sm-zombiereloaded-3/env/include/console.inc

654 lines
26 KiB
SourcePawn

/**
* 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 _console_included
#endinput
#endif
#define _console_included
#define INVALID_FCVAR_FLAGS (-1)
/**
* Console variable query helper values.
*/
enum QueryCookie
{
QUERYCOOKIE_FAILED = 0,
};
/**
* Reply sources for commands.
*/
enum ReplySource
{
SM_REPLY_TO_CONSOLE = 0,
SM_REPLY_TO_CHAT = 1,
};
/**
* @section Flags for console commands and console variables. The descriptions
* for each constant come directly from the Source SDK.
*/
#pragma deprecated No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk.
#define FCVAR_PLUGIN 0 // Actual value is same as FCVAR_SS_ADDED in Left 4 Dead and later.
#pragma deprecated Did you mean FCVAR_DEVELOPMENTONLY? (No logic using this flag ever existed in a released game. It only ever appeared in the first hl2sdk.)
#define FCVAR_LAUNCHER (1<<1) // Same value as FCVAR_DEVELOPMENTONLY, which is what most usages of this were intending to use.
#define FCVAR_NONE 0 // The default, no flags at all
#define FCVAR_UNREGISTERED (1<<0) // If this is set, don't add to linked list, etc.
#define FCVAR_DEVELOPMENTONLY (1<<1) // Hidden in released products. Flag is removed automatically if ALLOW_DEVELOPMENT_CVARS is defined. (OB+)
#define FCVAR_GAMEDLL (1<<2) // Defined by the game DLL.
#define FCVAR_CLIENTDLL (1<<3) // Defined by the client DLL.
#define FCVAR_MATERIAL_SYSTEM (1<<4) // Defined by the material system. (EP1-only)
#define FCVAR_HIDDEN (1<<4) // Hidden. Doesn't appear in find or autocomplete. Like DEVELOPMENTONLY, but can't be compiled out.1 (OB+)
#define FCVAR_PROTECTED (1<<5) // It's a server cvar, but we don't send the data since it's a password, etc.
// Sends 1 if it's not bland/zero, 0 otherwise as value.
#define FCVAR_SPONLY (1<<6) // This cvar cannot be changed by clients connected to a multiplayer server.
#define FCVAR_ARCHIVE (1<<7) // Set to cause it to be saved to vars.rc
#define FCVAR_NOTIFY (1<<8) // Notifies players when changed.
#define FCVAR_USERINFO (1<<9) // Changes the client's info string.
#define FCVAR_PRINTABLEONLY (1<<10) // This cvar's string cannot contain unprintable characters (e.g., used for player name, etc.)
#define FCVAR_UNLOGGED (1<<11) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
#define FCVAR_NEVER_AS_STRING (1<<12) // Never try to print that cvar.
#define FCVAR_REPLICATED (1<<13) // Server setting enforced on clients.
#define FCVAR_CHEAT (1<<14) // Only useable in singleplayer / debug / multiplayer & sv_cheats
#define FCVAR_SS (1<<15) // causes varnameN where N 2 through max splitscreen slots for mod to be autogenerated (L4D+)
#define FCVAR_DEMO (1<<16) // Record this cvar when starting a demo file.
#define FCVAR_DONTRECORD (1<<17) // Don't record these command in demo files.
#define FCVAR_SS_ADDED (1<<18) // This is one of the "added" FCVAR_SS variables for the splitscreen players (L4D+)
#define FCVAR_RELEASE (1<<19) // Cvars tagged with this are the only cvars available to customers (L4D+)
#define FCVAR_RELOAD_MATERIALS (1<<20) // If this cvar changes, it forces a material reload (OB+)
#define FCVAR_RELOAD_TEXTURES (1<<21) // If this cvar changes, if forces a texture reload (OB+)
#define FCVAR_NOT_CONNECTED (1<<22) // Cvar cannot be changed by a client that is connected to a server.
#define FCVAR_MATERIAL_SYSTEM_THREAD (1<<23) // Indicates this cvar is read from the material system thread (OB+)
#define FCVAR_ARCHIVE_XBOX (1<<24) // Cvar written to config.cfg on the Xbox.
#define FCVAR_ARCHIVE_GAMECONSOLE (1<<24) // Cvar written to config.cfg on the Xbox.
