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uchar *p = start + 2;
bool serveriteminitdone = false;
// suggest server to change map
if (toservermap.length > 0) {
// do this exclusively as map change may invalidate rest of
// update
packet->flags = ENET_PACKET_FLAG_RELIABLE;
putint(p, SV_MAPCHANGE);
sendstring(toservermap, p);
putint(&p, SV_MAPCHANGE);
sendstring(toservermap, &p);
toservermap = @"";
putint(p, nextmode);
putint(&p, nextmode);
} else {
putint(p, SV_POS);
putint(p, clientnum);
putint(&p, SV_POS);
putint(&p, clientnum);
// quantize coordinates to 1/16th of a cube, between 1 and 3
// bytes
putint(p, (int)(d.o.x * DMF));
putint(p, (int)(d.o.y * DMF));
putint(p, (int)(d.o.z * DMF));
putint(p, (int)(d.yaw * DAF));
putint(p, (int)(d.pitch * DAF));
putint(p, (int)(d.roll * DAF));
putint(&p, (int)(d.o.x * DMF));
putint(&p, (int)(d.o.y * DMF));
putint(&p, (int)(d.o.z * DMF));
putint(&p, (int)(d.yaw * DAF));
putint(&p, (int)(d.pitch * DAF));
putint(&p, (int)(d.roll * DAF));
// quantize to 1/100, almost always 1 byte
putint(p, (int)(d.vel.x * DVF));
putint(p, (int)(d.vel.y * DVF));
putint(p, (int)(d.vel.z * DVF));
putint(&p, (int)(d.vel.x * DVF));
putint(&p, (int)(d.vel.y * DVF));
putint(&p, (int)(d.vel.z * DVF));
// pack rest in 1 byte: strafe:2, move:2, onfloor:1, state:3
putint(p,
putint(&p,
(d.strafe & 3) | ((d.move & 3) << 2) |
(((int)d.onfloor) << 4) |
((editmode ? CS_EDITING : d.state) << 5));
if (senditemstoserver) {
packet->flags = ENET_PACKET_FLAG_RELIABLE;
putint(p, SV_ITEMLIST);
putint(&p, SV_ITEMLIST);
if (!m_noitems)
putitems(p);
putint(p, -1);
putitems(&p);
putint(&p, -1);
senditemstoserver = false;
serveriteminitdone = true;
}
// player chat, not flood protected for now
if (ctext.length > 0) {
packet->flags = ENET_PACKET_FLAG_RELIABLE;
putint(p, SV_TEXT);
sendstring(ctext, p);
putint(&p, SV_TEXT);
sendstring(ctext, &p);
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);
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;
loopi(*(int *)[msg itemAtIndex:0])
putint(p, *(int *)[msg itemAtIndex:i + 2]);
putint(&p, *(int *)[msg itemAtIndex:i + 2]);
}
[messages removeAllObjects];
if (lastmillis - lastping > 250) {
putint(p, SV_PING);
putint(p, lastmillis);
putint(&p, SV_PING);
putint(&p, lastmillis);
lastping = lastmillis;
}
}
*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
enet_packet_resize(packet, p - start);
incomingdemodata(start, p - start, true);
if (clienthost) {
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uchar *p = buf + 2;
char text[MAXTRANS];
int cn = -1, type;
DynamicEntity *d = nil;
bool mapchanged = false;
while (p < end)
switch (type = getint(p)) {
switch (type = getint(&p)) {
case SV_INITS2C: // welcome messsage from the server
{
cn = getint(p);
int prot = getint(p);
cn = getint(&p);
int prot = getint(&p);
if (prot != PROTOCOL_VERSION) {
conoutf(@"you are using a different game "
@"protocol (you: %d, server: %d)",
PROTOCOL_VERSION, prot);
disconnect();
return;
}
toservermap = @"";
clientnum = cn; // we are now fully connected
if (!getint(p))
if (!getint(&p))
// we are the first client on this server, set
// map
toservermap = getclientmap();
sgetstr();
if (text[0] &&
strcmp(text, clientpassword.UTF8String)) {
conoutf(@"you need to set the correct password "
@"to join this server!");
disconnect();
return;
}
if (getint(p) == 1)
if (getint(&p) == 1)
conoutf(@"server is FULL, disconnecting..");
break;
}
case SV_POS: {
// position of another client
cn = getint(p);
cn = getint(&p);
d = getclient(cn);
if (d == nil)
return;
d.o = OFMakeVector3D(
getint(p) / DMF, getint(p) / DMF, getint(p) / DMF);
d.yaw = getint(p) / DAF;
d.pitch = getint(p) / DAF;
d.roll = getint(p) / DAF;
d.vel = OFMakeVector3D(
OFVector3D tmp;
tmp.x = getint(&p) / DMF;
tmp.y = getint(&p) / DMF;
tmp.z = getint(&p) / DMF;
d.o = tmp;
d.yaw = getint(&p) / DAF;
d.pitch = getint(&p) / DAF;
d.roll = getint(&p) / DAF;
tmp.x = getint(&p) / DVF;
tmp.y = getint(&p) / DVF;
tmp.z = getint(&p) / DVF;
d.vel = tmp;
getint(p) / DVF, getint(p) / DVF, getint(p) / DVF);
int f = getint(p);
int f = getint(&p);
d.strafe = (f & 3) == 3 ? -1 : f & 3;
f >>= 2;
d.move = (f & 3) == 3 ? -1 : f & 3;
d.onfloor = (f >> 2) & 1;
int state = f >> 3;
if (state == CS_DEAD && d.state != CS_DEAD)
d.lastaction = lastmillis;
d.state = state;
if (!demoplayback)
updatepos(d);
break;
}
case SV_SOUND: {
OFVector3D loc = d.o;
playsound(getint(p), &loc);
playsound(getint(&p), &loc);
break;
}
case SV_TEXT:
sgetstr();
conoutf(@"%@:\f %s", d.name, text);
break;
case SV_MAPCHANGE:
sgetstr();
changemapserv(@(text), getint(p));
changemapserv(@(text), getint(&p));
mapchanged = true;
break;
case SV_ITEMLIST: {
int n;
if (mapchanged) {
senditemstoserver = false;
resetspawns();
}
while ((n = getint(p)) != -1)
while ((n = getint(&p)) != -1)
if (mapchanged)
setspawn(n, true);
break;
}
case SV_MAPRELOAD: // server requests next map
// server requests next map
case SV_MAPRELOAD: {
{
getint(p);
getint(&p);
OFString *nextmapalias = [OFString
stringWithFormat:@"nextmap_%@", getclientmap()];
OFString *map =
getalias(nextmapalias); // look up map in the cycle
changemap(map != nil ? map : getclientmap());
