	execfile("data/default_map_settings.cfg");
	execfile(pcfname);
	execfile(mcfname);
};

COMMANDN(savemap, save_world, ARG_1STR);

Modified src/worldlight.cxx from [106a45f580] to [ef13aa2477].

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// worldlight.cpp

#include "cube.h"

extern bool hasoverbright;

VAR(lightscale,1,4,100);



void lightray(float bx, float by, persistent_entity &light)     // done in realtime, needs to be fast
{
    float lx = light.x+(rnd(21)-10)*0.1f;
    float ly = light.y+(rnd(21)-10)*0.1f;
    float dx = bx-lx;
    float dy = by-ly; 
    float dist = (float)sqrt(dx*dx+dy*dy);

    if(dist<1.0f) return;
    int reach = light.attr1;

    int steps = (int)(reach*reach*1.6f/dist); // can change this for speedup/quality?
    const int PRECBITS = 12;
    const float PRECF = 4096.0f;
    int x = (int)(lx*PRECF); 
    int y = (int)(ly*PRECF); 
    int l = light.attr2<<PRECBITS;
    int stepx = (int)(dx/(float)steps*PRECF);
    int stepy = (int)(dy/(float)steps*PRECF);

    int stepl = fast_f2nat(l/(float)steps); // incorrect: light will fade quicker if near edge of the world


    if(hasoverbright)
    {
        l /= lightscale;
        stepl /= lightscale;
        

        if(light.attr3 || light.attr4)      // coloured light version, special case because most lights are white

        {
            int dimness = rnd((255-(light.attr2+light.attr3+light.attr4)/3)/16+1);  




            x += stepx*dimness;
            y += stepy*dimness;


            if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;

            int g = light.attr3<<PRECBITS;
            int stepg = fast_f2nat(g/(float)steps);
            int b = light.attr4<<PRECBITS;
            int stepb = fast_f2nat(b/(float)steps);
            g /= lightscale;
            stepg /= lightscale;
            b /= lightscale;
            stepb /= lightscale;
            loopi(steps)
            {
                sqr *s = S(x>>PRECBITS, y>>PRECBITS); 
                int tl = (l>>PRECBITS)+s->r;
                s->r = tl>255 ? 255 : tl;
                tl = (g>>PRECBITS)+s->g;
                s->g = tl>255 ? 255 : tl;
                tl = (b>>PRECBITS)+s->b;
                s->b = tl>255 ? 255 : tl;
                if(SOLID(s)) return;

                x += stepx;
                y += stepy;
                l -= stepl;
                g -= stepg;
                b -= stepb;
                stepl -= 25;
                stepg -= 25;
                stepb -= 25;
            };
        }
        else        // white light, special optimized version
        {
            int dimness = rnd((255-light.attr2)/16+1);  
            x += stepx*dimness;
            y += stepy*dimness;


            if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;

            loopi(steps)
            {
                sqr *s = S(x>>PRECBITS, y>>PRECBITS); 
                int tl = (l>>PRECBITS)+s->r;
                s->r = s->g = s->b = tl>255 ? 255 : tl;       
                if(SOLID(s)) return;

                x += stepx;
                y += stepy;
                l -= stepl;
                stepl -= 25;
            };
        };
    }
    else        // the old (white) light code, here for the few people with old video cards that don't support overbright

    {
        loopi(steps)
        {
            sqr *s = S(x>>PRECBITS, y>>PRECBITS); 
            int light = l>>PRECBITS;

            if(light>s->r) s->r = s->g = s->b = (uchar)light;
            if(SOLID(s)) return;

            x += stepx;
            y += stepy;
            l -= stepl;
        };
    };
    
};


void calclightsource(persistent_entity &l)
{
    int reach = l.attr1;
    int sx = l.x-reach;
    int ex = l.x+reach;
    int sy = l.y-reach;
    int ey = l.y+reach;
    
    rndreset();
    
    const float s = 0.8f;


    for(float sx2 = (float)sx; sx2<=ex; sx2+=s*2) { lightray(sx2, (float)sy, l); lightray(sx2, (float)ey, l); };



    for(float sy2 = sy+s; sy2<=ey-s; sy2+=s*2)    { lightray((float)sx, sy2, l); lightray((float)ex, sy2, l); };


    
    rndtime();
};


void postlightarea(block &a)    // median filter, smooths out random noise in light and makes it more mipable

{
    loop(x,a.xs) loop(y,a.ys)   // assumes area not on edge of world
    {
        sqr *s = S(x+a.x,y+a.y);
        #define median(m) s->m = (s->m*2 + SW(s,1,0)->m*2  + SW(s,0,1)->m*2 \


                                         + SW(s,-1,0)->m*2 + SW(s,0,-1)->m*2 \
                                         + SW(s,1,1)->m    + SW(s,1,-1)->m \
                                         + SW(s,-1,1)->m   + SW(s,-1,-1)->m)/14;  // median is 4/2/1 instead
        median(r);
        median(g);
        median(b);
    };

    remip(a);
};


void calclight()
{
    loop(x,ssize) loop(y,ssize)
    {
        sqr *s = S(x,y);
        s->r = s->g = s->b = 10;
    };

    loopv(ents)
    {
        entity &e = ents[i];

        if(e.type==LIGHT) calclightsource(e);
    };
    
    block b = { 1, 1, ssize-2, ssize-2 };
    postlightarea(b);
    setvar("fullbright", 0);
};

VARP(dynlight, 0, 16, 32);

vector<block *> dlights;


void cleardlights()
{
    while(!dlights.empty())
    {
        block *backup = dlights.pop();
        blockpaste(*backup);
        free(backup);    
    };
};


void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner)
{

    if(!reach) reach = dynlight;
    if(owner->monsterstate) reach = reach/2;


    if(!reach) return;

    if(v.x<0 || v.y<0 || v.x>ssize || v.y>ssize) return;
    
    int creach = reach+16;  // dependant on lightray random offsets!
    block b = { (int)v.x-creach, (int)v.y-creach, creach*2+1, creach*2+1 };



    if(b.x<1) b.x = 1;   

    if(b.y<1) b.y = 1;

    if(b.xs+b.x>ssize-2) b.xs = ssize-2-b.x;

    if(b.ys+b.y>ssize-2) b.ys = ssize-2-b.y;

    dlights.add(blockcopy(b));      // backup area before rendering in dynlight


    persistent_entity l = { (int)v.x, (int)v.y, (int)v.z, reach, LIGHT, strength, 0, 0 };
    calclightsource(l);
    postlightarea(b);
};

