mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
876aa96637
Pretty much like https://github.com/dhewm/dhewm3/issues/18 but here it took some more changes
620 lines
17 KiB
C++
620 lines
17 KiB
C++
/*
|
|
===========================================================================
|
|
|
|
Doom 3 BFG Edition GPL Source Code
|
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
|
Copyright (C) 2012 Robert Beckebans
|
|
|
|
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.
|
|
|
|
===========================================================================
|
|
*/
|
|
|
|
static const int MAX_USERCMD_BACKUP = 256;
|
|
static const int NUM_USERCMD_RELAY = 10;
|
|
static const int NUM_USERCMD_SEND = 8;
|
|
|
|
static const int initialHz = 60;
|
|
static const int initialBaseTicks = 1000 / initialHz;
|
|
static const int initialBaseTicksPerSec = initialHz * initialBaseTicks;
|
|
|
|
static const int LOAD_TIP_CHANGE_INTERVAL = 12000;
|
|
static const int LOAD_TIP_COUNT = 26;
|
|
|
|
class idGameThread : public idSysThread
|
|
{
|
|
public:
|
|
idGameThread() :
|
|
gameTime(),
|
|
drawTime(),
|
|
threadTime(),
|
|
threadGameTime(),
|
|
threadRenderTime(),
|
|
userCmdMgr( NULL ),
|
|
ret(),
|
|
numGameFrames(),
|
|
isClient()
|
|
{}
|
|
|
|
// the gameReturn_t is from the previous frame, the
|
|
// new frame will be running in parallel on exit
|
|
gameReturn_t RunGameAndDraw( int numGameFrames, idUserCmdMgr& userCmdMgr_, bool isClient_, int startGameFrame );
|
|
|
|
// Accessors to the stored frame/thread time information
|
|
void SetThreadTotalTime( const int inTime )
|
|
{
|
|
threadTime = inTime;
|
|
}
|
|
int GetThreadTotalTime() const
|
|
{
|
|
return threadTime;
|
|
}
|
|
|
|
void SetThreadGameTime( const int time )
|
|
{
|
|
threadGameTime = time;
|
|
}
|
|
int GetThreadGameTime() const
|
|
{
|
|
return threadGameTime;
|
|
}
|
|
|
|
void SetThreadRenderTime( const int time )
|
|
{
|
|
threadRenderTime = time;
|
|
}
|
|
int GetThreadRenderTime() const
|
|
{
|
|
return threadRenderTime;
|
|
}
|
|
|
|
private:
|
|
virtual int Run();
|
|
|
|
int gameTime;
|
|
int drawTime;
|
|
int threadTime; // total time : game time + foreground render time
|
|
int threadGameTime; // game time only
|
|
int threadRenderTime; // render fg time only
|
|
idUserCmdMgr* userCmdMgr;
|
|
gameReturn_t ret;
|
|
int numGameFrames;
|
|
bool isClient;
|
|
};
|
|
|
|
enum errorParm_t
|
|
{
|
|
ERP_NONE,
|
|
ERP_FATAL, // exit the entire game with a popup window
|
|
ERP_DROP, // print to console and disconnect from game
|
|
ERP_DISCONNECT // don't kill server
|
|
};
|
|
|
|
enum gameLaunch_t
|
|
{
|
|
LAUNCH_TITLE_DOOM = 0,
|
|
LAUNCH_TITLE_DOOM2,
|
|
};
|
|
|
|
struct netTimes_t
|
|
{
|
|
int localTime;
|
|
int serverTime;
|
|
};
|
|
|
|
struct frameTiming_t
|
|
{
|
|
uint64 startSyncTime;
|
|
uint64 finishSyncTime;
|
|
uint64 startGameTime;
|
|
uint64 finishGameTime;
|
|
uint64 finishDrawTime;
|
|
uint64 startRenderTime;
|
|
