mirror of
https://github.com/TTimo/doom3.gpl.git
synced 2026-03-20 17:10:16 +01:00
hello world
This commit is contained in:
743
neo/game/Game_local.h
Normal file
743
neo/game/Game_local.h
Normal file
@@ -0,0 +1,743 @@
|
||||
/*
|
||||
===========================================================================
|
||||
|
||||
Doom 3 GPL Source Code
|
||||
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
|
||||
|
||||
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
|
||||
|
||||
Doom 3 Source Code is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Doom 3 Source Code is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
In addition, the Doom 3 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 Source Code. If not, please request a copy in writing from id Software at the address below.
|
||||
|
||||
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||||
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
#ifndef __GAME_LOCAL_H__
|
||||
#define __GAME_LOCAL_H__
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
Local implementation of the public game interface.
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
#define LAGO_IMG_WIDTH 64
|
||||
#define LAGO_IMG_HEIGHT 64
|
||||
#define LAGO_WIDTH 64
|
||||
#define LAGO_HEIGHT 44
|
||||
#define LAGO_MATERIAL "textures/sfx/lagometer"
|
||||
#define LAGO_IMAGE "textures/sfx/lagometer.tga"
|
||||
|
||||
// if set to 1 the server sends the client PVS with snapshots and the client compares against what it sees
|
||||
#ifndef ASYNC_WRITE_PVS
|
||||
#define ASYNC_WRITE_PVS 0
|
||||
#endif
|
||||
|
||||
#ifdef ID_DEBUG_UNINITIALIZED_MEMORY
|
||||
// This is real evil but allows the code to inspect arbitrary class variables.
|
||||
#define private public
|
||||
#define protected public
|
||||
#endif
|
||||
|
||||
extern idRenderWorld * gameRenderWorld;
|
||||
extern idSoundWorld * gameSoundWorld;
|
||||
|
||||
// the "gameversion" client command will print this plus compile date
|
||||
#define GAME_VERSION "baseDOOM-1"
|
||||
|
||||
// classes used by idGameLocal
|
||||
class idEntity;
|
||||
class idActor;
|
||||
class idPlayer;
|
||||
class idCamera;
|
||||
class idWorldspawn;
|
||||
class idTestModel;
|
||||
class idAAS;
|
||||
class idAI;
|
||||
class idSmokeParticles;
|
||||
class idEntityFx;
|
||||
class idTypeInfo;
|
||||
class idProgram;
|
||||
class idThread;
|
||||
class idEditEntities;
|
||||
class idLocationEntity;
|
||||
|
||||
#define MAX_CLIENTS 32
|
||||
#define GENTITYNUM_BITS 12
|
||||
#define MAX_GENTITIES (1<<GENTITYNUM_BITS)
|
||||
#define ENTITYNUM_NONE (MAX_GENTITIES-1)
|
||||
#define ENTITYNUM_WORLD (MAX_GENTITIES-2)
|
||||
#define ENTITYNUM_MAX_NORMAL (MAX_GENTITIES-2)
|
||||
|
||||
//============================================================================
|
||||
|
||||
void gameError( const char *fmt, ... );
|
||||
|
||||
#include "gamesys/Event.h"
|
||||
#include "gamesys/Class.h"
|
||||
#include "gamesys/SysCvar.h"
|
||||
#include "gamesys/SysCmds.h"
|
||||
#include "gamesys/SaveGame.h"
|
||||
#include "gamesys/DebugGraph.h"
|
||||
|
||||
#include "script/Script_Program.h"
|
||||
|
||||
#include "anim/Anim.h"
|
||||
|
||||
#include "ai/AAS.h"
|
||||
|
||||
#include "physics/Clip.h"
|
||||
#include "physics/Push.h"
|
||||
|
||||
#include "Pvs.h"
|
||||
#include "MultiplayerGame.h"
|
||||
|
||||
//============================================================================
|
||||
|
||||
const int MAX_GAME_MESSAGE_SIZE = 8192;
|
||||
const int MAX_ENTITY_STATE_SIZE = 512;
|
||||
const int ENTITY_PVS_SIZE = ((MAX_GENTITIES+31)>>5);
|
||||
const int NUM_RENDER_PORTAL_BITS = idMath::BitsForInteger( PS_BLOCK_ALL );
|
||||
|
||||
typedef struct entityState_s {
|
||||
int entityNumber;
|
||||
idBitMsg state;
|
||||
byte stateBuf[MAX_ENTITY_STATE_SIZE];
|
||||
struct entityState_s * next;
|
||||
} entityState_t;
|
||||
|
||||
typedef struct snapshot_s {
|
||||
int sequence;
|
||||
entityState_t * firstEntityState;
|
||||
int pvs[ENTITY_PVS_SIZE];
|
||||
struct snapshot_s * next;
|
||||
} snapshot_t;
|
||||
|
||||
const int MAX_EVENT_PARAM_SIZE = 128;
|
||||
|
||||
typedef struct entityNetEvent_s {
|
||||
int spawnId;
|
||||
int event;
|
||||
int time;
|
||||
int paramsSize;
|
||||
byte paramsBuf[MAX_EVENT_PARAM_SIZE];
|
||||
struct entityNetEvent_s *next;
|
||||
struct entityNetEvent_s *prev;
|
||||
} entityNetEvent_t;
|
||||
|
||||
enum {
|
||||
GAME_RELIABLE_MESSAGE_INIT_DECL_REMAP,
|
||||
GAME_RELIABLE_MESSAGE_REMAP_DECL,
|
||||
GAME_RELIABLE_MESSAGE_SPAWN_PLAYER,
|
||||
GAME_RELIABLE_MESSAGE_DELETE_ENT,
|
