Latest compatible version of Classicube from the original GitHub repository (https://github.com/ClassiCube/ClassiCube) that can be compiled on Classicube for PowerMac PPC running Mac OS X 10.4.

This commit is contained in:
Andrei Alexandru
2025-12-17 13:17:57 +02:00
commit c71492f846
1248 changed files with 422858 additions and 0 deletions

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#ifndef CC_ENTITY_COMPONENTS_H
#define CC_ENTITY_COMPONENTS_H
#include "Vectors.h"
#include "Constants.h"
CC_BEGIN_HEADER
/* Various components for entities.
Copyright 2014-2025 ClassiCube | Licensed under BSD-3
*/
struct Entity;
struct LocationUpdate;
struct LocalPlayer;
/* Entity component that performs model animation depending on movement speed and time */
struct AnimatedComp {
float BobbingModel;
float WalkTime, Swing;
float WalkTimeO, WalkTimeN, SwingO, SwingN, BobStrengthO, BobStrengthN;
float LeftLegX, LeftLegZ, RightLegX, RightLegZ;
float LeftArmX, LeftArmZ, RightArmX, RightArmZ;
};
void AnimatedComp_Init(struct AnimatedComp* anim);
void AnimatedComp_Update(struct Entity* entity, Vec3 oldPos, Vec3 newPos, float delta);
void AnimatedComp_GetCurrent(struct Entity* entity, float t);
/* Entity component that performs tilt animation depending on movement speed and time */
struct TiltComp {
float VelTiltStrengthO, VelTiltStrengthN;
};
void TiltComp_Init(struct TiltComp* anim);
void TiltComp_Update(struct LocalPlayer* p, struct TiltComp* anim, float delta);
/* Entity component that performs management of hack states */
struct HacksComp {
cc_bool IsOp;
cc_bool Floating; /* true if NoClip or Flying */
cc_bool _noclipping;
/* Speed player move at, relative to normal speed, when the 'speeding' input binding is active */
float SpeedMultiplier;
/* Whether blocks that the player places that intersect themselves, should cause the player to
be pushed back in the opposite direction of the placed block */
cc_bool PushbackPlacing;
/* Whether the player should be able to step up whole blocks, instead of just slabs */
cc_bool FullBlockStep;
/* Whether user has allowed hacks as an option. Note 'can use X' set by the server override this */
cc_bool Enabled;
cc_bool CanAnyHacks, CanUseThirdPerson, CanSpeed, CanFly;
cc_bool CanRespawn, CanNoclip, CanPushbackBlocks,CanSeeAllNames;
cc_bool CanDoubleJump, CanBePushed;
float BaseHorSpeed;
/* Max amount of jumps the player can perform */
int MaxJumps;
/* Whether the player should slide after letting go of movement buttons in noclip */
cc_bool NoclipSlide;
/* Whether the player has allowed the usage of fast double jumping abilities */
cc_bool WOMStyleHacks;
cc_bool Noclip, Flying, FlyingUp, FlyingDown, Speeding, HalfSpeeding;
float MaxHorSpeed;
cc_string HacksFlags;
char __HacksFlagsBuffer[STRING_SIZE * 2];
};
void HacksComp_Init(struct HacksComp* hacks);
cc_bool HacksComp_CanJumpHigher(struct HacksComp* hacks);
/* Determines hacks permissions based on flags, then calls HacksComp_Update */
/* e.g. +ophax allows all hacks if op, -push disables entity pushing */
void HacksComp_RecheckFlags(struct HacksComp* hacks);
/* Updates state based on permissions (e.g. Flying set to false if CanFly is false) */
/* Raises UserEvents.HackPermsChanged */
void HacksComp_Update(struct HacksComp* hacks);
void HacksComp_SetFlying(struct HacksComp* hacks, cc_bool flying);
void HacksComp_SetNoclip(struct HacksComp* hacks, cc_bool noclip);
float HacksComp_CalcSpeedFactor(struct HacksComp* hacks, cc_bool canSpeed);
#define InterpComp_Layout int RotYCount; float RotYStates[15];
/* Base entity component that performs interpolation of position and orientation */
struct InterpComp { InterpComp_Layout };
void LocalInterpComp_SetLocation(struct InterpComp* interp, struct LocationUpdate* update, struct Entity* e);
void LocalInterpComp_AdvanceState(struct InterpComp* interp, struct Entity* e);
/* Represents a network orientation state */
struct NetInterpAngles { float Pitch, Yaw, RotX, RotZ; };
/* Entity component that performs interpolation for network players */
struct NetInterpComp {
InterpComp_Layout
/* Last known position and orientation sent by the server */
Vec3 CurPos; struct NetInterpAngles CurAngles;
/* Interpolated position and orientation state */
int PositionsCount, AnglesCount;
Vec3 Positions[10]; struct NetInterpAngles Angles[10];
};
void NetInterpComp_SetLocation(struct NetInterpComp* interp, struct LocationUpdate* update, struct Entity* e);
void NetInterpComp_AdvanceState(struct NetInterpComp* interp, struct Entity* e);
/* Entity component that performs collision detection */
struct CollisionsComp {
struct Entity* Entity;
cc_bool HitXMin, HitYMin, HitZMin, HitXMax, HitYMax, HitZMax, WasOn;
float StepSize;
};
cc_bool Collisions_HitHorizontal(struct CollisionsComp* comp);
void Collisions_MoveAndWallSlide(struct CollisionsComp* comp);
/* Entity component that performs collisions */
struct PhysicsComp {
cc_bool UseLiquidGravity; /* used by BlockDefinitions */
cc_bool CanLiquidJump, Jumping;
int MultiJumps;
struct Entity* Entity;
float JumpVel, UserJumpVel, ServerJumpVel;
struct HacksComp* Hacks;
struct CollisionsComp* Collisions;
float gravity;
Vec3 drag, groundFriction;
};
void PhysicsComp_Init(struct PhysicsComp* comp, struct Entity* entity);
void PhysicsComp_UpdateVelocityState(struct PhysicsComp* comp);
void PhysicsComp_DoNormalJump(struct PhysicsComp* comp);
void PhysicsComp_PhysicsTick(struct PhysicsComp* comp, Vec3 vel);
float PhysicsComp_CalcJumpVelocity(float jumpHeight);
double PhysicsComp_CalcMaxHeight(float u);
void PhysicsComp_DoEntityPush(struct Entity* entity);
/* Entity component that plays block step sounds */
void SoundComp_Tick(struct LocalPlayer* p, cc_bool wasOnGround);
CC_END_HEADER
#endif