mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
1745 lines
53 KiB
C++
1745 lines
53 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include <crtmemdebug.h>
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#include "vgui_int.h"
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#include "clientmode.h"
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#include "cdll_convar.h"
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#include "iinput.h"
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#include "iviewrender.h"
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#include "ivieweffects.h"
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#include "ivmodemanager.h"
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#include "prediction.h"
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#include "clientsideeffects.h"
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#include "particlemgr.h"
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#include "initializer.h"
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#include "smoke_fog_overlay.h"
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#include "view.h"
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#include "ienginevgui.h"
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#include "iefx.h"
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#include "enginesprite.h"
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#include "networkstringtable_clientdll.h"
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#include "voice_status.h"
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#include "FileSystem.h"
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#include "c_te_legacytempents.h"
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#include "c_rope.h"
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#include "engine/IShadowMgr.h"
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#include "engine/IStaticPropMgr.h"
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#include "hud_basechat.h"
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#include "hud_crosshair.h"
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#include "view_shared.h"
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#include "env_wind_shared.h"
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#include "detailobjectsystem.h"
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#include "clienteffectprecachesystem.h"
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#include "soundEnvelope.h"
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#include "c_basetempentity.h"
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#include "materialsystem/imaterialsystemstub.h"
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#include "vguimatsurface/IMatSystemSurface.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "c_soundscape.h"
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#include "engine/IVDebugOverlay.h"
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#include "vguicenterprint.h"
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#include "iviewrender_beams.h"
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#include "tier0/vprof.h"
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#include "engine/IEngineTrace.h"
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#include "engine/ivmodelinfo.h"
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#include "physics.h"
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#include "usermessages.h"
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#include "gamestringpool.h"
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#include "c_user_message_register.h"
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#include "igameuifuncs.h"
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#include "saverestoretypes.h"
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#include "saverestore.h"
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#include "physics_saverestore.h"
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#include "igameevents.h"
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#include "datacache/idatacache.h"
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#include "datacache/imdlcache.h"
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#include "kbutton.h"
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#include "vstdlib/icommandline.h"
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#include "gamerules_register.h"
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#include "vgui_controls/AnimationController.h"
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#include "bitmap/tgawriter.h"
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#include "c_world.h"
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#include "perfvisualbenchmark.h"
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#include "soundemittersystem/isoundemittersystembase.h"
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#include "hud_closecaption.h"
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#include "physpropclientside.h"
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#include "panelmetaclassmgr.h"
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#include "c_vguiscreen.h"
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#include "imessagechars.h"
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#include "cl_dll/IGameClientExports.h"
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#include "client_factorylist.h"
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#include "ragdoll_shared.h"
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#include "rendertexture.h"
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#include "view_scene.h"
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#include "iclientmode.h"
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#include "con_nprint.h"
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#include "materialsystem/icolorcorrection.h"
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#include "inputsystem/iinputsystem.h"
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#include "appframework/IAppSystemGroup.h"
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#include "scenefilecache/ISceneFileCache.h"
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#include "tier2/tier2.h"
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#include "avi/iavi.h"
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#include "hltvcamera.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern IClientMode *GetClientModeNormal();
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// IF YOU ADD AN INTERFACE, EXTERN IT IN THE HEADER FILE.
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IVEngineClient *engine = NULL;
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IVModelRender *modelrender = NULL;
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IVEfx *effects = NULL;
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IVRenderView *render = NULL;
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IVDebugOverlay *debugoverlay = NULL;
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IMaterialSystemStub *materials_stub = NULL;
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IDataCache *datacache = NULL;
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IMDLCache *mdlcache = NULL;
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IVModelInfoClient *modelinfo = NULL;
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IEngineVGui *enginevgui = NULL;
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INetworkStringTableContainer *networkstringtable = NULL;
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ISpatialPartition* partition = NULL;
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IFileSystem *filesystem = NULL;
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IShadowMgr *shadowmgr = NULL;
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IStaticPropMgrClient *staticpropmgr = NULL;
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IEngineSound *enginesound = NULL;
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IUniformRandomStream *random = NULL;
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static CGaussianRandomStream s_GaussianRandomStream;
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CGaussianRandomStream *randomgaussian = &s_GaussianRandomStream;
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IMatSystemSurface *g_pMatSystemSurface = NULL;
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ISharedGameRules *sharedgamerules = NULL;
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IEngineTrace *enginetrace = NULL;
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IGameUIFuncs *gameuifuncs = NULL;
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IGameEventManager2 *gameeventmanager = NULL;
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ISoundEmitterSystemBase *soundemitterbase = NULL;
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IInputSystem *inputsystem = NULL;
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ISceneFileCache *scenefilecache = NULL;
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IAvi *avi = NULL;
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IGameSystem *SoundEmitterSystem();
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IGameSystem *ToolFrameworkClientSystem();
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static bool g_bRequestCacheUsedMaterials = false;
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void RequestCacheUsedMaterials()
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{
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g_bRequestCacheUsedMaterials = true;
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}
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void ProcessCacheUsedMaterials()
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{
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if ( !g_bRequestCacheUsedMaterials )
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{
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return;
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}
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g_bRequestCacheUsedMaterials = false;
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if ( materials )
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{
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materials->CacheUsedMaterials();
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}
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}
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// String tables
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INetworkStringTable *g_StringTableEffectDispatch = NULL;
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INetworkStringTable *g_StringTableVguiScreen = NULL;
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INetworkStringTable *g_pStringTableMaterials = NULL;
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INetworkStringTable *g_pStringTableInfoPanel = NULL;
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INetworkStringTable *g_pStringTableClientSideChoreoScenes = NULL;
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static CGlobalVarsBase dummyvars( true );
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// So stuff that might reference gpGlobals during DLL initialization won't have a NULL pointer.
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// Once the engine calls Init on this DLL, this pointer gets assigned to the shared data in the engine
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CGlobalVarsBase *gpGlobals = &dummyvars;
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class CHudChat;
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class CViewRender;
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extern CViewRender g_DefaultViewRender;
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extern void StopAllRumbleEffects( void );
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static C_BaseEntityClassList *s_pClassLists = NULL;
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C_BaseEntityClassList::C_BaseEntityClassList()
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{
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m_pNextClassList = s_pClassLists;
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s_pClassLists = this;
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}
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C_BaseEntityClassList::~C_BaseEntityClassList()
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{
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}
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// Any entities that want an OnDataChanged during simulation register for it here.
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class CDataChangedEvent
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{
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public:
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CDataChangedEvent() {}
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CDataChangedEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent )
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{
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m_pEntity = ent;
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m_UpdateType = updateType;
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m_pStoredEvent = pStoredEvent;
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}
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IClientNetworkable *m_pEntity;
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DataUpdateType_t m_UpdateType;
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int *m_pStoredEvent;
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};
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ISaveRestoreBlockHandler *GetEntitySaveRestoreBlockHandler();
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ISaveRestoreBlockHandler *GetViewEffectsRestoreBlockHandler();
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CUtlLinkedList<CDataChangedEvent, unsigned short> g_DataChangedEvents;
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ClientFrameStage_t g_CurFrameStage = FRAME_UNDEFINED;
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class IMoveHelper;
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void DispatchHudText( const char *pszName );
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static ConVar s_CV_ShowParticleCounts("showparticlecounts", "0", 0, "Display number of particles drawn per frame");
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static ConVar s_cl_team("cl_team", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default team when joining a game");
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static ConVar s_cl_class("cl_class", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default class when joining a game");
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// Console variable accessor.
