Cube  Check-in [5b7b7d2fc5]

Overview
Comment:Convert player into a class
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: 5b7b7d2fc5af4d512db195c4fbfb2aff01436db9bc1345d62263609ac129aa02
User & Date: js on 2025-03-24 22:14:24
Other Links: manifest | tags
Context
2025-03-25
23:03
Add forgotten files check-in: 489bb6c39a user: js tags: trunk
2025-03-24
22:14
Convert player into a class check-in: 5b7b7d2fc5 user: js tags: trunk
21:11
Work around conflicting declaration of gamma check-in: 7c3936be15 user: js tags: trunk
Changes

Modified src/Cube.m from [3b4164e066] to [8c59576626].

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// main.cpp: initialisation & main loop

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"

OF_APPLICATION_DELEGATE(Cube)

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

@implementation Cube





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// main.cpp: initialisation & main loop

#include "cube.h"

#import "Command.h"
#import "Player.h"

OF_APPLICATION_DELEGATE(Cube)

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

@implementation Cube
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	}

	OFDate *past = [OFDate date];
	int ignore = 5;
	for (;;) {
		@autoreleasepool {
			[OFRunLoop.mainRunLoop runUntilDate:past];



			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)







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	}

	OFDate *past = [OFDate date];
	int ignore = 5;
	for (;;) {
		@autoreleasepool {
			[OFRunLoop.mainRunLoop runUntilDate:past];

			Player *player1 = Player.player1;

			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)

Modified src/DynamicEntity.h from [39b63673d9] to [b25cdd250b].

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// see input code
@property (nonatomic) bool k_left, k_right, k_up, k_down;
// used for fake gravity
@property (nonatomic) int timeInAir;
// bounding box size
@property (nonatomic) float radius, eyeHeight, aboveEye;
@property (nonatomic) int lastUpdate, lag, ping;
// sequence id for each respawn, used in damage test
@property (nonatomic) int lifeSequence;
// one of CS_* below
@property (nonatomic) int state;
@property (nonatomic) int frags;
@property (nonatomic) int health, armour, armourType, quadMillis;
@property (nonatomic) int gunSelect, gunWait;
@property (nonatomic) int lastAction, lastAttackGun, lastMove;
@property (readonly, nonatomic) int *ammo;
@property (nonatomic) bool attacking;
// used by physics to signal ai
@property (nonatomic) bool blocked, moving;
@property (copy, nonatomic) OFString *name, *team;

+ (instancetype)entity;
- (OFData *)dataBySerializing;
- (void)setFromSerializedData:(OFData *)data;
- (void)resetMovement;
// reset player state not persistent accross spawns
- (void)resetToSpawnState;







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// see input code
@property (nonatomic) bool k_left, k_right, k_up, k_down;
// used for fake gravity
@property (nonatomic) int timeInAir;
// bounding box size
@property (nonatomic) float radius, eyeHeight, aboveEye;
@property (nonatomic) int lastUpdate, lag, ping;


// one of CS_* below
@property (nonatomic) int state;

@property (nonatomic) int health, armour, armourType, quadMillis;
@property (nonatomic) int gunSelect, gunWait;
@property (nonatomic) int lastAction, lastAttackGun, lastMove;
@property (readonly, nonatomic) int *ammo;
@property (nonatomic) bool attacking;
// used by physics to signal ai
@property (nonatomic) bool blocked, moving;
@property (copy, nonatomic) OFString *name;

+ (instancetype)entity;
- (OFData *)dataBySerializing;
- (void)setFromSerializedData:(OFData *)data;
- (void)resetMovement;
// reset player state not persistent accross spawns
- (void)resetToSpawnState;

Modified src/DynamicEntity.m from [03f91e70ff] to [7a1598ea36].

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#import "DynamicEntity.h"

#include "cube.h"

#import "Monster.h"


struct dynent {
	OFVector3D origin, velocity;
	float yaw, pitch, roll;
	float maxSpeed;
	bool outsideMap;
	bool inWater;





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#import "DynamicEntity.h"

#include "cube.h"

#import "Monster.h"
#import "Player.h"

struct dynent {
	OFVector3D origin, velocity;
	float yaw, pitch, roll;
	float maxSpeed;
	bool outsideMap;
	bool inWater;
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	_yaw = 270;
	_maxSpeed = 22;
	_radius = 1.1f;
	_eyeHeight = 3.2f;
	_aboveEye = 0.7f;
	_lastUpdate = lastmillis;
	_name = _team = @"";
	_state = CS_ALIVE;

	[self resetToSpawnState];

	return self;
}








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	_yaw = 270;
	_maxSpeed = 22;
	_radius = 1.1f;
	_eyeHeight = 3.2f;
	_aboveEye = 0.7f;
	_lastUpdate = lastmillis;
	_name = @"";
	_state = CS_ALIVE;

	[self resetToSpawnState];

	return self;
}

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	copy->_timeInAir = _timeInAir;
	copy->_radius = _radius;
	copy->_eyeHeight = _eyeHeight;
	copy->_aboveEye = _aboveEye;
	copy->_lastUpdate = _lastUpdate;
	copy->_lag = _lag;
	copy->_ping = _ping;
	copy->_lifeSequence = _lifeSequence;
	copy->_state = _state;
	copy->_frags = _frags;
	copy->_health = _health;
	copy->_armour = _armour;
	copy->_armourType = _armourType;
	copy->_quadMillis = _quadMillis;
	copy->_gunSelect = _gunSelect;
	copy->_gunWait = _gunWait;
	copy->_lastAction = _lastAction;
	copy->_lastAttackGun = _lastAttackGun;
	copy->_lastMove = _lastMove;
	copy->_attacking = _attacking;

	for (size_t i = 0; i < NUMGUNS; i++)
		copy->_ammo[i] = _ammo[i];

	copy->_blocked = _blocked;
	copy->_moving = _moving;
	copy->_name = [_name copy];
	copy->_team = [_team copy];

	return copy;
}

- (OFData *)dataBySerializing
{
	// This is frighteningly *TERRIBLE*, but the format used by existing







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	copy->_timeInAir = _timeInAir;
	copy->_radius = _radius;
	copy->_eyeHeight = _eyeHeight;
	copy->_aboveEye = _aboveEye;
	copy->_lastUpdate = _lastUpdate;
	copy->_lag = _lag;
	copy->_ping = _ping;

	copy->_state = _state;

	copy->_health = _health;
	copy->_armour = _armour;
	copy->_armourType = _armourType;
	copy->_quadMillis = _quadMillis;
	copy->_gunSelect = _gunSelect;
	copy->_gunWait = _gunWait;
	copy->_lastAction = _lastAction;
	copy->_lastAttackGun = _lastAttackGun;
	copy->_lastMove = _lastMove;
	copy->_attacking = _attacking;

	for (size_t i = 0; i < NUMGUNS; i++)
		copy->_ammo[i] = _ammo[i];

	copy->_blocked = _blocked;
	copy->_moving = _moving;
	copy->_name = [_name copy];


	return copy;
}

- (OFData *)dataBySerializing
{
	// This is frighteningly *TERRIBLE*, but the format used by existing
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		.timeInAir = _timeInAir,
		.radius = _radius,
		.eyeHeight = _eyeHeight,
		.aboveEye = _aboveEye,
		.lastUpdate = _lastUpdate,
		.lag = _lag,
		.ping = _ping,
		.lifeSequence = _lifeSequence,
		.state = _state,
		.frags = _frags,
		.health = _health,
		.armour = _armour,
		.armourType = _armourType,
		.quadMillis = _quadMillis,
		.gunSelect = _gunSelect,
		.gunWait = _gunWait,
		.lastAction = _lastAction,
		.lastAttackGun = _lastAttackGun,
		.lastMove = _lastMove,
		.attacking = _attacking,
		.blocked = _blocked,
		.moving = _moving };














	if ([self isKindOfClass:Monster.class]) {
		Monster *monster = (Monster *)self;
		data.monsterState = monster.monsterState;
		data.monsterType = monster.monsterType;
		data.targetYaw = monster.targetYaw;
		data.trigger = monster.trigger;
		data.attackTarget = monster.attackTarget;
		data.anger = monster.anger;
	}

	for (int i = 0; i < NUMGUNS; i++)
		data.ammo[i] = _ammo[i];

	memcpy(data.name, _name.UTF8String, min(_name.UTF8StringLength, 259));
	memcpy(data.team, _team.UTF8String, min(_team.UTF8StringLength, 259));

	return [OFData dataWithItems:&data count:sizeof(data)];
}

- (void)setFromSerializedData:(OFData *)data
{
	struct dynent d;








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		.timeInAir = _timeInAir,
		.radius = _radius,
		.eyeHeight = _eyeHeight,
		.aboveEye = _aboveEye,
		.lastUpdate = _lastUpdate,
		.lag = _lag,
		.ping = _ping,

		.state = _state,

		.health = _health,
		.armour = _armour,
		.armourType = _armourType,
		.quadMillis = _quadMillis,
		.gunSelect = _gunSelect,
		.gunWait = _gunWait,
		.lastAction = _lastAction,
		.lastAttackGun = _lastAttackGun,
		.lastMove = _lastMove,
		.attacking = _attacking,
		.blocked = _blocked,
		.moving = _moving };

	for (int i = 0; i < NUMGUNS; i++)
		data.ammo[i] = _ammo[i];

	memcpy(data.name, _name.UTF8String, min(_name.UTF8StringLength, 259));

	if ([self isKindOfClass:Player.class]) {
		Player *player = (Player *)self;
		data.lifeSequence = player.lifeSequence,
		data.frags = player.frags;
		memcpy(data.team, player.team.UTF8String,
		    min(player.team.UTF8StringLength, 259));
	}

	if ([self isKindOfClass:Monster.class]) {
		Monster *monster = (Monster *)self;
		data.monsterState = monster.monsterState;
		data.monsterType = monster.monsterType;
		data.targetYaw = monster.targetYaw;
		data.trigger = monster.trigger;
		data.attackTarget = monster.attackTarget;
		data.anger = monster.anger;
	}







	return [OFData dataWithItems:&data count:sizeof(data)];
}

- (void)setFromSerializedData:(OFData *)data
{
	struct dynent d;

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	_timeInAir = d.timeInAir;
	_radius = d.radius;
	_eyeHeight = d.eyeHeight;
	_aboveEye = d.aboveEye;
	_lastUpdate = d.lastUpdate;
	_lag = d.lag;
	_ping = d.ping;
	_lifeSequence = d.lifeSequence;
	_state = d.state;
	_frags = d.frags;
	_health = d.health;
	_armour = d.armour;
	_armourType = d.armourType;
	_quadMillis = d.quadMillis;
	_gunSelect = d.gunSelect;
	_gunWait = d.gunWait;
	_lastAction = d.lastAction;
	_lastAttackGun = d.lastAttackGun;
	_lastMove = d.lastMove;
	_attacking = d.attacking;

	for (int i = 0; i < NUMGUNS; i++)
		_ammo[i] = d.ammo[i];

	_blocked = d.blocked;
	_moving = d.moving;










	if ([self isKindOfClass:Monster.class]) {
		Monster *monster = (Monster *)self;
		monster.monsterState = d.monsterState;
		monster.monsterType = d.monsterType;
		monster.targetYaw = d.targetYaw;
		monster.trigger = d.trigger;
		monster.attackTarget = d.attackTarget;
		monster.anger = d.anger;
	}

	_name = [[OFString alloc] initWithUTF8String:d.name];
	_team = [[OFString alloc] initWithUTF8String:d.team];
}

- (void)resetMovement
{
	_k_left = false;
	_k_right = false;
	_k_up = false;







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	_timeInAir = d.timeInAir;
	_radius = d.radius;
	_eyeHeight = d.eyeHeight;
	_aboveEye = d.aboveEye;
	_lastUpdate = d.lastUpdate;
	_lag = d.lag;
	_ping = d.ping;

	_state = d.state;

	_health = d.health;
	_armour = d.armour;
	_armourType = d.armourType;
	_quadMillis = d.quadMillis;
	_gunSelect = d.gunSelect;
	_gunWait = d.gunWait;
	_lastAction = d.lastAction;
	_lastAttackGun = d.lastAttackGun;
	_lastMove = d.lastMove;
	_attacking = d.attacking;

	for (int i = 0; i < NUMGUNS; i++)
		_ammo[i] = d.ammo[i];

	_blocked = d.blocked;
	_moving = d.moving;

	_name = [[OFString alloc] initWithUTF8String:d.name];

	if ([self isKindOfClass:Player.class]) {
		Player *player = (Player *)self;
		player.lifeSequence = d.lifeSequence;
		player.frags = d.frags;
		player.team = @(d.team);
	}

	if ([self isKindOfClass:Monster.class]) {
		Monster *monster = (Monster *)self;
		monster.monsterState = d.monsterState;
		monster.monsterType = d.monsterType;
		monster.targetYaw = d.targetYaw;
		monster.trigger = d.trigger;
		monster.attackTarget = d.attackTarget;
		monster.anger = d.anger;
	}



}

- (void)resetMovement
{
	_k_left = false;
	_k_right = false;
	_k_up = false;

Modified src/Monster.m from [9674185459] to [0a9cae30d2].

