gzdoom/src/events.cpp
Boondorl 49cac88c12 Improvements to Network Commands/Buffers
Fixed a memory leak in DNetworkBuffer. Added native function support to FNetworkCommand and DNetworkBuffer. Exposed EndOfStream() for FNetworkCommand.
2024-02-26 06:23:25 -05:00

2258 lines
59 KiB
C++
Executable file

/*
**
**
**---------------------------------------------------------------------------
** 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 "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;
static int ListGetInt(VMVa_List& tags)
{
if (tags.curindex < tags.numargs)
{
if (tags.reginfo[tags.curindex] == REGT_FLOAT)
return static_cast<int>(tags.args[tags.curindex++].f);
if (tags.reginfo[tags.curindex] == REGT_INT)
return tags.args[tags.curindex++].i;
ThrowAbortException(X_OTHER, "Invalid parameter in network command function, int expected");
}
return TAG_DONE;
}
static double ListGetDouble(VMVa_List& tags)
{
if (tags.curindex < tags.numargs)
{
if (tags.reginfo[tags.curindex] == REGT_FLOAT)
return tags.args[tags.curindex++].f;
if (tags.reginfo[tags.curindex] == REGT_INT)
return tags.args[tags.curindex++].i;
ThrowAbortException(X_OTHER, "Invalid parameter in network command function, float expected");
}
return TAG_DONE;
}
static const FString* ListGetString(VMVa_List& tags)
{
if (tags.curindex < tags.numargs)
{
if (tags.reginfo[tags.curindex] == REGT_STRING)
return &tags.args[tags.curindex++].s();
ThrowAbortException(X_OTHER, "Invalid parameter in network command function, string expected");
}
return nullptr;
}
IMPLEMENT_CLASS(DNetworkBuffer, false, false);
void DNetworkBuffer::AddInt8(int byte)
{
++_size;
_buffer.Push({ NET_INT8, byte });
}
void DNetworkBuffer::AddInt16(int word)
{
_size += 2u;
_buffer.Push({ NET_INT16, word });
}
void DNetworkBuffer::AddInt(int msg)
{
_size += 4u;
_buffer.Push({ NET_INT, msg });
}
void DNetworkBuffer::AddFloat(double msg)
{
_size += 4u;
_buffer.Push({ NET_FLOAT, msg });
}
void DNetworkBuffer::AddDouble(double msg)
{
_size += 8u;
_buffer.Push({ NET_DOUBLE, msg });
}
void DNetworkBuffer::AddString(const FString& msg)
{
_size += msg.Len() + 1u;
_buffer.Push({ NET_STRING, msg });
}
void DNetworkBuffer::OnDestroy()
{
Super::OnDestroy();
_buffer.Reset();
}
void DNetworkBuffer::Serialize(FSerializer& arc)
{
Super::Serialize(arc);
if (arc.isWriting())
{
if (!_buffer.Size())
return;
if (arc.BeginArray("types"))
{
for (const auto& value : _buffer)
{
int i = value.GetType();
arc(nullptr, i);
}
arc.EndArray();
}
if (arc.BeginArray("values"))
{
for (const auto& value : _buffer)
{
switch (value.GetType())
{
case NET_DOUBLE:
case NET_FLOAT:
{
double f = value.GetDouble();
arc(nullptr, f);
break;
}
case NET_STRING:
{
FString s = value.GetString();
arc(nullptr, s);
break;
}
default:
{
int i = value.GetInt();
arc(nullptr, i);
break;
}
}
}
arc.EndArray();
}
}
else
{
TArray<int> types = {};
arc("types", types);
if (!types.Size())
return;
if (arc.BeginArray("values"))
{
// Something got corrupted, don't repopulate the buffer.