break;
}
|
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// send new players my info again
c2sinit = false;
conoutf(@"connected: %s", text);
}
d.name = @(text);
sgetstr();
d.team = @(text);
d.lifesequence = getint(p);
d.lifesequence = getint(&p);
break;
}
case SV_CDIS:
cn = getint(p);
cn = getint(&p);
if ((d = getclient(cn)) == nil)
break;
conoutf(@"player %@ disconnected",
d.name.length ? d.name : @"[incompatible client]");
players[cn] = [OFNull null];
break;
case SV_SHOT: {
int gun = getint(p);
int gun = getint(&p);
OFVector3D s, e;
s.x = getint(p) / DMF;
s.y = getint(p) / DMF;
s.z = getint(p) / DMF;
e.x = getint(p) / DMF;
e.y = getint(p) / DMF;
e.z = getint(p) / DMF;
s.x = getint(&p) / DMF;
s.y = getint(&p) / DMF;
s.z = getint(&p) / DMF;
e.x = getint(&p) / DMF;
e.y = getint(&p) / DMF;
e.z = getint(&p) / DMF;
if (gun == GUN_SG)
createrays(s, e);
shootv(gun, s, e, d);
createrays(&s, &e);
shootv(gun, &s, &e, d);
break;
}
case SV_DAMAGE: {
int target = getint(p);
int damage = getint(p);
int ls = getint(p);
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).o;
playsound(S_PAIN1 + rnd(5), &loc);
}
break;
}
case SV_DIED: {
int actor = getint(p);
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 (%@)",
|
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OFVector3D loc = d.o;
playsound(S_DIE1 + rnd(2), &loc);
d.lifesequence++;
break;
}
case SV_FRAGS:
[players[cn] setFrags:getint(p)];
[players[cn] setFrags:getint(&p)];
break;
case SV_ITEMPICKUP:
setspawn(getint(p), false);
getint(p);
setspawn(getint(&p), false);
getint(&p);
break;
case SV_ITEMSPAWN: {
uint i = getint(p);
uint i = getint(&p);
setspawn(i, true);
if (i >= (uint)ents.count)
break;
OFVector3D v =
OFMakeVector3D(ents[i].x, ents[i].y, ents[i].z);
playsound(S_ITEMSPAWN, &v);
break;
}
case SV_ITEMACC: // server acknowledges that I picked up this
// server acknowledges that I picked up this item
case SV_ITEMACC:
// item
realpickup(getint(p), player1);
realpickup(getint(&p), player1);
break;
case SV_EDITH: // coop editing messages, should be extended to
// include all possible editing ops
case SV_EDITT:
case SV_EDITS:
case SV_EDITD:
case SV_EDITE: {
int x = getint(p);
int y = getint(p);
int xs = getint(p);
int ys = getint(p);
int v = getint(p);
int x = getint(&p);
int y = getint(&p);
int xs = getint(&p);
int ys = getint(&p);
int v = getint(&p);
block b = { x, y, xs, ys };
switch (type) {
case SV_EDITH:
editheightxy(v != 0, getint(p), b);
editheightxy(v != 0, getint(&p), &b);
break;
case SV_EDITT:
edittexxy(v, getint(p), b);
edittexxy(v, getint(&p), &b);
break;
case SV_EDITS:
edittypexy(v, b);
edittypexy(v, &b);
break;
case SV_EDITD:
setvdeltaxy(v, b);
setvdeltaxy(v, &b);
break;
case SV_EDITE:
editequalisexy(v != 0, b);
editequalisexy((v != 0), &b);
break;
}
break;
}
case SV_EDITENT: // coop edit of ent
{
uint i = getint(p);
uint i = getint(&p);
while ((uint)ents.count <= i) {
Entity *e = [Entity entity];
e.type = NOTUSED;
[ents addObject:e];
}
int to = ents[i].type;
ents[i].type = getint(p);
ents[i].x = getint(p);
ents[i].y = getint(p);
ents[i].z = getint(p);
ents[i].attr1 = getint(p);
ents[i].attr2 = getint(p);
ents[i].attr3 = getint(p);
ents[i].attr4 = getint(p);
ents[i].type = getint(&p);
ents[i].x = getint(&p);
ents[i].y = getint(&p);
ents[i].z = getint(&p);
ents[i].attr1 = getint(&p);
ents[i].attr2 = getint(&p);
ents[i].attr3 = getint(&p);
ents[i].attr4 = getint(&p);
ents[i].spawned = false;
if (ents[i].type == LIGHT || to == LIGHT)
calclight();
break;
}
case SV_PING:
getint(p);
getint(&p);
break;
case SV_PONG:
addmsg(0, 2, SV_CLIENTPING,
player1.ping =
(player1.ping * 5 + lastmillis - getint(p)) /
(player1.ping * 5 + lastmillis - getint(&p)) /
6);
break;
case SV_CLIENTPING:
[players[cn] setPing:getint(p)];
[players[cn] setPing:getint(&p)];
break;
case SV_GAMEMODE:
nextmode = getint(p);
nextmode = getint(&p);
break;
case SV_TIMEUP:
timeupdate(getint(p));
timeupdate(getint(&p));
break;
case SV_RECVMAP: {
sgetstr();
conoutf(@"received map \"%s\" from server, reloading..",
text);
int mapsize = getint(p);
int mapsize = getint(&p);
OFString *string = @(text);
writemap(string, mapsize, p);
p += mapsize;
changemapserv(string, gamemode);
break;
}
case SV_SERVMSG:
sgetstr();
conoutf(@"%s", text);
break;
case SV_EXT: // so we can messages without breaking previous
// clients/servers, if necessary
{
for (int n = getint(p); n; n--)
getint(p);
for (int n = getint(&p); n; n--)
getint(&p);
break;
}
default:
neterr(@"type");
return;
}
}
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|
};
});
}
int selh = 0;
bool selset = false;
#define loopselxy(b) \
{ \
makeundo(); \
loop(x, sel.xs) loop(y, sel.ys) \
{ \
sqr *s = S(sel.x + x, sel.y + y); \
b; \
} \
remip(sel); \
#define loopselxy(b) \
{ \
makeundo(); \
loop(x, sel->xs) loop(y, sel->ys) \
{ \
sqr *s = S(sel->x + x, sel->y + y); \
b; \
} \
remip(sel); \
}
int cx, cy, ch;
int curedittex[] = { -1, -1, -1 };
bool dragging = false;
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if (s->tag)
linestyle(GRIDW, 0xFF, 0x40, 0x40);
else if (s->type == FHF || s->type == CHF)
linestyle(GRIDW, 0x80, 0xFF, 0x80);
else
linestyle(GRIDW, 0x80, 0x80, 0x80);
