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#ifndef EVENT_HANDLER_H
#define EVENT_HANDLER_H
// EventHandler.h: interface for the CEventHandler class.
//
//////////////////////////////////////////////////////////////////////
#include <string>
#include <vector>
#include <map>
#include "EventClient.h"
#include "Sim/Units/Unit.h"
#include "Sim/Features/Feature.h"
class CUnit;
class CWeapon;
class CFeature;
class CProjectile;
struct Command;
class CLogSubsystem;
class CEventHandler
{
public:
CEventHandler();
~CEventHandler();
void AddClient(CEventClient* ec);
void RemoveClient(CEventClient* ec);
bool InsertEvent(CEventClient* ec, const std::string& ciName);
bool RemoveEvent(CEventClient* ec, const std::string& ciName);
void GetEventList(std::vector<std::string>& list) const;
bool IsKnown(const std::string& ciName) const;
bool IsManaged(const std::string& ciName) const;
bool IsUnsynced(const std::string& ciName) const;
bool IsController(const std::string& ciName) const;
public:
// Synced events
void GamePreload();
void GameStart();
void GameOver();
void TeamDied(int teamID);
void TeamChanged(int teamID);
void PlayerChanged(int playerID);
void PlayerRemoved(int playerID, int reason);
void UnitCreated(const CUnit* unit, const CUnit* builder);
void UnitFinished(const CUnit* unit);
void UnitFromFactory(const CUnit* unit, const CUnit* factory,
bool userOrders);
void UnitDestroyed(const CUnit* unit, const CUnit* attacker);
void UnitTaken(const CUnit* unit, int newTeam);
void UnitGiven(const CUnit* unit, int oldTeam);
void UnitIdle(const CUnit* unit);
void UnitCommand(const CUnit* unit, const Command& command);
void UnitCmdDone(const CUnit* unit, int cmdType, int cmdTag);
void UnitDamaged(const CUnit* unit, const CUnit* attacker,
float damage, int weaponID, bool paralyzer);
void UnitExperience(const CUnit* unit, float oldExperience);
void UnitSeismicPing(const CUnit* unit, int allyTeam,
const float3& pos, float strength);
void UnitEnteredRadar(const CUnit* unit, int allyTeam);
void UnitEnteredLos(const CUnit* unit, int allyTeam);
void UnitLeftRadar(const CUnit* unit, int allyTeam);
void UnitLeftLos(const CUnit* unit, int allyTeam);
void UnitEnteredWater(const CUnit* unit);
void UnitEnteredAir(const CUnit* unit);
void UnitLeftWater(const CUnit* unit);
void UnitLeftAir(const CUnit* unit);
void UnitLoaded(const CUnit* unit, const CUnit* transport);
void UnitUnloaded(const CUnit* unit, const CUnit* transport);
void UnitCloaked(const CUnit* unit);
void UnitDecloaked(const CUnit* unit);
void UnitMoveFailed(const CUnit* unit);
void FeatureCreated(const CFeature* feature);
void FeatureDestroyed(const CFeature* feature);
void ProjectileCreated(const CProjectile* proj, int allyTeam);
void ProjectileDestroyed(const CProjectile* proj, int allyTeam);
bool Explosion(int weaponID, const float3& pos, const CUnit* owner);
void StockpileChanged(const CUnit* unit,
const CWeapon* weapon, int oldCount);
public:
// Unsynced events
void Update();
bool KeyPress(unsigned short key, bool isRepeat);
bool KeyRelease(unsigned short key);
bool MouseMove(int x, int y, int dx, int dy, int button);
bool MousePress(int x, int y, int button);
int MouseRelease(int x, int y, int button); // return a cmd index, or -1
bool MouseWheel(bool up, float value);
bool JoystickEvent(const std::string& event, int val1, int val2);
bool IsAbove(int x, int y);
std::string GetTooltip(int x, int y);
bool DefaultCommand(const CUnit* unit, const CFeature* feature, int& cmd);
bool CommandNotify(const Command& cmd);
bool AddConsoleLine(const std::string& msg, const CLogSubsystem& zone);
bool GroupChanged(int groupID);
bool GameSetup(const std::string& state, bool& ready,
const map<int, std::string>& playerStates);
std::string WorldTooltip(const CUnit* unit,
const CFeature* feature,
const float3* groundPos);
