mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
346 lines
11 KiB
C++
346 lines
11 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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 __COMMON_H__
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#define __COMMON_H__
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/*
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==============================================================
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Common
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==============================================================
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*/
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extern idCVar com_engineHz;
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extern float com_engineHz_latched;
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extern int64 com_engineHz_numerator;
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extern int64 com_engineHz_denominator;
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// Returns the msec the frame starts on
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ID_INLINE int FRAME_TO_MSEC( int64 frame )
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{
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return ( int )( ( frame * com_engineHz_numerator ) / com_engineHz_denominator );
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}
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// Rounds DOWN to the nearest frame
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ID_INLINE int MSEC_TO_FRAME_FLOOR( int msec )
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{
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return ( int )( ( ( ( int64 )msec * com_engineHz_denominator ) + ( com_engineHz_denominator - 1 ) ) / com_engineHz_numerator );
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}
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// Rounds UP to the nearest frame
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ID_INLINE int MSEC_TO_FRAME_CEIL( int msec )
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{
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return ( int )( ( ( ( int64 )msec * com_engineHz_denominator ) + ( com_engineHz_numerator - 1 ) ) / com_engineHz_numerator );
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}
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// Aligns msec so it starts on a frame bondary
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ID_INLINE int MSEC_ALIGN_TO_FRAME( int msec )
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{
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return FRAME_TO_MSEC( MSEC_TO_FRAME_CEIL( msec ) );
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}
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class idGame;
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class idRenderWorld;
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class idSoundWorld;
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class idSession;
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class idCommonDialog;
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class idDemoFile;
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class idUserInterface;
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class idSaveLoadParms;
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class idMatchParameters;
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struct lobbyConnectInfo_t;
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ID_INLINE void BeginProfileNamedEventColor( uint32 color, VERIFY_FORMAT_STRING const char* szName )
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{
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}
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ID_INLINE void EndProfileNamedEvent()
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{
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}
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ID_INLINE void BeginProfileNamedEvent( VERIFY_FORMAT_STRING const char* szName )
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{
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BeginProfileNamedEventColor( ( uint32 ) 0xFF00FF00, szName );
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}
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class idScopedProfileEvent
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{
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public:
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idScopedProfileEvent( const char* name )
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{
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BeginProfileNamedEvent( name );
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}
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~idScopedProfileEvent()
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{
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EndProfileNamedEvent();
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}
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};
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#define SCOPED_PROFILE_EVENT( x ) idScopedProfileEvent scopedProfileEvent_##__LINE__( x )
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ID_INLINE bool BeginTraceRecording( const char* szName )
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{
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return false;
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}
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ID_INLINE bool EndTraceRecording()
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{
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return false;
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}
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typedef enum
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{
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EDITOR_NONE = 0,
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EDITOR_RADIANT = BIT( 1 ),
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EDITOR_GUI = BIT( 2 ),
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EDITOR_DEBUGGER = BIT( 3 ),
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EDITOR_SCRIPT = BIT( 4 ),
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EDITOR_LIGHT = BIT( 5 ),
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EDITOR_SOUND = BIT( 6 ),
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EDITOR_DECL = BIT( 7 ),
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EDITOR_AF = BIT( 8 ),
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EDITOR_PARTICLE = BIT( 9 ),
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EDITOR_PDA = BIT( 10 ),
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EDITOR_AAS = BIT( 11 ),
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EDITOR_MATERIAL = BIT( 12 )
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} toolFlag_t;
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#define STRTABLE_ID "#str_"
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#define STRTABLE_ID_LENGTH 5
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extern idCVar com_version;
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extern idCVar com_developer;
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extern idCVar com_allowConsole;
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extern idCVar com_speeds;
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extern idCVar com_showFPS;
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extern idCVar com_showMemoryUsage;
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extern idCVar com_updateLoadSize;
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extern idCVar com_productionMode;
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struct MemInfo_t
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{
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idStr filebase;
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int total;
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int assetTotals;
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// memory manager totals
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int memoryManagerTotal;
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// subsystem totals
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int gameSubsystemTotal;
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int renderSubsystemTotal;
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// asset totals
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int imageAssetsTotal;
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int modelAssetsTotal;
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int soundAssetsTotal;
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};
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struct mpMap_t
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{
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void operator=( const mpMap_t& src )
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{
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mapFile = src.mapFile;
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mapName = src.mapName;
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supportedModes = src.supportedModes;
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}
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idStr mapFile;
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idStr mapName;
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uint32 supportedModes;
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};
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static const int MAX_LOGGED_STATS = 60 * 120; // log every half second
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// RB begin
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#if defined(USE_DOOMCLASSIC)
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enum currentGame_t
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{
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DOOM_CLASSIC,
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DOOM2_CLASSIC,
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DOOM3_BFG
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};
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#endif
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// RB end
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class idCommon
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{
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public:
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virtual ~idCommon() {}
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// Initialize everything.
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// if the OS allows, pass argc/argv directly (without executable name)
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// otherwise pass the command line in a single string (without executable name)
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virtual void Init( int argc, const char* const* argv, const char* cmdline ) = 0;
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// Shuts down everything.
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virtual void Shutdown() = 0;
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virtual bool IsShuttingDown() const = 0;
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virtual void CreateMainMenu() = 0;
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// Shuts down everything.
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virtual void Quit() = 0;
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// Returns true if common initialization is complete.
