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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __GAME_LOCAL_H__
- #define __GAME_LOCAL_H__
- /*
- ===============================================================================
- Local implementation of the public game interface.
- ===============================================================================
- */
- #ifdef ID_DEBUG_UNINITIALIZED_MEMORY
- // This is real evil but allows the code to inspect arbitrary class variables.
- #define private public
- #define protected public
- #endif
- extern idRenderWorld * gameRenderWorld;
- extern idSoundWorld * gameSoundWorld;
- // the "gameversion" client command will print this plus compile date
- #define GAME_VERSION "baseDOOM-1"
- // classes used by idGameLocal
- class idEntity;
- class idActor;
- class idPlayer;
- class idCamera;
- class idWorldspawn;
- class idTestModel;
- class idAAS;
- class idAI;
- class idSmokeParticles;
- class idEntityFx;
- class idTypeInfo;
- class idProgram;
- class idThread;
- class idEditEntities;
- class idLocationEntity;
- class idMenuHandler_Shell;
- const int MAX_CLIENTS = MAX_PLAYERS;
- const int MAX_CLIENTS_IN_PVS = MAX_CLIENTS >> 3;
- const int GENTITYNUM_BITS = 12;
- const int MAX_GENTITIES = 1 << GENTITYNUM_BITS;
- const int ENTITYNUM_NONE = MAX_GENTITIES - 1;
- const int ENTITYNUM_WORLD = MAX_GENTITIES - 2;
- const int ENTITYNUM_MAX_NORMAL = MAX_GENTITIES - 2;
- const int ENTITYNUM_FIRST_NON_REPLICATED = ENTITYNUM_MAX_NORMAL - 256;
- //============================================================================
- void gameError( const char *fmt, ... );
- #include "gamesys/Event.h"
- #include "gamesys/Class.h"
- #include "gamesys/SysCvar.h"
- #include "gamesys/SysCmds.h"
- #include "gamesys/SaveGame.h"
- #include "script/Script_Program.h"
- #include "anim/Anim.h"
- #include "ai/AAS.h"
- #include "physics/Clip.h"
- #include "physics/Push.h"
- #include "Pvs.h"
- #include "Leaderboards.h"
- #include "MultiplayerGame.h"
- class idWeapon;
- //============================================================================
- const int MAX_GAME_MESSAGE_SIZE = 8192;
- const int MAX_ENTITY_STATE_SIZE = 512;
- const int ENTITY_PVS_SIZE = ((MAX_GENTITIES+31)>>5);
- const int NUM_RENDER_PORTAL_BITS = idMath::BitsForInteger( PS_BLOCK_ALL );
- const int MAX_EVENT_PARAM_SIZE = 128;
- typedef struct entityNetEvent_s {
- int spawnId;
- int event;
- int time;
- int paramsSize;
- byte paramsBuf[MAX_EVENT_PARAM_SIZE];
- struct entityNetEvent_s *next;
- struct entityNetEvent_s *prev;
- } entityNetEvent_t;
- enum {
- GAME_RELIABLE_MESSAGE_SYNCEDCVARS,
- GAME_RELIABLE_MESSAGE_SPAWN_PLAYER,
- GAME_RELIABLE_MESSAGE_CHAT,
- GAME_RELIABLE_MESSAGE_TCHAT,
- GAME_RELIABLE_MESSAGE_SOUND_EVENT,
- GAME_RELIABLE_MESSAGE_SOUND_INDEX,
- GAME_RELIABLE_MESSAGE_DB,
- GAME_RELIABLE_MESSAGE_DROPWEAPON,
- GAME_RELIABLE_MESSAGE_RESTART,
- GAME_RELIABLE_MESSAGE_TOURNEYLINE,
- GAME_RELIABLE_MESSAGE_VCHAT,
- GAME_RELIABLE_MESSAGE_STARTSTATE,
- GAME_RELIABLE_MESSAGE_WARMUPTIME,
- GAME_RELIABLE_MESSAGE_SPECTATE,
- GAME_RELIABLE_MESSAGE_EVENT,
- GAME_RELIABLE_MESSAGE_LOBBY_COUNTDOWN,
- GAME_RELIABLE_MESSAGE_RESPAWN_AVAILABLE, // Used just to show clients the respawn text on the hud.
