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Xash3DArchive/engine/client/cl_game.c

3655 lines
73 KiB
C

//=======================================================================
// Copyright XashXT Group 2008 ©
// cl_game.c - client dlls interaction
//=======================================================================
#include "common.h"
#include "client.h"
#include "byteorder.h"
#include "matrix_lib.h"
#include "const.h"
#include "triangleapi.h"
#include "r_efx.h"
#include "net_api.h"
#include "demo_api.h"
#include "event_flags.h"
#include "ivoicetweak.h"
#include "pm_local.h"
#include "cl_tent.h"
#include "input.h"
#include "shake.h"
#define MAX_TEXTCHANNELS 8 // must be power of two (GoldSrc uses 4 channel)
#define TEXT_MSGNAME "TextMessage%i"
char cl_textbuffer[MAX_TEXTCHANNELS][512];
client_textmessage_t cl_textmessage[MAX_TEXTCHANNELS];
static dllfunc_t cdll_exports[] =
{
{ "Initialize", (void **)&clgame.dllFuncs.pfnInitialize },
{ "HUD_VidInit", (void **)&clgame.dllFuncs.pfnVidInit },
{ "HUD_Init", (void **)&clgame.dllFuncs.pfnInit },
{ "HUD_Shutdown", (void **)&clgame.dllFuncs.pfnShutdown },
{ "HUD_Redraw", (void **)&clgame.dllFuncs.pfnRedraw },
{ "HUD_UpdateClientData", (void **)&clgame.dllFuncs.pfnUpdateClientData },
{ "HUD_Reset", (void **)&clgame.dllFuncs.pfnReset },
{ "HUD_PlayerMove", (void **)&clgame.dllFuncs.pfnPlayerMove },
{ "HUD_PlayerMoveInit", (void **)&clgame.dllFuncs.pfnPlayerMoveInit },
{ "HUD_PlayerMoveTexture", (void **)&clgame.dllFuncs.pfnPlayerMoveTexture },
{ "HUD_ConnectionlessPacket", (void **)&clgame.dllFuncs.pfnConnectionlessPacket },
{ "HUD_GetHullBounds", (void **)&clgame.dllFuncs.pfnGetHullBounds },
{ "HUD_Frame", (void **)&clgame.dllFuncs.pfnFrame },
{ "HUD_VoiceStatus", (void **)&clgame.dllFuncs.pfnVoiceStatus },
{ "HUD_DirectorMessage", (void **)&clgame.dllFuncs.pfnDirectorMessage },
{ "HUD_PostRunCmd", (void **)&clgame.dllFuncs.pfnPostRunCmd },
{ "HUD_Key_Event", (void **)&clgame.dllFuncs.pfnKey_Event },
{ "HUD_AddEntity", (void **)&clgame.dllFuncs.pfnAddEntity },
{ "HUD_CreateEntities", (void **)&clgame.dllFuncs.pfnCreateEntities },
{ "HUD_StudioEvent", (void **)&clgame.dllFuncs.pfnStudioEvent },
{ "HUD_TxferLocalOverrides", (void **)&clgame.dllFuncs.pfnTxferLocalOverrides },
{ "HUD_ProcessPlayerState", (void **)&clgame.dllFuncs.pfnProcessPlayerState },
{ "HUD_TxferPredictionData", (void **)&clgame.dllFuncs.pfnTxferPredictionData },
{ "HUD_TempEntUpdate", (void **)&clgame.dllFuncs.pfnTempEntUpdate },
{ "HUD_GetStudioModelInterface", (void **)&clgame.dllFuncs.pfnGetStudioModelInterface },
{ "HUD_DrawNormalTriangles", (void **)&clgame.dllFuncs.pfnDrawNormalTriangles },
{ "HUD_DrawTransparentTriangles", (void **)&clgame.dllFuncs.pfnDrawTransparentTriangles },
{ "HUD_GetUserEntity", (void **)&clgame.dllFuncs.pfnGetUserEntity },
{ "Demo_ReadBuffer", (void **)&clgame.dllFuncs.pfnDemo_ReadBuffer },
{ "CAM_Think", (void **)&clgame.dllFuncs.CAM_Think },
{ "CL_IsThirdPerson", (void **)&clgame.dllFuncs.CL_IsThirdPerson },
{ "CL_CreateMove", (void **)&clgame.dllFuncs.CL_CreateMove },
{ "IN_ActivateMouse", (void **)&clgame.dllFuncs.IN_ActivateMouse },
{ "IN_DeactivateMouse", (void **)&clgame.dllFuncs.IN_DeactivateMouse },
{ "IN_MouseEvent", (void **)&clgame.dllFuncs.IN_MouseEvent },
{ "IN_Accumulate", (void **)&clgame.dllFuncs.IN_Accumulate },
{ "IN_ClearStates", (void **)&clgame.dllFuncs.IN_ClearStates },
{ "V_CalcRefdef", (void **)&clgame.dllFuncs.pfnCalcRefdef },
{ "KB_Find", (void **)&clgame.dllFuncs.KB_Find },
{ NULL, NULL }
};
/*
====================
CL_GetEntityByIndex
Render callback for studio models
====================
*/
cl_entity_t *CL_GetEntityByIndex( int index )
{
if( !clgame.entities )
return NULL;
if( index < 0 )
return clgame.dllFuncs.pfnGetUserEntity( abs( index ));
if( index > clgame.numEntities )
return NULL;
if( !EDICT_NUM( index )->index )
return NULL;
return EDICT_NUM( index );
}
/*
====================
CL_GetServerTime
don't clamped time that come from server
====================
*/
float CL_GetServerTime( void )
{
return sv_time();
}
/*
====================
CL_GetLerpFrac
returns current lerp fraction
====================
*/
float CL_GetLerpFrac( void )
{
return cl.lerpFrac;
}
/*
====================
CL_IsThirdPerson
returns true if thirdperson is enabled
====================
*/
qboolean CL_IsThirdPerson( void )
{
return cl.thirdperson;
}
/*
====================
CL_GetPlayerInfo
get player info by render request
====================
*/
player_info_t *CL_GetPlayerInfo( int playerIndex )
{
if( playerIndex < 0 || playerIndex >= cl.maxclients )
return NULL;
return &cl.players[playerIndex];
}
/*
====================
CL_PointContents
Return contents for point
====================
*/
int CL_PointContents( const vec3_t p )
{
int cont = CL_TruePointContents( p );
if( cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN )
cont = CONTENTS_WATER;
return cont;
}
/*
====================
StudioEvent
Event callback for studio models
====================
*/
void CL_StudioEvent( struct mstudioevent_s *event, cl_entity_t *pEdict )
{
clgame.dllFuncs.pfnStudioEvent( event, pEdict );
}
/*
================
CL_FadeAlpha
================
*/
void CL_FadeAlpha( int starttime, int endtime, rgba_t color )
{
int time, fade_time;
if( starttime == 0 )
{
MakeRGBA( color, 255, 255, 255, 255 );
return;
}
time = (host.realtime * 1000) - starttime; // FIXME; convert it to float properly
if( time >= endtime )
{
MakeRGBA( color, 255, 255, 255, 0 );
return;
}
// fade time is 1/4 of endtime
fade_time = endtime / 4;
fade_time = bound( 300, fade_time, 10000 );
color[0] = color[1] = color[2] = 255;
// fade out
if(( endtime - time ) < fade_time )
color[3] = bound( 0, (( endtime - time ) * ( 1.0f / fade_time )) * 255, 255 );
else color[3] = 255;
}
/*
=============
CL_AdjustXPos
adjust text by x pos
=============
*/
static int CL_AdjustXPos( float x, int width, int totalWidth )
{
int xPos;
if( x == -1 )
{
xPos = ( clgame.scrInfo.iWidth - width ) * 0.5f;
}
else
{
if ( x < 0 )
xPos = (1.0 + x) * clgame.scrInfo.iWidth - totalWidth; // Alight right
else // align left
xPos = x * clgame.scrInfo.iWidth;
}
if( xPos + width > clgame.scrInfo.iWidth )
xPos = clgame.scrInfo.iWidth - width;
else if( xPos < 0 )
xPos = 0;
return xPos;
}
/*
=============
CL_AdjustYPos
adjust text by y pos
=============
*/
static int CL_AdjustYPos( float y, int height )
{
int yPos;
if( y == -1 ) // centered?
{
yPos = ( clgame.scrInfo.iHeight - height ) * 0.5f;
}
else
{
// Alight bottom?
