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hl2sdk/game/shared/igamesystem.h

399 lines
10 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IGAMESYSTEM_H
#define IGAMESYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "iloopmode.h"
/*
* AMNOTE: To create your own gamesystem, you need to inherit from CBaseGameSystem or CAutoGameSystem,
* and define the events that you are interested in receiving via the GS_EVENT macro, example:
*
* class TestGameSystem : CBaseGameSystem
* {
* GS_EVENT( GameInit )
* {
* // In every event there's a ``msg`` argument provided which is a struct for this particular event
* // refer to struct implementation to see what members are available in it, example usage:
* msg->m_pConfig;
* msg->m_pRegistry;
* }
*
* // Or you can declare the needed events in your gamesystem, and define their body somewhere else
* GS_EVENT( GameShutdown );
* };
*
* GS_EVENT_MEMBER( TestGameSystem, GameShutdown )
* {
* // The same ``msg`` argument would be available in here as well.
* }
*/
// Forward declaration
class GameSessionConfiguration_t;
class ILoopModePrerequisiteRegistry;
class IEntityResourceManifest;
class EngineLoopState_t;
class ISpawnGroupPrerequisiteRegistry;
class IEntityPrecacheConfiguration;
class EntitySpawnInfo_t;
#define GS_EVENT_MSG( name ) struct Event##name##_t
#define GS_EVENT_MSG_CHILD( name, parent ) struct Event##name##_t : Event##parent##_t
GS_EVENT_MSG( GameInit )
{
const GameSessionConfiguration_t *m_pConfig;
ILoopModePrerequisiteRegistry *m_pRegistry;
};
GS_EVENT_MSG( GamePostInit )
{
const GameSessionConfiguration_t *m_pConfig;
ILoopModePrerequisiteRegistry *m_pRegistry;
};
GS_EVENT_MSG( GameShutdown );
GS_EVENT_MSG( GamePreShutdown );
GS_EVENT_MSG( GameActivate )
{
const EngineLoopState_t *m_pState;
bool m_bBackgroundMap;
};
GS_EVENT_MSG( GameDeactivate )
{
const EngineLoopState_t *m_pState;
bool m_bBackgroundMap;
};
GS_EVENT_MSG( ClientFullySignedOn );
GS_EVENT_MSG( Disconnect );
GS_EVENT_MSG( BuildGameSessionManifest )
{
IEntityResourceManifest *m_pResourceManifest;
};
GS_EVENT_MSG( SpawnGroupPrecache )
{
CUtlString m_SpawnGroupName;
CUtlString m_EntityLumpName;
SpawnGroupHandle_t m_SpawnGroupHandle;
int m_nEntityCount;
const EntitySpawnInfo_t *m_pEntitiesToSpawn;
ISpawnGroupPrerequisiteRegistry *m_pRegistry;
IEntityResourceManifest *m_pManifest;
IEntityPrecacheConfiguration *m_pConfig;
};
GS_EVENT_MSG( SpawnGroupUncache )
{
CUtlString m_SpawnGroupName;
CUtlString m_EntityLumpName;
SpawnGroupHandle_t m_SpawnGroupHandle;
};
GS_EVENT_MSG( PreSpawnGroupLoad )
{
CUtlString m_SpawnGroupName;
CUtlString m_EntityLumpName;
SpawnGroupHandle_t m_SpawnGroupHandle;
};
GS_EVENT_MSG( PostSpawnGroupLoad )
{
CUtlString m_SpawnGroupName;
CUtlString m_EntityLumpName;
SpawnGroupHandle_t m_SpawnGroupHandle;
CUtlVector<CEntityHandle> m_EntityList;
};
GS_EVENT_MSG( PreSpawnGroupUnload )
{
CUtlString m_SpawnGroupName;
CUtlString m_EntityLumpName;
SpawnGroupHandle_t m_SpawnGroupHandle;
CUtlVector<CEntityHandle> m_EntityList;
};
GS_EVENT_MSG( PostSpawnGroupUnload )
{
CUtlString m_SpawnGroupName;
CUtlString m_EntityLumpName;
SpawnGroupHandle_t m_SpawnGroupHandle;
};
GS_EVENT_MSG( ActiveSpawnGroupChanged )
{
SpawnGroupHandle_t m_SpawnGroupHandle;
CUtlString m_SpawnGroupName;
SpawnGroupHandle_t m_PreviousHandle;
