More style fixes
FossilOrigin-Name: c634a689e76e7c60fb8b685ea40cb9993a86f23474d1ead7159eb331e98f1110
This commit is contained in:
parent
d3dc40de33
commit
a838f496b1
39 changed files with 536 additions and 582 deletions
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@ -6,8 +6,8 @@ OF_ASSUME_NONNULL_BEGIN
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OF_CONSTRUCTOR() \
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{ \
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enqueueInit(^ { \
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Identifier.identifiers[@#name] = \
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[Command commandWithName: @#name \
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Identifier.identifiers[@#name] = [Command \
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commandWithName: @#name \
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argumentsTypes: nargs \
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block: block_]; \
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}); \
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16
src/Cube.m
16
src/Cube.m
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@ -128,10 +128,8 @@ VARP(minmillis, 0, 5, 1000);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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if ((_window = SDL_CreateWindow("cube engine",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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_width, _height,
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SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL |
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(!windowed ? SDL_WINDOW_FULLSCREEN : 0))) ==
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NULL ||
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_width, _height, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL |
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(!windowed ? SDL_WINDOW_FULLSCREEN : 0))) == NULL ||
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SDL_GL_CreateContext(_window) == NULL)
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fatal(@"Unable to create OpenGL screen");
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@ -244,8 +242,8 @@ VARP(minmillis, 0, 5, 1000);
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if (_repeatsKeys ||
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event.key.repeat == 0)
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keypress(event.key.keysym.sym,
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event.key.state ==
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SDL_PRESSED);
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(event.key.state ==
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SDL_PRESSED));
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break;
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case SDL_TEXTINPUT:
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input(@(event.text.text));
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@ -314,10 +312,8 @@ VARP(minmillis, 0, 5, 1000);
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for (int idx = 0; idx < _height; idx++) {
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char *dest =
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(char *)temp->pixels + 3 * _width * idx;
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memcpy(dest,
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(char *)image->pixels +
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3 * _width * (_height - 1 - idx),
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3 * _width);
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memcpy(dest, (char *)image->pixels + 3 *
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_width * (_height - 1 - idx), 3 * _width);
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endianswap(dest, 3, _width);
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}
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@ -296,9 +296,7 @@ enemylos(Monster *m, OFVector3D *v)
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}
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float enemyYaw = -(float)atan2(self.enemy.origin.x - self.origin.x,
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self.enemy.origin.y - self.origin.y) /
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PI * 180 +
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180;
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self.enemy.origin.y - self.origin.y) / PI * 180 + 180;
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switch (self.monsterState) {
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case M_PAIN:
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@ -311,17 +309,16 @@ enemylos(Monster *m, OFVector3D *v)
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r: 200];
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break;
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case M_SLEEP: // state classic sp monster start in, wait for visual
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// contact
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{
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// state classic sp monster start in, wait for visual contact
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case M_SLEEP: {
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OFVector3D target;
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if (editmode || !enemylos(self, &target))
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return; // skip running physics
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[self normalizeWithAngle: enemyYaw];
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float angle = (float)fabs(enemyYaw - self.yaw);
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if (disttoenemy < 8 // the better the angle to the player, the
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// further the monster can see/hear
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|| (disttoenemy < 16 && angle < 135) ||
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// the better the angle to the player, the further the monster
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// can see/hear
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if (disttoenemy < 8 || (disttoenemy < 16 && angle < 135) ||
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(disttoenemy < 32 && angle < 90) ||
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(disttoenemy < 64 && angle < 45) || angle < 10) {
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[self transitionWithState: M_HOME
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@ -401,9 +398,8 @@ enemylos(Monster *m, OFVector3D *v)
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if (self != m) {
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// don't attack straight away, first get angry
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self.anger++;
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int anger =
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(self.monsterType == m.monsterType ? self.anger / 2
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: self.anger);
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int anger = (self.monsterType == m.monsterType
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? self.anger / 2 : self.anger);
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if (anger >= monstertypes[self.monsterType].loyalty)
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// monster infight if very angry
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self.enemy = m;
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@ -438,8 +434,8 @@ enemylos(Monster *m, OFVector3D *v)
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+ (void)endSinglePlayerWithAllKilled: (bool)allKilled
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{
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conoutf(allKilled ? @"you have cleared the map!"
