gzdoom/src/playsim/a_action.cpp
Christoph Oelckers d1caf3a471 - made TObjPtr as trivial as possible.
Mainly to avoid problems with Raze, but eliminating this constructor lets us catch erroneous local definitions via 'auto', which can cause major problems if left undetected.
2022-06-06 15:19:31 +02:00

126 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(MakeObjPtr<AActor*>(self));
GC::WriteBarrier(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;
}