uint64 finishRenderTime;
|
|
};
|
|
|
|
#define MAX_PRINT_MSG_SIZE 4096
|
|
#define MAX_WARNING_LIST 256
|
|
|
|
#define SAVEGAME_CHECKPOINT_FILENAME "gamedata.save"
|
|
#define SAVEGAME_DESCRIPTION_FILENAME "gamedata.txt"
|
|
#define SAVEGAME_STRINGS_FILENAME "gamedata.strings"
|
|
|
|
class idCommonLocal : public idCommon
|
|
{
|
|
public:
|
|
idCommonLocal();
|
|
|
|
virtual void Init( int argc, const char* const* argv, const char* cmdline );
|
|
virtual void Shutdown();
|
|
virtual void CreateMainMenu();
|
|
virtual void Quit();
|
|
virtual bool IsInitialized() const;
|
|
virtual void Frame();
|
|
// DG: added possibility to *not* release mouse in UpdateScreen(), it fucks up the view angle for screenshots
|
|
virtual void UpdateScreen( bool captureToImage, bool releaseMouse = true );
|
|
// DG end
|
|
virtual void UpdateLevelLoadPacifier();
|
|
virtual void StartupVariable( const char* match );
|
|
virtual void WriteConfigToFile( const char* filename );
|
|
virtual void BeginRedirect( char* buffer, int buffersize, void ( *flush )( const char* ) );
|
|
virtual void EndRedirect();
|
|
virtual void SetRefreshOnPrint( bool set );
|
|
virtual void Printf( VERIFY_FORMAT_STRING const char* fmt, ... );
|
|
virtual void VPrintf( const char* fmt, va_list arg );
|
|
virtual void DPrintf( VERIFY_FORMAT_STRING const char* fmt, ... );
|
|
virtual void Warning( VERIFY_FORMAT_STRING const char* fmt, ... );
|
|
virtual void DWarning( VERIFY_FORMAT_STRING const char* fmt, ... );
|
|
virtual void PrintWarnings();
|
|
virtual void ClearWarnings( const char* reason );
|
|
virtual void Error( VERIFY_FORMAT_STRING const char* fmt, ... );
|
|
virtual void FatalError( VERIFY_FORMAT_STRING const char* fmt, ... );
|
|
virtual bool IsShuttingDown() const
|
|
{
|
|
return com_shuttingDown;
|
|
}
|
|
|
|
virtual const char* KeysFromBinding( const char* bind );
|
|
virtual const char* BindingFromKey( const char* key );
|
|
|
|
virtual bool IsMultiplayer();
|
|
virtual bool IsServer();
|
|
virtual bool IsClient();
|
|
|
|
virtual bool GetConsoleUsed()
|
|
{
|
|
return consoleUsed;
|
|
}
|
|
|
|
virtual int GetSnapRate();
|
|
|
|
virtual void NetReceiveReliable( int peer, int type, idBitMsg& msg );
|
|
virtual void NetReceiveSnapshot( class idSnapShot& ss );
|
|
virtual void NetReceiveUsercmds( int peer, idBitMsg& msg );
|
|
void NetReadUsercmds( int clientNum, idBitMsg& msg );
|
|
|
|
virtual bool ProcessEvent( const sysEvent_t* event );
|
|
|
|
virtual bool LoadGame( const char* saveName );
|
|
virtual bool SaveGame( const char* saveName );
|
|
|
|
virtual int ButtonState( int key );
|
|
virtual int KeyState( int key );
|
|
|
|
virtual idDemoFile* ReadDemo()
|
|
{
|
|
return readDemo;
|
|
}
|
|
virtual idDemoFile* WriteDemo()
|
|
{
|
|
return writeDemo;
|
|
}
|
|
|
|
virtual idGame* Game()
|
|
{
|
|
return game;
|
|
}
|
|
virtual idRenderWorld* RW()
|
|
{
|
|
return renderWorld;
|
|
}
|
|
virtual idSoundWorld* SW()
|
|
{
|
|
return soundWorld;
