gzdoom-gles/wadsrc/static/zscript/hexen/fog.txt
Christoph Oelckers 0770c0022c - cleaned up use of the random function in script files.
Many uses of random() & value have been turned into random(0, value).
This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
2018-12-21 12:40:05 +01:00

159 lines
2.9 KiB
Text

//==========================================================================
// 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
// WeaveIndexZ Internal: Index into floatbob table
//
//==========================================================================
// Fog Spawner --------------------------------------------------------------
class FogSpawner : Actor
{
Default
{
+NOSECTOR +NOBLOCKMAP
+FLOATBOB
+NOGRAVITY
+INVISIBLE
}
States
{
Spawn:
TNT1 A 20 A_FogSpawn;
Loop;
}
//==========================================================================
//
// A_FogSpawn
//
//==========================================================================
void A_FogSpawn()
{
if (special1-- > 0)
{
return;
}
special1 = args[2]; // Reset frequency count
class<Actor> fog;
switch (random[FogSpawn](0,2))
{
default:
case 0: fog = "FogPatchSmall"; break;
case 1: fog = "FogPatchMedium"; break;
case 2: fog = "FogPatchLarge"; break;
}
Actor mo = Spawn (fog, Pos, ALLOW_REPLACE);
if (mo)
{
int delta = args[1];
if (delta == 0) delta = 1;
mo.angle = angle + ((random[FogSpawn](0, delta-1) - (delta >> 1)) * (360 / 256.));
mo.target = self;
if (args[0] < 1) args[0] = 1;
mo.args[0] = random[FogSpawn](1, args[0]); // Random speed
mo.args[3] = args[3]; // Set lifetime
mo.args[4] = 1; // Set to moving
mo.WeaveIndexZ = random[FogSpawn](0, 63);
}
}
}
// Small Fog Patch ----------------------------------------------------------
class FogPatchSmall : Actor
{
Default
{
Speed 1;
+NOBLOCKMAP +NOGRAVITY +NOCLIP +FLOAT
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.6;
}
States
{
Spawn:
FOGS ABCDE 7 A_FogMove;
Loop;
Death:
FOGS E 5;
Stop;
}
//==========================================================================
//
// A_FogMove
//
//==========================================================================
void A_FogMove()
{
double speed = args[0];
int weaveindex;
if (!args[4])
{
return;
}
if (args[3]-- <= 0)
{
SetStateLabel ('Death', true);
return;
}
if ((args[3] % 4) == 0)
{
weaveindex = WeaveIndexZ;
AddZ(BobSin(weaveindex) / 2);
WeaveIndexZ = (weaveindex + 1) & 63;
}
VelFromAngle(speed);
}
}
// Medium Fog Patch ---------------------------------------------------------
class FogPatchMedium : FogPatchSmall
{
States
{
Spawn:
FOGM ABCDE 7 A_FogMove;
Loop;
Death:
FOGS ABCDE 5;
Goto Super::Death;
}
}
// Large Fog Patch ----------------------------------------------------------
class FogPatchLarge : FogPatchMedium
{
States
{
Spawn:
FOGL ABCDE 7 A_FogMove;
Loop;
Death:
FOGM ABCDEF 4;
Goto Super::Death;
}
}