- Added Gez's thing activation submission.

SVN r1904 (trunk)
This commit is contained in:
Christoph Oelckers 2009-10-09 20:35:07 +00:00
parent 19ef8399a8
commit 819158a8fe
9 changed files with 131 additions and 55 deletions

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@ -1,4 +1,5 @@
October 9, 2009 (Changes by Graf Zahl) October 9, 2009 (Changes by Graf Zahl)
- Added Gez's thing activation submission.
- added a NULL pointer check to fog spawning in unmorphing code. - added a NULL pointer check to fog spawning in unmorphing code.
- fixed: frozen corpses need to be treated as solid by z-movement code. - fixed: frozen corpses need to be treated as solid by z-movement code.
- fixed: AAmbientSound::Serialize was adjusting its timer value for savegames - fixed: AAmbientSound::Serialize was adjusting its timer value for savegames

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@ -431,19 +431,23 @@ enum EBounceFlags
}; };
// Used to affect the logic for MF5_USESPECIAL and MF6_BUMPSPECIAL // Used to affect the logic for thing activation through death, USESPECIAL and BUMPSPECIAL
// "thing" refers to what has the flag and the special, "trigger" refers to what used or bumped it // "thing" refers to what has the flag and the special, "trigger" refers to what used or bumped it
enum EThingSpecialActivationType enum EThingSpecialActivationType
{ {
THINGSPEC_Default = 0, // Normal behavior: a player must be the trigger, and is the activator THINGSPEC_Default = 0, // Normal behavior: a player must be the trigger, and is the activator
THINGSPEC_ThingActs = 1, // The thing itself is the activator of the special THINGSPEC_ThingActs = 1, // The thing itself is the activator of the special
THINGSPEC_ThingTargets = 2, // The thing changes its target to the trigger THINGSPEC_ThingTargets = 1<<1, // The thing changes its target to the trigger
THINGSPEC_TriggerTargets = 4, // The trigger changes its target to the thing THINGSPEC_TriggerTargets = 1<<2, // The trigger changes its target to the thing
THINGSPEC_MonsterTrigger = 8, // The thing can be triggered by a monster THINGSPEC_MonsterTrigger = 1<<3, // The thing can be triggered by a monster
THINGSPEC_MissileTrigger = 16, // The thing can be triggered by a projectile THINGSPEC_MissileTrigger = 1<<4, // The thing can be triggered by a projectile
THINGSPEC_ClearSpecial = 32, // Clears special after successful activation THINGSPEC_ClearSpecial = 1<<5, // Clears special after successful activation
THINGSPEC_NoDeathSpecial = 64, // Don't activate special on death THINGSPEC_NoDeathSpecial = 1<<6, // Don't activate special on death
THINGSPEC_TriggerActs = 128, // The trigger is the activator of the special (overrides LEVEL_ACTOWNSPECIAL Hexen hack) THINGSPEC_TriggerActs = 1<<7, // The trigger is the activator of the special
// (overrides LEVEL_ACTOWNSPECIAL Hexen hack)
THINGSPEC_Activate = 1<<8, // The thing is activated when triggered
THINGSPEC_Deactivate = 1<<9, // The thing is deactivated when triggered
THINGSPEC_Switch = 1<<10, // The thing is alternatively activated and deactivated when triggered
}; };
// [RH] Like msecnode_t, but for the blockmap // [RH] Like msecnode_t, but for the blockmap
@ -807,6 +811,7 @@ public:
fixed_t pushfactor; fixed_t pushfactor;
int lastpush; int lastpush;
int activationtype; // How the thing behaves when activated with USESPECIAL or BUMPSPECIAL int activationtype; // How the thing behaves when activated with USESPECIAL or BUMPSPECIAL
int lastbump; // Last time the actor was bumped, used to control BUMPSPECIAL
int Score; // manipulated by score items, ACS or DECORATE. The engine doesn't use this itself for anything. int Score; // manipulated by score items, ACS or DECORATE. The engine doesn't use this itself for anything.
FNameNoInit Tag; // Strife's tag name. FIXME: should be case sensitive! FNameNoInit Tag; // Strife's tag name. FIXME: should be case sensitive!

