From a0c29e7dd67abb15c74c85f07741784877edfdcd Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Mon, 2 Sep 2013 11:39:10 -0700 Subject: General: * Fixed a variety of server browser issues with mods based on this SDK * Fixed many warnings on various platforms * Added source code for fgdlib and raytrace * Updated many source files with the latest shared source from TF2. OSX: * Added support for Xcode 4.6 * Switched OSX builds to use Xcode instead of makefiles * Moved libs from src/lib/osx32 to src/lib/public/osx32 or src/lib/common/osx32 to match windows better. Linux: * Moved libs from src/lib/linux32 to src/lib/public/linux32 or src/lib/common/linux32 to match windows better. --- mp/src/game/client/cdll_client_int.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'mp/src/game/client/cdll_client_int.cpp') diff --git a/mp/src/game/client/cdll_client_int.cpp b/mp/src/game/client/cdll_client_int.cpp index c8f7f40b..4e856c95 100644 --- a/mp/src/game/client/cdll_client_int.cpp +++ b/mp/src/game/client/cdll_client_int.cpp @@ -116,6 +116,7 @@ #include "rtime.h" #include "tf_hud_disconnect_prompt.h" #include "../engine/audio/public/sound.h" +#include "tf_shared_content_manager.h" #endif #include "clientsteamcontext.h" #include "renamed_recvtable_compat.h" @@ -1018,6 +1019,7 @@ int CHLClient::Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physi #if defined( TF_CLIENT_DLL ) IGameSystem::Add( CustomTextureToolCacheGameSystem() ); + IGameSystem::Add( TFSharedContentManager() ); #endif #if defined( TF_CLIENT_DLL ) -- cgit v1.2.3 From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/client/cdll_client_int.cpp | 5280 ++++++++++++++++---------------- 1 file changed, 2640 insertions(+), 2640 deletions(-) (limited to 'mp/src/game/client/cdll_client_int.cpp') diff --git a/mp/src/game/client/cdll_client_int.cpp b/mp/src/game/client/cdll_client_int.cpp index 4e856c95..0f40f2d3 100644 --- a/mp/src/game/client/cdll_client_int.cpp +++ b/mp/src/game/client/cdll_client_int.cpp @@ -1,2640 +1,2640 @@ -//========= Copyright Valve Corporation, All rights reserved. ============// -// -// Purpose: -// -// $NoKeywords: $ -//===========================================================================// -#include "cbase.h" -#include -#include "vgui_int.h" -#include "clientmode.h" -#include "iinput.h" -#include "iviewrender.h" -#include "ivieweffects.h" -#include "ivmodemanager.h" -#include "prediction.h" -#include "clientsideeffects.h" -#include "particlemgr.h" -#include "steam/steam_api.h" -#include "initializer.h" -#include "smoke_fog_overlay.h" -#include "view.h" -#include "ienginevgui.h" -#include "iefx.h" -#include "enginesprite.h" -#include "networkstringtable_clientdll.h" -#include "voice_status.h" -#include "filesystem.h" -#include "c_te_legacytempents.h" -#include "c_rope.h" -#include "engine/ishadowmgr.h" -#include "engine/IStaticPropMgr.h" -#include "hud_basechat.h" -#include "hud_crosshair.h" -#include "view_shared.h" -#include "env_wind_shared.h" -#include "detailobjectsystem.h" -#include "clienteffectprecachesystem.h" -#include "soundenvelope.h" -#include "c_basetempentity.h" -#include "materialsystem/imaterialsystemstub.h" -#include "VGuiMatSurface/IMatSystemSurface.h" -#include "materialsystem/imaterialsystemhardwareconfig.h" -#include "c_soundscape.h" -#include "engine/ivdebugoverlay.h" -#include "vguicenterprint.h" -#include "iviewrender_beams.h" -#include "tier0/vprof.h" -#include "engine/IEngineTrace.h" -#include "engine/ivmodelinfo.h" -#include "physics.h" -#include "usermessages.h" -#include "gamestringpool.h" -#include "c_user_message_register.h" -#include "IGameUIFuncs.h" -#include "saverestoretypes.h" -#include "saverestore.h" -#include "physics_saverestore.h" -#include "igameevents.h" -#include "datacache/idatacache.h" -#include "datacache/imdlcache.h" -#include "kbutton.h" -#include "tier0/icommandline.h" -#include "gamerules_register.h" -#include "vgui_controls/AnimationController.h" -#include "bitmap/tgawriter.h" -#include "c_world.h" -#include "perfvisualbenchmark.h" -#include "SoundEmitterSystem/isoundemittersystembase.h" -#include "hud_closecaption.h" -#include "colorcorrectionmgr.h" -#include "physpropclientside.h" -#include "panelmetaclassmgr.h" -#include "c_vguiscreen.h" -#include "imessagechars.h" -#include "game/client/IGameClientExports.h" -#include "client_factorylist.h" -#include "ragdoll_shared.h" -#include "rendertexture.h" -#include "view_scene.h" -#include "iclientmode.h" -#include "con_nprint.h" -#include "inputsystem/iinputsystem.h" -#include "appframework/IAppSystemGroup.h" -#include "scenefilecache/ISceneFileCache.h" -#include "tier2/tier2dm.h" -#include "tier3/tier3.h" -#include "ihudlcd.h" -#include "toolframework_client.h" -#include "hltvcamera.h" -#if defined( REPLAY_ENABLED ) -#include "replay/replaycamera.h" -#include "replay/replay_ragdoll.h" -#include "qlimits.h" -#include "replay/replay.h" -#include "replay/ireplaysystem.h" -#include "replay/iclientreplay.h" -#include "replay/ienginereplay.h" -#include "replay/ireplaymanager.h" -#include "replay/ireplayscreenshotmanager.h" -#include "replay/iclientreplaycontext.h" -#include "replay/vgui/replayconfirmquitdlg.h" -#include "replay/vgui/replaybrowsermainpanel.h" -#include "replay/vgui/replayinputpanel.h" -#include "replay/vgui/replayperformanceeditor.h" -#endif -#include "vgui/ILocalize.h" -#include "vgui/IVGui.h" -#include "ixboxsystem.h" -#include "ipresence.h" -#include "engine/imatchmaking.h" -#include "cdll_bounded_cvars.h" -#include "matsys_controls/matsyscontrols.h" -#include "gamestats.h" -#include "particle_parse.h" -#if defined( TF_CLIENT_DLL ) -#include "rtime.h" -#include "tf_hud_disconnect_prompt.h" -#include "../engine/audio/public/sound.h" -#include "tf_shared_content_manager.h" -#endif -#include "clientsteamcontext.h" -#include "renamed_recvtable_compat.h" -#include "mouthinfo.h" -#include "headtrack/isourcevirtualreality.h" -#include "client_virtualreality.h" -#include "mumble.h" - -// NVNT includes -#include "hud_macros.h" -#include "haptics/ihaptics.h" -#include "haptics/haptic_utils.h" -#include "haptics/haptic_msgs.h" - -#if defined( TF_CLIENT_DLL ) -#include "abuse_report.h" -#endif - -#ifdef USES_ECON_ITEMS -#include "econ_item_system.h" -#endif // USES_ECON_ITEMS - -#if defined( TF_CLIENT_DLL ) -#include "econ/tool_items/custom_texture_cache.h" -#endif - -#ifdef WORKSHOP_IMPORT_ENABLED -#include "fbxsystem/fbxsystem.h" -#endif - -extern vgui::IInputInternal *g_InputInternal; -const char *COM_GetModDirectory(); // return the mod dir (rather than the complete -game param, which can be a path) - -//============================================================================= -// HPE_BEGIN -// [dwenger] Necessary for stats display -//============================================================================= - -#include "achievements_and_stats_interface.h" - -//============================================================================= -// HPE_END -//============================================================================= - - -#ifdef PORTAL -#include "PortalRender.h" -#endif - -#ifdef SIXENSE -#include "sixense/in_sixense.h" -#endif - -// memdbgon must be the last include file in a .cpp file!!! -#include "tier0/memdbgon.h" - -extern IClientMode *GetClientModeNormal(); - -// IF YOU ADD AN INTERFACE, EXTERN IT IN THE HEADER FILE. -IVEngineClient *engine = NULL; -IVModelRender *modelrender = NULL; -IVEfx *effects = NULL; -IVRenderView *render = NULL; -IVDebugOverlay *debugoverlay = NULL; -IMaterialSystemStub *materials_stub = NULL; -IDataCache *datacache = NULL; -IVModelInfoClient *modelinfo = NULL; -IEngineVGui *enginevgui = NULL; -INetworkStringTableContainer *networkstringtable = NULL; -ISpatialPartition* partition = NULL; -IFileSystem *filesystem = NULL; -IShadowMgr *shadowmgr = NULL; -IStaticPropMgrClient *staticpropmgr = NULL; -IEngineSound *enginesound = NULL; -IUniformRandomStream *random = NULL; -static CGaussianRandomStream s_GaussianRandomStream; -CGaussianRandomStream *randomgaussian = &s_GaussianRandomStream; -ISharedGameRules *sharedgamerules = NULL; -IEngineTrace *enginetrace = NULL; -IGameUIFuncs *gameuifuncs = NULL; -IGameEventManager2 *gameeventmanager = NULL; -ISoundEmitterSystemBase *soundemitterbase = NULL; -IInputSystem *inputsystem = NULL; -ISceneFileCache *scenefilecache = NULL; -IXboxSystem *xboxsystem = NULL; // Xbox 360 only -IMatchmaking *matchmaking = NULL; -IUploadGameStats *gamestatsuploader = NULL; -IClientReplayContext *g_pClientReplayContext = NULL; -#if defined( REPLAY_ENABLED ) -IReplayManager *g_pReplayManager = NULL; -IReplayMovieManager *g_pReplayMovieManager = NULL; -IReplayScreenshotManager *g_pReplayScreenshotManager = NULL; -IReplayPerformanceManager *g_pReplayPerformanceManager = NULL; -IReplayPerformanceController *g_pReplayPerformanceController = NULL; -IEngineReplay *g_pEngineReplay = NULL; -IEngineClientReplay *g_pEngineClientReplay = NULL; -IReplaySystem *g_pReplay = NULL; -#endif - -IHaptics* haptics = NULL;// NVNT haptics system interface singleton - -//============================================================================= -// HPE_BEGIN -// [dwenger] Necessary for stats display -//============================================================================= - -AchievementsAndStatsInterface* g_pAchievementsAndStatsInterface = NULL; - -//============================================================================= -// HPE_END -//============================================================================= - -IGameSystem *SoundEmitterSystem(); -IGameSystem *ToolFrameworkClientSystem(); - -// Engine player info, no game related infos here -BEGIN_BYTESWAP_DATADESC( player_info_s ) - DEFINE_ARRAY( name, FIELD_CHARACTER, MAX_PLAYER_NAME_LENGTH ), - DEFINE_FIELD( userID, FIELD_INTEGER ), - DEFINE_ARRAY( guid, FIELD_CHARACTER, SIGNED_GUID_LEN + 1 ), - DEFINE_FIELD( friendsID, FIELD_INTEGER ), - DEFINE_ARRAY( friendsName, FIELD_CHARACTER, MAX_PLAYER_NAME_LENGTH ), - DEFINE_FIELD( fakeplayer, FIELD_BOOLEAN ), - DEFINE_FIELD( ishltv, FIELD_BOOLEAN ), -#if defined( REPLAY_ENABLED ) - DEFINE_FIELD( isreplay, FIELD_BOOLEAN ), -#endif - DEFINE_ARRAY( customFiles, FIELD_INTEGER, MAX_CUSTOM_FILES ), - DEFINE_FIELD( filesDownloaded, FIELD_INTEGER ), -END_BYTESWAP_DATADESC() - -static bool g_bRequestCacheUsedMaterials = false; -void RequestCacheUsedMaterials() -{ - g_bRequestCacheUsedMaterials = true; -} - -void ProcessCacheUsedMaterials() -{ - if ( !g_bRequestCacheUsedMaterials ) - return; - - g_bRequestCacheUsedMaterials = false; - if ( materials ) - { - materials->CacheUsedMaterials(); - } -} - -// String tables -INetworkStringTable *g_pStringTableParticleEffectNames = NULL; -INetworkStringTable *g_StringTableEffectDispatch = NULL; -INetworkStringTable *g_StringTableVguiScreen = NULL; -INetworkStringTable *g_pStringTableMaterials = NULL; -INetworkStringTable *g_pStringTableInfoPanel = NULL; -INetworkStringTable *g_pStringTableClientSideChoreoScenes = NULL; -INetworkStringTable *g_pStringTableServerMapCycle = NULL; - -#ifdef TF_CLIENT_DLL -INetworkStringTable *g_pStringTableServerPopFiles = NULL; -INetworkStringTable *g_pStringTableServerMapCycleMvM = NULL; -#endif - -static CGlobalVarsBase dummyvars( true ); -// So stuff that might reference gpGlobals during DLL initialization won't have a NULL pointer. -// Once the engine calls Init on this DLL, this pointer gets assigned to the shared data in the engine -CGlobalVarsBase *gpGlobals = &dummyvars; -class CHudChat; -class CViewRender; -extern CViewRender g_DefaultViewRender; - -extern void StopAllRumbleEffects( void ); - -static C_BaseEntityClassList *s_pClassLists = NULL; -C_BaseEntityClassList::C_BaseEntityClassList() -{ - m_pNextClassList = s_pClassLists; - s_pClassLists = this; -} -C_BaseEntityClassList::~C_BaseEntityClassList() -{ -} - -// Any entities that want an OnDataChanged during simulation register for it here. -class CDataChangedEvent -{ -public: - CDataChangedEvent() {} - CDataChangedEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent ) - { - m_pEntity = ent; - m_UpdateType = updateType; - m_pStoredEvent = pStoredEvent; - } - - IClientNetworkable *m_pEntity; - DataUpdateType_t m_UpdateType; - int *m_pStoredEvent; -}; - -ISaveRestoreBlockHandler *GetEntitySaveRestoreBlockHandler(); -ISaveRestoreBlockHandler *GetViewEffectsRestoreBlockHandler(); - -CUtlLinkedList g_DataChangedEvents; -ClientFrameStage_t g_CurFrameStage = FRAME_UNDEFINED; - - -class IMoveHelper; - -void DispatchHudText( const char *pszName ); - -static ConVar s_CV_ShowParticleCounts("showparticlecounts", "0", 0, "Display number of particles drawn per frame"); -static ConVar s_cl_team("cl_team", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default team when joining a game"); -static ConVar s_cl_class("cl_class", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default class when joining a game"); - -// Physics system -bool g_bLevelInitialized; -bool g_bTextMode = false; -class IClientPurchaseInterfaceV2 *g_pClientPurchaseInterface = (class IClientPurchaseInterfaceV2 *)(&g_bTextMode + 156); - -static ConVar *g_pcv_ThreadMode = NULL; - -//----------------------------------------------------------------------------- -// Purpose: interface for gameui to modify voice bans -//----------------------------------------------------------------------------- -class CGameClientExports : public IGameClientExports -{ -public: - // ingame voice manipulation - bool IsPlayerGameVoiceMuted(int playerIndex) - { - return GetClientVoiceMgr()->IsPlayerBlocked(playerIndex); - } - - void MutePlayerGameVoice(int playerIndex) - { - GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, true); - } - - void UnmutePlayerGameVoice(int playerIndex) - { - GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, false); - } - - void OnGameUIActivated( void ) - { - IGameEvent *event = gameeventmanager->CreateEvent( "gameui_activated" ); - if ( event ) - { - gameeventmanager->FireEventClientSide( event ); - } - } - - void OnGameUIHidden( void ) - { - IGameEvent *event = gameeventmanager->CreateEvent( "gameui_hidden" ); - if ( event ) - { - gameeventmanager->FireEventClientSide( event ); - } - } - - //============================================================================= - // HPE_BEGIN - // [dwenger] Necessary for stats display - //============================================================================= - - void CreateAchievementsPanel( vgui::Panel* pParent ) - { - if (g_pAchievementsAndStatsInterface) - { - g_pAchievementsAndStatsInterface->CreatePanel( pParent ); - } - } - - void DisplayAchievementPanel() - { - if (g_pAchievementsAndStatsInterface) - { - g_pAchievementsAndStatsInterface->DisplayPanel(); - } - } - - void ShutdownAchievementPanel() - { - if (g_pAchievementsAndStatsInterface) - { - g_pAchievementsAndStatsInterface->ReleasePanel(); - } - } - - int GetAchievementsPanelMinWidth( void ) const - { - if ( g_pAchievementsAndStatsInterface ) - { - return g_pAchievementsAndStatsInterface->GetAchievementsPanelMinWidth(); - } - - return 0; - } - - //============================================================================= - // HPE_END - //============================================================================= - - const char *GetHolidayString() - { - return UTIL_GetActiveHolidayString(); - } -}; - -EXPOSE_SINGLE_INTERFACE( CGameClientExports, IGameClientExports, GAMECLIENTEXPORTS_INTERFACE_VERSION ); - -class CClientDLLSharedAppSystems : public IClientDLLSharedAppSystems -{ -public: - CClientDLLSharedAppSystems() - { - AddAppSystem( "soundemittersystem" DLL_EXT_STRING, SOUNDEMITTERSYSTEM_INTERFACE_VERSION ); - AddAppSystem( "scenefilecache" DLL_EXT_STRING, SCENE_FILE_CACHE_INTERFACE_VERSION ); - } - - virtual int Count() - { - return m_Systems.Count(); - } - virtual char const *GetDllName( int idx ) - { - return m_Systems[ idx ].m_pModuleName; - } - virtual char const *GetInterfaceName( int idx ) - { - return m_Systems[ idx ].m_pInterfaceName; - } -private: - void AddAppSystem( char const *moduleName, char const *interfaceName ) - { - AppSystemInfo_t sys; - sys.m_pModuleName = moduleName; - sys.m_pInterfaceName = interfaceName; - m_Systems.AddToTail( sys ); - } - - CUtlVector< AppSystemInfo_t > m_Systems; -}; - -EXPOSE_SINGLE_INTERFACE( CClientDLLSharedAppSystems, IClientDLLSharedAppSystems, CLIENT_DLL_SHARED_APPSYSTEMS ); - - -//----------------------------------------------------------------------------- -// Helper interface for voice. -//----------------------------------------------------------------------------- -class CHLVoiceStatusHelper : public IVoiceStatusHelper -{ -public: - virtual void GetPlayerTextColor(int entindex, int color[3]) - { - color[0] = color[1] = color[2] = 128; - } - - virtual void UpdateCursorState() - { - } - - virtual bool CanShowSpeakerLabels() - { - return true; - } -}; -static CHLVoiceStatusHelper g_VoiceStatusHelper; - -//----------------------------------------------------------------------------- -// Code to display which entities are having their bones setup each frame. -//----------------------------------------------------------------------------- - -ConVar cl_ShowBoneSetupEnts( "cl_ShowBoneSetupEnts", "0", 0, "Show which entities are having their bones setup each frame." ); - -class CBoneSetupEnt -{ -public: - char m_ModelName[128]; - int m_Index; - int m_Count; -}; - -bool BoneSetupCompare( const CBoneSetupEnt &a, const CBoneSetupEnt &b ) -{ - return a.m_Index < b.m_Index; -} - -CUtlRBTree g_BoneSetupEnts( BoneSetupCompare ); - - -void TrackBoneSetupEnt( C_BaseAnimating *pEnt ) -{ -#ifdef _DEBUG - if ( IsRetail() ) - return; - - if ( !cl_ShowBoneSetupEnts.GetInt() ) - return; - - CBoneSetupEnt ent; - ent.m_Index = pEnt->entindex(); - unsigned short i = g_BoneSetupEnts.Find( ent ); - if ( i == g_BoneSetupEnts.InvalidIndex() ) - { - Q_strncpy( ent.m_ModelName, modelinfo->GetModelName( pEnt->GetModel() ), sizeof( ent.m_ModelName ) ); - ent.m_Count = 1; - g_BoneSetupEnts.Insert( ent ); - } - else - { - g_BoneSetupEnts[i].m_Count++; - } -#endif -} - -void DisplayBoneSetupEnts() -{ -#ifdef _DEBUG - if ( IsRetail() ) - return; - - if ( !cl_ShowBoneSetupEnts.GetInt() ) - return; - - unsigned short i; - int nElements = 0; - for ( i=g_BoneSetupEnts.FirstInorder(); i != g_BoneSetupEnts.LastInorder(); i=g_BoneSetupEnts.NextInorder( i ) ) - ++nElements; - - engine->Con_NPrintf( 0, "%d bone setup ents (name/count/entindex) ------------", nElements ); - - con_nprint_s printInfo; - printInfo.time_to_live = -1; - printInfo.fixed_width_font = true; - printInfo.color[0] = printInfo.color[1] = printInfo.color[2] = 1; - - printInfo.index = 2; - for ( i=g_BoneSetupEnts.FirstInorder(); i != g_BoneSetupEnts.LastInorder(); i=g_BoneSetupEnts.NextInorder( i ) ) - { - CBoneSetupEnt *pEnt = &g_BoneSetupEnts[i]; - - if ( pEnt->m_Count >= 3 ) - { - printInfo.color[0] = 1; - printInfo.color[1] = printInfo.color[2] = 0; - } - else if ( pEnt->m_Count == 2 ) - { - printInfo.color[0] = (float)200 / 255; - printInfo.color[1] = (float)220 / 255; - printInfo.color[2] = 0; - } - else - { - printInfo.color[0] = printInfo.color[0] = printInfo.color[0] = 1; - } - engine->Con_NXPrintf( &printInfo, "%25s / %3d / %3d", pEnt->m_ModelName, pEnt->m_Count, pEnt->m_Index ); - printInfo.index++; - } - - g_BoneSetupEnts.RemoveAll(); -#endif -} - -//----------------------------------------------------------------------------- -// Purpose: engine to client .dll interface -//----------------------------------------------------------------------------- -class CHLClient : public IBaseClientDLL -{ -public: - CHLClient(); - - virtual int Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals ); - - virtual void PostInit(); - virtual void Shutdown( void ); - - virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory ); - virtual bool ReplayPostInit(); - - virtual void LevelInitPreEntity( const char *pMapName ); - virtual void LevelInitPostEntity(); - virtual void LevelShutdown( void ); - - virtual ClientClass *GetAllClasses( void ); - - virtual int HudVidInit( void ); - virtual void HudProcessInput( bool bActive ); - virtual void HudUpdate( bool bActive ); - virtual void HudReset( void ); - virtual void HudText( const char * message ); - - // Mouse Input Interfaces - virtual void IN_ActivateMouse( void ); - virtual void IN_DeactivateMouse( void ); - virtual void IN_Accumulate( void ); - virtual void IN_ClearStates( void ); - virtual bool IN_IsKeyDown( const char *name, bool& isdown ); - virtual void IN_OnMouseWheeled( int nDelta ); - // Raw signal - virtual int IN_KeyEvent( int eventcode, ButtonCode_t keynum, const char *pszCurrentBinding ); - virtual void IN_SetSampleTime( float frametime ); - // Create movement command - virtual void CreateMove ( int sequence_number, float input_sample_frametime, bool active ); - virtual void ExtraMouseSample( float frametime, bool active ); - virtual bool WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand ); - virtual void EncodeUserCmdToBuffer( bf_write& buf, int slot ); - virtual void DecodeUserCmdFromBuffer( bf_read& buf, int slot ); - - - virtual void View_Render( vrect_t *rect ); - virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ); - virtual void View_Fade( ScreenFade_t *pSF ); - - virtual void SetCrosshairAngle( const QAngle& angle ); - - virtual void InitSprite( CEngineSprite *pSprite, const char *loadname ); - virtual void ShutdownSprite( CEngineSprite *pSprite ); - - virtual int GetSpriteSize( void ) const; - - virtual void VoiceStatus( int entindex, qboolean bTalking ); - - virtual void InstallStringTableCallback( const char *tableName ); - - virtual void FrameStageNotify( ClientFrameStage_t curStage ); - - virtual bool DispatchUserMessage( int msg_type, bf_read &msg_data ); - - // Save/restore system hooks - virtual CSaveRestoreData *SaveInit( int size ); - virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ); - virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ); - virtual void PreSave( CSaveRestoreData * ); - virtual void Save( CSaveRestoreData * ); - virtual void WriteSaveHeaders( CSaveRestoreData * ); - virtual void ReadRestoreHeaders( CSaveRestoreData * ); - virtual void Restore( CSaveRestoreData *, bool ); - virtual void DispatchOnRestore(); - virtual void WriteSaveGameScreenshot( const char *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 - virtual void EmitSentenceCloseCaption( char const *tokenstream ); - virtual void EmitCloseCaption( char const *captionname, float duration ); - - virtual CStandardRecvProxies* GetStandardRecvProxies(); - - virtual bool CanRecordDemo( char *errorMsg, int length ) const; - - virtual void OnDemoRecordStart( char const* pDemoBaseName ); - virtual void OnDemoRecordStop(); - virtual void OnDemoPlaybackStart( char const* pDemoBaseName ); - virtual void OnDemoPlaybackStop(); - - virtual bool ShouldDrawDropdownConsole(); - - // Get client screen dimensions - virtual int GetScreenWidth(); - virtual int GetScreenHeight(); - - // save game screenshot writing - virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/, bool bWriteVTF/*=false*/ ); - - // Gets the location of the player viewpoint - virtual bool GetPlayerView( CViewSetup &playerView ); - - // Matchmaking - virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties ); - virtual uint GetPresenceID( const char *pIDName ); - virtual const char *GetPropertyIdString( const uint id ); - virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes ); - virtual void StartStatsReporting( HANDLE handle, bool bArbitrated ); - - virtual void InvalidateMdlCache(); - - virtual void ReloadFilesInList( IFileList *pFilesToReload ); - - // Let the client handle UI toggle - if this function returns false, the UI will toggle, otherwise it will not. - virtual bool HandleUiToggle(); - - // Allow the console to be shown? - virtual bool ShouldAllowConsole(); - - // Get renamed recv tables - virtual CRenamedRecvTableInfo *GetRenamedRecvTableInfos(); - - // Get the mouthinfo for the sound being played inside UI panels - virtual CMouthInfo *GetClientUIMouthInfo(); - - // Notify the client that a file has been received from the game server - virtual void FileReceived( const char * fileName, unsigned int transferID ); - - virtual const char* TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName ); - - virtual void ClientAdjustStartSoundParams( struct StartSoundParams_t& params ); - - // Returns true if the disconnect command has been handled by the client - virtual bool DisconnectAttempt( void ); -public: - void PrecacheMaterial( const char *pMaterialName ); - - virtual bool IsConnectedUserInfoChangeAllowed( IConVar *pCvar ); - -private: - void UncacheAllMaterials( ); - void ResetStringTablePointers(); - - CUtlVector< IMaterial * > m_CachedMaterials; -}; - - -CHLClient gHLClient; -IBaseClientDLL *clientdll = &gHLClient; - -EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CHLClient, IBaseClientDLL, CLIENT_DLL_INTERFACE_VERSION, gHLClient ); - - -//----------------------------------------------------------------------------- -// 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; - } -} - - -//----------------------------------------------------------------------------- -// Precaches a particle system -//----------------------------------------------------------------------------- -void PrecacheParticleSystem( const char *pParticleSystemName ) -{ - g_pStringTableParticleEffectNames->AddString( false, pParticleSystemName ); - g_pParticleSystemMgr->PrecacheParticleSystem( pParticleSystemName ); -} - - -//----------------------------------------------------------------------------- -// Converts a previously precached particle system into an index -//----------------------------------------------------------------------------- -int GetParticleSystemIndex( const char *pParticleSystemName ) -{ - if ( pParticleSystemName ) - { - int nIndex = g_pStringTableParticleEffectNames->FindStringIndex( pParticleSystemName ); - if ( nIndex != INVALID_STRING_INDEX ) - return nIndex; - DevWarning("Client: Missing precache for particle system \"%s\"!\n", pParticleSystemName ); - } - - // This is the invalid string index - return 0; -} - -//----------------------------------------------------------------------------- -// Converts precached particle system indices into strings -//----------------------------------------------------------------------------- -const char *GetParticleSystemNameFromIndex( int nIndex ) -{ - if ( nIndex < g_pStringTableParticleEffectNames->GetMaxStrings() ) - return g_pStringTableParticleEffectNames->GetString( nIndex ); - return "error"; -} - -//----------------------------------------------------------------------------- -// Returns true if host_thread_mode is set to non-zero (and engine is running in threaded mode) -//----------------------------------------------------------------------------- -bool IsEngineThreaded() -{ - if ( g_pcv_ThreadMode ) - { - return g_pcv_ThreadMode->GetBool(); - } - return false; -} - -//----------------------------------------------------------------------------- -// Constructor -//----------------------------------------------------------------------------- - -CHLClient::CHLClient() -{ - // Kinda bogus, but the logic in the engine is too convoluted to put it there - g_bLevelInitialized = false; -} - - -extern IGameSystem *ViewportClientSystem(); - - -//----------------------------------------------------------------------------- -ISourceVirtualReality *g_pSourceVR = NULL; - -// 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 ); - - -#ifdef SIXENSE - g_pSixenseInput = new SixenseInput; -#endif - - // Hook up global variables - gpGlobals = pGlobals; - - ConnectTier1Libraries( &appSystemFactory, 1 ); - ConnectTier2Libraries( &appSystemFactory, 1 ); - ConnectTier3Libraries( &appSystemFactory, 1 ); - -#ifndef NO_STEAM - ClientSteamContext().Activate(); -#endif - - // 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 ) - 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 ( (inputsystem = (IInputSystem *)appSystemFactory(INPUTSYSTEM_INTERFACE_VERSION, NULL)) == NULL ) - return false; - if ( (scenefilecache = (ISceneFileCache *)appSystemFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL ) - return false; - if ( IsX360() && (xboxsystem = (IXboxSystem *)appSystemFactory( XBOXSYSTEM_INTERFACE_VERSION, NULL )) == NULL ) - return false; - if ( IsX360() && (matchmaking = (IMatchmaking *)appSystemFactory( VENGINE_MATCHMAKING_VERSION, NULL )) == NULL ) - return false; -#ifndef _XBOX - if ( ( gamestatsuploader = (IUploadGameStats *)appSystemFactory( INTERFACEVERSION_UPLOADGAMESTATS, NULL )) == NULL ) - return false; -#endif - -#if defined( REPLAY_ENABLED ) - if ( IsPC() && (g_pEngineReplay = (IEngineReplay *)appSystemFactory( ENGINE_REPLAY_INTERFACE_VERSION, NULL )) == NULL ) - return false; - if ( IsPC() && (g_pEngineClientReplay = (IEngineClientReplay *)appSystemFactory( ENGINE_REPLAY_CLIENT_INTERFACE_VERSION, NULL )) == NULL ) - return false; -#endif - - if (!g_pMatSystemSurface) - return false; - -#ifdef WORKSHOP_IMPORT_ENABLED - if ( !ConnectDataModel( appSystemFactory ) ) - return false; - if ( InitDataModel() != INIT_OK ) - return false; - InitFbx(); -#endif - - // it's ok if this is NULL. That just means the headtrack.dll wasn't found - g_pSourceVR = (ISourceVirtualReality *)appSystemFactory(SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION, NULL); - - 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; - - // Not fatal if the material system stub isn't around. - materials_stub = (IMaterialSystemStub*)appSystemFactory( MATERIAL_SYSTEM_STUB_INTERFACE_VERSION, NULL ); - - if( !g_pMaterialSystemHardwareConfig ) - return false; - - // Hook up the gaussian random number generator - s_GaussianRandomStream.AttachToStream( random ); - - // Initialize the console variables. - ConVar_Register( FCVAR_CLIENTDLL ); - - g_pcv_ThreadMode = g_pCVar->FindVar( "host_thread_mode" ); - - // If we are in VR mode do some initial setup work - if( UseVR() ) - { - int nViewportWidth, nViewportHeight; - - g_pSourceVR->GetViewportBounds( ISourceVirtualReality::VREye_Left, NULL, NULL, &nViewportWidth, &nViewportHeight ); - vgui::surface()->SetFullscreenViewport( 0, 0, nViewportWidth, nViewportHeight ); - - vgui::ivgui()->SetVRMode( true ); - } - - if (!Initializer::InitializeAllObjects()) - return false; - - if (!ParticleMgr()->Init(MAX_TOTAL_PARTICLES, materials)) - return false; - - - if (!VGui_Startup( appSystemFactory )) - return false; - - vgui::VGui_InitMatSysInterfacesList( "ClientDLL", &appSystemFactory, 1 ); - - // Add the client systems. - - // Client Leaf System has to be initialized first, since DetailObjectSystem uses it - IGameSystem::Add( GameStringSystem() ); - IGameSystem::Add( SoundEmitterSystem() ); - IGameSystem::Add( ToolFrameworkClientSystem() ); - IGameSystem::Add( ClientLeafSystem() ); - IGameSystem::Add( DetailObjectSystem() ); - IGameSystem::Add( ViewportClientSystem() ); - IGameSystem::Add( ClientEffectPrecacheSystem() ); - IGameSystem::Add( g_pClientShadowMgr ); - IGameSystem::Add( g_pColorCorrectionMgr ); // NOTE: This must happen prior to ClientThinkList (color correction is updated there) - IGameSystem::Add( ClientThinkList() ); - IGameSystem::Add( ClientSoundscapeSystem() ); - IGameSystem::Add( PerfVisualBenchmark() ); - IGameSystem::Add( MumbleSystem() ); - - #if defined( TF_CLIENT_DLL ) - IGameSystem::Add( CustomTextureToolCacheGameSystem() ); - IGameSystem::Add( TFSharedContentManager() ); - #endif - -#if defined( TF_CLIENT_DLL ) - if ( g_AbuseReportMgr != NULL ) - { - IGameSystem::Add( g_AbuseReportMgr ); - } -#endif - -#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(); - - ClientVoiceMgr_Init(); - - // Embed voice status icons inside chat element - { - vgui::VPANEL parent = enginevgui->GetPanel( PANEL_CLIENTDLL ); - GetClientVoiceMgr()->Init( &g_VoiceStatusHelper, parent ); - } - - if ( !PhysicsDLLInit( physicsFactory ) ) - return false; - - g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitySaveRestoreBlockHandler() ); - g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() ); - g_pGameSaveRestoreBlockSet->AddBlockHandler( GetViewEffectsRestoreBlockHandler() ); - - ClientWorldFactoryInit(); - - C_BaseAnimating::InitBoneSetupThreadPool(); - -#if defined( WIN32 ) && !defined( _X360 ) - // NVNT connect haptics sytem - ConnectHaptics(appSystemFactory); -#endif -#ifndef _X360 - HookHapticMessages(); // Always hook the messages -#endif - return true; -} - -bool CHLClient::ReplayInit( CreateInterfaceFn fnReplayFactory ) -{ -#if defined( REPLAY_ENABLED ) - if ( !IsPC() ) - return false; - if ( (g_pReplay = (IReplaySystem *)fnReplayFactory( REPLAY_INTERFACE_VERSION, NULL ) ) == NULL ) - return false; - if ( (g_pClientReplayContext = g_pReplay->CL_GetContext()) == NULL ) - return false; - - return true; -#else - return false; -#endif -} - -bool CHLClient::ReplayPostInit() -{ -#if defined( REPLAY_ENABLED ) - if ( ( g_pReplayManager = g_pClientReplayContext->GetReplayManager() ) == NULL ) - return false; - if ( ( g_pReplayScreenshotManager = g_pClientReplayContext->GetScreenshotManager() ) == NULL ) - return false; - if ( ( g_pReplayPerformanceManager = g_pClientReplayContext->GetPerformanceManager() ) == NULL ) - return false; - if ( ( g_pReplayPerformanceController = g_pClientReplayContext->GetPerformanceController() ) == NULL ) - return false; - if ( ( g_pReplayMovieManager = g_pClientReplayContext->GetMovieManager() ) == NULL ) - return false; - return true; -#else - return false; -#endif -} - -//----------------------------------------------------------------------------- -// Purpose: Called after client & server DLL are loaded and all systems initialized -//----------------------------------------------------------------------------- -void CHLClient::PostInit() -{ - IGameSystem::PostInitAllSystems(); - -#ifdef SIXENSE - // allow sixnese input to perform post-init operations - g_pSixenseInput->PostInit(); -#endif - - // If we are in VR mode execute headtrack.cfg in PostInit so all the convars will - // already be set up - if( UseVR() ) - { - // general all-game stuff - engine->ExecuteClientCmd( "exec headtrack\\headtrack.cfg" ); - - // game specific VR config - CUtlString sCmd; - sCmd.Format( "exec headtrack_%s.cfg", COM_GetModDirectory() ); - engine->ExecuteClientCmd( sCmd.Get() ); - - engine->ExecuteClientCmd( "vr_start_tracking" ); - - vgui::surface()->SetSoftwareCursor( true ); -#if defined(POSIX) - ConVarRef m_rawinput( "m_rawinput" ); - m_rawinput.SetValue( 1 ); - - ConVarRef mat_vsync( "mat_vsync" ); - mat_vsync.SetValue( 0 ); -#endif - } -} - -//----------------------------------------------------------------------------- -// Purpose: Called when the client .dll is being dismissed -//----------------------------------------------------------------------------- -void CHLClient::Shutdown( void ) -{ - if (g_pAchievementsAndStatsInterface) - { - g_pAchievementsAndStatsInterface->ReleasePanel(); - } - -#ifdef SIXENSE - g_pSixenseInput->Shutdown(); - delete g_pSixenseInput; - g_pSixenseInput = NULL; -#endif - - C_BaseAnimating::ShutdownBoneSetupThreadPool(); - ClientWorldFactoryShutdown(); - - g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetViewEffectsRestoreBlockHandler() ); - g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetPhysSaveRestoreBlockHandler() ); - g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEntitySaveRestoreBlockHandler() ); - - ClientVoiceMgr_Shutdown(); - - Initializer::FreeAllObjects(); - - g_pClientMode->Disable(); - g_pClientMode->Shutdown(); - - input->Shutdown_All(); - C_BaseTempEntity::ClearDynamicTempEnts(); - TermSmokeFogOverlay(); - view->Shutdown(); - g_pParticleSystemMgr->UncacheAllParticleSystems(); - UncacheAllMaterials(); - - IGameSystem::ShutdownAllSystems(); - - gHUD.Shutdown(); - VGui_Shutdown(); - - ParticleMgr()->Term(); - - ClearKeyValuesCache(); - -#ifndef NO_STEAM - ClientSteamContext().Shutdown(); -#endif - -#ifdef WORKSHOP_IMPORT_ENABLED - ShutdownDataModel(); - DisconnectDataModel(); - ShutdownFbx(); -#endif - - // This call disconnects the VGui libraries which we rely on later in the shutdown path, so don't do it -// DisconnectTier3Libraries( ); - DisconnectTier2Libraries( ); - ConVar_Unregister(); - DisconnectTier1Libraries( ); - - gameeventmanager = NULL; - -#if defined( WIN32 ) && !defined( _X360 ) - // NVNT Disconnect haptics system - DisconnectHaptics(); -#endif -} - - -//----------------------------------------------------------------------------- -// 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(); - - GetClientVoiceMgr()->VidInit(); - - 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; - -#if defined( TF_CLIENT_DLL ) - CRTime::UpdateRealTime(); -#endif - - GetClientVoiceMgr()->Frame( frametime ); - - gHUD.UpdateHud( bActive ); - - { - C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false ); - IGameSystem::UpdateAllSystems( frametime ); - } - - // run vgui animations - vgui::GetAnimationController()->UpdateAnimations( engine->Time() ); - - hudlcd->SetGlobalStat( "(time_int)", VarArgs( "%d", (int)gpGlobals->curtime ) ); - hudlcd->SetGlobalStat( "(time_float)", VarArgs( "%.2f", gpGlobals->curtime ) ); - - // I don't think this is necessary any longer, but I will leave it until - // I can check into this further. - C_BaseTempEntity::CheckDynamicTempEnts(); - -#ifdef SIXENSE - // If we're not connected, update sixense so we can move the mouse cursor when in the menus - if( !engine->IsConnected() || engine->IsPaused() ) - { - g_pSixenseInput->SixenseFrame( 0, NULL ); - } -#endif -} - -//----------------------------------------------------------------------------- -// 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: -//----------------------------------------------------------------------------- -bool CHLClient::ShouldDrawDropdownConsole() -{ -#if defined( REPLAY_ENABLED ) - extern ConVar hud_freezecamhide; - extern bool IsTakingAFreezecamScreenshot(); - - if ( hud_freezecamhide.GetBool() && IsTakingAFreezecamScreenshot() ) - { - return false; - } -#endif - - return true; -} - -//----------------------------------------------------------------------------- -// Purpose: -// Output : ClientClass -//----------------------------------------------------------------------------- -ClientClass *CHLClient::GetAllClasses( void ) -{ - return g_pClientClassHead; -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CHLClient::IN_ActivateMouse( void ) -{ - input->ActivateMouse(); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CHLClient::IN_DeactivateMouse( void ) -{ - input->DeactivateMouse(); -} - -//----------------------------------------------------------------------------- -// Purpose: -//----------------------------------------------------------------------------- -void CHLClient::IN_Accumulate ( void ) -{ - input->AccumulateMouse(); -} - -//----------------------------------------------------------------------------- -// 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 - -void CHLClient::IN_OnMouseWheeled( int nDelta ) -{ -#if defined( REPLAY_ENABLED ) - CReplayPerformanceEditorPanel *pPerfEditor = ReplayUI_GetPerformanceEditor(); - if ( pPerfEditor ) - { - pPerfEditor->OnInGameMouseWheelEvent( nDelta ); - } -#endif -} - -//----------------------------------------------------------------------------- -// Purpose: Engine can issue a key event -// Input : eventcode - -// keynum - -// *pszCurrentBinding - -// Output : int -//----------------------------------------------------------------------------- -int CHLClient::IN_KeyEvent( int eventcode, ButtonCode_t 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::AutoAllowBoneAccess boneaccess( true, false ); - - MDLCACHE_CRITICAL_SECTION(); - input->ExtraMouseSample( frametime, active ); -} - -void CHLClient::IN_SetSampleTime( float frametime ) -{ - input->Joystick_SetSampleTime( frametime ); - input->IN_SetSampleTime( frametime ); - -#ifdef SIXENSE - g_pSixenseInput->ResetFrameTime( frametime ); -#endif -} -//----------------------------------------------------------------------------- -// 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::AutoAllowBoneAccess boneaccess( true, false ); - - MDLCACHE_CRITICAL_SECTION(); - input->CreateMove( sequence_number, input_sample_frametime, active ); -} - -//----------------------------------------------------------------------------- -// 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 ); - UpdatePerfStats(); -} - - -//----------------------------------------------------------------------------- -// Gets the location of the player viewpoint -//----------------------------------------------------------------------------- -bool CHLClient::GetPlayerView( CViewSetup &playerView ) -{ - playerView = *view->GetPlayerViewSetup(); - return true; -} - -//----------------------------------------------------------------------------- -// Matchmaking -//----------------------------------------------------------------------------- -void CHLClient::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties ) -{ - presence->SetupGameProperties( contexts, properties ); -} - -uint CHLClient::GetPresenceID( const char *pIDName ) -{ - return presence->GetPresenceID( pIDName ); -} - -const char *CHLClient::GetPropertyIdString( const uint id ) -{ - return presence->GetPropertyIdString( id ); -} - -void CHLClient::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes ) -{ - presence->GetPropertyDisplayString( id, value, pOutput, nBytes ); -} - -void CHLClient::StartStatsReporting( HANDLE handle, bool bArbitrated ) -{ - presence->StartStatsReporting( handle, bArbitrated ); -} - -//----------------------------------------------------------------------------- -// -//----------------------------------------------------------------------------- -void CHLClient::InvalidateMdlCache() -{ - C_BaseAnimating *pAnimating; - for ( C_BaseEntity *pEntity = ClientEntityList().FirstBaseEntity(); pEntity; pEntity = ClientEntityList().NextBaseEntity(pEntity) ) - { - pAnimating = dynamic_cast(pEntity); - if ( pAnimating ) - { - pAnimating->InvalidateMdlCache(); - } - } -} - -//----------------------------------------------------------------------------- -// 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(); - - //Tony; loadup per-map manifests. - ParseParticleEffectsMap( pMapName, true ); - - // Tell mode manager that map is changing - modemanager->LevelInit( pMapName ); - ParticleMgr()->LevelInit(); - - hudlcd->SetGlobalStat( "(mapname)", pMapName ); - - C_BaseTempEntity::ClearDynamicTempEnts(); - clienteffects->Flush(); - view->LevelInit(); - tempents->LevelInit(); - ResetToneMapping(1.0); - - IGameSystem::LevelInitPreEntityAllSystems(pMapName); - -#ifdef USES_ECON_ITEMS - GameItemSchema_t *pItemSchema = ItemSystem()->GetItemSchema(); - if ( pItemSchema ) - { - pItemSchema->BInitFromDelayedBuffer(); - } -#endif // USES_ECON_ITEMS - - 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 ) - { - if ( !cl_predict->GetInt() ) - { - engine->ClientCmd( "cl_predict 1" ); - } - } - else - { - if ( cl_predict->GetInt() ) - { - engine->ClientCmd( "cl_predict 0" ); - } - } -#endif - - // Check low violence settings for this map - g_RagdollLVManager.SetLowViolence( pMapName ); - - gHUD.LevelInit(); - -#if defined( REPLAY_ENABLED ) - // Initialize replay ragdoll recorder - if ( !engine->IsPlayingDemo() ) - { - CReplayRagdollRecorder::Instance().Init(); - } -#endif -} - - -//----------------------------------------------------------------------------- -// Purpose: Per level init -//----------------------------------------------------------------------------- -void CHLClient::LevelInitPostEntity( ) -{ - IGameSystem::LevelInitPostEntityAllSystems(); - C_PhysPropClientside::RecreateAll(); - internalCenterPrint->Clear(); -} - -//----------------------------------------------------------------------------- -// Purpose: Reset our global string table pointers -//----------------------------------------------------------------------------- -void CHLClient::ResetStringTablePointers() -{ - g_pStringTableParticleEffectNames = NULL; - g_StringTableEffectDispatch = NULL; - g_StringTableVguiScreen = NULL; - g_pStringTableMaterials = NULL; - g_pStringTableInfoPanel = NULL; - g_pStringTableClientSideChoreoScenes = NULL; - g_pStringTableServerMapCycle = NULL; - -#ifdef TF_CLIENT_DLL - g_pStringTableServerPopFiles = NULL; - g_pStringTableServerMapCycleMvM = NULL; -#endif -} - -//----------------------------------------------------------------------------- -// 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(); - - // Remove temporary entities before removing entities from the client entity list so that the te_* may - // clean up before hand. - tempents->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(); - beams->ClearBeams(); - ParticleMgr()->RemoveAllEffects(); - - StopAllRumbleEffects(); - - gHUD.LevelShutdown(); - - internalCenterPrint->Clear(); - - messagechars->Clear(); - - g_pParticleSystemMgr->UncacheAllParticleSystems(); - UncacheAllMaterials(); - -#ifdef _XBOX - ReleaseRenderTargets(); -#endif - - // string tables are cleared on disconnect from a server, so reset our global pointers to NULL - ResetStringTablePointers(); - -#if defined( REPLAY_ENABLED ) - // Shutdown the ragdoll recorder - CReplayRagdollRecorder::Instance().Shutdown(); - CReplayRagdollCache::Instance().Shutdown(); -#endif -} - - -//----------------------------------------------------------------------------- -// 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 ) -{ - GetClientVoiceMgr()->UpdateSpeakerStatus( entindex, !!bTalking ); -} - - -//----------------------------------------------------------------------------- -// 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 particle systems changes -//----------------------------------------------------------------------------- -void OnParticleSystemStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData ) -{ - // Make sure this puppy is precached - g_pParticleSystemMgr->PrecacheParticleSystem( 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 ) -{ -} - -//----------------------------------------------------------------------------- -// 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 ); - } - else if ( !Q_strcasecmp( tableName, "ParticleEffectNames" ) ) - { - g_pStringTableParticleEffectNames = networkstringtable->FindTable( tableName ); - networkstringtable->SetAllowClientSideAddString( g_pStringTableParticleEffectNames, true ); - // When the particle system list changes, we need to know immediately - g_pStringTableParticleEffectNames->SetStringChangedCallback( NULL, OnParticleSystemStringTableChanged ); - } - else if ( !Q_strcasecmp( tableName, "ServerMapCycle" ) ) - { - g_pStringTableServerMapCycle = networkstringtable->FindTable( tableName ); - } -#ifdef TF_CLIENT_DLL - else if ( !Q_strcasecmp( tableName, "ServerPopFiles" ) ) - { - g_pStringTableServerPopFiles = networkstringtable->FindTable( tableName ); - } - else if ( !Q_strcasecmp( tableName, "ServerMapCycleMvM" ) ) - { - g_pStringTableServerMapCycleMvM = networkstringtable->FindTable( tableName ); - } -#endif - - 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 ); - } - else - { - if (IsOSX()) - { - printf("\n ##### CHLClient::PrecacheMaterial could not find material %s (%s)", pMaterialName, pTempBuf ); - } - } -} - -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() -{ - VPROF_BUDGET("Client SimulateEntities", VPROF_BUDGETGROUP_CLIENT_SIM); - - // Service timer events (think functions). - ClientThinkList()->PerformThinkFunctions(); - - // TODO: make an ISimulateable interface so C_BaseNetworkables can simulate? - { - VPROF_("C_BaseEntity::Simulate", 1, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT); - C_BaseEntityIterator iterator; - C_BaseEntity *pEnt; - while ( (pEnt = iterator.Next()) != NULL ) - { - pEnt->Simulate(); - } - } -} - - -bool AddDataChangeEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent ) -{ - VPROF( "AddDataChangeEvent" ); - - 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() -{ - VPROF_("ProcessOnDataChangedEvents", 1, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT); - 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 UpdateClientRenderableInPVSStatus() -{ - // Vis for this view should already be setup at this point. - - // For each client-only entity, notify it if it's newly coming into the PVS. - CUtlLinkedList &theList = ClientEntityList().GetPVSNotifiers(); - FOR_EACH_LL( theList, i ) - { - CClientEntityList::CPVSNotifyInfo *pInfo = &theList[i]; - - if ( pInfo->m_InPVSStatus & INPVS_YES ) - { - // Ok, this entity already thinks it's in the PVS. No need to notify it. - // We need to set the INPVS_YES_THISFRAME flag if it's in this frame at all, so we - // don't tell the entity it's not in the PVS anymore at the end of the frame. - if ( !( pInfo->m_InPVSStatus & INPVS_THISFRAME ) ) - { - if ( g_pClientLeafSystem->IsRenderableInPVS( pInfo->m_pRenderable ) ) - { - pInfo->m_InPVSStatus |= INPVS_THISFRAME; - } - } - } - else - { - // This entity doesn't think it's in the PVS yet. If it is now in the PVS, let it know. - if ( g_pClientLeafSystem->IsRenderableInPVS( pInfo->m_pRenderable ) ) - { - pInfo->m_InPVSStatus |= ( INPVS_YES | INPVS_THISFRAME | INPVS_NEEDSNOTIFY ); - } - } - } -} - -void UpdatePVSNotifiers() -{ - MDLCACHE_CRITICAL_SECTION(); - - // 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 &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 ) - { - if ( pInfo->m_InPVSStatus & INPVS_NEEDSNOTIFY ) - { - pInfo->m_pNotify->OnPVSStatusChanged( true ); - } - // Clear it for the next time around. - pInfo->m_InPVSStatus &= ~( INPVS_THISFRAME | INPVS_NEEDSNOTIFY ); - } - else - { - pInfo->m_InPVSStatus &= ~INPVS_YES; - pInfo->m_pNotify->OnPVSStatusChanged( false ); - } - } - } -} - - -void OnRenderStart() -{ - VPROF( "OnRenderStart" ); - MDLCACHE_CRITICAL_SECTION(); - MDLCACHE_COARSE_LOCK(); - -#ifdef PORTAL - g_pPortalRender->UpdatePortalPixelVisibility(); //updating this one or two lines before querying again just isn't cutting it. Update as soon as it's cheap to do so. -#endif - - partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true ); - C_BaseEntity::SetAbsQueriesValid( false ); - - Rope_ResetCounters(); - - // Interpolate server entities and move aiments. - { - PREDICTION_TRACKVALUECHANGESCOPE( "interpolation" ); - C_BaseEntity::InterpolateServerEntities(); - } - - { - // vprof node for this bloc of math - VPROF( "OnRenderStart: dirty bone caches"); - // 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::PushAllowBoneAccess( true, false, "OnRenderStart->CViewRender::SetUpView" ); // pops in CViewRender::SetUpView - - // 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(); - } - - // Make sure the camera simulation happens before OnRenderStart, where it's used. - // NOTE: the only thing that happens in CAM_Think is thirdperson related code. - input->CAM_Think(); - - // 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(); - - RopeManager()->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; - - // This must occur prior to SimulatEntities, - // which is where the client thinks for c_colorcorrection + c_colorcorrectionvolumes - // update the color correction weights. - // FIXME: The place where IGameSystem::Update is called should be in here - // so we don't have to explicitly call ResetColorCorrectionWeights + SimulateEntities, etc. - g_pColorCorrectionMgr->ResetColorCorrectionWeights(); - - // Simulate all the entities. - SimulateEntities(); - PhysicsSimulate(); - - C_BaseAnimating::ThreadedBoneSetup(); - - { - VPROF_("Client TempEnts", 0, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT); - // 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). - { - // Enable FP exceptions here when FP_EXCEPTIONS_ENABLED is defined, - // to help track down bad math. - FPExceptionEnabler enableExceptions; - VPROF_BUDGET( "ParticleMgr()->Simulate", VPROF_BUDGETGROUP_PARTICLE_SIMULATION ); - 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(); - } - -#if defined( REPLAY_ENABLED ) - // This will record any ragdolls if Replay mode is enabled on the server - CReplayRagdollRecorder::Instance().Think(); - CReplayRagdollCache::Instance().Think(); -#endif - - // 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::PopBoneAccess( "CViewRender::SetUpView->OnRenderEnd" ); - - 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(); - - PREDICTION_SPEWVALUECHANGES(); - } - 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 ); - - PREDICTION_STARTTRACKVALUE( "netupdate" ); - } - 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 ); - - PREDICTION_ENDTRACKVALUE(); - } - break; - case FRAME_NET_UPDATE_POSTDATAUPDATE_START: - { - VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_START" ); - PREDICTION_STARTTRACKVALUE( "postdataupdate" ); - } - break; - case FRAME_NET_UPDATE_POSTDATAUPDATE_END: - { - VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_END" ); - PREDICTION_ENDTRACKVALUE(); - // Let prediction copy off pristine data - prediction->PostEntityPacketReceived(); - HLTVCamera()->PostEntityPacketReceived(); -#if defined( REPLAY_ENABLED ) - ReplayCamera()->PostEntityPacketReceived(); -#endif - } - break; - case FRAME_START: - { - // Mark the frame as open for client fx additions - SetFXCreationAllowed( true ); - SetBeamCreationAllowed( true ); - C_BaseEntity::CheckCLInterpChanged(); - } - 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 ); - 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 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; -} - -void CHLClient::OnDemoRecordStart( char const* pDemoBaseName ) -{ -} - -void CHLClient::OnDemoRecordStop() -{ -} - -void CHLClient::OnDemoPlaybackStart( char const* pDemoBaseName ) -{ -#if defined( REPLAY_ENABLED ) - // Load any ragdoll override frames from disk - char szRagdollFile[MAX_OSPATH]; - V_snprintf( szRagdollFile, sizeof(szRagdollFile), "%s.dmx", pDemoBaseName ); - CReplayRagdollCache::Instance().Init( szRagdollFile ); -#endif -} - -void CHLClient::OnDemoPlaybackStop() -{ -#ifdef DEMOPOLISH_ENABLED - if ( DemoPolish_GetController().m_bInit ) - { - DemoPolish_GetController().Shutdown(); - } -#endif - -#if defined( REPLAY_ENABLED ) - CReplayRagdollCache::Instance().Shutdown(); -#endif -} - -int CHLClient::GetScreenWidth() -{ - return ScreenWidth(); -} - -int CHLClient::GetScreenHeight() -{ - return ScreenHeight(); -} - -// NEW INTERFACES -// save game screenshot writing -void CHLClient::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/, - bool bWriteVTF/*=false*/ ) -{ - view->WriteSaveGameScreenshotOfSize( pFilename, width, height, bCreatePowerOf2Padded, bWriteVTF ); -} - -// See RenderViewInfo_t -void CHLClient::RenderView( const CViewSetup &setup, int nClearFlags, int whatToDraw ) -{ - VPROF("RenderView"); - view->RenderView( setup, nClearFlags, whatToDraw ); -} - -void ReloadSoundEntriesInList( IFileList *pFilesToReload ); - -//----------------------------------------------------------------------------- -// For sv_pure mode. The filesystem figures out which files the client needs to reload to be "pure" ala the server's preferences. -//----------------------------------------------------------------------------- -void CHLClient::ReloadFilesInList( IFileList *pFilesToReload ) -{ - ReloadParticleEffectsInList( pFilesToReload ); - ReloadSoundEntriesInList( pFilesToReload ); -} - -bool CHLClient::HandleUiToggle() -{ -#if defined( REPLAY_ENABLED ) - if ( !g_pEngineReplay || !g_pEngineReplay->IsSupportedModAndPlatform() ) - return false; - - CReplayPerformanceEditorPanel *pEditor = ReplayUI_GetPerformanceEditor(); - if ( !pEditor ) - return false; - - pEditor->HandleUiToggle(); - - return true; - -#else - return false; -#endif -} - -bool CHLClient::ShouldAllowConsole() -{ - return true; -} - -CRenamedRecvTableInfo *CHLClient::GetRenamedRecvTableInfos() -{ - return g_pRenamedRecvTableInfoHead; -} - -CMouthInfo g_ClientUIMouth; -// Get the mouthinfo for the sound being played inside UI panels -CMouthInfo *CHLClient::GetClientUIMouthInfo() -{ - return &g_ClientUIMouth; -} - -void CHLClient::FileReceived( const char * fileName, unsigned int transferID ) -{ - if ( g_pGameRules ) - { - g_pGameRules->OnFileReceived( fileName, transferID ); - } -} - -void CHLClient::ClientAdjustStartSoundParams( StartSoundParams_t& params ) -{ -#ifdef TF_CLIENT_DLL - CBaseEntity *pEntity = ClientEntityList().GetEnt( params.soundsource ); - - // A player speaking - if ( params.entchannel == CHAN_VOICE && GameRules() && pEntity && pEntity->IsPlayer() ) - { - // Use high-pitched voices for other players if the local player has an item that allows them to hear it (Pyro Goggles) - if ( !GameRules()->IsLocalPlayer( params.soundsource ) && IsLocalPlayerUsingVisionFilterFlags( TF_VISION_FILTER_PYRO ) ) - { - params.pitch *= 1.3f; - } - // Halloween voice futzery? - else - { - float flHeadScale = 1.f; - CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pEntity, flHeadScale, head_scale ); - - int iHalloweenVoiceSpell = 0; - CALL_ATTRIB_HOOK_INT_ON_OTHER( pEntity, iHalloweenVoiceSpell, halloween_voice_modulation ); - if ( iHalloweenVoiceSpell > 0 ) - { - params.pitch *= 0.8f; - } - else if( flHeadScale != 1.f ) - { - // Big head, deep voice - if( flHeadScale > 1.f ) - { - params.pitch *= 0.8f; - } - else // Small head, high voice - { - params.pitch *= 1.3f; - } - } - } - } -#endif -} - -const char* CHLClient::TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName ) -{ - if ( !GameRules() ) - return pchEffectName; - - return GameRules()->TranslateEffectForVisionFilter( pchEffectType, pchEffectName ); -} - -bool CHLClient::DisconnectAttempt( void ) -{ - bool bRet = false; - -#if defined( TF_CLIENT_DLL ) - bRet = HandleDisconnectAttempt(); -#endif - - return bRet; -} - -bool CHLClient::IsConnectedUserInfoChangeAllowed( IConVar *pCvar ) -{ - return GameRules() ? GameRules()->IsConnectedUserInfoChangeAllowed( NULL ) : true; -} - -#ifndef NO_STEAM - -CSteamID GetSteamIDForPlayerIndex( int iPlayerIndex ) -{ - player_info_t pi; - if ( steamapicontext && steamapicontext->SteamUtils() ) - { - if ( engine->GetPlayerInfo( iPlayerIndex, &pi ) ) - { - if ( pi.friendsID ) - { - return CSteamID( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual ); - } - } - } - return CSteamID(); -} - -#endif +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//===========================================================================// +#include "cbase.h" +#include +#include "vgui_int.h" +#include "clientmode.h" +#include "iinput.h" +#include "iviewrender.h" +#include "ivieweffects.h" +#include "ivmodemanager.h" +#include "prediction.h" +#include "clientsideeffects.h" +#include "particlemgr.h" +#include "steam/steam_api.h" +#include "initializer.h" +#include "smoke_fog_overlay.h" +#include "view.h" +#include "ienginevgui.h" +#include "iefx.h" +#include "enginesprite.h" +#include "networkstringtable_clientdll.h" +#include "voice_status.h" +#include "filesystem.h" +#include "c_te_legacytempents.h" +#include "c_rope.h" +#include "engine/ishadowmgr.h" +#include "engine/IStaticPropMgr.h" +#include "hud_basechat.h" +#include "hud_crosshair.h" +#include "view_shared.h" +#include "env_wind_shared.h" +#include "detailobjectsystem.h" +#include "clienteffectprecachesystem.h" +#include "soundenvelope.h" +#include "c_basetempentity.h" +#include "materialsystem/imaterialsystemstub.h" +#include "VGuiMatSurface/IMatSystemSurface.h" +#include "materialsystem/imaterialsystemhardwareconfig.h" +#include "c_soundscape.h" +#include "engine/ivdebugoverlay.h" +#include "vguicenterprint.h" +#include "iviewrender_beams.h" +#include "tier0/vprof.h" +#include "engine/IEngineTrace.h" +#include "engine/ivmodelinfo.h" +#include "physics.h" +#include "usermessages.h" +#include "gamestringpool.h" +#include "c_user_message_register.h" +#include "IGameUIFuncs.h" +#include "saverestoretypes.h" +#include "saverestore.h" +#include "physics_saverestore.h" +#include "igameevents.h" +#include "datacache/idatacache.h" +#include "datacache/imdlcache.h" +#include "kbutton.h" +#include "tier0/icommandline.h" +#include "gamerules_register.h" +#include "vgui_controls/AnimationController.h" +#include "bitmap/tgawriter.h" +#include "c_world.h" +#include "perfvisualbenchmark.h" +#include "SoundEmitterSystem/isoundemittersystembase.h" +#include "hud_closecaption.h" +#include "colorcorrectionmgr.h" +#include "physpropclientside.h" +#include "panelmetaclassmgr.h" +#include "c_vguiscreen.h" +#include "imessagechars.h" +#include "game/client/IGameClientExports.h" +#include "client_factorylist.h" +#include "ragdoll_shared.h" +#include "rendertexture.h" +#include "view_scene.h" +#include "iclientmode.h" +#include "con_nprint.h" +#include "inputsystem/iinputsystem.h" +#include "appframework/IAppSystemGroup.h" +#include "scenefilecache/ISceneFileCache.h" +#include "tier2/tier2dm.h" +#include "tier3/tier3.h" +#include "ihudlcd.h" +#include "toolframework_client.h" +#include "hltvcamera.h" +#if defined( REPLAY_ENABLED ) +#include "replay/replaycamera.h" +#include "replay/replay_ragdoll.h" +#include "qlimits.h" +#include "replay/replay.h" +#include "replay/ireplaysystem.h" +#include "replay/iclientreplay.h" +#include "replay/ienginereplay.h" +#include "replay/ireplaymanager.h" +#include "replay/ireplayscreenshotmanager.h" +#include "replay/iclientreplaycontext.h" +#include "replay/vgui/replayconfirmquitdlg.h" +#include "replay/vgui/replaybrowsermainpanel.h" +#include "replay/vgui/replayinputpanel.h" +#include "replay/vgui/replayperformanceeditor.h" +#endif +#include "vgui/ILocalize.h" +#include "vgui/IVGui.h" +#include "ixboxsystem.h" +#include "ipresence.h" +#include "engine/imatchmaking.h" +#include "cdll_bounded_cvars.h" +#include "matsys_controls/matsyscontrols.h" +#include "gamestats.h" +#include "particle_parse.h" +#if defined( TF_CLIENT_DLL ) +#include "rtime.h" +#include "tf_hud_disconnect_prompt.h" +#include "../engine/audio/public/sound.h" +#include "tf_shared_content_manager.h" +#endif +#include "clientsteamcontext.h" +#include "renamed_recvtable_compat.h" +#include "mouthinfo.h" +#include "headtrack/isourcevirtualreality.h" +#include "client_virtualreality.h" +#include "mumble.h" + +// NVNT includes +#include "hud_macros.h" +#include "haptics/ihaptics.h" +#include "haptics/haptic_utils.h" +#include "haptics/haptic_msgs.h" + +#if defined( TF_CLIENT_DLL ) +#include "abuse_report.h" +#endif + +#ifdef USES_ECON_ITEMS +#include "econ_item_system.h" +#endif // USES_ECON_ITEMS + +#if defined( TF_CLIENT_DLL ) +#include "econ/tool_items/custom_texture_cache.h" +#endif + +#ifdef WORKSHOP_IMPORT_ENABLED +#include "fbxsystem/fbxsystem.h" +#endif + +extern vgui::IInputInternal *g_InputInternal; +const char *COM_GetModDirectory(); // return the mod dir (rather than the complete -game param, which can be a path) + +//============================================================================= +// HPE_BEGIN +// [dwenger] Necessary for stats display +//============================================================================= + +#include "achievements_and_stats_interface.h" + +//============================================================================= +// HPE_END +//============================================================================= + + +#ifdef PORTAL +#include "PortalRender.h" +#endif + +#ifdef SIXENSE +#include "sixense/in_sixense.h" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +extern IClientMode *GetClientModeNormal(); + +// IF YOU ADD AN INTERFACE, EXTERN IT IN THE HEADER FILE. +IVEngineClient *engine = NULL; +IVModelRender *modelrender = NULL; +IVEfx *effects = NULL; +IVRenderView *render = NULL; +IVDebugOverlay *debugoverlay = NULL; +IMaterialSystemStub *materials_stub = NULL; +IDataCache *datacache = NULL; +IVModelInfoClient *modelinfo = NULL; +IEngineVGui *enginevgui = NULL; +INetworkStringTableContainer *networkstringtable = NULL; +ISpatialPartition* partition = NULL; +IFileSystem *filesystem = NULL; +IShadowMgr *shadowmgr = NULL; +IStaticPropMgrClient *staticpropmgr = NULL; +IEngineSound *enginesound = NULL; +IUniformRandomStream *random = NULL; +static CGaussianRandomStream s_GaussianRandomStream; +CGaussianRandomStream *randomgaussian = &s_GaussianRandomStream; +ISharedGameRules *sharedgamerules = NULL; +IEngineTrace *enginetrace = NULL; +IGameUIFuncs *gameuifuncs = NULL; +IGameEventManager2 *gameeventmanager = NULL; +ISoundEmitterSystemBase *soundemitterbase = NULL; +IInputSystem *inputsystem = NULL; +ISceneFileCache *scenefilecache = NULL; +IXboxSystem *xboxsystem = NULL; // Xbox 360 only +IMatchmaking *matchmaking = NULL; +IUploadGameStats *gamestatsuploader = NULL; +IClientReplayContext *g_pClientReplayContext = NULL; +#if defined( REPLAY_ENABLED ) +IReplayManager *g_pReplayManager = NULL; +IReplayMovieManager *g_pReplayMovieManager = NULL; +IReplayScreenshotManager *g_pReplayScreenshotManager = NULL; +IReplayPerformanceManager *g_pReplayPerformanceManager = NULL; +IReplayPerformanceController *g_pReplayPerformanceController = NULL; +IEngineReplay *g_pEngineReplay = NULL; +IEngineClientReplay *g_pEngineClientReplay = NULL; +IReplaySystem *g_pReplay = NULL; +#endif + +IHaptics* haptics = NULL;// NVNT haptics system interface singleton + +//============================================================================= +// HPE_BEGIN +// [dwenger] Necessary for stats display +//============================================================================= + +AchievementsAndStatsInterface* g_pAchievementsAndStatsInterface = NULL; + +//============================================================================= +// HPE_END +//============================================================================= + +IGameSystem *SoundEmitterSystem(); +IGameSystem *ToolFrameworkClientSystem(); + +// Engine player info, no game related infos here +BEGIN_BYTESWAP_DATADESC( player_info_s ) + DEFINE_ARRAY( name, FIELD_CHARACTER, MAX_PLAYER_NAME_LENGTH ), + DEFINE_FIELD( userID, FIELD_INTEGER ), + DEFINE_ARRAY( guid, FIELD_CHARACTER, SIGNED_GUID_LEN + 1 ), + DEFINE_FIELD( friendsID, FIELD_INTEGER ), + DEFINE_ARRAY( friendsName, FIELD_CHARACTER, MAX_PLAYER_NAME_LENGTH ), + DEFINE_FIELD( fakeplayer, FIELD_BOOLEAN ), + DEFINE_FIELD( ishltv, FIELD_BOOLEAN ), +#if defined( REPLAY_ENABLED ) + DEFINE_FIELD( isreplay, FIELD_BOOLEAN ), +#endif + DEFINE_ARRAY( customFiles, FIELD_INTEGER, MAX_CUSTOM_FILES ), + DEFINE_FIELD( filesDownloaded, FIELD_INTEGER ), +END_BYTESWAP_DATADESC() + +static bool g_bRequestCacheUsedMaterials = false; +void RequestCacheUsedMaterials() +{ + g_bRequestCacheUsedMaterials = true; +} + +void ProcessCacheUsedMaterials() +{ + if ( !g_bRequestCacheUsedMaterials ) + return; + + g_bRequestCacheUsedMaterials = false; + if ( materials ) + { + materials->CacheUsedMaterials(); + } +} + +// String tables +INetworkStringTable *g_pStringTableParticleEffectNames = NULL; +INetworkStringTable *g_StringTableEffectDispatch = NULL; +INetworkStringTable *g_StringTableVguiScreen = NULL; +INetworkStringTable *g_pStringTableMaterials = NULL; +INetworkStringTable *g_pStringTableInfoPanel = NULL; +INetworkStringTable *g_pStringTableClientSideChoreoScenes = NULL; +INetworkStringTable *g_pStringTableServerMapCycle = NULL; + +#ifdef TF_CLIENT_DLL +INetworkStringTable *g_pStringTableServerPopFiles = NULL; +INetworkStringTable *g_pStringTableServerMapCycleMvM = NULL; +#endif + +static CGlobalVarsBase dummyvars( true ); +// So stuff that might reference gpGlobals during DLL initialization won't have a NULL pointer. +// Once the engine calls Init on this DLL, this pointer gets assigned to the shared data in the engine +CGlobalVarsBase *gpGlobals = &dummyvars; +class CHudChat; +class CViewRender; +extern CViewRender g_DefaultViewRender; + +extern void StopAllRumbleEffects( void ); + +static C_BaseEntityClassList *s_pClassLists = NULL; +C_BaseEntityClassList::C_BaseEntityClassList() +{ + m_pNextClassList = s_pClassLists; + s_pClassLists = this; +} +C_BaseEntityClassList::~C_BaseEntityClassList() +{ +} + +// Any entities that want an OnDataChanged during simulation register for it here. +class CDataChangedEvent +{ +public: + CDataChangedEvent() {} + CDataChangedEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent ) + { + m_pEntity = ent; + m_UpdateType = updateType; + m_pStoredEvent = pStoredEvent; + } + + IClientNetworkable *m_pEntity; + DataUpdateType_t m_UpdateType; + int *m_pStoredEvent; +}; + +ISaveRestoreBlockHandler *GetEntitySaveRestoreBlockHandler(); +ISaveRestoreBlockHandler *GetViewEffectsRestoreBlockHandler(); + +CUtlLinkedList g_DataChangedEvents; +ClientFrameStage_t g_CurFrameStage = FRAME_UNDEFINED; + + +class IMoveHelper; + +void DispatchHudText( const char *pszName ); + +static ConVar s_CV_ShowParticleCounts("showparticlecounts", "0", 0, "Display number of particles drawn per frame"); +static ConVar s_cl_team("cl_team", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default team when joining a game"); +static ConVar s_cl_class("cl_class", "default", FCVAR_USERINFO|FCVAR_ARCHIVE, "Default class when joining a game"); + +// Physics system +bool g_bLevelInitialized; +bool g_bTextMode = false; +class IClientPurchaseInterfaceV2 *g_pClientPurchaseInterface = (class IClientPurchaseInterfaceV2 *)(&g_bTextMode + 156); + +static ConVar *g_pcv_ThreadMode = NULL; + +//----------------------------------------------------------------------------- +// Purpose: interface for gameui to modify voice bans +//----------------------------------------------------------------------------- +class CGameClientExports : public IGameClientExports +{ +public: + // ingame voice manipulation + bool IsPlayerGameVoiceMuted(int playerIndex) + { + return GetClientVoiceMgr()->IsPlayerBlocked(playerIndex); + } + + void MutePlayerGameVoice(int playerIndex) + { + GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, true); + } + + void UnmutePlayerGameVoice(int playerIndex) + { + GetClientVoiceMgr()->SetPlayerBlockedState(playerIndex, false); + } + + void OnGameUIActivated( void ) + { + IGameEvent *event = gameeventmanager->CreateEvent( "gameui_activated" ); + if ( event ) + { + gameeventmanager->FireEventClientSide( event ); + } + } + + void OnGameUIHidden( void ) + { + IGameEvent *event = gameeventmanager->CreateEvent( "gameui_hidden" ); + if ( event ) + { + gameeventmanager->FireEventClientSide( event ); + } + } + + //============================================================================= + // HPE_BEGIN + // [dwenger] Necessary for stats display + //============================================================================= + + void CreateAchievementsPanel( vgui::Panel* pParent ) + { + if (g_pAchievementsAndStatsInterface) + { + g_pAchievementsAndStatsInterface->CreatePanel( pParent ); + } + } + + void DisplayAchievementPanel() + { + if (g_pAchievementsAndStatsInterface) + { + g_pAchievementsAndStatsInterface->DisplayPanel(); + } + } + + void ShutdownAchievementPanel() + { + if (g_pAchievementsAndStatsInterface) + { + g_pAchievementsAndStatsInterface->ReleasePanel(); + } + } + + int GetAchievementsPanelMinWidth( void ) const + { + if ( g_pAchievementsAndStatsInterface ) + { + return g_pAchievementsAndStatsInterface->GetAchievementsPanelMinWidth(); + } + + return 0; + } + + //============================================================================= + // HPE_END + //============================================================================= + + const char *GetHolidayString() + { + return UTIL_GetActiveHolidayString(); + } +}; + +EXPOSE_SINGLE_INTERFACE( CGameClientExports, IGameClientExports, GAMECLIENTEXPORTS_INTERFACE_VERSION ); + +class