From 66eb4e5048ca3f673671930194346a2bb7375cdd Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sat, 2 Feb 2019 16:43:11 +0100 Subject: [PATCH] - separation of static and map-local event handlers into separate lists. Having everything lumped together made this a maintenance hassle because it affected how the level has to be stored. This hasn't been tested yet, so it may not work as intended! --- src/b_game.cpp | 16 +- src/d_main.cpp | 6 +- src/d_net.cpp | 6 +- src/dobjgc.cpp | 4 +- src/events.cpp | 253 ++++++++++++++---------------- src/events.h | 35 +++-- src/fragglescript/t_func.cpp | 4 +- src/g_game.cpp | 6 +- src/g_level.cpp | 30 ++-- src/g_levellocals.h | 2 + src/g_shared/a_lightning.cpp | 2 +- src/g_statusbar/shared_sbar.cpp | 2 +- src/gamedata/info.cpp | 10 +- src/gamedata/info.h | 4 +- src/p_acs.cpp | 4 +- src/p_actionfunctions.cpp | 2 +- src/p_destructible.cpp | 4 +- src/p_enemy.cpp | 2 +- src/p_interaction.cpp | 8 +- src/p_map.cpp | 4 +- src/p_mobj.cpp | 14 +- src/p_saveg.cpp | 4 +- src/p_setup.cpp | 11 +- src/p_spec.cpp | 4 +- src/p_things.cpp | 4 +- src/p_tick.cpp | 25 ++- src/p_user.cpp | 3 +- src/scripting/vmthunks_actors.cpp | 8 +- src/win32/i_input.cpp | 5 +- 29 files changed, 240 insertions(+), 242 deletions(-) diff --git a/src/b_game.cpp b/src/b_game.cpp index db7c70436..cc362b764 100644 --- a/src/b_game.cpp +++ b/src/b_game.cpp @@ -404,27 +404,27 @@ void FCajunMaster::RemoveAllBots (FLevelLocals *Level, bool fromlist) for (i = 0; i < MAXPLAYERS; ++i) { - if (players[i].Bot != NULL) + if (Level->Players[i]->Bot != nullptr) { // If a player is looking through this bot's eyes, make him // look through his own eyes instead. for (j = 0; j < MAXPLAYERS; ++j) { - if (i != j && playeringame[j] && players[j].Bot == NULL) + if (i != j && Level->PlayerInGame(j) && Level->Players[j]->Bot == nullptr) { - if (players[j].camera == players[i].mo) + if (Level->Players[j]->camera == Level->Players[i]->mo) { - players[j].camera = players[j].mo; - if (j == consoleplayer) + Level->Players[j]->camera = Level->Players[j]->mo; + if (Level->isConsolePlayer(Level->Players[j]->mo)) { - StatusBar->AttachToPlayer (players + j); + StatusBar->AttachToPlayer (Level->Players[j]); } } } } // [ZZ] run event hook - eventManager.PlayerDisconnected(i); - Level->Behaviors.StartTypedScripts (SCRIPT_Disconnect, players[i].mo, true, i, true); + Level->localEventManager->PlayerDisconnected(i); + Level->Behaviors.StartTypedScripts (SCRIPT_Disconnect, Level->Players[i]->mo, true, i, true); ClearPlayer (i, !fromlist); } } diff --git a/src/d_main.cpp b/src/d_main.cpp index 13ebccc3f..a2c758e0b 100644 --- a/src/d_main.cpp +++ b/src/d_main.cpp @@ -273,7 +273,7 @@ void D_ProcessEvents (void) if (M_Responder (ev)) continue; // menu ate the event // check events - if (ev->type != EV_Mouse && eventManager.Responder(ev)) // [ZZ] ZScript ate the event // update 07.03.17: mouse events are handled directly + if (ev->type != EV_Mouse && primaryLevel->localEventManager->Responder(ev)) // [ZZ] ZScript ate the event // update 07.03.17: mouse events are handled directly continue; G_Responder (ev); } @@ -295,7 +295,7 @@ void D_PostEvent (const event_t *ev) return; } events[eventhead] = *ev; - if (ev->type == EV_Mouse && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !eventManager.Responder(ev) && !paused) + if (ev->type == EV_Mouse && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !primaryLevel->localEventManager->Responder(ev) && !paused) { if (Button_Mlook.bDown || freelook) { @@ -2730,7 +2730,7 @@ void D_DoomMain (void) { Level->Thinkers.DestroyThinkersInList(STAT_STATIC); } - eventManager.Shutdown(false); + staticEventManager.Shutdown(); P_FreeLevelData(); M_SaveDefaults(NULL); // save config before the restart diff --git a/src/d_net.cpp b/src/d_net.cpp index d7e173ca9..0d497bcbd 100644 --- a/src/d_net.cpp +++ b/src/d_net.cpp @@ -2561,7 +2561,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player) if (cls != NULL) { killcount = primaryLevel->Massacre(false, cls->TypeName); - PClassActor *cls_rep = cls->GetReplacement(); + PClassActor *cls_rep = cls->GetReplacement(primaryLevel); if (cls != cls_rep) { killcount += primaryLevel->Massacre(false, cls_rep->TypeName); @@ -2583,7 +2583,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player) if (cls != NULL && cls->IsDescendantOf(RUNTIME_CLASS(AActor))) { removecount = RemoveClass(primaryLevel, cls); - const PClass *cls_rep = cls->GetReplacement(); + const PClass *cls_rep = cls->GetReplacement(primaryLevel); if (cls != cls_rep) { removecount += RemoveClass(primaryLevel, cls_rep); @@ -2671,7 +2671,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player) for (int i = 0; i < 3; i++) arg[i] = ReadLong(stream); bool manual = !!ReadByte(stream); - eventManager.Console(player, s, arg[0], arg[1], arg[2], manual); + primaryLevel->localEventManager->Console(player, s, arg[0], arg[1], arg[2], manual); } break; diff --git a/src/dobjgc.cpp b/src/dobjgc.cpp index 43bccb79c..bed2caa08 100644 --- a/src/dobjgc.cpp +++ b/src/dobjgc.cpp @@ -282,8 +282,8 @@ static void MarkRoot() Mark(StatusBar); M_MarkMenus(); Mark(DIntermissionController::CurrentIntermission); - Mark(eventManager.FirstEventHandler); - Mark(eventManager.LastEventHandler); + Mark(staticEventManager.FirstEventHandler); + Mark(staticEventManager.LastEventHandler); for (auto Level : AllLevels()) Level->Mark(); diff --git a/src/events.cpp b/src/events.cpp index 7f934e18e..80e8fc6c1 100755 --- a/src/events.cpp +++ b/src/events.cpp @@ -42,6 +42,7 @@ #include "g_game.h" #include "info.h" +EventManager staticEventManager; EventManager eventManager; @@ -53,6 +54,7 @@ bool EventManager::RegisterHandler(DStaticEventHandler* handler) return false; handler->OnRegister(); + handler->owner = this; // link into normal list // update: link at specific position based on order. @@ -66,11 +68,6 @@ bool EventManager::RegisterHandler(DStaticEventHandler* handler) } } - // 1. MyHandler2->1: - // eventManager.FirstEventHandler = MyHandler2, eventManager.LastEventHandler = MyHandler2 - // 2. MyHandler3->2: - // eventManager.FirstEventHandler = MyHandler2, eventManager.LastEventHandler = MyHandler3 - // (Yes, all those write barriers here are really needed!) if (before != nullptr) { @@ -186,58 +183,6 @@ bool EventManager::IsStaticType(PClass* type) return !type->IsDescendantOf(RUNTIME_CLASS(DEventHandler)); } -void EventManager::SerializeEvents(FSerializer& arc) -{ - // todo : stuff - if (arc.BeginArray("eventhandlers")) - { - int numlocalhandlers = 0; - TArray handlers; - if (arc.isReading()) - { - numlocalhandlers = arc.ArraySize(); - // delete all current local handlers, if any - for (DStaticEventHandler* lhandler = FirstEventHandler; lhandler; lhandler = lhandler->next) - if (!lhandler->IsStatic()) lhandler->Destroy(); - } - else - { - for (DStaticEventHandler* lhandler = FirstEventHandler; lhandler; lhandler = lhandler->next) - { - if (lhandler->IsStatic()) continue; - numlocalhandlers++; - handlers.Push(lhandler); - } - } - - for (int i = 0; i < numlocalhandlers; i++) - { - // serialize the object properly. - if (arc.isReading()) - { - // get object and put it into the array - DStaticEventHandler* lhandler; - arc(nullptr, lhandler); - if (lhandler != nullptr) - handlers.Push(lhandler); - } - else - { - ::Serialize(arc, nullptr, handlers[i], nullptr); - } - } - - if (arc.isReading()) - { - // add all newly deserialized handlers into the list - for (int i = 0; i < numlocalhandlers; i++) - RegisterHandler(handlers[i]); - } - - arc.EndArray(); - } -} - static PClass* GetHandlerClass(const FString& typeName) { PClass* type = PClass::FindClass(typeName); @@ -279,7 +224,7 @@ void EventManager::InitStaticHandlers(bool map) return; // just make sure - Shutdown(map); + Shutdown(); // initialize event handlers from gameinfo for (const FString& typeName : gameinfo.EventHandlers) @@ -305,22 +250,23 @@ void EventManager::InitStaticHandlers(bool map) } } -void EventManager::Shutdown(bool map) +void EventManager::Shutdown() { // delete handlers. for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev) { - if (handler->IsStatic() == !map) - handler->Destroy(); + handler->Destroy(); } } -#define DEFINE_EVENT_LOOPER(name) void EventManager::##name() \ +#define DEFINE_EVENT_LOOPER(name, play) void EventManager::##name() \ { \ + if (ShouldCallStatic(play)) staticEventManager.name(); \ for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) \ handler->name(); \ } + // note for the functions below. // *Unsafe is executed on EVERY map load/close, including savegame loading, etc. // There is no point in allowing non-static handlers to receive unsafe event separately, as there is no point in having static handlers receive safe event. @@ -329,7 +275,6 @@ void EventManager::WorldLoaded() { for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) { - if (handler->IsStatic()) continue; if (savegamerestore) continue; // don't execute WorldLoaded for handlers loaded from the savegame. handler->WorldLoaded(); } @@ -337,29 +282,15 @@ void EventManager::WorldLoaded() void EventManager::WorldUnloaded() { - for (DStaticEventHandler* handler = eventManager.LastEventHandler; handler; handler = handler->prev) + for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev) { - if (handler->IsStatic()) continue; handler->WorldUnloaded(); } } -void EventManager::WorldLoadedUnsafe() +bool EventManager::ShouldCallStatic(bool forplay) { - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) - { - if (!handler->IsStatic()) continue; - handler->WorldLoaded(); - } -} - -void EventManager::WorldUnloadedUnsafe() -{ - for (DStaticEventHandler* handler = eventManager.LastEventHandler; handler; handler = handler->prev) - { - if (!handler->IsStatic()) continue; - handler->WorldUnloaded(); - } + return this != &staticEventManager && Level == primaryLevel; } void EventManager::WorldThingSpawned(AActor* actor) @@ -367,7 +298,10 @@ void EventManager::WorldThingSpawned(AActor* actor) // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. if (actor->ObjectFlags & OF_EuthanizeMe) return; - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + + if (ShouldCallStatic(true)) staticEventManager.WorldThingSpawned(actor); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->WorldThingSpawned(actor); } @@ -376,7 +310,10 @@ void EventManager::WorldThingDied(AActor* actor, AActor* inflictor) // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. if (actor->ObjectFlags & OF_EuthanizeMe) return; - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + + if (ShouldCallStatic(true)) staticEventManager.WorldThingDied(actor, inflictor); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->WorldThingDied(actor, inflictor); } @@ -385,7 +322,10 @@ void EventManager::WorldThingRevived(AActor* actor) // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. if (actor->ObjectFlags & OF_EuthanizeMe) return; - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + + if (ShouldCallStatic(true)) staticEventManager.WorldThingRevived(actor); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->WorldThingRevived(actor); } @@ -394,7 +334,10 @@ void EventManager::WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* s // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. if (actor->ObjectFlags & OF_EuthanizeMe) return; - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + + if (ShouldCallStatic(true)) staticEventManager.WorldThingDamaged(actor, inflictor, source, damage, mod, flags, angle); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->WorldThingDamaged(actor, inflictor, source, damage, mod, flags, angle); } @@ -407,32 +350,43 @@ void EventManager::WorldThingDestroyed(AActor* actor) // this is because Destroyed should be reverse of Spawned. we don't want to catch random inventory give failures. if (!(actor->ObjectFlags & OF_Spawned)) return; - for (DStaticEventHandler* handler = eventManager.LastEventHandler; handler; handler = handler->prev) + + for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev) handler->WorldThingDestroyed(actor); + + if (ShouldCallStatic(true)) staticEventManager.WorldThingDestroyed(actor); } void EventManager::WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate) { - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + if (ShouldCallStatic(true)) staticEventManager.WorldLinePreActivated(line, actor, activationType, shouldactivate); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->WorldLinePreActivated(line, actor, activationType, shouldactivate); } void EventManager::WorldLineActivated(line_t* line, AActor* actor, int activationType) { - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + if (ShouldCallStatic(true)) staticEventManager.WorldLineActivated(line, actor, activationType); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->WorldLineActivated(line, actor, activationType); } int EventManager::WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius) { - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + if (ShouldCallStatic(true)) staticEventManager.WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) damage = handler->WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius); return damage; } int EventManager::WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius) { - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + if (ShouldCallStatic(true)) staticEventManager.WorldLineDamaged(line, source, damage, damagetype, side, position, isradius); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) damage = handler->WorldLineDamaged(line, source, damage, damagetype, side, position, isradius); return damage; } @@ -444,26 +398,34 @@ void EventManager::PlayerEntered(int num, bool fromhub) if (savegamerestore && !fromhub) return; - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + if (ShouldCallStatic(true)) staticEventManager.PlayerEntered(num, fromhub); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->PlayerEntered(num, fromhub); } void EventManager::PlayerRespawned(int num) { - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + if (ShouldCallStatic(true)) staticEventManager.PlayerRespawned(num); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->PlayerRespawned(num); } void EventManager::PlayerDied(int num) { - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + if (ShouldCallStatic(true)) staticEventManager.PlayerDied(num); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->PlayerDied(num); } void EventManager::PlayerDisconnected(int num) { - for (DStaticEventHandler* handler = eventManager.LastEventHandler; handler; handler = handler->prev) + for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev) handler->PlayerDisconnected(num); + + if (ShouldCallStatic(true)) staticEventManager.PlayerDisconnected(num); } bool EventManager::Responder(const event_t* ev) @@ -473,7 +435,7 @@ bool EventManager::Responder(const event_t* ev) if (ev->type == EV_GUI_Event) { // iterate handlers back to front by order, and give them this event. - for (DStaticEventHandler* handler = eventManager.LastEventHandler; handler; handler = handler->prev) + for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev) { if (handler->IsUiProcessor) { @@ -486,7 +448,7 @@ bool EventManager::Responder(const event_t* ev) else { // not sure if we want to handle device changes, but whatevs. - for (DStaticEventHandler* handler = eventManager.LastEventHandler; handler; handler = handler->prev) + for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev) { if (handler->IsUiProcessor) uiProcessorsFound = true; @@ -494,25 +456,35 @@ bool EventManager::Responder(const event_t* ev) return true; // event was processed } } + if (ShouldCallStatic(false)) uiProcessorsFound = staticEventManager.Responder(ev); return (uiProcessorsFound && (ev->type == EV_Mouse)); // mouse events are eaten by the event system if there are any uiprocessors. } void EventManager::Console(int player, FString name, int arg1, int arg2, int arg3, bool manual) { - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + if (ShouldCallStatic(false)) staticEventManager.Console(player, name, arg1, arg2, arg3, manual); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->ConsoleProcess(player, name, arg1, arg2, arg3, manual); } void EventManager::RenderOverlay(EHudState state) { - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + if (ShouldCallStatic(false)) staticEventManager.RenderOverlay(state); + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->RenderOverlay(state); } bool EventManager::CheckUiProcessors() { - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + if (ShouldCallStatic(false)) + { + if (staticEventManager.CheckUiProcessors()) return true; + } + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) if (handler->IsUiProcessor) return true; @@ -521,7 +493,12 @@ bool EventManager::CheckUiProcessors() bool EventManager::CheckRequireMouse() { - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + if (ShouldCallStatic(false)) + { + if (staticEventManager.CheckRequireMouse()) return true; + } + + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) if (handler->IsUiProcessor && handler->RequireMouse) return true; @@ -531,7 +508,11 @@ bool EventManager::CheckRequireMouse() bool EventManager::CheckReplacement( PClassActor *replacee, PClassActor **replacement ) { bool final = false; - for (DStaticEventHandler *handler = eventManager.FirstEventHandler; handler; handler = handler->next) + + // This is play scope but unlike in-game events needs to be handled like UI by static handlers. + if (ShouldCallStatic(false)) final = staticEventManager.CheckReplacement(replacee, replacement); + + for (DStaticEventHandler *handler = FirstEventHandler; handler; handler = handler->next) handler->CheckReplacement(replacee,replacement,&final); return final; } @@ -539,32 +520,28 @@ bool EventManager::CheckReplacement( PClassActor *replacee, PClassActor **replac bool EventManager::CheckReplacee(PClassActor **replacee, PClassActor *replacement) { bool final = false; - for (DStaticEventHandler *handler = eventManager.FirstEventHandler; handler; handler = handler->next) + if (ShouldCallStatic(false)) final = staticEventManager.CheckReplacee(replacee, replacement); + + for (DStaticEventHandler *handler = FirstEventHandler; handler; handler = handler->next) handler->CheckReplacee(replacee, replacement, &final); return final; } -void EventManager::NewGame(EventHandlerType handlerType) +void EventManager::NewGame() { - bool isStatic = handlerType == EventHandlerType::Global; - - // Shut down all per-map event handlers before static NewGame events. - if (isStatic) - EventManager::Shutdown(true); - - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + //This is called separately for static and local handlers, so no forwarding here. + for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) { - if (handler->IsStatic() == isStatic) - handler->NewGame(); + handler->NewGame(); } } // normal event loopers (non-special, argument-less) -DEFINE_EVENT_LOOPER(RenderFrame) -DEFINE_EVENT_LOOPER(WorldLightning) -DEFINE_EVENT_LOOPER(WorldTick) -DEFINE_EVENT_LOOPER(UiTick) -DEFINE_EVENT_LOOPER(PostUiTick) +DEFINE_EVENT_LOOPER(RenderFrame, false) +DEFINE_EVENT_LOOPER(WorldLightning, true) +DEFINE_EVENT_LOOPER(WorldTick, true) +DEFINE_EVENT_LOOPER(UiTick, false) +DEFINE_EVENT_LOOPER(PostUiTick, false) // declarations IMPLEMENT_CLASS(DStaticEventHandler, false, true); @@ -644,8 +621,10 @@ DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder) PARAM_SELF_PROLOGUE(DStaticEventHandler); PARAM_INT(order); + /* not really needed - this is never checked again. To re-add, the handlers need a pointer to their manager but that's not worth it just for this check. if (eventManager.CheckHandler(self)) return 0; + */ self->Order = order; return 0; @@ -660,14 +639,14 @@ DEFINE_ACTION_FUNCTION(DEventHandler, SendNetworkEvent) PARAM_INT(arg3); // - ACTION_RETURN_BOOL(eventManager.SendNetworkEvent(name, arg1, arg2, arg3, false)); + ACTION_RETURN_BOOL(currentVMLevel->localEventManager->SendNetworkEvent(name, arg1, arg2, arg3, false)); } DEFINE_ACTION_FUNCTION(DEventHandler, Find) { PARAM_PROLOGUE; PARAM_CLASS(t, DStaticEventHandler); - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + for (DStaticEventHandler* handler = currentVMLevel->localEventManager->FirstEventHandler; handler; handler = handler->next) if (handler->GetClass() == t) // check precise class ACTION_RETURN_OBJECT(handler); ACTION_RETURN_OBJECT(nullptr); @@ -678,7 +657,7 @@ DEFINE_ACTION_FUNCTION(DStaticEventHandler, Find) { PARAM_PROLOGUE; PARAM_CLASS(t, DStaticEventHandler); - for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next) + for (DStaticEventHandler* handler = staticEventManager.FirstEventHandler; handler; handler = handler->next) if (handler->GetClass() == t) // check precise class ACTION_RETURN_OBJECT(handler); ACTION_RETURN_OBJECT(nullptr); @@ -730,7 +709,7 @@ FWorldEvent EventManager::SetupWorldEvent() { FWorldEvent e; e.IsSaveGame = savegamerestore; - e.IsReopen = level.FromSnapshot && !savegamerestore; // each one by itself isnt helpful, but with hub load we have savegamerestore==0 and level.FromSnapshot==1. + e.IsReopen = Level->FromSnapshot && !savegamerestore; // each one by itself isnt helpful, but with hub load we have savegamerestore==0 and level.FromSnapshot==1. e.DamageAngle = 0.0; return e; } @@ -741,7 +720,7 @@ void DStaticEventHandler::WorldLoaded() { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; - FWorldEvent e = eventManager.SetupWorldEvent(); + FWorldEvent e = owner->SetupWorldEvent(); VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } @@ -753,7 +732,7 @@ void DStaticEventHandler::WorldUnloaded() { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; - FWorldEvent e = eventManager.SetupWorldEvent(); + FWorldEvent e = owner->SetupWorldEvent(); VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } @@ -765,7 +744,7 @@ void DStaticEventHandler::WorldThingSpawned(AActor* actor) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; - FWorldEvent e = eventManager.SetupWorldEvent(); + FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); @@ -778,7 +757,7 @@ void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; - FWorldEvent e = eventManager.SetupWorldEvent(); + FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; e.Inflictor = inflictor; VMValue params[2] = { (DStaticEventHandler*)this, &e }; @@ -792,7 +771,7 @@ void DStaticEventHandler::WorldThingRevived(AActor* actor) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; - FWorldEvent e = eventManager.SetupWorldEvent(); + FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); @@ -805,7 +784,7 @@ void DStaticEventHandler::WorldThingDamaged(AActor* actor, AActor* inflictor, AA { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; - FWorldEvent e = eventManager.SetupWorldEvent(); + FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; e.Inflictor = inflictor; e.Damage = damage; @@ -824,7 +803,7 @@ void DStaticEventHandler::WorldThingDestroyed(AActor* actor) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; - FWorldEvent e = eventManager.SetupWorldEvent(); + FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); @@ -837,7 +816,7 @@ void DStaticEventHandler::WorldLinePreActivated(line_t* line, AActor* actor, int { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; - FWorldEvent e = eventManager.SetupWorldEvent(); + FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; e.ActivatedLine = line; e.ActivationType = activationType; @@ -854,7 +833,7 @@ void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor, int ac { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; - FWorldEvent e = eventManager.SetupWorldEvent(); + FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; e.ActivatedLine = line; e.ActivationType = activationType; @@ -869,7 +848,7 @@ int DStaticEventHandler::WorldSectorDamaged(sector_t* sector, AActor* source, in { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return damage; - FWorldEvent e = eventManager.SetupWorldEvent(); + FWorldEvent e = owner->SetupWorldEvent(); e.DamageSource = source; e.DamageSector = sector; e.NewDamage = e.Damage = damage; @@ -892,7 +871,7 @@ int DStaticEventHandler::WorldLineDamaged(line_t* line, AActor* source, int dama { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return damage; - FWorldEvent e = eventManager.SetupWorldEvent(); + FWorldEvent e = owner->SetupWorldEvent(); e.DamageSource = source; e.DamageLine = line; e.NewDamage = e.Damage = damage; @@ -915,7 +894,7 @@ void DStaticEventHandler::WorldLightning() { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; - FWorldEvent e = eventManager.SetupWorldEvent(); + FWorldEvent e = owner->SetupWorldEvent(); VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } @@ -952,7 +931,7 @@ void DStaticEventHandler::RenderFrame() { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; - FRenderEvent e = eventManager.SetupRenderEvent(); + FRenderEvent e = owner->SetupRenderEvent; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } @@ -965,7 +944,7 @@ void DStaticEventHandler::RenderOverlay(EHudState state) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; - FRenderEvent e = eventManager.SetupRenderEvent(); + FRenderEvent e = owner->SetupRenderEvent(); e.HudState = int(state); VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); @@ -1190,7 +1169,7 @@ void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int } } -void DStaticEventHandler::CheckReplacement( PClassActor *replacee, PClassActor **replacement, bool *final ) +void DStaticEventHandler::CheckReplacement(PClassActor *replacee, PClassActor **replacement, bool *final ) { IFVIRTUAL(DStaticEventHandler, CheckReplacement) { @@ -1255,7 +1234,7 @@ CCMD(event) for (int i = 0; i < argn; i++) arg[i] = atoi(argv[2 + i]); // call locally - eventManager.Console(-1, argv[1], arg[0], arg[1], arg[2], true); + primaryLevel->localEventManager->Console(-1, argv[1], arg[0], arg[1], arg[2], true); } } @@ -1280,6 +1259,6 @@ CCMD(netevent) for (int i = 0; i < argn; i++) arg[i] = atoi(argv[2 + i]); // call networked - eventManager.SendNetworkEvent(argv[1], arg[0], arg[1], arg[2], true); + primaryLevel->localEventManager->SendNetworkEvent(argv[1], arg[0], arg[1], arg[2], true); } } diff --git a/src/events.h b/src/events.h index 7a15e7f44..b207f924b 100755 --- a/src/events.h +++ b/src/events.h @@ -1,5 +1,4 @@ -#ifndef EVENTS_H -#define EVENTS_H +#pragma once #include "dobject.h" #include "serializer.h" @@ -8,6 +7,7 @@ #include "sbar.h" class DStaticEventHandler; +struct EventManager; enum class EventHandlerType { @@ -34,6 +34,7 @@ public: IsUiProcessor = false; } + EventManager *owner; DStaticEventHandler* prev; DStaticEventHandler* next; virtual bool IsStatic() { return true; } @@ -58,6 +59,8 @@ public: } */ + arc("next", next); + arc("prev", prev); arc("Order", Order); arc("IsUiProcessor", IsUiProcessor); arc("RequireMouse", RequireMouse); @@ -228,9 +231,15 @@ struct FReplacedEvent struct EventManager { + FLevelLocals *Level = nullptr; DStaticEventHandler* FirstEventHandler = nullptr; DStaticEventHandler* LastEventHandler = nullptr; + EventManager() = default; + EventManager(FLevelLocals *l) { Level = l; } + ~EventManager() { Shutdown(); } + bool ShouldCallStatic(bool forplay); + // register bool RegisterHandler(DStaticEventHandler* handler); // unregister @@ -242,16 +251,12 @@ struct EventManager // init static handlers void InitStaticHandlers(bool map); // shutdown handlers - void Shutdown(bool map); + void Shutdown(); // called right after the map has loaded (approximately same time as OPEN ACS scripts) void WorldLoaded(); // called when the map is about to unload (approximately same time as UNLOADING ACS scripts) void WorldUnloaded(); - // called right after the map has loaded (every time, UNSAFE VERSION) - void WorldLoadedUnsafe(); - // called right before the map is unloaded (every time, UNSAFE VERSION) - void WorldUnloadedUnsafe(); // called around PostBeginPlay of each actor. void WorldThingSpawned(AActor* actor); // called after AActor::Die of each actor. @@ -301,7 +306,7 @@ struct EventManager bool CheckReplacee(PClassActor** replacee, PClassActor* replacement); // called on new game - void NewGame(EventHandlerType handlerType); + void NewGame(); // send networked event. unified function. bool SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual); @@ -311,15 +316,19 @@ struct EventManager // check if we need native mouse due to UiProcessors bool CheckRequireMouse(); - // serialization stuff - void SerializeEvents(FSerializer& arc); - void InitHandler(PClass* type); FWorldEvent SetupWorldEvent(); FRenderEvent SetupRenderEvent(); + void SetOwnerForHandlers() + { + for (DStaticEventHandler* existinghandler = FirstEventHandler; existinghandler; existinghandler = existinghandler->next) + { + existinghandler->owner = this; + } + } + }; extern EventManager eventManager; - -#endif +extern EventManager staticEventManager; diff --git a/src/fragglescript/t_func.cpp b/src/fragglescript/t_func.cpp index 0af15a09a..9efabd6b1 100644 --- a/src/fragglescript/t_func.cpp +++ b/src/fragglescript/t_func.cpp @@ -3615,7 +3615,7 @@ void FParser::SF_ThingCount(void) pClass=T_GetMobjType(t_argv[0]); if (!pClass) return; // If we want to count map items we must consider actor replacement - pClass = pClass->GetReplacement(); + pClass = pClass->GetReplacement(Level); again: auto it = Level->GetThinkerIterator(); @@ -3644,7 +3644,7 @@ void FParser::SF_ThingCount(void) { // Again, with decorate replacements replacemented = true; - PClassActor *newkind = pClass->GetReplacement(); + PClassActor *newkind = pClass->GetReplacement(Level); if (newkind != pClass) { pClass = newkind; diff --git a/src/g_game.cpp b/src/g_game.cpp index b1cb497b1..d389dc530 100644 --- a/src/g_game.cpp +++ b/src/g_game.cpp @@ -1173,7 +1173,7 @@ void G_Ticker () } // [ZZ] also tick the UI part of the events - eventManager.UiTick(); + primaryLevel->localEventManager->UiTick(); C_RunDelayedCommands(); // do main actions @@ -1213,7 +1213,7 @@ void G_Ticker () } // [MK] Additional ticker for UI events right after all others - eventManager.PostUiTick(); + primaryLevel->localEventManager->PostUiTick(); } @@ -1697,7 +1697,7 @@ void G_DoPlayerPop(int playernum) auto mo = players[playernum].mo; mo->Level->Behaviors.StopMyScripts(mo); // [ZZ] fire player disconnect hook - eventManager.PlayerDisconnected(playernum); + mo->Level->localEventManager->PlayerDisconnected(playernum); // [RH] Let the scripts know the player left mo->Level->Behaviors.StartTypedScripts(SCRIPT_Disconnect, mo, true, playernum, true); if (mo != NULL) diff --git a/src/g_level.cpp b/src/g_level.cpp index f83dcd02e..9f15c55d8 100644 --- a/src/g_level.cpp +++ b/src/g_level.cpp @@ -454,7 +454,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel) // did we have any level before? if (primaryLevel->info != nullptr) - eventManager.WorldUnloadedUnsafe(); + staticEventManager.WorldUnloaded(); if (!savegamerestore) { @@ -663,9 +663,13 @@ void FLevelLocals::ChangeLevel(const char *levelname, int position, int flags, i unloading = true; Behaviors.StartTypedScripts (SCRIPT_Unloading, NULL, false, 0, true); // [ZZ] safe world unload - eventManager.WorldUnloaded(); + for (auto Level : AllLevels()) + { + // Todo: This must be exolicitly sandboxed! + Level->localEventManager->WorldUnloaded(); + } // [ZZ] unsafe world unload (changemap != map) - eventManager.WorldUnloadedUnsafe(); + staticEventManager.WorldUnloaded(); unloading = false; STAT_ChangeLevel(nextlevel, this); @@ -1019,13 +1023,16 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au if (flags2 & LEVEL2_FORCETEAMPLAYOFF) teamplay = false; - FString mapname = nextmapname; - mapname.ToLower(); - Printf ( + if (isPrimaryLevel()) + { + FString mapname = nextmapname; + mapname.ToLower(); + Printf( "\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36" "\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n" TEXTCOLOR_BOLD "%s - %s\n\n", mapname.GetChars(), LevelName.GetChars()); + } // Set the sky map. // First thing, we have a dummy sky texture name, @@ -1063,7 +1070,7 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au if (newGame) { - eventManager.NewGame(EventHandlerType::Global); + staticEventManager.NewGame(); } P_SetupLevel (this, position, newGame); @@ -1118,7 +1125,7 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au } const bool fromSnapshot = FromSnapshot; - eventManager.PlayerEntered(ii, fromSnapshot && finishstate == FINISH_SameHub); + localEventManager->PlayerEntered(ii, fromSnapshot && finishstate == FINISH_SameHub); if (fromSnapshot) { @@ -1136,9 +1143,9 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au StatusBar->AttachToPlayer (&players[consoleplayer]); // unsafe world load - eventManager.WorldLoadedUnsafe(); + staticEventManager.WorldLoaded(); // regular world load (savegames are handled internally) - eventManager.WorldLoaded(); + localEventManager->WorldLoaded(); DoDeferedScripts (); // [RH] Do script actions that were triggered on another map. @@ -1484,6 +1491,7 @@ void FLevelLocals::Init() P_InitParticles(this); P_ClearParticles(this); BaseBlendA = 0.0f; // Remove underwater blend effect, if any + localEventManager = new EventManager; gravity = sv_gravity * 35/TICRATE; aircontrol = sv_aircontrol; @@ -2121,6 +2129,8 @@ void FLevelLocals::Mark() GC::Mark(BotInfo.firstthing); GC::Mark(BotInfo.body1); GC::Mark(BotInfo.body2); + GC::Mark(localEventManager->FirstEventHandler); + GC::Mark(localEventManager->LastEventHandler); Thinkers.MarkRoots(); canvasTextureInfo.Mark(); for (auto &c : CorpseQueue) diff --git a/src/g_levellocals.h