- scriptified the sector actions.

This commit is contained in:
Christoph Oelckers 2017-01-13 13:51:47 +01:00
commit d338ca3ec1
13 changed files with 141 additions and 187 deletions

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@ -1,117 +0,0 @@
/*
** a_sectoraction.cpp
** Actors that hold specials to be executed upon conditions in a sector
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "r_defs.h"
#include "p_lnspec.h"
// The base class for sector actions ----------------------------------------
IMPLEMENT_CLASS(ASectorAction, false, false)
bool ASectorAction::IsActivatedByUse() const
{
return !!(health & (SECSPAC_Use|SECSPAC_UseWall));
}
void ASectorAction::OnDestroy ()
{
if (Sector != nullptr)
{
// Remove ourself from this sector's list of actions
AActor *probe = Sector->SecActTarget;
union
{
AActor **act;
ASectorAction **secact;
} prev;
prev.secact = &Sector->SecActTarget;
while (probe && probe != this)
{
prev.act = &probe->tracer;
probe = probe->tracer;
}
if (probe != nullptr)
{
*prev.act = probe->tracer;
}
Sector = nullptr;
}
Super::OnDestroy();
}
void ASectorAction::BeginPlay ()
{
Super::BeginPlay ();
// Add ourself to this sector's list of actions
tracer = Sector->SecActTarget;
Sector->SecActTarget = this;
}
void ASectorAction::Activate (AActor *source)
{
flags2 &= ~MF2_DORMANT; // Projectiles cannot trigger
}
void ASectorAction::Deactivate (AActor *source)
{
flags2 |= MF2_DORMANT; // Projectiles can trigger
}
bool ASectorAction::DoTriggerAction (AActor *triggerer, int activationType)
{
return (activationType & health) ? CheckTrigger(triggerer) : false;
}
bool ASectorAction::CanTrigger (AActor *triggerer) const
{
return special &&
((triggerer->player && !(flags & MF_FRIENDLY)) ||
((flags & MF_AMBUSH) && (triggerer->flags2 & MF2_MCROSS)) ||
((flags2 & MF2_DORMANT) && (triggerer->flags2 & MF2_PCROSS)));
}
bool ASectorAction::CheckTrigger (AActor *triggerer) const
{
if (CanTrigger(triggerer))
{
bool res = !!P_ExecuteSpecial(special, NULL, triggerer, false, args[0], args[1],
args[2], args[3], args[4]);
return res;
}
return false;
}