if (arc.ArraySize() != types.Size())
{
arc.EndArray();
return;
}
for (int type : types)
{
switch (type)
{
case NET_INT8:
{
int i = 0;
arc(nullptr, i);
AddInt8(i);
break;
}
case NET_INT16:
{
int i = 0;
arc(nullptr, i);
AddInt16(i);
break;
}
case NET_INT:
{
int i = 0;
arc(nullptr, i);
AddInt(i);
break;
}
case NET_FLOAT:
{
double f = 0.0;
arc(nullptr, f);
AddFloat(f);
break;
}
case NET_DOUBLE:
{
double f = 0.0;
arc(nullptr, f);
AddDouble(f);
break;
}
case NET_STRING:
{
FString s = {};
arc(nullptr, s);
AddString(s);
break;
}
}
}
arc.EndArray();
}
}
}
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 && gamestate != GS_TITLELEVEL)
return false;
Net_WriteInt8(DEM_NETEVENT);
Net_WriteString(name.GetChars());
Net_WriteInt8(3);
Net_WriteInt32(arg1);
Net_WriteInt32(arg2);
Net_WriteInt32(arg3);
Net_WriteInt8(manual);
return true;
}
bool EventManager::SendNetworkCommand(const FName& cmd, VMVa_List& args)
{
if (gamestate != GS_LEVEL && gamestate != GS_TITLELEVEL)
return false;
// Calculate the size of the message so we know where it ends.
unsigned int bytes = 0u;
int tag = ListGetInt(args);
while (tag != TAG_DONE)
{
switch (tag)
{
case NET_INT8:
++bytes;
break;
case NET_INT16:
bytes += 2u;
break;
case NET_INT:
case NET_FLOAT:
bytes += 4u;
break;
case NET_DOUBLE:
bytes += 8u;
break;
case NET_STRING:
{
++bytes; // Strings will always consume at least one byte.
const FString* str = ListGetString(args);
if (str != nullptr)
bytes += str->Len();
break;
}
}
if (tag != NET_STRING)
++args.curindex;
tag = ListGetInt(args);
}
Net_WriteInt8(DEM_ZSC_CMD);
Net_WriteString(cmd.GetChars());
Net_WriteInt16(bytes);
constexpr char Default[] = "";
args.curindex = 0;
tag = ListGetInt(args);
while (tag != TAG_DONE)
{
switch (tag)
{
default:
++args.curindex;
break;
case NET_INT8:
Net_WriteInt8(ListGetInt(args));
break;
case NET_INT16:
Net_WriteInt16(ListGetInt(args));
break;
case NET_INT:
Net_WriteInt32(ListGetInt(args));
break;
case NET_FLOAT:
Net_WriteFloat(ListGetDouble(args));
break;
case NET_DOUBLE:
Net_WriteDouble(ListGetDouble(args));
break;
case NET_STRING:
{
const FString* str = ListGetString(args);
if (str != nullptr)
Net_WriteString(str->GetChars());
else
Net_WriteString(Default); // Still have to send something here to be read correctly.
