mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-22 12:11:25 +00:00
df9b2cd9bf
Mainly for use with doubles as ZScript can now take advantage of it. Enforced sizing on ints passed to and read from net functions.
551 lines
14 KiB
C++
Executable file
551 lines
14 KiB
C++
Executable file
#pragma once
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#include <variant>
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#include "dobject.h"
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#include "serializer.h"
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#include "d_event.h"
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#include "sbar.h"
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#include "info.h"
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#include "vm.h"
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class DStaticEventHandler;
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struct EventManager;
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struct line_t;
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struct sector_t;
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struct FLevelLocals;
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enum class EventHandlerType
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{
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Global,
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PerMap
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};
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enum ENetCmd
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{
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NET_INT8 = 1,
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NET_INT16,
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NET_INT,
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NET_FLOAT,
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NET_DOUBLE,
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NET_STRING,
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};
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struct FNetworkCommand
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{
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private:
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size_t _index = 0;
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TArray<uint8_t> _stream;
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inline bool IsValid() const
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{
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return _index < _stream.Size();
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}
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public:
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int Player;
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FName Command;
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FNetworkCommand(const int player, const FName& command, TArray<uint8_t>& stream) : Player(player), Command(command)
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{
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_stream.Swap(stream);
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}
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inline void Reset()
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{
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_index = 0;
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}
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int ReadInt8()
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{
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if (!IsValid())
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return 0;
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return _stream[_index++];
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}
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// If a value has to cut off early, just treat the previous value as the full one.
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int ReadInt16()
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{
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if (!IsValid())
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return 0;
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int value = _stream[_index++];
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if (IsValid())
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value = (value << 8) | _stream[_index++];
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return value;
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}
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int ReadInt()
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{
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if (!IsValid())
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return 0;
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int value = _stream[_index++];
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if (IsValid())
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{
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value = (value << 8) | _stream[_index++];
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if (IsValid())
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{
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value = (value << 8) | _stream[_index++];
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if (IsValid())
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value = (value << 8) | _stream[_index++];
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}
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}
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return value;
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}
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// Floats without their first bits are pretty meaningless so those are done first.
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double ReadFloat()
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{
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if (!IsValid())
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return 0.0;
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int value = _stream[_index++] << 24;
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if (IsValid())
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{
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value |= _stream[_index++] << 16;
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if (IsValid())
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{
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value |= _stream[_index++] << 8;
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if (IsValid())
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value |= _stream[_index++];
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}
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}
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union
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{
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int32_t i;
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float f;
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} floatCaster;
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floatCaster.i = value;
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return floatCaster.f;
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}
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double ReadDouble()
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{
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if (!IsValid())
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return 0.0;
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int64_t value = int64_t(_stream[_index++]) << 56;
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if (IsValid())
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{
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value |= int64_t(_stream[_index++]) << 48;
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if (IsValid())
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{
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value |= int64_t(_stream[_index++]) << 40;
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if (IsValid())
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{
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value |= int64_t(_stream[_index++]) << 32;
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if (IsValid())
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{
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value |= int64_t(_stream[_index++]) << 24;
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if (IsValid())
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{
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value |= int64_t(_stream[_index++]) << 16;
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if (IsValid())
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{
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value |= int64_t(_stream[_index++]) << 8;
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if (IsValid())
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value |= int64_t(_stream[_index++]);
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}
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}
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}
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}
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}
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}
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union
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{
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int64_t i;
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double f;
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} floatCaster;
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floatCaster.i = value;
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return floatCaster.f;
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}
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const char* ReadString()
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{
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if (!IsValid())
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return nullptr;
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const char* str = reinterpret_cast<const char*>(&_stream[_index]);
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_index += strlen(str) + 1;
