2023-10-09 00:16:21 +03:00
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( IGAMEEVENTS_H )
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#define IGAMEEVENTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "interfaces/interfaces.h"
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#include "tier1/bitbuf.h"
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#include "tier1/keyvalues3.h"
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#include "tier1/utlstring.h"
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#include "entity2/entityinstance.h"
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class CMsgSource1LegacyGameEvent;
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class CPlayerSlot;
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class CBasePlayer;
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class CEntityIndex;
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class CEntityHandle;
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class CBaseEntity;
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class CEntityInstance;
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class CBasePlayerController;
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class CBasePlayerPawn;
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//-----------------------------------------------------------------------------
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// Purpose: Engine interface into global game event management
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//-----------------------------------------------------------------------------
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/*
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The GameEventManager keeps track and fires of all global game events. Game events
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are fired by game.dll for events like player death or team wins. Each event has a
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unique name and comes with a KeyValue structure providing informations about this
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event. Some events are generated also by the engine.
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Events are networked to connected clients and invoked there to. Therefore you
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have to specify all data fields and there data types in an public resource
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file which is parsed by server and broadcasted to it's clients. A typical game
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event is defined like this:
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"game_start" // a new game starts
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{
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"roundslimit" "long" // max round
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"timelimit" "long" // time limit
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"fraglimit" "long" // frag limit
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"objective" "string" // round objective
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}
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All events must have unique names (case sensitive) and may have a list
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of data fields. each data field must specify a data type, so the engine
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knows how to serialize/unserialize that event for network transmission.
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Valid data types are string, float, long, short, byte & bool. If a
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data field should not be broadcasted to clients, use the type "local".
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*/
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typedef CKV3MemberName GameEventKeySymbol_t;
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#define MAX_EVENT_NAME_LENGTH 32 // max game event name length
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#define MAX_EVENT_BITS 9 // max bits needed for an event index
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#define MAX_EVENT_NUMBER (1<<MAX_EVENT_BITS) // max number of events allowed
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#define MAX_EVENT_BYTES 1024 // max size in bytes for a serialized event
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class KeyValues;
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class CGameEvent;
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abstract_class IToolGameEventAPI
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{
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virtual void unk001( void * ) = 0;
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};
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abstract_class IGameEvent
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{
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public:
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virtual ~IGameEvent() {};
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virtual const char *GetName() const = 0; // get event name
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virtual int GetID() const = 0;
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virtual bool IsReliable() const = 0; // if event handled reliable
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virtual bool IsLocal() const = 0; // if event is never networked
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virtual bool IsEmpty( const GameEventKeySymbol_t &keySymbol ) = 0; // check if data field exists
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// Data access
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virtual bool GetBool( const GameEventKeySymbol_t &keySymbol, bool defaultValue = false ) = 0;
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virtual int GetInt( const GameEventKeySymbol_t &keySymbol, int defaultValue = 0 ) = 0;
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virtual uint64 GetUint64( const GameEventKeySymbol_t &keySymbol, uint64 defaultValue = 0 ) = 0;
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virtual float GetFloat( const GameEventKeySymbol_t &keySymbol, float defaultValue = 0.0f ) = 0;
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virtual const char *GetString( const GameEventKeySymbol_t &keySymbol, const char *defaultValue = "" ) = 0;
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virtual void *GetPtr( const GameEventKeySymbol_t &keySymbol ) = 0;
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virtual CEntityHandle GetEHandle( const GameEventKeySymbol_t &keySymbol, CEntityHandle defaultValue = CEntityHandle() ) = 0;
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// Returns the entity instance, mostly used for _pawn keys, might return 0 if used on any other key (even on a controller).
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virtual CEntityInstance *GetEntity( const GameEventKeySymbol_t &keySymbol, CEntityInstance *fallbackInstance = NULL ) = 0;
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virtual CEntityIndex GetEntityIndex( const GameEventKeySymbol_t &keySymbol, CEntityIndex defaultValue = CEntityIndex( -1 ) ) = 0;
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virtual CPlayerSlot GetPlayerSlot( const GameEventKeySymbol_t &keySymbol ) = 0;
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virtual CEntityInstance *GetPlayerController( const GameEventKeySymbol_t &keySymbol ) = 0;
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virtual CEntityInstance *GetPlayerPawn( const GameEventKeySymbol_t &keySymbol ) = 0;
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// Returns the EHandle for the _pawn entity.
