Cube  Check-in [0a0d4f9155]

Overview
Comment:Run clang-format on the entire codebase
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: 0a0d4f91558171cf85e108964a5fed9e1c390a8343e9d2eda086c9c20fde7d1a
User & Date: js on 2024-07-20 15:08:41
Other Links: manifest | tags
Context
2024-07-20
16:45
A few minor fixes check-in: 4391eeb535 user: js tags: trunk
15:08
Run clang-format on the entire codebase check-in: 0a0d4f9155 user: js tags: trunk
14:47
Add ignore-glob check-in: 2282b4147a user: js tags: trunk
Changes

Modified .fossil-settings/ignore-glob from [ee26cd77bc] to [ac8291d999].

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*.a
*.dep
*.o
*/.deps
aclocal.m4
autom4te.cache
buildsys.mk
config.cfg
config.log
config.status
configure

Added src/.clang-format version [36a701b94f].

Modified src/client.cxx from [5cec2369de] to [217fc4ecf8].

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// client.cpp, mostly network related client game code

#include "cube.h"

ENetHost *clienthost = NULL;
int connecting = 0;
int connattempts = 0;
int disconnecting = 0;
int clientnum = -1;         // our client id in the game
bool c2sinit = false;       // whether we need to tell the other clients our stats
int clientnum = -1;   // our client id in the game
bool c2sinit = false; // whether we need to tell the other clients our stats

int
getclientnum()
{
int getclientnum() { return clientnum; };
	return clientnum;
};

bool
bool multiplayer()
multiplayer()
{
    // check not correct on listen server?
    if(clienthost) conoutf("operation not available in multiplayer");
    return clienthost!=NULL;
	// check not correct on listen server?
	if (clienthost)
		conoutf("operation not available in multiplayer");
	return clienthost != NULL;
};

bool
bool allowedittoggle()
allowedittoggle()
{
    bool allow = !clienthost || gamemode==1;
    if(!allow) conoutf("editing in multiplayer requires coopedit mode (1)");
    return allow; 
	bool allow = !clienthost || gamemode == 1;
	if (!allow)
		conoutf("editing in multiplayer requires coopedit mode (1)");
	return allow;
};

VARF(rate, 0, 0, 25000, if(clienthost && (!rate || rate>1000)) enet_host_bandwidth_limit (clienthost, rate, rate));
VARF(rate, 0, 0, 25000,
    if (clienthost && (!rate || rate > 1000))
        enet_host_bandwidth_limit(clienthost, rate, rate));

void throttle();

VARF(throttle_interval, 0, 5, 30, throttle());
VARF(throttle_accel,    0, 2, 32, throttle());
VARF(throttle_decel,    0, 2, 32, throttle());
VARF(throttle_accel, 0, 2, 32, throttle());
VARF(throttle_decel, 0, 2, 32, throttle());

void
void throttle()
throttle()
{
    if(!clienthost || connecting) return;
    assert(ENET_PEER_PACKET_THROTTLE_SCALE==32);
    enet_peer_throttle_configure(clienthost->peers, throttle_interval*1000, throttle_accel, throttle_decel);
	if (!clienthost || connecting)
		return;
	assert(ENET_PEER_PACKET_THROTTLE_SCALE == 32);
	enet_peer_throttle_configure(clienthost->peers,
	    throttle_interval * 1000, throttle_accel, throttle_decel);
};

void
newname(char *name)
{
	c2sinit = false;
void newname(char *name) { c2sinit = false; strn0cpy(player1->name, name, 16); };
void newteam(char *name) { c2sinit = false; strn0cpy(player1->team, name, 5); };
	strn0cpy(player1->name, name, 16);
};
void
newteam(char *name)
{
	c2sinit = false;
	strn0cpy(player1->team, name, 5);
};

COMMANDN(team, newteam, ARG_1STR);
COMMANDN(name, newname, ARG_1STR);

void
void writeclientinfo(FILE *f)
writeclientinfo(FILE *f)
{
    fprintf(f, "name \"%s\"\nteam \"%s\"\n", player1->name, player1->team);
	fprintf(f, "name \"%s\"\nteam \"%s\"\n", player1->name, player1->team);
};

void
void connects(char *servername)
{   
    disconnect(1);  // reset state
    addserver(servername);
connects(char *servername)
{
	disconnect(1); // reset state
	addserver(servername);

    conoutf("attempting to connect to %s", servername);
    ENetAddress address = { ENET_HOST_ANY, CUBE_SERVER_PORT };
    if(enet_address_set_host(&address, servername) < 0)
	conoutf("attempting to connect to %s", servername);
	ENetAddress address = {ENET_HOST_ANY, CUBE_SERVER_PORT};
	if (enet_address_set_host(&address, servername) < 0) {
    {
        conoutf("could not resolve server %s", servername);
        return;
    };
		conoutf("could not resolve server %s", servername);
		return;
	};

    clienthost = enet_host_create(NULL, 1, rate, rate);
	clienthost = enet_host_create(NULL, 1, rate, rate);

    if(clienthost)
	if (clienthost) {
    {
        enet_host_connect(clienthost, &address, 1); 
        enet_host_flush(clienthost);
        connecting = lastmillis;
        connattempts = 0;
		enet_host_connect(clienthost, &address, 1);
		enet_host_flush(clienthost);
		connecting = lastmillis;
		connattempts = 0;
    }
    else
	} else {
    {
        conoutf("could not connect to server");
        disconnect();
    };
		conoutf("could not connect to server");
		disconnect();
	};
};

void
void disconnect(int onlyclean, int async)
disconnect(int onlyclean, int async)
{
    if(clienthost) 
	if (clienthost) {
    {
        if(!connecting && !disconnecting) 
		if (!connecting && !disconnecting) {
        {
            enet_peer_disconnect(clienthost->peers);
            enet_host_flush(clienthost);
            disconnecting = lastmillis;
        };
        if(clienthost->peers->state != ENET_PEER_STATE_DISCONNECTED)
			enet_peer_disconnect(clienthost->peers);
			enet_host_flush(clienthost);
			disconnecting = lastmillis;
		};
		if (clienthost->peers->state != ENET_PEER_STATE_DISCONNECTED) {
        {
            if(async) return;
            enet_peer_reset(clienthost->peers);
        };
        enet_host_destroy(clienthost);
    };
			if (async)
				return;
			enet_peer_reset(clienthost->peers);
		};
		enet_host_destroy(clienthost);
	};

    if(clienthost && !connecting) conoutf("disconnected");
    clienthost = NULL;
    connecting = 0;
    connattempts = 0;
    disconnecting = 0;
    clientnum = -1;
    c2sinit = false;
    player1->lifesequence = 0;
    loopv(players) zapdynent(players[i]);
    
    localdisconnect();
	if (clienthost && !connecting)
		conoutf("disconnected");
	clienthost = NULL;
	connecting = 0;
	connattempts = 0;
	disconnecting = 0;
	clientnum = -1;
	c2sinit = false;
	player1->lifesequence = 0;
	loopv(players) zapdynent(players[i]);

	localdisconnect();

	if (!onlyclean) {
		stop();
    if(!onlyclean) { stop(); localconnect(); };
};
		localconnect();
	};
};

void
void trydisconnect()
trydisconnect()
{
    if(!clienthost)
	if (!clienthost) {
    {
        conoutf("not connected");
        return;
    };
    if(connecting) 
		conoutf("not connected");
		return;
	};
	if (connecting) {
    {
        conoutf("aborting connection attempt");
        disconnect();
        return;
    };
    conoutf("attempting to disconnect...");
    disconnect(0, !disconnecting);
		conoutf("aborting connection attempt");
		disconnect();
		return;
	};
	conoutf("attempting to disconnect...");
	disconnect(0, !disconnecting);
};

string ctext;
void
toserver(char *text)
{
void toserver(char *text) { conoutf("%s:\f %s", player1->name, text); strn0cpy(ctext, text, 80); };
void echo(char *text) { conoutf("%s", text); };
	conoutf("%s:\f %s", player1->name, text);
	strn0cpy(ctext, text, 80);
};
void
echo(char *text)
{
	conoutf("%s", text);
};

COMMAND(echo, ARG_VARI);
COMMANDN(say, toserver, ARG_VARI);
COMMANDN(connect, connects, ARG_1STR);
COMMANDN(disconnect, trydisconnect, ARG_NONE);

// collect c2s messages conveniently

vector<ivector> messages;

void
void addmsg(int rel, int num, int type, ...)
addmsg(int rel, int num, int type, ...)
{
    if(demoplayback) return;
    if(num!=msgsizelookup(type)) { sprintf_sd(s)("inconsistant msg size for %d (%d != %d)", type, num, msgsizelookup(type)); fatal(s); };
    if(messages.length()==100) { conoutf("command flood protection (type %d)", type); return; };
    ivector &msg = messages.add();
    msg.add(num);
    msg.add(rel);
    msg.add(type);
    va_list marker;
    va_start(marker, type); 
    loopi(num-1) msg.add(va_arg(marker, int));
    va_end(marker);  
	if (demoplayback)
		return;
	if (num != msgsizelookup(type)) {
		sprintf_sd(s)("inconsistant msg size for %d (%d != %d)", type,
		    num, msgsizelookup(type));
		fatal(s);
	};
	if (messages.length() == 100) {
		conoutf("command flood protection (type %d)", type);
		return;
	};
	ivector &msg = messages.add();
	msg.add(num);
	msg.add(rel);
	msg.add(type);
	va_list marker;
	va_start(marker, type);
	loopi(num - 1) msg.add(va_arg(marker, int));
	va_end(marker);
};

void
void server_err()
server_err()
{
    conoutf("server network error, disconnecting...");
    disconnect();
	conoutf("server network error, disconnecting...");
	disconnect();
};

int lastupdate = 0, lastping = 0;
string toservermap;
bool senditemstoserver =
bool senditemstoserver = false;     // after a map change, since server doesn't have map data
    false; // after a map change, since server doesn't have map data

string clientpassword;
void
password(char *p)
{
void password(char *p) { strcpy_s(clientpassword, p); };
	strcpy_s(clientpassword, p);
};
COMMAND(password, ARG_1STR);

bool
netmapstart()
{
bool netmapstart() { senditemstoserver = true; return clienthost!=NULL; };
	senditemstoserver = true;
	return clienthost != NULL;
};

void
void initclientnet()
initclientnet()
{
    ctext[0] = 0;
    toservermap[0] = 0;
    clientpassword[0] = 0;
    newname("unnamed");
    newteam("red");
	ctext[0] = 0;
	toservermap[0] = 0;
	clientpassword[0] = 0;
	newname("unnamed");
	newteam("red");
};

void
void sendpackettoserv(void *packet)
sendpackettoserv(void *packet)
{
	if (clienthost) {
    if(clienthost) { enet_host_broadcast(clienthost, 0, (ENetPacket *)packet); enet_host_flush(clienthost); }
    else localclienttoserver((ENetPacket *)packet);
		enet_host_broadcast(clienthost, 0, (ENetPacket *)packet);
		enet_host_flush(clienthost);
	} else
		localclienttoserver((ENetPacket *)packet);
}

void
void c2sinfo(dynent *d)                     // send update to the server
c2sinfo(dynent *d) // send update to the server
{
	if (clientnum < 0)
    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
    ENetPacket *packet = enet_packet_create (NULL, MAXTRANS, 0);
    uchar *start = packet->data;
    uchar *p = start+2;
    bool serveriteminitdone = false;
    if(toservermap[0])                      // suggest server to change map
    {                                       // do this exclusively as map change may invalidate rest of update
        packet->flags = ENET_PACKET_FLAG_RELIABLE;
        putint(p, SV_MAPCHANGE);
        sendstring(toservermap, p);
        toservermap[0] = 0;
        putint(p, nextmode);
		return; // we haven't had a welcome message from the server yet
	if (lastmillis - lastupdate < 40)
		return; // don't update faster than 25fps
	ENetPacket *packet = enet_packet_create(NULL, MAXTRANS, 0);
	uchar *start = packet->data;
	uchar *p = start + 2;
	bool serveriteminitdone = false;
	if (toservermap[0]) // suggest server to change map
	{ // do this exclusively as map change may invalidate rest of update
		packet->flags = ENET_PACKET_FLAG_RELIABLE;
		putint(p, SV_MAPCHANGE);
		sendstring(toservermap, p);
		toservermap[0] = 0;
		putint(p, nextmode);
    }
    else
	} else {
    {
        putint(p, SV_POS);
        putint(p, clientnum);
        putint(p, (int)(d->o.x*DMF));       // quantize coordinates to 1/16th of a cube, between 1 and 3 bytes
        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));
        putint(p, (int)(d->vel.x*DVF));     // quantize to 1/100, almost always 1 byte
        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)
		putint(p, SV_POS);
		putint(p, clientnum);
		putint(
		    p, (int)(d->o.x * DMF)); // quantize coordinates to 1/16th
		                             // of a cube, between 1 and 3 bytes
		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));
		putint(
		    p, (int)(d->vel.x *
		             DVF)); // quantize to 1/100, almost always 1 byte
		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;
        };
        if(ctext[0])    // player chat, not flood protected for now
        {
            packet->flags = ENET_PACKET_FLAG_RELIABLE;
            putint(p, SV_TEXT);
            sendstring(ctext, p);
            ctext[0] = 0;
        };
        if(!c2sinit)    // tell other clients who I am
        {
            packet->flags = ENET_PACKET_FLAG_RELIABLE;
            c2sinit = true;
            putint(p, SV_INITC2S);
            sendstring(player1->name, p);
            sendstring(player1->team, p);
            putint(p, player1->lifesequence);
        };
        loopv(messages)     // send messages collected during the previous frames
        {
            ivector &msg = messages[i];
            if(msg[1]) packet->flags = ENET_PACKET_FLAG_RELIABLE;
            loopi(msg[0]) putint(p, msg[i+2]);
        };
        messages.setsize(0);
        if(lastmillis-lastping>250)
			packet->flags = ENET_PACKET_FLAG_RELIABLE;
			putint(p, SV_ITEMLIST);
			if (!m_noitems)
				putitems(p);
			putint(p, -1);
			senditemstoserver = false;
			serveriteminitdone = true;
		};
		if (ctext[0]) // player chat, not flood protected for now
		{
			packet->flags = ENET_PACKET_FLAG_RELIABLE;
			putint(p, SV_TEXT);
			sendstring(ctext, p);
			ctext[0] = 0;
		};
		if (!c2sinit) // tell other clients who I am
		{
			packet->flags = ENET_PACKET_FLAG_RELIABLE;
			c2sinit = true;
			putint(p, SV_INITC2S);
			sendstring(player1->name, p);
			sendstring(player1->team, p);
			putint(p, player1->lifesequence);
		};
		loopv(messages) // send messages collected during the previous
		                // frames
		{
			ivector &msg = messages[i];
			if (msg[1])
				packet->flags = ENET_PACKET_FLAG_RELIABLE;
			loopi(msg[0]) putint(p, msg[i + 2]);
		};
		messages.setsize(0);
		if (lastmillis - lastping > 250) {
        {
            putint(p, SV_PING);
            putint(p, lastmillis);
            lastping = lastmillis;
        };
    };
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
    incomingdemodata(start, p-start, true);
    if(clienthost) { enet_host_broadcast(clienthost, 0, packet); enet_host_flush(clienthost); }
    else localclienttoserver(packet);
    lastupdate = lastmillis;
    if(serveriteminitdone) loadgamerest();  // hack
			putint(p, SV_PING);
			putint(p, lastmillis);
			lastping = lastmillis;
		};
	};
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	incomingdemodata(start, p - start, true);
	if (clienthost) {
		enet_host_broadcast(clienthost, 0, packet);
		enet_host_flush(clienthost);
	} else
		localclienttoserver(packet);
	lastupdate = lastmillis;
	if (serveriteminitdone)
		loadgamerest(); // hack
};

void
void gets2c()           // get updates from the server
gets2c() // get updates from the server
{
    ENetEvent event;
    if(!clienthost) return;
    if(connecting && lastmillis/3000 > connecting/3000)
	ENetEvent event;
	if (!clienthost)
		return;
	if (connecting && lastmillis / 3000 > connecting / 3000) {
    {
        conoutf("attempting to connect...");
        connecting = lastmillis;
        ++connattempts; 
        if(connattempts > 3)
		conoutf("attempting to connect...");
		connecting = lastmillis;
		++connattempts;
		if (connattempts > 3) {
        {
            conoutf("could not connect to server");
            disconnect();
            return;
        };
    };
    while(clienthost!=NULL && enet_host_service(clienthost, &event, 0)>0)
    switch(event.type)
			conoutf("could not connect to server");
			disconnect();
			return;
		};
	};
	while (
	    clienthost != NULL && enet_host_service(clienthost, &event, 0) > 0)
		switch (event.type) {
    {
        case ENET_EVENT_TYPE_CONNECT:
            conoutf("connected to server");
            connecting = 0;
            throttle();
            break;
         
        case ENET_EVENT_TYPE_RECEIVE:
            if(disconnecting) conoutf("attempting to disconnect...");
            else localservertoclient(event.packet->data, event.packet->dataLength);
            enet_packet_destroy(event.packet);
            break;
		case ENET_EVENT_TYPE_CONNECT:
			conoutf("connected to server");
			connecting = 0;
			throttle();
			break;

		case ENET_EVENT_TYPE_RECEIVE:
			if (disconnecting)
				conoutf("attempting to disconnect...");
			else
				localservertoclient(event.packet->data,
				    event.packet->dataLength);
			enet_packet_destroy(event.packet);
			break;

        case ENET_EVENT_TYPE_DISCONNECT:
            if(disconnecting) disconnect();
            else server_err();
            return;
    }
		case ENET_EVENT_TYPE_DISCONNECT:
			if (disconnecting)
				disconnect();
			else
				server_err();
			return;
		}
};

Modified src/clientextras.cxx from [41be6c8541] to [0c7464b91e].

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-
// 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
// 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   };
//              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
void renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale)
renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale)
{
    int n = 3;
    float speed = 100.0f;
    float mz = d->o.z-d->eyeheight+1.55f*scale;
    int basetime = -((int)d&0xFFF);
    if(d->state==CS_DEAD)
	int n = 3;
	float speed = 100.0f;
	float mz = d->o.z - d->eyeheight + 1.55f * scale;
	int basetime = -((int)d & 0xFFF);
	if (d->state == CS_DEAD) {
    {
        int r;
        if(hellpig) { n = 2; r = range[3]; } else { n = (int)d%3; r = range[n]; };
        basetime = d->lastaction;
		int r;
		if (hellpig) {
			n = 2;
			r = range[3];
		} else {
			n = (int)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;
        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;
				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);
	} 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
void renderclients()
renderclients()
{
    dynent *d;
    loopv(players) if((d = players[i]) && (!demoplayback || i!=democlientnum)) renderclient(d, isteam(player1->team, d->team), "monster/ogro", false, 1.0f);
	dynent *d;
	loopv(players) if ((d = players[i]) &&
	                   (!demoplayback || i != democlientnum))
	    renderclient(
	        d, isteam(player1->team, d->team), "monster/ogro", false, 1.0f);
};

// creation of scoreboard pseudo-menu

bool scoreson = false;

void
void showscores(bool on)
showscores(bool on)
{
    scoreson = on;
    menuset(((int)on)-1);
	scoreson = on;
	menuset(((int)on) - 1);
};

struct sline { string s; };
struct sline {
	string s;
};
vector<sline> scorelines;

void
void renderscore(dynent *d)
renderscore(dynent *d)
{
    sprintf_sd(lag)("%d", d->plag);
    sprintf_sd(name) ("(%s)", d->name); 
    sprintf_s(scorelines.add().s)("%d\t%s\t%d\t%s\t%s", d->frags, d->state==CS_LAGGED ? "LAG" : lag, d->ping, d->team, d->state==CS_DEAD ? name : d->name);
    menumanual(0, scorelines.length()-1, scorelines.last().s); 
	sprintf_sd(lag)("%d", d->plag);
	sprintf_sd(name)("(%s)", d->name);
	sprintf_s(scorelines.add().s)("%d\t%s\t%d\t%s\t%s", d->frags,
	    d->state == CS_LAGGED ? "LAG" : lag, d->ping, d->team,
	    d->state == CS_DEAD ? name : d->name);
	menumanual(0, scorelines.length() - 1, scorelines.last().s);
};

const int maxteams = 4;
char *teamname[maxteams];
int teamscore[maxteams], teamsused;
string teamscores;
int timeremain = 0;

void
void addteamscore(dynent *d)
addteamscore(dynent *d)
{
	if (!d)
    if(!d) return;
    loopi(teamsused) if(strcmp(teamname[i], d->team)==0) { teamscore[i] += d->frags; return; };
    if(teamsused==maxteams) return;
    teamname[teamsused] = d->team;
    teamscore[teamsused++] = d->frags;
		return;
	loopi(teamsused) if (strcmp(teamname[i], d->team) == 0)
	{
		teamscore[i] += d->frags;
		return;
	};
	if (teamsused == maxteams)
		return;
	teamname[teamsused] = d->team;
	teamscore[teamsused++] = d->frags;
};

void
void renderscores()
renderscores()
{
    if(!scoreson) return;
    scorelines.setsize(0);
    if(!demoplayback) renderscore(player1);
    loopv(players) if(players[i]) renderscore(players[i]);
    sortmenu(0, scorelines.length());
    if(m_teammode)
	if (!scoreson)
		return;
	scorelines.setsize(0);
	if (!demoplayback)
		renderscore(player1);
	loopv(players) if (players[i]) renderscore(players[i]);
	sortmenu(0, scorelines.length());
	if (m_teammode) {
    {
        teamsused = 0;
        loopv(players) addteamscore(players[i]);
        if(!demoplayback) addteamscore(player1);
        teamscores[0] = 0;
        loopj(teamsused)
        {
            sprintf_sd(sc)("[ %s: %d ]", teamname[j], teamscore[j]);
            strcat_s(teamscores, sc);
        };
        menumanual(0, scorelines.length(), "");
        menumanual(0, scorelines.length()+1, teamscores);
    };
		teamsused = 0;
		loopv(players) addteamscore(players[i]);
		if (!demoplayback)
			addteamscore(player1);
		teamscores[0] = 0;
		loopj(teamsused)
		{
			sprintf_sd(sc)("[ %s: %d ]", teamname[j], teamscore[j]);
			strcat_s(teamscores, sc);
		};
		menumanual(0, scorelines.length(), "");
		menumanual(0, scorelines.length() + 1, teamscores);
	};
};

// sendmap/getmap commands, should be replaced by more intuitive map downloading

void
void sendmap(char *mapname)
sendmap(char *mapname)
{
	if (*mapname)
    if(*mapname) save_world(mapname);
    changemap(mapname);
    mapname = getclientmap();
    int mapsize;
    uchar *mapdata = readmap(mapname, &mapsize); 
    if(!mapdata) return;
    ENetPacket *packet = enet_packet_create(NULL, MAXTRANS + mapsize, ENET_PACKET_FLAG_RELIABLE);
    uchar *start = packet->data;
    uchar *p = start+2;
    putint(p, SV_SENDMAP);
    sendstring(mapname, p);
    putint(p, mapsize);
    if(65535 - (p - start) < mapsize)
		save_world(mapname);
	changemap(mapname);
	mapname = getclientmap();
	int mapsize;
	uchar *mapdata = readmap(mapname, &mapsize);
	if (!mapdata)
		return;
	ENetPacket *packet = enet_packet_create(
	    NULL, MAXTRANS + mapsize, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_SENDMAP);
	sendstring(mapname, p);
	putint(p, mapsize);
	if (65535 - (p - start) < mapsize) {
    {
        conoutf("map %s is too large to send", mapname);
        free(mapdata);
        enet_packet_destroy(packet);
        return;
    };
    memcpy(p, mapdata, mapsize);
    p += mapsize;
    free(mapdata); 
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
    sendpackettoserv(packet);
    conoutf("sending map %s to server...", mapname);
    sprintf_sd(msg)("[map %s uploaded to server, \"getmap\" to receive it]", mapname);
    toserver(msg);
		conoutf("map %s is too large to send", mapname);
		free(mapdata);
		enet_packet_destroy(packet);
		return;
	};
	memcpy(p, mapdata, mapsize);
	p += mapsize;
	free(mapdata);
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	sendpackettoserv(packet);
	conoutf("sending map %s to server...", mapname);
	sprintf_sd(msg)(
	    "[map %s uploaded to server, \"getmap\" to receive it]", mapname);
	toserver(msg);
}

void
void getmap()
getmap()
{
	ENetPacket *packet =
    ENetPacket *packet = enet_packet_create(NULL, MAXTRANS, ENET_PACKET_FLAG_RELIABLE);
    uchar *start = packet->data;
    uchar *p = start+2;
    putint(p, SV_RECVMAP);
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
    sendpackettoserv(packet);
    conoutf("requesting map from server...");
	    enet_packet_create(NULL, MAXTRANS, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_RECVMAP);
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	sendpackettoserv(packet);
	conoutf("requesting map from server...");
}

COMMAND(sendmap, ARG_1STR);
COMMAND(getmap, ARG_NONE);

Modified src/clientgame.cxx from [c44ed486b8] to [f88f2d9175].

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// clientgame.cpp: core game related stuff

#include "cube.h"

int nextmode = 0;         // nextmode becomes gamemode after next map load
int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);

void
mode(int n)
{
void mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); };
	addmsg(1, 2, SV_GAMEMODE, nextmode = n);
};
COMMAND(mode, ARG_1INT);

bool intermission = false;

dynent *player1 = newdynent();          // our client
dvector players;                        // other clients
dynent *player1 = newdynent(); // our client
dvector players;               // other clients

VARP(sensitivity, 0, 10, 10000);
VARP(sensitivityscale, 1, 1, 10000);
VARP(invmouse, 0, 0, 1);

int lastmillis = 0;
int curtime = 10;
string clientmap;

extern int framesinmap;

char *
getclientmap()
{
char *getclientmap() { return clientmap; };
	return clientmap;
};

void
void resetmovement(dynent *d)
resetmovement(dynent *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;
	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;
};

void
void spawnstate(dynent *d)              // reset player state not persistent accross spawns
spawnstate(dynent *d) // reset player state not persistent accross spawns
{
    resetmovement(d);
    d->vel.x = d->vel.y = d->vel.z = 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;
	resetmovement(d);
	d->vel.x = d->vel.y = d->vel.z = 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->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->gunselect = GUN_RIFLE;
		d->armour = 0;
		if (m_noitemsrail) {
        {
            d->health = 1;
            d->ammo[GUN_RIFLE] = 100;
			d->health = 1;
			d->ammo[GUN_RIFLE] = 100;
        }
        else
		} else {
        {
            if(gamemode==12) { d->gunselect = GUN_FIST; return; };  // eihrul's secret "instafist" mode
            d->health = 256;
            if(m_tarena)
			if (gamemode == 12) {
				d->gunselect = GUN_FIST;
				return;
			}; // eihrul's secret "instafist" mode
			d->health = 256;
			if (m_tarena) {
            {
                int gun1 = rnd(4)+1;
                baseammo(d->gunselect = gun1);
                for(;;)
				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;
					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 // efficiency
			{
				loopi(4) baseammo(i + 1);
				d->gunselect = GUN_CG;
			};
			d->ammo[GUN_CG] /= 2;
		};
    }
    else
	} else {
    {
        d->ammo[GUN_SG] = 5;
    };
		d->ammo[GUN_SG] = 5;
	};
};
    
dynent *newdynent()                 // create a new blank player or monster

dynent *
newdynent() // create a new blank player or monster
{
    dynent *d = (dynent *)gp()->alloc(sizeof(dynent));
    d->o.x = 0;
    d->o.y = 0;
    d->o.z = 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[0] = d->team[0] = 0;
    d->blocked = false;
    d->lifesequence = 0;
    d->state = CS_ALIVE;
    spawnstate(d);
    return d;
	dynent *d = (dynent *)gp()->alloc(sizeof(dynent));
	d->o.x = 0;
	d->o.y = 0;
	d->o.z = 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[0] = d->team[0] = 0;
	d->blocked = false;
	d->lifesequence = 0;
	d->state = CS_ALIVE;
	spawnstate(d);
	return d;
};

void
void respawnself()
respawnself()
{
	spawnplayer(player1);
	showscores(false);
};

void
void arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
{
    if(d->state!=CS_DEAD)
	if (d->state != CS_DEAD) {
    {
        alive++;
        if(lastteam && strcmp(lastteam, d->team)) oneteam = false;
        lastteam = d->team;
		alive++;
		if (lastteam && strcmp(lastteam, d->team))
			oneteam = false;
		lastteam = d->team;
    }
    else
	} else {
    {
        dead++;
    };
		dead++;
	};
};

int arenarespawnwait = 0;
int arenadetectwait  = 0;
int arenadetectwait = 0;

void
void arenarespawn()
arenarespawn()
{
    if(arenarespawnwait)
	if (arenarespawnwait) {
    {
        if(arenarespawnwait<lastmillis)
		if (arenarespawnwait < lastmillis) {
        {
            arenarespawnwait = 0;
            conoutf("new round starting... fight!");
            respawnself();
        };
			arenarespawnwait = 0;
			conoutf("new round starting... fight!");
			respawnself();
		};
    }
    else if(arenadetectwait==0 || arenadetectwait<lastmillis)
	} else if (arenadetectwait == 0 || arenadetectwait < lastmillis) {
    {
        arenadetectwait = 0;
        int alive = 0, dead = 0;
        char *lastteam = NULL;
        bool oneteam = true;
        loopv(players) if(players[i]) arenacount(players[i], alive, dead, lastteam, oneteam);
        arenacount(player1, alive, dead, lastteam, oneteam);
        if(dead>0 && (alive<=1 || (m_teammode && oneteam)))
		arenadetectwait = 0;
		int alive = 0, dead = 0;
		char *lastteam = NULL;
		bool oneteam = true;
		loopv(players) if (players[i])
		    arenacount(players[i], 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;
        }; 
    };
			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;
		};
	};
};

void
void zapdynent(dynent *&d)
zapdynent(dynent *&d)
{
	if (d)
    if(d) gp()->dealloc(d, sizeof(dynent));
    d = NULL;
		gp()->dealloc(d, sizeof(dynent));
	d = NULL;
};

extern int democlientnum;

void
void otherplayers()
otherplayers()
{
    loopv(players) if(players[i])
    {
        const int lagtime = lastmillis-players[i]->lastupdate;
        if(lagtime>1000 && players[i]->state==CS_ALIVE)
	loopv(players) if (players[i])
	{
		const int lagtime = lastmillis - players[i]->lastupdate;
		if (lagtime > 1000 && players[i]->state == CS_ALIVE) {
        {
            players[i]->state = CS_LAGGED;
            continue;
        };
        if(lagtime && players[i]->state != CS_DEAD && (!demoplayback || i!=democlientnum)) moveplayer(players[i], 2, false);   // use physics to extrapolate player position
    };
			players[i]->state = CS_LAGGED;
			continue;
		};
		if (lagtime && players[i]->state != CS_DEAD &&
		    (!demoplayback || i != democlientnum))
			moveplayer(
			    players[i], 2, false); // use physics to extrapolate
			                           // player position
	};
};

void
void respawn()
respawn()
{
    if(player1->state==CS_DEAD)
	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); return; };    // if we die in SP we try the same map again
		player1->attacking = false;
		if (m_arena) {
			conoutf("waiting for new round to start...");
			return;
		};
		if (m_sp) {
			nextmode = gamemode;
			changemap(clientmap);
			return;
		}; // if we die in SP we try the same map again
		respawnself();
	};
};

int sleepwait = 0;
string sleepcmd;
void
void sleepf(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
sleepf(char *msec, char *cmd)
{
	sleepwait = atoi(msec) + lastmillis;
	strcpy_s(sleepcmd, cmd);
};
COMMANDN(sleep, sleepf, ARG_2STR);

void
void updateworld(int millis)        // main game update loop
updateworld(int millis) // main game update loop
{
    if(lastmillis)
	if (lastmillis) {
    {     
        curtime = millis - lastmillis;
        if(sleepwait && lastmillis>sleepwait) { sleepwait = 0; execute(sleepcmd); };
        physicsframe();
        checkquad(curtime);
		if(m_arena) arenarespawn();
        moveprojectiles((float)curtime);
        demoplaybackstep();
        if(!demoplayback)
		curtime = millis - lastmillis;
		if (sleepwait && lastmillis > sleepwait) {
			sleepwait = 0;
			execute(sleepcmd);
		};
		physicsframe();
		checkquad(curtime);
		if (m_arena)
			arenarespawn();
		moveprojectiles((float)curtime);
		demoplaybackstep();
		if (!demoplayback) {
        {
            if(getclientnum()>=0) shoot(player1, worldpos);     // only shoot when connected to server
            gets2c();           // do this first, so we have most accurate information when our player moves
        };
        otherplayers();
        if(!demoplayback)
			if (getclientnum() >= 0)
				shoot(player1, worldpos); // only shoot when
				                          // 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)
			monsterthink();
			if (player1->state == CS_DEAD) {
            {
				if(lastmillis-player1->lastaction<2000)
				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 (!m_arena && !m_sp &&
				           lastmillis - player1->lastaction >
            }
            else if(!intermission)
				               10000)
					respawn();
			} else if (!intermission) {
            {
                moveplayer(player1, 20, true);
                checkitems();
            };
            c2sinfo(player1);   // do this last, to reduce the effective frame lag
        };
    };
    lastmillis = millis;
				moveplayer(player1, 20, true);
				checkitems();
			};
			c2sinfo(player1); // do this last, to reduce the
			                  // effective frame lag
		};
	};
	lastmillis = millis;
};

void
entinmap(dynent *
void entinmap(dynent *d)    // brute force but effective way to find a free spawn spot in the map
        d) // brute force but effective way to find a free spawn spot in the map
{
    loopi(100)              // try max 100 times
    {
        float dx = (rnd(21)-10)/10.0f*i;  // increasing distance
        float dy = (rnd(21)-10)/10.0f*i;
        d->o.x += dx;
        d->o.y += dy;
        if(collide(d, true, 0, 0)) return;
        d->o.x -= dx;
        d->o.y -= dy;
    };
    conoutf("can't find entity spawn spot! (%d, %d)", (int)d->o.x, (int)d->o.y);
    // leave ent at original pos, possibly stuck
	loopi(100) // try max 100 times
	{
		float dx = (rnd(21) - 10) / 10.0f * i; // increasing distance
		float dy = (rnd(21) - 10) / 10.0f * i;
		d->o.x += dx;
		d->o.y += dy;
		if (collide(d, true, 0, 0))
			return;
		d->o.x -= dx;
		d->o.y -= dy;
	};
	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;

void
void spawnplayer(dynent *d)   // place at random spawn. also used by monsters!
spawnplayer(dynent *d) // place at random spawn. also used by monsters!
{
    int r = fixspawn-->0 ? 4 : rnd(10)+1;
    loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle+1);
    if(spawncycle!=-1)
	int r = fixspawn-- > 0 ? 4 : rnd(10) + 1;
	loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle + 1);
	if (spawncycle != -1) {
    {
        d->o.x = ents[spawncycle].x;
        d->o.y = ents[spawncycle].y;
        d->o.z = ents[spawncycle].z;
        d->yaw = ents[spawncycle].attr1;
        d->pitch = 0;
        d->roll = 0;
		d->o.x = ents[spawncycle].x;
		d->o.y = ents[spawncycle].y;
		d->o.z = ents[spawncycle].z;
		d->yaw = ents[spawncycle].attr1;
		d->pitch = 0;
		d->roll = 0;
    }
    else
	} else {
    {
        d->o.x = d->o.y = (float)ssize/2;
        d->o.z = 4;
    };
    entinmap(d);
    spawnstate(d);
    d->state = CS_ALIVE;
		d->o.x = d->o.y = (float)ssize / 2;
		d->o.z = 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;                                           \
#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; };
		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); 
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
void attack(bool on)
attack(bool on)
{
    if(intermission) return;
    if(editmode) editdrag(on);
    else if(player1->attacking = on) respawn();
	if (intermission)
		return;
	if (editmode)
		editdrag(on);
	else if (player1->attacking = on)
		respawn();
};

void
jumpn(bool on)
{
void jumpn(bool on) { if(!intermission && (player1->jumpnext = on)) respawn(); };
	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
void fixplayer1range()
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;
	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
void mousemove(int dx, int dy)
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);
	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
void selfdamage(int damage, int actor, dynent *act)
selfdamage(int damage, int actor, dynent *act)
{
    if(player1->state!=CS_ALIVE || editmode || intermission) return;
    damageblend(damage);
	if (player1->state != CS_ALIVE || editmode || intermission)
		return;
	damageblend(damage);
	demoblend(damage);
	int ad = damage * (player1->armourtype + 1) * 20 /
    int ad = damage*(player1->armourtype+1)*20/100;     // let armour absorb when possible
    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)
	         100; // let armour absorb when possible
	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)
		if (actor == -2) {
        {
            conoutf("you got killed by %s!", act->name);
			conoutf("you got killed by %s!", act->name);
        }
        else if(actor==-1)
		} else if (actor == -1) {
        {
            actor = getclientnum();
            conoutf("you suicided!");
            addmsg(1, 2, SV_FRAGS, --player1->frags);
			actor = getclientnum();
			conoutf("you suicided!");
			addmsg(1, 2, SV_FRAGS, --player1->frags);
        }
        else
		} else {
        {
            dynent *a = getclient(actor);
            if(a)
			dynent *a = getclient(actor);
			if (a) {
            {
                if(isteam(a->team, player1->team))
				if (isteam(a->team, player1->team)) {
                {
                    conoutf("you got fragged by a teammate (%s)", a->name);
					conoutf("you got fragged by a teammate "
                }
                else
					        "(%s)",
					    a->name);
				} else {
                {
                    conoutf("you got fragged by %s", 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;
					conoutf(
					    "you got fragged by %s", 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
	} else {
    {
        playsound(S_PAIN6);
    };
		playsound(S_PAIN6);
	};
};

void
void timeupdate(int timeremain)
timeupdate(int timeremain)
{
    if(!timeremain)
	if (!timeremain) {
    {
        intermission = true;
        player1->attacking = false;
        conoutf("intermission:");
        conoutf("game has ended!");
        showscores(true);
		intermission = true;
		player1->attacking = false;
		conoutf("intermission:");
		conoutf("game has ended!");
		showscores(true);
    }
    else
	} else {
    {
        conoutf("time remaining: %d minutes", timeremain);
    };
		conoutf("time remaining: %d minutes", timeremain);
	};
};

dynent *
dynent *getclient(int cn)   // ensure valid entity
getclient(int cn) // ensure valid entity
{
    if(cn<0 || cn>=MAXCLIENTS)
	if (cn < 0 || cn >= MAXCLIENTS) {
    {
        neterr("clientnum");
        return NULL;
    };
    while(cn>=players.length()) players.add(NULL);
    return players[cn] ? players[cn] : (players[cn] = newdynent());
		neterr("clientnum");
		return NULL;
	};
	while (cn >= players.length())
		players.add(NULL);
	return players[cn] ? players[cn] : (players[cn] = newdynent());
};

void
void initclient()
initclient()
{
    clientmap[0] = 0;
    initclientnet();
	clientmap[0] = 0;
	initclientnet();
};

void
void startmap(char *name)   // called just after a map load
startmap(char *name) // called just after a map load
{
	if (netmapstart() && m_sp) {
		gamemode = 0;
    if(netmapstart() && m_sp) { gamemode = 0; conoutf("coop sp not supported yet"); };
    sleepwait = 0;
    monsterclear();
    projreset(); 
    spawncycle = -1;
    spawnplayer(player1);
    player1->frags = 0;
    loopv(players) if(players[i]) players[i]->frags = 0;
    resetspawns();
    strcpy_s(clientmap, name);
    if(editmode) toggleedit();
    setvar("gamespeed", 100);
		conoutf("coop sp not supported yet");
	};
	sleepwait = 0;
	monsterclear();
	projreset();
	spawncycle = -1;
	spawnplayer(player1);
	player1->frags = 0;
	loopv(players) if (players[i]) players[i]->frags = 0;
	resetspawns();
	strcpy_s(clientmap, name);
	if (editmode)
		toggleedit();
	setvar("gamespeed", 100);
	setvar("fog", 180);
	setvar("fogcolour", 0x8099B3);
    showscores(false);
    intermission = false;
    framesinmap = 0;
    conoutf("game mode is %s", modestr(gamemode));
}; 
	showscores(false);
	intermission = false;
	framesinmap = 0;
	conoutf("game mode is %s", modestr(gamemode));
};

COMMANDN(map, changemap, ARG_1STR);

Modified src/clients2c.cxx from [716fcd3fe8] to [1e2dd62755].

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// client processing of the incoming network stream

#include "cube.h"

extern int clientnum;
extern bool c2sinit, senditemstoserver;
extern string toservermap;
extern string clientpassword;

void
void neterr(char *s)
neterr(char *s)
{
    conoutf("illegal network message (%s)", s);
    disconnect();
	conoutf("illegal network message (%s)", s);
	disconnect();
};

void
void changemapserv(char *name, int mode)        // forced map change from the server
changemapserv(char *name, int mode) // forced map change from the server
{
    gamemode = mode;
    load_world(name);
	gamemode = mode;
	load_world(name);
};

void
void changemap(char *name)                      // request map change, server may ignore
changemap(char *name) // request map change, server may ignore
{
    strcpy_s(toservermap, name);
	strcpy_s(toservermap, name);
};

// 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
void updatepos(dynent *d)
updatepos(dynent *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)
	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) d->o.y += dy<0 ? r-fy : -(r-fy);  // push aside
        else      d->o.x += dx<0 ? r-fx : -(r-fx);
    };
    int lagtime = lastmillis-d->lastupdate;
    if(lagtime)
		if (fx < fy)
			d->o.y += dy < 0 ? r - fy : -(r - fy); // push aside
		else
			d->o.x += dx < 0 ? r - fx : -(r - fx);
	};
	int lagtime = lastmillis - d->lastupdate;
	if (lagtime) {
    {
        d->plag = (d->plag*5+lagtime)/6;
        d->lastupdate = lastmillis;
    };
		d->plag = (d->plag * 5 + lagtime) / 6;
		d->lastupdate = lastmillis;
	};
};

void
localservertoclient(
void localservertoclient(uchar *buf, int len)   // processes any updates from the server
    uchar *buf, int len) // processes any updates from the server
{
    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;
    dynent *d = NULL;
    bool mapchanged = false;
	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;
	dynent *d = NULL;
	bool mapchanged = false;

	while (p < end)
    while(p<end) switch(type = getint(p))
		switch (type = getint(p)) {
    {
        case SV_INITS2C:                    // welcome messsage from the server
        {
            cn = getint(p);
            int prot = getint(p);
            if(prot!=PROTOCOL_VERSION)
		case SV_INITS2C: // welcome messsage from the server
		{
			cn = getint(p);
			int prot = getint(p);
			if (prot != PROTOCOL_VERSION) {
            {
                conoutf("you are using a different game protocol (you: %d, server: %d)", PROTOCOL_VERSION, prot);
                disconnect();
                return;
            };
            toservermap[0] = 0;
            clientnum = cn;                 // we are now fully connected
            if(!getint(p)) strcpy_s(toservermap, getclientmap());   // we are the first client on this server, set map
            sgetstr();
            if(text[0] && strcmp(text, clientpassword))
				conoutf("you are using a different game "
				        "protocol (you: %d, server: %d)",
				    PROTOCOL_VERSION, prot);
				disconnect();
				return;
			};
			toservermap[0] = 0;
			clientnum = cn; // we are now fully connected
			if (!getint(p))
				strcpy_s(toservermap,
				    getclientmap()); // we are the first client
				                     // on this server, set map
			sgetstr();
			if (text[0] && strcmp(text, clientpassword)) {
            {
                conoutf("you need to set the correct password to join this server!");
                disconnect();
                return;
            };
            if(getint(p)==1)
				conoutf("you need to set the correct password "
				        "to join this server!");
				disconnect();
				return;
			};
			if (getint(p) == 1) {
            {
                conoutf("server is FULL, disconnecting..");
            };
            break;
        };
				conoutf("server is FULL, disconnecting..");
			};
			break;
		};

        case SV_POS:                        // position of another client
        {
            cn = getint(p);
            d = getclient(cn);
            if(!d) return;
            d->o.x   = getint(p)/DMF;
            d->o.y   = getint(p)/DMF;
            d->o.z   = getint(p)/DMF;
            d->yaw   = getint(p)/DAF;
            d->pitch = getint(p)/DAF;
            d->roll  = getint(p)/DAF;
            d->vel.x = getint(p)/DVF;
            d->vel.y = getint(p)/DVF;
            d->vel.z = 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_POS: // position of another client
		{
			cn = getint(p);
			d = getclient(cn);
			if (!d)
				return;
			d->o.x = getint(p) / DMF;
			d->o.y = getint(p) / DMF;
			d->o.z = getint(p) / DMF;
			d->yaw = getint(p) / DAF;
			d->pitch = getint(p) / DAF;
			d->roll = getint(p) / DAF;
			d->vel.x = getint(p) / DVF;
			d->vel.y = getint(p) / DVF;
			d->vel.z = 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:
            playsound(getint(p), &d->o);
            break;
		case SV_SOUND:
			playsound(getint(p), &d->o);
			break;

        case SV_TEXT:
            sgetstr();
            conoutf("%s:\f %s", d->name, text); 
            break;
		case SV_TEXT:
			sgetstr();
			conoutf("%s:\f %s", d->name, text);
			break;

        case SV_MAPCHANGE:     
            sgetstr();
            changemapserv(text, getint(p));
            mapchanged = true;
            break;
        
        case SV_ITEMLIST:
		case SV_MAPCHANGE:
			sgetstr();
			changemapserv(text, getint(p));
			mapchanged = true;
			break;

		case SV_ITEMLIST: {
        {
            int n;
            if(mapchanged) { senditemstoserver = false; resetspawns(); };
            while((n = getint(p))!=-1) if(mapchanged) setspawn(n, true);
            break;
        };
			int n;
			if (mapchanged) {
				senditemstoserver = false;
				resetspawns();
			};
			while ((n = getint(p)) != -1)
				if (mapchanged)
					setspawn(n, true);
			break;
		};

        case SV_MAPRELOAD:          // server requests next map
        {
            getint(p);
            sprintf_sd(nextmapalias)("nextmap_%s", getclientmap());
            char *map = getalias(nextmapalias);     // look up map in the cycle
            changemap(map ? map : getclientmap());
            break;
        };
		case SV_MAPRELOAD: // server requests next map
		{
			getint(p);
			sprintf_sd(nextmapalias)("nextmap_%s", getclientmap());
			char *map =
			    getalias(nextmapalias); // look up map in the cycle
			changemap(map ? map : getclientmap());
			break;
		};

        case SV_INITC2S:            // another client either connected or changed name/team
        {
            sgetstr();
            if(d->name[0])          // already connected
            {
                if(strcmp(d->name, text))
                    conoutf("%s is now known as %s", d->name, text);
		case SV_INITC2S: // another client either connected or changed
		                 // name/team
		{
			sgetstr();
			if (d->name[0]) // already connected
			{
				if (strcmp(d->name, text))
					conoutf("%s is now known as %s",
            }
            else                    // new client
            {
                c2sinit = false;    // send new players my info again 
                conoutf("connected: %s", text);
            }; 
            strcpy_s(d->name, text);
            sgetstr();
            strcpy_s(d->team, text);
            d->lifesequence = getint(p);
            break;
        };
					    d->name, text);
			} else // new client
			{
				c2sinit =
				    false; // send new players my info again
				conoutf("connected: %s", text);
			};
			strcpy_s(d->name, text);
			sgetstr();
			strcpy_s(d->team, text);
			d->lifesequence = getint(p);
			break;
		};

        case SV_CDIS:
            cn = getint(p);
            if(!(d = getclient(cn))) break;
			conoutf("player %s disconnected", d->name[0] ? d->name : "[incompatible client]"); 
            zapdynent(players[cn]);
            break;
		case SV_CDIS:
			cn = getint(p);
			if (!(d = getclient(cn)))
				break;
			conoutf("player %s disconnected",
			    d->name[0] ? d->name : "[incompatible client]");
			zapdynent(players[cn]);
			break;

        case SV_SHOT:
		case SV_SHOT: {
        {
            int gun = getint(p);
            vec s, e;
            s.x = getint(p)/DMF;
            s.y = getint(p)/DMF;
            s.z = getint(p)/DMF;
            e.x = getint(p)/DMF;
            e.y = getint(p)/DMF;
            e.z = getint(p)/DMF;
            if(gun==GUN_SG) createrays(s, e);
            shootv(gun, s, e, d);
            break;
        };
			int gun = getint(p);
			vec s, e;
			s.x = getint(p) / DMF;
			s.y = getint(p) / DMF;
			s.z = getint(p) / DMF;
			e.x = getint(p) / DMF;
			e.y = getint(p) / DMF;
			e.z = getint(p) / DMF;
			if (gun == GUN_SG)
				createrays(s, e);
			shootv(gun, s, e, d);
			break;
		};

        case SV_DAMAGE:             
		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 playsound(S_PAIN1+rnd(5), &getclient(target)->o);
            break;
        };
			int target = getint(p);
			int damage = getint(p);
			int ls = getint(p);
			if (target == clientnum) {
				if (ls == player1->lifesequence)
					selfdamage(damage, cn, d);
			} else
				playsound(
				    S_PAIN1 + rnd(5), &getclient(target)->o);
			break;
		};

        case SV_DIED:
        {
            int actor = getint(p);
            if(actor==cn)
            {
                conoutf("%s suicided", d->name);

		case SV_DIED: {
			int actor = getint(p);
			if (actor == cn) {
				conoutf("%s suicided", d->name);
            }
            else if(actor==clientnum)
			} else if (actor == clientnum) {
            {
                int frags;
                if(isteam(player1->team, d->team))
				int frags;
				if (isteam(player1->team, d->team)) {
                {
                    frags = -1;
                    conoutf("you fragged a teammate (%s)", d->name);
					frags = -1;
					conoutf("you fragged a teammate (%s)",
                }
                else
					    d->name);
				} else {
                {
                    frags = 1;
                    conoutf("you fragged %s", d->name);
                };
                addmsg(1, 2, SV_FRAGS, player1->frags += frags);
					frags = 1;
					conoutf("you fragged %s", d->name);
				};
				addmsg(1, 2, SV_FRAGS, player1->frags += frags);
            }
            else
			} else {
            {
                dynent *a = getclient(actor);
                if(a)
				dynent *a = getclient(actor);
				if (a) {
                {
                    if(isteam(a->team, d->name))
					if (isteam(a->team, d->name)) {
                    {
                        conoutf("%s fragged his teammate (%s)", a->name, d->name);
						conoutf("%s fragged his "
                    }
                    else
						        "teammate (%s)",
						    a->name, d->name);
					} else {
                    {
                        conoutf("%s fragged %s", a->name, d->name);
                    };
                };
            };
            playsound(S_DIE1+rnd(2), &d->o);
            d->lifesequence++;
            break;
        };
						conoutf("%s fragged %s",
						    a->name, d->name);
					};
				};
			};
			playsound(S_DIE1 + rnd(2), &d->o);
			d->lifesequence++;
			break;
		};

        case SV_FRAGS:
            players[cn]->frags = getint(p);
            break;
		case SV_FRAGS:
			players[cn]->frags = getint(p);
			break;

        case SV_ITEMPICKUP:
            setspawn(getint(p), false);
            getint(p);
            break;
		case SV_ITEMPICKUP:
			setspawn(getint(p), false);
			getint(p);
			break;

        case SV_ITEMSPAWN:
		case SV_ITEMSPAWN: {
        {
            uint i = getint(p);
            setspawn(i, true);
            if(i>=(uint)ents.length()) break;
            vec v = { ents[i].x, ents[i].y, ents[i].z };
            playsound(S_ITEMSPAWN, &v); 
            break;
        };
			uint i = getint(p);
			setspawn(i, true);
			if (i >= (uint)ents.length())
				break;
			vec v = {ents[i].x, ents[i].y, ents[i].z};
			playsound(S_ITEMSPAWN, &v);
			break;
		};

        case SV_ITEMACC:            // server acknowledges that I picked up this item
            realpickup(getint(p), player1);
            break;
		case SV_ITEMACC: // server acknowledges that I picked up this
		                 // item
			realpickup(getint(p), player1);
			break;

        case SV_EDITH:              // coop editing messages, should be extended to include all possible editing ops
        case SV_EDITT:
        case SV_EDITS:
        case SV_EDITD:
        case SV_EDITE:
		case SV_EDITH: // coop editing messages, should be extended to
		               // include all possible editing ops
		case SV_EDITT:
		case SV_EDITS:
		case SV_EDITD:
		case SV_EDITE: {
        {
            int x  = getint(p);
            int y  = getint(p);
            int xs = getint(p);
            int ys = getint(p);
            int v  = getint(p);
            block b = { x, y, xs, ys };
            switch(type)
			int x = getint(p);
			int y = getint(p);
			int xs = getint(p);
			int ys = getint(p);
			int v = getint(p);
			block b = {x, y, xs, ys};
			switch (type) {
            {
                case SV_EDITH: editheightxy(v!=0, getint(p), b); break;
                case SV_EDITT: edittexxy(v, getint(p), b); break;
                case SV_EDITS: edittypexy(v, b); break;
                case SV_EDITD: setvdeltaxy(v, b); break;
                case SV_EDITE: editequalisexy(v!=0, b); break;
            };
            break;
        };
			case SV_EDITH:
				editheightxy(v != 0, getint(p), b);
				break;
			case SV_EDITT:
				edittexxy(v, getint(p), b);
				break;
			case SV_EDITS:
				edittypexy(v, b);
				break;
			case SV_EDITD:
				setvdeltaxy(v, b);
				break;
			case SV_EDITE:
				editequalisexy(v != 0, b);
				break;
			};
			break;
		};

        case SV_EDITENT:            // coop edit of ent
        {
            uint i = getint(p);
            while((uint)ents.length()<=i) ents.add().type = NOTUSED;
            int to = ents[i].type;
            ents[i].type = getint(p);
            ents[i].x = getint(p);
            ents[i].y = getint(p);
            ents[i].z = getint(p);
            ents[i].attr1 = getint(p);
            ents[i].attr2 = getint(p);
            ents[i].attr3 = getint(p);
            ents[i].attr4 = getint(p);
            ents[i].spawned = false;
            if(ents[i].type==LIGHT || to==LIGHT) calclight();
            break;
        };
		case SV_EDITENT: // coop edit of ent
		{
			uint i = getint(p);
			while ((uint)ents.length() <= i)
				ents.add().type = NOTUSED;
			int to = ents[i].type;
			ents[i].type = getint(p);
			ents[i].x = getint(p);
			ents[i].y = getint(p);
			ents[i].z = getint(p);
			ents[i].attr1 = getint(p);
			ents[i].attr2 = getint(p);
			ents[i].attr3 = getint(p);
			ents[i].attr4 = getint(p);
			ents[i].spawned = false;
			if (ents[i].type == LIGHT || to == LIGHT)
				calclight();
			break;
		};

        case SV_PING:
            getint(p);
            break;
		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_PONG:
			addmsg(0, 2, SV_CLIENTPING,
			    player1->ping =
			        (player1->ping * 5 + lastmillis - getint(p)) /
			        6);
			break;

        case SV_CLIENTPING:
            players[cn]->ping = getint(p);
            break;
		case SV_CLIENTPING:
			players[cn]->ping = getint(p);
			break;

        case SV_GAMEMODE:
            nextmode = getint(p);
            break;
		case SV_GAMEMODE:
			nextmode = getint(p);
			break;

        case SV_TIMEUP:
            timeupdate(getint(p));
            break;
		case SV_TIMEUP:
			timeupdate(getint(p));
			break;

        case SV_RECVMAP:
		case SV_RECVMAP: {
        {
            sgetstr();
            conoutf("received map \"%s\" from server, reloading..", text);
            int mapsize = getint(p);
            writemap(text, mapsize, p);
            p += mapsize;
            changemapserv(text, gamemode);
            break;
        };
        
        case SV_SERVMSG:
            sgetstr();
            conoutf("%s", text);
            break;
			sgetstr();
			conoutf("received map \"%s\" from server, reloading..",
			    text);
			int mapsize = getint(p);
			writemap(text, mapsize, p);
			p += mapsize;
			changemapserv(text, gamemode);
			break;
		};

		case SV_SERVMSG:
			sgetstr();
			conoutf("%s", text);
			break;

        case SV_EXT:        // so we can messages without breaking previous clients/servers, if necessary
        {
            for(int n = getint(p); n; n--) getint(p);
            break;
        };
		case SV_EXT: // so we can messages without breaking previous
		             // clients/servers, if necessary
		{
			for (int n = getint(p); n; n--)
				getint(p);
			break;
		};

        default:
            neterr("type");
            return;
    };
		default:
			neterr("type");
			return;
		};
};

Modified src/command.cxx from [2831854fe2] to [4e6af6f959].

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// command.cpp: implements the parsing and execution of a tiny script language which
// is largely backwards compatible with the quake console language.
// command.cpp: implements the parsing and execution of a tiny script language
// which is largely backwards compatible with the quake console language.

