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extern void resettagareas();
extern void settagareas();
extern Entity *newentity(
int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4);
// worldlight
extern void calclight();
extern void dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach,
int strength, DynamicEntity *owner);
extern void dodynlight(OFVector3D vold, OFVector3D v, int reach, int strength,
DynamicEntity *owner);
extern void cleardlights();
extern struct block *blockcopy(const struct block *b);
extern void blockpaste(const struct block *b);
// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
float widef, int w, int h);
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extern void pruneundos(int maxremain);
// renderextras
extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
extern void box(const struct 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(const OFVector3D *o, float max, int type);
extern void newsphere(OFVector3D o, float max, int type);
extern void renderspheres(int time);
extern void gl_drawhud(
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(const OFVector3D *r, const OFVector3D *u);
extern void particle_splash(int type, int num, int fade, const OFVector3D *p);
extern void particle_trail(
extern void setorient(OFVector3D r, OFVector3D u);
extern void particle_splash(int type, int num, int fade, OFVector3D p);
extern void particle_trail(int type, int fade, OFVector3D from, OFVector3D to);
int type, int fade, const OFVector3D *from, const OFVector3D *to);
extern void render_particles(int time);
// worldio
extern void save_world(OFString *fname);
extern void load_world(OFString *mname);
extern void writemap(OFString *mname, int msize, unsigned char *mdata);
extern OFData *readmap(OFString *mname);
extern void loadgamerest();
extern void incomingdemodata(unsigned char *buf, int len, bool extras);
extern void demoplaybackstep();
extern void stop();
extern void stopifrecording();
extern void demodamage(int damage, const OFVector3D *o);
extern void demodamage(int damage, OFVector3D o);
extern void demoblend(int damage);
// physics
extern void moveplayer(DynamicEntity *pl, int moveres, bool local);
extern bool collide(DynamicEntity *d, bool spawn, float drop, float rise);
extern void entinmap(DynamicEntity *d);
extern void setentphysics(int mml, int mmr);
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extern void servermsinit(OFString *master, OFString *sdesc, bool listen);
extern void sendmaps(
int n, OFString *mapname, int mapsize, unsigned char *mapdata);
extern ENetPacket *recvmap(int n);
// weapon
extern void selectgun(int a, int b, int c);
extern void shoot(DynamicEntity *d, const OFVector3D *to);
extern void shootv(int gun, const OFVector3D *from, const OFVector3D *to,
DynamicEntity *d, bool local);
extern void createrays(const OFVector3D *from, const OFVector3D *to);
extern void shoot(DynamicEntity *d, OFVector3D to);
extern void shootv(
int gun, OFVector3D from, OFVector3D to, DynamicEntity *d, bool local);
extern void createrays(OFVector3D from, OFVector3D to);
extern void moveprojectiles(float time);
extern void projreset();
extern OFString *playerincrosshair();
extern int reloadtime(int gun);
// entities
extern void initEntities();
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};
struct particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;
VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);
static void
newparticle(const OFVector3D *o, const OFVector3D *d, int fade, int type)
newparticle(OFVector3D o, OFVector3D d, int fade, int type)
{
if (!parinit) {
for (int i = 0; i < MAXPARTICLES; i++) {
particles[i].next = parempty;
parempty = &particles[i];
}
parinit = true;
}
if (parempty) {
struct particle *p = parempty;
parempty = p->next;
