Xash3D FWGS engine.
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/*
cl_game.c - client dll interaction
Copyright (C) 2008 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "client.h"
#include "const.h"
#include "triangleapi.h"
#include "r_efx.h"
#include "demo_api.h"
#include "ivoicetweak.h"
#include "pm_local.h"
#include "cl_tent.h"
#include "input.h"
#include "shake.h"
#include "sprite.h"
#include "library.h"
#include "vgui_draw.h"
#include "sound.h" // SND_STOP_LOOPING
#include "platform/platform.h"
#define MAX_LINELENGTH 80
#define MAX_TEXTCHANNELS 8 // must be power of two (GoldSrc uses 4 channels)
#define TEXT_MSGNAME "TextMessage%i"
char cl_textbuffer[MAX_TEXTCHANNELS][2048];
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_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_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_CameraOffset", (void **)&clgame.dllFuncs.CL_CameraOffset }, // unused callback. Now camera code is completely moved to the user area
{ "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 }
};
// optional exports
static dllfunc_t cdll_new_exports[] = // allowed only in SDK 2.3 and higher
{
{ "HUD_GetStudioModelInterface", (void **)&clgame.dllFuncs.pfnGetStudioModelInterface },
{ "HUD_DirectorMessage", (void **)&clgame.dllFuncs.pfnDirectorMessage },
{ "HUD_VoiceStatus", (void **)&clgame.dllFuncs.pfnVoiceStatus },
{ "HUD_ChatInputPosition", (void **)&clgame.dllFuncs.pfnChatInputPosition },
{ "HUD_GetRenderInterface", (void **)&clgame.dllFuncs.pfnGetRenderInterface }, // Xash3D ext
{ "HUD_ClipMoveToEntity", (void **)&clgame.dllFuncs.pfnClipMoveToEntity }, // Xash3D ext
{ "IN_ClientTouchEvent", (void **)&clgame.dllFuncs.pfnTouchEvent}, // Xash3D FWGS ext
{ "IN_ClientMoveEvent", (void **)&clgame.dllFuncs.pfnMoveEvent}, // Xash3D FWGS ext
{ "IN_ClientLookEvent", (void **)&clgame.dllFuncs.pfnLookEvent}, // Xash3D FWGS ext
{ NULL, NULL }
};
static void pfnSPR_DrawHoles( int frame, int x, int y, const wrect_t *prc );
/*
====================
CL_GetEntityByIndex
Render callback for studio models
====================
*/
cl_entity_t *CL_GetEntityByIndex( int index )
{
if( !clgame.entities ) // not in game yet
return NULL;
if( index < 0 || index >= clgame.maxEntities )
return NULL;
if( index == 0 )
return clgame.entities;
return CL_EDICT_NUM( index );
}
/*
================
CL_ModelHandle
get model handle by index
================
*/
model_t *CL_ModelHandle( int modelindex )
{
if( modelindex < 0 || modelindex >= MAX_MODELS )
return NULL;
return cl.models[modelindex];
}
/*
====================
CL_IsThirdPerson
returns true if thirdperson is enabled
====================
*/
qboolean CL_IsThirdPerson( void )
{
cl.local.thirdperson = clgame.dllFuncs.CL_IsThirdPerson();
if( cl.local.thirdperson )
return true;
return false;
}
/*
====================
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_CreatePlaylist
Create a default valve playlist
====================
*/
void CL_CreatePlaylist( const char *filename )
{
file_t *f;
f = FS_Open( filename, "w", false );
if( !f ) return;
// make standard cdaudio playlist
FS_Print( f, "blank\n" ); // #1
FS_Print( f, "Half-Life01.mp3\n" ); // #2
FS_Print( f, "Prospero01.mp3\n" ); // #3
FS_Print( f, "Half-Life12.mp3\n" ); // #4
FS_Print( f, "Half-Life07.mp3\n" ); // #5
FS_Print( f, "Half-Life10.mp3\n" ); // #6
FS_Print( f, "Suspense01.mp3\n" ); // #7
FS_Print( f, "Suspense03.mp3\n" ); // #8
FS_Print( f, "Half-Life09.mp3\n" ); // #9
FS_Print( f, "Half-Life02.mp3\n" ); // #10
FS_Print( f, "Half-Life13.mp3\n" ); // #11
FS_Print( f, "Half-Life04.mp3\n" ); // #12
FS_Print( f, "Half-Life15.mp3\n" ); // #13
FS_Print( f, "Half-Life14.mp3\n" ); // #14
FS_Print( f, "Half-Life16.mp3\n" ); // #15
FS_Print( f, "Suspense02.mp3\n" ); // #16
FS_Print( f, "Half-Life03.mp3\n" ); // #17
FS_Print( f, "Half-Life08.mp3\n" ); // #18
FS_Print( f, "Prospero02.mp3\n" ); // #19
FS_Print( f, "Half-Life05.mp3\n" ); // #20
FS_Print( f, "Prospero04.mp3\n" ); // #21
FS_Print( f, "Half-Life11.mp3\n" ); // #22
FS_Print( f, "Half-Life06.mp3\n" ); // #23
FS_Print( f, "Prospero03.mp3\n" ); // #24
FS_Print( f, "Half-Life17.mp3\n" ); // #25
FS_Print( f, "Prospero05.mp3\n" ); // #26
FS_Print( f, "Suspense05.mp3\n" ); // #27
FS_Print( f, "Suspense07.mp3\n" ); // #28
FS_Close( f );
}
/*
====================
CL_InitCDAudio
Initialize CD playlist
====================
*/
void CL_InitCDAudio( const char *filename )
{
byte *afile;
char *pfile;
string token;
int c = 0;
if( !FS_FileExists( filename, false ))
{
// create a default playlist
CL_CreatePlaylist( filename );
}
afile = FS_LoadFile( filename, NULL, false );
if( !afile ) return;
pfile = (char *)afile;
// format: trackname\n [num]
while(( pfile = COM_ParseFile( pfile, token )) != NULL )
{
if( !Q_stricmp( token, "blank" )) token[0] = '\0';
Q_strncpy( clgame.cdtracks[c], token, sizeof( clgame.cdtracks[0] ));
if( ++c > MAX_CDTRACKS - 1 )
{
Con_Reportf( S_WARN "CD_Init: too many tracks %i in %s\n", MAX_CDTRACKS, filename );
break;
}
}
Mem_Free( afile );
}
/*
====================
CL_PointContents
Return contents for point
====================
*/
int CL_PointContents( const vec3_t p )
{
int cont = PM_PointContents( clgame.pmove, p );
if( cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN )
cont = CONTENTS_WATER;
return cont;
}
/*
=============
CL_AdjustXPos
adjust text by x pos
=============
*/
static int CL_AdjustXPos( float x, int width, int totalWidth )
{
int xPos;
if( x == -1 )
{
xPos = ( refState.width - width ) * 0.5f;
}
else
{
if ( x < 0 )
xPos = (1.0f + x) * refState.width - totalWidth; // Alight right
else // align left
xPos = x * refState.width;
}
if( xPos + width > refState.width )
xPos = refState.width - 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 = ( refState.height - height ) * 0.5f;
}
else
{
// Alight bottom?
if( y < 0 )
yPos = (1.0f + y) * refState.height - height; // Alight bottom
else // align top
yPos = y * refState.height;
}
if( yPos + height > refState.height )
yPos = refState.height - height;
else if( yPos < 0 )
yPos = 0;
return yPos;
}
/*
=============
CL_CenterPrint
print centerscreen message
=============
*/
void CL_CenterPrint( const char *text, float y )
{
int length = 0;
int width = 0;
char *s;
if( !COM_CheckString( text ))
return;
clgame.centerPrint.lines = 1;
clgame.centerPrint.totalWidth = 0;
clgame.centerPrint.time = cl.mtime[0]; // allow pause for centerprint
Q_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;
// scale for screen sizes
xscale = refState.width / (float)clgame.scrInfo.iWidth;
yscale = refState.height / (float)clgame.scrInfo.iHeight;
if( x ) *x *= xscale;
if( y ) *y *= yscale;
if( w ) *w *= xscale;
if( h ) *h *= yscale;
}
/*
====================
SPR_AdjustSize
draw hudsprite routine
====================
*/
static void SPR_AdjustSizei( int *x, int *y, int *w, int *h )
{
float xscale, yscale;
// scale for screen sizes
xscale = refState.width / (float)clgame.scrInfo.iWidth;
yscale = refState.height / (float)clgame.scrInfo.iHeight;
if( x ) *x *= xscale;
if( y ) *y *= yscale;
if( w ) *w *= xscale;
if( h ) *h *= yscale;
}
/*
====================
PictAdjustSize
draw hudsprite routine
====================
*/
void PicAdjustSize( float *x, float *y, float *w, float *h )
{
if( !clgame.ds.adjust_size ) return;
SPR_AdjustSize( x, y, w, h );
}
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;
int texnum;
if( width == -1 && height == -1 )
{
int w, h;
// assume we get sizes from image
ref.dllFuncs.R_GetSpriteParms( &w, &h, NULL, frame, clgame.ds.pSprite );
width = w;
height = h;
}
if( prc )
{
wrect_t rc;
rc = *prc;
// Sigh! some stupid modmakers set wrong rectangles in hud.txt
if( rc.left <= 0 || rc.left >= width ) rc.left = 0;
if( rc.top <= 0 || rc.top >= height ) rc.top = 0;
if( rc.right <= 0 || rc.right > width ) rc.right = width;
if( rc.bottom <= 0 || rc.bottom > height ) rc.bottom = height;
// calc user-defined rectangle
s1 = (float)rc.left / width;
t1 = (float)rc.top / height;
s2 = (float)rc.right / width;
t2 = (float)rc.bottom / height;
width = rc.right - rc.left;
height = rc.bottom - rc.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 );
texnum = ref.dllFuncs.R_GetSpriteTexture( clgame.ds.pSprite, frame );
ref.dllFuncs.Color4ub( clgame.ds.spriteColor[0], clgame.ds.spriteColor[1], clgame.ds.spriteColor[2], clgame.ds.spriteColor[3] );
ref.dllFuncs.R_DrawStretchPic( x, y, width, height, s1, t1, s2, t2, texnum );
}
/*
=============
CL_DrawCenterPrint
called each frame
=============
*/
void CL_DrawCenterPrint( void )
{
char *pText;
int i, j, x, y;
int width, lineLength;
byte *colorDefault, line[MAX_LINELENGTH];
int charWidth, charHeight;
if( !clgame.centerPrint.time )
return;
if(( cl.time - clgame.centerPrint.time ) >= scr_centertime->value )
{
// time expired
clgame.centerPrint.time = 0.0f;
return;
}
y = clgame.centerPrint.y; // start y
colorDefault = g_color_table[7];
pText = clgame.centerPrint.message;
Con_DrawCharacterLen( 0, NULL, &charHeight );
for( i = 0; i < clgame.centerPrint.lines; i++ )
{
lineLength = 0;
width = 0;
while( *pText && *pText != '\n' && lineLength < MAX_LINELENGTH )
{
byte c = *pText;
line[lineLength] = c;
Con_DrawCharacterLen( c, &charWidth, NULL );
width += charWidth;
lineLength++;
pText++;
}
if( lineLength == MAX_LINELENGTH )
lineLength--;
pText++; // Skip LineFeed
line[lineLength] = 0;
x = CL_AdjustXPos( -1, width, clgame.centerPrint.totalWidth );
for( j = 0; j < lineLength; j++ )
{
if( x >= 0 && y >= 0 && x <= refState.width )
x += Con_DrawCharacter( x, y, line[j], colorDefault );
}
y += charHeight;
}
}
/*
=============
CL_DrawScreenFade
fill screen with specfied color
can be modulated
=============
*/
void CL_DrawScreenFade( void )
{
screenfade_t *sf = &clgame.fade;
int iFadeAlpha, testFlags;
// keep pushing reset time out indefinitely
if( sf->fadeFlags & FFADE_STAYOUT )
sf->fadeReset = cl.time + 0.1f;
if( sf->fadeReset == 0.0f && sf->fadeEnd == 0.0f )
return; // inactive
// all done?
