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https://github.com/id-Software/DOOM-3-BFG.git
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Initial commit
This commit is contained in:
504
neo/framework/Common_local.h
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504
neo/framework/Common_local.h
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@@ -0,0 +1,504 @@
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/*
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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
|
||||
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,
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||||
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.
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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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||||
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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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||||
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||||
class idGameThread : public idSysThread {
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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
|
||||
// new frame will be running in parallel on exit
|
||||
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 ) { threadTime = inTime; }
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int GetThreadTotalTime() const { return threadTime; }
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||||
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||||
void SetThreadGameTime( const int time ) { threadGameTime = time; }
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int GetThreadGameTime() const { return threadGameTime; }
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void SetThreadRenderTime( const int time ) { threadRenderTime = time; }
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int GetThreadRenderTime() const { return threadRenderTime; }
|
||||
|
||||
private:
|
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virtual int Run();
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||||
|
||||
int gameTime;
|
||||
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;
|
||||
bool isClient;
|
||||
};
|
||||
|
||||
enum errorParm_t {
|
||||
ERP_NONE,
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ERP_FATAL, // exit the entire game with a popup window
|
||||
ERP_DROP, // print to console and disconnect from game
|
||||
ERP_DISCONNECT // don't kill server
|
||||
};
|
||||
|
||||
enum gameLaunch_t {
|
||||
LAUNCH_TITLE_DOOM = 0,
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||||
LAUNCH_TITLE_DOOM2,
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||||
};
|
||||
|
||||
struct netTimes_t {
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||||
int localTime;
|
||||
int serverTime;
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||||
};
|
||||
|
||||
struct frameTiming_t {
|
||||
uint64 startSyncTime;
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||||
uint64 finishSyncTime;
|
||||
uint64 startGameTime;
|
||||
uint64 finishGameTime;
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||||
uint64 finishDrawTime;
|
||||
uint64 startRenderTime;
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||||
uint64 finishRenderTime;
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||||
};
|
||||
|
||||
#define MAX_PRINT_MSG_SIZE 4096
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||||
#define MAX_WARNING_LIST 256
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||||
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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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||||
public:
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||||
idCommonLocal();
|
||||
|
||||
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();
|
||||
virtual void Quit();
|
||||
virtual bool IsInitialized() const;
|
||||
virtual void Frame();
|
||||
virtual void UpdateScreen( bool captureToImage );
|
||||
virtual void UpdateLevelLoadPacifier();
|
||||
virtual void StartupVariable( const char * match );
|
||||
virtual void WriteConfigToFile( const char *filename );
|
||||
virtual void BeginRedirect( char *buffer, int buffersize, void (*flush)( const char * ) );
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||||
virtual void EndRedirect();
|
||||
virtual void SetRefreshOnPrint( bool set );
|
||||
virtual void Printf( VERIFY_FORMAT_STRING const char *fmt, ... );
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||||
virtual void VPrintf( const char *fmt, va_list arg );
|
||||
virtual void DPrintf( VERIFY_FORMAT_STRING const char *fmt, ... );
|
||||
virtual void Warning( VERIFY_FORMAT_STRING const char *fmt, ... );
|
||||
virtual void DWarning( VERIFY_FORMAT_STRING const char *fmt, ...);
|
||||
virtual void PrintWarnings();
|
||||
virtual void ClearWarnings( const char *reason );
|
||||
virtual void Error( VERIFY_FORMAT_STRING const char *fmt, ... );
|
||||
virtual void FatalError( VERIFY_FORMAT_STRING const char *fmt, ... );
|
||||
virtual bool IsShuttingDown() const { return com_shuttingDown; }
|
||||
|
||||
virtual const char * KeysFromBinding( const char *bind );
|
||||
virtual const char * BindingFromKey( const char *key );
|
||||
|
||||
virtual bool IsMultiplayer();
|
||||
virtual bool IsServer();
|
||||
virtual bool IsClient();
|
||||
|
||||
