mirror of
https://github.com/ZDoom/qzdoom.git
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1082 lines
30 KiB
C++
Executable file
1082 lines
30 KiB
C++
Executable file
#include "events.h"
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#include "virtual.h"
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#include "r_utility.h"
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#include "g_levellocals.h"
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#include "gi.h"
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#include "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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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return false;
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if (E_CheckHandler(handler))
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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.
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DStaticEventHandler* before = nullptr;
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for (DStaticEventHandler* existinghandler = E_FirstEventHandler; existinghandler; existinghandler = existinghandler->next)
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{
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if (existinghandler->Order > handler->Order)
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{
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before = existinghandler;
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break;
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}
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}
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// 1. MyHandler2->1:
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// E_FirstEventHandler = MyHandler2, E_LastEventHandler = MyHandler2
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// 2. MyHandler3->2:
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// E_FirstEventHandler = MyHandler2, E_LastEventHandler = MyHandler3
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// (Yes, all those write barriers here are really needed!)
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if (before != nullptr)
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{
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// if before is not null, link it before the existing handler.
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// note that before can be first handler, check for this.
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handler->next = before;
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GC::WriteBarrier(handler, before);
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handler->prev = before->prev;
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GC::WriteBarrier(handler, before->prev);
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before->prev = handler;
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GC::WriteBarrier(before, handler);
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if (before == E_FirstEventHandler)
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{
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E_FirstEventHandler = handler;
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GC::WriteBarrier(handler);
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}
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}
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else
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{
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// so if before is null, it means add last.
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// it can also mean that we have no handlers at all yet.
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handler->prev = E_LastEventHandler;
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GC::WriteBarrier(handler, E_LastEventHandler);
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handler->next = nullptr;
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if (E_FirstEventHandler == nullptr) E_FirstEventHandler = handler;
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E_LastEventHandler = handler;
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GC::WriteBarrier(handler);
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if (handler->prev != nullptr)
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{
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handler->prev->next = handler;
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GC::WriteBarrier(handler->prev, handler);
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}
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}
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if (handler->IsStatic())
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{
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handler->ObjectFlags |= OF_Transient;
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}
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return true;
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}
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bool E_UnregisterHandler(DStaticEventHandler* handler)
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{
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if (handler == nullptr || handler->ObjectFlags & OF_EuthanizeMe)
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return false;
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if (!E_CheckHandler(handler))
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return false;
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handler->OnUnregister();
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// link out of normal list
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if (handler->prev)
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{
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handler->prev->next = handler->next;
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GC::WriteBarrier(handler->prev, handler->next);
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}
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if (handler->next)
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{
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handler->next->prev = handler->prev;
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GC::WriteBarrier(handler->next, handler->prev);
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}
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if (handler == E_FirstEventHandler)
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{
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E_FirstEventHandler = handler->next;
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GC::WriteBarrier(handler->next);
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}
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if (handler == E_LastEventHandler)
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{
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E_LastEventHandler = handler->prev;
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GC::WriteBarrier(handler->prev);
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}
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if (handler->IsStatic())
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{
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handler->ObjectFlags &= ~OF_Transient;
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handler->Destroy();
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}
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return true;
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}
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bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual)
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{
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if (gamestate != GS_LEVEL)
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return false;
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Net_WriteByte(DEM_NETEVENT);
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Net_WriteString(name);
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Net_WriteByte(3);
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Net_WriteLong(arg1);
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Net_WriteLong(arg2);
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Net_WriteLong(arg3);
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Net_WriteByte(manual);
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return true;
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}
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bool E_CheckHandler(DStaticEventHandler* handler)
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{
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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if (handler == lhandler) return true;
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return false;
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}
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bool E_IsStaticType(PClass* type)
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{
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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)
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{
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// todo : stuff
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if (arc.BeginArray("eventhandlers"))
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{
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int numlocalhandlers = 0;
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TArray<DStaticEventHandler*> handlers;
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if (arc.isReading())
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{
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numlocalhandlers = arc.ArraySize();
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// delete all current local handlers, if any
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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if (!lhandler->IsStatic()) lhandler->Destroy();
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}
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else
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{
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for (DStaticEventHandler* lhandler = E_FirstEventHandler; lhandler; lhandler = lhandler->next)
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{
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if (lhandler->IsStatic()) continue;
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numlocalhandlers++;
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handlers.Push(lhandler);
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}
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}
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for (int i = 0; i < numlocalhandlers; i++)
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{
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// serialize the object properly.
