Import cube_2005_08_29_src_zlib.zip

FossilOrigin-Name: ea7418102a3ee6b415e50bea95694727a4f62ae112b570a07310817614ea3063
This commit is contained in:
Jonathan Schleifer 2024-07-13 14:22:15 +00:00
parent 88989814f6
commit 79db1ed9fa
144 changed files with 45421 additions and 0 deletions

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- seperate release archives for windows, linux, and macosx (less FAQs) - tar with -keep empty dirs
- demo play bugs like sticky scoreboard
- look at that immortality bug that sometimes pops up. immortality_bug.cdgz
- kick vote
- check other demos for common bugs
- demo bug: LAG makes other player fly
- demo bug: names (who is "you") can sometimes be reversed
- ability to set refreshrate? http://twomix.devolution.com/pipermail/sdl/2003-July/055059.html
- player should not be stuck moving after respawn (not reset +forward)
- change auto wep change?
- fps = (1000.0f/(curtime ? curtime : 1)+fps*50)/51 // somehow curtime gets to be 0 even if fps is only 150 on linux
- make serverinfo in server port obey -i
- make spawns more random
- automatic team assignment
- configurable serverport
- force respawn
- delay for player in xhair
- demo: if player once in lag mode, stays there
- "texture triggers", i.e. triggers that can be set for the player touching a certain floor texture. That way it can support sky, and lava, the effects are customizable, and you can also create full-room triggers for other purposes with them.
- -mBLAH sometimes still registers
- lighting - store id of strongest light in every tile (or multiple lights) | normals | boundaries | occlusion at steps down <- the hard part, really needs different representation
- spectator mode
- maprotation.cfg for server
- map checksum (detect architectural changes, entity changes(can it be done by just checking size?))
- send/getmap: some way to send also the .cfg and neccesary custom stuff
- Duel modes (for insta, ffa, tactics, efficiency) maybe with reasonable fraglimit each or only 3-5min rounds (others spectate)
- ctf mode (or something else really team-oriented)
- accuracy stats ;)
- more gore/blood :D
- more chars äüö, and ´
- SLEEPY: only allow v121 and later
- win98 gf2 video init crash?
- better fist?
- check with vtune for cpu bottlenecks on ksp1
- monsters & jumppads
- hide monsters until triggered?
- trigger when monsters die?
- but back the idea of a overwritable config.cfg so settings are easier to change in game?
- improve particle engine / make all weapons have more satisfying effects / better sounds overal / lighting on rocket explosion
- demos play even from old protocol versions / scoreboards sometimes stick
- weapon keeps shooting if you switch to edit/talk while shooting / hide hud weapon in edit mode
- load demo when already playing a demo: see yourself
- load demo of map editing -> crash?
- larger ideas to revamp cube editing/rendering:
* can cube internal representation be replaced with typeless representation?
2x floorceil, 8xvert offset, and 2x wall offset? (can we do it without floorceil even? byterange?)
* new lighting (diff floor ceiling like doom64?) can use lightmap the size of the world
to save on polys and make lighting more precise?
-> also other ways to reduce on polys by splitting
-> can merge polys better
most important however would be to allow walls to have different light than floor/ceil depending on light angle
and better/sharper shadows
* change texture list to be textures used rather than slots to allow >256
* proper way of doing multilevel?
* a way of rendering that makes static vertex arrays and culling coexist? larger chunks?
-> speed is hardly the problem anymore with current cube maps, though may be nice once higher detail geometry editing methods are in
* remove LOD completely
* ways to reduce sparklies?
- render water only where needed... or with some sort of zbuffer trick?
* faster cube occlusion culling by checking distance from each cube rather than raytracing... do so using quad tree and in direction of viewer
- gluPerspective wrong fov?
- fake opengl light for models? (not for bridges)
- do something about people having wrong maps etc / map cheating / make auto map download
- super simple CTF using pickup - drop off idea pxtl ? no team spawns required!
- allow monster spawn on trigger?
- VWEP (slith has own weapons), muzzle flash?
- About 2 out of 3 times I start Cube (Linux Version), the fps counter displays -214748
- make water render not everywhere to reduce sparklies
- vertex/fragment programs
global: millis, eye, eyeorient
vertex: normal, Svec?, Tvec? closest light / light dir vec ?
opengl: matrices etc.
or instead simple regcombine setup?
- shaders stuff
- allow texture rotation
- glow
- under some circumstances, players can not be hurt in multiplayer (wrong lifetime???)
(after any spawn, also in ffa, lasts until disconnect)
- out of memory bug (just on or after new player join).
- mapmodels above eachother gives incorrect physics
- fps reporting on demos.../ teleport to spawn?
- improve sounds
- Ability to get attributes of a single cube at $xsel, $ysel.
- Ability to get the current users position (or cursor position, X,Y & height)
- Provide Absolute mode in at least functions edittex,editheight,vdelta.
- no text when dead? / round over while dead? -> more lag than appearent
- can't spawn when 1 is lagging
- sendmap hang?
- specator mode for arena also
- avoid spawn next to eachother : most difficult in arena because spawns all at same time, meaning you can't check other people's position
- show last persons health?
- bigger monsters can get stuck on top of mapmodels
- disable hudgun when dead
- make disconnection faster (now can last up to 60 secs)... what features depend on this?
- try and debug depth read? GL_DEPTH_SCALE/GL_DEPTH_BIAS
- detect if sw driver? glXIsDirect(dpy, ctx) (can't get context from SDL) / glGetString(GL_VENDOR/RENDERER) (many HW drivers use mesa as base)
- not reproducable: When you pop out of edit mode where a bridge is right under a ceiling you get stuck.
- jumppads don't work for monsters
- try to go FMOD-only?
- new weapon models?
- profiling / replace gluBuild2DMipmaps, its too slow
- protocol: send map checksums so checking can happen?
rendering:
- integrate fisheye mod?
- fix large overdraw on fog culling?
- particles look v bad in fog/water
- allow up to fov 135 or so (need to tweak various frustrum culling optis)
- experiment with alpha textures & shiny textures for second unit... -> generate normals only for surfs that use it
- try out VAR without copying? -> almost no speedup, too cpu bound
- use VAR on chunks of the world
- speed up md2 render -> put into array too... maybe can render multiple walking monsters from same array? (since same time moment)
- texture precache?
- try out also up/down occlusion culling?
- fix corner textures, and make all 4 walls L-R
- render sky polys more efficiently? can't be done with light. need to collect "sky space" and render seperately
- reassign mip 1 quads / mip n quads for big open maps
- skybox roll not working yet
- cull explosions/particles etc outside frustrum
- stripify walls?
- instead of having defer 0 or 1, have a range that rates its visible disruptiveness
world structure / editing:
- make mip opti tags compliant?
- generic push/pull for vdeltas
- how to allow editing features as trigger scripts (since they reset triggers/monsters).
other triggers... certainly a NULL trigger that affects no tags
floor/ceil height, texture change, solid,
spawn stuff?
waterlevel raise/lower
could select tag areas and then do edit callback.. problem is how to generically restore them
- need more commands that influence the world in a gameplay way for trigger scripts
- ror by models?
- hom in custom arch?
- vdelta mipping often wrong
- improve selecting in void and selecting heightmaps / selecting areas with much height variation
- "platform" extra floors or something similarly simple?
- generate terrain as edit command (also for 2x2 and 4x4 mips!)
- arbitrary shapes a la archvertex
- flip/rotate commands
- off-vertex feature?
- coop copy & paste / other ops
- make showmip show acurate values (use real light values)
- make mapopt atleast also do 4x4
- intermission cam entity?
- make "corner" equalize height automatically?
- "are you sure" when edits have been made
- wr: render too high wall if z is mip mapped (1 unit indent)
- wr: walls behind corners
- wr: SEMISOLID still causes faces in the floor -> extend issemi
- hom: normal walls next to huge mips (on DM2?)
- hom: a 2x2 solid next to only a partial HF [workaround: cut up wall]
- hom: a 2x2 solid next to concave 2x2 hf [workaround: cut up wall]
- hom: cap on a equal height floor/ceil [workaround: make height diff]
- allow 2 or more levels?
- multiple selections
- each client in editmode should be able to see the selection outline of other clients that are in editmode.
- expand random map gen ?
- texture language: each texture number becomes a little program for
texturing. [ warning: must be in both worldrender & mipmapping code
for correct results. ] possibilities:
* all the shader tricks
* random textures: select any from a set
* checkerboard tile 2 textures
* auto border tiling (when texture touches same height/texture
or not): textures specified (any amount):
1. texture center
2. texture border (replaces 1 when touching changing blocks)
3. texture corner (replaces 2 on 2 touching)
4. inner corner (replaces 2/3 when indented corner)
will work on both floors and walls, and will make nice
texturing with rims _extremely_ easy.
script / console:
- make editing-only binds?
- delay "music" and "loadsky" commands, such that they do not load multiple times.
- make onrelease work everywhere?
- beep on "say"
- save config.cfg / move autoexec.cfg to last?
- international keyboards?
multiplayer:
- insta arena
- accumulate accuracy / efficiency / rails in a row / frags in a row stats
- arena numplayers>1 & other recent addons / rename "arena" to "last man standing"
- allow servers to set port
- render CS_LAGGED differently?
- spectator mode
- make everyone spec for duel/team modes
- admin feature
- mode 2 duel?
- frags should be in c2s welcome packet
- simplify tp: only red/blue, otherwise spectate
- add time spend on server to scoreboard
- specify distance in some way for network ? distance / occlusion / standing still / dead
- compress some things about network stream?
- all physics pushes don't affect players across the network
- servers should send map checksums, small differences in map entities pos could potentially cause crashes, same for out of range ents on clients.
- implement http get for masterserver?
- vote: either explain it or make it easier.. generally make a multiplayer connect walkthru
- rethink map get? make it even easier???
- locking of in-progress games
- when switching to map that player doesnt have... something better should happen than keep him in old map with floating players
- capture the chicken mode? other different DM modes? domination? holy wars?
- teamplay scores don't record frags of disconnected players
- teamplay binds
- ctf mode
- character selection... maybe also sounds... relatively easy, maybe share monster/player stuff more
- when failed to connect, not clear not connected on map reload?
- time remaining not clearly printed...
- interpolated demo playback?
- dont allow duplicate player names
- make carrots work correctly in mp, and various other things in mp
- maybe also make deaths instant
- console scores
- can jump thru players easily when both move.. make sure offset to correct side?
- add network interpolation as an option?
- different pain sounds for levels of damage applied, or level of health?
SP/monsters
- less <10h -> scared
- monster weapons go thru mapmodels.
- lava/water hurt
- think about save game / copy stats for sp
- think about introducing rpg style elements: weapon/stat upgrades, inventory items
- wake up others nearby?
- secrets
- barrels
- gibs for health?
- other interesting monster behaviour... pacifist until first shot?
- make monsters flee
- spawn sound?
- maybe make 2 versions of each monster to make up for the lack of them (different skins?)
- player/monster on top of eachother
- coop (not easy, requires lots of sync & bw management).
- use tracing code also for player1? too many problems with it...
- new trigger types... floor raise/lower, secrets
gameplay:
- sky hurt
- splash sound frequently when looking straight up from water
- increase amount of blood / better particle lifetimes
- think of how make kills etc more satisfying
- dynblight when player shoots
- make some of the gameplay code in script? problem, for multiplayer this will make cheating easy.
- overhead map: show open & closed doors
- fun: racing game easter egg
- use Mix_SetPosition() for positional sound
- anim frames for death
- <metlslime> - fix the shotgun behavior :)
- auto weapon change?
- traceline related:
* replace readpixels since its very problematic?
-> must solve by software, can't disable depth buffer for models
* RL stops behind chasing player
* RL path must be cut short on direct hit
* guns shots go thru players, and they can miss if model sticks in front
of bounding box
physics
- optimise stair physics for 2x1 slopes -> interferes with stairs
- speed up monster-monster and monster-mapmodel collision
- for 1 cube wide obstackles, push player past it
- give player velocity coming out of teleport -> direction he's facing
- improve slant sliding
- improve heightfield physics?
light stuffs:
- blend out dynlight longer?
- sun lighting?
- player shadows?
- quad damage player dynlight?
- switchable lights? lights that oscillate in strength?
changes for bigger landscapes:
- hf: hom next to big mips / water height
- make correct collision for slopes
- push/pull vertex tools
- different scale: *2 in xy, and /2 in z, ratio is then 1:4 (so float hf can be removed)
- more tree/plant map models
- optimize certain code for 2k^2 maps.. lighting?
- cut&paste entities also?
- limit occlusion distance?
non-code:
- improve default keybinds for editing -> docs / find better keys for modifiers?
- email all model authors
- check all dm spawns big enough for monsters
- sounds! monster see
- more sp maps?
- better tree skin / more models?
- add metl3?
- dgtex?
- q3 tree mapmodels?

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CXX=g++
CXXOPTFLAGS=-Wall -O3 -fsigned-char -fomit-frame-pointer
CXXFLAGS=$(CXXOPTFLAGS) -I../enet/include `sdl-config --cflags`
CLIENT_LIBS=-L../enet -lenet `sdl-config --libs` -lSDL_image -lSDL_mixer -lz -lGL -lGLU
CLIENT_OBJS= \
client.o \
clientextras.o \
clientgame.o \
clients2c.o \
command.o \
console.o \
editing.o \
entities.o \
main.o \
menus.o \
monster.o \
physics.o \
rendercubes.o \
renderextras.o \
rendergl.o \
rendermd2.o \
renderparticles.o \
rendertext.o \
rndmap.o \
savegamedemo.o \
server.o \
serverbrowser.o \
serverms.o \
serverutil.o \
sound.o \
tools.o \
weapon.o \
world.o \
worldio.o \
worldlight.o \
worldocull.o \
worldrender.o
SERVER_LIBS=-L../enet -lenet
SERVER_OBJS= \
standalone.o \
serverms.o \
server.o \
tools.o
default: all
all: enet client server
enet:
-make -C ../enet all
clean:
-rm -f $(SERVER_OBJS) $(CLIENT_OBJS) cube_server cube_client
-make -C ../enet/ clean
standalone.o:
$(CXX) $(CXXFLAGS) -DSTANDALONE -o standalone.o -c serverutil.cpp
client: $(CLIENT_OBJS)
$(CXX) $(CXXFLAGS) -o cube_client $(CLIENT_OBJS) $(CLIENT_LIBS)
server: $(SERVER_OBJS)
$(CXX) $(CXXFLAGS) -o cube_server $(SERVER_OBJS) $(SERVER_LIBS)

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// client.cpp, mostly network related client game code
#include "cube.h"
ENetHost *clienthost = NULL;
int connecting = 0;
int connattempts = 0;
int disconnecting = 0;
int clientnum = -1; // our client id in the game
bool c2sinit = false; // whether we need to tell the other clients our stats
int getclientnum() { return clientnum; };
bool multiplayer()
{
// check not correct on listen server?
if(clienthost) conoutf("operation not available in multiplayer");
return clienthost!=NULL;
};
bool allowedittoggle()
{
bool allow = !clienthost || gamemode==1;
if(!allow) conoutf("editing in multiplayer requires coopedit mode (1)");
return allow;
};
VARF(rate, 0, 0, 25000, if(clienthost && (!rate || rate>1000)) enet_host_bandwidth_limit (clienthost, rate, rate));
void throttle();
VARF(throttle_interval, 0, 5, 30, throttle());
VARF(throttle_accel, 0, 2, 32, throttle());
VARF(throttle_decel, 0, 2, 32, throttle());
void throttle()
{
if(!clienthost || connecting) return;
assert(ENET_PEER_PACKET_THROTTLE_SCALE==32);
enet_peer_throttle_configure(clienthost->peers, throttle_interval*1000, throttle_accel, throttle_decel);
};
void newname(char *name) { c2sinit = false; strn0cpy(player1->name, name, 16); };
void newteam(char *name) { c2sinit = false; strn0cpy(player1->team, name, 5); };
COMMANDN(team, newteam, ARG_1STR);
COMMANDN(name, newname, ARG_1STR);
void writeclientinfo(FILE *f)
{
fprintf(f, "name \"%s\"\nteam \"%s\"\n", player1->name, player1->team);
};
void connects(char *servername)
{
disconnect(1); // reset state
addserver(servername);
conoutf("attempting to connect to %s", servername);
ENetAddress address = { ENET_HOST_ANY, CUBE_SERVER_PORT };
if(enet_address_set_host(&address, servername) < 0)
{
conoutf("could not resolve server %s", servername);
return;
};
clienthost = enet_host_create(NULL, 1, rate, rate);
if(clienthost)
{
enet_host_connect(clienthost, &address, 1);
enet_host_flush(clienthost);
connecting = lastmillis;
connattempts = 0;
}
else
{
conoutf("could not connect to server");
disconnect();
};
};
void disconnect(int onlyclean, int async)
{
if(clienthost)
{
if(!connecting && !disconnecting)
{
enet_peer_disconnect(clienthost->peers);
enet_host_flush(clienthost);
disconnecting = lastmillis;
};
if(clienthost->peers->state != ENET_PEER_STATE_DISCONNECTED)
{
if(async) return;
enet_peer_reset(clienthost->peers);
};
enet_host_destroy(clienthost);
};
if(clienthost && !connecting) conoutf("disconnected");
clienthost = NULL;
connecting = 0;
connattempts = 0;
disconnecting = 0;
clientnum = -1;
c2sinit = false;
player1->lifesequence = 0;
loopv(players) zapdynent(players[i]);
localdisconnect();
if(!onlyclean) { stop(); localconnect(); };
};
void trydisconnect()
{
if(!clienthost)
{
conoutf("not connected");
return;
};
if(connecting)
{
conoutf("aborting connection attempt");
disconnect();
return;
};
conoutf("attempting to disconnect...");
disconnect(0, !disconnecting);
};
string ctext;
void toserver(char *text) { conoutf("%s:\f %s", player1->name, text); strn0cpy(ctext, text, 80); };
void echo(char *text) { conoutf("%s", text); };
COMMAND(echo, ARG_VARI);
COMMANDN(say, toserver, ARG_VARI);
COMMANDN(connect, connects, ARG_1STR);
COMMANDN(disconnect, trydisconnect, ARG_NONE);
// collect c2s messages conveniently
vector<ivector> messages;
void addmsg(int rel, int num, int type, ...)
{
if(demoplayback) return;
if(num!=msgsizelookup(type)) { sprintf_sd(s)("inconsistant msg size for %d (%d != %d)", type, num, msgsizelookup(type)); fatal(s); };
if(messages.length()==100) { conoutf("command flood protection (type %d)", type); return; };
ivector &msg = messages.add();
msg.add(num);
msg.add(rel);
msg.add(type);
va_list marker;
va_start(marker, type);
loopi(num-1) msg.add(va_arg(marker, int));
va_end(marker);
};
void server_err()
{
conoutf("server network error, disconnecting...");
disconnect();
};
int lastupdate = 0, lastping = 0;
string toservermap;
bool senditemstoserver = false; // after a map change, since server doesn't have map data
string clientpassword;
void password(char *p) { strcpy_s(clientpassword, p); };
COMMAND(password, ARG_1STR);
bool netmapstart() { senditemstoserver = true; return clienthost!=NULL; };
void initclientnet()
{
ctext[0] = 0;
toservermap[0] = 0;
clientpassword[0] = 0;
newname("unnamed");
newteam("red");
};
void sendpackettoserv(void *packet)
{
if(clienthost) { enet_host_broadcast(clienthost, 0, (ENetPacket *)packet); enet_host_flush(clienthost); }
else localclienttoserver((ENetPacket *)packet);
}
void c2sinfo(dynent *d) // send update to the server
{
if(clientnum<0) return; // we haven't had a welcome message from the server yet
if(lastmillis-lastupdate<40) return; // don't update faster than 25fps
ENetPacket *packet = enet_packet_create (NULL, MAXTRANS, 0);
uchar *start = packet->data;
uchar *p = start+2;
bool serveriteminitdone = false;
if(toservermap[0]) // suggest server to change map
{ // do this exclusively as map change may invalidate rest of update
packet->flags = ENET_PACKET_FLAG_RELIABLE;
putint(p, SV_MAPCHANGE);
sendstring(toservermap, p);
toservermap[0] = 0;
putint(p, nextmode);
}
else
{
putint(p, SV_POS);
putint(p, clientnum);
putint(p, (int)(d->o.x*DMF)); // quantize coordinates to 1/16th of a cube, between 1 and 3 bytes
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->vel.x*DVF)); // quantize to 1/100, almost always 1 byte
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, (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);
if(!m_noitems) putitems(p);
putint(p, -1);
senditemstoserver = false;
serveriteminitdone = true;
};
if(ctext[0]) // player chat, not flood protected for now
{
packet->flags = ENET_PACKET_FLAG_RELIABLE;
putint(p, SV_TEXT);
sendstring(ctext, p);
ctext[0] = 0;
};
if(!c2sinit) // tell other clients who I am
{
packet->flags = ENET_PACKET_FLAG_RELIABLE;
c2sinit = true;
putint(p, SV_INITC2S);
sendstring(player1->name, p);
sendstring(player1->team, p);
putint(p, player1->lifesequence);
};
loopv(messages) // send messages collected during the previous frames
{
ivector &msg = messages[i];
if(msg[1]) packet->flags = ENET_PACKET_FLAG_RELIABLE;
loopi(msg[0]) putint(p, msg[i+2]);
};
messages.setsize(0);
if(lastmillis-lastping>250)
{
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) { enet_host_broadcast(clienthost, 0, packet); enet_host_flush(clienthost); }
else localclienttoserver(packet);
lastupdate = lastmillis;
if(serveriteminitdone) loadgamerest(); // hack
};
void gets2c() // get updates from the server
{
ENetEvent event;
if(!clienthost) return;
if(connecting && lastmillis/3000 > connecting/3000)
{
conoutf("attempting to connect...");
connecting = lastmillis;
++connattempts;
if(connattempts > 3)
{
conoutf("could not connect to server");
disconnect();
return;
};
};
while(clienthost!=NULL && enet_host_service(clienthost, &event, 0)>0)
switch(event.type)
{
case ENET_EVENT_TYPE_CONNECT:
conoutf("connected to server");
connecting = 0;
throttle();
break;
case ENET_EVENT_TYPE_RECEIVE:
if(disconnecting) conoutf("attempting to disconnect...");
else localservertoclient(event.packet->data, event.packet->dataLength);
enet_packet_destroy(event.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
if(disconnecting) disconnect();
else server_err();
return;
}
};

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// clientextras.cpp: stuff that didn't fit in client.cpp or clientgame.cpp :)
#include "cube.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'
int frame[] = { 178, 184, 190, 137, 183, 189, 197, 164, 46, 51, 54, 32, 0, 0, 40, 1, 162, 162, 67, 168 };
int range[] = { 6, 6, 8, 28, 1, 1, 1, 1, 8, 19, 4, 18, 40, 1, 6, 15, 1, 1, 1, 1 };
void renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale)
{
int n = 3;
float speed = 100.0f;
float mz = d->o.z-d->eyeheight+1.55f*scale;
int basetime = -((int)d&0xFFF);
if(d->state==CS_DEAD)
{
int r;
if(hellpig) { n = 2; r = range[3]; } else { n = (int)d%3; r = range[n]; };
basetime = d->lastaction;
int t = lastmillis-d->lastaction;
if(t<0 || t>20000) return;
if(t>(r-1)*100) { n += 4; if(t>(r+10)*100) { t -= (r+10)*100; mz -= t*t/10000000000.0f*t; }; };
if(mz<-1000) return;
//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->monsterstate==M_ATTACKING) { n = 8; }
else if(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; speed = 1200/d->maxspeed*scale; if(hellpig) speed = 300/d->maxspeed; };
if(hellpig) { n++; scale *= 32; mz -= 1.9f; };
rendermodel(mdlname, frame[n], range[n], 0, 1.5f, d->o.x, mz, d->o.y, d->yaw+90, d->pitch/2, team, scale, speed, 0, basetime);
};
extern int democlientnum;
void renderclients()
{
dynent *d;
loopv(players) if((d = players[i]) && (!demoplayback || i!=democlientnum)) renderclient(d, isteam(player1->team, d->team), "monster/ogro", false, 1.0f);
};
// creation of scoreboard pseudo-menu
bool scoreson = false;
void showscores(bool on)
{
scoreson = on;
menuset(((int)on)-1);
};
struct sline { string s; };
vector<sline> scorelines;
void renderscore(dynent *d)
{
sprintf_sd(lag)("%d", d->plag);
sprintf_sd(name) ("(%s)", d->name);
sprintf_s(scorelines.add().s)("%d\t%s\t%d\t%s\t%s", d->frags, d->state==CS_LAGGED ? "LAG" : lag, d->ping, d->team, d->state==CS_DEAD ? name : d->name);
menumanual(0, scorelines.length()-1, scorelines.last().s);
};
const int maxteams = 4;
char *teamname[maxteams];
int teamscore[maxteams], teamsused;
string teamscores;
int timeremain = 0;
void addteamscore(dynent *d)
{
if(!d) return;
loopi(teamsused) if(strcmp(teamname[i], d->team)==0) { teamscore[i] += d->frags; return; };
if(teamsused==maxteams) return;
teamname[teamsused] = d->team;
teamscore[teamsused++] = d->frags;
};
void renderscores()
{
if(!scoreson) return;
scorelines.setsize(0);
if(!demoplayback) renderscore(player1);
loopv(players) if(players[i]) renderscore(players[i]);
sortmenu(0, scorelines.length());
if(m_teammode)
{
teamsused = 0;
loopv(players) addteamscore(players[i]);
if(!demoplayback) addteamscore(player1);
teamscores[0] = 0;
loopj(teamsused)
{
sprintf_sd(sc)("[ %s: %d ]", teamname[j], teamscore[j]);
strcat_s(teamscores, sc);
};
menumanual(0, scorelines.length(), "");
menumanual(0, scorelines.length()+1, teamscores);
};
};
// sendmap/getmap commands, should be replaced by more intuitive map downloading
void sendmap(char *mapname)
{
if(*mapname) save_world(mapname);
changemap(mapname);
mapname = getclientmap();
int mapsize;
uchar *mapdata = readmap(mapname, &mapsize);
if(!mapdata) return;
ENetPacket *packet = enet_packet_create(NULL, MAXTRANS + mapsize, ENET_PACKET_FLAG_RELIABLE);
uchar *start = packet->data;
uchar *p = start+2;
putint(p, SV_SENDMAP);
sendstring(mapname, p);
putint(p, mapsize);
if(65535 - (p - start) < mapsize)
{
conoutf("map %s is too large to send", mapname);
free(mapdata);
enet_packet_destroy(packet);
return;
};
memcpy(p, mapdata, mapsize);
p += mapsize;
free(mapdata);
*(ushort *)start = ENET_HOST_TO_NET_16(p-start);
enet_packet_resize(packet, p-start);
sendpackettoserv(packet);
conoutf("sending map %s to server...", mapname);
sprintf_sd(msg)("[map %s uploaded to server, \"getmap\" to receive it]", mapname);
toserver(msg);
}
void getmap()
{
ENetPacket *packet = enet_packet_create(NULL, MAXTRANS, ENET_PACKET_FLAG_RELIABLE);
uchar *start = packet->data;
uchar *p = start+2;
putint(p, SV_RECVMAP);
*(ushort *)start = ENET_HOST_TO_NET_16(p-start);
enet_packet_resize(packet, p-start);
sendpackettoserv(packet);
conoutf("requesting map from server...");
}
COMMAND(sendmap, ARG_1STR);
COMMAND(getmap, ARG_NONE);

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// clientgame.cpp: core game related stuff
#include "cube.h"
int nextmode = 0; // nextmode becomes gamemode after next map load
VAR(gamemode, 1, 0, 0);
void mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); };
COMMAND(mode, ARG_1INT);
bool intermission = false;
dynent *player1 = newdynent(); // our client
dvector players; // other clients
VARP(sensitivity, 0, 10, 10000);
VARP(sensitivityscale, 1, 1, 10000);
VARP(invmouse, 0, 0, 1);
int lastmillis = 0;
int curtime = 10;
string clientmap;
extern int framesinmap;
char *getclientmap() { return clientmap; };
void resetmovement(dynent *d)
{
d->k_left = false;
d->k_right = false;
d->k_up = false;
d->k_down = false;
d->jumpnext = false;
d->strafe = 0;
d->move = 0;
};
void spawnstate(dynent *d) // reset player state not persistent accross spawns
{
resetmovement(d);
d->vel.x = d->vel.y = d->vel.z = 0;
d->onfloor = false;
d->timeinair = 0;
d->health = 100;
d->armour = 50;
d->armourtype = A_BLUE;
d->quadmillis = 0;
d->lastattackgun = d->gunselect = GUN_SG;
d->gunwait = 0;
d->attacking = false;
d->lastaction = 0;
loopi(NUMGUNS) d->ammo[i] = 0;
d->ammo[GUN_FIST] = 1;
if(m_noitems)
{
d->gunselect = GUN_RIFLE;
d->armour = 0;
if(m_noitemsrail)
{
d->health = 1;
d->ammo[GUN_RIFLE] = 100;
}
else
{
if(gamemode==12) { d->gunselect = GUN_FIST; return; }; // eihrul's secret "instafist" mode
d->health = 256;
if(m_tarena)
{
int gun1 = rnd(4)+1;
baseammo(d->gunselect = gun1);
for(;;)
{
int gun2 = rnd(4)+1;
if(gun1!=gun2) { baseammo(gun2); break; };
};
}
else if(m_arena) // insta arena
{
d->ammo[GUN_RIFLE] = 100;
}
else // efficiency
{
loopi(4) baseammo(i+1);
d->gunselect = GUN_CG;
};
d->ammo[GUN_CG] /= 2;
};
}
else
{
d->ammo[GUN_SG] = 5;
};
};
dynent *newdynent() // create a new blank player or monster
{
dynent *d = (dynent *)gp()->alloc(sizeof(dynent));
d->o.x = 0;
d->o.y = 0;
d->o.z = 0;
d->yaw = 270;
d->pitch = 0;
d->roll = 0;
d->maxspeed = 22;
d->outsidemap = false;
d->inwater = false;
d->radius = 1.1f;
d->eyeheight = 3.2f;
d->aboveeye = 0.7f;
d->frags = 0;
d->plag = 0;
d->ping = 0;
d->lastupdate = lastmillis;
d->enemy = NULL;
d->monsterstate = 0;
d->name[0] = d->team[0] = 0;
d->blocked = false;
d->lifesequence = 0;
d->state = CS_ALIVE;
spawnstate(d);
return d;
};
void respawnself()
{
spawnplayer(player1);
showscores(false);
};
void arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
{
if(d->state!=CS_DEAD)
{
alive++;
if(lastteam && strcmp(lastteam, d->team)) oneteam = false;
lastteam = d->team;
}
else
{
dead++;
};
};
int arenarespawnwait = 0;
int arenadetectwait = 0;
void arenarespawn()
{
if(arenarespawnwait)
{
if(arenarespawnwait<lastmillis)
{
arenarespawnwait = 0;
conoutf("new round starting... fight!");
respawnself();
};
}
else if(arenadetectwait==0 || arenadetectwait<lastmillis)
{
arenadetectwait = 0;
int alive = 0, dead = 0;
char *lastteam = NULL;
bool oneteam = true;
loopv(players) if(players[i]) arenacount(players[i], alive, dead, lastteam, oneteam);
arenacount(player1, alive, dead, lastteam, oneteam);
if(dead>0 && (alive<=1 || (m_teammode && oneteam)))
{
conoutf("arena round is over! next round in 5 seconds...");
if(alive) conoutf("team %s is last man standing", lastteam);
else conoutf("everyone died!");
arenarespawnwait = lastmillis+5000;
arenadetectwait = lastmillis+10000;
player1->roll = 0;
};
};
};
void zapdynent(dynent *&d)
{
if(d) gp()->dealloc(d, sizeof(dynent));
d = NULL;
};
extern int democlientnum;
void otherplayers()
{
loopv(players) if(players[i])
{
const int lagtime = lastmillis-players[i]->lastupdate;
if(lagtime>1000 && players[i]->state==CS_ALIVE)
{
players[i]->state = CS_LAGGED;
continue;
};
if(lagtime && players[i]->state != CS_DEAD && (!demoplayback || i!=democlientnum)) moveplayer(players[i], 2, false); // use physics to extrapolate player position
};
};
void respawn()
{
if(player1->state==CS_DEAD)
{
player1->attacking = false;
if(m_arena) { conoutf("waiting for new round to start..."); return; };
if(m_sp) { nextmode = gamemode; changemap(clientmap); return; }; // if we die in SP we try the same map again
respawnself();
};
};
int sleepwait = 0;
string sleepcmd;
void sleepf(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
COMMANDN(sleep, sleepf, ARG_2STR);
void updateworld(int millis) // main game update loop
{
if(lastmillis)
{
curtime = millis - lastmillis;
if(sleepwait && lastmillis>sleepwait) { sleepwait = 0; execute(sleepcmd); };
physicsframe();
checkquad(curtime);
if(m_arena) arenarespawn();
moveprojectiles((float)curtime);
demoplaybackstep();
if(!demoplayback)
{
if(getclientnum()>=0) shoot(player1, worldpos); // only shoot when connected to server
gets2c(); // do this first, so we have most accurate information when our player moves
};
otherplayers();
if(!demoplayback)
{
monsterthink();
if(player1->state==CS_DEAD)
{
if(lastmillis-player1->lastaction<2000)
{
player1->move = player1->strafe = 0;
moveplayer(player1, 10, false);
}
else if(!m_arena && !m_sp && lastmillis-player1->lastaction>10000) respawn();
}
else if(!intermission)
{
moveplayer(player1, 20, true);
checkitems();
};
c2sinfo(player1); // do this last, to reduce the effective frame lag
};
};
lastmillis = millis;
};
void entinmap(dynent *d) // brute force but effective way to find a free spawn spot in the map
{
loopi(100) // try max 100 times
{
float dx = (rnd(21)-10)/10.0f*i; // increasing distance
float dy = (rnd(21)-10)/10.0f*i;
d->o.x += dx;
d->o.y += dy;
if(collide(d, true, 0, 0)) return;
d->o.x -= dx;
d->o.y -= dy;
};
conoutf("can't find entity spawn spot! (%d, %d)", (int)d->o.x, (int)d->o.y);
// leave ent at original pos, possibly stuck
};
int spawncycle = -1;
int fixspawn = 2;
void spawnplayer(dynent *d) // place at random spawn. also used by monsters!
{
int r = fixspawn-->0 ? 4 : rnd(10)+1;
loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle+1);
if(spawncycle!=-1)
{
d->o.x = ents[spawncycle].x;
d->o.y = ents[spawncycle].y;
d->o.z = ents[spawncycle].z;
d->yaw = ents[spawncycle].attr1;
d->pitch = 0;
d->roll = 0;
}
else
{
d->o.x = d->o.y = (float)ssize/2;
d->o.z = 4;
};
entinmap(d);
spawnstate(d);
d->state = CS_ALIVE;
};
// movement input code
#define dir(name,v,d,s,os) 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);
dir(forward, move, 1, k_up, k_down);
dir(left, strafe, 1, k_left, k_right);
dir(right, strafe, -1, k_right, k_left);
void attack(bool on)
{
if(intermission) return;
if(editmode) editdrag(on);
else if(player1->attacking = on) respawn();
};
void jumpn(bool on) { if(!intermission && (player1->jumpnext = on)) respawn(); };
COMMAND(backward, ARG_DOWN);
COMMAND(forward, ARG_DOWN);
COMMAND(left, ARG_DOWN);
COMMAND(right, ARG_DOWN);
COMMANDN(jump, jumpn, ARG_DOWN);
COMMAND(attack, ARG_DOWN);
COMMAND(showscores, ARG_DOWN);
void fixplayer1range()
{
const float MAXPITCH = 90.0f;
if(player1->pitch>MAXPITCH) player1->pitch = MAXPITCH;
if(player1->pitch<-MAXPITCH) player1->pitch = -MAXPITCH;
while(player1->yaw<0.0f) player1->yaw += 360.0f;
while(player1->yaw>=360.0f) player1->yaw -= 360.0f;
};
void mousemove(int dx, int dy)
{
if(player1->state==CS_DEAD || intermission) return;
const float SENSF = 33.0f; // try match quake sens
player1->yaw += (dx/SENSF)*(sensitivity/(float)sensitivityscale);
player1->pitch -= (dy/SENSF)*(sensitivity/(float)sensitivityscale)*(invmouse ? -1 : 1);
fixplayer1range();
};
// damage arriving from the network, monsters, yourself, all ends up here.
void selfdamage(int damage, int actor, dynent *act)
{
if(player1->state!=CS_ALIVE || editmode || intermission) return;
damageblend(damage);
demoblend(damage);
int ad = damage*(player1->armourtype+1)*20/100; // let armour absorb when possible
if(ad>player1->armour) ad = player1->armour;
player1->armour -= ad;
damage -= ad;
float droll = damage/0.5f;
player1->roll += player1->roll>0 ? droll : (player1->roll<0 ? -droll : (rnd(2) ? droll : -droll)); // give player a kick depending on amount of damage
if((player1->health -= damage)<=0)
{
if(actor==-2)
{
conoutf("you got killed by %s!", act->name);
}
else if(actor==-1)
{
actor = getclientnum();
conoutf("you suicided!");
addmsg(1, 2, SV_FRAGS, --player1->frags);
}
else
{
dynent *a = getclient(actor);
if(a)
{
if(isteam(a->team, player1->team))
{
conoutf("you got fragged by a teammate (%s)", a->name);
}
else
{
conoutf("you got fragged by %s", a->name);
};
};
};
showscores(true);
addmsg(1, 2, SV_DIED, actor);
player1->lifesequence++;
player1->attacking = false;
player1->state = CS_DEAD;
player1->pitch = 0;
player1->roll = 60;
playsound(S_DIE1+rnd(2));
spawnstate(player1);
player1->lastaction = lastmillis;
}
else
{
playsound(S_PAIN6);
};
};
void timeupdate(int timeremain)
{
if(!timeremain)
{
intermission = true;
player1->attacking = false;
conoutf("intermission:");
conoutf("game has ended!");
showscores(true);
}
else
{
conoutf("time remaining: %d minutes", timeremain);
};
};
dynent *getclient(int cn) // ensure valid entity
{
if(cn<0 || cn>=MAXCLIENTS)
{
neterr("clientnum");
return NULL;
};
while(cn>=players.length()) players.add(NULL);
return players[cn] ? players[cn] : (players[cn] = newdynent());
};
void initclient()
{
clientmap[0] = 0;
initclientnet();
};
void startmap(char *name) // called just after a map load
{
if(netmapstart() && m_sp) { gamemode = 0; conoutf("coop sp not supported yet"); };
sleepwait = 0;
monsterclear();
projreset();
spawncycle = -1;
spawnplayer(player1);
player1->frags = 0;
loopv(players) if(players[i]) players[i]->frags = 0;
resetspawns();
strcpy_s(clientmap, name);
if(editmode) toggleedit();
setvar("gamespeed", 100);
setvar("fog", 180);
setvar("fogcolour", 0x8099B3);
showscores(false);
intermission = false;
framesinmap = 0;
conoutf("game mode is %s", modestr(gamemode));
};
COMMANDN(map, changemap, ARG_1STR);