p->o = *o;
p->d = *d;
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);
OFVector3D right, up;
void
setorient(const OFVector3D *r, const OFVector3D *u)
setorient(OFVector3D r, OFVector3D u)
{
right = *r;
up = *u;
right = r;
up = u;
}
void
render_particles(int time)
{
if (demoplayback && demotracking) {
if (demoplayback && demotracking)
OFVector3D o = player1.origin;
OFVector3D nom = OFMakeVector3D(0, 0, 0);
newparticle(&o, &nom, 100000000, 8);
newparticle(
}
player1.origin, OFMakeVector3D(0, 0, 0), 100000000, 8);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glDisable(GL_FOG);
struct parttype {
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glEnable(GL_FOG);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
void
particle_splash(int type, int num, int fade, const OFVector3D *p)
particle_splash(int type, int num, int fade, OFVector3D p)
{
for (int i = 0; i < num; i++) {
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;
} while (x * x + y * y + z * z > radius * radius);
OFVector3D d = OFMakeVector3D(x, y, z);
newparticle(p, &d, rnd(fade * 3), type);
newparticle(p, d, rnd(fade * 3), type);
}
}
void
particle_trail(int type, int fade, const OFVector3D *s, const OFVector3D *e)
particle_trail(int type, int fade, OFVector3D s, OFVector3D e)
{
float d = OFDistanceOfVectors3D(*s, *e);
OFVector3D v = OFSubtractVectors3D(*s, *e);
float d = OFDistanceOfVectors3D(s, e);
OFVector3D v = OFSubtractVectors3D(s, e);
v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f));
OFVector3D p = *s;
for (int i = 0; i < ((int)d * 2); i++) {
p = OFAddVectors3D(p, v);
s = OFAddVectors3D(s, v);
OFVector3D d =
OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5);
newparticle(&p, &d, rnd(fade) + fade, type);
newparticle(s, d, rnd(fade) + fade, type);
}
}
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selectgun((a1.length > 0 ? a1.cube_intValue : -1),
(a2.length > 0 ? a2.cube_intValue : -1),
(a3.length > 0 ? a3.cube_intValue : -1));
})
// create random spread of rays for the shotgun
void
createrays(const OFVector3D *from, const OFVector3D *to)
createrays(OFVector3D from, OFVector3D to)
{
float dist = OFDistanceOfVectors3D(*from, *to);
float dist = OFDistanceOfVectors3D(from, to);
float f = dist * SGSPREAD / 1000;
for (int i = 0; i < SGRAYS; i++)
#define RNDD (rnd(101) - 50) * f
sg[i] = OFAddVectors3D(*to, OFMakeVector3D(RNDD, RNDD, RNDD));
sg[i] = OFAddVectors3D(to, OFMakeVector3D(RNDD, RNDD, RNDD));
}
// if lineseg hits entity bounding box
static bool
intersect(DynamicEntity *d, const OFVector3D *from, const OFVector3D *to)
intersect(DynamicEntity *d, OFVector3D from, OFVector3D to)
{
OFVector3D v = *to, w = d.origin;
const OFVector3D *p;
v = OFSubtractVectors3D(v, *from);
w = OFSubtractVectors3D(w, *from);
OFVector3D v = OFSubtractVectors3D(to, from);
OFVector3D w = OFSubtractVectors3D(d.origin, from);
float c1 = OFDotProductOfVectors3D(w, v);
OFVector3D p;
if (c1 <= 0)
p = from;
else {
float c2 = OFDotProductOfVectors3D(v, v);
if (c2 <= c1)
p = to;
else {
v = OFMultiplyVector3D(v, c1 / c2);
v = OFAddVectors3D(v, *from);
p = OFAddVectors3D(v, from);
p = &v;
}
}
return (p->x <= d.origin.x + d.radius &&
p->x >= d.origin.x - d.radius && p->y <= d.origin.y + d.radius &&
return (p.x <= d.origin.x + d.radius && p.x >= d.origin.x - d.radius &&
p.y <= d.origin.y + d.radius && p.y >= d.origin.y - d.radius &&
p->y >= d.origin.y - d.radius && p->z <= d.origin.z + d.aboveEye &&
p->z >= d.origin.z - d.eyeHeight);
p.z <= d.origin.z + d.aboveEye && p.z >= d.origin.z - d.eyeHeight);
}
OFString *
playerincrosshair()
{
if (demoplayback)
return NULL;
for (id player in players) {
if (player == [OFNull null])
continue;
OFVector3D o = player1.origin;
if (intersect(player, &o, &worldpos))
if (intersect(player, o, worldpos))
return [player name];
