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].

1
2
3
4
5
6

7
8
9
10
11
12
13
1
2
3
4
5

6
7
8
9
10
11
12
13





-
+







// main.cpp: initialisation & main loop

#include "cube.h"

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

OF_APPLICATION_DELEGATE(Cube)

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

@implementation Cube
211
212
213
214
215
216
217


218
219
220
221
222
223
224
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226







+
+







	}

	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].

17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36

37
38
39
40
41
42
43
17
18
19
20
21
22
23


24
25

26
27
28
29
30
31
32

33
34
35
36
37
38
39
40







-
-


-







-
+







// 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;
@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].

1
2
3
4
5

6
7
8
9
10
11
12
1
2
3
4
5
6
7
8
9
10
11
12
13





+







#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;
54
55
56
57
58
59
60
61

62
63
64
65
66
67
68
55
56
57
58
59
60
61

62
63
64
65
66
67
68
69







-
+








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

	[self resetToSpawnState];

	return self;
}

94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
95
96
97
98
99
100
101

102

103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119

120
121
122
123
124
125
126







-

-

















-







	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
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167













168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
144
145
146
147
148
149
150

151

152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187






188
189
190
191
192
193
194







-

-












+
+
+
+
+
+
+
+
+
+
+
+
+











-
-
-
-
-
-







		.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 };

	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;
	}

	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;

213
214
215
216
217
218
219
220
221
222

223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238









239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
216
217
218
219
220
221
222

223

224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259



260
261
262
263
264
265
266







-

-
+
















+
+
+
+
+
+
+
+
+










-
-
-







	_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;

	_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;
	}

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

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

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

1
2
3
4
5
6
7
8

9
10
11
12
13
14
15
1
2
3
4
5
6

7
8
9
10
11
12
13
14
15






-

+







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

#import "Monster.h"

#include "cube.h"

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

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

@implementation Monster
+ (void)initialize
{
97
98
99
100
101
102
103
104

105
106
107
108
109
110
111
97
98
99
100
101
102
103

104
105
106
107
108
109
110
111







-
+








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

	self.trigger = lastmillis + trigger;
	self.targetYaw = self.yaw = (float)yaw;
	self.move = move;
	self.enemy = player1;
	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;
252
253
254
255
256
257
258
259

260
261
262
263
264
265
266
252
253
254
255
256
257
258

259
260
261
262
263
264
265
266







-
+







		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.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)
413
414
415
416
417
418
419
420

421
422
423
424
425
426
427
413
414
415
416
417
418
419

420
421
422
423
424
425
426
427







-
+







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

	if ((self.health -= damage) <= 0) {
		self.state = CS_DEAD;
		self.lastAction = lastmillis;
		numkilled++;
		player1.frags = 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].

1
2
3
4
5
6
7

8
9
10
11
12
13
14
1
2
3
4
5

6
7
8
9
10
11
12
13
14





-

+







// 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"
#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'
86
87
88
89
90
91
92
93

94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112


113
114
115
116
117
118
119
86
87
88
89
90
91
92

93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110


111
112
113
114
115
116
117
118
119







-
+

















-
-
+
+







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]),
			    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;

void
renderscore(DynamicEntity *d)
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)];
127
128
129
130
131
132
133
134
135


136
137
138
139
140
141
142
127
128
129
130
131
132
133


134
135
136
137
138
139
140
141
142







-
-
+
+







}

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

void
addteamscore(DynamicEntity *d)
static void
addteamscore(Player *d)
{
	for (size_t i = 0; i < teamsUsed; i++) {
		if ([teamName[i] isEqual:d.team]) {
			teamScore[i] += d.frags;
			return;
		}
	}
151
152
153
154
155
156
157
158
159
160



161
162
163
164
165
166


167
168
169

170
171
172
173
174
175
176
151
152
153
154
155
156
157



158
159
160
161
162
163
164


165
166
167
168

169
170
171
172
173
174
175
176







-
-
-
+
+
+




-
-
+
+


-
+







void
renderscores()
{
	if (!scoreson)
		return;
	[scoreLines removeAllObjects];
	if (!demoplayback)
		renderscore(player1);
	for (id player in players)
		if (player != [OFNull null])
		renderscore(Player.player1);
	for (Player *player in players)
		if ([player isKindOfClass:Player.class])
			renderscore(player);
	sortmenu();
	if (m_teammode) {
		teamsUsed = 0;
		for (id player in players)
			if (player != [OFNull null])
		for (Player *player in players)
			if ([player isKindOfClass:Player.class])
				addteamscore(player);
		if (!demoplayback)
			addteamscore(player1);
			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].