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static CDLL_ConVarAccessor g_ConVarAccessor;
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// Physics system
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bool g_bLevelInitialized;
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bool g_bTextMode = false;
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//-----------------------------------------------------------------------------
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// Purpose: interface for gameui to modify voice bans
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//-----------------------------------------------------------------------------
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class CGameClientExports : public IGameClientExports
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{
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public:
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// ingame voice manipulation
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bool IsPlayerGameVoiceMuted(int playerIndex)
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{
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return GetClientVoiceMgr()->IsPlayerBlocked(playerIndex);
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}
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void MutePlayerGameVoice(int playerIndex)
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{
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GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, true);
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}
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void UnmutePlayerGameVoice(int playerIndex)
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{
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GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, false);
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}
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};
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EXPOSE_SINGLE_INTERFACE( CGameClientExports, IGameClientExports, GAMECLIENTEXPORTS_INTERFACE_VERSION );
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class CClientDLLSharedAppSystems : public IClientDLLSharedAppSystems
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{
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public:
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CClientDLLSharedAppSystems()
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{
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AddAppSystem( "soundemittersystem.dll", SOUNDEMITTERSYSTEM_INTERFACE_VERSION );
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AddAppSystem( "scenefilecache.dll", SCENE_FILE_CACHE_INTERFACE_VERSION );
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}
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virtual int Count()
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{
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return m_Systems.Count();
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}
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virtual char const *GetDllName( int idx )
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{
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return m_Systems[ idx ].m_pModuleName;
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}
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virtual char const *GetInterfaceName( int idx )
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{
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return m_Systems[ idx ].m_pInterfaceName;
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}
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private:
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void AddAppSystem( char const *moduleName, char const *interfaceName )
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{
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AppSystemInfo_t sys;
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sys.m_pModuleName = moduleName;
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sys.m_pInterfaceName = interfaceName;
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m_Systems.AddToTail( sys );
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}
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CUtlVector< AppSystemInfo_t > m_Systems;
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};
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EXPOSE_SINGLE_INTERFACE( CClientDLLSharedAppSystems, IClientDLLSharedAppSystems, CLIENT_DLL_SHARED_APPSYSTEMS );
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//-----------------------------------------------------------------------------
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// Helper interface for voice.
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//-----------------------------------------------------------------------------
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#ifndef _XBOX
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class CHLVoiceStatusHelper : public IVoiceStatusHelper
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{
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public:
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virtual void GetPlayerTextColor(int entindex, int color[3])
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{
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color[0] = color[1] = color[2] = 128;
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}
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virtual void UpdateCursorState()
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{
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}
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virtual bool CanShowSpeakerLabels()
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{
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return true;
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}
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};
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static CHLVoiceStatusHelper g_VoiceStatusHelper;
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#endif
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//-----------------------------------------------------------------------------
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// Code to display which entities are having their bones setup each frame.
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//-----------------------------------------------------------------------------
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ConVar cl_ShowBoneSetupEnts( "cl_ShowBoneSetupEnts", "0", 0, "Show which entities are having their bones setup each frame." );
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class CBoneSetupEnt
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{
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public:
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char m_ModelName[128];
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int m_Index;
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int m_Count;
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};
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bool BoneSetupCompare( const CBoneSetupEnt &a, const CBoneSetupEnt &b )
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{
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return a.m_Index < b.m_Index;
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}
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CUtlRBTree<CBoneSetupEnt> g_BoneSetupEnts( BoneSetupCompare );
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void TrackBoneSetupEnt( C_BaseAnimating *pEnt )
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{
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#ifdef _DEBUG
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if ( IsRetail() )
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return;
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if ( !cl_ShowBoneSetupEnts.GetInt() )
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return;
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CBoneSetupEnt ent;
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ent.m_Index = pEnt->entindex();
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unsigned short i = g_BoneSetupEnts.Find( ent );
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if ( i == g_BoneSetupEnts.InvalidIndex() )
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{
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Q_strncpy( ent.m_ModelName, modelinfo->GetModelName( pEnt->GetModel() ), sizeof( ent.m_ModelName ) );
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ent.m_Count = 1;
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g_BoneSetupEnts.Insert( ent );
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}
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else
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{
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g_BoneSetupEnts[i].m_Count++;
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}
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#endif
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}
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void DisplayBoneSetupEnts()
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{
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#ifdef _DEBUG
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if ( IsRetail() )
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return;
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if ( !cl_ShowBoneSetupEnts.GetInt() )
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return;
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unsigned short i;
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int nElements = 0;
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for ( i=g_BoneSetupEnts.FirstInorder(); i != g_BoneSetupEnts.LastInorder(); i=g_BoneSetupEnts.NextInorder( i ) )
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++nElements;
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engine->Con_NPrintf( 0, "%d bone setup ents (name/count/entindex) ------------", nElements );
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con_nprint_s printInfo;
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printInfo.time_to_live = -1;
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printInfo.fixed_width_font = true;
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printInfo.color[0] = printInfo.color[1] = printInfo.color[2] = 1;
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printInfo.index = 2;
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for ( i=g_BoneSetupEnts.FirstInorder(); i != g_BoneSetupEnts.LastInorder(); i=g_BoneSetupEnts.NextInorder( i ) )
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{
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CBoneSetupEnt *pEnt = &g_BoneSetupEnts[i];
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if ( pEnt->m_Count >= 3 )
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{
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printInfo.color[0] = 1;
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printInfo.color[1] = printInfo.color[2] = 0;
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}
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else if ( pEnt->m_Count == 2 )
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{
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printInfo.color[0] = (float)200 / 255;
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printInfo.color[1] = (float)220 / 255;
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printInfo.color[2] = 0;
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}
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else
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{
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printInfo.color[0] = printInfo.color[0] = printInfo.color[0] = 1;
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}
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engine->Con_NXPrintf( &printInfo, "%25s / %3d / %3d", pEnt->m_ModelName, pEnt->m_Count, pEnt->m_Index );
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printInfo.index++;
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}
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g_BoneSetupEnts.RemoveAll();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: engine to client .dll interface
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//-----------------------------------------------------------------------------
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class CHLClient : public IBaseClientDLL