if(( cl.time > sf->fadeReset ) && ( cl.time > sf->fadeEnd ))
{
memset( &clgame.fade, 0, sizeof( clgame.fade ));
return;
}
testFlags = (sf->fadeFlags & ~FFADE_MODULATE);
// fading...
if( testFlags == 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 );
}
ref.dllFuncs.Color4ub( sf->fader, sf->fadeg, sf->fadeb, iFadeAlpha );
if( sf->fadeFlags & FFADE_MODULATE )
ref.dllFuncs.GL_SetRenderMode( kRenderTransAdd );
else ref.dllFuncs.GL_SetRenderMode( kRenderTransTexture );
ref.dllFuncs.R_DrawStretchPic( 0, 0, refState.width, refState.height, 0, 0, 1, 1,
R_GetBuiltinTexture( REF_WHITE_TEXTURE ));
ref.dllFuncs.Color4ub( 255, 255, 255, 255 );
}
/*
====================
CL_InitTitles
parse all messages that declared in titles.txt
and hold them into permament memory pool
====================
*/
static void CL_InitTitles( const char *filename )
{
fs_offset_t fileSize;
byte *pMemFile;
int i;
// initialize text messages (game_text)
for( i = 0; i < MAX_TEXTCHANNELS; i++ )
{
cl_textmessage[i].pName = _copystring( 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, false );
if( !pMemFile ) return;
CL_TextMessageParse( pMemFile, fileSize );
Mem_Free( pMemFile );
}
/*
====================
CL_HudMessage
Template to show hud messages
====================
*/
void CL_HudMessage( const char *pMessage )
{
if( !COM_CheckString( pMessage )) return;
CL_DispatchUserMessage( "HudText", Q_strlen( pMessage ), (void *)pMessage );
}
/*
====================
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 = MSG_ReadByte( msg );
if( channel <= 0 || channel > ( MAX_TEXTCHANNELS - 1 ))
{
channel = msgindex;
msgindex = (msgindex + 1) & (MAX_TEXTCHANNELS - 1);
}
// grab message channel
text = &cl_textmessage[channel];
text->x = (float)(MSG_ReadShort( msg ) / 8192.0f);
text->y = (float)(MSG_ReadShort( msg ) / 8192.0f);
text->effect = MSG_ReadByte( msg );
text->r1 = MSG_ReadByte( msg );
text->g1 = MSG_ReadByte( msg );
text->b1 = MSG_ReadByte( msg );
text->a1 = MSG_ReadByte( msg );
text->r2 = MSG_ReadByte( msg );
text->g2 = MSG_ReadByte( msg );
text->b2 = MSG_ReadByte( msg );
text->a2 = MSG_ReadByte( msg );
text->fadein = (float)(MSG_ReadShort( msg ) / 256.0f );
text->fadeout = (float)(MSG_ReadShort( msg ) / 256.0f );
text->holdtime = (float)(MSG_ReadShort( msg ) / 256.0f );
if( text->effect == 2 )
text->fxtime = (float)(MSG_ReadShort( msg ) / 256.0f );
else text->fxtime = 0.0f;
// to prevent grab too long messages
Q_strncpy( (char *)text->pMessage, MSG_ReadString( msg ), 2048 );
CL_HudMessage( text->pName );
}
/*
================
CL_ParseFinaleCutscene
show display finale or cutscene message
================
*/
void CL_ParseFinaleCutscene( sizebuf_t *msg, int level )
{
static int msgindex = 0;
client_textmessage_t *text;
int channel;
cl.intermission = level;
channel = msgindex;
msgindex = (msgindex + 1) & (MAX_TEXTCHANNELS - 1);
// grab message channel
text = &cl_textmessage[channel];
// NOTE: svc_finale and svc_cutscene has a
// predefined settings like Quake-style
text->x = -1.0f;
text->y = 0.15f;
text->effect = 2; // scan out effect
text->r1 = 245;
text->g1 = 245;
text->b1 = 245;
text->a1 = 0; // unused
text->r2 = 0;
text->g2 = 0;
text->b2 = 0;
text->a2 = 0;
text->fadein = 0.15f;
text->fadeout = 0.0f;
text->holdtime = 99999.0f;
text->fxtime = 0.0f;
// to prevent grab too long messages
Q_strncpy( (char *)text->pMessage, MSG_ReadString( msg ), 2048 );
if( *text->pMessage == '\0' )
return; // no real text
CL_HudMessage( text->pName );
}
/*
====================
CL_GetLocalPlayer
Render callback for studio models
====================
*/
cl_entity_t *CL_GetLocalPlayer( void )
{
cl_entity_t *player;
player = CL_EDICT_NUM( cl.playernum + 1 );
Assert( player != NULL );
return player;
}
/*
====================
CL_GetMaxlients
Render callback for studio models
====================
*/
int GAME_EXPORT CL_GetMaxClients( void )
{
return cl.maxclients;
}
/*
====================
CL_SoundFromIndex
return soundname from index
====================
*/
const char *CL_SoundFromIndex( int index )
{
sfx_t *sfx = NULL;
int hSound;
// make sure what we in-bounds
index = bound( 0, index, MAX_SOUNDS );
hSound = cl.sound_index[index];
if( !hSound )
{
Con_DPrintf( S_ERROR "CL_SoundFromIndex: invalid sound index %i\n", index );
return NULL;
}
sfx = S_GetSfxByHandle( hSound );
if( !sfx )
{
Con_DPrintf( S_ERROR "CL_SoundFromIndex: bad sfx for index %i\n", index );
return NULL;
}
return sfx->name;
}
/*
=========
SPR_EnableScissor
=========
*/
static void GAME_EXPORT SPR_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;
}
/*
=========
SPR_DisableScissor
=========
*/
static void GAME_EXPORT SPR_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;
}
/*
====================
CL_DrawCrosshair
Render crosshair
====================
*/
void CL_DrawCrosshair( void )
{
int x, y, width, height;
float xscale, yscale;
if( !clgame.ds.pCrosshair || !cl_crosshair->value )
return;
// any camera on or client is died
if( cl.local.health <= 0 || cl.viewentity != ( cl.playernum + 1 ))
return;
// get crosshair dimension
width = clgame.ds.rcCrosshair.right - clgame.ds.rcCrosshair.left;
height = clgame.ds.rcCrosshair.bottom - clgame.ds.rcCrosshair.top;
x = clgame.viewport[0] + ( clgame.viewport[2] >> 1 );
y = clgame.viewport[1] + ( clgame.viewport[3] >> 1 );
// g-cont - cl.crosshairangle is the autoaim angle.
// if we're not using autoaim, just draw in the middle of the screen
if( !VectorIsNull( cl.crosshairangle ))
{
vec3_t angles;
vec3_t forward;
vec3_t point, screen;
VectorAdd( refState.viewangles, cl.crosshairangle, angles );
AngleVectors( angles, forward, NULL, NULL );
VectorAdd( refState.vieworg, forward, point );
ref.dllFuncs.WorldToScreen( point, screen );
x += ( clgame.viewport[2] >> 1 ) * screen[0] + 0.5f;
y += ( clgame.viewport[3] >> 1 ) * screen[1] + 0.5f;
}
// back to logical sizes
xscale = (float)clgame.scrInfo.iWidth / refState.width;
yscale = (float)clgame.scrInfo.iHeight / refState.height;
x *= xscale;
y *= yscale;
// move at center the screen
x -= 0.5f * width;
y -= 0.5f * height;
clgame.ds.pSprite = clgame.ds.pCrosshair;
Vector4Copy( clgame.ds.rgbaCrosshair, clgame.ds.spriteColor );
pfnSPR_DrawHoles( 0, x, y, &clgame.ds.rcCrosshair );
}
/*
=============
CL_DrawLoading
draw loading progress bar
=============
*/
static void CL_DrawLoadingOrPaused( qboolean paused, float percent )
{
int x, y, width, height, right;
R_GetTextureParms( &width, &height, paused ? cls.pauseIcon : cls.loadingBar );
x = ( clgame.scrInfo.iWidth - width ) >> 1;
y = ( clgame.scrInfo.iHeight - height) >> 1;
SPR_AdjustSizei( &x, &y, &width, &height );
if( !paused )
{
float step, s2;
ref.dllFuncs.Color4ub( 128, 128, 128, 255 );
ref.dllFuncs.GL_SetRenderMode( kRenderTransTexture );
ref.dllFuncs.R_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;
ref.dllFuncs.Color4ub( 208, 152, 0, 255 );
ref.dllFuncs.GL_SetRenderMode( kRenderTransTexture );
ref.dllFuncs.R_DrawStretchPic( x, y, width, height, 0, 0, s2, 1, cls.loadingBar );
ref.dllFuncs.Color4ub( 255, 255, 255, 255 );
}
else
{
ref.dllFuncs.Color4ub( 255, 255, 255, 255 );
ref.dllFuncs.GL_SetRenderMode( kRenderTransTexture );
ref.dllFuncs.R_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.paused )
state = CL_PAUSED;
switch( state )
{
case CL_ACTIVE:
if( !cl.intermission )
CL_DrawScreenFade ();
CL_DrawCrosshair ();
CL_DrawCenterPrint ();
clgame.dllFuncs.pfnRedraw( cl.time, cl.intermission );
if( cl.intermission ) CL_DrawScreenFade ();
break;
case CL_PAUSED:
CL_DrawScreenFade ();
CL_DrawCrosshair ();
CL_DrawCenterPrint ();
clgame.dllFuncs.pfnRedraw( cl.time, cl.intermission );
CL_DrawLoadingOrPaused( true, 0.0f );
break;
case CL_LOADING:
CL_DrawLoadingOrPaused( false, scr_loading->value );
break;
case CL_CHANGELEVEL:
if( cls.draw_changelevel )
{
CL_DrawLoadingOrPaused( false, 100.0f );
cls.draw_changelevel = false;
}
break;
}
}
static void CL_ClearUserMessage( char *pszName, int svc_num )
{
int i;
for( i = 0; i < MAX_USER_MESSAGES && clgame.msg[i].name[0]; i++ )
if( ( clgame.msg[i].number == svc_num ) && Q_strcmp( clgame.msg[i].name, pszName ) )
clgame.msg[i].number = 0;
}
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: tried 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( !Q_stricmp( clgame.msg[i].name, pszName ))
{
clgame.msg[i].number = svc_num;
clgame.msg[i].size = iSize;
CL_ClearUserMessage( pszName, svc_num );
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
Q_strncpy( clgame.msg[i].name, pszName, sizeof( clgame.msg[i].name ));
clgame.msg[i].number = svc_num;
clgame.msg[i].size = iSize;
CL_ClearUserMessage( pszName, svc_num );
}
void CL_FreeEntity( cl_entity_t *pEdict )
{
Assert( pEdict != NULL );
R_RemoveEfrags( pEdict );
CL_KillDeadBeams( pEdict );
}
void CL_ClearWorld( void )
{
cl_entity_t *worldmodel;
worldmodel = clgame.entities;
worldmodel->curstate.modelindex = 1; // world model
worldmodel->curstate.solid = SOLID_BSP;