if( y < 0 )
yPos = (1.0 + y) * clgame.scrInfo.iHeight - height; // Alight bottom
else // align top
yPos = y * clgame.scrInfo.iHeight;
}
if( yPos + height > clgame.scrInfo.iHeight )
yPos = clgame.scrInfo.iHeight - height;
else if( yPos < 0 )
yPos = 0;
return yPos;
}
/*
=============
CL_CenterPrint
print centerscreen message
=============
*/
void CL_CenterPrint( const char *text, float y )
{
char *s;
int width = 0;
int length = 0;
clgame.centerPrint.lines = 1;
clgame.centerPrint.totalWidth = 0;
clgame.centerPrint.time = cl.mtime[0] * 1000; // allow pause for centerprint
com.strncpy( clgame.centerPrint.message, text, sizeof( clgame.centerPrint.message ));
s = clgame.centerPrint.message;
// count the number of lines for centering
while( *s )
{
if( *s == '\n' )
{
clgame.centerPrint.lines++;
if( width > clgame.centerPrint.totalWidth )
clgame.centerPrint.totalWidth = width;
width = 0;
}
else width += clgame.scrInfo.charWidths[*s];
s++;
length++;
}
clgame.centerPrint.totalHeight = ( clgame.centerPrint.lines * clgame.scrInfo.iCharHeight );
clgame.centerPrint.y = CL_AdjustYPos( y, clgame.centerPrint.totalHeight );
}
/*
====================
SPR_AdjustSize
draw hudsprite routine
====================
*/
static void SPR_AdjustSize( float *x, float *y, float *w, float *h )
{
float xscale, yscale;
if( !x && !y && !w && !h ) return;
// scale for screen sizes
xscale = scr_width->integer / (float)clgame.scrInfo.iWidth;
yscale = scr_height->integer / (float)clgame.scrInfo.iHeight;
if( x ) *x *= xscale;
if( y ) *y *= yscale;
if( w ) *w *= xscale;
if( h ) *h *= yscale;
}
static qboolean SPR_Scissor( float *x, float *y, float *width, float *height, float *u0, float *v0, float *u1, float *v1 )
{
float dudx, dvdy;
// clip sub rect to sprite
if(( width == 0 ) || ( height == 0 ))
return false;
if( *x + *width <= clgame.ds.scissor_x )
return false;
if( *x >= clgame.ds.scissor_x + clgame.ds.scissor_width )
return false;
if( *y + *height <= clgame.ds.scissor_y )
return false;
if( *y >= clgame.ds.scissor_y + clgame.ds.scissor_height )
return false;
dudx = (*u1 - *u0) / *width;
dvdy = (*v1 - *v0) / *height;
if( *x < clgame.ds.scissor_x )
{
*u0 += (clgame.ds.scissor_x - *x) * dudx;
*width -= clgame.ds.scissor_x - *x;
*x = clgame.ds.scissor_x;
}
if( *x + *width > clgame.ds.scissor_x + clgame.ds.scissor_width )
{
*u1 -= (*x + *width - (clgame.ds.scissor_x + clgame.ds.scissor_width)) * dudx;
*width = clgame.ds.scissor_x + clgame.ds.scissor_width - *x;
}
if( *y < clgame.ds.scissor_y )
{
*v0 += (clgame.ds.scissor_y - *y) * dvdy;
*height -= clgame.ds.scissor_y - *y;
*y = clgame.ds.scissor_y;
}
if( *y + *height > clgame.ds.scissor_y + clgame.ds.scissor_height )
{
*v1 -= (*y + *height - (clgame.ds.scissor_y + clgame.ds.scissor_height)) * dvdy;
*height = clgame.ds.scissor_y + clgame.ds.scissor_height - *y;
}
return true;
}
/*
====================
SPR_DrawGeneric
draw hudsprite routine
====================
*/
static void SPR_DrawGeneric( int frame, float x, float y, float width, float height, const wrect_t *prc )
{
float s1, s2, t1, t2;
if( !re ) return;
if( width == -1 && height == -1 )
{
int w, h;
// assume we get sizes from image
re->GetParms( &w, &h, NULL, frame, clgame.ds.hSprite );
width = w;
height = h;
}
if( prc )
{
// calc user-defined rectangle
s1 = (float)prc->left / width;
t1 = (float)prc->top / height;
s2 = (float)prc->right / width;
t2 = (float)prc->bottom / height;
width = prc->right - prc->left;
height = prc->bottom - prc->top;
}
else
{
s1 = t1 = 0.0f;
s2 = t2 = 1.0f;
}
// pass scissor test if supposed
if( clgame.ds.scissor_test && !SPR_Scissor( &x, &y, &width, &height, &s1, &t1, &s2, &t2 ))
return;
// scale for screen sizes
SPR_AdjustSize( &x, &y, &width, &height );
re->DrawStretchPic( x, y, width, height, s1, t1, s2, t2, clgame.ds.hSprite );
re->SetColor( NULL );
}
/*
=============
CL_DrawCenterPrint
called each frame
=============
*/
static void CL_DrawCenterPrint( void )
{
char *pText;
int i, j, x, y;
int width, lineLength;
byte line[80];
rgba_t color;
if( !clgame.centerPrint.time )
return;
CL_FadeAlpha( clgame.centerPrint.time, scr_centertime->value * 1000, color );
if( *(int *)color == 0x00FFFFFF )
{
// faded out
clgame.centerPrint.time = 0;
return;
}
pText = clgame.centerPrint.message;
y = clgame.centerPrint.y; // start y
for( i = 0; i < clgame.centerPrint.lines; i++ )
{
lineLength = 0;
width = 0;
while( *pText && *pText != '\n' )
{
byte c = *pText;
line[lineLength] = c;
width += clgame.scrInfo.charWidths[c];
lineLength++;
pText++;
}
pText++; // Skip LineFeed
line[lineLength] = 0;
x = CL_AdjustXPos( -1, width, clgame.centerPrint.totalWidth );
for( j = 0; j < lineLength; j++ )
{
int ch = line[j];
int next = x + clgame.scrInfo.charWidths[ch];
if( x >= 0 && y >= 0 && next <= clgame.scrInfo.iWidth )
{
re->SetColor( color );
clgame.ds.hSprite = cls.creditsFont.hFontTexture;
re->SetParms( clgame.ds.hSprite, kRenderTransAdd, 0 );
SPR_DrawGeneric( 0, x, y, -1, -1, &cls.creditsFont.fontRc[ch] );
}
x = next;
}
y += clgame.scrInfo.iCharHeight;
}
}
/*
=============
CL_DrawScreenFade
fill screen with specfied color
can be modulated
=============
*/
void CL_DrawScreenFade( void )
{
rgba_t color;
screenfade_t *sf = &clgame.fade;
int iFadeAlpha;
if( sf->fadeReset == 0.0f && sf->fadeEnd == 0.0f )
return; // inactive
// keep pushing reset time out indefinitely
if( sf->fadeFlags & FFADE_STAYOUT )
{
sf->fadeReset = cl.time + 0.1f;
}
// all done?
if(( cl.time > sf->fadeReset ) && ( cl.time > sf->fadeEnd ))
{
Mem_Set( &clgame.fade, 0, sizeof( clgame.fade ));
return;
}
// fading...
if( sf->fadeFlags == FFADE_STAYOUT )
{
iFadeAlpha = sf->fadealpha;
}
else
{
iFadeAlpha = sf->fadeSpeed * ( sf->fadeEnd - cl.time );
if( sf->fadeFlags & FFADE_OUT ) iFadeAlpha += sf->fadealpha;
iFadeAlpha = bound( 0, iFadeAlpha, sf->fadealpha );
}
if( !re ) return;
MakeRGBA( color, sf->fader, sf->fadeg, sf->fadeb, iFadeAlpha );
re->SetColor( color );
re->SetParms( cls.fillShader, kRenderTransTexture, 0 );
re->DrawStretchPic( 0, 0, scr_width->integer, scr_height->integer, 0, 0, 1, 1, cls.fillShader );
re->SetColor( NULL );
}
/*
====================
CL_InitTitles
parse all messages that declared in titles.txt
and hold them into permament memory pool
====================
*/
static void CL_InitTitles( const char *filename )
{
size_t fileSize;
byte *pMemFile;
int i;
// initialize text messages (game_text)
for( i = 0; i < MAX_TEXTCHANNELS; i++ )
{
cl_textmessage[i].pName = com.stralloc( clgame.mempool, va( TEXT_MSGNAME, i ), __FILE__, __LINE__ );
cl_textmessage[i].pMessage = cl_textbuffer[i];
}
// clear out any old data that's sitting around.
if( clgame.titles ) Mem_Free( clgame.titles );
clgame.titles = NULL;
clgame.numTitles = 0;
pMemFile = FS_LoadFile( filename, &fileSize );
if( !pMemFile ) return;
CL_TextMessageParse( pMemFile, fileSize );
Mem_Free( pMemFile );
}
/*
====================
CL_ParseTextMessage
Parse TE_TEXTMESSAGE
====================
*/
void CL_ParseTextMessage( sizebuf_t *msg )
{
static int msgindex = 0;
client_textmessage_t *text;
int channel;
// read channel ( 0 - auto)
channel = BF_ReadByte( msg );
if( channel <= 0 || channel > ( MAX_TEXTCHANNELS - 1 ))
{
// invalid channel specified, use internal counter
if( channel != 0 ) MsgDev( D_ERROR, "HudText: invalid channel %i\n", channel );
channel = msgindex;
msgindex = (msgindex + 1) & (MAX_TEXTCHANNELS - 1);
}
// grab message channel
text = &cl_textmessage[channel];
text->x = (float)(BF_ReadShort( msg ) / 8192.0f);
text->y = (float)(BF_ReadShort( msg ) / 8192.0f);
text->effect = BF_ReadByte( msg );
text->r1 = BF_ReadByte( msg );
text->g1 = BF_ReadByte( msg );
text->b1 = BF_ReadByte( msg );
text->a1 = BF_ReadByte( msg );
text->r2 = BF_ReadByte( msg );
text->g2 = BF_ReadByte( msg );
text->b2 = BF_ReadByte( msg );
text->a2 = BF_ReadByte( msg );
text->fadein = (float)(BF_ReadShort( msg ) / 256.0f );
text->fadeout = (float)(BF_ReadShort( msg ) / 256.0f );
text->holdtime = (float)(BF_ReadShort( msg ) / 256.0f );
if( text->effect == 2 )
text->fxtime = (float)(BF_ReadShort( msg ) / 256.0f );
else text->fxtime = 0.0f;
// to prevent grab too long messages
com.strncpy( (char *)text->pMessage, BF_ReadString( msg ), 512 );
// NOTE: a "HudText" message contain only 'string' with message name, so we
// don't needs to use MSG_ routines here, just directly write msgname into netbuffer
CL_DispatchUserMessage( "HudText", com.strlen( text->pName ) + 1, (void *)text->pName );
}
/*
====================
CL_BadMessage
Default method to invoke host error
====================
*/
int CL_BadMessage( const char *pszName, int iSize, void *pbuf )
{
Host_Error( "svc_bad\n" );
return 0;
}
/*
====================
CL_GetLocalPlayer
Render callback for studio models
====================
*/
cl_entity_t *CL_GetLocalPlayer( void )
{
if( cls.state >= ca_connected )
{
cl_entity_t *player;
player = EDICT_NUM( cl.playernum + 1 );
ASSERT( player != NULL );
return player;
}
return NULL;
}
/*
====================
CL_GetMaxlients
Render callback for studio models
====================
*/
int CL_GetMaxClients( void )
{
return cl.maxclients;
}
void CL_DrawCrosshair( void )
{
int x, y, width, height;
cl_entity_t *pPlayer;
if( !re || clgame.ds.hCrosshair <= 0 || cl.refdef.crosshairangle[2] || !cl_crosshair->integer )
return;
pPlayer = CL_GetLocalPlayer();
if( cl.frame.local.client.deadflag != DEAD_NO || cl.frame.local.client.flags & FL_FROZEN )
return;
// any camera on
if( cl.refdef.viewentity != pPlayer->index )
return;
// get crosshair dimension
width = clgame.ds.rcCrosshair.right - clgame.ds.rcCrosshair.left;
height = clgame.ds.rcCrosshair.bottom - clgame.ds.rcCrosshair.top;
x = clgame.scrInfo.iWidth / 2;
y = clgame.scrInfo.iHeight / 2;
// g-cont - cl.refdef.crosshairangle is the autoaim angle.
