mirror of
https://github.com/alliedmodders/hl2sdk.git
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678 lines
30 KiB
C++
678 lines
30 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Interfaces between the client.dll and engine
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//
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//===========================================================================//
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#ifndef CDLL_INT_H
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#define CDLL_INT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basetypes.h"
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#include "interface.h"
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#include "mathlib/mathlib.h"
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#include "const.h"
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#include "checksum_crc.h"
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#include "datamap.h"
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#include "tier1/bitbuf.h"
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#include "inputsystem/ButtonCode.h"
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#if !defined( _X360 )
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#include "xbox/xboxstubs.h"
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#endif
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class ClientClass;
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struct model_t;
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class CSentence;
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struct vrect_t;
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struct cmodel_t;
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class IMaterial;
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class CAudioSource;
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class CMeasureSection;
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class SurfInfo;
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class ISpatialQuery;
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struct cache_user_t;
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class IMaterialSystem;
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class VMatrix;
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struct ScreenFade_t;
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struct ScreenShake_t;
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class CViewSetup;
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class CEngineSprite;
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class CGlobalVarsBase;
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class CPhysCollide;
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class CSaveRestoreData;
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class INetChannelInfo;
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struct datamap_t;
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struct typedescription_t;
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class CStandardRecvProxies;
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struct client_textmessage_t;
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class IAchievementMgr;
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class CGamestatsData;
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//-----------------------------------------------------------------------------
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// Purpose: This data structure is filled in by the engine when the client .dll requests information about
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// other players that the engine knows about
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//-----------------------------------------------------------------------------
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// Engine player info, no game related infos here
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// If you change this, change the two byteswap defintions:
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// cdll_client_int.cpp and cdll_engine_int.cpp
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typedef struct player_info_s
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{
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DECLARE_BYTESWAP_DATADESC();
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// scoreboard information
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char name[MAX_PLAYER_NAME_LENGTH];
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// local server user ID, unique while server is running
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int userID;
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// global unique player identifer
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char guid[SIGNED_GUID_LEN + 1];
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// friends identification number
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uint32 friendsID;
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// friends name
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char friendsName[MAX_PLAYER_NAME_LENGTH];
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// true, if player is a bot controlled by game.dll
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bool fakeplayer;
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// true if player is the HLTV proxy
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bool ishltv;
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// custom files CRC for this player
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CRC32_t customFiles[MAX_CUSTOM_FILES];
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// this counter increases each time the server downloaded a new file
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unsigned char filesDownloaded;
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} player_info_t;
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//-----------------------------------------------------------------------------
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// Hearing info
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//-----------------------------------------------------------------------------
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struct AudioState_t
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{
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Vector m_Origin;
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QAngle m_Angles;
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bool m_bIsUnderwater;
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};
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//-----------------------------------------------------------------------------
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// Skybox visibility
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//-----------------------------------------------------------------------------
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enum SkyboxVisibility_t
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{
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SKYBOX_NOT_VISIBLE = 0,
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SKYBOX_3DSKYBOX_VISIBLE,
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SKYBOX_2DSKYBOX_VISIBLE,
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};
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//-----------------------------------------------------------------------------
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// Purpose: The engine reports to the client DLL what stage it's entering so the DLL can latch events
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// and make sure that certain operations only happen during the right stages.
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// The value for each stage goes up as you move through the frame so you can check ranges of values
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// and if new stages get added in-between, the range is still valid.
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//-----------------------------------------------------------------------------
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enum ClientFrameStage_t
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{
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FRAME_UNDEFINED=-1, // (haven't run any frames yet)
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FRAME_START,
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// A network packet is being recieved
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FRAME_NET_UPDATE_START,
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// Data has been received and we're going to start calling PostDataUpdate
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FRAME_NET_UPDATE_POSTDATAUPDATE_START,
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// Data has been received and we've called PostDataUpdate on all data recipients
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FRAME_NET_UPDATE_POSTDATAUPDATE_END,
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// We've received all packets, we can now do interpolation, prediction, etc..
