- sourcemod.inc
- File
- Overview
/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2008 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 _sourcemod_included
#endinput
#endif
#define _sourcemod_included
/**
* Plugin public information.
*/
struct Plugin
{
public const char[] name; /**< Plugin Name */
public const char[] description; /**< Plugin Description */
public const char[] author; /**< Plugin Author */
public const char[] version; /**< Plugin Version */
public const char[] url; /**< Plugin URL */
};
#include <core>
#include <float>
#include <vector>
#include <string>
#include <handles>
#include <functions>
#include <files>
#include <logging>
#include <timers>
#include <admin>
#include <keyvalues>
#include <dbi>
#include <lang>
#include <sorting>
#include <textparse>
#include <clients>
#include <console>
#include <convars>
#include <events>
#include <bitbuffer>
#include <protobuf>
#include <usermessages>
#include <menus>
#include <halflife>
#include <adt>
#include <banning>
#include <commandfilters>
#include <nextmap>
#include <commandline>
enum APLRes
{
APLRes_Success = 0, /**< Plugin should load */
APLRes_Failure, /**< Plugin shouldn't load and should display an error */
APLRes_SilentFailure /**< Plugin shouldn't load but do so silently */
};
methodmap GameData < Handle
{
// Loads a game config file.
//
// @param file File to load. The path must be relative to the 'gamedata' folder under the config folder
// and the extension should be omitted.
// @return A handle to the game config file or null on failure.
public native GameData(const char[] file);
// Returns an offset value.
//
// @param key Key to retrieve from the offset section.
// @return An offset, or -1 on failure.
public native int GetOffset(const char[] key);
// Gets the value of a key from the "Keys" section.
//
// @param key Key to retrieve from the Keys section.
// @param buffer Destination string buffer.
// @param maxlen Maximum length of output string buffer.
// @return True if key existed, false otherwise.
public native bool GetKeyValue(const char[] key, char[] buffer, int maxlen);
// Finds an address calculation in a GameConfig file,
// performs LoadFromAddress on it as appropriate, then returns the final address.
//
// @param name Name of the property to find.
// @return An address calculated on success, or 0 on failure.
public native Address GetAddress(const char[] name);
// Returns a function address calculated from a signature.
//
// @param name Name of the property to find.
// @return An address calculated on success, or 0 on failure.
public native Address GetMemSig(const char[] name);
};
/**
* Called when the plugin is fully initialized and all known external references
* are resolved. This is only called once in the lifetime of the plugin, and is
* paired with OnPluginEnd().
*
* If any run-time error is thrown during this callback, the plugin will be marked
* as failed.
*/
forward void OnPluginStart();
/**
* @deprecated Use AskPluginLoad2() instead.
* If a plugin contains both AskPluginLoad() and AskPluginLoad2(), the former will
* not be called, but old plugins with only AskPluginLoad() will work.
*/
#pragma deprecated Use AskPluginLoad2() instead
forward bool AskPluginLoad(Handle myself, bool late, char[] error, int err_max);
/**
* Called before OnPluginStart, in case the plugin wants to check for load failure.
* This is called even if the plugin type is "private." Any natives from modules are
* not available at this point. Thus, this forward should only be used for explicit
* pre-emptive things, such as adding dynamic natives, setting certain types of load
* filters (such as not loading the plugin for certain games).
*
* @note It is not safe to call externally resolved natives until OnPluginStart().
* @note Any sort of RTE in this function will cause the plugin to fail loading.
* @note If you do not return anything, it is treated like returning success.
* @note If a plugin has an AskPluginLoad2(), AskPluginLoad() will not be called.
*
* @param myself Handle to the plugin.
* @param late Whether or not the plugin was loaded "late" (after map load).
* @param error Error message buffer in case load failed.
* @param err_max Maximum number of characters for error message buffer.
* @return APLRes_Success for load success, APLRes_Failure or APLRes_SilentFailure otherwise
*/
forward APLRes AskPluginLoad2(Handle myself, bool late, char[] error, int err_max);
/**
* Called when the plugin is about to be unloaded.
*
* It is not necessary to close any handles or remove hooks in this function.
* SourceMod guarantees that plugin shutdown automatically and correctly releases
* all resources.
*/
forward void OnPluginEnd();
/**
* Called when the plugin's pause status is changing.
*
* @param pause True if the plugin is being paused, false otherwise.
*/
forward void OnPluginPauseChange(bool pause);
/**
* Called before every server frame. Note that you should avoid
* doing expensive computations or declaring large local arrays.