worldmodel->curstate.movetype = MOVETYPE_PUSH;
worldmodel->model = cl.worldmodel;
worldmodel->index = 0;
world.max_recursion = 0;
clgame.ds.cullMode = TRI_FRONT;
clgame.numStatics = 0;
}
void CL_InitEdicts( void )
{
Assert( clgame.entities == NULL );
if( !clgame.mempool ) return; // Host_Error without client
#if XASH_LOW_MEMORY != 2
CL_UPDATE_BACKUP = ( cl.maxclients <= 1 ) ? SINGLEPLAYER_BACKUP : MULTIPLAYER_BACKUP;
#endif
cls.num_client_entities = CL_UPDATE_BACKUP * NUM_PACKET_ENTITIES;
cls.packet_entities = Mem_Realloc( clgame.mempool, cls.packet_entities, sizeof( entity_state_t ) * cls.num_client_entities );
clgame.entities = Mem_Calloc( clgame.mempool, sizeof( cl_entity_t ) * clgame.maxEntities );
clgame.static_entities = Mem_Calloc( clgame.mempool, sizeof( cl_entity_t ) * MAX_STATIC_ENTITIES );
clgame.numStatics = 0;
if(( clgame.maxRemapInfos - 1 ) != clgame.maxEntities )
{
CL_ClearAllRemaps (); // purge old remap info
clgame.maxRemapInfos = clgame.maxEntities + 1;
clgame.remap_info = (remap_info_t **)Mem_Calloc( clgame.mempool, sizeof( remap_info_t* ) * clgame.maxRemapInfos );
}
ref.dllFuncs.R_ProcessEntData( true );
}
void CL_FreeEdicts( void )
{
ref.dllFuncs.R_ProcessEntData( false );
if( clgame.entities )
Mem_Free( clgame.entities );
clgame.entities = NULL;
if( clgame.static_entities )
Mem_Free( clgame.static_entities );
clgame.static_entities = NULL;
if( cls.packet_entities )
Z_Free( cls.packet_entities );
cls.packet_entities = NULL;
cls.num_client_entities = 0;
cls.next_client_entities = 0;
clgame.numStatics = 0;
}
void CL_ClearEdicts( void )
{
if( clgame.entities != NULL )
return;
// in case we stopped with error
clgame.maxEntities = 2;
CL_InitEdicts();
}
/*
==================
CL_ClearSpriteTextures
free studio cache on change level
==================
*/
void CL_ClearSpriteTextures( void )
{
int i;
for( i = 1; i < MAX_CLIENT_SPRITES; i++ )
clgame.sprites[i].needload = NL_UNREFERENCED;
}
/*
=============
CL_LoadHudSprite
upload sprite frames
=============
*/
static qboolean CL_LoadHudSprite( const char *szSpriteName, model_t *m_pSprite, uint type, uint texFlags )
{
byte *buf;
fs_offset_t size;
qboolean loaded;
Assert( m_pSprite != NULL );
Q_strncpy( m_pSprite->name, szSpriteName, sizeof( m_pSprite->name ));
// it's hud sprite, make difference names to prevent free shared textures
if( type == SPR_CLIENT || type == SPR_HUDSPRITE )
SetBits( m_pSprite->flags, MODEL_CLIENT );
m_pSprite->numtexinfo = texFlags; // store texFlags into numtexinfo
if( !FS_FileExists( szSpriteName, false ) )
{
if( cls.state != ca_active && cl.maxclients > 1 )
{
// trying to download sprite from server
CL_AddClientResource( szSpriteName, t_model );
m_pSprite->needload = NL_NEEDS_LOADED;
return true;
}
else
{
Con_Reportf( S_ERROR "Could not load HUD sprite %s\n", szSpriteName );
Mod_FreeModel( m_pSprite );
return false;
}
}
buf = FS_LoadFile( szSpriteName, &size, false );
if( buf == NULL )
return false;
if( type == SPR_MAPSPRITE )
ref.dllFuncs.Mod_LoadMapSprite( m_pSprite, buf, size, &loaded );
else
{
Mod_LoadSpriteModel( m_pSprite, buf, &loaded, texFlags );
ref.dllFuncs.Mod_ProcessRenderData( m_pSprite, true, buf );
}
Mem_Free( buf );
if( !loaded )
{
Mod_FreeModel( m_pSprite );
return false;
}
m_pSprite->needload = NL_PRESENT;
return true;
}
/*
=============
CL_LoadSpriteModel
some sprite models is exist only at client: HUD sprites,
tent sprites or overview images
=============
*/
static model_t *CL_LoadSpriteModel( const char *filename, uint type, uint texFlags )
{
char name[MAX_QPATH];
model_t *mod;
int i;
if( !COM_CheckString( filename ))
{
Con_Reportf( S_ERROR "CL_LoadSpriteModel: bad name!\n" );
return NULL;
}
Q_strncpy( name, filename, sizeof( name ));
COM_FixSlashes( name );
// slot 0 isn't used
for( i = 1, mod = clgame.sprites; i < MAX_CLIENT_SPRITES; i++, mod++ )
{
if( !Q_stricmp( mod->name, name ))
{
if( mod->needload == NL_NEEDS_LOADED )
{
if( CL_LoadHudSprite( name, mod, type, texFlags ))
return mod;
}
// prolonge registration
mod->needload = NL_PRESENT;
return mod;
}
}
// find a free model slot spot
for( i = 1, mod = clgame.sprites; i < MAX_CLIENT_SPRITES; i++, mod++ )
if( !mod->name[0] ) break; // this is a valid spot
if( i == MAX_CLIENT_SPRITES )
{
Con_Printf( S_ERROR "MAX_CLIENT_SPRITES limit exceeded (%d)\n", MAX_CLIENT_SPRITES );
return NULL;
}
// load new map sprite
if( CL_LoadHudSprite( name, mod, type, texFlags ))
return mod;
return NULL;
}
/*
=============
CL_LoadClientSprite
load sprites for temp ents
=============
*/
model_t *CL_LoadClientSprite( const char *filename )
{
return CL_LoadSpriteModel( filename, SPR_CLIENT, 0 );
}
/*
===============================================================================
CGame Builtin Functions
===============================================================================
*/
/*
=========
pfnSPR_LoadExt
=========
*/
HSPRITE pfnSPR_LoadExt( const char *szPicName, uint texFlags )
{
model_t *spr;
if(( spr = CL_LoadSpriteModel( szPicName, SPR_CLIENT, texFlags )) == NULL )
return 0;
return (spr - clgame.sprites); // return index
}
/*
=========
pfnSPR_Load
=========
*/
HSPRITE EXPORT pfnSPR_Load( const char *szPicName )
{
model_t *spr;
if(( spr = CL_LoadSpriteModel( szPicName, SPR_HUDSPRITE, 0 )) == NULL )
return 0;
return (spr - clgame.sprites); // return index
}
/*
=============
CL_GetSpritePointer
=============
*/
const model_t *CL_GetSpritePointer( HSPRITE hSprite )
{
model_t *mod;
if( hSprite <= 0 || hSprite >= MAX_CLIENT_SPRITES )
return NULL; // bad image
mod = &clgame.sprites[hSprite];
if( mod->needload == NL_NEEDS_LOADED )
{
int type = FBitSet( mod->flags, MODEL_CLIENT ) ? SPR_HUDSPRITE : SPR_MAPSPRITE;
if( CL_LoadHudSprite( mod->name, mod, type, mod->numtexinfo ))
return mod;
}
if( mod->mempool )
{
mod->needload = NL_PRESENT;
return mod;
}
return NULL;
}
/*
=========
pfnSPR_Frames
=========
*/
int EXPORT pfnSPR_Frames( HSPRITE hPic )
{
int numFrames;
ref.dllFuncs.R_GetSpriteParms( NULL, NULL, &numFrames, 0, CL_GetSpritePointer( hPic ));
return numFrames;
}
/*
=========
pfnSPR_Height
=========
*/
static int GAME_EXPORT pfnSPR_Height( HSPRITE hPic, int frame )
{
int sprHeight;
ref.dllFuncs.R_GetSpriteParms( NULL, &sprHeight, NULL, frame, CL_GetSpritePointer( hPic ));
return sprHeight;
}
/*
=========
pfnSPR_Width
=========
*/
static int GAME_EXPORT pfnSPR_Width( HSPRITE hPic, int frame )
{
int sprWidth;
ref.dllFuncs.R_GetSpriteParms( &sprWidth, NULL, NULL, frame, CL_GetSpritePointer( hPic ));
return sprWidth;
}
/*
=========
pfnSPR_Set
=========
*/
static void GAME_EXPORT pfnSPR_Set( HSPRITE hPic, int r, int g, int b )
{
clgame.ds.pSprite = CL_GetSpritePointer( hPic );
clgame.ds.spriteColor[0] = bound( 0, r, 255 );
clgame.ds.spriteColor[1] = bound( 0, g, 255 );
clgame.ds.spriteColor[2] = bound( 0, b, 255 );
clgame.ds.spriteColor[3] = 255;
}
/*
=========
pfnSPR_Draw
=========
*/
static void GAME_EXPORT pfnSPR_Draw( int frame, int x, int y, const wrect_t *prc )
{
ref.dllFuncs.GL_SetRenderMode( kRenderNormal );
SPR_DrawGeneric( frame, x, y, -1, -1, prc );
}
/*
=========
pfnSPR_DrawHoles
=========
*/
static void GAME_EXPORT pfnSPR_DrawHoles( int frame, int x, int y, const wrect_t *prc )
{
#if 1 // REFTODO
ref.dllFuncs.GL_SetRenderMode( kRenderTransColor );
#else
pglEnable( GL_ALPHA_TEST );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
pglEnable( GL_BLEND );
#endif
SPR_DrawGeneric( frame, x, y, -1, -1, prc );
#if 1
ref.dllFuncs.GL_SetRenderMode( kRenderNormal );
#else
pglDisable( GL_ALPHA_TEST );
pglDisable( GL_BLEND );
#endif
}
/*
=========
pfnSPR_DrawAdditive
=========
*/
static void GAME_EXPORT pfnSPR_DrawAdditive( int frame, int x, int y, const wrect_t *prc )
{
#if 1 // REFTODO
ref.dllFuncs.GL_SetRenderMode( kRenderTransAdd );
#else
pglEnable( GL_BLEND );
pglBlendFunc( GL_ONE, GL_ONE );
#endif
SPR_DrawGeneric( frame, x, y, -1, -1, prc );
#if 1 // REFTODO
ref.dllFuncs.GL_SetRenderMode( kRenderNormal );
#else
pglDisable( GL_BLEND );
#endif
}
/*
=========
pfnSPR_GetList
for parsing half-life scripts - hud.txt etc
=========
*/
static client_sprite_t *pfnSPR_GetList( char *psz, int *piCount )
{
cached_spritelist_t *pEntry = &clgame.sprlist[0];
int slot, index, numSprites = 0;
byte *afile;
char *pfile;
string token;
if( piCount ) *piCount = 0;
// see if already in list
// NOTE: client.dll is cache hud.txt but reparse weapon lists again and again
// obviously there a memory leak by-design. Cache the sprite lists to prevent it
for( slot = 0; slot < MAX_CLIENT_SPRITES && pEntry->szListName[0]; slot++ )
{
pEntry = &clgame.sprlist[slot];
if( !Q_stricmp( pEntry->szListName, psz ))
{
if( piCount ) *piCount = pEntry->count;
return pEntry->pList;
}
}
if( slot == MAX_CLIENT_SPRITES )
{
Con_Printf( S_ERROR "SPR_GetList: overflow cache!\n" );
return NULL;
}
if( !clgame.itemspath[0] ) // typically it's sprites\*.txt
COM_ExtractFilePath( psz, clgame.itemspath );
