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# include "events.h"
# include "virtual.h"
# include "r_utility.h"
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# include "g_levellocals.h"
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# include "gi.h"
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# include "v_text.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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DStaticEventHandler * E_FirstEventHandler = nullptr ;
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DStaticEventHandler * E_LastEventHandler = nullptr ;
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bool E_RegisterHandler ( DStaticEventHandler * handler )
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{
if ( handler = = nullptr | | handler - > ObjectFlags & OF_EuthanizeMe )
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return false ;
if ( E_CheckHandler ( handler ) )
return false ;
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handler - > OnRegister ( ) ;
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// link into normal list
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// 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 )
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{
before = existinghandler ;
break ;
}
}
// 1. MyHandler2->1:
// E_FirstEventHandler = MyHandler2, E_LastEventHandler = MyHandler2
// 2. MyHandler3->2:
// E_FirstEventHandler = MyHandler2, E_LastEventHandler = MyHandler3
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 ;
handler - > prev = before - > prev ;
before - > prev = handler ;
if ( before = = E_FirstEventHandler )
E_FirstEventHandler = 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 ;
handler - > next = nullptr ;
if ( E_FirstEventHandler = = nullptr )
E_FirstEventHandler = handler ;
E_LastEventHandler = handler ;
if ( handler - > prev ! = nullptr )
handler - > prev - > next = handler ;
}
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if ( handler - > IsStatic ( ) )
{
handler - > ObjectFlags | = OF_Fixed ;
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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 E_UnregisterHandler ( DStaticEventHandler * handler )
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{
if ( handler = = nullptr | | handler - > ObjectFlags & OF_EuthanizeMe )
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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 )
handler - > prev - > next = handler - > next ;
if ( handler - > next )
handler - > next - > prev = handler - > prev ;
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if ( handler = = E_FirstEventHandler )
E_FirstEventHandler = handler - > next ;
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if ( handler = = E_LastEventHandler )
E_LastEventHandler = handler - > prev ;
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if ( handler - > IsStatic ( ) )
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{
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handler - > ObjectFlags & = ~ ( OF_Fixed | OF_Transient ) ;
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handler - > Destroy ( ) ;
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}
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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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}
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bool E_IsStaticType ( PClass * type )
{
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return ( type - > IsDescendantOf ( RUNTIME_CLASS ( DStaticEventHandler ) ) & & // make sure it's from our hierarchy at all.
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! type - > IsDescendantOf ( RUNTIME_CLASS ( DEventHandler ) ) ) ;
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}
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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 ( ) ;
}
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}
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static void E_InitStaticHandler ( PClass * type , FString typestring , bool map )
{
if ( type = = nullptr )
{
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I_Error ( " Fatal: unknown event handler class %s in MAPINFO! \n " , TEXTCOLOR_ESCAPE , typestring . GetChars ( ) ) ;
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return ;
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}
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if ( E_IsStaticType ( type ) & & map )
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{
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I_Error ( " Fatal: invalid event handler class %s in MAPINFO! \n Map-specific event handlers cannot be static. \n " , typestring . GetChars ( ) ) ;
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return ;
}
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/*
if ( ! E_IsStaticType ( type ) & & ! map )
{
Printf ( " %cGWarning: invalid event handler class %s in MAPINFO! \n MAPINFO event handlers should inherit Static* directly! \n " , TEXTCOLOR_ESCAPE , typestring . GetChars ( ) ) ;
return ;
} */
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// 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 ) ;
}
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void E_InitStaticHandlers ( bool map )
{
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if ( savegamerestore )
return ;
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// just make sure
E_Shutdown ( map ) ;
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if ( map ) // don't initialize map handlers if restoring from savegame.