- GAME_RELIABLE_MESSAGE_MATCH_STARTED_TIME,
- GAME_RELIABLE_MESSAGE_ACHIEVEMENT_UNLOCK,
- GAME_RELIABLE_MESSAGE_CLIENT_HITSCAN_HIT
- };
- typedef enum {
- GAMESTATE_UNINITIALIZED, // prior to Init being called
- GAMESTATE_NOMAP, // no map loaded
- GAMESTATE_STARTUP, // inside InitFromNewMap(). spawning map entities.
- GAMESTATE_ACTIVE, // normal gameplay
- GAMESTATE_SHUTDOWN // inside MapShutdown(). clearing memory.
- } gameState_t;
- typedef struct {
- idEntity *ent;
- int dist;
- int team;
- } spawnSpot_t;
- //============================================================================
- class idEventQueue {
- public:
- typedef enum {
- OUTOFORDER_IGNORE,
- OUTOFORDER_DROP,
- OUTOFORDER_SORT
- } outOfOrderBehaviour_t;
- idEventQueue() : start( NULL ), end( NULL ) {}
- entityNetEvent_t * Alloc();
- void Free( entityNetEvent_t *event );
- void Shutdown();
- void Init();
- void Enqueue( entityNetEvent_t* event, outOfOrderBehaviour_t oooBehaviour );
- entityNetEvent_t * Dequeue();
- entityNetEvent_t * RemoveLast();
- entityNetEvent_t * Start() { return start; }
- private:
- entityNetEvent_t * start;
- entityNetEvent_t * end;
- idBlockAlloc<entityNetEvent_t,32> eventAllocator;
- };
- //============================================================================
- template< class type >
- class idEntityPtr {
- public:
- idEntityPtr();
- // save games
- void Save( idSaveGame *savefile ) const; // archives object for save game file
- void Restore( idRestoreGame *savefile ); // unarchives object from save game file
- idEntityPtr & operator=( const type * ent );
- idEntityPtr & operator=( const idEntityPtr & ep );
- bool operator==( const idEntityPtr & ep ) { return spawnId == ep.spawnId; }
- type * operator->() const { return GetEntity(); }
- operator type * () const { return GetEntity(); }
- // synchronize entity pointers over the network
- int GetSpawnId() const { return spawnId; }
- bool SetSpawnId( int id );
- bool UpdateSpawnId();
- bool IsValid() const;
- type * GetEntity() const;
- int GetEntityNum() const;
- private:
- int spawnId;
- };
- struct timeState_t {
- int time;
- int previousTime;
- int realClientTime;
- void Set( int t, int pt, int rct ) { time = t; previousTime = pt; realClientTime = rct; };
- void Get( int & t, int & pt, int & rct ) { t = time; pt = previousTime; rct = realClientTime; };
- void Save( idSaveGame *savefile ) const { savefile->WriteInt( time ); savefile->WriteInt( previousTime ); savefile->WriteInt( realClientTime ); }
- void Restore( idRestoreGame *savefile ) { savefile->ReadInt( time ); savefile->ReadInt( previousTime ); savefile->ReadInt( realClientTime ); }
- };
- enum slowmoState_t {
- SLOWMO_STATE_OFF,
- SLOWMO_STATE_RAMPUP,
- SLOWMO_STATE_ON,
- SLOWMO_STATE_RAMPDOWN
- };
- //============================================================================
- class idGameLocal : public idGame {
- public:
- int previousServerTime; // time in msec of last frame on the server
- int serverTime; // in msec. ( on the client ) the server time. ( on the server ) the actual game time.
