// 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 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) { bool shouldSkip = (di.Name == 'None') || (nomonsters && IsMonster(di)); if (!shouldSkip) { 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 cls = di.Name; if (cls != null) { Class rep = GetReplacement(cls); if (rep != null) { cls = rep; } } if (cls != null) { Species = Name(cls); readonly 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 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 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(); } } }