/*
===========================================================================
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__ */