/*** * * Copyright (c) 1999, 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 #include "netadr.h" #include "vgui_int.h" #include "voice_status.h" #include "FileSystem.h" #include "interface.h" #include "vgui_SchemeManager.h" #ifdef _WIN32 #include "winsani_in.h" #include #include "winsani_out.h" #endif CSysModule *g_pFileSystemModule = NULL; IFileSystem *g_pFileSystem = NULL; CSysModule *g_hTrackerModule = NULL; cl_enginefunc_t gEngfuncs; CHud gHUD; TeamFortressViewport *gViewPort = NULL; extern "C" { #include "pm_shared.h" } #include "hud_servers.h" void InitInput (void); void EV_HookEvents( void ); void IN_Commands( void ); /* ========================== Initialize Called when the DLL is first loaded. ========================== */ extern "C" { int EXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion ); int EXPORT HUD_VidInit( void ); int EXPORT HUD_Init( void ); int EXPORT HUD_Redraw( float flTime, int intermission ); int EXPORT HUD_UpdateClientData( client_data_t *cdata, float flTime ); int EXPORT HUD_Reset ( void ); void EXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server ); void EXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove ); char EXPORT HUD_PlayerMoveTexture( char *name ); int EXPORT HUD_ConnectionlessPacket( struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size ); int EXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs ); void EXPORT HUD_Frame( double time ); void EXPORT HUD_PostRunCmd( struct local_state_s *from, struct local_state_s *to, struct usercmd_s *cmd, int runfuncs, double time, unsigned int random_seed ); void EXPORT HUD_VoiceStatus(int entindex, qboolean bTalking); void EXPORT HUD_DirectorMessage( int iSize, void *pbuf ); } /* ================================ HUD_GetHullBounds Engine calls this to enumerate player collision hulls, for prediction. Return 0 if the hullnumber doesn't exist. ================================ */ int EXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs ) { int iret = 0; switch ( hullnumber ) { case 0: // Normal player mins = Vector(-16, -16, -32); maxs = Vector(16, 16, 32); iret = 1; break; case 1: // Crouched player mins = Vector(-16, -16, -32); maxs = Vector(16, 16, 32); iret = 1; break; case 2: // Point based hull mins = Vector( 0, 0, 0 ); maxs = Vector( 0, 0, 0 ); 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 EXPORT HUD_ConnectionlessPacket( 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 EXPORT HUD_PlayerMoveInit( struct playermove_s *ppmove ) { PM_Init( ppmove ); } char EXPORT HUD_PlayerMoveTexture( char *name ) { return PM_FindTextureType( name ); } void EXPORT HUD_PlayerMove( struct playermove_s *ppmove, int server ) { PM_Move( ppmove, server ); } int EXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion ) { gEngfuncs = *pEnginefuncs; //!!! mwh UNDONE We need to think about our versioning strategy. Do we want to try to be compatible // with previous versions, especially when we're only 'bonus' functionality? Should it be the engine // that decides if the DLL is compliant? if (iVersion != CLDLL_INTERFACE_VERSION) return 0; memcpy(&gEngfuncs, pEnginefuncs, sizeof(cl_enginefunc_t)); EV_HookEvents(); // Determine which filesystem to use. #if defined ( _WIN32 ) char *szFsModule = "filesystem_stdio.dll"; #elif defined(OSX) char *szFsModule = "filesystem_stdio.dylib"; #elif defined(LINUX) char *szFsModule = "filesystem_stdio.so"; #else #error #endif char szFSDir[MAX_PATH]; szFSDir[0] = 0; if ( gEngfuncs.COM_ExpandFilename( szFsModule, szFSDir, sizeof( szFSDir ) ) == FALSE ) { return false; } // Get filesystem interface. g_pFileSystemModule = Sys_LoadModule( szFSDir ); assert( g_pFileSystemModule ); if( !g_pFileSystemModule ) { return false; } CreateInterfaceFn fileSystemFactory = Sys_GetFactory( g_pFileSystemModule ); if( !fileSystemFactory ) { return false; } g_pFileSystem = ( IFileSystem * )fileSystemFactory( FILESYSTEM_INTERFACE_VERSION, NULL ); assert( g_pFileSystem ); if( !g_pFileSystem ) { return false; } return 1; } /* ========================== HUD_VidInit Called when the game initializes and whenever the vid_mode is changed so the HUD can reinitialize itself. ========================== */ int EXPORT HUD_VidInit( void ) { gHUD.VidInit(); VGui_Startup(); return 1; } /* ========================== HUD_Init Called whenever the client connects to a server. Reinitializes all the hud variables. ========================== */ int EXPORT HUD_Init( void ) { InitInput(); gHUD.Init(); Scheme_Init(); return 1; } /* ========================== HUD_Redraw called every screen frame to redraw the HUD. =========================== */ int EXPORT 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 EXPORT HUD_UpdateClientData(client_data_t *pcldata, float flTime ) { return gHUD.UpdateClientData(pcldata, flTime ); } /* ========================== HUD_Reset Called at start and end of demos to restore to "non"HUD state. ========================== */ int EXPORT HUD_Reset( void ) { gHUD.VidInit(); return 1; } /* ========================== HUD_Frame Called by engine every frame that client .dll is loaded ========================== */ void EXPORT HUD_Frame( double time ) { IN_Commands(); ServersThink( time ); GetClientVoiceMgr()->Frame(time); } /* ========================== HUD_VoiceStatus Called when a player starts or stops talking. ========================== */ void EXPORT HUD_VoiceStatus(int entindex, qboolean bTalking) { GetClientVoiceMgr()->UpdateSpeakerStatus(entindex, bTalking); } /* ========================== HUD_DirectorMessage Called when a director event message was received ========================== */ void EXPORT HUD_DirectorMessage( int iSize, void *pbuf ) { gHUD.m_Spectator.DirectorMessage( iSize, pbuf ); }