Cube  Check-in [e8f80b0482]

Overview
Comment:Convert monster into a class
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: e8f80b0482846dfbd5bf97ed375b13687d325e9ef7e2a79176dac49722180124
User & Date: js on 2025-03-23 02:03:32
Other Links: manifest | tags
Context
2025-03-23
02:47
Remove loop[ijkl] check-in: 6b85eefc85 user: js tags: trunk
02:03
Convert monster into a class check-in: e8f80b0482 user: js tags: trunk
2025-03-22
23:10
Clean up DynamicEntity check-in: b787ad5a04 user: js tags: trunk
Changes

Modified src/DynamicEntity.h from [52cd3f4f7c] to [39b63673d9].

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@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 (nonatomic) bool attacking;
@property (readonly, nonatomic) int *ammo;
// one of M_* below, M_NONE means human
@property (nonatomic) int monsterState;
// see monster.m
@property (nonatomic) int monsterType;
@property (nonatomic) bool attacking;
// monster wants to kill this entity
@property (nonatomic) DynamicEntity *enemy;
// monster wants to look in this direction
@property (nonatomic) float targetYaw;
// used by physics to signal ai
@property (nonatomic) bool blocked, moving;
// millis at which transition to another monsterstate takes place
@property (nonatomic) int trigger;
// delayed attacks
@property (nonatomic) OFVector3D attackTarget;
// how many times already hit by fellow monster
@property (nonatomic) int anger;
@property (copy, nonatomic) OFString *name, *team;

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

Modified src/DynamicEntity.m from [1744394702] to [03f91e70ff].

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#import "DynamicEntity.h"

#include "cube.h"

#import "Monster.h"

struct dynent {
	OFVector3D origin, velocity;
	float yaw, pitch, roll;
	float maxSpeed;
	bool outsideMap;
	bool inWater;
	bool onFloor, jumpNext;
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	copy->_lastAttackGun = _lastAttackGun;
	copy->_lastMove = _lastMove;
	copy->_attacking = _attacking;

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

	copy->_monsterState = _monsterState;
	copy->_monsterType = _monsterType;
	copy->_enemy = _enemy;
	copy->_targetYaw = _targetYaw;
	copy->_blocked = _blocked;
	copy->_moving = _moving;
	copy->_trigger = _trigger;
	copy->_attackTarget = _attackTarget;
	copy->_anger = _anger;

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

	return copy;
}

- (OFData *)dataBySerializing
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		.quadMillis = _quadMillis,
		.gunSelect = _gunSelect,
		.gunWait = _gunWait,
		.lastAction = _lastAction,
		.lastAttackGun = _lastAttackGun,
		.lastMove = _lastMove,
		.attacking = _attacking,
		.monsterState = _monsterState,
		.monsterType = _monsterType,
		.targetYaw = _targetYaw,
		.blocked = _blocked,
		.moving = _moving,
		.trigger = _trigger,
		.attackTarget = _attackTarget,
		.anger = _anger };
		.moving = _moving };

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

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

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

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	_lastAttackGun = d.lastAttackGun;
	_lastMove = d.lastMove;
	_attacking = d.attacking;

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

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

	if ([self isKindOfClass:Monster.class]) {
		Monster *monster = (Monster *)self;
	_monsterState = d.monsterState;
	_monsterType = d.monsterType;
	_targetYaw = d.targetYaw;
		monster.monsterState = d.monsterState;
		monster.monsterType = d.monsterType;
		monster.targetYaw = d.targetYaw;
	_blocked = d.blocked;
	_moving = d.moving;
	_trigger = d.trigger;
	_attackTarget = d.attackTarget;
	_anger = d.anger;
		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
{

Added src/Monster.h version [489882baef].

Renamed and modified src/monster.m [8b5a6bb4d3] to src/Monster.m [8c481c4403].