break;
}
}
tag = ListGetInt(args);
}
return true;
}
bool EventManager::SendNetworkBuffer(const FName& cmd, const DNetworkBuffer* buffer)
{
if (gamestate != GS_LEVEL && gamestate != GS_TITLELEVEL)
return false;
Net_WriteInt8(DEM_ZSC_CMD);
Net_WriteString(cmd.GetChars());
Net_WriteInt16(buffer != nullptr ? buffer->GetBytes() : 0);
if (buffer != nullptr)
{
for (unsigned int i = 0u; i < buffer->GetBufferSize(); ++i)
{
const auto& value = buffer->GetValue(i);
switch (value.GetType())
{
case NET_INT8:
Net_WriteInt8(value.GetInt());
break;
case NET_INT16:
Net_WriteInt16(value.GetInt());
break;
case NET_INT:
Net_WriteInt32(value.GetInt());
break;
case NET_FLOAT:
Net_WriteFloat(value.GetDouble());
break;
case NET_DOUBLE:
Net_WriteDouble(value.GetDouble());
break;
case NET_STRING:
Net_WriteString(value.GetString());
break;
}
}
}
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<DStaticEventHandler *> 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(); \
}
void EventManager::OnEngineInitialize()
{
for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
{
if (handler->IsStatic())
handler->OnEngineInitialize();
}
}
// 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(const FString& nextmap)
{
for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev)
{
handler->WorldUnloaded(nextmap);
}
}
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::WorldThingGround(AActor* actor, FState* st)
{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if (actor->ObjectFlags & OF_EuthanizeMe)
return;
if (ShouldCallStatic(true)) staticEventManager.WorldThingGround(actor, st);
for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
handler->WorldThingGround(actor, st);
}
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::PlayerSpawned(int num)
{
if (ShouldCallStatic(true)) staticEventManager.PlayerSpawned(num);
for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
handler->PlayerSpawned(num);
}
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) && staticEventManager.Responder(ev)) return true;
return false;
}
void EventManager::NetCommand(FNetworkCommand& cmd)
{
if (ShouldCallStatic(false)) staticEventManager.NetCommand(cmd);
for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
handler->NetCommandProcess(cmd);
}
void EventManager::Console(int player, FString name, int arg1, int arg2, int arg3, bool manual, bool ui)
{
if (ShouldCallStatic(false)) staticEventManager.Console(player, name, arg1, arg2, arg3, manual, ui);
for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
handler->ConsoleProcess(player, name, arg1, arg2, arg3, manual, ui);
}
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, NextMap);
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(WorldEvent, FWorldEvent, CrushedState);
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn);
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_FIELD(FNetworkCommand, Player)
DEFINE_FIELD(FNetworkCommand, Command)
static int NativeReadInt8(FNetworkCommand* const self) { return self->ReadInt8(); }
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadInt8, NativeReadInt8)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_INT(self->ReadInt8());
}
static int NativeReadInt16(FNetworkCommand* const self) { return self->ReadInt16(); }
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadInt16, NativeReadInt16)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_INT(self->ReadInt16());
}
static int NativeReadInt(FNetworkCommand* const self) { return self->ReadInt(); }
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadInt, NativeReadInt)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_INT(self->ReadInt());
}
static double NativeReadFloat(FNetworkCommand* const self) { return self->ReadFloat(); }
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadFloat, NativeReadFloat)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_FLOAT(self->ReadFloat());
}
static double NativeReadDouble(FNetworkCommand* const self) { return self->ReadDouble(); }
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadDouble, NativeReadDouble)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_FLOAT(self->ReadDouble());
}
static void NativeReadString(FNetworkCommand* const self, FString* const result)
{
const auto str = self->ReadString();
if (str != nullptr)
*result = str;
}
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadString, NativeReadString)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
FString res = {};
NativeReadString(self, &res);
ACTION_RETURN_STRING(res);
}
static int NativeReadName(FNetworkCommand* const self)
{
FName res = NAME_None;
