mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
876aa96637
Pretty much like https://github.com/dhewm/dhewm3/issues/18 but here it took some more changes
346 lines
11 KiB
C++
346 lines
11 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 __COMMON_H__
|
|
#define __COMMON_H__
|
|
|
|
/*
|
|
==============================================================
|
|
|
|
Common
|
|
|
|
==============================================================
|
|
*/
|
|
|
|
extern idCVar com_engineHz;
|
|
extern float com_engineHz_latched;
|
|
extern int64 com_engineHz_numerator;
|
|
extern int64 com_engineHz_denominator;
|
|
|
|
// Returns the msec the frame starts on
|
|
ID_INLINE int FRAME_TO_MSEC( int64 frame )
|
|
{
|
|
return ( int )( ( frame * com_engineHz_numerator ) / com_engineHz_denominator );
|
|
}
|
|
// Rounds DOWN to the nearest frame
|
|
ID_INLINE int MSEC_TO_FRAME_FLOOR( int msec )
|
|
{
|
|
return ( int )( ( ( ( int64 )msec * com_engineHz_denominator ) + ( com_engineHz_denominator - 1 ) ) / com_engineHz_numerator );
|
|
}
|
|
// Rounds UP to the nearest frame
|
|
ID_INLINE int MSEC_TO_FRAME_CEIL( int msec )
|
|
{
|
|
return ( int )( ( ( ( int64 )msec * com_engineHz_denominator ) + ( com_engineHz_numerator - 1 ) ) / com_engineHz_numerator );
|
|
}
|
|
// Aligns msec so it starts on a frame bondary
|
|
ID_INLINE int MSEC_ALIGN_TO_FRAME( int msec )
|
|
{
|
|
return FRAME_TO_MSEC( MSEC_TO_FRAME_CEIL( msec ) );
|
|
}
|
|
|
|
class idGame;
|
|
class idRenderWorld;
|
|
class idSoundWorld;
|
|
class idSession;
|
|
class idCommonDialog;
|
|
class idDemoFile;
|
|
class idUserInterface;
|
|
class idSaveLoadParms;
|
|
class idMatchParameters;
|
|
|
|
struct lobbyConnectInfo_t;
|
|
|
|
ID_INLINE void BeginProfileNamedEventColor( uint32 color, VERIFY_FORMAT_STRING const char* szName )
|
|
{
|
|
}
|
|
ID_INLINE void EndProfileNamedEvent()
|
|
{
|
|
}
|
|
|
|
ID_INLINE void BeginProfileNamedEvent( VERIFY_FORMAT_STRING const char* szName )
|
|
{
|
|
BeginProfileNamedEventColor( ( uint32 ) 0xFF00FF00, szName );
|
|
}
|
|
|
|
class idScopedProfileEvent
|
|
{
|
|
public:
|
|
idScopedProfileEvent( const char* name )
|
|
{
|
|
BeginProfileNamedEvent( name );
|
|
}
|
|
~idScopedProfileEvent()
|
|
{
|
|
EndProfileNamedEvent();
|
|
}
|
|
};
|
|
|
|
#define SCOPED_PROFILE_EVENT( x ) idScopedProfileEvent scopedProfileEvent_##__LINE__( x )
|
|
|
|
ID_INLINE bool BeginTraceRecording( const char* szName )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
ID_INLINE bool EndTraceRecording()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
typedef enum
|
|
{
|
|
EDITOR_NONE = 0,
|
|
EDITOR_RADIANT = BIT( 1 ),
|
|
EDITOR_GUI = BIT( 2 ),
|
|
EDITOR_DEBUGGER = BIT( 3 ),
|
|
EDITOR_SCRIPT = BIT( 4 ),
|
|
EDITOR_LIGHT = BIT( 5 ),
|
|
EDITOR_SOUND = BIT( 6 ),
|
|
EDITOR_DECL = BIT( 7 ),
|
|
EDITOR_AF = BIT( 8 ),
|
|
EDITOR_PARTICLE = BIT( 9 ),
|
|
EDITOR_PDA = BIT( 10 ),
|
|
EDITOR_AAS = BIT( 11 ),
|
|
EDITOR_MATERIAL = BIT( 12 )
|
|
} toolFlag_t;
|
|
|
|
#define STRTABLE_ID "#str_"
|
|
#define STRTABLE_ID_LENGTH 5
|
|
|
|
extern idCVar com_version;
|
|
extern idCVar com_developer;
|
|
extern idCVar com_allowConsole;
|
|
extern idCVar com_speeds;
|
|
extern idCVar com_showFPS;
|
|
extern idCVar com_showMemoryUsage;
|
|
extern idCVar com_updateLoadSize;
|
|
extern idCVar com_productionMode;
|
|
|
|
struct MemInfo_t
|
|
{
|
|
idStr filebase;
|
|
|
|
int total;
