#pragma once #include "meta_api.h" // META_RES, etc #include "mlist.h" // MPluginList, etc #include "mreg.h" // MRegCmdList, etc #include "conf_meta.h" // MConfig #include "osdep.h" // NAME_MAX, etc #include "mplayer.h" // MPlayerList #include "engine_t.h" // engine_t, Engine #define PLUGINS_INI "plugins.ini" // file that lists plugins to load at startup #define EXEC_CFG "exec.cfg" // file that contains commands to metamod plugins at startup #define CONFIG_INI "config.ini" // generic config file // cvar to contain version extern cvar_t g_meta_version; // Info about the game dll/mod. struct gamedll_t { char name[NAME_MAX]; // ie "cstrike" (from gamedir) char desc[NAME_MAX]; // ie "Counter-Strike" char gamedir[MAX_PATH]; // ie "/home/willday/half-life/cstrike" char pathname[MAX_PATH]; // ie "/home/willday/half-life/cstrike/dlls/cs_i386.so" char const* file; // ie "cs_i386.so" char real_pathname[MAX_PATH]; // in case pathname overridden by bot, etc CSysModule sys_module; gamedll_funcs_t funcs; // dllapi_table, newapi_table }; extern gamedll_t g_GameDLL; // SDK variables for storing engine funcs and globals. extern enginefuncs_t g_engfuncs; extern globalvars_t* gpGlobals; // g_config structure. extern MConfig* g_config; // List of plugins loaded/opened/running. extern MPluginList* g_plugins; // List of command functions registered by plugins. extern MRegCmdList* g_regCmds; // List of cvar structures registered by plugins. extern MRegCvarList* g_regCvars; // List of user messages registered by gamedll. extern MRegMsgList* g_regMsgs; #ifdef METAMOD_CORE ALIGN16 #endif // Data provided to plugins. // Separate copies to prevent plugins from modifying "readable" parts. // See meta_api.h for meta_globals_t structure. extern meta_globals_t g_metaGlobals; // hook function tables extern DLL_FUNCTIONS* pHookedDllFunctions; extern NEW_DLL_FUNCTIONS* pHookedNewDllFunctions; // (patch by hullu) // Safety check for metamod-bot-plugin bugfix. // engine_api->pfnRunPlayerMove calls dllapi-functions before it returns. // This causes problems with bots running as metamod plugins, because // metamod assumed that g_metaGlobals is free to be used. // With call_count we can fix this by backuping up g_metaGlobals if // it's already being used. extern unsigned int g_CALL_API_count; // stores previous requestid counter extern int g_requestid_counter; extern bool g_metamod_active; // (patch by BAILOPAN) // Holds cached player info, right now only things for querying cvars // Max players is always 32, small enough that we can use a static array extern MPlayerList g_players; void metamod_startup(); bool meta_init_gamedll(); bool meta_load_gamedll(); void meta_rebuild_callbacks(); // lotsa macros... // These are the meat of the metamod processing, and are as ugly as (or // uglier) than they look. This is done via macros, because of the varying // parameter types (int, void, edict_t*, etc) as well as varying // function-pointer types and different api tables (dllapi, newapi, // engine), which just can't be passed to a function. And, since the // operation is similar for each api call, I didn't want to keep // duplicating code all over the place. Thus the ugly macros. // // The basic operation is, for each api call: // - iterate through list of plugins // - for each plugin, if it provides this api call, then call the // function in the plugin // - call the "real" function (in the game dll, or from the engine) // - for each plugin, check for a "post" version of the function, and call // if present // // // Also, for any api call, each plugin has the opportunity to replace the // real routine, in two ways: // - prevent the real routine from being called ("supercede") // - allow the real routine to be called, but change the value that's // returned ("override") // // Thus after each plugin is called, its META_RETURN flag is checked, and // action taken appropriately. Note that supercede/override only affects // the _real_ routine; other plugins will still be called. // // In addition to the SUPERCEDE and OVERRIDE flags, there are two // additional flags a plugin can return: // - HANDLED ("I did something here") // - IGNORED ("I didn't really do anything") // // These aren't used by metamod itself, but could be used by plugins to // get an idea if a previous plugin did anything. // // // The 5 basic macros are: // SETUP // CALL_PLUGIN // CALL_GAME and CALL_ENGINE // RETURN // // These 5 are actually used to build second level macros for each api type // (dllapi, newapi, engine), with the CALL_PLUGIN macro being used twice // (before and after). Altogether, they end up expanding to approx 150 // lines of code for _each_ api call. Ack, ugly indeed. // // However, due to some functions returning 'void', and others returning an // actual value, I had to have separate macros for the two, since I // couldn't seem to generalize the two into a form that the compiler would // accept. Thus there are "_void" versions of the 5 macros; these are // listed first.