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if (arc.isReading())
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{
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// get object and put it into the array
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DStaticEventHandler* lhandler;
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arc(nullptr, lhandler);
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if (lhandler != nullptr)
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handlers.Push(lhandler);
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}
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else
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{
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::Serialize<DStaticEventHandler>(arc, nullptr, handlers[i], nullptr);
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}
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}
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if (arc.isReading())
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{
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// add all newly deserialized handlers into the list
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for (int i = 0; i < numlocalhandlers; i++)
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E_RegisterHandler(handlers[i]);
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}
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arc.EndArray();
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}
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}
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static void E_InitStaticHandler(PClass* type, FString typestring, bool map)
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{
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if (type == nullptr)
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{
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I_Error("Fatal: unknown event handler class %s in MAPINFO!\n", 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!\nMap-specific event handlers cannot be static.\n", typestring.GetChars());
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return;
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}
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/*
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if (!E_IsStaticType(type) && !map)
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{
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Printf("%cGWarning: invalid event handler class %s in MAPINFO!\nMAPINFO event handlers should inherit Static* directly!\n", TEXTCOLOR_ESCAPE, typestring.GetChars());
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return;
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}*/
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// check if type already exists, don't add twice.
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bool typeExists = false;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsA(type))
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{
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typeExists = true;
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break;
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}
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}
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if (typeExists) return;
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DStaticEventHandler* handler = (DStaticEventHandler*)type->CreateNew();
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E_RegisterHandler(handler);
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}
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void E_InitStaticHandlers(bool map)
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{
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if (savegamerestore)
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return;
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// just make sure
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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
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for (unsigned int i = 0; i < gameinfo.EventHandlers.Size(); i++)
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{
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FString typestring = gameinfo.EventHandlers[i];
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PClass* type = PClass::FindClass(typestring);
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if (!type || E_IsStaticType(type)) // don't init the really global stuff here.
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continue;
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E_InitStaticHandler(type, typestring, false);
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}
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for (unsigned int i = 0; i < level.info->EventHandlers.Size(); i++)
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{
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FString typestring = level.info->EventHandlers[i];
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PClass* type = PClass::FindClass(typestring);
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E_InitStaticHandler(type, typestring, true);
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}
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}
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else
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{
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for (unsigned int i = 0; i < gameinfo.EventHandlers.Size(); i++)
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{
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FString typestring = gameinfo.EventHandlers[i];
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PClass* type = PClass::FindClass(typestring);
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if (!type || !E_IsStaticType(type)) // don't init map-local global stuff here.
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continue;
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E_InitStaticHandler(type, typestring, false);
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}
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}
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}
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void E_Shutdown(bool map)
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{
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// delete handlers.
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic() == !map)
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handler->Destroy();
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}
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}
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#define DEFINE_EVENT_LOOPER(name) void E_##name() \
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{ \
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next) \
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handler->name(); \
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}
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// note for the functions below.
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// *Unsafe is executed on EVERY map load/close, including savegame loading, etc.
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// 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.
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// Because the main point of safe WorldLoaded/Unloading is that it will be preserved in savegames.
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void E_WorldLoaded()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (handler->IsStatic()) continue;
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if (savegamerestore) continue; // don't execute WorldLoaded for handlers loaded from the savegame.
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handler->WorldLoaded();
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}
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}
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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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}
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}
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void E_WorldLoadedUnsafe()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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{
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if (!handler->IsStatic()) continue;
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handler->WorldLoaded();
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}
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}
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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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}
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void E_WorldThingSpawned(AActor* actor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingSpawned(actor);
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}
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void E_WorldThingDied(AActor* actor, AActor* inflictor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingDied(actor, inflictor);
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}
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void E_WorldThingRevived(AActor* actor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingRevived(actor);
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}
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void E_WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldThingDamaged(actor, inflictor, source, damage, mod, flags, angle);
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}
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void E_WorldThingDestroyed(AActor* actor)
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{
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// don't call anything if actor was destroyed on PostBeginPlay/BeginPlay/whatever.
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if (actor->ObjectFlags & OF_EuthanizeMe)
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return;
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// don't call anything for non-spawned things (i.e. those that were created, but immediately destroyed)
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// this is because Destroyed should be reverse of Spawned. we don't want to catch random inventory give failures.
