#pragma once

#include <vector>
#include "obse\CommandTable.h"
#include "obse\Utilities.h"

#if OBLIVION
#include "GameAPI.h"
#endif

struct CommandInfo;
struct ParamInfo;
class TESObjectREFR;
class Script;
class TESForm;
struct ScriptEventList;
struct ArrayKey;
namespace PluginAPI { class ArrayAPI; }
struct PluginInfo;

typedef UInt32	PluginHandle;	// treat this as an opaque type

enum
{
	kPluginHandle_Invalid = 0xFFFFFFFF
};

enum
{
	kInterface_Console = 0,

	// added in v0015
	kInterface_Serialization,

	// added v0016
	kInterface_StringVar,
	kInterface_IO,

	// added v0017
	kInterface_Messaging,

	// added v0018
	kInterface_ArrayVar,

	// added v0019
	kInterface_CommandTable,
	kInterface_Script,

	kInterface_Max
};

struct OBSEInterface
{
	UInt32	obseVersion;
	UInt32	oblivionVersion;
	UInt32	editorVersion;
	UInt32	isEditor;
	bool	(* RegisterCommand)(CommandInfo * info);	// returns true for success, false for failure
	void	(* SetOpcodeBase)(UInt32 opcode);
	void *	(* QueryInterface)(UInt32 id);

	// added in v0015, only call if obseVersion >= 15
	// call during your Query or Load functions to get a PluginHandle uniquely identifying your plugin
	// invalid if called at any other time, so call it once and save the result
	PluginHandle	(* GetPluginHandle)(void);

	// added v0018
	// CommandReturnType enum defined in CommandTable.h
	// does the same as RegisterCommand but includes return type; *required* for commands returning arrays
	bool	(* RegisterTypedCommand)(CommandInfo * info, CommandReturnType retnType);
	// returns a full path the the Oblivion directory
	const char* (* GetOblivionDirectory)();
};

struct OBSEConsoleInterface
{
	enum
	{
		kVersion = 2
	};

	UInt32	version;

	// return type changed from void to bool in kVersion == 2
	bool	(* RunScriptLine)(const char * buf);

	// added v0020
	// like RunScriptLine, but accepts a calling refr (or NULL) and optionally suppresses all console output for the duration
	bool	(* RunScriptLine2)(const char * buf, TESObjectREFR* callingRefr, bool bSuppressConsoleOutput);
};

/***** string_var API *****************************
*
* string_var is OBSE's string pseudo-datatype. Strings are represented internally by
* integer IDs, however the details of the implementation are opaque to scripts and
* ideally to plugins as well.
*
* Plugin authors should rely primarily on Assign() to return a string as the result of a script function.
* It takes the COMMAND_ARGS passed to the script function followed by a pointer to the new string.
* i.e. Assign(PASS_COMMAND_ARGS, "some string") assigns "some string" to the  string variable on the lefthand
* side of the script assignment statement, initializing the variable if necessary. Generates a logged error if 
* the scripter does not provide a variable in which to store the result.
*
* GetString(), CreateString(), and SetString() are slightly lower-level functions; use them only if you have a 
* genuine need to directly create and manipulate new string variables outside of script commands. CreateString()
* returns the integer ID of the newly-created string var.
*
* If you want your script commands to support OBSE's %z format specifier (for inserting the contents of a string_var
* into another string), you must pass an OBSEStringVarInterface pointer (obtained via QueryInterface()) to 
* RegisterStringVarInterface() defined in GameAPI.h. This only needs to be done once, preferably during plugin load.
* 
**************************************************/

struct OBSEStringVarInterface
{
	enum {
		kVersion = 1
	};

	UInt32		version;
	const char* (* GetString)(UInt32 stringID);
	void		(* SetString)(UInt32 stringID, const char* newValue);
	UInt32		(* CreateString)(const char* value, void* owningScript);
	void		(* Register)(OBSEStringVarInterface* intfc);			// DEPRECATED: use RegisterStringVarInterface() in GameAPI.h
	bool		(* Assign)(ParamInfo * paramInfo, void * arg1, TESObjectREFR * thisObj, UInt32 arg3, Script * scriptObj, ScriptEventList * eventList, double * result, UInt32 * opcodeOffsetPtr, const char* newValue);
};

