mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- made the event manager an object so it can be instantiated multiple times.
This commit is contained in:
parent
8d83f03138
commit
484485f3cf
21 changed files with 257 additions and 246 deletions
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@ -423,7 +423,7 @@ void FCajunMaster::RemoveAllBots (FLevelLocals *Level, bool fromlist)
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}
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}
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// [ZZ] run event hook
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E_PlayerDisconnected(i);
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eventManager.PlayerDisconnected(i);
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Level->Behaviors.StartTypedScripts (SCRIPT_Disconnect, players[i].mo, true, i, true);
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ClearPlayer (i, !fromlist);
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}
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@ -273,7 +273,7 @@ void D_ProcessEvents (void)
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if (M_Responder (ev))
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continue; // menu ate the event
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// check events
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if (ev->type != EV_Mouse && E_Responder(ev)) // [ZZ] ZScript ate the event // update 07.03.17: mouse events are handled directly
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if (ev->type != EV_Mouse && eventManager.Responder(ev)) // [ZZ] ZScript ate the event // update 07.03.17: mouse events are handled directly
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continue;
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G_Responder (ev);
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}
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@ -295,7 +295,7 @@ void D_PostEvent (const event_t *ev)
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return;
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}
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events[eventhead] = *ev;
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if (ev->type == EV_Mouse && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_Responder(ev) && !paused)
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if (ev->type == EV_Mouse && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !eventManager.Responder(ev) && !paused)
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{
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if (Button_Mlook.bDown || freelook)
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{
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@ -2730,7 +2730,7 @@ void D_DoomMain (void)
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{
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Level->Thinkers.DestroyThinkersInList(STAT_STATIC);
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}
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E_Shutdown(false);
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eventManager.Shutdown(false);
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P_FreeLevelData();
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M_SaveDefaults(NULL); // save config before the restart
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@ -2671,7 +2671,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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for (int i = 0; i < 3; i++)
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arg[i] = ReadLong(stream);
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bool manual = !!ReadByte(stream);
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E_Console(player, s, arg[0], arg[1], arg[2], manual);
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eventManager.Console(player, s, arg[0], arg[1], arg[2], manual);
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}
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break;
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@ -282,8 +282,8 @@ static void MarkRoot()
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Mark(StatusBar);
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M_MarkMenus();
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Mark(DIntermissionController::CurrentIntermission);
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Mark(E_FirstEventHandler);
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Mark(E_LastEventHandler);
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Mark(eventManager.FirstEventHandler);
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Mark(eventManager.LastEventHandler);
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for (auto Level : AllLevels())
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Level->Mark();
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236
src/events.cpp
236
src/events.cpp
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@ -42,14 +42,14 @@
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#include "g_game.h"
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#include "info.h"
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DStaticEventHandler* E_FirstEventHandler = nullptr;
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DStaticEventHandler* E_LastEventHandler = nullptr;
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EventManager eventManager;
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bool E_RegisterHandler(DStaticEventHandler* handler)
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bool EventManager::RegisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return false;
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if (E_CheckHandler(handler))
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if (CheckHandler(handler))
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return false;
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handler->OnRegister();
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@ -57,7 +57,7 @@ bool E_RegisterHandler(DStaticEventHandler* handler)
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// link into normal list
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// update: link at specific position based on order.
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DStaticEventHandler* before = nullptr;
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for (DStaticEventHandler* existinghandler = E_FirstEventHandler; existinghandler; existinghandler = existinghandler->next)
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for (DStaticEventHandler* existinghandler = FirstEventHandler; existinghandler; existinghandler = existinghandler->next)
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{
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if (existinghandler->Order > handler->Order)
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{
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@ -67,9 +67,9 @@ bool E_RegisterHandler(DStaticEventHandler* handler)
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}
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// 1. MyHandler2->1:
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// E_FirstEventHandler = MyHandler2, E_LastEventHandler = MyHandler2
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// eventManager.FirstEventHandler = MyHandler2, eventManager.LastEventHandler = MyHandler2
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// 2. MyHandler3->2:
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// E_FirstEventHandler = MyHandler2, E_LastEventHandler = MyHandler3
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// eventManager.FirstEventHandler = MyHandler2, eventManager.LastEventHandler = MyHandler3
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// (Yes, all those write barriers here are really needed!)
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if (before != nullptr)
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@ -87,9 +87,9 @@ bool E_RegisterHandler(DStaticEventHandler* handler)
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GC::WriteBarrier(handler, before->prev);
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before->prev = handler;
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GC::WriteBarrier(before, handler);
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if (before == E_FirstEventHandler)
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if (before == FirstEventHandler)
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{
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E_FirstEventHandler = handler;
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FirstEventHandler = handler;
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GC::WriteBarrier(handler);
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}
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}
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@ -97,11 +97,11 @@ bool E_RegisterHandler(DStaticEventHandler* handler)
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{
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// so if before is null, it means add last.
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// it can also mean that we have no handlers at all yet.
