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