// Added in v0016
// IsKeyPressed() takes a DirectInput scancode; values above 255 represent mouse buttons
// codes are the same as those used by OBSE's IsKeyPressed2 command
struct OBSEIOInterface
{
	enum {
		kVersion = 1
	};

	UInt32		version;
	bool		(* IsKeyPressed)(UInt32 scancode);
};

/**** Messaging API docs ********************************************************************
 *
 *	Messaging API allows inter-plugin communication at run-time. A plugin may register
 *	one callback for each plugin from which it wishes to receive messages, specifying
 *	the sender by name in the call to RegisterListener(). RegisterListener returns false
 *	if the specified plugin is not loaded, true otherwise. Any messages dispatched by
 *	the specified plugin will then be forwarded to the listener as they occur. Passing NULL as 
 *	the sender registers the calling plugin as a listener to every loaded plugin.
 *
 *	Messages may be dispatched via Dispatch() to either a specific listener (specified
 *	by name) or to all listeners (with NULL passed as the receiver). The contents and format of
 *	messageData are left up to the sender, and the receiver is responsible for casting the message
 *	to the expected type. If no plugins are registered as listeners for the sender, 
 *	Dispatch() returns false, otherwise it returns true.
 *
 *	Calling RegisterListener() or Dispatch() during plugin load is not advised as the requested plugin
 *	may not yet be loaded at that point. Instead, if you wish to register as a listener or dispatch a
 *	message immediately after plugin load, use RegisterListener() during load to register to receive
 *	messages from OBSE (sender name: "OBSE"). You will then receive a message from OBSE once 
 *	all plugins have been loaded, at which point it is safe to establish communications between
 *	plugins.
 *
 *	Some plugin authors may wish to use strings instead of integers to denote message type. In
 *	that case the receiver can pass the address of the string as an integer and require the receiver
 *	to cast it back to a char* on receipt.
 *
 *********************************************************************************************/

struct OBSEMessagingInterface
{
	struct Message {
		const char	* sender;
		UInt32		type;
		UInt32		dataLen;
		void		* data;
	};

	typedef void (* EventCallback)(Message* msg);

	enum {
		kVersion = 1
	};

	// OBSE messages
	enum {
	// added v0017
		kMessage_PostLoad,		// sent to registered plugins once all plugins have been loaded (no data)

		kMessage_ExitGame,		// exit to windows from main menu or in-game menu

		kMessage_ExitToMainMenu,// exit to main menu from in-game menu

		kMessage_LoadGame,		// Dispatched immediately before plugin serialization callbacks invoked, after savegame has been read by Oblivion
								// dataLen: length of file path, data: char* file path of .ess savegame file
								// Receipt of this message does not *guarantee* the serialization callback will be invoked
								// as there may be no .obse file associated with the savegame

		kMessage_SaveGame,		// as above
	
	// added v0018
		kMessage_Precompile,	/* EDITOR: Dispatched when the user attempts to save a script in the script editor.
									OBSE first does its pre-compile checks; if these pass the message is dispatched before
									the vanilla compiler does its own checks. 
									data: ScriptBuffer* to the buffer representing the script under compilation */
		
		kMessage_PreLoadGame,	// dispatched immediately before savegame is read by Oblivion
								// dataLen: length of file path, data: char* file path of .ess savegame file

	// added v0019
		kMessage_ExitGame_Console,	// exit game using 'qqq' console command

		kMessage_PostLoadGame,	/* dispatched after an attempt to load a saved game has finished (the game's LoadGame() routine
									has returned). You will probably want to handle this event if your plugin uses a Preload callback
									as there is a chance that after that callback is invoked the game will encounter an error
									while loading the saved game (eg. corrupted save) which may require you to reset some of your
									plugin state.
									data: bool, true if game successfully loaded, false otherwise */
	// added v0020
		kMessage_PostPostLoad,	// sent right after kMessage_PostLoad to facilitate the correct dispatching/registering of messages/listeners
								// plugins may register as listeners during the first callback while deferring dispatches until the next
		kMessage_RuntimeScriptError		// dispatched when an OBSE script error is encountered during runtime/
										// data: char* errorMessageText
	};

