qzdoom/src/g_hexen/a_fog.cpp

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#include "actor.h"
#include "info.h"
#include "m_random.h"
#include "p_local.h"
static FRandom pr_fogspawn ("FogSpawn");
void A_FogSpawn (AActor *);
void A_FogMove (AActor *);
// Fog Spawner --------------------------------------------------------------
class AFogSpawner : public AActor
{
DECLARE_ACTOR (AFogSpawner, AActor)
};
FState AFogSpawner::States[] =
{
#define S_SPAWNFOG1 0
S_NORMAL (TNT1, 'A', 20, A_FogSpawn , &States[S_SPAWNFOG1]),
};
IMPLEMENT_ACTOR (AFogSpawner, Hexen, 10000, 0)
PROP_Flags (MF_NOSECTOR|MF_NOBLOCKMAP)
PROP_Flags2 (MF2_FLOATBOB)
PROP_RenderFlags (RF_INVISIBLE)
PROP_SpawnState (S_SPAWNFOG1)
END_DEFAULTS
// Small Fog Patch ----------------------------------------------------------
class AFogPatchSmall : public AActor
{
DECLARE_ACTOR (AFogPatchSmall, AActor)
};
FState AFogPatchSmall::States[] =
{
#define S_FOGPATCHS1 0
S_NORMAL (FOGS, 'A', 7, A_FogMove , &States[S_FOGPATCHS1+1]),
S_NORMAL (FOGS, 'B', 7, A_FogMove , &States[S_FOGPATCHS1+2]),
S_NORMAL (FOGS, 'C', 7, A_FogMove , &States[S_FOGPATCHS1+3]),
S_NORMAL (FOGS, 'D', 7, A_FogMove , &States[S_FOGPATCHS1+4]),
S_NORMAL (FOGS, 'E', 7, A_FogMove , &States[S_FOGPATCHS1]),
#define S_FOGPATCHS0 (S_FOGPATCHS1+5)
S_NORMAL (FOGS, 'E', 5, NULL , NULL),
};
IMPLEMENT_ACTOR (AFogPatchSmall, Hexen, 10001, 0)
PROP_SpeedFixed (1)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_FLOAT)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (S_FOGPATCHS1)
PROP_DeathState (S_FOGPATCHS0)
END_DEFAULTS
// Medium Fog Patch ---------------------------------------------------------
class AFogPatchMedium : public AActor
{
DECLARE_ACTOR (AFogPatchMedium, AActor)
};
FState AFogPatchMedium::States[] =
{
#define S_FOGPATCHM1 0
S_NORMAL (FOGM, 'A', 7, A_FogMove , &States[S_FOGPATCHM1+1]),
S_NORMAL (FOGM, 'B', 7, A_FogMove , &States[S_FOGPATCHM1+2]),
S_NORMAL (FOGM, 'C', 7, A_FogMove , &States[S_FOGPATCHM1+3]),
S_NORMAL (FOGM, 'D', 7, A_FogMove , &States[S_FOGPATCHM1+4]),
S_NORMAL (FOGM, 'E', 7, A_FogMove , &States[S_FOGPATCHM1]),
#define S_FOGPATCHM0 (S_FOGPATCHM1+5)
S_NORMAL (FOGS, 'A', 5, NULL , &States[S_FOGPATCHM0+1]),
S_NORMAL (FOGS, 'B', 5, NULL , &States[S_FOGPATCHM0+2]),
S_NORMAL (FOGS, 'C', 5, NULL , &States[S_FOGPATCHM0+3]),
S_NORMAL (FOGS, 'D', 5, NULL , &States[S_FOGPATCHM0+4]),
S_NORMAL (FOGS, 'E', 5, NULL , &AFogPatchSmall::States[S_FOGPATCHS0]),
};
IMPLEMENT_ACTOR (AFogPatchMedium, Hexen, 10002, 0)
PROP_SpeedFixed (1)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_FLOAT)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (S_FOGPATCHM1)
PROP_DeathState (S_FOGPATCHM0)
END_DEFAULTS
// Large Fog Patch ----------------------------------------------------------
class AFogPatchLarge : public AActor
{
DECLARE_ACTOR (AFogPatchLarge, AActor)
};
FState AFogPatchLarge::States[] =
{
#define S_FOGPATCHL1 0
S_NORMAL (FOGL, 'A', 7, A_FogMove , &States[S_FOGPATCHL1+1]),
S_NORMAL (FOGL, 'B', 7, A_FogMove , &States[S_FOGPATCHL1+2]),
S_NORMAL (FOGL, 'C', 7, A_FogMove , &States[S_FOGPATCHL1+3]),
S_NORMAL (FOGL, 'D', 7, A_FogMove , &States[S_FOGPATCHL1+4]),
S_NORMAL (FOGL, 'E', 7, A_FogMove , &States[S_FOGPATCHL1]),
#define S_FOGPATCHL0 (S_FOGPATCHL1+5)
S_NORMAL (FOGM, 'A', 4, NULL , &States[S_FOGPATCHL0+1]),
S_NORMAL (FOGM, 'B', 4, NULL , &States[S_FOGPATCHL0+2]),
S_NORMAL (FOGM, 'C', 4, NULL , &States[S_FOGPATCHL0+3]),
S_NORMAL (FOGM, 'D', 4, NULL , &States[S_FOGPATCHL0+4]),
S_NORMAL (FOGM, 'E', 4, NULL , &AFogPatchMedium::States[S_FOGPATCHM0]),
};
IMPLEMENT_ACTOR (AFogPatchLarge, Hexen, 10003, 0)
PROP_SpeedFixed (1)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY|MF_NOCLIP|MF_FLOAT)
PROP_Flags2 (MF2_NOTELEPORT)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
PROP_SpawnState (S_FOGPATCHL1)
PROP_DeathState (S_FOGPATCHL0)
END_DEFAULTS
//==========================================================================
// 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 TypeInfo *fogs[3] =
{
RUNTIME_CLASS(AFogPatchSmall),
RUNTIME_CLASS(AFogPatchMedium),
RUNTIME_CLASS(AFogPatchLarge)
};
AActor *mo=NULL;
angle_t delta;
if (actor->special1-- > 0) return;
actor->special1 = actor->args[2]; // Reset frequency count
mo = Spawn (fogs[pr_fogspawn()%3], actor->x, actor->y, actor->z);
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->DeathState);
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]);
}