Files
assaultcube-/source/src/cube.h
T
driAn f3f6bf158c *** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@38 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2005-10-13 22:12:47 +00:00

336 lines
12 KiB
C

/// one big bad include file for the whole engine... nasty!
#include "tools.h"
enum // block types, order matters!
{
SOLID = 0, // entirely solid cube [only specifies wtex]
CORNER, // half full corner of a wall
FHF, // floor heightfield using neighbour vdelta values
CHF, // idem ceiling
SPACE, // entirely empty cube
SEMISOLID, // generated by mipmapping
MAXTYPE
};
struct sqr
{
uchar type; // one of the above
char floor, ceil; // height, in cubes
uchar wtex, ftex, ctex; // wall/floor/ceil texture ids
uchar r, g, b; // light value at upper left vertex
uchar vdelta; // vertex delta, used for heightfield cubes
char defer; // used in mipmapping, when true this cube is not a perfect mip
char occluded; // true when occluded
uchar utex; // upper wall tex id
uchar tag; // used by triggers
};
enum // hardcoded texture numbers
{
DEFAULT_SKY = 0,
DEFAULT_LIQUID,
DEFAULT_WALL,
DEFAULT_FLOOR,
DEFAULT_CEIL
};
enum // static entity types
{
NOTUSED = 0, // entity slot not in use in map
LIGHT, // lightsource, attr1 = radius, attr2 = intensity
PLAYERSTART, // attr1 = angle
I_CLIPS, I_AMMO,I_GRENADE,
I_HEALTH, I_ARMOUR, I_QUAD,
MAPMODEL, // attr1 = angle, attr2 = idx
CARROT, // attr1 = tag, attr2 = type
LADDER,
MAXENTTYPES
};
struct persistent_entity // map entity
{
short x, y, z; // cube aligned position
short attr1;
uchar type; // type is one of the above
uchar attr2, attr3, attr4;
};
struct entity : public persistent_entity
{
bool spawned; // the only dynamic state of a map entity
};
#define MAPVERSION 6 // bump if map format changes, see worldio.cpp
struct header // map file format header
{
char head[4]; // "CUBE"
int version; // any >8bit quantity is a little indian
int headersize; // sizeof(header)
int sfactor; // in bits
int numents;
char maptitle[128];
uchar texlists[3][256];
int waterlevel;
int reserved[15];
};
#define SWS(w,x,y,s) (&(w)[(y)*(s)+(x)])
#define SW(w,x,y) SWS(w,x,y,ssize)
#define S(x,y) SW(world,x,y) // convenient lookup of a lowest mip cube
#define SMALLEST_FACTOR 6 // determines number of mips there can be
#define DEFAULT_FACTOR 8
#define LARGEST_FACTOR 11 // 10 is already insane
#define SOLID(x) ((x)->type==SOLID)
#define MINBORD 2 // 2 cubes from the edge of the world are always solid
#define OUTBORD(x,y) ((x)<MINBORD || (y)<MINBORD || (x)>=ssize-MINBORD || (y)>=ssize-MINBORD)
struct vec { float x, y, z; };
struct block { int x, y, xs, ys; };
struct mapmodelinfo { int rad, h, zoff, snap; char *name; };
enum { GUN_KNIFE = 0, GUN_PISTOL, GUN_SHOTGUN, GUN_SUBGUN, GUN_SNIPER, GUN_ASSULT, GUN_GRENADE, NUMGUNS };
struct md3state
{
int anim;
int frm;
int lastTime;
};
enum // md3 animations
{
BOTH_DEATH1 = 0,
BOTH_DEAD1,
BOTH_DEATH2,
BOTH_DEAD2,
BOTH_DEATH3,
BOTH_DEAD3,
TORSO_GESTURE,
TORSO_ATTACK,
TORSO_ATTACK2,
TORSO_DROP,
TORSO_RAISE,
TORSO_STAND,
TORSO_STAND2,
LEGS_WALKCR,
LEGS_WALK,
LEGS_RUN,
LEGS_BACK,
LEGS_SWIM,
LEGS_JUMP,
LEGS_LAND,
LEGS_JUMPB,
LEGS_LANDB,
LEGS_IDLE,
LEGS_IDLECR,
LEGS_TURN
};
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 mag[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;
int startheight;
int shots; //keeps track of shots from auto weapons
bool reloading, hasarmour;
int primary; //primary gun
int nextprimary;
md3state animstate[3];
};
#define SAVEGAMEVERSION 6 // bump if dynent/netprotocol changes or any other savegame/demo data bumped from 5
//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 121 // bump when protocol changes
// network messages codes, c2s, c2c, s2c
enum
{
SV_INITS2C = 0, 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_KNIFE,
S_PISTOL, S_RPISTOL,
S_SHOTGUN, S_RSHOTGUN,
S_SUBGUN, S_RSUBGUN,
S_SNIPER, S_RSNIPER,
S_ASSULT, S_RASSULT,
S_GRENADE,
S_ITEMAMMO, S_ITEMHEALTH,
S_ITEMARMOUR, S_ITEMPUP, S_ITEMSPAWN,