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: @"you reached the exit!");
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conoutf(allKilled
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? @"you have cleared the map!" : @"you reached the exit!");
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conoutf(@"score: %d kills in %d seconds", numkilled,
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(lastmillis - mtimestart) / 1000);
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monstertotal = 0;
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@ -8,8 +8,8 @@ OF_ASSUME_NONNULL_BEGIN
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OF_CONSTRUCTOR() \
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{ \
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enqueueInit(^ { \
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Variable *variable = \
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[Variable variableWithName: @#name \
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Variable *variable = [Variable \
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variableWithName: @#name \
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min: min_ \
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max: max_ \
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storage: &name \
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@ -24,8 +24,8 @@ OF_ASSUME_NONNULL_BEGIN
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OF_CONSTRUCTOR() \
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{ \
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enqueueInit(^ { \
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Variable *variable = \
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[Variable variableWithName: @#name \
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Variable *variable = [Variable \
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variableWithName: @#name \
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min: min_ \
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max: max_ \
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storage: &name \
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@ -41,8 +41,8 @@ OF_ASSUME_NONNULL_BEGIN
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OF_CONSTRUCTOR() \
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{ \
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enqueueInit(^ { \
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Variable *variable = \
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[Variable variableWithName: @#name \
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Variable *variable = [Variable \
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variableWithName: @#name \
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min: min_ \
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max: max_ \
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storage: &name \
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@ -64,8 +64,8 @@ OF_ASSUME_NONNULL_BEGIN
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OF_CONSTRUCTOR() \
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{ \
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enqueueInit(^ { \
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Variable *variable = \
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[Variable variableWithName: @#name \
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Variable *variable = [Variable \
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variableWithName: @#name \
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min: min_ \
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max: max_ \
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storage: &name \
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@ -12,10 +12,13 @@
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// D D D D' D D D D' A A' P P' I I'
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// R, R' E L J J'
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int frame[] = { 178, 184, 190, 137, 183, 189, 197, 164, 46, 51, 54, 32, 0, 0,
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40, 1, 162, 162, 67, 168 };
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int range[] = { 6, 6, 8, 28, 1, 1, 1, 1, 8, 19, 4, 18, 40, 1, 6, 15, 1, 1, 1,
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1 };
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int frame[] = {
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178, 184, 190, 137, 183, 189, 197, 164, 46, 51, 54, 32, 0, 0, 40, 1,
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162, 162, 67, 168
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};
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int range[] = {
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6, 6, 8, 28, 1, 1, 1, 1, 8, 19, 4, 18, 40, 1, 6, 15, 1, 1, 1, 1
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};
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void
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renderclient(
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@ -313,13 +313,9 @@ selfdamage(int damage, int actor, DynamicEntity *act)
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player1.armour -= ad;
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damage -= ad;
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float droll = damage / 0.5f;
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player1.roll += player1.roll > 0
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? droll
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: (player1.roll < 0
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? -droll
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: (rnd(2) ? droll
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: -droll)); // give player a kick depending
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// on amount of damage
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// give player a kick depending on amount of damage
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player1.roll += player1.roll > 0 ? droll : (player1.roll < 0 ? -droll :
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(rnd(2) ? droll : -droll));
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if ((player1.health -= damage) <= 0) {
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if (actor == -2) {
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conoutf(@"you got killed by %@!", act.name);
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@ -332,8 +328,7 @@ selfdamage(int damage, int actor, DynamicEntity *act)
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if (a != nil) {
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if (isteam(a.team, player1.team))
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conoutf(@"you got fragged by a "
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@"teammate (%@)",
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a.name);
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@"teammate (%@)", a.name);
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else
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conoutf(
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@"you got fragged by %@", a.name);
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@ -49,12 +49,10 @@ updatepos(DynamicEntity *d)
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if (fx < r && fy < r && fz < rz && d.state != CS_DEAD) {
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if (fx < fy)
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// push aside
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d.origin = OFAddVectors3D(d.origin,
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OFMakeVector3D(
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d.origin = OFAddVectors3D(d.origin, OFMakeVector3D(
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0, (dy < 0 ? r - fy : -(r - fy)), 0));
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else
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d.origin = OFAddVectors3D(d.origin,
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OFMakeVector3D(
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d.origin = OFAddVectors3D(d.origin, OFMakeVector3D(
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(dx < 0 ? r - fx : -(r - fx)), 0, 0));
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}
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int lagtime = lastmillis - d.lastUpdate;
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@ -265,8 +263,8 @@ localservertoclient(unsigned char *buf, int len)
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if (a != nil) {
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if (isteam(a.team, d.name))
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conoutf(@"%@ fragged his "
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@"teammate (%@)",
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a.name, d.name);
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@"teammate (%@)", a.name,
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d.name);
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else
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conoutf(@"%@ fragged %@",
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a.name, d.name);
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@ -303,8 +301,9 @@ localservertoclient(unsigned char *buf, int len)
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realpickup(getint(&p), Player.player1);
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break;