||||
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_KILL,
|
||||
GAME_RELIABLE_MESSAGE_DROPWEAPON,
|
||||
GAME_RELIABLE_MESSAGE_RESTART,
|
||||
GAME_RELIABLE_MESSAGE_SERVERINFO,
|
||||
GAME_RELIABLE_MESSAGE_TOURNEYLINE,
|
||||
GAME_RELIABLE_MESSAGE_CALLVOTE,
|
||||
GAME_RELIABLE_MESSAGE_CASTVOTE,
|
||||
GAME_RELIABLE_MESSAGE_STARTVOTE,
|
||||
GAME_RELIABLE_MESSAGE_UPDATEVOTE,
|
||||
GAME_RELIABLE_MESSAGE_PORTALSTATES,
|
||||
GAME_RELIABLE_MESSAGE_PORTAL,
|
||||
GAME_RELIABLE_MESSAGE_VCHAT,
|
||||
GAME_RELIABLE_MESSAGE_STARTSTATE,
|
||||
GAME_RELIABLE_MESSAGE_MENU,
|
||||
GAME_RELIABLE_MESSAGE_WARMUPTIME,
|
||||
GAME_RELIABLE_MESSAGE_EVENT
|
||||
};
|
||||
|
||||
typedef enum {
|
||||
GAMESTATE_UNINITIALIZED, // prior to Init being called
|
||||
GAMESTATE_NOMAP, // no map loaded
|
||||
GAMESTATE_STARTUP, // inside InitFromNewMap(). spawning map entities.
|
||||
GAMESTATE_ACTIVE, // normal gameplay
|
||||
GAMESTATE_SHUTDOWN // inside MapShutdown(). clearing memory.
|
||||
} gameState_t;
|
||||
|
||||
typedef struct {
|
||||
idEntity *ent;
|
||||
int dist;
|
||||
} spawnSpot_t;
|
||||
|
||||
//============================================================================
|
||||
|
||||
class idEventQueue {
|
||||
public:
|
||||
typedef enum {
|
||||
OUTOFORDER_IGNORE,
|
||||
OUTOFORDER_DROP,
|
||||
OUTOFORDER_SORT
|
||||
} outOfOrderBehaviour_t;
|
||||
|
||||
idEventQueue() : start( NULL ), end( NULL ) {}
|
||||
|
||||
entityNetEvent_t * Alloc();
|
||||
void Free( entityNetEvent_t *event );
|
||||
void Shutdown();
|
||||
|
||||
void Init();
|
||||
void Enqueue( entityNetEvent_t* event, outOfOrderBehaviour_t oooBehaviour );
|
||||
entityNetEvent_t * Dequeue( void );
|
||||
entityNetEvent_t * RemoveLast( void );
|
||||
|
||||
entityNetEvent_t * Start( void ) { 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
|
||||
|
||||
idEntityPtr<type> & operator=( type *ent );
|
||||
|
||||
// synchronize entity pointers over the network
|
||||
int GetSpawnId( void ) const { return spawnId; }
|
||||
bool SetSpawnId( int id );
|
||||
bool UpdateSpawnId( void );
|
||||
|
||||
bool IsValid( void ) const;
|
||||
type * GetEntity( void ) const;
|
||||
int GetEntityNum( void ) const;
|
||||
|
||||
private:
|
||||
int spawnId;
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
class idGameLocal : public idGame {
|
||||
public:
|
||||
idDict serverInfo; // all the tunable parameters, like numclients, etc
|
||||
int numClients; // pulled from serverInfo and verified
|
||||
idDict userInfo[MAX_CLIENTS]; // client specific settings
|
||||
usercmd_t usercmds[MAX_CLIENTS]; // client input commands
|
||||
idDict persistentPlayerInfo[MAX_CLIENTS];
|
||||
idEntity * entities[MAX_GENTITIES];// index to entities
|
||||
int spawnIds[MAX_GENTITIES];// for use in idEntityPtr
|
||||
int firstFreeIndex; // first free index in the entities array
|
||||
int num_entities; // current number <= MAX_GENTITIES
|
||||
idHashIndex entityHash; // hash table to quickly find entities by name
|
||||
idWorldspawn * world; // world entity
|
||||
idLinkList<idEntity> spawnedEntities; // all spawned entities
|
||||
idLinkList<idEntity> activeEntities; // all thinking entities (idEntity::thinkFlags != 0)
|
||||
int numEntitiesToDeactivate;// number of entities that became inactive in current frame
|
||||
bool sortPushers; // true if active lists needs to be reordered to place pushers at the front
|
||||
bool sortTeamMasters; // true if active lists needs to be reordered to place physics team masters before their slaves
|
||||
idDict persistentLevelInfo; // contains args that are kept around between levels
|
||||
|
||||
// can be used to automatically effect every material in the world that references globalParms
|
||||
float globalShaderParms[ MAX_GLOBAL_SHADER_PARMS ];
|
||||
|
||||
idRandom random; // random number generator used throughout the game
|
||||
|
||||
idProgram program; // currently loaded script and data space
|
||||
idThread * frameCommandThread;
|
||||
|
||||
idClip clip; // collision detection
|
||||
idPush push; // geometric pushing
|
||||
idPVS pvs; // potential visible set
|
||||
|
||||
idTestModel * testmodel; // for development testing of models
|
||||
idEntityFx * testFx; // for development testing of fx
|
||||
|
||||
idStr sessionCommand; // a target_sessionCommand can set this to return something to the session
|
||||
|
||||
idMultiplayerGame mpGame; // handles rules for standard dm
|
||||
|
||||
idSmokeParticles * smokeParticles; // global smoke trails
|
||||
idEditEntities * editEntities; // in game editing
|
||||
