Run clang-format on the entire codebase

FossilOrigin-Name: 0a0d4f91558171cf85e108964a5fed9e1c390a8343e9d2eda086c9c20fde7d1a
This commit is contained in:
Jonathan Schleifer 2024-07-20 15:08:41 +00:00
parent b8e3744913
commit f84e7f7c72
37 changed files with 9648 additions and 7254 deletions

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@ -1,6 +1,7 @@
*.a
*.dep
*.o
*/.deps
aclocal.m4
autom4te.cache
buildsys.mk

6
src/.clang-format Normal file
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@ -0,0 +1,6 @@
IndentWidth: 8
TabWidth: 8
UseTab: ForIndentation
BreakBeforeBraces: Linux
AlwaysBreakAfterReturnType: AllDefinitions
AlignAfterOpenBracket: DontAlign

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@ -6,133 +6,165 @@ 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 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()
int
getclientnum()
{
// check not correct on listen server?
if(clienthost) conoutf("operation not available in multiplayer");
return clienthost!=NULL;
return clientnum;
};
bool allowedittoggle()
bool
multiplayer()
{
bool allow = !clienthost || gamemode==1;
if(!allow) conoutf("editing in multiplayer requires coopedit mode (1)");
return allow;
// check not correct on listen server?
if (clienthost)
conoutf("operation not available in multiplayer");
return clienthost != NULL;
};
VARF(rate, 0, 0, 25000, if(clienthost && (!rate || rate>1000)) enet_host_bandwidth_limit (clienthost, rate, rate));
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());
VARF(throttle_accel, 0, 2, 32, throttle());
VARF(throttle_decel, 0, 2, 32, throttle());
void 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);
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); };
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)
void
writeclientinfo(FILE *f)
{
fprintf(f, "name \"%s\"\nteam \"%s\"\n", player1->name, player1->team);
fprintf(f, "name \"%s\"\nteam \"%s\"\n", player1->name, player1->team);
};
void connects(char *servername)
{
disconnect(1); // reset state
addserver(servername);
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;
};
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);
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();
};
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)
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) {
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 (clienthost && !connecting)
conoutf("disconnected");
clienthost = NULL;
connecting = 0;
connattempts = 0;
disconnecting = 0;
clientnum = -1;
c2sinit = false;
player1->lifesequence = 0;
loopv(players) zapdynent(players[i]);
if(!onlyclean) { stop(); localconnect(); };
localdisconnect();
if (!onlyclean) {
stop();
localconnect();
};
};
void trydisconnect()
void
trydisconnect()
{
if(!clienthost)
{
conoutf("not connected");
return;
};
if(connecting)
{
conoutf("aborting connection attempt");
disconnect();
return;
};
conoutf("attempting to disconnect...");
disconnect(0, !disconnecting);
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); };
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);
@ -143,167 +175,208 @@ COMMANDN(disconnect, trydisconnect, ARG_NONE);
vector<ivector> messages;
void addmsg(int rel, int num, int type, ...)
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);
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()
void
server_err()
{
conoutf("server network error, disconnecting...");
disconnect();
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
bool senditemstoserver =
false; // after a map change, since server doesn't have map data
string clientpassword;
void password(char *p) { strcpy_s(clientpassword, p); };
void
password(char *p)
{
strcpy_s(clientpassword, p);
};
COMMAND(password, ARG_1STR);
bool netmapstart() { senditemstoserver = true; return clienthost!=NULL; };
void initclientnet()
bool
netmapstart()
{
ctext[0] = 0;
toservermap[0] = 0;
clientpassword[0] = 0;
newname("unnamed");
newteam("red");
senditemstoserver = true;
return clienthost != NULL;
};
void sendpackettoserv(void *packet)
void
initclientnet()
{
if(clienthost) { enet_host_broadcast(clienthost, 0, (ENetPacket *)packet); enet_host_flush(clienthost); }
else localclienttoserver((ENetPacket *)packet);
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
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
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
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;
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_DISCONNECT:
if(disconnecting) disconnect();
else server_err();
return;
}
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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@ -3,69 +3,111 @@
#include "cube.h"
// render players & monsters
// very messy ad-hoc handling of animation frames, should be made more configurable
// 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 };
// 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)
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);
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()
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);
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)
void
showscores(bool on)
{
scoreson = on;
menuset(((int)on)-1);
scoreson = on;
menuset(((int)on) - 1);
};
struct sline { string s; };
struct sline {
string s;
};
vector<sline> scorelines;
void renderscore(dynent *d)
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);
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;
@ -74,84 +116,99 @@ int teamscore[maxteams], teamsused;
string teamscores;
int timeremain = 0;
void addteamscore(dynent *d)
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;
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()
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);
};
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)
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);
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()
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...");
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);

View file

@ -2,16 +2,20 @@
#include "cube.h"
int nextmode = 0; // nextmode becomes gamemode after next map load
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); };
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
dynent *player1 = newdynent(); // our client
dvector players; // other clients
VARP(sensitivity, 0, 10, 10000);
VARP(sensitivityscale, 1, 1, 10000);
@ -23,296 +27,339 @@ string clientmap;
extern int framesinmap;
char *getclientmap() { return clientmap; };
void resetmovement(dynent *d)
char *
getclientmap()
{
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;
return clientmap;
};
void spawnstate(dynent *d) // reset player state not persistent accross spawns
void
resetmovement(dynent *d)
{
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->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;
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;
};
};
void respawnself()
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)
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++;
};
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;
int arenadetectwait = 0;
void arenarespawn()
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;
};
};
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)
void
zapdynent(dynent *&d)
{
if(d) gp()->dealloc(d, sizeof(dynent));
d = NULL;
if (d)
gp()->dealloc(d, sizeof(dynent));
d = NULL;
};
extern int democlientnum;
void otherplayers()
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
};
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()
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
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); };
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
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)
{
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;
} 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
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
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!
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;
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; };
#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);
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)
void
attack(bool on)
{
if(intermission) return;
if(editmode) editdrag(on);
else if(player1->attacking = on) respawn();
if (intermission)
return;
if (editmode)
editdrag(on);
else if (player1->attacking = on)
respawn();
};
void jumpn(bool on) { if(!intermission && (player1->jumpnext = on)) respawn(); };
void
jumpn(bool on)
{
if (!intermission && (player1->jumpnext = on))
respawn();
};
COMMAND(backward, ARG_DOWN);
COMMAND(forward, ARG_DOWN);
@ -322,134 +369,150 @@ COMMANDN(jump, jumpn, ARG_DOWN);
COMMAND(attack, ARG_DOWN);
COMMAND(showscores, ARG_DOWN);
void fixplayer1range()
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;
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)
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);
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)
void
selfdamage(int damage, int actor, dynent *act)
{
if(player1->state!=CS_ALIVE || editmode || intermission) return;
damageblend(damage);
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);
};
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)
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);
};
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
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());
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()
void
initclient()
{
clientmap[0] = 0;
initclientnet();
clientmap[0] = 0;
initclientnet();
};
void startmap(char *name) // called just after a map load
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);
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));
};
showscores(false);
intermission = false;
framesinmap = 0;
conoutf("game mode is %s", modestr(gamemode));
};
COMMANDN(map, changemap, ARG_1STR);

View file

@ -7,349 +7,383 @@ extern bool c2sinit, senditemstoserver;
extern string toservermap;
extern string clientpassword;
void neterr(char *s)
void
neterr(char *s)
{
conoutf("illegal network message (%s)", s);
disconnect();
conoutf("illegal network message (%s)", s);
disconnect();
};
void changemapserv(char *name, int mode) // forced map change from the server
void
changemapserv(char *name, int mode) // forced map change from the server
{
gamemode = mode;
load_world(name);
gamemode = mode;
load_world(name);
};
void changemap(char *name) // request map change, server may ignore
void
changemap(char *name) // request map change, server may ignore
{
strcpy_s(toservermap, name);
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)
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;
};
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
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;
if (ENET_NET_TO_HOST_16(*(ushort *)buf) != len)
neterr("packet length");
incomingdemodata(buf, len);
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;
};
uchar *end = buf + len;
uchar *p = buf + 2;
char text[MAXTRANS];
int cn = -1, type;
dynent *d = NULL;
bool mapchanged = false;
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;
};
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_SOUND:
playsound(getint(p), &d->o);
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_TEXT:
sgetstr();
conoutf("%s:\f %s", d->name, text);
break;
case SV_SOUND:
playsound(getint(p), &d->o);
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_TEXT:
sgetstr();
conoutf("%s:\f %s", d->name, text);
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_MAPCHANGE:
sgetstr();
changemapserv(text, getint(p));
mapchanged = true;
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_ITEMLIST: {
int n;
if (mapchanged) {
senditemstoserver = false;
resetspawns();
};
while ((n = getint(p)) != -1)
if (mapchanged)
setspawn(n, true);
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_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_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_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_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_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_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_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_FRAGS:
players[cn]->frags = getint(p);
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_ITEMPICKUP:
setspawn(getint(p), false);
getint(p);
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_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_FRAGS:
players[cn]->frags = getint(p);
break;
case SV_ITEMACC: // server acknowledges that I picked up this item
realpickup(getint(p), player1);
break;
case SV_ITEMPICKUP:
setspawn(getint(p), false);
getint(p);
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_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_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_ITEMACC: // server acknowledges that I picked up this
// item
realpickup(getint(p), player1);
break;
case SV_PING:
getint(p);
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_PONG:
addmsg(0, 2, SV_CLIENTPING, player1->ping = (player1->ping*5+lastmillis-getint(p))/6);
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_CLIENTPING:
players[cn]->ping = getint(p);
break;
case SV_PING:
getint(p);
break;
case SV_GAMEMODE:
nextmode = getint(p);
break;
case SV_PONG:
addmsg(0, 2, SV_CLIENTPING,
player1->ping =
(player1->ping * 5 + lastmillis - getint(p)) /
6);
break;
case SV_TIMEUP:
timeupdate(getint(p));
break;
case SV_CLIENTPING:
players[cn]->ping = 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_GAMEMODE:
nextmode = getint(p);
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;
};
case SV_TIMEUP:
timeupdate(getint(p));
break;
default:
neterr("type");
return;
};
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;
};
};

