// one big bad include file for the whole engine... nasty! #include "tools.h" enum // block types, order matters! { SOLID = 0, // entirely solid cube [only specifies wtex] CORNER, // half full corner of a wall FHF, // floor heightfield using neighbour vdelta values CHF, // idem ceiling SPACE, // entirely empty cube SEMISOLID, // generated by mipmapping MAXTYPE }; struct sqr { uchar type; // one of the above char floor, ceil; // height, in cubes uchar wtex, ftex, ctex; // wall/floor/ceil texture ids uchar r, g, b; // light value at upper left vertex uchar vdelta; // vertex delta, used for heightfield cubes char defer; // used in mipmapping, when true this cube is not a perfect mip char occluded; // true when occluded uchar utex; // upper wall tex id uchar tag; // used by triggers }; enum // hardcoded texture numbers { DEFAULT_SKY = 0, DEFAULT_LIQUID, DEFAULT_WALL, DEFAULT_FLOOR, DEFAULT_CEIL }; enum // static entity types { NOTUSED = 0, // entity slot not in use in map LIGHT, // lightsource, attr1 = radius, attr2 = intensity PLAYERSTART, // attr1 = angle I_SHELLS, I_BULLETS, I_ROCKETS, I_ROUNDS, I_HEALTH, I_BOOST, I_GREENARMOUR, I_YELLOWARMOUR, I_QUAD, TELEPORT, // attr1 = idx TELEDEST, // attr1 = angle, attr2 = idx MAPMODEL, // attr1 = angle, attr2 = idx MONSTER, // attr1 = angle, attr2 = monstertype CARROT, // attr1 = tag, attr2 = type JUMPPAD, // attr1 = zpush, attr2 = ypush, attr3 = xpush MAXENTTYPES }; struct persistent_entity // map entity { short x, y, z; // cube aligned position short attr1; uchar type; // type is one of the above uchar attr2, attr3, attr4; }; struct entity : public persistent_entity { bool spawned; // the only dynamic state of a map entity }; #define MAPVERSION 5 // bump if map format changes, see worldio.cpp struct header // map file format header { char head[4]; // "CUBE" int version; // any >8bit quantity is a little indian int headersize; // sizeof(header) int sfactor; // in bits int numents; char maptitle[128]; uchar texlists[3][256]; int waterlevel; int reserved[15]; }; #define SWS(w,x,y,s) (&(w)[(y)*(s)+(x)]) #define SW(w,x,y) SWS(w,x,y,ssize) #define S(x,y) SW(world,x,y) // convenient lookup of a lowest mip cube #define SMALLEST_FACTOR 6 // determines number of mips there can be #define DEFAULT_FACTOR 8 #define LARGEST_FACTOR 11 // 10 is already insane #define SOLID(x) ((x)->type==SOLID) #define MINBORD 2 // 2 cubes from the edge of the world are always solid #define OUTBORD(x,y) ((x)=ssize-MINBORD || (y)>=ssize-MINBORD) struct vec { float x, y, z; }; struct block { int x, y, xs, ys; }; struct mapmodelinfo { int rad, h, zoff, snap; char *name; }; enum { GUN_FIST = 0, GUN_SG, GUN_CG, GUN_RL, GUN_RIFLE, GUN_FIREBALL, GUN_ICEBALL, GUN_SLIMEBALL, GUN_BITE, NUMGUNS }; struct dynent // players & monsters { vec o, vel; // origin, velocity float yaw, pitch, roll; // used as vec in one place float maxspeed; // cubes per second, 24 for player bool outsidemap; // from his eyes bool inwater; bool onfloor, jumpnext; int move, strafe; bool k_left, k_right, k_up, k_down; // see input code int timeinair; // used for fake gravity float radius, eyeheight, aboveeye; // bounding box size int lastupdate, plag, ping; int lifesequence; // sequence id for each respawn, used in damage test int state; // one of CS_* below int frags; int health, armour, armourtype, quadmillis; int gunselect, gunwait; int lastaction, lastattackgun, lastmove; bool attacking; int ammo[NUMGUNS]; int monsterstate; // one of M_* below, M_NONE means human int mtype; // see monster.cpp dynent *enemy; // monster wants to kill this entity float targetyaw; // monster wants to look in this direction bool blocked, moving; // used by physics to signal ai int trigger; // millis at which transition to another monsterstate takes place vec attacktarget; // delayed attacks int anger; // how many times already hit by fellow monster string name, team; }; #define SAVEGAMEVERSION 4 // bump if dynent/netprotocol changes or any other savegame/demo data enum { A_BLUE, A_GREEN, A_YELLOW }; // armour types... take 20/40/60 % off enum { M_NONE = 0, M_SEARCH, M_HOME, M_ATTACKING, M_PAIN, M_SLEEP, M_AIMING }; // monster states #define MAXCLIENTS 256 // in a multiplayer game, can be arbitrarily changed #define MAXTRANS 5000 // max amount of data to swallow in 1 go #define CUBE_SERVER_PORT 28765 #define