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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
172 lines
6.2 KiB
C++
172 lines
6.2 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __SESSION_H__
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#define __SESSION_H__
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struct sysEvent_t;
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struct backgroundDownload_t;
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class idDemoFile;
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class idRenderWorld;
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class idSoundWorld;
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class idUserInterface;
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/*
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===============================================================================
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The session is the glue that holds games together between levels.
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===============================================================================
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*/
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// needed by the gui system for the load game menu
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typedef struct {
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short health;
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short heartRate;
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short stamina;
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short combat;
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} logStats_t;
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static const int MAX_LOGGED_STATS = 60 * 120; // log every half second
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typedef enum {
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MSG_OK,
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MSG_ABORT,
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MSG_OKCANCEL,
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MSG_YESNO,
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MSG_PROMPT,
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MSG_CDKEY,
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MSG_INFO,
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MSG_WAIT
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} msgBoxType_t;
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typedef const char * (*HandleGuiCommand_t)( const char * );
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class idSession {
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public:
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virtual ~idSession() {}
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// Called in an orderly fashion at system startup,
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// so commands, cvars, files, etc are all available.
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virtual void Init() = 0;
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// Shut down the session.
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virtual void Shutdown() = 0;
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// Called on errors and game exits.
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virtual void Stop() = 0;
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// Redraws the screen, handling games, guis, console, etc
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// during normal once-a-frame updates, outOfSequence will be false,
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// but when the screen is updated in a modal manner, as with utility
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// output, the mouse cursor will be released if running windowed.
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virtual void UpdateScreen( bool outOfSequence = true ) = 0;
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// Called when console prints happen, allowing the loading screen
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// to redraw if enough time has passed.
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virtual void PacifierUpdate() = 0;
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// Called every frame, possibly spinning in place if we are
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// above maxFps, or we haven't advanced at least one demo frame.
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// Returns the number of milliseconds since the last frame.
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virtual void Frame() = 0;
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// Returns true if a multiplayer game is running.
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// CVars and commands are checked differently in multiplayer mode.
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virtual bool IsMultiplayer() = 0;
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// Processes the given event.
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virtual bool ProcessEvent( const sysEvent_t *event ) = 0;
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// Activates the main menu
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virtual void StartMenu( bool playIntro = false ) = 0;
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virtual void SetGUI( idUserInterface *gui, HandleGuiCommand_t handle ) = 0;
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// Updates gui and dispatched events to it
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virtual void GuiFrameEvents() = 0;
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// fires up the optional GUI event, also returns them if you set wait to true
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// if MSG_PROMPT and wait, returns the prompt string or NULL if aborted
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// if MSG_CDKEY and want, returns the cd key or NULL if aborted
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// network tells wether one should still run the network loop in a wait dialog
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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;
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virtual void StopBox( void ) = 0;
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// monitor this download in a progress box to either abort or completion
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virtual void DownloadProgressBox( backgroundDownload_t *bgl, const char *title, int progress_start = 0, int progress_end = 100 ) = 0;
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virtual void SetPlayingSoundWorld() = 0;
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// this is used by the sound system when an OnDemand sound is loaded, so the game action
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// doesn't advance and get things out of sync
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virtual void TimeHitch( int msec ) = 0;
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// read and write the cd key data to files
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// doesn't perform any validity checks
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virtual void ReadCDKey( void ) = 0;
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virtual void WriteCDKey( void ) = 0;
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// returns NULL for if xp is true and xp key is not valid or not present
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virtual const char *GetCDKey( bool xp ) = 0;
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// check keys for validity when typed in by the user ( with checksum verification )
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// store the new set of keys if they are found valid
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virtual bool CheckKey( const char *key, bool netConnect, bool offline_valid[ 2 ] ) = 0;
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// verify the current set of keys for validity
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// strict -> keys in state CDKEY_CHECKING state are not ok
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virtual bool CDKeysAreValid( bool strict ) = 0;
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// wipe the key on file if the network check finds it invalid
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virtual void ClearCDKey( bool valid[ 2 ] ) = 0;
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// configure gui variables for mainmenu.gui and cd key state
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virtual void SetCDKeyGuiVars( void ) = 0;
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virtual bool WaitingForGameAuth( void ) = 0;
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// got reply from master about the keys. if !valid, auth_msg given
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virtual void CDKeysAuthReply( bool valid, const char *auth_msg ) = 0;
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virtual const char *GetCurrentMapName( void ) = 0;
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virtual int GetSaveGameVersion( void ) = 0;
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// The render world and sound world used for this session.
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idRenderWorld * rw;
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idSoundWorld * sw;
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// The renderer and sound system will write changes to writeDemo.
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// Demos can be recorded and played at the same time when splicing.
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idDemoFile * readDemo;
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idDemoFile * writeDemo;
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int renderdemoVersion;
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};
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extern idSession * session;
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#endif /* !__SESSION_H__ */
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