S_NOAMMO, S_PUPOUT,
S_PAIN1, S_PAIN2, S_PAIN3, S_PAIN4, S_PAIN5, S_PAIN6,
S_DIE1, S_DIE2, S_SUICIDE,
S_FALL1, S_FALL2,
S_FLAUNCH, S_FEXPLODE,
S_SPLASH1, S_SPLASH2,
S_GRUNT1, S_GRUNT2, S_RUMBLE,
S_NULL
};
// vertex array format
struct vertex { float u, v, x, y, z; uchar r, g, b, a; };
typedef vector<dynent *> dvector;
typedef vector<char *> cvector;
typedef vector<int> ivector;
// globals ooh naughty
extern sqr *world, *wmip[]; // map data, the mips are sequential 2D arrays in memory
extern header hdr; // current map header
extern int sfactor, ssize; // ssize = 2^sfactor
extern int cubicsize, mipsize; // cubicsize = ssize^2
extern dynent *player1; // special client ent that receives input and acts as camera
extern dvector players; // all the other clients (in multiplayer)
extern bool editmode;
extern vector<entity> ents; // map entities
extern vec worldpos; // current target of the crosshair in the world
extern int lastmillis; // last time
extern int curtime; // current frame time
extern int gamemode, nextmode;
extern int xtraverts;
extern bool demoplayback;
#define DMF 16.0f
#define DAF 1.0f
#define DVF 100.0f
#define VIRTW 2400 // virtual screen size for text & HUD
#define VIRTH 1800
#define FONTH 64
#define PIXELTAB (VIRTW/12)
#define PI (3.1415927f)
#define PI2 (2*PI)
// simplistic vector ops
#define dotprod(u,v) ((u).x * (v).x + (u).y * (v).y + (u).z * (v).z)
#define vmul(u,f) { (u).x *= (f); (u).y *= (f); (u).z *= (f); }
#define vdiv(u,f) { (u).x /= (f); (u).y /= (f); (u).z /= (f); }
#define vadd(u,v) { (u).x += (v).x; (u).y += (v).y; (u).z += (v).z; };
#define vsub(u,v) { (u).x -= (v).x; (u).y -= (v).y; (u).z -= (v).z; };
#define vdist(d,v,e,s) vec v = s; vsub(v,e); float d = (float)sqrt(dotprod(v,v));
#define vreject(v,u,max) ((v).x>(u).x+(max) || (v).x<(u).x-(max) || (v).y>(u).y+(max) || (v).y<(u).y-(max))
#define vlinterp(v,f,u,g) { (v).x = (v).x*f+(u).x*g; (v).y = (v).y*f+(u).y*g; (v).z = (v).z*f+(u).z*g; }
#define sgetstr() { char *t = text; do { *t = getint(p); } while(*t++); } // used by networking
/* Gamemodes
0 - tdm
1 - coop edit
2 - dm
3 - survivor
4 - team survior
5 - ctf
6 - pistols
*/
#define m_noitems (m_arena)
#define m_noitemsrail (false)
#define m_arena (gamemode==3 || gamemode==4)
#define m_tarena (gamemode==4)
#define m_teammode (gamemode==0 || gamemode==4 || gamemode==5)
#define m_ctf (gamemode==5)
#define m_pistol (gamemode==6)
//#define m_sp (gamemode<0)
//#define m_dmsp (gamemode==-1)
//#define m_classicsp (gamemode==-2)
#define isteam(a,b) (m_teammode && strcmp(a, b)==0)
enum // function signatures for script functions, see command.cpp
{
ARG_1INT, ARG_2INT, ARG_3INT, ARG_4INT,
ARG_NONE,
ARG_1STR, ARG_2STR, ARG_3STR, ARG_5STR,
ARG_DOWN, ARG_DWN1,
ARG_1EXP, ARG_2EXP,
ARG_1EST, ARG_2EST,
ARG_VARI
};
// nasty macros for registering script functions, abuses globals to avoid excessive infrastructure
#define COMMANDN(name, fun, nargs) static bool __dummy_##fun = addcommand(#name, (void (*)())fun, nargs)
#define COMMAND(name, nargs) COMMANDN(name, name, nargs)
#define VARP(name, min, cur, max) int name = variable(#name, min, cur, max, &name, NULL, true)
#define VAR(name, min, cur, max) int name = variable(#name, min, cur, max, &name, NULL, false)
#define VARF(name, min, cur, max, body) void var_##name(); static int name = variable(#name, min, cur, max, &name, var_##name, false); void var_##name() { body; }
#define VARFP(name, min, cur, max, body) void var_##name(); static int name = variable(#name, min, cur, max, &name, var_##name, true); void var_##name() { body; }
#define ATOI(s) strtol(s, NULL, 0) // supports hexadecimal numbers
#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include "windows.h"
#define _WINDOWS
#define ZLIB_DLL
#else
#include <dlfcn.h>
#endif
#include <time.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#include <SDL.h>
#include <SDL_image.h>
#include <enet/enet.h>
#include <zlib.h>
#include "protos.h" // external function decls