	UInt32	version;
	bool	(* RegisterListener)(PluginHandle listener, const char* sender, EventCallback handler);
	bool	(* Dispatch)(PluginHandle sender, UInt32 messageType, void * data, UInt32 dataLen, const char* receiver);
};

/**** array_var API **************************************************************************
*
*	array_var is OBSE's pseudo-datatype for storing collections of data. Like strings, arrays 
*	are represented internally as integer IDs. However they are represented to plugins as 
*	pointers to type Array; this is an intentionally opaque type with no visible implementation.
*	They can be passed back and forth between plugins and OBSE; as far as your plugin is concerned
*	they define no other operations (not even dereferencing) and no data.
*
*	The current implementation allows plugins to create and return arrays from script commands.
*	Arrays come in three flavors: 
*		-Array, a zero-based array with consecutive integer keys
*		-Map, a mapping of floating point keys to elements
*		-StringMap, a mapping of string keys to elements
*	Container elements are of type Element, which can hold (and supports implicit conversion from) a
*	TESForm*, a C string, a double-precision float, or an Array*; the latter allows for the creation 
*	of multi-dimensional arrays.
*
*	The three "Create" functions accept a size, an array of Element values, the script from which
*	your command was invoked, and (for map-types) an array of Element keys of the appropriate type.
*	The arrays of keys and values should be of the same size and ordered so that key[i] corresponds to
*	value[i]. Pass a size of 0 to create an empty array. The creation methods return NULL if creation 
*	fails. Helper functions for populating arrays from STL containers are included in the example
*	plugin project along with code for sample usage.
*
*	SetElement() inserts a key-value pair, or modifies the value of an existing key.
*	AppendElement() applies only to Array-type arrays, inserting a new element at the end of the array.
*
*	A command returning an array should *always* return an array of the expected type; return
*	an empty array if necessary (e.g. if an error occurs in extracting the command arguments).
*	Assign() makes sure the Array's ID is stored in the command result - pass 'result' defined
*	in COMMAND_ARGS as the 'dest'. When registering your command with OBSE at plugin load,
*	make sure to use RegisterTypedCommand() and indicate the return type as kRetnType_Array.
*
*	Conventionally, you'll want to:
*		-Create and populate one or more STL containers holding your array elements,
*		-Pass the container(s) to the plugin helper functions to turn them into Array*(s), and finally
*		-Call Assign(yourArray, result) to return the array from your function (yourArray
*		 would be the first dimension for multi-dimensional arrays).
*	STL containers and helper functions are optional but convenient; calling Assign() is required.
*	See Cmd_ExamplePlugin_MakeArray_Execute() in the example plugin project for sample code.
*
*	Array pointers returned from the interface are valid only until the function creating them
*	goes out of scope; don't try to save them to use later. Arrays created by plugins only
*	persist as long as at least one reference to them exists; if your command creates a
*	huge multi-dimensional array and returns it, but the scripter doesn't assign the result
*	to a variable, the array and its sub-arrays will be destroyed.
*
*	UPDATED v0019:
*	-Use GetArraySize() to get the number of elements in an array. Returns -1 if the array
*	 does not exist.
*	-Use GetElement() to retrieve a single element given an Array* and a key. Returns false if
*	 the element could not be retrieved.
*	-Use GetElements() to retrieve a C array containing all of the elements of an array. If the
*	 array is a Map-type and the 'keys' argument is non-null, 'keys' will contain the keys
*	 associated with each element. Both 'keys' and 'elements' must be of a size large enough
*	 to hold all of the array data; use GetArraySize() to determine the size.
*	-Use LookupArrayByID to attempt to get an Array* given its unique integer ID. This allows
*	 plugin commands to accept arrays as arguments by defining the parameter as an integer.
*	 See the obse_plugin_example project for sample usage. Or, better, see below for info
*	 on using kParamType_Array to accept array arguments directly.
*
*	UPDATED v0020
*	-Plugin commands can now accept arrays as arguments provided the script calling the 
*	 command is compiled with OBSE's compiler override enabled. Array params should be defined
*	 as kParamType_Array. The argument can be extracted at run-time to an Array*, e.g.:
*		Array* arr;
*		ExtractArgs(PASS_EXTRACT_ARGS, &arr);
*		
*********************************************************************************************/

