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