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case SV_EDITH: // coop editing messages, should be extended to
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// include all possible editing ops
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// coop editing messages, should be extended to include all
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// possible editing ops
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case SV_EDITH:
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case SV_EDITT:
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case SV_EDITS:
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case SV_EDITD:
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@ -367,8 +366,7 @@ localservertoclient(unsigned char *buf, int len)
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case SV_PONG:
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addmsg(0, 2, SV_CLIENTPING,
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Player.player1.ping = (Player.player1.ping * 5 +
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lastmillis - getint(&p)) /
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6);
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lastmillis - getint(&p)) / 6);
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break;
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case SV_CLIENTPING:
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@ -401,9 +399,9 @@ localservertoclient(unsigned char *buf, int len)
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conoutf(@"%s", text);
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break;
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case SV_EXT: // so we can messages without breaking previous
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// so we can messages without breaking previous
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// clients/servers, if necessary
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{
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case SV_EXT: {
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for (int n = getint(&p); n; n--)
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getint(&p);
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break;
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@ -83,8 +83,8 @@ renderconsole()
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size_t i = 0;
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for (ConsoleLine *conline in conlines) {
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if (conskip ? i >= conskip - 1 || i >= conlines.count - ndraw
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: lastmillis - conline.outtime < 20000) {
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if (conskip ? i >= conskip - 1 || i >= conlines.count - ndraw :
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lastmillis - conline.outtime < 20000) {
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refs[nd++] = conline.text;
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if (nd == ndraw)
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break;
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@ -221,9 +221,8 @@ keypress(int code, bool isDown)
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if (code == SDLK_RETURN) {
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if (commandbuf.length > 0) {
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if (vhistory == nil)
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vhistory =
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[[OFMutableArray alloc]
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init];
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vhistory = [[OFMutableArray
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alloc] init];
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if (vhistory.count == 0 ||
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![vhistory.lastObject isEqual:
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@ -72,16 +72,19 @@ toggleedit()
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{
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Player *player1 = Player.player1;
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if (player1.state == CS_DEAD)
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return; // do not allow dead players to edit to avoid state
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// confusion
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// do not allow dead players to edit to avoid state
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return;
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if (!editmode && !allowedittoggle())
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return; // not in most multiplayer modes
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// not in most multiplayer modes
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return;
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if (!(editmode = !editmode)) {
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settagareas(); // reset triggers to allow quick playtesting
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entinmap(player1); // find spawn closest to current floating pos
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// reset triggers to allow quick playtesting
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settagareas();
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// find spawn closest to current floating pos
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entinmap(player1);
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} else {
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resettagareas(); // clear trigger areas to allow them to be
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// edited
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// clear trigger areas to allow them to be edited
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resettagareas();
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player1.health = 100;
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if (m_classicsp)
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// all monsters back at their spawns for editing
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@ -342,9 +345,9 @@ COMMAND(paste, ARG_NONE, ^ {
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blockpaste(copybuf);
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})
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// maintain most recently used of the texture lists when applying texture
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void
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tofronttex() // maintain most recently used of the texture lists when applying
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// texture
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tofronttex()
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{
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for (int i = 0; i < 3; i++) {
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int c = curedittex[i];
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@ -408,7 +411,8 @@ COMMAND(editheight, ARG_2INT, ^ (int flr, int amount) {
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void
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edittexxy(int type, int t, const struct block *sel)
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{
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loopselxy(switch (type) {
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loopselxy(
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switch (type) {
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case 0:
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s->ftex = t;
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break;
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@ -421,7 +425,8 @@ edittexxy(int type, int t, const struct block *sel)
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case 3:
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s->utex = t;
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break;
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});
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}
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);
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}
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COMMAND(edittex, ARG_2INT, ^ (int type, int dir) {
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@ -486,9 +491,8 @@ edittype(int type)
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{
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EDITSEL;
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if (type == CORNER &&
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(sel.xs != sel.ys || sel.xs == 3 || (sel.xs > 4 && sel.xs != 8) ||
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sel.x & ~-sel.xs || sel.y & ~-sel.ys)) {
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if (type == CORNER && (sel.xs != sel.ys || sel.xs == 3 || (sel.xs > 4 &&
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sel.xs != 8) || sel.x & ~-sel.xs || sel.y & ~-sel.ys)) {
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conoutf(@"corner selection must be power of 2 aligned");
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return;
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}
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@ -582,11 +586,10 @@ COMMAND(arch, ARG_2INT, ^ (int sidedelta, int _a) {
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struct block *sel_ = &sel;
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// Ugly hack to make the macro work.