const auto str = self->ReadString();
if (str != nullptr)
res = str;
return res.GetIndex();
}
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadName, NativeReadName)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_INT(NativeReadName(self));
}
static double NativeReadMapUnit(FNetworkCommand* const self)
{
constexpr double FixedToFloat = 1.0 / (1 << 16);
return self->ReadInt() * FixedToFloat;
}
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadMapUnit, NativeReadMapUnit)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_FLOAT(NativeReadMapUnit(self));
}
static double NativeReadAngle(FNetworkCommand* const self) { return DAngle::fromBam(self->ReadInt()).Degrees(); }
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadAngle, NativeReadAngle)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_FLOAT(DAngle::fromBam(self->ReadInt()).Degrees());
}
static void NativeReadVector2(FNetworkCommand* const self, DVector2* const result)
{
result->X = self->ReadDouble();
result->Y = self->ReadDouble();
}
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadVector2, NativeReadVector2)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_VEC2(DVector2(self->ReadDouble(), self->ReadDouble()));
}
static void NativeReadVector3(FNetworkCommand* const self, DVector3* const result)
{
result->X = self->ReadDouble();
result->Y = self->ReadDouble();
result->Z = self->ReadDouble();
}
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadVector3, NativeReadVector3)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_VEC3(DVector3(self->ReadDouble(), self->ReadDouble(), self->ReadDouble()));
}
static void NativeReadVector4(FNetworkCommand* const self, DVector4* const result)
{
result->X = self->ReadDouble();
result->Y = self->ReadDouble();
result->Z = self->ReadDouble();
result->W = self->ReadDouble();
}
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadVector4, NativeReadVector4)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_VEC4(DVector4(self->ReadDouble(), self->ReadDouble(), self->ReadDouble(), self->ReadDouble()));
}
static void NativeReadQuat(FNetworkCommand* const self, DQuaternion* const result)
{
result->X = self->ReadDouble();
result->Y = self->ReadDouble();
result->Z = self->ReadDouble();
result->W = self->ReadDouble();
}
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadQuat, NativeReadQuat)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_QUAT(DQuaternion(self->ReadDouble(), self->ReadDouble(), self->ReadDouble(), self->ReadDouble()));
}
static void NativeReadIntArray(FNetworkCommand* const self, TArray<int>* const values, const int type)
{
const unsigned int size = self->ReadInt();
for (unsigned int i = 0u; i < size; ++i)
{
switch (type)
{
case NET_INT8:
values->Push(self->ReadInt8());
break;
case NET_INT16:
values->Push(self->ReadInt16());
break;
default:
values->Push(self->ReadInt());
break;
}
}
}
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadIntArray, NativeReadIntArray)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
PARAM_OUTPOINTER(values, TArray<int>);
PARAM_INT(type);
NativeReadIntArray(self, values, type);
return 0;
}
static void NativeReadDoubleArray(FNetworkCommand* const self, TArray<double>* const values, const bool doublePrecision)
{
const unsigned int size = self->ReadInt();
for (unsigned int i = 0u; i < size; ++i)
{
if (doublePrecision)
values->Push(self->ReadDouble());
else
values->Push(self->ReadFloat());
}
}
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadDoubleArray, NativeReadDoubleArray)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
PARAM_OUTPOINTER(values, TArray<double>);
PARAM_BOOL(doublePrecision);
NativeReadDoubleArray(self, values, doublePrecision);
return 0;
}
static void NativeReadStringArray(FNetworkCommand* const self, TArray<FString>* const values, const bool skipEmpty)
{
const unsigned int size = self->ReadInt();
for (unsigned int i = 0u; i < size; ++i)
{
FString res = {};
const auto str = self->ReadString();
if (str != nullptr)
res = str;
if (!skipEmpty || !res.IsEmpty())
values->Push(res);
}
}
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, ReadStringArray, NativeReadStringArray)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
PARAM_OUTPOINTER(values, TArray<FString>);
PARAM_BOOL(skipEmpty);
NativeReadStringArray(self, values, skipEmpty);
return 0;
}
static int EndOfStream(FNetworkCommand* const self) { return self->EndOfStream(); }
DEFINE_ACTION_FUNCTION_NATIVE(FNetworkCommand, EndOfStream, EndOfStream)
{
PARAM_SELF_STRUCT_PROLOGUE(FNetworkCommand);
ACTION_RETURN_BOOL(self->EndOfStream());