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@ -420,17 +420,11 @@ void AActor::Die (AActor *source, AActor *inflictor)
// the activator of the script. // the activator of the script.
// New: In Hexen, the thing that died is the activator, // New: In Hexen, the thing that died is the activator,
// so now a level flag selects who the activator gets to be. // so now a level flag selects who the activator gets to be.
if (special && (!(flags & MF_SPECIAL) || (flags3 & MF3_ISMONSTER)) && !(activationtype & THINGSPEC_NoDeathSpecial)) // Everything is now moved to P_ActivateThingSpecial().
if (special && (!(flags & MF_SPECIAL) || (flags3 & MF3_ISMONSTER))
&& !(activationtype & THINGSPEC_NoDeathSpecial))
{ {
// Activation flags override LEVEL_ACTOWNSPECIAL if set. P_ActivateThingSpecial(this, source, true);
AActor *activator = (activationtype & THINGSPEC_TriggerActs ? source :
(activationtype & THINGSPEC_ThingActs ? this : (level.flags & LEVEL_ACTOWNSPECIAL ? this : source)));
if (activationtype & THINGSPEC_ThingTargets)
this->target = source;
if (activationtype & THINGSPEC_TriggerTargets)
source->target = this;
LineSpecials[special] (NULL, activator, false, args[0], args[1], args[2], args[3], args[4]);
special = 0;
} }
if (CountsAsKill()) if (CountsAsKill())

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@ -1061,6 +1061,30 @@ FUNC(LS_HealThing)
return it ? true : false; return it ? true : false;
} }
// So that things activated/deactivated by ACS or DECORATE *and* by
// the BUMPSPECIAL or USESPECIAL flags work correctly both ways.
void DoActivateThing(AActor * thing, AActor * activator)
{
if (thing->activationtype & THINGSPEC_Activate)
{
thing->activationtype &= ~THINGSPEC_Activate; // Clear flag
if (thing->activationtype & THINGSPEC_Switch) // Set other flag if switching
thing->activationtype |= THINGSPEC_Deactivate;
}
thing->Activate (activator);
}
void DoDeactivateThing(AActor * thing, AActor * activator)
{
if (thing->activationtype & THINGSPEC_Deactivate)
{
thing->activationtype &= ~THINGSPEC_Deactivate; // Clear flag
if (thing->activationtype & THINGSPEC_Switch) // Set other flag if switching
thing->activationtype |= THINGSPEC_Activate;
}
thing->Deactivate (activator);
}
FUNC(LS_Thing_Activate) FUNC(LS_Thing_Activate)
// Thing_Activate (tid) // Thing_Activate (tid)
{ {
@ -1076,7 +1100,7 @@ FUNC(LS_Thing_Activate)
// Actor might remove itself as part of activation, so get next // Actor might remove itself as part of activation, so get next
// one before activating it. // one before activating it.
AActor *temp = iterator.Next (); AActor *temp = iterator.Next ();
actor->Activate (it); DoActivateThing(actor, it);
actor = temp; actor = temp;
count++; count++;
} }
@ -1085,7 +1109,7 @@ FUNC(LS_Thing_Activate)
} }
else if (it != NULL) else if (it != NULL)
{ {
it->Activate(it); DoActivateThing(it, it);
return true; return true;
} }
return false; return false;
@ -1106,7 +1130,7 @@ FUNC(LS_Thing_Deactivate)
// Actor might removes itself as part of deactivation, so get next // Actor might removes itself as part of deactivation, so get next
// one before we activate it. // one before we activate it.
AActor *temp = iterator.Next (); AActor *temp = iterator.Next ();
actor->Deactivate (it); DoDeactivateThing(actor, it);
actor = temp; actor = temp;
count++; count++;
} }
@ -1115,7 +1139,7 @@ FUNC(LS_Thing_Deactivate)
} }
else if (it != NULL) else if (it != NULL)
{ {
it->Deactivate(it); DoDeactivateThing(it, it);
return true; return true;
} }
return false; return false;

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@ -196,5 +196,6 @@ typedef int (*lnSpecFunc)(struct line_t *line,
extern lnSpecFunc LineSpecials[256]; extern lnSpecFunc LineSpecials[256];
int P_FindLineSpecial (const char *string, int *min_args=NULL, int *max_args=NULL); int P_FindLineSpecial (const char *string, int *min_args=NULL, int *max_args=NULL);
bool P_ActivateThingSpecial(AActor * thing, AActor * trigger, bool death=false);
#endif //__P_LNSPEC_H__ #endif //__P_LNSPEC_H__

