175 lines
7.0 KiB
C++
175 lines
7.0 KiB
C++
#pragma once
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#include "../sdk.h"
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#include "../player/playerslot.h"
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#include "../player/player.h"
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#include "../handle/basehandle.h"
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#include "../interfaces/interfaces.h"
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class CMsgSource1LegacyGameEvent;
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class CUtlString;
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class IToolGameEventAPI {
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virtual void unk001(void*) = 0;
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};
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struct UnkGameEventStruct_t {
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UnkGameEventStruct_t(const char* keyName) {
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m_Unk = 0;
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m_Key = keyName;
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}
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uint64_t m_Unk;
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const char* m_Key;
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};
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class IGameEvent {
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public:
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// 0
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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(
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const char* keyName = NULL) = 0; // check if data field exists
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// Data access index 6
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virtual bool GetBool(UnkGameEventStruct_t* keyName = NULL,
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bool defaultValue = false) = 0;
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virtual int GetInt(UnkGameEventStruct_t* keyName = NULL,
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int defaultValue = 0) = 0;
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virtual uint64_t GetUint64(UnkGameEventStruct_t* keyName = NULL,
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uint64_t defaultValue = 0) = 0;
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virtual float GetFloat(UnkGameEventStruct_t* keyName = NULL,
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float defaultValue = 0.0f) = 0;
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virtual const char* GetString(UnkGameEventStruct_t* keyName = NULL,
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const char* defaultValue = "") = 0;
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virtual void* GetPtr(const char* keyName = NULL,
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void* defaultValue = NULL) = 0;
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/* These function prototypes and names are very speculative and might be
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* incorrect */
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virtual CEntityHandle GetEHandle(UnkGameEventStruct_t* keyName,
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CEntityHandle defaultValue) = 0;
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virtual CEntityHandle GetStrictEHandle(UnkGameEventStruct_t* keyName,
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CEntityHandle defaultValue) = 0;
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virtual CEntityHandle GetEHandle2(UnkGameEventStruct_t* keyName,
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CEntityHandle defaultValue) = 0;
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virtual CPlayerSlot* GetPlayerSlot(
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UnkGameEventStruct_t* keyName = NULL) = 0;
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virtual CBasePlayer* GetPlayer(UnkGameEventStruct_t* keyName = NULL) = 0;
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virtual void* GetPlayerPawn(UnkGameEventStruct_t* keyName = NULL) = 0;
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virtual CEntityHandle GetPlayerControllerEHandle(
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UnkGameEventStruct_t* keyName = NULL) = 0;
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virtual CEntityHandle GetPlayerControllerEHandle2(
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UnkGameEventStruct_t* keyName = NULL) = 0;
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/* ============================================================ */
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virtual void SetBool(const char* keyName, bool value) = 0;
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virtual void SetInt(const char* keyName, int value) = 0;
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virtual void SetUint64(const char* keyName, uint64_t value) = 0;
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virtual void SetFloat(const char* keyName, float value) = 0;
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virtual void SetString(const char* keyName, const char* value) = 0;
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virtual void SetPtr(const char* keyName, void* value) = 0;
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/* These function prototypes and names are very speculative and might be
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* incorrect */
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virtual void SetEHandleStrict(const char* keyName,
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CEntityHandle handle) = 0;
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virtual void SetEHandle(const char* keyName, CEntityHandle handle) = 0;
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// Also sets the _pawn key
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virtual void SetPlayerSlot(const char* keyName, CPlayerSlot value) = 0;
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virtual void SetPlayer(const char* keyName, CBasePlayer* value) = 0;
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/* ============================================================ */
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virtual bool HasKey(const char* keyName) = 0;
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// Something script vm related
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virtual void unk001() = 0;
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// virtual KeyValues* GetDataKeys() const = 0;
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};
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class IGameEventListener2 {
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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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class IGameEventManager2 : public IBaseInterface, public IToolGameEventAPI {
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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,
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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,
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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
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// not known or no listener is registered for it. bForce forces the creation
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// even if no listener is active
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virtual IGameEvent* CreateEvent(const char* name, bool bForce = false,
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int* pCookie = NULL) = 0;
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// fires a server event created earlier, if bDontBroadcast is set, event is
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// 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
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// 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
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// 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,
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CMsgSource1LegacyGameEvent* ev) = 0;
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virtual IGameEvent* UnserializeEvent(
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const CMsgSource1LegacyGameEvent&
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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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class CGameEventManager : public IGameEventManager2 {
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public: // IGameEventManager functions
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virtual ~CGameEventManager() = 0;
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virtual int LoadEventsFromFile(const char* filename) = 0;
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virtual void Reset() = 0;
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virtual bool AddListener(IGameEventListener2* listener, const char* name,
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bool bServerSide) = 0;
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virtual bool FindListener(IGameEventListener2* listener,
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const char* name) = 0;
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virtual void RemoveListener(IGameEventListener2* listener) = 0;
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virtual IGameEvent* CreateEvent(const char* name, bool bForce = false) = 0;
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virtual IGameEvent* DuplicateEvent(IGameEvent* event) = 0;
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virtual bool FireEvent(IGameEvent* event, bool bDontBroadcast = false) = 0;
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virtual bool FireEventClientSide(IGameEvent* event) = 0;
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};
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