// if we're not using autoaim, just draw in the middle of the screen
if( !VectorIsNull( cl.refdef.crosshairangle ))
{
vec3_t angles;
vec3_t forward;
vec3_t point, screen;
VectorAdd( cl.refdef.viewangles, cl.refdef.crosshairangle, angles );
AngleVectors( angles, forward, NULL, NULL );
VectorAdd( cl.refdef.vieworg, forward, point );
re->WorldToScreen( point, screen );
x += 0.5f * screen[0] * scr_width->integer + 0.5f;
y += 0.5f * screen[1] * scr_height->integer + 0.5f;
}
clgame.ds.hSprite = clgame.ds.hCrosshair;
re->SetColor( clgame.ds.rgbaCrosshair );
re->SetParms( clgame.ds.hSprite, kRenderTransAlpha, 0 );
SPR_DrawGeneric( 0, x - 0.5f * width, y - 0.5f * height, -1, -1, &clgame.ds.rcCrosshair );
}
/*
=============
CL_DrawLoading
draw loading progress bar
=============
*/
static void CL_DrawLoading( float percent )
{
int x, y, width, height, right;
float xscale, yscale, step, s2;
rgba_t color;
re->GetParms( &width, &height, NULL, 0, cls.loadingBar );
x = ( 640 - width ) >> 1;
y = ( 480 - height) >> 1;
xscale = scr_width->integer / 640.0f;
yscale = scr_height->integer / 480.0f;
x *= xscale;
y *= yscale;
width *= xscale;
height *= yscale;
MakeRGBA( color, 128, 128, 128, 255 );
re->SetColor( color );
re->SetParms( cls.loadingBar, kRenderTransTexture, 0 );
re->DrawStretchPic( x, y, width, height, 0, 0, 1, 1, cls.loadingBar );
step = (float)width / 100.0f;
right = (int)ceil( percent * step );
s2 = (float)right / width;
width = right;
MakeRGBA( color, 208, 152, 0, 255 );
re->SetColor( color );
re->SetParms( cls.loadingBar, kRenderTransTexture, 0 );
re->DrawStretchPic( x, y, width, height, 0, 0, s2, 1, cls.loadingBar );
re->SetColor( NULL );
}
/*
=============
CL_DrawPause
draw pause sign
=============
*/
static void CL_DrawPause( void )
{
int x, y, width, height;
float xscale, yscale;
if( !re ) return;
re->GetParms( &width, &height, NULL, 0, cls.pauseIcon );
x = ( 640 - width ) >> 1;
y = ( 480 - height) >> 1;
xscale = scr_width->integer / 640.0f;
yscale = scr_height->integer / 480.0f;
x *= xscale;
y *= yscale;
width *= xscale;
height *= yscale;
re->SetColor( NULL );
re->SetParms( cls.pauseIcon, kRenderTransTexture, 0 );
re->DrawStretchPic( x, y, width, height, 0, 0, 1, 1, cls.pauseIcon );
}
void CL_DrawHUD( int state )
{
if( state == CL_ACTIVE && !cl.video_prepped )
state = CL_LOADING;
if( state == CL_ACTIVE && cl.refdef.paused )
state = CL_PAUSED;
switch( state )
{
case CL_ACTIVE:
CL_DrawScreenFade ();
CL_DrawCrosshair ();
CL_DrawCenterPrint ();
clgame.dllFuncs.pfnRedraw( cl_time(), false );
break;
case CL_PAUSED:
CL_DrawScreenFade ();
CL_DrawCrosshair ();
CL_DrawCenterPrint ();
clgame.dllFuncs.pfnRedraw( cl_time(), false );
CL_DrawPause();
break;
case CL_LOADING:
CL_DrawLoading( scr_loading->value );
break;
case CL_CHANGELEVEL:
CL_DrawLoading( 100.0f );
break;
}
}
void CL_LinkUserMessage( char *pszName, const int svc_num, int iSize )
{
int i;
if( !pszName || !*pszName )
Host_Error( "CL_LinkUserMessage: bad message name\n" );
if( svc_num < svc_lastmsg )
Host_Error( "CL_LinkUserMessage: tired to hook a system message \"%s\"\n", svc_strings[svc_num] );
// see if already hooked
for( i = 0; i < MAX_USER_MESSAGES && clgame.msg[i].name[0]; i++ )
{
// NOTE: no check for DispatchFunc, check only name
if( !com.strcmp( clgame.msg[i].name, pszName ))
{
clgame.msg[i].number = svc_num;
clgame.msg[i].size = iSize;
return;
}
}
if( i == MAX_USER_MESSAGES )
{
Host_Error( "CL_LinkUserMessage: MAX_USER_MESSAGES hit!\n" );
return;
}
// register new message without DispatchFunc, so we should parse it properly
com.strncpy( clgame.msg[i].name, pszName, sizeof( clgame.msg[i].name ));
clgame.msg[i].number = svc_num;
clgame.msg[i].size = iSize;
}
static void CL_RegisterEvent( int lastnum, const char *szEvName, pfnEventHook func )
{
user_event_t *ev;
if( lastnum == MAX_EVENTS )
{
MsgDev( D_ERROR, "CL_RegisterEvent: MAX_EVENTS hit!\n" );
return;
}
ev = clgame.events[lastnum];
// clear existing or allocate new one
if( ev ) Mem_Set( ev, 0, sizeof( *ev ));
else ev = clgame.events[lastnum] = Mem_Alloc( cls.mempool, sizeof( *ev ));
com.strncpy( ev->name, szEvName, CS_SIZE );
ev->func = func;
// ev->index will be set later
}
void CL_SetEventIndex( const char *szEvName, int ev_index )
{
user_event_t *ev;
int i;
if( !szEvName || !*szEvName ) return; // ignore blank names
// search event by name to link with
for( i = 0; i < MAX_EVENTS; i++ )
{
ev = clgame.events[i];
if( !ev ) break;
if( !com.strcmp( ev->name, szEvName ))
{
ev->index = ev_index;
return;
}
}
}
/*
===============
CL_ResetEvent
===============
*/
void CL_ResetEvent( event_info_t *ei )
{
Mem_Set( ei, 0, sizeof( *ei ));
}
/*
=============
CL_EventIndex
=============
*/
word CL_EventIndex( const char *name )
{
int i;
if( !name || !name[0] )
return 0;
for( i = 1; i < MAX_EVENTS && cl.event_precache[i][0]; i++ )
if( !com.stricmp( cl.event_precache[i], name ))
return i;
return 0;
}
/*
=============
CL_FireEvent
=============
*/
qboolean CL_FireEvent( event_info_t *ei )
{
user_event_t *ev;
const char *name;
int i, idx;
if( !ei || !ei->index )
return false;
// get the func pointer
for( i = 0; i < MAX_EVENTS; i++ )
{
ev = clgame.events[i];
if( !ev )
{
idx = bound( 1, ei->index, MAX_EVENTS );
MsgDev( D_ERROR, "CL_FireEvent: %s not precached\n", cl.event_precache[idx] );
break;
}
if( ev->index == ei->index )
{
if( ev->func )
{
ev->func( &ei->args );
return true;
}
name = cl.event_precache[ei->index];
MsgDev( D_ERROR, "CL_FireEvent: %s not hooked\n", name );
break;
}
}
return false;
}
/*
=============
CL_FireEvents
called right before draw frame
=============
*/
void CL_FireEvents( void )
{
int i;
event_state_t *es;
event_info_t *ei;
qboolean success;
es = &cl.events;
for( i = 0; i < MAX_EVENT_QUEUE; i++ )
{
ei = &es->ei[i];
if( ei->index == 0 )
continue;
if( cls.state == ca_disconnected )
{
CL_ResetEvent( ei );
continue;
}
// delayed event!
if( ei->fire_time && ( ei->fire_time > cl.time ))
continue;
success = CL_FireEvent( ei );
// zero out the remaining fields
CL_ResetEvent( ei );
}
}
/*
=============
CL_FindEvent
find first empty event
=============
*/
event_info_t *CL_FindEmptyEvent( void )
{
int i;
event_state_t *es;
event_info_t *ei;
es = &cl.events;
// look for first slot where index is != 0
for( i = 0; i < MAX_EVENT_QUEUE; i++ )
{
ei = &es->ei[i];
if( ei->index != 0 )
continue;
return ei;
}
// no slots available
return NULL;
}
/*
=============
CL_FindEvent
replace only unreliable events
=============
*/
event_info_t *CL_FindUnreliableEvent( void )
{
int i;
event_state_t *es;
event_info_t *ei;
es = &cl.events;
for ( i = 0; i < MAX_EVENT_QUEUE; i++ )
{
ei = &es->ei[i];
if( ei->index != 0 )
{
// it's reliable, so skip it
if( ei->flags & FEV_RELIABLE )
continue;
}
return ei;
}
// this should never happen
return NULL;
}
/*
=============
CL_QueueEvent
=============
*/
void CL_QueueEvent( int flags, int index, float delay, event_args_t *args )
{
qboolean unreliable = (flags & FEV_RELIABLE) ? false : true;
event_info_t *ei;
// find a normal slot
ei = CL_FindEmptyEvent();
if( !ei && unreliable )
{
return;
}
// okay, so find any old unreliable slot
if( !ei )
{
ei = CL_FindUnreliableEvent();
if( !ei ) return;
}
ei->index = index;
ei->fire_time = delay ? (cl.time + delay) : 0.0f;
ei->flags = flags;
// copy in args event data
Mem_Copy( &ei->args, args, sizeof( ei->args ));
}
/*
=============
CL_PlaybackEvent
=============
*/
void CL_PlaybackEvent( int flags, const edict_t *pInvoker, word eventindex, float delay, float *origin,
float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 )
{
event_args_t args;
int invokerIndex = 0;
// first check event for out of bounds
if( eventindex < 1 || eventindex > MAX_EVENTS )
{
MsgDev( D_ERROR, "CL_PlaybackEvent: invalid eventindex %i\n", eventindex );
return;
}
// check event for precached
if( !CL_EventIndex( cl.event_precache[eventindex] ))
{
MsgDev( D_ERROR, "CL_PlaybackEvent: event %i was not precached\n", eventindex );
return;
}
flags |= FEV_CLIENT; // it's a client event
flags &= ~(FEV_NOTHOST|FEV_HOSTONLY|FEV_GLOBAL);
if( delay < 0.0f )
delay = 0.0f; // fixup negative delays
invokerIndex = cl.playernum + 1;
args.flags = 0;
args.entindex = invokerIndex;
VectorCopy( origin, args.origin );
VectorCopy( angles, args.angles );
args.fparam1 = fparam1;
args.fparam2 = fparam2;
args.iparam1 = iparam1;
args.iparam2 = iparam2;
args.bparam1 = bparam1;
args.bparam2 = bparam2;
if( flags & FEV_RELIABLE )
{
args.ducking = 0;
VectorClear( args.velocity );
}
else if( invokerIndex )
{
// get up some info from invoker
VectorCopy( cl.data.origin, args.origin );
VectorCopy( cl.data.viewangles, args.angles );
VectorCopy( cl.frame.local.playerstate.velocity, args.velocity );
args.ducking = cl.frame.local.playerstate.usehull;
}
CL_QueueEvent( flags, eventindex, delay, &args );
}
void CL_InitEntity( cl_entity_t *pEdict )
{
ASSERT( pEdict );
pEdict->index = NUM_FOR_EDICT( pEdict );
}
void CL_FreeEntity( cl_entity_t *pEdict )
{
ASSERT( pEdict );
// already freed ?