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

#import "Monster.h"

#include "cube.h"

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

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

VARF(skill, 1, 3, 10, conoutf(@"skill is now %d", skill));

OFArray<DynamicEntity *> *
getmonsters()
@implementation Monster
+ (void)initialize
{
	monsters = [[OFMutableArray alloc] init];
}

+ (OFMutableArray<Monster *> *)monsters
{
	return monsters;
}

+ (instancetype)monsterWithType:(int)type
                            yaw:(int)yaw
                          state:(int)state
                        trigger:(int)trigger
                           move:(int)move
{
	return [[self alloc] initWithType:type
	                              yaw:yaw
	                            state:state
	                          trigger:trigger
	                             move:move];
}

VARF(skill, 1, 3, 10, conoutf(@"skill is now %d", skill));

// for savegames
void
+ (void)restoreAll
restoremonsterstate()
{
	for (DynamicEntity *monster in monsters)
	for (Monster *monster in monsters)
		if (monster.state == CS_DEAD)
			numkilled++;
}

#define TOTMFREQ 13
#define NUMMONSTERTYPES 8

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	    @"a hellpig", @"monster/hellpig" },
	{ GUN_ICEBALL, 12, 250, 1, 0, 10, 400, 6, 18, 18, S_PAINH, S_DEATHH,
	    @"a knight", @"monster/knight" },
	{ GUN_SLIMEBALL, 15, 100, 1, 0, 200, 400, 2, 13, 10, S_PAIND, S_DEATHD,
	    @"a goblin", @"monster/goblin" },
};

- (instancetype)initWithType:(int)type
DynamicEntity *
basicmonster(int type, int yaw, int state, int trigger, int move)
                         yaw:(int)yaw
                       state:(int)state
                     trigger:(int)trigger
                        move:(int)move
{
	self = [super init];

	if (type >= NUMMONSTERTYPES) {
		conoutf(@"warning: unknown monster in spawn: %d", type);
		type = 0;
	}
	DynamicEntity *m = [DynamicEntity entity];
	struct monstertype *t = &monstertypes[(m.monsterType = 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;

	struct monstertype *t = &monstertypes[(self.monsterType = type)];
	self.eyeHeight = 2.0f;
	self.aboveEye = 1.9f;
	self.radius *= t->bscale / 10.0f;
	self.eyeHeight *= t->bscale / 10.0f;
	self.aboveEye *= t->bscale / 10.0f;
	self.monsterState = state;

	if (state != M_SLEEP)
		spawnplayer(m);
	m.trigger = lastmillis + trigger;
	m.targetYaw = m.yaw = (float)yaw;
	m.move = move;
	m.enemy = player1;
	m.gunSelect = t->gun;
	m.maxSpeed = (float)t->speed;
	m.health = t->health;
	m.armour = 0;
	loopi(NUMGUNS) m.ammo[i] = 10000;
	m.pitch = 0;
	m.roll = 0;
	m.state = CS_ALIVE;
	m.anger = 0;
	m.name = t->name;
		spawnplayer(self);

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

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

	self.pitch = 0;
	self.roll = 0;
	self.state = CS_ALIVE;
	self.anger = 0;
	self.name = t->name;

	return self;
}
	if (monsters == nil)
		monsters = [[OFMutableArray alloc] init];

- (id)copy
{
	Monster *copy = [super copy];

	copy->_monsterState = _monsterState;
	[monsters addObject:m];
	copy->_monsterType = _monsterType;
	copy->_enemy = _enemy;
	copy->_targetYaw = _targetYaw;
	copy->_trigger = _trigger;
	copy->_attackTarget = _attackTarget;
	copy->_anger = _anger;

	return m;
	return copy;
}

void
static void
spawnmonster() // spawn a random monster according to freq distribution in DMSP
{
	int n = rnd(TOTMFREQ), type;
	for (int i = 0;; i++) {
		if ((n -= monstertypes[i].freq) < 0) {
			type = i;
			break;
		}
	}
	basicmonster(type, rnd(360), M_SEARCH, 1000, 1);

	[monsters addObject:[Monster monsterWithType:type
	                                         yaw:rnd(360)
	                                       state:M_SEARCH
	                                     trigger:1000
	                                        move:1]];
}

// called after map start of when toggling edit mode to reset/spawn all
// monsters to initial state
void
+ (void)resetAll
monsterclear()
{
	[monsters removeAllObjects];

	numkilled = 0;
	monstertotal = 0;
	spawnremain = 0;

	if (m_dmsp) {
		nextmonster = mtimestart = lastmillis + 10000;
		monstertotal = spawnremain = gamemode < 0 ? skill * 10 : 0;
	} else if (m_classicsp) {
		mtimestart = lastmillis;

		for (Entity *e in ents) {
			if (e.type != MONSTER)
				continue;

