Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
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src/g_shared/a_sectoraction.cpp
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302
src/g_shared/a_sectoraction.cpp
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/*
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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 1998-2005 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_STATELESS_ACTOR (ASectorAction, Any, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY)
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END_DEFAULTS
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void ASectorAction::Destroy ()
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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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AActor **prev = reinterpret_cast<AActor **>(&Sector->SecActTarget);
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while (probe && probe != this)
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{
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prev = &probe->tracer;
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probe = probe->tracer;
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}
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if (probe != NULL)
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{
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*prev = probe->tracer;
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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 (tracer != NULL)
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return static_cast<ASectorAction *>(tracer)->TriggerAction (triggerer, activationType);
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else
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return false;
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}
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bool ASectorAction::CheckTrigger (AActor *triggerer) const
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{
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if (special &&
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(triggerer->player ||
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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 res = !!LineSpecials[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_STATELESS_ACTOR (ASecActEnter, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActEnter, Any, 9998, 0)
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END_DEFAULTS
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bool ASecActEnter::TriggerAction (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::TriggerAction (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_STATELESS_ACTOR (ASecActExit, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActExit, Any, 9997, 0)
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END_DEFAULTS
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bool ASecActExit::TriggerAction (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::TriggerAction (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_STATELESS_ACTOR (ASecActHitFloor, ASectorAction)
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public:
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bool TriggerAction (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_STATELESS_ACTOR (ASecActHitFloor, Any, 9999, 0)
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END_DEFAULTS
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bool ASecActHitFloor::TriggerAction (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::TriggerAction (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_STATELESS_ACTOR (ASecActHitCeil, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActHitCeil, Any, 9996, 0)
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END_DEFAULTS
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bool ASecActHitCeil::TriggerAction (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::TriggerAction (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_STATELESS_ACTOR (ASecActUse, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActUse, Any, 9995, 0)
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END_DEFAULTS
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bool ASecActUse::TriggerAction (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::TriggerAction (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_STATELESS_ACTOR (ASecActUseWall, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActUseWall, Any, 9994, 0)
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END_DEFAULTS
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bool ASecActUseWall::TriggerAction (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::TriggerAction (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_STATELESS_ACTOR (ASecActEyesDive, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActEyesDive, Any, 9993, 0)
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END_DEFAULTS
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bool ASecActEyesDive::TriggerAction (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::TriggerAction (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_STATELESS_ACTOR (ASecActEyesSurface, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActEyesSurface, Any, 9992, 0)
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END_DEFAULTS
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bool ASecActEyesSurface::TriggerAction (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::TriggerAction (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_STATELESS_ACTOR (ASecActEyesBelowC, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActEyesBelowC, Any, 9983, 0)
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END_DEFAULTS
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bool ASecActEyesBelowC::TriggerAction (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::TriggerAction (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_STATELESS_ACTOR (ASecActEyesAboveC, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActEyesAboveC, Any, 9982, 0)
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END_DEFAULTS
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bool ASecActEyesAboveC::TriggerAction (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::TriggerAction (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_STATELESS_ACTOR (ASecActHitFakeFloor, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActHitFakeFloor, Any, 9989, 0)
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END_DEFAULTS
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bool ASecActHitFakeFloor::TriggerAction (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::TriggerAction (triggerer, activationType);
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}
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