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handler->prev = E_LastEventHandler;
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GC::WriteBarrier(handler, E_LastEventHandler);
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handler->prev = LastEventHandler;
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GC::WriteBarrier(handler, LastEventHandler);
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handler->next = nullptr;
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if (E_FirstEventHandler == nullptr) E_FirstEventHandler = handler;
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E_LastEventHandler = handler;
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if (FirstEventHandler == nullptr) FirstEventHandler = handler;
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LastEventHandler = handler;
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GC::WriteBarrier(handler);
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if (handler->prev != nullptr)
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{
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@ -118,11 +118,11 @@ bool E_RegisterHandler(DStaticEventHandler* handler)
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return true;
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}
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bool E_UnregisterHandler(DStaticEventHandler* handler)
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bool EventManager::UnregisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return false;
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if (!E_CheckHandler(handler))
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if (!CheckHandler(handler))
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return false;
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handler->OnUnregister();
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@ -138,14 +138,14 @@ bool E_UnregisterHandler(DStaticEventHandler* handler)
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handler->next->prev = handler->prev;
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GC::WriteBarrier(handler->next, handler->prev);
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}
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if (handler == E_FirstEventHandler)
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if (handler == FirstEventHandler)
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{
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E_FirstEventHandler = handler->next;
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FirstEventHandler = handler->next;
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GC::WriteBarrier(handler->next);
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}
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if (handler == E_LastEventHandler)
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if (handler == LastEventHandler)
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{
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E_LastEventHandler = handler->prev;
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LastEventHandler = handler->prev;
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GC::WriteBarrier(handler->prev);
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}
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if (handler->IsStatic())
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@ -156,7 +156,7 @@ bool E_UnregisterHandler(DStaticEventHandler* handler)
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return true;
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}
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bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual)
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bool EventManager::SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual)
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{
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if (gamestate != GS_LEVEL)
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return false;
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@ -172,21 +172,21 @@ bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual)
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return true;
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}
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bool E_CheckHandler(DStaticEventHandler* handler)
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bool EventManager::CheckHandler(DStaticEventHandler* handler)
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{
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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for (DStaticEventHandler* lhandler = FirstEventHandler; lhandler; lhandler = lhandler->next)
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if (handler == lhandler) return true;
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return false;
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}
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bool E_IsStaticType(PClass* type)
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bool EventManager::IsStaticType(PClass* type)
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{
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assert(type != nullptr);
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assert(type->IsDescendantOf(RUNTIME_CLASS(DStaticEventHandler)));
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return !type->IsDescendantOf(RUNTIME_CLASS(DEventHandler));
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}
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void E_SerializeEvents(FSerializer& arc)
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void EventManager::SerializeEvents(FSerializer& arc)
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{
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// todo : stuff
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if (arc.BeginArray("eventhandlers"))
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@ -197,12 +197,12 @@ void E_SerializeEvents(FSerializer& arc)
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{
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numlocalhandlers = arc.ArraySize();
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// delete all current local handlers, if any
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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for (DStaticEventHandler* lhandler = FirstEventHandler; lhandler; lhandler = lhandler->next)
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if (!lhandler->IsStatic()) lhandler->Destroy();
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}
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else
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{
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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for (DStaticEventHandler* lhandler = FirstEventHandler; lhandler; lhandler = lhandler->next)
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{
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if (lhandler->IsStatic()) continue;
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numlocalhandlers++;
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@ -231,14 +231,14 @@ void E_SerializeEvents(FSerializer& arc)
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{
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// add all newly deserialized handlers into the list
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for (int i = 0; i < numlocalhandlers; i++)
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E_RegisterHandler(handlers[i]);
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RegisterHandler(handlers[i]);
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}
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arc.EndArray();
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}
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}
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static PClass* E_GetHandlerClass(const FString& typeName)
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static PClass* GetHandlerClass(const FString& typeName)
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{
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PClass* type = PClass::FindClass(typeName);
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@ -254,11 +254,11 @@ static PClass* E_GetHandlerClass(const FString& typeName)
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return type;
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}
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static void E_InitHandler(PClass* type)
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void EventManager::InitHandler(PClass* type)
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{
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// check if type already exists, don't add twice.
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bool typeExists = false;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsA(type))
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{
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@ -269,27 +269,27 @@ static void E_InitHandler(PClass* type)
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if (typeExists) return;
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DStaticEventHandler* handler = (DStaticEventHandler*)type->CreateNew();
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E_RegisterHandler(handler);
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RegisterHandler(handler);
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}
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void E_InitStaticHandlers(bool map)
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void EventManager::InitStaticHandlers(bool map)
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{
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// don't initialize map handlers if restoring from savegame.
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if (savegamerestore)
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return;
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// just make sure
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E_Shutdown(map);
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Shutdown(map);
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// initialize event handlers from gameinfo
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for (const FString& typeName : gameinfo.EventHandlers)
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{
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PClass* type = E_GetHandlerClass(typeName);
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PClass* type = GetHandlerClass(typeName);
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// don't init the really global stuff here on startup initialization.
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// don't init map-local global stuff here on level setup.
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if (map == E_IsStaticType(type))
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if (map == IsStaticType(type))
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continue;
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E_InitHandler(type);
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InitHandler(type);
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}
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if (!map)
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@ -298,26 +298,26 @@ void E_InitStaticHandlers(bool map)
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// initialize event handlers from mapinfo
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for (const FString& typeName : level.info->EventHandlers)
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{
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PClass* type = E_GetHandlerClass(typeName);
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if (E_IsStaticType(type))
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PClass* type = GetHandlerClass(typeName);
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if (IsStaticType(type))
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I_Error("Fatal: invalid event handler class %s in MAPINFO!\nMap-specific event handlers cannot be static.\n", typeName.GetChars());
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E_InitHandler(type);
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InitHandler(type);
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}
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}
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void E_Shutdown(bool map)
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void EventManager::Shutdown(bool map)
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{
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// delete handlers.
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for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
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for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev)
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{
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if (handler->IsStatic() == !map)
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handler->Destroy();
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}
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}
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#define DEFINE_EVENT_LOOPER(name) void E_##name() \
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#define DEFINE_EVENT_LOOPER(name) void EventManager::##name() \
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{ \
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) \
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) \
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handler->name(); \
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}
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@ -325,9 +325,9 @@ void E_Shutdown(bool map)
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// *Unsafe is executed on EVERY map load/close, including savegame loading, etc.
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// 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.
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// Because the main point of safe WorldLoaded/Unloading is that it will be preserved in savegames.
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void E_WorldLoaded()
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void EventManager::WorldLoaded()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic()) continue;
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if (savegamerestore) continue; // don't execute WorldLoaded for handlers loaded from the savegame.