if( !pEdict->index ) return;
CL_KillDeadBeams( pEdict );
pEdict->index = 0; // freed
}
void CL_InitWorld( void )
{
cl_entity_t *ent;
ent = EDICT_NUM( 0 );
ent->index = NUM_FOR_EDICT( ent );
ent->curstate.modelindex = 1; // world model
ent->curstate.solid = SOLID_BSP;
ent->curstate.movetype = MOVETYPE_PUSH;
clgame.numEntities = 1;
}
void CL_InitEdicts( void )
{
ASSERT( clgame.entities == NULL );
CL_UPDATE_BACKUP = ( cl.maxclients == 1 ) ? SINGLEPLAYER_BACKUP : MULTIPLAYER_BACKUP;
cls.num_client_entities = CL_UPDATE_BACKUP * 64;
cls.packet_entities = Z_Realloc( cls.packet_entities, sizeof( entity_state_t ) * cls.num_client_entities );
clgame.entities = Mem_Alloc( clgame.mempool, sizeof( cl_entity_t ) * clgame.maxEntities );
}
void CL_FreeEdicts( void )
{
int i;
cl_entity_t *ent;
if( clgame.entities )
{
for( i = 0; i < clgame.maxEntities; i++ )
{
ent = EDICT_NUM( i );
if( ent->index <= 0 ) continue;
CL_FreeEntity( ent );
}
Mem_Free( clgame.entities );
}
if( cls.packet_entities )
{
Z_Free( cls.packet_entities );
cls.packet_entities = NULL;
cls.num_client_entities = 0;
cls.next_client_entities = 0;
}
clgame.numEntities = 0;
clgame.entities = NULL;
}
/*
===============================================================================
CGame Builtin Functions
===============================================================================
*/
static void CL_LoadHudSprite( const char *szPicName, model_t *m_pSprite, int shaderType )
{
ASSERT( m_pSprite != NULL );
// register new sprite
com.strncpy( m_pSprite->name, szPicName, sizeof( m_pSprite->name ));
m_pSprite->numtexinfo = re->RegisterShader( m_pSprite->name, shaderType );
if( !m_pSprite->numtexinfo )
{
// can't loading or something
Mem_Set( m_pSprite, 0, sizeof( *m_pSprite ));
return;
}
m_pSprite->registration_sequence = -1; // to differentiate from normal sprites
m_pSprite->type = mod_sprite;
re->GetParms( NULL, NULL, &m_pSprite->numframes, 0, m_pSprite->numtexinfo );
}
static shader_t CL_GetHudSpriteShader( HSPRITE hSpr )
{
if( hSpr <= 0 || hSpr > MAX_IMAGES )
return 0; // bad image
return clgame.ds.images[hSpr].numtexinfo;
}
/*
=========
pfnSPR_Load
=========
*/
HSPRITE pfnSPR_Load( const char *szPicName )
{
int i;
if( !re ) return 0; // render not initialized
if( !szPicName || !*szPicName )
{
MsgDev( D_ERROR, "CL_LoadSprite: bad name!\n" );
return 0;
}
// slot 0 isn't used
for( i = 1; i < MAX_IMAGES && clgame.ds.images[i].name[0]; i++ )
{
if( !com.strcmp( clgame.ds.images[i].name, szPicName ))
{
// refresh shader
CL_LoadHudSprite( szPicName, &clgame.ds.images[i], SHADER_SPRITE );
return i;
}
}
if( i == MAX_IMAGES )
{
MsgDev( D_ERROR, "SPR_Load: can't load %s, MAX_HSPRITES limit exceeded\n", szPicName );
return 0;
}
// load new shader
CL_LoadHudSprite( szPicName, &clgame.ds.images[i], SHADER_SPRITE );
return i;
}
/*
=========
pfnSPR_Frames
=========
*/
static int pfnSPR_Frames( HSPRITE hPic )
{
int numFrames;
if( !re ) return 1;
re->GetParms( NULL, NULL, &numFrames, 0, CL_GetHudSpriteShader( hPic ));
return numFrames;
}
/*
=========
pfnSPR_Height
=========
*/
static int pfnSPR_Height( HSPRITE hPic, int frame )
{
int sprHeight;
if( !re ) return 0;
re->GetParms( NULL, &sprHeight, NULL, frame, CL_GetHudSpriteShader( hPic ));
return sprHeight;
}
/*
=========
pfnSPR_Width
=========
*/
static int pfnSPR_Width( HSPRITE hPic, int frame )
{
int sprWidth;
if( !re ) return 0;
re->GetParms( &sprWidth, NULL, NULL, frame, CL_GetHudSpriteShader( hPic ));
return sprWidth;
}
/*
=========
pfnSPR_Set
=========
*/
static void pfnSPR_Set( HSPRITE hPic, int r, int g, int b )
{
rgba_t color;
if( !re ) return; // render not initialized
clgame.ds.hSprite = CL_GetHudSpriteShader( hPic );
MakeRGBA( color, r, g, b, 255 );
re->SetColor( color );
}
/*
=========
pfnSPR_Draw
=========
*/
static void pfnSPR_Draw( int frame, int x, int y, const wrect_t *prc )
{
if( !re ) return; // render not initialized
re->SetParms( clgame.ds.hSprite, kRenderNormal, frame );
SPR_DrawGeneric( frame, x, y, -1, -1, prc );
}
/*
=========
pfnSPR_DrawHoles
=========
*/
static void pfnSPR_DrawHoles( int frame, int x, int y, const wrect_t *prc )
{
if( !re ) return; // render not initialized
re->SetParms( clgame.ds.hSprite, kRenderTransAlpha, frame );
SPR_DrawGeneric( frame, x, y, -1, -1, prc );
}
/*
=========
pfnSPR_DrawAdditive
=========
*/
static void pfnSPR_DrawAdditive( int frame, int x, int y, const wrect_t *prc )
{
if( !re ) return; // render not initialized
re->SetParms( clgame.ds.hSprite, kRenderTransAdd, frame );
SPR_DrawGeneric( frame, x, y, -1, -1, prc );
}
/*
=========
pfnSPR_EnableScissor
=========
*/
static void pfnSPR_EnableScissor( int x, int y, int width, int height )
{
// check bounds
x = bound( 0, x, clgame.scrInfo.iWidth );
y = bound( 0, y, clgame.scrInfo.iHeight );
width = bound( 0, width, clgame.scrInfo.iWidth - x );
height = bound( 0, height, clgame.scrInfo.iHeight - y );
clgame.ds.scissor_x = x;
clgame.ds.scissor_width = width;
clgame.ds.scissor_y = y;
clgame.ds.scissor_height = height;
clgame.ds.scissor_test = true;
}
/*
=========
pfnSPR_DisableScissor
=========
*/
static void pfnSPR_DisableScissor( void )
{
clgame.ds.scissor_x = 0;
clgame.ds.scissor_width = 0;
clgame.ds.scissor_y = 0;
clgame.ds.scissor_height = 0;
clgame.ds.scissor_test = false;
}
/*
=========
pfnSPR_GetList
for parsing half-life scripts - hud.txt etc
=========
*/
static client_sprite_t *pfnSPR_GetList( char *psz, int *piCount )
{
client_sprite_t *pList;
int numSprites = 0;
int index, iTemp;
script_t *script;
token_t token;
if( piCount ) *piCount = 0;
if( !clgame.itemspath[0] )
FS_ExtractFilePath( psz, clgame.itemspath );
script = Com_OpenScript( psz, NULL, 0 );
if( !script ) return NULL;
Com_ReadUlong( script, SC_ALLOW_NEWLINES, &numSprites );
// name, res, pic, x, y, w, h
pList = Mem_Alloc( cls.mempool, sizeof( client_sprite_t ) * numSprites );
for( index = 0; index < numSprites; index++ )
{
if( !Com_ReadToken( script, SC_ALLOW_NEWLINES|SC_PARSE_GENERIC, &token ))
break;
com.strncpy( pList[index].szName, token.string, sizeof( pList[index].szName ));
// read resolution
Com_ReadUlong( script, false, &iTemp );
pList[index].iRes = iTemp;
// read spritename
Com_ReadToken( script, SC_PARSE_GENERIC, &token );
com.strncpy( pList[index].szSprite, token.string, sizeof( pList[index].szSprite ));
// parse rectangle
Com_ReadUlong( script, false, &iTemp );
pList[index].rc.left = iTemp;
Com_ReadUlong( script, false, &iTemp );
pList[index].rc.top = iTemp;
Com_ReadUlong( script, false, &iTemp );
pList[index].rc.right = pList[index].rc.left + iTemp;
Com_ReadUlong( script, false, &iTemp );
pList[index].rc.bottom = pList[index].rc.top + iTemp;
if( piCount ) (*piCount)++;
}
if( index < numSprites )
MsgDev( D_WARN, "SPR_GetList: unexpected end of %s (%i should be %i)\n", psz, index, numSprites );
Com_CloseScript( script );
return pList;
}
/*
=============
pfnFillRGBA
=============
*/
static void pfnFillRGBA( int x, int y, int width, int height, int r, int g, int b, int a )
{
rgba_t color;
if( !re ) return;
MakeRGBA( color, r, g, b, a );
re->SetColor( color );
SPR_AdjustSize( (float *)&x, (float *)&y, (float *)&width, (float *)&height );
re->SetParms( cls.fillShader, kRenderTransTexture, 0 );
re->DrawStretchPic( x, y, width, height, 0, 0, 1, 1, cls.fillShader );
re->SetColor( NULL );
}
/*
=============
pfnGetScreenInfo
get actual screen info
=============
*/
static int pfnGetScreenInfo( SCREENINFO *pscrinfo )
{
// setup screen info
clgame.scrInfo.iSize = sizeof( clgame.scrInfo );
if( Cvar_VariableInteger( "hud_scale" ))
{
if( scr_width->integer < 640 )
{
// virtual screen space 320x200
clgame.scrInfo.iWidth = 320;
clgame.scrInfo.iHeight = 200;
}
else
{
// virtual screen space 640x480
clgame.scrInfo.iWidth = 640;
clgame.scrInfo.iHeight = 480;
}
clgame.scrInfo.iFlags |= SCRINFO_STRETCHED;
}
else
{
clgame.scrInfo.iWidth = scr_width->integer;
clgame.scrInfo.iHeight = scr_height->integer;
clgame.scrInfo.iFlags &= ~SCRINFO_STRETCHED;
}
if( !pscrinfo ) return 0;
if( pscrinfo->iSize != clgame.scrInfo.iSize )
clgame.scrInfo.iSize = pscrinfo->iSize;
// copy screeninfo out
Mem_Copy( pscrinfo, &clgame.scrInfo, clgame.scrInfo.iSize );
return 1;
}
/*
=============
pfnSetCrosshair
setup auto-aim crosshair
=============
*/
static void pfnSetCrosshair( HSPRITE hspr, wrect_t rc, int r, int g, int b )
{
clgame.ds.rgbaCrosshair[0] = (byte)r;
clgame.ds.rgbaCrosshair[1] = (byte)g;
clgame.ds.rgbaCrosshair[2] = (byte)b;
clgame.ds.rgbaCrosshair[3] = (byte)0xFF;
clgame.ds.hCrosshair = CL_GetHudSpriteShader( hspr );
clgame.ds.rcCrosshair = rc;
}
/*
=============
pfnHookUserMsg
=============
*/
static int pfnHookUserMsg( const char *pszName, pfnUserMsgHook pfn )
{
int i;
// ignore blank names or invalid callbacks
if( !pszName || !*pszName || !pfn )
return 0;
for( i = 0; i < MAX_USER_MESSAGES && clgame.msg[i].name[0]; i++ )
{
// see if already hooked
if( !com.strcmp( clgame.msg[i].name, pszName ))
return 1;
}
if( i == MAX_USER_MESSAGES )
{
Host_Error( "HookUserMsg: MAX_USER_MESSAGES hit!\n" );
return 0;
}
// hook new message
com.strncpy( clgame.msg[i].name, pszName, sizeof( clgame.msg[i].name ));
clgame.msg[i].func = pfn;
return 1;
}
/*
=============
pfnServerCmd
=============
*/
static int pfnServerCmd( const char *szCmdString )
{
// server command adding in cmds queue
Cbuf_AddText( va( "cmd %s", szCmdString ));
