NS/main/source/cl_dll/cdll_int.cpp
Ari Timonen 4f13237895 Update line endings
Change CRLF to LF in repo.
2018-04-22 18:55:55 +03:00

463 lines
9.9 KiB
C++

/***
*
* Copyright (c) 1999, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
//
// cdll_int.c
//
// this implementation handles the linking of the engine to the DLL
//
#include "hud.h"
#include "cl_util.h"
#include "netadr.h"
#undef INTERFACE_H
#include "../common/interface.h"
#include "vgui_SchemeManager.h"
#include <papi.h>
/*
extern "C"
{
#include "pm_shared.h"
}*/
#include "pm_shared.h"
#include <string.h>
#include "hud_servers.h"
#include "vgui_int.h"
#include "AvHHud.h"
#include "AvHUIFactory.h"
#include "AvHParticleSystemManager.h"
#include "AvHHulls.h"
#include "interface.h"
//#include "itrackeruser.h"
#ifdef _WIN32
#include "winsani_in.h"
#include <windows.h>
#include "winsani_out.h"
#endif
#include "Exports.h"
#
#include "tri.h"
#include "vgui_TeamFortressViewport.h"
#include "interface.h"
#include "APIProxy.h"
//#include "cl_dll/Exports.h"
cl_enginefunc_t gEngfuncs;
// Instead of using default Half-life HUD, use more flexible one I've added
//CHud gHUD;
//UIHud gHUD("StratHL/ui.txt", new AvHUIFactory());
AvHHud gHUD((string(getModDirectory()) + "/ui.txt").c_str(), new AvHUIFactory());
TeamFortressViewport *gViewPort = NULL;
HINTERFACEMODULE g_hTrackerModule = NULL;
//ITrackerUser *g_pTrackerUser = NULL;
void InitInput (void);
void EV_HookEvents( void );
void IN_Commands( void );
/*
================================
HUD_GetHullBounds
Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist.
================================
*/
int CL_DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs )
{
// RecClGetHullBounds(hullnumber, mins, maxs);
int iret = 0;
switch ( hullnumber )
{
case 0: // Human and level 4 alien, crouched level 5
HULL0_MIN.CopyToArray(mins);
HULL0_MAX.CopyToArray(maxs);
iret = 1;
break;
case 1: // Crouched human, level 2 alien, level 3, crouched level 3 and 4
HULL1_MIN.CopyToArray(mins);
HULL1_MAX.CopyToArray(maxs);
iret = 1;
break;
case 2: // Point based hull
HULL2_MIN.CopyToArray(mins);
HULL2_MAX.CopyToArray(maxs);
iret = 1;
break;
case 3: // Huge alien
HULL3_MIN.CopyToArray(mins);
HULL3_MAX.CopyToArray(maxs);
iret = 1;
break;
}
return iret;
}
/*
================================
HUD_ConnectionlessPacket
Return 1 if the packet is valid. Set response_buffer_size if you want to send a response packet. Incoming, it holds the max
size of the response_buffer, so you must zero it out if you choose not to respond.
================================
*/
int CL_DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size )
{
//RecClConnectionlessPacket(net_from, args, response_buffer, response_buffer_size);
// Parse stuff from args
int max_buffer_size = *response_buffer_size;
// Zero it out since we aren't going to respond.
// If we wanted to response, we'd write data into response_buffer
*response_buffer_size = 0;
// Since we don't listen for anything here, just respond that it's a bogus message
// If we didn't reject the message, we'd return 1 for success instead.
return 0;
}
void CL_DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove )
{
//RecClClientMoveInit(ppmove);
PM_Init( ppmove );
}
char CL_DLLEXPORT HUD_PlayerMoveTexture( char *name )
{
// RecClClientTextureType(name);
return PM_FindTextureType( name );
}
void CL_DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server )
{
//RecClClientMove(ppmove, server);
PM_Move( ppmove, server );
}
int CL_DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
{
gEngfuncs = *pEnginefuncs;
//RecClInitialize(pEnginefuncs, iVersion);
if (iVersion != CLDLL_INTERFACE_VERSION)
return 0;
memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));
EV_HookEvents();
gHUD.InitExploitPrevention();
return 1;
}
/*
==========================
HUD_VidInit
Called when the game initializes
and whenever the vid_mode is changed
so the HUD can reinitialize itself.
==========================
*/
int CL_DLLEXPORT HUD_VidInit( void )
{
gHUD.InitExploitPrevention();
// RecClHudVidInit();
gHUD.VidInit();
VGui_Startup();
return 1;
}
/*
==========================
HUD_Init
Called whenever the client connects
to a server. Reinitializes all
the hud variables.
==========================
*/
void CL_DLLEXPORT HUD_Init( void )
{
// RecClHudInit();
InitInput();
gHUD.Init();
Scheme_Init();
}
/*
void UIDrawVariableBarSpriteHoles(int inSprite, int inX, int inY, float inPercentage)
{
// Assumes that frame 0 is the empty sprite, frame 1 is full sprite
const int kEmptyFrame = 0;
const int kFullFrame = 1;
int theSpriteWidth = SPR_Width(inSprite, kFullFrame);
int theSpriteHeight = SPR_Height(inSprite, kFullFrame);
int theColorComponent = 255;
// Draw empty sprite
SPR_Set(inSprite, theColorComponent, theColorComponent, theColorComponent);
SPR_DrawHoles(kEmptyFrame, inX, inY, NULL);
// Draw secondary level if specified, at half brightness
int theFilledHeight = theSpriteHeight*inPercentage;
theFilledHeight = theSpriteHeight*inPercentage;
// Draw partially full sprite. Enable scissor so it's not all drawn.
