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/*
* Copyright © Michael Smith <mikesmiffy128@gmail.com>
* Copyright © Willian Henrique <wsimanbrazil@yahoo.com.br>
* Copyright © Hayden K <imaciidz@gmail.com>
*
* 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 <stdlib.h> // used in generated code
#include <string.h> // "
#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 <entpropsinit.gen.h> // generated by build/mkentprops.c
#include <gamedatainit.gen.h> // 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
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