/* =========================================================================== 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 . 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 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 spawnedEntities; // all spawned entities idLinkList activeEntities; // all thinking entities (idEntity::thinkFlags != 0) idLinkList 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 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 idEntityPtr playerActivateFragChamber; // The player that activated the frag chamber idEntityPtr 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 > &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 aasList; // area system idMenuHandler_Shell * shellHandler; 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; idEventQueue eventQueue; idEventQueue savedEventQueue; idStaticList spawnSpots; idStaticList initialSpots; int currentInitialSpot; idStaticList teamSpawnSpots[2]; idStaticList 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::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=( 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::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() const { return ( gameLocal.spawnIds[ spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] == ( spawnId >> GENTITYNUM_BITS ) ); } template< class type > ID_INLINE type *idEntityPtr::GetEntity() 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() 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__ */