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// client processing of the incoming network stream
#include "cube.h"
extern int clientnum;
extern bool c2sinit, senditemstoserver;
extern string toservermap;
extern string clientpassword;
void neterr(char *s)
{
conoutf("illegal network message (%s)", s);
disconnect();
};
void changemapserv(char *name, int mode) // forced map change from the server
{
gamemode = mode;
load_world(name);
};
void changemap(char *name) // request map change, server may ignore
{
strcpy_s(toservermap, name);
};
// update the position of other clients in the game in our world
// don't care if he's in the scenery or other players,
// just don't overlap with our client
void updatepos(dynent *d)
{
const float r = player1->radius+d->radius;
const float dx = player1->o.x-d->o.x;
const float dy = player1->o.y-d->o.y;
const float dz = player1->o.z-d->o.z;
const float rz = player1->aboveeye+d->eyeheight;
const float fx = (float)fabs(dx), fy = (float)fabs(dy), fz = (float)fabs(dz);
if(fx<r && fy<r && fz<rz && d->state!=CS_DEAD)
{
if(fx<fy) d->o.y += dy<0 ? r-fy : -(r-fy); // push aside
else d->o.x += dx<0 ? r-fx : -(r-fx);
};
int lagtime = lastmillis-d->lastupdate;
if(lagtime)
{
d->plag = (d->plag*5+lagtime)/6;
d->lastupdate = lastmillis;
};
};
void localservertoclient(uchar *buf, int len) // processes any updates from the server
{
if(ENET_NET_TO_HOST_16(*(ushort *)buf)!=len) neterr("packet length");
incomingdemodata(buf, len);
uchar *end = buf+len;
uchar *p = buf+2;
char text[MAXTRANS];
int cn = -1, type;
dynent *d = NULL;
bool mapchanged = false;
while(p<end) switch(type = getint(p))
{
case SV_INITS2C: // welcome messsage from the server
{
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[0] = 0;
clientnum = cn; // we are now fully connected
if(!getint(p)) strcpy_s(toservermap, getclientmap()); // we are the first client on this server, set map
sgetstr();
if(text[0] && strcmp(text, clientpassword))
{
conoutf("you need to set the correct password to join this server!");
disconnect();
return;
};
if(getint(p)==1)
{
conoutf("server is FULL, disconnecting..");
};
break;
};
case SV_POS: // position of another client
{
cn = getint(p);
d = getclient(cn);
if(!d) return;
d->o.x = getint(p)/DMF;
d->o.y = getint(p)/DMF;
d->o.z = getint(p)/DMF;
d->yaw = getint(p)/DAF;
d->pitch = getint(p)/DAF;
d->roll = getint(p)/DAF;
d->vel.x = getint(p)/DVF;
d->vel.y = getint(p)/DVF;
d->vel.z = getint(p)/DVF;
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:
playsound(getint(p), &d->o);
break;
case SV_TEXT:
sgetstr();
conoutf("%s:\f %s", d->name, text);
break;
case SV_MAPCHANGE:
sgetstr();
changemapserv(text, getint(p));
mapchanged = true;
break;
case SV_ITEMLIST:
{
int n;
if(mapchanged) { senditemstoserver = false; resetspawns(); };
while((n = getint(p))!=-1) if(mapchanged) setspawn(n, true);
break;
};
case SV_MAPRELOAD: // server requests next map
{
getint(p);
sprintf_sd(nextmapalias)("nextmap_%s", getclientmap());
char *map = getalias(nextmapalias); // look up map in the cycle
changemap(map ? map : getclientmap());
break;
};
case SV_INITC2S: // another client either connected or changed name/team
{
sgetstr();
if(d->name[0]) // already connected
{
if(strcmp(d->name, text))
conoutf("%s is now known as %s", d->name, text);
}
else // new client
{
c2sinit = false; // send new players my info again
conoutf("connected: %s", text);
};
strcpy_s(d->name, text);
sgetstr();
strcpy_s(d->team, text);
d->lifesequence = getint(p);
break;
};
case SV_CDIS:
cn = getint(p);
if(!(d = getclient(cn))) break;
conoutf("player %s disconnected", d->name[0] ? d->name : "[incompatible client]");
zapdynent(players[cn]);
break;
case SV_SHOT:
{
int gun = getint(p);
vec 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;
if(gun==GUN_SG) createrays(s, e);
shootv(gun, s, e, d);
break;
};
case SV_DAMAGE:
{
int target = getint(p);
int damage = getint(p);
int ls = getint(p);
if(target==clientnum) { if(ls==player1->lifesequence) selfdamage(damage, cn, d); }
else playsound(S_PAIN1+rnd(5), &getclient(target)->o);
break;
};
case SV_DIED:
{
int actor = getint(p);
if(actor==cn)
{
conoutf("%s suicided", d->name);
}
else if(actor==clientnum)
{
int frags;
if(isteam(player1->team, d->team))
{
frags = -1;
conoutf("you fragged a teammate (%s)", d->name);
}
else
{
frags = 1;
conoutf("you fragged %s", d->name);
};
addmsg(1, 2, SV_FRAGS, player1->frags += frags);
}
else
{
dynent *a = getclient(actor);
if(a)
{
if(isteam(a->team, d->name))
{
conoutf("%s fragged his teammate (%s)", a->name, d->name);
}
else
{
conoutf("%s fragged %s", a->name, d->name);
};
};
};
playsound(S_DIE1+rnd(2), &d->o);
d->lifesequence++;
break;
};
case SV_FRAGS:
players[cn]->frags = getint(p);
break;
case SV_ITEMPICKUP:
setspawn(getint(p), false);
getint(p);
break;
case SV_ITEMSPAWN:
{
uint i = getint(p);
setspawn(i, true);
if(i>=(uint)ents.length()) break;
vec v = { ents[i].x, ents[i].y, ents[i].z };
playsound(S_ITEMSPAWN, &v);
break;
};
case SV_ITEMACC: // server acknowledges that I picked up this item
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);
block b = { x, y, xs, ys };
switch(type)
{
case SV_EDITH: editheightxy(v!=0, getint(p), b); break;
case SV_EDITT: edittexxy(v, getint(p), b); break;
case SV_EDITS: edittypexy(v, b); break;
case SV_EDITD: setvdeltaxy(v, b); break;
case SV_EDITE: editequalisexy(v!=0, b); break;
};
break;
};
case SV_EDITENT: // coop edit of ent
{
uint i = getint(p);
while((uint)ents.length()<=i) ents.add().type = NOTUSED;
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].spawned = false;
if(ents[i].type==LIGHT || to==LIGHT) calclight();
break;
};
case SV_PING:
getint(p);
break;
case SV_PONG:
addmsg(0, 2, SV_CLIENTPING, player1->ping = (player1->ping*5+lastmillis-getint(p))/6);
break;
case SV_CLIENTPING:
players[cn]->ping = getint(p);
break;
case SV_GAMEMODE:
nextmode = getint(p);
break;
case SV_TIMEUP:
timeupdate(getint(p));
break;
case SV_RECVMAP:
{
sgetstr();
conoutf("received map \"%s\" from server, reloading..", text);
int mapsize = getint(p);
writemap(text, mapsize, p);
p += mapsize;
changemapserv(text, 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);
break;
};
default:
neterr("type");
return;
};
};

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// command.cpp: implements the parsing and execution of a tiny script language which
// is largely backwards compatible with the quake console language.
#include "cube.h"
enum { ID_VAR, ID_COMMAND, ID_ALIAS };
struct ident
{
int type; // one of ID_* above
char *name;
int min, max; // ID_VAR
int *storage; // ID_VAR
void (*fun)(); // ID_VAR, ID_COMMAND
int narg; // ID_VAR, ID_COMMAND
char *action; // ID_ALIAS
bool persist;
};
void itoa(char *s, int i) { sprintf_s(s)("%d", i); };
char *exchangestr(char *o, char *n) { gp()->deallocstr(o); return newstring(n); };
hashtable<ident> *idents = NULL; // contains ALL vars/commands/aliases
void alias(char *name, char *action)
{
ident *b = idents->access(name);
if(!b)
{
name = newstring(name);
ident b = { ID_ALIAS, name, 0, 0, 0, 0, 0, newstring(action), true };
idents->access(name, &b);
}
else
{
if(b->type==ID_ALIAS) b->action = exchangestr(b->action, action);
else conoutf("cannot redefine builtin %s with an alias", name);
};
};
COMMAND(alias, ARG_2STR);
// variable's and commands are registered through globals, see cube.h
int variable(char *name, int min, int cur, int max, int *storage, void (*fun)(), bool persist)
{
if(!idents) idents = new hashtable<ident>;
ident v = { ID_VAR, name, min, max, storage, fun, 0, 0, persist };
idents->access(name, &v);
return cur;
};
void setvar(char *name, int i) { *idents->access(name)->storage = i; };
int getvar(char *name) { return *idents->access(name)->storage; };
bool identexists(char *name) { return idents->access(name)!=NULL; };
char *getalias(char *name)
{
ident *i = idents->access(name);
return i && i->type==ID_ALIAS ? i->action : NULL;
};
bool addcommand(char *name, void (*fun)(), int narg)
{
if(!idents) idents = new hashtable<ident>;
ident c = { ID_COMMAND, name, 0, 0, 0, fun, narg, 0, false };
idents->access(name, &c);
return false;
};
char *parseexp(char *&p, int right) // parse any nested set of () or []
{
int left = *p++;
char *word = p;
for(int brak = 1; brak; )
{
int c = *p++;
if(c=='\r') *(p-1) = ' '; // hack
if(c==left) brak++;
else if(c==right) brak--;
else if(!c) { p--; conoutf("missing \"%c\"", right); return NULL; };
};
char *s = newstring(word, p-word-1);
if(left=='(')
{
string t;
itoa(t, execute(s)); // evaluate () exps directly, and substitute result
s = exchangestr(s, t);
};
return s;
};
char *parseword(char *&p) // parse single argument, including expressions
{
p += strspn(p, " \t\r");
if(p[0]=='/' && p[1]=='/') p += strcspn(p, "\n\0");
if(*p=='\"')
{
p++;
char *word = p;
p += strcspn(p, "\"\r\n\0");
char *s = newstring(word, p-word);
if(*p=='\"') p++;
return s;
};
if(*p=='(') return parseexp(p, ')');
if(*p=='[') return parseexp(p, ']');
char *word = p;
p += strcspn(p, "; \t\r\n\0");
if(p-word==0) return NULL;
return newstring(word, p-word);
};
char *lookup(char *n) // find value of ident referenced with $ in exp
{
ident *id = idents->access(n+1);
if(id) switch(id->type)
{
case ID_VAR: string t; itoa(t, *(id->storage)); return exchangestr(n, t);
case ID_ALIAS: return exchangestr(n, id->action);
};
conoutf("unknown alias lookup: %s", n+1);
return n;
};
int execute(char *p, bool isdown) // all evaluation happens here, recursively
{
const int MAXWORDS = 25; // limit, remove
char *w[MAXWORDS];
int val = 0;
for(bool cont = true; cont;) // for each ; seperated statement
{
int numargs = MAXWORDS;
loopi(MAXWORDS) // collect all argument values
{
w[i] = "";
if(i>numargs) continue;
char *s = parseword(p); // parse and evaluate exps
if(!s) { numargs = i; s = ""; };
if(*s=='$') s = lookup(s); // substitute variables
w[i] = s;
};
p += strcspn(p, ";\n\0");
cont = *p++!=0; // more statements if this isn't the end of the string
char *c = w[0];
if(*c=='/') c++; // strip irc-style command prefix
if(!*c) continue; // empty statement
ident *id = idents->access(c);
if(!id)
{
val = ATOI(c);
if(!val && *c!='0') conoutf("unknown command: %s", c);
}
else switch(id->type)
{
case ID_COMMAND: // game defined commands
switch(id->narg) // use very ad-hoc function signature, and just call it
{
case ARG_1INT: if(isdown) ((void (__cdecl *)(int))id->fun)(ATOI(w[1])); break;
case ARG_2INT: if(isdown) ((void (__cdecl *)(int, int))id->fun)(ATOI(w[1]), ATOI(w[2])); break;
case ARG_3INT: if(isdown) ((void (__cdecl *)(int, int, int))id->fun)(ATOI(w[1]), ATOI(w[2]), ATOI(w[3])); break;
case ARG_4INT: if(isdown) ((void (__cdecl *)(int, int, int, int))id->fun)(ATOI(w[1]), ATOI(w[2]), ATOI(w[3]), ATOI(w[4])); break;
case ARG_NONE: if(isdown) ((void (__cdecl *)())id->fun)(); break;
case ARG_1STR: if(isdown) ((void (__cdecl *)(char *))id->fun)(w[1]); break;
case ARG_2STR: if(isdown) ((void (__cdecl *)(char *, char *))id->fun)(w[1], w[2]); break;
case ARG_3STR: if(isdown) ((void (__cdecl *)(char *, char *, char*))id->fun)(w[1], w[2], w[3]); break;
case ARG_5STR: if(isdown) ((void (__cdecl *)(char *, char *, char*, char*, char*))id->fun)(w[1], w[2], w[3], w[4], w[5]); break;
case ARG_DOWN: ((void (__cdecl *)(bool))id->fun)(isdown); break;
case ARG_DWN1: ((void (__cdecl *)(bool, char *))id->fun)(isdown, w[1]); break;
case ARG_1EXP: if(isdown) val = ((int (__cdecl *)(int))id->fun)(execute(w[1])); break;
case ARG_2EXP: if(isdown) val = ((int (__cdecl *)(int, int))id->fun)(execute(w[1]), execute(w[2])); break;
case ARG_1EST: if(isdown) val = ((int (__cdecl *)(char *))id->fun)(w[1]); break;
case ARG_2EST: if(isdown) val = ((int (__cdecl *)(char *, char *))id->fun)(w[1], w[2]); break;
case ARG_VARI: if(isdown)
{
string r; // limit, remove
r[0] = 0;
for(int i = 1; i<numargs; i++)
{
strcat_s(r, w[i]); // make string-list out of all arguments
if(i==numargs-1) break;
strcat_s(r, " ");
};
((void (__cdecl *)(char *))id->fun)(r);
break;
}
};
break;
case ID_VAR: // game defined variabled
if(isdown)
{
if(!w[1][0]) conoutf("%s = %d", c, *id->storage); // var with no value just prints its current value
else
{
if(id->min>id->max)
{
conoutf("variable is read-only");
}
else
{
int i1 = ATOI(w[1]);
if(i1<id->min || i1>id->max)
{
i1 = i1<id->min ? id->min : id->max; // clamp to valid range
conoutf("valid range for %s is %d..%d", c, id->min, id->max);
}
*id->storage = i1;
};
if(id->fun) ((void (__cdecl *)())id->fun)(); // call trigger function if available
};
};
break;
case ID_ALIAS: // alias, also used as functions and (global) variables
for(int i = 1; i<numargs; i++)
{
sprintf_sd(t)("arg%d", i); // set any arguments as (global) arg values so functions can access them
alias(t, w[i]);
};
char *action = newstring(id->action); // create new string here because alias could rebind itself
val = execute(action, isdown);
gp()->deallocstr(action);
break;
};
loopj(numargs) gp()->deallocstr(w[j]);
};
return val;
};
// tab-completion of all idents
int completesize = 0, completeidx = 0;
void resetcomplete() { completesize = 0; };
void complete(char *s)
{
if(*s!='/')
{
string t;
strcpy_s(t, s);
strcpy_s(s, "/");
strcat_s(s, t);
};
if(!s[1]) return;
if(!completesize) { completesize = (int)strlen(s)-1; completeidx = 0; };
int idx = 0;
enumerate(idents, ident *, id,
if(strncmp(id->name, s+1, completesize)==0 && idx++==completeidx)
{
strcpy_s(s, "/");
strcat_s(s, id->name);
};
);
completeidx++;
if(completeidx>=idx) completeidx = 0;
};
bool execfile(char *cfgfile)
{
string s;
strcpy_s(s, cfgfile);
char *buf = loadfile(path(s), NULL);
if(!buf) return false;
execute(buf);
free(buf);
return true;
};
void exec(char *cfgfile)
{
if(!execfile(cfgfile)) conoutf("could not read \"%s\"", cfgfile);
};
void writecfg()
{
FILE *f = fopen("config.cfg", "w");
if(!f) return;
fprintf(f, "// automatically written on exit, do not modify\n// delete this file to have defaults.cfg overwrite these settings\n// modify settings in game, or put settings in autoexec.cfg to override anything\n\n");
writeclientinfo(f);
fprintf(f, "\n");
enumerate(idents, ident *, id,
if(id->type==ID_VAR && id->persist)
{
fprintf(f, "%s %d\n", id->name, *id->storage);
};
);
fprintf(f, "\n");
writebinds(f);
fprintf(f, "\n");
enumerate(idents, ident *, id,
if(id->type==ID_ALIAS && !strstr(id->name, "nextmap_"))
{
fprintf(f, "alias \"%s\" [%s]\n", id->name, id->action);
};
);
fclose(f);
};
COMMAND(writecfg, ARG_NONE);
// below the commands that implement a small imperative language. thanks to the semantics of
// () and [] expressions, any control construct can be defined trivially.
void intset(char *name, int v) { string b; itoa(b, v); alias(name, b); };
void ifthen(char *cond, char *thenp, char *elsep) { execute(cond[0]!='0' ? thenp : elsep); };
void loopa(char *times, char *body) { int t = atoi(times); loopi(t) { intset("i", i); execute(body); }; };
void whilea(char *cond, char *body) { while(execute(cond)) execute(body); }; // can't get any simpler than this :)
void onrelease(bool on, char *body) { if(!on) execute(body); };
void concat(char *s) { alias("s", s); };
void concatword(char *s)
{
for(char *a = s, *b = s; *a = *b; b++) if(*a!=' ') a++;
concat(s);
};
int listlen(char *a)
{
if(!*a) return 0;
int n = 0;
while(*a) if(*a++==' ') n++;
return n+1;
};
void at(char *s, char *pos)
{
int n = atoi(pos);
loopi(n) s += strspn(s += strcspn(s, " \0"), " ");
s[strcspn(s, " \0")] = 0;
concat(s);
};
COMMANDN(loop, loopa, ARG_2STR);
COMMANDN(while, whilea, ARG_2STR);
COMMANDN(if, ifthen, ARG_3STR);
COMMAND(onrelease, ARG_DWN1);
COMMAND(exec, ARG_1STR);
COMMAND(concat, ARG_VARI);
COMMAND(concatword, ARG_VARI);
COMMAND(at, ARG_2STR);
COMMAND(listlen, ARG_1EST);
int add(int a, int b) { return a+b; }; COMMANDN(+, add, ARG_2EXP);
int mul(int a, int b) { return a*b; }; COMMANDN(*, mul, ARG_2EXP);
int sub(int a, int b) { return a-b; }; COMMANDN(-, sub, ARG_2EXP);
int divi(int a, int b) { return b ? a/b : 0; }; COMMANDN(div, divi, ARG_2EXP);
int mod(int a, int b) { return b ? a%b : 0; }; COMMAND(mod, ARG_2EXP);
int equal(int a, int b) { return (int)(a==b); }; COMMANDN(=, equal, ARG_2EXP);
int lt(int a, int b) { return (int)(a<b); }; COMMANDN(<, lt, ARG_2EXP);
int gt(int a, int b) { return (int)(a>b); }; COMMANDN(>, gt, ARG_2EXP);
int strcmpa(char *a, char *b) { return strcmp(a,b)==0; }; COMMANDN(strcmp, strcmpa, ARG_2EST);
int rndn(int a) { return a>0 ? rnd(a) : 0; }; COMMANDN(rnd, rndn, ARG_1EXP);
int explastmillis() { return lastmillis; }; COMMANDN(millis, explastmillis, ARG_1EXP);

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// console.cpp: the console buffer, its display, and command line control
#include "cube.h"
#include <ctype.h>
struct cline { char *cref; int outtime; };
vector<cline> conlines;
const int ndraw = 5;
const int WORDWRAP = 80;
int conskip = 0;
bool saycommandon = false;
string commandbuf;
void setconskip(int n)
{
conskip += n;
if(conskip<0) conskip = 0;
};
COMMANDN(conskip, setconskip, ARG_1INT);
void conline(const char *sf, bool highlight) // add a line to the console buffer
{
cline cl;
cl.cref = conlines.length()>100 ? conlines.pop().cref : newstringbuf(""); // constrain the buffer size
cl.outtime = lastmillis; // for how long to keep line on screen
conlines.insert(0,cl);
if(highlight) // show line in a different colour, for chat etc.
{
cl.cref[0] = '\f';
cl.cref[1] = 0;
strcat_s(cl.cref, sf);
}
else
{
strcpy_s(cl.cref, sf);
};
puts(cl.cref);
#ifndef WIN32
fflush(stdout);
#endif
};
void conoutf(const char *s, ...)
{
sprintf_sdv(sf, s);
s = sf;
int n = 0;
while(strlen(s)>WORDWRAP) // cut strings to fit on screen
{
string t;
strn0cpy(t, s, WORDWRAP+1);
conline(t, n++!=0);
s += WORDWRAP;
};
conline(s, n!=0);
};
void renderconsole() // render buffer taking into account time & scrolling
{
int nd = 0;
char *refs[ndraw];
loopv(conlines) if(conskip ? i>=conskip-1 || i>=conlines.length()-ndraw : lastmillis-conlines[i].outtime<20000)
{
refs[nd++] = conlines[i].cref;
if(nd==ndraw) break;
};
loopj(nd)
{
draw_text(refs[j], FONTH/3, (FONTH/4*5)*(nd-j-1)+FONTH/3, 2);
};
};
// keymap is defined externally in keymap.cfg
struct keym { int code; char *name; char *action; } keyms[256];
int numkm = 0;
void keymap(char *code, char *key, char *action)
{
keyms[numkm].code = atoi(code);
keyms[numkm].name = newstring(key);
keyms[numkm++].action = newstringbuf(action);
};
COMMAND(keymap, ARG_3STR);
void bindkey(char *key, char *action)
{
for(char *x = key; *x; x++) *x = toupper(*x);
loopi(numkm) if(strcmp(keyms[i].name, key)==0)
{
strcpy_s(keyms[i].action, action);
return;
};
conoutf("unknown key \"%s\"", key);
};
COMMANDN(bind, bindkey, ARG_2STR);
void saycommand(char *init) // turns input to the command line on or off
{
SDL_EnableUNICODE(saycommandon = (init!=NULL));
if(!editmode) keyrepeat(saycommandon);
if(!init) init = "";
strcpy_s(commandbuf, init);
};
void mapmsg(char *s) { strn0cpy(hdr.maptitle, s, 128); };
COMMAND(saycommand, ARG_VARI);
COMMAND(mapmsg, ARG_1STR);
#ifndef WIN32
#include <X11/Xlib.h>
#include <SDL_syswm.h>
#endif
void pasteconsole()
{
#ifdef WIN32
if(!IsClipboardFormatAvailable(CF_TEXT)) return;
if(!OpenClipboard(NULL)) return;
char *cb = (char *)GlobalLock(GetClipboardData(CF_TEXT));
strcat_s(commandbuf, cb);
GlobalUnlock(cb);
CloseClipboard();
#else
SDL_SysWMinfo wminfo;
SDL_VERSION(&wminfo.version);
wminfo.subsystem = SDL_SYSWM_X11;
if(!SDL_GetWMInfo(&wminfo)) return;
int cbsize;
char *cb = XFetchBytes(wminfo.info.x11.display, &cbsize);
if(!cb || !cbsize) return;
int commandlen = strlen(commandbuf);
for(char *cbline = cb, *cbend; commandlen + 1 < _MAXDEFSTR && cbline < &cb[cbsize]; cbline = cbend + 1)
{
cbend = (char *)memchr(cbline, '\0', &cb[cbsize] - cbline);
if(!cbend) cbend = &cb[cbsize];
if(commandlen + cbend - cbline + 1 > _MAXDEFSTR) cbend = cbline + _MAXDEFSTR - commandlen - 1;
memcpy(&commandbuf[commandlen], cbline, cbend - cbline);
commandlen += cbend - cbline;
commandbuf[commandlen] = '\n';
if(commandlen + 1 < _MAXDEFSTR && cbend < &cb[cbsize]) ++commandlen;
commandbuf[commandlen] = '\0';
};
XFree(cb);
#endif
};
cvector vhistory;
int histpos = 0;
void history(int n)
{
static bool rec = false;
if(!rec && n>=0 && n<vhistory.length())
{
rec = true;
execute(vhistory[vhistory.length()-n-1]);
rec = false;
};
};
COMMAND(history, ARG_1INT);
void keypress(int code, bool isdown, int cooked)
{
if(saycommandon) // keystrokes go to commandline
{
if(isdown)
{
switch(code)
{
case SDLK_RETURN:
break;
case SDLK_BACKSPACE:
case SDLK_LEFT:
{
for(int i = 0; commandbuf[i]; i++) if(!commandbuf[i+1]) commandbuf[i] = 0;
resetcomplete();
break;
};
case SDLK_UP:
if(histpos) strcpy_s(commandbuf, vhistory[--histpos]);
break;
case SDLK_DOWN:
if(histpos<vhistory.length()) strcpy_s(commandbuf, vhistory[histpos++]);
break;
case SDLK_TAB:
complete(commandbuf);
break;
case SDLK_v:
if(SDL_GetModState()&(KMOD_LCTRL|KMOD_RCTRL)) { pasteconsole(); return; };
default:
resetcomplete();
if(cooked) { char add[] = { cooked, 0 }; strcat_s(commandbuf, add); };
};
}
else
{
if(code==SDLK_RETURN)
{
if(commandbuf[0])
{
if(vhistory.empty() || strcmp(vhistory.last(), commandbuf))
{
vhistory.add(newstring(commandbuf)); // cap this?
};
histpos = vhistory.length();
if(commandbuf[0]=='/') execute(commandbuf, true);
else toserver(commandbuf);
};
saycommand(NULL);
}
else if(code==SDLK_ESCAPE)
{
saycommand(NULL);
};
};
}
else if(!menukey(code, isdown)) // keystrokes go to menu
{
loopi(numkm) if(keyms[i].code==code) // keystrokes go to game, lookup in keymap and execute
{
string temp;
strcpy_s(temp, keyms[i].action);
execute(temp, isdown);
return;
};
};
};
char *getcurcommand()
{
return saycommandon ? commandbuf : NULL;
};
void writebinds(FILE *f)
{
loopi(numkm)
{
if(*keyms[i].action) fprintf(f, "bind \"%s\" [%s]\n", keyms[i].name, keyms[i].action);
};
};

