qzdoom/src/events.cpp

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/*
**
**
**---------------------------------------------------------------------------
** 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.
**---------------------------------------------------------------------------
**
*/
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#include "events.h"
#include "vm.h"
#include "vmintern.h"
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#include "r_utility.h"
#include "g_levellocals.h"
#include "gi.h"
#include "actor.h"
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#include "c_dispatch.h"
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#include "d_net.h"
#include "info.h"
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DStaticEventHandler* E_FirstEventHandler = nullptr;
DStaticEventHandler* E_LastEventHandler = nullptr;
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bool E_RegisterHandler(DStaticEventHandler* handler)
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{
if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
return false;
if (E_CheckHandler(handler))
return false;
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handler->OnRegister();
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// link into normal list
// update: link at specific position based on order.
DStaticEventHandler* before = nullptr;
for (DStaticEventHandler* existinghandler = E_FirstEventHandler; existinghandler; existinghandler = existinghandler->next)
{
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if (existinghandler->Order > handler->Order)
{
before = existinghandler;
break;
}
}
// 1. MyHandler2->1:
// E_FirstEventHandler = MyHandler2, E_LastEventHandler = MyHandler2
// 2. MyHandler3->2:
// E_FirstEventHandler = MyHandler2, E_LastEventHandler = MyHandler3
// (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.
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 == E_FirstEventHandler)
{
E_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 = E_LastEventHandler;
GC::WriteBarrier(handler, E_LastEventHandler);
handler->next = nullptr;
if (E_FirstEventHandler == nullptr) E_FirstEventHandler = handler;
E_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;
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}
bool E_UnregisterHandler(DStaticEventHandler* handler)
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{
if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
return false;
if (!E_CheckHandler(handler))
return false;
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handler->OnUnregister();
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// link out of normal list
if (handler->prev)
{
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handler->prev->next = handler->next;
GC::WriteBarrier(handler->prev, handler->next);
}
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if (handler->next)
{
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handler->next->prev = handler->prev;
GC::WriteBarrier(handler->next, handler->prev);
}
if (handler == E_FirstEventHandler)
{
E_FirstEventHandler = handler->next;
GC::WriteBarrier(handler->next);
}
if (handler == E_LastEventHandler)
{
E_LastEventHandler = handler->prev;
GC::WriteBarrier(handler->prev);
}
if (handler->IsStatic())
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{
handler->ObjectFlags &= ~OF_Transient;
handler->Destroy();
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}
return true;
}
bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual)
{
if (gamestate != GS_LEVEL)
return false;
Net_WriteByte(DEM_NETEVENT);
Net_WriteString(name);
Net_WriteByte(3);
Net_WriteLong(arg1);
Net_WriteLong(arg2);
Net_WriteLong(arg3);
Net_WriteByte(manual);
return true;
}
bool E_CheckHandler(DStaticEventHandler* handler)
{
for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
if (handler == lhandler) return true;
return false;
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}
bool E_IsStaticType(PClass* type)
{
assert(type != nullptr);
assert(type->IsDescendantOf(RUNTIME_CLASS(DStaticEventHandler)));
return !type->IsDescendantOf(RUNTIME_CLASS(DEventHandler));
}
void E_SerializeEvents(FSerializer& arc)
{
// todo : stuff
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if (arc.BeginArray("eventhandlers"))
{
int numlocalhandlers = 0;
TArray<DStaticEventHandler*> handlers;
if (arc.isReading())
{
numlocalhandlers = arc.ArraySize();
// delete all current local handlers, if any
for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
if (!lhandler->IsStatic()) lhandler->Destroy();
}
else
{
for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
{
if (lhandler->IsStatic()) continue;
numlocalhandlers++;
handlers.Push(lhandler);
}
}
for (int i = 0; i < numlocalhandlers; i++)
{
// serialize the object properly.