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{
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// load non-static handlers from gameinfo
for ( unsigned int i = 0 ; i < gameinfo . EventHandlers . Size ( ) ; i + + )
{
FString typestring = gameinfo . EventHandlers [ i ] ;
PClass * type = PClass : : FindClass ( typestring ) ;
if ( ! type | | E_IsStaticType ( type ) ) // don't init the really global stuff here.
continue ;
E_InitStaticHandler ( type , typestring , false ) ;
}
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for ( unsigned int i = 0 ; i < level . info - > EventHandlers . Size ( ) ; i + + )
{
FString typestring = level . info - > EventHandlers [ i ] ;
PClass * type = PClass : : FindClass ( typestring ) ;
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E_InitStaticHandler ( type , typestring , true ) ;
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}
}
else
{
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for ( unsigned int i = 0 ; i < gameinfo . EventHandlers . Size ( ) ; i + + )
{
FString typestring = gameinfo . EventHandlers [ i ] ;
PClass * type = PClass : : FindClass ( typestring ) ;
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if ( ! type | | ! E_IsStaticType ( type ) ) // don't init map-local global stuff here.
continue ;
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E_InitStaticHandler ( type , typestring , false ) ;
}
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}
}
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void E_Shutdown ( bool map )
{
// delete handlers.
for ( DStaticEventHandler * handler = E_FirstEventHandler ; handler ; handler = handler - > next )
{
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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}
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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 )
{
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if ( handler - > IsStatic ( ) ) continue ;
if ( savegamerestore ) continue ; // don't execute WorldLoaded for handlers loaded from the savegame.
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handler - > WorldLoaded ( ) ;
}
}
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void E_WorldUnloaded ( )
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{
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for ( DStaticEventHandler * handler = E_LastEventHandler ; handler ; handler = handler - > prev )
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{
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if ( handler - > IsStatic ( ) ) continue ;
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handler - > WorldUnloaded ( ) ;
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}
}
void E_WorldLoadedUnsafe ( )
{
for ( DStaticEventHandler * handler = E_FirstEventHandler ; handler ; handler = handler - > next )
{
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if ( ! handler - > IsStatic ( ) ) continue ;
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handler - > WorldLoaded ( ) ;
}
}
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void E_WorldUnloadedUnsafe ( )
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{
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for ( DStaticEventHandler * handler = E_LastEventHandler ; handler ; handler = handler - > prev )
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{
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if ( ! handler - > IsStatic ( ) ) continue ;
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handler - > WorldUnloaded ( ) ;
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}
}
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void E_WorldThingSpawned ( AActor * actor )
{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if ( actor - > ObjectFlags & OF_EuthanizeMe )
return ;
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for ( DStaticEventHandler * handler = E_FirstEventHandler ; handler ; handler = handler - > next )
handler - > WorldThingSpawned ( actor ) ;
}
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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 ) ;
}
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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 ) ;
}
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void E_WorldThingDestroyed ( AActor * actor )
{
// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
if ( actor - > ObjectFlags & OF_EuthanizeMe )
return ;
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// 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 ;
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for ( DStaticEventHandler * handler = E_LastEventHandler ; handler ; handler = handler - > prev )
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handler - > WorldThingDestroyed ( actor ) ;
}
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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 ) ;
}
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bool E_Responder ( event_t * ev )
{
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 & & handler - > UiProcess ( ev ) )
return true ; // event was processed
}
}
else
{
// not sure if we want to handle device changes, but whatevs.
