mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
199 lines
8.1 KiB
C++
199 lines
8.1 KiB
C++
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
|
||
//
|
||
// Purpose:
|
||
//
|
||
// $Workfile: $
|
||
// $Date: $
|
||
//
|
||
//-----------------------------------------------------------------------------
|
||
// $Log: $
|
||
//
|
||
// $NoKeywords: $
|
||
//=============================================================================//
|
||
#if !defined( IGAMEEVENTS_H )
|
||
#define IGAMEEVENTS_H
|
||
#ifdef _WIN32
|
||
#pragma once
|
||
#endif
|
||
|
||
#include "interfaces/interfaces.h"
|
||
#include "tier1/bitbuf.h"
|
||
#include "tier1/keyvalues3.h"
|
||
#include "tier1/utlstring.h"
|
||
#include "entity2/entityinstance.h"
|
||
|
||
class CMsgSource1LegacyGameEvent;
|
||
template<typename PROTO_TYPE>
|
||
class CNetMessagePB;
|
||
class CPlayerSlot;
|
||
class CBasePlayer;
|
||
class CEntityIndex;
|
||
class CEntityHandle;
|
||
class CBaseEntity;
|
||
class CEntityInstance;
|
||
class CBasePlayerController;
|
||
class CBasePlayerPawn;
|
||
//-----------------------------------------------------------------------------
|
||
// Purpose: Engine interface into global game event management
|
||
//-----------------------------------------------------------------------------
|
||
|
||
/*
|
||
|
||
The GameEventManager keeps track and fires of all global game events. Game events
|
||
are fired by game.dll for events like player death or team wins. Each event has a
|
||
unique name and comes with a KeyValue structure providing informations about this
|
||
event. Some events are generated also by the engine.
|
||
|
||
Events are networked to connected clients and invoked there to. Therefore you
|
||
have to specify all data fields and there data types in an public resource
|
||
file which is parsed by server and broadcasted to it's clients. A typical game
|
||
event is defined like this:
|
||
|
||
"game_start" // a new game starts
|
||
{
|
||
"roundslimit" "long" // max round
|
||
"timelimit" "long" // time limit
|
||
"fraglimit" "long" // frag limit
|
||
"objective" "string" // round objective
|
||
}
|
||
|
||
All events must have unique names (case sensitive) and may have a list
|
||
of data fields. each data field must specify a data type, so the engine
|
||
knows how to serialize/unserialize that event for network transmission.
|
||
Valid data types are string, float, long, short, byte & bool. If a
|
||
data field should not be broadcasted to clients, use the type "local".
|
||
*/
|
||
|
||
typedef CKV3MemberName GameEventKeySymbol_t;
|
||
|
||
|
||
#define MAX_EVENT_NAME_LENGTH 32 // max game event name length
|
||
#define MAX_EVENT_BITS 9 // max bits needed for an event index
|
||
#define MAX_EVENT_NUMBER (1<<MAX_EVENT_BITS) // max number of events allowed
|
||
#define MAX_EVENT_BYTES 1024 // max size in bytes for a serialized event
|
||
|
||
class KeyValues;
|
||
class CGameEvent;
|
||
|
||
abstract_class IGameEvent
|
||
{
|
||
public:
|
||
virtual ~IGameEvent() {};
|
||
virtual const char *GetName() const = 0; // get event name
|
||
virtual int GetID() const = 0;
|
||
|
||
virtual bool IsReliable() const = 0; // if event handled reliable
|
||
virtual bool IsLocal() const = 0; // if event is never networked
|
||
virtual bool IsEmpty( const GameEventKeySymbol_t &keySymbol ) = 0; // check if data field exists
|
||
|
||
// Data access
|
||
virtual bool GetBool( const GameEventKeySymbol_t &keySymbol, bool defaultValue = false ) = 0;
|
||
virtual int GetInt( const GameEventKeySymbol_t &keySymbol, int defaultValue = 0 ) = 0;
|
||
virtual uint64 GetUint64( const GameEventKeySymbol_t &keySymbol, uint64 defaultValue = 0 ) = 0;
|
||
virtual float GetFloat( const GameEventKeySymbol_t &keySymbol, float defaultValue = 0.0f ) = 0;
|
||
virtual const char *GetString( const GameEventKeySymbol_t &keySymbol, const char *defaultValue = "" ) = 0;
|
||
virtual void *GetPtr( const GameEventKeySymbol_t &keySymbol ) = 0;
|
||
|
||
virtual CEntityHandle GetEHandle( const GameEventKeySymbol_t &keySymbol, CEntityHandle defaultValue = CEntityHandle() ) = 0;
|
||
|
||
// Returns the entity instance, mostly used for _pawn keys, might return 0 if used on any other key (even on a controller).
|
||
virtual CEntityInstance *GetEntity( const GameEventKeySymbol_t &keySymbol, CEntityInstance *fallbackInstance = NULL ) = 0;
|
||
virtual CEntityIndex GetEntityIndex( const GameEventKeySymbol_t &keySymbol, CEntityIndex defaultValue = CEntityIndex( -1 ) ) = 0;
|
||
|
||
virtual CPlayerSlot GetPlayerSlot( const GameEventKeySymbol_t &keySymbol ) = 0;
|
||
|
||
virtual CEntityInstance *GetPlayerController( const GameEventKeySymbol_t &keySymbol ) = 0;
|
||
virtual CEntityInstance *GetPlayerPawn( const GameEventKeySymbol_t &keySymbol ) = 0;
|
||
|
||
// Returns the EHandle for the _pawn entity.
