mirror of
https://github.com/ZDoom/gzdoom.git
synced 2025-02-14 16:11:11 +00:00
Fixed a memory leak in DNetworkBuffer. Added native function support to FNetworkCommand and DNetworkBuffer. Exposed EndOfStream() for FNetworkCommand.
2258 lines
59 KiB
C++
Executable file
2258 lines
59 KiB
C++
Executable file
/*
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**
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**
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**---------------------------------------------------------------------------
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** Copyright 2017 ZZYZX
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "events.h"
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#include "vmintern.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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#include "gi.h"
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#include "actor.h"
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#include "c_dispatch.h"
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#include "d_net.h"
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#include "g_game.h"
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#include "info.h"
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#include "utf8.h"
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EventManager staticEventManager;
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static int ListGetInt(VMVa_List& tags)
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{
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if (tags.curindex < tags.numargs)
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{
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if (tags.reginfo[tags.curindex] == REGT_FLOAT)
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return static_cast<int>(tags.args[tags.curindex++].f);
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if (tags.reginfo[tags.curindex] == REGT_INT)
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return tags.args[tags.curindex++].i;
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ThrowAbortException(X_OTHER, "Invalid parameter in network command function, int expected");
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}
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return TAG_DONE;
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}
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static double ListGetDouble(VMVa_List& tags)
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{
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if (tags.curindex < tags.numargs)
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{
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if (tags.reginfo[tags.curindex] == REGT_FLOAT)
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return tags.args[tags.curindex++].f;
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if (tags.reginfo[tags.curindex] == REGT_INT)
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return tags.args[tags.curindex++].i;
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ThrowAbortException(X_OTHER, "Invalid parameter in network command function, float expected");
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}
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return TAG_DONE;
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}
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static const FString* ListGetString(VMVa_List& tags)
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{
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if (tags.curindex < tags.numargs)
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{
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if (tags.reginfo[tags.curindex] == REGT_STRING)
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return &tags.args[tags.curindex++].s();
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ThrowAbortException(X_OTHER, "Invalid parameter in network command function, string expected");
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}
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return nullptr;
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}
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IMPLEMENT_CLASS(DNetworkBuffer, false, false);
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void DNetworkBuffer::AddInt8(int byte)
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{
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++_size;
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_buffer.Push({ NET_INT8, byte });
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}
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void DNetworkBuffer::AddInt16(int word)
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{
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_size += 2u;
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_buffer.Push({ NET_INT16, word });
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}
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void DNetworkBuffer::AddInt(int msg)
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{
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_size += 4u;
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_buffer.Push({ NET_INT, msg });
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}
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void DNetworkBuffer::AddFloat(double msg)
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{
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_size += 4u;
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_buffer.Push({ NET_FLOAT, msg });
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}
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void DNetworkBuffer::AddDouble(double msg)
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{
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_size += 8u;
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_buffer.Push({ NET_DOUBLE, msg });
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}
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void DNetworkBuffer::AddString(const FString& msg)
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{
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_size += msg.Len() + 1u;
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_buffer.Push({ NET_STRING, msg });
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}
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void DNetworkBuffer::OnDestroy()
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{
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Super::OnDestroy();
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_buffer.Reset();
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}
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void DNetworkBuffer::Serialize(FSerializer& arc)
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{
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Super::Serialize(arc);
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if (arc.isWriting())
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{
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if (!_buffer.Size())
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return;
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if (arc.BeginArray("types"))
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{
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for (const auto& value : _buffer)
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{
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int i = value.GetType();
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arc(nullptr, i);
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}
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arc.EndArray();
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}
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if (arc.BeginArray("values"))
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{
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for (const auto& value : _buffer)
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{
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switch (value.GetType())
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{
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case NET_DOUBLE:
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case NET_FLOAT:
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{
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double f = value.GetDouble();
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arc(nullptr, f);
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break;
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}
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case NET_STRING:
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{
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FString s = value.GetString();
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arc(nullptr, s);
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break;
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}
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default:
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{
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int i = value.GetInt();
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arc(nullptr, i);
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break;
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}
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}
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}
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arc.EndArray();
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}
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}
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else
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{
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TArray<int> types = {};
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arc("types", types);
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if (!types.Size())
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return;
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if (arc.BeginArray("values"))
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{
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// Something got corrupted, don't repopulate the buffer.