for ( DStaticEventHandler * handler = E_LastEventHandler ; handler ; handler = handler - > prev )
{
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if ( handler - > InputProcess ( ev ) )
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return true ; // event was processed
}
}
return false ;
}
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void E_Console ( int player , FString name , int arg1 , int arg2 , int arg3 )
{
for ( DStaticEventHandler * handler = E_FirstEventHandler ; handler ; handler = handler - > next )
handler - > ConsoleProcess ( player , name , arg1 , arg2 , arg3 ) ;
}
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bool E_CheckUiProcessors ( )
{
for ( DStaticEventHandler * handler = E_FirstEventHandler ; handler ; handler = handler - > next )
if ( handler - > IsUiProcessor )
return true ;
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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 ;
}
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// normal event loopers (non-special, argument-less)
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DEFINE_EVENT_LOOPER ( RenderFrame )
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DEFINE_EVENT_LOOPER ( RenderOverlay )
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DEFINE_EVENT_LOOPER ( WorldLightning )
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DEFINE_EVENT_LOOPER ( WorldTick )
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// declarations
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IMPLEMENT_CLASS ( DStaticEventHandler , false , false ) ;
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IMPLEMENT_CLASS ( DEventHandler , false , false ) ;
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IMPLEMENT_CLASS ( DBaseEvent , false , false )
IMPLEMENT_CLASS ( DRenderEvent , false , false )
IMPLEMENT_CLASS ( DWorldEvent , false , false )
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IMPLEMENT_CLASS ( DPlayerEvent , false , false )
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IMPLEMENT_CLASS ( DUiEvent , false , false )
IMPLEMENT_CLASS ( DInputEvent , false , false )
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IMPLEMENT_CLASS ( DConsoleEvent , false , false )
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DEFINE_FIELD_X ( StaticEventHandler , DStaticEventHandler , Order ) ;
DEFINE_FIELD_X ( StaticEventHandler , DStaticEventHandler , IsUiProcessor ) ;
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DEFINE_FIELD_X ( StaticEventHandler , DStaticEventHandler , RequireMouse ) ;
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DEFINE_FIELD_X ( RenderEvent , DRenderEvent , ViewPos ) ;
DEFINE_FIELD_X ( RenderEvent , DRenderEvent , ViewAngle ) ;
DEFINE_FIELD_X ( RenderEvent , DRenderEvent , ViewPitch ) ;
DEFINE_FIELD_X ( RenderEvent , DRenderEvent , ViewRoll ) ;
DEFINE_FIELD_X ( RenderEvent , DRenderEvent , FracTic ) ;
DEFINE_FIELD_X ( RenderEvent , DRenderEvent , Camera ) ;
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DEFINE_FIELD_X ( WorldEvent , DWorldEvent , IsSaveGame ) ;
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DEFINE_FIELD_X ( WorldEvent , DWorldEvent , IsReopen ) ;
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DEFINE_FIELD_X ( WorldEvent , DWorldEvent , Thing ) ;
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DEFINE_FIELD_X ( WorldEvent , DWorldEvent , Inflictor ) ;
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DEFINE_FIELD_X ( WorldEvent , DWorldEvent , Damage ) ;
DEFINE_FIELD_X ( WorldEvent , DWorldEvent , DamageSource ) ;
DEFINE_FIELD_X ( WorldEvent , DWorldEvent , DamageType ) ;
DEFINE_FIELD_X ( WorldEvent , DWorldEvent , DamageFlags ) ;
DEFINE_FIELD_X ( WorldEvent , DWorldEvent , DamageAngle ) ;
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DEFINE_FIELD_X ( PlayerEvent , DPlayerEvent , PlayerNumber ) ;
DEFINE_FIELD_X ( PlayerEvent , DPlayerEvent , IsReturn ) ;
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DEFINE_FIELD_X ( UiEvent , DUiEvent , Type ) ;
DEFINE_FIELD_X ( UiEvent , DUiEvent , KeyString ) ;
DEFINE_FIELD_X ( UiEvent , DUiEvent , KeyChar ) ;