#if OBLIVION

struct OBSEArrayVarInterface
{
	struct Array;

	struct Element
	{
	protected:
		union
		{
			char	* str;
			Array		* arr;
			TESForm		* form;
			double		num;
		};
		UInt8		type;

		friend class PluginAPI::ArrayAPI;
		void Reset() { if (type == kType_String) { FormHeap_Free(str); type = kType_Invalid; str = NULL; } }
	public:
		enum
		{
			kType_Invalid,

			kType_Numeric,
			kType_Form,
			kType_String,
			kType_Array,
		};

		~Element() { Reset(); }

		Element() : type(kType_Invalid) { }
		Element(const char* _str) : type(kType_String) { str = CopyCString(_str); }
		Element(double _num) : num(_num), type(kType_Numeric) { }
		Element(TESForm* _form) : form(_form), type(kType_Form) { }
		Element(Array* _array) : arr(_array), type(kType_Array) { }
		Element(const Element& rhs) { if (rhs.type == kType_String) { str = CopyCString(rhs.str); } else { num = rhs.num; } type = rhs.type; }
		Element& operator=(const Element& rhs) { if (this != &rhs) { Reset(); if (rhs.type == kType_String) str = CopyCString(rhs.str); else num = rhs.num; type = rhs.type; } return *this; }

		bool IsValid() const { return type != kType_Invalid; }
		UInt8 GetType() const { return type; }

		const char* String() { return type == kType_String ? str : NULL; }
		Array * Array() { return type == kType_Array ? arr : NULL; }
		TESForm * Form() { return type == kType_Form ? form : NULL; }
		double Number() { return type == kType_Numeric ? num : 0.0; }
	};

	Array* (* CreateArray)(const Element* data, UInt32 size, Script* callingScript);
	Array* (* CreateStringMap)(const char** keys, const OBSEArrayVarInterface::Element* values, UInt32 size, Script* callingScript);
	Array* (* CreateMap)(const double* keys, const OBSEArrayVarInterface::Element* values, UInt32 size, Script* callingScript);

	bool	(* AssignCommandResult)(Array* arr, double* dest);
	void	(* SetElement)(Array* arr, const Element& key, const Element& value);
	void	(* AppendElement)(Array* arr, const Element& value);

	// added v0019
	UInt32	(* GetArraySize)(Array* arr);
	Array*	(* LookupArrayByID)(UInt32 id);
	bool	(* GetElement)(Array* arr, const Element& key, Element& outElement);
	bool	(* GetElements)(Array* arr, Element* elements, Element* keys);
};

#endif
		
/**** command table API docs *******************************************************
*
*	Command table API gives plugins limited access to OBSE's internal command table.
*	The provided functionality mirrors that defined in the CommandTable class and
*	should be fairly self-explanatory. You may note that Start() and End() could be
*	used to alter the command table in memory. It probably needn't be said, but
*	doing so would be a Very Bad Idea.
*
*	GetRequiredOBSEVersion returns the minimum major release of OBSE required by
*	the specified command, i.e. the release in which it first appeared.
*	For non-OBSE commands, returns 0. For plugin commands, returns -1.
*
************************************************************************************/

struct OBSECommandTableInterface
{
	const CommandInfo*	(* Start)(void);
	const CommandInfo*	(* End)(void);
	const CommandInfo*	(* GetByOpcode)(UInt32 opcode);
	const CommandInfo*	(* GetByName)(const char* name);
	UInt32				(* GetReturnType)(const CommandInfo* cmd);		// return type enum defined in CommandTable.h
	UInt32				(* GetRequiredOBSEVersion)(const CommandInfo* cmd);
	const PluginInfo*	(* GetParentPlugin)(const CommandInfo* cmd);	// returns a pointer to the PluginInfo of the OBSE plugin that adds the command, if any. returns NULL otherwise
};

