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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 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 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 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 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 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.
- ===============================================================================
- */
- #define LAGO_IMG_WIDTH 64
- #define LAGO_IMG_HEIGHT 64
- #define LAGO_WIDTH 64
- #define LAGO_HEIGHT 44
- #define LAGO_MATERIAL "textures/sfx/lagometer"
- #define LAGO_IMAGE "textures/sfx/lagometer.tga"
- // if set to 1 the server sends the client PVS with snapshots and the client compares against what it sees
- #ifndef ASYNC_WRITE_PVS
- #define ASYNC_WRITE_PVS 0
- #endif
- #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;
- #define MAX_CLIENTS 32
- #define GENTITYNUM_BITS 12
- #define MAX_GENTITIES (1<<GENTITYNUM_BITS)
- #define ENTITYNUM_NONE (MAX_GENTITIES-1)
- #define ENTITYNUM_WORLD (MAX_GENTITIES-2)
- #define ENTITYNUM_MAX_NORMAL (MAX_GENTITIES-2)
- //============================================================================
- 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 "gamesys/DebugGraph.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 "MultiplayerGame.h"
- //============================================================================
- 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 );
- typedef struct entityState_s {
- int entityNumber;
- idBitMsg state;
- byte stateBuf[MAX_ENTITY_STATE_SIZE];
- struct entityState_s * next;
- } entityState_t;
- typedef struct snapshot_s {
- int sequence;
- entityState_t * firstEntityState;
- int pvs[ENTITY_PVS_SIZE];
- struct snapshot_s * next;
- } snapshot_t;
- 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_INIT_DECL_REMAP,
- GAME_RELIABLE_MESSAGE_REMAP_DECL,
- GAME_RELIABLE_MESSAGE_SPAWN_PLAYER,
- GAME_RELIABLE_MESSAGE_DELETE_ENT,
- 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_KILL,
- GAME_RELIABLE_MESSAGE_DROPWEAPON,
- GAME_RELIABLE_MESSAGE_RESTART,
- GAME_RELIABLE_MESSAGE_SERVERINFO,
- GAME_RELIABLE_MESSAGE_TOURNEYLINE,
- GAME_RELIABLE_MESSAGE_CALLVOTE,
- GAME_RELIABLE_MESSAGE_CASTVOTE,
- GAME_RELIABLE_MESSAGE_STARTVOTE,
- GAME_RELIABLE_MESSAGE_UPDATEVOTE,
- GAME_RELIABLE_MESSAGE_PORTALSTATES,
- GAME_RELIABLE_MESSAGE_PORTAL,
- GAME_RELIABLE_MESSAGE_VCHAT,
- GAME_RELIABLE_MESSAGE_STARTSTATE,
- GAME_RELIABLE_MESSAGE_MENU,
- GAME_RELIABLE_MESSAGE_WARMUPTIME,
- GAME_RELIABLE_MESSAGE_EVENT
- };
- 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;
- #ifdef CTF
- int team;
- #endif
- } 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( void );
- entityNetEvent_t * RemoveLast( void );
- entityNetEvent_t * Start( void ) { 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<type> & operator=( type *ent );
- // synchronize entity pointers over the network
- int GetSpawnId( void ) const { return spawnId; }
- bool SetSpawnId( int id );
- bool UpdateSpawnId( void );
- bool IsValid( void ) const;
- type * GetEntity( void ) const;
- int GetEntityNum( void ) const;
- private:
- int spawnId;
- };
- #ifdef _D3XP
- struct timeState_t {
- int time;
- int previousTime;
- int msec;
- int framenum;
- int realClientTime;
- void Set( int t, int pt, int ms, int f, int rct ) { time = t; previousTime = pt; msec = ms; framenum = f; realClientTime = rct; };
- void Get( int& t, int& pt, int& ms, int& f, int& rct ) { t = time; pt = previousTime; ms = msec; f = framenum; rct = realClientTime; };
- void Save( idSaveGame *savefile ) const { savefile->WriteInt( time ); savefile->WriteInt( previousTime ); savefile->WriteInt( msec ); savefile->WriteInt( framenum ); savefile->WriteInt( realClientTime ); }
- void Restore( idRestoreGame *savefile ) { savefile->ReadInt( time ); savefile->ReadInt( previousTime ); savefile->ReadInt( msec ); savefile->ReadInt( framenum ); savefile->ReadInt( realClientTime ); }