return 1;
}
/*
=============
pfnClientCmd
=============
*/
static int pfnClientCmd( const char *szCmdString )
{
// client command executes immediately
Cbuf_AddText( szCmdString );
return 1;
}
/*
=============
pfnGetPlayerInfo
=============
*/
static void pfnGetPlayerInfo( int ent_num, hud_player_info_t *pinfo )
{
player_info_t *player;
cl_entity_t *ent;
qboolean spec = false;
ent = CL_GetEntityByIndex( ent_num );
ent_num -= 1; // player list if offset by 1 from ents
if( ent_num >= cl.maxclients || ent_num < 0 || !cl.players[ent_num].name[0] )
{
Mem_Set( pinfo, 0, sizeof( *pinfo ));
return;
}
player = &cl.players[ent_num];
pinfo->thisplayer = ( ent_num == cl.playernum ) ? true : false;
if( ent ) spec = ent->curstate.spectator;
pinfo->name = player->name;
pinfo->model = player->model;
pinfo->spectator = spec;
pinfo->ping = player->ping;
pinfo->packetloss = player->packet_loss;
pinfo->topcolor = com.atoi( Info_ValueForKey( player->userinfo, "topcolor" ));
pinfo->bottomcolor = com.atoi( Info_ValueForKey( player->userinfo, "bottomcolor" ));
}
/*
=============
pfnPlaySoundByName
=============
*/
static void pfnPlaySoundByName( const char *szSound, float volume )
{
int hSound = S_RegisterSound( szSound );
S_StartSound( NULL, cl.refdef.viewentity, CHAN_AUTO, hSound, volume, ATTN_NORM, PITCH_NORM, 0 );
}
/*
=============
pfnPlaySoundByIndex
=============
*/
static void pfnPlaySoundByIndex( int iSound, float volume )
{
int hSound;
// make sure what we in-bounds
iSound = bound( 0, iSound, MAX_SOUNDS );
hSound = cl.sound_index[iSound];
if( !hSound )
{
MsgDev( D_ERROR, "CL_PlaySoundByIndex: invalid sound handle %i\n", iSound );
return;
}
S_StartSound( NULL, cl.refdef.viewentity, CHAN_AUTO, hSound, volume, ATTN_NORM, PITCH_NORM, 0 );
}
/*
=============
pfnTextMessageGet
returns specified message from titles.txt
=============
*/
static client_textmessage_t *pfnTextMessageGet( const char *pName )
{
int i;
// first check internal messages
for( i = 0; i < MAX_TEXTCHANNELS; i++ )
{
if( !com.strcmp( pName, va( TEXT_MSGNAME, i )))
return cl_textmessage + i;
}
// find desired message
for( i = 0; i < clgame.numTitles; i++ )
{
if( !com.strcmp( pName, clgame.titles[i].pName ))
return clgame.titles + i;
}
return NULL; // found nothing
}
/*
=============
pfnDrawCharacter
returns drawed chachter width (in real screen pixels)
=============
*/
static int pfnDrawCharacter( int x, int y, int number, int r, int g, int b )
{
rgba_t color;
if( !cls.creditsFont.valid )
return 0;
number &= 255;
if( number < 32 ) return 0;
if( y < -clgame.scrInfo.iCharHeight )
return 0;
MakeRGBA( color, r, g, b, 255 );
re->SetColor( color );
clgame.ds.hSprite = cls.creditsFont.hFontTexture;
pfnSPR_DrawAdditive( 0, x, y, &cls.creditsFont.fontRc[number] );
return clgame.scrInfo.charWidths[number];
}
/*
=============
pfnDrawConsoleString
drawing string like a console string
=============
*/
static int pfnDrawConsoleString( int x, int y, char *string )
{
int drawLen;
if( !string || !*string ) return 0; // silent ignore
drawLen = Con_DrawString( x, y, string, clgame.ds.textColor );
MakeRGBA( clgame.ds.textColor, 255, 255, 255, 255 );
return drawLen; // exclude color prexfixes
}
/*
=============
pfnDrawSetTextColor
set color for anything
=============
*/
static void pfnDrawSetTextColor( float r, float g, float b )
{
// bound color and convert to byte
clgame.ds.textColor[0] = (byte)bound( 0, r * 255, 255 );
clgame.ds.textColor[1] = (byte)bound( 0, g * 255, 255 );
clgame.ds.textColor[2] = (byte)bound( 0, b * 255, 255 );
clgame.ds.textColor[3] = (byte)0xFF;
}
/*
=============
pfnConsolePrint
prints dirctly into console (can skip notify)
=============
*/
static void pfnConsolePrint( const char *string )
{
if( !string || !*string ) return;
if( *string != 1 ) Con_Print( string ); // show notify
else Con_Print( va( "[skipnotify]%s", string + 1 )); // skip notify
}
/*
=============
pfnCenterPrint
holds and fade message at center of screen
like trigger_multiple message in q1
=============
*/
static void pfnCenterPrint( const char *string )
{
if( !string || !*string ) return; // someone stupid joke
CL_CenterPrint( string, -1 );
}
/*
=========
GetWindowCenterX
=========
*/
static int pfnGetWindowCenterX( void )
{
return host.window_center_x;
}
/*
=========
GetWindowCenterY
=========
*/
static int pfnGetWindowCenterY( void )
{
return host.window_center_y;
}
/*
=============
pfnGetViewAngles
return interpolated angles from previous frame
=============
*/
static void pfnGetViewAngles( float *angles )
{
if( angles ) VectorCopy( cl.refdef.cl_viewangles, angles );
}
/*
=============
pfnSetViewAngles
return interpolated angles from previous frame
=============
*/
static void pfnSetViewAngles( float *angles )
{
if( angles ) VectorCopy( angles, cl.refdef.cl_viewangles );
}
/*
=============
pfnPhysInfo_ValueForKey
=============
*/
static const char* pfnPhysInfo_ValueForKey( const char *key )
{
return Info_ValueForKey( cl.frame.local.client.physinfo, key );
}
/*
=============
pfnServerInfo_ValueForKey
=============
*/
static const char* pfnServerInfo_ValueForKey( const char *key )
{
return Info_ValueForKey( cl.serverinfo, key );
}
/*
=============
pfnGetClientMaxspeed
value that come from server
=============
*/
static float pfnGetClientMaxspeed( void )
{
return cl.frame.local.client.maxspeed;
}
/*
=============
pfnCheckParm
=============
*/
static int pfnCheckParm( char *parm, char **ppnext )
{
static char str[64];
if( FS_GetParmFromCmdLine( parm, str ))
{
// get the pointer on cmdline param
*ppnext = str;
return 1;
}
return 0;
}
/*
=============
pfnKey_Event
=============
*/
static void pfnKey_Event( int key, int down )
{
// add event to queue
Sys_QueEvent( SE_KEY, key, down, 0, NULL );
}
/*
=============
pfnGetMousePosition
=============
*/
static void pfnGetMousePosition( int *mx, int *my )
{
POINT curpos;
GetCursorPos( &curpos );
if( mx ) *mx = curpos.x;
if( my ) *my = curpos.y;
}
/*
=============
pfnIsNoClipping
=============
*/
int pfnIsNoClipping( void )
{
cl_entity_t *pl = CL_GetLocalPlayer();
if( !pl ) return false;
return pl->curstate.movetype == MOVETYPE_NOCLIP;
}
/*
=============
pfnGetViewModel
=============
*/
static cl_entity_t* pfnGetViewModel( void )
{
return &clgame.viewent;
}
/*
=============
pfnGetClientTime
=============
*/
static float pfnGetClientTime( void )
{
return cl_time();
}
/*
=============
pfnCalcShake
=============
*/
void pfnCalcShake( void )
{
int i;
float fraction, freq;
float localAmp;
if( clgame.shake.time == 0 )
return;
if(( cl.time > clgame.shake.time ) || clgame.shake.amplitude <= 0 || clgame.shake.frequency <= 0 )
{
Mem_Set( &clgame.shake, 0, sizeof( clgame.shake ));
return;
}
if( cl.time > clgame.shake.next_shake )
{
// higher frequency means we recalc the extents more often and perturb the display again
clgame.shake.next_shake = cl.time + ( 1.0f / clgame.shake.frequency );
// compute random shake extents (the shake will settle down from this)
for( i = 0; i < 3; i++ )
clgame.shake.offset[i] = Com_RandomFloat( -clgame.shake.amplitude, clgame.shake.amplitude );
clgame.shake.angle = Com_RandomFloat( -clgame.shake.amplitude * 0.25, clgame.shake.amplitude * 0.25 );
}
// ramp down amplitude over duration (fraction goes from 1 to 0 linearly with slope 1/duration)
fraction = ( clgame.shake.time - cl.time ) / clgame.shake.duration;
// ramp up frequency over duration
if( fraction )
{
freq = ( clgame.shake.frequency / fraction );
}
else
{
freq = 0;
}
// square fraction to approach zero more quickly
fraction *= fraction;
// Sine wave that slowly settles to zero
fraction = fraction * com.sin( cl.time * freq );
// add to view origin
VectorScale( clgame.shake.offset, fraction, clgame.shake.applied_offset );
// add to roll
clgame.shake.applied_angle = clgame.shake.angle * fraction;
// drop amplitude a bit, less for higher frequency shakes
localAmp = clgame.shake.amplitude * ( host.frametime / ( clgame.shake.duration * clgame.shake.frequency ));
clgame.shake.amplitude -= localAmp;
}
/*
=============
pfnApplyShake
=============
*/
void pfnApplyShake( float *origin, float *angles, float factor )
{
if( origin ) VectorMA( origin, factor, clgame.shake.applied_offset, origin );
if( angles ) angles[ROLL] += clgame.shake.applied_angle * factor;
}
/*
=============
pfnIsSpectateOnly
=============
*/
static int pfnIsSpectateOnly( void )
{
cl_entity_t *pl = CL_GetLocalPlayer();
if( !pl ) return false;
return pl->curstate.spectator;
}
/*
=============
pfnPointContents
=============
*/
static int pfnPointContents( const float *p, int *truecontents )
{
int cont, truecont;
truecont = cont = CL_TruePointContents( p );
if( truecontents ) *truecontents = truecont;
if( cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN )
cont = CONTENTS_WATER;
return cont;
}
/*
=============
pfnWaterEntity
=============
*/
static int pfnWaterEntity( const float *rgflPos )
{
physent_t *pe;
hull_t *hull;
vec3_t test;
int i;
if( !rgflPos ) return -1;
for( i = 0; i < clgame.pmove->nummoveent; i++ )
{
pe = &clgame.pmove->moveents[i];
if( pe->solid != SOLID_NOT ) // disabled ?
continue;
// only brushes can have special contents
if( pe->model->type != mod_brush )
continue;
// check water brushes accuracy
hull = PM_HullForBsp( pe, vec3_origin, vec3_origin, test );
// offset the test point appropriately for this hull.
