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// clientgame.cpp: core game related stuff
#include "cube.h"
#import "DynamicEntity.h"
#import "Entity.h"
#import "OFString+Cube.h"
int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);
void
static void
mode(int n)
{
addmsg(1, 2, SV_GAMEMODE, nextmode = n);
}
COMMAND(mode, ARG_1INT)
bool intermission = false;
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void
respawnself()
{
spawnplayer(player1);
showscores(false);
}
void
static void
arenacount(
DynamicEntity *d, int &alive, int &dead, OFString **lastteam, bool &oneteam)
DynamicEntity *d, int *alive, int *dead, OFString **lastteam, bool *oneteam)
{
if (d.state != CS_DEAD) {
alive++;
(*alive)++;
if (![*lastteam isEqual:d.team])
oneteam = false;
*oneteam = false;
*lastteam = d.team;
} else
dead++;
(*dead)++;
}
int arenarespawnwait = 0;
int arenadetectwait = 0;
void
arenarespawn()
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arenadetectwait = 0;
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);
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
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spawnstate(d);
d.state = CS_ALIVE;
}
// movement input code
#define dir(name, v, d, s, os) \
void name(bool isdown) \
static void name(bool isdown) \
{ \
player1.s = isdown; \
player1.v = isdown ? d : (player1.os ? -(d) : 0); \
player1.lastmove = lastmillis; \
}
dir(backward, move, -1, k_down, k_up);
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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
block sel;
struct block sel;
OF_CONSTRUCTOR()
{
enqueueInit(^{
sel = (block) {
sel = (struct block) {
variable(@"selx", 0, 0, 4096, &sel.x, NULL, false),
variable(@"sely", 0, 0, 4096, &sel.y, NULL, false),
variable(@"selxs", 0, 0, 4096, &sel.xs, NULL, false),
variable(@"selys", 0, 0, 4096, &sel.ys, NULL, false),
};
});
}
int selh = 0;
bool selset = false;
#define loopselxy(b) \
{ \
makeundo(); \
loop(x, sel->xs) loop(y, sel->ys) \
{ \
sqr *s = S(sel->x + x, sel->y + y); \
struct sqr *s = S(sel->x + x, sel->y + y); \
b; \
} \
remip(sel, 0); \
}
int cx, cy, ch;
int curedittex[] = { -1, -1, -1 };
bool dragging = false;
int lastx, lasty, lasth;
int lasttype = 0, lasttex = 0;
sqr rtex;
static struct sqr rtex;
VAR(editing, 0, 0, 1);
void
toggleedit()
{
if (player1.state == CS_DEAD)
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#define EDITMP \
if (noteditmode() || multiplayer()) \
return;
void
selectpos(int x, int y, int xs, int ys)
{
block s = { x, y, xs, ys };
struct block s = { x, y, xs, ys };
sel = s;
selh = 0;
correctsel();
}
void
makesel()
{
block s = { min(lastx, cx), min(lasty, cy), abs(lastx - cx) + 1,
struct block s = { min(lastx, cx), min(lasty, cy), abs(lastx - cx) + 1,
abs(lasty - cy) + 1 };
sel = s;
selh = max(lasth, ch);
correctsel();
if (selset)
rtex = *S(sel.x, sel.y);
}
VAR(flrceil, 0, 0, 2);
// finds out z height when cursor points at wall
float
sheight(
sheight(struct sqr *s, struct sqr *t, float z)
sqr *s, sqr *t, float z) // finds out z height when cursor points at wall
{
return !flrceil // z-s->floor<s->ceil-z
? (s->type == FHF ? s->floor - t->vdelta / 4.0f : (float)s->floor)