			DynamicEntity *m =
			    basicmonster(e.attr2, e.attr1, M_SLEEP, 100, 0);
			Monster *m = [Monster monsterWithType:e.attr2
			                                  yaw:e.attr1
			                                state:M_SLEEP
			                              trigger:100
			                                 move:0];
			m.origin = OFMakeVector3D(e.x, e.y, e.z);
			[monsters addObject:m];
			entinmap(m);
			monstertotal++;
		}
	}
}

// height-correct line of sight for monster shooting/seeing
bool
static bool
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);
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		x += dx / (float)steps;
		y += dy / (float)steps;
		i++;
	}
	return i >= steps;
}

bool
enemylos(DynamicEntity *m, OFVector3D *v)
static bool
enemylos(Monster *m, OFVector3D *v)
{
	*v = m.origin;
	return los(m.origin.x, m.origin.y, m.origin.z, m.enemy.origin.x,
	    m.enemy.origin.y, m.enemy.origin.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
// environment etc., and transition to the next state. Transition timeframes are
// parametrized by difficulty level (skill), faster transitions means quicker
// decision making means tougher AI.

// n = at skill 0, n/2 = at skill 10, r = added random factor
void
transition(DynamicEntity *m, int state, int moving, int n, int r)
- (void)transitionWithState:(int)state moving:(int)moving n:(int)n r:(int)r
{
	m.monsterState = state;
	m.move = moving;
	self.monsterState = state;
	self.move = moving;
	n = n * 130 / 100;
	m.trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1);
	self.trigger = lastmillis + n - skill * (n / 16) + rnd(r + 1);
}

void
- (void)normalizeWithAngle:(float)angle
normalise(DynamicEntity *m, float angle)
{
	while (m.yaw < angle - 180.0f)
		m.yaw += 360.0f;
	while (m.yaw > angle + 180.0f)
		m.yaw -= 360.0f;
	while (self.yaw < angle - 180.0f)
		self.yaw += 360.0f;
	while (self.yaw > angle + 180.0f)
		self.yaw -= 360.0f;
}

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

	vdist(disttoenemy, vectoenemy, m.origin, m.enemy.origin);
	m.pitch = atan2(m.enemy.origin.z - m.origin.z, disttoenemy) * 180 / PI;
	vdist(disttoenemy, vectoenemy, self.origin, self.enemy.origin);
	self.pitch =
	    atan2(self.enemy.origin.z - self.origin.z, disttoenemy) * 180 / PI;

	// special case: if we run into scenery
	if (m.blocked) {
		m.blocked = false;
	if (self.blocked) {
		self.blocked = false;
		// try to jump over obstackle (rare)
		if (!rnd(20000 / monstertypes[m.monsterType].speed))
			m.jumpNext = true;
		if (!rnd(20000 / monstertypes[self.monsterType].speed))
			self.jumpNext = true;
		// search for a way around (common)
		else if (m.trigger < lastmillis &&
		    (m.monsterState != M_HOME || !rnd(5))) {
		else if (self.trigger < lastmillis &&
		    (self.monsterState != M_HOME || !rnd(5))) {
			// patented "random walk" AI pathfinding (tm) ;)
			m.targetYaw += 180 + rnd(180);
			transition(m, M_SEARCH, 1, 400, 1000);
			self.targetYaw += 180 + rnd(180);
			[self transitionWithState:M_SEARCH
			                   moving:1
			                        n:400
			                        r:1000];
		}
	}

	float enemyYaw = -(float)atan2(m.enemy.origin.x - m.origin.x,
	                     m.enemy.origin.y - m.origin.y) /
	float enemyYaw = -(float)atan2(self.enemy.origin.x - self.origin.x,
	                     self.enemy.origin.y - self.origin.y) /
	        PI * 180 +
	    180;