VectorSubtract( rgflPos, test, test );
// test hull for intersection with this model
if( PM_HullPointContents( hull, hull->firstclipnode, test ) == CONTENTS_EMPTY )
continue;
// found water entity
return pe->info;
}
return -1;
}
/*
=============
pfnTraceLine
=============
*/
static pmtrace_t *pfnTraceLine( float *start, float *end, int flags, int usehull, int ignore_pe )
{
static pmtrace_t tr;
tr = PM_PlayerTrace( clgame.pmove, start, end, flags, usehull, ignore_pe, NULL );
return &tr;
}
static void pfnPlaySoundByNameAtLocation( char *szSound, float volume, float *origin )
{
int hSound = S_RegisterSound( szSound );
S_StartSound( origin, 0, CHAN_AUTO, hSound, volume, ATTN_NORM, PITCH_NORM, 0 );
}
/*
=============
pfnPrecacheEvent
=============
*/
static word pfnPrecacheEvent( int type, const char* psz )
{
return CL_EventIndex( psz );
}
/*
=============
pfnHookEvent
=============
*/
static void pfnHookEvent( const char *name, pfnEventHook pfn )
{
word event_index = CL_EventIndex( name );
user_event_t *ev;
int i;
// ignore blank names
if( !name || !*name ) return;
// second call can change EventFunc
for( i = 0; i < MAX_EVENTS; i++ )
{
ev = clgame.events[i];
if( !ev ) break;
if( !com.strcmp( name, ev->name ))
{
if( ev->func != pfn )
ev->func = pfn;
return;
}
}
CL_RegisterEvent( i, name, pfn );
}
/*
=============
pfnKillEvent
=============
*/
static void pfnKillEvents( int entnum, const char *eventname )
{
int i;
event_state_t *es;
event_info_t *ei;
int eventIndex = CL_EventIndex( eventname );
if( eventIndex < 0 || eventIndex >= MAX_EVENTS )
return;
if( entnum < 0 || entnum > clgame.maxEntities )
return;
es = &cl.events;
// find all events with specified index and kill it
for( i = 0; i < MAX_EVENT_QUEUE; i++ )
{
ei = &es->ei[i];
if( ei->index != eventIndex || ei->entity_index != entnum )
continue;
CL_ResetEvent( ei );
}
}
/*
=============
pfnPlaySound
=============
*/
void pfnPlaySound( int ent, float *org, int chan, const char *samp, float vol, float attn, int flags, int pitch )
{
S_StartSound( org, ent, chan, S_RegisterSound( samp ), vol, attn, pitch, flags );
}
/*
=============
pfnStopSound
=============
*/
void pfnStopSound( int ent, int channel, const char *sample )
{
S_StopSound( ent, channel, sample );
}
/*
=============
CL_FindModelIndex
=============
*/
int CL_FindModelIndex( const char *m )
{
int i;
if( !m || !m[0] )
return 0;
for( i = 1; i < MAX_MODELS && cl.model_precache[i][0]; i++ )
{
if( !com.strcmp( cl.model_precache[i], m ))
return i;
}
if( cls.state == ca_active )
{
// tell user about problem
MsgDev( D_ERROR, "CL_ModelIndex: %s not precached\n", m );
}
return 0;
}
/*
=============
pfnIsLocal
=============
*/
int pfnIsLocal( int playernum )
{
if( playernum == cl.playernum )
return true;
return false;
}
/*
=============
pfnLocalPlayerDucking
=============
*/
int pfnLocalPlayerDucking( void )
{
return cl.frame.local.client.bInDuck;
}
/*
=============
pfnLocalPlayerViewheight
=============
*/
void pfnLocalPlayerViewheight( float *view_ofs )
{
// predicted or smoothed
if( view_ofs ) VectorCopy( cl.predicted_viewofs, view_ofs );
}
/*
=============
pfnLocalPlayerBounds
=============
*/
void pfnLocalPlayerBounds( int hull, float *mins, float *maxs )
{
if( hull >= 0 && hull < 4 )
{
if( mins ) VectorCopy( clgame.pmove->player_mins[hull], mins );
if( maxs ) VectorCopy( clgame.pmove->player_maxs[hull], maxs );
}
}
/*
=============
pfnIndexFromTrace
=============
*/
int pfnIndexFromTrace( struct pmtrace_s *pTrace )
{
if( pTrace->ent >= 0 && pTrace->ent < clgame.pmove->numphysent )
{
// return cl.entities number
return clgame.pmove->physents[pTrace->ent].info;
}
return -1;
}
/*
=============
pfnGetPhysent
=============
*/
physent_t *pfnGetPhysent( int idx )
{
if( idx >= 0 && idx < clgame.pmove->numphysent )
{
// return physent
return &clgame.pmove->physents[idx];
}
return NULL;
}
/*
=============
pfnSetUpPlayerPrediction
=============
*/
void pfnSetUpPlayerPrediction( int dopred, int bIncludeLocalClient )
{
// FIXME: implement
}
/*
=============
pfnPushPMStates
=============
*/
void pfnPushPMStates( void )
{
clgame.oldcount = clgame.pmove->numphysent;
}
/*
=============
pfnPopPMStates
=============
*/
void pfnPopPMStates( void )
{
clgame.pmove->numphysent = clgame.oldcount;
}
/*
=============
pfnSetTraceHull
=============
*/
void pfnSetTraceHull( int hull )
{
clgame.trace_hull = bound( 0, hull, 3 );
}
/*
=============
pfnPlayerTrace
=============
*/
static void pfnPlayerTrace( float *start, float *end, int traceFlags, int ignore_pe, pmtrace_t *tr )
{
if( !tr ) return;
*tr = PM_PlayerTrace( clgame.pmove, start, end, traceFlags, clgame.trace_hull, ignore_pe, NULL );
}
/*
=============
pfnTraceTexture
=============
*/
static const char *pfnTraceTexture( int ground, float *vstart, float *vend )
{
physent_t *pe;
if( ground < 0 || ground >= clgame.pmove->numphysent )
return NULL; // bad ground
pe = &clgame.pmove->physents[ground];
return PM_TraceTexture( pe, vstart, vend );
}
/*
=============
pfnStopAllSounds
=============
*/
void pfnStopAllSounds( int ent, int entchannel )
{
S_StopSound( ent, entchannel, NULL );
}
/*
=============
pfnBoxVisible
=============
*/
static qboolean pfnBoxVisible( const vec3_t mins, const vec3_t maxs )
{
if( !re ) return false;
return CM_BoxVisible( mins, maxs, re->GetCurrentVis());
}
/*
=============
CL_GetSpritePointer
=============
*/
const model_t *CL_GetSpritePointer( HSPRITE hSprite )
{
if( hSprite <= 0 || hSprite > MAX_IMAGES )
return 0; // bad image
return &clgame.ds.images[hSprite];
}
/*
=============
CL_LoadModel
=============
*/
model_t *CL_LoadModel( const char *modelname, int *index )
{
int idx;
idx = CL_FindModelIndex( modelname );
if( !idx ) return NULL;
if( index ) *index = idx;
return CM_ClipHandleToModel( idx );
}
int CL_AddEntity( int entityType, cl_entity_t *pEnt )
{
if( !re || !pEnt || !pEnt->index )
return false;
// let the render reject entity without model
return CL_AddVisibleEntity( pEnt, entityType );
}
/*
=============
pfnGetGameDirectory
FIXME: use Info_ValueForKey( cl.serverinfo, "*gamedir" ) instead ?
