#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 PClass *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, 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]<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]); }