|
|
}
|
|
virtual idSoundWorld* MenuSW()
|
|
{
|
|
return menuSoundWorld;
|
|
}
|
|
virtual idSession* Session()
|
|
{
|
|
return session;
|
|
}
|
|
virtual idCommonDialog& Dialog()
|
|
{
|
|
return commonDialog;
|
|
}
|
|
|
|
virtual void OnSaveCompleted( idSaveLoadParms& parms );
|
|
virtual void OnLoadCompleted( idSaveLoadParms& parms );
|
|
virtual void OnLoadFilesCompleted( idSaveLoadParms& parms );
|
|
virtual void OnEnumerationCompleted( idSaveLoadParms& parms );
|
|
virtual void OnDeleteCompleted( idSaveLoadParms& parms );
|
|
virtual void TriggerScreenWipe( const char* _wipeMaterial, bool hold );
|
|
|
|
virtual void OnStartHosting( idMatchParameters& parms );
|
|
|
|
virtual int GetGameFrame()
|
|
{
|
|
return gameFrame;
|
|
}
|
|
|
|
virtual void InitializeMPMapsModes();
|
|
virtual const idStrList& GetModeList() const
|
|
{
|
|
return mpGameModes;
|
|
}
|
|
virtual const idStrList& GetModeDisplayList() const
|
|
{
|
|
return mpDisplayGameModes;
|
|
}
|
|
virtual const idList<mpMap_t>& GetMapList() const
|
|
{
|
|
return mpGameMaps;
|
|
}
|
|
|
|
virtual void ResetPlayerInput( int playerIndex );
|
|
|
|
virtual bool JapaneseCensorship() const;
|
|
|
|
virtual void QueueShowShell()
|
|
{
|
|
showShellRequested = true;
|
|
}
|
|
|
|
// RB begin
|
|
#if defined(USE_DOOMCLASSIC)
|
|
virtual currentGame_t GetCurrentGame() const
|
|
{
|
|
return currentGame;
|
|
}
|
|
virtual void SwitchToGame( currentGame_t newGame );
|
|
#endif
|
|
// RB end
|
|
|
|
public:
|
|
void Draw(); // called by gameThread
|
|
|
|
int GetGameThreadTotalTime() const
|
|
{
|
|
return gameThread.GetThreadTotalTime();
|
|
}
|
|
int GetGameThreadGameTime() const
|
|
{
|
|
return gameThread.GetThreadGameTime();
|
|
}
|
|
int GetGameThreadRenderTime() const
|
|
{
|
|
return gameThread.GetThreadRenderTime();
|
|
}
|
|
int GetRendererBackEndMicroseconds() const
|
|
{
|
|
return time_backend;
|
|
}
|
|
int GetRendererShadowsMicroseconds() const
|
|
{
|
|
return time_shadows;
|
|
}
|
|
int GetRendererIdleMicroseconds() const
|
|
{
|
|
return mainFrameTiming.startRenderTime - mainFrameTiming.finishSyncTime;
|
|
}
|
|
int GetRendererGPUMicroseconds() const
|
|
{
|
|
return time_gpu;
|
|
}
|
|
|
|
frameTiming_t frameTiming;
|
|
frameTiming_t mainFrameTiming;
|
|
|
|
public: // These are public because they are called directly by static functions in this file
|
|
|
|
const char* GetCurrentMapName()
|
|
{
|
|
return currentMapName.c_str();
|
|
}
|
|
|
|
// loads a map and starts a new game on it
|
|
void StartNewGame( const char* mapName, bool devmap, int gameMode );
|
|
void LeaveGame();
|
|
|
|
void DemoShot( const char* name );
|
|
void StartRecordingRenderDemo( const char* name );
|
|
void StopRecordingRenderDemo();
|
|
void StartPlayingRenderDemo( idStr name );
|
|
void StopPlayingRenderDemo();
|
|
void CompressDemoFile( const char* scheme, const char* name );
|
|
void TimeRenderDemo( const char* name, bool twice = false, bool quit = false );
