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Added player events
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parent
bc1194d03b
commit
7fa50c22e5
3 changed files with 157 additions and 0 deletions
101
src/events.cpp
101
src/events.cpp
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@ -337,6 +337,30 @@ void E_WorldThingDestroyed(AActor* actor)
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handler->WorldThingDestroyed(actor);
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}
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void E_PlayerEntered(int num)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->PlayerEntered(num);
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}
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void E_PlayerRespawned(int num)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->PlayerRespawned(num);
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}
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void E_PlayerDied(int num)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->PlayerDied(num);
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}
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void E_PlayerDisconnected(int num)
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{
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for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
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handler->PlayerDisconnected(num);
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}
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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(WorldLightning)
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@ -348,6 +372,7 @@ IMPLEMENT_CLASS(DEventHandler, false, false);
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IMPLEMENT_CLASS(DBaseEvent, false, false)
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IMPLEMENT_CLASS(DRenderEvent, false, false)
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IMPLEMENT_CLASS(DWorldEvent, false, false)
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IMPLEMENT_CLASS(DPlayerEvent, false, false)
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DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewPos);
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DEFINE_FIELD_X(RenderEvent, DRenderEvent, ViewAngle);
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@ -357,6 +382,7 @@ DEFINE_FIELD_X(RenderEvent, DRenderEvent, FracTic);
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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);
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@ -365,6 +391,9 @@ DEFINE_FIELD_X(WorldEvent, DWorldEvent, DamageType);
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DEFINE_FIELD_X(WorldEvent, DWorldEvent, DamageFlags);
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DEFINE_FIELD_X(WorldEvent, DWorldEvent, DamageAngle);
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DEFINE_FIELD_X(PlayerEvent, DPlayerEvent, PlayerNumber);
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DEFINE_FIELD_X(PlayerEvent, DPlayerEvent, IsReturn);
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DEFINE_ACTION_FUNCTION(DEventHandler, Create)
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{
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PARAM_PROLOGUE;
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@ -486,8 +515,14 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDamaged)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed)
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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, PlayerEntered)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerRespawned)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerDied)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerDisconnected)
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DEFINE_ACTION_FUNCTION(DStaticEventHandler, GetOrder)
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{
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PARAM_SELF_PROLOGUE(DStaticEventHandler);
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@ -505,6 +540,7 @@ static DWorldEvent* E_SetupWorldEvent()
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static DWorldEvent* e = nullptr;
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if (!e) e = (DWorldEvent*)RUNTIME_CLASS(DWorldEvent)->CreateNew();
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e->IsSaveGame = savegamerestore;
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e->IsReopen = level.FromSnapshot;
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e->Thing = nullptr;
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e->Inflictor = nullptr;
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e->Damage = 0;
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@ -669,6 +705,71 @@ void DStaticEventHandler::RenderFrame()
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}
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}
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static DPlayerEvent* E_SetupPlayerEvent()
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{
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static DPlayerEvent* e = nullptr;
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if (!e) e = (DPlayerEvent*)RUNTIME_CLASS(DPlayerEvent)->CreateNew();
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e->PlayerNumber = -1;
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e->IsReturn = level.FromSnapshot;
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return e;
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}
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void DStaticEventHandler::PlayerEntered(int num)
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{
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IFVIRTUAL(DStaticEventHandler, PlayerEntered)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_PlayerEntered_VMPtr)
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return;
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DPlayerEvent* e = E_SetupPlayerEvent();
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e->PlayerNumber = num;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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void DStaticEventHandler::PlayerRespawned(int num)
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{
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IFVIRTUAL(DStaticEventHandler, PlayerRespawned)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_PlayerRespawned_VMPtr)
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return;
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DPlayerEvent* e = E_SetupPlayerEvent();
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e->PlayerNumber = num;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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void DStaticEventHandler::PlayerDied(int num)
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{
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IFVIRTUAL(DStaticEventHandler, PlayerDied)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_PlayerDied_VMPtr)
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return;
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DPlayerEvent* e = E_SetupPlayerEvent();
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e->PlayerNumber = num;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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void DStaticEventHandler::PlayerDisconnected(int num)
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{
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IFVIRTUAL(DStaticEventHandler, PlayerDisconnected)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_PlayerDisconnected_VMPtr)
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return;
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DPlayerEvent* e = E_SetupPlayerEvent();
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e->PlayerNumber = num;
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VMValue params[2] = { (DStaticEventHandler*)this, e };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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//
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void DStaticEventHandler::OnDestroy()
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{
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38
src/events.h
38
src/events.h
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@ -41,6 +41,14 @@ void E_WorldLightning();
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void E_WorldTick();
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// called on each render frame once.
