2016-03-01 15:47:10 +00:00
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/*
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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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2016-11-24 20:36:02 +00:00
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IMPLEMENT_CLASS(ASectorAction, false, false)
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2016-03-01 15:47:10 +00:00
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ASectorAction::ASectorAction (bool activatedByUse) :
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ActivatedByUse (activatedByUse) {}
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bool ASectorAction::IsActivatedByUse() const
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{
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return ActivatedByUse;
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}
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void ASectorAction::Destroy ()
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{
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2016-09-23 06:49:30 +00:00
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if (Sector != nullptr)
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2016-03-01 15:47:10 +00:00
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{
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2016-09-23 06:49:30 +00:00
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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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2016-03-01 15:47:10 +00:00
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2016-09-23 06:49:30 +00:00
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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 != nullptr)
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{
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*prev.act = probe->tracer;
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}
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- removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.
- do not I_Error out in the serializer unless caused by a programming error.
It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 12:04:05 +00:00
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Sector = nullptr;
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2016-03-01 15:47:10 +00:00
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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::CanTrigger (AActor *triggerer) const
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{
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return 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 ASectorAction::CheckTrigger (AActor *triggerer) const
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{
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if (CanTrigger(triggerer))
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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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2016-11-24 20:36:02 +00:00
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IMPLEMENT_CLASS(ASecActEnter, false, false)
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2016-03-01 15:47:10 +00:00
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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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2016-11-24 20:36:02 +00:00
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IMPLEMENT_CLASS(ASecActExit, false, false)
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2016-03-01 15:47:10 +00:00
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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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2016-11-05 17:27:14 +00:00
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2016-11-24 20:36:02 +00:00
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IMPLEMENT_CLASS(ASecActHitFloor, false, false)
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2016-03-01 15:47:10 +00:00
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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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2016-11-24 20:36:02 +00:00
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IMPLEMENT_CLASS(ASecActHitCeil, false, false)
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2016-03-01 15:47:10 +00:00
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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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ASecActUse() : ASectorAction (true) {}
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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2016-11-24 20:36:02 +00:00
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IMPLEMENT_CLASS(ASecActUse, false, false)
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2016-03-01 15:47:10 +00:00
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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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ASecActUseWall() : ASectorAction (true) {}
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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2016-11-24 20:36:02 +00:00
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IMPLEMENT_CLASS(ASecActUseWall, false, false)
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2016-03-01 15:47:10 +00:00
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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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2016-11-24 20:36:02 +00:00
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IMPLEMENT_CLASS(ASecActEyesDive, false, false)
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2016-03-01 15:47:10 +00:00
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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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2016-11-24 20:36:02 +00:00
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IMPLEMENT_CLASS(ASecActEyesSurface, false, false)
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2016-03-01 15:47:10 +00:00
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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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2016-11-24 20:36:02 +00:00
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IMPLEMENT_CLASS(ASecActEyesBelowC, false, false)
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2016-03-01 15:47:10 +00:00
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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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2016-11-24 20:36:02 +00:00
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IMPLEMENT_CLASS(ASecActEyesAboveC, false, false)
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2016-03-01 15:47:10 +00:00
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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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2016-11-24 20:36:02 +00:00
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IMPLEMENT_CLASS(ASecActHitFakeFloor, false, false)
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2016-03-01 15:47:10 +00:00
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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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