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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /common/IRunGameEngine.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+#ifndef IRUNGAMEENGINE_H
+#define IRUNGAMEENGINE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "interface.h"
+
+#ifdef GetUserName
+#undef GetUserName
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: Interface to running the game engine
+//-----------------------------------------------------------------------------
+abstract_class IRunGameEngine : public IBaseInterface
+{
+public:
+ // Returns true if the engine is running, false otherwise.
+ virtual bool IsRunning() = 0;
+
+ // Adds text to the engine command buffer. Only works if IsRunning()
+ // returns true on success, false on failure
+ virtual bool AddTextCommand(const char *text) = 0;
+
+ // runs the engine with the specified command line parameters. Only works if !IsRunning()
+ // returns true on success, false on failure
+ virtual bool RunEngine(const char *gameDir, const char *commandLineParams) = 0;
+
+ // returns true if the player is currently connected to a game server
+ virtual bool IsInGame() = 0;
+
+ // gets information about the server the engine is currently connected to
+ // returns true on success, false on failure
+ virtual bool GetGameInfo(char *infoBuffer, int bufferSize) = 0;
+
+ // tells the engine our userID
+ virtual void SetTrackerUserID(int trackerID, const char *trackerName) = 0;
+
+ // this next section could probably moved to another interface
+ // iterates users
+ // returns the number of user
+ virtual int GetPlayerCount() = 0;
+
+ // returns a playerID for a player
+ // playerIndex is in the range [0, GetPlayerCount)
+ virtual unsigned int GetPlayerFriendsID(int playerIndex) = 0;
+
+ // gets the in-game name of another user, returns NULL if that user doesn't exists
+ virtual const char *GetPlayerName(int friendsID, char *name, int namelen) = 0;
+
+ // gets the friends name of a player
+ virtual const char *GetPlayerFriendsName(int friendsID, char *name, int namelen) = 0;
+
+ // returns the engine build number and mod version string for server versioning
+ virtual unsigned int GetEngineBuildNumber() = 0;
+ virtual const char *GetProductVersionString() = 0;
+
+ // new interface to RunEngine (done so we don't have to roll the interface version)
+ virtual bool RunEngine2(const char *gameDir, const char *commandLineParams, bool isSourceGame) = 0;
+
+ enum ERunResult
+ {
+ k_ERunResultOkay = 0,
+ k_ERunResultModNotInstalled = 1,
+ k_ERunResultAppNotFound = 2,
+ k_ERunResultNotInitialized = 3,
+ };
+ virtual ERunResult RunEngine( int iAppID, const char *gameDir, const char *commandLineParams ) = 0;
+
+};
+
+#define RUNGAMEENGINE_INTERFACE_VERSION "RunGameEngine005"
+
+#endif // IRUNGAMEENGINE_H