mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-25 22:01:09 +00:00
42886f0e4b
Changing idSession would break the interface for Game DLLs, making the existing ports of Mods incompatible. Luckily we have idCommon::GetAdditionalFunction() for cases like this.. Also added a check for WEAPON_NETFIRING in idWeapon::EnterCinematic(), I got an Assert() there in Debug builds. Running the Demo seems to work now, at least I could finish it without any problems (ignoring some warnings in the console)
172 lines
6.2 KiB
C++
172 lines
6.2 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__
|
|
|
|
struct sysEvent_t;
|
|
struct backgroundDownload_t;
|
|
class idDemoFile;
|
|
class idRenderWorld;
|
|
class idSoundWorld;
|
|
class idUserInterface;
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
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__ */
|