*/
forward void OnGameFrame();
/**
* Called when the map starts loading.
*
* @param mapName Name of the map
*/
forward void OnMapInit(const char[] mapName);
/**
* Called when the map is loaded.
*/
forward void OnMapStart();
/**
* Called right before a map ends.
*/
forward void OnMapEnd();
/**
* Called when the map has loaded, servercfgfile (server.cfg) has been
* executed, and all plugin configs are done executing. This is the best
* place to initialize plugin functions which are based on cvar data.
*
* @note This will always be called once and only once per map. It will be
* called after OnMapStart().
*/
forward void OnConfigsExecuted();
/**
* This is called once, right after OnMapStart() but any time before
* OnConfigsExecuted(). It is called after the "exec sourcemod.cfg"
* command and all AutoExecConfig() exec commands have been added to
* the ServerCommand() buffer.
*
* If you need to load per-map settings that override default values,
* adding commands to the ServerCommand() buffer here will guarantee
* that they're set before OnConfigsExecuted().
*
* Unlike OnMapStart() and OnConfigsExecuted(), this is not called on
* late loads that occur after OnMapStart().
*/
forward void OnAutoConfigsBuffered();
/**
* @deprecated Use OnConfigsExecuted() instead.
*/
#pragma deprecated Use OnConfigsExecuted() instead
forward void OnServerCfg();
/**
* Called after all plugins have been loaded. This is called once for
* every plugin. If a plugin late loads, it will be called immediately
* after OnPluginStart().
*/
forward void OnAllPluginsLoaded();
/**
* Returns the calling plugin's Handle.
*
* @return Handle of the calling plugin.
*/
native Handle GetMyHandle();
methodmap PluginIterator < Handle
{
// Returns an iterator that can be used to search through plugins.
//
// @return A new Handle to a PluginIterator.
public native PluginIterator();
// Advances the iterator. Returns whether there are more plugins available in the iterator.
//
// @return True on more plugins, false otherwise.
// @error Invalid Handle.
public native bool Next();
// Returns the current plugin in the iterator.
//
// @return Current plugin the iterator is at
// @error Invalid Handle.
property Handle Plugin {
public native get();
}
}
/**
* Returns an iterator that can be used to search through plugins.
*
* @return Handle to iterate with. Must be closed via
* CloseHandle().
* @error Invalid Handle.
*/
native Handle GetPluginIterator();
/**
* Returns whether there are more plugins available in the iterator.
*
* @param iter Handle to the plugin iterator.
* @return True on more plugins, false otherwise.
* @error Invalid Handle.
*/
native bool MorePlugins(Handle iter);
/**
* Returns the current plugin in the iterator and advances the iterator.
*
* @param iter Handle to the plugin iterator.
* @return Current plugin the iterator is at, before
* the iterator is advanced.
* @error Invalid Handle.
*/
native Handle ReadPlugin(Handle iter);
/**
* Returns a plugin's status.
*
* @param plugin Plugin Handle (INVALID_HANDLE uses the calling plugin).
* @return Status code for the plugin.
* @error Invalid Handle.
*/
native PluginStatus GetPluginStatus(Handle plugin);
/**
* Retrieves a plugin's file name relative to the plugins folder.
*
* @param plugin Plugin Handle (INVALID_HANDLE uses the calling plugin).
* @param buffer Buffer to the store the file name.
* @param maxlength Maximum length of the name buffer.
* @error Invalid Handle.
*/
native void GetPluginFilename(Handle plugin, char[] buffer, int maxlength);
/**
* Retrieves whether or not a plugin is being debugged.
*
* @param plugin Plugin Handle (INVALID_HANDLE uses the calling plugin).
* @return True if being debugged, false otherwise.
* @error Invalid Handle.
*/
native bool IsPluginDebugging(Handle plugin);
/**
* Retrieves a plugin's public info.
*
* @param plugin Plugin Handle (INVALID_HANDLE uses the calling plugin).
* @param info Plugin info property to retrieve.
* @param buffer Buffer to store info in.
* @param maxlength Maximum length of buffer.
* @return True on success, false if property is not available.
* @error Invalid Handle.
*/
native bool GetPluginInfo(Handle plugin, PluginInfo info, char[] buffer, int maxlength);
/**
* Finds a plugin by its order in the list from the "plugins list" server
* "sm" command. You should not use this function to loop through all plugins,
* use the iterator instead. Looping through all plugins using this native
* is O(n^2), whereas using the iterator is O(n).