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struct block *sel = sel_;
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loopselxy(s->vdelta = sel->xs > sel->ys
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? (archverts[sel->xs - 1][x] +
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(y == 0 || y == sel->ys - 1 ? sidedelta : 0))
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: (archverts[sel->ys - 1][y] +
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(x == 0 || x == sel->xs - 1 ? sidedelta : 0)));
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loopselxy(s->vdelta = sel->xs > sel->ys ? (archverts[sel->xs - 1][x] +
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(y == 0 || y == sel->ys - 1 ? sidedelta : 0)) :
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(archverts[sel->ys - 1][y] + (x == 0 || x == sel->xs - 1 ?
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sidedelta : 0)));
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remipmore(sel, 0);
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})
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@ -51,11 +51,10 @@ renderentities()
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if (mmi == nil)
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continue;
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rendermodel(mmi.name, 0, 1, e.attr4, (float)mmi.rad,
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OFMakeVector3D(e.x,
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(float)S(e.x, e.y)->floor + mmi.zoff + e.attr3,
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e.y),
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(float)((e.attr1 + 7) - (e.attr1 + 7) % 15), 0,
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false, 1.0f, 10.0f, mmi.snap, 0);
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OFMakeVector3D(e.x, (float)S(e.x, e.y)->floor +
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mmi.zoff + e.attr3, e.y), (float)((e.attr1 + 7) -
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(e.attr1 + 7) % 15), 0, false, 1.0f, 10.0f,
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mmi.snap, 0);
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} else {
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if (OUTBORD(e.x, e.y))
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continue;
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@ -65,10 +64,9 @@ renderentities()
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if (e.type < I_SHELLS || e.type > TELEPORT)
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continue;
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renderent(e, entmdlnames[e.type - I_SHELLS],
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(float)(1 +
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sin(lastmillis / 100.0 + e.x + e.y) /
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20),
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lastmillis / 10.0f, 0, 1, 0, 10.0f);
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(float)(1 + sin(lastmillis / 100.0 + e.x +
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e.y) / 20), lastmillis / 10.0f, 0, 1, 0,
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10.0f);
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} else {
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switch (e.attr2) {
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case 1:
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@ -79,32 +77,26 @@ renderentities()
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case 0:
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if (!e.spawned)
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continue;
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renderent(e, @"carrot",
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(float)(1 +
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renderent(e, @"carrot", (float)(1 +
