mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- scriptified the RandomSpawner.
- fixed: String constants were not processed by the compiler backend. - added an explicit name cast for class types.
This commit is contained in:
parent
4d68f066a0
commit
40e7fa5be2
12 changed files with 331 additions and 276 deletions
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@ -1163,7 +1163,6 @@ set (PCH_SOURCES
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g_shared/a_lightning.cpp
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g_shared/a_morph.cpp
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g_shared/a_quake.cpp
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g_shared/a_randomspawner.cpp
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g_shared/a_skies.cpp
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g_shared/a_soundenvironment.cpp
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g_shared/a_soundsequence.cpp
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@ -626,7 +626,7 @@ public:
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void CallBeginPlay();
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void LevelSpawned(); // Called after BeginPlay if this actor was spawned by the world
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virtual void HandleSpawnFlags(); // Translates SpawnFlags into in-game flags.
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void HandleSpawnFlags(); // Translates SpawnFlags into in-game flags.
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virtual void MarkPrecacheSounds() const; // Marks sounds used by this actor for precaching.
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@ -1,240 +0,0 @@
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/*
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** a_randomspawner.cpp
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** A thing that randomly spawns one item in a list of many, before disappearing.
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** bouncecount is used to keep track of recursions (so as to prevent infinite loops).
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** Species is used to store the index of the spawned actor's name.
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*/
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#include "actor.h"
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#include "info.h"
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#include "m_random.h"
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#include "p_local.h"
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#include "p_enemy.h"
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#include "s_sound.h"
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#include "statnums.h"
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#include "gstrings.h"
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#include "v_text.h"
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#include "doomstat.h"
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#include "doomdata.h"
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#include "g_levellocals.h"
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#include "virtual.h"
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#define MAX_RANDOMSPAWNERS_RECURSION 32 // Should be largely more than enough, honestly.
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static FRandom pr_randomspawn("RandomSpawn");
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static bool IsMonster(DDropItem *di)
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{
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const PClass *pclass = PClass::FindClass(di->Name);
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if (NULL == pclass)
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{
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return false;
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}
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return 0 != (GetDefaultByType(pclass)->flags3 & MF3_ISMONSTER);
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}
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class ARandomSpawner : public AActor
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{
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DECLARE_CLASS (ARandomSpawner, AActor)
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// To handle "RandomSpawning" missiles, the code has to be split in two parts.
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// If the following code is not done in BeginPlay, missiles will use the
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// random spawner's velocity (0...) instead of their own.
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void BeginPlay()
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{
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DDropItem *di; // di will be our drop item list iterator
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DDropItem *drop; // while drop stays as the reference point.
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int n = 0;
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bool nomonsters = (dmflags & DF_NO_MONSTERS) || (level.flags2 & LEVEL2_NOMONSTERS);
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Super::BeginPlay();
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drop = di = GetDropItems();
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if (di != NULL)
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{
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while (di != NULL)
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{
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if (di->Name != NAME_None)
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{
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if (!nomonsters || !IsMonster(di))
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{
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if (di->Amount < 0) di->Amount = 1; // default value is -1, we need a positive value.
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n += di->Amount; // this is how we can weight the list.
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}
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di = di->Next;
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}
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}
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if (n == 0)
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{ // Nothing left to spawn. They must have all been monsters, and monsters are disabled.
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Destroy();
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return;
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}
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// Then we reset the iterator to the start position...
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di = drop;
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// Take a random number...
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n = pr_randomspawn(n);
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// And iterate in the array up to the random number chosen.
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while (n > -1 && di != NULL)
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{
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if (di->Name != NAME_None &&
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(!nomonsters || !IsMonster(di)))
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{
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n -= di->Amount;
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if ((di->Next != NULL) && (n > -1))
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di = di->Next;
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else
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n = -1;
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}
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else
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{
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di = di->Next;
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}
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}
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// So now we can spawn the dropped item.
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if (di == NULL || bouncecount >= MAX_RANDOMSPAWNERS_RECURSION) // Prevents infinite recursions
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{
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Spawn("Unknown", Pos(), NO_REPLACE); // Show that there's a problem.