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{
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public:
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CHLClient();
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virtual int Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals );
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virtual void Shutdown( void );
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virtual void LevelInitPreEntity( const char *pMapName );
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virtual void LevelInitPostEntity();
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virtual void LevelShutdown( void );
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virtual ClientClass *GetAllClasses( void );
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virtual int HudVidInit( void );
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virtual void HudProcessInput( bool bActive );
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virtual void HudUpdate( bool bActive );
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virtual void HudReset( void );
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virtual void HudText( const char * message );
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// Mouse Input Interfaces
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virtual void IN_ActivateMouse( void );
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virtual void IN_DeactivateMouse( void );
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virtual void IN_MouseEvent( int mstate, bool down );
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virtual void IN_Accumulate( void );
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virtual void IN_ClearStates( void );
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virtual bool IN_IsKeyDown( const char *name, bool& isdown );
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// Raw signal
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virtual int IN_KeyEvent( int eventcode, int keynum, const char *pszCurrentBinding );
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// Create movement command
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virtual void CreateMove ( int sequence_number, float input_sample_frametime, bool active );
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virtual void ExtraMouseSample( float frametime, bool active );
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virtual bool WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand );
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virtual void EncodeUserCmdToBuffer( bf_write& buf, int slot );
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virtual void DecodeUserCmdFromBuffer( bf_read& buf, int slot );
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virtual void View_Render( vrect_t *rect );
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virtual void RenderView( const CViewSetup &view, int nClearFlags, bool drawViewmodel );
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virtual void View_Fade( ScreenFade_t *pSF );
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virtual void SetCrosshairAngle( const QAngle& angle );
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virtual void InitSprite( CEngineSprite *pSprite, const char *loadname );
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virtual void ShutdownSprite( CEngineSprite *pSprite );
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virtual int GetSpriteSize( void ) const;
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virtual void VoiceStatus( int entindex, qboolean bTalking );
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virtual void InstallStringTableCallback( const char *tableName );
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virtual void FrameStageNotify( ClientFrameStage_t curStage );
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virtual bool DispatchUserMessage( int msg_type, bf_read &msg_data );
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// Save/restore system hooks
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virtual CSaveRestoreData *SaveInit( int size );
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virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int );
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virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int );
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virtual void PreSave( CSaveRestoreData * );
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virtual void Save( CSaveRestoreData * );
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virtual void WriteSaveHeaders( CSaveRestoreData * );
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virtual void ReadRestoreHeaders( CSaveRestoreData * );
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virtual void Restore( CSaveRestoreData *, bool );
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virtual void DispatchOnRestore();
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virtual void WriteSaveGameScreenshot( const char *pFilename );
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// Given a list of "S(wavname) S(wavname2)" tokens, look up the localized text and emit
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// the appropriate close caption if running with closecaption = 1
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virtual void EmitSentenceCloseCaption( char const *tokenstream );
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virtual void EmitCloseCaption( char const *captionname, float duration );
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virtual CStandardRecvProxies* GetStandardRecvProxies();
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virtual bool CanRecordDemo( char *errorMsg, int length ) const;
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// save game screenshot writing
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virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height );
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// See RenderViewInfo_t
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virtual void RenderViewEx( const CViewSetup &view, int nClearFlags, int whatToDraw );
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// Gets the location of the player viewpoint
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virtual bool GetPlayerView( CViewSetup &playerView );
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public:
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void PrecacheMaterial( const char *pMaterialName );
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private:
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void UncacheAllMaterials( );
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CUtlVector< IMaterial * > m_CachedMaterials;
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};
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CHLClient gHLClient;
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IBaseClientDLL *clientdll = &gHLClient;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CHLClient, IBaseClientDLL, CLIENT_DLL_INTERFACE_VERSION, gHLClient );
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//-----------------------------------------------------------------------------
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// Precaches a material
|
|
//-----------------------------------------------------------------------------
|
|
void PrecacheMaterial( const char *pMaterialName )
|
|
{
|
|
gHLClient.PrecacheMaterial( pMaterialName );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts a previously precached material into an index
|
|
//-----------------------------------------------------------------------------
|
|
int GetMaterialIndex( const char *pMaterialName )
|
|
{
|
|
if (pMaterialName)
|
|
{
|
|
int nIndex = g_pStringTableMaterials->FindStringIndex( pMaterialName );
|
|
Assert( nIndex >= 0 );
|
|
if (nIndex >= 0)
|
|
return nIndex;
|
|
}
|
|
|
|
// This is the invalid string index
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts precached material indices into strings
|
|
//-----------------------------------------------------------------------------
|
|
const char *GetMaterialNameFromIndex( int nIndex )
|
|
{
|
|
if (nIndex != (g_pStringTableMaterials->GetMaxStrings() - 1))
|
|
{
|
|
return g_pStringTableMaterials->GetString( nIndex );
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor
|
|
//-----------------------------------------------------------------------------
|
|
|
|
CHLClient::CHLClient()
|
|
{
|
|
// Kinda bogus, but the logic in the engine is too convoluted to put it there
|
|
g_bLevelInitialized = false;
|
|
}
|
|
|
|
|
|
extern IGameSystem *ViewportClientSystem();
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when the DLL is first loaded.
|
|
// Input : engineFactory -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals )
|
|
{
|
|
InitCRTMemDebug();
|
|
MathLib_Init( 2.2f, 2.2f, 0.0f, 2.0f );
|
|
|
|
// Hook up global variables
|
|
gpGlobals = pGlobals;
|
|
|
|
ConnectTier1Libraries( &appSystemFactory, 1 );
|
|
ConnectTier2Libraries( &appSystemFactory, 1 );
|
|
|
|
// We aren't happy unless we get all of our interfaces.
|
|
// please don't collapse this into one monolithic boolean expression (impossible to debug)
|
|
if ( (engine = (IVEngineClient *)appSystemFactory( VENGINE_CLIENT_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( (modelrender = (IVModelRender *)appSystemFactory( VENGINE_HUDMODEL_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( (effects = (IVEfx *)appSystemFactory( VENGINE_EFFECTS_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( (enginetrace = (IEngineTrace *)appSystemFactory( INTERFACEVERSION_ENGINETRACE_CLIENT, NULL )) == NULL )
|
|
return false;
|
|
if ( (render = (IVRenderView *)appSystemFactory( VENGINE_RENDERVIEW_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( (debugoverlay = (IVDebugOverlay *)appSystemFactory( VDEBUG_OVERLAY_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( (datacache = (IDataCache*)appSystemFactory(DATACACHE_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( (mdlcache = (IMDLCache*)appSystemFactory(MDLCACHE_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( (modelinfo = (IVModelInfoClient *)appSystemFactory(VMODELINFO_CLIENT_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( (enginevgui = (IEngineVGui *)appSystemFactory(VENGINE_VGUI_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( (networkstringtable = (INetworkStringTableContainer *)appSystemFactory(INTERFACENAME_NETWORKSTRINGTABLECLIENT,NULL)) == NULL )
|
|
return false;
|
|
if ( (partition = (ISpatialPartition *)appSystemFactory(INTERFACEVERSION_SPATIALPARTITION, NULL)) == NULL )
|
|
return false;
|
|
if ( (shadowmgr = (IShadowMgr *)appSystemFactory(ENGINE_SHADOWMGR_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (staticpropmgr = (IStaticPropMgrClient *)appSystemFactory(INTERFACEVERSION_STATICPROPMGR_CLIENT, NULL)) == NULL )
|
|
return false;
|
|
if ( (enginesound = (IEngineSound *)appSystemFactory(IENGINESOUND_CLIENT_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (filesystem = (IFileSystem *)appSystemFactory(FILESYSTEM_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (random = (IUniformRandomStream *)appSystemFactory(VENGINE_CLIENT_RANDOM_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (gameuifuncs = (IGameUIFuncs * )appSystemFactory( VENGINE_GAMEUIFUNCS_VERSION, NULL )) == NULL )
|
|
return false;
|
|
if ( (gameeventmanager = (IGameEventManager2 *)appSystemFactory(INTERFACEVERSION_GAMEEVENTSMANAGER2,NULL)) == NULL )
|
|
return false;
|
|
if ( (soundemitterbase = (ISoundEmitterSystemBase *)appSystemFactory(SOUNDEMITTERSYSTEM_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( IsPC() && !colorcorrection )
|
|
return false;
|
|
if ( (inputsystem = (IInputSystem *)appSystemFactory(INPUTSYSTEM_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (avi = (IAvi *)appSystemFactory(AVI_INTERFACE_VERSION, NULL)) == NULL )
|
|
return false;
|
|
if ( (scenefilecache = (ISceneFileCache *)appSystemFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL )
|
|
return false;
|
|
|
|
factorylist_t factories;
|
|
factories.appSystemFactory = appSystemFactory;
|
|
factories.physicsFactory = physicsFactory;
|
|
FactoryList_Store( factories );
|
|
|
|
// Yes, both the client and game .dlls will try to Connect, the soundemittersystem.dll will handle this gracefully
|
|
if ( !soundemitterbase->Connect( appSystemFactory ) )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( CommandLine()->FindParm( "-textmode" ) )
|
|
g_bTextMode = true;
|
|
|
|
if ( CommandLine()->FindParm( "-makedevshots" ) )
|
|
g_MakingDevShots = true;
|
|
|
|
#ifndef _XBOX
|
|
// Not fatal if the material system stub isn't around.