- idDict serverInfo; // all the tunable parameters, like numclients, etc
- int numClients; // pulled from serverInfo and verified
- idArray< lobbyUserID_t, MAX_CLIENTS > lobbyUserIDs; // Maps from a client (player) number to a lobby user
- idDict persistentPlayerInfo[MAX_CLIENTS];
- idEntity * entities[MAX_GENTITIES];// index to entities
- int spawnIds[MAX_GENTITIES];// for use in idEntityPtr
- idArray< int, 2 > firstFreeEntityIndex; // first free index in the entities array. [0] for replicated entities, [1] for non-replicated
- int num_entities; // current number <= MAX_GENTITIES
- idHashIndex entityHash; // hash table to quickly find entities by name
- idWorldspawn * world; // world entity
- idLinkList<idEntity> spawnedEntities; // all spawned entities
- idLinkList<idEntity> activeEntities; // all thinking entities (idEntity::thinkFlags != 0)
- idLinkList<idEntity> aimAssistEntities; // all aim Assist entities
- int numEntitiesToDeactivate;// number of entities that became inactive in current frame
- bool sortPushers; // true if active lists needs to be reordered to place pushers at the front
- bool sortTeamMasters; // true if active lists needs to be reordered to place physics team masters before their slaves
- idDict persistentLevelInfo; // contains args that are kept around between levels
- // can be used to automatically effect every material in the world that references globalParms
- float globalShaderParms[ MAX_GLOBAL_SHADER_PARMS ];
- idRandom random; // random number generator used throughout the game
- idProgram program; // currently loaded script and data space
- idThread * frameCommandThread;
- idClip clip; // collision detection
- idPush push; // geometric pushing
- idPVS pvs; // potential visible set
- idTestModel * testmodel; // for development testing of models
- idEntityFx * testFx; // for development testing of fx
- idStr sessionCommand; // a target_sessionCommand can set this to return something to the session
- idMultiplayerGame mpGame; // handles rules for standard dm
- idSmokeParticles * smokeParticles; // global smoke trails
- idEditEntities * editEntities; // in game editing
- bool inCinematic; // game is playing cinematic (player controls frozen)
- int framenum;
- int time; // in msec
- int previousTime; // time in msec of last frame
- int vacuumAreaNum; // -1 if level doesn't have any outside areas
- gameType_t gameType;
- idLinkList<idEntity> snapshotEntities; // entities from the last snapshot
- int realClientTime; // real client time
- bool isNewFrame; // true if this is a new game frame, not a rerun due to prediction
- float clientSmoothing; // smoothing of other clients in the view
- int entityDefBits; // bits required to store an entity def number
- static const char * sufaceTypeNames[ MAX_SURFACE_TYPES ]; // text names for surface types
- idEntityPtr<idEntity> lastGUIEnt; // last entity with a GUI, used by Cmd_NextGUI_f
- int lastGUI; // last GUI on the lastGUIEnt
- idEntityPtr<idPlayer> playerActivateFragChamber; // The player that activated the frag chamber
- idEntityPtr<idEntity> portalSkyEnt;
- bool portalSkyActive;
- void SetPortalSkyEnt( idEntity *ent );
- bool IsPortalSkyAcive();
- timeState_t fast;
- timeState_t slow;
- int selectedGroup;
- slowmoState_t slowmoState;
- float slowmoScale;
- bool quickSlowmoReset;
- virtual void SelectTimeGroup( int timeGroup );
- virtual int GetTimeGroupTime( int timeGroup );
- void ComputeSlowScale();
- void RunTimeGroup2( idUserCmdMgr & userCmdMgr );
- void ResetSlowTimeVars();
- void QuickSlowmoReset();
- void Tokenize( idStrList &out, const char *in );
- // ---------------------- Public idGame Interface -------------------
- idGameLocal();
- virtual void Init();
- virtual void Shutdown();
- virtual void SetServerInfo( const idDict &serverInfo );
- virtual const idDict & GetServerInfo();
- virtual const idDict & GetPersistentPlayerInfo( int clientNum );
- virtual void SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo );
- virtual void InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, int gameType, int randSeed );
