mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-25 13:41:05 +00:00
228 lines
6.3 KiB
Text
228 lines
6.3 KiB
Text
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// Random spawner ----------------------------------------------------------
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class RandomSpawner : Actor
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{
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const MAX_RANDOMSPAWNERS_RECURSION = 32; // Should be largely more than enough, honestly.
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Default
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{
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+NOBLOCKMAP
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+NOSECTOR
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+NOGRAVITY
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+THRUACTORS
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}
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virtual void PostSpawn(Actor spawned)
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{}
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static bool IsMonster(DropItem di)
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{
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class<Actor> pclass = di.Name;
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if (null == pclass)
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{
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return false;
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}
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return GetDefaultByType(pclass).bIsMonster;
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}
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// To handle "RandomSpawning" missiles, the code has to be split in two parts.
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// If the following code is not done in BeginPlay, missiles will use the
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// random spawner's velocity (0...) instead of their own.
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override void BeginPlay()
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{
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DropItem di; // di will be our drop item list iterator
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DropItem drop; // while drop stays as the reference point.
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int n = 0;
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bool nomonsters = sv_nomonsters || level.nomonsters;
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Super.BeginPlay();
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drop = di = 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 != 'None')
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{
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if (!nomonsters || !IsMonster(di))
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{
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int amt = di.Amount;
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if (amt < 0) amt = 1; // default value is -1, we need a positive value.
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n += amt; // this is how we can weight the list.
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}
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di = di.Next;
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}
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}
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if (n == 0)
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{ // Nothing left to spawn. They must have all been monsters, and monsters are disabled.
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Destroy();
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return;
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}
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// Then we reset the iterator to the start position...
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di = drop;
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// Take a random number...
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n = random[randomspawn](0, n-1);
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// And iterate in the array up to the random number chosen.
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while (n > -1 && di != null)
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{
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if (di.Name != 'None' &&
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(!nomonsters || !IsMonster(di)))
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{
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int amt = di.Amount;
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if (amt < 0) amt = 1;
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n -= amt;
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if ((di.Next != null) && (n > -1))
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di = di.Next;
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else
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n = -1;
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}
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else
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{
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di = di.Next;
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}
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}
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// So now we can spawn the dropped item.
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if (di == null || bouncecount >= MAX_RANDOMSPAWNERS_RECURSION) // Prevents infinite recursions
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{
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Spawn("Unknown", Pos, NO_REPLACE); // Show that there's a problem.
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Destroy();
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return;
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}
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else if (random[randomspawn]() <= di.Probability) // prob 255 = always spawn, prob 0 = almost never spawn.
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{
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// Handle replacement here so as to get the proper speed and flags for missiles
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Class<Actor> cls = di.Name;
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if (cls != null)
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{
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Class<Actor> rep = GetReplacement(cls);
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if (rep != null)
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{
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cls = rep;
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}
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}
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if (cls != null)
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{
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Species = Name(cls);
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readonly<Actor> defmobj = GetDefaultByType(cls);
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Speed = defmobj.Speed;
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bMissile |= defmobj.bMissile;
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bSeekerMissile |= defmobj.bSeekerMissile;
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bSpectral |= defmobj.bSpectral;
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}
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else
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{
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A_Log(TEXTCOLOR_RED .. "Unknown item class ".. di.Name .." to drop from a random spawner\n");
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Species = 'None';
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}
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}
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}
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}
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// The second half of random spawning. Now that the spawner is initialized, the
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// real actor can be created. If the following code were in BeginPlay instead,
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// missiles would not have yet obtained certain information that is absolutely
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// necessary to them -- such as their source and destination.
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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Actor newmobj = null;
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bool boss = false;
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if (Species == 'None')
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{
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Destroy();
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return;
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}
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Class<Actor> cls = Species;
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if (bMissile && target && target.target) // Attempting to spawn a missile.
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{
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if ((tracer == null) && bSeekerMissile)
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{
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tracer = target.target;
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}
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newmobj = target.SpawnMissileXYZ(Pos, target.target, cls, false);
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}
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else
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{
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newmobj = Spawn(cls, Pos, NO_REPLACE);
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}
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if (newmobj != null)
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{
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// copy everything relevant
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newmobj.SpawnAngle = SpawnAngle;
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newmobj.Angle = Angle;
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newmobj.Pitch = Pitch;
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newmobj.Roll = Roll;
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newmobj.SpawnPoint = SpawnPoint;
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newmobj.special = special;
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newmobj.args[0] = args[0];
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newmobj.args[1] = args[1];
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newmobj.args[2] = args[2];
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newmobj.args[3] = args[3];
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newmobj.args[4] = args[4];
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newmobj.special1 = special1;
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newmobj.special2 = special2;
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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.
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newmobj.HandleSpawnFlags();
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newmobj.SpawnFlags = SpawnFlags;
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newmobj.bCountSecret = SpawnFlags & MTF_SECRET; // "Transfer" count secret flag to spawned actor
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newmobj.ChangeTid(tid);
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newmobj.Vel = Vel;
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newmobj.master = master; // For things such as DamageMaster/DamageChildren, transfer mastery.
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newmobj.target = target;
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newmobj.tracer = tracer;
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newmobj.CopyFriendliness(self, false);
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// This handles things such as projectiles with the MF4_SPECTRAL flag that have
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// a health set to -2 after spawning, for internal reasons.
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if (health != SpawnHealth()) newmobj.health = health;
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if (!bDropped) newmobj.bDropped = false;
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// Handle special altitude flags
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if (newmobj.bSpawnCeiling)
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{
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newmobj.SetZ(newmobj.ceilingz - newmobj.Height - SpawnPoint.Z);
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}
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else if (newmobj.bSpawnFloat)
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{
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double space = newmobj.ceilingz - newmobj.Height - newmobj.floorz;
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if (space > 48)
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{
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space -= 40;
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newmobj.SetZ((space * random[randomspawn]()) / 256. + newmobj.floorz + 40);
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}
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newmobj.AddZ(SpawnPoint.Z);
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}
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if (newmobj.bMissile)
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newmobj.CheckMissileSpawn(0);
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// Bouncecount is used to count how many recursions we're in.
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if (newmobj is 'RandomSpawner')
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newmobj.bouncecount = ++bouncecount;
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// If the spawned actor has either of those flags, it's a boss.
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if (newmobj.bBossDeath || newmobj.bBoss)
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boss = true;
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// If a replaced actor has either of those same flags, it's also a boss.
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readonly<Actor> rep = GetDefaultByType(GetReplacee(GetClass()));
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if (rep && (rep.bBossDeath || rep.bBoss))
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boss = true;
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PostSpawn(newmobj);
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}
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if (boss)
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tracer = newmobj;
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else // "else" because a boss-replacing spawner must wait until it can call A_BossDeath.
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Destroy();
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}
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override void Tick() // This function is needed for handling boss replacers
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{
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Super.Tick();
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if (tracer == null || tracer.health <= 0)
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{
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A_BossDeath();
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Destroy();
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}
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}
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}
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