1
2
3
4
5
6
7
8
9

10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47

48
49
50
51
52
53

54
55
56
57
58
59
60
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

21
22
23
24
25

26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45

46
47
48
49
50


51
52
53
54
55
56
57
58









+










-





-




















-
+




-
-
+







// 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;

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);
	spawnplayer(Player.player1);
	showscores(false);
}

static void
arenacount(
    DynamicEntity *d, int *alive, int *dead, OFString **lastteam, bool *oneteam)
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
78
79
80
81
82
83
84
85

86
87
88
89
90
91
92
93
94
95
96

97
98
99
100
101
102
103
104
105

106
107
108



109
110
111
112
113
114





115
116
117
118
119
120





121
122
123
124
125
126
127


128
129
130
131
132
133
134
76
77
78
79
80
81
82

83
84
85
86
87
88
89
90
91
92
93

94
95
96
97
98
99
100
101
102
103
104



105
106
107
108





109
110
111
112
113
114





115
116
117
118
119
120
121
122
123
124


125
126
127
128
129
130
131
132
133







-
+










-
+









+
-
-
-
+
+
+

-
-
-
-
-
+
+
+
+
+

-
-
-
-
-
+
+
+
+
+





-
-
+
+







		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);
		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;
			player1.roll = 0;
			Player.player1.roll = 0;
		}
	}
}

extern int democlientnum;

void
otherplayers()
{
	[players
	[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
		if (player == [OFNull null])
			return;
	    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 setState:CS_LAGGED];
			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);
	}];
		    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 (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);
156
157
158
159
160
161
162

163
164
165
166
167
168
169
170
171
172
173

174
175
176
177
178
179
180
181
182
183
184

185
186
187
188
189
190
191
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193







+











+











+







		}
		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;
}

209
210
211
212
213
214
215
216

217
218
219
220
221
222
223
211
212
213
214
215
216
217

218
219
220
221
222
223
224
225







-
+







}

int spawncycle = -1;
int fixspawn = 2;

// place at random spawn. also used by monsters!
void
spawnplayer(DynamicEntity *d)
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);
232
233
234
235
236
237
238

239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254

255
256
257
258
259

260
261
262
263
264
265
266
267
268
269
270

271
272
273
274
275
276
277
278
279
280
281
282
283

284
285
286
287
288
289
290
291
292
293
294
295
296
297

298
299
300
301
302
303
304
305


306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324

325
326
327
328
329
330
331
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256

257
258
259
260
261

262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309


310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329

330
331
332
333
334
335
336
337







+















-
+




-
+











+













+














+






-
-
+
+


















-
+







	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 ((player1.attacking = on))
	else if ((Player.player1.attacking = on))
		respawn();
})

COMMAND(jump, ARG_DOWN, ^(bool on) {
	if (!intermission && (player1.jumpNext = 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 > player1.armour)
		ad = player1.armour;
	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 {
			DynamicEntity *a = getclient(actor);
			Player *a = getclient(actor);
			if (a != nil) {
				if (isteam(a.team, player1.team))
					conoutf(@"you got fragged by a "
					        @"teammate (%@)",
					    a.name);
				else
					conoutf(
347
348
349
350
351
352
353
354

355
356
357
358
359
360
361
362
363

364
365
366
367
368
369
370
371
372
373
374
375
376

377
378
379
380
381
382
383
353
354
355
356
357
358
359

360
361
362
363
364
365
366
367
368

369
370
371
372
373
374
375
376
377
378
379
380
381

382
383
384
385
386
387
388
389







-
+








-
+












-
+







}

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

DynamicEntity *
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 = [DynamicEntity entity];
		player = [Player player];
		players[cn] = player;
	}

	return player;
}

void
404
405
406
407
408
409
410
411
412


413
414
415
416
417
418
419
410
411
412
413
414
415
416


417
418
419
420
421
422
423
424
425







-
-
+
+







		gamemode = 0;
		conoutf(@"coop sp not supported yet");
	}
	sleepwait = 0;
	[Monster resetAll];
	projreset();
	spawncycle = -1;
	spawnplayer(player1);
	player1.frags = 0;
	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].