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@ -335,70 +335,70 @@ void E_WorldLoaded()
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}
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}
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void E_WorldUnloaded()
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void EventManager::WorldUnloaded()
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{
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for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
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for (DStaticEventHandler* handler = eventManager.LastEventHandler; handler; handler = handler->prev)
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{
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if (handler->IsStatic()) continue;
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handler->WorldUnloaded();
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}
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}
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void E_WorldLoadedUnsafe()
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void EventManager::WorldLoadedUnsafe()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
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{
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if (!handler->IsStatic()) continue;
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handler->WorldLoaded();
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}
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}
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void E_WorldUnloadedUnsafe()
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void EventManager::WorldUnloadedUnsafe()
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{
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for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
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for (DStaticEventHandler* handler = eventManager.LastEventHandler; handler; handler = handler->prev)
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{
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if (!handler->IsStatic()) continue;
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handler->WorldUnloaded();
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}
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}
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void E_WorldThingSpawned(AActor* actor)
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void EventManager::WorldThingSpawned(AActor* actor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingSpawned(actor);
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}
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void E_WorldThingDied(AActor* actor, AActor* inflictor)
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void EventManager::WorldThingDied(AActor* actor, AActor* inflictor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingDied(actor, inflictor);
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}
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void E_WorldThingRevived(AActor* actor)
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void EventManager::WorldThingRevived(AActor* actor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingRevived(actor);
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}
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void E_WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle)
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void EventManager::WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingDamaged(actor, inflictor, source, damage, mod, flags, angle);
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}
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void E_WorldThingDestroyed(AActor* actor)
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void EventManager::WorldThingDestroyed(AActor* actor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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@ -407,73 +407,73 @@ void E_WorldThingDestroyed(AActor* actor)
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// this is because Destroyed should be reverse of Spawned. we don't want to catch random inventory give failures.
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if (!(actor->ObjectFlags & OF_Spawned))
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return;
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for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
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for (DStaticEventHandler* handler = eventManager.LastEventHandler; handler; handler = handler->prev)
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handler->WorldThingDestroyed(actor);
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}
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void E_WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate)
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void EventManager::WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
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handler->WorldLinePreActivated(line, actor, activationType, shouldactivate);
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}
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void E_WorldLineActivated(line_t* line, AActor* actor, int activationType)
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void EventManager::WorldLineActivated(line_t* line, AActor* actor, int activationType)
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
handler->WorldLineActivated(line, actor, activationType);
|
||||
}
|
||||
|
||||
int E_WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius)
|
||||
int EventManager::WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius)
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
damage = handler->WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius);
|
||||
return damage;
|
||||
}
|
||||
|
||||
int E_WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius)
|
||||
int EventManager::WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius)
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
damage = handler->WorldLineDamaged(line, source, damage, damagetype, side, position, isradius);
|
||||
return damage;
|
||||
}
|
||||
|
||||
void E_PlayerEntered(int num, bool fromhub)
|
||||
void EventManager::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)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
handler->PlayerEntered(num, fromhub);
|
||||
}
|
||||
|
||||
void E_PlayerRespawned(int num)
|
||||
void EventManager::PlayerRespawned(int num)
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
handler->PlayerRespawned(num);
|
||||
}
|
||||
|
||||
void E_PlayerDied(int num)
|
||||
void EventManager::PlayerDied(int num)
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
handler->PlayerDied(num);
|
||||
}
|
||||
|
||||
void E_PlayerDisconnected(int num)
|
||||
void EventManager::PlayerDisconnected(int num)
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
|
||||
for (DStaticEventHandler* handler = eventManager.LastEventHandler; handler; handler = handler->prev)
|
||||
handler->PlayerDisconnected(num);
|
||||
}
|
||||
|
||||
bool E_Responder(const event_t* ev)
|
||||
bool EventManager::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)
|
||||
for (DStaticEventHandler* handler = eventManager.LastEventHandler; handler; handler = handler->prev)
|
||||
{
|
||||
if (handler->IsUiProcessor)
|
||||
{
|
||||
|
@ -486,7 +486,7 @@ bool E_Responder(const event_t* ev)
|
|||
else
|
||||
{
|
||||
// not sure if we want to handle device changes, but whatevs.
|
||||
for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
|
||||
for (DStaticEventHandler* handler = eventManager.LastEventHandler; handler; handler = handler->prev)
|
||||
{
|
||||
if (handler->IsUiProcessor)
|
||||
uiProcessorsFound = true;
|
||||
|
@ -498,61 +498,61 @@ bool E_Responder(const event_t* ev)
|
|||
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)
|
||||
void EventManager::Console(int player, FString name, int arg1, int arg2, int arg3, bool manual)
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
handler->ConsoleProcess(player, name, arg1, arg2, arg3, manual);
|
||||
}
|
||||
|
||||
void E_RenderOverlay(EHudState state)
|
||||
void EventManager::RenderOverlay(EHudState state)
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
handler->RenderOverlay(state);
|
||||
}
|
||||
|
||||
bool E_CheckUiProcessors()
|
||||
bool EventManager::CheckUiProcessors()
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
if (handler->IsUiProcessor)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool E_CheckRequireMouse()
|
||||
bool EventManager::CheckRequireMouse()
|
||||
{
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
if (handler->IsUiProcessor && handler->RequireMouse)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool E_CheckReplacement( PClassActor *replacee, PClassActor **replacement )
|
||||
bool EventManager::CheckReplacement( PClassActor *replacee, PClassActor **replacement )
|
||||
{
|
||||
bool final = false;
|
||||
for (DStaticEventHandler *handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler *handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
handler->CheckReplacement(replacee,replacement,&final);
|
||||
return final;
|
||||
}
|
||||
|
||||
bool E_CheckReplacee(PClassActor **replacee, PClassActor *replacement)
|
||||
bool EventManager::CheckReplacee(PClassActor **replacee, PClassActor *replacement)
|
||||
{
|
||||
bool final = false;
|
||||
for (DStaticEventHandler *handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler *handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
handler->CheckReplacee(replacee, replacement, &final);
|
||||
return final;
|
||||
}
|
||||
|
||||
void E_NewGame(EventHandlerType handlerType)
|
||||
void EventManager::NewGame(EventHandlerType handlerType)
|
||||
{
|
||||
bool isStatic = handlerType == EventHandlerType::Global;
|
||||
|
||||
// Shut down all per-map event handlers before static NewGame events.
