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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++
/*
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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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