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sin(lastmillis / 100.0 + e.x +
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e.y) /
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20),
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lastmillis /
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(e.attr2 ? 1.0f : 10.0f),
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0, 1, 0, 10.0f);
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e.y) / 20), lastmillis / (e.attr2 ?
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1.0f : 10.0f), 0, 1, 0, 10.0f);
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break;
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case 4:
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renderent(e, @"switch2", 3,
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(float)e.attr3 * 90,
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(!e.spawned && !triggertime) ? 1
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: 0,
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(e.spawned || !triggertime) ? 1 : 2,
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triggertime, 1050.0f);
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(!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);
|
||||
(!e.spawned && !triggertime) ?
|
||||
30 : 0, (e.spawned ||
|
||||
!triggertime) ? 1 : 30, triggertime,
|
||||
35.0f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -15,8 +15,8 @@
|
|||
|
||||
// collide with player or monster
|
||||
static bool
|
||||
plcollide(
|
||||
DynamicEntity *d, DynamicEntity *o, float *headspace, float *hi, float *lo)
|
||||
plcollide(DynamicEntity *d, DynamicEntity *o, float *headspace, float *hi,
|
||||
float *lo)
|
||||
{
|
||||
if (o.state != CS_ALIVE)
|
||||
return true;
|
||||
|
@ -125,22 +125,15 @@ collide(DynamicEntity *d, bool spawn, float drop, float rise)
|
|||
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))
|
||||
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;
|
||||
}
|
||||
|
@ -149,14 +142,12 @@ collide(DynamicEntity *d, bool spawn, float drop, float rise)
|
|||
case FHF:
|
||||
floor -= (s->vdelta + S(x + 1, y)->vdelta +
|
||||
S(x, y + 1)->vdelta +
|
||||
S(x + 1, y + 1)->vdelta) /
|
||||
16.0f;
|
||||
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;
|
||||
S(x + 1, y + 1)->vdelta) / 16.0f;
|
||||
}
|
||||
|
||||
if (ceil < hi)
|
||||
|
@ -214,8 +205,7 @@ collide(DynamicEntity *d, bool spawn, float drop, float rise)
|
|||
return false;
|
||||
} else
|
||||
// gravity
|
||||
d.origin = OFSubtractVectors3D(d.origin,
|
||||
OFMakeVector3D(
|
||||
d.origin = OFSubtractVectors3D(d.origin, OFMakeVector3D(
|
||||
0, 0, min(min(drop, space), headspace)));
|
||||
|
||||
const float space2 = hi - (d.origin.z + d.aboveEye);
|
||||
|
@ -407,11 +397,10 @@ moveplayer4(DynamicEntity *pl, int moveres, bool local, int curtime)
|
|||
pl.outsideMap = true;
|
||||
else {
|
||||
struct sqr *s = S((int)pl.origin.x, (int)pl.origin.y);
|
||||
pl.outsideMap = SOLID(s) ||
|
||||
pl.origin.z <
|
||||
s->floor - (s->type == FHF ? s->vdelta / 4 : 0) ||
|
||||
pl.origin.z >
|
||||
s->ceil + (s->type == CHF ? s->vdelta / 4 : 0);
|
||||
pl.outsideMap = (SOLID(s) || pl.origin.z < s->floor -
|
||||
(s->type == FHF ? s->vdelta / 4 : 0) ||
|
||||
pl.origin.z > s->ceil + (s->type == CHF
|
||||
? s->vdelta / 4 : 0));
|
||||
}
|
||||
|
||||
// automatically apply smooth roll when strafing
|
||||
|
@ -443,8 +432,6 @@ void
|
|||
moveplayer(DynamicEntity *pl, int moveres, bool local)
|
||||
{
|
||||
for (int i = 0; i < physicsrepeat; i++)
|
||||
moveplayer4(pl, moveres, local,
|
||||
i ? curtime / physicsrepeat
|
||||
: curtime -
|
||||
curtime / physicsrepeat * (physicsrepeat - 1));
|
||||
moveplayer4(pl, moveres, local, i ? curtime / physicsrepeat
|
||||
: curtime - curtime / physicsrepeat * (physicsrepeat - 1));
|
||||
}
|
||||
|
|
|
