mirror of
https://github.com/alliedmodders/metamod-source.git
synced 2024-11-29 11:24:19 +01:00
05226d7799
1) Fixed amb93: Improved mod path detection. 2) Fixed various rare string inconsistencies. 3) Updated changelog 4) Other various internal things that don't matter much :o --HG-- extra : convert_revision : svn%3Ac2935e3e-5518-0410-8daf-afa5dab7d4e3/trunk%40349
410 lines
12 KiB
C++
410 lines
12 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_ISMM_PLUGIN_H
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#define _INCLUDE_ISMM_PLUGIN_H
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/**
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* @brief Plugin API interface
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* @file ISmmPlugin.h
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*/
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#include <interface.h>
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#include <sourcehook/sourcehook.h>
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#include "ISmmAPI.h"
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#define PLAPI_VERSION 10
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#define PLAPI_NAME "ISmmPlugin"
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class ISmmAPI;
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class ISmmPlugin
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{
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public:
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virtual int GetApiVersion() { return PLAPI_VERSION; }
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virtual ~ISmmPlugin() { }
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public:
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/**
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* @brief Called on plugin load.
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* NOTE - As of API 7, this is called as DLLInit() executes - after the parameters are known, but before
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* the original GameDLL function is called. Therefore, you cannot hook it, but you don't need to -
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* Load() is basically your hook.
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* NOTE - As of API 7, you can override factories before the engine and gamedll exchange them.
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* However, take care to note that if your plugin is unloaded, and the gamedll/engine have cached
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* an interface you've passed, something will definitely crash. Be careful.
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*
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* @param id Internal id of plugin. Saved globally by PLUGIN_SAVEVARS()
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* @param ismm External API for SourceMM. Saved globally by PLUGIN_SAVEVARS()
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* @param list Contains a list of factories. Hook a factory call by setting one equal to your own function.
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* @param late Set to true if your plugin was loaded late (not at server load).
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* @param error Error message buffer
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* @param maxlen Size of error message buffer
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* @return True if successful, return false to reject the load.
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*/
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virtual bool Load(PluginId id, ISmmAPI *ismm, char *error, size_t maxlength, bool late) =0;
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/**
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* @brief Called when your plugin is "queried". This is useful for rejecting a loaded
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* state. For example, if your plugin wants to stop operating, it can simply return
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* false and copy an error message. This will notify other plugins or MM:S of something
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* bad that happened. NOTE - MM:S will not cache the return state, so if you return false,
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* your plugin will not actually be paused or unloaded. This callback will be called when:
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* - Another plugin requests it
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* - Someone types "meta list", it will show up as "REFUSED"
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* - When Metamod need to re-check the plugin's status
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* - If the plugin does something like overload a factory, Metamod will make sure the Query() returns true
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* before calling it.
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* Also note that this query will only override Metamod when the plugin is running and not paused.
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*
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* @param error Buffer for error message. This can be NULL!
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* @param maxlen Maximum length of error buffer.
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* @return Status code - true for okay, false for badness.
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*/
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virtual bool QueryRunning(char *error, size_t maxlen)
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{
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return true;
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}
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/**
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* @brief Called on plugin unload. You can return false if you know your plugin
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* is not capable of restoring critical states it modifies.
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*
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* @param error Error message buffer
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* @param maxlen Size of error message buffer
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* @return True on success, return false to request no unload.
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*/
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virtual bool Unload(char *error, size_t maxlen)
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{
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return true;
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}
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/** @brief Called on plugin pause.
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*
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* @param error Error message buffer
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* @param maxlen Size of error message buffer
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* @return True on success, return false to request no pause.
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*/
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virtual bool Pause(char *error, size_t maxlen)
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{
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return true;
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}
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/** @brief Called on plugin unpause.
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*
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* @param error Error message buffer
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* @param maxlen Size of error message buffer
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* @return True on success, return false to request no unpause.
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*/
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virtual bool Unpause(char *error, size_t maxlen)
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{
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return true;
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}
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public:
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/** @brief Return author as string */
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virtual const char *GetAuthor() =0;
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/** @brief Return plugin name as string */
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virtual const char *GetName() =0;
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/** @brief Return a description as string */
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virtual const char *GetDescription() =0;
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/** @brief Return a URL as string */
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virtual const char *GetURL() =0;
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/** @brief Return quick license code as string */
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virtual const char *GetLicense() =0;
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/** @brief Return version as string */
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virtual const char *GetVersion() =0;
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/** @brief Return author as string */
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virtual const char *GetDate() =0;
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/** @brief Return author as string */
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virtual const char *GetLogTag() =0;
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public:
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/**
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* @brief Called when all plugins have been loaded - API version 4
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*
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* This is useful for knowing when it's safe to request things another plugin might have.