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Destroy();
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return;
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}
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else if (pr_randomspawn() <= di->Probability) // prob 255 = always spawn, prob 0 = almost never spawn.
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{
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// Handle replacement here so as to get the proper speed and flags for missiles
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PClassActor *cls;
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cls = PClass::FindActor(di->Name);
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if (cls != NULL)
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{
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PClassActor *rep = cls->GetReplacement();
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if (rep != NULL)
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{
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cls = rep;
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}
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}
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if (cls != NULL)
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{
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Species = cls->TypeName;
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AActor *defmobj = GetDefaultByType(cls);
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this->Speed = defmobj->Speed;
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this->flags |= (defmobj->flags & MF_MISSILE);
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this->flags2 |= (defmobj->flags2 & MF2_SEEKERMISSILE);
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this->flags4 |= (defmobj->flags4 & MF4_SPECTRAL);
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}
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else
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{
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Printf(TEXTCOLOR_RED "Unknown item class %s to drop from a random spawner\n", di->Name.GetChars());
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Species = NAME_None;
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}
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}
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}
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}
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// The second half of random spawning. Now that the spawner is initialized, the
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// real actor can be created. If the following code were in BeginPlay instead,
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// missiles would not have yet obtained certain information that is absolutely
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// necessary to them -- such as their source and destination.
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void PostBeginPlay()
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{
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Super::PostBeginPlay();
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AActor *newmobj = NULL;
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bool boss = false;
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if (Species == NAME_None)
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{
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Destroy();
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return;
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}
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PClassActor *cls = PClass::FindActor(Species);
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if (this->flags & MF_MISSILE && target && target->target) // Attempting to spawn a missile.
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{
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if ((tracer == NULL) && (flags2 & MF2_SEEKERMISSILE))
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{
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tracer = target->target;
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}
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newmobj = P_SpawnMissileXYZ(Pos(), target, target->target, cls, false);
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}
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else
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{
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newmobj = Spawn(cls, Pos(), NO_REPLACE);
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}
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if (newmobj != NULL)
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{
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// copy everything relevant
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newmobj->SpawnAngle = SpawnAngle;
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newmobj->Angles = Angles;
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newmobj->SpawnPoint = SpawnPoint;
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newmobj->special = special;
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newmobj->args[0] = args[0];
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newmobj->args[1] = args[1];
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newmobj->args[2] = args[2];
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newmobj->args[3] = args[3];
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newmobj->args[4] = args[4];
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newmobj->special1 = special1;
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newmobj->special2 = special2;
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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.
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newmobj->HandleSpawnFlags();
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newmobj->SpawnFlags = SpawnFlags;
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newmobj->tid = tid;
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newmobj->AddToHash();
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newmobj->Vel = Vel;
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newmobj->master = master; // For things such as DamageMaster/DamageChildren, transfer mastery.
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newmobj->target = target;
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newmobj->tracer = tracer;
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newmobj->CopyFriendliness(this, false);
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// This handles things such as projectiles with the MF4_SPECTRAL flag that have
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// a health set to -2 after spawning, for internal reasons.
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if (health != SpawnHealth()) newmobj->health = health;
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if (!(flags & MF_DROPPED)) newmobj->flags &= ~MF_DROPPED;
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// Handle special altitude flags
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if (newmobj->flags & MF_SPAWNCEILING)
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{
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newmobj->SetZ(newmobj->ceilingz - newmobj->Height - SpawnPoint.Z);
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}
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else if (newmobj->flags2 & MF2_SPAWNFLOAT)
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{
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double space = newmobj->ceilingz - newmobj->Height - newmobj->floorz;
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if (space > 48)
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{
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space -= 40;
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newmobj->SetZ((space * pr_randomspawn()) / 256. + newmobj->floorz + 40);
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}
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newmobj->AddZ(SpawnPoint.Z);
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}
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if (newmobj->flags & MF_MISSILE)
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P_CheckMissileSpawn(newmobj, 0);
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// Bouncecount is used to count how many recursions we're in.
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if (newmobj->IsKindOf(PClass::FindClass("RandomSpawner")))
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newmobj->bouncecount = ++bouncecount;
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// If the spawned actor has either of those flags, it's a boss.
