#include "events.h" #include "virtual.h" #include "r_utility.h" #include "g_levellocals.h" #include "gi.h" #include "v_text.h" #include "actor.h" #include "c_dispatch.h" #include "d_net.h" DStaticEventHandler* E_FirstEventHandler = nullptr; DStaticEventHandler* E_LastEventHandler = nullptr; bool E_RegisterHandler(DStaticEventHandler* handler) { if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe) return false; if (E_CheckHandler(handler)) return false; handler->OnRegister(); // link into normal list // update: link at specific position based on order. DStaticEventHandler* before = nullptr; for (DStaticEventHandler* existinghandler = E_FirstEventHandler; existinghandler; existinghandler = existinghandler->next) { if (existinghandler->Order > handler->Order) { before = existinghandler; break; } } // 1. MyHandler2->1: // E_FirstEventHandler = MyHandler2, E_LastEventHandler = MyHandler2 // 2. MyHandler3->2: // E_FirstEventHandler = MyHandler2, E_LastEventHandler = MyHandler3 // (Yes, all those write barriers here are really needed!) if (before != nullptr) { // if before is not null, link it before the existing handler. // note that before can be first handler, check for this. handler->next = before; GC::WriteBarrier(handler, before); handler->prev = before->prev; GC::WriteBarrier(handler, before->prev); before->prev = handler; GC::WriteBarrier(before, handler); if (before == E_FirstEventHandler) { E_FirstEventHandler = handler; GC::WriteBarrier(handler); } } else { // so if before is null, it means add last. // it can also mean that we have no handlers at all yet. handler->prev = E_LastEventHandler; GC::WriteBarrier(handler, E_LastEventHandler); handler->next = nullptr; if (E_FirstEventHandler == nullptr) E_FirstEventHandler = handler; E_LastEventHandler = handler; GC::WriteBarrier(handler); if (handler->prev != nullptr) { handler->prev->next = handler; GC::WriteBarrier(handler->prev, handler); } } if (handler->IsStatic()) { handler->ObjectFlags |= OF_Transient; } return true; } bool E_UnregisterHandler(DStaticEventHandler* handler) { if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe) return false; if (!E_CheckHandler(handler)) return false; handler->OnUnregister(); // link out of normal list if (handler->prev) { handler->prev->next = handler->next; GC::WriteBarrier(handler->prev, handler->next); } if (handler->next) { handler->next->prev = handler->prev; GC::WriteBarrier(handler->next, handler->prev); } if (handler == E_FirstEventHandler) { E_FirstEventHandler = handler->next; GC::WriteBarrier(handler->next); } if (handler == E_LastEventHandler) { E_LastEventHandler = handler->prev; GC::WriteBarrier(handler->prev); } if (handler->IsStatic()) { handler->ObjectFlags &= ~OF_Transient; handler->Destroy(); } return true; } bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual) { if (gamestate != GS_LEVEL) return false; Net_WriteByte(DEM_NETEVENT); Net_WriteString(name); Net_WriteByte(3); Net_WriteLong(arg1); Net_WriteLong(arg2); Net_WriteLong(arg3); Net_WriteByte(manual); return true; } bool E_CheckHandler(DStaticEventHandler* handler) { for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next) if (handler == lhandler) return true; return false; } bool E_IsStaticType(PClass* type) { return (type->IsDescendantOf(RUNTIME_CLASS(DStaticEventHandler)) && // make sure it's from our hierarchy at all. !type->IsDescendantOf(RUNTIME_CLASS(DEventHandler))); } void E_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 = E_FirstEventHandler; lhandler; lhandler = lhandler->next) if (!lhandler->IsStatic()) lhandler->Destroy(); } else { for (DStaticEventHandler* lhandler = E_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++) E_RegisterHandler(handlers[i]); } arc.EndArray(); } } static void E_InitStaticHandler(PClass* type, FString typestring, bool map) { if (type == nullptr) { I_Error("Fatal: unknown event handler class %s in MAPINFO!\n", typestring.GetChars()); return; } if (E_IsStaticType(type) && map) { I_Error("Fatal: invalid event handler class %s in MAPINFO!\nMap-specific event handlers cannot be static.\n", typestring.GetChars()); return; } /* if (!E_IsStaticType(type) && !map) { Printf("%cGWarning: invalid event handler class %s in MAPINFO!\nMAPINFO event handlers should inherit Static* directly!\n", TEXTCOLOR_ESCAPE, typestring.GetChars()); return; }*/ // check if type already exists, don't add twice. bool typeExists = false; for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) { if (handler->IsA(type)) { typeExists = true; break; } } if (typeExists) return; DStaticEventHandler* handler = (DStaticEventHandler*)type->CreateNew(); E_RegisterHandler(handler); } void E_InitStaticHandlers(bool map) { if (savegamerestore) return; // just make sure E_Shutdown(map); if (map) // don't initialize map handlers if restoring from savegame. { // load non-static handlers from gameinfo for (unsigned int i = 0; i < gameinfo.EventHandlers.Size(); i++) { FString typestring = gameinfo.EventHandlers[i]; PClass* type = PClass::FindClass(typestring); if (!type || E_IsStaticType(type)) // don't init the really global stuff here. continue; E_InitStaticHandler(type, typestring, false); } for (unsigned int i = 0; i < level.info->EventHandlers.Size(); i++) { FString typestring = level.info->EventHandlers[i]; PClass* type = PClass::FindClass(typestring); E_InitStaticHandler(type, typestring, true); } } else { for (unsigned int i = 0; i < gameinfo.EventHandlers.Size(); i++) { FString typestring = gameinfo.EventHandlers[i]; PClass* type = PClass::FindClass(typestring); if (!type || !E_IsStaticType(type)) // don't init map-local global stuff here. continue; E_InitStaticHandler(type, typestring, false); } } } void E_Shutdown(bool map) { // delete handlers. for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) { if (handler->IsStatic() == !map) handler->Destroy(); } } #define DEFINE_EVENT_LOOPER(name) void E_##name() \ { \ for (DStaticEventHandler* handler = E_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. // Because the main point of safe WorldLoaded/Unloading is that it will be preserved in savegames. void E_WorldLoaded() { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) { if (handler->IsStatic()) continue; if (savegamerestore) continue; // don't execute WorldLoaded for handlers loaded from the savegame. handler->WorldLoaded(); } } void E_WorldUnloaded() { for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev) { if (handler->IsStatic()) continue; handler->WorldUnloaded(); } } void E_WorldLoadedUnsafe() { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) { if (!handler->IsStatic()) continue; handler->WorldLoaded(); } } void E_WorldUnloadedUnsafe() { for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev) { if (!handler->IsStatic()) continue; handler->WorldUnloaded(); } } void E_WorldThingSpawned(AActor* actor) { // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. if (actor->ObjectFlags & OF_EuthanizeMe) return; for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) handler->WorldThingSpawned(actor); } void E_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 = E_FirstEventHandler; handler; handler = handler->next) handler->WorldThingDied(actor, inflictor); } void E_WorldThingRevived(AActor* actor) { // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. if (actor->ObjectFlags & OF_EuthanizeMe) return; for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) handler->WorldThingRevived(actor); } void E_WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle) { // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. if (actor->ObjectFlags & OF_EuthanizeMe) return; for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) handler->WorldThingDamaged(actor, inflictor, source, damage, mod, flags, angle); } void E_WorldThingDestroyed(AActor* actor) { // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. if (actor->ObjectFlags & OF_EuthanizeMe) return; // don't call anything for non-spawned things (i.e. those that were created, but immediately destroyed) // 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 = E_LastEventHandler; handler; handler = handler->prev) handler->WorldThingDestroyed(actor); } void E_PlayerEntered(int num, bool fromhub) { // this event can happen during savegamerestore. make sure that local handlers don't receive it. // actually, global handlers don't want it too. if (savegamerestore && !fromhub) return; for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) handler->PlayerEntered(num, fromhub); } void E_PlayerRespawned(int num) { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) handler->PlayerRespawned(num); } void E_PlayerDied(int num) { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) handler->PlayerDied(num); } void E_PlayerDisconnected(int num) { for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev) handler->PlayerDisconnected(num); } bool E_Responder(const event_t* ev) { bool uiProcessorsFound = false; if (ev->type == EV_GUI_Event) { // iterate handlers back to front by order, and give them this event. for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev) { if (handler->IsUiProcessor) { uiProcessorsFound = true; if (handler->UiProcess(ev)) return true; // event was processed } } } else { // not sure if we want to handle device changes, but whatevs. for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev) { if (handler->IsUiProcessor) uiProcessorsFound = true; if (handler->InputProcess(ev)) return true; // event was processed } } return (uiProcessorsFound && (ev->type == EV_Mouse)); // mouse events are eaten by the event system if there are any uiprocessors. } void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manual) { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) handler->ConsoleProcess(player, name, arg1, arg2, arg3, manual); } bool E_CheckUiProcessors() { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) if (handler->IsUiProcessor) return true; return false; } bool E_CheckRequireMouse() { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) if (handler->IsUiProcessor && handler->RequireMouse) return true; return false; } // normal event loopers (non-special, argument-less) DEFINE_EVENT_LOOPER(RenderFrame) DEFINE_EVENT_LOOPER(RenderOverlay) DEFINE_EVENT_LOOPER(WorldLightning) DEFINE_EVENT_LOOPER(WorldTick) DEFINE_EVENT_LOOPER(UiTick) // declarations IMPLEMENT_CLASS(DStaticEventHandler, false, true); IMPLEMENT_POINTERS_START(DStaticEventHandler) IMPLEMENT_POINTER(next) IMPLEMENT_POINTER(prev) IMPLEMENT_POINTERS_END IMPLEMENT_CLASS(DEventHandler, false, false); DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, Order); DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, IsUiProcessor); DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, RequireMouse); DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewPos); DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewAngle); DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewPitch); DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewRoll); DEFINE_FIELD_X(RenderEvent, FRenderEvent, FracTic); DEFINE_FIELD_X(RenderEvent, FRenderEvent, Camera); DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsSaveGame); DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsReopen); DEFINE_FIELD_X(WorldEvent, FWorldEvent, Thing); DEFINE_FIELD_X(WorldEvent, FWorldEvent, Inflictor); DEFINE_FIELD_X(WorldEvent, FWorldEvent, Damage); DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSource); DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageType); DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageFlags); DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageAngle); DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber); DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn); DEFINE_FIELD_X(UiEvent, FUiEvent, Type); DEFINE_FIELD_X(UiEvent, FUiEvent, KeyString); DEFINE_FIELD_X(UiEvent, FUiEvent, KeyChar); DEFINE_FIELD_X(UiEvent, FUiEvent, MouseX); DEFINE_FIELD_X(UiEvent, FUiEvent, MouseY); DEFINE_FIELD_X(UiEvent, FUiEvent, IsShift); DEFINE_FIELD_X(UiEvent, FUiEvent, IsAlt); DEFINE_FIELD_X(UiEvent, FUiEvent, IsCtrl); DEFINE_FIELD_X(InputEvent, FInputEvent, Type); DEFINE_FIELD_X(InputEvent, FInputEvent, KeyScan); DEFINE_FIELD_X(InputEvent, FInputEvent, KeyString); DEFINE_FIELD_X(InputEvent, FInputEvent, KeyChar); DEFINE_FIELD_X(InputEvent, FInputEvent, MouseX); DEFINE_FIELD_X(InputEvent, FInputEvent, MouseY); DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, Player) DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, Name) DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, Args) DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, IsManual) DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder) { PARAM_SELF_PROLOGUE(DStaticEventHandler); PARAM_INT(order); if (E_CheckHandler(self)) return 0; self->Order = order; return 0; } DEFINE_ACTION_FUNCTION(DEventHandler, SendNetworkEvent) { PARAM_PROLOGUE; PARAM_STRING(name); PARAM_INT(arg1); PARAM_INT(arg2); PARAM_INT(arg3); // ACTION_RETURN_BOOL(E_SendNetworkEvent(name, arg1, arg2, arg3, false)); } DEFINE_ACTION_FUNCTION(DEventHandler, Find) { PARAM_PROLOGUE; PARAM_CLASS(t, DStaticEventHandler); for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) if (handler->GetClass() == t) // check precise class ACTION_RETURN_OBJECT(handler); ACTION_RETURN_OBJECT(nullptr); } // we might later want to change this DEFINE_ACTION_FUNCTION(DStaticEventHandler, Find) { PARAM_PROLOGUE; PARAM_CLASS(t, DStaticEventHandler); for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) if (handler->GetClass() == t) // check precise class ACTION_RETURN_OBJECT(handler); ACTION_RETURN_OBJECT(nullptr); } #define DEFINE_EMPTY_HANDLER(cls, funcname) DEFINE_ACTION_FUNCTION(cls, funcname) \ { \ PARAM_SELF_PROLOGUE(cls); \ return 0; \ } DEFINE_EMPTY_HANDLER(DStaticEventHandler, OnRegister) DEFINE_EMPTY_HANDLER(DStaticEventHandler, OnUnregister) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLoaded) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldUnloaded) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingSpawned) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDied) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingRevived) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDamaged) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick) DEFINE_EMPTY_HANDLER(DStaticEventHandler, RenderFrame) DEFINE_EMPTY_HANDLER(DStaticEventHandler, RenderOverlay) DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerEntered) DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerRespawned) DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerDied) DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerDisconnected) DEFINE_EMPTY_HANDLER(DStaticEventHandler, UiProcess); DEFINE_EMPTY_HANDLER(DStaticEventHandler, InputProcess); DEFINE_EMPTY_HANDLER(DStaticEventHandler, UiTick); DEFINE_EMPTY_HANDLER(DStaticEventHandler, ConsoleProcess); DEFINE_EMPTY_HANDLER(DStaticEventHandler, NetworkProcess); // =========================================== // // Event handlers // // =========================================== void DStaticEventHandler::OnRegister() { IFVIRTUAL(DStaticEventHandler, OnRegister) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_OnRegister_VMPtr) return; VMValue params[1] = { (DStaticEventHandler*)this }; GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr); } } void DStaticEventHandler::OnUnregister() { IFVIRTUAL(DStaticEventHandler, OnUnregister) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_OnUnregister_VMPtr) return; VMValue params[1] = { (DStaticEventHandler*)this }; GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr); } } static FWorldEvent E_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.DamageAngle = 0.0; return e; } void DStaticEventHandler::WorldLoaded() { IFVIRTUAL(DStaticEventHandler, WorldLoaded) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_WorldLoaded_VMPtr) return; FWorldEvent e = E_SetupWorldEvent(); VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::WorldUnloaded() { IFVIRTUAL(DStaticEventHandler, WorldUnloaded) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_WorldUnloaded_VMPtr) return; FWorldEvent