- fixed use of multiple sector actions in the same sector.

The entire setup was quite broken with each item using its own activation result and the ones of the subsequent items in the list as the return value.
This rendered the STANDSTILL check in the main function totally unpredictable because the value it depended on could come from any item in the list.
Changed it so that the main dispatcher function is part of sector_t and does the stepping through the list iteratively instead of letting each item recursively call its successor and let this function decide for each item alone whether it should be removed.
The broken setup also had the effect that any MusicChanger would trigger all following SecActEnter specials right on msp start.
This commit is contained in:
Christoph Oelckers 2017-01-13 01:34:43 +01:00
parent cf39af0642
commit 1400f401e7
9 changed files with 67 additions and 40 deletions

View file

@ -94,26 +94,9 @@ 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)
{
bool didit = (activationType & health) ? CheckTrigger(triggerer) : false;
if (tracer != NULL)
return didit | barrier_cast<ASectorAction *>(tracer)->DoTriggerAction (triggerer, activationType);
else
return didit;
return (activationType & health) ? CheckTrigger(triggerer) : false;
}
bool ASectorAction::CanTrigger (AActor *triggerer) const

View file

@ -369,7 +369,7 @@ bool P_CheckFor3DFloorHit(AActor * mo, double z)
{
if (fabs(z - rover->top.plane->ZatPoint(mo)) < EQUAL_EPSILON)
{
rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
rover->model->TriggerSectorActions (mo, SECSPAC_HitFloor);
return true;
}
}
@ -395,7 +395,7 @@ bool P_CheckFor3DCeilingHit(AActor * mo, double z)
{
if(fabs(z - rover->bottom.plane->ZatPoint(mo)) < EQUAL_EPSILON)
{
rover->model->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
rover->model->TriggerSectorActions (mo, SECSPAC_HitCeiling);
return true;
}
}

View file

@ -713,7 +713,7 @@ bool P_Move (AActor *actor)
if (actor->floorsector->SecActTarget != NULL &&
actor->floorz == actor->floorsector->floorplane.ZatPoint(actor->PosRelative(actor->floorsector)))
{
actor->floorsector->SecActTarget->TriggerAction(actor, SECSPAC_HitFloor);
actor->floorsector->TriggerSectorActions(actor, SECSPAC_HitFloor);
}
P_CheckFor3DFloorHit(actor, actor->Z());
}

View file

@ -2616,11 +2616,11 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
if (!oldAboveFakeFloor && eyez > fakez)
{ // View went above fake floor
newsec->SecActTarget->TriggerAction(thing, SECSPAC_EyesSurface);
newsec->TriggerSectorActions(thing, SECSPAC_EyesSurface);
}
else if (oldAboveFakeFloor && eyez <= fakez)
{ // View went below fake floor
newsec->SecActTarget->TriggerAction(thing, SECSPAC_EyesDive);
newsec->TriggerSectorActions(thing, SECSPAC_EyesDive);
}
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
@ -2628,11 +2628,11 @@ bool P_TryMove(AActor *thing, const DVector2 &pos,
fakez = hs->ceilingplane.ZatPoint(pos);
if (!oldAboveFakeCeiling && eyez > fakez)
{ // View went above fake ceiling
newsec->SecActTarget->TriggerAction(thing, SECSPAC_EyesAboveC);
newsec->TriggerSectorActions(thing, SECSPAC_EyesAboveC);
}
else if (oldAboveFakeCeiling && eyez <= fakez)
{ // View went below fake ceiling
newsec->SecActTarget->TriggerAction(thing, SECSPAC_EyesBelowC);
newsec->TriggerSectorActions(thing, SECSPAC_EyesBelowC);
}
}
}
@ -5304,7 +5304,7 @@ bool P_UseTraverse(AActor *usething, const DVector2 &start, const DVector2 &end,
sec = usething->Sector;
if (sec->SecActTarget && sec->SecActTarget->TriggerAction(usething, SECSPAC_Use))
if (sec->SecActTarget && sec->TriggerSectorActions(usething, SECSPAC_Use))
{
return true;
}
@ -5313,7 +5313,7 @@ bool P_UseTraverse(AActor *usething, const DVector2 &start, const DVector2 &end,
in->d.line->frontsector : in->d.line->backsector;
if (sec != NULL && sec->SecActTarget &&
sec->SecActTarget->TriggerAction(usething, SECSPAC_UseWall))
sec->TriggerSectorActions(usething, SECSPAC_UseWall))
{
return true;
}
@ -5434,7 +5434,7 @@ void P_UseLines(player_t *player)
sector_t *sec = player->mo->Sector;
int spac = SECSPAC_Use;
if (foundline) spac |= SECSPAC_UseWall;
if ((!sec->SecActTarget || !sec->SecActTarget->TriggerAction(player->mo, spac)) &&
if ((!sec->SecActTarget || !sec->TriggerSectorActions(player->mo, spac)) &&
P_NoWayTraverse(player->mo, start, end))
{
S_Sound(player->mo, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);