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@ -837,24 +837,13 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
// Check for MF6_BUMPSPECIAL // Check for MF6_BUMPSPECIAL
// By default, only players can activate things by bumping into them // By default, only players can activate things by bumping into them
if ((thing->flags6 & MF6_BUMPSPECIAL)) if ((thing->flags6 & MF6_BUMPSPECIAL) && ((tm.thing->player != NULL)
|| ((thing->activationtype & THINGSPEC_MonsterTrigger) && (tm.thing->flags3 & MF3_ISMONSTER))
|| ((thing->activationtype & THINGSPEC_MissileTrigger) && (tm.thing->flags & MF_MISSILE))
) && (level.maptime > thing->lastbump)) // Leave the bumper enough time to go away
{ {
if (((tm.thing->player != NULL) if (P_ActivateThingSpecial(thing, tm.thing))
|| ((thing->activationtype & THINGSPEC_MonsterTrigger) && (thing->flags3 & MF3_ISMONSTER)) thing->lastbump = level.maptime + TICRATE;
|| ((thing->activationtype & THINGSPEC_MissileTrigger) && (thing->flags & MF_MISSILE))
))
{ // Target switching mechanism
if (thing->activationtype & THINGSPEC_ThingTargets) thing->target = tm.thing;
if (thing->activationtype & THINGSPEC_TriggerTargets) tm.thing->target = thing;
// Run the special
int res = LineSpecials[thing->special] (NULL,
((thing->activationtype & THINGSPEC_ThingActs) ? thing : tm.thing), // Who triggers?
false, thing->args[0], thing->args[1], thing->args[2], thing->args[3], thing->args[4]);
if (thing->activationtype & THINGSPEC_ClearSpecial && res) thing->special = 0;
}
} }
// Check for skulls slamming into things // Check for skulls slamming into things
@ -3775,18 +3764,9 @@ bool P_UseTraverse(AActor *usething, fixed_t endx, fixed_t endy, bool &foundline
// Check for puzzle item use or USESPECIAL flag // Check for puzzle item use or USESPECIAL flag
// Extended to use the same activationtype mechanism as BUMPSPECIAL does // Extended to use the same activationtype mechanism as BUMPSPECIAL does
if (in->d.thing->flags5 & MF5_USESPECIAL || in->d.thing->special == UsePuzzleItem) if (in->d.thing->flags5 & MF5_USESPECIAL || in->d.thing->special == UsePuzzleItem)
{ // Target switching mechanism {
if (in->d.thing->activationtype & THINGSPEC_ThingTargets) in->d.thing->target = usething; if (P_ActivateThingSpecial(in->d.thing, usething))
if (in->d.thing->activationtype & THINGSPEC_TriggerTargets) usething->target = in->d.thing;
// Run the special
if (LineSpecials[in->d.thing->special] (NULL, // Who triggers?
((in->d.thing->activationtype & THINGSPEC_ThingActs) ? in->d.thing : usething), false,
in->d.thing->args[0], in->d.thing->args[1], in->d.thing->args[2],
in->d.thing->args[3], in->d.thing->args[4]))
{
if (in->d.thing->activationtype & THINGSPEC_ClearSpecial) in->d.thing->special = 0;
return true; return true;
}
} }
// Dead things can't talk. // Dead things can't talk.
if (in->d.thing->health <= 0) if (in->d.thing->health <= 0)
@ -5180,3 +5160,67 @@ static void SpawnDeepSplash (AActor *t1, const FTraceResults &trace, AActor *puf
} }
} }
} }
//=============================================================================
//
// P_ActivateThingSpecial
//
// Handles the code for things activated by death, USESPECIAL or BUMPSPECIAL
//
//=============================================================================
bool P_ActivateThingSpecial(AActor * thing, AActor * trigger, bool death)
{
bool res = false;
// Target switching mechanism
if (thing->activationtype & THINGSPEC_ThingTargets) thing->target = trigger;
if (thing->activationtype & THINGSPEC_TriggerTargets) trigger->target = thing;
// State change mechanism. The thing needs to be not dead and to have at least one of the relevant flags
if (!death && (thing->activationtype & (THINGSPEC_Activate|THINGSPEC_Deactivate|THINGSPEC_Switch)))
{
// If a switchable thing does not know whether it should be activated
// or deactivated, the default is to activate it.
if ((thing->activationtype & THINGSPEC_Switch)
&& !(thing->activationtype & (THINGSPEC_Activate|THINGSPEC_Deactivate)))
{
thing->activationtype |= THINGSPEC_Activate;
}
// Can it be activated?
if (thing->activationtype & THINGSPEC_Activate)
{
thing->activationtype &= ~THINGSPEC_Activate; // Clear flag
if (thing->activationtype & THINGSPEC_Switch) // Set other flag if switching
thing->activationtype |= THINGSPEC_Deactivate;
thing->Activate(trigger);
res = true;
}
// If not, can it be deactivated?
else if (thing->activationtype & THINGSPEC_Deactivate)
{
thing->activationtype &= ~THINGSPEC_Deactivate; // Clear flag
if (thing->activationtype & THINGSPEC_Switch) // Set other flag if switching
thing->activationtype |= THINGSPEC_Activate;
thing->Deactivate(trigger);
res = true;
}
}
// Run the special, if any
if (thing->special)
{
res = !! LineSpecials[thing->special] (NULL,
// TriggerActs overrides the level flag, which only concerns thing activated by death
(((death && level.flags & LEVEL_ACTOWNSPECIAL && !(thing->activationtype & THINGSPEC_TriggerActs))
|| (thing->activationtype & THINGSPEC_ThingActs)) // Who triggers?
? thing : trigger),
false, thing->args[0], thing->args[1], thing->args[2], thing->args[3], thing->args[4]);
// Clears the special if it was run on thing's death or if flag is set.
if (death || (thing->activationtype & THINGSPEC_ClearSpecial && res)) thing->special = 0;
}
// Returns the result
return res;
}