SPR_EnableScissor(inX, inY + (theSpriteHeight - theFilledHeight), theSpriteWidth, theFilledHeight);
SPR_Set(inSprite, theColorComponent, theColorComponent, theColorComponent);
SPR_DrawHoles(kFullFrame, inX, inY, NULL);
SPR_DisableScissor();
}
*/
// Demonstrates black lines around the edge of sprites (both using tri API and SPR_* calls)
// Demonstrates scissor not working properly
/*
==========================
HUD_Redraw
called every screen frame to
redraw the HUD.
===========================
*/
int CL_DLLEXPORT HUD_Redraw( float time, int intermission )
{
// RecClHudRedraw(time, intermission);
gHUD.Redraw( time, intermission );
//Direct3DTest();
//SoftwareTest();
return 1;
}
/*
==========================
HUD_UpdateClientData
called every time shared client
dll/engine data gets changed,
and gives the cdll a chance
to modify the data.
returns 1 if anything has been changed, 0 otherwise.
==========================
*/
int CL_DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime )
{
// RecClHudUpdateClientData(pcldata, flTime);
IN_Commands();
return gHUD.UpdateClientData(pcldata, flTime );
}
/*
==========================
HUD_Reset
Called at start and end of demos to restore to "non"HUD state.
==========================
*/
void CL_DLLEXPORT HUD_Reset( void )
{
// RecClHudReset();
gHUD.VidInit();
AvHParticleSystemManager::Instance()->Reset();
}
/*
==========================
HUD_Frame
Called by engine every frame that client .dll is loaded
==========================
*/
void CL_DLLEXPORT HUD_Frame( double time )
{
// RecClHudFrame(time);
ServersThink( time );
GetClientVoiceMgr()->Frame(time);
}
/*
==========================
HUD_VoiceStatus
Called when a player starts or stops talking.
==========================
*/
void CL_DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking)
{
// RecClVoiceStatus(entindex, bTalking);
GetClientVoiceMgr()->UpdateSpeakerStatus(entindex, bTalking);
}
/*
==========================
HUD_DirectorEvent
Called when a director event message was received
==========================
*/
void CL_DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf )
{
// RecClDirectorMessage(iSize, pbuf);
gHUD.m_Spectator.DirectorMessage( iSize, pbuf );
}
cldll_func_dst_t *g_pcldstAddrs;
extern "C" void CL_DLLEXPORT F(void *pv)
{
cldll_func_t *pcldll_func = (cldll_func_t *)pv;
// Hack!
g_pcldstAddrs = ((cldll_func_dst_t *)pcldll_func->pHudVidInitFunc);
cldll_func_t cldll_func =
{
Initialize,
HUD_Init,
HUD_VidInit,
HUD_Redraw,
HUD_UpdateClientData,
HUD_Reset,
HUD_PlayerMove,
HUD_PlayerMoveInit,
HUD_PlayerMoveTexture,
IN_ActivateMouse,
IN_DeactivateMouse,
IN_MouseEvent,
IN_ClearStates,
IN_Accumulate,
CL_CreateMove,
CL_IsThirdPerson,
CL_CameraOffset,
KB_Find,
CAM_Think,
V_CalcRefdef,
HUD_AddEntity,
HUD_CreateEntities,
HUD_DrawNormalTriangles,
HUD_DrawTransparentTriangles,
HUD_StudioEvent,
HUD_PostRunCmd,
HUD_Shutdown,
HUD_TxferLocalOverrides,
HUD_ProcessPlayerState,
HUD_TxferPredictionData,
Demo_ReadBuffer,
HUD_ConnectionlessPacket,
HUD_GetHullBounds,
HUD_Frame,
HUD_Key_Event,
HUD_TempEntUpdate,
HUD_GetUserEntity,
HUD_VoiceStatus,
HUD_DirectorMessage,
HUD_GetStudioModelInterface,
//HUD_ChatInputPosition,
};
*pcldll_func = cldll_func;
}
#include "cl_dll/IGameClientExports.h"
//-----------------------------------------------------------------------------
// Purpose: Exports functions that are used by the gameUI for UI dialogs
//-----------------------------------------------------------------------------
class CClientExports : public IGameClientExports
{
public:
// returns the name of the server the user is connected to, if any
virtual const char *GetServerHostName()
{
/*if (gViewPortInterface)
{
return gViewPortInterface->GetServerName();
}*/
return "";
}
// ingame voice manipulation
virtual bool IsPlayerGameVoiceMuted(int playerIndex)
{
if (GetClientVoiceMgr())
return GetClientVoiceMgr()->IsPlayerBlocked(playerIndex);
return false;
}
virtual void MutePlayerGameVoice(int playerIndex)
{
if (GetClientVoiceMgr())
{
GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, true);
}
}
virtual void UnmutePlayerGameVoice(int playerIndex)
{
if (GetClientVoiceMgr())
{
GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, false);
}
}
};
EXPOSE_SINGLE_INTERFACE(CClientExports, IGameClientExports, GAMECLIENTEXPORTS_INTERFACE_VERSION);