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FRAME_NET_UPDATE_END,
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// We're about to start rendering the scene
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FRAME_RENDER_START,
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// We've finished rendering the scene.
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FRAME_RENDER_END
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};
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// Used by RenderView
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enum RenderViewInfo_t
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{
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RENDERVIEW_UNSPECIFIED = 0,
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RENDERVIEW_DRAWVIEWMODEL = (1<<0),
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RENDERVIEW_DRAWHUD = (1<<1),
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RENDERVIEW_SUPPRESSMONITORRENDERING = (1<<2),
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};
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//-----------------------------------------------------------------------------
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// Lightcache entry handle
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//-----------------------------------------------------------------------------
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DECLARE_POINTER_HANDLE( LightCacheHandle_t );
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//-----------------------------------------------------------------------------
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// Occlusion parameters
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//-----------------------------------------------------------------------------
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struct OcclusionParams_t
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{
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float m_flMaxOccludeeArea;
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float m_flMinOccluderArea;
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};
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//-----------------------------------------------------------------------------
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// Just an interface version name for the random number interface
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// See vstdlib/random.h for the interface definition
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// NOTE: If you change this, also change VENGINE_SERVER_RANDOM_INTERFACE_VERSION in eiface.h
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//-----------------------------------------------------------------------------
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#define VENGINE_CLIENT_RANDOM_INTERFACE_VERSION "VEngineRandom001"
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// change this when the new version is incompatable with the old
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#define VENGINE_CLIENT_INTERFACE_VERSION "VEngineClient013"
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//-----------------------------------------------------------------------------
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// Purpose: Interface exposed from the engine to the client .dll
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//-----------------------------------------------------------------------------
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abstract_class IVEngineClient
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{
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public:
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// Find the model's surfaces that intersect the given sphere.
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// Returns the number of surfaces filled in.
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virtual int GetIntersectingSurfaces(
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const model_t *model,
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const Vector &vCenter,
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const float radius,
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const bool bOnlyVisibleSurfaces, // Only return surfaces visible to vCenter.
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SurfInfo *pInfos,
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const int nMaxInfos) = 0;
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// Get the lighting intensivty for a specified point
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// If bClamp is specified, the resulting Vector is restricted to the 0.0 to 1.0 for each element
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virtual Vector GetLightForPoint(const Vector &pos, bool bClamp) = 0;
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// Traces the line and reports the material impacted as well as the lighting information for the impact point
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virtual IMaterial *TraceLineMaterialAndLighting( const Vector &start, const Vector &end,
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Vector &diffuseLightColor, Vector& baseColor ) = 0;
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// Given an input text buffer data pointer, parses a single token into the variable token and returns the new
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// reading position
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virtual const char *ParseFile( const char *data, char *token, int maxlen ) = 0;
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virtual bool CopyFile( const char *source, const char *destination ) = 0;
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// Gets the dimensions of the game window
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virtual void GetScreenSize( int& width, int& height ) = 0;
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// Forwards szCmdString to the server, sent reliably if bReliable is set
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virtual void ServerCmd( const char *szCmdString, bool bReliable = true ) = 0;
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// Inserts szCmdString into the command buffer as if it was typed by the client to his/her console.
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// Note: Calls to this are checked against FCVAR_CLIENTCMD_CAN_EXECUTE (if that bit is not set, then this function can't change it).
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// Call ClientCmd_Unrestricted to have access to FCVAR_CLIENTCMD_CAN_EXECUTE vars.
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virtual void ClientCmd( const char *szCmdString ) = 0;
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// Fill in the player info structure for the specified player index (name, model, etc.)