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return str;
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}
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};
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class DNetworkBuffer final : public DObject
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{
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DECLARE_CLASS(DNetworkBuffer, DObject)
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public:
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struct BufferValue
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{
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private:
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ENetCmd _type;
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std::variant<int, double, FString> _message;
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public:
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BufferValue(const ENetCmd type, const int message) : _type(type), _message(message) {}
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BufferValue(const ENetCmd type, const double message) : _type(type), _message(message) {}
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BufferValue(const ENetCmd type, const FString& message) : _type(type), _message(message) {}
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inline ENetCmd GetType() const
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{
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return _type;
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}
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inline int GetInt() const
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{
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return std::get<int>(_message);
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}
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inline double GetDouble() const
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{
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return std::get<double>(_message);
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}
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inline const char* GetString() const
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{
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return std::get<FString>(_message).GetChars();
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}
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};
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private:
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unsigned int _size = 0u;
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TArray<BufferValue> _buffer = {};
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public:
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inline unsigned int GetBytes() const
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{
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return _size;
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}
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inline unsigned int GetBufferSize() const
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{
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return _buffer.Size();
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}
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inline const BufferValue& GetValue(unsigned int i) const
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{
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return _buffer[i];
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}
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void AddInt8(int byte);
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void AddInt16(int word);
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void AddInt(int msg);
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void AddFloat(double msg);
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void AddDouble(double msg);
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void AddString(const FString& msg);
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void OnDestroy() override;
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void Serialize(FSerializer& arc) override;
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};
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// ==============================================
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//
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// EventHandler - base class
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//
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// ==============================================
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class DStaticEventHandler : public DObject // make it a part of normal GC process
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{
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DECLARE_CLASS(DStaticEventHandler, DObject);
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HAS_OBJECT_POINTERS
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public:
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DStaticEventHandler()
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{
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prev = 0;
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next = 0;
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Order = 0;
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IsUiProcessor = false;
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}
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EventManager *owner;
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DStaticEventHandler* prev;
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DStaticEventHandler* next;
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virtual bool IsStatic() { return true; }
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//
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int Order;
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bool IsUiProcessor;
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bool RequireMouse;
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// serialization handler. let's keep it here so that I don't get lost in serialized/not serialized fields
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void Serialize(FSerializer& arc) override
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{
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Super::Serialize(arc);
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/*
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if (arc.isReading())
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{
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Printf("DStaticEventHandler::Serialize: reading object %s\n", GetClass()->TypeName.GetChars());
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}
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else
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{
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Printf("DStaticEventHandler::Serialize: store object %s\n", GetClass()->TypeName.GetChars());
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}
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*/
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arc("next", next);
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arc("prev", prev);
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arc("Order", Order);
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arc("IsUiProcessor", IsUiProcessor);
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arc("RequireMouse", RequireMouse);
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}
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// destroy handler. this unlinks EventHandler from the list automatically.
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void OnDestroy() override;
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//
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void OnRegister(); // you can set order and IsUi here.
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void OnUnregister();
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//
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void OnEngineInitialize();
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void WorldLoaded();
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void WorldUnloaded(const FString& nextmap);
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void WorldThingSpawned(AActor* actor);
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void WorldThingDied(AActor* actor, AActor* inflictor);
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void WorldThingGround(AActor* actor, FState* st);
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void WorldThingRevived(AActor* actor);
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void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
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void WorldThingDestroyed(AActor* actor);
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void WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
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void WorldLineActivated(line_t* line, AActor* actor, int activationType);
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int WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius);
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int WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius);
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void WorldLightning();
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void WorldTick();
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//
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void RenderFrame();
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void RenderOverlay(EHudState state);
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void RenderUnderlay(EHudState state);
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//
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void PlayerEntered(int num, bool fromhub);
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void PlayerSpawned(int num);
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void PlayerRespawned(int num);
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void PlayerDied(int num);
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void PlayerDisconnected(int num);
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// return true if handled.
