Split battlebox respawning into its own function

This commit is contained in:
NepDisk 2025-10-02 15:12:49 -04:00
parent ef1596caeb
commit 15aded75f9
4 changed files with 53 additions and 41 deletions

View file

@ -527,3 +527,54 @@ afteritembreaker:
}
}
}
// Handle respawning the battle boxes.
void K_RespawnBattleBoxes(void)
{
if (!(gametyperules & GTR_BATTLEBOXES))
return;
if (itembreaker)
return;
if (numgotboxes < (4*nummapboxes/5))
return;
thinker_t *th;
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
mobj_t *box;
mobj_t *newmobj;
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
box = (mobj_t *)th;
if (box->type != MT_RANDOMITEM || box->threshold != 68 || box->fuse) // only popped items
continue;
// Respawn from mapthing if you have one!
if (box->spawnpoint)
{
P_SpawnMapThing(box->spawnpoint);
newmobj = box->spawnpoint->mobj; // this is set to the new mobj in P_SpawnMapThing
P_SpawnMobj(box->spawnpoint->mobj->x, box->spawnpoint->mobj->y, box->spawnpoint->mobj->z, MT_EXPLODE); // poof into existance
}
else
{
newmobj = P_SpawnMobj(box->x, box->y, box->z, box->type);
P_SpawnMobj(newmobj->x, newmobj->y, newmobj->z, MT_EXPLODE); // poof into existance
}
// Transfer flags2 (strongbox, objectflip)
newmobj->flags2 = box->flags2;
P_RemoveMobj(box); // make sure they disappear
numgotboxes--; // you've restored a box, remove it from the count
//continue; -- irrelevant?
}
if (numgotboxes < 0)
numgotboxes = 0;
}

View file

@ -22,6 +22,7 @@ UINT8 K_NumEmeralds(player_t *player);
void K_RunPaperItemSpawners(void);
void K_SpawnPlayerBattleBumpers(player_t *p);
void K_BattleInit(void);
void K_RespawnBattleBoxes(void);
#ifdef __cplusplus
} // extern "C"

View file

@ -12267,47 +12267,6 @@ void P_RespawnSpecials(void)
INT32 time = 30*TICRATE; // Respawn things in empty dedicated servers
mapthing_t *mthing = NULL;
if ((gametyperules & GTR_BATTLEBOXES) && !itembreaker && numgotboxes >= (4*nummapboxes/5)) // Battle Mode respawns all boxes in a different way
{
thinker_t *th;
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
mobj_t *box;
mobj_t *newmobj;
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
continue;
box = (mobj_t *)th;
if (box->type != MT_RANDOMITEM || box->threshold != 68 || box->fuse) // only popped items
continue;
// Respawn from mapthing if you have one!
if (box->spawnpoint)
{
P_SpawnMapThing(box->spawnpoint);
newmobj = box->spawnpoint->mobj; // this is set to the new mobj in P_SpawnMapThing
P_SpawnMobj(box->spawnpoint->mobj->x, box->spawnpoint->mobj->y, box->spawnpoint->mobj->z, MT_EXPLODE); // poof into existance
}
else
{
newmobj = P_SpawnMobj(box->x, box->y, box->z, box->type);
P_SpawnMobj(newmobj->x, newmobj->y, newmobj->z, MT_EXPLODE); // poof into existance
}
// Transfer flags2 (strongbox, objectflip)
newmobj->flags2 = box->flags2;
P_RemoveMobj(box); // make sure they disappear
numgotboxes--; // you've restored a box, remove it from the count
//continue; -- irrelevant?
}
if (numgotboxes < 0)
numgotboxes = 0;
}
// wait time depends on player count
for (p = 0; p < MAXPLAYERS; p++)
{

View file

@ -889,6 +889,7 @@ void P_Ticker(boolean run)
P_UpdateSpecials();
P_RespawnSpecials();
K_RespawnBattleBoxes();
// Lightning, rain sounds, etc.
P_PrecipitationEffects();