2008-08-23 08:48:19 +00:00
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/*
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** a_randomspawner.cpp
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** A thing that randomly spawns one item in a list of many, before disappearing.
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*/
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2008-06-22 09:13:19 +00:00
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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 "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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2008-08-23 08:48:19 +00:00
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#define MAX_RANDOMSPAWNERS_RECURSION 32 // Should be largely more than enough, honestly.
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2008-06-22 09:13:19 +00:00
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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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2008-08-09 11:35:42 +00:00
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DECLARE_CLASS (ARandomSpawner, AActor)
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2008-06-22 09:13:19 +00:00
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void PostBeginPlay()
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{
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2008-09-17 20:24:08 +00:00
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AActor *newmobj = NULL;
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2008-06-22 09:13:19 +00:00
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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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2008-09-21 18:02:38 +00:00
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drop = di = GetDropItems();
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2008-06-22 09:13:19 +00:00
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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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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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2008-07-20 14:42:54 +00:00
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if (di->Next != NULL) di = di->Next; else n=0;
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2008-06-22 09:13:19 +00:00
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}
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}
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// So now we can spawn the dropped item.
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2008-08-23 08:48:19 +00:00
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if (special1 >= MAX_RANDOMSPAWNERS_RECURSION) // Prevents infinite recursions
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Spawn("Unknown", x, y, z, NO_REPLACE); // Show that there's a problem.
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else if (pr_randomspawn() <= di->probability) // prob 255 = always spawn, prob 0 = never spawn.
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2008-06-22 09:13:19 +00:00
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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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2008-07-20 14:42:54 +00:00
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newmobj->tid = tid;
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newmobj->AddToHash();
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2008-06-22 09:13:19 +00:00
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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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2008-08-23 08:48:19 +00:00
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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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2008-06-22 09:13:19 +00:00
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newmobj->CopyFriendliness(this, false);
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2008-08-23 08:48:19 +00:00
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// Special1 is used to count how many recursions we're in.
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if (newmobj->IsKindOf(PClass::FindClass("RandomSpawner")))
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newmobj->special1 = ++special1;
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2008-06-22 09:13:19 +00:00
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}
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}
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2008-08-23 08:48:19 +00:00
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if ((newmobj != NULL) && ((newmobj->flags4 & MF4_BOSSDEATH) || (newmobj->flags2 & MF2_BOSS)))
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this->target = newmobj; // If the spawned actor has either of those flags, it's a boss.
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else Destroy(); // "else" because a boss-replacing spawner must wait until it can call A_BossDeath.
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2008-06-22 09:13:19 +00:00
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}
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2008-08-23 08:48:19 +00:00
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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 (target == NULL || target->health <= 0)
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{
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health = 0;
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CALL_ACTION(A_BossDeath, this);
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Destroy();
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}
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}
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2008-06-22 09:13:19 +00:00
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};
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2008-08-09 11:35:42 +00:00
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IMPLEMENT_CLASS (ARandomSpawner)
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2008-06-22 09:13:19 +00:00
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