mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
819 lines
29 KiB
C++
819 lines
29 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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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
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_LOCAL_H__
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#define __GAME_LOCAL_H__
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/*
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===============================================================================
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Local implementation of the public game interface.
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===============================================================================
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*/
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#ifdef ID_DEBUG_UNINITIALIZED_MEMORY
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// This is real evil but allows the code to inspect arbitrary class variables.
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#define private public
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#define protected public
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#endif
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extern idRenderWorld * gameRenderWorld;
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extern idSoundWorld * gameSoundWorld;
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// the "gameversion" client command will print this plus compile date
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#define GAME_VERSION "baseDOOM-1"
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// classes used by idGameLocal
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class idEntity;
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class idActor;
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class idPlayer;
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class idCamera;
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class idWorldspawn;
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class idTestModel;
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class idAAS;
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class idAI;
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class idSmokeParticles;
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class idEntityFx;
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class idTypeInfo;
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class idProgram;
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class idThread;
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class idEditEntities;
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class idLocationEntity;
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class idMenuHandler_Shell;
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const int MAX_CLIENTS = MAX_PLAYERS;
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const int MAX_CLIENTS_IN_PVS = MAX_CLIENTS >> 3;
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const int GENTITYNUM_BITS = 12;
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const int MAX_GENTITIES = 1 << GENTITYNUM_BITS;
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const int ENTITYNUM_NONE = MAX_GENTITIES - 1;
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const int ENTITYNUM_WORLD = MAX_GENTITIES - 2;
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const int ENTITYNUM_MAX_NORMAL = MAX_GENTITIES - 2;
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const int ENTITYNUM_FIRST_NON_REPLICATED = ENTITYNUM_MAX_NORMAL - 256;
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//============================================================================
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void gameError( const char *fmt, ... );
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#include "gamesys/Event.h"
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#include "gamesys/Class.h"
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#include "gamesys/SysCvar.h"
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#include "gamesys/SysCmds.h"
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#include "gamesys/SaveGame.h"
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#include "script/Script_Program.h"
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#include "anim/Anim.h"
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#include "ai/AAS.h"
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#include "physics/Clip.h"
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#include "physics/Push.h"
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#include "Pvs.h"
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#include "Leaderboards.h"
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#include "MultiplayerGame.h"
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class idWeapon;
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//============================================================================
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const int MAX_GAME_MESSAGE_SIZE = 8192;
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const int MAX_ENTITY_STATE_SIZE = 512;
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const int ENTITY_PVS_SIZE = ((MAX_GENTITIES+31)>>5);
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const int NUM_RENDER_PORTAL_BITS = idMath::BitsForInteger( PS_BLOCK_ALL );
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const int MAX_EVENT_PARAM_SIZE = 128;
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typedef struct entityNetEvent_s {
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int spawnId;
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int event;
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int time;
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int paramsSize;
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byte paramsBuf[MAX_EVENT_PARAM_SIZE];
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struct entityNetEvent_s *next;
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struct entityNetEvent_s *prev;
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} entityNetEvent_t;
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enum {
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GAME_RELIABLE_MESSAGE_SYNCEDCVARS,
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GAME_RELIABLE_MESSAGE_SPAWN_PLAYER,
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GAME_RELIABLE_MESSAGE_CHAT,
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GAME_RELIABLE_MESSAGE_TCHAT,
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GAME_RELIABLE_MESSAGE_SOUND_EVENT,
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GAME_RELIABLE_MESSAGE_SOUND_INDEX,
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GAME_RELIABLE_MESSAGE_DB,
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GAME_RELIABLE_MESSAGE_DROPWEAPON,
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GAME_RELIABLE_MESSAGE_RESTART,
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GAME_RELIABLE_MESSAGE_TOURNEYLINE,
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GAME_RELIABLE_MESSAGE_VCHAT,
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GAME_RELIABLE_MESSAGE_STARTSTATE,
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GAME_RELIABLE_MESSAGE_WARMUPTIME,
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GAME_RELIABLE_MESSAGE_SPECTATE,
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GAME_RELIABLE_MESSAGE_EVENT,
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GAME_RELIABLE_MESSAGE_LOBBY_COUNTDOWN,
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GAME_RELIABLE_MESSAGE_RESPAWN_AVAILABLE, // Used just to show clients the respawn text on the hud.
