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