gzdoom/src/g_shared/a_randomspawner.cpp
Christoph Oelckers 6227906072 - Fixed: SNDINFO must be loaded before the textures. However, this required
some changes to the MAPINFO parser which tried to access the texture manager
  to check if the level name patches exist. That check had to be moved to
  where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
  of integers.
  Please note that this creates an incompatibility between old and new 
  versions so if you want to create something that works with both 2.2.0
  and current versions better use the string format version for the color
  parameter!
- Rewrote the DECORATE property parser so that the parser is completely
  separated from the property handlers. This should allow reuse of all 
  the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
  defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
  and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
  Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
  this was ever used for - Raven's invulnerability item - has already been
  split up into a Heretic and Hexen version.

SVN r1240 (trunk)
2008-09-21 18:02:38 +00:00

108 lines
3.2 KiB
C++

/*
** a_randomspawner.cpp
** A thing that randomly spawns one item in a list of many, before disappearing.
*/
#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)
void PostBeginPlay()
{
AActor *newmobj = NULL;
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();
if (di != NULL)
{
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;
if (di->Next != NULL) di = di->Next; else n=0;
}
}
// So now we can spawn the dropped item.
if (special1 >= MAX_RANDOMSPAWNERS_RECURSION) // Prevents infinite recursions
Spawn("Unknown", x, y, z, NO_REPLACE); // Show that there's a problem.
else 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->tid = tid;
newmobj->AddToHash();
newmobj->momx = momx;
newmobj->momy = momy;
newmobj->momz = momz;
newmobj->master = master; // For things such as DamageMaster/DamageChildren, transfer mastery.
newmobj->target = target;
newmobj->tracer = tracer;
newmobj->CopyFriendliness(this, false);
// Special1 is used to count how many recursions we're in.
if (newmobj->IsKindOf(PClass::FindClass("RandomSpawner")))
newmobj->special1 = ++special1;
}
}
if ((newmobj != NULL) && ((newmobj->flags4 & MF4_BOSSDEATH) || (newmobj->flags2 & MF2_BOSS)))
this->target = newmobj; // If the spawned actor has either of those flags, it's a boss.
else Destroy(); // "else" because a boss-replacing spawner must wait until it can call A_BossDeath.
}
void Tick() // This function is needed for handling boss replacers
{
Super::Tick();
if (target == NULL || target->health <= 0)
{
health = 0;
CALL_ACTION(A_BossDeath, this);
Destroy();
}
}
};
IMPLEMENT_CLASS (ARandomSpawner)