Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "IRunGameEngine.h"
#include "EngineInterface.h"
#include "tier1/strtools.h"
#include "IGameUIFuncs.h"
#include "tier1/convar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Interface to running the engine from the UI dlls
//-----------------------------------------------------------------------------
class CRunGameEngine : public IRunGameEngine
{
public:
// Returns true if the engine is running, false otherwise.
virtual bool IsRunning()
{
return true;
}
// Adds text to the engine command buffer. Only works if IsRunning()
// returns true on success, false on failure
virtual bool AddTextCommand(const char *text)
{
engine->ClientCmd_Unrestricted((char *)text);
return true;
}
// runs the engine with the specified command line parameters. Only works if !IsRunning()
// returns true on success, false on failure
virtual bool RunEngine(const char *gameName, const char *commandLineParams)
{
return false;
}
virtual bool RunEngine2(const char *gameDir, const char *commandLineParams, bool isSourceGame)
{
return false;
}
virtual ERunResult RunEngine( int iAppID, const char *gameDir, const char *commandLineParams )
{
return k_ERunResultOkay;
}
// returns true if the player is currently connected to a game server
virtual bool IsInGame()
{
return engine->GetLevelName() && strlen(engine->GetLevelName()) > 0;
}
// gets information about the server the engine is currently connected to
// returns true on success, false on failure
virtual bool GetGameInfo(char *infoBuffer, int bufferSize)
{
//!! need to implement
return false;
}
virtual void SetTrackerUserID(int trackerID, const char *trackerName)
{
gameuifuncs->SetFriendsID(trackerID, trackerName);
// update the player's name if necessary
ConVarRef name( "name" );
if ( name.IsValid() && trackerName && *trackerName && !Q_strcmp( name.GetString(), "unnamed" ) )
{
name.SetValue(trackerName);
}
}
// iterates users
// returns the number of user
virtual int GetPlayerCount()
{
return engine->GetMaxClients();
}
// returns a playerID for a player
// playerIndex is in the range [0, GetPlayerCount)
virtual unsigned int GetPlayerFriendsID(int playerIndex)
{
player_info_t pi;
if ( engine->GetPlayerInfo(playerIndex, &pi ) )
return pi.friendsID;
return 0;
}
// gets the in-game name of another user, returns NULL if that user doesn't exists
virtual const char *GetPlayerName(int trackerID, char *name, int namelen)
{
// find the player by their friendsID
player_info_t pi;
for (int i = 0; i < engine->GetMaxClients(); i++)
{
if (engine->GetPlayerInfo(i, &pi ))
{
if (pi.friendsID == (uint)trackerID)
{
Q_strncpy( name, pi.name, namelen );
return name;
}
}
}
return NULL;
}
virtual const char *GetPlayerFriendsName(int trackerID, char *name, int namelen)
{
// find the player by their friendsID
player_info_t pi;
for (int i = 0; i < engine->GetMaxClients(); i++)
{
if (engine->GetPlayerInfo(i, &pi ))
{
if (pi.friendsID == (uint)trackerID)
{
Q_strncpy( name, pi.friendsName, namelen );
return name;
}
}
}
return NULL;
}
// return the build number of the engine
virtual unsigned int GetEngineBuildNumber()
{
return engine->GetEngineBuildNumber();
}
// return the product version of the mod being played (comes from steam.inf)
virtual const char *GetProductVersionString()
{
return engine->GetProductVersionString();
}
};
EXPOSE_SINGLE_INTERFACE(CRunGameEngine, IRunGameEngine, RUNGAMEENGINE_INTERFACE_VERSION);
//namespace
//{
////-----------------------------------------------------------------------------
//// Purpose: Interface to running the game engine
////-----------------------------------------------------------------------------
//abstract_class IRunGameEngine_Old : public IBaseInterface
//{
//public:
// // Returns true if the engine is running, false otherwise.
// virtual bool IsRunning() = 0;
//
// // Adds text to the engine command buffer. Only works if IsRunning()
// // returns true on success, false on failure
// virtual bool AddTextCommand(const char *text) = 0;
//
// // runs the engine with the specified command line parameters. Only works if !IsRunning()
// // returns true on success, false on failure
// virtual bool RunEngine(const char *gameDir, const char *commandLineParams) = 0;
//
// // returns true if the player is currently connected to a game server
// virtual bool IsInGame() = 0;
//
// // gets information about the server the engine is currently ctrue on success, false on failure
// virtual bool GetGameInfo(char *infoBuffer, int bufferSize) = 0;
//
// // tells the engine our userID
// virtual void SetTrackerUserID(int trackerID, const char *trackerName) = 0;
//
// // this next section could probably moved to another interface
// // iterates users
// // returns the number of user
// virtual int GetPlayerCount() = 0;
//
// // returns a playerID for a player
// // playerIndex is in the range [0, GetPlayerCount)
// virtual unsigned int GetPlayerFriendsID(int playerIndex) = 0;
//
// // gets the in-game name of another user, returns NULL if that user doesn't exists
// virtual const char *GetPlayerName(int friendsID) = 0;
//
// // gets the friends name of a player
// virtual const char *GetPlayerFriendsName(int friendsID) = 0;
//};
//
//#define RUNGAMEENGINE_INTERFACE_VERSION_OLD "RunGameEngine004"
//
//#ifndef _XBOX
//EXPOSE_SINGLE_INTERFACE(CRunGameEngine, IRunGameEngine_Old, RUNGAMEENGINE_INTERFACE_VERSION_OLD);
//#endif
//}