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virtual CEntityHandle GetPawnEHandle( const GameEventKeySymbol_t &keySymbol ) = 0;
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// Returns the CEntityIndex for the _pawn entity.
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virtual CEntityIndex GetPawnEntityIndex( const GameEventKeySymbol_t &keySymbol ) = 0;
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virtual void SetBool( const GameEventKeySymbol_t &keySymbol, bool value ) = 0;
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virtual void SetInt( const GameEventKeySymbol_t &keySymbol, int value ) = 0;
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virtual void SetUint64( const GameEventKeySymbol_t &keySymbol, uint64 value ) = 0;
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virtual void SetFloat( const GameEventKeySymbol_t &keySymbol, float value ) = 0;
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virtual void SetString( const GameEventKeySymbol_t &keySymbol, const char *value ) = 0;
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virtual void SetPtr( const GameEventKeySymbol_t &keySymbol, void *value ) = 0;
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virtual void SetEntity(const GameEventKeySymbol_t &keySymbol, CEntityInstance *value) = 0;
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virtual void SetEntity( const GameEventKeySymbol_t &keySymbol, CEntityIndex value ) = 0;
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// Also sets the _pawn key (Expects pawn entity to be passed)
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virtual void SetPlayer( const GameEventKeySymbol_t &keySymbol, CEntityInstance *pawn ) = 0;
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// Also sets the _pawn key
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virtual void SetPlayer( const GameEventKeySymbol_t &keySymbol, CPlayerSlot value ) = 0;
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// Expects pawn entity to be passed, will set the controller entity as a controllerKeyName
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// and pawn entity as a pawnKeyName.
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virtual void SetPlayerRaw( const GameEventKeySymbol_t &controllerKeySymbol, const GameEventKeySymbol_t &pawnKeySymbol, CEntityInstance *pawn ) = 0;
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virtual bool HasKey( const GameEventKeySymbol_t &keySymbol ) = 0;
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// Something script vm related
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virtual void unk001() = 0;
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virtual KeyValues3* GetDataKeys() const = 0;
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};
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abstract_class IGameEventListener2
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{
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public:
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virtual ~IGameEventListener2( void ) {};
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// FireEvent is called by EventManager if event just occured
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// KeyValue memory will be freed by manager if not needed anymore
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virtual void FireGameEvent( IGameEvent *event ) = 0;
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};
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abstract_class IGameEventManager2 : public IBaseInterface, public IToolGameEventAPI
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{
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public:
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virtual ~IGameEventManager2( void ) {};
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// load game event descriptions from a file eg "resource\gameevents.res"
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virtual int LoadEventsFromFile( const char *filename, bool bSearchAll ) = 0;
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// removes all and anything
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virtual void Reset() = 0;
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// adds a listener for a particular event
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virtual bool AddListener( IGameEventListener2 *listener, const char *name, bool bServerSide ) = 0;
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// returns true if this listener is listens to given event
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virtual bool FindListener( IGameEventListener2 *listener, const char *name ) = 0;
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// removes a listener
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virtual void RemoveListener( IGameEventListener2 *listener) = 0;
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// create an event by name, but doesn't fire it. returns NULL is event is not
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// known or no listener is registered for it. bForce forces the creation even if no listener is active
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virtual IGameEvent *CreateEvent( const char *name, bool bForce = false, int *pCookie = NULL ) = 0;
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// fires a server event created earlier, if bDontBroadcast is set, event is not send to clients
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virtual bool FireEvent( IGameEvent *event, bool bDontBroadcast = false ) = 0;
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// fires an event for the local client only, should be used only by client code
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virtual bool FireEventClientSide( IGameEvent *event ) = 0;
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// create a new copy of this event, must be free later
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virtual IGameEvent *DuplicateEvent( IGameEvent *event ) = 0;
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// if an event was created but not fired for some reason, it has to bee freed, same UnserializeEvent
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virtual void FreeEvent( IGameEvent *event ) = 0;
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// write/read event to/from bitbuffer
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virtual bool SerializeEvent( IGameEvent *event, CMsgSource1LegacyGameEvent *ev ) = 0;
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virtual IGameEvent *UnserializeEvent( const CMsgSource1LegacyGameEvent &ev ) = 0; // create new KeyValues, must be deleted
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virtual int LookupEventId( const char *name ) = 0;
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virtual void PrintEventToString( IGameEvent *event, CUtlString &out ) = 0;
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virtual bool HasEventDescriptor( const char *name ) = 0;
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};
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#endif // IGAMEEVENTS_H
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