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virtual bool GetPlayerInfo( int ent_num, player_info_t *pinfo ) = 0;
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// Retrieve the player entity number for a specified userID
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virtual int GetPlayerForUserID( int userID ) = 0;
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// Retrieves text message system information for the specified message by name
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virtual client_textmessage_t *TextMessageGet( const char *pName ) = 0;
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// Returns true if the console is visible
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virtual bool Con_IsVisible( void ) = 0;
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// Get the entity index of the local player
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virtual int GetLocalPlayer( void ) = 0;
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// Client DLL is hooking a model, loads the model into memory and returns pointer to the model_t
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virtual const model_t *LoadModel( const char *pName, bool bProp = false ) = 0;
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// Get accurate, sub-frame clock ( profiling use )
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virtual float Time( void ) = 0;
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// Get the exact server timesstamp ( server time ) from the last message received from the server
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virtual float GetLastTimeStamp( void ) = 0;
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// Given a CAudioSource (opaque pointer), retrieve the underlying CSentence object ( stores the words, phonemes, and close
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// captioning data )
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virtual CSentence *GetSentence( CAudioSource *pAudioSource ) = 0;
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// Given a CAudioSource, determines the length of the underlying audio file (.wav, .mp3, etc.)
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virtual float GetSentenceLength( CAudioSource *pAudioSource ) = 0;
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// Returns true if the sound is streaming off of the hard disk (instead of being memory resident)
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virtual bool IsStreaming( CAudioSource *pAudioSource ) const = 0;
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// Copy current view orientation into va
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virtual void GetViewAngles( QAngle& va ) = 0;
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// Set current view orientation from va
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virtual void SetViewAngles( QAngle& va ) = 0;
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// Retrieve the current game's maxclients setting
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virtual int GetMaxClients( void ) = 0;
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// Given the string pBinding which may be bound to a key,
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// returns the string name of the key to which this string is bound. Returns NULL if no such binding exists
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virtual const char *Key_LookupBinding( const char *pBinding ) = 0;
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// Given the name of the key "mouse1", "e", "tab", etc., return the string it is bound to "+jump", "impulse 50", etc.
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virtual const char *Key_BindingForKey( ButtonCode_t &code ) = 0;
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// key trapping (for binding keys)
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virtual void StartKeyTrapMode( void ) = 0;
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virtual bool CheckDoneKeyTrapping( ButtonCode_t &code ) = 0;
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// Returns true if the player is fully connected and active in game (i.e, not still loading)
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virtual bool IsInGame( void ) = 0;
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// Returns true if the player is connected, but not necessarily active in game (could still be loading)
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virtual bool IsConnected( void ) = 0;
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// Returns true if the loading plaque should be drawn
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virtual bool IsDrawingLoadingImage( void ) = 0;
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// Prints the formatted string to the notification area of the screen ( down the right hand edge
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// numbered lines starting at position 0
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virtual void Con_NPrintf( int pos, const char *fmt, ... ) = 0;
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// Similar to Con_NPrintf, but allows specifying custom text color and duration information
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virtual void Con_NXPrintf( const struct con_nprint_s *info, const char *fmt, ... ) = 0;
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// Is the specified world-space bounding box inside the view frustum?
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virtual int IsBoxVisible( const Vector& mins, const Vector& maxs ) = 0;
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// Is the specified world-space boudning box in the same PVS cluster as the view origin?
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virtual int IsBoxInViewCluster( const Vector& mins, const Vector& maxs ) = 0;
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// Returns true if the specified box is outside of the view frustum and should be culled
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virtual bool CullBox( const Vector& mins, const Vector& maxs ) = 0;
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// Allow the sound system to paint additional data (during lengthy rendering operations) to prevent stuttering sound.
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virtual void Sound_ExtraUpdate( void ) = 0;
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// Get the current game directory ( e.g., hl2, tf2, cstrike, hl1 )
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virtual const char *GetGameDirectory( void ) = 0;
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// Get access to the world to screen transformation matrix
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virtual const VMatrix& WorldToScreenMatrix() = 0;
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// Get the matrix to move a point from world space into view space
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// (translate and rotate so the camera is at the origin looking down X).
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virtual const VMatrix& WorldToViewMatrix() = 0;
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// The .bsp file can have mod-specified data lumps. These APIs are for working with such game lumps.