// utility functions also used by editing code


block *blockcopy(block &s)
{
    block *b = (block *)alloc(sizeof(block)+s.xs*s.ys*sizeof(sqr));
    *b = s;
    sqr *q = (sqr *)(b+1);
    for(int x = s.x; x<s.xs+s.x; x++) for(int y = s.y; y<s.ys+s.y; y++) *q++ = *S(x,y);


    return b;
};


void blockpaste(block &b)
{
    sqr *q = (sqr *)((&b)+1);
    for(int x = b.x; x<b.xs+b.x; x++) for(int y = b.y; y<b.ys+b.y; y++) *S(x,y) = *q++;


    remipmore(b);
};








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// worldlight.cpp

#include "cube.h"

extern bool hasoverbright;

VAR(lightscale, 1, 4, 100);

void
lightray(float bx, float by,
    persistent_entity &light) // done in realtime, needs to be fast
{
	float lx = light.x + (rnd(21) - 10) * 0.1f;
	float ly = light.y + (rnd(21) - 10) * 0.1f;
	float dx = bx - lx;
	float dy = by - ly;
	float dist = (float)sqrt(dx * dx + dy * dy);
	if (dist < 1.0f)
		return;
	int reach = light.attr1;
	int steps = (int)(reach * reach * 1.6f /
	                  dist); // can change this for speedup/quality?
	const int PRECBITS = 12;
	const float PRECF = 4096.0f;
	int x = (int)(lx * PRECF);
	int y = (int)(ly * PRECF);
	int l = light.attr2 << PRECBITS;
	int stepx = (int)(dx / (float)steps * PRECF);
	int stepy = (int)(dy / (float)steps * PRECF);
	int stepl =
	    fast_f2nat(l / (float)steps); // incorrect: light will fade quicker
	                                  // if near edge of the world

	if (hasoverbright) {

		l /= lightscale;
		stepl /= lightscale;

		if (light.attr3 ||
		    light.attr4) // coloured light version, special case because
		                 // most lights are white
		{
			int dimness = rnd(
			    (255 -
			        (light.attr2 + light.attr3 + light.attr4) / 3) /
			        16 +
			    1);
			x += stepx * dimness;
			y += stepy * dimness;

			if (OUTBORD(x >> PRECBITS, y >> PRECBITS))
				return;

			int g = light.attr3 << PRECBITS;
			int stepg = fast_f2nat(g / (float)steps);
			int b = light.attr4 << PRECBITS;
			int stepb = fast_f2nat(b / (float)steps);
			g /= lightscale;
			stepg /= lightscale;
			b /= lightscale;
			stepb /= lightscale;
			loopi(steps)
			{
				sqr *s = S(x >> PRECBITS, y >> PRECBITS);
				int tl = (l >> PRECBITS) + s->r;
				s->r = tl > 255 ? 255 : tl;
				tl = (g >> PRECBITS) + s->g;
				s->g = tl > 255 ? 255 : tl;
				tl = (b >> PRECBITS) + s->b;
				s->b = tl > 255 ? 255 : tl;
				if (SOLID(s))
					return;
				x += stepx;
				y += stepy;
				l -= stepl;
				g -= stepg;
				b -= stepb;
				stepl -= 25;
				stepg -= 25;
				stepb -= 25;
			};

		} else // white light, special optimized version
		{
			int dimness = rnd((255 - light.attr2) / 16 + 1);
			x += stepx * dimness;
			y += stepy * dimness;

			if (OUTBORD(x >> PRECBITS, y >> PRECBITS))
				return;

			loopi(steps)
			{
				sqr *s = S(x >> PRECBITS, y >> PRECBITS);
				int tl = (l >> PRECBITS) + s->r;
				s->r = s->g = s->b = tl > 255 ? 255 : tl;
				if (SOLID(s))
					return;
				x += stepx;
				y += stepy;
				l -= stepl;
				stepl -= 25;
			};
		};

	} else // the old (white) light code, here for the few people with old
	       // video cards that don't support overbright
	{
		loopi(steps)
		{
			sqr *s = S(x >> PRECBITS, y >> PRECBITS);
			int light = l >> PRECBITS;
			if (light > s->r)
				s->r = s->g = s->b = (uchar)light;
			if (SOLID(s))
				return;
			x += stepx;
			y += stepy;
			l -= stepl;
		};
	};

};

void
calclightsource(persistent_entity &l)
{
	int reach = l.attr1;
	int sx = l.x - reach;
	int ex = l.x + reach;
	int sy = l.y - reach;
	int ey = l.y + reach;

	rndreset();

	const float s = 0.8f;

	for (float sx2 = (float)sx; sx2 <= ex; sx2 += s * 2) {
		lightray(sx2, (float)sy, l);
		lightray(sx2, (float)ey, l);
	};
	for (float sy2 = sy + s; sy2 <= ey - s; sy2 += s * 2) {
		lightray((float)sx, sy2, l);
		lightray((float)ex, sy2, l);
	};

	rndtime();
};

void
postlightarea(block &a) // median filter, smooths out random noise in light and
                        // makes it more mipable
{
	loop(x, a.xs) loop(y, a.ys) // assumes area not on edge of world
	{
		sqr *s = S(x + a.x, y + a.y);
#define median(m)                                                              \
	s->m =                                                                 \
	    (s->m * 2 + SW(s, 1, 0)->m * 2 + SW(s, 0, 1)->m * 2 +              \
	        SW(s, -1, 0)->m * 2 + SW(s, 0, -1)->m * 2 + SW(s, 1, 1)->m +   \
	        SW(s, 1, -1)->m + SW(s, -1, 1)->m + SW(s, -1, -1)->m) /        \
	    14; // median is 4/2/1 instead
		median(r);
		median(g);
		median(b);
	};

	remip(a);
};

void
calclight()
{
	loop(x, ssize) loop(y, ssize)
	{
		sqr *s = S(x, y);
		s->r = s->g = s->b = 10;
	};

	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type == LIGHT)
			calclightsource(e);
	};

	block b = {1, 1, ssize - 2, ssize - 2};
	postlightarea(b);
	setvar("fullbright", 0);
};