- virtual bool InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile * saveGameFile, idFile * stringTableFile, int saveGameVersion );
- virtual void SaveGame( idFile *saveGameFile, idFile *stringTableFile );
- virtual void GetSaveGameDetails( idSaveGameDetails & gameDetails );
- virtual void MapShutdown();
- virtual void CacheDictionaryMedia( const idDict *dict );
- virtual void Preload( const idPreloadManifest &manifest );
- virtual void RunFrame( idUserCmdMgr & cmdMgr, gameReturn_t & gameReturn );
- void RunAllUserCmdsForPlayer( idUserCmdMgr & cmdMgr, const int playerNumber );
- void RunSingleUserCmd( usercmd_t & cmd, idPlayer & player );
- void RunEntityThink( idEntity & ent, idUserCmdMgr & userCmdMgr );
- virtual bool Draw( int clientNum );
- virtual bool HandlePlayerGuiEvent( const sysEvent_t * ev );
- virtual void ServerWriteSnapshot( idSnapShot & ss );
- virtual void ProcessReliableMessage( int clientNum, int type, const idBitMsg &msg );
- virtual void ClientReadSnapshot( const idSnapShot & ss );
- virtual void ClientRunFrame( idUserCmdMgr & cmdMgr, bool lastPredictFrame, gameReturn_t & ret );
- void BuildReturnValue( gameReturn_t & ret );
- virtual int GetMPGameModes( const char *** gameModes, const char *** gameModesDisplay );
- virtual void GetClientStats( int clientNum, char *data, const int len );
- virtual bool IsInGame() const { return GameState() == GAMESTATE_ACTIVE; }
- virtual int MapPeerToClient( int peer ) const;
- virtual int GetLocalClientNum() const;
- virtual void GetAimAssistAngles( idAngles & angles );
- virtual float GetAimAssistSensitivity();
- // ---------------------- Public idGameLocal Interface -------------------
- void Printf( VERIFY_FORMAT_STRING const char *fmt, ... ) const;
- void DPrintf( VERIFY_FORMAT_STRING const char *fmt, ... ) const;
- void Warning( VERIFY_FORMAT_STRING const char *fmt, ... ) const;
- void DWarning( VERIFY_FORMAT_STRING const char *fmt, ... ) const;
- void Error( VERIFY_FORMAT_STRING const char *fmt, ... ) const;
- // Initializes all map variables common to both save games and spawned games
- void LoadMap( const char *mapName, int randseed );
- void LocalMapRestart();
- void MapRestart();
- static void MapRestart_f( const idCmdArgs &args );
- idMapFile * GetLevelMap();
- const char * GetMapName() const;
- int NumAAS() const;
- idAAS * GetAAS( int num ) const;
- idAAS * GetAAS( const char *name ) const;
- void SetAASAreaState( const idBounds &bounds, const int areaContents, bool closed );
- aasHandle_t AddAASObstacle( const idBounds &bounds );
- void RemoveAASObstacle( const aasHandle_t handle );
- void RemoveAllAASObstacles();
- bool CheatsOk( bool requirePlayer = true );
- gameState_t GameState() const;
- idEntity * SpawnEntityType( const idTypeInfo &classdef, const idDict *args = NULL, bool bIsClientReadSnapshot = false );
- bool SpawnEntityDef( const idDict &args, idEntity **ent = NULL, bool setDefaults = true );
- int GetSpawnId( const idEntity *ent ) const;
- const idDeclEntityDef * FindEntityDef( const char *name, bool makeDefault = true ) const;
- const idDict * FindEntityDefDict( const char *name, bool makeDefault = true ) const;
- void RegisterEntity( idEntity *ent, int forceSpawnId, const idDict & spawnArgsToCopy );
- void UnregisterEntity( idEntity *ent );
- const idDict & GetSpawnArgs() const { return spawnArgs; }
- bool RequirementMet( idEntity *activator, const idStr &requires, int removeItem );
- void AlertAI( idEntity *ent );
- idActor * GetAlertEntity();
- bool InPlayerPVS( idEntity *ent ) const;
- bool InPlayerConnectedArea( idEntity *ent ) const;
- pvsHandle_t GetPlayerPVS() { return playerPVS; };
- void SetCamera( idCamera *cam );
- idCamera * GetCamera() const;
- void CalcFov( float base_fov, float &fov_x, float &fov_y ) const;
- void AddEntityToHash( const char *name, idEntity *ent );
- bool RemoveEntityFromHash( const char *name, idEntity *ent );
- int GetTargets( const idDict &args, idList< idEntityPtr<idEntity> > &list, const char *ref ) const;
- // returns the master entity of a trace. for example, if the trace entity is the player's head, it will return the player.