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bool InputProcess(const event_t* ev);
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bool UiProcess(const event_t* ev);
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void UiTick();
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void PostUiTick();
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//
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void ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual, bool ui);
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void NetCommandProcess(FNetworkCommand& cmd);
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//
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void CheckReplacement(PClassActor* replacee, PClassActor** replacement, bool* final);
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void CheckReplacee(PClassActor** replacee, PClassActor* replacement, bool* final);
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//
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void NewGame();
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};
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class DEventHandler : public DStaticEventHandler
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{
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DECLARE_CLASS(DEventHandler, DStaticEventHandler) // TODO: make sure this does not horribly break anything
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public:
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bool IsStatic() override { return false; }
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};
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struct FRenderEvent
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{
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// these are for all render events
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DVector3 ViewPos;
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DAngle ViewAngle;
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DAngle ViewPitch;
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DAngle ViewRoll;
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double FracTic = 0; // 0..1 value that describes where we are inside the current gametic, render-wise.
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AActor* Camera = nullptr;
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int HudState;
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};
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struct FWorldEvent
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{
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// for loaded/unloaded
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bool IsSaveGame = false;
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bool IsReopen = false;
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FString NextMap;
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// for thingspawned, thingdied, thingdestroyed
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AActor* Thing = nullptr; // for thingdied
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AActor* Inflictor = nullptr; // can be null - for damagemobj
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AActor* DamageSource = nullptr; // can be null
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int Damage = 0; // thingdamaged, sector/line damaged
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FName DamageType = NAME_None; // thingdamaged, sector/line damaged
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int DamageFlags = 0; // thingdamaged
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DAngle DamageAngle; // thingdamaged
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// for line(pre)activated
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line_t* ActivatedLine = nullptr;
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int ActivationType = 0;
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bool ShouldActivate = true;
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// for line/sector damaged
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int DamageSectorPart = 0;
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line_t* DamageLine = nullptr;
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sector_t* DamageSector = nullptr;
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int DamageLineSide = -1;
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DVector3 DamagePosition;
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bool DamageIsRadius; // radius damage yes/no
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int NewDamage = 0; // sector/line damaged. allows modifying damage
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FState* CrushedState = nullptr; // custom crush state set in thingground
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};
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struct FPlayerEvent
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{
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// we currently have only one member: player index
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// in ZScript, we have global players[] array from which we can
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// get both the player itself and player's body,
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// so no need to pass it here.
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int PlayerNumber;
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// we set this to true if level was reopened (RETURN scripts)
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bool IsReturn;
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};
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struct FConsoleEvent
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{
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// player that activated this event. note that it's always -1 for non-playsim events (i.e. these not called with netevent)
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int Player;
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//
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FString Name;
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int Args[3];
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//
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bool IsManual;
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};
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struct FReplaceEvent
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{
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PClassActor* Replacee;
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PClassActor* Replacement;
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bool IsFinal;
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};
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struct FReplacedEvent
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{
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PClassActor* Replacee;
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PClassActor* Replacement;
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bool IsFinal;
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};
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struct EventManager
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{
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FLevelLocals *Level = nullptr;
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DStaticEventHandler* FirstEventHandler = nullptr;
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DStaticEventHandler* LastEventHandler = nullptr;
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EventManager() = default;
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EventManager(FLevelLocals *l) { Level = l; }
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~EventManager() { Shutdown(); }
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bool ShouldCallStatic(bool forplay);
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// for use after loading a savegame. The old handler explicitly reinstalled all handlers instead of doing a list deserialization which resulted in OnRegister being called even when a save was loaded.
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void CallOnRegister();
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// register
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bool RegisterHandler(DStaticEventHandler* handler);
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// unregister
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bool UnregisterHandler(DStaticEventHandler* handler);
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// find
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bool CheckHandler(DStaticEventHandler* handler);
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// check type
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bool IsStaticType(PClass* type);
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// init static handlers
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void InitStaticHandlers(FLevelLocals *l, bool map);
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// shutdown handlers
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void Shutdown();
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// after the engine is done creating data
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void OnEngineInitialize();
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// called right after the map has loaded (approximately same time as OPEN ACS scripts)
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void WorldLoaded();
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// called when the map is about to unload (approximately same time as UNLOADING ACS scripts)
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void WorldUnloaded(const FString& nextmap);
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// called around PostBeginPlay of each actor.