	switch (m.monsterState) {
	switch (self.monsterState) {
	case M_PAIN:
	case M_ATTACKING:
	case M_SEARCH:
		if (m.trigger < lastmillis)
			transition(m, M_HOME, 1, 100, 200);
		if (self.trigger < lastmillis)
			[self transitionWithState:M_HOME moving:1 n:100 r: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(self, &target))
			return; // skip running physics
		normalise(m, enemyYaw);
		float angle = (float)fabs(enemyYaw - m.yaw);
		[self normalizeWithAngle:enemyYaw];
		float angle = (float)fabs(enemyYaw - self.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) ||
		    (disttoenemy < 64 && angle < 45) || angle < 10) {
			transition(m, M_HOME, 1, 500, 200);
			OFVector3D loc = m.origin;
			[self transitionWithState:M_HOME moving:1 n:500 r:200];
			OFVector3D loc = self.origin;
			playsound(S_GRUNT1 + rnd(2), &loc);
		}
		break;
	}

	case M_AIMING:
		// this state is the delay between wanting to shoot and actually
		// firing
		if (m.trigger < lastmillis) {
			m.lastAction = 0;
			m.attacking = true;
			OFVector3D attackTarget = m.attackTarget;
			shoot(m, &attackTarget);
			transition(m, M_ATTACKING, 0, 600, 0);
		if (self.trigger < lastmillis) {
			self.lastAction = 0;
			self.attacking = true;
			OFVector3D attackTarget = self.attackTarget;
			shoot(self, &attackTarget);
			[self transitionWithState:M_ATTACKING
			                   moving:0
			                        n:600
			                        r:0];
		}
		break;

	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) {
		self.targetYaw = enemyYaw;
		if (self.trigger < lastmillis) {
			OFVector3D target;
			if (!enemylos(m, &target)) {
			if (!enemylos(self, &target)) {
				// no visual contact anymore, let monster get
				// as close as possible then search for player
				transition(m, M_HOME, 1, 800, 500);
				[self transitionWithState:M_HOME
				                   moving:1
				                        n:800
				                        r:500];
			} else {
				// the closer the monster is the more likely he
				// wants to shoot
				if (!rnd((int)disttoenemy / 3 + 1) &&
				    m.enemy.state == CS_ALIVE) {
				    self.enemy.state == CS_ALIVE) {
					// get ready to fire
					m.attackTarget = target;
					transition(m, M_AIMING, 0,
					    monstertypes[m.monsterType].lag,
					    10);
				} else
					self.attackTarget = target;
					int n =
					    monstertypes[self.monsterType].lag;
					[self transitionWithState:M_AIMING
					                   moving:0
					                        n:n
					                        r:10];
				} else {
					// track player some more
					transition(m, M_HOME, 1,
					    monstertypes[m.monsterType].rate,
					    0);
					int n =
					    monstertypes[self.monsterType].rate;
					[self transitionWithState:M_HOME
					                   moving:1
					                        n:n
					                        r:0];
				}
			}
		}
		break;
	}

	moveplayer(m, 1, false); // use physics to move monster
	moveplayer(self, 1, false); // use physics to move monster
}

void
monsterpain(DynamicEntity *m, int damage, DynamicEntity *d)
- (void)incurDamage:(int)damage fromEntity:(__kindof DynamicEntity *)d
{
	// a monster hit us
	if ([d isKindOfClass:Monster.class]) {
		Monster *m = (Monster *)d;
	if (d.monsterState) {

		// guard for RL guys shooting themselves :)
		if (m != d) {
		if (self != m) {
			// don't attack straight away, first get angry
			m.anger++;
			int anger = m.monsterType == d.monsterType ? m.anger / 2
			                                           : m.anger;
			if (anger >= monstertypes[m.monsterType].loyalty)
			self.anger++;
			int anger =
			    (self.monsterType == m.monsterType ? self.anger / 2
			                                       : self.anger);
			if (anger >= monstertypes[self.monsterType].loyalty)
				// monster infight if very angry
				m.enemy = d;
				self.enemy = m;
		}
	} else {
		// player hit us
		m.anger = 0;
		m.enemy = d;
		self.anger = 0;
		self.enemy = d;
	}

