/* =========================================================================== 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 . 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 __SESSION_H__ #define __SESSION_H__ /* =============================================================================== The session is the glue that holds games together between levels. =============================================================================== */ // needed by the gui system for the load game menu typedef struct { short health; short heartRate; short stamina; short combat; } logStats_t; static const int MAX_LOGGED_STATS = 60 * 120; // log every half second typedef enum { MSG_OK, MSG_ABORT, MSG_OKCANCEL, MSG_YESNO, MSG_PROMPT, MSG_CDKEY, MSG_INFO, MSG_WAIT } msgBoxType_t; typedef const char * (*HandleGuiCommand_t)( const char * ); class idSession { public: virtual ~idSession() {} // Called in an orderly fashion at system startup, // so commands, cvars, files, etc are all available. virtual void Init() = 0; // Shut down the session. virtual void Shutdown() = 0; // Called on errors and game exits. virtual void Stop() = 0; // Redraws the screen, handling games, guis, console, etc // during normal once-a-frame updates, outOfSequence will be false, // but when the screen is updated in a modal manner, as with utility // output, the mouse cursor will be released if running windowed. virtual void UpdateScreen( bool outOfSequence = true ) = 0; // Called when console prints happen, allowing the loading screen // to redraw if enough time has passed. virtual void PacifierUpdate() = 0; // Called every frame, possibly spinning in place if we are // above maxFps, or we haven't advanced at least one demo frame. // Returns the number of milliseconds since the last frame. virtual void Frame() = 0; // Returns true if a multiplayer game is running. // CVars and commands are checked differently in multiplayer mode. virtual bool IsMultiplayer() = 0; // Processes the given event. virtual bool ProcessEvent( const sysEvent_t *event ) = 0; // Activates the main menu virtual void StartMenu( bool playIntro = false ) = 0; virtual void SetGUI( idUserInterface *gui, HandleGuiCommand_t handle ) = 0; // Updates gui and dispatched events to it virtual void GuiFrameEvents() = 0; // fires up the optional GUI event, also returns them if you set wait to true // if MSG_PROMPT and wait, returns the prompt string or NULL if aborted // if MSG_CDKEY and want, returns the cd key or NULL if aborted // network tells wether one should still run the network loop in a wait dialog virtual const char *MessageBox( msgBoxType_t type, const char *message, const char *title = NULL, bool wait = false, const char *fire_yes = NULL, const char *fire_no = NULL, bool network = false ) = 0; virtual void StopBox( void ) = 0; // monitor this download in a progress box to either abort or completion virtual void DownloadProgressBox( backgroundDownload_t *bgl, const char *title, int progress_start = 0, int progress_end = 100 ) = 0; virtual void SetPlayingSoundWorld() = 0; // this is used by the sound system when an OnDemand sound is loaded, so the game action // doesn't advance and get things out of sync virtual void TimeHitch( int msec ) = 0; // read and write the cd key data to files // doesn't perform any validity checks virtual void ReadCDKey( void ) = 0; virtual void WriteCDKey( void ) = 0; // returns NULL for if xp is true and xp key is not valid or not present virtual const char *GetCDKey( bool xp ) = 0; // check keys for validity when typed in by the user ( with checksum verification ) // store the new set of keys if they are found valid virtual bool CheckKey( const char *key, bool netConnect, bool offline_valid[ 2 ] ) = 0; // verify the current set of keys for validity // strict -> keys in state CDKEY_CHECKING state are not ok virtual bool CDKeysAreValid( bool strict ) = 0; // wipe the key on file if the network check finds it invalid virtual void ClearCDKey( bool valid[ 2 ] ) = 0; // configure gui variables for mainmenu.gui and cd key state virtual void SetCDKeyGuiVars( void ) = 0; virtual bool WaitingForGameAuth( void ) = 0; // got reply from master about the keys. if !valid, auth_msg given virtual void CDKeysAuthReply( bool valid, const char *auth_msg ) = 0; virtual const char *GetCurrentMapName( void ) = 0; virtual int GetSaveGameVersion( void ) = 0; // The render world and sound world used for this session. idRenderWorld * rw; idSoundWorld * sw; // The renderer and sound system will write changes to writeDemo. // Demos can be recorded and played at the same time when splicing. idDemoFile * readDemo; idDemoFile * writeDemo; int renderdemoVersion; }; extern idSession * session; #endif /* !__SESSION_H__ */