#include "cube.h"

enum { ID_VAR, ID_COMMAND, ID_ALIAS };

struct ident
struct ident {
{
    int type;           // one of ID_* above
    char *name;
    int min, max;       // ID_VAR
    int *storage;       // ID_VAR
    void (*fun)();      // ID_VAR, ID_COMMAND
    int narg;           // ID_VAR, ID_COMMAND
    char *action;       // ID_ALIAS
    bool persist;
	int type; // one of ID_* above
	char *name;
	int min, max;  // ID_VAR
	int *storage;  // ID_VAR
	void (*fun)(); // ID_VAR, ID_COMMAND
	int narg;      // ID_VAR, ID_COMMAND
	char *action;  // ID_ALIAS
	bool persist;
};

void
void itoa(char *s, int i) { sprintf_s(s)("%d", i); };
itoa(char *s, int i)
char *exchangestr(char *o, char *n) { gp()->deallocstr(o); return newstring(n); };

{
hashtable<ident> *idents = NULL;        // contains ALL vars/commands/aliases

void alias(char *name, char *action)
	sprintf_s(s)("%d", i);
};
char *
exchangestr(char *o, char *n)
{
    ident *b = idents->access(name);
	gp()->deallocstr(o);
    if(!b)
    {
        name = newstring(name);
        ident b = { ID_ALIAS, name, 0, 0, 0, 0, 0, newstring(action), true };
        idents->access(name, &b);
	return newstring(n);
};

hashtable<ident> *idents = NULL; // contains ALL vars/commands/aliases

void
alias(char *name, char *action)
{
	ident *b = idents->access(name);
	if (!b) {
		name = newstring(name);
		ident b = {
		    ID_ALIAS, name, 0, 0, 0, 0, 0, newstring(action), true};
		idents->access(name, &b);
    }
    else
	} else {
    {
        if(b->type==ID_ALIAS) b->action = exchangestr(b->action, action);
        else conoutf("cannot redefine builtin %s with an alias", name);
    };
		if (b->type == ID_ALIAS)
			b->action = exchangestr(b->action, action);
		else
			conoutf(
			    "cannot redefine builtin %s with an alias", name);
	};
};

COMMAND(alias, ARG_2STR);

// variable's and commands are registered through globals, see cube.h

int
int variable(char *name, int min, int cur, int max, int *storage, void (*fun)(), bool persist)
variable(char *name, int min, int cur, int max, int *storage, void (*fun)(),
    bool persist)
{
	if (!idents)
    if(!idents) idents = new hashtable<ident>;
    ident v = { ID_VAR, name, min, max, storage, fun, 0, 0, persist };
    idents->access(name, &v);
    return cur;
		idents = new hashtable<ident>;
	ident v = {ID_VAR, name, min, max, storage, fun, 0, 0, persist};
	idents->access(name, &v);
	return cur;
};

void
setvar(char *name, int i)
{
void setvar(char *name, int i) { *idents->access(name)->storage = i; };
int getvar(char *name) { return *idents->access(name)->storage; };
bool identexists(char *name) { return idents->access(name)!=NULL; };
	*idents->access(name)->storage = i;
};
int
getvar(char *name)
{
	return *idents->access(name)->storage;
};
bool
identexists(char *name)
{
	return idents->access(name) != NULL;
};

char *
char *getalias(char *name)
getalias(char *name)
{
    ident *i = idents->access(name);
    return i && i->type==ID_ALIAS ? i->action : NULL;
	ident *i = idents->access(name);
	return i && i->type == ID_ALIAS ? i->action : NULL;
};


bool addcommand(char *name, void (*fun)(), int narg)
bool
addcommand(char *name, void (*fun)(), int narg)
{
	if (!idents)
    if(!idents) idents = new hashtable<ident>;
    ident c = { ID_COMMAND, name, 0, 0, 0, fun, narg, 0, false };
    idents->access(name, &c);
    return false;
		idents = new hashtable<ident>;
	ident c = {ID_COMMAND, name, 0, 0, 0, fun, narg, 0, false};
	idents->access(name, &c);
	return false;
};

char *
char *parseexp(char *&p, int right)             // parse any nested set of () or []
parseexp(char *&p, int right) // parse any nested set of () or []
{
    int left = *p++;
    char *word = p;
    for(int brak = 1; brak; )
	int left = *p++;
	char *word = p;
	for (int brak = 1; brak;) {
    {
        int c = *p++;
        if(c=='\r') *(p-1) = ' ';               // hack
        if(c==left) brak++;
        else if(c==right) brak--;
        else if(!c) { p--; conoutf("missing \"%c\"", right); return NULL; };
    };
    char *s = newstring(word, p-word-1);
    if(left=='(')
		int c = *p++;
		if (c == '\r')
			*(p - 1) = ' '; // hack
		if (c == left)
			brak++;
		else if (c == right)
			brak--;
		else if (!c) {
			p--;
			conoutf("missing \"%c\"", right);
			return NULL;
		};
	};
	char *s = newstring(word, p - word - 1);
	if (left == '(') {
    {
        string t;
        itoa(t, execute(s));                    // evaluate () exps directly, and substitute result
        s = exchangestr(s, t);
    };
    return s;
		string t;
		itoa(t,
		    execute(
		        s)); // evaluate () exps directly, and substitute result
		s = exchangestr(s, t);
	};
	return s;
};

char *
char *parseword(char *&p)                       // parse single argument, including expressions
parseword(char *&p) // parse single argument, including expressions
{
    p += strspn(p, " \t\r");
    if(p[0]=='/' && p[1]=='/') p += strcspn(p, "\n\0");  
    if(*p=='\"')
	p += strspn(p, " \t\r");
	if (p[0] == '/' && p[1] == '/')
		p += strcspn(p, "\n\0");
	if (*p == '\"') {
    {
        p++;
        char *word = p;
        p += strcspn(p, "\"\r\n\0");
        char *s = newstring(word, p-word);
        if(*p=='\"') p++;
        return s;
    };
    if(*p=='(') return parseexp(p, ')');
    if(*p=='[') return parseexp(p, ']');
    char *word = p;
    p += strcspn(p, "; \t\r\n\0");
    if(p-word==0) return NULL;
    return newstring(word, p-word);
		p++;
		char *word = p;
		p += strcspn(p, "\"\r\n\0");
		char *s = newstring(word, p - word);
		if (*p == '\"')
			p++;
		return s;
	};
	if (*p == '(')
		return parseexp(p, ')');
	if (*p == '[')
		return parseexp(p, ']');
	char *word = p;
	p += strcspn(p, "; \t\r\n\0");
	if (p - word == 0)
		return NULL;
	return newstring(word, p - word);
};

char *
lookup(char *n) // find value of ident referenced with $ in exp
{
	ident *id = idents->access(n + 1);
	if (id)

char *lookup(char *n)                           // find value of ident referenced with $ in exp
		switch (id->type) {
		case ID_VAR:
{
    ident *id = idents->access(n+1);
    if(id) switch(id->type)
			string t;
			itoa(t, *(id->storage));
    {
        case ID_VAR: string t; itoa(t, *(id->storage)); return exchangestr(n, t);
        case ID_ALIAS: return exchangestr(n, id->action);
    };
    conoutf("unknown alias lookup: %s", n+1);
    return n;
			return exchangestr(n, t);
		case ID_ALIAS:
			return exchangestr(n, id->action);
		};
	conoutf("unknown alias lookup: %s", n + 1);
	return n;
};

int
execute(char *p, bool isdown) // all evaluation happens here, recursively
{
	const int MAXWORDS = 25; // limit, remove
	char *w[MAXWORDS];
	int val = 0;
	for (bool cont = true; cont;) // for each ; seperated statement
	{
		int numargs = MAXWORDS;
		loopi(MAXWORDS) // collect all argument values
		{
			w[i] = "";
			if (i > numargs)
				continue;
			char *s = parseword(p); // parse and evaluate exps
			if (!s) {
				numargs = i;
				s = "";
			};

int execute(char *p, bool isdown)               // all evaluation happens here, recursively
{
			if (*s == '$')
				s = lookup(s); // substitute variables
			w[i] = s;
		};

    const int MAXWORDS = 25;                    // limit, remove
    char *w[MAXWORDS];
    int val = 0;
    for(bool cont = true; cont;)                // for each ; seperated statement
    {
        int numargs = MAXWORDS;
		p += strcspn(p, ";\n\0");
		cont = *p++ !=
		       0; // more statements if this isn't the end of the string
		char *c = w[0];
		if (*c == '/')
			c++; // strip irc-style command prefix
		if (!*c)
			continue; // empty statement

		ident *id = idents->access(c);
		if (!id) {
			val = ATOI(c);
        loopi(MAXWORDS)                         // collect all argument values
        {
			if (!val && *c != '0')
				conoutf("unknown command: %s", c);
		} else
			switch (id->type) {
			case ID_COMMAND:          // game defined commands
				switch (id->narg) // use very ad-hoc function
				                  // signature, and just call it
				{
            w[i] = "";
            if(i>numargs) continue;
				case ARG_1INT:
					if (isdown)
            char *s = parseword(p);             // parse and evaluate exps
            if(!s) { numargs = i; s = ""; };
            if(*s=='$') s = lookup(s);          // substitute variables
            w[i] = s;
						((void(__cdecl *)(int))id->fun)(
						    ATOI(w[1]));
        };
        
        p += strcspn(p, ";\n\0");
        cont = *p++!=0;                         // more statements if this isn't the end of the string
        char *c = w[0];
					break;
				case ARG_2INT:
					if (isdown)
						((void(__cdecl *)(
						    int, int))id->fun)(
						    ATOI(w[1]), ATOI(w[2]));
					break;
				case ARG_3INT:
					if (isdown)
						((void(__cdecl *)(int, int,
						    int))id->fun)(ATOI(w[1]),
						    ATOI(w[2]), ATOI(w[3]));
					break;
				case ARG_4INT:
					if (isdown)
						((void(__cdecl *)(int, int, int,
						    int))id->fun)(ATOI(w[1]),
						    ATOI(w[2]), ATOI(w[3]),
						    ATOI(w[4]));
					break;
				case ARG_NONE:
					if (isdown)
						((void(__cdecl *)())id->fun)();
					break;
				case ARG_1STR:
					if (isdown)
						((void(__cdecl *)(
						    char *))id->fun)(w[1]);
        if(*c=='/') c++;                        // strip irc-style command prefix
        if(!*c) continue;                       // empty statement
        
        ident *id = idents->access(c);
        if(!id)
					break;
				case ARG_2STR:
					if (isdown)
						((void(__cdecl *)(
						    char *, char *))id->fun)(
						    w[1], w[2]);
					break;
				case ARG_3STR:
					if (isdown)
        {
            val = ATOI(c);
						((void(__cdecl *)(char *,
            if(!val && *c!='0') conoutf("unknown command: %s", c);
        }
        else switch(id->type)
						    char *, char *))id->fun)(
        {
            case ID_COMMAND:                    // game defined commands       
                switch(id->narg)                // use very ad-hoc function signature, and just call it
						    w[1], w[2], w[3]);
					break;
				case ARG_5STR:
					if (isdown)
						((void(__cdecl *)(char *,
                { 
                    case ARG_1INT: if(isdown) ((void (__cdecl *)(int))id->fun)(ATOI(w[1])); break;
                    case ARG_2INT: if(isdown) ((void (__cdecl *)(int, int))id->fun)(ATOI(w[1]), ATOI(w[2])); break;
                    case ARG_3INT: if(isdown) ((void (__cdecl *)(int, int, int))id->fun)(ATOI(w[1]), ATOI(w[2]), ATOI(w[3])); break;
                    case ARG_4INT: if(isdown) ((void (__cdecl *)(int, int, int, int))id->fun)(ATOI(w[1]), ATOI(w[2]), ATOI(w[3]), ATOI(w[4])); break;
                    case ARG_NONE: if(isdown) ((void (__cdecl *)())id->fun)(); break;
                    case ARG_1STR: if(isdown) ((void (__cdecl *)(char *))id->fun)(w[1]); break;
                    case ARG_2STR: if(isdown) ((void (__cdecl *)(char *, char *))id->fun)(w[1], w[2]); break;
                    case ARG_3STR: if(isdown) ((void (__cdecl *)(char *, char *, char*))id->fun)(w[1], w[2], w[3]); break;
                    case ARG_5STR: if(isdown) ((void (__cdecl *)(char *, char *, char*, char*, char*))id->fun)(w[1], w[2], w[3], w[4], w[5]); break;
                    case ARG_DOWN: ((void (__cdecl *)(bool))id->fun)(isdown); break;
                    case ARG_DWN1: ((void (__cdecl *)(bool, char *))id->fun)(isdown, w[1]); break;
                    case ARG_1EXP: if(isdown) val = ((int (__cdecl *)(int))id->fun)(execute(w[1])); break;
                    case ARG_2EXP: if(isdown) val = ((int (__cdecl *)(int, int))id->fun)(execute(w[1]), execute(w[2])); break;
                    case ARG_1EST: if(isdown) val = ((int (__cdecl *)(char *))id->fun)(w[1]); break;
                    case ARG_2EST: if(isdown) val = ((int (__cdecl *)(char *, char *))id->fun)(w[1], w[2]); break;
                    case ARG_VARI: if(isdown)
						    char *, char *, char *,
						    char *))id->fun)(w[1], w[2],
						    w[3], w[4], w[5]);
					break;
				case ARG_DOWN:
					((void(__cdecl *)(bool))id->fun)(
					    isdown);
					break;
				case ARG_DWN1:
					((void(__cdecl *)(bool,
					    char *))id->fun)(isdown, w[1]);
					break;
				case ARG_1EXP:
					if (isdown)
						val = ((int(__cdecl *)(
						    int))id->fun)(
						    execute(w[1]));
					break;
				case ARG_2EXP:
					if (isdown)
						val = ((int(__cdecl *)(int,
						    int))id->fun)(execute(w[1]),
						    execute(w[2]));
					break;
				case ARG_1EST:
					if (isdown)
						val = ((int(__cdecl *)(
						    char *))id->fun)(w[1]);
					break;
				case ARG_2EST:
					if (isdown)
						val = ((int(__cdecl *)(
						    char *, char *))id->fun)(
						    w[1], w[2]);
					break;
				case ARG_VARI:
                    {
                        string r;               // limit, remove
                        r[0] = 0;
                        for(int i = 1; i<numargs; i++)       
					if (isdown) {
						string r; // limit, remove
						r[0] = 0;
						for (int i = 1; i < numargs;
                        {
                            strcat_s(r, w[i]);  // make string-list out of all arguments
                            if(i==numargs-1) break;
                            strcat_s(r, " ");
                        };
                        ((void (__cdecl *)(char *))id->fun)(r);
                        break;
                    }
                };
                break;
       
            case ID_VAR:                        // game defined variabled 
                if(isdown)
						     i++) {
							strcat_s(r,
							    w[i]); // make
							           // string-list
							           // out of all
							           // arguments
							if (i == numargs - 1)
								break;
							strcat_s(r, " ");
						};
						((void(__cdecl *)(
						    char *))id->fun)(r);
						break;
					}
				};
				break;

			case ID_VAR: // game defined variabled
				if (isdown) {
                {
                    if(!w[1][0]) conoutf("%s = %d", c, *id->storage);      // var with no value just prints its current value
                    else
					if (!w[1][0])
						conoutf("%s = %d", c,
						    *id->storage); // var with
						                   // no value
						                   // just
						                   // prints its
						                   // current
						                   // value
					else {
                    {
                        if(id->min>id->max)
						if (id->min > id->max) {
                        {
                            conoutf("variable is read-only");
							conoutf("variable is "
                        }
                        else
							        "read-only");
						} else {
                        {
                            int i1 = ATOI(w[1]);
                            if(i1<id->min || i1>id->max)
							int i1 = ATOI(w[1]);
							if (i1 < id->min ||
							    i1 > id->max) {
								i1 =
								    i1 < id->min
								        ? id->min
								        : id->max; // clamp to valid range
								conoutf(
								    "valid "
								    "range for "
								    "%s is "
								    "%d..%d",
								    c, id->min,
                            {
                                i1 = i1<id->min ? id->min : id->max;                // clamp to valid range
                                conoutf("valid range for %s is %d..%d", c, id->min, id->max);
                            }
                            *id->storage = i1;
                        };
                        if(id->fun) ((void (__cdecl *)())id->fun)();            // call trigger function if available
                    };
                };
                break;
                
            case ID_ALIAS:                              // alias, also used as functions and (global) variables
                for(int i = 1; i<numargs; i++)
								    id->max);
							}
							*id->storage = i1;
						};
						if (id->fun)
							((void(__cdecl *)())id
							        ->fun)(); // call
							                  // trigger
							                  // function
							                  // if
							                  // available
					};
				};
				break;

			case ID_ALIAS: // alias, also used as functions and
			               // (global) variables
				for (int i = 1; i < numargs; i++) {
                {
                    sprintf_sd(t)("arg%d", i);          // set any arguments as (global) arg values so functions can access them
                    alias(t, w[i]);
                };
                char *action = newstring(id->action);   // create new string here because alias could rebind itself
                val = execute(action, isdown);
                gp()->deallocstr(action);
                break;
        };
        loopj(numargs) gp()->deallocstr(w[j]);
    };
    return val;
					sprintf_sd(t)("arg%d",
					    i); // set any arguments as (global)
					        // arg values so functions can
					        // access them
					alias(t, w[i]);
				};
				char *action = newstring(
				    id->action); // create new string here
				                 // because alias could rebind
				                 // itself
				val = execute(action, isdown);
				gp()->deallocstr(action);
				break;
			};
		loopj(numargs) gp()->deallocstr(w[j]);
	};
	return val;
};

// tab-completion of all idents

int completesize = 0, completeidx = 0;

void
void resetcomplete() { completesize = 0; };

void complete(char *s)
{
    if(*s!='/')
    {
        string t;
        strcpy_s(t, s);
        strcpy_s(s, "/");
        strcat_s(s, t);
    };
    if(!s[1]) return;
    if(!completesize) { completesize = (int)strlen(s)-1; completeidx = 0; };
    int idx = 0;
    enumerate(idents, ident *, id,
        if(strncmp(id->name, s+1, completesize)==0 && idx++==completeidx)
resetcomplete()
{
	completesize = 0;
};

void
complete(char *s)
{
	if (*s != '/') {
		string t;
		strcpy_s(t, s);
		strcpy_s(s, "/");
		strcat_s(s, t);
	};
	if (!s[1])
		return;
	if (!completesize) {
		completesize = (int)strlen(s) - 1;
		completeidx = 0;
	};
	int idx = 0;
	enumerate(
	    idents, ident *, id,
	    if (strncmp(id->name, s + 1, completesize) == 0 &&
        {
            strcpy_s(s, "/");
            strcat_s(s, id->name);
        };
	        idx++ == completeidx) {
		    strcpy_s(s, "/");
		    strcat_s(s, id->name);
	    };);
    );
    completeidx++;
    if(completeidx>=idx) completeidx = 0;
	completeidx++;
	if (completeidx >= idx)
		completeidx = 0;
};

bool
bool execfile(char *cfgfile)
execfile(char *cfgfile)
{
    string s;
    strcpy_s(s, cfgfile);
    char *buf = loadfile(path(s), NULL);
    if(!buf) return false;
    execute(buf);
    free(buf);
    return true;
	string s;
	strcpy_s(s, cfgfile);
	char *buf = loadfile(path(s), NULL);
	if (!buf)
		return false;
	execute(buf);
	free(buf);
	return true;
};

void
void exec(char *cfgfile)
exec(char *cfgfile)
{
	if (!execfile(cfgfile))
    if(!execfile(cfgfile)) conoutf("could not read \"%s\"", cfgfile);
		conoutf("could not read \"%s\"", cfgfile);
};

void
void writecfg()
writecfg()
{
    FILE *f = fopen("config.cfg", "w");
    if(!f) return;
    fprintf(f, "// automatically written on exit, do not modify\n// delete this file to have defaults.cfg overwrite these settings\n// modify settings in game, or put settings in autoexec.cfg to override anything\n\n");
    writeclientinfo(f);
    fprintf(f, "\n");
    enumerate(idents, ident *, id,
        if(id->type==ID_VAR && id->persist)
	FILE *f = fopen("config.cfg", "w");
	if (!f)
		return;
	fprintf(f, "// automatically written on exit, do not modify\n// delete "
	           "this file to have defaults.cfg overwrite these "
	           "settings\n// modify settings in game, or put settings in "
	           "autoexec.cfg to override anything\n\n");
	writeclientinfo(f);
	fprintf(f, "\n");
	enumerate(
	    idents, ident *, id, if (id->type == ID_VAR && id->persist) {
        {
            fprintf(f, "%s %d\n", id->name, *id->storage);
        };
		    fprintf(f, "%s %d\n", id->name, *id->storage);
	    };);
    );
    fprintf(f, "\n");
    writebinds(f);
    fprintf(f, "\n");
    enumerate(idents, ident *, id,
        if(id->type==ID_ALIAS && !strstr(id->name, "nextmap_"))
	fprintf(f, "\n");
	writebinds(f);
	fprintf(f, "\n");
	enumerate(
	    idents, ident *, id,
	    if (id->type == ID_ALIAS && !strstr(id->name, "nextmap_")) {
        {
            fprintf(f, "alias \"%s\" [%s]\n", id->name, id->action);
        };
		    fprintf(f, "alias \"%s\" [%s]\n", id->name, id->action);
	    };);
    );
    fclose(f);
	fclose(f);
};

COMMAND(writecfg, ARG_NONE);

// below the commands that implement a small imperative language. thanks to the semantics of
// below the commands that implement a small imperative language. thanks to the
// semantics of
// () and [] expressions, any control construct can be defined trivially.

void
void intset(char *name, int v) { string b; itoa(b, v); alias(name, b); };

void ifthen(char *cond, char *thenp, char *elsep) { execute(cond[0]!='0' ? thenp : elsep); };
intset(char *name, int v)
{
	string b;
	itoa(b, v);
	alias(name, b);
};

void
ifthen(char *cond, char *thenp, char *elsep)
void loopa(char *times, char *body) { int t = atoi(times); loopi(t) { intset("i", i); execute(body); }; };
void whilea(char *cond, char *body) { while(execute(cond)) execute(body); };    // can't get any simpler than this :)
void onrelease(bool on, char *body) { if(!on) execute(body); };

void concat(char *s) { alias("s", s); };

{
	execute(cond[0] != '0' ? thenp : elsep);
};
void
loopa(char *times, char *body)
{
void concatword(char *s)
{
	int t = atoi(times);
	loopi(t)
	{
    for(char *a = s, *b = s; *a = *b; b++) if(*a!=' ') a++;   
    concat(s);
};
		intset("i", i);
		execute(body);
	};
};
void
whilea(char *cond, char *body)
{
	while (execute(cond))
		execute(body);
}; // can't get any simpler than this :)
void
onrelease(bool on, char *body)
{
	if (!on)
		execute(body);
};

void
concat(char *s)
{
	alias("s", s);
};

void
concatword(char *s)
{
	for (char *a = s, *b = s; *a = *b; b++)
		if (*a != ' ')
			a++;
	concat(s);
};

int
int listlen(char *a)
listlen(char *a)
{
	if (!*a)
    if(!*a) return 0;
    int n = 0;
    while(*a) if(*a++==' ') n++;
    return n+1;
		return 0;
	int n = 0;
	while (*a)
		if (*a++ == ' ')
			n++;
	return n + 1;
};

void
void at(char *s, char *pos)
at(char *s, char *pos)
{
    int n = atoi(pos);
    loopi(n) s += strspn(s += strcspn(s, " \0"), " ");
    s[strcspn(s, " \0")] = 0;
    concat(s);
	int n = atoi(pos);
	loopi(n) s += strspn(s += strcspn(s, " \0"), " ");
	s[strcspn(s, " \0")] = 0;
	concat(s);
};

COMMANDN(loop, loopa, ARG_2STR);
COMMANDN(while, whilea, ARG_2STR);
COMMANDN(if, ifthen, ARG_3STR); 
COMMANDN(if, ifthen, ARG_3STR);
COMMAND(onrelease, ARG_DWN1);
COMMAND(exec, ARG_1STR);
COMMAND(concat, ARG_VARI);
COMMAND(concatword, ARG_VARI);
COMMAND(at, ARG_2STR);
COMMAND(listlen, ARG_1EST);

int
add(int a, int b)
{
	return a + b;
};
int add(int a, int b)   { return a+b; };         COMMANDN(+, add, ARG_2EXP);
int mul(int a, int b)   { return a*b; };         COMMANDN(*, mul, ARG_2EXP);
int sub(int a, int b)   { return a-b; };         COMMANDN(-, sub, ARG_2EXP);
int divi(int a, int b)  { return b ? a/b : 0; }; COMMANDN(div, divi, ARG_2EXP);
int mod(int a, int b)   { return b ? a%b : 0; }; COMMAND(mod, ARG_2EXP);
int equal(int a, int b) { return (int)(a==b); }; COMMANDN(=, equal, ARG_2EXP);
int lt(int a, int b)    { return (int)(a<b); };  COMMANDN(<, lt, ARG_2EXP);
int gt(int a, int b)    { return (int)(a>b); };  COMMANDN(>, gt, ARG_2EXP);
COMMANDN(+, add, ARG_2EXP);
int
mul(int a, int b)
{
	return a * b;
};
COMMANDN(*, mul, ARG_2EXP);
int
sub(int a, int b)
{
	return a - b;
};
COMMANDN(-, sub, ARG_2EXP);
int
divi(int a, int b)
{
	return b ? a / b : 0;
};
COMMANDN(div, divi, ARG_2EXP);
int
mod(int a, int b)
{
	return b ? a % b : 0;
};
COMMAND(mod, ARG_2EXP);
int
equal(int a, int b)
{
	return (int)(a == b);
};
COMMANDN(=, equal, ARG_2EXP);
int
lt(int a, int b)
{
	return (int)(a < b);
};
COMMANDN(<, lt, ARG_2EXP);
int
gt(int a, int b)
{
	return (int)(a > b);
};
COMMANDN(>, gt, ARG_2EXP);

int
strcmpa(char *a, char *b)
{
	return strcmp(a, b) == 0;
};
int strcmpa(char *a, char *b) { return strcmp(a,b)==0; };  COMMANDN(strcmp, strcmpa, ARG_2EST);
COMMANDN(strcmp, strcmpa, ARG_2EST);

int
rndn(int a)
{
	return a > 0 ? rnd(a) : 0;
};
int rndn(int a)    { return a>0 ? rnd(a) : 0; };  COMMANDN(rnd, rndn, ARG_1EXP);
COMMANDN(rnd, rndn, ARG_1EXP);

int
int explastmillis() { return lastmillis; };  COMMANDN(millis, explastmillis, ARG_1EXP);

explastmillis()
{
	return lastmillis;
};
COMMANDN(millis, explastmillis, ARG_1EXP);

Modified src/console.cxx from [6742f4f771] to [3bc4bc641c].

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// console.cpp: the console buffer, its display, and command line control

#include "cube.h"
#include <ctype.h>

struct cline { char *cref; int outtime; };
struct cline {
	char *cref;
	int outtime;
};
vector<cline> conlines;

const int ndraw = 5;
const int WORDWRAP = 80;
int conskip = 0;

bool saycommandon = false;
string commandbuf;

void
void setconskip(int n)
setconskip(int n)
{
    conskip += n;
    if(conskip<0) conskip = 0;
	conskip += n;
	if (conskip < 0)
		conskip = 0;
};

COMMANDN(conskip, setconskip, ARG_1INT);

void
void conline(const char *sf, bool highlight)        // add a line to the console buffer
conline(const char *sf, bool highlight) // add a line to the console buffer
{
    cline cl;
    cl.cref = conlines.length()>100 ? conlines.pop().cref : newstringbuf("");   // constrain the buffer size
    cl.outtime = lastmillis;                        // for how long to keep line on screen
    conlines.insert(0,cl);
    if(highlight)                                   // show line in a different colour, for chat etc.
    {
        cl.cref[0] = '\f';
        cl.cref[1] = 0;
        strcat_s(cl.cref, sf);
	cline cl;
	cl.cref = conlines.length() > 100
	              ? conlines.pop().cref
	              : newstringbuf(""); // constrain the buffer size
	cl.outtime = lastmillis;          // for how long to keep line on screen
	conlines.insert(0, cl);
	if (highlight) // show line in a different colour, for chat etc.
	{
		cl.cref[0] = '\f';
		cl.cref[1] = 0;
		strcat_s(cl.cref, sf);
    }
    else
	} else {
    {
        strcpy_s(cl.cref, sf);
    };
    puts(cl.cref);
    #ifndef _WIN32
        fflush(stdout);
    #endif
		strcpy_s(cl.cref, sf);
	};
	puts(cl.cref);
#ifndef _WIN32
	fflush(stdout);
#endif
};

void
void conoutf(const char *s, ...)
conoutf(const char *s, ...)
{
    sprintf_sdv(sf, s);
    s = sf;
    int n = 0;
    while(strlen(s)>WORDWRAP)                       // cut strings to fit on screen
    {
        string t;
        strn0cpy(t, s, WORDWRAP+1);
        conline(t, n++!=0);
        s += WORDWRAP;
    };
    conline(s, n!=0);
	sprintf_sdv(sf, s);
	s = sf;
	int n = 0;
	while (strlen(s) > WORDWRAP) // cut strings to fit on screen
	{
		string t;
		strn0cpy(t, s, WORDWRAP + 1);
		conline(t, n++ != 0);
		s += WORDWRAP;
	};
	conline(s, n != 0);
};

void
void renderconsole()                                // render buffer taking into account time & scrolling
renderconsole() // render buffer taking into account time & scrolling
{
    int nd = 0;
    char *refs[ndraw];
    loopv(conlines) if(conskip ? i>=conskip-1 || i>=conlines.length()-ndraw : lastmillis-conlines[i].outtime<20000)
    {
        refs[nd++] = conlines[i].cref;
        if(nd==ndraw) break;
    };
    loopj(nd)
    {
        draw_text(refs[j], FONTH/3, (FONTH/4*5)*(nd-j-1)+FONTH/3, 2);
    };
	int nd = 0;
	char *refs[ndraw];
	loopv(conlines) if (conskip ? i >= conskip - 1 ||
	                                  i >= conlines.length() - ndraw
	                            : lastmillis - conlines[i].outtime < 20000)
	{
		refs[nd++] = conlines[i].cref;
		if (nd == ndraw)
			break;
	};
	loopj(nd)
	{
		draw_text(refs[j], FONTH / 3,
		    (FONTH / 4 * 5) * (nd - j - 1) + FONTH / 3, 2);
	};
};

// keymap is defined externally in keymap.cfg

struct keym { int code; char *name; char *action; } keyms[256];
int numkm = 0;                                     
struct keym {
	int code;
	char *name;
	char *action;
} keyms[256];
int numkm = 0;

void
void keymap(char *code, char *key, char *action)
keymap(char *code, char *key, char *action)
{
    keyms[numkm].code = atoi(code);
    keyms[numkm].name = newstring(key);
    keyms[numkm++].action = newstringbuf(action);
	keyms[numkm].code = atoi(code);
	keyms[numkm].name = newstring(key);
	keyms[numkm++].action = newstringbuf(action);
};

COMMAND(keymap, ARG_3STR);

void
void bindkey(char *key, char *action)
bindkey(char *key, char *action)
{
    for(char *x = key; *x; x++) *x = toupper(*x);
    loopi(numkm) if(strcmp(keyms[i].name, key)==0)
    {
        strcpy_s(keyms[i].action, action);
        return;
    };
    conoutf("unknown key \"%s\"", key);   
	for (char *x = key; *x; x++)
		*x = toupper(*x);
	loopi(numkm) if (strcmp(keyms[i].name, key) == 0)
	{
		strcpy_s(keyms[i].action, action);
		return;
	};
	conoutf("unknown key \"%s\"", key);
};

COMMANDN(bind, bindkey, ARG_2STR);

void
void saycommand(char *init)                         // turns input to the command line on or off
saycommand(char *init) // turns input to the command line on or off
{
    SDL_EnableUNICODE(saycommandon = (init!=NULL));
    if(!editmode) keyrepeat(saycommandon);
    if(!init) init = "";
    strcpy_s(commandbuf, init);
	SDL_EnableUNICODE(saycommandon = (init != NULL));
	if (!editmode)
		keyrepeat(saycommandon);
	if (!init)
		init = "";
	strcpy_s(commandbuf, init);
};

void
mapmsg(char *s)
{
void mapmsg(char *s) { strn0cpy(hdr.maptitle, s, 128); };
	strn0cpy(hdr.maptitle, s, 128);
};

COMMAND(saycommand, ARG_VARI);
COMMAND(mapmsg, ARG_1STR);

#ifndef _WIN32
#include <X11/Xlib.h>
#include <SDL_syswm.h>
#include <X11/Xlib.h>
#endif

void
void pasteconsole()
pasteconsole()
{
    #ifdef _WIN32
    if(!IsClipboardFormatAvailable(CF_TEXT)) return; 
    if(!OpenClipboard(NULL)) return;
    char *cb = (char *)GlobalLock(GetClipboardData(CF_TEXT));
    strcat_s(commandbuf, cb);
    GlobalUnlock(cb);
    CloseClipboard();
    #else
    SDL_SysWMinfo wminfo;
    SDL_VERSION(&wminfo.version); 
    wminfo.subsystem = SDL_SYSWM_X11;
    if(!SDL_GetWMInfo(&wminfo)) return;
    int cbsize;
    char *cb = XFetchBytes(wminfo.info.x11.display, &cbsize);
    if(!cb || !cbsize) return;
    int commandlen = strlen(commandbuf);
    for(char *cbline = cb, *cbend; commandlen + 1 < _MAXDEFSTR && cbline < &cb[cbsize]; cbline = cbend + 1)
#ifdef _WIN32
	if (!IsClipboardFormatAvailable(CF_TEXT))
		return;
	if (!OpenClipboard(NULL))
		return;
	char *cb = (char *)GlobalLock(GetClipboardData(CF_TEXT));
	strcat_s(commandbuf, cb);
	GlobalUnlock(cb);
	CloseClipboard();
#else
	SDL_SysWMinfo wminfo;
	SDL_VERSION(&wminfo.version);
	wminfo.subsystem = SDL_SYSWM_X11;
	if (!SDL_GetWMInfo(&wminfo))
		return;
	int cbsize;
	char *cb = XFetchBytes(wminfo.info.x11.display, &cbsize);
	if (!cb || !cbsize)
		return;
	int commandlen = strlen(commandbuf);
	for (char *cbline = cb, *cbend;
	     commandlen + 1 < _MAXDEFSTR && cbline < &cb[cbsize];
    {
        cbend = (char *)memchr(cbline, '\0', &cb[cbsize] - cbline);
        if(!cbend) cbend = &cb[cbsize];
        if(commandlen + cbend - cbline + 1 > _MAXDEFSTR) cbend = cbline + _MAXDEFSTR - commandlen - 1;
        memcpy(&commandbuf[commandlen], cbline, cbend - cbline);
        commandlen += cbend - cbline;
        commandbuf[commandlen] = '\n';
        if(commandlen + 1 < _MAXDEFSTR && cbend < &cb[cbsize]) ++commandlen;
        commandbuf[commandlen] = '\0';
    };
    XFree(cb);
    #endif
	     cbline = cbend + 1) {
		cbend = (char *)memchr(cbline, '\0', &cb[cbsize] - cbline);
		if (!cbend)
			cbend = &cb[cbsize];
		if (commandlen + cbend - cbline + 1 > _MAXDEFSTR)
			cbend = cbline + _MAXDEFSTR - commandlen - 1;
		memcpy(&commandbuf[commandlen], cbline, cbend - cbline);
		commandlen += cbend - cbline;
		commandbuf[commandlen] = '\n';
		if (commandlen + 1 < _MAXDEFSTR && cbend < &cb[cbsize])
			++commandlen;
		commandbuf[commandlen] = '\0';
	};
	XFree(cb);
#endif
};

cvector vhistory;
int histpos = 0;

void
void history(int n)
history(int n)
{
    static bool rec = false;
    if(!rec && n>=0 && n<vhistory.length())
	static bool rec = false;
	if (!rec && n >= 0 && n < vhistory.length()) {
    {
        rec = true;
        execute(vhistory[vhistory.length()-n-1]);
        rec = false;
    };
		rec = true;
		execute(vhistory[vhistory.length() - n - 1]);
		rec = false;
	};
};

COMMAND(history, ARG_1INT);

void
void keypress(int code, bool isdown, int cooked)
keypress(int code, bool isdown, int cooked)
{
    if(saycommandon)                                // keystrokes go to commandline
    {
        if(isdown)
	if (saycommandon) // keystrokes go to commandline
	{
		if (isdown) {
        {
            switch(code)
			switch (code) {
            {
                case SDLK_RETURN:
                    break;
			case SDLK_RETURN:
				break;

                case SDLK_BACKSPACE:
                case SDLK_LEFT:
			case SDLK_BACKSPACE:
			case SDLK_LEFT: {
                {
                    for(int i = 0; commandbuf[i]; i++) if(!commandbuf[i+1]) commandbuf[i] = 0;
                    resetcomplete();
                    break;
                };
                    
                case SDLK_UP:
                    if(histpos) strcpy_s(commandbuf, vhistory[--histpos]);
                    break;
                
                case SDLK_DOWN:
                    if(histpos<vhistory.length()) strcpy_s(commandbuf, vhistory[histpos++]);
                    break;
                    
                case SDLK_TAB:
                    complete(commandbuf);
                    break;
				for (int i = 0; commandbuf[i]; i++)
					if (!commandbuf[i + 1])
						commandbuf[i] = 0;
				resetcomplete();
				break;
			};

			case SDLK_UP:
				if (histpos)
					strcpy_s(
					    commandbuf, vhistory[--histpos]);
				break;

			case SDLK_DOWN:
				if (histpos < vhistory.length())
					strcpy_s(
					    commandbuf, vhistory[histpos++]);
				break;

			case SDLK_TAB:
				complete(commandbuf);
				break;

                case SDLK_v:
                    if(SDL_GetModState()&(KMOD_LCTRL|KMOD_RCTRL)) { pasteconsole(); return; };
			case SDLK_v:
				if (SDL_GetModState() &
				    (KMOD_LCTRL | KMOD_RCTRL)) {
					pasteconsole();
					return;
				};

                default:
                    resetcomplete();
                    if(cooked) { char add[] = { cooked, 0 }; strcat_s(commandbuf, add); };
            };
        }
        else
			default:
				resetcomplete();
				if (cooked) {
					char add[] = {cooked, 0};
					strcat_s(commandbuf, add);
				};
			};
		} else {
        {
            if(code==SDLK_RETURN)
			if (code == SDLK_RETURN) {
            {
                if(commandbuf[0])
				if (commandbuf[0]) {
                {
                    if(vhistory.empty() || strcmp(vhistory.last(), commandbuf))
					if (vhistory.empty() ||
					    strcmp(
					        vhistory.last(), commandbuf)) {
                    {
                        vhistory.add(newstring(commandbuf));  // cap this?
                    };
                    histpos = vhistory.length();
                    if(commandbuf[0]=='/') execute(commandbuf, true);
                    else toserver(commandbuf);
                };
                saycommand(NULL);
						vhistory.add(newstring(
						    commandbuf)); // cap this?
					};
					histpos = vhistory.length();
					if (commandbuf[0] == '/')
						execute(commandbuf, true);
					else
						toserver(commandbuf);
				};
				saycommand(NULL);
            }
            else if(code==SDLK_ESCAPE)
			} else if (code == SDLK_ESCAPE) {
            {
                saycommand(NULL);
            };
        };
				saycommand(NULL);
			};
		};
    }
    else if(!menukey(code, isdown))                 // keystrokes go to menu
    {
        loopi(numkm) if(keyms[i].code==code)        // keystrokes go to game, lookup in keymap and execute
        {
            string temp;
            strcpy_s(temp, keyms[i].action);
            execute(temp, isdown); 
            return;
        };
    };
	} else if (!menukey(code, isdown)) // keystrokes go to menu
	{
		loopi(numkm) if (keyms[i].code ==
		                 code) // keystrokes go to game, lookup in
		                       // keymap and execute
		{
			string temp;
			strcpy_s(temp, keyms[i].action);
			execute(temp, isdown);
			return;
		};
	};
};

char *
char *getcurcommand()
getcurcommand()
{
    return saycommandon ? commandbuf : NULL;
	return saycommandon ? commandbuf : NULL;
};

void
void writebinds(FILE *f)
writebinds(FILE *f)
{
    loopi(numkm)
    {
        if(*keyms[i].action) fprintf(f, "bind \"%s\" [%s]\n", keyms[i].name, keyms[i].action);
    };
	loopi(numkm)
	{
		if (*keyms[i].action)
			fprintf(f, "bind \"%s\" [%s]\n", keyms[i].name,
			    keyms[i].action);
	};
};

Modified src/cube.h from [184ea10702] to [11dc4e9109].

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// one big bad include file for the whole engine... nasty!

#include "tools.h"			
#include "tools.h"

enum                            // block types, order matters!
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
	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

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
	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
enum // hardcoded texture numbers
{
    DEFAULT_SKY = 0,
    DEFAULT_LIQUID,
    DEFAULT_WALL,
    DEFAULT_FLOOR,
    DEFAULT_CEIL
	DEFAULT_SKY = 0,
	DEFAULT_LIQUID,
	DEFAULT_WALL,
	DEFAULT_FLOOR,
	DEFAULT_CEIL
};

enum                            // static entity types
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
	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
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;        
	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    
struct entity : public persistent_entity {
{
    bool spawned;               // the only dynamic state of a map entity
	bool spawned; // the only dynamic state of a map entity
};

#define MAPVERSION 5            // bump if map format changes, see worldio.cpp
#define MAPVERSION 5 // bump if map format changes, see worldio.cpp

struct header                   // map file format header
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];
	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 SWS(w, x, y, s) (&(w)[(y) * (s) + (x)])
#define SW(w, x, y) SWS(w, x, y, ssize)
#define S(x, y) SW(world, x, y) // convenient lookup of a lowest mip cube
#define SMALLEST_FACTOR 6       // determines number of mips there can be
#define DEFAULT_FACTOR 8
#define LARGEST_FACTOR 11               // 10 is already insane
#define SOLID(x) ((x)->type==SOLID)
#define MINBORD 2                       // 2 cubes from the edge of the world are always solid
#define OUTBORD(x,y) ((x)<MINBORD || (y)<MINBORD || (x)>=ssize-MINBORD || (y)>=ssize-MINBORD)
#define LARGEST_FACTOR 11 // 10 is already insane
#define SOLID(x) ((x)->type == SOLID)
#define MINBORD 2 // 2 cubes from the edge of the world are always solid
#define OUTBORD(x, y)                                                          \
	((x) < MINBORD || (y) < MINBORD || (x) >= ssize - MINBORD ||           \
	    (y) >= ssize - MINBORD)

struct vec { float x, y, z; };
struct block { int x, y, xs, ys; };
struct mapmodelinfo { int rad, h, zoff, snap; char *name; };
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,
enum { GUN_FIST = 0, GUN_SG, GUN_CG, GUN_RL, GUN_RIFLE, GUN_FIREBALL, GUN_ICEBALL, GUN_SLIMEBALL, GUN_BITE, NUMGUNS };
	GUN_SLIMEBALL,
	GUN_BITE,
	NUMGUNS
};

struct dynent                           // players & monsters
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;
	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                                                        \
#define SAVEGAMEVERSION 4               // bump if dynent/netprotocol changes or any other savegame/demo data
	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
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 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
#define PROTOCOL_VERSION 122 // bump when protocol changes

// network messages codes, c2s, c2c, s2c
enum
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,
};     
	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
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,
	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; }; 
struct vertex {
	float u, v, x, y, z;
	uchar r, g, b, a;
};

typedef vector<dynent *> dvector;
typedef vector<char *> cvector;
typedef vector<int> ivector;

// globals ooh naughty

extern sqr *world,
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)
    *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<entity> ents;             // map entities
extern vec worldpos;                    // current target of the crosshair in the world
extern int lastmillis;                  // last time
extern int curtime;                     // current frame time
extern vector<entity> ents; // map entities
extern vec worldpos;        // current target of the crosshair in the world
extern int lastmillis;      // last time
extern int curtime;         // current frame time
extern int gamemode, nextmode;
extern int xtraverts;
extern bool demoplayback;


#define DMF 16.0f 
#define DAF 1.0f 
#define DMF 16.0f
#define DAF 1.0f
#define DVF 100.0f

#define VIRTW 2400                      // virtual screen size for text & HUD
#define VIRTW 2400 // virtual screen size for text & HUD
#define VIRTH 1800
#define FONTH 64
#define PIXELTAB (VIRTW/12)
#define PIXELTAB (VIRTW / 12)

#define PI  (3.1415927f)
#define PI2 (2*PI)
#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 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)
#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
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
}; 
	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)
// 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)                                              \
#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; }
	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
#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
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
#define _WINDOWS
#define ZLIB_DLL
#else
	#include <dlfcn.h>
#include <dlfcn.h>
#endif

#include <time.h>

#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#include <GL/glext.h>
#include <GL/glu.h>

#include <SDL.h>
#include <SDL_image.h>

#include <enet/enet.h>

#include <zlib.h>

#include "protos.h"				// external function decls
#include "protos.h" // external function decls

Modified src/editing.cxx from [ed7b27bed9] to [df7a7d4fb4].

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-
-
// editing.cpp: most map editing commands go here, entity editing commands are in world.cpp
// editing.cpp: most map editing commands go here, entity editing commands are
// in world.cpp

#include "cube.h"

bool editmode = false; 
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
// invariant: all code assumes that these are kept inside MINBORD distance of
// the edge of the map

block sel =
block sel = {
{
    variable("selx",  0, 0, 4096, &sel.x,  NULL, false),
    variable("sely",  0, 0, 4096, &sel.y,  NULL, false),
    variable("selx", 0, 0, 4096, &sel.x, NULL, false),
    variable("sely", 0, 0, 4096, &sel.y, NULL, false),
    variable("selxs", 0, 0, 4096, &sel.xs, NULL, false),
    variable("selys", 0, 0, 4096, &sel.ys, NULL, false),
};

int selh = 0;
bool selset = false;

#define loopselxy(b) { makeundo(); loop(x,sel.xs) loop(y,sel.ys) { sqr *s = S(sel.x+x, sel.y+y); b; }; remip(sel); }
#define loopselxy(b)                                                           \
	{                                                                      \
		makeundo();                                                    \
		loop(x, sel.xs) loop(y, sel.ys)                                \
		{                                                              \
			sqr *s = S(sel.x + x, sel.y + y);                      \
			b;                                                     \
		};                                                             \
		remip(sel);                                                    \
	}

int cx, cy, ch;

int curedittex[] = { -1, -1, -1 };
int curedittex[] = {-1, -1, -1};

bool dragging = false;
int lastx, lasty, lasth;

int lasttype = 0, lasttex = 0;
sqr rtex;

VAR(editing,0,0,1);
VAR(editing, 0, 0, 1);

void
void toggleedit()
toggleedit()
{
	if (player1->state == CS_DEAD)
    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))
		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
		settagareas();     // reset triggers to allow quick playtesting
		entinmap(player1); // find spawn closest to current floating pos
    }
    else
	} 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();
    };
    keyrepeat(editmode);
    selset = false;
    editing = editmode;
		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();
	};
	keyrepeat(editmode);
	selset = false;
	editing = editmode;
};

COMMANDN(edittoggle, toggleedit, ARG_NONE);

void
void correctsel()                                       // ensures above invariant
correctsel() // ensures above invariant
{
    selset = !OUTBORD(sel.x, sel.y);
    int bsize = ssize-MINBORD;
    if(sel.xs+sel.x>bsize) sel.xs = bsize-sel.x;
    if(sel.ys+sel.y>bsize) sel.ys = bsize-sel.y;
    if(sel.xs<=0 || sel.ys<=0) selset = false;
	selset = !OUTBORD(sel.x, sel.y);
	int bsize = ssize - MINBORD;
	if (sel.xs + sel.x > bsize)
		sel.xs = bsize - sel.x;
	if (sel.ys + sel.y > bsize)
		sel.ys = bsize - sel.y;
	if (sel.xs <= 0 || sel.ys <= 0)
		selset = false;
};

bool
bool noteditmode()
noteditmode()
{
    correctsel();
    if(!editmode) conoutf("this function is only allowed in edit mode");
    return !editmode;
	correctsel();
	if (!editmode)
		conoutf("this function is only allowed in edit mode");
	return !editmode;
};

bool
bool noselection()
noselection()
{
	if (!selset)
    if(!selset) conoutf("no selection");
    return !selset;
		conoutf("no selection");
	return !selset;
};

#define EDITSEL                                                                \
#define EDITSEL   if(noteditmode() || noselection()) return;
#define EDITSELMP if(noteditmode() || noselection() || multiplayer()) return;
#define EDITMP    if(noteditmode() || multiplayer()) return;
	if (noteditmode() || noselection())                                    \
		return;
#define EDITSELMP                                                              \
	if (noteditmode() || noselection() || multiplayer())                   \
		return;
#define EDITMP                                                                 \
	if (noteditmode() || multiplayer())                                    \
		return;

void
void selectpos(int x, int y, int xs, int ys)
selectpos(int x, int y, int xs, int ys)
{
    block s = { x, y, xs, ys };
    sel = s;
    selh = 0;
    correctsel();
	block s = {x, y, xs, ys};
	sel = s;
	selh = 0;
	correctsel();
};

void
void makesel()
makesel()
{
    block s = { min(lastx,cx), min(lasty,cy), abs(lastx-cx)+1, abs(lasty-cy)+1 };
    sel = s;
    selh = max(lasth,ch);
    correctsel();
    if(selset) rtex = *S(sel.x, sel.y);
	block s = {min(lastx, cx), min(lasty, cy), abs(lastx - cx) + 1,
	    abs(lasty - cy) + 1};
	sel = s;
	selh = max(lasth, ch);
	correctsel();
	if (selset)
		rtex = *S(sel.x, sel.y);
};

VAR(flrceil,0,0,2);
VAR(flrceil, 0, 0, 2);

float
sheight(
float sheight(sqr *s, sqr *t, float z)                  // finds out z height when cursor points at wall
    sqr *s, sqr *t, float z) // finds out z height when cursor points at wall
{
    return !flrceil //z-s->floor<s->ceil-z
        ? (s->type==FHF ? s->floor-t->vdelta/4.0f : (float)s->floor)
        : (s->type==CHF ? s->ceil+t->vdelta/4.0f : (float)s->ceil);
	return !flrceil // z-s->floor<s->ceil-z
	           ? (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
void cursorupdate()                                     // called every frame from hud
cursorupdate() // called every frame from hud
{
    flrceil = ((int)(player1->pitch>=0))*2;
	flrceil = ((int)(player1->pitch >= 0)) * 2;

	volatile float x =
    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;
	    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);
    
    if(fabs(sheight(s,s,z)-z)>1)                        // selected wall
    {
        x += x>player1->o.x ? 0.5f : -0.5f;             // find right wall cube
        y += y>player1->o.y ? 0.5f : -0.5f;
	if (OUTBORD(cx, cy))
		return;
	sqr *s = S(cx, cy);

	if (fabs(sheight(s, s, z) - z) > 1) // selected wall
	{
		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;
		cx = (int)x;
		cy = (int)y;

        if(OUTBORD(cx, cy)) return;
    };
        
    if(dragging) makesel();
		if (OUTBORD(cx, cy))
			return;
	};

	if (dragging)
		makesel();

    const int GRIDSIZE = 5;
    const float GRIDW = 0.5f;
    const float GRID8 = 2.0f;
    const float GRIDS = 2.0f;
    const int GRIDM = 0x7;
    
    // render editing grid
	const int GRIDSIZE = 5;
	const float GRIDW = 0.5f;
	const float GRID8 = 2.0f;
	const float GRIDS = 2.0f;
	const int GRIDM = 0x7;

	// render editing grid

    for(int ix = cx-GRIDSIZE; ix<=cx+GRIDSIZE; ix++) for(int iy = cy-GRIDSIZE; iy<=cy+GRIDSIZE; iy++)
	for (int ix = cx - GRIDSIZE; ix <= cx + GRIDSIZE; ix++)
    {
        if(OUTBORD(ix, iy)) continue;
        sqr *s = S(ix,iy);
        if(SOLID(s)) continue;
        float h1 = sheight(s, s, z);
        float h2 = sheight(s, SWS(s,1,0,ssize), z);
        float h3 = sheight(s, SWS(s,1,1,ssize), z);
        float h4 = sheight(s, SWS(s,0,1,ssize), z);
        if(s->tag) linestyle(GRIDW, 0xFF, 0x40, 0x40);
        else if(s->type==FHF || s->type==CHF) linestyle(GRIDW, 0x80, 0xFF, 0x80);
        else linestyle(GRIDW, 0x80, 0x80, 0x80);
        block b = { ix, iy, 1, 1 };
        box(b, h1, h2, h3, h4);
        linestyle(GRID8, 0x40, 0x40, 0xFF);
        if(!(ix&GRIDM))   line(ix,   iy,   h1, ix,   iy+1, h4);
        if(!(ix+1&GRIDM)) line(ix+1, iy,   h2, ix+1, iy+1, h3);
        if(!(iy&GRIDM))   line(ix,   iy,   h1, ix+1, iy,   h2);
        if(!(iy+1&GRIDM)) line(ix,   iy+1, h4, ix+1, iy+1, h3);
    };
		for (int iy = cy - GRIDSIZE; iy <= cy + GRIDSIZE; iy++) {
			if (OUTBORD(ix, iy))
				continue;
			sqr *s = S(ix, iy);
			if (SOLID(s))
				continue;
			float h1 = sheight(s, s, z);
			float h2 = sheight(s, SWS(s, 1, 0, ssize), z);
			float h3 = sheight(s, SWS(s, 1, 1, ssize), z);
			float h4 = sheight(s, SWS(s, 0, 1, ssize), z);
			if (s->tag)
				linestyle(GRIDW, 0xFF, 0x40, 0x40);
			else if (s->type == FHF || s->type == CHF)
				linestyle(GRIDW, 0x80, 0xFF, 0x80);
			else
				linestyle(GRIDW, 0x80, 0x80, 0x80);
			block b = {ix, iy, 1, 1};
			box(b, h1, h2, h3, h4);
			linestyle(GRID8, 0x40, 0x40, 0xFF);
			if (!(ix & GRIDM))
				line(ix, iy, h1, ix, iy + 1, h4);
			if (!(ix + 1 & GRIDM))
				line(ix + 1, iy, h2, ix + 1, iy + 1, h3);
			if (!(iy & GRIDM))
				line(ix, iy, h1, ix + 1, iy, h2);
			if (!(iy + 1 & GRIDM))
				line(ix, iy + 1, h4, ix + 1, iy + 1, h3);
		};

    if(!SOLID(s))
	if (!SOLID(s)) {
    {
        float ih = sheight(s, s, z);
        linestyle(GRIDS, 0xFF, 0xFF, 0xFF);
        block b = { cx, cy, 1, 1 };
        box(b, ih, sheight(s, SWS(s,1,0,ssize), z), sheight(s, SWS(s,1,1,ssize), z), sheight(s, SWS(s,0,1,ssize), z));
        linestyle(GRIDS, 0xFF, 0x00, 0x00);
        dot(cx, cy, ih);
        ch = (int)ih;
    };
		float ih = sheight(s, s, z);
		linestyle(GRIDS, 0xFF, 0xFF, 0xFF);
		block b = {cx, cy, 1, 1};
		box(b, ih, sheight(s, SWS(s, 1, 0, ssize), z),
		    sheight(s, SWS(s, 1, 1, ssize), z),
		    sheight(s, SWS(s, 0, 1, ssize), z));
		linestyle(GRIDS, 0xFF, 0x00, 0x00);
		dot(cx, cy, ih);
		ch = (int)ih;
	};

    if(selset)
	if (selset) {
    {
        linestyle(GRIDS, 0xFF, 0x40, 0x40);
        box(sel, (float)selh, (float)selh, (float)selh, (float)selh);
    };
		linestyle(GRIDS, 0xFF, 0x40, 0x40);
		box(sel, (float)selh, (float)selh, (float)selh, (float)selh);
	};
};

vector<block *> undos;                                  // unlimited undo
VARP(undomegs, 0, 1, 10);                                // bounded by n megs
vector<block *> undos;    // unlimited undo
VARP(undomegs, 0, 1, 10); // bounded by n megs

void
void pruneundos(int maxremain)                          // bound memory
pruneundos(int maxremain) // bound memory
{
    int t = 0;
    loopvrev(undos)
    {
        t += undos[i]->xs*undos[i]->ys*sizeof(sqr);
        if(t>maxremain) free(undos.remove(i));
    };
	int t = 0;
	loopvrev(undos)
	{
		t += undos[i]->xs * undos[i]->ys * sizeof(sqr);
		if (t > maxremain)
			free(undos.remove(i));
	};
};

void
void makeundo()
makeundo()
{
    undos.add(blockcopy(sel));
    pruneundos(undomegs<<20);
	undos.add(blockcopy(sel));
	pruneundos(undomegs << 20);
};

void
void editundo()
editundo()
{
    EDITMP;
    if(undos.empty()) { conoutf("nothing more to undo"); return; };
    block *p = undos.pop();
    blockpaste(*p);
    free(p);
	EDITMP;
	if (undos.empty()) {
		conoutf("nothing more to undo");
		return;
	};
	block *p = undos.pop();
	blockpaste(*p);
	free(p);
};

block *copybuf = NULL;

void
void copy()
copy()
{
    EDITSELMP;
    if(copybuf) free(copybuf);
    copybuf = blockcopy(sel);
	EDITSELMP;
	if (copybuf)
		free(copybuf);
	copybuf = blockcopy(sel);
};

void
void paste()
paste()
{
    EDITMP;
    if(!copybuf) { conoutf("nothing to paste"); return; };
    sel.xs = copybuf->xs;
    sel.ys = copybuf->ys;
    correctsel();
    if(!selset || sel.xs!=copybuf->xs || sel.ys!=copybuf->ys) { conoutf("incorrect selection"); return; };
    makeundo();
    copybuf->x = sel.x;
    copybuf->y = sel.y;
    blockpaste(*copybuf);
	EDITMP;
	if (!copybuf) {
		conoutf("nothing to paste");
		return;
	};
	sel.xs = copybuf->xs;
	sel.ys = copybuf->ys;
	correctsel();
	if (!selset || sel.xs != copybuf->xs || sel.ys != copybuf->ys) {
		conoutf("incorrect selection");
		return;
	};
	makeundo();
	copybuf->x = sel.x;
	copybuf->y = sel.y;
	blockpaste(*copybuf);
};

void
void tofronttex()                                       // maintain most recently used of the texture lists when applying texture
tofronttex() // maintain most recently used of the texture lists when applying
             // texture
{
    loopi(3)
    {
        int c = curedittex[i];
        if(c>=0)
	loopi(3)
	{
		int c = curedittex[i];
		if (c >= 0) {
        {
            uchar *p = hdr.texlists[i];
            int t = p[c];
            for(int a = c-1; a>=0; a--) p[a+1] = p[a];
            p[0] = t;
            curedittex[i] = -1;
        };
    };
			uchar *p = hdr.texlists[i];
			int t = p[c];
			for (int a = c - 1; a >= 0; a--)
				p[a + 1] = p[a];
			p[0] = t;
			curedittex[i] = -1;
		};
	};
};

void
void editdrag(bool isdown)
editdrag(bool isdown)
{
    if(dragging = isdown)
	if (dragging = isdown) {
    {
        lastx = cx;
        lasty = cy;
        lasth = ch;
        selset = false;
        tofronttex();
    };
    makesel();
		lastx = cx;
		lasty = cy;
		lasth = ch;
		selset = false;
		tofronttex();
	};
	makesel();
};

// the core editing function. all the *xy functions perform the core operations
// and are also called directly from the network, the function below it is strictly
// triggered locally. They all have very similar structure.
// and are also called directly from the network, the function below it is
// strictly triggered locally. They all have very similar structure.

void
void editheightxy(bool isfloor, int amount, block &sel)
editheightxy(bool isfloor, int amount, block &sel)
{
    loopselxy(if(isfloor)
	loopselxy(
    {
        s->floor += amount;
        if(s->floor>=s->ceil) s->floor = s->ceil-1;
	    if (isfloor) {
		    s->floor += amount;
		    if (s->floor >= s->ceil)
			    s->floor = s->ceil - 1;
    }
    else
	    } else {
    {
        s->ceil += amount;
        if(s->ceil<=s->floor) s->ceil = s->floor+1;
    });
		    s->ceil += amount;
		    if (s->ceil <= s->floor)
			    s->ceil = s->floor + 1;
	    });
};

void
void editheight(int flr, int amount)
editheight(int flr, int amount)
{
    EDITSEL;
    bool isfloor = flr==0;
    editheightxy(isfloor, amount, sel);
    addmsg(1, 7, SV_EDITH, sel.x, sel.y, sel.xs, sel.ys, isfloor, amount);
	EDITSEL;
	bool isfloor = flr == 0;
	editheightxy(isfloor, amount, sel);
	addmsg(1, 7, SV_EDITH, sel.x, sel.y, sel.xs, sel.ys, isfloor, amount);
};

COMMAND(editheight, ARG_2INT);

void
void edittexxy(int type, int t, block &sel)            
edittexxy(int type, int t, block &sel)
{
    loopselxy(switch(type)
	loopselxy(switch (type) {
    {
        case 0: s->ftex = t; break;
        case 1: s->wtex = t; break;
        case 2: s->ctex = t; break;
        case 3: s->utex = t; break;
    });
	        case 0:
		        s->ftex = t;
		        break;
	        case 1:
		        s->wtex = t;
		        break;
	        case 2:
		        s->ctex = t;
		        break;
	        case 3:
		        s->utex = t;
		        break;
	});
};

void
void edittex(int type, int dir)
edittex(int type, int dir)
{
    EDITSEL;
    if(type<0 || type>3) return;
    if(type!=lasttype) { tofronttex(); lasttype = type; };
    int atype = type==3 ? 1 : type;
    int i = curedittex[atype];
    i = i<0 ? 0 : i+dir;
    curedittex[atype] = i = min(max(i, 0), 255);
    int t = lasttex = hdr.texlists[atype][i];
    edittexxy(type, t, sel);
    addmsg(1, 7, SV_EDITT, sel.x, sel.y, sel.xs, sel.ys, type, t);
	EDITSEL;
	if (type < 0 || type > 3)
		return;
	if (type != lasttype) {
		tofronttex();
		lasttype = type;
	};
	int atype = type == 3 ? 1 : type;
	int i = curedittex[atype];
	i = i < 0 ? 0 : i + dir;
	curedittex[atype] = i = min(max(i, 0), 255);
	int t = lasttex = hdr.texlists[atype][i];
	edittexxy(type, t, sel);
	addmsg(1, 7, SV_EDITT, sel.x, sel.y, sel.xs, sel.ys, type, t);
};

void
void replace()
replace()
{
    EDITSELMP;
    loop(x,ssize) loop(y,ssize)
    {
        sqr *s = S(x, y);
        switch(lasttype)
	EDITSELMP;
	loop(x, ssize) loop(y, ssize)
	{
		sqr *s = S(x, y);
		switch (lasttype) {
        {
            case 0: if(s->ftex == rtex.ftex) s->ftex = lasttex; break;
            case 1: if(s->wtex == rtex.wtex) s->wtex = lasttex; break;
            case 2: if(s->ctex == rtex.ctex) s->ctex = lasttex; break;
            case 3: if(s->utex == rtex.utex) s->utex = lasttex; break;
        };
    };
    block b = { 0, 0, ssize, ssize }; 
    remip(b);
		case 0:
			if (s->ftex == rtex.ftex)
				s->ftex = lasttex;
			break;
		case 1:
			if (s->wtex == rtex.wtex)
				s->wtex = lasttex;
			break;
		case 2:
			if (s->ctex == rtex.ctex)
				s->ctex = lasttex;
			break;
		case 3:
			if (s->utex == rtex.utex)
				s->utex = lasttex;
			break;
		};
	};
	block b = {0, 0, ssize, ssize};
	remip(b);
};

void
edittypexy(int type, block &sel)

{
void edittypexy(int type, block &sel)
{
    loopselxy(s->type = type);
	loopselxy(s->type = type);
};

void
void edittype(int type)
edittype(int type)
{
    EDITSEL;
    if(type==CORNER && (sel.xs!=sel.ys || sel.xs==3 || sel.xs>4 && sel.xs!=8
                   || sel.x&~-sel.xs || sel.y&~-sel.ys))
                   { conoutf("corner selection must be power of 2 aligned"); return; };
    edittypexy(type, sel);
    addmsg(1, 6, SV_EDITS, sel.x, sel.y, sel.xs, sel.ys, type);
	EDITSEL;
	if (type == CORNER &&
	    (sel.xs != sel.ys || sel.xs == 3 || sel.xs > 4 && sel.xs != 8 ||
	        sel.x & ~-sel.xs || sel.y & ~-sel.ys)) {
		conoutf("corner selection must be power of 2 aligned");
		return;
	};
	edittypexy(type, sel);
	addmsg(1, 6, SV_EDITS, sel.x, sel.y, sel.xs, sel.ys, type);
};

void
void heightfield(int t) { edittype(t==0 ? FHF : CHF); };
void solid(int t)       { edittype(t==0 ? SPACE : SOLID); };
void corner()           { edittype(CORNER); };
heightfield(int t)
{
	edittype(t == 0 ? FHF : CHF);
};
void
solid(int t)
{
	edittype(t == 0 ? SPACE : SOLID);
};
void
corner()
{
	edittype(CORNER);
};

COMMAND(heightfield, ARG_1INT);
COMMAND(solid, ARG_1INT);
COMMAND(corner, ARG_NONE);

void
void editequalisexy(bool isfloor, block &sel)
editequalisexy(bool isfloor, block &sel)
{
    int low = 127, hi = -128;
    loopselxy(
	int low = 127, hi = -128;
	loopselxy({
    {
        if(s->floor<low) low = s->floor;
        if(s->ceil>hi) hi = s->ceil;
    });
    loopselxy(
		if (s->floor < low)
			low = s->floor;
		if (s->ceil > hi)
			hi = s->ceil;
	});
	loopselxy({
    {
        if(isfloor) s->floor = low; else s->ceil = hi;
        if(s->floor>=s->ceil) s->floor = s->ceil-1;
    });
		if (isfloor)
			s->floor = low;
		else
			s->ceil = hi;
		if (s->floor >= s->ceil)
			s->floor = s->ceil - 1;
	});
};

void
void equalize(int flr)
equalize(int flr)
{
    bool isfloor = flr==0;
    EDITSEL;
    editequalisexy(isfloor, sel);
    addmsg(1, 6, SV_EDITE, sel.x, sel.y, sel.xs, sel.ys, isfloor);
	bool isfloor = flr == 0;
	EDITSEL;
	editequalisexy(isfloor, sel);
	addmsg(1, 6, SV_EDITE, sel.x, sel.y, sel.xs, sel.ys, isfloor);
};

COMMAND(equalize, ARG_1INT);

void
void setvdeltaxy(int delta, block &sel)
setvdeltaxy(int delta, block &sel)
{
    loopselxy(s->vdelta = max(s->vdelta+delta, 0));
    remipmore(sel);    
	loopselxy(s->vdelta = max(s->vdelta + delta, 0));
	remipmore(sel);
};

void
void setvdelta(int delta)
setvdelta(int delta)
{
    EDITSEL;
    setvdeltaxy(delta, sel);
    addmsg(1, 6, SV_EDITD, sel.x, sel.y, sel.xs, sel.ys, delta);
	EDITSEL;
	setvdeltaxy(delta, sel);
	addmsg(1, 6, SV_EDITD, sel.x, sel.y, sel.xs, sel.ys, delta);
};

const int MAXARCHVERT = 50;
int archverts[MAXARCHVERT][MAXARCHVERT];
bool archvinit = false;

void
void archvertex(int span, int vert, int delta)
archvertex(int span, int vert, int delta)
{
    if(!archvinit)
	if (!archvinit) {
    {
        archvinit = true;
        loop(s,MAXARCHVERT) loop(v,MAXARCHVERT) archverts[s][v] = 0;
    };
    if(span>=MAXARCHVERT || vert>=MAXARCHVERT || span<0 || vert<0) return;
    archverts[span][vert] = delta;
		archvinit = true;
		loop(s, MAXARCHVERT) loop(v, MAXARCHVERT) archverts[s][v] = 0;
	};
	if (span >= MAXARCHVERT || vert >= MAXARCHVERT || span < 0 || vert < 0)
		return;
	archverts[span][vert] = delta;
};

void
void arch(int sidedelta, int _a)
arch(int sidedelta, int _a)
{
    EDITSELMP;
    sel.xs++;
    sel.ys++;
    if(sel.xs>MAXARCHVERT) sel.xs = MAXARCHVERT;
    if(sel.ys>MAXARCHVERT) sel.ys = MAXARCHVERT;
    loopselxy(s->vdelta =
        sel.xs>sel.ys
            ? (archverts[sel.xs-1][x] + (y==0 || y==sel.ys-1 ? sidedelta : 0))
            : (archverts[sel.ys-1][y] + (x==0 || x==sel.xs-1 ? sidedelta : 0)));
    remipmore(sel);
	EDITSELMP;
	sel.xs++;
	sel.ys++;
	if (sel.xs > MAXARCHVERT)
		sel.xs = MAXARCHVERT;
	if (sel.ys > MAXARCHVERT)
		sel.ys = MAXARCHVERT;
	loopselxy(
	    s->vdelta = sel.xs > sel.ys
	                    ? (archverts[sel.xs - 1][x] +
	                          (y == 0 || y == sel.ys - 1 ? sidedelta : 0))
	                    : (archverts[sel.ys - 1][y] +
	                          (x == 0 || x == sel.xs - 1 ? sidedelta : 0)));
	remipmore(sel);
};

void
void slope(int xd, int yd)
slope(int xd, int yd)
{
    EDITSELMP;
    int off = 0;
    if(xd<0) off -= xd*sel.xs;
    if(yd<0) off -= yd*sel.ys;
    sel.xs++;
    sel.ys++;
    loopselxy(s->vdelta = xd*x+yd*y+off);
    remipmore(sel);
	EDITSELMP;
	int off = 0;
	if (xd < 0)
		off -= xd * sel.xs;
	if (yd < 0)
		off -= yd * sel.ys;
	sel.xs++;
	sel.ys++;
	loopselxy(s->vdelta = xd * x + yd * y + off);
	remipmore(sel);
};

void
void perlin(int scale, int seed, int psize)
perlin(int scale, int seed, int psize)
{
    EDITSELMP;
    sel.xs++;
    sel.ys++;
    makeundo();
    sel.xs--;
    sel.ys--;
    perlinarea(sel, scale, seed, psize);
    sel.xs++;
    sel.ys++;
    remipmore(sel);
    sel.xs--;
    sel.ys--;
	EDITSELMP;
	sel.xs++;
	sel.ys++;
	makeundo();
	sel.xs--;
	sel.ys--;
	perlinarea(sel, scale, seed, psize);
	sel.xs++;
	sel.ys++;
	remipmore(sel);
	sel.xs--;
	sel.ys--;
};

VARF(fullbright, 0, 0, 1,
    if(fullbright)
VARF(
    fullbright, 0, 0, 1, if (fullbright) {
    {
        if(noteditmode()) return;
        loopi(mipsize) world[i].r = world[i].g = world[i].b = 176;
    };
	    if (noteditmode())
		    return;
	    loopi(mipsize) world[i].r = world[i].g = world[i].b = 176;
    };);
);

void
void edittag(int tag)
edittag(int tag)
{
    EDITSELMP;
    loopselxy(s->tag = tag);
	EDITSELMP;
	loopselxy(s->tag = tag);
};

void
void newent(char *what, char *a1, char *a2, char *a3, char *a4)
newent(char *what, char *a1, char *a2, char *a3, char *a4)
{
    EDITSEL;
    newentity(sel.x, sel.y, (int)player1->o.z, what, ATOI(a1), ATOI(a2), ATOI(a3), ATOI(a4));
	EDITSEL;
	newentity(sel.x, sel.y, (int)player1->o.z, what, ATOI(a1), ATOI(a2),
	    ATOI(a3), ATOI(a4));
};

COMMANDN(select, selectpos, ARG_4INT);
COMMAND(edittag, ARG_1INT);
COMMAND(replace, ARG_NONE);
COMMAND(archvertex, ARG_3INT);
COMMAND(arch, ARG_2INT);
COMMAND(slope, ARG_2INT);
COMMANDN(vdelta, setvdelta, ARG_1INT);
COMMANDN(undo, editundo, ARG_NONE);
COMMAND(copy, ARG_NONE);
COMMAND(paste, ARG_NONE);
COMMAND(edittex, ARG_2INT);
COMMAND(newent, ARG_5STR);
COMMAND(perlin, ARG_3INT);


Modified src/entities.cxx from [adb5f670f2] to [7b928c8e1c].

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// entities.cpp: map entity related functions (pickup etc.)

