doom3-bfg/neo/d3xp/Game_local.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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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;
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// 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, ... );
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#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 );
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const int NUM_RENDER_PORTAL_BITS = idMath::BitsForInteger( PS_BLOCK_ALL );
const int MAX_EVENT_PARAM_SIZE = 128;
typedef struct entityNetEvent_s
{
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int spawnId;
int event;
int time;
int paramsSize;
byte paramsBuf[MAX_EVENT_PARAM_SIZE];
struct entityNetEvent_s* next;
struct entityNetEvent_s* prev;
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} entityNetEvent_t;
enum
{
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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
{
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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;
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int dist;
int team;
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} spawnSpot_t;
//============================================================================
class idEventQueue
{
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public:
typedef enum
{
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OUTOFORDER_IGNORE,
OUTOFORDER_DROP,
OUTOFORDER_SORT
} outOfOrderBehaviour_t;
idEventQueue() : start( NULL ), end( NULL ) {}
entityNetEvent_t* Alloc();
void Free( entityNetEvent_t* event );
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void Shutdown();
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void Init();
void Enqueue( entityNetEvent_t* event, outOfOrderBehaviour_t oooBehaviour );
entityNetEvent_t* Dequeue();
entityNetEvent_t* RemoveLast();
entityNetEvent_t* Start()
{
return start;
}
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private:
entityNetEvent_t* start;
entityNetEvent_t* end;
idBlockAlloc<entityNetEvent_t, 32> eventAllocator;
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};
//============================================================================
template< class type >
class idEntityPtr
{
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public:
idEntityPtr();
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// 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();
}
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// synchronize entity pointers over the network
int GetSpawnId() const
{
return spawnId;
}
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bool SetSpawnId( int id );
bool UpdateSpawnId();
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bool IsValid() const;
type* GetEntity() const;
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int GetEntityNum() const;
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private:
int spawnId;
};
struct timeState_t
{
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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 );
}
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};
enum slowmoState_t
{
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SLOWMO_STATE_OFF,
SLOWMO_STATE_RAMPUP,
SLOWMO_STATE_ON,
SLOWMO_STATE_RAMPDOWN
};
//============================================================================
class idGameLocal : public idGame
{
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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
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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
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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
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// can be used to automatically effect every material in the world that references globalParms
float globalShaderParms[ MAX_GLOBAL_SHADER_PARMS ];
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idRandom random; // random number generator used throughout the game
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idProgram program; // currently loaded script and data space
idThread* frameCommandThread;
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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
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idMultiplayerGame mpGame; // handles rules for standard dm
idSmokeParticles* smokeParticles; // global smoke trails
idEditEntities* editEntities; // in game editing
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bool inCinematic; // game is playing cinematic (player controls frozen)
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int framenum;
int time; // in msec
int previousTime; // time in msec of last frame
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int vacuumAreaNum; // -1 if level doesn't have any outside areas
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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
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idEntityPtr<idEntity> lastGUIEnt; // last entity with a GUI, used by Cmd_NextGUI_f
int lastGUI; // last GUI on the lastGUIEnt
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idEntityPtr<idPlayer> playerActivateFragChamber; // The player that activated the frag chamber
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idEntityPtr<idEntity> portalSkyEnt;
bool portalSkyActive;
void SetPortalSkyEnt( idEntity* ent );
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bool IsPortalSkyAcive();
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timeState_t fast;
timeState_t slow;
int selectedGroup;
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slowmoState_t slowmoState;
float slowmoScale;
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bool quickSlowmoReset;
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virtual void SelectTimeGroup( int timeGroup );
virtual int GetTimeGroupTime( int timeGroup );
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void ComputeSlowScale();
void RunTimeGroup2( idUserCmdMgr& userCmdMgr );
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void ResetSlowTimeVars();
void QuickSlowmoReset();
void Tokenize( idStrList& out, const char* in );
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// ---------------------- Public idGame Interface -------------------
idGameLocal();
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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 );
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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 );
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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;
}
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virtual int MapPeerToClient( int peer ) const;
virtual int GetLocalClientNum() const;
virtual void GetAimAssistAngles( idAngles& angles );
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virtual float GetAimAssistSensitivity();
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// ---------------------- 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 );
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void LocalMapRestart();
void MapRestart();
static void MapRestart_f( const idCmdArgs& args );
idMapFile* GetLevelMap();
const char* GetMapName() const;
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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 );
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void RemoveAASObstacle( const aasHandle_t handle );
void RemoveAllAASObstacles();
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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;
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// added the following to assist licensees with merge issues
int GetFrameNum() const
{
return framenum;
};
int GetTime() const
{
return time;
};
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int GetNextClientNum( int current ) const;
idPlayer* GetClientByNum( int current ) const;
idPlayer* GetLocalPlayer() const;
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void SpreadLocations();
idLocationEntity* LocationForPoint( const idVec3& point ); // May return NULL
idEntity* SelectInitialSpawnPoint( idPlayer* player );
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void SetPortalState( qhandle_t portal, int blockingBits );
void SaveEntityNetworkEvent( const idEntity* ent, int event, const idBitMsg* msg );
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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();
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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 );
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// Snapshot times - track exactly what times we are interpolating from and to
int GetSSEndTime() const
{
return netInterpolationInfo.ssEndTime;
}
int GetSSStartTime() const
{
return netInterpolationInfo.ssStartTime;
}
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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;
};
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virtual bool InhibitControls();
virtual bool IsPDAOpen() const;
virtual bool IsPlayerChatting() const;
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// Creates leaderboards for each map/mode defined.