block b = { ix, iy, 1, 1 };
box(b, h1, h2, h3, h4);
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 };
box(b, ih, sheight(s, SWS(s, 1, 0, ssize), z),
box(&b, ih, sheight(s, SWS(s, 1, 0, ssize), z),
sheight(s, SWS(s, 1, 1, ssize), z),
sheight(s, SWS(s, 0, 1, ssize), z));
linestyle(GRIDS, 0xFF, 0x00, 0x00);
dot(cx, cy, ih);
ch = (int)ih;
}
if (selset) {
linestyle(GRIDS, 0xFF, 0x40, 0x40);
box(sel, (float)selh, (float)selh, (float)selh, (float)selh);
box(&sel, (float)selh, (float)selh, (float)selh, (float)selh);
}
}
static OFMutableData *undos; // unlimited undo
VARP(undomegs, 0, 1, 10); // bounded by n megs
void
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void
makeundo()
{
if (undos == nil)
undos =
[[OFMutableData alloc] initWithItemSize:sizeof(block *)];
block *copy = blockcopy(sel);
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;
[undos removeLastItem];
blockpaste(*p);
blockpaste(p);
OFFreeMemory(p);
}
block *copybuf = NULL;
void
copy()
{
EDITSELMP;
if (copybuf)
OFFreeMemory(copybuf);
copybuf = blockcopy(sel);
copybuf = blockcopy(&sel);
}
void
paste()
{
EDITMP;
if (!copybuf) {
conoutf(@"nothing to paste");
return;
}
sel.xs = copybuf->xs;
sel.ys = copybuf->ys;
correctsel();
if (!selset || sel.xs != copybuf->xs || sel.ys != copybuf->ys) {
conoutf(@"incorrect selection");
return;
}
makeundo();
copybuf->x = sel.x;
copybuf->y = sel.y;
blockpaste(*copybuf);
blockpaste(copybuf);
}
void
tofronttex() // maintain most recently used of the texture lists when applying
// texture
{
loopi(3)
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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, block &sel)
editheightxy(bool isfloor, int amount, const block *sel)
{
loopselxy(
if (isfloor) {
s->floor += amount;
if (s->floor >= s->ceil)
s->floor = s->ceil - 1;
} else {
s->ceil += amount;
if (s->ceil <= s->floor)
s->ceil = s->floor + 1;
});
}
void
editheight(int flr, int amount)
{
EDITSEL;
bool isfloor = flr == 0;
editheightxy(isfloor, amount, sel);
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, block &sel)
edittexxy(int type, int t, const block *sel)
{
loopselxy(switch (type) {
case 0:
s->ftex = t;
break;
case 1:
s->wtex = t;
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lasttype = type;
}
int atype = type == 3 ? 1 : type;
int i = curedittex[atype];
i = i < 0 ? 0 : i + dir;
curedittex[atype] = i = min(max(i, 0), 255);
int t = lasttex = hdr.texlists[atype][i];
edittexxy(type, t, sel);
edittexxy(type, t, &sel);
addmsg(1, 7, SV_EDITT, sel.x, sel.y, sel.xs, sel.ys, type, t);
}
void
replace()
{
EDITSELMP;
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case 3:
if (s->utex == rtex.utex)
s->utex = lasttex;
break;
}
}
block b = { 0, 0, ssize, ssize };
remip(b);
remip(&b);
}
void
edittypexy(int type, block &sel)
edittypexy(int type, const block *sel)
{
loopselxy(s->type = type);
}
void
edittype(int type)
{
EDITSEL;
if (type == CORNER &&
(sel.xs != sel.ys || sel.xs == 3 || sel.xs > 4 && sel.xs != 8 ||
sel.x & ~-sel.xs || sel.y & ~-sel.ys)) {
conoutf(@"corner selection must be power of 2 aligned");
return;
}
edittypexy(type, sel);
edittypexy(type, &sel);
addmsg(1, 6, SV_EDITS, sel.x, sel.y, sel.xs, sel.ys, type);
}
void
heightfield(int t)
{
edittype(t == 0 ? FHF : CHF);
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corner()
{
edittype(CORNER);
}
COMMAND(corner, ARG_NONE)
void
editequalisexy(bool isfloor, block &sel)
editequalisexy(bool isfloor, const 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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}
void
equalize(int flr)
{
bool isfloor = flr == 0;
EDITSEL;
editequalisexy(isfloor, sel);
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, block &sel)
setvdeltaxy(int delta, const block *sel)
{
loopselxy(s->vdelta = max(s->vdelta + delta, 0));
remipmore(sel);
}
void
setvdelta(int delta)
{
EDITSEL;
setvdeltaxy(delta, sel);
setvdeltaxy(delta, &sel);
addmsg(1, 6, SV_EDITD, sel.x, sel.y, sel.xs, sel.ys, delta);
}
const int MAXARCHVERT = 50;
int archverts[MAXARCHVERT][MAXARCHVERT];
bool archvinit = false;
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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;
// Ugly hack to make the macro work.
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)));
loopselxy(s->vdelta = sel->xs > sel->ys
? (archverts[sel->xs - 1][x] +
(y == 0 || y == sel->ys - 1 ? sidedelta : 0))
: (archverts[sel->ys - 1][y] +
(x == 0 || x == sel->xs - 1 ? sidedelta : 0)));
remipmore(sel);
}
void
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;
// Ugly hack to make the macro work.
block *sel = sel_;
loopselxy(s->vdelta = xd * x + yd * y + off);
remipmore(sel);
}
void
perlin(int scale, int seed, int psize)
{
EDITSELMP;
sel.xs++;
sel.ys++;
makeundo();
sel.xs--;
sel.ys--;
perlinarea(sel, scale, seed, psize);
perlinarea(&sel, scale, seed, psize);
sel.xs++;
sel.ys++;
remipmore(sel);
remipmore(&sel);
sel.xs--;
sel.ys--;
}
VARF(
fullbright, 0, 0, 1, if (fullbright) {
if (noteditmode())
return;
loopi(mipsize) world[i].r = world[i].g = world[i].b = 176;
});
void
edittag(int tag)
{
EDITSELMP;
block *sel_ = &sel;
// Ugly hack to make the macro work.
