qzdoom/wadsrc/static/zscript/actors/shared/sectoraction.zs
2021-09-12 13:18:40 +02:00

318 lines
6.4 KiB
Text

class SectorAction : Actor
{
// self class uses health to define the activation type.
enum EActivation
{
SECSPAC_Enter = 1<< 0,
SECSPAC_Exit = 1<< 1,
SECSPAC_HitFloor = 1<< 2,
SECSPAC_HitCeiling = 1<< 3,
SECSPAC_Use = 1<< 4,
SECSPAC_UseWall = 1<< 5,
SECSPAC_EyesDive = 1<< 6,
SECSPAC_EyesSurface = 1<< 7,
SECSPAC_EyesBelowC = 1<< 8,
SECSPAC_EyesAboveC = 1<< 9,
SECSPAC_HitFakeFloor = 1<<10,
SECSPAC_DamageFloor = 1<<11,
SECSPAC_DamageCeiling = 1<<12,
SECSPAC_DeathFloor = 1<<13,
SECSPAC_DeathCeiling = 1<<14,
SECSPAC_Damage3D = 1<<15,
SECSPAC_Death3D = 1<<16
};
default
{
+NOBLOCKMAP
+NOSECTOR
+NOGRAVITY
+DONTSPLASH
+NOTONAUTOMAP
}
override void OnDestroy ()
{
if (CurSector != null)
{
// Remove ourself from self CurSector's list of actions
if (CurSector.SecActTarget == self)
{
CurSector.SecActTarget = SectorAction(tracer);
}
else
{
Actor probe = CurSector.SecActTarget;
if (null != probe)
{
while (probe.tracer != self && probe.tracer != null)
{
probe = probe.tracer;
}
if (probe.tracer == self)
{
probe.tracer = tracer;
}
}
}
}
Super.OnDestroy();
}
override void BeginPlay ()
{
Super.BeginPlay ();
// Add ourself to self CurSector's list of actions
tracer = CurSector.SecActTarget;
CurSector.SecActTarget = self;
}
override void Activate (Actor source)
{
bDormant = false; // Projectiles cannot trigger
}
override void Deactivate (Actor source)
{
bDormant = true; // Projectiles can trigger
}
virtual bool TriggerAction (Actor triggerer, int activationType)
{
if ((activationType & health) && CanTrigger(triggerer))
{
return triggerer.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
}
return false;
}
virtual bool CanTrigger (Actor triggerer)
{
return special &&
((triggerer.player && !bFriendly) ||
(bAmbush && triggerer.bActivateMCross) ||
(bDormant && triggerer.bActivatePCross));
}
}
// Triggered when entering CurSector -------------------------------------------
class SecActEnter : SectorAction
{
Default
{
Health SECSPAC_Enter;
}
}
// Triggered when leaving CurSector --------------------------------------------
class SecActExit : SectorAction
{
Default
{
Health SECSPAC_Exit;
}
}
// Triggered when hitting CurSector's floor ------------------------------------
class SecActHitFloor : SectorAction
{
Default
{
Health SECSPAC_HitFloor;
}
}
// Triggered when hitting CurSector's ceiling ----------------------------------
class SecActHitCeil : SectorAction
{
Default
{
Health SECSPAC_HitCeiling;
}
}
// Triggered when using inside CurSector ---------------------------------------
class SecActUse : SectorAction
{
Default
{
Health SECSPAC_Use;
}
}
// Triggered when using a CurSector's wall -------------------------------------
class SecActUseWall : SectorAction
{
Default
{
Health SECSPAC_UseWall;
}
}
// Triggered when eyes go below fake floor ----------------------------------
class SecActEyesDive : SectorAction
{
Default
{
Health SECSPAC_EyesDive;
}
}
// Triggered when eyes go above fake floor ----------------------------------
class SecActEyesSurface : SectorAction
{
Default
{
Health SECSPAC_EyesSurface;
}
}
// Triggered when eyes go below fake ceiling ----------------------------------
class SecActEyesBelowC : SectorAction
{
Default
{
Health SECSPAC_EyesBelowC;
}
}
// Triggered when eyes go above fake ceiling ----------------------------------
class SecActEyesAboveC : SectorAction
{
Default
{
Health SECSPAC_EyesAboveC;
}
}
// Triggered when hitting fake floor ----------------------------------
class SecActHitFakeFloor : SectorAction
{
Default
{
Health SECSPAC_HitFakeFloor;
}
}
// Triggered when sector's floor is damaged ----------------------------------
class SecActDamageFloor : SectorAction
{
Default
{
Health SECSPAC_DamageFloor;
}
// [ZZ] damage is unconditional, so this as well
override bool CanTrigger (Actor triggerer) { return !!special; }
}
// Triggered when sector's ceiling is damaged ----------------------------------
class SecActDamageCeiling : SectorAction
{
Default
{
Health SECSPAC_DamageCeiling;
}
// [ZZ] damage is unconditional, so this as well
override bool CanTrigger (Actor triggerer) { return !!special; }
}
// Triggered when sector's floor is reduced to 0 hp ----------------------------------
class SecActDeathFloor : SectorAction
{
Default
{
Health SECSPAC_DeathFloor;
}
// [ZZ] damage is unconditional, so this as well
override bool CanTrigger (Actor triggerer) { return !!special; }
}
// Triggered when sector's ceiling is reduced to 0 hp ----------------------------------
class SecActDeathCeiling : SectorAction
{
Default
{
Health SECSPAC_DeathCeiling;
}
// [ZZ] damage is unconditional, so this as well
override bool CanTrigger (Actor triggerer) { return !!special; }
}
// Triggered when controlled 3d floor is damaged ----------------------------------
class SecActDamage3D : SectorAction
{
Default
{
Health SECSPAC_Damage3D;
}
// [ZZ] damage is unconditional, so this as well
override bool CanTrigger (Actor triggerer) { return !!special; }
}
// Triggered when controlled 3d floor is reduced to 0 hp ----------------------------------
class SecActDeath3D : SectorAction
{
Default
{
Health SECSPAC_Death3D;
}
// [ZZ] damage is unconditional, so this as well
override bool CanTrigger (Actor triggerer) { return !!special; }
}
//==========================================================================
//
// Music changer. Uses the sector action class to do its job
//
//==========================================================================
class MusicChanger : SectorAction
{
override bool TriggerAction (Actor triggerer, int activationType)
{
if (activationType & SECSPAC_Enter && triggerer.player != null)
{
if (triggerer.player.MUSINFOactor != self)
{
triggerer.player.MUSINFOactor = self;
triggerer.player.MUSINFOtics = 30;
}
}
return false;
}
override void PostBeginPlay()
{
// The music changer should consider itself activated if the player
// spawns in its sector as well as if it enters the sector during a P_TryMove.
Super.PostBeginPlay();
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].mo && players[i].mo.CurSector == self.CurSector)
{
TriggerAction(players[i].mo, SECSPAC_Enter);
}
}
}
}