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HLMetaModOfficial/sourcemm/sourcemm.h
David Anderson 08b2d3d1c3 Finalized versioning and PI
Added QueryRunning() output to meta info/list.

--HG--
extra : convert_revision : svn%3Ac2935e3e-5518-0410-8daf-afa5dab7d4e3/trunk%40125
2005-10-06 21:59:10 +00:00

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3.4 KiB
C++

/* ======== SourceMM ========
* Copyright (C) 2004-2005 Metamod:Source Development Team
* No warranties of any kind
*
* License: zlib/libpng
*
* Author(s): David "BAILOPAN" Anderson
* ============================
*/
#ifndef _INCLUDE_SOURCEMM_H
#define _INCLUDE_SOURCEMM_H
/**
* @brief SourceMM main functionality for GameDLL interception
* @file sourcemm.h
*/
#include <string>
#include <interface.h>
#include <eiface.h>
#include <sourcehook/sourcehook_impl.h>
#include <sourcehook/sourcehook.h>
#include "ISmmAPI.h"
#include "CPlugin.h"
#include "oslink.h"
#include "util.h"
/**
* Versioning
* First grouping is major release version (1)
* Second grouping is minor release version.
* Third grouping is release change version.
* For an entire code rehaul, we would change major.
* For a simple bug-fix release, we would change the third grouping.
* For an API change, we would increase the second grouping by one.
* For a breaking API change, we would increase the second group up to the next bracket.
* (example: 1.45 -> 1.50. 1.12 -> 1.20. 1.19 -> 1.20)
* minor changes can also roll over, but a big change should ALWAYS roll over.
* Increasing one grouping should make the lesser ones reset back to zero.
*/
#define SOURCEMM_VERSION "1.10"
#define SOURCEMM_DATE __DATE__
#define SM_MAJOR_VERSION 1 //never need to increase this
#define SM_VERS_API_MAJOR 1 //increase this on a breaking change
#define SM_VERS_API_MINOR 0 //increase this on a non-breaking API change
#define SM_VERS_RELEASE 0 //increase this on a bug-fix release.
//We need a good CServerGameDLL version to work properly. We support these inclusively.
#define MIN_GAMEDLL_VERSION 3
#define MAX_GAMEDLL_VERSION 4
/**
* @brief Entry point for HL2 Engine
*/
SMM_API void *CreateInterface(const char *name, int *code);
/** @brief Wrapper to catch GameDLL calls */
void *EngineFactory(const char *name, int *code);
/** @brief Wrapper to catch GameDLL calls */
void *PhysicsFactory(const char *name, int *code);
/** @brief Wrapper to catch GameDLL calls */
void *FileSystemFactory(const char *name, int *code);
/** @brief Loads all plugins found in a file */
int LoadPluginsFromFile(const char *file);
/** @brief Logs a message to the standard log file */
void LogMessage(const char *msg, ...);
/** @brief Stores information about the GameDLL */
struct GameDllInfo
{
bool loaded;
HINSTANCE lib;
CreateInterfaceFn factory;
IServerGameDLL *pGameDLL;
};
/** @brief Stores information about the HL2 Engine pointers */
struct EngineInfo
{
EngineInfo() : loaded(false),
engineFactory(NULL), physicsFactory(NULL), fileSystemFactory(NULL),
pGlobals(NULL), icvar(NULL), engine(NULL)
{ };
bool loaded;
CreateInterfaceFn engineFactory;
CreateInterfaceFn physicsFactory;
CreateInterfaceFn fileSystemFactory;
CGlobalVars *pGlobals;
ICvar *icvar;
IVEngineServer *engine;
};
/** @brief Global variable for GameDLL info */
extern GameDllInfo g_GameDll;
/** @brief Global variable for Engine info */
extern EngineInfo g_Engine;
/** @brief Global singleton for SourceHook */
extern SourceHook::CSourceHookImpl g_SourceHook;
/** @brief Mod path (important!)*/
extern SourceHook::String g_ModPath;
/** @brief Path to server binary */
extern SourceHook::String g_BinPath;
/** @brief Global variable for SourceHook macros */
extern SourceHook::ISourceHook *g_SHPtr;
/** @brief We have our own internal plugin id... */
extern PluginId g_PLID;
#endif //_INCLUDE_SOURCEMM_H