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Initial commit
This commit is contained in:
819
neo/d3xp/Game_local.h
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819
neo/d3xp/Game_local.h
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/*
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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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||||
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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
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(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
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
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||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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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;
|
||||
class idAAS;
|
||||
class idAI;
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||||
class idSmokeParticles;
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||||
class idEntityFx;
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||||
class idTypeInfo;
|
||||
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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||||
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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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||||
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||||
#include "script/Script_Program.h"
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||||
|
||||
#include "anim/Anim.h"
|
||||
|
||||
#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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||||
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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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||||
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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;
|
||||
int paramsSize;
|
||||
byte paramsBuf[MAX_EVENT_PARAM_SIZE];
|
||||
struct entityNetEvent_s *next;
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||||
struct entityNetEvent_s *prev;
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||||
} entityNetEvent_t;
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||||
|
||||
enum {
|
||||
GAME_RELIABLE_MESSAGE_SYNCEDCVARS,
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||||
GAME_RELIABLE_MESSAGE_SPAWN_PLAYER,
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||||
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,
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||||
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,
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||||
GAME_RELIABLE_MESSAGE_ACHIEVEMENT_UNLOCK,
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||||
GAME_RELIABLE_MESSAGE_CLIENT_HITSCAN_HIT
|
||||
};
|
||||
|
||||
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
|
||||
GAMESTATE_SHUTDOWN // inside MapShutdown(). clearing memory.
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||||
} gameState_t;
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||||
|
||||
typedef struct {
|
||||
idEntity *ent;
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||||
int dist;
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||||
int team;
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||||
} spawnSpot_t;
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||||
|
||||
//============================================================================
|
||||
|
||||
class idEventQueue {
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||||
public:
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||||
typedef enum {
|
||||
OUTOFORDER_IGNORE,
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||||
OUTOFORDER_DROP,
|
||||
OUTOFORDER_SORT
|
||||
} outOfOrderBehaviour_t;
|
||||
|
||||
idEventQueue() : start( NULL ), end( NULL ) {}
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||||
|
||||
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<entityNetEvent_t,32> 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
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||||
|
||||
idEntityPtr & operator=( const type * ent );
|
||||
idEntityPtr & operator=( const idEntityPtr & ep );
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||||
|
||||
bool operator==( const idEntityPtr & ep ) { return spawnId == ep.spawnId; }
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||||
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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();
|
||||
|
||||
bool IsValid() const;
|
||||
type * GetEntity() const;
|
||||
int GetEntityNum() const;
|
||||
|
||||
private:
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||||
int spawnId;
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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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||||
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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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||||
//============================================================================
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||||
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class idGameLocal : public idGame {
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public:
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||||
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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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||||
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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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||||
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||||
idRandom random; // random number generator used throughout the game
|
||||
|
||||
idProgram program; // currently loaded script and data space
|
||||
idThread * frameCommandThread;
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||||
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||||
idClip clip; // collision detection
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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
|
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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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||||
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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
|
||||
|
||||
gameType_t gameType;
|
||||
idLinkList<idEntity> snapshotEntities; // entities from the last snapshot
|
||||
int realClientTime; // real client time
|
||||
bool isNewFrame; // true if this is a new game frame, not a rerun due to prediction
|
||||
float clientSmoothing; // smoothing of other clients in the view
|
||||
int entityDefBits; // bits required to store an entity def number
|
||||
|
||||
static const char * sufaceTypeNames[ MAX_SURFACE_TYPES ]; // text names for surface types
|
||||
|
||||
idEntityPtr<idEntity> lastGUIEnt; // last entity with a GUI, used by Cmd_NextGUI_f
|
||||
int lastGUI; // last GUI on the lastGUIEnt
|
||||
|
||||
idEntityPtr<idPlayer> playerActivateFragChamber; // The player that activated the frag chamber
|
||||
|
||||
idEntityPtr<idEntity> 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<idEntity> > &list, const char *ref ) const;
|
||||
|
||||
// returns the master entity of a trace. for example, if the trace entity is the player's head, it will return the player.
|
||||
idEntity * GetTraceEntity( const trace_t &trace ) const;
|
||||
|
||||
static void ArgCompletion_EntityName( const idCmdArgs &args, void(*callback)( const char *s ) );
|
||||
idEntity * FindTraceEntity( idVec3 start, idVec3 end, const idTypeInfo &c, const idEntity *skip ) const;
|
||||
idEntity * FindEntity( const char *name ) const;
|
||||
idEntity * FindEntityUsingDef( idEntity *from, const char *match ) const;
|
||||
int EntitiesWithinRadius( const idVec3 org, float radius, idEntity **entityList, int maxCount ) const;
|
||||
|
||||
void KillBox( idEntity *ent, bool catch_teleport = false );
|
||||
void RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignoreDamage, idEntity *ignorePush, const char *damageDefName, float dmgPower = 1.0f );
|
||||
void RadiusPush( const idVec3 &origin, const float radius, const float push, const idEntity *inflictor, const idEntity *ignore, float inflictorScale, const bool quake );
|
||||
void RadiusPushClipModel( const idVec3 &origin, const float push, const idClipModel *clipModel );
|
||||
|
||||
void ProjectDecal( const idVec3 &origin, const idVec3 &dir, float depth, bool parallel, float size, const char *material, float angle = 0 );
|
||||
void BloodSplat( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
|
||||
|
||||
void CallFrameCommand( idEntity *ent, const function_t *frameCommand );
|
||||
void CallObjectFrameCommand( idEntity *ent, const char *frameCommand );
|
||||
|
||||
const idVec3 & GetGravity() const;
|
||||
|
||||
// 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<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__ */
|
||||
Reference in New Issue
Block a user