Comment: | Convert dynent to a class |
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d2b3ff790fee10ef4150cdb17f1c979e |
User & Date: | js on 2025-03-09 18:57:42 |
Other Links: | manifest | tags |
2025-03-09
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21:33 | Clean up serverbrowser.mm check-in: 4d3e209260 user: js tags: trunk | |
18:57 | Convert dynent to a class check-in: d2b3ff790f user: js tags: trunk | |
11:24 | Migrate projectile to a class check-in: d3b4b2d476 user: js tags: trunk | |
Modified src/Cube.mm from [909022edb6] to [874b037f55].
1 2 3 4 5 6 7 8 9 10 | // main.cpp: initialisation & main loop #include "cube.h" OF_APPLICATION_DELEGATE(Cube) VARF(gamespeed, 10, 100, 1000, if (multiplayer()) gamespeed = 100); VARP(minmillis, 0, 5, 1000); @implementation Cube | > > | 1 2 3 4 5 6 7 8 9 10 11 12 | // main.cpp: initialisation & main loop #include "cube.h" #import "DynamicEntity.h" OF_APPLICATION_DELEGATE(Cube) VARF(gamespeed, 10, 100, 1000, if (multiplayer()) gamespeed = 100); VARP(minmillis, 0, 5, 1000); @implementation Cube |
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83 84 85 86 87 88 89 90 91 92 93 94 95 96 | [OFFileManager.defaultManager createDirectoryAtIRI:[_userDataIRI IRIByAppendingPathComponent:@"savegames"] createParents:true]; if (SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO | par) < 0) fatal(@"Unable to initialize SDL"); log(@"net"); if (enet_initialize() < 0) fatal(@"Unable to initialise network module"); initclient(); // never returns if dedicated | > > | 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 | [OFFileManager.defaultManager createDirectoryAtIRI:[_userDataIRI IRIByAppendingPathComponent:@"savegames"] createParents:true]; if (SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO | par) < 0) fatal(@"Unable to initialize SDL"); initPlayers(); log(@"net"); if (enet_initialize() < 0) fatal(@"Unable to initialise network module"); initclient(); // never returns if dedicated |
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208 209 210 211 212 213 214 | if (!demoplayback) serverslice((int)time(NULL), 0); static float fps = 30.0f; fps = (1000.0f / curtime + fps * 50) / 51; | | | | | 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 | if (!demoplayback) serverslice((int)time(NULL), 0); static float fps = 30.0f; fps = (1000.0f / curtime + fps * 50) / 51; computeraytable(player1.o.x, player1.o.y); readdepth(_width, _height); SDL_GL_SwapWindow(_window); extern void updatevol(); updatevol(); // cheap hack to get rid of initial sparklies, even when triple // buffering etc. if (_framesInMap++ < 5) { player1.yaw += 5; gl_drawframe(_width, _height, fps); player1.yaw -= 5; } gl_drawframe(_width, _height, fps); SDL_Event event; int lasttype = 0, lastbut = 0; while (SDL_PollEvent(&event)) { |
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Added src/DynamicEntity.h version [0a25294c06].
Added src/DynamicEntity.mm version [412962c92b].
Modified src/Projectile.h from [28cf35ad48] to [f3375dc858].
1 2 | #import <ObjFW/ObjFW.h> | | | | 1 2 3 4 5 6 7 8 9 10 11 | #import <ObjFW/ObjFW.h> @class DynamicEntity; @interface Projectile: OFObject @property (nonatomic) OFVector3D o, to; @property (nonatomic) float speed; @property (nonatomic) DynamicEntity *owner; @property (nonatomic) int gun; @property (nonatomic) bool inuse, local; @end |
Modified src/client.mm from [cdd53f348e] to [90c446262c].
1 2 3 4 | // client.cpp, mostly network related client game code #include "cube.h" | > > | | | | > | | > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 | // client.cpp, mostly network related client game code #include "cube.h" #import "DynamicEntity.h" static ENetHost *clienthost = NULL; static int connecting = 0; static int connattempts = 0; static int disconnecting = 0; // our client id in the game int clientnum = -1; // whether we need to tell the other clients our stats bool c2sinit = false; int getclientnum() { return clientnum; } |
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55 56 57 58 59 60 61 | enet_peer_throttle_configure(clienthost->peers, throttle_interval * 1000, throttle_accel, throttle_decel); } void newname(OFString *name) { | > | | > > | > > | | > > | > | | | 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 | enet_peer_throttle_configure(clienthost->peers, throttle_interval * 1000, throttle_accel, throttle_decel); } void newname(OFString *name) { @autoreleasepool { c2sinit = false; if (name.length > 16) name = [name substringToIndex:16]; player1.name = name; } } COMMANDN(name, newname, ARG_1STR) void newteam(OFString *name) { @autoreleasepool { c2sinit = false; if (name.length > 5) name = [name substringToIndex:5]; player1.team = name; } } COMMANDN(team, newteam, ARG_1STR) void writeclientinfo(OFStream *stream) { [stream writeFormat:@"name \"%@\"\nteam \"%@\"\n", player1.name, player1.team]; } void connects(OFString *servername) { disconnect(1); // reset state addserver(servername); |
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133 134 135 136 137 138 139 | conoutf(@"disconnected"); clienthost = NULL; connecting = 0; connattempts = 0; disconnecting = 0; clientnum = -1; c2sinit = false; | | | | 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 | conoutf(@"disconnected"); clienthost = NULL; connecting = 0; connattempts = 0; disconnecting = 0; clientnum = -1; c2sinit = false; player1.lifesequence = 0; [players removeAllObjects]; localdisconnect(); if (!onlyclean) { stop(); localconnect(); } |
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164 165 166 167 168 169 170 | disconnect(0, !disconnecting); } static OFString *ctext; void toserver(OFString *text) { | | | 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 | disconnect(0, !disconnecting); } static OFString *ctext; void toserver(OFString *text) { conoutf(@"%@:\f %@", player1.name, text); ctext = text; } void echo(OFString *text) { conoutf(@"%@", text); |
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267 268 269 270 271 272 273 274 | if (clienthost) { enet_host_broadcast(clienthost, 0, (ENetPacket *)packet); enet_host_flush(clienthost); } else localclienttoserver((ENetPacket *)packet); } void | > | | 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 | if (clienthost) { enet_host_broadcast(clienthost, 0, (ENetPacket *)packet); enet_host_flush(clienthost); } else localclienttoserver((ENetPacket *)packet); } // send update to the server void c2sinfo(DynamicEntity *d) { @autoreleasepool { if (clientnum < 0) return; // we haven't had a welcome message from the // server yet if (lastmillis - lastupdate < 40) return; // don't update faster than 25fps |
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291 292 293 294 295 296 297 | putint(p, SV_MAPCHANGE); sendstring(toservermap, p); toservermap = @""; putint(p, nextmode); } else { putint(p, SV_POS); putint(p, clientnum); | < < | | | | | | | | < | | | > | | | | < > | | | | 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 | putint(p, SV_MAPCHANGE); sendstring(toservermap, p); toservermap = @""; putint(p, nextmode); } else { putint(p, SV_POS); putint(p, clientnum); // quantize coordinates to 1/16th of a cube, between 1 // and 3 bytes putint(p, (int)(d.o.x * DMF)); putint(p, (int)(d.o.y * DMF)); putint(p, (int)(d.o.z * DMF)); putint(p, (int)(d.yaw * DAF)); putint(p, (int)(d.pitch * DAF)); putint(p, (int)(d.roll * DAF)); // quantize to 1/100, almost always 1 byte putint(p, (int)(d.vel.x * DVF)); putint(p, (int)(d.vel.y * DVF)); putint(p, (int)(d.vel.z * DVF)); // pack rest in 1 byte: strafe:2, move:2, onfloor:1, // state:3 putint(p, (d.strafe & 3) | ((d.move & 3) << 2) | (((int)d.onfloor) << 4) | ((editmode ? CS_EDITING : d.state) << 5)); if (senditemstoserver) { packet->flags = ENET_PACKET_FLAG_RELIABLE; putint(p, SV_ITEMLIST); if (!m_noitems) putitems(p); putint(p, -1); senditemstoserver = false; serveriteminitdone = true; } // player chat, not flood protected for now if (ctext.length > 0) { packet->flags = ENET_PACKET_FLAG_RELIABLE; putint(p, SV_TEXT); sendstring(ctext, p); ctext = @""; } // tell other clients who I am if (!c2sinit) { packet->flags = ENET_PACKET_FLAG_RELIABLE; c2sinit = true; putint(p, SV_INITC2S); sendstring(player1.name, p); sendstring(player1.team, p); putint(p, player1.lifesequence); } for (OFData *msg in messages) { // send messages collected during the previous // frames if (*(int *)[msg itemAtIndex:1]) packet->flags = ENET_PACKET_FLAG_RELIABLE; |
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Modified src/clientextras.mm from [ccc9d61fe8] to [5e3b6ff5ad].
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 | // clientextras.cpp: stuff that didn't fit in client.cpp or clientgame.cpp :) #include "cube.h" // render players & monsters // very messy ad-hoc handling of animation frames, should be made more // configurable // D D D D' D D D D' A A' P P' I I' // R, R' E L J J' int frame[] = { 178, 184, 190, 137, 183, 189, 197, 164, 46, 51, 54, 32, 0, 0, 40, 1, 162, 162, 67, 168 }; int range[] = { 6, 6, 8, 28, 1, 1, 1, 1, 8, 19, 4, 18, 40, 1, 6, 15, 1, 1, 1, 1 }; void | > > > | | | | | | | | | | | | | | | | | | > | > > | > > | | | | | | | | > | < < < < | < < | | | | > > | > > | | < < | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 | // clientextras.cpp: stuff that didn't fit in client.cpp or clientgame.cpp :) #include "cube.h" #import "DynamicEntity.h" // render players & monsters // very messy ad-hoc handling of animation frames, should be made more // configurable // D D D D' D D D D' A A' P P' I I' // R, R' E L J J' int frame[] = { 178, 184, 190, 137, 183, 189, 197, 164, 46, 51, 54, 32, 0, 0, 40, 1, 162, 162, 67, 168 }; int range[] = { 6, 6, 8, 28, 1, 1, 1, 1, 8, 19, 4, 18, 40, 1, 6, 15, 1, 1, 1, 1 }; void renderclient( DynamicEntity *d, bool team, OFString *mdlname, bool hellpig, float scale) { int n = 3; float speed = 100.0f; float mz = d.o.z - d.eyeheight + 1.55f * scale; int basetime = -((intptr_t)d & 0xFFF); if (d.state == CS_DEAD) { int r; if (hellpig) { n = 2; r = range[3]; } else { n = (intptr_t)d % 3; r = range[n]; } basetime = d.lastaction; int t = lastmillis - d.lastaction; if (t < 0 || t > 20000) return; if (t > (r - 1) * 100) { n += 4; if (t > (r + 10) * 100) { t -= (r + 10) * 100; mz -= t * t / 10000000000.0f * t; } } if (mz < -1000) return; // mdl = (((int)d>>6)&1)+1; // mz = d.o.z-d.eyeheight+0.2f; // scale = 1.2f; } else if (d.state == CS_EDITING) { n = 16; } else if (d.state == CS_LAGGED) { n = 17; } else if (d.monsterstate == M_ATTACKING) { n = 8; } else if (d.monsterstate == M_PAIN) { n = 10; } else if ((!d.move && !d.strafe) || !d.moving) { n = 12; } else if (!d.onfloor && d.timeinair > 100) { n = 18; } else { n = 14; speed = 1200 / d.maxspeed * scale; if (hellpig) speed = 300 / d.maxspeed; } if (hellpig) { n++; scale *= 32; mz -= 1.9f; } rendermodel(mdlname, frame[n], range[n], 0, 1.5f, d.o.x, mz, d.o.y, d.yaw + 90, d.pitch / 2, team, scale, speed, 0, basetime); } extern int democlientnum; void renderclients() { size_t i = 0; for (id player in players) { if (player != [OFNull null] && (!demoplayback || i != democlientnum)) renderclient(player, isteam(player1.team, [player team]), @"monster/ogro", false, 1.0f); i++; } } // creation of scoreboard pseudo-menu bool scoreson = false; void showscores(bool on) { scoreson = on; menuset(((int)on) - 1); } static OFMutableArray<OFString *> *scoreLines; void renderscore(DynamicEntity *d) { @autoreleasepool { OFString *lag = [OFString stringWithFormat:@"%d", d.plag]; OFString *name = [OFString stringWithFormat:@"(%@)", d.name]; OFString *line = [OFString stringWithFormat:@"%d\t%@\t%d\t%@\t%@", d.frags, (d.state == CS_LAGGED ? @"LAG" : lag), d.ping, d.team, (d.state == CS_DEAD ? name : d.name)]; if (scoreLines == nil) scoreLines = [[OFMutableArray alloc] init]; [scoreLines addObject:line]; menumanual(0, scoreLines.count - 1, line); } } static const int maxTeams = 4; static OFString *teamName[maxTeams]; static int teamScore[maxTeams]; static size_t teamsUsed; void addteamscore(DynamicEntity *d) { @autoreleasepool { for (size_t i = 0; i < teamsUsed; i++) { if ([teamName[i] isEqual:d.team]) { teamScore[i] += d.frags; return; } } if (teamsUsed == maxTeams) return; teamName[teamsUsed] = d.team; teamScore[teamsUsed++] = d.frags; } } void renderscores() { if (!scoreson) return; [scoreLines removeAllObjects]; if (!demoplayback) renderscore(player1); for (id player in players) if (player != [OFNull null]) renderscore(player); sortmenu(); if (m_teammode) { teamsUsed = 0; for (id player in players) if (player != [OFNull null]) addteamscore(player); if (!demoplayback) addteamscore(player1); OFMutableString *teamScores = [[OFMutableString alloc] init]; for (size_t j = 0; j < teamsUsed; j++) [teamScores appendFormat:@"[ %@: %d ]", teamName[j], teamScore[j]]; menumanual(0, scoreLines.count, @""); @autoreleasepool { menumanual(0, scoreLines.count + 1, teamScores); } } } |
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Modified src/clientgame.mm from [1b8431e6e6] to [5f10611541].
