#include "events.h" #include "virtual.h" #include "r_utility.h" #include "g_levellocals.h" #include "gi.h" #include "v_text.h" #include "actor.h" DStaticEventHandler* E_FirstEventHandler = nullptr; bool E_RegisterHandler(DStaticEventHandler* handler) { if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe) return false; if (E_CheckHandler(handler)) return false; // link into normal list handler->prev = nullptr; handler->next = E_FirstEventHandler; if (handler->next) handler->next->prev = handler; E_FirstEventHandler = handler; if (handler->IsStatic()) { handler->ObjectFlags |= OF_Fixed; if (!handler->isMapScope) // global (GameInfo) handlers are not serialized. 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; // link out of normal list if (handler->prev) handler->prev->next = handler->next; if (handler->next) handler->next->prev = handler->prev; if (handler == E_FirstEventHandler) E_FirstEventHandler = handler->next; if (handler->IsStatic()) { handler->ObjectFlags &= ~(OF_Fixed|OF_Transient); handler->Destroy(); } 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) { Printf("%cGWarning: unknown event handler class %s in MAPINFO!\n", TEXTCOLOR_ESCAPE, typestring.GetChars()); return; } if (!E_IsStaticType(type)) { 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(); handler->isMapScope = map; E_RegisterHandler(handler); } void E_InitStaticHandlers(bool map) { if (savegamerestore) return; if (map) // don't initialize map handlers if restoring from savegame. { // delete old map static handlers if any. for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) { if (handler->IsStatic() && handler->isMapScope) handler->Destroy(); } 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 { // delete old static handlers if any. for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) { if (handler->IsStatic() && !handler->isMapScope) handler->Destroy(); } for (unsigned int i = 0; i < gameinfo.EventHandlers.Size(); i++) { FString typestring = gameinfo.EventHandlers[i]; PClass* type = PClass::FindClass(typestring); E_InitStaticHandler(type, typestring, false); } } } #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() && !handler->isMapScope) continue; if (handler->isMapScope && savegamerestore) continue; // don't execute WorldLoaded for handlers loaded from the savegame. handler->WorldLoaded(); } } void E_WorldUnloaded() { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) { if (handler->IsStatic() && !handler->isMapScope) continue; handler->WorldUnloaded(); } } void E_WorldLoadedUnsafe() { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) { if (!handler->IsStatic() || handler->isMapScope) continue; handler->WorldLoaded(); } } void E_WorldUnloadedUnsafe() { for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) { if (!handler->IsStatic() || handler->isMapScope) 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_WorldThingDestroyed(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->WorldThingDestroyed(actor); } // normal event loopers (non-special, argument-less) DEFINE_EVENT_LOOPER(RenderFrame) DEFINE_EVENT_LOOPER(WorldLightning) // declarations IMPLEMENT_CLASS(DStaticEventHandler, false, false); IMPLEMENT_CLASS(DEventHandler, false, false); IMPLEMENT_CLASS(DBaseEvent, false, false) IMPLEMENT_CLASS(DRenderEvent, false, false) IMPLEMENT_CLASS(DWorldEvent, false, false) DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewPos); DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewAngle); DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewPitch); DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewRoll); DEFINE_FIELD_X(RenderEvent, DRenderEvent, FracTic); DEFINE_FIELD_X(RenderEvent, DRenderEvent, Camera); DEFINE_FIELD_X(WorldEvent, DWorldEvent, IsSaveGame); DEFINE_FIELD_X(WorldEvent, DWorldEvent, Thing); DEFINE_FIELD_X(WorldEvent, DWorldEvent, Inflictor); DEFINE_ACTION_FUNCTION(DEventHandler, Create) { PARAM_PROLOGUE; PARAM_CLASS(t, DStaticEventHandler); // check if type inherits dynamic handlers if (E_IsStaticType(t)) { // disallow static types creation with Create() ACTION_RETURN_OBJECT(nullptr); } // generate a new object of this type. ACTION_RETURN_OBJECT(t->CreateNew()); } DEFINE_ACTION_FUNCTION(DEventHandler, CreateOnce) { PARAM_PROLOGUE; PARAM_CLASS(t, DStaticEventHandler); // check if type inherits dynamic handlers if (E_IsStaticType(t)) { // disallow static types creation with Create() ACTION_RETURN_OBJECT(nullptr); } // check if there are already registered handlers of this