DEFINE_FIELD_X ( UiEvent , DUiEvent , MouseX ) ;
DEFINE_FIELD_X ( UiEvent , DUiEvent , MouseY ) ;
DEFINE_FIELD_X ( UiEvent , DUiEvent , IsShift ) ;
DEFINE_FIELD_X ( UiEvent , DUiEvent , IsAlt ) ;
DEFINE_FIELD_X ( UiEvent , DUiEvent , IsCtrl ) ;
DEFINE_FIELD_X ( InputEvent , DInputEvent , Type ) ;
DEFINE_FIELD_X ( InputEvent , DInputEvent , KeyScan ) ;
DEFINE_FIELD_X ( InputEvent , DInputEvent , KeyString ) ;
DEFINE_FIELD_X ( InputEvent , DInputEvent , KeyChar ) ;
DEFINE_FIELD_X ( InputEvent , DInputEvent , MouseX ) ;
DEFINE_FIELD_X ( InputEvent , DInputEvent , MouseY ) ;
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DEFINE_FIELD_X ( ConsoleEvent , DConsoleEvent , Player )
DEFINE_FIELD_X ( ConsoleEvent , DConsoleEvent , Name )
DEFINE_FIELD_X ( ConsoleEvent , DConsoleEvent , Args )
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DEFINE_ACTION_FUNCTION ( DStaticEventHandler , SetOrder )
{
PARAM_SELF_PROLOGUE ( DStaticEventHandler ) ;
PARAM_INT ( order ) ;
if ( E_CheckHandler ( self ) )
return 0 ;
self - > Order = order ;
return 0 ;
}
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DEFINE_ACTION_FUNCTION ( DEventHandler , Create )
{
PARAM_PROLOGUE ;
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PARAM_CLASS ( t , DStaticEventHandler ) ;
// check if type inherits dynamic handlers
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if ( E_IsStaticType ( t ) )
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{
// disallow static types creation with Create()
ACTION_RETURN_OBJECT ( nullptr ) ;
}
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// generate a new object of this type.
ACTION_RETURN_OBJECT ( t - > CreateNew ( ) ) ;
}
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DEFINE_ACTION_FUNCTION ( DEventHandler , CreateOnce )
{
PARAM_PROLOGUE ;
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PARAM_CLASS ( t , DStaticEventHandler ) ;
// check if type inherits dynamic handlers
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if ( E_IsStaticType ( t ) )
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{
// disallow static types creation with Create()
ACTION_RETURN_OBJECT ( nullptr ) ;
}
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// check if there are already registered handlers of this type.
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for ( DStaticEventHandler * handler = E_FirstEventHandler ; handler ; handler = handler - > next )
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if ( handler - > GetClass ( ) = = t ) // check precise class
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ACTION_RETURN_OBJECT ( handler ) ;
// generate a new object of this type.
ACTION_RETURN_OBJECT ( t - > CreateNew ( ) ) ;
}
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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 ) ;
}
DEFINE_ACTION_FUNCTION ( DEventHandler , Register )
{
PARAM_PROLOGUE ;
PARAM_OBJECT ( handler , DStaticEventHandler ) ;
if ( handler - > IsStatic ( ) ) ACTION_RETURN_BOOL ( false ) ;
ACTION_RETURN_BOOL ( E_RegisterHandler ( handler ) ) ;
}
DEFINE_ACTION_FUNCTION ( DEventHandler , Unregister )
{
PARAM_PROLOGUE ;
PARAM_OBJECT ( handler , DStaticEventHandler ) ;
if ( handler - > IsStatic ( ) ) ACTION_RETURN_BOOL ( false ) ;
ACTION_RETURN_BOOL ( E_UnregisterHandler ( handler ) ) ;
}
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// for static
DEFINE_ACTION_FUNCTION ( DStaticEventHandler , Create )
{
PARAM_PROLOGUE ;
PARAM_CLASS ( t , DStaticEventHandler ) ;
// static handlers can create any type of object.
// generate a new object of this type.
ACTION_RETURN_OBJECT ( t - > CreateNew ( ) ) ;
}
DEFINE_ACTION_FUNCTION ( DStaticEventHandler , CreateOnce )
{
PARAM_PROLOGUE ;
PARAM_CLASS ( t , DStaticEventHandler ) ;
// static handlers can create any type of object.
// check if there are already registered handlers of this type.
for ( DStaticEventHandler * handler = E_FirstEventHandler ; handler ; handler = handler - > next )
if ( handler - > GetClass ( ) = = t ) // check precise class
ACTION_RETURN_OBJECT ( handler ) ;
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// generate a new object of this type.
