/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ // // cdll_int.c // // this implementation handles the linking of the engine to the DLL // #include "hud.h" #include "cl_util.h" #include "netadr.h" extern "C" { #include "pm_shared.h" } #include #include "interface.h" #include "render_api.h" #include "mobility_int.h" #ifdef _WIN32 #define DLLEXPORT __declspec( dllexport ) #else #define DLLEXPORT #endif cl_enginefunc_t gEngfuncs = { 0 }; render_api_t gRenderAPI = { 0 }; mobile_engfuncs_t gMobileAPI = { 0 }; CHud gHUD; int g_iXash = 0; // indicates a buildnum int g_iMobileAPIVersion = 0; void InitInput (void); void EV_HookEvents( void ); void IN_Commands( void ); /* ========================== Initialize Called when the DLL is first loaded. ========================== */ extern "C" { int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion ); int DLLEXPORT HUD_VidInit( void ); void DLLEXPORT HUD_Init( void ); int DLLEXPORT HUD_Redraw( float flTime, int intermission ); int DLLEXPORT HUD_UpdateClientData( client_data_t *cdata, float flTime ); void DLLEXPORT HUD_Reset ( void ); void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server ); void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove ); char DLLEXPORT HUD_PlayerMoveTexture( char *name ); int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size ); int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs ); void DLLEXPORT HUD_Frame( double time ); void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking); void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf ); int DLLEXPORT HUD_GetRenderInterface( int version, render_api_t *renderfuncs, render_interface_t *callback ); int DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *mobileapi ); } /* ================================ HUD_GetHullBounds Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist. ================================ */ int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs ) { int iret = 0; switch ( hullnumber ) { case 0: // Normal player Vector(-16, -16, -36).CopyToArray(mins); Vector(16, 16, 36).CopyToArray(maxs); iret = 1; break; case 1: // Crouched player Vector(-16, -16, -18).CopyToArray(mins); Vector(16, 16, 18).CopyToArray(maxs); iret = 1; break; case 2: // Point based hull Vector(0, 0, 0).CopyToArray(mins); Vector(0, 0, 0).CopyToArray(maxs); iret = 1; break; } return iret; } /* ================================ HUD_ConnectionlessPacket Return 1 if the packet is valid. Set response_buffer_size if you want to send a response packet. Incoming, it holds the max size of the response_buffer, so you must zero it out if you choose not to respond. ================================ */ int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size ) { // Parse stuff from args // int max_buffer_size = *response_buffer_size; // Zero it out since we aren't going to respond. // If we wanted to response, we'd write data into response_buffer *response_buffer_size = 0; // Since we don't listen for anything here, just respond that it's a bogus message // If we didn't reject the message, we'd return 1 for success instead. return 0; } void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove ) { PM_Init( ppmove ); } char DLLEXPORT HUD_PlayerMoveTexture( char *name ) { return PM_FindTextureType( name ); } void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server ) { PM_Move( ppmove, server ); } int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion ) { gEngfuncs = *pEnginefuncs; if (iVersion != CLDLL_INTERFACE_VERSION) return 0; memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t)); g_iXash = (int)CVAR_GET_FLOAT("build"); EV_HookEvents(); return 1; } #ifdef _CS16CLIENT_ENABLE_GSRC_SUPPORT /* ================= HUD_GetRect VGui stub ================= */ int *HUD_GetRect( void ) { static int extent[4]; extent[0] = gEngfuncs.GetWindowCenterX() - ScreenWidth / 2; extent[1] = gEngfuncs.GetWindowCenterY() - ScreenHeight / 2; extent[2] = gEngfuncs.GetWindowCenterX() + ScreenWidth / 2; extent[3] = gEngfuncs.GetWindowCenterY() + ScreenHeight / 2; return extent; } #endif /* ========================== HUD_VidInit Called when the game initializes and whenever the vid_mode is changed so the HUD can reinitialize itself. ========================== */ bool isLoaded = false; int DLLEXPORT HUD_VidInit( void ) { gHUD.VidInit(); isLoaded = true; //VGui_Startup(); return 1; } /* ========================== HUD_Init Called whenever the client connects to a server. Reinitializes all the hud variables. ========================== */ void DLLEXPORT HUD_Init( void ) { InitInput(); gHUD.Init(); //Scheme_Init(); } /* ========================== HUD_Redraw called every screen frame to redraw the HUD. =========================== */ int DLLEXPORT HUD_Redraw( float time, int intermission ) { gHUD.Redraw( time, intermission ); return 1; } /* ========================== HUD_UpdateClientData called every time shared client dll/engine data gets changed, and gives the cdll a chance to modify the data. returns 1 if anything has been changed, 0 otherwise. ========================== */ int DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime ) { IN_Commands(); return gHUD.UpdateClientData(pcldata, flTime ); } /* ========================== HUD_Reset Called at start and end of demos to restore to "non"HUD state. ========================== */ void DLLEXPORT HUD_Reset( void ) { gHUD.VidInit(); } /* ========================== HUD_Frame Called by engine every frame that client .dll is loaded ========================== */ void DLLEXPORT HUD_Frame( double time ) { #ifdef _CS16CLIENT_ENABLE_GSRC_SUPPORT gEngfuncs.VGui_ViewportPaintBackground(HUD_GetRect()); #endif } /* ========================== HUD_VoiceStatus Called when a player starts or stops talking. ========================== */ void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking) { } /* ========================== HUD_DirectorEvent Called when a director event message was received ========================== */ void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf ) { gHUD.m_Spectator.DirectorMessage( iSize, pbuf ); } /* ========================== HUD_GetRenderInterface Called when Xash3D sends render api to us ========================== */ int DLLEXPORT HUD_GetRenderInterface( int version, render_api_t *renderfuncs, render_interface_t *callback ) { if( version != CL_RENDER_INTERFACE_VERSION ) { return false; } gRenderAPI = *renderfuncs; // we didn't send callbacks to engine, because we don't use it // *callback = renderInterface; // we have here a Host_Error, so check Xash for version #ifdef __ANDROID__ if( g_iXash < 3224 ) { gRenderAPI.Host_Error("Xash3D Android version check failed!\nPlease update your Xash3D Android!\n"); } #endif return true; } /* ======================== HUD_MobilityInterface ======================== */ int DLLEXPORT HUD_MobilityInterface( mobile_engfuncs_t *mobileapi ) { if( mobileapi->version != MOBILITY_API_VERSION ) { #ifdef __ANDROID__ if( gRenderAPI.Host_Error ) { gRenderAPI.Host_Error("Xash3D Android version check failed!\nPlease update your Xash3D Android!\n"); } #endif gEngfuncs.Con_Printf("Client Error: Mobile API version mismatch. Got: %i, want: %i\n", mobileapi->version, MOBILITY_API_VERSION); return 1; } g_iMobileAPIVersion = MOBILITY_API_VERSION; gMobileAPI = *mobileapi; return 0; }