if (arc.isReading())
{
// get object and put it into the array
DStaticEventHandler* lhandler;
arc(nullptr, lhandler);
if (lhandler != nullptr)
handlers.Push(lhandler);
}
else
{
::Serialize<DStaticEventHandler>(arc, nullptr, handlers[i], nullptr);
}
}
if (arc.isReading())
{
// add all newly deserialized handlers into the list
for (int i = 0; i < numlocalhandlers; i++)
E_RegisterHandler(handlers[i]);
}
arc.EndArray();
}
}
static PClass* E_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;
}
static void E_InitHandler(PClass* type)
{
// check if type already exists, don't add twice.
bool typeExists = false;
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
{
if (handler->IsA(type))
{
typeExists = true;
break;
}
}
if (typeExists) return;
DStaticEventHandler* handler = (DStaticEventHandler*)type->CreateNew();
E_RegisterHandler(handler);
}
void E_InitStaticHandlers(bool map)
{
// don't initialize map handlers if restoring from savegame.
if (savegamerestore)
return;
// just make sure
E_Shutdown(map);
// initialize event handlers from gameinfo
for (const FString& typeName : gameinfo.EventHandlers)
{
PClass* type = E_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 == E_IsStaticType(type))
continue;
E_InitHandler(type);
}
if (!map)
return;
// initialize event handlers from mapinfo
for (const FString& typeName : level.info->EventHandlers)
{
PClass* type = E_GetHandlerClass(typeName);
if (E_IsStaticType(type))
I_Error("Fatal: invalid event handler class %s in MAPINFO!\nMap-specific event handlers cannot be static.\n", typeName.GetChars());
E_InitHandler(type);
}
}
void E_Shutdown(bool map)
{
// delete handlers.
for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
{
if (handler->IsStatic() == !map)
handler->Destroy();
}
}
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#define DEFINE_EVENT_LOOPER(name) void E_##name() \
{ \
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) \
handler->name(); \
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}
// 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 E_WorldLoaded()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
{
if (handler->IsStatic()) continue;
if (savegamerestore) continue; // don't execute WorldLoaded for handlers loaded from the savegame.
handler->WorldLoaded();
}
}
void E_WorldUnloaded()
{
for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
{
if (handler->IsStatic()) continue;
handler->WorldUnloaded();
}
}
void E_WorldLoadedUnsafe()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
{
if (!handler->IsStatic()) continue;
handler->WorldLoaded();
}
}
void E_WorldUnloadedUnsafe()
{
for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
{
if (!handler->IsStatic()) continue;
handler->WorldUnloaded();
}
}
void E_WorldThingSpawned(AActor* actor)
{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if (actor->ObjectFlags & OF_EuthanizeMe)
return;
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->WorldThingSpawned(actor);
}
void E_WorldThingDied(AActor* actor, AActor* inflictor)
{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if (actor->ObjectFlags & OF_EuthanizeMe)
return;
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->WorldThingDied(actor, inflictor);
}
void E_WorldThingRevived(AActor* actor)
{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if (actor->ObjectFlags & OF_EuthanizeMe)
return;
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->WorldThingRevived(actor);
}
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void E_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;
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->WorldThingDamaged(actor, inflictor, source, damage, mod, flags, angle);
}
void E_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 = E_LastEventHandler; handler; handler = handler->prev)
handler->WorldThingDestroyed(actor);
}
void E_WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->WorldLinePreActivated(line, actor, activationType, shouldactivate);
}
void E_WorldLineActivated(line_t* line, AActor* actor, int activationType)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->WorldLineActivated(line, actor, activationType);
}
int E_WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
damage = handler->WorldSectorDamaged(sector, source, damage, damagetype, part, position, isradius);
return damage;
}
int E_WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
damage = handler->WorldLineDamaged(line, source, damage, damagetype, side, position, isradius);
return damage;
}
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void E_PlayerEntered(int num, bool fromhub)
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{
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// 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;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->PlayerEntered(num, fromhub);
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}
void E_PlayerRespawned(int num)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->PlayerRespawned(num);
}
void E_PlayerDied(int num)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->PlayerDied(num);
}
void E_PlayerDisconnected(int num)
{
for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
handler->PlayerDisconnected(num);
}
bool E_Responder(const event_t* ev)
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{
bool uiProcessorsFound = false;
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if (ev->type == EV_GUI_Event)
{
// iterate handlers back to front by order, and give them this event.
