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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef EVENT_HANDLER_H
#define EVENT_HANDLER_H
#include <string>
#include <vector>
#include "System/EventClient.h"
#include "Sim/Units/Unit.h"
#include "Sim/Features/Feature.h"
#include "Sim/Projectiles/Projectile.h"
class CWeapon;
struct Command;
struct BuildInfo;
class LuaMaterial;
class CEventHandler
{
public:
CEventHandler();
void ResetState();
void SetupEvents();
void AddClient(CEventClient* ec);
void RemoveClient(CEventClient* ec);
bool HasClient(CEventClient* ec) const {
return (std::find(handles.begin(), handles.end(), ec) != handles.end());
}
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:
/**
* @name Synced_events
* @{
*/
void Load(IArchive* archive);
void GamePreload();
void GameStart();
void GameOver(const std::vector<unsigned char>& winningAllyTeams);
void GamePaused(int playerID, bool paused);
void GameFrame(int gameFrame);
void GameID(const unsigned char* gameID, unsigned int numBytes);
void TeamDied(int teamID);
void TeamChanged(int teamID);
void PlayerChanged(int playerID);
void PlayerAdded(int playerID);
void PlayerRemoved(int playerID, int reason);
void UnitCreated(const CUnit* unit, const CUnit* builder);
void UnitFinished(const CUnit* unit);
void UnitReverseBuilt(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 oldTeam, int newTeam);
void UnitGiven(const CUnit* unit, int oldTeam, int newTeam);
//FIXME no events
void RenderUnitCreated(const CUnit* unit, int cloaked);
void RenderUnitDestroyed(const CUnit* unit);
void RenderFeatureCreated(const CFeature* feature);
void RenderFeatureDestroyed(const CFeature* feature);
void RenderProjectileCreated(const CProjectile* proj);
void RenderProjectileDestroyed(const CProjectile* proj);
void UnitIdle(const CUnit* unit);
void UnitCommand(const CUnit* unit, const Command& command, int playerNum, bool fromSynced, bool fromLua);
void UnitCmdDone(const CUnit* unit, const Command& command );
void UnitDamaged(
const CUnit* unit,
const CUnit* attacker,
float damage,
int weaponDefID,
int projectileID,
bool paralyzer);
void UnitStunned(const CUnit* unit, bool stunned);
void UnitExperience(const CUnit* unit, float oldExperience);
void UnitHarvestStorageFull(const CUnit* unit);
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);
bool UnitUnitCollision(const CUnit* collider, const CUnit* collidee);
bool UnitFeatureCollision(const CUnit* collider, const CFeature* collidee);
void UnitMoved(const CUnit* unit);
void UnitMoveFailed(const CUnit* unit);
void FeatureCreated(const CFeature* feature);
void FeatureDestroyed(const CFeature* feature);
void FeatureDamaged(
const CFeature* feature,
const CUnit* attacker,
float damage,
int weaponDefID,
int projectileID);
void FeatureMoved(const CFeature* feature, const float3& oldpos);
void ProjectileCreated(const CProjectile* proj, int allyTeam);
void ProjectileDestroyed(const CProjectile* proj, int allyTeam);
bool Explosion(int weaponDefID, int projectileID, const float3& pos, const CUnit* owner);
void StockpileChanged(const CUnit* unit,
const CWeapon* weapon, int oldCount);
bool CommandFallback(const CUnit* unit, const Command& cmd);
bool AllowCommand(const CUnit* unit, const Command& cmd, int playerNum, bool fromSynced, bool fromLua);
bool AllowUnitCreation(const UnitDef* unitDef, const CUnit* builder, const BuildInfo* buildInfo);
bool AllowUnitTransfer(const CUnit* unit, int newTeam, bool capture);
bool AllowUnitBuildStep(const CUnit* builder, const CUnit* unit, float part);
bool AllowUnitTransport(const CUnit* transporter, const CUnit* transportee);
