/* ** ** **--------------------------------------------------------------------------- ** Copyright 2017 ZZYZX ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "events.h" #include "vm.h" #include "vmintern.h" #include "r_utility.h" #include "g_levellocals.h" #include "gi.h" #include "actor.h" #include "c_dispatch.h" #include "d_net.h" #include "g_game.h" #include "info.h" #include "utf8.h" EventManager staticEventManager; void EventManager::CallOnRegister() { for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) { handler->OnRegister(); } } bool EventManager::RegisterHandler(DStaticEventHandler* handler) { if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe) return false; if (CheckHandler(handler)) return false; handler->OnRegister(); handler->owner = this; // link into normal list // update: link at specific position based on order. DStaticEventHandler* before = nullptr; for (DStaticEventHandler* existinghandler = FirstEventHandler; existinghandler; existinghandler = existinghandler->next) { if (existinghandler->Order > handler->Order) { before = existinghandler; break; } } // (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. if (before->prev != nullptr) { before->prev->next = handler; GC::WriteBarrier(before->prev, handler); } 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 == FirstEventHandler) { 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 = LastEventHandler; GC::WriteBarrier(handler, LastEventHandler); handler->next = nullptr; if (FirstEventHandler == nullptr) FirstEventHandler = handler; 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 EventManager::UnregisterHandler(DStaticEventHandler* handler) { if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe) return false; if (!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 == FirstEventHandler) { FirstEventHandler = handler->next; GC::WriteBarrier(handler->next); } if (handler == LastEventHandler) { LastEventHandler = handler->prev; GC::WriteBarrier(handler->prev); } if (handler->IsStatic()) { handler->ObjectFlags &= ~OF_Transient; handler->Destroy(); } return true; } bool EventManager::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 EventManager::CheckHandler(DStaticEventHandler* handler) { for (DStaticEventHandler* lhandler = FirstEventHandler; lhandler; lhandler = lhandler->next) if (handler == lhandler) return true; return false; } bool EventManager::IsStaticType(PClass* type) { assert(type != nullptr); assert(type->IsDescendantOf(RUNTIME_CLASS(DStaticEventHandler))); return !type->IsDescendantOf(RUNTIME_CLASS(DEventHandler)); } static PClass* GetHandlerClass(const FString& typeName) { PClass* type = PClass::FindClass(typeName); if (type == nullptr) { I_Error("Fatal: unknown event handler class %s", typeName.GetChars()); } else if (!type->IsDescendantOf(RUNTIME_CLASS(DStaticEventHandler))) { I_Error("Fatal: event handler class %s is not derived from StaticEventHandler", typeName.GetChars()); } return type; } void EventManager::InitHandler(PClass* type) { // check if type already exists, don't add twice. bool typeExists = false; for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) { if (handler->IsA(type)) { typeExists = true; break; } } if (typeExists) return; DStaticEventHandler* handler = (DStaticEventHandler*)type->CreateNew(); RegisterHandler(handler); } void EventManager::InitStaticHandlers(FLevelLocals *l, bool map) { // don't initialize map handlers if restoring from savegame. if (savegamerestore) return; // just make sure Shutdown(); Level = l; // initialize event handlers from gameinfo for (const FString& typeName : gameinfo.EventHandlers) { PClass* type = GetHandlerClass(typeName); // don't init the really global stuff here on startup initialization. // don't init map-local global stuff here on level setup. if (map == IsStaticType(type)) continue; InitHandler(type); } if (!map) return; // initialize event handlers from mapinfo for (const FString& typeName : Level->info->EventHandlers) { PClass* type = GetHandlerClass(typeName); if (IsStaticType(type)) I_Error("Fatal: invalid event handler class %s in MAPINFO!\nMap-specific event handlers cannot be static.\n", typeName.GetChars()); InitHandler(type); } } void EventManager::Shutdown() { // delete handlers. TArray list; for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev) { list.Push(handler); } for (auto handler : list) { handler->Destroy(); } FirstEventHandler = LastEventHandler = nullptr; } #define DEFINE_EVENT_LOOPER(name, play) void EventManager::name() \ { \ if (ShouldCallStatic(play)) staticEventManager.name(); \ for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) \ handler->name(); \ } // note for the functions below. // *Unsafe is executed on EVERY map load/close, including savegame loading, etc. // There is no point in allowing non-static handlers to receive unsafe event separately, as there is no point in having static handlers receive safe event. // Because the main point of safe WorldLoaded/Unloading is that it will be preserved in savegames. void EventManager::WorldLoaded() { for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) { if (!handler->IsStatic() && savegamerestore) continue; // don't execute WorldLoaded for handlers loaded from the savegame. handler->WorldLoaded(); } } void EventManager::WorldUnloaded() { for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev) { handler->WorldUnloaded(); } } bool EventManager::ShouldCallStatic(bool forplay) { return this != &staticEventManager && Level == primaryLevel; } void EventManager::WorldThingSpawned(AActor* actor) { // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. if (actor->ObjectFlags & OF_EuthanizeMe) return; if (ShouldCallStatic(true)) staticEventManager.WorldThingSpawned(actor); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->WorldThingSpawned(actor); } void EventManager::WorldThingDied(AActor* actor, AActor* inflictor) { // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. if (actor->ObjectFlags & OF_EuthanizeMe) return; if (ShouldCallStatic(true)) staticEventManager.WorldThingDied(actor, inflictor); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->WorldThingDied(actor, inflictor); } void EventManager::WorldThingRevived(AActor* actor) { // don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever. if (actor->ObjectFlags & OF_EuthanizeMe) return; if (ShouldCallStatic(true)) staticEventManager.WorldThingRevived(actor); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->WorldThingRevived(actor); } void EventManager::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; if (ShouldCallStatic(true)) staticEventManager.WorldThingDamaged(actor, inflictor, source, damage, mod, flags, angle); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->WorldThingDamaged(actor, inflictor, source, damage, mod, flags, angle); } void EventManager::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 = LastEventHandler; handler; handler = handler->prev) handler->WorldThingDestroyed(actor); if (ShouldCallStatic(true)) staticEventManager.WorldThingDestroyed(actor); } void EventManager::WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate) { if (ShouldCallStatic(true)) staticEventManager.WorldLinePreActivated(line, actor, activationType, shouldactivate); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->WorldLinePreActivated(line, actor, activationType, shouldactivate); } void EventManager::WorldLineActivated(line_t* line, AActor* actor, int activationType) { if (ShouldCallStatic(true)) staticEventManager.WorldLineActivated(line, actor, activationType); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->WorldLineActivated(line, actor, activationType); } int EventManager::WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius) { if (ShouldCallStatic(true)) staticEventManager.WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) damage = handler->WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius); return damage; } int EventManager::WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius) { if (ShouldCallStatic(true)) staticEventManager.WorldLineDamaged(line, source, damage, damagetype, side, position, isradius); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) damage = handler->WorldLineDamaged(line, source, damage, damagetype, side, position, isradius); return damage; } 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; if (ShouldCallStatic(true)) staticEventManager.PlayerEntered(num, fromhub); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->PlayerEntered(num, fromhub); } void EventManager::PlayerRespawned(int num) { if (ShouldCallStatic(true)) staticEventManager.PlayerRespawned(num); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->PlayerRespawned(num); } void EventManager::PlayerDied(int num) { if (ShouldCallStatic(true)) staticEventManager.PlayerDied(num); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->PlayerDied(num); } void EventManager::PlayerDisconnected(int num) { for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev) handler->PlayerDisconnected(num); if (ShouldCallStatic(true)) staticEventManager.PlayerDisconnected(num); } bool EventManager::Responder(const event_t* ev) { bool uiProcessorsFound = false; // FIRST, check if there are UI processors // if there are, block mouse input for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev) { if (handler->IsUiProcessor) { uiProcessorsFound = true; break; } } // if this was an input mouse event (occasionally happens) we need to block it without showing it to the modder. bool isUiMouseEvent = (ev->type == EV_GUI_Event && ev->subtype >= EV_GUI_FirstMouseEvent && ev->subtype <= EV_GUI_LastMouseEvent); bool isInputMouseEvent = (ev->type == EV_Mouse) || // input mouse movement ((ev->type == EV_KeyDown || ev->type == EV_KeyUp) && ev->data1 >= KEY_MOUSE1 && ev->data1 <= KEY_MOUSE8); // or input mouse click if (isInputMouseEvent && uiProcessorsFound) return true; // block event from propagating if (ev->type == EV_GUI_Event) { // iterate handlers back to front by order, and give them this event. for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev) { if (handler->IsUiProcessor) { if (isUiMouseEvent && !handler->RequireMouse) continue; // don't