View file

@ -1,344 +1,554 @@
// command.cpp: implements the parsing and execution of a tiny script language which
// is largely backwards compatible with the quake console language.
// 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;
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)
void
itoa(char *s, int i)
{
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);
};
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)
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;
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)
void
setvar(char *name, int i)
{
ident *i = idents->access(name);
return i && i->type==ID_ALIAS ? i->action : NULL;
*idents->access(name)->storage = i;
};
int
getvar(char *name)
{
return *idents->access(name)->storage;
};
bool
identexists(char *name)
{
return idents->access(name) != NULL;
};
bool addcommand(char *name, void (*fun)(), int narg)
char *
getalias(char *name)
{
if(!idents) idents = new hashtable<ident>;
ident c = { ID_COMMAND, name, 0, 0, 0, fun, narg, 0, false };
idents->access(name, &c);
return false;
ident *i = idents->access(name);
return i && i->type == ID_ALIAS ? i->action : NULL;
};
char *parseexp(char *&p, int right) // parse any nested set of () or []
bool
addcommand(char *name, void (*fun)(), int narg)
{
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;
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 *parseword(char *&p) // parse single argument, including expressions
char *
parseexp(char *&p, int right) // parse any nested set of () or []
{
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);
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 *lookup(char *n) // find value of ident referenced with $ in exp
char *
parseword(char *&p) // parse single argument, including expressions
{
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;
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);
};
int execute(char *p, bool isdown) // all evaluation happens here, recursively
char *
lookup(char *n) // find value of ident referenced with $ in exp
{
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;
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)
void
resetcomplete()
{
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;
completesize = 0;
};
bool execfile(char *cfgfile)
void
complete(char *s)
{
string s;
strcpy_s(s, cfgfile);
char *buf = loadfile(path(s), NULL);
if(!buf) return false;
execute(buf);
free(buf);
return true;
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;
};
void exec(char *cfgfile)
bool
execfile(char *cfgfile)
{
if(!execfile(cfgfile)) conoutf("could not read \"%s\"", cfgfile);
string s;
strcpy_s(s, cfgfile);
char *buf = loadfile(path(s), NULL);
if (!buf)
return false;
execute(buf);
free(buf);
return true;
};
void writecfg()
void
exec(char *cfgfile)
{
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);
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
// 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)
void
intset(char *name, int v)
{
for(char *a = s, *b = s; *a = *b; b++) if(*a!=' ') a++;
concat(s);
string b;
itoa(b, v);
alias(name, b);
};
int listlen(char *a)
void
ifthen(char *cond, char *thenp, char *elsep)
{
if(!*a) return 0;
int n = 0;
while(*a) if(*a++==' ') n++;
return n+1;
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 at(char *s, char *pos)
void
concat(char *s)
{
int n = atoi(pos);
loopi(n) s += strspn(s += strcspn(s, " \0"), " ");
s[strcspn(s, " \0")] = 0;
concat(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);
COMMANDN(if, ifthen, ARG_3STR);
COMMAND(onrelease, ARG_DWN1);
COMMAND(exec, ARG_1STR);
COMMAND(concat, ARG_VARI);
@ -346,18 +556,72 @@ 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
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
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);
int
rndn(int a)
{
return a > 0 ? rnd(a) : 0;
};
COMMANDN(rnd, rndn, ARG_1EXP);
int
explastmillis()
{
return lastmillis;
};
COMMANDN(millis, explastmillis, ARG_1EXP);

View file

@ -3,7 +3,10 @@
#include "cube.h"
#include <ctype.h>
struct cline { char *cref; int outtime; };
struct cline {
char *cref;
int outtime;
};
vector<cline> conlines;
const int ndraw = 5;
@ -13,242 +16,288 @@ int conskip = 0;
bool saycommandon = false;
string commandbuf;
void setconskip(int n)
void
setconskip(int n)
{
conskip += n;
if(conskip<0) conskip = 0;
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
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
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, ...)
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);
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
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);
};
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;
struct keym {
int code;
char *name;
char *action;
} keyms[256];
int numkm = 0;
void keymap(char *code, char *key, char *action)
void
keymap(char *code, char *key, char *action)
{
keyms[numkm].code = atoi(code);
keyms[numkm].name = newstring(key);
keyms[numkm++].action = newstringbuf(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)
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);
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
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);
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); };
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>
#include <X11/Xlib.h>
#endif
void pasteconsole()
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
#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)
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;
};
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)
void
keypress(int code, bool isdown, int cooked)
{
if(saycommandon) // keystrokes go to commandline
{
if(isdown)
{
switch(code)
{
case SDLK_RETURN:
break;
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_BACKSPACE:
case SDLK_LEFT: {
for (int i = 0; commandbuf[i]; i++)
if (!commandbuf[i + 1])
commandbuf[i] = 0;
resetcomplete();
break;
};
case SDLK_v:
if(SDL_GetModState()&(KMOD_LCTRL|KMOD_RCTRL)) { pasteconsole(); return; };
case SDLK_UP:
if (histpos)
strcpy_s(
commandbuf, vhistory[--histpos]);
break;
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;
};
};
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()
char *
getcurcommand()
{
return saycommandon ? commandbuf : NULL;
return saycommandon ? commandbuf : NULL;
};
void writebinds(FILE *f)
void
writebinds(FILE *f)
{
loopi(numkm)
{
if(*keyms[i].action) fprintf(f, "bind \"%s\" [%s]\n", keyms[i].name, keyms[i].action);
};
loopi(numkm)
{
if (*keyms[i].action)
fprintf(f, "bind \"%s\" [%s]\n", keyms[i].name,
keyms[i].action);
};
};

View file

@ -1,186 +1,278 @@
// one big bad include file for the whole engine... nasty!
#include "tools.h"
#include "tools.h"
enum // block types, order matters!
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
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
};
enum // hardcoded texture numbers
{
DEFAULT_SKY = 0,
DEFAULT_LIQUID,
DEFAULT_WALL,
DEFAULT_FLOOR,
DEFAULT_CEIL
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 // static entity types
enum // hardcoded texture numbers
{
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
DEFAULT_SKY = 0,
DEFAULT_LIQUID,
DEFAULT_WALL,
DEFAULT_FLOOR,
DEFAULT_CEIL
};
struct persistent_entity // map entity
enum // static entity types
{
short x, y, z; // cube aligned position
short attr1;
uchar type; // type is one of the above
uchar attr2, attr3, attr4;
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 entity : public persistent_entity
struct persistent_entity // map entity
{
bool spawned; // the only dynamic state of a map entity
short x, y, z; // cube aligned position
short attr1;
uchar type; // type is one of the above
uchar attr2, attr3, attr4;
};
#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];
struct entity : public persistent_entity {
bool spawned; // the only dynamic state of a map entity
};
#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 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)
#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;
struct vec {
float x, y, z;
};
struct block {
int x, y, xs, ys;
};
struct mapmodelinfo {
int rad, h, zoff, snap;
char *name;
};
#define SAVEGAMEVERSION 4 // bump if dynent/netprotocol changes or any other savegame/demo data
enum {
GUN_FIST = 0,
GUN_SG,
GUN_CG,
GUN_RL,
GUN_RIFLE,
GUN_FIREBALL,
GUN_ICEBALL,
GUN_SLIMEBALL,
GUN_BITE,
NUMGUNS
};
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
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 MAXCLIENTS 256 // in a multiplayer game, can be arbitrarily changed
#define MAXTRANS 5000 // max amount of data to swallow in 1 go
#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
#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 {
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,
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; };
struct vertex {
float u, v, x, y, z;
uchar r, g, b, a;
};
typedef vector<dynent *> dvector;
typedef vector<char *> cvector;
@ -188,91 +280,149 @@ 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 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 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 DMF 16.0f
#define DAF 1.0f
#define DVF 100.0f
#define VIRTW 2400 // virtual screen size for text & HUD
#define VIRTW 2400 // virtual screen size for text & HUD
#define VIRTH 1800
#define FONTH 64
#define PIXELTAB (VIRTW/12)
#define PIXELTAB (VIRTW / 12)
#define PI (3.1415927f)
#define PI2 (2*PI)
#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 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 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)
#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
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
};
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)
// 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 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
#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
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
#define _WINDOWS
#define ZLIB_DLL
#else
#include <dlfcn.h>
#include <dlfcn.h>
#endif
#include <time.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#include <GL/glu.h>
#include <SDL.h>
#include <SDL_image.h>
@ -281,5 +431,4 @@ enum // function signatures for script functions, see command.cpp
#include <zlib.h>
#include "protos.h" // external function decls
#include "protos.h" // external function decls

