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2026-05-21 15:36:02 -07:00

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/*
===========================================================================
IceTech GPL Source Code
Copyright (C) 2026 Justin Marshall
This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
IceTech Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
IceTech Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the IceTech 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 IceTech 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 Justin Marshall, justinmarshall20@gmail.com
===========================================================================
*/
#ifndef __COMMON_H__
#define __COMMON_H__
/*
==============================================================
Common
==============================================================
*/
#ifdef PREY
class idKeyInput;
#endif
#ifdef QUAKE4
// RAVEN BEGIN
// mekberg: added more save types
typedef enum {
ST_REGULAR,
ST_QUICK,
ST_AUTO,
ST_CHECKPOINT,
} saveType_t;
// RAVEN END
#define MAX_OUTPUT_HISTORY 16
class idInterpreter;
class idProgram;
class rvISourceControl;
// converted to a class so the idStr gets constructed
class MemInfo {
public:
MemInfo( void );
idStr filebase;
int total;
int assetTotals;
// asset totals
int imageAssetsTotal;
int modelAssetsTotal;
int soundAssetsTotal;
int collAssetsTotal;
int animsAssetsTotal;
int aasAssetsTotal;
int imageAssetsCount;
int modelAssetsCount;
int soundAssetsCount;
int collAssetsCount;
int animsAssetsCount;
int aasAssetsCount;
};
#endif
typedef enum {
EDITOR_NONE = 0,
EDITOR_RADIANT = BIT(1),
EDITOR_GUI = BIT(2),
EDITOR_DEBUGGER = BIT(3),
EDITOR_SCRIPT = BIT(4),
EDITOR_LIGHT = BIT(5),
EDITOR_SOUND = BIT(6),
EDITOR_DECL = BIT(7),
EDITOR_AF = BIT(8),
#ifndef QUAKE4
EDITOR_PARTICLE = BIT(9),
EDITOR_PDA = BIT(10),
EDITOR_AAS = BIT(11),
EDITOR_MATERIAL = BIT(12)
#else
EDITOR_PDA = BIT(9),
EDITOR_FX = BIT(10),
EDITOR_REVERB = BIT(11),
EDITOR_PLAYBACKS = BIT(12),
EDITOR_MODVIEW = BIT(13),
EDITOR_LOGVIEW = BIT(14),
EDITOR_ENTVIEW = BIT(15),
EDITOR_MATERIAL = BIT(16),
// Doom 3 tool path is intentionally preserved. This alias keeps the
// old in-game particle editor code buildable when QUAKE4 is defined.
EDITOR_PARTICLE = BIT(21),
// Just flags to prevent caching of unneeded assets
EDITOR_AAS = BIT(17),
EDITOR_RENDERBUMP = BIT(18),
EDITOR_SPAWN_GUI = BIT(19),
// Specifies that a decl validation run is happening
EDITOR_DECL_VALIDATING = BIT(20),
EDITOR_ALL = -1
#endif
} toolFlag_t;
#define STRTABLE_ID "#str_"
#define STRTABLE_ID_LENGTH 5
extern idCVar com_version;
extern idCVar com_skipRenderer;
extern idCVar com_asyncInput;
extern idCVar com_asyncSound;
extern idCVar com_machineSpec;
extern idCVar com_purgeAll;
extern idCVar com_developer;
extern idCVar com_allowConsole;
extern idCVar com_speeds;
extern idCVar com_showFPS;
extern idCVar com_showMemoryUsage;
extern idCVar com_showAsyncStats;
extern idCVar com_showSoundDecoders;
extern idCVar com_makingBuild;
extern idCVar com_updateLoadSize;
extern idCVar com_videoRam;
#ifdef QUAKE4
extern idCVar com_skipUltraQuality;
extern idCVar com_Bundler;
#ifndef _XENON
extern idCVar com_MakeLoadScreens;
#endif
extern idCVar com_QuickLoad;
extern idCVar com_Limits;
extern idCVar com_BinaryWrite;
extern idCVar com_BinaryRead;
#ifdef RV_BINARYDECLS
extern idCVar com_BinaryDeclRead;
#endif
#ifdef RV_SINGLE_DECL_FILE
extern idCVar com_SingleDeclFile;
extern idCVar com_WriteSingleDeclFIle;
#endif
extern idCVar com_uniqueWarnings;
extern idCVar com_showMemAllocTags;
#if defined(_XENON)
extern idCVar com_showXenTexCacheStats;
