gzdoom-gles/src/g_shared/a_action.cpp
2019-01-31 02:27:54 +01:00

125 lines
3.2 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
#include "actor.h"
#include "p_conversation.h"
#include "p_lnspec.h"
#include "d_player.h"
#include "p_local.h"
#include "p_terrain.h"
#include "p_enemy.h"
#include "serializer.h"
#include "vm.h"
#include "actorinlines.h"
EXTERN_CVAR(Int, sv_corpsequeuesize)
//----------------------------------------------------------------------------
//
// PROC A_NoBlocking
//
//----------------------------------------------------------------------------
void A_Unblock(AActor *self, bool drop)
{
// [RH] Andy Baker's stealth monsters
if (self->flags & MF_STEALTH)
{
self->Alpha = 1.;
self->visdir = 0;
}
self->flags &= ~MF_SOLID;
// If the actor has a conversation that sets an item to drop, drop that.
if (self->Conversation != NULL && self->Conversation->DropType != NULL)
{
P_DropItem (self, self->Conversation->DropType, -1, 256);
self->Conversation = NULL;
return;
}
self->Conversation = NULL;
// If the actor has attached metadata for items to drop, drop those.
if (drop && !self->IsKindOf(NAME_PlayerPawn)) // [GRB]
{
auto di = self->GetDropItems();
if (di != NULL)
{
while (di != NULL)
{
if (di->Name != NAME_None)
{
PClassActor *ti = PClass::FindActor(di->Name);
if (ti != NULL)
{
P_DropItem (self, ti, di->Amount, di->Probability);
}
}
di = di->Next;
}
}
}
}
//----------------------------------------------------------------------------
//
// CorpseQueue Routines (used by Hexen)
//
//----------------------------------------------------------------------------
// throw another corpse on the queue
DEFINE_ACTION_FUNCTION(AActor, A_QueueCorpse)
{
PARAM_SELF_PROLOGUE(AActor);
if (sv_corpsequeuesize > 0)
{
auto &corpsequeue = self->Level->CorpseQueue;
while (corpsequeue.Size() >= (unsigned)sv_corpsequeuesize)
{
AActor *corpse = corpsequeue[0];
if (corpse) corpse->Destroy();
corpsequeue.Delete(0);
}
corpsequeue.Push(self);
}
return 0;
}
// Remove an actor from the queue (for resurrection)
DEFINE_ACTION_FUNCTION(AActor, A_DeQueueCorpse)
{
PARAM_SELF_PROLOGUE(AActor);
auto &corpsequeue = self->Level->CorpseQueue;
auto index = corpsequeue.FindEx([=](auto &element) { return element == self; });
if (index < corpsequeue.Size())
{
corpsequeue.Delete(index);
}
return 0;
}