e = E_SetupWorldEvent(); VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::WorldThingSpawned(AActor* actor) { IFVIRTUAL(DStaticEventHandler, WorldThingSpawned) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_WorldThingSpawned_VMPtr) return; FWorldEvent e = E_SetupWorldEvent(); e.Thing = actor; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor) { IFVIRTUAL(DStaticEventHandler, WorldThingDied) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_WorldThingDied_VMPtr) return; FWorldEvent e = E_SetupWorldEvent(); e.Thing = actor; e.Inflictor = inflictor; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::WorldThingRevived(AActor* actor) { IFVIRTUAL(DStaticEventHandler, WorldThingRevived) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_WorldThingRevived_VMPtr) return; FWorldEvent e = E_SetupWorldEvent(); e.Thing = actor; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle) { IFVIRTUAL(DStaticEventHandler, WorldThingDamaged) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_WorldThingDamaged_VMPtr) return; FWorldEvent e = E_SetupWorldEvent(); e.Thing = actor; e.Damage = damage; e.DamageSource = source; e.DamageType = mod; e.DamageFlags = flags; e.DamageAngle = angle; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::WorldThingDestroyed(AActor* actor) { IFVIRTUAL(DStaticEventHandler, WorldThingDestroyed) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_WorldThingDestroyed_VMPtr) return; FWorldEvent e = E_SetupWorldEvent(); e.Thing = actor; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::WorldLightning() { IFVIRTUAL(DStaticEventHandler, WorldLightning) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_WorldLightning_VMPtr) return; FWorldEvent e = E_SetupWorldEvent(); VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::WorldTick() { IFVIRTUAL(DStaticEventHandler, WorldTick) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_WorldTick_VMPtr) return; VMValue params[2] = { (DStaticEventHandler*)this }; GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr); } } static FRenderEvent E_SetupRenderEvent() { FRenderEvent e; e.ViewPos = ::ViewPos; e.ViewAngle = ::ViewAngle; e.ViewPitch = ::ViewPitch; e.ViewRoll = ::ViewRoll; e.FracTic = ::r_TicFracF; e.Camera = ::camera; return e; } void DStaticEventHandler::RenderFrame() { IFVIRTUAL(DStaticEventHandler, RenderFrame) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_RenderFrame_VMPtr) return; FRenderEvent e = E_SetupRenderEvent(); VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::RenderOverlay() { IFVIRTUAL(DStaticEventHandler, RenderOverlay) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_RenderOverlay_VMPtr) return; FRenderEvent e = E_SetupRenderEvent(); VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::PlayerEntered(int num, bool fromhub) { IFVIRTUAL(DStaticEventHandler, PlayerEntered) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_PlayerEntered_VMPtr) return; FPlayerEvent e = { num, fromhub }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::PlayerRespawned(int num) { IFVIRTUAL(DStaticEventHandler, PlayerRespawned) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_PlayerRespawned_VMPtr) return; FPlayerEvent e = { num, false }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::PlayerDied(int num) { IFVIRTUAL(DStaticEventHandler, PlayerDied) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_PlayerDied_VMPtr) return; FPlayerEvent e = { num, false }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } void DStaticEventHandler::PlayerDisconnected(int num) { IFVIRTUAL(DStaticEventHandler, PlayerDisconnected) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_PlayerDisconnected_VMPtr) return; FPlayerEvent e = { num, false }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } FUiEvent::FUiEvent(const event_t *ev) { Type = (EGUIEvent)ev->subtype; KeyChar = 0; IsShift = false; IsAlt = false; IsCtrl = false; MouseX = 0; MouseY = 0; // we don't want the modders to remember what weird fields mean what for what events. switch (ev->subtype) { case EV_GUI_None: break; case EV_GUI_KeyDown: case EV_GUI_KeyRepeat: case EV_GUI_KeyUp: KeyChar = ev->data1; KeyString = FString(char(ev->data1)); IsShift = !!