doom3-bfg/neo/d3xp/Game.h

351 lines
14 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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 __GAME_H__
#define __GAME_H__
/*
===============================================================================
Public game interface with methods to run the game.
===============================================================================
*/
// default scripts
#define SCRIPT_DEFAULTDEFS "script/doom_defs.script"
#define SCRIPT_DEFAULT "script/doom_main.script"
#define SCRIPT_DEFAULTFUNC "doom_main"
struct gameReturn_t
{
gameReturn_t() :
syncNextGameFrame( false ),
vibrationLow( 0 ),
vibrationHigh( 0 )
{
}
char sessionCommand[MAX_STRING_CHARS]; // "map", "disconnect", "victory", etc
bool syncNextGameFrame; // used when cinematics are skipped to prevent session from simulating several game frames to
// keep the game time in sync with real time
int vibrationLow;
int vibrationHigh;
};
#define TIME_GROUP1 0
#define TIME_GROUP2 1
class idGame
{
public:
virtual ~idGame() {}
// Initialize the game for the first time.
virtual void Init() = 0;
// Shut down the entire game.
virtual void Shutdown() = 0;
// Sets the serverinfo at map loads and when it changes.
virtual void SetServerInfo( const idDict& serverInfo ) = 0;
// Gets the serverinfo, common calls this before saving the game
virtual const idDict& GetServerInfo() = 0;
// Interpolated server time
virtual void SetServerGameTimeMs( const int time ) = 0;
// Interpolated server time
virtual int GetServerGameTimeMs() const = 0;
virtual int GetSSEndTime() const = 0;
virtual int GetSSStartTime() const = 0;
// common calls this before moving the single player game to a new level.
virtual const idDict& GetPersistentPlayerInfo( int clientNum ) = 0;
// common calls this right before a new level is loaded.
virtual void SetPersistentPlayerInfo( int clientNum, const idDict& playerInfo ) = 0;
// Loads a map and spawns all the entities.
virtual void InitFromNewMap( const char* mapName, idRenderWorld* renderWorld, idSoundWorld* soundWorld, int gameMode, int randseed ) = 0;
// Loads a map from a savegame file.
virtual bool InitFromSaveGame( const char* mapName, idRenderWorld* renderWorld, idSoundWorld* soundWorld, idFile* saveGameFile, idFile* stringTableFile, int saveGameVersion ) = 0;
// Saves the current game state, common may have written some data to the file already.
virtual void SaveGame( idFile* saveGameFile, idFile* stringTableFile ) = 0;
// Pulls the current player location from the game information
virtual void GetSaveGameDetails( idSaveGameDetails& gameDetails ) = 0;
// Shut down the current map.
virtual void MapShutdown() = 0;
// Caches media referenced from in key/value pairs in the given dictionary.
virtual void CacheDictionaryMedia( const idDict* dict ) = 0;
virtual void Preload( const idPreloadManifest& manifest ) = 0;
// Runs a game frame, may return a session command for level changing, etc
virtual void RunFrame( idUserCmdMgr& cmdMgr, gameReturn_t& gameReturn ) = 0;
// Makes rendering and sound system calls to display for a given clientNum.
virtual bool Draw( int clientNum ) = 0;
virtual bool HandlePlayerGuiEvent( const sysEvent_t* ev ) = 0;
// Writes a snapshot of the server game state.
virtual void ServerWriteSnapshot( idSnapShot& ss ) = 0;
// Processes a reliable message
virtual void ProcessReliableMessage( int clientNum, int type, const idBitMsg& msg ) = 0;
virtual void SetInterpolation( const float fraction, const int serverGameMS, const int ssStartTime, const int ssEndTime ) = 0;
// Reads a snapshot and updates the client game state.
virtual void ClientReadSnapshot( const idSnapShot& ss ) = 0;
// Runs prediction on entities at the client.
virtual void ClientRunFrame( idUserCmdMgr& cmdMgr, bool lastPredictFrame, gameReturn_t& ret ) = 0;
// Used to manage divergent time-lines
virtual int GetTimeGroupTime( int timeGroup ) = 0;
// Returns a list of available multiplayer game modes
virtual int GetMPGameModes( const char** * gameModes, const char** * gameModesDisplay ) = 0;
// Returns a summary of stats for a given client
virtual void GetClientStats( int clientNum, char* data, const int len ) = 0;
virtual bool IsInGame() const = 0;
// Get the player entity number for a network peer.