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* NOTE for API 7 - This is called after DLLInit().
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*/
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virtual void AllPluginsLoaded()
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{
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}
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};
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/**
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* @brief Added in 1.1 so plugins could listen to specific events
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*/
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class IMetamodListener
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{
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public:
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virtual ~IMetamodListener() { }
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public:
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/**
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* @brief Called when a plugin is loaded.
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*
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* @param id Id of the plugin.
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*/
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virtual void OnPluginLoad(PluginId id) { }
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/**
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* @brief Called when a plugin is unloaded.
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*
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* @param id Id of the plugin.
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*/
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virtual void OnPluginUnload(PluginId id) { }
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/**
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* @brief Called when a plugin is paused.
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*
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* @param id Id of the plugin.
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*/
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virtual void OnPluginPause(PluginId id) { }
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/**
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* @brief Called when a plugin is unpaused.
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*
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* @param id Id of the plugin.
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*/
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virtual void OnPluginUnpause(PluginId id) { }
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/**
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* @brief Called when the level is loaded (after GameInit, before ServerActivate).
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*
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* To override this, hook IServerGameDLL::LevelInit().
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*
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* @param pMapName Name of the map.
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* @param pMapEntities Lump string of the map entities, in KeyValue format.
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* @param pOldLevel Unknown.
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* @param pLandmarkName Unknown.
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* @param loadGame Unknown.
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* @param background Unknown.
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*/
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virtual void OnLevelInit(char const *pMapName, char const *pMapEntities, char const *pOldLevel, char const *pLandmarkName, bool loadGame, bool background) { }
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/**
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* @brief Called when the level is shut down. May be called more than once.
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*/
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virtual void OnLevelShutdown() { }
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/**
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* @brief Called when engineFactory() is used through Metamod:Source's wrapper.
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* This can be used to provide interfaces to other plugins or the GameDLL.
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*
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* If ret is passed, you should fill it with IFACE_OK or IFACE_FAILED.
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*
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* @param iface Interface string.
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* @param ret Optional pointer to store return code.
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* @return Generic pointer to the interface, or NULL if not found.
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*/
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virtual void *OnEngineQuery(const char *iface, int *ret)
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{
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if (ret)
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{
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*ret = IFACE_FAILED;
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}
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return NULL;
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}
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/**
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* @brief Called when the physics factory is used through Metamod:Source's wrapper.
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* This can be used to provide interfaces to other plugins.
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*
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* If ret is passed, you should fill it with IFACE_OK or IFACE_FAILED.
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*
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* @param iface Interface string.
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* @param ret Optional pointer to store return code.
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* @return Generic pointer to the interface, or NULL if not found.
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*/
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virtual void *OnPhysicsQuery(const char *iface, int *ret)
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{
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if (ret)
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{
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*ret = IFACE_FAILED;
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}
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return NULL;
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}
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/**
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* @brief Called when the filesystem factory is used through Metamod:Source's wrapper.
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* This can be used to provide interfaces to other plugins.
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*
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* If ret is passed, you should fill it with IFACE_OK or IFACE_FAILED.
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*
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* @param iface Interface string.
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* @param ret Optional pointer to store return code.
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* @return Generic pointer to the interface, or NULL if not found.
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*/
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virtual void *OnFileSystemQuery(const char *iface, int *ret)
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{
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if (ret)
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{
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*ret = IFACE_FAILED;
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}
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return NULL;
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}
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/**
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* @brief Called when the server DLL's factory is used through Metamod:Source's wrapper.
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* This can be used to provide interfaces to other plugins.
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*
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* If ret is passed, you should fill it with IFACE_OK or IFACE_FAILED.
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*
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* @param iface Interface string.
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* @param ret Optional pointer to store return code.
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* @return Generic pointer to the interface, or NULL if not found.
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*/
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virtual void *OnGameDLLQuery(const char *iface, int *ret)
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{
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if (ret)
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{
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*ret = IFACE_FAILED;
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}
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return NULL;
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}
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/**
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* @brief Called when Metamod's own factory is invoked.
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* This can be used to provide interfaces to other plugins.
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*
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* If ret is passed, you should fill it with IFACE_OK or IFACE_FAILED.
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*
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* @param iface Interface string.
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* @param ret Optional pointer to store return code.
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* @return Generic pointer to the interface, or NULL if not found.
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*/
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virtual void *OnMetamodQuery(const char *iface, int *ret)
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{
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if (ret)
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{
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*ret = IFACE_FAILED;
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}
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return NULL;
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}
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/**
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* @brief Called when Metamod:Source acquires a valid IServerPluginCallbacks
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* pointer to be used for hooking by plugins.