ACTION_RETURN_OBJECT ( t - > CreateNew ( ) ) ;
}
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// we might later want to change this
DEFINE_ACTION_FUNCTION ( DStaticEventHandler , Find )
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{
PARAM_PROLOGUE ;
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PARAM_CLASS ( t , DStaticEventHandler ) ;
for ( DStaticEventHandler * handler = E_FirstEventHandler ; handler ; handler = handler - > next )
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if ( handler - > GetClass ( ) = = t ) // check precise class
ACTION_RETURN_OBJECT ( handler ) ;
ACTION_RETURN_OBJECT ( nullptr ) ;
}
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DEFINE_ACTION_FUNCTION ( DStaticEventHandler , Register )
{
PARAM_PROLOGUE ;
PARAM_OBJECT ( handler , DStaticEventHandler ) ;
ACTION_RETURN_BOOL ( E_RegisterHandler ( handler ) ) ;
}
DEFINE_ACTION_FUNCTION ( DStaticEventHandler , Unregister )
{
PARAM_PROLOGUE ;
PARAM_OBJECT ( handler , DStaticEventHandler ) ;
ACTION_RETURN_BOOL ( E_UnregisterHandler ( handler ) ) ;
}
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# define DEFINE_EMPTY_HANDLER(cls, funcname) DEFINE_ACTION_FUNCTION(cls, funcname) \
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{ \
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PARAM_SELF_PROLOGUE ( cls ) ; \
return 0 ; \
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}
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DEFINE_EMPTY_HANDLER ( DStaticEventHandler , OnRegister )
DEFINE_EMPTY_HANDLER ( DStaticEventHandler , OnUnregister )
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DEFINE_EMPTY_HANDLER ( DStaticEventHandler , WorldLoaded )
DEFINE_EMPTY_HANDLER ( DStaticEventHandler , WorldUnloaded )
DEFINE_EMPTY_HANDLER ( DStaticEventHandler , WorldThingSpawned )
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DEFINE_EMPTY_HANDLER ( DStaticEventHandler , WorldThingDied )
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DEFINE_EMPTY_HANDLER ( DStaticEventHandler , WorldThingRevived )
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DEFINE_EMPTY_HANDLER ( DStaticEventHandler , WorldThingDamaged )
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DEFINE_EMPTY_HANDLER ( DStaticEventHandler , WorldThingDestroyed )
DEFINE_EMPTY_HANDLER ( DStaticEventHandler , WorldLightning )
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DEFINE_EMPTY_HANDLER ( DStaticEventHandler , WorldTick )
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DEFINE_EMPTY_HANDLER ( DStaticEventHandler , RenderFrame )
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DEFINE_EMPTY_HANDLER ( DStaticEventHandler , RenderOverlay )
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DEFINE_EMPTY_HANDLER ( DStaticEventHandler , PlayerEntered )
DEFINE_EMPTY_HANDLER ( DStaticEventHandler , PlayerRespawned )
DEFINE_EMPTY_HANDLER ( DStaticEventHandler , PlayerDied )
DEFINE_EMPTY_HANDLER ( DStaticEventHandler , PlayerDisconnected )
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DEFINE_EMPTY_HANDLER ( DStaticEventHandler , UiProcess ) ;
DEFINE_EMPTY_HANDLER ( DStaticEventHandler , InputProcess ) ;
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DEFINE_EMPTY_HANDLER ( DStaticEventHandler , ConsoleProcess ) ;
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// ===========================================
//
// 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 ( func = = DStaticEventHandler_OnRegister_VMPtr )
return ;
VMValue params [ 1 ] = { ( DStaticEventHandler * ) this } ;
GlobalVMStack . Call ( func , params , 1 , nullptr , 0 , nullptr ) ;
}
}
void DStaticEventHandler : : OnUnregister ( )
{
IFVIRTUAL ( DStaticEventHandler , OnUnregister )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_OnUnregister_VMPtr )
return ;
VMValue params [ 1 ] = { ( DStaticEventHandler * ) this } ;
GlobalVMStack . Call ( func , params , 1 , nullptr , 0 , nullptr ) ;
}
}
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static DWorldEvent * E_SetupWorldEvent ( )
{
static DWorldEvent * e = nullptr ;
if ( ! e ) e = ( DWorldEvent * ) RUNTIME_CLASS ( DWorldEvent ) - > CreateNew ( ) ;
e - > IsSaveGame = savegamerestore ;
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e - > IsReopen = level . FromSnapshot & & ! savegamerestore ; // each one by itself isnt helpful, but with hub load we have savegamerestore==0 and level.FromSnapshot==1.
