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306 lines
6.7 KiB
306 lines
6.7 KiB
/*** |
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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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extern "C" |
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{ |
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#include "pm_shared.h" |
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} |
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#include <string.h> |
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cl_enginefunc_t gEngfuncs; |
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CHud gHUD; |
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mobile_engfuncs_t *gMobileEngfuncs = NULL; |
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void InitInput( void ); |
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void EV_HookEvents( void ); |
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void IN_Commands( void ); |
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extern cvar_t *cl_upspeed; |
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extern cvar_t *cl_forwardspeed; |
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extern cvar_t *cl_backspeed; |
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extern cvar_t *cl_sidespeed; |
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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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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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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_MobilityInterface( mobile_engfuncs_t *gpMobileEngfuncs ); |
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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 PM_FindTextureType( name ); |
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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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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_GetRect |
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VGui stub |
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================= |
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*/ |
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int *HUD_GetRect( void ) |
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{ |
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static int extent[4]; |
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extent[0] = gEngfuncs.GetWindowCenterX() - ScreenWidth / 2; |
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extent[1] = gEngfuncs.GetWindowCenterY() - ScreenHeight / 2; |
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extent[2] = gEngfuncs.GetWindowCenterX() + ScreenWidth / 2; |
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extent[3] = gEngfuncs.GetWindowCenterY() + ScreenHeight / 2; |
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return extent; |
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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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// |
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// Fixup player speed. |
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// |
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cl_upspeed->value = |
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cl_forwardspeed->value = |
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cl_backspeed->value = |
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cl_sidespeed->value = 200; |
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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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gHUD.Init(); |
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} |
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/* |
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========================== |
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HUD_Redraw |
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called every screen frame to |
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redraw the HUD. |
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=========================== |
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*/ |
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int DLLEXPORT HUD_Redraw( float time, int intermission ) |
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{ |
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gHUD.Redraw( time, intermission ); |
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return 1; |
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} |
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/* |
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========================== |
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HUD_UpdateClientData |
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called every time shared client |
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dll/engine data gets changed, |
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and gives the cdll a chance |
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to modify the data. |
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returns 1 if anything has been changed, 0 otherwise. |
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========================== |
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*/ |
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int 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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{ gEngfuncs.VGui_ViewportPaintBackground(HUD_GetRect()); |
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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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} |
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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_MobilityInterface( mobile_engfuncs_t *gpMobileEngfuncs ) |
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{ |
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if( gpMobileEngfuncs->version != MOBILITY_API_VERSION ) |
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return; |
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gMobileEngfuncs = gpMobileEngfuncs; |
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}
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