- idEntity * GetTraceEntity( const trace_t &trace ) const;
- static void ArgCompletion_EntityName( const idCmdArgs &args, void(*callback)( const char *s ) );
- idEntity * FindTraceEntity( idVec3 start, idVec3 end, const idTypeInfo &c, const idEntity *skip ) const;
- idEntity * FindEntity( const char *name ) const;
- idEntity * FindEntityUsingDef( idEntity *from, const char *match ) const;
- int EntitiesWithinRadius( const idVec3 org, float radius, idEntity **entityList, int maxCount ) const;
- void KillBox( idEntity *ent, bool catch_teleport = false );
- void RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignoreDamage, idEntity *ignorePush, const char *damageDefName, float dmgPower = 1.0f );
- void RadiusPush( const idVec3 &origin, const float radius, const float push, const idEntity *inflictor, const idEntity *ignore, float inflictorScale, const bool quake );
- void RadiusPushClipModel( const idVec3 &origin, const float push, const idClipModel *clipModel );
- void ProjectDecal( const idVec3 &origin, const idVec3 &dir, float depth, bool parallel, float size, const char *material, float angle = 0 );
- void BloodSplat( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
- void CallFrameCommand( idEntity *ent, const function_t *frameCommand );
- void CallObjectFrameCommand( idEntity *ent, const char *frameCommand );
- const idVec3 & GetGravity() const;
- // added the following to assist licensees with merge issues
- int GetFrameNum() const { return framenum; };
- int GetTime() const { return time; };
- int GetNextClientNum( int current ) const;
- idPlayer * GetClientByNum( int current ) const;
- idPlayer * GetLocalPlayer() const;
- void SpreadLocations();
- idLocationEntity * LocationForPoint( const idVec3 &point ); // May return NULL
- idEntity * SelectInitialSpawnPoint( idPlayer *player );
- void SetPortalState( qhandle_t portal, int blockingBits );
- void SaveEntityNetworkEvent( const idEntity *ent, int event, const idBitMsg *msg );
- int ServerRemapDecl( int clientNum, declType_t type, int index );
- int ClientRemapDecl( declType_t type, int index );
- void SyncPlayersWithLobbyUsers( bool initial );
- void ServerWriteInitialReliableMessages( int clientNum, lobbyUserID_t lobbyUserID );
- void ServerSendNetworkSyncCvars();
- virtual void SetInterpolation( const float fraction, const int serverGameMS, const int ssStartTime, const int ssEndTime );
- void ServerProcessReliableMessage( int clientNum, int type, const idBitMsg &msg );
- void ClientProcessReliableMessage( int type, const idBitMsg &msg );
- // Snapshot times - track exactly what times we are interpolating from and to
- int GetSSEndTime() const { return netInterpolationInfo.ssEndTime; }
- int GetSSStartTime() const { return netInterpolationInfo.ssStartTime; }
- virtual void SetServerGameTimeMs( const int time );
- virtual int GetServerGameTimeMs() const;
- idEntity * FindPredictedEntity( uint32 predictedKey, idTypeInfo * type );
- uint32 GeneratePredictionKey( idWeapon * weapon, idPlayer * playerAttacker, int overrideKey );
- int GetLastClientUsercmdMilliseconds( int playerIndex ) const { return usercmdLastClientMilliseconds[ playerIndex ]; }
- void SetGlobalMaterial( const idMaterial *mat );
- const idMaterial * GetGlobalMaterial();
- void SetGibTime( int _time ) { nextGibTime = _time; };
- int GetGibTime() { return nextGibTime; };
- virtual bool InhibitControls();
- virtual bool IsPDAOpen() const;
- virtual bool IsPlayerChatting() const;
- // Creates leaderboards for each map/mode defined.
