plugins/include/halflife.inc
author Scott Ehlert <ds@alliedmods.net>
Wed Mar 21 21:35:07 2012 -0500 (2012-03-21)
changeset 3472 7c8bf140de6b
parent 3427 96a2f3fe982e
child 3515 c14c14e06cc1
permissions -rw-r--r--
Fixed build scripts for OS X 10.7 build slave.
     1 /**
     2  * vim: set ts=4 :
     3  * =============================================================================
     4  * SourceMod (C)2004-2008 AlliedModders LLC.  All rights reserved.
     5  * =============================================================================
     6  *
     7  * This file is part of the SourceMod/SourcePawn SDK.
     8  *
     9  * This program is free software; you can redistribute it and/or modify it under
    10  * the terms of the GNU General Public License, version 3.0, as published by the
    11  * Free Software Foundation.
    12  * 
    13  * This program is distributed in the hope that it will be useful, but WITHOUT
    14  * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
    15  * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
    16  * details.
    17  *
    18  * You should have received a copy of the GNU General Public License along with
    19  * this program.  If not, see <http://www.gnu.org/licenses/>.
    20  *
    21  * As a special exception, AlliedModders LLC gives you permission to link the
    22  * code of this program (as well as its derivative works) to "Half-Life 2," the
    23  * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
    24  * by the Valve Corporation.  You must obey the GNU General Public License in
    25  * all respects for all other code used.  Additionally, AlliedModders LLC grants
    26  * this exception to all derivative works.  AlliedModders LLC defines further
    27  * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
    28  * or <http://www.sourcemod.net/license.php>.
    29  *
    30  * Version: $Id$
    31  */
    32 
    33 #if defined _halflife_included
    34  #endinput
    35 #endif
    36 #define _halflife_included
    37 
    38 #define SOURCE_SDK_UNKNOWN			0		/**< Could not determine the engine version */
    39 #define SOURCE_SDK_ORIGINAL			10		/**< Original Source engine (still used by "The Ship") */
    40 #define SOURCE_SDK_DARKMESSIAH		15		/**< Modified version of original engine used by Dark Messiah (no SDK) */
    41 #define SOURCE_SDK_EPISODE1			20		/**< SDK+Engine released after Episode 1 */
    42 #define SOURCE_SDK_EPISODE2			30		/**< SDK+Engine released after Episode 2/Orange Box */
    43 #define SOURCE_SDK_BLOODYGOODTIME	32		/**< Modified version of ep2 engine used by Bloody Good Time (no SDK) */
    44 #define SOURCE_SDK_EYE				33		/**< Modified version of ep2 engine used by E.Y.E Divine Cybermancy (no SDK) */
    45 #define SOURCE_SDK_EPISODE2VALVE	35		/**< SDK+Engine released after Episode 2/Orange Box */
    46 #define SOURCE_SDK_LEFT4DEAD		40		/**< Engine released after Left 4 Dead (no SDK yet) */
    47 #define SOURCE_SDK_LEFT4DEAD2		50		/**< Engine released after Left 4 Dead 2 (no SDK yet) */
    48 #define SOURCE_SDK_ALIENSWARM		60		/**< SDK+Engine released after Alien Swarm */
    49 
    50 #define MOTDPANEL_TYPE_TEXT		0	/**< Treat msg as plain text */
    51 #define MOTDPANEL_TYPE_INDEX	1	/**< Msg is auto determined by the engine */
    52 #define MOTDPANEL_TYPE_URL		2	/**< Treat msg as an URL link */
    53 #define MOTDPANEL_TYPE_FILE		3	/**< Treat msg as a filename to be openned */
    54 
    55 enum DialogType
    56 {
    57 	DialogType_Msg = 0,		/**< just an on screen message */
    58 	DialogType_Menu, 		/**< an options menu */
    59 	DialogType_Text, 		/**< a richtext dialog */
    60 	DialogType_Entry, 		/**< an entry box */
    61 	DialogType_AskConnect	/**< ask the client to connect to a specified IP */
    62 };
    63 
    64 #define INVALID_ENT_REFERENCE 0xFFFFFFFF
    65 
    66 /**
    67  * Logs a generic message to the HL2 logs.
