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#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;
const char *name;
};
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#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 block {
int x, y, xs, ys;
};
struct mapmodelinfo {
int rad, h, zoff, snap;
const char *name;
};
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GUN_SLIMEBALL,
GUN_BITE,
NUMGUNS
};
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
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GUN_SLIMEBALL,
GUN_BITE,
NUMGUNS
};
struct dynent // players & monsters
{
OFVector3D o, vel; // origin, velocity
float yaw, pitch, roll; // used as OFVector3D 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
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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 \
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
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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
OFVector3D attacktarget; // delayed attacks
int anger; // how many times already hit by fellow monster
string name, team;
};
#define SAVEGAMEVERSION \
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
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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 int gamemode, nextmode;
extern int xtraverts;
extern bool demoplayback;
#define DMF 16.0f
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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 OFVector3D 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
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#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) \
{ \
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#define vsub(u, v) \
{ \
(u).x -= (v).x; \
(u).y -= (v).y; \
(u).z -= (v).z; \
};
#define vdist(d, v, e, s) \
OFVector3D 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) \
{ \
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