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- scriptified the sector actions.
This commit is contained in:
parent
3b7d18c129
commit
d338ca3ec1
13 changed files with 141 additions and 187 deletions
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@ -1166,7 +1166,6 @@ set (PCH_SOURCES
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g_shared/a_movingcamera.cpp
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g_shared/a_quake.cpp
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g_shared/a_randomspawner.cpp
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g_shared/a_sectoraction.cpp
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g_shared/a_skies.cpp
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g_shared/a_soundenvironment.cpp
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g_shared/a_soundsequence.cpp
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@ -2228,11 +2228,13 @@ bool AM_Check3DFloors(line_t *line)
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// If needUseActivated is true, the special must be activated by use.
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bool AM_checkSectorActions (sector_t *sector, bool (*function)(int, int *), int *specialptr, int **argsptr, bool needUseActivated)
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{
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for (ASectorAction* action = sector->SecActTarget; action; action = barrier_cast<ASectorAction *>(action->tracer))
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// This code really stands in the way of a more generic and flexible implementation of sector actions because it makes far too many assumptions
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// about their internal workings. Well, it can't be helped. Let's just hope that nobody abuses the special and the health field in a way that breaks this.
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for (AActor* action = sector->SecActTarget; action; action = action->tracer)
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{
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if ((action->IsActivatedByUse() || false == needUseActivated)
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if (((action->health & (SECSPAC_Use | SECSPAC_UseWall)) || false == needUseActivated)
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&& (*function)(action->special, action->args)
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&& action->CanTrigger (players[consoleplayer].mo))
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&& !(action->flags & MF_FRIENDLY))
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{
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*specialptr = action->special;
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*argsptr = action->args;
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@ -2726,7 +2726,7 @@ void D_DoomMain (void)
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restart++;
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PClass::bShutdown = false;
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PClass::bShuttingDown = false;
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PClass::bVMOperational = false;
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}
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while (1);
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}
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@ -354,7 +354,7 @@ DObject::~DObject ()
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void DObject:: Destroy ()
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{
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// We cannot call the VM during shutdown because all the needed data has been or is in the process of being deleted.
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if (!PClass::bShuttingDown)
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if (PClass::bVMOperational)
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{
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IFVIRTUAL(DObject, OnDestroy)
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{
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@ -495,7 +495,7 @@ size_t DObject::StaticPointerSubstitution (DObject *old, DObject *notOld, bool s
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#define SECTOR_CHECK(f,t) \
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if (sec.f.p == static_cast<t *>(old)) { sec.f = static_cast<t *>(notOld); changed++; }
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SECTOR_CHECK( SoundTarget, AActor );
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SECTOR_CHECK( SecActTarget, ASectorAction );
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SECTOR_CHECK( SecActTarget, AActor );
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SECTOR_CHECK( floordata, DSectorEffect );
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SECTOR_CHECK( ceilingdata, DSectorEffect );
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SECTOR_CHECK( lightingdata, DSectorEffect );
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@ -72,7 +72,7 @@ FTypeTable TypeTable;
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PSymbolTable GlobalSymbols;
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TArray<PClass *> PClass::AllClasses;
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bool PClass::bShutdown;
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bool PClass::bShuttingDown;
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bool PClass::bVMOperational;
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PErrorType *TypeError;
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PErrorType *TypeAuto;
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@ -2962,7 +2962,7 @@ void PClass::StaticShutdown ()
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// From this point onward no scripts may be called anymore because the data needed by the VM is getting deleted now.
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// This flags DObject::Destroy not to call any scripted OnDestroy methods anymore.
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bShuttingDown = true;
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bVMOperational = false;
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// Unless something went wrong, anything left here should be class and type objects only, which do not own any scripts.