VARP(dynlight, 0, 16, 32);

vector<block *> dlights;

void
cleardlights()
{
	while (!dlights.empty()) {

		block *backup = dlights.pop();
		blockpaste(*backup);
		free(backup);
	};
};

void
dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner)
{
	if (!reach)
		reach = dynlight;
	if (owner->monsterstate)
		reach = reach / 2;
	if (!reach)
		return;
	if (v.x < 0 || v.y < 0 || v.x > ssize || v.y > ssize)
		return;

	int creach = reach + 16; // dependant on lightray random offsets!
	block b = {(int)v.x - creach, (int)v.y - creach, creach * 2 + 1,
	    creach * 2 + 1};

	if (b.x < 1)
		b.x = 1;
	if (b.y < 1)
		b.y = 1;
	if (b.xs + b.x > ssize - 2)
		b.xs = ssize - 2 - b.x;
	if (b.ys + b.y > ssize - 2)
		b.ys = ssize - 2 - b.y;

	dlights.add(blockcopy(b)); // backup area before rendering in dynlight

	persistent_entity l = {
	    (int)v.x, (int)v.y, (int)v.z, reach, LIGHT, strength, 0, 0};
	calclightsource(l);
	postlightarea(b);
};

// utility functions also used by editing code

block *
blockcopy(block &s)
{
	block *b = (block *)alloc(sizeof(block) + s.xs * s.ys * sizeof(sqr));
	*b = s;
	sqr *q = (sqr *)(b + 1);
	for (int x = s.x; x < s.xs + s.x; x++)
		for (int y = s.y; y < s.ys + s.y; y++)
			*q++ = *S(x, y);
	return b;
};

void
blockpaste(block &b)
{
	sqr *q = (sqr *)((&b) + 1);
	for (int x = b.x; x < b.xs + b.x; x++)
		for (int y = b.y; y < b.ys + b.y; y++)
			*S(x, y) = *q++;
	remipmore(b);
};


Modified src/worldocull.cxx from [58f179429a] to [8094d12fd2].

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// worldocull.cpp: occlusion map and occlusion test

#include "cube.h"

#define NUMRAYS 512

float rdist[NUMRAYS];
bool ocull = true;
float odist = 256;




void toggleocull() { ocull = !ocull; };


COMMAND(toggleocull, ARG_NONE);

// constructs occlusion map: cast rays in all directions on the 2d plane and record distance.
// done exactly once per frame.


void computeraytable(float vx, float vy)
{

    if(!ocull) return;

    odist = getvar("fog")*1.5f;

    float apitch = (float)fabs(player1->pitch);
    float af = getvar("fov")/2+apitch/1.5f+3;
    float byaw = (player1->yaw-90+af)/360*PI2;
    float syaw = (player1->yaw-90-af)/360*PI2;

    loopi(NUMRAYS)
    {
        float angle = i*PI2/NUMRAYS;
        if((apitch>45 // must be bigger if fov>120
        || (angle<byaw && angle>syaw)
        || (angle<byaw-PI2 && angle>syaw-PI2)
        || (angle<byaw+PI2 && angle>syaw+PI2))
        && !OUTBORD(vx, vy)

        && !SOLID(S(fast_f2nat(vx), fast_f2nat(vy))))       // try to avoid tracing ray if outside of frustrum

        {
            float ray = i*8/(float)NUMRAYS;
            float dx, dy;

            if(ray>1 && ray<3) { dx = -(ray-2); dy = 1; }



            else if(ray>=3 && ray<5) { dx = -1; dy = -(ray-4); }


            else if(ray>=5 && ray<7) { dx = ray-6; dy = -1; }

            else { dx = 1; dy = ray>4 ? ray-8 : ray; };


            float sx = vx;
            float sy = vy;
            for(;;)
            {
                sx += dx;
                sy += dy;


                if(SOLID(S(fast_f2nat(sx), fast_f2nat(sy))))    // 90% of time spend in this function is on this line

                {
                    rdist[i] = (float)(fabs(sx-vx)+fabs(sy-vy));

                    break;
                };
            };
        }
        else
        {
            rdist[i] = 2;
        };
    };
};

// test occlusion for a cube... one of the most computationally expensive functions in the engine
// as its done for every cube and entity, but its effect is more than worth it!



inline float ca(float x, float y) { return x>y ? y/x : 2-x/y; }; 




inline float ma(float x, float y) { return x==0 ? (y>0 ? 2 : -2) : y/x; };





int isoccluded(float vx, float vy, float cx, float cy, float csize)     // v = viewer, c = cube to test 

{

    if(!ocull) return 0;



    float nx = vx, ny = vy;     // n = point on the border of the cube that is closest to v

    if(nx<cx) nx = cx;

    else if(nx>cx+csize) nx = cx+csize;

    if(ny<cy) ny = cy;

    else if(ny>cy+csize) ny = cy+csize;
    float xdist = (float)fabs(nx-vx);
    float ydist = (float)fabs(ny-vy);
    if(xdist>odist || ydist>odist) return 2;

    float dist = xdist+ydist-1; // 1 needed?

    // ABC
    // D E
    // FGH

    // - check middle cube? BG

    // find highest and lowest angle in the occlusion map that this cube spans, based on its most left and right

    // points on the border from the viewer pov... I see no easier way to do this than this silly code below


    float h, l;
    if(cx<=vx)              // ABDFG
    {
        if(cx+csize<vx)     // ADF
        {
            if(cy<=vy)      // AD
            {

                if(cy+csize<vy) { h = ca(-(cx-vx), -(cy+csize-vy))+4; l = ca(-(cx+csize-vx), -(cy-vy))+4; }         // A





                else            { h = ma(-(cx+csize-vx), -(cy+csize-vy))+4; l =  ma(-(cx+csize-vx), -(cy-vy))+4; }  // D




            }


            else                { h = ca(cy+csize-vy, -(cx+csize-vx))+2; l = ca(cy-vy, -(cx-vx))+2; };              // F
        }
        else                // BG
        {
            if(cy<=vy)
            {


                if(cy+csize<vy) { h = ma(-(cy+csize-vy), cx-vx)+6; l = ma(-(cy+csize-vy), cx+csize-vx)+6; }         // B




                else return 0;
            }

            else     { h = ma(cy-vy, -(cx+csize-vx))+2; l = ma(cy-vy, -(cx-vx))+2; };                               // G
        };
    }
    else                    // CEH
    {
        if(cy<=vy)          // CE
        {

            if(cy+csize<vy) { h = ca(-(cy-vy), cx-vx)+6; l = ca(-(cy+csize-vy), cx+csize-vx)+6; }                   // C



            else            { h = ma(cx-vx, cy-vy); l = ma(cx-vx, cy+csize-vy); };                                  // E

        }

        else                { h = ca(cx+csize-vx, cy-vy); l = ca(cx-vx, cy+csize-vy); };                            // H