afile = FS_LoadFile( psz, NULL, false );
if( !afile ) return NULL;
pfile = (char *)afile;
pfile = COM_ParseFile( pfile, token );
numSprites = Q_atoi( token );
Q_strncpy( pEntry->szListName, psz, sizeof( pEntry->szListName ));
// name, res, pic, x, y, w, h
pEntry->pList = Mem_Calloc( cls.mempool, sizeof( client_sprite_t ) * numSprites );
for( index = 0; index < numSprites; index++ )
{
if(( pfile = COM_ParseFile( pfile, token )) == NULL )
break;
Q_strncpy( pEntry->pList[index].szName, token, sizeof( pEntry->pList[0].szName ));
// read resolution
pfile = COM_ParseFile( pfile, token );
pEntry->pList[index].iRes = Q_atoi( token );
// read spritename
pfile = COM_ParseFile( pfile, token );
Q_strncpy( pEntry->pList[index].szSprite, token, sizeof( pEntry->pList[0].szSprite ));
// parse rectangle
pfile = COM_ParseFile( pfile, token );
pEntry->pList[index].rc.left = Q_atoi( token );
pfile = COM_ParseFile( pfile, token );
pEntry->pList[index].rc.top = Q_atoi( token );
pfile = COM_ParseFile( pfile, token );
pEntry->pList[index].rc.right = pEntry->pList[index].rc.left + Q_atoi( token );
pfile = COM_ParseFile( pfile, token );
pEntry->pList[index].rc.bottom = pEntry->pList[index].rc.top + Q_atoi( token );
pEntry->count++;
}
if( index < numSprites )
Con_DPrintf( S_WARN "unexpected end of %s (%i should be %i)\n", psz, numSprites, index );
if( piCount ) *piCount = pEntry->count;
Mem_Free( afile );
return pEntry->pList;
}
/*
=============
CL_FillRGBA
=============
*/
void GAME_EXPORT CL_FillRGBA( int x, int y, int w, int h, int r, int g, int b, int a )
{
float _x = x, _y = y, _w = w, _h = h;
r = bound( 0, r, 255 );
g = bound( 0, g, 255 );
b = bound( 0, b, 255 );
a = bound( 0, a, 255 );
SPR_AdjustSize( &_x, &_y, &_w, &_h );
#if 1
ref.dllFuncs.FillRGBA( _x, _y, _w, _h, r, g, b, a );
#else
pglDisable( GL_TEXTURE_2D );
pglEnable( GL_BLEND );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
pglColor4f( r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f );
pglBegin( GL_QUADS );
pglVertex2f( _x, _y );
pglVertex2f( _x + _w, _y );
pglVertex2f( _x + _w, _y + _h );
pglVertex2f( _x, _y + _h );
pglEnd ();
pglColor3f( 1.0f, 1.0f, 1.0f );
pglEnable( GL_TEXTURE_2D );
pglDisable( GL_BLEND );
#endif
}
/*
=============
pfnGetScreenInfo
get actual screen info
=============
*/
int GAME_EXPORT CL_GetScreenInfo( SCREENINFO *pscrinfo )
{
float scale_factor = hud_scale->value;
// setup screen info
clgame.scrInfo.iSize = sizeof( clgame.scrInfo );
clgame.scrInfo.iFlags = SCRINFO_SCREENFLASH;
if( scale_factor && scale_factor != 1.0f)
{
clgame.scrInfo.iWidth = (float)refState.width / scale_factor;
clgame.scrInfo.iHeight = (float)refState.height / scale_factor;
clgame.scrInfo.iFlags |= SCRINFO_STRETCHED;
}
else
{
clgame.scrInfo.iWidth = refState.width;
clgame.scrInfo.iHeight = refState.height;
clgame.scrInfo.iFlags &= ~SCRINFO_STRETCHED;
}
if( !pscrinfo ) return 0;
if( pscrinfo->iSize != clgame.scrInfo.iSize )
clgame.scrInfo.iSize = pscrinfo->iSize;
// copy screeninfo out
memcpy( pscrinfo, &clgame.scrInfo, clgame.scrInfo.iSize );
return 1;
}
/*
=============
pfnSetCrosshair
setup crosshair
=============
*/
static void GAME_EXPORT 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.pCrosshair = CL_GetSpritePointer( hspr );
clgame.ds.rcCrosshair = rc;
}
/*
=============
pfnHookUserMsg
=============
*/
static int GAME_EXPORT 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( !Q_stricmp( 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
Q_strncpy( clgame.msg[i].name, pszName, sizeof( clgame.msg[i].name ));
clgame.msg[i].func = pfn;
return 1;
}
/*
=============
pfnServerCmd
=============
*/
static int GAME_EXPORT pfnServerCmd( const char *szCmdString )
{
string buf;
if( !COM_CheckString( szCmdString ))
return 0;
// just like the client typed "cmd xxxxx" at the console
Q_snprintf( buf, sizeof( buf ) - 1, "cmd %s\n", szCmdString );
Cbuf_AddText( buf );
return 1;
}
/*
=============
pfnClientCmd
=============
*/
static int GAME_EXPORT pfnClientCmd( const char *szCmdString )
{
if( !COM_CheckString( szCmdString ))
return 0;
if( cls.initialized )
{
Cbuf_AddText( szCmdString );
Cbuf_AddText( "\n" );
}
else
{
// will exec later
Q_strncat( host.deferred_cmd, va( "%s\n", szCmdString ), sizeof( host.deferred_cmd ));
}
return 1;
}
/*
=============
pfnGetPlayerInfo
=============
*/
static void GAME_EXPORT pfnGetPlayerInfo( int ent_num, hud_player_info_t *pinfo )
{
player_info_t *player;
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] )
{
pinfo->name = NULL;
pinfo->thisplayer = false;
return;
}
player = &cl.players[ent_num];
pinfo->thisplayer = ( ent_num == cl.playernum ) ? true : false;
pinfo->name = player->name;
pinfo->model = player->model;
pinfo->spectator = player->spectator;
pinfo->ping = player->ping;
pinfo->packetloss = player->packet_loss;
pinfo->topcolor = player->topcolor;
pinfo->bottomcolor = player->bottomcolor;
}
/*
=============
pfnPlaySoundByName
=============
*/
static void GAME_EXPORT pfnPlaySoundByName( const char *szSound, float volume )
{
int hSound = S_RegisterSound( szSound );
S_StartSound( NULL, cl.viewentity, CHAN_ITEM, hSound, volume, ATTN_NORM, PITCH_NORM, SND_STOP_LOOPING );
}
/*
=============
pfnPlaySoundByIndex
=============
*/
static void GAME_EXPORT 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 ) return;
S_StartSound( NULL, cl.viewentity, CHAN_ITEM, hSound, volume, ATTN_NORM, PITCH_NORM, SND_STOP_LOOPING );
}
/*
=============
pfnTextMessageGet
returns specified message from titles.txt
=============
*/
client_textmessage_t *CL_TextMessageGet( const char *pName )
{
int i;
// first check internal messages
for( i = 0; i < MAX_TEXTCHANNELS; i++ )
{
if( !Q_strcmp( pName, va( TEXT_MSGNAME, i )))
return cl_textmessage + i;
}
// find desired message
for( i = 0; i < clgame.numTitles; i++ )
{
if( !Q_stricmp( pName, clgame.titles[i].pName ))
return clgame.titles + i;
}
return NULL; // found nothing
}
/*
=============
pfnDrawCharacter
returns drawed chachter width (in real screen pixels)
=============
*/
static int GAME_EXPORT pfnDrawCharacter( int x, int y, int number, int r, int g, int b )
{
if( !cls.creditsFont.valid )
return 0;
if( hud_utf8->value )
number = Con_UtfProcessChar( number );
number &= 255;
if( number < 32 ) return 0;
if( y < -clgame.scrInfo.iCharHeight )
return 0;
clgame.ds.adjust_size = true;
pfnPIC_Set( cls.creditsFont.hFontTexture, r, g, b, 255 );
pfnPIC_DrawAdditive( x, y, -1, -1, &cls.creditsFont.fontRc[number] );
clgame.ds.adjust_size = false;
return clgame.scrInfo.charWidths[number];
}
/*
=============
pfnDrawConsoleString
drawing string like a console string
=============
*/
int GAME_EXPORT pfnDrawConsoleString( int x, int y, char *string )
{
int drawLen;
if( !COM_CheckString( string ))
return 0; // silent ignore
Con_SetFont( con_fontsize->value );
clgame.ds.adjust_size = true;
drawLen = Con_DrawString( x, y, string, clgame.ds.textColor );
MakeRGBA( clgame.ds.textColor, 255, 255, 255, 255 );
clgame.ds.adjust_size = false;
Con_RestoreFont();
return (x + drawLen); // exclude color prexfixes
}
/*
=============
pfnDrawSetTextColor
set color for anything
=============
*/
void GAME_EXPORT 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;
}
/*
=============
pfnDrawConsoleStringLen
compute string length in screen pixels
=============
*/
void GAME_EXPORT pfnDrawConsoleStringLen( const char *pText, int *length, int *height )
{
Con_SetFont( con_fontsize->value );
Con_DrawStringLen( pText, length, height );
Con_RestoreFont();
}
/*
=============
pfnConsolePrint
prints directly into console (can skip notify)
=============
*/
static void GAME_EXPORT pfnConsolePrint( const char *string )
{
Con_Printf( "%s", string );
}
/*
=============
pfnCenterPrint
holds and fade message at center of screen
like trigger_multiple message in q1
=============
*/
static void GAME_EXPORT pfnCenterPrint( const char *string )
{
CL_CenterPrint( string, 0.25f );
}
/*
=========
GetWindowCenterX
=========
*/
static int GAME_EXPORT pfnGetWindowCenterX( void )
{
int x = 0;
#if XASH_WIN32
if( m_ignore->value )
{
POINT pos;
GetCursorPos( &pos );
return pos.x;
}
#endif
#if XASH_SDL == 2
SDL_GetWindowPosition( host.hWnd, &x, NULL );
#endif
return host.window_center_x + x;
}
/*
=========
GetWindowCenterY
=========
*/
static int GAME_EXPORT pfnGetWindowCenterY( void )
{
int y = 0;
#if XASH_WIN32
if( m_ignore->value )
{
POINT pos;
GetCursorPos( &pos );
return pos.y;
}
#endif
#if XASH_SDL == 2
SDL_GetWindowPosition( host.hWnd, NULL, &y );
#endif
return host.window_center_y + y;
}
/*
=============
pfnGetViewAngles
return interpolated angles from previous frame
=============
*/
static void GAME_EXPORT pfnGetViewAngles( float *angles )
{
if( angles ) VectorCopy( cl.viewangles, angles );
}
/*
=============
pfnSetViewAngles
return interpolated angles from previous frame
=============
*/
static void GAME_EXPORT pfnSetViewAngles( float *angles )
{