1
2
3
4
5
6

7
8
9
10
11
12
13
1
2
3
4
5

6
7
8
9
10
11
12
13





-
+







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

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.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;
65
66
67
68
69
70
71
72

73
74
75
76
77
78
79
80
81
82
83
84
85
86
87

88
89
90
91
92
93
94
95
96
97
98


99
100
101
102
103
104
105
65
66
67
68
69
70
71

72
73
74
75
76
77
78
79
80
81
82
83
84
85
86

87
88
89
90
91
92
93
94
95
96


97
98
99
100
101
102
103
104
105







-
+














-
+









-
-
+
+







newname(OFString *name)
{
	c2sinit = false;

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

	player1.name = name;
	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];

	player1.team = name;
	Player.player1.team = name;
}

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

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

void
connects(OFString *servername)
{
	disconnect(true, false); // reset state
	addserver(servername);
145
146
147
148
149
150
151
152

153
154
155
156
157
158
159
145
146
147
148
149
150
151

152
153
154
155
156
157
158
159







-
+







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

	localdisconnect();

	if (!onlyclean) {
		stop();
		localconnect();
176
177
178
179
180
181
182
183

184
185
186
187
188
189
190
176
177
178
179
180
181
182

183
184
185
186
187
188
189
190







-
+







	disconnect(0, !disconnecting);
}

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

COMMAND(echo, ARG_VARI, ^(OFString *text) {
	conoutf(@"%@", text);
})
COMMAND(say, ARG_VARI, ^(OFString *text) {
277
278
279
280
281
282
283
284

285
286
287
288
289
290
291
277
278
279
280
281
282
283

284
285
286
287
288
289
290
291







-
+







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

// send update to the server
void
c2sinfo(DynamicEntity *d)
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;
338
339
340
341
342
343
344
345
346
347



348
349
350
351
352
353
354
338
339
340
341
342
343
344



345
346
347
348
349
350
351
352
353
354







-
-
-
+
+
+







			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);
			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].

1
2
3
4
5
6

7
8
9
10
11
12
13
1
2
3
4
5
6
7
8
9
10
11
12
13
14






+







// 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
33
34
35
36
37
38
39

40
41
42
43
44
45
46
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48







+







// 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);
178
179
180
181
182
183
184

185
186

187
188

189
190

191
192
193
194
195
196
197
198

199
200
201


202
203
204
205
206
207
208
180
181
182
183
184
185
186
187
188

189
190

191
192

193
194
195
196
197
198
199
200

201
202


203
204
205
206
207
208
209
210
211







+

-
+

-
+

-
+







-
+

-
-
+
+







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

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

		case SV_CDIS:
			cn = getint(&p);
			if ((d = getclient(cn)) == nil)
				break;
227
228
229
230
231
232
233
234

235
236
237
238
239
240
241
242
243

244
245
246

247
248
249

250
251
252

253
254
255

256
257
258


259
260

261
262
263
264
265
266
267
268
269
270
271

272
273

274
275
276
277
278
279
280
230
231
232
233
234
235
236

237
238
239
240
241
242
243
244
245
246
247
248
249

250
251
252

253
254
255

256
257
258

259
260


261
262
263

264
265
266
267
268
269
270
271
272
273
274

275
276

277
278
279
280
281
282
283
284







-
+









+


-
+


-
+


-
+


-
+

-
-
+
+

-
+










-
+

-
+







		}

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

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

291
292
293
294
295
296
297
298

299
300
301
302
303
304
305
295
296
297
298
299
300
301

302
303
304
305
306
307
308
309







-
+







			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);
			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:
357
358
359
360
361
362
363
364
365