#define FCVAR_ACCESSIBLE_FROM_THREADS (1<<25) // used as a debugging tool necessary to check material system thread convars (OB+)
#define FCVAR_SERVER_CAN_EXECUTE (1<<28) // the server is allowed to execute this command on clients via
// ClientCommand/NET_StringCmd/CBaseClientState::ProcessStringCmd. (OB+)
#define FCVAR_SERVER_CANNOT_QUERY (1<<29) // If this is set, then the server is not allowed to query this cvar's value (via
// IServerPluginHelpers::StartQueryCvarValue).
#define FCVAR_CLIENTCMD_CAN_EXECUTE (1<<30) // IVEngineClient::ClientCmd is allowed to execute this command.
// Note: IVEngineClient::ClientCmd_Unrestricted can run any client command.
/**
* @endsection
*/
/**
* Executes a server command as if it were on the server console (or RCON)
*
* @param format Formatting rules.
* @param ... Variable number of format parameters.
*/
native void ServerCommand(const char[] format, any ...);
/**
* Executes a server command as if it were on the server console (or RCON)
* and stores the printed text into buffer.
*
* Warning: This calls ServerExecute internally and may have issues if
* certain commands are in the buffer, only use when you really need
* the response.
* Also, on L4D2 this will not print the command output to the server console.
*
* @param buffer String to store command result into.
* @param maxlen Length of buffer.
* @param format Formatting rules.
* @param ... Variable number of format parameters.
*/
native void ServerCommandEx(char[] buffer, int maxlen, const char[] format, any ...);
/**
* Inserts a server command at the beginning of the server command buffer.
*
* @param format Formatting rules.
* @param ... Variable number of format parameters.
*/
native void InsertServerCommand(const char[] format, any ...);
/**
* Executes every command in the server's command buffer, rather than once per frame.
*/
native void ServerExecute();
/**
* Executes a client command. Note that this will not work on clients unless
* they have cl_restrict_server_commands set to 0.
*
* @param client Index of the client.
* @param fmt Format of the client command.
* @param ... Format parameters
* @error Invalid client index, or client not connected.
*/
native void ClientCommand(int client, const char[] fmt, any ...);
/**
* Executes a client command on the server without being networked.
*
* FakeClientCommand() overwrites the command tokenization buffer. This can
* cause undesired effects because future calls to GetCmdArg* will return
* data from the FakeClientCommand(), not the parent command. If you are in
* a hook where this matters (for example, a "say" hook), you should use
* FakeClientCommandEx() instead.
*
* @param client Index of the client.
* @param fmt Format of the client command.
* @param ... Format parameters
* @error Invalid client index, or client not connected.
*/
native void FakeClientCommand(int client, const char[] fmt, any ...);
/**
* Executes a client command on the server without being networked. The
* execution of the client command is delayed by one frame to prevent any
* re-entrancy issues that might surface with FakeClientCommand().
*
* @param client Index of the client.
* @param fmt Format of the client command.
* @param ... Format parameters
* @error Invalid client index, or client not connected.
*/
native void FakeClientCommandEx(int client, const char[] fmt, any ...);
/**
* Executes a KeyValues client command on the server without being networked.
*
* @param client Index of the client.
* @param kv KeyValues data to be sent.
* @error Invalid client index, client not connected,
* or unsupported on current game.
*/
native void FakeClientCommandKeyValues(int client, KeyValues kv);
/**
* Sends a message to the server console.
*
* @param format Formatting rules.
* @param ... Variable number of format parameters.
*/
native void PrintToServer(const char[] format, any ...);
/**
* Sends a message to a client's console.
*
* @param client Client index.
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @error If the client is not connected an error will be thrown.
*/
native void PrintToConsole(int client, const char[] format, any ...);
/**
* Reples to a message in a command.
*
* A client index of 0 will use PrintToServer().
* If the command was from the console, PrintToConsole() is used.
* If the command was from chat, PrintToChat() is used.
*
* @param client Client index, or 0 for server.
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @error If the client is not connected or invalid.
*/
native void ReplyToCommand(int client, const char[] format, any ...);
/**
* Returns the current reply source of a command.
*
* @return ReplySource value.
*/
native ReplySource GetCmdReplySource();
/**
* Sets the current reply source of a command.
*
* Only use this if you know what you are doing. You should save the old value
* and restore it once you are done.
*
* @param source New ReplySource value.