}
return nil;
}
#define MAXPROJ 100
static Projectile *projs[MAXPROJ];
void
projreset()
{
for (size_t i = 0; i < MAXPROJ; i++)
projs[i].inuse = false;
}
void
newprojectile(const OFVector3D *from, const OFVector3D *to, float speed,
bool local, DynamicEntity *owner, int gun)
newprojectile(OFVector3D from, OFVector3D to, float speed, bool local,
DynamicEntity *owner, int gun)
{
for (size_t i = 0; i < MAXPROJ; i++) {
Projectile *p = projs[i];
if (p == nil)
projs[i] = p = [Projectile projectile];
if (p.inuse)
continue;
p.inuse = true;
p.o = *from;
p.to = *to;
p.o = from;
p.to = to;
p.speed = speed;
p.local = local;
p.owner = owner;
p.gun = gun;
return;
}
}
static void
hit(int target, int damage, __kindof DynamicEntity *d, DynamicEntity *at)
{
OFVector3D o = d.origin;
if (d == player1)
selfdamage(damage, at == player1 ? -1 : -2, at);
else if ([d isKindOfClass:Monster.class])
[d incurDamage:damage fromEntity:at];
else {
addmsg(1, 4, SV_DAMAGE, target, damage, d.lifeSequence);
playsound(S_PAIN1 + rnd(5), &o);
}
particle_splash(3, damage, 1000, &o);
demodamage(damage, &o);
particle_splash(3, damage, 1000, o);
demodamage(damage, o);
}
const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack
static void
radialeffect(
DynamicEntity *o, const OFVector3D *v, int cn, int qdam, DynamicEntity *at)
DynamicEntity *o, OFVector3D v, int cn, int qdam, DynamicEntity *at)
{
if (o.state != CS_ALIVE)
return;
OFVector3D origin = o.origin;
float dist = OFDistanceOfVectors3D(*v, origin);
OFVector3D temp = OFSubtractVectors3D(*v, origin);
float dist = OFDistanceOfVectors3D(v, origin);
OFVector3D temp = OFSubtractVectors3D(v, origin);
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);
temp =
OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800);
o.velocity = OFAddVectors3D(o.velocity, temp);
}
}
static void
splash(Projectile *p, const OFVector3D *v, const OFVector3D *vold,
int notthisplayer, int notthismonster, int qdam)
splash(Projectile *p, OFVector3D v, OFVector3D vold, int notthisplayer,
int notthismonster, int qdam)
{
particle_splash(0, 50, 300, v);
p.inuse = false;
if (p.gun != GUN_RL) {
playsound(S_FEXPLODE, v);
playsound(S_FEXPLODE, &v);
// no push?
} else {
playsound(S_RLHIT, v);
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);
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if (i != notthismonster)
radialeffect(monster, v, i, qdam, p.owner);
}];
}
}
static inline void
projdamage(DynamicEntity *o, Projectile *p, const OFVector3D *v, int i, int im,
int qdam)
projdamage(
DynamicEntity *o, Projectile *p, OFVector3D v, int i, int im, int qdam)
{
if (o.state != CS_ALIVE)
return;
OFVector3D po = p.o;
if (intersect(o, &po, v)) {
splash(p, v, &po, i, im, qdam);
if (intersect(o, po, v)) {
splash(p, v, po, i, im, qdam);
hit(i, qdam, o, p.owner);
}
}
void
moveprojectiles(float time)
{
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if (time > dtime)
dtime = time;
v = OFMultiplyVector3D(v, time / dtime);
v = OFAddVectors3D(v, p.o);
if (p.local) {
for (id player in players)
if (player != [OFNull null])
projdamage(player, p, &v, i, -1, qdam);
projdamage(player, p, v, i, -1, qdam);
if (p.owner != player1)
projdamage(player1, p, &v, -1, -1, qdam);
projdamage(player1, p, v, -1, -1, qdam);
for (Monster *monster in Monster.monsters)
if (!vreject(monster.origin, v, 10.0f) &&
monster != p.owner)
projdamage(monster, p, &v, -1, i, qdam);
projdamage(monster, p, v, -1, i, qdam);
}
if (p.inuse) {
OFVector3D po = p.o;
if (time == dtime)
splash(p, &v, &po, -1, -1, qdam);
splash(p, v, p.o, -1, -1, qdam);
else {
if (p.gun == GUN_RL) {
dodynlight(&po, &v, 0, 255, p.owner);
particle_splash(5, 2, 200, &v);
dodynlight(p.o, v, 0, 255, p.owner);
particle_splash(5, 2, 200, v);
} else {
particle_splash(1, 1, 200, &v);
particle_splash(1, 1, 200, v);