=============
*/
const char *pfnGetGameDirectory( void )
{
return GI->gamedir;
}
/*
=============
Key_LookupBinding
=============
*/
const char *Key_LookupBinding( const char *pBinding )
{
return Key_KeynumToString( Key_GetKey( pBinding ));
}
/*
=============
pfnGetLevelName
=============
*/
static const char *pfnGetLevelName( void )
{
static char mapname[64];
if( cls.state >= ca_connected )
com.snprintf( mapname, sizeof( mapname ), "maps/%s.bsp", clgame.mapname );
else mapname[0] = '\0'; // not in game
return mapname;
}
/*
=============
pfnGetScreenFade
=============
*/
static void pfnGetScreenFade( struct screenfade_s *fade )
{
if( fade ) *fade = clgame.fade;
}
/*
=============
pfnSetScreenFade
=============
*/
static void pfnSetScreenFade( struct screenfade_s *fade )
{
if( fade ) clgame.fade = *fade;
}
/*
=============
pfnLoadMapSprite
=============
*/
model_t *pfnLoadMapSprite( const char *filename )
{
int i;
if( !re ) return NULL; // render not initialized
if( !filename || !*filename )
{
MsgDev( D_ERROR, "CL_LoadMapSprite: bad name!\n" );
return 0;
}
// slot 0 isn't used
for( i = 1; i < MAX_IMAGES && clgame.ds.images[i].name[0]; i++ )
{
if( !com.strcmp( clgame.ds.images[i].name, filename ))
{
// refresh shader
CL_LoadHudSprite( filename, &clgame.ds.images[i], SHADER_GENERIC );
return clgame.ds.images + i;
}
}
if( i == MAX_IMAGES )
{
MsgDev( D_ERROR, "LoadMapSprite: can't load %s, MAX_HSPRITES limit exceeded\n", filename );
return 0;
}
// load new shader
CL_LoadHudSprite( filename, &clgame.ds.images[i], SHADER_GENERIC );
return clgame.ds.images + i;
}
/*
=============
PlayerInfo_ValueForKey
=============
*/
const char *PlayerInfo_ValueForKey( int playerNum, const char *key )
{
// find the player
if(( playerNum > cl.maxclients ) || ( playerNum < 1 ))
return NULL;
if(( cl.players[playerNum-1].name == NULL ) || (*(cl.players[playerNum-1].name) == 0 ))
return NULL;
return Info_ValueForKey( cl.players[playerNum-1].userinfo, key );
}
/*
=============
PlayerInfo_SetValueForKey
=============
*/
void PlayerInfo_SetValueForKey( const char *key, const char *value )
{
// FIXME: implement
}
/*
=============
pfnGetPlayerUniqueID
=============
*/
qboolean pfnGetPlayerUniqueID( int iPlayer, char playerID[16] )
{
// FIXME: implement
return false;
}
/*
=============
pfnGetTrackerIDForPlayer
=============
*/
int pfnGetTrackerIDForPlayer( int playerSlot )
{
playerSlot -= 1; // make into a client index
if( !cl.players[playerSlot].userinfo[0] || !cl.players[playerSlot].name[0] )
return 0;
return com.atoi( Info_ValueForKey( cl.players[playerSlot].userinfo, "*tracker" ));
}
/*
=============
pfnGetPlayerForTrackerID
=============
*/
int pfnGetPlayerForTrackerID( int trackerID )
{
int i;
for( i = 0; i < MAX_CLIENTS; i++ )
{
if( !cl.players[i].userinfo[0] || !cl.players[i].name[0] )
continue;
if( com.atoi( Info_ValueForKey( cl.players[i].userinfo, "*tracker" )) == trackerID )
{
// make into a player slot
return (i+1);
}
}
return 0;
}
/*
=============
pfnServerCmdUnreliable
=============
*/
int pfnServerCmdUnreliable( char *szCmdString )
{
if( !szCmdString || !*szCmdString )
return 0;
BF_WriteByte( &cls.netchan.message, clc_stringcmd );
BF_WriteString( &cls.netchan.message, szCmdString );
return 1;
}
/*
=============
pfnGetMousePos
=============
*/
void pfnGetMousePos( struct tagPOINT *ppt )
{
GetCursorPos( ppt );
}
/*
=============
pfnSetMousePos
=============
*/
void pfnSetMousePos( int mx, int my )
{
if( !mx && !my ) return;
Sys_QueEvent( SE_MOUSE, mx, my, 0, NULL );
}
/*
=============
pfnSetMouseEnable
=============
*/
void pfnSetMouseEnable( qboolean fEnable )
{
if( fEnable ) IN_ActivateMouse();
else IN_DeactivateMouse();
}
/*
===============================================================================
EffectsAPI Builtin Functions
===============================================================================
*/
/*
=================
pfnEnvShot
=================
*/
static void pfnEnvShot( const float *vieworg, const char *name, int skyshot )
{
static vec3_t viewPoint;
if( !name )
{
MsgDev( D_ERROR, "R_%sShot: bad name\n", skyshot ? "Sky" : "Env" );
return;
}
if( cls.scrshot_action != scrshot_inactive )
{
if( cls.scrshot_action != scrshot_skyshot && cls.scrshot_action != scrshot_envshot )
MsgDev( D_ERROR, "R_%sShot: subsystem is busy, try later.\n", skyshot ? "Sky" : "Env" );
return;
}
cls.envshot_vieworg = NULL; // use client view
com.strncpy( cls.shotname, name, sizeof( cls.shotname ));
if( vieworg )
{
// make sure what viewpoint don't temporare
VectorCopy( vieworg, viewPoint );
cls.envshot_vieworg = viewPoint;
}
// make request for envshot
if( skyshot ) cls.scrshot_action = scrshot_skyshot;
else cls.scrshot_action = scrshot_envshot;
}
/*
=================
pfnSkyCamera
=================
*/
static void pfnSkyCamera( const float *vieworg, const float *viewangles, float scale, float fov )
{
if( !re || !vieworg || !viewangles )
return;
re->SetSkyPortal( vieworg, viewangles, scale, fov );
}
/*
=================
TriApi implementation
=================
*/
/*
=================
Tri_DrawTriangles
callback from renderer
=================
*/
void Tri_DrawTriangles( int fTrans )
{
if( fTrans )
{
CL_DrawBeams( true );
CL_DrawParticles();
clgame.dllFuncs.pfnDrawTransparentTriangles ();
}
else
{
CL_DrawBeams( false );
clgame.dllFuncs.pfnDrawNormalTriangles ();
}
}
/*
=============
TriRenderMode
=============
*/
void TriRenderMode( int mode )
{
if( !re ) return;
re->RenderMode( mode );
}
/*
=============
TriBegin
begin triangle sequence
=============
*/
void TriBegin( int mode )
{
if( re ) re->Begin( mode );
}
/*
=============
TriEnd
draw triangle sequence
=============
*/
void TriEnd( void )
{
if( re ) re->End();
}
/*
=============
TriColor4f
=============
*/
void TriColor4f( float r, float g, float b, float a )
{
rgba_t rgba;
if( !re ) return;
rgba[0] = (byte)bound( 0, (r * 255.0f), 255 );
rgba[1] = (byte)bound( 0, (g * 255.0f), 255 );
rgba[2] = (byte)bound( 0, (b * 255.0f), 255 );
rgba[3] = (byte)bound( 0, (a * 255.0f), 255 );
re->Color4ub( rgba[0], rgba[1], rgba[2], rgba[3] );
}
/*
=============
TriColor4ub
=============
*/
void TriColor4ub( byte r, byte g, byte b, byte a )
{
if( !re ) return;
re->Color4ub( r, g, b, a );
}
/*
=============
TriTexCoord2f
=============
*/
void TriTexCoord2f( float u, float v )
{
if( !re ) return;
re->TexCoord2f( u, v );
}
/*
=============
TriVertex3fv
=============
*/
void TriVertex3fv( const float *v )
{
if( !re || !v ) return;
re->Vertex3f( v[0], v[1], v[2] );
}
/*
=============
TriVertex3f
=============
*/
void TriVertex3f( float x, float y, float z )
{
if( !re ) return;
re->Vertex3f( x, y, z );
}
/*
=============
TriBrightness
=============
*/
void TriBrightness( float brightness )
{
int color;
color = brightness * 255;
re->Color4ub( color, color, color, 255 );
}
/*
=============
TriCullFace
=============
*/
void TriCullFace( TRICULLSTYLE mode )
{
if( !re ) return;
re->CullFace( mode );
}
/*
=============
TriSpriteTexture
bind current texture
=============
*/
int TriSpriteTexture( model_t *pSpriteModel, int frame )
{
shader_t shader;
if( !re || !pSpriteModel )
return 0;
if( pSpriteModel->registration_sequence == -1 )
shader = pSpriteModel->numtexinfo;
else if( pSpriteModel->type == mod_sprite && pSpriteModel->numframes )
shader = re->GetSpriteTexture( CM_ClipModelToHandle( pSpriteModel ), frame );
else return 0;
re->Bind( shader, frame );
return 1;
}
/*
=============
TriWorldToScreen
convert world coordinates (x,y,z) into screen (x, y)
=============
*/
int TriWorldToScreen( float *world, float *screen )
{
int retval = 0;
if( !re || !world || !screen )
return retval;
retval = re->WorldToScreen( world, screen );
screen[0] = 0.5f * screen[0] * (float)cl.refdef.viewport[2];
screen[1] = -0.5f * screen[1] * (float)cl.refdef.viewport[3];
screen[0] += 0.5f * (float)cl.refdef.viewport[2];
screen[1] += 0.5f * (float)cl.refdef.viewport[3];
return retval;
}
/*
=============
TriFog
enables global fog on the level
=============
*/
void TriFog( float flFogColor[3], float flStart, float flEnd, int bOn )
{
if( re ) re->Fog( flFogColor, flStart, flEnd, bOn );
}
/*
=============
TriScreenToWorld
convert screen coordinates (x,y) into world (x, y, z)
=============
*/
void TriScreenToWorld( float *screen, float *world )
{
if( !re ) return;
re->ScreenToWorld( screen, world );
}
/*
=============
TriNormal3fv
=============
*/
void TriNormal3fv( const float *v )
{
if( !re || !v ) return;
re->Normal3f( v[0], v[1], v[2] );
}
/*
=============
TriNormal3f
=============
*/
void TriNormal3f( float x, float y, float z )
{
if( !re ) return;
re->Normal3f( x, y, z );
}
/*
=================
DemoApi implementation
=================
*/
/*
=================
Demo_IsRecording
=================
*/
static int Demo_IsRecording( void )
{
return cls.demorecording;
}
/*
=================
Demo_IsPlayingback
=================
*/
static int Demo_IsPlayingback( void )
{
return cls.demoplayback;
}
/*
=================
Demo_IsTimeDemo
=================
*/
static int Demo_IsTimeDemo( void )
{
return cls.timedemo;
}
/*
=================
Demo_WriteBuffer
=================
*/
static void Demo_WriteBuffer( int size, byte *buffer )
{
// FIXME: implement
}
/*
=================
NetworkApi implementation
=================
*/
/*
=================
NetAPI_InitNetworking
=================
*/
void NetAPI_InitNetworking( void )
{
// FIXME: implement
}
/*
=================
NetAPI_InitNetworking
=================
*/
void NetAPI_Status( net_status_t *status )
{
// FIXME: implement
}
/*
=================
NetAPI_SendRequest
=================
*/
void NetAPI_SendRequest( int context, int request, int flags, double timeout, netadr_t *remote_address, net_api_response_func_t response )
{
// FIXME: implement
}
/*
=================
NetAPI_CancelRequest
=================
*/
void NetAPI_CancelRequest( int context )
{
// FIXME: implement
}
/*
=================
NetAPI_CancelAllRequests
=================
*/
void NetAPI_CancelAllRequests( void )
{
// FIXME: implement
}
/*
=================
NetAPI_AdrToString
=================
*/
char *NetAPI_AdrToString( netadr_t *a )
{
return NET_AdrToString( *a );
}
/*
=================
NetAPI_CompareAdr
=================
*/
int NetAPI_CompareAdr( netadr_t *a, netadr_t *b )
{
return NET_CompareAdr( *a, *b );
}
/*
=================
NetAPI_StringToAdr
=================
*/
int NetAPI_StringToAdr( char *s, netadr_t *a )
{
return NET_StringToAdr( s, a );
}
/*
=================
NetAPI_ValueForKey
=================
*/
const char *NetAPI_ValueForKey( const char *s, const char *key )
{
return Info_ValueForKey( s, key );
}
/*
=================
NetAPI_RemoveKey
=================
*/
void NetAPI_RemoveKey( char *s, const char *key )
{
Info_RemoveKey( s, key );
}
/*
=================
NetAPI_SetValueForKey
=================
*/
void NetAPI_SetValueForKey( char *s, const char *key, const char *value, int maxsize )
{
if( maxsize > MAX_INFO_STRING ) return;
Info_SetValueForKey( s, key, value );
}
/*
=================
IVoiceTweak implementation
=================
*/
/*
=================
Voice_StartVoiceTweakMode
=================
*/
int Voice_StartVoiceTweakMode( void )
{
// UNDONE: wait for voice implementation in snd_dx.dll
// g-cont. may be move snd_dx.dll back into the engine ?