|
||||
if (isStatic)
|
||||
E_Shutdown(true);
|
||||
EventManager::Shutdown(true);
|
||||
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
{
|
||||
if (handler->IsStatic() == isStatic)
|
||||
handler->NewGame();
|
||||
|
@ -644,7 +644,7 @@ DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder)
|
|||
PARAM_SELF_PROLOGUE(DStaticEventHandler);
|
||||
PARAM_INT(order);
|
||||
|
||||
if (E_CheckHandler(self))
|
||||
if (eventManager.CheckHandler(self))
|
||||
return 0;
|
||||
|
||||
self->Order = order;
|
||||
|
@ -660,14 +660,14 @@ DEFINE_ACTION_FUNCTION(DEventHandler, SendNetworkEvent)
|
|||
PARAM_INT(arg3);
|
||||
//
|
||||
|
||||
ACTION_RETURN_BOOL(E_SendNetworkEvent(name, arg1, arg2, arg3, false));
|
||||
ACTION_RETURN_BOOL(eventManager.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)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
if (handler->GetClass() == t) // check precise class
|
||||
ACTION_RETURN_OBJECT(handler);
|
||||
ACTION_RETURN_OBJECT(nullptr);
|
||||
|
@ -678,7 +678,7 @@ DEFINE_ACTION_FUNCTION(DStaticEventHandler, Find)
|
|||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_CLASS(t, DStaticEventHandler);
|
||||
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
|
||||
for (DStaticEventHandler* handler = eventManager.FirstEventHandler; handler; handler = handler->next)
|
||||
if (handler->GetClass() == t) // check precise class
|
||||
ACTION_RETURN_OBJECT(handler);
|
||||
ACTION_RETURN_OBJECT(nullptr);
|
||||
|
@ -726,7 +726,7 @@ void DStaticEventHandler::OnUnregister()
|
|||
}
|
||||
}
|
||||
|
||||
static FWorldEvent E_SetupWorldEvent()
|
||||
FWorldEvent EventManager::SetupWorldEvent()
|
||||
{
|
||||
FWorldEvent e;
|
||||
e.IsSaveGame = savegamerestore;
|
||||
|
@ -741,7 +741,7 @@ void DStaticEventHandler::WorldLoaded()
|
|||
{
|
||||
// don't create excessive DObjects if not going to be processed anyway
|
||||
if (isEmpty(func)) return;
|
||||
FWorldEvent e = E_SetupWorldEvent();
|
||||
FWorldEvent e = eventManager.SetupWorldEvent();
|
||||
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
||||
VMCall(func, params, 2, nullptr, 0);
|
||||
}
|
||||
|
@ -753,7 +753,7 @@ void DStaticEventHandler::WorldUnloaded()
|
|||
{
|
||||
// don't create excessive DObjects if not going to be processed anyway
|
||||
if (isEmpty(func)) return;
|
||||
FWorldEvent e = E_SetupWorldEvent();
|
||||
FWorldEvent e = eventManager.SetupWorldEvent();
|
||||
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
||||
VMCall(func, params, 2, nullptr, 0);
|
||||
}
|
||||
|
@ -765,7 +765,7 @@ void DStaticEventHandler::WorldThingSpawned(AActor* actor)
|
|||
{
|
||||
// don't create excessive DObjects if not going to be processed anyway
|
||||
if (isEmpty(func)) return;
|
||||
FWorldEvent e = E_SetupWorldEvent();
|
||||
FWorldEvent e = eventManager.SetupWorldEvent();
|
||||
e.Thing = actor;
|
||||
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
||||
VMCall(func, params, 2, nullptr, 0);
|
||||
|
@ -778,7 +778,7 @@ 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 = E_SetupWorldEvent();
|
||||
FWorldEvent e = eventManager.SetupWorldEvent();
|
||||
e.Thing = actor;
|
||||
e.Inflictor = inflictor;
|
||||
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
||||
|
@ -792,7 +792,7 @@ void DStaticEventHandler::WorldThingRevived(AActor* actor)
|
|||
{
|
||||
// don't create excessive DObjects if not going to be processed anyway
|
||||
if (isEmpty(func)) return;
|
||||
FWorldEvent e = E_SetupWorldEvent();
|
||||
FWorldEvent e = eventManager.SetupWorldEvent();
|
||||
e.Thing = actor;
|
||||
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
||||
VMCall(func, params, 2, nullptr, 0);
|
||||
|
@ -805,7 +805,7 @@ 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 = E_SetupWorldEvent();
|
||||
FWorldEvent e = eventManager.SetupWorldEvent();
|
||||
e.Thing = actor;
|
||||
e.Inflictor = inflictor;
|
||||
e.Damage = damage;
|
||||
|
@ -824,7 +824,7 @@ void DStaticEventHandler::WorldThingDestroyed(AActor* actor)
|
|||
{
|
||||
// don't create excessive DObjects if not going to be processed anyway
|
||||
if (isEmpty(func)) return;
|
||||
FWorldEvent e = E_SetupWorldEvent();
|
||||
FWorldEvent e = eventManager.SetupWorldEvent();
|
||||
e.Thing = actor;
|
||||
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
||||
VMCall(func, params, 2, nullptr, 0);
|
||||
|
@ -837,7 +837,7 @@ 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 = E_SetupWorldEvent();
|
||||
FWorldEvent e = eventManager.SetupWorldEvent();
|
||||
e.Thing = actor;
|
||||
e.ActivatedLine = line;
|
||||
e.ActivationType = activationType;
|
||||
|
@ -854,7 +854,7 @@ 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 = E_SetupWorldEvent();
|
||||
FWorldEvent e = eventManager.SetupWorldEvent();
|
||||
e.Thing = actor;
|
||||
e.ActivatedLine = line;
|
||||
e.ActivationType = activationType;
|
||||
|
@ -869,7 +869,7 @@ 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 = E_SetupWorldEvent();
|
||||
FWorldEvent e = eventManager.SetupWorldEvent();
|
||||
e.DamageSource = source;
|
||||
e.DamageSector = sector;
|
||||
e.NewDamage = e.Damage = damage;
|
||||
|
