mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-24 13:11:06 +00:00
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.
447 lines
9.1 KiB
C++
447 lines
9.1 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 "netadr.h"
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#undef INTERFACE_H
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#include "../public/interface.h"
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//#include "vgui_schememanager.h"
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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 <string.h>
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#include "hud_servers.h"
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#include "vgui_int.h"
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#include "interface.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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#include "Exports.h"
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#
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#include "tri.h"
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#include "vgui_TeamFortressViewport.h"
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#include "../public/interface.h"
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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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#include "particleman.h"
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CSysModule *g_hParticleManModule = NULL;
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IParticleMan *g_pParticleMan = NULL;
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void CL_LoadParticleMan( void );
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void CL_UnloadParticleMan( void );
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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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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 CL_DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs )
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{
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// RecClGetHullBounds(hullnumber, mins, maxs);
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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, -36);
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maxs = Vector(16, 16, 36);
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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, -18 );
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maxs = Vector(16, 16, 18 );
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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 CL_DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size )
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{
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// RecClConnectionlessPacket(net_from, args, response_buffer, response_buffer_size);
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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 CL_DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove )
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{
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// RecClClientMoveInit(ppmove);
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PM_Init( ppmove );
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}
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char CL_DLLEXPORT HUD_PlayerMoveTexture( char *name )
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{
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// RecClClientTextureType(name);
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return PM_FindTextureType( name );
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}
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void CL_DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server )
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{
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// RecClClientMove(ppmove, server);
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PM_Move( ppmove, server );
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}
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int CL_DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
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{
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gEngfuncs = *pEnginefuncs;
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// RecClInitialize(pEnginefuncs, iVersion);
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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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CL_LoadParticleMan();
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// get tracker interface, if any
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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 CL_DLLEXPORT HUD_VidInit( void )
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{
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// RecClHudVidInit();
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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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void CL_DLLEXPORT HUD_Init( void )
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{
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// RecClHudInit();
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InitInput();
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gHUD.Init();
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Scheme_Init();
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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 CL_DLLEXPORT HUD_Redraw( float time, int intermission )
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{
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// RecClHudRedraw(time, intermission);
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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 CL_DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime )
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{
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// RecClHudUpdateClientData(pcldata, flTime);
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IN_Commands();
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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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void CL_DLLEXPORT HUD_Reset( void )
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{
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// RecClHudReset();
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gHUD.VidInit();
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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 CL_DLLEXPORT HUD_Frame( double time )
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{
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// RecClHudFrame(time);
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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 CL_DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking)
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{
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//// RecClVoiceStatus(entindex, bTalking);
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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 CL_DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf )
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{
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// RecClDirectorMessage(iSize, pbuf);
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gHUD.m_Spectator.DirectorMessage( iSize, pbuf );
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}
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void CL_UnloadParticleMan( void )
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{
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Sys_UnloadModule( g_hParticleManModule );
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g_pParticleMan = NULL;
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g_hParticleManModule = NULL;
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}
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void CL_LoadParticleMan( void )
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{
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char szPDir[512];
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if ( gEngfuncs.COM_ExpandFilename( PARTICLEMAN_DLLNAME, szPDir, sizeof( szPDir ) ) == FALSE )
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{
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g_pParticleMan = NULL;
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g_hParticleManModule = NULL;
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return;
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}
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g_hParticleManModule = Sys_LoadModule( szPDir );
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CreateInterfaceFn particleManFactory = Sys_GetFactory( g_hParticleManModule );
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if ( particleManFactory == NULL )
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{
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g_pParticleMan = NULL;
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g_hParticleManModule = NULL;
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return;
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}
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g_pParticleMan = (IParticleMan *)particleManFactory( PARTICLEMAN_INTERFACE, NULL);
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if ( g_pParticleMan )
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{
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g_pParticleMan->SetUp( &gEngfuncs );
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// Add custom particle classes here BEFORE calling anything else or you will die.
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g_pParticleMan->AddCustomParticleClassSize ( sizeof ( CBaseParticle ) );
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}
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}
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cldll_func_dst_t *g_pcldstAddrs;
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extern "C" void CL_DLLEXPORT F(void *pv)
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{
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cldll_func_t *pcldll_func = (cldll_func_t *)pv;
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// Hack!
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g_pcldstAddrs = ((cldll_func_dst_t *)pcldll_func->pHudVidInitFunc);
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cldll_func_t cldll_func =
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{
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Initialize,
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HUD_Init,
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HUD_VidInit,
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HUD_Redraw,
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HUD_UpdateClientData,
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HUD_Reset,
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HUD_PlayerMove,
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HUD_PlayerMoveInit,
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HUD_PlayerMoveTexture,
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IN_ActivateMouse,
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IN_DeactivateMouse,
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IN_MouseEvent,
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IN_ClearStates,
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IN_Accumulate,
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CL_CreateMove,
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CL_IsThirdPerson,
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CL_CameraOffset,
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KB_Find,
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CAM_Think,
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V_CalcRefdef,
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HUD_AddEntity,
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HUD_CreateEntities,
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HUD_DrawNormalTriangles,
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HUD_DrawTransparentTriangles,
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HUD_StudioEvent,
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HUD_PostRunCmd,
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HUD_Shutdown,
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HUD_TxferLocalOverrides,
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HUD_ProcessPlayerState,
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HUD_TxferPredictionData,
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Demo_ReadBuffer,
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HUD_ConnectionlessPacket,
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HUD_GetHullBounds,
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HUD_Frame,
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HUD_Key_Event,
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HUD_TempEntUpdate,
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HUD_GetUserEntity,
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HUD_VoiceStatus,
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HUD_DirectorMessage,
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HUD_GetStudioModelInterface,
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HUD_ChatInputPosition,
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};
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*pcldll_func = cldll_func;
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}
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#include "cl_dll/IGameClientExports.h"
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//-----------------------------------------------------------------------------
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// Purpose: Exports functions that are used by the gameUI for UI dialogs
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//-----------------------------------------------------------------------------
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class CClientExports : public IGameClientExports
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{
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public:
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// returns the name of the server the user is connected to, if any
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virtual const char *GetServerHostName()
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{
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/*if (gViewPortInterface)
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{
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return gViewPortInterface->GetServerName();
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}*/
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return "";
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}
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// ingame voice manipulation
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virtual bool IsPlayerGameVoiceMuted(int playerIndex)
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{
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if (GetClientVoiceMgr())
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return GetClientVoiceMgr()->IsPlayerBlocked(playerIndex);
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return false;
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}
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virtual void MutePlayerGameVoice(int playerIndex)
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{
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if (GetClientVoiceMgr())
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{
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GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, true);
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}
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}
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virtual void UnmutePlayerGameVoice(int playerIndex)
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{
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if (GetClientVoiceMgr())
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{
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GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, false);
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}
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}
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};
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EXPOSE_SINGLE_INTERFACE(CClientExports, IGameClientExports, GAMECLIENTEXPORTS_INTERFACE_VERSION);
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