View file

@ -1,16 +1,17 @@
// editing.cpp: most map editing commands go here, entity editing commands are in world.cpp
// editing.cpp: most map editing commands go here, entity editing commands are
// in world.cpp
#include "cube.h"
bool editmode = false;
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
// 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),
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),
};
@ -18,11 +19,20 @@ block sel =
int selh = 0;
bool selset = false;
#define loopselxy(b) { makeundo(); loop(x,sel.xs) loop(y,sel.ys) { sqr *s = S(sel.x+x, sel.y+y); b; }; remip(sel); }
#define loopselxy(b) \
{ \
makeundo(); \
loop(x, sel.xs) loop(y, sel.ys) \
{ \
sqr *s = S(sel.x + x, sel.y + y); \
b; \
}; \
remip(sel); \
}
int cx, cy, ch;
int curedittex[] = { -1, -1, -1 };
int curedittex[] = {-1, -1, -1};
bool dragging = false;
int lastx, lasty, lasth;
@ -30,444 +40,566 @@ int lastx, lasty, lasth;
int lasttype = 0, lasttex = 0;
sqr rtex;
VAR(editing,0,0,1);
VAR(editing, 0, 0, 1);
void toggleedit()
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;
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
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;
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()
bool
noteditmode()
{
correctsel();
if(!editmode) conoutf("this function is only allowed in edit mode");
return !editmode;
correctsel();
if (!editmode)
conoutf("this function is only allowed in edit mode");
return !editmode;
};
bool noselection()
bool
noselection()
{
if(!selset) conoutf("no selection");
return !selset;
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;
#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)
void
selectpos(int x, int y, int xs, int ys)
{
block s = { x, y, xs, ys };
sel = s;
selh = 0;
correctsel();
block s = {x, y, xs, ys};
sel = s;
selh = 0;
correctsel();
};
void makesel()
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);
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);
VAR(flrceil, 0, 0, 2);
float sheight(sqr *s, sqr *t, float z) // finds out z height when cursor points at wall
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);
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
void
cursorupdate() // called every frame from hud
{
flrceil = ((int)(player1->pitch>=0))*2;
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;
volatile float x =
worldpos.x; // volatile needed to prevent msvc7 optimizer bug?
volatile float y = worldpos.y;
volatile float z = worldpos.z;
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;
cx = (int)x;
cy = (int)y;
if (OUTBORD(cx, cy))
return;
sqr *s = S(cx, cy);
if(OUTBORD(cx, cy)) return;
};
if(dragging) makesel();
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;
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
cx = (int)x;
cy = (int)y;
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 (OUTBORD(cx, cy))
return;
};
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 (dragging)
makesel();
if(selset)
{
linestyle(GRIDS, 0xFF, 0x40, 0x40);
box(sel, (float)selh, (float)selh, (float)selh, (float)selh);
};
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
vector<block *> undos; // unlimited undo
VARP(undomegs, 0, 1, 10); // bounded by n megs
void pruneundos(int maxremain) // bound memory
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));
};
int t = 0;
loopvrev(undos)
{
t += undos[i]->xs * undos[i]->ys * sizeof(sqr);
if (t > maxremain)
free(undos.remove(i));
};
};
void makeundo()
void
makeundo()
{
undos.add(blockcopy(sel));
pruneundos(undomegs<<20);
undos.add(blockcopy(sel));
pruneundos(undomegs << 20);
};
void editundo()
void
editundo()
{
EDITMP;
if(undos.empty()) { conoutf("nothing more to undo"); return; };
block *p = undos.pop();
blockpaste(*p);
free(p);
EDITMP;
if (undos.empty()) {
conoutf("nothing more to undo");
return;
};
block *p = undos.pop();
blockpaste(*p);
free(p);
};
block *copybuf = NULL;
void copy()
void
copy()
{
EDITSELMP;
if(copybuf) free(copybuf);
copybuf = blockcopy(sel);
EDITSELMP;
if (copybuf)
free(copybuf);
copybuf = blockcopy(sel);
};
void paste()
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);
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
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;
};
};
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)
void
editdrag(bool isdown)
{
if(dragging = isdown)
{
lastx = cx;
lasty = cy;
lasth = ch;
selset = false;
tofronttex();
};
makesel();
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.
// 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)
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;
});
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)
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);
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)
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;
});
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)
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);
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()
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);
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)
void
edittypexy(int type, block &sel)
{
loopselxy(s->type = type);
loopselxy(s->type = type);
};
void edittype(int 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);
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); };
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)
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;
});
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)
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);
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)
void
setvdeltaxy(int delta, block &sel)
{
loopselxy(s->vdelta = max(s->vdelta+delta, 0));
remipmore(sel);
loopselxy(s->vdelta = max(s->vdelta + delta, 0));
remipmore(sel);
};
void setvdelta(int delta)
void
setvdelta(int delta)
{
EDITSEL;
setvdeltaxy(delta, sel);
addmsg(1, 6, SV_EDITD, sel.x, sel.y, sel.xs, sel.ys, 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)
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;
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)
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);
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)
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);
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)
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--;
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;
};
);
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)
void
edittag(int tag)
{
EDITSELMP;
loopselxy(s->tag = tag);
EDITSELMP;
loopselxy(s->tag = tag);
};
void newent(char *what, char *a1, char *a2, char *a3, char *a4)
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));
EDITSEL;
newentity(sel.x, sel.y, (int)player1->o.z, what, ATOI(a1), ATOI(a2),
ATOI(a3), ATOI(a4));
};
COMMANDN(select, selectpos, ARG_4INT);
@ -483,5 +615,3 @@ COMMAND(paste, ARG_NONE);
COMMAND(edittex, ARG_2INT);
COMMAND(newent, ARG_5STR);
COMMAND(perlin, ARG_3INT);

View file

@ -4,239 +4,355 @@
vector<entity> ents;
char *entmdlnames[] =
{
"shells", "bullets", "rockets", "rrounds", "health", "boost",
"g_armour", "y_armour", "quad", "teleporter",
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)
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);
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()
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)
{
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));
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;
};
};
};
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[] =
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)
{
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,
player1->ammo[gun] = itemstats[gun - 1].add * 2;
};
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)
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);
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)
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;
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_GREENARMOUR:
radditem(n, d->armour);
d->armourtype = A_GREEN;
break;
case I_YELLOWARMOUR:
radditem(n, d->armour);
d->armourtype = A_YELLOW;
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;
};
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)
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
};
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
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;
};
};
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)
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;
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_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_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 I_QUAD:
additem(n, d->quadmillis, 60);
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;
};
};
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()
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);
};
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)
void
checkquad(int time)
{
if(player1->quadmillis && (player1->quadmillis -= time)<0)
{
player1->quadmillis = 0;
playsoundc(S_PUPOUT);
conoutf("quad damage is over");
};
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
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;
};
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; };
void
resetspawns()
{
loopv(ents) ents[i].spawned = false;
};
void
setspawn(uint i, bool on)
{
if (i < (uint)ents.length())
ents[i].spawned = on;
};

View file

@ -2,236 +2,290 @@
#include "cube.h"
void cleanup(char *msg) // single program exit point;
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);
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
void
quit() // normal exit
{
writeservercfg();
cleanup(NULL);
writeservercfg();
cleanup(NULL);
};
void fatal(char *s, char *o) // failure exit
void
fatal(char *s, char *o) // failure exit
{
sprintf_sd(msg)("%s%s (%s)\n", s, o, SDL_GetError());
cleanup(msg);
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 *
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;
void *b = calloc(1, s);
if (!b)
fatal("out of memory!");
return b;
};
int scr_w = 640;
int scr_h = 480;
void screenshot()
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);
};
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)
void
keyrepeat(bool on)
{
SDL_EnableKeyRepeat(on ? SDL_DEFAULT_REPEAT_DELAY : 0,
SDL_DEFAULT_REPEAT_INTERVAL);
SDL_EnableKeyRepeat(
on ? SDL_DEFAULT_REPEAT_DELAY : 0, SDL_DEFAULT_REPEAT_INTERVAL);
};
VARF(gamespeed, 10, 100, 1000, if(multiplayer()) gamespeed = 100);
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);
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
#define log(s) conoutf("init: %s", s)
log("sdl");
if(SDL_Init(SDL_INIT_TIMER|SDL_INIT_VIDEO|par)<0) fatal("Unable to initialize 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");
};
log("net");
if(enet_initialize()<0) fatal("Unable to initialise network module");
#ifdef _DEBUG
par = SDL_INIT_NOPARACHUTE;
fs = 0;
#endif
initclient();
initserver(dedicated, uprate, sdesc, ip, master, passwd, maxcl); // never returns if dedicated
log("world");
empty_world(7, true);
if (SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO | par) < 0)
fatal("Unable to initialize SDL");
log("video: sdl");
if(SDL_InitSubSystem(SDL_INIT_VIDEO)<0) fatal("Unable to initialize SDL Video");
log("net");
if (enet_initialize() < 0)
fatal("Unable to initialise network module");
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");
initclient();
initserver(dedicated, uprate, sdesc, ip, master, passwd,
maxcl); // never returns if dedicated
log("video: misc");
SDL_WM_SetCaption("cube engine", NULL);
SDL_WM_GrabInput(SDL_GRAB_ON);
keyrepeat(false);
SDL_ShowCursor(0);
log("world");
empty_world(7, true);
log("gl");
gl_init(scr_w, scr_h);
log("video: sdl");
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
fatal("Unable to initialize SDL Video");
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("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("sound");
initsound();
log("video: misc");
SDL_WM_SetCaption("cube engine", NULL);
SDL_WM_GrabInput(SDL_GRAB_ON);
keyrepeat(false);
SDL_ShowCursor(0);
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("gl");
gl_init(scr_w, scr_h);
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.
{
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;
};
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_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_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;
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;
};