    };

    int si = fast_f2nat(h*(NUMRAYS/8))+NUMRAYS;     // get indexes into occlusion map from angles
    int ei = fast_f2nat(l*(NUMRAYS/8))+NUMRAYS+1; 

    if(ei<=si) ei += NUMRAYS;

    for(int i = si; i<=ei; i++)
    {


        if(dist<rdist[i&(NUMRAYS-1)]) return 0;     // if any value in this segment of the occlusion map is further away then cube is not occluded

    };

    return 1;                                       // cube is entirely occluded
};











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// worldocull.cpp: occlusion map and occlusion test

#include "cube.h"

#define NUMRAYS 512

float rdist[NUMRAYS];
bool ocull = true;
float odist = 256;

void
toggleocull()
{
	ocull = !ocull;
};

COMMAND(toggleocull, ARG_NONE);

// constructs occlusion map: cast rays in all directions on the 2d plane and
// record distance. done exactly once per frame.

void
computeraytable(float vx, float vy)
{
	if (!ocull)
		return;

	odist = getvar("fog") * 1.5f;

	float apitch = (float)fabs(player1->pitch);
	float af = getvar("fov") / 2 + apitch / 1.5f + 3;
	float byaw = (player1->yaw - 90 + af) / 360 * PI2;
	float syaw = (player1->yaw - 90 - af) / 360 * PI2;

	loopi(NUMRAYS)
	{
		float angle = i * PI2 / NUMRAYS;
		if ((apitch > 45 // must be bigger if fov>120
		        || (angle < byaw && angle > syaw) ||
		        (angle < byaw - PI2 && angle > syaw - PI2) ||
		        (angle < byaw + PI2 && angle > syaw + PI2)) &&
		    !OUTBORD(vx, vy) &&
		    !SOLID(S(fast_f2nat(vx),
		        fast_f2nat(vy)))) // try to avoid tracing ray if outside
		                          // of frustrum
		{
			float ray = i * 8 / (float)NUMRAYS;
			float dx, dy;
			if (ray > 1 && ray < 3) {
				dx = -(ray - 2);
				dy = 1;
			} else if (ray >= 3 && ray < 5) {
				dx = -1;
				dy = -(ray - 4);
			} else if (ray >= 5 && ray < 7) {
				dx = ray - 6;
				dy = -1;
			} else {
				dx = 1;
				dy = ray > 4 ? ray - 8 : ray;
			};
			float sx = vx;
			float sy = vy;
			for (;;) {

				sx += dx;
				sy += dy;
				if (SOLID(S(fast_f2nat(sx),
				        fast_f2nat(
				            sy)))) // 90% of time spend in this
				                   // function is on this line
				{
					rdist[i] = (float)(fabs(sx - vx) +
					                   fabs(sy - vy));
					break;
				};
			};

		} else {

			rdist[i] = 2;
		};
	};
};

// test occlusion for a cube... one of the most computationally expensive
// functions in the engine as its done for every cube and entity, but its effect
// is more than worth it!

inline float
ca(float x, float y)
{
	return x > y ? y / x : 2 - x / y;
};
inline float
ma(float x, float y)
{
	return x == 0 ? (y > 0 ? 2 : -2) : y / x;
};

int
isoccluded(float vx, float vy, float cx, float cy,
    float csize) // v = viewer, c = cube to test
{
	if (!ocull)
		return 0;

	float
	    nx = vx,
	    ny = vy; // n = point on the border of the cube that is closest to v
	if (nx < cx)
		nx = cx;
	else if (nx > cx + csize)
		nx = cx + csize;
	if (ny < cy)
		ny = cy;
	else if (ny > cy + csize)
		ny = cy + csize;
	float xdist = (float)fabs(nx - vx);
	float ydist = (float)fabs(ny - vy);
	if (xdist > odist || ydist > odist)
		return 2;
	float dist = xdist + ydist - 1; // 1 needed?

	// ABC
	// D E
	// FGH

	// - check middle cube? BG

	// find highest and lowest angle in the occlusion map that this cube
	// spans, based on its most left and right points on the border from the
	// viewer pov... I see no easier way to do this than this silly code
	// below

	float h, l;
	if (cx <= vx) // ABDFG
	{
		if (cx + csize < vx) // ADF
		{
			if (cy <= vy) // AD
			{
				if (cy + csize < vy) {
					h = ca(-(cx - vx), -(cy + csize - vy)) +
					    4;
					l = ca(-(cx + csize - vx), -(cy - vy)) +
					    4;
				} // A
				else {
					h = ma(-(cx + csize - vx),
					        -(cy + csize - vy)) +
					    4;
					l = ma(-(cx + csize - vx), -(cy - vy)) +
					    4;
				} // D
			} else {
				h = ca(cy + csize - vy, -(cx + csize - vx)) + 2;
				l = ca(cy - vy, -(cx - vx)) + 2;
			}; // F
		} else     // BG
		{
			if (cy <= vy) {

				if (cy + csize < vy) {
					h = ma(-(cy + csize - vy), cx - vx) + 6;
					l = ma(-(cy + csize - vy),
					        cx + csize - vx) +
					    6;
				} // B
				else
					return 0;
			} else {
				h = ma(cy - vy, -(cx + csize - vx)) + 2;
				l = ma(cy - vy, -(cx - vx)) + 2;
			}; // G
		};
	} else // CEH
	{
		if (cy <= vy) // CE
		{
			if (cy + csize < vy) {
				h = ca(-(cy - vy), cx - vx) + 6;
				l = ca(-(cy + csize - vy), cx + csize - vx) + 6;
			} // C
			else {
				h = ma(cx - vx, cy - vy);
				l = ma(cx - vx, cy + csize - vy);
			}; // E
		} else {
			h = ca(cx + csize - vx, cy - vy);
			l = ca(cx - vx, cy + csize - vy);
		}; // H
	};
	int si = fast_f2nat(h * (NUMRAYS / 8)) +
	         NUMRAYS; // get indexes into occlusion map from angles
	int ei = fast_f2nat(l * (NUMRAYS / 8)) + NUMRAYS + 1;
	if (ei <= si)
		ei += NUMRAYS;

	for (int i = si; i <= ei; i++) {

		if (dist < rdist[i & (NUMRAYS - 1)])
			return 0; // if any value in this segment of the
			          // occlusion map is further away then cube is
			          // not occluded
	};

	return 1; // cube is entirely occluded
};

Modified src/worldrender.cxx from [fa4a4a355b] to [a8374cc3dc].

