//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef ISERVERPLUGIN_H
#define ISERVERPLUGIN_H
#ifdef _WIN32
#pragma once
#endif
#include "edict.h"
#include "interface.h"
#include "KeyValues.h"
//
// you will also want to listen for game events via IGameEventManager::AddListener()
//
typedef enum
{
PLUGIN_CONTINUE = 0, // keep going
PLUGIN_OVERRIDE, // run the game dll function but use our return value instead
PLUGIN_STOP, // don't run the game dll function at all
} PLUGIN_RESULT;
#define INTERFACEVERSION_ISERVERPLUGINCALLBACKS "ISERVERPLUGINCALLBACKS001"
//-----------------------------------------------------------------------------
// Purpose: callbacks the engine exposes to the 3rd party plugins (ala MetaMod)
//-----------------------------------------------------------------------------
abstract_class IServerPluginCallbacks
{
public:
// Initialize the plugin to run
// Return false if there is an error during startup.
virtual bool Load( CreateInterfaceFn interfaceFactory, CreateInterfaceFn gameServerFactory ) = 0;
// Called when the plugin should be shutdown
virtual void Unload( void ) = 0;
// called when a plugins execution is stopped but the plugin is not unloaded
virtual void Pause( void ) = 0;
// called when a plugin should start executing again (sometime after a Pause() call)
virtual void UnPause( void ) = 0;
// Returns string describing current plugin. e.g., Admin-Mod.
virtual const char *GetPluginDescription( void ) = 0;
// Called any time a new level is started (after GameInit() also on level transitions within a game)
virtual void LevelInit( char const *pMapName ) = 0;
// The server is about to activate
virtual void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax ) = 0;
// The server should run physics/think on all edicts
virtual void GameFrame( bool simulating ) = 0;
// Called when a level is shutdown (including changing levels)
virtual void LevelShutdown( void ) = 0;
// Client is going active
virtual void ClientActive( edict_t *pEntity ) = 0;
// Client is disconnecting from server
virtual void ClientDisconnect( edict_t *pEntity ) = 0;
// Client is connected and should be put in the game
virtual void ClientPutInServer( edict_t *pEntity, char const *playername ) = 0;
// Sets the client index for the client who typed the command into their console
virtual void SetCommandClient( int index ) = 0;
// A player changed one/several replicated cvars (name etc)
virtual void ClientSettingsChanged( edict_t *pEdict ) = 0;
// Client is connecting to server ( set retVal to false to reject the connection )
// You can specify a rejection message by writing it into reject
virtual PLUGIN_RESULT ClientConnect( bool *bAllowConnect, edict_t *pEntity, const char *pszName, const char *pszAddress, char *reject, int maxrejectlen ) = 0;
// The client has typed a command at the console
virtual PLUGIN_RESULT ClientCommand( edict_t *pEntity ) = 0;
// A user has had their network id setup and validated
virtual PLUGIN_RESULT NetworkIDValidated( const char *pszUserName, const char *pszNetworkID ) = 0;
};
#define INTERFACEVERSION_ISERVERPLUGINHELPERS "ISERVERPLUGINHELPERS001"
typedef enum
{
DIALOG_MSG = 0, // just an on screen message
DIALOG_MENU, // an options menu
DIALOG_TEXT, // a richtext dialog
DIALOG_ENTRY // an entry box
} DIALOG_TYPE;
//-----------------------------------------------------------------------------
// Purpose: functions that only 3rd party plugins need
//-----------------------------------------------------------------------------
abstract_class IServerPluginHelpers
{
public:
// creates an onscreen menu with various option buttons
// The keyvalues param can contain these fields:
// "title" - (string) the title to show in the hud and in the title bar
// "msg" - (string) a longer message shown in the GameUI
// "color" - (color) the color to display the message in the hud (white by default)
// "level" - (int) the priority of this message (closer to 0 is higher), only 1 message can be outstanding at a time
// "time" - (int) the time in seconds this message should stay active in the GameUI (min 10 sec, max 200 sec)
//
// For DIALOG_MENU add sub keys for each option with these fields:
// "command" - (string) client command to run if selected
// "msg" - (string) button text for this option
//
virtual void CreateMessage( edict_t *pEntity, DIALOG_TYPE type, KeyValues *data, IServerPluginCallbacks *plugin ) = 0;
virtual void ClientCommand( edict_t *pEntity, const char *cmd ) = 0;
};
#endif //ISERVERPLUGIN_H