View file

@ -2810,7 +2810,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
mo->Sector->SecActTarget != NULL &&
mo->Sector->floorplane.ZatPoint(mo) == mo->floorz)
{ // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitFloor);
mo->Sector->TriggerSectorActions (mo, SECSPAC_HitFloor);
}
P_CheckFor3DFloorHit(mo, mo->floorz);
// [RH] Need to recheck this because the sector action might have
@ -2913,7 +2913,7 @@ void P_ZMovement (AActor *mo, double oldfloorz)
mo->Sector->SecActTarget != NULL &&
mo->Sector->ceilingplane.ZatPoint(mo) == mo->ceilingz)
{ // [RH] Let the sector do something to the actor
mo->Sector->SecActTarget->TriggerAction (mo, SECSPAC_HitCeiling);
mo->Sector->TriggerSectorActions (mo, SECSPAC_HitCeiling);
}
P_CheckFor3DCeilingHit(mo, mo->ceilingz);
// [RH] Need to recheck this because the sector action might have
@ -2981,7 +2981,7 @@ void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight
if (oldz > waterz && mo->Z() <= waterz)
{ // Feet hit fake floor
sec->SecActTarget->TriggerAction (mo, SECSPAC_HitFakeFloor);
sec->TriggerSectorActions (mo, SECSPAC_HitFakeFloor);
}
newz = mo->Z() + viewheight;
@ -2992,11 +2992,11 @@ void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight
if (oldz <= waterz && newz > waterz)
{ // View went above fake floor
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesSurface);
sec->TriggerSectorActions (mo, SECSPAC_EyesSurface);
}
else if (oldz > waterz && newz <= waterz)
{ // View went below fake floor
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesDive);
sec->TriggerSectorActions (mo, SECSPAC_EyesDive);
}
if (!(hs->MoreFlags & SECF_FAKEFLOORONLY))
@ -3004,11 +3004,11 @@ void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight
waterz = hs->ceilingplane.ZatPoint(mo);
if (oldz <= waterz && newz > waterz)
{ // View went above fake ceiling
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesAboveC);
sec->TriggerSectorActions (mo, SECSPAC_EyesAboveC);
}
else if (oldz > waterz && newz <= waterz)
{ // View went below fake ceiling
sec->SecActTarget->TriggerAction (mo, SECSPAC_EyesBelowC);
sec->TriggerSectorActions (mo, SECSPAC_EyesBelowC);
}
}
}
@ -4353,7 +4353,7 @@ void AActor::CheckSectorTransition(sector_t *oldsec)
{
if (oldsec->SecActTarget != NULL)
{
oldsec->SecActTarget->TriggerAction(this, SECSPAC_Exit);
oldsec->TriggerSectorActions(this, SECSPAC_Exit);
}
if (Sector->SecActTarget != NULL)
{
@ -4370,7 +4370,7 @@ void AActor::CheckSectorTransition(sector_t *oldsec)
{
act |= SECSPAC_HitFakeFloor;
}
Sector->SecActTarget->TriggerAction(this, act);
Sector->TriggerSectorActions(this, act);
}
if (Z() == floorz)
{

View file

@ -1446,6 +1446,49 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt)
}
//===========================================================================
//
//
//
//===========================================================================
bool sector_t::TriggerSectorActions(AActor *thing, int activation)
{
auto act = SecActTarget;
bool res = false;
while (act != nullptr)
{
AActor *next = act->tracer;
bool didit = act->DoTriggerAction(thing, activation);
if (didit)
{
if (act->flags4 & MF4_STANDSTILL)
{
act->Destroy();
}
}
act = static_cast<ASectorAction*>(next);
res |= didit;
}
return res;
}
DEFINE_ACTION_FUNCTION(_Sector, TriggerSectorActions)
{
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
PARAM_OBJECT(thing, AActor);
PARAM_INT(activation);
ACTION_RETURN_BOOL(self->TriggerSectorActions(thing, activation));
}
//===========================================================================
//
//
//
//===========================================================================
DEFINE_ACTION_FUNCTION(_Sector, PointInSector)
{
PARAM_PROLOGUE;

View file

@ -287,7 +287,6 @@ public:
void BeginPlay ();
void Activate (AActor *source);
void Deactivate (AActor *source);
bool TriggerAction(AActor *triggerer, int activationType);
bool CanTrigger (AActor *triggerer) const;
bool IsActivatedByUse() const;
virtual bool DoTriggerAction(AActor *triggerer, int activationType);
@ -674,6 +673,7 @@ public:
int GetCeilingLight () const;
sector_t *GetHeightSec() const;
double GetFriction(int plane = sector_t::floor, double *movefac = NULL) const;
bool TriggerSectorActions(AActor *thing, int activation);
DInterpolation *SetInterpolation(int position, bool attach);

View file

@ -2483,7 +2483,7 @@ bool AMusicChanger::DoTriggerAction (AActor *triggerer, int activationType)
triggerer->player->MUSINFOtics = 30;
}
}
return tracer == nullptr? false : barrier_cast<ASectorAction *>(tracer)->DoTriggerAction(triggerer, activationType);
return false;
}
void AMusicChanger::PostBeginPlay()
@ -2495,7 +2495,7 @@ void AMusicChanger::PostBeginPlay()
{
if (playeringame[i] && players[i].mo && players[i].mo->Sector == this->Sector)
{
TriggerAction(players[i].mo, SECSPAC_Enter);
DoTriggerAction(players[i].mo, SECSPAC_Enter);
}
}
}

View file

@ -508,6 +508,7 @@ struct Sector native
native int GetOppositePortalGroup(int plane);
native double CenterFloor();
native double CenterCeiling();
native bool TriggerSectorActions(Actor thing, int activation);
native int MoveFloor(double speed, double dest, int crush, int direction, bool hexencrush, bool instant = false);
native int MoveCeiling(double speed, double dest, int crush, int direction, bool hexencrush);