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317 lines
9.4 KiB
C++
317 lines
9.4 KiB
C++
/*
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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)
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void ASectorAction::Destroy ()
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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 != NULL)
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{
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*prev.act = probe->tracer;
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}
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Super::Destroy ();
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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::TriggerAction(AActor *triggerer, int activationType)
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{
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if (DoTriggerAction(triggerer, activationType))
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{
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if (flags4 & MF4_STANDSTILL)
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{
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Destroy();
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}
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}
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return false;
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}
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bool ASectorAction::DoTriggerAction (AActor *triggerer, int activationType)
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{
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if (tracer != NULL)
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return barrier_cast<ASectorAction *>(tracer)->DoTriggerAction (triggerer, activationType);
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else
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return false;
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}
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bool ASectorAction::CheckTrigger (AActor *triggerer) const
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{
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if (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 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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// Triggered when entering sector -------------------------------------------
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class ASecActEnter : public ASectorAction
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{
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DECLARE_CLASS (ASecActEnter, ASectorAction)
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public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActEnter)
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bool ASecActEnter::DoTriggerAction (AActor *triggerer, int activationType)
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{
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bool didit = (activationType & SECSPAC_Enter) ? CheckTrigger (triggerer) : false;
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return didit | Super::DoTriggerAction (triggerer, activationType);
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}
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// Triggered when leaving sector --------------------------------------------
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class ASecActExit : public ASectorAction
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{
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DECLARE_CLASS (ASecActExit, ASectorAction)
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public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActExit)
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bool ASecActExit::DoTriggerAction (AActor *triggerer, int activationType)
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{
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bool didit = (activationType & SECSPAC_Exit) ? CheckTrigger (triggerer) : false;
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return didit | Super::DoTriggerAction (triggerer, activationType);
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}
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// Triggered when hitting sector's floor ------------------------------------
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class ASecActHitFloor : public ASectorAction
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{
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DECLARE_CLASS (ASecActHitFloor, ASectorAction)
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public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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// Skull Tag uses 9999 for a special that is triggered whenever
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// the player is on the sector's floor. I think this is more useful.
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IMPLEMENT_CLASS (ASecActHitFloor)
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bool ASecActHitFloor::DoTriggerAction (AActor *triggerer, int activationType)
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{
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bool didit = (activationType & SECSPAC_HitFloor) ? CheckTrigger (triggerer) : false;
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return didit | Super::DoTriggerAction (triggerer, activationType);
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}
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// Triggered when hitting sector's ceiling ----------------------------------
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class ASecActHitCeil : public ASectorAction
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{
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DECLARE_CLASS (ASecActHitCeil, ASectorAction)
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public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActHitCeil)
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bool ASecActHitCeil::DoTriggerAction (AActor *triggerer, int activationType)
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{
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bool didit = (activationType & SECSPAC_HitCeiling) ? CheckTrigger (triggerer) : false;
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return didit | Super::DoTriggerAction (triggerer, activationType);
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}
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// Triggered when using inside sector ---------------------------------------
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class ASecActUse : public ASectorAction
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{
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DECLARE_CLASS (ASecActUse, ASectorAction)
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public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActUse)
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bool ASecActUse::DoTriggerAction (AActor *triggerer, int activationType)
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{
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bool didit = (activationType & SECSPAC_Use) ? CheckTrigger (triggerer) : false;
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return didit | Super::DoTriggerAction (triggerer, activationType);
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}
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// Triggered when using a sector's wall -------------------------------------
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class ASecActUseWall : public ASectorAction
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{
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DECLARE_CLASS (ASecActUseWall, ASectorAction)
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public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActUseWall)
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bool ASecActUseWall::DoTriggerAction (AActor *triggerer, int activationType)
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{
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bool didit = (activationType & SECSPAC_UseWall) ? CheckTrigger (triggerer) : false;
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return didit | Super::DoTriggerAction (triggerer, activationType);
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}
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// Triggered when eyes go below fake floor ----------------------------------
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class ASecActEyesDive : public ASectorAction
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{
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DECLARE_CLASS (ASecActEyesDive, ASectorAction)
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public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActEyesDive)
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bool ASecActEyesDive::DoTriggerAction (AActor *triggerer, int activationType)
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{
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bool didit = (activationType & SECSPAC_EyesDive) ? CheckTrigger (triggerer) : false;
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return didit | Super::DoTriggerAction (triggerer, activationType);
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}
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// Triggered when eyes go above fake floor ----------------------------------
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class ASecActEyesSurface : public ASectorAction
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{
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DECLARE_CLASS (ASecActEyesSurface, ASectorAction)
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public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActEyesSurface)
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bool ASecActEyesSurface::DoTriggerAction (AActor *triggerer, int activationType)
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{
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bool didit = (activationType & SECSPAC_EyesSurface) ? CheckTrigger (triggerer) : false;
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return didit | Super::DoTriggerAction (triggerer, activationType);
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}
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// Triggered when eyes go below fake floor ----------------------------------
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class ASecActEyesBelowC : public ASectorAction
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{
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DECLARE_CLASS (ASecActEyesBelowC, ASectorAction)
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public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActEyesBelowC)
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bool ASecActEyesBelowC::DoTriggerAction (AActor *triggerer, int activationType)
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{
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bool didit = (activationType & SECSPAC_EyesBelowC) ? CheckTrigger (triggerer) : false;
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return didit | Super::DoTriggerAction (triggerer, activationType);
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}
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// Triggered when eyes go above fake floor ----------------------------------
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class ASecActEyesAboveC : public ASectorAction
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{
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DECLARE_CLASS (ASecActEyesAboveC, ASectorAction)
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public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActEyesAboveC)
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bool ASecActEyesAboveC::DoTriggerAction (AActor *triggerer, int activationType)
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{
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bool didit = (activationType & SECSPAC_EyesAboveC) ? CheckTrigger (triggerer) : false;
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return didit | Super::DoTriggerAction (triggerer, activationType);
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}
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// Triggered when eyes go below fake floor ----------------------------------
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class ASecActHitFakeFloor : public ASectorAction
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{
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DECLARE_CLASS (ASecActHitFakeFloor, ASectorAction)
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public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActHitFakeFloor)
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bool ASecActHitFakeFloor::DoTriggerAction (AActor *triggerer, int activationType)
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{
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bool didit = (activationType & SECSPAC_HitFakeFloor) ? CheckTrigger (triggerer) : false;
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return didit | Super::DoTriggerAction (triggerer, activationType);
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}
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