mirror of
https://github.com/shawns-valve/halflife.git
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a800ff8246
fixes ValveSoftware/halflife#1338 Changes: - added project files for Visual C++ 2010 Express - resolved function calls that would otherwise be ambiguous now - solved ARRAYSIZE macro and HSPRITE type collisions with Windows.h and winsock.h includes by guarding the includes TODO: We should think about if we actually should instead link to a .h that defines / redirects the required macros, so that platform differences would be limited to a few .cpp files (meaning not including windows.h in a huge number of files as it is now), see the issue above for details.
344 lines
7.4 KiB
C++
344 lines
7.4 KiB
C++
/***
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*
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* Copyright (c) 1999, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//
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// cdll_int.c
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//
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// this implementation handles the linking of the engine to the DLL
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//
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#include "hud.h"
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#include "cl_util.h"
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#include <string.h>
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#include "netadr.h"
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#include "vgui_int.h"
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#include "voice_status.h"
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#include "FileSystem.h"
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#include "interface.h"
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#include "vgui_SchemeManager.h"
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#ifdef _WIN32
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#include "winsani_in.h"
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#include <windows.h>
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#include "winsani_out.h"
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#endif
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CSysModule *g_pFileSystemModule = NULL;
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IFileSystem *g_pFileSystem = NULL;
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CSysModule *g_hTrackerModule = NULL;
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cl_enginefunc_t gEngfuncs;
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CHud gHUD;
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TeamFortressViewport *gViewPort = NULL;
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extern "C"
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{
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#include "pm_shared.h"
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}
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#include "hud_servers.h"
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void InitInput (void);
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void EV_HookEvents( void );
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void IN_Commands( void );
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/*
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==========================
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Initialize
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Called when the DLL is first loaded.
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==========================
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*/
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extern "C"
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{
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int EXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion );
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int EXPORT HUD_VidInit( void );
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int EXPORT HUD_Init( void );
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int EXPORT HUD_Redraw( float flTime, int intermission );
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int EXPORT HUD_UpdateClientData( client_data_t *cdata, float flTime );
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int EXPORT HUD_Reset ( void );
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void EXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server );
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void EXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove );
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char EXPORT HUD_PlayerMoveTexture( char *name );
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int EXPORT HUD_ConnectionlessPacket( struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size );
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int EXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs );
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void EXPORT HUD_Frame( double time );
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void EXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed );
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void EXPORT HUD_VoiceStatus(int entindex, qboolean bTalking);
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void EXPORT HUD_DirectorMessage( int iSize, void *pbuf );
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}
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/*
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================================
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HUD_GetHullBounds
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Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist.
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================================
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*/
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int EXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs )
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{
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int iret = 0;
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switch ( hullnumber )
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{
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case 0: // Normal player
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mins = Vector(-16, -16, -32);
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maxs = Vector(16, 16, 32);
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iret = 1;
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break;
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case 1: // Crouched player
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mins = Vector(-16, -16, -32);
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maxs = Vector(16, 16, 32);
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iret = 1;
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break;
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case 2: // Point based hull
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mins = Vector( 0, 0, 0 );
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maxs = Vector( 0, 0, 0 );
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iret = 1;
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break;
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}
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return iret;
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}
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/*
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================================
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HUD_ConnectionlessPacket
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Return 1 if the packet is valid. Set response_buffer_size if you want to send a response packet. Incoming, it holds the max
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size of the response_buffer, so you must zero it out if you choose not to respond.
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================================
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*/
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int EXPORT HUD_ConnectionlessPacket( struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size )
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{
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// Parse stuff from args
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int max_buffer_size = *response_buffer_size;
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// Zero it out since we aren't going to respond.
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// If we wanted to response, we'd write data into response_buffer
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*response_buffer_size = 0;
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// Since we don't listen for anything here, just respond that it's a bogus message
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// If we didn't reject the message, we'd return 1 for success instead.