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@ -300,6 +300,10 @@ void AActor::Serialize (FArchive &arc)
<< Species << Species
<< Score << Score
<< Tag; << Tag;
if (SaveVersion >= 1904)
{
arc << lastpush << lastbump;
}
if (SaveVersion >= 1900) if (SaveVersion >= 1900)
{ {
@ -3670,7 +3674,7 @@ void AActor::Activate (AActor *activator)
if (flags2 & MF2_DORMANT) if (flags2 & MF2_DORMANT)
{ {
flags2 &= ~MF2_DORMANT; flags2 &= ~MF2_DORMANT;
FState *state = FindState("Active"); FState *state = FindState(NAME_Active);
if (state != NULL) if (state != NULL)
{ {
SetState(state); SetState(state);
@ -3690,7 +3694,7 @@ void AActor::Deactivate (AActor *activator)
if (!(flags2 & MF2_DORMANT)) if (!(flags2 & MF2_DORMANT))
{ {
flags2 |= MF2_DORMANT; flags2 |= MF2_DORMANT;
FState *state = FindState("Inactive"); FState *state = FindState(NAME_Inactive);
if (state != NULL) if (state != NULL)
{ {
SetState(state); SetState(state);

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@ -465,6 +465,9 @@ static int ParseThingActivation (FScanner &sc)
{ "THINGSPEC_ClearSpecial", THINGSPEC_ClearSpecial}, { "THINGSPEC_ClearSpecial", THINGSPEC_ClearSpecial},
{ "THINGSPEC_NoDeathSpecial", THINGSPEC_NoDeathSpecial}, { "THINGSPEC_NoDeathSpecial", THINGSPEC_NoDeathSpecial},
{ "THINGSPEC_TriggerActs", THINGSPEC_TriggerActs}, { "THINGSPEC_TriggerActs", THINGSPEC_TriggerActs},
{ "THINGSPEC_Activate", THINGSPEC_Activate},
{ "THINGSPEC_Deactivate", THINGSPEC_Deactivate},
{ "THINGSPEC_Switch", THINGSPEC_Switch},
{ NULL, 0 } { NULL, 0 }
}; };

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@ -1072,7 +1072,7 @@ DEFINE_PROPERTY(projectile, 0, Actor)
//========================================================================== //==========================================================================
DEFINE_PROPERTY(activation, N, Actor) DEFINE_PROPERTY(activation, N, Actor)
{ {
// How the thing behaves when activated with MF5_USESPECIAL or MF6_BUMPSPECIAL // How the thing behaves when activated by death, USESPECIAL or BUMPSPECIAL
PROP_INT_PARM(val, 0); PROP_INT_PARM(val, 0);
defaults->activationtype = val; defaults->activationtype = val;
} }