mirror of
https://github.com/jmarshall23/DoomRTX.git
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1115 lines
42 KiB
C++
1115 lines
42 KiB
C++
// Copyright (C) 2004 Id Software, Inc.
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//
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#ifndef __GAME_LOCAL_H__
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#define __GAME_LOCAL_H__
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#include "../idLib/preylib.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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#define LAGO_IMG_WIDTH 64
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#define LAGO_IMG_HEIGHT 64
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#define LAGO_WIDTH 64
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#define LAGO_HEIGHT 44
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#define LAGO_MATERIAL "textures/sfx/lagometer"
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#define LAGO_IMAGE "textures/sfx/lagometer.tga"
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// if set to 1 the server sends the client PVS with snapshots and the client compares against what it sees
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#ifndef ASYNC_WRITE_PVS
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#define ASYNC_WRITE_PVS 0
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#endif
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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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// HUMANHEAD pdm
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#if INGAME_PROFILER_ENABLED
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extern hhProfiler * profiler;
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#endif
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// HUMANHEAD END
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// the "gameversion" client command will print this plus compile date
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#define GAME_VERSION "basePrey-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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#define MAX_CLIENTS 32
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#define GENTITYNUM_BITS 12
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#define MAX_GENTITIES (1<<GENTITYNUM_BITS)
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//HUMANHEAD rww - client entities!
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#define GENTITYNUM_BITS_PLUSCENT 13 //8192 allowable
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#define MAX_CENTITIES MAX_GENTITIES //it doesn't have to be this, but whatever.
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//END HUMANHEAD
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#define ENTITYNUM_NONE (MAX_GENTITIES-1)
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#define ENTITYNUM_WORLD (MAX_GENTITIES-2)
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#define ENTITYNUM_MAX_NORMAL (MAX_GENTITIES-2)
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//HUMANHEAD: aob - put here it can be used anywhere. hhSafeEntity wouldn't compile otherwise.
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#if GOLD
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// mdl: Disable if we're gold
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#define HH_ASSERT( boolArg )
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#else
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#ifdef _DEBUG
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#define HH_ASSERT( boolArg ) assert( (boolArg) )
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#else
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#define HH_ASSERT( boolArg ) if( !(boolArg) ) { gameLocal.Error("Assertion Failed: %s, File: %s, Line: %d\n", #boolArg, __FILE__, __LINE__); }
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#endif
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#endif // GOLD
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//HUMANHEAD END
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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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#include "gamesys/DebugGraph.h"
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#include "script/Script_Program.h"
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#include "anim/Anim.h"
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// HUMANHEAD nla
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#include "../prey/game_anim.h"
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#include "../prey/game_animBlend.h"
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#include "../prey/prey_animator.h"
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// HUMANHEAD END
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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 "MultiplayerGame.h"
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// HUMANHEAD
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#include "../prey/prey_camerainterpolator.h" // HUMANHEAD
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#include "../prey/anim_baseanim.h" // HUMANHEAD nla - For playing partial animations
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#define NUM_AAS 3
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// HUMANHEAD END
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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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typedef struct entityState_s {
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int entityNumber;
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idBitMsg state;
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byte stateBuf[MAX_ENTITY_STATE_SIZE];
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struct entityState_s * next;
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} entityState_t;
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typedef struct snapshot_s {
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int sequence;
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entityState_t * firstEntityState;
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int pvs[ENTITY_PVS_SIZE];
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struct snapshot_s * next;
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} snapshot_t;
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const int MAX_EVENT_PARAM_SIZE = 128;
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//HUMANHEAD rww - for assistance in cleaning up garbage events for ents that no longer exist on client
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//#define _HH_NET_EVENT_TYPE_VALIDATION
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//HUMANHEAD END
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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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#ifdef _HH_NET_EVENT_TYPE_VALIDATION //HUMANHEAD rww
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int entTypeId;
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#endif //HUMANHEAD END
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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_INIT_DECL_REMAP,
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GAME_RELIABLE_MESSAGE_REMAP_DECL,
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GAME_RELIABLE_MESSAGE_SPAWN_PLAYER,
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GAME_RELIABLE_MESSAGE_DELETE_ENT,
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GAME_RELIABLE_MESSAGE_CHAT,
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//HUMANHEAD PCF rww 05/10/06 - "fix" for server-localized join messages (this is dumb).