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 | // clientgame.cpp: core game related stuff #include "cube.h" int nextmode = 0; // nextmode becomes gamemode after next map load VAR(gamemode, 1, 0, 0); void mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); } COMMAND(mode, ARG_1INT) bool intermission = false; | > > > > > > > > | | > | | | | | | | | > | < > | | | | | | | | | | | | | | | | > | < > | | | < > | > | < | | | | | | | < | | < < | | | | | | | | | | | | | | | | | | | | > | | | | < | > | | > | | < < < < < < < > > | < | | | > | | | | < | | > > | | | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 | // clientgame.cpp: core game related stuff #include "cube.h" #import "DynamicEntity.h" int nextmode = 0; // nextmode becomes gamemode after next map load VAR(gamemode, 1, 0, 0); void mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); } COMMAND(mode, ARG_1INT) bool intermission = false; DynamicEntity *player1; // our client OFMutableArray *players; // other clients void initPlayers() { player1 = newdynent(); 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); } void arenacount( DynamicEntity *d, int &alive, int &dead, OFString **lastteam, bool &oneteam) { if (d.state != CS_DEAD) { alive++; if (![*lastteam isEqual:d.team]) oneteam = false; *lastteam = d.team; } else dead++; } int arenarespawnwait = 0; int arenadetectwait = 0; void arenarespawn() { if (arenarespawnwait) { if (arenarespawnwait < lastmillis) { arenarespawnwait = 0; conoutf(@"new round starting... fight!"); respawnself(); } } else if (arenadetectwait == 0 || arenadetectwait < lastmillis) { arenadetectwait = 0; int alive = 0, dead = 0; OFString *lastteam = nil; bool oneteam = true; for (id player in players) if (player != [OFNull null]) arenacount( player, alive, dead, &lastteam, oneteam); arenacount(player1, alive, dead, &lastteam, oneteam); if (dead > 0 && (alive <= 1 || (m_teammode && oneteam))) { conoutf( @"arena round is over! next round in 5 seconds..."); if (alive) conoutf( @"team %s is last man standing", lastteam); else conoutf(@"everyone died!"); arenarespawnwait = lastmillis + 5000; arenadetectwait = lastmillis + 10000; player1.roll = 0; } } } extern int democlientnum; void otherplayers() { size_t i = 0; for (id player in players) { if (player != [OFNull null]) { const int lagtime = lastmillis - [player lastupdate]; if (lagtime > 1000 && [player state] == CS_ALIVE) { [player setState:CS_LAGGED]; i++; continue; } if (lagtime && [player state] != CS_DEAD && (!demoplayback || i != democlientnum)) // use physics to extrapolate player position moveplayer(player, 2, false); } i++; } } void respawn() { if (player1.state == CS_DEAD) { player1.attacking = false; if (m_arena) { conoutf(@"waiting for new round to start..."); return; } if (m_sp) { nextmode = gamemode; changemap(clientmap); |
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258 259 260 261 262 263 264 | // connected to server gets2c(); // do this first, so we have most accurate // information when our player moves } otherplayers(); if (!demoplayback) { monsterthink(); | | | | | > | < | | | | < > | < > | | | < | | | | | < < | | | | | | | | | | | | | | | | | | | | | | < | > | | | | | | | | | | | | | | | < | | | | | | | < | | | > > | | > | > > > > > > > > > > > > | 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 | // connected to server gets2c(); // do this first, so we have most accurate // information when our player moves } otherplayers(); if (!demoplayback) { monsterthink(); if (player1.state == CS_DEAD) { if (lastmillis - player1.lastaction < 2000) { player1.move = player1.strafe = 0; moveplayer(player1, 10, false); } else if (!m_arena && !m_sp && 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); if (collide(d, true, 0, 0)) return; d.o = old; } conoutf( @"can't find entity spawn spot! (%d, %d)", (int)d.o.x, (int)d.o.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( ents[spawncycle].x, ents[spawncycle].y, ents[spawncycle].z); d.yaw = ents[spawncycle].attr1; d.pitch = 0; d.roll = 0; } else d.o = OFMakeVector3D((float)ssize / 2, (float)ssize / 2, 4); entinmap(d); spawnstate(d); d.state = CS_ALIVE; } // movement input code #define dir(name, v, d, s, os) \ void name(bool isdown) \ { \ 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); void attack(bool on) { if (intermission) return; if (editmode) editdrag(on); else if ((player1.attacking = on)) respawn(); } void jumpn(bool on) { if (!intermission && (player1.jumpnext = on)) respawn(); } COMMAND(backward, ARG_DOWN) COMMAND(forward, ARG_DOWN) COMMAND(left, ARG_DOWN) COMMAND(right, ARG_DOWN) COMMANDN(jump, jumpn, ARG_DOWN) COMMAND(attack, ARG_DOWN) COMMAND(showscores, ARG_DOWN) void fixplayer1range() { const float MAXPITCH = 90.0f; if (player1.pitch > MAXPITCH) player1.pitch = MAXPITCH; if (player1.pitch < -MAXPITCH) player1.pitch = -MAXPITCH; while (player1.yaw < 0.0f) player1.yaw += 360.0f; while (player1.yaw >= 360.0f) player1.yaw -= 360.0f; } void mousemove(int dx, int dy) { if (player1.state == CS_DEAD || intermission) return; const float SENSF = 33.0f; // try match quake sens player1.yaw += (dx / SENSF) * (sensitivity / (float)sensitivityscale); player1.pitch -= (dy / SENSF) * (sensitivity / (float)sensitivityscale) * (invmouse ? -1 : 1); fixplayer1range(); } // damage arriving from the network, monsters, yourself, all ends up here. void 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; if (ad > player1.armour) ad = player1.armour; player1.armour -= ad; damage -= ad; float droll = damage / 0.5f; player1.roll += player1.roll > 0 ? droll : (player1.roll < 0 ? -droll : (rnd(2) ? droll : -droll)); // give player a kick depending // on amount of damage if ((player1.health -= damage) <= 0) { if (actor == -2) { conoutf(@"you got killed by %@!", act.name); } else if (actor == -1) { actor = getclientnum(); conoutf(@"you suicided!"); addmsg(1, 2, SV_FRAGS, --player1.frags); } else { DynamicEntity *a = getclient(actor); if (a != nil) { if (isteam(a.team, player1.team)) conoutf(@"you got fragged by a " @"teammate (%@)", a.name); else conoutf( @"you got fragged by %@", a.name); } } showscores(true); addmsg(1, 2, SV_DIED, actor); player1.lifesequence++; player1.attacking = false; player1.state = CS_DEAD; player1.pitch = 0; player1.roll = 60; playsound(S_DIE1 + rnd(2)); spawnstate(player1); player1.lastaction = lastmillis; } else playsound(S_PAIN6); } void timeupdate(int timeremain) { if (!timeremain) { intermission = true; player1.attacking = false; conoutf(@"intermission:"); conoutf(@"game has ended!"); showscores(true); } else { conoutf(@"time remaining: %d minutes", timeremain); } } DynamicEntity * getclient(int cn) // ensure valid entity { if (cn < 0 || cn >= MAXCLIENTS) { neterr(@"clientnum"); return nil; } if (players == nil) players = [[OFMutableArray alloc] init]; while (cn >= players.count) [players addObject:[OFNull null]]; return (players[cn] != [OFNull null] ? players[cn] : (players[cn] = newdynent())); } void setclient(int cn, id client) { if (cn < 0 || cn >= MAXCLIENTS) neterr(@"clientnum"); if (players == nil) players = [[OFMutableArray alloc] init]; while (cn >= players.count) [players addObject:[OFNull null]]; players[cn] = client; } void initclient() { clientmap = @""; initclientnet(); |
︙ | ︙ | |||
490 491 492 493 494 495 496 | conoutf(@"coop sp not supported yet"); } sleepwait = 0; monsterclear(); projreset(); spawncycle = -1; spawnplayer(player1); | | > | > | 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 | conoutf(@"coop sp not supported yet"); } sleepwait = 0; monsterclear(); projreset(); spawncycle = -1; spawnplayer(player1); player1.frags = 0; for (id player in players) if (player != [OFNull null]) [player setFrags:0]; resetspawns(); clientmap = name; if (editmode) toggleedit(); setvar(@"gamespeed", 100); setvar(@"fog", 180); setvar(@"fogcolour", 0x8099B3); |
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Modified src/clients2c.mm from [e5e63c92dd] to [ef18048f8b].
1 2 3 4 5 6 7 8 9 10 11 | // client processing of the incoming network stream #include "cube.h" extern int clientnum; extern bool c2sinit, senditemstoserver; extern OFString *toservermap; extern OFString *clientpassword; void neterr(OFString *s) | > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 | // client processing of the incoming network stream #include "cube.h" #import "DynamicEntity.h" extern int clientnum; extern bool c2sinit, senditemstoserver; extern OFString *toservermap; extern OFString *clientpassword; void neterr(OFString *s) |
︙ | ︙ | |||
28 29 30 31 32 33 34 | } // update the position of other clients in the game in our world // don't care if he's in the scenery or other players, // just don't overlap with our client void | | | | | | | | > > | > | > | | | > | < | | 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 | } // update the position of other clients in the game in our world // don't care if he's in the scenery or other players, // just don't overlap with our client void updatepos(DynamicEntity *d) { const float r = player1.radius + d.radius; const float dx = player1.o.x - d.o.x; const float dy = player1.o.y - d.o.y; const float dz = player1.o.z - d.o.z; const float rz = player1.aboveeye + d.eyeheight; const float fx = (float)fabs(dx), fy = (float)fabs(dy), fz = (float)fabs(dz); if (fx < r && fy < r && fz < rz && d.state != CS_DEAD) { if (fx < fy) // push aside d.o = OFMakeVector3D(d.o.x, d.o.y + (dy < 0 ? r - fy : -(r - fy)), d.o.z); else d.o = OFMakeVector3D( d.o.x + (dx < 0 ? r - fx : -(r - fx)), d.o.y, d.o.z); } int lagtime = lastmillis - d.lastupdate; if (lagtime) { d.plag = (d.plag * 5 + lagtime) / 6; d.lastupdate = lastmillis; } } // processes any updates from the server void localservertoclient(uchar *buf, int len) { if (ENET_NET_TO_HOST_16(*(ushort *)buf) != len) neterr(@"packet length"); incomingdemodata(buf, len); uchar *end = buf + len; uchar *p = buf + 2; char text[MAXTRANS]; int cn = -1, type; DynamicEntity *d = nil; bool mapchanged = false; while (p < end) switch (type = getint(p)) { case SV_INITS2C: // welcome messsage from the server { cn = getint(p); |
︙ | ︙ | |||
100 101 102 103 104 105 106 | } } if (getint(p) == 1) conoutf(@"server is FULL, disconnecting.."); break; } | > | < | | | < | | | | | < | | | | | | | > | > | | 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 | } } if (getint(p) == 1) conoutf(@"server is FULL, disconnecting.."); break; } case SV_POS: { // position of another client cn = getint(p); d = getclient(cn); if (d == nil) return; d.o = OFMakeVector3D( getint(p) / DMF, getint(p) / DMF, getint(p) / DMF); d.yaw = getint(p) / DAF; d.pitch = getint(p) / DAF; d.roll = getint(p) / DAF; d.vel = OFMakeVector3D( getint(p) / DVF, getint(p) / DVF, getint(p) / DVF); int f = getint(p); d.strafe = (f & 3) == 3 ? -1 : f & 3; f >>= 2; d.move = (f & 3) == 3 ? -1 : f & 3; d.onfloor = (f >> 2) & 1; int state = f >> 3; if (state == CS_DEAD && d.state != CS_DEAD) d.lastaction = lastmillis; d.state = state; if (!demoplayback) updatepos(d); break; } case SV_SOUND: { OFVector3D loc = d.o; playsound(getint(p), &loc); break; } case SV_TEXT: sgetstr(); conoutf(@"%@:\f %s", d.name, text); break; case SV_MAPCHANGE: sgetstr(); @autoreleasepool { changemapserv(@(text), getint(p)); } |
︙ | ︙ | |||
169 170 171 172 173 174 175 | stringWithFormat:@"nextmap_%@", getclientmap()]; OFString *map = getalias(nextmapalias); // look up map in the cycle changemap(map != nil ? map : getclientmap()); break; } | | | < | | | | | | > | | | | | | | | 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 | stringWithFormat:@"nextmap_%@", getclientmap()]; OFString *map = getalias(nextmapalias); // look up map in the cycle changemap(map != nil ? map : getclientmap()); break; } // another client either connected or changed name/team case SV_INITC2S: { sgetstr(); if (d.name.length > 0) { // already connected if (![d.name isEqual:@(text)]) conoutf(@"%@ is now known as %s", d.name, text); } else { // new client // send new players my info again c2sinit = false; conoutf(@"connected: %s", text); } d.name = @(text); sgetstr(); d.team = @(text); d.lifesequence = getint(p); break; } case SV_CDIS: cn = getint(p); if ((d = getclient(cn)) == nil) break; conoutf(@"player %@ disconnected", d.name.length ? d.name : @"[incompatible client]"); players[cn] = [OFNull null]; break; case SV_SHOT: { int gun = getint(p); OFVector3D s, e; s.x = getint(p) / DMF; s.y = getint(p) / DMF; |
︙ | ︙ | |||
220 221 222 223 224 225 226 | } case SV_DAMAGE: { int target = getint(p); int damage = getint(p); int ls = getint(p); if (target == clientnum) { | | | > | < > | | | | | | > | | | | | | | | | | | < > | | | | 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 | } case SV_DAMAGE: { int target = getint(p); int damage = getint(p); int ls = getint(p); if (target == clientnum) { if (ls == player1.lifesequence) selfdamage(damage, cn, d); } else { OFVector3D loc = getclient(target).o; playsound(S_PAIN1 + rnd(5), &loc); } break; } case SV_DIED: { int actor = getint(p); if (actor == cn) { conoutf(@"%@ suicided", d.name); } else if (actor == clientnum) { int frags; if (isteam(player1.team, d.team)) { frags = -1; conoutf(@"you fragged a teammate (%@)", d.name); } else { frags = 1; conoutf(@"you fragged %@", d.name); } addmsg( 1, 2, SV_FRAGS, (player1.frags += frags)); } else { DynamicEntity *a = getclient(actor); if (a != nil) { if (isteam(a.team, d.name)) conoutf(@"%@ fragged his " @"teammate (%@)", a.name, d.name); else conoutf(@"%@ fragged %@", a.name, d.name); } } OFVector3D loc = d.o; playsound(S_DIE1 + rnd(2), &loc); d.lifesequence++; break; } case SV_FRAGS: [players[cn] setFrags:getint(p)]; break; case SV_ITEMPICKUP: setspawn(getint(p), false); getint(p); break; |
︙ | ︙ | |||
344 345 346 347 348 349 350 | case SV_PING: getint(p); break; case SV_PONG: addmsg(0, 2, SV_CLIENTPING, | | | | | 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 | case SV_PING: getint(p); break; case SV_PONG: addmsg(0, 2, SV_CLIENTPING, player1.ping = (player1.ping * 5 + lastmillis - getint(p)) / 6); break; case SV_CLIENTPING: [players[cn] setPing:getint(p)]; break; case SV_GAMEMODE: nextmode = getint(p); break; case SV_TIMEUP: |
︙ | ︙ |
Modified src/cube.h from [4e3991eb16] to [3f59a3114f].