@ -138,14 +138,13 @@ render_flat(int wtex, int x, int y, int size, int h, struct sqr *l1,
|
|||
} else // continue strip
|
||||
{
|
||||
int lighterr = lighterror * 2;
|
||||
// skip vertices if light values are close enough
|
||||
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(ol4r - l4->r) < lighterr &&
|
||||
abs(ol3g - l3->g) < lighterr &&
|
||||
abs(ol4g - l4->g) < lighterr &&
|
||||
abs(ol3b - l3->b) < lighterr &&
|
||||
abs(ol4b - l4->b) < lighterr) ||
|
||||
!wtex) {
|
||||
abs(ol4b - l4->b) < lighterr) || !wtex) {
|
||||
curvert -= 2;
|
||||
nquads--;
|
||||
} else {
|
||||
|
|
|
@ -206,8 +206,7 @@ renderents()
|
|||
int e = closestent();
|
||||
if (e >= 0) {
|
||||
Entity *c = ents[e];
|
||||
closeent =
|
||||
[OFString stringWithFormat:
|
||||
closeent = [OFString stringWithFormat:
|
||||
@"closest entity = %@ (%d, %d, %d, %d), "
|
||||
@"selection = (%d, %d)",
|
||||
entnames[c.type], c.attr1, c.attr2, c.attr3, c.attr4,
|
||||
|
|
|
@ -104,8 +104,7 @@ installtex(int tnum, OFIRI *IRI, int *xs, int *ys, bool clamp)
|
|||
SDL_ConvertSurface(s, format, 0);
|
||||
if (converted == NULL) {
|
||||
conoutf(@"texture cannot be converted "
|
||||
@"to 24bpp: %@",
|
||||
IRI.string);
|
||||
@"to 24bpp: %@", IRI.string);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -334,8 +333,8 @@ VARFP(gamma, 30, 100, 300, {
|
|||
|
||||
SDL_CalculateGammaRamp(f, ramp);
|
||||
|
||||
if (SDL_SetWindowGammaRamp(
|
||||
Cube.sharedInstance.window, ramp, ramp, ramp) == -1) {
|
||||
if (SDL_SetWindowGammaRamp(Cube.sharedInstance.window,
|
||||
ramp, ramp, ramp) == -1) {
|
||||
conoutf(
|
||||
@"Could not set gamma (card/driver doesn't support it?)");
|
||||
conoutf(@"sdl: %s", SDL_GetError());
|
||||
|
@ -355,8 +354,7 @@ transplayer()
|
|||
|
||||
glTranslated(-player1.origin.x,
|
||||
(player1.state == CS_DEAD ? player1.eyeHeight - 0.2f : 0) -
|
||||
player1.origin.z,
|
||||
-player1.origin.y);
|
||||
player1.origin.z, -player1.origin.y);
|
||||
}
|
||||
|
||||
VARP(fov, 10, 105, 120);
|
||||
|
@ -377,9 +375,9 @@ drawhudmodel(int start, int end, float speed, int base)
|
|||
Player *player1 = Player.player1;
|
||||
|
||||
rendermodel(hudgunnames[player1.gunSelect], start, end, 0, 1.0f,
|
||||
OFMakeVector3D(
|
||||
player1.origin.x, player1.origin.z, player1.origin.y),
|
||||
player1.yaw + 90, player1.pitch, false, 1.0f, speed, 0, base);
|
||||
OFMakeVector3D(player1.origin.x, player1.origin.z,
|
||||
player1.origin.y), player1.yaw + 90, player1.pitch, false, 1.0f,
|
||||
speed, 0, base);
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -111,7 +111,7 @@ rendermodel(OFString *mdl, int frame, int range, int tex, float rad,
|
|||
light = [OFColor colorWithRed: s->r / ll + of
|
||||
green: s->g / ll + of
|
||||
blue: s->b / ll + of
|
||||
alpha: 1];
|
||||
alpha: 1.0f];
|
||||
}
|
||||
|
||||
if (teammate) {
|
||||
|
@ -120,7 +120,7 @@ rendermodel(OFString *mdl, int frame, int range, int tex, float rad,
|
|||
light = [OFColor colorWithRed: red * 0.6f
|
||||
green: green * 0.7f
|
||||
blue: blue * 1.2f
|
||||
alpha: 1];
|
||||
alpha: 1.0f];
|
||||
}
|
||||
|
||||
[m renderWithLight: light
|
||||
|
|
|
@ -72,8 +72,7 @@ render_particles(int time)
|
|||
} 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
|
||||
{ 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
|
||||
|
|
17
src/rndmap.m
17
src/rndmap.m
|
@ -16,13 +16,10 @@ noise(int x, int y, int seed)
|
|||
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 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;
|
||||
noise(x, y - 1, seed) + noise(x, y + 1, seed)) / 8;
|
||||
float center = noise(x, y, seed) / 4;
|
||||
return corners + sides + center;
|
||||
}
|
||||
|
@ -78,11 +75,9 @@ perlinarea(const struct block *b, int scale, int seed, int psize)
|
|||
struct 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);
|
||||
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;
|
||||
}
|
||||
|
|
|
@ -164,9 +164,9 @@ loadstate(OFIRI *IRI)
|
|||
if (strncmp(buf, "CUBESAVE", 8))
|