#include "cube.h"

vector<entity> ents;

char *entmdlnames[] = 
char *entmdlnames[] = {
{
	"shells", "bullets", "rockets", "rrounds", "health", "boost",
	"g_armour", "y_armour", "quad",	"teleporter",     
    "shells",
    "bullets",
    "rockets",
    "rrounds",
    "health",
    "boost",
    "g_armour",
    "y_armour",
    "quad",
    "teleporter",
};

int triggertime = 0;

void
void renderent(entity &e, char *mdlname, float z, float yaw, int frame = 0, int numf = 1, int basetime = 0, float speed = 10.0f)
renderent(entity &e, char *mdlname, float z, float yaw, int frame = 0,
    int numf = 1, int basetime = 0, float speed = 10.0f)
{
	rendermodel(mdlname, frame, numf, 0, 1.1f, e.x, z+S(e.x, e.y)->floor, e.y, yaw, 0, false, 1.0f, speed, 0, basetime);
	rendermodel(mdlname, frame, numf, 0, 1.1f, e.x, z + S(e.x, e.y)->floor,
	    e.y, yaw, 0, false, 1.0f, speed, 0, basetime);
};

void
void renderentities()
renderentities()
{
	if (lastmillis > triggertime + 1000)
	if(lastmillis>triggertime+1000) triggertime = 0;
    loopv(ents)
    {
        entity &e = ents[i];
        if(e.type==MAPMODEL)
		triggertime = 0;
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type == MAPMODEL) {
        {
            mapmodelinfo &mmi = getmminfo(e.attr2);
            if(!&mmi) continue;
			rendermodel(mmi.name, 0, 1, e.attr4, (float)mmi.rad, e.x, (float)S(e.x, e.y)->floor+mmi.zoff+e.attr3, e.y, (float)((e.attr1+7)-(e.attr1+7)%15), 0, false, 1.0f, 10.0f, mmi.snap);
			mapmodelinfo &mmi = getmminfo(e.attr2);
			if (!&mmi)
				continue;
			rendermodel(mmi.name, 0, 1, e.attr4, (float)mmi.rad,
        }
        else
			    e.x, (float)S(e.x, e.y)->floor + mmi.zoff + e.attr3,
			    e.y, (float)((e.attr1 + 7) - (e.attr1 + 7) % 15), 0,
			    false, 1.0f, 10.0f, mmi.snap);
		} else {
        {
            if(OUTBORD(e.x, e.y)) continue;
            if(e.type!=CARROT)
			if (OUTBORD(e.x, e.y))
				continue;
			if (e.type != CARROT) {
            {
				if(!e.spawned && e.type!=TELEPORT) continue;
				if(e.type<I_SHELLS || e.type>TELEPORT) continue;
				renderent(e, entmdlnames[e.type-I_SHELLS], (float)(1+sin(lastmillis/100.0+e.x+e.y)/20), lastmillis/10.0f);
            }
			else switch(e.attr2)
				if (!e.spawned && e.type != TELEPORT)
					continue;
				if (e.type < I_SHELLS || e.type > TELEPORT)
					continue;
				renderent(e, entmdlnames[e.type - I_SHELLS],
				    (float)(1 + sin(lastmillis / 100.0 + e.x +
				                    e.y) /
				                    20),
				    lastmillis / 10.0f);
			} else
				switch (e.attr2) {
            {			
				case 1:
				case 3:
					continue;
					
                case 2: 
                case 0:
					if(!e.spawned) continue;
					renderent(e, "carrot", (float)(1+sin(lastmillis/100.0+e.x+e.y)/20), lastmillis/(e.attr2 ? 1.0f : 10.0f));

				case 2:
				case 0:
					if (!e.spawned)
						continue;
					renderent(e, "carrot",
					    (float)(1 + sin(lastmillis / 100.0 +
					                    e.x + e.y) /
					                    20),
					    lastmillis /
					        (e.attr2 ? 1.0f : 10.0f));
					break;

				case 4:
					renderent(e, "switch2", 3,
					    (float)e.attr3 * 90,
					    (!e.spawned && !triggertime) ? 1
					                                 : 0,
					    (e.spawned || !triggertime) ? 1 : 2,
					    triggertime, 1050.0f);
					break;
				case 5:
					renderent(e, "switch1", -0.15f,
					    (float)e.attr3 * 90,
					    (!e.spawned && !triggertime) ? 30
					                                 : 0,
					    (e.spawned || !triggertime) ? 1
					                                : 30,
					    triggertime, 35.0f);
					break;
					
                case 4: renderent(e, "switch2", 3,      (float)e.attr3*90, (!e.spawned && !triggertime) ? 1  : 0, (e.spawned || !triggertime) ? 1 : 2,  triggertime, 1050.0f);  break;
                case 5: renderent(e, "switch1", -0.15f, (float)e.attr3*90, (!e.spawned && !triggertime) ? 30 : 0, (e.spawned || !triggertime) ? 1 : 30, triggertime, 35.0f); break;
            }; 
        };
    };
				};
		};
	};
};

struct itemstat { int add, max, sound; } itemstats[] =
struct itemstat {
{
     10,    50, S_ITEMAMMO,
     20,   100, S_ITEMAMMO,
      5,    25, S_ITEMAMMO,
      5,    25, S_ITEMAMMO,
     25,   100, S_ITEMHEALTH,
     50,   200, S_ITEMHEALTH,
    100,   100, S_ITEMARMOUR,
    150,   150, S_ITEMARMOUR,
  20000, 30000, S_ITEMPUP,
	int add, max, sound;
} itemstats[] = {
    10,
    50,
    S_ITEMAMMO,
    20,
    100,
    S_ITEMAMMO,
    5,
    25,
    S_ITEMAMMO,
    5,
    25,
    S_ITEMAMMO,
    25,
    100,
    S_ITEMHEALTH,
    50,
    200,
    S_ITEMHEALTH,
    100,
    100,
    S_ITEMARMOUR,
    150,
    150,
    S_ITEMARMOUR,
    20000,
    30000,
    S_ITEMPUP,
};

void
baseammo(int gun)
{
void baseammo(int gun) { player1->ammo[gun] = itemstats[gun-1].add*2; };
	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).

void
void radditem(int i, int &v)
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);
	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);
};

void
void realpickup(int n, dynent *d)
realpickup(int n, dynent *d)
{
    switch(ents[n].type)
	switch (ents[n].type) {
    {
        case I_SHELLS:  radditem(n, d->ammo[1]); break;
        case I_BULLETS: radditem(n, d->ammo[2]); break;
        case I_ROCKETS: radditem(n, d->ammo[3]); break;
        case I_ROUNDS:  radditem(n, d->ammo[4]); break;
        case I_HEALTH:  radditem(n, d->health);  break;
        case I_BOOST:   radditem(n, d->health);  break;
	case I_SHELLS:
		radditem(n, d->ammo[1]);
		break;
	case I_BULLETS:
		radditem(n, d->ammo[2]);
		break;
	case I_ROCKETS:
		radditem(n, d->ammo[3]);
		break;
	case I_ROUNDS:
		radditem(n, d->ammo[4]);
		break;
	case I_HEALTH:
		radditem(n, d->health);
		break;
	case I_BOOST:
		radditem(n, d->health);
		break;

        case I_GREENARMOUR:
            radditem(n, d->armour);
            d->armourtype = A_GREEN;
            break;
	case I_GREENARMOUR:
		radditem(n, d->armour);
		d->armourtype = A_GREEN;
		break;

        case I_YELLOWARMOUR:
            radditem(n, d->armour);
            d->armourtype = A_YELLOW;
            break;
	case I_YELLOWARMOUR:
		radditem(n, d->armour);
		d->armourtype = A_YELLOW;
		break;

        case I_QUAD:
            radditem(n, d->quadmillis);
            conoutf("you got the quad!");
            break;
    };
	case I_QUAD:
		radditem(n, d->quadmillis);
		conoutf("you got the quad!");
		break;
	};
};

// these functions are called when the client touches the item

void
void additem(int i, int &v, int spawnsec)
additem(int i, int &v, int spawnsec)
{
	if (v < itemstats[ents[i].type - I_SHELLS]
    if(v<itemstats[ents[i].type-I_SHELLS].max)                              // don't pick up if not needed
    {
        addmsg(1, 3, SV_ITEMPICKUP, i, m_classicsp ? 100000 : spawnsec);    // first ask the server for an ack
        ents[i].spawned = false;                                            // even if someone else gets it first
    };
	            .max) // don't pick up if not needed
	{
		addmsg(1, 3, SV_ITEMPICKUP, i,
		    m_classicsp ? 100000
		                : spawnsec); // first ask the server for an ack
		ents[i].spawned = false; // even if someone else gets it first
	};
};

void
void teleport(int n, dynent *d)     // also used by monsters
teleport(int n, dynent *d) // also used by monsters
{
    int e = -1, tag = ents[n].attr1, beenhere = -1;
    for(;;)
	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)
		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.x = ents[e].x;
            d->o.y = ents[e].y;
            d->o.z = ents[e].z;
            d->yaw = ents[e].attr1;
            d->pitch = 0;
            d->vel.x = d->vel.y = d->vel.z = 0;
            entinmap(d);
            playsoundc(S_TELEPORT);
            break;
        };
    };
			d->o.x = ents[e].x;
			d->o.y = ents[e].y;
			d->o.z = ents[e].z;
			d->yaw = ents[e].attr1;
			d->pitch = 0;
			d->vel.x = d->vel.y = d->vel.z = 0;
			entinmap(d);
			playsoundc(S_TELEPORT);
			break;
		};
	};
};

void
void pickup(int n, dynent *d)
pickup(int n, dynent *d)
{
    int np = 1;
    loopv(players) if(players[i]) np++;
    np = np<3 ? 4 : (np>4 ? 2 : 3);         // spawn times are dependent on number of players
    int ammo = np*2;
    switch(ents[n].type)
	int np = 1;
	loopv(players) if (players[i]) np++;
	np = np < 3 ? 4 : (np > 4 ? 2 : 3); // spawn times are dependent on
	                                    // number of players
	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_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_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_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
            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
		break;

        case TELEPORT:
	case TELEPORT: {
        {
            static int lastteleport = 0;
            if(lastmillis-lastteleport<500) break;
            lastteleport = lastmillis;
            teleport(n, d);
            break;
        };
        
        case JUMPPAD:
		static int lastteleport = 0;
		if (lastmillis - lastteleport < 500)
			break;
		lastteleport = lastmillis;
		teleport(n, d);
		break;
	};

	case JUMPPAD: {
        {
            static int lastjumppad = 0;
            if(lastmillis-lastjumppad<300) break;
            lastjumppad = lastmillis;
            vec v = { (int)(char)ents[n].attr3/10.0f, (int)(char)ents[n].attr2/10.0f, ents[n].attr1/10.0f };
            player1->vel.z = 0;
			vadd(player1->vel, v);
            playsoundc(S_JUMPPAD);
            break;
        };
    };
		static int lastjumppad = 0;
		if (lastmillis - lastjumppad < 300)
			break;
		lastjumppad = lastmillis;
		vec v = {(int)(char)ents[n].attr3 / 10.0f,
		    (int)(char)ents[n].attr2 / 10.0f, ents[n].attr1 / 10.0f};
		player1->vel.z = 0;
		vadd(player1->vel, v);
		playsoundc(S_JUMPPAD);
		break;
	};
	};
};

void
void checkitems()
checkitems()
{
    if(editmode) return;
    loopv(ents)
    {
        entity &e = ents[i];
        if(e.type==NOTUSED) continue;
        if(!ents[i].spawned && e.type!=TELEPORT && e.type!=JUMPPAD) continue;
        if(OUTBORD(e.x, e.y)) continue;
        vec v = { e.x, e.y, 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);
    };
	if (editmode)
		return;
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type == NOTUSED)
			continue;
		if (!ents[i].spawned && e.type != TELEPORT && e.type != JUMPPAD)
			continue;
		if (OUTBORD(e.x, e.y))
			continue;
		vec v = {e.x, e.y, 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
void checkquad(int time)
checkquad(int time)
{
    if(player1->quadmillis && (player1->quadmillis -= time)<0)
	if (player1->quadmillis && (player1->quadmillis -= time) < 0) {
    {
        player1->quadmillis = 0;
        playsoundc(S_PUPOUT);
        conoutf("quad damage is over");
    };
		player1->quadmillis = 0;
		playsoundc(S_PUPOUT);
		conoutf("quad damage is over");
	};
};

void
void putitems(uchar *&p)            // puts items in network stream and also spawns them locally
putitems(uchar *&p) // puts items in network stream and also spawns them locally
{
    loopv(ents) if((ents[i].type>=I_SHELLS && ents[i].type<=I_QUAD) || ents[i].type==CARROT)
    {
        putint(p, i);
        ents[i].spawned = true;
    };
	loopv(ents) if ((ents[i].type >= I_SHELLS && ents[i].type <= I_QUAD) ||
	                ents[i].type == CARROT)
	{
		putint(p, i);
		ents[i].spawned = true;
	};
};

void
resetspawns()
{
void resetspawns() { loopv(ents) ents[i].spawned = false; };
void setspawn(uint i, bool on) { if(i<(uint)ents.length()) ents[i].spawned = on; };
	loopv(ents) ents[i].spawned = false;
};
void
setspawn(uint i, bool on)
{
	if (i < (uint)ents.length())
		ents[i].spawned = on;
};

Modified src/main.cxx from [3831def1c8] to [9f8b587f26].

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// main.cpp: initialisation & main loop

#include "cube.h"

void
void cleanup(char *msg)         // single program exit point;
cleanup(char *msg) // single program exit point;
{
	stop();
    disconnect(true);
    writecfg();
    cleangl();
    cleansound();
    cleanupserver();
    SDL_ShowCursor(1);
    if(msg)
	disconnect(true);
	writecfg();
	cleangl();
	cleansound();
	cleanupserver();
	SDL_ShowCursor(1);
	if (msg) {
    {
        #ifdef _WIN32
        MessageBox(NULL, msg, "cube fatal error", MB_OK|MB_SYSTEMMODAL);
        #else
        printf(msg);
        #endif
    };
    SDL_Quit();
    exit(1);
#ifdef _WIN32
		MessageBox(
		    NULL, msg, "cube fatal error", MB_OK | MB_SYSTEMMODAL);
#else
		printf(msg);
#endif
	};
	SDL_Quit();
	exit(1);
};

void
void quit()                     // normal exit
quit() // normal exit
{
    writeservercfg();
    cleanup(NULL);
	writeservercfg();
	cleanup(NULL);
};

void
void fatal(char *s, char *o)    // failure exit
fatal(char *s, char *o) // failure exit
{
    sprintf_sd(msg)("%s%s (%s)\n", s, o, SDL_GetError());
    cleanup(msg);
	sprintf_sd(msg)("%s%s (%s)\n", s, o, SDL_GetError());
	cleanup(msg);
};

void *
void *alloc(int s)              // for some big chunks... most other allocs use the memory pool
alloc(int s) // for some big chunks... most other allocs use the memory pool
{
    void *b = calloc(1,s);
    if(!b) fatal("out of memory!");
    return b;
	void *b = calloc(1, s);
	if (!b)
		fatal("out of memory!");
	return b;
};

int scr_w = 640;
int scr_h = 480;

void
void screenshot()
screenshot()
{
    SDL_Surface *image;
    SDL_Surface *temp;
    int idx;
    if(image = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0))
	SDL_Surface *image;
	SDL_Surface *temp;
	int idx;
	if (image = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24,
    {
        if(temp  = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0))
	        0x0000FF, 0x00FF00, 0xFF0000, 0)) {
		if (temp = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24,
        {
            glReadPixels(0, 0, scr_w, scr_h, GL_RGB, GL_UNSIGNED_BYTE, image->pixels);
            for (idx = 0; idx<scr_h; idx++)
		        0x0000FF, 0x00FF00, 0xFF0000, 0)) {
			glReadPixels(0, 0, scr_w, scr_h, GL_RGB,
			    GL_UNSIGNED_BYTE, image->pixels);
			for (idx = 0; idx < scr_h; idx++) {
            {
                char *dest = (char *)temp->pixels+3*scr_w*idx;
                memcpy(dest, (char *)image->pixels+3*scr_w*(scr_h-1-idx), 3*scr_w);
                endianswap(dest, 3, scr_w);
            };
            sprintf_sd(buf)("screenshots/screenshot_%d.bmp", lastmillis);
            SDL_SaveBMP(temp, path(buf));
            SDL_FreeSurface(temp);
        };
        SDL_FreeSurface(image);
    };
				char *dest =
				    (char *)temp->pixels + 3 * scr_w * idx;
				memcpy(dest,
				    (char *)image->pixels +
				        3 * scr_w * (scr_h - 1 - idx),
				    3 * scr_w);
				endianswap(dest, 3, scr_w);
			};
			sprintf_sd(buf)(
			    "screenshots/screenshot_%d.bmp", lastmillis);
			SDL_SaveBMP(temp, path(buf));
			SDL_FreeSurface(temp);
		};
		SDL_FreeSurface(image);
	};
};

COMMAND(screenshot, ARG_NONE);
COMMAND(quit, ARG_NONE);

void
void keyrepeat(bool on)
keyrepeat(bool on)
{
    SDL_EnableKeyRepeat(on ? SDL_DEFAULT_REPEAT_DELAY : 0,
                             SDL_DEFAULT_REPEAT_INTERVAL);
	SDL_EnableKeyRepeat(
	    on ? SDL_DEFAULT_REPEAT_DELAY : 0, SDL_DEFAULT_REPEAT_INTERVAL);
};

VARF(gamespeed, 10, 100, 1000, if(multiplayer()) gamespeed = 100);
VARF(gamespeed, 10, 100, 1000, if (multiplayer()) gamespeed = 100);
VARP(minmillis, 0, 5, 1000);

int islittleendian = 1;
int framesinmap = 0;

int
int main(int argc, char **argv)
{    
    bool dedicated = false;
    int fs = SDL_FULLSCREEN, par = 0, uprate = 0, maxcl = 4;
    char *sdesc = "", *ip = "", *master = NULL, *passwd = "";
    islittleendian = *((char *)&islittleendian);
main(int argc, char **argv)
{
	bool dedicated = false;
	int fs = SDL_FULLSCREEN, par = 0, uprate = 0, maxcl = 4;
	char *sdesc = "", *ip = "", *master = NULL, *passwd = "";
	islittleendian = *((char *)&islittleendian);

    #define log(s) conoutf("init: %s", s)
    log("sdl");
    
    for(int i = 1; i<argc; i++)
#define log(s) conoutf("init: %s", s)
	log("sdl");

	for (int i = 1; i < argc; i++) {
    {
        char *a = &argv[i][2];
        if(argv[i][0]=='-') switch(argv[i][1])
		char *a = &argv[i][2];
		if (argv[i][0] == '-')
			switch (argv[i][1]) {
        {
            case 'd': dedicated = true; break;
            case 't': fs     = 0; break;
            case 'w': scr_w  = atoi(a); break;
            case 'h': scr_h  = atoi(a); break;
            case 'u': uprate = atoi(a); break;
            case 'n': sdesc  = a; break;
            case 'i': ip     = a; break;
            case 'm': master = a; break;
            case 'p': passwd = a; break;
            case 'c': maxcl  = atoi(a); break;
            default:  conoutf("unknown commandline option");
        }
        else conoutf("unknown commandline argument");
    };
    
    #ifdef _DEBUG
    par = SDL_INIT_NOPARACHUTE;
    fs = 0;
    #endif
			case 'd':
				dedicated = true;
				break;
			case 't':
				fs = 0;
				break;
			case 'w':
				scr_w = atoi(a);
				break;
			case 'h':
				scr_h = atoi(a);
				break;
			case 'u':
				uprate = atoi(a);
				break;
			case 'n':
				sdesc = a;
				break;
			case 'i':
				ip = a;
				break;
			case 'm':
				master = a;
				break;
			case 'p':
				passwd = a;
				break;
			case 'c':
				maxcl = atoi(a);
				break;
			default:
				conoutf("unknown commandline option");
			}
		else
			conoutf("unknown commandline argument");
	};

#ifdef _DEBUG
	par = SDL_INIT_NOPARACHUTE;
	fs = 0;
#endif

	if (SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO | par) < 0)
    if(SDL_Init(SDL_INIT_TIMER|SDL_INIT_VIDEO|par)<0) fatal("Unable to initialize SDL");
		fatal("Unable to initialize SDL");

    log("net");
    if(enet_initialize()<0) fatal("Unable to initialise network module");
	log("net");
	if (enet_initialize() < 0)
		fatal("Unable to initialise network module");

    initclient();
    initserver(dedicated, uprate, sdesc, ip, master, passwd, maxcl);  // never returns if dedicated
      
    log("world");
    empty_world(7, true);
	initclient();
	initserver(dedicated, uprate, sdesc, ip, master, passwd,
	    maxcl); // never returns if dedicated

	log("world");
	empty_world(7, true);

    log("video: sdl");
    if(SDL_InitSubSystem(SDL_INIT_VIDEO)<0) fatal("Unable to initialize SDL Video");
	log("video: sdl");
	if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
		fatal("Unable to initialize SDL Video");

    log("video: mode");
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    if(SDL_SetVideoMode(scr_w, scr_h, 0, SDL_OPENGL|fs)==NULL) fatal("Unable to create OpenGL screen");
	log("video: mode");
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	if (SDL_SetVideoMode(scr_w, scr_h, 0, SDL_OPENGL | fs) == NULL)
		fatal("Unable to create OpenGL screen");

    log("video: misc");
    SDL_WM_SetCaption("cube engine", NULL);
    SDL_WM_GrabInput(SDL_GRAB_ON);
    keyrepeat(false);
    SDL_ShowCursor(0);
	log("video: misc");
	SDL_WM_SetCaption("cube engine", NULL);
	SDL_WM_GrabInput(SDL_GRAB_ON);
	keyrepeat(false);
	SDL_ShowCursor(0);

    log("gl");
    gl_init(scr_w, scr_h);
	log("gl");
	gl_init(scr_w, scr_h);

    log("basetex");
    int xs, ys;
    if(!installtex(2,  path(newstring("data/newchars.png")), xs, ys) ||
       !installtex(3,  path(newstring("data/martin/base.png")), xs, ys) ||
       !installtex(6,  path(newstring("data/martin/ball1.png")), xs, ys) ||
       !installtex(7,  path(newstring("data/martin/smoke.png")), xs, ys) ||
       !installtex(8,  path(newstring("data/martin/ball2.png")), xs, ys) ||
       !installtex(9,  path(newstring("data/martin/ball3.png")), xs, ys) ||
       !installtex(4,  path(newstring("data/explosion.jpg")), xs, ys) ||
       !installtex(5,  path(newstring("data/items.png")), xs, ys) ||
       !installtex(1,  path(newstring("data/crosshair.png")), xs, ys)) fatal("could not find core textures (hint: run cube from the parent of the bin directory)");
	log("basetex");
	int xs, ys;
	if (!installtex(2, path(newstring("data/newchars.png")), xs, ys) ||
	    !installtex(3, path(newstring("data/martin/base.png")), xs, ys) ||
	    !installtex(6, path(newstring("data/martin/ball1.png")), xs, ys) ||
	    !installtex(7, path(newstring("data/martin/smoke.png")), xs, ys) ||
	    !installtex(8, path(newstring("data/martin/ball2.png")), xs, ys) ||
	    !installtex(9, path(newstring("data/martin/ball3.png")), xs, ys) ||
	    !installtex(4, path(newstring("data/explosion.jpg")), xs, ys) ||
	    !installtex(5, path(newstring("data/items.png")), xs, ys) ||
	    !installtex(1, path(newstring("data/crosshair.png")), xs, ys))
		fatal("could not find core textures (hint: run cube from the "
		      "parent of the bin directory)");

    log("sound");
    initsound();
	log("sound");
	initsound();

    log("cfg");
    newmenu("frags\tpj\tping\tteam\tname");
    newmenu("ping\tplr\tserver");
    exec("data/keymap.cfg");
    exec("data/menus.cfg");
    exec("data/prefabs.cfg");
    exec("data/sounds.cfg");
    exec("servers.cfg");
    if(!execfile("config.cfg")) execfile("data/defaults.cfg");
    exec("autoexec.cfg");
	log("cfg");
	newmenu("frags\tpj\tping\tteam\tname");
	newmenu("ping\tplr\tserver");
	exec("data/keymap.cfg");
	exec("data/menus.cfg");
	exec("data/prefabs.cfg");
	exec("data/sounds.cfg");
	exec("servers.cfg");
	if (!execfile("config.cfg"))
		execfile("data/defaults.cfg");
	exec("autoexec.cfg");

    log("localconnect");
    localconnect();
    changemap("metl3");		// if this map is changed, also change depthcorrect()
    
    log("mainloop");
    int ignore = 5;
    for(;;)
	log("localconnect");
	localconnect();
	changemap(
	    "metl3"); // if this map is changed, also change depthcorrect()

	log("mainloop");
	int ignore = 5;
	for (;;) {
    {
        int millis = SDL_GetTicks()*gamespeed/100;
        if(millis-lastmillis>200) lastmillis = millis-200;
        else if(millis-lastmillis<1) lastmillis = millis-1;
        if(millis-lastmillis<minmillis) SDL_Delay(minmillis-(millis-lastmillis));
        cleardlights();
        updateworld(millis);
        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(scr_w, scr_h);
        SDL_GL_SwapBuffers();
        extern void updatevol(); updatevol();
        if(framesinmap++<5)	// cheap hack to get rid of initial sparklies, even when triple buffering etc.
        {
		int millis = SDL_GetTicks() * gamespeed / 100;
		if (millis - lastmillis > 200)
			lastmillis = millis - 200;
		else if (millis - lastmillis < 1)
			lastmillis = millis - 1;
		if (millis - lastmillis < minmillis)
			SDL_Delay(minmillis - (millis - lastmillis));
		cleardlights();
		updateworld(millis);
		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(scr_w, scr_h);
		SDL_GL_SwapBuffers();
		extern void updatevol();
		updatevol();
		if (framesinmap++ <
		    5) // cheap hack to get rid of initial sparklies, even when
		       // triple buffering etc.
		{
			player1->yaw += 5;
			gl_drawframe(scr_w, scr_h, fps);
			player1->yaw -= 5;
        };
        gl_drawframe(scr_w, scr_h, fps);
        SDL_Event event;
        int lasttype = 0, lastbut = 0;
        while(SDL_PollEvent(&event))
		};
		gl_drawframe(scr_w, scr_h, fps);
		SDL_Event event;
		int lasttype = 0, lastbut = 0;
		while (SDL_PollEvent(&event)) {
        {
            switch(event.type)
			switch (event.type) {
            {
                case SDL_QUIT:
                    quit();
                    break;
			case SDL_QUIT:
				quit();
				break;

                case SDL_KEYDOWN: 
                case SDL_KEYUP: 
                    keypress(event.key.keysym.sym, event.key.state==SDL_PRESSED, event.key.keysym.unicode);
                    break;
			case SDL_KEYDOWN:
			case SDL_KEYUP:
				keypress(event.key.keysym.sym,
				    event.key.state == SDL_PRESSED,
				    event.key.keysym.unicode);
				break;

                case SDL_MOUSEMOTION:
                    if(ignore) { ignore--; break; };
                    mousemove(event.motion.xrel, event.motion.yrel);
                    break;
			case SDL_MOUSEMOTION:
				if (ignore) {
					ignore--;
					break;
				};
				mousemove(event.motion.xrel, event.motion.yrel);
				break;

                case SDL_MOUSEBUTTONDOWN:
                case SDL_MOUSEBUTTONUP:
                    if(lasttype==event.type && lastbut==event.button.button) break; // why?? get event twice without it
                    keypress(-event.button.button, event.button.state!=0, 0);
                    lasttype = event.type;
                    lastbut = event.button.button;
                    break;
            };
        };
    };
    quit();
    return 1;
			case SDL_MOUSEBUTTONDOWN:
			case SDL_MOUSEBUTTONUP:
				if (lasttype == event.type &&
				    lastbut == event.button.button)
					break; // why?? get event twice without
					       // it
				keypress(-event.button.button,
				    event.button.state != 0, 0);
				lasttype = event.type;
				lastbut = event.button.button;
				break;
			};
		};
	};
	quit();
	return 1;
};


Modified src/menus.cxx from [4af2503e4b] to [ae67c88d5e].

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// menus.cpp: ingame menu system (also used for scores and serverlist)

#include "cube.h"

struct mitem { char *text, *action; };
struct mitem {
	char *text, *action;
};

struct gmenu
struct gmenu {
{
    char *name;
    vector<mitem> items;
    int mwidth;
    int menusel;
	char *name;
	vector<mitem> items;
	int mwidth;
	int menusel;
};

vector<gmenu> menus;

int vmenu = -1;

ivector menustack;

void
void menuset(int menu)
menuset(int menu)
{
	if ((vmenu = menu) >= 1)
    if((vmenu = menu)>=1) resetmovement(player1);
    if(vmenu==1) menus[1].menusel = 0;
		resetmovement(player1);
	if (vmenu == 1)
		menus[1].menusel = 0;
};

void
void showmenu(char *name)
showmenu(char *name)
{
    loopv(menus) if(i>1 && strcmp(menus[i].name, name)==0)
    {
        menuset(i);
        return;
    };
	loopv(menus) if (i > 1 && strcmp(menus[i].name, name) == 0)
	{
		menuset(i);
		return;
	};
};

int
int menucompare(mitem *a, mitem *b)
menucompare(mitem *a, mitem *b)
{
    int x = atoi(a->text);
    int y = atoi(b->text);
    if(x>y) return -1;
    if(x<y) return 1;
    return 0;
	int x = atoi(a->text);
	int y = atoi(b->text);
	if (x > y)
		return -1;
	if (x < y)
		return 1;
	return 0;
};

void
void sortmenu(int start, int num)
sortmenu(int start, int num)
{
    qsort(&menus[0].items[start], num, sizeof(mitem), (int (__cdecl *)(const void *,const void *))menucompare);
	qsort(&menus[0].items[start], num, sizeof(mitem),
	    (int(__cdecl *)(const void *, const void *))menucompare);
};

void refreshservers();

bool
bool rendermenu()
rendermenu()
{
	if (vmenu < 0) {
    if(vmenu<0) { menustack.setsize(0); return false; };
    if(vmenu==1) refreshservers();
    gmenu &m = menus[vmenu];
    sprintf_sd(title)(vmenu>1 ? "[ %s menu ]" : "%s", m.name);
    int mdisp = m.items.length();
    int w = 0;
    loopi(mdisp)
    {
        int x = text_width(m.items[i].text);
        if(x>w) w = x;
    };
    int tw = text_width(title);
    if(tw>w) w = tw;
    int step = FONTH/4*5;
    int h = (mdisp+2)*step;
    int y = (VIRTH-h)/2;
    int x = (VIRTW-w)/2;
    blendbox(x-FONTH/2*3, y-FONTH, x+w+FONTH/2*3, y+h+FONTH, true);
    draw_text(title, x, y,2);
    y += FONTH*2;
    if(vmenu)
		menustack.setsize(0);
		return false;
	};
	if (vmenu == 1)
		refreshservers();
	gmenu &m = menus[vmenu];
	sprintf_sd(title)(vmenu > 1 ? "[ %s menu ]" : "%s", m.name);
	int mdisp = m.items.length();
	int w = 0;
	loopi(mdisp)
	{
		int x = text_width(m.items[i].text);
		if (x > w)
			w = x;
	};
	int tw = text_width(title);
	if (tw > w)
		w = tw;
	int step = FONTH / 4 * 5;
	int h = (mdisp + 2) * step;
	int y = (VIRTH - h) / 2;
	int x = (VIRTW - w) / 2;
	blendbox(x - FONTH / 2 * 3, y - FONTH, x + w + FONTH / 2 * 3,
	    y + h + FONTH, true);
	draw_text(title, x, y, 2);
	y += FONTH * 2;
	if (vmenu) {
    {
        int bh = y+m.menusel*step;
        blendbox(x-FONTH, bh-10, x+w+FONTH, bh+FONTH+10, false);
    };
    loopj(mdisp)
    {
        draw_text(m.items[j].text, x, y, 2);
        y += step;
    };
    return true;
		int bh = y + m.menusel * step;
		blendbox(
		    x - FONTH, bh - 10, x + w + FONTH, bh + FONTH + 10, false);
	};
	loopj(mdisp)
	{
		draw_text(m.items[j].text, x, y, 2);
		y += step;
	};
	return true;
};

void
void newmenu(char *name)
newmenu(char *name)
{
    gmenu &menu = menus.add();
    menu.name = newstring(name);
    menu.menusel = 0;
	gmenu &menu = menus.add();
	menu.name = newstring(name);
	menu.menusel = 0;
};

void
void menumanual(int m, int n, char *text)
menumanual(int m, int n, char *text)
{
	if (!n)
    if(!n) menus[m].items.setsize(0);
    mitem &mitem = menus[m].items.add();
    mitem.text = text;
    mitem.action = "";
		menus[m].items.setsize(0);
	mitem &mitem = menus[m].items.add();
	mitem.text = text;
	mitem.action = "";
}

void
void menuitem(char *text, char *action)
menuitem(char *text, char *action)
{
    gmenu &menu = menus.last();
    mitem &mi = menu.items.add();
    mi.text = newstring(text);
    mi.action = action[0] ? newstring(action) : mi.text;
	gmenu &menu = menus.last();
	mitem &mi = menu.items.add();
	mi.text = newstring(text);
	mi.action = action[0] ? newstring(action) : mi.text;
};

COMMAND(menuitem, ARG_2STR);
COMMAND(showmenu, ARG_1STR);
COMMAND(newmenu, ARG_1STR);

bool
bool menukey(int code, bool isdown)
menukey(int code, bool isdown)
{
	if (vmenu <= 0)
    if(vmenu<=0) return false;
    int menusel = menus[vmenu].menusel;
    if(isdown)
		return false;
	int menusel = menus[vmenu].menusel;
	if (isdown) {
    {
        if(code==SDLK_ESCAPE)
		if (code == SDLK_ESCAPE) {
        {
            menuset(-1);
            if(!menustack.empty()) menuset(menustack.pop());
            return true;
			menuset(-1);
			if (!menustack.empty())
				menuset(menustack.pop());
			return true;
        }
        else if(code==SDLK_UP || code==-4) menusel--;
        else if(code==SDLK_DOWN || code==-5) menusel++;
        int n = menus[vmenu].items.length();
        if(menusel<0) menusel = n-1;
        else if(menusel>=n) menusel = 0;
        menus[vmenu].menusel = menusel;
		} else if (code == SDLK_UP || code == -4)
			menusel--;
		else if (code == SDLK_DOWN || code == -5)
			menusel++;
		int n = menus[vmenu].items.length();
		if (menusel < 0)
			menusel = n - 1;
		else if (menusel >= n)
			menusel = 0;
		menus[vmenu].menusel = menusel;
    }
    else
	} else {
    {
        if(code==SDLK_RETURN || code==-2)
		if (code == SDLK_RETURN || code == -2) {
        {
            char *action = menus[vmenu].items[menusel].action;
            if(vmenu==1) connects(getservername(menusel));
            menustack.add(vmenu);
            menuset(-1);
            execute(action, true);
        };
    };
    return true;
			char *action = menus[vmenu].items[menusel].action;
			if (vmenu == 1)
				connects(getservername(menusel));
			menustack.add(vmenu);
			menuset(-1);
			execute(action, true);
		};
	};
	return true;
};

Modified src/monster.cxx from [7586e1be61] to [aab23b54fe].

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// monster.cpp: implements AI for single player monsters, currently client only

#include "cube.h"

dvector monsters;
int nextmonster, spawnremain, numkilled, monstertotal, mtimestart;

VARF(skill, 1, 3, 10, conoutf("skill is now %d", skill));

dvector &
getmonsters()
{
dvector &getmonsters() { return monsters; };
void restoremonsterstate() { loopv(monsters) if(monsters[i]->state==CS_DEAD) numkilled++; };        // for savegames
	return monsters;
};
void
restoremonsterstate()
{
	loopv(monsters) if (monsters[i]->state == CS_DEAD) numkilled++;
}; // for savegames

#define TOTMFREQ 13
#define NUMMONSTERTYPES 8

struct monstertype      // see docs for how these values modify behaviour
struct monstertype // see docs for how these values modify behaviour
{
    short gun, speed, health, freq, lag, rate, pain, loyalty, mscale, bscale;
    short painsound, diesound;
    char *name, *mdlname;
	short gun, speed, health, freq, lag, rate, pain, loyalty, mscale,
	    bscale;
	short painsound, diesound;
	char *name, *mdlname;
}

monstertypes[NUMMONSTERTYPES] =
monstertypes[NUMMONSTERTYPES] = {
{
    { GUN_FIREBALL,  15, 100, 3, 0,   100, 800, 1, 10, 10, S_PAINO, S_DIE1,   "an ogre",     "monster/ogro"    },
    { GUN_CG,        18,  70, 2, 70,   10, 400, 2,  8,  9, S_PAINR, S_DEATHR, "a rhino",     "monster/rhino"   },
    { GUN_SG,        14, 120, 1, 100, 300, 400, 4, 14, 14, S_PAINE, S_DEATHE, "ratamahatta", "monster/rat"     },
    { GUN_RIFLE,     15, 200, 1, 80,  300, 300, 4, 18, 18, S_PAINS, S_DEATHS, "a slith",     "monster/slith"   },
    { GUN_RL,        13, 500, 1, 0,   100, 200, 6, 24, 24, S_PAINB, S_DEATHB, "bauul",       "monster/bauul"   },
    { GUN_BITE,      22,  50, 3, 0,   100, 400, 1, 12, 15, S_PAINP, S_PIGGR2, "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"  },
    {GUN_FIREBALL, 15, 100, 3, 0, 100, 800, 1, 10, 10, S_PAINO, S_DIE1,
        "an ogre", "monster/ogro"},
    {GUN_CG, 18, 70, 2, 70, 10, 400, 2, 8, 9, S_PAINR, S_DEATHR, "a rhino",
        "monster/rhino"},
    {GUN_SG, 14, 120, 1, 100, 300, 400, 4, 14, 14, S_PAINE, S_DEATHE,
        "ratamahatta", "monster/rat"},
    {GUN_RIFLE, 15, 200, 1, 80, 300, 300, 4, 18, 18, S_PAINS, S_DEATHS,
        "a slith", "monster/slith"},
    {GUN_RL, 13, 500, 1, 0, 100, 200, 6, 24, 24, S_PAINB, S_DEATHB, "bauul",
        "monster/bauul"},
    {GUN_BITE, 22, 50, 3, 0, 100, 400, 1, 12, 15, S_PAINP, S_PIGGR2,
        "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"},
};

dynent *
dynent *basicmonster(int type, int yaw, int state, int trigger, int move)
basicmonster(int type, int yaw, int state, int trigger, int move)
{
    if(type>=NUMMONSTERTYPES)
	if (type >= NUMMONSTERTYPES) {
    {
        conoutf("warning: unknown monster in spawn: %d", type);
        type = 0;
    };
    dynent *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;
    strcpy_s(m->name, t->name);
    monsters.add(m);
    return m;
		conoutf("warning: unknown monster in spawn: %d", type);
		type = 0;
	};
	dynent *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;
	strcpy_s(m->name, t->name);
	monsters.add(m);
	return m;
};

void
void spawnmonster()     // spawn a random monster according to freq distribution in DMSP
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);
	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);
};

void
void monsterclear()     // called after map start of when toggling edit mode to reset/spawn all monsters to initial state
monsterclear() // called after map start of when toggling edit mode to
               // reset/spawn all monsters to initial state
{
    loopv(monsters) gp()->dealloc(monsters[i], sizeof(dynent)); 
    monsters.setsize(0);
    numkilled = 0;
    monstertotal = 0;
    spawnremain = 0;
    if(m_dmsp)
	loopv(monsters) gp()->dealloc(monsters[i], sizeof(dynent));
	monsters.setsize(0);
	numkilled = 0;
	monstertotal = 0;
	spawnremain = 0;
	if (m_dmsp) {
    {
        nextmonster = mtimestart = lastmillis+10000;
        monstertotal = spawnremain = gamemode<0 ? skill*10 : 0;
		nextmonster = mtimestart = lastmillis + 10000;
		monstertotal = spawnremain = gamemode < 0 ? skill * 10 : 0;
    }
    else if(m_classicsp)
	} else if (m_classicsp) {
    {
        mtimestart = lastmillis;
        loopv(ents) if(ents[i].type==MONSTER)
        {
            dynent *m = basicmonster(ents[i].attr2, ents[i].attr1, M_SLEEP, 100, 0);  
            m->o.x = ents[i].x;
            m->o.y = ents[i].y;
            m->o.z = ents[i].z;
            entinmap(m);
            monstertotal++;
        };
    };
		mtimestart = lastmillis;
		loopv(ents) if (ents[i].type == MONSTER)
		{
			dynent *m = basicmonster(
			    ents[i].attr2, ents[i].attr1, M_SLEEP, 100, 0);
			m->o.x = ents[i].x;
			m->o.y = ents[i].y;
			m->o.z = ents[i].z;
			entinmap(m);
			monstertotal++;
		};
	};
};

bool
los(float lx, float ly, float lz, float bx, float by, float bz,
bool los(float lx, float ly, float lz, float bx, float by, float bz, vec &v) // height-correct line of sight for monster shooting/seeing
    vec &v) // height-correct line of sight for monster shooting/seeing
{
    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) return false;
    float x = lx;
    float y = ly;
    int i = 0;
    for(;;)
	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)
		return false;
	float x = lx;
	float y = ly;
	int i = 0;
	for (;;) {
    {
        sqr *s = S(fast_f2nat(x), fast_f2nat(y));
        if(SOLID(s)) break;
        float floor = s->floor;
        if(s->type==FHF) floor -= s->vdelta/4.0f;
        float ceil = s->ceil;
        if(s->type==CHF) ceil += s->vdelta/4.0f;
        float rz = lz-((lz-bz)*(i/(float)steps));
        if(rz<floor || rz>ceil) break;
        v.x = x;
        v.y = y;
        v.z = rz;
        x += dx/(float)steps;
        y += dy/(float)steps;
        i++;
    };
    return i>=steps;
		sqr *s = S(fast_f2nat(x), fast_f2nat(y));
		if (SOLID(s))
			break;
		float floor = s->floor;
		if (s->type == FHF)
			floor -= s->vdelta / 4.0f;
		float ceil = s->ceil;
		if (s->type == CHF)
			ceil += s->vdelta / 4.0f;
		float rz = lz - ((lz - bz) * (i / (float)steps));
		if (rz < floor || rz > ceil)
			break;
		v.x = x;
		v.y = y;
		v.z = rz;
		x += dx / (float)steps;
		y += dy / (float)steps;
		i++;
	};
	return i >= steps;
};


bool enemylos(dynent *m, vec &v)
bool
enemylos(dynent *m, vec &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);
	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.
// 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.

void
transition(dynent *m, int state, int moving, int n,
void transition(dynent *m, int state, int moving, int n, int r) // n = at skill 0, n/2 = at skill 10, r = added random factor
    int r) // n = at skill 0, n/2 = at skill 10, r = added random factor
{
    m->monsterstate = state;
    m->move = moving;
    n = n*130/100;
    m->trigger = lastmillis+n-skill*(n/16)+rnd(r+1);
	m->monsterstate = state;
	m->move = moving;
	n = n * 130 / 100;
	m->trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1);
};

void
void normalise(dynent *m, float angle)
normalise(dynent *m, float angle)
{
	while (m->yaw < angle - 180.0f)
    while(m->yaw<angle-180.0f) m->yaw += 360.0f;
    while(m->yaw>angle+180.0f) m->yaw -= 360.0f;
		m->yaw += 360.0f;
	while (m->yaw > angle + 180.0f)
		m->yaw -= 360.0f;
};

void
monsteraction(
void monsteraction(dynent *m)           // main AI thinking routine, called every frame for every monster
    dynent *m) // main AI thinking routine, called every frame for every monster
{
	if (m->enemy->state == CS_DEAD) {
    if(m->enemy->state==CS_DEAD) { m->enemy = player1; m->anger = 0; };
    normalise(m, m->targetyaw);
    if(m->targetyaw>m->yaw)             // slowly turn monster towards his target
    {
        m->yaw += curtime*0.5f;
        if(m->targetyaw<m->yaw) m->yaw = m->targetyaw;
		m->enemy = player1;
		m->anger = 0;
	};
	normalise(m, m->targetyaw);
	if (m->targetyaw > m->yaw) // slowly turn monster towards his target
	{
		m->yaw += curtime * 0.5f;
		if (m->targetyaw < m->yaw)
			m->yaw = m->targetyaw;
    }
    else
	} else {
    {
        m->yaw -= curtime*0.5f;
        if(m->targetyaw>m->yaw) m->yaw = m->targetyaw;
    };
		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;         
	vdist(disttoenemy, vectoenemy, m->o, m->enemy->o);
	m->pitch = atan2(m->enemy->o.z - m->o.z, disttoenemy) * 180 / PI;

    if(m->blocked)                                                              // special case: if we run into scenery
    {
        m->blocked = false;
        if(!rnd(20000/monstertypes[m->mtype].speed))                            // try to jump over obstackle (rare)
        {
            m->jumpnext = true;
	if (m->blocked) // special case: if we run into scenery
	{
		m->blocked = false;
		if (!rnd(20000 /
		         monstertypes[m->mtype]
		             .speed)) // try to jump over obstackle (rare)
		{
			m->jumpnext = true;
        }
        else if(m->trigger<lastmillis && (m->monsterstate!=M_HOME || !rnd(5)))  // search for a way around (common)
        {
            m->targetyaw += 180+rnd(180);                                       // patented "random walk" AI pathfinding (tm) ;)
            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)
		} else if (m->trigger < lastmillis &&
		           (m->monsterstate != M_HOME ||
		               !rnd(5))) // search for a way around (common)
		{
			m->targetyaw +=
			    180 + rnd(180); // patented "random walk" AI
			                    // pathfinding (tm) ;)
			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
        {
            vec 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)
	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
	{
		vec 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) {
            || angle<10)
            {
                transition(m, M_HOME, 1, 500, 200);
                playsound(S_GRUNT1+rnd(2), &m->o);
            };
            break;
        };
        
        case M_AIMING:                      // this state is the delay between wanting to shoot and actually firing
            if(m->trigger<lastmillis)
			transition(m, M_HOME, 1, 500, 200);
			playsound(S_GRUNT1 + rnd(2), &m->o);
		};
		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;
			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)
	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) {
            {
                vec 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);
			vec 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 // 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,
                    }
                    else                                                                // track player some more
                    {
                        transition(m, M_HOME, 1, monstertypes[m->mtype].rate, 0);
                    };
                };
            };
            break;
    };
					    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
	moveplayer(m, 1, false); // use physics to move monster
};

void
void monsterpain(dynent *m, int damage, dynent *d)
monsterpain(dynent *m, int damage, dynent *d)
{
    if(d->monsterstate)     // a monster hit us
    {
        if(m!=d)            // guard for RL guys shooting themselves :)
        {
            m->anger++;     // don't attack straight away, first get angry
            int anger = m->mtype==d->mtype ? m->anger/2 : m->anger;
            if(anger>=monstertypes[m->mtype].loyalty) m->enemy = d;     // monster infight if very angry
        };
	if (d->monsterstate) // a monster hit us
	{
		if (m != d) // guard for RL guys shooting themselves :)
		{
			m->anger++; // don't attack straight away, first get
			            // angry
			int anger =
			    m->mtype == d->mtype ? m->anger / 2 : m->anger;
			if (anger >= monstertypes[m->mtype].loyalty)
				m->enemy = d; // monster infight if very angry
		};
    }
    else                    // player hit us
    {
        m->anger = 0;
        m->enemy = d;
    };
    transition(m, M_PAIN, 0, monstertypes[m->mtype].pain,200);      // in this state monster won't attack
    if((m->health -= damage)<=0)
	} else // player hit us
	{
		m->anger = 0;
		m->enemy = d;
	};
	transition(m, M_PAIN, 0, monstertypes[m->mtype].pain,
	    200); // in this state monster won't attack
	if ((m->health -= damage) <= 0) {
    {
        m->state = CS_DEAD;
        m->lastaction = lastmillis;
        numkilled++;
        player1->frags = numkilled;
        playsound(monstertypes[m->mtype].diesound, &m->o);
        int remain = monstertotal-numkilled;
        if(remain>0 && remain<=5) conoutf("only %d monster(s) remaining", remain);
		m->state = CS_DEAD;
		m->lastaction = lastmillis;
		numkilled++;
		player1->frags = numkilled;
		playsound(monstertypes[m->mtype].diesound, &m->o);
		int remain = monstertotal - numkilled;
		if (remain > 0 && remain <= 5)
			conoutf("only %d monster(s) remaining", remain);
    }
    else
	} else {
    {
        playsound(monstertypes[m->mtype].painsound, &m->o);
    };
		playsound(monstertypes[m->mtype].painsound, &m->o);
	};
};

void
void endsp(bool allkilled)
endsp(bool allkilled)
{
	conoutf(
    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();
	    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
void monsterthink()
monsterthink()
{
    if(m_dmsp && spawnremain && lastmillis>nextmonster)
	if (m_dmsp && spawnremain && lastmillis > nextmonster) {
    {
        if(spawnremain--==monstertotal) conoutf("The invasion has begun!");
        nextmonster = lastmillis+1000;
        spawnmonster();
    };
    
    if(monstertotal && !spawnremain && numkilled==monstertotal) endsp(true);
    
    loopv(ents)             // equivalent of player entity touch, but only teleports are used
    {
        entity &e = ents[i];
        if(e.type!=TELEPORT) continue;
        if(OUTBORD(e.x, e.y)) continue;
        vec v = { e.x, e.y, S(e.x, e.y)->floor };
        loopv(monsters) if(monsters[i]->state==CS_DEAD)
        {
			if(lastmillis-monsters[i]->lastaction<2000)
		if (spawnremain-- == monstertotal)
			conoutf("The invasion has begun!");
		nextmonster = lastmillis + 1000;
		spawnmonster();
	};

	if (monstertotal && !spawnremain && numkilled == monstertotal)
		endsp(true);

	loopv(ents) // equivalent of player entity touch, but only teleports are
	            // used
	{
		entity &e = ents[i];
		if (e.type != TELEPORT)
			continue;
		if (OUTBORD(e.x, e.y))
			continue;
		vec v = {e.x, e.y, S(e.x, e.y)->floor};
		loopv(monsters) if (monsters[i]->state == CS_DEAD)
		{
			if (lastmillis - monsters[i]->lastaction < 2000) {
			{
				monsters[i]->move = 0;
				moveplayer(monsters[i], 1, false);
			};
        }
        else
        {
            v.z += monsters[i]->eyeheight;
            vdist(dist, t, monsters[i]->o, v);
            v.z -= monsters[i]->eyeheight;
            if(dist<4) teleport((int)(&e-&ents[0]), monsters[i]);
        };
    };
    
    loopv(monsters) if(monsters[i]->state==CS_ALIVE) monsteraction(monsters[i]);
		}
		else
		{
			v.z += monsters[i]->eyeheight;
			vdist(dist, t, monsters[i]->o, v);
			v.z -= monsters[i]->eyeheight;
			if (dist < 4)
				teleport((int)(&e - &ents[0]), monsters[i]);
		};
	};

	loopv(monsters) if (monsters[i]->state == CS_ALIVE)
	    monsteraction(monsters[i]);
};

void
void monsterrender()
monsterrender()
{
    loopv(monsters) renderclient(monsters[i], false, monstertypes[monsters[i]->mtype].mdlname, monsters[i]->mtype==5, monstertypes[monsters[i]->mtype].mscale/10.0f);
	loopv(monsters) renderclient(monsters[i], false,
	    monstertypes[monsters[i]->mtype].mdlname, monsters[i]->mtype == 5,
	    monstertypes[monsters[i]->mtype].mscale / 10.0f);
};

Modified src/physics.cxx from [a8efb366f0] to [e446a76dd7].

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// 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).
// 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"

bool
bool plcollide(dynent *d, dynent *o, float &headspace, float &hi, float &lo) // collide with player or monster
plcollide(dynent *d, dynent *o, float &headspace, float &hi,
    float &lo) // collide with player or monster
{
	if (o->state != CS_ALIVE)
    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) 
		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;
		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
bool cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by, int &bs)    // recursively collide with a mipmapped corner cube
cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by,
    int &bs) // recursively collide with a mipmapped corner cube
{
    sqr *w = wmip[mip];
    int sz = ssize>>mip;
    bool stest = SOLID(SWS(w, x+dx, y, sz)) && SOLID(SWS(w, x, y+dy, sz));
    mip++;
    x /= 2;
    y /= 2;
    if(SWS(wmip[mip], x, y, ssize>>mip)->type==CORNER)
	sqr *w = wmip[mip];
	int sz = ssize >> mip;
	bool stest =
	    SOLID(SWS(w, x + dx, y, sz)) && SOLID(SWS(w, x, y + dy, sz));
	mip++;
	x /= 2;
	y /= 2;
	if (SWS(wmip[mip], x, y, ssize >> mip)->type == CORNER) {
    {
        bx = x<<mip;
        by = y<<mip;
        bs = 1<<mip;
        return cornertest(mip, x, y, dx, dy, bx, by, bs);
    };
    return stest;
		bx = x << mip;
		by = y << mip;
		bs = 1 << mip;
		return cornertest(mip, x, y, dx, dy, bx, by, bs);
	};
	return stest;
};

void
void mmcollide(dynent *d, float &hi, float &lo)           // collide with a mapmodel
mmcollide(dynent *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 || !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)
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type != MAPMODEL)
			continue;
		mapmodelinfo &mmi = getmminfo(e.attr2);
		if (!&mmi || !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;
        };
    };
			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
// drop & rise are supplied by the physics below to indicate gravity/push for
// current mini-timestep

bool
bool collide(dynent *d, bool spawn, float drop, float rise)
collide(dynent *d, bool spawn, float drop, float rise)
{
	const float fx1 =
    const float fx1 = d->o.x-d->radius;     // figure out integer cube rectangle this entity covers in map
    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;
    float minfloor = (d->monsterstate && !spawn && d->health>100) ? d->o.z-d->eyeheight-4.5f : -1000.0f;  // big monsters are afraid of heights, unless angry :)
	    d->o.x - d->radius; // figure out integer cube rectangle this entity
	                        // covers in map
	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;
	float minfloor = (d->monsterstate && !spawn && d->health > 100)
	                     ? d->o.z - d->eyeheight - 4.5f
	                     : -1000.0f; // big monsters are afraid of heights,
	                                 // unless angry :)

	for (int x = x1; x <= x2; x++)
    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)
		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:
                return false;
			case SOLID:
				return false;

            case CORNER:
			case CORNER: {
            {
                int bx = x, by = y, bs = 1;
                if(x==x1 && y==y1 && cornertest(0, x, y, -1, -1, bx, by, bs) && fx1-bx+fy1-by<=bs
                || x==x2 && y==y1 && cornertest(0, x, y,  1, -1, bx, by, bs) && fx2-bx>=fy1-by
                || x==x1 && y==y2 && cornertest(0, x, y, -1,  1, bx, by, bs) && fx1-bx<=fy2-by
                || x==x2 && y==y2 && cornertest(0, x, y,  1,  1, bx, by, bs) && fx2-bx+fy2-by>=bs)
                   return false;
                break;
				int bx = x, by = y, bs = 1;
				if (x == x1 && y == y1 &&
				        cornertest(
				            0, x, y, -1, -1, bx, by, bs) &&
				        fx1 - bx + fy1 - by <= bs ||
				    x == x2 && y == y1 &&
				        cornertest(
				            0, x, y, 1, -1, bx, by, bs) &&
				        fx2 - bx >= fy1 - by ||
				    x == x1 && y == y2 &&
				        cornertest(
            };
				            0, x, y, -1, 1, bx, by, bs) &&
				        fx1 - bx <= fy2 - by ||
				    x == x2 && y == y2 &&
				        cornertest(0, x, y, 1, 1, bx, by, bs) &&
				        fx2 - bx + fy2 - by >= bs)
					return false;
				break;
			};

			case FHF: // FIXME: too simplistic collision with
            case FHF:       // FIXME: too simplistic collision with slopes, makes it feels like tiny stairs
                floor -= (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;
                break;
			          // slopes, makes it feels like tiny stairs
				floor -= (s->vdelta + S(x + 1, y)->vdelta +
				             S(x, y + 1)->vdelta +
				             S(x + 1, y + 1)->vdelta) /
				         16.0f;
				break;

            case CHF:
                ceil += (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;

        };
        if(ceil<hi) hi = ceil;
        if(floor>lo) lo = floor;
        if(floor<minfloor) return false;   
    };
			case CHF:
				ceil += (s->vdelta + S(x + 1, y)->vdelta +
				            S(x, y + 1)->vdelta +
				            S(x + 1, y + 1)->vdelta) /
				        16.0f;
			};
			if (ceil < hi)
				hi = ceil;
			if (floor > lo)
				lo = floor;
			if (floor < minfloor)
				return false;
		};

    if(hi-lo < d->eyeheight+d->aboveeye) return false;

    float headspace = 10;
    loopv(players)       // collide with other players
    {
        dynent *o = players[i]; 
        if(!o || o==d) continue;
        if(!plcollide(d, o, headspace, hi, lo)) return false;
    };
    if(d!=player1) if(!plcollide(d, player1, headspace, hi, lo)) return false;
    dvector &v = getmonsters();
    // this loop can be a performance bottleneck with many monster on a slow cpu,
    // should replace with a blockmap but seems mostly fast enough
    loopv(v) if(!vreject(d->o, v[i]->o, 7.0f) && d!=v[i] && !plcollide(d, v[i], headspace, hi, lo)) return false; 
    headspace -= 0.01f;
    
    mmcollide(d, hi, lo);    // collide with map models

	if (hi - lo < d->eyeheight + d->aboveeye)
		return false;

	float headspace = 10;
	loopv(players) // collide with other players
	{
		dynent *o = players[i];
		if (!o || o == d)
			continue;
		if (!plcollide(d, o, headspace, hi, lo))
			return false;
	};
	if (d != player1)
		if (!plcollide(d, player1, headspace, hi, lo))
			return false;
	dvector &v = getmonsters();
	// this loop can be a performance bottleneck with many monster on a slow
	// cpu, should replace with a blockmap but seems mostly fast enough
	loopv(v) if (!vreject(d->o, v[i]->o, 7.0f) && d != v[i] &&
	             !plcollide(d, v[i], headspace, hi, lo)) return false;
	headspace -= 0.01f;

	mmcollide(d, hi, lo); // collide with map models

    if(spawn)
	if (spawn) {
    {
        d->o.z = lo+d->eyeheight;       // just drop to floor (sideeffect)
        d->onfloor = true;
		d->o.z = lo + d->eyeheight; // just drop to floor (sideeffect)
		d->onfloor = true;
    }
    else
	} else {
    {
        const float space = d->o.z-d->eyeheight-lo;
        if(space<0)
		const float space = d->o.z - d->eyeheight - lo;
		if (space < 0) {
        {
            if(space>-0.01) d->o.z = lo+d->eyeheight;   // stick on step
            else if(space>-1.26f) d->o.z += rise;       // rise thru stair
            else return false;
			if (space > -0.01)
				d->o.z = lo + d->eyeheight; // stick on step
			else if (space > -1.26f)
				d->o.z += rise; // rise thru stair
			else
				return false;
        }
        else
		} else {
        {
            d->o.z -= min(min(drop, space), headspace);       // gravity
        };
			d->o.z -= min(min(drop, space), headspace); // gravity
		};

        const float space2 = hi-(d->o.z+d->aboveeye);
        if(space2<0)
		const float space2 = hi - (d->o.z + d->aboveeye);
		if (space2 < 0) {
        {
            if(space2<-0.1) return false;     // hack alert!
            d->o.z = hi-d->aboveeye;          // glue to ceiling
            d->vel.z = 0;                     // cancel out jumping velocity
        };
			if (space2 < -0.1)
				return false;      // hack alert!
			d->o.z = hi - d->aboveeye; // glue to ceiling
			d->vel.z = 0; // cancel out jumping velocity
		};

        d->onfloor = d->o.z-d->eyeheight-lo<0.001f;
    };
    return true;
		d->onfloor = d->o.z - d->eyeheight - lo < 0.001f;
	};
	return true;
}

float
float rad(float x) { return x*3.14159f/180; };
rad(float x)
{
	return x * 3.14159f / 180;
};

VARP(maxroll, 0, 3, 20);

int physicsfraction = 0, physicsrepeat = 0;
const int MINFRAMETIME = 20; // physics always simulated at 50fps or better

void
void physicsframe()          // optimally schedule physics frames inside the graphics frames
physicsframe() // optimally schedule physics frames inside the graphics frames
{
    if(curtime>=MINFRAMETIME)
	if (curtime >= MINFRAMETIME) {
    {
        int faketime = curtime+physicsfraction;
        physicsrepeat = faketime/MINFRAMETIME;
        physicsfraction = faketime-physicsrepeat*MINFRAMETIME;
		int faketime = curtime + physicsfraction;
		physicsrepeat = faketime / MINFRAMETIME;
		physicsfraction = faketime - physicsrepeat * MINFRAMETIME;
    }
    else
	} else {
    {
        physicsrepeat = 1;
    };
		physicsrepeat = 1;
	};
};

// 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
// moveres indicated the physics precision (which is lower for monsters and
// multiplayer prediction) local is false for multiplayer prediction

void
void moveplayer(dynent *pl, int moveres, bool local, int curtime)
moveplayer(dynent *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;
	const bool water = hdr.waterlevel > pl->o.z - 0.5f;
	const bool floating = (editmode && local) || pl->state == CS_EDITING;

    vec d;      // vector of direction we ideally want to move in
	vec 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;
	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)
	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)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)));
	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 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;   
    
    vmul(pl->vel, fpsfric-1);   // slowly apply friction and direction to velocity, gives a smooth movement
    vadd(pl->vel, d);
    vdiv(pl->vel, fpsfric);
    d = pl->vel;
    vmul(d, speed);             // d is now frametime based velocity vector

	const float fpsfric = friction / curtime * 20.0f;

	vmul(pl->vel, fpsfric - 1); // slowly apply friction and direction to
	                            // velocity, gives a smooth movement
	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
	{
    pl->blocked = false;
    pl->moving = true;

    if(floating)                // just apply velocity
    {
        vadd(pl->o, d);
        if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2;    }
    }
    else                        // apply velocity with collision
    {
        if(pl->onfloor || water)
		vadd(pl->o, d);
		if (pl->jumpnext) {
			pl->jumpnext = false;
			pl->vel.z = 2;
		}
	} else // apply velocity with collision
	{
		if (pl->onfloor || water) {
        {
            if(pl->jumpnext)
			if (pl->jumpnext) {
            {
                pl->jumpnext = false;
                pl->vel.z = 1.7f;       // physics impulse upwards
                if(water) { pl->vel.x /= 8; pl->vel.y /= 8; };      // dampen velocity change even harder, gives correct water feel
                if(local) playsoundc(S_JUMP);
                else if(pl->monsterstate) playsound(S_JUMP, &pl->o);
				pl->jumpnext = false;
				pl->vel.z = 1.7f; // physics impulse upwards
				if (water) {
					pl->vel.x /= 8;
					pl->vel.y /= 8;
				}; // dampen velocity change even harder, gives
				   // correct water feel
				if (local)
					playsoundc(S_JUMP);
				else if (pl->monsterstate)
            }
            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);
					playsound(S_JUMP, &pl->o);
                else if(pl->monsterstate) playsound(S_LAND, &pl->o);
            };
            pl->timeinair = 0;
        }
        else
			} 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)
					playsound(S_LAND, &pl->o);
			};
			pl->timeinair = 0;
		} else {
        {
            pl->timeinair += curtime;
        };
			pl->timeinair += curtime;
		};

        const float gravity = 20;
        const float f = 1.0f/moveres;
        float dropf = ((gravity-1)+pl->timeinair/15.0f);        // incorrect, but works fine
        if(water) { dropf = 5; pl->timeinair = 0; };            // float slowly down in water
        const float drop = dropf*curtime/gravity/100/moveres;   // at high fps, gravity kicks in too fast
        const float rise = speed/moveres/1.2f;                  // extra smoothness when lifting up stairs
		const float gravity = 20;
		const float f = 1.0f / moveres;
		float dropf =
		    ((gravity - 1) +
		        pl->timeinair / 15.0f); // incorrect, but works fine
		if (water) {
			dropf = 5;
			pl->timeinair = 0;
		}; // float slowly down in water
		const float drop =
		    dropf * curtime / gravity / 100 /
		    moveres; // at high fps, gravity kicks in too fast
		const float rise =
		    speed / moveres /
		    1.2f; // extra smoothness when lifting up stairs

        loopi(moveres)                                          // discrete steps collision detection & sliding
        {
            // try move forward
            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.x -= f*d.x;
            if(collide(pl, false, drop, rise)) { d.x = 0; continue; };   
            pl->o.x += f*d.x;
            // still stuck, try x axis
            pl->o.y -= f*d.y;
            if(collide(pl, false, drop, rise)) { d.y = 0; continue; };       
            pl->o.y += f*d.y;
            // try just dropping down
            pl->moving = false;
            pl->o.x -= f*d.x;
            pl->o.y -= f*d.y;
            if(collide(pl, false, drop, rise)) { d.y = d.x = 0; continue; }; 
            pl->o.z -= f*d.z;
            break;
        };
    };
		loopi(moveres) // discrete steps collision detection & sliding
		{
			// try move forward
			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.x -= f * d.x;
			if (collide(pl, false, drop, rise)) {
				d.x = 0;
				continue;
			};
			pl->o.x += f * d.x;
			// still stuck, try x axis
			pl->o.y -= f * d.y;
			if (collide(pl, false, drop, rise)) {
				d.y = 0;
				continue;
			};
			pl->o.y += f * d.y;
			// try just dropping down
			pl->moving = false;
			pl->o.x -= f * d.x;
			pl->o.y -= f * d.y;
			if (collide(pl, false, drop, rise)) {
				d.y = d.x = 0;
				continue;
			};
			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

	// 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
		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) 
	if (pl->strafe == 0) {
    {
        pl->roll = pl->roll/(1+(float)sqrt((float)curtime)/25);
		pl->roll = pl->roll / (1 + (float)sqrt((float)curtime) / 25);
    }
    else
	} 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) { playsound(S_SPLASH2, &pl->o); pl->vel.z = 0; }
    else if(pl->inwater && !water) playsound(S_SPLASH1, &pl->o);
    pl->inwater = water;
		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) {
		playsound(S_SPLASH2, &pl->o);
		pl->vel.z = 0;
	} else if (pl->inwater && !water)
		playsound(S_SPLASH1, &pl->o);
	pl->inwater = water;
};

void
void moveplayer(dynent *pl, int moveres, bool local)
moveplayer(dynent *pl, int moveres, bool local)
{
    loopi(physicsrepeat) moveplayer(pl, moveres, local, i ? curtime/physicsrepeat : curtime-curtime/physicsrepeat*(physicsrepeat-1));
	loopi(physicsrepeat) moveplayer(pl, moveres, local,
	    i ? curtime / physicsrepeat
	      : curtime - curtime / physicsrepeat * (physicsrepeat - 1));
};

Modified src/protos.h from [73b9deaf3f] to [194437db01].

