amxmodx/amxmodx/CvarManager.h

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// vim: set ts=4 sw=4 tw=99 noet:
//
// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
// Copyright (C) The AMX Mod X Development Team.
//
// This software is licensed under the GNU General Public License, version 3 or higher.
// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
// https://alliedmods.net/amxmodx-license
#ifndef CVARS_H
#define CVARS_H
#include "amxmodx.h"
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#include <amtl/am-vector.h>
#include <amtl/am-inlinelist.h>
#include <sm_namehashset.h>
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#include "CGameConfigs.h"
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class CDetour;
enum CvarBounds
{
CvarBound_Upper = 0,
CvarBound_Lower
};
struct AutoForward
{
enum fwdstate
{
FSTATE_INVALID = 0,
FSTATE_OK,
FSTATE_STOP,
};
AutoForward(int id_, const char* handler) : id(id_), state(FSTATE_OK), callback(handler) {};
AutoForward() : id(-1) , state(FSTATE_INVALID) {};
~AutoForward()
{
unregisterSPForward(id);
}
int id;
fwdstate state;
ke::AString callback;
};
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struct CvarHook
{
CvarHook(int id, AutoForward* fwd) : pluginId(id), forward(fwd) {};
CvarHook(int id) : pluginId(id), forward(new AutoForward()) {};
int pluginId;
ke::AutoPtr<AutoForward> forward;
};
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struct CvarBind
{
enum CvarType
{
CvarType_Int,
CvarType_Float,
CvarType_String,
};
CvarBind(int id_, CvarType type_, cell* varAddress_, size_t varLength_)
:
pluginId(id_),
type(type_),
varAddress(varAddress_),
varLength(varLength_) {};
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int pluginId;
CvarType type;
cell* varAddress;
size_t varLength;
};
struct CvarBound
{
CvarBound()
:
hasMin(false), minVal(0),
hasMax(false), maxVal(0),
minPluginId(-1),
maxPluginId(-1) {};
bool hasMin;
float minVal;
bool hasMax;
float maxVal;
int minPluginId;
int maxPluginId;
};
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typedef ke::Vector<CvarHook*> CvarsHook;
typedef ke::Vector<CvarBind*> CvarsBind;
struct CvarInfo : public ke::InlineListNode<CvarInfo>
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{
CvarInfo(const char* name_, const char* helpText, const char* plugin_, int pluginId_)
:
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name(name_), description(helpText),
plugin(plugin_), pluginId(pluginId_), bound() {};
CvarInfo(const char* name_)
:
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name(name_), defaultval(""), description(""),
plugin(""), pluginId(-1), bound(), amxmodx(false) {};
cvar_t* var;
ke::AString name;
ke::AString defaultval;
ke::AString description;
ke::AString plugin;
int pluginId;
CvarBound bound;
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CvarsBind binds;
CvarsHook hooks;
bool amxmodx;
static inline bool matches(const char *name, const CvarInfo* info)
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{
return strcmp(name, info->var->name) == 0;
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}
};
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typedef NameHashSet<CvarInfo*> CvarsCache;
typedef ke::InlineList<CvarInfo> CvarsList;
class CvarManager
{
public:
CvarManager();
~CvarManager();
public:
void CreateCvarHook();
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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void EnableHook();
void DisableHook();
void DestroyHook();
CvarInfo* CreateCvar(const char* name, const char* value, const char* plugin, int pluginId, int flags = 0, const char* helpText = "");
CvarInfo* FindCvar(const char* name);
CvarInfo* FindCvar(size_t index);
bool CacheLookup(const char* name, CvarInfo** info);
AutoForward* HookCvarChange(cvar_t* var, AMX* amx, cell param, const char** callback);
bool BindCvar(CvarInfo* info, CvarBind::CvarType type, AMX* amx, cell varofs, size_t varlen = 0);
void SetCvarMin(CvarInfo* info, bool set, float value, int pluginId);
void SetCvarMax(CvarInfo* info, bool set, float value, int pluginId);
size_t GetRegCvarsCount();
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CvarsList* GetCvarsList();
void OnConsoleCommand();
void OnPluginUnloaded();
void OnAmxxShutdown();
private:
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CvarsCache m_Cache;
CvarsList m_Cvars;
size_t m_AmxmodxCvars;
CDetour* m_HookDetour;
Add basic ReHLDS and ReGameDLL support (#417) * Add ReHLDS API files and its dependencies Note: This has been stolen from ReAPI AMXX module and modified/adjusted to match AMXX existing includes and to provide as less dependencies as possible as well * Add the necessary files to get ReHLDS interface * Split SV_DropClient into pre/post code * Init ReHLDS API and add SV_DropClient hook * Add Cvar_DirectSet hook and adjust code with helpers Note: we don't need to split code here. This is pretty much the naive and straight way, but fairly enough for our case. If it happens we got a lot more hooks, we may consider to use some class to manage better the things. * Move platform and interface stuff in their own files in public directory * Make sure to init cvar stuff after ReHLDS * Add ReGameDLL API files and its dependencies in cstrike module * Init ReHLDS in cstrike module and adjust code Note: About cs_uset_set_model(). ReHLDS API doesn't offer a way to know directly the precached models, so instead of looping through all the ressources, the models list is saved one time at map change into a hashmap. * Init ReGameDLL and adjust code * Fix linux compilation * Init ReGameDLL in fakemeta module and adjust code * Rename /reapi directory to /resdk to avoid confusion * Retrieve gamerules pointer through InstallGameRules in fakemeta module * Retrieve gamerules pointer through InstallGameRules in cstrike module Note: actually gamerules is not used if regamedll is enabled, but it could be used in future natives. * Fix a typo when ReGameDLL is not enabled * Fix missing interface check for ReHLDS. I'm pretty sure I was checking at the very first since I worked first on vanilla version of engine, looks like change has been lost.
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bool m_ReHookEnabled;
};
extern CvarManager g_CvarManager;
#endif // CVARS_H