|
|
int assetTotals;
|
|
|
|
// memory manager totals
|
|
int memoryManagerTotal;
|
|
|
|
// subsystem totals
|
|
int gameSubsystemTotal;
|
|
int renderSubsystemTotal;
|
|
|
|
// asset totals
|
|
int imageAssetsTotal;
|
|
int modelAssetsTotal;
|
|
int soundAssetsTotal;
|
|
};
|
|
|
|
struct mpMap_t
|
|
{
|
|
|
|
void operator=( const mpMap_t& src )
|
|
{
|
|
mapFile = src.mapFile;
|
|
mapName = src.mapName;
|
|
supportedModes = src.supportedModes;
|
|
}
|
|
|
|
idStr mapFile;
|
|
idStr mapName;
|
|
uint32 supportedModes;
|
|
};
|
|
|
|
static const int MAX_LOGGED_STATS = 60 * 120; // log every half second
|
|
|
|
// RB begin
|
|
#if defined(USE_DOOMCLASSIC)
|
|
enum currentGame_t
|
|
{
|
|
DOOM_CLASSIC,
|
|
DOOM2_CLASSIC,
|
|
DOOM3_BFG
|
|
};
|
|
#endif
|
|
// RB end
|
|
|
|
class idCommon
|
|
{
|
|
public:
|
|
virtual ~idCommon() {}
|
|
|
|
// Initialize everything.
|
|
// if the OS allows, pass argc/argv directly (without executable name)
|
|
// otherwise pass the command line in a single string (without executable name)
|
|
virtual void Init( int argc, const char* const* argv, const char* cmdline ) = 0;
|
|
|
|
// Shuts down everything.
|
|
virtual void Shutdown() = 0;
|
|
virtual bool IsShuttingDown() const = 0;
|
|
|
|
virtual void CreateMainMenu() = 0;
|
|
|
|
// Shuts down everything.
|
|
virtual void Quit() = 0;
|
|
|
|
// Returns true if common initialization is complete.
|
|
virtual bool IsInitialized() const = 0;
|
|
|
|
// Called repeatedly as the foreground thread for rendering and game logic.
|
|
virtual void Frame() = 0;
|
|
|
|
// DG: added possibility to *not* release mouse in UpdateScreen(), it fucks up the view angle for screenshots
|
|
// Redraws the screen, handling games, guis, console, etc
|
|
// in a modal manner outside the normal frame loop
|
|
virtual void UpdateScreen( bool captureToImage, bool releaseMouse = true ) = 0;
|
|
// DG end
|
|
|
|
virtual void UpdateLevelLoadPacifier() = 0;
|
|
|
|
|
|
// Checks for and removes command line "+set var arg" constructs.
|
|
// If match is NULL, all set commands will be executed, otherwise
|
|
// only a set with the exact name.
|
|
virtual void StartupVariable( const char* match ) = 0;
|
|
|
|
// Begins redirection of console output to the given buffer.
|
|
virtual void BeginRedirect( char* buffer, int buffersize, void ( *flush )( const char* ) ) = 0;
|
|
|
|
// Stops redirection of console output.
|
|
virtual void EndRedirect() = 0;
|
|
|
|
// Update the screen with every message printed.
|
|
virtual void SetRefreshOnPrint( bool set ) = 0;
|
|
|
|
// Prints message to the console, which may cause a screen update if com_refreshOnPrint is set.
|
|
virtual void Printf( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0;
|
|
|
|
// Same as Printf, with a more usable API - Printf pipes to this.
|
|
virtual void VPrintf( const char* fmt, va_list arg ) = 0;
|
|
|
|
// Prints message that only shows up if the "developer" cvar is set,
|
|
// and NEVER forces a screen update, which could cause reentrancy problems.
|
|
virtual void DPrintf( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0;
|
|
|
|
// Prints WARNING %s message and adds the warning message to a queue for printing later on.
|
|
virtual void Warning( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0;
|
|
|
|
// Prints WARNING %s message in yellow that only shows up if the "developer" cvar is set.
