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