    68  *
    69  * @param format		String format.
    70  * @param ...			Format arguments.
    71  * @noreturn
    72  */
    73 native LogToGame(const String:format[], any:...);
    74 
    75 /**
    76  * Sets the seed value for the global Half-Life 2 Random Stream.
    77  *
    78  * @param seed			Seed value.
    79  * @noreturn	
    80  */
    81 native SetRandomSeed(seed);
    82 
    83 /**
    84  * Returns a random floating point number from the Half-Life 2 Random Stream.
    85  *
    86  * @param fMin			Minimum random bound.
    87  * @param fMax			Maximum random bound.
    88  * @return				A random number between (inclusive) fMin and fMax.
    89  */
    90 native Float:GetRandomFloat(Float:fMin=0.0, Float:fMax=1.0);
    91 
    92 /**
    93  * Returns a random number from the Half-Life 2 Random Stream.
    94  *
    95  * @param nmin			Minimum random bound.
    96  * @param nmax			Maximum random bound.
    97  * @return				A random number between (inclusive) nmin and nmax.
    98  */
    99 native GetRandomInt(nmin, nmax);
   100 
   101 /**
   102  * Returns whether a map is valid or not.
   103  * 
   104  * @param 				Map name, excluding .bsp extension.
   105  * @return				True if valid, false otherwise.
   106  */
   107 native bool:IsMapValid(const String:map[]);
   108 
   109 /**
   110  * Returns whether the server is dedicated.
   111  *
   112  * @return				True if dedicated, false otherwise.
   113  */
   114 native bool:IsDedicatedServer();
   115 
   116 /**
   117  * Returns a high-precision time value for profiling the engine.
   118  *
   119  * @return				A floating point time value.
   120  */
   121 native Float:GetEngineTime();
   122 
   123 /** 
   124  * Returns the game time based on the game tick.
   125  *
   126  * @return				Game tick time.
   127  */
   128 native Float:GetGameTime();
   129 
   130 /**
   131  * Returns the game description from the mod.
   132  *
   133  * @param buffer		Buffer to store the description.
   134  * @param maxlength		Maximum size of the buffer.
   135  * @param original		If true, retrieves the original game description,
   136  *						ignoring any potential hooks from plugins.
   137  * @return				Number of bytes written to the buffer (UTF-8 safe).
   138  */
   139 native GetGameDescription(String:buffer[], maxlength, bool:original=false);
   140 
   141 /**
   142  * Returns the name of the game's directory.
   143  *
   144  * @param buffer		Buffer to store the directory name.
   145  * @param maxlength		Maximum size of the buffer.
   146  *
   147  * return				Number of bytes written to the buffer (UTF-8 safe).
   148  */
   149 native GetGameFolderName(String:buffer[], maxlength);
   150 
   151 /**
   152  * Returns the current map name.
   153  *
   154  * @param buffer		Buffer to store map name.
   155  * @param maxlength		Maximum length of buffer.
   156  * @return				Number of bytes written (UTF-8 safe).
   157  */
   158 native GetCurrentMap(String:buffer[], maxlength);
   159 
   160 /**
   161  * Precaches a given model.
   162  *
   163  * @param model			Name of the model to precache.
   164  * @param preload		If preload is true the file will be precached before level startup.
   165  * @return				Returns the model index, 0 for error.
   166  */
   167 native PrecacheModel(const String:model[], bool:preload=false);
   168 
   169 /**
   170  * Precaches a given sentence file.
   171  *
   172  * @param file			Name of the sentence file to precache.
   173  * @param preload		If preload is true the file will be precached before level startup.
   174  * @return				Returns a sentence file index.