- virtual void Leaderboards_Init();
- virtual void Leaderboards_Shutdown();
- // MAIN MENU FUNCTIONS
- virtual void Shell_Init( const char * filename, idSoundWorld * sw );
- virtual void Shell_Cleanup();
- virtual void Shell_Show( bool show );
- virtual void Shell_ClosePause();
- virtual void Shell_CreateMenu( bool inGame );
- virtual bool Shell_IsActive() const;
- virtual bool Shell_HandleGuiEvent( const sysEvent_t * sev );
- virtual void Shell_Render();
- virtual void Shell_ResetMenu();
- virtual void Shell_SyncWithSession() ;
- virtual void Shell_SetCanContinue( bool valid );
- virtual void Shell_UpdateSavedGames();
- virtual void Shell_UpdateClientCountdown( int countdown );
- virtual void Shell_UpdateLeaderboard( const idLeaderboardCallback * callback );
- virtual void Shell_SetGameComplete();
- void Shell_ClearRepeater();
- const char * GetMapFileName() { return mapFileName.c_str(); }
- const char * GetMPPlayerDefName() const;
- private:
- const static int INITIAL_SPAWN_COUNT = 1;
- idStr mapFileName; // name of the map, empty string if no map loaded
- idMapFile * mapFile; // will be NULL during the game unless in-game editing is used
- bool mapCycleLoaded;
- int spawnCount;
- int mapSpawnCount; // it's handy to know which entities are part of the map
- idLocationEntity ** locationEntities; // for location names, etc
- idCamera * camera;
- const idMaterial * globalMaterial; // for overriding everything
- idList<idAAS *> aasList; // area system
- idMenuHandler_Shell * shellHandler;
- idStrList aasNames;
- idEntityPtr<idActor> lastAIAlertEntity;
- int lastAIAlertTime;
- idDict spawnArgs; // spawn args used during entity spawning FIXME: shouldn't be necessary anymore
- pvsHandle_t playerPVS; // merged pvs of all players
- pvsHandle_t playerConnectedAreas; // all areas connected to any player area
- idVec3 gravity; // global gravity vector
- gameState_t gamestate; // keeps track of whether we're spawning, shutting down, or normal gameplay
- bool influenceActive; // true when a phantasm is happening
- int nextGibTime;
- idEventQueue eventQueue;
- idEventQueue savedEventQueue;
- idStaticList<spawnSpot_t, MAX_GENTITIES> spawnSpots;
- idStaticList<idEntity *, MAX_GENTITIES> initialSpots;
- int currentInitialSpot;
- idStaticList<spawnSpot_t, MAX_GENTITIES> teamSpawnSpots[2];
- idStaticList<idEntity *, MAX_GENTITIES> teamInitialSpots[2];
- int teamCurrentInitialSpot[2];
- struct netInterpolationInfo_t { // Was in GameTimeManager.h in id5, needed common place to put this.
- netInterpolationInfo_t()
- : pct( 0.0f )
- , serverGameMs( 0 )
- , previousServerGameMs( 0 )
- , ssStartTime( 0 )
- , ssEndTime( 0 )
- {}
- float pct; // % of current interpolation
- int serverGameMs; // Interpolated server game time
- int previousServerGameMs; // last frame's interpolated server game time
- int ssStartTime; // Server time of old snapshot
- int ssEndTime; // Server time of next snapshot
- };
- netInterpolationInfo_t netInterpolationInfo;
- idDict newInfo;
- idArray< int, MAX_PLAYERS > usercmdLastClientMilliseconds; // The latest client time the server has run.
- idArray< int, MAX_PLAYERS > lastCmdRunTimeOnClient;
- idArray< int, MAX_PLAYERS > lastCmdRunTimeOnServer;
- void Clear();
- // returns true if the entity shouldn't be spawned at all in this game type or difficulty level
- bool InhibitEntitySpawn( idDict &spawnArgs );
- // spawn entities from the map file
- void SpawnMapEntities();
- // commons used by init, shutdown, and restart
- void MapPopulate();
- void MapClear( bool clearClients );
- pvsHandle_t GetClientPVS( idPlayer *player, pvsType_t type );
- void SetupPlayerPVS();
- void FreePlayerPVS();
- void UpdateGravity();
- void SortActiveEntityList();
- void ShowTargets();
- void RunDebugInfo();
- void InitScriptForMap();
- void SetScriptFPS( const float com_engineHz );
- void SpawnPlayer( int clientNum );
- void InitConsoleCommands();
- void ShutdownConsoleCommands();
- void InitAsyncNetwork();
- void ShutdownAsyncNetwork();
- void NetworkEventWarning( const entityNetEvent_t *event, VERIFY_FORMAT_STRING const char *fmt, ... );
- void ServerProcessEntityNetworkEventQueue();
- void ClientProcessEntityNetworkEventQueue();
- // call after any change to serverInfo. Will update various quick-access flags
- void UpdateServerInfoFlags();
- void RandomizeInitialSpawns();
- static int sortSpawnPoints( const void *ptr1, const void *ptr2 );
- bool SimulateProjectiles();
- };
- //============================================================================
- extern idGameLocal gameLocal;
- extern idAnimManager animationLib;
- //============================================================================
- class idGameError : public idException {
- public:
- idGameError( const char *text ) : idException( text ) {}
- };
- //============================================================================
- template< class type >
- ID_INLINE idEntityPtr<type>::idEntityPtr() {
- spawnId = 0;
- }
- template< class type >
- ID_INLINE void idEntityPtr<type>::Save( idSaveGame *savefile ) const {
- savefile->WriteInt( spawnId );
- }
- template< class type >
- ID_INLINE void idEntityPtr<type>::Restore( idRestoreGame *savefile ) {
- savefile->ReadInt( spawnId );
- }
- template< class type >
- ID_INLINE idEntityPtr<type> &idEntityPtr<type>::operator=( const type *ent ) {
- if ( ent == NULL ) {
- spawnId = 0;
- } else {
- spawnId = ( gameLocal.spawnIds[ent->entityNumber] << GENTITYNUM_BITS ) | ent->entityNumber;
- }
- return *this;
- }
- template< class type >
- ID_INLINE idEntityPtr< type > &idEntityPtr<type>::operator=( const idEntityPtr & ep ) {
- spawnId = ep.spawnId;
- return *this;
- }
- template< class type >
- ID_INLINE bool idEntityPtr<type>::SetSpawnId( int id ) {
- // the reason for this first check is unclear:
- // the function returning false may mean the spawnId is already set right, or the entity is missing
- if ( id == spawnId ) {
- return false;
- }
- if ( ( id >> GENTITYNUM_BITS ) == gameLocal.spawnIds[ id & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] ) {
- spawnId = id;
- return true;
- }
- return false;
- }
- template< class type >
- ID_INLINE bool idEntityPtr<type>::IsValid() const {
- return ( gameLocal.spawnIds[ spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] == ( spawnId >> GENTITYNUM_BITS ) );
- }
- template< class type >
- ID_INLINE type *idEntityPtr<type>::GetEntity() const {
- int entityNum = spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 );
- if ( ( gameLocal.spawnIds[ entityNum ] == ( spawnId >> GENTITYNUM_BITS ) ) ) {
- return static_cast<type *>( gameLocal.entities[ entityNum ] );
- }
- return NULL;
- }
- template< class type >
- ID_INLINE int idEntityPtr<type>::GetEntityNum() const {
- return ( spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ) );
- }
- // ===========================================================================
- //
- // these defines work for all startsounds from all entity types
- // make sure to change script/doom_defs.script if you add any channels, or change their order
- //
- typedef enum {
- SND_CHANNEL_ANY = SCHANNEL_ANY,
- SND_CHANNEL_VOICE = SCHANNEL_ONE,
- SND_CHANNEL_VOICE2,
- SND_CHANNEL_BODY,
- SND_CHANNEL_BODY2,
- SND_CHANNEL_BODY3,
- SND_CHANNEL_WEAPON,
- SND_CHANNEL_ITEM,
- SND_CHANNEL_HEART,
- SND_CHANNEL_PDA_AUDIO,
- SND_CHANNEL_PDA_VIDEO,
- SND_CHANNEL_DEMONIC,
- SND_CHANNEL_RADIO,
- // internal use only. not exposed to script or framecommands.