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virtual bool IsInitialized() const = 0;
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// Called repeatedly as the foreground thread for rendering and game logic.
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virtual void Frame() = 0;
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// DG: added possibility to *not* release mouse in UpdateScreen(), it fucks up the view angle for screenshots
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// Redraws the screen, handling games, guis, console, etc
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// in a modal manner outside the normal frame loop
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virtual void UpdateScreen( bool captureToImage, bool releaseMouse = true ) = 0;
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// DG end
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virtual void UpdateLevelLoadPacifier() = 0;
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// Checks for and removes command line "+set var arg" constructs.
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// If match is NULL, all set commands will be executed, otherwise
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// only a set with the exact name.
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virtual void StartupVariable( const char* match ) = 0;
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// Begins redirection of console output to the given buffer.
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virtual void BeginRedirect( char* buffer, int buffersize, void ( *flush )( const char* ) ) = 0;
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// Stops redirection of console output.
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virtual void EndRedirect() = 0;
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// Update the screen with every message printed.
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virtual void SetRefreshOnPrint( bool set ) = 0;
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// Prints message to the console, which may cause a screen update if com_refreshOnPrint is set.
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virtual void Printf( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0;
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// Same as Printf, with a more usable API - Printf pipes to this.
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virtual void VPrintf( const char* fmt, va_list arg ) = 0;
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// Prints message that only shows up if the "developer" cvar is set,
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// and NEVER forces a screen update, which could cause reentrancy problems.
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virtual void DPrintf( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0;
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// Prints WARNING %s message and adds the warning message to a queue for printing later on.
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virtual void Warning( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0;
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// Prints WARNING %s message in yellow that only shows up if the "developer" cvar is set.
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virtual void DWarning( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0;
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// Prints all queued warnings.
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virtual void PrintWarnings() = 0;
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// Removes all queued warnings.
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virtual void ClearWarnings( const char* reason ) = 0;
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// Issues a C++ throw. Normal errors just abort to the game loop,
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// which is appropriate for media or dynamic logic errors.
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virtual void Error( VERIFY_FORMAT_STRING const char* fmt, ... ) ID_INSTANCE_ATTRIBUTE_PRINTF( 1, 2 ) = 0;
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// Fatal errors quit all the way to a system dialog box, which is appropriate for
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// static internal errors or cases where the system may be corrupted.
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virtual void FatalError( VERIFY_FORMAT_STRING const char* fmt, ... ) ID_INSTANCE_ATTRIBUTE_PRINTF( 1, 2 ) = 0;
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// Returns key bound to the command
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virtual const char* KeysFromBinding( const char* bind ) = 0;
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// Returns the binding bound to the key
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virtual const char* BindingFromKey( const char* key ) = 0;
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// Directly sample a button.
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virtual int ButtonState( int key ) = 0;
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// Directly sample a keystate.
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virtual int KeyState( int key ) = 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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virtual bool IsServer() = 0;
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virtual bool IsClient() = 0;
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// Returns true if the player has ever enabled the console
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virtual bool GetConsoleUsed() = 0;
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// Returns the rate (in ms between snaps) that we want to generate snapshots
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virtual int GetSnapRate() = 0;
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virtual void NetReceiveReliable( int peer, int type, idBitMsg& msg ) = 0;
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virtual void NetReceiveSnapshot( class idSnapShot& ss ) = 0;
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virtual void NetReceiveUsercmds( int peer, idBitMsg& msg ) = 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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virtual bool LoadGame( const char* saveName ) = 0;
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virtual bool SaveGame( const char* saveName ) = 0;
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virtual idDemoFile* ReadDemo() = 0;
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virtual idDemoFile* WriteDemo() = 0;
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virtual idGame* Game() = 0;
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virtual idRenderWorld* RW() = 0;
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virtual idSoundWorld* SW() = 0;
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virtual idSoundWorld* MenuSW() = 0;
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virtual idSession* Session() = 0;
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virtual idCommonDialog& Dialog() = 0;
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virtual void OnSaveCompleted( idSaveLoadParms& parms ) = 0;
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virtual void OnLoadCompleted( idSaveLoadParms& parms ) = 0;
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virtual void OnLoadFilesCompleted( idSaveLoadParms& parms ) = 0;
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virtual void OnEnumerationCompleted( idSaveLoadParms& parms ) = 0;
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virtual void OnDeleteCompleted( idSaveLoadParms& parms ) = 0;
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virtual void TriggerScreenWipe( const char* _wipeMaterial, bool hold ) = 0;
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virtual void OnStartHosting( idMatchParameters& parms ) = 0;
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virtual int GetGameFrame() = 0;
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virtual void InitializeMPMapsModes() = 0;
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virtual const idStrList& GetModeList() const = 0;
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virtual const idStrList& GetModeDisplayList() const = 0;
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virtual const idList<mpMap_t>& GetMapList() const = 0;
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virtual void ResetPlayerInput( int playerIndex ) = 0;
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virtual bool JapaneseCensorship() const = 0;
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virtual void QueueShowShell() = 0; // Will activate the shell on the next frame.
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// RB begin
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#if defined(USE_DOOMCLASSIC)
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virtual currentGame_t GetCurrentGame() const = 0;
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virtual void SwitchToGame( currentGame_t newGame ) = 0;
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#endif
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// RB end
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};
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extern idCommon* common;
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#endif /* !__COMMON_H__ */
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