* @return Old ReplySource value.
*/
native ReplySource SetCmdReplySource(ReplySource source);
/**
* Returns whether the current say hook is a chat trigger.
*
* This function is only meaningful inside say or say_team hooks.
*
* @return True if a chat trigger, false otherwise.
*/
native bool IsChatTrigger();
/**
* Displays usage of an admin command to users depending on the
* setting of the sm_show_activity cvar. All users receive a message
* in their chat text, except for the originating client, who receives
* the message based on the current ReplySource.
*
* @param client Client index doing the action, or 0 for server.
* @param tag Tag to prepend to the message.
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @error
*/
native void ShowActivity2(int client, const char[] tag, const char[] format, any ...);
/**
* Displays usage of an admin command to users depending on the
* setting of the sm_show_activity cvar.
*
* This version does not display a message to the originating client
* if used from chat triggers or menus. If manual replies are used
* for these cases, then this function will suffice. Otherwise,
* ShowActivity2() is slightly more useful.
*
* @param client Client index doing the action, or 0 for server.
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @error
*/
native void ShowActivity(int client, const char[] format, any ...);
/**
* Same as ShowActivity(), except the tag parameter is used instead of
* "[SM] " (note that you must supply any spacing).
*
* @param client Client index doing the action, or 0 for server.
* @param tag Tag to display with.
* @param format Formatting rules.
* @param ... Variable number of format parameters.
* @error
*/
native void ShowActivityEx(int client, const char[] tag, const char[] format, any ...);
/**
* Given an originating client and a target client, returns the string
* that describes the originating client according to the sm_show_activity cvar.
*
* For example, "ADMIN", "PLAYER", or a player's name could be placed in this buffer.
*
* @param client Originating client; may be 0 for server console.
* @param target Targeted client.
* @param namebuf Name buffer.
* @param maxlength Maximum size of the name buffer.
* @return True if activity should be shown. False otherwise. In either
* case, the name buffer is filled. The return value can be used
* to broadcast a "safe" name to all players regardless of the
* sm_show_activity filters.
* @error Invalid client index or client not connected.
*/
native bool FormatActivitySource(int client, int target, const char[] namebuf, int maxlength);
/**
* Called when a server-only command is invoked.
*
* @param args Number of arguments that were in the argument string.
* @return An Action value. Not handling the command
* means that Source will report it as "not found."
*/
typedef SrvCmd = function Action (int args);
/**
* Creates a server-only console command, or hooks an already existing one.
*
* Server commands are case sensitive.
*
* @param cmd Name of the command to hook or create.
* @param callback A function to use as a callback for when the command is invoked.
* @param description Optional description to use for command creation.
* @param flags Optional flags to use for command creation.
* @error Command name is the same as an existing convar.
*/
native void RegServerCmd(const char[] cmd, SrvCmd callback, const char[] description="", int flags=0);
/**
* Called when a generic console command is invoked.
*
* @param client Index of the client, or 0 from the server.
* @param args Number of arguments that were in the argument string.
* @return An Action value. Not handling the command
* means that Source will report it as "not found."
*/
typedef ConCmd = function Action (int client, int args);
/**
* Creates a console command, or hooks an already existing one.
*
* Console commands are case sensitive. However, if the command already exists in the game,
* a client may enter the command in any case. SourceMod corrects for this automatically,
* and you should only hook the "real" version of the command.
*
* @param cmd Name of the command to hook or create.
* @param callback A function to use as a callback for when the command is invoked.
* @param description Optional description to use for command creation.
* @param flags Optional flags to use for command creation.
* @error Command name is the same as an existing convar.
*/
native void RegConsoleCmd(const char[] cmd, ConCmd callback, const char[] description="", int flags=0);
/**
* Creates a console command as an administrative command. If the command does not exist,
* it is created. When this command is invoked, the access rights of the player are
* automatically checked before allowing it to continue.
*
* Admin commands are case sensitive from both the client and server.
*
* @param cmd String containing command to register.
* @param callback A function to use as a callback for when the command is invoked.
* @param adminflags Administrative flags (bitstring) to use for permissions.
* @param description Optional description to use for help.
* @param group String containing the command group to use. If empty,
* the plugin's filename will be used instead.
* @param flags Optional console flags.
* @error Command name is the same as an existing convar.
