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b1c508fa6c
- Allows defining of what actor is replacing another for information. - If multiple arachnotrons, a modder can attribute them as being a replacer of Arachnotron itself, allowing A_BossDeath and GetReplacee to work with it.
314 lines
9.6 KiB
C++
Executable file
314 lines
9.6 KiB
C++
Executable file
#ifndef EVENTS_H
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#define EVENTS_H
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#include "dobject.h"
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#include "serializer.h"
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#include "d_event.h"
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#include "d_gui.h"
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#include "sbar.h"
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class DStaticEventHandler;
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enum class EventHandlerType
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{
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Global,
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PerMap
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};
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// register
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bool E_RegisterHandler(DStaticEventHandler* handler);
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// unregister
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bool E_UnregisterHandler(DStaticEventHandler* handler);
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// find
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bool E_CheckHandler(DStaticEventHandler* handler);
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// check type
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bool E_IsStaticType(PClass* type);
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// init static handlers
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void E_InitStaticHandlers(bool map);
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// shutdown handlers
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void E_Shutdown(bool map);
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// called right after the map has loaded (approximately same time as OPEN ACS scripts)
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void E_WorldLoaded();
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// called when the map is about to unload (approximately same time as UNLOADING ACS scripts)
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void E_WorldUnloaded();
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// called right after the map has loaded (every time, UNSAFE VERSION)
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void E_WorldLoadedUnsafe();
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// called right before the map is unloaded (every time, UNSAFE VERSION)
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void E_WorldUnloadedUnsafe();
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// called around PostBeginPlay of each actor.
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void E_WorldThingSpawned(AActor* actor);
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// called after AActor::Die of each actor.
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void E_WorldThingDied(AActor* actor, AActor* inflictor);
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// called after AActor::Revive.
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void E_WorldThingRevived(AActor* actor);
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// called before P_DamageMobj and before AActor::DamageMobj virtuals.
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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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// called before AActor::Destroy of each actor.
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void E_WorldThingDestroyed(AActor* actor);
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// called in P_ActivateLine before executing special, set shouldactivate to false to prevent activation.
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void E_WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
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// called in P_ActivateLine after successful special execution.
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void E_WorldLineActivated(line_t* line, AActor* actor, int activationType);
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// called in P_DamageSector and P_DamageLinedef before receiving damage to the sector. returns actual damage
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int E_WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius);
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// called in P_DamageLinedef before receiving damage to the linedef. returns actual damage
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int E_WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius);
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// same as ACS SCRIPT_Lightning
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void E_WorldLightning();
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// this executes on every tick, before everything, only when in valid level and not paused
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void E_WorldTick();
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// this executes on every tick on UI side, always
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void E_UiTick();
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// this executes on every tick on UI side, always AND immediately after everything else
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void E_PostUiTick();
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// called on each render frame once.
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void E_RenderFrame();
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// called after everything's been rendered, but before console/menus
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void E_RenderOverlay(EHudState state);
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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, bool fromhub);
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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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// this executes on events.
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bool E_Responder(const event_t* ev); // splits events into InputProcess and UiProcess
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// this executes on console/net events.
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void E_Console(int player, FString name, int arg1, int arg2, int arg3, bool manual);
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// called when looking up the replacement for an actor class
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bool E_CheckReplacement(PClassActor* replacee, PClassActor** replacement);
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// called when looking up the replaced for an actor class
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bool E_CheckReplacee(PClassActor** replacee, PClassActor* replacement);
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// called on new game
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void E_NewGame(EventHandlerType handlerType);
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// send networked event. unified function.
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bool E_SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual);
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// check if there is anything that should receive GUI events
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bool E_CheckUiProcessors();
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// check if we need native mouse due to UiProcessors
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bool E_CheckRequireMouse();
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// serialization stuff
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void E_SerializeEvents(FSerializer& arc);
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// ==============================================
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//
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// EventHandler - base class
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//
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// ==============================================
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class DStaticEventHandler : public DObject // make it a part of normal GC process
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{
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DECLARE_CLASS(DStaticEventHandler, DObject);
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HAS_OBJECT_POINTERS
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public:
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DStaticEventHandler()
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{
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prev = 0;
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next = 0;
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Order = 0;
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IsUiProcessor = false;
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}
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DStaticEventHandler* prev;
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DStaticEventHandler* next;
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virtual bool IsStatic() { return true; }
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//
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int Order;
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bool IsUiProcessor;
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bool RequireMouse;
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// serialization handler. let's keep it here so that I don't get lost in serialized/not serialized fields
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void Serialize(FSerializer& arc) override
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{
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Super::Serialize(arc);
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/*
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if (arc.isReading())
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{
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Printf("DStaticEventHandler::Serialize: reading object %s\n", GetClass()->TypeName.GetChars());
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}
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else
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{
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Printf("DStaticEventHandler::Serialize: store object %s\n", GetClass()->TypeName.GetChars());
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}
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*/
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arc("Order", Order);
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arc("IsUiProcessor", IsUiProcessor);
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arc("RequireMouse", RequireMouse);
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}
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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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void OnRegister(); // you can set order and IsUi here.
