Port events to transitional syntax.

This commit is contained in:
David Anderson 2014-11-09 14:39:09 -08:00
parent b607bfeca9
commit 28eb663f9b
5 changed files with 140 additions and 56 deletions

View File

@ -418,6 +418,21 @@ REGISTER_NATIVES(gameEventNatives)
{"SetEventFloat", sm_SetEventFloat},
{"SetEventString", sm_SetEventString},
{"SetEventBroadcast", sm_SetEventBroadcast},
// Transitional syntax support.
{"Event.Fire", sm_FireEvent},
{"Event.Cancel", sm_CancelCreatedEvent},
{"Event.GetName", sm_GetEventName},
{"Event.GetBool", sm_GetEventBool},
{"Event.GetInt", sm_GetEventInt},
{"Event.GetFloat", sm_GetEventFloat},
{"Event.GetString", sm_GetEventString},
{"Event.SetBool", sm_SetEventBool},
{"Event.SetInt", sm_SetEventInt},
{"Event.SetFloat", sm_SetEventFloat},
{"Event.SetString", sm_SetEventString},
{"Event.BroadcastDisabled.set", sm_SetEventBroadcast},
{NULL, NULL}
};

View File

@ -190,9 +190,9 @@ public void ConVarChange_Alltalk(ConVar convar, const char[] oldValue, const cha
}
}
public Event_PlayerSpawn(Handle:event, const String:name[], bool:dontBroadcast)
public Event_PlayerSpawn(Event event, const String:name[], bool:dontBroadcast)
{
new client = GetClientOfUserId(GetEventInt(event, "userid"));
new client = GetClientOfUserId(event.GetInt("userid"));
if (!client)
{
@ -209,9 +209,9 @@ public Event_PlayerSpawn(Handle:event, const String:name[], bool:dontBroadcast)
}
}
public Event_PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
public Event_PlayerDeath(Event event, const String:name[], bool:dontBroadcast)
{
int client = GetClientOfUserId(GetEventInt(event, "userid"));
int client = GetClientOfUserId(event.GetInt("userid"));
if (!client)
{

View File

@ -132,9 +132,9 @@ public Event_GameStart(Handle:event, const String:name[], bool:dontBroadcast)
g_TotalRounds = 0;
}
public Event_TeamPlayWinPanel(Handle:event, const String:name[], bool:dontBroadcast)
public Event_TeamPlayWinPanel(Event event, const String:name[], bool:dontBroadcast)
{
if(GetEventInt(event, "round_complete") == 1 || StrEqual(name, "arena_win_panel"))
if (event.GetInt("round_complete") == 1 || StrEqual(name, "arena_win_panel"))
{
g_TotalRounds++;
}

View File

@ -1,7 +1,7 @@
/**
* vim: set ts=4 :
* vim: set ts=4 sw=4 tw=99 noet :
* =============================================================================
* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
* SourceMod (C)2004-2014 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This file is part of the SourceMod/SourcePawn SDK.
@ -40,9 +40,9 @@
*/
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 */
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 */
};
/**
@ -50,28 +50,113 @@ enum EventHookMode
*/
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.
* @return Ignored for post hooks. Plugin_Handled will block event if hooked as pre.
*/
// 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.
// @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.
* @noreturn
*/
//
// 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.
// @noreturn
///
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);
// 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 specfied 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 specfied 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 specfied 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);
}
}
/**
* Creates a hook for when a game event is fired.
*
@ -109,7 +194,7 @@ native void UnhookEvent(const char[] name, EventHook callback, EventHookMode mod
* Creates a game event to be fired later.
*
* The Handle should not be closed via CloseHandle(). It must be closed via
* FireEvent() or CancelCreatedEvent().
* 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.
@ -258,19 +343,3 @@ native void GetEventName(Handle event, char[] name, int maxlength);
* @error Invalid Handle.
*/
native void SetEventBroadcast(Handle event, bool dontBroadcast);
methodmap Event < Handle {
public Event() = CreateEvent;
public Fire() = FireEvent;
public Cancel() = CancelCreatedEvent;
public GetBool() = GetEventBool;
public SetBool() = SetEventBool;
public GetInt() = GetEventInt;
public SetInt() = SetEventInt;
public GetFloat() = GetEventFloat;
public SetFloat() = SetEventFloat;
public GetString() = GetEventString;
public SetString() = SetEventString;
public GetName() = GetEventName;
public SetBroadcast() = SetEventBroadcast;
}

View File

@ -370,7 +370,7 @@ public Event_TFRestartRound(Handle:event, const String:name[], bool:dontBroadcas
g_TotalRounds = 0;
}
public Event_TeamPlayWinPanel(Handle:event, const String:name[], bool:dontBroadcast)
public Event_TeamPlayWinPanel(Event event, const String:name[], bool:dontBroadcast)
{
if (g_ChangeMapAtRoundEnd)
{
@ -379,10 +379,10 @@ public Event_TeamPlayWinPanel(Handle:event, const String:name[], bool:dontBroadc
g_ChangeMapInProgress = true;
}
new bluescore = GetEventInt(event, "blue_score");
new redscore = GetEventInt(event, "red_score");
new bluescore = event.GetInt("blue_score");
new redscore = event.GetInt("red_score");
if(GetEventInt(event, "round_complete") == 1 || StrEqual(name, "arena_win_panel"))
if (event.GetInt("round_complete") == 1 || StrEqual(name, "arena_win_panel"))
{
g_TotalRounds++;
@ -393,7 +393,7 @@ public Event_TeamPlayWinPanel(Handle:event, const String:name[], bool:dontBroadc
CheckMaxRounds(g_TotalRounds);
switch(GetEventInt(event, "winning_team"))
switch(event.GetInt("winning_team"))
{
case 3:
{
@ -412,7 +412,7 @@ public Event_TeamPlayWinPanel(Handle:event, const String:name[], bool:dontBroadc
}
}
/* You ask, why don't you just use team_score event? And I answer... Because CSS doesn't. */
public Event_RoundEnd(Handle:event, const String:name[], bool:dontBroadcast)
public Event_RoundEnd(Event event, const String:name[], bool:dontBroadcast)
{
if (g_ChangeMapAtRoundEnd)
{
@ -425,11 +425,11 @@ public Event_RoundEnd(Handle:event, const String:name[], bool:dontBroadcast)
if (strcmp(name, "round_win") == 0)
{
// Nuclear Dawn
winner = GetEventInt(event, "team");
winner = event.GetInt("team");
}
else
{
winner = GetEventInt(event, "winner");
winner = event.GetInt("winner");
}
if (winner == 0 || winner == 1 || !g_Cvar_EndOfMapVote.BoolValue)
@ -485,7 +485,7 @@ public CheckMaxRounds(roundcount)
}
}
public Event_PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
public Event_PlayerDeath(Event event, const String:name[], bool:dontBroadcast)
{
if (!GetArraySize(g_MapList) || !g_Cvar_Fraglimit || g_HasVoteStarted)
{
@ -502,7 +502,7 @@ public Event_PlayerDeath(Handle:event, const String:name[], bool:dontBroadcast)
return;
}
new fragger = GetClientOfUserId(GetEventInt(event, "attacker"));
new fragger = GetClientOfUserId(event.GetInt("attacker"));
if (!fragger)
{