block *sel = sel_;
loopselxy(s->tag = tag);
}
void
newent(OFString *what, OFString *a1, OFString *a2, OFString *a3, OFString *a4)
{
EDITSEL;
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DynamicEntity *d, bool team, OFString *mdlname, bool hellpig, float scale);
void showscores(bool on);
extern void renderscores();
// world
extern void setupworld(int factor);
extern void empty_world(int factor, bool force);
extern void remip(block &b, int level = 0);
extern void remipmore(const block &b, int level = 0);
extern void remip(const block *b, int level = 0);
extern void remipmore(const block *b, int level = 0);
extern int closestent();
extern int findentity(int type, int index = 0);
extern void trigger(int tag, int type, bool savegame);
extern void resettagareas();
extern void settagareas();
extern Entity *newentity(
int x, int y, int z, OFString *what, int v1, int v2, int v3, int v4);
// worldlight
extern void calclight();
extern void dodynlight(const OFVector3D &vold, const OFVector3D &v, int reach,
extern void dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach,
int strength, DynamicEntity *owner);
extern void cleardlights();
extern block *blockcopy(block &b);
extern void blockpaste(const block &b);
extern block *blockcopy(const block *b);
extern void blockpaste(const block *b);
// worldrender
extern void render_world(float vx, float vy, float vh, int yaw, int pitch,
float widef, int w, int h);
// worldocull
extern void computeraytable(float vx, float vy);
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extern int text_width(OFString *string);
extern void draw_envbox(int t, int fogdist);
// editing
extern void cursorupdate();
extern void toggleedit();
extern void editdrag(bool isdown);
extern void setvdeltaxy(int delta, block &sel);
extern void editequalisexy(bool isfloor, block &sel);
extern void edittypexy(int type, block &sel);
extern void edittexxy(int type, int t, block &sel);
extern void editheightxy(bool isfloor, int amount, block &sel);
extern void setvdeltaxy(int delta, const block *sel);
extern void editequalisexy(bool isfloor, const block *sel);
extern void edittypexy(int type, const block *sel);
extern void edittexxy(int type, int t, const block *sel);
extern void editheightxy(bool isfloor, int amount, const block *sel);
extern bool noteditmode();
extern void pruneundos(int maxremain = 0);
// renderextras
extern void line(int x1, int y1, float z1, int x2, int y2, float z2);
extern void box(block &b, float z1, float z2, float z3, float z4);
extern void box(const block *b, float z1, float z2, float z3, float z4);
extern void dot(int x, int y, float z);
extern void linestyle(float width, int r, int g, int b);
extern void newsphere(const OFVector3D &o, float max, int type);
extern void newsphere(const OFVector3D *o, float max, int type);
extern void renderspheres(int time);
extern void gl_drawhud(
int w, int h, int curfps, int nquads, int curvert, bool underwater);
extern void readdepth(int w, int h);
extern void blendbox(int x1, int y1, int x2, int y2, bool border);
extern void damageblend(int n);
// renderparticles
extern void setorient(OFVector3D &r, OFVector3D &u);
extern void particle_splash(int type, int num, int fade, const OFVector3D &p);
extern void setorient(const OFVector3D *r, const OFVector3D *u);
extern void particle_splash(int type, int num, int fade, const OFVector3D *p);
extern void particle_trail(
int type, int fade, OFVector3D &from, OFVector3D &to);
int type, int fade, const OFVector3D *from, const OFVector3D *to);
extern void render_particles(int time);
// worldio
extern void save_world(OFString *fname);
extern void load_world(OFString *mname);
extern void writemap(OFString *mname, int msize, uchar *mdata);
extern OFData *readmap(OFString *mname);
extern void loadgamerest();
extern void incomingdemodata(uchar *buf, int len, bool extras = false);
extern void demoplaybackstep();
extern void stop();
extern void stopifrecording();
extern void demodamage(int damage, const OFVector3D &o);
extern void demodamage(int damage, const OFVector3D *o);
extern void demoblend(int damage);
// physics
extern void moveplayer(DynamicEntity *pl, int moveres, bool local);
extern bool collide(DynamicEntity *d, bool spawn, float drop, float rise);
extern void entinmap(DynamicEntity *d);
extern void setentphysics(int mml, int mmr);
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extern void initserver(bool dedicated, int uprate, OFString *sdesc,
OFString *ip, OFString *master, OFString *passwd, int maxcl);
extern void cleanupserver();
extern void localconnect();
extern void localdisconnect();
extern void localclienttoserver(struct _ENetPacket *);
extern void serverslice(int seconds, unsigned int timeout);
extern void putint(uchar *&p, int n);
extern int getint(uchar *&p);
extern void sendstring(OFString *t, uchar *&p);
extern void putint(uchar **p, int n);
extern int getint(uchar **p);
extern void sendstring(OFString *t, uchar **p);
extern void startintermission();
extern void restoreserverstate(OFArray<Entity *> *ents);
extern uchar *retrieveservers(uchar *buf, int buflen);
extern char msgsizelookup(int msg);
extern void serverms(int mode, int numplayers, int minremain,
OFString *smapname, int seconds, bool isfull);
extern void servermsinit(OFString *master, OFString *sdesc, bool listen);
extern void sendmaps(int n, OFString *mapname, int mapsize, uchar *mapdata);
extern ENetPacket *recvmap(int n);
// weapon
extern void selectgun(int a = -1, int b = -1, int c = -1);
extern void shoot(DynamicEntity *d, const OFVector3D &to);
extern void shootv(int gun, OFVector3D &from, OFVector3D &to,
extern void shoot(DynamicEntity *d, const OFVector3D *to);
extern void shootv(int gun, const OFVector3D *from, const OFVector3D *to,
DynamicEntity *d = 0, bool local = false);
extern void createrays(OFVector3D &from, OFVector3D &to);
extern void createrays(const OFVector3D *from, const OFVector3D *to);
extern void moveprojectiles(float time);
extern void projreset();
extern OFString *playerincrosshair();
extern int reloadtime(int gun);
// monster
extern void monsterclear();
extern void restoremonsterstate();
extern void monsterthink();
extern void monsterrender();
extern OFArray<DynamicEntity *> *getmonsters();
extern void monsterpain(DynamicEntity *m, int damage, DynamicEntity *d);