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 | // one big bad include file for the whole engine... nasty! #import <ObjFW/ObjFW.h> #define gamma gamma__ #include <SDL2/SDL.h> #undef gamma #include "tools.h" @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; | > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 | // one big bad include file for the whole engine... nasty! #import <ObjFW/ObjFW.h> #define gamma gamma__ #include <SDL2/SDL.h> #undef gamma #include "tools.h" @class DynamicEntity; @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; |
︙ | ︙ | |||
124 125 126 127 128 129 130 | GUN_FIREBALL, GUN_ICEBALL, GUN_SLIMEBALL, GUN_BITE, NUMGUNS }; | < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < < | | < | 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 | 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_NONE = 0, M_SEARCH, M_HOME, M_ATTACKING, |
︙ | ︙ | |||
277 278 279 280 281 282 283 | // vertex array format struct vertex { float u, v, x, y, z; uchar r, g, b, a; }; | < < < | > | > | 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 | // vertex array format struct vertex { float u, v, x, y, z; uchar r, g, b, a; }; // globals ooh naughty extern sqr *world, *wmip[]; // map data, the mips are sequential 2D arrays in memory extern header hdr; // current map header extern int sfactor, ssize; // ssize = 2^sfactor extern int cubicsize, mipsize; // cubicsize = ssize^2 // special client ent that receives input and acts as camera extern DynamicEntity *player1; // all the other clients (in multiplayer) extern OFMutableArray *players; 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; |
︙ | ︙ | |||
312 313 314 315 316 317 318 | #define PIXELTAB (VIRTW / 12) #define PI (3.1415927f) #define PI2 (2 * PI) // simplistic vector ops #define dotprod(u, v) ((u).x * (v).x + (u).y * (v).y + (u).z * (v).z) | | | | | > | | | < | > > | | | > > | < < < > | | > > | < < < > | 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 | #define PIXELTAB (VIRTW / 12) #define PI (3.1415927f) #define PI2 (2 * PI) // simplistic vector ops #define dotprod(u, v) ((u).x * (v).x + (u).y * (v).y + (u).z * (v).z) #define vmul(u, f) \ { \ OFVector3D tmp_ = u; \ float tmp2_ = f; \ u = OFMakeVector3D( \ tmp_.x * tmp2_, tmp_.y * tmp2_, tmp_.z * tmp2_); \ } #define vdiv(u, f) \ { \ OFVector3D tmp_ = u; \ float tmp2_ = f; \ u = OFMakeVector3D( \ tmp_.x / tmp2_, tmp_.y / tmp2_, tmp_.z / tmp2_); \ } #define vadd(u, v) \ { \ OFVector3D tmp_ = u; \ u = OFMakeVector3D( \ tmp_.x + (v).x, tmp_.y + (v).y, tmp_.z + (v).z); \ } #define vsub(u, v) \ { \ OFVector3D tmp_ = u; \ u = OFMakeVector3D( \ tmp_.x - (v).x, tmp_.y - (v).y, tmp_.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)) |
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366 367 368 369 370 371 372 | #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) | | | 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 | #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]) enum // function signatures for script functions, see command.cpp { ARG_1INT, ARG_2INT, ARG_3INT, ARG_4INT, |
︙ | ︙ |
Modified src/editing.mm from [0154fefe79] to [ecc3874fd1].
1 2 3 4 5 6 7 8 9 10 11 12 | // editing.cpp: most map editing commands go here, entity editing commands are // in world.cpp #include "cube.h" bool editmode = false; // the current selection, used by almost all editing commands // invariant: all code assumes that these are kept inside MINBORD distance of // the edge of the map block sel; | > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 | // editing.cpp: most map editing commands go here, entity editing commands are // in world.cpp #include "cube.h" #import "DynamicEntity.h" bool editmode = false; // the current selection, used by almost all editing commands // invariant: all code assumes that these are kept inside MINBORD distance of // the edge of the map block sel; |
︙ | ︙ | |||
48 49 50 51 52 53 54 | sqr rtex; VAR(editing, 0, 0, 1); void toggleedit() { | | | | 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 | sqr rtex; VAR(editing, 0, 0, 1); void toggleedit() { if (player1.state == CS_DEAD) return; // do not allow dead players to edit to avoid state // confusion if (!editmode && !allowedittoggle()) return; // not in most multiplayer modes if (!(editmode = !editmode)) { settagareas(); // reset triggers to allow quick playtesting entinmap(player1); // find spawn closest to current floating pos } else { resettagareas(); // clear trigger areas to allow them to be // edited player1.health = 100; if (m_classicsp) monsterclear(); // all monsters back at their spawns for // editing projreset(); } Cube.sharedInstance.repeatsKeys = editmode; selset = false; |
︙ | ︙ | |||
146 147 148 149 150 151 152 | ? (s->type == FHF ? s->floor - t->vdelta / 4.0f : (float)s->floor) : (s->type == CHF ? s->ceil + t->vdelta / 4.0f : (float)s->ceil); } void cursorupdate() // called every frame from hud { | | | | | 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 | ? (s->type == FHF ? s->floor - t->vdelta / 4.0f : (float)s->floor) : (s->type == CHF ? s->ceil + t->vdelta / 4.0f : (float)s->ceil); } void cursorupdate() // called every frame from hud { flrceil = ((int)(player1.pitch >= 0)) * 2; volatile float x = worldpos.x; // volatile needed to prevent msvc7 optimizer bug? volatile float y = worldpos.y; volatile float z = worldpos.z; cx = (int)x; cy = (int)y; if (OUTBORD(cx, cy)) return; sqr *s = S(cx, cy); // selected wall if (fabs(sheight(s, s, z) - z) > 1) { x += x > player1.o.x ? 0.5f : -0.5f; // find right wall cube y += y > player1.o.y ? 0.5f : -0.5f; cx = (int)x; cy = (int)y; if (OUTBORD(cx, cy)) return; } |
︙ | ︙ | |||
318 319 320 321 322 323 324 | p[0] = t; curedittex[i] = -1; } } } void | | | | 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 | p[0] = t; curedittex[i] = -1; } } } void editdrag(bool isDown) { if ((dragging = isDown)) { lastx = cx; lasty = cy; lasth = ch; selset = false; tofronttex(); } makesel(); |
︙ | ︙ | |||
598 599 600 601 602 603 604 | } void newent(OFString *what, OFString *a1, OFString *a2, OFString *a3, OFString *a4) { EDITSEL; @autoreleasepool { | | | 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 | } void newent(OFString *what, OFString *a1, OFString *a2, OFString *a3, OFString *a4) { EDITSEL; @autoreleasepool { newentity(sel.x, sel.y, (int)player1.o.z, what, (int)[a1 longLongValueWithBase:0], (int)[a2 longLongValueWithBase:0], (int)[a3 longLongValueWithBase:0], (int)[a4 longLongValueWithBase:0]); } } |
︙ | ︙ |
Modified src/entities.mm from [f745b5a428] to [0816ef168b].
1 2 3 4 5 6 7 8 9 10 11 | // entities.cpp: map entity related functions (pickup etc.) #include "cube.h" #import "MapModelInfo.h" vector<entity> ents; static OFString *entmdlnames[] = { @"shells", @"bullets", | > | 1 2 3 4 5 6 7 8 9 10 11 12 | // entities.cpp: map entity related functions (pickup etc.) #include "cube.h" #import "DynamicEntity.h" #import "MapModelInfo.h" vector<entity> ents; static OFString *entmdlnames[] = { @"shells", @"bullets", |
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118 119 120 121 122 123 124 | { 150, 150, S_ITEMARMOUR }, { 20000, 30000, S_ITEMPUP }, }; void baseammo(int gun) { | | | | > | | | | | | | | | | | | | > | > | < | < < | > | | < < | | < > | > | > > | < | | | | | | | | | | | 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 | { 150, 150, S_ITEMARMOUR }, { 20000, 30000, S_ITEMPUP }, }; void baseammo(int gun) { player1.ammo[gun] = itemstats[gun - 1].add * 2; } // these two functions are called when the server acknowledges that you really // picked up the item (in multiplayer someone may grab it before you). static int radditem(int i, int v) { itemstat &is = itemstats[ents[i].type - I_SHELLS]; ents[i].spawned = false; v += is.add; if (v > is.max) v = is.max; playsoundc(is.sound); return v; } void realpickup(int n, DynamicEntity *d) { switch (ents[n].type) { case I_SHELLS: d.ammo[1] = radditem(n, d.ammo[1]); break; case I_BULLETS: d.ammo[2] = radditem(n, d.ammo[2]); break; case I_ROCKETS: d.ammo[3] = radditem(n, d.ammo[3]); break; case I_ROUNDS: d.ammo[4] = radditem(n, d.ammo[4]); break; case I_HEALTH: d.health = radditem(n, d.health); break; case I_BOOST: d.health = radditem(n, d.health); break; case I_GREENARMOUR: d.armour = radditem(n, d.armour); d.armourtype = A_GREEN; break; case I_YELLOWARMOUR: d.armour = radditem(n, d.armour); d.armourtype = A_YELLOW; break; case I_QUAD: d.quadmillis = radditem(n, d.quadmillis); conoutf(@"you got the quad!"); break; } } // these functions are called when the client touches the item void additem(int i, int v, int spawnsec) { // don't pick up if not needed if (v < itemstats[ents[i].type - I_SHELLS].max) { // first ask the server for an ack even if someone else gets it // first addmsg(1, 3, SV_ITEMPICKUP, i, m_classicsp ? 100000 : spawnsec); ents[i].spawned = false; } } // also used by monsters void teleport(int n, DynamicEntity *d) { int e = -1, tag = ents[n].attr1, beenhere = -1; for (;;) { e = findentity(TELEDEST, e + 1); if (e == beenhere || e < 0) { conoutf(@"no teleport destination for tag %d", tag); return; } if (beenhere < 0) beenhere = e; if (ents[e].attr2 == tag) { d.o = OFMakeVector3D(ents[e].x, ents[e].y, ents[e].z); d.yaw = ents[e].attr1; d.pitch = 0; d.vel = OFMakeVector3D(0, 0, 0); entinmap(d); playsoundc(S_TELEPORT); break; } } } void pickup(int n, DynamicEntity *d) { int np = 1; for (id player in players) if (player != [OFNull null]) np++; // spawn times are dependent on number of players np = np < 3 ? 4 : (np > 4 ? 2 : 3); int ammo = np * 2; switch (ents[n].type) { case I_SHELLS: additem(n, d.ammo[1], ammo); break; case I_BULLETS: additem(n, d.ammo[2], ammo); break; case I_ROCKETS: additem(n, d.ammo[3], ammo); break; case I_ROUNDS: additem(n, d.ammo[4], ammo); break; case I_HEALTH: additem(n, d.health, np * 5); break; case I_BOOST: additem(n, d.health, 60); break; case I_GREENARMOUR: // (100h/100g only absorbs 166 damage) if (d.armourtype == A_YELLOW && d.armour > 66) break; additem(n, d.armour, 20); break; case I_YELLOWARMOUR: additem(n, d.armour, 20); break; case I_QUAD: additem(n, d.quadmillis, 60); break; case CARROT: ents[n].spawned = false; triggertime = lastmillis; trigger(ents[n].attr1, ents[n].attr2, false); // needs to go over server for multiplayer |
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282 283 284 285 286 287 288 | case JUMPPAD: { static int lastjumppad = 0; if (lastmillis - lastjumppad < 300) break; lastjumppad = lastmillis; OFVector3D v = OFMakeVector3D((int)(char)ents[n].attr3 / 10.0f, (int)(char)ents[n].attr2 / 10.0f, ents[n].attr1 / 10.0f); | | | | 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 | case JUMPPAD: { static int lastjumppad = 0; if (lastmillis - lastjumppad < 300) break; lastjumppad = lastmillis; OFVector3D v = OFMakeVector3D((int)(char)ents[n].attr3 / 10.0f, (int)(char)ents[n].attr2 / 10.0f, ents[n].attr1 / 10.0f); player1.vel = OFMakeVector3D(player1.vel.x, player1.vel.y, 0); vadd(player1.vel, v); playsoundc(S_JUMPPAD); break; } } } void |
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305 306 307 308 309 310 311 | if (e.type == NOTUSED) continue; if (!ents[i].spawned && e.type != TELEPORT && e.type != JUMPPAD) continue; if (OUTBORD(e.x, e.y)) continue; OFVector3D v = OFMakeVector3D( | | | | | | 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 | if (e.type == NOTUSED) continue; if (!ents[i].spawned && e.type != TELEPORT && e.type != JUMPPAD) continue; if (OUTBORD(e.x, e.y)) continue; OFVector3D v = OFMakeVector3D( e.x, e.y, (float)S(e.x, e.y)->floor + player1.eyeheight); vdist(dist, t, player1.o, v); if (dist < (e.type == TELEPORT ? 4 : 2.5)) pickup(i, player1); } } void checkquad(int time) { if (player1.quadmillis && (player1.quadmillis -= time) < 0) { player1.quadmillis = 0; playsoundc(S_PUPOUT); conoutf(@"quad damage is over"); } } void putitems(uchar *&p) // puts items in network stream and also spawns them locally |
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Modified src/meson.build from [2625064d57] to [d42ec0e39c].