: (s->type == CHF ? s->ceil + t->vdelta / 4.0f : (float)s->ceil);
}
void
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volatile float z = worldpos.z;
cx = (int)x;
cy = (int)y;
if (OUTBORD(cx, cy))
return;
sqr *s = S(cx, cy);
struct sqr *s = S(cx, cy);
// selected wall
if (fabs(sheight(s, s, z) - z) > 1) {
x += x > player1.o.x ? 0.5f : -0.5f; // find right wall cube
y += y > player1.o.y ? 0.5f : -0.5f;
cx = (int)x;
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// render editing grid
for (int ix = cx - GRIDSIZE; ix <= cx + GRIDSIZE; ix++) {
for (int iy = cy - GRIDSIZE; iy <= cy + GRIDSIZE; iy++) {
if (OUTBORD(ix, iy))
continue;
sqr *s = S(ix, iy);
struct sqr *s = S(ix, iy);
if (SOLID(s))
continue;
float h1 = sheight(s, s, z);
float h2 = sheight(s, SWS(s, 1, 0, ssize), z);
float h3 = sheight(s, SWS(s, 1, 1, ssize), z);
float h4 = sheight(s, SWS(s, 0, 1, ssize), z);
if (s->tag)
linestyle(GRIDW, 0xFF, 0x40, 0x40);
else if (s->type == FHF || s->type == CHF)
linestyle(GRIDW, 0x80, 0xFF, 0x80);
else
linestyle(GRIDW, 0x80, 0x80, 0x80);
block b = { ix, iy, 1, 1 };
struct block b = { ix, iy, 1, 1 };
box(&b, h1, h2, h3, h4);
linestyle(GRID8, 0x40, 0x40, 0xFF);
if (!(ix & GRIDM))
line(ix, iy, h1, ix, iy + 1, h4);
if (!(ix + 1 & GRIDM))
line(ix + 1, iy, h2, ix + 1, iy + 1, h3);
if (!(iy & GRIDM))
line(ix, iy, h1, ix + 1, iy, h2);
if (!(iy + 1 & GRIDM))
line(ix, iy + 1, h4, ix + 1, iy + 1, h3);
}
}
if (!SOLID(s)) {
float ih = sheight(s, s, z);
linestyle(GRIDS, 0xFF, 0xFF, 0xFF);
block b = { cx, cy, 1, 1 };
struct block b = { cx, cy, 1, 1 };
box(&b, ih, sheight(s, SWS(s, 1, 0, ssize), z),
sheight(s, SWS(s, 1, 1, ssize), z),
sheight(s, SWS(s, 0, 1, ssize), z));
linestyle(GRIDS, 0xFF, 0x00, 0x00);
dot(cx, cy, ih);
ch = (int)ih;
}
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VARP(undomegs, 0, 1, 10); // bounded by n megs
void
pruneundos(int maxremain) // bound memory
{
int t = 0;
for (ssize_t i = (ssize_t)undos.count - 1; i >= 0; i--) {
block *undo = *(block **)[undos itemAtIndex:i];
struct block *undo = [undos mutableItemAtIndex:i];
t += undo->xs * undo->ys * sizeof(sqr);
t += undo->xs * undo->ys * sizeof(struct sqr);
if (t > maxremain) {
OFFreeMemory(undo);
[undos removeItemAtIndex:i];
}
}
}
void
makeundo()
{
if (undos == nil)
undos =
[[OFMutableData alloc] initWithItemSize:sizeof(block *)];
[[OFMutableData alloc] initWithItemSize:sizeof(struct block *)];
block *copy = blockcopy(&sel);
struct block *copy = blockcopy(&sel);
[undos addItem:©];
pruneundos(undomegs << 20);
}
void
editundo()
{
EDITMP;
if (undos.count == 0) {
conoutf(@"nothing more to undo");
return;
}
block *p = *(block **)undos.lastItem;
struct block *p = undos.mutableLastItem;
[undos removeLastItem];
blockpaste(p);
OFFreeMemory(p);
}
block *copybuf = NULL;
static struct block *copybuf = NULL;
void
copy()
{
EDITSELMP;
if (copybuf)
OFFreeMemory(copybuf);
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}
// the core editing function. all the *xy functions perform the core operations
// and are also called directly from the network, the function below it is
// strictly triggered locally. They all have very similar structure.