- void Increment() { framenum++; previousTime = time; time += msec; realClientTime = time; };
- };
- enum slowmoState_t {
- SLOWMO_STATE_OFF,
- SLOWMO_STATE_RAMPUP,
- SLOWMO_STATE_ON,
- SLOWMO_STATE_RAMPDOWN
- };
- #endif
- //============================================================================
- class idGameLocal : public idGame {
- public:
- idDict serverInfo; // all the tunable parameters, like numclients, etc
- int numClients; // pulled from serverInfo and verified
- idDict userInfo[MAX_CLIENTS]; // client specific settings
- usercmd_t usercmds[MAX_CLIENTS]; // client input commands
- idDict persistentPlayerInfo[MAX_CLIENTS];
- idEntity * entities[MAX_GENTITIES];// index to entities
- int spawnIds[MAX_GENTITIES];// for use in idEntityPtr
- int firstFreeIndex; // first free index in the entities array
- 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)
- 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
- int cinematicSkipTime; // don't allow skipping cinemetics until this time has passed so player doesn't skip out accidently from a firefight
- int cinematicStopTime; // cinematics have several camera changes, so keep track of when we stop them so that we don't reset cinematicSkipTime unnecessarily
- int cinematicMaxSkipTime; // time to end cinematic when skipping. there's a possibility of an infinite loop if the map isn't set up right.
- bool inCinematic; // game is playing cinematic (player controls frozen)
- bool skipCinematic;
- // are kept up to date with changes to serverInfo
- int framenum;
- int previousTime; // time in msec of last frame
- int time; // in msec
- int msec; // time since last update in milliseconds
- int vacuumAreaNum; // -1 if level doesn't have any outside areas
- gameType_t gameType;
- bool isMultiplayer; // set if the game is run in multiplayer mode
- bool isServer; // set if the game is run for a dedicated or listen server
- bool isClient; // set if the game is run for a client
- // discriminates between the RunFrame path and the ClientPrediction path
- // NOTE: on a listen server, isClient is false
- int localClientNum; // number of the local client. MP: -1 on a dedicated
- 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
- #ifdef _D3XP
- idEntityPtr<idEntity> portalSkyEnt;
- bool portalSkyActive;
- void SetPortalSkyEnt( idEntity *ent );
- bool IsPortalSkyAcive();
- timeState_t fast;
- timeState_t slow;
- slowmoState_t slowmoState;
- float slowmoMsec;
- bool quickSlowmoReset;
- virtual void SelectTimeGroup( int timeGroup );
- virtual int GetTimeGroupTime( int timeGroup );
- virtual void GetBestGameType( const char* map, const char* gametype, char buf[ MAX_STRING_CHARS ] );
- void ComputeSlowMsec();
- void RunTimeGroup2();
- void ResetSlowTimeVars();
- void QuickSlowmoReset();
- bool NeedRestart();
- #endif
- void Tokenize( idStrList &out, const char *in );
- // ---------------------- Public idGame Interface -------------------
- idGameLocal();
- virtual void Init( void );
- virtual void Shutdown( void );
- virtual void SetLocalClient( int clientNum );
- virtual void ThrottleUserInfo( void );
- virtual const idDict * SetUserInfo( int clientNum, const idDict &userInfo, bool isClient, bool canModify );
- virtual const idDict * GetUserInfo( int clientNum );
- virtual void SetServerInfo( const idDict &serverInfo );
- virtual const idDict & GetPersistentPlayerInfo( int clientNum );
- virtual void SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo );
- virtual void InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, bool isServer, bool isClient, int randSeed );
- virtual bool InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile *saveGameFile );
- virtual void SaveGame( idFile *saveGameFile );
- virtual void MapShutdown( void );
- virtual void CacheDictionaryMedia( const idDict *dict );
- virtual void SpawnPlayer( int clientNum );
- virtual gameReturn_t RunFrame( const usercmd_t *clientCmds );
- virtual bool Draw( int clientNum );