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

#import "Monster.h"

#include "cube.h"

#import "DynamicEntity.h"
#import "Entity.h"


static OFMutableArray<Monster *> *monsters;
static int nextmonster, spawnremain, numkilled, monstertotal, mtimestart;

@implementation Monster
+ (void)initialize
{






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

#import "Monster.h"

#include "cube.h"


#import "Entity.h"
#import "Player.h"

static OFMutableArray<Monster *> *monsters;
static int nextmonster, spawnremain, numkilled, monstertotal, mtimestart;

@implementation Monster
+ (void)initialize
{
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	if (state != M_SLEEP)
		spawnplayer(self);

	self.trigger = lastmillis + trigger;
	self.targetYaw = self.yaw = (float)yaw;
	self.move = move;
	self.enemy = player1;
	self.gunSelect = t->gun;
	self.maxSpeed = (float)t->speed;
	self.health = t->health;
	self.armour = 0;

	for (size_t i = 0; i < NUMGUNS; i++)
		self.ammo[i] = 10000;







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	if (state != M_SLEEP)
		spawnplayer(self);

	self.trigger = lastmillis + trigger;
	self.targetYaw = self.yaw = (float)yaw;
	self.move = move;
	self.enemy = Player.player1;
	self.gunSelect = t->gun;
	self.maxSpeed = (float)t->speed;
	self.health = t->health;
	self.armour = 0;

	for (size_t i = 0; i < NUMGUNS; i++)
		self.ammo[i] = 10000;
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		self.yaw -= 360.0f;
}

// main AI thinking routine, called every frame for every monster
- (void)performAction
{
	if (self.enemy.state == CS_DEAD) {
		self.enemy = player1;
		self.anger = 0;
	}
	[self normalizeWithAngle:self.targetYaw];
	// slowly turn monster towards his target
	if (self.targetYaw > self.yaw) {
		self.yaw += curtime * 0.5f;
		if (self.targetYaw < self.yaw)







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		self.yaw -= 360.0f;
}

// main AI thinking routine, called every frame for every monster
- (void)performAction
{
	if (self.enemy.state == CS_DEAD) {
		self.enemy = Player.player1;
		self.anger = 0;
	}
	[self normalizeWithAngle:self.targetYaw];
	// slowly turn monster towards his target
	if (self.targetYaw > self.yaw) {
		self.yaw += curtime * 0.5f;
		if (self.targetYaw < self.yaw)
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	                        n:monstertypes[self.monsterType].pain
	                        r:200];

	if ((self.health -= damage) <= 0) {
		self.state = CS_DEAD;
		self.lastAction = lastmillis;
		numkilled++;
		player1.frags = numkilled;
		OFVector3D loc = self.origin;
		playsound(monstertypes[self.monsterType].diesound, &loc);
		int remain = monstertotal - numkilled;
		if (remain > 0 && remain <= 5)
			conoutf(@"only %d monster(s) remaining", remain);
	} else {
		OFVector3D loc = self.origin;







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	                        n:monstertypes[self.monsterType].pain
	                        r:200];

	if ((self.health -= damage) <= 0) {
		self.state = CS_DEAD;
		self.lastAction = lastmillis;
		numkilled++;
		Player.player1.frags = numkilled;
		OFVector3D loc = self.origin;
		playsound(monstertypes[self.monsterType].diesound, &loc);
		int remain = monstertotal - numkilled;
		if (remain > 0 && remain <= 5)
			conoutf(@"only %d monster(s) remaining", remain);
	} else {
		OFVector3D loc = self.origin;

Modified src/clientextras.m from [b510debdf2] to [44fbd161d9].

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// clientextras.cpp: stuff that didn't fit in client.cpp or clientgame.cpp :)

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Monster.h"


// render players & monsters
// very messy ad-hoc handling of animation frames, should be made more
// configurable

//              D    D    D    D'   D    D    D    D'   A   A'  P   P'  I   I'
//              R,  R'  E    L    J   J'





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// clientextras.cpp: stuff that didn't fit in client.cpp or clientgame.cpp :)

#include "cube.h"

#import "Command.h"

#import "Monster.h"
#import "Player.h"

// render players & monsters
// very messy ad-hoc handling of animation frames, should be made more
// configurable

//              D    D    D    D'   D    D    D    D'   A   A'  P   P'  I   I'
//              R,  R'  E    L    J   J'
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void
renderclients()
{
	[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
		if (player != [OFNull null] &&
		    (!demoplayback || i != democlientnum))
			renderclient(player,
			    isteam(player1.team, [player team]),
			    @"monster/ogro", false, 1.0f);
	}];
}

// creation of scoreboard pseudo-menu

bool scoreson = false;

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

static OFMutableArray<OFString *> *scoreLines;

void
renderscore(DynamicEntity *d)
{
	OFString *lag = [OFString stringWithFormat:@"%d", d.lag];
	OFString *name = [OFString stringWithFormat:@"(%@)", d.name];
	OFString *line =
	    [OFString stringWithFormat:@"%d\t%@\t%d\t%@\t%@", d.frags,
	              (d.state == CS_LAGGED ? @"LAG" : lag), d.ping, d.team,
	              (d.state == CS_DEAD ? name : d.name)];







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void
renderclients()
{
	[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
		if (player != [OFNull null] &&
		    (!demoplayback || i != democlientnum))
			renderclient(player,
			    isteam(Player.player1.team, [player team]),
			    @"monster/ogro", false, 1.0f);
	}];
}

// creation of scoreboard pseudo-menu

bool scoreson = false;

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

static OFMutableArray<OFString *> *scoreLines;

static void
renderscore(Player *d)
{
	OFString *lag = [OFString stringWithFormat:@"%d", d.lag];
	OFString *name = [OFString stringWithFormat:@"(%@)", d.name];
	OFString *line =
	    [OFString stringWithFormat:@"%d\t%@\t%d\t%@\t%@", d.frags,
	              (d.state == CS_LAGGED ? @"LAG" : lag), d.ping, d.team,
	              (d.state == CS_DEAD ? name : d.name)];
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}

#define maxTeams 4
static OFString *teamName[maxTeams];
static int teamScore[maxTeams];
static size_t teamsUsed;

void
addteamscore(DynamicEntity *d)
{
	for (size_t i = 0; i < teamsUsed; i++) {
		if ([teamName[i] isEqual:d.team]) {
			teamScore[i] += d.frags;
			return;
		}
	}







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}

#define maxTeams 4
static OFString *teamName[maxTeams];
static int teamScore[maxTeams];
static size_t teamsUsed;

static void
addteamscore(Player *d)
{
	for (size_t i = 0; i < teamsUsed; i++) {
		if ([teamName[i] isEqual:d.team]) {
			teamScore[i] += d.frags;
			return;
		}
	}
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void
renderscores()
{
	if (!scoreson)
		return;
	[scoreLines removeAllObjects];
	if (!demoplayback)
		renderscore(player1);
	for (id player in players)
		if (player != [OFNull null])
			renderscore(player);
	sortmenu();
	if (m_teammode) {
		teamsUsed = 0;
		for (id player in players)
			if (player != [OFNull null])
				addteamscore(player);
		if (!demoplayback)
			addteamscore(player1);
		OFMutableString *teamScores = [OFMutableString string];
		for (size_t j = 0; j < teamsUsed; j++)
			[teamScores appendFormat:@"[ %@: %d ]", teamName[j],
			            teamScore[j]];
		menumanual(0, scoreLines.count, @"");
		menumanual(0, scoreLines.count + 1, teamScores);
	}







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void
renderscores()
{
	if (!scoreson)
		return;
	[scoreLines removeAllObjects];
	if (!demoplayback)
		renderscore(Player.player1);
	for (Player *player in players)
		if ([player isKindOfClass:Player.class])
			renderscore(player);
	sortmenu();
	if (m_teammode) {
		teamsUsed = 0;
		for (Player *player in players)
			if ([player isKindOfClass:Player.class])
				addteamscore(player);
		if (!demoplayback)
			addteamscore(Player.player1);
		OFMutableString *teamScores = [OFMutableString string];
		for (size_t j = 0; j < teamsUsed; j++)
			[teamScores appendFormat:@"[ %@: %d ]", teamName[j],
			            teamScore[j]];
		menumanual(0, scoreLines.count, @"");
		menumanual(0, scoreLines.count + 1, teamScores);
	}

Modified src/clientgame.m from [12fef2cf63] to [d1273c7a21].

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// clientgame.cpp: core game related stuff

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Entity.h"
#import "Monster.h"
#import "OFString+Cube.h"


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

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

bool intermission = false;

DynamicEntity *player1;  // our client
OFMutableArray *players; // other clients

void
initPlayers()
{
	player1 = [[DynamicEntity alloc] init];
	players = [[OFMutableArray alloc] init];
}

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

int lastmillis = 0;
int curtime = 10;
OFString *clientmap;

OFString *
getclientmap()
{
	return clientmap;
}

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

static void
arenacount(
    DynamicEntity *d, int *alive, int *dead, OFString **lastteam, bool *oneteam)
{
	if (d.state != CS_DEAD) {
		(*alive)++;
		if (![*lastteam isEqual:d.team])
			*oneteam = false;
		*lastteam = d.team;
	} else









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// clientgame.cpp: core game related stuff

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Entity.h"
#import "Monster.h"
#import "OFString+Cube.h"
#import "Player.h"

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

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

bool intermission = false;


OFMutableArray *players; // other clients

void
initPlayers()
{

	players = [[OFMutableArray alloc] init];
}

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

int lastmillis = 0;
int curtime = 10;
OFString *clientmap;

OFString *
getclientmap()
{
	return clientmap;
}

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

static void

arenacount(Player *d, int *alive, int *dead, OFString **lastteam, bool *oneteam)
{
	if (d.state != CS_DEAD) {
		(*alive)++;
		if (![*lastteam isEqual:d.team])
			*oneteam = false;
		*lastteam = d.team;
	} else
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		int alive = 0, dead = 0;
		OFString *lastteam = nil;
		bool oneteam = true;
		for (id player in players)
			if (player != [OFNull null])
				arenacount(
				    player, &alive, &dead, &lastteam, &oneteam);
		arenacount(player1, &alive, &dead, &lastteam, &oneteam);
		if (dead > 0 && (alive <= 1 || (m_teammode && oneteam))) {
			conoutf(
			    @"arena round is over! next round in 5 seconds...");
			if (alive)
				conoutf(
				    @"team %s is last man standing", lastteam);
			else
				conoutf(@"everyone died!");
			arenarespawnwait = lastmillis + 5000;
			arenadetectwait = lastmillis + 10000;
			player1.roll = 0;
		}
	}
}

extern int democlientnum;

void
otherplayers()
{

	[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
		if (player == [OFNull null])
			return;

		const int lagtime = lastmillis - [player lastUpdate];
		if (lagtime > 1000 && [player state] == CS_ALIVE) {
			[player setState:CS_LAGGED];
			return;
		}

		if (lagtime && [player state] != CS_DEAD &&
		    (!demoplayback || i != democlientnum))
			// use physics to extrapolate player position
			moveplayer(player, 2, false);
	}];
}

void
respawn()
{
	if (player1.state == CS_DEAD) {
		player1.attacking = false;
		if (m_arena) {
			conoutf(@"waiting for new round to start...");
			return;
		}
		if (m_sp) {
			nextmode = gamemode;
			changemap(clientmap);