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GAME_RELIABLE_MESSAGE_MATCH_STARTED_TIME,
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GAME_RELIABLE_MESSAGE_ACHIEVEMENT_UNLOCK,
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GAME_RELIABLE_MESSAGE_CLIENT_HITSCAN_HIT
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};
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typedef enum {
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GAMESTATE_UNINITIALIZED, // prior to Init being called
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GAMESTATE_NOMAP, // no map loaded
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GAMESTATE_STARTUP, // inside InitFromNewMap(). spawning map entities.
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GAMESTATE_ACTIVE, // normal gameplay
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GAMESTATE_SHUTDOWN // inside MapShutdown(). clearing memory.
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} gameState_t;
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typedef struct {
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idEntity *ent;
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int dist;
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int team;
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} spawnSpot_t;
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//============================================================================
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class idEventQueue {
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public:
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typedef enum {
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OUTOFORDER_IGNORE,
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OUTOFORDER_DROP,
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OUTOFORDER_SORT
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} outOfOrderBehaviour_t;
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idEventQueue() : start( NULL ), end( NULL ) {}
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entityNetEvent_t * Alloc();
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void Free( entityNetEvent_t *event );
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void Shutdown();
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void Init();
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void Enqueue( entityNetEvent_t* event, outOfOrderBehaviour_t oooBehaviour );
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entityNetEvent_t * Dequeue();
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entityNetEvent_t * RemoveLast();
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entityNetEvent_t * Start() { return start; }
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private:
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entityNetEvent_t * start;
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entityNetEvent_t * end;
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idBlockAlloc<entityNetEvent_t,32> eventAllocator;
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};
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//============================================================================
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template< class type >
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class idEntityPtr {
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public:
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idEntityPtr();
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// save games
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void Save( idSaveGame *savefile ) const; // archives object for save game file
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void Restore( idRestoreGame *savefile ); // unarchives object from save game file
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idEntityPtr & operator=( const type * ent );
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idEntityPtr & operator=( const idEntityPtr & ep );
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bool operator==( const idEntityPtr & ep ) { return spawnId == ep.spawnId; }
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type * operator->() const { return GetEntity(); }
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operator type * () const { return GetEntity(); }
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// synchronize entity pointers over the network
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int GetSpawnId() const { return spawnId; }
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bool SetSpawnId( int id );
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bool UpdateSpawnId();
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bool IsValid() const;
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type * GetEntity() const;
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int GetEntityNum() const;
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private:
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int spawnId;
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};
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struct timeState_t {
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int time;
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int previousTime;
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int realClientTime;
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void Set( int t, int pt, int rct ) { time = t; previousTime = pt; realClientTime = rct; };
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void Get( int & t, int & pt, int & rct ) { t = time; pt = previousTime; rct = realClientTime; };
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void Save( idSaveGame *savefile ) const { savefile->WriteInt( time ); savefile->WriteInt( previousTime ); savefile->WriteInt( realClientTime ); }
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void Restore( idRestoreGame *savefile ) { savefile->ReadInt( time ); savefile->ReadInt( previousTime ); savefile->ReadInt( realClientTime ); }
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};
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enum slowmoState_t {
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SLOWMO_STATE_OFF,
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SLOWMO_STATE_RAMPUP,
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SLOWMO_STATE_ON,
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SLOWMO_STATE_RAMPDOWN
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};
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//============================================================================
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class idGameLocal : public idGame {
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public:
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int previousServerTime; // time in msec of last frame on the server
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int serverTime; // in msec. ( on the client ) the server time. ( on the server ) the actual game time.