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// one big bad include file for the whole engine... nasty!
#include "tools.h"
enum // block types, order matters!
{
SOLID = 0, // entirely solid cube [only specifies wtex]
CORNER, // half full corner of a wall
FHF, // floor heightfield using neighbour vdelta values
CHF, // idem ceiling
SPACE, // entirely empty cube
SEMISOLID, // generated by mipmapping
MAXTYPE
};
struct sqr
{
uchar type; // one of the above
char floor, ceil; // height, in cubes
uchar wtex, ftex, ctex; // wall/floor/ceil texture ids
uchar r, g, b; // light value at upper left vertex
uchar vdelta; // vertex delta, used for heightfield cubes
char defer; // used in mipmapping, when true this cube is not a perfect mip
char occluded; // true when occluded
uchar utex; // upper wall tex id
uchar tag; // used by triggers
};
enum // hardcoded texture numbers
{
DEFAULT_SKY = 0,
DEFAULT_LIQUID,
DEFAULT_WALL,
DEFAULT_FLOOR,
DEFAULT_CEIL
};
enum // static entity types
{
NOTUSED = 0, // entity slot not in use in map
LIGHT, // lightsource, attr1 = radius, attr2 = intensity
PLAYERSTART, // attr1 = angle
I_SHELLS, I_BULLETS, I_ROCKETS, I_ROUNDS,
I_HEALTH, I_BOOST,
I_GREENARMOUR, I_YELLOWARMOUR,
I_QUAD,
TELEPORT, // attr1 = idx
TELEDEST, // attr1 = angle, attr2 = idx
MAPMODEL, // attr1 = angle, attr2 = idx
MONSTER, // attr1 = angle, attr2 = monstertype
CARROT, // attr1 = tag, attr2 = type
JUMPPAD, // attr1 = zpush, attr2 = ypush, attr3 = xpush
MAXENTTYPES
};
struct persistent_entity // map entity
{
short x, y, z; // cube aligned position
short attr1;
uchar type; // type is one of the above
uchar attr2, attr3, attr4;
};
struct entity : public persistent_entity
{
bool spawned; // the only dynamic state of a map entity
};
#define MAPVERSION 5 // bump if map format changes, see worldio.cpp
struct header // map file format header
{
char head[4]; // "CUBE"
int version; // any >8bit quantity is a little indian
int headersize; // sizeof(header)
int sfactor; // in bits
int numents;
char maptitle[128];
uchar texlists[3][256];
int waterlevel;
int reserved[15];
};
#define SWS(w,x,y,s) (&(w)[(y)*(s)+(x)])
#define SW(w,x,y) SWS(w,x,y,ssize)
#define S(x,y) SW(world,x,y) // convenient lookup of a lowest mip cube
#define SMALLEST_FACTOR 6 // determines number of mips there can be
#define DEFAULT_FACTOR 8
#define LARGEST_FACTOR 11 // 10 is already insane
#define SOLID(x) ((x)->type==SOLID)
#define MINBORD 2 // 2 cubes from the edge of the world are always solid
#define OUTBORD(x,y) ((x)<MINBORD || (y)<MINBORD || (x)>=ssize-MINBORD || (y)>=ssize-MINBORD)
struct vec { float x, y, z; };
struct block { int x, y, xs, ys; };
struct mapmodelinfo { int rad, h, zoff, snap; char *name; };
enum { GUN_FIST = 0, GUN_SG, GUN_CG, GUN_RL, GUN_RIFLE, GUN_FIREBALL, GUN_ICEBALL, GUN_SLIMEBALL, GUN_BITE, NUMGUNS };
struct dynent // players & monsters
{
vec o, vel; // origin, velocity
float yaw, pitch, roll; // used as vec in one place
float maxspeed; // cubes per second, 24 for player
bool outsidemap; // from his eyes
bool inwater;
bool onfloor, jumpnext;
int move, strafe;
bool k_left, k_right, k_up, k_down; // see input code
int timeinair; // used for fake gravity
float radius, eyeheight, aboveeye; // bounding box size
int lastupdate, plag, ping;
int lifesequence; // sequence id for each respawn, used in damage test
int state; // one of CS_* below
int frags;
int health, armour, armourtype, quadmillis;
int gunselect, gunwait;
int lastaction, lastattackgun, lastmove;
bool attacking;
int ammo[NUMGUNS];
int monsterstate; // one of M_* below, M_NONE means human
int mtype; // see monster.cpp
dynent *enemy; // monster wants to kill this entity
float targetyaw; // monster wants to look in this direction
bool blocked, moving; // used by physics to signal ai
int trigger; // millis at which transition to another monsterstate takes place
vec attacktarget; // delayed attacks
int anger; // how many times already hit by fellow monster
string name, team;
};
#define SAVEGAMEVERSION 4 // bump if dynent/netprotocol changes or any other savegame/demo data
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
#define MAXCLIENTS 256 // in a multiplayer game, can be arbitrarily changed
#define MAXTRANS 5000 // max amount of data to swallow in 1 go
#define CUBE_SERVER_PORT 28765
#define CUBE_SERVINFO_PORT 28766
#define PROTOCOL_VERSION 122 // bump when protocol changes
// network messages codes, c2s, c2c, s2c
enum
{
SV_INITS2C, SV_INITC2S, SV_POS, SV_TEXT, SV_SOUND, SV_CDIS,
SV_DIED, SV_DAMAGE, SV_SHOT, SV_FRAGS,
SV_TIMEUP, SV_EDITENT, SV_MAPRELOAD, SV_ITEMACC,
SV_MAPCHANGE, SV_ITEMSPAWN, SV_ITEMPICKUP, SV_DENIED,
SV_PING, SV_PONG, SV_CLIENTPING, SV_GAMEMODE,
SV_EDITH, SV_EDITT, SV_EDITS, SV_EDITD, SV_EDITE,
SV_SENDMAP, SV_RECVMAP, SV_SERVMSG, SV_ITEMLIST,
SV_EXT,
};
enum { CS_ALIVE = 0, CS_DEAD, CS_LAGGED, CS_EDITING };
// hardcoded sounds, defined in sounds.cfg
enum
{
S_JUMP = 0, S_LAND, S_RIFLE, S_PUNCH1, S_SG, S_CG,
S_RLFIRE, S_RLHIT, S_WEAPLOAD, S_ITEMAMMO, S_ITEMHEALTH,
S_ITEMARMOUR, S_ITEMPUP, S_ITEMSPAWN, S_TELEPORT, S_NOAMMO, S_PUPOUT,
S_PAIN1, S_PAIN2, S_PAIN3, S_PAIN4, S_PAIN5, S_PAIN6,
S_DIE1, S_DIE2,
S_FLAUNCH, S_FEXPLODE,
S_SPLASH1, S_SPLASH2,
S_GRUNT1, S_GRUNT2, S_RUMBLE,
S_PAINO,
S_PAINR, S_DEATHR,
S_PAINE, S_DEATHE,
S_PAINS, S_DEATHS,
S_PAINB, S_DEATHB,
S_PAINP, S_PIGGR2,
S_PAINH, S_DEATHH,
S_PAIND, S_DEATHD,
S_PIGR1, S_ICEBALL, S_SLIMEBALL,
S_JUMPPAD,
};
// vertex array format
struct vertex { float u, v, x, y, z; uchar r, g, b, a; };
typedef vector<dynent *> dvector;
typedef vector<char *> cvector;
typedef vector<int> ivector;
// globals ooh naughty
extern sqr *world, *wmip[]; // map data, the mips are sequential 2D arrays in memory
extern header hdr; // current map header
extern int sfactor, ssize; // ssize = 2^sfactor
extern int cubicsize, mipsize; // cubicsize = ssize^2
extern dynent *player1; // special client ent that receives input and acts as camera
extern dvector players; // all the other clients (in multiplayer)
extern bool editmode;
extern vector<entity> ents; // map entities
extern vec worldpos; // current target of the crosshair in the world
extern int lastmillis; // last time
extern int curtime; // current frame time
extern int gamemode, nextmode;
extern int xtraverts;
extern bool demoplayback;
#define DMF 16.0f
#define DAF 1.0f
#define DVF 100.0f
#define VIRTW 2400 // virtual screen size for text & HUD
#define VIRTH 1800
#define FONTH 64
#define PIXELTAB (VIRTW/12)
#define PI (3.1415927f)
#define PI2 (2*PI)
// simplistic vector ops
#define dotprod(u,v) ((u).x * (v).x + (u).y * (v).y + (u).z * (v).z)
#define vmul(u,f) { (u).x *= (f); (u).y *= (f); (u).z *= (f); }
#define vdiv(u,f) { (u).x /= (f); (u).y /= (f); (u).z /= (f); }
#define vadd(u,v) { (u).x += (v).x; (u).y += (v).y; (u).z += (v).z; };
#define vsub(u,v) { (u).x -= (v).x; (u).y -= (v).y; (u).z -= (v).z; };
#define vdist(d,v,e,s) vec v = s; vsub(v,e); float d = (float)sqrt(dotprod(v,v));
#define vreject(v,u,max) ((v).x>(u).x+(max) || (v).x<(u).x-(max) || (v).y>(u).y+(max) || (v).y<(u).y-(max))
#define vlinterp(v,f,u,g) { (v).x = (v).x*f+(u).x*g; (v).y = (v).y*f+(u).y*g; (v).z = (v).z*f+(u).z*g; }
#define sgetstr() { char *t = text; do { *t = getint(p); } while(*t++); } // used by networking
#define m_noitems (gamemode>=4)
#define m_noitemsrail (gamemode<=5)
#define m_arena (gamemode>=8)
#define m_tarena (gamemode>=10)
#define m_teammode (gamemode&1 && gamemode>2)
#define m_sp (gamemode<0)
#define m_dmsp (gamemode==-1)
#define m_classicsp (gamemode==-2)
#define isteam(a,b) (m_teammode && strcmp(a, b)==0)
enum // function signatures for script functions, see command.cpp
{
ARG_1INT, ARG_2INT, ARG_3INT, ARG_4INT,
ARG_NONE,
ARG_1STR, ARG_2STR, ARG_3STR, ARG_5STR,
ARG_DOWN, ARG_DWN1,
ARG_1EXP, ARG_2EXP,
ARG_1EST, ARG_2EST,
ARG_VARI
};
// nasty macros for registering script functions, abuses globals to avoid excessive infrastructure
#define COMMANDN(name, fun, nargs) static bool __dummy_##fun = addcommand(#name, (void (*)())fun, nargs)
#define COMMAND(name, nargs) COMMANDN(name, name, nargs)
#define VARP(name, min, cur, max) int name = variable(#name, min, cur, max, &name, NULL, true)
#define VAR(name, min, cur, max) int name = variable(#name, min, cur, max, &name, NULL, false)
#define VARF(name, min, cur, max, body) void var_##name(); static int name = variable(#name, min, cur, max, &name, var_##name, false); void var_##name() { body; }
#define VARFP(name, min, cur, max, body) void var_##name(); static int name = variable(#name, min, cur, max, &name, var_##name, true); void var_##name() { body; }
#define ATOI(s) strtol(s, NULL, 0) // supports hexadecimal numbers
#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
#define _WINDOWS
#define ZLIB_DLL
#else
#include <dlfcn.h>
#endif
#include <time.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#include <SDL.h>
#include <SDL_image.h>
#include <enet/enet.h>
#include <zlib.h>
#include "protos.h" // external function decls

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// editing.cpp: most map editing commands go here, entity editing commands are in world.cpp
#include "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
block sel =
{
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); b; }; remip(sel); }
int cx, cy, ch;
int curedittex[] = { -1, -1, -1 };
bool dragging = false;
int lastx, lasty, lasth;
int lasttype = 0, lasttex = 0;
sqr rtex;
VAR(editing,0,0,1);
void toggleedit()
{
if(player1->state==CS_DEAD) return; // do not allow dead players to edit to avoid state confusion
if(!editmode && !allowedittoggle()) return; // not in most multiplayer modes
if(!(editmode = !editmode))
{
settagareas(); // reset triggers to allow quick playtesting
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
projreset();
};
keyrepeat(editmode);
selset = false;
editing = editmode;
};
COMMANDN(edittoggle, toggleedit, ARG_NONE);
void correctsel() // ensures above invariant
{
selset = !OUTBORD(sel.x, sel.y);
int bsize = ssize-MINBORD;
if(sel.xs+sel.x>bsize) sel.xs = bsize-sel.x;
if(sel.ys+sel.y>bsize) sel.ys = bsize-sel.y;
if(sel.xs<=0 || sel.ys<=0) selset = false;
};
bool noteditmode()
{
correctsel();
if(!editmode) conoutf("this function is only allowed in edit mode");
return !editmode;
};
bool noselection()
{
if(!selset) conoutf("no selection");
return !selset;
};
#define EDITSEL if(noteditmode() || noselection()) return;
#define EDITSELMP if(noteditmode() || noselection() || multiplayer()) return;
#define EDITMP if(noteditmode() || multiplayer()) return;
void selectpos(int x, int y, int xs, int ys)
{
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, abs(lasty-cy)+1 };
sel = s;
selh = max(lasth,ch);
correctsel();
if(selset) rtex = *S(sel.x, sel.y);
};
VAR(flrceil,0,0,2);
float sheight(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 cursorupdate() // called every frame from hud
{
flrceil = ((int)(player1->pitch>=0))*2;
volatile float x = worldpos.x; // volatile needed to prevent msvc7 optimizer bug?
volatile float y = worldpos.y;
volatile float z = worldpos.z;
cx = (int)x;
cy = (int)y;
if(OUTBORD(cx, cy)) return;
sqr *s = S(cx,cy);
if(fabs(sheight(s,s,z)-z)>1) // selected wall
{
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;
cy = (int)y;
if(OUTBORD(cx, cy)) return;
};
if(dragging) makesel();
const int GRIDSIZE = 5;
const float GRIDW = 0.5f;
const float GRID8 = 2.0f;
const float GRIDS = 2.0f;
const int GRIDM = 0x7;
// 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);
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 };
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), 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);
};
};
vector<block *> undos; // unlimited undo
VARP(undomegs, 0, 1, 10); // bounded by n megs
void pruneundos(int maxremain) // bound memory
{
int t = 0;
loopvrev(undos)
{
t += undos[i]->xs*undos[i]->ys*sizeof(sqr);
if(t>maxremain) free(undos.remove(i));
};
};
void makeundo()
{
undos.add(blockcopy(sel));
pruneundos(undomegs<<20);
};
void editundo()
{
EDITMP;
if(undos.empty()) { conoutf("nothing more to undo"); return; };
block *p = undos.pop();
blockpaste(*p);
free(p);
};
block *copybuf = NULL;
void copy()
{
EDITSELMP;
if(copybuf) free(copybuf);
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);
};
void tofronttex() // maintain most recently used of the texture lists when applying texture
{
loopi(3)
{
int c = curedittex[i];
if(c>=0)
{
uchar *p = hdr.texlists[i];
int t = p[c];
for(int a = c-1; a>=0; a--) p[a+1] = p[a];
p[0] = t;
curedittex[i] = -1;
};
};
};
void editdrag(bool isdown)
{
if(dragging = isdown)
{
lastx = cx;
lasty = cy;
lasth = ch;
selset = false;
tofronttex();
};
makesel();
};
// 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)
{
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);
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)
{
loopselxy(switch(type)
{
case 0: s->ftex = t; break;
case 1: s->wtex = t; break;
case 2: s->ctex = t; break;
case 3: s->utex = t; break;
});
};
void edittex(int type, int dir)
{
EDITSEL;
if(type<0 || type>3) return;
if(type!=lasttype) { tofronttex(); 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);
addmsg(1, 7, SV_EDITT, sel.x, sel.y, sel.xs, sel.ys, type, t);
};
void replace()
{
EDITSELMP;
loop(x,ssize) loop(y,ssize)
{
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 };
remip(b);
};
void edittypexy(int type, 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);
addmsg(1, 6, SV_EDITS, sel.x, sel.y, sel.xs, sel.ys, type);
};
void heightfield(int t) { edittype(t==0 ? FHF : CHF); };
void solid(int t) { edittype(t==0 ? SPACE : SOLID); };
void corner() { edittype(CORNER); };
COMMAND(heightfield, ARG_1INT);
COMMAND(solid, ARG_1INT);
COMMAND(corner, ARG_NONE);
void editequalisexy(bool isfloor, block &sel)
{
int low = 127, hi = -128;
loopselxy(
{
if(s->floor<low) low = s->floor;
if(s->ceil>hi) hi = s->ceil;
});
loopselxy(
{
if(isfloor) s->floor = low; else s->ceil = hi;
if(s->floor>=s->ceil) s->floor = s->ceil-1;
});
};
void equalize(int flr)
{
bool isfloor = flr==0;
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, block &sel)
{
loopselxy(s->vdelta = max(s->vdelta+delta, 0));
remipmore(sel);
};
void setvdelta(int delta)
{
EDITSEL;
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;
void archvertex(int span, int vert, int delta)
{
if(!archvinit)
{
archvinit = true;
loop(s,MAXARCHVERT) loop(v,MAXARCHVERT) archverts[s][v] = 0;
};
if(span>=MAXARCHVERT || vert>=MAXARCHVERT || span<0 || vert<0) return;
archverts[span][vert] = delta;
};
void arch(int sidedelta, int _a)
{
EDITSELMP;
sel.xs++;
sel.ys++;
if(sel.xs>MAXARCHVERT) sel.xs = MAXARCHVERT;
if(sel.ys>MAXARCHVERT) sel.ys = MAXARCHVERT;
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++;
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);
sel.xs++;
sel.ys++;
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;
loopselxy(s->tag = tag);
};
void newent(char *what, char *a1, char *a2, char *a3, char *a4)
{
EDITSEL;
newentity(sel.x, sel.y, (int)player1->o.z, what, ATOI(a1), ATOI(a2), ATOI(a3), ATOI(a4));
};
COMMANDN(select, selectpos, ARG_4INT);
COMMAND(edittag, ARG_1INT);
COMMAND(replace, ARG_NONE);
COMMAND(archvertex, ARG_3INT);
COMMAND(arch, ARG_2INT);
COMMAND(slope, ARG_2INT);
COMMANDN(vdelta, setvdelta, ARG_1INT);
COMMANDN(undo, editundo, ARG_NONE);
COMMAND(copy, ARG_NONE);
COMMAND(paste, ARG_NONE);
COMMAND(edittex, ARG_2INT);
COMMAND(newent, ARG_5STR);
COMMAND(perlin, ARG_3INT);

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// entities.cpp: map entity related functions (pickup etc.)
#include "cube.h"
vector<entity> ents;
char *entmdlnames[] =
{
"shells", "bullets", "rockets", "rrounds", "health", "boost",
"g_armour", "y_armour", "quad", "teleporter",
};
int triggertime = 0;
void renderent(entity &e, char *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, e.x, z+S(e.x, e.y)->floor, e.y, yaw, 0, false, 1.0f, speed, 0, basetime);
};
void renderentities()
{
if(lastmillis>triggertime+1000) triggertime = 0;
loopv(ents)
{
entity &e = ents[i];
if(e.type==MAPMODEL)
{
mapmodelinfo &mmi = getmminfo(e.attr2);
if(!&mmi) continue;
rendermodel(mmi.name, 0, 1, e.attr4, (float)mmi.rad, e.x, (float)S(e.x, e.y)->floor+mmi.zoff+e.attr3, e.y, (float)((e.attr1+7)-(e.attr1+7)%15), 0, false, 1.0f, 10.0f, mmi.snap);
}
else
{
if(OUTBORD(e.x, e.y)) continue;
if(e.type!=CARROT)
{
if(!e.spawned && e.type!=TELEPORT) 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);
}
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));
break;
case 4: renderent(e, "switch2", 3, (float)e.attr3*90, (!e.spawned && !triggertime) ? 1 : 0, (e.spawned || !triggertime) ? 1 : 2, triggertime, 1050.0f); break;
case 5: renderent(e, "switch1", -0.15f, (float)e.attr3*90, (!e.spawned && !triggertime) ? 30 : 0, (e.spawned || !triggertime) ? 1 : 30, triggertime, 35.0f); break;
};
};
};
};
struct itemstat { int add, max, sound; } itemstats[] =
{
10, 50, S_ITEMAMMO,
20, 100, S_ITEMAMMO,
5, 25, S_ITEMAMMO,
5, 25, S_ITEMAMMO,
25, 100, S_ITEMHEALTH,
50, 200, S_ITEMHEALTH,
100, 100, S_ITEMARMOUR,
150, 150, S_ITEMARMOUR,
20000, 30000, S_ITEMPUP,
};
void baseammo(int gun) { player1->ammo[gun] = itemstats[gun-1].add*2; };
// these two functions are called when the server acknowledges that you really
// picked up the item (in multiplayer someone may grab it before you).
void radditem(int i, int &v)
{
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);
};
void realpickup(int n, dynent *d)
{
switch(ents[n].type)
{
case I_SHELLS: radditem(n, d->ammo[1]); break;
case I_BULLETS: radditem(n, d->ammo[2]); break;
case I_ROCKETS: radditem(n, d->ammo[3]); break;
case I_ROUNDS: radditem(n, d->ammo[4]); break;
case I_HEALTH: radditem(n, d->health); break;
case I_BOOST: radditem(n, d->health); break;
case I_GREENARMOUR:
radditem(n, d->armour);
d->armourtype = A_GREEN;
break;
case I_YELLOWARMOUR:
radditem(n, d->armour);
d->armourtype = A_YELLOW;
break;
case I_QUAD:
radditem(n, d->quadmillis);
conoutf("you got the quad!");
break;
};
};
// these functions are called when the client touches the item
void additem(int i, int &v, int spawnsec)
{
if(v<itemstats[ents[i].type-I_SHELLS].max) // don't pick up if not needed
{
addmsg(1, 3, SV_ITEMPICKUP, i, m_classicsp ? 100000 : spawnsec); // first ask the server for an ack
ents[i].spawned = false; // even if someone else gets it first
};
};
void teleport(int n, dynent *d) // also used by monsters
{
int e = -1, tag = ents[n].attr1, beenhere = -1;
for(;;)
{
e = findentity(TELEDEST, e+1);
if(e==beenhere || e<0) { conoutf("no teleport destination for tag %d", tag); return; };
if(beenhere<0) beenhere = e;
if(ents[e].attr2==tag)
{
d->o.x = ents[e].x;
d->o.y = ents[e].y;
d->o.z = ents[e].z;
d->yaw = ents[e].attr1;
d->pitch = 0;
d->vel.x = d->vel.y = d->vel.z = 0;
entinmap(d);
playsoundc(S_TELEPORT);
break;
};
};
};
void pickup(int n, dynent *d)
{
int np = 1;
loopv(players) if(players[i]) np++;
np = np<3 ? 4 : (np>4 ? 2 : 3); // spawn times are dependent on number of players
int ammo = np*2;
switch(ents[n].type)
{
case I_SHELLS: additem(n, d->ammo[1], ammo); break;
case I_BULLETS: additem(n, d->ammo[2], ammo); break;
case I_ROCKETS: additem(n, d->ammo[3], ammo); break;
case I_ROUNDS: additem(n, d->ammo[4], ammo); break;
case I_HEALTH: additem(n, d->health, np*5); break;
case I_BOOST: additem(n, d->health, 60); break;
case I_GREENARMOUR:
// (100h/100g only absorbs 166 damage)
if(d->armourtype==A_YELLOW && d->armour>66) break;
additem(n, d->armour, 20);
break;
case I_YELLOWARMOUR:
additem(n, d->armour, 20);
break;
case I_QUAD:
additem(n, d->quadmillis, 60);
break;
case CARROT:
ents[n].spawned = false;
triggertime = lastmillis;
trigger(ents[n].attr1, ents[n].attr2, false); // needs to go over server for multiplayer
break;
case TELEPORT:
{
static int lastteleport = 0;
if(lastmillis-lastteleport<500) break;
lastteleport = lastmillis;
teleport(n, d);
break;
};
case JUMPPAD:
{
static int lastjumppad = 0;
if(lastmillis-lastjumppad<300) break;
lastjumppad = lastmillis;
vec v = { (int)(char)ents[n].attr3/10.0f, (int)(char)ents[n].attr2/10.0f, ents[n].attr1/10.0f };
player1->vel.z = 0;
vadd(player1->vel, v);
playsoundc(S_JUMPPAD);
break;
};
};
};
void checkitems()
{
if(editmode) return;
loopv(ents)
{
entity &e = ents[i];
if(e.type==NOTUSED) continue;
if(!ents[i].spawned && e.type!=TELEPORT && e.type!=JUMPPAD) continue;
if(OUTBORD(e.x, e.y)) continue;
vec v = { e.x, e.y, S(e.x, e.y)->floor+player1->eyeheight };
vdist(dist, t, player1->o, v);
if(dist<(e.type==TELEPORT ? 4 : 2.5)) pickup(i, player1);
};
};
void checkquad(int time)
{
if(player1->quadmillis && (player1->quadmillis -= time)<0)
{
player1->quadmillis = 0;
playsoundc(S_PUPOUT);
conoutf("quad damage is over");
};
};
void putitems(uchar *&p) // puts items in network stream and also spawns them locally
{
loopv(ents) if((ents[i].type>=I_SHELLS && ents[i].type<=I_QUAD) || ents[i].type==CARROT)
{
putint(p, i);
ents[i].spawned = true;
};
};
void resetspawns() { loopv(ents) ents[i].spawned = false; };
void setspawn(uint i, bool on) { if(i<(uint)ents.length()) ents[i].spawned = on; };

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// main.cpp: initialisation & main loop
#include "cube.h"
void cleanup(char *msg) // single program exit point;
{
stop();
disconnect(true);
writecfg();
cleangl();
cleansound();
cleanupserver();
SDL_ShowCursor(1);
if(msg)
{
#ifdef WIN32
MessageBox(NULL, msg, "cube fatal error", MB_OK|MB_SYSTEMMODAL);
#else
printf(msg);
#endif
};
SDL_Quit();
exit(1);
};
void quit() // normal exit
{
writeservercfg();
cleanup(NULL);
};
void fatal(char *s, char *o) // failure exit
{
sprintf_sd(msg)("%s%s (%s)\n", s, o, SDL_GetError());
cleanup(msg);
};
void *alloc(int s) // for some big chunks... most other allocs use the memory pool
{
void *b = calloc(1,s);
if(!b) fatal("out of memory!");
return b;
};
int scr_w = 640;
int scr_h = 480;
void screenshot()
{
SDL_Surface *image;
SDL_Surface *temp;
int idx;
if(image = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0))
{
if(temp = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0))
{
glReadPixels(0, 0, scr_w, scr_h, GL_RGB, GL_UNSIGNED_BYTE, image->pixels);
for (idx = 0; idx<scr_h; idx++)
{
char *dest = (char *)temp->pixels+3*scr_w*idx;
memcpy(dest, (char *)image->pixels+3*scr_w*(scr_h-1-idx), 3*scr_w);
endianswap(dest, 3, scr_w);
};
sprintf_sd(buf)("screenshots/screenshot_%d.bmp", lastmillis);
SDL_SaveBMP(temp, path(buf));
SDL_FreeSurface(temp);
};
SDL_FreeSurface(image);
};
};
COMMAND(screenshot, ARG_NONE);
COMMAND(quit, ARG_NONE);
void keyrepeat(bool on)
{
SDL_EnableKeyRepeat(on ? SDL_DEFAULT_REPEAT_DELAY : 0,
SDL_DEFAULT_REPEAT_INTERVAL);
};
VARF(gamespeed, 10, 100, 1000, if(multiplayer()) gamespeed = 100);
VARP(minmillis, 0, 5, 1000);
int islittleendian = 1;
int framesinmap = 0;
int main(int argc, char **argv)
{
bool dedicated = false;
int fs = SDL_FULLSCREEN, par = 0, uprate = 0, maxcl = 4;
char *sdesc = "", *ip = "", *master = NULL, *passwd = "";
islittleendian = *((char *)&islittleendian);
#define log(s) conoutf("init: %s", s)
log("sdl");
for(int i = 1; i<argc; i++)
{
char *a = &argv[i][2];
if(argv[i][0]=='-') switch(argv[i][1])
{
case 'd': dedicated = true; break;
case 't': fs = 0; break;
case 'w': scr_w = atoi(a); break;
case 'h': scr_h = atoi(a); break;
case 'u': uprate = atoi(a); break;
case 'n': sdesc = a; break;
case 'i': ip = a; break;
case 'm': master = a; break;
case 'p': passwd = a; break;
case 'c': maxcl = atoi(a); break;
default: conoutf("unknown commandline option");
}
else conoutf("unknown commandline argument");
};
#ifdef _DEBUG
par = SDL_INIT_NOPARACHUTE;
fs = 0;
#endif
if(SDL_Init(SDL_INIT_TIMER|SDL_INIT_VIDEO|par)<0) fatal("Unable to initialize SDL");
log("net");
if(enet_initialize()<0) fatal("Unable to initialise network module");
initclient();
initserver(dedicated, uprate, sdesc, ip, master, passwd, maxcl); // never returns if dedicated
log("world");
empty_world(7, true);
log("video: sdl");
if(SDL_InitSubSystem(SDL_INIT_VIDEO)<0) fatal("Unable to initialize SDL Video");
log("video: mode");
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if(SDL_SetVideoMode(scr_w, scr_h, 0, SDL_OPENGL|fs)==NULL) fatal("Unable to create OpenGL screen");
log("video: misc");
SDL_WM_SetCaption("cube engine", NULL);
SDL_WM_GrabInput(SDL_GRAB_ON);
keyrepeat(false);
SDL_ShowCursor(0);
log("gl");
gl_init(scr_w, scr_h);
log("basetex");
int xs, ys;
if(!installtex(2, path(newstring("data/newchars.png")), xs, ys) ||
!installtex(3, path(newstring("data/martin/base.png")), xs, ys) ||
!installtex(6, path(newstring("data/martin/ball1.png")), xs, ys) ||
!installtex(7, path(newstring("data/martin/smoke.png")), xs, ys) ||
!installtex(8, path(newstring("data/martin/ball2.png")), xs, ys) ||
!installtex(9, path(newstring("data/martin/ball3.png")), xs, ys) ||
!installtex(4, path(newstring("data/explosion.jpg")), xs, ys) ||
!installtex(5, path(newstring("data/items.png")), xs, ys) ||
!installtex(1, path(newstring("data/crosshair.png")), xs, ys)) fatal("could not find core textures (hint: run cube from the parent of the bin directory)");
log("sound");
initsound();
log("cfg");
newmenu("frags\tpj\tping\tteam\tname");
newmenu("ping\tplr\tserver");
exec("data/keymap.cfg");
exec("data/menus.cfg");
exec("data/prefabs.cfg");
exec("data/sounds.cfg");
exec("servers.cfg");
if(!execfile("config.cfg")) execfile("data/defaults.cfg");
exec("autoexec.cfg");
log("localconnect");
localconnect();
changemap("metl3"); // if this map is changed, also change depthcorrect()
log("mainloop");
int ignore = 5;
for(;;)
{
int millis = SDL_GetTicks()*gamespeed/100;
if(millis-lastmillis>200) lastmillis = millis-200;
else if(millis-lastmillis<1) lastmillis = millis-1;
if(millis-lastmillis<minmillis) SDL_Delay(minmillis-(millis-lastmillis));
cleardlights();
updateworld(millis);
if(!demoplayback) serverslice((int)time(NULL), 0);
static float fps = 30.0f;
fps = (1000.0f/curtime+fps*50)/51;
computeraytable(player1->o.x, player1->o.y);
readdepth(scr_w, scr_h);
SDL_GL_SwapBuffers();
extern void updatevol(); updatevol();
if(framesinmap++<5) // cheap hack to get rid of initial sparklies, even when triple buffering etc.
{
player1->yaw += 5;
gl_drawframe(scr_w, scr_h, fps);
player1->yaw -= 5;
};
gl_drawframe(scr_w, scr_h, fps);
SDL_Event event;
int lasttype = 0, lastbut = 0;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
quit();
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
keypress(event.key.keysym.sym, event.key.state==SDL_PRESSED, event.key.keysym.unicode);
break;
case SDL_MOUSEMOTION:
if(ignore) { ignore--; break; };
mousemove(event.motion.xrel, event.motion.yrel);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
if(lasttype==event.type && lastbut==event.button.button) break; // why?? get event twice without it
keypress(-event.button.button, event.button.state!=0, 0);
lasttype = event.type;
lastbut = event.button.button;
break;
};
};
};
quit();
return 1;
};

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// menus.cpp: ingame menu system (also used for scores and serverlist)
#include "cube.h"
struct mitem { char *text, *action; };
struct gmenu
{
char *name;
vector<mitem> items;
int mwidth;
int menusel;
};
vector<gmenu> menus;
int vmenu = -1;
ivector menustack;
void menuset(int menu)
{
if((vmenu = menu)>=1) resetmovement(player1);
if(vmenu==1) menus[1].menusel = 0;
};
void showmenu(char *name)
{
loopv(menus) if(i>1 && strcmp(menus[i].name, name)==0)
{
menuset(i);
return;
};
};
int menucompare(mitem *a, mitem *b)
{
int x = atoi(a->text);
int y = atoi(b->text);
if(x>y) return -1;
if(x<y) return 1;
return 0;
};
void sortmenu(int start, int num)
{
qsort(&menus[0].items[start], num, sizeof(mitem), (int (__cdecl *)(const void *,const void *))menucompare);
};
void refreshservers();
bool rendermenu()
{
if(vmenu<0) { menustack.setsize(0); return false; };
if(vmenu==1) refreshservers();
gmenu &m = menus[vmenu];
sprintf_sd(title)(vmenu>1 ? "[ %s menu ]" : "%s", m.name);
int mdisp = m.items.length();
int w = 0;
loopi(mdisp)
{
int x = text_width(m.items[i].text);
if(x>w) w = x;
};
int tw = text_width(title);
if(tw>w) w = tw;
int step = FONTH/4*5;
int h = (mdisp+2)*step;
int y = (VIRTH-h)/2;
int x = (VIRTW-w)/2;
blendbox(x-FONTH/2*3, y-FONTH, x+w+FONTH/2*3, y+h+FONTH, true);
draw_text(title, x, y,2);
y += FONTH*2;
if(vmenu)
{
int bh = y+m.menusel*step;
blendbox(x-FONTH, bh-10, x+w+FONTH, bh+FONTH+10, false);
};
loopj(mdisp)
{
draw_text(m.items[j].text, x, y, 2);
y += step;
};
return true;
};
void newmenu(char *name)
{
gmenu &menu = menus.add();
menu.name = newstring(name);
menu.menusel = 0;
};
void menumanual(int m, int n, char *text)
{
if(!n) menus[m].items.setsize(0);
mitem &mitem = menus[m].items.add();
mitem.text = text;
mitem.action = "";
}
void menuitem(char *text, char *action)
{
gmenu &menu = menus.last();
mitem &mi = menu.items.add();
mi.text = newstring(text);
mi.action = action[0] ? newstring(action) : mi.text;
};
COMMAND(menuitem, ARG_2STR);
COMMAND(showmenu, ARG_1STR);
COMMAND(newmenu, ARG_1STR);
bool menukey(int code, bool isdown)
{
if(vmenu<=0) return false;
int menusel = menus[vmenu].menusel;
if(isdown)
{
if(code==SDLK_ESCAPE)
{
menuset(-1);
if(!menustack.empty()) menuset(menustack.pop());
return true;
}
else if(code==SDLK_UP || code==-4) menusel--;
else if(code==SDLK_DOWN || code==-5) menusel++;
int n = menus[vmenu].items.length();
if(menusel<0) menusel = n-1;
else if(menusel>=n) menusel = 0;
menus[vmenu].menusel = menusel;
}
else
{
if(code==SDLK_RETURN || code==-2)
{
char *action = menus[vmenu].items[menusel].action;
if(vmenu==1) connects(getservername(menusel));
menustack.add(vmenu);
menuset(-1);
execute(action, true);
};
};
return true;
};

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// monster.cpp: implements AI for single player monsters, currently client only
#include "cube.h"
dvector monsters;
int nextmonster, spawnremain, numkilled, monstertotal, mtimestart;
VARF(skill, 1, 3, 10, conoutf("skill is now %d", skill));
dvector &getmonsters() { return monsters; };
void restoremonsterstate() { loopv(monsters) if(monsters[i]->state==CS_DEAD) numkilled++; }; // for savegames
#define TOTMFREQ 13
#define NUMMONSTERTYPES 8
struct monstertype // see docs for how these values modify behaviour
{
short gun, speed, health, freq, lag, rate, pain, loyalty, mscale, bscale;
short painsound, diesound;
char *name, *mdlname;
}
monstertypes[NUMMONSTERTYPES] =
{
{ GUN_FIREBALL, 15, 100, 3, 0, 100, 800, 1, 10, 10, S_PAINO, S_DIE1, "an ogre", "monster/ogro" },
{ GUN_CG, 18, 70, 2, 70, 10, 400, 2, 8, 9, S_PAINR, S_DEATHR, "a rhino", "monster/rhino" },
{ GUN_SG, 14, 120, 1, 100, 300, 400, 4, 14, 14, S_PAINE, S_DEATHE, "ratamahatta", "monster/rat" },
{ GUN_RIFLE, 15, 200, 1, 80, 300, 300, 4, 18, 18, S_PAINS, S_DEATHS, "a slith", "monster/slith" },
{ GUN_RL, 13, 500, 1, 0, 100, 200, 6, 24, 24, S_PAINB, S_DEATHB, "bauul", "monster/bauul" },
{ GUN_BITE, 22, 50, 3, 0, 100, 400, 1, 12, 15, S_PAINP, S_PIGGR2, "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" },
};
dynent *basicmonster(int type, int yaw, int state, int trigger, int move)
{
if(type>=NUMMONSTERTYPES)
{
conoutf("warning: unknown monster in spawn: %d", type);
type = 0;
};
dynent *m = newdynent();
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) 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;
strcpy_s(m->name, t->name);
monsters.add(m);
return m;
};
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);
};
void monsterclear() // called after map start of when toggling edit mode to reset/spawn all monsters to initial state
{
loopv(monsters) gp()->dealloc(monsters[i], sizeof(dynent));
monsters.setsize(0);
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;
loopv(ents) if(ents[i].type==MONSTER)
{
dynent *m = basicmonster(ents[i].attr2, ents[i].attr1, M_SLEEP, 100, 0);
m->o.x = ents[i].x;
m->o.y = ents[i].y;
m->o.z = ents[i].z;
entinmap(m);
monstertotal++;
};
};
};
bool los(float lx, float ly, float lz, float bx, float by, float bz, vec &v) // height-correct line of sight for monster shooting/seeing
{
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));
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;
x += dx/(float)steps;
y += dy/(float)steps;
i++;
};
return i>=steps;
};
bool enemylos(dynent *m, vec &v)
{
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 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.
void transition(dynent *m, int state, int moving, int n, int r) // n = at skill 0, n/2 = at skill 10, r = added random factor
{
m->monsterstate = state;
m->move = moving;
n = n*130/100;
m->trigger = lastmillis+n-skill*(n/16)+rnd(r+1);
};
void normalise(dynent *m, float angle)
{
while(m->yaw<angle-180.0f) m->yaw += 360.0f;
while(m->yaw>angle+180.0f) m->yaw -= 360.0f;
};
void monsteraction(dynent *m) // main AI thinking routine, called every frame for every monster
{
if(m->enemy->state==CS_DEAD) { m->enemy = player1; m->anger = 0; };
normalise(m, m->targetyaw);
if(m->targetyaw>m->yaw) // slowly turn monster towards his target
{
m->yaw += curtime*0.5f;
if(m->targetyaw<m->yaw) m->yaw = m->targetyaw;
}
else
{
m->yaw -= curtime*0.5f;
if(m->targetyaw>m->yaw) m->yaw = m->targetyaw;
};
vdist(disttoenemy, vectoenemy, m->o, m->enemy->o);
m->pitch = atan2(m->enemy->o.z-m->o.z, disttoenemy)*180/PI;
if(m->blocked) // special case: if we run into scenery
{
m->blocked = false;
if(!rnd(20000/monstertypes[m->mtype].speed)) // try to jump over obstackle (rare)
{
m->jumpnext = true;
}
else if(m->trigger<lastmillis && (m->monsterstate!=M_HOME || !rnd(5))) // search for a way around (common)
{
m->targetyaw += 180+rnd(180); // patented "random walk" AI pathfinding (tm) ;)
transition(m, M_SEARCH, 1, 400, 1000);
};
};
float enemyyaw = -(float)atan2(m->enemy->o.x - m->o.x, m->enemy->o.y - m->o.y)/PI*180+180;
switch(m->monsterstate)
{
case M_PAIN:
case M_ATTACKING:
case M_SEARCH:
if(m->trigger<lastmillis) transition(m, M_HOME, 1, 100, 200);
break;
case M_SLEEP: // state classic sp monster start in, wait for visual contact
{
vec 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)
||(disttoenemy<64 && angle<45)
|| angle<10)
{
transition(m, M_HOME, 1, 500, 200);
playsound(S_GRUNT1+rnd(2), &m->o);
};
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;
shoot(m, m->attacktarget);
transition(m, M_ATTACKING, 0, 600, 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)
{
vec 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) && m->enemy->state==CS_ALIVE) // get ready to fire
{
m->attacktarget = target;
transition(m, M_AIMING, 0, monstertypes[m->mtype].lag, 10);
}
else // track player some more
{
transition(m, M_HOME, 1, monstertypes[m->mtype].rate, 0);
};
};
};
break;
};
moveplayer(m, 1, false); // use physics to move monster
};
void monsterpain(dynent *m, int damage, dynent *d)
{
if(d->monsterstate) // a monster hit us
{
if(m!=d) // guard for RL guys shooting themselves :)
{
m->anger++; // don't attack straight away, first get angry
int anger = m->mtype==d->mtype ? m->anger/2 : m->anger;
if(anger>=monstertypes[m->mtype].loyalty) m->enemy = d; // monster infight if very angry
};
}
else // player hit us
{
m->anger = 0;
m->enemy = d;
};
transition(m, M_PAIN, 0, monstertypes[m->mtype].pain,200); // in this state monster won't attack
if((m->health -= damage)<=0)
{
m->state = CS_DEAD;
m->lastaction = lastmillis;
numkilled++;
player1->frags = numkilled;
playsound(monstertypes[m->mtype].diesound, &m->o);
int remain = monstertotal-numkilled;
if(remain>0 && remain<=5) conoutf("only %d monster(s) remaining", remain);
}
else
{
playsound(monstertypes[m->mtype].painsound, &m->o);
};
};
void endsp(bool allkilled)
{
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 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);
loopv(ents) // equivalent of player entity touch, but only teleports are used
{
entity &e = ents[i];
if(e.type!=TELEPORT) continue;
if(OUTBORD(e.x, e.y)) continue;
vec v = { e.x, e.y, S(e.x, e.y)->floor };
loopv(monsters) if(monsters[i]->state==CS_DEAD)
{
if(lastmillis-monsters[i]->lastaction<2000)
{
monsters[i]->move = 0;
moveplayer(monsters[i], 1, false);
};
}
else
{
v.z += monsters[i]->eyeheight;
vdist(dist, t, monsters[i]->o, v);
v.z -= monsters[i]->eyeheight;
if(dist<4) teleport((int)(&e-&ents[0]), monsters[i]);
};
};
loopv(monsters) if(monsters[i]->state==CS_ALIVE) monsteraction(monsters[i]);
};
void monsterrender()
{
loopv(monsters) renderclient(monsters[i], false, monstertypes[monsters[i]->mtype].mdlname, monsters[i]->mtype==5, monstertypes[monsters[i]->mtype].mscale/10.0f);
};