   175  */
   176 native PrecacheSentenceFile(const String:file[], bool:preload=false);
   177 
   178 /**
   179  * Precaches a given decal.
   180  *
   181  * @param decal			Name of the decal to precache.
   182  * @param preload		If preload is true the file will be precached before level startup.
   183  * @return				Returns a decal index.
   184  */
   185 native PrecacheDecal(const String:decal[], bool:preload=false);
   186 
   187 /**
   188  * Precaches a given generic file.
   189  *
   190  * @param generic		Name of the generic file to precache.
   191  * @param preload		If preload is true the file will be precached before level startup.
   192  * @return				Returns a generic file index.
   193  */
   194 native PrecacheGeneric(const String:generic[], bool:preload=false);
   195 
   196 /**
   197  * Returns if a given model is precached.
   198  *
   199  * @param model			Name of the model to check.
   200  * @return				True if precached, false otherwise.
   201  */
   202 native bool:IsModelPrecached(const String:model[]);
   203 
   204 /**
   205  * Returns if a given decal is precached.
   206  *
   207  * @param decal			Name of the decal to check.
   208  * @return				True if precached, false otherwise.
   209  */
   210 native bool:IsDecalPrecached(const String:decal[]);
   211 
   212 /**
   213  * Returns if a given generic file is precached.
   214  *
   215  * @param decal			Name of the generic file to check.
   216  * @return				True if precached, false otherwise.
   217  */
   218 native bool:IsGenericPrecached(const String:generic[]);
   219 
   220 /**
   221  * Precaches a given sound.
   222  *
   223  * @param sound			Name of the sound to precache.
   224  * @param preload		If preload is true the file will be precached before level startup.
   225  * @return				True if successfully precached, false otherwise.
   226  */
   227 native bool:PrecacheSound(const String:sound[], bool:preload=false);
   228 
   229 /**
   230  * Returns if a given sound is precached.
   231  *
   232  * @param sound			Name of the sound to check.
   233  * @return				True if precached, false otherwise.
   234  */
   235 native bool:IsSoundPrecached(const String:sound[]);
   236 
   237 /**
   238  * Creates different types of ingame messages.
   239  *
   240  * @param client		Index of the client.
   241  * @param kv			KeyValues handle to set the menu keys and options. (Check iserverplugin.h for more information).
   242  * @param type			Message type to display ingame.
   243  * @noreturn
   244  * @error				Invalid client index, or client not connected.
   245  */
   246 native CreateDialog(client, Handle:kv, DialogType:type);
   247 
   248 /**
   249  * Guesses the SDK version a mod was compiled against.  If nothing 
   250  * specific is known about the game, the engine version is used instead.
   251  *
   252  * The return values are guaranteed to increase chronologically (that is, 
   253  * a later release will have a higher value).
   254  *
   255  * @return				SOURCE_SDK version code.
   256  */
   257 native GuessSDKVersion();
   258 
   259 /**
   260  * Prints a message to a specific client in the chat area.
   261  *
   262  * @param client		Client index.
   263  * @param format		Formatting rules.
   264  * @param ...			Variable number of format parameters.
   265  * @noreturn
   266  * @error				If the client is not connected an error will be thrown.
   267  */
   268 native PrintToChat(client, const String:format[], any:...);
   269 
   270 /**
   271  * Prints a message to all clients in the chat area.
   272  *
   273  * @param format		Formatting rules.
   274  * @param ...			Variable number of format parameters.
   275  * @noreturn
   276  */
   277 stock PrintToChatAll(const String:format[], any:...)
   278 {
   279 	decl String:buffer[192];
   280 	
   281 	for (new i = 1; i <= MaxClients; i++)
   282 	{
   283 		if (IsClientInGame(i))
   284 		{
   285 			SetGlobalTransTarget(i);
   286 			VFormat(buffer, sizeof(buffer), format, 2);
   287 			PrintToChat(i, "%s", buffer);
   288 		}
   289 	}
   290 }
   291 
   292 /**
   293  * Prints a message to a specific client in the center of the screen.