for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
{
if (handler->IsUiProcessor)
{
uiProcessorsFound = true;
if (handler->UiProcess(ev))
return true; // event was processed
}
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}
}
else
{
// not sure if we want to handle device changes, but whatevs.
for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
{
if (handler->IsUiProcessor)
uiProcessorsFound = true;
if (handler->InputProcess(ev))
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return true; // event was processed
}
}
return (uiProcessorsFound && (ev->type == EV_Mouse)); // mouse events are eaten by the event system if there are any uiprocessors.
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}
void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manual)
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{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->ConsoleProcess(player, name, arg1, arg2, arg3, manual);
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}
void E_RenderOverlay(EHudState state)
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
handler->RenderOverlay(state);
}
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bool E_CheckUiProcessors()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
if (handler->IsUiProcessor)
return true;
return false;
}
bool E_CheckRequireMouse()
{
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
if (handler->IsUiProcessor && handler->RequireMouse)
return true;
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return false;
}
bool E_CheckReplacement( PClassActor *replacee, PClassActor **replacement )
{
bool final = false;
for (DStaticEventHandler *handler = E_FirstEventHandler; handler; handler = handler->next)
handler->CheckReplacement(replacee,replacement,&final);
return final;
}
void E_NewGame(EventHandlerType handlerType)
{
bool isStatic = handlerType == EventHandlerType::Global;
// Shut down all per-map event handlers before static NewGame events.
if (isStatic)
E_Shutdown(true);
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
{
if (handler->IsStatic() == isStatic)
handler->NewGame();
}
}
// normal event loopers (non-special, argument-less)
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DEFINE_EVENT_LOOPER(RenderFrame)
DEFINE_EVENT_LOOPER(WorldLightning)
DEFINE_EVENT_LOOPER(WorldTick)
DEFINE_EVENT_LOOPER(UiTick)
DEFINE_EVENT_LOOPER(PostUiTick)
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// declarations
IMPLEMENT_CLASS(DStaticEventHandler, false, true);
IMPLEMENT_POINTERS_START(DStaticEventHandler)
IMPLEMENT_POINTER(next)
IMPLEMENT_POINTER(prev)
IMPLEMENT_POINTERS_END
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IMPLEMENT_CLASS(DEventHandler, false, false);
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DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, Order);
DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, IsUiProcessor);
DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, RequireMouse);
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DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewPos);
DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewAngle);
DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewPitch);
DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewRoll);
DEFINE_FIELD_X(RenderEvent, FRenderEvent, FracTic);
DEFINE_FIELD_X(RenderEvent, FRenderEvent, Camera);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsSaveGame);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsReopen);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, Thing);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, Inflictor);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, Damage);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSource);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageType);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageFlags);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageAngle);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivatedLine);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivationType);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, ShouldActivate);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSectorPart);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageLine);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSector);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageLineSide);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamagePosition);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageIsRadius);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, NewDamage);
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn);
DEFINE_FIELD_X(UiEvent, FUiEvent, Type);
DEFINE_FIELD_X(UiEvent, FUiEvent, KeyString);
DEFINE_FIELD_X(UiEvent, FUiEvent, KeyChar);
DEFINE_FIELD_X(UiEvent, FUiEvent, MouseX);
DEFINE_FIELD_X(UiEvent, FUiEvent, MouseY);
DEFINE_FIELD_X(UiEvent, FUiEvent, IsShift);
DEFINE_FIELD_X(UiEvent, FUiEvent, IsAlt);
DEFINE_FIELD_X(UiEvent, FUiEvent, IsCtrl);
DEFINE_FIELD_X(InputEvent, FInputEvent, Type);
DEFINE_FIELD_X(InputEvent, FInputEvent, KeyScan);
DEFINE_FIELD_X(InputEvent, FInputEvent, KeyString);