View file

@ -2,14 +2,15 @@
#include "cube.h"
struct mitem { char *text, *action; };
struct mitem {
char *text, *action;
};
struct gmenu
{
char *name;
vector<mitem> items;
int mwidth;
int menusel;
struct gmenu {
char *name;
vector<mitem> items;
int mwidth;
int menusel;
};
vector<gmenu> menus;
@ -18,128 +19,151 @@ int vmenu = -1;
ivector menustack;
void menuset(int menu)
void
menuset(int menu)
{
if((vmenu = menu)>=1) resetmovement(player1);
if(vmenu==1) menus[1].menusel = 0;
if ((vmenu = menu) >= 1)
resetmovement(player1);
if (vmenu == 1)
menus[1].menusel = 0;
};
void showmenu(char *name)
void
showmenu(char *name)
{
loopv(menus) if(i>1 && strcmp(menus[i].name, name)==0)
{
menuset(i);
return;
};
loopv(menus) if (i > 1 && strcmp(menus[i].name, name) == 0)
{
menuset(i);
return;
};
};
int menucompare(mitem *a, mitem *b)
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;
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)
void
sortmenu(int start, int num)
{
qsort(&menus[0].items[start], num, sizeof(mitem), (int (__cdecl *)(const void *,const void *))menucompare);
qsort(&menus[0].items[start], num, sizeof(mitem),
(int(__cdecl *)(const void *, const void *))menucompare);
};
void refreshservers();
bool rendermenu()
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;
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)
void
newmenu(char *name)
{
gmenu &menu = menus.add();
menu.name = newstring(name);
menu.menusel = 0;
gmenu &menu = menus.add();
menu.name = newstring(name);
menu.menusel = 0;
};
void menumanual(int m, int n, char *text)
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 = "";
if (!n)
menus[m].items.setsize(0);
mitem &mitem = menus[m].items.add();
mitem.text = text;
mitem.action = "";
}
void menuitem(char *text, char *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;
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)
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;
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;
};

View file

@ -7,332 +7,403 @@ 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
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
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;
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" },
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)
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;
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
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);
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
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++;
};
};
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
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;
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)
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);
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.
// 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
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);
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)
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;
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
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;
};
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;
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;
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);
};
};
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;
};
float enemyyaw =
-(float)atan2(m->enemy->o.x - m->o.x, m->enemy->o.y - m->o.y) / PI *
180 +
180;
moveplayer(m, 1, false); // use physics to move monster
};
switch (m->monsterstate) {
case M_PAIN:
case M_ATTACKING:
case M_SEARCH:
if (m->trigger < lastmillis)
transition(m, M_HOME, 1, 100, 200);
break;
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);
};
};
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;
};
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();
};
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;
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)
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]);
}
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()
void
monsterrender()
{
loopv(monsters) renderclient(monsters[i], false, monstertypes[monsters[i]->mtype].mdlname, monsters[i]->mtype==5, monstertypes[monsters[i]->mtype].mscale/10.0f);
loopv(monsters) renderclient(monsters[i], false,
monstertypes[monsters[i]->mtype].mdlname, monsters[i]->mtype == 5,
monstertypes[monsters[i]->mtype].mscale / 10.0f);
};

View file

@ -1,323 +1,404 @@
// 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).
// 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
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;
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
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;
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
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;
};
};
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
// 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)
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 :)
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;
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 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 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;
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(ceil<hi) hi = ceil;
if(floor>lo) lo = floor;
if(floor<minfloor) return false;
};
if (hi - lo < d->eyeheight + d->aboveeye)
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;
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
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
};
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
};
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;
d->onfloor = d->o.z - d->eyeheight - lo < 0.001f;
};
return true;
}
float rad(float x) { return x*3.14159f/180; };
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
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;
};
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
// 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)
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;
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
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;
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)));
};
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)));
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 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
const float fpsfric = friction / curtime * 20.0f;
pl->blocked = false;
pl->moving = true;
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
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;
};
pl->blocked = false;
pl->moving = true;
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
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;
};
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;
};
};
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
// detect wether player is outside map, used for skipping zbuffer clear mostly
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;
};
};
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
// detect wether player is outside map, used for skipping zbuffer clear
// mostly
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;
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)
void
moveplayer(dynent *pl, int moveres, bool local)
{
loopi(physicsrepeat) moveplayer(pl, moveres, local, i ? curtime/physicsrepeat : curtime-curtime/physicsrepeat*(physicsrepeat-1));
loopi(physicsrepeat) moveplayer(pl, moveres, local,
i ? curtime / physicsrepeat
: curtime - curtime / physicsrepeat * (physicsrepeat - 1));
};

View file

@ -1,7 +1,8 @@
// protos for ALL external functions in cube...
// 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 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);
@ -39,7 +40,8 @@ extern void writeservercfg();
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 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);
@ -47,10 +49,16 @@ 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 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();
@ -75,7 +83,7 @@ extern void changemapserv(char *name, int mode);
extern void writeclientinfo(FILE *f);
// clientgame
extern void mousemove(int dx, int dy);
extern void mousemove(int dx, int dy);
extern void updateworld(int millis);
extern void startmap(char *name);
extern void changemap(char *name);
@ -93,7 +101,8 @@ extern void fixplayer1range();
// clientextras
extern void renderclients();
extern void renderclient(dynent *d, bool team, char *mdlname, bool hellpig, float scale);
extern void renderclient(
dynent *d, bool team, char *mdlname, bool hellpig, float scale);
void showscores(bool on);
extern void renderscores();
@ -107,17 +116,20 @@ 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);
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 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);
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);
@ -153,7 +165,8 @@ 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 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);
@ -191,11 +204,14 @@ 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 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 initserver(bool dedicated, int uprate, char *sdesc, char *ip,
char *master, char *passwd, int maxcl);
extern void cleanupserver();
extern void localconnect();
extern void localdisconnect();
@ -208,15 +224,17 @@ 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 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 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 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();
@ -246,4 +264,3 @@ extern void baseammo(int gun);
// rndmap
extern void perlinarea(block &b, int scale, int seed, int psize);

View file

@ -1,4 +1,5 @@
// rendercubes.cpp: sits in between worldrender.cpp and rendergl.cpp and fills the vertex array for different cube surfaces.
// rendercubes.cpp: sits in between worldrender.cpp and rendergl.cpp and fills
// the vertex array for different cube surfaces.
#include "cube.h"
@ -6,354 +7,422 @@ vertex *verts = NULL;
int curvert;
int curmaxverts = 10000;
void setarraypointers()
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);
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()
void
reallocv()
{
verts = (vertex *)realloc(verts, (curmaxverts *= 2)*sizeof(vertex));
curmaxverts -= 10;
if(!verts) fatal("no vertex memory!");
setarraypointers();
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.
// 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 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 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); }
#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 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); };
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(); };
#define stripend() \
{ \
if (floorstrip || deltastrip) { \
addstrip(ogltex, firstindex, curvert - firstindex); \
floorstrip = deltastrip = false; \
}; \
};
void
finishstrips()
{
stripend();
};
sqr sbright, sdark;
VAR(lighterror,1,8,100);
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
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; };
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;
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;
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 (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);
};
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++;
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
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; };
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;
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;
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 (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);
};
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++;
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
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();
stripend();
vertcheck();
int sx, sy;
int gltex = lookuptexture(h->ftex, sx, sy);
float xf = TEXTURESCALE/sx;
float yf = TEXTURESCALE/sy;
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);
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;
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++;
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)
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);
};
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
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; };
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));
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);
};
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);
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);
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)
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);
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)
inline float
dx(float x)
{
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;
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;
};
void addwaterquad(int x, int y, int size) // update bounding rect that contains water
// renders water for bounding rect area that contains water... simple but very
// inefficient
int
renderwater(float hf)
{
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;
};
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 resetcubes()
void
addwaterquad(int x, int y, int size) // update bounding rect that contains water
{
if(!verts) reallocv();
floorstrip = deltastrip = false;
wx1 = -1;
nquads = 0;
sbright.r = sbright.g = sbright.b = 255;
sdark.r = sdark.g = sdark.b = 0;
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;
};

View file

@ -2,185 +2,217 @@
#include "cube.h"
void line(int x1, int y1, float z1, int x2, int y2, float z2)
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;
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)
void
linestyle(float width, int r, int g, int b)
{
glLineWidth(width);
glColor3ub(r,g,b);
glLineWidth(width);
glColor3ub(r, g, b);
};
void box(block &b, float z1, float z2, float z3, float z4)
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;
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)
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;
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)
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);
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; };
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)
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;
};
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)
void
renderspheres(int time)
{
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBindTexture(GL_TEXTURE_2D, 4);
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;
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;
};
};
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);
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",
"?", "?", "?", "?", "?",
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
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"));
};
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)
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);
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);
@ -190,183 +222,215 @@ GLint viewport[4];
GLdouble mm[16], pm[16];
vec worldpos;
void readmatrices()
void
readmatrices()
{
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, mm);
glGetDoublev(GL_PROJECTION_MATRIX, pm);
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
// stupid function to cater for stupid ATI linux drivers that return incorrect
// depth values
float depthcorrect(float d)
float
depthcorrect(float d)
{
return (d<=1/256.0f) ? d*256 : 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
// 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)
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);
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)
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;
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()
void
invertperspective()
{
// This only generates a valid inverse matrix for matrices generated by gluPerspective()
GLdouble inv[16];
memset(inv, 0, sizeof(inv));
// 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];
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);
glLoadMatrixd(inv);
};
VARP(crosshairsize, 0, 15, 50);
int dblend = 0;
void damageblend(int n) { dblend += n; };
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)
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);
};
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);
glDisable(GL_DEPTH_TEST);
invertperspective();
glPushMatrix();
glOrtho(0, VIRTW, VIRTH, 0, -1, 1);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
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;
};
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);
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);
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();
};
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();
glPopMatrix();
glPushMatrix();
glOrtho(0, VIRTW*4/3, VIRTH*4/3, 0, -1, 1);
renderconsole();
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 (!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);
};
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();
};
glPopMatrix();
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
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);
};

