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GameMessageHandler.hpp
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//
// Copyright © 2003-2010, by YaPB Development Team. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
// GameMessageHandler.hpp
//
// Class: GameMessageHandler
//
// Description: Handles Messages sent from the Server to a Clients.
//
// Version: $ID:$
//
#if defined COMPILER_VISUALC && COMPILER_VISUALC > 1000
# pragma once
#endif // if defined COMPILER_VISUALC && COMPILER_VISUALC > 1000
#ifndef GAME_MESSAGE_HANDLER_INCLUDED
#define GAME_MESSAGE_HANDLER_INCLUDED
class GameMessageHandler
{
friend GameMessageHandlerManager;
DECLARE_CLASS_WITHOUT_BASE (GameMessageHandler);
//
// Group: Protected members.
//
protected:
static unsigned char m_state; // Message state, with which the execution will be begun. (1 - based)
#if 0
/// @todo WORK WITH MESSAGES AFTER STORE IT'S BUFFER!!!
union /* Unnamed */
{
HalfLifeEngine::SDK::TypeDefinitions::GameMessageBuffer_t buffer; // Raw message buffer.
HalfLifeEngine::SDK::Structures::UserMessages::AmmoPickup_t ammoPickup;
HalfLifeEngine::SDK::Structures::UserMessages::AmmoX_t ammoX;
HalfLifeEngine::SDK::Structures::UserMessages::CurWeapon_t currentWeapon;
HalfLifeEngine::SDK::Structures::UserMessages::Damage_t damage;
HalfLifeEngine::SDK::Structures::UserMessages::ScreenShake_t screenShake;
HalfLifeEngine::SDK::Structures::UserMessages::ScreenFade_t screenFade; // Error: C2621
HalfLifeEngine::SDK::Structures::UserMessages::ShowMenu_t showMenu;
HalfLifeEngine::SDK::Structures::UserMessages::StatusIcon_t statusIcon;
HalfLifeEngine::SDK::Structures::UserMessages::ReloadSound_t reloadSound;
HalfLifeEngine::SDK::Structures::UserMessages::TeamInfo_t teamInfo;
HalfLifeEngine::SDK::Structures::UserMessages::TextMsg_t text;
HalfLifeEngine::SDK::Structures::UserMessages::VGUIMenu_t VGUIMenu;
} m_message;
#endif // if 0
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler (const unsigned char state = 1u) { m_state = state; }
virtual inline ~GameMessageHandler (void) { /* VOID */ }
//
// Group: Private operators.
//
private:
inline GameMessageHandler &operator = (const GameMessageHandler &/*right*/); // Avoid "warning C4512: 'GameMessageHandler' : assignment operator could not be generated".
//
// Group: Functions.
//
public:
virtual void Execute (const void *const pointer) =/*>*/ 0;
virtual inline void Begin (const HalfLifeEngine::SDK::Constants::MessageDestination_t/* destination*/, const Math::Vector3D *const/* origin*/, HalfLifeEngine::SDK::Classes::Edict *const/* to*/)
{
m_state = 1u; // Reset network message state.
EnableForwards (); // Tell DLL to forward required 'Write*' functions....
}
virtual inline void End (void)
{
DisableForwards (); // Stop DLL forwarding....
}
virtual inline void WriteByte (const unsigned char value) { Execute (&value); }//=/*>*/ 0;
virtual inline void WriteCharacter (const char character) { Execute (&character); }//=/*>*/ 0;
virtual inline void WriteShort (const short value) { Execute (&value); }//=/*>*/ 0;
virtual inline void WriteLong (const int value) { Execute (&value); }//=/*>*/ 0;
virtual inline void WriteAngle (const float value) { Execute (&value); }//=/*>*/ 0;
virtual inline void WriteCoord (const float value) { Execute (&value); }//=/*>*/ 0;
virtual inline void WriteString (const char *const string) { Execute (IsNullString (string) ? "" : string); }//=/*>*/ 0;
virtual inline void WriteEntity (const unsigned short entityIndex) { Execute (&entityIndex); }//=/*>*/ 0;
virtual inline void EnableForwards (void)
{
// Tell DLL to forward required 'Write*' functions....