|
||
virtual CEntityHandle GetPawnEHandle( const GameEventKeySymbol_t &keySymbol ) = 0;
|
||
// Returns the CEntityIndex for the _pawn entity.
|
||
virtual CEntityIndex GetPawnEntityIndex( const GameEventKeySymbol_t &keySymbol ) = 0;
|
||
|
||
virtual void SetBool( const GameEventKeySymbol_t &keySymbol, bool value ) = 0;
|
||
virtual void SetInt( const GameEventKeySymbol_t &keySymbol, int value ) = 0;
|
||
virtual void SetUint64( const GameEventKeySymbol_t &keySymbol, uint64 value ) = 0;
|
||
virtual void SetFloat( const GameEventKeySymbol_t &keySymbol, float value ) = 0;
|
||
virtual void SetString( const GameEventKeySymbol_t &keySymbol, const char *value ) = 0;
|
||
virtual void SetPtr( const GameEventKeySymbol_t &keySymbol, void *value ) = 0;
|
||
|
||
virtual void SetEntity(const GameEventKeySymbol_t &keySymbol, CEntityInstance *value) = 0;
|
||
virtual void SetEntity( const GameEventKeySymbol_t &keySymbol, CEntityIndex value ) = 0;
|
||
|
||
// Also sets the _pawn key (Expects pawn entity to be passed)
|
||
virtual void SetPlayer( const GameEventKeySymbol_t &keySymbol, CEntityInstance *pawn ) = 0;
|
||
// Also sets the _pawn key
|
||
virtual void SetPlayer( const GameEventKeySymbol_t &keySymbol, CPlayerSlot value ) = 0;
|
||
|
||
// Expects pawn entity to be passed, will set the controller entity as a controllerKeyName
|
||
// and pawn entity as a pawnKeyName.
|
||
virtual void SetPlayerRaw( const GameEventKeySymbol_t &controllerKeySymbol, const GameEventKeySymbol_t &pawnKeySymbol, CEntityInstance *pawn ) = 0;
|
||
|
||
virtual bool HasKey( const GameEventKeySymbol_t &keySymbol ) = 0;
|
||
|
||
// Something script vm related
|
||
virtual void unk001() = 0;
|
||
|
||
virtual KeyValues3* GetDataKeys() const = 0;
|
||
};
|
||
|
||
abstract_class IGameEventListener2
|
||
{
|
||
public:
|
||
virtual ~IGameEventListener2( void ) {};
|
||
|
||
// FireEvent is called by EventManager if event just occured
|
||
// KeyValue memory will be freed by manager if not needed anymore
|
||
virtual void FireGameEvent( IGameEvent *event ) = 0;
|
||
};
|
||
|
||
abstract_class IGameEventManager2 : public IBaseInterface
|
||
{
|
||
public:
|
||
virtual ~IGameEventManager2( void ) {};
|
||
|
||
// load game event descriptions from a file eg "resource\gameevents.res"
|
||
virtual int LoadEventsFromFile( const char *filename, bool bSearchAll ) = 0;
|
||
|
||
// removes all and anything
|
||
virtual void Reset() = 0;
|
||
|
||
// adds a listener for a particular event
|
||
virtual bool AddListener( IGameEventListener2 *listener, const char *name, bool bServerSide ) = 0;
|
||
|
||
// returns true if this listener is listens to given event
|
||
virtual bool FindListener( IGameEventListener2 *listener, const char *name ) = 0;
|
||
|
||
// removes a listener
|
||
virtual void RemoveListener( IGameEventListener2 *listener) = 0;
|
||
|
||
// create an event by name, but doesn't fire it. returns NULL is event is not
|
||
// known or no listener is registered for it. bForce forces the creation even if no listener is active
|
||
virtual IGameEvent *CreateEvent( const char *name, bool bForce = false, int *pCookie = NULL ) = 0;
|
||
|
||
// fires a server event created earlier, if bDontBroadcast is set, event is not send to clients
|
||
virtual bool FireEvent( IGameEvent *event, bool bDontBroadcast = false ) = 0;
|
||
|
||
// fires an event for the local client only, should be used only by client code
|
||
virtual bool FireEventClientSide( IGameEvent *event ) = 0;
|
||
|
||
// create a new copy of this event, must be free later
|
||
virtual IGameEvent *DuplicateEvent( IGameEvent *event ) = 0;
|
||
|
||
// if an event was created but not fired for some reason, it has to bee freed, same UnserializeEvent
|
||
virtual void FreeEvent( IGameEvent *event ) = 0;
|
||
|
||
// write/read event to/from bitbuffer
|
||
virtual bool SerializeEvent( IGameEvent *event, CNetMessagePB<CMsgSource1LegacyGameEvent> *ev ) = 0;
|
||
virtual IGameEvent *UnserializeEvent( const CNetMessagePB<CMsgSource1LegacyGameEvent> &ev ) = 0; // create new KeyValues, must be deleted
|
||
|
||
virtual int LookupEventId( const char *name ) = 0;
|
||
|
||
virtual void PrintEventToString( IGameEvent *event, CUtlString &out ) = 0;
|
||
|
||
virtual bool HasEventDescriptor( const char *name ) = 0;
|
||
};
|
||
|
||
|
||
#endif // IGAMEEVENTS_H
|