Comment: | Convert monster into a class |
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User & Date: | js on 2025-03-23 02:03:32 |
Other Links: | manifest | tags |
2025-03-23
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02:47 | Remove loop[ijkl] check-in: 6b85eefc85 user: js tags: trunk | |
02:03 | Convert monster into a class check-in: e8f80b0482 user: js tags: trunk | |
2025-03-22
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23:10 | Clean up DynamicEntity check-in: b787ad5a04 user: js tags: trunk | |
Modified src/DynamicEntity.h from [52cd3f4f7c] to [39b63673d9].
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25 26 27 28 29 30 31 | @property (nonatomic) int lifeSequence; // one of CS_* below @property (nonatomic) int state; @property (nonatomic) int frags; @property (nonatomic) int health, armour, armourType, quadMillis; @property (nonatomic) int gunSelect, gunWait; @property (nonatomic) int lastAction, lastAttackGun, lastMove; | < < < < | < < < < < < < < < < | 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 | @property (nonatomic) int lifeSequence; // one of CS_* below @property (nonatomic) int state; @property (nonatomic) int frags; @property (nonatomic) int health, armour, armourType, quadMillis; @property (nonatomic) int gunSelect, gunWait; @property (nonatomic) int lastAction, lastAttackGun, lastMove; @property (readonly, nonatomic) int *ammo; @property (nonatomic) bool attacking; // used by physics to signal ai @property (nonatomic) bool blocked, moving; @property (copy, nonatomic) OFString *name, *team; + (instancetype)entity; - (OFData *)dataBySerializing; - (void)setFromSerializedData:(OFData *)data; - (void)resetMovement; // reset player state not persistent accross spawns |
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Modified src/DynamicEntity.m from [1744394702] to [03f91e70ff].
1 2 3 4 5 6 7 8 9 10 11 | #import "DynamicEntity.h" #include "cube.h" struct dynent { OFVector3D origin, velocity; float yaw, pitch, roll; float maxSpeed; bool outsideMap; bool inWater; bool onFloor, jumpNext; | > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 | #import "DynamicEntity.h" #include "cube.h" #import "Monster.h" struct dynent { OFVector3D origin, velocity; float yaw, pitch, roll; float maxSpeed; bool outsideMap; bool inWater; bool onFloor, jumpNext; |
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109 110 111 112 113 114 115 | copy->_lastAttackGun = _lastAttackGun; copy->_lastMove = _lastMove; copy->_attacking = _attacking; for (size_t i = 0; i < NUMGUNS; i++) copy->_ammo[i] = _ammo[i]; | < < < < < < < < | 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 | copy->_lastAttackGun = _lastAttackGun; copy->_lastMove = _lastMove; copy->_attacking = _attacking; for (size_t i = 0; i < NUMGUNS; i++) copy->_ammo[i] = _ammo[i]; copy->_blocked = _blocked; copy->_moving = _moving; copy->_name = [_name copy]; copy->_team = [_team copy]; return copy; } - (OFData *)dataBySerializing |
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165 166 167 168 169 170 171 | .quadMillis = _quadMillis, .gunSelect = _gunSelect, .gunWait = _gunWait, .lastAction = _lastAction, .lastAttackGun = _lastAttackGun, .lastMove = _lastMove, .attacking = _attacking, | < < < | > > > > > > | | | > | 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 | .quadMillis = _quadMillis, .gunSelect = _gunSelect, .gunWait = _gunWait, .lastAction = _lastAction, .lastAttackGun = _lastAttackGun, .lastMove = _lastMove, .attacking = _attacking, .blocked = _blocked, .moving = _moving }; if ([self isKindOfClass:Monster.class]) { Monster *monster = (Monster *)self; data.monsterState = monster.monsterState; data.monsterType = monster.monsterType; data.targetYaw = monster.targetYaw; data.trigger = monster.trigger; data.attackTarget = monster.attackTarget; data.anger = monster.anger; } for (int i = 0; i < NUMGUNS; i++) data.ammo[i] = _ammo[i]; memcpy(data.name, _name.UTF8String, min(_name.UTF8StringLength, 259)); memcpy(data.team, _team.UTF8String, min(_team.UTF8StringLength, 259)); |
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232 233 234 235 236 237 238 | _lastAttackGun = d.lastAttackGun; _lastMove = d.lastMove; _attacking = d.attacking; for (int i = 0; i < NUMGUNS; i++) _ammo[i] = d.ammo[i]; | > > > > > | | | < < | | | > | 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 | _lastAttackGun = d.lastAttackGun; _lastMove = d.lastMove; _attacking = d.attacking; for (int i = 0; i < NUMGUNS; i++) _ammo[i] = d.ammo[i]; _blocked = d.blocked; _moving = d.moving; if ([self isKindOfClass:Monster.class]) { Monster *monster = (Monster *)self; monster.monsterState = d.monsterState; monster.monsterType = d.monsterType; monster.targetYaw = d.targetYaw; monster.trigger = d.trigger; monster.attackTarget = d.attackTarget; monster.anger = d.anger; } _name = [[OFString alloc] initWithUTF8String:d.name]; _team = [[OFString alloc] initWithUTF8String:d.team]; } - (void)resetMovement { |
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Added src/Monster.h version [489882baef].
