Making this an object had little to no advantage, except being able to remove the deleter code. Now, with some of the class data already being allocated in a memory arena so that freeing it is easier, this can also be used for the drop item lists which makes it unnecessary to subject them to the GC. This also merges the memory arenas for VM functions and flat pointers because both get deleted at the same time so they can share the same one.
207 lines
4.3 KiB
C++
207 lines
4.3 KiB
C++
#include "actor.h"
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#include "p_conversation.h"
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#include "p_lnspec.h"
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#include "m_random.h"
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#include "s_sound.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 "statnums.h"
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#include "templates.h"
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#include "serializer.h"
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#include "r_data/r_translate.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 (RUNTIME_CLASS (APlayerPawn))) // [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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DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL_DEF(drop);
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A_Unblock(self, drop);
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return 0;
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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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// Corpse queue for monsters - this should be saved out
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class DCorpsePointer : public DThinker
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{
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DECLARE_CLASS (DCorpsePointer, DThinker)
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HAS_OBJECT_POINTERS
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public:
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DCorpsePointer (AActor *ptr);
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void OnDestroy() override;
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void Serialize(FSerializer &arc);
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TObjPtr<AActor> Corpse;
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DWORD Count; // Only the first corpse pointer's count is valid.
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private:
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DCorpsePointer () {}
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};
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IMPLEMENT_CLASS(DCorpsePointer, false, true)
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IMPLEMENT_POINTERS_START(DCorpsePointer)
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IMPLEMENT_POINTER(Corpse)
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IMPLEMENT_POINTERS_END
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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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TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
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DCorpsePointer *first = iterator.Next ();
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while (first != NULL && first->Count > (DWORD)self)
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{
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DCorpsePointer *next = iterator.Next ();
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first->Destroy ();
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first = next;
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}
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}
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}
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DCorpsePointer::DCorpsePointer (AActor *ptr)
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: DThinker (STAT_CORPSEPOINTER), Corpse (ptr)
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{
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Count = 0;
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// Thinkers are added to the end of their respective lists, so
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// the first thinker in the list is the oldest one.
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TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
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DCorpsePointer *first = iterator.Next ();
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if (first != this)
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{
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if (first->Count >= (DWORD)sv_corpsequeuesize)
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{
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DCorpsePointer *next = iterator.Next ();
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first->Destroy ();
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first = next;
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}
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}
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++first->Count;
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}
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void DCorpsePointer::OnDestroy ()
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{
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// Store the count of corpses in the first thinker in the list
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TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
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DCorpsePointer *first = iterator.Next ();
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// During a serialization unwind the thinker list won't be available.
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if (first != nullptr)
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{
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int prevCount = first->Count;
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if (first == this)
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{
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first = iterator.Next();
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}
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if (first != NULL)
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{
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first->Count = prevCount - 1;
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}
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}
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if (Corpse != NULL)
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{
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Corpse->Destroy();
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}
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Super::OnDestroy();
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}
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void DCorpsePointer::Serialize(FSerializer &arc)
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{
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Super::Serialize(arc);
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arc("corpse", Corpse)
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("count", Count);
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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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new DCorpsePointer (self);
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}
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return 0;
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}
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// Remove an self 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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TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
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DCorpsePointer *corpsePtr;
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while ((corpsePtr = iterator.Next()) != NULL)
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{
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if (corpsePtr->Corpse == self)
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{
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corpsePtr->Corpse = NULL;
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corpsePtr->Destroy ();
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return 0;
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}
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}
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return 0;
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}
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