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if (!(actor->ObjectFlags & OF_Spawned))
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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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}
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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.
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// actually, global handlers don't want it too.
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if (savegamerestore && !fromhub)
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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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}
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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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bool E_Responder(const event_t* ev)
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{
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bool uiProcessorsFound = false;
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if (ev->type == EV_GUI_Event)
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{
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// iterate handlers back to front by order, and give them this event.
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for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
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{
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if (handler->IsUiProcessor)
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{
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uiProcessorsFound = true;
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if (handler->UiProcess(ev))
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return true; // event was processed
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}
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}
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}
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else
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{
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// not sure if we want to handle device changes, but whatevs.
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for (DStaticEventHandler* handler = E_LastEventHandler; handler; handler = handler->prev)
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{
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if (handler->IsUiProcessor)
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uiProcessorsFound = true;
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if (handler->InputProcess(ev))
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return true; // event was processed
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}
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}
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return (uiProcessorsFound && (ev->type == EV_Mouse)); // mouse events are eaten by the event system if there are any uiprocessors.
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}
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void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manual)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->ConsoleProcess(player, name, arg1, arg2, arg3, manual);
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}
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bool E_CheckUiProcessors()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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if (handler->IsUiProcessor)
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return true;
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return false;
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}
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bool E_CheckRequireMouse()
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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if (handler->IsUiProcessor && handler->RequireMouse)
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return true;
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return false;
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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(RenderOverlay)
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DEFINE_EVENT_LOOPER(WorldLightning)
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DEFINE_EVENT_LOOPER(WorldTick)
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DEFINE_EVENT_LOOPER(UiTick)
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// declarations
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IMPLEMENT_CLASS(DStaticEventHandler, false, true);
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IMPLEMENT_POINTERS_START(DStaticEventHandler)
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IMPLEMENT_POINTER(next)
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IMPLEMENT_POINTER(prev)
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IMPLEMENT_POINTERS_END
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IMPLEMENT_CLASS(DEventHandler, false, false);
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DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, Order);
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DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, IsUiProcessor);
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DEFINE_FIELD_X(StaticEventHandler, DStaticEventHandler, RequireMouse);
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DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewPos);
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DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewAngle);
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DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewPitch);
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DEFINE_FIELD_X(RenderEvent, FRenderEvent, ViewRoll);
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DEFINE_FIELD_X(RenderEvent, FRenderEvent, FracTic);
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DEFINE_FIELD_X(RenderEvent, FRenderEvent, Camera);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsSaveGame);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsReopen);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, Thing);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, Inflictor);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, Damage);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageSource);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageType);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageFlags);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageAngle);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn);
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DEFINE_FIELD_X(UiEvent, FUiEvent, Type);
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DEFINE_FIELD_X(UiEvent, FUiEvent, KeyString);
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DEFINE_FIELD_X(UiEvent, FUiEvent, KeyChar);
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DEFINE_FIELD_X(UiEvent, FUiEvent, MouseX);