|
|
materials_stub = (IMaterialSystemStub*)appSystemFactory( MATERIAL_SYSTEM_STUB_INTERFACE_VERSION, NULL );
|
|
#endif
|
|
|
|
if( !g_pMaterialSystemHardwareConfig )
|
|
return false;
|
|
|
|
// Hook up the gaussian random number generator
|
|
s_GaussianRandomStream.AttachToStream( random );
|
|
|
|
// Initialize the console variables.
|
|
ConCommandBaseMgr::OneTimeInit(&g_ConVarAccessor);
|
|
|
|
if (!Initializer::InitializeAllObjects())
|
|
return false;
|
|
|
|
if (!ParticleMgr()->Init(MAX_TOTAL_PARTICLES, materials))
|
|
return false;
|
|
|
|
if (!VGui_Startup( appSystemFactory ))
|
|
return false;
|
|
|
|
g_pMatSystemSurface = (IMatSystemSurface*)vgui::surface()->QueryInterface( MAT_SYSTEM_SURFACE_INTERFACE_VERSION );
|
|
if (!g_pMatSystemSurface)
|
|
return false;
|
|
|
|
// Add the client systems.
|
|
|
|
// Client Leaf System has to be initialized first, since DetailObjectSystem uses it
|
|
IGameSystem::Add( GameStringSystem() );
|
|
IGameSystem::Add( SoundEmitterSystem() );
|
|
if ( ToolsEnabled() )
|
|
{
|
|
IGameSystem::Add( ToolFrameworkClientSystem() );
|
|
}
|
|
IGameSystem::Add( ClientLeafSystem() );
|
|
IGameSystem::Add( DetailObjectSystem() );
|
|
IGameSystem::Add( ViewportClientSystem() );
|
|
IGameSystem::Add( ClientEffectPrecacheSystem() );
|
|
IGameSystem::Add( g_pClientShadowMgr );
|
|
IGameSystem::Add( ClientThinkList() );
|
|
IGameSystem::Add( ClientSoundscapeSystem() );
|
|
IGameSystem::Add( PerfVisualBenchmark() );
|
|
|
|
#if defined( CLIENT_DLL ) && defined( COPY_CHECK_STRESSTEST )
|
|
IGameSystem::Add( GetPredictionCopyTester() );
|
|
#endif
|
|
|
|
modemanager->Init( );
|
|
|
|
g_pClientMode->InitViewport();
|
|
|
|
gHUD.Init();
|
|
|
|
g_pClientMode->Init();
|
|
|
|
if ( !IGameSystem::InitAllSystems() )
|
|
return false;
|
|
|
|
g_pClientMode->Enable();
|
|
|
|
if ( !view )
|
|
{
|
|
view = ( IViewRender * )&g_DefaultViewRender;
|
|
}
|
|
|
|
view->Init();
|
|
vieweffects->Init();
|
|
|
|
C_BaseTempEntity::PrecacheTempEnts();
|
|
|
|
input->Init_All();
|
|
|
|
VGui_CreateGlobalPanels();
|
|
|
|
InitSmokeFogOverlay();
|
|
|
|
// Register user messages..
|
|
CUserMessageRegister::RegisterAll();
|
|
|
|
#ifndef _XBOX
|
|
ClientVoiceMgr_Init();
|
|
|
|
// Embed voice status icons inside chat element
|
|
{
|
|
vgui::VPANEL parent = enginevgui->GetPanel( PANEL_CLIENTDLL );
|
|
GetClientVoiceMgr()->Init( &g_VoiceStatusHelper, parent );
|
|
}
|
|
#endif
|
|
|
|
if ( !PhysicsDLLInit( physicsFactory ) )
|
|
return false;
|
|
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitySaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->AddBlockHandler( GetViewEffectsRestoreBlockHandler() );
|
|
|
|
ClientWorldFactoryInit();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when the client .dll is being dismissed
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::Shutdown( void )
|
|
{
|
|
ClientWorldFactoryShutdown();
|
|
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetViewEffectsRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetPhysSaveRestoreBlockHandler() );
|
|
g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEntitySaveRestoreBlockHandler() );
|
|
|
|
#ifndef _XBOX
|
|
ClientVoiceMgr_Shutdown();
|
|
#endif
|
|
|
|
Initializer::FreeAllObjects();
|
|
|
|
g_pClientMode->Disable();
|
|
g_pClientMode->Shutdown();
|
|
|
|
input->Shutdown_All();
|
|
C_BaseTempEntity::ClearDynamicTempEnts();
|
|
TermSmokeFogOverlay();
|
|
view->Shutdown();
|
|
UncacheAllMaterials();
|
|
|
|
IGameSystem::ShutdownAllSystems();
|
|
|
|
gHUD.Shutdown();
|
|
VGui_Shutdown();
|
|
|
|
ClearKeyValuesCache();
|
|
|
|
g_pMatSystemSurface = NULL;
|
|
|
|
DisconnectTier2Libraries( );
|
|
DisconnectTier1Libraries( );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Called when the game initializes
|
|
// and whenever the vid_mode is changed
|
|
// so the HUD can reinitialize itself.
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CHLClient::HudVidInit( void )
|
|
{
|
|
gHUD.VidInit();
|
|
#ifndef _XBOX
|
|
GetClientVoiceMgr()->VidInit();
|
|
#endif
|
|
|
|
return 1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Method used to allow the client to filter input messages before the
|
|
// move record is transmitted to the server
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::HudProcessInput( bool bActive )
|
|
{
|
|
g_pClientMode->ProcessInput( bActive );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called when shared data gets changed, allows dll to modify data
|
|
// Input : bActive -
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::HudUpdate( bool bActive )
|
|
{
|
|
float frametime = gpGlobals->frametime;
|
|
#ifndef _XBOX
|
|
GetClientVoiceMgr()->Frame( frametime );
|
|
#endif
|
|
gHUD.UpdateHud( bActive );
|
|
|
|
C_BaseAnimating::AllowBoneAccess( true, false );
|
|
IGameSystem::UpdateAllSystems( frametime );
|
|
C_BaseAnimating::AllowBoneAccess( false, false );
|
|
|
|
// run vgui animations
|
|
vgui::GetAnimationController()->UpdateAnimations( engine->Time() );
|
|
|
|
// I don't think this is necessary any longer, but I will leave it until
|
|
// I can check into this further.
|
|
C_BaseTempEntity::CheckDynamicTempEnts();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called to restore to "non"HUD state.
