/* ** a_randomspawner.cpp ** A thing that randomly spawns one item in a list of many, before disappearing. ** bouncecount is used to keep track of recursions (so as to prevent infinite loops). ** Species is used to store the index of the spawned actor's name. */ #include "actor.h" #include "info.h" #include "m_random.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "statnums.h" #include "gstrings.h" #include "a_action.h" #include "thingdef/thingdef.h" #define MAX_RANDOMSPAWNERS_RECURSION 32 // Should be largely more than enough, honestly. static FRandom pr_randomspawn("RandomSpawn"); class ARandomSpawner : public AActor { DECLARE_CLASS (ARandomSpawner, AActor) // 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. void BeginPlay() { FDropItem *di; // di will be our drop item list iterator FDropItem *drop; // while drop stays as the reference point. int n=0; bool nomonsters = (dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS); Super::BeginPlay(); drop = di = GetDropItems(); if (di != NULL) { while (di != NULL) { if (di->Name != NAME_None) { if (!nomonsters || !(GetDefaultByType(PClass::FindClass(di->Name))->flags3 & MF3_ISMONSTER)) { 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 = pr_randomspawn(n); // And iterate in the array up to the random number chosen. while (n > -1) { if (di->Name != NAME_None) { if (!nomonsters || !(GetDefaultByType(PClass::FindClass(di->Name))->flags3 & MF3_ISMONSTER)) { n -= di->amount; if ((di->Next != NULL) && (n > -1)) di = di->Next; else n = -1; } } } // So now we can spawn the dropped item. if (bouncecount >= MAX_RANDOMSPAWNERS_RECURSION) // Prevents infinite recursions { Spawn("Unknown", x, y, z, NO_REPLACE); // Show that there's a problem. Destroy(); return; } else if (pr_randomspawn() <= di->probability) // prob 255 = always spawn, prob 0 = never spawn. { // Handle replacement here so as to get the proper speed and flags for missiles const PClass *cls; cls = PClass::FindClass(di->Name); if (cls != NULL) { const PClass *rep = cls->GetReplacement(); if (rep != NULL) { cls = rep; } } if (cls != NULL) { Species = cls->TypeName; AActor *defmobj = GetDefaultByType(cls); this->Speed = defmobj->Speed; this->flags |= (defmobj->flags & MF_MISSILE); this->flags2 |= (defmobj->flags2 & MF2_SEEKERMISSILE); this->flags4 |= (defmobj->flags4 & MF4_SPECTRAL); } else { Species = NAME_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. void PostBeginPlay() { AActor * newmobj = NULL; bool boss = false; Super::PostBeginPlay(); if (Species == NAME_None) { Destroy(); return; } const PClass * cls = PClass::FindClass(Species); if (this->flags & MF_MISSILE && target && target->target) // Attempting to spawn a missile. { if ((tracer == NULL) && (flags2 & MF2_SEEKERMISSILE)) tracer = target->target; newmobj = P_SpawnMissileXYZ(x, y, z, target, target->target, cls, false); } else newmobj = Spawn(cls, x, y, z, NO_REPLACE); if (newmobj != NULL) { // copy everything relevant newmobj->SpawnAngle = newmobj->angle = angle; newmobj->SpawnPoint[2] = SpawnPoint[2]; 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; newmobj->HandleSpawnFlags(); newmobj->tid = tid; newmobj->AddToHash(); newmobj->velx = velx; newmobj->vely = vely; newmobj->velz = velz; newmobj->master = master; // For things such as DamageMaster/DamageChildren, transfer mastery. newmobj->target = target; newmobj->tracer = tracer; newmobj->CopyFriendliness(this, 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 (!(flags & MF_DROPPED)) newmobj->flags &= ~MF_DROPPED; // Handle special altitude flags if (newmobj->flags & MF_SPAWNCEILING) { newmobj->z = newmobj->ceilingz - newmobj->height - SpawnPoint[2]; } else if (newmobj->flags2 & MF2_SPAWNFLOAT) { fixed_t space = newmobj->ceilingz - newmobj->height - newmobj->floorz; if (space > 48*FRACUNIT) { space -= 40*FRACUNIT; newmobj->z = MulScale8 (space, pr_randomspawn()) + newmobj->floorz + 40*FRACUNIT; } newmobj->z += SpawnPoint[2]; } if (newmobj->flags & MF_MISSILE) P_CheckMissileSpawn(newmobj); // Bouncecount is used to count how many recursions we're in. if (newmobj->IsKindOf(PClass::FindClass("RandomSpawner"))) newmobj->bouncecount = ++bouncecount; // If the spawned actor has either of those flags, it's a boss. if ((newmobj->flags4 & MF4_BOSSDEATH) || (newmobj->flags2 & MF2_BOSS)) boss = true; // If a replaced actor has either of those same flags, it's also a boss. AActor * rep = GetDefaultByType(GetClass()->ActorInfo->GetReplacee()->Class); if (rep && ((rep->flags4 & MF4_BOSSDEATH) || (rep->flags2 & MF2_BOSS))) boss = true; } if (boss) this->tracer = newmobj; else // "else" because a boss-replacing spawner must wait until it can call A_BossDeath. Destroy(); } void Tick() // This function is needed for handling boss replacers { Super::Tick(); if (tracer == NULL || tracer->health <= 0) { CALL_ACTION(A_BossDeath, this); Destroy(); } } }; IMPLEMENT_CLASS (ARandomSpawner)