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012a2c600c
--HG-- extra : convert_revision : svn%3Ac2935e3e-5518-0410-8daf-afa5dab7d4e3/trunk%40340
120 lines
3.1 KiB
C++
120 lines
3.1 KiB
C++
/* ======== SourceMM ========
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* Copyright (C) 2004-2007 Metamod:Source Development Team
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* No warranties of any kind
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*
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* License: zlib/libpng
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*
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* Author(s): David "BAILOPAN" Anderson
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* ============================
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*/
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#ifndef _INCLUDE_SOURCEMM_H
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#define _INCLUDE_SOURCEMM_H
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/**
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* @brief SourceMM main functionality for GameDLL interception
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* @file sourcemm.h
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*/
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#include <string>
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#include <interface.h>
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#include <eiface.h>
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#include <sourcehook/sourcehook_impl.h>
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#include <sourcehook/sourcehook.h>
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#include "ISmmAPI.h"
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#include "CPlugin.h"
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#include "oslink.h"
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#include "util.h"
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#include "svn_version.h"
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/**
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* Versioning
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* increase api_major when API breaks
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* increase api_minor when new functions are added (non-breaking)
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*/
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#define SOURCEMM_VERSION SVN_FILE_VERSION_STRING
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#define SOURCEMM_DATE __DATE__
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#define SM_VERS_API_MAJOR 1 //increase this on a breaking change
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#define SM_VERS_API_MINOR 5 //increase this on a non-breaking API change
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//We need a good CServerGameDLL version to work properly. We support these inclusively.
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#define MIN_GAMEDLL_VERSION 3
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#define MAX_GAMEDLL_VERSION 8
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/**
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* @brief Entry point for HL2 Engine
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*/
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SMM_API void *CreateInterface(const char *name, int *code);
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/** @brief Wrapper to catch GameDLL calls */
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void *EngineFactory(const char *name, int *code);
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/** @brief Wrapper to catch GameDLL calls */
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void *PhysicsFactory(const char *name, int *code);
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/** @brief Wrapper to catch GameDLL calls */
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void *FileSystemFactory(const char *name, int *code);
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/** @brief Loads all plugins found in a file */
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int LoadPluginsFromFile(const char *file);
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/** @brief Logs a message to the standard log file */
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void LogMessage(const char *msg, ...);
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/** @brief Stores information about the GameDLL */
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struct GameDllInfo
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{
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bool loaded;
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HINSTANCE lib;
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CreateInterfaceFn factory;
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IServerGameDLL *pGameDLL;
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IServerGameClients *pGameClients;
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};
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/** @brief Stores information about the HL2 Engine pointers */
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struct EngineInfo
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{
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EngineInfo() : loaded(false),
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engineFactory(NULL), physicsFactory(NULL), fileSystemFactory(NULL),
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pGlobals(NULL), icvar(NULL), engine(NULL)
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{ };
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bool loaded;
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CreateInterfaceFn engineFactory;
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CreateInterfaceFn physicsFactory;
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CreateInterfaceFn fileSystemFactory;
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CGlobalVars *pGlobals;
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ICvar *icvar;
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IVEngineServer *engine;
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};
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/** @brief Global variable for GameDLL info */
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extern GameDllInfo g_GameDll;
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/** @brief Global variable for Engine info */
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extern EngineInfo g_Engine;
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/** @brief Global singleton for SourceHook */
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extern SourceHook::CSourceHookImpl g_SourceHook;
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/** @brief Mod path (important!)*/
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extern SourceHook::String g_ModPath;
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/** @brief Path to server binary */
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extern SourceHook::String g_BinPath;
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/** @brief Global variable for SourceHook macros */
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extern SourceHook::ISourceHook *g_SHPtr;
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/** @brief We have our own internal plugin id... */
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extern PluginId g_PLID;
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/** @brief ServerGameDLL version that is currently loaded */
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extern int g_GameDllVersion;
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extern bool bGameInit;
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/** @brief Global CallClass for IServerGameDLL */
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extern SourceHook::CallClass<IServerGameDLL> *g_GameDllPatch;
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#endif //_INCLUDE_SOURCEMM_H
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