void
editheightxy(bool isfloor, int amount, const block *sel)
editheightxy(bool isfloor, int amount, const struct block *sel)
{
loopselxy(
if (isfloor) {
s->floor += amount;
if (s->floor >= s->ceil)
s->floor = s->ceil - 1;
} else {
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bool isfloor = flr == 0;
editheightxy(isfloor, amount, &sel);
addmsg(1, 7, SV_EDITH, sel.x, sel.y, sel.xs, sel.ys, isfloor, amount);
}
COMMAND(editheight, ARG_2INT)
void
edittexxy(int type, int t, const block *sel)
edittexxy(int type, int t, const struct block *sel)
{
loopselxy(switch (type) {
case 0:
s->ftex = t;
break;
case 1:
s->wtex = t;
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void
replace()
{
EDITSELMP;
loop(x, ssize) loop(y, ssize)
{
sqr *s = S(x, y);
struct sqr *s = S(x, y);
switch (lasttype) {
case 0:
if (s->ftex == rtex.ftex)
s->ftex = lasttex;
break;
case 1:
if (s->wtex == rtex.wtex)
s->wtex = lasttex;
break;
case 2:
if (s->ctex == rtex.ctex)
s->ctex = lasttex;
break;
case 3:
if (s->utex == rtex.utex)
s->utex = lasttex;
break;
}
}
block b = { 0, 0, ssize, ssize };
struct block b = { 0, 0, ssize, ssize };
remip(&b, 0);
}
void
edittypexy(int type, const block *sel)
edittypexy(int type, const struct block *sel)
{
loopselxy(s->type = type);
}
void
edittype(int type)
{
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corner()
{
edittype(CORNER);
}
COMMAND(corner, ARG_NONE)
void
editequalisexy(bool isfloor, const block *sel)
editequalisexy(bool isfloor, const struct block *sel)
{
int low = 127, hi = -128;
loopselxy({
if (s->floor < low)
low = s->floor;
if (s->ceil > hi)
hi = s->ceil;
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EDITSEL;
editequalisexy(isfloor, &sel);
addmsg(1, 6, SV_EDITE, sel.x, sel.y, sel.xs, sel.ys, isfloor);
}
COMMAND(equalize, ARG_1INT)
void
setvdeltaxy(int delta, const block *sel)
setvdeltaxy(int delta, const struct block *sel)
{
loopselxy(s->vdelta = max(s->vdelta + delta, 0));
remipmore(sel, 0);
}
void
setvdelta(int delta)
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EDITSELMP;
sel.xs++;
sel.ys++;
if (sel.xs > MAXARCHVERT)
sel.xs = MAXARCHVERT;
if (sel.ys > MAXARCHVERT)
sel.ys = MAXARCHVERT;
block *sel_ = &sel;
struct block *sel_ = &sel;
// Ugly hack to make the macro work.
block *sel = sel_;
struct block *sel = sel_;
loopselxy(s->vdelta = sel->xs > sel->ys
? (archverts[sel->xs - 1][x] +
(y == 0 || y == sel->ys - 1 ? sidedelta : 0))
: (archverts[sel->ys - 1][y] +
(x == 0 || x == sel->xs - 1 ? sidedelta : 0)));
remipmore(sel, 0);
}
void
slope(int xd, int yd)
{
EDITSELMP;
int off = 0;
if (xd < 0)
off -= xd * sel.xs;
if (yd < 0)
off -= yd * sel.ys;
sel.xs++;
sel.ys++;
block *sel_ = &sel;
struct block *sel_ = &sel;
// Ugly hack to make the macro work.
block *sel = sel_;
struct block *sel = sel_;
loopselxy(s->vdelta = xd * x + yd * y + off);
remipmore(sel, 0);
}
void
perlin(int scale, int seed, int psize)
{
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loopi(mipsize) world[i].r = world[i].g = world[i].b = 176;
});
void
edittag(int tag)
{
EDITSELMP;
block *sel_ = &sel;
struct block *sel_ = &sel;
// Ugly hack to make the macro work.