|
|
void AVIRenderDemo( const char* name );
|
|
void AVIGame( const char* name );
|
|
|
|
// localization
|
|
void InitLanguageDict();
|
|
void LocalizeGui( const char* fileName, idLangDict& langDict );
|
|
void LocalizeMapData( const char* fileName, idLangDict& langDict );
|
|
void LocalizeSpecificMapData( const char* fileName, idLangDict& langDict, const idLangDict& replaceArgs );
|
|
|
|
idUserCmdMgr& GetUCmdMgr()
|
|
{
|
|
return userCmdMgr;
|
|
}
|
|
|
|
private:
|
|
bool com_fullyInitialized;
|
|
bool com_refreshOnPrint; // update the screen every print for dmap
|
|
errorParm_t com_errorEntered;
|
|
bool com_shuttingDown;
|
|
bool com_isJapaneseSKU;
|
|
|
|
idFile* logFile;
|
|
|
|
char errorMessage[MAX_PRINT_MSG_SIZE];
|
|
|
|
char* rd_buffer;
|
|
int rd_buffersize;
|
|
void ( *rd_flush )( const char* buffer );
|
|
|
|
idStr warningCaption;
|
|
idStrList warningList;
|
|
idStrList errorList;
|
|
|
|
int gameDLL;
|
|
|
|
idCommonDialog commonDialog;
|
|
|
|
idFile_SaveGame saveFile;
|
|
idFile_SaveGame stringsFile;
|
|
idFile_SaveGamePipelined* pipelineFile;
|
|
|
|
// The main render world and sound world
|
|
idRenderWorld* renderWorld;
|
|
idSoundWorld* soundWorld;
|
|
|
|
// 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;
|
|
|
|
bool menuActive;
|
|
idSoundWorld* menuSoundWorld; // so the game soundWorld can be muted
|
|
|
|
bool insideExecuteMapChange; // Enable Pacifier Updates
|
|
|
|
// This is set if the player enables the console, which disables achievements
|
|
bool consoleUsed;
|
|
|
|
// This additional information is required for ExecuteMapChange for SP games ONLY
|
|
// This data is cleared after ExecuteMapChange
|
|
struct mapSpawnData_t
|
|
{
|
|
idFile_SaveGame* savegameFile; // Used for loading a save game
|
|
idFile_SaveGame* stringTableFile; // String table read from save game loaded
|
|
idFile_SaveGamePipelined* pipelineFile;
|
|
int savegameVersion; // Version of the save game we're loading
|
|
idDict persistentPlayerInfo; // Used for transitioning from map to map
|
|
};
|
|
mapSpawnData_t mapSpawnData;
|
|
idStr currentMapName; // for checking reload on same level
|
|
bool mapSpawned; // cleared on Stop()
|
|
|
|
bool insideUpdateScreen; // true while inside ::UpdateScreen()
|
|
|
|
idUserCmdMgr userCmdMgr;
|
|
|
|
int nextUsercmdSendTime; // Next time to send usercmds
|
|
int nextSnapshotSendTime; // Next time to send a snapshot
|
|
|
|
idSnapShot lastSnapShot; // last snapshot we received from the server
|
|
struct reliableMsg_t
|
|
{
|
|
int client;
|
|
int type;
|
|
int dataSize;
|
|
byte* data;
|
|
};
|
|
idList<reliableMsg_t> reliableQueue;
|
|
|
|
|
|
// Snapshot interpolation
|
|
idSnapShot oldss; // last local snapshot
|
|
// (ie on server this is the last "master" snapshot we created)
|
|
// (on clients this is the last received snapshot)
|
|
// used for comparisons with the new snapshot for com_drawSnapshot
|
|
|
|