View file

@ -19,238 +19,279 @@ void purgetextures();
GLUquadricObj *qsphere = NULL;
int glmaxtexsize = 256;
void gl_init(int w, int h)
void
gl_init(int w, int h)
{
//#define fogvalues 0.5f, 0.6f, 0.7f, 1.0f
// #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);
glViewport(0, 0, w, h);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(-3.0, -3.0);
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_DENSITY, 0.25);
glHint(GL_FOG_HINT, GL_NICEST);
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(-3.0, -3.0);
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();
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
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();
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()
void
cleangl()
{
if(qsphere) gluDeleteQuadric(qsphere);
if (qsphere)
gluDeleteQuadric(qsphere);
};
bool installtex(int tnum, char *texname, int &xs, int &ys, bool clamp)
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;
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
// 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];
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
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 )
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()
void
purgetextures()
{
loopi(256) loop(j,MAXFRAMES) mapping[i][j] = 0;
loopi(256) loop(j, MAXFRAMES) mapping[i][j] = 0;
};
int curtexnum = 0;
void texturereset() { curtexnum = 0; };
void texture(char *aframe, char *name)
void
texturereset()
{
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);
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
lookuptexture(int tex, int &xs, int &ys)
{
int frame = 0; // other frames?
int tid = mapping[tex][frame];
int frame = 0; // other frames?
int tid = mapping[tex][frame];
if(tid>=FIRSTTEX)
{
xs = texx[tid-FIRSTTEX];
ys = texy[tid-FIRSTTEX];
return tid;
};
if (tid >= FIRSTTEX) {
xs = texx[tid - FIRSTTEX];
ys = texy[tid - FIRSTTEX];
return tid;
};
xs = ys = 16;
if(!tid) return 1; // crosshair :)
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;
};
};
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");
if (curtex == MAXTEX)
fatal("loaded too many textures");
int tnum = curtex+FIRSTTEX;
strcpy_s(texname[curtex], mapname[tex][frame]);
int tnum = curtex + FIRSTTEX;
strcpy_s(texname[curtex], mapname[tex][frame]);
sprintf_sd(name)("packages%c%s", PATHDIV, texname[curtex]);
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
};
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()
void
setupworld()
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
setarraypointers();
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);
};
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; };
struct strip {
int tex, start, num;
};
vector<strip> strips;
void renderstripssky()
void
renderstripssky()
{
glBindTexture(GL_TEXTURE_2D, skyoglid);
loopv(strips) if(strips[i].tex==skyoglid) glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
glBindTexture(GL_TEXTURE_2D, skyoglid);
loopv(strips) if (strips[i].tex == skyoglid)
glDrawArrays(GL_TRIANGLE_STRIP, strips[i].start, strips[i].num);
};
void renderstrips()
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);
};
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)
void
overbright(float amount)
{
strip &s = strips.add();
s.tex = tex;
s.start = start;
s.num = n;
if (hasoverbright)
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, amount);
};
VARFP(gamma, 30, 100, 300,
void
addstrip(int tex, int start, int n)
{
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());
};
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()
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);
glLoadIdentity();
glTranslated(-player1->o.x, (player1->state==CS_DEAD ? player1->eyeheight-0.2f : 0)-player1->o.z, -player1->o.y);
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);
@ -260,139 +301,146 @@ int xtraverts;
VAR(fog, 64, 180, 1024);
VAR(fogcolour, 0, 0x8099B3, 0xFFFFFF);
VARP(hudgun,0,1,1);
VARP(hudgun, 0, 1, 1);
char *hudgunnames[] = { "hudguns/fist", "hudguns/shotg", "hudguns/chaing", "hudguns/rocket", "hudguns/rifle" };
char *hudgunnames[] = {"hudguns/fist", "hudguns/shotg", "hudguns/chaing",
"hudguns/rocket", "hudguns/rifle"};
void drawhudmodel(int start, int end, float speed, int base)
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);
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)
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);
};
if (!hudgun /*|| !player1->gunselect*/)
return;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fovy, aspect, 0.15f, farplane);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_CULL_FACE);
glDisable(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)
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);
float hf = hdr.waterlevel - 0.3f;
float fovy = (float)fov * h / w;
float aspect = w / (float)h;
bool underwater = player1->o.z < hf;
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);
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);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
int farplane = fog*5/2;
gluPerspective(fovy, aspect, 0.15f, farplane);
glMatrixMode(GL_MODELVIEW);
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);
};
transplayer();
glClear((player1->outsidemap ? GL_COLOR_BUFFER_BIT : 0) |
GL_DEPTH_BUFFER_BIT);
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();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
int farplane = fog * 5 / 2;
gluPerspective(fovy, aspect, 0.15f, farplane);
glMatrixMode(GL_MODELVIEW);
setupworld();
transplayer();
renderstripssky();
glEnable(GL_TEXTURE_2D);
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);
int xs, ys;
skyoglid = lookuptexture(DEFAULT_SKY, xs, ys);
transplayer();
overbright(2);
renderstrips();
resetcubes();
xtraverts = 0;
curvert = 0;
strips.setsize(0);
renderclients();
monsterrender();
render_world(player1->o.x, player1->o.y, player1->o.z,
(int)player1->yaw, (int)player1->pitch, (float)fov, w, h);
finishstrips();
renderentities();
setupworld();
renderspheres(curtime);
renderents();
renderstripssky();
glDisable(GL_CULL_FACE);
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);
drawhudgun(fovy, aspect, farplane);
transplayer();
overbright(1);
int nquads = renderwater(hf);
overbright(2);
render_particles(curtime);
overbright(1);
overbright(2);
glDisable(GL_FOG);
renderstrips();
glDisable(GL_TEXTURE_2D);
xtraverts = 0;
gl_drawhud(w, h, (int)curfps, nquads, curvert, underwater);
renderclients();
monsterrender();
glEnable(GL_CULL_FACE);
glEnable(GL_FOG);
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);
};

View file

@ -2,177 +2,188 @@
#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_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_vertex {
uchar vertex[3], lightNormalIndex;
};
struct md2_frame
{
float scale[3];
float translate[3];
char name[16];
md2_vertex vertices[1];
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;
struct md2 {
int numGlCommands;
int *glCommands;
int numTriangles;
int frameSize;
int numFrames;
int numVerts;
char *frames;
vec **mverts;
int displaylist;
int displaylistverts;
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);
mapmodelinfo mmi;
char *loadname;
int mdlnum;
bool loaded;
md2() : numGlCommands(0), frameSize(0), numFrames(0), displaylist(0), loaded(false) {};
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()
{
if(glCommands)
delete [] glCommands;
if(frames)
delete [] frames;
}
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)
bool
md2::load(char *filename)
{
FILE* file;
md2_header header;
FILE *file;
md2_header header;
if((file= fopen(filename, "rb"))==NULL) return false;
if ((file = fopen(filename, "rb")) == NULL)
return false;
fread(&header, sizeof(md2_header), 1, file);
endianswap(&header, sizeof(int), sizeof(md2_header)/sizeof(int));
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;
if (header.magic != 844121161 || header.version != 8)
return false;
frames = new char[header.frameSize*header.numFrames];
if(frames==NULL) 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);
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);
}
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;
glCommands = new int[header.numGlCommands];
if (glCommands == NULL)
return false;
fseek(file, header.offsetGlCommands, SEEK_SET);
fread(glCommands, header.numGlCommands*sizeof(int), 1, file);
fseek(file, header.offsetGlCommands, SEEK_SET);
fread(glCommands, header.numGlCommands * sizeof(int), 1, file);
endianswap(glCommands, sizeof(int), header.numGlCommands);
endianswap(glCommands, sizeof(int), header.numGlCommands);
numFrames = header.numFrames;
numGlCommands= header.numGlCommands;
frameSize = header.frameSize;
numTriangles = header.numTriangles;
numVerts = header.numVertices;
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;
fclose(file);
return true;
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)
float
snap(int sn, float f)
{
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;
};
return sn ? (float)(((int)(f + sn * 0.5f)) & (~(sn - 1))) : f;
};
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)
void
md2::scale(int frame, float scale, int sn)
{
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);
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)
{
if (displaylist && frame == 0 && range == 1) {
glCallList(displaylist);
xtraverts += displaylistverts;
}
else
{
if(frame==0 && range==1)
{
} 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;
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;)
{
for (int *command = glCommands; (*command) != 0;) {
int numVertex = *command++;
if(numVertex>0) { glBegin(GL_TRIANGLE_STRIP); }
else { glBegin(GL_TRIANGLE_FAN); numVertex = -numVertex; };
if (numVertex > 0) {
glBegin(GL_TRIANGLE_STRIP);
} else {
glBegin(GL_TRIANGLE_FAN);
numVertex = -numVertex;
};
loopi(numVertex)
{
float tu = *((float*)command++);
float tv = *((float*)command++);
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
#define ip(c) v1.c *frac2 + v2.c *frac1
glVertex3f(ip(x), ip(z), ip(y));
};
@ -180,96 +191,113 @@ void md2::render(vec &light, int frame, int range, float x, float y, float z, fl
glEnd();
};
if(displaylist)
{
if (displaylist) {
glEndList();
displaylistverts = xtraverts-displaylistverts;
displaylistverts = xtraverts - displaylistverts;
};
};
glPopMatrix();
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;
};
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)
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;
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)
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);
mapmodelinfo mmi = {
atoi(rad), atoi(h), atoi(zoff), atoi(snap), m->loadname};
m->mmi = mmi;
mapmodels.add(m);
};
void mapmodelreset() { mapmodels.setsize(0); };
void
mapmodelreset()
{
mapmodels.setsize(0);
};
mapmodelinfo &getmminfo(int i) { return i<mapmodels.length() ? mapmodels[i]->mmi : *(mapmodelinfo *)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)
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;
md2 *m = loadmodel(mdl);
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;
};
if (isoccluded(player1->o.x, player1->o.y, x - rad, z - rad, rad * 2))
return;
m->render(light, frame, range, x, y, z, yaw, pitch, scale, speed, snap, basetime);
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);
};