bool MapDrawCmd(int playerID, int type,
const float3* pos0,
const float3* pos1,
const std::string* label);
void ViewResize();
void DrawGenesis();
void DrawWorld();
void DrawWorldPreUnit();
void DrawWorldShadow();
void DrawWorldReflection();
void DrawWorldRefraction();
void DrawScreenEffects();
void DrawScreen();
void DrawInMiniMap();
//FIXME void ShockFront(float power, const float3& pos, float areaOfEffect);
private:
typedef vector<CEventClient*> EventClientList;
enum EventPropertyBits {
MANAGED_BIT = (1 << 0), // managed by eventHandler
UNSYNCED_BIT = (1 << 1), // delivers unsynced information
CONTROL_BIT = (1 << 2) // controls synced information
};
class EventInfo {
public:
EventInfo() : list(NULL), propBits(0) {}
EventInfo(const std::string& _name, EventClientList* _list, int _bits)
: name(_name), list(_list), propBits(_bits) {}
~EventInfo() {}
inline const std::string& GetName() const { return name; }
inline EventClientList* GetList() const { return list; }
inline int GetPropBits() const { return propBits; }
inline bool HasPropBit(int bit) const { return propBits & bit; }
private:
std::string name;
EventClientList* list;
int propBits;
};
typedef map<std::string, EventInfo> EventMap;
private:
void SetupEvent(const std::string& ciName,
EventClientList* list, int props);
void ListInsert(EventClientList& ciList, CEventClient* ec);
void ListRemove(EventClientList& ciList, CEventClient* ec);
private:
CEventClient* mouseOwner;
private:
EventMap eventMap;
EventClientList handles;
// synced
EventClientList listGamePreload;
EventClientList listGameStart;
EventClientList listGameOver;
EventClientList listTeamDied;
EventClientList listTeamChanged;
EventClientList listPlayerChanged;
EventClientList listPlayerRemoved;
EventClientList listUnitCreated;
EventClientList listUnitFinished;
EventClientList listUnitFromFactory;
EventClientList listUnitDestroyed;
EventClientList listUnitTaken;
EventClientList listUnitGiven;
EventClientList listUnitIdle;
EventClientList listUnitCommand;
EventClientList listUnitCmdDone;
EventClientList listUnitDamaged;
EventClientList listUnitExperience;
EventClientList listUnitSeismicPing;
EventClientList listUnitEnteredRadar;
EventClientList listUnitEnteredLos;
EventClientList listUnitLeftRadar;
EventClientList listUnitLeftLos;
EventClientList listUnitEnteredWater;
EventClientList listUnitEnteredAir;
EventClientList listUnitLeftWater;
EventClientList listUnitLeftAir;
EventClientList listUnitLoaded;
EventClientList listUnitUnloaded;
EventClientList listUnitCloaked;
EventClientList listUnitDecloaked;
EventClientList listUnitMoveFailed;
EventClientList listFeatureCreated;
EventClientList listFeatureDestroyed;
EventClientList listProjectileCreated;
EventClientList listProjectileDestroyed;
EventClientList listExplosion;
EventClientList listStockpileChanged;
// unsynced
EventClientList listUpdate;
EventClientList listKeyPress;
EventClientList listKeyRelease;
EventClientList listMouseMove;
EventClientList listMousePress;
EventClientList listMouseRelease;
EventClientList listMouseWheel;
EventClientList listJoystickEvent;
EventClientList listIsAbove;
EventClientList listGetTooltip;
EventClientList listDefaultCommand;
EventClientList listConfigCommand;
EventClientList listCommandNotify;
EventClientList listAddConsoleLine;
EventClientList listGroupChanged;
EventClientList listGameSetup;
EventClientList listWorldTooltip;
EventClientList listMapDrawCmd;
EventClientList listViewResize;
EventClientList listDrawGenesis;
EventClientList listDrawWorld;
EventClientList listDrawWorldPreUnit;
EventClientList listDrawWorldShadow;
EventClientList listDrawWorldReflection;
EventClientList listDrawWorldRefraction;
EventClientList listDrawScreenEffects;
EventClientList listDrawScreen;
EventClientList listDrawInMiniMap;
};
extern CEventHandler eventHandler;