||||
goto out;
|
||||
if (gzgetc(f) != islittleendian)
|
||||
goto out; // not supporting save->load accross
|
||||
// incompatible architectures simpifies things
|
||||
// a LOT
|
||||
// not supporting save->load accross incompatible architectures
|
||||
// simpifies things a LOT
|
||||
goto out;
|
||||
if (gzgeti() != SAVEGAMEVERSION ||
|
||||
gzgeti() != DynamicEntity.serializedSize)
|
||||
goto out;
|
||||
|
@ -453,8 +453,7 @@ demoplaybackstep()
|
|||
}
|
||||
|
||||
// insert latest copy of player into history
|
||||
if (extras &&
|
||||
(playerhistory.count == 0 ||
|
||||
if (extras && (playerhistory.count == 0 ||
|
||||
playerhistory.lastObject.lastUpdate != playbacktime)) {
|
||||
Player *d = [target copy];
|
||||
d.lastUpdate = playbacktime;
|
||||
|
|
|
@ -399,10 +399,10 @@ resetserverifempty()
|
|||
int nonlocalclients = 0;
|
||||
int lastconnect = 0;
|
||||
|
||||
// main server update, called from cube main loop in sp, or dedicated server
|
||||
// loop
|
||||
void
|
||||
serverslice(int seconds,
|
||||
unsigned int timeout) // main server update, called from cube main loop in
|
||||
// sp, or dedicated server loop
|
||||
serverslice(int seconds, unsigned int timeout)
|
||||
{
|
||||
// spawn entities when timer reached
|
||||
[sents enumerateObjectsUsingBlock:
|
||||
|
@ -473,8 +473,7 @@ serverslice(int seconds,
|
|||
char hn[1024];
|
||||
c.hostname = (enet_address_get_host(
|
||||
&c.peer->address, hn, sizeof(hn)) == 0
|
||||
? @(hn)
|
||||
: @"localhost");
|
||||
? @(hn) : @"localhost");
|
||||
[OFStdOut writeFormat: @"client connected (%@)\n",
|
||||
c.hostname];
|
||||
send_welcome(lastconnect = clients.count - 1);
|
||||
|
|
21
src/world.m
21
src/world.m
|
@ -161,8 +161,7 @@ remip(const struct block *b, int level)
|
|||
// next to hfs
|
||||
fh -=
|
||||
o[i]->vdelta /
|
||||
4 +
|
||||
2;
|
||||
4 + 2;
|
||||
if (o[i]->type == CHF)
|
||||
// FIXME: needs
|
||||
// to somehow
|
||||
|
@ -173,8 +172,7 @@ remip(const struct block *b, int level)
|
|||
// higher mips
|
||||
ch +=
|
||||
o[i]->vdelta /
|
||||
4 +
|
||||
2;
|
||||
4 + 2;
|
||||
}
|
||||
if (fh < floor)
|
||||
// take lowest floor and
|
||||
|
@ -229,24 +227,19 @@ remip(const struct block *b, int level)
|
|||
if (r->type == CHF || r->type == FHF) {
|
||||
if (o[0]->vdelta - o[1]->vdelta !=
|
||||
o[1]->vdelta -
|
||||
SWS(w, x + 2, y, ws)
|
||||
->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 ||
|
||||
SWS(w, x + 2, y + 2, ws)->vdelta ||
|
||||
o[0]->vdelta - o[3]->vdelta !=
|
||||
o[3]->vdelta -
|
||||
SWS(w, x, y + 2, ws)
|
||||
->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 ||
|
||||
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)
|
||||
SWS(w, x + 1, y + 2, ws)->vdelta)
|
||||
goto c;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -170,8 +170,8 @@ readmap(OFString *mname)
|
|||
void
|
||||
save_world(OFString *mname)
|
||||
{
|
||||
resettagareas(); // wouldn't be able to reproduce tagged areas
|
||||
// otherwise
|
||||
// wouldn't be able to reproduce tagged areas otherwise
|
||||
resettagareas();
|
||||
voptimize();
|
||||
toptimize();
|
||||
if (mname.length == 0)
|
||||
|
@ -262,9 +262,10 @@ COMMAND(savemap, ARG_1STR, ^ (OFString *mname) {
|
|||
save_world(mname);
|
||||
})
|
||||
|
||||
// still supports all map formats that have existed since the earliest cube
|
||||
// betas!
|
||||
void
|
||||
load_world(OFString *mname) // still supports all map formats that have existed
|
||||
// since the earliest cube betas!
|
||||
load_world(OFString *mname)
|
||||
{
|
||||
stopifrecording();
|
||||
cleardlights();
|
||||
|
|
|
@ -42,11 +42,8 @@ lightray(float bx, float by, Entity *light)
|
|||
// coloured light version, special case because most lights are
|
||||
// white
|
||||
if (light.attr3 || light.attr4) {
|
||||
int dimness = rnd(
|
||||
(255 -
|
||||
(light.attr2 + light.attr3 + light.attr4) / 3) /
|
||||
16 +
|
||||
1);
|
||||
int dimness = rnd((255 - (light.attr2 + light.attr3 +
|
