sm-zombiereloaded-3/env/include/events.inc

344 lines
13 KiB
SourcePawn

/**
* vim: set ts=4 sw=4 tw=99 noet :
* =============================================================================
* SourceMod (C)2004-2014 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This file is part of the SourceMod/SourcePawn SDK.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#if defined _events_included
#endinput
#endif
#define _events_included
/**
* Event hook modes determining how hooking should be handled
*/
enum EventHookMode
{
EventHookMode_Pre, //< Hook callback fired before event is fired */
EventHookMode_Post, //< Hook callback fired after event is fired */
EventHookMode_PostNoCopy //< Hook callback fired after event is fired, but event data won't be copied */
};
/**
* Hook function types for events.
*/
typeset EventHook
{
// Called when a game event is fired.
//
// @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
// this event has set the hook mode EventHookMode_PostNoCopy.
// @param name String containing the name of the event.
// @param dontBroadcast True if event was not broadcast to clients, false otherwise.
// May not correspond to the real value. Use the property BroadcastDisabled.
// @return Ignored for post hooks. Plugin_Handled will block event if hooked as pre.
///
function Action (Event event, const char[] name, bool dontBroadcast);
//
// Called when a game event is fired.
//
// @param event Handle to event. This could be INVALID_HANDLE if every plugin hooking
// this event has set the hook mode EventHookMode_PostNoCopy.
// @param name String containing the name of the event.
// @param dontBroadcast True if event was not broadcast to clients, false otherwise.
///
function void (Event event, const char[] name, bool dontBroadcast);
};
methodmap Event < Handle
{
// Fires a game event.
//
// This function closes the event Handle after completing.
//
// @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
public native void Fire(bool dontBroadcast=false);
// Fires a game event to only the specified client.
//
// Unlike Fire, this function DOES NOT close the event Handle.
//
// @param client Index of client to receive the event..
public native void FireToClient(int client);
// Cancels a previously created game event that has not been fired. This
// is necessary to avoid leaking memory when an event isn't fired.
public native void Cancel();
// Returns the boolean value of a game event's key.
//
// @param key Name of event key.
// @param defValue Optional default value to use if the key is not found.
// @return The boolean value of the specified event key.
public native bool GetBool(const char[] key, bool defValue=false);
// Sets the boolean value of a game event's key.
//
// @param key Name of event key.
// @param value New boolean value.
public native void SetBool(const char[] key, bool value);
// Returns the integer value of a game event's key.
//
// @param key Name of event key.
// @param defValue Optional default value to use if the key is not found.
// @return The integer value of the specified event key.
public native int GetInt(const char[] key, int defValue=0);
// Sets the integer value of a game event's key.
//
// Integer value refers to anything that can be reduced to an integer.
// The various size specifiers, such as "byte" and "short" are still
// integers, and only refer to how much data will actually be sent
// over the network (if applicable).
//
// @param key Name of event key.
// @param value New integer value.
public native void SetInt(const char[] key, int value);
// Returns the floating point value of a game event's key.
//
// @param key Name of event key.
// @param defValue Optional default value to use if the key is not found.
// @return The floating point value of the specified event key.
public native float GetFloat(const char[] key, float defValue=0.0);
// Sets the floating point value of a game event's key.
//
// @param key Name of event key.
// @param value New floating point value.
public native void SetFloat(const char[] key, float value);
// Retrieves the string value of a game event's key.
//
// @param key Name of event key.
// @param value Buffer to store the value of the specified event key.
// @param maxlength Maximum length of string buffer.
// @param defValue Optional default value to use if the key is not found.
public native void GetString(const char[] key, char[] value, int maxlength, const char[] defvalue="");
// Sets the string value of a game event's key.
//
// @param key Name of event key.
// @param value New string value.
public native void SetString(const char[] key, const char[] value);
// Retrieves the name of a game event.
//
// @param name Buffer to store the name of the event.
// @param maxlength Maximum length of string buffer.
public native void GetName(char[] name, int maxlength);
// Sets whether an event's broadcasting will be disabled or not.
//
// This has no effect on events Handles that are not from HookEvent
// or HookEventEx callbacks.
property bool BroadcastDisabled {
public native set(bool dontBroadcast);
public native get();
}
}
/**
* Creates a hook for when a game event is fired.
*
* @param name Name of event.
* @param callback An EventHook function pointer.
* @param mode Optional EventHookMode determining the type of hook.