// This is ultimately controlled by net_maxBufferedSnapshots by running double speed, but this is the hard max before seeing visual popping
|
|
static const int RECEIVE_SNAPSHOT_BUFFER_SIZE = 16;
|
|
|
|
int readSnapshotIndex;
|
|
int writeSnapshotIndex;
|
|
idArray<idSnapShot, RECEIVE_SNAPSHOT_BUFFER_SIZE> receivedSnaps;
|
|
|
|
float optimalPCTBuffer;
|
|
float optimalTimeBuffered;
|
|
float optimalTimeBufferedWindow;
|
|
|
|
uint64 snapRate;
|
|
uint64 actualRate;
|
|
|
|
uint64 snapTime; // time we got the most recent snapshot
|
|
uint64 snapTimeDelta; // time interval that current ss was sent in
|
|
|
|
uint64 snapTimeWrite;
|
|
uint64 snapCurrentTime; // realtime playback time
|
|
netTimes_t snapCurrent; // current snapshot
|
|
netTimes_t snapPrevious; // previous snapshot
|
|
float snapCurrentResidual;
|
|
|
|
float snapTimeBuffered;
|
|
float effectiveSnapRate;
|
|
int totalBufferedTime;
|
|
int totalRecvTime;
|
|
|
|
|
|
|
|
int clientPrediction;
|
|
|
|
int gameFrame; // Frame number of the local game
|
|
double gameTimeResidual; // left over msec from the last game frame
|
|
bool syncNextGameFrame;
|
|
|
|
bool aviCaptureMode; // if true, screenshots will be taken and sound captured
|
|
idStr aviDemoShortName; //
|
|
int aviDemoFrameCount;
|
|
|
|
enum timeDemo_t
|
|
{
|
|
TD_NO,
|
|
TD_YES,
|
|
TD_YES_THEN_QUIT
|
|
};
|
|
timeDemo_t timeDemo;
|
|
int timeDemoStartTime;
|
|
int numDemoFrames; // for timeDemo and demoShot
|
|
int demoTimeOffset;
|
|
renderView_t currentDemoRenderView;
|
|
|
|
idStrList mpGameModes;
|
|
idStrList mpDisplayGameModes;
|
|
idList<mpMap_t> mpGameMaps;
|
|
|
|
idSWF* loadGUI;
|
|
int nextLoadTip;
|
|
bool isHellMap;
|
|
bool defaultLoadscreen;
|
|
idStaticList<int, LOAD_TIP_COUNT> loadTipList;
|
|
|
|
const idMaterial* splashScreen;
|
|
|
|
const idMaterial* whiteMaterial;
|
|
|
|
const idMaterial* wipeMaterial;
|
|
int wipeStartTime;
|
|
int wipeStopTime;
|
|
bool wipeHold;
|
|
bool wipeForced; // used for the PS3 to start an early wipe while we are accessing saved game data
|
|
|
|
idGameThread gameThread; // the game and draw code can be run in parallel
|
|
|
|
// com_speeds times
|
|
int count_numGameFrames; // total number of game frames that were run
|
|
int time_gameFrame; // game logic time
|
|
int time_maxGameFrame; // maximum single frame game logic time
|
|
int time_gameDraw; // game present time
|
|
uint64 time_frontend; // renderer frontend time
|
|
uint64 time_backend; // renderer backend time
|
|
uint64 time_shadows; // renderer backend waiting for shadow volumes to be created
|
|
uint64 time_gpu; // total gpu time, at least for PC
|
|
|
|
// Used during loading screens
|
|
int lastPacifierSessionTime;
|
|
int lastPacifierGuiTime;
|
|
bool lastPacifierDialogState;
|
|
|
|
bool showShellRequested;
|
|
|
|
// RB begin
|
|
#if defined(USE_DOOMCLASSIC)
|
|
currentGame_t currentGame;
|
|
currentGame_t idealCurrentGame; // Defer game switching so that bad things don't happen in the middle of the frame.