1 2 3 4 5 6 7 8 9 10 11 12 | executable('client', [ 'Alias.m', 'Command.mm', 'Cube.mm', 'Identifier.m', 'KeyMapping.m', 'MD2.mm', 'MapModelInfo.m', 'Menu.m', 'MenuItem.m', 'Projectile.m', | > | 1 2 3 4 5 6 7 8 9 10 11 12 13 | executable('client', [ 'Alias.m', 'Command.mm', 'Cube.mm', 'DynamicEntity.mm', 'Identifier.m', 'KeyMapping.m', 'MD2.mm', 'MapModelInfo.m', 'Menu.m', 'MenuItem.m', 'Projectile.m', |
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Modified src/monster.mm from [3ac13a2932] to [d6e394fd76].
1 2 3 4 | // monster.cpp: implements AI for single player monsters, currently client only #include "cube.h" | > | > | | > > | < > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 | // monster.cpp: implements AI for single player monsters, currently client only #include "cube.h" #import "DynamicEntity.h" static OFMutableArray<DynamicEntity *> *monsters; static int nextmonster, spawnremain, numkilled, monstertotal, mtimestart; VARF(skill, 1, 3, 10, conoutf(@"skill is now %d", skill)); OFArray<DynamicEntity *> * getmonsters() { return monsters; } // for savegames void restoremonsterstate() { for (DynamicEntity *monster in monsters) if (monster.state == CS_DEAD) numkilled++; } #define TOTMFREQ 13 #define NUMMONSTERTYPES 8 struct monstertype // see docs for how these values modify behaviour { short gun, speed, health, freq, lag, rate, pain, loyalty, mscale, |
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45 46 47 48 49 50 51 | @"a hellpig", @"monster/hellpig" }, { GUN_ICEBALL, 12, 250, 1, 0, 10, 400, 6, 18, 18, S_PAINH, S_DEATHH, @"a knight", @"monster/knight" }, { GUN_SLIMEBALL, 15, 100, 1, 0, 200, 400, 2, 13, 10, S_PAIND, S_DEATHD, @"a goblin", @"monster/goblin" }, }; | | | | | | | | | | | | | | | | | | | | | | | | | > > | | > > > | < < | | | < < > | < | 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 | @"a hellpig", @"monster/hellpig" }, { GUN_ICEBALL, 12, 250, 1, 0, 10, 400, 6, 18, 18, S_PAINH, S_DEATHH, @"a knight", @"monster/knight" }, { GUN_SLIMEBALL, 15, 100, 1, 0, 200, 400, 2, 13, 10, S_PAIND, S_DEATHD, @"a goblin", @"monster/goblin" }, }; DynamicEntity * basicmonster(int type, int yaw, int state, int trigger, int move) { if (type >= NUMMONSTERTYPES) { conoutf(@"warning: unknown monster in spawn: %d", type); type = 0; } DynamicEntity *m = newdynent(); monstertype *t = &monstertypes[(m.mtype = type)]; m.eyeheight = 2.0f; m.aboveeye = 1.9f; m.radius *= t->bscale / 10.0f; m.eyeheight *= t->bscale / 10.0f; m.aboveeye *= t->bscale / 10.0f; m.monsterstate = state; if (state != M_SLEEP) spawnplayer(m); m.trigger = lastmillis + trigger; m.targetyaw = m.yaw = (float)yaw; m.move = move; m.enemy = player1; m.gunselect = t->gun; m.maxspeed = (float)t->speed; m.health = t->health; m.armour = 0; loopi(NUMGUNS) m.ammo[i] = 10000; m.pitch = 0; m.roll = 0; m.state = CS_ALIVE; m.anger = 0; m.name = t->name; if (monsters == nil) monsters = [[OFMutableArray alloc] init]; [monsters addObject:m]; return m; } void spawnmonster() // spawn a random monster according to freq distribution in DMSP { int n = rnd(TOTMFREQ), type; for (int i = 0;; i++) { if ((n -= monstertypes[i].freq) < 0) { type = i; break; } } basicmonster(type, rnd(360), M_SEARCH, 1000, 1); } // called after map start of when toggling edit mode to reset/spawn all // monsters to initial state void monsterclear() { [monsters removeAllObjects]; numkilled = 0; monstertotal = 0; spawnremain = 0; if (m_dmsp) { nextmonster = mtimestart = lastmillis + 10000; monstertotal = spawnremain = gamemode < 0 ? skill * 10 : 0; } else if (m_classicsp) { mtimestart = lastmillis; loopv(ents) if (ents[i].type == MONSTER) { DynamicEntity *m = basicmonster( ents[i].attr2, ents[i].attr1, M_SLEEP, 100, 0); m.o = OFMakeVector3D(ents[i].x, ents[i].y, ents[i].z); entinmap(m); monstertotal++; } } } // height-correct line of sight for monster shooting/seeing bool los(float lx, float ly, float lz, float bx, float by, float bz, OFVector3D &v) { if (OUTBORD((int)lx, (int)ly) || OUTBORD((int)bx, (int)by)) return false; float dx = bx - lx; float dy = by - ly; int steps = (int)(sqrt(dx * dx + dy * dy) / 0.9); if (!steps) |
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160 161 162 163 164 165 166 | y += dy / (float)steps; i++; } return i >= steps; } bool | | | | | > | < | | | | | | | | > | < | | | | | < > | | | | | | | | | | | | | | | | < | | | > | > | | | | | | > | | | | | | < | < > | | < | | < | | > | < | < | | | | < | | | | | | | | | > | | > | > | 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 | y += dy / (float)steps; i++; } return i >= steps; } bool enemylos(DynamicEntity *m, OFVector3D &v) { v = m.o; return los( m.o.x, m.o.y, m.o.z, m.enemy.o.x, m.enemy.o.y, m.enemy.o.z, v); } // monster AI is sequenced using transitions: they are in a particular state // where they execute a particular behaviour until the trigger time is hit, and // then they reevaluate their situation based on the current state, the // environment etc., and transition to the next state. Transition timeframes are // parametrized by difficulty level (skill), faster transitions means quicker // decision making means tougher AI. // n = at skill 0, n/2 = at skill 10, r = added random factor void transition(DynamicEntity *m, int state, int moving, int n, int r) { m.monsterstate = state; m.move = moving; n = n * 130 / 100; m.trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1); } void normalise(DynamicEntity *m, float angle) { while (m.yaw < angle - 180.0f) m.yaw += 360.0f; while (m.yaw > angle + 180.0f) m.yaw -= 360.0f; } // main AI thinking routine, called every frame for every monster void monsteraction(DynamicEntity *m) { if (m.enemy.state == CS_DEAD) { m.enemy = player1; m.anger = 0; } normalise(m, m.targetyaw); // slowly turn monster towards his target if (m.targetyaw > m.yaw) { m.yaw += curtime * 0.5f; if (m.targetyaw < m.yaw) m.yaw = m.targetyaw; } else { m.yaw -= curtime * 0.5f; if (m.targetyaw > m.yaw) m.yaw = m.targetyaw; } vdist(disttoenemy, vectoenemy, m.o, m.enemy.o); m.pitch = atan2(m.enemy.o.z - m.o.z, disttoenemy) * 180 / PI; // special case: if we run into scenery if (m.blocked) { m.blocked = false; // try to jump over obstackle (rare) if (!rnd(20000 / monstertypes[m.mtype].speed)) m.jumpnext = true; // search for a way around (common) else if (m.trigger < lastmillis && (m.monsterstate != M_HOME || !rnd(5))) { // patented "random walk" AI pathfinding (tm) ;) m.targetyaw += 180 + rnd(180); transition(m, M_SEARCH, 1, 400, 1000); } } float enemyyaw = -(float)atan2(m.enemy.o.x - m.o.x, m.enemy.o.y - m.o.y) / PI * 180 + 180; switch (m.monsterstate) { case M_PAIN: case M_ATTACKING: case M_SEARCH: if (m.trigger < lastmillis) transition(m, M_HOME, 1, 100, 200); break; case M_SLEEP: // state classic sp monster start in, wait for visual // contact { OFVector3D target; if (editmode || !enemylos(m, target)) return; // skip running physics normalise(m, enemyyaw); float angle = (float)fabs(enemyyaw - m.yaw); if (disttoenemy < 8 // the better the angle to the player, the // further the monster can see/hear || (disttoenemy < 16 && angle < 135) || (disttoenemy < 32 && angle < 90) || (disttoenemy < 64 && angle < 45) || angle < 10) { transition(m, M_HOME, 1, 500, 200); OFVector3D loc = m.o; playsound(S_GRUNT1 + rnd(2), &loc); } break; } case M_AIMING: // this state is the delay between wanting to shoot and actually // firing if (m.trigger < lastmillis) { m.lastaction = 0; m.attacking = true; shoot(m, m.attacktarget); transition(m, M_ATTACKING, 0, 600, 0); } break; case M_HOME: // monster has visual contact, heads straight for player and // may want to shoot at any time m.targetyaw = enemyyaw; if (m.trigger < lastmillis) { OFVector3D target; if (!enemylos(m, target)) { // no visual contact anymore, let monster get // as close as possible then search for player transition(m, M_HOME, 1, 800, 500); } else { // the closer the monster is the more likely he // wants to shoot if (!rnd((int)disttoenemy / 3 + 1) && m.enemy.state == CS_ALIVE) { // get ready to fire m.attacktarget = target; transition(m, M_AIMING, 0, monstertypes[m.mtype].lag, 10); } else // track player some more transition(m, M_HOME, 1, monstertypes[m.mtype].rate, 0); } } break; } moveplayer(m, 1, false); // use physics to move monster } void monsterpain(DynamicEntity *m, int damage, DynamicEntity *d) { // a monster hit us if (d.monsterstate) { // guard for RL guys shooting themselves :) if (m != d) { // don't attack straight away, first get angry m.anger++; int anger = m.mtype == d.mtype ? m.anger / 2 : m.anger; if (anger >= monstertypes[m.mtype].loyalty) // monster infight if very angry m.enemy = d; } } else { // player hit us m.anger = 0; m.enemy = d; } // in this state monster won't attack transition(m, M_PAIN, 0, monstertypes[m.mtype].pain, 200); if ((m.health -= damage) <= 0) { m.state = CS_DEAD; m.lastaction = lastmillis; numkilled++; player1.frags = numkilled; OFVector3D loc = m.o; playsound(monstertypes[m.mtype].diesound, &loc); int remain = monstertotal - numkilled; if (remain > 0 && remain <= 5) conoutf(@"only %d monster(s) remaining", remain); } else { OFVector3D loc = m.o; playsound(monstertypes[m.mtype].painsound, &loc); } } void endsp(bool allkilled) { conoutf(allkilled ? @"you have cleared the map!" : @"you reached the exit!"); |
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366 367 368 369 370 371 372 | nextmonster = lastmillis + 1000; spawnmonster(); } if (monstertotal && !spawnremain && numkilled == monstertotal) endsp(true); | | | | < | | < | | | | | < | > | | > | | | | 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 | nextmonster = lastmillis + 1000; spawnmonster(); } if (monstertotal && !spawnremain && numkilled == monstertotal) endsp(true); // equivalent of player entity touch, but only teleports are used loopv(ents) { entity &e = ents[i]; if (e.type != TELEPORT) continue; if (OUTBORD(e.x, e.y)) continue; OFVector3D v = OFMakeVector3D(e.x, e.y, (float)S(e.x, e.y)->floor); for (DynamicEntity *monster in monsters) { if (monster.state == CS_DEAD) { if (lastmillis - monster.lastaction < 2000) { monster.move = 0; moveplayer(monster, 1, false); } } else { v.z += monster.eyeheight; vdist(dist, t, monster.o, v); v.z -= monster.eyeheight; if (dist < 4) teleport((int)(&e - &ents[0]), monster); } } } for (DynamicEntity *monster in monsters) if (monster.state == CS_ALIVE) monsteraction(monster); } void monsterrender() { for (DynamicEntity *monster in monsters) renderclient(monster, false, monstertypes[monster.mtype].mdlname, monster.mtype == 5, monstertypes[monster.mtype].mscale / 10.0f); } |
Modified src/physics.mm from [cbd2b108e1] to [850bd490e8].