*/
native void RegAdminCmd(const char[] cmd,
ConCmd callback,
int adminflags,
const char[] description="",
const char[] group="",
int flags=0);
/**
* Returns whether there is a command callback available.
*
* @return True if called from inside a command callback.
*/
native bool IsCommandCallback();
/**
* Returns the number of arguments from the current console or server command.
* @note Unlike the HL2 engine call, this does not include the command itself.
*
* @return Number of arguments to the current command.
*/
native int GetCmdArgs();
/**
* Retrieves a command argument given its index, from the current console or
* server command.
* @note Argument indexes start at 1; 0 retrieves the command name.
*
* @param argnum Argument number to retrieve.
* @param buffer Buffer to use for storing the string.
* @param maxlength Maximum length of the buffer.
* @return Length of string written to buffer.
*/
native int GetCmdArg(int argnum, char[] buffer, int maxlength);
/**
* Retrieves the entire command argument string in one lump from the current
* console or server command.
*
* @param buffer Buffer to use for storing the string.
* @param maxlength Maximum length of the buffer.
* @return Length of string written to buffer.
*/
native int GetCmdArgString(char[] buffer, int maxlength);
/**
* Gets a command iterator. Must be freed with CloseHandle().
*
* @return A new command iterator.
*/
native Handle GetCommandIterator();
/**
* Reads a command iterator, then advances to the next command if any.
* Only SourceMod specific commands are returned.
*
* @param iter Command iterator Handle.
* @param name Name buffer.
* @param nameLen Name buffer size.
* @param eflags Effective default flags of a command.
* @param desc Command description buffer.
* @param descLen Command description buffer size.
* @return True on success, false if there are no more commands.
*/
native bool ReadCommandIterator(Handle iter,
char[] name,
int nameLen,
int &eflags=0,
char[] desc="",
int descLen=0);
/**
* Returns whether a client has access to a given command string. The string
* can be any override string, as overrides can be independent of
* commands. This feature essentially allows you to create custom
* flags using the override system.
*
* @param client Client index.
* @param command Command name. If the command is not found, the default
* flags are used.
* @param flags Flag string to use as a default, if the command or override
* is not found.
* @param override_only If true, SourceMod will not attempt to find a matching
* command, and it will only use the default flags specified.
* Otherwise, SourceMod will ignore the default flags if
* there is a matching admin command.
* @return True if the client has access, false otherwise.
*/
native bool CheckCommandAccess(int client,
const char[] command,
int flags,
bool override_only=false);
/**
* Returns whether an admin has access to a given command string. The string
* can be any override string, as overrides can be independent of
* commands. This feature essentially allows you to create custom flags
* using the override system.
*
* @param id AdminId of the admin.
* @param command Command name. If the command is not found, the default
* flags are used.
* @param flags Flag string to use as a default, if the command or override
* is not found.
* @param override_only If true, SourceMod will not attempt to find a matching
* command, and it will only use the default flags specified.
* Otherwise, SourceMod will ignore the default flags if
* there is a matching admin command.
* @return True if the admin has access, false otherwise.
*/
native bool CheckAccess(AdminId id,
const char[] command,
int flags,
bool override_only=false);
/**
* Returns the bitstring of flags of a command.
*
* @param name Name of the command.
* @return A bitstring containing the FCVAR_* flags that are enabled
* or INVALID_FCVAR_FLAGS if command not found.
*/
native int GetCommandFlags(const char[] name);
/**
* Sets the bitstring of flags of a command.
*
* @param name Name of the command.
* @param flags A bitstring containing the FCVAR_* flags to enable.
* @return True on success, otherwise false.
*/
native bool SetCommandFlags(const char[] name, int flags);
/**
* Starts a ConCommandBase search, traversing the list of ConVars and
* ConCommands. If a Handle is returned, the next entry must be read
* via FindNextConCommand(). The order of the list is undefined.
*
* @param buffer Buffer to store entry name.
* @param max_size Maximum size of the buffer.
* @param isCommand Variable to store whether the entry is a command.
* If it is not a command, it is a ConVar.
* @param flags Variable to store entry flags.
* @param description Buffer to store the description, empty if no description present.
* @param descrmax_size Maximum size of the description buffer.
* @return On success, a ConCmdIter Handle is returned, which
* can be read via FindNextConCommand(), and must be
* closed via CloseHandle(). Additionally, the output
* parameters will be filled with information of the
* first ConCommandBase entry.