/**** script API docs **********************************************************
 *
 *	Provides general functionality for interacting with scripts.
 *
 *	CallFunction() attempts to execute a script defined as a user-defined function.
 *	A calling object and containing object can be specified, or passed as NULL.
 *	If successful, it returns true, and the result is passed back from the script
 *	as an OBSEArrayVarInterface::Element. If the script returned nothing, the result
 *	is of type kType_Invalid. Up to 5 arguments can be passed in, of type
 *	int, float, or char*; support for passing arrays will be implemented later.
 *
 *	GetFunctionParams() returns the number of parameters expected by a function
 *	script. Returns -1 if the script is not a valid function script. Otherwise, if
 *	the number of params > 0 and paramTypesOut is non-NULL, paramTypesOut will be
 *	populated with the type of each param in left-to-right order (e.g. first param
 *	is in paramTypesOut[0], etc) where the type is one of Script::eVarType_XXX.
 *	To ensure that paramTypesOut has enough space to 
 *	hold all of the param types, either call GetFunctionParams(script, NULL) first
 *	or allocate at least 10 bytes in the array, since function scripts cannot
 *	currently (v0020) accept more than 10 arguments.
 *
 *	As of v0020, ExtractArgsEx() and ExtractFormatStringArgs() are no longer included
 *	in plugin builds. They are made available through OBSEScriptInterface instead.
 *	Macros are included in the example plugin project to make updating existing plugins
 *	which use either or both straightforward.
 *
 *	ExtractFormattedStringArgs() extracts and populates a format string, as well as
 *	any additional command arguments preceding or following the format string and its
 *	arguments.
 *
 *	ExtractArgsEx() behaves as the game's ExtractArgs(), except that for TESForm-derived
 *	parameters it will not perform any type checking or pointer casts, and will return
 *	true even if the passed form is NULL or not loaded in memory. This can be useful
 *	e.g. when a command accepts one or more form types not defined by the game's
 *	param type enum.
 *
 *	The game's ExtractArgs() function remains available and is generally preferred.
 *
 ******************************************************************************/

#if OBLIVION

struct OBSEScriptInterface
{
	bool	(* CallFunction)(Script* funcScript, TESObjectREFR* callingObj, TESObjectREFR* container,
		OBSEArrayVarInterface::Element * result, UInt8 numArgs, ...);

	// added 0020
	UInt32	(* GetFunctionParams)(Script* funcScript, UInt8* paramTypesOut);
	bool	(* ExtractArgsEx)(ParamInfo * paramInfo, void * scriptDataIn, UInt32 * scriptDataOffset, Script * scriptObj,
		ScriptEventList * eventList, ...);
	bool	(* ExtractFormatStringArgs)(UInt32 fmtStringPos, char* buffer, ParamInfo * paramInfo, void * scriptDataIn, 
		UInt32 * scriptDataOffset, Script * scriptObj, ScriptEventList * eventList, UInt32 maxParams, ...);
};

