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217 lines
6.1 KiB
217 lines
6.1 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "IRunGameEngine.h"
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#include "engineinterface.h"
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#include "tier1/strtools.h"
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#include "IGameUIFuncs.h"
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#include "tier1/convar.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Interface to running the engine from the UI dlls
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//-----------------------------------------------------------------------------
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class CRunGameEngine : public IRunGameEngine
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{
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public:
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// Returns true if the engine is running, false otherwise.
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virtual bool IsRunning()
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{
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return true;
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}
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// Adds text to the engine command buffer. Only works if IsRunning()
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// returns true on success, false on failure
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virtual bool AddTextCommand(const char *text)
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{
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// SERVERBROWSER HACK: -- it just stuffs commands into command buffer
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// which is pretty horrible because it doesn't let game code to react
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if ( text && StringHasPrefix( text, "connect " ) && g_pMatchFramework )
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{
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g_pMatchFramework->CloseSession();
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}
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engine->ClientCmd_Unrestricted((char *)text);
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return true;
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}
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// runs the engine with the specified command line parameters. Only works if !IsRunning()
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// returns true on success, false on failure
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virtual bool RunEngine(const char *gameName, const char *commandLineParams)
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{
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return false;
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}
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virtual bool RunEngine2(const char *gameDir, const char *commandLineParams, bool isSourceGame)
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{
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return false;
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}
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virtual ERunResult RunEngine( int iAppID, const char *gameDir, const char *commandLineParams )
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{
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return k_ERunResultOkay;
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}
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// returns true if the player is currently connected to a game server
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virtual bool IsInGame()
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{
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return engine->GetLevelName() && strlen(engine->GetLevelName()) > 0;
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}
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// gets information about the server the engine is currently connected to
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// returns true on success, false on failure
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virtual bool GetGameInfo(char *infoBuffer, int bufferSize)
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{
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//!! need to implement
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return false;
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}
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virtual void SetTrackerUserID(int trackerID, const char *trackerName)
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{
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gameuifuncs->SetFriendsID(trackerID, trackerName);
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// update the player's name if necessary
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ConVarRef name( "name" );
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if ( name.IsValid() && trackerName && *trackerName && !Q_strcmp( name.GetString(), "unnamed" ) )
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{
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name.SetValue(trackerName);
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}
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}
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// iterates users
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// returns the number of user
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virtual int GetPlayerCount()
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{
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return engine->GetMaxClients();
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}
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// returns a playerID for a player
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// playerIndex is in the range [0, GetPlayerCount)
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virtual unsigned int GetPlayerFriendsID(int playerIndex)
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{
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player_info_t pi;
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if ( engine->GetPlayerInfo(playerIndex, &pi ) )
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return pi.friendsID;
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return 0;
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}
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// gets the in-game name of another user, returns NULL if that user doesn't exists
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virtual const char *GetPlayerName(int trackerID)
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{
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#if 0// DDK: this code could very likely cause a crash
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Assert(false);
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// find the player by their friendsID
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player_info_t pi;
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for (int i = 0; i < engine->GetMaxClients(); i++)
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{
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if (engine->GetPlayerInfo(i, &pi ))
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{
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if (pi.friendsID == (uint)trackerID)
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{
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return pi.name;
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}
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}
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}
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#endif
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return NULL;
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}
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virtual const char *GetPlayerFriendsName(int trackerID)
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{
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#if 0// DDK: this code could very likely cause a crash
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Assert(false);
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// find the player by their friendsID
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player_info_t pi;
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for (int i = 0; i < engine->GetMaxClients(); i++)
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{
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if (engine->GetPlayerInfo(i, &pi ))
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{
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if (pi.friendsID == (uint)trackerID)
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{
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return pi.friendsName;
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}
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}
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}
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#endif
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return NULL;
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}
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// return the build number of the engine
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virtual unsigned int GetEngineBuildNumber()
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{
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return engine->GetEngineBuildNumber();
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}
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// return the product version of the mod being played (comes from steam.inf)
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virtual const char *GetProductVersionString()
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{
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return engine->GetProductVersionString();
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}
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};
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EXPOSE_SINGLE_INTERFACE(CRunGameEngine, IRunGameEngine, RUNGAMEENGINE_INTERFACE_VERSION);
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//namespace
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//{
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////-----------------------------------------------------------------------------
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//// Purpose: Interface to running the game engine
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////-----------------------------------------------------------------------------
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//abstract_class IRunGameEngine_Old : public IBaseInterface
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//{
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//public:
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// // Returns true if the engine is running, false otherwise.
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// virtual bool IsRunning() = 0;
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//
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// // Adds text to the engine command buffer. Only works if IsRunning()
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// // returns true on success, false on failure
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// virtual bool AddTextCommand(const char *text) = 0;
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//
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// // runs the engine with the specified command line parameters. Only works if !IsRunning()
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// // returns true on success, false on failure
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// virtual bool RunEngine(const char *gameDir, const char *commandLineParams) = 0;
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//
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// // returns true if the player is currently connected to a game server
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// virtual bool IsInGame() = 0;
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//
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// // gets information about the server the engine is currently ctrue on success, false on failure
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// virtual bool GetGameInfo(char *infoBuffer, int bufferSize) = 0;
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//
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// // tells the engine our userID
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// virtual void SetTrackerUserID(int trackerID, const char *trackerName) = 0;
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//
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// // this next section could probably moved to another interface
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// // iterates users
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// // returns the number of user
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// virtual int GetPlayerCount() = 0;
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//
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// // returns a playerID for a player
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// // playerIndex is in the range [0, GetPlayerCount)
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// virtual unsigned int GetPlayerFriendsID(int playerIndex) = 0;
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//
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// // gets the in-game name of another user, returns NULL if that user doesn't exists
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// virtual const char *GetPlayerName(int friendsID) = 0;
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//
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// // gets the friends name of a player
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// virtual const char *GetPlayerFriendsName(int friendsID) = 0;
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//};
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//
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//#define RUNGAMEENGINE_INTERFACE_VERSION_OLD "RunGameEngine004"
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//
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//#ifndef _XBOX
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//EXPOSE_SINGLE_INTERFACE(CRunGameEngine, IRunGameEngine_Old, RUNGAMEENGINE_INTERFACE_VERSION_OLD);
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//#endif
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//}
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