particle_splash(
guns[p.gun].part, 1, 1, &v);
guns[p.gun].part, 1, 1, v);
}
}
}
p.o = v;
}
}
// create visual effect from a shot
void
shootv(int gun, const OFVector3D *from, const OFVector3D *to, DynamicEntity *d,
bool local)
shootv(int gun, OFVector3D from, OFVector3D to, DynamicEntity *d, bool local)
{
OFVector3D loc = d.origin;
playsound(guns[gun].sound, d == player1 ? NULL : &loc);
int pspeed = 25;
switch (gun) {
case GUN_FIST:
break;
case GUN_SG: {
for (int i = 0; i < SGRAYS; i++)
particle_splash(0, 5, 200, &sg[i]);
particle_splash(0, 5, 200, sg[i]);
break;
}
case GUN_CG:
particle_splash(0, 100, 250, to);
// particle_trail(1, 10, from, to);
break;
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particle_trail(1, 500, from, to);
break;
}
}
void
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
const OFVector3D *from, const OFVector3D *to)
OFVector3D from, OFVector3D to)
{
hit(target, damage, d, at);
float dist = OFDistanceOfVectors3D(*from, *to);
OFVector3D v = OFSubtractVectors3D(*from, *to);
float dist = OFDistanceOfVectors3D(from, to);
OFVector3D v = OFSubtractVectors3D(from, to);
v = OFMultiplyVector3D(v, damage / dist / 50);
d.velocity = OFAddVectors3D(d.velocity, v);
}
void
raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
DynamicEntity *d, int i)
raydamage(
DynamicEntity *o, OFVector3D from, OFVector3D to, DynamicEntity *d, int i)
{
if (o.state != CS_ALIVE)
return;
int qdam = guns[d.gunSelect].damage;
if (d.quadMillis)
qdam *= 4;
if ([d isKindOfClass:Monster.class])
qdam /= MONSTERDAMAGEFACTOR;
if (d.gunSelect == GUN_SG) {
int damage = 0;
for (int r = 0; r < SGRAYS; r++)
if (intersect(o, from, &sg[r]))
if (intersect(o, from, sg[r]))
damage += qdam;
if (damage)
hitpush(i, damage, o, d, from, to);
} else if (intersect(o, from, to))
hitpush(i, qdam, o, d, from, to);
}
void
shoot(DynamicEntity *d, const OFVector3D *targ)
shoot(DynamicEntity *d, OFVector3D targ)
{
int attacktime = lastmillis - d.lastAction;
if (attacktime < d.gunWait)
return;
d.gunWait = 0;
if (!d.attacking)
return;
d.lastAction = lastmillis;
d.lastAttackGun = d.gunSelect;
if (!d.ammo[d.gunSelect]) {
playsoundc(S_NOAMMO);
d.gunWait = 250;
d.lastAttackGun = -1;
return;
}
if (d.gunSelect)
d.ammo[d.gunSelect]--;
OFVector3D from = d.origin;
OFVector3D to = *targ;
OFVector3D to = targ;
from.z -= 0.2f; // below eye
float dist = OFDistanceOfVectors3D(from, to);
OFVector3D unitv = OFSubtractVectors3D(from, to);
unitv = OFMultiplyVector3D(unitv, 1.0f / dist);
OFVector3D kickback =
OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f);
d.velocity = OFAddVectors3D(d.velocity, kickback);
if (d.pitch < 80.0f)
d.pitch += guns[d.gunSelect].kickamount * 0.05f;
if (d.gunSelect == GUN_FIST || d.gunSelect == GUN_BITE) {
unitv = OFMultiplyVector3D(unitv, 3); // punch range
to = OFAddVectors3D(from, unitv);
}
if (d.gunSelect == GUN_SG)
createrays(&from, &to);
createrays(from, to);
if (d.quadMillis && attacktime > 200)
playsoundc(S_ITEMPUP);
shootv(d.gunSelect, &from, &to, d, true);
shootv(d.gunSelect, from, to, d, true);
if (![d isKindOfClass:Monster.class])
addmsg(1, 8, SV_SHOT, d.gunSelect, (int)(from.x * DMF),
(int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF),
(int)(to.y * DMF), (int)(to.z * DMF));
d.gunWait = guns[d.gunSelect].attackdelay;
if (guns[d.gunSelect].projspeed)
return;
[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
if (player != [OFNull null])
raydamage(player, &from, &to, d, i);
raydamage(player, from, to, d, i);
}];
for (Monster *monster in Monster.monsters)
if (monster != d)
raydamage(monster, &from, &to, d, -2);
raydamage(monster, from, to, d, -2);
if ([d isKindOfClass:Monster.class])
raydamage(player1, &from, &to, d, -1);
raydamage(player1, from, to, d, -1);
}
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