Cube  Diff

Differences From Artifact [ca9306999a]:

To Artifact [f7cff8c331]:


20
21
22
23
24
25
26
27

28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
20
21
22
23
24
25
26

27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44































































































45
46
47
48
49
50
51







-
+

















-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-








DynamicEntity *player1;  // our client
OFMutableArray *players; // other clients

void
initPlayers()
{
	player1 = newdynent();
	player1 = [[DynamicEntity alloc] init];
	players = [[OFMutableArray alloc] init];
}

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

int lastmillis = 0;
int curtime = 10;
OFString *clientmap;

OFString *
getclientmap()
{
	return clientmap;
}

void
resetmovement(DynamicEntity *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;
}

// reset player state not persistent accross spawns
void
spawnstate(DynamicEntity *d)
{
	resetmovement(d);
	d.vel = OFMakeVector3D(0, 0, 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) {
				// eihrul's secret "instafist" mode
				d.gunselect = GUN_FIST;
				return;
			}
			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;
}

DynamicEntity *
newdynent() // create a new blank player or monster
{
	DynamicEntity *d = [[DynamicEntity alloc] init];
	d.o = OFMakeVector3D(0, 0, 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 = d.team = @"";
	d.blocked = false;
	d.lifesequence = 0;
	d.state = CS_ALIVE;
	spawnstate(d);
	return d;
}

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

199
200
201
202
203
204
205
206

207
208
209
210
211
212
213
104
105
106
107
108
109
110

111
112
113
114
115
116
117
118







-
+







void
otherplayers()
{
	[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
		if (player == [OFNull null])
			return;

		const int lagtime = lastmillis - [player lastupdate];
		const int lagtime = lastmillis - [player lastUpdate];
		if (lagtime > 1000 && [player state] == CS_ALIVE) {
			[player setState:CS_LAGGED];
			return;
		}

		if (lagtime && [player state] != CS_DEAD &&
		    (!demoplayback || i != democlientnum))
267
268
269
270
271
272
273
274

275
276
277
278

279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300


301
302
303

304
305
306


307
308
309
310
311
312
313
314
315
316
317
318
319
320

321
322
323
324
325

326

327
328

329
330
331
332
333
334
335
336
337
338
339

340
341
342
343
344
345
346
172
173
174
175
176
177
178

179
180
181
182

183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203


204
205
206
207

208
209


210
211
212
213
214
215
216
217
218
219
220
221
222
223
224

225
226
227
228
229
230
231

232
233

234
235
236
237
238
239
240
241
242
243
244

245
246
247
248
249
250
251
252







-
+



-
+




















-
-
+
+


-
+

-
-
+
+













-
+





+
-
+

-
+










-
+







			// when our player moves
			gets2c();
		}
		otherplayers();
		if (!demoplayback) {
			monsterthink();
			if (player1.state == CS_DEAD) {
				if (lastmillis - player1.lastaction < 2000) {
				if (lastmillis - player1.lastAction < 2000) {
					player1.move = player1.strafe = 0;
					moveplayer(player1, 10, false);
				} else if (!m_arena && !m_sp &&
				    lastmillis - player1.lastaction > 10000)
				    lastmillis - player1.lastAction > 10000)
					respawn();
			} else if (!intermission) {
				moveplayer(player1, 20, true);
				checkitems();
			}
			// do this last, to reduce the effective frame lag
			c2sinfo(player1);
		}
	}
	lastmillis = millis;
}

