mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 22:11:09 +00:00
1ea5cc8bd8
SVN r3152 (trunk)
305 lines
9.1 KiB
C++
305 lines
9.1 KiB
C++
/*
|
|
** 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 (tracer != NULL)
|
|
return barrier_cast<ASectorAction *>(tracer)->TriggerAction (triggerer, activationType);
|
|
else
|
|
return false;
|
|
}
|
|
|
|
bool ASectorAction::CheckTrigger (AActor *triggerer) const
|
|
{
|
|
if (special &&
|
|
(triggerer->player ||
|
|
((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 TriggerAction (AActor *triggerer, int activationType);
|
|
};
|
|
|
|
IMPLEMENT_CLASS (ASecActEnter)
|
|
|
|
|
|
bool ASecActEnter::TriggerAction (AActor *triggerer, int activationType)
|
|
{
|
|
bool didit = (activationType & SECSPAC_Enter) ? CheckTrigger (triggerer) : false;
|
|
return didit | Super::TriggerAction (triggerer, activationType);
|
|
}
|
|
|
|
// Triggered when leaving sector --------------------------------------------
|
|
|
|
class ASecActExit : public ASectorAction
|
|
{
|
|
DECLARE_CLASS (ASecActExit, ASectorAction)
|
|
public:
|
|
bool TriggerAction (AActor *triggerer, int activationType);
|
|
};
|
|
|
|
IMPLEMENT_CLASS (ASecActExit)
|
|
|
|
|
|
bool ASecActExit::TriggerAction (AActor *triggerer, int activationType)
|
|
{
|
|
bool didit = (activationType & SECSPAC_Exit) ? CheckTrigger (triggerer) : false;
|
|
return didit | Super::TriggerAction (triggerer, activationType);
|
|
}
|
|
|
|
// Triggered when hitting sector's floor ------------------------------------
|
|
|
|
class ASecActHitFloor : public ASectorAction
|
|
{
|
|
DECLARE_CLASS (ASecActHitFloor, ASectorAction)
|
|
public:
|
|
bool TriggerAction (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::TriggerAction (AActor *triggerer, int activationType)
|
|
{
|
|
bool didit = (activationType & SECSPAC_HitFloor) ? CheckTrigger (triggerer) : false;
|
|
return didit | Super::TriggerAction (triggerer, activationType);
|
|
}
|
|
|
|
// Triggered when hitting sector's ceiling ----------------------------------
|
|
|
|
class ASecActHitCeil : public ASectorAction
|
|
{
|
|
DECLARE_CLASS (ASecActHitCeil, ASectorAction)
|
|
public:
|
|
bool TriggerAction (AActor *triggerer, int activationType);
|
|
};
|
|
|
|
IMPLEMENT_CLASS (ASecActHitCeil)
|
|
|
|
|
|
bool ASecActHitCeil::TriggerAction (AActor *triggerer, int activationType)
|
|
{
|
|
bool didit = (activationType & SECSPAC_HitCeiling) ? CheckTrigger (triggerer) : false;
|
|
return didit | Super::TriggerAction (triggerer, activationType);
|
|
}
|
|
|
|
// Triggered when using inside sector ---------------------------------------
|
|
|
|
class ASecActUse : public ASectorAction
|
|
{
|
|
DECLARE_CLASS (ASecActUse, ASectorAction)
|
|
public:
|
|
bool TriggerAction (AActor *triggerer, int activationType);
|
|
};
|
|
|
|
IMPLEMENT_CLASS (ASecActUse)
|
|
|
|
|
|
bool ASecActUse::TriggerAction (AActor *triggerer, int activationType)
|
|
{
|
|
bool didit = (activationType & SECSPAC_Use) ? CheckTrigger (triggerer) : false;
|
|
return didit | Super::TriggerAction (triggerer, activationType);
|
|
}
|
|
|
|
// Triggered when using a sector's wall -------------------------------------
|
|
|
|
class ASecActUseWall : public ASectorAction
|
|
{
|
|
DECLARE_CLASS (ASecActUseWall, ASectorAction)
|
|
public:
|
|
