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src/g_shared/a_randomspawner.cpp
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86
src/g_shared/a_randomspawner.cpp
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "a_doomglobal.h"
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#include "statnums.h"
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#include "gstrings.h"
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#include "a_action.h"
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#include "thingdef/thingdef.h"
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/*
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- in the decorate definition define multiple drop items
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- use the function GetDropItems to get the first drop item, then iterate over them and count how many dropitems are defined.
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- with M_Random( ) % NUMBEROFDROPITEMS you get a random drop item number (let's call it n)
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- use GetDropItems again to get the first drop item, then iterate to the n-th drop item
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*/
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static FRandom pr_randomspawn("RandomSpawn");
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class ARandomSpawner : public AActor
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{
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DECLARE_STATELESS_ACTOR (ARandomSpawner, AActor)
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void PostBeginPlay()
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{
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AActor *newmobj;
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FDropItem *di; // di will be our drop item list iterator
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FDropItem *drop; // while drop stays as the reference point.
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int n=0;
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Super::PostBeginPlay();
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drop = di = GetDropItems(RUNTIME_TYPE(this));
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// Always make sure it actually exists.
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if (di != NULL)
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{
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// First, we get the size of the array...
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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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if (di->amount < 0) di->amount = 1; // default value is -1, we need a positive value.
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n += di->amount; // this is how we can weight the list.
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di = di->Next;
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}
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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 = pr_randomspawn(n);
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// And iterate in the array up to the random number chosen.
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while (n > 0)
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{
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if (di->Name != NAME_None)
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{
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n -= di->amount;
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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 (pr_randomspawn() <= di->probability) // prob 255 = always spawn, prob 0 = never spawn.
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{
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newmobj = Spawn(di->Name, x, y, z, ALLOW_REPLACE);
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// copy everything relevant
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newmobj->SpawnAngle = newmobj->angle = angle;
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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->SpawnFlags = SpawnFlags;
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newmobj->HandleSpawnFlags();
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newmobj->momx = momx;
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newmobj->momy = momy;
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newmobj->momz = momz;
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newmobj->CopyFriendliness(this, false);
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}
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}
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}
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};
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IMPLEMENT_STATELESS_ACTOR (ARandomSpawner, Any, -1, 0)
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END_DEFAULTS
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