extern void endsp(bool allkilled);
// entities
extern void initEntities();
extern void renderents();
extern void putitems(uchar *&p);
extern void putitems(uchar **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(uint i, bool on);
extern void teleport(int n, DynamicEntity *d);
extern void baseammo(int gun);
// rndmap
extern void perlinarea(block &b, int scale, int seed, int psize);
extern void perlinarea(const block *b, int scale, int seed, int psize);
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linestyle(float width, int r, int g, int b)
{
glLineWidth(width);
glColor3ub(r, g, b);
}
void
box(block &b, float z1, float z2, float z3, float z4)
box(const block *b, float z1, float z2, float z3, float z4)
{
glBegin(GL_POLYGON);
glVertex3f((float)b.x, z1, (float)b.y);
glVertex3f((float)b.x + b.xs, z2, (float)b.y);
glVertex3f((float)b.x + b.xs, z3, (float)b.y + b.ys);
glVertex3f((float)b.x, z4, (float)b.y + b.ys);
glVertex3f((float)b->x, z1, (float)b->y);
glVertex3f((float)b->x + b->xs, z2, (float)b->y);
glVertex3f((float)b->x + b->xs, z3, (float)b->y + b->ys);
glVertex3f((float)b->x, z4, (float)b->y + b->ys);
glEnd();
xtraverts += 4;
}
void
dot(int x, int y, float z)
{
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int type;
sphere *next;
};
sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;
void
newsphere(const OFVector3D &o, float max, int type)
newsphere(const OFVector3D *o, float max, int type)
{
if (!sinit) {
loopi(MAXSPHERES)
{
spheres[i].next = sempty;
sempty = &spheres[i];
}
sinit = true;
}
if (sempty) {
sphere *p = sempty;
sempty = p->next;
p->o = o;
p->o = *o;
p->max = max;
p->size = 1;
p->type = type;
p->next = slist;
slist = p;
}
}
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return;
for (Entity *e in ents) {
if (e.type == NOTUSED)
continue;
OFVector3D v = OFMakeVector3D(e.x, e.y, e.z);
particle_splash(2, 2, 40, v);
particle_splash(2, 2, 40, &v);
}
int e = closestent();
if (e >= 0) {
Entity *c = ents[e];
closeent =
[OFString stringWithFormat:@"closest entity = %@ (%d, %d, "
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gluUnProject(w / 2, h / 2, depthcorrect(cursordepth), mm, pm, viewport,
&worldx, &worldz, &worldy);
worldpos.x = (float)worldx;
worldpos.y = (float)worldy;
worldpos.z = (float)worldz;
OFVector3D r = OFMakeVector3D(mm[0], mm[4], mm[8]);
OFVector3D u = OFMakeVector3D(mm[1], mm[5], mm[9]);
setorient(r, u);
setorient(&r, &u);
}
void
drawicon(float tx, float ty, int x, int y)
{
glBindTexture(GL_TEXTURE_2D, 5);
glBegin(GL_QUADS);
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};
particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;
VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);
static void
newparticle(const OFVector3D &o, const OFVector3D &d, int fade, int type)
newparticle(const OFVector3D *o, const OFVector3D *d, int fade, int type)
{
if (!parinit) {
loopi(MAXPARTICLES)
{
particles[i].next = parempty;
parempty = &particles[i];
}
parinit = true;
}
if (parempty) {
particle *p = parempty;
parempty = p->next;
p->o = o;
p->d = d;
p->o = *o;
p->d = *d;
p->fade = fade;
p->type = type;
p->millis = lastmillis;
p->next = parlist;
parlist = p;
}
}
VAR(demotracking, 0, 0, 1);
VARP(particlesize, 20, 100, 500);
OFVector3D right, up;
void
setorient(OFVector3D &r, OFVector3D &u)
setorient(const OFVector3D *r, const OFVector3D *u)
{
right = r;
up = u;
right = *r;
up = *u;
}
void
render_particles(int time)
{
if (demoplayback && demotracking) {
OFVector3D o = player1.o;
OFVector3D nom = OFMakeVector3D(0, 0, 0);
newparticle(player1.o, nom, 100000000, 8);
newparticle(&o, &nom, 100000000, 8);
}
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glDisable(GL_FOG);
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glEnable(GL_FOG);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
void
particle_splash(int type, int num, int fade, const OFVector3D &p)
particle_splash(int type, int num, int fade, const OFVector3D *p)
{
loopi(num)
{
const int radius = type == 5 ? 50 : 150;
int x, y, z;
do {
x = rnd(radius * 2) - radius;
y = rnd(radius * 2) - radius;
z = rnd(radius * 2) - radius;
} while (x * x + y * y + z * z > radius * radius);
newparticle(p, OFMakeVector3D(x, y, z), rnd(fade * 3), type);
OFVector3D d = OFMakeVector3D(x, y, z);
newparticle(p, &d, rnd(fade * 3), type);
}
}
void
particle_trail(int type, int fade, OFVector3D &s, OFVector3D &e)
particle_trail(int type, int fade, const OFVector3D *s, const OFVector3D *e)
{
vdist(d, v, s, e);
vdist(d, v, *s, *e);
vdiv(v, d * 2 + 0.1f);
OFVector3D p = s;
OFVector3D p = *s;
loopi((int)d * 2)
{
vadd(p, v);
OFVector3D d =
OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5);
newparticle(p, d, rnd(fade) + fade, type);
newparticle(&p, &d, rnd(fade) + fade, type);
}
}
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void
send2(bool rel, int cn, int a, int b)
{
ENetPacket *packet =
enet_packet_create(NULL, 32, rel ? ENET_PACKET_FLAG_RELIABLE : 0);
uchar *start = packet->data;
uchar *p = start + 2;
putint(p, a);
putint(p, b);
putint(&p, a);
putint(&p, b);
*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
enet_packet_resize(packet, p - start);
if (cn < 0)
process(packet, -1);
else
send(cn, packet);
if (packet->referenceCount == 0)
enet_packet_destroy(packet);
}
void
sendservmsg(OFString *msg)
{
ENetPacket *packet = enet_packet_create(
NULL, _MAXDEFSTR + 10, ENET_PACKET_FLAG_RELIABLE);
uchar *start = packet->data;
uchar *p = start + 2;
putint(p, SV_SERVMSG);
sendstring(msg, p);
putint(&p, SV_SERVMSG);
sendstring(msg, &p);
*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
enet_packet_resize(packet, p - start);
multicast(packet, -1);
if (packet->referenceCount == 0)
enet_packet_destroy(packet);
}
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uchar *end = packet->data + packet->dataLength;
uchar *p = packet->data + 2;
char text[MAXTRANS];
int cn = -1, type;
while (p < end) {
switch ((type = getint(p))) {
switch ((type = getint(&p))) {
case SV_TEXT:
sgetstr();
break;
case SV_INITC2S:
sgetstr();
clients[cn].name = @(text);
sgetstr();
getint(p);
getint(&p);
break;
case SV_MAPCHANGE: {
sgetstr();
int reqmode = getint(p);
int reqmode = getint(&p);
if (reqmode < 0)
reqmode = 0;
if (smapname.length > 0 && !mapreload &&
!vote(@(text), reqmode, sender))