@ -892,7 +892,7 @@ 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 = E_SetupWorldEvent();
|
||||
FWorldEvent e = eventManager.SetupWorldEvent();
|
||||
e.DamageSource = source;
|
||||
e.DamageLine = line;
|
||||
e.NewDamage = e.Damage = damage;
|
||||
|
@ -915,7 +915,7 @@ void DStaticEventHandler::WorldLightning()
|
|||
{
|
||||
// don't create excessive DObjects if not going to be processed anyway
|
||||
if (isEmpty(func)) return;
|
||||
FWorldEvent e = E_SetupWorldEvent();
|
||||
FWorldEvent e = eventManager.SetupWorldEvent();
|
||||
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
||||
VMCall(func, params, 2, nullptr, 0);
|
||||
}
|
||||
|
@ -932,7 +932,7 @@ void DStaticEventHandler::WorldTick()
|
|||
}
|
||||
}
|
||||
|
||||
static FRenderEvent E_SetupRenderEvent()
|
||||
FRenderEvent EventManager::SetupRenderEvent()
|
||||
{
|
||||
FRenderEvent e;
|
||||
auto &vp = r_viewpoint;
|
||||
|
@ -952,7 +952,7 @@ void DStaticEventHandler::RenderFrame()
|
|||
{
|
||||
// don't create excessive DObjects if not going to be processed anyway
|
||||
if (isEmpty(func)) return;
|
||||
FRenderEvent e = E_SetupRenderEvent();
|
||||
FRenderEvent e = eventManager.SetupRenderEvent();
|
||||
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
||||
VMCall(func, params, 2, nullptr, 0);
|
||||
}
|
||||
|
@ -965,7 +965,7 @@ void DStaticEventHandler::RenderOverlay(EHudState state)
|
|||
{
|
||||
// don't create excessive DObjects if not going to be processed anyway
|
||||
if (isEmpty(func)) return;
|
||||
FRenderEvent e = E_SetupRenderEvent();
|
||||
FRenderEvent e = eventManager.SetupRenderEvent();
|
||||
e.HudState = int(state);
|
||||
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
||||
VMCall(func, params, 2, nullptr, 0);
|
||||
|
@ -1234,7 +1234,7 @@ void DStaticEventHandler::NewGame()
|
|||
//
|
||||
void DStaticEventHandler::OnDestroy()
|
||||
{
|
||||
E_UnregisterHandler(this);
|
||||
eventManager.UnregisterHandler(this);
|
||||
Super::OnDestroy();
|
||||
}
|
||||
|
||||
|
@ -1255,7 +1255,7 @@ CCMD(event)
|
|||
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);
|
||||
eventManager.Console(-1, argv[1], arg[0], arg[1], arg[2], true);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1280,6 +1280,6 @@ CCMD(netevent)
|
|||
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);
|
||||
eventManager.SendNetworkEvent(argv[1], arg[0], arg[1], arg[2], true);
|
||||
}
|
||||
}
|
||||
|
|
181
src/events.h
181
src/events.h
|
@ -15,89 +15,6 @@ enum class EventHandlerType
|
|||
PerMap
|
||||
};
|
||||
|
||||
// register
|
||||
bool E_RegisterHandler(DStaticEventHandler* handler);
|
||||
// unregister
|
||||
bool E_UnregisterHandler(DStaticEventHandler* handler);
|
||||
// find
|
||||
bool E_CheckHandler(DStaticEventHandler* handler);
|
||||
// check type
|
||||
bool E_IsStaticType(PClass* type);
|
||||
// init static handlers
|
||||
void E_InitStaticHandlers(bool map);
|
||||
// shutdown handlers
|
||||
void E_Shutdown(bool map);
|
||||
|
||||
// called right after the map has loaded (approximately same time as OPEN ACS scripts)
|
||||
void E_WorldLoaded();
|
||||
// called when the map is about to unload (approximately same time as UNLOADING ACS scripts)
|
||||
void E_WorldUnloaded();
|
||||
// called right after the map has loaded (every time, UNSAFE VERSION)
|
||||
void E_WorldLoadedUnsafe();
|
||||
// called right before the map is unloaded (every time, UNSAFE VERSION)
|
||||
void E_WorldUnloadedUnsafe();
|
||||
// called around PostBeginPlay of each actor.
|
||||
void E_WorldThingSpawned(AActor* actor);
|
||||
// called after AActor::Die of each actor.
|
||||
void E_WorldThingDied(AActor* actor, AActor* inflictor);
|
||||
// called after AActor::Revive.
|
||||
void E_WorldThingRevived(AActor* actor);
|
||||
// called before P_DamageMobj and before AActor::DamageMobj virtuals.
|
||||
void E_WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
|
||||
// called before AActor::Destroy of each actor.
|
||||
void E_WorldThingDestroyed(AActor* actor);
|
||||
// called in P_ActivateLine before executing special, set shouldactivate to false to prevent activation.
|
||||
void E_WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
|
||||
// called in P_ActivateLine after successful special execution.
|
||||
void E_WorldLineActivated(line_t* line, AActor* actor, int activationType);
|
||||
// called in P_DamageSector and P_DamageLinedef before receiving damage to the sector. returns actual damage
|
||||
int E_WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius);
|
||||
// called in P_DamageLinedef before receiving damage to the linedef. returns actual damage
|
||||
int E_WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius);
|
||||
// same as ACS SCRIPT_Lightning
|
||||
void E_WorldLightning();
|
||||
// this executes on every tick, before everything, only when in valid level and not paused
|
||||
void E_WorldTick();
|
||||
// this executes on every tick on UI side, always
|
||||
void E_UiTick();
|
||||
// this executes on every tick on UI side, always AND immediately after everything else
|
||||
void E_PostUiTick();
|
||||
// called on each render frame once.