366
367
368
369
370
371
372
361
362
363
364
365
366
367


368
369
370
371
372
373
374
375
376







-
-
+
+








		case SV_PING:
			getint(&p);
			break;

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

1
2
3
4
5
6
7
8
9
10

11
12

13
14
15
16
17
18
19
1
2
3
4
5
6
7
8
9
10
11
12

13
14
15
16
17
18
19
20










+

-
+







// 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 DynamicEntity;
@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;
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
253
254
255
256
257
258
259


260
261
262
263
264
265
266







-
-







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

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

1
2
3
4
5
6
7
8
9

10
11
12
13
14
15
16
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17









+







// 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

54
55
56
57
58
59
60

61
62
63
64
65
66
67
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69







+







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
153
154
155
156
157
158
159

160
161
162
163
164
165
166
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169







+







	    ? (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;

622
623
624
625
626
627
628
629

630
631
632
625
626
627
628
629
630
631

632
633
634
635







-
+



	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,
	    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].

1
2
3
4
5
6
7

8
9
10
11
12
13
14
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15







+







// 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",
124
125
126
127
128
129
130
131

132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150

151
152
153
154
155
156
157
125
126
127
128
129
130
131

132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150

151
152
153
154
155
156
157
158







-
+


















-
+







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

void
baseammo(int gun)
{
	player1.ammo[gun] = itemstats[gun - 1].add * 2;
	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, DynamicEntity *d)
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]);
290
291
292
293
294
295
296

297
298
299
300
301
302
303
304
305
306
307
308


309
310
311
312
313
314
315
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319







+












+
+







	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;

327
328
329
330
331
332
333


334
335
336
337
338
339
340
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346







+
+







			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].

1
2
3
4
5
6
7
8
9

10
11
12
13
14
15
16
17
18
19

20
21
22
23
24
25
26
1
2
3
4
5
6
7

8
9
10
11
12
13
14
15
16
17
18

19
20
21
22
23
24
25
26







-

+









-
+







// 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"
#import "Player.h"

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

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

11
12
13
14
15
16
17

18
19
20
21
22
23
24
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25







+







    '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].

1
2
3
4
5
6
7
8
9
10
11
12

13
14
15
16
17
18
19
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20












+







// 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)
175
176
177
178
179
180
181
182
183


184
185
186
187
188
189
190
176
177
178
179
180
181
182


183
184
185
186
187
188
189
190
191







-
-
+
+







	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))
	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].

78
79
80
81
82
83
84
85

86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104

105
106
107
108
109
110
111
78
79
80
81
82
83
84

85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103

104
105
106
107
108
109
110
111







-
+


















-
+







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 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 DynamicEntity *getclient(int cn);
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(
251
252
253
254
255
256
257
258

259
260
261
262
263
264
265
266
267
268
269
270
251
252
253
254
255
256
257

258
259
260
261
262
263
264
265
266
267
268
269
270







-
+













// 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 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].

1
2
3
4
5
6
7

8
9
10
11
12
13
14
1
2
3
4
5

6
7
8
9
10
11
12
13
14





-

+







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

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.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);
323
324
325
326
327
328
329


330
331
332
333
334
335
336
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338







+
+








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].

1
2
3
4
5
6
7
8
9
10

11
12
13
14
15
16
17
1
2
3
4
5
6
7

8
9
10
11
12
13
14
15
16
17







-


+







// 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"
#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
341
342
343
344
345
346
347


348
349
350
351
352
353
354
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356







+
+







		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,
368
369
370
371
372
373
374


375
376
377
378
379
380
381
382
383


384
385
386
387
388
389
390
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396







+
+









+
+








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();
406
407
408
409
410
411
412

413
414
415
416
417
418
419
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426







+








	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].

1
2
3
4
5
6
7
8
9

10
11
12
13
14
15
16
1
2
3
4
5

6
7
8
9
10
11
12
13
14
15
16





-



+







// 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"
#import "Player.h"

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

static const int FIRSTMDL = 20;

void
86
87
88
89
90
91
92
93
94


95
96
97
98
99
100
101
86
87
88
89
90
91
92


93
94
95
96
97
98
99
100
101







-
-
+
+







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))
	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].