CUBE_SERVINFO_PORT 28766 #define PROTOCOL_VERSION 122 // bump when protocol changes // network messages codes, c2s, c2c, s2c enum { SV_INITS2C, SV_INITC2S, SV_POS, SV_TEXT, SV_SOUND, SV_CDIS, SV_DIED, SV_DAMAGE, SV_SHOT, SV_FRAGS, SV_TIMEUP, SV_EDITENT, SV_MAPRELOAD, SV_ITEMACC, SV_MAPCHANGE, SV_ITEMSPAWN, SV_ITEMPICKUP, SV_DENIED, SV_PING, SV_PONG, SV_CLIENTPING, SV_GAMEMODE, SV_EDITH, SV_EDITT, SV_EDITS, SV_EDITD, SV_EDITE, SV_SENDMAP, SV_RECVMAP, SV_SERVMSG, SV_ITEMLIST, SV_EXT, }; enum { CS_ALIVE = 0, CS_DEAD, CS_LAGGED, CS_EDITING }; // hardcoded sounds, defined in sounds.cfg enum { S_JUMP = 0, S_LAND, S_RIFLE, S_PUNCH1, S_SG, S_CG, S_RLFIRE, S_RLHIT, S_WEAPLOAD, S_ITEMAMMO, S_ITEMHEALTH, S_ITEMARMOUR, S_ITEMPUP, S_ITEMSPAWN, S_TELEPORT, S_NOAMMO, S_PUPOUT, S_PAIN1, S_PAIN2, S_PAIN3, S_PAIN4, S_PAIN5, S_PAIN6, S_DIE1, S_DIE2, S_FLAUNCH, S_FEXPLODE, S_SPLASH1, S_SPLASH2, S_GRUNT1, S_GRUNT2, S_RUMBLE, S_PAINO, S_PAINR, S_DEATHR, S_PAINE, S_DEATHE, S_PAINS, S_DEATHS, S_PAINB, S_DEATHB, S_PAINP, S_PIGGR2, S_PAINH, S_DEATHH, S_PAIND, S_DEATHD, S_PIGR1, S_ICEBALL, S_SLIMEBALL, S_JUMPPAD, }; // vertex array format struct vertex { float u, v, x, y, z; uchar r, g, b, a; }; typedef vector dvector; typedef vector cvector; typedef vector ivector; // 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 extern dynent *player1; // special client ent that receives input and acts as camera extern dvector players; // all the other clients (in multiplayer) extern bool editmode; extern vector ents; // map entities extern vec worldpos; // current target of the crosshair in the world extern int lastmillis; // last time extern int curtime; // current frame time extern int gamemode, nextmode; extern int xtraverts; extern bool demoplayback; #define DMF 16.0f #define DAF 1.0f #define DVF 100.0f #define VIRTW 2400 // virtual screen size for text & HUD #define VIRTH 1800 #define FONTH 64 #define PIXELTAB (VIRTW/12) #define PI (3.1415927f) #define PI2 (2*PI) // simplistic vector ops #define dotprod(u,v) ((u).x * (v).x + (u).y * (v).y + (u).z * (v).z) #define vmul(u,f) { (u).x *= (f); (u).y *= (f); (u).z *= (f); } #define vdiv(u,f) { (u).x /= (f); (u).y /= (f); (u).z /= (f); } #define vadd(u,v) { (u).x += (v).x; (u).y += (v).y; (u).z += (v).z; }; #define vsub(u,v) { (u).x -= (v).x; (u).y -= (v).y; (u).z -= (v).z; }; #define vdist(d,v,e,s) vec v = s; vsub(v,e); float d = (float)sqrt(dotprod(v,v)); #define vreject(v,u,max) ((v).x>(u).x+(max) || (v).x<(u).x-(max) || (v).y>(u).y+(max) || (v).y<(u).y-(max)) #define vlinterp(v,f,u,g) { (v).x = (v).x*f+(u).x*g; (v).y = (v).y*f+(u).y*g; (v).z = (v).z*f+(u).z*g; } #define sgetstr() { char *t = text; do { *t = getint(p); } while(*t++); } // used by networking #define m_noitems (gamemode>=4) #define m_noitemsrail (gamemode<=5) #define m_arena (gamemode>=8) #define m_tarena (gamemode>=10) #define m_teammode (gamemode&1 && gamemode>2) #define m_sp (gamemode<0) #define m_dmsp (gamemode==-1) #define m_classicsp (gamemode==-2) #define isteam(a,b) (m_teammode && strcmp(a, b)==0) enum // function signatures for script functions, see command.cpp { ARG_1INT, ARG_2INT, ARG_3INT, ARG_4INT, ARG_NONE, ARG_1STR, ARG_2STR, ARG_3STR, ARG_5STR, ARG_DOWN, ARG_DWN1, ARG_1EXP, ARG_2EXP, ARG_1EST, ARG_2EST, ARG_VARI }; // nasty macros for registering script functions, abuses globals to avoid excessive infrastructure #define COMMANDN(name, fun, nargs) static bool __dummy_##fun = addcommand(#name, (void (*)())fun, nargs) #define COMMAND(name, nargs) COMMANDN(name, name, nargs) #define VARP(name, min, cur, max) int name = variable(#name, min, cur, max, &name, NULL, true) #define VAR(name, min, cur, max) int name = variable(#name, min, cur, max, &name, NULL, false) #define VARF(name, min, cur, max, body) void var_##name(); static int name = variable(#name, min, cur, max, &name, var_##name, false); void var_##name() { body; } #define VARFP(name, min, cur, max, body) void var_##name(); static int name = variable(#name, min, cur, max, &name, var_##name, true); void var_##name() { body; } #define ATOI(s) strtol(s, NULL, 0) // supports hexadecimal numbers #ifdef WIN32 #define WIN32_LEAN_AND_MEAN #include "windows.h" #define _WINDOWS #define ZLIB_DLL #else #include #endif #include #include #include #include #include #include #include #include #include "protos.h" // external function decls