quadrilateralcowboy/framework/Session.h
2020-06-12 14:06:25 -07:00

167 lines
6 KiB
C++

/*
===========================================================================
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 __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__ */