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e - > Thing = nullptr ;
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e - > Inflictor = nullptr ;
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e - > Damage = 0 ;
e - > DamageAngle = 0.0 ;
e - > DamageFlags = 0 ;
e - > DamageSource = 0 ;
e - > DamageType = NAME_None ;
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return e ;
}
void DStaticEventHandler : : WorldLoaded ( )
{
IFVIRTUAL ( DStaticEventHandler , WorldLoaded )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_WorldLoaded_VMPtr )
return ;
DWorldEvent * e = E_SetupWorldEvent ( ) ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
void DStaticEventHandler : : WorldUnloaded ( )
{
IFVIRTUAL ( DStaticEventHandler , WorldUnloaded )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_WorldUnloaded_VMPtr )
return ;
DWorldEvent * e = E_SetupWorldEvent ( ) ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
void DStaticEventHandler : : WorldThingSpawned ( AActor * actor )
{
IFVIRTUAL ( DStaticEventHandler , WorldThingSpawned )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_WorldThingSpawned_VMPtr )
return ;
DWorldEvent * e = E_SetupWorldEvent ( ) ;
e - > Thing = actor ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
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void DStaticEventHandler : : WorldThingDied ( AActor * actor , AActor * inflictor )
{
IFVIRTUAL ( DStaticEventHandler , WorldThingDied )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_WorldThingDied_VMPtr )
return ;
DWorldEvent * e = E_SetupWorldEvent ( ) ;
e - > Thing = actor ;
e - > Inflictor = inflictor ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
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}
}
void DStaticEventHandler : : WorldThingRevived ( AActor * actor )
{
IFVIRTUAL ( DStaticEventHandler , WorldThingRevived )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_WorldThingRevived_VMPtr )
return ;
DWorldEvent * e = E_SetupWorldEvent ( ) ;
e - > Thing = actor ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
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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 ( func = = DStaticEventHandler_WorldThingDamaged_VMPtr )
return ;
DWorldEvent * e = E_SetupWorldEvent ( ) ;
e - > Thing = actor ;
e - > Damage = damage ;
e - > DamageSource = source ;
e - > DamageType = mod ;
e - > DamageFlags = flags ;
e - > DamageAngle = angle ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
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}
}
void DStaticEventHandler : : WorldThingDestroyed ( AActor * actor )
{
IFVIRTUAL ( DStaticEventHandler , WorldThingDestroyed )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_WorldThingDestroyed_VMPtr )
return ;
DWorldEvent * e = E_SetupWorldEvent ( ) ;
e - > Thing = actor ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
void DStaticEventHandler : : WorldLightning ( )
{
IFVIRTUAL ( DStaticEventHandler , WorldLightning )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_WorldLightning_VMPtr )
return ;
DWorldEvent * e = E_SetupWorldEvent ( ) ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
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void DStaticEventHandler : : WorldTick ( )
{
IFVIRTUAL ( DStaticEventHandler , WorldTick )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_WorldTick_VMPtr )
return ;
DWorldEvent * e = E_SetupWorldEvent ( ) ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
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static DRenderEvent * E_SetupRenderEvent ( )
{
static DRenderEvent * e = nullptr ;