return 0;
}
/*
=================
Voice_EndVoiceTweakMode
=================
*/
void Voice_EndVoiceTweakMode( void )
{
// FIXME: implement
}
/*
=================
Voice_SetControlFloat
=================
*/
void Voice_SetControlFloat( VoiceTweakControl iControl, float value )
{
// FIXME: implement
}
/*
=================
Voice_GetControlFloat
=================
*/
float Voice_GetControlFloat( VoiceTweakControl iControl )
{
// FIXME: implement
return 1.0f;
}
static triangleapi_t gTriApi =
{
TRI_API_VERSION,
TriRenderMode,
TriBegin,
TriEnd,
TriColor4f,
TriColor4ub,
TriTexCoord2f,
TriVertex3fv,
TriVertex3f,
TriBrightness,
TriCullFace,
TriSpriteTexture,
TriWorldToScreen,
TriFog,
TriScreenToWorld,
};
static efx_api_t gEfxApi =
{
CL_AllocParticle,
CL_BlobExplosion,
CL_Blood,
CL_BloodSprite,
CL_BloodStream,
CL_BreakModel,
CL_Bubbles,
CL_BubbleTrail,
CL_BulletImpactParticles,
CL_EntityParticles,
CL_Explosion,
CL_FizzEffect,
CL_FireField,
CL_FlickerParticles,
CL_FunnelSprite,
CL_Implosion,
CL_Large_Funnel,
CL_LavaSplash,
CL_MultiGunshot,
CL_MuzzleFlash,
CL_ParticleBox,
CL_ParticleBurst,
CL_ParticleExplosion,
CL_ParticleExplosion2,
CL_ParticleLine,
CL_PlayerSprites,
CL_Projectile,
CL_RicochetSound,
CL_RicochetSprite,
CL_RocketFlare,
CL_RocketTrail,
CL_RunParticleEffect,
CL_ShowLine,
CL_SparkEffect,
CL_SparkShower,
CL_SparkStreaks,
CL_Spray,
CL_Sprite_Explode,
CL_Sprite_Smoke,
CL_Sprite_Spray,
CL_Sprite_Trail,
CL_Sprite_WallPuff,
CL_StreakSplash,
CL_TracerEffect,
CL_UserTracerParticle,
CL_TracerParticles,
CL_TeleportSplash,
CL_TempSphereModel,
CL_TempModel,
CL_DefaultSprite,
CL_TempSprite,
CL_DecalIndex,
CL_DecalIndexFromName,
CL_DecalShoot,
CL_AttachTentToPlayer,
CL_KillAttachedTents,
CL_BeamCirclePoints,
CL_BeamEntPoint,
CL_BeamEnts,
CL_BeamFollow,
CL_BeamKill,
CL_BeamLightning,
CL_BeamPoints,
CL_BeamRing,
CL_AllocDlight,
CL_AllocElight,
CL_TempEntAlloc,
CL_TempEntAllocNoModel,
CL_TempEntAllocHigh,
CL_TempEntAllocCustom,
CL_GetPackedColor,
CL_LookupColor,
CL_DecalRemoveAll,
};
static event_api_t gEventApi =
{
EVENT_API_VERSION,
pfnPlaySound,
pfnStopSound,
CL_FindModelIndex,
pfnIsLocal,
pfnLocalPlayerDucking,
pfnLocalPlayerViewheight,
pfnLocalPlayerBounds,
pfnIndexFromTrace,
pfnGetPhysent,
pfnSetUpPlayerPrediction,
pfnPushPMStates,
pfnPopPMStates,
CL_SetSolidPlayers,
pfnSetTraceHull,
pfnPlayerTrace,
CL_WeaponAnim,
pfnPrecacheEvent,
CL_PlaybackEvent,
pfnTraceTexture,
pfnStopAllSounds,
pfnKillEvents,
};
static demo_api_t gDemoApi =
{
Demo_IsRecording,
Demo_IsPlayingback,
Demo_IsTimeDemo,
Demo_WriteBuffer,
};
static net_api_t gNetApi =
{
NetAPI_InitNetworking,
NetAPI_Status,
NetAPI_SendRequest,
NetAPI_CancelRequest,
NetAPI_CancelAllRequests,
NetAPI_AdrToString,
NetAPI_CompareAdr,
NetAPI_StringToAdr,
NetAPI_ValueForKey,
NetAPI_RemoveKey,
NetAPI_SetValueForKey,
};
static IVoiceTweak gVoiceApi =
{
Voice_StartVoiceTweakMode,
Voice_EndVoiceTweakMode,
Voice_SetControlFloat,
Voice_GetControlFloat,
};
// engine callbacks
static cl_enginefunc_t gEngfuncs =
{
pfnSPR_Load,
pfnSPR_Frames,
pfnSPR_Height,
pfnSPR_Width,
pfnSPR_Set,
pfnSPR_Draw,
pfnSPR_DrawHoles,
pfnSPR_DrawAdditive,
pfnSPR_EnableScissor,
pfnSPR_DisableScissor,
pfnSPR_GetList,
pfnFillRGBA,
pfnGetScreenInfo,
pfnSetCrosshair,
pfnCvar_RegisterVariable,
pfnCVarGetValue,
pfnCVarGetString,
pfnAddCommand,
pfnHookUserMsg,
pfnServerCmd,
pfnClientCmd,
pfnGetPlayerInfo,
pfnPlaySoundByName,
pfnPlaySoundByIndex,
AngleVectors,
pfnTextMessageGet,
pfnDrawCharacter,
pfnDrawConsoleString,
pfnDrawSetTextColor,
Con_DrawStringLen,
pfnConsolePrint,
pfnCenterPrint,
pfnGetWindowCenterX,
pfnGetWindowCenterY,
pfnGetViewAngles,
pfnSetViewAngles,
CL_GetMaxClients,
pfnCVarSetValue,
pfnCmd_Argc,
pfnCmd_Argv,
Con_Printf,
Con_DPrintf,
Con_NPrintf,
Con_NXPrintf,
pfnPhysInfo_ValueForKey,
pfnServerInfo_ValueForKey,
pfnGetClientMaxspeed,
pfnCheckParm,
pfnKey_Event,
pfnGetMousePosition,
pfnIsNoClipping,
CL_GetLocalPlayer,
pfnGetViewModel,
CL_GetEntityByIndex,
pfnGetClientTime,
pfnCalcShake,
pfnApplyShake,
pfnPointContents,
pfnWaterEntity,
pfnTraceLine,
CL_LoadModel,
CL_AddEntity,
CL_GetSpritePointer,
pfnPlaySoundByNameAtLocation,
pfnPrecacheEvent,
CL_PlaybackEvent,
CL_WeaponAnim,
pfnRandomFloat,
pfnRandomLong,
pfnHookEvent,
Con_Visible,
pfnGetGameDirectory,
pfnCVarGetPointer,
Key_LookupBinding,
pfnGetLevelName,
pfnGetScreenFade,
pfnSetScreenFade,
VGui_GetPanel,
VGui_ViewportPaintBackground,
COM_LoadFile,
COM_ParseFile,
pfnFreeFile,
&gTriApi,
&gEfxApi,
&gEventApi,
&gDemoApi,
&gNetApi,
&gVoiceApi,
pfnIsSpectateOnly,
pfnLoadMapSprite,
COM_AddAppDirectoryToSearchPath,
COM_ExpandFilename,
PlayerInfo_ValueForKey,
PlayerInfo_SetValueForKey,
pfnGetPlayerUniqueID,
pfnGetTrackerIDForPlayer,
pfnGetPlayerForTrackerID,
pfnServerCmdUnreliable,
pfnGetMousePos,
pfnSetMousePos,
pfnSetMouseEnable,
};
void CL_UnloadProgs( void )
{
if( !clgame.hInstance ) return;
CL_FreeEdicts();
CL_FreeTempEnts();
CL_FreeViewBeams();
CL_FreeParticles();
clgame.dllFuncs.pfnShutdown();
FS_FreeLibrary( clgame.hInstance );
Mem_FreePool( &cls.mempool );
Mem_FreePool( &clgame.mempool );
Mem_Set( &clgame, 0, sizeof( clgame ));
}
qboolean CL_LoadProgs( const char *name )
{
static playermove_t gpMove;
const dllfunc_t *func;
if( clgame.hInstance ) CL_UnloadProgs();
// setup globals
cl.refdef.movevars = &clgame.movevars;
// initialize PlayerMove
clgame.pmove = &gpMove;
cls.mempool = Mem_AllocPool( "Client Static Pool" );
clgame.mempool = Mem_AllocPool( "Client Edicts Zone" );
clgame.entities = NULL;
clgame.hInstance = FS_LoadLibrary( name, false );
if( !clgame.hInstance ) return false;
// clear exports
for( func = cdll_exports; func && func->name; func++ )
*func->func = NULL;
for( func = cdll_exports; func && func->name != NULL; func++ )
{
// functions are cleared before all the extensions are evaluated
if(!( *func->func = (void *)FS_GetProcAddress( clgame.hInstance, func->name )))
{
MsgDev( D_NOTE, "CL_LoadProgs: failed to get address of %s proc\n", func->name );
FS_FreeLibrary( clgame.hInstance );
clgame.hInstance = NULL;
return false;
}
}
if( !clgame.dllFuncs.pfnInitialize( &gEngfuncs, CLDLL_INTERFACE_VERSION ))
{
FS_FreeLibrary( clgame.hInstance );
MsgDev( D_NOTE, "CL_LoadProgs: can't init client API\n" );
clgame.hInstance = NULL;
return false;
}
if( !CL_InitStudioAPI( ))
{
FS_FreeLibrary( clgame.hInstance );
MsgDev( D_NOTE, "CL_LoadProgs: can't init studio API\n" );
clgame.hInstance = NULL;
return false;
}
Cvar_Get( "cl_lw", "1", CVAR_ARCHIVE|CVAR_USERINFO, "enable client weapon predicting" );
clgame.maxEntities = GI->max_edicts; // merge during loading
CL_InitTitles( "titles.txt" );
CL_InitParticles ();
CL_InitViewBeams ();
CL_InitTempEnts ();
VGui_Startup ();
// initialize game
clgame.dllFuncs.pfnInit();
// initialize pm_shared
CL_InitClientMove();
return true;
}