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GAME_RELIABLE_MESSAGE_SPECIAL,
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//HUMANHEAD END
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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_DB_DEATH, //HUMANHEAD rww
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GAME_RELIABLE_MESSAGE_KILL,
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GAME_RELIABLE_MESSAGE_DROPWEAPON,
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GAME_RELIABLE_MESSAGE_RESTART,
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GAME_RELIABLE_MESSAGE_SERVERINFO,
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GAME_RELIABLE_MESSAGE_TOURNEYLINE,
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GAME_RELIABLE_MESSAGE_CALLVOTE,
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GAME_RELIABLE_MESSAGE_CASTVOTE,
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GAME_RELIABLE_MESSAGE_STARTVOTE,
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GAME_RELIABLE_MESSAGE_UPDATEVOTE,
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GAME_RELIABLE_MESSAGE_PORTALSTATES,
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GAME_RELIABLE_MESSAGE_PORTAL,
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GAME_RELIABLE_MESSAGE_VCHAT,
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GAME_RELIABLE_MESSAGE_STARTSTATE,
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GAME_RELIABLE_MESSAGE_MENU,
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GAME_RELIABLE_MESSAGE_WARMUPTIME,
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GAME_RELIABLE_MESSAGE_EVENT
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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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} 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( void );
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entityNetEvent_t * RemoveLast( void );
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entityNetEvent_t * Start( void ) { 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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#ifndef HUMANHEAD //HUMANHEAD: aob - changed prototype. new version in HH section
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idEntityPtr<type> & operator=( type *ent );
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#endif
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// synchronize entity pointers over the network
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int GetSpawnId( void ) const { return spawnId; }
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bool SetSpawnId( int id );
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bool UpdateSpawnId( void );
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bool IsValid( void ) const;
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type * GetEntity( void ) const;
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int GetEntityNum( void ) const;
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#ifdef HUMANHEAD //HUMANHEAD: aob
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idEntityPtr( const type* ent ) { Assign( ent ); }
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void Clear();
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idEntityPtr<type> & Assign( const idEntity *ent );
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idEntityPtr<type> & Assign( const idEntityPtr<type> &ent );
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idEntityPtr<type> & operator=( const idEntity *ent );
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idEntityPtr<type> & operator=( const idEntityPtr<type> &ent );
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type * operator->() const { return GetEntity(); }
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bool IsEqualTo( const idEntity *ent ) const;
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bool IsEqualTo( const idEntityPtr<type> &ent ) const;
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bool operator==( const idEntity *ent ) const;
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bool operator==( const idEntityPtr<type> &ent ) const;
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bool operator!=( const idEntity *ent ) const;
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bool operator!=( const idEntityPtr<type> &ent ) const;
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#endif
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private:
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int spawnId;
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};
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template< class type >
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ID_INLINE idEntityPtr<type>::idEntityPtr() {
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spawnId = 0;
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}
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template< class type >
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ID_INLINE void idEntityPtr<type>::Save( idSaveGame *savefile ) const {
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savefile->WriteInt( spawnId );
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}
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template< class type >
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ID_INLINE void idEntityPtr<type>::Restore( idRestoreGame *savefile ) {
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savefile->ReadInt( spawnId );
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}
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//HUMANHEAD: aob - moved operator= code to this helper function
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#ifdef HUMANHEAD
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template< class type >
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ID_INLINE void idEntityPtr<type>::Clear() {
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spawnId = 0;
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}
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template< class type >
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ID_INLINE bool idEntityPtr<type>::IsEqualTo( const idEntity *ent ) const {
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return GetEntity() == ent;
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}
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template< class type >
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ID_INLINE bool idEntityPtr<type>::IsEqualTo( const idEntityPtr<type> &ent ) const {
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return IsEqualTo( ent.GetEntity() );
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}
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template< class type >
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ID_INLINE bool idEntityPtr<type>::operator==( const idEntity *ent ) const {
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return IsEqualTo( ent );
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}