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// worldrender.cpp: goes through all cubes in top down quad tree fashion, determines what has to
// be rendered and how (depending on neighbouring cubes), then calls functions in rendercubes.cpp


#include "cube.h"


void render_wall(sqr *o, sqr *s, int x1, int y1, int x2, int y2, int mip, sqr *d1, sqr *d2, bool topleft)

{
    if(SOLID(o) || o->type==SEMISOLID)
    {
        float c1 = s->floor;
        float c2 = s->floor;

        if(s->type==FHF) { c1 -= d1->vdelta/4.0f; c2 -= d2->vdelta/4.0f; };


        float f1 = s->ceil;
        float f2 = s->ceil;

        if(s->type==CHF) { f1 += d1->vdelta/4.0f; f2 += d2->vdelta/4.0f; };


        //if(f1-c1<=0 && f2-c2<=0) return;
        render_square(o->wtex, c1, c2, f1, f2, x1<<mip, y1<<mip, x2<<mip, y2<<mip, 1<<mip, d1, d2, topleft);

        return;
    };
    {
        float f1 = s->floor;
        float f2 = s->floor;
        float c1 = o->floor;
        float c2 = o->floor;
        if(o->type==FHF && s->type!=FHF)
        {
            c1 -= d1->vdelta/4.0f;
            c2 -= d2->vdelta/4.0f;
        }
        if(s->type==FHF && o->type!=FHF)
        {
            f1 -= d1->vdelta/4.0f;
            f2 -= d2->vdelta/4.0f;
        }

        if(f1>=c1 && f2>=c2) goto skip;
        render_square(o->wtex, f1, f2, c1, c2, x1<<mip, y1<<mip, x2<<mip, y2<<mip, 1<<mip, d1, d2, topleft);

    };
    skip:
    {
        float f1 = o->ceil;
        float f2 = o->ceil;
        float c1 = s->ceil;
        float c2 = s->ceil;
        if(o->type==CHF && s->type!=CHF)
        {
            f1 += d1->vdelta/4.0f;
            f2 += d2->vdelta/4.0f;
        }
        else if(s->type==CHF && o->type!=CHF)
        {
            c1 += d1->vdelta/4.0f;
            c2 += d2->vdelta/4.0f;
        }

        if(c1<=f1 && c2<=f2) return;
        render_square(o->utex, f1, f2, c1, c2, x1<<mip, y1<<mip, x2<<mip, y2<<mip, 1<<mip, d1, d2, topleft);

    };
};

const int MAX_MIP = 5;   // 32x32 unit blocks
const int MIN_LOD = 2;
const int LOW_LOD = 25;
const int MAX_LOD = 1000;

int lod = 40, lodtop, lodbot, lodleft, lodright;
int min_lod;

int stats[LARGEST_FACTOR];

// detect those cases where a higher mip solid has a visible wall next to lower mip cubes
// (used for wall rendering below)


bool issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)      
{

    if(!(mip--)) return true;
    sqr *w = wmip[mip];
    int msize = ssize>>mip;
    x *= 2;
    y *= 2;
    switch(SWS(w, x+x1, y+y1, msize)->type)
    {
        case SEMISOLID: if(issemi(mip, x+x1, y+y1, x1, y1, x2, y2)) return true;


        case CORNER:
        case SOLID: break;

        default: return true;

    };
    switch(SWS(w, x+x2, y+y2, msize)->type)
    {
        case SEMISOLID: if(issemi(mip, x+x2, y+y2, x1, y1, x2, y2)) return true;


        case CORNER:
        case SOLID: break;

        default: return true;

    };
    return false;
};

bool render_floor, render_ceil;

// the core recursive function, renders a rect of cubes at a certain mip level from a viewer perspective

// call itself for lower mip levels, on most modern machines however this function will use the higher
// mip levels only for perfect mips.



void render_seg_new(float vx, float vy, float vh, int mip, int x, int y, int xs, int ys)
{
    sqr *w = wmip[mip];
    int sz = ssize>>mip;
    int vxx = ((int)vx+(1<<mip)/2)>>mip;
    int vyy = ((int)vy+(1<<mip)/2)>>mip;

    int lx = vxx-lodleft;   // these mark the rect inside the current rest that we want to render using a lower mip level

    int ly = vyy-lodtop;
    int rx = vxx+lodright;
    int ry = vyy+lodbot;

    float fsize = (float)(1<<mip);


    for(int ox = x; ox<xs; ox++) for(int oy = y; oy<ys; oy++)       // first collect occlusion information for this block
    {

        SWS(w,ox,oy,sz)->occluded = isoccluded(player1->o.x, player1->o.y, (float)(ox<<mip), (float)(oy<<mip), fsize);

    };
    
    int pvx = (int)vx>>mip;
    int pvy = (int)vy>>mip;
    if(pvx>=0 && pvy>=0 && pvx<sz && pvy<sz)
    {
        //SWS(w,vxx,vyy,sz)->occluded = 0; 
        SWS(w, pvx, pvy, sz)->occluded = 0;  // player cell never occluded

    };

    #define df(x) s->floor-(x->vdelta/4.0f)
    #define dc(x) s->ceil+(x->vdelta/4.0f)
    
    // loop through the rect 3 times (for floor/ceil/walls seperately, to facilitate dynamic stripify)

    // for each we skip occluded cubes (occlusion at higher mip levels is a big time saver!).
    // during the first loop (ceil) we collect cubes that lie within the lower mip rect and are
    // also deferred, and render them recursively. Anything left (perfect mips and higher lods) we

    // render here.






    #define LOOPH {for(int xx = x; xx<xs; xx++) for(int yy = y; yy<ys; yy++) { \
                  sqr *s = SWS(w,xx,yy,sz); if(s->occluded==1) continue; \
                  if(s->defer && !s->occluded && mip && xx>=lx && xx<rx && yy>=ly && yy<ry)



    #define LOOPD sqr *t = SWS(s,1,0,sz); \
                  sqr *u = SWS(s,1,1,sz); \
                  sqr *v = SWS(s,0,1,sz); \

    LOOPH   // ceils
        {
            int start = yy;
            sqr *next;


            while(yy<ys-1 && (next = SWS(w,xx,yy+1,sz))->defer && !next->occluded) yy++;    // collect 2xN rect of lower mip
            render_seg_new(vx, vy, vh, mip-1, xx*2, start*2, xx*2+2, yy*2+2);

            continue;
        };
        stats[mip]++;
        LOOPD

        if((s->type==SPACE || s->type==FHF) && s->ceil>=vh && render_ceil)

            render_flat(s->ctex, xx<<mip, yy<<mip, 1<<mip, s->ceil, s, t, u, v, true);
        if(s->type==CHF) //if(s->ceil>=vh)

            render_flatdelta(s->ctex, xx<<mip, yy<<mip, 1<<mip, dc(s), dc(t), dc(u), dc(v), s, t, u, v, true);
    }};