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// Get mod-specified lump version id for the specified game data lump
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virtual int GameLumpVersion( int lumpId ) const = 0;
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// Get the raw size of the specified game data lump.
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virtual int GameLumpSize( int lumpId ) const = 0;
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// Loads a game lump off disk, writing the data into the buffer pointed to bye pBuffer
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// Returns false if the data can't be read or the destination buffer is too small
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virtual bool LoadGameLump( int lumpId, void* pBuffer, int size ) = 0;
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// Returns the number of leaves in the level
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virtual int LevelLeafCount() const = 0;
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// Gets a way to perform spatial queries on the BSP tree
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virtual ISpatialQuery* GetBSPTreeQuery() = 0;
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// Convert texlight to gamma...
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virtual void LinearToGamma( float* linear, float* gamma ) = 0;
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// Get the lightstyle value
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virtual float LightStyleValue( int style ) = 0;
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// Computes light due to dynamic lighting at a point
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// If the normal isn't specified, then it'll return the maximum lighting
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virtual void ComputeDynamicLighting( const Vector& pt, const Vector* pNormal, Vector& color ) = 0;
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// Returns the color of the ambient light
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virtual void GetAmbientLightColor( Vector& color ) = 0;
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// Returns the dx support level
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virtual int GetDXSupportLevel() = 0;
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// GR - returns the HDR support status
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virtual bool SupportsHDR() = 0;
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// Replace the engine's material system pointer.
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virtual void Mat_Stub( IMaterialSystem *pMatSys ) = 0;
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// Get the name of the current map
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virtual void GetChapterName( char *pchBuff, int iMaxLength ) = 0;
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virtual char const *GetLevelName( void ) = 0;
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#if !defined( NO_VOICE )
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// Obtain access to the voice tweaking API
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virtual struct IVoiceTweak_s *GetVoiceTweakAPI( void ) = 0;
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#endif
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// Tell engine stats gathering system that the rendering frame is beginning/ending
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virtual void EngineStats_BeginFrame( void ) = 0;
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virtual void EngineStats_EndFrame( void ) = 0;
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// This tells the engine to fire any events (temp entity messages) that it has queued up this frame.
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// It should only be called once per frame.
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virtual void FireEvents() = 0;
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// Returns an area index if all the leaves are in the same area. If they span multple areas, then it returns -1.
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virtual int GetLeavesArea( int *pLeaves, int nLeaves ) = 0;
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// Returns true if the box touches the specified area's frustum.
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virtual bool DoesBoxTouchAreaFrustum( const Vector &mins, const Vector &maxs, int iArea ) = 0;
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// Sets the hearing origin (i.e., the origin and orientation of the listener so that the sound system can spatialize
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// sound appropriately ).
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virtual void SetAudioState( const AudioState_t& state ) = 0;
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// Sentences / sentence groups
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virtual int SentenceGroupPick( int groupIndex, char *name, int nameBufLen ) = 0;
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virtual int SentenceGroupPickSequential( int groupIndex, char *name, int nameBufLen, int sentenceIndex, int reset ) = 0;
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virtual int SentenceIndexFromName( const char *pSentenceName ) = 0;
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virtual const char *SentenceNameFromIndex( int sentenceIndex ) = 0;
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virtual int SentenceGroupIndexFromName( const char *pGroupName ) = 0;
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virtual const char *SentenceGroupNameFromIndex( int groupIndex ) = 0;
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virtual float SentenceLength( int sentenceIndex ) = 0;
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// Computes light due to dynamic lighting at a point
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// If the normal isn't specified, then it'll return the maximum lighting
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// If pBoxColors is specified (it's an array of 6), then it'll copy the light contribution at each box side.
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virtual void ComputeLighting( const Vector& pt, const Vector* pNormal, bool bClamp, Vector& color, Vector *pBoxColors=NULL ) = 0;
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// Activates/deactivates an occluder...