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template< class type >
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ID_INLINE bool idEntityPtr<type>::operator==( const idEntityPtr<type> &ent ) const {
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return IsEqualTo( ent );
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}
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template< class type >
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ID_INLINE bool idEntityPtr<type>::operator!=( const idEntity *ent ) const {
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return !IsEqualTo( ent );
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}
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template< class type >
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ID_INLINE bool idEntityPtr<type>::operator!=( const idEntityPtr<type> &ent ) const {
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return !IsEqualTo( ent );
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}
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template< class type >
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ID_INLINE idEntityPtr<type> &idEntityPtr<type>::Assign( const idEntityPtr<type> &ent ) {
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return Assign( ent.GetEntity() );
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}
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template< class type >
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ID_INLINE idEntityPtr<type> &idEntityPtr<type>::Assign( const idEntity *ent ) {
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if ( ent == NULL ) {
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spawnId = 0;
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} else {
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//HUMANHEAD rww - take cent bits into account
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spawnId = ( gameLocal.spawnIds[ent->entityNumber] << GENTITYNUM_BITS_PLUSCENT ) | ent->entityNumber;
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}
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return *this;
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}
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template< class type >
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ID_INLINE idEntityPtr<type> &idEntityPtr<type>::operator=( const idEntityPtr<type> &ent ) {
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return Assign( ent );
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}
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template< class type >
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ID_INLINE idEntityPtr<type> &idEntityPtr<type>::operator=( const idEntity *ent ) {
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return Assign( ent );
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}
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#else
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template< class type >
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ID_INLINE idEntityPtr<type> &idEntityPtr<type>::operator=( type *ent ) {
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if ( ent == NULL ) {
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spawnId = 0;
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} else {
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spawnId = ( gameLocal.spawnIds[ent->entityNumber] << GENTITYNUM_BITS ) | ent->entityNumber;
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}
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return *this;
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}
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#endif
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// HUMANHEAD END
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template< class type >
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ID_INLINE bool idEntityPtr<type>::SetSpawnId( int id ) {
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if ( id == spawnId ) {
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return false;
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}
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//HUMANHEAD rww - take cent bits into account
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if ( ( id >> GENTITYNUM_BITS_PLUSCENT ) == gameLocal.spawnIds[ id & ( ( 1 << GENTITYNUM_BITS_PLUSCENT ) - 1 ) ] ) {
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spawnId = id;
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return true;
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}
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return false;
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}
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template< class type >
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ID_INLINE bool idEntityPtr<type>::IsValid( void ) const {
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//HUMANHEAD rww - take cent bits into account
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return ( gameLocal.spawnIds[ spawnId & ( ( 1 << GENTITYNUM_BITS_PLUSCENT ) - 1 ) ] == ( spawnId >> GENTITYNUM_BITS_PLUSCENT ) );
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}
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template< class type >
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ID_INLINE type *idEntityPtr<type>::GetEntity( void ) const {
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//HUMANHEAD rww - take cent bits into account
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int entityNum = spawnId & ( ( 1 << GENTITYNUM_BITS_PLUSCENT ) - 1 );
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if ( ( gameLocal.spawnIds[ entityNum ] == ( spawnId >> GENTITYNUM_BITS_PLUSCENT ) ) ) {
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return static_cast<type *>( gameLocal.entities[ entityNum ] );
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}
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return NULL;
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}
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template< class type >
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ID_INLINE int idEntityPtr<type>::GetEntityNum( void ) const {
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//HUMANHEAD rww - take cent bits into account
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return ( spawnId & ( ( 1 << GENTITYNUM_BITS_PLUSCENT ) - 1 ) );
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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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idDict serverInfo; // all the tunable parameters, like numclients, etc
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int numClients; // pulled from serverInfo and verified
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idDict userInfo[MAX_CLIENTS]; // client specific settings
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usercmd_t usercmds[MAX_CLIENTS]; // client input commands