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*
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* This will only be called after a call to ISmmAPI::EnableVSPListener().
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* If called before GameInit, this callback will occur before LevelInit.
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* Otherwise, it will be called on the first call after that.
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*
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* This callback is provided to all plugins regardless of which (or how many)
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* called EnableVSPListener(), but only if at least one did in fact enable it.
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*
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* This callback is only available for plugins using API v1:5 (SourceMM 1.4+).
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*
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* @param iface Interface pointer. If NULL, then the VSP listening construct
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* failed to initialize and is not available.
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*/
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virtual void OnVSPListening(IServerPluginCallbacks *iface)
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{
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}
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};
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#define PL_EXPOSURE CreateInterface
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#define PL_EXPOSURE_C "CreateInterface"
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#define PLUGIN_EXPOSE(name, var) \
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ISmmAPI *g_SMAPI = NULL; \
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ISmmPlugin *g_PLAPI = NULL; \
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PluginId g_PLID = (PluginId)0; \
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SourceHook::ISourceHook *g_SHPtr = NULL; \
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SMM_API void *PL_EXPOSURE(const char *name, int *code) { \
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if (name && !strcmp(name, PLAPI_NAME)) { \
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return static_cast<void *>(&var); \
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} \
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return NULL; \
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}
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#define PLUGIN_GLOBALVARS() \
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extern SourceHook::ISourceHook *g_SHPtr; \
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extern ISmmAPI *g_SMAPI; \
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extern ISmmPlugin *g_PLAPI; \
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extern PluginId g_PLID;
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#define PLUGIN_SAVEVARS() \
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g_SMAPI = ismm; \
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g_SHPtr = static_cast<SourceHook::ISourceHook *>(ismm->MetaFactory(MMIFACE_SOURCEHOOK, NULL, NULL)); \
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g_PLAPI = static_cast<ISmmPlugin *>(this); \
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g_PLID = id;
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#define META_LOG g_SMAPI->LogMsg
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#define META_REGCMD(name) g_SMAPI->RegisterConCmdBase(g_PLAPI, name##_command)
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#define META_REGCVAR(var) g_SMAPI->RegisterConCmdBase(g_PLAPI, var)
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#define META_UNREGCMD(name) g_SMAPI->UnregisterConCmdBase(g_PLAPI, name##_command)
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#define META_UNREGCVAR(var) g_SMAPI->UnregisterConCmdBase(g_PLAPI, var)
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#define META_CONPRINT g_SMAPI->ConPrint
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#define META_CONPRINTF g_SMAPI->ConPrintf
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/* Probably should use this up above someday */
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#define CONCMD_VARNAME(name) name##_command
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#if !defined SMM_API
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#if defined __WIN32__ || defined _WIN32 || defined WIN32
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#define SMM_API extern "C" __declspec(dllexport)
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#elif defined __GNUC__
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#if (__GNUC__ == 4) && (__GNUC_MINOR__ >= 1)
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#define SMM_API extern "C" __attribute__ ((visibility("default")))
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#else
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#define SMM_API extern "C"
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#endif
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#endif
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#endif //!defined SMM_API
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/**
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* @brief Macro for automatically getting a current or newer Valve interface.
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*
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* @param v_factory Factory method to use from ISmmAPI (such as engineFactory).
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* @param v_var Variable name to store into.
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* @param v_type Interface type (do not include the pointer/asterisk).
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* @param v_name Interface name.
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*/
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#define GET_V_IFACE_CURRENT(v_factory, v_var, v_type, v_name) \
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v_var = (v_type *)ismm->VInterfaceMatch(ismm->v_factory(), v_name); \
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if (!v_var) \
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{ \
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if (error && maxlen) \
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{ \
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snprintf(error, maxlen, "Could not find interface: %s", v_name); \
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} \
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return false; \
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}
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/**
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* @brief Same as GET_V_IFACE, except searches for any.
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*
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* @param v_factory Factory method to use from ISmmAPI (such as engineFactory).
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* @param v_var Variable name to store into.
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* @param v_type Interface type (do not include the pointer/asterisk).
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* @param v_name Interface name.
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*/
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#define GET_V_IFACE_ANY(v_factory, v_var, v_type, v_name) \
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v_var = (v_type *)ismm->VInterfaceMatch(ismm->v_factory(), v_name, 0); \
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if (!v_var) \
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{ \
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if (error && maxlen) \
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{ \
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snprintf(error, maxlen, "Could not find interface: %s", v_name); \
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} \
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return false; \
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}
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#endif //_INCLUDE_ISMM_PLUGIN_H
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