b/src/g_levellocals.h index 0b854a797..7594fb19a 100644 --- a/src/g_levellocals.h +++ b/src/g_levellocals.h @@ -96,6 +96,7 @@ class DAutomapBase; struct wbstartstruct_t; class DSectorMarker; struct FTranslator; +struct EventManager; typedef TMap FDialogueIDMap; // maps dialogue IDs to dialogue array index (for ACS) typedef TMap FDialogueMap; // maps actor class names to dialogue array index @@ -442,6 +443,7 @@ public: TArray linePortalSpans; FSectionContainer sections; FCanvasTextureInfo canvasTextureInfo; + EventManager *localEventManager = nullptr; // [ZZ] Destructible geometry information TMap healthGroups; diff --git a/src/g_shared/a_lightning.cpp b/src/g_shared/a_lightning.cpp index 8ef204632..7c27218ec 100644 --- a/src/g_shared/a_lightning.cpp +++ b/src/g_shared/a_lightning.cpp @@ -178,7 +178,7 @@ void DLightningThinker::LightningFlash () Level->flags |= LEVEL_SWAPSKIES; // set alternate sky S_Sound (CHAN_AUTO, "world/thunder", 1.0, ATTN_NONE); // [ZZ] just in case - eventManager.WorldLightning(); + Level->localEventManager->WorldLightning(); // start LIGHTNING scripts Level->Behaviors.StartTypedScripts (SCRIPT_Lightning, NULL, false); // [RH] Run lightning scripts diff --git a/src/g_statusbar/shared_sbar.cpp b/src/g_statusbar/shared_sbar.cpp index 093ae19fa..384a970d6 100644 --- a/src/g_statusbar/shared_sbar.cpp +++ b/src/g_statusbar/shared_sbar.cpp @@ -1147,7 +1147,7 @@ void DBaseStatusBar::DrawTopStuff (EHudState state) DrawMessages (HUDMSGLayer_OverMap, (state == HUD_StatusBar) ? GetTopOfStatusbar() : SCREENHEIGHT); } DrawMessages (HUDMSGLayer_OverHUD, (state == HUD_StatusBar) ? GetTopOfStatusbar() : SCREENHEIGHT); - eventManager.RenderOverlay(state); + primaryLevel->localEventManager->RenderOverlay(state); DrawConsistancy (); DrawWaiting (); diff --git a/src/gamedata/info.cpp b/src/gamedata/info.cpp index fe3f259d2..1086200b2 100644 --- a/src/gamedata/info.cpp +++ b/src/gamedata/info.cpp @@ -395,7 +395,7 @@ void PClassActor::StaticInit() InitBotStuff(); // reinit GLOBAL static stuff from gameinfo, once classes are loaded. - eventManager.InitStaticHandlers(false); + staticEventManager.InitStaticHandlers(false); } //========================================================================== @@ -517,7 +517,7 @@ void PClassActor::RegisterIDs() // //========================================================================== -PClassActor *PClassActor::GetReplacement(bool lookskill) +PClassActor *PClassActor::GetReplacement(FLevelLocals *Level, bool lookskill) { FName skillrepname = NAME_None; @@ -538,7 +538,7 @@ PClassActor *PClassActor::GetReplacement(bool lookskill) } // [MK] ZScript replacement through Event Handlers, has priority over others PClassActor *Replacement = ActorInfo()->Replacement; - if (eventManager.CheckReplacement(this,&Replacement) ) + if (Level->localEventManager->CheckReplacement(this,&Replacement) ) { // [MK] the replacement is final, so don't continue with the chain return Replacement ? Replacement : this; @@ -573,7 +573,7 @@ PClassActor *PClassActor::GetReplacement(bool lookskill) // //========================================================================== -PClassActor *PClassActor::GetReplacee(bool lookskill) +PClassActor *PClassActor::GetReplacee(FLevelLocals *Level, bool lookskill) { FName skillrepname = NAME_None; @@ -598,7 +598,7 @@ PClassActor *PClassActor::GetReplacee(bool lookskill) // showing up, one can assign an Arachnotron as the one being replaced // so functions like CheckReplacee and A_BossDeath can actually work, given // modders set it up that way. - if (eventManager.CheckReplacee(&savedrep, this)) + if (Level->localEventManager->CheckReplacee(&savedrep, this)) { // [MK] the replacement is final, so don't continue with the chain return savedrep ? savedrep : this; diff --git a/src/gamedata/info.h b/src/gamedata/info.h index 184313a0e..df294ec78 100644 --- a/src/gamedata/info.h +++ b/src/gamedata/info.h @@ -350,8 +350,8 @@ public: return i != nullptr && state >= i->OwnedStates && state < i->OwnedStates + i->NumOwnedStates; } - PClassActor *GetReplacement(bool lookskill=true); - PClassActor *GetReplacee(bool lookskill=true); + PClassActor *GetReplacement(FLevelLocals *Level, bool lookskill=true); + PClassActor *GetReplacee(FLevelLocals *Level, bool lookskill=true); // For those times when being able to scan every kind of actor is convenient static TArray AllActorClasses; diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 404762395..94f14353a 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -3639,7 +3639,7 @@ do_count: { // Again, with decorate replacements replacemented = true; - PClassActor *newkind = kind->GetReplacement(); + PClassActor *newkind = kind->GetReplacement(Level); if (newkind != kind) { kind = newkind; @@ -3727,7 +3727,7 @@ int DLevelScript::DoSpawn (int type, const DVector3 &pos, int tid, DAngle angle, if (info != NULL) { - info = info->GetReplacement (); + info = info->GetReplacement (Level); if ((GetDefaultByType (info)->flags3 & MF3_ISMONSTER) && ((dmflags & DF_NO_MONSTERS) || (Level->flags2 & LEVEL2_NOMONSTERS))) diff --git a/src/p_actionfunctions.cpp b/src/p_actionfunctions.cpp index b259b0830..fbb97c7d0 100644 --- a/src/p_actionfunctions.cpp +++ b/src/p_actionfunctions.cpp @@ -3393,7 +3393,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WolfAttack) || (self->target->flags2 & (MF2_INVULNERABLE|MF2_DORMANT))); if (flags & WAF_USEPUFF && pufftype) { - AActor *dpuff = GetDefaultByType(pufftype->GetReplacement()); + AActor *dpuff = GetDefaultByType(pufftype->GetReplacement(self->Level)); mod = dpuff->DamageType; if (dpuff->flags2 & MF2_THRUGHOST && self->target->flags3 & MF3_GHOST) diff --git a/src/p_destructible.cpp b/src/p_destructible.cpp index c15618912..126ddbd42 100755 --- a/src/p_destructible.cpp +++ b/src/p_destructible.cpp @@ -124,7 +124,7 @@ void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype, if (dogroups) { - damage = eventManager.WorldLineDamaged(line, source, damage, damagetype, side, position, isradius); + damage = line->GetLevel()->localEventManager->WorldLineDamaged(line, source, damage, damagetype, side, position, isradius); if (damage < 0) damage = 0; } @@ -160,7 +160,7 @@ void P_DamageSector(sector_t* sector, AActor* source, int damage, FName damagety if (dogroups) { - damage = eventManager.WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius); + damage = sector->Level->localEventManager->WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius); if (damage < 0) damage = 0; } diff --git a/src/p_enemy.cpp b/src/p_enemy.cpp index f590f67c2..161238c4e 100644 --- a/src/p_enemy.cpp +++ b/src/p_enemy.cpp @@ -3073,7 +3073,7 @@ void A_BossDeath(AActor *self) FName mytype = self->GetClass()->TypeName; // Ugh... - FName type = self->GetClass()->GetReplacee()->TypeName; + FName type = self->GetClass()->GetReplacee(self->Level)->TypeName; // Do generic special death actions first bool checked = false; diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index 4f58a1ad3..6f7791c4d 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -347,7 +347,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf } // [ZZ] Fire WorldThingDied script hook. - eventManager.WorldThingDied(this, inflictor); + Level->localEventManager->WorldThingDied(this, inflictor); // [JM] Fire KILL type scripts for actor. Not needed for players, since they have the "DEATH" script type. if (!player && !