||||
light.attr4) / 3) / 16 + 1);
|
||||
x += stepx * dimness;
|
||||
y += stepy * dimness;
|
||||
|
||||
|
@ -148,19 +145,20 @@ void
|
|||
postlightarea(const struct block *a)
|
||||
{
|
||||
// assumes area not on edge of world
|
||||
for (int x = 0; x < a->xs; x++)
|
||||
for (int x = 0; x < a->xs; x++) {
|
||||
for (int y = 0; y < a->ys; y++) {
|
||||
struct sqr *s = S(x + a->x, y + a->y);
|
||||
|
||||
// median is 4/2/1 instead
|
||||
#define median(m) \
|
||||
s->m = \
|
||||
(s->m * 2 + SW(s, 1, 0)->m * 2 + SW(s, 0, 1)->m * 2 + \
|
||||
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
|
||||
SW(s, 1, -1)->m + SW(s, -1, 1)->m + SW(s, -1, -1)->m) / 14;
|
||||
median(r);
|
||||
median(g);
|
||||
median(b);
|
||||
}
|
||||
}
|
||||
|
||||
remip(a, 0);
|
||||
}
|
||||
|
|
|
@ -43,6 +43,7 @@ computeraytable(float vx, float vy)
|
|||
!OUTBORD(vx, vy) && !SOLID(S((int)vx, (int)vy))) {
|
||||
float ray = i * 8 / (float)NUMRAYS;
|
||||
float dx, dy;
|
||||
|
||||
if (ray > 1 && ray < 3) {
|
||||
dx = -(ray - 2);
|
||||
dy = 1;
|
||||
|
@ -56,6 +57,7 @@ computeraytable(float vx, float vy)
|
|||
dx = 1;
|
||||
dy = ray > 4 ? ray - 8 : ray;
|
||||
}
|
||||
|
||||
float sx = vx;
|
||||
float sy = vy;
|
||||
for (;;) {
|
||||
|
@ -125,60 +127,64 @@ isoccluded(float vx, float vy, float cx, float cy,
|
|||
// below
|
||||
|
||||
float h, l;
|
||||
if (cx <= vx) // ABDFG
|
||||
{
|
||||
if (cx + csize < vx) // ADF
|
||||
{
|
||||
if (cy <= vy) // AD
|
||||
{
|
||||
if (cx <= vx) {
|
||||
// ABDFG
|
||||
if (cx + csize < vx) {
|
||||
// ADF
|
||||
if (cy <= vy) {
|
||||
// AD
|
||||
if (cy + csize < vy) {
|
||||
// A
|
||||
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 {
|
||||
// D
|
||||
h = ma(-(cx + csize - vx),
|
||||
-(cy + csize - vy)) + 4;
|
||||
l = ma(-(cx + csize - vx),
|
||||
-(cy - vy)) + 4;
|
||||
}
|
||||
} else {
|
||||
// F
|
||||
h = ca(cy + csize - vy, -(cx + csize - vx)) + 2;
|
||||
l = ca(cy - vy, -(cx - vx)) + 2;
|
||||
} // F
|
||||
} else { // BG
|
||||
}
|
||||
} else {
|
||||
// BG
|
||||
if (cy <= vy) {
|
||||
if (cy + csize < vy) {
|
||||
// B
|
||||
h = ma(-(cy + csize - vy), cx - vx) + 6;
|
||||
l = ma(-(cy + csize - vy),
|
||||
cx + csize - vx) +
|
||||
6;
|
||||
} // B
|
||||
else
|
||||
cx + csize - vx) + 6;
|
||||
} else
|
||||
return 0;
|
||||
} else {
|
||||
// G
|
||||
h = ma(cy - vy, -(cx + csize - vx)) + 2;
|
||||
l = ma(cy - vy, -(cx - vx)) + 2;
|
||||
} // G
|
||||
}
|
||||
} else // CEH
|
||||
{
|
||||
if (cy <= vy) // CE
|
||||
{
|
||||
}
|
||||
} else {
|
||||
// CEH
|
||||
if (cy <= vy) {
|
||||
// CE
|
||||
if (cy + csize < vy) {
|
||||
// C
|
||||
h = ca(-(cy - vy), cx - vx) + 6;
|
||||
l = ca(-(cy + csize - vy), cx + csize - vx) + 6;
|
||||
} // C
|
||||
else {
|
||||
} else {
|
||||
// E
|
||||
h = ma(cx - vx, cy - vy);
|
||||
l = ma(cx - vx, cy + csize - vy);
|
||||
} // E
|
||||
}
|
||||
} else {
|
||||
// H
|
||||
h = ca(cx + csize - vx, cy - vy);
|
||||
l = ca(cx - vx, cy + csize - vy);
|
||||
} // H
|
||||
}
|
||||
}
|
||||
// get indexes into occlusion map from angles
|
||||
int si = h * (NUMRAYS / 8) + NUMRAYS;
|
||||
|
@ -186,12 +192,11 @@ isoccluded(float vx, float vy, float cx, float cy,
|
|||
if (ei <= si)
|
||||
ei += NUMRAYS;
|
||||
|
||||
for (int i = si; i <= ei; i++) {
|
||||
for (int i = si; i <= ei; i++)
|
||||
if (dist < rdist[i & (NUMRAYS - 1)])
|
||||
// if any value in this segment of the occlusion map is
|
||||
// further away then cube is not occluded
|
||||
return 0;
|
||||
}
|
||||
|
||||
return 1; // cube is entirely occluded
|
||||
}
|
||||
|
|
|
@ -125,9 +125,9 @@ render_seg_new(
|
|||
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
|
||||
// these mark the rect inside the current rest that we want to render
|
||||
// using a lower mip level
|
||||
int lx = vxx - lodleft;
|
||||
int ly = vyy - lodtop;
|
||||
int rx = vxx + lodright;
|
||||
int ry = vyy + lodbot;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue