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hl2sdk/public/igameevents.h

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//========= 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