(flags7 & MF7_NOKILLSCRIPTS) && ((flags7 & MF7_USEKILLSCRIPTS) || gameinfo.forcekillscripts)) @@ -560,7 +560,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf ClientObituary (this, inflictor, source, dmgflags, MeansOfDeath); // [ZZ] fire player death hook - eventManager.PlayerDied(Level->PlayerNum(player)); + Level->localEventManager->PlayerDied(Level->PlayerNum(player)); // Death script execution, care of Skull Tag Level->Behaviors.StartTypedScripts (SCRIPT_Death, this, true); @@ -1460,7 +1460,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da } const int realdamage = MAX(0, damage); - eventManager.WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle); + target->Level->localEventManager->WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle); needevent = false; target->CallDie (source, inflictor, flags, MeansOfDeath); @@ -1481,7 +1481,7 @@ static int DoDamageMobj(AActor *target, AActor *inflictor, AActor *source, int d if (realdamage > 0 && needevent) { // [ZZ] event handlers only need the resultant damage (they can't do anything about it anyway) - eventManager.WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle); + target->Level->localEventManager->WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle); } return MAX(0, realdamage); diff --git a/src/p_map.cpp b/src/p_map.cpp index 4e52503ec..b33e8b133 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -4415,7 +4415,7 @@ AActor *P_LineAttack(AActor *t1, DAngle angle, double distance, shootz += sz; // We need to check the defaults of the replacement here - AActor *puffDefaults = GetDefaultByType(pufftype->GetReplacement()); + AActor *puffDefaults = GetDefaultByType(pufftype->GetReplacement(t1->Level)); TData.hitGhosts = (t1->player != NULL && t1->player->ReadyWeapon != NULL && @@ -5161,7 +5161,7 @@ void P_RailAttack(FRailParams *p) int flags; assert(puffclass != NULL); // Because we set it to a default above - AActor *puffDefaults = GetDefaultByType(puffclass->GetReplacement()); //Contains all the flags such as FOILINVUL, etc. + AActor *puffDefaults = GetDefaultByType(puffclass->GetReplacement(source->Level)); //Contains all the flags such as FOILINVUL, etc. // disabled because not complete yet. flags = (puffDefaults->flags6 & MF6_NOTRIGGER) ? TRACE_ReportPortals : TRACE_PCross | TRACE_Impact | TRACE_ReportPortals; diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 057eae6e6..2335088fc 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -1208,7 +1208,7 @@ bool AActor::Grind(bool items) if (i != NULL) { - i = i->GetReplacement(); + i = i->GetReplacement(Level); const AActor *defaults = GetDefaultByType (i); if (defaults->SpawnState == NULL || @@ -4539,7 +4539,7 @@ AActor *AActor::StaticSpawn(FLevelLocals *Level, PClassActor *type, const DVecto if (allowreplacement) { - type = type->GetReplacement(); + type = type->GetReplacement(Level); } AActor *actor; @@ -4682,7 +4682,7 @@ void AActor::PostBeginPlay () void AActor::CallPostBeginPlay() { Super::CallPostBeginPlay(); - eventManager.WorldThingSpawned(this); + Level->localEventManager->WorldThingSpawned(this); } bool AActor::isFast() @@ -4800,7 +4800,7 @@ void AActor::OnDestroy () // note that this differs from ThingSpawned in that you can actually override OnDestroy to avoid calling the hook. // but you can't really do that without utterly breaking the game, so it's ok. // note: if OnDestroy is ever made optional, E_WorldThingDestroyed should still be called for ANY thing. - eventManager.WorldThingDestroyed(this); + Level->localEventManager->WorldThingDestroyed(this); DeleteAttachedLights(); ClearRenderSectorList(); @@ -5155,7 +5155,7 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag DObject::StaticPointerSubstitution (oldactor, p->mo); - eventManager.PlayerRespawned(PlayerNum(p)); + localEventManager->PlayerRespawned(PlayerNum(p)); Behaviors.StartTypedScripts (SCRIPT_Respawn, p->mo, true); } } @@ -5363,7 +5363,7 @@ AActor *FLevelLocals::SpawnMapThing (FMapThing *mthing, int position) // it to the unknown thing. // Handle decorate replacements explicitly here // to check for missing frames in the replacement object. - i = mentry->Type->GetReplacement(); + i = mentry->Type->GetReplacement(this); const AActor *defaults = GetDefaultByType (i); if (defaults->SpawnState == NULL || @@ -7137,7 +7137,7 @@ void AActor::Revive() } // [ZZ] resurrect hook - eventManager.WorldThingRevived(this); + Level->localEventManager->WorldThingRevived(this); } int AActor::GetGibHealth() const diff --git a/src/p_saveg.cpp b/src/p_saveg.cpp index 43e2b2beb..9406bff66 100644 --- a/src/p_saveg.cpp +++ b/src/p_saveg.cpp @@ -1000,7 +1000,8 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload) // [ZZ] serialize health groups P_SerializeHealthGroups(this, arc); // [ZZ] serialize events - eventManager.SerializeEvents(arc); + arc("firstevent", localEventManager->FirstEventHandler) + ("lastevent", localEventManager->LastEventHandler); Thinkers.SerializeThinkers(arc, hubload); arc("polyobjs", Polyobjects); SerializeSubsectors(arc, "subsectors"); @@ -1024,6 +1025,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload) FWeaponSlots::SetupWeaponSlots(Players[i]->mo); } } + localEventManager->SetOwnerForHandlers(); // This cannot be automated. RecreateAllAttachedLights(); InitPortalGroups(this); diff --git a/src/p_setup.cpp b/src/p_setup.cpp index d51547e2c..1cebab78d 100644 --- a/src/p_setup.cpp +++ b/src/p_setup.cpp @@ -338,6 +338,8 @@ void FLevelLocals::ClearLevelData() Scrolls.Clear(); if (automap) automap->Destroy(); Behaviors.UnloadModules(); + delete localEventManager; + localEventManager = nullptr; } //========================================================================== @@ -348,9 +350,6 @@ void FLevelLocals::ClearLevelData() void P_FreeLevelData () { - - // [ZZ] delete per-map event handlers - eventManager.Shutdown(true); R_FreePastViewers(); for (auto Level : AllLevels()) @@ -425,7 +424,7 @@ void P_SetupLevel(FLevelLocals *Level, int position, bool newGame) // [ZZ] init per-map static handlers. we need to call this