DEFINE_FIELD_X(InputEvent, FInputEvent, KeyChar);
DEFINE_FIELD_X(InputEvent, FInputEvent, MouseX);
DEFINE_FIELD_X(InputEvent, FInputEvent, MouseY);
DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, Player)
DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, Name)
DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, Args)
DEFINE_FIELD_X(ConsoleEvent, FConsoleEvent, IsManual)
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DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacee)
DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, Replacement)
DEFINE_FIELD_X(ReplaceEvent, FReplaceEvent, IsFinal)
DEFINE_ACTION_FUNCTION(DStaticEventHandler, SetOrder)
{
PARAM_SELF_PROLOGUE(DStaticEventHandler);
PARAM_INT(order);
if (E_CheckHandler(self))
return 0;
self->Order = order;
return 0;
}
DEFINE_ACTION_FUNCTION(DEventHandler, SendNetworkEvent)
{
PARAM_PROLOGUE;
PARAM_STRING(name);
PARAM_INT(arg1);
PARAM_INT(arg2);
PARAM_INT(arg3);
//
ACTION_RETURN_BOOL(E_SendNetworkEvent(name, arg1, arg2, arg3, false));
}
DEFINE_ACTION_FUNCTION(DEventHandler, Find)
{
PARAM_PROLOGUE;
PARAM_CLASS(t, DStaticEventHandler);
for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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 = E_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
//
// ===========================================
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void DStaticEventHandler::OnRegister()
{
IFVIRTUAL(DStaticEventHandler, OnRegister)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
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VMValue params[1] = { (DStaticEventHandler*)this };
VMCall(func, params, 1, nullptr, 0);
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}
}
void DStaticEventHandler::OnUnregister()
{
IFVIRTUAL(DStaticEventHandler, OnUnregister)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
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VMValue params[1] = { (DStaticEventHandler*)this };
VMCall(func, params, 1, nullptr, 0);
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}
}
static FWorldEvent E_SetupWorldEvent()
{
FWorldEvent e;
e.IsSaveGame = savegamerestore;
e.IsReopen = level.FromSnapshot && !savegamerestore; // each one by itself isnt helpful, but with hub load we have savegamerestore==0 and level.FromSnapshot==1.
e.DamageAngle = 0.0;
return e;
}
void DStaticEventHandler::WorldLoaded()
{
IFVIRTUAL(DStaticEventHandler, WorldLoaded)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
FWorldEvent e = E_SetupWorldEvent();
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
}
}
void DStaticEventHandler::WorldUnloaded()
{
IFVIRTUAL(DStaticEventHandler, WorldUnloaded)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
FWorldEvent e = E_SetupWorldEvent();
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
}
}
void DStaticEventHandler::WorldThingSpawned(AActor* actor)
{
IFVIRTUAL(DStaticEventHandler, WorldThingSpawned)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
FWorldEvent e = E_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 = E_SetupWorldEvent();
e.Thing = actor;
e.Inflictor = inflictor;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
}
}
void DStaticEventHandler::WorldThingRevived(AActor* actor)
{
IFVIRTUAL(DStaticEventHandler, WorldThingRevived)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
FWorldEvent e = E_SetupWorldEvent();
e.Thing = actor;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
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}
}
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 = E_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 = E_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 = E_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 = E_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 = E_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 = E_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 = E_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);
}
}
static FRenderEvent E_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 = E_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 = E_SetupRenderEvent();
e.HudState = int(state);
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
}
}
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void DStaticEventHandler::PlayerEntered(int num, bool fromhub)
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{
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);
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}
}
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);
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}
}
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);
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}
}
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);
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}
}
FUiEvent::FUiEvent(const event_t *ev)
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{
Type = (EGUIEvent)ev->subtype;
KeyChar = 0;
IsShift = false;
IsAlt = false;
IsCtrl = false;
MouseX = 0;
MouseY = 0;
// we don't want the modders to remember what weird fields mean what for what events.