if ( ! e ) e = ( DRenderEvent * ) RUNTIME_CLASS ( DRenderEvent ) - > CreateNew ( ) ;
e - > ViewPos = : : ViewPos ;
e - > ViewAngle = : : ViewAngle ;
e - > ViewPitch = : : ViewPitch ;
e - > ViewRoll = : : ViewRoll ;
e - > FracTic = : : r_TicFracF ;
e - > Camera = : : camera ;
return e ;
}
void DStaticEventHandler : : RenderFrame ( )
{
IFVIRTUAL ( DStaticEventHandler , RenderFrame )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_RenderFrame_VMPtr )
return ;
DRenderEvent * e = E_SetupRenderEvent ( ) ;
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VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
void DStaticEventHandler : : RenderOverlay ( )
{
IFVIRTUAL ( DStaticEventHandler , RenderOverlay )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_RenderOverlay_VMPtr )
return ;
DRenderEvent * e = E_SetupRenderEvent ( ) ;
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VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
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static DPlayerEvent * E_SetupPlayerEvent ( )
{
static DPlayerEvent * e = nullptr ;
if ( ! e ) e = ( DPlayerEvent * ) RUNTIME_CLASS ( DPlayerEvent ) - > CreateNew ( ) ;
e - > PlayerNumber = - 1 ;
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e - > IsReturn = false ;
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return e ;
}
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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 ( func = = DStaticEventHandler_PlayerEntered_VMPtr )
return ;
DPlayerEvent * e = E_SetupPlayerEvent ( ) ;
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e - > IsReturn = fromhub ;
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e - > PlayerNumber = num ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
void DStaticEventHandler : : PlayerRespawned ( int num )
{
IFVIRTUAL ( DStaticEventHandler , PlayerRespawned )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_PlayerRespawned_VMPtr )
return ;
DPlayerEvent * e = E_SetupPlayerEvent ( ) ;
e - > PlayerNumber = num ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
void DStaticEventHandler : : PlayerDied ( int num )
{
IFVIRTUAL ( DStaticEventHandler , PlayerDied )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_PlayerDied_VMPtr )
return ;
DPlayerEvent * e = E_SetupPlayerEvent ( ) ;
e - > PlayerNumber = num ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
void DStaticEventHandler : : PlayerDisconnected ( int num )
{
IFVIRTUAL ( DStaticEventHandler , PlayerDisconnected )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_PlayerDisconnected_VMPtr )
return ;
DPlayerEvent * e = E_SetupPlayerEvent ( ) ;
e - > PlayerNumber = num ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
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static DUiEvent * E_SetupUiEvent ( )
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{
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static DUiEvent * e = nullptr ;
if ( ! e ) e = ( DUiEvent * ) RUNTIME_CLASS ( DUiEvent ) - > CreateNew ( ) ;
e - > Type = EV_GUI_None ;
e - > IsShift = false ;
e - > IsAlt = false ;
e - > IsCtrl = false ;
e - > MouseX = e - > MouseY = 0 ;
e - > KeyChar = 0 ;
e - > KeyString = " " ;
return e ;
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}
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bool DStaticEventHandler : : UiProcess ( event_t * ev )
{
IFVIRTUAL ( DStaticEventHandler , UiProcess )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_UiProcess_VMPtr )
return false ;
DUiEvent * e = E_SetupUiEvent ( ) ;
//
e - > Type = ( EGUIEvent ) ev - > subtype ;
// we don't want the modders to remember what weird fields mean what for what events.