- virtual escReply_t HandleESC( idUserInterface **gui );
- virtual idUserInterface *StartMenu( void );
- virtual const char * HandleGuiCommands( const char *menuCommand );
- virtual void HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui );
- virtual allowReply_t ServerAllowClient( int numClients, const char *IP, const char *guid, const char *password, char reason[MAX_STRING_CHARS] );
- virtual void ServerClientConnect( int clientNum, const char *guid );
- virtual void ServerClientBegin( int clientNum );
- virtual void ServerClientDisconnect( int clientNum );
- virtual void ServerWriteInitialReliableMessages( int clientNum );
- virtual void ServerWriteSnapshot( int clientNum, int sequence, idBitMsg &msg, byte *clientInPVS, int numPVSClients );
- virtual bool ServerApplySnapshot( int clientNum, int sequence );
- virtual void ServerProcessReliableMessage( int clientNum, const idBitMsg &msg );
- virtual void ClientReadSnapshot( int clientNum, int sequence, const int gameFrame, const int gameTime, const int dupeUsercmds, const int aheadOfServer, const idBitMsg &msg );
- virtual bool ClientApplySnapshot( int clientNum, int sequence );
- virtual void ClientProcessReliableMessage( int clientNum, const idBitMsg &msg );
- virtual gameReturn_t ClientPrediction( int clientNum, const usercmd_t *clientCmds, bool lastPredictFrame );
- virtual void GetClientStats( int clientNum, char *data, const int len );
- virtual void SwitchTeam( int clientNum, int team );
- virtual bool DownloadRequest( const char *IP, const char *guid, const char *paks, char urls[ MAX_STRING_CHARS ] );
- virtual void GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] );
- // ---------------------- Public idGameLocal Interface -------------------
- void Printf( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
- void DPrintf( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
- void Warning( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
- void DWarning( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
- void Error( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
- // Initializes all map variables common to both save games and spawned games
- void LoadMap( const char *mapName, int randseed );
- void LocalMapRestart( void );
- void MapRestart( void );
- static void MapRestart_f( const idCmdArgs &args );
- bool NextMap( void ); // returns wether serverinfo settings have been modified
- static void NextMap_f( const idCmdArgs &args );
- idMapFile * GetLevelMap( void );
- const char * GetMapName( void ) const;
- int NumAAS( void ) 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( void );
- bool CheatsOk( bool requirePlayer = true );
- void SetSkill( int value );
- gameState_t GameState( void ) 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 );
- void UnregisterEntity( idEntity *ent );
- bool RequirementMet( idEntity *activator, const idStr &requires, int removeItem );
- void AlertAI( idEntity *ent );
- idActor * GetAlertEntity( void );
- bool InPlayerPVS( idEntity *ent ) const;
- bool InPlayerConnectedArea( idEntity *ent ) const;
- #ifdef _D3XP
- pvsHandle_t GetPlayerPVS() { return playerPVS; };
- #endif
- void SetCamera( idCamera *cam );
- idCamera * GetCamera( void ) const;
- bool SkipCinematic( void );
- 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( void ) const;
- // added the following to assist licensees with merge issues
- int GetFrameNum() const { return framenum; };
- int GetTime() const { return time; };
- int GetMSec() const { return msec; };
- int GetNextClientNum( int current ) const;
- idPlayer * GetClientByNum( int current ) const;
- idPlayer * GetClientByName( const char *name ) const;
- idPlayer * GetClientByCmdArgs( const idCmdArgs &args ) 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 );
- void ServerSendChatMessage( int to, const char *name, const char *text );
- int ServerRemapDecl( int clientNum, declType_t type, int index );
- int ClientRemapDecl( declType_t type, int index );
- void SetGlobalMaterial( const idMaterial *mat );