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::HudReset( void )
|
|
{
|
|
gHUD.VidInit();
|
|
PhysicsReset();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Called to add hud text message
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::HudText( const char * message )
|
|
{
|
|
DispatchHudText( message );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : ClientClass
|
|
//-----------------------------------------------------------------------------
|
|
ClientClass *CHLClient::GetAllClasses( void )
|
|
{
|
|
return g_pClientClassHead;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::IN_ActivateMouse( void )
|
|
{
|
|
#ifndef _XBOX
|
|
input->ActivateMouse();
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::IN_DeactivateMouse( void )
|
|
{
|
|
#ifndef _XBOX
|
|
input->DeactivateMouse();
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : mstate -
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::IN_MouseEvent ( int mstate, bool down )
|
|
{
|
|
#ifndef _XBOX
|
|
input->MouseEvent( mstate, down );
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::IN_Accumulate ( void )
|
|
{
|
|
#ifndef _XBOX
|
|
input->AccumulateMouse();
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::IN_ClearStates ( void )
|
|
{
|
|
input->ClearStates();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Engine can query for particular keys
|
|
// Input : *name -
|
|
//-----------------------------------------------------------------------------
|
|
bool CHLClient::IN_IsKeyDown( const char *name, bool& isdown )
|
|
{
|
|
kbutton_t *key = input->FindKey( name );
|
|
if ( !key )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
isdown = ( key->state & 1 ) ? true : false;
|
|
|
|
// Found the key by name
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Engine can issue a key event
|
|
// Input : eventcode -
|
|
// keynum -
|
|
// *pszCurrentBinding -
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CHLClient::IN_KeyEvent( int eventcode, int keynum, const char *pszCurrentBinding )
|
|
{
|
|
return input->KeyEvent( eventcode, keynum, pszCurrentBinding );
|
|
}
|
|
|
|
void CHLClient::ExtraMouseSample( float frametime, bool active )
|
|
{
|
|
Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
|
|
Assert( C_BaseEntity::IsAbsQueriesValid() );
|
|
|
|
C_BaseAnimating::AllowBoneAccess( true, false );
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
input->ExtraMouseSample( frametime, active );
|
|
|
|
C_BaseAnimating::AllowBoneAccess( false, false );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Fills in usercmd_s structure based on current view angles and key/controller inputs
|
|
// Input : frametime - timestamp for last frame
|
|
// *cmd - the command to fill in
|
|
// active - whether the user is fully connected to a server
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
|
|
{
|
|
|
|
Assert( C_BaseEntity::IsAbsRecomputationsEnabled() );
|
|
Assert( C_BaseEntity::IsAbsQueriesValid() );
|
|
|
|
C_BaseAnimating::AllowBoneAccess( true, false );
|
|
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
input->CreateMove( sequence_number, input_sample_frametime, active );
|
|
|
|
C_BaseAnimating::AllowBoneAccess( false, false );
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *buf -
|
|
// from -
|
|
// to -
|
|
//-----------------------------------------------------------------------------
|
|
bool CHLClient::WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand )
|
|
{
|
|
return input->WriteUsercmdDeltaToBuffer( buf, from, to, isnewcommand );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : buf -
|
|
// buffersize -
|
|
// slot -
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::EncodeUserCmdToBuffer( bf_write& buf, int slot )
|
|
{
|
|
input->EncodeUserCmdToBuffer( buf, slot );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : buf -
|
|
// buffersize -
|
|
// slot -
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::DecodeUserCmdFromBuffer( bf_read& buf, int slot )
|
|
{
|
|
input->DecodeUserCmdFromBuffer( buf, slot );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::View_Render( vrect_t *rect )
|
|
{
|
|
VPROF( "View_Render" );
|
|
|
|
// UNDONE: This gets hit at startup sometimes, investigate - will cause NaNs in calcs inside Render()
|
|
if ( rect->width == 0 || rect->height == 0 )
|
|
return;
|
|
|
|
view->Render( rect );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets the location of the player viewpoint
|
|
//-----------------------------------------------------------------------------
|
|
bool CHLClient::GetPlayerView( CViewSetup &playerView )
|
|
{
|
|
playerView = *view->GetPlayerViewSetup();
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pSF -
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::View_Fade( ScreenFade_t *pSF )
|
|
{
|
|
if ( pSF != NULL )
|
|
vieweffects->Fade( *pSF );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Per level init
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::LevelInitPreEntity( char const* pMapName )
|
|
{
|
|
// HACK: Bogus, but the logic is too complicated in the engine
|
|
if (g_bLevelInitialized)
|
|
return;
|
|
g_bLevelInitialized = true;
|
|
|
|
input->LevelInit();
|
|
|
|
vieweffects->LevelInit();
|
|
|
|
// Tell mode manager that map is changing
|
|
modemanager->LevelInit( pMapName );
|
|
|
|
C_BaseTempEntity::ClearDynamicTempEnts();
|
|
clienteffects->Flush();
|
|
view->LevelInit();
|
|
tempents->LevelInit();
|
|
ResetToneMapping(1.0);
|
|
|
|
IGameSystem::LevelInitPreEntityAllSystems(pMapName);
|
|
|
|
ResetWindspeed();
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
// don't do prediction if single player!
|
|
// don't set direct because of FCVAR_USERINFO
|
|
if ( (gpGlobals->maxClients > 1) && !engine->IsHLTV() )
|
|
{
|
|
if ( !cl_predict.GetBool() )
|
|
{
|
|
engine->ClientCmd( "cl_predict 1" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( cl_predict.GetBool() )
|
|
{
|
|
engine->ClientCmd( "cl_predict 0" );
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Check low violence settings for this map
|
|
g_RagdollLVManager.SetLowViolence( pMapName );
|
|
|
|
gHUD.LevelInit();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Per level init
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::LevelInitPostEntity( )
|
|
{
|
|
IGameSystem::LevelInitPostEntityAllSystems();
|
|
C_PhysPropClientside::RecreateAll();
|
|
internalCenterPrint->Clear();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Per level de-init
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::LevelShutdown( void )
|
|
{
|
|
// HACK: Bogus, but the logic is too complicated in the engine
|
|
if (!g_bLevelInitialized)
|
|
return;
|
|
g_bLevelInitialized = false;
|
|
|
|
// Disable abs recomputations when everything is shutting down
|
|
CBaseEntity::EnableAbsRecomputations( false );
|
|
|
|
// Level shutdown sequence.