	// in this state monster won't attack
	[self transitionWithState:M_PAIN
	                   moving:0
	transition(m, M_PAIN, 0, monstertypes[m.monsterType].pain, 200);
	if ((m.health -= damage) <= 0) {
		m.state = CS_DEAD;
		m.lastAction = lastmillis;
	                        n:monstertypes[self.monsterType].pain
	                        r:200];

	if ((self.health -= damage) <= 0) {
		self.state = CS_DEAD;
		self.lastAction = lastmillis;
		numkilled++;
		player1.frags = numkilled;
		OFVector3D loc = m.origin;
		playsound(monstertypes[m.monsterType].diesound, &loc);
		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 = m.origin;
		playsound(monstertypes[m.monsterType].painsound, &loc);
		OFVector3D loc = self.origin;
		playsound(monstertypes[self.monsterType].painsound, &loc);
	}
}

void
+ (void)endSinglePlayerWithAllKilled:(bool)allKilled
endsp(bool allkilled)
{
	conoutf(allkilled ? @"you have cleared the map!"
	conoutf(allKilled ? @"you have cleared the map!"
	                  : @"you reached the exit!");
	conoutf(@"score: %d kills in %d seconds", numkilled,
	    (lastmillis - mtimestart) / 1000);
	monstertotal = 0;
	startintermission();
}

void
+ (void)thinkAll
monsterthink()
{
	if (m_dmsp && spawnremain && lastmillis > nextmonster) {
		if (spawnremain-- == monstertotal)
			conoutf(@"The invasion has begun!");
		nextmonster = lastmillis + 1000;
		spawnmonster();
	}

	if (monstertotal && !spawnremain && numkilled == monstertotal)
		endsp(true);
		[self endSinglePlayerWithAllKilled:true];

	// equivalent of player entity touch, but only teleports are used
	[ents enumerateObjectsUsingBlock:^(Entity *e, size_t i, bool *stop) {
		if (e.type != TELEPORT)
			return;

		if (OUTBORD(e.x, e.y))
			return;

		OFVector3D v =
		    OFMakeVector3D(e.x, e.y, (float)S(e.x, e.y)->floor);
		for (DynamicEntity *monster in monsters) {
		for (Monster *monster in monsters) {
			if (monster.state == CS_DEAD) {
				if (lastmillis - monster.lastAction < 2000) {
					monster.move = 0;
					moveplayer(monster, 1, false);
				}
			} else {
				v.z += monster.eyeHeight;
				vdist(dist, t, monster.origin, v);
				v.z -= monster.eyeHeight;

				if (dist < 4)
					teleport(i, monster);
			}
		}
	}];

	for (DynamicEntity *monster in monsters)
	for (Monster *monster in monsters)
		if (monster.state == CS_ALIVE)
			monsteraction(monster);
			[monster performAction];
}

void
+ (void)renderAll
monsterrender()
{
	for (DynamicEntity *monster in monsters)
	for (Monster *monster in monsters)
		renderclient(monster, false,
		    monstertypes[monster.monsterType].mdlname,
		    monster.monsterType == 5,
		    monstertypes[monster.monsterType].mscale / 10.0f);
}
@end

Modified src/clientextras.m from [ab4fb7df43] to [40507de7a2].

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+







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

#include "cube.h"

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

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

//              D    D    D    D'   D    D    D    D'   A   A'  P   P'  I   I'
//              R,  R'  E    L    J   J'
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		// mdl = (((int)d>>6)&1)+1;
		// mz = d.o.z-d.eyeHeight+0.2f;
		// scale = 1.2f;
	} else if (d.state == CS_EDITING) {
		n = 16;
	} else if (d.state == CS_LAGGED) {
		n = 17;
	} else if ([d isKindOfClass:Monster.class] &&
	} else if (d.monsterState == M_ATTACKING) {
	    ((Monster *)d).monsterState == M_ATTACKING) {
		n = 8;
	} else if ([d isKindOfClass:Monster.class] &&
	} else if (d.monsterState == M_PAIN) {
	    ((Monster *)d).monsterState == M_PAIN) {
		n = 10;
	} else if ((!d.move && !d.strafe) || !d.moving) {
		n = 12;
	} else if (!d.onFloor && d.timeInAir > 100) {
		n = 18;
	} else {
		n = 14;

Modified src/clientgame.m from [f7cff8c331] to [d0a68a37a3].

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+







// clientgame.cpp: core game related stuff

#include "cube.h"

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

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

static void
mode(int n)
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				shoot(player1, &worldpos);
			// do this first, so we have most accurate information
			// when our player moves
			gets2c();
		}
		otherplayers();
		if (!demoplayback) {
			monsterthink();
			[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();
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startmap(OFString *name) // called just after a map load
{
	if (netmapstart() && m_sp) {
		gamemode = 0;
		conoutf(@"coop sp not supported yet");
	}
	sleepwait = 0;
	monsterclear();
	[Monster resetAll];
	projreset();
	spawncycle = -1;
	spawnplayer(player1);
	player1.frags = 0;
	for (id player in players)
		if (player != [OFNull null])
			[player setFrags:0];

Modified src/cube.h from [d202a9fdbd] to [0e2553a48d].