#endif

/**** serialization API docs ***************************************************
 *	
 *	The serialization API adds a separate save data file plugins can use to save
 *	data along with a game save. It is be stored separately from the main save
 *	(.ess) file to prevent any potential compatibility issues. The actual
 *	implementation is opaqe, so it can be changed if needed, but the APIs
 *	provided will always remain the same and will operate the same way.
 *	
 *	Each plugin that has registered the proper callbacks will be able to write
 *	typed and versioned records in to the file, similarly to the way Oblivion
 *	.esp files work. Chunk types are just simple 32-bit values, you can use
 *	them for whatever you want as they are only meaningful to your code.
 *	Multiple records of the same type can be added, and records will be
 *	returned to you in the order they were originally written. Versioning is
 *	important so you can update the format of your data without breaking
 *	people's save files. Note that this means that if you have created multiple
 *	versions of a record you will have to check the version number and do some
 *	data conversion on load. Of course it isn't strictly /mandatory/ that you do
 *	this, but I consider not breaking people's save files to be very important.
 *	Also, note that your record data will be uniquely identified by your
 *	assigned opcode base, so make sure that is set up correctly (you really
 *	have to be doing that anyway, but I thought I'd mention it again).
 *	
 *	At any point, a plugin can call the
 *	OBSEStorageInterface::SetSave/Load/NewGameCallback functions to register a
 *	callback that will be run when a game is being saved, loaded, or started
 *	fresh. You must provide the PluginHandle you were given during your startup
 *	function so the core code knows which plugin to associate with the callback.
 *	
 *	When the save callback is called, there are two APIs you can use to write
 *	your records. WriteRecord is the simplest API - just give it your record
 *	type, the version, and a buffer storing your data. This is good when you can
 *	write your entire record all at one time. If you have more complex needs,
 *	use the OpenRecord/WriteRecordData APIs. When starting to write a new
 *	record, call OpenRecord, passing in the record type and version. Then call
 *	WriteRecordData as many times as needed to fill in the data for the record.
 *	To start the next record, just call OpenRecord again. Calling OpenRecord or
 *	exiting your save callback will automatically close the record and perform
 *	behind-the-scenes cleanup.
 *	
 *	The load callback is simpler. First call GetNextRecordInfo. It will move to
 *	the next record (or the first record if it is the first time it has been
 *	called) and return information about it. GetNextRecordInfo returns true if
 *	it found a "next" record for your plugin, so you know you are done reading
 *	when it returns false. After calling GetNextRecordInfo, call ReadRecordData
 *	to retrieve the data stored in the record. It may be called multiple times,
 *	and returns the number of bytes read from the record (really only useful if
 *	you accidentally try to read off the end of the record).
 *	
 *	The new game callback should be used to reset all of your internal data
 *	structures. It is called when a new game is started or a game is loaded with
 *	no save file.
 *	
 *	RefIDs stored in this file involve one complication. The upper 8 bits of the
 *	ID store the index of the mod that "owns" the form. This index may change in
 *	between save and load if a user changes their mod list. To fix this, run the
 *	ID through the ResolveRefID API. It fixes up the ID to reflect any changes
 *	in the mod list. If the mod owning that ID is no longer loaded, the function
 *	returns false.
 *	
 *	UPDATED v0019:
 *	A Preload callback has been added. This callback is invoked immediately
 *	before a savegame is loaded - in contrast to the load callback, which is
 *	invoked *after* Oblivion has loaded the savegame. This can be useful if 
 *	you need to modify objects before the game loads them. All of your plugin's
 *	saved data will be available from within both the Preload and Load callbacks. 
 *	Register this callback only if you have a legitimate need for it, as it requires
*	OBSE to parse the co-save file twice.
 *	NOTE: during preload, ResolveRefID can still be used to fix up saved refIDs,
 *	but for obvious reasons objects stored in the savegame are not available.
 *	Also note that if the currently loading co-save was made prior to v0019,
 *	ResolveRefID() will always return false for non-dynamic refIDs.
 *
 ******************************************************************************/

struct OBSESerializationInterface
{
	enum
	{
		kVersion = 1,
	};

	typedef void (* EventCallback)(void * reserved);