Renamed and modified src/monster.m [8b5a6bb4d3] to src/Monster.m [8c481c4403].
1 2 3 4 5 6 7 | // monster.cpp: implements AI for single player monsters, currently client only #include "cube.h" #import "DynamicEntity.h" #import "Entity.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 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 | // monster.cpp: implements AI for single player monsters, currently client only #import "Monster.h" #include "cube.h" #import "DynamicEntity.h" #import "Entity.h" static OFMutableArray<Monster *> *monsters; static int nextmonster, spawnremain, numkilled, monstertotal, mtimestart; @implementation Monster + (void)initialize { monsters = [[OFMutableArray alloc] init]; } + (OFMutableArray<Monster *> *)monsters { return monsters; } + (instancetype)monsterWithType:(int)type yaw:(int)yaw state:(int)state trigger:(int)trigger move:(int)move { return [[self alloc] initWithType:type yaw:yaw state:state trigger:trigger move:move]; } VARF(skill, 1, 3, 10, conoutf(@"skill is now %d", skill)); // for savegames + (void)restoreAll { for (Monster *monster in monsters) if (monster.state == CS_DEAD) numkilled++; } #define TOTMFREQ 13 #define NUMMONSTERTYPES 8 |
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51 52 53 54 55 56 57 | @"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" }, }; | > | > | > > > | | | | | | | | > | > | | | | | | | | > > | > | | | | | > > | > > | > | > > > > > | | | > > > > > < < | < > > | > | > > > | | 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 | @"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" }, }; - (instancetype)initWithType:(int)type yaw:(int)yaw state:(int)state trigger:(int)trigger move:(int)move { self = [super init]; if (type >= NUMMONSTERTYPES) { conoutf(@"warning: unknown monster in spawn: %d", type); type = 0; } struct monstertype *t = &monstertypes[(self.monsterType = type)]; self.eyeHeight = 2.0f; self.aboveEye = 1.9f; self.radius *= t->bscale / 10.0f; self.eyeHeight *= t->bscale / 10.0f; self.aboveEye *= t->bscale / 10.0f; self.monsterState = state; if (state != M_SLEEP) spawnplayer(self); self.trigger = lastmillis + trigger; self.targetYaw = self.yaw = (float)yaw; self.move = move; self.enemy = player1; self.gunSelect = t->gun; self.maxSpeed = (float)t->speed; self.health = t->health; self.armour = 0; for (size_t i = 0; i < NUMGUNS; i++) self.ammo[i] = 10000; self.pitch = 0; self.roll = 0; self.state = CS_ALIVE; self.anger = 0; self.name = t->name; return self; } - (id)copy { Monster *copy = [super copy]; copy->_monsterState = _monsterState; copy->_monsterType = _monsterType; copy->_enemy = _enemy; copy->_targetYaw = _targetYaw; copy->_trigger = _trigger; copy->_attackTarget = _attackTarget; copy->_anger = _anger; return copy; } static 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; } } [monsters addObject:[Monster monsterWithType:type yaw:rnd(360) state:M_SEARCH trigger:1000 move:1]]; } + (void)resetAll { [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; for (Entity *e in ents) { if (e.type != MONSTER) continue; Monster *m = [Monster monsterWithType:e.attr2 yaw:e.attr1 state:M_SLEEP trigger:100 move:0]; m.origin = OFMakeVector3D(e.x, e.y, e.z); [monsters addObject:m]; entinmap(m); monstertotal++; } } } // height-correct line of sight for monster shooting/seeing static 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); |