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// protos for ALL external functions in cube... 
// protos for ALL external functions in cube...

// command
extern int variable(char *name, int min, int cur, int max, int *storage, void (*fun)(), bool persist);
extern int variable(char *name, int min, int cur, int max, int *storage,
    void (*fun)(), bool persist);
extern void setvar(char *name, int i);
extern int getvar(char *name);
extern bool identexists(char *name);
extern bool addcommand(char *name, void (*fun)(), int narg);
extern int execute(char *p, bool down = true);
extern void exec(char *cfgfile);
extern bool execfile(char *cfgfile);
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extern char *getservername(int n);
extern void writeservercfg();

// rendergl
extern void gl_init(int w, int h);
extern void cleangl();
extern void gl_drawframe(int w, int h, float curfps);
extern bool installtex(
extern bool installtex(int tnum, char *texname, int &xs, int &ys, bool clamp = false);
    int tnum, char *texname, int &xs, int &ys, bool clamp = false);
extern void mipstats(int a, int b, int c);
extern void vertf(float v1, float v2, float v3, sqr *ls, float t1, float t2);
extern void addstrip(int tex, int start, int n);
extern int lookuptexture(int tex, int &xs, int &ys);

// rendercubes
extern void resetcubes();
extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);
extern void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);
extern void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2, bool topleft);
extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v);
extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1,
    sqr *l2, sqr *l3, sqr *l4, bool isceil);
extern void render_flatdelta(int wtex, int x, int y, int size, float h1,
    float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4,
    bool isceil);
extern void render_square(int wtex, float floor1, float floor2, float ceil1,
    float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2,
    bool topleft);
extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2,
    sqr *s, sqr *t, sqr *u, sqr *v);
extern void addwaterquad(int x, int y, int size);
extern int renderwater(float hf);
extern void finishstrips();
extern void setarraypointers();

// client
extern void localservertoclient(uchar *buf, int len);
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extern void initclientnet();
extern bool netmapstart();
extern int getclientnum();
extern void changemapserv(char *name, int mode);
extern void writeclientinfo(FILE *f);

// clientgame
extern void mousemove(int dx, int dy); 
extern void mousemove(int dx, int dy);
extern void updateworld(int millis);
extern void startmap(char *name);
extern void changemap(char *name);
extern void initclient();
extern void spawnplayer(dynent *d);
extern void selfdamage(int damage, int actor, dynent *act);
extern dynent *newdynent();
extern char *getclientmap();
extern const char *modestr(int n);
extern void zapdynent(dynent *&d);
extern dynent *getclient(int cn);
extern void timeupdate(int timeremain);
extern void resetmovement(dynent *d);
extern void fixplayer1range();

// clientextras
extern void renderclients();
extern void renderclient(
extern void renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale);
    dynent *d, bool team, char *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(
extern entity *newentity(int x, int y, int z, char *what, int v1, int v2, int v3, int v4);
    int x, int y, int z, char *what, int v1, int v2, int v3, int v4);

// worldlight
extern void calclight();
extern void dodynlight(
extern void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner);
    vec &vold, vec &v, int reach, int strength, dynent *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);
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
    float widef, int w, int h);

// worldocull
extern void computeraytable(float vx, float vy);
extern int isoccluded(float vx, float vy, float cx, float cy, float csize);

// main
extern void fatal(char *s, char *o = "");
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// renderextras
extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
extern void box(block &b, float z1, float z2, float z3, float z4);
extern void dot(int x, int y, float z);
extern void linestyle(float width, int r, int g, int b);
extern void newsphere(vec &o, float max, int type);
extern void renderspheres(int time);
extern void gl_drawhud(
extern void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater);
    int w, int h, int curfps, int nquads, int curvert, bool underwater);
extern void readdepth(int w, int h);
extern void blendbox(int x1, int y1, int x2, int y2, bool border);
extern void damageblend(int n);

// renderparticles
extern void setorient(vec &r, vec &u);
extern void particle_splash(int type, int num, int fade, vec &p);
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// sound
extern void playsound(int n, vec *loc = 0);
extern void playsoundc(int n);
extern void initsound();
extern void cleansound();

// rendermd2
extern void rendermodel(char *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 = 0, int basetime = 0);
extern void rendermodel(char *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 = 0, int basetime = 0);
extern mapmodelinfo &getmminfo(int i);

// server
extern void initserver(bool dedicated, int uprate, char *sdesc, char *ip, char *master, char *passwd, int maxcl);
extern void initserver(bool dedicated, int uprate, char *sdesc, char *ip,
    char *master, char *passwd, int maxcl);
extern void cleanupserver();
extern void localconnect();
extern void localdisconnect();
extern void localclienttoserver(struct _ENetPacket *);
extern void serverslice(int seconds, unsigned int timeout);
extern void putint(uchar *&p, int n);
extern int getint(uchar *&p);
extern void sendstring(char *t, uchar *&p);
extern void startintermission();
extern void restoreserverstate(vector<entity> &ents);
extern uchar *retrieveservers(uchar *buf, int buflen);
extern char msgsizelookup(int msg);
extern void serverms(int mode, int numplayers, int minremain, char *smapname, int seconds, bool isfull);
extern void serverms(int mode, int numplayers, int minremain, char *smapname,
    int seconds, bool isfull);
extern void servermsinit(const char *master, char *sdesc, bool listen);
extern void sendmaps(int n, string 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 selectgun(int a = -1, int b = -1, int c = -1);
extern void shoot(dynent *d, vec &to);
extern void shootv(
extern void shootv(int gun, vec &from, vec &to, dynent *d = 0, bool local = false);
    int gun, vec &from, vec &to, dynent *d = 0, bool local = false);
extern void createrays(vec &from, vec &to);
extern void moveprojectiles(float time);
extern void projreset();
extern char *playerincrosshair();
extern int reloadtime(int gun);

// monster
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extern void resetspawns();
extern void setspawn(uint i, bool on);
extern void teleport(int n, dynent *d);
extern void baseammo(int gun);

// rndmap
extern void perlinarea(block &b, int scale, int seed, int psize);

Modified src/rendercubes.cxx from [d2b3870e35] to [53768c91a1].

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// rendercubes.cpp: sits in between worldrender.cpp and rendergl.cpp and fills the vertex array for different cube surfaces.
// rendercubes.cpp: sits in between worldrender.cpp and rendergl.cpp and fills
// the vertex array for different cube surfaces.

#include "cube.h"

vertex *verts = NULL;
int curvert;
int curmaxverts = 10000;

void
void setarraypointers()
setarraypointers()
{
    glVertexPointer(3, GL_FLOAT, sizeof(vertex), &verts[0].x);
    glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), &verts[0].r);
    glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), &verts[0].u);
	glVertexPointer(3, GL_FLOAT, sizeof(vertex), &verts[0].x);
	glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), &verts[0].r);
	glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), &verts[0].u);
};

void
void reallocv()
reallocv()
{
    verts = (vertex *)realloc(verts, (curmaxverts *= 2)*sizeof(vertex));
    curmaxverts -= 10;
    if(!verts) fatal("no vertex memory!");
    setarraypointers();
	verts = (vertex *)realloc(verts, (curmaxverts *= 2) * sizeof(vertex));
	curmaxverts -= 10;
	if (!verts)
		fatal("no vertex memory!");
	setarraypointers();
};

// generating the actual vertices is done dynamically every frame and sits at the
// leaves of all these functions, and are part of the cpu bottleneck on really slow
// machines, hence the macros.
// generating the actual vertices is done dynamically every frame and sits at
// the leaves of all these functions, and are part of the cpu bottleneck on
// really slow machines, hence the macros.

#define vertcheck() { if(curvert>=curmaxverts) reallocv(); }

#define vertf(v1, v2, v3, ls, t1, t2) { vertex &v = verts[curvert++]; \
    v.u = t1; v.v = t2; \
    v.x = v1; v.y = v2; v.z = v3; \
    v.r = ls->r; v.g = ls->g; v.b = ls->b; v.a = 255; };
#define vertcheck()                                                            \
	{                                                                      \
		if (curvert >= curmaxverts)                                    \
			reallocv();                                            \
	}

#define vertf(v1, v2, v3, ls, t1, t2)                                          \
	{                                                                      \
		vertex &v = verts[curvert++];                                  \
		v.u = t1;                                                      \
		v.v = t2;                                                      \
		v.x = v1;                                                      \
		v.y = v2;                                                      \
		v.z = v3;                                                      \
		v.r = ls->r;                                                   \
		v.g = ls->g;                                                   \
		v.b = ls->b;                                                   \
		v.a = 255;                                                     \
	};

#define vert(v1, v2, v3, ls, t1, t2)                                           \
	{                                                                      \
#define vert(v1, v2, v3, ls, t1, t2) { vertf((float)(v1), (float)(v2), (float)(v3), ls, t1, t2); }
		vertf((float)(v1), (float)(v2), (float)(v3), ls, t1, t2);      \
	}

int nquads;
const float TEXTURESCALE = 32.0f;
bool floorstrip = false, deltastrip = false;
int oh, oy, ox, ogltex;                         // the o* vars are used by the stripification
int ol3r, ol3g, ol3b, ol4r, ol4g, ol4b;      
int oh, oy, ox, ogltex; // the o* vars are used by the stripification
int ol3r, ol3g, ol3b, ol4r, ol4g, ol4b;
int firstindex;
bool showm = false;

void
showmip()
{
void showmip() { showm = !showm; };
void mipstats(int a, int b, int c) { if(showm) conoutf("1x1/2x2/4x4: %d / %d / %d", a, b, c); };
	showm = !showm;
};
void
mipstats(int a, int b, int c)
{
	if (showm)
		conoutf("1x1/2x2/4x4: %d / %d / %d", a, b, c);
};

COMMAND(showmip, ARG_NONE);

#define stripend()                                                             \
	{                                                                      \
		if (floorstrip || deltastrip) {                                \
#define stripend() { if(floorstrip || deltastrip) { addstrip(ogltex, firstindex, curvert-firstindex); floorstrip = deltastrip = false; }; };
void finishstrips() { stripend(); };
			addstrip(ogltex, firstindex, curvert - firstindex);    \
			floorstrip = deltastrip = false;                       \
		};                                                             \
	};
void
finishstrips()
{
	stripend();
};

sqr sbright, sdark;
VAR(lighterror,1,8,100);
VAR(lighterror, 1, 8, 100);

void
void render_flat(int wtex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil)  // floor/ceil quads
render_flat(int wtex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3,
    sqr *l4, bool isceil) // floor/ceil quads
{
    vertcheck();
    if(showm) { l3 = l1 = &sbright; l4 = l2 = &sdark; };
	vertcheck();
	if (showm) {
		l3 = l1 = &sbright;
		l4 = l2 = &sdark;
	};

    int sx, sy;
    int gltex = lookuptexture(wtex, sx, sy);
    float xf = TEXTURESCALE/sx;
    float yf = TEXTURESCALE/sy;
    float xs = size*xf;
    float ys = size*yf;
    float xo = xf*x;
    float yo = yf*y;
	int sx, sy;
	int gltex = lookuptexture(wtex, sx, sy);
	float xf = TEXTURESCALE / sx;
	float yf = TEXTURESCALE / sy;
	float xs = size * xf;
	float ys = size * yf;
	float xo = xf * x;
	float yo = yf * y;

    bool first = !floorstrip || y!=oy+size || ogltex!=gltex || h!=oh || x!=ox;
	bool first = !floorstrip || y != oy + size || ogltex != gltex ||
	             h != oh || x != ox;

    if(first)       // start strip here
    {
        stripend();
        firstindex = curvert;
        ogltex = gltex;
        oh = h;
        ox = x;
        floorstrip = true;
        if(isceil)
	if (first) // start strip here
	{
		stripend();
		firstindex = curvert;
		ogltex = gltex;
		oh = h;
		ox = x;
		floorstrip = true;
		if (isceil) {
        {
            vert(x+size, h, y, l2, xo+xs, yo);
            vert(x,      h, y, l1, xo, yo);
			vert(x + size, h, y, l2, xo + xs, yo);
			vert(x, h, y, l1, xo, yo);
        }
        else
		} else {
        {
            vert(x,      h, y, l1, xo,    yo);
            vert(x+size, h, y, l2, xo+xs, yo);
        };
        ol3r = l1->r;
        ol3g = l1->g;
        ol3b = l1->b;
        ol4r = l2->r;
        ol4g = l2->g;
        ol4b = l2->b;
			vert(x, h, y, l1, xo, yo);
			vert(x + size, h, y, l2, xo + xs, yo);
		};
		ol3r = l1->r;
		ol3g = l1->g;
		ol3b = l1->b;
		ol4r = l2->r;
		ol4g = l2->g;
		ol4b = l2->b;
    }
    else        // continue strip
    {
        int lighterr = lighterror*2;
        if((abs(ol3r-l3->r)<lighterr && abs(ol4r-l4->r)<lighterr        // skip vertices if light values are close enough
        &&  abs(ol3g-l3->g)<lighterr && abs(ol4g-l4->g)<lighterr
        &&  abs(ol3b-l3->b)<lighterr && abs(ol4b-l4->b)<lighterr) || !wtex)   
	} else // continue strip
	{
		int lighterr = lighterror * 2;
		if ((abs(ol3r - l3->r) < lighterr &&
		        abs(ol4r - l4->r) < lighterr // skip vertices if light
		                                     // values are close enough
		        && abs(ol3g - l3->g) < lighterr &&
		        abs(ol4g - l4->g) < lighterr &&
		        abs(ol3b - l3->b) < lighterr &&
		        abs(ol4b - l4->b) < lighterr) ||
        {
            curvert -= 2;
            nquads--;
		    !wtex) {
			curvert -= 2;
			nquads--;
        }
        else
		} else {
        {
            uchar *p3 = (uchar *)(&verts[curvert-1].r);
            ol3r = p3[0];  
            ol3g = p3[1];  
            ol3b = p3[2];
            uchar *p4 = (uchar *)(&verts[curvert-2].r);  
            ol4r = p4[0];
            ol4g = p4[1];
            ol4b = p4[2];
        };
    };
			uchar *p3 = (uchar *)(&verts[curvert - 1].r);
			ol3r = p3[0];
			ol3g = p3[1];
			ol3b = p3[2];
			uchar *p4 = (uchar *)(&verts[curvert - 2].r);
			ol4r = p4[0];
			ol4g = p4[1];
			ol4b = p4[2];
		};
	};

    if(isceil)
	if (isceil) {
    {
        vert(x+size, h, y+size, l3, xo+xs, yo+ys);
        vert(x,      h, y+size, l4, xo,    yo+ys); 
		vert(x + size, h, y + size, l3, xo + xs, yo + ys);
		vert(x, h, y + size, l4, xo, yo + ys);
    }
    else
	} else {
    {
        vert(x,      h, y+size, l4, xo,    yo+ys);
        vert(x+size, h, y+size, l3, xo+xs, yo+ys); 
    };
		vert(x, h, y + size, l4, xo, yo + ys);
		vert(x + size, h, y + size, l3, xo + xs, yo + ys);
	};

    oy = y;
    nquads++;
	oy = y;
	nquads++;
};

void
void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil)  // floor/ceil quads on a slope
render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3,
    float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4,
    bool isceil) // floor/ceil quads on a slope
{
    vertcheck();
    if(showm) { l3 = l1 = &sbright; l4 = l2 = &sdark; };
	vertcheck();
	if (showm) {
		l3 = l1 = &sbright;
		l4 = l2 = &sdark;
	};

    int sx, sy;
    int gltex = lookuptexture(wtex, sx, sy);
    float xf = TEXTURESCALE/sx;
    float yf = TEXTURESCALE/sy;
    float xs = size*xf;
    float ys = size*yf;
    float xo = xf*x;
    float yo = yf*y;
	int sx, sy;
	int gltex = lookuptexture(wtex, sx, sy);
	float xf = TEXTURESCALE / sx;
	float yf = TEXTURESCALE / sy;
	float xs = size * xf;
	float ys = size * yf;
	float xo = xf * x;
	float yo = yf * y;

    bool first = !deltastrip || y!=oy+size || ogltex!=gltex || x!=ox; 
	bool first =
	    !deltastrip || y != oy + size || ogltex != gltex || x != ox;

    if(first) 
	if (first) {
    {
        stripend();
        firstindex = curvert;
        ogltex = gltex;
        ox = x;
        deltastrip = true;
        if(isceil)
		stripend();
		firstindex = curvert;
		ogltex = gltex;
		ox = x;
		deltastrip = true;
		if (isceil) {
        {
            vertf((float)x+size, h2, (float)y,      l2, xo+xs, yo);
            vertf((float)x,      h1, (float)y,      l1, xo,    yo);
			vertf((float)x + size, h2, (float)y, l2, xo + xs, yo);
			vertf((float)x, h1, (float)y, l1, xo, yo);
        }
        else
		} else {
        {
            vertf((float)x,      h1, (float)y,      l1, xo,    yo);
            vertf((float)x+size, h2, (float)y,      l2, xo+xs, yo);
        };
        ol3r = l1->r;
        ol3g = l1->g;
        ol3b = l1->b;
        ol4r = l2->r;
        ol4g = l2->g;
        ol4b = l2->b;
    };
			vertf((float)x, h1, (float)y, l1, xo, yo);
			vertf((float)x + size, h2, (float)y, l2, xo + xs, yo);
		};
		ol3r = l1->r;
		ol3g = l1->g;
		ol3b = l1->b;
		ol4r = l2->r;
		ol4g = l2->g;
		ol4b = l2->b;
	};

    if(isceil)
	if (isceil) {
    {
        vertf((float)x+size, h3, (float)y+size, l3, xo+xs, yo+ys); 
        vertf((float)x,      h4, (float)y+size, l4, xo,    yo+ys);
		vertf(
		    (float)x + size, h3, (float)y + size, l3, xo + xs, yo + ys);
		vertf((float)x, h4, (float)y + size, l4, xo, yo + ys);
    }
    else
	} else {
    {
        vertf((float)x,      h4, (float)y+size, l4, xo,    yo+ys);
        vertf((float)x+size, h3, (float)y+size, l3, xo+xs, yo+ys); 
    };
		vertf((float)x, h4, (float)y + size, l4, xo, yo + ys);
		vertf(
		    (float)x + size, h3, (float)y + size, l3, xo + xs, yo + ys);
	};

    oy = y;
    nquads++;
	oy = y;
	nquads++;
};

void
void render_2tris(sqr *h, sqr *s, int x1, int y1, int x2, int y2, int x3, int y3, sqr *l1, sqr *l2, sqr *l3)   // floor/ceil tris on a corner cube
render_2tris(sqr *h, sqr *s, int x1, int y1, int x2, int y2, int x3, int y3,
    sqr *l1, sqr *l2, sqr *l3) // floor/ceil tris on a corner cube
{
    stripend();
    vertcheck();
	stripend();
	vertcheck();

    int sx, sy;
    int gltex = lookuptexture(h->ftex, sx, sy);
    float xf = TEXTURESCALE/sx;
    float yf = TEXTURESCALE/sy;
	int sx, sy;
	int gltex = lookuptexture(h->ftex, sx, sy);
	float xf = TEXTURESCALE / sx;
	float yf = TEXTURESCALE / sy;

    vertf((float)x1, h->floor, (float)y1, l1, xf*x1, yf*y1);
    vertf((float)x2, h->floor, (float)y2, l2, xf*x2, yf*y2);
    vertf((float)x3, h->floor, (float)y3, l3, xf*x3, yf*y3);
    addstrip(gltex, curvert-3, 3);
	vertf((float)x1, h->floor, (float)y1, l1, xf * x1, yf * y1);
	vertf((float)x2, h->floor, (float)y2, l2, xf * x2, yf * y2);
	vertf((float)x3, h->floor, (float)y3, l3, xf * x3, yf * y3);
	addstrip(gltex, curvert - 3, 3);

    gltex = lookuptexture(h->ctex, sx, sy);
    xf = TEXTURESCALE/sx;
    yf = TEXTURESCALE/sy;
	gltex = lookuptexture(h->ctex, sx, sy);
	xf = TEXTURESCALE / sx;
	yf = TEXTURESCALE / sy;

    vertf((float)x3, h->ceil, (float)y3, l3, xf*x3, yf*y3);
    vertf((float)x2, h->ceil, (float)y2, l2, xf*x2, yf*y2);
    vertf((float)x1, h->ceil, (float)y1, l1, xf*x1, yf*y1);
    addstrip(gltex, curvert-3, 3);
    nquads++;
	vertf((float)x3, h->ceil, (float)y3, l3, xf * x3, yf * y3);
	vertf((float)x2, h->ceil, (float)y2, l2, xf * x2, yf * y2);
	vertf((float)x1, h->ceil, (float)y1, l1, xf * x1, yf * y1);
	addstrip(gltex, curvert - 3, 3);
	nquads++;
};

void
void render_tris(int x, int y, int size, bool topleft,
                 sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v)
render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s,
    sqr *t, sqr *u, sqr *v)
{
    if(topleft)
	if (topleft) {
    {
        if(h1) render_2tris(h1, s, x+size, y+size, x, y+size, x, y, u, v, s);
        if(h2) render_2tris(h2, s, x, y, x+size, y, x+size, y+size, s, t, v);
		if (h1)
			render_2tris(h1, s, x + size, y + size, x, y + size, x,
			    y, u, v, s);
		if (h2)
			render_2tris(h2, s, x, y, x + size, y, x + size,
    }
    else
			    y + size, s, t, v);
	} else {
    {
        if(h1) render_2tris(h1, s, x, y, x+size, y, x, y+size, s, t, u);
        if(h2) render_2tris(h2, s, x+size, y, x+size, y+size, x, y+size, t, u, v);
		if (h1)
			render_2tris(
			    h1, s, x, y, x + size, y, x, y + size, s, t, u);
		if (h2)
			render_2tris(h2, s, x + size, y, x + size, y + size, x,
    };
};
			    y + size, t, u, v);
	};
};

void
void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2, bool flip)   // wall quads
render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2,
    int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2,
    bool flip) // wall quads
{
    stripend();
    vertcheck();
    if(showm) { l1 = &sbright; l2 = &sdark; };
	stripend();
	vertcheck();
	if (showm) {
		l1 = &sbright;
		l2 = &sdark;
	};

    int sx, sy;
    int gltex = lookuptexture(wtex, sx, sy);
    float xf = TEXTURESCALE/sx;
    float yf = TEXTURESCALE/sy;
    float xs = size*xf;
    float xo = xf*(x1==x2 ? min(y1,y2) : min(x1,x2));
	int sx, sy;
	int gltex = lookuptexture(wtex, sx, sy);
	float xf = TEXTURESCALE / sx;
	float yf = TEXTURESCALE / sy;
	float xs = size * xf;
	float xo = xf * (x1 == x2 ? min(y1, y2) : min(x1, x2));

    if(!flip)
	if (!flip) {
    {
        vertf((float)x2, ceil2,  (float)y2, l2, xo+xs, -yf*ceil2);
        vertf((float)x1, ceil1,  (float)y1, l1, xo,    -yf*ceil1); 
        vertf((float)x2, floor2, (float)y2, l2, xo+xs, -floor2*yf); 
        vertf((float)x1, floor1, (float)y1, l1, xo,    -floor1*yf); 
		vertf((float)x2, ceil2, (float)y2, l2, xo + xs, -yf * ceil2);
		vertf((float)x1, ceil1, (float)y1, l1, xo, -yf * ceil1);
		vertf((float)x2, floor2, (float)y2, l2, xo + xs, -floor2 * yf);
		vertf((float)x1, floor1, (float)y1, l1, xo, -floor1 * yf);
    }
    else
	} else {
    {
        vertf((float)x1, ceil1,  (float)y1, l1, xo,    -yf*ceil1);
        vertf((float)x2, ceil2,  (float)y2, l2, xo+xs, -yf*ceil2); 
        vertf((float)x1, floor1, (float)y1, l1, xo,    -floor1*yf); 
        vertf((float)x2, floor2, (float)y2, l2, xo+xs, -floor2*yf); 
    };
		vertf((float)x1, ceil1, (float)y1, l1, xo, -yf * ceil1);
		vertf((float)x2, ceil2, (float)y2, l2, xo + xs, -yf * ceil2);
		vertf((float)x1, floor1, (float)y1, l1, xo, -floor1 * yf);
		vertf((float)x2, floor2, (float)y2, l2, xo + xs, -floor2 * yf);
	};

    nquads++;
    addstrip(gltex, curvert-4, 4);
	nquads++;
	addstrip(gltex, curvert - 4, 4);
};

int wx1, wy1, wx2, wy2;

VAR(watersubdiv, 1, 4, 64);
VARF(waterlevel, -128, -128, 127, if(!noteditmode()) hdr.waterlevel = waterlevel);
VARF(waterlevel, -128, -128, 127,
    if (!noteditmode()) hdr.waterlevel = waterlevel);

inline void
inline void vertw(int v1, float v2, int v3, sqr *c, float t1, float t2, float t)
vertw(int v1, float v2, int v3, sqr *c, float t1, float t2, float t)
{
    vertcheck();
    vertf((float)v1, v2-(float)sin(v1*v3*0.1+t)*0.2f, (float)v3, c, t1, t2);
	vertcheck();
	vertf((float)v1, v2 - (float)sin(v1 * v3 * 0.1 + t) * 0.2f, (float)v3,
	    c, t1, t2);
};

inline float dx(float x) { return x+(float)sin(x*2+lastmillis/1000.0f)*0.04f; };
inline float dy(float x) { return x+(float)sin(x*2+lastmillis/900.0f+PI/5)*0.05f; };

// renders water for bounding rect area that contains water... simple but very inefficient
inline float
dx(float x)
{
	return x + (float)sin(x * 2 + lastmillis / 1000.0f) * 0.04f;
};
inline float
dy(float x)
{
	return x + (float)sin(x * 2 + lastmillis / 900.0f + PI / 5) * 0.05f;
};

// renders water for bounding rect area that contains water... simple but very
// inefficient

int
int renderwater(float hf)
renderwater(float hf)
{
	if (wx1 < 0)
    if(wx1<0) return nquads;
		return nquads;

    glDepthMask(GL_FALSE);
    glEnable(GL_BLEND);
    glBlendFunc(GL_ONE, GL_SRC_COLOR);
    int sx, sy;
    glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_LIQUID, sx, sy));  
	glDepthMask(GL_FALSE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_SRC_COLOR);
	int sx, sy;
	glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_LIQUID, sx, sy));

    wx1 &= ~(watersubdiv-1);
    wy1 &= ~(watersubdiv-1);
	wx1 &= ~(watersubdiv - 1);
	wy1 &= ~(watersubdiv - 1);

    float xf = TEXTURESCALE/sx;
    float yf = TEXTURESCALE/sy;
    float xs = watersubdiv*xf;
    float ys = watersubdiv*yf;
    float t1 = lastmillis/300.0f;
    float t2 = lastmillis/4000.0f;
    
    sqr dl;
    dl.r = dl.g = dl.b = 255;
    
    for(int xx = wx1; xx<wx2; xx += watersubdiv)
	float xf = TEXTURESCALE / sx;
	float yf = TEXTURESCALE / sy;
	float xs = watersubdiv * xf;
	float ys = watersubdiv * yf;
	float t1 = lastmillis / 300.0f;
	float t2 = lastmillis / 4000.0f;

	sqr dl;
	dl.r = dl.g = dl.b = 255;

	for (int xx = wx1; xx < wx2; xx += watersubdiv) {
    {
        for(int yy = wy1; yy<wy2; yy += watersubdiv)
		for (int yy = wy1; yy < wy2; yy += watersubdiv) {
        {
            float xo = xf*(xx+t2);
            float yo = yf*(yy+t2);
            if(yy==wy1)
			float xo = xf * (xx + t2);
			float yo = yf * (yy + t2);
			if (yy == wy1) {
            {
                vertw(xx,             hf, yy,             &dl, dx(xo),    dy(yo), t1);
                vertw(xx+watersubdiv, hf, yy,             &dl, dx(xo+xs), dy(yo), t1);
            };
            vertw(xx,             hf, yy+watersubdiv, &dl, dx(xo),    dy(yo+ys), t1);
            vertw(xx+watersubdiv, hf, yy+watersubdiv, &dl, dx(xo+xs), dy(yo+ys), t1); 
        };   
        int n = (wy2-wy1-1)/watersubdiv;
        nquads += n;
        n = (n+2)*2;
        glDrawArrays(GL_TRIANGLE_STRIP, curvert -= n, n);
    };
    
    glDisable(GL_BLEND);
    glDepthMask(GL_TRUE);
    
    return nquads;
				vertw(xx, hf, yy, &dl, dx(xo), dy(yo), t1);
				vertw(xx + watersubdiv, hf, yy, &dl,
				    dx(xo + xs), dy(yo), t1);
			};
			vertw(xx, hf, yy + watersubdiv, &dl, dx(xo),
			    dy(yo + ys), t1);
			vertw(xx + watersubdiv, hf, yy + watersubdiv, &dl,
			    dx(xo + xs), dy(yo + ys), t1);
		};
		int n = (wy2 - wy1 - 1) / watersubdiv;
		nquads += n;
		n = (n + 2) * 2;
		glDrawArrays(GL_TRIANGLE_STRIP, curvert -= n, n);
	};

	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);

	return nquads;
};

void
void addwaterquad(int x, int y, int size)       // update bounding rect that contains water
addwaterquad(int x, int y, int size) // update bounding rect that contains water
{
    int x2 = x+size;
    int y2 = y+size;
    if(wx1<0)
	int x2 = x + size;
	int y2 = y + size;
	if (wx1 < 0) {
    {
        wx1 = x;
        wy1 = y;
        wx2 = x2;
        wy2 = y2;
		wx1 = x;
		wy1 = y;
		wx2 = x2;
		wy2 = y2;
    }
    else
	} else {
    {
        if(x<wx1) wx1 = x;
        if(y<wy1) wy1 = y;
        if(x2>wx2) wx2 = x2;
        if(y2>wy2) wy2 = y2;
    };
		if (x < wx1)
			wx1 = x;
		if (y < wy1)
			wy1 = y;
		if (x2 > wx2)
			wx2 = x2;
		if (y2 > wy2)
			wy2 = y2;
	};
};

void
void resetcubes()
resetcubes()
{
	if (!verts)
    if(!verts) reallocv();
    floorstrip = deltastrip = false;
    wx1 = -1;
    nquads = 0;
    sbright.r = sbright.g = sbright.b = 255;
    sdark.r = sdark.g = sdark.b = 0;
		reallocv();
	floorstrip = deltastrip = false;
	wx1 = -1;
	nquads = 0;
	sbright.r = sbright.g = sbright.b = 255;
	sdark.r = sdark.g = sdark.b = 0;
};


Modified src/renderextras.cxx from [737786a1f9] to [d70403196e].

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// renderextras.cpp: misc gl render code and the HUD

#include "cube.h"

void
void line(int x1, int y1, float z1, int x2, int y2, float z2)
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);
    glVertex3f((float)x2, z2, (float)y2);
    glEnd();
    xtraverts += 4;
	glBegin(GL_POLYGON);
	glVertex3f((float)x1, z1, (float)y1);
	glVertex3f((float)x1, z1, y1 + 0.01f);
	glVertex3f((float)x2, z2, y2 + 0.01f);
	glVertex3f((float)x2, z2, (float)y2);
	glEnd();
	xtraverts += 4;
};

void
void linestyle(float width, int r, int g, int b)
linestyle(float width, int r, int g, int b)
{
    glLineWidth(width);
    glColor3ub(r,g,b);
	glLineWidth(width);
	glColor3ub(r, g, b);
};

void
void box(block &b, float z1, float z2, float z3, float z4)
box(block &b, float z1, float z2, float z3, float z4)
{
    glBegin(GL_POLYGON);
    glVertex3f((float)b.x,      z1, (float)b.y);
    glVertex3f((float)b.x+b.xs, z2, (float)b.y);
    glVertex3f((float)b.x+b.xs, z3, (float)b.y+b.ys);
    glVertex3f((float)b.x,      z4, (float)b.y+b.ys);
    glEnd();
    xtraverts += 4;
	glBegin(GL_POLYGON);
	glVertex3f((float)b.x, z1, (float)b.y);
	glVertex3f((float)b.x + b.xs, z2, (float)b.y);
	glVertex3f((float)b.x + b.xs, z3, (float)b.y + b.ys);
	glVertex3f((float)b.x, z4, (float)b.y + b.ys);
	glEnd();
	xtraverts += 4;
};

void
void dot(int x, int y, float z)
dot(int x, int y, float z)
{
    const float DOF = 0.1f;
    glBegin(GL_POLYGON);
    glVertex3f(x-DOF, (float)z, y-DOF);
    glVertex3f(x+DOF, (float)z, y-DOF);
    glVertex3f(x+DOF, (float)z, y+DOF);
    glVertex3f(x-DOF, (float)z, y+DOF);
    glEnd();
    xtraverts += 4;
	const float DOF = 0.1f;
	glBegin(GL_POLYGON);
	glVertex3f(x - DOF, (float)z, y - DOF);
	glVertex3f(x + DOF, (float)z, y - DOF);
	glVertex3f(x + DOF, (float)z, y + DOF);
	glVertex3f(x - DOF, (float)z, y + DOF);
	glEnd();
	xtraverts += 4;
};

void
void blendbox(int x1, int y1, int x2, int y2, bool border)
blendbox(int x1, int y1, int x2, int y2, bool border)
{
    glDepthMask(GL_FALSE);
    glDisable(GL_TEXTURE_2D);
    glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
    glBegin(GL_QUADS);
    if(border) glColor3d(0.5, 0.3, 0.4); 
    else glColor3d(1.0, 1.0, 1.0);
    glVertex2i(x1, y1);
    glVertex2i(x2, y1);
    glVertex2i(x2, y2);
    glVertex2i(x1, y2);
    glEnd();
    glDisable(GL_BLEND);
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    glBegin(GL_POLYGON);
    glColor3d(0.2, 0.7, 0.4); 
    glVertex2i(x1, y1);
    glVertex2i(x2, y1);
    glVertex2i(x2, y2);
    glVertex2i(x1, y2);
    glEnd();
    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    xtraverts += 8;
    glEnable(GL_BLEND);
    glEnable(GL_TEXTURE_2D);
    glDepthMask(GL_TRUE);
	glDepthMask(GL_FALSE);
	glDisable(GL_TEXTURE_2D);
	glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
	glBegin(GL_QUADS);
	if (border)
		glColor3d(0.5, 0.3, 0.4);
	else
		glColor3d(1.0, 1.0, 1.0);
	glVertex2i(x1, y1);
	glVertex2i(x2, y1);
	glVertex2i(x2, y2);
	glVertex2i(x1, y2);
	glEnd();
	glDisable(GL_BLEND);
	glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	glBegin(GL_POLYGON);
	glColor3d(0.2, 0.7, 0.4);
	glVertex2i(x1, y1);
	glVertex2i(x2, y1);
	glVertex2i(x2, y2);
	glVertex2i(x1, y2);
	glEnd();
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	xtraverts += 8;
	glEnable(GL_BLEND);
	glEnable(GL_TEXTURE_2D);
	glDepthMask(GL_TRUE);
};

const int MAXSPHERES = 50;
struct sphere { vec o; float size, max; int type; sphere *next; };
struct sphere {
	vec o;
	float size, max;
	int type;
	sphere *next;
};
sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;

void
void newsphere(vec &o, float max, int type)
newsphere(vec &o, float max, int type)
{
    if(!sinit)
	if (!sinit) {
    {
        loopi(MAXSPHERES)
        {
            spheres[i].next = sempty;
            sempty = &spheres[i];
        };
        sinit = true;
    };
    if(sempty)
		loopi(MAXSPHERES)
		{
			spheres[i].next = sempty;
			sempty = &spheres[i];
		};
		sinit = true;
	};
	if (sempty) {
    {
        sphere *p = sempty;
        sempty = p->next;
        p->o = o;
        p->max = max;
        p->size = 1;
        p->type = type;
        p->next = slist;
        slist = p;
    };
		sphere *p = sempty;
		sempty = p->next;
		p->o = o;
		p->max = max;
		p->size = 1;
		p->type = type;
		p->next = slist;
		slist = p;
	};
};

void
void renderspheres(int time)
renderspheres(int time)
{
    glDepthMask(GL_FALSE);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE);
    glBindTexture(GL_TEXTURE_2D, 4);  
	glDepthMask(GL_FALSE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE);
	glBindTexture(GL_TEXTURE_2D, 4);

    for(sphere *p, **pp = &slist; p = *pp;)
	for (sphere *p, **pp = &slist; p = *pp;) {
    {
        glPushMatrix();
        float size = p->size/p->max;
        glColor4f(1.0f, 1.0f, 1.0f, 1.0f-size);
        glTranslatef(p->o.x, p->o.z, p->o.y);
        glRotatef(lastmillis/5.0f, 1, 1, 1);
        glScalef(p->size, p->size, p->size);
        glCallList(1);
        glScalef(0.8f, 0.8f, 0.8f);
        glCallList(1);
        glPopMatrix();
        xtraverts += 12*6*2;
		glPushMatrix();
		float size = p->size / p->max;
		glColor4f(1.0f, 1.0f, 1.0f, 1.0f - size);
		glTranslatef(p->o.x, p->o.z, p->o.y);
		glRotatef(lastmillis / 5.0f, 1, 1, 1);
		glScalef(p->size, p->size, p->size);
		glCallList(1);
		glScalef(0.8f, 0.8f, 0.8f);
		glCallList(1);
		glPopMatrix();
		xtraverts += 12 * 6 * 2;

        if(p->size>p->max)
		if (p->size > p->max) {
        {
            *pp = p->next;
            p->next = sempty;
            sempty = p;
			*pp = p->next;
			p->next = sempty;
			sempty = p;
        }
        else
		} else {
        {
            p->size += time/100.0f;   
            pp = &p->next;
        };
    };
			p->size += time / 100.0f;
			pp = &p->next;
		};
	};

    glDisable(GL_BLEND);
    glDepthMask(GL_TRUE);
	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);
};

string closeent;
char *entnames[] =
char *entnames[] = {
{
    "none?", "light", "playerstart",
    "shells", "bullets", "rockets", "riflerounds",
    "health", "healthboost", "greenarmour", "yellowarmour", "quaddamage", 
    "teleport", "teledest", 
    "mapmodel", "monster", "trigger", "jumppad",
    "?", "?", "?", "?", "?", 
    "none?",
    "light",
    "playerstart",
    "shells",
    "bullets",
    "rockets",
    "riflerounds",
    "health",
    "healthboost",
    "greenarmour",
    "yellowarmour",
    "quaddamage",
    "teleport",
    "teledest",
    "mapmodel",
    "monster",
    "trigger",
    "jumppad",
    "?",
    "?",
    "?",
    "?",
    "?",
};

void
void renderents()       // show sparkly thingies for map entities in edit mode
renderents() // show sparkly thingies for map entities in edit mode
{
    closeent[0] = 0;
    if(!editmode) return;
    loopv(ents)
    {
        entity &e = ents[i];
        if(e.type==NOTUSED) continue;
        vec v = { e.x, e.y, e.z };
        particle_splash(2, 2, 40, v);
    };
    int e = closestent();
    if(e>=0)
{
	closeent[0] = 0;
	if (!editmode)
		return;
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type == NOTUSED)
			continue;
		vec v = {e.x, e.y, e.z};
		particle_splash(2, 2, 40, v);
	};
	int e = closestent();
	if (e >= 0) {
    {
        entity &c = ents[e];
        sprintf_s(closeent)("closest entity = %s (%d, %d, %d, %d), selection = (%d, %d)", entnames[c.type], c.attr1, c.attr2, c.attr3, c.attr4, getvar("selxs"), getvar("selys"));
    };
		entity &c = ents[e];
		sprintf_s(closeent)("closest entity = %s (%d, %d, %d, %d), "
		                    "selection = (%d, %d)",
		    entnames[c.type], c.attr1, c.attr2, c.attr3, c.attr4,
		    getvar("selxs"), getvar("selys"));
	};
};

void
void loadsky(char *basename)
loadsky(char *basename)
{
    static string lastsky = "";
    if(strcmp(lastsky, basename)==0) return;
    char *side[] = { "ft", "bk", "lf", "rt", "dn", "up" };
    int texnum = 14;
    loopi(6)
    {
        sprintf_sd(name)("packages/%s_%s.jpg", basename, side[i]);
        int xs, ys;
        if(!installtex(texnum+i, path(name), xs, ys, true)) conoutf("could not load sky textures");
    };
    strcpy_s(lastsky, basename);
	static string lastsky = "";
	if (strcmp(lastsky, basename) == 0)
		return;
	char *side[] = {"ft", "bk", "lf", "rt", "dn", "up"};
	int texnum = 14;
	loopi(6)
	{
		sprintf_sd(name)("packages/%s_%s.jpg", basename, side[i]);
		int xs, ys;
		if (!installtex(texnum + i, path(name), xs, ys, true))
			conoutf("could not load sky textures");
	};
	strcpy_s(lastsky, basename);
};

COMMAND(loadsky, ARG_1STR);

float cursordepth = 0.9f;
GLint viewport[4];
GLdouble mm[16], pm[16];
vec worldpos;

void
void readmatrices()
readmatrices()
{
    glGetIntegerv(GL_VIEWPORT, viewport);
    glGetDoublev(GL_MODELVIEW_MATRIX, mm);
    glGetDoublev(GL_PROJECTION_MATRIX, pm);
	glGetIntegerv(GL_VIEWPORT, viewport);
	glGetDoublev(GL_MODELVIEW_MATRIX, mm);
	glGetDoublev(GL_PROJECTION_MATRIX, pm);
};

// stupid function to cater for stupid ATI linux drivers that return incorrect depth values
// stupid function to cater for stupid ATI linux drivers that return incorrect
// depth values

float
float depthcorrect(float d)
depthcorrect(float d)
{
	return (d<=1/256.0f) ? d*256 : d;
	return (d <= 1 / 256.0f) ? d * 256 : d;
};

// find out the 3d target of the crosshair in the world easily and very acurately.
// sadly many very old cards and drivers appear to fuck up on glReadPixels() and give false
// coordinates, making shooting and such impossible.
// also hits map entities which is unwanted.
// could be replaced by a more acurate version of monster.cpp los() if needed
// find out the 3d target of the crosshair in the world easily and very
// acurately. sadly many very old cards and drivers appear to fuck up on
// glReadPixels() and give false coordinates, making shooting and such
// impossible. also hits map entities which is unwanted. could be replaced by a
// more acurate version of monster.cpp los() if needed

void
void readdepth(int w, int h)
readdepth(int w, int h)
{
	glReadPixels(
    glReadPixels(w/2, h/2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cursordepth);
    double worldx = 0, worldy = 0, worldz = 0;
    gluUnProject(w/2, h/2, depthcorrect(cursordepth), mm, pm, viewport, &worldx, &worldz, &worldy);
    worldpos.x = (float)worldx;
    worldpos.y = (float)worldy;
    worldpos.z = (float)worldz;
    vec r = { (float)mm[0], (float)mm[4], (float)mm[8] };
    vec u = { (float)mm[1], (float)mm[5], (float)mm[9] };
    setorient(r, u);
	    w / 2, h / 2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cursordepth);
	double worldx = 0, worldy = 0, worldz = 0;
	gluUnProject(w / 2, h / 2, depthcorrect(cursordepth), mm, pm, viewport,
	    &worldx, &worldz, &worldy);
	worldpos.x = (float)worldx;
	worldpos.y = (float)worldy;
	worldpos.z = (float)worldz;
	vec r = {(float)mm[0], (float)mm[4], (float)mm[8]};
	vec u = {(float)mm[1], (float)mm[5], (float)mm[9]};
	setorient(r, u);
};

void
void drawicon(float tx, float ty, int x, int y)
drawicon(float tx, float ty, int x, int y)
{
    glBindTexture(GL_TEXTURE_2D, 5);
    glBegin(GL_QUADS);
    tx /= 192;
    ty /= 192;
    float o = 1/3.0f;
    int s = 120;
    glTexCoord2f(tx,   ty);   glVertex2i(x,   y);
    glTexCoord2f(tx+o, ty);   glVertex2i(x+s, y);
    glTexCoord2f(tx+o, ty+o); glVertex2i(x+s, y+s);
    glTexCoord2f(tx,   ty+o); glVertex2i(x,   y+s);
    glEnd();
    xtraverts += 4;
	glBindTexture(GL_TEXTURE_2D, 5);
	glBegin(GL_QUADS);
	tx /= 192;
	ty /= 192;
	float o = 1 / 3.0f;
	int s = 120;
	glTexCoord2f(tx, ty);
	glVertex2i(x, y);
	glTexCoord2f(tx + o, ty);
	glVertex2i(x + s, y);
	glTexCoord2f(tx + o, ty + o);
	glVertex2i(x + s, y + s);
	glTexCoord2f(tx, ty + o);
	glVertex2i(x, y + s);
	glEnd();
	xtraverts += 4;
};

void
void invertperspective()
invertperspective()
{
    // This only generates a valid inverse matrix for matrices generated by gluPerspective()
    GLdouble inv[16];
    memset(inv, 0, sizeof(inv));
	// This only generates a valid inverse matrix for matrices generated by
	// gluPerspective()
	GLdouble inv[16];
	memset(inv, 0, sizeof(inv));

    inv[0*4+0] = 1.0/pm[0*4+0];
    inv[1*4+1] = 1.0/pm[1*4+1];
    inv[2*4+3] = 1.0/pm[3*4+2];
    inv[3*4+2] = -1.0;
    inv[3*4+3] = pm[2*4+2]/pm[3*4+2];
	inv[0 * 4 + 0] = 1.0 / pm[0 * 4 + 0];
	inv[1 * 4 + 1] = 1.0 / pm[1 * 4 + 1];
	inv[2 * 4 + 3] = 1.0 / pm[3 * 4 + 2];
	inv[3 * 4 + 2] = -1.0;
	inv[3 * 4 + 3] = pm[2 * 4 + 2] / pm[3 * 4 + 2];

    glLoadMatrixd(inv);
	glLoadMatrixd(inv);
};

VARP(crosshairsize, 0, 15, 50);

int dblend = 0;
void
void damageblend(int n) { dblend += n; };
damageblend(int n)
{
	dblend += n;
};

VAR(hidestats, 0, 0, 1);
VARP(crosshairfx, 0, 1, 1);

void
void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
{
    readmatrices();
    if(editmode)
	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);
    };
		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();
    glPushMatrix();  
    glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
    glEnable(GL_BLEND);
	glDisable(GL_DEPTH_TEST);
	invertperspective();
	glPushMatrix();
	glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
	glEnable(GL_BLEND);

    glDepthMask(GL_FALSE);
	glDepthMask(GL_FALSE);

    if(dblend || underwater)
	if (dblend || underwater) {
    {
        glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
        glBegin(GL_QUADS);
        if(dblend) glColor3d(0.0f, 0.9f, 0.9f);
        else glColor3d(0.9f, 0.5f, 0.0f);
        glVertex2i(0, 0);
        glVertex2i(VIRTW, 0);
        glVertex2i(VIRTW, VIRTH);
        glVertex2i(0, VIRTH);
        glEnd();
        dblend -= curtime/3;
        if(dblend<0) dblend = 0;
    };
		glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
		glBegin(GL_QUADS);
		if (dblend)
			glColor3d(0.0f, 0.9f, 0.9f);
		else
			glColor3d(0.9f, 0.5f, 0.0f);
		glVertex2i(0, 0);
		glVertex2i(VIRTW, 0);
		glVertex2i(VIRTW, VIRTH);
		glVertex2i(0, VIRTH);
		glEnd();
		dblend -= curtime / 3;
		if (dblend < 0)
			dblend = 0;
	};

    glEnable(GL_TEXTURE_2D);
	glEnable(GL_TEXTURE_2D);

    char *command = getcurcommand();
    char *player = playerincrosshair();
    if(command) draw_textf("> %s_", 20, 1570, 2, command);
    else if(closeent[0]) draw_text(closeent, 20, 1570, 2);
    else if(player) draw_text(player, 20, 1570, 2);
	char *command = getcurcommand();
	char *player = playerincrosshair();
	if (command)
		draw_textf("> %s_", 20, 1570, 2, command);
	else if (closeent[0])
		draw_text(closeent, 20, 1570, 2);
	else if (player)
		draw_text(player, 20, 1570, 2);

    renderscores();
    if(!rendermenu())
	renderscores();
	if (!rendermenu()) {
    {
        glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
        glBindTexture(GL_TEXTURE_2D, 1);
        glBegin(GL_QUADS);
        glColor3ub(255,255,255);
        if(crosshairfx)
		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);
        glTexCoord2d(1.0, 1.0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize);
        glTexCoord2d(0.0, 1.0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 + chsize);
        glEnd();
    };
			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);
		glTexCoord2d(1.0, 1.0);
		glVertex2f(VIRTW / 2 + chsize, VIRTH / 2 + chsize);
		glTexCoord2d(0.0, 1.0);
		glVertex2f(VIRTW / 2 - chsize, VIRTH / 2 + chsize);
		glEnd();
	};

    glPopMatrix();
	glPopMatrix();

    glPushMatrix();    
    glOrtho(0, VIRTW*4/3, VIRTH*4/3, 0, -1, 1);
    renderconsole();
	glPushMatrix();
	glOrtho(0, VIRTW * 4 / 3, VIRTH * 4 / 3, 0, -1, 1);
	renderconsole();

    if(!hidestats)
	if (!hidestats) {
    {
        glPopMatrix();
        glPushMatrix();
        glOrtho(0, VIRTW*3/2, VIRTH*3/2, 0, -1, 1);
        draw_textf("fps %d", 3200, 2390, 2, curfps);
        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();
		glPopMatrix();
		glPushMatrix();
		glOrtho(0, VIRTW * 3 / 2, VIRTH * 3 / 2, 0, -1, 1);
		draw_textf("fps %d", 3200, 2390, 2, curfps);
		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)
	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();
    };
		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();
	};

    glDepthMask(GL_TRUE);
    glDisable(GL_BLEND);
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_DEPTH_TEST);
	glDepthMask(GL_TRUE);
	glDisable(GL_BLEND);
	glDisable(GL_TEXTURE_2D);
	glEnable(GL_DEPTH_TEST);
};

Modified src/rendergl.cxx from [b756c77e89] to [b149b97fcf].

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bool hasoverbright = false;

void purgetextures();

GLUquadricObj *qsphere = NULL;
int glmaxtexsize = 256;

void
void gl_init(int w, int h)
gl_init(int w, int h)
{
    //#define fogvalues 0.5f, 0.6f, 0.7f, 1.0f
	// #define fogvalues 0.5f, 0.6f, 0.7f, 1.0f

    glViewport(0, 0, w, h);
    glClearDepth(1.0);
    glDepthFunc(GL_LESS);
    glEnable(GL_DEPTH_TEST);
    glShadeModel(GL_SMOOTH);
    
	glViewport(0, 0, w, h);
	glClearDepth(1.0);
	glDepthFunc(GL_LESS);
	glEnable(GL_DEPTH_TEST);
	glShadeModel(GL_SMOOTH);

    
    glEnable(GL_FOG);
    glFogi(GL_FOG_MODE, GL_LINEAR);
    glFogf(GL_FOG_DENSITY, 0.25);
    glHint(GL_FOG_HINT, GL_NICEST);
	glEnable(GL_FOG);
	glFogi(GL_FOG_MODE, GL_LINEAR);
	glFogf(GL_FOG_DENSITY, 0.25);
	glHint(GL_FOG_HINT, GL_NICEST);
    

    glEnable(GL_LINE_SMOOTH);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
    glEnable(GL_POLYGON_OFFSET_LINE);
    glPolygonOffset(-3.0, -3.0);
	glEnable(GL_LINE_SMOOTH);
	glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
	glEnable(GL_POLYGON_OFFSET_LINE);
	glPolygonOffset(-3.0, -3.0);

    glCullFace(GL_FRONT);
    glEnable(GL_CULL_FACE);
	glCullFace(GL_FRONT);
	glEnable(GL_CULL_FACE);

    char *exts = (char *)glGetString(GL_EXTENSIONS);
    
    if(strstr(exts, "GL_EXT_texture_env_combine")) hasoverbright = true;
    else conoutf("WARNING: cannot use overbright lighting, using old lighting model!");
        
    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glmaxtexsize);
        
    purgetextures();
	char *exts = (char *)glGetString(GL_EXTENSIONS);

	if (strstr(exts, "GL_EXT_texture_env_combine"))
		hasoverbright = true;
	else
		conoutf("WARNING: cannot use overbright lighting, using old "
		        "lighting model!");

	glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glmaxtexsize);

	purgetextures();

    if(!(qsphere = gluNewQuadric())) fatal("glu sphere");
    gluQuadricDrawStyle(qsphere, GLU_FILL);
    gluQuadricOrientation(qsphere, GLU_INSIDE);
    gluQuadricTexture(qsphere, GL_TRUE);
    glNewList(1, GL_COMPILE);
    gluSphere(qsphere, 1, 12, 6);
    glEndList();
	if (!(qsphere = gluNewQuadric()))
		fatal("glu sphere");
	gluQuadricDrawStyle(qsphere, GLU_FILL);
	gluQuadricOrientation(qsphere, GLU_INSIDE);
	gluQuadricTexture(qsphere, GL_TRUE);
	glNewList(1, GL_COMPILE);
	gluSphere(qsphere, 1, 12, 6);
	glEndList();
};

void
void cleangl()
cleangl()
{
	if (qsphere)
    if(qsphere) gluDeleteQuadric(qsphere);
		gluDeleteQuadric(qsphere);
};

bool
bool installtex(int tnum, char *texname, int &xs, int &ys, bool clamp)
installtex(int tnum, char *texname, int &xs, int &ys, bool clamp)
{
    SDL_Surface *s = IMG_Load(texname);
    if(!s) { conoutf("couldn't load texture %s", texname); return false; };
    if(s->format->BitsPerPixel!=24) { conoutf("texture must be 24bpp: %s", texname); return false; };
    // loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p = 255-*p; };  
    glBindTexture(GL_TEXTURE_2D, tnum);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //NEAREST);
    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 
    xs = s->w;
    ys = s->h;
    while(xs>glmaxtexsize || ys>glmaxtexsize) { xs /= 2; ys /= 2; };
    void *scaledimg = s->pixels;
    if(xs!=s->w)
	SDL_Surface *s = IMG_Load(texname);
	if (!s) {
		conoutf("couldn't load texture %s", texname);
		return false;
	};
	if (s->format->BitsPerPixel != 24) {
		conoutf("texture must be 24bpp: %s", texname);
		return false;
	};
	// loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p = 255-*p; };
	glBindTexture(GL_TEXTURE_2D, tnum);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
	    clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
	    clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
	    GL_LINEAR_MIPMAP_LINEAR); // NEAREST);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	xs = s->w;
	ys = s->h;
	while (xs > glmaxtexsize || ys > glmaxtexsize) {
		xs /= 2;
		ys /= 2;
	};
	void *scaledimg = s->pixels;
	if (xs != s->w) {
    {
        conoutf("warning: quality loss: scaling %s", texname);     // for voodoo cards under linux
        scaledimg = alloc(xs*ys*3);
        gluScaleImage(GL_RGB, s->w, s->h, GL_UNSIGNED_BYTE, s->pixels, xs, ys, GL_UNSIGNED_BYTE, scaledimg);
    };
    if(gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, xs, ys, GL_RGB, GL_UNSIGNED_BYTE, scaledimg)) fatal("could not build mipmaps");
    if(xs!=s->w) free(scaledimg);
    SDL_FreeSurface(s);
    return true;
		conoutf("warning: quality loss: scaling %s",
		    texname); // for voodoo cards under linux
		scaledimg = alloc(xs * ys * 3);
		gluScaleImage(GL_RGB, s->w, s->h, GL_UNSIGNED_BYTE, s->pixels,
		    xs, ys, GL_UNSIGNED_BYTE, scaledimg);
	};
	if (gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, xs, ys, GL_RGB,
	        GL_UNSIGNED_BYTE, scaledimg))
		fatal("could not build mipmaps");
	if (xs != s->w)
		free(scaledimg);
	SDL_FreeSurface(s);
	return true;
};

// management of texture slots
// each texture slot can have multople texture frames, of which currently only the first is used
// additional frames can be used for various shaders
// each texture slot can have multople texture frames, of which currently only
// the first is used additional frames can be used for various shaders

const int MAXTEX = 1000;
int texx[MAXTEX];                           // ( loaded texture ) -> ( name, size )
int texy[MAXTEX];                           
int texx[MAXTEX]; // ( loaded texture ) -> ( name, size )
int texy[MAXTEX];
string texname[MAXTEX];
int curtex = 0;
const int FIRSTTEX = 1000;                  // opengl id = loaded id + FIRSTTEX
const int FIRSTTEX = 1000; // opengl id = loaded id + FIRSTTEX
// std 1+, sky 14+, mdls 20+

const int MAXFRAMES = 2;                    // increase to allow more complex shader defs
int mapping[256][MAXFRAMES];                // ( cube texture, frame ) -> ( opengl id, name )
const int MAXFRAMES = 2;     // increase to allow more complex shader defs
int mapping[256][MAXFRAMES]; // ( cube texture, frame ) -> ( opengl id, name )
string mapname[256][MAXFRAMES];

void
void purgetextures()
purgetextures()
{
    loopi(256) loop(j,MAXFRAMES) mapping[i][j] = 0;
	loopi(256) loop(j, MAXFRAMES) mapping[i][j] = 0;
};

int curtexnum = 0;

void
void texturereset() { curtexnum = 0; };

void texture(char *aframe, char *name)
texturereset()
{
	curtexnum = 0;
};

void
texture(char *aframe, char *name)
{
    int num = curtexnum++, frame = atoi(aframe);
    if(num<0 || num>=256 || frame<0 || frame>=MAXFRAMES) return;
    mapping[num][frame] = 1;
    char *n = mapname[num][frame];
    strcpy_s(n, name);
    path(n);
	int num = curtexnum++, frame = atoi(aframe);
	if (num < 0 || num >= 256 || frame < 0 || frame >= MAXFRAMES)
		return;
	mapping[num][frame] = 1;
	char *n = mapname[num][frame];
	strcpy_s(n, name);
	path(n);
};

COMMAND(texturereset, ARG_NONE);
COMMAND(texture, ARG_2STR);

int
int lookuptexture(int tex, int &xs, int &ys)
lookuptexture(int tex, int &xs, int &ys)
{
    int frame = 0;                      // other frames?
    int tid = mapping[tex][frame];
	int frame = 0; // other frames?
	int tid = mapping[tex][frame];

    if(tid>=FIRSTTEX)
	if (tid >= FIRSTTEX) {
    {
        xs = texx[tid-FIRSTTEX];
        ys = texy[tid-FIRSTTEX];
        return tid;
    };
		xs = texx[tid - FIRSTTEX];
		ys = texy[tid - FIRSTTEX];
		return tid;
	};

    xs = ys = 16;
    if(!tid) return 1;                  // crosshair :)
	xs = ys = 16;
	if (!tid)
		return 1; // crosshair :)

    loopi(curtex)       // lazily happens once per "texture" command, basically
    {
        if(strcmp(mapname[tex][frame], texname[i])==0)
	loopi(curtex) // lazily happens once per "texture" command, basically
	{
		if (strcmp(mapname[tex][frame], texname[i]) == 0) {
        {
            mapping[tex][frame] = tid = i+FIRSTTEX;
            xs = texx[i];
            ys = texy[i];
            return tid;
        };
    };
			mapping[tex][frame] = tid = i + FIRSTTEX;
			xs = texx[i];
			ys = texy[i];
			return tid;
		};
	};

	if (curtex == MAXTEX)
    if(curtex==MAXTEX) fatal("loaded too many textures");
		fatal("loaded too many textures");

    int tnum = curtex+FIRSTTEX;
    strcpy_s(texname[curtex], mapname[tex][frame]);
	int tnum = curtex + FIRSTTEX;
	strcpy_s(texname[curtex], mapname[tex][frame]);

    sprintf_sd(name)("packages%c%s", PATHDIV, texname[curtex]);
	sprintf_sd(name)("packages%c%s", PATHDIV, texname[curtex]);

    if(installtex(tnum, name, xs, ys))
	if (installtex(tnum, name, xs, ys)) {
    {
        mapping[tex][frame] = tnum;
        texx[curtex] = xs;
        texy[curtex] = ys;
        curtex++;
        return tnum;
		mapping[tex][frame] = tnum;
		texx[curtex] = xs;
		texy[curtex] = ys;
		curtex++;
		return tnum;
    }
    else
	} else {
    {
        return mapping[tex][frame] = FIRSTTEX;  // temp fix
    };
		return mapping[tex][frame] = FIRSTTEX; // temp fix
	};
};

void
void setupworld()
setupworld()
{
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_COLOR_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY); 
    setarraypointers();
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	setarraypointers();

    if(hasoverbright)
	if (hasoverbright) {
    {
        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); 
        glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
        glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
        glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
    };
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
		glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
		glTexEnvi(
		    GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
	};
};

int skyoglid;

struct strip { int tex, start, num; };
struct strip {
	int tex, start, num;
};
vector<strip> strips;

void
void renderstripssky()
renderstripssky()
{
    glBindTexture(GL_TEXTURE_2D, skyoglid);
    loopv(strips) if(strips[i].tex==skyoglid) glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
	glBindTexture(GL_TEXTURE_2D, skyoglid);
	loopv(strips) if (strips[i].tex == skyoglid)
	    glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
};

void
void renderstrips()
renderstrips()
{
    int lasttex = -1;
    loopv(strips) if(strips[i].tex!=skyoglid)
    {
        if(strips[i].tex!=lasttex)
	int lasttex = -1;
	loopv(strips) if (strips[i].tex != skyoglid)
	{
		if (strips[i].tex != lasttex) {
        {
            glBindTexture(GL_TEXTURE_2D, strips[i].tex); 
            lasttex = strips[i].tex;
        };
        glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);  
    };   
			glBindTexture(GL_TEXTURE_2D, strips[i].tex);
			lasttex = strips[i].tex;
		};
		glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
	};
};

void
overbright(float amount)
{
	if (hasoverbright)
void overbright(float amount) { if(hasoverbright) glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, amount ); };
		glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, amount);
};

void
void addstrip(int tex, int start, int n)
addstrip(int tex, int start, int n)
{
    strip &s = strips.add();
    s.tex = tex;
    s.start = start;
    s.num = n;
	strip &s = strips.add();
	s.tex = tex;
	s.start = start;
	s.num = n;
};

VARFP(gamma, 30, 100, 300,
VARFP(gamma, 30, 100, 300, {
{
    float f = gamma/100.0f;
    if(SDL_SetGamma(f,f,f)==-1)
	float f = gamma / 100.0f;
	if (SDL_SetGamma(f, f, f) == -1) {
    {
        conoutf("Could not set gamma (card/driver doesn't support it?)");
        conoutf("sdl: %s", SDL_GetError());
    };
		conoutf(
		    "Could not set gamma (card/driver doesn't support it?)");
		conoutf("sdl: %s", SDL_GetError());
	};
});

void
void transplayer()
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);
	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);   
	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);
VARP(hudgun, 0, 1, 1);

char *hudgunnames[] = { "hudguns/fist", "hudguns/shotg", "hudguns/chaing", "hudguns/rocket", "hudguns/rifle" };
char *hudgunnames[] = {"hudguns/fist", "hudguns/shotg", "hudguns/chaing",
    "hudguns/rocket", "hudguns/rifle"};

void
void drawhudmodel(int start, int end, float speed, int base)
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);
	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
void drawhudgun(float fovy, float aspect, int farplane)
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)
	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 &&
    {
        drawhudmodel(7, 18, rtime/18.0f, player1->lastaction);
	    player1->lastattackgun == player1->gunselect &&
	    lastmillis - player1->lastaction < rtime) {
		drawhudmodel(7, 18, rtime / 18.0f, player1->lastaction);
    }
    else
	} else {
    {
        drawhudmodel(6, 1, 100, 0);
    };
		drawhudmodel(6, 1, 100, 0);
	};

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(fovy, aspect, 0.15f, farplane);
    glMatrixMode(GL_MODELVIEW);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(fovy, aspect, 0.15f, farplane);
	glMatrixMode(GL_MODELVIEW);

    glDisable(GL_CULL_FACE);
	glDisable(GL_CULL_FACE);
};

void
void gl_drawframe(int w, int h, float curfps)
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);
	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)
	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);
		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);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	int farplane = fog * 5 / 2;
	gluPerspective(fovy, aspect, 0.15f, farplane);
	glMatrixMode(GL_MODELVIEW);

    transplayer();
	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();
	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();
	setupworld();

    renderstripssky();
	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);
	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);

    transplayer();
        
    overbright(2);
    
    renderstrips();
	transplayer();

	overbright(2);

	renderstrips();

    xtraverts = 0;
	xtraverts = 0;

    renderclients();
    monsterrender();
	renderclients();
	monsterrender();

    renderentities();
	renderentities();

    renderspheres(curtime);
    renderents();
	renderspheres(curtime);
	renderents();

    glDisable(GL_CULL_FACE);
	glDisable(GL_CULL_FACE);

    drawhudgun(fovy, aspect, farplane);
	drawhudgun(fovy, aspect, farplane);

    overbright(1);
    int nquads = renderwater(hf);
    
    overbright(2);
    render_particles(curtime);
    overbright(1);
	overbright(1);
	int nquads = renderwater(hf);

	overbright(2);
	render_particles(curtime);
	overbright(1);

    glDisable(GL_FOG);
	glDisable(GL_FOG);

    glDisable(GL_TEXTURE_2D);
	glDisable(GL_TEXTURE_2D);

    gl_drawhud(w, h, (int)curfps, nquads, curvert, underwater);
	gl_drawhud(w, h, (int)curfps, nquads, curvert, underwater);

    glEnable(GL_CULL_FACE);
    glEnable(GL_FOG);
	glEnable(GL_CULL_FACE);
	glEnable(GL_FOG);
};

Modified src/rendermd2.cxx from [d1d356a8e6] to [92185e5e25].