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#include "cube.h"

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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"
bool plcollide(dynent *d, dynent *o, float &headspace, float &hi, float &lo) // collide with player or monster
{
if(o->state!=CS_ALIVE) return true;
const float r = o->radius+d->radius;
if(fabs(o->o.x-d->o.x)<r && fabs(o->o.y-d->o.y)<r)
{
if(d->o.z-d->eyeheight<o->o.z-o->eyeheight) { if(o->o.z-o->eyeheight<hi) hi = o->o.z-o->eyeheight-1; }
else if(o->o.z+o->aboveeye>lo) lo = o->o.z+o->aboveeye+1;
if(fabs(o->o.z-d->o.z)<o->aboveeye+d->eyeheight) return false;
if(d->monsterstate) return false; // hack
headspace = d->o.z-o->o.z-o->aboveeye-d->eyeheight;
if(headspace<0) headspace = 10;
};
return true;
};
bool cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by, int &bs) // recursively collide with a mipmapped corner cube
{
sqr *w = wmip[mip];
int sz = ssize>>mip;
bool stest = SOLID(SWS(w, x+dx, y, sz)) && SOLID(SWS(w, x, y+dy, sz));
mip++;
x /= 2;
y /= 2;
if(SWS(wmip[mip], x, y, ssize>>mip)->type==CORNER)
{
bx = x<<mip;
by = y<<mip;
bs = 1<<mip;
return cornertest(mip, x, y, dx, dy, bx, by, bs);
};
return stest;
};
void mmcollide(dynent *d, float &hi, float &lo) // collide with a mapmodel
{
loopv(ents)
{
entity &e = ents[i];
if(e.type!=MAPMODEL) continue;
mapmodelinfo &mmi = getmminfo(e.attr2);
if(!&mmi || !mmi.h) continue;
const float r = mmi.rad+d->radius;
if(fabs(e.x-d->o.x)<r && fabs(e.y-d->o.y)<r)
{
float mmz = (float)(S(e.x, e.y)->floor+mmi.zoff+e.attr3);
if(d->o.z-d->eyeheight<mmz) { if(mmz<hi) hi = mmz; }
else if(mmz+mmi.h>lo) lo = mmz+mmi.h;
};
};
};
// all collision happens here
// spawn is a dirty side effect used in spawning
// drop & rise are supplied by the physics below to indicate gravity/push for current mini-timestep
bool collide(dynent *d, bool spawn, float drop, float rise)
{
const float fx1 = d->o.x-d->radius; // figure out integer cube rectangle this entity covers in map
const float fy1 = d->o.y-d->radius;
const float fx2 = d->o.x+d->radius;
const float fy2 = d->o.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;
float minfloor = (d->monsterstate && !spawn && d->health>100) ? d->o.z-d->eyeheight-4.5f : -1000.0f; // big monsters are afraid of heights, unless angry :)
for(int x = x1; x<=x2; x++) for(int y = y1; y<=y2; y++) // collide with map
{
if(OUTBORD(x,y)) return false;
sqr *s = S(x,y);
float ceil = s->ceil;
float floor = s->floor;
switch(s->type)
{
case SOLID:
return false;
case CORNER:
{
int bx = x, by = y, bs = 1;
if(x==x1 && y==y1 && cornertest(0, x, y, -1, -1, bx, by, bs) && fx1-bx+fy1-by<=bs
|| x==x2 && y==y1 && cornertest(0, x, y, 1, -1, bx, by, bs) && fx2-bx>=fy1-by
|| x==x1 && y==y2 && cornertest(0, x, y, -1, 1, bx, by, bs) && fx1-bx<=fy2-by
|| x==x2 && y==y2 && cornertest(0, x, y, 1, 1, bx, by, bs) && fx2-bx+fy2-by>=bs)
return false;
break;
};
case FHF: // FIXME: too simplistic collision with slopes, makes it feels like tiny stairs
floor -= (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;
break;
case CHF:
ceil += (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;
};
if(ceil<hi) hi = ceil;
if(floor>lo) lo = floor;
if(floor<minfloor) return false;
};
if(hi-lo < d->eyeheight+d->aboveeye) return false;
float headspace = 10;
loopv(players) // collide with other players
{
dynent *o = players[i];
if(!o || o==d) continue;
if(!plcollide(d, o, headspace, hi, lo)) return false;
};
if(d!=player1) if(!plcollide(d, player1, headspace, hi, lo)) return false;
dvector &v = getmonsters();
// this loop can be a performance bottleneck with many monster on a slow cpu,
// should replace with a blockmap but seems mostly fast enough
loopv(v) if(!vreject(d->o, v[i]->o, 7.0f) && d!=v[i] && !plcollide(d, v[i], headspace, hi, lo)) return false;
headspace -= 0.01f;
mmcollide(d, hi, lo); // collide with map models
if(spawn)
{
d->o.z = lo+d->eyeheight; // just drop to floor (sideeffect)
d->onfloor = true;
}
else
{
const float space = d->o.z-d->eyeheight-lo;
if(space<0)
{
if(space>-0.01) d->o.z = lo+d->eyeheight; // stick on step
else if(space>-1.26f) d->o.z += rise; // rise thru stair
else return false;
}
else
{
d->o.z -= min(min(drop, space), headspace); // gravity
};
const float space2 = hi-(d->o.z+d->aboveeye);
if(space2<0)
{
if(space2<-0.1) return false; // hack alert!
d->o.z = hi-d->aboveeye; // glue to ceiling
d->vel.z = 0; // cancel out jumping velocity
};
d->onfloor = d->o.z-d->eyeheight-lo<0.001f;
};
return true;
}
float rad(float x) { return x*3.14159f/180; };
VARP(maxroll, 0, 3, 20);
int physicsfraction = 0, physicsrepeat = 0;
const int MINFRAMETIME = 20; // physics always simulated at 50fps or better
void physicsframe() // optimally schedule physics frames inside the graphics frames
{
if(curtime>=MINFRAMETIME)
{
int faketime = curtime+physicsfraction;
physicsrepeat = faketime/MINFRAMETIME;
physicsfraction = faketime-physicsrepeat*MINFRAMETIME;
}
else
{
physicsrepeat = 1;
};
};
// main physics routine, moves a player/monster for a curtime step
// moveres indicated the physics precision (which is lower for monsters and multiplayer prediction)
// local is false for multiplayer prediction
void moveplayer(dynent *pl, int moveres, bool local, int curtime)
{
const bool water = hdr.waterlevel>pl->o.z-0.5f;
const bool floating = (editmode && local) || pl->state==CS_EDITING;
vec d; // vector of direction we ideally want to move in
d.x = (float)(pl->move*cos(rad(pl->yaw-90)));
d.y = (float)(pl->move*sin(rad(pl->yaw-90)));
d.z = 0;
if(floating || water)
{
d.x *= (float)cos(rad(pl->pitch));
d.y *= (float)cos(rad(pl->pitch));
d.z = (float)(pl->move*sin(rad(pl->pitch)));
};
d.x += (float)(pl->strafe*cos(rad(pl->yaw-180)));
d.y += (float)(pl->strafe*sin(rad(pl->yaw-180)));
const float speed = curtime/(water ? 2000.0f : 1000.0f)*pl->maxspeed;
const float friction = water ? 20.0f : (pl->onfloor || floating ? 6.0f : 30.0f);
const float fpsfric = friction/curtime*20.0f;
vmul(pl->vel, fpsfric-1); // slowly apply friction and direction to velocity, gives a smooth movement
vadd(pl->vel, d);
vdiv(pl->vel, fpsfric);
d = pl->vel;
vmul(d, speed); // d is now frametime based velocity vector
pl->blocked = false;
pl->moving = true;
if(floating) // just apply velocity
{
vadd(pl->o, d);
if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2; }
}
else // apply velocity with collision
{
if(pl->onfloor || water)
{
if(pl->jumpnext)
{
pl->jumpnext = false;
pl->vel.z = 1.7f; // physics impulse upwards
if(water) { pl->vel.x /= 8; pl->vel.y /= 8; }; // dampen velocity change even harder, gives correct water feel
if(local) playsoundc(S_JUMP);
else if(pl->monsterstate) playsound(S_JUMP, &pl->o);
}
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) playsound(S_LAND, &pl->o);
};
pl->timeinair = 0;
}
else
{
pl->timeinair += curtime;
};
const float gravity = 20;
const float f = 1.0f/moveres;
float dropf = ((gravity-1)+pl->timeinair/15.0f); // incorrect, but works fine
if(water) { dropf = 5; pl->timeinair = 0; }; // float slowly down in water
const float drop = dropf*curtime/gravity/100/moveres; // at high fps, gravity kicks in too fast
const float rise = speed/moveres/1.2f; // extra smoothness when lifting up stairs
loopi(moveres) // discrete steps collision detection & sliding
{
// try move forward
pl->o.x += f*d.x;
pl->o.y += f*d.y;
pl->o.z += f*d.z;
if(collide(pl, false, drop, rise)) continue;
// player stuck, try slide along y axis
pl->blocked = true;
pl->o.x -= f*d.x;
if(collide(pl, false, drop, rise)) { d.x = 0; continue; };
pl->o.x += f*d.x;
// still stuck, try x axis
pl->o.y -= f*d.y;
if(collide(pl, false, drop, rise)) { d.y = 0; continue; };
pl->o.y += f*d.y;
// try just dropping down
pl->moving = false;
pl->o.x -= f*d.x;
pl->o.y -= f*d.y;
if(collide(pl, false, drop, rise)) { d.y = d.x = 0; continue; };
pl->o.z -= f*d.z;
break;
};
};
// detect wether player is outside map, used for skipping zbuffer clear mostly
if(pl->o.x < 0 || pl->o.x >= ssize || pl->o.y <0 || pl->o.y > ssize)
{
pl->outsidemap = true;
}
else
{
sqr *s = S((int)pl->o.x, (int)pl->o.y);
pl->outsidemap = SOLID(s)
|| pl->o.z < s->floor - (s->type==FHF ? s->vdelta/4 : 0)
|| pl->o.z > s->ceil + (s->type==CHF ? s->vdelta/4 : 0);
};
// automatically apply smooth roll when strafing
if(pl->strafe==0)
{
pl->roll = pl->roll/(1+(float)sqrt((float)curtime)/25);
}
else
{
pl->roll += pl->strafe*curtime/-30.0f;
if(pl->roll>maxroll) pl->roll = (float)maxroll;
if(pl->roll<-maxroll) pl->roll = (float)-maxroll;
};
// play sounds on water transitions
if(!pl->inwater && water) { playsound(S_SPLASH2, &pl->o); pl->vel.z = 0; }
else if(pl->inwater && !water) playsound(S_SPLASH1, &pl->o);
pl->inwater = water;
};
void moveplayer(dynent *pl, int moveres, bool local)
{
loopi(physicsrepeat) moveplayer(pl, moveres, local, i ? curtime/physicsrepeat : curtime-curtime/physicsrepeat*(physicsrepeat-1));
};

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// protos for ALL external functions in cube...
// command
extern int variable(char *name, int min, int cur, int max, int *storage, void (*fun)(), bool persist);
extern void setvar(char *name, int i);
extern int getvar(char *name);
extern bool identexists(char *name);
extern bool addcommand(char *name, void (*fun)(), int narg);
extern int execute(char *p, bool down = true);
extern void exec(char *cfgfile);
extern bool execfile(char *cfgfile);
extern void resetcomplete();
extern void complete(char *s);
extern void alias(char *name, char *action);
extern char *getalias(char *name);
extern void writecfg();
// console
extern void keypress(int code, bool isdown, int cooked);
extern void renderconsole();
extern void conoutf(const char *s, ...);
extern char *getcurcommand();
extern void writebinds(FILE *f);
// menus
extern bool rendermenu();
extern void menuset(int menu);
extern void menumanual(int m, int n, char *text);
extern void sortmenu(int start, int num);
extern bool menukey(int code, bool isdown);
extern void newmenu(char *name);
// serverbrowser
extern void addserver(char *servername);
extern char *getservername(int n);
extern void writeservercfg();
// rendergl
extern void gl_init(int w, int h);
extern void cleangl();
extern void gl_drawframe(int w, int h, float curfps);
extern bool installtex(int tnum, char *texname, int &xs, int &ys, bool clamp = false);
extern void mipstats(int a, int b, int c);
extern void vertf(float v1, float v2, float v3, sqr *ls, float t1, float t2);
extern void addstrip(int tex, int start, int n);
extern int lookuptexture(int tex, int &xs, int &ys);
// rendercubes
extern void resetcubes();
extern void render_flat(int tex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);
extern void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil);
extern void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2, bool topleft);
extern void render_tris(int x, int y, int size, bool topleft, sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v);
extern void addwaterquad(int x, int y, int size);
extern int renderwater(float hf);
extern void finishstrips();
extern void setarraypointers();
// client
extern void localservertoclient(uchar *buf, int len);
extern void connects(char *servername);
extern void disconnect(int onlyclean = 0, int async = 0);
extern void toserver(char *text);
extern void addmsg(int rel, int num, int type, ...);
extern bool multiplayer();
extern bool allowedittoggle();
extern void sendpackettoserv(void *packet);
extern void gets2c();
extern void c2sinfo(dynent *d);
extern void neterr(char *s);
extern void initclientnet();
extern bool netmapstart();
extern int getclientnum();
extern void changemapserv(char *name, int mode);
extern void writeclientinfo(FILE *f);
// clientgame
extern void mousemove(int dx, int dy);
extern void updateworld(int millis);
extern void startmap(char *name);
extern void changemap(char *name);
extern void initclient();
extern void spawnplayer(dynent *d);
extern void selfdamage(int damage, int actor, dynent *act);
extern dynent *newdynent();
extern char *getclientmap();
extern const char *modestr(int n);
extern void zapdynent(dynent *&d);
extern dynent *getclient(int cn);
extern void timeupdate(int timeremain);
extern void resetmovement(dynent *d);
extern void fixplayer1range();
// clientextras
extern void renderclients();
extern void renderclient(dynent *d, bool team, char *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(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, char *what, int v1, int v2, int v3, int v4);
// worldlight
extern void calclight();
extern void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner);
extern void cleardlights();
extern block *blockcopy(block &b);
extern void blockpaste(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);
extern int isoccluded(float vx, float vy, float cx, float cy, float csize);
// main
extern void fatal(char *s, char *o = "");
extern void *alloc(int s);
extern void keyrepeat(bool on);
// rendertext
extern void draw_text(char *str, int left, int top, int gl_num);
extern void draw_textf(char *fstr, int left, int top, int gl_num, ...);
extern int text_width(char *str);
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 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 dot(int x, int y, float z);
extern void linestyle(float width, int r, int g, int b);
extern void newsphere(vec &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(vec &r, vec &u);
extern void particle_splash(int type, int num, int fade, vec &p);
extern void particle_trail(int type, int fade, vec &from, vec &to);
extern void render_particles(int time);
// worldio
extern void save_world(char *fname);
extern void load_world(char *mname);
extern void writemap(char *mname, int msize, uchar *mdata);
extern uchar *readmap(char *mname, int *msize);
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, vec &o);
extern void demoblend(int damage);
// physics
extern void moveplayer(dynent *pl, int moveres, bool local);
extern bool collide(dynent *d, bool spawn, float drop, float rise);
extern void entinmap(dynent *d);
extern void setentphysics(int mml, int mmr);
extern void physicsframe();
// sound
extern void playsound(int n, vec *loc = 0);
extern void playsoundc(int n);
extern void initsound();
extern void cleansound();
// rendermd2
extern void rendermodel(char *mdl, int frame, int range, int tex, float rad, float x, float y, float z, float yaw, float pitch, bool teammate, float scale, float speed, int snap = 0, int basetime = 0);
extern mapmodelinfo &getmminfo(int i);
// server
extern void initserver(bool dedicated, int uprate, char *sdesc, char *ip, char *master, char *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(char *t, uchar *&p);
extern void startintermission();
extern void restoreserverstate(vector<entity> &ents);
extern uchar *retrieveservers(uchar *buf, int buflen);
extern char msgsizelookup(int msg);
extern void serverms(int mode, int numplayers, int minremain, char *smapname, int seconds, bool isfull);
extern void servermsinit(const char *master, char *sdesc, bool listen);
extern void sendmaps(int n, string 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(dynent *d, vec &to);
extern void shootv(int gun, vec &from, vec &to, dynent *d = 0, bool local = false);
extern void createrays(vec &from, vec &to);
extern void moveprojectiles(float time);
extern void projreset();
extern char *playerincrosshair();
extern int reloadtime(int gun);
// monster
extern void monsterclear();
extern void restoremonsterstate();
extern void monsterthink();
extern void monsterrender();
extern dvector &getmonsters();
extern void monsterpain(dynent *m, int damage, dynent *d);
extern void endsp(bool allkilled);
// entities
extern void renderents();
extern void putitems(uchar *&p);
extern void checkquad(int time);
extern void checkitems();
extern void realpickup(int n, dynent *d);
extern void renderentities();
extern void resetspawns();
extern void setspawn(uint i, bool on);
extern void teleport(int n, dynent *d);
extern void baseammo(int gun);
// rndmap
extern void perlinarea(block &b, int scale, int seed, int psize);

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// rendercubes.cpp: sits in between worldrender.cpp and rendergl.cpp and fills the vertex array for different cube surfaces.
#include "cube.h"
vertex *verts = NULL;
int curvert;
int curmaxverts = 10000;
void setarraypointers()
{
glVertexPointer(3, GL_FLOAT, sizeof(vertex), &verts[0].x);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), &verts[0].r);
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), &verts[0].u);
};
void reallocv()
{
verts = (vertex *)realloc(verts, (curmaxverts *= 2)*sizeof(vertex));
curmaxverts -= 10;
if(!verts) fatal("no vertex memory!");
setarraypointers();
};
// generating the actual vertices is done dynamically every frame and sits at the
// leaves of all these functions, and are part of the cpu bottleneck on really slow
// machines, hence the macros.
#define vertcheck() { if(curvert>=curmaxverts) reallocv(); }
#define vertf(v1, v2, v3, ls, t1, t2) { vertex &v = verts[curvert++]; \
v.u = t1; v.v = t2; \
v.x = v1; v.y = v2; v.z = v3; \
v.r = ls->r; v.g = ls->g; v.b = ls->b; v.a = 255; };
#define vert(v1, v2, v3, ls, t1, t2) { vertf((float)(v1), (float)(v2), (float)(v3), ls, t1, t2); }
int nquads;
const float TEXTURESCALE = 32.0f;
bool floorstrip = false, deltastrip = false;
int oh, oy, ox, ogltex; // the o* vars are used by the stripification
int ol3r, ol3g, ol3b, ol4r, ol4g, ol4b;
int firstindex;
bool showm = false;
void showmip() { showm = !showm; };
void mipstats(int a, int b, int c) { if(showm) conoutf("1x1/2x2/4x4: %d / %d / %d", a, b, c); };
COMMAND(showmip, ARG_NONE);
#define stripend() { if(floorstrip || deltastrip) { addstrip(ogltex, firstindex, curvert-firstindex); floorstrip = deltastrip = false; }; };
void finishstrips() { stripend(); };
sqr sbright, sdark;
VAR(lighterror,1,8,100);
void render_flat(int wtex, int x, int y, int size, int h, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil) // floor/ceil quads
{
vertcheck();
if(showm) { l3 = l1 = &sbright; l4 = l2 = &sdark; };
int sx, sy;
int gltex = lookuptexture(wtex, sx, sy);
float xf = TEXTURESCALE/sx;
float yf = TEXTURESCALE/sy;
float xs = size*xf;
float ys = size*yf;
float xo = xf*x;
float yo = yf*y;
bool first = !floorstrip || y!=oy+size || ogltex!=gltex || h!=oh || x!=ox;
if(first) // start strip here
{
stripend();
firstindex = curvert;
ogltex = gltex;
oh = h;
ox = x;
floorstrip = true;
if(isceil)
{
vert(x+size, h, y, l2, xo+xs, yo);
vert(x, h, y, l1, xo, yo);
}
else
{
vert(x, h, y, l1, xo, yo);
vert(x+size, h, y, l2, xo+xs, yo);
};
ol3r = l1->r;
ol3g = l1->g;
ol3b = l1->b;
ol4r = l2->r;
ol4g = l2->g;
ol4b = l2->b;
}
else // continue strip
{
int lighterr = lighterror*2;
if((abs(ol3r-l3->r)<lighterr && abs(ol4r-l4->r)<lighterr // skip vertices if light values are close enough
&& abs(ol3g-l3->g)<lighterr && abs(ol4g-l4->g)<lighterr
&& abs(ol3b-l3->b)<lighterr && abs(ol4b-l4->b)<lighterr) || !wtex)
{
curvert -= 2;
nquads--;
}
else
{
uchar *p3 = (uchar *)(&verts[curvert-1].r);
ol3r = p3[0];
ol3g = p3[1];
ol3b = p3[2];
uchar *p4 = (uchar *)(&verts[curvert-2].r);
ol4r = p4[0];
ol4g = p4[1];
ol4b = p4[2];
};
};
if(isceil)
{
vert(x+size, h, y+size, l3, xo+xs, yo+ys);
vert(x, h, y+size, l4, xo, yo+ys);
}
else
{
vert(x, h, y+size, l4, xo, yo+ys);
vert(x+size, h, y+size, l3, xo+xs, yo+ys);
};
oy = y;
nquads++;
};
void render_flatdelta(int wtex, int x, int y, int size, float h1, float h2, float h3, float h4, sqr *l1, sqr *l2, sqr *l3, sqr *l4, bool isceil) // floor/ceil quads on a slope
{
vertcheck();
if(showm) { l3 = l1 = &sbright; l4 = l2 = &sdark; };
int sx, sy;
int gltex = lookuptexture(wtex, sx, sy);
float xf = TEXTURESCALE/sx;
float yf = TEXTURESCALE/sy;
float xs = size*xf;
float ys = size*yf;
float xo = xf*x;
float yo = yf*y;
bool first = !deltastrip || y!=oy+size || ogltex!=gltex || x!=ox;
if(first)
{
stripend();
firstindex = curvert;
ogltex = gltex;
ox = x;
deltastrip = true;
if(isceil)
{
vertf((float)x+size, h2, (float)y, l2, xo+xs, yo);
vertf((float)x, h1, (float)y, l1, xo, yo);
}
else
{
vertf((float)x, h1, (float)y, l1, xo, yo);
vertf((float)x+size, h2, (float)y, l2, xo+xs, yo);
};
ol3r = l1->r;
ol3g = l1->g;
ol3b = l1->b;
ol4r = l2->r;
ol4g = l2->g;
ol4b = l2->b;
};
if(isceil)
{
vertf((float)x+size, h3, (float)y+size, l3, xo+xs, yo+ys);
vertf((float)x, h4, (float)y+size, l4, xo, yo+ys);
}
else
{
vertf((float)x, h4, (float)y+size, l4, xo, yo+ys);
vertf((float)x+size, h3, (float)y+size, l3, xo+xs, yo+ys);
};
oy = y;
nquads++;
};
void render_2tris(sqr *h, sqr *s, int x1, int y1, int x2, int y2, int x3, int y3, sqr *l1, sqr *l2, sqr *l3) // floor/ceil tris on a corner cube
{
stripend();
vertcheck();
int sx, sy;
int gltex = lookuptexture(h->ftex, sx, sy);
float xf = TEXTURESCALE/sx;
float yf = TEXTURESCALE/sy;
vertf((float)x1, h->floor, (float)y1, l1, xf*x1, yf*y1);
vertf((float)x2, h->floor, (float)y2, l2, xf*x2, yf*y2);
vertf((float)x3, h->floor, (float)y3, l3, xf*x3, yf*y3);
addstrip(gltex, curvert-3, 3);
gltex = lookuptexture(h->ctex, sx, sy);
xf = TEXTURESCALE/sx;
yf = TEXTURESCALE/sy;
vertf((float)x3, h->ceil, (float)y3, l3, xf*x3, yf*y3);
vertf((float)x2, h->ceil, (float)y2, l2, xf*x2, yf*y2);
vertf((float)x1, h->ceil, (float)y1, l1, xf*x1, yf*y1);
addstrip(gltex, curvert-3, 3);
nquads++;
};
void render_tris(int x, int y, int size, bool topleft,
sqr *h1, sqr *h2, sqr *s, sqr *t, sqr *u, sqr *v)
{
if(topleft)
{
if(h1) render_2tris(h1, s, x+size, y+size, x, y+size, x, y, u, v, s);
if(h2) render_2tris(h2, s, x, y, x+size, y, x+size, y+size, s, t, v);
}
else
{
if(h1) render_2tris(h1, s, x, y, x+size, y, x, y+size, s, t, u);
if(h2) render_2tris(h2, s, x+size, y, x+size, y+size, x, y+size, t, u, v);
};
};
void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil2, int x1, int y1, int x2, int y2, int size, sqr *l1, sqr *l2, bool flip) // wall quads
{
stripend();
vertcheck();
if(showm) { l1 = &sbright; l2 = &sdark; };
int sx, sy;
int gltex = lookuptexture(wtex, sx, sy);
float xf = TEXTURESCALE/sx;
float yf = TEXTURESCALE/sy;
float xs = size*xf;
float xo = xf*(x1==x2 ? min(y1,y2) : min(x1,x2));
if(!flip)
{
vertf((float)x2, ceil2, (float)y2, l2, xo+xs, -yf*ceil2);
vertf((float)x1, ceil1, (float)y1, l1, xo, -yf*ceil1);
vertf((float)x2, floor2, (float)y2, l2, xo+xs, -floor2*yf);
vertf((float)x1, floor1, (float)y1, l1, xo, -floor1*yf);
}
else
{
vertf((float)x1, ceil1, (float)y1, l1, xo, -yf*ceil1);
vertf((float)x2, ceil2, (float)y2, l2, xo+xs, -yf*ceil2);
vertf((float)x1, floor1, (float)y1, l1, xo, -floor1*yf);
vertf((float)x2, floor2, (float)y2, l2, xo+xs, -floor2*yf);
};
nquads++;
addstrip(gltex, curvert-4, 4);
};
int wx1, wy1, wx2, wy2;
VAR(watersubdiv, 1, 4, 64);
VARF(waterlevel, -128, -128, 127, if(!noteditmode()) hdr.waterlevel = waterlevel);
inline void vertw(int v1, float v2, int v3, sqr *c, float t1, float t2, float t)
{
vertcheck();
vertf((float)v1, v2-(float)sin(v1*v3*0.1+t)*0.2f, (float)v3, c, t1, t2);
};
inline float dx(float x) { return x+(float)sin(x*2+lastmillis/1000.0f)*0.04f; };
inline float dy(float x) { return x+(float)sin(x*2+lastmillis/900.0f+PI/5)*0.05f; };
// renders water for bounding rect area that contains water... simple but very inefficient
int renderwater(float hf)
{
if(wx1<0) return nquads;
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_SRC_COLOR);
int sx, sy;
glBindTexture(GL_TEXTURE_2D, lookuptexture(DEFAULT_LIQUID, sx, sy));
wx1 &= ~(watersubdiv-1);
wy1 &= ~(watersubdiv-1);
float xf = TEXTURESCALE/sx;
float yf = TEXTURESCALE/sy;
float xs = watersubdiv*xf;
float ys = watersubdiv*yf;
float t1 = lastmillis/300.0f;
float t2 = lastmillis/4000.0f;
sqr dl;
dl.r = dl.g = dl.b = 255;
for(int xx = wx1; xx<wx2; xx += watersubdiv)
{
for(int yy = wy1; yy<wy2; yy += watersubdiv)
{
float xo = xf*(xx+t2);
float yo = yf*(yy+t2);
if(yy==wy1)
{
vertw(xx, hf, yy, &dl, dx(xo), dy(yo), t1);
vertw(xx+watersubdiv, hf, yy, &dl, dx(xo+xs), dy(yo), t1);
};
vertw(xx, hf, yy+watersubdiv, &dl, dx(xo), dy(yo+ys), t1);
vertw(xx+watersubdiv, hf, yy+watersubdiv, &dl, dx(xo+xs), dy(yo+ys), t1);
};
int n = (wy2-wy1-1)/watersubdiv;
nquads += n;
n = (n+2)*2;
glDrawArrays(GL_TRIANGLE_STRIP, curvert -= n, n);
};
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
return nquads;
};
void addwaterquad(int x, int y, int size) // update bounding rect that contains water
{
int x2 = x+size;
int y2 = y+size;
if(wx1<0)
{
wx1 = x;
wy1 = y;
wx2 = x2;
wy2 = y2;
}
else
{
if(x<wx1) wx1 = x;
if(y<wy1) wy1 = y;
if(x2>wx2) wx2 = x2;
if(y2>wy2) wy2 = y2;
};
};
void resetcubes()
{
if(!verts) reallocv();
floorstrip = deltastrip = false;
wx1 = -1;
nquads = 0;
sbright.r = sbright.g = sbright.b = 255;
sdark.r = sdark.g = sdark.b = 0;
};