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};

// bump if dynent/netprotocol changes or any other savegame/demo data
#define SAVEGAMEVERSION 4

enum { A_BLUE, A_GREEN, A_YELLOW }; // armour types... take 20/40/60 % off
enum {
	M_NONE = 0,
	M_SEARCH,
	M_HOME,
	M_ATTACKING,
	M_PAIN,
	M_SLEEP,
	M_AIMING
}; // monster states

Modified src/editing.m from [d8eb643406] to [85210314d4].

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+







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

#include "cube.h"

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

bool editmode = false;

// the current selection, used by almost all editing commands
// invariant: all code assumes that these are kept inside MINBORD distance of
// the edge of the map
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		settagareas();     // reset triggers to allow quick playtesting
		entinmap(player1); // find spawn closest to current floating pos
	} else {
		resettagareas(); // clear trigger areas to allow them to be
		                 // edited
		player1.health = 100;
		if (m_classicsp)
			monsterclear(); // all monsters back at their spawns for
			                // editing
			// all monsters back at their spawns for editing
			[Monster resetAll];
		projreset();
	}
	Cube.sharedInstance.repeatsKeys = editmode;
	selset = false;
	editing = editmode;
}
COMMANDN(edittoggle, toggleedit, ARG_NONE)

Modified src/meson.build from [d366589544] to [7b26dc3ecb].

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+

















-







    'Entity.m',
    'Identifier.m',
    'KeyMapping.m',
    'MD2.m',
    'MapModelInfo.m',
    'Menu.m',
    'MenuItem.m',
    'Monster.m',
    'OFString+Cube.m',
    'Projectile.m',
    'ResolverResult.m',
    'ResolverThread.m',
    'ServerEntity.m',
    'ServerInfo.m',
    'Variable.m',
    'clients.m',
    'clientextras.m',
    'clientgame.m',
    'clients2c.m',
    'commands.m',
    'console.m',
    'editing.m',
    'entities.m',
    'init.m',
    'menus.m',
    'monster.m',
    'physics.m',
    'rendercubes.m',
    'renderextras.m',
    'rendergl.m',
    'rendermd2.m',
    'renderparticles.m',
    'rendertext.m',

Modified src/physics.m from [bb6edf173a] to [6e6b41ef3d].

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+




















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-
+







// physics.cpp: no physics books were hurt nor consulted in the construction of
// this code. All physics computations and constants were invented on the fly
// and simply tweaked until they "felt right", and have no basis in reality.
// Collision detection is simplistic but very robust (uses discrete steps at
// fixed fps).

#include "cube.h"

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

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

	const float r = o.radius + d.radius;
	if (fabs(o.origin.x - d.origin.x) < r &&
	    fabs(o.origin.y - d.origin.y) < r) {
		if (d.origin.z - d.eyeHeight < o.origin.z - o.eyeHeight) {
			if (o.origin.z - o.eyeHeight < *hi)
				*hi = o.origin.z - o.eyeHeight - 1;
		} else if (o.origin.z + o.aboveEye > *lo)
			*lo = o.origin.z + o.aboveEye + 1;

		if (fabs(o.origin.z - d.origin.z) < o.aboveEye + d.eyeHeight)
			return false;
		if (d.monsterState)
		if ([d isKindOfClass:Monster.class])
			return false; // hack
			              //

