sdktools_gamerules.inc

/**
 * vim: set ts=4 :
 * =============================================================================
 * SourceMod (C)2004-2011 AlliedModders LLC.  All rights reserved.
 * =============================================================================
 *
 * This file is part of the SourceMod/SourcePawn SDK.
 *
 * This program is free software; you can redistribute it and/or modify it under
 * the terms of the GNU General Public License, version 3.0, as published by the
 * Free Software Foundation.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 * As a special exception, AlliedModders LLC gives you permission to link the
 * code of this program (as well as its derivative works) to "Half-Life 2," the
 * "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
 * by the Valve Corporation.  You must obey the GNU General Public License in
 * all respects for all other code used.  Additionally, AlliedModders LLC grants
 * this exception to all derivative works.  AlliedModders LLC defines further
 * exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
 * or <http://www.sourcemod.net/license.php>.
 *
 * Version: $Id$
 */

#if defined _sdktools_gamerules_included
 #endinput
#endif
#define _sdktools_gamerules_included

enum RoundState {
	// initialize the game, create teams
	RoundState_Init,

	//Before players have joined the game. Periodically checks to see if enough players are ready
	//to start a game. Also reverts to this when there are no active players
	RoundState_Pregame,

	//The game is about to start, wait a bit and spawn everyone
	RoundState_StartGame,

	//All players are respawned, frozen in place
	RoundState_Preround,

	//Round is on, playing normally
	RoundState_RoundRunning,

	//Someone has won the round
	RoundState_TeamWin,

	//Noone has won, manually restart the game, reset scores
	RoundState_Restart,

	//Noone has won, restart the game
	RoundState_Stalemate,

	//Game is over, showing the scoreboard etc
	RoundState_GameOver,

	//Game is over, doing bonus round stuff
	RoundState_Bonus,

	//Between rounds
	RoundState_BetweenRounds
};

/**
 * Retrieves an integer value from a property of the gamerules entity.
 *
 * @param prop          Property name.
 * @param size          Number of bytes to read (valid values are 1, 2, or 4).
 *                      This value is auto-detected, and the size parameter is
 *                      only used as a fallback in case detection fails.
 * @param element       Element # (starting from 0) if property is an array.
 * @return              Value at the given property offset.
 * @error               Prop type is not an integer, or lack of mod support.
 */
native int GameRules_GetProp(const char[] prop, int size=4, int element=0);

/**
 * Sets an integer value for a property of the gamerules entity.
 *
 * @param prop          Property name.
 * @param value         Value to set.
 * @param size          Number of bytes to write (valid values are 1, 2, or 4).
 *                      This value is auto-detected, and the size parameter is
 *                      only used as a fallback in case detection fails.
 * @param element       Element # (starting from 0) if property is an array.
 * @param changeState   This parameter is ignored.
 * @error               Prop type is not an integer, or lack of mod support.
 */
native void GameRules_SetProp(const char[] prop, any value, int size=4, int element=0, bool changeState=false);

/**
 * Retrieves a float value from a property of the gamerules entity.
 *
 * @param prop          Property name.
 * @param element       Element # (starting from 0) if property is an array.
 * @return              Value at the given property offset.
 * @error               Prop type is not a float, or lack of mod support.
 */
native float GameRules_GetPropFloat(const char[] prop, int element=0);

/**
 * Sets a float value for a property of the gamerules entity.
 *
 * @param prop          Property name.
 * @param value         Value to set.
 * @param element       Element # (starting from 0) if property is an array.
 * @param changeState   This parameter is ignored.
 * @error               Prop type is not a float, or lack of mod support.
 */
native void GameRules_SetPropFloat(const char[] prop, float value, int element=0, bool changeState=false);

/**
 * Retrieves a entity index from a property of the gamerules entity.
 *
 * @param prop          Property name.
 * @param element       Element # (starting from 0) if property is an array.
 * @return              Entity index at the given property.
 *                      If there is no entity, or the entity is not valid,
 *                      then -1 is returned.
 * @error               Prop type is not an entity, or lack of mod support.
 */
native int GameRules_GetPropEnt(const char[] prop, int element=0);

/**
 * Sets an entity index for a property of the gamerules entity.
 *
 * @param prop          Property name.
 * @param other         Entity index to set, or -1 to unset.
 * @param element       Element # (starting from 0) if property is an array.
 * @param changeState   This parameter is ignored.
 * @error               Prop type is not an entity, invalid entity, or lack of mod support.
 */
native void GameRules_SetPropEnt(const char[] prop, int other, int element=0, bool changeState=false);

/**
 * Retrieves a vector of floats from the gamerules entity, given a named network property.
 *
 * @param prop          Property name.
 * @param vec           Vector buffer to store data in.
 * @param element       Element # (starting from 0) if property is an array.
 * @error               Prop type is not a vector, or lack of mod support.
 */
native void GameRules_GetPropVector(const char[] prop, float vec[3], int element=0);

/**
 * Sets a vector of floats in the gamerules entity, given a named network property.
 *
 * @param prop          Property name.
 * @param vec           Vector to set.
 * @param element       Element # (starting from 0) if property is an array.
 * @param changeState   This parameter is ignored.
 * @error               Prop type is not a vector, or lack of mod support.
 */
native void GameRules_SetPropVector(const char[] prop, const float vec[3], int element=0, bool changeState=false);

/**
 * Gets a gamerules property as a string.
 *
 * @param prop          Property to use.
 * @param buffer        Destination string buffer.
 * @param maxlen        Maximum length of output string buffer.
 * @param element       Element # (starting from 0) if property is an array.
 * @return              Number of non-null bytes written.
 * @error               Prop type is not a string, or lack of mod support.
 */
native int GameRules_GetPropString(const char[] prop, char[] buffer, int maxlen, int element=0);

/**
 * Sets a gamerules property as a string.
 *
 * @param prop          Property to use.
 * @param buffer        String to set.
 * @param changeState   This parameter is ignored.
 * @param element       Element # (starting from 0) if property is an array.
 * @return              Number of non-null bytes written.
 * @error               Prop type is not a string, or lack of mod support.
 */
native int GameRules_SetPropString(const char[] prop, const char[] buffer, bool changeState=false, int element=0);

/**
 * Gets the current round state.
 *
 * @return              Round state.
 * @error               Game doesn't support round state.
 */
stock RoundState GameRules_GetRoundState()
{
	return view_as<RoundState>(GameRules_GetProp("m_iRoundState"));
}