forked from FWGS/Paranoia2
345 lines
8.1 KiB
C++
345 lines
8.1 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, 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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#include "vgui_SchemeManager.h"
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#include "pm_shared.h"
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#include "pm_defs.h"
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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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int developer_level;
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int g_iXashEngineBuildNumber;
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BOOL g_fRenderInitialized = FALSE;
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BOOL g_fRenderInterfaceValid = FALSE;
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BOOL g_fXashEngine = FALSE;
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cl_enginefunc_t gEngfuncs;
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render_api_t gRenderfuncs;
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CHud gHUD;
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TeamFortressViewport *gViewPort = NULL;
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void InitInput( void );
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void ShutdownInput( void );
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void EV_HookEvents( void );
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void IN_Commands( void );
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/*
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==========================
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Initialize
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Called when the DLL is first loaded.
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==========================
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*/
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extern "C"
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{
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int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion );
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int DLLEXPORT HUD_VidInit( void );
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void DLLEXPORT HUD_Init( void );
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void DLLEXPORT HUD_Shutdown( void );
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int DLLEXPORT HUD_Redraw( float flTime, int intermission );
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int DLLEXPORT HUD_UpdateClientData( client_data_t *cdata, float flTime );
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void DLLEXPORT HUD_Reset ( void );
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void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server );
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void DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove );
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char DLLEXPORT HUD_PlayerMoveTexture( char *name );
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int DLLEXPORT HUD_ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size );
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void DLLEXPORT HUD_PostRunCmd( local_state_t *from, local_state_t *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int seed );
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int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs );
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void DLLEXPORT HUD_Frame( double time );
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void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking);
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void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf );
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void DLLEXPORT HUD_ClipMoveToEntity( physent_t *pe, const float *start, float *mins, float *maxs, const float *end, pmtrace_t *tr );
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}
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/*
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================================
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HUD_GetHullBounds
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Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist.
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================================
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*/
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int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs )
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{
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int iret = 0;
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switch ( hullnumber )
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{
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case 0: // Normal player
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mins = Vector(-16, -16, -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 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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// 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 DLLEXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove )
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{
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PM_Init( ppmove );
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}
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char DLLEXPORT HUD_PlayerMoveTexture( char *name )
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{
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return (char)0;
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}
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void DLLEXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server )
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{
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PM_Move( ppmove, server );
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}
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int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
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{
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gEngfuncs = *pEnginefuncs;
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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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// get developer level
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developer_level = (int)CVAR_GET_FLOAT( "developer" );
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if( CVAR_GET_POINTER( "host_clientloaded" ) != NULL )
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g_fXashEngine = TRUE;
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g_iXashEngineBuildNumber = (int)CVAR_GET_FLOAT( "build" ); // 0 for old builds or GoldSrc
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if( g_iXashEngineBuildNumber <= 0 )
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g_iXashEngineBuildNumber = (int)CVAR_GET_FLOAT( "buildnum" );
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EV_HookEvents();
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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 DLLEXPORT HUD_VidInit( void )
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{
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gHUD.VidInit();
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VGui_Startup();
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if( g_fXashEngine && g_fRenderInitialized )
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R_VidInit();
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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 DLLEXPORT HUD_Init( void )
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{
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InitInput();
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if( g_fXashEngine && g_fRenderInitialized )
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GL_Init();
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gHUD.Init();
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Scheme_Init();
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}
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void DLLEXPORT HUD_Shutdown( void )
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{
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ShutdownInput();
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if( g_fXashEngine && g_fRenderInitialized )
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GL_Shutdown();
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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 DLLEXPORT HUD_Redraw( float time, int intermission )
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{
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return gHUD.Redraw( time, intermission );
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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 DLLEXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime )
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{
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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 DLLEXPORT HUD_Reset( void )
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{
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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 DLLEXPORT HUD_Frame( double time )
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{
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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 DLLEXPORT HUD_VoiceStatus( int entindex, qboolean bTalking )
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{
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GetClientVoiceMgr()->UpdateSpeakerStatus( entindex, bTalking );
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}
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/*
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==========================
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HUD_DirectorEvent
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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 DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf )
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{
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gHUD.m_Spectator.DirectorMessage( iSize, pbuf );
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}
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void DLLEXPORT HUD_PostRunCmd( local_state_t *from, local_state_t *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int seed )
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{
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to->client.fov = 0;//g_lastFOV; buz
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}
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/*
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==========================
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HUD_ClipMoveToEntity
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This called only for non-local clients (multiplayer)
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==========================
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*/
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void DLLEXPORT HUD_ClipMoveToEntity( physent_t *pe, const float *start, float *mins, float *maxs, const float *end, pmtrace_t *tr )
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{
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// convert physent_t to cl_entity_t
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cl_entity_t *pTouch = gEngfuncs.GetEntityByIndex( pe->info );
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trace_t trace;
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if( !pTouch )
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{
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// removed entity?
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tr->allsolid = false;
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return;
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}
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// make trace default
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memset( &trace, 0, sizeof( trace ));
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trace.allsolid = true;
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trace.fraction = 1.0f;
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trace.endpos = end;
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Physic_SweepTest( pTouch, start, mins, maxs, end, &trace );
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// convert trace_t into pmtrace_t
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memcpy( tr, &trace, 48 );
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tr->surf = trace.surf;
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if( trace.ent != NULL && PM_GetPlayerMove( ))
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tr->ent = pe - PM_GetPlayerMove()->physents;
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else tr->ent = -1;
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}
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