qzdoom/wadsrc/static/zscript/actors/shared/specialspot.zs

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class SpotState : Object native play
{
deprecated ("3.8") static SpotState GetSpotState(bool create = true)
{
return level.GetSpotState(create);
}
native SpecialSpot GetNextInList(class<Actor> type, int skipcounter);
native SpecialSpot GetSpotWithMinMaxDistance(Class<Actor> type, double x, double y, double mindist, double maxdist);
native SpecialSpot GetRandomSpot(class<Actor> type, bool onlyonce);
native void AddSpot(SpecialSpot spot);
native void RemoveSpot(SpecialSpot spot);
}
class SpecialSpot : Actor
{
override void BeginPlay()
{
let sstate = Level.GetSpotState();
if (sstate != NULL) sstate.AddSpot(self);
Super.BeginPlay();
}
//----------------------------------------------------------------------------
//
//
//
//----------------------------------------------------------------------------
override void OnDestroy()
{
let sstate = Level.GetSpotState(false);
if (sstate != NULL) sstate.RemoveSpot(self);
Super.OnDestroy();
}
// Mace spawn spot ----------------------------------------------------------
// Every mace spawn spot will execute this action. The first one
// will build a list of all mace spots in the level and spawn a
// mace. The rest of the spots will do nothing.
void A_SpawnSingleItem(class<Actor> cls, int fail_sp = 0, int fail_co = 0, int fail_dm = 0)
{
Actor spot = NULL;
let state = Level.GetSpotState();
if (state != NULL) spot = state.GetRandomSpot(GetClass(), true);
if (spot == NULL) return;
if (!multiplayer && random[SpawnMace]() < fail_sp)
{ // Sometimes doesn't show up if not in deathmatch
return;
}
if (multiplayer && !deathmatch && random[SpawnMace]() < fail_co)
{
return;
}
if (deathmatch && random[SpawnMace]() < fail_dm)
{
return;
}
if (cls == NULL)
{
return;
}
let spawned = Spawn(cls, self.Pos, ALLOW_REPLACE);
if (spawned)
{
// Setting z in two steps is necessary to proper initialize floorz before using it.
spawned.SetOrigin (spot.Pos, false);
spawned.SetZ(spawned.floorz);
// We want this to respawn.
if (!bDropped)
{
spawned.bDropped = false;
}
let inv = Inventory(spawned);
if (inv)
{
inv.SpawnPointClass = GetClass();
}
}
}
}