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// renderextras.cpp: misc gl render code and the HUD
#include "cube.h"
void line(int x1, int y1, float z1, int x2, int y2, float z2)
{
glBegin(GL_POLYGON);
glVertex3f((float)x1, z1, (float)y1);
glVertex3f((float)x1, z1, y1+0.01f);
glVertex3f((float)x2, z2, y2+0.01f);
glVertex3f((float)x2, z2, (float)y2);
glEnd();
xtraverts += 4;
};
void 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)
{
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);
glEnd();
xtraverts += 4;
};
void dot(int x, int y, float z)
{
const float DOF = 0.1f;
glBegin(GL_POLYGON);
glVertex3f(x-DOF, (float)z, y-DOF);
glVertex3f(x+DOF, (float)z, y-DOF);
glVertex3f(x+DOF, (float)z, y+DOF);
glVertex3f(x-DOF, (float)z, y+DOF);
glEnd();
xtraverts += 4;
};
void blendbox(int x1, int y1, int x2, int y2, bool border)
{
glDepthMask(GL_FALSE);
glDisable(GL_TEXTURE_2D);
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glBegin(GL_QUADS);
if(border) glColor3d(0.5, 0.3, 0.4);
else glColor3d(1.0, 1.0, 1.0);
glVertex2i(x1, y1);
glVertex2i(x2, y1);
glVertex2i(x2, y2);
glVertex2i(x1, y2);
glEnd();
glDisable(GL_BLEND);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glBegin(GL_POLYGON);
glColor3d(0.2, 0.7, 0.4);
glVertex2i(x1, y1);
glVertex2i(x2, y1);
glVertex2i(x2, y2);
glVertex2i(x1, y2);
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
xtraverts += 8;
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glDepthMask(GL_TRUE);
};
const int MAXSPHERES = 50;
struct sphere { vec o; float size, max; int type; sphere *next; };
sphere spheres[MAXSPHERES], *slist = NULL, *sempty = NULL;
bool sinit = false;
void newsphere(vec &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->max = max;
p->size = 1;
p->type = type;
p->next = slist;
slist = p;
};
};
void renderspheres(int time)
{
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBindTexture(GL_TEXTURE_2D, 4);
for(sphere *p, **pp = &slist; p = *pp;)
{
glPushMatrix();
float size = p->size/p->max;
glColor4f(1.0f, 1.0f, 1.0f, 1.0f-size);
glTranslatef(p->o.x, p->o.z, p->o.y);
glRotatef(lastmillis/5.0f, 1, 1, 1);
glScalef(p->size, p->size, p->size);
glCallList(1);
glScalef(0.8f, 0.8f, 0.8f);
glCallList(1);
glPopMatrix();
xtraverts += 12*6*2;
if(p->size>p->max)
{
*pp = p->next;
p->next = sempty;
sempty = p;
}
else
{
p->size += time/100.0f;
pp = &p->next;
};
};
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
};
string closeent;
char *entnames[] =
{
"none?", "light", "playerstart",
"shells", "bullets", "rockets", "riflerounds",
"health", "healthboost", "greenarmour", "yellowarmour", "quaddamage",
"teleport", "teledest",
"mapmodel", "monster", "trigger", "jumppad",
"?", "?", "?", "?", "?",
};
void renderents() // show sparkly thingies for map entities in edit mode
{
closeent[0] = 0;
if(!editmode) return;
loopv(ents)
{
entity &e = ents[i];
if(e.type==NOTUSED) continue;
vec v = { e.x, e.y, e.z };
particle_splash(2, 2, 40, v);
};
int e = closestent();
if(e>=0)
{
entity &c = ents[e];
sprintf_s(closeent)("closest entity = %s (%d, %d, %d, %d), selection = (%d, %d)", entnames[c.type], c.attr1, c.attr2, c.attr3, c.attr4, getvar("selxs"), getvar("selys"));
};
};
void loadsky(char *basename)
{
static string lastsky = "";
if(strcmp(lastsky, basename)==0) return;
char *side[] = { "ft", "bk", "lf", "rt", "dn", "up" };
int texnum = 14;
loopi(6)
{
sprintf_sd(name)("packages/%s_%s.jpg", basename, side[i]);
int xs, ys;
if(!installtex(texnum+i, path(name), xs, ys, true)) conoutf("could not load sky textures");
};
strcpy_s(lastsky, basename);
};
COMMAND(loadsky, ARG_1STR);
float cursordepth = 0.9f;
GLint viewport[4];
GLdouble mm[16], pm[16];
vec worldpos;
void readmatrices()
{
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, mm);
glGetDoublev(GL_PROJECTION_MATRIX, pm);
};
// stupid function to cater for stupid ATI linux drivers that return incorrect depth values
float depthcorrect(float d)
{
return (d<=1/256.0f) ? d*256 : d;
};
// find out the 3d target of the crosshair in the world easily and very acurately.
// sadly many very old cards and drivers appear to fuck up on glReadPixels() and give false
// coordinates, making shooting and such impossible.
// also hits map entities which is unwanted.
// could be replaced by a more acurate version of monster.cpp los() if needed
void readdepth(int w, int h)
{
glReadPixels(w/2, h/2, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &cursordepth);
double worldx = 0, worldy = 0, worldz = 0;
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;
vec r = { (float)mm[0], (float)mm[4], (float)mm[8] };
vec u = { (float)mm[1], (float)mm[5], (float)mm[9] };
setorient(r, u);
};
void drawicon(float tx, float ty, int x, int y)
{
glBindTexture(GL_TEXTURE_2D, 5);
glBegin(GL_QUADS);
tx /= 192;
ty /= 192;
float o = 1/3.0f;
int s = 120;
glTexCoord2f(tx, ty); glVertex2i(x, y);
glTexCoord2f(tx+o, ty); glVertex2i(x+s, y);
glTexCoord2f(tx+o, ty+o); glVertex2i(x+s, y+s);
glTexCoord2f(tx, ty+o); glVertex2i(x, y+s);
glEnd();
xtraverts += 4;
};
void invertperspective()
{
// This only generates a valid inverse matrix for matrices generated by gluPerspective()
GLdouble inv[16];
memset(inv, 0, sizeof(inv));
inv[0*4+0] = 1.0/pm[0*4+0];
inv[1*4+1] = 1.0/pm[1*4+1];
inv[2*4+3] = 1.0/pm[3*4+2];
inv[3*4+2] = -1.0;
inv[3*4+3] = pm[2*4+2]/pm[3*4+2];
glLoadMatrixd(inv);
};
VARP(crosshairsize, 0, 15, 50);
int dblend = 0;
void damageblend(int n) { dblend += n; };
VAR(hidestats, 0, 0, 1);
VARP(crosshairfx, 0, 1, 1);
void gl_drawhud(int w, int h, int curfps, int nquads, int curvert, bool underwater)
{
readmatrices();
if(editmode)
{
if(cursordepth==1.0f) worldpos = player1->o;
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
cursorupdate();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
};
glDisable(GL_DEPTH_TEST);
invertperspective();
glPushMatrix();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
if(dblend || underwater)
{
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
glBegin(GL_QUADS);
if(dblend) glColor3d(0.0f, 0.9f, 0.9f);
else glColor3d(0.9f, 0.5f, 0.0f);
glVertex2i(0, 0);
glVertex2i(VIRTW, 0);
glVertex2i(VIRTW, VIRTH);
glVertex2i(0, VIRTH);
glEnd();
dblend -= curtime/3;
if(dblend<0) dblend = 0;
};
glEnable(GL_TEXTURE_2D);
char *command = getcurcommand();
char *player = playerincrosshair();
if(command) draw_textf("> %s_", 20, 1570, 2, command);
else if(closeent[0]) draw_text(closeent, 20, 1570, 2);
else if(player) draw_text(player, 20, 1570, 2);
renderscores();
if(!rendermenu())
{
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, 1);
glBegin(GL_QUADS);
glColor3ub(255,255,255);
if(crosshairfx)
{
if(player1->gunwait) glColor3ub(128,128,128);
else if(player1->health<=25) glColor3ub(255,0,0);
else if(player1->health<=50) glColor3ub(255,128,0);
};
float chsize = (float)crosshairsize;
glTexCoord2d(0.0, 0.0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 - chsize);
glTexCoord2d(1.0, 0.0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 - chsize);
glTexCoord2d(1.0, 1.0); glVertex2f(VIRTW/2 + chsize, VIRTH/2 + chsize);
glTexCoord2d(0.0, 1.0); glVertex2f(VIRTW/2 - chsize, VIRTH/2 + chsize);
glEnd();
};
glPopMatrix();
glPushMatrix();
glOrtho(0, VIRTW*4/3, VIRTH*4/3, 0, -1, 1);
renderconsole();
if(!hidestats)
{
glPopMatrix();
glPushMatrix();
glOrtho(0, VIRTW*3/2, VIRTH*3/2, 0, -1, 1);
draw_textf("fps %d", 3200, 2390, 2, curfps);
draw_textf("wqd %d", 3200, 2460, 2, nquads);
draw_textf("wvt %d", 3200, 2530, 2, curvert);
draw_textf("evt %d", 3200, 2600, 2, xtraverts);
};
glPopMatrix();
if(player1->state==CS_ALIVE)
{
glPushMatrix();
glOrtho(0, VIRTW/2, VIRTH/2, 0, -1, 1);
draw_textf("%d", 90, 827, 2, player1->health);
if(player1->armour) draw_textf("%d", 390, 827, 2, player1->armour);
draw_textf("%d", 690, 827, 2, player1->ammo[player1->gunselect]);
glPopMatrix();
glPushMatrix();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
glDisable(GL_BLEND);
drawicon(128, 128, 20, 1650);
if(player1->armour) drawicon((float)(player1->armourtype*64), 0, 620, 1650);
int g = player1->gunselect;
int r = 64;
if(g>2) { g -= 3; r = 128; };
drawicon((float)(g*64), (float)r, 1220, 1650);
glPopMatrix();
};
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
};

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// rendergl.cpp: core opengl rendering stuff
#include "cube.h"
#ifdef DARWIN
#define GL_COMBINE_EXT GL_COMBINE_ARB
#define GL_COMBINE_RGB_EXT GL_COMBINE_RGB_ARB
#define GL_SOURCE0_RBG_EXT GL_SOURCE0_RGB_ARB
#define GL_SOURCE1_RBG_EXT GL_SOURCE1_RGB_ARB
#define GL_RGB_SCALE_EXT GL_RGB_SCALE_ARB
#endif
extern int curvert;
bool hasoverbright = false;
void purgetextures();
GLUquadricObj *qsphere = NULL;
int glmaxtexsize = 256;
void gl_init(int w, int h)
{
//#define fogvalues 0.5f, 0.6f, 0.7f, 1.0f
glViewport(0, 0, w, h);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_DENSITY, 0.25);
glHint(GL_FOG_HINT, GL_NICEST);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(-3.0, -3.0);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
char *exts = (char *)glGetString(GL_EXTENSIONS);
if(strstr(exts, "GL_EXT_texture_env_combine")) hasoverbright = true;
else conoutf("WARNING: cannot use overbright lighting, using old lighting model!");
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glmaxtexsize);
purgetextures();
if(!(qsphere = gluNewQuadric())) fatal("glu sphere");
gluQuadricDrawStyle(qsphere, GLU_FILL);
gluQuadricOrientation(qsphere, GLU_INSIDE);
gluQuadricTexture(qsphere, GL_TRUE);
glNewList(1, GL_COMPILE);
gluSphere(qsphere, 1, 12, 6);
glEndList();
};
void cleangl()
{
if(qsphere) gluDeleteQuadric(qsphere);
};
bool installtex(int tnum, char *texname, int &xs, int &ys, bool clamp)
{
SDL_Surface *s = IMG_Load(texname);
if(!s) { conoutf("couldn't load texture %s", texname); return false; };
if(s->format->BitsPerPixel!=24) { conoutf("texture must be 24bpp: %s", texname); return false; };
// loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p = 255-*p; };
glBindTexture(GL_TEXTURE_2D, tnum);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); //NEAREST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
xs = s->w;
ys = s->h;
while(xs>glmaxtexsize || ys>glmaxtexsize) { xs /= 2; ys /= 2; };
void *scaledimg = s->pixels;
if(xs!=s->w)
{
conoutf("warning: quality loss: scaling %s", texname); // for voodoo cards under linux
scaledimg = alloc(xs*ys*3);
gluScaleImage(GL_RGB, s->w, s->h, GL_UNSIGNED_BYTE, s->pixels, xs, ys, GL_UNSIGNED_BYTE, scaledimg);
};
if(gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, xs, ys, GL_RGB, GL_UNSIGNED_BYTE, scaledimg)) fatal("could not build mipmaps");
if(xs!=s->w) free(scaledimg);
SDL_FreeSurface(s);
return true;
};
// management of texture slots
// each texture slot can have multople texture frames, of which currently only the first is used
// additional frames can be used for various shaders
const int MAXTEX = 1000;
int texx[MAXTEX]; // ( loaded texture ) -> ( name, size )
int texy[MAXTEX];
string texname[MAXTEX];
int curtex = 0;
const int FIRSTTEX = 1000; // opengl id = loaded id + FIRSTTEX
// std 1+, sky 14+, mdls 20+
const int MAXFRAMES = 2; // increase to allow more complex shader defs
int mapping[256][MAXFRAMES]; // ( cube texture, frame ) -> ( opengl id, name )
string mapname[256][MAXFRAMES];
void purgetextures()
{
loopi(256) loop(j,MAXFRAMES) mapping[i][j] = 0;
};
int curtexnum = 0;
void texturereset() { curtexnum = 0; };
void texture(char *aframe, char *name)
{
int num = curtexnum++, frame = atoi(aframe);
if(num<0 || num>=256 || frame<0 || frame>=MAXFRAMES) return;
mapping[num][frame] = 1;
char *n = mapname[num][frame];
strcpy_s(n, name);
path(n);
};
COMMAND(texturereset, ARG_NONE);
COMMAND(texture, ARG_2STR);
int lookuptexture(int tex, int &xs, int &ys)
{
int frame = 0; // other frames?
int tid = mapping[tex][frame];
if(tid>=FIRSTTEX)
{
xs = texx[tid-FIRSTTEX];
ys = texy[tid-FIRSTTEX];
return tid;
};
xs = ys = 16;
if(!tid) return 1; // crosshair :)
loopi(curtex) // lazily happens once per "texture" command, basically
{
if(strcmp(mapname[tex][frame], texname[i])==0)
{
mapping[tex][frame] = tid = i+FIRSTTEX;
xs = texx[i];
ys = texy[i];
return tid;
};
};
if(curtex==MAXTEX) fatal("loaded too many textures");
int tnum = curtex+FIRSTTEX;
strcpy_s(texname[curtex], mapname[tex][frame]);
sprintf_sd(name)("packages%c%s", PATHDIV, texname[curtex]);
if(installtex(tnum, name, xs, ys))
{
mapping[tex][frame] = tnum;
texx[curtex] = xs;
texy[curtex] = ys;
curtex++;
return tnum;
}
else
{
return mapping[tex][frame] = FIRSTTEX; // temp fix
};
};
void setupworld()
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
setarraypointers();
if(hasoverbright)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
};
};
int skyoglid;
struct strip { int tex, start, num; };
vector<strip> strips;
void renderstripssky()
{
glBindTexture(GL_TEXTURE_2D, skyoglid);
loopv(strips) if(strips[i].tex==skyoglid) glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
};
void renderstrips()
{
int lasttex = -1;
loopv(strips) if(strips[i].tex!=skyoglid)
{
if(strips[i].tex!=lasttex)
{
glBindTexture(GL_TEXTURE_2D, strips[i].tex);
lasttex = strips[i].tex;
};
glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
};
};
void overbright(float amount) { if(hasoverbright) glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, amount ); };
void addstrip(int tex, int start, int n)
{
strip &s = strips.add();
s.tex = tex;
s.start = start;
s.num = n;
};
VARFP(gamma, 30, 100, 300,
{
float f = gamma/100.0f;
if(SDL_SetGamma(f,f,f)==-1)
{
conoutf("Could not set gamma (card/driver doesn't support it?)");
conoutf("sdl: %s", SDL_GetError());
};
});
void transplayer()
{
glLoadIdentity();
glRotated(player1->roll,0.0,0.0,1.0);
glRotated(player1->pitch,-1.0,0.0,0.0);
glRotated(player1->yaw,0.0,1.0,0.0);
glTranslated(-player1->o.x, (player1->state==CS_DEAD ? player1->eyeheight-0.2f : 0)-player1->o.z, -player1->o.y);
};
VARP(fov, 10, 105, 120);
int xtraverts;
VAR(fog, 64, 180, 1024);
VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);
VARP(hudgun,0,1,1);
char *hudgunnames[] = { "hudguns/fist", "hudguns/shotg", "hudguns/chaing", "hudguns/rocket", "hudguns/rifle" };
void drawhudmodel(int start, int end, float speed, int base)
{
rendermodel(hudgunnames[player1->gunselect], start, end, 0, 1.0f, player1->o.x, player1->o.z, player1->o.y, player1->yaw+90, player1->pitch, false, 1.0f, speed, 0, base);
};
void drawhudgun(float fovy, float aspect, int farplane)
{
if(!hudgun /*|| !player1->gunselect*/) return;
glEnable(GL_CULL_FACE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fovy, aspect, 0.3f, farplane);
glMatrixMode(GL_MODELVIEW);
//glClear(GL_DEPTH_BUFFER_BIT);
int rtime = reloadtime(player1->gunselect);
if(player1->lastaction && player1->lastattackgun==player1->gunselect && lastmillis-player1->lastaction<rtime)
{
drawhudmodel(7, 18, rtime/18.0f, player1->lastaction);
}
else
{
drawhudmodel(6, 1, 100, 0);
};
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fovy, aspect, 0.15f, farplane);
glMatrixMode(GL_MODELVIEW);
glDisable(GL_CULL_FACE);
};
void gl_drawframe(int w, int h, float curfps)
{
float hf = hdr.waterlevel-0.3f;
float fovy = (float)fov*h/w;
float aspect = w/(float)h;
bool underwater = player1->o.z<hf;
glFogi(GL_FOG_START, (fog+64)/8);
glFogi(GL_FOG_END, fog);
float fogc[4] = { (fogcolour>>16)/256.0f, ((fogcolour>>8)&255)/256.0f, (fogcolour&255)/256.0f, 1.0f };
glFogfv(GL_FOG_COLOR, fogc);
glClearColor(fogc[0], fogc[1], fogc[2], 1.0f);
if(underwater)
{
fovy += (float)sin(lastmillis/1000.0)*2.0f;
aspect += (float)sin(lastmillis/1000.0+PI)*0.1f;
glFogi(GL_FOG_START, 0);
glFogi(GL_FOG_END, (fog+96)/8);
};
glClear((player1->outsidemap ? GL_COLOR_BUFFER_BIT : 0) | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
int farplane = fog*5/2;
gluPerspective(fovy, aspect, 0.15f, farplane);
glMatrixMode(GL_MODELVIEW);
transplayer();
glEnable(GL_TEXTURE_2D);
int xs, ys;
skyoglid = lookuptexture(DEFAULT_SKY, xs, ys);
resetcubes();
curvert = 0;
strips.setsize(0);
render_world(player1->o.x, player1->o.y, player1->o.z,
(int)player1->yaw, (int)player1->pitch, (float)fov, w, h);
finishstrips();
setupworld();
renderstripssky();
glLoadIdentity();
glRotated(player1->pitch, -1.0, 0.0, 0.0);
glRotated(player1->yaw, 0.0, 1.0, 0.0);
glRotated(90.0, 1.0, 0.0, 0.0);
glColor3f(1.0f, 1.0f, 1.0f);
glDisable(GL_FOG);
glDepthFunc(GL_GREATER);
draw_envbox(14, fog*4/3);
glDepthFunc(GL_LESS);
glEnable(GL_FOG);
transplayer();
overbright(2);
renderstrips();
xtraverts = 0;
renderclients();
monsterrender();
renderentities();
renderspheres(curtime);
renderents();
glDisable(GL_CULL_FACE);
drawhudgun(fovy, aspect, farplane);
overbright(1);
int nquads = renderwater(hf);
overbright(2);
render_particles(curtime);
overbright(1);
glDisable(GL_FOG);
glDisable(GL_TEXTURE_2D);
gl_drawhud(w, h, (int)curfps, nquads, curvert, underwater);
glEnable(GL_CULL_FACE);
glEnable(GL_FOG);
};

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// rendermd2.cpp: loader code adapted from a nehe tutorial
#include "cube.h"
struct md2_header
{
int magic;
int version;
int skinWidth, skinHeight;
int frameSize;
int numSkins, numVertices, numTexcoords;
int numTriangles, numGlCommands, numFrames;
int offsetSkins, offsetTexcoords, offsetTriangles;
int offsetFrames, offsetGlCommands, offsetEnd;
};
struct md2_vertex
{
uchar vertex[3], lightNormalIndex;
};
struct md2_frame
{
float scale[3];
float translate[3];
char name[16];
md2_vertex vertices[1];
};
struct md2
{
int numGlCommands;
int* glCommands;
int numTriangles;
int frameSize;
int numFrames;
int numVerts;
char* frames;
vec **mverts;
int displaylist;
int displaylistverts;
mapmodelinfo mmi;
char *loadname;
int mdlnum;
bool loaded;
bool load(char* filename);
void render(vec &light, int numFrame, int range, float x, float y, float z, float yaw, float pitch, float scale, float speed, int snap, int basetime);
void scale(int frame, float scale, int sn);
md2() : numGlCommands(0), frameSize(0), numFrames(0), displaylist(0), loaded(false) {};
~md2()
{
if(glCommands)
delete [] glCommands;
if(frames)
delete [] frames;
}
};
bool md2::load(char* filename)
{
FILE* file;
md2_header header;
if((file= fopen(filename, "rb"))==NULL) return false;
fread(&header, sizeof(md2_header), 1, file);
endianswap(&header, sizeof(int), sizeof(md2_header)/sizeof(int));
if(header.magic!= 844121161 || header.version!=8) return false;
frames = new char[header.frameSize*header.numFrames];
if(frames==NULL) return false;
fseek(file, header.offsetFrames, SEEK_SET);
fread(frames, header.frameSize*header.numFrames, 1, file);
for(int i = 0; i < header.numFrames; ++i)
{
endianswap(frames + i * header.frameSize, sizeof(float), 6);
}
glCommands = new int[header.numGlCommands];
if(glCommands==NULL) return false;
fseek(file, header.offsetGlCommands, SEEK_SET);
fread(glCommands, header.numGlCommands*sizeof(int), 1, file);
endianswap(glCommands, sizeof(int), header.numGlCommands);
numFrames = header.numFrames;
numGlCommands= header.numGlCommands;
frameSize = header.frameSize;
numTriangles = header.numTriangles;
numVerts = header.numVertices;
fclose(file);
mverts = new vec*[numFrames];
loopj(numFrames) mverts[j] = NULL;
return true;
};
float snap(int sn, float f) { return sn ? (float)(((int)(f+sn*0.5f))&(~(sn-1))) : f; };
void md2::scale(int frame, float scale, int sn)
{
mverts[frame] = new vec[numVerts];
md2_frame *cf = (md2_frame *) ((char*)frames+frameSize*frame);
float sc = 16.0f/scale;
loop(vi, numVerts)
{
uchar *cv = (uchar *)&cf->vertices[vi].vertex;
vec *v = &(mverts[frame])[vi];
v->x = (snap(sn, cv[0]*cf->scale[0])+cf->translate[0])/sc;
v->y = -(snap(sn, cv[1]*cf->scale[1])+cf->translate[1])/sc;
v->z = (snap(sn, cv[2]*cf->scale[2])+cf->translate[2])/sc;
};
};
void md2::render(vec &light, int frame, int range, float x, float y, float z, float yaw, float pitch, float sc, float speed, int snap, int basetime)
{
loopi(range) if(!mverts[frame+i]) scale(frame+i, sc, snap);
glPushMatrix ();
glTranslatef(x, y, z);
glRotatef(yaw+180, 0, -1, 0);
glRotatef(pitch, 0, 0, 1);
glColor3fv((float *)&light);
if(displaylist && frame==0 && range==1)
{
glCallList(displaylist);
xtraverts += displaylistverts;
}
else
{
if(frame==0 && range==1)
{
static int displaylistn = 10;
glNewList(displaylist = displaylistn++, GL_COMPILE);
displaylistverts = xtraverts;
};
int time = lastmillis-basetime;
int fr1 = (int)(time/speed);
float frac1 = (time-fr1*speed)/speed;
float frac2 = 1-frac1;
fr1 = fr1%range+frame;
int fr2 = fr1+1;
if(fr2>=frame+range) fr2 = frame;
vec *verts1 = mverts[fr1];
vec *verts2 = mverts[fr2];
for(int *command = glCommands; (*command)!=0;)
{
int numVertex = *command++;
if(numVertex>0) { glBegin(GL_TRIANGLE_STRIP); }
else { glBegin(GL_TRIANGLE_FAN); numVertex = -numVertex; };
loopi(numVertex)
{
float tu = *((float*)command++);
float tv = *((float*)command++);
glTexCoord2f(tu, tv);
int vn = *command++;
vec &v1 = verts1[vn];
vec &v2 = verts2[vn];
#define ip(c) v1.c*frac2+v2.c*frac1
glVertex3f(ip(x), ip(z), ip(y));
};
xtraverts += numVertex;
glEnd();
};
if(displaylist)
{
glEndList();
displaylistverts = xtraverts-displaylistverts;
};
};
glPopMatrix();
}
hashtable<md2 *> *mdllookup = NULL;
vector<md2 *> mapmodels;
const int FIRSTMDL = 20;
void delayedload(md2 *m)
{
if(!m->loaded)
{
sprintf_sd(name1)("packages/models/%s/tris.md2", m->loadname);
if(!m->load(path(name1))) fatal("loadmodel: ", name1);
sprintf_sd(name2)("packages/models/%s/skin.jpg", m->loadname);
int xs, ys;
installtex(FIRSTMDL+m->mdlnum, path(name2), xs, ys);
m->loaded = true;
};
};
int modelnum = 0;
md2 *loadmodel(char *name)
{
if(!mdllookup) mdllookup = new hashtable<md2 *>;
md2 **mm = mdllookup->access(name);
if(mm) return *mm;
md2 *m = new md2();
m->mdlnum = modelnum++;
mapmodelinfo mmi = { 2, 2, 0, 0, "" };
m->mmi = mmi;
m->loadname = newstring(name);
mdllookup->access(m->loadname, &m);
return m;
};
void mapmodel(char *rad, char *h, char *zoff, char *snap, char *name)
{
md2 *m = loadmodel(name);
mapmodelinfo mmi = { atoi(rad), atoi(h), atoi(zoff), atoi(snap), m->loadname };
m->mmi = mmi;
mapmodels.add(m);
};
void mapmodelreset() { mapmodels.setsize(0); };
mapmodelinfo &getmminfo(int i) { return i<mapmodels.length() ? mapmodels[i]->mmi : *(mapmodelinfo *)0; };
COMMAND(mapmodel, ARG_5STR);
COMMAND(mapmodelreset, ARG_NONE);
void rendermodel(char *mdl, int frame, int range, int tex, float rad, float x, float y, float z, float yaw, float pitch, bool teammate, float scale, float speed, int snap, int basetime)
{
md2 *m = loadmodel(mdl);
if(isoccluded(player1->o.x, player1->o.y, x-rad, z-rad, rad*2)) return;
delayedload(m);
int xs, ys;
glBindTexture(GL_TEXTURE_2D, tex ? lookuptexture(tex, xs, ys) : FIRSTMDL+m->mdlnum);
int ix = (int)x;
int iy = (int)z;
vec light = { 1.0f, 1.0f, 1.0f };
if(!OUTBORD(ix, iy))
{
sqr *s = S(ix,iy);
float ll = 256.0f; // 0.96f;
float of = 0.0f; // 0.1f;
light.x = s->r/ll+of;
light.y = s->g/ll+of;
light.z = s->b/ll+of;
};
if(teammate)
{
light.x *= 0.6f;
light.y *= 0.7f;
light.z *= 1.2f;
};
m->render(light, frame, range, x, y, z, yaw, pitch, scale, speed, snap, basetime);
};

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// renderparticles.cpp
#include "cube.h"
const int MAXPARTICLES = 10500;
const int NUMPARTCUTOFF = 20;
struct particle { vec o, d; int fade, type; int millis; particle *next; };
particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;
VARP(maxparticles, 100, 2000, MAXPARTICLES-500);
void newparticle(vec &o, vec &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->fade = fade;
p->type = type;
p->millis = lastmillis;
p->next = parlist;
parlist = p;
};
};
VAR(demotracking, 0, 0, 1);
VARP(particlesize, 20, 100, 500);
vec right, up;
void setorient(vec &r, vec &u) { right = r; up = u; };
void render_particles(int time)
{
if(demoplayback && demotracking)
{
vec nom = { 0, 0, 0 };
newparticle(player1->o, nom, 100000000, 8);
};
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glDisable(GL_FOG);
struct parttype { float r, g, b; int gr, tex; float sz; } parttypes[] =
{
{ 0.7f, 0.6f, 0.3f, 2, 3, 0.06f }, // yellow: sparks
{ 0.5f, 0.5f, 0.5f, 20, 7, 0.15f }, // grey: small smoke
{ 0.2f, 0.2f, 1.0f, 20, 3, 0.08f }, // blue: edit mode entities
{ 1.0f, 0.1f, 0.1f, 1, 7, 0.06f }, // red: blood spats
{ 1.0f, 0.8f, 0.8f, 20, 6, 1.2f }, // yellow: fireball1
{ 0.5f, 0.5f, 0.5f, 20, 7, 0.6f }, // grey: big smoke
{ 1.0f, 1.0f, 1.0f, 20, 8, 1.2f }, // blue: fireball2
{ 1.0f, 1.0f, 1.0f, 20, 9, 1.2f }, // green: fireball3
{ 1.0f, 0.1f, 0.1f, 0, 7, 0.2f }, // red: demotrack
};
int numrender = 0;
for(particle *p, **pp = &parlist; p = *pp;)
{
parttype *pt = &parttypes[p->type];
glBindTexture(GL_TEXTURE_2D, pt->tex);
glBegin(GL_QUADS);
glColor3d(pt->r, pt->g, pt->b);
float sz = pt->sz*particlesize/100.0f;
// perf varray?
glTexCoord2f(0.0, 1.0); glVertex3d(p->o.x+(-right.x+up.x)*sz, p->o.z+(-right.y+up.y)*sz, p->o.y+(-right.z+up.z)*sz);
glTexCoord2f(1.0, 1.0); glVertex3d(p->o.x+( right.x+up.x)*sz, p->o.z+( right.y+up.y)*sz, p->o.y+( right.z+up.z)*sz);
glTexCoord2f(1.0, 0.0); glVertex3d(p->o.x+( right.x-up.x)*sz, p->o.z+( right.y-up.y)*sz, p->o.y+( right.z-up.z)*sz);
glTexCoord2f(0.0, 0.0); glVertex3d(p->o.x+(-right.x-up.x)*sz, p->o.z+(-right.y-up.y)*sz, p->o.y+(-right.z-up.z)*sz);
glEnd();
xtraverts += 4;
if(numrender++>maxparticles || (p->fade -= time)<0)
{
*pp = p->next;
p->next = parempty;
parempty = p;
}
else
{
if(pt->gr) p->o.z -= ((lastmillis-p->millis)/3.0f)*curtime/(pt->gr*10000);
vec a = p->d;
vmul(a,time);
vdiv(a,20000.0f);
vadd(p->o, a);
pp = &p->next;
};
};
glEnable(GL_FOG);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
};
void particle_splash(int type, int num, int fade, vec &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);
vec d = { (float)x, (float)y, (float)z };
newparticle(p, d, rnd(fade*3), type);
};
};
void particle_trail(int type, int fade, vec &s, vec &e)
{
vdist(d, v, s, e);
vdiv(v, d*2+0.1f);
vec p = s;
loopi((int)d*2)
{
vadd(p, v);
vec d = { float(rnd(11)-5), float(rnd(11)-5), float(rnd(11)-5) };
newparticle(p, d, rnd(fade)+fade, type);
};
};

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// rendertext.cpp: based on Don's gl_text.cpp
#include "cube.h"
short char_coords[96][4] =
{
{0,0,25,64}, //!
{25,0,54,64}, //"
{54,0,107,64}, //#
{107,0,148,64}, //$
{148,0,217,64}, //%
{217,0,263,64}, //&
{263,0,280,64}, //'
{280,0,309,64}, //(
{309,0,338,64}, //)
{338,0,379,64}, //*
{379,0,432,64}, //+
{432,0,455,64}, //,
{455,0,484,64}, //-
{0,64,21,128}, //.
{23,64,52,128}, ///
{52,64,93,128}, //0
{93,64,133,128}, //1
{133,64,174,128}, //2
{174,64,215,128}, //3
{215,64,256,128}, //4
{256,64,296,128}, //5
{296,64,337,128}, //6
{337,64,378,128}, //7
{378,64,419,128}, //8
{419,64,459,128}, //9
{459,64,488,128}, //:
{0,128,29,192}, //;
{29,128,81,192}, //<
{81,128,134,192}, //=
{134,128,186,192}, //>
{186,128,221,192}, //?
{221,128,285,192}, //@
{285,128,329,192}, //A
{329,128,373,192}, //B
{373,128,418,192}, //C
{418,128,467,192}, //D
{0,192,40,256}, //E
{40,192,77,256}, //F
{77,192,127,256}, //G
{127,192,175,256}, //H
{175,192,202,256}, //I
{202,192,231,256}, //J
{231,192,275,256}, //K
{275,192,311,256}, //L
{311,192,365,256}, //M
{365,192,413,256}, //N
{413,192,463,256}, //O
{1,256,38,320}, //P
{38,256,89,320}, //Q
{89,256,133,320}, //R
{133,256,176,320}, //S
{177,256,216,320}, //T
{217,256,263,320}, //U
{263,256,307,320}, //V
{307,256,370,320}, //W
{370,256,414,320}, //X
{414,256,453,320}, //Y
{453,256,497,320}, //Z
{0,320,29,384}, //[
{29,320,58,384}, //"\"
{59,320,87,384}, //]
{87,320,139,384}, //^
{139,320,180,384}, //_
{180,320,221,384}, //`
{221,320,259,384}, //a
{259,320,299,384}, //b
{299,320,332,384}, //c
{332,320,372,384}, //d
{372,320,411,384}, //e
{411,320,433,384}, //f
{435,320,473,384}, //g
{0,384,40,448}, //h
{40,384,56,448}, //i
{58,384,80,448}, //j
{80,384,118,448}, //k
{118,384,135,448}, //l
{135,384,197,448}, //m
{197,384,238,448}, //n
{238,384,277,448}, //o
{277,384,317,448}, //p
{317,384,356,448}, //q
{357,384,384,448}, //r
{385,384,417,448}, //s
{417,384,442,448}, //t
{443,384,483,448}, //u
{0,448,38,512}, //v
{38,448,90,512}, //w
{90,448,128,512}, //x
{128,448,166,512}, //y
{166,448,200,512}, //z
{200,448,241,512}, //{
{241,448,270,512}, //|
{270,448,310,512}, //}
{310,448,363,512}, //~
};
int text_width(char *str)
{
int x = 0;
for (int i = 0; str[i] != 0; i++)
{
int c = str[i];
if(c=='\t') { x = (x+PIXELTAB)/PIXELTAB*PIXELTAB; continue; };
if(c=='\f') continue;
if(c==' ') { x += FONTH/2; continue; };
c -= 33;
if(c<0 || c>=95) continue;
int in_width = char_coords[c][2] - char_coords[c][0];
x += in_width + 1;
}
return x;
}
void draw_textf(char *fstr, int left, int top, int gl_num, ...)
{
sprintf_sdlv(str, gl_num, fstr);
draw_text(str, left, top, gl_num);
};
void draw_text(char *str, int left, int top, int gl_num)
{
glBlendFunc(GL_ONE, GL_ONE);
glBindTexture(GL_TEXTURE_2D, gl_num);
glColor3ub(255,255,255);
int x = left;
int y = top;
int i;
float in_left, in_top, in_right, in_bottom;
int in_width, in_height;
for (i = 0; str[i] != 0; i++)
{
int c = str[i];
if(c=='\t') { x = (x-left+PIXELTAB)/PIXELTAB*PIXELTAB+left; continue; };
if(c=='\f') { glColor3ub(64,255,128); continue; };
if(c==' ') { x += FONTH/2; continue; };
c -= 33;
if(c<0 || c>=95) continue;
in_left = ((float) char_coords[c][0]) / 512.0f;
in_top = ((float) char_coords[c][1]+2) / 512.0f;
in_right = ((float) char_coords[c][2]) / 512.0f;
in_bottom = ((float) char_coords[c][3]-2) / 512.0f;
in_width = char_coords[c][2] - char_coords[c][0];
in_height = char_coords[c][3] - char_coords[c][1];
glBegin(GL_QUADS);
glTexCoord2f(in_left, in_top ); glVertex2i(x, y);
glTexCoord2f(in_right, in_top ); glVertex2i(x + in_width, y);
glTexCoord2f(in_right, in_bottom); glVertex2i(x + in_width, y + in_height);
glTexCoord2f(in_left, in_bottom); glVertex2i(x, y + in_height);
glEnd();
xtraverts += 4;
x += in_width + 1;
}
}
// also Don's code, so goes in here too :)
void draw_envbox_aux(float s0, float t0, int x0, int y0, int z0,
float s1, float t1, int x1, int y1, int z1,
float s2, float t2, int x2, int y2, int z2,
float s3, float t3, int x3, int y3, int z3,
int texture)
{
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
glTexCoord2f(s3, t3); glVertex3d(x3, y3, z3);
glTexCoord2f(s2, t2); glVertex3d(x2, y2, z2);
glTexCoord2f(s1, t1); glVertex3d(x1, y1, z1);
glTexCoord2f(s0, t0); glVertex3d(x0, y0, z0);
glEnd();
xtraverts += 4;
}
void draw_envbox(int t, int w)
{
glDepthMask(GL_FALSE);
draw_envbox_aux(1.0f, 1.0f, -w, -w, w,
0.0f, 1.0f, w, -w, w,
0.0f, 0.0f, w, -w, -w,
1.0f, 0.0f, -w, -w, -w, t);
draw_envbox_aux(1.0f, 1.0f, +w, w, w,
0.0f, 1.0f, -w, w, w,
0.0f, 0.0f, -w, w, -w,
1.0f, 0.0f, +w, w, -w, t+1);
draw_envbox_aux(0.0f, 0.0f, -w, -w, -w,
1.0f, 0.0f, -w, w, -w,
1.0f, 1.0f, -w, w, w,
0.0f, 1.0f, -w, -w, w, t+2);
draw_envbox_aux(1.0f, 1.0f, +w, -w, w,
0.0f, 1.0f, +w, w, w,
0.0f, 0.0f, +w, w, -w,
1.0f, 0.0f, +w, -w, -w, t+3);
draw_envbox_aux(0.0f, 1.0f, -w, w, w,
0.0f, 0.0f, +w, w, w,
1.0f, 0.0f, +w, -w, w,
1.0f, 1.0f, -w, -w, w, t+4);
draw_envbox_aux(0.0f, 1.0f, +w, w, -w,
0.0f, 0.0f, -w, w, -w,
1.0f, 0.0f, -w, -w, -w,
1.0f, 1.0f, +w, -w, -w, t+5);
glDepthMask(GL_TRUE);
}