return;
mapreload = false;
mode = reqmode;
minremain = mode & 1 ? 15 : 10;
mapend = lastsec + minremain * 60;
interm = 0;
smapname = @(text);
resetitems();
sender = -1;
break;
}
case SV_ITEMLIST: {
int n;
while ((n = getint(p)) != -1)
while ((n = getint(&p)) != -1)
if (notgotitems) {
while (sents.count <= n)
[sents addObject:[ServerEntity
entity]];
sents[n].spawned = true;
}
notgotitems = false;
break;
}
case SV_ITEMPICKUP: {
int n = getint(p);
pickup(n, getint(p), sender);
int n = getint(&p);
pickup(n, getint(&p), sender);
break;
}
case SV_PING:
send2(false, cn, SV_PONG, getint(p));
send2(false, cn, SV_PONG, getint(&p));
break;
case SV_POS: {
cn = getint(p);
cn = getint(&p);
if (cn < 0 || cn >= clients.count ||
clients[cn].type == ST_EMPTY) {
disconnect_client(sender, @"client num");
return;
}
int size = msgsizelookup(type);
assert(size != -1);
loopi(size - 2) getint(p);
loopi(size - 2) getint(&p);
break;
}
case SV_SENDMAP: {
sgetstr();
int mapsize = getint(p);
int mapsize = getint(&p);
sendmaps(sender, @(text), mapsize, p);
return;
}
case SV_RECVMAP:
send(sender, recvmap(sender));
return;
// allows for new features that require no server updates
case SV_EXT:
for (int n = getint(p); n; n--)
getint(p);
for (int n = getint(&p); n; n--)
getint(&p);
break;
default: {
int size = msgsizelookup(type);
if (size == -1) {
disconnect_client(sender, @"tag type");
return;
}
loopi(size - 1) getint(p);
loopi(size - 1) getint(&p);
}
}
}
if (p > end) {
disconnect_client(sender, @"end of packet");
return;
}
multicast(packet, sender);
}
void
send_welcome(int n)
{
ENetPacket *packet =
enet_packet_create(NULL, MAXTRANS, ENET_PACKET_FLAG_RELIABLE);
uchar *start = packet->data;
__block uchar *p = start + 2;
putint(p, SV_INITS2C);
putint(p, n);
putint(p, PROTOCOL_VERSION);
putint(p, *smapname.UTF8String);
sendstring(serverpassword, p);
putint(p, clients.count > maxclients);
putint(&p, SV_INITS2C);
putint(&p, n);
putint(&p, PROTOCOL_VERSION);
putint(&p, *smapname.UTF8String);
sendstring(serverpassword, &p);
putint(&p, clients.count > maxclients);
if (smapname.length > 0) {
putint(p, SV_MAPCHANGE);
sendstring(smapname, p);
putint(p, mode);
putint(p, SV_ITEMLIST);
putint(&p, SV_MAPCHANGE);
sendstring(smapname, &p);
putint(&p, mode);
putint(&p, SV_ITEMLIST);
[sents enumerateObjectsUsingBlock:^(
ServerEntity *e, size_t i, bool *stop) {
if (e.spawned)
putint(p, i);
putint(&p, i);
}];
putint(p, -1);
putint(&p, -1);
}
*(ushort *)start = ENET_HOST_TO_NET_16(p - start);
enet_packet_resize(packet, p - start);
send(n, packet);
}
void
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{
selectgun((a1.length > 0 ? a1.cube_intValue : -1),
(a2.length > 0 ? a2.cube_intValue : -1),
(a3.length > 0 ? a3.cube_intValue : -1));
}
COMMAND(weapon, ARG_3STR)
// create random spread of rays for the shotgun
void
createrays(OFVector3D &from,
createrays(const OFVector3D *from, const OFVector3D *to)
OFVector3D &to) // create random spread of rays for the shotgun
{
vdist(dist, dvec, from, to);
vdist(dist, dvec, *from, *to);
float f = dist * SGSPREAD / 1000;
loopi(SGRAYS)
{
#define RNDD (rnd(101) - 50) * f
OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD);
sg[i] = to;
sg[i] = *to;
vadd(sg[i], r);
}
}
// if lineseg hits entity bounding box
bool
intersect(DynamicEntity *d, const OFVector3D &from, const OFVector3D &to)
static bool
intersect(DynamicEntity *d, const OFVector3D *from, const OFVector3D *to)
{
OFVector3D v = to, w = d.o;
OFVector3D v = *to, w = d.o;
const OFVector3D *p;
vsub(v, from);
vsub(w, from);
vsub(v, *from);
vsub(w, *from);
float c1 = dotprod(w, v);
if (c1 <= 0)
p = &from;
p = from;
else {
float c2 = dotprod(v, v);
if (c2 <= c1)
p = &to;
p = to;
else {
float f = c1 / c2;
vmul(v, f);
vadd(v, from);
vadd(v, *from);
p = &v;
}
}
return (p->x <= d.o.x + d.radius && p->x >= d.o.x - d.radius &&
p->y <= d.o.y + d.radius && p->y >= d.o.y - d.radius &&
p->z <= d.o.z + d.aboveeye && p->z >= d.o.z - d.eyeheight);
}
OFString *
playerincrosshair()
{
if (demoplayback)
return NULL;
for (id player in players) {
if (player == [OFNull null])
continue;
OFVector3D o = player1.o;
if (intersect(player, player1.o, worldpos))
if (intersect(player, &o, &worldpos))
return [player name];
}
return nil;
}
static const size_t MAXPROJ = 100;
static Projectile *projs[MAXPROJ];
void
projreset()
{
for (size_t i = 0; i < MAXPROJ; i++)
projs[i].inuse = false;
}
void
newprojectile(OFVector3D &from, OFVector3D &to, float speed, bool local,
DynamicEntity *owner, int gun)
newprojectile(const OFVector3D *from, const OFVector3D *to, float speed,
bool local, DynamicEntity *owner, int gun)
{
for (size_t i = 0; i < MAXPROJ; i++) {
Projectile *p = projs[i];
if (p == nil)
projs[i] = p = [Projectile projectile];
if (p.inuse)
continue;
p.inuse = true;
p.o = from;
p.to = to;
p.o = *from;
p.to = *to;
p.speed = speed;
p.local = local;
p.owner = owner;
p.gun = gun;
return;
}
}
void
hit(int target, int damage, DynamicEntity *d, DynamicEntity *at)
{
OFVector3D o = d.o;
if (d == player1)
selfdamage(damage, at == player1 ? -1 : -2, at);
else if (d.monsterstate)
monsterpain(d, damage, at);
else {
addmsg(1, 4, SV_DAMAGE, target, damage, d.lifesequence);
OFVector3D loc = d.o;
playsound(S_PAIN1 + rnd(5), &loc);
playsound(S_PAIN1 + rnd(5), &o);
}
particle_splash(3, damage, 1000, d.o);
demodamage(damage, d.o);
particle_splash(3, damage, 1000, &o);
demodamage(damage, &o);
}
const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack
static void
radialeffect(
DynamicEntity *o, const OFVector3D &v, int cn, int qdam, DynamicEntity *at)
DynamicEntity *o, const OFVector3D *v, int cn, int qdam, DynamicEntity *at)
{
if (o.state != CS_ALIVE)
return;
vdist(dist, temp, v, o.o);
vdist(dist, temp, *v, o.o);
dist -= 2; // account for eye distance imprecision
if (dist < RL_DAMRAD) {
if (dist < 0)
dist = 0;
int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
hit(cn, damage, o, at);
vmul(temp, (RL_DAMRAD - dist) * damage / 800);
vadd(o.vel, temp);
}
}
void
splash(Projectile *p, const OFVector3D &v, const OFVector3D &vold,
splash(Projectile *p, const OFVector3D *v, const OFVector3D *vold,
int notthisplayer, int notthismonster, int qdam)
{
particle_splash(0, 50, 300, v);
p.inuse = false;
if (p.gun != GUN_RL) {
playsound(S_FEXPLODE, &v);
playsound(S_FEXPLODE, v);
// no push?
