#pragma once #include "../sdk.h" #include "../player/playerslot.h" #include "../player/player.h" #include "../handle/basehandle.h" #include "../interfaces/interfaces.h" class CMsgSource1LegacyGameEvent; class CUtlString; class IToolGameEventAPI { virtual void unk001(void*) = 0; }; static auto MurmurHash2(const void* key, int len, uint32 seed) -> uint32_t { #define LittleDWord( val ) ( val ) // 'm' and 'r' are mixing constants generated offline. // They're not really 'magic', they just happen to work well. const uint32 m = 0x5bd1e995; const int r = 24; // Initialize the hash to a 'random' value uint32 h = seed ^ len; // Mix 4 bytes at a time into the hash const unsigned char* data = (const unsigned char*)key; while (len >= 4) { uint32 k = LittleDWord(*(uint32*)data); k *= m; k ^= k >> r; k *= m; h *= m; h ^= k; data += 4; len -= 4; } // Handle the last few bytes of the input array switch (len) { case 3: h ^= data[2] << 16; case 2: h ^= data[1] << 8; case 1: h ^= data[0]; h *= m; }; // Do a few final mixes of the hash to ensure the last few // bytes are well-incorporated. h ^= h >> 13; h *= m; h ^= h >> 15; return h; } struct GameEventKeySymbol_t { GameEventKeySymbol_t(const char* keyName) { if (keyName != nullptr) { m_nHashCode = MurmurHash2(keyName, strlen(keyName), 0x31415926); m_pszKeyName = keyName; } } uint64_t m_nHashCode; const char* m_pszKeyName; }; class IHandleEntity { virtual void Schema_DynamicBinding(void**) = 0; public: virtual ~IHandleEntity() = 0; virtual const CEntityHandle GetRefEHandle() const = 0; }; 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 IHandleEntity* GetEntity( const GameEventKeySymbol_t& keySymbol, IHandleEntity* fallbackInstance = NULL) = 0; virtual CEntityIndex GetEntityIndex( const GameEventKeySymbol_t& keySymbol, CEntityIndex defaultValue = CEntityIndex(-1)) = 0; virtual CPlayerSlot GetPlayerSlot( const GameEventKeySymbol_t& keySymbol) = 0; virtual IHandleEntity* GetPlayerController( const GameEventKeySymbol_t& keySymbol) = 0; virtual IHandleEntity* 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, CEntityIndex value) = 0; virtual void SetEntity(const GameEventKeySymbol_t& keySymbol, IHandleEntity* value) = 0; // Also sets the _pawn key virtual void SetPlayer(const GameEventKeySymbol_t& keySymbol, CPlayerSlot value) = 0; // Also sets the _pawn key (Expects pawn entity to be passed) virtual void SetPlayer(const GameEventKeySymbol_t& keySymbol, IHandleEntity* pawn) = 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, IHandleEntity* pawn) = 0; virtual bool HasKey(const GameEventKeySymbol_t& keySymbol) = 0; // Something script vm related virtual void unk001() = 0; // Not based on keyvalues anymore as it seems like virtual void* GetDataKeys() const = 0; }; 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; }; class IGameEventManager2 : public IBaseInterface, public IToolGameEventAPI { 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, CMsgSource1LegacyGameEvent* ev) = 0; virtual IGameEvent* UnserializeEvent( const 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; }; class CGameEventManager : public IGameEventManager2 { public: // IGameEventManager functions virtual ~CGameEventManager() = 0; virtual int LoadEventsFromFile(const char* filename) = 0; virtual void Reset() = 0; virtual bool AddListener(IGameEventListener2* listener, const char* name, bool bServerSide) = 0; virtual bool FindListener(IGameEventListener2* listener, const char* name) = 0; virtual void RemoveListener(IGameEventListener2* listener) = 0; virtual IGameEvent* CreateEvent(const char* name, bool bForce = false) = 0; virtual IGameEvent* DuplicateEvent(IGameEvent* event) = 0; virtual bool FireEvent(IGameEvent* event, bool bDontBroadcast = false) = 0; virtual bool FireEventClientSide(IGameEvent* event) = 0; };