* @error Invalid event name or invalid callback function.
*/
native void HookEvent(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
/**
* Creates a hook for when a game event is fired.
*
* @param name Name of event.
* @param callback An EventHook function pointer.
* @param mode Optional EventHookMode determining the type of hook.
* @return True if event exists and was hooked successfully, false otherwise.
* @error Invalid callback function.
*/
native bool HookEventEx(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
/**
* Removes a hook for when a game event is fired.
*
* @param name Name of event.
* @param callback An EventHook function pointer.
* @param mode Optional EventHookMode determining the type of hook.
* @error Invalid callback function or no active hook for specified event.
*/
native void UnhookEvent(const char[] name, EventHook callback, EventHookMode mode=EventHookMode_Post);
/**
* Creates a game event to be fired later.
*
* The Handle should not be closed via CloseHandle(). It must be closed via
* event.Fire() or event.Cancel().
*
* @param name Name of event.
* @param force If set to true, this forces the event to be created even if it's not being hooked.
* Note that this will not force it if the event doesn't exist at all.
* @return Handle to event. INVALID_HANDLE is returned if the event doesn't exist or isn't
* being hooked (unless force is true).
*/
native Event CreateEvent(const char[] name, bool force=false);
/**
* Fires a game event.
*
* This function closes the event Handle after completing.
*
* @param event Handle to the event.
* @param dontBroadcast Optional boolean that determines if event should be broadcast to clients.
* @error Invalid or corrupt Handle.
*/
native void FireEvent(Handle event, bool dontBroadcast=false);
/**
* Cancels a previously created game event that has not been fired.
*
* @param event Handled to the event.
* @error Invalid or corrupt Handle.
*/
native void CancelCreatedEvent(Handle event);
/**
* Returns the boolean value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param defValue Optional default value to use if the key is not found.
* @return The boolean value of the specified event key.
* @error Invalid or corrupt Handle.
*/
native bool GetEventBool(Handle event, const char[] key, bool defValue=false);
/**
* Sets the boolean value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value New boolean value.
* @error Invalid or corrupt Handle.
*/
native void SetEventBool(Handle event, const char[] key, bool value);
/**
* Returns the integer value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param defValue Optional default value to use if the key is not found.
* @return The integer value of the specified event key.
* @error Invalid or corrupt Handle.
*/
native int GetEventInt(Handle event, const char[] key, int defValue=0);
/**
* Sets the integer value of a game event's key.
*
* Integer value refers to anything that can be reduced to an integer.
* The various size specifiers, such as "byte" and "short" are still
* integers, and only refer to how much data will actually be sent
* over the network (if applicable).
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value New integer value.
* @error Invalid or corrupt Handle.
*/
native void SetEventInt(Handle event, const char[] key, int value);
/**
* Returns the floating point value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param defValue Optional default value to use if the key is not found.
* @return The floating point value of the specified event key.
* @error Invalid or corrupt Handle.
*/
native float GetEventFloat(Handle event, const char[] key, float defValue=0.0);
/**
* Sets the floating point value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value New floating point value.
* @error Invalid or corrupt Handle.
*/
native void SetEventFloat(Handle event, const char[] key, float value);
/**
* Retrieves the string value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value Buffer to store the value of the specified event key.
* @param maxlength Maximum length of string buffer.
* @param defValue Optional default value to use if the key is not found.
* @error Invalid or corrupt Handle.
*/
native void GetEventString(Handle event, const char[] key, char[] value, int maxlength, const char[] defvalue="");
/**
* Sets the string value of a game event's key.
*
* @param event Handle to the event.
* @param key Name of event key.
* @param value New string value.
* @error Invalid or corrupt Handle.
*/
native void SetEventString(Handle event, const char[] key, const char[] value);
/**
* Retrieves the name of a game event.
*
* @param event Handle to the event.
* @param name Buffer to store the name of the event.
* @param maxlength Maximum length of string buffer.
* @error Invalid or corrupt Handle.
*/
native void GetEventName(Handle event, char[] name, int maxlength);
/**
* Sets whether an event's broadcasting will be disabled or not.
*
* This has no effect on events Handles that are not from HookEvent
* or HookEventEx callbacks.
*
* @param event Handle to an event from an event hook.
* @param dontBroadcast True to disable broadcasting, false otherwise.
* @error Invalid Handle.
*/
native void SetEventBroadcast(Handle event, bool dontBroadcast);