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#pragma once
#include "convar.h"

// cmd.h
enum class ECommandTarget_t
{
	CBUF_FIRST_PLAYER = 0,
	CBUF_LAST_PLAYER = 1, // MAX_SPLITSCREEN_CLIENTS - 1, MAX_SPLITSCREEN_CLIENTS = 2
	CBUF_SERVER = CBUF_LAST_PLAYER + 1,

	CBUF_COUNT,
};

enum class cmd_source_t
{
	// Added to the console buffer by gameplay code.  Generally unrestricted.
	kCommandSrcCode,

	// Sent from code via engine->ClientCmd, which is restricted to commands visible
	// via FCVAR_CLIENTCMD_CAN_EXECUTE.
	kCommandSrcClientCmd,

	// Typed in at the console or via a user key-bind.  Generally unrestricted, although
	// the client will throttle commands sent to the server this way to 16 per second.
	kCommandSrcUserInput,

	// Came in over a net connection as a clc_stringcmd
	// host_client will be valid during this state.
	//
	// Restricted to FCVAR_GAMEDLL commands (but not convars) and special non-ConCommand
	// server commands hardcoded into gameplay code (e.g. "joingame")
	kCommandSrcNetClient,

	// Received from the server as the client
	//
	// Restricted to commands with FCVAR_SERVER_CAN_EXECUTE
	kCommandSrcNetServer,

	// Being played back from a demo file
	//
	// Not currently restricted by convar flag, but some commands manually ignore calls
	// from this source.  FIXME: Should be heavily restricted as demo commands can come
	// from untrusted sources.
	kCommandSrcDemoFile,

	// Invalid value used when cleared
	kCommandSrcInvalid = -1
};

typedef ECommandTarget_t (*Cbuf_GetCurrentPlayerType)();
extern Cbuf_GetCurrentPlayerType Cbuf_GetCurrentPlayer;

// compared to the defs i've seen, this is missing an arg, it could be nTickInterval or source, not sure, guessing it's source
typedef void (*Cbuf_AddTextType)(ECommandTarget_t eTarget, const char* text, cmd_source_t source);
extern Cbuf_AddTextType Cbuf_AddText;

typedef void (*Cbuf_ExecuteType)();
extern Cbuf_ExecuteType Cbuf_Execute;

// cengine stuff
enum EngineQuitState
{
	QUIT_NOTQUITTING = 0,
	QUIT_TODESKTOP,
	QUIT_RESTART
};

enum EngineState_t
{
	DLL_INACTIVE = 0, // no dll
	DLL_ACTIVE, // engine is focused
	DLL_CLOSE, // closing down dll
	DLL_RESTART, // engine is shutting down but will restart right away
	DLL_PAUSED, // engine is paused, can become active from this state
};

class CEngine
{
  public:
	virtual void unknown() {} // unsure if this is where
	virtual bool Load(bool dedicated, const char* baseDir) {}
	virtual void Unload() {}
	virtual void SetNextState(EngineState_t iNextState) {}
	virtual EngineState_t GetState() {}
	virtual void Frame() {}
	virtual double GetFrameTime() {}
	virtual float GetCurTime() {}

	EngineQuitState m_nQuitting;
	EngineState_t m_nDllState;
	EngineState_t m_nNextDllState;
	double m_flCurrentTime;
	float m_flFrameTime;
	double m_flPreviousTime;
	float m_flFilteredTime;
	float m_flMinFrameTime; // Expected duration of a frame, or zero if it is unlimited.
};

extern CEngine* g_pEngine;

enum server_state_t
{
	ss_dead = 0, // Dead
	ss_loading, // Spawning
	ss_active, // Running
	ss_paused, // Running, but paused
};

extern server_state_t* sv_m_State;

// server entity stuff
typedef void* (*Server_GetEntityByIndexType)(int index);
extern Server_GetEntityByIndexType Server_GetEntityByIndex;

// auth
extern char* g_LocalPlayerUserID;
extern char* g_LocalPlayerOriginToken;

// misc stuff

typedef void* (*GetBaseLocalClientType)();
extern GetBaseLocalClientType GetBaseLocalClient;

void InitialiseEngineGameUtilFunctions(HMODULE baseAddress);
void InitialiseServerGameUtilFunctions(HMODULE baseAddress);