|
||||
void E_RenderFrame();
|
||||
// called after everything's been rendered, but before console/menus
|
||||
void E_RenderOverlay(EHudState state);
|
||||
// this executes when a player enters the level (once). PlayerEnter+inhub = RETURN
|
||||
void E_PlayerEntered(int num, bool fromhub);
|
||||
// this executes when a player respawns. includes resurrect cheat.
|
||||
void E_PlayerRespawned(int num);
|
||||
// this executes when a player dies (partially duplicating worldthingdied, but whatever)
|
||||
void E_PlayerDied(int num);
|
||||
// this executes when a player leaves the game
|
||||
void E_PlayerDisconnected(int num);
|
||||
// this executes on events.
|
||||
bool E_Responder(const event_t* ev); // splits events into InputProcess and UiProcess
|
||||
// this executes on console/net events.
|
||||
void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manual);
|
||||
|
||||
// called when looking up the replacement for an actor class
|
||||
bool E_CheckReplacement(PClassActor* replacee, PClassActor** replacement);
|
||||
// called when looking up the replaced for an actor class
|
||||
bool E_CheckReplacee(PClassActor** replacee, PClassActor* replacement);
|
||||
|
||||
// called on new game
|
||||
void E_NewGame(EventHandlerType handlerType);
|
||||
|
||||
// send networked event. unified function.
|
||||
bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual);
|
||||
|
||||
// check if there is anything that should receive GUI events
|
||||
bool E_CheckUiProcessors();
|
||||
// check if we need native mouse due to UiProcessors
|
||||
bool E_CheckRequireMouse();
|
||||
|
||||
// serialization stuff
|
||||
void E_SerializeEvents(FSerializer& arc);
|
||||
|
||||
// ==============================================
|
||||
//
|
||||
// EventHandler - base class
|
||||
|
@ -200,8 +117,6 @@ class DEventHandler : public DStaticEventHandler
|
|||
public:
|
||||
bool IsStatic() override { return false; }
|
||||
};
|
||||
extern DStaticEventHandler* E_FirstEventHandler;
|
||||
extern DStaticEventHandler* E_LastEventHandler;
|
||||
|
||||
struct FRenderEvent
|
||||
{
|
||||
|
@ -311,4 +226,100 @@ struct FReplacedEvent
|
|||
bool IsFinal;
|
||||
};
|
||||
|
||||
struct EventManager
|
||||
{
|
||||
DStaticEventHandler* FirstEventHandler = nullptr;
|
||||
DStaticEventHandler* LastEventHandler = nullptr;
|
||||
|
||||
// register
|
||||
bool RegisterHandler(DStaticEventHandler* handler);
|
||||
// unregister
|
||||
bool UnregisterHandler(DStaticEventHandler* handler);
|
||||
// find
|
||||
bool CheckHandler(DStaticEventHandler* handler);
|
||||
// check type
|
||||
bool IsStaticType(PClass* type);
|
||||
// init static handlers
|
||||
void InitStaticHandlers(bool map);
|
||||
// shutdown handlers
|
||||
void Shutdown(bool map);
|
||||
|
||||
// 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.
|
||||
void WorldThingDied(AActor* actor, AActor* inflictor);
|
||||
// called after AActor::Revive.
|
||||
void WorldThingRevived(AActor* actor);
|
||||
// called before P_DamageMobj and before AActor::DamageMobj virtuals.
|
||||
void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
|
||||
// called before AActor::Destroy of each actor.
|
||||
void WorldThingDestroyed(AActor* actor);
|
||||
// called in P_ActivateLine before executing special, set shouldactivate to false to prevent activation.
|
||||
void WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
|
||||
// called in P_ActivateLine after successful special execution.
|
||||
void WorldLineActivated(line_t* line, AActor* actor, int activationType);
|
||||
// called in P_DamageSector and P_DamageLinedef before receiving damage to the sector. returns actual damage
|
||||
int WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius);
|
||||
// called in P_DamageLinedef before receiving damage to the linedef. returns actual damage
|
||||
int WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius);
|
||||
// same as ACS SCRIPT_Lightning
|
||||
void WorldLightning();
|
||||
// this executes on every tick, before everything, only when in valid level and not paused
|
||||
void WorldTick();
|
||||
// this executes on every tick on UI side, always
|
||||
void UiTick();
|
||||
// this executes on every tick on UI side, always AND immediately after everything else
|
||||
void PostUiTick();
|
||||
// called on each render frame once.
|
||||
void RenderFrame();
|
||||
// called after everything's been rendered, but before console/menus
|
||||
void RenderOverlay(EHudState state);
|
||||
// this executes when a player enters the level (once). PlayerEnter+inhub = RETURN
|
||||
void PlayerEntered(int num, bool fromhub);
|
||||
// this executes when a player respawns. includes resurrect cheat.
|
||||
void PlayerRespawned(int num);
|
||||
// this executes when a player dies (partially duplicating worldthingdied, but whatever)
|
||||
void PlayerDied(int num);
|
||||
// this executes when a player leaves the game
|
||||
void PlayerDisconnected(int num);
|
||||
// this executes on events.
|
||||
bool Responder(const event_t* ev); // splits events into InputProcess and UiProcess
|
||||
// this executes on console/net events.
|
||||
void Console(int player, FString name, int arg1, int arg2, int arg3, bool manual);
|
||||
|
||||
// called when looking up the replacement for an actor class
|
||||
bool CheckReplacement(PClassActor* replacee, PClassActor** replacement);
|
||||
// called when looking up the replaced for an actor class
|
||||
bool CheckReplacee(PClassActor** replacee, PClassActor* replacement);
|
||||
|
||||
// called on new game
|
||||
void NewGame(EventHandlerType handlerType);
|
||||
|
||||
// send networked event. unified function.