CClientDLLSharedAppSystems : public IClientDLLSharedAppSystems +{ +public: + CClientDLLSharedAppSystems() + { + AddAppSystem( "soundemittersystem" DLL_EXT_STRING, SOUNDEMITTERSYSTEM_INTERFACE_VERSION ); + AddAppSystem( "scenefilecache" DLL_EXT_STRING, SCENE_FILE_CACHE_INTERFACE_VERSION ); + } + + virtual int Count() + { + return m_Systems.Count(); + } + virtual char const *GetDllName( int idx ) + { + return m_Systems[ idx ].m_pModuleName; + } + virtual char const *GetInterfaceName( int idx ) + { + return m_Systems[ idx ].m_pInterfaceName; + } +private: + void AddAppSystem( char const *moduleName, char const *interfaceName ) + { + AppSystemInfo_t sys; + sys.m_pModuleName = moduleName; + sys.m_pInterfaceName = interfaceName; + m_Systems.AddToTail( sys ); + } + + CUtlVector< AppSystemInfo_t > m_Systems; +}; + +EXPOSE_SINGLE_INTERFACE( CClientDLLSharedAppSystems, IClientDLLSharedAppSystems, CLIENT_DLL_SHARED_APPSYSTEMS ); + + +//----------------------------------------------------------------------------- +// Helper interface for voice. +//----------------------------------------------------------------------------- +class CHLVoiceStatusHelper : public IVoiceStatusHelper +{ +public: + virtual void GetPlayerTextColor(int entindex, int color[3]) + { + color[0] = color[1] = color[2] = 128; + } + + virtual void UpdateCursorState() + { + } + + virtual bool CanShowSpeakerLabels() + { + return true; + } +}; +static CHLVoiceStatusHelper g_VoiceStatusHelper; + +//----------------------------------------------------------------------------- +// Code to display which entities are having their bones setup each frame. +//----------------------------------------------------------------------------- + +ConVar cl_ShowBoneSetupEnts( "cl_ShowBoneSetupEnts", "0", 0, "Show which entities are having their bones setup each frame." ); + +class CBoneSetupEnt +{ +public: + char m_ModelName[128]; + int m_Index; + int m_Count; +}; + +bool BoneSetupCompare( const CBoneSetupEnt &a, const CBoneSetupEnt &b ) +{ + return a.m_Index < b.m_Index; +} + +CUtlRBTree g_BoneSetupEnts( BoneSetupCompare ); + + +void TrackBoneSetupEnt( C_BaseAnimating *pEnt ) +{ +#ifdef _DEBUG + if ( IsRetail() ) + return; + + if ( !cl_ShowBoneSetupEnts.GetInt() ) + return; + + CBoneSetupEnt ent; + ent.m_Index = pEnt->entindex(); + unsigned short i = g_BoneSetupEnts.Find( ent ); + if ( i == g_BoneSetupEnts.InvalidIndex() ) + { + Q_strncpy( ent.m_ModelName, modelinfo->GetModelName( pEnt->GetModel() ), sizeof( ent.m_ModelName ) ); + ent.m_Count = 1; + g_BoneSetupEnts.Insert( ent ); + } + else + { + g_BoneSetupEnts[i].m_Count++; + } +#endif +} + +void DisplayBoneSetupEnts() +{ +#ifdef _DEBUG + if ( IsRetail() ) + return; + + if ( !cl_ShowBoneSetupEnts.GetInt() ) + return; + + unsigned short i; + int nElements = 0; + for ( i=g_BoneSetupEnts.FirstInorder(); i != g_BoneSetupEnts.LastInorder(); i=g_BoneSetupEnts.NextInorder( i ) ) + ++nElements; + + engine->Con_NPrintf( 0, "%d bone setup ents (name/count/entindex) ------------", nElements ); + + con_nprint_s printInfo; + printInfo.time_to_live = -1; + printInfo.fixed_width_font = true; + printInfo.color[0] = printInfo.color[1] = printInfo.color[2] = 1; + + printInfo.index = 2; + for ( i=g_BoneSetupEnts.FirstInorder(); i != g_BoneSetupEnts.LastInorder(); i=g_BoneSetupEnts.NextInorder( i ) ) + { + CBoneSetupEnt *pEnt = &g_BoneSetupEnts[i]; + + if ( pEnt->m_Count >= 3 ) + { + printInfo.color[0] = 1; + printInfo.color[1] = printInfo.color[2] = 0; + } + else if ( pEnt->m_Count == 2 ) + { + printInfo.color[0] = (float)200 / 255; + printInfo.color[1] = (float)220 / 255; + printInfo.color[2] = 0; + } + else + { + printInfo.color[0] = printInfo.color[0] = printInfo.color[0] = 1; + } + engine->Con_NXPrintf( &printInfo, "%25s / %3d / %3d", pEnt->m_ModelName, pEnt->m_Count, pEnt->m_Index ); + printInfo.index++; + } + + g_BoneSetupEnts.RemoveAll(); +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: engine to client .dll interface +//----------------------------------------------------------------------------- +class CHLClient : public IBaseClientDLL +{ +public: + CHLClient(); + + virtual int Init( CreateInterfaceFn appSystemFactory, CreateInterfaceFn physicsFactory, CGlobalVarsBase *pGlobals ); + + virtual void PostInit(); + virtual void Shutdown( void ); + + virtual bool ReplayInit( CreateInterfaceFn fnReplayFactory ); + virtual bool ReplayPostInit(); + + virtual void LevelInitPreEntity( const char *pMapName ); + virtual void LevelInitPostEntity(); + virtual void LevelShutdown( void ); + + virtual ClientClass *GetAllClasses( void ); + + virtual int HudVidInit( void ); + virtual void HudProcessInput( bool bActive ); + virtual void HudUpdate( bool bActive ); + virtual void HudReset( void ); + virtual void HudText( const char * message ); + + // Mouse Input Interfaces + virtual void IN_ActivateMouse( void ); + virtual void IN_DeactivateMouse( void ); + virtual void IN_Accumulate( void ); + virtual void IN_ClearStates( void ); + virtual bool IN_IsKeyDown( const char *name, bool& isdown ); + virtual void IN_OnMouseWheeled( int nDelta ); + // Raw signal + virtual int IN_KeyEvent( int eventcode, ButtonCode_t keynum, const char *pszCurrentBinding ); + virtual void IN_SetSampleTime( float frametime ); + // Create movement command + virtual void CreateMove ( int sequence_number, float input_sample_frametime, bool active ); + virtual void ExtraMouseSample( float frametime, bool active ); + virtual bool WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand ); + virtual void EncodeUserCmdToBuffer( bf_write& buf, int slot ); + virtual void DecodeUserCmdFromBuffer( bf_read& buf, int slot ); + + + virtual void View_Render( vrect_t *rect ); + virtual void RenderView( const CViewSetup &view, int nClearFlags, int whatToDraw ); + virtual void View_Fade( ScreenFade_t *pSF ); + + virtual void SetCrosshairAngle( const QAngle& angle ); + + virtual void InitSprite( CEngineSprite *pSprite, const char *loadname ); + virtual void ShutdownSprite( CEngineSprite *pSprite ); + + virtual int GetSpriteSize( void ) const; + + virtual void VoiceStatus( int entindex, qboolean bTalking ); + + virtual void InstallStringTableCallback( const char *tableName ); + + virtual void FrameStageNotify( ClientFrameStage_t curStage ); + + virtual bool DispatchUserMessage( int msg_type, bf_read &msg_data ); + + // Save/restore system hooks + virtual CSaveRestoreData *SaveInit( int size ); + virtual void SaveWriteFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ); + virtual void SaveReadFields( CSaveRestoreData *, const char *, void *, datamap_t *, typedescription_t *, int ); + virtual void PreSave( CSaveRestoreData * ); + virtual void Save( CSaveRestoreData * ); + virtual void WriteSaveHeaders( CSaveRestoreData * ); + virtual void ReadRestoreHeaders( CSaveRestoreData * ); + virtual void Restore( CSaveRestoreData *, bool ); + virtual void DispatchOnRestore(); + virtual void WriteSaveGameScreenshot( const char *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 + virtual void EmitSentenceCloseCaption( char const *tokenstream ); + virtual void EmitCloseCaption( char const *captionname, float duration ); + + virtual CStandardRecvProxies* GetStandardRecvProxies(); + + virtual bool CanRecordDemo( char *errorMsg, int length ) const; + + virtual void OnDemoRecordStart( char const* pDemoBaseName ); + virtual void OnDemoRecordStop(); + virtual void OnDemoPlaybackStart( char const* pDemoBaseName ); + virtual void OnDemoPlaybackStop(); + + virtual bool ShouldDrawDropdownConsole(); + + // Get client screen dimensions + virtual int GetScreenWidth(); + virtual int GetScreenHeight(); + + // save game screenshot writing + virtual void WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/, bool bWriteVTF/*=false*/ ); + + // Gets the location of the player viewpoint + virtual bool GetPlayerView( CViewSetup &playerView ); + + // Matchmaking + virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties ); + virtual uint GetPresenceID( const char *pIDName ); + virtual const char *GetPropertyIdString( const uint id ); + virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes ); + virtual void StartStatsReporting( HANDLE handle, bool bArbitrated ); + + virtual void InvalidateMdlCache(); + + virtual void ReloadFilesInList( IFileList *pFilesToReload ); + + // Let the client handle UI toggle - if this function returns false, the UI will toggle, otherwise it will not. + virtual bool HandleUiToggle(); + + // Allow the console to be shown? + virtual bool ShouldAllowConsole(); + + // Get renamed recv tables + virtual CRenamedRecvTableInfo *GetRenamedRecvTableInfos(); + + // Get the mouthinfo for the sound being played inside UI panels + virtual CMouthInfo *GetClientUIMouthInfo(); + + // Notify the client that a file has been received from the game server + virtual void FileReceived( const char * fileName, unsigned int transferID ); + + virtual const char* TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName ); + + virtual void ClientAdjustStartSoundParams( struct StartSoundParams_t& params ); + + // Returns true if the disconnect command has been handled by the client + virtual bool DisconnectAttempt( void ); +public: + void PrecacheMaterial( const char *pMaterialName ); + + virtual bool IsConnectedUserInfoChangeAllowed( IConVar *pCvar ); + +private: + void UncacheAllMaterials( ); + void ResetStringTablePointers(); + + CUtlVector< IMaterial * > m_CachedMaterials; +}; + + +CHLClient gHLClient; +IBaseClientDLL *clientdll = &gHLClient; + +EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CHLClient, IBaseClientDLL, CLIENT_DLL_INTERFACE_VERSION, gHLClient ); + + +//----------------------------------------------------------------------------- +// 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; + } +} + + +//----------------------------------------------------------------------------- +// Precaches a particle system +//----------------------------------------------------------------------------- +void PrecacheParticleSystem( const char *pParticleSystemName ) +{ + g_pStringTableParticleEffectNames->AddString( false, pParticleSystemName ); + g_pParticleSystemMgr->PrecacheParticleSystem( pParticleSystemName ); +} + + +//----------------------------------------------------------------------------- +// Converts a previously precached particle system into an index +//----------------------------------------------------------------------------- +int GetParticleSystemIndex( const char *pParticleSystemName ) +{ + if ( pParticleSystemName ) + { + int nIndex = g_pStringTableParticleEffectNames->FindStringIndex( pParticleSystemName ); + if ( nIndex != INVALID_STRING_INDEX ) + return nIndex; + DevWarning("Client: Missing precache for particle system \"%s\"!\n", pParticleSystemName ); + } + + // This is the invalid string index + return 0; +} + +//----------------------------------------------------------------------------- +// Converts precached particle system indices into strings +//----------------------------------------------------------------------------- +const char *GetParticleSystemNameFromIndex( int nIndex ) +{ + if ( nIndex < g_pStringTableParticleEffectNames->GetMaxStrings() ) + return g_pStringTableParticleEffectNames->GetString( nIndex ); + return "error"; +} + +//----------------------------------------------------------------------------- +// Returns true if host_thread_mode is set to non-zero (and engine is running in threaded mode) +//----------------------------------------------------------------------------- +bool IsEngineThreaded() +{ + if ( g_pcv_ThreadMode ) + { + return g_pcv_ThreadMode->GetBool(); + } + return false; +} + +//----------------------------------------------------------------------------- +// Constructor +//----------------------------------------------------------------------------- + +CHLClient::CHLClient() +{ + // Kinda bogus, but the logic in the engine is too convoluted to put it there + g_bLevelInitialized = false; +} + + +extern IGameSystem *ViewportClientSystem(); + + +//----------------------------------------------------------------------------- +ISourceVirtualReality *g_pSourceVR = NULL; + +// 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 ); + + +#ifdef SIXENSE + g_pSixenseInput = new SixenseInput; +#endif + + // Hook up global variables + gpGlobals = pGlobals; + + ConnectTier1Libraries( &appSystemFactory, 1 ); + ConnectTier2Libraries( &appSystemFactory, 1 ); + ConnectTier3Libraries( &appSystemFactory, 1 ); + +#ifndef NO_STEAM + ClientSteamContext().Activate(); +#endif + + // 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 ) + 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 ( (inputsystem = (IInputSystem *)appSystemFactory(INPUTSYSTEM_INTERFACE_VERSION, NULL)) == NULL ) + return false; + if ( (scenefilecache = (ISceneFileCache *)appSystemFactory( SCENE_FILE_CACHE_INTERFACE_VERSION, NULL )) == NULL ) + return false; + if ( IsX360() && (xboxsystem = (IXboxSystem *)appSystemFactory( XBOXSYSTEM_INTERFACE_VERSION, NULL )) == NULL ) + return false; + if ( IsX360() && (matchmaking = (IMatchmaking *)appSystemFactory( VENGINE_MATCHMAKING_VERSION, NULL )) == NULL ) + return false; +#ifndef _XBOX + if ( ( gamestatsuploader = (IUploadGameStats *)appSystemFactory( INTERFACEVERSION_UPLOADGAMESTATS, NULL )) == NULL ) + return false; +#endif + +#if defined( REPLAY_ENABLED ) + if ( IsPC() && (g_pEngineReplay = (IEngineReplay *)appSystemFactory( ENGINE_REPLAY_INTERFACE_VERSION, NULL )) == NULL ) + return false; + if ( IsPC() && (g_pEngineClientReplay = (IEngineClientReplay *)appSystemFactory( ENGINE_REPLAY_CLIENT_INTERFACE_VERSION, NULL )) == NULL ) + return false; +#endif + + if (!g_pMatSystemSurface) + return false; + +#ifdef WORKSHOP_IMPORT_ENABLED + if ( !ConnectDataModel( appSystemFactory ) ) + return false; + if ( InitDataModel() != INIT_OK ) + return false; + InitFbx(); +#endif + + // it's ok if this is NULL. That just means the headtrack.dll wasn't found + g_pSourceVR = (ISourceVirtualReality *)appSystemFactory(SOURCE_VIRTUAL_REALITY_INTERFACE_VERSION, NULL); + + 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; + + // Not fatal if the material system stub isn't around. + materials_stub = (IMaterialSystemStub*)appSystemFactory( MATERIAL_SYSTEM_STUB_INTERFACE_VERSION, NULL ); + + if( !g_pMaterialSystemHardwareConfig ) + return