virtual bool GetConsoleUsed() { return consoleUsed; }
|
||||
|
||||
virtual int GetSnapRate();
|
||||
|
||||
virtual void NetReceiveReliable( int peer, int type, idBitMsg & msg );
|
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virtual void NetReceiveSnapshot( class idSnapShot & ss );
|
||||
virtual void NetReceiveUsercmds( int peer, idBitMsg & msg );
|
||||
void NetReadUsercmds( int clientNum, idBitMsg & msg );
|
||||
|
||||
virtual bool ProcessEvent( const sysEvent_t *event );
|
||||
|
||||
virtual bool LoadGame( const char * saveName );
|
||||
virtual bool SaveGame( const char * saveName );
|
||||
|
||||
virtual int ButtonState( int key );
|
||||
virtual int KeyState( int key );
|
||||
|
||||
virtual idDemoFile * ReadDemo() { return readDemo; }
|
||||
virtual idDemoFile * WriteDemo() { return writeDemo; }
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||||
|
||||
virtual idGame * Game() { return game; }
|
||||
virtual idRenderWorld * RW() { return renderWorld; }
|
||||
virtual idSoundWorld * SW() { return soundWorld; }
|
||||
virtual idSoundWorld * MenuSW() { return menuSoundWorld; }
|
||||
virtual idSession * Session() { return session; }
|
||||
virtual idCommonDialog & Dialog() { return commonDialog; }
|
||||
|
||||
virtual void OnSaveCompleted( idSaveLoadParms & parms );
|
||||
virtual void OnLoadCompleted( idSaveLoadParms & parms );
|
||||
virtual void OnLoadFilesCompleted( idSaveLoadParms & parms );
|
||||
virtual void OnEnumerationCompleted( idSaveLoadParms & parms );
|
||||
virtual void OnDeleteCompleted( idSaveLoadParms & parms );
|
||||
virtual void TriggerScreenWipe( const char * _wipeMaterial, bool hold );
|
||||
|
||||
virtual void OnStartHosting( idMatchParameters & parms );
|
||||
|
||||
virtual int GetGameFrame() { return gameFrame; }
|
||||
|
||||
virtual void LaunchExternalTitle( int titleIndex,
|
||||
int device,
|
||||
const lobbyConnectInfo_t * const connectInfo ); // For handling invitations. NULL if no invitation used.
|
||||
|
||||
virtual void InitializeMPMapsModes();
|
||||
virtual const idStrList & GetModeList() const { return mpGameModes; }
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||||
virtual const idStrList & GetModeDisplayList() const { return mpDisplayGameModes; }
|
||||
virtual const idList<mpMap_t> & GetMapList() const { return mpGameMaps; }
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||||
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||||
virtual void ResetPlayerInput( int playerIndex );
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||||
|
||||
virtual bool JapaneseCensorship() const;
|
||||
|
||||
virtual void QueueShowShell() { showShellRequested = true; }
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||||
|
||||
virtual currentGame_t GetCurrentGame() const { return currentGame; }
|
||||
virtual void SwitchToGame( currentGame_t newGame );
|
||||
|
||||
public:
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||||
void Draw(); // called by gameThread
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int GetGameThreadTotalTime() const { return gameThread.GetThreadTotalTime(); }
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||||
int GetGameThreadGameTime() const { return gameThread.GetThreadGameTime(); }
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int GetGameThreadRenderTime() const { return gameThread.GetThreadRenderTime(); }
|
||||
int GetRendererBackEndMicroseconds() const { return time_backend; }
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int GetRendererShadowsMicroseconds() const { return time_shadows; }
|
||||
int GetRendererIdleMicroseconds() const { return mainFrameTiming.startRenderTime - mainFrameTiming.finishSyncTime; }
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int GetRendererGPUMicroseconds() const { 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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||||
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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() { return currentMapName.c_str(); }
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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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||||
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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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||||
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||||
idUserCmdMgr & GetUCmdMgr() { return userCmdMgr; }
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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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||||
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||||
char * rd_buffer;
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||||
int rd_buffersize;
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||||
void (*rd_flush)( const char *buffer );
|
||||
|
||||
idStr warningCaption;
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||||
idStrList warningList;
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||||
idStrList errorList;
|
||||
|
||||
int gameDLL;
|
||||
|
||||
idCommonDialog commonDialog;
|
||||
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idFile_SaveGame saveFile;
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||||
idFile_SaveGame stringsFile;
|
||||
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;
|
||||
|
||||
// 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.
