gzdoom/wadsrc/static/zscript/shared/randomspawner.txt

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// 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))
{
int amt = di.Amount;
if (amt < 0) amt = 1; // default value is -1, we need a positive value.
n += amt; // 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)))
{
int amt = di.Amount;
if (amt < 0) amt = 1;
n -= amt;
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.bCountSecret = SpawnFlags & MTF_SECRET; // "Transfer" count secret flag to spawned actor
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();
}
}
}