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idDict serverInfo; // all the tunable parameters, like numclients, etc
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int numClients; // pulled from serverInfo and verified
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idArray< lobbyUserID_t, MAX_CLIENTS > lobbyUserIDs; // Maps from a client (player) number to a lobby user
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idDict persistentPlayerInfo[MAX_CLIENTS];
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idEntity * entities[MAX_GENTITIES];// index to entities
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int spawnIds[MAX_GENTITIES];// for use in idEntityPtr
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idArray< int, 2 > firstFreeEntityIndex; // first free index in the entities array. [0] for replicated entities, [1] for non-replicated
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int num_entities; // current number <= MAX_GENTITIES
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idHashIndex entityHash; // hash table to quickly find entities by name
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idWorldspawn * world; // world entity
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idLinkList<idEntity> spawnedEntities; // all spawned entities
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idLinkList<idEntity> activeEntities; // all thinking entities (idEntity::thinkFlags != 0)
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idLinkList<idEntity> aimAssistEntities; // all aim Assist entities
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int numEntitiesToDeactivate;// number of entities that became inactive in current frame
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bool sortPushers; // true if active lists needs to be reordered to place pushers at the front
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bool sortTeamMasters; // true if active lists needs to be reordered to place physics team masters before their slaves
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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
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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
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idThread * frameCommandThread;
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idClip clip; // collision detection
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idPush push; // geometric pushing
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idPVS pvs; // potential visible set
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idTestModel * testmodel; // for development testing of models
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idEntityFx * testFx; // for development testing of fx
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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
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idSmokeParticles * smokeParticles; // global smoke trails
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idEditEntities * editEntities; // in game editing
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bool inCinematic; // game is playing cinematic (player controls frozen)
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int framenum;
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int time; // in msec
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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;
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idLinkList<idEntity> snapshotEntities; // entities from the last snapshot
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int realClientTime; // real client time
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bool isNewFrame; // true if this is a new game frame, not a rerun due to prediction
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float clientSmoothing; // smoothing of other clients in the view
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int entityDefBits; // bits required to store an entity def number
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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
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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;
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bool portalSkyActive;
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void SetPortalSkyEnt( idEntity *ent );
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bool IsPortalSkyAcive();
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timeState_t fast;
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timeState_t slow;
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int selectedGroup;
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slowmoState_t slowmoState;
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float slowmoScale;
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bool quickSlowmoReset;
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virtual void SelectTimeGroup( int timeGroup );
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virtual int GetTimeGroupTime( int timeGroup );
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void ComputeSlowScale();
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void RunTimeGroup2( idUserCmdMgr & userCmdMgr );
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void ResetSlowTimeVars();
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void QuickSlowmoReset();
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void Tokenize( idStrList &out, const char *in );
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// ---------------------- Public idGame Interface -------------------
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idGameLocal();
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virtual void Init();
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virtual void Shutdown();
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virtual void SetServerInfo( const idDict &serverInfo );
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virtual const idDict & GetServerInfo();
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virtual const idDict & GetPersistentPlayerInfo( int clientNum );
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virtual void SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo );
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virtual void InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, int gameType, int randSeed );
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virtual bool InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile * saveGameFile, idFile * stringTableFile, int saveGameVersion );
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virtual void SaveGame( idFile *saveGameFile, idFile *stringTableFile );
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virtual void GetSaveGameDetails( idSaveGameDetails & gameDetails );
