// one big bad include file for the whole engine... nasty!
#import <ObjFW/ObjFW.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include "tools.h"
#define _MAXDEFSTR 260
@class DynamicEntity;
@class Entity;
@class Player;
OF_DIRECT_MEMBERS
@interface Cube: OFObject <OFApplicationDelegate>
@property (class, readonly, nonatomic) Cube *sharedInstance;
@property (readonly, nonatomic) SDL_Window *window;
@property (readonly, nonatomic) OFIRI *gameDataIRI, *userDataIRI;
@property (nonatomic) bool repeatsKeys;
@property (nonatomic) int framesInMap;
@end
// block types, order matters!
enum {
SOLID = 0, // entirely solid cube [only specifies wtex]
CORNER, // half full corner of a wall
FHF, // floor heightfield using neighbour vdelta values
CHF, // idem ceiling
SPACE, // entirely empty cube
SEMISOLID, // generated by mipmapping
MAXTYPE
};
struct sqr {
// one of the above
unsigned char type;
// height, in cubes
char floor, ceil;
// wall/floor/ceil texture ids
unsigned char wtex, ftex, ctex;
// light value at upper left vertex
unsigned char r, g, b;
// vertex delta, used for heightfield cubes
unsigned char vdelta;
// used in mipmapping, when true this cube is not a perfect mip
char defer;
// true when occluded
char occluded;
// upper wall tex id
unsigned char utex;
// used by triggers
unsigned char tag;
};
// hardcoded texture numbers
enum {
DEFAULT_SKY = 0,
DEFAULT_LIQUID,
DEFAULT_WALL,
DEFAULT_FLOOR,
DEFAULT_CEIL
};
// static entity types
enum {
NOTUSED = 0, // entity slot not in use in map
LIGHT, // lightsource, attr1 = radius, attr2 = intensity
PLAYERSTART, // attr1 = angle
I_SHELLS,
I_BULLETS,
I_ROCKETS,
I_ROUNDS,
I_HEALTH,
I_BOOST,
I_GREENARMOUR,
I_YELLOWARMOUR,
I_QUAD,
TELEPORT, // attr1 = idx
TELEDEST, // attr1 = angle, attr2 = idx
MAPMODEL, // attr1 = angle, attr2 = idx
MONSTER, // attr1 = angle, attr2 = monstertype
CARROT, // attr1 = tag, attr2 = type
JUMPPAD, // attr1 = zpush, attr2 = ypush, attr3 = xpush
MAXENTTYPES
};
#define MAPVERSION 5 // bump if map format changes, see worldio.cpp
// map file format header
struct header {
char head[4]; // "CUBE"
int version; // any >8bit quantity is a little indian
int headersize; // sizeof(header)
int sfactor; // in bits
int numents;
char maptitle[128];
unsigned char texlists[3][256];
int waterlevel;
int reserved[15];
};
#define SWS(w, x, y, s) (&(w)[(y) * (s) + (x)])
#define SW(w, x, y) SWS(w, x, y, ssize)
#define S(x, y) SW(world, x, y) // convenient lookup of a lowest mip cube
#define SMALLEST_FACTOR 6 // determines number of mips there can be
#define DEFAULT_FACTOR 8
#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;
};
enum {
GUN_FIST = 0,
GUN_SG,
GUN_CG,
GUN_RL,
GUN_RIFLE,
GUN_FIREBALL,
GUN_ICEBALL,
GUN_SLIMEBALL,
GUN_BITE,
NUMGUNS
};
// bump if dynent/netprotocol changes or any other savegame/demo data
#define SAVEGAMEVERSION 4
enum { A_BLUE, A_GREEN, A_YELLOW }; // armour types... take 20/40/60 % off
enum {
M_SEARCH,
M_HOME,
M_ATTACKING,
M_PAIN,
M_SLEEP,
M_AIMING
}; // monster states
#define MAXCLIENTS 256 // in a multiplayer game, can be arbitrarily changed
#define MAXTRANS 5000 // max amount of data to swallow in 1 go
#define CUBE_SERVER_PORT 28765
#define CUBE_SERVINFO_PORT 28766