    LOOPH continue;     // floors
        LOOPD
        if((s->type==SPACE || s->type==CHF) && s->floor<=vh && render_floor)
        {
            render_flat(s->ftex, xx<<mip, yy<<mip, 1<<mip, s->floor, s, t, u, v, false);

			if(s->floor<hdr.waterlevel && !SOLID(s)) addwaterquad(xx<<mip, yy<<mip, 1<<mip);

        };
        if(s->type==FHF)
        {

            render_flatdelta(s->ftex, xx<<mip, yy<<mip, 1<<mip, df(s), df(t), df(u), df(v), s, t, u, v, false);
			if(s->floor-s->vdelta/4.0f<hdr.waterlevel && !SOLID(s)) addwaterquad(xx<<mip, yy<<mip, 1<<mip);

        };
    }};




    LOOPH continue;     // walls
        LOOPD
        //  w
        // zSt
        //  vu

        sqr *w = SWS(s,0,-1,sz);
        sqr *z = SWS(s,-1,0,sz);
        bool normalwall = true;

        if(s->type==CORNER)
        {
            // cull also
            bool topleft = true;
            sqr *h1 = NULL;
            sqr *h2 = NULL;
            if(SOLID(z))
            {

                if(SOLID(w))      { render_wall(w, h2 = s, xx+1, yy, xx, yy+1, mip, t, v, false); topleft = false; }



                else if(SOLID(v)) { render_wall(v, h2 = s, xx, yy, xx+1, yy+1, mip, s, u, false); };

            }
            else if(SOLID(t))
            {

                if(SOLID(w))      { render_wall(w, h1 = s, xx+1, yy+1, xx, yy, mip, u, s, false); }


                else if(SOLID(v)) { render_wall(v, h1 = s, xx, yy+1, xx+1, yy, mip, v, t, false); topleft = false; };


            }
            else
            {
                normalwall = false;
                bool wv = w->ceil-w->floor < v->ceil-v->floor;
                if(z->ceil-z->floor < t->ceil-t->floor)
                {


                    if(wv) { render_wall(h1 = s, h2 = v, xx+1, yy, xx, yy+1, mip, t, v, false); topleft = false; }


                    else   { render_wall(h1 = s, h2 = w, xx, yy, xx+1, yy+1, mip, s, u, false); };

                }
                else
                {

                    if(wv) { render_wall(h2 = s, h1 = v, xx+1, yy+1, xx, yy, mip, u, s, false); }


                    else   { render_wall(h2 = s, h1 = w, xx, yy+1, xx+1, yy, mip, v, t, false); topleft = false; };


                };
            };

            render_tris(xx<<mip, yy<<mip, 1<<mip, topleft, h1, h2, s, t, u, v);

        }

        if(normalwall)
        {
            bool inner = xx!=sz-1 && yy!=sz-1;


            if(xx>=vxx && xx!=0 && yy!=sz-1 && !SOLID(z) && (!SOLID(s) || z->type!=CORNER)
                && (z->type!=SEMISOLID || issemi(mip, xx-1, yy, 1, 0, 1, 1)))
                render_wall(s, z, xx,   yy,   xx,   yy+1, mip, s, v, true);
            if(xx<=vxx && inner && !SOLID(t) && (!SOLID(s) || t->type!=CORNER)

                && (t->type!=SEMISOLID || issemi(mip, xx+1, yy, 0, 0, 0, 1)))
                render_wall(s, t, xx+1, yy,   xx+1, yy+1, mip, t, u, false);
            if(yy>=vyy && yy!=0 && xx!=sz-1 && !SOLID(w) && (!SOLID(s) || w->type!=CORNER)
                && (w->type!=SEMISOLID || issemi(mip, xx, yy-1, 0, 1, 1, 1)))
                render_wall(s, w, xx,   yy,   xx+1, yy,   mip, s, t, false);
            if(yy<=vyy && inner && !SOLID(v) && (!SOLID(s) || v->type!=CORNER)
                && (v->type!=SEMISOLID || issemi(mip, xx, yy+1, 0, 0, 1, 0)))




                render_wall(s, v, xx,   yy+1, xx+1, yy+1, mip, v, u, true);
        };
    }};

};






void distlod(int &low, int &high, int angle, float widef)
{
    float f = 90.0f/lod/widef;
    low = (int)((90-angle)/f);
    high = (int)(angle/f);

    if(low<min_lod) low = min_lod;

    if(high<min_lod) high = min_lod;
};

// does some out of date view frustrum optimisation that doesn't contribute much anymore




void render_world(float vx, float vy, float vh, int yaw, int pitch, float fov, int w, int h)
{
    loopi(LARGEST_FACTOR) stats[i] = 0;
    min_lod = MIN_LOD+abs(pitch)/12;
    yaw = 360-yaw;
    float widef = fov/75.0f;
    int cdist = abs(yaw%90-45);
    if(cdist<7)    // hack to avoid popup at high fovs at 45 yaw
    {
        min_lod = max(min_lod, (int)(MIN_LOD+(10-cdist)/1.0f*widef)); // less if lod worked better


        widef = 1.0f;
    };
    lod = MAX_LOD;
    lodtop = lodbot = lodleft = lodright = min_lod;
    if(yaw>45 && yaw<=135)
    {
        lodleft = lod;
        distlod(lodtop, lodbot, yaw-45, widef);
    }
    else if(yaw>135 && yaw<=225)
    {
        lodbot = lod;
        distlod(lodleft, lodright, yaw-135, widef);
    }








    else if(yaw>225 && yaw<=315)
    {
        lodright = lod;
        distlod(lodbot, lodtop, yaw-225, widef);
    }
    else
    {
        lodtop = lod;

        distlod(lodright, lodleft, yaw<=45 ? yaw+45 : yaw-315, widef);
    };
    float hyfov = fov*h/w/2;
    render_floor = pitch<hyfov;
    render_ceil  = -pitch<hyfov;

    render_seg_new(vx, vy, vh, MAX_MIP, 0, 0, ssize>>MAX_MIP, ssize>>MAX_MIP);

    mipstats(stats[0], stats[1], stats[2]);
};

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// worldrender.cpp: goes through all cubes in top down quad tree fashion,
// determines what has to be rendered and how (depending on neighbouring cubes),
// then calls functions in rendercubes.cpp