|
||||
idDemoFile * readDemo;
|
||||
idDemoFile * writeDemo;
|
||||
|
||||
bool menuActive;
|
||||
idSoundWorld * menuSoundWorld; // so the game soundWorld can be muted
|
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bool insideExecuteMapChange; // Enable Pacifier Updates
|
||||
|
||||
// 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
|
||||
// This data is cleared after ExecuteMapChange
|
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struct mapSpawnData_t {
|
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idFile_SaveGame * savegameFile; // Used for loading a save game
|
||||
idFile_SaveGame * stringTableFile; // String table read from save game loaded
|
||||
idFile_SaveGamePipelined *pipelineFile;
|
||||
int savegameVersion; // Version of the save game we're loading
|
||||
idDict persistentPlayerInfo; // Used for transitioning from map to map
|
||||
};
|
||||
mapSpawnData_t mapSpawnData;
|
||||
idStr currentMapName; // for checking reload on same level
|
||||
bool mapSpawned; // cleared on Stop()
|
||||
|
||||
bool insideUpdateScreen; // true while inside ::UpdateScreen()
|
||||
|
||||
idUserCmdMgr userCmdMgr;
|
||||
|
||||
int nextUsercmdSendTime; // Next time to send usercmds
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||||
int nextSnapshotSendTime; // Next time to send a snapshot
|
||||
|
||||
idSnapShot lastSnapShot; // last snapshot we received from the server
|
||||
struct reliableMsg_t {
|
||||
int client;
|
||||
int type;
|
||||
int dataSize;
|
||||
byte * data;
|
||||
};
|
||||
idList<reliableMsg_t> reliableQueue;
|
||||
|
||||
|
||||
// Snapshot interpolation
|
||||
idSnapShot oldss; // last local snapshot
|
||||
// (ie on server this is the last "master" snapshot we created)
|
||||
// (on clients this is the last received snapshot)
|
||||
// used for comparisons with the new snapshot for com_drawSnapshot
|
||||
|
||||
// This is ultimately controlled by net_maxBufferedSnapshots by running double speed, but this is the hard max before seeing visual popping
|
||||
static const int RECEIVE_SNAPSHOT_BUFFER_SIZE = 16;
|
||||
|
||||
int readSnapshotIndex;
|
||||
int writeSnapshotIndex;
|
||||
idArray<idSnapShot,RECEIVE_SNAPSHOT_BUFFER_SIZE> receivedSnaps;
|
||||
|
||||
float optimalPCTBuffer;
|
||||
float optimalTimeBuffered;
|
||||
float optimalTimeBufferedWindow;
|
||||
|
||||
uint64 snapRate;
|
||||
uint64 actualRate;
|
||||
|
||||
uint64 snapTime; // time we got the most recent snapshot
|
||||
uint64 snapTimeDelta; // time interval that current ss was sent in
|
||||
|
||||
uint64 snapTimeWrite;
|
||||
uint64 snapCurrentTime; // realtime playback time
|
||||
netTimes_t snapCurrent; // current snapshot
|
||||
netTimes_t snapPrevious; // previous snapshot
|
||||
float snapCurrentResidual;
|
||||
|
||||
float snapTimeBuffered;
|
||||
float effectiveSnapRate;
|
||||
int totalBufferedTime;
|
||||
int totalRecvTime;
|
||||
|
||||
|
||||
|
||||
int clientPrediction;
|
||||
|
||||
int gameFrame; // Frame number of the local game
|
||||
double gameTimeResidual; // left over msec from the last game frame
|
||||
bool syncNextGameFrame;
|
||||
|
||||
bool aviCaptureMode; // if true, screenshots will be taken and sound captured
|
||||
idStr aviDemoShortName; //
|
||||
int aviDemoFrameCount;
|
||||
|
||||
enum timeDemo_t {
|
||||
TD_NO,
|
||||
TD_YES,
|
||||
TD_YES_THEN_QUIT
|
||||
};
|
||||
timeDemo_t timeDemo;
|
||||
int timeDemoStartTime;
|
||||
int numDemoFrames; // for timeDemo and demoShot
|
||||
int demoTimeOffset;
|
||||
renderView_t currentDemoRenderView;
|
||||
|
||||
idStrList mpGameModes;
|
||||
idStrList mpDisplayGameModes;
|
||||
idList<mpMap_t> mpGameMaps;
|
||||
|
||||
idSWF * loadGUI;
|
||||
int nextLoadTip;
|
||||
bool isHellMap;
|
||||
bool defaultLoadscreen;
|
||||
idStaticList<int, LOAD_TIP_COUNT> loadTipList;
|
||||
|
||||
const idMaterial * splashScreen;
|
||||
|
||||
const idMaterial * whiteMaterial;
|
||||
|
||||
const idMaterial * wipeMaterial;
|
||||
int wipeStartTime;
|
||||
int wipeStopTime;
|
||||
bool wipeHold;
|
||||
bool wipeForced; // used for the PS3 to start an early wipe while we are accessing saved game data
|
||||
|
||||
idGameThread gameThread; // the game and draw code can be run in parallel
|
||||
|
||||
// com_speeds times
|
||||
int count_numGameFrames; // total number of game frames that were run
|
||||
int time_gameFrame; // game logic time
|
||||
int time_maxGameFrame; // maximum single frame game logic time
|
||||
int time_gameDraw; // game present time
|
||||
uint64 time_frontend; // renderer frontend time
|
||||
uint64 time_backend; // renderer backend time
|
||||
uint64 time_shadows; // renderer backend waiting for shadow volumes to be created
|
||||
uint64 time_gpu; // total gpu time, at least for PC
|
||||
|
||||
// Used during loading screens
|
||||
int lastPacifierSessionTime;
|
||||
int lastPacifierGuiTime;
|
||||
bool lastPacifierDialogState;
|
||||
|
||||
bool showShellRequested;
|
||||
|
||||
currentGame_t currentGame;
|
||||
currentGame_t idealCurrentGame; // Defer game switching so that bad things don't happen in the middle of the frame.