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idDict persistentPlayerInfo[MAX_CLIENTS];
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//HUMANHEAD rww - introducing client entities.
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/*
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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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*/
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idEntity * entities[MAX_GENTITIES+MAX_CENTITIES];// index to entities
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int spawnIds[MAX_GENTITIES+MAX_CENTITIES];// for use in idEntityPtr
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//END HUMANHEAD
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int firstFreeIndex; // first free index in the entities array
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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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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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//HUMANHEAD rww
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bool sortSnapshotPushers; // true if snapshot lists needs to be reordered to place pushers at the front
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bool sortSnapshotTeamMasters;// true if snapshot lists needs to be reordered to place physics team masters before their slaves
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//HUMANHEAD END
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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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int cinematicSkipTime; // don't allow skipping cinemetics until this time has passed so player doesn't skip out accidently from a firefight
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int cinematicStopTime; // cinematics have several camera changes, so keep track of when we stop them so that we don't reset cinematicSkipTime unnecessarily
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int cinematicMaxSkipTime; // time to end cinematic when skipping. there's a possibility of an infinite loop if the map isn't set up right.
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bool inCinematic; // game is playing cinematic (player controls frozen)
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bool skipCinematic;
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// are kept up to date with changes to serverInfo
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int framenum;
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int previousTime; // time in msec of last frame
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int time; // in msec
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static const int msec = USERCMD_MSEC; // time since last update in milliseconds
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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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bool isMultiplayer; // set if the game is run in multiplayer mode
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bool isServer; // set if the game is run for a dedicated or listen server
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bool isClient; // set if the game is run for a client
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// discriminates between the RunFrame path and the ClientPrediction path
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// NOTE: on a listen server, isClient is false
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int localClientNum; // number of the local client. MP: -1 on a dedicated
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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
|
|
int lastGUI; // last GUI on the lastGUIEnt
|
|
|
|
int timeRandom; //HUMANHEAD rww - for time seeding
|
|
|
|
// ---------------------- Public idGame Interface -------------------
|
|
|
|
idGameLocal();
|
|
|
|
virtual void Init( void );
|
|
virtual void Shutdown( void );
|
|
virtual void SetLocalClient( int clientNum );
|
|
virtual void ThrottleUserInfo( void );
|
|
virtual const idDict * SetUserInfo( int clientNum, const idDict &userInfo, bool isClient, bool canModify );
|
|
virtual const idDict * GetUserInfo( int clientNum );
|
|
virtual void SetServerInfo( const idDict &serverInfo );
|
|
|
|
virtual const idDict & GetPersistentPlayerInfo( int clientNum );
|
|
virtual void SetPersistentPlayerInfo( int clientNum, const idDict &playerInfo );
|
|
virtual void InitFromNewMap( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, bool isServer, bool isClient, int randSeed );
|
|
virtual bool InitFromSaveGame( const char *mapName, idRenderWorld *renderWorld, idSoundWorld *soundWorld, idFile *saveGameFile );
|
|
virtual void SaveGame( idFile *saveGameFile );
|
|
virtual void MapShutdown( void );
|
|
virtual void CacheDictionaryMedia( const idDict *dict );
|
|
virtual void SpawnPlayer( int clientNum );
|
|
virtual gameReturn_t RunFrame( const usercmd_t *clientCmds );
|
|
virtual bool Draw( int clientNum );
|
|
virtual escReply_t HandleESC( idUserInterface **gui );
|
|
virtual idUserInterface *StartMenu( void );
|
|
virtual const char * HandleGuiCommands( const char *menuCommand );
|
|
virtual allowReply_t ServerAllowClient( int numClients, const char *IP, const char *guid, const char *password, char reason[MAX_STRING_CHARS] );
|
|
virtual void ServerClientConnect( int clientNum );
|
|
virtual void ServerClientBegin( int clientNum );
|
|
virtual void ServerClientDisconnect( int clientNum );
|
|
virtual void ServerWriteInitialReliableMessages( int clientNum );
|
|
virtual void ServerWriteSnapshot( int clientNum, int sequence, idBitMsg &msg, byte *clientInPVS, int numPVSClients );
|
|
virtual bool ServerApplySnapshot( int clientNum, int sequence );
|
|
virtual void ServerProcessReliableMessage( int clientNum, const idBitMsg &msg );
|
|
virtual void ClientReadSnapshot( int clientNum, int sequence, const int gameFrame, const int gameTime, const int dupeUsercmds, const int aheadOfServer, const idBitMsg &msg );
|
|
virtual bool ClientApplySnapshot( int clientNum, int sequence );
|
|
virtual void ClientProcessReliableMessage( int clientNum, const idBitMsg &msg );
|
|
virtual gameReturn_t ClientPrediction( int clientNum, const usercmd_t *clientCmds );
|
|
|
|
//HUMANHEAD rww
|
|
virtual void LogitechLCDUpdate(void) {}
|
|
|
|
virtual void ServerAddUnreliableSnapMessage(int clientNum, const idBitMsg &msg);
|
|
virtual void ClientReadUnreliableSnapMessages(int clientNum, const idBitMsg &msg);
|
|
//HUMANHEAD END
|
|
|
|
virtual void GetClientStats( int clientNum, char *data, const int len );
|
|
virtual void SwitchTeam( int clientNum, int team );
|
|
|
|
virtual bool DownloadRequest( const char *IP, const char *guid, const char *paks, char urls[ MAX_STRING_CHARS ] );
|
|
|
|
// ---------------------- Public idGameLocal Interface -------------------
|
|
|
|
void Printf( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
|
|
void DPrintf( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
|
|
void Warning( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