|
|
// First do the pre-entity shutdown of all systems
|
|
IGameSystem::LevelShutdownPreEntityAllSystems();
|
|
|
|
C_PhysPropClientside::DestroyAll();
|
|
|
|
modemanager->LevelShutdown();
|
|
|
|
// Now release/delete the entities
|
|
cl_entitylist->Release();
|
|
|
|
C_BaseEntityClassList *pClassList = s_pClassLists;
|
|
while ( pClassList )
|
|
{
|
|
pClassList->LevelShutdown();
|
|
pClassList = pClassList->m_pNextClassList;
|
|
}
|
|
|
|
// Now do the post-entity shutdown of all systems
|
|
IGameSystem::LevelShutdownPostEntityAllSystems();
|
|
|
|
view->LevelShutdown();
|
|
|
|
tempents->LevelShutdown();
|
|
beams->ClearBeams();
|
|
ParticleMgr()->RemoveAllEffects();
|
|
|
|
StopAllRumbleEffects();
|
|
|
|
gHUD.LevelShutdown();
|
|
|
|
internalCenterPrint->Clear();
|
|
#ifndef _XBOX
|
|
messagechars->Clear();
|
|
#endif
|
|
UncacheAllMaterials();
|
|
|
|
#ifdef _XBOX
|
|
ReleaseRenderTargets();
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Engine can directly ask to render a view ( timerefresh and envmap creation, e.g. )
|
|
// Input : &vs -
|
|
// drawViewmodel -
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::RenderView( const CViewSetup &vs, int nClearFlags, bool drawViewmodel )
|
|
{
|
|
view->RenderView( vs, nClearFlags, drawViewmodel );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Engine received crosshair offset ( autoaim )
|
|
// Input : angle -
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::SetCrosshairAngle( const QAngle& angle )
|
|
{
|
|
CHudCrosshair *crosshair = GET_HUDELEMENT( CHudCrosshair );
|
|
if ( crosshair )
|
|
{
|
|
crosshair->SetCrosshairAngle( angle );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Helper to initialize sprite from .spr semaphor
|
|
// Input : *pSprite -
|
|
// *loadname -
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::InitSprite( CEngineSprite *pSprite, const char *loadname )
|
|
{
|
|
if ( pSprite )
|
|
{
|
|
pSprite->Init( loadname );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pSprite -
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::ShutdownSprite( CEngineSprite *pSprite )
|
|
{
|
|
if ( pSprite )
|
|
{
|
|
pSprite->Shutdown();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Tells engine how much space to allocate for sprite objects
|
|
// Output : int
|
|
//-----------------------------------------------------------------------------
|
|
int CHLClient::GetSpriteSize( void ) const
|
|
{
|
|
return sizeof( CEngineSprite );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : entindex -
|
|
// bTalking -
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::VoiceStatus( int entindex, qboolean bTalking )
|
|
{
|
|
#ifndef _XBOX
|
|
GetClientVoiceMgr()->UpdateSpeakerStatus( entindex, !!bTalking );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Called when the string table for materials changes
|
|
//-----------------------------------------------------------------------------
|
|
void OnMaterialStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
|
|
{
|
|
// Make sure this puppy is precached
|
|
gHLClient.PrecacheMaterial( newString );
|
|
|
|
RequestCacheUsedMaterials();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Called when the string table for VGUI changes
|
|
//-----------------------------------------------------------------------------
|
|
void OnVguiScreenTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
|
|
{
|
|
// Make sure this puppy is precached
|
|
vgui::Panel *pPanel = PanelMetaClassMgr()->CreatePanelMetaClass( newString, 100, NULL, NULL );
|
|
if ( pPanel )
|
|
PanelMetaClassMgr()->DestroyPanelMetaClass( pPanel );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Preload the string on the client (if single player it should already be in the cache from the server!!!)
|
|
// Input : *object -
|
|
// *stringTable -
|
|
// stringNumber -
|
|
// *newString -
|
|
// *newData -
|
|
//-----------------------------------------------------------------------------
|
|
void OnSceneStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData )
|
|
{
|
|
scenefilecache->FindOrAddScene( newString );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Hook up any callbacks here, the table definition has been parsed but
|
|
// no data has been added yet
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::InstallStringTableCallback( const char *tableName )
|
|
{
|
|
// Here, cache off string table IDs
|
|
if (!Q_strcasecmp(tableName, "VguiScreen"))
|
|
{
|
|
// Look up the id
|
|
g_StringTableVguiScreen = networkstringtable->FindTable( tableName );
|
|
|
|
// When the material list changes, we need to know immediately
|
|
g_StringTableVguiScreen->SetStringChangedCallback( NULL, OnVguiScreenTableChanged );
|
|
}
|
|
else if (!Q_strcasecmp(tableName, "Materials"))
|
|
{
|
|
// Look up the id
|
|
g_pStringTableMaterials = networkstringtable->FindTable( tableName );
|
|
|
|
// When the material list changes, we need to know immediately
|
|
g_pStringTableMaterials->SetStringChangedCallback( NULL, OnMaterialStringTableChanged );
|
|
}
|
|
else if ( !Q_strcasecmp( tableName, "EffectDispatch" ) )
|
|
{
|
|
g_StringTableEffectDispatch = networkstringtable->FindTable( tableName );
|
|
}
|
|
else if ( !Q_strcasecmp( tableName, "InfoPanel" ) )
|
|
{
|
|
g_pStringTableInfoPanel = networkstringtable->FindTable( tableName );
|
|
}
|
|
else if ( !Q_strcasecmp( tableName, "Scenes" ) )
|
|
{
|
|
g_pStringTableClientSideChoreoScenes = networkstringtable->FindTable( tableName );
|
|
g_pStringTableClientSideChoreoScenes->SetStringChangedCallback( NULL, OnSceneStringTableChanged );
|
|
}
|
|
|
|
|
|
InstallStringTableCallback_GameRules();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Material precache
|
|
//-----------------------------------------------------------------------------
|
|
void CHLClient::PrecacheMaterial( const char *pMaterialName )
|
|
{
|
|
Assert( pMaterialName );
|
|
|
|
int nLen = Q_strlen( pMaterialName );
|
|
char *pTempBuf = (char*)stackalloc( nLen + 1 );
|
|
memcpy( pTempBuf, pMaterialName, nLen + 1 );
|
|
char *pFound = Q_strstr( pTempBuf, ".vmt\0" );
|
|
if ( pFound )
|
|
{
|
|
*pFound = 0;
|
|
}
|
|
|
|
IMaterial *pMaterial = materials->FindMaterial( pTempBuf, TEXTURE_GROUP_PRECACHED );
|
|
if ( !IsErrorMaterial( pMaterial ) )
|
|
{
|
|
pMaterial->IncrementReferenceCount();
|
|
m_CachedMaterials.AddToTail( pMaterial );
|
|
}
|
|
}
|
|
|
|
void CHLClient::UncacheAllMaterials( )
|
|
{
|
|
for (int i = m_CachedMaterials.Count(); --i >= 0; )
|
|
{
|
|
m_CachedMaterials[i]->DecrementReferenceCount();
|
|
}
|
|
m_CachedMaterials.RemoveAll();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *pszName -
|
|
// iSize -
|
|
// *pbuf -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CHLClient::DispatchUserMessage( int msg_type, bf_read &msg_data )
|
|
{
|
|
return usermessages->DispatchUserMessage( msg_type, msg_data );
|
|
}
|
|
|
|
|
|
void SimulateEntities()
|
|
{
|
|
input->CAM_Think();
|
|
|
|
// Service timer events (think functions).