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		int alive = 0, dead = 0;
		OFString *lastteam = nil;
		bool oneteam = true;
		for (id player in players)
			if (player != [OFNull null])
				arenacount(
				    player, &alive, &dead, &lastteam, &oneteam);
		arenacount(Player.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;
			Player.player1.roll = 0;
		}
	}
}

extern int democlientnum;

void
otherplayers()
{
	[players
	    enumerateObjectsUsingBlock:^(Player *player, size_t i, bool *stop) {
		    if ([player isKindOfClass:Player.class])
			    return;

		    const int lagtime = lastmillis - player.lastUpdate;
		    if (lagtime > 1000 && player.state == CS_ALIVE) {
			    player.state = CS_LAGGED;
			    return;
		    }

		    if (lagtime && player.state != CS_DEAD &&
		        (!demoplayback || i != democlientnum))
			    // use physics to extrapolate player position
			    moveplayer(player, 2, false);
	    }];
}

void
respawn()
{
	if (Player.player1.state == CS_DEAD) {
		Player.player1.attacking = false;
		if (m_arena) {
			conoutf(@"waiting for new round to start...");
			return;
		}
		if (m_sp) {
			nextmode = gamemode;
			changemap(clientmap);
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		}
		physicsframe();
		checkquad(curtime);
		if (m_arena)
			arenarespawn();
		moveprojectiles((float)curtime);
		demoplaybackstep();

		if (!demoplayback) {
			if (getclientnum() >= 0)
				// only shoot when connected to server
				shoot(player1, worldpos);
			// do this first, so we have most accurate information
			// when our player moves
			gets2c();
		}
		otherplayers();
		if (!demoplayback) {
			[Monster thinkAll];

			if (player1.state == CS_DEAD) {
				if (lastmillis - player1.lastAction < 2000) {
					player1.move = player1.strafe = 0;
					moveplayer(player1, 10, false);
				} else if (!m_arena && !m_sp &&
				    lastmillis - player1.lastAction > 10000)
					respawn();
			} else if (!intermission) {
				moveplayer(player1, 20, true);
				checkitems();
			}

			// do this last, to reduce the effective frame lag
			c2sinfo(player1);
		}
	}
	lastmillis = millis;
}








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		}
		physicsframe();
		checkquad(curtime);
		if (m_arena)
			arenarespawn();
		moveprojectiles((float)curtime);
		demoplaybackstep();
		Player *player1 = Player.player1;
		if (!demoplayback) {
			if (getclientnum() >= 0)
				// only shoot when connected to server
				shoot(player1, worldpos);
			// do this first, so we have most accurate information
			// when our player moves
			gets2c();
		}
		otherplayers();
		if (!demoplayback) {
			[Monster thinkAll];

			if (player1.state == CS_DEAD) {
				if (lastmillis - player1.lastAction < 2000) {
					player1.move = player1.strafe = 0;
					moveplayer(player1, 10, false);
				} else if (!m_arena && !m_sp &&
				    lastmillis - player1.lastAction > 10000)
					respawn();
			} else if (!intermission) {
				moveplayer(player1, 20, true);
				checkitems();
			}

			// do this last, to reduce the effective frame lag
			c2sinfo(player1);
		}
	}
	lastmillis = millis;
}

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}

int spawncycle = -1;
int fixspawn = 2;

// place at random spawn. also used by monsters!
void
spawnplayer(DynamicEntity *d)
{
	int r = fixspawn-- > 0 ? 4 : rnd(10) + 1;
	for (int i = 0; i < r; i++)
		spawncycle = findentity(PLAYERSTART, spawncycle + 1);
	if (spawncycle != -1) {
		d.origin = OFMakeVector3D(
		    ents[spawncycle].x, ents[spawncycle].y, ents[spawncycle].z);







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}

int spawncycle = -1;
int fixspawn = 2;

// place at random spawn. also used by monsters!
void
spawnplayer(Player *d)
{
	int r = fixspawn-- > 0 ? 4 : rnd(10) + 1;
	for (int i = 0; i < r; i++)
		spawncycle = findentity(PLAYERSTART, spawncycle + 1);
	if (spawncycle != -1) {
		d.origin = OFMakeVector3D(
		    ents[spawncycle].x, ents[spawncycle].y, ents[spawncycle].z);
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	d.state = CS_ALIVE;
}

// movement input code

#define dir(name, v, d, s, os)                                    \
	COMMAND(name, ARG_DOWN, ^(bool isDown) {                  \

		player1.s = isDown;                               \
		player1.v = isDown ? d : (player1.os ? -(d) : 0); \
		player1.lastMove = lastmillis;                    \
	})

dir(backward, move, -1, k_down, k_up);
dir(forward, move, 1, k_up, k_down);
dir(left, strafe, 1, k_left, k_right);
dir(right, strafe, -1, k_right, k_left);

COMMAND(attack, ARG_DOWN, ^(bool on) {
	if (intermission)
		return;
	if (editmode)
		editdrag(on);
	else if ((player1.attacking = on))
		respawn();
})

COMMAND(jump, ARG_DOWN, ^(bool on) {
	if (!intermission && (player1.jumpNext = on))
		respawn();
})

COMMAND(showscores, ARG_DOWN, ^(bool isDown) {
	showscores(isDown);
})

void
fixplayer1range()
{
	const float MAXPITCH = 90.0f;

	if (player1.pitch > MAXPITCH)
		player1.pitch = MAXPITCH;
	if (player1.pitch < -MAXPITCH)
		player1.pitch = -MAXPITCH;
	while (player1.yaw < 0.0f)
		player1.yaw += 360.0f;
	while (player1.yaw >= 360.0f)
		player1.yaw -= 360.0f;
}

void
mousemove(int dx, int dy)
{

	if (player1.state == CS_DEAD || intermission)
		return;
	const float SENSF = 33.0f; // try match quake sens
	player1.yaw += (dx / SENSF) * (sensitivity / (float)sensitivityscale);
	player1.pitch -= (dy / SENSF) *
	    (sensitivity / (float)sensitivityscale) * (invmouse ? -1 : 1);
	fixplayer1range();
}

// damage arriving from the network, monsters, yourself, all ends up here.

void
selfdamage(int damage, int actor, DynamicEntity *act)
{

	if (player1.state != CS_ALIVE || editmode || intermission)
		return;
	damageblend(damage);
	demoblend(damage);
	// let armour absorb when possible
	int ad = damage * (player1.armourType + 1) * 20 / 100;
	if (ad > player1.armour)
		ad = player1.armour;
	player1.armour -= ad;
	damage -= ad;
	float droll = damage / 0.5f;
	player1.roll += player1.roll > 0
	    ? droll
	    : (player1.roll < 0
	              ? -droll
	              : (rnd(2) ? droll
	                        : -droll)); // give player a kick depending
	                                    // on amount of damage
	if ((player1.health -= damage) <= 0) {
		if (actor == -2) {
			conoutf(@"you got killed by %@!", act.name);
		} else if (actor == -1) {
			actor = getclientnum();
			conoutf(@"you suicided!");
			addmsg(1, 2, SV_FRAGS, --player1.frags);
		} else {
			DynamicEntity *a = getclient(actor);
			if (a != nil) {
				if (isteam(a.team, player1.team))
					conoutf(@"you got fragged by a "
					        @"teammate (%@)",
					    a.name);
				else
					conoutf(







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	d.state = CS_ALIVE;
}

// movement input code

#define dir(name, v, d, s, os)                                    \
	COMMAND(name, ARG_DOWN, ^(bool isDown) {                  \
		Player *player1 = Player.player1;                 \
		player1.s = isDown;                               \
		player1.v = isDown ? d : (player1.os ? -(d) : 0); \
		player1.lastMove = lastmillis;                    \
	})

dir(backward, move, -1, k_down, k_up);
dir(forward, move, 1, k_up, k_down);
dir(left, strafe, 1, k_left, k_right);
dir(right, strafe, -1, k_right, k_left);

COMMAND(attack, ARG_DOWN, ^(bool on) {
	if (intermission)
		return;
	if (editmode)
		editdrag(on);
	else if ((Player.player1.attacking = on))
		respawn();
})

COMMAND(jump, ARG_DOWN, ^(bool on) {
	if (!intermission && (Player.player1.jumpNext = on))
		respawn();
})

COMMAND(showscores, ARG_DOWN, ^(bool isDown) {
	showscores(isDown);
})

void
fixplayer1range()
{
	const float MAXPITCH = 90.0f;
	Player *player1 = Player.player1;
	if (player1.pitch > MAXPITCH)
		player1.pitch = MAXPITCH;
	if (player1.pitch < -MAXPITCH)
		player1.pitch = -MAXPITCH;
	while (player1.yaw < 0.0f)
		player1.yaw += 360.0f;
	while (player1.yaw >= 360.0f)
		player1.yaw -= 360.0f;
}

void
mousemove(int dx, int dy)
{
	Player *player1 = Player.player1;
	if (player1.state == CS_DEAD || intermission)
		return;
	const float SENSF = 33.0f; // try match quake sens
	player1.yaw += (dx / SENSF) * (sensitivity / (float)sensitivityscale);
	player1.pitch -= (dy / SENSF) *
	    (sensitivity / (float)sensitivityscale) * (invmouse ? -1 : 1);
	fixplayer1range();
}

// damage arriving from the network, monsters, yourself, all ends up here.

void
selfdamage(int damage, int actor, DynamicEntity *act)
{
	Player *player1 = Player.player1;
	if (player1.state != CS_ALIVE || editmode || intermission)
		return;
	damageblend(damage);
	demoblend(damage);
	// let armour absorb when possible
	int ad = damage * (player1.armourType + 1) * 20 / 100;
	if (ad > Player.player1.armour)
		ad = Player.player1.armour;
	player1.armour -= ad;
	damage -= ad;
	float droll = damage / 0.5f;
	player1.roll += player1.roll > 0
	    ? droll
	    : (player1.roll < 0
	              ? -droll
	              : (rnd(2) ? droll
	                        : -droll)); // give player a kick depending
	                                    // on amount of damage
	if ((player1.health -= damage) <= 0) {
		if (actor == -2) {
			conoutf(@"you got killed by %@!", act.name);
		} else if (actor == -1) {
			actor = getclientnum();
			conoutf(@"you suicided!");
			addmsg(1, 2, SV_FRAGS, --player1.frags);
		} else {
			Player *a = getclient(actor);
			if (a != nil) {
				if (isteam(a.team, player1.team))
					conoutf(@"you got fragged by a "
					        @"teammate (%@)",
					    a.name);
				else
					conoutf(
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}

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

DynamicEntity *
getclient(int cn) // ensure valid entity
{
	if (cn < 0 || cn >= MAXCLIENTS) {
		neterr(@"clientnum");
		return nil;
	}

	while (cn >= players.count)
		[players addObject:[OFNull null]];

	id player = players[cn];
	if (player == [OFNull null]) {
		player = [DynamicEntity entity];
		players[cn] = player;
	}

	return player;
}

void







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}

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

Player *
getclient(int cn) // ensure valid entity
{
	if (cn < 0 || cn >= MAXCLIENTS) {
		neterr(@"clientnum");
		return nil;
	}

	while (cn >= players.count)
		[players addObject:[OFNull null]];

	id player = players[cn];
	if (player == [OFNull null]) {
		player = [Player player];
		players[cn] = player;
	}

	return player;
}

void
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		gamemode = 0;
		conoutf(@"coop sp not supported yet");
	}
	sleepwait = 0;
	[Monster resetAll];
	projreset();
	spawncycle = -1;
	spawnplayer(player1);
	player1.frags = 0;
	for (id player in players)
		if (player != [OFNull null])
			[player setFrags:0];
	resetspawns();
	clientmap = name;
	if (editmode)
		toggleedit();







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		gamemode = 0;
		conoutf(@"coop sp not supported yet");
	}
	sleepwait = 0;
	[Monster resetAll];
	projreset();
	spawncycle = -1;
	spawnplayer(Player.player1);
	Player.player1.frags = 0;
	for (id player in players)
		if (player != [OFNull null])
			[player setFrags:0];
	resetspawns();
	clientmap = name;
	if (editmode)
		toggleedit();

Modified src/clients.m from [d14310e680] to [b2ad70bf79].