- SND_CHANNEL_AMBIENT,
- SND_CHANNEL_DAMAGE
- } gameSoundChannel_t;
- // content masks
- #define MASK_ALL (-1)
- #define MASK_SOLID (CONTENTS_SOLID)
- #define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BODY)
- #define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY)
- #define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP)
- #define MASK_WATER (CONTENTS_WATER)
- #define MASK_OPAQUE (CONTENTS_OPAQUE)
- #define MASK_SHOT_RENDERMODEL (CONTENTS_SOLID|CONTENTS_RENDERMODEL)
- #define MASK_SHOT_BOUNDINGBOX (CONTENTS_SOLID|CONTENTS_BODY)
- const float DEFAULT_GRAVITY = 1066.0f;
- #define DEFAULT_GRAVITY_STRING "1066"
- const idVec3 DEFAULT_GRAVITY_VEC3( 0, 0, -DEFAULT_GRAVITY );
- const int CINEMATIC_SKIP_DELAY = SEC2MS( 2.0f );
- //============================================================================
- #include "physics/Force.h"
- #include "physics/Force_Constant.h"
- #include "physics/Force_Drag.h"
- #include "physics/Force_Grab.h"
- #include "physics/Force_Field.h"
- #include "physics/Force_Spring.h"
- #include "physics/Physics.h"
- #include "physics/Physics_Static.h"
- #include "physics/Physics_StaticMulti.h"
- #include "physics/Physics_Base.h"
- #include "physics/Physics_Actor.h"
- #include "physics/Physics_Monster.h"
- #include "physics/Physics_Player.h"
- #include "physics/Physics_Parametric.h"
- #include "physics/Physics_RigidBody.h"
- #include "physics/Physics_AF.h"
- #include "SmokeParticles.h"
- #include "Entity.h"
- #include "GameEdit.h"
- #include "Grabber.h"
- #include "AF.h"
- #include "IK.h"
- #include "AFEntity.h"
- #include "Misc.h"
- #include "Actor.h"
- #include "Projectile.h"
- #include "Weapon.h"
- #include "Light.h"
- #include "WorldSpawn.h"
- #include "Item.h"
- #include "PlayerView.h"
- #include "PlayerIcon.h"
- #include "Achievements.h"
- #include "AimAssist.h"
- #include "Player.h"
- #include "Mover.h"
- #include "Camera.h"
- #include "Moveable.h"
- #include "Target.h"
- #include "Trigger.h"
- #include "Sound.h"
- #include "Fx.h"
- #include "SecurityCamera.h"
- #include "BrittleFracture.h"
- #include "ai/AI.h"
- #include "anim/Anim_Testmodel.h"
- // menus
- #include "menus/MenuWidget.h"
- #include "menus/MenuScreen.h"
- #include "menus/MenuHandler.h"
- #include "script/Script_Compiler.h"
- #include "script/Script_Interpreter.h"
- #include "script/Script_Thread.h"
- #endif /* !__GAME_LOCAL_H__ */
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