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// rendermd2.cpp: loader code adapted from a nehe tutorial

#include "cube.h"

struct md2_header
struct md2_header {
{
    int magic;
    int version;
    int skinWidth, skinHeight;
    int frameSize;
    int numSkins, numVertices, numTexcoords;
    int numTriangles, numGlCommands, numFrames;
    int offsetSkins, offsetTexcoords, offsetTriangles;
    int offsetFrames, offsetGlCommands, offsetEnd;
	int magic;
	int version;
	int skinWidth, skinHeight;
	int frameSize;
	int numSkins, numVertices, numTexcoords;
	int numTriangles, numGlCommands, numFrames;
	int offsetSkins, offsetTexcoords, offsetTriangles;
	int offsetFrames, offsetGlCommands, offsetEnd;
};

struct md2_vertex
struct md2_vertex {
{
    uchar vertex[3], lightNormalIndex;
	uchar vertex[3], lightNormalIndex;
};

struct md2_frame
struct md2_frame {
{
    float      scale[3];
    float      translate[3];
    char       name[16];
    md2_vertex vertices[1];
	float scale[3];
	float translate[3];
	char name[16];
	md2_vertex vertices[1];
};

struct md2
struct md2 {
{
    int numGlCommands;
    int* glCommands;
    int numTriangles;
    int frameSize;
    int numFrames;
    int numVerts;
    char* frames;
    vec **mverts;
    int displaylist;
    int displaylistverts;
    
    mapmodelinfo mmi;
    char *loadname;
    int mdlnum;
    bool loaded;
	int numGlCommands;
	int *glCommands;
	int numTriangles;
	int frameSize;
	int numFrames;
	int numVerts;
	char *frames;
	vec **mverts;
	int displaylist;
	int displaylistverts;

	mapmodelinfo mmi;
	char *loadname;
	int mdlnum;
	bool loaded;

    bool load(char* filename);
    void render(vec &light, int numFrame, int range, float x, float y, float z, float yaw, float pitch, float scale, float speed, int snap, int basetime);
    void scale(int frame, float scale, int sn);
	bool load(char *filename);
	void render(vec &light, int numFrame, int range, float x, float y,
	    float z, float yaw, float pitch, float scale, float speed, int snap,
	    int basetime);
	void scale(int frame, float scale, int sn);

	md2()
    md2() : numGlCommands(0), frameSize(0), numFrames(0), displaylist(0), loaded(false) {};
	    : numGlCommands(0), frameSize(0), numFrames(0), displaylist(0),
	      loaded(false) {};

    ~md2()
    {
        if(glCommands)
            delete [] glCommands;
        if(frames)
            delete [] frames;
    }
	~md2()
	{
		if (glCommands)
			delete[] glCommands;
		if (frames)
			delete[] frames;
	}
};


bool md2::load(char* filename)
bool
md2::load(char *filename)
{
    FILE* file;
    md2_header header;
	FILE *file;
	md2_header header;

    if((file= fopen(filename, "rb"))==NULL) return false;
	if ((file = fopen(filename, "rb")) == NULL)
		return false;

    fread(&header, sizeof(md2_header), 1, file);
    endianswap(&header, sizeof(int), sizeof(md2_header)/sizeof(int));
	fread(&header, sizeof(md2_header), 1, file);
	endianswap(&header, sizeof(int), sizeof(md2_header) / sizeof(int));

    if(header.magic!= 844121161 || header.version!=8) return false;
	if (header.magic != 844121161 || header.version != 8)

    frames = new char[header.frameSize*header.numFrames];
    if(frames==NULL) return false;
		return false;

	frames = new char[header.frameSize * header.numFrames];
	if (frames == NULL)
		return false;

    fseek(file, header.offsetFrames, SEEK_SET);
    fread(frames, header.frameSize*header.numFrames, 1, file);
	fseek(file, header.offsetFrames, SEEK_SET);
	fread(frames, header.frameSize * header.numFrames, 1, file);

    for(int i = 0; i < header.numFrames; ++i)
	for (int i = 0; i < header.numFrames; ++i) {
    {
        endianswap(frames + i * header.frameSize, sizeof(float), 6);
    }
		endianswap(frames + i * header.frameSize, sizeof(float), 6);
	}

    glCommands = new int[header.numGlCommands];
    if(glCommands==NULL) return false;
	glCommands = new int[header.numGlCommands];
	if (glCommands == NULL)
		return false;

    fseek(file,       header.offsetGlCommands, SEEK_SET);
    fread(glCommands, header.numGlCommands*sizeof(int), 1, file);
	fseek(file, header.offsetGlCommands, SEEK_SET);
	fread(glCommands, header.numGlCommands * sizeof(int), 1, file);

    endianswap(glCommands, sizeof(int), header.numGlCommands);
	endianswap(glCommands, sizeof(int), header.numGlCommands);

    numFrames    = header.numFrames;
    numGlCommands= header.numGlCommands;
    frameSize    = header.frameSize;
    numTriangles = header.numTriangles;
    numVerts     = header.numVertices;
	numFrames = header.numFrames;
	numGlCommands = header.numGlCommands;
	frameSize = header.frameSize;
	numTriangles = header.numTriangles;
	numVerts = header.numVertices;

    fclose(file);
    
    mverts = new vec*[numFrames];
    loopj(numFrames) mverts[j] = NULL;
	fclose(file);

	mverts = new vec *[numFrames];
	loopj(numFrames) mverts[j] = NULL;

    return true;
	return true;
};

float
float snap(int sn, float f) { return sn ? (float)(((int)(f+sn*0.5f))&(~(sn-1))) : f; };

void md2::scale(int frame, float scale, int sn)
snap(int sn, float f)
{
	return sn ? (float)(((int)(f + sn * 0.5f)) & (~(sn - 1))) : f;
};

void
md2::scale(int frame, float scale, int sn)
{
    mverts[frame] = new vec[numVerts];
    md2_frame *cf = (md2_frame *) ((char*)frames+frameSize*frame);
    float sc = 16.0f/scale;
    loop(vi, numVerts)
    {
        uchar *cv = (uchar *)&cf->vertices[vi].vertex;
        vec *v = &(mverts[frame])[vi];
        v->x =  (snap(sn, cv[0]*cf->scale[0])+cf->translate[0])/sc;
        v->y = -(snap(sn, cv[1]*cf->scale[1])+cf->translate[1])/sc;
        v->z =  (snap(sn, cv[2]*cf->scale[2])+cf->translate[2])/sc;
    };
	mverts[frame] = new vec[numVerts];
	md2_frame *cf = (md2_frame *)((char *)frames + frameSize * frame);
	float sc = 16.0f / scale;
	loop(vi, numVerts)
	{
		uchar *cv = (uchar *)&cf->vertices[vi].vertex;
		vec *v = &(mverts[frame])[vi];
		v->x = (snap(sn, cv[0] * cf->scale[0]) + cf->translate[0]) / sc;
		v->y =
		    -(snap(sn, cv[1] * cf->scale[1]) + cf->translate[1]) / sc;
		v->z = (snap(sn, cv[2] * cf->scale[2]) + cf->translate[2]) / sc;
	};
};

void
void md2::render(vec &light, int frame, int range, float x, float y, float z, float yaw, float pitch, float sc, float speed, int snap, int basetime)
md2::render(vec &light, int frame, int range, float x, float y, float z,
    float yaw, float pitch, float sc, float speed, int snap, int basetime)
{
    loopi(range) if(!mverts[frame+i]) scale(frame+i, sc, snap);
    
    glPushMatrix ();
    glTranslatef(x, y, z);
    glRotatef(yaw+180, 0, -1, 0);
    glRotatef(pitch, 0, 0, 1);
    
	loopi(range) if (!mverts[frame + i]) scale(frame + i, sc, snap);

	glPushMatrix();
	glTranslatef(x, y, z);
	glRotatef(yaw + 180, 0, -1, 0);
	glRotatef(pitch, 0, 0, 1);

	glColor3fv((float *)&light);

    if(displaylist && frame==0 && range==1)
	if (displaylist && frame == 0 && range == 1) {
    {
		glCallList(displaylist);
		xtraverts += displaylistverts;
    }
    else
	} else {
    {
		if(frame==0 && range==1)
		if (frame == 0 && range == 1) {
		{
			static int displaylistn = 10;
			glNewList(displaylist = displaylistn++, GL_COMPILE);
			displaylistverts = xtraverts;
		};
		
		int time = lastmillis-basetime;
		int fr1 = (int)(time/speed);
		float frac1 = (time-fr1*speed)/speed;
		float frac2 = 1-frac1;
		fr1 = fr1%range+frame;
		int fr2 = fr1+1;
		if(fr2>=frame+range) fr2 = frame;

		int time = lastmillis - basetime;
		int fr1 = (int)(time / speed);
		float frac1 = (time - fr1 * speed) / speed;
		float frac2 = 1 - frac1;
		fr1 = fr1 % range + frame;
		int fr2 = fr1 + 1;
		if (fr2 >= frame + range)
			fr2 = frame;
		vec *verts1 = mverts[fr1];
		vec *verts2 = mverts[fr2];

		for(int *command = glCommands; (*command)!=0;)
		for (int *command = glCommands; (*command) != 0;) {
		{
			int numVertex = *command++;
			if (numVertex > 0) {
			if(numVertex>0) { glBegin(GL_TRIANGLE_STRIP); }
			else            { glBegin(GL_TRIANGLE_FAN); numVertex = -numVertex; };
				glBegin(GL_TRIANGLE_STRIP);
			} else {
				glBegin(GL_TRIANGLE_FAN);
				numVertex = -numVertex;
			};

			loopi(numVertex)
			{
				float tu = *((float*)command++);
				float tv = *((float*)command++);
				float tu = *((float *)command++);
				float tv = *((float *)command++);
				glTexCoord2f(tu, tv);
				int vn = *command++;
				vec &v1 = verts1[vn];
				vec &v2 = verts2[vn];
				#define ip(c) v1.c*frac2+v2.c*frac1
#define ip(c) v1.c *frac2 + v2.c *frac1
				glVertex3f(ip(x), ip(z), ip(y));
			};

			xtraverts += numVertex;

			glEnd();
		};
		
		if(displaylist)

		if (displaylist) {
		{
			glEndList();
			displaylistverts = xtraverts-displaylistverts;
			displaylistverts = xtraverts - displaylistverts;
		};
	};

    glPopMatrix();
	glPopMatrix();
}

hashtable<md2 *> *mdllookup = NULL;
vector<md2 *> mapmodels;
const int FIRSTMDL = 20;

void
void delayedload(md2 *m)
{ 
    if(!m->loaded)
delayedload(md2 *m)
{
	if (!m->loaded) {
    {
        sprintf_sd(name1)("packages/models/%s/tris.md2", m->loadname);
        if(!m->load(path(name1))) fatal("loadmodel: ", name1);
        sprintf_sd(name2)("packages/models/%s/skin.jpg", m->loadname);
        int xs, ys;
        installtex(FIRSTMDL+m->mdlnum, path(name2), xs, ys);
        m->loaded = true;
    };
		sprintf_sd(name1)("packages/models/%s/tris.md2", m->loadname);
		if (!m->load(path(name1)))
			fatal("loadmodel: ", name1);
		sprintf_sd(name2)("packages/models/%s/skin.jpg", m->loadname);
		int xs, ys;
		installtex(FIRSTMDL + m->mdlnum, path(name2), xs, ys);
		m->loaded = true;
	};
};

int modelnum = 0;

md2 *
md2 *loadmodel(char *name)
loadmodel(char *name)
{
	if (!mdllookup)
    if(!mdllookup) mdllookup = new hashtable<md2 *>;
    md2 **mm = mdllookup->access(name);
    if(mm) return *mm;
    md2 *m = new md2();
    m->mdlnum = modelnum++;
    mapmodelinfo mmi = { 2, 2, 0, 0, "" }; 
    m->mmi = mmi;
    m->loadname = newstring(name);
    mdllookup->access(m->loadname, &m);
    return m;
		mdllookup = new hashtable<md2 *>;
	md2 **mm = mdllookup->access(name);
	if (mm)
		return *mm;
	md2 *m = new md2();
	m->mdlnum = modelnum++;
	mapmodelinfo mmi = {2, 2, 0, 0, ""};
	m->mmi = mmi;
	m->loadname = newstring(name);
	mdllookup->access(m->loadname, &m);
	return m;
};

void
void mapmodel(char *rad, char *h, char *zoff, char *snap, char *name)
mapmodel(char *rad, char *h, char *zoff, char *snap, char *name)
{
	md2 *m = loadmodel(name);
	mapmodelinfo mmi = {
    mapmodelinfo mmi = { atoi(rad), atoi(h), atoi(zoff), atoi(snap), m->loadname }; 
    m->mmi = mmi;
    mapmodels.add(m);
	    atoi(rad), atoi(h), atoi(zoff), atoi(snap), m->loadname};
	m->mmi = mmi;
	mapmodels.add(m);
};

void
mapmodelreset()
{
void mapmodelreset() { mapmodels.setsize(0); };
	mapmodels.setsize(0);
};

mapmodelinfo &
getmminfo(int i)
{
mapmodelinfo &getmminfo(int i) { return i<mapmodels.length() ? mapmodels[i]->mmi : *(mapmodelinfo *)0; };
	return i < mapmodels.length() ? mapmodels[i]->mmi : *(mapmodelinfo *)0;
};

COMMAND(mapmodel, ARG_5STR);
COMMAND(mapmodelreset, ARG_NONE);

void
void rendermodel(char *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)
rendermodel(char *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;
	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);
    
    int ix = (int)x;
    int iy = (int)z;
    vec light = { 1.0f, 1.0f, 1.0f }; 
    
    if(!OUTBORD(ix, iy))
	delayedload(m);

	int xs, ys;
	glBindTexture(GL_TEXTURE_2D,
	    tex ? lookuptexture(tex, xs, ys) : FIRSTMDL + m->mdlnum);

	int ix = (int)x;
	int iy = (int)z;
	vec light = {1.0f, 1.0f, 1.0f};

	if (!OUTBORD(ix, iy)) {
    {
         sqr *s = S(ix,iy);  
         float ll = 256.0f; // 0.96f;
         float of = 0.0f; // 0.1f;      
         light.x = s->r/ll+of;
         light.y = s->g/ll+of;
         light.z = s->b/ll+of;
    };
    
    if(teammate)
		sqr *s = S(ix, iy);
		float ll = 256.0f; // 0.96f;
		float of = 0.0f;   // 0.1f;
		light.x = s->r / ll + of;
		light.y = s->g / ll + of;
		light.z = s->b / ll + of;
	};

	if (teammate) {
    {
        light.x *= 0.6f;
        light.y *= 0.7f;
        light.z *= 1.2f;
    };
		light.x *= 0.6f;
		light.y *= 0.7f;
		light.z *= 1.2f;
	};

    m->render(light, frame, range, x, y, z, yaw, pitch, scale, speed, snap, basetime);
	m->render(light, frame, range, x, y, z, yaw, pitch, scale, speed, snap,
	    basetime);
};

Modified src/renderparticles.cxx from [21833af7d6] to [4855ce96c9].

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// renderparticles.cpp

#include "cube.h"

const int MAXPARTICLES = 10500;
const int NUMPARTCUTOFF = 20;
struct particle { vec o, d; int fade, type; int millis; particle *next; };
struct particle {
	vec o, d;
	int fade, type;
	int millis;
	particle *next;
};
particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;

VARP(maxparticles, 100, 2000, MAXPARTICLES-500);
VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);

void
void newparticle(vec &o, vec &d, int fade, int type)
newparticle(vec &o, vec &d, int fade, int type)
{
    if(!parinit)
	if (!parinit) {
    {
        loopi(MAXPARTICLES)
        {
            particles[i].next = parempty;
            parempty = &particles[i];
        };
        parinit = true;
    };
    if(parempty)
		loopi(MAXPARTICLES)
		{
			particles[i].next = parempty;
			parempty = &particles[i];
		};
		parinit = true;
	};
	if (parempty) {
    {
        particle *p = parempty;
        parempty = p->next;
        p->o = o;
        p->d = d;
        p->fade = fade;
        p->type = type;
        p->millis = lastmillis;
        p->next = parlist;
        parlist = p;
    };
		particle *p = parempty;
		parempty = p->next;
		p->o = o;
		p->d = d;
		p->fade = fade;
		p->type = type;
		p->millis = lastmillis;
		p->next = parlist;
		parlist = p;
	};
};

VAR(demotracking, 0, 0, 1);
VARP(particlesize, 20, 100, 500); 
VARP(particlesize, 20, 100, 500);

vec right, up;

void
void setorient(vec &r, vec &u) { right = r; up = u; };

void render_particles(int time)
setorient(vec &r, vec &u)
{
	right = r;
	up = u;
};

void
render_particles(int time)
{
	if(demoplayback && demotracking)
	if (demoplayback && demotracking) {
	{
		vec nom = { 0, 0, 0 };
		vec nom = {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);
    
    struct parttype { float r, g, b; int gr, tex; float sz; } parttypes[] =
	glDepthMask(GL_FALSE);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
	glDisable(GL_FOG);

	struct parttype {
    {
        { 0.7f, 0.6f, 0.3f, 2,  3, 0.06f }, // yellow: sparks 
        { 0.5f, 0.5f, 0.5f, 20, 7, 0.15f }, // grey:   small smoke
        { 0.2f, 0.2f, 1.0f, 20, 3, 0.08f }, // blue:   edit mode entities
        { 1.0f, 0.1f, 0.1f, 1,  7, 0.06f }, // red:    blood spats
        { 1.0f, 0.8f, 0.8f, 20, 6, 1.2f  }, // yellow: fireball1
        { 0.5f, 0.5f, 0.5f, 20, 7, 0.6f  }, // grey:   big smoke   
        { 1.0f, 1.0f, 1.0f, 20, 8, 1.2f  }, // blue:   fireball2
        { 1.0f, 1.0f, 1.0f, 20, 9, 1.2f  }, // green:  fireball3
        { 1.0f, 0.1f, 0.1f, 0,  7, 0.2f  }, // red:    demotrack
    };
    
    int numrender = 0;
    
    for(particle *p, **pp = &parlist; p = *pp;)
		float r, g, b;
		int gr, tex;
		float sz;
	} parttypes[] = {
	    {0.7f, 0.6f, 0.3f, 2, 3, 0.06f},  // yellow: sparks
	    {0.5f, 0.5f, 0.5f, 20, 7, 0.15f}, // grey:   small smoke
	    {0.2f, 0.2f, 1.0f, 20, 3, 0.08f}, // blue:   edit mode entities
	    {1.0f, 0.1f, 0.1f, 1, 7, 0.06f},  // red:    blood spats
	    {1.0f, 0.8f, 0.8f, 20, 6, 1.2f},  // yellow: fireball1
	    {0.5f, 0.5f, 0.5f, 20, 7, 0.6f},  // grey:   big smoke
	    {1.0f, 1.0f, 1.0f, 20, 8, 1.2f},  // blue:   fireball2
	    {1.0f, 1.0f, 1.0f, 20, 9, 1.2f},  // green:  fireball3
	    {1.0f, 0.1f, 0.1f, 0, 7, 0.2f},   // red:    demotrack
	};

	int numrender = 0;

	for (particle *p, **pp = &parlist; p = *pp;) {
    {       
        parttype *pt = &parttypes[p->type];
		parttype *pt = &parttypes[p->type];

        glBindTexture(GL_TEXTURE_2D, pt->tex);  
        glBegin(GL_QUADS);
        
        glColor3d(pt->r, pt->g, pt->b);
        float sz = pt->sz*particlesize/100.0f; 
        // perf varray?
        glTexCoord2f(0.0, 1.0); glVertex3d(p->o.x+(-right.x+up.x)*sz, p->o.z+(-right.y+up.y)*sz, p->o.y+(-right.z+up.z)*sz);
        glTexCoord2f(1.0, 1.0); glVertex3d(p->o.x+( right.x+up.x)*sz, p->o.z+( right.y+up.y)*sz, p->o.y+( right.z+up.z)*sz);
        glTexCoord2f(1.0, 0.0); glVertex3d(p->o.x+( right.x-up.x)*sz, p->o.z+( right.y-up.y)*sz, p->o.y+( right.z-up.z)*sz);
        glTexCoord2f(0.0, 0.0); glVertex3d(p->o.x+(-right.x-up.x)*sz, p->o.z+(-right.y-up.y)*sz, p->o.y+(-right.z-up.z)*sz);
        glEnd();
        xtraverts += 4;
		glBindTexture(GL_TEXTURE_2D, pt->tex);
		glBegin(GL_QUADS);

		glColor3d(pt->r, pt->g, pt->b);
		float sz = pt->sz * particlesize / 100.0f;
		// perf varray?
		glTexCoord2f(0.0, 1.0);
		glVertex3d(p->o.x + (-right.x + up.x) * sz,
		    p->o.z + (-right.y + up.y) * sz,
		    p->o.y + (-right.z + up.z) * sz);
		glTexCoord2f(1.0, 1.0);
		glVertex3d(p->o.x + (right.x + up.x) * sz,
		    p->o.z + (right.y + up.y) * sz,
		    p->o.y + (right.z + up.z) * sz);
		glTexCoord2f(1.0, 0.0);
		glVertex3d(p->o.x + (right.x - up.x) * sz,
		    p->o.z + (right.y - up.y) * sz,
		    p->o.y + (right.z - up.z) * sz);
		glTexCoord2f(0.0, 0.0);
		glVertex3d(p->o.x + (-right.x - up.x) * sz,
		    p->o.z + (-right.y - up.y) * sz,
		    p->o.y + (-right.z - up.z) * sz);
		glEnd();
		xtraverts += 4;

        if(numrender++>maxparticles || (p->fade -= time)<0)
		if (numrender++ > maxparticles || (p->fade -= time) < 0) {
        {
            *pp = p->next;
            p->next = parempty;
            parempty = p;
			*pp = p->next;
			p->next = parempty;
			parempty = p;
        }
        else
		} else {
        {
			if(pt->gr) p->o.z -= ((lastmillis-p->millis)/3.0f)*curtime/(pt->gr*10000);
            vec a = p->d;
            vmul(a,time);
            vdiv(a,20000.0f);
            vadd(p->o, a);
            pp = &p->next;
        };
    };
			if (pt->gr)
				p->o.z -= ((lastmillis - p->millis) / 3.0f) *
				          curtime / (pt->gr * 10000);
			vec a = p->d;
			vmul(a, time);
			vdiv(a, 20000.0f);
			vadd(p->o, a);
			pp = &p->next;
		};
	};

    glEnable(GL_FOG);
    glDisable(GL_BLEND);
    glDepthMask(GL_TRUE);
	glEnable(GL_FOG);
	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);
};

void
void particle_splash(int type, int num, int fade, vec &p)
particle_splash(int type, int num, int fade, vec &p)
{
    loopi(num)
    {
        const int radius = type==5 ? 50 : 150;
        int x, y, z;
        do
	loopi(num)
	{
		const int radius = type == 5 ? 50 : 150;
		int x, y, z;
		do {
        {
            x = rnd(radius*2)-radius;
            y = rnd(radius*2)-radius;
            z = rnd(radius*2)-radius;
			x = rnd(radius * 2) - radius;
			y = rnd(radius * 2) - radius;
			z = rnd(radius * 2) - radius;
        }
        while(x*x+y*y+z*z>radius*radius);
        vec d = { (float)x, (float)y, (float)z };
        newparticle(p, d, rnd(fade*3), type);
    };
		} while (x * x + y * y + z * z > radius * radius);
		vec d = {(float)x, (float)y, (float)z};
		newparticle(p, d, rnd(fade * 3), type);
	};
};

void
void particle_trail(int type, int fade, vec &s, vec &e)
particle_trail(int type, int fade, vec &s, vec &e)
{
    vdist(d, v, s, e);
    vdiv(v, d*2+0.1f);
    vec p = s;
    loopi((int)d*2)
    {
        vadd(p, v);
        vec d = { float(rnd(11)-5), float(rnd(11)-5), float(rnd(11)-5) };
        newparticle(p, d, rnd(fade)+fade, type);
    };
	vdist(d, v, s, e);
	vdiv(v, d * 2 + 0.1f);
	vec p = s;
	loopi((int)d * 2)
	{
		vadd(p, v);
		vec d = {
		    float(rnd(11) - 5), float(rnd(11) - 5), float(rnd(11) - 5)};
		newparticle(p, d, rnd(fade) + fade, type);
	};
};

Modified src/rendertext.cxx from [a193db557b] to [59ea840868].

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// rendertext.cpp: based on Don's gl_text.cpp

#include "cube.h"

short char_coords[96][4] = 
short char_coords[96][4] = {
{
    {0,0,25,64},        //!
    {25,0,54,64},       //"
    {54,0,107,64},      //#
    {107,0,148,64},     //$
    {148,0,217,64},     //%
    {217,0,263,64},     //&
    {263,0,280,64},     //'
    {280,0,309,64},     //(
    {309,0,338,64},     //)
    {338,0,379,64},     //*
    {379,0,432,64},     //+
    {432,0,455,64},     //,
    {455,0,484,64},     //-
    {0,64,21,128},      //.
    {23,64,52,128},     ///
    {52,64,93,128},     //0
    {93,64,133,128},    //1
    {133,64,174,128},   //2
    {174,64,215,128},   //3
    {215,64,256,128},   //4
    {256,64,296,128},   //5
    {296,64,337,128},   //6
    {337,64,378,128},   //7
    {378,64,419,128},   //8
    {419,64,459,128},   //9
    {459,64,488,128},   //:
    {0,128,29,192},     //;
    {29,128,81,192},    //<
    {81,128,134,192},   //=
    {134,128,186,192},  //>
    {186,128,221,192},  //?
    {221,128,285,192},  //@
    {285,128,329,192},  //A
    {329,128,373,192},  //B
    {373,128,418,192},  //C
    {418,128,467,192},  //D
    {0,192,40,256},     //E
    {40,192,77,256},    //F
    {77,192,127,256},   //G
    {127,192,175,256},  //H
    {175,192,202,256},  //I
    {202,192,231,256},  //J
    {231,192,275,256},  //K
    {275,192,311,256},  //L
    {311,192,365,256},  //M
    {365,192,413,256},  //N
    {413,192,463,256},  //O
    {0, 0, 25, 64},       //!
    {25, 0, 54, 64},      //"
    {54, 0, 107, 64},     // #
    {107, 0, 148, 64},    //$
    {148, 0, 217, 64},    //%
    {217, 0, 263, 64},    //&
    {263, 0, 280, 64},    //'
    {280, 0, 309, 64},    //(
    {309, 0, 338, 64},    //)
    {338, 0, 379, 64},    //*
    {379, 0, 432, 64},    //+
    {432, 0, 455, 64},    //,
    {455, 0, 484, 64},    //-
    {0, 64, 21, 128},     //.
    {23, 64, 52, 128},    ///
    {52, 64, 93, 128},    // 0
    {93, 64, 133, 128},   // 1
    {133, 64, 174, 128},  // 2
    {174, 64, 215, 128},  // 3
    {215, 64, 256, 128},  // 4
    {256, 64, 296, 128},  // 5
    {296, 64, 337, 128},  // 6
    {337, 64, 378, 128},  // 7
    {378, 64, 419, 128},  // 8
    {419, 64, 459, 128},  // 9
    {459, 64, 488, 128},  //:
    {0, 128, 29, 192},    //;
    {29, 128, 81, 192},   //<
    {81, 128, 134, 192},  //=
    {134, 128, 186, 192}, //>
    {186, 128, 221, 192}, //?
    {221, 128, 285, 192}, //@
    {285, 128, 329, 192}, // A
    {329, 128, 373, 192}, // B
    {373, 128, 418, 192}, // C
    {418, 128, 467, 192}, // D
    {0, 192, 40, 256},    // E
    {40, 192, 77, 256},   // F
    {77, 192, 127, 256},  // G
    {127, 192, 175, 256}, // H
    {175, 192, 202, 256}, // I
    {202, 192, 231, 256}, // J
    {231, 192, 275, 256}, // K
    {275, 192, 311, 256}, // L
    {311, 192, 365, 256}, // M
    {365, 192, 413, 256}, // N
    {413, 192, 463, 256}, // O
    {1,256,38,320},     //P
    {38,256,89,320},    //Q
    {89,256,133,320},   //R
    {133,256,176,320},  //S
    {1, 256, 38, 320},    // P
    {38, 256, 89, 320},   // Q
    {89, 256, 133, 320},  // R
    {133, 256, 176, 320}, // S
    {177, 256, 216, 320}, // T
    {217, 256, 263, 320}, // U
    {263, 256, 307, 320}, // V
    {307, 256, 370, 320}, // W
    {370, 256, 414, 320}, // X
    {414, 256, 453, 320}, // Y
    {177,256,216,320},  //T
    {217,256,263,320},  //U
    {263,256,307,320},  //V
    {307,256,370,320},  //W
    {370,256,414,320},  //X
    {414,256,453,320},  //Y
    {453,256,497,320},  //Z
    {453, 256, 497, 320}, // Z
    {0,320,29,384},     //[
    {29,320,58,384},    //"\"
    {59,320,87,384},    //]
    {87,320,139,384},   //^
    {139,320,180,384},  //_
    {180,320,221,384},  //`
    {221,320,259,384},  //a
    {259,320,299,384},  //b
    {299,320,332,384},  //c
    {332,320,372,384},  //d
    {372,320,411,384},  //e
    {411,320,433,384},  //f
    {435,320,473,384},  //g
    {0,384,40,448},     //h
    {40,384,56,448},    //i
    {58,384,80,448},    //j
    {80,384,118,448},   //k
    {118,384,135,448},  //l
    {135,384,197,448},  //m
    {197,384,238,448},  //n
    {238,384,277,448},  //o
    {277,384,317,448},  //p
    {317,384,356,448},  //q
    {357,384,384,448},  //r
    {385,384,417,448},  //s
    {417,384,442,448},  //t
    {443,384,483,448},  //u
    {0, 320, 29, 384},    //[
    {29, 320, 58, 384},   //"\"
    {59, 320, 87, 384},   //]
    {87, 320, 139, 384},  //^
    {139, 320, 180, 384}, //_
    {180, 320, 221, 384}, //`
    {221, 320, 259, 384}, // a
    {259, 320, 299, 384}, // b
    {299, 320, 332, 384}, // c
    {332, 320, 372, 384}, // d
    {372, 320, 411, 384}, // e
    {411, 320, 433, 384}, // f
    {435, 320, 473, 384}, // g
    {0, 384, 40, 448},    // h
    {40, 384, 56, 448},   // i
    {58, 384, 80, 448},   // j
    {80, 384, 118, 448},  // k
    {118, 384, 135, 448}, // l
    {135, 384, 197, 448}, // m
    {197, 384, 238, 448}, // n
    {238, 384, 277, 448}, // o
    {277, 384, 317, 448}, // p
    {317, 384, 356, 448}, // q
    {357, 384, 384, 448}, // r
    {385, 384, 417, 448}, // s
    {417, 384, 442, 448}, // t
    {443, 384, 483, 448}, // u
    {0,448,38,512},     //v
    {38,448,90,512},    //w
    {90,448,128,512},   //x
    {128,448,166,512},  //y
    {166,448,200,512},  //z
    {200,448,241,512},  //{
    {241,448,270,512},  //|
    {270,448,310,512},  //}
    {310,448,363,512},  //~
    {0, 448, 38, 512},    // v
    {38, 448, 90, 512},   // w
    {90, 448, 128, 512},  // x
    {128, 448, 166, 512}, // y
    {166, 448, 200, 512}, // z
    {200, 448, 241, 512}, //{
    {241, 448, 270, 512}, //|
    {270, 448, 310, 512}, //}
    {310, 448, 363, 512}, //~
};

int
int text_width(char *str)
text_width(char *str)
{
    int x = 0;
    for (int i = 0; str[i] != 0; i++)
	int x = 0;
	for (int i = 0; str[i] != 0; i++) {
    {
        int c = str[i];
        if(c=='\t') { x = (x+PIXELTAB)/PIXELTAB*PIXELTAB; continue; }; 
        if(c=='\f') continue; 
        if(c==' ') { x += FONTH/2; continue; };
        c -= 33;
        if(c<0 || c>=95) continue;
        int in_width = char_coords[c][2] - char_coords[c][0];
        x += in_width + 1;
    }
    return x;
		int c = str[i];
		if (c == '\t') {
			x = (x + PIXELTAB) / PIXELTAB * PIXELTAB;
			continue;
		};
		if (c == '\f')
			continue;
		if (c == ' ') {
			x += FONTH / 2;
			continue;
		};
		c -= 33;
		if (c < 0 || c >= 95)
			continue;
		int in_width = char_coords[c][2] - char_coords[c][0];
		x += in_width + 1;
	}
	return x;
}


void draw_textf(char *fstr, int left, int top, int gl_num, ...)
void
draw_textf(char *fstr, int left, int top, int gl_num, ...)
{
    sprintf_sdlv(str, gl_num, fstr);
    draw_text(str, left, top, gl_num);
	sprintf_sdlv(str, gl_num, fstr);
	draw_text(str, left, top, gl_num);
};

void
void draw_text(char *str, int left, int top, int gl_num)
draw_text(char *str, int left, int top, int gl_num)
{
    glBlendFunc(GL_ONE, GL_ONE);
    glBindTexture(GL_TEXTURE_2D, gl_num);
    glColor3ub(255,255,255);
	glBlendFunc(GL_ONE, GL_ONE);
	glBindTexture(GL_TEXTURE_2D, gl_num);
	glColor3ub(255, 255, 255);

    int x = left;
    int y = top;
	int x = left;
	int y = top;

    int i;
    float in_left, in_top, in_right, in_bottom;
    int in_width, in_height;
	int i;
	float in_left, in_top, in_right, in_bottom;
	int in_width, in_height;

    for (i = 0; str[i] != 0; i++)
	for (i = 0; str[i] != 0; i++) {
    {
        int c = str[i];
        if(c=='\t') { x = (x-left+PIXELTAB)/PIXELTAB*PIXELTAB+left; continue; }; 
        if(c=='\f') { glColor3ub(64,255,128); continue; };
        if(c==' ') { x += FONTH/2; continue; };
        c -= 33;
        if(c<0 || c>=95) continue;
		int c = str[i];
		if (c == '\t') {
			x = (x - left + PIXELTAB) / PIXELTAB * PIXELTAB + left;
			continue;
		};
		if (c == '\f') {
			glColor3ub(64, 255, 128);
			continue;
		};
		if (c == ' ') {
			x += FONTH / 2;
			continue;
		};
		c -= 33;
		if (c < 0 || c >= 95)
			continue;

        in_left    = ((float) char_coords[c][0])   / 512.0f;
        in_top     = ((float) char_coords[c][1]+2) / 512.0f;
        in_right   = ((float) char_coords[c][2])   / 512.0f;
        in_bottom  = ((float) char_coords[c][3]-2) / 512.0f;
		in_left = ((float)char_coords[c][0]) / 512.0f;
		in_top = ((float)char_coords[c][1] + 2) / 512.0f;
		in_right = ((float)char_coords[c][2]) / 512.0f;
		in_bottom = ((float)char_coords[c][3] - 2) / 512.0f;

        in_width   = char_coords[c][2] - char_coords[c][0];
        in_height  = char_coords[c][3] - char_coords[c][1];
		in_width = char_coords[c][2] - char_coords[c][0];
		in_height = char_coords[c][3] - char_coords[c][1];

        glBegin(GL_QUADS);
        glTexCoord2f(in_left,  in_top   ); glVertex2i(x,            y);
        glTexCoord2f(in_right, in_top   ); glVertex2i(x + in_width, y);
        glTexCoord2f(in_right, in_bottom); glVertex2i(x + in_width, y + in_height);
        glTexCoord2f(in_left,  in_bottom); glVertex2i(x,            y + in_height);
        glEnd();
        
        xtraverts += 4;
        x += in_width  + 1;
    }
		glBegin(GL_QUADS);
		glTexCoord2f(in_left, in_top);
		glVertex2i(x, y);
		glTexCoord2f(in_right, in_top);
		glVertex2i(x + in_width, y);
		glTexCoord2f(in_right, in_bottom);
		glVertex2i(x + in_width, y + in_height);
		glTexCoord2f(in_left, in_bottom);
		glVertex2i(x, y + in_height);
		glEnd();

		xtraverts += 4;
		x += in_width + 1;
	}
}

// also Don's code, so goes in here too :)

void
void draw_envbox_aux(float s0, float t0, int x0, int y0, int z0,
draw_envbox_aux(float s0, float t0, int x0, int y0, int z0, float s1, float t1,
                     float s1, float t1, int x1, int y1, int z1,
                     float s2, float t2, int x2, int y2, int z2,
                     float s3, float t3, int x3, int y3, int z3,
    int x1, int y1, int z1, float s2, float t2, int x2, int y2, int z2,
    float s3, float t3, int x3, int y3, int z3, int texture)
                     int texture)
{
    glBindTexture(GL_TEXTURE_2D, texture);
    glBegin(GL_QUADS);
    glTexCoord2f(s3, t3); glVertex3d(x3, y3, z3);
    glTexCoord2f(s2, t2); glVertex3d(x2, y2, z2);
    glTexCoord2f(s1, t1); glVertex3d(x1, y1, z1);
    glTexCoord2f(s0, t0); glVertex3d(x0, y0, z0);
    glEnd();
    xtraverts += 4;
	glBindTexture(GL_TEXTURE_2D, texture);
	glBegin(GL_QUADS);
	glTexCoord2f(s3, t3);
	glVertex3d(x3, y3, z3);
	glTexCoord2f(s2, t2);
	glVertex3d(x2, y2, z2);
	glTexCoord2f(s1, t1);
	glVertex3d(x1, y1, z1);
	glTexCoord2f(s0, t0);
	glVertex3d(x0, y0, z0);
	glEnd();
	xtraverts += 4;
}

void
void draw_envbox(int t, int w)
draw_envbox(int t, int w)
{
    glDepthMask(GL_FALSE);
	glDepthMask(GL_FALSE);

    draw_envbox_aux(1.0f, 1.0f, -w, -w,  w,
	draw_envbox_aux(1.0f, 1.0f, -w, -w, w, 0.0f, 1.0f, w, -w, w, 0.0f, 0.0f,
                    0.0f, 1.0f,  w, -w,  w,
                    0.0f, 0.0f,  w, -w, -w,
                    1.0f, 0.0f, -w, -w, -w, t);
	    w, -w, -w, 1.0f, 0.0f, -w, -w, -w, t);

    draw_envbox_aux(1.0f, 1.0f, +w,  w,  w,
	draw_envbox_aux(1.0f, 1.0f, +w, w, w, 0.0f, 1.0f, -w, w, w, 0.0f, 0.0f,
                    0.0f, 1.0f, -w,  w,  w,
                    0.0f, 0.0f, -w,  w, -w,
                    1.0f, 0.0f, +w,  w, -w, t+1);
	    -w, w, -w, 1.0f, 0.0f, +w, w, -w, t + 1);

    draw_envbox_aux(0.0f, 0.0f, -w, -w, -w,
	draw_envbox_aux(0.0f, 0.0f, -w, -w, -w, 1.0f, 0.0f, -w, w, -w, 1.0f,
                    1.0f, 0.0f, -w,  w, -w,
                    1.0f, 1.0f, -w,  w,  w,
                    0.0f, 1.0f, -w, -w,  w, t+2);
	    1.0f, -w, w, w, 0.0f, 1.0f, -w, -w, w, t + 2);

    draw_envbox_aux(1.0f, 1.0f, +w, -w,  w,
	draw_envbox_aux(1.0f, 1.0f, +w, -w, w, 0.0f, 1.0f, +w, w, w, 0.0f, 0.0f,
                    0.0f, 1.0f, +w,  w,  w,
                    0.0f, 0.0f, +w,  w, -w,
                    1.0f, 0.0f, +w, -w, -w, t+3);
	    +w, w, -w, 1.0f, 0.0f, +w, -w, -w, t + 3);

    draw_envbox_aux(0.0f, 1.0f, -w,  w,  w,
	draw_envbox_aux(0.0f, 1.0f, -w, w, w, 0.0f, 0.0f, +w, w, w, 1.0f, 0.0f,
                    0.0f, 0.0f, +w,  w,  w,
                    1.0f, 0.0f, +w, -w,  w,
                    1.0f, 1.0f, -w, -w,  w, t+4);
	    +w, -w, w, 1.0f, 1.0f, -w, -w, w, t + 4);

    draw_envbox_aux(0.0f, 1.0f, +w,  w, -w,
	draw_envbox_aux(0.0f, 1.0f, +w, w, -w, 0.0f, 0.0f, -w, w, -w, 1.0f,
                    0.0f, 0.0f, -w,  w, -w,
                    1.0f, 0.0f, -w, -w, -w,
                    1.0f, 1.0f, +w, -w, -w, t+5);
	    0.0f, -w, -w, -w, 1.0f, 1.0f, +w, -w, -w, t + 5);

    glDepthMask(GL_TRUE);
	glDepthMask(GL_TRUE);
}

Modified src/rndmap.cxx from [3e55fe475e] to [b9a3803fd5].

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// rndmap.cpp: perlin noise landscape generation and some experimental random map stuff, currently not used
// rndmap.cpp: perlin noise landscape generation and some experimental random
// map stuff, currently not used

#include "cube.h"

float
float noise(int x, int y, int seed)
noise(int x, int y, int seed)
{
    int n = x+y*57;
    n = (n<<13)^n;
    return 1.0f-((n*(n*n*15731+789221)+1376312589)&0x7fffffff)/1073741824.0f;
	int n = x + y * 57;
	n = (n << 13) ^ n;
	return 1.0f -
	       ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) /
	           1073741824.0f;
}

float
float smoothednoise(int x, int y, int seed)
smoothednoise(int x, int y, int seed)
{
    float corners = (noise(x-1, y-1, seed)+noise(x+1, y-1, seed)+noise(x-1, y+1, seed)+noise(x+1, y+1, seed))/16;
    float sides = (noise(x-1, y, seed)+noise(x+1, y, seed)+noise(x, y-1, seed)+noise(x, y+1, seed))/8;
    float center = noise(x, y, seed)/4;
    return corners+sides+center;
	float corners =
	    (noise(x - 1, y - 1, seed) + noise(x + 1, y - 1, seed) +
	        noise(x - 1, y + 1, seed) + noise(x + 1, y + 1, seed)) /
	    16;
	float sides = (noise(x - 1, y, seed) + noise(x + 1, y, seed) +
	                  noise(x, y - 1, seed) + noise(x, y + 1, seed)) /
	              8;
	float center = noise(x, y, seed) / 4;
	return corners + sides + center;
}

float
float interpolate(float a, float b, float x)
interpolate(float a, float b, float x)
{
    float ft = x*3.1415927f;
    float f = (1.0f-(float)cos(ft))*0.5f;
    return a*(1-f)+b*f;
	float ft = x * 3.1415927f;
	float f = (1.0f - (float)cos(ft)) * 0.5f;
	return a * (1 - f) + b * f;
}

float
float interpolatednoise(float x, float y, int seed)
interpolatednoise(float x, float y, int seed)
{
    int ix = (int)x;
    float fx = x-ix;
    int iy = (int)y;
    float fy = y-iy;
    float v1 = smoothednoise(ix,   iy,   seed);
    float v2 = smoothednoise(ix+1, iy,   seed);
    float v3 = smoothednoise(ix,   iy+1, seed);
    float v4 = smoothednoise(ix+1, iy+1, seed);
    float i1 = interpolate(v1, v2, fx);
    float i2 = interpolate(v3, v4, fy);
    return interpolate(i1, i2, fy);
	int ix = (int)x;
	float fx = x - ix;
	int iy = (int)y;
	float fy = y - iy;
	float v1 = smoothednoise(ix, iy, seed);
	float v2 = smoothednoise(ix + 1, iy, seed);
	float v3 = smoothednoise(ix, iy + 1, seed);
	float v4 = smoothednoise(ix + 1, iy + 1, seed);
	float i1 = interpolate(v1, v2, fx);
	float i2 = interpolate(v3, v4, fy);
	return interpolate(i1, i2, fy);
}

float
float perlinnoise_2D(float x, float y, int seedstep, float pers)
perlinnoise_2D(float x, float y, int seedstep, float pers)
{
    float total = 0;
    int seed = 0;
    for(int i = 0; i<7; i++)
	float total = 0;
	int seed = 0;
	for (int i = 0; i < 7; i++) {
    {
        float frequency = (float)(2^i);
        float amplitude = (float)pow(pers, i);
        total += interpolatednoise(x*frequency, y*frequency, seed)*amplitude;
        seed += seedstep;
    }
    return total;
		float frequency = (float)(2 ^ i);
		float amplitude = (float)pow(pers, i);
		total += interpolatednoise(x * frequency, y * frequency, seed) *
		         amplitude;
		seed += seedstep;
	}
	return total;
}

void
void perlinarea(block &b, int scale, int seed, int psize)
perlinarea(block &b, int scale, int seed, int psize)
{
    srand(seed);
    seed = rnd(10000);
    if(!scale) scale = 10;
    for(int x = b.x; x<=b.x+b.xs; x++) for(int y = b.y; y<=b.y+b.ys; y++)
	srand(seed);
	seed = rnd(10000);
	if (!scale)
		scale = 10;
	for (int x = b.x; x <= b.x + b.xs; x++)
    {
        sqr *s = S(x,y);
        if(!SOLID(s) && x!=b.x+b.xs && y!=b.y+b.ys) s->type = FHF; 
        s->vdelta = (int)(perlinnoise_2D(x/((float)scale)+seed, y/((float)scale)+seed, 1000, 0.01f)*50+25);
        if(s->vdelta>128) s->vdelta = 0;
    };
		for (int y = b.y; y <= b.y + b.ys; y++) {
			sqr *s = S(x, y);
			if (!SOLID(s) && x != b.x + b.xs && y != b.y + b.ys)
				s->type = FHF;
			s->vdelta =
			    (int)(perlinnoise_2D(x / ((float)scale) + seed,
			              y / ((float)scale) + seed, 1000, 0.01f) *
			              50 +
			          25);
			if (s->vdelta > 128)
				s->vdelta = 0;
		};
};


Modified src/savegamedemo.cxx from [319b37fde4] to [c33c84c43c].

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// loading and saving of savegames & demos, dumps the spawn state of all mapents, the full state of all dynents (monsters + player)
// loading and saving of savegames & demos, dumps the spawn state of all
// mapents, the full state of all dynents (monsters + player)

#include "cube.h"

extern int islittleendian;

gzFile f = NULL;
bool demorecording = false;
bool demoplayback = false;
bool demoloading = false;
dvector playerhistory;
int democlientnum = 0;

void startdemo();

void
gzput(int i)
{
void gzput(int i) { gzputc(f, i); };
void gzputi(int i) { gzwrite(f, &i, sizeof(int)); };
void gzputv(vec &v) { gzwrite(f, &v, sizeof(vec)); };
	gzputc(f, i);
};
void
gzputi(int i)
{
	gzwrite(f, &i, sizeof(int));
};
void
gzputv(vec &v)
{
	gzwrite(f, &v, sizeof(vec));
};

void
gzcheck(int a, int b)
{
	if (a != b)
void gzcheck(int a, int b) { if(a!=b) fatal("savegame file corrupt (short)"); };
int gzget() { char c = gzgetc(f); return c; };
int gzgeti() { int i; gzcheck(gzread(f, &i, sizeof(int)), sizeof(int)); return i; };
void gzgetv(vec &v) { gzcheck(gzread(f, &v, sizeof(vec)), sizeof(vec)); };
		fatal("savegame file corrupt (short)");
};
int
gzget()
{
	char c = gzgetc(f);
	return c;
};
int
gzgeti()
{
	int i;
	gzcheck(gzread(f, &i, sizeof(int)), sizeof(int));
	return i;
};
void
gzgetv(vec &v)
{
	gzcheck(gzread(f, &v, sizeof(vec)), sizeof(vec));
};

void
void stop()
stop()
{
    if(f)
	if (f) {
    {
        if(demorecording) gzputi(-1);
        gzclose(f);
    };
    f = NULL;
    demorecording = false;
    demoplayback = false;
    demoloading = false;
    loopv(playerhistory) zapdynent(playerhistory[i]);
    playerhistory.setsize(0);
		if (demorecording)
			gzputi(-1);
		gzclose(f);
	};
	f = NULL;
	demorecording = false;
	demoplayback = false;
	demoloading = false;
	loopv(playerhistory) zapdynent(playerhistory[i]);
	playerhistory.setsize(0);
};

void
void stopifrecording() { if(demorecording) stop(); };

void savestate(char *fn)
stopifrecording()
{
	if (demorecording)
		stop();
};

void
savestate(char *fn)
{
    stop();
    f = gzopen(fn, "wb9");
    if(!f) { conoutf("could not write %s", fn); return; };
    gzwrite(f, (void *)"CUBESAVE", 8);
    gzputc(f, islittleendian);  
    gzputi(SAVEGAMEVERSION);
    gzputi(sizeof(dynent));
    gzwrite(f, getclientmap(), _MAXDEFSTR);
    gzputi(gamemode);
    gzputi(ents.length());
    loopv(ents) gzputc(f, ents[i].spawned);
    gzwrite(f, player1, sizeof(dynent));
    dvector &monsters = getmonsters();
    gzputi(monsters.length());
    loopv(monsters) gzwrite(f, monsters[i], sizeof(dynent));
    gzputi(players.length());
    loopv(players)
    {
        gzput(players[i]==NULL);
        gzwrite(f, players[i], sizeof(dynent));
    };
	stop();
	f = gzopen(fn, "wb9");
	if (!f) {
		conoutf("could not write %s", fn);
		return;
	};
	gzwrite(f, (void *)"CUBESAVE", 8);
	gzputc(f, islittleendian);
	gzputi(SAVEGAMEVERSION);
	gzputi(sizeof(dynent));
	gzwrite(f, getclientmap(), _MAXDEFSTR);
	gzputi(gamemode);
	gzputi(ents.length());
	loopv(ents) gzputc(f, ents[i].spawned);
	gzwrite(f, player1, sizeof(dynent));
	dvector &monsters = getmonsters();
	gzputi(monsters.length());
	loopv(monsters) gzwrite(f, monsters[i], sizeof(dynent));
	gzputi(players.length());
	loopv(players)
	{
		gzput(players[i] == NULL);
		gzwrite(f, players[i], sizeof(dynent));
	};
};

void
void savegame(char *name)
savegame(char *name)
{
	if (!m_classicsp) {
    if(!m_classicsp) { conoutf("can only save classic sp games"); return; };
    sprintf_sd(fn)("savegames/%s.csgz", name);
    savestate(fn);
    stop();
    conoutf("wrote %s", fn);
		conoutf("can only save classic sp games");
		return;
	};
	sprintf_sd(fn)("savegames/%s.csgz", name);
	savestate(fn);
	stop();
	conoutf("wrote %s", fn);
};

void
void loadstate(char *fn)
loadstate(char *fn)
{
    stop();
    if(multiplayer()) return;
    f = gzopen(fn, "rb9");
    if(!f) { conoutf("could not open %s", fn); return; };
    
    string buf;
    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()!=sizeof(dynent)) goto out;
    string mapname;
    gzread(f, mapname, _MAXDEFSTR);
    nextmode = gzgeti();
    changemap(mapname); // continue below once map has been loaded and client & server have updated 
    return;
    out:    
    conoutf("aborting: savegame/demo from a different version of cube or cpu architecture");
    stop();
	stop();
	if (multiplayer())
		return;
	f = gzopen(fn, "rb9");
	if (!f) {
		conoutf("could not open %s", fn);
		return;
	};

	string buf;
	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() != sizeof(dynent))
		goto out;
	string mapname;
	gzread(f, mapname, _MAXDEFSTR);
	nextmode = gzgeti();
	changemap(mapname); // continue below once map has been loaded and
	                    // client & server have updated
	return;
out:
	conoutf("aborting: savegame/demo from a different version of cube or "
	        "cpu architecture");
	stop();
};

void
void loadgame(char *name)
loadgame(char *name)
{
    sprintf_sd(fn)("savegames/%s.csgz", name);
    loadstate(fn);
	sprintf_sd(fn)("savegames/%s.csgz", name);
	loadstate(fn);
};

void
void loadgameout()
loadgameout()
{
    stop();
    conoutf("loadgame incomplete: savegame from a different version of this map");
	stop();
	conoutf("loadgame incomplete: savegame from a different version of "
	        "this map");
};

void
void loadgamerest()
loadgamerest()
{
    if(demoplayback || !f) return;
        
    if(gzgeti()!=ents.length()) return loadgameout();
    loopv(ents)
    {
        ents[i].spawned = gzgetc(f)!=0;   
        if(ents[i].type==CARROT && !ents[i].spawned) trigger(ents[i].attr1, ents[i].attr2, true);
    };
    restoreserverstate(ents);
    
    gzread(f, player1, sizeof(dynent));
    player1->lastaction = lastmillis;
    
    int nmonsters = gzgeti();
    dvector &monsters = getmonsters();
    if(nmonsters!=monsters.length()) return loadgameout();
    loopv(monsters)
    {
        gzread(f, monsters[i], sizeof(dynent));
        monsters[i]->enemy = player1;                                       // lazy, could save id of enemy instead
        monsters[i]->lastaction = monsters[i]->trigger = lastmillis+500;    // also lazy, but no real noticable effect on game
        if(monsters[i]->state==CS_DEAD) monsters[i]->lastaction = 0;
    };
    restoremonsterstate();
    
    int nplayers = gzgeti();
    loopi(nplayers) if(!gzget())
    {
        dynent *d = getclient(i);
        assert(d);
        gzread(f, d, sizeof(dynent));        
    };
    
    conoutf("savegame restored");
    if(demoloading) startdemo(); else stop();
	if (demoplayback || !f)
		return;

	if (gzgeti() != ents.length())
		return loadgameout();
	loopv(ents)
	{
		ents[i].spawned = gzgetc(f) != 0;
		if (ents[i].type == CARROT && !ents[i].spawned)
			trigger(ents[i].attr1, ents[i].attr2, true);
	};
	restoreserverstate(ents);

	gzread(f, player1, sizeof(dynent));
	player1->lastaction = lastmillis;

	int nmonsters = gzgeti();
	dvector &monsters = getmonsters();
	if (nmonsters != monsters.length())
		return loadgameout();
	loopv(monsters)
	{
		gzread(f, monsters[i], sizeof(dynent));
		monsters[i]->enemy =
		    player1; // lazy, could save id of enemy instead
		monsters[i]->lastaction = monsters[i]->trigger =
		    lastmillis +
		    500; // also lazy, but no real noticable effect on game
		if (monsters[i]->state == CS_DEAD)
			monsters[i]->lastaction = 0;
	};
	restoremonsterstate();

	int nplayers = gzgeti();
	loopi(nplayers) if (!gzget())
	{
		dynent *d = getclient(i);
		assert(d);
		gzread(f, d, sizeof(dynent));
	};

	conoutf("savegame restored");
	if (demoloading)
		startdemo();
	else
		stop();
};

// demo functions

int starttime = 0;
int playbacktime = 0;
int ddamage, bdamage;
vec dorig;

void
void record(char *name)
record(char *name)
{
	if (m_sp) {
    if(m_sp) { conoutf("cannot record singleplayer games"); return; };
    int cn = getclientnum();
    if(cn<0) return;
    sprintf_sd(fn)("demos/%s.cdgz", name);
    savestate(fn);
    gzputi(cn);
    conoutf("started recording demo to %s", fn);
    demorecording = true;
    starttime = lastmillis;
		conoutf("cannot record singleplayer games");
		return;
	};
	int cn = getclientnum();
	if (cn < 0)
		return;
	sprintf_sd(fn)("demos/%s.cdgz", name);
	savestate(fn);
	gzputi(cn);
	conoutf("started recording demo to %s", fn);
	demorecording = true;
	starttime = lastmillis;
	ddamage = bdamage = 0;
};

void
void demodamage(int damage, vec &o) { ddamage = damage; dorig = o; };
void demoblend(int damage) { bdamage = damage; };

void incomingdemodata(uchar *buf, int len, bool extras)
demodamage(int damage, vec &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)
	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);
		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) {
		if(ddamage)	{ gzputv(dorig); ddamage = 0; };
        // FIXME: add all other client state which is not send through the network
    };
			gzputv(dorig);
			ddamage = 0;
		};
		// FIXME: add all other client state which is not send through
		// the network
	};
};

void
void demo(char *name)
demo(char *name)
{
    sprintf_sd(fn)("demos/%s.cdgz", name);
    loadstate(fn);
    demoloading = true;
	sprintf_sd(fn)("demos/%s.cdgz", name);
	loadstate(fn);
	demoloading = true;
};

void
void stopreset()
stopreset()
{
    conoutf("demo stopped (%d msec elapsed)", lastmillis-starttime);
    stop();
    loopv(players) zapdynent(players[i]);
    disconnect(0, 0);
	conoutf("demo stopped (%d msec elapsed)", lastmillis - starttime);
	stop();
	loopv(players) zapdynent(players[i]);
	disconnect(0, 0);
};

VAR(demoplaybackspeed, 10, 100, 1000);
int
int scaletime(int t) { return (int)(t*(100.0f/demoplaybackspeed))+starttime; };

void readdemotime()
{   
    if(gzeof(f) || (playbacktime = gzgeti())==-1)
scaletime(int t)
{
	return (int)(t * (100.0f / demoplaybackspeed)) + starttime;
};

void
readdemotime()
{
	if (gzeof(f) || (playbacktime = gzgeti()) == -1) {
    {
        stopreset();
        return;
    };
    playbacktime = scaletime(playbacktime);
		stopreset();
		return;
	};
	playbacktime = scaletime(playbacktime);
};

void
void startdemo()
startdemo()
{
    democlientnum = gzgeti();
    demoplayback = true;
    starttime = lastmillis;
    conoutf("now playing demo");
    dynent *d = getclient(democlientnum);
    assert(d);
    *d = *player1;
    readdemotime();
	democlientnum = gzgeti();
	demoplayback = true;
	starttime = lastmillis;
	conoutf("now playing demo");
	dynent *d = getclient(democlientnum);
	assert(d);
	*d = *player1;
	readdemotime();
};

VAR(demodelaymsec, 0, 120, 500);

void
catmulrom(
void catmulrom(vec &z, vec &a, vec &b, vec &c, float s, vec &dest)		// spline interpolation
    vec &z, vec &a, vec &b, vec &c, float s, vec &dest) // spline interpolation
{
	vec t1 = b, t2 = c;

	vsub(t1, z); vmul(t1, 0.5f)
	vsub(t2, a); vmul(t2, 0.5f);
	vsub(t1, z);
	vmul(t1, 0.5f) vsub(t2, a);
	vmul(t2, 0.5f);

	float s2 = s*s;
	float s3 = s*s2;
	float s2 = s * s;
	float s3 = s * s2;

	dest = a;
	vec 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);
	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
void fixwrap(dynent *a, dynent *b)
fixwrap(dynent *a, dynent *b)
{
	while (b->yaw - a->yaw > 180)
	while(b->yaw-a->yaw>180)  a->yaw += 360;  
	while(b->yaw-a->yaw<-180) a->yaw -= 360;
		a->yaw += 360;
	while (b->yaw - a->yaw < -180)
		a->yaw -= 360;
};

void
void demoplaybackstep()
demoplaybackstep()
{
    while(demoplayback && lastmillis>=playbacktime)
	while (demoplayback && lastmillis >= playbacktime) {
    {
        int len = gzgeti();
        if(len<1 || len>MAXTRANS)
		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
        
        dynent *target = players[democlientnum];
        assert(target); 
        
			conoutf(
			    "error: huge packet during demo play (%d)", len);
			stopreset();
			return;
		};
		uchar buf[MAXTRANS];
		gzread(f, buf, len);
		localservertoclient(buf, len); // update game state

		dynent *target = players[democlientnum];
		assert(target);

		int extras;
        if(extras = gzget())     // read additional client side state not present in normal network stream
        {
            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.empty() || playerhistory.last()->lastupdate!=playbacktime))
		if (extras = gzget()) // read additional client side state not
		                      // present in normal network stream
		{
			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.empty() ||
		        playerhistory.last()->lastupdate != playbacktime)) {
        {
            dynent *d = newdynent();
            *d = *target;
            d->lastupdate = playbacktime;
            playerhistory.add(d);
            if(playerhistory.length()>20)
			dynent *d = newdynent();
			*d = *target;
			d->lastupdate = playbacktime;
			playerhistory.add(d);
			if (playerhistory.length() > 20) {
            {
                zapdynent(playerhistory[0]);
                playerhistory.remove(0);
            };
        };
        
        readdemotime();
    };
    
    if(demoplayback)
				zapdynent(playerhistory[0]);
				playerhistory.remove(0);
			};
		};

		readdemotime();
	};

	if (demoplayback) {
    {
        int itime = lastmillis-demodelaymsec;
        loopvrev(playerhistory) if(playerhistory[i]->lastupdate<itime)      // find 2 positions in history that surround interpolation time point
        {
            dynent *a = playerhistory[i];
            dynent *b = a;
            if(i+1<playerhistory.length()) b = playerhistory[i+1];
            *player1 = *b;
            if(a!=b)                                // interpolate pos & angles
            {
		int itime = lastmillis - demodelaymsec;
		loopvrev(playerhistory) if (playerhistory[i]->lastupdate <
		                            itime) // find 2 positions in
		                                   // history that surround
		                                   // interpolation time point
		{
			dynent *a = playerhistory[i];
			dynent *b = a;
			if (i + 1 < playerhistory.length())
				b = playerhistory[i + 1];
			*player1 = *b;
			if (a != b) // interpolate pos & angles
			{
				dynent *c = b;
				if(i+2<playerhistory.length()) c = playerhistory[i+2];
				if (i + 2 < playerhistory.length())
					c = playerhistory[i + 2];
				dynent *z = a;
				if (i - 1 >= 0)
				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);
					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(dist<16)		// if teleport or spawn, dont't interpolate
				if (dist < 16) // if teleport or spawn, dont't
				               // interpolate
				{
					catmulrom(z->o, a->o, b->o, c->o, bf, player1->o);
					catmulrom(*(vec *)&z->yaw, *(vec *)&a->yaw, *(vec *)&b->yaw, *(vec *)&c->yaw, bf, *(vec *)&player1->yaw);
					catmulrom(z->o, a->o, b->o, c->o, bf,
					    player1->o);
					catmulrom(*(vec *)&z->yaw,
					    *(vec *)&a->yaw, *(vec *)&b->yaw,
					    *(vec *)&c->yaw, bf,
					    *(vec *)&player1->yaw);
				};
				fixplayer1range();
			};
            break;
        };
        //if(player1->state!=CS_DEAD) showscores(false);
    };
			break;
		};
		// if(player1->state!=CS_DEAD) showscores(false);
	};
};

void
stopn()
{
	if (demoplayback)
		stopreset();
	else
		stop();
void stopn() { if(demoplayback) stopreset(); else stop(); conoutf("demo stopped"); };
	conoutf("demo stopped");
};

COMMAND(record, ARG_1STR);
COMMAND(demo, ARG_1STR);
COMMANDN(stop, stopn, ARG_NONE);

COMMAND(savegame, ARG_1STR);
COMMAND(loadgame, ARG_1STR);

Modified src/server.cxx from [3fad36d8b3] to [1a30414c23].