1 2 3 4 5 6 7 8 9 10 11 | // physics.cpp: no physics books were hurt nor consulted in the construction of // this code. All physics computations and constants were invented on the fly // and simply tweaked until they "felt right", and have no basis in reality. // Collision detection is simplistic but very robust (uses discrete steps at // fixed fps). #include "cube.h" #import "MapModelInfo.h" bool | > > | | | | | | | | | | | | | | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 | // physics.cpp: no physics books were hurt nor consulted in the construction of // this code. All physics computations and constants were invented on the fly // and simply tweaked until they "felt right", and have no basis in reality. // Collision detection is simplistic but very robust (uses discrete steps at // fixed fps). #include "cube.h" #import "DynamicEntity.h" #import "MapModelInfo.h" // collide with player or monster bool plcollide( DynamicEntity *d, DynamicEntity *o, float &headspace, float &hi, float &lo) { if (o.state != CS_ALIVE) return true; const float r = o.radius + d.radius; if (fabs(o.o.x - d.o.x) < r && fabs(o.o.y - d.o.y) < r) { if (d.o.z - d.eyeheight < o.o.z - o.eyeheight) { if (o.o.z - o.eyeheight < hi) hi = o.o.z - o.eyeheight - 1; } else if (o.o.z + o.aboveeye > lo) lo = o.o.z + o.aboveeye + 1; if (fabs(o.o.z - d.o.z) < o.aboveeye + d.eyeheight) return false; if (d.monsterstate) return false; // hack headspace = d.o.z - o.o.z - o.aboveeye - d.eyeheight; if (headspace < 0) headspace = 10; } return true; } bool |
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50 51 52 53 54 55 56 | bs = 1 << mip; return cornertest(mip, x, y, dx, dy, bx, by, bs); } return stest; } void | | | | | | > | < < | | | > | | | < | < > | 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 | bs = 1 << mip; return cornertest(mip, x, y, dx, dy, bx, by, bs); } return stest; } void mmcollide(DynamicEntity *d, float &hi, float &lo) // collide with a mapmodel { loopv(ents) { entity &e = ents[i]; if (e.type != MAPMODEL) continue; MapModelInfo *mmi = getmminfo(e.attr2); if (mmi == nil || !mmi.h) continue; const float r = mmi.rad + d.radius; if (fabs(e.x - d.o.x) < r && fabs(e.y - d.o.y) < r) { float mmz = (float)(S(e.x, e.y)->floor + mmi.zoff + e.attr3); if (d.o.z - d.eyeheight < mmz) { if (mmz < hi) hi = mmz; } else if (mmz + mmi.h > lo) lo = mmz + mmi.h; } } } // all collision happens here // spawn is a dirty side effect used in spawning // drop & rise are supplied by the physics below to indicate gravity/push for // current mini-timestep bool collide(DynamicEntity *d, bool spawn, float drop, float rise) { // figure out integer cube rectangle this entity covers in map const float fx1 = d.o.x - d.radius; const float fy1 = d.o.y - d.radius; const float fx2 = d.o.x + d.radius; const float fy2 = d.o.y + d.radius; const int x1 = fast_f2nat(fx1); const int y1 = fast_f2nat(fy1); const int x2 = fast_f2nat(fx2); const int y2 = fast_f2nat(fy2); float hi = 127, lo = -128; // big monsters are afraid of heights, unless angry :) float minfloor = (d.monsterstate && !spawn && d.health > 100) ? d.o.z - d.eyeheight - 4.5f : -1000.0f; for (int x = x1; x <= x2; x++) for (int y = y1; y <= y2; y++) { // collide with map if (OUTBORD(x, y)) return false; sqr *s = S(x, y); float ceil = s->ceil; float floor = s->floor; switch (s->type) { case SOLID: |
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152 153 154 155 156 157 158 | hi = ceil; if (floor > lo) lo = floor; if (floor < minfloor) return false; } | | | < | < | < > | | > | > | | | > > | > > | > > | | < | | | > | > | | 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 | hi = ceil; if (floor > lo) lo = floor; if (floor < minfloor) return false; } if (hi - lo < d.eyeheight + d.aboveeye) return false; float headspace = 10; for (id player in players) { if (player == [OFNull null] || player == d) continue; if (!plcollide(d, player, headspace, hi, lo)) return false; } if (d != player1) if (!plcollide(d, player1, headspace, hi, lo)) return false; // this loop can be a performance bottleneck with many monster on a slow // cpu, should replace with a blockmap but seems mostly fast enough for (DynamicEntity *monster in getmonsters()) if (!vreject(d.o, monster.o, 7.0f) && d != monster && !plcollide(d, monster, headspace, hi, lo)) return false; headspace -= 0.01f; mmcollide(d, hi, lo); // collide with map models if (spawn) { // just drop to floor (sideeffect) d.o = OFMakeVector3D(d.o.x, d.o.y, lo + d.eyeheight); d.onfloor = true; } else { const float space = d.o.z - d.eyeheight - lo; if (space < 0) { if (space > -0.01) // stick on step d.o = OFMakeVector3D( d.o.x, d.o.y, lo + d.eyeheight); else if (space > -1.26f) // rise thru stair d.o = OFMakeVector3D(d.o.x, d.o.y, d.o.z + rise); else return false; } else // gravity d.o = OFMakeVector3D(d.o.x, d.o.y, d.o.z - min(min(drop, space), headspace)); const float space2 = hi - (d.o.z + d.aboveeye); if (space2 < 0) { if (space2 < -0.1) return false; // hack alert! // glue to ceiling d.o = OFMakeVector3D(d.o.x, d.o.y, hi - d.aboveeye); // cancel out jumping velocity d.vel = OFMakeVector3D(d.vel.x, d.vel.y, 0); } d.onfloor = d.o.z - d.eyeheight - lo < 0.001f; } return true; } float rad(float x) { |
︙ | ︙ | |||
233 234 235 236 237 238 239 | } // main physics routine, moves a player/monster for a curtime step // moveres indicated the physics precision (which is lower for monsters and // multiplayer prediction) local is false for multiplayer prediction void | | | | | | | | | | | < | | | | > | | | | | | < > | | | | > | < | | | | > > | | | < | > | > | | > | | > | | | < | | < | | | > | | < | | < > | < | | < | | | | | | | | | | | | | | | | | > | | | > | > | | | 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 | } // main physics routine, moves a player/monster for a curtime step // moveres indicated the physics precision (which is lower for monsters and // multiplayer prediction) local is false for multiplayer prediction void moveplayer(DynamicEntity *pl, int moveres, bool local, int curtime) { const bool water = hdr.waterlevel > pl.o.z - 0.5f; const bool floating = (editmode && local) || pl.state == CS_EDITING; OFVector3D d; // vector of direction we ideally want to move in d.x = (float)(pl.move * cos(rad(pl.yaw - 90))); d.y = (float)(pl.move * sin(rad(pl.yaw - 90))); d.z = 0; if (floating || water) { d.x *= (float)cos(rad(pl.pitch)); d.y *= (float)cos(rad(pl.pitch)); d.z = (float)(pl.move * sin(rad(pl.pitch))); } d.x += (float)(pl.strafe * cos(rad(pl.yaw - 180))); d.y += (float)(pl.strafe * sin(rad(pl.yaw - 180))); const float speed = curtime / (water ? 2000.0f : 1000.0f) * pl.maxspeed; const float friction = water ? 20.0f : (pl.onfloor || floating ? 6.0f : 30.0f); const float fpsfric = friction / curtime * 20.0f; // slowly apply friction and direction to // velocity, gives a smooth movement vmul(pl.vel, fpsfric - 1); vadd(pl.vel, d); vdiv(pl.vel, fpsfric); d = pl.vel; vmul(d, speed); // d is now frametime based velocity vector pl.blocked = false; pl.moving = true; if (floating) { // just apply velocity vadd(pl.o, d); if (pl.jumpnext) { pl.jumpnext = false; pl.vel = OFMakeVector3D(pl.vel.x, pl.vel.y, 2); } } else { // apply velocity with collision if (pl.onfloor || water) { if (pl.jumpnext) { pl.jumpnext = false; // physics impulse upwards pl.vel = OFMakeVector3D(pl.vel.x, pl.vel.y, 1.7); // dampen velocity change even harder, gives // correct water feel if (water) pl.vel = OFMakeVector3D(pl.vel.x / 8, pl.vel.y / 8, pl.vel.z); if (local) playsoundc(S_JUMP); else if (pl.monsterstate) { OFVector3D loc = pl.o; playsound(S_JUMP, &loc); } } else if (pl.timeinair > 800) { // if we land after long time must have been a // high jump, make thud sound if (local) playsoundc(S_LAND); else if (pl.monsterstate) { OFVector3D loc = pl.o; playsound(S_LAND, &loc); } } pl.timeinair = 0; } else pl.timeinair += curtime; const float gravity = 20; const float f = 1.0f / moveres; // incorrect, but works fine float dropf = ((gravity - 1) + pl.timeinair / 15.0f); // float slowly down in water if (water) { dropf = 5; pl.timeinair = 0; } // at high fps, gravity kicks in too fast const float drop = dropf * curtime / gravity / 100 / moveres; // extra smoothness when lifting up stairs const float rise = speed / moveres / 1.2f; loopi(moveres) // discrete steps collision detection & sliding { // try move forward pl.o = OFMakeVector3D(pl.o.x + f * d.x, pl.o.y + f * d.y, pl.o.z + f * d.z); if (collide(pl, false, drop, rise)) continue; // player stuck, try slide along y axis pl.blocked = true; pl.o = OFMakeVector3D(pl.o.x - f * d.x, pl.o.y, pl.o.z); if (collide(pl, false, drop, rise)) { d.x = 0; continue; } // still stuck, try x axis pl.o = OFMakeVector3D( pl.o.x + f * d.x, pl.o.y - f * d.y, pl.o.z); if (collide(pl, false, drop, rise)) { d.y = 0; continue; } // try just dropping down pl.moving = false; pl.o = OFMakeVector3D(pl.o.x - f * d.x, pl.o.y, pl.o.z); if (collide(pl, false, drop, rise)) { d.y = d.x = 0; continue; } pl.o = OFMakeVector3D(pl.o.x, pl.o.y, pl.o.z - f * d.z); break; } } // detect wether player is outside map, used for skipping zbuffer clear // mostly if (pl.o.x < 0 || pl.o.x >= ssize || pl.o.y < 0 || pl.o.y > ssize) pl.outsidemap = true; else { sqr *s = S((int)pl.o.x, (int)pl.o.y); pl.outsidemap = SOLID(s) || pl.o.z < s->floor - (s->type == FHF ? s->vdelta / 4 : 0) || pl.o.z > s->ceil + (s->type == CHF ? s->vdelta / 4 : 0); } // automatically apply smooth roll when strafing if (pl.strafe == 0) pl.roll = pl.roll / (1 + (float)sqrt((float)curtime) / 25); else { pl.roll += pl.strafe * curtime / -30.0f; if (pl.roll > maxroll) pl.roll = (float)maxroll; if (pl.roll < -maxroll) pl.roll = (float)-maxroll; } // play sounds on water transitions if (!pl.inwater && water) { OFVector3D loc = pl.o; playsound(S_SPLASH2, &loc); pl.vel = OFMakeVector3D(pl.vel.x, pl.vel.y, 0); } else if (pl.inwater && !water) { OFVector3D loc = pl.o; playsound(S_SPLASH1, &loc); } pl.inwater = water; } void moveplayer(DynamicEntity *pl, int moveres, bool local) { loopi(physicsrepeat) moveplayer(pl, moveres, local, i ? curtime / physicsrepeat : curtime - curtime / physicsrepeat * (physicsrepeat - 1)); } |
Modified src/protos.h from [455fc77430] to [442aaeb8db].
︙ | ︙ | |||
74 75 76 77 78 79 80 | extern void disconnect(int onlyclean = 0, int async = 0); extern void toserver(OFString *text); extern void addmsg(int rel, int num, int type, ...); extern bool multiplayer(); extern bool allowedittoggle(); extern void sendpackettoserv(void *packet); extern void gets2c(); | | > | | | | | | | | | 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 | extern void disconnect(int onlyclean = 0, int async = 0); extern void toserver(OFString *text); extern void addmsg(int rel, int num, int type, ...); extern bool multiplayer(); extern bool allowedittoggle(); extern void sendpackettoserv(void *packet); extern void gets2c(); extern void c2sinfo(DynamicEntity *d); extern void neterr(OFString *s); extern void initclientnet(); extern bool netmapstart(); extern int getclientnum(); extern void changemapserv(OFString *name, int mode); extern void writeclientinfo(OFStream *stream); // clientgame extern void initPlayers(); extern void mousemove(int dx, int dy); extern void updateworld(int millis); extern void startmap(OFString *name); extern void changemap(OFString *name); extern void initclient(); extern void spawnplayer(DynamicEntity *d); extern void selfdamage(int damage, int actor, DynamicEntity *act); extern DynamicEntity *newdynent(); extern OFString *getclientmap(); extern OFString *modestr(int n); extern DynamicEntity *getclient(int cn); extern void setclient(int cn, id client); extern void timeupdate(int timeremain); extern void resetmovement(DynamicEntity *d); extern void fixplayer1range(); // clientextras extern void renderclients(); extern void renderclient( DynamicEntity *d, bool team, OFString *mdlname, bool hellpig, float scale); void showscores(bool on); extern void renderscores(); // world extern void setupworld(int factor); extern void empty_world(int factor, bool force); extern void remip(block &b, int level = 0); extern void remipmore(block &b, int level = 0); extern int closestent(); extern int findentity(int type, int index = 0); extern void trigger(int tag, int type, bool savegame); extern void resettagareas(); extern void settagareas(); extern entity *newentity( int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4); // worldlight extern void calclight(); extern void dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach, int strength, DynamicEntity *owner); extern void cleardlights(); extern block *blockcopy(block &b); extern void blockpaste(block &b); // worldrender extern void render_world(float vx, float vy, float vh, int yaw, int pitch, float widef, int w, int h); |
︙ | ︙ | |||
187 188 189 190 191 192 193 | extern void writemap(OFString *mname, int msize, uchar *mdata); extern OFData *readmap(OFString *mname); extern void loadgamerest(); extern void incomingdemodata(uchar *buf, int len, bool extras = false); extern void demoplaybackstep(); extern void stop(); extern void stopifrecording(); | | | | | | 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 | extern void writemap(OFString *mname, int msize, uchar *mdata); extern OFData *readmap(OFString *mname); extern void loadgamerest(); extern void incomingdemodata(uchar *buf, int len, bool extras = false); extern void demoplaybackstep(); extern void stop(); extern void stopifrecording(); extern void demodamage(int damage, const OFVector3D &o); extern void demoblend(int damage); // physics extern void moveplayer(DynamicEntity *pl, int moveres, bool local); extern bool collide(DynamicEntity *d, bool spawn, float drop, float rise); extern void entinmap(DynamicEntity *d); extern void setentphysics(int mml, int mmr); extern void physicsframe(); // sound extern void playsound(int n, const OFVector3D *loc = NULL); extern void playsoundc(int n); extern void initsound(); |
︙ | ︙ | |||
233 234 235 236 237 238 239 | OFString *smapname, int seconds, bool isfull); extern void servermsinit(OFString *master, OFString *sdesc, bool listen); extern void sendmaps(int n, OFString *mapname, int mapsize, uchar *mapdata); extern ENetPacket *recvmap(int n); // weapon extern void selectgun(int a = -1, int b = -1, int c = -1); | | | | | | | | | 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 | OFString *smapname, int seconds, bool isfull); extern void servermsinit(OFString *master, OFString *sdesc, bool listen); extern void sendmaps(int n, OFString *mapname, int mapsize, uchar *mapdata); extern ENetPacket *recvmap(int n); // weapon extern void selectgun(int a = -1, int b = -1, int c = -1); extern void shoot(DynamicEntity *d, const OFVector3D &to); extern void shootv(int gun, OFVector3D &from, OFVector3D &to, DynamicEntity *d = 0, bool local = false); extern void createrays(OFVector3D &from, OFVector3D &to); extern void moveprojectiles(float time); extern void projreset(); extern OFString *playerincrosshair(); extern int reloadtime(int gun); // monster extern void monsterclear(); extern void restoremonsterstate(); extern void monsterthink(); extern void monsterrender(); extern OFArray<DynamicEntity *> *getmonsters(); extern void monsterpain(DynamicEntity *m, int damage, DynamicEntity *d); extern void endsp(bool allkilled); // entities extern void renderents(); extern void putitems(uchar *&p); extern void checkquad(int time); extern void checkitems(); extern void realpickup(int n, DynamicEntity *d); extern void renderentities(); extern void resetspawns(); extern void setspawn(uint i, bool on); extern void teleport(int n, DynamicEntity *d); extern void baseammo(int gun); // rndmap extern void perlinarea(block &b, int scale, int seed, int psize); |
Modified src/renderextras.mm from [4ee74611a3] to [3c937d7f40].