block *sel = sel_;
struct block *sel = sel_;
loopselxy(s->tag = tag);
}
void
newent(OFString *what, OFString *a1, OFString *a2, OFString *a3, OFString *a4)
{
EDITSEL;
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void
initEntities()
{
ents = [[OFMutableArray alloc] init];
}
void
renderent(Entity *e, OFString *mdlname, float z, float yaw, int frame = 0,
int numf = 1, int basetime = 0, float speed = 10.0f)
static void
renderent(Entity *e, OFString *mdlname, float z, float yaw, int frame/* = 0*/,
int numf/* = 1*/, int basetime/* = 0*/, float speed/* = 10.0f*/)
{
rendermodel(mdlname, frame, numf, 0, 1.1f,
OFMakeVector3D(e.x, z + S(e.x, e.y)->floor, e.y), yaw, 0, false,
1.0f, speed, 0, basetime);
}
void
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continue;
if (e.type < I_SHELLS || e.type > TELEPORT)
continue;
renderent(e, entmdlnames[e.type - I_SHELLS],
(float)(1 +
sin(lastmillis / 100.0 + e.x + e.y) /
20),
lastmillis / 10.0f);
lastmillis / 10.0f, 0,1,0,10.0f);
} else {
switch (e.attr2) {
case 1:
case 3:
continue;
case 2:
case 0:
if (!e.spawned)
continue;
renderent(e, @"carrot",
(float)(1 +
sin(lastmillis / 100.0 + e.x +
e.y) /
20),
lastmillis /
(e.attr2 ? 1.0f : 10.0f));
(e.attr2 ? 1.0f : 10.0f),
0, 1, 0, 10.0f);
break;
case 4:
renderent(e, @"switch2", 3,
(float)e.attr3 * 90,
(!e.spawned && !triggertime) ? 1
: 0,
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// 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)
{
itemstat &is = itemstats[ents[i].type - I_SHELLS];
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);
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) {
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basicmonster(int type, int yaw, int state, int trigger, int move)
{
if (type >= NUMMONSTERTYPES) {
conoutf(@"warning: unknown monster in spawn: %d", type);
type = 0;
}
DynamicEntity *m = newdynent();
monstertype *t = &monstertypes[(m.mtype = type)];
struct monstertype *t = &monstertypes[(m.mtype = type)];
m.eyeheight = 2.0f;
m.aboveeye = 1.9f;
m.radius *= t->bscale / 10.0f;
m.eyeheight *= t->bscale / 10.0f;
m.aboveeye *= t->bscale / 10.0f;
m.monsterstate = state;
if (state != M_SLEEP)
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monstertotal++;
}
}
}
// height-correct line of sight for monster shooting/seeing
bool
los(float lx, float ly, float lz, float bx, float by, float bz, OFVector3D &v)
los(float lx, float ly, float lz, float bx, float by, float bz, OFVector3D *v)
{
if (OUTBORD((int)lx, (int)ly) || OUTBORD((int)bx, (int)by))
return false;
float dx = bx - lx;
float dy = by - ly;
int steps = (int)(sqrt(dx * dx + dy * dy) / 0.9);
if (!steps)
return false;
float x = lx;
float y = ly;
int i = 0;
for (;;) {
sqr *s = S(fast_f2nat(x), fast_f2nat(y));
struct sqr *s = S(fast_f2nat(x), fast_f2nat(y));
if (SOLID(s))
break;
float floor = s->floor;
if (s->type == FHF)
floor -= s->vdelta / 4.0f;
float ceil = s->ceil;
if (s->type == CHF)
ceil += s->vdelta / 4.0f;
float rz = lz - ((lz - bz) * (i / (float)steps));
if (rz < floor || rz > ceil)
break;
v.x = x;
v.y = y;
v.z = rz;
v->x = x;
v->y = y;
v->z = rz;
x += dx / (float)steps;
y += dy / (float)steps;
i++;
}
return i >= steps;
}
bool
enemylos(DynamicEntity *m, OFVector3D &v)
enemylos(DynamicEntity *m, OFVector3D *v)
{
v = m.o;
*v = m.o;
return los(
m.o.x, m.o.y, m.o.z, m.enemy.o.x, m.enemy.o.y, m.enemy.o.z, v);
}
// monster AI is sequenced using transitions: they are in a particular state
// where they execute a particular behaviour until the trigger time is hit, and
// then they reevaluate their situation based on the current state, the
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transition(m, M_HOME, 1, 100, 200);
break;
case M_SLEEP: // state classic sp monster start in, wait for visual
// contact
{
OFVector3D target;
if (editmode || !enemylos(m, target))
if (editmode || !enemylos(m, &target))
return; // skip running physics
normalise(m, enemyyaw);
float angle = (float)fabs(enemyyaw - m.yaw);
if (disttoenemy < 8 // the better the angle to the player, the
// further the monster can see/hear
|| (disttoenemy < 16 && angle < 135) ||
(disttoenemy < 32 && angle < 90) ||
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case M_HOME:
// monster has visual contact, heads straight for player and
// may want to shoot at any time
m.targetyaw = enemyyaw;
if (m.trigger < lastmillis) {
OFVector3D target;
if (!enemylos(m, target)) {
if (!enemylos(m, &target)) {
// no visual contact anymore, let monster get
// as close as possible then search for player
transition(m, M_HOME, 1, 800, 500);
} else {
// the closer the monster is the more likely he
// wants to shoot
if (!rnd((int)disttoenemy / 3 + 1) &&
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