provide mouse event if not requested if (handler->UiProcess(ev)) return true; // event was processed } } } else { // not sure if we want to handle device changes, but whatevs. for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev) { // do not process input events for UI if (handler->IsUiProcessor) continue; if (handler->InputProcess(ev)) return true; // event was processed } } if (ShouldCallStatic(false)) uiProcessorsFound = staticEventManager.Responder(ev); return false; } void EventManager::Console(int player, FString name, int arg1, int arg2, int arg3, bool manual) { if (ShouldCallStatic(false)) staticEventManager.Console(player, name, arg1, arg2, arg3, manual); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->ConsoleProcess(player, name, arg1, arg2, arg3, manual); } void EventManager::RenderOverlay(EHudState state) { if (ShouldCallStatic(false)) staticEventManager.RenderOverlay(state); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->RenderOverlay(state); } void EventManager::RenderUnderlay(EHudState state) { if (ShouldCallStatic(false)) staticEventManager.RenderUnderlay(state); for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) handler->RenderUnderlay(state); } bool EventManager::CheckUiProcessors() { if (ShouldCallStatic(false)) { if (staticEventManager.CheckUiProcessors()) return true; } for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) if (handler->IsUiProcessor) return true; return false; } bool EventManager::CheckRequireMouse() { if (ShouldCallStatic(false)) { if (staticEventManager.CheckRequireMouse()) return true; } for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) if (handler->IsUiProcessor && handler->RequireMouse) return true; return false; } bool EventManager::CheckReplacement( PClassActor *replacee, PClassActor **replacement ) { bool final = false; // This is play scope but unlike in-game events needs to be handled like UI by static handlers. if (ShouldCallStatic(false)) final = staticEventManager.CheckReplacement(replacee, replacement); for (DStaticEventHandler *handler = FirstEventHandler; handler; handler = handler->next) handler->CheckReplacement(replacee,replacement,&final); return final; } bool EventManager::CheckReplacee(PClassActor **replacee, PClassActor *replacement) { bool final = false; if (ShouldCallStatic(false)) final = staticEventManager.CheckReplacee(replacee, replacement); for (DStaticEventHandler *handler = FirstEventHandler; handler; handler = handler->next) handler->CheckReplacee(replacee, replacement, &final); return final; } void EventManager::NewGame() { //This is called separately for static and local handlers, so no forwarding here. for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next) { handler->NewGame(); } } // normal event loopers (non-special, argument-less) DEFINE_EVENT_LOOPER(RenderFrame, false) DEFINE_EVENT_LOOPER(WorldLightning, true) DEFINE_EVENT_LOOPER(WorldTick, true) DEFINE_EVENT_LOOPER(UiTick, false) DEFINE_EVENT_LOOPER(PostUiTick, false) // declarations IMPLEMENT_CLASS(DStaticEventHandler, false, true); 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(WorldEvent, FWorldEvent, ActivatedLine); DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivationType); DEFINE_FIELD_X(WorldEvent, FWorldEvent, ShouldActivate); DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSectorPart); DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageLine); DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSector); DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageLineSide); DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamagePosition); DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageIsRadius); DEFINE_FIELD_X(WorldEvent, FWorldEvent, NewDamage); 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_FIELD_X(ReplaceEvent, FReplaceEvent, Replacee) DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacement) DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, IsFinal) DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, Replacee) DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, Replacement) DEFINE_FIELD_X(ReplacedEvent, FReplacedEvent, IsFinal) DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder) { PARAM_SELF_PROLOGUE(DStaticEventHandler); PARAM_INT(order); 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(currentVMLevel->localEventManager->SendNetworkEvent(name, arg1, arg2, arg3, false)); } DEFINE_ACTION_FUNCTION(DEventHandler, Find) { PARAM_PROLOGUE; PARAM_CLASS(t, DStaticEventHandler); for (DStaticEventHandler* handler = currentVMLevel->localEventManager->FirstEventHandler; handler; handler = handler->next) if (handler->GetClass() == t) // check precise class ACTION_RETURN_OBJECT(handler); ACTION_RETURN_OBJECT(nullptr); } // we might later want to change this DEFINE_ACTION_FUNCTION(DStaticEventHandler, Find) { PARAM_PROLOGUE; PARAM_CLASS(t, DStaticEventHandler); for (DStaticEventHandler* handler = staticEventManager.FirstEventHandler; handler; handler = handler->next) if (handler->GetClass() == t) // check precise class