		*headspace = d.origin.z - o.origin.z - o.aboveEye - d.eyeHeight;
		if (*headspace < 0)
			*headspace = 10;
	}

	return true;
}
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	const float fy2 = d.origin.y + d.radius;
	const int x1 = fast_f2nat(fx1);
	const int y1 = fast_f2nat(fy1);
	const int x2 = fast_f2nat(fx2);
	const int y2 = fast_f2nat(fy2);
	float hi = 127, lo = -128;
	// big monsters are afraid of heights, unless angry :)
	float minfloor = (d.monsterState && !spawn && d.health > 100)
	    ? d.origin.z - d.eyeHeight - 4.5f
	    : -1000.0f;
	float minfloor =
	    ([d isKindOfClass:Monster.class] && !spawn && d.health > 100
	            ? d.origin.z - d.eyeHeight - 4.5f
	            : -1000.0f);

	for (int x = x1; x <= x2; x++) {
		for (int y = y1; y <= y2; y++) {
			// collide with map
			if (OUTBORD(x, y))
				return false;
			struct sqr *s = S(x, y);
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	if (d != player1)
		if (!plcollide(d, player1, &headspace, &hi, &lo))
			return false;

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

	headspace -= 0.01f;

	mmcollide(d, &hi, &lo); // collide with map models
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				// correct water feel
				if (water)
					pl.velocity = OFMakeVector3D(
					    pl.velocity.x / 8,
					    pl.velocity.y / 8, pl.velocity.z);
				if (local)
					playsoundc(S_JUMP);
				else if (pl.monsterState) {
				else if ([pl isKindOfClass:Monster.class]) {
					OFVector3D loc = pl.origin;
					playsound(S_JUMP, &loc);
				}
			} else if (pl.timeInAir > 800) {
				// if we land after long time must have been a
				// high jump, make thud sound
				if (local)
					playsoundc(S_LAND);
				else if (pl.monsterState) {
				else if ([pl isKindOfClass:Monster.class]) {
					OFVector3D loc = pl.origin;
					playsound(S_LAND, &loc);
				}
			}

			pl.timeInAir = 0;
		} else

Modified src/protos.h from [1cd5f32081] to [7c4924e6fb].

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    DynamicEntity *d, bool local);
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 checkquad(int time);
extern void checkitems();
extern void realpickup(int n, DynamicEntity *d);

Modified src/rendergl.m from [09aa28380f] to [d2bce2bd10].

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+







// rendergl.cpp: core opengl rendering stuff

#include "cube.h"

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

#ifdef DARWIN
# define GL_COMBINE_EXT GL_COMBINE_ARB
# define GL_COMBINE_RGB_EXT GL_COMBINE_RGB_ARB
# define GL_SOURCE0_RBG_EXT GL_SOURCE0_RGB_ARB
# define GL_SOURCE1_RBG_EXT GL_SOURCE1_RGB_ARB
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	overbright(2);

	renderstrips();

	xtraverts = 0;

	renderclients();
	monsterrender();
	[Monster renderAll];

	renderentities();

	renderspheres(curtime);
	renderents();

	glDisable(GL_CULL_FACE);

Modified src/savegamedemo.m from [3f6725d365] to [fc99f9e9f6].

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// loading and saving of savegames & demos, dumps the spawn state of all
// mapents, the full state of all dynents (monsters + player)

#include "cube.h"

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

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

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	    min(getclientmap().UTF8StringLength, _MAXDEFSTR - 1));
	gzwrite(f, map, _MAXDEFSTR);
	gzputi(gamemode);
	gzputi(ents.count);
	for (Entity *e in ents)
		gzputc(f, e.spawned);
	gzwrite(f, data.items, data.count);
	OFArray<DynamicEntity *> *monsters = getmonsters();
	OFArray<Monster *> *monsters = Monster.monsters;
	gzputi(monsters.count);
	for (DynamicEntity *monster in monsters) {
	for (Monster *monster in monsters) {
		data = [monster dataBySerializing];
		gzwrite(f, data.items, data.count);
	}
	gzputi(players.count);
	for (id player in players) {
		gzput(player == [OFNull null]);
		data = [player dataBySerializing];
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	    [OFMutableData dataWithCapacity:DynamicEntity.serializedSize];
	[data increaseCountBy:DynamicEntity.serializedSize];
	gzread(f, data.mutableItems, data.count);
	[player1 setFromSerializedData:data];
	player1.lastAction = lastmillis;

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

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

	int nplayers = gzgeti();
	loopi(nplayers) if (!gzget())
	{
		DynamicEntity *d = getclient(i);
		assert(d);
		gzread(f, data.mutableItems, data.count);

Modified src/weapon.m from [af10bcd44b] to [6b111961c9].