virtual void Leaderboards_Init();
virtual void Leaderboards_Shutdown();
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// MAIN MENU FUNCTIONS
virtual void Shell_Init( const char* filename, idSoundWorld* sw );
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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 );
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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 );
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virtual void Shell_SetGameComplete();
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void Shell_ClearRepeater();
const char* GetMapFileName()
{
return mapFileName.c_str();
}
const char* GetMPPlayerDefName() const;
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private:
const static int INITIAL_SPAWN_COUNT = 1;
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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
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bool mapCycleLoaded;
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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;
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idStrList aasNames;
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idEntityPtr<idActor> lastAIAlertEntity;
int lastAIAlertTime;
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idDict spawnArgs; // spawn args used during entity spawning FIXME: shouldn't be necessary anymore
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pvsHandle_t playerPVS; // merged pvs of all players
pvsHandle_t playerConnectedAreas; // all areas connected to any player area
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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;
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idEventQueue eventQueue;
idEventQueue savedEventQueue;
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idStaticList<spawnSpot_t, MAX_GENTITIES> spawnSpots;
idStaticList<idEntity*, MAX_GENTITIES> initialSpots;
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int currentInitialSpot;
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idStaticList<spawnSpot_t, MAX_GENTITIES> teamSpawnSpots[2];
idStaticList<idEntity*, MAX_GENTITIES> teamInitialSpots[2];
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int teamCurrentInitialSpot[2];
struct netInterpolationInfo_t // Was in GameTimeManager.h in id5, needed common place to put this.
{
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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
};
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netInterpolationInfo_t netInterpolationInfo;
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idDict newInfo;
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idArray< int, MAX_PLAYERS > usercmdLastClientMilliseconds; // The latest client time the server has run.
idArray< int, MAX_PLAYERS > lastCmdRunTimeOnClient;
idArray< int, MAX_PLAYERS > lastCmdRunTimeOnServer;
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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
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void SpawnMapEntities();
// commons used by init, shutdown, and restart
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void MapPopulate();
void MapClear( bool clearClients );
pvsHandle_t GetClientPVS( idPlayer* player, pvsType_t type );
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void SetupPlayerPVS();
void FreePlayerPVS();
void UpdateGravity();
void SortActiveEntityList();
void ShowTargets();
void RunDebugInfo();
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void InitScriptForMap();
void SetScriptFPS( const float com_engineHz );
void SpawnPlayer( int clientNum );
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void InitConsoleCommands();
void ShutdownConsoleCommands();
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void InitAsyncNetwork();
void ShutdownAsyncNetwork();
void NetworkEventWarning( const entityNetEvent_t* event, VERIFY_FORMAT_STRING const char* fmt, ... );
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void ServerProcessEntityNetworkEventQueue();
void ClientProcessEntityNetworkEventQueue();
// call after any change to serverInfo. Will update various quick-access flags
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void UpdateServerInfoFlags();
void RandomizeInitialSpawns();
static int sortSpawnPoints( const void* ptr1, const void* ptr2 );
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bool SimulateProjectiles();
};
//============================================================================
extern idGameLocal gameLocal;
extern idAnimManager animationLib;
//============================================================================
class idGameError : public idException
{
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public:
idGameError( const char* text ) : idException( text ) {}
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};
//============================================================================
template< class type >
ID_INLINE idEntityPtr<type>::idEntityPtr()
{
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spawnId = 0;
}
template< class type >
ID_INLINE void idEntityPtr<type>::Save( idSaveGame* savefile ) const
{
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savefile->WriteInt( spawnId );
}
template< class type >
ID_INLINE void idEntityPtr<type>::Restore( idRestoreGame* savefile )
{
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savefile->ReadInt( spawnId );
}
template< class type >
ID_INLINE idEntityPtr<type>& idEntityPtr<type>::operator=( const type* ent )
{
if( ent == NULL )
{
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spawnId = 0;
}
else
{
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spawnId = ( gameLocal.spawnIds[ent->entityNumber] << GENTITYNUM_BITS ) | ent->entityNumber;
}
return *this;
}
template< class type >
ID_INLINE idEntityPtr< type >& idEntityPtr<type>::operator=( const idEntityPtr& ep )
{
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spawnId = ep.spawnId;
return *this;
}
template< class type >
ID_INLINE bool idEntityPtr<type>::SetSpawnId( int id )
{
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// 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 )
{
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return false;
}
if( ( id >> GENTITYNUM_BITS ) == gameLocal.spawnIds[ id & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] )
{
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spawnId = id;
return true;
}
return false;
}
template< class type >
ID_INLINE bool idEntityPtr<type>::IsValid() const
{
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return ( gameLocal.spawnIds[ spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] == ( spawnId >> GENTITYNUM_BITS ) );
}
template< class type >
ID_INLINE type* idEntityPtr<type>::GetEntity() const
{
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int entityNum = spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 );
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// DG: removed extraneous parenthesis to shut up clang
if( gameLocal.spawnIds[ entityNum ] == ( spawnId >> GENTITYNUM_BITS ) )
{
return static_cast<type*>( gameLocal.entities[ entityNum ] );
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}
return NULL;
}
template< class type >
ID_INLINE int idEntityPtr<type>::GetEntityNum() const
{
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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
{
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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,
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// 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__ */