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Since currently there is only one level, this will obvciously only run once on that level for the time being. This is mainly used for CCMDs and CVARs which either print some diagnostics or change some user-settable configuration.
142 lines
3.5 KiB
C++
142 lines
3.5 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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#include "actor.h"
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#include "p_conversation.h"
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#include "p_lnspec.h"
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#include "d_player.h"
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#include "p_local.h"
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#include "p_terrain.h"
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#include "p_enemy.h"
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#include "serializer.h"
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#include "vm.h"
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#include "actorinlines.h"
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//----------------------------------------------------------------------------
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//
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// PROC A_NoBlocking
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//
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//----------------------------------------------------------------------------
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void A_Unblock(AActor *self, bool drop)
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{
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// [RH] Andy Baker's stealth monsters
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if (self->flags & MF_STEALTH)
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{
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self->Alpha = 1.;
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self->visdir = 0;
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}
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self->flags &= ~MF_SOLID;
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// If the actor has a conversation that sets an item to drop, drop that.
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if (self->Conversation != NULL && self->Conversation->DropType != NULL)
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{
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P_DropItem (self, self->Conversation->DropType, -1, 256);
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self->Conversation = NULL;
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return;
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}
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self->Conversation = NULL;
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// If the actor has attached metadata for items to drop, drop those.
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if (drop && !self->IsKindOf(NAME_PlayerPawn)) // [GRB]
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{
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auto di = self->GetDropItems();
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if (di != NULL)
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{
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while (di != NULL)
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{
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if (di->Name != NAME_None)
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{
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PClassActor *ti = PClass::FindActor(di->Name);
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if (ti != NULL)
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{
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P_DropItem (self, ti, di->Amount, di->Probability);
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}
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}
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di = di->Next;
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}
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// CorpseQueue Routines (used by Hexen)
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//
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//----------------------------------------------------------------------------
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CUSTOM_CVAR(Int, sv_corpsequeuesize, 64, CVAR_ARCHIVE|CVAR_SERVERINFO)
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{
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if (self > 0)
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{
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for (auto Level : AllLevels())
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{
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auto &corpsequeue = Level->CorpseQueue;
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while (corpsequeue.Size() > (unsigned)self)
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{
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AActor *corpse = corpsequeue[0];
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if (corpse) corpse->Destroy();
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corpsequeue.Delete(0);
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}
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}
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}
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}
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// throw another corpse on the queue
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DEFINE_ACTION_FUNCTION(AActor, A_QueueCorpse)
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{
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PARAM_SELF_PROLOGUE(AActor);
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if (sv_corpsequeuesize > 0)
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{
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auto &corpsequeue = self->Level->CorpseQueue;
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while (corpsequeue.Size() >= (unsigned)sv_corpsequeuesize)
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{
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AActor *corpse = corpsequeue[0];
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if (corpse) corpse->Destroy();
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corpsequeue.Delete(0);
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}
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corpsequeue.Push(self);
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}
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return 0;
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}
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// Remove an actor from the queue (for resurrection)
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DEFINE_ACTION_FUNCTION(AActor, A_DeQueueCorpse)
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{
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PARAM_SELF_PROLOGUE(AActor);
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auto &corpsequeue = self->Level->CorpseQueue;
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auto index = corpsequeue.FindEx([=](auto &element) { return element == self; });
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if (index < corpsequeue.Size())
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{
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corpsequeue.Delete(index);
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}
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return 0;
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}
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