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169 170 171 172 173 174 175 | x += dx / (float)steps; y += dy / (float)steps; i++; } return i >= steps; } | | | < | | | | | < | | | | | < | | | | | | | | | | | | > | | | | | | | | | > > > | | | | | | | | | | | | | | | | > > > | | | | > > > | | | | > > > | | < > | > > > | > | < | > > | | | | > | | | | | > > > | > > | | | | | | | | < | | < | | | | | < | > | 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 | x += dx / (float)steps; y += dy / (float)steps; i++; } return i >= steps; } static bool enemylos(Monster *m, OFVector3D *v) { *v = m.origin; return los(m.origin.x, m.origin.y, m.origin.z, m.enemy.origin.x, m.enemy.origin.y, m.enemy.origin.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)transitionWithState:(int)state moving:(int)moving n:(int)n r:(int)r { self.monsterState = state; self.move = moving; n = n * 130 / 100; self.trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1); } - (void)normalizeWithAngle:(float)angle { while (self.yaw < angle - 180.0f) self.yaw += 360.0f; while (self.yaw > angle + 180.0f) self.yaw -= 360.0f; } // main AI thinking routine, called every frame for every monster - (void)performAction { if (self.enemy.state == CS_DEAD) { self.enemy = player1; self.anger = 0; } [self normalizeWithAngle:self.targetYaw]; // slowly turn monster towards his target if (self.targetYaw > self.yaw) { self.yaw += curtime * 0.5f; if (self.targetYaw < self.yaw) self.yaw = self.targetYaw; } else { self.yaw -= curtime * 0.5f; if (self.targetYaw > self.yaw) self.yaw = self.targetYaw; } vdist(disttoenemy, vectoenemy, self.origin, self.enemy.origin); self.pitch = atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI; // special case: if we run into scenery if (self.blocked) { self.blocked = false; // try to jump over obstackle (rare) if (!rnd(20000 / monstertypes[self.monsterType].speed)) self.jumpNext = true; // search for a way around (common) else if (self.trigger < lastmillis && (self.monsterState != M_HOME || !rnd(5))) { // patented "random walk" AI pathfinding (tm) ;) self.targetYaw += 180 + rnd(180); [self transitionWithState:M_SEARCH moving:1 n:400 r:1000]; } } float enemyYaw = -(float)atan2(self.enemy.origin.x - self.origin.x, self.enemy.origin.y - self.origin.y) / PI * 180 + 180; switch (self.monsterState) { case M_PAIN: case M_ATTACKING: case M_SEARCH: if (self.trigger < lastmillis) [self transitionWithState:M_HOME moving:1 n:100 r:200]; break; case M_SLEEP: // state classic sp monster start in, wait for visual // contact { OFVector3D target; if (editmode || !enemylos(self, &target)) return; // skip running physics [self normalizeWithAngle:enemyYaw]; float angle = (float)fabs(enemyYaw - self.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) { [self transitionWithState:M_HOME moving:1 n:500 r:200]; OFVector3D loc = self.origin; playsound(S_GRUNT1 + rnd(2), &loc); } break; } case M_AIMING: // this state is the delay between wanting to shoot and actually // firing if (self.trigger < lastmillis) { self.lastAction = 0; self.attacking = true; OFVector3D attackTarget = self.attackTarget; shoot(self, &attackTarget); [self transitionWithState:M_ATTACKING moving:0 n:600 r:0]; } break; case M_HOME: // monster has visual contact, heads straight for player and // may want to shoot at any time self.targetYaw = enemyYaw; if (self.trigger < lastmillis) { OFVector3D target; if (!enemylos(self, &target)) { // no visual contact anymore, let monster get // as close as possible then search for player [self transitionWithState:M_HOME moving:1 n:800 r:500]; } else { // the closer the monster is the more likely he // wants to shoot if (!rnd((int)disttoenemy / 3 + 1) && self.enemy.state == CS_ALIVE) { // get ready to fire self.attackTarget = target; int n = monstertypes[self.monsterType].lag; [self transitionWithState:M_AIMING moving:0 n:n r:10]; } else { // track player some more int n = monstertypes[self.monsterType].rate; [self transitionWithState:M_HOME moving:1 n:n r:0]; } } } break; } moveplayer(self, 1, false); // use physics to move monster } - (void)incurDamage:(int)damage fromEntity:(__kindof DynamicEntity *)d { // a monster hit us if ([d isKindOfClass:Monster.class]) { Monster *m = (Monster *)d; // guard for RL guys shooting themselves :) if (self != m) { // don't attack straight away, first get angry self.anger++; int anger = (self.monsterType == m.monsterType ? self.anger / 2 : self.anger); if (anger >= monstertypes[self.monsterType].loyalty) // monster infight if very angry self.enemy = m; } } else { // player hit us self.anger = 0; self.enemy = d; } // in this state monster won't attack [self transitionWithState:M_PAIN moving:0 n:monstertypes[self.monsterType].pain r:200]; if ((self.health -= damage) <= 0) { self.state = CS_DEAD; self.lastAction = lastmillis; numkilled++; player1.frags = numkilled; OFVector3D loc = self.origin; playsound(monstertypes[self.monsterType].diesound, &loc); int remain = monstertotal - numkilled; if (remain > 0 && remain <= 5) conoutf(@"only %d monster(s) remaining", remain); } else { OFVector3D loc = self.origin; playsound(monstertypes[self.monsterType].painsound, &loc); } } + (void)endSinglePlayerWithAllKilled:(bool)allKilled { conoutf(allKilled ? @"you have cleared the map!" : @"you reached the exit!"); conoutf(@"score: %d kills in %d seconds", numkilled, (lastmillis - mtimestart) / 1000); monstertotal = 0; startintermission(); } + (void)thinkAll { if (m_dmsp && spawnremain && lastmillis > nextmonster) { if (spawnremain-- == monstertotal) conoutf(@"The invasion has begun!"); nextmonster = lastmillis + 1000; spawnmonster(); } if (monstertotal && !spawnremain && numkilled == monstertotal) [self endSinglePlayerWithAllKilled:true]; // equivalent of player entity touch, but only teleports are used [ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) { if (e.type != TELEPORT) return; if (OUTBORD(e.x, e.y)) return; OFVector3D v = OFMakeVector3D(e.x, e.y, (float)S(e.x, e.y)->floor); for (Monster *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.origin, v); v.z -= monster.eyeHeight; if (dist < 4) teleport(i, monster); } } }]; for (Monster *monster in monsters) if (monster.state == CS_ALIVE) [monster performAction]; } + (void)renderAll { for (Monster *monster in monsters) renderclient(monster, false, monstertypes[monster.monsterType].mdlname, monster.monsterType == 5, monstertypes[monster.monsterType].mscale / 10.0f); } @end |
Modified src/clientextras.m from [ab4fb7df43] to [40507de7a2].
1 2 3 4 5 6 7 8 9 10 11 12 | // 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' | > | 1 2 3 4 5 6 7 8 9 10 11 12 13 | // clientextras.cpp: stuff that didn't fit in client.cpp or clientgame.cpp :) #include "cube.h" #import "DynamicEntity.h" #import "Monster.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' |
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49 50 51 52 53 54 55 | // 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; | > | > | | 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 | // 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 isKindOfClass:Monster.class] && ((Monster *)d).monsterState == M_ATTACKING) { n = 8; } else if ([d isKindOfClass:Monster.class] && ((Monster *)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; |
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Modified src/clientgame.m from [f7cff8c331] to [d0a68a37a3].
