/*
===========================================================================
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 .
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__
#include "GameBase.h"
#include "idlib/containers/StrList.h"
#include "idlib/containers/LinkList.h"
#include "idlib/BitMsg.h"
#include "framework/Game.h"
#include "gamesys/SaveGame.h"
#include "physics/Clip.h"
#include "physics/Push.h"
#include "script/Script_Program.h"
#include "ai/AAS.h"
#include "anim/Anim.h"
#include "Pvs.h"
#include "MultiplayerGame.h"
#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
/*
===============================================================================
Local implementation of the public game interface.
===============================================================================
*/
class idDeclEntityDef;
class idRenderWorld;
class idSoundWorld;
class idUserInterface;
extern idRenderWorld * gameRenderWorld;
extern idSoundWorld * gameSoundWorld;
// classes used by idGameLocal
class idEntity;
class idActor;
class idPlayer;
class idCamera;
class idWorldspawn;
class idTestModel;
class idSmokeParticles;
class idEntityFx;
class idTypeInfo;
class idThread;
class idEditEntities;
class idLocationEntity;
//============================================================================
extern const int NUM_RENDER_PORTAL_BITS;
void gameError( const char *fmt, ... );
extern idRenderWorld * gameRenderWorld;
extern idSoundWorld * gameSoundWorld;
extern const int NUM_RENDER_PORTAL_BITS;
/*
===============================================================================
Local implementation of the public game interface.
===============================================================================
*/
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 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=( type *ent );
//added for LM
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( 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 spawnedEntities; // all spawned entities
idLinkList 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 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 lastGUIEnt; // last entity with a GUI, used by Cmd_NextGUI_f
int lastGUI; // last GUI on the lastGUIEnt
#ifdef _D3XP
idEntityPtr 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 > &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 aasList; // area system
idStrList aasNames;
idEntityPtr 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 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];
idBlockAllocentityStateAllocator;
idBlockAllocsnapshotAllocator;
idEventQueue eventQueue;
idEventQueue savedEventQueue;
idStaticList spawnSpots;
idStaticList initialSpots;
int currentInitialSpot;
#ifdef CTF
idStaticList teamSpawnSpots[2];
idStaticList 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::idEntityPtr() {
spawnId = 0;
}
template< class type >
ID_INLINE void idEntityPtr::Save( idSaveGame *savefile ) const {
savefile->WriteInt( spawnId );
}
template< class type >
ID_INLINE void idEntityPtr::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( spawnId );
}
template< class type >
ID_INLINE idEntityPtr &idEntityPtr::operator=( type *ent ) {
if ( ent == NULL ) {
spawnId = 0;
} else {
spawnId = ( gameLocal.spawnIds[ent->entityNumber] << GENTITYNUM_BITS ) | ent->entityNumber;
}
return *this;
}
//added for LM
template< class type >
ID_INLINE idEntityPtr< type > &idEntityPtr::operator=( const idEntityPtr & ep ) {
spawnId = ep.spawnId;
return *this;
}
template< class type >
ID_INLINE bool idEntityPtr::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::IsValid( void ) const {
return ( gameLocal.spawnIds[ spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] == ( spawnId >> GENTITYNUM_BITS ) );
}
template< class type >
ID_INLINE type *idEntityPtr::GetEntity( void ) const {
int entityNum = spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 );
if ( gameLocal.spawnIds[ entityNum ] == ( spawnId >> GENTITYNUM_BITS ) ) {
return static_cast( gameLocal.entities[ entityNum ] );
}
return NULL;
}
template< class type >
ID_INLINE int idEntityPtr::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;
extern const float DEFAULT_GRAVITY;
extern const idVec3 DEFAULT_GRAVITY_VEC3;
extern const int CINEMATIC_SKIP_DELAY;
#endif /* !__GAME_LOCAL_H__ */