View file

@ -4,139 +4,161 @@
const int MAXPARTICLES = 10500;
const int NUMPARTCUTOFF = 20;
struct particle { vec o, d; int fade, type; int millis; particle *next; };
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);
VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);
void newparticle(vec &o, vec &d, int fade, int type)
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;
};
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);
VARP(particlesize, 20, 100, 500);
vec right, up;
void setorient(vec &r, vec &u) { right = r; up = u; };
void render_particles(int time)
void
setorient(vec &r, vec &u)
{
if(demoplayback && demotracking)
{
vec nom = { 0, 0, 0 };
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];
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glDisable(GL_FOG);
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;
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
};
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;
};
};
int numrender = 0;
glEnable(GL_FOG);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
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)
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);
};
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)
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);
};
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);
};
};

View file

@ -2,221 +2,234 @@
#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}, //~
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
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;
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, ...)
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);
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)
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);
glBlendFunc(GL_ONE, GL_ONE);
glBindTexture(GL_TEXTURE_2D, gl_num);
glColor3ub(255, 255, 255);
int x = left;
int y = top;
int x = left;
int y = top;
int i;
float in_left, in_top, in_right, in_bottom;
int in_width, in_height;
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;
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_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];
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;
}
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)
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;
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)
void
draw_envbox(int t, int w)
{
glDepthMask(GL_FALSE);
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);
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(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(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(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 + 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);
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);
glDepthMask(GL_TRUE);
}

View file

@ -1,70 +1,89 @@
// rndmap.cpp: perlin noise landscape generation and some experimental random map stuff, currently not used
// 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)
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;
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
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 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
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 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)
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);
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
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;
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)
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;
};
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;
};
};

View file

@ -1,4 +1,5 @@
// loading and saving of savegames & demos, dumps the spawn state of all mapents, the full state of all dynents (monsters + player)
// loading and saving of savegames & demos, dumps the spawn state of all
// mapents, the full state of all dynents (monsters + player)
#include "cube.h"
@ -13,137 +14,209 @@ 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()
void
gzput(int i)
{
if(f)
{
if(demorecording) gzputi(-1);
gzclose(f);
};
f = NULL;
demorecording = false;
demoplayback = false;
demoloading = false;
loopv(playerhistory) zapdynent(playerhistory[i]);
playerhistory.setsize(0);
gzputc(f, i);
};
void
gzputi(int i)
{
gzwrite(f, &i, sizeof(int));
};
void
gzputv(vec &v)
{
gzwrite(f, &v, sizeof(vec));
};
void stopifrecording() { if(demorecording) stop(); };
void savestate(char *fn)
void
gzcheck(int a, int b)
{
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));
};
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 savegame(char *name)
void
stop()
{
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);
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 loadstate(char *fn)
void
stopifrecording()
{
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();
if (demorecording)
stop();
};
void loadgame(char *name)
void
savestate(char *fn)
{
sprintf_sd(fn)("savegames/%s.csgz", name);
loadstate(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 loadgameout()
void
savegame(char *name)
{
stop();
conoutf("loadgame incomplete: savegame from a different version of this map");
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 loadgamerest()
void
loadstate(char *fn)
{
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();
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
@ -153,204 +226,265 @@ int playbacktime = 0;
int ddamage, bdamage;
vec dorig;
void record(char *name)
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;
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)
void
demodamage(int damage, vec &o)
{
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);
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
};
if (ddamage) {
gzputv(dorig);
ddamage = 0;
};
// FIXME: add all other client state which is not send through
// the network
};
};
void demo(char *name)
void
demo(char *name)
{
sprintf_sd(fn)("demos/%s.cdgz", name);
loadstate(fn);
demoloading = true;
sprintf_sd(fn)("demos/%s.cdgz", name);
loadstate(fn);
demoloading = true;
};
void stopreset()
void
stopreset()
{
conoutf("demo stopped (%d msec elapsed)", lastmillis-starttime);
stop();
loopv(players) zapdynent(players[i]);
disconnect(0, 0);
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);
int
scaletime(int t)
{
return (int)(t * (100.0f / demoplaybackspeed)) + starttime;
};
void startdemo()
void
readdemotime()
{
democlientnum = gzgeti();
demoplayback = true;
starttime = lastmillis;
conoutf("now playing demo");
dynent *d = getclient(democlientnum);
assert(d);
*d = *player1;
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
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);
vsub(t1, z);
vmul(t1, 0.5f) vsub(t2, a);
vmul(t2, 0.5f);
float s2 = s*s;
float s3 = s*s2;
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);
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)
void
fixwrap(dynent *a, dynent *b)
{
while(b->yaw-a->yaw>180) a->yaw += 360;
while(b->yaw-a->yaw<-180) a->yaw -= 360;
while (b->yaw - a->yaw > 180)
a->yaw += 360;
while (b->yaw - a->yaw < -180)
a->yaw -= 360;
};
void demoplaybackstep()
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);
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
{
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];
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);
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
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);
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);
};
break;
};
// if(player1->state!=CS_DEAD) showscores(false);
};
};
void stopn() { if(demoplayback) stopreset(); else stop(); conoutf("demo stopped"); };
void
stopn()
{
if (demoplayback)
stopreset();
else
stop();
conoutf("demo stopped");
};
COMMAND(record, ARG_1STR);
COMMAND(demo, ARG_1STR);

View file

@ -1,18 +1,18 @@
// server.cpp: little more than enhanced multicaster
// runs dedicated or as client coroutine
#include "cube.h"
#include "cube.h"
enum { ST_EMPTY, ST_LOCAL, ST_TCPIP };
struct client // server side version of "dynent" type
struct client // server side version of "dynent" type
{
int type;
ENetPeer *peer;
string hostname;
string mapvote;
string name;
int modevote;
int type;
ENetPeer *peer;
string hostname;
string mapvote;
string name;
int modevote;
};
vector<client> clients;
@ -20,24 +20,27 @@ vector<client> clients;
int maxclients = 8;
string smapname;
struct server_entity // server side version of "entity" type
struct server_entity // server side version of "entity" type
{
bool spawned;
int spawnsecs;
bool spawned;
int spawnsecs;
};
vector<server_entity> sents;
bool notgotitems = true; // true when map has changed and waiting for clients to send item
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
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;
};
loopv(sents)
{
sents[i].spawned = ents[i].spawned;
sents[i].spawnsecs = 0;
};
};
int interm = 0, minremain = 0, mapend = 0;
@ -46,7 +49,7 @@ bool mapreload = false;
char *serverpassword = "";
bool isdedicated;
ENetHost * serverhost = NULL;
ENetHost *serverhost = NULL;
int bsend = 0, brec = 0, laststatus = 0, lastsec = 0;
#define MAXOBUF 100000
@ -55,414 +58,487 @@ 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)
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;
};
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;
};
case ST_LOCAL:
localservertoclient(packet->data, packet->dataLength);
break;
};
};
void send2(bool rel, int cn, int a, int b)
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);
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)
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);
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)
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);
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
void
resetitems()
{
if(i>=(uint)sents.length()) return;
if(sents[i].spawned)
{
sents[i].spawned = false;
sents[i].spawnsecs = sec;
send2(true, sender, SV_ITEMACC, i);
};
sents.setsize(0);
notgotitems = true;
};
void resetvotes()
void
pickup(uint i, int sec, int sender) // server side item pickup, acknowledge
// first client that gets it
{
loopv(clients) clients[i].mapvote[0] = 0;
if (i >= (uint)sents.length())
return;
if (sents[i].spawned) {
sents[i].spawned = false;
sents[i].spawnsecs = sec;
send2(true, sender, SV_ITEMACC, i);
};
};
bool vote(char *map, int reqmode, int sender)
void
resetvotes()
{
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;
loopv(clients) clients[i].mapvote[0] = 0;
};
// 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
bool
vote(char *map, int reqmode, int sender)
{
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;
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;
};
while(p<end) switch(type = getint(p))
{
case SV_TEXT:
sgetstr();
break;
// 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)
case SV_INITC2S:
sgetstr();
strcpy_s(clients[cn].name, text);
sgetstr();
getint(p);
break;
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;
};
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;
};
uchar *end = packet->data + packet->dataLength;
uchar *p = packet->data + 2;
char text[MAXTRANS];
int cn = -1, type;
case SV_ITEMPICKUP:
{
int n = getint(p);
pickup(n, getint(p), sender);
break;
};
while (p < end)
switch (type = getint(p)) {
case SV_TEXT:
sgetstr();
break;
case SV_PING:
send2(false, cn, SV_PONG, getint(p));
break;
case SV_INITC2S:
sgetstr();
strcpy_s(clients[cn].name, text);
sgetstr();
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_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_SENDMAP:
{
sgetstr();
int mapsize = getint(p);
sendmaps(sender, text, mapsize, p);
return;
}
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_RECVMAP:
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;
};
return;
default:
{
int size = msgsizelookup(type);
if(size==-1) { disconnect_client(sender, "tag type"); return; };
loopi(size-1) getint(p);
};
};
case SV_EXT: // allows for new features that require no server
// updates
{
for (int n = getint(p); n; n--)
getint(p);
break;
};
if(p>end) { disconnect_client(sender, "end of packet"); return; };
multicast(packet, sender);
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)
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);
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)
void
multicast(ENetPacket *packet, int sender)
{
loopv(clients)
{
if(i==sender) continue;
send(i, packet);
};
loopv(clients)
{
if (i == sender)
continue;
send(i, packet);
};
};
void localclienttoserver(ENetPacket *packet)
void
localclienttoserver(ENetPacket *packet)
{
process(packet, 0);
if(!packet->referenceCount) enet_packet_destroy (packet);
process(packet, 0);
if (!packet->referenceCount)
enet_packet_destroy(packet);
};
client &addclient()
client &
addclient()
{
loopv(clients) if(clients[i].type==ST_EMPTY) return clients[i];
return clients.add();
loopv(clients) if (clients[i].type == ST_EMPTY) return clients[i];
return clients.add();
};
void checkintermission()
void
checkintermission()
{
if(!minremain)
{
interm = lastsec+10;
mapend = lastsec+1000;
};
send2(true, -1, SV_TIMEUP, minremain--);
if (!minremain) {
interm = lastsec + 10;
mapend = lastsec + 1000;
};
send2(true, -1, SV_TIMEUP, minremain--);
};
void startintermission() { minremain = 0; checkintermission(); };
void resetserverifempty()
void
startintermission()
{
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;
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
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;
};
};
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);
};
};
resetserverifempty();
if(!isdedicated) return; // below is network only
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);
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;
};
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;
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
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()
void
cleanupserver()
{
if(serverhost) enet_host_destroy(serverhost);
if (serverhost)
enet_host_destroy(serverhost);
};
void localdisconnect()
void
localdisconnect()
{
loopv(clients) if(clients[i].type==ST_LOCAL) clients[i].type = ST_EMPTY;
loopv(clients) if (clients[i].type == ST_LOCAL) clients[i].type =
ST_EMPTY;
};
void localconnect()
void
localconnect()
{
client &c = addclient();
c.type = ST_LOCAL;
strcpy_s(c.hostname, "local");
send_welcome(&c-&clients[0]);
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)
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;
};
serverpassword = passwd;
maxclients = maxcl;
servermsinit(master ? master : "wouter.fov120.com/cube/masterserver/",
sdesc, dedicated);
resetserverifempty();
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;
};
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);
};
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);
};
};