type. for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) if (handler->GetClass() == t) // check precise class ACTION_RETURN_OBJECT(handler); // generate a new object of this type. ACTION_RETURN_OBJECT(t->CreateNew()); } 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); } DEFINE_ACTION_FUNCTION(DEventHandler, Register) { PARAM_PROLOGUE; PARAM_OBJECT(handler, DStaticEventHandler); if (handler->IsStatic()) ACTION_RETURN_BOOL(false); ACTION_RETURN_BOOL(E_RegisterHandler(handler)); } DEFINE_ACTION_FUNCTION(DEventHandler, Unregister) { PARAM_PROLOGUE; PARAM_OBJECT(handler, DStaticEventHandler); if (handler->IsStatic()) ACTION_RETURN_BOOL(false); ACTION_RETURN_BOOL(E_UnregisterHandler(handler)); } // for static DEFINE_ACTION_FUNCTION(DStaticEventHandler, Create) { PARAM_PROLOGUE; PARAM_CLASS(t, DStaticEventHandler); // static handlers can create any type of object. // generate a new object of this type. ACTION_RETURN_OBJECT(t->CreateNew()); } DEFINE_ACTION_FUNCTION(DStaticEventHandler, CreateOnce) { PARAM_PROLOGUE; PARAM_CLASS(t, DStaticEventHandler); // static handlers can create any type of object. // check if there are already registered handlers of this type. for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) if (handler->GetClass() == t) // check precise class ACTION_RETURN_OBJECT(handler); // generate a new object of this type. ACTION_RETURN_OBJECT(t->CreateNew()); } // 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_ACTION_FUNCTION(DStaticEventHandler, Register) { PARAM_PROLOGUE; PARAM_OBJECT(handler, DStaticEventHandler); ACTION_RETURN_BOOL(E_RegisterHandler(handler)); } DEFINE_ACTION_FUNCTION(DStaticEventHandler, Unregister) { PARAM_PROLOGUE; PARAM_OBJECT(handler, DStaticEventHandler); ACTION_RETURN_BOOL(E_UnregisterHandler(handler)); } #define DEFINE_EMPTY_HANDLER(cls, funcname) DEFINE_ACTION_FUNCTION(cls, funcname) \ { \ PARAM_SELF_PROLOGUE(cls); \ return 0; \ } DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLoaded) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldUnloaded) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingSpawned) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDied) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed) DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning) DEFINE_EMPTY_HANDLER(DStaticEventHandler, RenderFrame) // =========================================== // // Event handlers // // =========================================== static DWorldEvent* E_SetupWorldEvent() { static DWorldEvent* e = nullptr; if (!e) e = (DWorldEvent*)RUNTIME_CLASS(DWorldEvent)->CreateNew(); e->IsSaveGame = savegamerestore; e->Thing = nullptr; e->Inflictor = nullptr; 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; DWorldEvent* 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; DWorldEvent* 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; DWorldEvent* 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; DWorldEvent* 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::WorldThingDestroyed(AActor* actor) { IFVIRTUAL(DStaticEventHandler, WorldThingDestroyed) { // don't create excessive DObjects if not going to be processed anyway if (func == DStaticEventHandler_WorldThingDestroyed_VMPtr) return; DWorldEvent* 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; DWorldEvent* e = E_SetupWorldEvent(); VMValue params[2] = { (DStaticEventHandler*)this, e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } static DRenderEvent* E_SetupRenderEvent() { static DRenderEvent* e = nullptr; if (!e) e = (DRenderEvent*)RUNTIME_CLASS(DRenderEvent)->CreateNew(); 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; DRenderEvent* e = E_SetupRenderEvent(); VMValue params[2] = { (DStaticEventHandler*)this, e }; GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr); } } // void DStaticEventHandler::OnDestroy() { E_UnregisterHandler(this); Super::OnDestroy(); } /* void DStaticRenderEventHandler::Setup() { ViewPos = ::ViewPos; ViewAngle = ::ViewAngle; ViewPitch = ::ViewPitch; ViewRoll = ::ViewRoll; FracTic = ::r_TicFracF; Camera = ::camera; } void DStaticRenderEventHandler::RenderFrame() { Setup(); Super::RenderFrame(); } void DStaticWorldEventHandler::Setup() { IsSaveGame = savegamerestore; Thing = nullptr; } void DStaticWorldEventHandler::WorldLoaded() { Setup(); Super::WorldLoaded(); } void DStaticWorldEventHandler::WorldUnloaded() { Setup(); Super::WorldUnloaded(); } void DStaticWorldEventHandler::WorldThingSpawned(AActor* actor) { Setup(); Thing = actor; Super::WorldThingSpawned(actor); }*/