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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);