mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-14 16:41:13 +00:00
40e7fa5be2
- fixed: String constants were not processed by the compiler backend. - added an explicit name cast for class types.
224 lines
6.1 KiB
Text
224 lines
6.1 KiB
Text
|
|
// Random spawner ----------------------------------------------------------
|
|
|
|
class RandomSpawner : Actor
|
|
{
|
|
|
|
const MAX_RANDOMSPAWNERS_RECURSION = 32; // Should be largely more than enough, honestly.
|
|
|
|
Default
|
|
{
|
|
+NOBLOCKMAP
|
|
+NOSECTOR
|
|
+NOGRAVITY
|
|
+THRUACTORS
|
|
}
|
|
|
|
virtual void PostSpawn(Actor spawned)
|
|
{}
|
|
|
|
static bool IsMonster(DropItem di)
|
|
{
|
|
class<Actor> pclass = di.Name;
|
|
if (null == pclass)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return GetDefaultByType(pclass).bIsMonster;
|
|
}
|
|
|
|
// To handle "RandomSpawning" missiles, the code has to be split in two parts.
|
|
// If the following code is not done in BeginPlay, missiles will use the
|
|
// random spawner's velocity (0...) instead of their own.
|
|
override void BeginPlay()
|
|
{
|
|
DropItem di; // di will be our drop item list iterator
|
|
DropItem drop; // while drop stays as the reference point.
|
|
int n = 0;
|
|
bool nomonsters = sv_nomonsters || level.nomonsters;
|
|
|
|
Super.BeginPlay();
|
|
drop = di = GetDropItems();
|
|
if (di != null)
|
|
{
|
|
while (di != null)
|
|
{
|
|
if (di.Name != 'None')
|
|
{
|
|
if (!nomonsters || !IsMonster(di))
|
|
{
|
|
if (di.Amount < 0) di.Amount = 1; // default value is -1, we need a positive value.
|
|
n += di.Amount; // this is how we can weight the list.
|
|
}
|
|
di = di.Next;
|
|
}
|
|
}
|
|
if (n == 0)
|
|
{ // Nothing left to spawn. They must have all been monsters, and monsters are disabled.
|
|
Destroy();
|
|
return;
|
|
}
|
|
// Then we reset the iterator to the start position...
|
|
di = drop;
|
|
// Take a random number...
|
|
n = random[randomspawn](0, n-1);
|
|
// And iterate in the array up to the random number chosen.
|
|
while (n > -1 && di != null)
|
|
{
|
|
if (di.Name != 'None' &&
|
|
(!nomonsters || !IsMonster(di)))
|
|
{
|
|
n -= di.Amount;
|
|
if ((di.Next != null) && (n > -1))
|
|
di = di.Next;
|
|
else
|
|
n = -1;
|
|
}
|
|
else
|
|
{
|
|
di = di.Next;
|
|
}
|
|
}
|
|
// So now we can spawn the dropped item.
|
|
if (di == null || bouncecount >= MAX_RANDOMSPAWNERS_RECURSION) // Prevents infinite recursions
|
|
{
|
|
Spawn("Unknown", Pos, NO_REPLACE); // Show that there's a problem.
|
|
Destroy();
|
|
return;
|
|
}
|
|
else if (random[randomspawn]() <= di.Probability) // prob 255 = always spawn, prob 0 = almost never spawn.
|
|
{
|
|
// Handle replacement here so as to get the proper speed and flags for missiles
|
|
Class<Actor> cls = di.Name;
|
|
if (cls != null)
|
|
{
|
|
Class<Actor> rep = GetReplacement(cls);
|
|
if (rep != null)
|
|
{
|
|
cls = rep;
|
|
}
|
|
}
|
|
if (cls != null)
|
|
{
|
|
Species = Name(cls);
|
|
readonly<Actor> defmobj = GetDefaultByType(cls);
|
|
Speed = defmobj.Speed;
|
|
bMissile |= defmobj.bMissile;
|
|
bSeekerMissile |= defmobj.bSeekerMissile;
|
|
bSpectral |= defmobj.bSpectral;
|
|
}
|
|
else
|
|
{
|
|
A_Log(TEXTCOLOR_RED .. "Unknown item class ".. di.Name .." to drop from a random spawner\n");
|
|
Species = 'None';
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// The second half of random spawning. Now that the spawner is initialized, the
|
|
// real actor can be created. If the following code were in BeginPlay instead,
|
|
// missiles would not have yet obtained certain information that is absolutely
|
|
// necessary to them -- such as their source and destination.