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// rndmap.cpp: perlin noise landscape generation and some experimental random map stuff, currently not used
#include "cube.h"
float noise(int x, int y, int seed)
{
int n = x+y*57;
n = (n<<13)^n;
return 1.0f-((n*(n*n*15731+789221)+1376312589)&0x7fffffff)/1073741824.0f;
}
float smoothednoise(int x, int y, int seed)
{
float corners = (noise(x-1, y-1, seed)+noise(x+1, y-1, seed)+noise(x-1, y+1, seed)+noise(x+1, y+1, seed))/16;
float sides = (noise(x-1, y, seed)+noise(x+1, y, seed)+noise(x, y-1, seed)+noise(x, y+1, seed))/8;
float center = noise(x, y, seed)/4;
return corners+sides+center;
}
float interpolate(float a, float b, float x)
{
float ft = x*3.1415927f;
float f = (1.0f-(float)cos(ft))*0.5f;
return a*(1-f)+b*f;
}
float interpolatednoise(float x, float y, int seed)
{
int ix = (int)x;
float fx = x-ix;
int iy = (int)y;
float fy = y-iy;
float v1 = smoothednoise(ix, iy, seed);
float v2 = smoothednoise(ix+1, iy, seed);
float v3 = smoothednoise(ix, iy+1, seed);
float v4 = smoothednoise(ix+1, iy+1, seed);
float i1 = interpolate(v1, v2, fx);
float i2 = interpolate(v3, v4, fy);
return interpolate(i1, i2, fy);
}
float perlinnoise_2D(float x, float y, int seedstep, float pers)
{
float total = 0;
int seed = 0;
for(int i = 0; i<7; i++)
{
float frequency = (float)(2^i);
float amplitude = (float)pow(pers, i);
total += interpolatednoise(x*frequency, y*frequency, seed)*amplitude;
seed += seedstep;
}
return total;
}
void perlinarea(block &b, int scale, int seed, int psize)
{
srand(seed);
seed = rnd(10000);
if(!scale) scale = 10;
for(int x = b.x; x<=b.x+b.xs; x++) for(int y = b.y; y<=b.y+b.ys; y++)
{
sqr *s = S(x,y);
if(!SOLID(s) && x!=b.x+b.xs && y!=b.y+b.ys) s->type = FHF;
s->vdelta = (int)(perlinnoise_2D(x/((float)scale)+seed, y/((float)scale)+seed, 1000, 0.01f)*50+25);
if(s->vdelta>128) s->vdelta = 0;
};
};

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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"
extern int islittleendian;
gzFile f = NULL;
bool demorecording = false;
bool demoplayback = false;
bool demoloading = false;
dvector playerhistory;
int democlientnum = 0;
void startdemo();
void gzput(int i) { gzputc(f, i); };
void gzputi(int i) { gzwrite(f, &i, sizeof(int)); };
void gzputv(vec &v) { gzwrite(f, &v, sizeof(vec)); };
void gzcheck(int a, int b) { if(a!=b) fatal("savegame file corrupt (short)"); };
int gzget() { char c = gzgetc(f); return c; };
int gzgeti() { int i; gzcheck(gzread(f, &i, sizeof(int)), sizeof(int)); return i; };
void gzgetv(vec &v) { gzcheck(gzread(f, &v, sizeof(vec)), sizeof(vec)); };
void stop()
{
if(f)
{
if(demorecording) gzputi(-1);
gzclose(f);
};
f = NULL;
demorecording = false;
demoplayback = false;
demoloading = false;
loopv(playerhistory) zapdynent(playerhistory[i]);
playerhistory.setsize(0);
};
void stopifrecording() { if(demorecording) stop(); };
void savestate(char *fn)
{
stop();
f = gzopen(fn, "wb9");
if(!f) { conoutf("could not write %s", fn); return; };
gzwrite(f, (void *)"CUBESAVE", 8);
gzputc(f, islittleendian);
gzputi(SAVEGAMEVERSION);
gzputi(sizeof(dynent));
gzwrite(f, getclientmap(), _MAXDEFSTR);
gzputi(gamemode);
gzputi(ents.length());
loopv(ents) gzputc(f, ents[i].spawned);
gzwrite(f, player1, sizeof(dynent));
dvector &monsters = getmonsters();
gzputi(monsters.length());
loopv(monsters) gzwrite(f, monsters[i], sizeof(dynent));
gzputi(players.length());
loopv(players)
{
gzput(players[i]==NULL);
gzwrite(f, players[i], sizeof(dynent));
};
};
void savegame(char *name)
{
if(!m_classicsp) { conoutf("can only save classic sp games"); return; };
sprintf_sd(fn)("savegames/%s.csgz", name);
savestate(fn);
stop();
conoutf("wrote %s", fn);
};
void loadstate(char *fn)
{
stop();
if(multiplayer()) return;
f = gzopen(fn, "rb9");
if(!f) { conoutf("could not open %s", fn); return; };
string buf;
gzread(f, buf, 8);
if(strncmp(buf, "CUBESAVE", 8)) goto out;
if(gzgetc(f)!=islittleendian) goto out; // not supporting save->load accross incompatible architectures simpifies things a LOT
if(gzgeti()!=SAVEGAMEVERSION || gzgeti()!=sizeof(dynent)) goto out;
string mapname;
gzread(f, mapname, _MAXDEFSTR);
nextmode = gzgeti();
changemap(mapname); // continue below once map has been loaded and client & server have updated
return;
out:
conoutf("aborting: savegame/demo from a different version of cube or cpu architecture");
stop();
};
void loadgame(char *name)
{
sprintf_sd(fn)("savegames/%s.csgz", name);
loadstate(fn);
};
void loadgameout()
{
stop();
conoutf("loadgame incomplete: savegame from a different version of this map");
};
void loadgamerest()
{
if(demoplayback || !f) return;
if(gzgeti()!=ents.length()) return loadgameout();
loopv(ents)
{
ents[i].spawned = gzgetc(f)!=0;
if(ents[i].type==CARROT && !ents[i].spawned) trigger(ents[i].attr1, ents[i].attr2, true);
};
restoreserverstate(ents);
gzread(f, player1, sizeof(dynent));
player1->lastaction = lastmillis;
int nmonsters = gzgeti();
dvector &monsters = getmonsters();
if(nmonsters!=monsters.length()) return loadgameout();
loopv(monsters)
{
gzread(f, monsters[i], sizeof(dynent));
monsters[i]->enemy = player1; // lazy, could save id of enemy instead
monsters[i]->lastaction = monsters[i]->trigger = lastmillis+500; // also lazy, but no real noticable effect on game
if(monsters[i]->state==CS_DEAD) monsters[i]->lastaction = 0;
};
restoremonsterstate();
int nplayers = gzgeti();
loopi(nplayers) if(!gzget())
{
dynent *d = getclient(i);
assert(d);
gzread(f, d, sizeof(dynent));
};
conoutf("savegame restored");
if(demoloading) startdemo(); else stop();
};
// demo functions
int starttime = 0;
int playbacktime = 0;
int ddamage, bdamage;
vec dorig;
void record(char *name)
{
if(m_sp) { conoutf("cannot record singleplayer games"); return; };
int cn = getclientnum();
if(cn<0) return;
sprintf_sd(fn)("demos/%s.cdgz", name);
savestate(fn);
gzputi(cn);
conoutf("started recording demo to %s", fn);
demorecording = true;
starttime = lastmillis;
ddamage = bdamage = 0;
};
void demodamage(int damage, vec &o) { ddamage = damage; dorig = o; };
void demoblend(int damage) { bdamage = damage; };
void incomingdemodata(uchar *buf, int len, bool extras)
{
if(!demorecording) return;
gzputi(lastmillis-starttime);
gzputi(len);
gzwrite(f, buf, len);
gzput(extras);
if(extras)
{
gzput(player1->gunselect);
gzput(player1->lastattackgun);
gzputi(player1->lastaction-starttime);
gzputi(player1->gunwait);
gzputi(player1->health);
gzputi(player1->armour);
gzput(player1->armourtype);
loopi(NUMGUNS) gzput(player1->ammo[i]);
gzput(player1->state);
gzputi(bdamage);
bdamage = 0;
gzputi(ddamage);
if(ddamage) { gzputv(dorig); ddamage = 0; };
// FIXME: add all other client state which is not send through the network
};
};
void demo(char *name)
{
sprintf_sd(fn)("demos/%s.cdgz", name);
loadstate(fn);
demoloading = true;
};
void stopreset()
{
conoutf("demo stopped (%d msec elapsed)", lastmillis-starttime);
stop();
loopv(players) zapdynent(players[i]);
disconnect(0, 0);
};
VAR(demoplaybackspeed, 10, 100, 1000);
int scaletime(int t) { return (int)(t*(100.0f/demoplaybackspeed))+starttime; };
void readdemotime()
{
if(gzeof(f) || (playbacktime = gzgeti())==-1)
{
stopreset();
return;
};
playbacktime = scaletime(playbacktime);
};
void startdemo()
{
democlientnum = gzgeti();
demoplayback = true;
starttime = lastmillis;
conoutf("now playing demo");
dynent *d = getclient(democlientnum);
assert(d);
*d = *player1;
readdemotime();
};
VAR(demodelaymsec, 0, 120, 500);
void catmulrom(vec &z, vec &a, vec &b, vec &c, float s, vec &dest) // spline interpolation
{
vec t1 = b, t2 = c;
vsub(t1, z); vmul(t1, 0.5f)
vsub(t2, a); vmul(t2, 0.5f);
float s2 = s*s;
float s3 = s*s2;
dest = a;
vec t = b;
vmul(dest, 2*s3 - 3*s2 + 1);
vmul(t, -2*s3 + 3*s2); vadd(dest, t);
vmul(t1, s3 - 2*s2 + s); vadd(dest, t1);
vmul(t2, s3 - s2); vadd(dest, t2);
};
void fixwrap(dynent *a, dynent *b)
{
while(b->yaw-a->yaw>180) a->yaw += 360;
while(b->yaw-a->yaw<-180) a->yaw -= 360;
};
void demoplaybackstep()
{
while(demoplayback && lastmillis>=playbacktime)
{
int len = gzgeti();
if(len<1 || len>MAXTRANS)
{
conoutf("error: huge packet during demo play (%d)", len);
stopreset();
return;
};
uchar buf[MAXTRANS];
gzread(f, buf, len);
localservertoclient(buf, len); // update game state
dynent *target = players[democlientnum];
assert(target);
int extras;
if(extras = gzget()) // read additional client side state not present in normal network stream
{
target->gunselect = gzget();
target->lastattackgun = gzget();
target->lastaction = scaletime(gzgeti());
target->gunwait = gzgeti();
target->health = gzgeti();
target->armour = gzgeti();
target->armourtype = gzget();
loopi(NUMGUNS) target->ammo[i] = gzget();
target->state = gzget();
target->lastmove = playbacktime;
if(bdamage = gzgeti()) damageblend(bdamage);
if(ddamage = gzgeti()) { gzgetv(dorig); particle_splash(3, ddamage, 1000, dorig); };
// FIXME: set more client state here
};
// insert latest copy of player into history
if(extras && (playerhistory.empty() || playerhistory.last()->lastupdate!=playbacktime))
{
dynent *d = newdynent();
*d = *target;
d->lastupdate = playbacktime;
playerhistory.add(d);
if(playerhistory.length()>20)
{
zapdynent(playerhistory[0]);
playerhistory.remove(0);
};
};
readdemotime();
};
if(demoplayback)
{
int itime = lastmillis-demodelaymsec;
loopvrev(playerhistory) if(playerhistory[i]->lastupdate<itime) // find 2 positions in history that surround interpolation time point
{
dynent *a = playerhistory[i];
dynent *b = a;
if(i+1<playerhistory.length()) b = playerhistory[i+1];
*player1 = *b;
if(a!=b) // interpolate pos & angles
{
dynent *c = b;
if(i+2<playerhistory.length()) c = playerhistory[i+2];
dynent *z = a;
if(i-1>=0) z = playerhistory[i-1];
//if(a==z || b==c) printf("* %d\n", lastmillis);
float bf = (itime-a->lastupdate)/(float)(b->lastupdate-a->lastupdate);
fixwrap(a, player1);
fixwrap(c, player1);
fixwrap(z, player1);
vdist(dist, v, z->o, c->o);
if(dist<16) // if teleport or spawn, dont't interpolate
{
catmulrom(z->o, a->o, b->o, c->o, bf, player1->o);
catmulrom(*(vec *)&z->yaw, *(vec *)&a->yaw, *(vec *)&b->yaw, *(vec *)&c->yaw, bf, *(vec *)&player1->yaw);
};
fixplayer1range();
};
break;
};
//if(player1->state!=CS_DEAD) showscores(false);
};
};
void stopn() { if(demoplayback) stopreset(); else stop(); conoutf("demo stopped"); };
COMMAND(record, ARG_1STR);
COMMAND(demo, ARG_1STR);
COMMANDN(stop, stopn, ARG_NONE);
COMMAND(savegame, ARG_1STR);
COMMAND(loadgame, ARG_1STR);

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// server.cpp: little more than enhanced multicaster
// runs dedicated or as client coroutine
#include "cube.h"
enum { ST_EMPTY, ST_LOCAL, ST_TCPIP };
struct client // server side version of "dynent" type
{
int type;
ENetPeer *peer;
string hostname;
string mapvote;
string name;
int modevote;
};
vector<client> clients;
int maxclients = 8;
string smapname;
struct server_entity // server side version of "entity" type
{
bool spawned;
int spawnsecs;
};
vector<server_entity> sents;
bool notgotitems = true; // true when map has changed and waiting for clients to send item
int mode = 0;
void restoreserverstate(vector<entity> &ents) // hack: called from savegame code, only works in SP
{
loopv(sents)
{
sents[i].spawned = ents[i].spawned;
sents[i].spawnsecs = 0;
};
};
int interm = 0, minremain = 0, mapend = 0;
bool mapreload = false;
char *serverpassword = "";
bool isdedicated;
ENetHost * serverhost = NULL;
int bsend = 0, brec = 0, laststatus = 0, lastsec = 0;
#define MAXOBUF 100000
void process(ENetPacket *packet, int sender);
void multicast(ENetPacket *packet, int sender);
void disconnect_client(int n, char *reason);
void send(int n, ENetPacket *packet)
{
if(!packet) return;
switch(clients[n].type)
{
case ST_TCPIP:
{
enet_peer_send(clients[n].peer, 0, packet);
bsend += packet->dataLength;
break;
};
case ST_LOCAL:
localservertoclient(packet->data, packet->dataLength);
break;
};
};
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);
*(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(char *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);
*(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);
};
void disconnect_client(int n, char *reason)
{
printf("disconnecting client (%s) [%s]\n", clients[n].hostname, reason);
enet_peer_disconnect(clients[n].peer);
clients[n].type = ST_EMPTY;
send2(true, -1, SV_CDIS, n);
};
void resetitems() { sents.setsize(0); notgotitems = true; };
void pickup(uint i, int sec, int sender) // server side item pickup, acknowledge first client that gets it
{
if(i>=(uint)sents.length()) return;
if(sents[i].spawned)
{
sents[i].spawned = false;
sents[i].spawnsecs = sec;
send2(true, sender, SV_ITEMACC, i);
};
};
void resetvotes()
{
loopv(clients) clients[i].mapvote[0] = 0;
};
bool vote(char *map, int reqmode, int sender)
{
strcpy_s(clients[sender].mapvote, map);
clients[sender].modevote = reqmode;
int yes = 0, no = 0;
loopv(clients) if(clients[i].type!=ST_EMPTY)
{
if(clients[i].mapvote[0]) { if(strcmp(clients[i].mapvote, map)==0 && clients[i].modevote==reqmode) yes++; else no++; }
else no++;
};
if(yes==1 && no==0) return true; // single player
sprintf_sd(msg)("%s suggests %s on map %s (set map to vote)", clients[sender].name, modestr(reqmode), map);
sendservmsg(msg);
if(yes/(float)(yes+no) <= 0.5f) return false;
sendservmsg("vote passed");
resetvotes();
return true;
};
// server side processing of updates: does very little and most state is tracked client only
// could be extended to move more gameplay to server (at expense of lag)
void process(ENetPacket * packet, int sender) // sender may be -1
{
if(ENET_NET_TO_HOST_16(*(ushort *)packet->data)!=packet->dataLength)
{
disconnect_client(sender, "packet length");
return;
};
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))
{
case SV_TEXT:
sgetstr();
break;
case SV_INITC2S:
sgetstr();
strcpy_s(clients[cn].name, text);
sgetstr();
getint(p);
break;
case SV_MAPCHANGE:
{
sgetstr();
int reqmode = getint(p);
if(reqmode<0) reqmode = 0;
if(smapname[0] && !mapreload && !vote(text, reqmode, sender)) return;
mapreload = false;
mode = reqmode;
minremain = mode&1 ? 15 : 10;
mapend = lastsec+minremain*60;
interm = 0;
strcpy_s(smapname, text);
resetitems();
sender = -1;
break;
};
case SV_ITEMLIST:
{
int n;
while((n = getint(p))!=-1) if(notgotitems)
{
server_entity se = { false, 0 };
while(sents.length()<=n) sents.add(se);
sents[n].spawned = true;
};
notgotitems = false;
break;
};
case SV_ITEMPICKUP:
{
int n = getint(p);
pickup(n, getint(p), sender);
break;
};
case SV_PING:
send2(false, cn, SV_PONG, getint(p));
break;
case SV_POS:
{
cn = getint(p);
if(cn<0 || cn>=clients.length() || clients[cn].type==ST_EMPTY)
{
disconnect_client(sender, "client num");
return;
};
int size = msgsizelookup(type);
assert(size!=-1);
loopi(size-2) getint(p);
break;
};
case SV_SENDMAP:
{
sgetstr();
int mapsize = getint(p);
sendmaps(sender, text, mapsize, p);
return;
}
case SV_RECVMAP:
send(sender, recvmap(sender));
return;
case SV_EXT: // allows for new features that require no server updates
{
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);
};
};
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;
uchar *p = start+2;
putint(p, SV_INITS2C);
putint(p, n);
putint(p, PROTOCOL_VERSION);
putint(p, smapname[0]);
sendstring(serverpassword, p);
putint(p, clients.length()>maxclients);
if(smapname[0])
{
putint(p, SV_MAPCHANGE);
sendstring(smapname, p);
putint(p, mode);
putint(p, SV_ITEMLIST);
loopv(sents) if(sents[i].spawned) putint(p, i);
putint(p, -1);
};
*(ushort *)start = ENET_HOST_TO_NET_16(p-start);
enet_packet_resize(packet, p-start);
send(n, packet);
};
void multicast(ENetPacket *packet, int sender)
{
loopv(clients)
{
if(i==sender) continue;
send(i, packet);
};
};
void localclienttoserver(ENetPacket *packet)
{
process(packet, 0);
if(!packet->referenceCount) enet_packet_destroy (packet);
};
client &addclient()
{
loopv(clients) if(clients[i].type==ST_EMPTY) return clients[i];
return clients.add();
};
void checkintermission()
{
if(!minremain)
{
interm = lastsec+10;
mapend = lastsec+1000;
};
send2(true, -1, SV_TIMEUP, minremain--);
};
void startintermission() { minremain = 0; checkintermission(); };
void resetserverifempty()
{
loopv(clients) if(clients[i].type!=ST_EMPTY) return;
clients.setsize(0);
smapname[0] = 0;
resetvotes();
resetitems();
mode = 0;
mapreload = false;
minremain = 10;
mapend = lastsec+minremain*60;
interm = 0;
};
int nonlocalclients = 0;
int lastconnect = 0;
void serverslice(int seconds, unsigned int timeout) // main server update, called from cube main loop in sp, or dedicated server loop
{
loopv(sents) // spawn entities when timer reached
{
if(sents[i].spawnsecs && (sents[i].spawnsecs -= seconds-lastsec)<=0)
{
sents[i].spawnsecs = 0;
sents[i].spawned = true;
send2(true, -1, SV_ITEMSPAWN, i);
};
};
lastsec = seconds;
if((mode>1 || (mode==0 && nonlocalclients)) && seconds>mapend-minremain*60) checkintermission();
if(interm && seconds>interm)
{
interm = 0;
loopv(clients) if(clients[i].type!=ST_EMPTY)
{
send2(true, i, SV_MAPRELOAD, 0); // ask a client to trigger map reload
mapreload = true;
break;
};
};
resetserverifempty();
if(!isdedicated) return; // below is network only
int numplayers = 0;
loopv(clients) if(clients[i].type!=ST_EMPTY) ++numplayers;
serverms(mode, numplayers, minremain, smapname, seconds, clients.length()>=maxclients);
if(seconds-laststatus>60) // display bandwidth stats, useful for server ops
{
nonlocalclients = 0;
loopv(clients) if(clients[i].type==ST_TCPIP) nonlocalclients++;
laststatus = seconds;
if(nonlocalclients || bsend || brec) printf("status: %d remote clients, %.1f send, %.1f rec (K/sec)\n", nonlocalclients, bsend/60.0f/1024, brec/60.0f/1024);
bsend = brec = 0;
};
ENetEvent event;
if(enet_host_service(serverhost, &event, timeout) > 0)
{
switch(event.type)
{
case ENET_EVENT_TYPE_CONNECT:
{
client &c = addclient();
c.type = ST_TCPIP;
c.peer = event.peer;
c.peer->data = (void *)(&c-&clients[0]);
char hn[1024];
strcpy_s(c.hostname, (enet_address_get_host(&c.peer->address, hn, sizeof(hn))==0) ? hn : "localhost");
printf("client connected (%s)\n", c.hostname);
send_welcome(lastconnect = &c-&clients[0]);
break;
}
case ENET_EVENT_TYPE_RECEIVE:
brec += event.packet->dataLength;
process(event.packet, (int)event.peer->data);
if(event.packet->referenceCount==0) enet_packet_destroy(event.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
if((int)event.peer->data<0) break;
printf("disconnected client (%s)\n", clients[(int)event.peer->data].hostname);
clients[(int)event.peer->data].type = ST_EMPTY;
send2(true, -1, SV_CDIS, (int)event.peer->data);
event.peer->data = (void *)-1;
break;
};
if(numplayers>maxclients)
{
disconnect_client(lastconnect, "maxclients reached");
};
};
#ifndef WIN32
fflush(stdout);
#endif
};
void cleanupserver()
{
if(serverhost) enet_host_destroy(serverhost);
};
void localdisconnect()
{
loopv(clients) if(clients[i].type==ST_LOCAL) clients[i].type = ST_EMPTY;
};
void localconnect()
{
client &c = addclient();
c.type = ST_LOCAL;
strcpy_s(c.hostname, "local");
send_welcome(&c-&clients[0]);
};
void initserver(bool dedicated, int uprate, char *sdesc, char *ip, char *master, char *passwd, int maxcl)
{
serverpassword = passwd;
maxclients = maxcl;
servermsinit(master ? master : "wouter.fov120.com/cube/masterserver/", sdesc, dedicated);
if(isdedicated = dedicated)
{
ENetAddress address = { ENET_HOST_ANY, CUBE_SERVER_PORT };
if(*ip && enet_address_set_host(&address, ip)<0) printf("WARNING: server ip not resolved");
serverhost = enet_host_create(&address, MAXCLIENTS, 0, uprate);
if(!serverhost) fatal("could not create server host\n");
loopi(MAXCLIENTS) serverhost->peers[i].data = (void *)-1;
};
resetserverifempty();
if(isdedicated) // do not return, this becomes main loop
{
#ifdef WIN32
SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS);
#endif
printf("dedicated server started, waiting for clients...\nCtrl-C to exit\n\n");
atexit(cleanupserver);
atexit(enet_deinitialize);
for(;;) serverslice(/*enet_time_get_sec()*/time(NULL), 5);
};
};

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// serverbrowser.cpp: eihrul's concurrent resolver, and server browser window management
#include "cube.h"
#include "SDL_thread.h"
struct resolverthread
{
SDL_Thread *thread;
char *query;
int starttime;
};
struct resolverresult
{
char *query;
ENetAddress address;
};
vector<resolverthread> resolverthreads;
vector<char *> resolverqueries;
vector<resolverresult> resolverresults;
SDL_mutex *resolvermutex;
SDL_sem *resolversem;
int resolverlimit = 1000;
int resolverloop(void * data)
{
resolverthread *rt = (resolverthread *)data;
for(;;)
{
SDL_SemWait(resolversem);
SDL_LockMutex(resolvermutex);
if(resolverqueries.empty())
{
SDL_UnlockMutex(resolvermutex);
continue;
}
rt->query = resolverqueries.pop();
rt->starttime = lastmillis;
SDL_UnlockMutex(resolvermutex);
ENetAddress address = { ENET_HOST_ANY, CUBE_SERVINFO_PORT };
enet_address_set_host(&address, rt->query);
SDL_LockMutex(resolvermutex);
resolverresult &rr = resolverresults.add();
rr.query = rt->query;
rr.address = address;
rt->query = NULL;
rt->starttime = 0;
SDL_UnlockMutex(resolvermutex);
};
return 0;
};
void resolverinit(int threads, int limit)
{
resolverlimit = limit;
resolversem = SDL_CreateSemaphore(0);
resolvermutex = SDL_CreateMutex();
while(threads > 0)
{
resolverthread &rt = resolverthreads.add();
rt.query = NULL;
rt.starttime = 0;
rt.thread = SDL_CreateThread(resolverloop, &rt);
--threads;
};
};
void resolverstop(resolverthread &rt, bool restart)
{
SDL_LockMutex(resolvermutex);
SDL_KillThread(rt.thread);
rt.query = NULL;
rt.starttime = 0;
rt.thread = NULL;
if(restart) rt.thread = SDL_CreateThread(resolverloop, &rt);
SDL_UnlockMutex(resolvermutex);
};
void resolverclear()
{
SDL_LockMutex(resolvermutex);
resolverqueries.setsize(0);
resolverresults.setsize(0);
while (SDL_SemTryWait(resolversem) == 0);
loopv(resolverthreads)
{
resolverthread &rt = resolverthreads[i];
resolverstop(rt, true);
};
SDL_UnlockMutex(resolvermutex);
};
void resolverquery(char *name)
{
SDL_LockMutex(resolvermutex);
resolverqueries.add(name);
SDL_SemPost(resolversem);
SDL_UnlockMutex(resolvermutex);
};
bool resolvercheck(char **name, ENetAddress *address)
{
SDL_LockMutex(resolvermutex);
if(!resolverresults.empty())
{
resolverresult &rr = resolverresults.pop();
*name = rr.query;
*address = rr.address;
SDL_UnlockMutex(resolvermutex);
return true;
}
loopv(resolverthreads)
{
resolverthread &rt = resolverthreads[i];
if(rt.query)
{
if(lastmillis - rt.starttime > resolverlimit)
{
resolverstop(rt, true);
*name = rt.query;
SDL_UnlockMutex(resolvermutex);
return true;
};
};
};
SDL_UnlockMutex(resolvermutex);
return false;
};
struct serverinfo
{
string name;
string full;
string map;
string sdesc;
int mode, numplayers, ping, protocol, minremain;
ENetAddress address;
};
vector<serverinfo> servers;
ENetSocket pingsock = ENET_SOCKET_NULL;
int lastinfo = 0;
char *getservername(int n) { return servers[n].name; };
void addserver(char *servername)
{
loopv(servers) if(strcmp(servers[i].name, servername)==0) return;
serverinfo &si = servers.insert(0, serverinfo());
strcpy_s(si.name, servername);
si.full[0] = 0;
si.mode = 0;
si.numplayers = 0;
si.ping = 9999;
si.protocol = 0;
si.minremain = 0;
si.map[0] = 0;
si.sdesc[0] = 0;
si.address.host = ENET_HOST_ANY;
si.address.port = CUBE_SERVINFO_PORT;
};
void pingservers()
{
ENetBuffer buf;
uchar ping[MAXTRANS];
uchar *p;
loopv(servers)
{
serverinfo &si = servers[i];
if(si.address.host == ENET_HOST_ANY) continue;
p = ping;
putint(p, lastmillis);
buf.data = ping;
buf.dataLength = p - ping;
enet_socket_send(pingsock, &si.address, &buf, 1);
};
lastinfo = lastmillis;
};
void checkresolver()
{
char *name = NULL;
ENetAddress addr = { ENET_HOST_ANY, CUBE_SERVINFO_PORT };
while(resolvercheck(&name, &addr))
{
if(addr.host == ENET_HOST_ANY) continue;
loopv(servers)
{
serverinfo &si = servers[i];
if(name == si.name)
{
si.address = addr;
addr.host = ENET_HOST_ANY;
break;
}
}
}
}
void checkpings()
{
enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
ENetBuffer buf;
ENetAddress addr;
uchar ping[MAXTRANS], *p;
char text[MAXTRANS];
buf.data = ping;
buf.dataLength = sizeof(ping);
while(enet_socket_wait(pingsock, &events, 0) >= 0 && events)
{
if(enet_socket_receive(pingsock, &addr, &buf, 1) <= 0) return;
loopv(servers)
{
serverinfo &si = servers[i];
if(addr.host == si.address.host)
{
p = ping;
si.ping = lastmillis - getint(p);
si.protocol = getint(p);
if(si.protocol!=PROTOCOL_VERSION) si.ping = 9998;
si.mode = getint(p);
si.numplayers = getint(p);
si.minremain = getint(p);
sgetstr();
strcpy_s(si.map, text);
sgetstr();
strcpy_s(si.sdesc, text);
break;
};
};
};
};
int sicompare(const serverinfo *a, const serverinfo *b)
{
return a->ping>b->ping ? 1 : (a->ping<b->ping ? -1 : strcmp(a->name, b->name));
};
void refreshservers()
{
checkresolver();
checkpings();
if(lastmillis - lastinfo >= 5000) pingservers();
servers.sort((void *)sicompare);
int maxmenu = 16;
loopv(servers)
{
serverinfo &si = servers[i];
if(si.address.host != ENET_HOST_ANY && si.ping != 9999)
{
if(si.protocol!=PROTOCOL_VERSION) sprintf_s(si.full)("%s [different cube protocol]", si.name);
else sprintf_s(si.full)("%d\t%d\t%s, %s: %s %s", si.ping, si.numplayers, si.map[0] ? si.map : "[unknown]", modestr(si.mode), si.name, si.sdesc);
}
else
{
sprintf_s(si.full)(si.address.host != ENET_HOST_ANY ? "%s [waiting for server response]" : "%s [unknown host]\t", si.name);
}
si.full[50] = 0; // cut off too long server descriptions
menumanual(1, i, si.full);
if(!--maxmenu) return;
};
};
void servermenu()
{
if(pingsock == ENET_SOCKET_NULL)
{
pingsock = enet_socket_create(ENET_SOCKET_TYPE_DATAGRAM, NULL);
resolverinit(1, 1000);
};
resolverclear();
loopv(servers) resolverquery(servers[i].name);
refreshservers();
menuset(1);
};
void updatefrommaster()
{
const int MAXUPD = 32000;
uchar buf[MAXUPD];
uchar *reply = retrieveservers(buf, MAXUPD);
if(!*reply || strstr((char *)reply, "<html>") || strstr((char *)reply, "<HTML>")) conoutf("master server not replying");
else { servers.setsize(0); execute((char *)reply); };
servermenu();
};
COMMAND(addserver, ARG_1STR);
COMMAND(servermenu, ARG_NONE);
COMMAND(updatefrommaster, ARG_NONE);
void writeservercfg()
{
FILE *f = fopen("servers.cfg", "w");
if(!f) return;
fprintf(f, "// servers connected to are added here automatically\n\n");
loopvrev(servers) fprintf(f, "addserver %s\n", servers[i].name);
fclose(f);
};

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// all server side masterserver and pinging functionality
#include "cube.h"
ENetSocket mssock = ENET_SOCKET_NULL;
void httpgetsend(ENetAddress &ad, char *hostname, char *req, char *ref, char *agent)
{
if(ad.host==ENET_HOST_ANY)
{
printf("looking up %s...\n", hostname);
enet_address_set_host(&ad, hostname);
if(ad.host==ENET_HOST_ANY) return;
};
if(mssock!=ENET_SOCKET_NULL) enet_socket_destroy(mssock);
mssock = enet_socket_create(ENET_SOCKET_TYPE_STREAM, NULL);
if(mssock==ENET_SOCKET_NULL) { printf("could not open socket\n"); return; };
if(enet_socket_connect(mssock, &ad)<0) { printf("could not connect\n"); return; };
ENetBuffer buf;
sprintf_sd(httpget)("GET %s HTTP/1.0\nHost: %s\nReferer: %s\nUser-Agent: %s\n\n", req, hostname, ref, agent);
buf.data = httpget;
buf.dataLength = strlen((char *)buf.data);
printf("sending request to %s...\n", hostname);
enet_socket_send(mssock, NULL, &buf, 1);
};
void httpgetrecieve(ENetBuffer &buf)
{
if(mssock==ENET_SOCKET_NULL) return;
enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
if(enet_socket_wait(mssock, &events, 0) >= 0 && events)
{
int len = enet_socket_receive(mssock, NULL, &buf, 1);
if(len<=0)
{
enet_socket_destroy(mssock);
mssock = ENET_SOCKET_NULL;
return;
};
buf.data = ((char *)buf.data)+len;
((char*)buf.data)[0] = 0;
buf.dataLength -= len;
};
};
uchar *stripheader(uchar *b)
{
char *s = strstr((char *)b, "\n\r\n");
if(!s) s = strstr((char *)b, "\n\n");
return s ? (uchar *)s : b;
};
ENetAddress masterserver = { ENET_HOST_ANY, 80 };
int updmaster = 0;
string masterbase;
string masterpath;
uchar masterrep[MAXTRANS];
ENetBuffer masterb;
void updatemasterserver(int seconds)
{
if(seconds>updmaster) // send alive signal to masterserver every hour of uptime
{
sprintf_sd(path)("%sregister.do?action=add", masterpath);
httpgetsend(masterserver, masterbase, path, "cubeserver", "Cube Server");
masterrep[0] = 0;
masterb.data = masterrep;
masterb.dataLength = MAXTRANS-1;
updmaster = seconds+60*60;
};
};
void checkmasterreply()
{
bool busy = mssock!=ENET_SOCKET_NULL;
httpgetrecieve(masterb);
if(busy && mssock==ENET_SOCKET_NULL) printf("masterserver reply: %s\n", stripheader(masterrep));
};
uchar *retrieveservers(uchar *buf, int buflen)
{
sprintf_sd(path)("%sretrieve.do?item=list", masterpath);
httpgetsend(masterserver, masterbase, path, "cubeserver", "Cube Server");
ENetBuffer eb;
buf[0] = 0;
eb.data = buf;
eb.dataLength = buflen-1;
while(mssock!=ENET_SOCKET_NULL) httpgetrecieve(eb);
return stripheader(buf);
};
ENetSocket pongsock = ENET_SOCKET_NULL;
string serverdesc;
void serverms(int mode, int numplayers, int minremain, char *smapname, int seconds, bool isfull)
{
checkmasterreply();
updatemasterserver(seconds);
// reply all server info requests
ENetBuffer buf;
ENetAddress addr;
uchar pong[MAXTRANS], *p;
int len;
enet_uint32 events = ENET_SOCKET_WAIT_RECEIVE;
buf.data = pong;
while(enet_socket_wait(pongsock, &events, 0) >= 0 && events)
{
buf.dataLength = sizeof(pong);
len = enet_socket_receive(pongsock, &addr, &buf, 1);
if(len < 0) return;
p = &pong[len];
putint(p, PROTOCOL_VERSION);
putint(p, mode);
putint(p, numplayers);
putint(p, minremain);
string mname;
strcpy_s(mname, isfull ? "[FULL] " : "");
strcat_s(mname, smapname);
sendstring(mname, p);
sendstring(serverdesc, p);
buf.dataLength = p - pong;
enet_socket_send(pongsock, &addr, &buf, 1);
};
};
void servermsinit(const char *master, char *sdesc, bool listen)
{
const char *mid = strstr(master, "/");
if(!mid) mid = master;
strcpy_s(masterpath, mid);
strn0cpy(masterbase, master, mid-master+1);
strcpy_s(serverdesc, sdesc);
if(listen)
{
ENetAddress address = { ENET_HOST_ANY, CUBE_SERVINFO_PORT };
pongsock = enet_socket_create(ENET_SOCKET_TYPE_DATAGRAM, &address);
if(pongsock == ENET_SOCKET_NULL) fatal("could not create server info socket\n");
};
};