|
||||
bool SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual);
|
||||
|
||||
// check if there is anything that should receive GUI events
|
||||
bool CheckUiProcessors();
|
||||
// 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();
|
||||
|
||||
};
|
||||
|
||||
extern EventManager eventManager;
|
||||
|
||||
#endif
|
||||
|
|
|
@ -1173,7 +1173,7 @@ void G_Ticker ()
|
|||
}
|
||||
|
||||
// [ZZ] also tick the UI part of the events
|
||||
E_UiTick();
|
||||
eventManager.UiTick();
|
||||
C_RunDelayedCommands();
|
||||
|
||||
// do main actions
|
||||
|
@ -1213,7 +1213,7 @@ void G_Ticker ()
|
|||
}
|
||||
|
||||
// [MK] Additional ticker for UI events right after all others
|
||||
E_PostUiTick();
|
||||
eventManager.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
|
||||
E_PlayerDisconnected(playernum);
|
||||
eventManager.PlayerDisconnected(playernum);
|
||||
// [RH] Let the scripts know the player left
|
||||
mo->Level->Behaviors.StartTypedScripts(SCRIPT_Disconnect, mo, true, playernum, true);
|
||||
if (mo != NULL)
|
||||
|
|
|
@ -454,7 +454,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
|
|||
|
||||
// did we have any level before?
|
||||
if (primaryLevel->info != nullptr)
|
||||
E_WorldUnloadedUnsafe();
|
||||
eventManager.WorldUnloadedUnsafe();
|
||||
|
||||
if (!savegamerestore)
|
||||
{
|
||||
|
@ -663,9 +663,9 @@ 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
|
||||
E_WorldUnloaded();
|
||||
eventManager.WorldUnloaded();
|
||||
// [ZZ] unsafe world unload (changemap != map)
|
||||
E_WorldUnloadedUnsafe();
|
||||
eventManager.WorldUnloadedUnsafe();
|
||||
unloading = false;
|
||||
|
||||
STAT_ChangeLevel(nextlevel, this);
|
||||
|
@ -1063,7 +1063,7 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au
|
|||
|
||||
if (newGame)
|
||||
{
|
||||
E_NewGame(EventHandlerType::Global);
|
||||
eventManager.NewGame(EventHandlerType::Global);
|
||||
}
|
||||
|
||||
P_SetupLevel (this, position, newGame);
|
||||
|
@ -1118,7 +1118,7 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au
|
|||
}
|
||||
|
||||
const bool fromSnapshot = FromSnapshot;
|
||||
E_PlayerEntered(ii, fromSnapshot && finishstate == FINISH_SameHub);
|
||||
eventManager.PlayerEntered(ii, fromSnapshot && finishstate == FINISH_SameHub);
|
||||
|
||||
if (fromSnapshot)
|
||||
{
|
||||
|
@ -1136,9 +1136,9 @@ void FLevelLocals::DoLoadLevel(const FString &nextmapname, int position, bool au
|
|||
|
||||
StatusBar->AttachToPlayer (&players[consoleplayer]);
|
||||
// unsafe world load
|
||||
E_WorldLoadedUnsafe();
|
||||
eventManager.WorldLoadedUnsafe();
|
||||
// regular world load (savegames are handled internally)
|
||||
E_WorldLoaded();
|
||||
eventManager.WorldLoaded();
|
||||
DoDeferedScripts (); // [RH] Do script actions that were triggered on another map.
|
||||
|
||||
|
||||
|
|
|
@ -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
|
||||
E_WorldLightning();
|
||||
eventManager.WorldLightning();
|
||||
// start LIGHTNING scripts
|
||||
Level->Behaviors.StartTypedScripts (SCRIPT_Lightning, NULL, false); // [RH] Run lightning scripts
|
||||
|
||||
|
|
|
@ -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);
|
||||
E_RenderOverlay(state);
|
||||
eventManager.RenderOverlay(state);
|
||||
|
||||
DrawConsistancy ();
|
||||
DrawWaiting ();
|
||||
|
|
|
@ -395,7 +395,7 @@ void PClassActor::StaticInit()
|
|||
InitBotStuff();
|
||||
|
||||
// reinit GLOBAL static stuff from gameinfo, once classes are loaded.
|
||||
E_InitStaticHandlers(false);
|
||||
eventManager.InitStaticHandlers(false);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -538,7 +538,7 @@ PClassActor *PClassActor::GetReplacement(bool lookskill)
|
|||
}
|
||||
// [MK] ZScript replacement through Event Handlers, has priority over others
|
||||
PClassActor *Replacement = ActorInfo()->Replacement;
|
||||
if ( E_CheckReplacement(this,&Replacement) )
|
||||
if (eventManager.CheckReplacement(this,&Replacement) )
|
||||
{
|
||||
// [MK] the replacement is final, so don't continue with the chain
|
||||
return Replacement ? Replacement : this;
|
||||
|
@ -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 (E_CheckReplacee(&savedrep, this))
|
||||
if (eventManager.CheckReplacee(&savedrep, this))
|
||||
{
|
||||
// [MK] the replacement is final, so don't continue with the chain
|
||||
return savedrep ? savedrep : this;
|
||||
|
|
|
@ -124,7 +124,7 @@ void P_DamageLinedef(line_t* line, AActor* source, int damage, FName damagetype,
|
|||
|
||||
if (dogroups)
|
||||
{
|
||||
damage = E_WorldLineDamaged(line, source, damage, damagetype, side, position, isradius);
|
||||
damage = eventManager.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 = E_WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius);
|
||||
damage = eventManager.WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius);
|
||||
if (damage < 0) damage = 0;
|
||||
}
|
||||
|
||||
|
|
|
@ -347,7 +347,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
|
|||
}
|
||||
|
||||
// [ZZ] Fire WorldThingDied script hook.