// brute force but effective way to find a free spawn spot in the map
void
entinmap(DynamicEntity *d)
{
	loopi(100) // try max 100 times
	{
		float dx = (rnd(21) - 10) / 10.0f * i; // increasing distance
		float dy = (rnd(21) - 10) / 10.0f * i;
		OFVector3D old = d.o;
		d.o = OFMakeVector3D(d.o.x + dx, d.o.y + dy, d.o.z);
		OFVector3D old = d.origin;
		d.origin = OFAddVector3D(d.origin, OFMakeVector3D(dx, dy, 0));
		if (collide(d, true, 0, 0))
			return;
		d.o = old;
		d.origin = old;
	}
	conoutf(
	    @"can't find entity spawn spot! (%d, %d)", (int)d.o.x, (int)d.o.y);
	conoutf(@"can't find entity spawn spot! (%d, %d)", (int)d.origin.x,
	    (int)d.origin.y);
	// leave ent at original pos, possibly stuck
}

int spawncycle = -1;
int fixspawn = 2;

// place at random spawn. also used by monsters!
void
spawnplayer(DynamicEntity *d)
{
	int r = fixspawn-- > 0 ? 4 : rnd(10) + 1;
	loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle + 1);
	if (spawncycle != -1) {
		d.o = OFMakeVector3D(
		d.origin = OFMakeVector3D(
		    ents[spawncycle].x, ents[spawncycle].y, ents[spawncycle].z);
		d.yaw = ents[spawncycle].attr1;
		d.pitch = 0;
		d.roll = 0;
	} else
		d.origin =
		d.o = OFMakeVector3D((float)ssize / 2, (float)ssize / 2, 4);
		    OFMakeVector3D((float)ssize / 2, (float)ssize / 2, 4);
	entinmap(d);
	spawnstate(d);
	[d resetToSpawnState];
	d.state = CS_ALIVE;
}

// movement input code

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

354
355
356
357
358
359
360
361

362
363
364
365
366
367
368
260
261
262
263
264
265
266

267
268
269
270
271
272
273
274







-
+







	else if ((player1.attacking = on))
		respawn();
}

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

COMMAND(backward, ARG_DOWN)
COMMAND(forward, ARG_DOWN)
COMMAND(left, ARG_DOWN)
COMMAND(right, ARG_DOWN)
402
403
404
405
406
407
408
409

410
411
412
413
414
415
416
308
309
310
311
312
313
314

315
316
317
318
319
320
321
322







-
+







selfdamage(int damage, int actor, DynamicEntity *act)
{
	if (player1.state != CS_ALIVE || editmode || intermission)
		return;
	damageblend(damage);
	demoblend(damage);
	// let armour absorb when possible
	int ad = damage * (player1.armourtype + 1) * 20 / 100;
	int ad = damage * (player1.armourType + 1) * 20 / 100;
	if (ad > player1.armour)
		ad = player1.armour;
	player1.armour -= ad;
	damage -= ad;
	float droll = damage / 0.5f;
	player1.roll += player1.roll > 0
	    ? droll
436
437
438
439
440
441
442
443

444
445
446
447
448
449
450


451
452
453
454
455
456
457
342
343
344
345
346
347
348

349
350
351
352
353
354


355
356
357
358
359
360
361
362
363







-
+





-
-
+
+







				else
					conoutf(
					    @"you got fragged by %@", a.name);
			}
		}
		showscores(true);
		addmsg(1, 2, SV_DIED, actor);
		player1.lifesequence++;
		player1.lifeSequence++;
		player1.attacking = false;
		player1.state = CS_DEAD;
		player1.pitch = 0;
		player1.roll = 60;
		playsound(S_DIE1 + rnd(2), NULL);
		spawnstate(player1);
		player1.lastaction = lastmillis;
		[player1 resetToSpawnState];
		player1.lastAction = lastmillis;
	} else
		playsound(S_PAIN6, NULL);
}

void
timeupdate(int timeremain)
{
469
470
471
472
473
474
475

476
477
478
479








480
481
482
483
484
485
486
375
376
377
378
379
380
381
382
383
384


385
386
387
388
389
390
391
392
393
394
395
396
397
398
399







+


-
-
+
+
+
+
+
+
+
+







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

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

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

	return player;
}

void
setclient(int cn, id client)
{
	if (cn < 0 || cn >= MAXCLIENTS)
		neterr(@"clientnum");