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virtual void MapShutdown();
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virtual void CacheDictionaryMedia( const idDict *dict );
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virtual void Preload( const idPreloadManifest &manifest );
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virtual void RunFrame( idUserCmdMgr & cmdMgr, gameReturn_t & gameReturn );
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void RunAllUserCmdsForPlayer( idUserCmdMgr & cmdMgr, const int playerNumber );
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void RunSingleUserCmd( usercmd_t & cmd, idPlayer & player );
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void RunEntityThink( idEntity & ent, idUserCmdMgr & userCmdMgr );
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virtual bool Draw( int clientNum );
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virtual bool HandlePlayerGuiEvent( const sysEvent_t * ev );
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virtual void ServerWriteSnapshot( idSnapShot & ss );
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virtual void ProcessReliableMessage( int clientNum, int type, const idBitMsg &msg );
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virtual void ClientReadSnapshot( const idSnapShot & ss );
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virtual void ClientRunFrame( idUserCmdMgr & cmdMgr, bool lastPredictFrame, gameReturn_t & ret );
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void BuildReturnValue( gameReturn_t & ret );
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virtual int GetMPGameModes( const char *** gameModes, const char *** gameModesDisplay );
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virtual void GetClientStats( int clientNum, char *data, const int len );
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virtual bool IsInGame() const { return GameState() == GAMESTATE_ACTIVE; }
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virtual int MapPeerToClient( int peer ) const;
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virtual int GetLocalClientNum() const;
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virtual void GetAimAssistAngles( idAngles & angles );
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virtual float GetAimAssistSensitivity();
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// ---------------------- Public idGameLocal Interface -------------------
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void Printf( VERIFY_FORMAT_STRING const char *fmt, ... ) const;
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void DPrintf( VERIFY_FORMAT_STRING const char *fmt, ... ) const;
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void Warning( VERIFY_FORMAT_STRING const char *fmt, ... ) const;
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void DWarning( VERIFY_FORMAT_STRING const char *fmt, ... ) const;
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void Error( VERIFY_FORMAT_STRING const char *fmt, ... ) const;
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// Initializes all map variables common to both save games and spawned games
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void LoadMap( const char *mapName, int randseed );
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void LocalMapRestart();
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void MapRestart();
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static void MapRestart_f( const idCmdArgs &args );
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idMapFile * GetLevelMap();
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const char * GetMapName() const;
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int NumAAS() const;
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idAAS * GetAAS( int num ) const;
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idAAS * GetAAS( const char *name ) const;
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void SetAASAreaState( const idBounds &bounds, const int areaContents, bool closed );
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aasHandle_t AddAASObstacle( const idBounds &bounds );
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void RemoveAASObstacle( const aasHandle_t handle );
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void RemoveAllAASObstacles();
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bool CheatsOk( bool requirePlayer = true );
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gameState_t GameState() const;
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idEntity * SpawnEntityType( const idTypeInfo &classdef, const idDict *args = NULL, bool bIsClientReadSnapshot = false );
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bool SpawnEntityDef( const idDict &args, idEntity **ent = NULL, bool setDefaults = true );
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int GetSpawnId( const idEntity *ent ) const;
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const idDeclEntityDef * FindEntityDef( const char *name, bool makeDefault = true ) const;
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const idDict * FindEntityDefDict( const char *name, bool makeDefault = true ) const;
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void RegisterEntity( idEntity *ent, int forceSpawnId, const idDict & spawnArgsToCopy );
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void UnregisterEntity( idEntity *ent );
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const idDict & GetSpawnArgs() const { return spawnArgs; }
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bool RequirementMet( idEntity *activator, const idStr &requires, int removeItem );
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void AlertAI( idEntity *ent );
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idActor * GetAlertEntity();
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bool InPlayerPVS( idEntity *ent ) const;
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bool InPlayerConnectedArea( idEntity *ent ) const;
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pvsHandle_t GetPlayerPVS() { return playerPVS; };
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void SetCamera( idCamera *cam );
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idCamera * GetCamera() const;
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void CalcFov( float base_fov, float &fov_x, float &fov_y ) const;
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void AddEntityToHash( const char *name, idEntity *ent );
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bool RemoveEntityFromHash( const char *name, idEntity *ent );
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int GetTargets( const idDict &args, idList< idEntityPtr<idEntity> > &list, const char *ref ) const;
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// returns the master entity of a trace. for example, if the trace entity is the player's head, it will return the player.