   294  *
   295  * @param client		Client index.
   296  * @param format		Formatting rules.
   297  * @param ...			Variable number of format parameters.
   298  * @noreturn
   299  * @error				If the client is not connected an error will be thrown.
   300  */
   301 native PrintCenterText(client, const String:format[], any:...);
   302 
   303 /**
   304  * Prints a message to all clients in the center of the screen.
   305  *
   306  * @param format		Formatting rules.
   307  * @param ...			Variable number of format parameters.
   308  * @noreturn
   309  */
   310 stock PrintCenterTextAll(const String:format[], any:...)
   311 {
   312 	decl String:buffer[192];
   313 
   314 	for (new i = 1; i <= MaxClients; i++)
   315 	{
   316 		if (IsClientInGame(i))
   317 		{
   318 			SetGlobalTransTarget(i);
   319 			VFormat(buffer, sizeof(buffer), format, 2);
   320 			PrintCenterText(i, "%s", buffer);
   321 		}
   322 	}
   323 }
   324 
   325 /**
   326  * Prints a message to a specific client with a hint box.
   327  *
   328  * @param client		Client index.
   329  * @param format		Formatting rules.
   330  * @param ...			Variable number of format parameters.
   331  * @noreturn
   332  * @error				If the client is not connected an error will be thrown.
   333  */
   334 native PrintHintText(client, const String:format[], any:...);
   335 
   336 /**
   337  * Prints a message to all clients with a hint box.
   338  *
   339  * @param format		Formatting rules.
   340  * @param ...			Variable number of format parameters.
   341  * @noreturn
   342  */
   343 stock PrintHintTextToAll(const String:format[], any:...)
   344 {
   345 	decl String:buffer[192];
   346 	
   347 	for (new i = 1; i <= MaxClients; i++)
   348 	{
   349 		if (IsClientInGame(i))
   350 		{
   351 			SetGlobalTransTarget(i);
   352 			VFormat(buffer, sizeof(buffer), format, 2);
   353 			PrintHintText(i, "%s", buffer);
   354 		}
   355 	}
   356 }
   357 
   358 /**
   359  * Shows a VGUI panel to a specific client.
   360  *
   361  * @param client		Client index.
   362  * @param name			Panel type name (Check viewport_panel_names.h to see a list of 
   363  *						some panel names).
   364  * @param Kv			KeyValues handle with all the data for the panel setup (Depends 
   365  *						on the panel type and may be unused).
   366  * @param show			True to show the panel, or false to remove it from the client screen.
   367  * @noreturn
   368  * @error				If the client is not connected an error will be thrown.
   369  */
   370 native ShowVGUIPanel(client, const String:name[], Handle:Kv=INVALID_HANDLE, bool:show=true);
   371 
   372 /**
   373  * Creates a HUD synchronization object.  This object is used to automatically assign and 
   374  * re-use channels for a set of messages.  
   375  *
   376  * The HUD has a hardcoded number of channels (usually 6) for displaying 
   377  * text.  You can use any channel for any area of the screen.  Text on 
   378  * different channels can overlap, but text on the same channel will 
   379  * erase the old text first.  This overlapping and overwriting gets problematic.
   380  *
   381  * A HUD synchronization object automatically selects channels for you based on 
   382  * the following heuristics:
   383  *  - If channel X was last used by the object, and hasn't been modified again, 
   384  *    channel X gets re-used.
   385  *  - Otherwise, a new channel is chosen based on the least-recently-used channel.
   386  *
   387  * This ensures that if you display text on a sync object, that the previous text 
   388  * displayed on it will always be cleared first.  This is because your new text 
   389  * will either overwrite the old text on the same channel, or because another 
   390  * channel has already erased your text.
   391  *
   392  * Note that messages can still overlap if they are on different synchronization 
   393  * objects, or they are displayed to manual channels.