* On failure, INVALID_HANDLE is returned, and the
* contents of outputs is undefined.
*/
native Handle FindFirstConCommand(char[] buffer, int max_size, bool &isCommand, int &flags=0, char[] description="", int descrmax_size=0);
/**
* Reads the next entry in a ConCommandBase iterator.
*
* @param search ConCmdIter Handle to search.
* @param buffer Buffer to store entry name.
* @param max_size Maximum size of the buffer.
* @param isCommand Variable to store whether the entry is a command.
* If it is not a command, it is a ConVar.
* @param flags Variable to store entry flags.
* @param description Buffer to store the description, empty if no description present.
* @param descrmax_size Maximum size of the description buffer.
* @return On success, the outputs are filled, the iterator is
* advanced to the next entry, and true is returned.
* If no more entries exist, false is returned, and the
* contents of outputs is undefined.
*/
native bool FindNextConCommand(Handle search, char[] buffer, int max_size, bool &isCommand, int &flags=0, char[] description="", int descrmax_size=0);
/**
* Adds an informational string to the server's public "tags".
* This string should be a short, unique identifier.
*
* Note: Tags are automatically removed when a plugin unloads.
* Note: Currently, this function does nothing because of bugs in the Valve master.
*
* @param tag Tag string to append.
*/
native void AddServerTag(const char[] tag);
/**
* Removes a tag previously added by the calling plugin.
*
* @param tag Tag string to remove.
*/
native void RemoveServerTag(const char[] tag);
/**
* Callback for command listeners. This is invoked whenever any command
* reaches the server, from the server console itself or a player.
*
* Clients may be in the process of connecting when they are executing commands
* IsClientConnected(client) is not guaranteed to return true. Other functions
* such as GetClientIP() may not work at this point either.
*
* Returning Plugin_Handled or Plugin_Stop will prevent the original,
* baseline code from running.
*
* -- TEXT BELOW IS IMPLEMENTATION, AND NOT GUARANTEED --
* Even if returning Plugin_Handled or Plugin_Stop, some callbacks will still
* trigger. These are:
* * C++ command dispatch hooks from Metamod:Source plugins
* * Reg*Cmd() hooks that did not create new commands.
*
* @param client Client, or 0 for server.
* Client may not be connected or in game.
* @param command Command name, lower case. To get name as typed, use
* GetCmdArg() and specify argument 0.
* @param argc Argument count.
* @return Action to take (see extended notes above).
*/
typedef CommandListener = function Action (int client, const char[] command, int argc);
#define FEATURECAP_COMMANDLISTENER "command listener"
/**
* Adds a callback that will fire when a command is sent to the server.
*
* Registering commands is designed to create a new command as part of the UI,
* whereas this is a lightweight hook on a command string, existing or not.
* Using Reg*Cmd to intercept is in poor practice, as it physically creates a
* new command and can slow down dispatch in general.
*
* To see if this feature is available, use FeatureType_Capability and
* FEATURECAP_COMMANDLISTENER.
*
* @param callback Callback.
* @param command Command, or if not specified, a global listener.
* The command is case insensitive.
* @return True if this feature is available on the current game,
* false otherwise.
*/
native bool AddCommandListener(CommandListener callback, const char[] command="");
/**
* Removes a previously added command listener, in reverse order of being added.
*
* @param callback Callback.
* @param command Command, or if not specified, a global listener.
* The command is case insensitive.
* @error Callback has no active listeners.
*/
native void RemoveCommandListener(CommandListener callback, const char[] command="");
/**
* Returns true if the supplied command exists.
*
* @param command Command to find.
* @return True if command is found, false otherwise.
*/
stock bool CommandExists(const char[] command)
{
return (GetCommandFlags(command) != INVALID_FCVAR_FLAGS);
}
/**
* Global listener for the chat commands.
*
* @param client Client index.
* @param command Command name.
* @param sArgs Chat argument string.
*
* @return An Action value. Returning Plugin_Handled bypasses the game function call.
Returning Plugin_Stop bypasses the post hook as well as the game function.
*/
forward Action OnClientSayCommand(int client, const char[] command, const char[] sArgs);
/**
* Global post listener for the chat commands.
*
* @param client Client index.
* @param command Command name.
* @param sArgs Chat argument string.
*/
forward void OnClientSayCommand_Post(int client, const char[] command, const char[] sArgs);