switch (ev->subtype)
{
case EV_GUI_None:
break;
case EV_GUI_KeyDown:
case EV_GUI_KeyRepeat:
case EV_GUI_KeyUp:
KeyChar = ev->data1;
KeyString = FString(char(ev->data1));
IsShift = !!(ev->data3 & GKM_SHIFT);
IsAlt = !!(ev->data3 & GKM_ALT);
IsCtrl = !!(ev->data3 & GKM_CTRL);
break;
case EV_GUI_Char:
KeyChar = ev->data1;
KeyString = FString(char(ev->data1));
IsAlt = !!ev->data2; // only true for Win32, not sure about SDL
break;
default: // mouse event
// note: SDL input doesn't seem to provide these at all
//Printf("Mouse data: %d, %d, %d, %d\n", ev->x, ev->y, ev->data1, ev->data2);
MouseX = ev->data1;
MouseY = ev->data2;
IsShift = !!(ev->data3 & GKM_SHIFT);
IsAlt = !!(ev->data3 & GKM_ALT);
IsCtrl = !!(ev->data3 & GKM_CTRL);
break;
}
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}
bool DStaticEventHandler::UiProcess(const event_t* ev)
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{
IFVIRTUAL(DStaticEventHandler, UiProcess)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmptyInt(func)) return false;
FUiEvent e = ev;
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int processed;
VMReturn results[1] = { &processed };
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, results, 1);
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return !!processed;
}
return false;
}
FInputEvent::FInputEvent(const event_t *ev)
{
Type = (EGenericEvent)ev->type;
// we don't want the modders to remember what weird fields mean what for what events.
KeyScan = 0;
KeyChar = 0;
MouseX = 0;
MouseY = 0;
switch (Type)
{
case EV_None:
break;
case EV_KeyDown:
case EV_KeyUp:
KeyScan = ev->data1;
KeyChar = ev->data2;
KeyString = FString(char(ev->data1));
break;
case EV_Mouse:
MouseX = ev->x;
MouseY = ev->y;
break;
default:
break; // EV_DeviceChange = wat?
}
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}
bool DStaticEventHandler::InputProcess(const event_t* ev)
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{
IFVIRTUAL(DStaticEventHandler, InputProcess)
{
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// don't create excessive DObjects if not going to be processed anyway
if (isEmptyInt(func)) return false;
FInputEvent e = ev;
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//
int processed;
VMReturn results[1] = { &processed };
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, results, 1);
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return !!processed;
}
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return false;
}
void DStaticEventHandler::UiTick()
{
IFVIRTUAL(DStaticEventHandler, UiTick)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
VMValue params[1] = { (DStaticEventHandler*)this };
VMCall(func, params, 1, nullptr, 0);
}
}
void DStaticEventHandler::PostUiTick()
{
IFVIRTUAL(DStaticEventHandler, PostUiTick)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
VMValue params[1] = { (DStaticEventHandler*)this };
VMCall(func, params, 1, nullptr, 0);
}
}
void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual)
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{
if (player < 0)
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{
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);
}
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}
}
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::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);
}
}
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//
void DStaticEventHandler::OnDestroy()
{
E_UnregisterHandler(this);
Super::OnDestroy();
}
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// console stuff
// this is kinda like puke, except it distinguishes between local events and playsim events.
CCMD(event)
{
int argc = argv.argc();
if (argc < 2 || argc > 5)
{
Printf("Usage: event <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
E_Console(-1, argv[1], arg[0], arg[1], arg[2], true);
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}
}
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
{
Printf("netevent cannot be used outside of a map.\n");
return;
}
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int argc = argv.argc();
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if (argc < 2 || argc > 5)
{
Printf("Usage: netevent <name> [arg1] [arg2] [arg3]\n");
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}
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
E_SendNetworkEvent(argv[1], arg[0], arg[1], arg[2], true);
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}
}