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void OnUnregister();
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//
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void WorldLoaded();
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void WorldUnloaded();
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void WorldThingSpawned(AActor* actor);
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void WorldThingDied(AActor* actor, AActor* inflictor);
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void WorldThingRevived(AActor* actor);
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void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
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void WorldThingDestroyed(AActor* actor);
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void WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
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void WorldLineActivated(line_t* line, AActor* actor, int activationType);
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int WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius);
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int WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius);
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void WorldLightning();
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void WorldTick();
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//
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void RenderFrame();
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void RenderOverlay(EHudState state);
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//
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void PlayerEntered(int num, bool fromhub);
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void PlayerRespawned(int num);
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void PlayerDied(int num);
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void PlayerDisconnected(int num);
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// return true if handled.
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bool InputProcess(const event_t* ev);
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bool UiProcess(const event_t* ev);
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void UiTick();
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void PostUiTick();
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//
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void ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual);
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//
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void CheckReplacement(PClassActor* replacee, PClassActor** replacement, bool* final);
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void CheckReplacee(PClassActor** replacee, PClassActor* replacement, bool* final);
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//
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void NewGame();
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};
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class DEventHandler : public DStaticEventHandler
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{
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DECLARE_CLASS(DEventHandler, DStaticEventHandler) // TODO: make sure this does not horribly break anything
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public:
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bool IsStatic() override { return false; }
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};
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extern DStaticEventHandler* E_FirstEventHandler;
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extern DStaticEventHandler* E_LastEventHandler;
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struct FRenderEvent
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{
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// these are for all render events
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DVector3 ViewPos;
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DAngle ViewAngle;
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DAngle ViewPitch;
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DAngle ViewRoll;
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double FracTic = 0; // 0..1 value that describes where we are inside the current gametic, render-wise.
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AActor* Camera = nullptr;
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int HudState;
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};
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struct FWorldEvent
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{
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// for loaded/unloaded
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bool IsSaveGame = false;
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bool IsReopen = false;
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// for thingspawned, thingdied, thingdestroyed
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AActor* Thing = nullptr; // for thingdied
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AActor* Inflictor = nullptr; // can be null - for damagemobj
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AActor* DamageSource = nullptr; // can be null
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int Damage = 0; // thingdamaged, sector/line damaged
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FName DamageType = NAME_None; // thingdamaged, sector/line damaged
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int DamageFlags = 0; // thingdamaged
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DAngle DamageAngle; // thingdamaged
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// for line(pre)activated
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line_t* ActivatedLine = nullptr;
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int ActivationType = 0;
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bool ShouldActivate = true;
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// for line/sector damaged
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int DamageSectorPart = 0;
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line_t* DamageLine = nullptr;
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sector_t* DamageSector = nullptr;
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int DamageLineSide = -1;
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DVector3 DamagePosition;
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bool DamageIsRadius; // radius damage yes/no
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int NewDamage = 0; // sector/line damaged. allows modifying damage
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};
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struct FPlayerEvent
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{
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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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};
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struct FUiEvent
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{
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// this essentially translates event_t UI events to ZScript.
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EGUIEvent Type;
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// for keys/chars/whatever
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FString KeyString;
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int KeyChar;
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// for mouse
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int MouseX;
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int MouseY;
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// global (?)
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bool IsShift;
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bool IsCtrl;
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bool IsAlt;
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FUiEvent(const event_t *ev);
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};
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struct FInputEvent
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{
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// this translates regular event_t events to ZScript (not UI, UI events are sent via DUiEvent and only if requested!)
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EGenericEvent Type = EV_None;
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// for keys
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int KeyScan;
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FString KeyString;
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int KeyChar;
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// for mouse
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int MouseX;
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int MouseY;
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FInputEvent(const event_t *ev);
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};
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struct FConsoleEvent
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{
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// player that activated this event. note that it's always -1 for non-playsim events (i.e. these not called with netevent)
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int Player;
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//
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FString Name;
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int Args[3];
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//
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bool IsManual;
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};
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struct FReplaceEvent
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{
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PClassActor* Replacee;
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PClassActor* Replacement;
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bool IsFinal;
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};
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struct FReplacedEvent
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{
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PClassActor* Replacee;
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PClassActor* Replacement;
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bool IsFinal;
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};
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#endif
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