if( angles ) VectorCopy( angles, cl.viewangles );
}
/*
=============
pfnPhysInfo_ValueForKey
=============
*/
static const char* GAME_EXPORT pfnPhysInfo_ValueForKey( const char *key )
{
return Info_ValueForKey( cls.physinfo, key );
}
/*
=============
pfnServerInfo_ValueForKey
=============
*/
static const char* GAME_EXPORT pfnServerInfo_ValueForKey( const char *key )
{
return Info_ValueForKey( cl.serverinfo, key );
}
/*
=============
pfnGetClientMaxspeed
value that come from server
=============
*/
static float GAME_EXPORT pfnGetClientMaxspeed( void )
{
return cl.local.maxspeed;
}
/*
=============
pfnIsNoClipping
=============
*/
static int GAME_EXPORT pfnIsNoClipping( void )
{
return ( cl.frames[cl.parsecountmod].playerstate[cl.playernum].movetype == MOVETYPE_NOCLIP );
}
/*
=============
pfnGetViewModel
=============
*/
cl_entity_t* GAME_EXPORT CL_GetViewModel( void )
{
return &clgame.viewent;
}
/*
=============
pfnGetClientTime
=============
*/
static float GAME_EXPORT pfnGetClientTime( void )
{
return cl.time;
}
/*
=============
pfnCalcShake
=============
*/
void GAME_EXPORT 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 )
{
memset( &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 * 0.25f, clgame.shake.amplitude * 0.25f );
}
// 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 * 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 GAME_EXPORT 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 GAME_EXPORT pfnIsSpectateOnly( void )
{
return (cls.spectator != 0);
}
/*
=============
pfnPointContents
=============
*/
static int GAME_EXPORT pfnPointContents( const float *p, int *truecontents )
{
int cont, truecont;
truecont = cont = PM_PointContents( clgame.pmove, p );
if( truecontents ) *truecontents = truecont;
if( cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN )
cont = CONTENTS_WATER;
return cont;
}
/*
=============
pfnTraceLine
=============
*/
static pmtrace_t *pfnTraceLine( float *start, float *end, int flags, int usehull, int ignore_pe )
{
static pmtrace_t tr;
int old_usehull;
old_usehull = clgame.pmove->usehull;
clgame.pmove->usehull = usehull;
switch( flags )
{
case PM_TRACELINE_PHYSENTSONLY:
tr = PM_PlayerTraceExt( clgame.pmove, start, end, 0, clgame.pmove->numphysent, clgame.pmove->physents, ignore_pe, NULL );
break;
case PM_TRACELINE_ANYVISIBLE:
tr = PM_PlayerTraceExt( clgame.pmove, start, end, 0, clgame.pmove->numvisent, clgame.pmove->visents, ignore_pe, NULL );
break;
}
clgame.pmove->usehull = old_usehull;
return &tr;
}
static void GAME_EXPORT pfnPlaySoundByNameAtLocation( char *szSound, float volume, float *origin )
{
int hSound = S_RegisterSound( szSound );
S_StartSound( origin, cl.viewentity, CHAN_AUTO, hSound, volume, ATTN_NORM, PITCH_NORM, 0 );
}
/*
=============
pfnPrecacheEvent
=============
*/
static word GAME_EXPORT pfnPrecacheEvent( int type, const char* psz )
{
return CL_EventIndex( psz );
}
/*
=============
pfnHookEvent
=============
*/
static void GAME_EXPORT pfnHookEvent( const char *filename, pfnEventHook pfn )
{
char name[64];
cl_user_event_t *ev;
int i;
// ignore blank names
if( !filename || !*filename )
return;
Q_strncpy( name, filename, sizeof( name ));
COM_FixSlashes( name );
// find an empty slot
for( i = 0; i < MAX_EVENTS; i++ )
{
ev = clgame.events[i];
if( !ev ) break;
if( !Q_stricmp( name, ev->name ) && ev->func != NULL )
{
Con_Reportf( S_WARN "CL_HookEvent: %s already hooked!\n", name );
return;
}
}
CL_RegisterEvent( i, name, pfn );
}
/*
=============
pfnKillEvent
=============
*/
static void GAME_EXPORT 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 )
{
CL_ResetEvent( ei );
break;
}
}
}
/*
=============
pfnPlaySound
=============
*/
void GAME_EXPORT 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 );
}
/*
=============
CL_FindModelIndex
=============
*/
int GAME_EXPORT CL_FindModelIndex( const char *m )
{
char filepath[MAX_QPATH];
static float lasttimewarn;
int i;
if( !COM_CheckString( m ))
return 0;
Q_strncpy( filepath, m, sizeof( filepath ));
COM_FixSlashes( filepath );
for( i = 0; i < cl.nummodels; i++ )
{
if( !cl.models[i+1] )
continue;
if( !Q_stricmp( cl.models[i+1]->name, filepath ))
return i+1;
}
if( lasttimewarn < host.realtime )
{
// tell user about problem (but don't spam console)
Con_Printf( S_ERROR "Could not find index for model %s: not precached\n", filepath );
lasttimewarn = host.realtime + 1.0f;
}
return 0;
}
/*
=============
pfnIsLocal
=============
*/
int GAME_EXPORT pfnIsLocal( int playernum )
{
if( playernum == cl.playernum )
return true;
return false;
}
/*
=============
pfnLocalPlayerDucking
=============
*/
int GAME_EXPORT pfnLocalPlayerDucking( void )
{
return (cl.local.usehull == 1) ? true : false;
}
/*
=============
pfnLocalPlayerViewheight
=============
*/
void GAME_EXPORT pfnLocalPlayerViewheight( float *view_ofs )
{
if( view_ofs ) VectorCopy( cl.viewheight, view_ofs );
}
/*
=============
pfnLocalPlayerBounds
=============
*/
void GAME_EXPORT 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 GAME_EXPORT pfnIndexFromTrace( struct pmtrace_s *pTrace )
{
#if 0 // Velaron: breaks compatibility with mods that call the function after CL_PopPMStates
if( pTrace->ent >= 0 && pTrace->ent < clgame.pmove->numphysent )
{
// return cl.entities number
return clgame.pmove->physents[pTrace->ent].info;
}
return -1;
#endif
return clgame.pmove->physents[pTrace->ent].info;
}
/*
=============
pfnGetPhysent
=============
*/
physent_t *pfnGetPhysent( int idx )
{
if( idx >= 0 && idx < clgame.pmove->numphysent )
{
// return physent
return &clgame.pmove->physents[idx];
}
return NULL;
}
/*
=============
pfnGetVisent
=============
*/
physent_t *pfnGetVisent( int idx )
{
if( idx >= 0 && idx < clgame.pmove->numvisent )
{
// return physent
return &clgame.pmove->visents[idx];
}
return NULL;
}
/*
=============
pfnSetTraceHull
=============
*/
void GAME_EXPORT CL_SetTraceHull( int hull )
{
clgame.pmove->usehull = bound( 0, hull, 3 );
}
/*
=============
pfnPlayerTrace
=============
*/
void GAME_EXPORT CL_PlayerTrace( float *start, float *end, int traceFlags, int ignore_pe, pmtrace_t *tr )
{
if( !tr ) return;
*tr = PM_PlayerTraceExt( clgame.pmove, start, end, traceFlags, clgame.pmove->numphysent, clgame.pmove->physents, ignore_pe, NULL );
}
/*
=============
pfnPlayerTraceExt
=============
*/
void GAME_EXPORT CL_PlayerTraceExt( float *start, float *end, int traceFlags, int (*pfnIgnore)( physent_t *pe ), pmtrace_t *tr )
{
if( !tr ) return;
*tr = PM_PlayerTraceExt( clgame.pmove, start, end, traceFlags, clgame.pmove->numphysent, clgame.pmove->physents, -1, pfnIgnore );
}
/*
=============
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 );
}
/*
=============
pfnTraceSurface
=============
*/
struct msurface_s *pfnTraceSurface( 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_TraceSurface( pe, vstart, vend );
}
/*
=============
pfnGetMovevars
=============
*/
movevars_t *pfnGetMoveVars( void )
{
return &clgame.movevars;
}
/*
=============
pfnStopAllSounds
=============
*/
void GAME_EXPORT pfnStopAllSounds( int ent, int entchannel )
{
S_StopSound( ent, entchannel, NULL );
}
/*
=============
CL_LoadModel
=============
*/
model_t *CL_LoadModel( const char *modelname, int *index )
{
int i;
if( index ) *index = -1;
if(( i = CL_FindModelIndex( modelname )) == 0 )
return NULL;
if( index ) *index = i;
return CL_ModelHandle( i );
}
int GAME_EXPORT CL_AddEntity( int entityType, cl_entity_t *pEnt )
{
if( !pEnt ) return false;
// clear effects for all temp entities
if( !pEnt->index ) pEnt->curstate.effects = 0;
// let the render reject entity without model
return CL_AddVisibleEntity( pEnt, entityType );
}
/*
=============
pfnGetGameDirectory
=============
*/
const char *pfnGetGameDirectory( void )
{
static char szGetGameDir[MAX_SYSPATH];
Q_strcpy( szGetGameDir, GI->gamefolder );
return szGetGameDir;
}
/*
=============
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 )
Q_snprintf( mapname, sizeof( mapname ), "maps/%s.bsp", clgame.mapname );
else mapname[0] = '\0'; // not in game
return mapname;
}
/*
=============
pfnGetScreenFade
=============
*/
void GAME_EXPORT pfnGetScreenFade( struct screenfade_s *fade )
{
if( fade ) *fade = clgame.fade;
}
/*
=============
pfnSetScreenFade
=============
*/
static void GAME_EXPORT pfnSetScreenFade( struct screenfade_s *fade )
{
if( fade ) clgame.fade = *fade;
}
/*
=============
pfnLoadMapSprite
=============
*/
model_t *pfnLoadMapSprite( const char *filename )
{
return CL_LoadSpriteModel( filename, SPR_MAPSPRITE, 0 );
}
/*
=============
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[0] )
return NULL;
return Info_ValueForKey( cl.players[playerNum-1].userinfo, key );
}
/*
=============
PlayerInfo_SetValueForKey
=============
*/
void GAME_EXPORT PlayerInfo_SetValueForKey( const char *key, const char *value )
{
convar_t *var;
if( !Q_strcmp( Info_ValueForKey( cls.userinfo, key ), value ))
return; // no changes ?