ACTION_RETURN_OBJECT(handler); ACTION_RETURN_OBJECT(nullptr); } // Check if the handler implements a callback for this event. This is used to avoid setting up the data for any event that the handler won't process static bool isEmpty(VMFunction *func) { auto code = static_cast(func)->Code; return (code == nullptr || code->word == (0x00808000|OP_RET)); } static bool isEmptyInt(VMFunction *func) { auto code = static_cast(func)->Code; return (code == nullptr || code->word == (0x00048000|OP_RET)); } // =========================================== // // Event handlers // // =========================================== void DStaticEventHandler::OnRegister() { IFVIRTUAL(DStaticEventHandler, OnRegister) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; VMValue params[1] = { (DStaticEventHandler*)this }; VMCall(func, params, 1, nullptr, 0); } } void DStaticEventHandler::OnUnregister() { IFVIRTUAL(DStaticEventHandler, OnUnregister) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; VMValue params[1] = { (DStaticEventHandler*)this }; VMCall(func, params, 1, nullptr, 0); } } FWorldEvent EventManager::SetupWorldEvent() { FWorldEvent e; e.IsSaveGame = savegamerestore; e.IsReopen = Level->FromSnapshot && !savegamerestore; // each one by itself isnt helpful, but with hub load we have savegamerestore==0 and level.FromSnapshot==1. e.DamageAngle = 0.0; return e; } void DStaticEventHandler::WorldLoaded() { IFVIRTUAL(DStaticEventHandler, WorldLoaded) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FWorldEvent e = owner->SetupWorldEvent(); VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } void DStaticEventHandler::WorldUnloaded() { IFVIRTUAL(DStaticEventHandler, WorldUnloaded) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FWorldEvent e = owner->SetupWorldEvent(); VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } void DStaticEventHandler::WorldThingSpawned(AActor* actor) { IFVIRTUAL(DStaticEventHandler, WorldThingSpawned) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } void DStaticEventHandler::WorldThingDied(AActor* actor, AActor* inflictor) { IFVIRTUAL(DStaticEventHandler, WorldThingDied) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; e.Inflictor = inflictor; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } void DStaticEventHandler::WorldThingRevived(AActor* actor) { IFVIRTUAL(DStaticEventHandler, WorldThingRevived) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } 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 (isEmpty(func)) return; FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; e.Inflictor = inflictor; e.Damage = damage; e.DamageSource = source; e.DamageType = mod; e.DamageFlags = flags; e.DamageAngle = angle; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } void DStaticEventHandler::WorldThingDestroyed(AActor* actor) { IFVIRTUAL(DStaticEventHandler, WorldThingDestroyed) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } void DStaticEventHandler::WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate) { IFVIRTUAL(DStaticEventHandler, WorldLinePreActivated) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; e.ActivatedLine = line; e.ActivationType = activationType; e.ShouldActivate = *shouldactivate; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); *shouldactivate = e.ShouldActivate; } } void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor, int activationType) { IFVIRTUAL(DStaticEventHandler, WorldLineActivated) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FWorldEvent e = owner->SetupWorldEvent(); e.Thing = actor; e.ActivatedLine = line; e.ActivationType = activationType; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } int DStaticEventHandler::WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius) { IFVIRTUAL(DStaticEventHandler, WorldSectorDamaged) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return damage; FWorldEvent e = owner->SetupWorldEvent(); e.DamageSource = source; e.DamageSector = sector; e.NewDamage = e.Damage = damage; e.DamageType = damagetype; e.DamageSectorPart = part; e.DamagePosition = position; e.DamageIsRadius = isradius; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); return e.NewDamage; } return damage; } int DStaticEventHandler::WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius) { IFVIRTUAL(DStaticEventHandler, WorldLineDamaged) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return damage; FWorldEvent e = owner->SetupWorldEvent(); e.DamageSource = source; e.DamageLine = line; e.NewDamage = e.Damage = damage; e.DamageType = damagetype; e.DamageLineSide = side; e.DamagePosition = position; e.DamageIsRadius = isradius; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); return e.NewDamage; } return damage; } void DStaticEventHandler::WorldLightning() { IFVIRTUAL(DStaticEventHandler, WorldLightning) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FWorldEvent e = owner->SetupWorldEvent(); VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } void DStaticEventHandler::WorldTick() { IFVIRTUAL(DStaticEventHandler, WorldTick) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; VMValue