|
|
void DWarning( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
|
|
void Error( const char *fmt, ... ) const id_attribute((format(printf,2,3)));
|
|
|
|
// Initializes all map variables common to both save games and spawned games
|
|
void LoadMap( const char *mapName, int randseed );
|
|
|
|
void LocalMapRestart( void );
|
|
void MapRestart( void );
|
|
static void MapRestart_f( const idCmdArgs &args );
|
|
bool NextMap( void ); // returns wether serverinfo settings have been modified
|
|
static void NextMap_f( const idCmdArgs &args );
|
|
|
|
idMapFile * GetLevelMap( void );
|
|
const char * GetMapName( void ) const;
|
|
|
|
int NumAAS( void ) 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( void );
|
|
|
|
bool CheatsOk( bool requirePlayer = true );
|
|
// void SetSkill( int value ); // HUMANHEAD pdm: not used
|
|
gameState_t GameState( void ) const;
|
|
idEntity * SpawnEntityType( const idTypeInfo &classdef, const idDict *args = NULL, bool bIsClientReadSnapshot = false );
|
|
//HUMANHEAD rww
|
|
idEntity * SpawnEntityTypeClient( const idTypeInfo &classdef, const idDict *args );
|
|
//HUMANHEAD END
|
|
|
|
//HUMANHEAD rww - added clientEntity, bIsClientReadSnapshot
|
|
bool SpawnEntityDef( const idDict &args, idEntity **ent = NULL, bool setDefaults = true, bool clientEntity = false, bool bIsClientReadSnapshot = false );
|
|
//HUMANHEAD END
|
|
|
|
int GetSpawnId( const idEntity *ent ) const;
|
|
|
|
const idDeclEntityDef * FindEntityDef( const char *name, bool makeDefault = false ) const;
|
|
const idDict * FindEntityDefDict( const char *name, bool makeDefault = false ) const;
|
|
|
|
void RegisterEntity( idEntity *ent );
|
|
void UnregisterEntity( idEntity *ent );
|
|
|
|
bool RequirementMet( idEntity *activator, const idStr &requires, int removeItem );
|
|
|
|
virtual //HUMANHEAD jsh made virtual
|
|
void AlertAI( idEntity *ent );
|
|
idActor * GetAlertEntity( void );
|
|
|
|
bool InPlayerPVS( idEntity *ent ) const;
|
|
bool InPlayerConnectedArea( idEntity *ent ) const;
|
|
|
|
void SetCamera( idCamera *cam );
|
|
idCamera * GetCamera( void ) const;
|
|
bool SkipCinematic( void );
|
|
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;
|
|
|
|
// HUMANHEAD pdm
|
|
static void ArgCompletion_ClassName( const idCmdArgs &args, void(*callback)( const char *s ) );
|
|
static void ArgCompletion_EntityOrClassName( const idCmdArgs &args, void(*callback)( const char *s ) );
|
|
virtual bool PlayerIsDeathwalking( void );
|
|
virtual unsigned int GetTimePlayed( void );
|
|
virtual void ClearTimePlayed( void );
|
|
|
|
void KillBox( idEntity *ent, bool catch_teleport = false );
|
|
//HUMANHEAD PCF rww 05/15/06 - use a custom clipmask killbox (seperated due to pcf paranoia)
|
|
void KillBoxMasked( idEntity *ent, int clipMask, bool catch_teleport = false );
|
|
//HUMANHEAD END
|
|
virtual // HUMANHEAD JRM - made virtual
|
|
void RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEntity *attacker, idEntity *ignoreDamage, idEntity *ignorePush, const char *damageDefName, float dmgPower = 1.0f );
|
|
virtual // HUMANHEAD JRM - made virtual
|
|
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 = 0.0f );
|
|
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( void ) const;
|
|
|
|
// added the following to assist licensees with merge issues
|
|
int GetFrameNum() const { return framenum; };
|
|
int GetTime() const { return time; };
|
|
int GetMSec() const { return msec; };
|
|
|
|
int GetNextClientNum( int current ) const;
|
|
idPlayer * GetClientByNum( int current ) const;
|
|
idPlayer * GetClientByName( const char *name ) const;
|
|
idPlayer * GetClientByCmdArgs( const idCmdArgs &args ) const;
|
|
|
|
idPlayer * GetLocalPlayer() const;
|
|
// HUMANHEAD nla
|
|
bool AmLocalClient( idPlayer *player );
|
|
bool isCoop;
|
|
bool IsCooperative() const { return isCoop; }
|
|
bool IsCompetitive() const { return isMultiplayer && !IsCooperative(); }
|
|
|
|
// For saving objects that we don't want to have to spawn -mdl
|
|
void RegisterUniqueObject( idClass *object ); // Meant to be called once by constructor of object being registered
|
|
void UnregisterUniqueObject( idClass *object ); // Meant to be called by once destructor of object being registered
|
|
|
|
virtual void FocusGUICleanup(idUserInterface *gui); //HUMANHEAD rww
|
|
|
|
// HUMANHEAD pdm: print game side memory statistics
|
|
virtual void PrintMemInfo( MemInfo_t *mi );
|
|
|
|
// HUMANHEAD pdm: Support for level appending
|
|
#if DEATHWALK_AUTOLOAD
|
|
bool DeathwalkMapLoaded() const { return bShouldAppend; }
|
|
bool bShouldAppend; // Taken from serverinfo
|
|
protected:
|
|
idMapFile * additionalMapFile;
|
|
virtual void SpawnAppendedMapEntities() {}
|
|
#else
|
|
bool DeathwalkMapLoaded() const { return false; }
|
|
#endif
|
|
// HUMANHEAD END
|
|
|
|
// HUMANHEAD mdl
|
|
protected:
|
|
// Special case, these must be virtual. Allows hhGameLocal to save and restore it's data -mdl
|
|
virtual void Save( idSaveGame *savefile ) const { }
|
|
virtual void Restore( idRestoreGame *savefile ) { }
|
|
|
|
// For saving objects that we don't want to have to spawn -mdl
|
|
idList<idClass *> uniqueObjects; // The object list
|
|
idList<int> uniqueObjRefs; // The reference count list
|
|
|
|
public:
|
|
// HUMANHEAD END
|
|
|
|
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 );
|
|
void ServerSendChatMessage( int to, const char *name, const char *text );
|
|
//HUMANHEAD PCF rww 05/10/06 - "fix" for server-localized join messages (this is dumb).
|
|
typedef enum {
|
|
SPECIALMSG_UNKNOWN = 0,
|
|
SPECIALMSG_JOINED,
|
|
//HUMANHEAD PCF rww 05/17/06 - localized vote checks (nested pcf's, hot!)
|
|
SPECIALMSG_ALREADYRUNNINGMAP,
|
|
SPECIALMSG_JUSTONE,
|
|
//HUMANHEAD END
|
|
SPECIALMSG_NUM
|
|
} serverSpecialMsg_e;
|
|
void ServerSendSpecialMessage( serverSpecialMsg_e msgType, int to, const char *fromNonLoc, int numTextPtrs, const char **text );
|
|
//HUMANHEAD END
|
|
int ServerRemapDecl( int clientNum, declType_t type, int index );
|
|
int ClientRemapDecl( declType_t type, int index );
|
|
|
|
void SetGlobalMaterial( const idMaterial *mat );
|
|
const idMaterial * GetGlobalMaterial();
|
|
|
|
void SetGibTime( int _time ) { nextGibTime = _time; };
|
|
int GetGibTime() { return nextGibTime; };
|
|
|
|
bool NeedRestart();
|
|
|
|
// HUMANHEAD
|
|
void SetSteamTime( int _time ) { nextSteamTime = _time; };
|
|
int GetSteamTime() { return nextSteamTime; };
|
|
void SpiritWalkSoundMode(bool active);
|
|
void DialogSoundMode(bool active);
|
|
// HUMANHEAD END
|
|
|
|
//HUMANHEAD rww
|
|
bool EntInClientSnapshot(int entNum) { return (!isClient || (clientPVS[localClientNum][entNum >> 5] & ( 1 << ( entNum & 31 ) ))); }
|
|
int GetMapSpawnCount(void) { return mapSpawnCount; }
|
|
|
|
void GetAPUserInfo(idDict &dict, int clientNum);
|
|
void SpawnArtificialPlayer(void);
|
|
//HUMANHEAD END
|
|
|
|
//HUMANHEAD rww - keep track of layered spawning
|
|
//if an object spawns another object in its spawn on mapload, this will completely destroy everything because
|
|
//we need map-load-time entities to be in sync on client and server, and obviously the client cannot spawn them.