extern idCVar com_showXenHardwareTimers;
extern idCVar com_showXenThreadUsage;
#endif
extern idCVar sys_lang;
#endif
extern int time_gameFrame; // game logic time
extern int time_gameDraw; // game present time
extern int time_frontend; // renderer frontend time
extern int time_backend; // renderer backend time
extern float com_lastGameFrameMsec; // last displayed game CPU time
extern float com_lastRenderFrameMsec;// last displayed render CPU time
extern float com_pathTracingGpuMsec; // last completed path tracing GPU time
#ifdef QUAKE4
extern int time_waiting; // time spent waiting
#endif
extern int com_frameTime; // time for the current frame in milliseconds
extern volatile int com_ticNumber; // 60 hz tics, incremented by async function
extern int com_editors; // current active editor(s)
extern bool com_editorActive; // true if an editor has focus
#ifdef QUAKE4
extern bool com_debugHudActive; // the debug hud is active in the game
#endif
#ifdef _WIN32
const char DMAP_MSGID[] = "DMAPOutput";
const char DMAP_DONE[] = "DMAPDone";
extern HWND com_hwndMsg;
extern bool com_outputMsg;
#endif
struct MemInfo_t {
idStr filebase;
int total;
int assetTotals;
// memory manager totals
int memoryManagerTotal;
// subsystem totals
int gameSubsystemTotal;
int renderSubsystemTotal;
// asset totals
int imageAssetsTotal;
int modelAssetsTotal;
int soundAssetsTotal;
};
class idCommon {
public:
virtual ~idCommon( void ) {}
// Initialize everything.
// if the OS allows, pass argc/argv directly (without executable name)
// otherwise pass the command line in a single string (without executable name)
virtual void Init( int argc, const char **argv, const char *cmdline ) = 0;
// Shuts down everything.
virtual void Shutdown( void ) = 0;
// Shuts down everything.
virtual void Quit( void ) = 0;
// Returns true if common initialization is complete.
virtual bool IsInitialized( void ) const = 0;
// Called repeatedly as the foreground thread for rendering and game logic.
virtual void Frame( void ) = 0;
// Called repeatedly by blocking function calls with GUI interactivity.
virtual void GUIFrame( bool execCmd, bool network ) = 0;
// Checks for and removes command line "+set var arg" constructs.
// If match is NULL, all set commands will be executed, otherwise
// only a set with the exact name. Only used during startup.
// set once to clear the cvar from +set for early init code
virtual void StartupVariable( const char *match, bool once ) = 0;
#ifdef QUAKE4
virtual int GetUserCmdHz( void ) const = 0;
virtual int GetUserCmdMSec( void ) const = 0;
virtual int GetFrameTime( void ) const = 0;
virtual bool IsRenderableGameFrame( void ) const = 0;
virtual void SetRenderableGameFrame( bool in ) = 0;
virtual const char * GetErrorMessage( void ) const = 0;
virtual bool IsToolActive( void ) const = 0;
#ifdef _RV_MEM_SYS_SUPPORT
virtual void InitHeaps( void ) = 0;
virtual void ShutdownHeaps( void ) = 0;
#endif
virtual void RunAlwaysThinkGUIs( int time ) = 0;
virtual bool DoingDeclValidation( void ) = 0;
virtual void SetCrashReportAutoSendString( const char *psString ) = 0;
#endif
// Initializes a tool with the given dictionary.
virtual void InitTool( const toolFlag_t tool, const idDict *dict ) = 0;
// Activates or deactivates a tool.
virtual void ActivateTool( bool active ) = 0;
// Writes the user's configuration to a file
virtual void WriteConfigToFile( const char *filename ) = 0;
// Writes cvars with the given flags to a file.
virtual void WriteFlaggedCVarsToFile( const char *filename, int flags, const char *setCmd ) = 0;
// Begins redirection of console output to the given buffer.