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virtual void ActivateOccluder( int nOccluderIndex, bool bActive ) = 0;
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virtual bool IsOccluded( const Vector &vecAbsMins, const Vector &vecAbsMaxs ) = 0;
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// The save restore system allocates memory from a shared memory pool, use this allocator to allocate/free saverestore
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// memory.
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virtual void *SaveAllocMemory( size_t num, size_t size ) = 0;
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virtual void SaveFreeMemory( void *pSaveMem ) = 0;
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// returns info interface for client netchannel
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virtual INetChannelInfo *GetNetChannelInfo( void ) = 0;
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// Debugging functionality:
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// Very slow routine to draw a physics model
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virtual void DebugDrawPhysCollide( const CPhysCollide *pCollide, IMaterial *pMaterial, matrix3x4_t& transform, const color32 &color ) = 0;
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// This can be used to notify test scripts that we're at a particular spot in the code.
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virtual void CheckPoint( const char *pName ) = 0;
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// Draw portals if r_DrawPortals is set (Debugging only)
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virtual void DrawPortals() = 0;
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// Determine whether the client is playing back or recording a demo
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virtual bool IsPlayingDemo( void ) = 0;
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virtual bool IsRecordingDemo( void ) = 0;
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virtual bool IsPlayingTimeDemo( void ) = 0;
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// Is the game paused?
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virtual bool IsPaused( void ) = 0;
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// Is the game currently taking a screenshot?
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virtual bool IsTakingScreenshot( void ) = 0;
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// Is this a HLTV broadcast ?
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virtual bool IsHLTV( void ) = 0;
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// is this level loaded as just the background to the main menu? (active, but unplayable)
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virtual bool IsLevelMainMenuBackground( void ) = 0;
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// returns the name of the background level
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virtual void GetMainMenuBackgroundName( char *dest, int destlen ) = 0;
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// Occlusion system control
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virtual void SetOcclusionParameters( const OcclusionParams_t ¶ms ) = 0;
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// What language is the user expecting to hear .wavs in, "english" or another...
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virtual void GetUILanguage( char *dest, int destlen ) = 0;
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// Can skybox be seen from a particular point?
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virtual SkyboxVisibility_t IsSkyboxVisibleFromPoint( const Vector &vecPoint ) = 0;
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// Get the pristine map entity lump string. (e.g., used by CS to reload the map entities when restarting a round.)
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virtual const char* GetMapEntitiesString() = 0;
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// Is the engine in map edit mode ?
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virtual bool IsInEditMode( void ) = 0;
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// current screen aspect ratio (eg. 4.0f/3.0f, 16.0f/9.0f)
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virtual float GetScreenAspectRatio() = 0;
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// allow the game UI to login a user
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virtual bool REMOVED_SteamRefreshLogin( const char *password, bool isSecure ) = 0;
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virtual bool REMOVED_SteamProcessCall( bool & finished ) = 0;
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// allow other modules to know about engine versioning (one use is a proxy for network compatability)
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virtual unsigned int GetEngineBuildNumber() = 0; // engines build
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virtual const char * GetProductVersionString() = 0; // mods version number (steam.inf)
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// Communicates to the color correction editor that it's time to grab the pre-color corrected frame
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// Passes in the actual size of the viewport
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virtual void GrabPreColorCorrectedFrame( int x, int y, int width, int height ) = 0;
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virtual bool IsHammerRunning( ) const = 0;
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// Inserts szCmdString into the command buffer as if it was typed by the client to his/her console.
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// And then executes the command string immediately (vs ClientCmd() which executes in the next frame)
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//
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// Note: this is NOT checked against the FCVAR_CLIENTCMD_CAN_EXECUTE vars.
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virtual void ExecuteClientCmd( const char *szCmdString ) = 0;
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// returns if the loaded map was processed with HDR info. This will be set regardless
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// of what HDR mode the player is in.