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// server.cpp: little more than enhanced multicaster
// runs dedicated or as client coroutine

#include "cube.h" 
#include "cube.h"

enum { ST_EMPTY, ST_LOCAL, ST_TCPIP };

struct client                   // server side version of "dynent" type
struct client // server side version of "dynent" type
{
    int type;
    ENetPeer *peer;
    string hostname;
    string mapvote;
    string name;
    int modevote;
	int type;
	ENetPeer *peer;
	string hostname;
	string mapvote;
	string name;
	int modevote;
};

vector<client> clients;

int maxclients = 8;
string smapname;

struct server_entity            // server side version of "entity" type
struct server_entity // server side version of "entity" type
{
    bool spawned;
    int spawnsecs;
	bool spawned;
	int spawnsecs;
};

vector<server_entity> sents;

bool notgotitems =
bool notgotitems = true;        // true when map has changed and waiting for clients to send item
    true; // true when map has changed and waiting for clients to send item
int mode = 0;

void
restoreserverstate(
void restoreserverstate(vector<entity> &ents)   // hack: called from savegame code, only works in SP
    vector<entity> &ents) // hack: called from savegame code, only works in SP
{
    loopv(sents)
    {
        sents[i].spawned = ents[i].spawned;
        sents[i].spawnsecs = 0;
    }; 
	loopv(sents)
	{
		sents[i].spawned = ents[i].spawned;
		sents[i].spawnsecs = 0;
	};
};

int interm = 0, minremain = 0, mapend = 0;
bool mapreload = false;

char *serverpassword = "";

bool isdedicated;
ENetHost * serverhost = NULL;
ENetHost *serverhost = NULL;
int bsend = 0, brec = 0, laststatus = 0, lastsec = 0;

#define MAXOBUF 100000

void process(ENetPacket *packet, int sender);
void multicast(ENetPacket *packet, int sender);
void disconnect_client(int n, char *reason);

void
void send(int n, ENetPacket *packet)
send(int n, ENetPacket *packet)
{
	if(!packet) return;
    switch(clients[n].type)
	if (!packet)
		return;
	switch (clients[n].type) {
    {
        case ST_TCPIP:
	case ST_TCPIP: {
        {
            enet_peer_send(clients[n].peer, 0, packet);
            bsend += packet->dataLength;
            break;
        };
		enet_peer_send(clients[n].peer, 0, packet);
		bsend += packet->dataLength;
		break;
	};

        case ST_LOCAL:
            localservertoclient(packet->data, packet->dataLength);
            break;
	case ST_LOCAL:
		localservertoclient(packet->data, packet->dataLength);
		break;

    };
	};
};

void
void send2(bool rel, int cn, int a, int b)
send2(bool rel, int cn, int a, int b)
{
	ENetPacket *packet =
    ENetPacket *packet = enet_packet_create(NULL, 32, rel ? ENET_PACKET_FLAG_RELIABLE : 0);
    uchar *start = packet->data;
    uchar *p = start+2;
    putint(p, a);
    putint(p, b);
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
    if(cn<0) process(packet, -1);
    else send(cn, packet);
    if(packet->referenceCount==0) enet_packet_destroy(packet);
	    enet_packet_create(NULL, 32, rel ? ENET_PACKET_FLAG_RELIABLE : 0);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, a);
	putint(p, b);
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	if (cn < 0)
		process(packet, -1);
	else
		send(cn, packet);
	if (packet->referenceCount == 0)
		enet_packet_destroy(packet);
};

void
void sendservmsg(char *msg)
sendservmsg(char *msg)
{
    ENetPacket *packet = enet_packet_create(NULL, _MAXDEFSTR+10, ENET_PACKET_FLAG_RELIABLE);
    uchar *start = packet->data;
    uchar *p = start+2;
    putint(p, SV_SERVMSG);
    sendstring(msg, p);
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
    multicast(packet, -1);
    if(packet->referenceCount==0) enet_packet_destroy(packet);
	ENetPacket *packet = enet_packet_create(
	    NULL, _MAXDEFSTR + 10, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_SERVMSG);
	sendstring(msg, p);
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	multicast(packet, -1);
	if (packet->referenceCount == 0)
		enet_packet_destroy(packet);
};

void
void disconnect_client(int n, char *reason)
disconnect_client(int n, char *reason)
{
    printf("disconnecting client (%s) [%s]\n", clients[n].hostname, reason);
    enet_peer_disconnect(clients[n].peer);
    clients[n].type = ST_EMPTY;
    send2(true, -1, SV_CDIS, n);
	printf("disconnecting client (%s) [%s]\n", clients[n].hostname, reason);
	enet_peer_disconnect(clients[n].peer);
	clients[n].type = ST_EMPTY;
	send2(true, -1, SV_CDIS, n);
};

void
resetitems()
{
	sents.setsize(0);
void resetitems() { sents.setsize(0); notgotitems = true; };
	notgotitems = true;
};

void
void pickup(uint i, int sec, int sender)         // server side item pickup, acknowledge first client that gets it
pickup(uint i, int sec, int sender) // server side item pickup, acknowledge
                                    // first client that gets it
{
    if(i>=(uint)sents.length()) return;
    if(sents[i].spawned)
	if (i >= (uint)sents.length())
		return;
	if (sents[i].spawned) {
    {
        sents[i].spawned = false;
        sents[i].spawnsecs = sec;
        send2(true, sender, SV_ITEMACC, i);
    };
		sents[i].spawned = false;
		sents[i].spawnsecs = sec;
		send2(true, sender, SV_ITEMACC, i);
	};
};

void
void resetvotes()
resetvotes()
{
    loopv(clients) clients[i].mapvote[0] = 0;
	loopv(clients) clients[i].mapvote[0] = 0;
};

bool
bool vote(char *map, int reqmode, int sender)
vote(char *map, int reqmode, int sender)
{
    strcpy_s(clients[sender].mapvote, map);
    clients[sender].modevote = reqmode;
    int yes = 0, no = 0; 
    loopv(clients) if(clients[i].type!=ST_EMPTY)
    {
        if(clients[i].mapvote[0]) { if(strcmp(clients[i].mapvote, map)==0 && clients[i].modevote==reqmode) yes++; else no++; }
        else no++;
    };
    if(yes==1 && no==0) return true;  // single player
    sprintf_sd(msg)("%s suggests %s on map %s (set map to vote)", clients[sender].name, modestr(reqmode), map);
    sendservmsg(msg);
    if(yes/(float)(yes+no) <= 0.5f) return false;
    sendservmsg("vote passed");
    resetvotes();
    return true;    
	strcpy_s(clients[sender].mapvote, map);
	clients[sender].modevote = reqmode;
	int yes = 0, no = 0;
	loopv(clients) if (clients[i].type != ST_EMPTY)
	{
		if (clients[i].mapvote[0]) {
			if (strcmp(clients[i].mapvote, map) == 0 &&
			    clients[i].modevote == reqmode)
				yes++;
			else
				no++;
		} else
			no++;
	};
	if (yes == 1 && no == 0)
		return true; // single player
	sprintf_sd(msg)("%s suggests %s on map %s (set map to vote)",
	    clients[sender].name, modestr(reqmode), map);
	sendservmsg(msg);
	if (yes / (float)(yes + no) <= 0.5f)
		return false;
	sendservmsg("vote passed");
	resetvotes();
	return true;
};

// server side processing of updates: does very little and most state is tracked client only
// could be extended to move more gameplay to server (at expense of lag)
// server side processing of updates: does very little and most state is tracked
// client only could be extended to move more gameplay to server (at expense of
// lag)

void
void process(ENetPacket * packet, int sender)   // sender may be -1
process(ENetPacket *packet, int sender) // sender may be -1
{
    if(ENET_NET_TO_HOST_16(*(ushort *)packet->data)!=packet->dataLength)
	if (ENET_NET_TO_HOST_16(*(ushort *)packet->data) !=
    {
        disconnect_client(sender, "packet length");
        return;
    };
        
    uchar *end = packet->data+packet->dataLength;
    uchar *p = packet->data+2;
    char text[MAXTRANS];
    int cn = -1, type;
	    packet->dataLength) {
		disconnect_client(sender, "packet length");
		return;
	};

	uchar *end = packet->data + packet->dataLength;
	uchar *p = packet->data + 2;
	char text[MAXTRANS];
	int cn = -1, type;

	while (p < end)
    while(p<end) switch(type = getint(p))
		switch (type = getint(p)) {
    {
        case SV_TEXT:
            sgetstr();
            break;
		case SV_TEXT:
			sgetstr();
			break;

        case SV_INITC2S:
            sgetstr();
            strcpy_s(clients[cn].name, text);
            sgetstr();
            getint(p);
            break;
		case SV_INITC2S:
			sgetstr();
			strcpy_s(clients[cn].name, text);
			sgetstr();
			getint(p);
			break;

        case SV_MAPCHANGE:
		case SV_MAPCHANGE: {
        {
            sgetstr();
            int reqmode = getint(p);
            if(reqmode<0) reqmode = 0;
            if(smapname[0] && !mapreload && !vote(text, reqmode, sender)) return;
            mapreload = false;
            mode = reqmode;
            minremain = mode&1 ? 15 : 10;
            mapend = lastsec+minremain*60;
            interm = 0;
            strcpy_s(smapname, text);
            resetitems();
            sender = -1;
            break;
        };
        
        case SV_ITEMLIST:
			sgetstr();
			int reqmode = getint(p);
			if (reqmode < 0)
				reqmode = 0;
			if (smapname[0] && !mapreload &&
			    !vote(text, reqmode, sender))
				return;
			mapreload = false;
			mode = reqmode;
			minremain = mode & 1 ? 15 : 10;
			mapend = lastsec + minremain * 60;
			interm = 0;
			strcpy_s(smapname, text);
			resetitems();
			sender = -1;
			break;
		};

		case SV_ITEMLIST: {
        {
            int n;
            while((n = getint(p))!=-1) if(notgotitems)
			int n;
			while ((n = getint(p)) != -1)
            {
                server_entity se = { false, 0 };
                while(sents.length()<=n) sents.add(se);
                sents[n].spawned = true;
            };
            notgotitems = false;
            break;
        };
				if (notgotitems) {
					server_entity se = {false, 0};
					while (sents.length() <= n)
						sents.add(se);
					sents[n].spawned = true;
				};
			notgotitems = false;
			break;
		};

        case SV_ITEMPICKUP:
		case SV_ITEMPICKUP: {
        {
            int n = getint(p);
            pickup(n, getint(p), sender);
            break;
        };
			int n = getint(p);
			pickup(n, getint(p), sender);
			break;
		};

        case SV_PING:
            send2(false, cn, SV_PONG, getint(p));
            break;
		case SV_PING:
			send2(false, cn, SV_PONG, getint(p));
			break;

        case SV_POS:
		case SV_POS: {
        {
            cn = getint(p);
            if(cn<0 || cn>=clients.length() || clients[cn].type==ST_EMPTY)
			cn = getint(p);
			if (cn < 0 || cn >= clients.length() ||
            {
                disconnect_client(sender, "client num");
                return;
            };
            int size = msgsizelookup(type);
            assert(size!=-1);
            loopi(size-2) getint(p);
            break;
        };
			    clients[cn].type == ST_EMPTY) {
				disconnect_client(sender, "client num");
				return;
			};
			int size = msgsizelookup(type);
			assert(size != -1);
			loopi(size - 2) getint(p);
			break;
		};

        case SV_SENDMAP:
		case SV_SENDMAP: {
        {
            sgetstr();
            int mapsize = getint(p);
            sendmaps(sender, text, mapsize, p);
            return;
        }
			sgetstr();
			int mapsize = getint(p);
			sendmaps(sender, text, mapsize, p);
			return;
		}

        case SV_RECVMAP:
		case SV_RECVMAP:
			send(sender, recvmap(sender));
            return;
            
        case SV_EXT:   // allows for new features that require no server updates 
        {
            for(int n = getint(p); n; n--) getint(p);
            break;
        };
			return;

		case SV_EXT: // allows for new features that require no server
		             // updates
		{
			for (int n = getint(p); n; n--)
				getint(p);
			break;
		};

        default:
		default: {
        {
            int size = msgsizelookup(type);
            if(size==-1) { disconnect_client(sender, "tag type"); return; };
            loopi(size-1) getint(p);
        };
    };
			int size = msgsizelookup(type);
			if (size == -1) {
				disconnect_client(sender, "tag type");
				return;
			};
			loopi(size - 1) getint(p);
		};
		};

	if (p > end) {
    if(p>end) { disconnect_client(sender, "end of packet"); return; };
    multicast(packet, sender);
		disconnect_client(sender, "end of packet");
		return;
	};
	multicast(packet, sender);
};

void
void send_welcome(int n)
send_welcome(int n)
{
	ENetPacket *packet =
    ENetPacket * packet = enet_packet_create (NULL, MAXTRANS, ENET_PACKET_FLAG_RELIABLE);
    uchar *start = packet->data;
    uchar *p = start+2;
    putint(p, SV_INITS2C);
    putint(p, n);
    putint(p, PROTOCOL_VERSION);
    putint(p, smapname[0]);
    sendstring(serverpassword, p);
    putint(p, clients.length()>maxclients);
    if(smapname[0])
	    enet_packet_create(NULL, MAXTRANS, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_INITS2C);
	putint(p, n);
	putint(p, PROTOCOL_VERSION);
	putint(p, smapname[0]);
	sendstring(serverpassword, p);
	putint(p, clients.length() > maxclients);
	if (smapname[0]) {
    {
        putint(p, SV_MAPCHANGE);
        sendstring(smapname, p);
        putint(p, mode);
        putint(p, SV_ITEMLIST);
        loopv(sents) if(sents[i].spawned) putint(p, i);
        putint(p, -1);
    };
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
    send(n, packet);
		putint(p, SV_MAPCHANGE);
		sendstring(smapname, p);
		putint(p, mode);
		putint(p, SV_ITEMLIST);
		loopv(sents) if (sents[i].spawned) putint(p, i);
		putint(p, -1);
	};
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	send(n, packet);
};

void
void multicast(ENetPacket *packet, int sender)
multicast(ENetPacket *packet, int sender)
{
    loopv(clients)
    {
        if(i==sender) continue;
        send(i, packet);
    };
	loopv(clients)
	{
		if (i == sender)
			continue;
		send(i, packet);
	};
};

void
void localclienttoserver(ENetPacket *packet)
localclienttoserver(ENetPacket *packet)
{
    process(packet, 0);
    if(!packet->referenceCount) enet_packet_destroy (packet);
	process(packet, 0);
	if (!packet->referenceCount)
		enet_packet_destroy(packet);
};

client &addclient()
client &
addclient()
{
    loopv(clients) if(clients[i].type==ST_EMPTY) return clients[i];
    return clients.add();
	loopv(clients) if (clients[i].type == ST_EMPTY) return clients[i];
	return clients.add();
};

void
void checkintermission()
checkintermission()
{
    if(!minremain)
	if (!minremain) {
    {
        interm = lastsec+10;
        mapend = lastsec+1000;
    };
    send2(true, -1, SV_TIMEUP, minremain--);
		interm = lastsec + 10;
		mapend = lastsec + 1000;
	};
	send2(true, -1, SV_TIMEUP, minremain--);
};

void
startintermission()
{
	minremain = 0;
void startintermission() { minremain = 0; checkintermission(); };
	checkintermission();
};

void
void resetserverifempty()
resetserverifempty()
{
    loopv(clients) if(clients[i].type!=ST_EMPTY) return;
    clients.setsize(0);
    smapname[0] = 0;
    resetvotes();
    resetitems();
    mode = 0;
    mapreload = false;
    minremain = 10;
    mapend = lastsec+minremain*60;
    interm = 0;
	loopv(clients) if (clients[i].type != ST_EMPTY) return;
	clients.setsize(0);
	smapname[0] = 0;
	resetvotes();
	resetitems();
	mode = 0;
	mapreload = false;
	minremain = 10;
	mapend = lastsec + minremain * 60;
	interm = 0;
};

int nonlocalclients = 0;
int lastconnect = 0;

void
serverslice(int seconds,
void serverslice(int seconds, unsigned int timeout)   // main server update, called from cube main loop in sp, or dedicated server loop
    unsigned int timeout) // main server update, called from cube main loop in
                          // sp, or dedicated server loop
{
    loopv(sents)        // spawn entities when timer reached
    {
        if(sents[i].spawnsecs && (sents[i].spawnsecs -= seconds-lastsec)<=0)
	loopv(sents) // spawn entities when timer reached
	{
		if (sents[i].spawnsecs &&
		    (sents[i].spawnsecs -= seconds - lastsec) <= 0) {
        {
            sents[i].spawnsecs = 0;
            sents[i].spawned = true;
            send2(true, -1, SV_ITEMSPAWN, i);
        };
    };
    
    lastsec = seconds;
    
    if((mode>1 || (mode==0 && nonlocalclients)) && seconds>mapend-minremain*60) checkintermission();
    if(interm && seconds>interm)
			sents[i].spawnsecs = 0;
			sents[i].spawned = true;
			send2(true, -1, SV_ITEMSPAWN, i);
		};
	};

	lastsec = seconds;

	if ((mode > 1 || (mode == 0 && nonlocalclients)) &&
	    seconds > mapend - minremain * 60)
		checkintermission();
	if (interm && seconds > interm) {
    {
        interm = 0;
        loopv(clients) if(clients[i].type!=ST_EMPTY)
        {
            send2(true, i, SV_MAPRELOAD, 0);    // ask a client to trigger map reload
            mapreload = true;
            break;
        };
    };
		interm = 0;
		loopv(clients) if (clients[i].type != ST_EMPTY)
		{
			send2(true, i, SV_MAPRELOAD,
			    0); // ask a client to trigger map reload
			mapreload = true;
			break;
		};
	};

    resetserverifempty();
    
    if(!isdedicated) return;     // below is network only
	resetserverifempty();

	if (!isdedicated)
		return; // below is network only

	int numplayers = 0;
	loopv(clients) if(clients[i].type!=ST_EMPTY) ++numplayers;
	serverms(mode, numplayers, minremain, smapname, seconds, clients.length()>=maxclients);
	loopv(clients) if (clients[i].type != ST_EMPTY)++ numplayers;
	serverms(mode, numplayers, minremain, smapname, seconds,
	    clients.length() >= maxclients);

	if (seconds - laststatus >
    if(seconds-laststatus>60)   // display bandwidth stats, useful for server ops
    {
        nonlocalclients = 0;
        loopv(clients) if(clients[i].type==ST_TCPIP) nonlocalclients++;
        laststatus = seconds;     
        if(nonlocalclients || bsend || brec) printf("status: %d remote clients, %.1f send, %.1f rec (K/sec)\n", nonlocalclients, bsend/60.0f/1024, brec/60.0f/1024);
        bsend = brec = 0;
    };
	    60) // display bandwidth stats, useful for server ops
	{
		nonlocalclients = 0;
		loopv(clients) if (clients[i].type == ST_TCPIP)
		    nonlocalclients++;
		laststatus = seconds;
		if (nonlocalclients || bsend || brec)
			printf("status: %d remote clients, %.1f send, %.1f rec "
			       "(K/sec)\n",
			    nonlocalclients, bsend / 60.0f / 1024,
			    brec / 60.0f / 1024);
		bsend = brec = 0;
	};

    ENetEvent event;
    if(enet_host_service(serverhost, &event, timeout) > 0)
	ENetEvent event;
	if (enet_host_service(serverhost, &event, timeout) > 0) {
    {
        switch(event.type)
		switch (event.type) {
        {
            case ENET_EVENT_TYPE_CONNECT:
		case ENET_EVENT_TYPE_CONNECT: {
            {
                client &c = addclient();
                c.type = ST_TCPIP;
                c.peer = event.peer;
                c.peer->data = (void *)(&c-&clients[0]);
                char hn[1024];
                strcpy_s(c.hostname, (enet_address_get_host(&c.peer->address, hn, sizeof(hn))==0) ? hn : "localhost");
                printf("client connected (%s)\n", c.hostname);
                send_welcome(lastconnect = &c-&clients[0]);
                break;
            }
            case ENET_EVENT_TYPE_RECEIVE:
                brec += event.packet->dataLength;
                process(event.packet, (int)event.peer->data); 
                if(event.packet->referenceCount==0) enet_packet_destroy(event.packet);
                break;
			client &c = addclient();
			c.type = ST_TCPIP;
			c.peer = event.peer;
			c.peer->data = (void *)(&c - &clients[0]);
			char hn[1024];
			strcpy_s(
			    c.hostname, (enet_address_get_host(&c.peer->address,
			                     hn, sizeof(hn)) == 0)
			                    ? hn
			                    : "localhost");
			printf("client connected (%s)\n", c.hostname);
			send_welcome(lastconnect = &c - &clients[0]);
			break;
		}
		case ENET_EVENT_TYPE_RECEIVE:
			brec += event.packet->dataLength;
			process(event.packet, (int)event.peer->data);
			if (event.packet->referenceCount == 0)
				enet_packet_destroy(event.packet);
			break;

            case ENET_EVENT_TYPE_DISCONNECT: 
                if((int)event.peer->data<0) break;
                printf("disconnected client (%s)\n", clients[(int)event.peer->data].hostname);
                clients[(int)event.peer->data].type = ST_EMPTY;
                send2(true, -1, SV_CDIS, (int)event.peer->data);
                event.peer->data = (void *)-1;
                break;
        };
        
        if(numplayers>maxclients)   
		case ENET_EVENT_TYPE_DISCONNECT:
			if ((int)event.peer->data < 0)
				break;
			printf("disconnected client (%s)\n",
			    clients[(int)event.peer->data].hostname);
			clients[(int)event.peer->data].type = ST_EMPTY;
			send2(true, -1, SV_CDIS, (int)event.peer->data);
			event.peer->data = (void *)-1;
			break;
		};

		if (numplayers > maxclients) {
        {
            disconnect_client(lastconnect, "maxclients reached");
        };
    };
    #ifndef _WIN32
        fflush(stdout);
    #endif
			disconnect_client(lastconnect, "maxclients reached");
		};
	};
#ifndef _WIN32
	fflush(stdout);
#endif
};

void
void cleanupserver()
cleanupserver()
{
	if (serverhost)
    if(serverhost) enet_host_destroy(serverhost);
		enet_host_destroy(serverhost);
};

void
void localdisconnect()
localdisconnect()
{
    loopv(clients) if(clients[i].type==ST_LOCAL) clients[i].type = ST_EMPTY;
	loopv(clients) if (clients[i].type == ST_LOCAL) clients[i].type =
	    ST_EMPTY;
};

void
void localconnect()
localconnect()
{
    client &c = addclient();
    c.type = ST_LOCAL;
    strcpy_s(c.hostname, "local");
    send_welcome(&c-&clients[0]); 
	client &c = addclient();
	c.type = ST_LOCAL;
	strcpy_s(c.hostname, "local");
	send_welcome(&c - &clients[0]);
};

void
void initserver(bool dedicated, int uprate, char *sdesc, char *ip, char *master, char *passwd, int maxcl)
initserver(bool dedicated, int uprate, char *sdesc, char *ip, char *master,
    char *passwd, int maxcl)
{
    serverpassword = passwd;
    maxclients = maxcl;
	servermsinit(master ? master : "wouter.fov120.com/cube/masterserver/", sdesc, dedicated);
    
    if(isdedicated = dedicated)
	serverpassword = passwd;
	maxclients = maxcl;
	servermsinit(master ? master : "wouter.fov120.com/cube/masterserver/",
	    sdesc, dedicated);

	if (isdedicated = dedicated) {
    {
        ENetAddress address = { ENET_HOST_ANY, CUBE_SERVER_PORT };
        if(*ip && enet_address_set_host(&address, ip)<0) printf("WARNING: server ip not resolved");
        serverhost = enet_host_create(&address, MAXCLIENTS, 0, uprate);
        if(!serverhost) fatal("could not create server host\n");
        loopi(MAXCLIENTS) serverhost->peers[i].data = (void *)-1;
    };
		ENetAddress address = {ENET_HOST_ANY, CUBE_SERVER_PORT};
		if (*ip && enet_address_set_host(&address, ip) < 0)
			printf("WARNING: server ip not resolved");
		serverhost = enet_host_create(&address, MAXCLIENTS, 0, uprate);
		if (!serverhost)
			fatal("could not create server host\n");
		loopi(MAXCLIENTS) serverhost->peers[i].data = (void *)-1;
	};

    resetserverifempty();
	resetserverifempty();

    if(isdedicated)       // do not return, this becomes main loop
    {
        #ifdef _WIN32
        SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS);
        #endif
        printf("dedicated server started, waiting for clients...\nCtrl-C to exit\n\n");
        atexit(cleanupserver);
        atexit(enet_deinitialize);
        for(;;) serverslice(/*enet_time_get_sec()*/time(NULL), 5);
    };
	if (isdedicated) // do not return, this becomes main loop
	{
#ifdef _WIN32
		SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS);
#endif
		printf("dedicated server started, waiting for "
		       "clients...\nCtrl-C to exit\n\n");
		atexit(cleanupserver);
		atexit(enet_deinitialize);
		for (;;)
			serverslice(/*enet_time_get_sec()*/ time(NULL), 5);
	};
};

Modified src/serverbrowser.cxx from [92a8ff6795] to [01d1ff60c2].

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// serverbrowser.cpp: eihrul's concurrent resolver, and server browser window management
// serverbrowser.cpp: eihrul's concurrent resolver, and server browser window
// management

#include "cube.h"
#include "SDL_thread.h"
#include "SDL_thread.h"
#include "cube.h"

struct resolverthread
struct resolverthread {
{
    SDL_Thread *thread;
    char *query;
    int starttime;
	SDL_Thread *thread;
	char *query;
	int starttime;
};

struct resolverresult
struct resolverresult {
{
    char *query;
    ENetAddress address;
	char *query;
	ENetAddress address;
};

vector<resolverthread> resolverthreads;
vector<char *> resolverqueries;
vector<resolverresult> resolverresults;
SDL_mutex *resolvermutex;
SDL_sem *resolversem;
int resolverlimit = 1000;

int
int resolverloop(void * data)
resolverloop(void *data)
{
    resolverthread *rt = (resolverthread *)data;
    for(;;)
	resolverthread *rt = (resolverthread *)data;
	for (;;) {
    {
        SDL_SemWait(resolversem);
        SDL_LockMutex(resolvermutex);
        if(resolverqueries.empty())
		SDL_SemWait(resolversem);
		SDL_LockMutex(resolvermutex);
		if (resolverqueries.empty()) {
        {
            SDL_UnlockMutex(resolvermutex);
            continue;
        }
        rt->query = resolverqueries.pop();
        rt->starttime = lastmillis;
        SDL_UnlockMutex(resolvermutex);
        ENetAddress address = { ENET_HOST_ANY, CUBE_SERVINFO_PORT };
        enet_address_set_host(&address, rt->query);
        SDL_LockMutex(resolvermutex);
        resolverresult &rr = resolverresults.add();
        rr.query = rt->query;
        rr.address = address;
        rt->query = NULL;
        rt->starttime = 0;
        SDL_UnlockMutex(resolvermutex);
    };
    return 0;
			SDL_UnlockMutex(resolvermutex);
			continue;
		}
		rt->query = resolverqueries.pop();
		rt->starttime = lastmillis;
		SDL_UnlockMutex(resolvermutex);
		ENetAddress address = {ENET_HOST_ANY, CUBE_SERVINFO_PORT};
		enet_address_set_host(&address, rt->query);
		SDL_LockMutex(resolvermutex);
		resolverresult &rr = resolverresults.add();
		rr.query = rt->query;
		rr.address = address;
		rt->query = NULL;
		rt->starttime = 0;
		SDL_UnlockMutex(resolvermutex);
	};
	return 0;
};

void
void resolverinit(int threads, int limit)
resolverinit(int threads, int limit)
{
    resolverlimit = limit;
    resolversem = SDL_CreateSemaphore(0);
    resolvermutex = SDL_CreateMutex();
	resolverlimit = limit;
	resolversem = SDL_CreateSemaphore(0);
	resolvermutex = SDL_CreateMutex();

    while(threads > 0)
	while (threads > 0) {
    {
        resolverthread &rt = resolverthreads.add();
        rt.query = NULL;
        rt.starttime = 0;
        rt.thread = SDL_CreateThread(resolverloop, &rt);
        --threads;
    };
		resolverthread &rt = resolverthreads.add();
		rt.query = NULL;
		rt.starttime = 0;
		rt.thread = SDL_CreateThread(resolverloop, &rt);
		--threads;
	};
};

void
void resolverstop(resolverthread &rt, bool restart)
resolverstop(resolverthread &rt, bool restart)
{
    SDL_LockMutex(resolvermutex);
    SDL_KillThread(rt.thread);
    rt.query = NULL;
    rt.starttime = 0;
    rt.thread = NULL;
    if(restart) rt.thread = SDL_CreateThread(resolverloop, &rt);
    SDL_UnlockMutex(resolvermutex);
}; 
	SDL_LockMutex(resolvermutex);
	SDL_KillThread(rt.thread);
	rt.query = NULL;
	rt.starttime = 0;
	rt.thread = NULL;
	if (restart)
		rt.thread = SDL_CreateThread(resolverloop, &rt);
	SDL_UnlockMutex(resolvermutex);
};

void
void resolverclear()
resolverclear()
{
    SDL_LockMutex(resolvermutex);
    resolverqueries.setsize(0);
    resolverresults.setsize(0);
    while (SDL_SemTryWait(resolversem) == 0);
    loopv(resolverthreads)
    {
        resolverthread &rt = resolverthreads[i];
        resolverstop(rt, true);
    };
    SDL_UnlockMutex(resolvermutex);
	SDL_LockMutex(resolvermutex);
	resolverqueries.setsize(0);
	resolverresults.setsize(0);
	while (SDL_SemTryWait(resolversem) == 0)
		;
	loopv(resolverthreads)
	{
		resolverthread &rt = resolverthreads[i];
		resolverstop(rt, true);
	};
	SDL_UnlockMutex(resolvermutex);
};

void
void resolverquery(char *name)
resolverquery(char *name)
{
    SDL_LockMutex(resolvermutex);
    resolverqueries.add(name);
    SDL_SemPost(resolversem);
    SDL_UnlockMutex(resolvermutex);
	SDL_LockMutex(resolvermutex);
	resolverqueries.add(name);
	SDL_SemPost(resolversem);
	SDL_UnlockMutex(resolvermutex);
};

bool
bool resolvercheck(char **name, ENetAddress *address)
resolvercheck(char **name, ENetAddress *address)
{
    SDL_LockMutex(resolvermutex);
    if(!resolverresults.empty())
	SDL_LockMutex(resolvermutex);
	if (!resolverresults.empty()) {
    {
        resolverresult &rr = resolverresults.pop();
        *name = rr.query;
        *address = rr.address;
        SDL_UnlockMutex(resolvermutex);
        return true;
    }
    loopv(resolverthreads)
    {
        resolverthread &rt = resolverthreads[i];
        if(rt.query)
		resolverresult &rr = resolverresults.pop();
		*name = rr.query;
		*address = rr.address;
		SDL_UnlockMutex(resolvermutex);
		return true;
	}
	loopv(resolverthreads)
	{
		resolverthread &rt = resolverthreads[i];
		if (rt.query) {
        {
            if(lastmillis - rt.starttime > resolverlimit)        
			if (lastmillis - rt.starttime > resolverlimit) {
            {
                resolverstop(rt, true);
                *name = rt.query;
                SDL_UnlockMutex(resolvermutex);
                return true;
            };
        };    
    };
    SDL_UnlockMutex(resolvermutex);
    return false;
				resolverstop(rt, true);
				*name = rt.query;
				SDL_UnlockMutex(resolvermutex);
				return true;
			};
		};
	};
	SDL_UnlockMutex(resolvermutex);
	return false;
};

struct serverinfo
struct serverinfo {
{
    string name;
    string full;
    string map;
    string sdesc;
    int mode, numplayers, ping, protocol, minremain;
    ENetAddress address;
	string name;
	string full;
	string map;
	string sdesc;
	int mode, numplayers, ping, protocol, minremain;
	ENetAddress address;
};

vector<serverinfo> servers;
ENetSocket pingsock = ENET_SOCKET_NULL;
int lastinfo = 0;

char *
getservername(int n)
{
char *getservername(int n) { return servers[n].name; };
	return servers[n].name;
};

void
void addserver(char *servername)
addserver(char *servername)
{
    loopv(servers) if(strcmp(servers[i].name, servername)==0) return;
    serverinfo &si = servers.insert(0, serverinfo());
    strcpy_s(si.name, servername);
    si.full[0] = 0;
    si.mode = 0;
    si.numplayers = 0;
    si.ping = 9999;
    si.protocol = 0;
    si.minremain = 0;
    si.map[0] = 0;
    si.sdesc[0] = 0;
    si.address.host = ENET_HOST_ANY;
    si.address.port = CUBE_SERVINFO_PORT;
	loopv(servers) if (strcmp(servers[i].name, servername) == 0) return;
	serverinfo &si = servers.insert(0, serverinfo());
	strcpy_s(si.name, servername);
	si.full[0] = 0;
	si.mode = 0;
	si.numplayers = 0;
	si.ping = 9999;
	si.protocol = 0;
	si.minremain = 0;
	si.map[0] = 0;
	si.sdesc[0] = 0;
	si.address.host = ENET_HOST_ANY;
	si.address.port = CUBE_SERVINFO_PORT;
};

void
void pingservers()
pingservers()
{
    ENetBuffer buf;
    uchar ping[MAXTRANS];
    uchar *p;
    loopv(servers)
    {
        serverinfo &si = servers[i];
        if(si.address.host == ENET_HOST_ANY) continue;
        p = ping;
        putint(p, lastmillis);
        buf.data = ping;
        buf.dataLength = p - ping;
        enet_socket_send(pingsock, &si.address, &buf, 1);
    };
    lastinfo = lastmillis;
	ENetBuffer buf;
	uchar ping[MAXTRANS];
	uchar *p;
	loopv(servers)
	{
		serverinfo &si = servers[i];
		if (si.address.host == ENET_HOST_ANY)
			continue;
		p = ping;
		putint(p, lastmillis);
		buf.data = ping;
		buf.dataLength = p - ping;
		enet_socket_send(pingsock, &si.address, &buf, 1);
	};
	lastinfo = lastmillis;
};
  
void checkresolver()

void
checkresolver()
{
    char *name = NULL;
    ENetAddress addr = { ENET_HOST_ANY, CUBE_SERVINFO_PORT };
    while(resolvercheck(&name, &addr))
	char *name = NULL;
	ENetAddress addr = {ENET_HOST_ANY, CUBE_SERVINFO_PORT};
	while (resolvercheck(&name, &addr)) {
    {
        if(addr.host == ENET_HOST_ANY) continue;
        loopv(servers)
        {
            serverinfo &si = servers[i];
            if(name == si.name)
		if (addr.host == ENET_HOST_ANY)
			continue;
		loopv(servers)
		{
			serverinfo &si = servers[i];
			if (name == si.name) {
            {
                si.address = addr;
                addr.host = ENET_HOST_ANY;
                break;
            }
        }
    }
				si.address = addr;
				addr.host = ENET_HOST_ANY;
				break;
			}
		}
	}
}

void
void checkpings()
checkpings()
{
    enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
    ENetBuffer buf;
    ENetAddress addr;
    uchar ping[MAXTRANS], *p;
    char text[MAXTRANS];
    buf.data = ping; 
    buf.dataLength = sizeof(ping);
    while(enet_socket_wait(pingsock, &events, 0) >= 0 && events)
	enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
	ENetBuffer buf;
	ENetAddress addr;
	uchar ping[MAXTRANS], *p;
	char text[MAXTRANS];
	buf.data = ping;
	buf.dataLength = sizeof(ping);
	while (enet_socket_wait(pingsock, &events, 0) >= 0 && events) {
    {
        if(enet_socket_receive(pingsock, &addr, &buf, 1) <= 0) return;  
        loopv(servers)
        {
            serverinfo &si = servers[i];
            if(addr.host == si.address.host)
		if (enet_socket_receive(pingsock, &addr, &buf, 1) <= 0)
			return;
		loopv(servers)
		{
			serverinfo &si = servers[i];
			if (addr.host == si.address.host) {
            {
                p = ping;
                si.ping = lastmillis - getint(p);
                si.protocol = getint(p);
                if(si.protocol!=PROTOCOL_VERSION) si.ping = 9998;
                si.mode = getint(p);
                si.numplayers = getint(p);
                si.minremain = getint(p);
                sgetstr();
                strcpy_s(si.map, text);
                sgetstr();
                strcpy_s(si.sdesc, text);                
                break;
            };
        };
    };
				p = ping;
				si.ping = lastmillis - getint(p);
				si.protocol = getint(p);
				if (si.protocol != PROTOCOL_VERSION)
					si.ping = 9998;
				si.mode = getint(p);
				si.numplayers = getint(p);
				si.minremain = getint(p);
				sgetstr();
				strcpy_s(si.map, text);
				sgetstr();
				strcpy_s(si.sdesc, text);
				break;
			};
		};
	};
};

int
int sicompare(const serverinfo *a, const serverinfo *b)
sicompare(const serverinfo *a, const serverinfo *b)
{
	return a->ping > b->ping
	           ? 1
    return a->ping>b->ping ? 1 : (a->ping<b->ping ? -1 : strcmp(a->name, b->name));
	           : (a->ping < b->ping ? -1 : strcmp(a->name, b->name));
};

void
void refreshservers()
refreshservers()
{
    checkresolver();
    checkpings();
    if(lastmillis - lastinfo >= 5000) pingservers();
    servers.sort((void *)sicompare);
    int maxmenu = 16;
    loopv(servers)
    {
        serverinfo &si = servers[i];
        if(si.address.host != ENET_HOST_ANY && si.ping != 9999)
	checkresolver();
	checkpings();
	if (lastmillis - lastinfo >= 5000)
		pingservers();
	servers.sort((void *)sicompare);
	int maxmenu = 16;
	loopv(servers)
	{
		serverinfo &si = servers[i];
		if (si.address.host != ENET_HOST_ANY && si.ping != 9999) {
        {
            if(si.protocol!=PROTOCOL_VERSION) sprintf_s(si.full)("%s [different cube protocol]", si.name);
            else sprintf_s(si.full)("%d\t%d\t%s, %s: %s %s", si.ping, si.numplayers, si.map[0] ? si.map : "[unknown]", modestr(si.mode), si.name, si.sdesc);
			if (si.protocol != PROTOCOL_VERSION)
				sprintf_s(si.full)(
				    "%s [different cube protocol]", si.name);
			else
				sprintf_s(si.full)("%d\t%d\t%s, %s: %s %s",
        }
        else
				    si.ping, si.numplayers,
				    si.map[0] ? si.map : "[unknown]",
				    modestr(si.mode), si.name, si.sdesc);
		} else {
        {
            sprintf_s(si.full)(si.address.host != ENET_HOST_ANY ? "%s [waiting for server response]" : "%s [unknown host]\t", si.name);
        }
        si.full[50] = 0; // cut off too long server descriptions
        menumanual(1, i, si.full);
        if(!--maxmenu) return;
    };
			sprintf_s(si.full)(
			    si.address.host != ENET_HOST_ANY
			        ? "%s [waiting for server response]"
			        : "%s [unknown host]\t",
			    si.name);
		}
		si.full[50] = 0; // cut off too long server descriptions
		menumanual(1, i, si.full);
		if (!--maxmenu)
			return;
	};
};

void
void servermenu()
servermenu()
{
    if(pingsock == ENET_SOCKET_NULL)
	if (pingsock == ENET_SOCKET_NULL) {
    {
        pingsock = enet_socket_create(ENET_SOCKET_TYPE_DATAGRAM, NULL);
        resolverinit(1, 1000);
    };
    resolverclear();
    loopv(servers) resolverquery(servers[i].name);
    refreshservers();
    menuset(1);
		pingsock = enet_socket_create(ENET_SOCKET_TYPE_DATAGRAM, NULL);
		resolverinit(1, 1000);
	};
	resolverclear();
	loopv(servers) resolverquery(servers[i].name);
	refreshservers();
	menuset(1);
};

void
void updatefrommaster()
updatefrommaster()
{
    const int MAXUPD = 32000;
    uchar buf[MAXUPD];
    uchar *reply = retrieveservers(buf, MAXUPD);
    if(!*reply || strstr((char *)reply, "<html>") || strstr((char *)reply, "<HTML>")) conoutf("master server not replying");
    else { servers.setsize(0); execute((char *)reply); };
    servermenu();
	const int MAXUPD = 32000;
	uchar buf[MAXUPD];
	uchar *reply = retrieveservers(buf, MAXUPD);
	if (!*reply || strstr((char *)reply, "<html>") ||
	    strstr((char *)reply, "<HTML>"))
		conoutf("master server not replying");
	else {
		servers.setsize(0);
		execute((char *)reply);
	};
	servermenu();
};

COMMAND(addserver, ARG_1STR);
COMMAND(servermenu, ARG_NONE);
COMMAND(updatefrommaster, ARG_NONE);

void
void writeservercfg()
writeservercfg()
{
    FILE *f = fopen("servers.cfg", "w");
    if(!f) return;
    fprintf(f, "// servers connected to are added here automatically\n\n");
    loopvrev(servers) fprintf(f, "addserver %s\n", servers[i].name);
    fclose(f);
	FILE *f = fopen("servers.cfg", "w");
	if (!f)
		return;
	fprintf(f, "// servers connected to are added here automatically\n\n");
	loopvrev(servers) fprintf(f, "addserver %s\n", servers[i].name);
	fclose(f);
};


Modified src/serverms.cxx from [a852a3884f] to [c3c33d8055].

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// all server side masterserver and pinging functionality

#include "cube.h"

ENetSocket mssock = ENET_SOCKET_NULL;

void
void httpgetsend(ENetAddress &ad, char *hostname, char *req, char *ref, char *agent)
httpgetsend(ENetAddress &ad, char *hostname, char *req, char *ref, char *agent)
{
    if(ad.host==ENET_HOST_ANY)
	if (ad.host == ENET_HOST_ANY) {
    {
        printf("looking up %s...\n", hostname);
        enet_address_set_host(&ad, hostname);
        if(ad.host==ENET_HOST_ANY) return;
    };
    if(mssock!=ENET_SOCKET_NULL) enet_socket_destroy(mssock);
    mssock = enet_socket_create(ENET_SOCKET_TYPE_STREAM, NULL);
    if(mssock==ENET_SOCKET_NULL) { printf("could not open socket\n"); return; };
    if(enet_socket_connect(mssock, &ad)<0) { printf("could not connect\n"); return; };
    ENetBuffer buf;
    sprintf_sd(httpget)("GET %s HTTP/1.0\nHost: %s\nReferer: %s\nUser-Agent: %s\n\n", req, hostname, ref, agent);
    buf.data = httpget;
    buf.dataLength = strlen((char *)buf.data);
    printf("sending request to %s...\n", hostname);
    enet_socket_send(mssock, NULL, &buf, 1);
};  
		printf("looking up %s...\n", hostname);
		enet_address_set_host(&ad, hostname);
		if (ad.host == ENET_HOST_ANY)
			return;
	};
	if (mssock != ENET_SOCKET_NULL)
		enet_socket_destroy(mssock);
	mssock = enet_socket_create(ENET_SOCKET_TYPE_STREAM, NULL);
	if (mssock == ENET_SOCKET_NULL) {
		printf("could not open socket\n");
		return;
	};
	if (enet_socket_connect(mssock, &ad) < 0) {
		printf("could not connect\n");
		return;
	};
	ENetBuffer buf;
	sprintf_sd(httpget)(
	    "GET %s HTTP/1.0\nHost: %s\nReferer: %s\nUser-Agent: %s\n\n", req,
	    hostname, ref, agent);
	buf.data = httpget;
	buf.dataLength = strlen((char *)buf.data);
	printf("sending request to %s...\n", hostname);
	enet_socket_send(mssock, NULL, &buf, 1);
};

void
void httpgetrecieve(ENetBuffer &buf)
httpgetrecieve(ENetBuffer &buf)
{
    if(mssock==ENET_SOCKET_NULL) return;
    enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
    if(enet_socket_wait(mssock, &events, 0) >= 0 && events)
	if (mssock == ENET_SOCKET_NULL)
		return;
	enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
	if (enet_socket_wait(mssock, &events, 0) >= 0 && events) {
    {
        int len = enet_socket_receive(mssock, NULL, &buf, 1);
        if(len<=0)
		int len = enet_socket_receive(mssock, NULL, &buf, 1);
		if (len <= 0) {
        {
            enet_socket_destroy(mssock);
            mssock = ENET_SOCKET_NULL;
            return;
        };
        buf.data = ((char *)buf.data)+len;
        ((char*)buf.data)[0] = 0;
        buf.dataLength -= len;
    };
};  
			enet_socket_destroy(mssock);
			mssock = ENET_SOCKET_NULL;
			return;
		};
		buf.data = ((char *)buf.data) + len;
		((char *)buf.data)[0] = 0;
		buf.dataLength -= len;
	};
};

uchar *
uchar *stripheader(uchar *b)
stripheader(uchar *b)
{
    char *s = strstr((char *)b, "\n\r\n");
    if(!s) s = strstr((char *)b, "\n\n");
    return s ? (uchar *)s : b;
	char *s = strstr((char *)b, "\n\r\n");
	if (!s)
		s = strstr((char *)b, "\n\n");
	return s ? (uchar *)s : b;
};

ENetAddress masterserver = { ENET_HOST_ANY, 80 };
ENetAddress masterserver = {ENET_HOST_ANY, 80};
int updmaster = 0;
string masterbase;
string masterpath;
uchar masterrep[MAXTRANS];
ENetBuffer masterb;

void
void updatemasterserver(int seconds)
updatemasterserver(int seconds)
{
	if (seconds >
    if(seconds>updmaster)       // send alive signal to masterserver every hour of uptime
    {
	    updmaster) // send alive signal to masterserver every hour of uptime
	{
		sprintf_sd(path)("%sregister.do?action=add", masterpath);
		httpgetsend(masterserver, masterbase, path, "cubeserver", "Cube Server");
		httpgetsend(masterserver, masterbase, path, "cubeserver",
		    "Cube Server");
		masterrep[0] = 0;
		masterb.data = masterrep;
		masterb.dataLength = MAXTRANS-1;
        updmaster = seconds+60*60;
    };
}; 
		masterb.dataLength = MAXTRANS - 1;
		updmaster = seconds + 60 * 60;
	};
};

void
void checkmasterreply()
checkmasterreply()
{
    bool busy = mssock!=ENET_SOCKET_NULL;
    httpgetrecieve(masterb);
    if(busy && mssock==ENET_SOCKET_NULL) printf("masterserver reply: %s\n", stripheader(masterrep));
}; 
	bool busy = mssock != ENET_SOCKET_NULL;
	httpgetrecieve(masterb);
	if (busy && mssock == ENET_SOCKET_NULL)
		printf("masterserver reply: %s\n", stripheader(masterrep));
};

uchar *
uchar *retrieveservers(uchar *buf, int buflen)
retrieveservers(uchar *buf, int buflen)
{
    sprintf_sd(path)("%sretrieve.do?item=list", masterpath);
    httpgetsend(masterserver, masterbase, path, "cubeserver", "Cube Server");
    ENetBuffer eb;
    buf[0] = 0;
    eb.data = buf;
    eb.dataLength = buflen-1;
    while(mssock!=ENET_SOCKET_NULL) httpgetrecieve(eb);
    return stripheader(buf);
	sprintf_sd(path)("%sretrieve.do?item=list", masterpath);
	httpgetsend(
	    masterserver, masterbase, path, "cubeserver", "Cube Server");
	ENetBuffer eb;
	buf[0] = 0;
	eb.data = buf;
	eb.dataLength = buflen - 1;
	while (mssock != ENET_SOCKET_NULL)
		httpgetrecieve(eb);
	return stripheader(buf);
};

ENetSocket pongsock = ENET_SOCKET_NULL;
string serverdesc;

void
void serverms(int mode, int numplayers, int minremain, char *smapname, int seconds, bool isfull)        
serverms(int mode, int numplayers, int minremain, char *smapname, int seconds,
    bool isfull)
{
    checkmasterreply();
    updatemasterserver(seconds);
	checkmasterreply();
	updatemasterserver(seconds);

	// reply all server info requests
	ENetBuffer buf;
    ENetAddress addr;
    uchar pong[MAXTRANS], *p;
    int len;
    enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
    buf.data = pong;
    while(enet_socket_wait(pongsock, &events, 0) >= 0 && events)
	ENetAddress addr;
	uchar pong[MAXTRANS], *p;
	int len;
	enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
	buf.data = pong;
	while (enet_socket_wait(pongsock, &events, 0) >= 0 && events) {
    {
        buf.dataLength = sizeof(pong);
        len = enet_socket_receive(pongsock, &addr, &buf, 1);
        if(len < 0) return;
        p = &pong[len];
        putint(p, PROTOCOL_VERSION);
        putint(p, mode);
        putint(p, numplayers);
        putint(p, minremain);
        string mname;
        strcpy_s(mname, isfull ? "[FULL] " : "");
        strcat_s(mname, smapname);
        sendstring(mname, p);
        sendstring(serverdesc, p);
        buf.dataLength = p - pong;
        enet_socket_send(pongsock, &addr, &buf, 1);
    };
};      
		buf.dataLength = sizeof(pong);
		len = enet_socket_receive(pongsock, &addr, &buf, 1);
		if (len < 0)
			return;
		p = &pong[len];
		putint(p, PROTOCOL_VERSION);
		putint(p, mode);
		putint(p, numplayers);
		putint(p, minremain);
		string mname;
		strcpy_s(mname, isfull ? "[FULL] " : "");
		strcat_s(mname, smapname);
		sendstring(mname, p);
		sendstring(serverdesc, p);
		buf.dataLength = p - pong;
		enet_socket_send(pongsock, &addr, &buf, 1);
	};
};

void
void servermsinit(const char *master, char *sdesc, bool listen)
servermsinit(const char *master, char *sdesc, bool listen)
{
	const char *mid = strstr(master, "/");
	if (!mid)
    if(!mid) mid = master;
    strcpy_s(masterpath, mid);
    strn0cpy(masterbase, master, mid-master+1);
    strcpy_s(serverdesc, sdesc);
		mid = master;
	strcpy_s(masterpath, mid);
	strn0cpy(masterbase, master, mid - master + 1);
	strcpy_s(serverdesc, sdesc);

	if(listen)
	if (listen) {
	{
        ENetAddress address = { ENET_HOST_ANY, CUBE_SERVINFO_PORT };
        pongsock = enet_socket_create(ENET_SOCKET_TYPE_DATAGRAM, &address);
        if(pongsock == ENET_SOCKET_NULL) fatal("could not create server info socket\n");
		ENetAddress address = {ENET_HOST_ANY, CUBE_SERVINFO_PORT};
		pongsock =
		    enet_socket_create(ENET_SOCKET_TYPE_DATAGRAM, &address);
		if (pongsock == ENET_SOCKET_NULL)
			fatal("could not create server info socket\n");
	};
};

Modified src/serverutil.cxx from [0953ab5d2b] to [5e922bff35].

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// misc useful functions used by the server

#include "cube.h"

// all network traffic is in 32bit ints, which are then compressed using the following simple scheme (assumes that most values are small).
// all network traffic is in 32bit ints, which are then compressed using the
// following simple scheme (assumes that most values are small).

void
void putint(uchar *&p, int n)
putint(uchar *&p, int n)
{
	if (n < 128 && n > -127) {
    if(n<128 && n>-127) { *p++ = n; }
    else if(n<0x8000 && n>=-0x8000) { *p++ = 0x80; *p++ = n; *p++ = n>>8;  }
    else { *p++ = 0x81; *p++ = n; *p++ = n>>8; *p++ = n>>16; *p++ = n>>24; };
};
		*p++ = n;
	} else if (n < 0x8000 && n >= -0x8000) {
		*p++ = 0x80;
		*p++ = n;
		*p++ = n >> 8;
	} else {
		*p++ = 0x81;
		*p++ = n;
		*p++ = n >> 8;
		*p++ = n >> 16;
		*p++ = n >> 24;
	};
};

int
int getint(uchar *&p)
getint(uchar *&p)
{
    int c = *((char *)p);
    p++;
    if(c==-128) { int n = *p++; n |= *((char *)p)<<8; p++; return n;}
    else if(c==-127) { int n = *p++; n |= *p++<<8; n |= *p++<<16; return n|(*p++<<24); } 
    else return c;
	int c = *((char *)p);
	p++;
	if (c == -128) {
		int n = *p++;
		n |= *((char *)p) << 8;
		p++;
		return n;
	} else if (c == -127) {
		int n = *p++;
		n |= *p++ << 8;
		n |= *p++ << 16;
		return n | (*p++ << 24);
	} else
		return c;
};

void
void sendstring(char *t, uchar *&p)
sendstring(char *t, uchar *&p)
{
    while(*t) putint(p, *t++);
    putint(p, 0);
	while (*t)
		putint(p, *t++);
	putint(p, 0);
};

const char *modenames[] =
const char *modenames[] = {
{
    "SP", "DMSP", "ffa/default", "coopedit", "ffa/duel", "teamplay",
    "instagib", "instagib team", "efficiency", "efficiency team",
    "insta arena", "insta clan arena", "tactics arena", "tactics clan arena",
    "SP",
    "DMSP",
    "ffa/default",
    "coopedit",
    "ffa/duel",
    "teamplay",
    "instagib",
    "instagib team",
    "efficiency",
    "efficiency team",
    "insta arena",
    "insta clan arena",
    "tactics arena",
    "tactics clan arena",
};
      
const char *modestr(int n) { return (n>=-2 && n<12) ? modenames[n+2] : "unknown"; };


const char *
modestr(int n)
{
char msgsizesl[] =               // size inclusive message token, 0 for variable or not-checked sizes
{ 
    SV_INITS2C, 4, SV_INITC2S, 0, SV_POS, 12, SV_TEXT, 0, SV_SOUND, 2, SV_CDIS, 2,
    SV_EDITH, 7, SV_EDITT, 7, SV_EDITS, 6, SV_EDITD, 6, SV_EDITE, 6,
    SV_DIED, 2, SV_DAMAGE, 4, SV_SHOT, 8, SV_FRAGS, 2,
    SV_MAPCHANGE, 0, SV_ITEMSPAWN, 2, SV_ITEMPICKUP, 3, SV_DENIED, 2,
    SV_PING, 2, SV_PONG, 2, SV_CLIENTPING, 2, SV_GAMEMODE, 2,
    SV_TIMEUP, 2, SV_EDITENT, 10, SV_MAPRELOAD, 2, SV_ITEMACC, 2,
    SV_SENDMAP, 0, SV_RECVMAP, 1, SV_SERVMSG, 0, SV_ITEMLIST, 0,
	return (n >= -2 && n < 12) ? modenames[n + 2] : "unknown";
};

char msgsizesl[] = // size inclusive message token, 0 for variable or
                   // not-checked sizes
    {SV_INITS2C, 4, SV_INITC2S, 0, SV_POS, 12, SV_TEXT, 0, SV_SOUND, 2, SV_CDIS,
        2, SV_EDITH, 7, SV_EDITT, 7, SV_EDITS, 6, SV_EDITD, 6, SV_EDITE, 6,
        SV_DIED, 2, SV_DAMAGE, 4, SV_SHOT, 8, SV_FRAGS, 2, SV_MAPCHANGE, 0,
        SV_ITEMSPAWN, 2, SV_ITEMPICKUP, 3, SV_DENIED, 2, SV_PING, 2, SV_PONG, 2,
        SV_CLIENTPING, 2, SV_GAMEMODE, 2, SV_TIMEUP, 2, SV_EDITENT, 10,
        SV_MAPRELOAD, 2, SV_ITEMACC, 2, SV_SENDMAP, 0, SV_RECVMAP, 1,
        SV_SERVMSG, 0, SV_ITEMLIST, 0, SV_EXT, 0, -1};
    SV_EXT, 0,
    -1
};

char
char msgsizelookup(int msg)
msgsizelookup(int msg)
{
    for(char *p = msgsizesl; *p>=0; p += 2) if(*p==msg) return p[1];
    return -1;
	for (char *p = msgsizesl; *p >= 0; p += 2)
		if (*p == msg)
			return p[1];
	return -1;
};

// sending of maps between clients

string copyname;
int copysize;
uchar *copydata = NULL;

void
void sendmaps(int n, string mapname, int mapsize, uchar *mapdata)
sendmaps(int n, string mapname, int mapsize, uchar *mapdata)
{
    if(mapsize <= 0 || mapsize > 256*256) return;
    strcpy_s(copyname, mapname);
    copysize = mapsize;
    if(copydata) free(copydata);
    copydata = (uchar *)alloc(mapsize);
    memcpy(copydata, mapdata, mapsize);
	if (mapsize <= 0 || mapsize > 256 * 256)
		return;
	strcpy_s(copyname, mapname);
	copysize = mapsize;
	if (copydata)
		free(copydata);
	copydata = (uchar *)alloc(mapsize);
	memcpy(copydata, mapdata, mapsize);
}

ENetPacket *recvmap(int n)
ENetPacket *
recvmap(int n)
{
	if (!copydata)
    if(!copydata) return NULL;
    ENetPacket *packet = enet_packet_create(NULL, MAXTRANS + copysize, ENET_PACKET_FLAG_RELIABLE);
    uchar *start = packet->data;
    uchar *p = start+2;
    putint(p, SV_RECVMAP);
    sendstring(copyname, p);
    putint(p, copysize);
    memcpy(p, copydata, copysize);
    p += copysize;
    *(ushort *)start = ENET_HOST_TO_NET_16(p-start);
    enet_packet_resize(packet, p-start);
		return NULL;
	ENetPacket *packet = enet_packet_create(
	    NULL, MAXTRANS + copysize, ENET_PACKET_FLAG_RELIABLE);
	uchar *start = packet->data;
	uchar *p = start + 2;
	putint(p, SV_RECVMAP);
	sendstring(copyname, p);
	putint(p, copysize);
	memcpy(p, copydata, copysize);
	p += copysize;
	*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
	enet_packet_resize(packet, p - start);
	return packet;
}


#ifdef STANDALONE

void localservertoclient(uchar *buf, int len) {};
void
fatal(char *s, char *o)
{
	cleanupserver();
void fatal(char *s, char *o) { cleanupserver(); printf("servererror: %s\n", s); exit(1); };
void *alloc(int s) { void *b = calloc(1,s); if(!b) fatal("no memory!"); return b; };
	printf("servererror: %s\n", s);
	exit(1);
};
void *
alloc(int s)
{
	void *b = calloc(1, s);
	if (!b)
		fatal("no memory!");
	return b;
};

int
int main(int argc, char* argv[])
main(int argc, char *argv[])
{
    int uprate = 0, maxcl = 4;
    char *sdesc = "", *ip = "", *master = NULL, *passwd = "";
    
    for(int i = 1; i<argc; i++)
	int uprate = 0, maxcl = 4;
	char *sdesc = "", *ip = "", *master = NULL, *passwd = "";

	for (int i = 1; i < argc; i++) {
    {
        char *a = &argv[i][2];
        if(argv[i][0]=='-') switch(argv[i][1])
		char *a = &argv[i][2];
		if (argv[i][0] == '-')
			switch (argv[i][1]) {
        {
            case 'u': uprate = atoi(a); break;
            case 'n': sdesc  = a; break;
            case 'i': ip     = a; break;
            case 'm': master = a; break;
            case 'p': passwd = a; break;
            case 'c': maxcl  = atoi(a); break;
            default: printf("WARNING: unknown commandline option\n");
        };
    };
    
    if(enet_initialize()<0) fatal("Unable to initialise network module");
    initserver(true, uprate, sdesc, ip, master, passwd, maxcl);
    return 0;
			case 'u':
				uprate = atoi(a);
				break;
			case 'n':
				sdesc = a;
				break;
			case 'i':
				ip = a;
				break;
			case 'm':
				master = a;
				break;
			case 'p':
				passwd = a;
				break;
			case 'c':
				maxcl = atoi(a);
				break;
			default:
				printf("WARNING: unknown commandline option\n");
			};
	};

	if (enet_initialize() < 0)
		fatal("Unable to initialise network module");
	initserver(true, uprate, sdesc, ip, master, passwd, maxcl);
	return 0;
};
#endif



Modified src/sound.cxx from [0aacd29fb8] to [ebc1ddf348].

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// sound.cpp: uses fmod on windows and sdl_mixer on unix (both had problems on the other platform)
// 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
// #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
// #endif

VARP(soundvol, 0, 255, 255);
VARP(musicvol, 0, 128, 255);
bool nosound = false;

#define MAXCHAN 32
#define SOUNDFREQ 22050

struct soundloc { vec loc; bool inuse; } soundlocs[MAXCHAN];
struct soundloc {
	vec loc;
	bool inuse;
} soundlocs[MAXCHAN];

#ifdef USE_MIXER
    #include "SDL_mixer.h"
    #define MAXVOL MIX_MAX_VOLUME
    Mix_Music *mod = NULL;
    void *stream = NULL;
#include "SDL_mixer.h"
#define MAXVOL MIX_MAX_VOLUME
Mix_Music *mod = NULL;
void *stream = NULL;
#else
    #include "fmod.h"
    #define MAXVOL 255
    FMUSIC_MODULE *mod = NULL;
    FSOUND_STREAM *stream = NULL;
#include "fmod.h"
#define MAXVOL 255
FMUSIC_MODULE *mod = NULL;
FSOUND_STREAM *stream = NULL;
#endif

void
void stopsound()
stopsound()
{
    if(nosound) return;
    if(mod)
	if (nosound)
		return;
	if (mod) {
    {
        #ifdef USE_MIXER
            Mix_HaltMusic();
            Mix_FreeMusic(mod);
        #else
            FMUSIC_FreeSong(mod);
        #endif
        mod = NULL;
    };
    if(stream)
#ifdef USE_MIXER
		Mix_HaltMusic();
		Mix_FreeMusic(mod);
#else
		FMUSIC_FreeSong(mod);
#endif
		mod = NULL;
	};
	if (stream) {
    {
        #ifndef USE_MIXER
            FSOUND_Stream_Close(stream);
        #endif
        stream = NULL;
    };
#ifndef USE_MIXER
		FSOUND_Stream_Close(stream);
#endif
		stream = NULL;
	};
};

VAR(soundbufferlen, 128, 1024, 4096);

void
void initsound()
initsound()
{
    memset(soundlocs, 0, sizeof(soundloc)*MAXCHAN);
    #ifdef USE_MIXER
        if(Mix_OpenAudio(SOUNDFREQ, MIX_DEFAULT_FORMAT, 2, soundbufferlen)<0)
	memset(soundlocs, 0, sizeof(soundloc) * MAXCHAN);
#ifdef USE_MIXER
	if (Mix_OpenAudio(SOUNDFREQ, MIX_DEFAULT_FORMAT, 2, soundbufferlen) <
        {
            conoutf("sound init failed (SDL_mixer): %s", (size_t)Mix_GetError());
            nosound = true;
        };
	    Mix_AllocateChannels(MAXCHAN);	
    #else
        if(FSOUND_GetVersion()<FMOD_VERSION) fatal("old FMOD dll");
        if(!FSOUND_Init(SOUNDFREQ, MAXCHAN, FSOUND_INIT_GLOBALFOCUS))
	    0) {
		conoutf("sound init failed (SDL_mixer): %s",
		    (size_t)Mix_GetError());
		nosound = true;
	};
	Mix_AllocateChannels(MAXCHAN);
#else
	if (FSOUND_GetVersion() < FMOD_VERSION)
		fatal("old FMOD dll");
	if (!FSOUND_Init(SOUNDFREQ, MAXCHAN, FSOUND_INIT_GLOBALFOCUS)) {
        {
            conoutf("sound init failed (FMOD): %d", FSOUND_GetError());
            nosound = true;
        };
    #endif
		conoutf("sound init failed (FMOD): %d", FSOUND_GetError());
		nosound = true;
	};
#endif
};

void
void music(char *name)
music(char *name)
{
    if(nosound) return;
    stopsound();
    if(soundvol && musicvol)
	if (nosound)
		return;
	stopsound();
	if (soundvol && musicvol) {
    {
        string sn;
        strcpy_s(sn, "packages/");
        strcat_s(sn, name);
        #ifdef USE_MIXER
            if(mod = Mix_LoadMUS(path(sn)))
		string sn;
		strcpy_s(sn, "packages/");
		strcat_s(sn, name);
#ifdef USE_MIXER
		if (mod = Mix_LoadMUS(path(sn))) {
            {
                Mix_PlayMusic(mod, -1);
                Mix_VolumeMusic((musicvol*MAXVOL)/255);
            };
        #else
            if(mod = FMUSIC_LoadSong(path(sn)))
			Mix_PlayMusic(mod, -1);
			Mix_VolumeMusic((musicvol * MAXVOL) / 255);
		};
#else
		if (mod = FMUSIC_LoadSong(path(sn))) {
            {
                FMUSIC_PlaySong(mod);
                FMUSIC_SetMasterVolume(mod, musicvol);
			FMUSIC_PlaySong(mod);
			FMUSIC_SetMasterVolume(mod, musicvol);
            }
            else if(stream = FSOUND_Stream_Open(path(sn), FSOUND_LOOP_NORMAL, 0, 0))
		} else if (stream = FSOUND_Stream_Open(
		               path(sn), FSOUND_LOOP_NORMAL, 0, 0)) {
            {
                int chan = FSOUND_Stream_Play(FSOUND_FREE, stream);
                if(chan>=0) { FSOUND_SetVolume(chan, (musicvol*MAXVOL)/255); FSOUND_SetPaused(chan, false); };
            }
            else
			int chan = FSOUND_Stream_Play(FSOUND_FREE, stream);
			if (chan >= 0) {
				FSOUND_SetVolume(
				    chan, (musicvol * MAXVOL) / 255);
				FSOUND_SetPaused(chan, false);
			};
		} else {
            {
                conoutf("could not play music: %s", sn);
            };
        #endif
    };
			conoutf("could not play music: %s", sn);
		};
#endif
	};
};

COMMAND(music, ARG_1STR);

#ifdef USE_MIXER
vector<Mix_Chunk *> samples;
#else
vector<FSOUND_SAMPLE *> samples;
#endif

cvector snames;

int
int registersound(char *name)
registersound(char *name)
{
    loopv(snames) if(strcmp(snames[i], name)==0) return i;
    snames.add(newstring(name));
    samples.add(NULL);
    return samples.length()-1;
	loopv(snames) if (strcmp(snames[i], name) == 0) return i;
	snames.add(newstring(name));
	samples.add(NULL);
	return samples.length() - 1;
};

COMMAND(registersound, ARG_1EST);

void
void cleansound()
cleansound()
{
    if(nosound) return;
    stopsound();
    #ifdef USE_MIXER
        Mix_CloseAudio();
    #else
        FSOUND_Close();
    #endif
	if (nosound)
		return;
	stopsound();
#ifdef USE_MIXER
	Mix_CloseAudio();
#else
	FSOUND_Close();
#endif
};

VAR(stereo, 0, 1, 1);

void
void updatechanvol(int chan, vec *loc)
updatechanvol(int chan, vec *loc)
{
    int vol = soundvol, pan = 255/2;
    if(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))
		vdist(dist, v, *loc, player1->o);
		vol -= (int)(dist * 3 * soundvol /
		             255); // simple mono distance attenuation
		if (stereo && (v.x != 0 || v.y != 0)) {
        {
            float yaw = -atan2(v.x, v.y) - player1->yaw*(PI / 180.0f); // relative angle of sound along X-Y axis
            pan = int(255.9f*(0.5*sin(yaw)+0.5f)); // range is from 0 (left) to 255 (right)
        };
    };
    vol = (vol*MAXVOL)/255;
    #ifdef USE_MIXER
        Mix_Volume(chan, vol);
        Mix_SetPanning(chan, 255-pan, pan);
    #else
        FSOUND_SetVolume(chan, vol);
        FSOUND_SetPan(chan, pan);
    #endif
};  
			float yaw = -atan2(v.x, v.y) -
			            player1->yaw *
			                (PI / 180.0f); // relative angle of
			                               // sound along X-Y axis
			pan = int(
			    255.9f *
			    (0.5 * sin(yaw) +
			        0.5f)); // range is from 0 (left) to 255 (right)
		};
	};
	vol = (vol * MAXVOL) / 255;
#ifdef USE_MIXER
	Mix_Volume(chan, vol);
	Mix_SetPanning(chan, 255 - pan, pan);
#else
	FSOUND_SetVolume(chan, vol);
	FSOUND_SetPan(chan, pan);
#endif
};

void
void newsoundloc(int chan, vec *loc)
newsoundloc(int chan, vec *loc)
{
    assert(chan>=0 && chan<MAXCHAN);
    soundlocs[chan].loc = *loc;
    soundlocs[chan].inuse = true;
	assert(chan >= 0 && chan < MAXCHAN);
	soundlocs[chan].loc = *loc;
	soundlocs[chan].inuse = true;
};

void
void updatevol()
updatevol()
{
    if(nosound) return;
    loopi(MAXCHAN) if(soundlocs[i].inuse)
    {
        #ifdef USE_MIXER
            if(Mix_Playing(i))
        #else
            if(FSOUND_IsPlaying(i))
        #endif
                updatechanvol(i, &soundlocs[i].loc);
            else soundlocs[i].inuse = false;
    };
	if (nosound)
		return;
	loopi(MAXCHAN) if (soundlocs[i].inuse)
	{
#ifdef USE_MIXER
		if (Mix_Playing(i))
#else
		if (FSOUND_IsPlaying(i))
#endif
			updatechanvol(i, &soundlocs[i].loc);
		else
			soundlocs[i].inuse = false;
	};
};

void
playsoundc(int n)
{
void playsoundc(int n) { addmsg(0, 2, SV_SOUND, n); playsound(n); };
	addmsg(0, 2, SV_SOUND, n);
	playsound(n);
};

int soundsatonce = 0, lastsoundmillis = 0;

void
void playsound(int n, vec *loc)
playsound(int n, vec *loc)
{
    if(nosound) return;
    if(!soundvol) return;
    if(lastmillis==lastsoundmillis) soundsatonce++; else soundsatonce = 1;
    lastsoundmillis = lastmillis;
    if(soundsatonce>5) return;  // avoid bursts of sounds with heavy packetloss and in sp
    if(n<0 || n>=samples.length()) { conoutf("unregistered sound: %d", n); return; };
	if (nosound)
		return;
	if (!soundvol)
		return;
	if (lastmillis == lastsoundmillis)
		soundsatonce++;
	else
		soundsatonce = 1;
	lastsoundmillis = lastmillis;
	if (soundsatonce > 5)
		return; // avoid bursts of sounds with heavy packetloss and in
		        // sp
	if (n < 0 || n >= samples.length()) {
		conoutf("unregistered sound: %d", n);
		return;
	};

    if(!samples[n])
	if (!samples[n]) {
    {
        sprintf_sd(buf)("packages/sounds/%s.wav", snames[n]);
		sprintf_sd(buf)("packages/sounds/%s.wav", snames[n]);

        #ifdef USE_MIXER
            samples[n] = Mix_LoadWAV(path(buf));
        #else
            samples[n] = FSOUND_Sample_Load(n, path(buf), FSOUND_LOOP_OFF, 0, 0);
        #endif
#ifdef USE_MIXER
		samples[n] = Mix_LoadWAV(path(buf));
#else
		samples[n] =
		    FSOUND_Sample_Load(n, path(buf), FSOUND_LOOP_OFF, 0, 0);
#endif

		if (!samples[n]) {
        if(!samples[n]) { conoutf("failed to load sample: %s", buf); return; };
    };
			conoutf("failed to load sample: %s", buf);
			return;
		};
	};

    #ifdef USE_MIXER
        int chan = Mix_PlayChannel(-1, samples[n], 0);
    #else
        int chan = FSOUND_PlaySoundEx(FSOUND_FREE, samples[n], NULL, true);
    #endif
    if(chan<0) return;
    if(loc) newsoundloc(chan, loc);
    updatechanvol(chan, loc);
    #ifndef USE_MIXER
        FSOUND_SetPaused(chan, false);
    #endif
#ifdef USE_MIXER
	int chan = Mix_PlayChannel(-1, samples[n], 0);
#else
	int chan = FSOUND_PlaySoundEx(FSOUND_FREE, samples[n], NULL, true);
#endif
	if (chan < 0)
		return;
	if (loc)
		newsoundloc(chan, loc);
	updatechanvol(chan, loc);
#ifndef USE_MIXER
	FSOUND_SetPaused(chan, false);
#endif
};

void
sound(int n)
{
void sound(int n) { playsound(n, NULL); };
	playsound(n, NULL);
};
COMMAND(sound, ARG_1INT);

Modified src/tools.cxx from [6d45e23603] to [d4bb43600a].