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idEntity * GetTraceEntity( const trace_t &trace ) const;
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static void ArgCompletion_EntityName( const idCmdArgs &args, void(*callback)( const char *s ) );
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idEntity * FindTraceEntity( idVec3 start, idVec3 end, const idTypeInfo &c, const idEntity *skip ) const;
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idEntity * FindEntity( const char *name ) const;
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idEntity * FindEntityUsingDef( idEntity *from, const char *match ) const;
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int EntitiesWithinRadius( const idVec3 org, float radius, idEntity **entityList, int maxCount ) const;
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void KillBox( idEntity *ent, bool catch_teleport = false );
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void RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignoreDamage, idEntity *ignorePush, const char *damageDefName, float dmgPower = 1.0f );
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void RadiusPush( const idVec3 &origin, const float radius, const float push, const idEntity *inflictor, const idEntity *ignore, float inflictorScale, const bool quake );
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void RadiusPushClipModel( const idVec3 &origin, const float push, const idClipModel *clipModel );
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void ProjectDecal( const idVec3 &origin, const idVec3 &dir, float depth, bool parallel, float size, const char *material, float angle = 0 );
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void BloodSplat( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
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void CallFrameCommand( idEntity *ent, const function_t *frameCommand );
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void CallObjectFrameCommand( idEntity *ent, const char *frameCommand );
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const idVec3 & GetGravity() const;
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// added the following to assist licensees with merge issues
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int GetFrameNum() const { return framenum; };
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int GetTime() const { return time; };
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int GetNextClientNum( int current ) const;
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idPlayer * GetClientByNum( int current ) const;
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idPlayer * GetLocalPlayer() const;
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void SpreadLocations();
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idLocationEntity * LocationForPoint( const idVec3 &point ); // May return NULL
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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 );
|
|
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<idAAS *> aasList; // area system
|
|
|
|
idMenuHandler_Shell * shellHandler;
|
|
|
|
idStrList aasNames;
|
|
|
|
idEntityPtr<idActor> lastAIAlertEntity;
|
|
int lastAIAlertTime;
|
|
|
|
idDict spawnArgs; // spawn args used during entity spawning FIXME: shouldn't be necessary anymore
|
|
|
|
pvsHandle_t playerPVS; // merged pvs of all players
|
|
pvsHandle_t playerConnectedAreas; // all areas connected to any player area
|
|
|
|
idVec3 gravity; // global gravity vector
|
|
gameState_t gamestate; // keeps track of whether we're spawning, shutting down, or normal gameplay
|
|
bool influenceActive; // true when a phantasm is happening
|
|
int nextGibTime;
|
|
|
|
idEventQueue eventQueue;
|
|
idEventQueue savedEventQueue;
|
|
|
|
idStaticList<spawnSpot_t, MAX_GENTITIES> spawnSpots;
|
|
idStaticList<idEntity *, MAX_GENTITIES> initialSpots;
|
|
int currentInitialSpot;
|
|
|
|
idStaticList<spawnSpot_t, MAX_GENTITIES> teamSpawnSpots[2];
|
|
idStaticList<idEntity *, MAX_GENTITIES> 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<type>::idEntityPtr() {
|
|
spawnId = 0;
|
|
}
|
|
|
|
template< class type >
|
|
ID_INLINE void idEntityPtr<type>::Save( idSaveGame *savefile ) const {
|
|
savefile->WriteInt( spawnId );
|
|
}
|
|
|
|
template< class type >
|
|
ID_INLINE void idEntityPtr<type>::Restore( idRestoreGame *savefile ) {
|
|
savefile->ReadInt( spawnId );
|
|
}
|
|
|
|
template< class type >
|
|
ID_INLINE idEntityPtr<type> &idEntityPtr<type>::operator=( 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<type>::operator=( const idEntityPtr & ep ) {
|
|
spawnId = ep.spawnId;
|
|
return *this;
|
|
}
|
|
|
|
|
|
template< class type >
|
|
ID_INLINE bool idEntityPtr<type>::SetSpawnId( int id ) {
|
|
// the reason for this first check is unclear:
|
|
// the function returning false may mean the spawnId is already set right, or the entity is missing
|
|
if ( id == spawnId ) {
|
|
return false;
|
|
}
|
|
if ( ( id >> GENTITYNUM_BITS ) == gameLocal.spawnIds[ id & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] ) {
|
|
spawnId = id;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
template< class type >
|
|
ID_INLINE bool idEntityPtr<type>::IsValid() const {
|
|
return ( gameLocal.spawnIds[ spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] == ( spawnId >> GENTITYNUM_BITS ) );
|
|
}
|
|
|
|
template< class type >
|
|
ID_INLINE type *idEntityPtr<type>::GetEntity() const {
|
|
int entityNum = spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 );
|
|
if ( ( gameLocal.spawnIds[ entityNum ] == ( spawnId >> GENTITYNUM_BITS ) ) ) {
|
|
return static_cast<type *>( gameLocal.entities[ entityNum ] );
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
template< class type >
|
|
ID_INLINE int idEntityPtr<type>::GetEntityNum() 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__ */
|