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virtual bool MapHasHDRLighting(void) = 0;
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virtual int GetAppID() = 0;
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// Just get the leaf ambient light - no caching, no samples
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virtual Vector GetLightForPointFast(const Vector &pos, bool bClamp) = 0;
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// This version does NOT check against FCVAR_CLIENTCMD_CAN_EXECUTE.
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virtual void ClientCmd_Unrestricted( const char *szCmdString ) = 0;
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// This used to be accessible through the cl_restrict_server_commands cvar.
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// By default, Valve games restrict the server to only being able to execute commands marked with FCVAR_SERVER_CAN_EXECUTE.
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// By default, mods are allowed to execute any server commands, and they can restrict the server's ability to execute client
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// commands with this function.
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virtual void SetRestrictServerCommands( bool bRestrict ) = 0;
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// If set to true (defaults to true for Valve games and false for others), then IVEngineClient::ClientCmd
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// can only execute things marked with FCVAR_CLIENTCMD_CAN_EXECUTE.
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virtual void SetRestrictClientCommands( bool bRestrict ) = 0;
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// Sets the client renderable for an overlay's material proxy to bind to
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virtual void SetOverlayBindProxy( int iOverlayID, void *pBindProxy ) = 0;
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virtual bool CopyFrameBufferToMaterial( const char *pMaterialName ) = 0;
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// Matchmaking
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virtual void ChangeTeam( const char *pTeamName ) = 0;
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// Causes the engine to read in the user's configuration on disk
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virtual void ReadConfiguration( const bool readDefault = false ) = 0;
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virtual void SetAchievementMgr( IAchievementMgr *pAchievementMgr ) = 0;
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virtual IAchievementMgr *GetAchievementMgr() = 0;
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virtual bool MapLoadFailed( void ) = 0;
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virtual void SetMapLoadFailed( bool bState ) = 0;
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virtual bool IsLowViolence() = 0;
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virtual const char *GetMostRecentSaveGame( void ) = 0;
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virtual void SetMostRecentSaveGame( const char *lpszFilename ) = 0;
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virtual void StartXboxExitingProcess() = 0;
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virtual bool IsSaveInProgress() = 0;
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virtual uint OnStorageDeviceAttached( void ) = 0;
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virtual void OnStorageDeviceDetached( void ) = 0;
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virtual void ResetDemoInterpolation( void ) = 0;
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// Methods to set/get a gamestats data container so client & server running in same process can send combined data
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virtual void SetGamestatsData( CGamestatsData *pGamestatsData ) = 0;
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virtual CGamestatsData *GetGamestatsData() = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Interface exposed from the client .dll back to the engine
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//-----------------------------------------------------------------------------
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abstract_class IBaseClientDLL
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{
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public:
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// Called once when the client DLL is loaded
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virtual int Init( CreateInterfaceFn appSystemFactory,
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CreateInterfaceFn physicsFactory,
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CGlobalVarsBase *pGlobals ) = 0;
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virtual void PostInit() = 0;
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// Called once when the client DLL is being unloaded
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virtual void Shutdown( void ) = 0;
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// Called at the start of each level change
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virtual void LevelInitPreEntity( char const* pMapName ) = 0;
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// Called at the start of a new level, after the entities have been received and created
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|
virtual void LevelInitPostEntity( ) = 0;
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|
// Called at the end of a level
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|
virtual void LevelShutdown( void ) = 0;
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|
|
|
// Request a pointer to the list of client datatable classes
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virtual ClientClass *GetAllClasses( void ) = 0;
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// Called once per level to re-initialize any hud element drawing stuff
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|
virtual int HudVidInit( void ) = 0;
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|
// Called by the engine when gathering user input
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|
virtual void HudProcessInput( bool bActive ) = 0;
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// Called oncer per frame to allow the hud elements to think
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|
virtual void HudUpdate( bool bActive ) = 0;
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|
// Reset the hud elements to their initial states
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|
virtual void HudReset( void ) = 0;
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|
// Display a hud text message
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|
virtual void HudText( const char * message ) = 0;
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|
|
// Mouse Input Interfaces
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// Activate the mouse (hides the cursor and locks it to the center of the screen)
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|
virtual void IN_ActivateMouse( void ) = 0;
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// Deactivates the mouse (shows the cursor and unlocks it)
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|
virtual void IN_DeactivateMouse( void ) = 0;
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// This is only called during extra sound updates and just accumulates mouse x, y offets and recenters the mouse.