|
|
ClientThinkList()->PerformThinkFunctions();
|
|
|
|
// TODO: make an ISimulateable interface so C_BaseNetworkables can simulate?
|
|
C_BaseEntityIterator iterator;
|
|
C_BaseEntity *pEnt;
|
|
while ( (pEnt = iterator.Next()) != NULL )
|
|
{
|
|
pEnt->Simulate();
|
|
}
|
|
}
|
|
|
|
|
|
bool AddDataChangeEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent )
|
|
{
|
|
Assert( ent );
|
|
// Make sure we don't already have an event queued for this guy.
|
|
if ( *pStoredEvent >= 0 )
|
|
{
|
|
Assert( g_DataChangedEvents[*pStoredEvent].m_pEntity == ent );
|
|
|
|
// DATA_UPDATE_CREATED always overrides DATA_UPDATE_CHANGED.
|
|
if ( updateType == DATA_UPDATE_CREATED )
|
|
g_DataChangedEvents[*pStoredEvent].m_UpdateType = updateType;
|
|
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
*pStoredEvent = g_DataChangedEvents.AddToTail( CDataChangedEvent( ent, updateType, pStoredEvent ) );
|
|
return true;
|
|
}
|
|
}
|
|
|
|
|
|
void ClearDataChangedEvent( int iStoredEvent )
|
|
{
|
|
if ( iStoredEvent != -1 )
|
|
g_DataChangedEvents.Remove( iStoredEvent );
|
|
}
|
|
|
|
|
|
void ProcessOnDataChangedEvents()
|
|
{
|
|
FOR_EACH_LL( g_DataChangedEvents, i )
|
|
{
|
|
CDataChangedEvent *pEvent = &g_DataChangedEvents[i];
|
|
|
|
// Reset their stored event identifier.
|
|
*pEvent->m_pStoredEvent = -1;
|
|
|
|
// Send the event.
|
|
IClientNetworkable *pNetworkable = pEvent->m_pEntity;
|
|
pNetworkable->OnDataChanged( pEvent->m_UpdateType );
|
|
}
|
|
|
|
g_DataChangedEvents.Purge();
|
|
}
|
|
|
|
|
|
void UpdatePVSNotifiers()
|
|
{
|
|
// At this point, all the entities that were rendered in the previous frame have INPVS_THISFRAME set
|
|
// so we can tell the entities that aren't in the PVS anymore so.
|
|
CUtlLinkedList<CClientEntityList::CPVSNotifyInfo,unsigned short> &theList = ClientEntityList().GetPVSNotifiers();
|
|
FOR_EACH_LL( theList, i )
|
|
{
|
|
CClientEntityList::CPVSNotifyInfo *pInfo = &theList[i];
|
|
|
|
// If this entity thinks it's in the PVS, but it wasn't in the PVS this frame, tell it so.
|
|
if ( pInfo->m_InPVSStatus & INPVS_YES )
|
|
{
|
|
if ( pInfo->m_InPVSStatus & INPVS_THISFRAME )
|
|
{
|
|
// Clear it for the next time around.
|
|
pInfo->m_InPVSStatus &= ~INPVS_THISFRAME;
|
|
}
|
|
else
|
|
{
|
|
pInfo->m_InPVSStatus &= ~INPVS_YES;
|
|
pInfo->m_pNotify->OnPVSStatusChanged( false );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void OnRenderStart()
|
|
{
|
|
VPROF( "OnRenderStart" );
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
|
|
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );
|
|
C_BaseEntity::SetAbsQueriesValid( false );
|
|
|
|
Rope_ResetCounters();
|
|
|
|
// Interpolate server entities and move aiments.
|
|
C_BaseEntity::InterpolateServerEntities();
|
|
|
|
// Invalidate any bone information.
|
|
C_BaseAnimating::InvalidateBoneCaches();
|
|
|
|
C_BaseEntity::SetAbsQueriesValid( true );
|
|
C_BaseEntity::EnableAbsRecomputations( true );
|
|
|
|
// Enable access to all model bones except view models.
|
|
// This is necessary for aim-ent computation to occur properly
|
|
C_BaseAnimating::AllowBoneAccess( true, false );
|
|
|
|
// FIXME: This needs to be done before the player moves; it forces
|
|
// aiments the player may be attached to to forcibly update their position
|
|
C_BaseEntity::MarkAimEntsDirty();
|
|
|
|
// This will place the player + the view models + all parent
|
|
// entities at the correct abs position so that their attachment points
|
|
// are at the correct location
|
|
view->OnRenderStart();
|
|
|
|
// This will place all entities in the correct position in world space and in the KD-tree
|
|
C_BaseAnimating::UpdateClientSideAnimations();
|
|
|
|
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
|
|
|
|
// Process OnDataChanged events.
|
|
ProcessOnDataChangedEvents();
|
|
|
|
// Reset the overlay alpha. Entities can change the state of this in their think functions.
|
|
g_SmokeFogOverlayAlpha = 0;
|
|
|
|
// Simulate all the entities.
|
|
SimulateEntities();
|
|
PhysicsSimulate();
|
|
|
|
// This creates things like temp entities.
|
|
engine->FireEvents();
|
|
|
|
// Update temp entities
|
|
tempents->Update();
|
|
|
|
// Update temp ent beams...
|
|
beams->UpdateTempEntBeams();
|
|
|
|
// Lock the frame from beam additions
|
|
SetBeamCreationAllowed( false );
|
|
|
|
// Update particle effects (eventually, the effects should use Simulate() instead of having
|
|
// their own update system).
|
|
{
|
|
VPROF_BUDGET( "ParticleMgr()->Update", VPROF_BUDGETGROUP_PARTICLE_RENDERING );
|
|
ParticleMgr()->Simulate( gpGlobals->frametime );
|
|
}
|
|
|
|
// Now that the view model's position is setup and aiments are marked dirty, update
|
|
// their positions so they're in the leaf system correctly.
|
|
C_BaseEntity::CalcAimEntPositions();
|
|
|
|
// For entities marked for recording, post bone messages to IToolSystems
|
|
if ( ToolsEnabled() )
|
|
C_BaseEntity::ToolRecordEntities();
|
|
|
|
// Finally, link all the entities into the leaf system right before rendering.
|
|
C_BaseEntity::AddVisibleEntities();
|
|
}
|
|
|
|
|
|
void OnRenderEnd()
|
|
{
|
|
// Disallow access to bones (access is enabled in CViewRender::SetUpView).
|
|
C_BaseAnimating::AllowBoneAccess( false, false );
|
|
|
|
UpdatePVSNotifiers();
|
|
|
|
DisplayBoneSetupEnts();
|
|
}
|
|
|
|
|
|
|
|
void CHLClient::FrameStageNotify( ClientFrameStage_t curStage )
|
|
{
|
|
g_CurFrameStage = curStage;
|
|
|
|
switch( curStage )
|
|
{
|
|
default:
|
|
break;
|
|
|
|
case FRAME_RENDER_START:
|
|
{
|
|
VPROF( "CHLClient::FrameStageNotify FRAME_RENDER_START" );
|
|
|
|
// Last thing before rendering, run simulation.