}
static void AddInt8(DNetworkBuffer* const self, const int value) { self->AddInt8(value); }
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddInt8, AddInt8)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_INT(value);
self->AddInt8(value);
return 0;
}
static void AddInt16(DNetworkBuffer* const self, const int value) { self->AddInt16(value); }
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddInt16, AddInt16)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_INT(value);
self->AddInt16(value);
return 0;
}
static void AddInt(DNetworkBuffer* const self, const int value) { self->AddInt(value); }
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddInt, AddInt)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_INT(value);
self->AddInt(value);
return 0;
}
static void AddFloat(DNetworkBuffer* const self, const double value) { self->AddFloat(value); }
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddFloat, AddFloat)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_FLOAT(value);
self->AddFloat(value);
return 0;
}
static void AddDouble(DNetworkBuffer* const self, const double value) { self->AddDouble(value); }
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddDouble, AddDouble)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_FLOAT(value);
self->AddDouble(value);
return 0;
}
static void AddString(DNetworkBuffer* const self, const FString& value) { self->AddString(value); }
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddString, AddString)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_STRING(value);
self->AddString(value);
return 0;
}
static void AddName(DNetworkBuffer* const self, const int value) { FName x = ENamedName(value); self->AddString(x.GetChars()); }
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddName, AddName)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_NAME(value);
self->AddString(value.GetChars());
return 0;
}
static void AddMapUnit(DNetworkBuffer* const self, const double value)
{
constexpr int FloatToFixed = 1 << 16;
self->AddInt(static_cast<int>(value * FloatToFixed));
}
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddMapUnit, AddMapUnit)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_FLOAT(value);
AddMapUnit(self, value);
return 0;
}
static void AddAngle(DNetworkBuffer* const self, const double value) { self->AddInt(DAngle::fromDeg(value).BAMs()); }
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddAngle, AddAngle)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_ANGLE(value);
self->AddInt(value.BAMs());
return 0;
}
static void AddVector2(DNetworkBuffer* const self, const double x, const double y)
{
self->AddDouble(x);
self->AddDouble(y);
}
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddVector2, AddVector2)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
self->AddDouble(x);
self->AddDouble(y);
return 0;
}
static void AddVector3(DNetworkBuffer* const self, const double x, const double y, const double z)
{
self->AddDouble(x);
self->AddDouble(y);
self->AddDouble(z);
}
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddVector3, AddVector3)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
self->AddDouble(x);
self->AddDouble(y);
self->AddDouble(z);
return 0;
}
static void AddVector4(DNetworkBuffer* const self, const double x, const double y, const double z, const double w)
{
self->AddDouble(x);
self->AddDouble(y);
self->AddDouble(z);
self->AddDouble(w);
}
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddVector4, AddVector4)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_FLOAT(w);
self->AddDouble(x);
self->AddDouble(y);
self->AddDouble(z);
self->AddDouble(w);
return 0;
}
static void AddQuat(DNetworkBuffer* const self, const double x, const double y, const double z, const double w)
{
self->AddDouble(x);
self->AddDouble(y);
self->AddDouble(z);
self->AddDouble(w);
}
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddQuat, AddQuat)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_FLOAT(w);
self->AddDouble(x);
self->AddDouble(y);
self->AddDouble(z);
self->AddDouble(w);
return 0;
}
static void AddIntArray(DNetworkBuffer* const self, TArray<int>* const values, const int type)
{
const unsigned int size = values->Size();
self->AddInt(size);
for (unsigned int i = 0u; i < size; ++i)
{
switch (type)
{
case NET_INT8:
self->AddInt8((*values)[i]);
break;
case NET_INT16:
self->AddInt16((*values)[i]);
break;
default:
self->AddInt((*values)[i]);
break;
}
}
}
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddIntArray, AddIntArray)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_POINTER(values, TArray<int>);