} else {
playsound(S_RLHIT, &v);
playsound(S_RLHIT, v);
newsphere(v, RL_RADIUS, 0);
dodynlight(vold, v, 0, 0, p.owner);
if (!p.local)
return;
radialeffect(player1, v, -1, qdam, p.owner);
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if (i != notthismonster)
radialeffect(monster, v, i, qdam, p.owner);
}];
}
}
inline void
projdamage(
DynamicEntity *o, Projectile *p, OFVector3D &v, int i, int im, int qdam)
projdamage(DynamicEntity *o, Projectile *p, const OFVector3D *v, int i, int im,
int qdam)
{
if (o.state != CS_ALIVE)
return;
OFVector3D po = p.o;
if (intersect(o, p.o, v)) {
splash(p, v, p.o, i, im, qdam);
if (intersect(o, &po, v)) {
splash(p, v, &po, i, im, qdam);
hit(i, qdam, o, p.owner);
}
}
void
moveprojectiles(float time)
{
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if (time > dtime)
dtime = time;
vmul(v, time / dtime);
vadd(v, p.o);
if (p.local) {
for (id player in players)
if (player != [OFNull null])
projdamage(player, p, v, i, -1, qdam);
projdamage(player, p, &v, i, -1, qdam);
if (p.owner != player1)
projdamage(player1, p, v, -1, -1, qdam);
projdamage(player1, p, &v, -1, -1, qdam);
for (DynamicEntity *monster in getmonsters())
if (!vreject(monster.o, v, 10.0f) &&
monster != p.owner)
projdamage(monster, p, v, -1, i, qdam);
projdamage(monster, p, &v, -1, i, qdam);
}
if (p.inuse) {
OFVector3D po = p.o;
if (time == dtime)
splash(p, v, p.o, -1, -1, qdam);
splash(p, &v, &po, -1, -1, qdam);
else {
if (p.gun == GUN_RL) {
dodynlight(p.o, v, 0, 255, p.owner);
particle_splash(5, 2, 200, v);
dodynlight(&po, &v, 0, 255, p.owner);
particle_splash(5, 2, 200, &v);
} else {
particle_splash(1, 1, 200, v);
particle_splash(1, 1, 200, &v);
particle_splash(
guns[p.gun].part, 1, 1, v);
guns[p.gun].part, 1, 1, &v);
}
}
}
p.o = v;
}
}
// create visual effect from a shot
void
shootv(int gun, const OFVector3D *from, const OFVector3D *to, DynamicEntity *d,
shootv(int gun, OFVector3D &from, OFVector3D &to, DynamicEntity *d, bool local)
bool local)
{
OFVector3D loc = d.o;
playsound(guns[gun].sound, d == player1 ? NULL : &loc);
int pspeed = 25;
switch (gun) {
case GUN_FIST:
break;
case GUN_SG: {
loopi(SGRAYS) particle_splash(0, 5, 200, sg[i]);
loopi(SGRAYS) particle_splash(0, 5, 200, &sg[i]);
break;
}
case GUN_CG:
particle_splash(0, 100, 250, to);
// particle_trail(1, 10, from, to);
break;
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particle_trail(1, 500, from, to);
break;
}
}
void
hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
const OFVector3D &from, const OFVector3D &to)
const OFVector3D *from, const OFVector3D *to)
{
hit(target, damage, d, at);
vdist(dist, v, from, to);
vdist(dist, v, *from, *to);
vmul(v, damage / dist / 50);
vadd(d.vel, v);
}
void
raydamage(DynamicEntity *o, const OFVector3D &from, const OFVector3D &to,
raydamage(DynamicEntity *o, const OFVector3D *from, const OFVector3D *to,
DynamicEntity *d, int i)
{
if (o.state != CS_ALIVE)
return;
int qdam = guns[d.gunselect].damage;
if (d.quadmillis)
qdam *= 4;
if (d.monsterstate)
qdam /= MONSTERDAMAGEFACTOR;
if (d.gunselect == GUN_SG) {
int damage = 0;
loop(r, SGRAYS) if (intersect(o, from, sg[r])) damage += qdam;
loop(r, SGRAYS) if (intersect(o, from, &sg[r])) damage += qdam;
if (damage)
hitpush(i, damage, o, d, from, to);
} else if (intersect(o, from, to))
hitpush(i, qdam, o, d, from, to);
}
void
shoot(DynamicEntity *d, const OFVector3D &targ)
shoot(DynamicEntity *d, const OFVector3D *targ)
{
int attacktime = lastmillis - d.lastaction;
if (attacktime < d.gunwait)
return;
d.gunwait = 0;
if (!d.attacking)
return;
d.lastaction = lastmillis;
d.lastattackgun = d.gunselect;
if (!d.ammo[d.gunselect]) {
playsoundc(S_NOAMMO);
d.gunwait = 250;
d.lastattackgun = -1;
return;
}
if (d.gunselect)
d.ammo[d.gunselect]--;
OFVector3D from = d.o;
OFVector3D to = targ;
OFVector3D to = *targ;
from.z -= 0.2f; // below eye
vdist(dist, unitv, from, to);
vdiv(unitv, dist);
OFVector3D kickback = unitv;
vmul(kickback, guns[d.gunselect].kickamount * -0.01f);
vadd(d.vel, kickback);
if (d.pitch < 80.0f)
d.pitch += guns[d.gunselect].kickamount * 0.05f;
if (d.gunselect == GUN_FIST || d.gunselect == GUN_BITE) {
vmul(unitv, 3); // punch range
to = from;
vadd(to, unitv);
}
if (d.gunselect == GUN_SG)
createrays(from, to);
createrays(&from, &to);
if (d.quadmillis && attacktime > 200)
playsoundc(S_ITEMPUP);
shootv(d.gunselect, from, to, d, true);
shootv(d.gunselect, &from, &to, d, true);
if (!d.monsterstate)
addmsg(1, 8, SV_SHOT, d.gunselect, (int)(from.x * DMF),
(int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF),
(int)(to.y * DMF), (int)(to.z * DMF));
d.gunwait = guns[d.gunselect].attackdelay;
if (guns[d.gunselect].projspeed)
return;
[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
if (player != [OFNull null])
raydamage(player, from, to, d, i);
raydamage(player, &from, &to, d, i);
}];
for (DynamicEntity *monster in getmonsters())
if (monster != d)
raydamage(monster, from, to, d, -2);
raydamage(monster, &from, &to, d, -2);
if (d.monsterstate)
raydamage(player1, from, to, d, -1);
raydamage(player1, &from, &to, d, -1);
}
|
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minx = x;
if (y < miny)
miny = y;
}
}
block b = { minx, miny, maxx - minx + 1, maxy - miny + 1 };
if (maxx)
remip(b); // remip minimal area of changed geometry
remip(&b); // remip minimal area of changed geometry
}
void
resettagareas()
{
settag(0, 0);
} // reset for editing or map saving
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︙ | | |
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// main geometric mipmapping routine, recursively rebuild mipmaps within block
// b. tries to produce cube out of 4 lower level mips as well as possible, sets
// defer to 0 if mipped cube is a perfect mip, i.e. can be rendered at this mip
// level indistinguishable from its constituent cubes (saves considerable
// rendering time if this is possible).
