/* * Copyright © Michael Smith * Copyright © Willian Henrique * Copyright © Hayden K * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY * AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM * LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */ #include // used in generated code #include // " #include "abi.h" // for NVDTOR use in gamedata generated code #include "con_.h" #include "engineapi.h" #include "gamedata.h" #include "gameinfo.h" #include "gametype.h" #include "intdefs.h" #include "langext.h" #include "mem.h" // " #include "os.h" #include "vcall.h" #include "x86.h" u32 _gametype_tag = 0; // declared in gametype.h but seems sensible enough here ifacefactory factory_client = 0, factory_server = 0, factory_engine = 0, factory_inputsystem = 0; struct VEngineClient *engclient; struct VEngineServer *engserver; struct IServerGameDLL *srvdll; DECL_VFUNC(void, struct CGlobalVars *, GetGlobalVars, 1) // seems very stable struct CGlobalVars *globalvars; struct IInputSystem *inputsystem; struct CEngineVGui *vgui; struct CServerPlugin *pluginhandler; DECL_VFUNC_DYN(struct IServerGameDLL, struct ServerClass *, GetAllServerClasses) #include // generated by build/mkentprops.c #include // generated by build/mkgamedata.c bool engineapi_init(int pluginver) { // set up all these interfaces first, so con_detect can use them (currently // it just uses engclient for OE, and arguably that usage should also be // moved out of con_detect, but whatever, it'll do.) pluginhandler = factory_engine("ISERVERPLUGINHELPERS001", 0); if (engclient = factory_engine("VEngineClient015", 0)) { _gametype_tag |= _gametype_tag_Client015; } else if (engclient = factory_engine("VEngineClient014", 0)) { _gametype_tag |= _gametype_tag_Client014; } else if (engclient = factory_engine("VEngineClient013", 0)) { _gametype_tag |= _gametype_tag_Client013; } else if (engclient = factory_engine("VEngineClient012", 0)) { _gametype_tag |= _gametype_tag_Client012; } if (engserver = factory_engine("VEngineServer021", 0)) { _gametype_tag |= _gametype_tag_Server021; } else if (engserver = factory_engine("VEngineServer022", 0)) { //_gametype_tag |= _gametype_tag_Server022; // not needed yet } // else if (engserver = others as needed...) { // } void *pim = factory_server("PlayerInfoManager002", 0); if (pim) globalvars = GetGlobalVars(pim); vgui = factory_engine("VEngineVGui001", 0); // TODO(compat): add this back when there's gamedata for 009 (no point atm) /*if (srvdll = factory_server("ServerGameDLL009", 0)) { _gametype_tag |= _gametype_tag_SrvDLL009; }*/ if (srvdll = factory_server("ServerGameDLL005", 0)) { _gametype_tag |= _gametype_tag_SrvDLL005; } if_cold (!con_detect(pluginver)) return false; initgamedata(); con_init(); // rest of console setup requires having gamedata in place if_cold (!gameinfo_init()) { con_disconnect(); return false; } return true; } void engineapi_lateinit() { // from AM L4D2 SDK headers: // > SENDPROP_VECTORELEM makes [the offset] negative to start with so we // > can detect that and set the SPROP_IS_VECTOR_ELEM flag. // by doing this at the deferred stage, we avoid having to abs() everything if (srvdll && has_vtidx_GetAllServerClasses && has_sz_SendProp && has_off_SP_varname && has_off_SP_type && has_off_SP_offset && has_DPT_DataTable) { initentprops(GetAllServerClasses(srvdll)); } } // vi: sw=4 ts=4 noet tw=80 cc=80