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TypeTable.Clear();
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@ -883,7 +883,7 @@ public:
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static TArray<PClass *> AllClasses;
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static bool bShutdown;
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static bool bShuttingDown;
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static bool bVMOperational;
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};
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class PClassType : public PClass
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@ -1,117 +0,0 @@
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/*
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** a_sectoraction.cpp
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** Actors that hold specials to be executed upon conditions in a sector
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "r_defs.h"
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#include "p_lnspec.h"
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// The base class for sector actions ----------------------------------------
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IMPLEMENT_CLASS(ASectorAction, false, false)
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bool ASectorAction::IsActivatedByUse() const
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{
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return !!(health & (SECSPAC_Use|SECSPAC_UseWall));
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}
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void ASectorAction::OnDestroy ()
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{
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if (Sector != nullptr)
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{
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// Remove ourself from this sector's list of actions
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AActor *probe = Sector->SecActTarget;
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union
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{
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AActor **act;
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ASectorAction **secact;
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} prev;
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prev.secact = &Sector->SecActTarget;
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while (probe && probe != this)
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{
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prev.act = &probe->tracer;
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probe = probe->tracer;
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}
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if (probe != nullptr)
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{
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*prev.act = probe->tracer;
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}
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Sector = nullptr;
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}
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Super::OnDestroy();
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}
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void ASectorAction::BeginPlay ()
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{
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Super::BeginPlay ();
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// Add ourself to this sector's list of actions
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tracer = Sector->SecActTarget;
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Sector->SecActTarget = this;
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}
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void ASectorAction::Activate (AActor *source)
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{
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flags2 &= ~MF2_DORMANT; // Projectiles cannot trigger
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}
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void ASectorAction::Deactivate (AActor *source)
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{
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flags2 |= MF2_DORMANT; // Projectiles can trigger
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}
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bool ASectorAction::DoTriggerAction (AActor *triggerer, int activationType)
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{
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return (activationType & health) ? CheckTrigger(triggerer) : false;
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}
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bool ASectorAction::CanTrigger (AActor *triggerer) const
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{
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return special &&
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((triggerer->player && !(flags & MF_FRIENDLY)) ||
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((flags & MF_AMBUSH) && (triggerer->flags2 & MF2_MCROSS)) ||
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((flags2 & MF2_DORMANT) && (triggerer->flags2 & MF2_PCROSS)));
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}
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bool ASectorAction::CheckTrigger (AActor *triggerer) const
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{
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if (CanTrigger(triggerer))
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{
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bool res = !!P_ExecuteSpecial(special, NULL, triggerer, false, args[0], args[1],
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args[2], args[3], args[4]);
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return res;
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}
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return false;
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}
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@ -36,6 +36,7 @@
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#include "r_sky.h"
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#include "r_data/colormaps.h"
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#include "g_levellocals.h"
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#include "virtual.h"
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// [RH]
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@ -1461,16 +1462,24 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt)
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{
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AActor *next = act->tracer;
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bool didit = act->DoTriggerAction(thing, activation);
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if (didit)
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IFVIRTUALPTRNAME(act, "SectorAction", TriggerAction)
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{
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if (act->flags4 & MF4_STANDSTILL)
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VMValue params[3] = { act, thing, activation };
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VMReturn ret;
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int didit;
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ret.IntAt(&didit);
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GlobalVMStack.Call(func, params, 3, &ret, 1, nullptr);
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if (didit)
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{
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act->Destroy();
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if (act->flags4 & MF4_STANDSTILL)
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{
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act->Destroy();
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}
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}
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act = next;
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res |= !!didit;
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}
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act = static_cast<ASectorAction*>(next);
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res |= didit;
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}
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return res;
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}
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@ -287,7 +287,6 @@ public:
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void Activate (AActor *source);
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void Deactivate (AActor *source);
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bool CanTrigger (AActor *triggerer) const;
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bool IsActivatedByUse() const;
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virtual bool DoTriggerAction(AActor *triggerer, int activationType);
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protected:
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bool CheckTrigger(AActor *triggerer) const;
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@ -1068,7 +1067,7 @@ public:
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// flexible in a Bloody way. SecActTarget forms a list of actors
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// joined by their tracer fields. When a potential sector action
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// occurs, SecActTarget's TriggerAction method is called.
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TObjPtr<ASectorAction> SecActTarget;
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TObjPtr<AActor> SecActTarget;
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// [RH] The portal or skybox to render for this sector.
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unsigned Portals[2];
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@ -2457,45 +2457,3 @@ void S_ParseMusInfo()
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}
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//==========================================================================
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//
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// Music changer. Uses the sector action class to do its job
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//
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//==========================================================================
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class AMusicChanger : public ASectorAction
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{
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DECLARE_CLASS (AMusicChanger, ASectorAction)
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public:
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virtual bool DoTriggerAction (AActor *triggerer, int activationType);
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virtual void PostBeginPlay();
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};
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IMPLEMENT_CLASS(AMusicChanger, false, false)
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bool AMusicChanger::DoTriggerAction (AActor *triggerer, int activationType)
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{
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if (activationType & SECSPAC_Enter && triggerer->player != NULL)
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{
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if (triggerer->player->MUSINFOactor != this)
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{
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triggerer->player->MUSINFOactor = this;
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triggerer->player->MUSINFOtics = 30;
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}
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}
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return false;
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}
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void AMusicChanger::PostBeginPlay()
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{
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// The music changer should consider itself activated if the player
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// spawns in its sector as well as if it enters the sector during a P_TryMove.
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Super::PostBeginPlay();
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].mo && players[i].mo->Sector == this->Sector)
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{
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DoTriggerAction(players[i].mo, SECSPAC_Enter);
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}
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}
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}
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@ -443,6 +443,8 @@ void LoadActors()
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timer.Unclock();
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if (!batchrun) Printf("script parsing took %.2f ms\n", timer.TimeMS());
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// Now we may call the scripted OnDestroy method.
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PClass::bVMOperational = true;
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// Since these are defined in DECORATE now the table has to be initialized here.