virtual int MapPeerToClient( int peer ) const = 0;
// Get the player entity number of the local player.
virtual int GetLocalClientNum() const = 0;
// compute an angle offset to be applied to the given client's aim
virtual void GetAimAssistAngles( idAngles& angles ) = 0;
virtual float GetAimAssistSensitivity() = 0;
// Release the mouse when the PDA is open
virtual bool IsPDAOpen() const = 0;
virtual bool IsPlayerChatting() const = 0;
// Creates leaderboards for each map/mode defined.
virtual void Leaderboards_Init() = 0;
virtual void Leaderboards_Shutdown() = 0;
// MAIN MENU FUNCTIONS
virtual bool InhibitControls() = 0;
virtual void Shell_Init( const char* filename, idSoundWorld* sw ) = 0;
virtual void Shell_Cleanup() = 0;
virtual void Shell_CreateMenu( bool inGame ) = 0;
virtual void Shell_ClosePause() = 0;
virtual void Shell_Show( bool show ) = 0;
virtual bool Shell_IsActive() const = 0;
virtual bool Shell_HandleGuiEvent( const sysEvent_t* sev ) = 0;
virtual void Shell_Render() = 0;
virtual void Shell_ResetMenu() = 0;
virtual void Shell_SyncWithSession() = 0;
virtual void Shell_UpdateSavedGames() = 0;
virtual void Shell_SetCanContinue( bool valid ) = 0;
virtual void Shell_UpdateClientCountdown( int countdown ) = 0;
virtual void Shell_UpdateLeaderboard( const idLeaderboardCallback* callback ) = 0;
virtual void Shell_SetGameComplete() = 0;
};
extern idGame* game;
/*
===============================================================================
Public game interface with methods for in-game editing.
===============================================================================
*/
typedef struct
{
idSoundEmitter* referenceSound; // this is the interface to the sound system, created
// with idSoundWorld::AllocSoundEmitter() when needed
idVec3 origin;
int listenerId; // SSF_PRIVATE_SOUND only plays if == listenerId from PlaceListener
// no spatialization will be performed if == listenerID
const idSoundShader* shader; // this really shouldn't be here, it is a holdover from single channel behavior
float diversity; // 0.0 to 1.0 value used to select which
// samples in a multi-sample list from the shader are used
bool waitfortrigger; // don't start it at spawn time
soundShaderParms_t parms; // override volume, flags, etc
} refSound_t;
enum
{
TEST_PARTICLE_MODEL = 0,
TEST_PARTICLE_IMPACT,
TEST_PARTICLE_MUZZLE,
TEST_PARTICLE_FLIGHT,
TEST_PARTICLE_SELECTED
};
class idEntity;
class idMD5Anim;
// FIXME: this interface needs to be reworked but it properly separates code for the time being
class idGameEdit
{
public:
virtual ~idGameEdit() {}
// These are the canonical idDict to parameter parsing routines used by both the game and tools.
virtual void ParseSpawnArgsToRenderLight( const idDict* args, renderLight_t* renderLight );
virtual void ParseSpawnArgsToRenderEntity( const idDict* args, renderEntity_t* renderEntity );
virtual void ParseSpawnArgsToRefSound( const idDict* args, refSound_t* refSound );
// Animation system calls for non-game based skeletal rendering.
virtual idRenderModel* ANIM_GetModelFromEntityDef( const char* classname );
virtual const idVec3& ANIM_GetModelOffsetFromEntityDef( const char* classname );
virtual idRenderModel* ANIM_GetModelFromEntityDef( const idDict* args );
virtual idRenderModel* ANIM_GetModelFromName( const char* modelName );
virtual const idMD5Anim* ANIM_GetAnimFromEntityDef( const char* classname, const char* animname );
virtual int ANIM_GetNumAnimsFromEntityDef( const idDict* args );
virtual const char* ANIM_GetAnimNameFromEntityDef( const idDict* args, int animNum );
virtual const idMD5Anim* ANIM_GetAnim( const char* fileName );
virtual int ANIM_GetLength( const idMD5Anim* anim );
virtual int ANIM_GetNumFrames( const idMD5Anim* anim );
virtual void ANIM_CreateAnimFrame( const idRenderModel* model, const idMD5Anim* anim, int numJoints, idJointMat* frame, int time, const idVec3& offset, bool remove_origin_offset );
virtual idRenderModel* ANIM_CreateMeshForAnim( idRenderModel* model, const char* classname, const char* animname, int frame, bool remove_origin_offset );
// Articulated Figure calls for AF editor and Radiant.