View file

@ -1,19 +1,18 @@
// serverbrowser.cpp: eihrul's concurrent resolver, and server browser window management
// serverbrowser.cpp: eihrul's concurrent resolver, and server browser window
// management
#include "cube.h"
#include "SDL_thread.h"
#include "cube.h"
struct resolverthread
{
SDL_Thread *thread;
char *query;
int starttime;
struct resolverthread {
SDL_Thread *thread;
char *query;
int starttime;
};
struct resolverresult
{
char *query;
ENetAddress address;
struct resolverresult {
char *query;
ENetAddress address;
};
vector<resolverthread> resolverthreads;
@ -23,281 +22,309 @@ SDL_mutex *resolvermutex;
SDL_sem *resolversem;
int resolverlimit = 1000;
int resolverloop(void * data)
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;
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)
void
resolverinit(int threads, int limit)
{
resolverlimit = limit;
resolversem = SDL_CreateSemaphore(0);
resolvermutex = SDL_CreateMutex();
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;
};
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)
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);
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 resolverquery(char *name)
void
resolverclear()
{
SDL_LockMutex(resolvermutex);
resolverqueries.add(name);
SDL_SemPost(resolversem);
SDL_UnlockMutex(resolvermutex);
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);
};
bool resolvercheck(char **name, ENetAddress *address)
void
resolverquery(char *name)
{
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;
SDL_LockMutex(resolvermutex);
resolverqueries.add(name);
SDL_SemPost(resolversem);
SDL_UnlockMutex(resolvermutex);
};
struct serverinfo
bool
resolvercheck(char **name, ENetAddress *address)
{
string name;
string full;
string map;
string sdesc;
int mode, numplayers, ping, protocol, minremain;
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)
char *
getservername(int n)
{
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;
return servers[n].name;
};
void pingservers()
void
addserver(char *servername)
{
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;
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 checkresolver()
void
pingservers()
{
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;
}
}
}
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()
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;
};
};
};
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)
int
sicompare(const serverinfo *a, const serverinfo *b)
{
return a->ping>b->ping ? 1 : (a->ping<b->ping ? -1 : strcmp(a->name, b->name));
return a->ping > b->ping
? 1
: (a->ping < b->ping ? -1 : strcmp(a->name, b->name));
};
void refreshservers()
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;
};
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()
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);
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()
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();
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()
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);
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);
};

View file

@ -4,138 +4,163 @@
ENetSocket mssock = ENET_SOCKET_NULL;
void httpgetsend(ENetAddress &ad, char *hostname, char *req, char *ref, char *agent)
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;
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);
};
ENetAddress masterserver = { ENET_HOST_ANY, 80 };
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)
void
updatemasterserver(int seconds)
{
if(seconds>updmaster) // send alive signal to masterserver every hour of uptime
{
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");
httpgetsend(masterserver, masterbase, path, "cubeserver",
"Cube Server");
masterrep[0] = 0;
masterb.data = masterrep;
masterb.dataLength = MAXTRANS-1;
updmaster = seconds+60*60;
};
};
masterb.dataLength = MAXTRANS - 1;
updmaster = seconds + 60 * 60;
};
};
void checkmasterreply()
void
checkmasterreply()
{
bool busy = mssock!=ENET_SOCKET_NULL;
httpgetrecieve(masterb);
if(busy && mssock==ENET_SOCKET_NULL) printf("masterserver reply: %s\n", stripheader(masterrep));
};
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)
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);
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)
void
serverms(int mode, int numplayers, int minremain, char *smapname, int seconds,
bool isfull)
{
checkmasterreply();
updatemasterserver(seconds);
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");
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");
};
};

View file

@ -2,56 +2,94 @@
#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).
// 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)
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; };
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
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;
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)
void
sendstring(char *t, uchar *&p)
{
while(*t) putint(p, *t++);
putint(p, 0);
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
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",
};
char msgsizelookup(int msg)
const char *
modestr(int n)
{
for(char *p = msgsizesl; *p>=0; p += 2) if(*p==msg) return p[1];
return -1;
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
@ -60,64 +98,93 @@ string copyname;
int copysize;
uchar *copydata = NULL;
void sendmaps(int n, string mapname, int mapsize, uchar *mapdata)
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);
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)
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);
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[])
void
fatal(char *s, char *o)
{
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;
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

View file

@ -1,10 +1,12 @@
// sound.cpp: uses fmod on windows and sdl_mixer on unix (both had problems on the other platform)
// 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
// #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
// #endif
VARP(soundvol, 0, 255, 255);
VARP(musicvol, 0, 128, 255);
@ -13,96 +15,101 @@ bool nosound = false;
#define MAXCHAN 32
#define SOUNDFREQ 22050
struct soundloc { vec loc; bool inuse; } soundlocs[MAXCHAN];
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;
#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;
#include "fmod.h"
#define MAXVOL 255
FMUSIC_MODULE *mod = NULL;
FSOUND_STREAM *stream = NULL;
#endif
void stopsound()
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;
};
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()
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
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)
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
};
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);
@ -115,112 +122,150 @@ vector<FSOUND_SAMPLE *> samples;
cvector snames;
int registersound(char *name)
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;
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()
void
cleansound()
{
if(nosound) return;
stopsound();
#ifdef USE_MIXER
Mix_CloseAudio();
#else
FSOUND_Close();
#endif
if (nosound)
return;
stopsound();
#ifdef USE_MIXER
Mix_CloseAudio();
#else
FSOUND_Close();
#endif
};
VAR(stereo, 0, 1, 1);
void updatechanvol(int chan, vec *loc)
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;
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 updatevol()
void
newsoundloc(int chan, vec *loc)
{
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;
};
assert(chan >= 0 && chan < MAXCHAN);
soundlocs[chan].loc = *loc;
soundlocs[chan].inuse = true;
};
void playsoundc(int n) { addmsg(0, 2, SV_SOUND, n); playsound(n); };
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)
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 (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]);
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
#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; };
};
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
#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); };
void
sound(int n)
{
playsound(n, NULL);
};
COMMAND(sound, ARG_1INT);

View file

@ -7,134 +7,142 @@
pool::pool()
{
blocks = 0;
allocnext(POOLSIZE);
for(int i = 0; i<MAXBUCKETS; i++) reuse[i] = NULL;
blocks = 0;
allocnext(POOLSIZE);
for (int i = 0; i < MAXBUCKETS; i++)
reuse[i] = NULL;
};
void *pool::alloc(size_t size)
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;
};
};
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)
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;
};
};
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 *
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 *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)
void
pool::dealloc_block(void *b)
{
if(b)
{
dealloc_block(*((char **)b));
free(b);
};
if (b) {
dealloc_block(*((char **)b));
free(b);
};
}
void pool::allocnext(size_t allocsize)
void
pool::allocnext(size_t allocsize)
{
char *b = (char *)malloc(allocsize+PTRSIZE);
*((char **)b) = blocks;
blocks = b;
p = b+PTRSIZE;
left = 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 *
pool::string(char *s, size_t l)
{
char *b = (char *)alloc(l+1);
strncpy(b,s,l);
b[l] = 0;
return b;
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
pool *
gp() // useful for global buffers that need to be initialisation order
// independant
{
static pool *p = NULL;
return p ? p : (p = new pool());
static pool *p = NULL;
return p ? p : (p = new pool());
};
///////////////////////// misc tools ///////////////////////
char *path(char *s)
char *
path(char *s)
{
for(char *t = s; t = strpbrk(t, "/\\"); *t++ = PATHDIV);
return s;
for (char *t = s; t = strpbrk(t, "/\\"); *t++ = PATHDIV)
;
return s;
};
char *loadfile(char *fn, int *size)
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;
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
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;
};
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;
};
}