};
GS_EVENT_MSG( ClientPostDataUpdate );
GS_EVENT_MSG( ClientPreRender )
{
float m_flFrameTime;
};
GS_EVENT_MSG( ClientPostRender );
GS_EVENT_MSG( ClientPreEntityThink )
{
bool m_bFirstTick;
bool m_bLastTick;
};
GS_EVENT_MSG( ClientUpdate )
{
float m_flFrameTime;
bool m_bFirstTick;
bool m_bLastTick;
};
GS_EVENT_MSG( ServerPreEntityThink )
{
bool m_bFirstTick;
bool m_bLastTick;
};
GS_EVENT_MSG( ServerPostEntityThink )
{
bool m_bFirstTick;
bool m_bLastTick;
};
GS_EVENT_MSG( ServerPreClientUpdate );
GS_EVENT_MSG( Simulate )
{
EngineLoopState_t m_LoopState;
bool m_bFirstTick;
bool m_bLastTick;
};
GS_EVENT_MSG_CHILD( ServerGamePostSimulate, Simulate ) { };
GS_EVENT_MSG_CHILD( ClientGamePostSimulate, Simulate ) { };
GS_EVENT_MSG( FrameBoundary )
{
float m_flFrameTime;
};
GS_EVENT_MSG_CHILD( GameFrameBoundary, FrameBoundary ) { };
GS_EVENT_MSG_CHILD( OutOfGameFrameBoundary, FrameBoundary ) { };
GS_EVENT_MSG( SaveGame )
{
const CUtlVector<CEntityHandle> *m_pEntityList;
};
GS_EVENT_MSG( RestoreGame )
{
const CUtlVector<CEntityHandle> *m_pEntityList;
};
#define GS_EVENT_IMPL( name ) virtual void name(const Event##name##_t* const msg) = 0;
#define GS_EVENT( name ) virtual void name(const Event##name##_t* const msg) override
#define GS_EVENT_MEMBER( gamesystem, name ) void gamesystem::name(const Event##name##_t* const msg)
//-----------------------------------------------------------------------------
// Game systems are singleton objects in the client + server codebase responsible for
// various tasks
// The order in which the server systems appear in this list are the
// order in which they are initialized and updated. They are shut down in
// reverse order from which they are initialized.
//-----------------------------------------------------------------------------
abstract_class IGameSystem
{
public:
// Init, shutdown
// return true on success. false to abort DLL init!
virtual bool Init() = 0;
virtual void PostInit() = 0;
virtual void Shutdown() = 0;
// Game init, shutdown
GS_EVENT_IMPL( GameInit );
GS_EVENT_IMPL( GameShutdown );
GS_EVENT_IMPL( GamePostInit );
GS_EVENT_IMPL( GamePreShutdown );
GS_EVENT_IMPL( BuildGameSessionManifest );
GS_EVENT_IMPL( GameActivate );
GS_EVENT_IMPL( ClientFullySignedOn );
GS_EVENT_IMPL( Disconnect );
GS_EVENT_IMPL( GameDeactivate );
GS_EVENT_IMPL( SpawnGroupPrecache );
GS_EVENT_IMPL( SpawnGroupUncache );
GS_EVENT_IMPL( PreSpawnGroupLoad );
GS_EVENT_IMPL( PostSpawnGroupLoad );
GS_EVENT_IMPL( PreSpawnGroupUnload );
GS_EVENT_IMPL( PostSpawnGroupUnload );
GS_EVENT_IMPL( ActiveSpawnGroupChanged );
GS_EVENT_IMPL( ClientPostDataUpdate );
// Called before rendering
GS_EVENT_IMPL( ClientPreRender );
GS_EVENT_IMPL( ClientPreEntityThink );
virtual void unk_1271( const void *const msg ) = 0;
virtual void unk_1272( const void *const msg ) = 0;
virtual void unk_1273( const void *const msg ) = 0;
// Gets called each frame
GS_EVENT_IMPL( ClientUpdate );
// Called after rendering
GS_EVENT_IMPL( ClientPostRender );
// Called each frame before entities think
GS_EVENT_IMPL( ServerPreEntityThink );
// called after entities think
GS_EVENT_IMPL( ServerPostEntityThink );
GS_EVENT_IMPL( ServerPreClientUpdate );
virtual void unk_1277( const void *const msg ) = 0;
virtual void unk_1278( const void *const msg ) = 0;
GS_EVENT_IMPL( ServerGamePostSimulate );
GS_EVENT_IMPL( ClientGamePostSimulate );
virtual void unk_1281( const void *const msg ) = 0;
GS_EVENT_IMPL( GameFrameBoundary );
GS_EVENT_IMPL( OutOfGameFrameBoundary );
GS_EVENT_IMPL( SaveGame );
GS_EVENT_IMPL( RestoreGame );
virtual void unk_1285( const void *const msg ) = 0;
virtual void unk_1286( const void *const msg ) = 0;
virtual void unk_1287( const void *const msg ) = 0;
virtual void unk_1288( const void *const msg ) = 0;
virtual void unk_1289( const void *const msg ) = 0;
virtual const char* GetName() = 0;
virtual void SetGameSystemGlobalPtrs(void* pValue) = 0;
virtual void SetName(const char* pName) = 0;
virtual bool DoesGameSystemReallocate() = 0;
virtual ~IGameSystem() {}
};
// Quick and dirty server system for users who don't care about precise ordering
// and usually only want to implement a few of the callbacks
class CBaseGameSystem : public IGameSystem
{
public:
CBaseGameSystem(const char* pszInitName = "unnamed")
: m_pName(pszInitName)
{
}
// Init, shutdown
// return true on success. false to abort DLL init!
virtual bool Init() { return true; }
virtual void PostInit() {}
virtual void Shutdown() {}
// Game init, shutdown
GS_EVENT( GameInit ) {}
GS_EVENT( GameShutdown ) {}
GS_EVENT( GamePostInit ) {}
GS_EVENT( GamePreShutdown ) {}
GS_EVENT( BuildGameSessionManifest ) {}
GS_EVENT( GameActivate ) {}
GS_EVENT( ClientFullySignedOn ) {}
GS_EVENT( Disconnect ) {}
GS_EVENT( GameDeactivate ) {}
GS_EVENT( SpawnGroupPrecache ) {}
GS_EVENT( SpawnGroupUncache ) {}
GS_EVENT( PreSpawnGroupLoad ) {}
GS_EVENT( PostSpawnGroupLoad ) {}
GS_EVENT( PreSpawnGroupUnload ) {}
GS_EVENT( PostSpawnGroupUnload ) {}
GS_EVENT( ActiveSpawnGroupChanged ) {}
GS_EVENT( ClientPostDataUpdate ) {}
// Called before rendering
GS_EVENT( ClientPreRender ) {}
GS_EVENT( ClientPreEntityThink ) {}
virtual void unk_1271( const void *const msg ) {}
virtual void unk_1272( const void *const msg ) {}
virtual void unk_1273( const void *const msg ) {}
// Gets called each frame
GS_EVENT( ClientUpdate ) {}
// Called after rendering
GS_EVENT( ClientPostRender ) {}
// Called each frame before entities think
GS_EVENT( ServerPreEntityThink ) {}
// called after entities think
GS_EVENT( ServerPostEntityThink ) {}
GS_EVENT( ServerPreClientUpdate ) {}
virtual void unk_1277( const void *const msg ) {}
virtual void unk_1278( const void *const msg ) {}
GS_EVENT( ServerGamePostSimulate ) {}
GS_EVENT( ClientGamePostSimulate ) {}
virtual void unk_1281( const void *const msg ) {}
GS_EVENT( GameFrameBoundary ) {}
GS_EVENT( OutOfGameFrameBoundary ) {}
GS_EVENT( SaveGame ) {}
GS_EVENT( RestoreGame ) {}
virtual void unk_1285( const void *const msg ) {}
virtual void unk_1286( const void *const msg ) {}
virtual void unk_1287( const void *const msg ) {}
virtual void unk_1288( const void *const msg ) {}
virtual void unk_1289( const void *const msg ) {}
virtual const char* GetName() { return m_pName; }
virtual void SetGameSystemGlobalPtrs(void* pValue) {}
virtual void SetName(const char* pName) { m_pName = pName; }
virtual bool DoesGameSystemReallocate() { return false; }
virtual ~CBaseGameSystem() {}
private:
const char* m_pName;
};
class CAutoGameSystem : public CBaseGameSystem
{
protected:
virtual ~CAutoGameSystem() {};
};
#endif // IGAMESYSTEM_H