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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
Add worldlineactivated event, triggered after successful line activation.
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parent
bd7791ad9c
commit
69c6e95b08
4 changed files with 37 additions and 1 deletions
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@ -413,6 +413,12 @@ void E_WorldThingDestroyed(AActor* actor)
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handler->WorldThingDestroyed(actor);
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handler->WorldThingDestroyed(actor);
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}
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}
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void E_WorldLineActivated(line_t* line, AActor* actor)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldLineActivated(line, actor);
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}
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void E_PlayerEntered(int num, bool fromhub)
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void E_PlayerEntered(int num, bool fromhub)
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{
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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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// this event can happen during savegamerestore. make sure that local handlers don't receive it.
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@ -540,6 +546,7 @@ 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, DamageType);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageFlags);
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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(WorldEvent, FWorldEvent, DamageAngle);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivatedLine);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
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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(PlayerEvent, FPlayerEvent, IsReturn);
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@ -626,6 +633,7 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDied)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingRevived)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingRevived)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDamaged)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDamaged)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLineActivated)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick)
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@ -786,6 +794,21 @@ void DStaticEventHandler::WorldThingDestroyed(AActor* actor)
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}
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}
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}
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}
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void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor)
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{
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IFVIRTUAL(DStaticEventHandler, WorldLineActivated)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_WorldLineActivated_VMPtr)
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return;
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FWorldEvent e = E_SetupWorldEvent();
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e.Thing = actor;
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e.ActivatedLine = line;
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VMValue params[2] = { (DStaticEventHandler*)this, &e };
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VMCall(func, params, 2, nullptr, 0);
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}
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}
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void DStaticEventHandler::WorldLightning()
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void DStaticEventHandler::WorldLightning()
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{
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{
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IFVIRTUAL(DStaticEventHandler, WorldLightning)
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IFVIRTUAL(DStaticEventHandler, WorldLightning)
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@ -40,6 +40,8 @@ void E_WorldThingRevived(AActor* actor);
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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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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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// called before AActor::Destroy of each actor.
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void E_WorldThingDestroyed(AActor* actor);
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void E_WorldThingDestroyed(AActor* actor);
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// called in P_ActivateLine after successful special execution.
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void E_WorldLineActivated(line_t* line, AActor* actor);
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// same as ACS SCRIPT_Lightning
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// same as ACS SCRIPT_Lightning
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void E_WorldLightning();
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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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// this executes on every tick, before everything, only when in valid level and not paused
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@ -137,6 +139,7 @@ public:
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void WorldThingRevived(AActor*);
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void WorldThingRevived(AActor*);
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void WorldThingDamaged(AActor*, AActor*, AActor*, int, FName, int, DAngle);
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void WorldThingDamaged(AActor*, AActor*, AActor*, int, FName, int, DAngle);
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void WorldThingDestroyed(AActor*);
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void WorldThingDestroyed(AActor*);
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void WorldLineActivated(line_t*, AActor*);
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void WorldLightning();
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void WorldLightning();
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void WorldTick();
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void WorldTick();
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@ -192,6 +195,8 @@ struct FWorldEvent
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FName DamageType;
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FName DamageType;
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int DamageFlags = 0;
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int DamageFlags = 0;
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DAngle DamageAngle;
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DAngle DamageAngle;
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// for lineactivated
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line_t* ActivatedLine = nullptr;
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};
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};
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struct FPlayerEvent
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struct FPlayerEvent
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@ -188,8 +188,10 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVe
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{
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{
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return false;
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return false;
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}
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}
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bool remote = (line->special != 7 && line->special != 8 && (line->special < 11 || line->special > 14));
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bool remote = (line->special != 7 && line->special != 8 && (line->special < 11 || line->special > 14));
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if (line->locknumber > 0 && !P_CheckKeys (mo, line->locknumber, remote)) return false;
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if (line->locknumber > 0 && !P_CheckKeys (mo, line->locknumber, remote)) return false;
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lineActivation = line->activation;
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lineActivation = line->activation;
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repeat = line->flags & ML_REPEAT_SPECIAL;
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repeat = line->flags & ML_REPEAT_SPECIAL;
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buttonSuccess = false;
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buttonSuccess = false;
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@ -198,6 +200,9 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVe
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line->args[1], line->args[2],
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line->args[1], line->args[2],
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line->args[3], line->args[4]);
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line->args[3], line->args[4]);
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// [MK] Fire up WorldLineActivated
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if ( buttonSuccess ) E_WorldLineActivated(line, mo);
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special = line->special;
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special = line->special;
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if (!repeat && buttonSuccess)
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if (!repeat && buttonSuccess)
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{ // clear the special on non-retriggerable lines
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{ // clear the special on non-retriggerable lines
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@ -25,6 +25,8 @@ struct WorldEvent native play version("2.4")
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native readonly Name DamageType;
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native readonly Name DamageType;
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native readonly EDmgFlags DamageFlags;
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native readonly EDmgFlags DamageFlags;
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native readonly double DamageAngle;
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native readonly double DamageAngle;
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// for lineactivated
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native readonly Line ActivatedLine;
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}
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}
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struct PlayerEvent native play version("2.4")
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struct PlayerEvent native play version("2.4")
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@ -300,6 +302,7 @@ class StaticEventHandler : Object native play version("2.4")
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virtual native void WorldThingRevived(WorldEvent e);
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virtual native void WorldThingRevived(WorldEvent e);
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virtual native void WorldThingDamaged(WorldEvent e);
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virtual native void WorldThingDamaged(WorldEvent e);
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virtual native void WorldThingDestroyed(WorldEvent e);
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virtual native void WorldThingDestroyed(WorldEvent e);
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virtual native void WorldLineActivated(WorldEvent e);
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virtual native void WorldLightning(WorldEvent e); // for the sake of completeness.
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virtual native void WorldLightning(WorldEvent e); // for the sake of completeness.
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virtual native void WorldTick();
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virtual native void WorldTick();
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