*
* @param order_num Number of the plugin as it appears in "sm plugins list".
* @return Plugin Handle on success, INVALID_HANDLE if no plugin
* matches the given number.
*/
native Handle FindPluginByNumber(int order_num);
/**
* Causes the plugin to enter a failed state. An error will be thrown and
* the plugin will be paused until it is unloaded or reloaded.
*
* For backwards compatibility, if no extra arguments are passed, no
* formatting is applied. If one or more additional arguments is passed,
* the string is formatted using Format(). If any errors are encountered
* during formatting, both the format specifier string and an additional
* error message are written.
*
* This function does not return, and no further code in the plugin is
* executed.
*
* @param string Format specifier string.
* @param ... Formatting arguments.
* @error Always throws SP_ERROR_ABORT.
*/
native void SetFailState(const char[] string, any ...);
/**
* Aborts the current callback and throws an error. This function
* does not return in that no code is executed following it.
*
* @param fmt String format.
* @param ... Format arguments.
* @noreturn
* @error Always!
*/
native void ThrowError(const char[] fmt, any ...);
/**
* Logs a stack trace from the current function call. Code
* execution continues after the call
*
* @param fmt Format string to send with the stack trace.
* @param ... Format arguments.
* @error Always logs a stack trace.
*/
native void LogStackTrace(const char[] fmt, any ...);
/**
* Gets the system time as a unix timestamp.
*
* @param bigStamp Optional array to store the 64bit timestamp in.
* @return 32bit timestamp (number of seconds since unix epoch).
*/
native int GetTime(int bigStamp[2]={0,0});
/**
* Produces a date and/or time string value for a timestamp.
*
* See this URL for valid parameters:
* http://cplusplus.com/reference/clibrary/ctime/strftime.html
*
* Note that available parameters depends on support from your operating system.
* In particular, ones highlighted in yellow on that page are not currently
* available on Windows and should be avoided for portable plugins.
*
* @param buffer Destination string buffer.
* @param maxlength Maximum length of output string buffer.
* @param format Formatting rules (passing NULL_STRING will use the rules defined in sm_datetime_format).
* @param stamp Optional time stamp.
* @error Buffer too small or invalid time format.
*/
native void FormatTime(char[] buffer, int maxlength, const char[] format, int stamp=-1);
/**
* Loads a game config file.
*
* @param file File to load. The path must be relative to the 'gamedata' folder under the config folder
* and the extension should be omitted.
* @return A handle to the game config file or INVALID_HANDLE on failure.
*/
native GameData LoadGameConfigFile(const char[] file);
/**
* Returns an offset value.
*
* @param gc Game config handle.
* @param key Key to retrieve from the offset section.
* @return An offset, or -1 on failure.
*/
native int GameConfGetOffset(Handle gc, const char[] key);
/**
* Gets the value of a key from the "Keys" section.
*
* @param gc Game config handle.
* @param key Key to retrieve from the Keys section.
* @param buffer Destination string buffer.
* @param maxlen Maximum length of output string buffer.
* @return True if key existed, false otherwise.
*/
native bool GameConfGetKeyValue(Handle gc, const char[] key, char[] buffer, int maxlen);
/**
* Finds an address calculation in a GameConfig file,
* performs LoadFromAddress on it as appropriate, then returns the final address.
*
* @param gameconf Game config handle.
* @param name Name of the property to find.
* @return An address calculated on success, or 0 on failure.
*/
native Address GameConfGetAddress(Handle gameconf, const char[] name);
/**
* Returns the operating system's "tick count," which is a number of
* milliseconds since the operating system loaded. This can be used
* for basic benchmarks.
*
* @return Tick count in milliseconds.
*/
native int GetSysTickCount();
/**
* Specifies that the given config file should be executed after plugin load.
* OnConfigsExecuted() will not be called until the config file has executed,
* but it will be called if the execution fails.
*
* @param autoCreate If true, and the config file does not exist, such a config
* file will be automatically created and populated with
* information from the plugin's registered cvars.
* @param name Name of the config file, excluding the .cfg extension.
* If empty, <plugin.filename.cfg> is assumed.
* @param folder Folder under cfg/ to use. By default this is "sourcemod."
*/
native void AutoExecConfig(bool autoCreate=true, const char[] name="", const char[] folder="sourcemod");
/**
* Registers a library name for identifying as a dependency to
* other plugins.
*
* @param name Library name.