false; + + // Hook up the gaussian random number generator + s_GaussianRandomStream.AttachToStream( random ); + + // Initialize the console variables. + ConVar_Register( FCVAR_CLIENTDLL ); + + g_pcv_ThreadMode = g_pCVar->FindVar( "host_thread_mode" ); + + // If we are in VR mode do some initial setup work + if( UseVR() ) + { + int nViewportWidth, nViewportHeight; + + g_pSourceVR->GetViewportBounds( ISourceVirtualReality::VREye_Left, NULL, NULL, &nViewportWidth, &nViewportHeight ); + vgui::surface()->SetFullscreenViewport( 0, 0, nViewportWidth, nViewportHeight ); + + vgui::ivgui()->SetVRMode( true ); + } + + if (!Initializer::InitializeAllObjects()) + return false; + + if (!ParticleMgr()->Init(MAX_TOTAL_PARTICLES, materials)) + return false; + + + if (!VGui_Startup( appSystemFactory )) + return false; + + vgui::VGui_InitMatSysInterfacesList( "ClientDLL", &appSystemFactory, 1 ); + + // Add the client systems. + + // Client Leaf System has to be initialized first, since DetailObjectSystem uses it + IGameSystem::Add( GameStringSystem() ); + IGameSystem::Add( SoundEmitterSystem() ); + IGameSystem::Add( ToolFrameworkClientSystem() ); + IGameSystem::Add( ClientLeafSystem() ); + IGameSystem::Add( DetailObjectSystem() ); + IGameSystem::Add( ViewportClientSystem() ); + IGameSystem::Add( ClientEffectPrecacheSystem() ); + IGameSystem::Add( g_pClientShadowMgr ); + IGameSystem::Add( g_pColorCorrectionMgr ); // NOTE: This must happen prior to ClientThinkList (color correction is updated there) + IGameSystem::Add( ClientThinkList() ); + IGameSystem::Add( ClientSoundscapeSystem() ); + IGameSystem::Add( PerfVisualBenchmark() ); + IGameSystem::Add( MumbleSystem() ); + + #if defined( TF_CLIENT_DLL ) + IGameSystem::Add( CustomTextureToolCacheGameSystem() ); + IGameSystem::Add( TFSharedContentManager() ); + #endif + +#if defined( TF_CLIENT_DLL ) + if ( g_AbuseReportMgr != NULL ) + { + IGameSystem::Add( g_AbuseReportMgr ); + } +#endif + +#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(); + + ClientVoiceMgr_Init(); + + // Embed voice status icons inside chat element + { + vgui::VPANEL parent = enginevgui->GetPanel( PANEL_CLIENTDLL ); + GetClientVoiceMgr()->Init( &g_VoiceStatusHelper, parent ); + } + + if ( !PhysicsDLLInit( physicsFactory ) ) + return false; + + g_pGameSaveRestoreBlockSet->AddBlockHandler( GetEntitySaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->AddBlockHandler( GetPhysSaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->AddBlockHandler( GetViewEffectsRestoreBlockHandler() ); + + ClientWorldFactoryInit(); + + C_BaseAnimating::InitBoneSetupThreadPool(); + +#if defined( WIN32 ) && !defined( _X360 ) + // NVNT connect haptics sytem + ConnectHaptics(appSystemFactory); +#endif +#ifndef _X360 + HookHapticMessages(); // Always hook the messages +#endif + return true; +} + +bool CHLClient::ReplayInit( CreateInterfaceFn fnReplayFactory ) +{ +#if defined( REPLAY_ENABLED ) + if ( !IsPC() ) + return false; + if ( (g_pReplay = (IReplaySystem *)fnReplayFactory( REPLAY_INTERFACE_VERSION, NULL ) ) == NULL ) + return false; + if ( (g_pClientReplayContext = g_pReplay->CL_GetContext()) == NULL ) + return false; + + return true; +#else + return false; +#endif +} + +bool CHLClient::ReplayPostInit() +{ +#if defined( REPLAY_ENABLED ) + if ( ( g_pReplayManager = g_pClientReplayContext->GetReplayManager() ) == NULL ) + return false; + if ( ( g_pReplayScreenshotManager = g_pClientReplayContext->GetScreenshotManager() ) == NULL ) + return false; + if ( ( g_pReplayPerformanceManager = g_pClientReplayContext->GetPerformanceManager() ) == NULL ) + return false; + if ( ( g_pReplayPerformanceController = g_pClientReplayContext->GetPerformanceController() ) == NULL ) + return false; + if ( ( g_pReplayMovieManager = g_pClientReplayContext->GetMovieManager() ) == NULL ) + return false; + return true; +#else + return false; +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: Called after client & server DLL are loaded and all systems initialized +//----------------------------------------------------------------------------- +void CHLClient::PostInit() +{ + IGameSystem::PostInitAllSystems(); + +#ifdef SIXENSE + // allow sixnese input to perform post-init operations + g_pSixenseInput->PostInit(); +#endif + + // If we are in VR mode execute headtrack.cfg in PostInit so all the convars will + // already be set up + if( UseVR() ) + { + // general all-game stuff + engine->ExecuteClientCmd( "exec headtrack\\headtrack.cfg" ); + + // game specific VR config + CUtlString sCmd; + sCmd.Format( "exec headtrack_%s.cfg", COM_GetModDirectory() ); + engine->ExecuteClientCmd( sCmd.Get() ); + + engine->ExecuteClientCmd( "vr_start_tracking" ); + + vgui::surface()->SetSoftwareCursor( true ); +#if defined(POSIX) + ConVarRef m_rawinput( "m_rawinput" ); + m_rawinput.SetValue( 1 ); + + ConVarRef mat_vsync( "mat_vsync" ); + mat_vsync.SetValue( 0 ); +#endif + } +} + +//----------------------------------------------------------------------------- +// Purpose: Called when the client .dll is being dismissed +//----------------------------------------------------------------------------- +void CHLClient::Shutdown( void ) +{ + if (g_pAchievementsAndStatsInterface) + { + g_pAchievementsAndStatsInterface->ReleasePanel(); + } + +#ifdef SIXENSE + g_pSixenseInput->Shutdown(); + delete g_pSixenseInput; + g_pSixenseInput = NULL; +#endif + + C_BaseAnimating::ShutdownBoneSetupThreadPool(); + ClientWorldFactoryShutdown(); + + g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetViewEffectsRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetPhysSaveRestoreBlockHandler() ); + g_pGameSaveRestoreBlockSet->RemoveBlockHandler( GetEntitySaveRestoreBlockHandler() ); + + ClientVoiceMgr_Shutdown(); + + Initializer::FreeAllObjects(); + + g_pClientMode->Disable(); + g_pClientMode->Shutdown(); + + input->Shutdown_All(); + C_BaseTempEntity::ClearDynamicTempEnts(); + TermSmokeFogOverlay(); + view->Shutdown(); + g_pParticleSystemMgr->UncacheAllParticleSystems(); + UncacheAllMaterials(); + + IGameSystem::ShutdownAllSystems(); + + gHUD.Shutdown(); + VGui_Shutdown(); + + ParticleMgr()->Term(); + + ClearKeyValuesCache(); + +#ifndef NO_STEAM + ClientSteamContext().Shutdown(); +#endif + +#ifdef WORKSHOP_IMPORT_ENABLED + ShutdownDataModel(); + DisconnectDataModel(); + ShutdownFbx(); +#endif + + // This call disconnects the VGui libraries which we rely on later in the shutdown path, so don't do it +// DisconnectTier3Libraries( ); + DisconnectTier2Libraries( ); + ConVar_Unregister(); + DisconnectTier1Libraries( ); + + gameeventmanager = NULL; + +#if defined( WIN32 ) && !defined( _X360 ) + // NVNT Disconnect haptics system + DisconnectHaptics(); +#endif +} + + +//----------------------------------------------------------------------------- +// 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(); + + GetClientVoiceMgr()->VidInit(); + + 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; + +#if defined( TF_CLIENT_DLL ) + CRTime::UpdateRealTime(); +#endif + + GetClientVoiceMgr()->Frame( frametime ); + + gHUD.UpdateHud( bActive ); + + { + C_BaseAnimating::AutoAllowBoneAccess boneaccess( true, false ); + IGameSystem::UpdateAllSystems( frametime ); + } + + // run vgui animations + vgui::GetAnimationController()->UpdateAnimations( engine->Time() ); + + hudlcd->SetGlobalStat( "(time_int)", VarArgs( "%d", (int)gpGlobals->curtime ) ); + hudlcd->SetGlobalStat( "(time_float)", VarArgs( "%.2f", gpGlobals->curtime ) ); + + // I don't think this is necessary any longer, but I will leave it until + // I can check into this further. + C_BaseTempEntity::CheckDynamicTempEnts(); + +#ifdef SIXENSE + // If we're not connected, update sixense so we can move the mouse cursor when in the menus + if( !engine->IsConnected() || engine->IsPaused() ) + { + g_pSixenseInput->SixenseFrame( 0, NULL ); + } +#endif +} + +//----------------------------------------------------------------------------- +// 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: +//----------------------------------------------------------------------------- +bool CHLClient::ShouldDrawDropdownConsole() +{ +#if defined( REPLAY_ENABLED ) + extern ConVar hud_freezecamhide; + extern bool IsTakingAFreezecamScreenshot(); + + if ( hud_freezecamhide.GetBool() && IsTakingAFreezecamScreenshot() ) + { + return false; + } +#endif + + return true; +} + +//----------------------------------------------------------------------------- +// Purpose: +// Output : ClientClass +//----------------------------------------------------------------------------- +ClientClass *CHLClient::GetAllClasses( void ) +{ + return g_pClientClassHead; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHLClient::IN_ActivateMouse( void ) +{ + input->ActivateMouse(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHLClient::IN_DeactivateMouse( void ) +{ + input->DeactivateMouse(); +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +void CHLClient::IN_Accumulate ( void ) +{ + input->AccumulateMouse(); +} + +//----------------------------------------------------------------------------- +// 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 - +void CHLClient::IN_OnMouseWheeled( int nDelta ) +{ +#if defined( REPLAY_ENABLED ) + CReplayPerformanceEditorPanel *pPerfEditor = ReplayUI_GetPerformanceEditor(); + if ( pPerfEditor ) + { + pPerfEditor->OnInGameMouseWheelEvent( nDelta ); + } +#endif +} + +//----------------------------------------------------------------------------- +// Purpose: Engine can issue a key event +// Input : eventcode - +// keynum - +// *pszCurrentBinding - +// Output : int +//----------------------------------------------------------------------------- +int CHLClient::IN_KeyEvent( int eventcode, ButtonCode_t 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::AutoAllowBoneAccess boneaccess( true, false ); + + MDLCACHE_CRITICAL_SECTION(); + input->ExtraMouseSample( frametime, active ); +} + +void CHLClient::IN_SetSampleTime( float frametime ) +{ + input->Joystick_SetSampleTime( frametime ); + input->IN_SetSampleTime( frametime ); + +#ifdef SIXENSE + g_pSixenseInput->ResetFrameTime( frametime ); +#endif +} +//----------------------------------------------------------------------------- +// 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::AutoAllowBoneAccess boneaccess( true, false ); + + MDLCACHE_CRITICAL_SECTION(); + input->CreateMove( sequence_number, input_sample_frametime, active ); +} + +//----------------------------------------------------------------------------- +// 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 ); + UpdatePerfStats(); +} + + +//----------------------------------------------------------------------------- +// Gets the location of the player viewpoint +//----------------------------------------------------------------------------- +bool CHLClient::GetPlayerView( CViewSetup &playerView ) +{ + playerView = *view->GetPlayerViewSetup(); + return true; +} + +//----------------------------------------------------------------------------- +// Matchmaking +//----------------------------------------------------------------------------- +void CHLClient::SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties ) +{ + presence->SetupGameProperties( contexts, properties ); +} + +uint CHLClient::GetPresenceID( const char *pIDName ) +{ + return presence->GetPresenceID( pIDName ); +} + +const char *CHLClient::GetPropertyIdString( const uint id ) +{ + return presence->GetPropertyIdString( id ); +} + +void CHLClient::GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes ) +{ + presence->GetPropertyDisplayString( id, value, pOutput, nBytes ); +} + +void CHLClient::StartStatsReporting( HANDLE handle, bool bArbitrated ) +{ + presence->StartStatsReporting( handle, bArbitrated ); +} + +//----------------------------------------------------------------------------- +// +//----------------------------------------------------------------------------- +void CHLClient::InvalidateMdlCache() +{ + C_BaseAnimating *pAnimating; + for ( C_BaseEntity *pEntity = ClientEntityList().FirstBaseEntity(); pEntity; pEntity = ClientEntityList().NextBaseEntity(pEntity) ) + { + pAnimating = dynamic_cast(pEntity); + if ( pAnimating ) + { + pAnimating->InvalidateMdlCache(); + } + } +} + +//----------------------------------------------------------------------------- +// 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(); + + //Tony; loadup per-map manifests. + ParseParticleEffectsMap( pMapName, true ); + + // Tell mode manager that map is changing + modemanager->LevelInit( pMapName ); + ParticleMgr()->LevelInit(); + + hudlcd->SetGlobalStat( "(mapname)", pMapName ); + + C_BaseTempEntity::ClearDynamicTempEnts(); + clienteffects->Flush(); + view->LevelInit(); + tempents->LevelInit(); + ResetToneMapping(1.0); + + IGameSystem::LevelInitPreEntityAllSystems(pMapName); + +#ifdef USES_ECON_ITEMS + GameItemSchema_t *pItemSchema = ItemSystem()->GetItemSchema(); + if ( pItemSchema ) + { + pItemSchema->BInitFromDelayedBuffer(); + } +#endif // USES_ECON_ITEMS + + 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 ) + { + if ( !cl_predict->GetInt() ) + { + engine->ClientCmd( "cl_predict 1" ); + } + } + else + { + if ( cl_predict->GetInt() ) + { + engine->ClientCmd( "cl_predict 0" ); + } + } +#endif + + // Check low violence settings for this map + g_RagdollLVManager.SetLowViolence( pMapName ); + + gHUD.LevelInit(); + +#if defined( REPLAY_ENABLED ) + // Initialize replay ragdoll recorder + if ( !engine->IsPlayingDemo() ) + { + CReplayRagdollRecorder::Instance().Init(); + } +#endif +} + + +//----------------------------------------------------------------------------- +// Purpose: Per level init +//----------------------------------------------------------------------------- +void CHLClient::LevelInitPostEntity( ) +{ + IGameSystem::LevelInitPostEntityAllSystems(); + C_PhysPropClientside::RecreateAll(); + internalCenterPrint->Clear(); +} + +//----------------------------------------------------------------------------- +// Purpose: Reset our global string table pointers +//----------------------------------------------------------------------------- +void CHLClient::ResetStringTablePointers() +{ + g_pStringTableParticleEffectNames = NULL; + g_StringTableEffectDispatch = NULL; + g_StringTableVguiScreen = NULL; + g_pStringTableMaterials = NULL; + g_pStringTableInfoPanel = NULL; + g_pStringTableClientSideChoreoScenes = NULL; + g_pStringTableServerMapCycle = NULL; + +#ifdef TF_CLIENT_DLL + g_pStringTableServerPopFiles = NULL; + g_pStringTableServerMapCycleMvM = NULL; +#endif +} + +//----------------------------------------------------------------------------- +// 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(); + + // Remove temporary entities before removing entities from the client entity list so that the te_* may + // clean up before hand. + tempents->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(); + beams->ClearBeams(); + ParticleMgr()->RemoveAllEffects(); + + StopAllRumbleEffects(); + + gHUD.LevelShutdown(); + + internalCenterPrint->Clear(); + + messagechars->Clear(); + + g_pParticleSystemMgr->UncacheAllParticleSystems(); + UncacheAllMaterials(); + +#ifdef _XBOX + ReleaseRenderTargets(); +#endif + + // string tables are cleared on disconnect from a server, so reset our global pointers to NULL + ResetStringTablePointers(); + +#if defined( REPLAY_ENABLED ) + // Shutdown the ragdoll recorder + CReplayRagdollRecorder::Instance().Shutdown(); + CReplayRagdollCache::Instance().Shutdown(); +#endif +} + + +//----------------------------------------------------------------------------- +// 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 ) +{ + GetClientVoiceMgr()->UpdateSpeakerStatus( entindex, !!bTalking ); +} + + +//----------------------------------------------------------------------------- +// 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 particle systems changes +//----------------------------------------------------------------------------- +void OnParticleSystemStringTableChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, void const *newData ) +{ + // Make sure this puppy is precached + g_pParticleSystemMgr->PrecacheParticleSystem( 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 ) +{ +} + +//----------------------------------------------------------------------------- +// 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 ); + } + else if ( !Q_strcasecmp( tableName, "ParticleEffectNames" ) ) + { + g_pStringTableParticleEffectNames = networkstringtable->FindTable( tableName ); + networkstringtable->SetAllowClientSideAddString( g_pStringTableParticleEffectNames, true ); + // When the particle system list changes, we need to know immediately + g_pStringTableParticleEffectNames->SetStringChangedCallback( NULL, OnParticleSystemStringTableChanged ); + } + else if ( !Q_strcasecmp( tableName, "ServerMapCycle" ) ) + { + g_pStringTableServerMapCycle = networkstringtable->FindTable( tableName ); + } +#ifdef TF_CLIENT_DLL + else if ( !Q_strcasecmp( tableName, "ServerPopFiles" ) ) + { + g_pStringTableServerPopFiles = networkstringtable->FindTable( tableName ); + } + else if ( !Q_strcasecmp( tableName, "ServerMapCycleMvM" ) ) + { + g_pStringTableServerMapCycleMvM = networkstringtable->FindTable( tableName ); + } +#endif + + 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 ); + } + else + { + if (IsOSX()) + { + printf("\n ##### CHLClient::PrecacheMaterial could not find material %s (%s)", pMaterialName, pTempBuf ); + } + } +} + +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() +{ + VPROF_BUDGET("Client SimulateEntities", VPROF_BUDGETGROUP_CLIENT_SIM); + + // Service timer events (think functions). + ClientThinkList()->PerformThinkFunctions(); + + // TODO: make an ISimulateable interface so C_BaseNetworkables can simulate? + { + VPROF_("C_BaseEntity::Simulate", 1, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT); + C_BaseEntityIterator iterator; + C_BaseEntity *pEnt; + while ( (pEnt = iterator.Next()) != NULL ) + { + pEnt->Simulate(); + } + } +} + + +bool AddDataChangeEvent( IClientNetworkable *ent, DataUpdateType_t updateType, int *pStoredEvent ) +{ + VPROF( "AddDataChangeEvent" ); + + 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() +{ + VPROF_("ProcessOnDataChangedEvents", 1, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT); + 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 UpdateClientRenderableInPVSStatus() +{ + // Vis for this view should already be setup at this point. + + // For each client-only entity, notify it if it's newly coming into the PVS. + CUtlLinkedList &theList = ClientEntityList().GetPVSNotifiers(); + FOR_EACH_LL( theList, i ) + { + CClientEntityList::CPVSNotifyInfo *pInfo = &theList[i]; + + if ( pInfo->m_InPVSStatus & INPVS_YES ) + { + // Ok, this entity already thinks it's in the PVS. No need to notify it. + // We need to set the INPVS_YES_THISFRAME flag if it's in this frame at all, so we + // don't tell the entity it's not in the PVS anymore at the end of the frame. + if ( !( pInfo->m_InPVSStatus & INPVS_THISFRAME ) ) + { + if ( g_pClientLeafSystem->IsRenderableInPVS( pInfo->m_pRenderable ) ) + { + pInfo->m_InPVSStatus |= INPVS_THISFRAME; + } + } + } + else + { + // This entity doesn't think it's in the PVS yet. If it is now in the PVS, let it know. + if ( g_pClientLeafSystem->IsRenderableInPVS( pInfo->m_pRenderable ) ) + { + pInfo->m_InPVSStatus |= ( INPVS_YES | INPVS_THISFRAME | INPVS_NEEDSNOTIFY ); + } + } + } +} + +void UpdatePVSNotifiers() +{ + MDLCACHE_CRITICAL_SECTION(); + + // 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 &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 ) + { + if ( pInfo->m_InPVSStatus & INPVS_NEEDSNOTIFY ) + { + pInfo->m_pNotify->OnPVSStatusChanged( true ); + } + // Clear it for the next time around. + pInfo->m_InPVSStatus &= ~( INPVS_THISFRAME | INPVS_NEEDSNOTIFY ); + } + else + { + pInfo->m_InPVSStatus &= ~INPVS_YES; + pInfo->m_pNotify->OnPVSStatusChanged( false ); + } + } + } +} + + +void OnRenderStart() +{ + VPROF( "OnRenderStart" ); + MDLCACHE_CRITICAL_SECTION(); + MDLCACHE_COARSE_LOCK(); + +#ifdef PORTAL + g_pPortalRender->UpdatePortalPixelVisibility(); //updating this one or two lines before querying again just isn't cutting it. Update as soon as it's cheap to do so. +#endif + + partition->SuppressLists( PARTITION_ALL_CLIENT_EDICTS, true ); + C_BaseEntity::SetAbsQueriesValid( false ); + + Rope_ResetCounters(); + + // Interpolate server entities and move aiments. + { + PREDICTION_TRACKVALUECHANGESCOPE( "interpolation" ); + C_BaseEntity::InterpolateServerEntities(); + } + + { + // vprof node for this bloc of math + VPROF( "OnRenderStart: dirty bone caches"); + // 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::PushAllowBoneAccess( true, false, "OnRenderStart->CViewRender::SetUpView" ); // pops in CViewRender::SetUpView + + // 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(); + } + + // Make sure the camera simulation happens before OnRenderStart, where it's used. + // NOTE: the only thing that happens in CAM_Think is thirdperson related code. + input->CAM_Think(); + + // 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(); + + RopeManager()->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; + + // This must occur prior to SimulatEntities, + // which is where the client thinks for c_colorcorrection + c_colorcorrectionvolumes + // update the color correction weights. + // FIXME: The place where IGameSystem::Update is called should be in here + // so we don't have to explicitly call ResetColorCorrectionWeights + SimulateEntities, etc. + g_pColorCorrectionMgr->ResetColorCorrectionWeights(); + + // Simulate all the entities. + SimulateEntities(); + PhysicsSimulate(); + + C_BaseAnimating::ThreadedBoneSetup(); + + { + VPROF_("Client TempEnts", 0, VPROF_BUDGETGROUP_CLIENT_SIM, false, BUDGETFLAG_CLIENT); + // 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). + { + // Enable FP exceptions here when FP_EXCEPTIONS_ENABLED is defined, + // to help track down bad math. + FPExceptionEnabler enableExceptions; + VPROF_BUDGET( "ParticleMgr()->Simulate", VPROF_BUDGETGROUP_PARTICLE_SIMULATION ); + 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(); + } + +#if defined( REPLAY_ENABLED ) + // This will record any ragdolls if Replay mode is enabled on the server + CReplayRagdollRecorder::Instance().Think(); + CReplayRagdollCache::Instance().Think(); +#endif + + // 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::PopBoneAccess( "CViewRender::SetUpView->OnRenderEnd" ); + + 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(); + + PREDICTION_SPEWVALUECHANGES(); + } + 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 ); + + PREDICTION_STARTTRACKVALUE( "netupdate" ); + } + 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 ); + + PREDICTION_ENDTRACKVALUE(); + } + break; + case FRAME_NET_UPDATE_POSTDATAUPDATE_START: + { + VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_START" ); + PREDICTION_STARTTRACKVALUE( "postdataupdate" ); + } + break; + case FRAME_NET_UPDATE_POSTDATAUPDATE_END: + { + VPROF( "CHLClient::FrameStageNotify FRAME_NET_UPDATE_POSTDATAUPDATE_END" ); + PREDICTION_ENDTRACKVALUE(); + // Let prediction copy off pristine data + prediction->PostEntityPacketReceived(); + HLTVCamera()->PostEntityPacketReceived(); +#if defined( REPLAY_ENABLED ) + ReplayCamera()->PostEntityPacketReceived(); +#endif + } + break; + case FRAME_START: + { + // Mark the frame as open for client fx additions + SetFXCreationAllowed( true ); + SetBeamCreationAllowed( true ); + C_BaseEntity::CheckCLInterpChanged(); + } + 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 ); + 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 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; +} + +void CHLClient::OnDemoRecordStart( char const* pDemoBaseName ) +{ +} + +void CHLClient::OnDemoRecordStop() +{ +} + +void CHLClient::OnDemoPlaybackStart( char const* pDemoBaseName ) +{ +#if defined( REPLAY_ENABLED ) + // Load any ragdoll override frames from disk + char szRagdollFile[MAX_OSPATH]; + V_snprintf( szRagdollFile, sizeof(szRagdollFile), "%s.dmx", pDemoBaseName ); + CReplayRagdollCache::Instance().Init( szRagdollFile ); +#endif +} + +void CHLClient::OnDemoPlaybackStop() +{ +#ifdef DEMOPOLISH_ENABLED + if ( DemoPolish_GetController().m_bInit ) + { + DemoPolish_GetController().Shutdown(); + } +#endif + +#if defined( REPLAY_ENABLED ) + CReplayRagdollCache::Instance().Shutdown(); +#endif +} + +int CHLClient::GetScreenWidth() +{ + return ScreenWidth(); +} + +int CHLClient::GetScreenHeight() +{ + return ScreenHeight(); +} + +// NEW INTERFACES +// save game screenshot writing +void CHLClient::WriteSaveGameScreenshotOfSize( const char *pFilename, int width, int height, bool bCreatePowerOf2Padded/*=false*/, + bool bWriteVTF/*=false*/ ) +{ + view->WriteSaveGameScreenshotOfSize( pFilename, width, height, bCreatePowerOf2Padded, bWriteVTF ); +} + +// See RenderViewInfo_t +void CHLClient::RenderView( const CViewSetup &setup, int nClearFlags, int whatToDraw ) +{ + VPROF("RenderView"); + view->RenderView( setup, nClearFlags, whatToDraw ); +} + +void ReloadSoundEntriesInList( IFileList *pFilesToReload ); + +//----------------------------------------------------------------------------- +// For sv_pure mode. The filesystem figures out which files the client needs to reload to be "pure" ala the server's preferences. +//----------------------------------------------------------------------------- +void CHLClient::ReloadFilesInList( IFileList *pFilesToReload ) +{ + ReloadParticleEffectsInList( pFilesToReload ); + ReloadSoundEntriesInList( pFilesToReload ); +} + +bool CHLClient::HandleUiToggle() +{ +#if defined( REPLAY_ENABLED ) + if ( !g_pEngineReplay || !g_pEngineReplay->IsSupportedModAndPlatform() ) + return false; + + CReplayPerformanceEditorPanel *pEditor = ReplayUI_GetPerformanceEditor(); + if ( !pEditor ) + return false; + + pEditor->HandleUiToggle(); + + return true; + +#else + return false; +#endif +} + +bool CHLClient::ShouldAllowConsole() +{ + return true; +} + +CRenamedRecvTableInfo *CHLClient::GetRenamedRecvTableInfos() +{ + return g_pRenamedRecvTableInfoHead; +} + +CMouthInfo g_ClientUIMouth; +// Get the mouthinfo for the sound being played inside UI panels +CMouthInfo *CHLClient::GetClientUIMouthInfo() +{ + return &g_ClientUIMouth; +} + +void CHLClient::FileReceived( const char * fileName, unsigned int transferID ) +{ + if ( g_pGameRules ) + { + g_pGameRules->OnFileReceived( fileName, transferID ); + } +} + +void CHLClient::ClientAdjustStartSoundParams( StartSoundParams_t& params ) +{ +#ifdef TF_CLIENT_DLL + CBaseEntity *pEntity = ClientEntityList().GetEnt( params.soundsource ); + + // A player speaking + if ( params.entchannel == CHAN_VOICE && GameRules() && pEntity && pEntity->IsPlayer() ) + { + // Use high-pitched voices for other players if the local player has an item that allows them to hear it (Pyro Goggles) + if ( !GameRules()->IsLocalPlayer( params.soundsource ) && IsLocalPlayerUsingVisionFilterFlags( TF_VISION_FILTER_PYRO ) ) + { + params.pitch *= 1.3f; + } + // Halloween voice futzery? + else + { + float flHeadScale = 1.f; + CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( pEntity, flHeadScale, head_scale ); + + int iHalloweenVoiceSpell = 0; + CALL_ATTRIB_HOOK_INT_ON_OTHER( pEntity, iHalloweenVoiceSpell, halloween_voice_modulation ); + if ( iHalloweenVoiceSpell > 0 ) + { + params.pitch *= 0.8f; + } + else if( flHeadScale != 1.f ) + { + // Big head, deep voice + if( flHeadScale > 1.f ) + { + params.pitch *= 0.8f; + } + else // Small head, high voice + { + params.pitch *= 1.3f; + } + } + } + } +#endif +} + +const char* CHLClient::TranslateEffectForVisionFilter( const char *pchEffectType, const char *pchEffectName ) +{ + if ( !GameRules() ) + return pchEffectName; + + return GameRules()->TranslateEffectForVisionFilter( pchEffectType, pchEffectName ); +} + +bool CHLClient::DisconnectAttempt( void ) +{ + bool bRet = false; + +#if defined( TF_CLIENT_DLL ) + bRet = HandleDisconnectAttempt(); +#endif + + return bRet; +} + +bool CHLClient::IsConnectedUserInfoChangeAllowed( IConVar *pCvar ) +{ + return GameRules() ? GameRules()->IsConnectedUserInfoChangeAllowed( NULL ) : true; +} + +#ifndef NO_STEAM + +CSteamID GetSteamIDForPlayerIndex( int iPlayerIndex ) +{ + player_info_t pi; + if ( steamapicontext && steamapicontext->SteamUtils() ) + { + if ( engine->GetPlayerInfo( iPlayerIndex, &pi ) ) + { + if ( pi.friendsID ) + { + return CSteamID( pi.friendsID, 1, steamapicontext->SteamUtils()->GetConnectedUniverse(), k_EAccountTypeIndividual ); + } + } + } + return CSteamID(); +} + +#endif -- cgit v1.2.3