/******************************************************************************/
/******************************************************************************/
//
// Inlined call-in loops
//
inline void CEventHandler::UnitCreated(const CUnit* unit,
const CUnit* builder)
{
const int unitAllyTeam = unit->allyteam;
const int count = listUnitCreated.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listUnitCreated[i];
if (ec->CanReadAllyTeam(unitAllyTeam)) {
ec->UnitCreated(unit, builder);
}
}
}
#define UNIT_CALLIN_NO_PARAM(name) \
inline void CEventHandler:: name (const CUnit* unit) \
{ \
const int unitAllyTeam = unit->allyteam; \
const int count = list ## name.size(); \
for (int i = 0; i < count; i++) { \
CEventClient* ec = list ## name [i]; \
if (ec->CanReadAllyTeam(unitAllyTeam)) { \
ec-> name (unit); \
} \
} \
}
UNIT_CALLIN_NO_PARAM(UnitFinished)
UNIT_CALLIN_NO_PARAM(UnitIdle)
UNIT_CALLIN_NO_PARAM(UnitCloaked)
UNIT_CALLIN_NO_PARAM(UnitDecloaked)
UNIT_CALLIN_NO_PARAM(UnitMoveFailed)
UNIT_CALLIN_NO_PARAM(UnitEnteredWater)
UNIT_CALLIN_NO_PARAM(UnitEnteredAir)
UNIT_CALLIN_NO_PARAM(UnitLeftWater)
UNIT_CALLIN_NO_PARAM(UnitLeftAir)
#define UNIT_CALLIN_INT_PARAM(name) \
inline void CEventHandler:: Unit ## name (const CUnit* unit, int p) \
{ \
const int unitAllyTeam = unit->allyteam; \
const int count = listUnit ## name.size(); \
for (int i = 0; i < count; i++) { \
CEventClient* ec = listUnit ## name [i]; \
if (ec->CanReadAllyTeam(unitAllyTeam)) { \
ec-> Unit ## name (unit, p); \
} \
} \
}
UNIT_CALLIN_INT_PARAM(Taken)
UNIT_CALLIN_INT_PARAM(Given)
#define UNIT_CALLIN_LOS_PARAM(name) \
inline void CEventHandler:: Unit ## name (const CUnit* unit, int at) \
{ \
const int count = listUnit ## name.size(); \
for (int i = 0; i < count; i++) { \
CEventClient* ec = listUnit ## name [i]; \
if (ec->CanReadAllyTeam(at)) { \
ec-> Unit ## name (unit, at); \
} \
} \
}
UNIT_CALLIN_LOS_PARAM(EnteredRadar)
UNIT_CALLIN_LOS_PARAM(EnteredLos)
UNIT_CALLIN_LOS_PARAM(LeftRadar)
UNIT_CALLIN_LOS_PARAM(LeftLos)
inline void CEventHandler::UnitFromFactory(const CUnit* unit,
const CUnit* factory,
bool userOrders)
{
const int unitAllyTeam = unit->allyteam;
const int count = listUnitFromFactory.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listUnitFromFactory[i];
if (ec->CanReadAllyTeam(unitAllyTeam)) {
ec->UnitFromFactory(unit, factory, userOrders);
}
}
}
inline void CEventHandler::UnitDestroyed(const CUnit* unit,
const CUnit* attacker)
{
const int unitAllyTeam = unit->allyteam;
const int count = listUnitDestroyed.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listUnitDestroyed[i];
if (ec->CanReadAllyTeam(unitAllyTeam)) {
ec->UnitDestroyed(unit, attacker);
}
}
}
inline void CEventHandler::UnitCommand(const CUnit* unit,
const Command& command)
{
const int unitAllyTeam = unit->allyteam;
const int count = listUnitCommand.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listUnitCommand[i];
if (ec->CanReadAllyTeam(unitAllyTeam)) {
ec->UnitCommand(unit, command);
}
}
}
inline void CEventHandler::UnitCmdDone(const CUnit* unit,
int cmdID, int cmdTag)
{
const int unitAllyTeam = unit->allyteam;
const int count = listUnitCmdDone.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listUnitCmdDone[i];
if (ec->CanReadAllyTeam(unitAllyTeam)) {
ec->UnitCmdDone(unit, cmdID, cmdTag);
}
}
}
inline void CEventHandler::UnitDamaged(const CUnit* unit,
const CUnit* attacker,
float damage, int weaponID,
bool paralyzer)
{
const int unitAllyTeam = unit->allyteam;
const int count = listUnitDamaged.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listUnitDamaged[i];
if (ec->CanReadAllyTeam(unitAllyTeam)) {
ec->UnitDamaged(unit, attacker, damage, weaponID, paralyzer);
}
}
}
inline void CEventHandler::UnitExperience(const CUnit* unit,
float oldExperience)
{
const int unitAllyTeam = unit->allyteam;
