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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);
})
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