|
||||
const idMaterial * doomClassicMaterial;
|
||||
|
||||
static const int DOOMCLASSIC_RENDERWIDTH = 320 * 3;
|
||||
static const int DOOMCLASSIC_RENDERHEIGHT = 200 * 3;
|
||||
static const int DOOMCLASSIC_BYTES_PER_PIXEL = 4;
|
||||
static const int DOOMCLASSIC_IMAGE_SIZE_IN_BYTES = DOOMCLASSIC_RENDERWIDTH * DOOMCLASSIC_RENDERHEIGHT * DOOMCLASSIC_BYTES_PER_PIXEL;
|
||||
|
||||
idArray< byte, DOOMCLASSIC_IMAGE_SIZE_IN_BYTES > doomClassicImageData;
|
||||
|
||||
private:
|
||||
void InitCommands();
|
||||
void InitSIMD();
|
||||
void AddStartupCommands();
|
||||
void ParseCommandLine( int argc, const char * const * argv );
|
||||
bool SafeMode();
|
||||
void CloseLogFile();
|
||||
void WriteConfiguration();
|
||||
void DumpWarnings();
|
||||
void LoadGameDLL();
|
||||
void UnloadGameDLL();
|
||||
void CleanupShell();
|
||||
void RenderBink( const char * path );
|
||||
void RenderSplash();
|
||||
void FilterLangList( idStrList* list, idStr lang );
|
||||
void CheckStartupStorageRequirements();
|
||||
|
||||
void ExitMenu();
|
||||
bool MenuEvent( const sysEvent_t * event );
|
||||
|
||||
void StartMenu( bool playIntro = false );
|
||||
void GuiFrameEvents();
|
||||
|
||||
void BeginAVICapture( const char *name );
|
||||
void EndAVICapture();
|
||||
|
||||
void AdvanceRenderDemo( bool singleFrameOnly );
|
||||
|
||||
void ProcessGameReturn( const gameReturn_t & ret );
|
||||
|
||||
void RunNetworkSnapshotFrame();
|
||||
void ExecuteReliableMessages();
|
||||
|
||||
|
||||
// Snapshot interpolation
|
||||
void ProcessSnapshot( idSnapShot & ss );
|
||||
int CalcSnapTimeBuffered( int & totalBufferedTime, int & totalRecvTime );
|
||||
void ProcessNextSnapshot();
|
||||
void InterpolateSnapshot( netTimes_t & prev, netTimes_t & next, float fraction, bool predict );
|
||||
void ResetNetworkingState();
|
||||
|
||||
int NetworkFrame();
|
||||
void SendSnapshots();
|
||||
void SendUsercmds( int localClientNum );
|
||||
|
||||
void LoadLoadingGui(const char *mapName, bool & hellMap );
|
||||
|
||||
// Meant to be used like:
|
||||
// while ( waiting ) { BusyWait(); }
|
||||
void BusyWait();
|
||||
bool WaitForSessionState( idSession::sessionState_t desiredState );
|
||||
|
||||
void ExecuteMapChange();
|
||||
void UnloadMap();
|
||||
|
||||
void Stop( bool resetSession = true );
|
||||
|
||||
// called by Draw when the scene to scene wipe is still running
|
||||
void DrawWipeModel();
|
||||
void StartWipe( const char *materialName, bool hold = false);
|
||||
void CompleteWipe();
|
||||
void ClearWipe();
|
||||
|
||||
void MoveToNewMap( const char * mapName, bool devmap );
|
||||
|
||||
void PlayIntroGui();
|
||||
|
||||
void ScrubSaveGameFileName( idStr &saveFileName ) const;
|
||||
|
||||
// Doom classic support
|
||||
void RunDoomClassicFrame();
|
||||
void RenderDoomClassic();
|
||||
bool IsPlayingDoomClassic() const { return GetCurrentGame() != DOOM3_BFG; }
|
||||
void PerformGameSwitch();
|
||||
};
|
||||
|
||||
extern idCommonLocal commonLocal;
|
||||
Reference in New Issue
Block a user