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if (arc.ArraySize() != types.Size())
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{
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arc.EndArray();
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return;
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}
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for (int type : types)
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{
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switch (type)
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{
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case NET_INT8:
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{
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int i = 0;
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arc(nullptr, i);
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AddInt8(i);
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break;
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}
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case NET_INT16:
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{
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int i = 0;
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arc(nullptr, i);
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AddInt16(i);
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break;
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}
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case NET_INT:
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{
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int i = 0;
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arc(nullptr, i);
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AddInt(i);
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break;
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}
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case NET_FLOAT:
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{
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double f = 0.0;
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arc(nullptr, f);
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AddFloat(f);
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break;
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}
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case NET_DOUBLE:
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{
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double f = 0.0;
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arc(nullptr, f);
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AddDouble(f);
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break;
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}
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case NET_STRING:
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{
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FString s = {};
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arc(nullptr, s);
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AddString(s);
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break;
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}
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}
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}
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arc.EndArray();
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}
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}
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}
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void EventManager::CallOnRegister()
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{
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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{
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handler->OnRegister();
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}
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}
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bool EventManager::RegisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return false;
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if (CheckHandler(handler))
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return false;
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handler->OnRegister();
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handler->owner = this;
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// link into normal list
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// update: link at specific position based on order.
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DStaticEventHandler* before = nullptr;
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for (DStaticEventHandler* existinghandler = FirstEventHandler; existinghandler; existinghandler = existinghandler->next)
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{
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if (existinghandler->Order > handler->Order)
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{
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before = existinghandler;
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break;
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}
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}
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// (Yes, all those write barriers here are really needed!)
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if (before != nullptr)
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{
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// if before is not null, link it before the existing handler.
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// note that before can be first handler, check for this.
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if (before->prev != nullptr)
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{
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before->prev->next = handler;
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GC::WriteBarrier(before->prev, handler);
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}
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handler->next = before;
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GC::WriteBarrier(handler, before);
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handler->prev = before->prev;
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GC::WriteBarrier(handler, before->prev);
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before->prev = handler;
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GC::WriteBarrier(before, handler);
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if (before == FirstEventHandler)
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{
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FirstEventHandler = handler;
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GC::WriteBarrier(handler);
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}
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}
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else
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{
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// so if before is null, it means add last.
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// it can also mean that we have no handlers at all yet.
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handler->prev = LastEventHandler;
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GC::WriteBarrier(handler, LastEventHandler);
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handler->next = nullptr;
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if (FirstEventHandler == nullptr) FirstEventHandler = handler;
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LastEventHandler = handler;
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GC::WriteBarrier(handler);
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if (handler->prev != nullptr)
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{
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handler->prev->next = handler;
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GC::WriteBarrier(handler->prev, handler);
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}
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}
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if (handler->IsStatic())
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{
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handler->ObjectFlags |= OF_Transient;
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}
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return true;
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}
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bool EventManager::UnregisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return false;
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if (!CheckHandler(handler))
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return false;
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handler->OnUnregister();
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// link out of normal list
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if (handler->prev)
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{
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handler->prev->next = handler->next;
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GC::WriteBarrier(handler->prev, handler->next);
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}
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if (handler->next)
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{
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handler->next->prev = handler->prev;
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GC::WriteBarrier(handler->next, handler->prev);
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}
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if (handler == FirstEventHandler)
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{
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FirstEventHandler = handler->next;
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GC::WriteBarrier(handler->next);
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}
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if (handler == LastEventHandler)
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{
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LastEventHandler = handler->prev;
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GC::WriteBarrier(handler->prev);
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}
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if (handler->IsStatic())
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{
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handler->ObjectFlags &= ~OF_Transient;
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handler->Destroy();
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}
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return true;
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}
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bool EventManager::SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual)
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{
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if (gamestate != GS_LEVEL && gamestate != GS_TITLELEVEL)
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return false;
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Net_WriteInt8(DEM_NETEVENT);
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Net_WriteString(name.GetChars());
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Net_WriteInt8(3);
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Net_WriteInt32(arg1);
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Net_WriteInt32(arg2);
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Net_WriteInt32(arg3);
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Net_WriteInt8(manual);
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return true;
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}
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bool EventManager::SendNetworkCommand(const FName& cmd, VMVa_List& args)
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{
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if (gamestate != GS_LEVEL && gamestate != GS_TITLELEVEL)
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return false;
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// Calculate the size of the message so we know where it ends.
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unsigned int bytes = 0u;
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int tag = ListGetInt(args);
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while (tag != TAG_DONE)
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{
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switch (tag)
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{
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case NET_INT8:
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++bytes;
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break;
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case NET_INT16:
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bytes += 2u;
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break;
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case NET_INT:
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case NET_FLOAT:
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bytes += 4u;
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break;
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case NET_DOUBLE:
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bytes += 8u;
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break;
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case NET_STRING:
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{
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++bytes; // Strings will always consume at least one byte.