|
||||
E_WorldThingDied(this, inflictor);
|
||||
eventManager.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
|
||||
E_PlayerDied(Level->PlayerNum(player));
|
||||
eventManager.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);
|
||||
E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
|
||||
eventManager.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)
|
||||
E_WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
|
||||
eventManager.WorldThingDamaged(target, inflictor, source, realdamage, mod, flags, angle);
|
||||
}
|
||||
|
||||
return MAX(0, realdamage);
|
||||
|
|
|
@ -4682,7 +4682,7 @@ void AActor::PostBeginPlay ()
|
|||
void AActor::CallPostBeginPlay()
|
||||
{
|
||||
Super::CallPostBeginPlay();
|
||||
E_WorldThingSpawned(this);
|
||||
eventManager.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.
|
||||
E_WorldThingDestroyed(this);
|
||||
eventManager.WorldThingDestroyed(this);
|
||||
|
||||
DeleteAttachedLights();
|
||||
ClearRenderSectorList();
|
||||
|
@ -5155,7 +5155,7 @@ AActor *FLevelLocals::SpawnPlayer (FPlayerStart *mthing, int playernum, int flag
|
|||
|
||||
DObject::StaticPointerSubstitution (oldactor, p->mo);
|
||||
|
||||
E_PlayerRespawned(PlayerNum(p));
|
||||
eventManager.PlayerRespawned(PlayerNum(p));
|
||||
Behaviors.StartTypedScripts (SCRIPT_Respawn, p->mo, true);
|
||||
}
|
||||
}
|
||||
|
@ -7137,7 +7137,7 @@ void AActor::Revive()
|
|||
}
|
||||
|
||||
// [ZZ] resurrect hook
|
||||
E_WorldThingRevived(this);
|
||||
eventManager.WorldThingRevived(this);
|
||||
}
|
||||
|
||||
int AActor::GetGibHealth() const
|
||||
|
|
|
@ -1000,7 +1000,7 @@ void FLevelLocals::Serialize(FSerializer &arc, bool hubload)
|
|||
// [ZZ] serialize health groups
|
||||
P_SerializeHealthGroups(this, arc);
|
||||
// [ZZ] serialize events
|
||||
E_SerializeEvents(arc);
|
||||
eventManager.SerializeEvents(arc);
|
||||
Thinkers.SerializeThinkers(arc, hubload);
|
||||
arc("polyobjs", Polyobjects);
|
||||
SerializeSubsectors(arc, "subsectors");
|
||||
|
|
|
@ -350,7 +350,7 @@ void P_FreeLevelData ()
|
|||
{
|
||||
|
||||
// [ZZ] delete per-map event handlers
|
||||
E_Shutdown(true);
|
||||
eventManager.Shutdown(true);
|
||||
R_FreePastViewers();
|
||||
|
||||
for (auto Level : AllLevels())
|
||||
|
@ -425,7 +425,7 @@ 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)
|
||||
E_InitStaticHandlers(true);
|
||||
eventManager.InitStaticHandlers(true);
|
||||
|
||||
// generate a checksum for the level, to be included and checked with savegames.
|
||||
map->GetChecksum(Level->md5);
|
||||
|
@ -434,7 +434,7 @@ void P_SetupLevel(FLevelLocals *Level, int position, bool newGame)
|
|||
|
||||
if (newGame)
|
||||
{
|
||||
E_NewGame(EventHandlerType::PerMap);
|
||||
eventManager.NewGame(EventHandlerType::PerMap);
|
||||
}
|
||||
|
||||
MapLoader loader(Level);
|
||||
|
@ -587,7 +587,7 @@ static void P_Shutdown ()
|
|||
}
|
||||
P_FreeLevelData ();
|
||||
// [ZZ] delete global event handlers
|
||||
E_Shutdown(false);
|
||||
eventManager.Shutdown(false);
|
||||
ST_Clear();
|
||||
for (auto &p : players)
|
||||
{
|
||||
|
|
|
@ -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;
|
||||
E_WorldLinePreActivated(line, mo, activationType, &shouldactivate);
|
||||
eventManager.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 ) E_WorldLineActivated(line, mo, activationType);
|
||||
if ( buttonSuccess ) eventManager.WorldLineActivated(line, mo, activationType);
|
||||
|
||||
special = line->special;
|
||||
if (!repeat && buttonSuccess)
|
||||
|
|
|
@ -149,7 +149,7 @@ void P_Ticker (void)
|
|||
P_PlayerThink (&players[i]);
|
||||
|
||||
// [ZZ] call the WorldTick hook
|
||||
E_WorldTick();
|
||||
eventManager.WorldTick();
|
||||
StatusBar->CallTick (); // [RH] moved this here
|
||||
for (auto Level : AllLevels())
|
||||
{
|
||||
|
|
|
@ -654,7 +654,7 @@ bool player_t::Resurrect()
|
|||
|
||||
// player is now alive.
|
||||
// fire E_PlayerRespawned and start the ACS SCRIPT_Respawn.
|
||||
E_PlayerRespawned(pnum);
|
||||
eventManager.PlayerRespawned(pnum);
|
||||
//
|
||||
mo->Level->Behaviors.StartTypedScripts(SCRIPT_Respawn, mo, true);
|
||||
return true;
|
||||
|
|
|
@ -174,7 +174,7 @@ static void I_CheckGUICapture ()
|
|||
}
|
||||
|
||||
// [ZZ] check active event handlers that want the UI processing
|
||||
if (!wantCapt && E_CheckUiProcessors())
|
||||
if (!wantCapt && eventManager.CheckUiProcessors())
|
||||
wantCapt = true;
|
||||
|
||||
if (wantCapt != GUICapture)
|
||||
|
|
|
@ -311,7 +311,7 @@ void I_CheckNativeMouse(bool preferNative)
|
|||
}
|
||||
}
|
||||
|
||||
if (!want_native && E_CheckRequireMouse())
|
||||
if (!want_native && eventManager.CheckRequireMouse())
|
||||
want_native = true;
|
||||
|
||||
//Printf ("%d %d %d\n", wantNative, preferNative, NativeMouse);
|
||||
|
|
Loading…
Reference in a new issue