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void E_RenderFrame();
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// this executes when a player enters the level (once). PlayerEnter+inhub = RETURN
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void E_PlayerEntered(int num);
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// this executes when a player respawns. includes resurrect cheat.
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void E_PlayerRespawned(int num);
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// this executes when a player dies (partially duplicating worldthingdied, but whatever)
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void E_PlayerDied(int num);
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// this executes when a player leaves the game
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void E_PlayerDisconnected(int num);
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// serialization stuff
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void E_SerializeEvents(FSerializer& arc);
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@ -89,6 +97,7 @@ public:
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// destroy handler. this unlinks EventHandler from the list automatically.
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void OnDestroy() override;
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//
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virtual void WorldLoaded();
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virtual void WorldUnloaded();
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virtual void WorldThingSpawned(AActor*);
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@ -98,8 +107,16 @@ public:
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virtual void WorldThingDestroyed(AActor*);
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virtual void WorldLightning();
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virtual void WorldTick();
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//
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virtual void RenderFrame();
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//
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virtual void PlayerEntered(int num);
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virtual void PlayerRespawned(int num);
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virtual void PlayerDied(int num);
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virtual void PlayerDisconnected(int num);
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// gets the order of this item.
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int GetOrder();
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};
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@ -153,6 +170,7 @@ class DWorldEvent : public DBaseEvent
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public:
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// for loaded/unloaded
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bool IsSaveGame;
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bool IsReopen;
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// for thingspawned, thingdied, thingdestroyed
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AActor* Thing;
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// for thingdied
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@ -167,6 +185,7 @@ public:
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DWorldEvent()
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{
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IsSaveGame = false;
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IsReopen = false;
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Thing = nullptr;
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Inflictor = nullptr;
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Damage = 0;
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@ -175,4 +194,23 @@ public:
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}
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};
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class DPlayerEvent : public DBaseEvent
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{
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DECLARE_CLASS(DPlayerEvent, DBaseEvent)
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public:
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// we currently have only one member: player index
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// in ZScript, we have global players[] array from which we can
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// get both the player itself and player's body,
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// so no need to pass it here.
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int PlayerNumber;
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// we set this to true if level was reopened (RETURN scripts)
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bool IsReturn;
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DPlayerEvent()
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{
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PlayerNumber = -1;
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IsReturn = false;
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}
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};
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#endif
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@ -14,6 +14,8 @@ class WorldEvent : BaseEvent native
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{
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// for loaded/unloaded
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native readonly bool IsSaveGame;
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// this will be true if we are re-entering the hub level.
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native readonly bool IsReopen;
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// for thingspawned/thingdied/thingdestroyed
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native readonly Actor Thing;
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// for thingdied. can be null
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@ -26,6 +28,15 @@ class WorldEvent : BaseEvent native
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native readonly double DamageAngle;
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}
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class PlayerEvent : BaseEvent native
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{
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// this is the player number that caused the event.
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// note: you can get player struct from this by using players[e.PlayerNumber]
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native readonly int PlayerNumber;
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// this will be true if we are re-entering the hub level.
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native readonly bool IsReturn;
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}
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class StaticEventHandler : Object native
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{
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// static event handlers CAN register other static event handlers.
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@ -48,8 +59,15 @@ class StaticEventHandler : Object native
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virtual native void WorldLightning(WorldEvent e); // for the sake of completeness.
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virtual native void WorldTick(WorldEvent e);
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//
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virtual native void RenderFrame(RenderEvent e);
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//
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virtual native void PlayerEntered(PlayerEvent e);
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virtual native void PlayerRespawned(PlayerEvent e);
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virtual native void PlayerDied(PlayerEvent e);
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virtual native void PlayerDisconnected(PlayerEvent e);
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// this function should return a value that will be queried on Register() to decide the relative order of this handler to every other.
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// this is most useful in UI systems.
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// default is 0.
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