|
|
//if this is really required and a postevent spawn cannot be done, then the spawnCount must be incremented to fake
|
|
//the spawn on the client and the server should force the artificial entity to spawn above the map entity count.
|
|
//(this does work as i have tested it, but it's an ugly hack that i would like to avoid)
|
|
#if !GOLD
|
|
int layeredSpawn;
|
|
bool spawnPopulating;
|
|
#endif
|
|
//HUMANHEAD END
|
|
|
|
//HUMANHEAD rww
|
|
bool logitechLCDEnabled;
|
|
bool logitechLCDDisplayAlt;
|
|
DWORD logitechLCDButtonsLast;
|
|
int logitechLCDUpdateTime;
|
|
//HUMANHEAD END
|
|
|
|
protected: // HUMANHEAD
|
|
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;
|
|
|
|
//HUMANHEAD rww
|
|
class hhDDAManager* ddaManager;
|
|
//HUMANHEAD END
|
|
|
|
//HUMANHEAD jsh
|
|
class hhReactionHandler* reactionHandler;
|
|
//HUMANHEAD END
|
|
|
|
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
|
|
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;
|
|
int nextSteamTime; // HUMANHEAD mdl: Don't spawn too many steam entities at once
|
|
|
|
idList<int> clientDeclRemap[MAX_CLIENTS][DECL_MAX_TYPES];
|
|
|
|
entityState_t * clientEntityStates[MAX_CLIENTS][MAX_GENTITIES];
|
|
int clientPVS[MAX_CLIENTS][ENTITY_PVS_SIZE];
|
|
snapshot_t * clientSnapshots[MAX_CLIENTS];
|
|
idBlockAlloc<entityState_t,256>entityStateAllocator;
|
|
idBlockAlloc<snapshot_t,64>snapshotAllocator;
|
|
|
|
idMsgQueue unreliableSnapMsg[MAX_CLIENTS]; //HUMANHEAD rww - unreliable messages get appended to the snapshot message (since snapshots are unreliable)
|
|
|
|
idEventQueue eventQueue;
|
|
idEventQueue savedEventQueue;
|
|
|
|
idStaticList<spawnSpot_t, MAX_GENTITIES> spawnSpots;
|
|
idStaticList<idEntity *, MAX_GENTITIES> initialSpots;
|
|
int currentInitialSpot;
|
|
|
|
idDict newInfo;
|
|
|
|
idStrList shakeSounds;
|
|
|
|
byte lagometer[ LAGO_IMG_HEIGHT ][ LAGO_IMG_WIDTH ][ 4 ];
|
|
|
|
// HUMANHEAD mdl: Play time
|
|
unsigned int playTime; // Total play time, not including current session
|
|
unsigned int playTimeStart; // -1 if not playing, otherwise time when current sesion started
|
|
// HUMANHEAD END
|
|
|
|
void Clear( void );
|
|
// returns true if the entity shouldn't be spawned at all in this game type or difficulty level
|
|
virtual // HUMANHEAD mdl: Made virtual
|
|
bool InhibitEntitySpawn( idDict &spawnArgs );
|
|
// spawn entities from the map file
|
|
virtual // HUMANHEAD JRM - made virtual
|
|
void SpawnMapEntities( void );
|
|
// commons used by init, shutdown, and restart
|
|
void MapPopulate( void );
|
|
void MapClear( bool clearClients );
|
|
|
|
pvsHandle_t GetClientPVS( idPlayer *player, pvsType_t type );
|
|
void SetupPlayerPVS( void );
|
|
void FreePlayerPVS( void );
|
|
void UpdateGravity( void );
|
|
void SortActiveEntityList( void );
|
|
//HUMANHEAD
|
|
void SortSnapshotEntityList( void );
|
|
void RegisterLocationsWithSoundWorld();
|
|
//HUMANHEAD END
|
|
void ShowTargets( void );
|
|
void RunDebugInfo( void );
|
|
|
|
void InitScriptForMap( void );
|
|
|
|
void InitConsoleCommands( void );
|
|
void ShutdownConsoleCommands( void );
|
|
|
|
void InitAsyncNetwork( void );
|
|
void ShutdownAsyncNetwork( void );
|
|
void InitLocalClient( int clientNum );
|
|
void InitClientDeclRemap( int clientNum );
|
|
void ServerSendDeclRemapToClient( int clientNum, declType_t type, int index );
|
|
void FreeSnapshotsOlderThanSequence( int clientNum, int sequence );
|
|
bool ApplySnapshot( int clientNum, int sequence );
|
|
void WriteGameStateToSnapshot( idBitMsgDelta &msg ) const;
|
|
void ReadGameStateFromSnapshot( const idBitMsgDelta &msg );
|
|
void NetworkEventWarning( const entityNetEvent_t *event, const char *fmt, ... ) id_attribute((format(printf,3,4)));
|
|
void ServerProcessEntityNetworkEventQueue( void );
|
|
void ClientProcessEntityNetworkEventQueue( void );
|
|
void ClientShowSnapshot( int clientNum ) const;
|
|
// call after any change to serverInfo. Will update various quick-access flags
|
|
void UpdateServerInfoFlags( void );
|
|
void RandomizeInitialSpawns( void );
|
|
static int sortSpawnPoints( const void *ptr1, const void *ptr2 );
|
|
|
|
void DumpOggSounds( void );
|
|
void GetShakeSounds( const idDict *dict );
|
|
|
|
void SelectTimeGroup( int timeGroup );
|
|
int GetTimeGroupTime( int timeGroup );
|
|