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// implementation of generic tools

#include "tools.h"
#include <new>

//////////////////////////// pool ///////////////////////////

pool::pool()
{
    blocks = 0;
    allocnext(POOLSIZE);
    for(int i = 0; i<MAXBUCKETS; i++) reuse[i] = NULL;
	blocks = 0;
	allocnext(POOLSIZE);
	for (int i = 0; i < MAXBUCKETS; i++)
		reuse[i] = NULL;
};

void *
void *pool::alloc(size_t size)
pool::alloc(size_t size)
{
    if(size>MAXREUSESIZE)
	if (size > MAXREUSESIZE) {
    {
        return malloc(size);
		return malloc(size);
    }
    else
	} else {
    {
        size = bucket(size);
        void **r = (void **)reuse[size];
        if(r)
		size = bucket(size);
		void **r = (void **)reuse[size];
		if (r) {
        {
            reuse[size] = *r;
            return (void *)r;
			reuse[size] = *r;
			return (void *)r;
        }
        else
		} else {
        {
            size <<= PTRBITS;
            if(left<size) allocnext(POOLSIZE);
            char *r = p;
            p += size;
            left -= size;
            return r;
        };
    };
			size <<= PTRBITS;
			if (left < size)
				allocnext(POOLSIZE);
			char *r = p;
			p += size;
			left -= size;
			return r;
		};
	};
};

void
void pool::dealloc(void *p, size_t size)
pool::dealloc(void *p, size_t size)
{
    if(size>MAXREUSESIZE)
	if (size > MAXREUSESIZE) {
    {
        free(p);
		free(p);
    }
    else
	} else {
    {
        size = bucket(size);
        if(size)    // only needed for 0-size free, are there any?
        {
            *((void **)p) = reuse[size];
            reuse[size] = p;
        };
    };
		size = bucket(size);
		if (size) // only needed for 0-size free, are there any?
		{
			*((void **)p) = reuse[size];
			reuse[size] = p;
		};
	};
};

void *
void *pool::realloc(void *p, size_t oldsize, size_t newsize)
pool::realloc(void *p, size_t oldsize, size_t newsize)
{
    void *np = alloc(newsize);
    if(!oldsize) return np;
    memcpy(np, p, newsize>oldsize ? oldsize : newsize);
    dealloc(p, oldsize);
    return np;
	void *np = alloc(newsize);
	if (!oldsize)
		return np;
	memcpy(np, p, newsize > oldsize ? oldsize : newsize);
	dealloc(p, oldsize);
	return np;
};

void
void pool::dealloc_block(void *b)
pool::dealloc_block(void *b)
{
    if(b)
	if (b) {
    {
        dealloc_block(*((char **)b));
        free(b);
    };
		dealloc_block(*((char **)b));
		free(b);
	};
}

void
void pool::allocnext(size_t allocsize)
pool::allocnext(size_t allocsize)
{
    char *b = (char *)malloc(allocsize+PTRSIZE);
    *((char **)b) = blocks;
    blocks = b;
    p = b+PTRSIZE;
    left = allocsize;
	char *b = (char *)malloc(allocsize + PTRSIZE);
	*((char **)b) = blocks;
	blocks = b;
	p = b + PTRSIZE;
	left = allocsize;
};

char *
char *pool::string(char *s, size_t l)
pool::string(char *s, size_t l)
{
    char *b = (char *)alloc(l+1);
    strncpy(b,s,l);
    b[l] = 0;
    return b;  
	char *b = (char *)alloc(l + 1);
	strncpy(b, s, l);
	b[l] = 0;
	return b;
};

pool *
pool *gp()  // useful for global buffers that need to be initialisation order independant
gp() // useful for global buffers that need to be initialisation order
     // independant
{
    static pool *p = NULL;
    return p ? p : (p = new pool());
	static pool *p = NULL;
	return p ? p : (p = new pool());
};


///////////////////////// misc tools ///////////////////////

char *
char *path(char *s)
path(char *s)
{
    for(char *t = s; t = strpbrk(t, "/\\"); *t++ = PATHDIV);
    return s;
	for (char *t = s; t = strpbrk(t, "/\\"); *t++ = PATHDIV)
		;
	return s;
};

char *
char *loadfile(char *fn, int *size)
loadfile(char *fn, int *size)
{
    FILE *f = fopen(fn, "rb");
    if(!f) return NULL;
    fseek(f, 0, SEEK_END);
    int len = ftell(f);
    fseek(f, 0, SEEK_SET);
    char *buf = (char *)malloc(len+1);
    if(!buf) return NULL;
    buf[len] = 0;
    size_t rlen = fread(buf, 1, len, f);
    fclose(f);
    if(len!=rlen || len<=0) 
	FILE *f = fopen(fn, "rb");
	if (!f)
		return NULL;
	fseek(f, 0, SEEK_END);
	int len = ftell(f);
	fseek(f, 0, SEEK_SET);
	char *buf = (char *)malloc(len + 1);
	if (!buf)
		return NULL;
	buf[len] = 0;
	size_t rlen = fread(buf, 1, len, f);
	fclose(f);
	if (len != rlen || len <= 0) {
    {
        free(buf);
        return NULL;
    };
    if(size!=NULL) *size = len;
    return buf;
		free(buf);
		return NULL;
	};
	if (size != NULL)
		*size = len;
	return buf;
};

void
endianswap(
void endianswap(void *memory, int stride, int length)   // little indians as storage format
    void *memory, int stride, int length) // little indians as storage format
{
    if(*((char *)&stride)) return;
    loop(w, length) loop(i, stride/2)
    {
        uchar *p = (uchar *)memory+w*stride;
        uchar t = p[i];
        p[i] = p[stride-i-1];
        p[stride-i-1] = t;
    };
	if (*((char *)&stride))
		return;
	loop(w, length) loop(i, stride / 2)
	{
		uchar *p = (uchar *)memory + w * stride;
		uchar t = p[i];
		p[i] = p[stride - i - 1];
		p[stride - i - 1] = t;
	};
}

Modified src/tools.h from [8ddc91f166] to [9188f1112b].

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-

#include <math.h>

#ifdef __GNUC__
#undef gamma
#endif

#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <limits.h>
#include <assert.h>
#include <assert.h>
#include <limits.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef __GNUC__
#include <new>
#else
#include <new.h>
#endif

#ifdef NULL
#undef NULL
#endif
#define NULL 0

typedef unsigned char uchar;
typedef unsigned short ushort;
typedef unsigned int uint;

#define max(a,b) (((a) > (b)) ? (a) : (b))
#define min(a,b) (((a) < (b)) ? (a) : (b))
#define rnd(max) (rand()%(max))
#define max(a, b) (((a) > (b)) ? (a) : (b))
#define min(a, b) (((a) < (b)) ? (a) : (b))
#define rnd(max) (rand() % (max))
#define rndreset() (srand(1))
#define rndtime()                                                              \
	{                                                                      \
#define rndtime() { loopi(lastmillis&0xF) rnd(i+1); }
#define loop(v,m) for(int v = 0; v<(m); v++)
#define loopi(m) loop(i,m)
#define loopj(m) loop(j,m)
#define loopk(m) loop(k,m)
#define loopl(m) loop(l,m)
		loopi(lastmillis & 0xF) rnd(i + 1);                            \
	}
#define loop(v, m) for (int v = 0; v < (m); v++)
#define loopi(m) loop(i, m)
#define loopj(m) loop(j, m)
#define loopk(m) loop(k, m)
#define loopl(m) loop(l, m)

#ifdef WIN32
#pragma warning( 3 : 4189 ) 
//#pragma comment(linker,"/OPT:NOWIN98")
#pragma warning(3 : 4189)
// #pragma comment(linker,"/OPT:NOWIN98")
#define PATHDIV '\\'
#else
#define __cdecl
#define _vsnprintf vsnprintf
#define PATHDIV '/'
#endif


// easy safe strings

#define _MAXDEFSTR 260
typedef char string[_MAXDEFSTR]; 
typedef char string[_MAXDEFSTR];

inline void
inline void strn0cpy(char *d, const char *s, size_t m) { strncpy(d,s,m); d[(m)-1] = 0; };
inline void strcpy_s(char *d, const char *s) { strn0cpy(d,s,_MAXDEFSTR); };
inline void strcat_s(char *d, const char *s) { size_t n = strlen(d); strn0cpy(d+n,s,_MAXDEFSTR-n); };

inline void formatstring(char *d, const char *fmt, va_list v)
strn0cpy(char *d, const char *s, size_t m)
{
	strncpy(d, s, m);
	d[(m)-1] = 0;
};
inline void
strcpy_s(char *d, const char *s)
{
	strn0cpy(d, s, _MAXDEFSTR);
};
inline void
strcat_s(char *d, const char *s)
{
	size_t n = strlen(d);
	strn0cpy(d + n, s, _MAXDEFSTR - n);
};

inline void
formatstring(char *d, const char *fmt, va_list v)
{
    _vsnprintf(d, _MAXDEFSTR, fmt, v);
    d[_MAXDEFSTR-1] = 0;
	_vsnprintf(d, _MAXDEFSTR, fmt, v);
	d[_MAXDEFSTR - 1] = 0;
};

struct sprintf_s_f
struct sprintf_s_f {
{
    char *d;
    sprintf_s_f(char *str): d(str) {};
    void operator()(const char* fmt, ...)
    {
        va_list v;
        va_start(v, fmt);
        _vsnprintf(d, _MAXDEFSTR, fmt, v);
        va_end(v);
        d[_MAXDEFSTR-1] = 0;
    };
	char *d;
	sprintf_s_f(char *str) : d(str) {};
	void
	operator()(const char *fmt, ...)
	{
		va_list v;
		va_start(v, fmt);
		_vsnprintf(d, _MAXDEFSTR, fmt, v);
		va_end(v);
		d[_MAXDEFSTR - 1] = 0;
	};
};

#define sprintf_s(d) sprintf_s_f((char *)d)
#define sprintf_sd(d) string d; sprintf_s(d)
#define sprintf_sdlv(d,last,fmt) string d; { va_list ap; va_start(ap, last); formatstring(d, fmt, ap); va_end(ap); }
#define sprintf_sdv(d,fmt) sprintf_sdlv(d,fmt,fmt)

#define sprintf_sd(d)                                                          \
	string d;                                                              \
	sprintf_s(d)
#define sprintf_sdlv(d, last, fmt)                                             \
	string d;                                                              \
	{                                                                      \
		va_list ap;                                                    \
		va_start(ap, last);                                            \
		formatstring(d, fmt, ap);                                      \
		va_end(ap);                                                    \
	}
#define sprintf_sdv(d, fmt) sprintf_sdlv(d, fmt, fmt)

// fast pentium f2i

#ifdef _MSC_VER
inline int
fast_f2nat(float a)
inline int fast_f2nat(float a) {        // only for positive floats
    static const float fhalf = 0.5f;
    int retval;
    
    __asm fld a
{ // only for positive floats
	static const float fhalf = 0.5f;
	int retval;

	__asm fld a __asm fsub fhalf __asm fistp retval // perf regalloc?
    __asm fsub fhalf
    __asm fistp retval      // perf regalloc?

    return retval;
	    return retval;
};
#else
#define fast_f2nat(val) ((int)(val)) 
#define fast_f2nat(val) ((int)(val))
#endif



extern char *path(char *s);
extern char *loadfile(char *fn, int *size);
extern void endianswap(void *, int, int);

// memory pool that uses buckets and linear allocation for small objects
// VERY fast, and reasonably good memory reuse 
// VERY fast, and reasonably good memory reuse

struct pool
struct pool {
{
    enum { POOLSIZE = 4096 };   // can be absolutely anything
    enum { PTRSIZE = sizeof(char *) };
    enum { MAXBUCKETS = 65 };   // meaning up to size 256 on 32bit pointer systems
    enum { MAXREUSESIZE = MAXBUCKETS*PTRSIZE-PTRSIZE };
    inline size_t bucket(size_t s) { return (s+PTRSIZE-1)>>PTRBITS; };
    enum { PTRBITS = PTRSIZE==2 ? 1 : PTRSIZE==4 ? 2 : 3 };
	enum { POOLSIZE = 4096 }; // can be absolutely anything
	enum { PTRSIZE = sizeof(char *) };
	enum {
		MAXBUCKETS = 65
	}; // meaning up to size 256 on 32bit pointer systems
	enum { MAXREUSESIZE = MAXBUCKETS * PTRSIZE - PTRSIZE };
	inline size_t
	bucket(size_t s)
	{
		return (s + PTRSIZE - 1) >> PTRBITS;
	};
	enum { PTRBITS = PTRSIZE == 2 ? 1 : PTRSIZE == 4 ? 2 : 3 };

    char *p;
    size_t left;
    char *blocks;
    void *reuse[MAXBUCKETS];
	char *p;
	size_t left;
	char *blocks;
	void *reuse[MAXBUCKETS];

    pool();
    ~pool() { dealloc_block(blocks); };
	pool();
	~pool() { dealloc_block(blocks); };

    void *alloc(size_t size);
    void dealloc(void *p, size_t size);
    void *realloc(void *p, size_t oldsize, size_t newsize);
	void *alloc(size_t size);
	void dealloc(void *p, size_t size);
	void *realloc(void *p, size_t oldsize, size_t newsize);

    char *string(char *s, size_t l);
    char *string(char *s) { return string(s, strlen(s)); };
    void deallocstr(char *s) { dealloc(s, strlen(s)+1); }; 
    char *stringbuf(char *s) { return string(s, _MAXDEFSTR-1); }; 
	char *string(char *s, size_t l);
	char *
	string(char *s)
	{
		return string(s, strlen(s));
	};
	void
	deallocstr(char *s)
	{
		dealloc(s, strlen(s) + 1);
	};
	char *
	stringbuf(char *s)
	{
		return string(s, _MAXDEFSTR - 1);
	};

    void dealloc_block(void *b);
    void allocnext(size_t allocsize);
	void dealloc_block(void *b);
	void allocnext(size_t allocsize);
};

template <class T> struct vector
template <class T> struct vector {
{
    T *buf;
    int alen;
    int ulen;
    pool *p;
	T *buf;
	int alen;
	int ulen;
	pool *p;

    vector()
    {
        this->p = gp();
        alen = 8;
        buf = (T *)p->alloc(alen*sizeof(T));
        ulen = 0;
    };
    
    ~vector() { setsize(0); p->dealloc(buf, alen*sizeof(T)); };
    
    vector(vector<T> &v);
    void operator=(vector<T> &v);
	vector()
	{
		this->p = gp();
		alen = 8;
		buf = (T *)p->alloc(alen * sizeof(T));
		ulen = 0;
	};

	~vector()
	{
		setsize(0);
		p->dealloc(buf, alen * sizeof(T));
	};

	vector(vector<T> &v);
	void operator=(vector<T> &v);

	T &
    T &add(const T &x)
    {
        if(ulen==alen) realloc();
        new (&buf[ulen]) T(x);
        return buf[ulen++];
    };

	add(const T &x)
	{
		if (ulen == alen)
			realloc();
		new (&buf[ulen]) T(x);
		return buf[ulen++];
	};

	T &
	add()
	{
		if (ulen == alen)
    T &add()
    {
        if(ulen==alen) realloc();
        new (&buf[ulen]) T;
        return buf[ulen++];
    };
			realloc();
		new (&buf[ulen]) T;
		return buf[ulen++];
	};

	T &
	pop()
	{
    T &pop() { return buf[--ulen]; };
    T &last() { return buf[ulen-1]; };
    bool empty() { return ulen==0; };
		return buf[--ulen];
	};
	T &
	last()
	{
		return buf[ulen - 1];
	};
	bool
	empty()
	{
		return ulen == 0;
	};

	int
	length()
	{
    int length() { return ulen; };
    T &operator[](int i) { assert(i>=0 && i<ulen); return buf[i]; };
    void setsize(int i) { for(; ulen>i; ulen--) buf[ulen-1].~T(); };
    T *getbuf() { return buf; };
    
		return ulen;
	};
	T &
	operator[](int i)
	{
		assert(i >= 0 && i < ulen);
		return buf[i];
	};
	void
	setsize(int i)
	{
		for (; ulen > i; ulen--)
			buf[ulen - 1].~T();
	};
	T *
	getbuf()
	{
    void sort(void *cf) { qsort(buf, ulen, sizeof(T), (int (__cdecl *)(const void *,const void *))cf); };
		return buf;
	};

    void realloc()
    {
	void
	sort(void *cf)
	{
        int olen = alen;
        buf = (T *)p->realloc(buf, olen*sizeof(T), (alen *= 2)*sizeof(T));
    };
		qsort(buf, ulen, sizeof(T),
		    (int(__cdecl *)(const void *, const void *))cf);
	};

	void
	realloc()
	{
		int olen = alen;
		buf = (T *)p->realloc(
		    buf, olen * sizeof(T), (alen *= 2) * sizeof(T));
	};

	T
    T remove(int i)
    {
        T e = buf[i];
        for(int p = i+1; p<ulen; p++) buf[p-1] = buf[p];
        ulen--;
        return e;
    };
	remove(int i)
	{
		T e = buf[i];
		for (int p = i + 1; p < ulen; p++)
			buf[p - 1] = buf[p];
		ulen--;
		return e;
	};

	T &
    T &insert(int i, const T &e)
    {
        add(T());
        for(int p = ulen-1; p>i; p--) buf[p] = buf[p-1];
        buf[i] = e;
        return buf[i];
    };
	insert(int i, const T &e)
	{
		add(T());
		for (int p = ulen - 1; p > i; p--)
			buf[p] = buf[p - 1];
		buf[i] = e;
		return buf[i];
	};
};

#define loopv(v)                                                               \
	if (false) {                                                           \
	} else                                                                 \
#define loopv(v)    if(false) {} else for(int i = 0; i<(v).length(); i++)    
#define loopvrev(v) if(false) {} else for(int i = (v).length()-1; i>=0; i--)
		for (int i = 0; i < (v).length(); i++)
#define loopvrev(v)                                                            \
	if (false) {                                                           \
	} else                                                                 \
		for (int i = (v).length() - 1; i >= 0; i--)

template <class T> struct hashtable
template <class T> struct hashtable {
{
    struct chain { chain *next; char *key; T data; };
	struct chain {
		chain *next;
		char *key;
		T data;
	};

    int size;
    int numelems;
    chain **table;
    pool *parent;
    chain *enumc;
	int size;
	int numelems;
	chain **table;
	pool *parent;
	chain *enumc;

    hashtable()
    {
        this->size = 1<<10;
        this->parent = gp();
        numelems = 0;
        table = (chain **)parent->alloc(size*sizeof(T));
        for(int i = 0; i<size; i++) table[i] = NULL;
    };
	hashtable()
	{
		this->size = 1 << 10;
		this->parent = gp();
		numelems = 0;
		table = (chain **)parent->alloc(size * sizeof(T));
		for (int i = 0; i < size; i++)
			table[i] = NULL;
	};

    hashtable(hashtable<T> &v);
    void operator=(hashtable<T> &v);
	hashtable(hashtable<T> &v);
	void operator=(hashtable<T> &v);

	T *
    T *access(char *key, T *data = NULL)
    {
        unsigned int h = 5381;
        for(int i = 0, k; k = key[i]; i++) h = ((h<<5)+h)^k;    // bernstein k=33 xor
        h = h&(size-1);                                         // primes not much of an advantage
        for(chain *c = table[h]; c; c = c->next)
	access(char *key, T *data = NULL)
	{
		unsigned int h = 5381;
		for (int i = 0, k; k = key[i]; i++)
			h = ((h << 5) + h) ^ k; // bernstein k=33 xor
		h = h & (size - 1); // primes not much of an advantage
		for (chain *c = table[h]; c; c = c->next) {
        {
            for(char *p1 = key, *p2 = c->key, ch; (ch = *p1++)==*p2++; ) if(!ch)    //if(strcmp(key,c->key)==0)
            {
                T *d = &c->data;
                if(data) c->data = *data;
                return d;
            };
        };
        if(data)
			for (char *p1 = key, *p2 = c->key, ch;
			     (ch = *p1++) == *p2++;)
				if (!ch) // if(strcmp(key,c->key)==0)
				{
					T *d = &c->data;
					if (data)
						c->data = *data;
					return d;
				};
		};
		if (data) {
        {
            chain *c = (chain *)parent->alloc(sizeof(chain));
            c->data = *data;
            c->key = key;
            c->next = table[h];
            table[h] = c;
            numelems++;
        };
        return NULL;
    };
			chain *c = (chain *)parent->alloc(sizeof(chain));
			c->data = *data;
			c->key = key;
			c->next = table[h];
			table[h] = c;
			numelems++;
		};
		return NULL;
	};
};

#define enumerate(ht, t, e, b)                                                 \
	loopi(ht->size) for (ht->enumc = ht->table[i]; ht->enumc;              \
	                     ht->enumc = ht->enumc->next)                      \
	{                                                                      \
		t e = &ht->enumc->data;                                        \
		b;                                                             \

	}
#define enumerate(ht,t,e,b) loopi(ht->size) for(ht->enumc = ht->table[i]; ht->enumc; ht->enumc = ht->enumc->next) { t e = &ht->enumc->data; b; }

pool *gp(); 
inline char *newstring(char *s)        { return gp()->string(s);    };
inline char *newstring(char *s, size_t l) { return gp()->string(s, l); };
inline char *newstringbuf(char *s)     { return gp()->stringbuf(s); };
pool *gp();
inline char *
newstring(char *s)
{
	return gp()->string(s);
};
inline char *
newstring(char *s, size_t l)
{
	return gp()->string(s, l);
};
inline char *
newstringbuf(char *s)
{
	return gp()->stringbuf(s);
};

#endif

Modified src/weapon.cxx from [a91ed33178] to [ce8dd423e7].

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// weapon.cpp: all shooting and effects code

#include "cube.h"

struct guninfo {
struct guninfo { short sound, attackdelay, damage, projspeed, part, kickamount; char *name; };
	short sound, attackdelay, damage, projspeed, part, kickamount;
	char *name;
};

const int MONSTERDAMAGEFACTOR = 4;
const int SGRAYS = 20;
const float SGSPREAD = 2;
vec sg[SGRAYS];

guninfo guns[NUMGUNS] =
guninfo guns[NUMGUNS] = {
{
    { S_PUNCH1,    250,  50, 0,   0,  1, "fist"           },
    { S_SG,       1400,  10, 0,   0, 20, "shotgun"        },  // *SGRAYS
    { S_CG,        100,  30, 0,   0,  7, "chaingun"       },
    { S_RLFIRE,    800, 120, 80,  0, 10, "rocketlauncher" },
    { S_RIFLE,    1500, 100, 0,   0, 30, "rifle"          },
    { S_FLAUNCH,   200,  20, 50,  4,  1, "fireball"       },
    { S_ICEBALL,   200,  40, 30,  6,  1, "iceball"        },
    { S_SLIMEBALL, 200,  30, 160, 7,  1, "slimeball"      },
    { S_PIGR1,     250,  50, 0,   0,  1, "bite"           },
    {S_PUNCH1, 250, 50, 0, 0, 1, "fist"},
    {S_SG, 1400, 10, 0, 0, 20, "shotgun"}, // *SGRAYS
    {S_CG, 100, 30, 0, 0, 7, "chaingun"},
    {S_RLFIRE, 800, 120, 80, 0, 10, "rocketlauncher"},
    {S_RIFLE, 1500, 100, 0, 0, 30, "rifle"},
    {S_FLAUNCH, 200, 20, 50, 4, 1, "fireball"},
    {S_ICEBALL, 200, 40, 30, 6, 1, "iceball"},
    {S_SLIMEBALL, 200, 30, 160, 7, 1, "slimeball"},
    {S_PIGR1, 250, 50, 0, 0, 1, "bite"},
};

void
void selectgun(int a, int b, int c)
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("%s selected", (int)guns[s].name);
	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("%s selected", (int)guns[s].name);
};

int
reloadtime(int gun)
{
int reloadtime(int gun) { return guns[gun].attackdelay; };
	return guns[gun].attackdelay;
};

void
void weapon(char *a1, char *a2, char *a3)
weapon(char *a1, char *a2, char *a3)
{
    selectgun(a1[0] ? atoi(a1) : -1,
	selectgun(a1[0] ? atoi(a1) : -1, a2[0] ? atoi(a2) : -1,
              a2[0] ? atoi(a2) : -1,
              a3[0] ? atoi(a3) : -1);
	    a3[0] ? atoi(a3) : -1);
};

COMMAND(weapon, ARG_3STR);

void
void createrays(vec &from, vec &to)             // create random spread of rays for the shotgun
createrays(vec &from, vec &to) // create random spread of rays for the shotgun
{
    vdist(dist, dvec, from, to);
    float f = dist*SGSPREAD/1000;
    loopi(SGRAYS)
    {
        #define RNDD (rnd(101)-50)*f
        vec r = { RNDD, RNDD, RNDD };
        sg[i] = to;
        vadd(sg[i], r); 
    };
	vdist(dist, dvec, from, to);
	float f = dist * SGSPREAD / 1000;
	loopi(SGRAYS)
	{
#define RNDD (rnd(101) - 50) * f
		vec r = {RNDD, RNDD, RNDD};
		sg[i] = to;
		vadd(sg[i], r);
	};
};

bool
bool intersect(dynent *d, vec &from, vec &to)   // if lineseg hits entity bounding box
intersect(dynent *d, vec &from, vec &to) // if lineseg hits entity bounding box
{
    vec v = to, w = d->o, *p; 
    vsub(v, from);
    vsub(w, from);
    float c1 = dotprod(w, v);
	vec v = to, w = d->o, *p;
	vsub(v, from);
	vsub(w, from);
	float c1 = dotprod(w, v);

	if (c1 <= 0)
    if(c1<=0) p = &from;
    else
		p = &from;
	else {
    {
        float c2 = dotprod(v, v);
        if(c2<=c1) p = &to;
        else
		float c2 = dotprod(v, v);
		if (c2 <= c1)
			p = &to;
		else {
        {
            float f = c1/c2;
            vmul(v, f);
            vadd(v, from);
            p = &v;
        };
    };
			float f = c1 / c2;
			vmul(v, f);
			vadd(v, from);
			p = &v;
		};
	};

    return p->x <= d->o.x+d->radius
	return p->x <= d->o.x + d->radius && 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->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;
	       p->z <= d->o.z + d->aboveeye && p->z >= d->o.z - d->eyeheight;
};

char *
char *playerincrosshair()
playerincrosshair()
{
	if(demoplayback) return NULL;
    loopv(players)
    {
        dynent *o = players[i];
        if(!o) continue; 
        if(intersect(o, player1->o, worldpos)) return o->name;
    };
    return NULL;
	if (demoplayback)
		return NULL;
	loopv(players)
	{
		dynent *o = players[i];
		if (!o)
			continue;
		if (intersect(o, player1->o, worldpos))
			return o->name;
	};
	return NULL;
};

const int MAXPROJ = 100;
struct projectile { vec o, to; float speed; dynent *owner; int gun; bool inuse, local; };
struct projectile {
	vec o, to;
	float speed;
	dynent *owner;
	int gun;
	bool inuse, local;
};
projectile projs[MAXPROJ];

void
projreset()
{
void projreset() { loopi(MAXPROJ) projs[i].inuse = false; };
	loopi(MAXPROJ) projs[i].inuse = false;
};

void
newprojectile(
void newprojectile(vec &from, vec &to, float speed, bool local, dynent *owner, int gun)
    vec &from, vec &to, float speed, bool local, dynent *owner, int gun)
{
    loopi(MAXPROJ)
    {
        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;
    };
	loopi(MAXPROJ)
	{
		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
void hit(int target, int damage, dynent *d, dynent *at)
hit(int target, int damage, dynent *d, dynent *at)
{
	if (d == player1)
    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); playsound(S_PAIN1+rnd(5), &d->o); };
    particle_splash(3, damage, 1000, d->o);
		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);
		playsound(S_PAIN1 + rnd(5), &d->o);
	};
	particle_splash(3, damage, 1000, d->o);
	demodamage(damage, d->o);
};

const float RL_RADIUS = 5;
const float RL_DAMRAD = 7;   // hack
const float RL_DAMRAD = 7; // hack

void
void radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
{
	if (o->state != CS_ALIVE)
    if(o->state!=CS_ALIVE) return;
    vdist(dist, temp, v, o->o);
    dist -= 2; // account for eye distance imprecision
    if(dist<RL_DAMRAD) 
		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);
    };
		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
void splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster, int qdam)
splash(projectile *p, vec &v, vec &vold, int notthisplayer, int notthismonster,
    int qdam)
{
    particle_splash(0, 50, 300, v);
    p->inuse = false;
    if(p->gun!=GUN_RL)
	particle_splash(0, 50, 300, v);
	p->inuse = false;
	if (p->gun != GUN_RL) {
    {
        playsound(S_FEXPLODE, &v);
        // no push?
		playsound(S_FEXPLODE, &v);
		// no push?
    }
    else
	} 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);
        loopv(players)
        {
            if(i==notthisplayer) continue;
            dynent *o = players[i];
            if(!o) continue; 
            radialeffect(o, v, i, qdam, p->owner);
        };
        dvector &mv = getmonsters();
        loopv(mv) if(i!=notthismonster) radialeffect(mv[i], v, i, qdam, p->owner);
    };
		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);
		loopv(players)
		{
			if (i == notthisplayer)
				continue;
			dynent *o = players[i];
			if (!o)
				continue;
			radialeffect(o, v, i, qdam, p->owner);
		};
		dvector &mv = getmonsters();
		loopv(mv) if (i != notthismonster)
		    radialeffect(mv[i], v, i, qdam, p->owner);
	};
};

inline void
inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
{
	if (o->state != CS_ALIVE)
    if(o->state!=CS_ALIVE) return;
    if(intersect(o, p->o, v))
		return;
	if (intersect(o, p->o, v)) {
    {
        splash(p, v, p->o, i, im, qdam);
        hit(i, qdam, o, p->owner);
    }; 
		splash(p, v, p->o, i, im, qdam);
		hit(i, qdam, o, p->owner);
	};
};

void
void moveprojectiles(float time)
moveprojectiles(float time)
{
    loopi(MAXPROJ)
    {
        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)
	loopi(MAXPROJ)
	{
		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)
        if(p->local)
        {
            loopv(players)
            {
                dynent *o = players[i];
                if(!o) continue; 
                projdamage(o, p, v, i, -1, qdam);
            };
            if(p->owner!=player1) projdamage(player1, p, v, -1, -1, qdam);
            dvector &mv = getmonsters();
            loopv(mv) if(!vreject(mv[i]->o, v, 10.0f) && mv[i]!=p->owner) projdamage(mv[i], p, v, -1, i, qdam);
        };
        if(p->inuse)
		{
			loopv(players)
			{
				dynent *o = players[i];
				if (!o)
					continue;
				projdamage(o, p, v, i, -1, qdam);
			};
			if (p->owner != player1)
				projdamage(player1, p, v, -1, -1, qdam);
			dvector &mv = getmonsters();
			loopv(mv) if (!vreject(mv[i]->o, v, 10.0f) &&
			              mv[i] != p->owner)
			    projdamage(mv[i], p, v, -1, i, qdam);
		};
		if (p->inuse) {
        {
            if(time==dtime) splash(p, v, p->o, -1, -1, qdam);
            else
			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;
    };
				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;
	};
};

void
void shootv(int gun, vec &from, vec &to, dynent *d, bool local)     // create visual effect from a shot
shootv(int gun, vec &from, vec &to, dynent *d,
    bool local) // create visual effect from a shot
{
    playsound(guns[gun].sound, d==player1 ? NULL : &d->o);
    int pspeed = 25;
    switch(gun)
	playsound(guns[gun].sound, d == player1 ? NULL : &d->o);
	int pspeed = 25;
	switch (gun) {
    {
        case GUN_FIST:
            break;
	case GUN_FIST:
		break;

        case GUN_SG:
	case GUN_SG: {
        {
            loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
            break;
        };
		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_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_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;
    };
	case GUN_RIFLE:
		particle_splash(0, 50, 200, to);
		particle_trail(1, 500, from, to);
		break;
	};
};

void
void hitpush(int target, int damage, dynent *d, dynent *at, vec &from, vec &to)
hitpush(int target, int damage, dynent *d, dynent *at, vec &from, vec &to)
{
    hit(target, damage, d, at);
    vdist(dist, v, from, to);
    vmul(v, damage/dist/50);
    vadd(d->vel, v);
	hit(target, damage, d, at);
	vdist(dist, v, from, to);
	vmul(v, damage / dist / 50);
	vadd(d->vel, v);
};

void
void raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
raydamage(dynent *o, vec &from, vec &to, dynent *d, int i)
{
	if (o->state != CS_ALIVE)
    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)
		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);
		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
void shoot(dynent *d, vec &targ)
shoot(dynent *d, vec &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]--;
    vec from = d->o;
    vec to = targ;
    from.z -= 0.2f;    // below eye
    
    vdist(dist, unitv, from, to);
    vdiv(unitv, dist);
    vec 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;
    
	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]--;
	vec from = d->o;
	vec to = targ;
	from.z -= 0.2f; // below eye

	vdist(dist, unitv, from, to);
	vdiv(unitv, dist);
	vec 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) 
	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);
		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 (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;
    
    loopv(players)
    {
        dynent *o = players[i];
        if(!o) continue; 
        raydamage(o, from, to, d, i);
    };
	if (guns[d->gunselect].projspeed)
		return;

	loopv(players)
	{
		dynent *o = players[i];
		if (!o)
			continue;
		raydamage(o, from, to, d, i);
	};

    dvector &v = getmonsters();
    loopv(v) if(v[i]!=d) raydamage(v[i], from, to, d, -2);
	dvector &v = getmonsters();
	loopv(v) if (v[i] != d) raydamage(v[i], from, to, d, -2);

	if (d->monsterstate)
    if(d->monsterstate) raydamage(player1, from, to, d, -1);
		raydamage(player1, from, to, d, -1);
};


Modified src/world.cxx from [6c51021a97] to [293b2c8a10].

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-
// world.cpp: core map management stuff

#include "cube.h"

extern char *entnames[];                // lookup from map entities above to strings
extern char *entnames[]; // lookup from map entities above to strings

sqr *world = NULL;
int sfactor, ssize, cubicsize, mipsize;

header hdr;

void
void settag(int tag, int type)          // set all cubes with "tag" to space, if tag is 0 then reset ALL tagged cubes according to type
settag(int tag, int type) // set all cubes with "tag" to space, if tag is 0 then
                          // reset ALL tagged cubes according to type
{
    int maxx = 0, maxy = 0, minx = ssize, miny = ssize;
    loop(x, ssize) loop(y, ssize)
    {
        sqr *s = S(x, y);
        if(s->tag)
	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)
			if (tag) {
            {
                if(tag==s->tag) s->type = SPACE;
                else continue;
				if (tag == s->tag)
					s->type = SPACE;
				else
					continue;
            }
            else
			} else {
            {
                s->type = type ? SOLID : SPACE;
            };
            if(x>maxx) maxx = x;
            if(y>maxy) maxy = y;
            if(x<minx) minx = x;
            if(y<miny) miny = y;
        };
    };
    block b = { minx, miny, maxx-minx+1, maxy-miny+1 };
    if(maxx) remip(b);      // remip minimal area of changed geometry
				s->type = type ? SOLID : SPACE;
			};
			if (x > maxx)
				maxx = x;
			if (y > maxy)
				maxy = y;
			if (x < minx)
				minx = x;
			if (y < miny)
				miny = y;
		};
	};
	block b = {minx, miny, maxx - minx + 1, maxy - miny + 1};
	if (maxx)
		remip(b); // remip minimal area of changed geometry
};

void
resettagareas()

void resettagareas() { settag(0, 0); };                                                         // reset for editing or map saving
void settagareas() { settag(0, 1); loopv(ents) if(ents[i].type==CARROT) setspawn(i, true); };   // set for playing
{
	settag(0, 0);
}; // reset for editing or map saving
void
settagareas()
{
	settag(0, 1);
	loopv(ents) if (ents[i].type == CARROT) setspawn(i, true);
}; // set for playing

void
void trigger(int tag, int type, bool savegame)
trigger(int tag, int type, bool savegame)
{
	if (!tag)
    if(!tag) return;
    settag(tag, type);
    if(!savegame && type!=3) playsound(S_RUMBLE);
    sprintf_sd(aliasname)("level_trigger_%d", tag);
    if(identexists(aliasname)) execute(aliasname);
    if(type==2) endsp(false);
		return;
	settag(tag, type);
	if (!savegame && type != 3)
		playsound(S_RUMBLE);
	sprintf_sd(aliasname)("level_trigger_%d", tag);
	if (identexists(aliasname))
		execute(aliasname);
	if (type == 2)
		endsp(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
// 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
// rendering time if this is possible).

void
void remip(block &b, int level)
remip(block &b, int level)
{
    if(level>=SMALLEST_FACTOR) return;
    int lighterr = getvar("lighterror")*3;
    sqr *w = wmip[level];
    sqr *v = wmip[level+1];
    int ws = ssize>>level;
    int vs = ssize>>(level+1);
    block s = b;
    if(s.x&1) { s.x--; s.xs++; };
    if(s.y&1) { s.y--; s.ys++; };
    s.xs = (s.xs+1)&~1;
    s.ys = (s.ys+1)&~1;
    for(int x = s.x; x<s.x+s.xs; x+=2) for(int y = s.y; y<s.y+s.ys; y+=2)
	if (level >= SMALLEST_FACTOR)
		return;
	int lighterr = getvar("lighterror") * 3;
	sqr *w = wmip[level];
	sqr *v = wmip[level + 1];
	int ws = ssize >> level;
	int vs = ssize >> (level + 1);
	block s = b;
	if (s.x & 1) {
		s.x--;
		s.xs++;
	};
	if (s.y & 1) {
		s.y--;
		s.ys++;
	};
	s.xs = (s.xs + 1) & ~1;
	s.ys = (s.ys + 1) & ~1;
	for (int x = s.x; x < s.x + s.xs; x += 2)
    {
        sqr *o[4];
        o[0] = SWS(w,x,y,ws);                               // the 4 constituent cubes
        o[1] = SWS(w,x+1,y,ws);
        o[2] = SWS(w,x+1,y+1,ws);
        o[3] = SWS(w,x,y+1,ws);
        sqr *r = SWS(v,x/2,y/2,vs);                         // the target cube in the higher mip level
        *r = *o[0];
        uchar nums[MAXTYPE];
        loopi(MAXTYPE) nums[i] = 0;
        loopj(4) nums[o[j]->type]++;
        r->type = SEMISOLID;                                // cube contains both solid and space, treated specially in the renderer
        loopk(MAXTYPE) if(nums[k]==4) r->type = k;
        if(!SOLID(r))
		for (int y = s.y; y < s.y + s.ys; y += 2) {
			sqr *o[4];
			o[0] = SWS(w, x, y, ws); // the 4 constituent cubes
			o[1] = SWS(w, x + 1, y, ws);
			o[2] = SWS(w, x + 1, y + 1, ws);
			o[3] = SWS(w, x, y + 1, ws);
			sqr *r = SWS(v, x / 2, y / 2,
			    vs); // the target cube in the higher mip level
			*r = *o[0];
			uchar nums[MAXTYPE];
			loopi(MAXTYPE) nums[i] = 0;
			loopj(4) nums[o[j]->type]++;
			r->type =
			    SEMISOLID; // cube contains both solid and space,
			               // treated specially in the renderer
			loopk(MAXTYPE) if (nums[k] == 4) r->type = k;
			if (!SOLID(r)) {
        {
            int floor = 127, ceil = -128, num = 0;
            loopi(4) if(!SOLID(o[i]))
            {
                num++;
                int fh = o[i]->floor;
                int ch = o[i]->ceil;
                if(r->type==SEMISOLID)
				int floor = 127, ceil = -128, num = 0;
				loopi(4) if (!SOLID(o[i]))
				{
					num++;
					int fh = o[i]->floor;
					int ch = o[i]->ceil;
					if (r->type == SEMISOLID) {
                {
                    if(o[i]->type==FHF) fh -= o[i]->vdelta/4+2;     // crap hack, needed for rendering large mips next to hfs
                    if(o[i]->type==CHF) ch += o[i]->vdelta/4+2;     // FIXME: needs to somehow take into account middle vertices on higher mips
                };
                if(fh<floor) floor = fh;  // take lowest floor and highest ceil, so we never have to see missing lower/upper from the side
                if(ch>ceil) ceil = ch;
            };
            r->floor = floor;
            r->ceil = ceil;
        };       
        if(r->type==CORNER) goto mip;                       // special case: don't ever split even if textures etc are different
        r->defer = 1;
        if(SOLID(r))
						if (o[i]->type == FHF)
							fh -= o[i]->vdelta / 4 +
							      2; // crap hack,
							         // needed for
							         // rendering
							         // large mips
							         // next to hfs
						if (o[i]->type == CHF)
							ch +=
							    o[i]->vdelta / 4 +
							    2; // FIXME: needs
							       // to somehow
							       // take into
							       // account middle
							       // vertices on
							       // higher mips
					};
					if (fh < floor)
						floor =
						    fh; // take lowest floor and
						        // highest ceil, so we
						        // never have to see
						        // missing lower/upper
						        // from the side
					if (ch > ceil)
						ceil = ch;
				};
				r->floor = floor;
				r->ceil = ceil;
			};
			if (r->type == CORNER)
				goto mip; // special case: don't ever split even
				          // if textures etc are different
			r->defer = 1;
			if (SOLID(r)) {
        {
            loopi(3)
            {
                if(o[i]->wtex!=o[3]->wtex) goto c;          // on an all solid cube, only thing that needs to be equal for a perfect mip is the wall texture
            };
				loopi(3)
				{
					if (o[i]->wtex != o[3]->wtex)
						goto c; // on an all solid cube,
						        // only thing that needs
						        // to be equal for a
						        // perfect mip is the
						        // wall texture
				};
        }
        else
			} else {
        {
            loopi(3)
            {
                if(o[i]->type!=o[3]->type
                || o[i]->floor!=o[3]->floor
                || o[i]->ceil!=o[3]->ceil
                || o[i]->ftex!=o[3]->ftex
                || o[i]->ctex!=o[3]->ctex
                || abs(o[i+1]->r-o[0]->r)>lighterr          // perfect mip even if light is not exactly equal
                || abs(o[i+1]->g-o[0]->g)>lighterr
                || abs(o[i+1]->b-o[0]->b)>lighterr
                || o[i]->utex!=o[3]->utex
                || o[i]->wtex!=o[3]->wtex) goto c;
            };
            if(r->type==CHF || r->type==FHF)                // can make a perfect mip out of a hf if slopes lie on one line
            {
                if(o[0]->vdelta-o[1]->vdelta != o[1]->vdelta-SWS(w,x+2,y,ws)->vdelta
                || o[0]->vdelta-o[2]->vdelta != o[2]->vdelta-SWS(w,x+2,y+2,ws)->vdelta
                || o[0]->vdelta-o[3]->vdelta != o[3]->vdelta-SWS(w,x,y+2,ws)->vdelta
                || o[3]->vdelta-o[2]->vdelta != o[2]->vdelta-SWS(w,x+2,y+1,ws)->vdelta
                || o[1]->vdelta-o[2]->vdelta != o[2]->vdelta-SWS(w,x+1,y+2,ws)->vdelta) goto c;
            };
        };
        { loopi(4) if(o[i]->defer) goto c; };               // if any of the constituents is not perfect, then this one isn't either
        mip:
        r->defer = 0;
        c:;
    };
    s.x  /= 2;
    s.y  /= 2;
    s.xs /= 2;
    s.ys /= 2;
    remip(s, level+1);
				loopi(3)
				{
					if (o[i]->type != o[3]->type ||
					    o[i]->floor != o[3]->floor ||
					    o[i]->ceil != o[3]->ceil ||
					    o[i]->ftex != o[3]->ftex ||
					    o[i]->ctex != o[3]->ctex ||
					    abs(o[i + 1]->r - o[0]->r) >
					        lighterr // perfect mip even if
					                 // light is not exactly
					                 // equal
					    || abs(o[i + 1]->g - o[0]->g) >
					           lighterr ||
					    abs(o[i + 1]->b - o[0]->b) >
					        lighterr ||
					    o[i]->utex != o[3]->utex ||
					    o[i]->wtex != o[3]->wtex)
						goto c;
				};
				if (r->type == CHF ||
				    r->type ==
				        FHF) // can make a perfect mip out of a
				             // hf if slopes lie on one line
				{
					if (o[0]->vdelta - o[1]->vdelta !=
					        o[1]->vdelta -
					            SWS(w, x + 2, y, ws)
					                ->vdelta ||
					    o[0]->vdelta - o[2]->vdelta !=
					        o[2]->vdelta -
					            SWS(w, x + 2, y + 2, ws)
					                ->vdelta ||
					    o[0]->vdelta - o[3]->vdelta !=
					        o[3]->vdelta -
					            SWS(w, x, y + 2, ws)
					                ->vdelta ||
					    o[3]->vdelta - o[2]->vdelta !=
					        o[2]->vdelta -
					            SWS(w, x + 2, y + 1, ws)
					                ->vdelta ||
					    o[1]->vdelta - o[2]->vdelta !=
					        o[2]->vdelta -
					            SWS(w, x + 1, y + 2, ws)
					                ->vdelta)
						goto c;
				};
			};
			{
				loopi(4) if (o[i]->defer) goto c;
			}; // if any of the constituents is not perfect, then
			   // this one isn't either
		mip:
			r->defer = 0;
		c:;
		};
	s.x /= 2;
	s.y /= 2;
	s.xs /= 2;
	s.ys /= 2;
	remip(s, level + 1);
};

void
void remipmore(block &b, int level)
remipmore(block &b, int level)
{
    block bb = b;
    if(bb.x>1) bb.x--;
    if(bb.y>1) bb.y--;
    if(bb.xs<ssize-3) bb.xs++;
    if(bb.ys<ssize-3) bb.ys++;
    remip(bb, level);
	block bb = b;
	if (bb.x > 1)
		bb.x--;
	if (bb.y > 1)
		bb.y--;
	if (bb.xs < ssize - 3)
		bb.xs++;
	if (bb.ys < ssize - 3)
		bb.ys++;
	remip(bb, level);
};

int
int closestent()        // used for delent and edit mode ent display
closestent() // used for delent and edit mode ent display
{
    if(noteditmode()) return -1;
    int best;
    float bdist = 99999;
    loopv(ents)
    {
        entity &e = ents[i];
        if(e.type==NOTUSED) continue;
        vec v = { e.x, e.y, e.z };
        vdist(dist, t, player1->o, v);
        if(dist<bdist)
	if (noteditmode())
		return -1;
	int best;
	float bdist = 99999;
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type == NOTUSED)
			continue;
		vec v = {e.x, e.y, e.z};
		vdist(dist, t, player1->o, v);
		if (dist < bdist) {
        {
            best = i;
            bdist = dist;
        };
    };
    return bdist==99999 ? -1 : best; 
			best = i;
			bdist = dist;
		};
	};
	return bdist == 99999 ? -1 : best;
};

void
void entproperty(int prop, int amount)
entproperty(int prop, int amount)
{
    int e = closestent();
    if(e<0) return;
    switch(prop)
	int e = closestent();
	if (e < 0)
		return;
	switch (prop) {
    {
        case 0: ents[e].attr1 += amount; break;
        case 1: ents[e].attr2 += amount; break;
        case 2: ents[e].attr3 += amount; break;
        case 3: ents[e].attr4 += amount; break;
    };
	case 0:
		ents[e].attr1 += amount;
		break;
	case 1:
		ents[e].attr2 += amount;
		break;
	case 2:
		ents[e].attr3 += amount;
		break;
	case 3:
		ents[e].attr4 += amount;
		break;
	};
};

void
void delent()
delent()
{
    int e = closestent();
    if(e<0) { conoutf("no more entities"); return; };
    int t = ents[e].type;
    conoutf("%s entity deleted", entnames[t]);
    ents[e].type = NOTUSED;
    addmsg(1, 10, SV_EDITENT, e, NOTUSED, 0, 0, 0, 0, 0, 0, 0);
    if(t==LIGHT) calclight();
	int e = closestent();
	if (e < 0) {
		conoutf("no more entities");
		return;
	};
	int t = ents[e].type;
	conoutf("%s entity deleted", entnames[t]);
	ents[e].type = NOTUSED;
	addmsg(1, 10, SV_EDITENT, e, NOTUSED, 0, 0, 0, 0, 0, 0, 0);
	if (t == LIGHT)
		calclight();
};

int
int findtype(char *what)
findtype(char *what)
{
    loopi(MAXENTTYPES) if(strcmp(what, entnames[i])==0) return i;
    conoutf("unknown entity type \"%s\"", what);
    return NOTUSED;
	loopi(MAXENTTYPES) if (strcmp(what, entnames[i]) == 0) return i;
	conoutf("unknown entity type \"%s\"", what);
	return NOTUSED;
}

entity *
entity *newentity(int x, int y, int z, char *what, int v1, int v2, int v3, int v4)
newentity(int x, int y, int z, char *what, int v1, int v2, int v3, int v4)
{
    int type = findtype(what);
    persistent_entity e = { x, y, z, v1, type, v2, v3, v4 };
    switch(type)
	int type = findtype(what);
	persistent_entity e = {x, y, z, v1, type, v2, v3, v4};
	switch (type) {
    {
        case LIGHT:
            if(v1>32) v1 = 32;
            if(!v1) e.attr1 = 16;
            if(!v2 && !v3 && !v4) e.attr2 = 255;          
            break;
            
        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();
    return &ents.last();
	case LIGHT:
		if (v1 > 32)
			v1 = 32;
		if (!v1)
			e.attr1 = 16;
		if (!v2 && !v3 && !v4)
			e.attr2 = 255;
		break;

	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();
	return &ents.last();
};

void
void clearents(char *name)
{  
    int type = findtype(name);
    if(noteditmode() || multiplayer()) return;
    loopv(ents)
    {
        entity &e = ents[i];
        if(e.type==type) e.type = NOTUSED;
    };
    if(type==LIGHT) calclight();
clearents(char *name)
{
	int type = findtype(name);
	if (noteditmode() || multiplayer())
		return;
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type == type)
			e.type = NOTUSED;
	};
	if (type == LIGHT)
		calclight();
};

COMMAND(clearents, ARG_1STR);

void
void scalecomp(uchar &c, int intens)
scalecomp(uchar &c, int intens)
{
    int n = c*intens/100;
    if(n>255) n = 255;
    c = n;
	int n = c * intens / 100;
	if (n > 255)
		n = 255;
	c = n;
};

void
void scalelights(int f, int intens)
scalelights(int f, int intens)
{
    loopv(ents)
    {
        entity &e = ents[i];
        if(e.type!=LIGHT) continue;
        e.attr1 = e.attr1*f/100;
        if(e.attr1<2) e.attr1 = 2;
        if(e.attr1>32) e.attr1 = 32;
        if(intens)
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type != LIGHT)
			continue;
		e.attr1 = e.attr1 * f / 100;
		if (e.attr1 < 2)
			e.attr1 = 2;
		if (e.attr1 > 32)
			e.attr1 = 32;
		if (intens) {
        {
            scalecomp(e.attr2, intens);
            scalecomp(e.attr3, intens);
            scalecomp(e.attr4, intens);
        };
    };
    calclight();
			scalecomp(e.attr2, intens);
			scalecomp(e.attr3, intens);
			scalecomp(e.attr4, intens);
		};
	};
	calclight();
};

COMMAND(scalelights, ARG_2INT);

int
int findentity(int type, int index)
findentity(int type, int index)
{
    for(int i = index; i<ents.length(); i++) if(ents[i].type==type) return i;
    loopj(index) if(ents[j].type==type) return j;
    return -1;
	for (int i = index; i < ents.length(); i++)
		if (ents[i].type == type)
			return i;
	loopj(index) if (ents[j].type == type) return j;
	return -1;
};

sqr *wmip[LARGEST_FACTOR*2];
sqr *wmip[LARGEST_FACTOR * 2];

void
void setupworld(int factor)
setupworld(int factor)
{
    ssize = 1<<(sfactor = factor);
    cubicsize = ssize*ssize;
    mipsize = cubicsize*134/100;
    sqr *w = world = (sqr *)alloc(mipsize*sizeof(sqr));
    loopi(LARGEST_FACTOR*2) { wmip[i] = w; w += cubicsize>>(i*2); };
};
	ssize = 1 << (sfactor = factor);
	cubicsize = ssize * ssize;
	mipsize = cubicsize * 134 / 100;
	sqr *w = world = (sqr *)alloc(mipsize * sizeof(sqr));
	loopi(LARGEST_FACTOR * 2)
	{
		wmip[i] = w;
		w += cubicsize >> (i * 2);
	};
};

void
empty_world(
void empty_world(int factor, bool force)    // main empty world creation routine, if passed factor -1 will enlarge old world by 1
    int factor, bool force) // main empty world creation routine, if passed
                            // factor -1 will enlarge old world by 1
{
    if(!force && noteditmode()) return; 
    cleardlights();
    pruneundos();
    sqr *oldworld = world;
    bool copy = false;
    if(oldworld && factor<0) { factor = sfactor+1; copy = true; };
    if(factor<SMALLEST_FACTOR) factor = SMALLEST_FACTOR;
    if(factor>LARGEST_FACTOR) factor = LARGEST_FACTOR;
    setupworld(factor);
    
    loop(x,ssize) loop(y,ssize)
    {
        sqr *s = S(x,y);
        s->r = s->g = s->b = 150;
        s->ftex = DEFAULT_FLOOR;
        s->ctex = DEFAULT_CEIL;
        s->wtex = s->utex = DEFAULT_WALL;
        s->type = SOLID;
        s->floor = 0;
        s->ceil = 16;
        s->vdelta = 0;
        s->defer = 0;
    };
    
    strncpy(hdr.head, "CUBE", 4);
    hdr.version = MAPVERSION;
    hdr.headersize = sizeof(header);
    hdr.sfactor = sfactor;
	if (!force && noteditmode())
		return;
	cleardlights();
	pruneundos();
	sqr *oldworld = world;
	bool copy = false;
	if (oldworld && factor < 0) {
		factor = sfactor + 1;
		copy = true;
	};
	if (factor < SMALLEST_FACTOR)
		factor = SMALLEST_FACTOR;
	if (factor > LARGEST_FACTOR)
		factor = LARGEST_FACTOR;
	setupworld(factor);

	loop(x, ssize) loop(y, ssize)
	{
		sqr *s = S(x, y);
		s->r = s->g = s->b = 150;
		s->ftex = DEFAULT_FLOOR;
		s->ctex = DEFAULT_CEIL;
		s->wtex = s->utex = DEFAULT_WALL;
		s->type = SOLID;
		s->floor = 0;
		s->ceil = 16;
		s->vdelta = 0;
		s->defer = 0;
	};

	strncpy(hdr.head, "CUBE", 4);
	hdr.version = MAPVERSION;
	hdr.headersize = sizeof(header);
	hdr.sfactor = sfactor;

    if(copy)
	if (copy) {
    {
        loop(x,ssize/2) loop(y,ssize/2)
        {
            *S(x+ssize/4, y+ssize/4) = *SWS(oldworld, x, y, ssize/2);
        };
        loopv(ents)
        {
            ents[i].x += ssize/4;
            ents[i].y += ssize/4;
        };
		loop(x, ssize / 2) loop(y, ssize / 2)
		{
			*S(x + ssize / 4, y + ssize / 4) =
			    *SWS(oldworld, x, y, ssize / 2);
		};
		loopv(ents)
		{
			ents[i].x += ssize / 4;
			ents[i].y += ssize / 4;
		};
    }
    else
	} else {
    {
        strn0cpy(hdr.maptitle, "Untitled Map by Unknown", 128);
        hdr.waterlevel = -100000;
        loopi(15) hdr.reserved[i] = 0;
        loopk(3) loopi(256) hdr.texlists[k][i] = i;
        ents.setsize(0);
        block b = { 8, 8, ssize-16, ssize-16 }; 
        edittypexy(SPACE, b);
    };
    
    calclight();
    startmap("base/unnamed");
    if(oldworld)
		strn0cpy(hdr.maptitle, "Untitled Map by Unknown", 128);
		hdr.waterlevel = -100000;
		loopi(15) hdr.reserved[i] = 0;
		loopk(3) loopi(256) hdr.texlists[k][i] = i;
		ents.setsize(0);
		block b = {8, 8, ssize - 16, ssize - 16};
		edittypexy(SPACE, b);
	};

	calclight();
	startmap("base/unnamed");
	if (oldworld) {
    {
        free(oldworld);
        toggleedit();
        execute("fullbright 1");
    };
		free(oldworld);
		toggleedit();
		execute("fullbright 1");
	};
};

void
mapenlarge()
{
void mapenlarge()  { empty_world(-1, false); };
void newmap(int i) { empty_world(i, false); };
	empty_world(-1, false);
};
void
newmap(int i)
{
	empty_world(i, false);
};

COMMAND(mapenlarge, ARG_NONE);
COMMAND(newmap, ARG_1INT);
COMMANDN(recalc, calclight, ARG_NONE);
COMMAND(delent, ARG_NONE);
COMMAND(entproperty, ARG_2INT);

Modified src/worldio.cxx from [2bcb653cb7] to [4ce3f10da1].