HalfLifeEngine::Globals::g_halfLifeEngine->HookEngineAPIWriteByteFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->HookEngineAPIWriteCharFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->HookEngineAPIWriteShortFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->HookEngineAPIWriteLongFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->HookEngineAPIWriteAngleFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->HookEngineAPIWriteCoordFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->HookEngineAPIWriteStringFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->HookEngineAPIWriteEntityFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->HookEngineAPIMessageEndFunction ();
}
virtual inline void DisableForwards (void)
{
// Stop DLL forwarding....
HalfLifeEngine::Globals::g_halfLifeEngine->UnhookEngineAPIWriteByteFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->UnhookEngineAPIWriteCharFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->UnhookEngineAPIWriteShortFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->UnhookEngineAPIWriteLongFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->UnhookEngineAPIWriteAngleFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->UnhookEngineAPIWriteCoordFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->UnhookEngineAPIWriteStringFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->UnhookEngineAPIWriteEntityFunction ();
HalfLifeEngine::Globals::g_halfLifeEngine->UnhookEngineAPIMessageEndFunction ();
}
};
template <typename clientType> class GameMessageHandler_For : public GameMessageHandler
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler, GameMessageHandler_For);
//
// Group: Type definitions.
//
public:
typedef clientType ClientType_t;
//
// Group: Protected members.
//
protected:
/*static - @todo !!! */clientType *const m_client; // Message owner (client to which this message is sent).
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_For (clientType *const to, const unsigned char state = 1u) :
GameMessageHandler (state),
m_client (to)
{
// Reliability check.
InternalAssert (to->IsValid ()); // OCCURS ON KICKING BOT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
}
};
typedef GameMessageHandler_For <Client> GameMessageHandler_ForClient;
typedef GameMessageHandler_For <Human> GameMessageHandler_ForHuman;
typedef GameMessageHandler_For <YaPB> GameMessageHandler_ForYaPB;
class GameMessageHandler_ForClient_AmmoPickup : public GameMessageHandler_ForClient
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler_ForClient, GameMessageHandler_ForClient_AmmoPickup);
//
// Group: Private members.
//
private:
HalfLifeEngine::SDK::Constants::WeaponID_t m_ammoID;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ForClient_AmmoPickup (Client *const to) : GameMessageHandler_ForClient (to) { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
};
class GameMessageHandler_ForClient_AmmoX : public GameMessageHandler_ForClient
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler_ForClient, GameMessageHandler_ForClient_AmmoX);
//
// Group: Private members.
//
private:
HalfLifeEngine::SDK::Constants::WeaponID_t m_ammoID;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ForClient_AmmoX (Client *const to) : GameMessageHandler_ForClient (to) { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
};
class GameMessageHandler_ForClient_CurrentWeapon : public GameMessageHandler_ForClient
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler_ForClient, GameMessageHandler_ForClient_CurrentWeapon);
//
// Group: Private members.
//
private:
bool m_weaponState;
HalfLifeEngine::SDK::Constants::WeaponID_t m_weaponID;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ForClient_CurrentWeapon (Client *const to) : GameMessageHandler_ForClient (to) { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
};
class GameMessageHandler_ForYaPB_Damage : public GameMessageHandler_ForYaPB
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler_ForYaPB, GameMessageHandler_ForYaPB_Damage);
//
// Group: Private members.
//
private:
unsigned char m_damageArmor;
unsigned short m_damageTaken;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ForYaPB_Damage (YaPB *const to) : GameMessageHandler_ForYaPB (to) { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
};
class GameMessageHandler_ForYaPB_ScreenShake : public GameMessageHandler_ForYaPB
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler_ForYaPB, GameMessageHandler_ForYaPB_ScreenShake);
//
// Group: Private members.
//
private:
unsigned short m_amplitude, m_duration;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ForYaPB_ScreenShake (YaPB *const to) : GameMessageHandler_ForYaPB (to) { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
};
class GameMessageHandler_ForYaPB_ScreenFade : public GameMessageHandler_ForYaPB
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler_ForYaPB, GameMessageHandler_ForYaPB_ScreenFade);
//
// Group: Private members.
//
private:
ColorWithAlpha <> m_fadeColor;
bool m_isStayOut;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ForYaPB_ScreenFade (YaPB *const to) : GameMessageHandler_ForYaPB (to) { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
};
struct ShowMenu_t
{
HalfLifeEngine::SDK::Constants::Menu::KeyBit_t validSlots;
char lifeTime;
bool isNeedMore;
/// @todo !!! typedef StaticString <HalfLifeEngine::SDK::Constants::MaximumMenuFullStringLength> StringType_t;
typedef DynamicString StringType_t;
static StringType_t fullString;
};
class GameMessageHandler_ShowMenu : public GameMessageHandler
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler, GameMessageHandler_ShowMenu);
//
// Group: Private members.
