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|
// one big bad include file for the whole engine... nasty!
#include "tools.h"
#include "tools.h"
enum // block types, order matters!
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
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
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
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
enum // hardcoded texture numbers
{
DEFAULT_SKY = 0,
DEFAULT_LIQUID,
DEFAULT_WALL,
DEFAULT_FLOOR,
DEFAULT_CEIL
DEFAULT_SKY = 0,
DEFAULT_LIQUID,
DEFAULT_WALL,
DEFAULT_FLOOR,
DEFAULT_CEIL
};
enum // static entity types
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
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
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;
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
struct entity : public persistent_entity {
{
bool spawned; // the only dynamic state of a map entity
bool spawned; // the only dynamic state of a map entity
};
#define MAPVERSION 5 // bump if map format changes, see worldio.cpp
#define MAPVERSION 5 // bump if map format changes, see worldio.cpp
struct header // map file format header
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];
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 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)
#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; };
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,
enum { GUN_FIST = 0, GUN_SG, GUN_CG, GUN_RL, GUN_RIFLE, GUN_FIREBALL, GUN_ICEBALL, GUN_SLIMEBALL, GUN_BITE, NUMGUNS };
GUN_SLIMEBALL,
GUN_BITE,
NUMGUNS
};
struct dynent // players & monsters
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;
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 \
#define SAVEGAMEVERSION 4 // bump if dynent/netprotocol changes or any other savegame/demo data
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
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 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
#define PROTOCOL_VERSION 122 // bump when protocol changes
// network messages codes, c2s, c2c, s2c
enum
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,
};
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
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,
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; };
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,
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)
*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 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 DMF 16.0f
#define DAF 1.0f
#define DVF 100.0f
#define VIRTW 2400 // virtual screen size for text & HUD
#define VIRTW 2400 // virtual screen size for text & HUD
#define VIRTH 1800
#define FONTH 64
#define PIXELTAB (VIRTW/12)
#define PIXELTAB (VIRTW / 12)
#define PI (3.1415927f)
#define PI2 (2*PI)
#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 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)
#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
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
};
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)
// 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) \
#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; }
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
#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
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
#define _WINDOWS
#define ZLIB_DLL
#else
#include <dlfcn.h>
#include <dlfcn.h>
#endif
#include <time.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.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
#include "protos.h" // external function decls
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