#include "cube.h"

void
render_wall(sqr *o, sqr *s, int x1, int y1, int x2, int y2, int mip, sqr *d1,
    sqr *d2, bool topleft)
{
	if (SOLID(o) || o->type == SEMISOLID) {

		float c1 = s->floor;
		float c2 = s->floor;
		if (s->type == FHF) {
			c1 -= d1->vdelta / 4.0f;
			c2 -= d2->vdelta / 4.0f;
		};
		float f1 = s->ceil;
		float f2 = s->ceil;
		if (s->type == CHF) {
			f1 += d1->vdelta / 4.0f;
			f2 += d2->vdelta / 4.0f;
		};
		// if(f1-c1<=0 && f2-c2<=0) return;
		render_square(o->wtex, c1, c2, f1, f2, x1 << mip, y1 << mip,
		    x2 << mip, y2 << mip, 1 << mip, d1, d2, topleft);
		return;
	};
	{
		float f1 = s->floor;
		float f2 = s->floor;
		float c1 = o->floor;
		float c2 = o->floor;
		if (o->type == FHF && s->type != FHF) {

			c1 -= d1->vdelta / 4.0f;
			c2 -= d2->vdelta / 4.0f;
		}
		if (s->type == FHF && o->type != FHF) {

			f1 -= d1->vdelta / 4.0f;
			f2 -= d2->vdelta / 4.0f;
		}
		if (f1 >= c1 && f2 >= c2)
			goto skip;
		render_square(o->wtex, f1, f2, c1, c2, x1 << mip, y1 << mip,
		    x2 << mip, y2 << mip, 1 << mip, d1, d2, topleft);
	};
skip: {

	float f1 = o->ceil;
	float f2 = o->ceil;
	float c1 = s->ceil;
	float c2 = s->ceil;
	if (o->type == CHF && s->type != CHF) {

		f1 += d1->vdelta / 4.0f;
		f2 += d2->vdelta / 4.0f;

	} else if (s->type == CHF && o->type != CHF) {

		c1 += d1->vdelta / 4.0f;
		c2 += d2->vdelta / 4.0f;
	}
	if (c1 <= f1 && c2 <= f2)
		return;
	render_square(o->utex, f1, f2, c1, c2, x1 << mip, y1 << mip, x2 << mip,
	    y2 << mip, 1 << mip, d1, d2, topleft);
};
};

const int MAX_MIP = 5; // 32x32 unit blocks
const int MIN_LOD = 2;
const int LOW_LOD = 25;
const int MAX_LOD = 1000;

int lod = 40, lodtop, lodbot, lodleft, lodright;
int min_lod;

int stats[LARGEST_FACTOR];

// detect those cases where a higher mip solid has a visible wall next to lower
// mip cubes (used for wall rendering below)

bool
issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)
{
	if (!(mip--))
		return true;
	sqr *w = wmip[mip];
	int msize = ssize >> mip;
	x *= 2;
	y *= 2;
	switch (SWS(w, x + x1, y + y1, msize)->type) {

	case SEMISOLID:
		if (issemi(mip, x + x1, y + y1, x1, y1, x2, y2))
			return true;
	case CORNER:
	case SOLID:
		break;
	default:
		return true;
	};
	switch (SWS(w, x + x2, y + y2, msize)->type) {

	case SEMISOLID:
		if (issemi(mip, x + x2, y + y2, x1, y1, x2, y2))
			return true;
	case CORNER:
	case SOLID:
		break;
	default:
		return true;
	};
	return false;
};

bool render_floor, render_ceil;

// the core recursive function, renders a rect of cubes at a certain mip level
// from a viewer perspective call itself for lower mip levels, on most modern
// machines however this function will use the higher mip levels only for
// perfect mips.

void
render_seg_new(
    float vx, float vy, float vh, int mip, int x, int y, int xs, int ys)
{
	sqr *w = wmip[mip];
	int sz = ssize >> mip;
	int vxx = ((int)vx + (1 << mip) / 2) >> mip;
	int vyy = ((int)vy + (1 << mip) / 2) >> mip;
	int lx =
	    vxx - lodleft; // these mark the rect inside the current rest that
	                   // we want to render using a lower mip level
	int ly = vyy - lodtop;
	int rx = vxx + lodright;
	int ry = vyy + lodbot;

	float fsize = (float)(1 << mip);
	for (int ox = x; ox < xs; ox++)
		for (int oy = y; oy < ys;
		     oy++) // first collect occlusion information for this block
		{
			SWS(w, ox, oy, sz)->occluded =
			    isoccluded(player1->o.x, player1->o.y,
			        (float)(ox << mip), (float)(oy << mip), fsize);
		};

	int pvx = (int)vx >> mip;
	int pvy = (int)vy >> mip;
	if (pvx >= 0 && pvy >= 0 && pvx < sz && pvy < sz) {

		// SWS(w,vxx,vyy,sz)->occluded = 0;
		SWS(w, pvx, pvy, sz)->occluded =
		    0; // player cell never occluded
	};

#define df(x) s->floor - (x->vdelta / 4.0f)
#define dc(x) s->ceil + (x->vdelta / 4.0f)

	// loop through the rect 3 times (for floor/ceil/walls seperately, to
	// facilitate dynamic stripify) for each we skip occluded cubes
	// (occlusion at higher mip levels is a big time saver!). during the
	// first loop (ceil) we collect cubes that lie within the lower mip rect
	// and are also deferred, and render them recursively. Anything left
	// (perfect mips and higher lods) we render here.

#define LOOPH                                                                  \
	{                                                                      \
		for (int xx = x; xx < xs; xx++)                                \
			for (int yy = y; yy < ys; yy++) {                      \
				sqr *s = SWS(w, xx, yy, sz);                   \
				if (s->occluded == 1)                          \

					continue;                              \
				if (s->defer && !s->occluded && mip &&         \
				    xx >= lx && xx < rx && yy >= ly &&         \
				    yy < ry)
#define LOOPD                                                                  \
	sqr *t = SWS(s, 1, 0, sz);                                             \
	sqr *u = SWS(s, 1, 1, sz);                                             \
	sqr *v = SWS(s, 0, 1, sz);

	LOOPH // ceils
	{
		int start = yy;
		sqr *next;
		while (yy < ys - 1 && (next = SWS(w, xx, yy + 1, sz))->defer &&
		       !next->occluded)
			yy++; // collect 2xN rect of lower mip
		render_seg_new(vx, vy, vh, mip - 1, xx * 2, start * 2,
		    xx * 2 + 2, yy * 2 + 2);
		continue;
	};
	stats[mip]++;
	LOOPD
	if ((s->type == SPACE || s->type == FHF) && s->ceil >= vh &&
	    render_ceil)
		render_flat(s->ctex, xx << mip, yy << mip, 1 << mip, s->ceil, s,
		    t, u, v, true);
	if (s->type == CHF) // if(s->ceil>=vh)
		render_flatdelta(s->ctex, xx << mip, yy << mip, 1 << mip, dc(s),
		    dc(t), dc(u), dc(v), s, t, u, v, true);