idStr GetBestGameType( const char* map, const char* gametype );
|
|
|
|
void Tokenize( idStrList &out, const char *in );
|
|
|
|
void UpdateLagometer( int aheadOfServer, int dupeUsercmds );
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
// HUMANHEAD pdm
|
|
// HUMANHEAD mdl: Commented out the old gameLocal because it was messing up tagging
|
|
//#ifdef HUMANHEAD
|
|
#include "../prey/prey_game.h"
|
|
extern hhGameLocal gameLocal;
|
|
//#else // HUMANHEAD
|
|
//extern idGameLocal gameLocal;
|
|
//#endif // HUMANHEAD
|
|
|
|
extern idAnimManager animationLib;
|
|
|
|
//============================================================================
|
|
|
|
class idGameError : public idException {
|
|
public:
|
|
idGameError( const char *text ) : idException( text ) {}
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
|
|
//
|
|
// 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,
|
|
SND_CHANNEL_LANDING, // HUMANHEAD pdm: needed seperate channel for landing
|
|
SND_CHANNEL_RADIO,
|
|
|
|
//HUMANHEAD: aob
|
|
SND_CHANNEL_WALLWALK,
|
|
SND_CHANNEL_WALLWALK2,
|
|
SND_CHANNEL_SPIRITWALK,
|
|
SND_CHANNEL_MISC1,
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|
SND_CHANNEL_MISC2,
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|
SND_CHANNEL_MISC3,
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|
SND_CHANNEL_MISC4,
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|
SND_CHANNEL_MISC5,
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|
SND_CHANNEL_IDLE,
|
|
SND_CHANNEL_DYING,
|
|
SND_CHANNEL_THRUSTERS,
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|
SND_CHANNEL_DOCKED,
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|
SND_CHANNEL_TRACTORBEAM,
|
|
SND_CHANNEL_RECHARGE,
|
|
//HUMANHEAD END
|
|
|
|
// internal use only. not exposed to script or framecommands.
|
|
SND_CHANNEL_AMBIENT,
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|
SND_CHANNEL_DAMAGE
|
|
} gameSoundChannel_t;
|
|
|
|
// content masks
|
|
#ifdef HUMANHEAD
|
|
#define MASK_ALL (-1)
|
|
#define MASK_SOLID (CONTENTS_SOLID|CONTENTS_FORCEFIELD)
|
|
#define MASK_MONSTERSOLID (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_BODY|CONTENTS_FORCEFIELD|CONTENTS_HUNTERCLIP)
|
|
#define MASK_PLAYERSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY|CONTENTS_FORCEFIELD)
|
|
#define MASK_DEADSOLID (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_FORCEFIELD|CONTENTS_CORPSE)
|
|
#define MASK_SPECTATOR (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_CORPSE)
|
|
#define MASK_WATER (CONTENTS_WATER)
|
|
#define MASK_OPAQUE (CONTENTS_OPAQUE) // HUMANHEAD: Used to be MASK_SOLID for us
|
|
#define MASK_SPIRITPLAYER (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_BODY|CONTENTS_SPIRITBRIDGE) // HUMANHEAD: Identical to playersolid, except for forcefield and spiritbridge
|
|
#define MASK_VISIBILITY (CONTENTS_OPAQUE|CONTENTS_RENDERMODEL|CONTENTS_BODY)
|
|
#define MASK_TRACTORBEAM (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_BODY|CONTENTS_FORCEFIELD|CONTENTS_SHOOTABLE|CONTENTS_CORPSE)
|
|
#define MASK_SHOT_RENDERMODEL (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_SHOOTABLE|CONTENTS_CORPSE|CONTENTS_WATER)
|
|
#define MASK_SHOT_BOUNDINGBOX (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_SHOOTABLE|CONTENTS_CORPSE|CONTENTS_WATER)
|
|
#define MASK_SHOTANDPROJECTILES (MASK_SHOT_RENDERMODEL|CONTENTS_PROJECTILE) // for shooting projectiles with projectiles
|
|
#define MASK_SPIRITARROW (CONTENTS_SOLID|CONTENTS_RENDERMODEL|CONTENTS_CORPSE|CONTENTS_WATER|CONTENTS_SHOOTABLEBYARROW) // No forcefield (forcefields/spiritsecrets)
|
|
#else // HUMANHEAD END
|
|
#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)
|
|
#endif // HUMANHEAD
|
|
|
|
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_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"
|
|
|
|
//HUMANHEAD
|
|
#include "physics/Physics_PreyPlayer.h" // HUMANHEAD
|
|
#include "../Prey/Physics_PreyParametric.h" // HUMANHEAD nla
|
|
#include "../Prey/Physics_PreyAI.h" // HUMANHEAD jrm
|
|
#include "../Prey/physics_simple.h" // HUMANHEAD aob
|
|
#include "../prey/game_woundmanager.h" // HUMANHEAD: aob - must be before Entity.h
|
|
//HUMANHEAD END
|
|
|
|
#include "SmokeParticles.h"
|
|
|
|
#include "Entity.h"
|
|
|
|
//HUMANHEAD
|
|
//#include "../prey/game_renderentity.h" // should be right after idRenderEntity.h