params[1] = { (DStaticEventHandler*)this }; VMCall(func, params, 1, nullptr, 0); } } FRenderEvent EventManager::SetupRenderEvent() { FRenderEvent e; auto &vp = r_viewpoint; e.ViewPos = vp.Pos; e.ViewAngle = vp.Angles.Yaw; e.ViewPitch = vp.Angles.Pitch; e.ViewRoll = vp.Angles.Roll; e.FracTic = vp.TicFrac; e.Camera = vp.camera; return e; } void DStaticEventHandler::RenderFrame() { /* This is intentionally and permanently disabled. IFVIRTUAL(DStaticEventHandler, RenderFrame) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FRenderEvent e = owner->SetupRenderEvent; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } */ } void DStaticEventHandler::RenderOverlay(EHudState state) { IFVIRTUAL(DStaticEventHandler, RenderOverlay) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FRenderEvent e = owner->SetupRenderEvent(); e.HudState = int(state); VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } void DStaticEventHandler::RenderUnderlay(EHudState state) { IFVIRTUAL(DStaticEventHandler, RenderUnderlay) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FRenderEvent e = owner->SetupRenderEvent(); e.HudState = int(state); VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } void DStaticEventHandler::PlayerEntered(int num, bool fromhub) { IFVIRTUAL(DStaticEventHandler, PlayerEntered) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FPlayerEvent e = { num, fromhub }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } void DStaticEventHandler::PlayerRespawned(int num) { IFVIRTUAL(DStaticEventHandler, PlayerRespawned) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FPlayerEvent e = { num, false }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } void DStaticEventHandler::PlayerDied(int num) { IFVIRTUAL(DStaticEventHandler, PlayerDied) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FPlayerEvent e = { num, false }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } void DStaticEventHandler::PlayerDisconnected(int num) { IFVIRTUAL(DStaticEventHandler, PlayerDisconnected) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FPlayerEvent e = { num, false }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); } } 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 = MakeUTF8(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 (isEmptyInt(func)) return false; FUiEvent e = ev; int processed; VMReturn results[1] = { &processed }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, results, 1); 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 (isEmptyInt(func)) return false; FInputEvent e = ev; // int processed; VMReturn results[1] = { &processed }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, results, 1); return !!processed; } return false; } void DStaticEventHandler::UiTick() { IFVIRTUAL(DStaticEventHandler, UiTick) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; VMValue params[1] = { (DStaticEventHandler*)this }; VMCall(func, params, 1, nullptr, 0); } } void DStaticEventHandler::PostUiTick() { IFVIRTUAL(DStaticEventHandler, PostUiTick) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; VMValue params[1] = { (DStaticEventHandler*)this }; VMCall(func, params, 1, nullptr, 0); } } 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 (isEmpty(func)) 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 }; VMCall(func, params, 2, nullptr, 0); } } else { IFVIRTUAL(DStaticEventHandler, NetworkProcess) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) 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 }; VMCall(func, params, 2, nullptr, 0); } } } void DStaticEventHandler::CheckReplacement(PClassActor *replacee, PClassActor **replacement, bool *final ) { IFVIRTUAL(DStaticEventHandler, CheckReplacement) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FReplaceEvent e = { replacee, *replacement, *final }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); if ( e.Replacement != replacee ) // prevent infinite recursion *replacement = e.Replacement; *final = e.IsFinal; } } void DStaticEventHandler::CheckReplacee(PClassActor **replacee, PClassActor *replacement, bool *final) { IFVIRTUAL(DStaticEventHandler, CheckReplacee) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; FReplacedEvent e = { *replacee, replacement, *final }; VMValue params[2] = { (DStaticEventHandler*)this, &e }; VMCall(func, params, 2, nullptr, 0); if (e.Replacee != replacement) // prevent infinite recursion *replacee = e.Replacee; *final = e.IsFinal; } } void DStaticEventHandler::NewGame() { IFVIRTUAL(DStaticEventHandler, NewGame) { // don't create excessive DObjects if not going to be processed anyway if (isEmpty(func)) return; VMValue params[1] = { (DStaticEventHandler*)this }; VMCall(func, params, 1, nullptr, 0); } } // void DStaticEventHandler::OnDestroy() { if (owner) owner->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 primaryLevel->localEventManager->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 { DPrintf(DMSG_SPAMMY, "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 primaryLevel->localEventManager->SendNetworkEvent(argv[1], arg[0], arg[1], arg[2], true); } }