virtual bool AF_SpawnEntity( const char* fileName );
virtual void AF_UpdateEntities( const char* fileName );
virtual void AF_UndoChanges();
virtual idRenderModel* AF_CreateMesh( const idDict& args, idVec3& meshOrigin, idMat3& meshAxis, bool& poseIsSet );
// Entity selection.
virtual void ClearEntitySelection();
virtual int GetSelectedEntities( idEntity* list[], int max );
virtual void AddSelectedEntity( idEntity* ent );
// Selection methods
virtual void TriggerSelected();
// Entity defs and spawning.
virtual const idDict* FindEntityDefDict( const char* name, bool makeDefault = true ) const;
virtual void SpawnEntityDef( const idDict& args, idEntity** ent );
virtual idEntity* FindEntity( const char* name ) const;
virtual const char* GetUniqueEntityName( const char* classname ) const;
// Entity methods.
virtual void EntityGetOrigin( idEntity* ent, idVec3& org ) const;
virtual void EntityGetAxis( idEntity* ent, idMat3& axis ) const;
virtual void EntitySetOrigin( idEntity* ent, const idVec3& org );
virtual void EntitySetAxis( idEntity* ent, const idMat3& axis );
virtual void EntityTranslate( idEntity* ent, const idVec3& org );
virtual const idDict* EntityGetSpawnArgs( idEntity* ent ) const;
virtual void EntityUpdateChangeableSpawnArgs( idEntity* ent, const idDict* dict );
virtual void EntityChangeSpawnArgs( idEntity* ent, const idDict* newArgs );
virtual void EntityUpdateVisuals( idEntity* ent );
virtual void EntitySetModel( idEntity* ent, const char* val );
virtual void EntityStopSound( idEntity* ent );
virtual void EntityDelete( idEntity* ent );
virtual void EntitySetColor( idEntity* ent, const idVec3 color );
// Player methods.
virtual bool PlayerIsValid() const;
virtual void PlayerGetOrigin( idVec3& org ) const;
virtual void PlayerGetAxis( idMat3& axis ) const;
virtual void PlayerGetViewAngles( idAngles& angles ) const;
virtual void PlayerGetEyePosition( idVec3& org ) const;
// In game map editing support.
virtual const idDict* MapGetEntityDict( const char* name ) const;
virtual void MapSave( const char* path = NULL ) const;
virtual void MapSetEntityKeyVal( const char* name, const char* key, const char* val ) const ;
virtual void MapCopyDictToEntity( const char* name, const idDict* dict ) const;
virtual int MapGetUniqueMatchingKeyVals( const char* key, const char* list[], const int max ) const;
virtual void MapAddEntity( const idDict* dict ) const;
virtual int MapGetEntitiesMatchingClassWithString( const char* classname, const char* match, const char* list[], const int max ) const;
virtual void MapRemoveEntity( const char* name ) const;
virtual void MapEntityTranslate( const char* name, const idVec3& v ) const;
};
extern idGameEdit* gameEdit;
/*
===============================================================================
Game API.
===============================================================================
*/
const int GAME_API_VERSION = 8;
typedef struct
{
int version; // API version
idSys* sys; // non-portable system services
idCommon* common; // common
idCmdSystem* cmdSystem; // console command system
idCVarSystem* cvarSystem; // console variable system
idFileSystem* fileSystem; // file system
idRenderSystem* renderSystem; // render system
idSoundSystem* soundSystem; // sound system
idRenderModelManager* renderModelManager; // render model manager
idUserInterfaceManager* uiManager; // user interface manager
idDeclManager* declManager; // declaration manager
idAASFileManager* AASFileManager; // AAS file manager
idCollisionModelManager* collisionModelManager; // collision model manager
} gameImport_t;
typedef struct
{
int version; // API version
idGame* game; // interface to run the game
idGameEdit* gameEdit; // interface for in-game editing
} gameExport_t;
extern "C" {
typedef gameExport_t* ( *GetGameAPI_t )( gameImport_t* import );
}
#endif /* !__GAME_H__ */