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+







// weapon.cpp: all shooting and effects code

#include "cube.h"

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

static const int MONSTERDAMAGEFACTOR = 4;
#define SGRAYS 20
static const float SGSPREAD = 2;
static OFVector3D sg[SGRAYS];
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		p.owner = owner;
		p.gun = gun;
		return;
	}
}

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

			radialeffect(player, v, i, qdam, p.owner);
		}];

		[getmonsters() enumerateObjectsUsingBlock:^(
		    DynamicEntity *monster, size_t i, bool *stop) {
		[Monster.monsters enumerateObjectsUsingBlock:^(
		    Monster *monster, size_t i, bool *stop) {
			if (i != notthismonster)
				radialeffect(monster, v, i, qdam, p.owner);
		}];
	}
}

static inline void
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	for (size_t i = 0; i < MAXPROJ; i++) {
		Projectile *p = projs[i];

		if (!p.inuse)
			continue;

		int qdam = guns[p.gun].damage * (p.owner.quadMillis ? 4 : 1);
		if (p.owner.monsterState)
		if ([p.owner isKindOfClass:Monster.class])
			qdam /= MONSTERDAMAGEFACTOR;
		vdist(dist, v, p.o, p.to);
		float dtime = dist * 1000 / p.speed;
		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);

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

			for (DynamicEntity *monster in getmonsters())
			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) {
			OFVector3D po = p.o;

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		break;

	case GUN_RL:
	case GUN_FIREBALL:
	case GUN_ICEBALL:
	case GUN_SLIMEBALL:
		pspeed = guns[gun].projspeed;
		if (d.monsterState)
		if ([d isKindOfClass:Monster.class])
			pspeed /= 2;
		newprojectile(from, to, (float)pspeed, local, d, gun);
		break;

	case GUN_RIFLE:
		particle_splash(0, 50, 200, to);
		particle_trail(1, 500, from, to);
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    DynamicEntity *d, int i)
{
	if (o.state != CS_ALIVE)
		return;
	int qdam = guns[d.gunSelect].damage;
	if (d.quadMillis)
		qdam *= 4;
	if (d.monsterState)
	if ([d isKindOfClass:Monster.class])
		qdam /= MONSTERDAMAGEFACTOR;
	if (d.gunSelect == GUN_SG) {
		int damage = 0;
		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))
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	}
	if (d.gunSelect == GUN_SG)
		createrays(&from, &to);

	if (d.quadMillis && attacktime > 200)
		playsoundc(S_ITEMPUP);
	shootv(d.gunSelect, &from, &to, d, true);
	if (!d.monsterState)
	if (![d isKindOfClass:Monster.class])
		addmsg(1, 8, SV_SHOT, d.gunSelect, (int)(from.x * DMF),
		    (int)(from.y * DMF), (int)(from.z * DMF), (int)(to.x * DMF),
		    (int)(to.y * DMF), (int)(to.z * DMF));
	d.gunWait = guns[d.gunSelect].attackdelay;

	if (guns[d.gunSelect].projspeed)
		return;

	[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
		if (player != [OFNull null])
			raydamage(player, &from, &to, d, i);
	}];

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

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

Modified src/world.m from [023ca9b6df] to [97ecb02030].

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+







// world.cpp: core map management stuff

#include "cube.h"

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

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

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

struct header hdr;
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	OFString *aliasname =
	    [OFString stringWithFormat:@"level_trigger_%d", tag];

	if (identexists(aliasname))
		execute(aliasname, true);

	if (type == 2)
		endsp(false);
		[Monster endSinglePlayerWithAllKilled:false];
}
COMMAND(trigger, ARG_2INT)

// 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

Modified src/worldlight.m from [d596ebb5c3] to [3113d251d8].

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+







// worldlight.cpp

#include "cube.h"

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

extern bool hasoverbright;

VAR(lightscale, 1, 4, 100);

// done in realtime, needs to be fast
void
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void
dodynlight(const OFVector3D *vold, const OFVector3D *v, int reach, int strength,
    DynamicEntity *owner)
{
	if (!reach)
		reach = dynlight;
	if (owner.monsterState)
	if ([owner isKindOfClass:Monster.class])
		reach = reach / 2;
	if (!reach)
		return;
	if (v->x < 0 || v->y < 0 || v->x > ssize || v->y > ssize)
		return;

	int creach = reach + 16; // dependant on lightray random offsets!