251cced1f8
Various minor things done to project files Updated sample extension project file and updated makefile to the new unified version (more changes likely on the way) Updated regex project file and makefile --HG-- extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401971
140 lines
4.6 KiB
C++
140 lines
4.6 KiB
C++
/**
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* vim: set ts=4 :
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* =============================================================================
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* SourceMod
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* Copyright (C) 2004-2008 AlliedModders LLC. All rights reserved.
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* =============================================================================
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License, version 3.0, as published by the
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* Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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* details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* As a special exception, AlliedModders LLC gives you permission to link the
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* code of this program (as well as its derivative works) to "Half-Life 2," the
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* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
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* by the Valve Corporation. You must obey the GNU General Public License in
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* all respects for all other code used. Additionally, AlliedModders LLC grants
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* this exception to all derivative works. AlliedModders LLC defines further
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* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
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* or <http://www.sourcemod.net/license.php>.
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*
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* Version: $Id$
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*/
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#ifndef _INCLUDE_SOURCEMOD_GLOBALHEADER_H_
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#define _INCLUDE_SOURCEMOD_GLOBALHEADER_H_
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#include "sm_globals.h"
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#include <ISourceMod.h>
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#include <sh_stack.h>
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#include <sh_vector.h>
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#include "CDataPack.h"
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using namespace SourceHook;
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/**
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* @brief Implements SourceMod's global overall management, API, and logic
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*/
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class SourceModBase :
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public ISourceMod,
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public SMGlobalClass
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{
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public:
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SourceModBase();
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public:
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/**
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* @brief Initializes SourceMod, or returns an error on failure.
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*/
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bool InitializeSourceMod(char *error, size_t maxlength, bool late);
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/**
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* @brief Starts everything SourceMod needs to run
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*/
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void StartSourceMod(bool late);
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/**
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* @brief Shuts down all SourceMod components
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*/
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void CloseSourceMod();
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/**
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* @brief Map change hook
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*/
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bool LevelInit(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 Level shutdown hook
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*/
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void LevelShutdown();
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/**
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* @brief Returns whether or not a map load is in progress
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*/
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bool IsMapLoading() const;
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/**
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* @brief Stores the global target index.
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*/
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unsigned int SetGlobalTarget(unsigned int index);
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/**
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* @brief Returns the global target index.
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*/
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unsigned int GetGlobalTarget() const;
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public: // SMGlobalClass
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ConfigResult OnSourceModConfigChanged(const char *key,
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const char *value,
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ConfigSource source,
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char *error,
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size_t maxlength);
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public: // ISourceMod
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const char *GetGamePath() const;
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const char *GetSourceModPath() const;
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size_t BuildPath(PathType type, char *buffer, size_t maxlength, const char *format, ...);
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void LogMessage(IExtension *pExt, const char *format, ...);
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void LogError(IExtension *pExt, const char *format, ...);
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size_t FormatString(char *buffer, size_t maxlength, IPluginContext *pContext, const cell_t *params, unsigned int param);
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IDataPack *CreateDataPack();
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void FreeDataPack(IDataPack *pack);
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HandleType_t GetDataPackHandleType(bool readonly=false);
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KeyValues *ReadKeyValuesHandle(Handle_t hndl, HandleError *err=NULL, bool root=false);
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const char *GetGameFolderName() const;
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ISourcePawnEngine *GetScriptingEngine();
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IVirtualMachine *GetScriptingVM();
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void AllPluginsLoaded();
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time_t GetAdjustedTime();
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void GlobalPause();
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void GlobalUnpause();
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void DoGlobalPluginLoads();
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void AddGameFrameHook(GAME_FRAME_HOOK hook);
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void RemoveGameFrameHook(GAME_FRAME_HOOK hook);
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void ProcessGameFrameHooks(bool simulating);
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private:
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CStack<CDataPack *> m_freepacks;
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char m_SMBaseDir[PLATFORM_MAX_PATH];
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char m_SMRelDir[PLATFORM_MAX_PATH];
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char m_ModDir[32];
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bool m_IsMapLoading;
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bool m_ExecPluginReload;
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bool m_ExecOnMapEnd;
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unsigned int m_target;
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bool m_GotBasePath;
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CVector<GAME_FRAME_HOOK> m_frame_hooks;
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};
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extern bool g_Loaded;
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extern SourceModBase g_SourceMod;
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extern HandleType_t g_WrBitBufType; //:TODO: find a better place for this
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extern HandleType_t g_RdBitBufType; //:TODO: find a better place for this
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#endif //_INCLUDE_SOURCEMOD_GLOBALHEADER_H_
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