1
2
3
4
5

6
7
8
9
10
11
12
1
2
3
4

5
6
7
8
9
10
11
12




-
+







// renderparticles.cpp

#include "cube.h"

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

#define MAXPARTICLES 10500
const int NUMPARTCUTOFF = 20;
struct particle {
	OFVector3D o, d;
	int fade, type;
	int millis;
52
53
54
55
56
57
58
59
60


61
62
63
64
65
66
67
52
53
54
55
56
57
58


59
60
61
62
63
64
65
66
67







-
-
+
+







	up = u;
}

void
render_particles(int time)
{
	if (demoplayback && demotracking)
		newparticle(
		    player1.origin, OFMakeVector3D(0, 0, 0), 100000000, 8);
		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].

1
2
3
4
5
6
7
8
9

10
11
12
13
14
15
16
17
18
19
20
21

22
23
24
25
26
27
28
1
2
3
4
5
6

7
8
9
10
11
12
13
14
15
16
17
18
19
20

21
22
23
24
25
26
27
28






-


+











-
+







// 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"
#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<DynamicEntity *> *playerhistory;
static OFMutableArray<Player *> *playerhistory;
int democlientnum = 0;

extern void startdemo();

static void
gzput(int i)
{
101
102
103
104
105
106
107
108

109
110
111
112
113
114
115
101
102
103
104
105
106
107

108
109
110
111
112
113
114
115







-
+







	if (!f) {
		conoutf(@"could not write %@", IRI.string);
		return;
	}
	gzwrite(f, (void *)"CUBESAVE", 8);
	gzputc(f, islittleendian);
	gzputi(SAVEGAMEVERSION);
	OFData *data = [player1 dataBySerializing];
	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);
215
216
217
218
219
220
221
222
223


224
225
226
227
228
229
230
231
232
233
234

235
236
237
238
239
240
241
242
243
244
245

246
247
248
249
250
251
252
215
216
217
218
219
220
221


222
223
224
225
226
227
228
229
230
231
232
233

234
235
236
237
238
239
240
241
242
243
244

245
246
247
248
249
250
251
252







-
-
+
+










-
+










-
+








	restoreserverstate(ents);

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

	conoutf(@"savegame restored");
296
297
298
299
300
301
302


303
304

305
306
307
308
309
310
311
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314







+
+


+







{
	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);
366
367
368
369
370
371
372
373

374
375
376
377
378
379
380
369
370
371
372
373
374
375

376
377
378
379
380
381
382
383







-
+







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

VAR(demodelaymsec, 0, 120, 500);

// spline interpolation
#define catmulrom(z, a, b, c, s, dest)                                  \
417
418
419
420
421
422
423
424

425
426
427
428
429
430
431
420
421
422
423
424
425
426

427
428
429
430
431
432
433
434







-
+







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

		DynamicEntity *target = players[democlientnum];
		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();
448
449
450
451
452
453
454
455

456
457
458
459
460
461
462
451
452
453
454
455
456
457

458
459
460
461
462
463
464
465







-
+







			// 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];
			Player *d = [target copy];
			d.lastUpdate = playbacktime;

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

			[playerhistory addObject:d];

471
472
473
474
475
476
477
478
479


480
481
482
483
484

485
486
487
488
489
490
491
492
493
494
495
496
497
498
499



500
501
502
503
504
505

506
507
508
509
510
511
512
513
514

515
516

517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532



533
534
535
536
537
538
539
474
475
476
477
478
479
480


481
482
483
484
485
486

487
488
489
490
491
492
493
494
495
496
497
498
499



500
501
502
503
504
505
506
507

508
509
510
511
512
513
514
515
516

517


518
519
520
521
522
523
524
525
526
527
528
529
530
531



532
533
534
535
536
537
538
539
540
541







-
-
+
+




-
+












-
-
-
+
+
+





-
+








-
+
-
-
+













-
-
-
+
+
+







		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;
			Player *a = playerhistory[i];
			Player *b = a;

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

			player1 = b;
			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, player1);
				fixwrap(c, player1);
				fixwrap(z, player1);
				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, player1.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 =
					OFVector3D vp1 = OFMakeVector3D(
					    OFMakeVector3D(player1.yaw,
					        player1.pitch, player1.roll);
					    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;
					player1.yaw = vp1.x;
					player1.pitch = vp1.y;
					player1.roll = vp1.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].

