You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
194 lines
7.1 KiB
194 lines
7.1 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $Workfile: $
|
||
|
// $Date: $
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// $Log: $
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
#if !defined( IGAMEEVENTS_H )
|
||
|
#define IGAMEEVENTS_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "tier1/interface.h"
|
||
|
|
||
|
#define INTERFACEVERSION_GAMEEVENTSMANAGER "GAMEEVENTSMANAGER001" // old game event manager, don't use it!
|
||
|
#define INTERFACEVERSION_GAMEEVENTSMANAGER2 "GAMEEVENTSMANAGER002" // new game event manager,
|
||
|
|
||
|
#include "tier1/bitbuf.h"
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// 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".
|
||
|
*/
|
||
|
|
||
|
|
||
|
#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 bool IsReliable() const = 0; // if event handled reliable
|
||
|
virtual bool IsLocal() const = 0; // if event is never networked
|
||
|
virtual bool IsEmpty(const char *keyName = NULL) = 0; // check if data field exists
|
||
|
|
||
|
// Data access
|
||
|
virtual bool GetBool( const char *keyName = NULL, bool defaultValue = false ) = 0;
|
||
|
virtual int GetInt( const char *keyName = NULL, int defaultValue = 0 ) = 0;
|
||
|
virtual float GetFloat( const char *keyName = NULL, float defaultValue = 0.0f ) = 0;
|
||
|
virtual const char *GetString( const char *keyName = NULL, const char *defaultValue = "" ) = 0;
|
||
|
|
||
|
virtual void SetBool( const char *keyName, bool value ) = 0;
|
||
|
virtual void SetInt( const char *keyName, int value ) = 0;
|
||
|
virtual void SetFloat( const char *keyName, float value ) = 0;
|
||
|
virtual void SetString( const char *keyName, const char *value ) = 0;
|
||
|
};
|
||
|
|
||
|
|
||
|
abstract_class IGameEventListener2
|
||
|
{
|
||
|
public:
|
||
|
virtual ~IGameEventListener2( void ) {};
|
||
|
|
||
|
// FireEvent is called by EventManager if event just occurred
|
||
|
// 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 ) = 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 ) = 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, bf_write *buf ) = 0;
|
||
|
virtual IGameEvent *UnserializeEvent( bf_read *buf ) = 0; // create new KeyValues, must be deleted
|
||
|
};
|
||
|
|
||
|
// the old game event manager interface, don't use it. Rest is legacy support:
|
||
|
|
||
|
abstract_class IGameEventListener
|
||
|
{
|
||
|
public:
|
||
|
virtual ~IGameEventListener( void ) {};
|
||
|
|
||
|
// FireEvent is called by EventManager if event just occurred
|
||
|
// KeyValue memory will be freed by manager if not needed anymore
|
||
|
virtual void FireGameEvent( KeyValues * event) = 0;
|
||
|
};
|
||
|
|
||
|
abstract_class IGameEventManager : public IBaseInterface
|
||
|
{
|
||
|
public:
|
||
|
virtual ~IGameEventManager( void ) {};
|
||
|
|
||
|
// load game event descriptions from a file eg "resource\gameevents.res"
|
||
|
virtual int LoadEventsFromFile( const char * filename ) = 0;
|
||
|
|
||
|
// removes all and anything
|
||
|
virtual void Reset() = 0;
|
||
|
|
||
|
virtual KeyValues *GetEvent(const char * name) = 0; // returns keys for event
|
||
|
|
||
|
// adds a listener for a particular event
|
||
|
virtual bool AddListener( IGameEventListener * listener, const char * event, bool bIsServerSide ) = 0;
|
||
|
// registers for all known events
|
||
|
virtual bool AddListener( IGameEventListener * listener, bool bIsServerSide ) = 0;
|
||
|
|
||
|
// removes a listener
|
||
|
virtual void RemoveListener( IGameEventListener * listener) = 0;
|
||
|
|
||
|
// fires an global event, specific event data is stored in KeyValues
|
||
|
// local listeners will receive the event instantly
|
||
|
// a network message will be send to all connected clients to invoke
|
||
|
// the same event there
|
||
|
virtual bool FireEvent( KeyValues * event ) = 0;
|
||
|
|
||
|
// fire a side server event, that it wont be broadcasted to player clients
|
||
|
virtual bool FireEventServerOnly( KeyValues * event ) = 0;
|
||
|
|
||
|
// fires an event only on this local client
|
||
|
// can be used to fake events coming over the network
|
||
|
virtual bool FireEventClientOnly( KeyValues * event ) = 0;
|
||
|
|
||
|
// write/read event to/from bitbuffer
|
||
|
virtual bool SerializeKeyValues( KeyValues *event, bf_write *buf, CGameEvent *eventtype = NULL ) = 0;
|
||
|
virtual KeyValues *UnserializeKeyValue( bf_read *msg ) = 0; // create new KeyValues, must be deleted
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
#endif // IGAMEEVENTS_H
|