- const idMaterial * GetGlobalMaterial();
- void SetGibTime( int _time ) { nextGibTime = _time; };
- int GetGibTime() { return nextGibTime; };
- 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
- 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;
- idList<int> clientDeclRemap[MAX_CLIENTS][DECL_MAX_TYPES];
- entityState_t * clientEntityStates[MAX_CLIENTS][MAX_GENTITIES];
- int clientPVS[MAX_CLIENTS][ENTITY_PVS_SIZE];
- snapshot_t * clientSnapshots[MAX_CLIENTS];
- idBlockAlloc<entityState_t,256>entityStateAllocator;
- idBlockAlloc<snapshot_t,64>snapshotAllocator;
- idEventQueue eventQueue;
- idEventQueue savedEventQueue;
- idStaticList<spawnSpot_t, MAX_GENTITIES> spawnSpots;
- idStaticList<idEntity *, MAX_GENTITIES> initialSpots;
- int currentInitialSpot;
- #ifdef CTF
- idStaticList<spawnSpot_t, MAX_GENTITIES> teamSpawnSpots[2];
- idStaticList<idEntity *, MAX_GENTITIES> teamInitialSpots[2];
- int teamCurrentInitialSpot[2];
- #endif
- idDict newInfo;
- idStrList shakeSounds;
- byte lagometer[ LAGO_IMG_HEIGHT ][ LAGO_IMG_WIDTH ][ 4 ];
- void Clear( void );
- // 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( void );
- // commons used by init, shutdown, and restart
- void MapPopulate( void );
- void MapClear( bool clearClients );
- pvsHandle_t GetClientPVS( idPlayer *player, pvsType_t type );
- void SetupPlayerPVS( void );
- void FreePlayerPVS( void );
- void UpdateGravity( void );
- void SortActiveEntityList( void );
- void ShowTargets( void );
- void RunDebugInfo( void );
- void InitScriptForMap( void );
- void InitConsoleCommands( void );
- void ShutdownConsoleCommands( void );
- void InitAsyncNetwork( void );
- void ShutdownAsyncNetwork( void );
- void InitLocalClient( int clientNum );
- void InitClientDeclRemap( int clientNum );
- void ServerSendDeclRemapToClient( int clientNum, declType_t type, int index );
- void FreeSnapshotsOlderThanSequence( int clientNum, int sequence );
- bool ApplySnapshot( int clientNum, int sequence );
- void WriteGameStateToSnapshot( idBitMsgDelta &msg ) const;
- void ReadGameStateFromSnapshot( const idBitMsgDelta &msg );
- void NetworkEventWarning( const entityNetEvent_t *event, const char *fmt, ... ) id_attribute((format(printf,3,4)));
- void ServerProcessEntityNetworkEventQueue( void );
- void ClientProcessEntityNetworkEventQueue( void );
- void ClientShowSnapshot( int clientNum ) const;
- // call after any change to serverInfo. Will update various quick-access flags
- void UpdateServerInfoFlags( void );
- void RandomizeInitialSpawns( void );
- static int sortSpawnPoints( const void *ptr1, const void *ptr2 );
- void DumpOggSounds( void );
- void GetShakeSounds( const idDict *dict );
- void UpdateLagometer( int aheadOfServer, int dupeUsercmds );
- };
- //============================================================================
- 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=( type *ent ) {
- if ( ent == NULL ) {
- spawnId = 0;
- } else {
- spawnId = ( gameLocal.spawnIds[ent->entityNumber] << GENTITYNUM_BITS ) | ent->entityNumber;
- }
- 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( void ) const {
- return ( gameLocal.spawnIds[ spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] == ( spawnId >> GENTITYNUM_BITS ) );
- }
- template< class type >
- ID_INLINE type *idEntityPtr<type>::GetEntity( void ) 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( void ) 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,
- 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"
- #ifdef _D3XP
- #include "physics/Force_Grab.h"
- #endif
- #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"
- #ifdef _D3XP
- #include "Grabber.h"
- #endif
- #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 "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"
- #include "script/Script_Compiler.h"
- #include "script/Script_Interpreter.h"
- #include "script/Script_Thread.h"
- #endif /* !__GAME_LOCAL_H__ */
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