bool TriggerAction (AActor *triggerer, int activationType);
|
|
};
|
|
|
|
IMPLEMENT_CLASS (ASecActUseWall)
|
|
|
|
|
|
bool ASecActUseWall::TriggerAction (AActor *triggerer, int activationType)
|
|
{
|
|
bool didit = (activationType & SECSPAC_UseWall) ? CheckTrigger (triggerer) : false;
|
|
return didit | Super::TriggerAction (triggerer, activationType);
|
|
}
|
|
|
|
// Triggered when eyes go below fake floor ----------------------------------
|
|
|
|
class ASecActEyesDive : public ASectorAction
|
|
{
|
|
DECLARE_CLASS (ASecActEyesDive, ASectorAction)
|
|
public:
|
|
bool TriggerAction (AActor *triggerer, int activationType);
|
|
};
|
|
|
|
IMPLEMENT_CLASS (ASecActEyesDive)
|
|
|
|
|
|
bool ASecActEyesDive::TriggerAction (AActor *triggerer, int activationType)
|
|
{
|
|
bool didit = (activationType & SECSPAC_EyesDive) ? CheckTrigger (triggerer) : false;
|
|
return didit | Super::TriggerAction (triggerer, activationType);
|
|
}
|
|
|
|
// Triggered when eyes go above fake floor ----------------------------------
|
|
|
|
class ASecActEyesSurface : public ASectorAction
|
|
{
|
|
DECLARE_CLASS (ASecActEyesSurface, ASectorAction)
|
|
public:
|
|
bool TriggerAction (AActor *triggerer, int activationType);
|
|
};
|
|
|
|
IMPLEMENT_CLASS (ASecActEyesSurface)
|
|
|
|
|
|
bool ASecActEyesSurface::TriggerAction (AActor *triggerer, int activationType)
|
|
{
|
|
bool didit = (activationType & SECSPAC_EyesSurface) ? CheckTrigger (triggerer) : false;
|
|
return didit | Super::TriggerAction (triggerer, activationType);
|
|
}
|
|
|
|
// Triggered when eyes go below fake floor ----------------------------------
|
|
|
|
class ASecActEyesBelowC : public ASectorAction
|
|
{
|
|
DECLARE_CLASS (ASecActEyesBelowC, ASectorAction)
|
|
public:
|
|
bool TriggerAction (AActor *triggerer, int activationType);
|
|
};
|
|
|
|
IMPLEMENT_CLASS (ASecActEyesBelowC)
|
|
|
|
|
|
bool ASecActEyesBelowC::TriggerAction (AActor *triggerer, int activationType)
|
|
{
|
|
bool didit = (activationType & SECSPAC_EyesBelowC) ? CheckTrigger (triggerer) : false;
|
|
return didit | Super::TriggerAction (triggerer, activationType);
|
|
}
|
|
|
|
// Triggered when eyes go above fake floor ----------------------------------
|
|
|
|
class ASecActEyesAboveC : public ASectorAction
|
|
{
|
|
DECLARE_CLASS (ASecActEyesAboveC, ASectorAction)
|
|
public:
|
|
bool TriggerAction (AActor *triggerer, int activationType);
|
|
};
|
|
|
|
IMPLEMENT_CLASS (ASecActEyesAboveC)
|
|
|
|
|
|
bool ASecActEyesAboveC::TriggerAction (AActor *triggerer, int activationType)
|
|
{
|
|
bool didit = (activationType & SECSPAC_EyesAboveC) ? CheckTrigger (triggerer) : false;
|
|
return didit | Super::TriggerAction (triggerer, activationType);
|
|
}
|
|
|
|
// Triggered when eyes go below fake floor ----------------------------------
|
|
|
|
class ASecActHitFakeFloor : public ASectorAction
|
|
{
|
|
DECLARE_CLASS (ASecActHitFakeFloor, ASectorAction)
|
|
public:
|
|
bool TriggerAction (AActor *triggerer, int activationType);
|
|
};
|
|
|
|
IMPLEMENT_CLASS (ASecActHitFakeFloor)
|
|
|
|
|
|
bool ASecActHitFakeFloor::TriggerAction (AActor *triggerer, int activationType)
|
|
{
|
|
bool didit = (activationType & SECSPAC_HitFakeFloor) ? CheckTrigger (triggerer) : false;
|
|
return didit | Super::TriggerAction (triggerer, activationType);
|
|
}
|