//
private:
ShowMenu_t m_information;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ShowMenu (void) : GameMessageHandler () { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
inline void WriteCharacter (const char character)
{
// Not a string?
if (m_state != 4u)
{
// Call this function in base class....
BaseClass::WriteCharacter (character);
return;
}
// Reliability check.
InternalAssert (m_information.isNeedMore == true);
if (character != '\0')
m_information.fullString += character;
}
};
class GameMessageHandler_ForHuman_ShowMenu : public GameMessageHandler_ForHuman
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler_ForHuman, GameMessageHandler_ForHuman_ShowMenu);
//
// Group: Private members.
//
private:
ShowMenu_t m_information;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ForHuman_ShowMenu (Human *const to) : GameMessageHandler_ForHuman (to) { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
inline void WriteCharacter (const char character)
{
// Not a string?
if (m_state != 4u)
{
// Call this function in base class....
BaseClass::WriteCharacter (character);
return;
}
// Reliability check.
InternalAssert (m_information.isNeedMore == true);
if (character != '\0')
m_information.fullString += character;
}
};
class GameMessageHandler_ForYaPB_ShowMenu : public GameMessageHandler_ForYaPB
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler_ForYaPB, GameMessageHandler_ForYaPB_ShowMenu);
//
// Group: Private members.
//
private:
ShowMenu_t m_information;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ForYaPB_ShowMenu (YaPB *const to) : GameMessageHandler_ForYaPB (to) { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
inline void WriteCharacter (const char character)
{
// Not a string?
if (m_state != 4u)
{
// Call this function in base class....
BaseClass::WriteCharacter (character);
return;
}
// Reliability check.
InternalAssert (m_information.isNeedMore == true);
if (character != '\0')
m_information.fullString += character;
}
};
class GameMessageHandler_ForYaPB_StatusIcon : public GameMessageHandler_ForYaPB
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler_ForYaPB, GameMessageHandler_ForYaPB_StatusIcon);
//
// Group: Private members.
//
private:
HalfLifeEngine::SDK::Constants::StatusIcon_StatusType_t m_status;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ForYaPB_StatusIcon (YaPB *const to) : GameMessageHandler_ForYaPB (to) { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
};
class GameMessageHandler_ForYaPB_ReloadSound : public GameMessageHandler_ForYaPB
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler_ForYaPB, GameMessageHandler_ForYaPB_ReloadSound);
//
// Group: Private members.
//
private:
unsigned char m_volume;
bool m_isNotShotgun;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ForYaPB_ReloadSound (YaPB *const to) : GameMessageHandler_ForYaPB (to) { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
};
class GameMessageHandler_TeamInfo : public GameMessageHandler
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler, GameMessageHandler_TeamInfo);
//
// Group: Private members.
//
private:
unsigned char m_playerEdictIndex;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_TeamInfo (void) : GameMessageHandler () { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
};
class GameMessageHandler_Text : public GameMessageHandler
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler, GameMessageHandler_Text);
//
// Group: Private members.
//
private:
DynamicString m_message;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_Text (void) : GameMessageHandler () { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
};
class GameMessageHandler_ForYaPB_Text : public GameMessageHandler_ForYaPB
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler_ForYaPB, GameMessageHandler_ForYaPB_Text);
//
// Group: Private members.
//
private:
DynamicString m_message;
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ForYaPB_Text (YaPB *const to) : GameMessageHandler_ForYaPB (to) { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
};
class GameMessageHandler_ForYaPB_VGUIMenu : public GameMessageHandler_ForYaPB
{
DECLARE_CLASS_WITH_BASE (GameMessageHandler_ForYaPB, GameMessageHandler_ForYaPB_VGUIMenu);
//
// Group: (Con/De)structors.
//
public:
inline GameMessageHandler_ForYaPB_VGUIMenu (YaPB *const to) : GameMessageHandler_ForYaPB (to) { /* VOID */ }
//
// Group: Functions.
//
public:
void Execute (const void *const pointer);
};
#endif // ifndef GAME_MESSAGE_HANDLER_INCLUDED