1 2 3 4 5 6 7 8 9 10 11 12 13 | // clientgame.cpp: core game related stuff #include "cube.h" #import "DynamicEntity.h" #import "Entity.h" #import "OFString+Cube.h" int nextmode = 0; // nextmode becomes gamemode after next map load VAR(gamemode, 1, 0, 0); static void mode(int n) | > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 | // clientgame.cpp: core game related stuff #include "cube.h" #import "DynamicEntity.h" #import "Entity.h" #import "Monster.h" #import "OFString+Cube.h" int nextmode = 0; // nextmode becomes gamemode after next map load VAR(gamemode, 1, 0, 0); static void mode(int n) |
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170 171 172 173 174 175 176 | shoot(player1, &worldpos); // do this first, so we have most accurate information // when our player moves gets2c(); } otherplayers(); if (!demoplayback) { | | | 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 | shoot(player1, &worldpos); // do this first, so we have most accurate information // when our player moves gets2c(); } otherplayers(); if (!demoplayback) { [Monster thinkAll]; 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(); |
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413 414 415 416 417 418 419 | startmap(OFString *name) // called just after a map load { if (netmapstart() && m_sp) { gamemode = 0; conoutf(@"coop sp not supported yet"); } sleepwait = 0; | | | 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 | startmap(OFString *name) // called just after a map load { if (netmapstart() && m_sp) { gamemode = 0; conoutf(@"coop sp not supported yet"); } sleepwait = 0; [Monster resetAll]; projreset(); spawncycle = -1; spawnplayer(player1); player1.frags = 0; for (id player in players) if (player != [OFNull null]) [player setFrags:0]; |
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Modified src/cube.h from [d202a9fdbd] to [0e2553a48d].
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122 123 124 125 126 127 128 | }; // 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 { | < | 122 123 124 125 126 127 128 129 130 131 132 133 134 135 | }; // bump if dynent/netprotocol changes or any other savegame/demo data #define SAVEGAMEVERSION 4 enum { A_BLUE, A_GREEN, A_YELLOW }; // armour types... take 20/40/60 % off enum { M_SEARCH, M_HOME, M_ATTACKING, M_PAIN, M_SLEEP, M_AIMING }; // monster states |
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Modified src/editing.m from [d8eb643406] to [85210314d4].
1 2 3 4 5 6 7 8 9 10 11 12 13 | // editing.cpp: most map editing commands go here, entity editing commands are // in world.cpp #include "cube.h" #import "DynamicEntity.h" #import "OFString+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 | > | 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" #import "Monster.h" #import "OFString+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 |
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64 65 66 67 68 69 70 | 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) | | | | 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 | 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) // all monsters back at their spawns for editing [Monster resetAll]; projreset(); } Cube.sharedInstance.repeatsKeys = editmode; selset = false; editing = editmode; } COMMANDN(edittoggle, toggleedit, ARG_NONE) |
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Modified src/meson.build from [d366589544] to [7b26dc3ecb].
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9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 | 'Entity.m', 'Identifier.m', 'KeyMapping.m', 'MD2.m', 'MapModelInfo.m', 'Menu.m', 'MenuItem.m', 'OFString+Cube.m', 'Projectile.m', 'ResolverResult.m', 'ResolverThread.m', 'ServerEntity.m', 'ServerInfo.m', 'Variable.m', 'clients.m', 'clientextras.m', 'clientgame.m', 'clients2c.m', 'commands.m', 'console.m', 'editing.m', 'entities.m', 'init.m', 'menus.m', | > < | 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 | 'Entity.m', 'Identifier.m', 'KeyMapping.m', 'MD2.m', 'MapModelInfo.m', 'Menu.m', 'MenuItem.m', 'Monster.m', 'OFString+Cube.m', 'Projectile.m', 'ResolverResult.m', 'ResolverThread.m', 'ServerEntity.m', 'ServerInfo.m', 'Variable.m', 'clients.m', 'clientextras.m', 'clientgame.m', 'clients2c.m', 'commands.m', 'console.m', 'editing.m', 'entities.m', 'init.m', 'menus.m', 'physics.m', 'rendercubes.m', 'renderextras.m', 'rendergl.m', 'rendermd2.m', 'renderparticles.m', 'rendertext.m', |
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Modified src/physics.m from [bb6edf173a] to [6e6b41ef3d].