|
||||
int cinematicSkipTime; // don't allow skipping cinemetics until this time has passed so player doesn't skip out accidently from a firefight
|
||||
int cinematicStopTime; // cinematics have several camera changes, so keep track of when we stop them so that we don't reset cinematicSkipTime unnecessarily
|
||||
int cinematicMaxSkipTime; // time to end cinematic when skipping. there's a possibility of an infinite loop if the map isn't set up right.
|
||||
bool inCinematic; // game is playing cinematic (player controls frozen)
|
||||
bool skipCinematic;
|
||||
|
||||
// are kept up to date with changes to serverInfo
|
||||
int framenum;
|
||||
int previousTime; // time in msec of last frame
|
||||
int time; // in msec
|
||||
static const int msec = USERCMD_MSEC; // time since last update in milliseconds
|
||||
|
||||
int vacuumAreaNum; // -1 if level doesn't have any outside areas
|
||||
|
||||
gameType_t gameType;
|
||||
bool isMultiplayer; // set if the game is run in multiplayer mode
|
||||
bool isServer; // set if the game is run for a dedicated or listen server
|
||||
bool isClient; // set if the game is run for a client
|
||||
// discriminates between the RunFrame path and the ClientPrediction path
|
||||
// NOTE: on a listen server, isClient is false
|
||||
int localClientNum; // number of the local client. MP: -1 on a dedicated
|
||||
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
|
||||
|
||||
// ---------------------- 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 void HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui );
|
||||
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, const char *guid );
|
||||
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, bool lastPredictFrame );
|
||||
|
||||
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 );
|
||||
gameState_t GameState( void ) 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 );
|
||||
void UnregisterEntity( idEntity *ent );
|
||||
|
||||
bool RequirementMet( idEntity *activator, const idStr &requires, int removeItem );
|
||||
|
||||
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;
|
||||
|
||||
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( 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;
|
||||
|
||||
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 );
|
||||
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();
|
||||
|
||||
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
|
||||
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;
|
||||
|
||||
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;
|
||||
|
||||
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 ];
|
||||
|
||||
void Clear( void );
|
||||
// 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( 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 );
|
||||
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 );
|
||||
void GetBestGameType( const char* map, const char* gametype, char buf[ MAX_STRING_CHARS ] );
|
||||
|
||||
void Tokenize( idStrList &out, const char *in );
|
||||
|
||||
void UpdateLagometer( int aheadOfServer, int dupeUsercmds );
|
||||
|
||||
void GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] );
|
||||
};
|
||||
|
||||
//============================================================================
|
||||
|
||||
extern idGameLocal gameLocal;
|
||||
extern idAnimManager animationLib;
|
||||
|
||||
//============================================================================
|
||||
|
||||
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=( type *ent ) {
|
||||
if ( ent == NULL ) {
|
||||
spawnId = 0;
|
||||
} else {
|
||||
spawnId = ( gameLocal.spawnIds[ent->entityNumber] << GENTITYNUM_BITS ) | ent->entityNumber;
|
||||
}
|
||||
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( void ) const {
|
||||
return ( gameLocal.spawnIds[ spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ) ] == ( spawnId >> GENTITYNUM_BITS ) );
|
||||
}
|
||||
|
||||
template< class type >
|
||||
ID_INLINE type *idEntityPtr<type>::GetEntity( void ) 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( void ) const {
|
||||
return ( spawnId & ( ( 1 << GENTITYNUM_BITS ) - 1 ) );
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
|
||||
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_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_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 "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 "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"
|
||||
|
||||
#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