	UInt32	version;
	void	(* SetSaveCallback)(PluginHandle plugin, EventCallback callback);
	void	(* SetLoadCallback)(PluginHandle plugin, EventCallback callback);
	void	(* SetNewGameCallback)(PluginHandle plugin, EventCallback callback);

	bool	(* WriteRecord)(UInt32 type, UInt32 version, const void * buf, UInt32 length);
	bool	(* OpenRecord)(UInt32 type, UInt32 version);
	bool	(* WriteRecordData)(const void * buf, UInt32 length);

	bool	(* GetNextRecordInfo)(UInt32 * type, UInt32 * version, UInt32 * length);
	UInt32	(* ReadRecordData)(void * buf, UInt32 length);

	// take a refid as stored in the loaded save file and resolve it using the currently
	// loaded list of mods. All refids stored in a save file must be run through this
	// function to account for changing mod lists. This returns true on success, and false
	// if the mod owning the RefID was unloaded.
	bool	(* ResolveRefID)(UInt32 refID, UInt32 * outRefID);

	// added v0019
	void	(* SetPreloadCallback)(PluginHandle plugin, EventCallback callback);
};

struct PluginInfo
{
	enum
	{
		kInfoVersion = 2	// incremented 0020. No change to PluginInfo structure.
	};

	UInt32			infoVersion;
	const char *	name;
	UInt32			version;
};

typedef bool (* _OBSEPlugin_Query)(const OBSEInterface * obse, PluginInfo * info);
typedef bool (* _OBSEPlugin_Load)(const OBSEInterface * obse);

/**** plugin API docs **********************************************************
 *	
 *	IMPORTANT: Before releasing a plugin, you MUST contact the OBSE team at the
 *	contact addresses listed in obse_readme.txt to register a range of opcodes.
 *	This is required to prevent conflicts between multiple plugins, as each
 *	command must be assigned a unique opcode.
 *	
 *	The base API is pretty simple. Create a project based on the
 *	obse_plugin_example project included with the OBSE source code, then define
 *	and export these functions:
 *	
 *	bool OBSEPlugin_Query(const OBSEInterface * obse, PluginInfo * info)
 *	
 *	This primary purposes of this function are to fill out the PluginInfo
 *	structure, and to perform basic version checks based on the info in the
 *	OBSEInterface structure. Return false if your plugin is incompatible with
 *	the version of OBSE or Oblivion passed in, otherwise return true. In either
 *	case, fill out the PluginInfo structure.
 *	
 *	If the plugin is being loaded in the context of the editor, isEditor will be
 *	non-zero, editorVersion will contain the current editor version, and
 *	oblivionVersion will be zero. In this case you can probably just return
 *	true, however if you have multiple DLLs implementing the same behavior, for
 *	example one for each version of Oblivion, only one of them should return
 *	true.
 *	
 *	The PluginInfo fields should be filled out as follows:
 *	- infoVersion should be set to PluginInfo::kInfoVersion
 *	- name should be a pointer to a null-terminated string uniquely identifying
 *	  your plugin, it will be used in the plugin querying API
 *	- version is only used by the plugin query API, and will be returned to
 *	  scripts requesting the current version of your plugin
 *	
 *	bool OBSEPlugin_Load(const OBSEInterface * obse)
 *	
 *	In this function, use the SetOpcodeBase callback in OBSEInterface to set the
 *	opcode base to your assigned value, then use RegisterCommand to register all
 *	of your commands. OBSE will fix up your CommandInfo structure when loaded
 *	in the context of the editor, and will fill in any NULL callbacks with their
 *	default values, so don't worry about having a unique 'execute' callback for
 *	the editor, and don't provide a 'parse' callback unless you're actually
 *	overriding the default behavior. The opcode field will also be automatically
 *	updated with the next opcode in the sequence started by SetOpcodeBase.
 *	
 *	At this time, or at any point forward you can call the QueryInterface
 *	callback to retrieve an interface structure for the base services provided
 *	by the OBSE core.
 *	
 *	You may optionally return false from this function to unload your plugin,
 *	but make sure that you DO NOT register any commands if you do.
 *	
 *	Note that all structure versions are backwards-compatible, so you only need
 *	to check against the latest version that you need. New fields will be only
 *	added to the end, and all old fields will remain compatible with their
 *	previous implementations.
 *	
 ******************************************************************************/