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|
// This call is used to try to prevent the mouse from appearing out of the side of a windowed version of the engine if
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|
// rendering or other processing is taking too long
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|
virtual void IN_Accumulate (void) = 0;
|
|
// Reset all key and mouse states to their initial, unpressed state
|
|
virtual void IN_ClearStates (void) = 0;
|
|
// If key is found by name, returns whether it's being held down in isdown, otherwise function returns false
|
|
virtual bool IN_IsKeyDown( const char *name, bool& isdown ) = 0;
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|
// Raw keyboard signal, if the client .dll returns 1, the engine processes the key as usual, otherwise,
|
|
// if the client .dll returns 0, the key is swallowed.
|
|
virtual int IN_KeyEvent( int eventcode, ButtonCode_t keynum, const char *pszCurrentBinding ) = 0;
|
|
|
|
// This function is called once per tick to create the player CUserCmd (used for prediction/physics simulation of the player)
|
|
// Because the mouse can be sampled at greater than the tick interval, there is a separate input_sample_frametime, which
|
|
// specifies how much additional mouse / keyboard simulation to perform.
|
|
virtual void CreateMove (
|
|
int sequence_number, // sequence_number of this cmd
|
|
float input_sample_frametime, // Frametime for mouse input sampling
|
|
bool active ) = 0; // True if the player is active (not paused)
|
|
|
|
// If the game is running faster than the tick_interval framerate, then we do extra mouse sampling to avoid jittery input
|
|
// This code path is much like the normal move creation code, except no move is created
|
|
virtual void ExtraMouseSample( float frametime, bool active ) = 0;
|
|
|
|
// Encode the delta (changes) between the CUserCmd in slot from vs the one in slot to. The game code will have
|
|
// matching logic to read the delta.
|
|
virtual bool WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand ) = 0;
|
|
// Demos need to be able to encode/decode CUserCmds to memory buffers, so these functions wrap that
|
|
virtual void EncodeUserCmdToBuffer( bf_write& buf, int slot ) = 0;
|
|
virtual void DecodeUserCmdFromBuffer( bf_read& buf, int slot ) = 0;
|
|
|
|
// Set up and render one or more views (e.g., rear view window, etc.). This called into RenderView below
|
|
virtual void View_Render( vrect_t *rect ) = 0;
|
|
|
|
// Allow engine to expressly render a view (e.g., during timerefresh)
|
|
// See IVRenderView.h, PushViewFlags_t for nFlags values
|
|
virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ) = 0;
|
|
|
|
// Apply screen fade directly from engine
|
|
virtual void View_Fade( ScreenFade_t *pSF ) = 0;
|
|
|
|
// The engine has parsed a crosshair angle message, this function is called to dispatch the new crosshair angle
|
|
virtual void SetCrosshairAngle( const QAngle& angle ) = 0;
|
|
|
|
// Sprite (.spr) model handling code
|
|
// Load a .spr file by name
|
|
virtual void InitSprite( CEngineSprite *pSprite, const char *loadname ) = 0;
|
|
// Shutdown a .spr file
|
|
virtual void ShutdownSprite( CEngineSprite *pSprite ) = 0;
|
|
// Returns sizeof( CEngineSprite ) so the engine can allocate appropriate memory
|
|
virtual int GetSpriteSize( void ) const = 0;
|
|
|
|
// Called when a player starts or stops talking.
|
|
// entindex is -1 to represent the local client talking (before the data comes back from the server).
|
|
// entindex is -2 to represent the local client's voice being acked by the server.