void
remip(block &b, int level)
remip(const block *b, int level)
{
if (level >= SMALLEST_FACTOR)
return;
int lighterr = getvar(@"lighterror") * 3;
sqr *w = wmip[level];
sqr *v = wmip[level + 1];
int ws = ssize >> level;
int vs = ssize >> (level + 1);
block s = b;
block s = *b;
if (s.x & 1) {
s.x--;
s.xs++;
}
if (s.y & 1) {
s.y--;
s.ys++;
}
s.xs = (s.xs + 1) & ~1;
s.ys = (s.ys + 1) & ~1;
for (int x = s.x; x < s.x + s.xs; x += 2)
for (int y = s.y; y < s.y + s.ys; y += 2) {
sqr *o[4];
o[0] = SWS(w, x, y, ws); // the 4 constituent cubes
o[1] = SWS(w, x + 1, y, ws);
o[2] = SWS(w, x + 1, y + 1, ws);
o[3] = SWS(w, x, y + 1, ws);
sqr *r = SWS(v, x / 2, y / 2,
vs); // the target cube in the higher mip level
// the target cube in the higher mip level
sqr *r = SWS(v, x / 2, y / 2, vs);
*r = *o[0];
uchar nums[MAXTYPE];
loopi(MAXTYPE) nums[i] = 0;
loopj(4) nums[o[j]->type]++;
r->type =
SEMISOLID; // cube contains both solid and space,
// treated specially in the renderer
// cube contains both solid and space, treated
// specially in the renderer
r->type = SEMISOLID;
loopk(MAXTYPE) if (nums[k] == 4) r->type = k;
if (!SOLID(r)) {
int floor = 127, ceil = -128, num = 0;
loopi(4) if (!SOLID(o[i]))
{
num++;
int fh = o[i]->floor;
int ch = o[i]->ceil;
if (r->type == SEMISOLID) {
if (o[i]->type == FHF)
fh -= o[i]->vdelta / 4 +
2; // crap hack,
// crap hack, needed
// needed for
// rendering
// for rendering large
// large mips
// next to hfs
// mips next to hfs
fh -= o[i]->vdelta / 4 +
2;
if (o[i]->type == CHF)
ch += o[i]->vdelta / 4 +
2; // FIXME: needs
// FIXME: needs to
// to somehow
// take into
// account middle
// vertices on
// higher mips
// somehow take into
// account middle
// vertices on higher
// mips
ch += o[i]->vdelta / 4 +
2;
}
if (fh < floor)
floor =
fh; // take lowest floor and
// highest ceil, so we
// never have to see
// missing lower/upper
// from the side
// take lowest floor and
// highest ceil, so we never
// have to see missing
// lower/upper from the side
floor = fh;
if (ch > ceil)
ceil = ch;
}
r->floor = floor;
r->ceil = ceil;
}
if (r->type == CORNER)
goto mip; // special case: don't ever split even
// if textures etc are different
// special case: don't ever split even if
// textures etc are different
goto mip;
r->defer = 1;
if (SOLID(r)) {
loopi(3)
{
if (o[i]->wtex != o[3]->wtex)
goto c; // on an all solid cube,
// only thing that needs
// on an all solid cube, only
// thing that needs to be equal
// to be equal for a
// perfect mip is the
// wall texture
// for a perfect mip is the
// wall texture
goto c;
}
} else {
loopi(3)
{
// perfect mip even if light is not
// exactly equal
if (o[i]->type != o[3]->type ||
o[i]->floor != o[3]->floor ||
o[i]->ceil != o[3]->ceil ||
o[i]->ftex != o[3]->ftex ||
o[i]->ctex != o[3]->ctex ||
abs(o[i + 1]->r - o[0]->r) >
lighterr // perfect mip even if
lighterr ||
// light is not exactly
// equal
|| abs(o[i + 1]->g - o[0]->g) >
abs(o[i + 1]->g - o[0]->g) >
lighterr ||
abs(o[i + 1]->b - o[0]->b) >
lighterr ||
o[i]->utex != o[3]->utex ||
o[i]->wtex != o[3]->wtex)
goto c;
}
if (r->type == CHF ||
r->type ==
FHF) // can make a perfect mip out of a
// hf if slopes lie on one line
// can make a perfect mip out of a hf if slopes
// lie on one line
{
if (r->type == CHF || r->type == FHF) {
if (o[0]->vdelta - o[1]->vdelta !=
o[1]->vdelta -
SWS(w, x + 2, y, ws)
->vdelta ||
o[0]->vdelta - o[2]->vdelta !=
o[2]->vdelta -
SWS(w, x + 2, y + 2, ws)
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o[2]->vdelta -
SWS(w, x + 1, y + 2, ws)
->vdelta)
goto c;
}
}
{
loopi(4) if (o[i]->defer) goto c;
} // if any of the constituents is not perfect, then
// this one isn't either
// if any of the constituents is not perfect,
// then this one isn't either
loopi(4) if (o[i]->defer) goto c;
}
mip:
r->defer = 0;
c:;
}
s.x /= 2;
s.y /= 2;
s.xs /= 2;
s.ys /= 2;
remip(s, level + 1);
remip(&s, level + 1);
}
void
remipmore(const block &b, int level)
remipmore(const block *b, int level)
{
block bb = b;
block bb = *b;
if (bb.x > 1)
bb.x--;
if (bb.y > 1)
bb.y--;
if (bb.xs < ssize - 3)
bb.xs++;
if (bb.ys < ssize - 3)
bb.ys++;
remip(bb, level);
remip(&bb, level);
}
int
closestent() // used for delent and edit mode ent display
{
if (noteditmode())
return -1;
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char buffer[128] = "Untitled Map by Unknown";
memcpy(hdr.maptitle, buffer, 128);
hdr.waterlevel = -100000;
loopi(15) hdr.reserved[i] = 0;
loopk(3) loopi(256) hdr.texlists[k][i] = i;
[ents removeAllObjects];
block b = { 8, 8, ssize - 16, ssize - 16 };
edittypexy(SPACE, b);
edittypexy(SPACE, &b);
}
calclight();
startmap(@"base/unnamed");
if (oldworld) {
OFFreeMemory(oldworld);
toggleedit();
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