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

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"

static ENetHost *clienthost = NULL;
static int connecting = 0;
static int connattempts = 0;
static int disconnecting = 0;
// our client id in the game
int clientnum = -1;





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

#include "cube.h"

#import "Command.h"
#import "Player.h"

static ENetHost *clienthost = NULL;
static int connecting = 0;
static int connattempts = 0;
static int disconnecting = 0;
// our client id in the game
int clientnum = -1;
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newname(OFString *name)
{
	c2sinit = false;

	if (name.length > 16)
		name = [name substringToIndex:16];

	player1.name = name;
}

COMMAND(name, ARG_1STR, ^(OFString *name) {
	newname(name);
})

static void
newteam(OFString *name)
{
	c2sinit = false;

	if (name.length > 5)
		name = [name substringToIndex:5];

	player1.team = name;
}

COMMAND(team, ARG_1STR, ^(OFString *name) {
	newteam(name);
})

void
writeclientinfo(OFStream *stream)
{
	[stream writeFormat:@"name \"%@\"\nteam \"%@\"\n", player1.name,
	        player1.team];
}

void
connects(OFString *servername)
{
	disconnect(true, false); // reset state
	addserver(servername);







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newname(OFString *name)
{
	c2sinit = false;

	if (name.length > 16)
		name = [name substringToIndex:16];

	Player.player1.name = name;
}

COMMAND(name, ARG_1STR, ^(OFString *name) {
	newname(name);
})

static void
newteam(OFString *name)
{
	c2sinit = false;

	if (name.length > 5)
		name = [name substringToIndex:5];

	Player.player1.team = name;
}

COMMAND(team, ARG_1STR, ^(OFString *name) {
	newteam(name);
})

void
writeclientinfo(OFStream *stream)
{
	[stream writeFormat:@"name \"%@\"\nteam \"%@\"\n", Player.player1.name,
	        Player.player1.team];
}

void
connects(OFString *servername)
{
	disconnect(true, false); // reset state
	addserver(servername);
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		conoutf(@"disconnected");
	clienthost = NULL;
	connecting = 0;
	connattempts = 0;
	disconnecting = 0;
	clientnum = -1;
	c2sinit = false;
	player1.lifeSequence = 0;
	[players removeAllObjects];

	localdisconnect();

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







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		conoutf(@"disconnected");
	clienthost = NULL;
	connecting = 0;
	connattempts = 0;
	disconnecting = 0;
	clientnum = -1;
	c2sinit = false;
	Player.player1.lifeSequence = 0;
	[players removeAllObjects];

	localdisconnect();

	if (!onlyclean) {
		stop();
		localconnect();
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	disconnect(0, !disconnecting);
}

static OFString *ctext;
void
toserver(OFString *text)
{
	conoutf(@"%@:\f %@", player1.name, text);
	ctext = text;
}

COMMAND(echo, ARG_VARI, ^(OFString *text) {
	conoutf(@"%@", text);
})
COMMAND(say, ARG_VARI, ^(OFString *text) {







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	disconnect(0, !disconnecting);
}

static OFString *ctext;
void
toserver(OFString *text)
{
	conoutf(@"%@:\f %@", Player.player1.name, text);
	ctext = text;
}

COMMAND(echo, ARG_VARI, ^(OFString *text) {
	conoutf(@"%@", text);
})
COMMAND(say, ARG_VARI, ^(OFString *text) {
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		enet_host_flush(clienthost);
	} else
		localclienttoserver((ENetPacket *)packet);
}

// send update to the server
void
c2sinfo(DynamicEntity *d)
{
	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);
	unsigned char *start = packet->data;







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		enet_host_flush(clienthost);
	} else
		localclienttoserver((ENetPacket *)packet);
}

// send update to the server
void
c2sinfo(Player *d)
{
	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);
	unsigned char *start = packet->data;
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			ctext = @"";
		}
		// tell other clients who I am
		if (!c2sinit) {
			packet->flags = ENET_PACKET_FLAG_RELIABLE;
			c2sinit = true;
			putint(&p, SV_INITC2S);
			sendstring(player1.name, &p);
			sendstring(player1.team, &p);
			putint(&p, player1.lifeSequence);
		}
		for (OFData *msg in messages) {
			// send messages collected during the previous frames
			if (*(int *)[msg itemAtIndex:1])
				packet->flags = ENET_PACKET_FLAG_RELIABLE;
			for (int i = 0; i < *(int *)[msg itemAtIndex:0]; i++)
				putint(&p, *(int *)[msg itemAtIndex:i + 2]);







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			ctext = @"";
		}
		// tell other clients who I am
		if (!c2sinit) {
			packet->flags = ENET_PACKET_FLAG_RELIABLE;
			c2sinit = true;
			putint(&p, SV_INITC2S);
			sendstring(Player.player1.name, &p);
			sendstring(Player.player1.team, &p);
			putint(&p, Player.player1.lifeSequence);
		}
		for (OFData *msg in messages) {
			// send messages collected during the previous frames
			if (*(int *)[msg itemAtIndex:1])
				packet->flags = ENET_PACKET_FLAG_RELIABLE;
			for (int i = 0; i < *(int *)[msg itemAtIndex:0]; i++)
				putint(&p, *(int *)[msg itemAtIndex:i + 2]);

Modified src/clients2c.m from [be4039eb8e] to [ffe8228e75].

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// client processing of the incoming network stream

#include "cube.h"

#import "DynamicEntity.h"
#import "Entity.h"


extern int clientnum;
extern bool c2sinit, senditemstoserver;
extern OFString *toservermap;
extern OFString *clientpassword;

void






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// client processing of the incoming network stream

#include "cube.h"

#import "DynamicEntity.h"
#import "Entity.h"
#import "Player.h"

extern int clientnum;
extern bool c2sinit, senditemstoserver;
extern OFString *toservermap;
extern OFString *clientpassword;

void
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// update the position of other clients in the game in our world
// don't care if he's in the scenery or other players,
// just don't overlap with our client

void
updatepos(DynamicEntity *d)
{

	const float r = player1.radius + d.radius;
	const float dx = player1.origin.x - d.origin.x;
	const float dy = player1.origin.y - d.origin.y;
	const float dz = player1.origin.z - d.origin.z;
	const float rz = player1.aboveEye + d.eyeHeight;
	const float fx = (float)fabs(dx), fy = (float)fabs(dy),
	            fz = (float)fabs(dz);







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// update the position of other clients in the game in our world
// don't care if he's in the scenery or other players,
// just don't overlap with our client

void
updatepos(DynamicEntity *d)
{
	Player *player1 = Player.player1;
	const float r = player1.radius + d.radius;
	const float dx = player1.origin.x - d.origin.x;
	const float dy = player1.origin.y - d.origin.y;
	const float dz = player1.origin.z - d.origin.z;
	const float rz = player1.aboveEye + d.eyeHeight;
	const float fx = (float)fabs(dx), fy = (float)fabs(dy),
	            fz = (float)fabs(dz);
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			    getalias(nextmapalias); // look up map in the cycle
			changemap(map != nil ? map : getclientmap());
			break;
		}

		// another client either connected or changed name/team
		case SV_INITC2S: {

			sgetstr();
			if (d.name.length > 0) {
				// already connected
				if (![d.name isEqual:@(text)])
					conoutf(@"%@ is now known as %s",
					    d.name, text);
			} else {
				// new client

				// send new players my info again
				c2sinit = false;
				conoutf(@"connected: %s", text);
			}
			d.name = @(text);
			sgetstr();
			d.team = @(text);
			d.lifeSequence = getint(&p);
			break;
		}

		case SV_CDIS:
			cn = getint(&p);
			if ((d = getclient(cn)) == nil)
				break;







>

|

|

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|

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			    getalias(nextmapalias); // look up map in the cycle
			changemap(map != nil ? map : getclientmap());
			break;
		}

		// another client either connected or changed name/team
		case SV_INITC2S: {
			Player *d_ = (Player *)d;
			sgetstr();
			if (d_.name.length > 0) {
				// already connected
				if (![d_.name isEqual:@(text)])
					conoutf(@"%@ is now known as %s",
					    d_.name, text);
			} else {
				// new client

				// send new players my info again
				c2sinit = false;
				conoutf(@"connected: %s", text);
			}
			d_.name = @(text);
			sgetstr();
			d_.team = @(text);
			d_.lifeSequence = getint(&p);
			break;
		}

		case SV_CDIS:
			cn = getint(&p);
			if ((d = getclient(cn)) == nil)
				break;
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		}

		case SV_DAMAGE: {
			int target = getint(&p);
			int damage = getint(&p);
			int ls = getint(&p);
			if (target == clientnum) {
				if (ls == player1.lifeSequence)
					selfdamage(damage, cn, d);
			} else {
				OFVector3D loc = getclient(target).origin;
				playsound(S_PAIN1 + rnd(5), &loc);
			}
			break;
		}

		case SV_DIED: {

			int actor = getint(&p);
			if (actor == cn) {
				conoutf(@"%@ suicided", d.name);
			} else if (actor == clientnum) {
				int frags;
				if (isteam(player1.team, d.team)) {
					frags = -1;
					conoutf(@"you fragged a teammate (%@)",
					    d.name);
				} else {
					frags = 1;
					conoutf(@"you fragged %@", d.name);
				}
				addmsg(
				    1, 2, SV_FRAGS, (player1.frags += frags));
			} else {
				DynamicEntity *a = getclient(actor);
				if (a != nil) {
					if (isteam(a.team, d.name))
						conoutf(@"%@ fragged his "
						        @"teammate (%@)",
						    a.name, d.name);
					else
						conoutf(@"%@ fragged %@",
						    a.name, d.name);
				}
			}
			OFVector3D loc = d.origin;
			playsound(S_DIE1 + rnd(2), &loc);
			d.lifeSequence++;
			break;
		}

		case SV_FRAGS:
			[players[cn] setFrags:getint(&p)];
			break;








|









>


|


|


|


|

|
|

|










|

|







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		}

		case SV_DAMAGE: {
			int target = getint(&p);
			int damage = getint(&p);
			int ls = getint(&p);
			if (target == clientnum) {
				if (ls == Player.player1.lifeSequence)
					selfdamage(damage, cn, d);
			} else {
				OFVector3D loc = getclient(target).origin;
				playsound(S_PAIN1 + rnd(5), &loc);
			}
			break;
		}

		case SV_DIED: {
			Player *d_ = (Player *)d;
			int actor = getint(&p);
			if (actor == cn) {
				conoutf(@"%@ suicided", d_.name);
			} else if (actor == clientnum) {
				int frags;
				if (isteam(Player.player1.team, d_.team)) {
					frags = -1;
					conoutf(@"you fragged a teammate (%@)",
					    d_.name);
				} else {
					frags = 1;
					conoutf(@"you fragged %@", d_.name);
				}
				addmsg(1, 2, SV_FRAGS,
				    (Player.player1.frags += frags));
			} else {
				Player *a = getclient(actor);
				if (a != nil) {
					if (isteam(a.team, d.name))
						conoutf(@"%@ fragged his "
						        @"teammate (%@)",
						    a.name, d.name);
					else
						conoutf(@"%@ fragged %@",
						    a.name, d.name);
				}
			}
			OFVector3D loc = d_.origin;
			playsound(S_DIE1 + rnd(2), &loc);
			d_.lifeSequence++;
			break;
		}

		case SV_FRAGS:
			[players[cn] setFrags:getint(&p)];
			break;

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			OFVector3D v =
			    OFMakeVector3D(ents[i].x, ents[i].y, ents[i].z);
			playsound(S_ITEMSPAWN, &v);
			break;
		}
		// server acknowledges that I picked up this item
		case SV_ITEMACC:
			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:







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			OFVector3D v =
			    OFMakeVector3D(ents[i].x, ents[i].y, ents[i].z);
			playsound(S_ITEMSPAWN, &v);
			break;
		}
		// server acknowledges that I picked up this item
		case SV_ITEMACC:
			realpickup(getint(&p), Player.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:
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		case SV_PING:
			getint(&p);
			break;

		case SV_PONG:
			addmsg(0, 2, SV_CLIENTPING,
			    player1.ping =
			        (player1.ping * 5 + lastmillis - getint(&p)) /
			        6);
			break;

		case SV_CLIENTPING:
			[players[cn] setPing:getint(&p)];
			break;








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		case SV_PING:
			getint(&p);
			break;

		case SV_PONG:
			addmsg(0, 2, SV_CLIENTPING,
			    Player.player1.ping = (Player.player1.ping * 5 +
			                              lastmillis - getint(&p)) /
			        6);
			break;

		case SV_CLIENTPING:
			[players[cn] setPing:getint(&p)];
			break;

Modified src/cube.h from [9e15fb9815] to [40ed8384d1].