1
2
3
4

5
6
7
8
9
10
11
1
2
3

4
5
6
7
8
9
10
11



-
+







#include "cube.h"

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

#include <SDL_mixer.h>

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

109
110
111
112
113
114
115
116

117
118
119
120
121
122
123
124
125
126


127
128
129
130
131
132
133
109
110
111
112
113
114
115

116
117
118
119
120
121
122
123
124


125
126
127
128
129
130
131
132
133







-
+








-
-
+
+








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

	if (loc) {
		OFVector3D origin = player1.origin;
		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) - player1.yaw * (PI / 180.0f);
			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].

1
2
3
4
5
6
7
8

9
10
11
12
13
14
15
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16








+







// 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];

30
31
32
33
34
35
36


37
38
39
40
41
42
43
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46







+
+








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;
108
109
110
111
112
113
114

115
116


117
118
119
120
121
122
123
124
125
126
111
112
113
114
115
116
117
118


119
120
121
122

123
124
125
126
127
128
129







+
-
-
+
+


-








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

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

		OFVector3D o = player1.origin;
		if (intersect(player, o, worldpos))
			return [player name];
	}

	return nil;
}

158
159
160
161
162
163
164
165
166


167
168
169
170



171
172
173
174
175
176
177
161
162
163
164
165
166
167


168
169
170
171


172
173
174
175
176
177
178
179
180
181







-
-
+
+


-
-
+
+
+







	}
}

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);
	if (d == Player.player1)
		selfdamage(damage, (at == Player.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);
	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;
215
216
217
218
219
220
221
222

223
224
225
226
227
228
229
219
220
221
222
223
224
225

226
227
228
229
230
231
232
233







-
+







		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);
		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])
275
276
277
278
279
280
281
282
283


284
285
286
287
288
289
290
279
280
281
282
283
284
285


286
287
288
289
290
291
292
293
294







-
-
+
+







		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);
			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) {
306
307
308
309
310
311
312
313

314
315
316
317
318
319
320
310
311
312
313
314
315
316

317
318
319
320
321
322
323
324







-
+







}

// 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);
	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++)
434
435
436
437
438
439
440
441

442
438
439
440
441
442
443
444

445
446







-
+

	}];

	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);
		raydamage(Player.player1, from, to, d, -1);
}

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

1
2
3
4
5
6
7
8

9
10
11
12
13
14
15
1
2
3
4
5

6
7
8
9
10
11
12
13
14
15





-


+







// world.cpp: core map management stuff

#include "cube.h"

#import "Command.h"
#import "DynamicEntity.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;
294
295
296
297
298
299
300
301

302
303
304
305
306
307
308
294
295
296
297
298
299
300

301
302
303
304
305
306
307
308







-
+







	__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);
		float dist = OFDistanceOfVectors3D(v, Player.player1.origin);
		if (dist < bdist) {
			best = i;
			bdist = dist;
		}
	}];

	return (bdist == 99999 ? -1 : best);
379
380
381
382
383
384
385
386

387
388
389
390
391
392
393
379
380
381
382
383
384
385

386
387
388
389
390
391
392
393







-
+







	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;
		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].

1
2
3
4
5
6

7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23


24
25
26
27
28
29
30
1
2
3
4
5

6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32





-
+

















+
+







// worldocull.cpp: occlusion map and occlusion test

#include "cube.h"

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

1
2
3
4
5
6
7

8
9
10
11
12
13
14
1
2
3
4
5
6

7
8
9
10
11
12
13
14






-
+







// 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"
#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;
129
130
131
132
133
134
135

136
137
138
139
140
141
142
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143







+







	    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);
		}