|
|
const idMaterial* doomClassicMaterial;
|
|
|
|
static const int DOOMCLASSIC_RENDERWIDTH = 320 * 3;
|
|
static const int DOOMCLASSIC_RENDERHEIGHT = 200 * 3;
|
|
static const int DOOMCLASSIC_BYTES_PER_PIXEL = 4;
|
|
static const int DOOMCLASSIC_IMAGE_SIZE_IN_BYTES = DOOMCLASSIC_RENDERWIDTH* DOOMCLASSIC_RENDERHEIGHT* DOOMCLASSIC_BYTES_PER_PIXEL;
|
|
|
|
idArray< byte, DOOMCLASSIC_IMAGE_SIZE_IN_BYTES > doomClassicImageData;
|
|
#endif
|
|
// RB end
|
|
|
|
private:
|
|
void InitCommands();
|
|
void InitSIMD();
|
|
void AddStartupCommands();
|
|
void ParseCommandLine( int argc, const char* const* argv );
|
|
bool SafeMode();
|
|
void CloseLogFile();
|
|
void WriteConfiguration();
|
|
void DumpWarnings();
|
|
void LoadGameDLL();
|
|
void UnloadGameDLL();
|
|
void CleanupShell();
|
|
void RenderBink( const char* path );
|
|
void RenderSplash();
|
|
void FilterLangList( idStrList* list, idStr lang );
|
|
void CheckStartupStorageRequirements();
|
|
|
|
void ExitMenu();
|
|
bool MenuEvent( const sysEvent_t* event );
|
|
|
|
void StartMenu( bool playIntro = false );
|
|
void GuiFrameEvents();
|
|
|
|
void BeginAVICapture( const char* name );
|
|
void EndAVICapture();
|
|
|
|
void AdvanceRenderDemo( bool singleFrameOnly );
|
|
|
|
void ProcessGameReturn( const gameReturn_t& ret );
|
|
|
|
void RunNetworkSnapshotFrame();
|
|
void ExecuteReliableMessages();
|
|
|
|
|
|
// Snapshot interpolation
|
|
void ProcessSnapshot( idSnapShot& ss );
|
|
int CalcSnapTimeBuffered( int& totalBufferedTime, int& totalRecvTime );
|
|
void ProcessNextSnapshot();
|
|
void InterpolateSnapshot( netTimes_t& prev, netTimes_t& next, float fraction, bool predict );
|
|
void ResetNetworkingState();
|
|
|
|
int NetworkFrame();
|
|
void SendSnapshots();
|
|
void SendUsercmds( int localClientNum );
|
|
|
|
void LoadLoadingGui( const char* mapName, bool& hellMap );
|
|
|
|
// Meant to be used like:
|
|
// while ( waiting ) { BusyWait(); }
|
|
void BusyWait();
|
|
bool WaitForSessionState( idSession::sessionState_t desiredState );
|
|
|
|
void ExecuteMapChange();
|
|
void UnloadMap();
|
|
|
|
void Stop( bool resetSession = true );
|
|
|
|
// called by Draw when the scene to scene wipe is still running
|
|
void DrawWipeModel();
|
|
void StartWipe( const char* materialName, bool hold = false );
|
|
void CompleteWipe();
|
|
void ClearWipe();
|
|
|
|
void MoveToNewMap( const char* mapName, bool devmap );
|
|
|
|
void PlayIntroGui();
|
|
|
|
void ScrubSaveGameFileName( idStr& saveFileName ) const;
|
|
|
|
// RB begin
|
|
#if defined(USE_DOOMCLASSIC)
|
|
// Doom classic support
|
|
void RunDoomClassicFrame();
|
|
void RenderDoomClassic();
|
|
bool IsPlayingDoomClassic() const
|
|
{
|
|
return GetCurrentGame() != DOOM3_BFG;
|
|
}
|
|
void PerformGameSwitch();
|
|
#endif
|
|
// RB end
|
|
};
|
|
|
|
extern idCommonLocal commonLocal;
|