bool AllowUnitTransportLoad(const CUnit* transporter, const CUnit* transportee, const float3& loadPos, bool allowed);
bool AllowUnitTransportUnload(const CUnit* transporter, const CUnit* transportee, const float3& unloadPos, bool allowed);
bool AllowUnitCloak(const CUnit* unit, const CUnit* enemy);
bool AllowUnitDecloak(const CUnit* unit, const CSolidObject* object, const CWeapon* weapon);
bool AllowUnitKamikaze(const CUnit* unit, const CUnit* target, bool allowed);
bool AllowFeatureCreation(const FeatureDef* featureDef, int allyTeamID, const float3& pos);
bool AllowFeatureBuildStep(const CUnit* builder, const CFeature* feature, float part);
bool AllowResourceLevel(int teamID, const string& type, float level);
bool AllowResourceTransfer(int oldTeam, int newTeam, const char* type, float amount);
bool AllowDirectUnitControl(int playerID, const CUnit* unit);
bool AllowBuilderHoldFire(const CUnit* unit, int action);
bool AllowStartPosition(int playerID, int teamID, unsigned char readyState, const float3& clampedPos, const float3& rawPickPos);
bool TerraformComplete(const CUnit* unit, const CUnit* build);
bool MoveCtrlNotify(const CUnit* unit, int data);
int AllowWeaponTargetCheck(unsigned int attackerID, unsigned int attackerWeaponNum, unsigned int attackerWeaponDefID);
bool AllowWeaponTarget(
unsigned int attackerID,
unsigned int targetID,
unsigned int attackerWeaponNum,
unsigned int attackerWeaponDefID,
float* targetPriority
);
bool AllowWeaponInterceptTarget(const CUnit* interceptorUnit, const CWeapon* interceptorWeapon, const CProjectile* interceptorTarget);
bool UnitPreDamaged(
const CUnit* unit,
const CUnit* attacker,
float damage,
int weaponDefID,
int projectileID,
bool paralyzer,
float* newDamage,
float* impulseMult
);
bool FeaturePreDamaged(
const CFeature* feature,
const CUnit* attacker,
float damage,
int weaponDefID,
int projectileID,
float* newDamage,
float* impulseMult
);
bool ShieldPreDamaged(
const CProjectile* projectile,
const CWeapon* shieldEmitter,
const CUnit* shieldCarrier,
bool bounceProjectile,
const CWeapon* beamEmitter,
const CUnit* beamCarrier,
const float3& startPos,
const float3& hitPos
);
bool SyncedActionFallback(const string& line, int playerID);
/// @}
public:
/**
* @name Unsynced_events
* @{
*/
void Save(zipFile archive);
void UnsyncedHeightMapUpdate(const SRectangle& rect);
void Update();
bool KeyPress(int key, bool isRepeat);
bool KeyRelease(int key);
bool TextInput(const std::string& utf8);
bool TextEditing(const std::string& utf8, unsigned int start, unsigned int length);
bool MouseMove(int x, int y, int dx, int dy, int button);
bool MousePress(int x, int y, int button);
void MouseRelease(int x, int y, int button);
bool MouseWheel(bool up, float value);
bool IsAbove(int x, int y);
std::string GetTooltip(int x, int y);
void DefaultCommand(const CUnit* unit, const CFeature* feature, int& cmd);
bool CommandNotify(const Command& cmd);
bool AddConsoleLine(const std::string& msg, const std::string& section, int level);
void LastMessagePosition(const float3& pos);
bool GroupChanged(int groupID);
bool GameSetup(const std::string& state, bool& ready,
const std::vector< std::pair<int, std::string> >& playerStates);
void DownloadQueued(int ID, const string& archiveName, const string& archiveType);
void DownloadStarted(int ID);
void DownloadFinished(int ID);
void DownloadFailed(int ID, int errorID);
void DownloadProgress(int ID, long downloaded, long total);
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 SunChanged();
void ViewResize();
// see the DRAW_CALLIN macro for implementations
void DrawGenesis();
void DrawWater();
void DrawSky();
void DrawSun();
void DrawGrass();
void DrawTrees();