   394  *
   395  * These are particularly useful for displaying repeating or refreshing HUD text, in 
   396  * addition to displaying multiple message sets in one area of the screen (for example, 
   397  * center-say messages that may pop up randomly that you don't want to overlap each 
   398  * other).
   399  *
   400  * @return				New HUD synchronization object.
   401  *						The Handle can be closed with CloseHandle().
   402  *						If HUD text is not supported on this mod, then 
   403  *						INVALID_HANDLE is returned.
   404  */
   405 native Handle:CreateHudSynchronizer();
   406 
   407 /**
   408  * Sets the HUD parameters for drawing text.  These parameters are stored 
   409  * globally, although nothing other than this function and SetHudTextParamsEx 
   410  * modify them.
   411  *
   412  * You must call this function before drawing text.  If you are drawing 
   413  * text to multiple clients, you can set the parameters once, since 
   414  * they won't be modified.  However, as soon as you pass control back 
   415  * to other plugins, you must reset the parameters next time you draw.
   416  *
   417  * @param x				x coordinate, from 0 to 1.  -1.0 is the center.
   418  * @param y				y coordinate, from 0 to 1.  -1.0 is the center.
   419  * @param holdTime		Number of seconds to hold the text.
   420  * @param r				Red color value.
   421  * @param g				Green color value.
   422  * @param b				Blue color value.
   423  * @param a				Alpha transparency value.
   424  * @param effect 		0/1 causes the text to fade in and fade out.
   425  *						2 causes the text to flash[?].
   426  * @param fxTime		Duration of chosen effect (may not apply to all effects).
   427  * @param fadeIn		Number of seconds to spend fading in.
   428  * @param fadeOut		Number of seconds to spend fading out.
   429  * @noreturn
   430  */
   431 native SetHudTextParams(Float:x, Float:y, Float:holdTime, r, g, b, a, effect = 0,
   432 						Float:fxTime=6.0, Float:fadeIn=0.1, Float:fadeOut=0.2);
   433 						
   434 /**
   435  * Sets the HUD parameters for drawing text.  These parameters are stored 
   436  * globally, although nothing other than this function and SetHudTextParams
   437  * modify them.
   438  *
   439  * This is the same as SetHudTextParams(), except it lets you set the alternate 
   440  * color for when effects require it.  
   441  *
   442  * @param x				x coordinate, from 0 to 1.  -1.0 is the center.
   443  * @param y				y coordinate, from 0 to 1.  -1.0 is the center.
   444  * @param holdTime		Number of seconds to hold the text.
   445  * @param color1		First color set, array values being [red, green, blue, alpha]
   446  * @param color2		Second color set, array values being [red, green, blue, alpha]
   447  * @param effect 		0/1 causes the text to fade in and fade out.
   448  *						2 causes the text to flash[?].
   449  * @param fxTime		Duration of chosen effect (may not apply to all effects).
   450  * @param fadeIn		Number of seconds to spend fading in.
   451  * @param fadeOut		Number of seconds to spend fading out.
   452  * @noreturn
   453  */
   454 native SetHudTextParamsEx(Float:x, Float:y, Float:holdTime, color1[4], 
   455 						  color2[4]={255,255,255,0}, effect = 0, Float:fxTime=6.0, 
   456 						  Float:fadeIn=0.1, Float:fadeOut=0.2);
   457 
   458 /**
   459  * Shows a synchronized HUD message to a client.  
   460  *
   461  * As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
   462  *
   463  * @param client		Client index to send the message to.
   464  * @param sync			Synchronization object.
   465  * @param message		Message text or formatting rules.
   466  * @param ...			Message formatting parameters.
   467  * @return				-1 on failure, anything else on success.
   468  *						This function fails if the mod does not support it.
   469  * @error				Client not in-game, or sync object not valid.
   470  */
   471 native ShowSyncHudText(client, Handle:sync, const String:message[], any:...);
   472 
   473 /**
   474  * Clears the text on a synchronized HUD channel. 