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

#import <ObjFW/ObjFW.h>

#include <SDL2/SDL.h>

#include "tools.h"

#define _MAXDEFSTR 260


@class Entity;
@class DynamicEntity;

@interface Cube: OFObject <OFApplicationDelegate>
@property (class, readonly, nonatomic) Cube *sharedInstance;
@property (readonly, nonatomic) SDL_Window *window;
@property (readonly, nonatomic) OFIRI *gameDataIRI, *userDataIRI;
@property (nonatomic) bool repeatsKeys;
@property (nonatomic) int framesInMap;










>

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

#import <ObjFW/ObjFW.h>

#include <SDL2/SDL.h>

#include "tools.h"

#define _MAXDEFSTR 260

@class DynamicEntity;
@class Entity;
@class Player;

@interface Cube: OFObject <OFApplicationDelegate>
@property (class, readonly, nonatomic) Cube *sharedInstance;
@property (readonly, nonatomic) SDL_Window *window;
@property (readonly, nonatomic) OFIRI *gameDataIRI, *userDataIRI;
@property (nonatomic) bool repeatsKeys;
@property (nonatomic) int framesInMap;
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extern "C" {
#endif
// map data, the mips are sequential 2D arrays in memory
extern struct sqr *world, *wmip[];
extern struct header hdr;      // current map header
extern int sfactor, ssize;     // ssize = 2^sfactor
extern int cubicsize, mipsize; // cubicsize = ssize^2
// special client ent that receives input and acts as camera
extern DynamicEntity *player1;
// all the other clients (in multiplayer)
extern OFMutableArray *players;
extern bool editmode;
extern OFMutableArray<Entity *> *ents; // map entities
extern OFVector3D worldpos; // current target of the crosshair in the world
extern int lastmillis;      // last time
extern int curtime;         // current frame time







<
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extern "C" {
#endif
// map data, the mips are sequential 2D arrays in memory
extern struct sqr *world, *wmip[];
extern struct header hdr;      // current map header
extern int sfactor, ssize;     // ssize = 2^sfactor
extern int cubicsize, mipsize; // cubicsize = ssize^2


// all the other clients (in multiplayer)
extern OFMutableArray *players;
extern bool editmode;
extern OFMutableArray<Entity *> *ents; // map entities
extern OFVector3D worldpos; // current target of the crosshair in the world
extern int lastmillis;      // last time
extern int curtime;         // current frame time

Modified src/editing.m from [696569b661] to [7c6be4eed6].

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

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Monster.h"
#import "OFString+Cube.h"


bool editmode = false;

// the current selection, used by almost all editing commands
// invariant: all code assumes that these are kept inside MINBORD distance of
// the edge of the map










>







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

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Monster.h"
#import "OFString+Cube.h"
#import "Player.h"

bool editmode = false;

// the current selection, used by almost all editing commands
// invariant: all code assumes that these are kept inside MINBORD distance of
// the edge of the map

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static struct sqr rtex;

VAR(editing, 0, 0, 1);

void
toggleedit()
{

	if (player1.state == CS_DEAD)
		return; // do not allow dead players to edit to avoid state
		        // confusion
	if (!editmode && !allowedittoggle())
		return; // not in most multiplayer modes
	if (!(editmode = !editmode)) {
		settagareas();     // reset triggers to allow quick playtesting







>







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static struct sqr rtex;

VAR(editing, 0, 0, 1);

void
toggleedit()
{
	Player *player1 = Player.player1;
	if (player1.state == CS_DEAD)
		return; // do not allow dead players to edit to avoid state
		        // confusion
	if (!editmode && !allowedittoggle())
		return; // not in most multiplayer modes
	if (!(editmode = !editmode)) {
		settagareas();     // reset triggers to allow quick playtesting
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	    ? (s->type == FHF ? s->floor - t->vdelta / 4.0f : (float)s->floor)
	    : (s->type == CHF ? s->ceil + t->vdelta / 4.0f : (float)s->ceil);
}

void
cursorupdate() // called every frame from hud
{

	flrceil = ((int)(player1.pitch >= 0)) * 2;

	volatile float x =
	    worldpos.x; // volatile needed to prevent msvc7 optimizer bug?
	volatile float y = worldpos.y;
	volatile float z = worldpos.z;








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	    ? (s->type == FHF ? s->floor - t->vdelta / 4.0f : (float)s->floor)
	    : (s->type == CHF ? s->ceil + t->vdelta / 4.0f : (float)s->ceil);
}

void
cursorupdate() // called every frame from hud
{
	Player *player1 = Player.player1;
	flrceil = ((int)(player1.pitch >= 0)) * 2;

	volatile float x =
	    worldpos.x; // volatile needed to prevent msvc7 optimizer bug?
	volatile float y = worldpos.y;
	volatile float z = worldpos.z;

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	loopselxy(s->tag = tag);
})

COMMAND(newent, ARG_5STR,
    ^(OFString *what, OFString *a1, OFString *a2, OFString *a3, OFString *a4) {
	    EDITSEL;

	    newentity(sel.x, sel.y, (int)player1.origin.z, what,
	        [a1 cube_intValueWithBase:0], [a2 cube_intValueWithBase:0],
	        [a3 cube_intValueWithBase:0], [a4 cube_intValueWithBase:0]);
    })







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	loopselxy(s->tag = tag);
})

COMMAND(newent, ARG_5STR,
    ^(OFString *what, OFString *a1, OFString *a2, OFString *a3, OFString *a4) {
	    EDITSEL;

	    newentity(sel.x, sel.y, (int)Player.player1.origin.z, what,
	        [a1 cube_intValueWithBase:0], [a2 cube_intValueWithBase:0],
	        [a3 cube_intValueWithBase:0], [a4 cube_intValueWithBase:0]);
    })

Modified src/entities.m from [fe7c9a5680] to [e376d54115].

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

#include "cube.h"

#import "DynamicEntity.h"
#import "Entity.h"
#import "MapModelInfo.h"


OFMutableArray<Entity *> *ents;

static OFString *entmdlnames[] = {
	@"shells",
	@"bullets",
	@"rockets",







>







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

#include "cube.h"

#import "DynamicEntity.h"
#import "Entity.h"
#import "MapModelInfo.h"
#import "Player.h"

OFMutableArray<Entity *> *ents;

static OFString *entmdlnames[] = {
	@"shells",
	@"bullets",
	@"rockets",
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	{ 150, 150, S_ITEMARMOUR },
	{ 20000, 30000, S_ITEMPUP },
};

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

// these two functions are called when the server acknowledges that you really
// picked up the item (in multiplayer someone may grab it before you).

static int
radditem(int i, int v)
{
	struct itemstat *is = &itemstats[ents[i].type - I_SHELLS];
	ents[i].spawned = false;
	v += is->add;
	if (v > is->max)
		v = is->max;
	playsoundc(is->sound);
	return v;
}

void
realpickup(int n, DynamicEntity *d)
{
	switch (ents[n].type) {
	case I_SHELLS:
		d.ammo[1] = radditem(n, d.ammo[1]);
		break;
	case I_BULLETS:
		d.ammo[2] = radditem(n, d.ammo[2]);







|


















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	{ 150, 150, S_ITEMARMOUR },
	{ 20000, 30000, S_ITEMPUP },
};

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

// these two functions are called when the server acknowledges that you really
// picked up the item (in multiplayer someone may grab it before you).

static int
radditem(int i, int v)
{
	struct itemstat *is = &itemstats[ents[i].type - I_SHELLS];
	ents[i].spawned = false;
	v += is->add;
	if (v > is->max)
		v = is->max;
	playsoundc(is->sound);
	return v;
}

void
realpickup(int n, Player *d)
{
	switch (ents[n].type) {
	case I_SHELLS:
		d.ammo[1] = radditem(n, d.ammo[1]);
		break;
	case I_BULLETS:
		d.ammo[2] = radditem(n, d.ammo[2]);
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	case JUMPPAD: {
		static int lastjumppad = 0;
		if (lastmillis - lastjumppad < 300)
			break;
		lastjumppad = lastmillis;
		OFVector3D v = OFMakeVector3D((int)(char)ents[n].attr3 / 10.0f,
		    (int)(char)ents[n].attr2 / 10.0f, ents[n].attr1 / 10.0f);

		player1.velocity = OFAddVectors3D(
		    OFMakeVector3D(player1.velocity.x, player1.velocity.y, 0),
		    v);
		playsoundc(S_JUMPPAD);
		break;
	}
	}
}

void
checkitems()
{


	if (editmode)
		return;

	[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
		if (e.type == NOTUSED)
			return;








>












>
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	case JUMPPAD: {
		static int lastjumppad = 0;
		if (lastmillis - lastjumppad < 300)
			break;
		lastjumppad = lastmillis;
		OFVector3D v = OFMakeVector3D((int)(char)ents[n].attr3 / 10.0f,
		    (int)(char)ents[n].attr2 / 10.0f, ents[n].attr1 / 10.0f);
		Player *player1 = Player.player1;
		player1.velocity = OFAddVectors3D(
		    OFMakeVector3D(player1.velocity.x, player1.velocity.y, 0),
		    v);
		playsoundc(S_JUMPPAD);
		break;
	}
	}
}

void
checkitems()
{
	Player *player1 = Player.player1;

	if (editmode)
		return;

	[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
		if (e.type == NOTUSED)
			return;

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			pickup(i, player1);
	}];
}

void
checkquad(int time)
{


	if (player1.quadMillis && (player1.quadMillis -= time) < 0) {
		player1.quadMillis = 0;
		playsoundc(S_PUPOUT);
		conoutf(@"quad damage is over");
	}
}








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			pickup(i, player1);
	}];
}

void
checkquad(int time)
{
	Player *player1 = Player.player1;

	if (player1.quadMillis && (player1.quadMillis -= time) < 0) {
		player1.quadMillis = 0;
		playsoundc(S_PUPOUT);
		conoutf(@"quad damage is over");
	}
}

Modified src/menus.m from [d14babe2b3] to [c38d6c5a56].

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

#include "cube.h"

#import "Menu.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "MenuItem.h"


static OFMutableArray<OFNumber *> *menuStack;
static OFMutableArray<Menu *> *menus;
static int vmenu = -1;

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

COMMAND(showmenu, ARG_1STR, ^(OFString *name) {
	int i = 0;
	for (Menu *menu in menus) {







<

>









|







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

#include "cube.h"

#import "Menu.h"

#import "Command.h"

#import "MenuItem.h"
#import "Player.h"

static OFMutableArray<OFNumber *> *menuStack;
static OFMutableArray<Menu *> *menus;
static int vmenu = -1;

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

COMMAND(showmenu, ARG_1STR, ^(OFString *name) {
	int i = 0;
	for (Menu *menu in menus) {

Modified src/meson.build from [7b26dc3ecb] to [427dbc46b4].

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    'KeyMapping.m',
    'MD2.m',
    'MapModelInfo.m',
    'Menu.m',
    'MenuItem.m',
    'Monster.m',
    'OFString+Cube.m',

    'Projectile.m',
    'ResolverResult.m',
    'ResolverThread.m',
    'ServerEntity.m',
    'ServerInfo.m',
    'Variable.m',
    'clients.m',







>







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    'KeyMapping.m',
    'MD2.m',
    'MapModelInfo.m',
    'Menu.m',
    'MenuItem.m',
    'Monster.m',
    'OFString+Cube.m',
    'Player.m',
    'Projectile.m',
    'ResolverResult.m',
    'ResolverThread.m',
    'ServerEntity.m',
    'ServerInfo.m',
    'Variable.m',
    'clients.m',

Modified src/physics.m from [5a011dd2ea] to [7410504650].

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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).

#include "cube.h"

#import "DynamicEntity.h"
#import "Entity.h"
#import "MapModelInfo.h"
#import "Monster.h"


// collide with player or monster
static bool
plcollide(
    DynamicEntity *d, DynamicEntity *o, float *headspace, float *hi, float *lo)
{
	if (o.state != CS_ALIVE)












>







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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).