}
}
;

LOOPH continue; // floors
LOOPD
if ((s->type == SPACE || s->type == CHF) && s->floor <= vh && render_floor) {

	render_flat(s->ftex, xx << mip, yy << mip, 1 << mip, s->floor, s, t, u,
	    v, false);
	if (s->floor < hdr.waterlevel && !SOLID(s))
		addwaterquad(xx << mip, yy << mip, 1 << mip);
};
if (s->type == FHF) {

	render_flatdelta(s->ftex, xx << mip, yy << mip, 1 << mip, df(s), df(t),
	    df(u), df(v), s, t, u, v, false);
	if (s->floor - s->vdelta / 4.0f < hdr.waterlevel && !SOLID(s))
		addwaterquad(xx << mip, yy << mip, 1 << mip);
};

}
}
;

LOOPH continue; // walls
LOOPD
//  w
// zSt
//  vu

sqr *w = SWS(s, 0, -1, sz);
sqr *z = SWS(s, -1, 0, sz);
bool normalwall = true;

if (s->type == CORNER) {

	// cull also
	bool topleft = true;
	sqr *h1 = NULL;
	sqr *h2 = NULL;
	if (SOLID(z)) {

		if (SOLID(w)) {
			render_wall(w, h2 = s, xx + 1, yy, xx, yy + 1, mip, t,
			    v, false);
			topleft = false;
		} else if (SOLID(v)) {
			render_wall(v, h2 = s, xx, yy, xx + 1, yy + 1, mip, s,
			    u, false);
		};
	} else if (SOLID(t)) {

		if (SOLID(w)) {
			render_wall(w, h1 = s, xx + 1, yy + 1, xx, yy, mip, u,
			    s, false);
		} else if (SOLID(v)) {
			render_wall(v, h1 = s, xx, yy + 1, xx + 1, yy, mip, v,
			    t, false);
			topleft = false;
		};
	} else {

		normalwall = false;
		bool wv = w->ceil - w->floor < v->ceil - v->floor;
		if (z->ceil - z->floor < t->ceil - t->floor) {

			if (wv) {
				render_wall(h1 = s, h2 = v, xx + 1, yy, xx,
				    yy + 1, mip, t, v, false);
				topleft = false;
			} else {
				render_wall(h1 = s, h2 = w, xx, yy, xx + 1,
				    yy + 1, mip, s, u, false);
			};
		} else {

			if (wv) {
				render_wall(h2 = s, h1 = v, xx + 1, yy + 1, xx,
				    yy, mip, u, s, false);
			} else {
				render_wall(h2 = s, h1 = w, xx, yy + 1, xx + 1,
				    yy, mip, v, t, false);
				topleft = false;
			};
		};
	};
	render_tris(
	    xx << mip, yy << mip, 1 << mip, topleft, h1, h2, s, t, u, v);
}

if (normalwall) {

	bool inner = xx != sz - 1 && yy != sz - 1;

	if (xx >= vxx && xx != 0 && yy != sz - 1 && !SOLID(z) &&
	    (!SOLID(s) || z->type != CORNER) &&
	    (z->type != SEMISOLID || issemi(mip, xx - 1, yy, 1, 0, 1, 1)))
		render_wall(s, z, xx, yy, xx, yy + 1, mip, s, v, true);
	if (xx <= vxx && inner && !SOLID(t) &&
	    (!SOLID(s) || t->type != CORNER) &&
	    (t->type != SEMISOLID || issemi(mip, xx + 1, yy, 0, 0, 0, 1)))
		render_wall(s, t, xx + 1, yy, xx + 1, yy + 1, mip, t, u, false);
	if (yy >= vyy && yy != 0 && xx != sz - 1 && !SOLID(w) &&


	    (!SOLID(s) || w->type != CORNER) &&
	    (w->type != SEMISOLID || issemi(mip, xx, yy - 1, 0, 1, 1, 1)))
		render_wall(s, w, xx, yy, xx + 1, yy, mip, s, t, false);
	if (yy <= vyy && inner && !SOLID(v) &&
	    (!SOLID(s) || v->type != CORNER) &&
	    (v->type != SEMISOLID || issemi(mip, xx, yy + 1, 0, 0, 1, 0)))
		render_wall(s, v, xx, yy + 1, xx + 1, yy + 1, mip, v, u, true);
};

}

}
;
}
;

void
distlod(int &low, int &high, int angle, float widef)
{
	float f = 90.0f / lod / widef;
	low = (int)((90 - angle) / f);
	high = (int)(angle / f);
	if (low < min_lod)
		low = min_lod;
	if (high < min_lod)
		high = min_lod;
};

// does some out of date view frustrum optimisation that doesn't contribute much
// anymore

void
render_world(
    float vx, float vy, float vh, int yaw, int pitch, float fov, int w, int h)
{
	loopi(LARGEST_FACTOR) stats[i] = 0;
	min_lod = MIN_LOD + abs(pitch) / 12;
	yaw = 360 - yaw;
	float widef = fov / 75.0f;
	int cdist = abs(yaw % 90 - 45);
	if (cdist < 7) // hack to avoid popup at high fovs at 45 yaw
	{
		min_lod = max(min_lod,
		    (int)(MIN_LOD + (10 - cdist) / 1.0f *
		                        widef)); // less if lod worked better
		widef = 1.0f;












	};
	lod = MAX_LOD;
	lodtop = lodbot = lodleft = lodright = min_lod;
	if (yaw > 45 && yaw <= 135) {
		lodleft = lod;
		distlod(lodtop, lodbot, yaw - 45, widef);
	} else if (yaw > 135 && yaw <= 225) {
		lodbot = lod;
		distlod(lodleft, lodright, yaw - 135, widef);
	} else if (yaw > 225 && yaw <= 315) {

		lodright = lod;
		distlod(lodbot, lodtop, yaw - 225, widef);

	} else {

		lodtop = lod;
		distlod(
		    lodright, lodleft, yaw <= 45 ? yaw + 45 : yaw - 315, widef);
	};
	float hyfov = fov * h / w / 2;
	render_floor = pitch < hyfov;
	render_ceil = -pitch < hyfov;

	render_seg_new(
	    vx, vy, vh, MAX_MIP, 0, 0, ssize >> MAX_MIP, ssize >> MAX_MIP);
	mipstats(stats[0], stats[1], stats[2]);
};