void DrawWorld();
void DrawWorldPreUnit();
void DrawWorldPreParticles();
void DrawWorldShadow();
void DrawWorldReflection();
void DrawWorldRefraction();
void DrawGroundPreForward();
void DrawGroundPostForward();
void DrawGroundPreDeferred();
void DrawGroundPostDeferred();
void DrawUnitsPostDeferred();
void DrawFeaturesPostDeferred();
void DrawScreenPost();
void DrawScreenEffects();
void DrawScreen();
void DrawInMiniMap();
void DrawInMiniMapBackground();
bool DrawUnit(const CUnit* unit);
bool DrawFeature(const CFeature* feature);
bool DrawShield(const CUnit* unit, const CWeapon* weapon);
bool DrawProjectile(const CProjectile* projectile);
bool DrawMaterial(const LuaMaterial* material);
/// @brief this UNSYNCED event is generated every GameServer::gameProgressFrameInterval
/// it skips network queuing and caching and can be used to calculate the current catchup
/// percentage when reconnecting to a running game
void GameProgress(int gameFrame);
void CollectGarbage(bool forced);
void DbgTimingInfo(DbgTimingInfoType type, const spring_time start, const spring_time end);
void Pong(uint8_t pingTag, const spring_time pktSendTime, const spring_time pktRecvTime);
void MetalMapChanged(const int x, const int z);
/// @}
private:
typedef std::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 std::pair<std::string, EventInfo> EventPair;
typedef std::vector<EventPair> 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;
#define SETUP_EVENT(name, props) EventClientList list ## name;
#define SETUP_UNMANAGED_EVENT(name, props)
#include "Events.def"
#undef SETUP_EVENT
#undef SETUP_UNMANAGED_EVENT
};
extern CEventHandler eventHandler;
/******************************************************************************/
/******************************************************************************/
//
// Inlined call-in loops
//
#define ITERATE_EVENTCLIENTLIST(name, ...) \
for (size_t i = 0; i < list##name.size(); ) { \
CEventClient* ec = list##name[i]; \
ec->name(__VA_ARGS__); \
\
/* the call-in may remove itself from the list */ \
i += (i < list##name.size() && ec == list##name[i]); \
}
#define ITERATE_ALLYTEAM_EVENTCLIENTLIST(name, allyTeam, ...) \
for (size_t i = 0; i < list##name.size(); ) { \
CEventClient* ec = list##name[i]; \
\
if (ec->CanReadAllyTeam(allyTeam)) \
ec->name(__VA_ARGS__); \
\
/* the call-in may remove itself from the list */ \
i += (i < list##name.size() && ec == list##name[i]); \
}
#define ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST(name, unit, ...) \
const auto unitAllyTeam = unit->allyteam; \
for (size_t i = 0; i < list##name.size(); ) { \
CEventClient* ec = list##name[i]; \
\
if (ec->CanReadAllyTeam(unitAllyTeam)) \
ec->name(unit, __VA_ARGS__); \
\
/* the call-in may remove itself from the list */ \
i += (i < list##name.size() && ec == list##name[i]); \
}
inline void CEventHandler::UnitCreated(const CUnit* unit, const CUnit* builder)
{
ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST(UnitCreated, unit, builder)
}
inline void CEventHandler::UnitDestroyed(const CUnit* unit, const CUnit* attacker)
{
ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST(UnitDestroyed, unit, attacker)
}
#define UNIT_CALLIN_NO_PARAM(name) \
inline void CEventHandler:: name (const CUnit* unit) \
{ \
const auto unitAllyTeam = unit->allyteam; \
for (size_t i = 0; i < list##name.size(); ) { \
CEventClient* ec = list##name[i]; \
\
if (ec->CanReadAllyTeam(unitAllyTeam)) \
ec->name(unit); \
\
i += (i < list##name.size() && ec == list##name[i]); \
} \
}
UNIT_CALLIN_NO_PARAM(UnitReverseBuilt);
UNIT_CALLIN_NO_PARAM(UnitFinished)
UNIT_CALLIN_NO_PARAM(UnitIdle)
