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7b7623d2c4
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first. Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
166 lines
No EOL
3.8 KiB
C++
166 lines
No EOL
3.8 KiB
C++
#ifndef __PO_MAN_H
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#define __PO_MAN_H
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#include "tarray.h"
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#include "r_defs.h"
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#include "m_bbox.h"
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class DPolyAction : public DThinker
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{
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DECLARE_CLASS(DPolyAction, DThinker)
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HAS_OBJECT_POINTERS
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public:
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DPolyAction(int polyNum);
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void Serialize(FSerializer &arc);
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void OnDestroy() override;
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void Stop();
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double GetSpeed() const { return m_Speed; }
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void StopInterpolation();
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protected:
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DPolyAction();
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int m_PolyObj;
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double m_Speed;
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double m_Dist;
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TObjPtr<DInterpolation> m_Interpolation;
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void SetInterpolation();
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};
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struct FPolyVertex
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{
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DVector2 pos;
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FPolyVertex &operator=(vertex_t *v)
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{
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pos = v->fPos();
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return *this;
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}
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};
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struct FPolySeg
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{
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FPolyVertex v1;
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FPolyVertex v2;
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side_t *wall;
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};
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//
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// Linked lists of polyobjects
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//
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struct FPolyObj;
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struct FPolyNode
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{
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FPolyObj *poly; // owning polyobject
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FPolyNode *pnext; // next polyobj in list
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FPolyNode *pprev; // previous polyobj
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subsector_t *subsector; // containimg subsector
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FPolyNode *snext; // next subsector
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TArray<FPolySeg> segs; // segs for this node
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int state;
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};
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// ===== Polyobj data =====
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struct FPolyObj
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{
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TArray<side_t *> Sidedefs;
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TArray<line_t *> Linedefs;
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TArray<vertex_t *> Vertices;
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TArray<FPolyVertex> OriginalPts;
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TArray<FPolyVertex> PrevPts;
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FPolyVertex StartSpot;
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FPolyVertex CenterSpot;
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FBoundingBox Bounds; // Bounds in map coordinates
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subsector_t *CenterSubsector;
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int MirrorNum;
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DAngle Angle;
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int tag; // reference tag assigned in HereticEd
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int bbox[4]; // bounds in blockmap coordinates
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int validcount;
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int crush; // should the polyobj attempt to crush mobjs?
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bool bHurtOnTouch; // should the polyobj hurt anything it touches?
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bool bBlocked;
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BYTE bHasPortals; // 1 for any portal, 2 for a linked portal (2 must block rotations.)
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int seqType;
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double Size; // polyobj size (area of POLY_AREAUNIT == size of FRACUNIT)
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FPolyNode *subsectorlinks;
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TObjPtr<DPolyAction> specialdata; // pointer to a thinker, if the poly is moving
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TObjPtr<DInterpolation> interpolation;
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FPolyObj();
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DInterpolation *SetInterpolation();
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void StopInterpolation();
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int GetMirror();
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bool MovePolyobj (const DVector2 &pos, bool force = false);
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bool RotatePolyobj (DAngle angle, bool fromsave = false);
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void ClosestPoint(const DVector2 &fpos, DVector2 &out, side_t **side) const;
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void LinkPolyobj ();
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void RecalcActorFloorCeil(FBoundingBox bounds) const;
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void CreateSubsectorLinks();
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void ClearSubsectorLinks();
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void CalcCenter();
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void UpdateLinks();
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static void ClearAllSubsectorLinks();
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private:
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void ThrustMobj (AActor *actor, side_t *side);
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void UpdateBBox ();
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void DoMovePolyobj (const DVector2 &pos);
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void UnLinkPolyobj ();
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bool CheckMobjBlocking (side_t *sd);
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};
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extern FPolyObj *polyobjs; // list of all poly-objects on the level
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struct polyblock_t
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{
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FPolyObj *polyobj;
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struct polyblock_t *prev;
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struct polyblock_t *next;
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};
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void PO_LinkToSubsectors();
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// ===== PO_MAN =====
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typedef enum
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{
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PODOOR_NONE,
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PODOOR_SLIDE,
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PODOOR_SWING,
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} podoortype_t;
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bool EV_RotatePoly (line_t *line, int polyNum, int speed, int byteAngle, int direction, bool overRide);
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bool EV_MovePoly (line_t *line, int polyNum, double speed, DAngle angle, double dist, bool overRide);
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bool EV_MovePolyTo (line_t *line, int polyNum, double speed, const DVector2 &pos, bool overRide);
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bool EV_OpenPolyDoor (line_t *line, int polyNum, double speed, DAngle angle, int delay, double distance, podoortype_t type);
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bool EV_StopPoly (int polyNum);
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// [RH] Data structure for P_SpawnMapThing() to keep track
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// of polyobject-related things.
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struct polyspawns_t
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{
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polyspawns_t *next;
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DVector2 pos;
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short angle;
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short type;
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};
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extern int po_NumPolyobjs;
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extern polyspawns_t *polyspawns; // [RH] list of polyobject things to spawn
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void PO_Init ();
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bool PO_Busy (int polyobj);
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FPolyObj *PO_GetPolyobj(int polyNum);
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#endif |