/* ** a_sectoraction.cpp ** Actors that hold specials to be executed upon conditions in a sector ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include "r_defs.h" #include "p_lnspec.h" // The base class for sector actions ---------------------------------------- IMPLEMENT_CLASS (ASectorAction) void ASectorAction::Destroy () { // Remove ourself from this sector's list of actions AActor *probe = Sector->SecActTarget; union { AActor **act; ASectorAction **secact; } prev; prev.secact = &Sector->SecActTarget; while (probe && probe != this) { prev.act = &probe->tracer; probe = probe->tracer; } if (probe != NULL) { *prev.act = probe->tracer; } Super::Destroy (); } void ASectorAction::BeginPlay () { Super::BeginPlay (); // Add ourself to this sector's list of actions tracer = Sector->SecActTarget; Sector->SecActTarget = this; } void ASectorAction::Activate (AActor *source) { flags2 &= ~MF2_DORMANT; // Projectiles cannot trigger } void ASectorAction::Deactivate (AActor *source) { flags2 |= MF2_DORMANT; // Projectiles can trigger } bool ASectorAction::TriggerAction(AActor *triggerer, int activationType) { if (DoTriggerAction(triggerer, activationType)) { if (flags4 & MF4_STANDSTILL) { Destroy(); } } return false; } bool ASectorAction::DoTriggerAction (AActor *triggerer, int activationType) { if (tracer != NULL) return barrier_cast(tracer)->DoTriggerAction (triggerer, activationType); else return false; } bool ASectorAction::CheckTrigger (AActor *triggerer) const { if (special && ((triggerer->player && !(flags & MF_FRIENDLY)) || ((flags & MF_AMBUSH) && (triggerer->flags2 & MF2_MCROSS)) || ((flags2 & MF2_DORMANT) && (triggerer->flags2 & MF2_PCROSS)))) { bool res = !!P_ExecuteSpecial(special, NULL, triggerer, false, args[0], args[1], args[2], args[3], args[4]); return res; } return false; } // Triggered when entering sector ------------------------------------------- class ASecActEnter : public ASectorAction { DECLARE_CLASS (ASecActEnter, ASectorAction) public: bool DoTriggerAction (AActor *triggerer, int activationType); }; IMPLEMENT_CLASS (ASecActEnter) bool ASecActEnter::DoTriggerAction (AActor *triggerer, int activationType) { bool didit = (activationType & SECSPAC_Enter) ? CheckTrigger (triggerer) : false; return didit | Super::DoTriggerAction (triggerer, activationType); } // Triggered when leaving sector -------------------------------------------- class ASecActExit : public ASectorAction { DECLARE_CLASS (ASecActExit, ASectorAction) public: bool DoTriggerAction (AActor *triggerer, int activationType); }; IMPLEMENT_CLASS (ASecActExit) bool ASecActExit::DoTriggerAction (AActor *triggerer, int activationType) { bool didit = (activationType & SECSPAC_Exit) ? CheckTrigger (triggerer) : false; return didit | Super::DoTriggerAction (triggerer, activationType); } // Triggered when hitting sector's floor ------------------------------------ class ASecActHitFloor : public ASectorAction { DECLARE_CLASS (ASecActHitFloor, ASectorAction) public: bool DoTriggerAction (AActor *triggerer, int activationType); }; // Skull Tag uses 9999 for a special that is triggered whenever // the player is on the sector's floor. I think this is more useful. IMPLEMENT_CLASS (ASecActHitFloor) bool ASecActHitFloor::DoTriggerAction (AActor *triggerer, int activationType) { bool didit = (activationType & SECSPAC_HitFloor) ? CheckTrigger (triggerer) : false; return didit | Super::DoTriggerAction (triggerer, activationType); } // Triggered when hitting sector's ceiling ---------------------------------- class ASecActHitCeil : public ASectorAction { DECLARE_CLASS (ASecActHitCeil, ASectorAction) public: bool DoTriggerAction (AActor *triggerer, int activationType); }; IMPLEMENT_CLASS (ASecActHitCeil) bool ASecActHitCeil::DoTriggerAction (AActor *triggerer, int