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)
UNIT_CALLIN_NO_PARAM(UnitMoved)
#define UNIT_CALLIN_INT_PARAMS(name) \
inline void CEventHandler:: Unit ## name (const CUnit* unit, int p1, int p2) \
{ \
ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST(Unit ## name, unit, p1, p2) \
}
UNIT_CALLIN_INT_PARAMS(Taken)
UNIT_CALLIN_INT_PARAMS(Given)
#define UNIT_CALLIN_LOS_PARAM(name) \
inline void CEventHandler:: Unit ## name (const CUnit* unit, int at) \
{ \
ITERATE_ALLYTEAM_EVENTCLIENTLIST(Unit ## name, at, 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)
{
ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST(UnitFromFactory, unit, factory, userOrders)
}
UNIT_CALLIN_NO_PARAM(UnitCloaked)
UNIT_CALLIN_NO_PARAM(UnitDecloaked)
inline bool CEventHandler::UnitUnitCollision(const CUnit* collider, const CUnit* collidee)
{
auto& clients = listUnitUnitCollision;
for (size_t i = 0; i < clients.size(); ) {
CEventClient* ec = clients[i];
// discard return-value from clients lacking full-read access
// (redundant for synced gadgets; watchWeaponDefs is checked)
// NOTE: the call-in may remove itself from the client list
if (!ec->UnitUnitCollision(collider, collidee) || !ec->GetFullRead()) {
i += (i < clients.size() && ec == clients[i]);
continue;
}
return true;
}
return false;
}
inline bool CEventHandler::UnitFeatureCollision(const CUnit* collider, const CFeature* collidee)
{
auto& clients = listUnitFeatureCollision;
for (size_t i = 0; i < clients.size(); ) {
CEventClient* ec = clients[i];
// discard return-value from clients lacking full-read access
// (redundant for synced gadgets; watch{U,F}*Defs is checked)
// NOTE: the call-in may remove itself from the client list
if (!ec->UnitFeatureCollision(collider, collidee) || !ec->GetFullRead()) {
i += (i < clients.size() && ec == clients[i]);
continue;
}
return true;
}
return false;
}
inline void CEventHandler::UnitCommand(const CUnit* unit, const Command& command, int playerNum, bool fromSynced, bool fromLua)
{
ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST(UnitCommand, unit, command, playerNum, fromSynced, fromLua)
}
inline void CEventHandler::UnitCmdDone(const CUnit* unit, const Command& command)
{
ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST(UnitCmdDone, unit, command)
}
inline void CEventHandler::UnitDamaged(
const CUnit* unit,
const CUnit* attacker,
float damage,
int weaponDefID,
int projectileID,
bool paralyzer)
{
ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST(UnitDamaged, unit, attacker, damage, weaponDefID, projectileID, paralyzer)
}
inline void CEventHandler::UnitStunned(
const CUnit* unit,
bool stunned)
{
ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST(UnitStunned, unit, stunned)
}
inline void CEventHandler::UnitExperience(const CUnit* unit,
float oldExperience)
{
ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST(UnitExperience, unit, oldExperience)
}
inline void CEventHandler::UnitSeismicPing(const CUnit* unit,
int allyTeam,
const float3& pos,
float strength)
{
ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST(UnitSeismicPing, unit, allyTeam, pos, strength)
}
inline void CEventHandler::UnitLoaded(const CUnit* unit,
const CUnit* transport)
{
const size_t count = listUnitLoaded.size();
for (size_t 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 size_t count = listUnitUnloaded.size();
for (size_t 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 size_t count = listFeatureCreated.size();
for (size_t i = 0; i < count; i++) {
CEventClient* ec = listFeatureCreated[i];
if ((featureAllyTeam < 0) || ec->CanReadAllyTeam(featureAllyTeam))
ec->FeatureCreated(feature);
}
}