switch ( e - > Type )
{
case EV_GUI_None :
break ;
case EV_GUI_KeyDown :
case EV_GUI_KeyRepeat :
case EV_GUI_KeyUp :
e - > KeyChar = ev - > data1 ;
e - > KeyString . Format ( " %c " , e - > KeyChar ) ;
e - > IsShift = ! ! ( ev - > data3 & GKM_SHIFT ) ;
e - > IsAlt = ! ! ( ev - > data3 & GKM_ALT ) ;
e - > IsCtrl = ! ! ( ev - > data3 & GKM_CTRL ) ;
break ;
case EV_GUI_Char :
e - > KeyChar = ev - > data1 ;
e - > KeyString . Format ( " %c " , e - > KeyChar ) ;
e - > 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
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//Printf("Mouse data: %d, %d, %d, %d\n", ev->x, ev->y, ev->data1, ev->data2);
e - > MouseX = ev - > data1 ;
e - > MouseY = ev - > data2 ;
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e - > IsShift = ! ! ( ev - > data3 & GKM_SHIFT ) ;
e - > IsAlt = ! ! ( ev - > data3 & GKM_ALT ) ;
e - > IsCtrl = ! ! ( ev - > data3 & GKM_CTRL ) ;
break ;
}
int processed ;
VMReturn results [ 1 ] = { & processed } ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , results , 1 , nullptr ) ;
return ! ! processed ;
}
return false ;
}
static DInputEvent * E_SetupInputEvent ( )
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{
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static DInputEvent * e = nullptr ;
if ( ! e ) e = ( DInputEvent * ) RUNTIME_CLASS ( DInputEvent ) - > CreateNew ( ) ;
e - > Type = EV_None ;
e - > KeyScan = 0 ;
e - > KeyChar = 0 ;
e - > KeyString = " " ;
e - > MouseX = e - > MouseY = 0 ;
return e ;
}
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bool DStaticEventHandler : : InputProcess ( event_t * ev )
{
IFVIRTUAL ( DStaticEventHandler , InputProcess )
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{
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// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_InputProcess_VMPtr )
return false ;
DInputEvent * e = E_SetupInputEvent ( ) ;
//
e - > Type = ( EGenericEvent ) ev - > type ;
// we don't want the modders to remember what weird fields mean what for what events.
switch ( e - > Type )
{
case EV_None :
break ;
case EV_KeyDown :
case EV_KeyUp :
e - > KeyScan = ev - > data1 ;
e - > KeyChar = ev - > data2 ;
e - > KeyString . Format ( " %c " , e - > KeyChar ) ;
break ;
case EV_Mouse :
e - > MouseX = ev - > x ;
e - > MouseY = ev - > y ;
break ;
default :
break ; // EV_DeviceChange = wat?
}
int processed ;
VMReturn results [ 1 ] = { & processed } ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , results , 1 , nullptr ) ;
return ! ! processed ;
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}
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return false ;
}
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static DConsoleEvent * E_SetupConsoleEvent ( )
{
static DConsoleEvent * e = nullptr ;
if ( ! e ) e = ( DConsoleEvent * ) RUNTIME_CLASS ( DConsoleEvent ) - > CreateNew ( ) ;
e - > Player = - 1 ;
e - > Name = " " ;
for ( int i = 0 ; i < countof ( e - > Args ) ; i + + )
e - > Args [ i ] = 0 ;
return e ;
}
void DStaticEventHandler : : ConsoleProcess ( int player , FString name , int arg1 , int arg2 , int arg3 )
{
IFVIRTUAL ( DStaticEventHandler , ConsoleProcess )
{
// don't create excessive DObjects if not going to be processed anyway
if ( func = = DStaticEventHandler_ConsoleProcess_VMPtr )
return ;
DConsoleEvent * e = E_SetupConsoleEvent ( ) ;
//
e - > Player = player ;
e - > Name = name ;
e - > Args [ 0 ] = arg1 ;
e - > Args [ 1 ] = arg2 ;
e - > Args [ 2 ] = arg3 ;
VMValue params [ 2 ] = { ( DStaticEventHandler * ) this , e } ;
GlobalVMStack . Call ( func , params , 2 , nullptr , 0 , nullptr ) ;
}
}
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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 ] ) ;
}
}
CCMD ( netevent )
{
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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 )
{
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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
Net_WriteByte ( DEM_NETEVENT ) ;
Net_WriteString ( argv [ 1 ] ) ;
Net_WriteByte ( argn ) ;
for ( int i = 0 ; i < argn ; i + + )
Net_WriteLong ( arg [ i ] ) ;
}
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}