var = Cvar_FindVar( key );
if( var && FBitSet( var->flags, FCVAR_USERINFO ))
{
Cvar_DirectSet( var, value );
}
else if( Info_SetValueForStarKey( cls.userinfo, key, value, MAX_INFO_STRING ))
{
// time to update server copy of userinfo
CL_ServerCommand( true, "setinfo \"%s\" \"%s\"\n", key, value );
}
}
/*
=============
pfnGetPlayerUniqueID
=============
*/
qboolean GAME_EXPORT pfnGetPlayerUniqueID( int iPlayer, char playerID[16] )
{
if( iPlayer < 1 || iPlayer > cl.maxclients )
return false;
// make sure there is a player here..
if( !cl.players[iPlayer-1].userinfo[0] || !cl.players[iPlayer-1].name[0] )
return false;
memcpy( playerID, cl.players[iPlayer-1].hashedcdkey, 16 );
return true;
}
/*
=============
pfnGetTrackerIDForPlayer
obsolete, unused
=============
*/
int GAME_EXPORT pfnGetTrackerIDForPlayer( int playerSlot )
{
return 0;
}
/*
=============
pfnGetPlayerForTrackerID
obsolete, unused
=============
*/
int GAME_EXPORT pfnGetPlayerForTrackerID( int trackerID )
{
return 0;
}
/*
=============
pfnServerCmdUnreliable
=============
*/
int GAME_EXPORT pfnServerCmdUnreliable( char *szCmdString )
{
if( !COM_CheckString( szCmdString ))
return 0;
MSG_BeginClientCmd( &cls.datagram, clc_stringcmd );
MSG_WriteString( &cls.datagram, szCmdString );
return 1;
}
/*
=============
pfnGetMousePos
=============
*/
void GAME_EXPORT pfnGetMousePos( struct tagPOINT *ppt )
{
if( !ppt )
return;
Platform_GetMousePos( &ppt->x, &ppt->y );
}
/*
=============
pfnSetMouseEnable
legacy of dinput code
=============
*/
void GAME_EXPORT pfnSetMouseEnable( qboolean fEnable )
{
}
/*
=============
pfnGetServerTime
=============
*/
static float GAME_EXPORT pfnGetClientOldTime( void )
{
return cl.oldtime;
}
/*
=============
pfnGetGravity
=============
*/
static float GAME_EXPORT pfnGetGravity( void )
{
return clgame.movevars.gravity;
}
/*
=============
pfnEnableTexSort
TODO: implement
=============
*/
static void GAME_EXPORT pfnEnableTexSort( int enable )
{
}
/*
=============
pfnSetLightmapColor
TODO: implement
=============
*/
static void GAME_EXPORT pfnSetLightmapColor( float red, float green, float blue )
{
}
/*
=============
pfnSetLightmapScale
TODO: implement
=============
*/
static void GAME_EXPORT pfnSetLightmapScale( float scale )
{
}
/*
=============
pfnSPR_DrawGeneric
=============
*/
static void GAME_EXPORT pfnSPR_DrawGeneric( int frame, int x, int y, const wrect_t *prc, int blendsrc, int blenddst, int width, int height )
{
#if 0 // REFTODO:
pglEnable( GL_BLEND );
pglBlendFunc( blendsrc, blenddst ); // g-cont. are params is valid?
#endif
SPR_DrawGeneric( frame, x, y, width, height, prc );
}
/*
=============
LocalPlayerInfo_ValueForKey
=============
*/
static const char *GAME_EXPORT LocalPlayerInfo_ValueForKey( const char* key )
{
return Info_ValueForKey( cls.userinfo, key );
}
/*
=============
pfnVGUI2DrawCharacter
=============
*/
static int GAME_EXPORT pfnVGUI2DrawCharacter( int x, int y, int number, unsigned int font )
{
if( !cls.creditsFont.valid )
return 0;
number &= 255;
number = Con_UtfProcessChar( number );
if( number < 32 ) return 0;
if( y < -clgame.scrInfo.iCharHeight )
return 0;
clgame.ds.adjust_size = true;
gameui.ds.gl_texturenum = cls.creditsFont.hFontTexture;
pfnPIC_DrawAdditive( x, y, -1, -1, &cls.creditsFont.fontRc[number] );
clgame.ds.adjust_size = false;
return clgame.scrInfo.charWidths[number];
}
/*
=============
pfnVGUI2DrawCharacterAdditive
=============
*/
static int GAME_EXPORT pfnVGUI2DrawCharacterAdditive( int x, int y, int ch, int r, int g, int b, unsigned int font )
{
if( !hud_utf8->value )
ch = Con_UtfProcessChar( ch );
return pfnDrawCharacter( x, y, ch, r, g, b );
}
/*
=============
pfnDrawString
=============
*/
static int GAME_EXPORT pfnDrawString( int x, int y, const char *str, int r, int g, int b )
{
Con_UtfProcessChar(0);
// draw the string until we hit the null character or a newline character
for ( ; *str != 0 && *str != '\n'; str++ )
{
x += pfnVGUI2DrawCharacterAdditive( x, y, (unsigned char)*str, r, g, b, 0 );
}
return x;
}
/*
=============
pfnDrawStringReverse
=============
*/
static int GAME_EXPORT pfnDrawStringReverse( int x, int y, const char *str, int r, int g, int b )
{
// find the end of the string
char *szIt;
for( szIt = (char*)str; *szIt != 0; szIt++ )
x -= clgame.scrInfo.charWidths[ (unsigned char) *szIt ];
pfnDrawString( x, y, str, r, g, b );
return x;
}
/*
=============
GetCareerGameInterface
=============
*/
static void *GAME_EXPORT GetCareerGameInterface( void )
{
Msg( "^1Career GameInterface called!\n" );
return NULL;
}
/*
=============
pfnPlaySoundVoiceByName
=============
*/
static void GAME_EXPORT pfnPlaySoundVoiceByName( char *filename, float volume, int pitch )
{
int hSound = S_RegisterSound( filename );
S_StartSound( NULL, cl.viewentity, CHAN_NETWORKVOICE_END + 1, hSound, volume, 1.0, pitch, SND_STOP_LOOPING );
}
/*
=============
pfnMP3_InitStream
=============
*/
static void GAME_EXPORT pfnMP3_InitStream( char *filename, int looping )
{
if( !filename )
{
S_StopBackgroundTrack();
return;
}
if( looping )
{
S_StartBackgroundTrack( filename, filename, 0, false );
}
else
{
S_StartBackgroundTrack( filename, NULL, 0, false );
}
}
/*
=============
pfnPlaySoundByNameAtPitch
=============
*/
static void GAME_EXPORT pfnPlaySoundByNameAtPitch( char *filename, float volume, int pitch )
{
int hSound = S_RegisterSound( filename );
S_StartSound( NULL, cl.viewentity, CHAN_ITEM, hSound, volume, 1.0, pitch, SND_STOP_LOOPING );
}
/*
=============
pfnFillRGBABlend
=============
*/
void GAME_EXPORT CL_FillRGBABlend( int x, int y, int w, int h, int r, int g, int b, int a )
{
float _x = x, _y = y, _w = w, _h = h;
r = bound( 0, r, 255 );
g = bound( 0, g, 255 );
b = bound( 0, b, 255 );
a = bound( 0, a, 255 );
SPR_AdjustSize( &_x, &_y, &_w, &_h );
#if 1 // REFTODO:
ref.dllFuncs.FillRGBABlend( _x, _y, _w, _h, r, g, b, a );
#else
pglDisable( GL_TEXTURE_2D );
pglEnable( GL_BLEND );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
pglColor4f( r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f );
pglBegin( GL_QUADS );
pglVertex2f( _x, _y );
pglVertex2f( _x + _w, _y );
pglVertex2f( _x + _w, _y + _h );
pglVertex2f( _x, _y + _h );
pglEnd ();
pglColor3f( 1.0f, 1.0f, 1.0f );
pglEnable( GL_TEXTURE_2D );
pglDisable( GL_BLEND );
#endif
}
/*
=============
pfnGetAppID
=============
*/
static int GAME_EXPORT pfnGetAppID( void )
{
return 70; // Half-Life AppID
}
/*
=============
pfnVguiWrap2_GetMouseDelta
TODO: implement
=============
*/
static void GAME_EXPORT pfnVguiWrap2_GetMouseDelta( int *x, int *y )
{
}
/*
=============
pfnParseFile
handle colon separately
=============
*/
char *pfnParseFile( char *data, char *token )
{
char *out;
host.com_handlecolon = true;
out = COM_ParseFile( data, token );
host.com_handlecolon = false;
return out;
}
/*
=================
TriAPI implementation
=================
*/
/*
=================
TriRenderMode
=================
*/
void TriRenderMode( int mode )
{
clgame.ds.renderMode = mode;
ref.dllFuncs.TriRenderMode( mode );
}
/*
=================
TriColor4f
=================
*/
void TriColor4f( float r, float g, float b, float a )
{
if( clgame.ds.renderMode == kRenderTransAlpha )
ref.dllFuncs.Color4ub( r * 255.9f, g * 255.9f, b * 255.9f, a * 255.0f );
else ref.dllFuncs.Color4f( r * a, g * a, b * a, 1.0 );
clgame.ds.triRGBA[0] = r;
clgame.ds.triRGBA[1] = g;
clgame.ds.triRGBA[2] = b;
clgame.ds.triRGBA[3] = a;
}
/*
=============
TriColor4ub
=============
*/
void TriColor4ub( byte r, byte g, byte b, byte a )
{
clgame.ds.triRGBA[0] = r * (1.0f / 255.0f);
clgame.ds.triRGBA[1] = g * (1.0f / 255.0f);
clgame.ds.triRGBA[2] = b * (1.0f / 255.0f);
clgame.ds.triRGBA[3] = a * (1.0f / 255.0f);
ref.dllFuncs.Color4f( clgame.ds.triRGBA[0], clgame.ds.triRGBA[1], clgame.ds.triRGBA[2], 1.0f );
}
/*
=============
TriBrightness
=============
*/
void TriBrightness( float brightness )
{
float r, g, b;
r = clgame.ds.triRGBA[0] * clgame.ds.triRGBA[3] * brightness;
g = clgame.ds.triRGBA[1] * clgame.ds.triRGBA[3] * brightness;
b = clgame.ds.triRGBA[2] * clgame.ds.triRGBA[3] * brightness;
ref.dllFuncs.Color4f( r, g, b, 1.0f );
}
/*
=============
TriCullFace
=============
*/
void TriCullFace( TRICULLSTYLE style )
{
clgame.ds.cullMode = style;
ref.dllFuncs.CullFace( style );
}
/*
=============
TriWorldToScreen
convert world coordinates (x,y,z) into screen (x, y)
=============
*/
int TriWorldToScreen( const float *world, float *screen )
{
int retval;
retval = ref.dllFuncs.WorldToScreen( world, screen );
screen[0] = 0.5f * screen[0] * (float)clgame.viewport[2];
screen[1] = -0.5f * screen[1] * (float)clgame.viewport[3];
screen[0] += 0.5f * (float)clgame.viewport[2];
screen[1] += 0.5f * (float)clgame.viewport[3];
return retval;
}
/*
=============
TriBoxInPVS
check box in pvs (absmin, absmax)
=============
*/
int TriBoxInPVS( float *mins, float *maxs )
{
return Mod_BoxVisible( mins, maxs, ref.dllFuncs.Mod_GetCurrentVis( ));
}
/*
=============
TriLightAtPoint
NOTE: dlights are ignored
=============
*/
void TriLightAtPoint( float *pos, float *value )
{
colorVec vLightColor;
if( !pos || !value ) return;
vLightColor = ref.dllFuncs.R_LightPoint( pos );
value[0] = vLightColor.r;
value[1] = vLightColor.g;
value[2] = vLightColor.b;
}
/*
=============
TriColor4fRendermode
Heavy legacy of Quake...