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
|
|
Actor newmobj = null;
|
|
bool boss = false;
|
|
|
|
if (Species == 'None')
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
Class<Actor> cls = Species;
|
|
if (bMissile && target && target.target) // Attempting to spawn a missile.
|
|
{
|
|
if ((tracer == null) && bSeekerMissile)
|
|
{
|
|
tracer = target.target;
|
|
}
|
|
newmobj = target.SpawnMissileXYZ(Pos, target.target, cls, false);
|
|
}
|
|
else
|
|
{
|
|
newmobj = Spawn(cls, Pos, NO_REPLACE);
|
|
}
|
|
if (newmobj != null)
|
|
{
|
|
// copy everything relevant
|
|
newmobj.SpawnAngle = SpawnAngle;
|
|
newmobj.Angle = Angle;
|
|
newmobj.Pitch = Pitch;
|
|
newmobj.Roll = Roll;
|
|
newmobj.SpawnPoint = SpawnPoint;
|
|
newmobj.special = special;
|
|
newmobj.args[0] = args[0];
|
|
newmobj.args[1] = args[1];
|
|
newmobj.args[2] = args[2];
|
|
newmobj.args[3] = args[3];
|
|
newmobj.args[4] = args[4];
|
|
newmobj.special1 = special1;
|
|
newmobj.special2 = special2;
|
|
newmobj.SpawnFlags = SpawnFlags & ~MTF_SECRET; // MTF_SECRET needs special treatment to avoid incrementing the secret counter twice. It had already been processed for the spawner itself.
|
|
newmobj.HandleSpawnFlags();
|
|
newmobj.SpawnFlags = SpawnFlags;
|
|
newmobj.ChangeTid(tid);
|
|
newmobj.Vel = Vel;
|
|
newmobj.master = master; // For things such as DamageMaster/DamageChildren, transfer mastery.
|
|
newmobj.target = target;
|
|
newmobj.tracer = tracer;
|
|
newmobj.CopyFriendliness(self, false);
|
|
// This handles things such as projectiles with the MF4_SPECTRAL flag that have
|
|
// a health set to -2 after spawning, for internal reasons.
|
|
if (health != SpawnHealth()) newmobj.health = health;
|
|
if (!bDropped) newmobj.bDropped = false;
|
|
// Handle special altitude flags
|
|
if (newmobj.bSpawnCeiling)
|
|
{
|
|
newmobj.SetZ(newmobj.ceilingz - newmobj.Height - SpawnPoint.Z);
|
|
}
|
|
else if (newmobj.bSpawnFloat)
|
|
{
|
|
double space = newmobj.ceilingz - newmobj.Height - newmobj.floorz;
|
|
if (space > 48)
|
|
{
|
|
space -= 40;
|
|
newmobj.SetZ((space * random[randomspawn]()) / 256. + newmobj.floorz + 40);
|
|
}
|
|
newmobj.AddZ(SpawnPoint.Z);
|
|
}
|
|
if (newmobj.bMissile)
|
|
newmobj.CheckMissileSpawn(0);
|
|
// Bouncecount is used to count how many recursions we're in.
|
|
if (newmobj is 'RandomSpawner')
|
|
newmobj.bouncecount = ++bouncecount;
|
|
// If the spawned actor has either of those flags, it's a boss.
|
|
if (newmobj.bBossDeath || newmobj.bBoss)
|
|
boss = true;
|
|
// If a replaced actor has either of those same flags, it's also a boss.
|
|
readonly<Actor> rep = GetDefaultByType(GetReplacee(GetClass()));
|
|
if (rep && (rep.bBossDeath || rep.bBoss))
|
|
boss = true;
|
|
|
|
PostSpawn(newmobj);
|
|
}
|
|
if (boss)
|
|
tracer = newmobj;
|
|
else // "else" because a boss-replacing spawner must wait until it can call A_BossDeath.
|
|
Destroy();
|
|
}
|
|
|
|
override void Tick() // This function is needed for handling boss replacers
|
|
{
|
|
Super.Tick();
|
|
if (tracer == null || tracer.health <= 0)
|
|
{
|
|
A_BossDeath();
|
|
Destroy();
|
|
}
|
|
}
|
|
|
|
}
|