1 2 3 4 5 6 7 8 9 10 11 | // renderextras.cpp: misc gl render code and the HUD #include "cube.h" void line(int x1, int y1, float z1, int x2, int y2, float z2) { glBegin(GL_POLYGON); glVertex3f((float)x1, z1, (float)y1); glVertex3f((float)x1, z1, y1 + 0.01f); glVertex3f((float)x2, z2, y2 + 0.01f); | > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 | // renderextras.cpp: misc gl render code and the HUD #include "cube.h" #import "DynamicEntity.h" void line(int x1, int y1, float z1, int x2, int y2, float z2) { glBegin(GL_POLYGON); glVertex3f((float)x1, z1, (float)y1); glVertex3f((float)x1, z1, y1 + 0.01f); glVertex3f((float)x2, z2, y2 + 0.01f); |
︙ | ︙ | |||
325 326 327 328 329 330 331 | void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater) { readmatrices(); if (editmode) { if (cursordepth == 1.0f) | | | 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 | void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater) { readmatrices(); if (editmode) { if (cursordepth == 1.0f) worldpos = player1.o; glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); cursorupdate(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } glDisable(GL_DEPTH_TEST); invertperspective(); |
︙ | ︙ | |||
377 378 379 380 381 382 383 | renderscores(); if (!rendermenu()) { glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, 1); glBegin(GL_QUADS); glColor3ub(255, 255, 255); if (crosshairfx) { | | | | | 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 | renderscores(); if (!rendermenu()) { glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA); glBindTexture(GL_TEXTURE_2D, 1); glBegin(GL_QUADS); glColor3ub(255, 255, 255); if (crosshairfx) { if (player1.gunwait) glColor3ub(128, 128, 128); else if (player1.health <= 25) glColor3ub(255, 0, 0); else if (player1.health <= 50) glColor3ub(255, 128, 0); } float chsize = (float)crosshairsize; glTexCoord2d(0.0, 0.0); glVertex2f(VIRTW / 2 - chsize, VIRTH / 2 - chsize); glTexCoord2d(1.0, 0.0); glVertex2f(VIRTW / 2 + chsize, VIRTH / 2 - chsize); |
︙ | ︙ | |||
414 415 416 417 418 419 420 | draw_textf(@"wqd %d", 3200, 2460, 2, nquads); draw_textf(@"wvt %d", 3200, 2530, 2, curvert); draw_textf(@"evt %d", 3200, 2600, 2, xtraverts); } glPopMatrix(); | | | | | < | | | | | 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 | draw_textf(@"wqd %d", 3200, 2460, 2, nquads); draw_textf(@"wvt %d", 3200, 2530, 2, curvert); draw_textf(@"evt %d", 3200, 2600, 2, xtraverts); } glPopMatrix(); if (player1.state == CS_ALIVE) { glPushMatrix(); glOrtho(0, VIRTW / 2, VIRTH / 2, 0, -1, 1); draw_textf(@"%d", 90, 827, 2, player1.health); if (player1.armour) draw_textf(@"%d", 390, 827, 2, player1.armour); draw_textf(@"%d", 690, 827, 2, player1.ammo[player1.gunselect]); glPopMatrix(); glPushMatrix(); glOrtho(0, VIRTW, VIRTH, 0, -1, 1); glDisable(GL_BLEND); drawicon(128, 128, 20, 1650); if (player1.armour) drawicon( (float)(player1.armourtype * 64), 0, 620, 1650); int g = player1.gunselect; int r = 64; if (g > 2) { g -= 3; r = 128; } drawicon((float)(g * 64), (float)r, 1220, 1650); glPopMatrix(); |
︙ | ︙ |
Modified src/rendergl.mm from [f024dcac09] to [6011a74a0d].
1 2 3 4 5 6 7 8 9 10 11 | // rendergl.cpp: core opengl rendering stuff #include "cube.h" #ifdef DARWIN # define GL_COMBINE_EXT GL_COMBINE_ARB # define GL_COMBINE_RGB_EXT GL_COMBINE_RGB_ARB # define GL_SOURCE0_RBG_EXT GL_SOURCE0_RGB_ARB # define GL_SOURCE1_RBG_EXT GL_SOURCE1_RGB_ARB # define GL_RGB_SCALE_EXT GL_RGB_SCALE_ARB #endif | > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 | // rendergl.cpp: core opengl rendering stuff #include "cube.h" #import "DynamicEntity.h" #ifdef DARWIN # define GL_COMBINE_EXT GL_COMBINE_ARB # define GL_COMBINE_RGB_EXT GL_COMBINE_RGB_ARB # define GL_SOURCE0_RBG_EXT GL_SOURCE0_RGB_ARB # define GL_SOURCE1_RBG_EXT GL_SOURCE1_RGB_ARB # define GL_RGB_SCALE_EXT GL_RGB_SCALE_ARB #endif |
︙ | ︙ | |||
332 333 334 335 336 337 338 | }) void transplayer() { glLoadIdentity(); | | | | | | | | | | | | | < | | | | < | | | | | | | 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 | }) void transplayer() { glLoadIdentity(); glRotated(player1.roll, 0.0, 0.0, 1.0); glRotated(player1.pitch, -1.0, 0.0, 0.0); glRotated(player1.yaw, 0.0, 1.0, 0.0); glTranslated(-player1.o.x, (player1.state == CS_DEAD ? player1.eyeheight - 0.2f : 0) - player1.o.z, -player1.o.y); } VARP(fov, 10, 105, 120); int xtraverts; VAR(fog, 64, 180, 1024); VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF); VARP(hudgun, 0, 1, 1); OFString *hudgunnames[] = { @"hudguns/fist", @"hudguns/shotg", @"hudguns/chaing", @"hudguns/rocket", @"hudguns/rifle" }; void drawhudmodel(int start, int end, float speed, int base) { rendermodel(hudgunnames[player1.gunselect], start, end, 0, 1.0f, player1.o.x, player1.o.z, player1.o.y, player1.yaw + 90, player1.pitch, false, 1.0f, speed, 0, base); } void drawhudgun(float fovy, float aspect, int farplane) { if (!hudgun /*|| !player1.gunselect*/) return; glEnable(GL_CULL_FACE); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(fovy, aspect, 0.3f, farplane); glMatrixMode(GL_MODELVIEW); // glClear(GL_DEPTH_BUFFER_BIT); int rtime = reloadtime(player1.gunselect); if (player1.lastaction && player1.lastattackgun == player1.gunselect && lastmillis - player1.lastaction < rtime) { drawhudmodel(7, 18, rtime / 18.0f, player1.lastaction); } else drawhudmodel(6, 1, 100, 0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(fovy, aspect, 0.15f, farplane); glMatrixMode(GL_MODELVIEW); glDisable(GL_CULL_FACE); } void gl_drawframe(int w, int h, float curfps) { float hf = hdr.waterlevel - 0.3f; float fovy = (float)fov * h / w; float aspect = w / (float)h; bool underwater = player1.o.z < hf; glFogi(GL_FOG_START, (fog + 64) / 8); glFogi(GL_FOG_END, fog); float fogc[4] = { (fogcolour >> 16) / 256.0f, ((fogcolour >> 8) & 255) / 256.0f, (fogcolour & 255) / 256.0f, 1.0f }; glFogfv(GL_FOG_COLOR, fogc); glClearColor(fogc[0], fogc[1], fogc[2], 1.0f); if (underwater) { fovy += (float)sin(lastmillis / 1000.0) * 2.0f; aspect += (float)sin(lastmillis / 1000.0 + PI) * 0.1f; glFogi(GL_FOG_START, 0); glFogi(GL_FOG_END, (fog + 96) / 8); } glClear((player1.outsidemap ? GL_COLOR_BUFFER_BIT : 0) | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); int farplane = fog * 5 / 2; gluPerspective(fovy, aspect, 0.15f, farplane); glMatrixMode(GL_MODELVIEW); transplayer(); glEnable(GL_TEXTURE_2D); int xs, ys; skyoglid = lookuptexture(DEFAULT_SKY, &xs, &ys); resetcubes(); curvert = 0; strips.setsize(0); render_world(player1.o.x, player1.o.y, player1.o.z, (int)player1.yaw, (int)player1.pitch, (float)fov, w, h); finishstrips(); setupworld(); renderstripssky(); glLoadIdentity(); glRotated(player1.pitch, -1.0, 0.0, 0.0); glRotated(player1.yaw, 0.0, 1.0, 0.0); glRotated(90.0, 1.0, 0.0, 0.0); glColor3f(1.0f, 1.0f, 1.0f); glDisable(GL_FOG); glDepthFunc(GL_GREATER); draw_envbox(14, fog * 4 / 3); glDepthFunc(GL_LESS); glEnable(GL_FOG); |
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Modified src/rendermd2.mm from [26b0b7264d] to [21d4efdffc].
1 2 3 4 5 6 7 8 9 10 11 | // rendermd2.cpp: loader code adapted from a nehe tutorial #include "cube.h" #import "MD2.h" #import "MapModelInfo.h" static OFMutableDictionary<OFString *, MD2 *> *mdllookup = nil; static OFMutableArray<MD2 *> *mapmodels = nil; static const int FIRSTMDL = 20; | > | 1 2 3 4 5 6 7 8 9 10 11 12 | // rendermd2.cpp: loader code adapted from a nehe tutorial #include "cube.h" #import "DynamicEntity.h" #import "MD2.h" #import "MapModelInfo.h" static OFMutableDictionary<OFString *, MD2 *> *mdllookup = nil; static OFMutableArray<MD2 *> *mapmodels = nil; static const int FIRSTMDL = 20; |
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96 97 98 99 100 101 102 | void rendermodel(OFString *mdl, int frame, int range, int tex, float rad, float x, float y, float z, float yaw, float pitch, bool teammate, float scale, float speed, int snap, int basetime) { MD2 *m = loadmodel(mdl); | | | 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 | void rendermodel(OFString *mdl, int frame, int range, int tex, float rad, float x, float y, float z, float yaw, float pitch, bool teammate, float scale, float speed, int snap, int basetime) { MD2 *m = loadmodel(mdl); if (isoccluded(player1.o.x, player1.o.y, x - rad, z - rad, rad * 2)) return; delayedload(m); int xs, ys; glBindTexture(GL_TEXTURE_2D, tex ? lookuptexture(tex, &xs, &ys) : FIRSTMDL + m.mdlnum); |
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Modified src/renderparticles.mm from [f46610835d] to [1d20594b8c].
1 2 3 4 5 6 7 8 9 10 | // renderparticles.cpp #include "cube.h" const int MAXPARTICLES = 10500; const int NUMPARTCUTOFF = 20; struct particle { OFVector3D o, d; int fade, type; int millis; | > > | 1 2 3 4 5 6 7 8 9 10 11 12 | // renderparticles.cpp #include "cube.h" #import "DynamicEntity.h" const int MAXPARTICLES = 10500; const int NUMPARTCUTOFF = 20; struct particle { OFVector3D o, d; int fade, type; int millis; |
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52 53 54 55 56 57 58 | } void render_particles(int time) { if (demoplayback && demotracking) { OFVector3D nom = OFMakeVector3D(0, 0, 0); | | | 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 | } void render_particles(int time) { if (demoplayback && demotracking) { OFVector3D nom = OFMakeVector3D(0, 0, 0); newparticle(player1.o, nom, 100000000, 8); } glDepthMask(GL_FALSE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA); glDisable(GL_FOG); |
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Modified src/savegamedemo.mm from [518f13ae58] to [76a6b74abd].