#ifdef QUAKE4
virtual void BeginRedirect( char *buffer, int buffersize, void (*flush)( const char * ), bool rcon = false ) = 0;
#else
virtual void BeginRedirect( char *buffer, int buffersize, void (*flush)( const char * ) ) = 0;
#endif
// Stops redirection of console output.
virtual void EndRedirect( void ) = 0;
// Update the screen with every message printed.
virtual void SetRefreshOnPrint( bool set ) = 0;
// Prints message to the console, which may cause a screen update if com_refreshOnPrint is set.
virtual void Printf( const char *fmt, ... )id_attribute((format(printf,2,3))) = 0;
// Same as Printf, with a more usable API - Printf pipes to this.
virtual void VPrintf( const char *fmt, va_list arg ) = 0;
// Prints message that only shows up if the "developer" cvar is set,
// and NEVER forces a screen update, which could cause reentrancy problems.
virtual void DPrintf( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
// Prints WARNING %s message and adds the warning message to a queue for printing later on.
virtual void Warning( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
// Prints WARNING %s message in yellow that only shows up if the "developer" cvar is set.
virtual void DWarning( const char *fmt, ...) id_attribute((format(printf,2,3))) = 0;
// Prints all queued warnings.
virtual void PrintWarnings( void ) = 0;
// Removes all queued warnings.
virtual void ClearWarnings( const char *reason ) = 0;
// Issues a C++ throw. Normal errors just abort to the game loop,
// which is appropriate for media or dynamic logic errors.
virtual void Error( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
// Fatal errors quit all the way to a system dialog box, which is appropriate for
// static internal errors or cases where the system may be corrupted.
virtual void FatalError( const char *fmt, ... ) id_attribute((format(printf,2,3))) = 0;
#ifdef QUAKE4
// Brings up notepad with the warnings generated while running the game.
virtual void DumpWarnings( void ) = 0;
#endif
// Returns a pointer to the dictionary with language specific strings.
virtual const idLangDict * GetLanguageDict( void ) = 0;
#ifdef QUAKE4
// Returns the localised string of the token, or the token if it does not begin with #str_.
virtual const char * GetLocalizedString( const char *token, int langIndex = -1 ) = 0;
// Returns the localised string at position 'index'.
virtual const idLangKeyValue * GetLocalizedString( int index, int langIndex = -1 ) = 0;
// Returns the number of languages the game found.
virtual int GetNumLanguages( void ) const = 0;
// Returns the number of strings in the English langdict.
virtual int GetNumLocalizedStrings( void ) const = 0;
// Returns the name of the language.
virtual const char * GetLanguage( int index ) const = 0;
// Returns whether the language has VO.
virtual bool LanguageHasVO( int index ) const = 0;
#endif
// Returns key bound to the command
virtual const char * KeysFromBinding( const char *bind ) = 0;
// Returns the binding bound to the key
virtual const char * BindingFromKey( const char *key ) = 0;
// Directly sample a button.
virtual int ButtonState( int key ) = 0;
// Directly sample a keystate.
virtual int KeyState( int key ) = 0;
#ifdef QUAKE4
virtual int GetRModeForMachineSpec( int machineSpec ) const = 0;
virtual void SetDesiredMachineSpec( int machineSpec ) = 0;
virtual bool IsRCon( void ) const = 0;
#endif
#ifdef PREY
virtual void MaterialKeyForBinding(const char* binding, char* materialName, char* keyText, bool* wideKey) = 0;
#endif
virtual float Get_com_engineHz_latched(void) = 0;
virtual int64_t Get_com_engineHz_numerator(void) = 0;
virtual int64_t Get_com_engineHz_denominator(void) = 0;
};
extern idCommon * common;
// Returns the msec the frame starts on
ID_INLINE int FRAME_TO_MSEC(int64_t frame) {
return (int)((frame * common->Get_com_engineHz_numerator()) / common->Get_com_engineHz_denominator());
}
// Rounds DOWN to the nearest frame
ID_INLINE int MSEC_TO_FRAME_FLOOR(int msec) {
return (int)((((int64_t)msec * common->Get_com_engineHz_denominator()) + (common->Get_com_engineHz_denominator() - 1)) / common->Get_com_engineHz_numerator());
}
// Rounds UP to the nearest frame
ID_INLINE int MSEC_TO_FRAME_CEIL(int msec) {
return (int)((((int64_t)msec * common->Get_com_engineHz_denominator()) + (common->Get_com_engineHz_numerator() - 1)) / common->Get_com_engineHz_numerator());
}
// Aligns msec so it starts on a frame bondary
ID_INLINE int MSEC_ALIGN_TO_FRAME(int msec) {
return FRAME_TO_MSEC(MSEC_TO_FRAME_CEIL(msec));
}
#endif /* !__COMMON_H__ */