=============
*/
void TriColor4fRendermode( float r, float g, float b, float a, int rendermode )
{
if( clgame.ds.renderMode == kRenderTransAlpha )
{
clgame.ds.triRGBA[3] = a / 255.0f;
ref.dllFuncs.Color4f( r, g, b, a );
}
else ref.dllFuncs.Color4f( r * a, g * a, b * a, 1.0f );
}
/*
=============
TriSpriteTexture
bind current texture
=============
*/
int TriSpriteTexture( model_t *pSpriteModel, int frame )
{
int gl_texturenum;
if(( gl_texturenum = ref.dllFuncs.R_GetSpriteTexture( pSpriteModel, frame )) <= 0 )
return 0;
ref.dllFuncs.GL_Bind( XASH_TEXTURE0, gl_texturenum );
return 1;
}
/*
=================
DemoApi implementation
=================
*/
/*
=================
Demo_IsRecording
=================
*/
static int GAME_EXPORT Demo_IsRecording( void )
{
return cls.demorecording;
}
/*
=================
Demo_IsPlayingback
=================
*/
static int GAME_EXPORT Demo_IsPlayingback( void )
{
return cls.demoplayback;
}
/*
=================
Demo_IsTimeDemo
=================
*/
static int GAME_EXPORT Demo_IsTimeDemo( void )
{
return cls.timedemo;
}
/*
=================
Demo_WriteBuffer
=================
*/
static void GAME_EXPORT Demo_WriteBuffer( int size, byte *buffer )
{
CL_WriteDemoUserMessage( buffer, size );
}
/*
=================
NetworkApi implementation
=================
*/
/*
=================
NetAPI_InitNetworking
=================
*/
void GAME_EXPORT NetAPI_InitNetworking( void )
{
NET_Config( true ); // allow remote
}
/*
=================
NetAPI_InitNetworking
=================
*/
void GAME_EXPORT NetAPI_Status( net_status_t *status )
{
qboolean connected = false;
int packet_loss = 0;
Assert( status != NULL );
if( cls.state > ca_disconnected && cls.state != ca_cinematic )
connected = true;
if( cls.state == ca_active )
packet_loss = bound( 0, (int)cls.packet_loss, 100 );
status->connected = connected;
status->connection_time = (connected) ? (host.realtime - cls.netchan.connect_time) : 0.0;
status->latency = (connected) ? cl.frames[cl.parsecountmod].latency : 0.0;
status->remote_address = cls.netchan.remote_address;
status->packet_loss = packet_loss;
status->local_address = net_local;
status->rate = rate->value;
}
/*
=================
NetAPI_SendRequest
=================
*/
void GAME_EXPORT NetAPI_SendRequest( int context, int request, int flags, double timeout, netadr_t *remote_address, net_api_response_func_t response )
{
net_request_t *nr = NULL;
string req;
int i;
if( !response )
{
Con_DPrintf( S_ERROR "Net_SendRequest: no callbcak specified for request with context %i!\n", context );
return;
}
if( remote_address->type >= NA_IPX )
return; // IPX no longer support
// find a free request
for( i = 0; i < MAX_REQUESTS; i++ )
{
nr = &clgame.net_requests[i];
if( !nr->pfnFunc ) break;
}
if( i == MAX_REQUESTS )
{
double max_timeout = 0;
// no free requests? use oldest
for( i = 0, nr = NULL; i < MAX_REQUESTS; i++ )
{
if(( host.realtime - clgame.net_requests[i].timesend ) > max_timeout )
{
max_timeout = host.realtime - clgame.net_requests[i].timesend;
nr = &clgame.net_requests[i];
}
}
}
Assert( nr != NULL );
// clear slot
memset( nr, 0, sizeof( *nr ));
// create a new request
nr->timesend = host.realtime;
nr->timeout = nr->timesend + timeout;
nr->pfnFunc = response;
nr->resp.context = context;
nr->resp.type = request;
nr->resp.remote_address = *remote_address;
nr->flags = flags;
if( request == NETAPI_REQUEST_SERVERLIST )
{
char fullquery[512] = "1\xFF" "0.0.0.0:0\0" "\\gamedir\\";
// make sure what port is specified
if( !nr->resp.remote_address.port )
nr->resp.remote_address.port = MSG_BigShort( PORT_MASTER );
// grab the list from the master server
Q_strcpy( &fullquery[22], GI->gamefolder );
NET_SendPacket( NS_CLIENT, Q_strlen( GI->gamefolder ) + 23, fullquery, nr->resp.remote_address );
clgame.request_type = NET_REQUEST_CLIENT;
clgame.master_request = nr; // holds the master request unitl the master acking
}
else
{
// local servers request
Q_snprintf( req, sizeof( req ), "netinfo %i %i %i", PROTOCOL_VERSION, context, request );
Netchan_OutOfBandPrint( NS_CLIENT, nr->resp.remote_address, "%s", req );
}
}
/*
=================
NetAPI_CancelRequest
=================
*/
void GAME_EXPORT NetAPI_CancelRequest( int context )
{
net_request_t *nr;
int i;
// find a specified request
for( i = 0; i < MAX_REQUESTS; i++ )
{
nr = &clgame.net_requests[i];
if( clgame.net_requests[i].resp.context == context )
{
if( nr->pfnFunc )
{
SetBits( nr->resp.error, NET_ERROR_TIMEOUT );
nr->resp.ping = host.realtime - nr->timesend;
nr->pfnFunc( &nr->resp );
}
if( clgame.net_requests[i].resp.type == NETAPI_REQUEST_SERVERLIST && &clgame.net_requests[i] == clgame.master_request )
{
if( clgame.request_type == NET_REQUEST_CLIENT )
clgame.request_type = NET_REQUEST_CANCEL;
clgame.master_request = NULL;
}
memset( &clgame.net_requests[i], 0, sizeof( net_request_t ));
break;
}
}
}
/*
=================
NetAPI_CancelAllRequests
=================
*/
void GAME_EXPORT NetAPI_CancelAllRequests( void )
{
net_request_t *nr;
int i;
// tell the user about cancel
for( i = 0; i < MAX_REQUESTS; i++ )
{
nr = &clgame.net_requests[i];
if( !nr->pfnFunc ) continue; // not used
SetBits( nr->resp.error, NET_ERROR_TIMEOUT );
nr->resp.ping = host.realtime - nr->timesend;
nr->pfnFunc( &nr->resp );
}
memset( clgame.net_requests, 0, sizeof( clgame.net_requests ));
clgame.request_type = NET_REQUEST_CANCEL;
clgame.master_request = NULL;
}
/*
=================
NetAPI_AdrToString
=================
*/
const char *NetAPI_AdrToString( netadr_t *a )
{
return NET_AdrToString( *a );
}
/*
=================
NetAPI_CompareAdr
=================
*/
int GAME_EXPORT NetAPI_CompareAdr( netadr_t *a, netadr_t *b )
{
return NET_CompareAdr( *a, *b );
}
/*
=================
NetAPI_StringToAdr
=================
*/
int GAME_EXPORT 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 GAME_EXPORT NetAPI_RemoveKey( char *s, const char *key )
{
Info_RemoveKey( s, key );
}
/*
=================
NetAPI_SetValueForKey
=================
*/
void GAME_EXPORT NetAPI_SetValueForKey( char *s, const char *key, const char *value, int maxsize )
{
if( key[0] == '*' ) return;
Info_SetValueForStarKey( s, key, value, maxsize );
}
/*
=================
IVoiceTweak implementation
TODO: implement
=================
*/
/*
=================
Voice_StartVoiceTweakMode
=================
*/
int GAME_EXPORT Voice_StartVoiceTweakMode( void )
{
return 0;
}
/*
=================
Voice_EndVoiceTweakMode
=================
*/
void GAME_EXPORT Voice_EndVoiceTweakMode( void )
{
}
/*
=================
Voice_SetControlFloat
=================
*/
void GAME_EXPORT Voice_SetControlFloat( VoiceTweakControl iControl, float value )
{
}
/*
=================
Voice_GetControlFloat
=================
*/
float GAME_EXPORT Voice_GetControlFloat( VoiceTweakControl iControl )
{
return 1.0f;
}
static void GAME_EXPORT VGui_ViewportPaintBackground( int extents[4] )
{
// stub
}
// shared between client and server
triangleapi_t gTriApi;
static efx_api_t gEfxApi =
{
R_AllocParticle,
R_BlobExplosion,
R_Blood,
R_BloodSprite,
R_BloodStream,
R_BreakModel,
R_Bubbles,
R_BubbleTrail,
R_BulletImpactParticles,
R_EntityParticles,
R_Explosion,
R_FizzEffect,
R_FireField,
R_FlickerParticles,
R_FunnelSprite,
R_Implosion,
R_LargeFunnel,
R_LavaSplash,
R_MultiGunshot,
R_MuzzleFlash,
R_ParticleBox,
R_ParticleBurst,
R_ParticleExplosion,
R_ParticleExplosion2,
R_ParticleLine,
R_PlayerSprites,
R_Projectile,
R_RicochetSound,
R_RicochetSprite,
R_RocketFlare,
R_RocketTrail,
R_RunParticleEffect,
R_ShowLine,
R_SparkEffect,
R_SparkShower,
R_SparkStreaks,
R_Spray,
R_Sprite_Explode,
R_Sprite_Smoke,
R_Sprite_Spray,
R_Sprite_Trail,
R_Sprite_WallPuff,
R_StreakSplash,
R_TracerEffect,
R_UserTracerParticle,
R_TracerParticles,
R_TeleportSplash,
R_TempSphereModel,
R_TempModel,
R_DefaultSprite,
R_TempSprite,
CL_DecalIndex,
CL_DecalIndexFromName,
CL_DecalShoot,
R_AttachTentToPlayer,
R_KillAttachedTents,
R_BeamCirclePoints,
R_BeamEntPoint,
R_BeamEnts,
R_BeamFollow,
R_BeamKill,
R_BeamLightning,
R_BeamPoints,
R_BeamRing,
CL_AllocDlight,
CL_AllocElight,
CL_TempEntAlloc,