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-
// worldio.cpp: loading & saving of maps and savegames

#include "cube.h"

void
void backup(char *name, char *backupname)
backup(char *name, char *backupname)
{
    remove(backupname);
    rename(name, backupname);
	remove(backupname);
	rename(name, backupname);
};

string cgzname, bakname, pcfname, mcfname; 
string cgzname, bakname, pcfname, mcfname;

void
void setnames(char *name)
setnames(char *name)
{
    string pakname, mapname;
    char *slash = strpbrk(name, "/\\");
    if(slash)
	string pakname, mapname;
	char *slash = strpbrk(name, "/\\");
	if (slash) {
    {
        strn0cpy(pakname, name, slash-name+1);
        strcpy_s(mapname, slash+1);
		strn0cpy(pakname, name, slash - name + 1);
		strcpy_s(mapname, slash + 1);
    }
    else
	} else {
    {
        strcpy_s(pakname, "base");
        strcpy_s(mapname, name);
    };
    sprintf_s(cgzname)("packages/%s/%s.cgz",      pakname, mapname);
    sprintf_s(bakname)("packages/%s/%s_%d.BAK",   pakname, mapname, lastmillis);
    sprintf_s(pcfname)("packages/%s/package.cfg", pakname);
    sprintf_s(mcfname)("packages/%s/%s.cfg",      pakname, mapname);
		strcpy_s(pakname, "base");
		strcpy_s(mapname, name);
	};
	sprintf_s(cgzname)("packages/%s/%s.cgz", pakname, mapname);
	sprintf_s(bakname)(
	    "packages/%s/%s_%d.BAK", pakname, mapname, lastmillis);
	sprintf_s(pcfname)("packages/%s/package.cfg", pakname);
	sprintf_s(mcfname)("packages/%s/%s.cfg", pakname, mapname);

    path(cgzname);
    path(bakname);
	path(cgzname);
	path(bakname);
};

// the optimize routines below are here to reduce the detrimental effects of messy mapping by
// setting certain properties (vdeltas and textures) to neighbouring values wherever there is no
// visible difference. This allows the mipmapper to generate more efficient mips.
// the reason it is done on save is to reduce the amount spend in the mipmapper (as that is done
// in realtime).

inline bool nhf(sqr *s) { return s->type!=FHF && s->type!=CHF; };
// the optimize routines below are here to reduce the detrimental effects of
// messy mapping by setting certain properties (vdeltas and textures) to
// neighbouring values wherever there is no visible difference. This allows the
// mipmapper to generate more efficient mips. the reason it is done on save is
// to reduce the amount spend in the mipmapper (as that is done in realtime).

inline bool
nhf(sqr *s)
{
	return s->type != FHF && s->type != CHF;
};

void
void voptimize()        // reset vdeltas on non-hf cubes
voptimize() // reset vdeltas on non-hf cubes
{
    loop(x, ssize) loop(y, ssize)
    {
        sqr *s = S(x, y);
        if(x && y) { if(nhf(s) && nhf(S(x-1, y)) && nhf(S(x-1, y-1)) && nhf(S(x, y-1))) s->vdelta = 0; }
        else s->vdelta = 0;
    };
	loop(x, ssize) loop(y, ssize)
	{
		sqr *s = S(x, y);
		if (x && y) {
			if (nhf(s) && nhf(S(x - 1, y)) &&
			    nhf(S(x - 1, y - 1)) && nhf(S(x, y - 1)))
				s->vdelta = 0;
		} else
			s->vdelta = 0;
	};
};

void
void topt(sqr *s, bool &wf, bool &uf, int &wt, int &ut)
topt(sqr *s, bool &wf, bool &uf, int &wt, int &ut)
{
    sqr *o[4];
    o[0] = SWS(s,0,-1,ssize);
    o[1] = SWS(s,0,1,ssize);
    o[2] = SWS(s,1,0,ssize);
    o[3] = SWS(s,-1,0,ssize);
    wf = true;
    uf = true;
    if(SOLID(s))
	sqr *o[4];
	o[0] = SWS(s, 0, -1, ssize);
	o[1] = SWS(s, 0, 1, ssize);
	o[2] = SWS(s, 1, 0, ssize);
	o[3] = SWS(s, -1, 0, ssize);
	wf = true;
	uf = true;
	if (SOLID(s)) {
    {
        loopi(4) if(!SOLID(o[i]))
        {
            wf = false;
            wt = s->wtex;
            ut = s->utex;
            return;
        };
		loopi(4) if (!SOLID(o[i]))
		{
			wf = false;
			wt = s->wtex;
			ut = s->utex;
			return;
		};
    }
    else
	} else {
    {
        loopi(4) if(!SOLID(o[i]))
        {
            if(o[i]->floor<s->floor) { wt = s->wtex; wf = false; };
            if(o[i]->ceil>s->ceil)   { ut = s->utex; uf = false; };
        };
    };
};
		loopi(4) if (!SOLID(o[i]))
		{
			if (o[i]->floor < s->floor) {
				wt = s->wtex;
				wf = false;
			};
			if (o[i]->ceil > s->ceil) {
				ut = s->utex;
				uf = false;
			};
		};
	};
};

void
void toptimize() // FIXME: only does 2x2, make atleast for 4x4 also
toptimize() // FIXME: only does 2x2, make atleast for 4x4 also
{
    bool wf[4], uf[4];
    sqr *s[4];
    for(int x = 2; x<ssize-4; x += 2) for(int y = 2; y<ssize-4; y += 2)
	bool wf[4], uf[4];
	sqr *s[4];
	for (int x = 2; x < ssize - 4; x += 2)
    {
        s[0] = S(x,y);
        int wt = s[0]->wtex, ut = s[0]->utex;
        topt(s[0], wf[0], uf[0], wt, ut);
        topt(s[1] = SWS(s[0],0,1,ssize), wf[1], uf[1], wt, ut);
        topt(s[2] = SWS(s[0],1,1,ssize), wf[2], uf[2], wt, ut);
        topt(s[3] = SWS(s[0],1,0,ssize), wf[3], uf[3], wt, ut);
        loopi(4)
        {
            if(wf[i]) s[i]->wtex = wt;
            if(uf[i]) s[i]->utex = ut;
        };
    };
		for (int y = 2; y < ssize - 4; y += 2) {
			s[0] = S(x, y);
			int wt = s[0]->wtex, ut = s[0]->utex;
			topt(s[0], wf[0], uf[0], wt, ut);
			topt(s[1] = SWS(s[0], 0, 1, ssize), wf[1], uf[1], wt,
			    ut);
			topt(s[2] = SWS(s[0], 1, 1, ssize), wf[2], uf[2], wt,
			    ut);
			topt(s[3] = SWS(s[0], 1, 0, ssize), wf[3], uf[3], wt,
			    ut);
			loopi(4)
			{
				if (wf[i])
					s[i]->wtex = wt;
				if (uf[i])
					s[i]->utex = ut;
			};
		};
};

// these two are used by getmap/sendmap.. transfers compressed maps directly 
// these two are used by getmap/sendmap.. transfers compressed maps directly

void
void writemap(char *mname, int msize, uchar *mdata)
writemap(char *mname, int msize, uchar *mdata)
{
    setnames(mname);
    backup(cgzname, bakname);
    FILE *f = fopen(cgzname, "wb");
    if(!f) { conoutf("could not write map to %s", cgzname); return; };
    fwrite(mdata, 1, msize, f);
    fclose(f);
    conoutf("wrote map %s as file %s", mname, cgzname);
	setnames(mname);
	backup(cgzname, bakname);
	FILE *f = fopen(cgzname, "wb");
	if (!f) {
		conoutf("could not write map to %s", cgzname);
		return;
	};
	fwrite(mdata, 1, msize, f);
	fclose(f);
	conoutf("wrote map %s as file %s", mname, cgzname);
}

uchar *
uchar *readmap(char *mname, int *msize)
readmap(char *mname, int *msize)
{
    setnames(mname);
    uchar *mdata = (uchar *)loadfile(cgzname, msize);
    if(!mdata) { conoutf("could not read map %s", cgzname); return NULL; };
    return mdata;
	setnames(mname);
	uchar *mdata = (uchar *)loadfile(cgzname, msize);
	if (!mdata) {
		conoutf("could not read map %s", cgzname);
		return NULL;
	};
	return mdata;
}

// save map as .cgz file. uses 2 layers of compression: first does simple run-length
// encoding and leaves out data for certain kinds of cubes, then zlib removes the
// last bits of redundancy. Both passes contribute greatly to the miniscule map sizes.
// save map as .cgz file. uses 2 layers of compression: first does simple
// run-length encoding and leaves out data for certain kinds of cubes, then zlib
// removes the last bits of redundancy. Both passes contribute greatly to the
// miniscule map sizes.

void
void save_world(char *mname)
save_world(char *mname)
{
    resettagareas();    // wouldn't be able to reproduce tagged areas otherwise
    voptimize();
    toptimize();
    if(!*mname) mname = getclientmap();
    setnames(mname);
    backup(cgzname, bakname);
    gzFile f = gzopen(cgzname, "wb9");
    if(!f) { conoutf("could not write map to %s", cgzname); return; };
    hdr.version = MAPVERSION;
    hdr.numents = 0;
    loopv(ents) if(ents[i].type!=NOTUSED) hdr.numents++;
    header tmp = hdr;
    endianswap(&tmp.version, sizeof(int), 4);
    endianswap(&tmp.waterlevel, sizeof(int), 16);
    gzwrite(f, &tmp, sizeof(header));
    loopv(ents) 
    {
        if(ents[i].type!=NOTUSED) 
	resettagareas(); // wouldn't be able to reproduce tagged areas otherwise
	voptimize();
	toptimize();
	if (!*mname)
		mname = getclientmap();
	setnames(mname);
	backup(cgzname, bakname);
	gzFile f = gzopen(cgzname, "wb9");
	if (!f) {
		conoutf("could not write map to %s", cgzname);
		return;
	};
	hdr.version = MAPVERSION;
	hdr.numents = 0;
	loopv(ents) if (ents[i].type != NOTUSED) hdr.numents++;
	header tmp = hdr;
	endianswap(&tmp.version, sizeof(int), 4);
	endianswap(&tmp.waterlevel, sizeof(int), 16);
	gzwrite(f, &tmp, sizeof(header));
	loopv(ents)
	{
		if (ents[i].type != NOTUSED) {
        {
            entity tmp = ents[i];
            endianswap(&tmp, sizeof(short), 4);
            gzwrite(f, &tmp, sizeof(persistent_entity));
        };
    };
    sqr *t = NULL;
    int sc = 0;
    #define spurge while(sc) { gzputc(f, 255); if(sc>255) { gzputc(f, 255); sc -= 255; } else { gzputc(f, sc); sc = 0; } };
    loopk(cubicsize)
    {
        sqr *s = &world[k];
        #define c(f) (s->f==t->f)
        // 4 types of blocks, to compress a bit:
        // 255 (2): same as previous block + count
        // 254 (3): same as previous, except light // deprecated
        // SOLID (5)
        // anything else (9)
			entity tmp = ents[i];
			endianswap(&tmp, sizeof(short), 4);
			gzwrite(f, &tmp, sizeof(persistent_entity));
		};
	};
	sqr *t = NULL;
	int sc = 0;
#define spurge                                                                 \
	while (sc) {                                                           \
		gzputc(f, 255);                                                \
		if (sc > 255) {                                                \
			gzputc(f, 255);                                        \
			sc -= 255;                                             \
		} else {                                                       \
			gzputc(f, sc);                                         \
			sc = 0;                                                \
		}                                                              \
	};
	loopk(cubicsize)
	{
		sqr *s = &world[k];
#define c(f) (s->f == t->f)
		// 4 types of blocks, to compress a bit:
		// 255 (2): same as previous block + count
		// 254 (3): same as previous, except light // deprecated
		// SOLID (5)
		// anything else (9)

        if(SOLID(s))
		if (SOLID(s)) {
        {
            if(t && c(type) && c(wtex) && c(vdelta))
			if (t && c(type) && c(wtex) && c(vdelta)) {
            {
                sc++;
				sc++;
            }
            else
			} else {
            {
                spurge;
                gzputc(f, s->type);
                gzputc(f, s->wtex);
                gzputc(f, s->vdelta);
            };
				spurge;
				gzputc(f, s->type);
				gzputc(f, s->wtex);
				gzputc(f, s->vdelta);
			};
        }
        else
		} else {
        {
            if(t && c(type) && c(floor) && c(ceil) && c(ctex) && c(ftex) && c(utex) && c(wtex) && c(vdelta) && c(tag))
			if (t && c(type) && c(floor) && c(ceil) && c(ctex) &&
            {
                sc++;
			    c(ftex) && c(utex) && c(wtex) && c(vdelta) &&
			    c(tag)) {
				sc++;
            }
            else
			} else {
            {
                spurge;
                gzputc(f, s->type);
                gzputc(f, s->floor);
                gzputc(f, s->ceil);
                gzputc(f, s->wtex);
                gzputc(f, s->ftex);
                gzputc(f, s->ctex);
                gzputc(f, s->vdelta);
                gzputc(f, s->utex);
                gzputc(f, s->tag);
            };
        };
        t = s;
    };
    spurge;
    gzclose(f);
    conoutf("wrote map file %s", cgzname);
    settagareas();
				spurge;
				gzputc(f, s->type);
				gzputc(f, s->floor);
				gzputc(f, s->ceil);
				gzputc(f, s->wtex);
				gzputc(f, s->ftex);
				gzputc(f, s->ctex);
				gzputc(f, s->vdelta);
				gzputc(f, s->utex);
				gzputc(f, s->tag);
			};
		};
		t = s;
	};
	spurge;
	gzclose(f);
	conoutf("wrote map file %s", cgzname);
	settagareas();
};

void
void load_world(char *mname)        // still supports all map formats that have existed since the earliest cube betas!
load_world(char *mname) // still supports all map formats that have existed
                        // since the earliest cube betas!
{
    stopifrecording();
    cleardlights();
    pruneundos();
    setnames(mname);
    gzFile f = gzopen(cgzname, "rb9");
    if(!f) { conoutf("could not read map %s", cgzname); return; };
    gzread(f, &hdr, sizeof(header)-sizeof(int)*16);
    endianswap(&hdr.version, sizeof(int), 4);
    if(strncmp(hdr.head, "CUBE", 4)!=0) fatal("while reading map: header malformatted");
    if(hdr.version>MAPVERSION) fatal("this map requires a newer version of cube");
    if(sfactor<SMALLEST_FACTOR || sfactor>LARGEST_FACTOR) fatal("illegal map size");
    if(hdr.version>=4)
	stopifrecording();
	cleardlights();
	pruneundos();
	setnames(mname);
	gzFile f = gzopen(cgzname, "rb9");
	if (!f) {
		conoutf("could not read map %s", cgzname);
		return;
	};
	gzread(f, &hdr, sizeof(header) - sizeof(int) * 16);
	endianswap(&hdr.version, sizeof(int), 4);
	if (strncmp(hdr.head, "CUBE", 4) != 0)
		fatal("while reading map: header malformatted");
	if (hdr.version > MAPVERSION)
		fatal("this map requires a newer version of cube");
	if (sfactor < SMALLEST_FACTOR || sfactor > LARGEST_FACTOR)
		fatal("illegal map size");
	if (hdr.version >= 4) {
    {
        gzread(f, &hdr.waterlevel, sizeof(int)*16);
        endianswap(&hdr.waterlevel, sizeof(int), 16);
		gzread(f, &hdr.waterlevel, sizeof(int) * 16);
		endianswap(&hdr.waterlevel, sizeof(int), 16);
    }
    else
	} else {
    {
        hdr.waterlevel = -100000;
    };
    ents.setsize(0);
    loopi(hdr.numents)
    {
        entity &e = ents.add();
        gzread(f, &e, sizeof(persistent_entity));
        endianswap(&e, sizeof(short), 4);
        e.spawned = false;
        if(e.type==LIGHT)
		hdr.waterlevel = -100000;
	};
	ents.setsize(0);
	loopi(hdr.numents)
	{
		entity &e = ents.add();
		gzread(f, &e, sizeof(persistent_entity));
		endianswap(&e, sizeof(short), 4);
		e.spawned = false;
		if (e.type == LIGHT) {
        {
            if(!e.attr2) e.attr2 = 255;  // needed for MAPVERSION<=2
            if(e.attr1>32) e.attr1 = 32; // 12_03 and below
        };
    };
    free(world);
    setupworld(hdr.sfactor);
			if (!e.attr2)
				e.attr2 = 255; // needed for MAPVERSION<=2
			if (e.attr1 > 32)
				e.attr1 = 32; // 12_03 and below
		};
	};
	free(world);
	setupworld(hdr.sfactor);
	char texuse[256];
	loopi(256) texuse[i] = 0;
    sqr *t = NULL;
    loopk(cubicsize)
    {
        sqr *s = &world[k];
        int type = gzgetc(f);
        switch(type)
	sqr *t = NULL;
	loopk(cubicsize)
	{
		sqr *s = &world[k];
		int type = gzgetc(f);
		switch (type) {
        {
            case 255:  
		case 255: {
            {
                int n = gzgetc(f);
                for(int i = 0; i<n; i++, k++) memcpy(&world[k], t, sizeof(sqr));
                k--;
                break;
            };
            case 254: // only in MAPVERSION<=2
            {
                memcpy(s, t, sizeof(sqr));
                s->r = s->g = s->b = gzgetc(f);
                gzgetc(f);
                break;
            };
            case SOLID:
			int n = gzgetc(f);
			for (int i = 0; i < n; i++, k++)
				memcpy(&world[k], t, sizeof(sqr));
			k--;
			break;
		};
		case 254: // only in MAPVERSION<=2
		{
			memcpy(s, t, sizeof(sqr));
			s->r = s->g = s->b = gzgetc(f);
			gzgetc(f);
			break;
		};
		case SOLID: {
            {
                s->type = SOLID;
                s->wtex = gzgetc(f);
                s->vdelta = gzgetc(f);
                if(hdr.version<=2) { gzgetc(f); gzgetc(f); };
                s->ftex = DEFAULT_FLOOR;
                s->ctex = DEFAULT_CEIL;
                s->utex = s->wtex;
                s->tag = 0;
                s->floor = 0;
                s->ceil = 16;
                break;
            };
            default:
			s->type = SOLID;
			s->wtex = gzgetc(f);
			s->vdelta = gzgetc(f);
			if (hdr.version <= 2) {
				gzgetc(f);
				gzgetc(f);
			};
			s->ftex = DEFAULT_FLOOR;
			s->ctex = DEFAULT_CEIL;
			s->utex = s->wtex;
			s->tag = 0;
			s->floor = 0;
			s->ceil = 16;
			break;
		};
		default: {
            {
                if(type<0 || type>=MAXTYPE)
			if (type < 0 || type >= MAXTYPE) {
                {
                    sprintf_sd(t)("%d @ %d", type, k);
                    fatal("while reading map: type out of range: ", t);
                };
                s->type = type;
                s->floor = gzgetc(f);
                s->ceil = gzgetc(f);
                if(s->floor>=s->ceil) s->floor = s->ceil-1;  // for pre 12_13
                s->wtex = gzgetc(f);
                s->ftex = gzgetc(f);
                s->ctex = gzgetc(f);
                if(hdr.version<=2) { gzgetc(f); gzgetc(f); };
                s->vdelta = gzgetc(f);
                s->utex = (hdr.version>=2) ? gzgetc(f) : s->wtex;
                s->tag = (hdr.version>=5) ? gzgetc(f) : 0;
                s->type = type;
            };
        };
        s->defer = 0;
        t = s;
        texuse[s->wtex] = 1;
        if(!SOLID(s)) texuse[s->utex] = texuse[s->ftex] = texuse[s->ctex] = 1;
    };
    gzclose(f);
    calclight();
    settagareas();
    int xs, ys;
    loopi(256) if(texuse) lookuptexture(i, xs, ys);
    conoutf("read map %s (%d milliseconds)", cgzname, SDL_GetTicks()-lastmillis);
    conoutf("%s", hdr.maptitle);
    startmap(mname);
    loopl(256)
    {
        sprintf_sd(aliasname)("level_trigger_%d", l);     // can this be done smarter?
        if(identexists(aliasname)) alias(aliasname, "");
    };
    execfile("data/default_map_settings.cfg");
    execfile(pcfname);
    execfile(mcfname);
				sprintf_sd(t)("%d @ %d", type, k);
				fatal("while reading map: type out of range: ",
				    t);
			};
			s->type = type;
			s->floor = gzgetc(f);
			s->ceil = gzgetc(f);
			if (s->floor >= s->ceil)
				s->floor = s->ceil - 1; // for pre 12_13
			s->wtex = gzgetc(f);
			s->ftex = gzgetc(f);
			s->ctex = gzgetc(f);
			if (hdr.version <= 2) {
				gzgetc(f);
				gzgetc(f);
			};
			s->vdelta = gzgetc(f);
			s->utex = (hdr.version >= 2) ? gzgetc(f) : s->wtex;
			s->tag = (hdr.version >= 5) ? gzgetc(f) : 0;
			s->type = type;
		};
		};
		s->defer = 0;
		t = s;
		texuse[s->wtex] = 1;
		if (!SOLID(s))
			texuse[s->utex] = texuse[s->ftex] = texuse[s->ctex] = 1;
	};
	gzclose(f);
	calclight();
	settagareas();
	int xs, ys;
	loopi(256) if (texuse) lookuptexture(i, xs, ys);
	conoutf("read map %s (%d milliseconds)", cgzname,
	    SDL_GetTicks() - lastmillis);
	conoutf("%s", hdr.maptitle);
	startmap(mname);
	loopl(256)
	{
		sprintf_sd(aliasname)(
		    "level_trigger_%d", l); // can this be done smarter?
		if (identexists(aliasname))
			alias(aliasname, "");
	};
	execfile("data/default_map_settings.cfg");
	execfile(pcfname);
	execfile(mcfname);
};

COMMANDN(savemap, save_world, ARG_1STR);

Modified src/worldlight.cxx from [106a45f580] to [ef13aa2477].

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// worldlight.cpp

#include "cube.h"

extern bool hasoverbright;

VAR(lightscale,1,4,100);
VAR(lightscale, 1, 4, 100);

void
lightray(float bx, float by,
void lightray(float bx, float by, persistent_entity &light)     // done in realtime, needs to be fast
    persistent_entity &light) // done in realtime, needs to be fast
{
    float lx = light.x+(rnd(21)-10)*0.1f;
    float ly = light.y+(rnd(21)-10)*0.1f;
    float dx = bx-lx;
    float dy = by-ly; 
    float dist = (float)sqrt(dx*dx+dy*dy);
    if(dist<1.0f) return;
    int reach = light.attr1;
    int steps = (int)(reach*reach*1.6f/dist); // can change this for speedup/quality?
    const int PRECBITS = 12;
    const float PRECF = 4096.0f;
    int x = (int)(lx*PRECF); 
    int y = (int)(ly*PRECF); 
    int l = light.attr2<<PRECBITS;
    int stepx = (int)(dx/(float)steps*PRECF);
    int stepy = (int)(dy/(float)steps*PRECF);
    int stepl = fast_f2nat(l/(float)steps); // incorrect: light will fade quicker if near edge of the world
	float lx = light.x + (rnd(21) - 10) * 0.1f;
	float ly = light.y + (rnd(21) - 10) * 0.1f;
	float dx = bx - lx;
	float dy = by - ly;
	float dist = (float)sqrt(dx * dx + dy * dy);
	if (dist < 1.0f)
		return;
	int reach = light.attr1;
	int steps = (int)(reach * reach * 1.6f /
	                  dist); // can change this for speedup/quality?
	const int PRECBITS = 12;
	const float PRECF = 4096.0f;
	int x = (int)(lx * PRECF);
	int y = (int)(ly * PRECF);
	int l = light.attr2 << PRECBITS;
	int stepx = (int)(dx / (float)steps * PRECF);
	int stepy = (int)(dy / (float)steps * PRECF);
	int stepl =
	    fast_f2nat(l / (float)steps); // incorrect: light will fade quicker
	                                  // if near edge of the world

    if(hasoverbright)
	if (hasoverbright) {
    {
        l /= lightscale;
        stepl /= lightscale;
        
        if(light.attr3 || light.attr4)      // coloured light version, special case because most lights are white
        {
            int dimness = rnd((255-(light.attr2+light.attr3+light.attr4)/3)/16+1);  
            x += stepx*dimness;
            y += stepy*dimness;
		l /= lightscale;
		stepl /= lightscale;

		if (light.attr3 ||
		    light.attr4) // coloured light version, special case because
		                 // most lights are white
		{
			int dimness = rnd(
			    (255 -
			        (light.attr2 + light.attr3 + light.attr4) / 3) /
			        16 +
			    1);
			x += stepx * dimness;
			y += stepy * dimness;

			if (OUTBORD(x >> PRECBITS, y >> PRECBITS))
            if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;
				return;

            int g = light.attr3<<PRECBITS;
            int stepg = fast_f2nat(g/(float)steps);
            int b = light.attr4<<PRECBITS;
            int stepb = fast_f2nat(b/(float)steps);
            g /= lightscale;
            stepg /= lightscale;
            b /= lightscale;
            stepb /= lightscale;
            loopi(steps)
            {
                sqr *s = S(x>>PRECBITS, y>>PRECBITS); 
                int tl = (l>>PRECBITS)+s->r;
                s->r = tl>255 ? 255 : tl;
                tl = (g>>PRECBITS)+s->g;
                s->g = tl>255 ? 255 : tl;
                tl = (b>>PRECBITS)+s->b;
                s->b = tl>255 ? 255 : tl;
                if(SOLID(s)) return;
                x += stepx;
                y += stepy;
                l -= stepl;
                g -= stepg;
                b -= stepb;
                stepl -= 25;
                stepg -= 25;
                stepb -= 25;
            };
			int g = light.attr3 << PRECBITS;
			int stepg = fast_f2nat(g / (float)steps);
			int b = light.attr4 << PRECBITS;
			int stepb = fast_f2nat(b / (float)steps);
			g /= lightscale;
			stepg /= lightscale;
			b /= lightscale;
			stepb /= lightscale;
			loopi(steps)
			{
				sqr *s = S(x >> PRECBITS, y >> PRECBITS);
				int tl = (l >> PRECBITS) + s->r;
				s->r = tl > 255 ? 255 : tl;
				tl = (g >> PRECBITS) + s->g;
				s->g = tl > 255 ? 255 : tl;
				tl = (b >> PRECBITS) + s->b;
				s->b = tl > 255 ? 255 : tl;
				if (SOLID(s))
					return;
				x += stepx;
				y += stepy;
				l -= stepl;
				g -= stepg;
				b -= stepb;
				stepl -= 25;
				stepg -= 25;
				stepb -= 25;
			};
        }
        else        // white light, special optimized version
        {
            int dimness = rnd((255-light.attr2)/16+1);  
            x += stepx*dimness;
            y += stepy*dimness;
		} else // white light, special optimized version
		{
			int dimness = rnd((255 - light.attr2) / 16 + 1);
			x += stepx * dimness;
			y += stepy * dimness;

			if (OUTBORD(x >> PRECBITS, y >> PRECBITS))
            if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;
				return;

            loopi(steps)
            {
                sqr *s = S(x>>PRECBITS, y>>PRECBITS); 
                int tl = (l>>PRECBITS)+s->r;
                s->r = s->g = s->b = tl>255 ? 255 : tl;       
                if(SOLID(s)) return;
                x += stepx;
                y += stepy;
                l -= stepl;
                stepl -= 25;
            };
        };
			loopi(steps)
			{
				sqr *s = S(x >> PRECBITS, y >> PRECBITS);
				int tl = (l >> PRECBITS) + s->r;
				s->r = s->g = s->b = tl > 255 ? 255 : tl;
				if (SOLID(s))
					return;
				x += stepx;
				y += stepy;
				l -= stepl;
				stepl -= 25;
			};
		};
    }
    else        // the old (white) light code, here for the few people with old video cards that don't support overbright
    {
        loopi(steps)
        {
            sqr *s = S(x>>PRECBITS, y>>PRECBITS); 
            int light = l>>PRECBITS;
            if(light>s->r) s->r = s->g = s->b = (uchar)light;
            if(SOLID(s)) return;
            x += stepx;
            y += stepy;
            l -= stepl;
        };
    };
	} else // the old (white) light code, here for the few people with old
	       // video cards that don't support overbright
	{
		loopi(steps)
		{
			sqr *s = S(x >> PRECBITS, y >> PRECBITS);
			int light = l >> PRECBITS;
			if (light > s->r)
				s->r = s->g = s->b = (uchar)light;
			if (SOLID(s))
				return;
			x += stepx;
			y += stepy;
			l -= stepl;
		};
	};
    
};

void
void calclightsource(persistent_entity &l)
calclightsource(persistent_entity &l)
{
    int reach = l.attr1;
    int sx = l.x-reach;
    int ex = l.x+reach;
    int sy = l.y-reach;
    int ey = l.y+reach;
    
    rndreset();
    
    const float s = 0.8f;
	int reach = l.attr1;
	int sx = l.x - reach;
	int ex = l.x + reach;
	int sy = l.y - reach;
	int ey = l.y + reach;

	rndreset();

	const float s = 0.8f;

	for (float sx2 = (float)sx; sx2 <= ex; sx2 += s * 2) {
    for(float sx2 = (float)sx; sx2<=ex; sx2+=s*2) { lightray(sx2, (float)sy, l); lightray(sx2, (float)ey, l); };
    for(float sy2 = sy+s; sy2<=ey-s; sy2+=s*2)    { lightray((float)sx, sy2, l); lightray((float)ex, sy2, l); };
    
    rndtime();
		lightray(sx2, (float)sy, l);
		lightray(sx2, (float)ey, l);
	};
	for (float sy2 = sy + s; sy2 <= ey - s; sy2 += s * 2) {
		lightray((float)sx, sy2, l);
		lightray((float)ex, sy2, l);
	};

	rndtime();
};

void
void postlightarea(block &a)    // median filter, smooths out random noise in light and makes it more mipable
postlightarea(block &a) // median filter, smooths out random noise in light and
                        // makes it more mipable
{
    loop(x,a.xs) loop(y,a.ys)   // assumes area not on edge of world
    {
        sqr *s = S(x+a.x,y+a.y);
        #define median(m) s->m = (s->m*2 + SW(s,1,0)->m*2  + SW(s,0,1)->m*2 \
                                         + SW(s,-1,0)->m*2 + SW(s,0,-1)->m*2 \
                                         + SW(s,1,1)->m    + SW(s,1,-1)->m \
                                         + SW(s,-1,1)->m   + SW(s,-1,-1)->m)/14;  // median is 4/2/1 instead
        median(r);
        median(g);
        median(b);
    };
	loop(x, a.xs) loop(y, a.ys) // assumes area not on edge of world
	{
		sqr *s = S(x + a.x, y + a.y);
#define median(m)                                                              \
	s->m =                                                                 \
	    (s->m * 2 + SW(s, 1, 0)->m * 2 + SW(s, 0, 1)->m * 2 +              \
	        SW(s, -1, 0)->m * 2 + SW(s, 0, -1)->m * 2 + SW(s, 1, 1)->m +   \
	        SW(s, 1, -1)->m + SW(s, -1, 1)->m + SW(s, -1, -1)->m) /        \
	    14; // median is 4/2/1 instead
		median(r);
		median(g);
		median(b);
	};

    remip(a);
	remip(a);
};

void
void calclight()
calclight()
{
    loop(x,ssize) loop(y,ssize)
    {
        sqr *s = S(x,y);
        s->r = s->g = s->b = 10;
    };
	loop(x, ssize) loop(y, ssize)
	{
		sqr *s = S(x, y);
		s->r = s->g = s->b = 10;
	};

    loopv(ents)
    {
        entity &e = ents[i];
        if(e.type==LIGHT) calclightsource(e);
    };
    
    block b = { 1, 1, ssize-2, ssize-2 };
    postlightarea(b);
    setvar("fullbright", 0);
	loopv(ents)
	{
		entity &e = ents[i];
		if (e.type == LIGHT)
			calclightsource(e);
	};

	block b = {1, 1, ssize - 2, ssize - 2};
	postlightarea(b);
	setvar("fullbright", 0);
};

VARP(dynlight, 0, 16, 32);

vector<block *> dlights;

void
void cleardlights()
cleardlights()
{
    while(!dlights.empty())
	while (!dlights.empty()) {
    {
        block *backup = dlights.pop();
        blockpaste(*backup);
        free(backup);    
    };
		block *backup = dlights.pop();
		blockpaste(*backup);
		free(backup);
	};
};

void
void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner)
dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner)
{
	if (!reach)
    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!
    block b = { (int)v.x-creach, (int)v.y-creach, creach*2+1, creach*2+1 };
		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!
	block b = {(int)v.x - creach, (int)v.y - creach, creach * 2 + 1,
	    creach * 2 + 1};

	if (b.x < 1)
    if(b.x<1) b.x = 1;   
    if(b.y<1) b.y = 1;
    if(b.xs+b.x>ssize-2) b.xs = ssize-2-b.x;
    if(b.ys+b.y>ssize-2) b.ys = ssize-2-b.y;
		b.x = 1;
	if (b.y < 1)
		b.y = 1;
	if (b.xs + b.x > ssize - 2)
		b.xs = ssize - 2 - b.x;
	if (b.ys + b.y > ssize - 2)
		b.ys = ssize - 2 - b.y;

    dlights.add(blockcopy(b));      // backup area before rendering in dynlight
	dlights.add(blockcopy(b)); // backup area before rendering in dynlight

	persistent_entity l = {
    persistent_entity l = { (int)v.x, (int)v.y, (int)v.z, reach, LIGHT, strength, 0, 0 };
    calclightsource(l);
    postlightarea(b);
	    (int)v.x, (int)v.y, (int)v.z, reach, LIGHT, strength, 0, 0};
	calclightsource(l);
	postlightarea(b);
};

// utility functions also used by editing code

block *
block *blockcopy(block &s)
blockcopy(block &s)
{
    block *b = (block *)alloc(sizeof(block)+s.xs*s.ys*sizeof(sqr));
    *b = s;
    sqr *q = (sqr *)(b+1);
    for(int x = s.x; x<s.xs+s.x; x++) for(int y = s.y; y<s.ys+s.y; y++) *q++ = *S(x,y);
    return b;
	block *b = (block *)alloc(sizeof(block) + s.xs * s.ys * sizeof(sqr));
	*b = s;
	sqr *q = (sqr *)(b + 1);
	for (int x = s.x; x < s.xs + s.x; x++)
		for (int y = s.y; y < s.ys + s.y; y++)
			*q++ = *S(x, y);
	return b;
};

void
void blockpaste(block &b)
blockpaste(block &b)
{
    sqr *q = (sqr *)((&b)+1);
    for(int x = b.x; x<b.xs+b.x; x++) for(int y = b.y; y<b.ys+b.y; y++) *S(x,y) = *q++;
    remipmore(b);
	sqr *q = (sqr *)((&b) + 1);
	for (int x = b.x; x < b.xs + b.x; x++)
		for (int y = b.y; y < b.ys + b.y; y++)
			*S(x, y) = *q++;
	remipmore(b);
};


Modified src/worldocull.cxx from [58f179429a] to [8094d12fd2].

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// worldocull.cpp: occlusion map and occlusion test

#include "cube.h"

#define NUMRAYS 512

float rdist[NUMRAYS];
bool ocull = true;
float odist = 256;

void
toggleocull()
{
void toggleocull() { ocull = !ocull; };
	ocull = !ocull;
};

COMMAND(toggleocull, ARG_NONE);

// constructs occlusion map: cast rays in all directions on the 2d plane and record distance.
// done exactly once per frame.
// constructs occlusion map: cast rays in all directions on the 2d plane and
// record distance. done exactly once per frame.

void
void computeraytable(float vx, float vy)
computeraytable(float vx, float vy)
{
	if (!ocull)
    if(!ocull) return;
		return;

    odist = getvar("fog")*1.5f;
	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;
	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)
        || (angle<byaw+PI2 && angle>syaw+PI2))
        && !OUTBORD(vx, vy)
        && !SOLID(S(fast_f2nat(vx), fast_f2nat(vy))))       // try to avoid tracing ray if outside of frustrum
        {
            float ray = i*8/(float)NUMRAYS;
            float dx, dy;
            if(ray>1 && ray<3) { dx = -(ray-2); dy = 1; }
            else if(ray>=3 && ray<5) { dx = -1; dy = -(ray-4); }
            else if(ray>=5 && ray<7) { dx = ray-6; dy = -1; }
            else { dx = 1; dy = ray>4 ? ray-8 : ray; };
            float sx = vx;
            float sy = vy;
            for(;;)
	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) ||
		        (angle < byaw + PI2 && angle > syaw + PI2)) &&
		    !OUTBORD(vx, vy) &&
		    !SOLID(S(fast_f2nat(vx),
		        fast_f2nat(vy)))) // try to avoid tracing ray if outside
		                          // of frustrum
		{
			float ray = i * 8 / (float)NUMRAYS;
			float dx, dy;
			if (ray > 1 && ray < 3) {
				dx = -(ray - 2);
				dy = 1;
			} else if (ray >= 3 && ray < 5) {
				dx = -1;
				dy = -(ray - 4);
			} else if (ray >= 5 && ray < 7) {
				dx = ray - 6;
				dy = -1;
			} else {
				dx = 1;
				dy = ray > 4 ? ray - 8 : ray;
			};
			float sx = vx;
			float sy = vy;
			for (;;) {
            {
                sx += dx;
                sy += dy;
                if(SOLID(S(fast_f2nat(sx), fast_f2nat(sy))))    // 90% of time spend in this function is on this line
                {
                    rdist[i] = (float)(fabs(sx-vx)+fabs(sy-vy));
                    break;
                };
            };
				sx += dx;
				sy += dy;
				if (SOLID(S(fast_f2nat(sx),
				        fast_f2nat(
				            sy)))) // 90% of time spend in this
				                   // function is on this line
				{
					rdist[i] = (float)(fabs(sx - vx) +
					                   fabs(sy - vy));
					break;
				};
			};
        }
        else
		} else {
        {
            rdist[i] = 2;
        };
    };
			rdist[i] = 2;
		};
	};
};

// test occlusion for a cube... one of the most computationally expensive functions in the engine
// as its done for every cube and entity, but its effect is more than worth it!
// test occlusion for a cube... one of the most computationally expensive
// functions in the engine as its done for every cube and entity, but its effect
// is more than worth it!

inline float
inline float ca(float x, float y) { return x>y ? y/x : 2-x/y; }; 
inline float ma(float x, float y) { return x==0 ? (y>0 ? 2 : -2) : y/x; };

int isoccluded(float vx, float vy, float cx, float cy, float csize)     // v = viewer, c = cube to test 
ca(float x, float y)
{
	return x > y ? y / x : 2 - x / y;
};
inline float
ma(float x, float y)
{
	return x == 0 ? (y > 0 ? 2 : -2) : y / x;
};

int
isoccluded(float vx, float vy, float cx, float cy,
    float csize) // v = viewer, c = cube to test
{
	if (!ocull)
    if(!ocull) return 0;
		return 0;

	float
	    nx = vx,
    float nx = vx, ny = vy;     // n = point on the border of the cube that is closest to v
    if(nx<cx) nx = cx;
    else if(nx>cx+csize) nx = cx+csize;
    if(ny<cy) ny = cy;
    else if(ny>cy+csize) ny = cy+csize;
    float xdist = (float)fabs(nx-vx);
    float ydist = (float)fabs(ny-vy);
    if(xdist>odist || ydist>odist) return 2;
    float dist = xdist+ydist-1; // 1 needed?
	    ny = vy; // n = point on the border of the cube that is closest to v
	if (nx < cx)
		nx = cx;
	else if (nx > cx + csize)
		nx = cx + csize;
	if (ny < cy)
		ny = cy;
	else if (ny > cy + csize)
		ny = cy + csize;
	float xdist = (float)fabs(nx - vx);
	float ydist = (float)fabs(ny - vy);
	if (xdist > odist || ydist > odist)
		return 2;
	float dist = xdist + ydist - 1; // 1 needed?

    // ABC
    // D E
    // FGH
	// ABC
	// D E
	// FGH

    // - check middle cube? BG
	// - check middle cube? BG

    // find highest and lowest angle in the occlusion map that this cube spans, based on its most left and right
    // points on the border from the viewer pov... I see no easier way to do this than this silly code below
	// find highest and lowest angle in the occlusion map that this cube
	// spans, based on its most left and right points on the border from the
	// viewer pov... I see no easier way to do this than this silly code
	// below

    float h, l;
    if(cx<=vx)              // ABDFG
    {
        if(cx+csize<vx)     // ADF
        {
            if(cy<=vy)      // AD
            {
                if(cy+csize<vy) { h = ca(-(cx-vx), -(cy+csize-vy))+4; l = ca(-(cx+csize-vx), -(cy-vy))+4; }         // A
                else            { h = ma(-(cx+csize-vx), -(cy+csize-vy))+4; l =  ma(-(cx+csize-vx), -(cy-vy))+4; }  // D
            }
            else                { h = ca(cy+csize-vy, -(cx+csize-vx))+2; l = ca(cy-vy, -(cx-vx))+2; };              // F
        }
        else                // BG
        {
            if(cy<=vy)
	float h, l;
	if (cx <= vx) // ABDFG
	{
		if (cx + csize < vx) // ADF
		{
			if (cy <= vy) // AD
			{
				if (cy + csize < vy) {
					h = ca(-(cx - vx), -(cy + csize - vy)) +
					    4;
					l = ca(-(cx + csize - vx), -(cy - vy)) +
					    4;
				} // A
				else {
					h = ma(-(cx + csize - vx),
					        -(cy + csize - vy)) +
					    4;
					l = ma(-(cx + csize - vx), -(cy - vy)) +
					    4;
				} // D
			} else {
				h = ca(cy + csize - vy, -(cx + csize - vx)) + 2;
				l = ca(cy - vy, -(cx - vx)) + 2;
			}; // F
		} else     // BG
		{
			if (cy <= vy) {
            {
                if(cy+csize<vy) { h = ma(-(cy+csize-vy), cx-vx)+6; l = ma(-(cy+csize-vy), cx+csize-vx)+6; }         // B
                else return 0;
            }
            else     { h = ma(cy-vy, -(cx+csize-vx))+2; l = ma(cy-vy, -(cx-vx))+2; };                               // G
        };
    }
    else                    // CEH
    {
        if(cy<=vy)          // CE
        {
            if(cy+csize<vy) { h = ca(-(cy-vy), cx-vx)+6; l = ca(-(cy+csize-vy), cx+csize-vx)+6; }                   // C
            else            { h = ma(cx-vx, cy-vy); l = ma(cx-vx, cy+csize-vy); };                                  // E
        }
        else                { h = ca(cx+csize-vx, cy-vy); l = ca(cx-vx, cy+csize-vy); };                            // H
    };
    int si = fast_f2nat(h*(NUMRAYS/8))+NUMRAYS;     // get indexes into occlusion map from angles
    int ei = fast_f2nat(l*(NUMRAYS/8))+NUMRAYS+1; 
    if(ei<=si) ei += NUMRAYS;
				if (cy + csize < vy) {
					h = ma(-(cy + csize - vy), cx - vx) + 6;
					l = ma(-(cy + csize - vy),
					        cx + csize - vx) +
					    6;
				} // B
				else
					return 0;
			} else {
				h = ma(cy - vy, -(cx + csize - vx)) + 2;
				l = ma(cy - vy, -(cx - vx)) + 2;
			}; // G
		};
	} else // CEH
	{
		if (cy <= vy) // CE
		{
			if (cy + csize < vy) {
				h = ca(-(cy - vy), cx - vx) + 6;
				l = ca(-(cy + csize - vy), cx + csize - vx) + 6;
			} // C
			else {
				h = ma(cx - vx, cy - vy);
				l = ma(cx - vx, cy + csize - vy);
			}; // E
		} else {
			h = ca(cx + csize - vx, cy - vy);
			l = ca(cx - vx, cy + csize - vy);
		}; // H
	};
	int si = fast_f2nat(h * (NUMRAYS / 8)) +
	         NUMRAYS; // get indexes into occlusion map from angles
	int ei = fast_f2nat(l * (NUMRAYS / 8)) + NUMRAYS + 1;
	if (ei <= si)
		ei += NUMRAYS;

    for(int i = si; i<=ei; i++)
	for (int i = si; i <= ei; i++) {
    {
        if(dist<rdist[i&(NUMRAYS-1)]) return 0;     // if any value in this segment of the occlusion map is further away then cube is not occluded
    };
		if (dist < rdist[i & (NUMRAYS - 1)])
			return 0; // if any value in this segment of the
			          // occlusion map is further away then cube is
			          // not occluded
	};

    return 1;                                       // cube is entirely occluded
	return 1; // cube is entirely occluded
};

Modified src/worldrender.cxx from [fa4a4a355b] to [a8374cc3dc].

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// 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
// 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
void render_wall(sqr *o, sqr *s, int x1, int y1, int x2, int y2, int mip, sqr *d1, sqr *d2, bool topleft)
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)
	if (SOLID(o) || o->type == SEMISOLID) {
    {
        float c1 = s->floor;
        float c2 = s->floor;
        if(s->type==FHF) { c1 -= d1->vdelta/4.0f; c2 -= d2->vdelta/4.0f; };
        float f1 = s->ceil;
        float f2 = s->ceil;
        if(s->type==CHF) { f1 += d1->vdelta/4.0f; f2 += d2->vdelta/4.0f; };
        //if(f1-c1<=0 && f2-c2<=0) return;
        render_square(o->wtex, c1, c2, f1, f2, x1<<mip, y1<<mip, x2<<mip, y2<<mip, 1<<mip, d1, d2, topleft);
        return;
    };
    {
        float f1 = s->floor;
        float f2 = s->floor;
        float c1 = o->floor;
        float c2 = o->floor;
        if(o->type==FHF && s->type!=FHF)
		float c1 = s->floor;
		float c2 = s->floor;
		if (s->type == FHF) {
			c1 -= d1->vdelta / 4.0f;
			c2 -= d2->vdelta / 4.0f;
		};
		float f1 = s->ceil;
		float f2 = s->ceil;
		if (s->type == CHF) {
			f1 += d1->vdelta / 4.0f;
			f2 += d2->vdelta / 4.0f;
		};
		// if(f1-c1<=0 && f2-c2<=0) return;
		render_square(o->wtex, c1, c2, f1, f2, x1 << mip, y1 << mip,
		    x2 << mip, y2 << mip, 1 << mip, d1, d2, topleft);
		return;
	};
	{
		float f1 = s->floor;
		float f2 = s->floor;
		float c1 = o->floor;
		float c2 = o->floor;
		if (o->type == FHF && s->type != FHF) {
        {
            c1 -= d1->vdelta/4.0f;
            c2 -= d2->vdelta/4.0f;
        }
        if(s->type==FHF && o->type!=FHF)
			c1 -= d1->vdelta / 4.0f;
			c2 -= d2->vdelta / 4.0f;
		}
		if (s->type == FHF && o->type != FHF) {
        {
            f1 -= d1->vdelta/4.0f;
            f2 -= d2->vdelta/4.0f;
        }
        if(f1>=c1 && f2>=c2) goto skip;
        render_square(o->wtex, f1, f2, c1, c2, x1<<mip, y1<<mip, x2<<mip, y2<<mip, 1<<mip, d1, d2, topleft);
    };
    skip:
			f1 -= d1->vdelta / 4.0f;
			f2 -= d2->vdelta / 4.0f;
		}
		if (f1 >= c1 && f2 >= c2)
			goto skip;
		render_square(o->wtex, f1, f2, c1, c2, x1 << mip, y1 << mip,
		    x2 << mip, y2 << mip, 1 << mip, d1, d2, topleft);
	};
skip: {
    {
        float f1 = o->ceil;
        float f2 = o->ceil;
        float c1 = s->ceil;
        float c2 = s->ceil;
        if(o->type==CHF && s->type!=CHF)
	float f1 = o->ceil;
	float f2 = o->ceil;
	float c1 = s->ceil;
	float c2 = s->ceil;
	if (o->type == CHF && s->type != CHF) {
        {
            f1 += d1->vdelta/4.0f;
            f2 += d2->vdelta/4.0f;
		f1 += d1->vdelta / 4.0f;
		f2 += d2->vdelta / 4.0f;
        }
        else if(s->type==CHF && o->type!=CHF)
	} else if (s->type == CHF && o->type != CHF) {
        {
            c1 += d1->vdelta/4.0f;
            c2 += d2->vdelta/4.0f;
        }
        if(c1<=f1 && c2<=f2) return;
        render_square(o->utex, f1, f2, c1, c2, x1<<mip, y1<<mip, x2<<mip, y2<<mip, 1<<mip, d1, d2, topleft);
    };
		c1 += d1->vdelta / 4.0f;
		c2 += d2->vdelta / 4.0f;
	}
	if (c1 <= f1 && c2 <= f2)
		return;
	render_square(o->utex, f1, f2, c1, c2, x1 << mip, y1 << mip, x2 << mip,
	    y2 << mip, 1 << mip, d1, d2, topleft);
};
};

const int MAX_MIP = 5;   // 32x32 unit blocks
const int MAX_MIP = 5; // 32x32 unit blocks
const int MIN_LOD = 2;
const int LOW_LOD = 25;
const int MAX_LOD = 1000;

int lod = 40, lodtop, lodbot, lodleft, lodright;
int min_lod;

int stats[LARGEST_FACTOR];

// detect those cases where a higher mip solid has a visible wall next to lower mip cubes
// (used for wall rendering below)
// detect those cases where a higher mip solid has a visible wall next to lower
// mip cubes (used for wall rendering below)

bool
bool issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)      
issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)
{
	if (!(mip--))
    if(!(mip--)) return true;
    sqr *w = wmip[mip];
    int msize = ssize>>mip;
    x *= 2;
    y *= 2;
    switch(SWS(w, x+x1, y+y1, msize)->type)
		return true;
	sqr *w = wmip[mip];
	int msize = ssize >> mip;
	x *= 2;
	y *= 2;
	switch (SWS(w, x + x1, y + y1, msize)->type) {
    {
        case SEMISOLID: if(issemi(mip, x+x1, y+y1, x1, y1, x2, y2)) return true;
        case CORNER:
        case SOLID: break;
        default: return true;
    };
    switch(SWS(w, x+x2, y+y2, msize)->type)
	case SEMISOLID:
		if (issemi(mip, x + x1, y + y1, x1, y1, x2, y2))
			return true;
	case CORNER:
	case SOLID:
		break;
	default:
		return true;
	};
	switch (SWS(w, x + x2, y + y2, msize)->type) {
    {
        case SEMISOLID: if(issemi(mip, x+x2, y+y2, x1, y1, x2, y2)) return true;
        case CORNER:
        case SOLID: break;
        default: return true;
    };
    return false;
	case SEMISOLID:
		if (issemi(mip, x + x2, y + y2, x1, y1, x2, y2))
			return true;
	case CORNER:
	case SOLID:
		break;
	default:
		return true;
	};
	return false;
};

bool render_floor, render_ceil;

// the core recursive function, renders a rect of cubes at a certain mip level from a viewer perspective
// call itself for lower mip levels, on most modern machines however this function will use the higher
// mip levels only for perfect mips.
// the core recursive function, renders a rect of cubes at a certain mip level
// from a viewer perspective call itself for lower mip levels, on most modern
// machines however this function will use the higher mip levels only for
// perfect mips.

void
render_seg_new(
void render_seg_new(float vx, float vy, float vh, int mip, int x, int y, int xs, int ys)
    float vx, float vy, float vh, int mip, int x, int y, int xs, int ys)
{
    sqr *w = wmip[mip];
    int sz = ssize>>mip;
    int vxx = ((int)vx+(1<<mip)/2)>>mip;
    int vyy = ((int)vy+(1<<mip)/2)>>mip;
    int lx = vxx-lodleft;   // these mark the rect inside the current rest that we want to render using a lower mip level
    int ly = vyy-lodtop;
    int rx = vxx+lodright;
    int ry = vyy+lodbot;
	sqr *w = wmip[mip];
	int sz = ssize >> mip;
	int vxx = ((int)vx + (1 << mip) / 2) >> mip;
	int vyy = ((int)vy + (1 << mip) / 2) >> mip;
	int lx =
	    vxx - lodleft; // these mark the rect inside the current rest that
	                   // we want to render using a lower mip level
	int ly = vyy - lodtop;
	int rx = vxx + lodright;
	int ry = vyy + lodbot;

    float fsize = (float)(1<<mip);
    for(int ox = x; ox<xs; ox++) for(int oy = y; oy<ys; oy++)       // first collect occlusion information for this block
    {
        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)
	float fsize = (float)(1 << mip);
	for (int ox = x; ox < xs; ox++)
		for (int oy = y; oy < ys;
		     oy++) // first collect occlusion information for this block
		{
			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; 
        SWS(w, pvx, pvy, sz)->occluded = 0;  // player cell never occluded
    };
		// SWS(w,vxx,vyy,sz)->occluded = 0;
		SWS(w, pvx, pvy, sz)->occluded =
		    0; // player cell never occluded
	};

    #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 (occlusion at higher mip levels is a big time saver!).
    // during the first loop (ceil) we collect cubes that lie within the lower mip rect and are
    // also deferred, and render them recursively. Anything left (perfect mips and higher lods) we
    // render here.

#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
	// (occlusion at higher mip levels is a big time saver!). during the
	// first loop (ceil) we collect cubes that lie within the lower mip rect
	// and are also deferred, and render them recursively. Anything left
	// (perfect mips and higher lods) we render here.

#define LOOPH                                                                  \
	{                                                                      \
		for (int xx = x; xx < xs; xx++)                                \
			for (int yy = y; yy < ys; yy++) {                      \
				sqr *s = SWS(w, xx, yy, sz);                   \
				if (s->occluded == 1)                          \
    #define LOOPH {for(int xx = x; xx<xs; xx++) for(int yy = y; yy<ys; yy++) { \
                  sqr *s = SWS(w,xx,yy,sz); if(s->occluded==1) continue; \
                  if(s->defer && !s->occluded && mip && xx>=lx && xx<rx && yy>=ly && yy<ry)
    #define LOOPD sqr *t = SWS(s,1,0,sz); \
                  sqr *u = SWS(s,1,1,sz); \
                  sqr *v = SWS(s,0,1,sz); \
					continue;                              \
				if (s->defer && !s->occluded && mip &&         \
				    xx >= lx && xx < rx && yy >= ly &&         \
				    yy < ry)
#define LOOPD                                                                  \
	sqr *t = SWS(s, 1, 0, sz);                                             \
	sqr *u = SWS(s, 1, 1, sz);                                             \
	sqr *v = SWS(s, 0, 1, sz);

    LOOPH   // ceils
        {
            int start = yy;
            sqr *next;
            while(yy<ys-1 && (next = SWS(w,xx,yy+1,sz))->defer && !next->occluded) yy++;    // collect 2xN rect of lower mip
            render_seg_new(vx, vy, vh, mip-1, xx*2, start*2, xx*2+2, yy*2+2);
            continue;
        };
        stats[mip]++;
        LOOPD
        if((s->type==SPACE || s->type==FHF) && s->ceil>=vh && render_ceil)
            render_flat(s->ctex, xx<<mip, yy<<mip, 1<<mip, s->ceil, s, t, u, v, true);
        if(s->type==CHF) //if(s->ceil>=vh)
            render_flatdelta(s->ctex, xx<<mip, yy<<mip, 1<<mip, dc(s), dc(t), dc(u), dc(v), s, t, u, v, true);
	LOOPH // ceils
	{
		int start = yy;
		sqr *next;
		while (yy < ys - 1 && (next = SWS(w, xx, yy + 1, sz))->defer &&
		       !next->occluded)
			yy++; // collect 2xN rect of lower mip
		render_seg_new(vx, vy, vh, mip - 1, xx * 2, start * 2,
		    xx * 2 + 2, yy * 2 + 2);
		continue;
	};
	stats[mip]++;
	LOOPD
	if ((s->type == SPACE || s->type == FHF) && s->ceil >= vh &&
	    render_ceil)
		render_flat(s->ctex, xx << mip, yy << mip, 1 << mip, s->ceil, s,
		    t, u, v, true);
	if (s->type == CHF) // if(s->ceil>=vh)
		render_flatdelta(s->ctex, xx << mip, yy << mip, 1 << mip, dc(s),
		    dc(t), dc(u), dc(v), s, t, u, v, true);
    }};

    LOOPH continue;     // floors
        LOOPD
        if((s->type==SPACE || s->type==CHF) && s->floor<=vh && render_floor)
}
}
;

LOOPH continue; // floors
LOOPD
if ((s->type == SPACE || s->type == CHF) && s->floor <= vh && render_floor) {
        {
            render_flat(s->ftex, xx<<mip, yy<<mip, 1<<mip, s->floor, s, t, u, v, false);
			if(s->floor<hdr.waterlevel && !SOLID(s)) addwaterquad(xx<<mip, yy<<mip, 1<<mip);
        };
        if(s->type==FHF)
	render_flat(s->ftex, xx << mip, yy << mip, 1 << mip, s->floor, s, t, u,
	    v, false);
	if (s->floor < hdr.waterlevel && !SOLID(s))
		addwaterquad(xx << mip, yy << mip, 1 << mip);
};
if (s->type == FHF) {
        {
            render_flatdelta(s->ftex, xx<<mip, yy<<mip, 1<<mip, df(s), df(t), df(u), df(v), s, t, u, v, false);
			if(s->floor-s->vdelta/4.0f<hdr.waterlevel && !SOLID(s)) addwaterquad(xx<<mip, yy<<mip, 1<<mip);
        };
	render_flatdelta(s->ftex, xx << mip, yy << mip, 1 << mip, df(s), df(t),
	    df(u), df(v), s, t, u, v, false);
	if (s->floor - s->vdelta / 4.0f < hdr.waterlevel && !SOLID(s))
		addwaterquad(xx << mip, yy << mip, 1 << mip);
};
    }};

    LOOPH continue;     // walls
        LOOPD
        //  w
        // zSt
        //  vu
}
}
;

LOOPH continue; // walls
LOOPD
//  w
// zSt
//  vu

        sqr *w = SWS(s,0,-1,sz);
        sqr *z = SWS(s,-1,0,sz);
        bool normalwall = true;
sqr *w = SWS(s, 0, -1, sz);
sqr *z = SWS(s, -1, 0, sz);
bool normalwall = true;

        if(s->type==CORNER)
if (s->type == CORNER) {
        {
            // cull also
            bool topleft = true;
            sqr *h1 = NULL;
            sqr *h2 = NULL;
            if(SOLID(z))
	// cull also
	bool topleft = true;
	sqr *h1 = NULL;
	sqr *h2 = NULL;
	if (SOLID(z)) {
            {
                if(SOLID(w))      { render_wall(w, h2 = s, xx+1, yy, xx, yy+1, mip, t, v, false); topleft = false; }
                else if(SOLID(v)) { render_wall(v, h2 = s, xx, yy, xx+1, yy+1, mip, s, u, false); };
            }
            else if(SOLID(t))
		if (SOLID(w)) {
			render_wall(w, h2 = s, xx + 1, yy, xx, yy + 1, mip, t,
			    v, false);
			topleft = false;
		} else if (SOLID(v)) {
			render_wall(v, h2 = s, xx, yy, xx + 1, yy + 1, mip, s,
			    u, false);
		};
	} else if (SOLID(t)) {
            {
                if(SOLID(w))      { render_wall(w, h1 = s, xx+1, yy+1, xx, yy, mip, u, s, false); }
                else if(SOLID(v)) { render_wall(v, h1 = s, xx, yy+1, xx+1, yy, mip, v, t, false); topleft = false; };
            }
            else
		if (SOLID(w)) {
			render_wall(w, h1 = s, xx + 1, yy + 1, xx, yy, mip, u,
			    s, false);
		} else if (SOLID(v)) {
			render_wall(v, h1 = s, xx, yy + 1, xx + 1, yy, mip, v,
			    t, false);
			topleft = false;
		};
	} else {
            {
                normalwall = false;
                bool wv = w->ceil-w->floor < v->ceil-v->floor;
                if(z->ceil-z->floor < t->ceil-t->floor)
		normalwall = false;
		bool wv = w->ceil - w->floor < v->ceil - v->floor;
		if (z->ceil - z->floor < t->ceil - t->floor) {
                {
                    if(wv) { render_wall(h1 = s, h2 = v, xx+1, yy, xx, yy+1, mip, t, v, false); topleft = false; }
                    else   { render_wall(h1 = s, h2 = w, xx, yy, xx+1, yy+1, mip, s, u, false); };
                }
                else
			if (wv) {
				render_wall(h1 = s, h2 = v, xx + 1, yy, xx,
				    yy + 1, mip, t, v, false);
				topleft = false;
			} else {
				render_wall(h1 = s, h2 = w, xx, yy, xx + 1,
				    yy + 1, mip, s, u, false);
			};
		} else {
                {
                    if(wv) { render_wall(h2 = s, h1 = v, xx+1, yy+1, xx, yy, mip, u, s, false); }
                    else   { render_wall(h2 = s, h1 = w, xx, yy+1, xx+1, yy, mip, v, t, false); topleft = false; };
                };
            };
            render_tris(xx<<mip, yy<<mip, 1<<mip, topleft, h1, h2, s, t, u, v);
        }
			if (wv) {
				render_wall(h2 = s, h1 = v, xx + 1, yy + 1, xx,
				    yy, mip, u, s, false);
			} else {
				render_wall(h2 = s, h1 = w, xx, yy + 1, xx + 1,
				    yy, mip, v, t, false);
				topleft = false;
			};
		};
	};
	render_tris(
	    xx << mip, yy << mip, 1 << mip, topleft, h1, h2, s, t, u, v);
}

        if(normalwall)
if (normalwall) {
        {
            bool inner = xx!=sz-1 && yy!=sz-1;
	bool inner = xx != sz - 1 && yy != sz - 1;

	if (xx >= vxx && xx != 0 && yy != sz - 1 && !SOLID(z) &&
            if(xx>=vxx && xx!=0 && yy!=sz-1 && !SOLID(z) && (!SOLID(s) || z->type!=CORNER)
                && (z->type!=SEMISOLID || issemi(mip, xx-1, yy, 1, 0, 1, 1)))
                render_wall(s, z, xx,   yy,   xx,   yy+1, mip, s, v, true);
            if(xx<=vxx && inner && !SOLID(t) && (!SOLID(s) || t->type!=CORNER)
                && (t->type!=SEMISOLID || issemi(mip, xx+1, yy, 0, 0, 0, 1)))
                render_wall(s, t, xx+1, yy,   xx+1, yy+1, mip, t, u, false);
            if(yy>=vyy && yy!=0 && xx!=sz-1 && !SOLID(w) && (!SOLID(s) || w->type!=CORNER)
	    (!SOLID(s) || z->type != CORNER) &&
	    (z->type != SEMISOLID || issemi(mip, xx - 1, yy, 1, 0, 1, 1)))
		render_wall(s, z, xx, yy, xx, yy + 1, mip, s, v, true);
	if (xx <= vxx && inner && !SOLID(t) &&
	    (!SOLID(s) || t->type != CORNER) &&
	    (t->type != SEMISOLID || issemi(mip, xx + 1, yy, 0, 0, 0, 1)))
		render_wall(s, t, xx + 1, yy, xx + 1, yy + 1, mip, t, u, false);
	if (yy >= vyy && yy != 0 && xx != sz - 1 && !SOLID(w) &&
                && (w->type!=SEMISOLID || issemi(mip, xx, yy-1, 0, 1, 1, 1)))
                render_wall(s, w, xx,   yy,   xx+1, yy,   mip, s, t, false);
            if(yy<=vyy && inner && !SOLID(v) && (!SOLID(s) || v->type!=CORNER)
                && (v->type!=SEMISOLID || issemi(mip, xx, yy+1, 0, 0, 1, 0)))
                render_wall(s, v, xx,   yy+1, xx+1, yy+1, mip, v, u, true);
        };
	    (!SOLID(s) || w->type != CORNER) &&
	    (w->type != SEMISOLID || issemi(mip, xx, yy - 1, 0, 1, 1, 1)))
		render_wall(s, w, xx, yy, xx + 1, yy, mip, s, t, false);
	if (yy <= vyy && inner && !SOLID(v) &&
	    (!SOLID(s) || v->type != CORNER) &&
	    (v->type != SEMISOLID || issemi(mip, xx, yy + 1, 0, 0, 1, 0)))
		render_wall(s, v, xx, yy + 1, xx + 1, yy + 1, mip, v, u, true);
};
    }};

}
};

void distlod(int &low, int &high, int angle, float widef)
}
;
}
;

void
distlod(int &low, int &high, int angle, float widef)
{
    float f = 90.0f/lod/widef;
    low = (int)((90-angle)/f);
    high = (int)(angle/f);
    if(low<min_lod) low = min_lod;
    if(high<min_lod) high = min_lod;
	float f = 90.0f / lod / widef;
	low = (int)((90 - angle) / f);
	high = (int)(angle / f);
	if (low < min_lod)
		low = min_lod;
	if (high < min_lod)
		high = min_lod;
};

// does some out of date view frustrum optimisation that doesn't contribute much anymore
// does some out of date view frustrum optimisation that doesn't contribute much
// anymore

void
render_world(
void render_world(float vx, float vy, float vh, int yaw, int pitch, float fov, int w, int h)
    float vx, float vy, float vh, int yaw, int pitch, float fov, int w, int h)
{
    loopi(LARGEST_FACTOR) stats[i] = 0;
    min_lod = MIN_LOD+abs(pitch)/12;
    yaw = 360-yaw;
    float widef = fov/75.0f;
    int cdist = abs(yaw%90-45);
    if(cdist<7)    // hack to avoid popup at high fovs at 45 yaw
    {
        min_lod = max(min_lod, (int)(MIN_LOD+(10-cdist)/1.0f*widef)); // less if lod worked better
        widef = 1.0f;
	loopi(LARGEST_FACTOR) stats[i] = 0;
	min_lod = MIN_LOD + abs(pitch) / 12;
	yaw = 360 - yaw;
	float widef = fov / 75.0f;
	int cdist = abs(yaw % 90 - 45);
	if (cdist < 7) // hack to avoid popup at high fovs at 45 yaw
	{
		min_lod = max(min_lod,
		    (int)(MIN_LOD + (10 - cdist) / 1.0f *
		                        widef)); // less if lod worked better
		widef = 1.0f;
    };
    lod = MAX_LOD;
    lodtop = lodbot = lodleft = lodright = min_lod;
    if(yaw>45 && yaw<=135)
    {
        lodleft = lod;
        distlod(lodtop, lodbot, yaw-45, widef);
    }
    else if(yaw>135 && yaw<=225)
    {
        lodbot = lod;
        distlod(lodleft, lodright, yaw-135, widef);
    }
    else if(yaw>225 && yaw<=315)
	};
	lod = MAX_LOD;
	lodtop = lodbot = lodleft = lodright = min_lod;
	if (yaw > 45 && yaw <= 135) {
		lodleft = lod;
		distlod(lodtop, lodbot, yaw - 45, widef);
	} else if (yaw > 135 && yaw <= 225) {
		lodbot = lod;
		distlod(lodleft, lodright, yaw - 135, widef);
	} else if (yaw > 225 && yaw <= 315) {
    {
        lodright = lod;
        distlod(lodbot, lodtop, yaw-225, widef);
		lodright = lod;
		distlod(lodbot, lodtop, yaw - 225, widef);
    }
    else
	} else {
    {
        lodtop = lod;
        distlod(lodright, lodleft, yaw<=45 ? yaw+45 : yaw-315, widef);
    };
    float hyfov = fov*h/w/2;
    render_floor = pitch<hyfov;
    render_ceil  = -pitch<hyfov;
		lodtop = lod;
		distlod(
		    lodright, lodleft, yaw <= 45 ? yaw + 45 : yaw - 315, widef);
	};
	float hyfov = fov * h / w / 2;
	render_floor = pitch < hyfov;
	render_ceil = -pitch < hyfov;

    render_seg_new(vx, vy, vh, MAX_MIP, 0, 0, ssize>>MAX_MIP, ssize>>MAX_MIP);
    mipstats(stats[0], stats[1], stats[2]);
	render_seg_new(
	    vx, vy, vh, MAX_MIP, 0, 0, ssize >> MAX_MIP, ssize >> MAX_MIP);
	mipstats(stats[0], stats[1], stats[2]);
};