#include "cube.h"

#import "DynamicEntity.h"
#import "Entity.h"
#import "MapModelInfo.h"
#import "Monster.h"
#import "Player.h"

// collide with player or monster
static bool
plcollide(
    DynamicEntity *d, DynamicEntity *o, float *headspace, float *hi, float *lo)
{
	if (o.state != CS_ALIVE)
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	for (id player in players) {
		if (player == [OFNull null] || player == d)
			continue;
		if (!plcollide(d, player, &headspace, &hi, &lo))
			return false;
	}

	if (d != player1)
		if (!plcollide(d, player1, &headspace, &hi, &lo))
			return false;

	// this loop can be a performance bottleneck with many monster on a slow
	// cpu, should replace with a blockmap but seems mostly fast enough
	for (Monster *monster in Monster.monsters)
		if (!vreject(d.origin, monster.origin, 7.0f) && d != monster &&
		    !plcollide(d, monster, &headspace, &hi, &lo))







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	for (id player in players) {
		if (player == [OFNull null] || player == d)
			continue;
		if (!plcollide(d, player, &headspace, &hi, &lo))
			return false;
	}

	if (d != Player.player1)
		if (!plcollide(d, Player.player1, &headspace, &hi, &lo))
			return false;

	// this loop can be a performance bottleneck with many monster on a slow
	// cpu, should replace with a blockmap but seems mostly fast enough
	for (Monster *monster in Monster.monsters)
		if (!vreject(d.origin, monster.origin, 7.0f) && d != monster &&
		    !plcollide(d, monster, &headspace, &hi, &lo))

Modified src/protos.h from [e6df6c1853] to [056cf22e2e].

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extern void disconnect(bool onlyclean, bool async);
extern void toserver(OFString *text);
extern void addmsg(int rel, int num, int type, ...);
extern bool multiplayer();
extern bool allowedittoggle();
extern void sendpackettoserv(void *packet);
extern void gets2c();
extern void c2sinfo(DynamicEntity *d);
extern void neterr(OFString *s);
extern void initclientnet();
extern bool netmapstart();
extern int getclientnum();
extern void changemapserv(OFString *name, int mode);
extern void writeclientinfo(OFStream *stream);

// clientgame
extern void initPlayers();
extern void mousemove(int dx, int dy);
extern void updateworld(int millis);
extern void startmap(OFString *name);
extern void changemap(OFString *name);
extern void initclient();
extern void spawnplayer(DynamicEntity *d);
extern void selfdamage(int damage, int actor, DynamicEntity *act);
extern OFString *getclientmap();
extern OFString *modestr(int n);
extern DynamicEntity *getclient(int cn);
extern void setclient(int cn, id client);
extern void timeupdate(int timeremain);
extern void fixplayer1range();

// clientextras
extern void renderclients();
extern void renderclient(







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extern void disconnect(bool onlyclean, bool async);
extern void toserver(OFString *text);
extern void addmsg(int rel, int num, int type, ...);
extern bool multiplayer();
extern bool allowedittoggle();
extern void sendpackettoserv(void *packet);
extern void gets2c();
extern void c2sinfo(Player *d);
extern void neterr(OFString *s);
extern void initclientnet();
extern bool netmapstart();
extern int getclientnum();
extern void changemapserv(OFString *name, int mode);
extern void writeclientinfo(OFStream *stream);

// clientgame
extern void initPlayers();
extern void mousemove(int dx, int dy);
extern void updateworld(int millis);
extern void startmap(OFString *name);
extern void changemap(OFString *name);
extern void initclient();
extern void spawnplayer(DynamicEntity *d);
extern void selfdamage(int damage, int actor, DynamicEntity *act);
extern OFString *getclientmap();
extern OFString *modestr(int n);
extern Player *getclient(int cn);
extern void setclient(int cn, id client);
extern void timeupdate(int timeremain);
extern void fixplayer1range();

// clientextras
extern void renderclients();
extern void renderclient(
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// entities
extern void initEntities();
extern void renderents();
extern void putitems(unsigned char **p);
extern void checkquad(int time);
extern void checkitems();
extern void realpickup(int n, DynamicEntity *d);
extern void renderentities();
extern void resetspawns();
extern void setspawn(size_t i, bool on);
extern void teleport(int n, DynamicEntity *d);
extern void baseammo(int gun);

// rndmap
extern void perlinarea(const struct block *b, int scale, int seed, int psize);

#ifdef __cplusplus
}
#endif







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// entities
extern void initEntities();
extern void renderents();
extern void putitems(unsigned char **p);
extern void checkquad(int time);
extern void checkitems();
extern void realpickup(int n, Player *d);
extern void renderentities();
extern void resetspawns();
extern void setspawn(size_t i, bool on);
extern void teleport(int n, DynamicEntity *d);
extern void baseammo(int gun);

// rndmap
extern void perlinarea(const struct block *b, int scale, int seed, int psize);

#ifdef __cplusplus
}
#endif

Modified src/renderextras.m from [ace19c9caa] to [429e6fcead].

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

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Entity.h"


void
line(int x1, int y1, float z1, int x2, int y2, float z2)
{
	glBegin(GL_POLYGON);
	glVertex3f((float)x1, z1, (float)y1);
	glVertex3f((float)x1, z1, y1 + 0.01f);





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

#include "cube.h"

#import "Command.h"

#import "Entity.h"
#import "Player.h"

void
line(int x1, int y1, float z1, int x2, int y2, float z2)
{
	glBegin(GL_POLYGON);
	glVertex3f((float)x1, z1, (float)y1);
	glVertex3f((float)x1, z1, y1 + 0.01f);
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VAR(hidestats, 0, 0, 1);
VARP(crosshairfx, 0, 1, 1);

void
gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
{


	readmatrices();
	if (editmode) {
		if (cursordepth == 1.0f)
			worldpos = player1.origin;
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		cursorupdate();
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);







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

void
gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
{
	Player *player1 = Player.player1;

	readmatrices();
	if (editmode) {
		if (cursordepth == 1.0f)
			worldpos = player1.origin;
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		cursorupdate();
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

Modified src/rendergl.m from [27faa2c25f] to [6b51df5263].

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// rendergl.cpp: core opengl rendering stuff

#define gamma math_gamma

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Monster.h"
#import "OFString+Cube.h"


#ifdef DARWIN
# define GL_COMBINE_EXT GL_COMBINE_ARB
# define GL_COMBINE_RGB_EXT GL_COMBINE_RGB_ARB
# define GL_SOURCE0_RBG_EXT GL_SOURCE0_RGB_ARB
# define GL_SOURCE1_RBG_EXT GL_SOURCE1_RGB_ARB
# define GL_RGB_SCALE_EXT GL_RGB_SCALE_ARB







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// rendergl.cpp: core opengl rendering stuff

#define gamma math_gamma

#include "cube.h"

#import "Command.h"

#import "Monster.h"
#import "OFString+Cube.h"
#import "Player.h"

#ifdef DARWIN
# define GL_COMBINE_EXT GL_COMBINE_ARB
# define GL_COMBINE_RGB_EXT GL_COMBINE_RGB_ARB
# define GL_SOURCE0_RBG_EXT GL_SOURCE0_RGB_ARB
# define GL_SOURCE1_RBG_EXT GL_SOURCE1_RGB_ARB
# define GL_RGB_SCALE_EXT GL_RGB_SCALE_ARB
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		conoutf(@"sdl: %s", SDL_GetError());
	}
})

void
transplayer()
{


	glLoadIdentity();

	glRotated(player1.roll, 0.0, 0.0, 1.0);
	glRotated(player1.pitch, -1.0, 0.0, 0.0);
	glRotated(player1.yaw, 0.0, 1.0, 0.0);

	glTranslated(-player1.origin.x,







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		conoutf(@"sdl: %s", SDL_GetError());
	}
})

void
transplayer()
{
	Player *player1 = Player.player1;

	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.origin.x,
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OFString *hudgunnames[] = { @"hudguns/fist", @"hudguns/shotg",
	@"hudguns/chaing", @"hudguns/rocket", @"hudguns/rifle" };

void
drawhudmodel(int start, int end, float speed, int base)
{


	rendermodel(hudgunnames[player1.gunSelect], start, end, 0, 1.0f,
	    OFMakeVector3D(
	        player1.origin.x, player1.origin.z, player1.origin.y),
	    player1.yaw + 90, player1.pitch, false, 1.0f, speed, 0, base);
}

void
drawhudgun(float fovy, float aspect, int farplane)
{


	if (!hudgun /*|| !player1.gunSelect*/)
		return;

	glEnable(GL_CULL_FACE);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();







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

void
drawhudmodel(int start, int end, float speed, int base)
{
	Player *player1 = Player.player1;

	rendermodel(hudgunnames[player1.gunSelect], start, end, 0, 1.0f,
	    OFMakeVector3D(
	        player1.origin.x, player1.origin.z, player1.origin.y),
	    player1.yaw + 90, player1.pitch, false, 1.0f, speed, 0, base);
}

void
drawhudgun(float fovy, float aspect, int farplane)
{
	Player *player1 = Player.player1;

	if (!hudgun /*|| !player1.gunSelect*/)
		return;

	glEnable(GL_CULL_FACE);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
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	glDisable(GL_CULL_FACE);
}

void
gl_drawframe(int w, int h, float curfps)
{

	float hf = hdr.waterlevel - 0.3f;
	float fovy = (float)fov * h / w;
	float aspect = w / (float)h;
	bool underwater = (player1.origin.z < hf);

	glFogi(GL_FOG_START, (fog + 64) / 8);
	glFogi(GL_FOG_END, fog);







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	glDisable(GL_CULL_FACE);
}

void
gl_drawframe(int w, int h, float curfps)
{
	Player *player1 = Player.player1;
	float hf = hdr.waterlevel - 0.3f;
	float fovy = (float)fov * h / w;
	float aspect = w / (float)h;
	bool underwater = (player1.origin.z < hf);

	glFogi(GL_FOG_START, (fog + 64) / 8);
	glFogi(GL_FOG_END, fog);

Modified src/rendermd2.m from [7b42d00ad3] to [c6c4c06ab4].

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

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "MD2.h"
#import "MapModelInfo.h"
#import "OFString+Cube.h"


static OFMutableDictionary<OFString *, MD2 *> *mdllookup = nil;
static OFMutableArray<MD2 *> *mapmodels = nil;

static const int FIRSTMDL = 20;

void





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

#include "cube.h"

#import "Command.h"

#import "MD2.h"
#import "MapModelInfo.h"
#import "OFString+Cube.h"
#import "Player.h"

static OFMutableDictionary<OFString *, MD2 *> *mdllookup = nil;
static OFMutableArray<MD2 *> *mapmodels = nil;

static const int FIRSTMDL = 20;

void
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void
rendermodel(OFString *mdl, int frame, int range, int tex, float rad,
    OFVector3D position, float yaw, float pitch, bool teammate, float scale,
    float speed, int snap, int basetime)
{
	MD2 *m = loadmodel(mdl);

	if (isoccluded(player1.origin.x, player1.origin.y, position.x - rad,
	        position.z - rad, rad * 2))
		return;

	delayedload(m);

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







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void
rendermodel(OFString *mdl, int frame, int range, int tex, float rad,
    OFVector3D position, float yaw, float pitch, bool teammate, float scale,
    float speed, int snap, int basetime)
{
	MD2 *m = loadmodel(mdl);

	if (isoccluded(Player.player1.origin.x, Player.player1.origin.y,
	        position.x - rad, position.z - rad, rad * 2))
		return;

	delayedload(m);

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

Modified src/renderparticles.m from [c7ff826e5c] to [7fffcaae48].

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// renderparticles.cpp

#include "cube.h"

#import "DynamicEntity.h"

#define MAXPARTICLES 10500
const int NUMPARTCUTOFF = 20;
struct particle {
	OFVector3D o, d;
	int fade, type;
	int millis;




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// renderparticles.cpp

#include "cube.h"

#import "Player.h"

#define MAXPARTICLES 10500
const int NUMPARTCUTOFF = 20;
struct particle {
	OFVector3D o, d;
	int fade, type;
	int millis;
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	up = u;
}

void
render_particles(int time)
{
	if (demoplayback && demotracking)
		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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	up = u;
}

void
render_particles(int time)
{
	if (demoplayback && demotracking)
		newparticle(Player.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 {

Modified src/savegamedemo.m from [b93241b086] to [822ad5d4d5].