inline void CEventHandler::FeatureDestroyed(const CFeature* feature)
{
const int featureAllyTeam = feature->allyteam;
const size_t count = listFeatureDestroyed.size();
for (size_t i = 0; i < count; i++) {
CEventClient* ec = listFeatureDestroyed[i];
if ((featureAllyTeam < 0) || ec->CanReadAllyTeam(featureAllyTeam))
ec->FeatureDestroyed(feature);
}
}
inline void CEventHandler::FeatureDamaged(
const CFeature* feature,
const CUnit* attacker,
float damage,
int weaponDefID,
int projectileID)
{
const int featureAllyTeam = feature->allyteam;
const size_t count = listFeatureDamaged.size();
for (size_t i = 0; i < count; i++) {
CEventClient* ec = listFeatureDamaged[i];
if (featureAllyTeam < 0 || ec->CanReadAllyTeam(featureAllyTeam))
ec->FeatureDamaged(feature, attacker, damage, weaponDefID, projectileID);
}
}
inline void CEventHandler::FeatureMoved(const CFeature* feature, const float3& oldpos)
{
const int featureAllyTeam = feature->allyteam;
const size_t count = listFeatureMoved.size();
for (size_t i = 0; i < count; i++) {
CEventClient* ec = listFeatureMoved[i];
if ((featureAllyTeam < 0) || ec->CanReadAllyTeam(featureAllyTeam))
ec->FeatureMoved(feature, oldpos);
}
}
inline void CEventHandler::ProjectileCreated(const CProjectile* proj, int allyTeam)
{
const size_t count = listProjectileCreated.size();
for (size_t 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 size_t count = listProjectileDestroyed.size();
for (size_t 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 void CEventHandler::UnsyncedHeightMapUpdate(const SRectangle& rect)
{
ITERATE_EVENTCLIENTLIST(UnsyncedHeightMapUpdate, rect)
}
inline bool CEventHandler::Explosion(int weaponDefID, int projectileID, const float3& pos, const CUnit* owner)
{
auto& clients = listExplosion;
for (size_t i = 0; i < clients.size(); ) {
CEventClient* ec = clients[i];
// discard return-value from clients lacking full-read access
// (redundant for synced gadgets; watchWeaponDefs is checked)
// NOTE: the call-in may remove itself from the client list
if (!ec->Explosion(weaponDefID, projectileID, pos, owner) || !ec->GetFullRead()) {
i += (i < clients.size() && ec == clients[i]);
continue;
}
return true;
}
return false;
}
inline void CEventHandler::StockpileChanged(const CUnit* unit,
const CWeapon* weapon,
int oldCount)
{
ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST(StockpileChanged, unit, weapon, oldCount)
}
inline void CEventHandler::DefaultCommand(const CUnit* unit, const CFeature* feature, int& cmd)
{
const size_t count = listDefaultCommand.size();
for (size_t i = 0; i < count; i++) {
CEventClient* ec = listDefaultCommand[i];
ec->DefaultCommand(unit, feature, cmd);
}
}
inline void CEventHandler::RenderUnitCreated(const CUnit* unit, int cloaked)
{
ITERATE_EVENTCLIENTLIST(RenderUnitCreated, unit, cloaked)
}
UNIT_CALLIN_NO_PARAM(RenderUnitDestroyed)
inline void CEventHandler::RenderFeatureCreated(const CFeature* feature)
{
ITERATE_EVENTCLIENTLIST(RenderFeatureCreated, feature)
}
inline void CEventHandler::RenderFeatureDestroyed(const CFeature* feature)
{
ITERATE_EVENTCLIENTLIST(RenderFeatureDestroyed, feature)
}
inline void CEventHandler::RenderProjectileCreated(const CProjectile* proj)
{
ITERATE_EVENTCLIENTLIST(RenderProjectileCreated, proj)
}
inline void CEventHandler::RenderProjectileDestroyed(const CProjectile* proj)
{
ITERATE_EVENTCLIENTLIST(RenderProjectileDestroyed, proj)
}
#undef ITERATE_EVENTCLIENTLIST
#undef ITERATE_ALLYTEAM_EVENTCLIENTLIST
#undef ITERATE_UNIT_ALLYTEAM_EVENTCLIENTLIST
#undef UNIT_CALLIN_NO_PARAM
#undef UNIT_CALLIN_INT_PARAMS
#undef UNIT_CALLIN_LOS_PARAM
#endif /* EVENT_HANDLER_H */
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