activationType) { bool didit = (activationType & SECSPAC_HitCeiling) ? CheckTrigger (triggerer) : false; return didit | Super::DoTriggerAction (triggerer, activationType); } // Triggered when using inside sector --------------------------------------- class ASecActUse : public ASectorAction { DECLARE_CLASS (ASecActUse, ASectorAction) public: bool DoTriggerAction (AActor *triggerer, int activationType); }; IMPLEMENT_CLASS (ASecActUse) bool ASecActUse::DoTriggerAction (AActor *triggerer, int activationType) { bool didit = (activationType & SECSPAC_Use) ? CheckTrigger (triggerer) : false; return didit | Super::DoTriggerAction (triggerer, activationType); } // Triggered when using a sector's wall ------------------------------------- class ASecActUseWall : public ASectorAction { DECLARE_CLASS (ASecActUseWall, ASectorAction) public: bool DoTriggerAction (AActor *triggerer, int activationType); }; IMPLEMENT_CLASS (ASecActUseWall) bool ASecActUseWall::DoTriggerAction (AActor *triggerer, int activationType) { bool didit = (activationType & SECSPAC_UseWall) ? CheckTrigger (triggerer) : false; return didit | Super::DoTriggerAction (triggerer, activationType); } // Triggered when eyes go below fake floor ---------------------------------- class ASecActEyesDive : public ASectorAction { DECLARE_CLASS (ASecActEyesDive, ASectorAction) public: bool DoTriggerAction (AActor *triggerer, int activationType); }; IMPLEMENT_CLASS (ASecActEyesDive) bool ASecActEyesDive::DoTriggerAction (AActor *triggerer, int activationType) { bool didit = (activationType & SECSPAC_EyesDive) ? CheckTrigger (triggerer) : false; return didit | Super::DoTriggerAction (triggerer, activationType); } // Triggered when eyes go above fake floor ---------------------------------- class ASecActEyesSurface : public ASectorAction { DECLARE_CLASS (ASecActEyesSurface, ASectorAction) public: bool DoTriggerAction (AActor *triggerer, int activationType); }; IMPLEMENT_CLASS (ASecActEyesSurface) bool ASecActEyesSurface::DoTriggerAction (AActor *triggerer, int activationType) { bool didit = (activationType & SECSPAC_EyesSurface) ? CheckTrigger (triggerer) : false; return didit | Super::DoTriggerAction (triggerer, activationType); } // Triggered when eyes go below fake floor ---------------------------------- class ASecActEyesBelowC : public ASectorAction { DECLARE_CLASS (ASecActEyesBelowC, ASectorAction) public: bool DoTriggerAction (AActor *triggerer, int activationType); }; IMPLEMENT_CLASS (ASecActEyesBelowC) bool ASecActEyesBelowC::DoTriggerAction (AActor *triggerer, int activationType) { bool didit = (activationType & SECSPAC_EyesBelowC) ? CheckTrigger (triggerer) : false; return didit | Super::DoTriggerAction (triggerer, activationType); } // Triggered when eyes go above fake floor ---------------------------------- class ASecActEyesAboveC : public ASectorAction { DECLARE_CLASS (ASecActEyesAboveC, ASectorAction) public: bool DoTriggerAction (AActor *triggerer, int activationType); }; IMPLEMENT_CLASS (ASecActEyesAboveC) bool ASecActEyesAboveC::DoTriggerAction (AActor *triggerer, int activationType) { bool didit = (activationType & SECSPAC_EyesAboveC) ? CheckTrigger (triggerer) : false; return didit | Super::DoTriggerAction (triggerer, activationType); } // Triggered when eyes go below fake floor ---------------------------------- class ASecActHitFakeFloor : public ASectorAction { DECLARE_CLASS (ASecActHitFakeFloor, ASectorAction) public: bool DoTriggerAction (AActor *triggerer, int activationType); }; IMPLEMENT_CLASS (ASecActHitFakeFloor) bool ASecActHitFakeFloor::DoTriggerAction (AActor *triggerer, int activationType) { bool didit = (activationType & SECSPAC_HitFakeFloor) ? CheckTrigger (triggerer) : false; return didit | Super::DoTriggerAction (triggerer, activationType); }