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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)

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Entity.h"
#import "Monster.h"


#ifdef OF_BIG_ENDIAN
static const int islittleendian = 0;
#else
static const int islittleendian = 1;
#endif

static gzFile f = NULL;
bool demorecording = false;
bool demoplayback = false;
bool demoloading = false;
static OFMutableArray<DynamicEntity *> *playerhistory;
int democlientnum = 0;

extern void startdemo();

static void
gzput(int i)
{






<


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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)

#include "cube.h"

#import "Command.h"

#import "Entity.h"
#import "Monster.h"
#import "Player.h"

#ifdef OF_BIG_ENDIAN
static const int islittleendian = 0;
#else
static const int islittleendian = 1;
#endif

static gzFile f = NULL;
bool demorecording = false;
bool demoplayback = false;
bool demoloading = false;
static OFMutableArray<Player *> *playerhistory;
int democlientnum = 0;

extern void startdemo();

static void
gzput(int i)
{
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	if (!f) {
		conoutf(@"could not write %@", IRI.string);
		return;
	}
	gzwrite(f, (void *)"CUBESAVE", 8);
	gzputc(f, islittleendian);
	gzputi(SAVEGAMEVERSION);
	OFData *data = [player1 dataBySerializing];
	gzputi(data.count);
	char map[_MAXDEFSTR] = { 0 };
	memcpy(map, getclientmap().UTF8String,
	    min(getclientmap().UTF8StringLength, _MAXDEFSTR - 1));
	gzwrite(f, map, _MAXDEFSTR);
	gzputi(gamemode);
	gzputi(ents.count);







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	if (!f) {
		conoutf(@"could not write %@", IRI.string);
		return;
	}
	gzwrite(f, (void *)"CUBESAVE", 8);
	gzputc(f, islittleendian);
	gzputi(SAVEGAMEVERSION);
	OFData *data = [Player.player1 dataBySerializing];
	gzputi(data.count);
	char map[_MAXDEFSTR] = { 0 };
	memcpy(map, getclientmap().UTF8String,
	    min(getclientmap().UTF8StringLength, _MAXDEFSTR - 1));
	gzwrite(f, map, _MAXDEFSTR);
	gzputi(gamemode);
	gzputi(ents.count);
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	restoreserverstate(ents);

	OFMutableData *data =
	    [OFMutableData dataWithCapacity:DynamicEntity.serializedSize];
	[data increaseCountBy:DynamicEntity.serializedSize];
	gzread(f, data.mutableItems, data.count);
	[player1 setFromSerializedData:data];
	player1.lastAction = lastmillis;

	int nmonsters = gzgeti();
	OFArray<Monster *> *monsters = Monster.monsters;
	if (nmonsters != monsters.count)
		return loadgameout();

	for (Monster *monster in monsters) {
		gzread(f, data.mutableItems, data.count);
		[monster setFromSerializedData:data];
		// lazy, could save id of enemy instead
		monster.enemy = player1;
		// also lazy, but no real noticable effect on game
		monster.lastAction = monster.trigger = lastmillis + 500;
		if (monster.state == CS_DEAD)
			monster.lastAction = 0;
	}
	[Monster restoreAll];

	int nplayers = gzgeti();
	for (int i = 0; i < nplayers; i++) {
		if (!gzget()) {
			DynamicEntity *d = getclient(i);
			assert(d);
			gzread(f, data.mutableItems, data.count);
			[d setFromSerializedData:data];
		}
	}

	conoutf(@"savegame restored");







|
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|










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	restoreserverstate(ents);

	OFMutableData *data =
	    [OFMutableData dataWithCapacity:DynamicEntity.serializedSize];
	[data increaseCountBy:DynamicEntity.serializedSize];
	gzread(f, data.mutableItems, data.count);
	[Player.player1 setFromSerializedData:data];
	Player.player1.lastAction = lastmillis;

	int nmonsters = gzgeti();
	OFArray<Monster *> *monsters = Monster.monsters;
	if (nmonsters != monsters.count)
		return loadgameout();

	for (Monster *monster in monsters) {
		gzread(f, data.mutableItems, data.count);
		[monster setFromSerializedData:data];
		// lazy, could save id of enemy instead
		monster.enemy = Player.player1;
		// also lazy, but no real noticable effect on game
		monster.lastAction = monster.trigger = lastmillis + 500;
		if (monster.state == CS_DEAD)
			monster.lastAction = 0;
	}
	[Monster restoreAll];

	int nplayers = gzgeti();
	for (int i = 0; i < nplayers; i++) {
		if (!gzget()) {
			Player *d = getclient(i);
			assert(d);
			gzread(f, data.mutableItems, data.count);
			[d setFromSerializedData:data];
		}
	}

	conoutf(@"savegame restored");
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{
	bdamage = damage;
}

void
incomingdemodata(unsigned char *buf, int len, bool extras)
{


	if (!demorecording)
		return;

	gzputi(lastmillis - starttime);
	gzputi(len);
	gzwrite(f, buf, len);
	gzput(extras);
	if (extras) {
		gzput(player1.gunSelect);
		gzput(player1.lastAttackGun);







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{
	bdamage = damage;
}

void
incomingdemodata(unsigned char *buf, int len, bool extras)
{
	Player *player1 = Player.player1;

	if (!demorecording)
		return;

	gzputi(lastmillis - starttime);
	gzputi(len);
	gzwrite(f, buf, len);
	gzput(extras);
	if (extras) {
		gzput(player1.gunSelect);
		gzput(player1.lastAttackGun);
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void
startdemo()
{
	democlientnum = gzgeti();
	demoplayback = true;
	starttime = lastmillis;
	conoutf(@"now playing demo");
	setclient(democlientnum, [player1 copy]);
	readdemotime();
}

VAR(demodelaymsec, 0, 120, 500);

// spline interpolation
#define catmulrom(z, a, b, c, s, dest)                                  \







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void
startdemo()
{
	democlientnum = gzgeti();
	demoplayback = true;
	starttime = lastmillis;
	conoutf(@"now playing demo");
	setclient(democlientnum, [Player.player1 copy]);
	readdemotime();
}

VAR(demodelaymsec, 0, 120, 500);

// spline interpolation
#define catmulrom(z, a, b, c, s, dest)                                  \
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			stopreset();
			return;
		}
		unsigned char buf[MAXTRANS];
		gzread(f, buf, len);
		localservertoclient(buf, len); // update game state

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

		int extras;
		// read additional client side state not present in normal
		// network stream
		if ((extras = gzget())) {
			target.gunSelect = gzget();







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			stopreset();
			return;
		}
		unsigned char buf[MAXTRANS];
		gzread(f, buf, len);
		localservertoclient(buf, len); // update game state

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

		int extras;
		// read additional client side state not present in normal
		// network stream
		if ((extras = gzget())) {
			target.gunSelect = gzget();
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			// FIXME: set more client state here
		}

		// insert latest copy of player into history
		if (extras &&
		    (playerhistory.count == 0 ||
		        playerhistory.lastObject.lastUpdate != playbacktime)) {
			DynamicEntity *d = [target copy];
			d.lastUpdate = playbacktime;

			if (playerhistory == nil)
				playerhistory = [[OFMutableArray alloc] init];

			[playerhistory addObject:d];








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			// FIXME: set more client state here
		}

		// insert latest copy of player into history
		if (extras &&
		    (playerhistory.count == 0 ||
		        playerhistory.lastObject.lastUpdate != playbacktime)) {
			Player *d = [target copy];
			d.lastUpdate = playbacktime;

			if (playerhistory == nil)
				playerhistory = [[OFMutableArray alloc] init];

			[playerhistory addObject:d];

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		return;

	int itime = lastmillis - demodelaymsec;
	// find 2 positions in history that surround interpolation time point
	size_t count = playerhistory.count;
	for (ssize_t i = count - 1; i >= 0; i--) {
		if (playerhistory[i].lastUpdate < itime) {
			DynamicEntity *a = playerhistory[i];
			DynamicEntity *b = a;

			if (i + 1 < playerhistory.count)
				b = playerhistory[i + 1];

			player1 = b;
			// interpolate pos & angles
			if (a != b) {
				DynamicEntity *c = b;
				if (i + 2 < playerhistory.count)
					c = playerhistory[i + 2];
				DynamicEntity *z = a;
				if (i - 1 >= 0)
					z = playerhistory[i - 1];
				// if(a==z || b==c)
				//	printf("* %d\n", lastmillis);
				float bf = (itime - a.lastUpdate) /
				    (float)(b.lastUpdate - a.lastUpdate);
				fixwrap(a, player1);
				fixwrap(c, player1);
				fixwrap(z, player1);
				float dist =
				    OFDistanceOfVectors3D(c.origin, z.origin);
				// if teleport or spawn, don't interpolate
				if (dist < 16) {
					catmulrom(z.origin, a.origin, b.origin,
					    c.origin, bf, player1.origin);
					OFVector3D vz = OFMakeVector3D(
					    z.yaw, z.pitch, z.roll);
					OFVector3D va = OFMakeVector3D(
					    a.yaw, a.pitch, a.roll);
					OFVector3D vb = OFMakeVector3D(
					    b.yaw, b.pitch, b.roll);
					OFVector3D vc = OFMakeVector3D(
					    c.yaw, c.pitch, c.roll);
					OFVector3D vp1 =
					    OFMakeVector3D(player1.yaw,
					        player1.pitch, player1.roll);
					catmulrom(vz, va, vb, vc, bf, vp1);
					z.yaw = vz.x;
					z.pitch = vz.y;
					z.roll = vz.z;
					a.yaw = va.x;
					a.pitch = va.y;
					a.roll = va.z;
					b.yaw = vb.x;
					b.pitch = vb.y;
					b.roll = vb.z;
					c.yaw = vc.x;
					c.pitch = vc.y;
					c.roll = vc.z;
					player1.yaw = vp1.x;
					player1.pitch = vp1.y;
					player1.roll = vp1.z;
				}
				fixplayer1range();
			}
			break;
		}
	}
	// if(player1->state!=CS_DEAD) showscores(false);







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		return;

	int itime = lastmillis - demodelaymsec;
	// find 2 positions in history that surround interpolation time point
	size_t count = playerhistory.count;
	for (ssize_t i = count - 1; i >= 0; i--) {
		if (playerhistory[i].lastUpdate < itime) {
			Player *a = playerhistory[i];
			Player *b = a;

			if (i + 1 < playerhistory.count)
				b = playerhistory[i + 1];

			Player.player1 = b;
			// interpolate pos & angles
			if (a != b) {
				DynamicEntity *c = b;
				if (i + 2 < playerhistory.count)
					c = playerhistory[i + 2];
				DynamicEntity *z = a;
				if (i - 1 >= 0)
					z = playerhistory[i - 1];
				// if(a==z || b==c)
				//	printf("* %d\n", lastmillis);
				float bf = (itime - a.lastUpdate) /
				    (float)(b.lastUpdate - a.lastUpdate);
				fixwrap(a, b);
				fixwrap(c, b);
				fixwrap(z, b);
				float dist =
				    OFDistanceOfVectors3D(c.origin, z.origin);
				// if teleport or spawn, don't interpolate
				if (dist < 16) {
					catmulrom(z.origin, a.origin, b.origin,
					    c.origin, bf, b.origin);
					OFVector3D vz = OFMakeVector3D(
					    z.yaw, z.pitch, z.roll);
					OFVector3D va = OFMakeVector3D(
					    a.yaw, a.pitch, a.roll);
					OFVector3D vb = OFMakeVector3D(
					    b.yaw, b.pitch, b.roll);
					OFVector3D vc = OFMakeVector3D(
					    c.yaw, c.pitch, c.roll);
					OFVector3D vp1 = OFMakeVector3D(

					    b.yaw, b.pitch, b.roll);
					catmulrom(vz, va, vb, vc, bf, vp1);
					z.yaw = vz.x;
					z.pitch = vz.y;
					z.roll = vz.z;
					a.yaw = va.x;
					a.pitch = va.y;
					a.roll = va.z;
					b.yaw = vb.x;
					b.pitch = vb.y;
					b.roll = vb.z;
					c.yaw = vc.x;
					c.pitch = vc.y;
					c.roll = vc.z;
					b.yaw = vp1.x;
					b.pitch = vp1.y;
					b.roll = vp1.z;
				}
				fixplayer1range();
			}
			break;
		}
	}
	// if(player1->state!=CS_DEAD) showscores(false);

Modified src/sound.m from [93eb0a5b3c] to [432ff899cb].

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#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"

#include <SDL_mixer.h>

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




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#include "cube.h"

#import "Command.h"
#import "Player.h"

#include <SDL_mixer.h>

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

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static void
updatechanvol(int chan, const OFVector3D *loc)
{
	int vol = soundvol, pan = 255 / 2;

	if (loc) {
		OFVector3D origin = player1.origin;
		float dist = OFDistanceOfVectors3D(origin, *loc);
		OFVector3D v = OFSubtractVectors3D(origin, *loc);

		// simple mono distance attenuation
		vol -= (int)(dist * 3 * soundvol / 255);

		if (stereo && (v.x != 0 || v.y != 0)) {
			// relative angle of sound along X-Y axis
			float yaw =
			    -atan2(v.x, v.y) - player1.yaw * (PI / 180.0f);
			// range is from 0 (left) to 255 (right)
			pan = (int)(255.9f * (0.5 * sin(yaw) + 0.5f));
		}
	}

	vol = (vol * MAXVOL) / 255;
	Mix_Volume(chan, vol);







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static void
updatechanvol(int chan, const OFVector3D *loc)
{
	int vol = soundvol, pan = 255 / 2;

	if (loc) {
		OFVector3D origin = Player.player1.origin;
		float dist = OFDistanceOfVectors3D(origin, *loc);
		OFVector3D v = OFSubtractVectors3D(origin, *loc);

		// simple mono distance attenuation
		vol -= (int)(dist * 3 * soundvol / 255);

		if (stereo && (v.x != 0 || v.y != 0)) {
			// relative angle of sound along X-Y axis
			float yaw = -atan2(v.x, v.y) -
			    Player.player1.yaw * (PI / 180.0f);
			// range is from 0 (left) to 255 (right)
			pan = (int)(255.9f * (0.5 * sin(yaw) + 0.5f));
		}
	}

	vol = (vol * MAXVOL) / 255;
	Mix_Volume(chan, vol);

Modified src/weapon.m from [d5d4aa755b] to [48ff54c543].

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// weapon.cpp: all shooting and effects code

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Monster.h"
#import "OFString+Cube.h"

#import "Projectile.h"

static const int MONSTERDAMAGEFACTOR = 4;
#define SGRAYS 20
static const float SGSPREAD = 2;
static OFVector3D sg[SGRAYS];









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// weapon.cpp: all shooting and effects code

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Monster.h"
#import "OFString+Cube.h"
#import "Player.h"
#import "Projectile.h"

static const int MONSTERDAMAGEFACTOR = 4;
#define SGRAYS 20
static const float SGSPREAD = 2;
static OFVector3D sg[SGRAYS];

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void
selectgun(int a, int b, int c)
{
	if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS ||
	    c >= NUMGUNS)
		return;


	int s = player1.gunSelect;
	if (a >= 0 && s != a && player1.ammo[a])
		s = a;
	else if (b >= 0 && s != b && player1.ammo[b])
		s = b;
	else if (c >= 0 && s != c && player1.ammo[c])
		s = c;







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void
selectgun(int a, int b, int c)
{
	if (a < -1 || b < -1 || c < -1 || a >= NUMGUNS || b >= NUMGUNS ||
	    c >= NUMGUNS)
		return;

	Player *player1 = Player.player1;
	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;
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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))
			return [player name];
	}

	return nil;
}








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OFString *
playerincrosshair()
{
	if (demoplayback)
		return NULL;

	OFVector3D o = Player.player1.origin;
	for (Player *player in players) {
		if (![Player isKindOfClass:Player.class])
			continue;


		if (intersect(player, o, worldpos))
			return [player name];
	}

	return nil;
}

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	}
}

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);
}

const float RL_RADIUS = 5;







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	}
}

static void
hit(int target, int damage, __kindof DynamicEntity *d, DynamicEntity *at)
{
	OFVector3D o = d.origin;
	if (d == Player.player1)
		selfdamage(damage, (at == Player.player1) ? -1 : -2, at);
	else if ([d isKindOfClass:Monster.class])
		[d incurDamage:damage fromEntity:at];
	else if ([d isKindOfClass:Player.class]) {
		addmsg(1, 4, SV_DAMAGE, target, damage,
		    ((Player *)d).lifeSequence);
		playsound(S_PAIN1 + rnd(5), &o);
	}
	particle_splash(3, damage, 1000, o);
	demodamage(damage, o);
}

const float RL_RADIUS = 5;
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		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);

		[players enumerateObjectsUsingBlock:^(
		    id player, size_t i, bool *stop) {
			if (i == notthisplayer)
				return;

			if (player == [OFNull null])







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		playsound(S_RLHIT, &v);
		newsphere(v, RL_RADIUS, 0);
		dodynlight(vold, v, 0, 0, p.owner);

		if (!p.local)
			return;

		radialeffect(Player.player1, v, -1, qdam, p.owner);

		[players enumerateObjectsUsingBlock:^(
		    id player, size_t i, bool *stop) {
			if (i == notthisplayer)
				return;

			if (player == [OFNull null])
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		v = OFMultiplyVector3D(v, time / dtime);
		v = OFAddVectors3D(v, po);
		if (p.local) {
			for (id player in players)
				if (player != [OFNull null])
					projdamage(player, p, v, i, -1, qdam);

			if (p.owner != player1)
				projdamage(player1, p, v, -1, -1, qdam);

			for (Monster *monster in Monster.monsters)
				if (!vreject(monster.origin, v, 10.0f) &&
				    monster != p.owner)
					projdamage(monster, p, v, -1, i, qdam);
		}
		if (p.inuse) {







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		v = OFMultiplyVector3D(v, time / dtime);
		v = OFAddVectors3D(v, po);
		if (p.local) {
			for (id player in players)
				if (player != [OFNull null])
					projdamage(player, p, v, i, -1, qdam);

			if (p.owner != Player.player1)
				projdamage(Player.player1, p, v, -1, -1, qdam);

			for (Monster *monster in Monster.monsters)
				if (!vreject(monster.origin, v, 10.0f) &&
				    monster != p.owner)
					projdamage(monster, p, v, -1, i, qdam);
		}
		if (p.inuse) {
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}

// create visual effect from a shot
void
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++)







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}

// create visual effect from a shot
void
shootv(int gun, OFVector3D from, OFVector3D to, DynamicEntity *d, bool local)
{
	OFVector3D loc = d.origin;
	playsound(guns[gun].sound, (d == Player.player1) ? NULL : &loc);
	int pspeed = 25;
	switch (gun) {
	case GUN_FIST:
		break;

	case GUN_SG: {
		for (int i = 0; i < SGRAYS; i++)
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	}];

	for (Monster *monster in Monster.monsters)
		if (monster != d)
			raydamage(monster, from, to, d, -2);

	if ([d isKindOfClass:Monster.class])
		raydamage(player1, from, to, d, -1);
}







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	}];

	for (Monster *monster in Monster.monsters)
		if (monster != d)
			raydamage(monster, from, to, d, -2);

	if ([d isKindOfClass:Monster.class])
		raydamage(Player.player1, from, to, d, -1);
}

Modified src/world.m from [c2453dcf9a] to [1c22ea0614].

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// world.cpp: core map management stuff

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"
#import "Entity.h"
#import "Monster.h"


extern OFString *entnames[]; // lookup from map entities above to strings

struct sqr *world = NULL;
int sfactor, ssize, cubicsize, mipsize;

struct header hdr;





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// world.cpp: core map management stuff

#include "cube.h"

#import "Command.h"

#import "Entity.h"
#import "Monster.h"
#import "Player.h"

extern OFString *entnames[]; // lookup from map entities above to strings

struct sqr *world = NULL;
int sfactor, ssize, cubicsize, mipsize;

struct header hdr;
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	__block int best;
	__block float bdist = 99999;
	[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
		if (e.type == NOTUSED)
			return;

		OFVector3D v = OFMakeVector3D(e.x, e.y, e.z);
		float dist = OFDistanceOfVectors3D(v, player1.origin);
		if (dist < bdist) {
			best = i;
			bdist = dist;
		}
	}];

	return (bdist == 99999 ? -1 : best);







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	__block int best;
	__block float bdist = 99999;
	[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
		if (e.type == NOTUSED)
			return;

		OFVector3D v = OFMakeVector3D(e.x, e.y, e.z);
		float dist = OFDistanceOfVectors3D(v, Player.player1.origin);
		if (dist < bdist) {
			best = i;
			bdist = dist;
		}
	}];

	return (bdist == 99999 ? -1 : best);
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	case MAPMODEL:
		e.attr4 = e.attr3;
		e.attr3 = e.attr2;
	case MONSTER:
	case TELEDEST:
		e.attr2 = (unsigned char)e.attr1;
	case PLAYERSTART:
		e.attr1 = (int)player1.yaw;
		break;
	}
	addmsg(1, 10, SV_EDITENT, ents.count, type, e.x, e.y, e.z, e.attr1,
	    e.attr2, e.attr3, e.attr4);

	[ents addObject:e];








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	case MAPMODEL:
		e.attr4 = e.attr3;
		e.attr3 = e.attr2;
	case MONSTER:
	case TELEDEST:
		e.attr2 = (unsigned char)e.attr1;
	case PLAYERSTART:
		e.attr1 = (int)Player.player1.yaw;
		break;
	}
	addmsg(1, 10, SV_EDITENT, ents.count, type, e.x, e.y, e.z, e.attr1,
	    e.attr2, e.attr3, e.attr4);

	[ents addObject:e];

Modified src/worldocull.m from [80938b4118] to [201c3dd9c9].

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// worldocull.cpp: occlusion map and occlusion test

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.h"

#define NUMRAYS 512

float rdist[NUMRAYS];
bool ocull = true;
float odist = 256;

COMMAND(toggleocull, ARG_NONE, ^{
	ocull = !ocull;
})

// constructs occlusion map: cast rays in all directions on the 2d plane and
// record distance. done exactly once per frame.

void
computeraytable(float vx, float vy)
{


	if (!ocull)
		return;

	odist = getvar(@"fog") * 1.5f;

	float apitch = (float)fabs(player1.pitch);
	float af = getvar(@"fov") / 2 + apitch / 1.5f + 3;





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// worldocull.cpp: occlusion map and occlusion test

#include "cube.h"

#import "Command.h"
#import "Player.h"

#define NUMRAYS 512

float rdist[NUMRAYS];
bool ocull = true;
float odist = 256;

COMMAND(toggleocull, ARG_NONE, ^{
	ocull = !ocull;
})

// constructs occlusion map: cast rays in all directions on the 2d plane and
// record distance. done exactly once per frame.

void
computeraytable(float vx, float vy)
{
	Player *player1 = Player.player1;

	if (!ocull)
		return;

	odist = getvar(@"fog") * 1.5f;

	float apitch = (float)fabs(player1.pitch);
	float af = getvar(@"fov") / 2 + apitch / 1.5f + 3;

Modified src/worldrender.m from [ae30288fea] to [60ed27f341].

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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

#include "cube.h"

#import "DynamicEntity.h"

void
render_wall(struct sqr *o, struct sqr *s, int x1, int y1, int x2, int y2,
    int mip, struct sqr *d1, struct sqr *d2, bool topleft)
{
	if (SOLID(o) || o->type == SEMISOLID) {
		float c1 = s->floor;






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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

#include "cube.h"

#import "Player.h"

void
render_wall(struct sqr *o, struct sqr *s, int x1, int y1, int x2, int y2,
    int mip, struct sqr *d1, struct sqr *d2, bool topleft)
{
	if (SOLID(o) || o->type == SEMISOLID) {
		float c1 = s->floor;
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	    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++) {
		// first collect occlusion information for this block
		for (int oy = y; oy < ys; oy++) {
			SWS(w, ox, oy, sz)->occluded =
			    isoccluded(player1.origin.x, player1.origin.y,
			        (float)(ox << mip), (float)(oy << mip), fsize);
		}







>







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	    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);
	Player *player1 = Player.player1;
	for (int ox = x; ox < xs; ox++) {
		// first collect occlusion information for this block
		for (int oy = y; oy < ys; oy++) {
			SWS(w, ox, oy, sz)->occluded =
			    isoccluded(player1.origin.x, player1.origin.y,
			        (float)(ox << mip), (float)(oy << mip), fsize);
		}