1 2 3 4 5 6 7 8 9 10 11 | // loading and saving of savegames & demos, dumps the spawn state of all // mapents, the full state of all dynents (monsters + player) #include "cube.h" #ifdef OF_BIG_ENDIAN static const int islittleendian = 0; #else static const int islittleendian = 1; #endif | > > | | | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 | // loading and saving of savegames & demos, dumps the spawn state of all // mapents, the full state of all dynents (monsters + player) #include "cube.h" #import "DynamicEntity.h" #ifdef OF_BIG_ENDIAN static const int islittleendian = 0; #else static const int islittleendian = 1; #endif static gzFile f = NULL; bool demorecording = false; bool demoplayback = false; bool demoloading = false; static OFMutableArray<DynamicEntity *> *playerhistory; int democlientnum = 0; void startdemo(); void gzput(int i) { |
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72 73 74 75 76 77 78 | gzputi(-1); gzclose(f); } f = NULL; demorecording = false; demoplayback = false; demoloading = false; | < | | 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 | gzputi(-1); gzclose(f); } f = NULL; demorecording = false; demoplayback = false; demoloading = false; [playerhistory removeAllObjects]; } void stopifrecording() { if (demorecording) stop(); |
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98 99 100 101 102 103 104 | if (!f) { conoutf(@"could not write %@", IRI.string); return; } gzwrite(f, (void *)"CUBESAVE", 8); gzputc(f, islittleendian); gzputi(SAVEGAMEVERSION); | > | > | > > | | | > > | > | | < | > | | 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 | if (!f) { conoutf(@"could not write %@", IRI.string); return; } gzwrite(f, (void *)"CUBESAVE", 8); gzputc(f, islittleendian); gzputi(SAVEGAMEVERSION); OFData *data = [player1 dataBySerializing]; gzputi(data.count); char map[260] = { 0 }; memcpy(map, getclientmap().UTF8String, min(getclientmap().UTF8StringLength, 259)); gzwrite(f, map, _MAXDEFSTR); gzputi(gamemode); gzputi(ents.length()); loopv(ents) gzputc(f, ents[i].spawned); gzwrite(f, data.items, data.count); OFArray<DynamicEntity *> *monsters = getmonsters(); gzputi(monsters.count); for (DynamicEntity *monster in monsters) { data = [monster dataBySerializing]; gzwrite(f, data.items, data.count); } gzputi(players.count); for (id player in players) { gzput(player == [OFNull null]); data = [player dataBySerializing]; gzwrite(f, data.items, data.count); } } } void savegame(OFString *name) { |
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159 160 161 162 163 164 165 | gzread(f, buf, 8); if (strncmp(buf, "CUBESAVE", 8)) goto out; if (gzgetc(f) != islittleendian) goto out; // not supporting save->load accross // incompatible architectures simpifies things // a LOT | | > | 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 | gzread(f, buf, 8); if (strncmp(buf, "CUBESAVE", 8)) goto out; if (gzgetc(f) != islittleendian) goto out; // not supporting save->load accross // incompatible architectures simpifies things // a LOT if (gzgeti() != SAVEGAMEVERSION || gzgeti() != DynamicEntity.serializedSize) goto out; string mapname; gzread(f, mapname, _MAXDEFSTR); nextmode = gzgeti(); @autoreleasepool { // continue below once map has been loaded and client & // server have updated |
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214 215 216 217 218 219 220 | { ents[i].spawned = gzgetc(f) != 0; if (ents[i].type == CARROT && !ents[i].spawned) trigger(ents[i].attr1, ents[i].attr2, true); } restoreserverstate(ents); | > > > | > | | | < | > | | | | | > | | | | > | 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 | { ents[i].spawned = gzgetc(f) != 0; if (ents[i].type == CARROT && !ents[i].spawned) trigger(ents[i].attr1, ents[i].attr2, true); } restoreserverstate(ents); OFMutableData *data = [OFMutableData dataWithCapacity:DynamicEntity.serializedSize]; [data increaseCountBy:DynamicEntity.serializedSize]; gzread(f, data.mutableItems, data.count); [player1 setFromSerializedData:data]; player1.lastaction = lastmillis; int nmonsters = gzgeti(); OFArray<DynamicEntity *> *monsters = getmonsters(); if (nmonsters != monsters.count) return loadgameout(); for (DynamicEntity *monster in monsters) { gzread(f, data.mutableItems, data.count); [monster setFromSerializedData:data]; // lazy, could save id of enemy instead monster.enemy = player1; // also lazy, but no real noticable effect on game monster.lastaction = monster.trigger = lastmillis + 500; if (monster.state == CS_DEAD) monster.lastaction = 0; } restoremonsterstate(); int nplayers = gzgeti(); loopi(nplayers) if (!gzget()) { DynamicEntity *d = getclient(i); assert(d); gzread(f, data.mutableItems, data.count); [d setFromSerializedData:data]; } conoutf(@"savegame restored"); if (demoloading) startdemo(); else stop(); |
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283 284 285 286 287 288 289 | starttime = lastmillis; ddamage = bdamage = 0; } } COMMAND(record, ARG_1STR) void | | > | | | | | | | | | | 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 | starttime = lastmillis; ddamage = bdamage = 0; } } COMMAND(record, ARG_1STR) void demodamage(int damage, const OFVector3D &o) { ddamage = damage; dorig = o; } void demoblend(int damage) { bdamage = damage; } void incomingdemodata(uchar *buf, int len, bool extras) { if (!demorecording) return; gzputi(lastmillis - starttime); gzputi(len); gzwrite(f, buf, len); gzput(extras); if (extras) { gzput(player1.gunselect); gzput(player1.lastattackgun); gzputi(player1.lastaction - starttime); gzputi(player1.gunwait); gzputi(player1.health); gzputi(player1.armour); gzput(player1.armourtype); loopi(NUMGUNS) gzput(player1.ammo[i]); gzput(player1.state); gzputi(bdamage); bdamage = 0; gzputi(ddamage); if (ddamage) { gzputv(dorig); ddamage = 0; } |
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344 345 346 347 348 349 350 | COMMAND(demo, ARG_1STR) void stopreset() { conoutf(@"demo stopped (%d msec elapsed)", lastmillis - starttime); stop(); | | | 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 | COMMAND(demo, ARG_1STR) void stopreset() { conoutf(@"demo stopped (%d msec elapsed)", lastmillis - starttime); stop(); [players removeAllObjects]; disconnect(0, 0); } VAR(demoplaybackspeed, 10, 100, 1000); int scaletime(int t) { |
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372 373 374 375 376 377 378 | void startdemo() { democlientnum = gzgeti(); demoplayback = true; starttime = lastmillis; conoutf(@"now playing demo"); | | < < < | < < > | | | | > | | | | | | | | | | | | | | | | | | | | | | | | < > | | | | | | | | | | | | | < | | | < | < | > > | < | | < < > > | | > | > | | < > | | | | | | | | > | < < | | | > | > | > | > | > > > > > > > > > > > > > > > > > > < > | 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 | void startdemo() { democlientnum = gzgeti(); demoplayback = true; starttime = lastmillis; conoutf(@"now playing demo"); setclient(democlientnum, [player1 copy]); readdemotime(); } VAR(demodelaymsec, 0, 120, 500); // spline interpolation #define catmulrom(z, a, b, c, s, dest) \ { \ OFVector3D t1 = b, t2 = c; \ \ vsub(t1, z); \ vmul(t1, 0.5f); \ vsub(t2, a); \ vmul(t2, 0.5f); \ \ float s2 = s * s; \ float s3 = s * s2; \ \ dest = a; \ OFVector3D t = b; \ \ vmul(dest, 2 * s3 - 3 * s2 + 1); \ vmul(t, -2 * s3 + 3 * s2); \ vadd(dest, t); \ vmul(t1, s3 - 2 * s2 + s); \ vadd(dest, t1); \ vmul(t2, s3 - s2); \ vadd(dest, t2); \ } void fixwrap(DynamicEntity *a, DynamicEntity *b) { while (b.yaw - a.yaw > 180) a.yaw += 360; while (b.yaw - a.yaw < -180) a.yaw -= 360; } void demoplaybackstep() { while (demoplayback && lastmillis >= playbacktime) { int len = gzgeti(); if (len < 1 || len > MAXTRANS) { conoutf( @"error: huge packet during demo play (%d)", len); stopreset(); return; } uchar buf[MAXTRANS]; gzread(f, buf, len); localservertoclient(buf, len); // update game state DynamicEntity *target = players[democlientnum]; assert(target); int extras; // read additional client side state not present in normal // network stream if (extras = gzget()) { target.gunselect = gzget(); target.lastattackgun = gzget(); target.lastaction = scaletime(gzgeti()); target.gunwait = gzgeti(); target.health = gzgeti(); target.armour = gzgeti(); target.armourtype = gzget(); loopi(NUMGUNS) target.ammo[i] = gzget(); target.state = gzget(); target.lastmove = playbacktime; if (bdamage = gzgeti()) damageblend(bdamage); if (ddamage = gzgeti()) { gzgetv(dorig); particle_splash(3, ddamage, 1000, dorig); } // FIXME: set more client state here } // insert latest copy of player into history if (extras && (playerhistory.count == 0 || playerhistory.lastObject.lastupdate != playbacktime)) { DynamicEntity *d = [target copy]; d.lastupdate = playbacktime; [playerhistory addObject:d]; if (playerhistory.count > 20) [playerhistory removeObjectAtIndex:0]; } readdemotime(); } if (!demoplayback) return; int itime = lastmillis - demodelaymsec; // find 2 positions in history that surround interpolation time point size_t count = playerhistory.count; for (ssize_t i = count - 1; i >= 0; i--) { if (playerhistory[i].lastupdate < itime) { DynamicEntity *a = playerhistory[i]; DynamicEntity *b = a; if (i + 1 < playerhistory.count) b = playerhistory[i + 1]; player1 = b; // interpolate pos & angles if (a != b) { DynamicEntity *c = b; if (i + 2 < playerhistory.count) c = playerhistory[i + 2]; DynamicEntity *z = a; if (i - 1 >= 0) z = playerhistory[i - 1]; // if(a==z || b==c) // printf("* %d\n", lastmillis); float bf = (itime - a.lastupdate) / (float)(b.lastupdate - a.lastupdate); fixwrap(a, player1); fixwrap(c, player1); fixwrap(z, player1); vdist(dist, v, z.o, c.o); // if teleport or spawn, don't interpolate if (dist < 16) { catmulrom( z.o, a.o, b.o, c.o, bf, player1.o); OFVector3D vz = OFMakeVector3D( z.yaw, z.pitch, z.roll); OFVector3D va = OFMakeVector3D( a.yaw, a.pitch, a.roll); OFVector3D vb = OFMakeVector3D( b.yaw, b.pitch, b.roll); OFVector3D vc = OFMakeVector3D( c.yaw, c.pitch, c.roll); OFVector3D vp1 = OFMakeVector3D(player1.yaw, player1.pitch, player1.roll); catmulrom(vz, va, vb, vc, bf, vp1); z.yaw = vz.x; z.pitch = vz.y; z.roll = vz.z; a.yaw = va.x; a.pitch = va.y; a.roll = va.z; b.yaw = vb.x; b.pitch = vb.y; b.roll = vb.z; c.yaw = vc.x; c.pitch = vc.y; c.roll = vc.z; player1.yaw = vp1.x; player1.pitch = vp1.y; player1.roll = vp1.z; } fixplayer1range(); } break; } } // if(player1->state!=CS_DEAD) showscores(false); } void stopn() { if (demoplayback) stopreset(); else stop(); conoutf(@"demo stopped"); } COMMANDN(stop, stopn, ARG_NONE) |
Modified src/sound.mm from [4f8b2c4c47] to [f6d08d4aed].
1 2 3 4 5 6 7 8 9 10 11 | // sound.cpp: uses fmod on windows and sdl_mixer on unix (both had problems on // the other platform) #include "cube.h" // #ifndef _WIN32 // NOTE: fmod not being supported for the moment as it does // not allow stereo pan/vol updating during playback #define USE_MIXER // #endif VARP(soundvol, 0, 255, 255); | > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 | // sound.cpp: uses fmod on windows and sdl_mixer on unix (both had problems on // the other platform) #include "cube.h" #import "DynamicEntity.h" // #ifndef _WIN32 // NOTE: fmod not being supported for the moment as it does // not allow stereo pan/vol updating during playback #define USE_MIXER // #endif VARP(soundvol, 0, 255, 255); |
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169 170 171 172 173 174 175 | VAR(stereo, 0, 1, 1); static void updatechanvol(int chan, const OFVector3D *loc) { int vol = soundvol, pan = 255 / 2; if (loc) { | | > | < | | | < < | 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 | VAR(stereo, 0, 1, 1); static void updatechanvol(int chan, const OFVector3D *loc) { int vol = soundvol, pan = 255 / 2; if (loc) { vdist(dist, v, *loc, player1.o); vol -= (int)(dist * 3 * soundvol / 255); // simple mono distance attenuation if (stereo && (v.x != 0 || v.y != 0)) { // relative angle of sound along X-Y axis float yaw = -atan2(v.x, v.y) - player1.yaw * (PI / 180.0f); // range is from 0 (left) to 255 (right) pan = int(255.9f * (0.5 * sin(yaw) + 0.5f)); } } vol = (vol * MAXVOL) / 255; #ifdef USE_MIXER Mix_Volume(chan, vol); Mix_SetPanning(chan, 255 - pan, pan); #else |
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Modified src/weapon.mm from [652afaa3f5] to [c57ce4ac4b].