   475  *
   476  * This is not the same as sending "" because it guarantees that it won't 
   477  * overwrite text on another channel.  For example, consider the scenario: 
   478  *
   479  * 1. Your synchronized message goes to channel 3.
   480  * 2. Someone else's non-synchronized message goes to channel 3.
   481  *
   482  * If you were to simply send "" on your synchronized message, 
   483  * then someone else's text could be overwritten.
   484  *
   485  * @param client		Client index to send the message to.
   486  * @param sync			Synchronization object.
   487  * @noreturn
   488  * @error				Client not in-game, or sync object not valid.
   489  */
   490 native ClearSyncHud(client, Handle:sync);
   491 
   492 /**
   493  * Shows a HUD message to a client on the given channel.
   494  *
   495  * As of this writing, only TF, HL2MP, and SourceForts support HUD Text.
   496  * 
   497  * @param client		Client index to send the message to.
   498  * @param channel		A channel number.
   499  *						If -1, then a channel will automatically be selected 
   500  *						based on the least-recently-used channel.  If the 
   501  *						channel is any other number, it will be modulo'd with 
   502  *						the channel count to get a final channel number.
   503  * @param message		Message text or formatting rules.
   504  * @param ...			Message formatting parameters.
   505  * @return				-1 on failure (lack of mod support).
   506  *						Any other return value is the channel number that was 
   507  *						used to render the text.
   508  */
   509 native ShowHudText(client, channel, const String:message[], any:...);
   510 
   511 /**
   512  * Shows a MOTD panel to a specific client.
   513  *
   514  * @param client		Client index.
   515  * @param title			Title of the panel (printed on the top border of the window).
   516  * @param msg			Contents of the panel, it can be treated as an url, filename or plain text
   517  *				 		depending on the type parameter (WARNING: msg has to be 192 bytes maximum!)
   518  * @param type			Determines the way to treat the message body of the panel.
   519  * @noreturn
   520  * @error				If the client is not connected an error will be thrown.
   521  */
   522 stock ShowMOTDPanel(client, const String:title[], const String:msg[], type=MOTDPANEL_TYPE_INDEX)
   523 {
   524 	decl String:num[3];
   525 	new Handle:Kv = CreateKeyValues("data");
   526 	IntToString(type, num, sizeof(num));
   527 
   528 	KvSetString(Kv, "title", title);
   529 	KvSetString(Kv, "type", num);
   530 	KvSetString(Kv, "msg", msg);
   531 	ShowVGUIPanel(client, "info", Kv);
   532 	CloseHandle(Kv);
   533 }
   534 
   535 /**
   536  * Displays a panel asking the client to connect to a specified IP.
   537  *
   538  * @param client		Client index.
   539  * @param time			Duration to hold the panel on the client's screen.
   540  * @param ip			Destionation IP.
   541  * @noreturn
   542  */
   543 stock DisplayAskConnectBox(client, Float:time, const String:ip[])
   544 {
   545 	new Handle:Kv = CreateKeyValues("data");
   546 	KvSetFloat(Kv, "time", time);
   547 	KvSetString(Kv, "title", ip);
   548 	CreateDialog(client, Kv, DialogType_AskConnect);
   549 	CloseHandle(Kv);
   550 }
   551 
   552 /**
   553  * Converts an entity index into a serial encoded entity reference.
   554  *
   555  * @param entity		Entity index.
   556  * @return				Entity reference.
   557  */
   558 native EntIndexToEntRef(entity);
   559 
   560 /**
   561  * Retrieves the entity index from a reference.
   562  *
   563  * @param ref			Entity reference.
   564  * @return				Entity index.
   565  */
   566 native EntRefToEntIndex(ref);
   567 
   568 /**
   569  * Converts a reference into a backwards compatible version.
   570  *
   571  * @param ref			Entity reference.
   572  * @return				Bcompat reference.
   573  */
   574 native MakeCompatEntRef(ref);
   575