*/
native void RegPluginLibrary(const char[] name);
/**
* Returns whether a library exists. This function should be considered
* expensive; it should only be called on plugin to determine availability
* of resources. Use OnLibraryAdded()/OnLibraryRemoved() to detect changes
* in libraries.
*
* @param name Library name of a plugin or extension.
* @return True if exists, false otherwise.
*/
native bool LibraryExists(const char[] name);
/**
* Returns the status of an extension, by filename.
*
* @param name Extension name (like "sdktools.ext").
* @param error Optional error message buffer.
* @param maxlength Length of optional error message buffer.
* @return -2 if the extension was not found.
* -1 if the extension was found but failed to load.
* 0 if the extension loaded but reported an error.
* 1 if the extension is running without error.
*/
native int GetExtensionFileStatus(const char[] name, char[] error="", int maxlength=0);
/**
* Called after a library is added.
* A library is either a plugin name or extension name, as
* exposed via its include file.
*
* @param name Library name.
*/
forward void OnLibraryAdded(const char[] name);
/**
* Called right before a library is removed.
* A library is either a plugin name or extension name, as
* exposed via its include file.
*
* @param name Library name.
*/
forward void OnLibraryRemoved(const char[] name);
/**
* Called when a plugin unloaded.
*
* @param plugin Plugin Handle who unloaded.
*/
forward void OnNotifyPluginUnloaded(Handle plugin);
#define MAPLIST_FLAG_MAPSFOLDER (1<<0) /**< On failure, use all maps in the maps folder. */
#define MAPLIST_FLAG_CLEARARRAY (1<<1) /**< If an input array is specified, clear it before adding. */
#define MAPLIST_FLAG_NO_DEFAULT (1<<2) /**< Do not read "default" or "mapcyclefile" on failure. */
/**
* Loads a map list to an ADT Array.
*
* A map list is a list of maps from a file. SourceMod allows easy configuration of
* maplists through addons/sourcemod/configs/maplists.cfg. Each entry is given a
* name and a file (for example, "rtv" => "rtv.cfg"), or a name and a redirection
* (for example, "rtv" => "default"). This native will read a map list entry,
* cache the file, and return the list of maps it holds.
*
* Serial change numbers are used to identify if a map list has changed. Thus, if
* you pass a serial change number and it's equal to what SourceMod currently knows
* about the map list, then SourceMod won't re-parse the file.
*
* If the maps end up being read from the maps folder (MAPLIST_FLAG_MAPSFOLDER), they
* are automatically sorted in alphabetical, ascending order.
*
* Arrays created by this function are temporary and must be freed via CloseHandle().
* Modifying arrays created by this function will not affect future return values or
* or the contents of arrays returned to other plugins.
*
* @param array Array to store the map list. If INVALID_HANDLE, a new blank
* array will be created. The blocksize should be at least 16;
* otherwise results may be truncated. Items are added to the array
* as strings. The array is never checked for duplicates, and it is
* not read beforehand. Only the serial number is used to detect
* changes.
* @param serial Serial number to identify last known map list change. If -1, the
* the value will not be checked. If the map list has since changed,
* the serial is updated (even if -1 was passed). If there is an error
* finding a valid maplist, then the serial is set to -1.
* @param str Config name, or "default" for the default map list. Config names
* should be somewhat descriptive. For example, the admin menu uses
* a config name of "admin menu". The list names can be configured
* by users in addons/sourcemod/configs/maplists.cfg.
* @param flags MAPLIST_FLAG flags.
* @return On failure:
* INVALID_HANDLE is returned, the serial is set to -1, and the input
* array (if any) is left unchanged.
* On no change:
* INVALID_HANDLE is returned, the serial is unchanged, and the input
* array (if any) is left unchanged.
* On success:
* A valid array Handle is returned, containing at least one map string.
* If an array was passed, the return value is equal to the passed Array
* Handle. If the passed array was not cleared, it will have grown by at
* least one item. The serial number is updated to a positive number.
* @error Invalid array Handle that is not INVALID_HANDLE.
*/
native Handle ReadMapList(Handle array=INVALID_HANDLE,
int &serial=-1,
const char[] str="default",
int flags=MAPLIST_FLAG_CLEARARRAY);
/**
* Makes a compatibility binding for map lists. For example, if a function previously used
* "clam.cfg" for map lists, this function will insert a "fake" binding to "clam.cfg" that
* will be overridden if it's in the maplists.cfg file.
*
* @param name Configuration name that would be used with ReadMapList().
