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Add WorldLinePreActivated to override line activation, as a counterpart to WorldLineActivated.
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parent
a4bee610b4
commit
0656916bf2
4 changed files with 38 additions and 2 deletions
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@ -413,6 +413,12 @@ void E_WorldThingDestroyed(AActor* actor)
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handler->WorldThingDestroyed(actor);
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}
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void E_WorldLinePreActivated(line_t* line, AActor* actor, bool* shouldactivate)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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handler->WorldLinePreActivated(line, actor, shouldactivate);
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}
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void E_WorldLineActivated(line_t* line, AActor* actor)
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{
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for (DStaticEventHandler* handler = E_FirstEventHandler; handler; handler = handler->next)
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@ -548,6 +554,7 @@ DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageType);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageFlags);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, DamageAngle);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, ActivatedLine);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, ShouldActivate);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, PlayerNumber);
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DEFINE_FIELD_X(PlayerEvent, FPlayerEvent, IsReturn);
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@ -634,6 +641,7 @@ DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDied)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingRevived)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDamaged)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldThingDestroyed)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLinePreActivated)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLineActivated)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldLightning)
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DEFINE_EMPTY_HANDLER(DStaticEventHandler, WorldTick)
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@ -796,6 +804,23 @@ void DStaticEventHandler::WorldThingDestroyed(AActor* actor)
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}
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}
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void DStaticEventHandler::WorldLinePreActivated(line_t* line, AActor* actor, bool* shouldactivate)
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{
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IFVIRTUAL(DStaticEventHandler, WorldLinePreActivated)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (func == DStaticEventHandler_WorldLinePreActivated_VMPtr)
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return;
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FWorldEvent e = E_SetupWorldEvent();
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e.Thing = actor;
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e.ActivatedLine = line;
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e.ShouldActivate = *shouldactivate;
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VMValue params[2] = { (DStaticEventHandler*)this, &e };
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VMCall(func, params, 2, nullptr, 0);
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*shouldactivate = e.ShouldActivate;
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}
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}
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void DStaticEventHandler::WorldLineActivated(line_t* line, AActor* actor)
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{
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IFVIRTUAL(DStaticEventHandler, WorldLineActivated)
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@ -40,6 +40,8 @@ void E_WorldThingRevived(AActor* actor);
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void E_WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
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// called before AActor::Destroy of each actor.
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void E_WorldThingDestroyed(AActor* actor);
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// called in P_ActivateLine before executing special, set shouldactivate to false to prevent activation.
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void E_WorldLinePreActivated(line_t* line, AActor* actor, bool* shouldactivate);
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// called in P_ActivateLine after successful special execution.
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void E_WorldLineActivated(line_t* line, AActor* actor);
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// same as ACS SCRIPT_Lightning
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@ -141,6 +143,7 @@ public:
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void WorldThingRevived(AActor*);
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void WorldThingDamaged(AActor*, AActor*, AActor*, int, FName, int, DAngle);
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void WorldThingDestroyed(AActor*);
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void WorldLinePreActivated(line_t*, AActor*, bool*);
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void WorldLineActivated(line_t*, AActor*);
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void WorldLightning();
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void WorldTick();
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@ -198,8 +201,9 @@ struct FWorldEvent
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FName DamageType;
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int DamageFlags = 0;
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DAngle DamageAngle;
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// for lineactivated
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// for line(pre)activated
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line_t* ActivatedLine = nullptr;
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bool ShouldActivate = true;
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};
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struct FPlayerEvent
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@ -189,6 +189,11 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVe
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return false;
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}
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// [MK] Use WorldLinePreActivated to decide if activation should continue
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bool shouldactivate = true;
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E_WorldLinePreActivated(line, mo, &shouldactivate);
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if ( !shouldactivate ) return false;
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bool remote = (line->special != 7 && line->special != 8 && (line->special < 11 || line->special > 14));
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if (line->locknumber > 0 && !P_CheckKeys (mo, line->locknumber, remote)) return false;
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@ -25,8 +25,9 @@ struct WorldEvent native play version("2.4")
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native readonly Name DamageType;
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native readonly EDmgFlags DamageFlags;
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native readonly double DamageAngle;
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// for lineactivated
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// for line(pre)activated
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native readonly Line ActivatedLine;
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native bool ShouldActivate;
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}
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struct PlayerEvent native play version("2.4")
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@ -302,6 +303,7 @@ class StaticEventHandler : Object native play version("2.4")
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virtual native void WorldThingRevived(WorldEvent e);
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virtual native void WorldThingDamaged(WorldEvent e);
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virtual native void WorldThingDestroyed(WorldEvent e);
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virtual native void WorldLinePreActivated(WorldEvent e);
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virtual native void WorldLineActivated(WorldEvent e);
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virtual native void WorldLightning(WorldEvent e); // for the sake of completeness.
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virtual native void WorldTick();
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