|
|
OnRenderStart();
|
|
}
|
|
break;
|
|
|
|
case FRAME_RENDER_END:
|
|
{
|
|
VPROF( "CHLClient::FrameStageNotify FRAME_RENDER_END" );
|
|
OnRenderEnd();
|
|
}
|
|
break;
|
|
|
|
case FRAME_NET_UPDATE_START:
|
|
{
|
|
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_START" );
|
|
// disabled all recomputations while we update entities
|
|
C_BaseEntity::EnableAbsRecomputations( false );
|
|
C_BaseEntity::SetAbsQueriesValid( false );
|
|
Interpolation_SetLastPacketTimeStamp( engine->GetLastTimeStamp() );
|
|
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true );
|
|
}
|
|
break;
|
|
case FRAME_NET_UPDATE_END:
|
|
{
|
|
ProcessCacheUsedMaterials();
|
|
|
|
// reenable abs recomputation since now all entities have been updated
|
|
C_BaseEntity::EnableAbsRecomputations( true );
|
|
C_BaseEntity::SetAbsQueriesValid( true );
|
|
partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, false );
|
|
}
|
|
break;
|
|
case FRAME_NET_UPDATE_POSTDATAUPDATE_START:
|
|
{
|
|
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_START" );
|
|
}
|
|
break;
|
|
case FRAME_NET_UPDATE_POSTDATAUPDATE_END:
|
|
{
|
|
VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_END" );
|
|
// Let prediction copy off pristine data
|
|
prediction->PostEntityPacketReceived();
|
|
HLTVCamera()->PostEntityPacketReceived();
|
|
}
|
|
break;
|
|
case FRAME_START:
|
|
{
|
|
// Mark the frame as open for client fx additions
|
|
SetFXCreationAllowed( true );
|
|
SetBeamCreationAllowed( true );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
CSaveRestoreData *SaveInit( int size );
|
|
|
|
// Save/restore system hooks
|
|
CSaveRestoreData *CHLClient::SaveInit( int size )
|
|
{
|
|
return ::SaveInit(size);
|
|
}
|
|
|
|
void CHLClient::SaveWriteFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
|
|
{
|
|
CSave saveHelper( pSaveData );
|
|
saveHelper.WriteFields( pname, pBaseData, pMap, pFields, fieldCount );
|
|
}
|
|
|
|
void CHLClient::SaveReadFields( CSaveRestoreData *pSaveData, const char *pname, void *pBaseData, datamap_t *pMap, typedescription_t *pFields, int fieldCount )
|
|
{
|
|
CRestore restoreHelper( pSaveData );
|
|
restoreHelper.ReadFields( pname, pBaseData, pMap, pFields, fieldCount );
|
|
}
|
|
|
|
void CHLClient::PreSave( CSaveRestoreData *s )
|
|
{
|
|
g_pGameSaveRestoreBlockSet->PreSave( s );
|
|
}
|
|
|
|
void CHLClient::Save( CSaveRestoreData *s )
|
|
{
|
|
CSave saveHelper( s );
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|
g_pGameSaveRestoreBlockSet->Save( &saveHelper );
|
|
}
|
|
|
|
void CHLClient::WriteSaveHeaders( CSaveRestoreData *s )
|
|
{
|
|
CSave saveHelper( s );
|
|
g_pGameSaveRestoreBlockSet->WriteSaveHeaders( &saveHelper );
|
|
g_pGameSaveRestoreBlockSet->PostSave();
|
|
}
|
|
|
|
void CHLClient::ReadRestoreHeaders( CSaveRestoreData *s )
|
|
{
|
|
CRestore restoreHelper( s );
|
|
g_pGameSaveRestoreBlockSet->PreRestore();
|
|
g_pGameSaveRestoreBlockSet->ReadRestoreHeaders( &restoreHelper );
|
|
}
|
|
|
|
void CHLClient::Restore( CSaveRestoreData *s, bool b )
|
|
{
|
|
CRestore restore(s);
|
|
g_pGameSaveRestoreBlockSet->Restore( &restore, b );
|
|
g_pGameSaveRestoreBlockSet->PostRestore();
|
|
}
|
|
|
|
static CUtlVector<EHANDLE> g_RestoredEntities;
|
|
|
|
void AddRestoredEntity( C_BaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity )
|
|
return;
|
|
|
|
g_RestoredEntities.AddToTail( EHANDLE(pEntity) );
|
|
}
|
|
|
|
void CHLClient::DispatchOnRestore()
|
|
{
|
|
for ( int i = 0; i < g_RestoredEntities.Count(); i++ )
|
|
{
|
|
if ( g_RestoredEntities[i] != NULL )
|
|
{
|
|
MDLCACHE_CRITICAL_SECTION();
|
|
g_RestoredEntities[i]->OnRestore();
|
|
}
|
|
}
|
|
g_RestoredEntities.RemoveAll();
|
|
}
|
|
|
|
void CHLClient::WriteSaveGameScreenshot( const char *pFilename )
|
|
{
|
|
view->WriteSaveGameScreenshot( pFilename );
|
|
}
|
|
|
|
// 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
|
|
void CHLClient::EmitSentenceCloseCaption( char const *tokenstream )
|
|
{
|
|
extern ConVar closecaption;
|
|
|
|
if ( !closecaption.GetBool() )
|
|
return;
|
|
|
|
CHudCloseCaption *hudCloseCaption = GET_HUDELEMENT( CHudCloseCaption );
|
|
if ( hudCloseCaption )
|
|
{
|
|
hudCloseCaption->ProcessSentenceCaptionStream( tokenstream );
|
|
}
|
|
}
|
|
|
|
|
|
void CHLClient::EmitCloseCaption( char const *captionname, float duration )
|
|
{
|
|
extern ConVar closecaption;
|
|
|
|
if ( !closecaption.GetBool() )
|
|
return;
|
|
|
|
CHudCloseCaption *hudCloseCaption = GET_HUDELEMENT( CHudCloseCaption );
|
|
if ( hudCloseCaption )
|
|
{
|
|
hudCloseCaption->ProcessCaption( captionname, duration );
|
|
}
|
|
}
|
|
|
|
CStandardRecvProxies* CHLClient::GetStandardRecvProxies()
|
|
{
|
|
return &g_StandardRecvProxies;
|
|
}
|
|
|
|
bool CHLClient::CanRecordDemo( char *errorMsg, int length ) const
|
|
{
|
|
if ( GetClientModeNormal() )
|
|
{
|
|
return GetClientModeNormal()->CanRecordDemo( errorMsg, length );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// NEW INTERFACES
|
|
// save game screenshot writing
|
|
void CHLClient::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height )
|
|
{
|
|
view->WriteSaveGameScreenshotOfSize( pFilename, width, height );
|
|
}
|
|
|
|
// See RenderViewInfo_t
|
|
void CHLClient::RenderViewEx( const CViewSetup &setup, int nClearFlags, int whatToDraw )
|
|
{
|
|
VPROF("RenderViewEx");
|
|
view->RenderViewEx( setup, nClearFlags, whatToDraw );
|
|
}
|