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DEFINE_FIELD_X(UiEvent, FUiEvent, MouseY);
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DEFINE_FIELD_X(UiEvent, FUiEvent, IsShift);
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DEFINE_FIELD_X(UiEvent, FUiEvent, IsAlt);
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DEFINE_FIELD_X(UiEvent, FUiEvent, IsCtrl);
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DEFINE_FIELD_X(InputEvent, FInputEvent, Type);
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|
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)
|
|
|
|
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);
|
|
}
|
|
|
|
#define DEFINE_EMPTY_HANDLER(cls, funcname) DEFINE_ACTION_FUNCTION(cls, funcname) \
|
|
{ \
|
|
PARAM_SELF_PROLOGUE(cls); \
|
|
return 0; \
|
|
}
|
|
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, OnRegister)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, OnUnregister)
|
|
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLoaded)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldUnloaded)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingSpawned)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDied)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingRevived)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDamaged)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick)
|
|
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, RenderFrame)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, RenderOverlay)
|
|
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerEntered)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerRespawned)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerDied)
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, PlayerDisconnected)
|
|
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, UiProcess);
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, InputProcess);
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, UiTick);
|
|
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, ConsoleProcess);
|
|
DEFINE_EMPTY_HANDLER(DStaticEventHandler, NetworkProcess);
|
|
|
|
// ===========================================
|
|
//
|
|
// Event handlers
|
|
//
|
|
// ===========================================
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
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 (func == DStaticEventHandler_WorldLoaded_VMPtr)
|
|
return;
|
|
FWorldEvent 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;
|
|
FWorldEvent 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;
|
|
FWorldEvent e = E_SetupWorldEvent();
|
|
e.Thing = actor;
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
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;
|
|
FWorldEvent e = E_SetupWorldEvent();
|
|
e.Thing = actor;
|
|
e.Inflictor = inflictor;
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
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;
|
|
FWorldEvent e = E_SetupWorldEvent();
|
|
e.Thing = actor;
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
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;
|
|
FWorldEvent 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);
|
|
}
|
|
}
|
|
|
|
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;
|
|
FWorldEvent 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;
|
|
FWorldEvent e = E_SetupWorldEvent();
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::WorldTick()
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, WorldTick)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (func == DStaticEventHandler_WorldTick_VMPtr)
|
|
return;
|
|
VMValue params[1] = { (DStaticEventHandler*)this };
|
|
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
static FRenderEvent E_SetupRenderEvent()
|
|
{
|
|
FRenderEvent e;
|
|
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;
|
|
FRenderEvent e = E_SetupRenderEvent();
|
|
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;
|
|
FRenderEvent e = E_SetupRenderEvent();
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::PlayerEntered(int num, bool fromhub)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, PlayerEntered)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (func == DStaticEventHandler_PlayerEntered_VMPtr)
|
|
return;
|
|
FPlayerEvent e = { num, fromhub };
|
|
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;
|
|
FPlayerEvent e = { num, false };
|
|
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;
|
|
FPlayerEvent e = { num, false };
|
|
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;
|
|
FPlayerEvent e = { num, false };
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
FUiEvent::FUiEvent(const event_t *ev)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
bool DStaticEventHandler::UiProcess(const 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;
|
|
FUiEvent e = ev;
|
|
|
|
int processed;
|
|
VMReturn results[1] = { &processed };
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
GlobalVMStack.Call(func, params, 2, results, 1, nullptr);
|
|
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?
|
|
}
|
|
}
|
|
|
|
bool DStaticEventHandler::InputProcess(const event_t* ev)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, InputProcess)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (func == DStaticEventHandler_InputProcess_VMPtr)
|
|
return false;
|
|
|
|
FInputEvent e = ev;
|
|
//
|
|
|
|
int processed;
|
|
VMReturn results[1] = { &processed };
|
|
VMValue params[2] = { (DStaticEventHandler*)this, &e };
|
|
GlobalVMStack.Call(func, params, 2, results, 1, nullptr);
|
|
return !!processed;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void DStaticEventHandler::UiTick()
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, UiTick)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (func == DStaticEventHandler_UiTick_VMPtr)
|
|
return;
|
|
VMValue params[1] = { (DStaticEventHandler*)this };
|
|
GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
|
|
}
|
|
}
|
|
|
|
void DStaticEventHandler::ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual)
|
|
{
|
|
if (player < 0)
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, ConsoleProcess)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (func == DStaticEventHandler_ConsoleProcess_VMPtr)
|
|
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 };
|
|
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
IFVIRTUAL(DStaticEventHandler, NetworkProcess)
|
|
{
|
|
// don't create excessive DObjects if not going to be processed anyway
|
|
if (func == DStaticEventHandler_NetworkProcess_VMPtr)
|
|
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 };
|
|
GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
void DStaticEventHandler::OnDestroy()
|
|
{
|
|
E_UnregisterHandler(this);
|
|
Super::OnDestroy();
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
int argc = argv.argc();
|
|
|
|
if (argc < 2 || argc > 5)
|
|
{
|
|
Printf("Usage: netevent <name> [arg1] [arg2] [arg3]\n");
|
|
}
|
|
else
|
|
{
|
|
int arg[3] = { 0, 0, 0 };
|
|
int argn = MIN<int>(argc - 2, countof(arg));
|
|
for (int i = 0; i < argn; i++)
|
|
arg[i] = atoi(argv[2 + i]);
|
|
// call networked
|
|
E_SendNetworkEvent(argv[1], arg[0], arg[1], arg[2], true);
|
|
}
|
|
}
|