(ev->data3 & GKM_SHIFT); IsAlt = !!(ev->data3 & GKM_ALT); IsCtrl = !!(ev->data3 & GKM_CTRL); break; case EV_GUI_Char: KeyChar = ev->data1; KeyString = FString(char(ev->data1)); IsAlt = !!ev->data2; // only true for Win32, not sure about SDL break; default: // mouse event // note: SDL input doesn't seem to provide these at all //Printf("Mouse data: %d, %d, %d, %d\n", ev->x, ev->y, ev->data1, ev->data2); MouseX = ev->data1; MouseY = ev->data2; IsShift = !!(ev->data3 & GKM_SHIFT); IsAlt = !!(ev->data3 & GKM_ALT); IsCtrl = !!(ev->data3 & GKM_CTRL); break; } } bool DStaticEventHandler::UiProcess(const event_t* ev) { IFVIRTUAL(DStaticEventHandler, UiProcess) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_UiProcess_VMPtr) return false; FUiEvent e = ev; int processed; VMReturn results[1] = { &processed }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, results, 1, nullptr); return !!processed; } return false; } FInputEvent::FInputEvent(const event_t *ev) { Type = (EGenericEvent)ev->type; // we don't want the modders to remember what weird fields mean what for what events. KeyScan = 0; KeyChar = 0; MouseX = 0; MouseY = 0; switch (Type) { case EV_None: break; case EV_KeyDown: case EV_KeyUp: KeyScan = ev->data1; KeyChar = ev->data2; KeyString = FString(char(ev->data1)); break; case EV_Mouse: MouseX = ev->x; MouseY = ev->y; break; default: break; // EV_DeviceChange = wat? } } bool DStaticEventHandler::InputProcess(const event_t* ev) { IFVIRTUAL(DStaticEventHandler, InputProcess) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_InputProcess_VMPtr) return false; FInputEvent e = ev; // int processed; VMReturn results[1] = { &processed }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, results, 1, nullptr); return !!processed; } return false; } void DStaticEventHandler::UiTick() { IFVIRTUAL(DStaticEventHandler, UiTick) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_UiTick_VMPtr) return; VMValue params[2] = { (DStaticEventHandler*)this }; GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr); } } void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual) { if (player < 0) { IFVIRTUAL(DStaticEventHandler, ConsoleProcess) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_ConsoleProcess_VMPtr) return; FConsoleEvent e; // e.Player = player; e.Name = name; e.Args[0] = arg1; e.Args[1] = arg2; e.Args[2] = arg3; e.IsManual = manual; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } else { IFVIRTUAL(DStaticEventHandler, NetworkProcess) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_NetworkProcess_VMPtr) return; FConsoleEvent e; // e.Player = player; e.Name = name; e.Args[0] = arg1; e.Args[1] = arg2; e.Args[2] = arg3; e.IsManual = manual; VMValue params[2] = { (DStaticEventHandler*)this, &e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } } // void DStaticEventHandler::OnDestroy() { E_UnregisterHandler(this); Super::OnDestroy(); } // console stuff // this is kinda like puke, except it distinguishes between local events and playsim events. CCMD(event) { int argc = argv.argc(); if (argc < 2 || argc > 5) { Printf("Usage: event [arg1] [arg2] [arg3]\n"); } else { int arg[3] = { 0, 0, 0 }; int argn = MIN(argc - 2, countof(arg)); for (int i = 0; i < argn; i++) arg[i] = atoi(argv[2 + i]); // call locally E_Console(-1, argv[1], arg[0], arg[1], arg[2], true); } } CCMD(netevent) { if (gamestate != GS_LEVEL/* && gamestate != GS_TITLELEVEL*/) // not sure if this should work in title level, but probably not, because this is for actual playing { Printf("netevent cannot be used outside of a map.\n"); return; } int argc = argv.argc(); if (argc < 2 || argc > 5) { Printf("Usage: netevent [arg1] [arg2] [arg3]\n"); } else { int arg[3] = { 0, 0, 0 }; int argn = MIN(argc - 2, countof(arg)); for (int i = 0; i < argn; i++) arg[i] = atoi(argv[2 + i]); // call networked E_SendNetworkEvent(argv[1], arg[0], arg[1], arg[2], true); } }