1 2 3 4 5 6 7 8 9 10 11 | // weapon.cpp: all shooting and effects code #include "cube.h" #import "Projectile.h" static const int MONSTERDAMAGEFACTOR = 4; static const int SGRAYS = 20; static const float SGSPREAD = 2; static OFVector3D sg[SGRAYS]; | > | 1 2 3 4 5 6 7 8 9 10 11 12 | // weapon.cpp: all shooting and effects code #include "cube.h" #import "DynamicEntity.h" #import "Projectile.h" static const int MONSTERDAMAGEFACTOR = 4; static const int SGRAYS = 20; static const float SGSPREAD = 2; static OFVector3D sg[SGRAYS]; |
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26 27 28 29 30 31 32 | void selectgun(int a, int b, int c) { if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS || c >= NUMGUNS) return; | | | | | | | | | | | | 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 | void selectgun(int a, int b, int c) { if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS || c >= NUMGUNS) return; int s = player1.gunselect; if (a >= 0 && s != a && player1.ammo[a]) s = a; else if (b >= 0 && s != b && player1.ammo[b]) s = b; else if (c >= 0 && s != c && player1.ammo[c]) s = c; else if (s != GUN_RL && player1.ammo[GUN_RL]) s = GUN_RL; else if (s != GUN_CG && player1.ammo[GUN_CG]) s = GUN_CG; else if (s != GUN_SG && player1.ammo[GUN_SG]) s = GUN_SG; else if (s != GUN_RIFLE && player1.ammo[GUN_RIFLE]) s = GUN_RIFLE; else s = GUN_FIST; if (s != player1.gunselect) playsoundc(S_WEAPLOAD); player1.gunselect = s; // conoutf(@"%@ selected", (int)guns[s].name); } int reloadtime(int gun) { return guns[gun].attackdelay; |
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81 82 83 84 85 86 87 | sg[i] = to; vadd(sg[i], r); } } // if lineseg hits entity bounding box bool | | | | | | < | | | > | | | | | | > | | | > | | | | < | > > | > > | | < | | > > > > | | | > | | | | | < | < < | | > | | | | > | < > | | | | | > | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | > | < | < < | > | > | | | 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 | sg[i] = to; vadd(sg[i], r); } } // if lineseg hits entity bounding box bool intersect(DynamicEntity *d, const OFVector3D &from, const OFVector3D &to) { OFVector3D v = to, w = d.o; const OFVector3D *p; vsub(v, from); vsub(w, from); float c1 = dotprod(w, v); if (c1 <= 0) p = &from; else { float c2 = dotprod(v, v); if (c2 <= c1) p = &to; else { float f = c1 / c2; vmul(v, f); vadd(v, from); p = &v; } } return (p->x <= d.o.x + d.radius && p->x >= d.o.x - d.radius && p->y <= d.o.y + d.radius && p->y >= d.o.y - d.radius && p->z <= d.o.z + d.aboveeye && p->z >= d.o.z - d.eyeheight); } OFString * playerincrosshair() { if (demoplayback) return NULL; for (id player in players) { if (player == [OFNull null]) continue; if (intersect(player, player1.o, worldpos)) return [player name]; } return nil; } static const size_t MAXPROJ = 100; static Projectile *projs[MAXPROJ]; void projreset() { for (size_t i = 0; i < MAXPROJ; i++) projs[i].inuse = false; } void newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local, DynamicEntity *owner, int gun) { for (size_t i = 0; i < MAXPROJ; i++) { Projectile *p = projs[i]; if (p.inuse) continue; p.inuse = true; p.o = from; p.to = to; p.speed = speed; p.local = local; p.owner = owner; p.gun = gun; return; } } void hit(int target, int damage, DynamicEntity *d, DynamicEntity *at) { if (d == player1) selfdamage(damage, at == player1 ? -1 : -2, at); else if (d.monsterstate) monsterpain(d, damage, at); else { addmsg(1, 4, SV_DAMAGE, target, damage, d.lifesequence); OFVector3D loc = d.o; playsound(S_PAIN1 + rnd(5), &loc); } particle_splash(3, damage, 1000, d.o); demodamage(damage, d.o); } const float RL_RADIUS = 5; const float RL_DAMRAD = 7; // hack static void radialeffect( DynamicEntity *o, const OFVector3D &v, int cn, int qdam, DynamicEntity *at) { if (o.state != CS_ALIVE) return; vdist(dist, temp, v, o.o); dist -= 2; // account for eye distance imprecision if (dist < RL_DAMRAD) { if (dist < 0) dist = 0; int damage = (int)(qdam * (1 - (dist / RL_DAMRAD))); hit(cn, damage, o, at); vmul(temp, (RL_DAMRAD - dist) * damage / 800); vadd(o.vel, temp); } } void splash(Projectile *p, const OFVector3D &v, const OFVector3D &vold, int notthisplayer, int notthismonster, int qdam) { particle_splash(0, 50, 300, v); p.inuse = false; if (p.gun != GUN_RL) { playsound(S_FEXPLODE, &v); // no push? } else { playsound(S_RLHIT, &v); newsphere(v, RL_RADIUS, 0); dodynlight(vold, v, 0, 0, p.owner); if (!p.local) return; radialeffect(player1, v, -1, qdam, p.owner); size_t i = 0; for (id player in players) { if (i == notthisplayer) { i++; continue; } if (player != [OFNull null]) radialeffect(player, v, i, qdam, p.owner); i++; } i = 0; for (DynamicEntity *monster in getmonsters()) if (i != notthismonster) radialeffect(monster, v, i, qdam, p.owner); } } inline void projdamage( DynamicEntity *o, Projectile *p, OFVector3D &v, int i, int im, int qdam) { if (o.state != CS_ALIVE) return; if (intersect(o, p.o, v)) { splash(p, v, p.o, i, im, qdam); hit(i, qdam, o, p.owner); } } void moveprojectiles(float time) { for (size_t i = 0; i < MAXPROJ; i++) { Projectile *p = projs[i]; if (!p.inuse) continue; int qdam = guns[p.gun].damage * (p.owner.quadmillis ? 4 : 1); if (p.owner.monsterstate) qdam /= MONSTERDAMAGEFACTOR; vdist(dist, v, p.o, p.to); float dtime = dist * 1000 / p.speed; if (time > dtime) dtime = time; vmul(v, time / dtime); vadd(v, p.o) if (p.local) { for (id player in players) if (player != [OFNull null]) projdamage(player, p, v, i, -1, qdam); if (p.owner != player1) projdamage(player1, p, v, -1, -1, qdam); for (DynamicEntity *monster in getmonsters()) if (!vreject(monster.o, v, 10.0f) && monster != p.owner) projdamage(monster, p, v, -1, i, qdam); } if (p.inuse) { if (time == dtime) splash(p, v, p.o, -1, -1, qdam); else { if (p.gun == GUN_RL) { dodynlight(p.o, v, 0, 255, p.owner); particle_splash(5, 2, 200, v); } else { particle_splash(1, 1, 200, v); particle_splash( guns[p.gun].part, 1, 1, v); } } } p.o = v; } } // create visual effect from a shot void shootv(int gun, OFVector3D &from, OFVector3D &to, DynamicEntity *d, bool local) { OFVector3D loc = d.o; playsound(guns[gun].sound, d == player1 ? NULL : &loc); int pspeed = 25; switch (gun) { case GUN_FIST: break; case GUN_SG: { loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]); break; } case GUN_CG: particle_splash(0, 100, 250, to); // particle_trail(1, 10, from, to); break; case GUN_RL: case GUN_FIREBALL: case GUN_ICEBALL: case GUN_SLIMEBALL: pspeed = guns[gun].projspeed; if (d.monsterstate) pspeed /= 2; newprojectile(from, to, (float)pspeed, local, d, gun); break; case GUN_RIFLE: particle_splash(0, 50, 200, to); particle_trail(1, 500, from, to); break; } } void hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at, OFVector3D &from, OFVector3D &to) { hit(target, damage, d, at); vdist(dist, v, from, to); vmul(v, damage / dist / 50); vadd(d.vel, v); } void raydamage( DynamicEntity *o, OFVector3D &from, OFVector3D &to, DynamicEntity *d, int i) { if (o.state != CS_ALIVE) return; int qdam = guns[d.gunselect].damage; if (d.quadmillis) qdam *= 4; if (d.monsterstate) qdam /= MONSTERDAMAGEFACTOR; if (d.gunselect == GUN_SG) { int damage = 0; loop(r, SGRAYS) if (intersect(o, from, sg[r])) damage += qdam; if (damage) hitpush(i, damage, o, d, from, to); } else if (intersect(o, from, to)) hitpush(i, qdam, o, d, from, to); } void shoot(DynamicEntity *d, const OFVector3D &targ) { int attacktime = lastmillis - d.lastaction; if (attacktime < d.gunwait) return; d.gunwait = 0; if (!d.attacking) return; d.lastaction = lastmillis; d.lastattackgun = d.gunselect; if (!d.ammo[d.gunselect]) { playsoundc(S_NOAMMO); d.gunwait = 250; d.lastattackgun = -1; return; } if (d.gunselect) d.ammo[d.gunselect]--; OFVector3D from = d.o; OFVector3D to = targ; from.z -= 0.2f; // below eye vdist(dist, unitv, from, to); vdiv(unitv, dist); OFVector3D kickback = unitv; vmul(kickback, guns[d.gunselect].kickamount * -0.01f); vadd(d.vel, kickback); if (d.pitch < 80.0f) d.pitch += guns[d.gunselect].kickamount * 0.05f; if (d.gunselect == GUN_FIST || d.gunselect == GUN_BITE) { vmul(unitv, 3); // punch range to = from; vadd(to, unitv); } if (d.gunselect == GUN_SG) createrays(from, to); if (d.quadmillis && attacktime > 200) playsoundc(S_ITEMPUP); shootv(d.gunselect, from, to, d, true); if (!d.monsterstate) addmsg(1, 8, SV_SHOT, d.gunselect, (int)(from.x * DMF), (int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF), (int)(to.y * DMF), (int)(to.z * DMF)); d.gunwait = guns[d.gunselect].attackdelay; if (guns[d.gunselect].projspeed) return; size_t i = 0; for (id player in players) { if (player != [OFNull null]) raydamage(player, from, to, d, i); i++; } for (DynamicEntity *monster in getmonsters()) if (monster != d) raydamage(monster, from, to, d, -2); if (d.monsterstate) raydamage(player1, from, to, d, -1); } |
Modified src/world.mm from [2ffb0794b1] to [1a4fc65de4].
1 2 3 4 5 6 7 8 9 10 11 12 | // world.cpp: core map management stuff #include "cube.h" extern OFString *entnames[]; // lookup from map entities above to strings sqr *world = NULL; int sfactor, ssize, cubicsize, mipsize; header hdr; void | > > > > | < | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 | // world.cpp: core map management stuff #include "cube.h" #import "DynamicEntity.h" extern OFString *entnames[]; // lookup from map entities above to strings sqr *world = NULL; int sfactor, ssize, cubicsize, mipsize; header hdr; // set all cubes with "tag" to space, if tag is 0 then reset ALL tagged cubes // according to type void settag(int tag, int 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) { |
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259 260 261 262 263 264 265 | float bdist = 99999; loopv(ents) { entity &e = ents[i]; if (e.type == NOTUSED) continue; OFVector3D v = OFMakeVector3D(e.x, e.y, e.z); | | | 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 | float bdist = 99999; loopv(ents) { entity &e = ents[i]; if (e.type == NOTUSED) continue; OFVector3D v = OFMakeVector3D(e.x, e.y, e.z); vdist(dist, t, player1.o, v); if (dist < bdist) { best = i; bdist = dist; } } return bdist == 99999 ? -1 : best; } |
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341 342 343 344 345 346 347 | case MAPMODEL: e.attr4 = e.attr3; e.attr3 = e.attr2; case MONSTER: case TELEDEST: e.attr2 = (uchar)e.attr1; case PLAYERSTART: | | | 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 | 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(); |
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Modified src/worldlight.mm from [ccc85287d7] to [9b1a521652].
1 2 3 4 5 6 7 8 9 10 | // worldlight.cpp #include "cube.h" extern bool hasoverbright; VAR(lightscale, 1, 4, 100); void lightray(float bx, float by, | > > | 1 2 3 4 5 6 7 8 9 10 11 12 | // worldlight.cpp #include "cube.h" #import "DynamicEntity.h" extern bool hasoverbright; VAR(lightscale, 1, 4, 100); void lightray(float bx, float by, |
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197 198 199 200 201 202 203 | blockpaste(*backup); free(backup); } } void dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach, int strength, | | | | 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 | blockpaste(*backup); free(backup); } } void dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach, int strength, DynamicEntity *owner) { if (!reach) reach = dynlight; if (owner.monsterstate) reach = reach / 2; if (!reach) return; if (v.x < 0 || v.y < 0 || v.x > ssize || v.y > ssize) return; int creach = reach + 16; // dependant on lightray random offsets! |
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Modified src/worldocull.mm from [fabee6f557] to [8d9314d707].
1 2 3 4 5 6 7 8 9 10 11 | // worldocull.cpp: occlusion map and occlusion test #include "cube.h" #define NUMRAYS 512 float rdist[NUMRAYS]; bool ocull = true; float odist = 256; void | > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 | // worldocull.cpp: occlusion map and occlusion test #include "cube.h" #import "DynamicEntity.h" #define NUMRAYS 512 float rdist[NUMRAYS]; bool ocull = true; float odist = 256; void |
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22 23 24 25 26 27 28 | computeraytable(float vx, float vy) { if (!ocull) return; odist = getvar(@"fog") * 1.5f; | | | | | 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 | computeraytable(float vx, float vy) { if (!ocull) return; odist = getvar(@"fog") * 1.5f; float apitch = (float)fabs(player1.pitch); float af = getvar(@"fov") / 2 + apitch / 1.5f + 3; float byaw = (player1.yaw - 90 + af) / 360 * PI2; float syaw = (player1.yaw - 90 - af) / 360 * PI2; loopi(NUMRAYS) { float angle = i * PI2 / NUMRAYS; if ((apitch > 45 // must be bigger if fov>120 || (angle < byaw && angle > syaw) || (angle < byaw - PI2 && angle > syaw - PI2) || |
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Modified src/worldrender.mm from [b1342f3226] to [f6cb50b391].
1 2 3 4 5 6 7 8 9 10 11 12 13 | // worldrender.cpp: goes through all cubes in top down quad tree fashion, // determines what has to be rendered and how (depending on neighbouring cubes), // then calls functions in rendercubes.cpp #include "cube.h" void render_wall(sqr *o, sqr *s, int x1, int y1, int x2, int y2, int mip, sqr *d1, sqr *d2, bool topleft) { if (SOLID(o) || o->type == SEMISOLID) { float c1 = s->floor; float c2 = s->floor; | > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | // worldrender.cpp: goes through all cubes in top down quad tree fashion, // determines what has to be rendered and how (depending on neighbouring cubes), // then calls functions in rendercubes.cpp #include "cube.h" #import "DynamicEntity.h" void render_wall(sqr *o, sqr *s, int x1, int y1, int x2, int y2, int mip, sqr *d1, sqr *d2, bool topleft) { if (SOLID(o) || o->type == SEMISOLID) { float c1 = s->floor; float c2 = s->floor; |
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131 132 133 134 135 136 137 | int ry = vyy + lodbot; float fsize = (float)(1 << mip); for (int ox = x; ox < xs; ox++) { // first collect occlusion information for this block for (int oy = y; oy < ys; oy++) { SWS(w, ox, oy, sz)->occluded = | | > | < | 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 | int ry = vyy + lodbot; float fsize = (float)(1 << mip); for (int ox = x; ox < xs; ox++) { // first collect occlusion information for this block for (int oy = y; oy < ys; oy++) { SWS(w, ox, oy, sz)->occluded = isoccluded(player1.o.x, player1.o.y, (float)(ox << mip), (float)(oy << mip), fsize); } } int pvx = (int)vx >> mip; int pvy = (int)vy >> mip; if (pvx >= 0 && pvy >= 0 && pvx < sz && pvy < sz) { // SWS(w,vxx,vyy,sz)->occluded = 0; // player cell never occluded SWS(w, pvx, pvy, sz)->occluded = 0; } #define df(x) s->floor - (x->vdelta / 4.0f) #define dc(x) s->ceil + (x->vdelta / 4.0f) // loop through the rect 3 times (for floor/ceil/walls seperately, to // facilitate dynamic stripify) for each we skip occluded cubes |
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