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for (int i = 0; i < 31; i++)
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{
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@ -18,3 +18,13 @@ inline unsigned GetVirtualIndex(PClass *cls, const char *funcname)
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if (func != nullptr)
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#define IFVIRTUAL(cls, funcname) IFVIRTUALPTR(this, cls, funcname)
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#define IFVIRTUALPTRNAME(self, cls, funcname) \
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static unsigned VIndex = ~0u; \
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if (VIndex == ~0u) { \
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VIndex = GetVirtualIndex(PClass::FindActor(cls), #funcname); \
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assert(VIndex != ~0u); \
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} \
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auto clss = self->GetClass(); \
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VMFunction *func = clss->Virtuals.Size() > VIndex? clss->Virtuals[VIndex] : nullptr; \
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if (func != nullptr)
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@ -1,7 +1,7 @@
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class SectorAction : Actor native
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class SectorAction : Actor
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{
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// this class uses health to define the activation type.
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// self class uses health to define the activation type.
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enum EActivation
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{
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SECSPAC_Enter = 1,
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@ -24,9 +24,70 @@ class SectorAction : Actor native
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+NOGRAVITY
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+DONTSPLASH
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}
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override void OnDestroy ()
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{
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if (CurSector != null)
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{
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// Remove ourself from self CurSector's list of actions
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if (CurSector.SecActTarget == self)
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{
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CurSector.SecActTarget = SectorAction(tracer);
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}
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else
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{
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Actor probe = CurSector.SecActTarget;
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while (probe.tracer != self && probe.tracer != null)
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{
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probe = probe.tracer;
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}
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if (probe.tracer == self)
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{
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probe.tracer = tracer;
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}
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}
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}
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Super.OnDestroy();
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}
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override void BeginPlay ()
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{
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Super.BeginPlay ();
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// Add ourself to self CurSector's list of actions
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tracer = CurSector.SecActTarget;
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CurSector.SecActTarget = self;
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}
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override void Activate (Actor source)
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{
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bDormant = false; // Projectiles cannot trigger
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}
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override void Deactivate (Actor source)
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{
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bDormant = true; // Projectiles can trigger
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}
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virtual bool TriggerAction (Actor triggerer, int activationType)
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{
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if ((activationType & health) && CanTrigger(triggerer))
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{
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return triggerer.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
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}
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return false;
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}
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virtual bool CanTrigger (Actor triggerer)
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{
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return special &&
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((triggerer.player && !bFriendly) ||
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(bAmbush && triggerer.bActivateMCross) ||
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(bDormant && triggerer.bActivatePCross));
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}
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}
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// Triggered when entering sector -------------------------------------------
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// Triggered when entering CurSector -------------------------------------------
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class SecActEnter : SectorAction
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{
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@ -36,7 +97,7 @@ class SecActEnter : SectorAction
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}
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}
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// Triggered when leaving sector --------------------------------------------
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// Triggered when leaving CurSector --------------------------------------------
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class SecActExit : SectorAction
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{
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@ -46,7 +107,7 @@ class SecActExit : SectorAction
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}
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}
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// Triggered when hitting sector's floor ------------------------------------
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// Triggered when hitting CurSector's floor ------------------------------------
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class SecActHitFloor : SectorAction
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{
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@ -56,7 +117,7 @@ class SecActHitFloor : SectorAction
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}
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}
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// Triggered when hitting sector's ceiling ----------------------------------
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// Triggered when hitting CurSector's ceiling ----------------------------------
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class SecActHitCeil : SectorAction
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{
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@ -66,7 +127,7 @@ class SecActHitCeil : SectorAction
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}
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}
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// Triggered when using inside sector ---------------------------------------
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// Triggered when using inside CurSector ---------------------------------------
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class SecActUse : SectorAction
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{
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@ -76,7 +137,7 @@ class SecActUse : SectorAction
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}
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}
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// Triggered when using a sector's wall -------------------------------------
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// Triggered when using a CurSector's wall -------------------------------------
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class SecActUseWall : SectorAction
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{
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@ -136,9 +197,40 @@ class SecActHitFakeFloor : SectorAction
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}
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}
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// Music changer ----------------------------------
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//==========================================================================
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//
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// Music changer. Uses the sector action class to do its job
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//
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//==========================================================================
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class MusicChanger : SectorAction native
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class MusicChanger : SectorAction
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{
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override bool TriggerAction (Actor triggerer, int activationType)
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{
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if (activationType & SECSPAC_Enter && triggerer.player != null)
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{
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if (triggerer.player.MUSINFOactor != self)
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{
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triggerer.player.MUSINFOactor = self;
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triggerer.player.MUSINFOtics = 30;
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}
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}
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return false;
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}
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override void PostBeginPlay()
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{
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// The music changer should consider itself activated if the player
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// spawns in its sector as well as if it enters the sector during a P_TryMove.
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Super.PostBeginPlay();
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for (int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (playeringame[i] && players[i].mo && players[i].mo.CurSector == self.CurSector)
|
||||
{
|
||||
TriggerAction(players[i].mo, SECSPAC_Enter);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue