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173 lines
8.0 KiB
C++
173 lines
8.0 KiB
C++
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef EIFACE_H
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#define EIFACE_H
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#include "edict.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CRecipientFilter; // TODO: Reverse.
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//-----------------------------------------------------------------------------
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// Purpose: Interface to get at server clients
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//-----------------------------------------------------------------------------
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abstract_class IServerGameClients
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{
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public:
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// Get server max players and lower bound for same
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virtual void GetPlayerLimits(int& nMinPlayers, int& nMaxPlayers, int& nDefaultMaxPlayers) const = 0;
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// Client is connecting to server ( return false to reject the connection )
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// You can specify a rejection message by writing it into pszReject
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virtual bool ClientConnect(edict_t nEntity, char const* pszName, char const* pszAddress, char* pszReject, int nMaxRejectLen) = 0;
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// Client is going active
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// If bLoadGame is true, don't spawn the player because its state is already setup.
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virtual void ClientActive(edict_t nEntity, bool bLoadGame) = 0;
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virtual void ClientFullyConnect(edict_t nEntity, bool bRestore) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Interface to get at server entities
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//-----------------------------------------------------------------------------
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abstract_class IServerGameEnts
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{
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public:
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virtual ~IServerGameEnts() = 0;
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// !TODO
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};
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//-----------------------------------------------------------------------------
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// Purpose: Interface the engine exposes to the game DLL
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//-----------------------------------------------------------------------------
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abstract_class IVEngineServer
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{
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public:
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virtual int GetNumGameSlots(void) const = 0;
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// Tell engine to change level ( "changelevel s1\n" )
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virtual void ChangeLevel( const char *szLevelName ) = 0;
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// Ask engine whether the specified map is a valid map file (exists and has valid version number).
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virtual bool IsMapValid(const char* szFileName) = 0;
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// Is this a dedicated server?
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virtual bool IsDedicatedServer(void) = 0;
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// Is this server active?
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virtual bool IsActive(void) = 0;
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virtual void NullSub0(void) = 0;
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// get arbitrary launch options
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virtual KeyValues* GetLaunchOptions(void) = 0;
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// Add to the server/client lookup/precache table, the specified string is given a unique index
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// NOTE: The indices for PrecacheModel are 1 based
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// a 0 returned from those methods indicates the model or sound was not correctly precached
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// However, generic and decal are 0 based
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// If preload is specified, the file is loaded into the server/client's cache memory before level startup, otherwise
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// it'll only load when actually used (which can cause a disk i/o hitch if it occurs during play of a level).
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virtual int PrecacheModel(const char* szName) = 0;
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virtual int PrecacheDecal(const char* szName) = 0;
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virtual int GetNumEdicts(void) const = 0;
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// !TODO:
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virtual void sub_140313E70(void) = 0;
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virtual void sub_140313EC0(void) = 0;
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virtual void sub_140313F10(void) = 0;
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virtual void sub_140313F70(void) = 0;
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virtual void sub_140313FB0(void) = 0;
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virtual void sub_140314020(void) = 0;
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virtual void sub_140314060(void) = 0;
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virtual void sub_140314080(void) = 0;
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virtual void sub_1403140C0(void) = 0;
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virtual void sub_140314140(void) = 0;
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virtual void sub_140314150(void) = 0;
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virtual bool EmptyEdictSlotsAvailable(void) const = 0;
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// Fade out the client's volume level toward silence (or fadePercent)
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virtual void FadeClientVolume(const edict_t* pEdict, float flFadePercent, float flFadeOutSeconds, float flHoldTime, float flFadeInSeconds) = 0;
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// Issue a command to the command parser as if it was typed at the server console.
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virtual void ServerCommand(const char* szCommand) = 0;
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virtual void ServerCommandTokenized(const char* szCommand) = 0;
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// Execute any commands currently in the command parser immediately (instead of once per frame)
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virtual void ServerExecute(void) = 0;
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// Issue the specified command to the specified client (mimics that client typing the command at the console).
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virtual void ClientCommand(edict_t* pEdict, PRINTF_FORMAT_STRING const char* szFmt, ...) FMTFUNCTION(3, 4) = 0;
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// Set the lightstyle to the specified value and network the change to any connected clients. Note that val must not
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// change place in memory (use MAKE_STRING) for anything that's not compiled into your mod.
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virtual void LightStyle( int nStyle, PRINTF_FORMAT_STRING const char *szVal ) = 0;
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virtual bf_write* UserMessageBegin(CRecipientFilter* filter, int a3, char* szMessageName, int nMsgIdx) = 0;
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virtual void MessageEnd(void) = 0;
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virtual void MessageCancel(void) = 0;
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// Print szMsg to the client console.
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virtual void ClientPrintf(edict_t nEdict, const char* szMsg) = 0;
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// SINGLE PLAYER/LISTEN SERVER ONLY (just matching the client .dll api for this)
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// Prints the formatted string to the notification area of the screen ( down the right hand edge
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// numbered lines starting at position 0
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virtual void Con_NPrintf( int nPos, const char *szFmt, ... ) = 0; // Might not work, this vtable pointer points to a implementation that has a signature similar to 'Con_NXPrintf'.
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// SINGLE PLAYER/LISTEN SERVER ONLY(just matching the client .dll api for this)
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// Similar to Con_NPrintf, but allows specifying custom text color and duration information
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virtual void Con_NXPrintf( const struct con_nprint_s *pInfo, const char *szFmt, ... ) = 0;
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// Change a specified player's "view entity" (i.e., use the view entity position/orientation for rendering the client view)
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virtual void SetView(const edict_t nClient, const edict_t nViewEnt) = 0;
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// returns 'pViewent'.
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virtual void Unk0(const edict_t nClient, const edict_t nViewEnt) = 0;
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// TODO: similar to 'SetView'
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virtual void Unk1(const edict_t nClient, const edict_t nViewEnt) = 0;
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virtual void Unk2(const edict_t nClient, const edict_t nViewEnt) = 0;
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// Set the player's crosshair angle
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virtual void CrosshairAngle(const edict_t nClient, float flPitch, float flYaw) = 0;
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virtual bool GrantClientSidePickup(const edict_t nClient, int a3, int a4, int* a5, int a6, int a7, int a8) = 0;
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// Get the current game directory (hl2, tf2, hl1, cstrike, etc.)
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virtual void GetGameDir(char* szGetGameDir, int nMaxlength) = 0;
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// Used by AI node graph code to determine if .bsp and .ain files are out of date
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virtual int CompareFileTime(const char* szFileName1, const char* szFileName2, int* iCompare) = 0;
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// Locks/unlocks the network string tables (.e.g, when adding bots to server, this needs to happen).
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// Be sure to reset the lock after executing your code!!!
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virtual bool LockNetworkStringTables( bool bLock ) = 0;
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virtual int GetNumConnectedPlayers(void) const = 0;
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virtual int GetNumTotalPlayers(void) const = 0;
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virtual int GetNumFakePlayers(void) const = 0;
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virtual int GetNumHumanPlayers(void) const = 0;
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// Create a bot with the given name. Returns -1 if fake client can't be created
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virtual edict_t CreateFakeClient(const char* szName, int nTeam) = 0;
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// Get a convar keyvalue for specified client
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virtual const char* GetClientConVarValue(int nClientIndex, const char* szConVarName) = 0;
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
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virtual void NullSub1(void) = 0; // Additional nullsub only present in s0 and s1 gamedll's
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#endif // GAMEDLL_S0 || GAMEDLL_S1
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// Returns the name as represented on the server of specified client
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virtual const char* GetClientServerName(int nClientIndex) = 0;
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// Returns the network address of specified client
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virtual const char* GetClientNetworkAddress(int nClientIndex) = 0;
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// !TODO: Returns float field in CCLient from specified client, needs to be reversed still
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virtual float Unk3(int nClientIndex) = 0;
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virtual bool ReplayEnabled(void) const = 0;
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// !TODO: the rest..
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};
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#endif // EIFACE_H
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