#define PROTOCOL_VERSION 122 // bump when protocol changes
// network messages codes, c2s, c2c, s2c
enum {
SV_INITS2C,
SV_INITC2S,
SV_POS,
SV_TEXT,
SV_SOUND,
SV_CDIS,
SV_DIED,
SV_DAMAGE,
SV_SHOT,
SV_FRAGS,
SV_TIMEUP,
SV_EDITENT,
SV_MAPRELOAD,
SV_ITEMACC,
SV_MAPCHANGE,
SV_ITEMSPAWN,
SV_ITEMPICKUP,
SV_DENIED,
SV_PING,
SV_PONG,
SV_CLIENTPING,
SV_GAMEMODE,
SV_EDITH,
SV_EDITT,
SV_EDITS,
SV_EDITD,
SV_EDITE,
SV_SENDMAP,
SV_RECVMAP,
SV_SERVMSG,
SV_ITEMLIST,
SV_EXT,
};
enum { CS_ALIVE = 0, CS_DEAD, CS_LAGGED, CS_EDITING };
// hardcoded sounds, defined in sounds.cfg
enum {
S_JUMP = 0,
S_LAND,
S_RIFLE,
S_PUNCH1,
S_SG,
S_CG,
S_RLFIRE,
S_RLHIT,
S_WEAPLOAD,
S_ITEMAMMO,
S_ITEMHEALTH,
S_ITEMARMOUR,
S_ITEMPUP,
S_ITEMSPAWN,
S_TELEPORT,
S_NOAMMO,
S_PUPOUT,
S_PAIN1,
S_PAIN2,
S_PAIN3,
S_PAIN4,
S_PAIN5,
S_PAIN6,
S_DIE1,
S_DIE2,
S_FLAUNCH,
S_FEXPLODE,
S_SPLASH1,
S_SPLASH2,
S_GRUNT1,
S_GRUNT2,
S_RUMBLE,
S_PAINO,
S_PAINR,
S_DEATHR,
S_PAINE,
S_DEATHE,
S_PAINS,
S_DEATHS,
S_PAINB,
S_DEATHB,
S_PAINP,
S_PIGGR2,
S_PAINH,
S_DEATHH,
S_PAIND,
S_DEATHD,
S_PIGR1,
S_ICEBALL,
S_SLIMEBALL,
S_JUMPPAD,
};
// vertex array format
struct vertex {
float u, v, x, y, z;
unsigned char r, g, b, a;
};
// globals ooh naughty
#ifdef __cplusplus
extern "C" {
#endif
// map data, the mips are sequential 2D arrays in memory
extern struct sqr *world, *wmip[];
extern struct header hdr; // current map header
extern int sfactor, ssize; // ssize = 2^sfactor
extern int cubicsize, mipsize; // cubicsize = ssize^2
// all the other clients (in multiplayer)
extern OFMutableArray *players;
extern bool editmode;
extern OFMutableArray<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;
#ifdef __cplusplus
}
#endif
#define DMF 16.0f
#define DAF 1.0f
#define DVF 100.0f
#define VIRTW 2400 // virtual screen size for text & HUD
#define VIRTH 1800
#define FONTH 64
#define PIXELTAB (VIRTW / 12)
#define PI (3.1415927f)
#define PI2 (2 * PI)
#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) \
{ \
(v).x = (v).x * f + (u).x * g; \
(v).y = (v).y * f + (u).y * g; \
(v).z = (v).z * f + (u).z * g; \
}
#define sgetstr() \
{ \
char *t = text; \
do { \
*t = getint(&p); \
} while (*t++); \
} // used by networking
#define m_noitems (gamemode >= 4)
#define m_noitemsrail (gamemode <= 5)
#define m_arena (gamemode >= 8)
#define m_tarena (gamemode >= 10)
#define m_teammode (gamemode & 1 && gamemode > 2)
#define m_sp (gamemode < 0)
#define m_dmsp (gamemode == -1)
#define m_classicsp (gamemode == -2)
#define isteam(a, b) (m_teammode && [a isEqual: b])
// function signatures for script functions, see command.mm
enum {
ARG_1INT,
ARG_2INT,
ARG_3INT,
ARG_4INT,
ARG_NONE,
ARG_1STR,
ARG_2STR,
ARG_3STR,
ARG_5STR,
ARG_DOWN,
ARG_DWN1,
ARG_1EXP,
ARG_2EXP,
ARG_1EST,
ARG_2EST,
ARG_VARI
};
#ifdef WIN32
# define WIN32_LEAN_AND_MEAN
# include "windows.h"
# define _WINDOWS
# define ZLIB_DLL
#else
# include <dlfcn.h>
#endif
#include <time.h>
#ifdef OF_MACOS
# define GL_SILENCE_DEPRECATION
# define GL_EXT_texture_env_combine 1
# include <OpenGL/gl.h>
# include <OpenGL/glext.h>
# include <OpenGL/glu.h>
#else
# include <GL/gl.h>
# include <GL/glext.h>
# include <GL/glu.h>
#endif
#include <enet/enet.h>
#include <zlib.h>
#include "protos.h" // external function decls