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if ((newmobj->flags4 & MF4_BOSSDEATH) || (newmobj->flags2 & MF2_BOSS))
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boss = true;
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// If a replaced actor has either of those same flags, it's also a boss.
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AActor *rep = GetDefaultByType(GetClass()->GetReplacee());
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if (rep && ((rep->flags4 & MF4_BOSSDEATH) || (rep->flags2 & MF2_BOSS)))
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boss = true;
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IFVIRTUAL(ARandomSpawner, PostSpawn)
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{
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VMValue params[2] = { (DObject*)this, newmobj };
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GlobalVMStack.Call(func, params, 2, nullptr, 0, nullptr);
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}
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}
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if (boss)
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this->tracer = newmobj;
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else // "else" because a boss-replacing spawner must wait until it can call A_BossDeath.
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Destroy();
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}
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void Tick() // This function is needed for handling boss replacers
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{
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Super::Tick();
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if (tracer == NULL || tracer->health <= 0)
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{
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A_BossDeath(this);
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Destroy();
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}
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}
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};
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IMPLEMENT_CLASS(ARandomSpawner, false, false)
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14
src/info.cpp
14
src/info.cpp
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@ -552,6 +552,13 @@ PClassActor *PClassActor::GetReplacement(bool lookskill)
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return rep;
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}
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DEFINE_ACTION_FUNCTION(AActor, GetReplacement)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(c, PClassActor);
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ACTION_RETURN_POINTER(c->GetReplacement());
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}
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//==========================================================================
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//
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// PClassActor :: GetReplacee
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return rep;
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}
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DEFINE_ACTION_FUNCTION(AActor, GetReplacee)
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{
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PARAM_PROLOGUE;
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PARAM_POINTER(c, PClassActor);
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ACTION_RETURN_POINTER(c->GetReplacee());
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}
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//==========================================================================
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//
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// PClassActor :: SetDamageFactor
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@ -4772,6 +4772,13 @@ void AActor::HandleSpawnFlags ()
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, HandleSpawnFlags)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->HandleSpawnFlags();
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return 0;
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}
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void AActor::BeginPlay ()
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{
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// If the actor is spawned with the dormant flag set, clear it, and use
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@ -492,8 +492,16 @@ FxExpression *FxConstant::MakeConstant(PSymbol *sym, const FScriptPosition &pos)
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}
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else
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{
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pos.Message(MSG_ERROR, "'%s' is not a constant\n", sym->SymbolName.GetChars());
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x = nullptr;
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PSymbolConstString *csym = dyn_cast<PSymbolConstString>(sym);
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if (csym != nullptr)
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{
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x = new FxConstant(csym->Str, pos);
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}
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else
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{
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pos.Message(MSG_ERROR, "'%s' is not a constant\n", sym->SymbolName.GetChars());
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x = nullptr;
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}
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}
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return x;
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}
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@ -1037,11 +1045,12 @@ ExpEmit FxFloatCast::Emit(VMFunctionBuilder *build)
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//
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//==========================================================================
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FxNameCast::FxNameCast(FxExpression *x)
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FxNameCast::FxNameCast(FxExpression *x, bool explicitly)
