Cube  Diff

Differences From Artifact [591f2f2799]:

To Artifact [0b8b0d202d]:


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#import "OFString+Cube.h"
#import "Player.h"
#import "Variable.h"

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

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

bool intermission = false;

OFMutableArray *players; // other clients

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}

static void
arenacount(Player *d, int *alive, int *dead, OFString **lastteam, bool *oneteam)
{
	if (d.state != CS_DEAD) {
		(*alive)++;
		if (![*lastteam isEqual:d.team])
		if (![*lastteam isEqual: d.team])
			*oneteam = false;
		*lastteam = d.team;
	} else
		(*dead)++;
}

int arenarespawnwait = 0;
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}

extern int democlientnum;

void
otherplayers()
{
	[players
	    enumerateObjectsUsingBlock:^(Player *player, size_t i, bool *stop) {
		    if ([player isKindOfClass:Player.class])
			    return;
	[players enumerateObjectsUsingBlock: ^ (Player *player, size_t i,
	    bool *stop) {
		if ([player isKindOfClass: Player.class])
			return;

		    const int lagtime = lastmillis - player.lastUpdate;
		    if (lagtime > 1000 && player.state == CS_ALIVE) {
			    player.state = CS_LAGGED;
			    return;
		    }
		const int lagtime = lastmillis - player.lastUpdate;
		if (lagtime > 1000 && player.state == CS_ALIVE) {
			player.state = CS_LAGGED;
			return;
		}

		    if (lagtime && player.state != CS_DEAD &&
		        (!demoplayback || i != democlientnum))
			    // use physics to extrapolate player position
			    moveplayer(player, 2, false);
	    }];
		if (lagtime && player.state != CS_DEAD &&
		    (!demoplayback || i != democlientnum))
			// use physics to extrapolate player position
			moveplayer(player, 2, false);
	}];
}

void
respawn()
{
	if (Player.player1.state == CS_DEAD) {
		Player.player1.attacking = false;
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		} // if we die in SP we try the same map again
		respawnself();
	}
}

int sleepwait = 0;
static OFString *sleepcmd = nil;
COMMAND(sleep, ARG_2STR, ^(OFString *msec, OFString *cmd) {
COMMAND(sleep, ARG_2STR, ^ (OFString *msec, OFString *cmd) {
	sleepwait = msec.cube_intValue + lastmillis;
	sleepcmd = cmd;
})

void
updateworld(int millis) // main game update loop
{
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	entinmap(d);
	[d resetToSpawnState];
	d.state = CS_ALIVE;
}

// movement input code

#define dir(name, v, d, s, os)                                    \
	COMMAND(name, ARG_DOWN, ^(bool isDown) {                  \
		Player *player1 = Player.player1;                 \
		player1.s = isDown;                               \
		player1.v = isDown ? d : (player1.os ? -(d) : 0); \
		player1.lastMove = lastmillis;                    \
#define dir(name, v, d, s, os)						\
	COMMAND(name, ARG_DOWN, ^ (bool isDown) {			\
		Player *player1 = Player.player1;			\
		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);

COMMAND(attack, ARG_DOWN, ^(bool on) {
COMMAND(attack, ARG_DOWN, ^ (bool on) {
	if (intermission)
		return;
	if (editmode)
		editdrag(on);
	else if ((Player.player1.attacking = on))
		respawn();
})

COMMAND(jump, ARG_DOWN, ^(bool on) {
COMMAND(jump, ARG_DOWN, ^ (bool on) {
	if (!intermission && (Player.player1.jumpNext = on))
		respawn();
})

COMMAND(showscores, ARG_DOWN, ^(bool isDown) {
COMMAND(showscores, ARG_DOWN, ^ (bool isDown) {
	showscores(isDown);
})

void
fixplayer1range()
{
	const float MAXPITCH = 90.0f;
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{
	if (cn < 0 || cn >= MAXCLIENTS) {
		neterr(@"clientnum");
		return nil;
	}

	while (cn >= players.count)
		[players addObject:[OFNull null]];
		[players addObject: [OFNull null]];

	id player = players[cn];
	if (player == [OFNull null]) {
		player = [Player player];
		players[cn] = player;
	}

	return player;
}

void
setclient(int cn, id client)
{
	if (cn < 0 || cn >= MAXCLIENTS)
		neterr(@"clientnum");
	while (cn >= players.count)
		[players addObject:[OFNull null]];
		[players addObject: [OFNull null]];
	players[cn] = client;
}

void
initclient()
{
	clientmap = @"";
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	sleepwait = 0;
	[Monster resetAll];
	projreset();
	spawncycle = -1;
	spawnplayer(Player.player1);
	Player.player1.frags = 0;
	for (Player *player in players)
		if ([player isKindOfClass:Player.class])
		if ([player isKindOfClass: Player.class])
			player.frags = 0;
	resetspawns();
	clientmap = name;
	if (editmode)
		toggleedit();
	setvar(@"gamespeed", 100);
	setvar(@"fog", 180);
	setvar(@"fogcolour", 0x8099B3);
	showscores(false);
	intermission = false;
	Cube.sharedInstance.framesInMap = 0;
	conoutf(@"game mode is %@", modestr(gamemode));
}

COMMAND(map, ARG_1STR, ^(OFString *name) {
COMMAND(map, ARG_1STR, ^ (OFString *name) {
	changemap(name);
})