View file

@ -13,12 +13,12 @@
#undef gamma
#endif
#include <string.h>
#include <assert.h>
#include <limits.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <limits.h>
#include <assert.h>
#include <string.h>
#ifdef __GNUC__
#include <new>
#else
@ -34,20 +34,23 @@ 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 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)
#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")
#pragma warning(3 : 4189)
// #pragma comment(linker,"/OPT:NOWIN98")
#define PATHDIV '\\'
#else
#define __cdecl
@ -55,225 +58,339 @@ typedef unsigned int uint;
#define PATHDIV '/'
#endif
// easy safe strings
#define _MAXDEFSTR 260
typedef char string[_MAXDEFSTR];
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)
inline void
strn0cpy(char *d, const char *s, size_t m)
{
_vsnprintf(d, _MAXDEFSTR, fmt, v);
d[_MAXDEFSTR-1] = 0;
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);
};
struct sprintf_s_f
inline void
formatstring(char *d, const char *fmt, va_list v)
{
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;
};
_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)
#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?
inline int
fast_f2nat(float a)
{ // only for positive floats
static const float fhalf = 0.5f;
int retval;
return retval;
__asm fld a __asm fsub fhalf __asm fistp retval // perf regalloc?
return retval;
};
#else
#define fast_f2nat(val) ((int)(val))
#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
// 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 };
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];
char *p;
size_t left;
char *blocks;
void *reuse[MAXBUCKETS];
pool();
~pool() { dealloc_block(blocks); };
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);
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); };
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);
void dealloc_block(void *b);
void allocnext(size_t allocsize);
};
template <class T> struct vector
{
T *buf;
int alen;
int ulen;
pool *p;
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);
vector()
{
this->p = gp();
alen = 8;
buf = (T *)p->alloc(alen * sizeof(T));
ulen = 0;
};
T &add(const T &x)
{
if(ulen==alen) realloc();
new (&buf[ulen]) T(x);
return buf[ulen++];
};
~vector()
{
setsize(0);
p->dealloc(buf, alen * sizeof(T));
};
T &add()
{
if(ulen==alen) realloc();
new (&buf[ulen]) T;
return buf[ulen++];
};
vector(vector<T> &v);
void operator=(vector<T> &v);
T &pop() { return buf[--ulen]; };
T &last() { return buf[ulen-1]; };
bool empty() { return ulen==0; };
T &
add(const T &x)
{
if (ulen == alen)
realloc();
new (&buf[ulen]) T(x);
return buf[ulen++];
};
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); };
T &
add()
{
if (ulen == alen)
realloc();
new (&buf[ulen]) T;
return buf[ulen++];
};
void realloc()
{
int olen = alen;
buf = (T *)p->realloc(buf, olen*sizeof(T), (alen *= 2)*sizeof(T));
};
T &
pop()
{
return buf[--ulen];
};
T &
last()
{
return buf[ulen - 1];
};
bool
empty()
{
return ulen == 0;
};
T remove(int i)
{
T e = buf[i];
for(int p = i+1; p<ulen; p++) buf[p-1] = buf[p];
ulen--;
return e;
};
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;
};
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];
};
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--)
#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; };
template <class T> struct hashtable {
struct chain {
chain *next;
char *key;
T data;
};
int size;
int numelems;
chain **table;
pool *parent;
chain *enumc;
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()
{
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);
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;
};
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; \
}
#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); };
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

View file

@ -2,341 +2,419 @@
#include "cube.h"
struct guninfo { short sound, attackdelay, damage, projspeed, part, kickamount; char *name; };
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" },
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)
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);
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)
int
reloadtime(int gun)
{
selectgun(a1[0] ? atoi(a1) : -1,
a2[0] ? atoi(a2) : -1,
a3[0] ? atoi(a3) : -1);
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
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);
};
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
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);
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;
};
};
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;
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()
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;
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; };
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)
void
projreset()
{
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;
};
loopi(MAXPROJ) projs[i].inuse = false;
};
void hit(int target, int damage, dynent *d, dynent *at)
void
newprojectile(
vec &from, vec &to, float speed, bool local, dynent *owner, int gun)
{
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);
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
const float RL_DAMRAD = 7; // hack
void radialeffect(dynent *o, vec &v, int cn, int qdam, dynent *at)
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);
};
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)
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);
};
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)
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);
};
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)
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;
};
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
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;
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_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_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_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;
};
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)
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);
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)
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);
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)
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;
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
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);
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->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 (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(guns[d->gunselect].projspeed) return;
loopv(players)
{
dynent *o = players[i];
if(!o) continue;
raydamage(o, from, to, d, i);
};
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;
dvector &v = getmonsters();
loopv(v) if(v[i]!=d) raydamage(v[i], from, to, d, -2);
if (guns[d->gunselect].projspeed)
return;
if(d->monsterstate) raydamage(player1, from, to, d, -1);
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);
};

View file

@ -2,371 +2,509 @@
#include "cube.h"
extern char *entnames[]; // lookup from map entities above to strings
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
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
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)
void
resettagareas()
{
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);
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
// 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)
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);
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)
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);
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
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;
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)
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;
};
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()
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 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)
int
findtype(char *what)
{
loopi(MAXENTTYPES) if(strcmp(what, entnames[i])==0) return i;
conoutf("unknown entity type \"%s\"", what);
return NOTUSED;
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)
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();
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();
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)
void
scalecomp(uchar &c, int intens)
{
int n = c*intens/100;
if(n>255) n = 255;
c = n;
int n = c * intens / 100;
if (n > 255)
n = 255;
c = n;
};
void scalelights(int f, int intens)
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();
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)
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;
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];
sqr *wmip[LARGEST_FACTOR * 2];
void setupworld(int factor)
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); };
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
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 (!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);
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");
};
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); };
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);

View file

@ -2,327 +2,375 @@
#include "cube.h"
void backup(char *name, char *backupname)
void
backup(char *name, char *backupname)
{
remove(backupname);
rename(name, backupname);
remove(backupname);
rename(name, backupname);
};
string cgzname, bakname, pcfname, mcfname;
string cgzname, bakname, pcfname, mcfname;
void setnames(char *name)
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);
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);
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).
// 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
inline bool
nhf(sqr *s)
{
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;
};
return s->type != FHF && s->type != CHF;
};
void topt(sqr *s, bool &wf, bool &uf, int &wt, int &ut)
void
voptimize() // reset vdeltas on non-hf cubes
{
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; };
};
};
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 toptimize() // FIXME: only does 2x2, make atleast for 4x4 also
void
topt(sqr *s, bool &wf, bool &uf, int &wt, int &ut)
{
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;
};
};
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;
};
};
};
};
// these two are used by getmap/sendmap.. transfers compressed maps directly
void writemap(char *mname, int msize, uchar *mdata)
void
toptimize() // FIXME: only does 2x2, make atleast for 4x4 also
{
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);
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)
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;
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.
// 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)
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)
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();
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!
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);
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);
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);

View file

@ -4,211 +4,254 @@
extern bool hasoverbright;
VAR(lightscale,1,4,100);
VAR(lightscale, 1, 4, 100);
void lightray(float bx, float by, persistent_entity &light) // done in realtime, needs to be fast
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
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 (hasoverbright) {
l /= lightscale;
stepl /= lightscale;
if(OUTBORD(x>>PRECBITS, y>>PRECBITS)) return;
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;
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;
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;
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;
};
};
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)
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;
int reach = l.attr1;
int sx = l.x - reach;
int ex = l.x + reach;
int sy = l.y - reach;
int ey = l.y + reach;
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();
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
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);
};
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);
remip(a);
};
void calclight()
void
calclight()
{
loop(x,ssize) loop(y,ssize)
{
sqr *s = S(x,y);
s->r = s->g = s->b = 10;
};
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);
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()
void
cleardlights()
{
while(!dlights.empty())
{
block *backup = dlights.pop();
blockpaste(*backup);
free(backup);
};
while (!dlights.empty()) {
block *backup = dlights.pop();
blockpaste(*backup);
free(backup);
};
};
void dodynlight(vec &vold, vec &v, int reach, int strength, dynent *owner)
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 (!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;
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;
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};
dlights.add(blockcopy(b)); // backup area before rendering in dynlight
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;
persistent_entity l = { (int)v.x, (int)v.y, (int)v.z, reach, LIGHT, strength, 0, 0 };
calclightsource(l);
postlightarea(b);
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 *
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;
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)
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);
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);
};

View file

@ -8,129 +8,197 @@ float rdist[NUMRAYS];
bool ocull = true;
float odist = 256;
void toggleocull() { ocull = !ocull; };
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.
// 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)
void
computeraytable(float vx, float vy)
{
if(!ocull) return;
if (!ocull)
return;
odist = getvar("fog")*1.5f;
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;
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;
};
};
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!
// 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
inline float
ca(float x, float y)
{
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
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
};

View file

@ -1,62 +1,69 @@
// 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
// 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)
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);
};
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 MAX_MIP = 5; // 32x32 unit blocks
const int MIN_LOD = 2;
const int LOW_LOD = 25;
const int MAX_LOD = 1000;
@ -66,225 +73,286 @@ 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)
// 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)
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;
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.
// 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)
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;
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
};
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);
};
#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.
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 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); \
#define df(x) s->floor - (x->vdelta / 4.0f)
#define dc(x) s->ceil + (x->vdelta / 4.0f)
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);
}};
// 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.
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);
};
}};
#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 continue; // walls
LOOPD
// w
// zSt
// vu
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);
}
}
;
sqr *w = SWS(s,0,-1,sz);
sqr *z = SWS(s,-1,0,sz);
bool normalwall = 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);
};
}
}
;
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);
}
LOOPH continue; // walls
LOOPD
// w
// zSt
// vu
if(normalwall)
{
bool inner = xx!=sz-1 && yy!=sz-1;
sqr *w = SWS(s, 0, -1, sz);
sqr *z = SWS(s, -1, 0, sz);
bool normalwall = true;
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);
};
}};
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;
};
void distlod(int &low, int &high, int angle, float widef)
// 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)
{
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;
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]);
};
// 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]);
};