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 | // 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 "Entity.h" #import "MapModelInfo.h" // collide with player or monster static 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.origin.x - d.origin.x) < r && fabs(o.origin.y - d.origin.y) < r) { if (d.origin.z - d.eyeHeight < o.origin.z - o.eyeHeight) { if (o.origin.z - o.eyeHeight < *hi) *hi = o.origin.z - o.eyeHeight - 1; } else if (o.origin.z + o.aboveEye > *lo) *lo = o.origin.z + o.aboveEye + 1; if (fabs(o.origin.z - d.origin.z) < o.aboveEye + d.eyeHeight) return 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 | // 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 "Entity.h" #import "MapModelInfo.h" #import "Monster.h" // collide with player or monster static 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.origin.x - d.origin.x) < r && fabs(o.origin.y - d.origin.y) < r) { if (d.origin.z - d.eyeHeight < o.origin.z - o.eyeHeight) { if (o.origin.z - o.eyeHeight < *hi) *hi = o.origin.z - o.eyeHeight - 1; } else if (o.origin.z + o.aboveEye > *lo) *lo = o.origin.z + o.aboveEye + 1; if (fabs(o.origin.z - d.origin.z) < o.aboveEye + d.eyeHeight) return false; if ([d isKindOfClass:Monster.class]) return false; // hack *headspace = d.origin.z - o.origin.z - o.aboveEye - d.eyeHeight; if (*headspace < 0) *headspace = 10; } return true; } |
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101 102 103 104 105 106 107 | const float fy2 = d.origin.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 :) | | > | | | 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 | const float fy2 = d.origin.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 isKindOfClass:Monster.class] && !spawn && d.health > 100 ? d.origin.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; struct sqr *s = S(x, y); |
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179 180 181 182 183 184 185 | 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 | | | 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 | 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 (Monster *monster in Monster.monsters) if (!vreject(d.origin, monster.origin, 7.0f) && d != monster && !plcollide(d, monster, &headspace, &hi, &lo)) return false; headspace -= 0.01f; mmcollide(d, &hi, &lo); // collide with map models |
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319 320 321 322 323 324 325 | // correct water feel if (water) pl.velocity = OFMakeVector3D( pl.velocity.x / 8, pl.velocity.y / 8, pl.velocity.z); if (local) playsoundc(S_JUMP); | | | | 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 | // correct water feel if (water) pl.velocity = OFMakeVector3D( pl.velocity.x / 8, pl.velocity.y / 8, pl.velocity.z); if (local) playsoundc(S_JUMP); else if ([pl isKindOfClass:Monster.class]) { OFVector3D loc = pl.origin; 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 isKindOfClass:Monster.class]) { OFVector3D loc = pl.origin; playsound(S_LAND, &loc); } } pl.timeInAir = 0; } else |
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Modified src/protos.h from [1cd5f32081] to [7c4924e6fb].
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246 247 248 249 250 251 252 | DynamicEntity *d, bool local); extern void createrays(const OFVector3D *from, const OFVector3D *to); extern void moveprojectiles(float time); extern void projreset(); extern OFString *playerincrosshair(); extern int reloadtime(int gun); | < < < < < < < < < | 246 247 248 249 250 251 252 253 254 255 256 257 258 259 | DynamicEntity *d, bool local); extern void createrays(const OFVector3D *from, const OFVector3D *to); extern void moveprojectiles(float time); extern void projreset(); extern OFString *playerincrosshair(); extern int reloadtime(int gun); // entities extern void initEntities(); extern void renderents(); extern void putitems(uchar **p); extern void checkquad(int time); extern void checkitems(); extern void realpickup(int n, DynamicEntity *d); |
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Modified src/rendergl.m from [09aa28380f] to [d2bce2bd10].
1 2 3 4 5 6 7 8 9 10 11 12 | // rendergl.cpp: core opengl rendering stuff #include "cube.h" #import "DynamicEntity.h" #import "OFString+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 | > | 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" #import "Monster.h" #import "OFString+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 |
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474 475 476 477 478 479 480 | overbright(2); renderstrips(); xtraverts = 0; renderclients(); | | | 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 | overbright(2); renderstrips(); xtraverts = 0; renderclients(); [Monster renderAll]; renderentities(); renderspheres(curtime); renderents(); glDisable(GL_CULL_FACE); |
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Modified src/savegamedemo.m from [3f6725d365] to [fc99f9e9f6].
1 2 3 4 5 6 7 8 9 10 11 12 13 14 | // 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" #import "Entity.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 | // 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" #import "Entity.h" #import "Monster.h" #ifdef OF_BIG_ENDIAN static const int islittleendian = 0; #else static const int islittleendian = 1; #endif |
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110 111 112 113 114 115 116 | min(getclientmap().UTF8StringLength, _MAXDEFSTR - 1)); gzwrite(f, map, _MAXDEFSTR); gzputi(gamemode); gzputi(ents.count); for (Entity *e in ents) gzputc(f, e.spawned); gzwrite(f, data.items, data.count); | | | | 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 | min(getclientmap().UTF8StringLength, _MAXDEFSTR - 1)); gzwrite(f, map, _MAXDEFSTR); gzputi(gamemode); gzputi(ents.count); for (Entity *e in ents) gzputc(f, e.spawned); gzwrite(f, data.items, data.count); OFArray<Monster *> *monsters = Monster.monsters; gzputi(monsters.count); for (Monster *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]; |
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223 224 225 226 227 228 229 | [OFMutableData dataWithCapacity:DynamicEntity.serializedSize]; [data increaseCountBy:DynamicEntity.serializedSize]; gzread(f, data.mutableItems, data.count); [player1 setFromSerializedData:data]; player1.lastAction = lastmillis; int nmonsters = gzgeti(); | | | | | 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 | [OFMutableData dataWithCapacity:DynamicEntity.serializedSize]; [data increaseCountBy:DynamicEntity.serializedSize]; gzread(f, data.mutableItems, data.count); [player1 setFromSerializedData:data]; player1.lastAction = lastmillis; int nmonsters = gzgeti(); OFArray<Monster *> *monsters = Monster.monsters; if (nmonsters != monsters.count) return loadgameout(); for (Monster *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; } [Monster restoreAll]; int nplayers = gzgeti(); loopi(nplayers) if (!gzget()) { DynamicEntity *d = getclient(i); assert(d); gzread(f, data.mutableItems, data.count); |
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Modified src/weapon.m from [af10bcd44b] to [6b111961c9].
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 "OFString+Cube.h" #import "Projectile.h" static const int MONSTERDAMAGEFACTOR = 4; #define SGRAYS 20 static const float SGSPREAD = 2; static OFVector3D sg[SGRAYS]; | > | 1 2 3 4 5 6 7 8 9 10 11 12 13 | // weapon.cpp: all shooting and effects code #include "cube.h" #import "DynamicEntity.h" #import "Monster.h" #import "OFString+Cube.h" #import "Projectile.h" static const int MONSTERDAMAGEFACTOR = 4; #define SGRAYS 20 static const float SGSPREAD = 2; static OFVector3D sg[SGRAYS]; |
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164 165 166 167 168 169 170 | p.owner = owner; p.gun = gun; return; } } void | | | | | 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 | p.owner = owner; p.gun = gun; return; } } void hit(int target, int damage, __kindof DynamicEntity *d, DynamicEntity *at) { OFVector3D o = d.origin; if (d == player1) selfdamage(damage, at == player1 ? -1 : -2, at); else if ([d isKindOfClass:Monster.class]) [d incurDamage:damage fromEntity:at]; else { addmsg(1, 4, SV_DAMAGE, target, damage, d.lifeSequence); playsound(S_PAIN1 + rnd(5), &o); } particle_splash(3, damage, 1000, &o); demodamage(damage, &o); } |
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231 232 233 234 235 236 237 | if (player == [OFNull null]) return; radialeffect(player, v, i, qdam, p.owner); }]; | | | | 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 | if (player == [OFNull null]) return; radialeffect(player, v, i, qdam, p.owner); }]; [Monster.monsters enumerateObjectsUsingBlock:^( Monster *monster, size_t i, bool *stop) { if (i != notthismonster) radialeffect(monster, v, i, qdam, p.owner); }]; } } static inline void |
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263 264 265 266 267 268 269 | 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); | | | | 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 | 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 isKindOfClass:Monster.class]) 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 (Monster *monster in Monster.monsters) if (!vreject(monster.origin, v, 10.0f) && monster != p.owner) projdamage(monster, p, &v, -1, i, qdam); } if (p.inuse) { OFVector3D po = p.o; |
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331 332 333 334 335 336 337 | break; case GUN_RL: case GUN_FIREBALL: case GUN_ICEBALL: case GUN_SLIMEBALL: pspeed = guns[gun].projspeed; | | | 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 | break; case GUN_RL: case GUN_FIREBALL: case GUN_ICEBALL: case GUN_SLIMEBALL: pspeed = guns[gun].projspeed; if ([d isKindOfClass:Monster.class]) 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); |
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362 363 364 365 366 367 368 | DynamicEntity *d, int i) { if (o.state != CS_ALIVE) return; int qdam = guns[d.gunSelect].damage; if (d.quadMillis) qdam *= 4; | | | 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 | DynamicEntity *d, int i) { if (o.state != CS_ALIVE) return; int qdam = guns[d.gunSelect].damage; if (d.quadMillis) qdam *= 4; if ([d isKindOfClass:Monster.class]) 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)) |
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415 416 417 418 419 420 421 | } if (d.gunSelect == GUN_SG) createrays(&from, &to); if (d.quadMillis && attacktime > 200) playsoundc(S_ITEMPUP); shootv(d.gunSelect, &from, &to, d, true); | | | | | 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 | } 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 isKindOfClass:Monster.class]) 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; [players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) { if (player != [OFNull null]) raydamage(player, &from, &to, d, i); }]; for (Monster *monster in Monster.monsters) if (monster != d) raydamage(monster, &from, &to, d, -2); if ([d isKindOfClass:Monster.class]) raydamage(player1, &from, &to, d, -1); } |
Modified src/world.m from [023ca9b6df] to [97ecb02030].
1 2 3 4 5 6 7 8 9 10 11 12 13 | // world.cpp: core map management stuff #include "cube.h" #import "DynamicEntity.h" #import "Entity.h" extern OFString *entnames[]; // lookup from map entities above to strings struct sqr *world = NULL; int sfactor, ssize, cubicsize, mipsize; struct header hdr; | > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 | // world.cpp: core map management stuff #include "cube.h" #import "DynamicEntity.h" #import "Entity.h" #import "Monster.h" extern OFString *entnames[]; // lookup from map entities above to strings struct sqr *world = NULL; int sfactor, ssize, cubicsize, mipsize; struct header hdr; |
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75 76 77 78 79 80 81 | OFString *aliasname = [OFString stringWithFormat:@"level_trigger_%d", tag]; if (identexists(aliasname)) execute(aliasname, true); if (type == 2) | | | 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 | OFString *aliasname = [OFString stringWithFormat:@"level_trigger_%d", tag]; if (identexists(aliasname)) execute(aliasname, true); if (type == 2) [Monster endSinglePlayerWithAllKilled:false]; } COMMAND(trigger, ARG_2INT) // main geometric mipmapping routine, recursively rebuild mipmaps within block // b. tries to produce cube out of 4 lower level mips as well as possible, sets // defer to 0 if mipped cube is a perfect mip, i.e. can be rendered at this mip // level indistinguishable from its constituent cubes (saves considerable |
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Modified src/worldlight.m from [d596ebb5c3] to [3113d251d8].
1 2 3 4 5 6 7 8 9 10 11 12 13 | // worldlight.cpp #include "cube.h" #import "DynamicEntity.h" #import "Entity.h" extern bool hasoverbright; VAR(lightscale, 1, 4, 100); // done in realtime, needs to be fast void | > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 | // worldlight.cpp #include "cube.h" #import "DynamicEntity.h" #import "Entity.h" #import "Monster.h" extern bool hasoverbright; VAR(lightscale, 1, 4, 100); // done in realtime, needs to be fast void |
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201 202 203 204 205 206 207 | void dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength, DynamicEntity *owner) { if (!reach) reach = dynlight; | | | 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 | void dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength, DynamicEntity *owner) { if (!reach) reach = dynlight; if ([owner isKindOfClass:Monster.class]) 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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