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