/* =========================================================================== 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 __SESSIONLOCAL_H__ #define __SESSIONLOCAL_H__ /* IsConnectedToServer(); IsGameLoaded(); IsGuiActive(); IsPlayingRenderDemo(); if connected to a server if handshaking if map loading if in game else if a game loaded if in load game menu if main menu up else if playing render demo else if error dialog full console */ typedef struct { usercmd_t cmd; int consistencyHash; } logCmd_t; struct fileTIME_T { int index; ID_TIME_T timeStamp; operator int() const { return timeStamp; } }; typedef struct { idDict serverInfo; idDict syncedCVars; idDict userInfo[MAX_ASYNC_CLIENTS]; idDict persistentPlayerInfo[MAX_ASYNC_CLIENTS]; usercmd_t mapSpawnUsercmd[MAX_ASYNC_CLIENTS]; // needed for tracking delta angles } mapSpawnData_t; typedef enum { TD_NO, TD_YES, TD_YES_THEN_QUIT } timeDemo_t; const int USERCMD_PER_DEMO_FRAME = 2; const int CONNECT_TRANSMIT_TIME = 1000; const int MAX_LOGGED_USERCMDS = 60*60*60; // one hour of single player, 15 minutes of four player class idSessionLocal : public idSession { public: idSessionLocal(); virtual ~idSessionLocal(); virtual void Init(); virtual void Shutdown(); virtual void Stop(); virtual void UpdateScreen( bool outOfSequence = true ); virtual void PacifierUpdate(); virtual void Frame(); virtual bool IsMultiplayer(); virtual bool ProcessEvent( const sysEvent_t *event ); virtual void StartMenu( bool playIntro = false ); virtual void ExitMenu(); virtual void GuiFrameEvents(); virtual void SetGUI( idUserInterface *gui, HandleGuiCommand_t handle ); 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 ); virtual void StopBox( void ); virtual void DownloadProgressBox( backgroundDownload_t *bgl, const char *title, int progress_start = 0, int progress_end = 100 ); virtual void SetPlayingSoundWorld(); virtual void TimeHitch( int msec ); virtual void ReadCDKey( void ); virtual void WriteCDKey( void ); virtual const char *GetCDKey( bool xp ); virtual bool CheckKey( const char *key, bool netConnect, bool offline_valid[ 2 ] ); virtual bool CDKeysAreValid( bool strict ); virtual void ClearCDKey( bool valid[ 2 ] ); virtual void SetCDKeyGuiVars( void ); virtual bool WaitingForGameAuth( void ); virtual void CDKeysAuthReply( bool valid, const char *auth_msg ); virtual int GetSaveGameVersion( void ); virtual const char *GetCurrentMapName(); //===================================== int GetLocalClientNum(); void MoveToNewMap( const char *mapName ); // loads a map and starts a new game on it void StartNewGame( const char *mapName, bool devmap = false ); void PlayIntroGui(); void LoadSession( const char *name ); void SaveSession( const char *name ); // called by Draw when the scene to scene wipe is still running void DrawWipeModel(); void StartWipe( const char *materialName, bool hold = false); void CompleteWipe(); void ClearWipe(); void ShowLoadingGui(); void ScrubSaveGameFileName( idStr &saveFileName ) const; idStr GetAutoSaveName( const char *mapName ) const; bool LoadGame(const char *saveName); bool SaveGame(const char *saveName, bool autosave = false); const char *GetAuthMsg( void ); #ifdef STEAM void SteamCloudSave(const char *savefile, const char *descFile); #endif //===================================== static idCVar com_showAngles; static idCVar com_showTics; static idCVar com_minTics; static idCVar com_fixedTic; static idCVar com_showDemo; static idCVar com_skipGameDraw; static idCVar com_aviDemoWidth; static idCVar com_aviDemoHeight; static idCVar com_aviDemoSamples; static idCVar com_aviDemoTics; static idCVar com_wipeSeconds; static idCVar com_guid; static idCVar gui_configServerRate; int timeHitch; bool menuActive; idSoundWorld * menuSoundWorld; // so the game soundWorld can be muted bool insideExecuteMapChange; // draw loading screen and update // screen on prints int bytesNeededForMapLoad; // // we don't want to redraw the loading screen for every single // console print that happens int lastPacifierTime; // this is the information required to be set before ExecuteMapChange() is called, // which can be saved off at any time with the following commands so it can all be played back mapSpawnData_t mapSpawnData; idStr currentMapName; // for checking reload on same level bool mapSpawned; // cleared on Stop() int numClients; // from serverInfo int logIndex; logCmd_t loggedUsercmds[MAX_LOGGED_USERCMDS]; int statIndex; logStats_t loggedStats[MAX_LOGGED_STATS]; int lastSaveIndex; // each game tic, numClients usercmds will be added, until full bool insideUpdateScreen; // true while inside ::UpdateScreen() bool loadingSaveGame; // currently loading map from a SaveGame idFile * savegameFile; // this is the savegame file to load from int savegameVersion; idFile * cmdDemoFile; // if non-zero, we are reading commands from a file int latchedTicNumber; // set to com_ticNumber each frame int lastGameTic; // while latchedTicNumber > lastGameTic, run game frames int lastDemoTic; bool syncNextGameFrame; bool aviCaptureMode; // if true, screenshots will be taken and sound captured idStr aviDemoShortName; // float aviDemoFrameCount; int aviTicStart; timeDemo_t timeDemo; int timeDemoStartTime; int numDemoFrames; // for timeDemo and demoShot int demoTimeOffset; renderView_t currentDemoRenderView; // the next one will be read when // com_frameTime + demoTimeOffset > currentDemoRenderView. // TODO: make this private (after sync networking removal and idnet tweaks) idUserInterface * guiActive; HandleGuiCommand_t guiHandle; idUserInterface * guiInGame; idUserInterface * guiMainMenu; idListGUI * guiMainMenu_MapList; // easy map list handling idUserInterface * guiRestartMenu; idUserInterface * guiLoading; idUserInterface * guiIntro; idUserInterface * guiGameOver; idUserInterface * guiTest; idUserInterface * guiTakeNotes; //bc idListGUI * guiMainMenu_spMapList; // easy map list handling idStrList spMapList; idUserInterface * guiMsg; idUserInterface * guiMsgRestore; // store the calling GUI for restore idStr msgFireBack[ 2 ]; bool msgRunning; int msgRetIndex; bool msgIgnoreButtons; bool waitingOnBind; const idMaterial * whiteMaterial; const idMaterial * wipeMaterial; int wipeStartTic; int wipeStopTic; bool wipeHold; #if ID_CONSOLE_LOCK int emptyDrawCount; // watchdog to force the main menu to restart #endif //===================================== void Clear(); void DrawCmdGraph(); void Draw(); void WriteCmdDemo( const char *name, bool save = false); void StartPlayingCmdDemo( const char *demoName); void TimeCmdDemo( const char *demoName); void SaveCmdDemoToFile(idFile *file); void LoadCmdDemoFromFile(idFile *file); void StartRecordingRenderDemo( const char *name ); void StopRecordingRenderDemo(); void StartPlayingRenderDemo( idStr name ); void StopPlayingRenderDemo(); void CompressDemoFile( const char *scheme, const char *name ); void TimeRenderDemo( const char *name, bool twice = false ); void AVIRenderDemo( const char *name ); void AVICmdDemo( const char *name ); void AVIGame( const char *name ); void BeginAVICapture( const char *name ); void EndAVICapture(); void AdvanceRenderDemo( bool singleFrameOnly ); void RunGameTic(); void FinishCmdLoad(); void LoadLoadingGui(const char *mapName); void DemoShot( const char *name ); void TestGUI( const char *name ); int GetBytesNeededForMapLoad( const char *mapName ); void SetBytesNeededForMapLoad( const char *mapName, int bytesNeeded ); void ExecuteMapChange( bool noFadeWipe = false ); void UnloadMap(); // return true if we actually waiting on an auth reply bool MaybeWaitOnCDKey( void ); //------------------ // Session_menu.cpp idStrList loadGameList; idStrList modsList; idUserInterface * GetActiveMenu(); void DispatchCommand( idUserInterface *gui, const char *menuCommand, bool doIngame = true ); void MenuEvent( const sysEvent_t *event ); bool HandleSaveGameMenuCommand( idCmdArgs &args, int &icmd ); void HandleInGameCommands( const char *menuCommand ); void HandleMainMenuCommands( const char *menuCommand ); void HandleChatMenuCommands( const char *menuCommand ); void HandleIntroMenuCommands( const char *menuCommand ); void HandleRestartMenuCommands( const char *menuCommand ); void HandleMsgCommands( const char *menuCommand ); void HandleNoteCommands( const char *menuCommand ); void GetSaveGameList( idStrList &fileList, idList &fileTimes ); void TakeNotes( const char * p, bool extended = false ); void UpdateMPLevelShot( void ); void SetSaveGameGuiVars( void ); void SetMainMenuGuiVars( void ); void SetModsMenuGuiVars( void ); void SetMainMenuSkin( void ); void SetPbMenuGuiVars( void ); private: bool BoxDialogSanityCheck( void ); void EmitGameAuth( void ); typedef enum { CDKEY_UNKNOWN, // need to perform checks on the key CDKEY_INVALID, // that key is wrong CDKEY_OK, // valid CDKEY_CHECKING, // sent a check request ( gameAuth only ) CDKEY_NA // does not apply, xp key when xp is not present } cdKeyState_t; static const int CDKEY_BUF_LEN = 17; static const int CDKEY_AUTH_TIMEOUT = 5000; char cdkey[ CDKEY_BUF_LEN ]; cdKeyState_t cdkey_state; char xpkey[ CDKEY_BUF_LEN ]; cdKeyState_t xpkey_state; int authEmitTimeout; bool authWaitBox; idStr authMsg; }; extern idSessionLocal sessLocal; #endif /* !__SESSIONLOCAL_H__ */