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void WorldThingSpawned(AActor* actor);
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// called after AActor::Die of each actor.
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void WorldThingDied(AActor* actor, AActor* inflictor);
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// called inside AActor::Grind just before the corpse is destroyed
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void WorldThingGround(AActor* actor, FState* st);
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// called after AActor::Revive.
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void WorldThingRevived(AActor* actor);
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// called before P_DamageMobj and before AActor::DamageMobj virtuals.
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void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
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// called before AActor::Destroy of each actor.
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void WorldThingDestroyed(AActor* actor);
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// called in P_ActivateLine before executing special, set shouldactivate to false to prevent activation.
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void WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
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// called in P_ActivateLine after successful special execution.
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void WorldLineActivated(line_t* line, AActor* actor, int activationType);
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// called in P_DamageSector and P_DamageLinedef before receiving damage to the sector. returns actual damage
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int WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius);
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// called in P_DamageLinedef before receiving damage to the linedef. returns actual damage
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int WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius);
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// same as ACS SCRIPT_Lightning
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void WorldLightning();
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// this executes on every tick, before everything, only when in valid level and not paused
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void WorldTick();
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// this executes on every tick on UI side, always
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void UiTick();
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// this executes on every tick on UI side, always AND immediately after everything else
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void PostUiTick();
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// called on each render frame once.
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void RenderFrame();
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// called after everything's been rendered, but before console/menus
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void RenderOverlay(EHudState state);
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// called after everything's been rendered, but before console/menus/huds
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void RenderUnderlay(EHudState state);
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// this executes when a player enters the level (once). PlayerEnter+inhub = RETURN
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void PlayerEntered(int num, bool fromhub);
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// this executes at the same time as ENTER scripts
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void PlayerSpawned(int num);
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// this executes when a player respawns. includes resurrect cheat.
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void PlayerRespawned(int num);
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// this executes when a player dies (partially duplicating worldthingdied, but whatever)
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void PlayerDied(int num);
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// this executes when a player leaves the game
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void PlayerDisconnected(int num);
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// this executes on events.
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bool Responder(const event_t* ev); // splits events into InputProcess and UiProcess
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// this executes on console/net events.
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void Console(int player, FString name, int arg1, int arg2, int arg3, bool manual, bool ui);
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// This reads from ZScript network commands.
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void NetCommand(FNetworkCommand& cmd);
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// called when looking up the replacement for an actor class
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bool CheckReplacement(PClassActor* replacee, PClassActor** replacement);
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// called when looking up the replaced for an actor class
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bool CheckReplacee(PClassActor** replacee, PClassActor* replacement);
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// called on new game
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void NewGame();
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// send networked event. unified function.
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bool SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual);
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// Send a custom network command from ZScript.
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bool SendNetworkCommand(const FName& cmd, VMVa_List& args);
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// Send a pre-built command buffer over.
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bool SendNetworkBuffer(const FName& cmd, const DNetworkBuffer* buffer);
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// check if there is anything that should receive GUI events
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bool CheckUiProcessors();
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// check if we need native mouse due to UiProcessors
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bool CheckRequireMouse();
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void InitHandler(PClass* type);
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FWorldEvent SetupWorldEvent();
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FRenderEvent SetupRenderEvent();
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void SetOwnerForHandlers()
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{
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for (DStaticEventHandler* existinghandler = FirstEventHandler; existinghandler; existinghandler = existinghandler->next)
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{
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existinghandler->owner = this;
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}
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}
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};
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extern EventManager staticEventManager;
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