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// misc useful functions used by the server
#include "cube.h"
// all network traffic is in 32bit ints, which are then compressed using the following simple scheme (assumes that most values are small).
void putint(uchar *&p, int n)
{
if(n<128 && n>-127) { *p++ = n; }
else if(n<0x8000 && n>=-0x8000) { *p++ = 0x80; *p++ = n; *p++ = n>>8; }
else { *p++ = 0x81; *p++ = n; *p++ = n>>8; *p++ = n>>16; *p++ = n>>24; };
};
int getint(uchar *&p)
{
int c = *((char *)p);
p++;
if(c==-128) { int n = *p++; n |= *((char *)p)<<8; p++; return n;}
else if(c==-127) { int n = *p++; n |= *p++<<8; n |= *p++<<16; return n|(*p++<<24); }
else return c;
};
void sendstring(char *t, uchar *&p)
{
while(*t) putint(p, *t++);
putint(p, 0);
};
const char *modenames[] =
{
"SP", "DMSP", "ffa/default", "coopedit", "ffa/duel", "teamplay",
"instagib", "instagib team", "efficiency", "efficiency team",
"insta arena", "insta clan arena", "tactics arena", "tactics clan arena",
};
const char *modestr(int n) { return (n>=-2 && n<12) ? modenames[n+2] : "unknown"; };
char msgsizesl[] = // size inclusive message token, 0 for variable or not-checked sizes
{
SV_INITS2C, 4, SV_INITC2S, 0, SV_POS, 12, SV_TEXT, 0, SV_SOUND, 2, SV_CDIS, 2,
SV_EDITH, 7, SV_EDITT, 7, SV_EDITS, 6, SV_EDITD, 6, SV_EDITE, 6,
SV_DIED, 2, SV_DAMAGE, 4, SV_SHOT, 8, SV_FRAGS, 2,
SV_MAPCHANGE, 0, SV_ITEMSPAWN, 2, SV_ITEMPICKUP, 3, SV_DENIED, 2,
SV_PING, 2, SV_PONG, 2, SV_CLIENTPING, 2, SV_GAMEMODE, 2,
SV_TIMEUP, 2, SV_EDITENT, 10, SV_MAPRELOAD, 2, SV_ITEMACC, 2,
SV_SENDMAP, 0, SV_RECVMAP, 1, SV_SERVMSG, 0, SV_ITEMLIST, 0,
SV_EXT, 0,
-1
};
char msgsizelookup(int msg)
{
for(char *p = msgsizesl; *p>=0; p += 2) if(*p==msg) return p[1];
return -1;
};
// sending of maps between clients
string copyname;
int copysize;
uchar *copydata = NULL;
void sendmaps(int n, string mapname, int mapsize, uchar *mapdata)
{
if(mapsize <= 0 || mapsize > 256*256) return;
strcpy_s(copyname, mapname);
copysize = mapsize;
if(copydata) free(copydata);
copydata = (uchar *)alloc(mapsize);
memcpy(copydata, mapdata, mapsize);
}
ENetPacket *recvmap(int n)
{
if(!copydata) return NULL;
ENetPacket *packet = enet_packet_create(NULL, MAXTRANS + copysize, ENET_PACKET_FLAG_RELIABLE);
uchar *start = packet->data;
uchar *p = start+2;
putint(p, SV_RECVMAP);
sendstring(copyname, p);
putint(p, copysize);
memcpy(p, copydata, copysize);
p += copysize;
*(ushort *)start = ENET_HOST_TO_NET_16(p-start);
enet_packet_resize(packet, p-start);
return packet;
}
#ifdef STANDALONE
void localservertoclient(uchar *buf, int len) {};
void fatal(char *s, char *o) { cleanupserver(); printf("servererror: %s\n", s); exit(1); };
void *alloc(int s) { void *b = calloc(1,s); if(!b) fatal("no memory!"); return b; };
int main(int argc, char* argv[])
{
int uprate = 0, maxcl = 4;
char *sdesc = "", *ip = "", *master = NULL, *passwd = "";
for(int i = 1; i<argc; i++)
{
char *a = &argv[i][2];
if(argv[i][0]=='-') switch(argv[i][1])
{
case 'u': uprate = atoi(a); break;
case 'n': sdesc = a; break;
case 'i': ip = a; break;
case 'm': master = a; break;
case 'p': passwd = a; break;
case 'c': maxcl = atoi(a); break;
default: printf("WARNING: unknown commandline option\n");
};
};
if(enet_initialize()<0) fatal("Unable to initialise network module");
initserver(true, uprate, sdesc, ip, master, passwd, maxcl);
return 0;
};
#endif

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// sound.cpp: uses fmod on windows and sdl_mixer on unix (both had problems on the other platform)
#include "cube.h"
//#ifndef WIN32 // NOTE: fmod not being supported for the moment as it does not allow stereo pan/vol updating during playback
#define USE_MIXER
//#endif
VARP(soundvol, 0, 255, 255);
VARP(musicvol, 0, 128, 255);
bool nosound = false;
#define MAXCHAN 32
#define SOUNDFREQ 22050
struct soundloc { vec loc; bool inuse; } soundlocs[MAXCHAN];
#ifdef USE_MIXER
#include "SDL_mixer.h"
#define MAXVOL MIX_MAX_VOLUME
Mix_Music *mod = NULL;
void *stream = NULL;
#else
#include "fmod.h"
#define MAXVOL 255
FMUSIC_MODULE *mod = NULL;
FSOUND_STREAM *stream = NULL;
#endif
void stopsound()
{
if(nosound) return;
if(mod)
{
#ifdef USE_MIXER
Mix_HaltMusic();
Mix_FreeMusic(mod);
#else
FMUSIC_FreeSong(mod);
#endif
mod = NULL;
};
if(stream)
{
#ifndef USE_MIXER
FSOUND_Stream_Close(stream);
#endif
stream = NULL;
};
};
VAR(soundbufferlen, 128, 1024, 4096);
void initsound()
{
memset(soundlocs, 0, sizeof(soundloc)*MAXCHAN);
#ifdef USE_MIXER
if(Mix_OpenAudio(SOUNDFREQ, MIX_DEFAULT_FORMAT, 2, soundbufferlen)<0)
{
conoutf("sound init failed (SDL_mixer): %s", (size_t)Mix_GetError());
nosound = true;
};
Mix_AllocateChannels(MAXCHAN);
#else
if(FSOUND_GetVersion()<FMOD_VERSION) fatal("old FMOD dll");
if(!FSOUND_Init(SOUNDFREQ, MAXCHAN, FSOUND_INIT_GLOBALFOCUS))
{
conoutf("sound init failed (FMOD): %d", FSOUND_GetError());
nosound = true;
};
#endif
};
void music(char *name)
{
if(nosound) return;
stopsound();
if(soundvol && musicvol)
{
string sn;
strcpy_s(sn, "packages/");
strcat_s(sn, name);
#ifdef USE_MIXER
if(mod = Mix_LoadMUS(path(sn)))
{
Mix_PlayMusic(mod, -1);
Mix_VolumeMusic((musicvol*MAXVOL)/255);
};
#else
if(mod = FMUSIC_LoadSong(path(sn)))
{
FMUSIC_PlaySong(mod);
FMUSIC_SetMasterVolume(mod, musicvol);
}
else if(stream = FSOUND_Stream_Open(path(sn), FSOUND_LOOP_NORMAL, 0, 0))
{
int chan = FSOUND_Stream_Play(FSOUND_FREE, stream);
if(chan>=0) { FSOUND_SetVolume(chan, (musicvol*MAXVOL)/255); FSOUND_SetPaused(chan, false); };
}
else
{
conoutf("could not play music: %s", sn);
};
#endif
};
};
COMMAND(music, ARG_1STR);
#ifdef USE_MIXER
vector<Mix_Chunk *> samples;
#else
vector<FSOUND_SAMPLE *> samples;
#endif
cvector snames;
int registersound(char *name)
{
loopv(snames) if(strcmp(snames[i], name)==0) return i;
snames.add(newstring(name));
samples.add(NULL);
return samples.length()-1;
};
COMMAND(registersound, ARG_1EST);
void cleansound()
{
if(nosound) return;
stopsound();
#ifdef USE_MIXER
Mix_CloseAudio();
#else
FSOUND_Close();
#endif
};
VAR(stereo, 0, 1, 1);
void updatechanvol(int chan, vec *loc)
{
int vol = soundvol, pan = 255/2;
if(loc)
{
vdist(dist, v, *loc, player1->o);
vol -= (int)(dist*3*soundvol/255); // simple mono distance attenuation
if(stereo && (v.x != 0 || v.y != 0))
{
float yaw = -atan2(v.x, v.y) - player1->yaw*(PI / 180.0f); // relative angle of sound along X-Y axis
pan = int(255.9f*(0.5*sin(yaw)+0.5f)); // range is from 0 (left) to 255 (right)
};
};
vol = (vol*MAXVOL)/255;
#ifdef USE_MIXER
Mix_Volume(chan, vol);
Mix_SetPanning(chan, 255-pan, pan);
#else
FSOUND_SetVolume(chan, vol);
FSOUND_SetPan(chan, pan);
#endif
};
void newsoundloc(int chan, vec *loc)
{
assert(chan>=0 && chan<MAXCHAN);
soundlocs[chan].loc = *loc;
soundlocs[chan].inuse = true;
};
void updatevol()
{
if(nosound) return;
loopi(MAXCHAN) if(soundlocs[i].inuse)
{
#ifdef USE_MIXER
if(Mix_Playing(i))
#else
if(FSOUND_IsPlaying(i))
#endif
updatechanvol(i, &soundlocs[i].loc);
else soundlocs[i].inuse = false;
};
};
void playsoundc(int n) { addmsg(0, 2, SV_SOUND, n); playsound(n); };
int soundsatonce = 0, lastsoundmillis = 0;
void playsound(int n, vec *loc)
{
if(nosound) return;
if(!soundvol) return;
if(lastmillis==lastsoundmillis) soundsatonce++; else soundsatonce = 1;
lastsoundmillis = lastmillis;
if(soundsatonce>5) return; // avoid bursts of sounds with heavy packetloss and in sp
if(n<0 || n>=samples.length()) { conoutf("unregistered sound: %d", n); return; };
if(!samples[n])
{
sprintf_sd(buf)("packages/sounds/%s.wav", snames[n]);
#ifdef USE_MIXER
samples[n] = Mix_LoadWAV(path(buf));
#else
samples[n] = FSOUND_Sample_Load(n, path(buf), FSOUND_LOOP_OFF, 0, 0);
#endif
if(!samples[n]) { conoutf("failed to load sample: %s", buf); return; };
};
#ifdef USE_MIXER
int chan = Mix_PlayChannel(-1, samples[n], 0);
#else
int chan = FSOUND_PlaySoundEx(FSOUND_FREE, samples[n], NULL, true);
#endif
if(chan<0) return;
if(loc) newsoundloc(chan, loc);
updatechanvol(chan, loc);
#ifndef USE_MIXER
FSOUND_SetPaused(chan, false);
#endif
};
void sound(int n) { playsound(n, NULL); };
COMMAND(sound, ARG_1INT);

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// implementation of generic tools
#include "tools.h"
#include <new>
//////////////////////////// pool ///////////////////////////
pool::pool()
{
blocks = 0;
allocnext(POOLSIZE);
for(int i = 0; i<MAXBUCKETS; i++) reuse[i] = NULL;
};
void *pool::alloc(size_t size)
{
if(size>MAXREUSESIZE)
{
return malloc(size);
}
else
{
size = bucket(size);
void **r = (void **)reuse[size];
if(r)
{
reuse[size] = *r;
return (void *)r;
}
else
{
size <<= PTRBITS;
if(left<size) allocnext(POOLSIZE);
char *r = p;
p += size;
left -= size;
return r;
};
};
};
void pool::dealloc(void *p, size_t size)
{
if(size>MAXREUSESIZE)
{
free(p);
}
else
{
size = bucket(size);
if(size) // only needed for 0-size free, are there any?
{
*((void **)p) = reuse[size];
reuse[size] = p;
};
};
};
void *pool::realloc(void *p, size_t oldsize, size_t newsize)
{
void *np = alloc(newsize);
if(!oldsize) return np;
memcpy(np, p, newsize>oldsize ? oldsize : newsize);
dealloc(p, oldsize);
return np;
};
void pool::dealloc_block(void *b)
{
if(b)
{
dealloc_block(*((char **)b));
free(b);
};
}
void pool::allocnext(size_t allocsize)
{
char *b = (char *)malloc(allocsize+PTRSIZE);
*((char **)b) = blocks;
blocks = b;
p = b+PTRSIZE;
left = allocsize;
};
char *pool::string(char *s, size_t l)
{
char *b = (char *)alloc(l+1);
strncpy(b,s,l);
b[l] = 0;
return b;
};
pool *gp() // useful for global buffers that need to be initialisation order independant
{
static pool *p = NULL;
return p ? p : (p = new pool());
};
///////////////////////// misc tools ///////////////////////
char *path(char *s)
{
for(char *t = s; t = strpbrk(t, "/\\"); *t++ = PATHDIV);
return s;
};
char *loadfile(char *fn, int *size)
{
FILE *f = fopen(fn, "rb");
if(!f) return NULL;
fseek(f, 0, SEEK_END);
int len = ftell(f);
fseek(f, 0, SEEK_SET);
char *buf = (char *)malloc(len+1);
if(!buf) return NULL;
buf[len] = 0;
size_t rlen = fread(buf, 1, len, f);
fclose(f);
if(len!=rlen || len<=0)
{
free(buf);
return NULL;
};
if(size!=NULL) *size = len;
return buf;
};
void endianswap(void *memory, int stride, int length) // little indians as storage format
{
if(*((char *)&stride)) return;
loop(w, length) loop(i, stride/2)
{
uchar *p = (uchar *)memory+w*stride;
uchar t = p[i];
p[i] = p[stride-i-1];
p[stride-i-1] = t;
};
}

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// generic useful stuff for any C++ program
#ifndef _TOOLS_H
#define _TOOLS_H
#ifdef __GNUC__
#define gamma __gamma
#endif
#include <math.h>
#ifdef __GNUC__
#undef gamma
#endif
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <limits.h>
#include <assert.h>
#ifdef __GNUC__
#include <new>
#else
#include <new.h>
#endif
#ifdef NULL
#undef NULL
#endif
#define NULL 0
typedef unsigned char uchar;
typedef unsigned short ushort;
typedef unsigned int uint;
#define max(a,b) (((a) > (b)) ? (a) : (b))
#define min(a,b) (((a) < (b)) ? (a) : (b))
#define rnd(max) (rand()%(max))
#define rndreset() (srand(1))
#define rndtime() { loopi(lastmillis&0xF) rnd(i+1); }
#define loop(v,m) for(int v = 0; v<(m); v++)
#define loopi(m) loop(i,m)
#define loopj(m) loop(j,m)
#define loopk(m) loop(k,m)
#define loopl(m) loop(l,m)
#ifdef WIN32
#pragma warning( 3 : 4189 )
//#pragma comment(linker,"/OPT:NOWIN98")
#define PATHDIV '\\'
#else
#define __cdecl
#define _vsnprintf vsnprintf
#define PATHDIV '/'
#endif
// easy safe strings
#define _MAXDEFSTR 260
typedef char string[_MAXDEFSTR];
inline void strn0cpy(char *d, const char *s, size_t m) { strncpy(d,s,m); d[(m)-1] = 0; };
inline void strcpy_s(char *d, const char *s) { strn0cpy(d,s,_MAXDEFSTR); };
inline void strcat_s(char *d, const char *s) { size_t n = strlen(d); strn0cpy(d+n,s,_MAXDEFSTR-n); };
inline void formatstring(char *d, const char *fmt, va_list v)
{
_vsnprintf(d, _MAXDEFSTR, fmt, v);
d[_MAXDEFSTR-1] = 0;
};
struct sprintf_s_f
{
char *d;
sprintf_s_f(char *str): d(str) {};
void operator()(const char* fmt, ...)
{
va_list v;
va_start(v, fmt);
_vsnprintf(d, _MAXDEFSTR, fmt, v);
va_end(v);
d[_MAXDEFSTR-1] = 0;
};
};
#define sprintf_s(d) sprintf_s_f((char *)d)
#define sprintf_sd(d) string d; sprintf_s(d)
#define sprintf_sdlv(d,last,fmt) string d; { va_list ap; va_start(ap, last); formatstring(d, fmt, ap); va_end(ap); }
#define sprintf_sdv(d,fmt) sprintf_sdlv(d,fmt,fmt)
// fast pentium f2i
#ifdef _MSC_VER
inline int fast_f2nat(float a) { // only for positive floats
static const float fhalf = 0.5f;
int retval;
__asm fld a
__asm fsub fhalf
__asm fistp retval // perf regalloc?
return retval;
};
#else
#define fast_f2nat(val) ((int)(val))
#endif
extern char *path(char *s);
extern char *loadfile(char *fn, int *size);
extern void endianswap(void *, int, int);
// memory pool that uses buckets and linear allocation for small objects
// VERY fast, and reasonably good memory reuse
struct pool
{
enum { POOLSIZE = 4096 }; // can be absolutely anything
enum { PTRSIZE = sizeof(char *) };
enum { MAXBUCKETS = 65 }; // meaning up to size 256 on 32bit pointer systems
enum { MAXREUSESIZE = MAXBUCKETS*PTRSIZE-PTRSIZE };
inline size_t bucket(size_t s) { return (s+PTRSIZE-1)>>PTRBITS; };
enum { PTRBITS = PTRSIZE==2 ? 1 : PTRSIZE==4 ? 2 : 3 };
char *p;
size_t left;
char *blocks;
void *reuse[MAXBUCKETS];
pool();
~pool() { dealloc_block(blocks); };
void *alloc(size_t size);
void dealloc(void *p, size_t size);
void *realloc(void *p, size_t oldsize, size_t newsize);
char *string(char *s, size_t l);
char *string(char *s) { return string(s, strlen(s)); };
void deallocstr(char *s) { dealloc(s, strlen(s)+1); };
char *stringbuf(char *s) { return string(s, _MAXDEFSTR-1); };
void dealloc_block(void *b);
void allocnext(size_t allocsize);
};
template <class T> struct vector
{
T *buf;
int alen;
int ulen;
pool *p;
vector()
{
this->p = gp();
alen = 8;
buf = (T *)p->alloc(alen*sizeof(T));
ulen = 0;
};
~vector() { setsize(0); p->dealloc(buf, alen*sizeof(T)); };
vector(vector<T> &v);
void operator=(vector<T> &v);
T &add(const T &x)
{
if(ulen==alen) realloc();
new (&buf[ulen]) T(x);
return buf[ulen++];
};
T &add()
{
if(ulen==alen) realloc();
new (&buf[ulen]) T;
return buf[ulen++];
};
T &pop() { return buf[--ulen]; };
T &last() { return buf[ulen-1]; };
bool empty() { return ulen==0; };
int length() { return ulen; };
T &operator[](int i) { assert(i>=0 && i<ulen); return buf[i]; };
void setsize(int i) { for(; ulen>i; ulen--) buf[ulen-1].~T(); };
T *getbuf() { return buf; };
void sort(void *cf) { qsort(buf, ulen, sizeof(T), (int (__cdecl *)(const void *,const void *))cf); };
void realloc()
{
int olen = alen;
buf = (T *)p->realloc(buf, olen*sizeof(T), (alen *= 2)*sizeof(T));
};
T remove(int i)
{
T e = buf[i];
for(int p = i+1; p<ulen; p++) buf[p-1] = buf[p];
ulen--;
return e;
};
T &insert(int i, const T &e)
{
add(T());
for(int p = ulen-1; p>i; p--) buf[p] = buf[p-1];
buf[i] = e;
return buf[i];
};
};
#define loopv(v) if(false) {} else for(int i = 0; i<(v).length(); i++)
#define loopvrev(v) if(false) {} else for(int i = (v).length()-1; i>=0; i--)
template <class T> struct hashtable
{
struct chain { chain *next; char *key; T data; };
int size;
int numelems;
chain **table;
pool *parent;
chain *enumc;
hashtable()
{
this->size = 1<<10;
this->parent = gp();
numelems = 0;
table = (chain **)parent->alloc(size*sizeof(T));
for(int i = 0; i<size; i++) table[i] = NULL;
};
hashtable(hashtable<T> &v);
void operator=(hashtable<T> &v);
T *access(char *key, T *data = NULL)
{
unsigned int h = 5381;
for(int i = 0, k; k = key[i]; i++) h = ((h<<5)+h)^k; // bernstein k=33 xor
h = h&(size-1); // primes not much of an advantage
for(chain *c = table[h]; c; c = c->next)
{
for(char *p1 = key, *p2 = c->key, ch; (ch = *p1++)==*p2++; ) if(!ch) //if(strcmp(key,c->key)==0)
{
T *d = &c->data;
if(data) c->data = *data;
return d;
};
};
if(data)
{
chain *c = (chain *)parent->alloc(sizeof(chain));
c->data = *data;
c->key = key;
c->next = table[h];
table[h] = c;
numelems++;
};
return NULL;
};
};
#define enumerate(ht,t,e,b) loopi(ht->size) for(ht->enumc = ht->table[i]; ht->enumc; ht->enumc = ht->enumc->next) { t e = &ht->enumc->data; b; }
pool *gp();
inline char *newstring(char *s) { return gp()->string(s); };
inline char *newstring(char *s, size_t l) { return gp()->string(s, l); };
inline char *newstringbuf(char *s) { return gp()->stringbuf(s); };
#endif

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// weapon.cpp: all shooting and effects code
#include "cube.h"
struct guninfo { short sound, attackdelay, damage, projspeed, part, kickamount; char *name; };
const int MONSTERDAMAGEFACTOR = 4;
const int SGRAYS = 20;
const float SGSPREAD = 2;
vec sg[SGRAYS];
guninfo guns[NUMGUNS] =
{
{ S_PUNCH1, 250, 50, 0, 0, 1, "fist" },
{ S_SG, 1400, 10, 0, 0, 20, "shotgun" }, // *SGRAYS
{ S_CG, 100, 30, 0, 0, 7, "chaingun" },
{ S_RLFIRE, 800, 120, 80, 0, 10, "rocketlauncher" },
{ S_RIFLE, 1500, 100, 0, 0, 30, "rifle" },
{ S_FLAUNCH, 200, 20, 50, 4, 1, "fireball" },
{ S_ICEBALL, 200, 40, 30, 6, 1, "iceball" },
{ S_SLIMEBALL, 200, 30, 160, 7, 1, "slimeball" },
{ S_PIGR1, 250, 50, 0, 0, 1, "bite" },
};
void selectgun(int a, int b, int c)
{
if(a<-1 || b<-1 || c<-1 || a>=NUMGUNS || b>=NUMGUNS || c>=NUMGUNS) return;
int s = player1->gunselect;
if(a>=0 && s!=a && player1->ammo[a]) s = a;
else if(b>=0 && s!=b && player1->ammo[b]) s = b;
else if(c>=0 && s!=c && player1->ammo[c]) s = c;
else if(s!=GUN_RL && player1->ammo[GUN_RL]) s = GUN_RL;
else if(s!=GUN_CG && player1->ammo[GUN_CG]) s = GUN_CG;
else if(s!=GUN_SG && player1->ammo[GUN_SG]) s = GUN_SG;
else if(s!=GUN_RIFLE && player1->ammo[GUN_RIFLE]) s = GUN_RIFLE;
else s = GUN_FIST;
if(s!=player1->gunselect) playsoundc(S_WEAPLOAD);
player1->gunselect = s;
//conoutf("%s selected", (int)guns[s].name);
};
int reloadtime(int gun) { return guns[gun].attackdelay; };
void weapon(char *a1, char *a2, char *a3)
{
selectgun(a1[0] ? atoi(a1) : -1,
a2[0] ? atoi(a2) : -1,
a3[0] ? atoi(a3) : -1);
};
COMMAND(weapon, ARG_3STR);
void createrays(vec &from, vec &to) // create random spread of rays for the shotgun
{
vdist(dist, dvec, from, to);
float f = dist*SGSPREAD/1000;
loopi(SGRAYS)
{
#define RNDD (rnd(101)-50)*f
vec r = { RNDD, RNDD, RNDD };
sg[i] = to;
vadd(sg[i], r);
};
};
bool intersect(dynent *d, vec &from, vec &to) // if lineseg hits entity bounding box
{
vec v = to, w = d->o, *p;
vsub(v, from);
vsub(w, from);
float c1 = dotprod(w, v);
if(c1<=0) p = &from;
else
{
float c2 = dotprod(v, v);
if(c2<=c1) p = &to;
else
{
float f = c1/c2;
vmul(v, f);
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;
};
char *playerincrosshair()
{
if(demoplayback) return NULL;
loopv(players)
{
dynent *o = players[i];
if(!o) continue;
if(intersect(o, player1->o, worldpos)) return o->name;
};
return NULL;
};
const int MAXPROJ = 100;
struct projectile { vec o, to; float speed; dynent *owner; int gun; bool inuse, local; };
projectile projs[MAXPROJ];
void projreset() { loopi(MAXPROJ) projs[i].inuse = false; };
void newprojectile(vec &from, vec &to, float speed, bool local, dynent *owner, int gun)
{
loopi(MAXPROJ)
{
projectile *p = &projs[i];
if(p->inuse) continue;
p->inuse = true;
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, dynent *d, dynent *at)
{
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); playsound(S_PAIN1+rnd(5), &d->o); };
particle_splash(3, damage, 1000, d->o);
demodamage(damage, d->o);
};
const float RL_RADIUS = 5;
const float RL_DAMRAD = 7; // hack
void radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
{
if(o->state!=CS_ALIVE) return;
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, vec &v, vec &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);
// no push?
}
else
{
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);
loopv(players)
{
if(i==notthisplayer) continue;
dynent *o = players[i];
if(!o) continue;
radialeffect(o, v, i, qdam, p->owner);
};
dvector &mv = getmonsters();
loopv(mv) if(i!=notthismonster) radialeffect(mv[i], v, i, qdam, p->owner);
};
};
inline void projdamage(dynent *o, projectile *p, vec &v, int i, int im, int qdam)
{
if(o->state!=CS_ALIVE) return;
if(intersect(o, p->o, v))
{
splash(p, v, p->o, i, im, qdam);
hit(i, qdam, o, p->owner);
};
};
void moveprojectiles(float time)
{
loopi(MAXPROJ)
{
projectile *p = &projs[i];
if(!p->inuse) continue;
int qdam = guns[p->gun].damage*(p->owner->quadmillis ? 4 : 1);
if(p->owner->monsterstate) 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)
{
loopv(players)
{
dynent *o = players[i];
if(!o) continue;
projdamage(o, p, v, i, -1, qdam);
};
if(p->owner!=player1) projdamage(player1, p, v, -1, -1, qdam);
dvector &mv = getmonsters();
loopv(mv) if(!vreject(mv[i]->o, v, 10.0f) && mv[i]!=p->owner) projdamage(mv[i], p, v, -1, i, qdam);
};
if(p->inuse)
{
if(time==dtime) splash(p, v, p->o, -1, -1, qdam);
else
{
if(p->gun==GUN_RL) { dodynlight(p->o, v, 0, 255, p->owner); particle_splash(5, 2, 200, v); }
else { particle_splash(1, 1, 200, v); particle_splash(guns[p->gun].part, 1, 1, v); };
};
};
p->o = v;
};
};
void shootv(int gun, vec &from, vec &to, dynent *d, bool local) // create visual effect from a shot
{
playsound(guns[gun].sound, d==player1 ? NULL : &d->o);
int pspeed = 25;
switch(gun)
{
case GUN_FIST:
break;
case GUN_SG:
{
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;
case GUN_RL:
case GUN_FIREBALL:
case GUN_ICEBALL:
case GUN_SLIMEBALL:
pspeed = guns[gun].projspeed;
if(d->monsterstate) 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);
break;
};
};
void hitpush(int target, int damage, dynent *d, dynent *at, vec &from, vec &to)
{
hit(target, damage, d, at);
vdist(dist, v, from, to);
vmul(v, damage/dist/50);
vadd(d->vel, v);
};
void raydamage(dynent *o, vec &from, vec &to, dynent *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;
if(damage) hitpush(i, damage, o, d, from, to);
}
else if(intersect(o, from, to)) hitpush(i, qdam, o, d, from, to);
};
void shoot(dynent *d, vec &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]--;
vec from = d->o;
vec to = targ;
from.z -= 0.2f; // below eye
vdist(dist, unitv, from, to);
vdiv(unitv, dist);
vec 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);
if(d->quadmillis && attacktime>200) playsoundc(S_ITEMPUP);
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;
loopv(players)
{
dynent *o = players[i];
if(!o) continue;
raydamage(o, from, to, d, i);
};
dvector &v = getmonsters();
loopv(v) if(v[i]!=d) raydamage(v[i], from, to, d, -2);
if(d->monsterstate) raydamage(player1, from, to, d, -1);
};

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// world.cpp: core map management stuff
#include "cube.h"
extern char *entnames[]; // lookup from map entities above to strings
sqr *world = NULL;
int sfactor, ssize, cubicsize, mipsize;
header hdr;
void settag(int tag, int type) // set all cubes with "tag" to space, if tag is 0 then reset ALL tagged cubes according to type
{
int maxx = 0, maxy = 0, minx = ssize, miny = ssize;
loop(x, ssize) loop(y, ssize)
{
sqr *s = S(x, y);
if(s->tag)
{
if(tag)
{
if(tag==s->tag) s->type = SPACE;
else continue;
}
else
{
s->type = type ? SOLID : SPACE;
};
if(x>maxx) maxx = x;
if(y>maxy) maxy = y;
if(x<minx) 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
};
void resettagareas() { settag(0, 0); }; // reset for editing or map saving
void settagareas() { settag(0, 1); loopv(ents) if(ents[i].type==CARROT) setspawn(i, true); }; // set for playing
void trigger(int tag, int type, bool savegame)
{
if(!tag) return;
settag(tag, type);
if(!savegame && type!=3) playsound(S_RUMBLE);
sprintf_sd(aliasname)("level_trigger_%d", tag);
if(identexists(aliasname)) execute(aliasname);
if(type==2) endsp(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
// rendering time if this is possible).
void remip(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;
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
*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
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, needed for rendering large mips next to hfs
if(o[i]->type==CHF) ch += o[i]->vdelta/4+2; // FIXME: needs to somehow take into account middle vertices on higher mips
};
if(fh<floor) floor = fh; // take lowest floor and highest ceil, so we never have to see missing lower/upper from the side
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
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 to be equal for a perfect mip is the wall texture
};
}
else
{
loopi(3)
{
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 light is not exactly equal
|| 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
{
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)->vdelta
|| o[0]->vdelta-o[3]->vdelta != o[3]->vdelta-SWS(w,x,y+2,ws)->vdelta
|| o[3]->vdelta-o[2]->vdelta != o[2]->vdelta-SWS(w,x+2,y+1,ws)->vdelta
|| o[1]->vdelta-o[2]->vdelta != 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
mip:
r->defer = 0;
c:;
};
s.x /= 2;
s.y /= 2;
s.xs /= 2;
s.ys /= 2;
remip(s, level+1);
};
void remipmore(block &b, int level)
{
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);
};
int closestent() // used for delent and edit mode ent display
{
if(noteditmode()) return -1;
int best;
float bdist = 99999;
loopv(ents)
{
entity &e = ents[i];
if(e.type==NOTUSED) continue;
vec v = { e.x, e.y, e.z };
vdist(dist, t, player1->o, v);
if(dist<bdist)
{
best = i;
bdist = dist;
};
};
return bdist==99999 ? -1 : best;
};
void entproperty(int prop, int amount)
{
int e = closestent();
if(e<0) return;
switch(prop)
{
case 0: ents[e].attr1 += amount; break;
case 1: ents[e].attr2 += amount; break;
case 2: ents[e].attr3 += amount; break;
case 3: ents[e].attr4 += amount; break;
};
};
void delent()
{
int e = closestent();
if(e<0) { conoutf("no more entities"); return; };
int t = ents[e].type;
conoutf("%s entity deleted", entnames[t]);
ents[e].type = NOTUSED;
addmsg(1, 10, SV_EDITENT, e, NOTUSED, 0, 0, 0, 0, 0, 0, 0);
if(t==LIGHT) calclight();
};
int findtype(char *what)
{
loopi(MAXENTTYPES) if(strcmp(what, entnames[i])==0) return i;
conoutf("unknown entity type \"%s\"", what);
return NOTUSED;
}
entity *newentity(int x, int y, int z, char *what, int v1, int v2, int v3, int v4)
{
int type = findtype(what);
persistent_entity e = { x, y, z, v1, type, v2, v3, v4 };
switch(type)
{
case LIGHT:
if(v1>32) v1 = 32;
if(!v1) e.attr1 = 16;
if(!v2 && !v3 && !v4) e.attr2 = 255;
break;
case MAPMODEL:
e.attr4 = e.attr3;
e.attr3 = e.attr2;
case MONSTER:
case TELEDEST:
e.attr2 = (uchar)e.attr1;
case PLAYERSTART:
e.attr1 = (int)player1->yaw;
break;
};
addmsg(1, 10, SV_EDITENT, ents.length(), type, e.x, e.y, e.z, e.attr1, e.attr2, e.attr3, e.attr4);
ents.add(*((entity *)&e)); // unsafe!
if(type==LIGHT) calclight();
return &ents.last();
};
void clearents(char *name)
{
int type = findtype(name);
if(noteditmode() || multiplayer()) return;
loopv(ents)
{
entity &e = ents[i];
if(e.type==type) e.type = NOTUSED;
};
if(type==LIGHT) calclight();
};
COMMAND(clearents, ARG_1STR);
void scalecomp(uchar &c, int intens)
{
int n = c*intens/100;
if(n>255) n = 255;
c = n;
};
void scalelights(int f, int intens)
{
loopv(ents)
{
entity &e = ents[i];
if(e.type!=LIGHT) continue;
e.attr1 = e.attr1*f/100;
if(e.attr1<2) e.attr1 = 2;
if(e.attr1>32) e.attr1 = 32;
if(intens)
{
scalecomp(e.attr2, intens);
scalecomp(e.attr3, intens);
scalecomp(e.attr4, intens);
};
};
calclight();
};
COMMAND(scalelights, ARG_2INT);
int findentity(int type, int index)
{
for(int i = index; i<ents.length(); i++) if(ents[i].type==type) return i;
loopj(index) if(ents[j].type==type) return j;
return -1;
};
sqr *wmip[LARGEST_FACTOR*2];
void setupworld(int factor)
{
ssize = 1<<(sfactor = factor);
cubicsize = ssize*ssize;
mipsize = cubicsize*134/100;
sqr *w = world = (sqr *)alloc(mipsize*sizeof(sqr));
loopi(LARGEST_FACTOR*2) { wmip[i] = w; w += cubicsize>>(i*2); };
};
void empty_world(int factor, bool force) // main empty world creation routine, if passed factor -1 will enlarge old world by 1
{
if(!force && noteditmode()) return;
cleardlights();
pruneundos();
sqr *oldworld = world;
bool copy = false;
if(oldworld && factor<0) { factor = sfactor+1; copy = true; };
if(factor<SMALLEST_FACTOR) factor = SMALLEST_FACTOR;
if(factor>LARGEST_FACTOR) factor = LARGEST_FACTOR;
setupworld(factor);
loop(x,ssize) loop(y,ssize)
{
sqr *s = S(x,y);
s->r = s->g = s->b = 150;
s->ftex = DEFAULT_FLOOR;
s->ctex = DEFAULT_CEIL;
s->wtex = s->utex = DEFAULT_WALL;
s->type = SOLID;
s->floor = 0;
s->ceil = 16;
s->vdelta = 0;
s->defer = 0;
};
strncpy(hdr.head, "CUBE", 4);
hdr.version = MAPVERSION;
hdr.headersize = sizeof(header);
hdr.sfactor = sfactor;
if(copy)
{
loop(x,ssize/2) loop(y,ssize/2)
{
*S(x+ssize/4, y+ssize/4) = *SWS(oldworld, x, y, ssize/2);
};
loopv(ents)
{
ents[i].x += ssize/4;
ents[i].y += ssize/4;
};
}
else
{
strn0cpy(hdr.maptitle, "Untitled Map by Unknown", 128);
hdr.waterlevel = -100000;
loopi(15) hdr.reserved[i] = 0;
loopk(3) loopi(256) hdr.texlists[k][i] = i;
ents.setsize(0);
block b = { 8, 8, ssize-16, ssize-16 };
edittypexy(SPACE, b);
};
calclight();
startmap("base/unnamed");
if(oldworld)
{
free(oldworld);
toggleedit();
execute("fullbright 1");
};
};
void mapenlarge() { empty_world(-1, false); };
void newmap(int i) { empty_world(i, false); };
COMMAND(mapenlarge, ARG_NONE);
COMMAND(newmap, ARG_1INT);
COMMANDN(recalc, calclight, ARG_NONE);
COMMAND(delent, ARG_NONE);
COMMAND(entproperty, ARG_2INT);