PARAM_INT(type);
AddIntArray(self, values, type);
return 0;
}
static void AddDoubleArray(DNetworkBuffer* const self, TArray<double>* const values, const bool doublePrecision)
{
const unsigned int size = values->Size();
self->AddInt(size);
for (unsigned int i = 0u; i < size; ++i)
{
if (doublePrecision)
self->AddDouble((*values)[i]);
else
self->AddFloat((*values)[i]);
}
}
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddDoubleArray, AddDoubleArray)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_POINTER(values, TArray<double>);
PARAM_BOOL(doublePrecision);
AddDoubleArray(self, values, doublePrecision);
return 0;
}
static void AddStringArray(DNetworkBuffer* const self, TArray<FString>* const values)
{
const unsigned int size = values->Size();
self->AddInt(size);
for (unsigned int i = 0u; i < size; ++i)
self->AddString((*values)[i]);
}
DEFINE_ACTION_FUNCTION_NATIVE(DNetworkBuffer, AddStringArray, AddStringArray)
{
PARAM_SELF_PROLOGUE(DNetworkBuffer);
PARAM_POINTER(values, TArray<FString>);
AddStringArray(self, values);
return 0;
}
DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder)
{
PARAM_SELF_PROLOGUE(DStaticEventHandler);
PARAM_INT(order);
self->Order = order;
return 0;
}
DEFINE_ACTION_FUNCTION(DEventHandler, SendNetworkCommand)
{
PARAM_PROLOGUE;
PARAM_NAME(cmd);
PARAM_VA_POINTER(va_reginfo);
VMVa_List args = { param + 1, 0, numparam - 2, va_reginfo + 1 };
ACTION_RETURN_BOOL(currentVMLevel->localEventManager->SendNetworkCommand(cmd, args));
}
DEFINE_ACTION_FUNCTION(DEventHandler, SendNetworkBuffer)
{
PARAM_PROLOGUE;
PARAM_NAME(cmd);
PARAM_OBJECT(buffer, DNetworkBuffer);
ACTION_RETURN_BOOL(currentVMLevel->localEventManager->SendNetworkBuffer(cmd, buffer));
}
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, SendInterfaceEvent)
{
PARAM_PROLOGUE;
PARAM_INT(playerNum);
PARAM_STRING(name);
PARAM_INT(arg1);
PARAM_INT(arg2);
PARAM_INT(arg3);
if (playerNum == consoleplayer)
primaryLevel->localEventManager->Console(-1, name, arg1, arg2, arg3, false, true);
return 0;
}
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<VMScriptFunction *>(func)->Code;
return (code == nullptr || code->word == (0x00808000|OP_RET));
}
static bool isEmptyInt(VMFunction *func)
{
auto code = static_cast<VMScriptFunction *>(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 = nullAngle;
return e;
}
void DStaticEventHandler::OnEngineInitialize()
{
IFVIRTUAL(DStaticEventHandler, OnEngineInitialize)
{
// 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::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(const FString& nextmap)
{
IFVIRTUAL(DStaticEventHandler, WorldUnloaded)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
FWorldEvent e = owner->SetupWorldEvent();
e.NextMap = nextmap;
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::WorldThingGround(AActor* actor, FState* st)
{
IFVIRTUAL(DStaticEventHandler, WorldThingGround)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
FWorldEvent e = owner->SetupWorldEvent();
e.Thing = actor;
e.CrushedState = st;
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::PlayerSpawned(int num)
{
IFVIRTUAL(DStaticEventHandler, PlayerSpawned)
{
// 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::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);
}
}
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;
}
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::NetCommandProcess(FNetworkCommand& cmd)
{
IFVIRTUAL(DStaticEventHandler, NetworkCommandProcess)
{
if (isEmpty(func))
return;
VMValue params[] = { this, &cmd };
VMCall(func, params, 2, nullptr, 0);
cmd.Reset();
}
}
void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual, bool ui)
{
if (player < 0)
{
if (ui)
{
IFVIRTUAL(DStaticEventHandler, InterfaceProcess)
{
// 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, 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(interfaceevent)
{
int argc = argv.argc();
if (argc < 2 || argc > 5)
{
Printf("Usage: interfaceevent <name> [arg1] [arg2] [arg3]\n");
}
else
{
int arg[3] = { 0, 0, 0 };
int argn = min<int>(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, true);
}
}
CCMD(event)
{
int argc = argv.argc();
if (argc < 2 || argc > 5)
{
Printf("Usage: event <name> [arg1] [arg2] [arg3]\n");
}
else
{
int arg[3] = { 0, 0, 0 };
int argn = min<int>(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, false);
}
}
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 <name> [arg1] [arg2] [arg3]\n");
}
else
{
int arg[3] = { 0, 0, 0 };
int argn = min<int>(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);
}
}