|
|
#include "../prey/game_animatedentity.h" // should be right after entity.h
|
|
//HUMANHEAD END
|
|
|
|
#include "GameEdit.h"
|
|
#include "AF.h"
|
|
#include "IK.h"
|
|
#include "AFEntity.h"
|
|
#include "Misc.h"
|
|
|
|
// HUMANHEAD
|
|
#include "ai/aas_Local.h" // HUMANHEAD nla
|
|
// HUMANHEAD END
|
|
|
|
#include "Actor.h"
|
|
#include "Projectile.h"
|
|
|
|
//HUMANHEAD:
|
|
#include "../prey/game_fxinfo.h" // HUMANHEAD
|
|
#include "../prey/particles_particles.h"
|
|
#include "../prey/game_spherepart.h" //HUMANHEAD: aob
|
|
#include "../prey/physics_delta.h" //HUMANHEAD: aob
|
|
#include "../prey/game_animDriven.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectile.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectileautocannon.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectilerifle.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectilesoulcannon.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectiletracking.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectilerocketlauncher.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectilehiderweapon.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectilespiritarrow.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectilecrawlergrenade.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectileshuttle.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectilemine.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectilebugtrigger.h" //HUMANHEAD: jsh
|
|
#include "../prey/prey_projectilebug.h" //HUMANHEAD: jsh
|
|
#include "../prey/prey_projectilecocoon.h" //HUMANHEAD: jsh
|
|
#include "../prey/prey_projectilegasbagpod.h" //HUMANHEAD: mdl
|
|
#include "../prey/prey_projectilebounce.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_projectiletrigger.h" //HUMANHEAD: jsh
|
|
#include "../prey/prey_projectilefreezer.h" //HUMANHEAD: bjk
|
|
#include "../prey/prey_projectilewrench.h" //HUMANHEAD: bjk
|
|
#include "item.h" //HUMANHEAD: aob - must be above weapon.h
|
|
#include "../prey/game_dda.h"
|
|
#include "../prey/game_utils.h" //HUMANHEAD: aob
|
|
#include "../prey/prey_soundleadincontroller.h" //HUMANHEAD: aob
|
|
//HUMANHEAD END
|
|
|
|
#include "Weapon.h"
|
|
#include "Light.h"
|
|
#include "WorldSpawn.h"
|
|
// HUMANHEAD AOB: Moved up above weapon
|
|
#include "PlayerView.h"
|
|
#include "PlayerIcon.h"
|
|
|
|
// HUMANHEAD
|
|
#include "../prey/game_light.h" // HUMANHEAD: aob
|
|
#include "../prey/game_playerview.h"
|
|
#include "../prey/prey_firecontroller.h" // HUMANHEAD: aob
|
|
#include "../prey/prey_weaponfirecontroller.h" // HUMANHEAD: aob
|
|
#include "../prey/prey_vehiclefirecontroller.h" // HUMANHEAD: aob
|
|
#include "../prey/prey_baseweapons.h"
|
|
#include "../prey/prey_items.h" // HUMANHEAD: aob
|
|
#include "../prey/game_hand.h" // HUMANHEAD nla - must be before guihand
|
|
#include "../prey/game_guihand.h" // HUMANHEAD nla - must be before Player
|
|
#include "../prey/game_handcontrol.h" // HUMANHEAD pdm - must be before Player
|
|
#include "../prey/game_weaponhandstate.h"
|
|
// HUMANHEAD END
|
|
|
|
#include "Player.h"
|
|
#include "../prey/physics_vehicle.h" // HUMANHEAD pdm - must be before game_vehicle.h
|
|
#include "../prey/force_converge.h" // HUMANHEAD pdm - must be before game_vehicle.h
|
|
#include "../prey/game_vehicle.h" // HUMANHEAD pdm - must be before game_player.h
|
|
#include "../prey/game_dock.h" // HUMANHEAD
|
|
#include "../prey/game_shuttle.h" // HUMANHEAD pdm - must be after game_vehicle.h
|
|
#include "../prey/game_player.h" // HUMANHEAD nla
|
|
#include "Mover.h"
|
|
#include "Camera.h"
|
|
#include "Moveable.h"
|
|
#include "Target.h"
|
|
#include "Trigger.h"
|
|
#include "Sound.h"
|
|
#include "../prey/prey_sound.h"//HUMANHEAD: aob
|
|
#include "../prey/prey_spiritproxy.h" // HUMANHEAD
|
|
#include "Fx.h"
|
|
#include "../prey/game_entityfx.h" // HUMANHEAD
|
|
#include "SecurityCamera.h"
|
|
#include "BrittleFracture.h"
|
|
|
|
#include "ai/AI.h"
|
|
#include "anim/Anim_Testmodel.h"
|
|
|
|
#include "script/Script_Compiler.h"
|
|
#include "script/Script_Interpreter.h"
|
|
#include "script/Script_Thread.h"
|
|
|
|
//HUMANHEAD: aob - must be after Script_Thread.h
|
|
#include "../prey/prey_script_thread.h"
|
|
//HUMANHEAD END
|
|
|
|
#endif /* !__GAME_LOCAL_H__ */
|