|
|
virtual void DWarning( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0;
|
|
|
|
// Prints all queued warnings.
|
|
virtual void PrintWarnings() = 0;
|
|
|
|
// Removes all queued warnings.
|
|
virtual void ClearWarnings( const char* reason ) = 0;
|
|
|
|
// Issues a C++ throw. Normal errors just abort to the game loop,
|
|
// which is appropriate for media or dynamic logic errors.
|
|
virtual void Error( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0;
|
|
|
|
// Fatal errors quit all the way to a system dialog box, which is appropriate for
|
|
// static internal errors or cases where the system may be corrupted.
|
|
virtual void FatalError( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0;
|
|
|
|
// Returns key bound to the command
|
|
virtual const char* KeysFromBinding( const char* bind ) = 0;
|
|
|
|
// Returns the binding bound to the key
|
|
virtual const char* BindingFromKey( const char* key ) = 0;
|
|
|
|
// Directly sample a button.
|
|
virtual int ButtonState( int key ) = 0;
|
|
|
|
// Directly sample a keystate.
|
|
virtual int KeyState( int key ) = 0;
|
|
|
|
// Returns true if a multiplayer game is running.
|
|
// CVars and commands are checked differently in multiplayer mode.
|
|
virtual bool IsMultiplayer() = 0;
|
|
virtual bool IsServer() = 0;
|
|
virtual bool IsClient() = 0;
|
|
|
|
// Returns true if the player has ever enabled the console
|
|
virtual bool GetConsoleUsed() = 0;
|
|
|
|
// Returns the rate (in ms between snaps) that we want to generate snapshots
|
|
virtual int GetSnapRate() = 0;
|
|
|
|
virtual void NetReceiveReliable( int peer, int type, idBitMsg& msg ) = 0;
|
|
virtual void NetReceiveSnapshot( class idSnapShot& ss ) = 0;
|
|
virtual void NetReceiveUsercmds( int peer, idBitMsg& msg ) = 0;
|
|
|
|
// Processes the given event.
|
|
virtual bool ProcessEvent( const sysEvent_t* event ) = 0;
|
|
|
|
virtual bool LoadGame( const char* saveName ) = 0;
|
|
virtual bool SaveGame( const char* saveName ) = 0;
|
|
|
|
virtual idDemoFile* ReadDemo() = 0;
|
|
virtual idDemoFile* WriteDemo() = 0;
|
|
|
|
virtual idGame* Game() = 0;
|
|
virtual idRenderWorld* RW() = 0;
|
|
virtual idSoundWorld* SW() = 0;
|
|
virtual idSoundWorld* MenuSW() = 0;
|
|
virtual idSession* Session() = 0;
|
|
virtual idCommonDialog& Dialog() = 0;
|
|
|
|
virtual void OnSaveCompleted( idSaveLoadParms& parms ) = 0;
|
|
virtual void OnLoadCompleted( idSaveLoadParms& parms ) = 0;
|
|
virtual void OnLoadFilesCompleted( idSaveLoadParms& parms ) = 0;
|
|
virtual void OnEnumerationCompleted( idSaveLoadParms& parms ) = 0;
|
|
virtual void OnDeleteCompleted( idSaveLoadParms& parms ) = 0;
|
|
virtual void TriggerScreenWipe( const char* _wipeMaterial, bool hold ) = 0;
|
|
|
|
virtual void OnStartHosting( idMatchParameters& parms ) = 0;
|
|
|
|
virtual int GetGameFrame() = 0;
|
|
|
|
virtual void InitializeMPMapsModes() = 0;
|
|
virtual const idStrList& GetModeList() const = 0;
|
|
virtual const idStrList& GetModeDisplayList() const = 0;
|
|
virtual const idList<mpMap_t>& GetMapList() const = 0;
|
|
|
|
virtual void ResetPlayerInput( int playerIndex ) = 0;
|
|
|
|
virtual bool JapaneseCensorship() const = 0;
|
|
|
|
virtual void QueueShowShell() = 0; // Will activate the shell on the next frame.
|
|
|
|
// RB begin
|
|
#if defined(USE_DOOMCLASSIC)
|
|
virtual currentGame_t GetCurrentGame() const = 0;
|
|
virtual void SwitchToGame( currentGame_t newGame ) = 0;
|
|
#endif
|
|
// RB end
|
|
};
|
|
|
|
extern idCommon* common;
|
|
|
|
#endif /* !__COMMON_H__ */
|