1 /*
2 ===========================================================================
3 
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
6 
7 This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
8 
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13 
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17 GNU General Public License for more details.
18 
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.
21 
22 In addition, the Doom 3 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 Source Code.  If not, please request a copy in writing from id Software at the address below.
23 
24 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.
25 
26 ===========================================================================
27 */
28 
29 #ifndef __SESSION_H__
30 #define __SESSION_H__
31 
32 struct sysEvent_t;
33 struct backgroundDownload_t;
34 class idDemoFile;
35 class idRenderWorld;
36 class idSoundWorld;
37 class idUserInterface;
38 
39 /*
40 ===============================================================================
41 
42 	The session is the glue that holds games together between levels.
43 
44 ===============================================================================
45 */
46 
47 // needed by the gui system for the load game menu
48 typedef struct {
49 	short		health;
50 	short		heartRate;
51 	short		stamina;
52 	short		combat;
53 } logStats_t;
54 
55 static const int	MAX_LOGGED_STATS = 60 * 120;		// log every half second
56 
57 typedef enum {
58 	MSG_OK,
59 	MSG_ABORT,
60 	MSG_OKCANCEL,
61 	MSG_YESNO,
62 	MSG_PROMPT,
63 	MSG_CDKEY,
64 	MSG_INFO,
65 	MSG_WAIT
66 } msgBoxType_t;
67 
68 typedef const char * (*HandleGuiCommand_t)( const char * );
69 
70 class idSession {
71 public:
~idSession()72 	virtual			~idSession() {}
73 
74 	// Called in an orderly fashion at system startup,
75 	// so commands, cvars, files, etc are all available.
76 	virtual	void	Init() = 0;
77 
78 	// Shut down the session.
79 	virtual	void	Shutdown() = 0;
80 
81 	// Called on errors and game exits.
82 	virtual void	Stop() = 0;
83 
84 	// Redraws the screen, handling games, guis, console, etc
85 	// during normal once-a-frame updates, outOfSequence will be false,
86 	// but when the screen is updated in a modal manner, as with utility
87 	// output, the mouse cursor will be released if running windowed.
88 	virtual void	UpdateScreen( bool outOfSequence = true ) = 0;
89 
90 	// Called when console prints happen, allowing the loading screen
91 	// to redraw if enough time has passed.
92 	virtual void	PacifierUpdate() = 0;
93 
94 	// Called every frame, possibly spinning in place if we are
95 	// above maxFps, or we haven't advanced at least one demo frame.
96 	// Returns the number of milliseconds since the last frame.
97 	virtual void	Frame() = 0;
98 
99 	// Returns true if a multiplayer game is running.
100 	// CVars and commands are checked differently in multiplayer mode.
101 	virtual bool	IsMultiplayer() = 0;
102 
103 	// Processes the given event.
104 	virtual	bool	ProcessEvent( const sysEvent_t *event ) = 0;
105 
106 	// Activates the main menu
107 	virtual void	StartMenu( bool playIntro = false ) = 0;
108 
109 	virtual void	SetGUI( idUserInterface *gui, HandleGuiCommand_t handle ) = 0;
110 
111 	// Updates gui and dispatched events to it
112 	virtual void	GuiFrameEvents() = 0;
113 
114 	// fires up the optional GUI event, also returns them if you set wait to true
115 	// if MSG_PROMPT and wait, returns the prompt string or NULL if aborted
116 	// if MSG_CDKEY and want, returns the cd key or NULL if aborted
117 	// network tells wether one should still run the network loop in a wait dialog
118 	virtual const char *MessageBox( msgBoxType_t type, const char *message, const char *title = NULL, bool wait = false, const char *fire_yes = NULL, const char *fire_no = NULL, bool network = false ) = 0;
119 	virtual void	StopBox( void ) = 0;
120 	// monitor this download in a progress box to either abort or completion
121 	virtual void	DownloadProgressBox( backgroundDownload_t *bgl, const char *title, int progress_start = 0, int progress_end = 100 ) = 0;
122 
123 	virtual void	SetPlayingSoundWorld() = 0;
124 
125 	// this is used by the sound system when an OnDemand sound is loaded, so the game action
126 	// doesn't advance and get things out of sync
127 	virtual void	TimeHitch( int msec ) = 0;
128 
129 	// read and write the cd key data to files
130 	// doesn't perform any validity checks
131 	virtual void	ReadCDKey( void ) = 0;
132 	virtual void	WriteCDKey( void ) = 0;
133 
134 	// returns NULL for if xp is true and xp key is not valid or not present
135 	virtual const char *GetCDKey( bool xp ) = 0;
136 
137 	// check keys for validity when typed in by the user ( with checksum verification )
138 	// store the new set of keys if they are found valid
139 	virtual bool	CheckKey( const char *key, bool netConnect, bool offline_valid[ 2 ] ) = 0;
140 
141 	// verify the current set of keys for validity
142 	// strict -> keys in state CDKEY_CHECKING state are not ok
143 	virtual bool	CDKeysAreValid( bool strict ) = 0;
144 	// wipe the key on file if the network check finds it invalid
145 	virtual void	ClearCDKey( bool valid[ 2 ] ) = 0;
146 
147 	// configure gui variables for mainmenu.gui and cd key state
148 	virtual void	SetCDKeyGuiVars( void ) = 0;
149 
150 	virtual bool	WaitingForGameAuth( void ) = 0;
151 
152 	// got reply from master about the keys. if !valid, auth_msg given
153 	virtual void	CDKeysAuthReply( bool valid, const char *auth_msg ) = 0;
154 
155 	virtual const char *GetCurrentMapName( void ) = 0;
156 
157 	virtual int		GetSaveGameVersion( void ) = 0;
158 
159 	// The render world and sound world used for this session.
160 	idRenderWorld *	rw;
161 	idSoundWorld *	sw;
162 
163 	// The renderer and sound system will write changes to writeDemo.
164 	// Demos can be recorded and played at the same time when splicing.
165 	idDemoFile *	readDemo;
166 	idDemoFile *	writeDemo;
167 	int				renderdemoVersion;
168 };
169 
170 extern	idSession *	session;
171 
172 #endif /* !__SESSION_H__ */
173