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const FString* str = ListGetString(args);
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if (str != nullptr)
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bytes += str->Len();
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break;
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}
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}
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if (tag != NET_STRING)
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++args.curindex;
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tag = ListGetInt(args);
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}
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Net_WriteInt8(DEM_ZSC_CMD);
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Net_WriteString(cmd.GetChars());
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Net_WriteInt16(bytes);
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constexpr char Default[] = "";
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args.curindex = 0;
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tag = ListGetInt(args);
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while (tag != TAG_DONE)
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{
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switch (tag)
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{
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default:
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++args.curindex;
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break;
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case NET_INT8:
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Net_WriteInt8(ListGetInt(args));
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break;
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case NET_INT16:
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Net_WriteInt16(ListGetInt(args));
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break;
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case NET_INT:
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Net_WriteInt32(ListGetInt(args));
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break;
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case NET_FLOAT:
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Net_WriteFloat(ListGetDouble(args));
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break;
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case NET_DOUBLE:
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Net_WriteDouble(ListGetDouble(args));
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break;
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case NET_STRING:
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{
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const FString* str = ListGetString(args);
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if (str != nullptr)
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Net_WriteString(str->GetChars());
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else
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Net_WriteString(Default); // Still have to send something here to be read correctly.
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break;
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}
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}
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tag = ListGetInt(args);
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}
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return true;
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}
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bool EventManager::SendNetworkBuffer(const FName& cmd, const DNetworkBuffer* buffer)
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{
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if (gamestate != GS_LEVEL && gamestate != GS_TITLELEVEL)
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return false;
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Net_WriteInt8(DEM_ZSC_CMD);
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Net_WriteString(cmd.GetChars());
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Net_WriteInt16(buffer != nullptr ? buffer->GetBytes() : 0);
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if (buffer != nullptr)
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{
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for (unsigned int i = 0u; i < buffer->GetBufferSize(); ++i)
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{
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const auto& value = buffer->GetValue(i);
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switch (value.GetType())
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{
|
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case NET_INT8:
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Net_WriteInt8(value.GetInt());
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break;
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case NET_INT16:
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Net_WriteInt16(value.GetInt());
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break;
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case NET_INT:
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Net_WriteInt32(value.GetInt());
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break;
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case NET_FLOAT:
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Net_WriteFloat(value.GetDouble());
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break;
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case NET_DOUBLE:
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Net_WriteDouble(value.GetDouble());
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break;
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case NET_STRING:
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Net_WriteString(value.GetString());
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break;
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}
|
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}
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}
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return true;
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}
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bool EventManager::CheckHandler(DStaticEventHandler* handler)
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{
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for (DStaticEventHandler* lhandler = FirstEventHandler; lhandler; lhandler = lhandler->next)
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if (handler == lhandler) return true;
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return false;
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}
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bool EventManager::IsStaticType(PClass* type)
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{
|
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assert(type != nullptr);
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assert(type->IsDescendantOf(RUNTIME_CLASS(DStaticEventHandler)));
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return !type->IsDescendantOf(RUNTIME_CLASS(DEventHandler));
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}
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static PClass* GetHandlerClass(const FString& typeName)
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|
{
|
|
PClass* type = PClass::FindClass(typeName);
|
|
|
|
if (type == nullptr)
|
|
{
|
|
I_Error("Fatal: unknown event handler class %s", typeName.GetChars());
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|
}
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else if (!type->IsDescendantOf(RUNTIME_CLASS(DStaticEventHandler)))
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{
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I_Error("Fatal: event handler class %s is not derived from StaticEventHandler", typeName.GetChars());
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|
}
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|
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return type;
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|
}
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|
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void EventManager::InitHandler(PClass* type)
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|
{
|
|
// check if type already exists, don't add twice.
|
|
bool typeExists = false;
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for (DStaticEventHandler* handler = FirstEventHandler; handler; handler = handler->next)
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|
{
|
|
if (handler->IsA(type))
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{
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typeExists = true;
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break;
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}
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|
}
|
|
|
|
if (typeExists) return;
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DStaticEventHandler* handler = (DStaticEventHandler*)type->CreateNew();
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RegisterHandler(handler);
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}
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|
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void EventManager::InitStaticHandlers(FLevelLocals *l, bool map)
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{
|
|
// don't initialize map handlers if restoring from savegame.
|
|
if (savegamerestore)
|
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return;
|
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|
|
// just make sure
|
|
Shutdown();
|
|
Level = l;
|
|
|
|
// initialize event handlers from gameinfo
|
|
for (const FString& typeName : gameinfo.EventHandlers)
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|
{
|
|
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))
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continue;
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InitHandler(type);
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|
}
|
|
|
|
if (!map)
|
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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);
|
|
}
|
|
}
|