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https://github.com/ZDoom/gzdoom.git
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0770c0022c
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.
159 lines
2.9 KiB
Text
159 lines
2.9 KiB
Text
//==========================================================================
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// Fog Variables:
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//
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// args[0] Speed (0..10) of fog
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// args[1] Angle of spread (0..128)
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// args[2] Frequency of spawn (1..10)
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// args[3] Lifetime countdown
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// args[4] Boolean: fog moving?
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// special1 Internal: Counter for spawn frequency
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// WeaveIndexZ Internal: Index into floatbob table
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//
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//==========================================================================
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// Fog Spawner --------------------------------------------------------------
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class FogSpawner : Actor
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{
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Default
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{
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+NOSECTOR +NOBLOCKMAP
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+FLOATBOB
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+NOGRAVITY
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+INVISIBLE
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}
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States
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{
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Spawn:
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TNT1 A 20 A_FogSpawn;
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Loop;
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}
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//==========================================================================
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//
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// A_FogSpawn
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//
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//==========================================================================
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void A_FogSpawn()
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{
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if (special1-- > 0)
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{
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return;
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}
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special1 = args[2]; // Reset frequency count
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class<Actor> fog;
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switch (random[FogSpawn](0,2))
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{
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default:
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case 0: fog = "FogPatchSmall"; break;
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case 1: fog = "FogPatchMedium"; break;
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case 2: fog = "FogPatchLarge"; break;
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}
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Actor mo = Spawn (fog, Pos, ALLOW_REPLACE);
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if (mo)
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{
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int delta = args[1];
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if (delta == 0) delta = 1;
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mo.angle = angle + ((random[FogSpawn](0, delta-1) - (delta >> 1)) * (360 / 256.));
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mo.target = self;
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if (args[0] < 1) args[0] = 1;
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mo.args[0] = random[FogSpawn](1, args[0]); // Random speed
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mo.args[3] = args[3]; // Set lifetime
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mo.args[4] = 1; // Set to moving
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mo.WeaveIndexZ = random[FogSpawn](0, 63);
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}
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}
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}
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// Small Fog Patch ----------------------------------------------------------
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class FogPatchSmall : Actor
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{
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Default
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{
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Speed 1;
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+NOBLOCKMAP +NOGRAVITY +NOCLIP +FLOAT
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+NOTELEPORT
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RenderStyle "Translucent";
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Alpha 0.6;
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}
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States
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{
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Spawn:
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FOGS ABCDE 7 A_FogMove;
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Loop;
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Death:
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FOGS E 5;
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Stop;
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}
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//==========================================================================
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//
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// A_FogMove
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//
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//==========================================================================
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void A_FogMove()
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{
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double speed = args[0];
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int weaveindex;
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if (!args[4])
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{
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return;
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}
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if (args[3]-- <= 0)
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{
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SetStateLabel ('Death', true);
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return;
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}
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if ((args[3] % 4) == 0)
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{
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weaveindex = WeaveIndexZ;
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AddZ(BobSin(weaveindex) / 2);
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WeaveIndexZ = (weaveindex + 1) & 63;
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}
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VelFromAngle(speed);
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}
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}
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// Medium Fog Patch ---------------------------------------------------------
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class FogPatchMedium : FogPatchSmall
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{
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States
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{
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Spawn:
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FOGM ABCDE 7 A_FogMove;
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Loop;
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Death:
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FOGS ABCDE 5;
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Goto Super::Death;
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}
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}
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// Large Fog Patch ----------------------------------------------------------
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class FogPatchLarge : FogPatchMedium
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{
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States
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{
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Spawn:
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FOGL ABCDE 7 A_FogMove;
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Loop;
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Death:
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FOGM ABCDEF 4;
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Goto Super::Death;
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}
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}
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