|
|
// entindex is GetPlayer() when the server acknowledges that the local client is talking.
|
|
virtual void VoiceStatus( int entindex, qboolean bTalking ) = 0;
|
|
|
|
// Networked string table definitions have arrived, allow client .dll to
|
|
// hook string changes with a callback function ( see INetworkStringTableClient.h )
|
|
virtual void InstallStringTableCallback( char const *tableName ) = 0;
|
|
|
|
// Notification that we're moving into another stage during the frame.
|
|
virtual void FrameStageNotify( ClientFrameStage_t curStage ) = 0;
|
|
|
|
// The engine has received the specified user message, this code is used to dispatch the message handler
|
|
virtual bool DispatchUserMessage( int msg_type, bf_read &msg_data ) = 0;
|
|
|
|
// Save/restore system hooks
|
|
virtual CSaveRestoreData *SaveInit( int size ) = 0;
|
|
virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0;
|
|
virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ) = 0;
|
|
virtual void PreSave( CSaveRestoreData * ) = 0;
|
|
virtual void Save( CSaveRestoreData * ) = 0;
|
|
virtual void WriteSaveHeaders( CSaveRestoreData * ) = 0;
|
|
virtual void ReadRestoreHeaders( CSaveRestoreData * ) = 0;
|
|
virtual void Restore( CSaveRestoreData *, bool ) = 0;
|
|
virtual void DispatchOnRestore() = 0;
|
|
|
|
// Hand over the StandardRecvProxies in the client DLL's module.
|
|
virtual CStandardRecvProxies* GetStandardRecvProxies() = 0;
|
|
|
|
// save game screenshot writing
|
|
virtual void WriteSaveGameScreenshot( const char *pFilename ) = 0;
|
|
|
|
// Given a list of "S(wavname) S(wavname2)" tokens, look up the localized text and emit
|
|
// the appropriate close caption if running with closecaption = 1
|
|
virtual void EmitSentenceCloseCaption( char const *tokenstream ) = 0;
|
|
// Emits a regular close caption by token name
|
|
virtual void EmitCloseCaption( char const *captionname, float duration ) = 0;
|
|
|
|
// Returns true if the client can start recording a demo now. If the client returns false,
|
|
// an error message of up to length bytes should be returned in errorMsg.
|
|
virtual bool CanRecordDemo( char *errorMsg, int length ) const = 0;
|
|
|
|
// Added interface
|
|
|
|
// save game screenshot writing
|
|
virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height ) = 0;
|
|
|
|
// Gets the current view
|
|
virtual bool GetPlayerView( CViewSetup &playerView ) = 0;
|
|
|
|
// Matchmaking
|
|
virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties ) = 0;
|
|
virtual uint GetPresenceID( const char *pIDName ) = 0;
|
|
virtual const char *GetPropertyIdString( const uint id ) = 0;
|
|
virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes ) = 0;
|
|
#ifdef _WIN32
|
|
virtual void StartStatsReporting( HANDLE handle, bool bArbitrated ) = 0;
|
|
#endif
|
|
|
|
virtual void InvalidateMdlCache() = 0;
|
|
|
|
virtual void IN_SetSampleTime( float frametime ) = 0;
|
|
|
|
};
|
|
|
|
#define CLIENT_DLL_INTERFACE_VERSION "VClient015"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Interface exposed from the client .dll back to the engine for specifying shared .dll IAppSystems (e.g., ISoundEmitterSystem)
|
|
//-----------------------------------------------------------------------------
|
|
abstract_class IClientDLLSharedAppSystems
|
|
{
|
|
public:
|
|
virtual int Count() = 0;
|
|
virtual char const *GetDllName( int idx ) = 0;
|
|
virtual char const *GetInterfaceName( int idx ) = 0;
|
|
};
|
|
|
|
#define CLIENT_DLL_SHARED_APPSYSTEMS "VClientDllSharedAppSystems001"
|
|
|
|
#endif // CDLL_INT_H
|