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return 0;
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}
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void EXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove )
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{
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PM_Init( ppmove );
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}
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char EXPORT HUD_PlayerMoveTexture( char *name )
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{
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return PM_FindTextureType( name );
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}
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void EXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server )
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{
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PM_Move( ppmove, server );
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}
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int EXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
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{
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gEngfuncs = *pEnginefuncs;
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//!!! mwh UNDONE We need to think about our versioning strategy. Do we want to try to be compatible
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// with previous versions, especially when we're only 'bonus' functionality? Should it be the engine
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// that decides if the DLL is compliant?
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if (iVersion != CLDLL_INTERFACE_VERSION)
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return 0;
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memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t));
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EV_HookEvents();
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// Determine which filesystem to use.
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#if defined ( _WIN32 )
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char *szFsModule = "filesystem_stdio.dll";
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#elif defined(OSX)
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char *szFsModule = "filesystem_stdio.dylib";
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#elif defined(LINUX)
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char *szFsModule = "filesystem_stdio.so";
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#else
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#error
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#endif
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char szFSDir[MAX_PATH];
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szFSDir[0] = 0;
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if ( gEngfuncs.COM_ExpandFilename( szFsModule, szFSDir, sizeof( szFSDir ) ) == FALSE )
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{
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return false;
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}
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// Get filesystem interface.
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g_pFileSystemModule = Sys_LoadModule( szFSDir );
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assert( g_pFileSystemModule );
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if( !g_pFileSystemModule )
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{
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return false;
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}
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CreateInterfaceFn fileSystemFactory = Sys_GetFactory( g_pFileSystemModule );
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if( !fileSystemFactory )
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{
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return false;
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}
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g_pFileSystem = ( IFileSystem * )fileSystemFactory( FILESYSTEM_INTERFACE_VERSION, NULL );
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assert( g_pFileSystem );
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if( !g_pFileSystem )
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{
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return false;
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}
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return 1;
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}
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/*
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==========================
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HUD_VidInit
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Called when the game initializes
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and whenever the vid_mode is changed
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so the HUD can reinitialize itself.
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==========================
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*/
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int EXPORT HUD_VidInit( void )
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{
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gHUD.VidInit();
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VGui_Startup();
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return 1;
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}
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/*
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==========================
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HUD_Init
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Called whenever the client connects
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to a server. Reinitializes all
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the hud variables.
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==========================
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*/
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int EXPORT HUD_Init( void )
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{
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InitInput();
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gHUD.Init();
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Scheme_Init();
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return 1;
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}
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/*
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==========================
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HUD_Redraw
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called every screen frame to
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redraw the HUD.
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===========================
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*/
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int EXPORT HUD_Redraw( float time, int intermission )
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{
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gHUD.Redraw( time, intermission );
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return 1;
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}
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/*
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==========================
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HUD_UpdateClientData
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called every time shared client
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dll/engine data gets changed,
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and gives the cdll a chance
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to modify the data.
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returns 1 if anything has been changed, 0 otherwise.
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==========================
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*/
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int EXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime )
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{
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return gHUD.UpdateClientData(pcldata, flTime );
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}
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/*
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==========================
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HUD_Reset
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Called at start and end of demos to restore to "non"HUD state.
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==========================
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*/
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int EXPORT HUD_Reset( void )
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{
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gHUD.VidInit();
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return 1;
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}
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/*
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==========================
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HUD_Frame
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Called by engine every frame that client .dll is loaded
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==========================
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*/
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void EXPORT HUD_Frame( double time )
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{
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IN_Commands();
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ServersThink( time );
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GetClientVoiceMgr()->Frame(time);
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}
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/*
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==========================
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HUD_VoiceStatus
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Called when a player starts or stops talking.
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==========================
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*/
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void EXPORT HUD_VoiceStatus(int entindex, qboolean bTalking)
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{
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GetClientVoiceMgr()->UpdateSpeakerStatus(entindex, bTalking);
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}
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/*
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==========================
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HUD_DirectorMessage
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Called when a director event message was received
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==========================
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*/
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void EXPORT HUD_DirectorMessage( int iSize, void *pbuf )
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{
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gHUD.m_Spectator.DirectorMessage( iSize, pbuf );
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}
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