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: FxExpression(EFX_NameCast, x->ScriptPosition)
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{
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basex = x;
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ValueType = TypeName;
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mExplicit = explicitly;
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}
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//==========================================================================
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@ -1066,7 +1075,18 @@ FxExpression *FxNameCast::Resolve(FCompileContext &ctx)
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CHECKRESOLVED();
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SAFE_RESOLVE(basex, ctx);
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if (basex->ValueType == TypeName)
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if (mExplicit && basex->ValueType->IsKindOf(RUNTIME_CLASS(PClassPointer)))
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{
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if (basex->isConstant())
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{
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auto constval = static_cast<FxConstant *>(basex)->GetValue().GetPointer();
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FxExpression *x = new FxConstant(static_cast<PClass*>(constval)->TypeName, ScriptPosition);
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delete this;
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return x;
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}
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return this;
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}
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else if (basex->ValueType == TypeName)
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{
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FxExpression *x = basex;
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basex = nullptr;
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@ -1100,13 +1120,25 @@ FxExpression *FxNameCast::Resolve(FCompileContext &ctx)
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ExpEmit FxNameCast::Emit(VMFunctionBuilder *build)
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{
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ExpEmit from = basex->Emit(build);
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assert(!from.Konst);
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assert(basex->ValueType == TypeString);
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from.Free(build);
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ExpEmit to(build, REGT_INT);
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build->Emit(OP_CAST, to.RegNum, from.RegNum, CAST_S2N);
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return to;
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if (basex->ValueType == TypeString)
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{
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ExpEmit from = basex->Emit(build);
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assert(!from.Konst);
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assert(basex->ValueType == TypeString);
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from.Free(build);
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ExpEmit to(build, REGT_INT);
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build->Emit(OP_CAST, to.RegNum, from.RegNum, CAST_S2N);
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return to;
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}
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else
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{
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ExpEmit ptr = basex->Emit(build);
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assert(ptr.RegType == REGT_POINTER);
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ptr.Free(build);
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ExpEmit to(build, REGT_INT);
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build->Emit(OP_LW, to.RegNum, ptr.RegNum, build->GetConstantInt(myoffsetof(PClassActor, TypeName)));
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return to;
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}
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}
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//==========================================================================
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@ -1471,7 +1503,7 @@ FxExpression *FxTypeCast::Resolve(FCompileContext &ctx)
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}
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else if (ValueType == TypeName)
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{
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FxExpression *x = new FxNameCast(basex);
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FxExpression *x = new FxNameCast(basex, Explicit);
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x = x->Resolve(ctx);
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basex = nullptr;
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delete this;
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@ -8394,7 +8426,7 @@ FxExpression *FxFormat::Resolve(FCompileContext& ctx)
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{
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CHECKRESOLVED();
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for (int i = 0; i < ArgList.Size(); i++)
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for (unsigned i = 0; i < ArgList.Size(); i++)
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{
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ArgList[i] = ArgList[i]->Resolve(ctx);
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if (ArgList[i] == nullptr)
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@ -8605,7 +8637,7 @@ ExpEmit FxFormat::Emit(VMFunctionBuilder *build)
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if (build->FramePointer.Fixed) EmitTail = false; // do not tail call if the stack is in use
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int opcode = (EmitTail ? OP_TAIL_K : OP_CALL_K);
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for (int i = 0; i < ArgList.Size(); i++)
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for (unsigned i = 0; i < ArgList.Size(); i++)