const int count = listUnitExperience.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listUnitExperience[i];
if (ec->CanReadAllyTeam(unitAllyTeam)) {
ec->UnitExperience(unit, oldExperience);
}
}
}
inline void CEventHandler::UnitSeismicPing(const CUnit* unit,
int allyTeam,
const float3& pos,
float strength)
{
const int count = listUnitSeismicPing.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listUnitSeismicPing[i];
if (ec->CanReadAllyTeam(allyTeam)) {
ec->UnitSeismicPing(unit, allyTeam, pos, strength);
}
}
}
inline void CEventHandler::UnitLoaded(const CUnit* unit,
const CUnit* transport)
{
const int count = listUnitLoaded.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listUnitLoaded[i];
const int ecAllyTeam = ec->GetReadAllyTeam();
if (ec->GetFullRead() ||
(ecAllyTeam == unit->allyteam) ||
(ecAllyTeam == transport->allyteam)) {
ec->UnitLoaded(unit, transport);
}
}
}
inline void CEventHandler::UnitUnloaded(const CUnit* unit,
const CUnit* transport)
{
const int count = listUnitUnloaded.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listUnitUnloaded[i];
const int ecAllyTeam = ec->GetReadAllyTeam();
if (ec->GetFullRead() ||
(ecAllyTeam == unit->allyteam) ||
(ecAllyTeam == transport->allyteam)) {
ec->UnitUnloaded(unit, transport);
}
}
}
inline void CEventHandler::FeatureCreated(const CFeature* feature)
{
const int featureAllyTeam = feature->allyteam;
const int count = listFeatureCreated.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listFeatureCreated[i];
if ((featureAllyTeam < 0) || // global team
ec->CanReadAllyTeam(featureAllyTeam)) {
ec->FeatureCreated(feature);
}
}
}
inline void CEventHandler::FeatureDestroyed(const CFeature* feature)
{
const int featureAllyTeam = feature->allyteam;
const int count = listFeatureDestroyed.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listFeatureDestroyed[i];
if ((featureAllyTeam < 0) || // global team
ec->CanReadAllyTeam(featureAllyTeam)) {
ec->FeatureDestroyed(feature);
}
}
}
inline void CEventHandler::ProjectileCreated(const CProjectile* proj,
int allyTeam)
{
const int count = listProjectileCreated.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listProjectileCreated[i];
if ((allyTeam < 0) || // projectile had no owner at creation
ec->CanReadAllyTeam(allyTeam)) {
ec->ProjectileCreated(proj);
}
}
}
inline void CEventHandler::ProjectileDestroyed(const CProjectile* proj,
int allyTeam)
{
const int count = listProjectileDestroyed.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listProjectileDestroyed[i];
if ((allyTeam < 0) || // projectile had no owner at creation
ec->CanReadAllyTeam(allyTeam)) {
ec->ProjectileDestroyed(proj);
}
}
}
inline bool CEventHandler::Explosion(int weaponID,
const float3& pos, const CUnit* owner)
{
const int count = listExplosion.size();
bool noGfx = false;
for (int i = 0; i < count; i++) {
CEventClient* ec = listExplosion[i];
if (ec->GetFullRead()) {
noGfx = noGfx || ec->Explosion(weaponID, pos, owner);
}
}
return noGfx;
}
inline void CEventHandler::StockpileChanged(const CUnit* unit,
const CWeapon* weapon,
int oldCount)
{
const int unitAllyTeam = unit->allyteam;
const int count = listStockpileChanged.size();
for (int i = 0; i < count; i++) {
CEventClient* ec = listStockpileChanged[i];
//const int ecAllyTeam = ec->GetReadAllyTeam();
if (ec->CanReadAllyTeam(unitAllyTeam)) {
ec->StockpileChanged(unit, weapon, oldCount);
}
}
}
inline bool CEventHandler::DefaultCommand(const CUnit* unit,
const CFeature* feature,
int& cmd)
{
// reverse order, user has the override
const int count = listDefaultCommand.size();
for (int i = (count - 1); i >= 0; i--) {
CEventClient* ec = listDefaultCommand[i];
if (ec->DefaultCommand(unit, feature, cmd)) {
return true;
}
}
return false;
}
#endif /* EVENT_HANDLER_H */
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