328
src/worldio.cpp Normal file
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// worldio.cpp: loading & saving of maps and savegames
#include "cube.h"
void backup(char *name, char *backupname)
{
remove(backupname);
rename(name, backupname);
};
string cgzname, bakname, pcfname, mcfname;
void setnames(char *name)
{
string pakname, mapname;
char *slash = strpbrk(name, "/\\");
if(slash)
{
strn0cpy(pakname, name, slash-name+1);
strcpy_s(mapname, slash+1);
}
else
{
strcpy_s(pakname, "base");
strcpy_s(mapname, name);
};
sprintf_s(cgzname)("packages/%s/%s.cgz", pakname, mapname);
sprintf_s(bakname)("packages/%s/%s_%d.BAK", pakname, mapname, lastmillis);
sprintf_s(pcfname)("packages/%s/package.cfg", pakname);
sprintf_s(mcfname)("packages/%s/%s.cfg", pakname, mapname);
path(cgzname);
path(bakname);
};
// the optimize routines below are here to reduce the detrimental effects of messy mapping by
// setting certain properties (vdeltas and textures) to neighbouring values wherever there is no
// visible difference. This allows the mipmapper to generate more efficient mips.
// the reason it is done on save is to reduce the amount spend in the mipmapper (as that is done
// in realtime).
inline bool nhf(sqr *s) { return s->type!=FHF && s->type!=CHF; };
void voptimize() // reset vdeltas on non-hf cubes
{
loop(x, ssize) loop(y, ssize)
{
sqr *s = S(x, y);
if(x && y) { if(nhf(s) && nhf(S(x-1, y)) && nhf(S(x-1, y-1)) && nhf(S(x, y-1))) s->vdelta = 0; }
else s->vdelta = 0;
};
};
void topt(sqr *s, bool &wf, bool &uf, int &wt, int &ut)
{
sqr *o[4];
o[0] = SWS(s,0,-1,ssize);
o[1] = SWS(s,0,1,ssize);
o[2] = SWS(s,1,0,ssize);
o[3] = SWS(s,-1,0,ssize);
wf = true;
uf = true;
if(SOLID(s))
{
loopi(4) if(!SOLID(o[i]))
{
wf = false;
wt = s->wtex;
ut = s->utex;
return;
};
}
else
{
loopi(4) if(!SOLID(o[i]))
{
if(o[i]->floor<s->floor) { wt = s->wtex; wf = false; };
if(o[i]->ceil>s->ceil) { ut = s->utex; uf = false; };
};
};
};
void toptimize() // FIXME: only does 2x2, make atleast for 4x4 also
{
bool wf[4], uf[4];
sqr *s[4];
for(int x = 2; x<ssize-4; x += 2) for(int y = 2; y<ssize-4; y += 2)
{
s[0] = S(x,y);
int wt = s[0]->wtex, ut = s[0]->utex;
topt(s[0], wf[0], uf[0], wt, ut);
topt(s[1] = SWS(s[0],0,1,ssize), wf[1], uf[1], wt, ut);
topt(s[2] = SWS(s[0],1,1,ssize), wf[2], uf[2], wt, ut);
topt(s[3] = SWS(s[0],1,0,ssize), wf[3], uf[3], wt, ut);
loopi(4)
{
if(wf[i]) s[i]->wtex = wt;
if(uf[i]) s[i]->utex = ut;
};
};
};
// these two are used by getmap/sendmap.. transfers compressed maps directly
void writemap(char *mname, int msize, uchar *mdata)
{
setnames(mname);
backup(cgzname, bakname);
FILE *f = fopen(cgzname, "wb");
if(!f) { conoutf("could not write map to %s", cgzname); return; };
fwrite(mdata, 1, msize, f);
fclose(f);
conoutf("wrote map %s as file %s", mname, cgzname);
}
uchar *readmap(char *mname, int *msize)
{
setnames(mname);
uchar *mdata = (uchar *)loadfile(cgzname, msize);
if(!mdata) { conoutf("could not read map %s", cgzname); return NULL; };
return mdata;
}
// save map as .cgz file. uses 2 layers of compression: first does simple run-length
// encoding and leaves out data for certain kinds of cubes, then zlib removes the
// last bits of redundancy. Both passes contribute greatly to the miniscule map sizes.
void save_world(char *mname)
{
resettagareas(); // wouldn't be able to reproduce tagged areas otherwise
voptimize();
toptimize();
if(!*mname) mname = getclientmap();
setnames(mname);
backup(cgzname, bakname);
gzFile f = gzopen(cgzname, "wb9");
if(!f) { conoutf("could not write map to %s", cgzname); return; };
hdr.version = MAPVERSION;
hdr.numents = 0;
loopv(ents) if(ents[i].type!=NOTUSED) hdr.numents++;
header tmp = hdr;
endianswap(&tmp.version, sizeof(int), 4);
endianswap(&tmp.waterlevel, sizeof(int), 16);
gzwrite(f, &tmp, sizeof(header));
loopv(ents)
{
if(ents[i].type!=NOTUSED)
{
entity tmp = ents[i];
endianswap(&tmp, sizeof(short), 4);
gzwrite(f, &tmp, sizeof(persistent_entity));
};
};
sqr *t = NULL;
int sc = 0;
#define spurge while(sc) { gzputc(f, 255); if(sc>255) { gzputc(f, 255); sc -= 255; } else { gzputc(f, sc); sc = 0; } };
loopk(cubicsize)
{
sqr *s = &world[k];
#define c(f) (s->f==t->f)
// 4 types of blocks, to compress a bit:
// 255 (2): same as previous block + count
// 254 (3): same as previous, except light // deprecated
// SOLID (5)
// anything else (9)
if(SOLID(s))
{
if(t && c(type) && c(wtex) && c(vdelta))
{
sc++;
}
else
{
spurge;
gzputc(f, s->type);
gzputc(f, s->wtex);
gzputc(f, s->vdelta);
};
}
else
{
if(t && c(type) && c(floor) && c(ceil) && c(ctex) && c(ftex) && c(utex) && c(wtex) && c(vdelta) && c(tag))
{
sc++;
}
else
{
spurge;
gzputc(f, s->type);
gzputc(f, s->floor);
gzputc(f, s->ceil);
gzputc(f, s->wtex);
gzputc(f, s->ftex);
gzputc(f, s->ctex);
gzputc(f, s->vdelta);
gzputc(f, s->utex);
gzputc(f, s->tag);
};
};
t = s;
};
spurge;
gzclose(f);
conoutf("wrote map file %s", cgzname);
settagareas();
};
void load_world(char *mname) // still supports all map formats that have existed since the earliest cube betas!
{
stopifrecording();
cleardlights();
pruneundos();
setnames(mname);
gzFile f = gzopen(cgzname, "rb9");
if(!f) { conoutf("could not read map %s", cgzname); return; };
gzread(f, &hdr, sizeof(header)-sizeof(int)*16);
endianswap(&hdr.version, sizeof(int), 4);
if(strncmp(hdr.head, "CUBE", 4)!=0) fatal("while reading map: header malformatted");
if(hdr.version>MAPVERSION) fatal("this map requires a newer version of cube");
if(sfactor<SMALLEST_FACTOR || sfactor>LARGEST_FACTOR) fatal("illegal map size");
if(hdr.version>=4)
{
gzread(f, &hdr.waterlevel, sizeof(int)*16);
endianswap(&hdr.waterlevel, sizeof(int), 16);
}
else
{
hdr.waterlevel = -100000;
};
ents.setsize(0);
loopi(hdr.numents)
{
entity &e = ents.add();
gzread(f, &e, sizeof(persistent_entity));
endianswap(&e, sizeof(short), 4);
e.spawned = false;
if(e.type==LIGHT)
{
if(!e.attr2) e.attr2 = 255; // needed for MAPVERSION<=2
if(e.attr1>32) e.attr1 = 32; // 12_03 and below
};
};
free(world);
setupworld(hdr.sfactor);
char texuse[256];
loopi(256) texuse[i] = 0;
sqr *t = NULL;
loopk(cubicsize)
{
sqr *s = &world[k];
int type = gzgetc(f);
switch(type)
{
case 255:
{
int n = gzgetc(f);
for(int i = 0; i<n; i++, k++) memcpy(&world[k], t, sizeof(sqr));
k--;
break;
};
case 254: // only in MAPVERSION<=2
{
memcpy(s, t, sizeof(sqr));
s->r = s->g = s->b = gzgetc(f);
gzgetc(f);
break;
};
case SOLID:
{
s->type = SOLID;
s->wtex = gzgetc(f);
s->vdelta = gzgetc(f);
if(hdr.version<=2) { gzgetc(f); gzgetc(f); };
s->ftex = DEFAULT_FLOOR;
s->ctex = DEFAULT_CEIL;
s->utex = s->wtex;
s->tag = 0;
s->floor = 0;
s->ceil = 16;
break;
};
default:
{
if(type<0 || type>=MAXTYPE)
{
sprintf_sd(t)("%d @ %d", type, k);
fatal("while reading map: type out of range: ", t);
};
s->type = type;
s->floor = gzgetc(f);
s->ceil = gzgetc(f);
if(s->floor>=s->ceil) s->floor = s->ceil-1; // for pre 12_13
s->wtex = gzgetc(f);
s->ftex = gzgetc(f);
s->ctex = gzgetc(f);
if(hdr.version<=2) { gzgetc(f); gzgetc(f); };
s->vdelta = gzgetc(f);
s->utex = (hdr.version>=2) ? gzgetc(f) : s->wtex;
s->tag = (hdr.version>=5) ? gzgetc(f) : 0;
s->type = type;
};
};
s->defer = 0;
t = s;
texuse[s->wtex] = 1;
if(!SOLID(s)) texuse[s->utex] = texuse[s->ftex] = texuse[s->ctex] = 1;
};
gzclose(f);
calclight();
settagareas();
int xs, ys;
loopi(256) if(texuse) lookuptexture(i, xs, ys);
conoutf("read map %s (%d milliseconds)", cgzname, SDL_GetTicks()-lastmillis);
conoutf("%s", hdr.maptitle);
startmap(mname);
loopl(256)
{
sprintf_sd(aliasname)("level_trigger_%d", l); // can this be done smarter?
if(identexists(aliasname)) alias(aliasname, "");
};
execfile("data/default_map_settings.cfg");
execfile(pcfname);
execfile(mcfname);
};
COMMANDN(savemap, save_world, ARG_1STR);

214
src/worldlight.cpp Normal file
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// worldlight.cpp
#include "cube.h"
extern bool hasoverbright;
VAR(lightscale,1,4,100);
void lightray(float bx, float by, persistent_entity &light) // done in realtime, needs to be fast
{
float lx = light.x+(rnd(21)-10)*0.1f;
float ly = light.y+(rnd(21)-10)*0.1f;
float dx = bx-lx;
float dy = by-ly;
float dist = (float)sqrt(dx*dx+dy*dy);
if(dist<1.0f) return;
int reach = light.attr1;
int steps = (int)(reach*reach*1.6f/dist); // can change this for speedup/quality?
const int PRECBITS = 12;
const float PRECF = 4096.0f;
int x = (int)(lx*PRECF);
int y = (int)(ly*PRECF);
int l = light.attr2<<PRECBITS;
int stepx = (int)(dx/(float)steps*PRECF);
int stepy = (int)(dy/(float)steps*PRECF);
int stepl = fast_f2nat(l/(float)steps); // incorrect: light will fade quicker if near edge of the world
if(hasoverbright)
{
l /= lightscale;
stepl /= lightscale;
if(light.attr3 || light.attr4) // coloured light version, special case because most lights are white
{
int dimness = rnd((255-(light.attr2+light.attr3+light.attr4)/3)/16+1);
x += stepx*dimness;
y += stepy*dimness;
if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;
int g = light.attr3<<PRECBITS;
int stepg = fast_f2nat(g/(float)steps);
int b = light.attr4<<PRECBITS;
int stepb = fast_f2nat(b/(float)steps);
g /= lightscale;
stepg /= lightscale;
b /= lightscale;
stepb /= lightscale;
loopi(steps)
{
sqr *s = S(x>>PRECBITS, y>>PRECBITS);
int tl = (l>>PRECBITS)+s->r;
s->r = tl>255 ? 255 : tl;
tl = (g>>PRECBITS)+s->g;
s->g = tl>255 ? 255 : tl;
tl = (b>>PRECBITS)+s->b;
s->b = tl>255 ? 255 : tl;
if(SOLID(s)) return;
x += stepx;
y += stepy;
l -= stepl;
g -= stepg;
b -= stepb;
stepl -= 25;
stepg -= 25;
stepb -= 25;
};
}
else // white light, special optimized version
{
int dimness = rnd((255-light.attr2)/16+1);
x += stepx*dimness;
y += stepy*dimness;
if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;
loopi(steps)
{
sqr *s = S(x>>PRECBITS, y>>PRECBITS);
int tl = (l>>PRECBITS)+s->r;
s->r = s->g = s->b = tl>255 ? 255 : tl;
if(SOLID(s)) return;
x += stepx;
y += stepy;
l -= stepl;
stepl -= 25;
};
};
}
else // the old (white) light code, here for the few people with old video cards that don't support overbright
{
loopi(steps)
{
sqr *s = S(x>>PRECBITS, y>>PRECBITS);
int light = l>>PRECBITS;
if(light>s->r) s->r = s->g = s->b = (uchar)light;
if(SOLID(s)) return;
x += stepx;
y += stepy;
l -= stepl;
};
};
};
void calclightsource(persistent_entity &l)
{
int reach = l.attr1;
int sx = l.x-reach;
int ex = l.x+reach;
int sy = l.y-reach;
int ey = l.y+reach;
rndreset();
const float s = 0.8f;
for(float sx2 = (float)sx; sx2<=ex; sx2+=s*2) { lightray(sx2, (float)sy, l); lightray(sx2, (float)ey, l); };
for(float sy2 = sy+s; sy2<=ey-s; sy2+=s*2) { lightray((float)sx, sy2, l); lightray((float)ex, sy2, l); };
rndtime();
};
void postlightarea(block &a) // median filter, smooths out random noise in light and makes it more mipable
{
loop(x,a.xs) loop(y,a.ys) // assumes area not on edge of world
{
sqr *s = S(x+a.x,y+a.y);
#define median(m) s->m = (s->m*2 + SW(s,1,0)->m*2 + SW(s,0,1)->m*2 \
+ SW(s,-1,0)->m*2 + SW(s,0,-1)->m*2 \
+ SW(s,1,1)->m + SW(s,1,-1)->m \
+ SW(s,-1,1)->m + SW(s,-1,-1)->m)/14; // median is 4/2/1 instead
median(r);
median(g);
median(b);
};
remip(a);
};
void calclight()
{
loop(x,ssize) loop(y,ssize)
{
sqr *s = S(x,y);
s->r = s->g = s->b = 10;
};
loopv(ents)
{
entity &e = ents[i];
if(e.type==LIGHT) calclightsource(e);
};
block b = { 1, 1, ssize-2, ssize-2 };
postlightarea(b);
setvar("fullbright", 0);
};
VARP(dynlight, 0, 16, 32);
vector<block *> dlights;
void cleardlights()
{
while(!dlights.empty())
{
block *backup = dlights.pop();
blockpaste(*backup);
free(backup);
};
};
void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner)
{
if(!reach) reach = dynlight;
if(owner->monsterstate) 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!
block b = { (int)v.x-creach, (int)v.y-creach, creach*2+1, creach*2+1 };
if(b.x<1) b.x = 1;
if(b.y<1) b.y = 1;
if(b.xs+b.x>ssize-2) b.xs = ssize-2-b.x;
if(b.ys+b.y>ssize-2) b.ys = ssize-2-b.y;
dlights.add(blockcopy(b)); // backup area before rendering in dynlight
persistent_entity l = { (int)v.x, (int)v.y, (int)v.z, reach, LIGHT, strength, 0, 0 };
calclightsource(l);
postlightarea(b);
};
// utility functions also used by editing code
block *blockcopy(block &s)
{
block *b = (block *)alloc(sizeof(block)+s.xs*s.ys*sizeof(sqr));
*b = s;
sqr *q = (sqr *)(b+1);
for(int x = s.x; x<s.xs+s.x; x++) for(int y = s.y; y<s.ys+s.y; y++) *q++ = *S(x,y);
return b;
};
void blockpaste(block &b)
{
sqr *q = (sqr *)((&b)+1);
for(int x = b.x; x<b.xs+b.x; x++) for(int y = b.y; y<b.ys+b.y; y++) *S(x,y) = *q++;
remipmore(b);
};

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// worldocull.cpp: occlusion map and occlusion test
#include "cube.h"
#define NUMRAYS 512
float rdist[NUMRAYS];
bool ocull = true;
float odist = 256;
void toggleocull() { ocull = !ocull; };
COMMAND(toggleocull, ARG_NONE);
// constructs occlusion map: cast rays in all directions on the 2d plane and record distance.
// done exactly once per frame.
void computeraytable(float vx, float vy)
{
if(!ocull) return;
odist = getvar("fog")*1.5f;
float apitch = (float)fabs(player1->pitch);
float af = getvar("fov")/2+apitch/1.5f+3;
float byaw = (player1->yaw-90+af)/360*PI2;
float syaw = (player1->yaw-90-af)/360*PI2;
loopi(NUMRAYS)
{
float angle = i*PI2/NUMRAYS;
if((apitch>45 // must be bigger if fov>120
|| (angle<byaw && angle>syaw)
|| (angle<byaw-PI2 && angle>syaw-PI2)
|| (angle<byaw+PI2 && angle>syaw+PI2))
&& !OUTBORD(vx, vy)
&& !SOLID(S(fast_f2nat(vx), fast_f2nat(vy)))) // try to avoid tracing ray if outside of frustrum
{
float ray = i*8/(float)NUMRAYS;
float dx, dy;
if(ray>1 && ray<3) { dx = -(ray-2); dy = 1; }
else if(ray>=3 && ray<5) { dx = -1; dy = -(ray-4); }
else if(ray>=5 && ray<7) { dx = ray-6; dy = -1; }
else { dx = 1; dy = ray>4 ? ray-8 : ray; };
float sx = vx;
float sy = vy;
for(;;)
{
sx += dx;
sy += dy;
if(SOLID(S(fast_f2nat(sx), fast_f2nat(sy)))) // 90% of time spend in this function is on this line
{
rdist[i] = (float)(fabs(sx-vx)+fabs(sy-vy));
break;
};
};
}
else
{
rdist[i] = 2;
};
};
};
// test occlusion for a cube... one of the most computationally expensive functions in the engine
// as its done for every cube and entity, but its effect is more than worth it!
inline float ca(float x, float y) { return x>y ? y/x : 2-x/y; };
inline float ma(float x, float y) { return x==0 ? (y>0 ? 2 : -2) : y/x; };
int isoccluded(float vx, float vy, float cx, float cy, float csize) // v = viewer, c = cube to test
{
if(!ocull) return 0;
float nx = vx, ny = vy; // n = point on the border of the cube that is closest to v
if(nx<cx) nx = cx;
else if(nx>cx+csize) nx = cx+csize;
if(ny<cy) ny = cy;
else if(ny>cy+csize) ny = cy+csize;
float xdist = (float)fabs(nx-vx);
float ydist = (float)fabs(ny-vy);
if(xdist>odist || ydist>odist) return 2;
float dist = xdist+ydist-1; // 1 needed?
// ABC
// D E
// FGH
// - check middle cube? BG
// find highest and lowest angle in the occlusion map that this cube spans, based on its most left and right
// points on the border from the viewer pov... I see no easier way to do this than this silly code below
float h, l;
if(cx<=vx) // ABDFG
{
if(cx+csize<vx) // ADF
{
if(cy<=vy) // AD
{
if(cy+csize<vy) { h = ca(-(cx-vx), -(cy+csize-vy))+4; l = ca(-(cx+csize-vx), -(cy-vy))+4; } // A
else { h = ma(-(cx+csize-vx), -(cy+csize-vy))+4; l = ma(-(cx+csize-vx), -(cy-vy))+4; } // D
}
else { h = ca(cy+csize-vy, -(cx+csize-vx))+2; l = ca(cy-vy, -(cx-vx))+2; }; // F
}
else // BG
{
if(cy<=vy)
{
if(cy+csize<vy) { h = ma(-(cy+csize-vy), cx-vx)+6; l = ma(-(cy+csize-vy), cx+csize-vx)+6; } // B
else return 0;
}
else { h = ma(cy-vy, -(cx+csize-vx))+2; l = ma(cy-vy, -(cx-vx))+2; }; // G
};
}
else // CEH
{
if(cy<=vy) // CE
{
if(cy+csize<vy) { h = ca(-(cy-vy), cx-vx)+6; l = ca(-(cy+csize-vy), cx+csize-vx)+6; } // C
else { h = ma(cx-vx, cy-vy); l = ma(cx-vx, cy+csize-vy); }; // E
}
else { h = ca(cx+csize-vx, cy-vy); l = ca(cx-vx, cy+csize-vy); }; // H
};
int si = fast_f2nat(h*(NUMRAYS/8))+NUMRAYS; // get indexes into occlusion map from angles
int ei = fast_f2nat(l*(NUMRAYS/8))+NUMRAYS+1;
if(ei<=si) ei += NUMRAYS;
for(int i = si; i<=ei; i++)
{
if(dist<rdist[i&(NUMRAYS-1)]) return 0; // if any value in this segment of the occlusion map is further away then cube is not occluded
};
return 1; // cube is entirely occluded
};

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// worldrender.cpp: goes through all cubes in top down quad tree fashion, determines what has to
// be rendered and how (depending on neighbouring cubes), then calls functions in rendercubes.cpp
#include "cube.h"
void render_wall(sqr *o, sqr *s, int x1, int y1, int x2, int y2, int mip, sqr *d1, sqr *d2, bool topleft)
{
if(SOLID(o) || o->type==SEMISOLID)
{
float c1 = s->floor;
float c2 = s->floor;
if(s->type==FHF) { c1 -= d1->vdelta/4.0f; c2 -= d2->vdelta/4.0f; };
float f1 = s->ceil;
float f2 = s->ceil;
if(s->type==CHF) { f1 += d1->vdelta/4.0f; f2 += d2->vdelta/4.0f; };
//if(f1-c1<=0 && f2-c2<=0) return;
render_square(o->wtex, c1, c2, f1, f2, x1<<mip, y1<<mip, x2<<mip, y2<<mip, 1<<mip, d1, d2, topleft);
return;
};
{
float f1 = s->floor;
float f2 = s->floor;
float c1 = o->floor;
float c2 = o->floor;
if(o->type==FHF && s->type!=FHF)
{
c1 -= d1->vdelta/4.0f;
c2 -= d2->vdelta/4.0f;
}
if(s->type==FHF && o->type!=FHF)
{
f1 -= d1->vdelta/4.0f;
f2 -= d2->vdelta/4.0f;
}
if(f1>=c1 && f2>=c2) goto skip;
render_square(o->wtex, f1, f2, c1, c2, x1<<mip, y1<<mip, x2<<mip, y2<<mip, 1<<mip, d1, d2, topleft);
};
skip:
{
float f1 = o->ceil;
float f2 = o->ceil;
float c1 = s->ceil;
float c2 = s->ceil;
if(o->type==CHF && s->type!=CHF)
{
f1 += d1->vdelta/4.0f;
f2 += d2->vdelta/4.0f;
}
else if(s->type==CHF && o->type!=CHF)
{
c1 += d1->vdelta/4.0f;
c2 += d2->vdelta/4.0f;
}
if(c1<=f1 && c2<=f2) return;
render_square(o->utex, f1, f2, c1, c2, x1<<mip, y1<<mip, x2<<mip, y2<<mip, 1<<mip, d1, d2, topleft);
};
};
const int MAX_MIP = 5; // 32x32 unit blocks
const int MIN_LOD = 2;
const int LOW_LOD = 25;
const int MAX_LOD = 1000;
int lod = 40, lodtop, lodbot, lodleft, lodright;
int min_lod;
int stats[LARGEST_FACTOR];
// detect those cases where a higher mip solid has a visible wall next to lower mip cubes
// (used for wall rendering below)
bool issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)
{
if(!(mip--)) return true;
sqr *w = wmip[mip];
int msize = ssize>>mip;
x *= 2;
y *= 2;
switch(SWS(w, x+x1, y+y1, msize)->type)
{
case SEMISOLID: if(issemi(mip, x+x1, y+y1, x1, y1, x2, y2)) return true;
case CORNER:
case SOLID: break;
default: return true;
};
switch(SWS(w, x+x2, y+y2, msize)->type)
{
case SEMISOLID: if(issemi(mip, x+x2, y+y2, x1, y1, x2, y2)) return true;
case CORNER:
case SOLID: break;
default: return true;
};
return false;
};
bool render_floor, render_ceil;
// the core recursive function, renders a rect of cubes at a certain mip level from a viewer perspective
// call itself for lower mip levels, on most modern machines however this function will use the higher
// mip levels only for perfect mips.
void render_seg_new(float vx, float vy, float vh, int mip, int x, int y, int xs, int ys)
{
sqr *w = wmip[mip];
int sz = ssize>>mip;
int vxx = ((int)vx+(1<<mip)/2)>>mip;
int vyy = ((int)vy+(1<<mip)/2)>>mip;
int lx = vxx-lodleft; // these mark the rect inside the current rest that we want to render using a lower mip level
int ly = vyy-lodtop;
int rx = vxx+lodright;
int ry = vyy+lodbot;
float fsize = (float)(1<<mip);
for(int ox = x; ox<xs; ox++) for(int oy = y; oy<ys; oy++) // first collect occlusion information for this block
{
SWS(w,ox,oy,sz)->occluded = isoccluded(player1->o.x, player1->o.y, (float)(ox<<mip), (float)(oy<<mip), fsize);
};
int pvx = (int)vx>>mip;
int pvy = (int)vy>>mip;
if(pvx>=0 && pvy>=0 && pvx<sz && pvy<sz)
{
//SWS(w,vxx,vyy,sz)->occluded = 0;
SWS(w, pvx, pvy, sz)->occluded = 0; // player cell never occluded
};
#define df(x) s->floor-(x->vdelta/4.0f)
#define dc(x) s->ceil+(x->vdelta/4.0f)
// loop through the rect 3 times (for floor/ceil/walls seperately, to facilitate dynamic stripify)
// for each we skip occluded cubes (occlusion at higher mip levels is a big time saver!).
// during the first loop (ceil) we collect cubes that lie within the lower mip rect and are
// also deferred, and render them recursively. Anything left (perfect mips and higher lods) we
// render here.
#define LOOPH {for(int xx = x; xx<xs; xx++) for(int yy = y; yy<ys; yy++) { \
sqr *s = SWS(w,xx,yy,sz); if(s->occluded==1) continue; \
if(s->defer && !s->occluded && mip && xx>=lx && xx<rx && yy>=ly && yy<ry)
#define LOOPD sqr *t = SWS(s,1,0,sz); \
sqr *u = SWS(s,1,1,sz); \
sqr *v = SWS(s,0,1,sz); \
LOOPH // ceils
{
int start = yy;
sqr *next;
while(yy<ys-1 && (next = SWS(w,xx,yy+1,sz))->defer && !next->occluded) yy++; // collect 2xN rect of lower mip
render_seg_new(vx, vy, vh, mip-1, xx*2, start*2, xx*2+2, yy*2+2);
continue;
};
stats[mip]++;
LOOPD
if((s->type==SPACE || s->type==FHF) && s->ceil>=vh && render_ceil)
render_flat(s->ctex, xx<<mip, yy<<mip, 1<<mip, s->ceil, s, t, u, v, true);
if(s->type==CHF) //if(s->ceil>=vh)
render_flatdelta(s->ctex, xx<<mip, yy<<mip, 1<<mip, dc(s), dc(t), dc(u), dc(v), s, t, u, v, true);
}};
LOOPH continue; // floors
LOOPD
if((s->type==SPACE || s->type==CHF) && s->floor<=vh && render_floor)
{
render_flat(s->ftex, xx<<mip, yy<<mip, 1<<mip, s->floor, s, t, u, v, false);
if(s->floor<hdr.waterlevel && !SOLID(s)) addwaterquad(xx<<mip, yy<<mip, 1<<mip);
};
if(s->type==FHF)
{
render_flatdelta(s->ftex, xx<<mip, yy<<mip, 1<<mip, df(s), df(t), df(u), df(v), s, t, u, v, false);
if(s->floor-s->vdelta/4.0f<hdr.waterlevel && !SOLID(s)) addwaterquad(xx<<mip, yy<<mip, 1<<mip);
};
}};
LOOPH continue; // walls
LOOPD
// w
// zSt
// vu
sqr *w = SWS(s,0,-1,sz);
sqr *z = SWS(s,-1,0,sz);
bool normalwall = true;
if(s->type==CORNER)
{
// cull also
bool topleft = true;
sqr *h1 = NULL;
sqr *h2 = NULL;
if(SOLID(z))
{
if(SOLID(w)) { render_wall(w, h2 = s, xx+1, yy, xx, yy+1, mip, t, v, false); topleft = false; }
else if(SOLID(v)) { render_wall(v, h2 = s, xx, yy, xx+1, yy+1, mip, s, u, false); };
}
else if(SOLID(t))
{
if(SOLID(w)) { render_wall(w, h1 = s, xx+1, yy+1, xx, yy, mip, u, s, false); }
else if(SOLID(v)) { render_wall(v, h1 = s, xx, yy+1, xx+1, yy, mip, v, t, false); topleft = false; };
}
else
{
normalwall = false;
bool wv = w->ceil-w->floor < v->ceil-v->floor;
if(z->ceil-z->floor < t->ceil-t->floor)
{
if(wv) { render_wall(h1 = s, h2 = v, xx+1, yy, xx, yy+1, mip, t, v, false); topleft = false; }
else { render_wall(h1 = s, h2 = w, xx, yy, xx+1, yy+1, mip, s, u, false); };
}
else
{
if(wv) { render_wall(h2 = s, h1 = v, xx+1, yy+1, xx, yy, mip, u, s, false); }
else { render_wall(h2 = s, h1 = w, xx, yy+1, xx+1, yy, mip, v, t, false); topleft = false; };
};
};
render_tris(xx<<mip, yy<<mip, 1<<mip, topleft, h1, h2, s, t, u, v);
}
if(normalwall)
{
bool inner = xx!=sz-1 && yy!=sz-1;
if(xx>=vxx && xx!=0 && yy!=sz-1 && !SOLID(z) && (!SOLID(s) || z->type!=CORNER)
&& (z->type!=SEMISOLID || issemi(mip, xx-1, yy, 1, 0, 1, 1)))
render_wall(s, z, xx, yy, xx, yy+1, mip, s, v, true);
if(xx<=vxx && inner && !SOLID(t) && (!SOLID(s) || t->type!=CORNER)
&& (t->type!=SEMISOLID || issemi(mip, xx+1, yy, 0, 0, 0, 1)))
render_wall(s, t, xx+1, yy, xx+1, yy+1, mip, t, u, false);
if(yy>=vyy && yy!=0 && xx!=sz-1 && !SOLID(w) && (!SOLID(s) || w->type!=CORNER)
&& (w->type!=SEMISOLID || issemi(mip, xx, yy-1, 0, 1, 1, 1)))
render_wall(s, w, xx, yy, xx+1, yy, mip, s, t, false);
if(yy<=vyy && inner && !SOLID(v) && (!SOLID(s) || v->type!=CORNER)
&& (v->type!=SEMISOLID || issemi(mip, xx, yy+1, 0, 0, 1, 0)))
render_wall(s, v, xx, yy+1, xx+1, yy+1, mip, v, u, true);
};
}};
};
void distlod(int &low, int &high, int angle, float widef)
{
float f = 90.0f/lod/widef;
low = (int)((90-angle)/f);
high = (int)(angle/f);
if(low<min_lod) low = min_lod;
if(high<min_lod) high = min_lod;
};
// does some out of date view frustrum optimisation that doesn't contribute much anymore
void render_world(float vx, float vy, float vh, int yaw, int pitch, float fov, int w, int h)
{
loopi(LARGEST_FACTOR) stats[i] = 0;
min_lod = MIN_LOD+abs(pitch)/12;
yaw = 360-yaw;
float widef = fov/75.0f;
int cdist = abs(yaw%90-45);
if(cdist<7) // hack to avoid popup at high fovs at 45 yaw
{
min_lod = max(min_lod, (int)(MIN_LOD+(10-cdist)/1.0f*widef)); // less if lod worked better
widef = 1.0f;
};
lod = MAX_LOD;
lodtop = lodbot = lodleft = lodright = min_lod;
if(yaw>45 && yaw<=135)
{
lodleft = lod;
distlod(lodtop, lodbot, yaw-45, widef);
}
else if(yaw>135 && yaw<=225)
{
lodbot = lod;
distlod(lodleft, lodright, yaw-135, widef);
}
else if(yaw>225 && yaw<=315)
{
lodright = lod;
distlod(lodbot, lodtop, yaw-225, widef);
}
else
{
lodtop = lod;
distlod(lodright, lodleft, yaw<=45 ? yaw+45 : yaw-315, widef);
};
float hyfov = fov*h/w/2;
render_floor = pitch<hyfov;
render_ceil = -pitch<hyfov;
render_seg_new(vx, vy, vh, MAX_MIP, 0, 0, ssize>>MAX_MIP, ssize>>MAX_MIP);
mipstats(stats[0], stats[1], stats[2]);
};