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https://github.com/ZDoom/qzdoom.git
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66d28a24b8
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going. It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
337 lines
9.7 KiB
C++
337 lines
9.7 KiB
C++
/*
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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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IMPLEMENT_CLASS(ASectorAction, false, false)
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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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if (Sector != nullptr)
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{
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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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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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Sector = nullptr;
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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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IMPLEMENT_CLASS(ASecActEnter, false, false)
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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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IMPLEMENT_CLASS(ASecActExit, false, false)
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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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IMPLEMENT_CLASS(ASecActHitFloor, false, false)
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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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IMPLEMENT_CLASS(ASecActHitCeil, false, false)
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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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IMPLEMENT_CLASS(ASecActUse, false, false)
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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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IMPLEMENT_CLASS(ASecActUseWall, false, false)
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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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IMPLEMENT_CLASS(ASecActEyesDive, false, false)
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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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IMPLEMENT_CLASS(ASecActEyesSurface, false, false)
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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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IMPLEMENT_CLASS(ASecActEyesBelowC, false, false)
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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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IMPLEMENT_CLASS(ASecActEyesAboveC, false, false)
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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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IMPLEMENT_CLASS(ASecActHitFakeFloor, false, false)
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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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