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EmitParameter(build, ArgList[i], ScriptPosition);
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build->Emit(opcode, build->GetConstantAddress(callfunc, ATAG_OBJECT), ArgList.Size(), 1);
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@ -611,10 +611,11 @@ public:
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class FxNameCast : public FxExpression
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{
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FxExpression *basex;
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bool mExplicit;
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public:
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FxNameCast(FxExpression *x);
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FxNameCast(FxExpression *x, bool explicitly = false);
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~FxNameCast();
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FxExpression *Resolve(FCompileContext&);
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@ -37,6 +37,7 @@
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#include "zscript/shared/ice.txt"
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#include "zscript/shared/dog.txt"
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#include "zscript/shared/fastprojectile.txt"
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#include "zscript/shared/randomspawner.txt"
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#include "zscript/shared/dynlights.txt"
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#include "zscript/compatibility.txt"
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@ -107,8 +107,8 @@ class Actor : Thinker native
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native int ReactionTime;
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native int Threshold;
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native readonly int DefThreshold;
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native readonly vector3 SpawnPoint;
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native readonly uint16 SpawnAngle;
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native vector3 SpawnPoint;
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native uint16 SpawnAngle;
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native int StartHealth;
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native uint8 WeaveIndexXY;
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native uint8 WeaveIndexZ;
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@ -330,6 +330,8 @@ class Actor : Thinker native
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}
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native static class<Actor> GetReplacement(class<Actor> cls);
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native static class<Actor> GetReplacee(class<Actor> cls);
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||||
native static int GetSpriteIndex(name sprt);
|
||||
native static double GetDefaultSpeed(class<Actor> type);
|
||||
native static class<Actor> GetSpawnableType(int spawnnum);
|
||||
|
@ -358,7 +360,8 @@ class Actor : Thinker native
|
|||
native bool IsZeroDamage();
|
||||
native void ClearInterpolation();
|
||||
native Vector3 PosRelative(sector sec);
|
||||
|
||||
|
||||
native void HandleSpawnFlags();
|
||||
native void ExplodeMissile(line lin = null, Actor target = null);
|
||||
native void RestoreDamage();
|
||||
native int SpawnHealth();
|
||||
|
|
|
@ -1084,3 +1084,33 @@ enum EPlayerCheats
|
|||
CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
|
||||
CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip
|
||||
};
|
||||
|
||||
const TEXTCOLOR_BRICK = "\034A";
|
||||
const TEXTCOLOR_TAN = "\034B";
|
||||
const TEXTCOLOR_GRAY = "\034C";
|
||||
const TEXTCOLOR_GREY = "\034C";
|
||||
const TEXTCOLOR_GREEN = "\034D";
|
||||
const TEXTCOLOR_BROWN = "\034E";
|
||||
const TEXTCOLOR_GOLD = "\034F";
|
||||
const TEXTCOLOR_RED = "\034G";
|
||||
const TEXTCOLOR_BLUE = "\034H";
|
||||
const TEXTCOLOR_ORANGE = "\034I";
|
||||
const TEXTCOLOR_WHITE = "\034J";
|
||||
const TEXTCOLOR_YELLOW = "\034K";
|
||||
const TEXTCOLOR_UNTRANSLATED = "\034L";
|
||||
const TEXTCOLOR_BLACK = "\034M";
|
||||
const TEXTCOLOR_LIGHTBLUE = "\034N";
|
||||
const TEXTCOLOR_CREAM = "\034O";
|
||||
const TEXTCOLOR_OLIVE = "\034P";
|
||||
const TEXTCOLOR_DARKGREEN = "\034Q";
|
||||
const TEXTCOLOR_DARKRED = "\034R";
|
||||
const TEXTCOLOR_DARKBROWN = "\034S";
|
||||
const TEXTCOLOR_PURPLE = "\034T";
|
||||
const TEXTCOLOR_DARKGRAY = "\034U";
|
||||
const TEXTCOLOR_CYAN = "\034V";
|
||||
|
||||
const TEXTCOLOR_NORMAL = "\034-";
|
||||
const TEXTCOLOR_BOLD = "\034+";
|
||||
|
||||
const TEXTCOLOR_CHAT = "\034*";
|
||||
const TEXTCOLOR_TEAMCHAT = "\034!";
|
||||
|
|
224
wadsrc/static/zscript/shared/randomspawner.txt
Normal file
224
wadsrc/static/zscript/shared/randomspawner.txt
Normal file
|
@ -0,0 +1,224 @@
|
|||
|
||||
// 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<Actor> 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)
|
||||
{
|
||||
if (di.Name != 'None')
|
||||
{
|
||||
if (!nomonsters || !IsMonster(di))
|
||||
{
|
||||
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 = 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)))
|
||||
{
|
||||
n -= di.Amount;
|
||||
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<Actor> cls = di.Name;
|
||||
if (cls != null)
|
||||
{
|
||||
Class<Actor> rep = GetReplacement(cls);
|
||||
if (rep != null)
|
||||
{
|
||||
cls = rep;
|
||||
}
|
||||
}
|
||||
if (cls != null)
|
||||
{
|
||||
Species = Name(cls);
|
||||
readonly<Actor> 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<Actor> 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.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<Actor> 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();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -178,22 +178,6 @@ class SwitchingDecoration : SwitchableDecoration
|
|||
}
|
||||
}
|
||||
|
||||
// Random spawner ----------------------------------------------------------
|
||||
|
||||
class RandomSpawner : Actor native
|
||||
{
|
||||
Default
|
||||
{
|
||||
+NOBLOCKMAP
|
||||
+NOSECTOR
|
||||
+NOGRAVITY
|
||||
+THRUACTORS
|
||||
}
|
||||
|
||||
virtual void PostSpawn(Actor spawned)
|
||||
{}
|
||||
}
|
||||
|
||||
// Sector flag setter ------------------------------------------------------
|
||||
|
||||
class SectorFlagSetter : Actor
|
||||
|
|
Loading…
Reference in a new issue