CL_TempEntAllocNoModel,
CL_TempEntAllocHigh,
CL_TempEntAllocCustom,
R_GetPackedColor,
R_LookupColor,
CL_DecalRemoveAll,
CL_FireCustomDecal,
};
static event_api_t gEventApi =
{
EVENT_API_VERSION,
pfnPlaySound,
S_StopSound,
CL_FindModelIndex,
pfnIsLocal,
pfnLocalPlayerDucking,
pfnLocalPlayerViewheight,
pfnLocalPlayerBounds,
pfnIndexFromTrace,
pfnGetPhysent,
CL_SetUpPlayerPrediction,
CL_PushPMStates,
CL_PopPMStates,
CL_SetSolidPlayers,
CL_SetTraceHull,
CL_PlayerTrace,
CL_WeaponAnim,
pfnPrecacheEvent,
CL_PlaybackEvent,
pfnTraceTexture,
pfnStopAllSounds,
pfnKillEvents,
CL_PlayerTraceExt, // Xash3D added
CL_SoundFromIndex,
pfnTraceSurface,
pfnGetMoveVars,
CL_VisTraceLine,
pfnGetVisent,
CL_TestLine,
CL_PushTraceBounds,
CL_PopTraceBounds,
};
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,
SPR_EnableScissor,
SPR_DisableScissor,
pfnSPR_GetList,
CL_FillRGBA,
CL_GetScreenInfo,
pfnSetCrosshair,
pfnCvar_RegisterClientVariable,
Cvar_VariableValue,
Cvar_VariableString,
Cmd_AddClientCommand,
pfnHookUserMsg,
pfnServerCmd,
pfnClientCmd,
pfnGetPlayerInfo,
pfnPlaySoundByName,
pfnPlaySoundByIndex,
AngleVectors,
CL_TextMessageGet,
pfnDrawCharacter,
pfnDrawConsoleString,
pfnDrawSetTextColor,
pfnDrawConsoleStringLen,
pfnConsolePrint,
pfnCenterPrint,
pfnGetWindowCenterX,
pfnGetWindowCenterY,
pfnGetViewAngles,
pfnSetViewAngles,
CL_GetMaxClients,
Cvar_SetValue,
Cmd_Argc,
Cmd_Argv,
Con_Printf,
Con_DPrintf,
Con_NPrintf,
Con_NXPrintf,
pfnPhysInfo_ValueForKey,
pfnServerInfo_ValueForKey,
pfnGetClientMaxspeed,
COM_CheckParm,
Key_Event,
Platform_GetMousePos,
pfnIsNoClipping,
CL_GetLocalPlayer,
CL_GetViewModel,
CL_GetEntityByIndex,
pfnGetClientTime,
pfnCalcShake,
pfnApplyShake,
pfnPointContents,
CL_WaterEntity,
pfnTraceLine,
CL_LoadModel,
CL_AddEntity,
CL_GetSpritePointer,
pfnPlaySoundByNameAtLocation,
pfnPrecacheEvent,
CL_PlaybackEvent,
CL_WeaponAnim,
COM_RandomFloat,
COM_RandomLong,
pfnHookEvent,
Con_Visible,
pfnGetGameDirectory,
pfnCVarGetPointer,
Key_LookupBinding,
pfnGetLevelName,
pfnGetScreenFade,
pfnSetScreenFade,
VGui_GetPanel,
VGui_ViewportPaintBackground,
COM_LoadFile,
pfnParseFile,
COM_FreeFile,
&gTriApi,
&gEfxApi,
&gEventApi,
&gDemoApi,
&gNetApi,
&gVoiceApi,
pfnIsSpectateOnly,
pfnLoadMapSprite,
COM_AddAppDirectoryToSearchPath,
COM_ExpandFilename,
PlayerInfo_ValueForKey,
PlayerInfo_SetValueForKey,
pfnGetPlayerUniqueID,
pfnGetTrackerIDForPlayer,
pfnGetPlayerForTrackerID,
pfnServerCmdUnreliable,
pfnGetMousePos,
Platform_SetMousePos,
pfnSetMouseEnable,
Cvar_GetList,
(void*)Cmd_GetFirstFunctionHandle,
(void*)Cmd_GetNextFunctionHandle,
(void*)Cmd_GetName,
pfnGetClientOldTime,
pfnGetGravity,
Mod_Handle,
pfnEnableTexSort,
pfnSetLightmapColor,
pfnSetLightmapScale,
pfnSequenceGet,
pfnSPR_DrawGeneric,
pfnSequencePickSentence,
pfnDrawString,
pfnDrawStringReverse,
LocalPlayerInfo_ValueForKey,
pfnVGUI2DrawCharacter,
pfnVGUI2DrawCharacterAdditive,
Sound_GetApproxWavePlayLen,
GetCareerGameInterface,
Cvar_Set,
pfnIsCareerMatch,
pfnPlaySoundVoiceByName,
pfnMP3_InitStream,
Sys_DoubleTime,
pfnProcessTutorMessageDecayBuffer,
pfnConstructTutorMessageDecayBuffer,
pfnResetTutorMessageDecayData,
pfnPlaySoundByNameAtPitch,
CL_FillRGBABlend,
pfnGetAppID,
Cmd_AliasGetList,
pfnVguiWrap2_GetMouseDelta,
// HACKHACK: added it here so it wouldn't cause overflow or segfault
// TODO: itself client command filtering is not implemented yet
pfnClientCmd
};
void CL_UnloadProgs( void )
{
if( !clgame.hInstance ) return;
CL_FreeEdicts();
CL_FreeTempEnts();
CL_FreeViewBeams();
CL_FreeParticles();
CL_ClearAllRemaps();
Mod_ClearUserData();
// NOTE: HLFX 0.5 has strange bug: hanging on exit if no map was loaded
if( Q_stricmp( GI->gamefolder, "hlfx" ) || GI->version != 0.5f )
clgame.dllFuncs.pfnShutdown();
Cvar_FullSet( "cl_background", "0", FCVAR_READ_ONLY );
Cvar_FullSet( "host_clientloaded", "0", FCVAR_READ_ONLY );
COM_FreeLibrary( clgame.hInstance );
VGui_Shutdown();
Mem_FreePool( &cls.mempool );
Mem_FreePool( &clgame.mempool );
memset( &clgame, 0, sizeof( clgame ));
Cvar_Unlink( FCVAR_CLIENTDLL );
Cmd_Unlink( CMD_CLIENTDLL );
}
qboolean CL_LoadProgs( const char *name )
{
static playermove_t gpMove;
const dllfunc_t *func;
CL_EXPORT_FUNCS GetClientAPI; // single export
qboolean critical_exports = true;
if( clgame.hInstance ) CL_UnloadProgs();
// initialize PlayerMove
clgame.pmove = &gpMove;
cls.mempool = Mem_AllocPool( "Client Static Pool" );
clgame.mempool = Mem_AllocPool( "Client Edicts Zone" );
clgame.entities = NULL;
// NOTE: important stuff!
// vgui must startup BEFORE loading client.dll to avoid get error ERROR_NOACESS
// during LoadLibrary
VGui_Startup( name, gameui.globals->scrWidth, gameui.globals->scrHeight );
// a1ba: we need to check if client.dll has direct dependency on SDL2
// and if so, disable relative mouse mode
#if XASH_WIN32 && !XASH_64BIT
if( ( clgame.client_dll_uses_sdl = COM_CheckLibraryDirectDependency( name, OS_LIB_PREFIX "SDL2." OS_LIB_EXT, false ) ) )
{
Con_Printf( S_NOTE "%s uses SDL2 for mouse input\n", name );
}
else
{
Con_Printf( S_NOTE "%s uses Windows API for mouse input\n", name );
}
#else
// this doesn't mean other platforms uses SDL2 in any case
// it just helps input code to stay platform-independent
clgame.client_dll_uses_sdl = false;
#endif
clgame.hInstance = COM_LoadLibrary( name, false, false );
if( !clgame.hInstance ) return false;
// clear exports
for( func = cdll_exports; func && func->name; func++ )
*func->func = NULL;
// trying to get single export
if(( GetClientAPI = (void *)COM_GetProcAddress( clgame.hInstance, "GetClientAPI" )) != NULL )
{
Con_Reportf( "CL_LoadProgs: found single callback export\n" );
// trying to fill interface now
GetClientAPI( &clgame.dllFuncs );
// check critical functions again
for( func = cdll_exports; func && func->name; func++ )
{
if( func->func == NULL )
break; // BAH critical function was missed
}
// because all the exports are loaded through function 'F"
if( !func || !func->name )
critical_exports = false;
}
for( func = cdll_exports; func && func->name != NULL; func++ )
{
if( *func->func != NULL )
continue; // already get through 'F'
// functions are cleared before all the extensions are evaluated
if(( *func->func = (void *)COM_GetProcAddress( clgame.hInstance, func->name )) == NULL )
{
Con_Reportf( "CL_LoadProgs: failed to get address of %s proc\n", func->name );
if( critical_exports )
{
COM_FreeLibrary( clgame.hInstance );
clgame.hInstance = NULL;
return false;
}
}
}
// it may be loaded through 'GetClientAPI' so we don't need to clear them
if( critical_exports )
{
// clear new exports
for( func = cdll_new_exports; func && func->name; func++ )
*func->func = NULL;
}
for( func = cdll_new_exports; func && func->name != NULL; func++ )
{
if( *func->func != NULL )
continue; // already get through 'F'
// functions are cleared before all the extensions are evaluated
// NOTE: new exports can be missed without stop the engine
if(( *func->func = (void *)COM_GetProcAddress( clgame.hInstance, func->name )) == NULL )
Con_Reportf( "CL_LoadProgs: failed to get address of %s proc\n", func->name );
}
if( !clgame.dllFuncs.pfnInitialize( &gEngfuncs, CLDLL_INTERFACE_VERSION ))
{
COM_FreeLibrary( clgame.hInstance );
Con_Reportf( "CL_LoadProgs: can't init client API\n" );
clgame.hInstance = NULL;
return false;
}
Cvar_FullSet( "host_clientloaded", "1", FCVAR_READ_ONLY );
clgame.maxRemapInfos = 0; // will be alloc on first call CL_InitEdicts();
clgame.maxEntities = 2; // world + localclient (have valid entities not in game)
CL_InitCDAudio( "media/cdaudio.txt" );
CL_InitTitles( "titles.txt" );
CL_InitParticles ();
CL_InitViewBeams ();
CL_InitTempEnts ();
if( !R_InitRenderAPI()) // Xash3D extension
Con_Reportf( S_WARN "CL_LoadProgs: couldn't get render API\n" );
if( !Mobile_Init() ) // Xash3D FWGS extension: mobile interface
Con_Reportf( S_WARN "CL_LoadProgs: couldn't get mobility API\n" );
CL_InitEdicts (); // initailize local player and world
CL_InitClientMove(); // initialize pm_shared
// initialize game
clgame.dllFuncs.pfnInit();
ref.dllFuncs.CL_InitStudioAPI();
return true;
}