* @param file Default file to use.
*/
native void SetMapListCompatBind(const char[] name, const char[] file);
/**
* Called when a client has sent chat text. This must return either true or
* false to indicate that a client is or is not spamming the server.
*
* The return value is a hint only. Core or another plugin may decide
* otherwise.
*
* @param client Client index. The server (0) will never be passed.
* @return True if client is spamming the server, false otherwise.
*/
forward bool OnClientFloodCheck(int client);
/**
* Called after a client's flood check has been computed. This can be used
* by antiflood algorithms to decay/increase flooding weights.
*
* Since the result from "OnClientFloodCheck" isn't guaranteed to be the
* final result, it is generally a good idea to use this to play with other
* algorithms nicely.
*
* @param client Client index. The server (0) will never be passed.
* @param blocked True if client flooded last "say", false otherwise.
*/
forward void OnClientFloodResult(int client, bool blocked);
/**
* Feature types.
*/
enum FeatureType
{
/**
* A native function call.
*/
FeatureType_Native,
/**
* A named capability. This is distinctly different from checking for a
* native, because the underlying functionality could be enabled on-demand
* to improve loading time. Thus a native may appear to exist, but it might
* be part of a set of features that are not compatible with the current game
* or version of SourceMod.
*/
FeatureType_Capability
};
/**
* Feature statuses.
*/
enum FeatureStatus
{
/**
* Feature is available for use.
*/
FeatureStatus_Available,
/**
* Feature is not available.
*/
FeatureStatus_Unavailable,
/**
* Feature is not known at all.
*/
FeatureStatus_Unknown
};
/**
* Returns whether "GetFeatureStatus" will work. Using this native
* or this function will not cause SourceMod to fail loading on older versions,
* however, GetFeatureStatus will only work if this function returns true.
*
* @return True if GetFeatureStatus will work, false otherwise.
*/
stock bool CanTestFeatures()
{
return LibraryExists("__CanTestFeatures__");
}
/**
* Returns whether a feature exists, and if so, whether it is usable.
*
* @param type Feature type.
* @param name Feature name.
* @return Feature status.
*/
native FeatureStatus GetFeatureStatus(FeatureType type, const char[] name);
/**
* Requires that a given feature is available. If it is not, SetFailState()
* is called with the given message.
*
* @param type Feature type.
* @param name Feature name.
* @param fmt Message format string, or empty to use default.
* @param ... Message format parameters, if any.
*/
native void RequireFeature(FeatureType type, const char[] name,
const char[] fmt="", any ...);
/**
* Represents how many bytes we can read from an address with one load
*/
enum NumberType
{
NumberType_Int8,
NumberType_Int16,
NumberType_Int32
};
enum Address
{
Address_Null = 0 // a typical invalid result when an address lookup fails
};
/**
* Load up to 4 bytes from a memory address.
*
* @param addr Address to a memory location.
* @param size How many bytes should be read.
* If loading a floating-point value, use NumberType_Int32.
* @return The value that is stored at that address.
* @error Address is null or pointing to reserved memory.
*/
native any LoadFromAddress(Address addr, NumberType size);
/**
* Store up to 4 bytes to a memory address.
*
* @param addr Address to a memory location.
* @param data Value to store at the address.
* @param size How many bytes should be written.
* If storing a floating-point value, use NumberType_Int32.
* @param updateMemAccess If true, SourceMod will set read / write / exec permissions
* on the memory page being written to.
* @error Address is null or pointing to reserved memory.
*/
native void StoreToAddress(Address addr, any data, NumberType size, bool updateMemAccess = true);
methodmap FrameIterator < Handle {
// Creates a stack frame iterator to build your own stack traces.
// @return New handle to a FrameIterator.
public native FrameIterator();
// Advances the iterator to the next stack frame.
// @return True if another frame was fetched and data can be successfully read.
// @error No next element exception.
public native bool Next();
// Resets the iterator back to it's starting position.
public native void Reset();
// Returns the line number of the current function call.
property int LineNumber {
public native get();
}
// Gets the name of the current function in the call stack.
//
// @param buffer Buffer to copy to.
// @param maxlen Max size of the buffer.
public native void GetFunctionName(char[] buffer, int maxlen);
// Gets the file path to the current call in the call stack.
//
// @param buffer Buffer to copy to.
// @param maxlen Max size of the buffer.
public native void GetFilePath(char[] buffer, int maxlen);
}
#include <helpers>
#include <entity>
#include <entity_prop_stocks>