gzdoom-gles/src/g_hexen/a_fog.cpp

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#include "m_random.h"
#include "p_local.h"
static FRandom pr_fogspawn ("FogSpawn");
//==========================================================================
// Fog Variables:
//
// args[0] Speed (0..10) of fog
// args[1] Angle of spread (0..128)
// args[2] Frequency of spawn (1..10)
// args[3] Lifetime countdown
// args[4] Boolean: fog moving?
// special1 Internal: Counter for spawn frequency
// special2 Internal: Index into floatbob table
//
//==========================================================================
//==========================================================================
//
// A_FogSpawn
//
//==========================================================================
void A_FogSpawn (AActor *actor)
{
static const PClass *fogs[3] =
{
PClass::FindClass ("FogPatchSmall"),
PClass::FindClass ("FogPatchMedium"),
PClass::FindClass ("FogPatchLarge")
};
AActor *mo=NULL;
angle_t delta;
if (actor->special1-- > 0) return;
actor->special1 = actor->args[2]; // Reset frequency count
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mo = Spawn (fogs[pr_fogspawn()%3], actor->x, actor->y, actor->z, ALLOW_REPLACE);
if (mo)
{
delta = actor->args[1];
if (delta==0) delta=1;
mo->angle = actor->angle + (((pr_fogspawn()%delta)-(delta>>1))<<24);
mo->target = actor;
if (actor->args[0] < 1) actor->args[0] = 1;
mo->args[0] = (pr_fogspawn() % (actor->args[0]))+1; // Random speed
mo->args[3] = actor->args[3]; // Set lifetime
mo->args[4] = 1; // Set to moving
mo->special2 = pr_fogspawn()&63;
}
}
//==========================================================================
//
// A_FogMove
//
//==========================================================================
void A_FogMove (AActor *actor)
{
int speed = actor->args[0]<<FRACBITS;
angle_t angle;
int weaveindex;
if (!(actor->args[4])) return;
if (actor->args[3]-- <= 0)
{
actor->SetStateNF (actor->FindState(NAME_Death));
return;
}
if ((actor->args[3] % 4) == 0)
{
weaveindex = actor->special2;
actor->z += FloatBobOffsets[weaveindex]>>1;
actor->special2 = (weaveindex+1)&63;
}
angle = actor->angle>>ANGLETOFINESHIFT;
actor->momx = FixedMul(speed, finecosine[angle]);
actor->momy = FixedMul(speed, finesine[angle]);
}