before everything is set up because otherwise scripts don't receive PlayerEntered event // (which happens at god-knows-what stage in this function, but definitely not the last part, because otherwise it'd work to put E_InitStaticHandlers before the player spawning) - eventManager.InitStaticHandlers(true); + Level->localEventManager->InitStaticHandlers(true); // generate a checksum for the level, to be included and checked with savegames. map->GetChecksum(Level->md5); @@ -434,7 +433,7 @@ void P_SetupLevel(FLevelLocals *Level, int position, bool newGame) if (newGame) { - eventManager.NewGame(EventHandlerType::PerMap); + Level->localEventManager->NewGame(); } MapLoader loader(Level); @@ -587,7 +586,7 @@ static void P_Shutdown () } P_FreeLevelData (); // [ZZ] delete global event handlers - eventManager.Shutdown(false); + staticEventManager.Shutdown(); // clear out the handlers before starting the engine shutdown ST_Clear(); for (auto &p : players) { diff --git a/src/p_spec.cpp b/src/p_spec.cpp index 4ef7dd1d9..bd4319f41 100644 --- a/src/p_spec.cpp +++ b/src/p_spec.cpp @@ -168,7 +168,7 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVe // [MK] Use WorldLinePreActivated to decide if activation should continue bool shouldactivate = true; - eventManager.WorldLinePreActivated(line, mo, activationType, &shouldactivate); + Level->localEventManager->WorldLinePreActivated(line, mo, activationType, &shouldactivate); if ( !shouldactivate ) return false; bool remote = (line->special != 7 && line->special != 8 && (line->special < 11 || line->special > 14)); @@ -180,7 +180,7 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVe buttonSuccess = P_ExecuteSpecial(line->GetLevel(), line->special, line, mo, side == 1, line->args[0], line->args[1], line->args[2], line->args[3], line->args[4]); // [MK] Fire up WorldLineActivated - if ( buttonSuccess ) eventManager.WorldLineActivated(line, mo, activationType); + if ( buttonSuccess ) Level->localEventManager->WorldLineActivated(line, mo, activationType); special = line->special; if (!repeat && buttonSuccess) diff --git a/src/p_things.cpp b/src/p_things.cpp index d2ec3ee98..e63138976 100644 --- a/src/p_things.cpp +++ b/src/p_things.cpp @@ -62,7 +62,7 @@ bool FLevelLocals::EV_Thing_Spawn (int tid, AActor *source, int type, DAngle ang return false; // Handle decorate replacements. - kind = kind->GetReplacement(); + kind = kind->GetReplacement(this); if ((GetDefaultByType(kind)->flags3 & MF3_ISMONSTER) && ((dmflags & DF_NO_MONSTERS) || (flags2 & LEVEL2_NOMONSTERS))) @@ -274,7 +274,7 @@ bool FLevelLocals::EV_Thing_Projectile (int tid, AActor *source, int type, const } // Handle decorate replacements. - kind = kind->GetReplacement(); + kind = kind->GetReplacement(this); defflags3 = GetDefaultByType(kind)->flags3; if ((defflags3 & MF3_ISMONSTER) && diff --git a/src/p_tick.cpp b/src/p_tick.cpp index a66751762..0407ba81b 100644 --- a/src/p_tick.cpp +++ b/src/p_tick.cpp @@ -127,9 +127,14 @@ void P_Ticker (void) P_ResetSightCounters (false); R_ClearInterpolationPath(); + // Since things will be moving, it's okay to interpolate them in the renderer. + r_NoInterpolate = false; + // Reset all actor interpolations on all levels before the current thinking turn so that indirect actor movement gets properly interpolated. for (auto Level : AllLevels()) { + // todo: set up a sandbox for secondary levels here. + auto it = Level->GetThinkerIterator(); AActor *ac; @@ -138,22 +143,13 @@ void P_Ticker (void) ac->ClearInterpolation(); } P_ThinkParticles(Level); // [RH] make the particles think - } - // Since things will be moving, it's okay to interpolate them in the renderer. - r_NoInterpolate = false; + for (i = 0; i < MAXPLAYERS; i++) + if (Level->PlayerInGame(i)) + P_PlayerThink(Level->Players[i]); - - for (i = 0; iCallTick (); // [RH] moved this here - for (auto Level : AllLevels()) - { - // todo: set up a sandbox for secondary levels here. + // [ZZ] call the WorldTick hook + Level->localEventManager->WorldTick(); Level->Tick(); // [RH] let the level tick Level->Thinkers.RunThinkers(Level); @@ -169,4 +165,5 @@ void P_Ticker (void) Level->maptime++; Level->totaltime++; } + StatusBar->CallTick(); // Status bar should tick AFTER the thinkers to properly reflect the level's state at this time. } diff --git a/src/p_user.cpp b/src/p_user.cpp index a3cbbc57e..68849eaf5 100644 --- a/src/p_user.cpp +++ b/src/p_user.cpp @@ -654,8 +654,7 @@ bool player_t::Resurrect() // player is now alive. // fire E_PlayerRespawned and start the ACS SCRIPT_Respawn. - eventManager.PlayerRespawned(pnum); - // + mo->Level->localEventManager->PlayerRespawned(pnum); mo->Level->Behaviors.StartTypedScripts(SCRIPT_Respawn, mo, true); return true; } diff --git a/src/scripting/vmthunks_actors.cpp b/src/scripting/vmthunks_actors.cpp index dd674bf80..e55a25200 100644 --- a/src/scripting/vmthunks_actors.cpp +++ b/src/scripting/vmthunks_actors.cpp @@ -1232,26 +1232,26 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetSpriteIndex, ZS_GetSpriteIndex) static PClassActor *ZS_GetReplacement(PClassActor *c) { - return c->GetReplacement(); + return c->GetReplacement(currentVMLevel); } DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetReplacement, ZS_GetReplacement) { PARAM_PROLOGUE; PARAM_POINTER(c, PClassActor); - ACTION_RETURN_POINTER(c->GetReplacement()); + ACTION_RETURN_POINTER(ZS_GetReplacement(c)); } static PClassActor *ZS_GetReplacee(PClassActor *c) { - return c->GetReplacee(); + return c->GetReplacee(currentVMLevel); } DEFINE_ACTION_FUNCTION_NATIVE(AActor, GetReplacee, ZS_GetReplacee) { PARAM_PROLOGUE; PARAM_POINTER(c, PClassActor); - ACTION_RETURN_POINTER(c->GetReplacee()); + ACTION_RETURN_POINTER(ZS_GetReplacee(c)); } static void DrawSplash(AActor *self, int count, double angle, int kind) diff --git a/src/win32/i_input.cpp b/src/win32/i_input.cpp index 901e61483..990ab416e 100644 --- a/src/win32/i_input.cpp +++ b/src/win32/i_input.cpp @@ -91,6 +91,7 @@ #include "events.h" #include "doomerrors.h" #include "i_system.h" +#include "g_levellocals.h" // Prototypes and declarations. #include "rawinput.h" @@ -177,7 +178,7 @@ static void I_CheckGUICapture () } // [ZZ] check active event handlers that want the UI processing - if (!wantCapt && eventManager.CheckUiProcessors()) + if (!wantCapt && primaryLevel->localEventManager->CheckUiProcessors()) wantCapt = true; if (wantCapt != GUICapture) @@ -781,7 +782,7 @@ void I_StartTic () BlockMouseMove--; ResetButtonTriggers (); I_CheckGUICapture (); - EventHandlerResultForNativeMouse = eventManager.CheckRequireMouse(); + EventHandlerResultForNativeMouse = primaryLevel->localEventManager->CheckRequireMouse(); I_CheckNativeMouse (false, EventHandlerResultForNativeMouse); I_GetEvent (); }